(Version 1.0?)

CA/0000: FF    
CA/0001: 49    If dialogue window is up, wait for keypress then dismiss
CA/0002: FE    Return

CA/0003: B2    Call subroutine $CA5E33
CA/0007: FE    Return

CA/0008: 4B    Display dialogue message $0B85, wait for button press
               
               Received <I>!
CA/000B: FE    Return

CA/000C: 4B    Display dialogue message $0B86, wait for button press
               
               Learned <S>!
CA/000F: FE    Return

CA/0010: 4B    Display dialogue message $0B87, wait for button press
               
               Found <N> GP!
CA/0013: FE    Return

CA/0014: 4B    Display dialogue message $0B88, wait for button press
               
               Empty!
CA/0017: FE    Return

CA/0018: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/001A: D7        Center screen on character
CA/001B: FF        End queue
CA/001C: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/001E: D7        Center screen on character
CA/001F: FF        End queue
CA/0020: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/0022: D7        Center screen on character
CA/0023: FF        End queue
CA/0024: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0026: D7        Center screen on character
CA/0027: FF        End queue
CA/0028: 4E    Invoke battle, random encounter as determined by zone
CA/0029: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA0032
CA/002E: B2    Call subroutine $CCE566
CA/0032: 47    Make character in slot 0 the lead character
CA/0033: FE    Return

CA/0034: B2    Call subroutine $CA00EA
CA/0038: FE    Return

CA/0039: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA0108
CA/003F: FE    Return

CA/0040: 4B    Display dialogue message $0B90, wait for button press
               
               Monster-in-a-box! 
CA/0043: B2    Call subroutine $CB0E1C
CA/0047: 8E    Invoke battle: enemy set obtained from treasure chest's monster-in-a-box, background is area's default
CA/0048: B2    Call subroutine $CA5EA9
CA/004C: 47    Make character in slot 0 the lead character
CA/004D: 96    Restore screen from fade
CA/004E: FE    Return

CA/004F: D9        Fade screen
CA/0050: E0        Pause for 2 units
CA/0052: D2        Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 08), mode $00
CA/0058: FE    Return

CA/0059: B9        If ($1E80($09D) [$1E93, bit 5] is set) and ($1E80($09E) [$1E93, bit 6] is clear), branch to $CA5AD4
CA/0061: D2        Load map $0007 (Blackjack, below decks, all rooms except Celes' prison), position (08, 35), mode $00
CA/0067: FE    Return

CA/0068: C8        Set bit $1E80($0246) [$1EC8, bit 6]
CA/006B: B0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA0078
CA/0071: D2        Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $80
CA/0077: FE    Return

CA/0078: D2        Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)), position (16, 08), mode $80
CA/007E: FE    Return

CA/007F: 20        Move vehicle as follows: (go up), 64 units
CA/0081: D2        Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (15, 08), mode $00
CA/0087: FE    Return

CA/0088: D2        Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (16, 08), mode $00
CA/008E: FE    Return

CA/008F: D2        Load map $0114 (Gogo's Lair, entrance / guarded bridges / below bridges), position (10, 12), mode $80
CA/0095: FE    Return

CA/0096: D2        Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (17, 08), mode $01
CA/009C: FE    Return

CA/009D: 3D    Create object $12
CA/009F: 41    Show object $12
CA/00A1: 45    Refresh objects
CA/00A2: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/00A4: CF        Turn character left
CA/00A5: C2        Set character's event speed to normal
CA/00A6: FF        End queue
CA/00A7: 12    Begin action queue for character $12 (NPC $12), 14 bytes long (Wait until complete)
CA/00A9: C4        Set character's event speed to faster
CA/00AA: A6        Move character right/down 2x1 tiles
CA/00AB: A6        Move character right/down 2x1 tiles
CA/00AC: A6        Move character right/down 2x1 tiles
CA/00AD: A6        Move character right/down 2x1 tiles
CA/00AE: A6        Move character right/down 2x1 tiles
CA/00AF: A6        Move character right/down 2x1 tiles
CA/00B0: C2        Set character's event speed to normal
CA/00B1: DD        Make character jump (high)
CA/00B2: 85        Move character right 2 tiles
CA/00B3: C1        Set character's event speed to slow
CA/00B4: DC        Make character jump (low)
CA/00B5: 81        Move character right 1 tile
CA/00B6: FF        End queue
CA/00B7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/00B9: CD        Turn character right
CA/00BA: FF        End queue
CA/00BB: 94    Pause for 60 units
CA/00BC: B3    Call subroutine $CAC810, 3 times
CA/00C1: 93    Pause for 45 units
CA/00C2: 4B    Display dialogue message $0B9E, wait for button press
               A piece of Magicite popped out of Doom Gaze's mouth!
CA/00C5: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/00C7: 85        Move character right 2 tiles
CA/00C8: CE        Turn character down
CA/00C9: FF        End queue
CA/00CA: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/00CC: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/00CE: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/00D0: C0        Set character's event speed to slowest
CA/00D1: 80        Move character up 1 tile
CA/00D2: D1        Make character disappear
CA/00D3: FF        End queue
CA/00D4: F4    Play sound effect 141
CA/00D6: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/00D8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/00DA: 10        Do character graphical action $10 
CA/00DB: FF        End queue
CA/00DC: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/00DE: 4B    Display dialogue message $0B9F, wait for button press
               
               Received the Magicite
               Bahamut.
CA/00E1: 86    Give esper $43 (Bahamut ) to party
CA/00E3: 6A    Load map $01FF (world map) after fade out, (upper bits $2400), place party at (0, 0), facing down, party is in the airship
CA/00E9: FF        End vehicle script

CA/00EA: 96    Restore screen from fade
CA/00EB: F2    Fade out current song with transition time 48
CA/00ED: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/00EF: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/00F0: E0        Pause for 4 * 6 (24) frames
CA/00F2: 27        Do vehicle/entity graphical action $27 
CA/00F3: FF        End queue
CA/00F4: F0    Play song 56 (Nighty Night), (high bit set), full volume
CA/00F6: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/00FA: FA    Stop temporarily played song
CA/00FB: F3    Fade in previously faded out song with transition time 16
CA/00FD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/00FF: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0100: FF        End queue
CA/0101: 94    Pause for 60 units
CA/0102: B3    Call subroutine $CAC7FE, 3 times
CA/0107: FE    Return

CA/0108: F4    Play sound effect 76
CA/010A: B0    Execute the following commands until $B1 2 times
CA/010C: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/010E: CD            Turn vehicle/entity right
CA/010F: FF            End queue
CA/0110: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0112: CC            Turn vehicle/entity up
CA/0113: FF            End queue
CA/0114: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0116: CF            Turn vehicle/entity left
CA/0117: FF            End queue
CA/0118: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/011A: CE            Turn vehicle/entity down
CA/011B: FF            End queue
CA/011C: B1        End block of repeating commands
CA/011D: 97    Fade screen to black
CA/011E: B0    Execute the following commands until $B1 2 times
CA/0120: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0122: CD            Turn vehicle/entity right
CA/0123: FF            End queue
CA/0124: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0126: CC            Turn vehicle/entity up
CA/0127: FF            End queue
CA/0128: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/012A: CF            Turn vehicle/entity left
CA/012B: FF            End queue
CA/012C: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/012E: CE            Turn vehicle/entity down
CA/012F: FF            End queue
CA/0130: B1        End block of repeating commands
CA/0131: 5C    Pause execution until fade in or fade out is complete
CA/0132: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/0134: D3    Clear event bit $1E80($1CD) [$1EB9, bit 5]
CA/0136: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CA/0138: C0    If ($1E80($2BF) [$1ED7, bit 7] is set), branch to $CA0154
CA/013E: C0    If ($1E80($2BE) [$1ED7, bit 6] is set), branch to $CA014F
CA/0144: B2    Call subroutine $CA0159
CA/0148: 6B    Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down
CA/014E: FF        End map script

CA/014F: B2    Call subroutine $CC0FF6
CA/0153: FE    Return

CA/0154: B2    Call subroutine $CC1001
CA/0158: FE    Return

CA/0159: D5    Clear event bit $1E80($2B4) [$1ED6, bit 4]
CA/015B: D5    Clear event bit $1E80($2B6) [$1ED6, bit 6]
CA/015D: FE    Return

CA/015E: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CA/0160: F0    Play song 56 (Nighty Night), (high bit set), full volume
CA/0162: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/0164: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0165: E0        Pause for 4 * 6 (24) frames
CA/0167: 27        Do vehicle/entity graphical action $27 
CA/0168: FF        End queue
CA/0169: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/016D: FA    Stop temporarily played song
CA/016E: F3    Fade in previously faded out song with transition time 16
CA/0170: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0172: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0173: FF        End queue
CA/0174: 94    Pause for 60 units
CA/0175: B3    Call subroutine $CAC7FE, 3 times
CA/017A: 92    Pause for 30 units
CA/017B: 6A    Load map $01FE (previous world map, skipping reposition function) after fade out, (upper bits $2400), place party at (0, 0), facing down, flags $00
CA/0181: FF        End map script

CA/0182: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CA/0184: C1        Set vehicle/entity's event speed to slow
CA/0185: 83        Move vehicle/entity left 1 tile
CA/0186: 22        Do vehicle/entity graphical action $22 
CA/0187: FF        End queue
CA/0188: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/018A: CD        Turn vehicle/entity right
CA/018B: FF        End queue
CA/018C: 4B    Display dialogue message $0BA6, wait for button press (At bottom of screen)
               STRAGO: The Espersand magic, too, will most definitely disappear from this world.
CA/018F: FE    Return

CA/0190: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/0192: CE        Turn vehicle/entity down
CA/0193: FF        End queue
CA/0194: 4B    Display dialogue message $0BA5, wait for button press (At bottom of screen)
               CELES: The Espers, and magic, too, will cease to exist.
CA/0197: FE    Return

CA/0198: 4B    Display dialogue message $0B8D, wait for button press
               Right.
               We're going in!
CA/019B: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA02D5
CA/01A1: FE    Return

CA/01A2: C0    If ($1E80($029) [$1E85, bit 1] is set), branch to $CA0198
CA/01A8: 4B    Display dialogue message $0B8D, wait for button press
               Right.
               We're going in!
CA/01AB: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $2400), place party at (137, 198), facing down, party is in the airship
CA/01B1: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CA/01B4: 40        Move vehicle as follows: (go down), 56 units
CA/01B6: C7        Place airship at position (137, 199)
CA/01B9: D2        Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (15, 08), mode $40
CA/01BF: 38    Hold screen
CA/01C0: B2    Call subroutine $CAC90B
CA/01C4: B2    Call subroutine $CAC9ED
CA/01C8: C0    If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CA01D5
CA/01CE: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/01D0: D5        Set vehicle/entity's position to (21, 7)
CA/01D3: CE        Turn vehicle/entity down
CA/01D4: FF        End queue
CA/01D5: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA01E2
CA/01DB: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/01DD: D5        Set vehicle/entity's position to (23, 9)
CA/01E0: CF        Turn vehicle/entity left
CA/01E1: FF        End queue
CA/01E2: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA01EF
CA/01E8: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CA/01EA: D5        Set vehicle/entity's position to (24, 7)
CA/01ED: CF        Turn vehicle/entity left
CA/01EE: FF        End queue
CA/01EF: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA01FC
CA/01F5: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long 
CA/01F7: D5        Set vehicle/entity's position to (25, 9)
CA/01FA: CF        Turn vehicle/entity left
CA/01FB: FF        End queue
CA/01FC: C0    If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CA0209
CA/0202: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/0204: D5        Set vehicle/entity's position to (16, 8)
CA/0207: CE        Turn vehicle/entity down
CA/0208: FF        End queue
CA/0209: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA0216
CA/020F: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/0211: D5        Set vehicle/entity's position to (14, 6)
CA/0214: CF        Turn vehicle/entity left
CA/0215: FF        End queue
CA/0216: C0    If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CA0223
CA/021C: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/021E: D5        Set vehicle/entity's position to (17, 8)
CA/0221: CF        Turn vehicle/entity left
CA/0222: FF        End queue
CA/0223: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA0230
CA/0229: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/022B: D5        Set vehicle/entity's position to (18, 9)
CA/022E: CE        Turn vehicle/entity down
CA/022F: FF        End queue
CA/0230: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA023D
CA/0236: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CA/0238: D5        Set vehicle/entity's position to (11, 7)
CA/023B: CF        Turn vehicle/entity left
CA/023C: FF        End queue
CA/023D: C0    If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CA024A
CA/0243: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/0245: D5        Set vehicle/entity's position to (15, 8)
CA/0248: 0A        Do vehicle/entity graphical action $0A 
CA/0249: FF        End queue
CA/024A: 42    Hide object $0A
CA/024C: 42    Hide object $0B
CA/024E: 42    Hide object $0C
CA/0250: 42    Hide object $0D
CA/0252: 95    Pause for 120 units
CA/0253: 96    Restore screen from fade
CA/0254: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/0256: CE        Turn vehicle/entity down
CA/0257: FF        End queue
CA/0258: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/025A: C2        Set vehicle/entity's event speed to normal
CA/025B: 82        Move vehicle/entity down 1 tile
CA/025C: E0        Pause for 4 * 8 (32) frames
CA/025E: 19        Do vehicle/entity graphical action $19 
CA/025F: FF        End queue
CA/0260: 4B    Display dialogue message $0BA0, wait for button press
               EDGAR: It's time to break into Kefka's domain!
CA/0263: 92    Pause for 30 units
CA/0264: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CA/0266: 20        Do vehicle/entity graphical action $20 
CA/0267: E0        Pause for 4 * 8 (32) frames
CA/0269: C1        Set vehicle/entity's event speed to slow
CA/026A: 84        Move vehicle/entity up 2 tiles
CA/026B: 1C        Do vehicle/entity graphical action $1C 
CA/026C: FF        End queue
CA/026D: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/026F: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/0270: FF        End queue
CA/0271: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/0273: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/0274: FF        End queue
CA/0275: 4B    Display dialogue message $0BA1, wait for button press (At bottom of screen)
               SETZER: What's wrong?
               CELES
CA/0278: B5    Pause for 15 * 6 (90) units
CA/027A: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/027C: CF        Turn vehicle/entity left
CA/027D: FF        End queue
CA/027E: 94    Pause for 60 units
CA/027F: 4B    Display dialogue message $0BA2, wait for button press (At bottom of screen)
               CELES: The Statues give the Espers the magical energy they need to live.
               If we destroy the Statues
CA/0282: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/0284: 84        Move vehicle/entity up 2 tiles
CA/0285: FF        End queue
CA/0286: 4B    Display dialogue message $0BA3, wait for button press (At bottom of screen)
               EDGAR: What'll happen?
CA/0289: 92    Pause for 30 units
CA/028A: B0    Execute the following commands until $B1 3 times
CA/028C: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/028E: 15            Do vehicle/entity graphical action $15 
CA/028F: FF            End queue
CA/0290: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/0292: CF            Turn vehicle/entity left
CA/0293: FF            End queue
CA/0294: B1        End block of repeating commands
CA/0295: 92    Pause for 30 units
CA/0296: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/0298: 22        Do vehicle/entity graphical action $22 
CA/0299: FF        End queue
CA/029A: 4B    Display dialogue message $0BA4, wait for button press (At bottom of screen)
               CELES: I'm really not sure,
               but
CA/029D: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/029E: BE    If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA0182; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CA0190
CA/02A6: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/02A8: CD        Turn vehicle/entity right
CA/02A9: FF        End queue
CA/02AA: 94    Pause for 60 units
CA/02AB: B0    Execute the following commands until $B1 3 times
CA/02AD: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/02AF: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/02B0: FF            End queue
CA/02B1: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/02B3: CD            Turn vehicle/entity right
CA/02B4: FF            End queue
CA/02B5: B1        End block of repeating commands
CA/02B6: 92    Pause for 30 units
CA/02B7: 4B    Display dialogue message $0BA7, wait for button press (At bottom of screen)
               EDGAR: And then
CA/02BA: 93    Pause for 45 units
CA/02BB: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/02BD: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/02BE: FF        End queue
CA/02BF: 4B    Display dialogue message $0BA8, wait for button press (At bottom of screen)
               CELES: What will happen to 
               TERRA?
CA/02C2: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA02D5
CA/02C8: 30    Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete)
CA/02CA: C2        Set vehicle/entity's event speed to normal
CA/02CB: 85        Move vehicle/entity right 2 tiles
CA/02CC: C1        Set vehicle/entity's event speed to slow
CA/02CD: 81        Move vehicle/entity right 1 tile
CA/02CE: C0        Set vehicle/entity's event speed to slowest
CA/02CF: 81        Move vehicle/entity right 1 tile
CA/02D0: FF        End queue
CA/02D1: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/02D3: 20        Do vehicle/entity graphical action $20 
CA/02D4: FF        End queue
CA/02D5: 95    Pause for 120 units
CA/02D6: B2    Call subroutine $CACBAF
CA/02DA: 99    Invoke party selection screen (3 groups) (force characters: [$0000] ()
CA/02DE: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $3400), place party at (15, 8), facing left
CA/02E4: 79    Place party 3 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending))
CA/02E8: B2    Call subroutine $CA0429
CA/02EC: 46    Make party 3 the current party
CA/02EE: 45    Refresh objects
CA/02EF: 47    Make character in slot 0 the lead character
CA/02F0: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/02F2: D5        Set vehicle/entity's position to (17, 10)
CA/02F5: FF        End queue
CA/02F6: 41    Show object $31
CA/02F8: 47    Make character in slot 0 the lead character
CA/02F9: B2    Call subroutine $CA0456
CA/02FD: 46    Make party 3 the current party
CA/02FF: 45    Refresh objects
CA/0300: B2    Call subroutine $CA0469
CA/0304: 97    Fade screen to black
CA/0305: 5C    Pause execution until fade in or fade out is complete
CA/0306: 46    Make party 1 the current party
CA/0308: 45    Refresh objects
CA/0309: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/030B: 6B    Load map $014E (Kefka's Tower, exterior) instantly, (upper bits $3400), place party at (11, 7), facing left
CA/0311: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/0313: 38    Hold screen
CA/0314: 42    Hide object $31
CA/0316: 79    Place party 2 on map $014E (Kefka's Tower, exterior)
CA/031A: 79    Place party 3 on map $014E (Kefka's Tower, exterior)
CA/031E: 46    Make party 2 the current party
CA/0320: 45    Refresh objects
CA/0321: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/0323: D5        Set vehicle/entity's position to (43, 7)
CA/0326: FF        End queue
CA/0327: 41    Show object $31
CA/0329: 45    Refresh objects
CA/032A: 47    Make character in slot 0 the lead character
CA/032B: 46    Make party 3 the current party
CA/032D: 45    Refresh objects
CA/032E: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/0330: D5        Set vehicle/entity's position to (56, 9)
CA/0333: FF        End queue
CA/0334: 41    Show object $31
CA/0336: 45    Refresh objects
CA/0337: 47    Make character in slot 0 the lead character
CA/0338: 46    Make party 1 the current party
CA/033A: 45    Refresh objects
CA/033B: 41    Show object $31
CA/033D: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/033F: D5        Set vehicle/entity's position to (11, 0)
CA/0342: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/0343: C3        Set vehicle/entity's event speed to fast
CA/0344: FF        End queue
CA/0345: 47    Make character in slot 0 the lead character
CA/0346: 96    Restore screen from fade
CA/0347: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/0349: C2        Set vehicle/entity's event speed to normal
CA/034A: 9A        Move vehicle/entity down 7 tiles
CA/034B: FF        End queue
CA/034C: 31    Begin action queue for character $31 (Party Character 0), 18 bytes long (Wait until complete)
CA/034E: C7        Set vehicle/entity to stay still when moving
CA/034F: C8        Set object layering priority to 2 (low nibble 2)
CA/0351: 9E        Move vehicle/entity down 8 tiles
CA/0352: 86        Move vehicle/entity down 2 tiles
CA/0353: 1F        Do vehicle/entity graphical action $1F 
CA/0354: C3        Set vehicle/entity's event speed to fast
CA/0355: DD        Make vehicle/entity jump (high)
CA/0356: A8        Move vehicle/entity left/down 1x2 tiles
CA/0357: A8        Move vehicle/entity left/down 1x2 tiles
CA/0358: C2        Set vehicle/entity's event speed to normal
CA/0359: DD        Make vehicle/entity jump (high)
CA/035A: 86        Move vehicle/entity down 2 tiles
CA/035B: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/035C: C6        Set vehicle/entity to walk when moving
CA/035D: C8        Set object layering priority to 0 (low nibble 0)
CA/035F: FF        End queue
CA/0360: 46    Make party 2 the current party
CA/0362: 45    Refresh objects
CA/0363: 47    Make character in slot 0 the lead character
CA/0364: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0366: 30    Begin action queue for character $30 (Camera), 9 bytes long 
CA/0368: C3        Set vehicle/entity's event speed to fast
CA/0369: 9D        Move vehicle/entity right 8 tiles
CA/036A: 9D        Move vehicle/entity right 8 tiles
CA/036B: 9D        Move vehicle/entity right 8 tiles
CA/036C: 85        Move vehicle/entity right 2 tiles
CA/036D: A6        Move vehicle/entity right/down 2x1 tiles
CA/036E: A6        Move vehicle/entity right/down 2x1 tiles
CA/036F: A6        Move vehicle/entity right/down 2x1 tiles
CA/0370: FF        End queue
CA/0371: B5    Pause for 15 * 14 (210) units
CA/0373: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/0375: C4        Set vehicle/entity's event speed to faster
CA/0376: C8        Set object layering priority to 2 (low nibble 2)
CA/0378: 1F        Do vehicle/entity graphical action $1F 
CA/0379: C7        Set vehicle/entity to stay still when moving
CA/037A: 9E        Move vehicle/entity down 8 tiles
CA/037B: 96        Move vehicle/entity down 6 tiles
CA/037C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/037D: C6        Set vehicle/entity to walk when moving
CA/037E: C8        Set object layering priority to 0 (low nibble 0)
CA/0380: FF        End queue
CA/0381: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0383: 46    Make party 3 the current party
CA/0385: 45    Refresh objects
CA/0386: 47    Make character in slot 0 the lead character
CA/0387: F2    Fade out current song with transition time 64
CA/0389: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/038B: 9D        Move vehicle/entity right 8 tiles
CA/038C: A1        Move vehicle/entity right/down 1x1 tiles
CA/038D: A1        Move vehicle/entity right/down 1x1 tiles
CA/038E: A1        Move vehicle/entity right/down 1x1 tiles
CA/038F: A1        Move vehicle/entity right/down 1x1 tiles
CA/0390: A1        Move vehicle/entity right/down 1x1 tiles
CA/0391: FF        End queue
CA/0392: 93    Pause for 45 units
CA/0393: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/0395: 9E        Move vehicle/entity down 8 tiles
CA/0396: 92        Move vehicle/entity down 5 tiles
CA/0397: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/0398: C6        Set vehicle/entity to walk when moving
CA/0399: FF        End queue
CA/039A: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/039C: 46    Make party 1 the current party
CA/039E: 45    Refresh objects
CA/039F: 47    Make character in slot 0 the lead character
CA/03A0: 6A    Load map $014E (Kefka's Tower, exterior) after fade out, (upper bits $3400), place party at (9, 16), facing left
CA/03A6: 39    Free screen
CA/03A7: C0    If ($1E80($029) [$1E85, bit 1] is set), branch to $CA03B0
CA/03AD: 4B    Display dialogue message $0B92, wait for button press
               The Statues are up ahead
CA/03B0: 4B    Display dialogue message $0B93, wait for button press (Show text only) (At bottom of screen)
                  Divide into 3 groups.
                  Use the Y Button to switch
                  between them.
CA/03B3: D2    Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button)
CA/03B5: D4    Set event bit $1E80($2BE) [$1ED7, bit 6]
CA/03B7: D0    Set event bit $1E80($029) [$1E85, bit 1]
CA/03B9: FE    Return

CA/03BA: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/03C4: B2    Call subroutine $CA03E7
CA/03C8: FE    Return

CA/03C9: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/03D3: B2    Call subroutine $CA03E7
CA/03D7: FE    Return

CA/03D8: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/03E2: B2    Call subroutine $CA03E7
CA/03E6: FE    Return

CA/03E7: 38    Hold screen
CA/03E8: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/03EA: E0        Pause for 4 * 1 (4) frames
CA/03EC: FF        End queue
CA/03ED: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/03EF: DC        Make vehicle/entity jump (low)
CA/03F0: 80        Move vehicle/entity up 1 tile
CA/03F1: 0F        Do vehicle/entity graphical action $0F 
CA/03F2: C7        Set vehicle/entity to stay still when moving
CA/03F3: FF        End queue
CA/03F4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/03F6: 9C        Move vehicle/entity up 8 tiles
CA/03F7: FF        End queue
CA/03F8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/03FA: C1        Set vehicle/entity's event speed to slow
CA/03FB: 9C        Move vehicle/entity up 8 tiles
CA/03FC: C6        Set vehicle/entity to walk when moving
CA/03FD: FF        End queue
CA/03FE: 97    Fade screen to black
CA/03FF: 5C    Pause execution until fade in or fade out is complete
CA/0400: B2    Call subroutine $CC2109
CA/0404: FE    Return

CA/0405: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/0407: 86        Move vehicle/entity down 2 tiles
CA/0408: FF        End queue
CA/0409: 4B    Display dialogue message $0B8D, wait for button press
               Right.
               We're going in!
CA/040C: B2    Call subroutine $CACBAF
CA/0410: 99    Invoke party selection screen (2 groups) (force characters: [$0000] ()
CA/0414: B2    Call subroutine $CA0429
CA/0418: B2    Call subroutine $CA0456
CA/041C: 6A    Load map $013E (Phoenix Cave, outside entrance) after fade out, (upper bits $2000), place party at (8, 7), facing down
CA/0422: B2    Call subroutine $CC2090
CA/0426: D4    Set event bit $1E80($2BF) [$1ED7, bit 7]
CA/0428: FE    Return

CA/0429: B2    Call subroutine $CACCA4
CA/042D: 42    Hide object $31
CA/042F: 79    Place party 1 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending))
CA/0433: 79    Place party 2 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending))
CA/0437: 45    Refresh objects
CA/0438: 38    Hold screen
CA/0439: 46    Make party 1 the current party
CA/043B: 45    Refresh objects
CA/043C: 47    Make character in slot 0 the lead character
CA/043D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/043F: D5        Set vehicle/entity's position to (15, 10)
CA/0442: CE        Turn vehicle/entity down
CA/0443: FF        End queue
CA/0444: 41    Show object $31
CA/0446: 47    Make character in slot 0 the lead character
CA/0447: 46    Make party 2 the current party
CA/0449: 45    Refresh objects
CA/044A: 47    Make character in slot 0 the lead character
CA/044B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/044D: D5        Set vehicle/entity's position to (16, 10)
CA/0450: CE        Turn vehicle/entity down
CA/0451: FF        End queue
CA/0452: 41    Show object $31
CA/0454: 47    Make character in slot 0 the lead character
CA/0455: FE    Return

CA/0456: 46    Make party 1 the current party
CA/0458: 45    Refresh objects
CA/0459: 47    Make character in slot 0 the lead character
CA/045A: 96    Restore screen from fade
CA/045B: 5C    Pause execution until fade in or fade out is complete
CA/045C: B2    Call subroutine $CA0469
CA/0460: 46    Make party 2 the current party
CA/0462: 45    Refresh objects
CA/0463: 47    Make character in slot 0 the lead character
CA/0464: B2    Call subroutine $CA0469
CA/0468: FE    Return

CA/0469: 47    Make character in slot 0 the lead character
CA/046A: 31    Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete)
CA/046C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/046D: E0        Pause for 4 * 3 (12) frames
CA/046F: C8        Set object layering priority to 2 (low nibble 2)
CA/0471: C2        Set vehicle/entity's event speed to normal
CA/0472: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/0473: C7        Set vehicle/entity to stay still when moving
CA/0474: DD        Make vehicle/entity jump (high)
CA/0475: 86        Move vehicle/entity down 2 tiles
CA/0476: C4        Set vehicle/entity's event speed to faster
CA/0477: 9A        Move vehicle/entity down 7 tiles
CA/0478: C6        Set vehicle/entity to walk when moving
CA/0479: C8        Set object layering priority to 0 (low nibble 0)
CA/047B: FF        End queue
CA/047C: FE    Return

CA/047D: B2    Call subroutine $CACB9F
CA/0481: 3B    Position character in a "ready-to-go" stance
CA/0482: 47    Make character in slot 0 the lead character
CA/0483: 6B    Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $3000), place party at (16, 8), facing left
CA/0489: FE    Return

CA/048A: 73    Replace current map's Layer 1 at (8, 19) with the following (13 x 15) chunk, refresh immediately
CA/048F:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/049C:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04A9:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04B6:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04C3:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04D0:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04DD:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04EA:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/04F7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0504:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0511:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/051E:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/052B:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0538:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0545:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0552: FE    Return

CA/0553: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/0555: D5        Set vehicle/entity's position to (15, 27)
CA/0558: FF        End queue
CA/0559: 41    Show object $31
CA/055B: 45    Refresh objects
CA/055C: FE    Return

CA/055D: B2    Call subroutine $CAC6AC
CA/0561: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/0563: C2        Set vehicle/entity's event speed to normal
CA/0564: CC        Turn vehicle/entity up
CA/0565: FF        End queue
CA/0566: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/0568: C2        Set vehicle/entity's event speed to normal
CA/0569: 83        Move vehicle/entity left 1 tile
CA/056A: CC        Turn vehicle/entity up
CA/056B: FF        End queue
CA/056C: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/056E: C2        Set vehicle/entity's event speed to normal
CA/056F: 81        Move vehicle/entity right 1 tile
CA/0570: CC        Turn vehicle/entity up
CA/0571: FF        End queue
CA/0572: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/0574: C2        Set vehicle/entity's event speed to normal
CA/0575: 82        Move vehicle/entity down 1 tile
CA/0576: CC        Turn vehicle/entity up
CA/0577: FF        End queue
CA/0578: 93    Pause for 45 units
CA/0579: 46    Make party 3 the current party
CA/057B: 45    Refresh objects
CA/057C: FE    Return

CA/057D: 6B    Load map $0150 (Kefka's Tower, Kefka's lair, red background) instantly, (upper bits $2400), place party at (15, 20), facing down
CA/0583: 38    Hold screen
CA/0584: F0    Play song 0 (Silence), (high bit clear), full volume
CA/0586: F6    Subcommand $11: Play song $4D (Fanatics) at volume $A0 (with unknown other effects)
CA/058A: F4    Play sound effect 251
CA/058C: F6    Subcommand $82: Change volume of currently playing sound effect to $60, transition time 32
CA/0590: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/0594: 79    Place party 1 on map $0150 (Kefka's Tower, Kefka's lair, red background)
CA/0598: 79    Place party 2 on map $0150 (Kefka's Tower, Kefka's lair, red background)
CA/059C: 79    Place party 3 on map $0150 (Kefka's Tower, Kefka's lair, red background)
CA/05A0: 42    Hide object $31
CA/05A2: 42    Hide object $32
CA/05A4: 42    Hide object $33
CA/05A6: 42    Hide object $34
CA/05A8: 46    Make party 3 the current party
CA/05AA: 45    Refresh objects
CA/05AB: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/05AD: D5        Set vehicle/entity's position to (0, 0)
CA/05B0: FF        End queue
CA/05B1: 41    Show object $31
CA/05B3: 45    Refresh objects
CA/05B4: 46    Make party 2 the current party
CA/05B6: 45    Refresh objects
CA/05B7: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/05B9: D5        Set vehicle/entity's position to (0, 0)
CA/05BC: FF        End queue
CA/05BD: 41    Show object $31
CA/05BF: 45    Refresh objects
CA/05C0: 46    Make party 1 the current party
CA/05C2: 45    Refresh objects
CA/05C3: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/05C5: D5        Set vehicle/entity's position to (15, 27)
CA/05C8: FF        End queue
CA/05C9: 41    Show object $31
CA/05CB: 45    Refresh objects
CA/05CC: 96    Restore screen from fade
CA/05CD: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/05CF: C2        Set vehicle/entity's event speed to normal
CA/05D0: 90        Move vehicle/entity up 5 tiles
CA/05D1: FF        End queue
CA/05D2: B2    Call subroutine $CAC6AC
CA/05D6: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/05D8: C2        Set vehicle/entity's event speed to normal
CA/05D9: 80        Move vehicle/entity up 1 tile
CA/05DA: FF        End queue
CA/05DB: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/05DD: C2        Set vehicle/entity's event speed to normal
CA/05DE: 83        Move vehicle/entity left 1 tile
CA/05DF: CC        Turn vehicle/entity up
CA/05E0: FF        End queue
CA/05E1: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/05E3: C2        Set vehicle/entity's event speed to normal
CA/05E4: 81        Move vehicle/entity right 1 tile
CA/05E5: CC        Turn vehicle/entity up
CA/05E6: FF        End queue
CA/05E7: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/05E9: C2        Set vehicle/entity's event speed to normal
CA/05EA: CC        Turn vehicle/entity up
CA/05EB: FF        End queue
CA/05EC: 93    Pause for 45 units
CA/05ED: 38    Hold screen
CA/05EE: 46    Make party 2 the current party
CA/05F0: 45    Refresh objects
CA/05F1: B2    Call subroutine $CA0553
CA/05F5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/05F7: C2        Set vehicle/entity's event speed to normal
CA/05F8: 88        Move vehicle/entity up 3 tiles
CA/05F9: AA        Move vehicle/entity left/up 2x1 tiles
CA/05FA: A3        Move vehicle/entity left/up 1x1 tiles
CA/05FB: FF        End queue
CA/05FC: B2    Call subroutine $CA055D
CA/0600: B2    Call subroutine $CA0553
CA/0604: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/0606: C2        Set vehicle/entity's event speed to normal
CA/0607: 88        Move vehicle/entity up 3 tiles
CA/0608: A5        Move vehicle/entity right/up 2x1 tiles
CA/0609: A0        Move vehicle/entity right/up 1x1 tiles
CA/060A: FF        End queue
CA/060B: B2    Call subroutine $CA055D
CA/060F: B2    Call subroutine $CAF28D
CA/0613: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/0615: C1        Set vehicle/entity's event speed to slow
CA/0616: 9C        Move vehicle/entity up 8 tiles
CA/0617: 94        Move vehicle/entity up 6 tiles
CA/0618: FF        End queue
CA/0619: 94    Pause for 60 units
CA/061A: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/061E: F4    Play sound effect 205
CA/0620: 4B    Display dialogue message $0BA9, wait for button press (Show text only)
               
               
               
               Welcome, friends!
CA/0623: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/0625: 8A        Move vehicle/entity down 3 tiles
CA/0626: FF        End queue
CA/0627: F4    Play sound effect 212
CA/0629: A7    Create a rotating pyramid around character $10 (NPC $10)
CA/062B: 56    Increase color component(s) 130 (Blue), at intensity 2
CA/062D: 91    Pause for 15 units
CA/062E: B0    Execute the following commands until $B1 31 times
CA/0630: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/0634: B4        Pause for 2 units
CA/0636: B1        End block of repeating commands
CA/0637: 53    Modify object color range from [30, 3F]: Subtract (Black) at intensity 0
CA/063B: 3D    Create object $10
CA/063D: 41    Show object $10
CA/063F: 45    Refresh objects
CA/0640: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/0642: 1D        Do vehicle/entity graphical action $1D 
CA/0643: FF        End queue
CA/0644: 92    Pause for 30 units
CA/0645: B0    Execute the following commands until $B1 31 times
CA/0647: 53        Modify object color range from [30, 3F]: Do unknown operation (Black) at intensity 0
CA/064B: B4        Pause for 2 units
CA/064D: B1        End block of repeating commands
CA/064E: F4    Play sound effect 251
CA/0650: F6    Subcommand $82: Change volume of currently playing sound effect to $60, transition time 32
CA/0654: 92    Pause for 30 units
CA/0655: 4B    Display dialogue message $0BAA, wait for button press (Show text only)
               I knew you'd make it here, so
               I've prepared some suitable
               entertainment for you!
CA/0658: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/065A: 9A        Move vehicle/entity down 7 tiles
CA/065B: FF        End queue
CA/065C: 4B    Display dialogue message $0BAB, wait for button press (Show text only) (At bottom of screen)
               How long are you going to let the destruction continue?
               KEFKA: I've tapped into the ultimate power. Observe!
CA/065F: B2    Call subroutine $CAC819
CA/0663: B2    Call subroutine $CAC853
CA/0667: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/0669: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/066B: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/066D: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CA/066F: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/0671: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/0672: E0        Pause for 4 * 3 (12) frames
CA/0674: 10        Do vehicle/entity graphical action $10 
CA/0675: FF        End queue
CA/0676: 31    Begin action queue for character $31 (Party Character 0), 15 bytes long 
CA/0678: C4        Set vehicle/entity's event speed to faster
CA/0679: 1F        Do vehicle/entity graphical action $1F 
CA/067A: C7        Set vehicle/entity to stay still when moving
CA/067B: AA        Move vehicle/entity left/up 2x1 tiles
CA/067C: AA        Move vehicle/entity left/up 2x1 tiles
CA/067D: A3        Move vehicle/entity left/up 1x1 tiles
CA/067E: AB        Move vehicle/entity left/up 1x2 tiles
CA/067F: AB        Move vehicle/entity left/up 1x2 tiles
CA/0680: 0B        Do vehicle/entity graphical action $0B 
CA/0681: C0        Set vehicle/entity's event speed to slowest
CA/0682: 80        Move vehicle/entity up 1 tile
CA/0683: 82        Move vehicle/entity down 1 tile
CA/0684: FC        Branch 2 bytes backwards ($CA0682)
CA/0686: FF        End queue
CA/0687: 91    Pause for 15 units
CA/0688: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/068A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/068B: FF        End queue
CA/068C: 4B    Display dialogue message $0BAC, wait for button press (Show text only) (At bottom of screen)
               KEFKA: Such magnificent power!
               You are like insects to me!
CA/068F: 46    Make party 2 the current party
CA/0691: 45    Refresh objects
CA/0692: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/0694: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0695: E0        Pause for 4 * 3 (12) frames
CA/0697: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/0698: FF        End queue
CA/0699: 31    Begin action queue for character $31 (Party Character 0), 15 bytes long 
CA/069B: C4        Set vehicle/entity's event speed to faster
CA/069C: 1F        Do vehicle/entity graphical action $1F 
CA/069D: C7        Set vehicle/entity to stay still when moving
CA/069E: A5        Move vehicle/entity right/up 2x1 tiles
CA/069F: A5        Move vehicle/entity right/up 2x1 tiles
CA/06A0: A0        Move vehicle/entity right/up 1x1 tiles
CA/06A1: A4        Move vehicle/entity right/up 1x2 tiles
CA/06A2: A4        Move vehicle/entity right/up 1x2 tiles
CA/06A3: 0B        Do vehicle/entity graphical action $0B 
CA/06A4: C0        Set vehicle/entity's event speed to slowest
CA/06A5: 80        Move vehicle/entity up 1 tile
CA/06A6: 82        Move vehicle/entity down 1 tile
CA/06A7: FC        Branch 2 bytes backwards ($CA06A5)
CA/06A9: FF        End queue
CA/06AA: 91    Pause for 15 units
CA/06AB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/06AD: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/06AE: FF        End queue
CA/06AF: 4B    Display dialogue message $0BAD, wait for button press (Show text only) (At bottom of screen)
               KEFKA: I will exterminate everyone, and everything!
CA/06B2: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/06B4: 19        Do vehicle/entity graphical action $19 
CA/06B5: E0        Pause for 4 * 2 (8) frames
CA/06B7: 10        Do vehicle/entity graphical action $10 
CA/06B8: FF        End queue
CA/06B9: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CA/06BB: C4        Set vehicle/entity's event speed to faster
CA/06BC: 1F        Do vehicle/entity graphical action $1F 
CA/06BD: A8        Move vehicle/entity left/down 1x2 tiles
CA/06BE: 0B        Do vehicle/entity graphical action $0B 
CA/06BF: C3        Set vehicle/entity's event speed to fast
CA/06C0: DD        Make vehicle/entity jump (high)
CA/06C1: A8        Move vehicle/entity left/down 1x2 tiles
CA/06C2: A8        Move vehicle/entity left/down 1x2 tiles
CA/06C3: DD        Make vehicle/entity jump (high)
CA/06C4: 8E        Move vehicle/entity down 4 tiles
CA/06C5: 28        Do vehicle/entity graphical action $28 
CA/06C6: C6        Set vehicle/entity to walk when moving
CA/06C7: FF        End queue
CA/06C8: 46    Make party 3 the current party
CA/06CA: 45    Refresh objects
CA/06CB: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CA/06CD: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/06CE: E0        Pause for 4 * 2 (8) frames
CA/06D0: 59        Do vehicle/entity graphical action $19, flipped horizontally
CA/06D1: E0        Pause for 4 * 2 (8) frames
CA/06D3: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/06D4: FF        End queue
CA/06D5: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CA/06D7: C4        Set vehicle/entity's event speed to faster
CA/06D8: 1F        Do vehicle/entity graphical action $1F 
CA/06D9: A7        Move vehicle/entity right/down 1x2 tiles
CA/06DA: 0B        Do vehicle/entity graphical action $0B 
CA/06DB: C3        Set vehicle/entity's event speed to fast
CA/06DC: DD        Make vehicle/entity jump (high)
CA/06DD: A7        Move vehicle/entity right/down 1x2 tiles
CA/06DE: A7        Move vehicle/entity right/down 1x2 tiles
CA/06DF: DD        Make vehicle/entity jump (high)
CA/06E0: 8E        Move vehicle/entity down 4 tiles
CA/06E1: 28        Do vehicle/entity graphical action $28 
CA/06E2: C6        Set vehicle/entity to walk when moving
CA/06E3: FF        End queue
CA/06E4: 46    Make party 1 the current party
CA/06E6: 45    Refresh objects
CA/06E7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/06E9: 84        Move vehicle/entity up 2 tiles
CA/06EA: FF        End queue
CA/06EB: 4B    Display dialogue message $0BAE, wait for button press (Show text only) (At bottom of screen)
               People will keep rebuilding the things you take from them!
CA/06EE: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/06F0: 9C        Move vehicle/entity up 8 tiles
CA/06F1: FF        End queue
CA/06F2: 94    Pause for 60 units
CA/06F3: 56    Increase color component(s) 2 (Black), at intensity 2
CA/06F5: B0    Execute the following commands until $B1 31 times
CA/06F7: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/06FB: B1        End block of repeating commands
CA/06FC: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/06FE: CD        Turn vehicle/entity right
CA/06FF: E0        Pause for 4 * 4 (16) frames
CA/0701: 17        Do vehicle/entity graphical action $17 
CA/0702: FF        End queue
CA/0703: 48    Display dialogue message $0BAF, continue executing commands (Show text only)
               KEFKA: Then I'll destroy those too. Why do people rebuild things they know are going to be destroyed?
               Why do people cling to life when they know they can't live forever?
               Think how meaningless each of your lives is!
CA/0706: 93    Pause for 45 units
CA/0707: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0709: B0    Execute the following commands until $B1 31 times
CA/070B: 51        Modify background color range from [50, 5F]: Do <unknown operation> (Black) at intensity 3
CA/070F: B4        Pause for 1 units
CA/0711: B1        End block of repeating commands
CA/0712: 51    Modify background color range from [5E, 5E]: Add (Black) at intensity 3
CA/0716: B0    Execute the following commands until $B1 2 times
CA/0718: 51        Modify background color range from [5D, 5D]: Add (Black) at intensity 3
CA/071C: B1        End block of repeating commands
CA/071D: B0    Execute the following commands until $B1 3 times
CA/071F: 51        Modify background color range from [5C, 5C]: Add (Black) at intensity 3
CA/0723: B1        End block of repeating commands
CA/0724: B0    Execute the following commands until $B1 4 times
CA/0726: 51        Modify background color range from [5B, 5B]: Add (Black) at intensity 3
CA/072A: B1        End block of repeating commands
CA/072B: B0    Execute the following commands until $B1 5 times
CA/072D: 51        Modify background color range from [5A, 5A]: Add (Black) at intensity 3
CA/0731: B1        End block of repeating commands
CA/0732: B0    Execute the following commands until $B1 6 times
CA/0734: 51        Modify background color range from [59, 59]: Add (Black) at intensity 3
CA/0738: B1        End block of repeating commands
CA/0739: B0    Execute the following commands until $B1 7 times
CA/073B: 51        Modify background color range from [58, 58]: Add (Black) at intensity 3
CA/073F: B1        End block of repeating commands
CA/0740: B0    Execute the following commands until $B1 8 times
CA/0742: 51        Modify background color range from [57, 57]: Add (Black) at intensity 3
CA/0746: B1        End block of repeating commands
CA/0747: B0    Execute the following commands until $B1 9 times
CA/0749: 51        Modify background color range from [56, 56]: Add (Black) at intensity 3
CA/074D: B1        End block of repeating commands
CA/074E: B0    Execute the following commands until $B1 10 times
CA/0750: 51        Modify background color range from [55, 55]: Add (Black) at intensity 3
CA/0754: B1        End block of repeating commands
CA/0755: B0    Execute the following commands until $B1 11 times
CA/0757: 51        Modify background color range from [54, 54]: Add (Black) at intensity 3
CA/075B: B1        End block of repeating commands
CA/075C: B0    Execute the following commands until $B1 12 times
CA/075E: 51        Modify background color range from [53, 53]: Add (Black) at intensity 3
CA/0762: B1        End block of repeating commands
CA/0763: B0    Execute the following commands until $B1 13 times
CA/0765: 51        Modify background color range from [52, 52]: Add (Black) at intensity 3
CA/0769: B1        End block of repeating commands
CA/076A: B0    Execute the following commands until $B1 14 times
CA/076C: 51        Modify background color range from [51, 51]: Add (Black) at intensity 3
CA/0770: B1        End block of repeating commands
CA/0771: B0    Execute the following commands until $B1 15 times
CA/0773: 51        Modify background color range from [5F, 5F]: Add (Black) at intensity 3
CA/0777: B1        End block of repeating commands
CA/0778: 49    If dialogue window is up, wait for keypress then dismiss
CA/0779: 56    Increase color component(s) 162 (Magenta [Red + Blue]), at intensity 2
CA/077B: 91    Pause for 15 units
CA/077C: B0    Execute the following commands until $B1 31 times
CA/077E: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/0782: B4        Pause for 2 units
CA/0784: B1        End block of repeating commands
CA/0785: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/0787: E0        Pause for 4 * 8 (32) frames
CA/0789: CD        Turn vehicle/entity right
CA/078A: FF        End queue
CA/078B: E3    Load CaseWord with available characters?
CA/078C: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3A0A; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3A18; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3A26; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3A34; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3A42; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CA3A50; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3A5E; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3A6C; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CA3A7A; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3A88; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CA3A96; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA3AA4; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CA3AB2; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3AC0
CA/07B8: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/07BA: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/07BB: FF        End queue
CA/07BC: 94    Pause for 60 units
CA/07BD: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/07BF: 1B        Do vehicle/entity graphical action $1B 
CA/07C0: E0        Pause for 4 * 1 (4) frames
CA/07C2: CF        Turn vehicle/entity left
CA/07C3: FF        End queue
CA/07C4: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3ACE; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3AE8; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3B02; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3B1C; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3B36; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CA3B50; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3B6A; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3B84; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CA3B9E; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3BB8; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CA3BD2; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA3BEC; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CA3C06; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3C20
CA/07F0: 56    Increase color component(s) 2 (Black), at intensity 2
CA/07F2: B0    Execute the following commands until $B1 4 times
CA/07F4: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/07F6: 15            Do vehicle/entity graphical action $15 
CA/07F7: FF            End queue
CA/07F8: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/07FA: CF            Turn vehicle/entity left
CA/07FB: FF            End queue
CA/07FC: B1        End block of repeating commands
CA/07FD: 4B    Display dialogue message $0BB2, wait for button press (Show text only)
               KEFKA: And have you found your joy, in this nearly dead world of ours?
CA/0800: 94    Pause for 60 units
CA/0801: 56    Increase color component(s) 66 (Green), at intensity 2
CA/0803: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3C3A; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3C4E; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3C62; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3C76; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3C8A; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CA3C9E; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3CB2; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3CC6; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CA3CDA; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3CEE; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CA3D02; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA3D16; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CA3D2A; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3D3E
CA/082F: 46    Make party 2 the current party
CA/0831: 45    Refresh objects
CA/0832: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/0834: D5        Set vehicle/entity's position to (18, 22)
CA/0837: CC        Turn vehicle/entity up
CA/0838: FF        End queue
CA/0839: 46    Make party 3 the current party
CA/083B: 45    Refresh objects
CA/083C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/083E: D5        Set vehicle/entity's position to (12, 22)
CA/0841: CC        Turn vehicle/entity up
CA/0842: FF        End queue
CA/0843: 46    Make party 1 the current party
CA/0845: 45    Refresh objects
CA/0846: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/0848: D5        Set vehicle/entity's position to (15, 21)
CA/084B: CC        Turn vehicle/entity up
CA/084C: FF        End queue
CA/084D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/084F: CE        Turn vehicle/entity down
CA/0850: FF        End queue
CA/0851: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/0853: C1        Set vehicle/entity's event speed to slow
CA/0854: 9E        Move vehicle/entity down 8 tiles
CA/0855: 82        Move vehicle/entity down 1 tile
CA/0856: FF        End queue
CA/0857: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3D52
CA/085C: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3D56
CA/0861: BE    If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CA3D5A
CA/0866: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3D5E
CA/086B: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3D62
CA/0870: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3D66
CA/0875: BE    If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3D6A
CA/087A: BE    If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3D6E
CA/087F: BE    If character $08 (RELM  ) is in the current CaseWord, call subroutine $CA3D72
CA/0884: BE    If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3D76
CA/0889: BE    If character $0A (MOG   ) is in the current CaseWord, call subroutine $CA3D7A
CA/088E: BE    If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA3D7E
CA/0893: 56    Increase color component(s) 26 (Black), at intensity 10
CA/0895: B0    Execute the following commands until $B1 31 times
CA/0897: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/089B: B1        End block of repeating commands
CA/089C: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128
CA/08A0: 10    Begin action queue for character $10 (NPC $10), 17 bytes long (Wait until complete)
CA/08A2: 20        Do vehicle/entity graphical action $20 
CA/08A3: E0        Pause for 4 * 6 (24) frames
CA/08A5: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/08A6: E0        Pause for 4 * 6 (24) frames
CA/08A8: 21        Do vehicle/entity graphical action $21 
CA/08A9: E0        Pause for 4 * 12 (48) frames
CA/08AB: CF        Turn vehicle/entity left
CA/08AC: E0        Pause for 4 * 1 (4) frames
CA/08AE: 20        Do vehicle/entity graphical action $20 
CA/08AF: E0        Pause for 4 * 1 (4) frames
CA/08B1: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/08B2: FF        End queue
CA/08B3: 94    Pause for 60 units
CA/08B4: F0    Play song 22 (Kefka), (high bit clear), full volume
CA/08B6: 92    Pause for 30 units
CA/08B7: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/08B9: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/08BA: E0        Pause for 4 * 1 (4) frames
CA/08BC: 18        Do vehicle/entity graphical action $18 
CA/08BD: FF        End queue
CA/08BE: 4B    Display dialogue message $0BC0, wait for button press (Show text only) (At bottom of screen)
               KEFKA: This is sickening
               You sound like chapters from a self-help booklet!
               Prepare yourselves!
CA/08C1: B0    Execute the following commands until $B1 31 times
CA/08C3: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/08C7: B1        End block of repeating commands
CA/08C8: 92    Pause for 30 units
CA/08C9: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/08CB: 0B        Do vehicle/entity graphical action $0B 
CA/08CC: E0        Pause for 4 * 3 (12) frames
CA/08CE: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/08CF: FF        End queue
CA/08D0: 51    Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/08D4: 56    Increase color component(s) 43 (Red), at intensity 11
CA/08D6: 5F    Scroll Layer 3, speed 0 x 48
CA/08D9: 93    Pause for 45 units
CA/08DA: 4B    Display dialogue message $0BC1, wait for button press (Show text only) (At bottom of screen)
               KEFKA: Now, for my next trick, I will make you alldisappear!
CA/08DD: 4B    Display dialogue message $0BC2, wait for button press (Show text only) (At bottom of screen)
               Kefka, you don't know what you're doing! Stop!
CA/08E0: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/08E4: F4    Play sound effect 196
CA/08E6: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/08E8: C3        Set vehicle/entity's event speed to fast
CA/08E9: 98        Move vehicle/entity up 7 tiles
CA/08EA: C2        Set vehicle/entity's event speed to normal
CA/08EB: 84        Move vehicle/entity up 2 tiles
CA/08EC: C1        Set vehicle/entity's event speed to slow
CA/08ED: 80        Move vehicle/entity up 1 tile
CA/08EE: FF        End queue
CA/08EF: 92    Pause for 30 units
CA/08F0: 11    Begin action queue for character $11 (NPC $11), 17 bytes long 
CA/08F2: D5        Set vehicle/entity's position to (14, 10)
CA/08F5: C4        Set vehicle/entity's event speed to faster
CA/08F6: A0        Move vehicle/entity right/up 1x1 tiles
CA/08F7: A0        Move vehicle/entity right/up 1x1 tiles
CA/08F8: A4        Move vehicle/entity right/up 1x2 tiles
CA/08F9: A3        Move vehicle/entity left/up 1x1 tiles
CA/08FA: A3        Move vehicle/entity left/up 1x1 tiles
CA/08FB: C3        Set vehicle/entity's event speed to fast
CA/08FC: A3        Move vehicle/entity left/up 1x1 tiles
CA/08FD: A1        Move vehicle/entity right/down 1x1 tiles
CA/08FE: A1        Move vehicle/entity right/down 1x1 tiles
CA/08FF: A3        Move vehicle/entity left/up 1x1 tiles
CA/0900: FC        Branch 4 bytes backwards ($CA08FC)
CA/0902: FF        End queue
CA/0903: 12    Begin action queue for character $12 (NPC $12), 17 bytes long 
CA/0905: D5        Set vehicle/entity's position to (16, 10)
CA/0908: C4        Set vehicle/entity's event speed to faster
CA/0909: A3        Move vehicle/entity left/up 1x1 tiles
CA/090A: A3        Move vehicle/entity left/up 1x1 tiles
CA/090B: AB        Move vehicle/entity left/up 1x2 tiles
CA/090C: A0        Move vehicle/entity right/up 1x1 tiles
CA/090D: A0        Move vehicle/entity right/up 1x1 tiles
CA/090E: C3        Set vehicle/entity's event speed to fast
CA/090F: A0        Move vehicle/entity right/up 1x1 tiles
CA/0910: A2        Move vehicle/entity left/down 1x1 tiles
CA/0911: A2        Move vehicle/entity left/down 1x1 tiles
CA/0912: A0        Move vehicle/entity right/up 1x1 tiles
CA/0913: FC        Branch 4 bytes backwards ($CA090F)
CA/0915: FF        End queue
CA/0916: 13    Begin action queue for character $13 (NPC $13), 17 bytes long 
CA/0918: D5        Set vehicle/entity's position to (13, 11)
CA/091B: C4        Set vehicle/entity's event speed to faster
CA/091C: A5        Move vehicle/entity right/up 2x1 tiles
CA/091D: A5        Move vehicle/entity right/up 2x1 tiles
CA/091E: A4        Move vehicle/entity right/up 1x2 tiles
CA/091F: AA        Move vehicle/entity left/up 2x1 tiles
CA/0920: AB        Move vehicle/entity left/up 1x2 tiles
CA/0921: C3        Set vehicle/entity's event speed to fast
CA/0922: A5        Move vehicle/entity right/up 2x1 tiles
CA/0923: A9        Move vehicle/entity left/down 2x1 tiles
CA/0924: A9        Move vehicle/entity left/down 2x1 tiles
CA/0925: A5        Move vehicle/entity right/up 2x1 tiles
CA/0926: FC        Branch 4 bytes backwards ($CA0922)
CA/0928: FF        End queue
CA/0929: 14    Begin action queue for character $14 (NPC $14), 17 bytes long 
CA/092B: D5        Set vehicle/entity's position to (17, 11)
CA/092E: C4        Set vehicle/entity's event speed to faster
CA/092F: AA        Move vehicle/entity left/up 2x1 tiles
CA/0930: AA        Move vehicle/entity left/up 2x1 tiles
CA/0931: AB        Move vehicle/entity left/up 1x2 tiles
CA/0932: A5        Move vehicle/entity right/up 2x1 tiles
CA/0933: A4        Move vehicle/entity right/up 1x2 tiles
CA/0934: C3        Set vehicle/entity's event speed to fast
CA/0935: AA        Move vehicle/entity left/up 2x1 tiles
CA/0936: A6        Move vehicle/entity right/down 2x1 tiles
CA/0937: A6        Move vehicle/entity right/down 2x1 tiles
CA/0938: AA        Move vehicle/entity left/up 2x1 tiles
CA/0939: FC        Branch 4 bytes backwards ($CA0935)
CA/093B: FF        End queue
CA/093C: 94    Pause for 60 units
CA/093D: 56    Increase color component(s) 18 (Black), at intensity 2
CA/093F: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/0943: 60    Change background layer $05 to palette $17
CA/0946: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0948: B3    Call subroutine $CA37D4, 3 times
CA/094D: D6    Set event bit $1E80($39A) [$1EF3, bit 2]
CA/094F: A6    Delete any rotating pyramids
CA/0950: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/0952: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (26, 55), facing up, party is in the airship
CA/0958: F5        Show part of world getting zapped
CA/0959: D2        Load map $0165 (Kefka's Tower, Kefka's lair, black background), position (15, 17), mode $40
CA/095F: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0961: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/0965: 79    Place party 1 on map $0165 (Kefka's Tower, Kefka's lair, black background)
CA/0969: 79    Place party 2 on map $0165 (Kefka's Tower, Kefka's lair, black background)
CA/096D: 79    Place party 3 on map $0165 (Kefka's Tower, Kefka's lair, black background)
CA/0971: B2    Call subroutine $CA3D82
CA/0975: B2    Call subroutine $CAF290
CA/0979: 96    Restore screen from fade
CA/097A: F4    Play sound effect 6
CA/097C: B5    Pause for 15 * 6 (90) units
CA/097E: 58    Shake screen ($F9): 
               (Intensity: 1)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0980: B5    Pause for 15 * 4 (60) units
CA/0982: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0984: 4B    Display dialogue message $0BC3, wait for button press (Show text only) (At bottom of screen)
               KEFKA: I command the greatest
               power in the universe!
               You are all helpless before me!
CA/0987: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/0989: C3        Set vehicle/entity's event speed to fast
CA/098A: 98        Move vehicle/entity up 7 tiles
CA/098B: C2        Set vehicle/entity's event speed to normal
CA/098C: 84        Move vehicle/entity up 2 tiles
CA/098D: FF        End queue
CA/098E: B3    Call subroutine $CAD033, 2 times
CA/0993: 74    Replace current map's Layer 2 at (13, 4) with the following (4 x 2) chunk
CA/0998:       $00, $00, $00, $00
CA/099C:       $00, $06, $69, $62
CA/09A0: 74    Replace current map's Layer 2 at (17, 2) with the following (8 x 3) chunk
CA/09A5:       $00, $00, $00, $00, $00, $00, $00, $00
CA/09AD:       $00, $00, $00, $00, $F9, $00, $00, $F9
CA/09B5:       $00, $00, $3B, $00, $00, $9F, $69, $33
CA/09BD: 74    Replace current map's Layer 2 at (13, 68) with the following (5 x 2) chunk
CA/09C2:       $0E, $0F, $1E, $1F, $2E
CA/09C7:       $3F, $FD, $97, $CB, $A7
CA/09CC: 74    Replace current map's Layer 2 at (16, 66) with the following (8 x 4) chunk
CA/09D1:       $00, $0E, $0F, $00, $00, $1E, $1F, $00
CA/09D9:       $00, $5D, $2F, $00, $00, $FD, $2F, $00
CA/09E1:       $0E, $A6, $3D, $5E, $1E, $B6, $87, $3F
CA/09E9:       $2E, $B3, $97, $2F, $3E, $BF, $A7, $3D
CA/09F1: 75    Refresh map after alteration
CA/09F2: F4    Play sound effect 6
CA/09F4: B2    Call subroutine $CA048A
CA/09F8: 5E    Scroll Layer 2, speed 0 x 2
CA/09FB: 92    Pause for 30 units
CA/09FC: 5E    Scroll Layer 2, speed 0 x 248
CA/09FF: 5D    Scroll Layer 1, speed 0 x 2
CA/0A02: 5F    Scroll Layer 3, speed 0 x 2
CA/0A05: 92    Pause for 30 units
CA/0A06: 5E    Scroll Layer 2, speed 0 x 224
CA/0A09: 94    Pause for 60 units
CA/0A0A: 5D    Scroll Layer 1, speed 0 x 1
CA/0A0D: 5F    Scroll Layer 3, speed 0 x 1
CA/0A10: 94    Pause for 60 units
CA/0A11: 5D    Scroll Layer 1, speed 0 x 0
CA/0A14: 5F    Scroll Layer 3, speed 0 x 0
CA/0A17: 5E    Scroll Layer 2, speed 0 x 0
CA/0A1A: B4    Pause for 1 units
CA/0A1C: B2    Call subroutine $CA3E3A
CA/0A20: B4    Pause for 1 units
CA/0A22: 5D    Scroll Layer 1, speed 0 x 248
CA/0A25: 5F    Scroll Layer 3, speed 0 x 248
CA/0A28: 5E    Scroll Layer 2, speed 0 x 120
CA/0A2B: 92    Pause for 30 units
CA/0A2C: 5D    Scroll Layer 1, speed 0 x 0
CA/0A2F: 5F    Scroll Layer 3, speed 0 x 0
CA/0A32: 5E    Scroll Layer 2, speed 0 x 0
CA/0A35: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/0A37: 74    Replace current map's Layer 2 at (8, 65) with the following (13 x 15) chunk
CA/0A3C:       $00, $00, $00, $00, $00, $00, $00, $0E, $0F, $00, $00, $00, $00
CA/0A49:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $1F, $00, $00
CA/0A56:       $00, $00, $00, $00, $00, $00, $00, $0E, $0F, $00, $00, $2E, $2F
CA/0A63:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $1F, $00, $00
CA/0A70:       $3E, $3F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $2E, $3F
CA/0A7D:       $00, $00, $5D, $3D, $00, $00, $00, $0E, $0F, $00, $00, $00, $42
CA/0A8A:       $BF, $2F, $00, $5D, $FD, $97, $2D, $00, $00, $1E, $1F, $00, $0E
CA/0A97:       $0F, $1E, $97, $3D, $55, $62, $A6, $94, $2D, $00, $00, $2E, $2F
CA/0AA4:       $00, $1E, $1F, $2E, $A7, $9A, $CB, $A7, $B6, $A4, $3B, $00, $00
CA/0AB1:       $3C, $3D, $00, $2E, $2F, $FD, $97, $AA, $BB, $84, $C7, $BF, $BF
CA/0ABE:       $55, $33, $96, $97, $0F, $3E, $97, $A6, $7B, $CA, $CB, $CB, $D7
CA/0ACB:       $C4, $C4, $BC, $9E, $8B, $A7, $1F, $FD, $A7, $B6, $BB, $53, $D7
CA/0AD8:       $DB, $E7, $D3, $C3, $C4, $94, $9B, $C5, $2F, $A6, $7E, $7F, $BF
CA/0AE5:       $AB, $AC, $36, $37, $38, $A2, $A3, $A4, $AB, $C4, $3D, $B6, $8E
CA/0AF2:       $8F, $BF, $BB, $BC, $01, $01, $01, $B2, $B3, $B4, $BB, $1B, $1A
CA/0AFF: 74    Replace current map's Layer 2 at (8, 1) with the following (24 x 15) chunk
CA/0B04:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0B1C:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0B34:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0B4C:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0B64:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0B7C:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0B94:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0BAC:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $06, $0F, $00, $00, $00
CA/0BC4:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $16, $1F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/0BDC:       $00, $96, $2F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $0E, $A6, $3F, $00, $00, $00, $00, $00, $00
CA/0BF4:       $00, $00, $00, $00, $00, $00, $1E, $96, $2D, $07, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $2E, $A6, $97
CA/0C0C:       $3F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E, $A6, $A2, $2F, $00, $00, $00, $00, $00, $00, $00, $00
CA/0C24:       $00, $00, $0E, $16, $B6, $9B, $2D, $4C, $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $96, $C7, $AB, $9F, $5C, $00
CA/0C3C:       $00, $00, $00, $00, $00, $00, $00, $00, $2E, $CB, $D7, $BB, $C4, $6C, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E
CA/0C54:       $DA, $DB, $D4, $C4, $4B, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E, $EA, $EB, $E4, $39, $5B, $00, $00, $00, $00
CA/0C6C: 74    Replace current map's Layer 2 at (14, 143) with the following (10 x 4) chunk
CA/0C71:       $00, $00, $01, $00, $00, $83, $04, $00, $00, $03
CA/0C7B:       $02, $00, $00, $01, $05, $43, $00, $04, $00, $00
CA/0C85:       $02, $43, $42, $43, $45, $02, $00, $41, $03, $05
CA/0C8F:       $43, $04, $03, $00, $02, $00, $00, $03, $05, $43
CA/0C99: 75    Refresh map after alteration
CA/0C9A: 42    Hide object $11
CA/0C9C: 42    Hide object $12
CA/0C9E: 42    Hide object $13
CA/0CA0: 42    Hide object $14
CA/0CA2: 42    Hide object $00
CA/0CA4: 42    Hide object $01
CA/0CA6: 42    Hide object $02
CA/0CA8: 42    Hide object $03
CA/0CAA: 42    Hide object $04
CA/0CAC: 42    Hide object $05
CA/0CAE: 42    Hide object $06
CA/0CB0: 42    Hide object $07
CA/0CB2: 42    Hide object $08
CA/0CB4: 42    Hide object $09
CA/0CB6: 42    Hide object $0A
CA/0CB8: 42    Hide object $0B
CA/0CBA: 42    Hide object $0C
CA/0CBC: 42    Hide object $0D
CA/0CBE: 45    Refresh objects
CA/0CBF: F4    Play sound effect 6
CA/0CC1: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/0CC5: 5E    Scroll Layer 2, speed 0 x 248
CA/0CC8: 5D    Scroll Layer 1, speed 0 x 32
CA/0CCB: 5F    Scroll Layer 3, speed 0 x 32
CA/0CCE: 94    Pause for 60 units
CA/0CCF: 5E    Scroll Layer 2, speed 0 x 240
CA/0CD2: 5D    Scroll Layer 1, speed 0 x 16
CA/0CD5: 5F    Scroll Layer 3, speed 0 x 16
CA/0CD8: B0    Execute the following commands until $B1 31 times
CA/0CDA: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/0CDE: B1        End block of repeating commands
CA/0CDF: 5D    Scroll Layer 1, speed 0 x 2
CA/0CE2: 5F    Scroll Layer 3, speed 0 x 2
CA/0CE5: 94    Pause for 60 units
CA/0CE6: 5D    Scroll Layer 1, speed 0 x 0
CA/0CE9: 5F    Scroll Layer 3, speed 0 x 0
CA/0CEC: 92    Pause for 30 units
CA/0CED: 5E    Scroll Layer 2, speed 0 x 224
CA/0CF0: 5D    Scroll Layer 1, speed 0 x 252
CA/0CF3: 5F    Scroll Layer 3, speed 0 x 252
CA/0CF6: 94    Pause for 60 units
CA/0CF7: 5E    Scroll Layer 2, speed 0 x 0
CA/0CFA: 94    Pause for 60 units
CA/0CFB: 5D    Scroll Layer 1, speed 0 x 0
CA/0CFE: 5F    Scroll Layer 3, speed 0 x 0
CA/0D01: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CA/0D03: 24        Do vehicle/entity graphical action $24 
CA/0D04: E0        Pause for 4 * 1 (4) frames
CA/0D06: 25        Do vehicle/entity graphical action $25 
CA/0D07: E0        Pause for 4 * 1 (4) frames
CA/0D09: FC        Branch 6 bytes backwards ($CA0D03)
CA/0D0B: FF        End queue
CA/0D0C: 4B    Display dialogue message $0BC4, wait for button press (Show text only)
               KEFKA: I will destroy everything
               I will create a monument to non-existence!
CA/0D0F: B2    Call subroutine $CA3E3A
CA/0D13: 74    Replace current map's Layer 2 at (19, 69) with the following (7 x 4) chunk
CA/0D18:       $00, $5D, $0F, $00, $00, $FD, $1F
CA/0D1F:       $00, $2C, $66, $2F, $00, $2C, $BF
CA/0D26:       $2F, $00, $0E, $A6, $3D, $5E, $1E
CA/0D2D:       $B6, $87, $3F, $2E, $B3, $97, $2F
CA/0D34: 75    Refresh map after alteration
CA/0D35: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA38D7; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3901; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA392B; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3955; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CA397F; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CA39A9; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CA39D3; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA39E8; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA39BE; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3994; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA396A; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CA3940; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3916; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA38EC
CA/0D61: F4    Play sound effect 6
CA/0D63: 5E    Scroll Layer 2, speed 0 x 32
CA/0D66: B5    Pause for 15 * 6 (90) units
CA/0D68: 5E    Scroll Layer 2, speed 0 x 16
CA/0D6B: 92    Pause for 30 units
CA/0D6C: 5E    Scroll Layer 2, speed 0 x 4
CA/0D6F: 94    Pause for 60 units
CA/0D70: 5E    Scroll Layer 2, speed 0 x 252
CA/0D73: 92    Pause for 30 units
CA/0D74: 5E    Scroll Layer 2, speed 0 x 0
CA/0D77: 74    Replace current map's Layer 2 at (19, 17) with the following (7 x 4) chunk
CA/0D7C:       $00, $06, $0F, $00, $00, $16, $1F
CA/0D83:       $00, $F8, $96, $2F, $00, $F8, $9F
CA/0D8A:       $2F, $00, $0E, $A6, $2D, $07, $1E
CA/0D91:       $B6, $87, $3F, $2E, $B3, $97, $2F
CA/0D98: 75    Refresh map after alteration
CA/0D99: B2    Call subroutine $CA3E3A
CA/0D9D: 4B    Display dialogue message $0BC5, wait for button press (Show text only)
               Life will go on!
               There will always be people,
               and dreams!
CA/0DA0: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CA/0DA2: C7        Set vehicle/entity to stay still when moving
CA/0DA3: DC        Make vehicle/entity jump (low)
CA/0DA4: CE        Turn vehicle/entity down
CA/0DA5: 18        Do vehicle/entity graphical action $18 
CA/0DA6: E0        Pause for 4 * 2 (8) frames
CA/0DA8: FC        Branch 5 bytes backwards ($CA0DA3)
CA/0DAA: FF        End queue
CA/0DAB: 4B    Display dialogue message $0BC6, wait for button press (Show text only)
               KEFKA: No!
               I will hunt them down.
               I will destroy it all!
               Destroy! Destroy! Destroy!!
CA/0DAE: 74    Replace current map's Layer 2 at (10, 75) with the following (5 x 4) chunk
CA/0DB3:       $00, $5D, $0F, $00, $00
CA/0DB8:       $FD, $1F, $00, $2C, $66
CA/0DBD:       $2F, $00, $2C, $BF, $2F
CA/0DC2:       $00, $0E, $A6, $3D, $5E
CA/0DC7: 75    Refresh map after alteration
CA/0DC8: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3893; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3871; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CA384F; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA382D; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CA380B; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA37E9; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA38C6; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CA38B5; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CA37FA; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CA381C; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA383E; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3860; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3882; else
               If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA38A4
CA/0DF4: 91    Pause for 15 units
CA/0DF5: F4    Play sound effect 6
CA/0DF7: 5E    Scroll Layer 2, speed 0 x 32
CA/0DFA: 92    Pause for 30 units
CA/0DFB: 5E    Scroll Layer 2, speed 0 x 4
CA/0DFE: 94    Pause for 60 units
CA/0DFF: 5E    Scroll Layer 2, speed 0 x 254
CA/0E02: 92    Pause for 30 units
CA/0E03: 5E    Scroll Layer 2, speed 0 x 0
CA/0E06: 4B    Display dialogue message $0BC7, wait for button press (Show text only)
               We will not allow you to harm another living thing.
CA/0E09: 93    Pause for 45 units
CA/0E0A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/0E0C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/0E0D: E0        Pause for 4 * 3 (12) frames
CA/0E0F: 10        Do vehicle/entity graphical action $10 
CA/0E10: FF        End queue
CA/0E11: 4B    Display dialogue message $0BC8, wait for button press (Show text only)
               KEFKA: Hee, hee, hee!!
               But what fun is destruction if no precious lives are lost!
CA/0E14: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/0E16: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0E17: E0        Pause for 4 * 4 (16) frames
CA/0E19: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/0E1A: FF        End queue
CA/0E1B: F4    Play sound effect 196
CA/0E1D: B0    Execute the following commands until $B1 31 times
CA/0E1F: 50        Tint screen (cumulative) with color $3F
CA/0E21: B4        Pause for 1 units
CA/0E23: B1        End block of repeating commands
CA/0E24: D6    Set event bit $1E80($39E) [$1EF3, bit 6]
CA/0E26: D7    Clear event bit $1E80($3F5) [$1EFE, bit 5]
CA/0E28: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (63, 104), facing up, party is in the airship
CA/0E2E: F3        Show part of world getting zapped
CA/0E2F: D2        Load map $0164 (Kefka's Tower, Kefka's lair, blue background), position (15, 02), mode $40
CA/0E35: B2    Call subroutine $CAC9F3
CA/0E39: 79    Place party 1 on map $0164 (Kefka's Tower, Kefka's lair, blue background)
CA/0E3D: 79    Place party 2 on map $0164 (Kefka's Tower, Kefka's lair, blue background)
CA/0E41: 79    Place party 3 on map $0164 (Kefka's Tower, Kefka's lair, blue background)
CA/0E45: 45    Refresh objects
CA/0E46: F4    Play sound effect 6
CA/0E48: B2    Call subroutine $CA3D82
CA/0E4C: 60    Change background layer $05 to palette $18
CA/0E4F: 51    Modify background color range from [10, 7F]: Subtract (Black) at intensity 0
CA/0E53: 51    Modify background color range from [05, 0F]: Subtract (Black) at intensity 0
CA/0E57: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0E59: 96    Restore screen from fade
CA/0E5A: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/0E5C: C1        Set vehicle/entity's event speed to slow
CA/0E5D: 9E        Move vehicle/entity down 8 tiles
CA/0E5E: 9A        Move vehicle/entity down 7 tiles
CA/0E5F: FF        End queue
CA/0E60: B5    Pause for 15 * 8 (120) units
CA/0E62: 58    Shake screen ($F9): 
               (Intensity: 1)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0E64: B0    Execute the following commands until $B1 31 times
CA/0E66: 51        Modify background color range from [10, 7F]: Do <unknown operation> (Black) at intensity 0
CA/0E6A: B4        Pause for 2 units
CA/0E6C: B1        End block of repeating commands
CA/0E6D: B5    Pause for 15 * 8 (120) units
CA/0E6F: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0E71: F4    Play sound effect 212
CA/0E73: A7    Create a rotating pyramid around character $10 (NPC $10)
CA/0E75: 56    Increase color component(s) 130 (Blue), at intensity 2
CA/0E77: B0    Execute the following commands until $B1 31 times
CA/0E79: 51        Modify background color range from [05, 0F]: Do <unknown operation> (Black) at intensity 0
CA/0E7D: B4        Pause for 2 units
CA/0E7F: B1        End block of repeating commands
CA/0E80: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0E82: 4B    Display dialogue message $0BC9, wait for button press (Show text only) (At bottom of screen)
               It's over, Kefka!
CA/0E85: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/0E89: C0    If ($1E80($2F0) [$1EDE, bit 0] is set), branch to $CA0F4B
CA/0E8F: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/0E91: B2    Call subroutine $CAC97C
CA/0E95: 97    Fade screen to black
CA/0E96: 5C    Pause execution until fade in or fade out is complete
CA/0E97: A6    Delete any rotating pyramids
CA/0E98: 54    End effects of commands for modifed color components and screen flashes
CA/0E99: 6B    Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (50, 46), facing up
CA/0E9F: 73    Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately
CA/0EA4:       $04, $14
CA/0EA6: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/0EA8: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/0EAA: 42    Hide object $31
CA/0EAC: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0EAE: 20        Do vehicle/entity graphical action $20 
CA/0EAF: FF        End queue
CA/0EB0: 96    Restore screen from fade
CA/0EB1: 95    Pause for 120 units
CA/0EB2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0EB4: CE        Turn vehicle/entity down
CA/0EB5: FF        End queue
CA/0EB6: 93    Pause for 45 units
CA/0EB7: B0    Execute the following commands until $B1 3 times
CA/0EB9: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0EBB: 13            Do vehicle/entity graphical action $13 
CA/0EBC: FF            End queue
CA/0EBD: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0EBF: CE            Turn vehicle/entity down
CA/0EC0: FF            End queue
CA/0EC1: B1        End block of repeating commands
CA/0EC2: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/0EC4: 9E        Move vehicle/entity down 8 tiles
CA/0EC5: 86        Move vehicle/entity down 2 tiles
CA/0EC6: 85        Move vehicle/entity right 2 tiles
CA/0EC7: 92        Move vehicle/entity down 5 tiles
CA/0EC8: FF        End queue
CA/0EC9: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/0ECB: C3        Set vehicle/entity's event speed to fast
CA/0ECC: 9E        Move vehicle/entity down 8 tiles
CA/0ECD: FF        End queue
CA/0ECE: 94    Pause for 60 units
CA/0ECF: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/0ED1: 85        Move vehicle/entity right 2 tiles
CA/0ED2: 82        Move vehicle/entity down 1 tile
CA/0ED3: FF        End queue
CA/0ED4: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/0ED6: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0ED8: 4B    Display dialogue message $0BD3, wait for button press
               TERRA!!!!
CA/0EDB: 6A    Load map $00B8 (Mobliz, outdoors (ending)) after fade out, (upper bits $0400), place party at (11, 18), facing up
CA/0EE1: 73    Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately
CA/0EE6:       $04, $14
CA/0EE8: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/0EEA: 60    Change background layer $0E to palette $08
CA/0EED: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/0EEF: C1        Set vehicle/entity's event speed to slow
CA/0EF0: 92        Move vehicle/entity down 5 tiles
CA/0EF1: FF        End queue
CA/0EF2: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CA/0EF4: 8E        Move vehicle/entity down 4 tiles
CA/0EF5: A2        Move vehicle/entity left/down 1x1 tiles
CA/0EF6: A2        Move vehicle/entity left/down 1x1 tiles
CA/0EF7: 8B        Move vehicle/entity left 3 tiles
CA/0EF8: 86        Move vehicle/entity down 2 tiles
CA/0EF9: FF        End queue
CA/0EFA: 4B    Display dialogue message $0BD4, wait for button press
               TERRA: Everyone's calling me.
CA/0EFD: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0EFF: 92    Pause for 30 units
CA/0F00: 3D    Create object $11
CA/0F02: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0F04: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0F05: FF        End queue
CA/0F06: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/0F08: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0F09: FF        End queue
CA/0F0A: B0    Execute the following commands until $B1 31 times
CA/0F0C: 52        Tint characters (cumulative) with color $2F
CA/0F0E: B1        End block of repeating commands
CA/0F0F: 41    Show object $11
CA/0F11: 3E    Delete object $10
CA/0F13: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/0F15: B0    Execute the following commands until $B1 31 times
CA/0F17: 52        Tint characters (cumulative) with color $6F
CA/0F19: B1        End block of repeating commands
CA/0F1A: 94    Pause for 60 units
CA/0F1B: F4    Play sound effect 24
CA/0F1D: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/0F1F: C4        Set vehicle/entity's event speed to faster
CA/0F20: 9C        Move vehicle/entity up 8 tiles
CA/0F21: 9C        Move vehicle/entity up 8 tiles
CA/0F22: FF        End queue
CA/0F23: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CA/0F25: C7        Set vehicle/entity to stay still when moving
CA/0F26: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/0F27: C8        Set object layering priority to 2 (low nibble 2)
CA/0F29: C4        Set vehicle/entity's event speed to faster
CA/0F2A: 9C        Move vehicle/entity up 8 tiles
CA/0F2B: 9C        Move vehicle/entity up 8 tiles
CA/0F2C: 98        Move vehicle/entity up 7 tiles
CA/0F2D: FF        End queue
CA/0F2E: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0F30: 6A    Load map $0164 (Kefka's Tower, Kefka's lair, blue background) after fade out, (upper bits $0400), place party at (15, 15), facing up
CA/0F36: B2    Call subroutine $CAC90B
CA/0F3A: B2    Call subroutine $CAC9F3
CA/0F3E: B2    Call subroutine $CA3D82
CA/0F42: A7    Create a rotating pyramid around character $10 (NPC $10)
CA/0F44: 56    Increase color component(s) 195 (Cyan [Green + Blue]), at intensity 3
CA/0F46: 96    Restore screen from fade
CA/0F47: 95    Pause for 120 units
CA/0F48: 4B    Display dialogue message $0BCA, wait for button press (Show text only) (At bottom of screen)
               KEFKA: Oh!
               But it hasn't yet begun!
               And I'm giving you a front-row seat!
CA/0F4B: 9D    Invoke party fighting order screen (from final battle)
CA/0F4C: F0    Play song 0 (Silence), (high bit clear), full volume
CA/0F4E: 96    Restore screen from fade
CA/0F4F: A7    Create a rotating pyramid around character $10 (NPC $10)
CA/0F51: 56    Increase color component(s) 195 (Cyan [Green + Blue]), at intensity 3
CA/0F53: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0F55: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/0F56: FF        End queue
CA/0F57: 94    Pause for 60 units
CA/0F58: F4    Play sound effect 196
CA/0F5A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/0F5C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/0F5D: FF        End queue
CA/0F5E: 38    Hold screen
CA/0F5F: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/0F61: C4        Set vehicle/entity's event speed to faster
CA/0F62: 94        Move vehicle/entity up 6 tiles
CA/0F63: FF        End queue
CA/0F64: B3    Call subroutine $CA37D4, 4 times
CA/0F69: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/0F6B: A6    Delete any rotating pyramids
CA/0F6C: 54    End effects of commands for modifed color components and screen flashes
CA/0F6D: 4D    Invoke battle, enemy set $65, background $33 (Statue 1), (mosaic effect enabled), (swoosh sound enabled)
CA/0F70: B2    Call subroutine $CA5EA9
CA/0F74: 3E    Delete object $10
CA/0F76: F0    Play song 0 (Silence), (high bit clear), full volume
CA/0F78: 60    Change background layer $0E to palette $08
CA/0F7B: 60    Change background layer $0F to palette $1A
CA/0F7E: F4    Play sound effect 165
CA/0F80: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0
CA/0F84: F6    Subcommand $82: Change volume of currently playing sound effect to $90, transition time 96
CA/0F88: 58    Shake screen ($F9): 
               (Intensity: 1)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/0F8A: E3    Load CaseWord with available characters?
CA/0F8B: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA0F9B
CA/0F91: 41    Show object $00
CA/0F93: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CA/0F95: D5        Set vehicle/entity's position to (15, 20)
CA/0F98: CE        Turn vehicle/entity down
CA/0F99: C6        Set vehicle/entity to walk when moving
CA/0F9A: FF        End queue
CA/0F9B: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA0FAB
CA/0FA1: 41    Show object $01
CA/0FA3: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CA/0FA5: D5        Set vehicle/entity's position to (13, 21)
CA/0FA8: CD        Turn vehicle/entity right
CA/0FA9: C6        Set vehicle/entity to walk when moving
CA/0FAA: FF        End queue
CA/0FAB: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA0FBB
CA/0FB1: 41    Show object $02
CA/0FB3: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CA/0FB5: D5        Set vehicle/entity's position to (17, 21)
CA/0FB8: CF        Turn vehicle/entity left
CA/0FB9: C6        Set vehicle/entity to walk when moving
CA/0FBA: FF        End queue
CA/0FBB: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA0FCB
CA/0FC1: 41    Show object $03
CA/0FC3: 03    Begin action queue for character $03 (Actor in stot 3), 6 bytes long (Wait until complete)
CA/0FC5: D5        Set vehicle/entity's position to (14, 20)
CA/0FC8: CD        Turn vehicle/entity right
CA/0FC9: C6        Set vehicle/entity to walk when moving
CA/0FCA: FF        End queue
CA/0FCB: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA0FDB
CA/0FD1: 41    Show object $04
CA/0FD3: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/0FD5: D5        Set vehicle/entity's position to (16, 20)
CA/0FD8: 0A        Do vehicle/entity graphical action $0A 
CA/0FD9: C6        Set vehicle/entity to walk when moving
CA/0FDA: FF        End queue
CA/0FDB: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA0FEB
CA/0FE1: 41    Show object $05
CA/0FE3: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CA/0FE5: D5        Set vehicle/entity's position to (13, 23)
CA/0FE8: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/0FE9: C6        Set vehicle/entity to walk when moving
CA/0FEA: FF        End queue
CA/0FEB: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA0FFB
CA/0FF1: 41    Show object $06
CA/0FF3: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CA/0FF5: D5        Set vehicle/entity's position to (17, 23)
CA/0FF8: CF        Turn vehicle/entity left
CA/0FF9: C6        Set vehicle/entity to walk when moving
CA/0FFA: FF        End queue
CA/0FFB: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CA100B
CA/1001: 41    Show object $07
CA/1003: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete)
CA/1005: D5        Set vehicle/entity's position to (12, 20)
CA/1008: CD        Turn vehicle/entity right
CA/1009: C6        Set vehicle/entity to walk when moving
CA/100A: FF        End queue
CA/100B: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA101B
CA/1011: 41    Show object $08
CA/1013: 08    Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete)
CA/1015: D5        Set vehicle/entity's position to (18, 20)
CA/1018: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1019: C6        Set vehicle/entity to walk when moving
CA/101A: FF        End queue
CA/101B: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA102B
CA/1021: 41    Show object $09
CA/1023: 09    Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete)
CA/1025: D5        Set vehicle/entity's position to (12, 24)
CA/1028: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/1029: C6        Set vehicle/entity to walk when moving
CA/102A: FF        End queue
CA/102B: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CA103B
CA/1031: 41    Show object $0A
CA/1033: 0A    Begin action queue for character $0A (Actor in stot 10), 6 bytes long (Wait until complete)
CA/1035: D5        Set vehicle/entity's position to (18, 24)
CA/1038: CF        Turn vehicle/entity left
CA/1039: C6        Set vehicle/entity to walk when moving
CA/103A: FF        End queue
CA/103B: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA104B
CA/1041: 41    Show object $0B
CA/1043: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CA/1045: D5        Set vehicle/entity's position to (19, 22)
CA/1048: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1049: C6        Set vehicle/entity to walk when moving
CA/104A: FF        End queue
CA/104B: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA105B
CA/1051: 41    Show object $0C
CA/1053: 0C    Begin action queue for character $0C (Actor in stot 12), 6 bytes long (Wait until complete)
CA/1055: D5        Set vehicle/entity's position to (11, 22)
CA/1058: CD        Turn vehicle/entity right
CA/1059: C6        Set vehicle/entity to walk when moving
CA/105A: FF        End queue
CA/105B: C0    If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA106B
CA/1061: 41    Show object $0D
CA/1063: 0D    Begin action queue for character $0D (Actor in stot 13), 6 bytes long (Wait until complete)
CA/1065: D5        Set vehicle/entity's position to (10, 20)
CA/1068: CF        Turn vehicle/entity left
CA/1069: C6        Set vehicle/entity to walk when moving
CA/106A: FF        End queue
CA/106B: 96    Restore screen from fade
CA/106C: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/106E: C2        Set vehicle/entity's event speed to normal
CA/106F: 9E        Move vehicle/entity down 8 tiles
CA/1070: 82        Move vehicle/entity down 1 tile
CA/1071: FF        End queue
CA/1072: 4B    Display dialogue message $0BCB, wait for button press
               It's breaking up!
CA/1075: B2    Call subroutine $CAC819
CA/1079: C1    If ($1E80($1A0) [$1EB4, bit 0] is set) or ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CA1090
CA/1081: 3D    Create object $00
CA/1083: 41    Show object $00
CA/1085: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/1087: D5        Set vehicle/entity's position to (15, 27)
CA/108A: C3        Set vehicle/entity's event speed to fast
CA/108B: 94        Move vehicle/entity up 6 tiles
CA/108C: CE        Turn vehicle/entity down
CA/108D: FF        End queue
CA/108E: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/1090: C1    If ($1E80($1A1) [$1EB4, bit 1] is set) or ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA10A9
CA/1098: 3D    Create object $01
CA/109A: 41    Show object $01
CA/109C: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long 
CA/109E: D5        Set vehicle/entity's position to (15, 27)
CA/10A1: C3        Set vehicle/entity's event speed to fast
CA/10A2: 8C        Move vehicle/entity up 4 tiles
CA/10A3: A3        Move vehicle/entity left/up 1x1 tiles
CA/10A4: A3        Move vehicle/entity left/up 1x1 tiles
CA/10A5: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/10A6: FF        End queue
CA/10A7: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/10A9: C1    If ($1E80($1A2) [$1EB4, bit 2] is set) or ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA10C2
CA/10B1: 3D    Create object $02
CA/10B3: 41    Show object $02
CA/10B5: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long 
CA/10B7: D5        Set vehicle/entity's position to (15, 27)
CA/10BA: C3        Set vehicle/entity's event speed to fast
CA/10BB: 8C        Move vehicle/entity up 4 tiles
CA/10BC: A0        Move vehicle/entity right/up 1x1 tiles
CA/10BD: A0        Move vehicle/entity right/up 1x1 tiles
CA/10BE: CF        Turn vehicle/entity left
CA/10BF: FF        End queue
CA/10C0: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/10C2: C1    If ($1E80($1A3) [$1EB4, bit 3] is set) or ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA10DA
CA/10CA: 3D    Create object $03
CA/10CC: 41    Show object $03
CA/10CE: 03    Begin action queue for character $03 (Actor in stot 3), 8 bytes long 
CA/10D0: D5        Set vehicle/entity's position to (15, 27)
CA/10D3: C3        Set vehicle/entity's event speed to fast
CA/10D4: 94        Move vehicle/entity up 6 tiles
CA/10D5: A3        Move vehicle/entity left/up 1x1 tiles
CA/10D6: CD        Turn vehicle/entity right
CA/10D7: FF        End queue
CA/10D8: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/10DA: C1    If ($1E80($1A4) [$1EB4, bit 4] is set) or ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CA10F2
CA/10E2: 3D    Create object $04
CA/10E4: 41    Show object $04
CA/10E6: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long 
CA/10E8: D5        Set vehicle/entity's position to (15, 27)
CA/10EB: C3        Set vehicle/entity's event speed to fast
CA/10EC: 94        Move vehicle/entity up 6 tiles
CA/10ED: A0        Move vehicle/entity right/up 1x1 tiles
CA/10EE: 0A        Do vehicle/entity graphical action $0A 
CA/10EF: FF        End queue
CA/10F0: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/10F2: C1    If ($1E80($1A5) [$1EB4, bit 5] is set) or ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA110A
CA/10FA: 3D    Create object $05
CA/10FC: 41    Show object $05
CA/10FE: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CA/1100: D5        Set vehicle/entity's position to (15, 27)
CA/1103: C3        Set vehicle/entity's event speed to fast
CA/1104: 88        Move vehicle/entity up 3 tiles
CA/1105: AA        Move vehicle/entity left/up 2x1 tiles
CA/1106: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/1107: FF        End queue
CA/1108: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/110A: C1    If ($1E80($1A6) [$1EB4, bit 6] is set) or ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CA1122
CA/1112: 3D    Create object $06
CA/1114: 41    Show object $06
CA/1116: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long 
CA/1118: D5        Set vehicle/entity's position to (15, 27)
CA/111B: C3        Set vehicle/entity's event speed to fast
CA/111C: 88        Move vehicle/entity up 3 tiles
CA/111D: A5        Move vehicle/entity right/up 2x1 tiles
CA/111E: CF        Turn vehicle/entity left
CA/111F: FF        End queue
CA/1120: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/1122: C1    If ($1E80($1A7) [$1EB4, bit 7] is set) or ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA113A
CA/112A: 3D    Create object $07
CA/112C: 41    Show object $07
CA/112E: 07    Begin action queue for character $07 (Actor in stot 7), 8 bytes long 
CA/1130: D5        Set vehicle/entity's position to (15, 27)
CA/1133: C3        Set vehicle/entity's event speed to fast
CA/1134: 98        Move vehicle/entity up 7 tiles
CA/1135: 8B        Move vehicle/entity left 3 tiles
CA/1136: CD        Turn vehicle/entity right
CA/1137: FF        End queue
CA/1138: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/113A: C1    If ($1E80($1A8) [$1EB5, bit 0] is set) or ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA1152
CA/1142: 3D    Create object $08
CA/1144: 41    Show object $08
CA/1146: 08    Begin action queue for character $08 (Actor in stot 8), 8 bytes long 
CA/1148: D5        Set vehicle/entity's position to (15, 27)
CA/114B: C3        Set vehicle/entity's event speed to fast
CA/114C: 98        Move vehicle/entity up 7 tiles
CA/114D: 89        Move vehicle/entity right 3 tiles
CA/114E: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/114F: FF        End queue
CA/1150: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/1152: C1    If ($1E80($1A9) [$1EB5, bit 1] is set) or ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CA116A
CA/115A: 3D    Create object $09
CA/115C: 41    Show object $09
CA/115E: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long 
CA/1160: D5        Set vehicle/entity's position to (15, 27)
CA/1163: C3        Set vehicle/entity's event speed to fast
CA/1164: 88        Move vehicle/entity up 3 tiles
CA/1165: 8B        Move vehicle/entity left 3 tiles
CA/1166: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/1167: FF        End queue
CA/1168: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/116A: C1    If ($1E80($1AA) [$1EB5, bit 2] is set) or ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA1182
CA/1172: 3D    Create object $0A
CA/1174: 41    Show object $0A
CA/1176: 0A    Begin action queue for character $0A (Actor in stot 10), 8 bytes long 
CA/1178: D5        Set vehicle/entity's position to (15, 27)
CA/117B: C3        Set vehicle/entity's event speed to fast
CA/117C: 88        Move vehicle/entity up 3 tiles
CA/117D: 89        Move vehicle/entity right 3 tiles
CA/117E: 0A        Do vehicle/entity graphical action $0A 
CA/117F: FF        End queue
CA/1180: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/1182: C1    If ($1E80($1AB) [$1EB5, bit 3] is set) or ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA119A
CA/118A: 3D    Create object $0B
CA/118C: 41    Show object $0B
CA/118E: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long 
CA/1190: D5        Set vehicle/entity's position to (15, 27)
CA/1193: C3        Set vehicle/entity's event speed to fast
CA/1194: 90        Move vehicle/entity up 5 tiles
CA/1195: 8D        Move vehicle/entity right 4 tiles
CA/1196: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1197: FF        End queue
CA/1198: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/119A: C1    If ($1E80($1AC) [$1EB5, bit 4] is set) or ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA11B2
CA/11A2: 3D    Create object $0C
CA/11A4: 41    Show object $0C
CA/11A6: 0C    Begin action queue for character $0C (Actor in stot 12), 8 bytes long 
CA/11A8: D5        Set vehicle/entity's position to (15, 27)
CA/11AB: C3        Set vehicle/entity's event speed to fast
CA/11AC: 90        Move vehicle/entity up 5 tiles
CA/11AD: 8F        Move vehicle/entity left 4 tiles
CA/11AE: CD        Turn vehicle/entity right
CA/11AF: FF        End queue
CA/11B0: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/11B2: C1    If ($1E80($1AD) [$1EB5, bit 5] is set) or ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA11CB
CA/11BA: 3D    Create object $0D
CA/11BC: 41    Show object $0D
CA/11BE: 0D    Begin action queue for character $0D (Actor in stot 13), 9 bytes long 
CA/11C0: D5        Set vehicle/entity's position to (15, 27)
CA/11C3: C3        Set vehicle/entity's event speed to fast
CA/11C4: 90        Move vehicle/entity up 5 tiles
CA/11C5: 8F        Move vehicle/entity left 4 tiles
CA/11C6: 80        Move vehicle/entity up 1 tile
CA/11C7: CD        Turn vehicle/entity right
CA/11C8: FF        End queue
CA/11C9: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/11CB: B5    Pause for 15 * 6 (90) units
CA/11CD: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA11D6
CA/11D3: 4B    Display dialogue message $0BCC, wait for button press
               There's no time to lose!
               Airship's just ahead.
CA/11D6: 3D    Create object $11
CA/11D8: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/11DA: C0    If ($1E80($2F0) [$1EDE, bit 0] is set), branch to $CA120E
CA/11E0: 93    Pause for 45 units
CA/11E1: 41    Show object $11
CA/11E3: F4    Play sound effect 24
CA/11E5: 11    Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete)
CA/11E7: C7        Set vehicle/entity to stay still when moving
CA/11E8: C4        Set vehicle/entity's event speed to faster
CA/11E9: 0A        Do vehicle/entity graphical action $0A 
CA/11EA: A8        Move vehicle/entity left/down 1x2 tiles
CA/11EB: A8        Move vehicle/entity left/down 1x2 tiles
CA/11EC: A8        Move vehicle/entity left/down 1x2 tiles
CA/11ED: A8        Move vehicle/entity left/down 1x2 tiles
CA/11EE: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/11EF: C6        Set vehicle/entity to walk when moving
CA/11F0: FF        End queue
CA/11F1: F4    Play sound effect 181
CA/11F3: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/11F5: 1F        Do vehicle/entity graphical action $1F 
CA/11F6: E0        Pause for 4 * 4 (16) frames
CA/11F8: CF        Turn vehicle/entity left
CA/11F9: FF        End queue
CA/11FA: F4    Play sound effect 165
CA/11FC: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0
CA/1200: F6    Subcommand $82: Change volume of currently playing sound effect to $90, transition time 96
CA/1204: 92    Pause for 30 units
CA/1205: 4B    Display dialogue message $0BD5, wait for button press
               CELES: TERRA!
               You're back!
CA/1208: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1230
CA/120E: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA1218
CA/1214: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/1216: 82        Move vehicle/entity down 1 tile
CA/1217: FF        End queue
CA/1218: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/121A: D5        Set vehicle/entity's position to (15, 21)
CA/121D: CE        Turn vehicle/entity down
CA/121E: FF        End queue
CA/121F: B0    Execute the following commands until $B1 48 times
CA/1221: 42        Hide object $11
CA/1223: 41        Show object $00
CA/1225: B4        Pause for 2 units
CA/1227: 41        Show object $11
CA/1229: 42        Hide object $00
CA/122B: B4        Pause for 2 units
CA/122D: B1        End block of repeating commands
CA/122E: 3E    Delete object $00
CA/1230: 92    Pause for 30 units
CA/1231: 4B    Display dialogue message $0BD0, wait for button press
               CELES: Come on, everybody!
               We have to work together!
CA/1234: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CA/1236: C2        Set vehicle/entity's event speed to normal
CA/1237: 86        Move vehicle/entity down 2 tiles
CA/1238: 28        Do vehicle/entity graphical action $28 
CA/1239: FF        End queue
CA/123A: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/123C: C2        Set vehicle/entity's event speed to normal
CA/123D: 83        Move vehicle/entity left 1 tile
CA/123E: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/123F: FF        End queue
CA/1240: 4B    Display dialogue message $0BCD, wait for button press
               CELES: TERRA!
               What's wrong?
CA/1243: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/1245: C2        Set vehicle/entity's event speed to normal
CA/1246: 83        Move vehicle/entity left 1 tile
CA/1247: 82        Move vehicle/entity down 1 tile
CA/1248: FF        End queue
CA/1249: 3D    Create object $12
CA/124B: 41    Show object $12
CA/124D: B2    Call subroutine $CAC819
CA/1251: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/1253: B0    Execute the following commands until $B1 31 times
CA/1255: 51        Modify background color range from [50, 5F]: Do <unknown operation> (Black) at intensity 3
CA/1259: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/125D: B1        End block of repeating commands
CA/125E: F4    Play sound effect 24
CA/1260: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CA/1262: C4        Set vehicle/entity's event speed to faster
CA/1263: 9C        Move vehicle/entity up 8 tiles
CA/1264: 9C        Move vehicle/entity up 8 tiles
CA/1265: 88        Move vehicle/entity up 3 tiles
CA/1266: C2        Set vehicle/entity's event speed to normal
CA/1267: 80        Move vehicle/entity up 1 tile
CA/1268: C1        Set vehicle/entity's event speed to slow
CA/1269: 80        Move vehicle/entity up 1 tile
CA/126A: FF        End queue
CA/126B: 30    Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete)
CA/126D: C4        Set vehicle/entity's event speed to faster
CA/126E: 9C        Move vehicle/entity up 8 tiles
CA/126F: 94        Move vehicle/entity up 6 tiles
CA/1270: C2        Set vehicle/entity's event speed to normal
CA/1271: 80        Move vehicle/entity up 1 tile
CA/1272: C1        Set vehicle/entity's event speed to slow
CA/1273: 80        Move vehicle/entity up 1 tile
CA/1274: FF        End queue
CA/1275: 3D    Create object $13
CA/1277: 41    Show object $13
CA/1279: 3D    Create object $14
CA/127B: 41    Show object $14
CA/127D: F4    Play sound effect 24
CA/127F: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/1281: 94        Move vehicle/entity up 6 tiles
CA/1282: C1        Set vehicle/entity's event speed to slow
CA/1283: 80        Move vehicle/entity up 1 tile
CA/1284: FF        End queue
CA/1285: 91    Pause for 15 units
CA/1286: F4    Play sound effect 24
CA/1288: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/128A: 90        Move vehicle/entity up 5 tiles
CA/128B: C1        Set vehicle/entity's event speed to slow
CA/128C: 80        Move vehicle/entity up 1 tile
CA/128D: FF        End queue
CA/128E: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/1290: D5        Set vehicle/entity's position to (15, 1)
CA/1293: FF        End queue
CA/1294: F4    Play sound effect 28
CA/1296: 3E    Delete object $12
CA/1298: 45    Refresh objects
CA/1299: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/129B: 81        Move vehicle/entity right 1 tile
CA/129C: D5        Set vehicle/entity's position to (0, 0)
CA/129F: FF        End queue
CA/12A0: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/12A2: E0        Pause for 4 * 1 (4) frames
CA/12A4: D5        Set vehicle/entity's position to (16, 1)
CA/12A7: FC        Branch 12 bytes backwards ($CA129B)
CA/12A9: FF        End queue
CA/12AA: 17    Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete)
CA/12AC: E0        Pause for 4 * 2 (8) frames
CA/12AE: D5        Set vehicle/entity's position to (17, 1)
CA/12B1: FC        Branch 10 bytes backwards ($CA12A7)
CA/12B3: FF        End queue
CA/12B4: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/12B6: D5        Set vehicle/entity's position to (12, 5)
CA/12B9: FF        End queue
CA/12BA: F4    Play sound effect 28
CA/12BC: 3E    Delete object $13
CA/12BE: 45    Refresh objects
CA/12BF: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/12C1: 81        Move vehicle/entity right 1 tile
CA/12C2: D5        Set vehicle/entity's position to (0, 0)
CA/12C5: FF        End queue
CA/12C6: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/12C8: E0        Pause for 4 * 1 (4) frames
CA/12CA: D5        Set vehicle/entity's position to (13, 5)
CA/12CD: FC        Branch 12 bytes backwards ($CA12C1)
CA/12CF: FF        End queue
CA/12D0: 17    Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete)
CA/12D2: E0        Pause for 4 * 2 (8) frames
CA/12D4: D5        Set vehicle/entity's position to (14, 5)
CA/12D7: FC        Branch 10 bytes backwards ($CA12CD)
CA/12D9: FF        End queue
CA/12DA: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/12DC: D5        Set vehicle/entity's position to (18, 6)
CA/12DF: FF        End queue
CA/12E0: F4    Play sound effect 28
CA/12E2: 3E    Delete object $14
CA/12E4: 45    Refresh objects
CA/12E5: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/12E7: 81        Move vehicle/entity right 1 tile
CA/12E8: D5        Set vehicle/entity's position to (0, 0)
CA/12EB: FF        End queue
CA/12EC: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/12EE: E0        Pause for 4 * 1 (4) frames
CA/12F0: D5        Set vehicle/entity's position to (19, 6)
CA/12F3: FC        Branch 12 bytes backwards ($CA12E7)
CA/12F5: FF        End queue
CA/12F6: 17    Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete)
CA/12F8: E0        Pause for 4 * 2 (8) frames
CA/12FA: D5        Set vehicle/entity's position to (20, 6)
CA/12FD: FC        Branch 10 bytes backwards ($CA12F3)
CA/12FF: FF        End queue
CA/1300: F4    Play sound effect 165
CA/1302: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0
CA/1306: F6    Subcommand $82: Change volume of currently playing sound effect to $90, transition time 128
CA/130A: 30    Begin action queue for character $30 (Camera), 8 bytes long 
CA/130C: C4        Set vehicle/entity's event speed to faster
CA/130D: 9E        Move vehicle/entity down 8 tiles
CA/130E: 96        Move vehicle/entity down 6 tiles
CA/130F: C2        Set vehicle/entity's event speed to normal
CA/1310: 82        Move vehicle/entity down 1 tile
CA/1311: C1        Set vehicle/entity's event speed to slow
CA/1312: 82        Move vehicle/entity down 1 tile
CA/1313: FF        End queue
CA/1314: B0    Execute the following commands until $B1 31 times
CA/1316: 51        Modify background color range from [50, 5F]: Do <unknown operation> (Black) at intensity 3
CA/131A: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/131E: B1        End block of repeating commands
CA/131F: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1321: 4B    Display dialogue message $0BD1, wait for button press
               The Magicite
               Magic is disappearing from this world
CA/1324: 4B    Display dialogue message $0BCE, wait for button press
               EDGAR: The Espers
               They no longer exist
CA/1327: 92    Pause for 30 units
CA/1328: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/132A: CC        Turn vehicle/entity up
CA/132B: FF        End queue
CA/132C: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/132E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/132F: FF        End queue
CA/1330: 4B    Display dialogue message $0BD2, wait for button press
               CELES: You mean TERRA too?
CA/1333: 94    Pause for 60 units
CA/1334: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/1336: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1337: E0        Pause for 4 * 16 (64) frames
CA/1339: 20        Do vehicle/entity graphical action $20 
CA/133A: E0        Pause for 4 * 8 (32) frames
CA/133C: CE        Turn vehicle/entity down
CA/133D: FF        End queue
CA/133E: 4B    Display dialogue message $0BCF, wait for button press
               TERRA: Come with me.
               I can lead you out with my last ounce of strength.
CA/1341: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/1343: CE        Turn vehicle/entity down
CA/1344: FF        End queue
CA/1345: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/1347: CE        Turn vehicle/entity down
CA/1348: FF        End queue
CA/1349: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/134B: 96        Move vehicle/entity down 6 tiles
CA/134C: D1        Make vehicle/entity disappear
CA/134D: FF        End queue
CA/134E: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 48
CA/1352: B0    Execute the following commands until $B1 31 times
CA/1354: 52        Tint characters (cumulative) with color $3F
CA/1356: 50        Tint screen (cumulative) with color $3F
CA/1358: B4        Pause for 2 units
CA/135A: B1        End block of repeating commands
CA/135B: B5    Pause for 15 * 6 (90) units
CA/135D: F4    Play sound effect 196
CA/135F: 97    Fade screen to black
CA/1360: B5    Pause for 15 * 16 (240) units
CA/1362: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1364: 46    Make party 3 the current party
CA/1366: 45    Refresh objects
CA/1367: B2    Call subroutine $CAC8E1
CA/136B: 46    Make party 2 the current party
CA/136D: 45    Refresh objects
CA/136E: B2    Call subroutine $CAC8E1
CA/1372: 46    Make party 1 the current party
CA/1374: 45    Refresh objects
CA/1375: B2    Call subroutine $CAC8E1
CA/1379: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/137B: 38    Hold screen
CA/137C: B2    Call subroutine $CAF61A
CA/1380: B2    Call subroutine $CAC97C
CA/1384: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/1387: F0    Play song 83 (Ending Theme #1), (high bit clear), full volume
CA/1389: D4    Set event bit $1E80($2E3) [$1EDC, bit 3]
CA/138B: B5    Pause for 15 * 26 (390) units
CA/138D: BA    Play ending cinematic $2D
CA/138F: 6B    Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up
CA/1395: D4    Set event bit $1E80($2C0) [$1ED8, bit 0]
CA/1397: D6    Set event bit $1E80($3A0) [$1EF4, bit 0]
CA/1399: F9    Pause execution until the music passes through predetermined point $01
CA/139B: BA    Play ending cinematic $32
CA/139D: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA149A
CA/13A3: E7    Unknown command, parameter $02
CA/13A5: 6B    Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (37, 6), facing up
CA/13AB: B2    Call subroutine $CC114E
CA/13AF: 61    Colorize color range [$04, $FF] to color $07
CA/13B3: 3D    Create object $02
CA/13B5: 3D    Create object $04
CA/13B7: 3D    Create object $06
CA/13B9: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CA/13BB: D5        Set vehicle/entity's position to (39, 4)
CA/13BE: C2        Set vehicle/entity's event speed to normal
CA/13BF: FF        End queue
CA/13C0: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/13C2: D5        Set vehicle/entity's position to (39, 4)
CA/13C5: C2        Set vehicle/entity's event speed to normal
CA/13C6: FF        End queue
CA/13C7: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/13C9: D5        Set vehicle/entity's position to (39, 4)
CA/13CC: C2        Set vehicle/entity's event speed to normal
CA/13CD: FF        End queue
CA/13CE: 96    Restore screen from fade
CA/13CF: 41    Show object $06
CA/13D1: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/13D3: 9E        Move vehicle/entity down 8 tiles
CA/13D4: 9E        Move vehicle/entity down 8 tiles
CA/13D5: FF        End queue
CA/13D6: 94    Pause for 60 units
CA/13D7: 41    Show object $02
CA/13D9: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/13DB: C2        Set vehicle/entity's event speed to normal
CA/13DC: 86        Move vehicle/entity down 2 tiles
CA/13DD: FF        End queue
CA/13DE: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CA/13E0: 96        Move vehicle/entity down 6 tiles
CA/13E1: FF        End queue
CA/13E2: 93    Pause for 45 units
CA/13E3: 41    Show object $04
CA/13E5: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/13E7: 82        Move vehicle/entity down 1 tile
CA/13E8: E0        Pause for 4 * 2 (8) frames
CA/13EA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/13EB: E0        Pause for 4 * 4 (16) frames
CA/13ED: 23        Do vehicle/entity graphical action $23 
CA/13EE: FF        End queue
CA/13EF: 94    Pause for 60 units
CA/13F0: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/13F2: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/13F4: 73    Replace current map's Layer 1 at (38, 5) with the following (4 x 3) chunk, refresh immediately
CA/13F9:       $74, $75, $66, $B2
CA/13FD:       $85, $74, $D2, $74
CA/1401:       $84, $4A, $4A, $4A
CA/1405: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/1407: 86        Move vehicle/entity down 2 tiles
CA/1408: FF        End queue
CA/1409: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete)
CA/140B: 1F        Do vehicle/entity graphical action $1F 
CA/140C: E0        Pause for 4 * 2 (8) frames
CA/140E: C4        Set vehicle/entity's event speed to faster
CA/140F: 82        Move vehicle/entity down 1 tile
CA/1410: 17        Do vehicle/entity graphical action $17 
CA/1411: FF        End queue
CA/1412: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/1414: CD        Turn vehicle/entity right
CA/1415: FF        End queue
CA/1416: 4B    Display dialogue message $0BE4, wait for button press (Show text only) (At bottom of screen)
               
               EDGAR: CYAN!
               Think you can handle that switch?! 
               
               CYAN: Machines
               I HATE machines! 
CA/1419: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/141B: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete)
CA/141D: A3        Move vehicle/entity left/up 1x1 tiles
CA/141E: CD        Turn vehicle/entity right
CA/141F: E0        Pause for 4 * 5 (20) frames
CA/1421: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/1422: E0        Pause for 4 * 8 (32) frames
CA/1424: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1425: FF        End queue
CA/1426: 94    Pause for 60 units
CA/1427: B0    Execute the following commands until $B1 3 times
CA/1429: 02        Begin action queue for character $02 (Actor in stot 2), 12 bytes long (Wait until complete)
CA/142B: C4            Set vehicle/entity's event speed to faster
CA/142C: 85            Move vehicle/entity right 2 tiles
CA/142D: 09            Do vehicle/entity graphical action $09 (kneeling)
CA/142E: E0            Pause for 4 * 3 (12) frames
CA/1430: A2            Move vehicle/entity left/down 1x1 tiles
CA/1431: 1C            Do vehicle/entity graphical action $1C 
CA/1432: E0            Pause for 4 * 3 (12) frames
CA/1434: A3            Move vehicle/entity left/up 1x1 tiles
CA/1435: 49            Do vehicle/entity graphical action $09, flipped horizontally
CA/1436: FF            End queue
CA/1437: B1        End block of repeating commands
CA/1438: B5    Pause for 15 * 6 (90) units
CA/143A: 02    Begin action queue for character $02 (Actor in stot 2), 19 bytes long (Wait until complete)
CA/143C: 18        Do vehicle/entity graphical action $18 
CA/143D: E0        Pause for 4 * 8 (32) frames
CA/143F: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/1440: E0        Pause for 4 * 8 (32) frames
CA/1442: C2        Set vehicle/entity's event speed to normal
CA/1443: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/1444: E0        Pause for 4 * 4 (16) frames
CA/1446: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1447: E0        Pause for 4 * 4 (16) frames
CA/1449: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/144A: C7        Set vehicle/entity to stay still when moving
CA/144B: DC        Make vehicle/entity jump (low)
CA/144C: 81        Move vehicle/entity right 1 tile
CA/144D: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/144E: FF        End queue
CA/144F: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/1451: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1453: B2    Call subroutine $CC114E
CA/1457: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long 
CA/1459: 0B        Do vehicle/entity graphical action $0B 
CA/145A: C7        Set vehicle/entity to stay still when moving
CA/145B: 28        Do vehicle/entity graphical action $28 
CA/145C: DD        Make vehicle/entity jump (high)
CA/145D: 82        Move vehicle/entity down 1 tile
CA/145E: C6        Set vehicle/entity to walk when moving
CA/145F: FF        End queue
CA/1460: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete)
CA/1462: 0B        Do vehicle/entity graphical action $0B 
CA/1463: DC        Make vehicle/entity jump (low)
CA/1464: 81        Move vehicle/entity right 1 tile
CA/1465: 28        Do vehicle/entity graphical action $28 
CA/1466: E0        Pause for 4 * 3 (12) frames
CA/1468: CF        Turn vehicle/entity left
CA/1469: C6        Set vehicle/entity to walk when moving
CA/146A: FF        End queue
CA/146B: 94    Pause for 60 units
CA/146C: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/146E: CE        Turn vehicle/entity down
CA/146F: FF        End queue
CA/1470: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete)
CA/1472: 83        Move vehicle/entity left 1 tile
CA/1473: 82        Move vehicle/entity down 1 tile
CA/1474: E0        Pause for 4 * 2 (8) frames
CA/1476: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/1477: E0        Pause for 4 * 3 (12) frames
CA/1479: 18        Do vehicle/entity graphical action $18 
CA/147A: FF        End queue
CA/147B: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/147D: C2        Set vehicle/entity's event speed to normal
CA/147E: 82        Move vehicle/entity down 1 tile
CA/147F: A1        Move vehicle/entity right/down 1x1 tiles
CA/1480: 23        Do vehicle/entity graphical action $23 
CA/1481: FF        End queue
CA/1482: 4B    Display dialogue message $0BE5, wait for button press (Show text only) (At bottom of screen)
               CYAN: You just have to show technology who's boss!! 
CA/1485: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long 
CA/1487: 1D        Do vehicle/entity graphical action $1D 
CA/1488: E0        Pause for 4 * 1 (4) frames
CA/148A: 1E        Do vehicle/entity graphical action $1E 
CA/148B: E0        Pause for 4 * 1 (4) frames
CA/148D: FC        Branch 6 bytes backwards ($CA1487)
CA/148F: FF        End queue
CA/1490: B5    Pause for 15 * 4 (60) units
CA/1492: 5A    Fade screen at speed $08
CA/1494: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA14D6
CA/149A: E7    Unknown command, parameter $02
CA/149C: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/149E: 6B    Load map $00D2 (Doma Castle, dark (ending without Cyan)) instantly, (upper bits $0400), place party at (18, 43), facing up
CA/14A4: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/14A6: 81        Move vehicle/entity right 1 tile
CA/14A7: FC        Branch 1 bytes backwards ($CA14A6)
CA/14A9: FF        End queue
CA/14AA: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/14AC: FC        Branch 5 bytes backwards ($CA14A7)
CA/14AE: FF        End queue
CA/14AF: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/14B1: FC        Branch 5 bytes backwards ($CA14AC)
CA/14B3: FF        End queue
CA/14B4: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/14B6: FC        Branch 5 bytes backwards ($CA14B1)
CA/14B8: FF        End queue
CA/14B9: 61    Colorize color range [$04, $77] to color $07
CA/14BD: B0    Execute the following commands until $B1 6 times
CA/14BF: 50        Tint screen (cumulative) with color $9F
CA/14C1: B1        End block of repeating commands
CA/14C2: 96    Restore screen from fade
CA/14C3: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/14C5: C0        Set vehicle/entity's event speed to slowest
CA/14C6: 9D        Move vehicle/entity right 8 tiles
CA/14C7: 9D        Move vehicle/entity right 8 tiles
CA/14C8: 9D        Move vehicle/entity right 8 tiles
CA/14C9: 8D        Move vehicle/entity right 4 tiles
CA/14CA: FF        End queue
CA/14CB: B5    Pause for 15 * 103 (1545) units
CA/14CD: B0    Execute the following commands until $B1 25 times
CA/14CF: 50        Tint screen (cumulative) with color $9F
CA/14D1: B1        End block of repeating commands
CA/14D2: 95    Pause for 120 units
CA/14D3: 97    Fade screen to black
CA/14D4: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/14D6: 5C    Pause execution until fade in or fade out is complete
CA/14D7: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/14D9: B2    Call subroutine $CAC97C
CA/14DD: F9    Pause execution until the music passes through predetermined point $02
CA/14DF: BA    Play ending cinematic $82
CA/14E1: 6B    Load map $00FF (Ending - Setzer's scene) instantly, (upper bits $0400), place party at (12, 15), facing up
CA/14E7: 61    Colorize color range [$04, $FF] to color $07
CA/14EB: 3D    Create object $09
CA/14ED: 41    Show object $09
CA/14EF: 3D    Create object $06
CA/14F1: 41    Show object $06
CA/14F3: 3D    Create object $04
CA/14F5: 41    Show object $04
CA/14F7: B2    Call subroutine $CAC819
CA/14FB: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/14FD: D5        Set vehicle/entity's position to (12, 17)
CA/1500: C3        Set vehicle/entity's event speed to fast
CA/1501: FF        End queue
CA/1502: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/1504: D5        Set vehicle/entity's position to (12, 17)
CA/1507: C3        Set vehicle/entity's event speed to fast
CA/1508: FF        End queue
CA/1509: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/150B: D5        Set vehicle/entity's position to (12, 17)
CA/150E: C3        Set vehicle/entity's event speed to fast
CA/150F: FF        End queue
CA/1510: 96    Restore screen from fade
CA/1511: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/1513: C2        Set vehicle/entity's event speed to normal
CA/1514: 84        Move vehicle/entity up 2 tiles
CA/1515: FF        End queue
CA/1516: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CA/1518: E0        Pause for 4 * 5 (20) frames
CA/151A: 84        Move vehicle/entity up 2 tiles
CA/151B: FF        End queue
CA/151C: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/151E: 94        Move vehicle/entity up 6 tiles
CA/151F: FF        End queue
CA/1520: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1522: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1524: 73    Replace current map's Layer 1 at (12, 5) with the following (6 x 1) chunk, refresh immediately
CA/1529:       $41, $52, $62, $72, $62, $72
CA/152F: 09    Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete)
CA/1531: C7        Set vehicle/entity to stay still when moving
CA/1532: 0B        Do vehicle/entity graphical action $0B 
CA/1533: DD        Make vehicle/entity jump (high)
CA/1534: 86        Move vehicle/entity down 2 tiles
CA/1535: 28        Do vehicle/entity graphical action $28 
CA/1536: C6        Set vehicle/entity to walk when moving
CA/1537: FF        End queue
CA/1538: 92    Pause for 30 units
CA/1539: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/153B: 73    Replace current map's Layer 1 at (8, 12) with the following (2 x 3) chunk, refresh immediately
CA/1540:       $56, $57
CA/1542:       $56, $51
CA/1544:       $51, $51
CA/1546: 91    Pause for 15 units
CA/1547: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1549: 73    Replace current map's Layer 1 at (14, 12) with the following (2 x 3) chunk, refresh immediately
CA/154E:       $56, $56
CA/1550:       $57, $51
CA/1552:       $51, $51
CA/1554: 92    Pause for 30 units
CA/1555: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/1557: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1558: E0        Pause for 4 * 5 (20) frames
CA/155A: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/155B: FF        End queue
CA/155C: 92    Pause for 30 units
CA/155D: B0    Execute the following commands until $B1 3 times
CA/155F: 09        Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/1561: 13            Do vehicle/entity graphical action $13 
CA/1562: FF            End queue
CA/1563: 09        Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/1565: CE            Turn vehicle/entity down
CA/1566: FF            End queue
CA/1567: B1        End block of repeating commands
CA/1568: 92    Pause for 30 units
CA/1569: 09    Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete)
CA/156B: 82        Move vehicle/entity down 1 tile
CA/156C: 20        Do vehicle/entity graphical action $20 
CA/156D: E0        Pause for 4 * 8 (32) frames
CA/156F: 19        Do vehicle/entity graphical action $19 
CA/1570: FF        End queue
CA/1571: 3D    Create object $10
CA/1573: 45    Refresh objects
CA/1574: 41    Show object $10
CA/1576: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/1578: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/157A: DD        Make vehicle/entity jump (high)
CA/157B: 84        Move vehicle/entity up 2 tiles
CA/157C: DC        Make vehicle/entity jump (low)
CA/157D: 83        Move vehicle/entity left 1 tile
CA/157E: C0        Set vehicle/entity's event speed to slowest
CA/157F: 83        Move vehicle/entity left 1 tile
CA/1580: FF        End queue
CA/1581: 91    Pause for 15 units
CA/1582: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/1584: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/1585: E0        Pause for 4 * 2 (8) frames
CA/1587: 1B        Do vehicle/entity graphical action $1B 
CA/1588: FF        End queue
CA/1589: 93    Pause for 45 units
CA/158A: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/158C: 88        Move vehicle/entity up 3 tiles
CA/158D: E0        Pause for 4 * 1 (4) frames
CA/158F: CE        Turn vehicle/entity down
CA/1590: FF        End queue
CA/1591: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/1593: 88        Move vehicle/entity up 3 tiles
CA/1594: 8B        Move vehicle/entity left 3 tiles
CA/1595: FF        End queue
CA/1596: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/1598: 90        Move vehicle/entity up 5 tiles
CA/1599: 87        Move vehicle/entity left 2 tiles
CA/159A: C7        Set vehicle/entity to stay still when moving
CA/159B: DD        Make vehicle/entity jump (high)
CA/159C: CF        Turn vehicle/entity left
CA/159D: 1F        Do vehicle/entity graphical action $1F 
CA/159E: C6        Set vehicle/entity to walk when moving
CA/159F: FF        End queue
CA/15A0: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/15A2: 18        Do vehicle/entity graphical action $18 
CA/15A3: FF        End queue
CA/15A4: 4B    Display dialogue message $0BE6, wait for button press (Show text only) (At bottom of screen)
               SETZER: Wait! 
CA/15A7: 3E    Delete object $10
CA/15A9: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/15AB: CD        Turn vehicle/entity right
CA/15AC: FF        End queue
CA/15AD: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/15AF: CD        Turn vehicle/entity right
CA/15B0: FF        End queue
CA/15B1: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete)
CA/15B3: 82        Move vehicle/entity down 1 tile
CA/15B4: CF        Turn vehicle/entity left
CA/15B5: E0        Pause for 4 * 4 (16) frames
CA/15B7: 19        Do vehicle/entity graphical action $19 
CA/15B8: E0        Pause for 4 * 3 (12) frames
CA/15BA: 1A        Do vehicle/entity graphical action $1A 
CA/15BB: FF        End queue
CA/15BC: 93    Pause for 45 units
CA/15BD: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/15BF: 80        Move vehicle/entity up 1 tile
CA/15C0: CE        Turn vehicle/entity down
CA/15C1: FF        End queue
CA/15C2: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/15C4: 9D        Move vehicle/entity right 8 tiles
CA/15C5: 80        Move vehicle/entity up 1 tile
CA/15C6: FF        End queue
CA/15C7: 92    Pause for 30 units
CA/15C8: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/15CA: 89        Move vehicle/entity right 3 tiles
CA/15CB: CC        Turn vehicle/entity up
CA/15CC: FF        End queue
CA/15CD: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CA/15CF: 73    Replace current map's Layer 1 at (17, 9) with the following (2 x 3) chunk, refresh immediately
CA/15D4:       $08, $09
CA/15D6:       $0A, $18
CA/15D8:       $19, $1A
CA/15DA: 92    Pause for 30 units
CA/15DB: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/15DD: CF        Turn vehicle/entity left
CA/15DE: FF        End queue
CA/15DF: 92    Pause for 30 units
CA/15E0: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/15E2: 85        Move vehicle/entity right 2 tiles
CA/15E3: FF        End queue
CA/15E4: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/15E6: 3D    Create object $11
CA/15E8: 3D    Create object $12
CA/15EA: 3D    Create object $13
CA/15EC: 3D    Create object $14
CA/15EE: 45    Refresh objects
CA/15EF: 41    Show object $11
CA/15F1: 41    Show object $12
CA/15F3: 41    Show object $13
CA/15F5: 41    Show object $14
CA/15F7: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/15F9: 73    Replace current map's Layer 1 at (5, 9) with the following (2 x 3) chunk, refresh immediately
CA/15FE:       $08, $09
CA/1600:       $0A, $18
CA/1602:       $19, $1A
CA/1604: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/1606: 1F        Do vehicle/entity graphical action $1F 
CA/1607: E0        Pause for 4 * 8 (32) frames
CA/1609: CF        Turn vehicle/entity left
CA/160A: FF        End queue
CA/160B: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CA/160D: A2        Move vehicle/entity left/down 1x1 tiles
CA/160E: A2        Move vehicle/entity left/down 1x1 tiles
CA/160F: D5        Set vehicle/entity's position to (6, 10)
CA/1612: A5        Move vehicle/entity right/up 2x1 tiles
CA/1613: A5        Move vehicle/entity right/up 2x1 tiles
CA/1614: D5        Set vehicle/entity's position to (6, 10)
CA/1617: FC        Branch 10 bytes backwards ($CA160D)
CA/1619: FF        End queue
CA/161A: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CA/161C: A7        Move vehicle/entity right/down 1x2 tiles
CA/161D: A7        Move vehicle/entity right/down 1x2 tiles
CA/161E: D5        Set vehicle/entity's position to (6, 10)
CA/1621: FC        Branch 5 bytes backwards ($CA161C)
CA/1623: FF        End queue
CA/1624: 13    Begin action queue for character $13 (NPC $13), 11 bytes long 
CA/1626: AA        Move vehicle/entity left/up 2x1 tiles
CA/1627: D5        Set vehicle/entity's position to (6, 10)
CA/162A: 85        Move vehicle/entity right 2 tiles
CA/162B: D5        Set vehicle/entity's position to (6, 10)
CA/162E: FC        Branch 8 bytes backwards ($CA1626)
CA/1630: FF        End queue
CA/1631: 14    Begin action queue for character $14 (NPC $14), 7 bytes long 
CA/1633: 87        Move vehicle/entity left 2 tiles
CA/1634: D5        Set vehicle/entity's position to (6, 10)
CA/1637: FC        Branch 4 bytes backwards ($CA1633)
CA/1639: FF        End queue
CA/163A: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/163C: B5    Pause for 15 * 8 (120) units
CA/163E: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1640: 3E    Delete object $11
CA/1642: 3E    Delete object $12
CA/1644: 3E    Delete object $13
CA/1646: 3E    Delete object $14
CA/1648: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long 
CA/164A: 24        Do vehicle/entity graphical action $24 
CA/164B: E0        Pause for 4 * 1 (4) frames
CA/164D: 25        Do vehicle/entity graphical action $25 
CA/164E: E0        Pause for 4 * 1 (4) frames
CA/1650: FC        Branch 6 bytes backwards ($CA164A)
CA/1652: FF        End queue
CA/1653: 4B    Display dialogue message $0BE7, wait for button press (Show text only) (At bottom of screen)
               SETZER: Let's go that way!! 
               
               Sometimes in life you just have to FEEL your way through a situation! 
CA/1656: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/1658: 84        Move vehicle/entity up 2 tiles
CA/1659: D1        Make vehicle/entity disappear
CA/165A: FF        End queue
CA/165B: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/165D: 8D        Move vehicle/entity right 4 tiles
CA/165E: 88        Move vehicle/entity up 3 tiles
CA/165F: D1        Make vehicle/entity disappear
CA/1660: FF        End queue
CA/1661: 92    Pause for 30 units
CA/1662: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/1664: C2        Set vehicle/entity's event speed to normal
CA/1665: 82        Move vehicle/entity down 1 tile
CA/1666: 18        Do vehicle/entity graphical action $18 
CA/1667: FF        End queue
CA/1668: 4B    Display dialogue message $0BE8, wait for button press (Show text only) (At bottom of screen)
               
               SETZER: DarylI'm starting to sound just like you! 
CA/166B: B5    Pause for 15 * 6 (90) units
CA/166D: 5A    Fade screen at speed $08
CA/166F: 5C    Pause execution until fade in or fade out is complete
CA/1670: B2    Call subroutine $CAC97C
CA/1674: F9    Pause execution until the music passes through predetermined point $03
CA/1676: BA    Play ending cinematic $40
CA/1678: 6B    Load map $0102 (Ending - Edgar and Sabin's scene (with or without Sabin)) instantly, (upper bits $0400), place party at (4, 9), facing up
CA/167E: 61    Colorize color range [$04, $FF] to color $07
CA/1682: 96    Restore screen from fade
CA/1683: 3D    Create object $04
CA/1685: 41    Show object $04
CA/1687: 3D    Create object $06
CA/1689: 41    Show object $06
CA/168B: 3D    Create object $09
CA/168D: 41    Show object $09
CA/168F: B2    Call subroutine $CAC819
CA/1693: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/1695: D5        Set vehicle/entity's position to (7, 13)
CA/1698: C3        Set vehicle/entity's event speed to fast
CA/1699: FF        End queue
CA/169A: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/169C: D5        Set vehicle/entity's position to (7, 13)
CA/169F: C3        Set vehicle/entity's event speed to fast
CA/16A0: FF        End queue
CA/16A1: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/16A3: D5        Set vehicle/entity's position to (7, 13)
CA/16A6: C3        Set vehicle/entity's event speed to fast
CA/16A7: FF        End queue
CA/16A8: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA16BC
CA/16AE: 3D    Create object $05
CA/16B0: 41    Show object $05
CA/16B2: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CA/16B4: D5        Set vehicle/entity's position to (7, 14)
CA/16B7: C3        Set vehicle/entity's event speed to fast
CA/16B8: E0        Pause for 4 * 15 (60) frames
CA/16BA: 88        Move vehicle/entity up 3 tiles
CA/16BB: FF        End queue
CA/16BC: 04    Begin action queue for character $04 (Actor in stot 4), 10 bytes long 
CA/16BE: 98        Move vehicle/entity up 7 tiles
CA/16BF: 1B        Do vehicle/entity graphical action $1B 
CA/16C0: E0        Pause for 4 * 1 (4) frames
CA/16C2: 1C        Do vehicle/entity graphical action $1C 
CA/16C3: E0        Pause for 4 * 1 (4) frames
CA/16C5: FC        Branch 6 bytes backwards ($CA16BF)
CA/16C7: FF        End queue
CA/16C8: 92    Pause for 30 units
CA/16C9: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/16CB: 80        Move vehicle/entity up 1 tile
CA/16CC: A4        Move vehicle/entity right/up 1x2 tiles
CA/16CD: CC        Turn vehicle/entity up
CA/16CE: FF        End queue
CA/16CF: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/16D1: 84        Move vehicle/entity up 2 tiles
CA/16D2: AB        Move vehicle/entity left/up 1x2 tiles
CA/16D3: CD        Turn vehicle/entity right
CA/16D4: FF        End queue
CA/16D5: 93    Pause for 45 units
CA/16D6: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/16D8: 1F        Do vehicle/entity graphical action $1F 
CA/16D9: FF        End queue
CA/16DA: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA16EA
CA/16E0: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CA/16E2: 1F        Do vehicle/entity graphical action $1F 
CA/16E3: E0        Pause for 4 * 10 (40) frames
CA/16E5: 88        Move vehicle/entity up 3 tiles
CA/16E6: A3        Move vehicle/entity left/up 1x1 tiles
CA/16E7: 80        Move vehicle/entity up 1 tile
CA/16E8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/16E9: FF        End queue
CA/16EA: B0    Execute the following commands until $B1 2 times
CA/16EC: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/16EE: 92        Pause for 30 units
CA/16EF: B1        End block of repeating commands
CA/16F0: 5E    Scroll Layer 2, speed 0 x 230
CA/16F3: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA1775
CA/16F9: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/16FB: 28        Do vehicle/entity graphical action $28 
CA/16FC: FF        End queue
CA/16FD: 94    Pause for 60 units
CA/16FE: 5E    Scroll Layer 2, speed 0 x 0
CA/1701: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1703: 5E    Scroll Layer 2, speed 0 x 8
CA/1706: 92    Pause for 30 units
CA/1707: 5E    Scroll Layer 2, speed 0 x 0
CA/170A: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/170C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/170D: FF        End queue
CA/170E: 92    Pause for 30 units
CA/170F: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CA/1711: 1B        Do vehicle/entity graphical action $1B 
CA/1712: E0        Pause for 4 * 1 (4) frames
CA/1714: 1C        Do vehicle/entity graphical action $1C 
CA/1715: E0        Pause for 4 * 1 (4) frames
CA/1717: FC        Branch 6 bytes backwards ($CA1711)
CA/1719: FF        End queue
CA/171A: 92    Pause for 30 units
CA/171B: 4B    Display dialogue message $0BEE, wait for button press (Show text only) (At bottom of screen)
               SABIN: I didn't turn my back on the kingdom, big brother 
               I knew you'd be a better king.
               I trained hard knowing I might have to help you one day 
               Now I know why I have these stupid muscles! 
CA/171E: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1720: 73    Replace current map's Layer 1 at (6, 5) with the following (1 x 3) chunk, refresh immediately
CA/1725:       $18
CA/1726:       $19
CA/1727:       $1A
CA/1728: 91    Pause for 15 units
CA/1729: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/172B: 82        Move vehicle/entity down 1 tile
CA/172C: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/172D: E0        Pause for 4 * 1 (4) frames
CA/172F: 1B        Do vehicle/entity graphical action $1B 
CA/1730: FF        End queue
CA/1731: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CA/1733: DC        Make vehicle/entity jump (low)
CA/1734: CE        Turn vehicle/entity down
CA/1735: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/1736: FF        End queue
CA/1737: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/1739: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/173A: FF        End queue
CA/173B: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/173D: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/173E: FF        End queue
CA/173F: 73    Replace current map's Layer 1 at (6, 4) with the following (1 x 3) chunk, refresh immediately
CA/1744:       $08
CA/1745:       $09
CA/1746:       $0A
CA/1747: 5E    Scroll Layer 2, speed 24 x 216
CA/174A: 94    Pause for 60 units
CA/174B: 5E    Scroll Layer 2, speed 0 x 0
CA/174E: 92    Pause for 30 units
CA/174F: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/1751: 80        Move vehicle/entity up 1 tile
CA/1752: 81        Move vehicle/entity right 1 tile
CA/1753: CF        Turn vehicle/entity left
CA/1754: FF        End queue
CA/1755: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/1757: A0        Move vehicle/entity right/up 1x1 tiles
CA/1758: 88        Move vehicle/entity up 3 tiles
CA/1759: D1        Make vehicle/entity disappear
CA/175A: FF        End queue
CA/175B: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/175D: 81        Move vehicle/entity right 1 tile
CA/175E: 80        Move vehicle/entity up 1 tile
CA/175F: D1        Make vehicle/entity disappear
CA/1760: FF        End queue
CA/1761: 91    Pause for 15 units
CA/1762: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/1764: A3        Move vehicle/entity left/up 1x1 tiles
CA/1765: 8C        Move vehicle/entity up 4 tiles
CA/1766: D1        Make vehicle/entity disappear
CA/1767: FF        End queue
CA/1768: 92    Pause for 30 units
CA/1769: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/176B: 83        Move vehicle/entity left 1 tile
CA/176C: 24        Do vehicle/entity graphical action $24 
CA/176D: FF        End queue
CA/176E: 92    Pause for 30 units
CA/176F: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1834
CA/1775: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long 
CA/1777: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1778: E0        Pause for 4 * 5 (20) frames
CA/177A: C8        Set object layering priority to 2 (low nibble 2)
CA/177C: 1F        Do vehicle/entity graphical action $1F 
CA/177D: C7        Set vehicle/entity to stay still when moving
CA/177E: C3        Set vehicle/entity's event speed to fast
CA/177F: 86        Move vehicle/entity down 2 tiles
CA/1780: C6        Set vehicle/entity to walk when moving
CA/1781: FF        End queue
CA/1782: B5    Pause for 15 * 5 (75) units
CA/1784: 5E    Scroll Layer 2, speed 0 x 0
CA/1787: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1789: 92    Pause for 30 units
CA/178A: 09    Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete)
CA/178C: C8        Set object layering priority to 2 (low nibble 2)
CA/178E: 80        Move vehicle/entity up 1 tile
CA/178F: 17        Do vehicle/entity graphical action $17 
CA/1790: C7        Set vehicle/entity to stay still when moving
CA/1791: C0        Set vehicle/entity's event speed to slowest
CA/1792: FF        End queue
CA/1793: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/1795: FC        Branch 6 bytes backwards ($CA178F)
CA/1797: FF        End queue
CA/1798: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/179A: 80        Move vehicle/entity up 1 tile
CA/179B: FC        Branch 15 bytes backwards ($CA178C)
CA/179D: FF        End queue
CA/179E: 91    Pause for 15 units
CA/179F: 48    Display dialogue message $0BED, continue executing commands (Show text only) (At bottom of screen)
               EDGAR: Where's SABIN when you need him? 
CA/17A2: B0    Execute the following commands until $B1 3 times
CA/17A4: 5E        Scroll Layer 2, speed 4 x 0
CA/17A7: 09        Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/17A9: 83            Move vehicle/entity left 1 tile
CA/17AA: FF            End queue
CA/17AB: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/17AD: 83            Move vehicle/entity left 1 tile
CA/17AE: FF            End queue
CA/17AF: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/17B1: 83            Move vehicle/entity left 1 tile
CA/17B2: FF            End queue
CA/17B3: 5E        Scroll Layer 2, speed 0 x 0
CA/17B6: 09        Begin action queue for character $09 (Actor in stot 9), 7 bytes long 
CA/17B8: C3            Set vehicle/entity's event speed to fast
CA/17B9: C6            Set vehicle/entity to walk when moving
CA/17BA: 81            Move vehicle/entity right 1 tile
CA/17BB: 17            Do vehicle/entity graphical action $17 
CA/17BC: C0            Set vehicle/entity's event speed to slowest
CA/17BD: C7            Set vehicle/entity to stay still when moving
CA/17BE: FF            End queue
CA/17BF: 06        Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/17C1: FC            Branch 9 bytes backwards ($CA17B8)
CA/17C3: FF            End queue
CA/17C4: 04        Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/17C6: FC            Branch 5 bytes backwards ($CA17C1)
CA/17C8: FF            End queue
CA/17C9: B1        End block of repeating commands
CA/17CA: 49    If dialogue window is up, wait for keypress then dismiss
CA/17CB: 09    Begin action queue for character $09 (Actor in stot 9), 6 bytes long 
CA/17CD: 0A        Do vehicle/entity graphical action $0A 
CA/17CE: C6        Set vehicle/entity to walk when moving
CA/17CF: C8        Set object layering priority to 0 (low nibble 0)
CA/17D1: C2        Set vehicle/entity's event speed to normal
CA/17D2: FF        End queue
CA/17D3: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/17D5: FC        Branch 8 bytes backwards ($CA17CD)
CA/17D7: FF        End queue
CA/17D8: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/17DA: FC        Branch 5 bytes backwards ($CA17D5)
CA/17DC: FF        End queue
CA/17DD: 5E    Scroll Layer 2, speed 32 x 0
CA/17E0: 92    Pause for 30 units
CA/17E1: 5E    Scroll Layer 2, speed 8 x 208
CA/17E4: 94    Pause for 60 units
CA/17E5: 5E    Scroll Layer 2, speed 0 x 0
CA/17E8: 92    Pause for 30 units
CA/17E9: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/17EB: 84        Move vehicle/entity up 2 tiles
CA/17EC: 1B        Do vehicle/entity graphical action $1B 
CA/17ED: FF        End queue
CA/17EE: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/17F0: CF        Turn vehicle/entity left
CA/17F1: FF        End queue
CA/17F2: 91    Pause for 15 units
CA/17F3: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/17F5: 1C        Do vehicle/entity graphical action $1C 
CA/17F6: FF        End queue
CA/17F7: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/17F9: 73    Replace current map's Layer 1 at (6, 4) with the following (2 x 3) chunk, refresh immediately
CA/17FE:       $08, $09
CA/1800:       $0A, $18
CA/1802:       $19, $1A
CA/1804: 91    Pause for 15 units
CA/1805: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete)
CA/1807: 81        Move vehicle/entity right 1 tile
CA/1808: 80        Move vehicle/entity up 1 tile
CA/1809: FF        End queue
CA/180A: 91    Pause for 15 units
CA/180B: 04    Begin action queue for character $04 (Actor in stot 4), 10 bytes long 
CA/180D: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/180E: E0        Pause for 4 * 1 (4) frames
CA/1810: 64        Do vehicle/entity graphical action $24, flipped horizontally
CA/1811: E0        Pause for 4 * 1 (4) frames
CA/1813: 65        Do vehicle/entity graphical action $25, flipped horizontally
CA/1814: FC        Branch 6 bytes backwards ($CA180E)
CA/1816: FF        End queue
CA/1817: 92    Pause for 30 units
CA/1818: 4B    Display dialogue message $0BEF, wait for button press (Show text only) (At bottom of screen)
               
               EDGAR: Ladies first! 
CA/181B: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/181D: 83        Move vehicle/entity left 1 tile
CA/181E: 64        Do vehicle/entity graphical action $24, flipped horizontally
CA/181F: FF        End queue
CA/1820: 92    Pause for 30 units
CA/1821: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/1823: 83        Move vehicle/entity left 1 tile
CA/1824: CD        Turn vehicle/entity right
CA/1825: FF        End queue
CA/1826: 91    Pause for 15 units
CA/1827: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/1829: 83        Move vehicle/entity left 1 tile
CA/182A: 88        Move vehicle/entity up 3 tiles
CA/182B: D1        Make vehicle/entity disappear
CA/182C: FF        End queue
CA/182D: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/182F: 81        Move vehicle/entity right 1 tile
CA/1830: 84        Move vehicle/entity up 2 tiles
CA/1831: D1        Make vehicle/entity disappear
CA/1832: FF        End queue
CA/1833: 92    Pause for 30 units
CA/1834: 5A    Fade screen at speed $08
CA/1836: 5C    Pause execution until fade in or fade out is complete
CA/1837: B2    Call subroutine $CAC97C
CA/183B: F9    Pause execution until the music passes through predetermined point $04
CA/183D: BA    Play ending cinematic $3C
CA/183F: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA193D
CA/1845: E7    Unknown command, parameter $0A
CA/1847: 6B    Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (64, 11), facing up
CA/184D: 60    Change background layer $0E to palette $0C
CA/1850: 61    Colorize color range [$04, $FF] to color $07
CA/1854: 3D    Create object $0A
CA/1856: 3D    Create object $04
CA/1858: 41    Show object $0A
CA/185A: 41    Show object $04
CA/185C: B2    Call subroutine $CAC819
CA/1860: 0A    Begin action queue for character $0A (Actor in stot 10), 5 bytes long 
CA/1862: D5        Set vehicle/entity's position to (64, 7)
CA/1865: C2        Set vehicle/entity's event speed to normal
CA/1866: FF        End queue
CA/1867: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/1869: D5        Set vehicle/entity's position to (64, 7)
CA/186C: C2        Set vehicle/entity's event speed to normal
CA/186D: FF        End queue
CA/186E: 96    Restore screen from fade
CA/186F: 94    Pause for 60 units
CA/1870: 0A    Begin action queue for character $0A (Actor in stot 10), 2 bytes long (Wait until complete)
CA/1872: 8A        Move vehicle/entity down 3 tiles
CA/1873: FF        End queue
CA/1874: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/1876: 82        Move vehicle/entity down 1 tile
CA/1877: FF        End queue
CA/1878: 91    Pause for 15 units
CA/1879: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/187B: 73    Replace current map's Layer 1 at (63, 10) with the following (4 x 3) chunk, refresh immediately
CA/1880:       $00, $00, $00, $00
CA/1884:       $00, $00, $00, $00
CA/1888:       $00, $00, $00, $00
CA/188C: 73    Replace current map's Layer 1 at (63, 76) with the following (5 x 3) chunk, refresh immediately
CA/1891:       $00, $00, $00, $00, $00
CA/1896:       $00, $00, $00, $00, $00
CA/189B:       $00, $00, $00, $00, $00
CA/18A0: 0A    Begin action queue for character $0A (Actor in stot 10), 8 bytes long 
CA/18A2: 1F        Do vehicle/entity graphical action $1F 
CA/18A3: C7        Set vehicle/entity to stay still when moving
CA/18A4: DC        Make vehicle/entity jump (low)
CA/18A5: 83        Move vehicle/entity left 1 tile
CA/18A6: 0F        Do vehicle/entity graphical action $0F 
CA/18A7: C3        Set vehicle/entity's event speed to fast
CA/18A8: 82        Move vehicle/entity down 1 tile
CA/18A9: FF        End queue
CA/18AA: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete)
CA/18AC: 1F        Do vehicle/entity graphical action $1F 
CA/18AD: C7        Set vehicle/entity to stay still when moving
CA/18AE: C3        Set vehicle/entity's event speed to fast
CA/18AF: 82        Move vehicle/entity down 1 tile
CA/18B0: 17        Do vehicle/entity graphical action $17 
CA/18B1: C6        Set vehicle/entity to walk when moving
CA/18B2: FF        End queue
CA/18B3: B5    Pause for 15 * 6 (90) units
CA/18B5: 04    Begin action queue for character $04 (Actor in stot 4), 10 bytes long (Wait until complete)
CA/18B7: C2        Set vehicle/entity's event speed to normal
CA/18B8: C8        Set object layering priority to 2 (low nibble 2)
CA/18BA: DD        Make vehicle/entity jump (high)
CA/18BB: 84        Move vehicle/entity up 2 tiles
CA/18BC: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/18BD: E0        Pause for 4 * 8 (32) frames
CA/18BF: CE        Turn vehicle/entity down
CA/18C0: FF        End queue
CA/18C1: 94    Pause for 60 units
CA/18C2: 4B    Display dialogue message $0BE9, wait for button press (Show text only) (At bottom of screen)
               
               MOG: Heeeeelp! Save me! 
CA/18C5: 04    Begin action queue for character $04 (Actor in stot 4), 36 bytes long 
CA/18C7: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/18C8: E0        Pause for 4 * 3 (12) frames
CA/18CA: 24        Do vehicle/entity graphical action $24 
CA/18CB: E0        Pause for 4 * 4 (16) frames
CA/18CD: 80        Move vehicle/entity up 1 tile
CA/18CE: 81        Move vehicle/entity right 1 tile
CA/18CF: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/18D0: E0        Pause for 4 * 4 (16) frames
CA/18D2: C6        Set vehicle/entity to walk when moving
CA/18D3: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/18D4: C3        Set vehicle/entity's event speed to fast
CA/18D5: DD        Make vehicle/entity jump (high)
CA/18D6: 85        Move vehicle/entity right 2 tiles
CA/18D7: C8        Set object layering priority to 3 (low nibble 3)
CA/18D9: A6        Move vehicle/entity right/down 2x1 tiles
CA/18DA: 81        Move vehicle/entity right 1 tile
CA/18DB: E0        Pause for 4 * 1 (4) frames
CA/18DD: 83        Move vehicle/entity left 1 tile
CA/18DE: C6        Set vehicle/entity to walk when moving
CA/18DF: C8        Set object layering priority to 0 (low nibble 0)
CA/18E1: E0        Pause for 4 * 3 (12) frames
CA/18E3: CC        Turn vehicle/entity up
CA/18E4: E0        Pause for 4 * 2 (8) frames
CA/18E6: 1B        Do vehicle/entity graphical action $1B 
CA/18E7: E0        Pause for 4 * 4 (16) frames
CA/18E9: 1C        Do vehicle/entity graphical action $1C 
CA/18EA: FF        End queue
CA/18EB: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CA/18ED: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/18EF: 8F        Move vehicle/entity left 4 tiles
CA/18F0: FF        End queue
CA/18F1: 91    Pause for 15 units
CA/18F2: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/18F4: FC        Branch 19 bytes backwards ($CA18E1)
CA/18F6: FF        End queue
CA/18F7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/18F9: 8E        Move vehicle/entity down 4 tiles
CA/18FA: FF        End queue
CA/18FB: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/18FD: 88        Move vehicle/entity up 3 tiles
CA/18FE: E0        Pause for 4 * 2 (8) frames
CA/1900: 99        Move vehicle/entity right 7 tiles
CA/1901: FF        End queue
CA/1902: 0A    Begin action queue for character $0A (Actor in stot 10), 9 bytes long (Wait until complete)
CA/1904: C8        Set object layering priority to 2 (low nibble 2)
CA/1906: 1F        Do vehicle/entity graphical action $1F 
CA/1907: C1        Set vehicle/entity's event speed to slow
CA/1908: 88        Move vehicle/entity up 3 tiles
CA/1909: E0        Pause for 4 * 2 (8) frames
CA/190B: 99        Move vehicle/entity right 7 tiles
CA/190C: FF        End queue
CA/190D: 0A    Begin action queue for character $0A (Actor in stot 10), 9 bytes long 
CA/190F: 1F        Do vehicle/entity graphical action $1F 
CA/1910: E0        Pause for 4 * 1 (4) frames
CA/1912: CE        Turn vehicle/entity down
CA/1913: E0        Pause for 4 * 1 (4) frames
CA/1915: FC        Branch 6 bytes backwards ($CA190F)
CA/1917: FF        End queue
CA/1918: 91    Pause for 15 units
CA/1919: 4B    Display dialogue message $0BEA, wait for button press (Show text only) (At bottom of screen)
               
               MOG: The hair!!
               Watch the hair!!! 
CA/191C: 92    Pause for 30 units
CA/191D: 0A    Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete)
CA/191F: C8        Set object layering priority to 0 (low nibble 0)
CA/1921: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/1922: E0        Pause for 4 * 3 (12) frames
CA/1924: 18        Do vehicle/entity graphical action $18 
CA/1925: C6        Set vehicle/entity to walk when moving
CA/1926: FF        End queue
CA/1927: 92    Pause for 30 units
CA/1928: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CA/192A: 1D        Do vehicle/entity graphical action $1D 
CA/192B: E0        Pause for 4 * 1 (4) frames
CA/192D: 1E        Do vehicle/entity graphical action $1E 
CA/192E: E0        Pause for 4 * 1 (4) frames
CA/1930: FC        Branch 6 bytes backwards ($CA192A)
CA/1932: FF        End queue
CA/1933: B5    Pause for 15 * 4 (60) units
CA/1935: 5A    Fade screen at speed $08
CA/1937: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA197A
CA/193D: E7    Unknown command, parameter $0A
CA/193F: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/1941: 6B    Load map $00D3 (Narshe, mountaintop, dark (ending without Mog / without Umaro)) instantly, (upper bits $0400), place party at (12, 7), facing up
CA/1947: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/1949: 82        Move vehicle/entity down 1 tile
CA/194A: FC        Branch 1 bytes backwards ($CA1949)
CA/194C: FF        End queue
CA/194D: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/194F: FC        Branch 5 bytes backwards ($CA194A)
CA/1951: FF        End queue
CA/1952: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/1954: FC        Branch 5 bytes backwards ($CA194F)
CA/1956: FF        End queue
CA/1957: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/1959: FC        Branch 5 bytes backwards ($CA1954)
CA/195B: FF        End queue
CA/195C: 61    Colorize color range [$04, $77] to color $07
CA/1960: B0    Execute the following commands until $B1 6 times
CA/1962: 50        Tint screen (cumulative) with color $9F
CA/1964: B1        End block of repeating commands
CA/1965: 96    Restore screen from fade
CA/1966: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/1968: C0        Set vehicle/entity's event speed to slowest
CA/1969: 9E        Move vehicle/entity down 8 tiles
CA/196A: 9E        Move vehicle/entity down 8 tiles
CA/196B: 9E        Move vehicle/entity down 8 tiles
CA/196C: 8E        Move vehicle/entity down 4 tiles
CA/196D: FF        End queue
CA/196E: B5    Pause for 15 * 96 (1440) units
CA/1970: B0    Execute the following commands until $B1 25 times
CA/1972: 50        Tint screen (cumulative) with color $9F
CA/1974: B1        End block of repeating commands
CA/1975: B5    Pause for 15 * 18 (270) units
CA/1977: 97    Fade screen to black
CA/1978: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/197A: 5C    Pause execution until fade in or fade out is complete
CA/197B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/197D: B2    Call subroutine $CAC97C
CA/1981: F9    Pause execution until the music passes through predetermined point $05
CA/1983: BA    Play ending cinematic $87
CA/1985: C0    If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA1ABD
CA/198B: E7    Unknown command, parameter $0D
CA/198D: 6B    Load map $0100 (Ending - Umaro's scene) instantly, (upper bits $0400), place party at (36, 49), facing up
CA/1993: 61    Colorize color range [$04, $FF] to color $07
CA/1997: 3D    Create object $0D
CA/1999: 3D    Create object $06
CA/199B: 3D    Create object $09
CA/199D: 41    Show object $0D
CA/199F: 41    Show object $06
CA/19A1: 41    Show object $09
CA/19A3: B2    Call subroutine $CAC819
CA/19A7: 0D    Begin action queue for character $0D (Actor in stot 13), 5 bytes long 
CA/19A9: C1        Set vehicle/entity's event speed to slow
CA/19AA: D5        Set vehicle/entity's position to (37, 54)
CA/19AD: FF        End queue
CA/19AE: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/19B0: C3        Set vehicle/entity's event speed to fast
CA/19B1: D5        Set vehicle/entity's position to (37, 54)
CA/19B4: FF        End queue
CA/19B5: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/19B7: C3        Set vehicle/entity's event speed to fast
CA/19B8: D5        Set vehicle/entity's position to (37, 54)
CA/19BB: FF        End queue
CA/19BC: 96    Restore screen from fade
CA/19BD: 06    Begin action queue for character $06 (Actor in stot 6), 12 bytes long 
CA/19BF: 9C        Move vehicle/entity up 8 tiles
CA/19C0: E0        Pause for 4 * 8 (32) frames
CA/19C2: 1B        Do vehicle/entity graphical action $1B 
CA/19C3: E0        Pause for 4 * 1 (4) frames
CA/19C5: 1C        Do vehicle/entity graphical action $1C 
CA/19C6: E0        Pause for 4 * 1 (4) frames
CA/19C8: FC        Branch 6 bytes backwards ($CA19C2)
CA/19CA: FF        End queue
CA/19CB: 93    Pause for 45 units
CA/19CC: 09    Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete)
CA/19CE: 98        Move vehicle/entity up 7 tiles
CA/19CF: E0        Pause for 4 * 6 (24) frames
CA/19D1: 82        Move vehicle/entity down 1 tile
CA/19D2: 83        Move vehicle/entity left 1 tile
CA/19D3: CD        Turn vehicle/entity right
CA/19D4: FF        End queue
CA/19D5: 0D    Begin action queue for character $0D (Actor in stot 13), 5 bytes long 
CA/19D7: 8C        Move vehicle/entity up 4 tiles
CA/19D8: E0        Pause for 4 * 4 (16) frames
CA/19DA: CE        Turn vehicle/entity down
CA/19DB: FF        End queue
CA/19DC: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/19DE: C2        Set vehicle/entity's event speed to normal
CA/19DF: 86        Move vehicle/entity down 2 tiles
CA/19E0: CC        Turn vehicle/entity up
CA/19E1: C7        Set vehicle/entity to stay still when moving
CA/19E2: 0B        Do vehicle/entity graphical action $0B 
CA/19E3: C3        Set vehicle/entity's event speed to fast
CA/19E4: 84        Move vehicle/entity up 2 tiles
CA/19E5: FF        End queue
CA/19E6: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/19E8: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CA/19EA: C2        Set vehicle/entity's event speed to normal
CA/19EB: 82        Move vehicle/entity down 1 tile
CA/19EC: C1        Set vehicle/entity's event speed to slow
CA/19ED: 82        Move vehicle/entity down 1 tile
CA/19EE: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/19EF: C6        Set vehicle/entity to walk when moving
CA/19F0: FF        End queue
CA/19F1: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/19F3: C1        Set vehicle/entity's event speed to slow
CA/19F4: 82        Move vehicle/entity down 1 tile
CA/19F5: FF        End queue
CA/19F6: 91    Pause for 15 units
CA/19F7: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/19F9: CE        Turn vehicle/entity down
CA/19FA: C6        Set vehicle/entity to walk when moving
CA/19FB: FF        End queue
CA/19FC: 91    Pause for 15 units
CA/19FD: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/19FF: 4B    Display dialogue message $0BEB, wait for button press (Show text only) (At bottom of screen)
               
               CELES: It won't open! 
CA/1A02: 92    Pause for 30 units
CA/1A03: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/1A05: CE        Turn vehicle/entity down
CA/1A06: FF        End queue
CA/1A07: 0D    Begin action queue for character $0D (Actor in stot 13), 9 bytes long 
CA/1A09: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/1A0A: E0        Pause for 4 * 2 (8) frames
CA/1A0C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1A0D: E0        Pause for 4 * 2 (8) frames
CA/1A0F: FC        Branch 6 bytes backwards ($CA1A09)
CA/1A11: FF        End queue
CA/1A12: 4B    Display dialogue message $0BEC, wait for button press (Show text only) (At bottom of screen)
               
               UMARO: U'ghaaaa! 
CA/1A15: 92    Pause for 30 units
CA/1A16: B2    Call subroutine $CA1AA6
CA/1A1A: 73    Replace current map's Layer 1 at (35, 47) with the following (4 x 2) chunk, refresh immediately
CA/1A1F:       $BC, $DC, $CC, $70
CA/1A23:       $DC, $20, $FB, $FB
CA/1A27: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1A29: 1F        Do vehicle/entity graphical action $1F 
CA/1A2A: FF        End queue
CA/1A2B: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/1A2D: 1F        Do vehicle/entity graphical action $1F 
CA/1A2E: FF        End queue
CA/1A2F: B2    Call subroutine $CA1AB3
CA/1A33: B2    Call subroutine $CA1AA6
CA/1A37: 73    Replace current map's Layer 1 at (32, 48) with the following (3 x 3) chunk, refresh immediately
CA/1A3C:       $AC, $CC, $C2
CA/1A3F:       $BC, $DC, $D2
CA/1A42:       $C3, $FB, $FB
CA/1A45: B2    Call subroutine $CA1AB3
CA/1A49: B2    Call subroutine $CA1AA6
CA/1A4D: 73    Replace current map's Layer 1 at (30, 48) with the following (4 x 3) chunk, refresh immediately
CA/1A52:       $D2, $C2, $DA, $FB
CA/1A56:       $D2, $EA, $FB, $FB
CA/1A5A:       $FB, $FB, $FB, $32
CA/1A5E: B5    Pause for 15 * 4 (60) units
CA/1A60: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/1A62: C2        Set vehicle/entity's event speed to normal
CA/1A63: 8F        Move vehicle/entity left 4 tiles
CA/1A64: FF        End queue
CA/1A65: 0D    Begin action queue for character $0D (Actor in stot 13), 3 bytes long (Wait until complete)
CA/1A67: 93        Move vehicle/entity left 5 tiles
CA/1A68: CD        Turn vehicle/entity right
CA/1A69: FF        End queue
CA/1A6A: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long 
CA/1A6C: 86        Move vehicle/entity down 2 tiles
CA/1A6D: 9B        Move vehicle/entity left 7 tiles
CA/1A6E: 88        Move vehicle/entity up 3 tiles
CA/1A6F: FF        End queue
CA/1A70: 92    Pause for 30 units
CA/1A71: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/1A73: C3        Set vehicle/entity's event speed to fast
CA/1A74: 86        Move vehicle/entity down 2 tiles
CA/1A75: 9F        Move vehicle/entity left 8 tiles
CA/1A76: FF        End queue
CA/1A77: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1A79: 73    Replace current map's Layer 1 at (28, 45) with the following (2 x 3) chunk, refresh immediately
CA/1A7E:       $08, $09
CA/1A80:       $0A, $18
CA/1A82:       $19, $1A
CA/1A84: 92    Pause for 30 units
CA/1A85: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/1A87: 84        Move vehicle/entity up 2 tiles
CA/1A88: D1        Make vehicle/entity disappear
CA/1A89: FF        End queue
CA/1A8A: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/1A8C: 94        Move vehicle/entity up 6 tiles
CA/1A8D: D1        Make vehicle/entity disappear
CA/1A8E: FF        End queue
CA/1A8F: 0D    Begin action queue for character $0D (Actor in stot 13), 9 bytes long 
CA/1A91: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/1A92: E0        Pause for 4 * 1 (4) frames
CA/1A94: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1A95: E0        Pause for 4 * 1 (4) frames
CA/1A97: FC        Branch 6 bytes backwards ($CA1A91)
CA/1A99: FF        End queue
CA/1A9A: 4B    Display dialogue message $0BEC, wait for button press (Show text only) (At bottom of screen)
               
               UMARO: U'ghaaaa! 
CA/1A9D: 94    Pause for 60 units
CA/1A9E: 5A    Fade screen at speed $08
CA/1AA0: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1AFA
CA/1AA6: 0D    Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete)
CA/1AA8: 0A        Do vehicle/entity graphical action $0A 
CA/1AA9: E0        Pause for 4 * 2 (8) frames
CA/1AAB: C3        Set vehicle/entity's event speed to fast
CA/1AAC: C7        Set vehicle/entity to stay still when moving
CA/1AAD: 87        Move vehicle/entity left 2 tiles
CA/1AAE: C6        Set vehicle/entity to walk when moving
CA/1AAF: FF        End queue
CA/1AB0: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1AB2: FE    Return

CA/1AB3: 92    Pause for 30 units
CA/1AB4: 0D    Begin action queue for character $0D (Actor in stot 13), 5 bytes long (Wait until complete)
CA/1AB6: 81        Move vehicle/entity right 1 tile
CA/1AB7: E0        Pause for 4 * 1 (4) frames
CA/1AB9: CF        Turn vehicle/entity left
CA/1ABA: FF        End queue
CA/1ABB: 91    Pause for 15 units
CA/1ABC: FE    Return

CA/1ABD: E7    Unknown command, parameter $0D
CA/1ABF: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/1AC1: 6B    Load map $00D3 (Narshe, mountaintop, dark (ending without Mog / without Umaro)) instantly, (upper bits $0400), place party at (12, 7), facing up
CA/1AC7: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/1AC9: 82        Move vehicle/entity down 1 tile
CA/1ACA: FC        Branch 1 bytes backwards ($CA1AC9)
CA/1ACC: FF        End queue
CA/1ACD: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/1ACF: FC        Branch 5 bytes backwards ($CA1ACA)
CA/1AD1: FF        End queue
CA/1AD2: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/1AD4: FC        Branch 5 bytes backwards ($CA1ACF)
CA/1AD6: FF        End queue
CA/1AD7: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/1AD9: FC        Branch 5 bytes backwards ($CA1AD4)
CA/1ADB: FF        End queue
CA/1ADC: 61    Colorize color range [$04, $77] to color $07
CA/1AE0: B0    Execute the following commands until $B1 6 times
CA/1AE2: 50        Tint screen (cumulative) with color $9F
CA/1AE4: B1        End block of repeating commands
CA/1AE5: 96    Restore screen from fade
CA/1AE6: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/1AE8: C0        Set vehicle/entity's event speed to slowest
CA/1AE9: 9E        Move vehicle/entity down 8 tiles
CA/1AEA: 9E        Move vehicle/entity down 8 tiles
CA/1AEB: 9E        Move vehicle/entity down 8 tiles
CA/1AEC: 8E        Move vehicle/entity down 4 tiles
CA/1AED: FF        End queue
CA/1AEE: B5    Pause for 15 * 96 (1440) units
CA/1AF0: B0    Execute the following commands until $B1 25 times
CA/1AF2: 50        Tint screen (cumulative) with color $9F
CA/1AF4: B1        End block of repeating commands
CA/1AF5: B5    Pause for 15 * 14 (210) units
CA/1AF7: 97    Fade screen to black
CA/1AF8: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/1AFA: 5C    Pause execution until fade in or fade out is complete
CA/1AFB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1AFD: B2    Call subroutine $CAC97C
CA/1B01: F9    Pause execution until the music passes through predetermined point $06
CA/1B03: BA    Play ending cinematic $46
CA/1B05: C0    If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA1D12
CA/1B0B: E7    Unknown command, parameter $0C
CA/1B0D: 6B    Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (85, 14), facing up
CA/1B13: 60    Change background layer $0E to palette $0D
CA/1B16: 61    Colorize color range [$04, $FF] to color $07
CA/1B1A: 73    Replace current map's Layer 1 at (82, 13) with the following (3 x 4) chunk, refresh immediately
CA/1B1F:       $C4, $C5, $C4
CA/1B22:       $C5, $D4, $D5
CA/1B25:       $D4, $D5, $42
CA/1B28:       $40, $42, $60
CA/1B2B: 73    Replace current map's Layer 1 at (85, 11) with the following (2 x 1) chunk, refresh immediately
CA/1B30:       $60, $60
CA/1B32: 3D    Create object $0C
CA/1B34: 41    Show object $0C
CA/1B36: 3D    Create object $09
CA/1B38: 41    Show object $09
CA/1B3A: 3D    Create object $04
CA/1B3C: 41    Show object $04
CA/1B3E: 3D    Create object $06
CA/1B40: 41    Show object $06
CA/1B42: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CA/1B44: 32        Do vehicle/entity graphical action $32 
CA/1B45: FF        End queue
CA/1B46: 0C    Begin action queue for character $0C (Actor in stot 12), 5 bytes long 
CA/1B48: D5        Set vehicle/entity's position to (85, 18)
CA/1B4B: C3        Set vehicle/entity's event speed to fast
CA/1B4C: FF        End queue
CA/1B4D: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/1B4F: FC        Branch 7 bytes backwards ($CA1B48)
CA/1B51: FF        End queue
CA/1B52: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/1B54: FC        Branch 5 bytes backwards ($CA1B4F)
CA/1B56: FF        End queue
CA/1B57: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/1B59: FC        Branch 5 bytes backwards ($CA1B54)
CA/1B5B: FF        End queue
CA/1B5C: B2    Call subroutine $CAC819
CA/1B60: 96    Restore screen from fade
CA/1B61: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/1B63: C1        Set vehicle/entity's event speed to slow
CA/1B64: 80        Move vehicle/entity up 1 tile
CA/1B65: FF        End queue
CA/1B66: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/1B68: 94        Move vehicle/entity up 6 tiles
CA/1B69: 81        Move vehicle/entity right 1 tile
CA/1B6A: 88        Move vehicle/entity up 3 tiles
CA/1B6B: 81        Move vehicle/entity right 1 tile
CA/1B6C: FF        End queue
CA/1B6D: 94    Pause for 60 units
CA/1B6E: 0C    Begin action queue for character $0C (Actor in stot 12), 2 bytes long 
CA/1B70: 98        Move vehicle/entity up 7 tiles
CA/1B71: FF        End queue
CA/1B72: 91    Pause for 15 units
CA/1B73: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/1B75: 8C        Move vehicle/entity up 4 tiles
CA/1B76: FF        End queue
CA/1B77: 91    Pause for 15 units
CA/1B78: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/1B7A: 88        Move vehicle/entity up 3 tiles
CA/1B7B: A3        Move vehicle/entity left/up 1x1 tiles
CA/1B7C: FF        End queue
CA/1B7D: 35    Pause execution until action queue for object $0C (Actor in stot 12) is complete
CA/1B7F: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1B81: 73    Replace current map's Layer 1 at (83, 11) with the following (4 x 4) chunk, refresh immediately
CA/1B86:       $21, $22, $00, $20
CA/1B8A:       $00, $00, $00, $20
CA/1B8E:       $00, $C4, $C5, $69
CA/1B92:       $00, $D4, $D5, $69
CA/1B96: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1B98: 0C    Begin action queue for character $0C (Actor in stot 12), 8 bytes long 
CA/1B9A: 1F        Do vehicle/entity graphical action $1F 
CA/1B9B: C7        Set vehicle/entity to stay still when moving
CA/1B9C: C2        Set vehicle/entity's event speed to normal
CA/1B9D: DC        Make vehicle/entity jump (low)
CA/1B9E: A3        Move vehicle/entity left/up 1x1 tiles
CA/1B9F: 28        Do vehicle/entity graphical action $28 
CA/1BA0: C6        Set vehicle/entity to walk when moving
CA/1BA1: FF        End queue
CA/1BA2: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/1BA4: 1F        Do vehicle/entity graphical action $1F 
CA/1BA5: FF        End queue
CA/1BA6: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/1BA8: 1F        Do vehicle/entity graphical action $1F 
CA/1BA9: FF        End queue
CA/1BAA: 93    Pause for 45 units
CA/1BAB: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CA/1BAD: 23        Do vehicle/entity graphical action $23 
CA/1BAE: E0        Pause for 4 * 8 (32) frames
CA/1BB0: 83        Move vehicle/entity left 1 tile
CA/1BB1: 82        Move vehicle/entity down 1 tile
CA/1BB2: FF        End queue
CA/1BB3: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/1BB5: C2        Set vehicle/entity's event speed to normal
CA/1BB6: 86        Move vehicle/entity down 2 tiles
CA/1BB7: FF        End queue
CA/1BB8: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/1BBA: CC        Turn vehicle/entity up
CA/1BBB: FF        End queue
CA/1BBC: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/1BBE: CC        Turn vehicle/entity up
CA/1BBF: FF        End queue
CA/1BC0: 92    Pause for 30 units
CA/1BC1: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/1BC3: 8C        Move vehicle/entity up 4 tiles
CA/1BC4: FF        End queue
CA/1BC5: 0C    Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete)
CA/1BC7: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1BC8: FF        End queue
CA/1BC9: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1BCB: 84        Move vehicle/entity up 2 tiles
CA/1BCC: FF        End queue
CA/1BCD: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1BCF: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/1BD0: FF        End queue
CA/1BD1: 91    Pause for 15 units
CA/1BD2: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1BD4: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CA/1BD5: FF        End queue
CA/1BD6: 0C    Begin action queue for character $0C (Actor in stot 12), 2 bytes long 
CA/1BD8: CE        Turn vehicle/entity down
CA/1BD9: FF        End queue
CA/1BDA: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/1BDC: C2        Set vehicle/entity's event speed to normal
CA/1BDD: 8A        Move vehicle/entity down 3 tiles
CA/1BDE: FF        End queue
CA/1BDF: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1BE1: 86        Move vehicle/entity down 2 tiles
CA/1BE2: FF        End queue
CA/1BE3: 4B    Display dialogue message $0BF1, wait for button press (Show text only) (At bottom of screen)
               CELES: Both buttons have to be pressed simultaneously 
CA/1BE6: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1BE8: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long 
CA/1BEA: 80        Move vehicle/entity up 1 tile
CA/1BEB: DC        Make vehicle/entity jump (low)
CA/1BEC: CC        Turn vehicle/entity up
CA/1BED: E0        Pause for 4 * 6 (24) frames
CA/1BEF: FC        Branch 4 bytes backwards ($CA1BEB)
CA/1BF1: FF        End queue
CA/1BF2: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/1BF4: 80        Move vehicle/entity up 1 tile
CA/1BF5: FF        End queue
CA/1BF6: 4B    Display dialogue message $0BF2, wait for button press (Show text only) (At bottom of screen)
               
               SETZER: GOGO!
               Watch CELES and do exactly what she does! 
CA/1BF9: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/1BFB: C2        Set vehicle/entity's event speed to normal
CA/1BFC: 8C        Move vehicle/entity up 4 tiles
CA/1BFD: FF        End queue
CA/1BFE: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/1C00: CC        Turn vehicle/entity up
CA/1C01: FF        End queue
CA/1C02: 91    Pause for 15 units
CA/1C03: B0    Execute the following commands until $B1 3 times
CA/1C05: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/1C07: 13            Do vehicle/entity graphical action $13 
CA/1C08: FF            End queue
CA/1C09: 0C        Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete)
CA/1C0B: 13            Do vehicle/entity graphical action $13 
CA/1C0C: FF            End queue
CA/1C0D: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/1C0F: CE            Turn vehicle/entity down
CA/1C10: FF            End queue
CA/1C11: 0C        Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete)
CA/1C13: CE            Turn vehicle/entity down
CA/1C14: FF            End queue
CA/1C15: B1        End block of repeating commands
CA/1C16: 92    Pause for 30 units
CA/1C17: 06    Begin action queue for character $06 (Actor in stot 6), 28 bytes long 
CA/1C19: C3        Set vehicle/entity's event speed to fast
CA/1C1A: 84        Move vehicle/entity up 2 tiles
CA/1C1B: 1B        Do vehicle/entity graphical action $1B 
CA/1C1C: E0        Pause for 4 * 1 (4) frames
CA/1C1E: 1C        Do vehicle/entity graphical action $1C 
CA/1C1F: E0        Pause for 4 * 3 (12) frames
CA/1C21: 82        Move vehicle/entity down 1 tile
CA/1C22: 81        Move vehicle/entity right 1 tile
CA/1C23: A0        Move vehicle/entity right/up 1x1 tiles
CA/1C24: A0        Move vehicle/entity right/up 1x1 tiles
CA/1C25: CC        Turn vehicle/entity up
CA/1C26: E0        Pause for 4 * 2 (8) frames
CA/1C28: 1B        Do vehicle/entity graphical action $1B 
CA/1C29: E0        Pause for 4 * 1 (4) frames
CA/1C2B: 1C        Do vehicle/entity graphical action $1C 
CA/1C2C: E0        Pause for 4 * 3 (12) frames
CA/1C2E: A2        Move vehicle/entity left/down 1x1 tiles
CA/1C2F: A2        Move vehicle/entity left/down 1x1 tiles
CA/1C30: 80        Move vehicle/entity up 1 tile
CA/1C31: 17        Do vehicle/entity graphical action $17 
CA/1C32: E0        Pause for 4 * 4 (16) frames
CA/1C34: FF        End queue
CA/1C35: 0C    Begin action queue for character $0C (Actor in stot 12), 28 bytes long 
CA/1C37: C3        Set vehicle/entity's event speed to fast
CA/1C38: 84        Move vehicle/entity up 2 tiles
CA/1C39: 1B        Do vehicle/entity graphical action $1B 
CA/1C3A: E0        Pause for 4 * 1 (4) frames
CA/1C3C: 1C        Do vehicle/entity graphical action $1C 
CA/1C3D: E0        Pause for 4 * 3 (12) frames
CA/1C3F: 82        Move vehicle/entity down 1 tile
CA/1C40: 83        Move vehicle/entity left 1 tile
CA/1C41: A3        Move vehicle/entity left/up 1x1 tiles
CA/1C42: A3        Move vehicle/entity left/up 1x1 tiles
CA/1C43: CC        Turn vehicle/entity up
CA/1C44: E0        Pause for 4 * 2 (8) frames
CA/1C46: 1B        Do vehicle/entity graphical action $1B 
CA/1C47: E0        Pause for 4 * 1 (4) frames
CA/1C49: 1C        Do vehicle/entity graphical action $1C 
CA/1C4A: E0        Pause for 4 * 3 (12) frames
CA/1C4C: A1        Move vehicle/entity right/down 1x1 tiles
CA/1C4D: A1        Move vehicle/entity right/down 1x1 tiles
CA/1C4E: 80        Move vehicle/entity up 1 tile
CA/1C4F: 17        Do vehicle/entity graphical action $17 
CA/1C50: E0        Pause for 4 * 4 (16) frames
CA/1C52: FF        End queue
CA/1C53: 35    Pause execution until action queue for object $0C (Actor in stot 12) is complete
CA/1C55: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1C57: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/1C59: 8A        Move vehicle/entity down 3 tiles
CA/1C5A: FF        End queue
CA/1C5B: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1C5D: 73    Replace current map's Layer 1 at (84, 13) with the following (3 x 3) chunk, refresh immediately
CA/1C62:       $00, $C4, $C5
CA/1C65:       $00, $D4, $D5
CA/1C68:       $00, $60, $42
CA/1C6B: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/1C6D: D5        Set vehicle/entity's position to (85, 13)
CA/1C70: CC        Turn vehicle/entity up
CA/1C71: FF        End queue
CA/1C72: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/1C74: D5        Set vehicle/entity's position to (86, 13)
CA/1C77: CC        Turn vehicle/entity up
CA/1C78: FF        End queue
CA/1C79: 91    Pause for 15 units
CA/1C7A: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1C7C: 73    Replace current map's Layer 1 at (85, 12) with the following (4 x 2) chunk, refresh immediately
CA/1C81:       $C4, $C5, $D4, $D5
CA/1C85:       $42, $42, $60, $00
CA/1C89: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/1C8B: D5        Set vehicle/entity's position to (85, 12)
CA/1C8E: CC        Turn vehicle/entity up
CA/1C8F: FF        End queue
CA/1C90: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/1C92: D5        Set vehicle/entity's position to (86, 12)
CA/1C95: CC        Turn vehicle/entity up
CA/1C96: FF        End queue
CA/1C97: 91    Pause for 15 units
CA/1C98: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1C9A: 73    Replace current map's Layer 1 at (85, 11) with the following (4 x 2) chunk, refresh immediately
CA/1C9F:       $C4, $C5, $D4, $D5
CA/1CA3:       $42, $42, $00, $00
CA/1CA7: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/1CA9: D5        Set vehicle/entity's position to (85, 11)
CA/1CAC: CC        Turn vehicle/entity up
CA/1CAD: FF        End queue
CA/1CAE: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/1CB0: D5        Set vehicle/entity's position to (86, 11)
CA/1CB3: CC        Turn vehicle/entity up
CA/1CB4: FF        End queue
CA/1CB5: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/1CB7: 88        Move vehicle/entity up 3 tiles
CA/1CB8: FF        End queue
CA/1CB9: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long 
CA/1CBB: 84        Move vehicle/entity up 2 tiles
CA/1CBC: 81        Move vehicle/entity right 1 tile
CA/1CBD: A0        Move vehicle/entity right/up 1x1 tiles
CA/1CBE: A0        Move vehicle/entity right/up 1x1 tiles
CA/1CBF: 81        Move vehicle/entity right 1 tile
CA/1CC0: D1        Make vehicle/entity disappear
CA/1CC1: FF        End queue
CA/1CC2: 91    Pause for 15 units
CA/1CC3: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/1CC5: 81        Move vehicle/entity right 1 tile
CA/1CC6: FC        Branch 11 bytes backwards ($CA1CBB)
CA/1CC8: FF        End queue
CA/1CC9: 06    Begin action queue for character $06 (Actor in stot 6), 13 bytes long 
CA/1CCB: C2        Set vehicle/entity's event speed to normal
CA/1CCC: A2        Move vehicle/entity left/down 1x1 tiles
CA/1CCD: CF        Turn vehicle/entity left
CA/1CCE: E0        Pause for 4 * 3 (12) frames
CA/1CD0: CE        Turn vehicle/entity down
CA/1CD1: E0        Pause for 4 * 8 (32) frames
CA/1CD3: 81        Move vehicle/entity right 1 tile
CA/1CD4: A0        Move vehicle/entity right/up 1x1 tiles
CA/1CD5: A0        Move vehicle/entity right/up 1x1 tiles
CA/1CD6: 81        Move vehicle/entity right 1 tile
CA/1CD7: FF        End queue
CA/1CD8: 0C    Begin action queue for character $0C (Actor in stot 12), 18 bytes long (Wait until complete)
CA/1CDA: C2        Set vehicle/entity's event speed to normal
CA/1CDB: A1        Move vehicle/entity right/down 1x1 tiles
CA/1CDC: CD        Turn vehicle/entity right
CA/1CDD: E0        Pause for 4 * 3 (12) frames
CA/1CDF: CE        Turn vehicle/entity down
CA/1CE0: E0        Pause for 4 * 8 (32) frames
CA/1CE2: 81        Move vehicle/entity right 1 tile
CA/1CE3: E0        Pause for 4 * 1 (4) frames
CA/1CE5: 1F        Do vehicle/entity graphical action $1F 
CA/1CE6: E0        Pause for 4 * 4 (16) frames
CA/1CE8: C4        Set vehicle/entity's event speed to faster
CA/1CE9: 82        Move vehicle/entity down 1 tile
CA/1CEA: D1        Make vehicle/entity disappear
CA/1CEB: FF        End queue
CA/1CEC: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1CEE: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/1CF0: C3        Set vehicle/entity's event speed to fast
CA/1CF1: 9A        Move vehicle/entity down 7 tiles
CA/1CF2: FF        End queue
CA/1CF3: B0    Execute the following commands until $B1 31 times
CA/1CF5: 50        Tint screen (cumulative) with color $9F
CA/1CF7: B1        End block of repeating commands
CA/1CF8: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1CFA: 1E    Begin action queue for character $1E (NPC $1E), 12 bytes long 
CA/1CFC: D5        Set vehicle/entity's position to (85, 17)
CA/1CFF: 32        Do vehicle/entity graphical action $32 
CA/1D00: E0        Pause for 4 * 1 (4) frames
CA/1D02: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/1D03: E0        Pause for 4 * 1 (4) frames
CA/1D05: FC        Branch 6 bytes backwards ($CA1CFF)
CA/1D07: FF        End queue
CA/1D08: B5    Pause for 15 * 2 (30) units
CA/1D0A: 5A    Fade screen at speed $08
CA/1D0C: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1D4E
CA/1D12: E7    Unknown command, parameter $0C
CA/1D14: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/1D16: 6B    Load map $00D4 (Gogo's Lair, bridges, dark (ending without Gogo)) instantly, (upper bits $0400), place party at (89, 30), facing up
CA/1D1C: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/1D1E: 81        Move vehicle/entity right 1 tile
CA/1D1F: FC        Branch 1 bytes backwards ($CA1D1E)
CA/1D21: FF        End queue
CA/1D22: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/1D24: FC        Branch 5 bytes backwards ($CA1D1F)
CA/1D26: FF        End queue
CA/1D27: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/1D29: FC        Branch 5 bytes backwards ($CA1D24)
CA/1D2B: FF        End queue
CA/1D2C: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/1D2E: FC        Branch 5 bytes backwards ($CA1D29)
CA/1D30: FF        End queue
CA/1D31: 61    Colorize color range [$04, $77] to color $07
CA/1D35: B0    Execute the following commands until $B1 2 times
CA/1D37: 50        Tint screen (cumulative) with color $9F
CA/1D39: B1        End block of repeating commands
CA/1D3A: 96    Restore screen from fade
CA/1D3B: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/1D3D: C0        Set vehicle/entity's event speed to slowest
CA/1D3E: 9D        Move vehicle/entity right 8 tiles
CA/1D3F: 9D        Move vehicle/entity right 8 tiles
CA/1D40: 9D        Move vehicle/entity right 8 tiles
CA/1D41: 81        Move vehicle/entity right 1 tile
CA/1D42: FF        End queue
CA/1D43: B5    Pause for 15 * 88 (1320) units
CA/1D45: B0    Execute the following commands until $B1 29 times
CA/1D47: 50        Tint screen (cumulative) with color $9F
CA/1D49: B1        End block of repeating commands
CA/1D4A: 94    Pause for 60 units
CA/1D4B: 97    Fade screen to black
CA/1D4C: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/1D4E: 5C    Pause execution until fade in or fade out is complete
CA/1D4F: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1D51: B2    Call subroutine $CAC97C
CA/1D55: F9    Pause execution until the music passes through predetermined point $07
CA/1D57: BA    Play ending cinematic $50
CA/1D59: C0    If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA1ED5
CA/1D5F: E7    Unknown command, parameter $0B
CA/1D61: 6B    Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (12, 29), facing up
CA/1D67: 60    Change background layer $0E to palette $13
CA/1D6A: 61    Colorize color range [$04, $FF] to color $07
CA/1D6E: 3D    Create object $0B
CA/1D70: 41    Show object $0B
CA/1D72: 3D    Create object $06
CA/1D74: 41    Show object $06
CA/1D76: 3D    Create object $04
CA/1D78: 41    Show object $04
CA/1D7A: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/1D7C: D5        Set vehicle/entity's position to (19, 20)
CA/1D7F: C3        Set vehicle/entity's event speed to fast
CA/1D80: FF        End queue
CA/1D81: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/1D83: D5        Set vehicle/entity's position to (19, 20)
CA/1D86: C3        Set vehicle/entity's event speed to fast
CA/1D87: FF        End queue
CA/1D88: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CA/1D8A: D5        Set vehicle/entity's position to (19, 20)
CA/1D8D: C3        Set vehicle/entity's event speed to fast
CA/1D8E: FF        End queue
CA/1D8F: B2    Call subroutine $CAC819
CA/1D93: 96    Restore screen from fade
CA/1D94: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/1D96: 8A        Move vehicle/entity down 3 tiles
CA/1D97: A2        Move vehicle/entity left/down 1x1 tiles
CA/1D98: A2        Move vehicle/entity left/down 1x1 tiles
CA/1D99: A2        Move vehicle/entity left/down 1x1 tiles
CA/1D9A: 97        Move vehicle/entity left 6 tiles
CA/1D9B: E0        Pause for 4 * 8 (32) frames
CA/1D9D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/1D9E: FF        End queue
CA/1D9F: 92    Pause for 30 units
CA/1DA0: 0B    Begin action queue for character $0B (Actor in stot 11), 10 bytes long 
CA/1DA2: 8A        Move vehicle/entity down 3 tiles
CA/1DA3: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DA4: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DA5: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DA6: 87        Move vehicle/entity left 2 tiles
CA/1DA7: 82        Move vehicle/entity down 1 tile
CA/1DA8: E0        Pause for 4 * 10 (40) frames
CA/1DAA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/1DAB: FF        End queue
CA/1DAC: 92    Pause for 30 units
CA/1DAD: 04    Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete)
CA/1DAF: 8A        Move vehicle/entity down 3 tiles
CA/1DB0: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DB1: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DB2: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DB3: 8F        Move vehicle/entity left 4 tiles
CA/1DB4: 1F        Do vehicle/entity graphical action $1F 
CA/1DB5: E0        Pause for 4 * 3 (12) frames
CA/1DB7: CF        Turn vehicle/entity left
CA/1DB8: E0        Pause for 4 * 6 (24) frames
CA/1DBA: CD        Turn vehicle/entity right
CA/1DBB: FF        End queue
CA/1DBC: 93    Pause for 45 units
CA/1DBD: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CA/1DBF: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CA/1DC1: CF        Turn vehicle/entity left
CA/1DC2: E0        Pause for 4 * 4 (16) frames
CA/1DC4: CC        Turn vehicle/entity up
CA/1DC5: FF        End queue
CA/1DC6: 4B    Display dialogue message $0BF0, wait for button press (Show text only) (At bottom of screen)
               GAU: GAU find short cut! 
CA/1DC9: 0B    Begin action queue for character $0B (Actor in stot 11), 15 bytes long (Wait until complete)
CA/1DCB: C2        Set vehicle/entity's event speed to normal
CA/1DCC: 81        Move vehicle/entity right 1 tile
CA/1DCD: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1DCE: E0        Pause for 4 * 8 (32) frames
CA/1DD0: C7        Set vehicle/entity to stay still when moving
CA/1DD1: C8        Set object layering priority to 2 (low nibble 2)
CA/1DD3: DC        Make vehicle/entity jump (low)
CA/1DD4: 81        Move vehicle/entity right 1 tile
CA/1DD5: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/1DD6: E0        Pause for 4 * 8 (32) frames
CA/1DD8: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1DD9: FF        End queue
CA/1DDA: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1DDC: 30    Begin action queue for character $30 (Camera), 8 bytes long 
CA/1DDE: C3        Set vehicle/entity's event speed to fast
CA/1DDF: 9E        Move vehicle/entity down 8 tiles
CA/1DE0: 9E        Move vehicle/entity down 8 tiles
CA/1DE1: C2        Set vehicle/entity's event speed to normal
CA/1DE2: 9E        Move vehicle/entity down 8 tiles
CA/1DE3: C1        Set vehicle/entity's event speed to slow
CA/1DE4: A7        Move vehicle/entity right/down 1x2 tiles
CA/1DE5: FF        End queue
CA/1DE6: 11    Begin action queue for character $11 (NPC $11), 21 bytes long 
CA/1DE8: DD        Make vehicle/entity jump (high)
CA/1DE9: A8        Move vehicle/entity left/down 1x2 tiles
CA/1DEA: A8        Move vehicle/entity left/down 1x2 tiles
CA/1DEB: DD        Make vehicle/entity jump (high)
CA/1DEC: 8E        Move vehicle/entity down 4 tiles
CA/1DED: DD        Make vehicle/entity jump (high)
CA/1DEE: A8        Move vehicle/entity left/down 1x2 tiles
CA/1DEF: A8        Move vehicle/entity left/down 1x2 tiles
CA/1DF0: DD        Make vehicle/entity jump (high)
CA/1DF1: A7        Move vehicle/entity right/down 1x2 tiles
CA/1DF2: A7        Move vehicle/entity right/down 1x2 tiles
CA/1DF3: DD        Make vehicle/entity jump (high)
CA/1DF4: A7        Move vehicle/entity right/down 1x2 tiles
CA/1DF5: A7        Move vehicle/entity right/down 1x2 tiles
CA/1DF6: DD        Make vehicle/entity jump (high)
CA/1DF7: A8        Move vehicle/entity left/down 1x2 tiles
CA/1DF8: A8        Move vehicle/entity left/down 1x2 tiles
CA/1DF9: DC        Make vehicle/entity jump (low)
CA/1DFA: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DFB: A2        Move vehicle/entity left/down 1x1 tiles
CA/1DFC: FF        End queue
CA/1DFD: 12    Begin action queue for character $12 (NPC $12), 22 bytes long 
CA/1DFF: DD        Make vehicle/entity jump (high)
CA/1E00: 8E        Move vehicle/entity down 4 tiles
CA/1E01: C2        Set vehicle/entity's event speed to normal
CA/1E02: DD        Make vehicle/entity jump (high)
CA/1E03: A2        Move vehicle/entity left/down 1x1 tiles
CA/1E04: A2        Move vehicle/entity left/down 1x1 tiles
CA/1E05: DD        Make vehicle/entity jump (high)
CA/1E06: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E07: DD        Make vehicle/entity jump (high)
CA/1E08: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E09: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E0A: A2        Move vehicle/entity left/down 1x1 tiles
CA/1E0B: DD        Make vehicle/entity jump (high)
CA/1E0C: A6        Move vehicle/entity right/down 2x1 tiles
CA/1E0D: DD        Make vehicle/entity jump (high)
CA/1E0E: 92        Move vehicle/entity down 5 tiles
CA/1E0F: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E10: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E11: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E12: DD        Make vehicle/entity jump (high)
CA/1E13: 87        Move vehicle/entity left 2 tiles
CA/1E14: FF        End queue
CA/1E15: 13    Begin action queue for character $13 (NPC $13), 25 bytes long 
CA/1E17: DC        Make vehicle/entity jump (low)
CA/1E18: A1        Move vehicle/entity right/down 1x1 tiles
CA/1E19: A1        Move vehicle/entity right/down 1x1 tiles
CA/1E1A: DD        Make vehicle/entity jump (high)
CA/1E1B: A9        Move vehicle/entity left/down 2x1 tiles
CA/1E1C: A9        Move vehicle/entity left/down 2x1 tiles
CA/1E1D: DD        Make vehicle/entity jump (high)
CA/1E1E: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E1F: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E20: DD        Make vehicle/entity jump (high)
CA/1E21: 8E        Move vehicle/entity down 4 tiles
CA/1E22: DC        Make vehicle/entity jump (low)
CA/1E23: A2        Move vehicle/entity left/down 1x1 tiles
CA/1E24: A2        Move vehicle/entity left/down 1x1 tiles
CA/1E25: DD        Make vehicle/entity jump (high)
CA/1E26: A6        Move vehicle/entity right/down 2x1 tiles
CA/1E27: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E28: DD        Make vehicle/entity jump (high)
CA/1E29: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E2A: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E2B: DD        Make vehicle/entity jump (high)
CA/1E2C: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E2D: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E2E: 82        Move vehicle/entity down 1 tile
CA/1E2F: FF        End queue
CA/1E30: 10    Begin action queue for character $10 (NPC $10), 19 bytes long 
CA/1E32: DD        Make vehicle/entity jump (high)
CA/1E33: 8E        Move vehicle/entity down 4 tiles
CA/1E34: DC        Make vehicle/entity jump (low)
CA/1E35: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E36: DD        Make vehicle/entity jump (high)
CA/1E37: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E38: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E39: DC        Make vehicle/entity jump (low)
CA/1E3A: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E3B: DD        Make vehicle/entity jump (high)
CA/1E3C: 9E        Move vehicle/entity down 8 tiles
CA/1E3D: DD        Make vehicle/entity jump (high)
CA/1E3E: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E3F: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E40: DD        Make vehicle/entity jump (high)
CA/1E41: 8E        Move vehicle/entity down 4 tiles
CA/1E42: DC        Make vehicle/entity jump (low)
CA/1E43: A3        Move vehicle/entity left/up 1x1 tiles
CA/1E44: FF        End queue
CA/1E45: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CA/1E47: C3        Set vehicle/entity's event speed to fast
CA/1E48: FC        Branch 22 bytes backwards ($CA1E32)
CA/1E4A: FF        End queue
CA/1E4B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1E4D: 94    Pause for 60 units
CA/1E4E: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete)
CA/1E50: D5        Set vehicle/entity's position to (18, 49)
CA/1E53: 8A        Move vehicle/entity down 3 tiles
CA/1E54: 1F        Do vehicle/entity graphical action $1F 
CA/1E55: E0        Pause for 4 * 2 (8) frames
CA/1E57: CE        Turn vehicle/entity down
CA/1E58: FF        End queue
CA/1E59: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/1E5B: D5        Set vehicle/entity's position to (17, 48)
CA/1E5E: FC        Branch 11 bytes backwards ($CA1E53)
CA/1E60: FF        End queue
CA/1E61: 0B    Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete)
CA/1E63: 17        Do vehicle/entity graphical action $17 
CA/1E64: E0        Pause for 4 * 6 (24) frames
CA/1E66: DD        Make vehicle/entity jump (high)
CA/1E67: CC        Turn vehicle/entity up
CA/1E68: 17        Do vehicle/entity graphical action $17 
CA/1E69: E0        Pause for 4 * 8 (32) frames
CA/1E6B: DD        Make vehicle/entity jump (high)
CA/1E6C: CC        Turn vehicle/entity up
CA/1E6D: 17        Do vehicle/entity graphical action $17 
CA/1E6E: E0        Pause for 4 * 8 (32) frames
CA/1E70: FF        End queue
CA/1E71: 4B    Display dialogue message $0BF0, wait for button press (Show text only) (At bottom of screen)
               GAU: GAU find short cut! 
CA/1E74: 94    Pause for 60 units
CA/1E75: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CA/1E77: C6        Set vehicle/entity to walk when moving
CA/1E78: A5        Move vehicle/entity right/up 2x1 tiles
CA/1E79: 84        Move vehicle/entity up 2 tiles
CA/1E7A: 83        Move vehicle/entity left 1 tile
CA/1E7B: CE        Turn vehicle/entity down
CA/1E7C: FF        End queue
CA/1E7D: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/1E7F: 1F        Do vehicle/entity graphical action $1F 
CA/1E80: C8        Set object layering priority to 2 (low nibble 2)
CA/1E82: FF        End queue
CA/1E83: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CA/1E85: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1E86: E0        Pause for 4 * 2 (8) frames
CA/1E88: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/1E89: FF        End queue
CA/1E8A: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CA/1E8C: C2        Set vehicle/entity's event speed to normal
CA/1E8D: C7        Set vehicle/entity to stay still when moving
CA/1E8E: 1F        Do vehicle/entity graphical action $1F 
CA/1E8F: DC        Make vehicle/entity jump (low)
CA/1E90: 82        Move vehicle/entity down 1 tile
CA/1E91: FF        End queue
CA/1E92: 06    Begin action queue for character $06 (Actor in stot 6), 11 bytes long 
CA/1E94: DD        Make vehicle/entity jump (high)
CA/1E95: 86        Move vehicle/entity down 2 tiles
CA/1E96: DD        Make vehicle/entity jump (high)
CA/1E97: A7        Move vehicle/entity right/down 1x2 tiles
CA/1E98: DD        Make vehicle/entity jump (high)
CA/1E99: 86        Move vehicle/entity down 2 tiles
CA/1E9A: DD        Make vehicle/entity jump (high)
CA/1E9B: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E9C: DD        Make vehicle/entity jump (high)
CA/1E9D: A8        Move vehicle/entity left/down 1x2 tiles
CA/1E9E: FF        End queue
CA/1E9F: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/1EA1: C2        Set vehicle/entity's event speed to normal
CA/1EA2: FC        Branch 14 bytes backwards ($CA1E94)
CA/1EA4: FF        End queue
CA/1EA5: 95    Pause for 120 units
CA/1EA6: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long (Wait until complete)
CA/1EA8: 86        Move vehicle/entity down 2 tiles
CA/1EA9: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1EAA: E0        Pause for 4 * 4 (16) frames
CA/1EAC: 0F        Do vehicle/entity graphical action $0F 
CA/1EAD: DC        Make vehicle/entity jump (low)
CA/1EAE: A2        Move vehicle/entity left/down 1x1 tiles
CA/1EAF: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1EB0: FF        End queue
CA/1EB1: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long 
CA/1EB3: DC        Make vehicle/entity jump (low)
CA/1EB4: 86        Move vehicle/entity down 2 tiles
CA/1EB5: DD        Make vehicle/entity jump (high)
CA/1EB6: A9        Move vehicle/entity left/down 2x1 tiles
CA/1EB7: A9        Move vehicle/entity left/down 2x1 tiles
CA/1EB8: DC        Make vehicle/entity jump (low)
CA/1EB9: A9        Move vehicle/entity left/down 2x1 tiles
CA/1EBA: FF        End queue
CA/1EBB: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/1EBD: C3        Set vehicle/entity's event speed to fast
CA/1EBE: FC        Branch 11 bytes backwards ($CA1EB3)
CA/1EC0: FF        End queue
CA/1EC1: 91    Pause for 15 units
CA/1EC2: 5A    Fade screen at speed $08
CA/1EC4: 5C    Pause execution until fade in or fade out is complete
CA/1EC5: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/1EC7: C6        Set vehicle/entity to walk when moving
CA/1EC8: C8        Set object layering priority to 0 (low nibble 0)
CA/1ECA: FF        End queue
CA/1ECB: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CA/1ECD: C6        Set vehicle/entity to walk when moving
CA/1ECE: FF        End queue
CA/1ECF: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1F0B
CA/1ED5: E7    Unknown command, parameter $0B
CA/1ED7: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/1ED9: 6B    Load map $00D5 (Crescent Mountain, caves, dark (ending without Gau)) instantly, (upper bits $0400), place party at (26, 20), facing up
CA/1EDF: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/1EE1: 83        Move vehicle/entity left 1 tile
CA/1EE2: FC        Branch 1 bytes backwards ($CA1EE1)
CA/1EE4: FF        End queue
CA/1EE5: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/1EE7: FC        Branch 5 bytes backwards ($CA1EE2)
CA/1EE9: FF        End queue
CA/1EEA: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/1EEC: FC        Branch 5 bytes backwards ($CA1EE7)
CA/1EEE: FF        End queue
CA/1EEF: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/1EF1: FC        Branch 5 bytes backwards ($CA1EEC)
CA/1EF3: FF        End queue
CA/1EF4: 61    Colorize color range [$04, $77] to color $07
CA/1EF8: B0    Execute the following commands until $B1 2 times
CA/1EFA: 50        Tint screen (cumulative) with color $9F
CA/1EFC: B1        End block of repeating commands
CA/1EFD: 96    Restore screen from fade
CA/1EFE: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/1F00: C0        Set vehicle/entity's event speed to slowest
CA/1F01: 9F        Move vehicle/entity left 8 tiles
CA/1F02: 9F        Move vehicle/entity left 8 tiles
CA/1F03: 9F        Move vehicle/entity left 8 tiles
CA/1F04: 83        Move vehicle/entity left 1 tile
CA/1F05: FF        End queue
CA/1F06: B5    Pause for 15 * 104 (1560) units
CA/1F08: 97    Fade screen to black
CA/1F09: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/1F0B: 5C    Pause execution until fade in or fade out is complete
CA/1F0C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/1F0E: B2    Call subroutine $CAC97C
CA/1F12: F9    Pause execution until the music passes through predetermined point $08
CA/1F14: BA    Play ending cinematic $64
CA/1F16: 6B    Load map $0104 (Ending - Locke and Celes' scene (with or without Locke)) instantly, (upper bits $0400), place party at (8, 10), facing up
CA/1F1C: 60    Change background layer $0E to palette $08
CA/1F1F: 61    Colorize color range [$04, $FF] to color $07
CA/1F23: 3D    Create object $06
CA/1F25: 41    Show object $06
CA/1F27: 3D    Create object $09
CA/1F29: 41    Show object $09
CA/1F2B: 3D    Create object $04
CA/1F2D: 41    Show object $04
CA/1F2F: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/1F31: D5        Set vehicle/entity's position to (0, 8)
CA/1F34: C3        Set vehicle/entity's event speed to fast
CA/1F35: FF        End queue
CA/1F36: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/1F38: D5        Set vehicle/entity's position to (0, 8)
CA/1F3B: C3        Set vehicle/entity's event speed to fast
CA/1F3C: FF        End queue
CA/1F3D: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/1F3F: D5        Set vehicle/entity's position to (0, 8)
CA/1F42: C3        Set vehicle/entity's event speed to fast
CA/1F43: FF        End queue
CA/1F44: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA1F61
CA/1F4A: 3D    Create object $01
CA/1F4C: 41    Show object $01
CA/1F4E: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/1F50: D5        Set vehicle/entity's position to (0, 8)
CA/1F53: C3        Set vehicle/entity's event speed to fast
CA/1F54: FF        End queue
CA/1F55: 01    Begin action queue for character $01 (Actor in stot 1), 10 bytes long 
CA/1F57: E0        Pause for 4 * 48 (192) frames
CA/1F59: 91        Move vehicle/entity right 5 tiles
CA/1F5A: DC        Make vehicle/entity jump (low)
CA/1F5B: A5        Move vehicle/entity right/up 2x1 tiles
CA/1F5C: 8D        Move vehicle/entity right 4 tiles
CA/1F5D: E0        Pause for 4 * 1 (4) frames
CA/1F5F: 23        Do vehicle/entity graphical action $23 
CA/1F60: FF        End queue
CA/1F61: B2    Call subroutine $CAC819
CA/1F65: 96    Restore screen from fade
CA/1F66: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CA/1F68: 91        Move vehicle/entity right 5 tiles
CA/1F69: 80        Move vehicle/entity up 1 tile
CA/1F6A: 95        Move vehicle/entity right 6 tiles
CA/1F6B: 80        Move vehicle/entity up 1 tile
CA/1F6C: 89        Move vehicle/entity right 3 tiles
CA/1F6D: 86        Move vehicle/entity down 2 tiles
CA/1F6E: 9D        Move vehicle/entity right 8 tiles
CA/1F6F: FF        End queue
CA/1F70: B5    Pause for 15 * 8 (120) units
CA/1F72: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long 
CA/1F74: 91        Move vehicle/entity right 5 tiles
CA/1F75: 80        Move vehicle/entity up 1 tile
CA/1F76: 95        Move vehicle/entity right 6 tiles
CA/1F77: 80        Move vehicle/entity up 1 tile
CA/1F78: 85        Move vehicle/entity right 2 tiles
CA/1F79: CE        Turn vehicle/entity down
CA/1F7A: FF        End queue
CA/1F7B: B5    Pause for 15 * 10 (150) units
CA/1F7D: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long 
CA/1F7F: 91        Move vehicle/entity right 5 tiles
CA/1F80: 80        Move vehicle/entity up 1 tile
CA/1F81: 81        Move vehicle/entity right 1 tile
CA/1F82: A6        Move vehicle/entity right/down 2x1 tiles
CA/1F83: 89        Move vehicle/entity right 3 tiles
CA/1F84: E0        Pause for 4 * 5 (20) frames
CA/1F86: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1F87: FF        End queue
CA/1F88: B5    Pause for 15 * 10 (150) units
CA/1F8A: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long 
CA/1F8C: 91        Move vehicle/entity right 5 tiles
CA/1F8D: 80        Move vehicle/entity up 1 tile
CA/1F8E: 85        Move vehicle/entity right 2 tiles
CA/1F8F: C7        Set vehicle/entity to stay still when moving
CA/1F90: 1F        Do vehicle/entity graphical action $1F 
CA/1F91: C1        Set vehicle/entity's event speed to slow
CA/1F92: 81        Move vehicle/entity right 1 tile
CA/1F93: FF        End queue
CA/1F94: 93    Pause for 45 units
CA/1F95: 3D    Create object $10
CA/1F97: 45    Refresh objects
CA/1F98: 41    Show object $10
CA/1F9A: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CA/1F9C: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/1F9E: 0F        Do vehicle/entity graphical action $0F 
CA/1F9F: E0        Pause for 4 * 3 (12) frames
CA/1FA1: 0A        Do vehicle/entity graphical action $0A 
CA/1FA2: FF        End queue
CA/1FA3: 92    Pause for 30 units
CA/1FA4: 4B    Display dialogue message $0BF3, wait for button press (Show text only) (At bottom of screen)
               
               Come on!
               This floor's about to break apart! 
CA/1FA7: B0    Execute the following commands until $B1 3 times
CA/1FA9: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1FAB: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/1FAC: FF            End queue
CA/1FAD: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/1FAF: CD            Turn vehicle/entity right
CA/1FB0: FF            End queue
CA/1FB1: B1        End block of repeating commands
CA/1FB2: 91    Pause for 15 units
CA/1FB3: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CA/1FB5: C6        Set vehicle/entity to walk when moving
CA/1FB6: C3        Set vehicle/entity's event speed to fast
CA/1FB7: 8B        Move vehicle/entity left 3 tiles
CA/1FB8: E0        Pause for 4 * 4 (16) frames
CA/1FBA: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/1FBB: FF        End queue
CA/1FBC: 92    Pause for 30 units
CA/1FBD: 3E    Delete object $10
CA/1FBF: 93    Pause for 45 units
CA/1FC0: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/1FC2: CE        Turn vehicle/entity down
CA/1FC3: E0        Pause for 4 * 4 (16) frames
CA/1FC5: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/1FC6: FF        End queue
CA/1FC7: 93    Pause for 45 units
CA/1FC8: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long 
CA/1FCA: C7        Set vehicle/entity to stay still when moving
CA/1FCB: C2        Set vehicle/entity's event speed to normal
CA/1FCC: DD        Make vehicle/entity jump (high)
CA/1FCD: CE        Turn vehicle/entity down
CA/1FCE: 1F        Do vehicle/entity graphical action $1F 
CA/1FCF: FF        End queue
CA/1FD0: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1FD2: 74    Replace current map's Layer 2 at (0, 7) with the following (3 x 2) chunk
CA/1FD7:       $00, $00, $00
CA/1FDA:       $00, $00, $00
CA/1FDD: 74    Replace current map's Layer 2 at (0, 71) with the following (3 x 2) chunk
CA/1FE2:       $A2, $A3, $B2
CA/1FE5:       $B3, $17, $18
CA/1FE8: 75    Refresh map after alteration
CA/1FE9: 5E    Scroll Layer 2, speed 0 x 248
CA/1FEC: 92    Pause for 30 units
CA/1FED: 5E    Scroll Layer 2, speed 0 x 0
CA/1FF0: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/1FF2: 74    Replace current map's Layer 2 at (2, 7) with the following (4 x 2) chunk
CA/1FF7:       $00, $00, $00, $00
CA/1FFB:       $00, $00, $00, $00
CA/1FFF: 74    Replace current map's Layer 2 at (2, 70) with the following (4 x 2) chunk
CA/2004:       $00, $B2, $A2, $A3
CA/2008:       $B2, $B3, $17, $18
CA/200C: 75    Refresh map after alteration
CA/200D: 5E    Scroll Layer 2, speed 0 x 248
CA/2010: 92    Pause for 30 units
CA/2011: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/2013: CF        Turn vehicle/entity left
CA/2014: E0        Pause for 4 * 3 (12) frames
CA/2016: CE        Turn vehicle/entity down
CA/2017: E0        Pause for 4 * 2 (8) frames
CA/2019: 20        Do vehicle/entity graphical action $20 
CA/201A: FF        End queue
CA/201B: 5E    Scroll Layer 2, speed 0 x 0
CA/201E: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/2020: 74    Replace current map's Layer 2 at (4, 7) with the following (3 x 2) chunk
CA/2025:       $00, $00, $00
CA/2028:       $00, $00, $00
CA/202B: 74    Replace current map's Layer 2 at (4, 68) with the following (3 x 2) chunk
CA/2030:       $A2, $A3, $B2
CA/2033:       $B3, $17, $18
CA/2036: 75    Refresh map after alteration
CA/2037: 06    Begin action queue for character $06 (Actor in stot 6), 10 bytes long 
CA/2039: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/203A: C7        Set vehicle/entity to stay still when moving
CA/203B: C1        Set vehicle/entity's event speed to slow
CA/203C: 86        Move vehicle/entity down 2 tiles
CA/203D: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/203E: DC        Make vehicle/entity jump (low)
CA/203F: C2        Set vehicle/entity's event speed to normal
CA/2040: 81        Move vehicle/entity right 1 tile
CA/2041: 17        Do vehicle/entity graphical action $17 
CA/2042: FF        End queue
CA/2043: 5E    Scroll Layer 2, speed 0 x 248
CA/2046: 94    Pause for 60 units
CA/2047: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2079
CA/204D: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CA/204F: 1F        Do vehicle/entity graphical action $1F 
CA/2050: E0        Pause for 4 * 6 (24) frames
CA/2052: 8F        Move vehicle/entity left 4 tiles
CA/2053: C7        Set vehicle/entity to stay still when moving
CA/2054: 28        Do vehicle/entity graphical action $28 
CA/2055: C2        Set vehicle/entity's event speed to normal
CA/2056: A2        Move vehicle/entity left/down 1x1 tiles
CA/2057: FF        End queue
CA/2058: B5    Pause for 15 * 6 (90) units
CA/205A: 5E    Scroll Layer 2, speed 0 x 0
CA/205D: 4B    Display dialogue message $0BF4, wait for button press (Show text only) (At bottom of screen)
               
               CELES: LOCKE!! 
CA/2060: 91    Pause for 15 units
CA/2061: 4B    Display dialogue message $0BF5, wait for button press (Show text only) (At bottom of screen)
               
               LOCKE: I will not let go
               I promise! 
CA/2064: 94    Pause for 60 units
CA/2065: 01    Begin action queue for character $01 (Actor in stot 1), 12 bytes long 
CA/2067: C7        Set vehicle/entity to stay still when moving
CA/2068: C3        Set vehicle/entity's event speed to fast
CA/2069: 0F        Do vehicle/entity graphical action $0F 
CA/206A: A0        Move vehicle/entity right/up 1x1 tiles
CA/206B: C1        Set vehicle/entity's event speed to slow
CA/206C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/206D: 81        Move vehicle/entity right 1 tile
CA/206E: C6        Set vehicle/entity to walk when moving
CA/206F: E0        Pause for 4 * 8 (32) frames
CA/2071: CF        Turn vehicle/entity left
CA/2072: FF        End queue
CA/2073: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2092
CA/2079: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete)
CA/207B: 1F        Do vehicle/entity graphical action $1F 
CA/207C: E0        Pause for 4 * 6 (24) frames
CA/207E: 8F        Move vehicle/entity left 4 tiles
CA/207F: C7        Set vehicle/entity to stay still when moving
CA/2080: 28        Do vehicle/entity graphical action $28 
CA/2081: C2        Set vehicle/entity's event speed to normal
CA/2082: 83        Move vehicle/entity left 1 tile
CA/2083: FF        End queue
CA/2084: B5    Pause for 15 * 6 (90) units
CA/2086: 5E    Scroll Layer 2, speed 0 x 0
CA/2089: 4B    Display dialogue message $0BF6, wait for button press (Show text only) (At bottom of screen)
               SETZER: Don't fall!
               Remember, you promised me you'd do your Maria act again! 
CA/208C: 94    Pause for 60 units
CA/208D: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/208F: FC        Branch 37 bytes backwards ($CA206A)
CA/2091: FF        End queue
CA/2092: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CA/2094: DD        Make vehicle/entity jump (high)
CA/2095: 84        Move vehicle/entity up 2 tiles
CA/2096: 28        Do vehicle/entity graphical action $28 
CA/2097: FF        End queue
CA/2098: 94    Pause for 60 units
CA/2099: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/209B: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/209C: FF        End queue
CA/209D: 92    Pause for 30 units
CA/209E: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA20BB
CA/20A4: 01    Begin action queue for character $01 (Actor in stot 1), 12 bytes long (Wait until complete)
CA/20A6: C2        Set vehicle/entity's event speed to normal
CA/20A7: 83        Move vehicle/entity left 1 tile
CA/20A8: E0        Pause for 4 * 4 (16) frames
CA/20AA: 0F        Do vehicle/entity graphical action $0F 
CA/20AB: E0        Pause for 4 * 1 (4) frames
CA/20AD: CF        Turn vehicle/entity left
CA/20AE: E0        Pause for 4 * 2 (8) frames
CA/20B0: 22        Do vehicle/entity graphical action $22 
CA/20B1: FF        End queue
CA/20B2: 4B    Display dialogue message $0BF7, wait for button press (Show text only) (At bottom of screen)
               
               You almost ate it trying to pick up that silly trinket! 
CA/20B5: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA20C3
CA/20BB: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete)
CA/20BD: FC        Branch 20 bytes backwards ($CA20A9)
CA/20BF: FF        End queue
CA/20C0: 4B    Display dialogue message $0BF8, wait for button press (Show text only) (At bottom of screen)
               
               SETZER: What a woman!
               Your life is hanging by a bandana! 
CA/20C3: 94    Pause for 60 units
CA/20C4: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/20C6: A1        Move vehicle/entity right/down 1x1 tiles
CA/20C7: 8D        Move vehicle/entity right 4 tiles
CA/20C8: FF        End queue
CA/20C9: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2127
CA/20CF: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/20D1: CE        Turn vehicle/entity down
CA/20D2: E0        Pause for 4 * 6 (24) frames
CA/20D4: 20        Do vehicle/entity graphical action $20 
CA/20D5: FF        End queue
CA/20D6: 92    Pause for 30 units
CA/20D7: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/20D9: 09    Begin action queue for character $09 (Actor in stot 9), 7 bytes long 
CA/20DB: E0        Pause for 4 * 4 (16) frames
CA/20DD: 84        Move vehicle/entity up 2 tiles
CA/20DE: 89        Move vehicle/entity right 3 tiles
CA/20DF: 82        Move vehicle/entity down 1 tile
CA/20E0: 9D        Move vehicle/entity right 8 tiles
CA/20E1: FF        End queue
CA/20E2: 01    Begin action queue for character $01 (Actor in stot 1), 15 bytes long (Wait until complete)
CA/20E4: 1F        Do vehicle/entity graphical action $1F 
CA/20E5: E0        Pause for 4 * 10 (40) frames
CA/20E7: CF        Turn vehicle/entity left
CA/20E8: E0        Pause for 4 * 4 (16) frames
CA/20EA: 80        Move vehicle/entity up 1 tile
CA/20EB: 83        Move vehicle/entity left 1 tile
CA/20EC: 20        Do vehicle/entity graphical action $20 
CA/20ED: E0        Pause for 4 * 4 (16) frames
CA/20EF: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/20F0: C7        Set vehicle/entity to stay still when moving
CA/20F1: C3        Set vehicle/entity's event speed to fast
CA/20F2: FF        End queue
CA/20F3: 01    Begin action queue for character $01 (Actor in stot 1), 19 bytes long 
CA/20F5: A1        Move vehicle/entity right/down 1x1 tiles
CA/20F6: 8D        Move vehicle/entity right 4 tiles
CA/20F7: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/20F8: E0        Pause for 4 * 2 (8) frames
CA/20FA: 19        Do vehicle/entity graphical action $19 
CA/20FB: C2        Set vehicle/entity's event speed to normal
CA/20FC: DD        Make vehicle/entity jump (high)
CA/20FD: 85        Move vehicle/entity right 2 tiles
CA/20FE: C6        Set vehicle/entity to walk when moving
CA/20FF: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2100: E0        Pause for 4 * 3 (12) frames
CA/2102: C3        Set vehicle/entity's event speed to fast
CA/2103: CD        Turn vehicle/entity right
CA/2104: E0        Pause for 4 * 12 (48) frames
CA/2106: 95        Move vehicle/entity right 6 tiles
CA/2107: FF        End queue
CA/2108: 06    Begin action queue for character $06 (Actor in stot 6), 22 bytes long (Wait until complete)
CA/210A: C3        Set vehicle/entity's event speed to fast
CA/210B: 0B        Do vehicle/entity graphical action $0B 
CA/210C: A1        Move vehicle/entity right/down 1x1 tiles
CA/210D: 8D        Move vehicle/entity right 4 tiles
CA/210E: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/210F: E0        Pause for 4 * 2 (8) frames
CA/2111: 0B        Do vehicle/entity graphical action $0B 
CA/2112: C2        Set vehicle/entity's event speed to normal
CA/2113: DD        Make vehicle/entity jump (high)
CA/2114: 85        Move vehicle/entity right 2 tiles
CA/2115: C6        Set vehicle/entity to walk when moving
CA/2116: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2117: E0        Pause for 4 * 3 (12) frames
CA/2119: C3        Set vehicle/entity's event speed to fast
CA/211A: A0        Move vehicle/entity right/up 1x1 tiles
CA/211B: CF        Turn vehicle/entity left
CA/211C: E0        Pause for 4 * 4 (16) frames
CA/211E: 95        Move vehicle/entity right 6 tiles
CA/211F: FF        End queue
CA/2120: 93    Pause for 45 units
CA/2121: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2154
CA/2127: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/2129: 91    Pause for 15 units
CA/212A: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long 
CA/212C: C6        Set vehicle/entity to walk when moving
CA/212D: C3        Set vehicle/entity's event speed to fast
CA/212E: 89        Move vehicle/entity right 3 tiles
CA/212F: 80        Move vehicle/entity up 1 tile
CA/2130: 85        Move vehicle/entity right 2 tiles
CA/2131: A1        Move vehicle/entity right/down 1x1 tiles
CA/2132: A1        Move vehicle/entity right/down 1x1 tiles
CA/2133: 91        Move vehicle/entity right 5 tiles
CA/2134: FF        End queue
CA/2135: 94    Pause for 60 units
CA/2136: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CA/2138: CD        Turn vehicle/entity right
CA/2139: E0        Pause for 4 * 8 (32) frames
CA/213B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/213C: C6        Set vehicle/entity to walk when moving
CA/213D: C2        Set vehicle/entity's event speed to normal
CA/213E: FF        End queue
CA/213F: 4B    Display dialogue message $0BF9, wait for button press (Show text only) (At bottom of screen)
               CELES: This is my good luck charm When I found this, my life took a turn for the better 
CA/2142: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/2144: 89        Move vehicle/entity right 3 tiles
CA/2145: 23        Do vehicle/entity graphical action $23 
CA/2146: FF        End queue
CA/2147: 4B    Display dialogue message $0BFA, wait for button press (Show text only) (At bottom of screen)
               CELES: LOCKE
               Promise me someday you'll look after me again?! 
CA/214A: 92    Pause for 30 units
CA/214B: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long 
CA/214D: C3        Set vehicle/entity's event speed to fast
CA/214E: A5        Move vehicle/entity right/up 2x1 tiles
CA/214F: 89        Move vehicle/entity right 3 tiles
CA/2150: 86        Move vehicle/entity down 2 tiles
CA/2151: 89        Move vehicle/entity right 3 tiles
CA/2152: FF        End queue
CA/2153: 94    Pause for 60 units
CA/2154: 5A    Fade screen at speed $04
CA/2156: 5C    Pause execution until fade in or fade out is complete
CA/2157: B2    Call subroutine $CAC97C
CA/215B: F9    Pause execution until the music passes through predetermined point $09
CA/215D: BA    Play ending cinematic $5A
CA/215F: E7    Unknown command, parameter $00
CA/2161: 6B    Load map $010C (Ending - Terra's scene) instantly, (upper bits $0400), place party at (28, 32), facing up
CA/2167: 60    Change background layer $0E to palette $08
CA/216A: 61    Colorize color range [$04, $FF] to color $07
CA/216E: 3D    Create object $06
CA/2170: 3D    Create object $09
CA/2172: 3D    Create object $04
CA/2174: 41    Show object $04
CA/2176: 41    Show object $09
CA/2178: 41    Show object $06
CA/217A: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/217C: D5        Set vehicle/entity's position to (0, 0)
CA/217F: C3        Set vehicle/entity's event speed to fast
CA/2180: FF        End queue
CA/2181: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/2183: D5        Set vehicle/entity's position to (0, 0)
CA/2186: C3        Set vehicle/entity's event speed to fast
CA/2187: FF        End queue
CA/2188: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/218A: D5        Set vehicle/entity's position to (0, 0)
CA/218D: C3        Set vehicle/entity's event speed to fast
CA/218E: FF        End queue
CA/218F: B2    Call subroutine $CAC819
CA/2193: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/2195: 96    Restore screen from fade
CA/2196: 3D    Create object $10
CA/2198: 41    Show object $10
CA/219A: 45    Refresh objects
CA/219B: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/219D: 92        Move vehicle/entity down 5 tiles
CA/219E: 9F        Move vehicle/entity left 8 tiles
CA/219F: 93        Move vehicle/entity left 5 tiles
CA/21A0: 1F        Do vehicle/entity graphical action $1F 
CA/21A1: E0        Pause for 4 * 6 (24) frames
CA/21A3: CE        Turn vehicle/entity down
CA/21A4: E0        Pause for 4 * 6 (24) frames
CA/21A6: 20        Do vehicle/entity graphical action $20 
CA/21A7: FF        End queue
CA/21A8: 92    Pause for 30 units
CA/21A9: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/21AB: C2        Set vehicle/entity's event speed to normal
CA/21AC: A2        Move vehicle/entity left/down 1x1 tiles
CA/21AD: A2        Move vehicle/entity left/down 1x1 tiles
CA/21AE: 9B        Move vehicle/entity left 7 tiles
CA/21AF: C1        Set vehicle/entity's event speed to slow
CA/21B0: 83        Move vehicle/entity left 1 tile
CA/21B1: FF        End queue
CA/21B2: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CA/21B4: D5        Set vehicle/entity's position to (31, 27)
CA/21B7: 92        Move vehicle/entity down 5 tiles
CA/21B8: 93        Move vehicle/entity left 5 tiles
CA/21B9: A9        Move vehicle/entity left/down 2x1 tiles
CA/21BA: 9F        Move vehicle/entity left 8 tiles
CA/21BB: CD        Turn vehicle/entity right
CA/21BC: FF        End queue
CA/21BD: 91    Pause for 15 units
CA/21BE: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/21C0: D5        Set vehicle/entity's position to (31, 27)
CA/21C3: 92        Move vehicle/entity down 5 tiles
CA/21C4: 9F        Move vehicle/entity left 8 tiles
CA/21C5: A9        Move vehicle/entity left/down 2x1 tiles
CA/21C6: 8F        Move vehicle/entity left 4 tiles
CA/21C7: CD        Turn vehicle/entity right
CA/21C8: FF        End queue
CA/21C9: 91    Pause for 15 units
CA/21CA: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete)
CA/21CC: D5        Set vehicle/entity's position to (31, 27)
CA/21CF: 92        Move vehicle/entity down 5 tiles
CA/21D0: 9F        Move vehicle/entity left 8 tiles
CA/21D1: A9        Move vehicle/entity left/down 2x1 tiles
CA/21D2: 83        Move vehicle/entity left 1 tile
CA/21D3: FF        End queue
CA/21D4: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/21D6: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/21D8: 84        Move vehicle/entity up 2 tiles
CA/21D9: FF        End queue
CA/21DA: 92    Pause for 30 units
CA/21DB: 3D    Create object $11
CA/21DD: 41    Show object $11
CA/21DF: 45    Refresh objects
CA/21E0: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/21E2: 92    Pause for 30 units
CA/21E3: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CA/21E5: 80        Move vehicle/entity up 1 tile
CA/21E6: 82        Move vehicle/entity down 1 tile
CA/21E7: E0        Pause for 4 * 3 (12) frames
CA/21E9: C3        Set vehicle/entity's event speed to fast
CA/21EA: DD        Make vehicle/entity jump (high)
CA/21EB: 8C        Move vehicle/entity up 4 tiles
CA/21EC: C0        Set vehicle/entity's event speed to slowest
CA/21ED: 80        Move vehicle/entity up 1 tile
CA/21EE: 82        Move vehicle/entity down 1 tile
CA/21EF: FC        Branch 2 bytes backwards ($CA21ED)
CA/21F1: FF        End queue
CA/21F2: 95    Pause for 120 units
CA/21F3: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/21F5: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/21F7: CD        Turn vehicle/entity right
CA/21F8: E0        Pause for 4 * 2 (8) frames
CA/21FA: CC        Turn vehicle/entity up
CA/21FB: FF        End queue
CA/21FC: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/21FE: CC        Turn vehicle/entity up
CA/21FF: FF        End queue
CA/2200: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/2202: CC        Turn vehicle/entity up
CA/2203: FF        End queue
CA/2204: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/2206: CC        Turn vehicle/entity up
CA/2207: FF        End queue
CA/2208: 94    Pause for 60 units
CA/2209: 4B    Display dialogue message $0BFB, wait for button press (Show text only) (At bottom of screen)
               
               TERRA: Father? 
CA/220C: 4B    Display dialogue message $0BFC, wait for button press (Show text only) (At bottom of screen)
               MADUIN: TERRAwe must part now. We Espers will disappear from this world
               forever. 
CA/220F: 4B    Display dialogue message $0BFD, wait for button press (Show text only) (At bottom of screen)
               MADUIN: But if the human part of you is very strongly attached to something or someone 
               
               You will probably be able to remain in this world as a human being 
CA/2212: 92    Pause for 30 units
CA/2213: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/2215: 21        Do vehicle/entity graphical action $21 
CA/2216: E0        Pause for 4 * 1 (4) frames
CA/2218: CC        Turn vehicle/entity up
CA/2219: FF        End queue
CA/221A: 92    Pause for 30 units
CA/221B: 3E    Delete object $11
CA/221D: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CA/221F: D5        Set vehicle/entity's position to (18, 28)
CA/2222: 80        Move vehicle/entity up 1 tile
CA/2223: D1        Make vehicle/entity disappear
CA/2224: FF        End queue
CA/2225: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CA/2227: D5        Set vehicle/entity's position to (18, 27)
CA/222A: 80        Move vehicle/entity up 1 tile
CA/222B: D1        Make vehicle/entity disappear
CA/222C: FF        End queue
CA/222D: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CA/222F: D5        Set vehicle/entity's position to (18, 26)
CA/2232: 80        Move vehicle/entity up 1 tile
CA/2233: D1        Make vehicle/entity disappear
CA/2234: FF        End queue
CA/2235: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/2237: 86        Move vehicle/entity down 2 tiles
CA/2238: FF        End queue
CA/2239: 92    Pause for 30 units
CA/223A: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/223C: C2        Set vehicle/entity's event speed to normal
CA/223D: 87        Move vehicle/entity left 2 tiles
CA/223E: FF        End queue
CA/223F: 92    Pause for 30 units
CA/2240: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/2242: 9F        Move vehicle/entity left 8 tiles
CA/2243: FF        End queue
CA/2244: 91    Pause for 15 units
CA/2245: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/2247: 9F        Move vehicle/entity left 8 tiles
CA/2248: 9F        Move vehicle/entity left 8 tiles
CA/2249: FF        End queue
CA/224A: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/224C: 9F        Move vehicle/entity left 8 tiles
CA/224D: FF        End queue
CA/224E: B5    Pause for 15 * 8 (120) units
CA/2250: B0    Execute the following commands until $B1 3 times
CA/2252: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/2254: 15            Do vehicle/entity graphical action $15 
CA/2255: FF            End queue
CA/2256: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/2258: CF            Turn vehicle/entity left
CA/2259: FF            End queue
CA/225A: B1        End block of repeating commands
CA/225B: B5    Pause for 15 * 8 (120) units
CA/225D: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CA/225F: CC        Turn vehicle/entity up
CA/2260: E0        Pause for 4 * 16 (64) frames
CA/2262: C3        Set vehicle/entity's event speed to fast
CA/2263: 9F        Move vehicle/entity left 8 tiles
CA/2264: 87        Move vehicle/entity left 2 tiles
CA/2265: FF        End queue
CA/2266: 5A    Fade screen at speed $08
CA/2268: 5C    Pause execution until fade in or fade out is complete
CA/2269: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA226F
CA/226F: B2    Call subroutine $CAC97C
CA/2273: F9    Pause execution until the music passes through predetermined point $0A
CA/2275: BA    Play ending cinematic $6E
CA/2277: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA240E
CA/227D: E7    Unknown command, parameter $08
CA/227F: 6B    Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) instantly, (upper bits $0400), place party at (36, 43), facing up
CA/2285: 61    Colorize color range [$04, $FF] to color $07
CA/2289: 3D    Create object $08
CA/228B: 41    Show object $08
CA/228D: B2    Call subroutine $CAC819
CA/2291: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA232E
CA/2297: 3D    Create object $07
CA/2299: 41    Show object $07
CA/229B: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long 
CA/229D: D5        Set vehicle/entity's position to (36, 38)
CA/22A0: CE        Turn vehicle/entity down
CA/22A1: C1        Set vehicle/entity's event speed to slow
CA/22A2: FF        End queue
CA/22A3: 08    Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete)
CA/22A5: D5        Set vehicle/entity's position to (36, 39)
CA/22A8: CE        Turn vehicle/entity down
CA/22A9: C1        Set vehicle/entity's event speed to slow
CA/22AA: FF        End queue
CA/22AB: 96    Restore screen from fade
CA/22AC: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long 
CA/22AE: 8E        Move vehicle/entity down 4 tiles
CA/22AF: CD        Turn vehicle/entity right
CA/22B0: FF        End queue
CA/22B1: 07    Begin action queue for character $07 (Actor in stot 7), 12 bytes long 
CA/22B3: 8A        Move vehicle/entity down 3 tiles
CA/22B4: C0        Set vehicle/entity's event speed to slowest
CA/22B5: 82        Move vehicle/entity down 1 tile
CA/22B6: 00        Do vehicle/entity graphical action $00 
CA/22B7: E0        Pause for 4 * 1 (4) frames
CA/22B9: 01        Do vehicle/entity graphical action $01 
CA/22BA: E0        Pause for 4 * 1 (4) frames
CA/22BC: FC        Branch 6 bytes backwards ($CA22B6)
CA/22BE: FF        End queue
CA/22BF: 95    Pause for 120 units
CA/22C0: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete)
CA/22C2: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/22C3: C7        Set vehicle/entity to stay still when moving
CA/22C4: C1        Set vehicle/entity's event speed to slow
CA/22C5: 88        Move vehicle/entity up 3 tiles
CA/22C6: C6        Set vehicle/entity to walk when moving
CA/22C7: FF        End queue
CA/22C8: 08    Begin action queue for character $08 (Actor in stot 8), 9 bytes long (Wait until complete)
CA/22CA: 1F        Do vehicle/entity graphical action $1F 
CA/22CB: E0        Pause for 4 * 2 (8) frames
CA/22CD: C3        Set vehicle/entity's event speed to fast
CA/22CE: 88        Move vehicle/entity up 3 tiles
CA/22CF: 17        Do vehicle/entity graphical action $17 
CA/22D0: C7        Set vehicle/entity to stay still when moving
CA/22D1: C1        Set vehicle/entity's event speed to slow
CA/22D2: FF        End queue
CA/22D3: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CA/22D5: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/22D6: FF        End queue
CA/22D7: 4B    Display dialogue message $0BFE, wait for button press (Show text only) (At bottom of screen)
               
               RELM: Grandpa!
               Stop goofing around!! 
CA/22DA: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete)
CA/22DC: C6        Set vehicle/entity to walk when moving
CA/22DD: 80        Move vehicle/entity up 1 tile
CA/22DE: CD        Turn vehicle/entity right
CA/22DF: E0        Pause for 4 * 3 (12) frames
CA/22E1: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/22E2: FF        End queue
CA/22E3: 93    Pause for 45 units
CA/22E4: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CA/22E6: DC        Make vehicle/entity jump (low)
CA/22E7: CE        Turn vehicle/entity down
CA/22E8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/22E9: 20        Do vehicle/entity graphical action $20 
CA/22EA: FF        End queue
CA/22EB: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CA/22ED: 20        Do vehicle/entity graphical action $20 
CA/22EE: FF        End queue
CA/22EF: 4B    Display dialogue message $0BFF, wait for button press (Show text only) (At bottom of screen)
               STRAGO: Sorry, dear
               RELM: If I hear even a peep out of you, I'm gonna draw your portrait! 
CA/22F2: 07    Begin action queue for character $07 (Actor in stot 7), 12 bytes long 
CA/22F4: DC        Make vehicle/entity jump (low)
CA/22F5: 1F        Do vehicle/entity graphical action $1F 
CA/22F6: 80        Move vehicle/entity up 1 tile
CA/22F7: CE        Turn vehicle/entity down
CA/22F8: E0        Pause for 4 * 1 (4) frames
CA/22FA: 1F        Do vehicle/entity graphical action $1F 
CA/22FB: E0        Pause for 4 * 1 (4) frames
CA/22FD: FC        Branch 6 bytes backwards ($CA22F7)
CA/22FF: FF        End queue
CA/2300: 4B    Display dialogue message $0C00, wait for button press (Show text only) (At bottom of screen)
               
               STRAGO: No!
               Anything but that! 
CA/2303: 08    Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete)
CA/2305: 80        Move vehicle/entity up 1 tile
CA/2306: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2307: E0        Pause for 4 * 8 (32) frames
CA/2309: 20        Do vehicle/entity graphical action $20 
CA/230A: FF        End queue
CA/230B: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete)
CA/230D: DC        Make vehicle/entity jump (low)
CA/230E: CE        Turn vehicle/entity down
CA/230F: FF        End queue
CA/2310: 08    Begin action queue for character $08 (Actor in stot 8), 9 bytes long 
CA/2312: E0        Pause for 4 * 13 (52) frames
CA/2314: C1        Set vehicle/entity's event speed to slow
CA/2315: 82        Move vehicle/entity down 1 tile
CA/2316: E0        Pause for 4 * 10 (40) frames
CA/2318: FC        Branch 3 bytes backwards ($CA2315)
CA/231A: FF        End queue
CA/231B: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CA/231D: FC        Branch 11 bytes backwards ($CA2312)
CA/231F: FF        End queue
CA/2320: 4B    Display dialogue message $0C01, wait for button press (Show text only) (At bottom of screen)
               RELM:   but you know
               Just once I'd really like to do a portrait of youon canvas, of course! 
CA/2323: 91    Pause for 15 units
CA/2324: 4B    Display dialogue message $0C02, wait for button press (Show text only) (At bottom of screen)
               
               STRAGO: RELM!
               How can you be thinking about pictures at a time like this?! 
CA/2327: 92    Pause for 30 units
CA/2328: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA23E5
CA/232E: 3D    Create object $09
CA/2330: 41    Show object $09
CA/2332: 3D    Create object $06
CA/2334: 41    Show object $06
CA/2336: 3D    Create object $04
CA/2338: 41    Show object $04
CA/233A: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/233C: D5        Set vehicle/entity's position to (36, 36)
CA/233F: C3        Set vehicle/entity's event speed to fast
CA/2340: FF        End queue
CA/2341: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/2343: D5        Set vehicle/entity's position to (36, 36)
CA/2346: C3        Set vehicle/entity's event speed to fast
CA/2347: FF        End queue
CA/2348: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/234A: D5        Set vehicle/entity's position to (36, 36)
CA/234D: C3        Set vehicle/entity's event speed to fast
CA/234E: FF        End queue
CA/234F: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete)
CA/2351: D5        Set vehicle/entity's position to (36, 36)
CA/2354: FF        End queue
CA/2355: 96    Restore screen from fade
CA/2356: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete)
CA/2358: C3        Set vehicle/entity's event speed to fast
CA/2359: 86        Move vehicle/entity down 2 tiles
CA/235A: FF        End queue
CA/235B: 06    Begin action queue for character $06 (Actor in stot 6), 16 bytes long 
CA/235D: E0        Pause for 4 * 36 (144) frames
CA/235F: 8A        Move vehicle/entity down 3 tiles
CA/2360: C2        Set vehicle/entity's event speed to normal
CA/2361: DC        Make vehicle/entity jump (low)
CA/2362: A1        Move vehicle/entity right/down 1x1 tiles
CA/2363: 82        Move vehicle/entity down 1 tile
CA/2364: DC        Make vehicle/entity jump (low)
CA/2365: A2        Move vehicle/entity left/down 1x1 tiles
CA/2366: C3        Set vehicle/entity's event speed to fast
CA/2367: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/2368: E0        Pause for 4 * 40 (160) frames
CA/236A: 8A        Move vehicle/entity down 3 tiles
CA/236B: D1        Make vehicle/entity disappear
CA/236C: FF        End queue
CA/236D: B2    Call subroutine $CA23EC
CA/2371: 4B    Display dialogue message $0C08, wait for button press (Show text only) (At bottom of screen)
               
               RELM: I won't be done in by an older woman! 
CA/2374: 92    Pause for 30 units
CA/2375: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/2377: FC        Branch 26 bytes backwards ($CA235D)
CA/2379: FF        End queue
CA/237A: B2    Call subroutine $CA23EC
CA/237E: 4B    Display dialogue message $0C09, wait for button press (Show text only) (At bottom of screen)
               
               RELM: Wait a minute,
               lover boy! 
CA/2381: 92    Pause for 30 units
CA/2382: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/2384: FC        Branch 13 bytes backwards ($CA2377)
CA/2386: FF        End queue
CA/2387: B2    Call subroutine $CA23EC
CA/238B: 4B    Display dialogue message $0C0A, wait for button press (Show text only) (At bottom of screen)
               
               RELM: You can't just throw me aside! 
CA/238E: 92    Pause for 30 units
CA/238F: 08    Begin action queue for character $08 (Actor in stot 8), 12 bytes long 
CA/2391: C6        Set vehicle/entity to walk when moving
CA/2392: 82        Move vehicle/entity down 1 tile
CA/2393: C8        Set object layering priority to 2 (low nibble 2)
CA/2395: DC        Make vehicle/entity jump (low)
CA/2396: CE        Turn vehicle/entity down
CA/2397: 19        Do vehicle/entity graphical action $19 
CA/2398: E0        Pause for 4 * 8 (32) frames
CA/239A: FC        Branch 5 bytes backwards ($CA2395)
CA/239C: FF        End queue
CA/239D: 4B    Display dialogue message $0C0B, wait for button press (Show text only) (At bottom of screen)
               
               RELM: How about a nice portrait for you, hmm?! 
CA/23A0: 41    Show object $06
CA/23A2: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/23A4: 1F        Do vehicle/entity graphical action $1F 
CA/23A5: C7        Set vehicle/entity to stay still when moving
CA/23A6: C1        Set vehicle/entity's event speed to slow
CA/23A7: 90        Move vehicle/entity up 5 tiles
CA/23A8: FF        End queue
CA/23A9: 92    Pause for 30 units
CA/23AA: 41    Show object $04
CA/23AC: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/23AE: 1F        Do vehicle/entity graphical action $1F 
CA/23AF: C7        Set vehicle/entity to stay still when moving
CA/23B0: C1        Set vehicle/entity's event speed to slow
CA/23B1: 8C        Move vehicle/entity up 4 tiles
CA/23B2: FF        End queue
CA/23B3: 92    Pause for 30 units
CA/23B4: 41    Show object $09
CA/23B6: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/23B8: 1F        Do vehicle/entity graphical action $1F 
CA/23B9: C7        Set vehicle/entity to stay still when moving
CA/23BA: C1        Set vehicle/entity's event speed to slow
CA/23BB: 88        Move vehicle/entity up 3 tiles
CA/23BC: FF        End queue
CA/23BD: 08    Begin action queue for character $08 (Actor in stot 8), 6 bytes long 
CA/23BF: C8        Set object layering priority to 0 (low nibble 0)
CA/23C1: C3        Set vehicle/entity's event speed to fast
CA/23C2: 96        Move vehicle/entity down 6 tiles
CA/23C3: D1        Make vehicle/entity disappear
CA/23C4: FF        End queue
CA/23C5: B4    Pause for 6 units
CA/23C7: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/23C9: C3        Set vehicle/entity's event speed to fast
CA/23CA: 0B        Do vehicle/entity graphical action $0B 
CA/23CB: A0        Move vehicle/entity right/up 1x1 tiles
CA/23CC: E0        Pause for 4 * 1 (4) frames
CA/23CE: 82        Move vehicle/entity down 1 tile
CA/23CF: 28        Do vehicle/entity graphical action $28 
CA/23D0: C6        Set vehicle/entity to walk when moving
CA/23D1: FF        End queue
CA/23D2: B4    Pause for 6 units
CA/23D4: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long 
CA/23D6: C3        Set vehicle/entity's event speed to fast
CA/23D7: 0B        Do vehicle/entity graphical action $0B 
CA/23D8: A3        Move vehicle/entity left/up 1x1 tiles
CA/23D9: FC        Branch 13 bytes backwards ($CA23CC)
CA/23DB: FF        End queue
CA/23DC: B4    Pause for 6 units
CA/23DE: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/23E0: FC        Branch 23 bytes backwards ($CA23C9)
CA/23E2: FF        End queue
CA/23E3: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CA/23E5: 97    Fade screen to black
CA/23E6: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2446
CA/23EC: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CA/23EE: C3        Set vehicle/entity's event speed to fast
CA/23EF: 86        Move vehicle/entity down 2 tiles
CA/23F0: C1        Set vehicle/entity's event speed to slow
CA/23F1: 82        Move vehicle/entity down 1 tile
CA/23F2: FF        End queue
CA/23F3: B0    Execute the following commands until $B1 10 times
CA/23F5: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CA/23F7: 00            Do vehicle/entity graphical action $00 
CA/23F8: FF            End queue
CA/23F9: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CA/23FB: 01            Do vehicle/entity graphical action $01 
CA/23FC: FF            End queue
CA/23FD: B1        End block of repeating commands
CA/23FE: 08    Begin action queue for character $08 (Actor in stot 8), 13 bytes long (Wait until complete)
CA/2400: 1F        Do vehicle/entity graphical action $1F 
CA/2401: E0        Pause for 4 * 2 (8) frames
CA/2403: 28        Do vehicle/entity graphical action $28 
CA/2404: C7        Set vehicle/entity to stay still when moving
CA/2405: C1        Set vehicle/entity's event speed to slow
CA/2406: 88        Move vehicle/entity up 3 tiles
CA/2407: CE        Turn vehicle/entity down
CA/2408: E0        Pause for 4 * 2 (8) frames
CA/240A: 18        Do vehicle/entity graphical action $18 
CA/240B: C6        Set vehicle/entity to walk when moving
CA/240C: FF        End queue
CA/240D: FE    Return

CA/240E: E7    Unknown command, parameter $08
CA/2410: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/2412: 6B    Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up
CA/2418: 3E    Delete object $15
CA/241A: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/241C: 83        Move vehicle/entity left 1 tile
CA/241D: FC        Branch 1 bytes backwards ($CA241C)
CA/241F: FF        End queue
CA/2420: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/2422: FC        Branch 5 bytes backwards ($CA241D)
CA/2424: FF        End queue
CA/2425: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/2427: FC        Branch 5 bytes backwards ($CA2422)
CA/2429: FF        End queue
CA/242A: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/242C: FC        Branch 5 bytes backwards ($CA2427)
CA/242E: FF        End queue
CA/242F: 61    Colorize color range [$04, $77] to color $07
CA/2433: B0    Execute the following commands until $B1 4 times
CA/2435: 50        Tint screen (cumulative) with color $9F
CA/2437: B1        End block of repeating commands
CA/2438: 96    Restore screen from fade
CA/2439: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/243B: C0        Set vehicle/entity's event speed to slowest
CA/243C: 9F        Move vehicle/entity left 8 tiles
CA/243D: 9F        Move vehicle/entity left 8 tiles
CA/243E: 9F        Move vehicle/entity left 8 tiles
CA/243F: 8F        Move vehicle/entity left 4 tiles
CA/2440: FF        End queue
CA/2441: B5    Pause for 15 * 110 (1650) units
CA/2443: 97    Fade screen to black
CA/2444: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/2446: 5C    Pause execution until fade in or fade out is complete
CA/2447: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2449: B2    Call subroutine $CAC97C
CA/244D: F9    Pause execution until the music passes through predetermined point $0B
CA/244F: BA    Play ending cinematic $28
CA/2451: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA257A
CA/2457: E7    Unknown command, parameter $03
CA/2459: 6B    Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (53, 42), facing up
CA/245F: 61    Colorize color range [$04, $FF] to color $07
CA/2463: 3D    Create object $03
CA/2465: 41    Show object $03
CA/2467: 3D    Create object $06
CA/2469: 41    Show object $06
CA/246B: 3D    Create object $04
CA/246D: 41    Show object $04
CA/246F: 3D    Create object $09
CA/2471: 41    Show object $09
CA/2473: B2    Call subroutine $CAC819
CA/2477: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CA/2479: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/247B: D5        Set vehicle/entity's position to (57, 45)
CA/247E: C3        Set vehicle/entity's event speed to fast
CA/247F: FF        End queue
CA/2480: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/2482: FC        Branch 7 bytes backwards ($CA247B)
CA/2484: FF        End queue
CA/2485: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/2487: FC        Branch 5 bytes backwards ($CA2482)
CA/2489: FF        End queue
CA/248A: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete)
CA/248C: FC        Branch 5 bytes backwards ($CA2487)
CA/248E: FF        End queue
CA/248F: 96    Restore screen from fade
CA/2490: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long 
CA/2492: 80        Move vehicle/entity up 1 tile
CA/2493: AB        Move vehicle/entity left/up 1x2 tiles
CA/2494: A3        Move vehicle/entity left/up 1x1 tiles
CA/2495: A3        Move vehicle/entity left/up 1x1 tiles
CA/2496: 97        Move vehicle/entity left 6 tiles
CA/2497: 8C        Move vehicle/entity up 4 tiles
CA/2498: D1        Make vehicle/entity disappear
CA/2499: FF        End queue
CA/249A: 91    Pause for 15 units
CA/249B: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/249D: FC        Branch 11 bytes backwards ($CA2492)
CA/249F: FF        End queue
CA/24A0: 91    Pause for 15 units
CA/24A1: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/24A3: FC        Branch 6 bytes backwards ($CA249D)
CA/24A5: FF        End queue
CA/24A6: 93    Pause for 45 units
CA/24A7: 73    Replace current map's Layer 1 at (47, 36) with the following (2 x 3) chunk, refresh immediately
CA/24AC:       $08, $09
CA/24AE:       $0A, $18
CA/24B0:       $19, $1A
CA/24B2: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CA/24B4: 80        Move vehicle/entity up 1 tile
CA/24B5: AB        Move vehicle/entity left/up 1x2 tiles
CA/24B6: A3        Move vehicle/entity left/up 1x1 tiles
CA/24B7: A3        Move vehicle/entity left/up 1x1 tiles
CA/24B8: 93        Move vehicle/entity left 5 tiles
CA/24B9: FF        End queue
CA/24BA: 91    Pause for 15 units
CA/24BB: 03    Begin action queue for character $03 (Actor in stot 3), 11 bytes long (Wait until complete)
CA/24BD: 80        Move vehicle/entity up 1 tile
CA/24BE: AB        Move vehicle/entity left/up 1x2 tiles
CA/24BF: A3        Move vehicle/entity left/up 1x1 tiles
CA/24C0: A3        Move vehicle/entity left/up 1x1 tiles
CA/24C1: 83        Move vehicle/entity left 1 tile
CA/24C2: 22        Do vehicle/entity graphical action $22 
CA/24C3: E0        Pause for 4 * 10 (40) frames
CA/24C5: 98        Move vehicle/entity up 7 tiles
CA/24C6: 81        Move vehicle/entity right 1 tile
CA/24C7: FF        End queue
CA/24C8: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/24CA: C2        Set vehicle/entity's event speed to normal
CA/24CB: 90        Move vehicle/entity up 5 tiles
CA/24CC: C1        Set vehicle/entity's event speed to slow
CA/24CD: 80        Move vehicle/entity up 1 tile
CA/24CE: FF        End queue
CA/24CF: 14    Begin action queue for character $14 (NPC $14), 15 bytes long 
CA/24D1: 81        Move vehicle/entity right 1 tile
CA/24D2: E0        Pause for 4 * 4 (16) frames
CA/24D4: 89        Move vehicle/entity right 3 tiles
CA/24D5: 98        Move vehicle/entity up 7 tiles
CA/24D6: CD        Turn vehicle/entity right
CA/24D7: 46        Do vehicle/entity graphical action $06, flipped horizontally
CA/24D8: E0        Pause for 4 * 1 (4) frames
CA/24DA: 47        Do vehicle/entity graphical action $07, flipped horizontally
CA/24DB: E0        Pause for 4 * 1 (4) frames
CA/24DD: FC        Branch 6 bytes backwards ($CA24D7)
CA/24DF: FF        End queue
CA/24E0: B5    Pause for 15 * 4 (60) units
CA/24E2: 03    Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete)
CA/24E4: CF        Turn vehicle/entity left
CA/24E5: E0        Pause for 4 * 8 (32) frames
CA/24E7: 22        Do vehicle/entity graphical action $22 
CA/24E8: E0        Pause for 4 * 4 (16) frames
CA/24EA: CE        Turn vehicle/entity down
CA/24EB: FF        End queue
CA/24EC: B0    Execute the following commands until $B1 3 times
CA/24EE: 03        Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CA/24F0: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/24F1: FF            End queue
CA/24F2: 91        Pause for 15 units
CA/24F3: 03        Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CA/24F5: 23            Do vehicle/entity graphical action $23 
CA/24F6: FF            End queue
CA/24F7: 91        Pause for 15 units
CA/24F8: B1        End block of repeating commands
CA/24F9: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/24FB: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CA/24FD: C2        Set vehicle/entity's event speed to normal
CA/24FE: 83        Move vehicle/entity left 1 tile
CA/24FF: CE        Turn vehicle/entity down
CA/2500: FF        End queue
CA/2501: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/2503: C2        Set vehicle/entity's event speed to normal
CA/2504: 82        Move vehicle/entity down 1 tile
CA/2505: CC        Turn vehicle/entity up
CA/2506: FF        End queue
CA/2507: 91    Pause for 15 units
CA/2508: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CA/250A: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/250B: E0        Pause for 4 * 2 (8) frames
CA/250D: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/250E: FF        End queue
CA/250F: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CA/2511: C7        Set vehicle/entity to stay still when moving
CA/2512: C3        Set vehicle/entity's event speed to fast
CA/2513: 82        Move vehicle/entity down 1 tile
CA/2514: C1        Set vehicle/entity's event speed to slow
CA/2515: 82        Move vehicle/entity down 1 tile
CA/2516: FF        End queue
CA/2517: 91    Pause for 15 units
CA/2518: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CA/251A: 1A        Do vehicle/entity graphical action $1A 
CA/251B: E0        Pause for 4 * 4 (16) frames
CA/251D: 19        Do vehicle/entity graphical action $19 
CA/251E: FF        End queue
CA/251F: 4B    Display dialogue message $0C03, wait for button press (Show text only) (At bottom of screen)
               
               SHADOW: Interceptor!
               Get going! 
CA/2522: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CA/2524: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/2525: FF        End queue
CA/2526: 91    Pause for 15 units
CA/2527: 14    Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete)
CA/2529: C6        Set vehicle/entity to walk when moving
CA/252A: C2        Set vehicle/entity's event speed to normal
CA/252B: 82        Move vehicle/entity down 1 tile
CA/252C: E0        Pause for 4 * 10 (40) frames
CA/252E: C3        Set vehicle/entity's event speed to fast
CA/252F: 84        Move vehicle/entity up 2 tiles
CA/2530: FF        End queue
CA/2531: 94    Pause for 60 units
CA/2532: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CA/2534: 20        Do vehicle/entity graphical action $20 
CA/2535: E0        Pause for 4 * 8 (32) frames
CA/2537: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2538: FF        End queue
CA/2539: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CA/253B: C0        Set vehicle/entity's event speed to slowest
CA/253C: 80        Move vehicle/entity up 1 tile
CA/253D: FF        End queue
CA/253E: 92    Pause for 30 units
CA/253F: 4B    Display dialogue message $0C05, wait for button press (Show text only) (At bottom of screen)
               
               SHADOW: Stay well 
CA/2542: 94    Pause for 60 units
CA/2543: 03    Begin action queue for character $03 (Actor in stot 3), 20 bytes long 
CA/2545: CE        Turn vehicle/entity down
CA/2546: E0        Pause for 4 * 10 (40) frames
CA/2548: C3        Set vehicle/entity's event speed to fast
CA/2549: A0        Move vehicle/entity right/up 1x1 tiles
CA/254A: A0        Move vehicle/entity right/up 1x1 tiles
CA/254B: A0        Move vehicle/entity right/up 1x1 tiles
CA/254C: 9C        Move vehicle/entity up 8 tiles
CA/254D: CF        Turn vehicle/entity left
CA/254E: E0        Pause for 4 * 12 (48) frames
CA/2550: 22        Do vehicle/entity graphical action $22 
CA/2551: C7        Set vehicle/entity to stay still when moving
CA/2552: E0        Pause for 4 * 13 (52) frames
CA/2554: C1        Set vehicle/entity's event speed to slow
CA/2555: 81        Move vehicle/entity right 1 tile
CA/2556: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2557: C6        Set vehicle/entity to walk when moving
CA/2558: FF        End queue
CA/2559: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CA/255B: C2        Set vehicle/entity's event speed to normal
CA/255C: 9C        Move vehicle/entity up 8 tiles
CA/255D: 84        Move vehicle/entity up 2 tiles
CA/255E: C1        Set vehicle/entity's event speed to slow
CA/255F: 80        Move vehicle/entity up 1 tile
CA/2560: FF        End queue
CA/2561: 35    Pause execution until action queue for object $03 (Actor in stot 3) is complete
CA/2563: 4B    Display dialogue message $0C04, wait for button press (Show text only) (At bottom of screen)
               SHADOW: Baram!
               I'm going to stop running.
               I'm going to begin all over again 
CA/2566: 58    Shake screen ($F9): 
               (Intensity: 1)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/2568: 93    Pause for 45 units
CA/2569: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/256B: 93    Pause for 45 units
CA/256C: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/256E: 92    Pause for 30 units
CA/256F: 5A    Fade screen at speed $08
CA/2571: 5C    Pause execution until fade in or fade out is complete
CA/2572: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/2574: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA25B8
CA/257A: E7    Unknown command, parameter $03
CA/257C: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/257E: 6B    Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up
CA/2584: 3E    Delete object $15
CA/2586: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/2588: 83        Move vehicle/entity left 1 tile
CA/2589: FC        Branch 1 bytes backwards ($CA2588)
CA/258B: FF        End queue
CA/258C: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/258E: FC        Branch 5 bytes backwards ($CA2589)
CA/2590: FF        End queue
CA/2591: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/2593: FC        Branch 5 bytes backwards ($CA258E)
CA/2595: FF        End queue
CA/2596: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/2598: FC        Branch 5 bytes backwards ($CA2593)
CA/259A: FF        End queue
CA/259B: 61    Colorize color range [$04, $77] to color $07
CA/259F: B0    Execute the following commands until $B1 4 times
CA/25A1: 50        Tint screen (cumulative) with color $9F
CA/25A3: B1        End block of repeating commands
CA/25A4: 96    Restore screen from fade
CA/25A5: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/25A7: C0        Set vehicle/entity's event speed to slowest
CA/25A8: 9F        Move vehicle/entity left 8 tiles
CA/25A9: 9F        Move vehicle/entity left 8 tiles
CA/25AA: 9F        Move vehicle/entity left 8 tiles
CA/25AB: 97        Move vehicle/entity left 6 tiles
CA/25AC: FF        End queue
CA/25AD: B5    Pause for 15 * 116 (1740) units
CA/25AF: B0    Execute the following commands until $B1 29 times
CA/25B1: 50        Tint screen (cumulative) with color $9F
CA/25B3: B1        End block of repeating commands
CA/25B4: 95    Pause for 120 units
CA/25B5: 97    Fade screen to black
CA/25B6: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/25B8: 5C    Pause execution until fade in or fade out is complete
CA/25B9: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/25BB: B2    Call subroutine $CAC97C
CA/25BF: F9    Pause execution until the music passes through predetermined point $0C
CA/25C1: BA    Play ending cinematic $78
CA/25C3: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA267F
CA/25C9: E7    Unknown command, parameter $07
CA/25CB: 6B    Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (11, 19), facing up
CA/25D1: 60    Change background layer $0E to palette $0C
CA/25D4: 61    Colorize color range [$04, $FF] to color $07
CA/25D8: 3D    Create object $07
CA/25DA: 41    Show object $07
CA/25DC: 3D    Create object $08
CA/25DE: 41    Show object $08
CA/25E0: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CA/25E2: D5        Set vehicle/entity's position to (7, 23)
CA/25E5: C3        Set vehicle/entity's event speed to fast
CA/25E6: FF        End queue
CA/25E7: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete)
CA/25E9: FC        Branch 7 bytes backwards ($CA25E2)
CA/25EB: FF        End queue
CA/25EC: 78    Enable ability to pass through other objects for object $07 (STRAGO)
CA/25EE: 78    Enable ability to pass through other objects for object $08 (RELM  )
CA/25F0: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CA/25F2: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/25F4: 96    Restore screen from fade
CA/25F5: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/25F7: C1        Set vehicle/entity's event speed to slow
CA/25F8: 84        Move vehicle/entity up 2 tiles
CA/25F9: FF        End queue
CA/25FA: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/25FC: 94        Move vehicle/entity up 6 tiles
CA/25FD: 99        Move vehicle/entity right 7 tiles
CA/25FE: 80        Move vehicle/entity up 1 tile
CA/25FF: 1B        Do vehicle/entity graphical action $1B 
CA/2600: FF        End queue
CA/2601: 92    Pause for 30 units
CA/2602: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete)
CA/2604: 94        Move vehicle/entity up 6 tiles
CA/2605: 89        Move vehicle/entity right 3 tiles
CA/2606: FF        End queue
CA/2607: 93    Pause for 45 units
CA/2608: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete)
CA/260A: CF        Turn vehicle/entity left
CA/260B: E0        Pause for 4 * 8 (32) frames
CA/260D: C7        Set vehicle/entity to stay still when moving
CA/260E: C2        Set vehicle/entity's event speed to normal
CA/260F: FF        End queue
CA/2610: B0    Execute the following commands until $B1 4 times
CA/2612: 07        Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CA/2614: DD            Make vehicle/entity jump (high)
CA/2615: CC            Turn vehicle/entity up
CA/2616: 1B            Do vehicle/entity graphical action $1B 
CA/2617: FF            End queue
CA/2618: 92        Pause for 30 units
CA/2619: B1        End block of repeating commands
CA/261A: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/261C: AB        Move vehicle/entity left/up 1x2 tiles
CA/261D: AB        Move vehicle/entity left/up 1x2 tiles
CA/261E: A3        Move vehicle/entity left/up 1x1 tiles
CA/261F: FF        End queue
CA/2620: 92    Pause for 30 units
CA/2621: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CA/2623: 18        Do vehicle/entity graphical action $18 
CA/2624: FF        End queue
CA/2625: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2627: 4B    Display dialogue message $0C06, wait for button press (Show text only) (At bottom of screen)
               
               STRAGO: NoNO!!!!
               A kid like me doesn't know the meaning of defeat! 
CA/262A: 94    Pause for 60 units
CA/262B: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/262D: C2        Set vehicle/entity's event speed to normal
CA/262E: 98        Move vehicle/entity up 7 tiles
CA/262F: FF        End queue
CA/2630: 07    Begin action queue for character $07 (Actor in stot 7), 22 bytes long (Wait until complete)
CA/2632: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2633: E0        Pause for 4 * 4 (16) frames
CA/2635: 17        Do vehicle/entity graphical action $17 
CA/2636: DC        Make vehicle/entity jump (low)
CA/2637: 80        Move vehicle/entity up 1 tile
CA/2638: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2639: E0        Pause for 4 * 3 (12) frames
CA/263B: 17        Do vehicle/entity graphical action $17 
CA/263C: DD        Make vehicle/entity jump (high)
CA/263D: AB        Move vehicle/entity left/up 1x2 tiles
CA/263E: 17        Do vehicle/entity graphical action $17 
CA/263F: DD        Make vehicle/entity jump (high)
CA/2640: AB        Move vehicle/entity left/up 1x2 tiles
CA/2641: DC        Make vehicle/entity jump (low)
CA/2642: A3        Move vehicle/entity left/up 1x1 tiles
CA/2643: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2644: E0        Pause for 4 * 6 (24) frames
CA/2646: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2647: FF        End queue
CA/2648: 08    Begin action queue for character $08 (Actor in stot 8), 9 bytes long (Wait until complete)
CA/264A: C8        Set object layering priority to 2 (low nibble 2)
CA/264C: C2        Set vehicle/entity's event speed to normal
CA/264D: DD        Make vehicle/entity jump (high)
CA/264E: A4        Move vehicle/entity right/up 1x2 tiles
CA/264F: DD        Make vehicle/entity jump (high)
CA/2650: 84        Move vehicle/entity up 2 tiles
CA/2651: 84        Move vehicle/entity up 2 tiles
CA/2652: FF        End queue
CA/2653: B0    Execute the following commands until $B1 2 times
CA/2655: 07        Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CA/2657: DD            Make vehicle/entity jump (high)
CA/2658: CC            Turn vehicle/entity up
CA/2659: 1B            Do vehicle/entity graphical action $1B 
CA/265A: FF            End queue
CA/265B: 92        Pause for 30 units
CA/265C: B1        End block of repeating commands
CA/265D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/265F: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CA/2661: C3        Set vehicle/entity's event speed to fast
CA/2662: 88        Move vehicle/entity up 3 tiles
CA/2663: 19        Do vehicle/entity graphical action $19 
CA/2664: FF        End queue
CA/2665: 4B    Display dialogue message $0C07, wait for button press (Show text only) (At bottom of screen)
               
               STRAGO: Gotcha!! 
CA/2668: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CA/266A: C1        Set vehicle/entity's event speed to slow
CA/266B: 8A        Move vehicle/entity down 3 tiles
CA/266C: C6        Set vehicle/entity to walk when moving
CA/266D: FF        End queue
CA/266E: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/2670: 8A        Move vehicle/entity down 3 tiles
CA/2671: FF        End queue
CA/2672: 94    Pause for 60 units
CA/2673: 97    Fade screen to black
CA/2674: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete)
CA/2676: C8        Set object layering priority to 0 (low nibble 0)
CA/2678: FF        End queue
CA/2679: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA26B6
CA/267F: E7    Unknown command, parameter $07
CA/2681: D2    Set event bit $1E80($1C6) [$1EB8, bit 6]
CA/2683: 6B    Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up
CA/2689: 3E    Delete object $15
CA/268B: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/268D: 83        Move vehicle/entity left 1 tile
CA/268E: FC        Branch 1 bytes backwards ($CA268D)
CA/2690: FF        End queue
CA/2691: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/2693: FC        Branch 5 bytes backwards ($CA268E)
CA/2695: FF        End queue
CA/2696: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/2698: FC        Branch 5 bytes backwards ($CA2693)
CA/269A: FF        End queue
CA/269B: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/269D: FC        Branch 5 bytes backwards ($CA2698)
CA/269F: FF        End queue
CA/26A0: 61    Colorize color range [$04, $77] to color $07
CA/26A4: B0    Execute the following commands until $B1 6 times
CA/26A6: 50        Tint screen (cumulative) with color $9F
CA/26A8: B1        End block of repeating commands
CA/26A9: 96    Restore screen from fade
CA/26AA: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/26AC: C0        Set vehicle/entity's event speed to slowest
CA/26AD: 9F        Move vehicle/entity left 8 tiles
CA/26AE: 9F        Move vehicle/entity left 8 tiles
CA/26AF: 83        Move vehicle/entity left 1 tile
CA/26B0: FF        End queue
CA/26B1: B5    Pause for 15 * 72 (1080) units
CA/26B3: 97    Fade screen to black
CA/26B4: D3    Clear event bit $1E80($1C6) [$1EB8, bit 6]
CA/26B6: 5C    Pause execution until fade in or fade out is complete
CA/26B7: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/26B9: D7    Clear event bit $1E80($3A0) [$1EF4, bit 0]
CA/26BB: BA    Play ending cinematic $4A
CA/26BD: 6B    Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up
CA/26C3: D5    Clear event bit $1E80($2C0) [$1ED8, bit 0]
CA/26C5: F0    Play song 84 (Ending Theme #2), (high bit clear), full volume
CA/26C7: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/26C9: 95    Pause for 120 units
CA/26CA: B2    Call subroutine $CAF61A
CA/26CE: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/26D1: 46    Make party 1 the current party
CA/26D3: 45    Refresh objects
CA/26D4: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CA/26D6: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (11, 8), facing up
CA/26DC: 38    Hold screen
CA/26DD: 60    Change background layer $0E to palette $08
CA/26E0: 60    Change background layer $0F to palette $1A
CA/26E3: 51    Modify background color range from [60, 6F]: Subtract (Black) at intensity 0
CA/26E7: B0    Execute the following commands until $B1 7 times
CA/26E9: 51        Modify background color range from [63, 63]: Add (Black) at intensity 3
CA/26ED: B1        End block of repeating commands
CA/26EE: B2    Call subroutine $CAC90B
CA/26F2: 3D    Create object $13
CA/26F4: 41    Show object $13
CA/26F6: 5E    Scroll Layer 2, speed 0 x 0
CA/26F9: B2    Call subroutine $CAC9ED
CA/26FD: 42    Hide object $00
CA/26FF: B2    Call subroutine $CAC819
CA/2703: B2    Call subroutine $CA375E
CA/2707: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CA/2709: 8F        Move vehicle/entity left 4 tiles
CA/270A: A9        Move vehicle/entity left/down 2x1 tiles
CA/270B: 87        Move vehicle/entity left 2 tiles
CA/270C: E0        Pause for 4 * 10 (40) frames
CA/270E: CE        Turn vehicle/entity down
CA/270F: E0        Pause for 4 * 1 (4) frames
CA/2711: CD        Turn vehicle/entity right
CA/2712: FF        End queue
CA/2713: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2721
CA/2719: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CA/271B: D5        Set vehicle/entity's position to (21, 7)
CA/271E: C3        Set vehicle/entity's event speed to fast
CA/271F: 8F        Move vehicle/entity left 4 tiles
CA/2720: FF        End queue
CA/2721: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA272F
CA/2727: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long 
CA/2729: D5        Set vehicle/entity's position to (25, 7)
CA/272C: C3        Set vehicle/entity's event speed to fast
CA/272D: 97        Move vehicle/entity left 6 tiles
CA/272E: FF        End queue
CA/272F: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long 
CA/2731: D5        Set vehicle/entity's position to (23, 9)
CA/2734: C3        Set vehicle/entity's event speed to fast
CA/2735: 9F        Move vehicle/entity left 8 tiles
CA/2736: FF        End queue
CA/2737: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA2746
CA/273D: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long 
CA/273F: D5        Set vehicle/entity's position to (23, 8)
CA/2742: C3        Set vehicle/entity's event speed to fast
CA/2743: 8F        Move vehicle/entity left 4 tiles
CA/2744: A3        Move vehicle/entity left/up 1x1 tiles
CA/2745: FF        End queue
CA/2746: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long 
CA/2748: D5        Set vehicle/entity's position to (23, 8)
CA/274B: C3        Set vehicle/entity's event speed to fast
CA/274C: 9B        Move vehicle/entity left 7 tiles
CA/274D: A3        Move vehicle/entity left/up 1x1 tiles
CA/274E: 83        Move vehicle/entity left 1 tile
CA/274F: FF        End queue
CA/2750: 09    Begin action queue for character $09 (Actor in stot 9), 7 bytes long 
CA/2752: D5        Set vehicle/entity's position to (24, 9)
CA/2755: C3        Set vehicle/entity's event speed to fast
CA/2756: 9F        Move vehicle/entity left 8 tiles
CA/2757: A3        Move vehicle/entity left/up 1x1 tiles
CA/2758: FF        End queue
CA/2759: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/275B: C3        Set vehicle/entity's event speed to fast
CA/275C: 91        Move vehicle/entity right 5 tiles
CA/275D: C2        Set vehicle/entity's event speed to normal
CA/275E: 81        Move vehicle/entity right 1 tile
CA/275F: FF        End queue
CA/2760: 96    Restore screen from fade
CA/2761: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CA/2763: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2765: 3D    Create object $10
CA/2767: 41    Show object $10
CA/2769: 3D    Create object $11
CA/276B: 41    Show object $11
CA/276D: 45    Refresh objects
CA/276E: 4B    Display dialogue message $0BD6, wait for button press
               TERRA: Come with me! 
CA/2771: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/2773: 9F        Move vehicle/entity left 8 tiles
CA/2774: FF        End queue
CA/2775: 92    Pause for 30 units
CA/2776: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/2778: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2779: FF        End queue
CA/277A: 92    Pause for 30 units
CA/277B: 42    Hide object $13
CA/277D: 45    Refresh objects
CA/277E: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/2780: D5        Set vehicle/entity's position to (12, 9)
CA/2783: C3        Set vehicle/entity's event speed to fast
CA/2784: FF        End queue
CA/2785: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/2787: D5        Set vehicle/entity's position to (13, 9)
CA/278A: C3        Set vehicle/entity's event speed to fast
CA/278B: FF        End queue
CA/278C: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CA/278E: C3        Set vehicle/entity's event speed to fast
CA/278F: AA        Move vehicle/entity left/up 2x1 tiles
CA/2790: AA        Move vehicle/entity left/up 2x1 tiles
CA/2791: AA        Move vehicle/entity left/up 2x1 tiles
CA/2792: AA        Move vehicle/entity left/up 2x1 tiles
CA/2793: AA        Move vehicle/entity left/up 2x1 tiles
CA/2794: AA        Move vehicle/entity left/up 2x1 tiles
CA/2795: FF        End queue
CA/2796: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/2798: 0F        Do vehicle/entity graphical action $0F 
CA/2799: E0        Pause for 4 * 6 (24) frames
CA/279B: 0A        Do vehicle/entity graphical action $0A 
CA/279C: FF        End queue
CA/279D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/279F: 91    Pause for 15 units
CA/27A0: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/27A2: 92    Pause for 30 units
CA/27A3: 5E    Scroll Layer 2, speed 192 x 0
CA/27A6: 92    Pause for 30 units
CA/27A7: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/27A9: C1        Set vehicle/entity's event speed to slow
CA/27AA: A6        Move vehicle/entity right/down 2x1 tiles
CA/27AB: A6        Move vehicle/entity right/down 2x1 tiles
CA/27AC: FF        End queue
CA/27AD: 91    Pause for 15 units
CA/27AE: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/27B0: 87        Move vehicle/entity left 2 tiles
CA/27B1: CE        Turn vehicle/entity down
CA/27B2: FF        End queue
CA/27B3: 3D    Create object $12
CA/27B5: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/27B7: D5        Set vehicle/entity's position to (13, 8)
CA/27BA: FF        End queue
CA/27BB: 41    Show object $12
CA/27BD: 45    Refresh objects
CA/27BE: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/27C0: CC        Turn vehicle/entity up
CA/27C1: FF        End queue
CA/27C2: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/27C4: C2        Set vehicle/entity's event speed to normal
CA/27C5: 88        Move vehicle/entity up 3 tiles
CA/27C6: FF        End queue
CA/27C7: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/27C9: CC        Turn vehicle/entity up
CA/27CA: FF        End queue
CA/27CB: 4B    Display dialogue message $0BD7, wait for button press (At bottom of screen)
               EDGAR: The last piece of Magicite! 
CA/27CE: 3D    Create object $1C
CA/27D0: 41    Show object $1C
CA/27D2: 42    Hide object $12
CA/27D4: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CA/27D6: 85        Move vehicle/entity right 2 tiles
CA/27D7: D1        Make vehicle/entity disappear
CA/27D8: FF        End queue
CA/27D9: 94    Pause for 60 units
CA/27DA: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/27DC: CE        Turn vehicle/entity down
CA/27DD: E0        Pause for 4 * 8 (32) frames
CA/27DF: CF        Turn vehicle/entity left
CA/27E0: E0        Pause for 4 * 6 (24) frames
CA/27E2: 8F        Move vehicle/entity left 4 tiles
CA/27E3: FF        End queue
CA/27E4: 4B    Display dialogue message $0BD8, wait for button press (At bottom of screen)
               CELES: TERRA!
               It's okay!
               Your power! It's fading 
CA/27E7: 94    Pause for 60 units
CA/27E8: 97    Fade screen to black
CA/27E9: 5C    Pause execution until fade in or fade out is complete
CA/27EA: B2    Call subroutine $CAC97C
CA/27EE: 6B    Load map $0103 (Ending - Falcon flies out of Kefka's tower) instantly, (upper bits $0400), place party at (7, 7), facing up
CA/27F4: 60    Change background layer $0F to palette $14
CA/27F7: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/27F9: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/27FB: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/27FD: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/27FF: 5D    Scroll Layer 1, speed 198 x 0
CA/2802: 5E    Scroll Layer 2, speed 150 x 0
CA/2805: 51    Modify background color range from [09, 09]: Subtract (Black) at intensity 0
CA/2809: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/280B: C4        Set vehicle/entity's event speed to faster
CA/280C: 83        Move vehicle/entity left 1 tile
CA/280D: FC        Branch 1 bytes backwards ($CA280C)
CA/280F: FF        End queue
CA/2810: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/2812: FC        Branch 7 bytes backwards ($CA280B)
CA/2814: FF        End queue
CA/2815: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/2817: FC        Branch 5 bytes backwards ($CA2812)
CA/2819: FF        End queue
CA/281A: 95    Pause for 120 units
CA/281B: 5D    Scroll Layer 1, speed 208 x 0
CA/281E: 94    Pause for 60 units
CA/281F: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/2821: C4        Set vehicle/entity's event speed to faster
CA/2822: AA        Move vehicle/entity left/up 2x1 tiles
CA/2823: FC        Branch 1 bytes backwards ($CA2822)
CA/2825: FF        End queue
CA/2826: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/2828: FC        Branch 7 bytes backwards ($CA2821)
CA/282A: FF        End queue
CA/282B: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/282D: FC        Branch 5 bytes backwards ($CA2828)
CA/282F: FF        End queue
CA/2830: 94    Pause for 60 units
CA/2831: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CA/2833: C3        Set vehicle/entity's event speed to fast
CA/2834: 87        Move vehicle/entity left 2 tiles
CA/2835: C4        Set vehicle/entity's event speed to faster
CA/2836: 83        Move vehicle/entity left 1 tile
CA/2837: C5        Set vehicle/entity's event speed to fastest
CA/2838: 83        Move vehicle/entity left 1 tile
CA/2839: AA        Move vehicle/entity left/up 2x1 tiles
CA/283A: FC        Branch 1 bytes backwards ($CA2839)
CA/283C: FF        End queue
CA/283D: 11    Begin action queue for character $11 (NPC $11), 10 bytes long 
CA/283F: C3        Set vehicle/entity's event speed to fast
CA/2840: 87        Move vehicle/entity left 2 tiles
CA/2841: C4        Set vehicle/entity's event speed to faster
CA/2842: 83        Move vehicle/entity left 1 tile
CA/2843: C5        Set vehicle/entity's event speed to fastest
CA/2844: 83        Move vehicle/entity left 1 tile
CA/2845: AA        Move vehicle/entity left/up 2x1 tiles
CA/2846: FC        Branch 1 bytes backwards ($CA2845)
CA/2848: FF        End queue
CA/2849: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CA/284B: C3        Set vehicle/entity's event speed to fast
CA/284C: 87        Move vehicle/entity left 2 tiles
CA/284D: C4        Set vehicle/entity's event speed to faster
CA/284E: 83        Move vehicle/entity left 1 tile
CA/284F: C5        Set vehicle/entity's event speed to fastest
CA/2850: 83        Move vehicle/entity left 1 tile
CA/2851: AA        Move vehicle/entity left/up 2x1 tiles
CA/2852: FC        Branch 1 bytes backwards ($CA2851)
CA/2854: FF        End queue
CA/2855: 92    Pause for 30 units
CA/2856: 97    Fade screen to black
CA/2857: 5C    Pause execution until fade in or fade out is complete
CA/2858: BA    Play ending cinematic $02
CA/285A: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (8, 8), facing up
CA/2860: 60    Change background layer $06 to palette $1D
CA/2863: 60    Change background layer $0E to palette $08
CA/2866: 3D    Create object $10
CA/2868: 41    Show object $10
CA/286A: 3D    Create object $11
CA/286C: 41    Show object $11
CA/286E: B2    Call subroutine $CAC90B
CA/2872: B2    Call subroutine $CAC9ED
CA/2876: 42    Hide object $00
CA/2878: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/287A: D5        Set vehicle/entity's position to (16, 9)
CA/287D: C3        Set vehicle/entity's event speed to fast
CA/287E: FF        End queue
CA/287F: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/2881: D5        Set vehicle/entity's position to (16, 9)
CA/2884: C3        Set vehicle/entity's event speed to fast
CA/2885: FF        End queue
CA/2886: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/2888: D5        Set vehicle/entity's position to (16, 7)
CA/288B: C3        Set vehicle/entity's event speed to fast
CA/288C: FF        End queue
CA/288D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/288F: C7        Set vehicle/entity to stay still when moving
CA/2890: FF        End queue
CA/2891: B2    Call subroutine $CA375E
CA/2895: 96    Restore screen from fade
CA/2896: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/2898: 80        Move vehicle/entity up 1 tile
CA/2899: 82        Move vehicle/entity down 1 tile
CA/289A: FF        End queue
CA/289B: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long 
CA/289D: 9B        Move vehicle/entity left 7 tiles
CA/289E: A3        Move vehicle/entity left/up 1x1 tiles
CA/289F: 0F        Do vehicle/entity graphical action $0F 
CA/28A0: E0        Pause for 4 * 2 (8) frames
CA/28A2: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/28A3: FF        End queue
CA/28A4: 93    Pause for 45 units
CA/28A5: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/28A7: 97        Move vehicle/entity left 6 tiles
CA/28A8: FF        End queue
CA/28A9: 91    Pause for 15 units
CA/28AA: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/28AC: 93        Move vehicle/entity left 5 tiles
CA/28AD: 0A        Do vehicle/entity graphical action $0A 
CA/28AE: FF        End queue
CA/28AF: B0    Execute the following commands until $B1 13 times
CA/28B1: 53        Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3
CA/28B5: B1        End block of repeating commands
CA/28B6: B0    Execute the following commands until $B1 13 times
CA/28B8: 53        Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3
CA/28BC: B1        End block of repeating commands
CA/28BD: B0    Execute the following commands until $B1 10 times
CA/28BF: 53        Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3
CA/28C3: B1        End block of repeating commands
CA/28C4: 35    Pause execution until action queue for object $09 (Actor in stot 9) is complete
CA/28C6: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/28C8: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/28CA: A6        Move vehicle/entity right/down 2x1 tiles
CA/28CB: A1        Move vehicle/entity right/down 1x1 tiles
CA/28CC: FF        End queue
CA/28CD: 4B    Display dialogue message $0BD9, wait for button press
               CELES: TERRA,
               your strength is going! 
CA/28D0: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/28D2: CE        Turn vehicle/entity down
CA/28D3: FF        End queue
CA/28D4: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/28D6: C2        Set vehicle/entity's event speed to normal
CA/28D7: A1        Move vehicle/entity right/down 1x1 tiles
CA/28D8: C3        Set vehicle/entity's event speed to fast
CA/28D9: A7        Move vehicle/entity right/down 1x2 tiles
CA/28DA: A7        Move vehicle/entity right/down 1x2 tiles
CA/28DB: A7        Move vehicle/entity right/down 1x2 tiles
CA/28DC: FF        End queue
CA/28DD: 92    Pause for 30 units
CA/28DE: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/28E0: A1        Move vehicle/entity right/down 1x1 tiles
CA/28E1: 20        Do vehicle/entity graphical action $20 
CA/28E2: FF        End queue
CA/28E3: 91    Pause for 15 units
CA/28E4: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/28E6: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/28E8: CE        Turn vehicle/entity down
CA/28E9: FF        End queue
CA/28EA: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/28EC: 20        Do vehicle/entity graphical action $20 
CA/28ED: E0        Pause for 4 * 2 (8) frames
CA/28EF: 0F        Do vehicle/entity graphical action $0F 
CA/28F0: E0        Pause for 4 * 1 (4) frames
CA/28F2: 1B        Do vehicle/entity graphical action $1B 
CA/28F3: FF        End queue
CA/28F4: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/28F6: 20        Do vehicle/entity graphical action $20 
CA/28F7: E0        Pause for 4 * 2 (8) frames
CA/28F9: CE        Turn vehicle/entity down
CA/28FA: FF        End queue
CA/28FB: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/28FD: CE        Turn vehicle/entity down
CA/28FE: FF        End queue
CA/28FF: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/2901: 8D        Move vehicle/entity right 4 tiles
CA/2902: 82        Move vehicle/entity down 1 tile
CA/2903: CF        Turn vehicle/entity left
CA/2904: FF        End queue
CA/2905: 91    Pause for 15 units
CA/2906: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/2908: 91    Pause for 15 units
CA/2909: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/290B: C4        Set vehicle/entity's event speed to faster
CA/290C: 99        Move vehicle/entity right 7 tiles
CA/290D: FF        End queue
CA/290E: 91    Pause for 15 units
CA/290F: 97    Fade screen to black
CA/2910: 5C    Pause execution until fade in or fade out is complete
CA/2911: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2913: 6B    Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up
CA/2919: BA    Play ending cinematic $04
CA/291B: B2    Call subroutine $CAC97C
CA/291F: 3D    Create object $00
CA/2921: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/2923: 6B    Load map $009C (Baren Falls, waterfall overlook (including ending)) instantly, (upper bits $0400), place party at (12, 7), facing up
CA/2929: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/292B: 96    Restore screen from fade
CA/292C: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/292E: AA        Move vehicle/entity left/up 2x1 tiles
CA/292F: AA        Move vehicle/entity left/up 2x1 tiles
CA/2930: AA        Move vehicle/entity left/up 2x1 tiles
CA/2931: AA        Move vehicle/entity left/up 2x1 tiles
CA/2932: AA        Move vehicle/entity left/up 2x1 tiles
CA/2933: AA        Move vehicle/entity left/up 2x1 tiles
CA/2934: FF        End queue
CA/2935: 93    Pause for 45 units
CA/2936: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/2938: 80        Move vehicle/entity up 1 tile
CA/2939: FF        End queue
CA/293A: 92    Pause for 30 units
CA/293B: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/293D: CD        Turn vehicle/entity right
CA/293E: E0        Pause for 4 * 6 (24) frames
CA/2940: CC        Turn vehicle/entity up
CA/2941: FF        End queue
CA/2942: 94    Pause for 60 units
CA/2943: 13    Begin action queue for character $13 (NPC $13), 12 bytes long (Wait until complete)
CA/2945: 94        Move vehicle/entity up 6 tiles
CA/2946: DC        Make vehicle/entity jump (low)
CA/2947: CC        Turn vehicle/entity up
CA/2948: E0        Pause for 4 * 4 (16) frames
CA/294A: DC        Make vehicle/entity jump (low)
CA/294B: CC        Turn vehicle/entity up
CA/294C: E0        Pause for 4 * 4 (16) frames
CA/294E: DC        Make vehicle/entity jump (low)
CA/294F: CC        Turn vehicle/entity up
CA/2950: FF        End queue
CA/2951: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/2953: C0        Set vehicle/entity's event speed to slowest
CA/2954: 96        Move vehicle/entity down 6 tiles
CA/2955: FF        End queue
CA/2956: 94    Pause for 60 units
CA/2957: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/2959: CF        Turn vehicle/entity left
CA/295A: FF        End queue
CA/295B: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/295D: CF        Turn vehicle/entity left
CA/295E: FF        End queue
CA/295F: 93    Pause for 45 units
CA/2960: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/2962: C3        Set vehicle/entity's event speed to fast
CA/2963: 9E        Move vehicle/entity down 8 tiles
CA/2964: FF        End queue
CA/2965: 93    Pause for 45 units
CA/2966: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CA/2968: DD        Make vehicle/entity jump (high)
CA/2969: CE        Turn vehicle/entity down
CA/296A: E0        Pause for 4 * 4 (16) frames
CA/296C: 9E        Move vehicle/entity down 8 tiles
CA/296D: 82        Move vehicle/entity down 1 tile
CA/296E: FF        End queue
CA/296F: 92    Pause for 30 units
CA/2970: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/2972: C3        Set vehicle/entity's event speed to fast
CA/2973: 9E        Move vehicle/entity down 8 tiles
CA/2974: 8E        Move vehicle/entity down 4 tiles
CA/2975: FF        End queue
CA/2976: 5A    Fade screen at speed $08
CA/2978: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/297A: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CA/297C: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CA/297E: 5C    Pause execution until fade in or fade out is complete
CA/297F: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/2981: 6B    Load map $00B8 (Mobliz, outdoors (ending)) instantly, (upper bits $0400), place party at (13, 20), facing up
CA/2987: 73    Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately
CA/298C:       $04, $14
CA/298E: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/2990: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/2992: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/2994: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CA/2996: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/2998: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CA/299A: 96    Restore screen from fade
CA/299B: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/299D: C1        Set vehicle/entity's event speed to slow
CA/299E: 8B        Move vehicle/entity left 3 tiles
CA/299F: FF        End queue
CA/29A0: 12    Begin action queue for character $12 (NPC $12), 13 bytes long 
CA/29A2: DC        Make vehicle/entity jump (low)
CA/29A3: CD        Turn vehicle/entity right
CA/29A4: E0        Pause for 4 * 4 (16) frames
CA/29A6: DC        Make vehicle/entity jump (low)
CA/29A7: CD        Turn vehicle/entity right
CA/29A8: E0        Pause for 4 * 4 (16) frames
CA/29AA: DC        Make vehicle/entity jump (low)
CA/29AB: CD        Turn vehicle/entity right
CA/29AC: E0        Pause for 4 * 4 (16) frames
CA/29AE: FF        End queue
CA/29AF: 13    Begin action queue for character $13 (NPC $13), 7 bytes long 
CA/29B1: 9F        Move vehicle/entity left 8 tiles
CA/29B2: A9        Move vehicle/entity left/down 2x1 tiles
CA/29B3: A9        Move vehicle/entity left/down 2x1 tiles
CA/29B4: 8B        Move vehicle/entity left 3 tiles
CA/29B5: 8C        Move vehicle/entity up 4 tiles
CA/29B6: D1        Make vehicle/entity disappear
CA/29B7: FF        End queue
CA/29B8: 92    Pause for 30 units
CA/29B9: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/29BB: 9B        Move vehicle/entity left 7 tiles
CA/29BC: A9        Move vehicle/entity left/down 2x1 tiles
CA/29BD: 8F        Move vehicle/entity left 4 tiles
CA/29BE: CC        Turn vehicle/entity up
CA/29BF: FF        End queue
CA/29C0: 92    Pause for 30 units
CA/29C1: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/29C3: 87        Move vehicle/entity left 2 tiles
CA/29C4: FC        Branch 19 bytes backwards ($CA29B1)
CA/29C6: FF        End queue
CA/29C7: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CA/29C9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/29CB: CE        Turn vehicle/entity down
CA/29CC: FF        End queue
CA/29CD: 94    Pause for 60 units
CA/29CE: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/29D0: DD        Make vehicle/entity jump (high)
CA/29D1: CE        Turn vehicle/entity down
CA/29D2: FF        End queue
CA/29D3: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CA/29D5: DD        Make vehicle/entity jump (high)
CA/29D6: CE        Turn vehicle/entity down
CA/29D7: FF        End queue
CA/29D8: 93    Pause for 45 units
CA/29D9: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/29DB: 82        Move vehicle/entity down 1 tile
CA/29DC: FC        Branch 40 bytes backwards ($CA29B4)
CA/29DE: FF        End queue
CA/29DF: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/29E1: 82        Move vehicle/entity down 1 tile
CA/29E2: FC        Branch 7 bytes backwards ($CA29DB)
CA/29E4: FF        End queue
CA/29E5: 94    Pause for 60 units
CA/29E6: 5A    Fade screen at speed $08
CA/29E8: 5C    Pause execution until fade in or fade out is complete
CA/29E9: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/29EB: D6    Set event bit $1E80($39C) [$1EF3, bit 4]
CA/29ED: 6B    Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (49, 54), facing up
CA/29F3: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/29F5: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/29F7: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/29F9: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/29FB: 3E    Delete object $10
CA/29FD: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/29FF: D5        Set vehicle/entity's position to (52, 60)
CA/2A02: C3        Set vehicle/entity's event speed to fast
CA/2A03: FF        End queue
CA/2A04: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/2A06: FC        Branch 7 bytes backwards ($CA29FF)
CA/2A08: FF        End queue
CA/2A09: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/2A0B: FC        Branch 5 bytes backwards ($CA2A06)
CA/2A0D: FF        End queue
CA/2A0E: 96    Restore screen from fade
CA/2A0F: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/2A11: C1        Set vehicle/entity's event speed to slow
CA/2A12: A3        Move vehicle/entity left/up 1x1 tiles
CA/2A13: A3        Move vehicle/entity left/up 1x1 tiles
CA/2A14: A3        Move vehicle/entity left/up 1x1 tiles
CA/2A15: FF        End queue
CA/2A16: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CA/2A18: 8C        Move vehicle/entity up 4 tiles
CA/2A19: 8B        Move vehicle/entity left 3 tiles
CA/2A1A: 88        Move vehicle/entity up 3 tiles
CA/2A1B: 8F        Move vehicle/entity left 4 tiles
CA/2A1C: 80        Move vehicle/entity up 1 tile
CA/2A1D: CD        Turn vehicle/entity right
CA/2A1E: FF        End queue
CA/2A1F: 92    Pause for 30 units
CA/2A20: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CA/2A22: 8C        Move vehicle/entity up 4 tiles
CA/2A23: 8B        Move vehicle/entity left 3 tiles
CA/2A24: 88        Move vehicle/entity up 3 tiles
CA/2A25: 8B        Move vehicle/entity left 3 tiles
CA/2A26: CC        Turn vehicle/entity up
CA/2A27: FF        End queue
CA/2A28: 91    Pause for 15 units
CA/2A29: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CA/2A2B: 8C        Move vehicle/entity up 4 tiles
CA/2A2C: 8B        Move vehicle/entity left 3 tiles
CA/2A2D: 88        Move vehicle/entity up 3 tiles
CA/2A2E: 87        Move vehicle/entity left 2 tiles
CA/2A2F: 84        Move vehicle/entity up 2 tiles
CA/2A30: CF        Turn vehicle/entity left
CA/2A31: FF        End queue
CA/2A32: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CA/2A34: C2        Set vehicle/entity's event speed to normal
CA/2A35: 84        Move vehicle/entity up 2 tiles
CA/2A36: CF        Turn vehicle/entity left
CA/2A37: FF        End queue
CA/2A38: 92    Pause for 30 units
CA/2A39: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/2A3B: C2        Set vehicle/entity's event speed to normal
CA/2A3C: 94        Move vehicle/entity up 6 tiles
CA/2A3D: CD        Turn vehicle/entity right
CA/2A3E: FF        End queue
CA/2A3F: 91    Pause for 15 units
CA/2A40: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/2A42: CD        Turn vehicle/entity right
CA/2A43: FF        End queue
CA/2A44: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/2A46: C2        Set vehicle/entity's event speed to normal
CA/2A47: 8D        Move vehicle/entity right 4 tiles
CA/2A48: 8C        Move vehicle/entity up 4 tiles
CA/2A49: CF        Turn vehicle/entity left
CA/2A4A: FF        End queue
CA/2A4B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2A4D: B5    Pause for 15 * 12 (180) units
CA/2A4F: 4B    Display dialogue message $0BDC, wait for button press (Show text only)
               
               
               Do it right, Katarin! 
CA/2A52: 11    Begin action queue for character $11 (NPC $11), 11 bytes long 
CA/2A54: CE        Turn vehicle/entity down
CA/2A55: E0        Pause for 4 * 2 (8) frames
CA/2A57: CD        Turn vehicle/entity right
CA/2A58: E0        Pause for 4 * 3 (12) frames
CA/2A5A: CC        Turn vehicle/entity up
CA/2A5B: E0        Pause for 4 * 2 (8) frames
CA/2A5D: CF        Turn vehicle/entity left
CA/2A5E: FF        End queue
CA/2A5F: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/2A61: CD        Turn vehicle/entity right
CA/2A62: E0        Pause for 4 * 3 (12) frames
CA/2A64: CC        Turn vehicle/entity up
CA/2A65: E0        Pause for 4 * 2 (8) frames
CA/2A67: CD        Turn vehicle/entity right
CA/2A68: FF        End queue
CA/2A69: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/2A6B: CC        Turn vehicle/entity up
CA/2A6C: E0        Pause for 4 * 4 (16) frames
CA/2A6E: CF        Turn vehicle/entity left
CA/2A6F: FF        End queue
CA/2A70: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/2A72: CE        Turn vehicle/entity down
CA/2A73: E0        Pause for 4 * 3 (12) frames
CA/2A75: CC        Turn vehicle/entity up
CA/2A76: E0        Pause for 4 * 5 (20) frames
CA/2A78: CD        Turn vehicle/entity right
CA/2A79: FF        End queue
CA/2A7A: 91    Pause for 15 units
CA/2A7B: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/2A7D: CE        Turn vehicle/entity down
CA/2A7E: E0        Pause for 4 * 3 (12) frames
CA/2A80: CF        Turn vehicle/entity left
CA/2A81: FF        End queue
CA/2A82: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/2A84: CF        Turn vehicle/entity left
CA/2A85: E0        Pause for 4 * 2 (8) frames
CA/2A87: CC        Turn vehicle/entity up
CA/2A88: E0        Pause for 4 * 4 (16) frames
CA/2A8A: CD        Turn vehicle/entity right
CA/2A8B: FF        End queue
CA/2A8C: 92    Pause for 30 units
CA/2A8D: 4B    Display dialogue message $0BDD, wait for button press (Show text only)
               
               
               Gotta hang in there 
CA/2A90: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/2A92: CC        Turn vehicle/entity up
CA/2A93: FF        End queue
CA/2A94: B4    Pause for 4 units
CA/2A96: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/2A98: CC        Turn vehicle/entity up
CA/2A99: FF        End queue
CA/2A9A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/2A9C: CC        Turn vehicle/entity up
CA/2A9D: FF        End queue
CA/2A9E: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/2AA0: CC        Turn vehicle/entity up
CA/2AA1: FF        End queue
CA/2AA2: B4    Pause for 4 units
CA/2AA4: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/2AA6: CC        Turn vehicle/entity up
CA/2AA7: FF        End queue
CA/2AA8: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/2AAA: CC        Turn vehicle/entity up
CA/2AAB: FF        End queue
CA/2AAC: B4    Pause for 5 units
CA/2AAE: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CA/2AB0: CC        Turn vehicle/entity up
CA/2AB1: FF        End queue
CA/2AB2: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/2AB4: C1        Set vehicle/entity's event speed to slow
CA/2AB5: 9C        Move vehicle/entity up 8 tiles
CA/2AB6: FF        End queue
CA/2AB7: B5    Pause for 15 * 12 (180) units
CA/2AB9: 5A    Fade screen at speed $08
CA/2ABB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2ABD: 5C    Pause execution until fade in or fade out is complete
CA/2ABE: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (19, 8), facing up
CA/2AC4: 60    Change background layer $06 to palette $1D
CA/2AC7: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CA/2AC9: 50    Tint screen (cumulative) with color $5F
CA/2ACB: 52    Tint characters (cumulative) with color $5F
CA/2ACD: B2    Call subroutine $CAC90B
CA/2AD1: B2    Call subroutine $CAC9ED
CA/2AD5: B2    Call subroutine $CA375E
CA/2AD9: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/2ADB: D5        Set vehicle/entity's position to (11, 7)
CA/2ADE: 28        Do vehicle/entity graphical action $28 
CA/2ADF: FF        End queue
CA/2AE0: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2AF0
CA/2AE6: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CA/2AE8: 28        Do vehicle/entity graphical action $28 
CA/2AE9: E0        Pause for 4 * 255 (1020) frames
CA/2AEB: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2AEC: E0        Pause for 4 * 255 (1020) frames
CA/2AEE: CF        Turn vehicle/entity left
CA/2AEF: FF        End queue
CA/2AF0: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA2B02
CA/2AF6: 02    Begin action queue for character $02 (Actor in stot 2), 10 bytes long 
CA/2AF8: 28        Do vehicle/entity graphical action $28 
CA/2AF9: E0        Pause for 4 * 255 (1020) frames
CA/2AFB: E0        Pause for 4 * 48 (192) frames
CA/2AFD: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2AFE: E0        Pause for 4 * 168 (672) frames
CA/2B00: CF        Turn vehicle/entity left
CA/2B01: FF        End queue
CA/2B02: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/2B04: D5        Set vehicle/entity's position to (17, 9)
CA/2B07: 28        Do vehicle/entity graphical action $28 
CA/2B08: FF        End queue
CA/2B09: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA2B1E
CA/2B0F: 05    Begin action queue for character $05 (Actor in stot 5), 13 bytes long 
CA/2B11: 28        Do vehicle/entity graphical action $28 
CA/2B12: E0        Pause for 4 * 255 (1020) frames
CA/2B14: E0        Pause for 4 * 32 (128) frames
CA/2B16: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2B17: E0        Pause for 4 * 160 (640) frames
CA/2B19: CF        Turn vehicle/entity left
CA/2B1A: E0        Pause for 4 * 8 (32) frames
CA/2B1C: CC        Turn vehicle/entity up
CA/2B1D: FF        End queue
CA/2B1E: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/2B20: D5        Set vehicle/entity's position to (14, 9)
CA/2B23: 28        Do vehicle/entity graphical action $28 
CA/2B24: FF        End queue
CA/2B25: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA2B37
CA/2B2B: 07    Begin action queue for character $07 (Actor in stot 7), 10 bytes long 
CA/2B2D: 28        Do vehicle/entity graphical action $28 
CA/2B2E: E0        Pause for 4 * 255 (1020) frames
CA/2B30: E0        Pause for 4 * 40 (160) frames
CA/2B32: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2B33: E0        Pause for 4 * 160 (640) frames
CA/2B35: CF        Turn vehicle/entity left
CA/2B36: FF        End queue
CA/2B37: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA2B49
CA/2B3D: 08    Begin action queue for character $08 (Actor in stot 8), 10 bytes long 
CA/2B3F: 28        Do vehicle/entity graphical action $28 
CA/2B40: E0        Pause for 4 * 255 (1020) frames
CA/2B42: E0        Pause for 4 * 32 (128) frames
CA/2B44: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2B45: E0        Pause for 4 * 64 (256) frames
CA/2B47: CF        Turn vehicle/entity left
CA/2B48: FF        End queue
CA/2B49: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/2B4B: D5        Set vehicle/entity's position to (15, 8)
CA/2B4E: 28        Do vehicle/entity graphical action $28 
CA/2B4F: FF        End queue
CA/2B50: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA2B5F
CA/2B56: 0A    Begin action queue for character $0A (Actor in stot 10), 7 bytes long 
CA/2B58: 28        Do vehicle/entity graphical action $28 
CA/2B59: E0        Pause for 4 * 255 (1020) frames
CA/2B5B: E0        Pause for 4 * 28 (112) frames
CA/2B5D: CF        Turn vehicle/entity left
CA/2B5E: FF        End queue
CA/2B5F: C0    If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA2B6E
CA/2B65: 0B    Begin action queue for character $0B (Actor in stot 11), 7 bytes long 
CA/2B67: 28        Do vehicle/entity graphical action $28 
CA/2B68: E0        Pause for 4 * 255 (1020) frames
CA/2B6A: E0        Pause for 4 * 24 (96) frames
CA/2B6C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2B6D: FF        End queue
CA/2B6E: C0    If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA2B80
CA/2B74: 0C    Begin action queue for character $0C (Actor in stot 12), 10 bytes long 
CA/2B76: 28        Do vehicle/entity graphical action $28 
CA/2B77: E0        Pause for 4 * 255 (1020) frames
CA/2B79: E0        Pause for 4 * 40 (160) frames
CA/2B7B: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2B7C: E0        Pause for 4 * 160 (640) frames
CA/2B7E: CF        Turn vehicle/entity left
CA/2B7F: FF        End queue
CA/2B80: C0    If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA2B8F
CA/2B86: 0D    Begin action queue for character $0D (Actor in stot 13), 7 bytes long 
CA/2B88: 28        Do vehicle/entity graphical action $28 
CA/2B89: E0        Pause for 4 * 255 (1020) frames
CA/2B8B: E0        Pause for 4 * 64 (256) frames
CA/2B8D: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2B8E: FF        End queue
CA/2B8F: 96    Restore screen from fade
CA/2B90: B0    Execute the following commands until $B1 31 times
CA/2B92: 50        Tint screen (cumulative) with color $7F
CA/2B94: 52        Tint characters (cumulative) with color $7F
CA/2B96: 91        Pause for 15 units
CA/2B97: B1        End block of repeating commands
CA/2B98: 95    Pause for 120 units
CA/2B99: 4B    Display dialogue message $0BDE, wait for button press (Show text only)
               
               for a while longer 
CA/2B9C: 95    Pause for 120 units
CA/2B9D: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/2B9F: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2BA0: FF        End queue
CA/2BA1: 92    Pause for 30 units
CA/2BA2: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/2BA4: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2BA5: FF        End queue
CA/2BA6: 94    Pause for 60 units
CA/2BA7: 4B    Display dialogue message $0BDF, wait for button press
               Just a little longer 
CA/2BAA: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/2BAC: 23        Do vehicle/entity graphical action $23 
CA/2BAD: FF        End queue
CA/2BAE: B5    Pause for 15 * 6 (90) units
CA/2BB0: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/2BB2: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/2BB3: E0        Pause for 4 * 2 (8) frames
CA/2BB5: CD        Turn vehicle/entity right
CA/2BB6: FF        End queue
CA/2BB7: 92    Pause for 30 units
CA/2BB8: B0    Execute the following commands until $B1 4 times
CA/2BBA: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/2BBC: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/2BBD: FF            End queue
CA/2BBE: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/2BC0: CD            Turn vehicle/entity right
CA/2BC1: FF            End queue
CA/2BC2: B1        End block of repeating commands
CA/2BC3: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/2BC5: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2BC6: FF        End queue
CA/2BC7: 4B    Display dialogue message $0BE0, wait for button press
               Where's TERRA!? 
CA/2BCA: 06    Begin action queue for character $06 (Actor in stot 6), 41 bytes long 
CA/2BCC: C3        Set vehicle/entity's event speed to fast
CA/2BCD: 81        Move vehicle/entity right 1 tile
CA/2BCE: CC        Turn vehicle/entity up
CA/2BCF: E0        Pause for 4 * 4 (16) frames
CA/2BD1: 81        Move vehicle/entity right 1 tile
CA/2BD2: 80        Move vehicle/entity up 1 tile
CA/2BD3: 85        Move vehicle/entity right 2 tiles
CA/2BD4: CC        Turn vehicle/entity up
CA/2BD5: E0        Pause for 4 * 6 (24) frames
CA/2BD7: 85        Move vehicle/entity right 2 tiles
CA/2BD8: 82        Move vehicle/entity down 1 tile
CA/2BD9: CD        Turn vehicle/entity right
CA/2BDA: E0        Pause for 4 * 3 (12) frames
CA/2BDC: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2BDD: E0        Pause for 4 * 4 (16) frames
CA/2BDF: 80        Move vehicle/entity up 1 tile
CA/2BE0: 81        Move vehicle/entity right 1 tile
CA/2BE1: E0        Pause for 4 * 6 (24) frames
CA/2BE3: 23        Do vehicle/entity graphical action $23 
CA/2BE4: E0        Pause for 4 * 3 (12) frames
CA/2BE6: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/2BE7: E0        Pause for 4 * 6 (24) frames
CA/2BE9: 23        Do vehicle/entity graphical action $23 
CA/2BEA: E0        Pause for 4 * 10 (40) frames
CA/2BEC: C7        Set vehicle/entity to stay still when moving
CA/2BED: DC        Make vehicle/entity jump (low)
CA/2BEE: CE        Turn vehicle/entity down
CA/2BEF: 1F        Do vehicle/entity graphical action $1F 
CA/2BF0: E0        Pause for 4 * 10 (40) frames
CA/2BF2: CF        Turn vehicle/entity left
CA/2BF3: C6        Set vehicle/entity to walk when moving
CA/2BF4: FF        End queue
CA/2BF5: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CA/2BF7: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/2BF9: C2        Set vehicle/entity's event speed to normal
CA/2BFA: 8B        Move vehicle/entity left 3 tiles
CA/2BFB: FF        End queue
CA/2BFC: 4B    Display dialogue message $0BE1, wait for button press
               CELES: TERRA! 
CA/2BFF: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/2C01: CC        Turn vehicle/entity up
CA/2C02: FF        End queue
CA/2C03: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CA/2C05: C3        Set vehicle/entity's event speed to fast
CA/2C06: 8F        Move vehicle/entity left 4 tiles
CA/2C07: 80        Move vehicle/entity up 1 tile
CA/2C08: 93        Move vehicle/entity left 5 tiles
CA/2C09: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2C0A: FF        End queue
CA/2C0B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2C0D: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/2C0F: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/2C11: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/2C13: C7        Set vehicle/entity to stay still when moving
CA/2C14: C1        Set vehicle/entity's event speed to slow
CA/2C15: 91        Move vehicle/entity right 5 tiles
CA/2C16: C6        Set vehicle/entity to walk when moving
CA/2C17: FF        End queue
CA/2C18: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/2C1A: C7        Set vehicle/entity to stay still when moving
CA/2C1B: C1        Set vehicle/entity's event speed to slow
CA/2C1C: 91        Move vehicle/entity right 5 tiles
CA/2C1D: C6        Set vehicle/entity to walk when moving
CA/2C1E: FF        End queue
CA/2C1F: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/2C21: C2        Set vehicle/entity's event speed to normal
CA/2C22: 80        Move vehicle/entity up 1 tile
CA/2C23: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/2C24: FF        End queue
CA/2C25: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/2C27: CC        Turn vehicle/entity up
CA/2C28: FF        End queue
CA/2C29: 95    Pause for 120 units
CA/2C2A: 00    Begin action queue for character $00 (Actor in stot 0), 11 bytes long (Wait until complete)
CA/2C2C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2C2D: E0        Pause for 4 * 10 (40) frames
CA/2C2F: 20        Do vehicle/entity graphical action $20 
CA/2C30: E0        Pause for 4 * 6 (24) frames
CA/2C32: CE        Turn vehicle/entity down
CA/2C33: E0        Pause for 4 * 8 (32) frames
CA/2C35: 23        Do vehicle/entity graphical action $23 
CA/2C36: FF        End queue
CA/2C37: 4B    Display dialogue message $0BE2, wait for button press
               TERRA: Thank you, 
               SETZER! 
CA/2C3A: 91    Pause for 15 units
CA/2C3B: 09    Begin action queue for character $09 (Actor in stot 9), 17 bytes long (Wait until complete)
CA/2C3D: CD        Turn vehicle/entity right
CA/2C3E: E0        Pause for 4 * 8 (32) frames
CA/2C40: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/2C41: E0        Pause for 4 * 2 (8) frames
CA/2C43: CD        Turn vehicle/entity right
CA/2C44: E0        Pause for 4 * 4 (16) frames
CA/2C46: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/2C47: E0        Pause for 4 * 2 (8) frames
CA/2C49: CD        Turn vehicle/entity right
CA/2C4A: E0        Pause for 4 * 6 (24) frames
CA/2C4C: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/2C4D: FF        End queue
CA/2C4E: 4B    Display dialogue message $0BE3, wait for button press
               SETZER: Didn't I say it before?! This is the world's fastest ship! 
CA/2C51: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/2C53: CD        Turn vehicle/entity right
CA/2C54: FF        End queue
CA/2C55: 93    Pause for 45 units
CA/2C56: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/2C58: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/2C59: FF        End queue
CA/2C5A: 97    Fade screen to black
CA/2C5B: 5C    Pause execution until fade in or fade out is complete
CA/2C5C: B2    Call subroutine $CAC97C
CA/2C60: BA    Play ending cinematic $05
CA/2C62: BA    Play ending cinematic $09
CA/2C64: BA    Play ending cinematic $0C
CA/2C66: BA    Play ending cinematic $10
CA/2C68: BA    Play ending cinematic $14
CA/2C6A: BA    Play ending cinematic $18
CA/2C6C: BA    Play ending cinematic $1C
CA/2C6E: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (19, 8), facing up
CA/2C74: 60    Change background layer $06 to palette $1D
CA/2C77: B2    Call subroutine $CA36FE
CA/2C7B: 96    Restore screen from fade
CA/2C7C: 92    Pause for 30 units
CA/2C7D: 00    Begin action queue for character $00 (Actor in stot 0), 13 bytes long 
CA/2C7F: C1        Set vehicle/entity's event speed to slow
CA/2C80: 83        Move vehicle/entity left 1 tile
CA/2C81: 84        Move vehicle/entity up 2 tiles
CA/2C82: 21        Do vehicle/entity graphical action $21 
CA/2C83: E0        Pause for 4 * 12 (48) frames
CA/2C85: 8A        Move vehicle/entity down 3 tiles
CA/2C86: 83        Move vehicle/entity left 1 tile
CA/2C87: 82        Move vehicle/entity down 1 tile
CA/2C88: E0        Pause for 4 * 8 (32) frames
CA/2C8A: 20        Do vehicle/entity graphical action $20 
CA/2C8B: FF        End queue
CA/2C8C: 94    Pause for 60 units
CA/2C8D: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/2C8F: C1        Set vehicle/entity's event speed to slow
CA/2C90: 8F        Move vehicle/entity left 4 tiles
CA/2C91: FF        End queue
CA/2C92: B5    Pause for 15 * 26 (390) units
CA/2C94: 5A    Fade screen at speed $08
CA/2C96: 5C    Pause execution until fade in or fade out is complete
CA/2C97: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2C99: B2    Call subroutine $CAC97C
CA/2C9D: 6B    Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (52, 45), facing up
CA/2CA3: 73    Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately
CA/2CA8:       $04, $14
CA/2CAA: 42    Hide object $00
CA/2CAC: 3E    Delete object $10
CA/2CAE: 3D    Create object $19
CA/2CB0: 41    Show object $19
CA/2CB2: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CA/2CB4: D5        Set vehicle/entity's position to (52, 45)
CA/2CB7: CE        Turn vehicle/entity down
CA/2CB8: FF        End queue
CA/2CB9: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CA/2CBB: D5        Set vehicle/entity's position to (50, 48)
CA/2CBE: FF        End queue
CA/2CBF: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/2CC1: D5        Set vehicle/entity's position to (46, 53)
CA/2CC4: CC        Turn vehicle/entity up
CA/2CC5: FF        End queue
CA/2CC6: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/2CC8: D5        Set vehicle/entity's position to (47, 51)
CA/2CCB: CF        Turn vehicle/entity left
CA/2CCC: FF        End queue
CA/2CCD: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/2CCF: D5        Set vehicle/entity's position to (45, 51)
CA/2CD2: CD        Turn vehicle/entity right
CA/2CD3: FF        End queue
CA/2CD4: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/2CD6: CF        Turn vehicle/entity left
CA/2CD7: FF        End queue
CA/2CD8: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CA/2CDA: D5        Set vehicle/entity's position to (45, 50)
CA/2CDD: CD        Turn vehicle/entity right
CA/2CDE: FF        End queue
CA/2CDF: 96    Restore screen from fade
CA/2CE0: 95    Pause for 120 units
CA/2CE1: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CA/2CE3: C3        Set vehicle/entity's event speed to fast
CA/2CE4: 88        Move vehicle/entity up 3 tiles
CA/2CE5: CD        Turn vehicle/entity right
CA/2CE6: FF        End queue
CA/2CE7: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CA/2CE9: CF        Turn vehicle/entity left
CA/2CEA: FF        End queue
CA/2CEB: 94    Pause for 60 units
CA/2CEC: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CA/2CEE: 9E        Move vehicle/entity down 8 tiles
CA/2CEF: 86        Move vehicle/entity down 2 tiles
CA/2CF0: 83        Move vehicle/entity left 1 tile
CA/2CF1: 88        Move vehicle/entity up 3 tiles
CA/2CF2: 83        Move vehicle/entity left 1 tile
CA/2CF3: 86        Move vehicle/entity down 2 tiles
CA/2CF4: CC        Turn vehicle/entity up
CA/2CF5: FF        End queue
CA/2CF6: 92    Pause for 30 units
CA/2CF7: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CA/2CF9: C2        Set vehicle/entity's event speed to normal
CA/2CFA: 87        Move vehicle/entity left 2 tiles
CA/2CFB: 9E        Move vehicle/entity down 8 tiles
CA/2CFC: 86        Move vehicle/entity down 2 tiles
CA/2CFD: 83        Move vehicle/entity left 1 tile
CA/2CFE: 84        Move vehicle/entity up 2 tiles
CA/2CFF: 8B        Move vehicle/entity left 3 tiles
CA/2D00: CC        Turn vehicle/entity up
CA/2D01: FF        End queue
CA/2D02: 30    Begin action queue for character $30 (Camera), 8 bytes long 
CA/2D04: C2        Set vehicle/entity's event speed to normal
CA/2D05: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D06: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D07: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D08: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D09: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D0A: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D0B: FF        End queue
CA/2D0C: 95    Pause for 120 units
CA/2D0D: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/2D0F: C2        Set vehicle/entity's event speed to normal
CA/2D10: A2        Move vehicle/entity left/down 1x1 tiles
CA/2D11: CC        Turn vehicle/entity up
CA/2D12: FF        End queue
CA/2D13: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2D15: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CA/2D17: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/2D19: 80        Move vehicle/entity up 1 tile
CA/2D1A: 83        Move vehicle/entity left 1 tile
CA/2D1B: FF        End queue
CA/2D1C: B4    Pause for 4 units
CA/2D1E: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CA/2D20: 84        Move vehicle/entity up 2 tiles
CA/2D21: CD        Turn vehicle/entity right
CA/2D22: FF        End queue
CA/2D23: B3    Call subroutine $CA3727, 3 times
CA/2D28: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/2D2A: CE        Turn vehicle/entity down
CA/2D2B: FF        End queue
CA/2D2C: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/2D2E: CE        Turn vehicle/entity down
CA/2D2F: C3        Set vehicle/entity's event speed to fast
CA/2D30: FF        End queue
CA/2D31: 92    Pause for 30 units
CA/2D32: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/2D34: CE        Turn vehicle/entity down
CA/2D35: C3        Set vehicle/entity's event speed to fast
CA/2D36: FF        End queue
CA/2D37: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/2D39: CE        Turn vehicle/entity down
CA/2D3A: FF        End queue
CA/2D3B: 92    Pause for 30 units
CA/2D3C: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CA/2D3E: C2        Set vehicle/entity's event speed to normal
CA/2D3F: 80        Move vehicle/entity up 1 tile
CA/2D40: FF        End queue
CA/2D41: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/2D43: CE        Turn vehicle/entity down
CA/2D44: FF        End queue
CA/2D45: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/2D47: CE        Turn vehicle/entity down
CA/2D48: C3        Set vehicle/entity's event speed to fast
CA/2D49: FF        End queue
CA/2D4A: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CA/2D4C: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/2D4E: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CA/2D50: C1        Set vehicle/entity's event speed to slow
CA/2D51: 82        Move vehicle/entity down 1 tile
CA/2D52: FF        End queue
CA/2D53: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CA/2D55: C7        Set vehicle/entity to stay still when moving
CA/2D56: C1        Set vehicle/entity's event speed to slow
CA/2D57: 82        Move vehicle/entity down 1 tile
CA/2D58: FF        End queue
CA/2D59: 94    Pause for 60 units
CA/2D5A: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CA/2D5C: CF        Turn vehicle/entity left
CA/2D5D: E0        Pause for 4 * 4 (16) frames
CA/2D5F: CE        Turn vehicle/entity down
CA/2D60: FF        End queue
CA/2D61: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CA/2D63: D5        Set vehicle/entity's position to (46, 53)
CA/2D66: FF        End queue
CA/2D67: 92    Pause for 30 units
CA/2D68: B3    Call subroutine $CA3727, 3 times
CA/2D6D: 1A    Begin action queue for character $1A (NPC $1A), 9 bytes long (Wait until complete)
CA/2D6F: 90        Move vehicle/entity up 5 tiles
CA/2D70: 8B        Move vehicle/entity left 3 tiles
CA/2D71: DC        Make vehicle/entity jump (low)
CA/2D72: CF        Turn vehicle/entity left
CA/2D73: E0        Pause for 4 * 4 (16) frames
CA/2D75: DC        Make vehicle/entity jump (low)
CA/2D76: CF        Turn vehicle/entity left
CA/2D77: FF        End queue
CA/2D78: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/2D7A: CD        Turn vehicle/entity right
CA/2D7B: FF        End queue
CA/2D7C: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/2D7E: CD        Turn vehicle/entity right
CA/2D7F: FF        End queue
CA/2D80: 91    Pause for 15 units
CA/2D81: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/2D83: CD        Turn vehicle/entity right
CA/2D84: FF        End queue
CA/2D85: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/2D87: CD        Turn vehicle/entity right
CA/2D88: FF        End queue
CA/2D89: B4    Pause for 8 units
CA/2D8B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/2D8D: CD        Turn vehicle/entity right
CA/2D8E: FF        End queue
CA/2D8F: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/2D91: CD        Turn vehicle/entity right
CA/2D92: FF        End queue
CA/2D93: 94    Pause for 60 units
CA/2D94: 1A    Begin action queue for character $1A (NPC $1A), 9 bytes long 
CA/2D96: DC        Make vehicle/entity jump (low)
CA/2D97: CE        Turn vehicle/entity down
CA/2D98: E0        Pause for 4 * 3 (12) frames
CA/2D9A: C3        Set vehicle/entity's event speed to fast
CA/2D9B: 89        Move vehicle/entity right 3 tiles
CA/2D9C: 92        Move vehicle/entity down 5 tiles
CA/2D9D: D1        Make vehicle/entity disappear
CA/2D9E: FF        End queue
CA/2D9F: 93    Pause for 45 units
CA/2DA0: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CA/2DA2: A7        Move vehicle/entity right/down 1x2 tiles
CA/2DA3: DC        Make vehicle/entity jump (low)
CA/2DA4: 8D        Move vehicle/entity right 4 tiles
CA/2DA5: 92        Move vehicle/entity down 5 tiles
CA/2DA6: D1        Make vehicle/entity disappear
CA/2DA7: FF        End queue
CA/2DA8: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CA/2DAA: 85        Move vehicle/entity right 2 tiles
CA/2DAB: 8A        Move vehicle/entity down 3 tiles
CA/2DAC: FC        Branch 17 bytes backwards ($CA2D9B)
CA/2DAE: FF        End queue
CA/2DAF: 92    Pause for 30 units
CA/2DB0: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CA/2DB2: C8        Set object layering priority to 2 (low nibble 2)
CA/2DB4: 86        Move vehicle/entity down 2 tiles
CA/2DB5: DC        Make vehicle/entity jump (low)
CA/2DB6: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DB7: DC        Make vehicle/entity jump (low)
CA/2DB8: 81        Move vehicle/entity right 1 tile
CA/2DB9: DC        Make vehicle/entity jump (low)
CA/2DBA: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DBB: 89        Move vehicle/entity right 3 tiles
CA/2DBC: FF        End queue
CA/2DBD: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/2DBF: 86        Move vehicle/entity down 2 tiles
CA/2DC0: FC        Branch 22 bytes backwards ($CA2DAA)
CA/2DC2: FF        End queue
CA/2DC3: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/2DC5: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DC6: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DC7: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DC8: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DC9: A1        Move vehicle/entity right/down 1x1 tiles
CA/2DCA: FF        End queue
CA/2DCB: 93    Pause for 45 units
CA/2DCC: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/2DCE: 82        Move vehicle/entity down 1 tile
CA/2DCF: 85        Move vehicle/entity right 2 tiles
CA/2DD0: FF        End queue
CA/2DD1: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/2DD3: 82        Move vehicle/entity down 1 tile
CA/2DD4: FC        Branch 255 bytes backwards ($CA2CD5)
CA/2DD6: 93    Pause for 45 units
CA/2DD7: 5A    Fade screen at speed $08
CA/2DD9: 5C    Pause execution until fade in or fade out is complete
CA/2DDA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2DDC: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/2DDE: 6B    Load map $00B8 (Mobliz, outdoors (ending)) instantly, (upper bits $0400), place party at (9, 18), facing up
CA/2DE4: 73    Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately
CA/2DE9:       $04, $14
CA/2DEB: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/2DED: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/2DEF: D5        Set vehicle/entity's position to (6, 19)
CA/2DF2: FF        End queue
CA/2DF3: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/2DF5: D5        Set vehicle/entity's position to (6, 19)
CA/2DF8: FF        End queue
CA/2DF9: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/2DFB: D5        Set vehicle/entity's position to (6, 19)
CA/2DFE: FF        End queue
CA/2DFF: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/2E01: D5        Set vehicle/entity's position to (6, 19)
CA/2E04: FF        End queue
CA/2E05: 96    Restore screen from fade
CA/2E06: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CA/2E08: 8A        Move vehicle/entity down 3 tiles
CA/2E09: 8D        Move vehicle/entity right 4 tiles
CA/2E0A: 9C        Move vehicle/entity up 8 tiles
CA/2E0B: 84        Move vehicle/entity up 2 tiles
CA/2E0C: A3        Move vehicle/entity left/up 1x1 tiles
CA/2E0D: A3        Move vehicle/entity left/up 1x1 tiles
CA/2E0E: A3        Move vehicle/entity left/up 1x1 tiles
CA/2E0F: CE        Turn vehicle/entity down
CA/2E10: FF        End queue
CA/2E11: B4    Pause for 8 units
CA/2E13: 13    Begin action queue for character $13 (NPC $13), 7 bytes long 
CA/2E15: 8A        Move vehicle/entity down 3 tiles
CA/2E16: 8D        Move vehicle/entity right 4 tiles
CA/2E17: 9C        Move vehicle/entity up 8 tiles
CA/2E18: 84        Move vehicle/entity up 2 tiles
CA/2E19: 8F        Move vehicle/entity left 4 tiles
CA/2E1A: CE        Turn vehicle/entity down
CA/2E1B: FF        End queue
CA/2E1C: B4    Pause for 8 units
CA/2E1E: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CA/2E20: 8A        Move vehicle/entity down 3 tiles
CA/2E21: 8D        Move vehicle/entity right 4 tiles
CA/2E22: 9C        Move vehicle/entity up 8 tiles
CA/2E23: 8C        Move vehicle/entity up 4 tiles
CA/2E24: 83        Move vehicle/entity left 1 tile
CA/2E25: CE        Turn vehicle/entity down
CA/2E26: FF        End queue
CA/2E27: B4    Pause for 8 units
CA/2E29: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/2E2B: E0        Pause for 4 * 6 (24) frames
CA/2E2D: C2        Set vehicle/entity's event speed to normal
CA/2E2E: 98        Move vehicle/entity up 7 tiles
CA/2E2F: FF        End queue
CA/2E30: 14    Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete)
CA/2E32: 8A        Move vehicle/entity down 3 tiles
CA/2E33: 8D        Move vehicle/entity right 4 tiles
CA/2E34: 9C        Move vehicle/entity up 8 tiles
CA/2E35: 84        Move vehicle/entity up 2 tiles
CA/2E36: AA        Move vehicle/entity left/up 2x1 tiles
CA/2E37: AA        Move vehicle/entity left/up 2x1 tiles
CA/2E38: CE        Turn vehicle/entity down
CA/2E39: FF        End queue
CA/2E3A: B2    Call subroutine $CA36EE
CA/2E3E: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/2E40: CD        Turn vehicle/entity right
CA/2E41: FF        End queue
CA/2E42: B4    Pause for 4 units
CA/2E44: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/2E46: CD        Turn vehicle/entity right
CA/2E47: FF        End queue
CA/2E48: B4    Pause for 10 units
CA/2E4A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/2E4C: CD        Turn vehicle/entity right
CA/2E4D: FF        End queue
CA/2E4E: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/2E50: CD        Turn vehicle/entity right
CA/2E51: FF        End queue
CA/2E52: 92    Pause for 30 units
CA/2E53: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CA/2E55: DD        Make vehicle/entity jump (high)
CA/2E56: CD        Turn vehicle/entity right
CA/2E57: E0        Pause for 4 * 6 (24) frames
CA/2E59: A7        Move vehicle/entity right/down 1x2 tiles
CA/2E5A: A7        Move vehicle/entity right/down 1x2 tiles
CA/2E5B: 96        Move vehicle/entity down 6 tiles
CA/2E5C: 9D        Move vehicle/entity right 8 tiles
CA/2E5D: FF        End queue
CA/2E5E: 92    Pause for 30 units
CA/2E5F: 13    Begin action queue for character $13 (NPC $13), 13 bytes long 
CA/2E61: DC        Make vehicle/entity jump (low)
CA/2E62: CD        Turn vehicle/entity right
CA/2E63: E0        Pause for 4 * 6 (24) frames
CA/2E65: 89        Move vehicle/entity right 3 tiles
CA/2E66: A1        Move vehicle/entity right/down 1x1 tiles
CA/2E67: 96        Move vehicle/entity down 6 tiles
CA/2E68: A6        Move vehicle/entity right/down 2x1 tiles
CA/2E69: A1        Move vehicle/entity right/down 1x1 tiles
CA/2E6A: A1        Move vehicle/entity right/down 1x1 tiles
CA/2E6B: 89        Move vehicle/entity right 3 tiles
CA/2E6C: A5        Move vehicle/entity right/up 2x1 tiles
CA/2E6D: FF        End queue
CA/2E6E: 93    Pause for 45 units
CA/2E6F: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CA/2E71: 8D        Move vehicle/entity right 4 tiles
CA/2E72: 86        Move vehicle/entity down 2 tiles
CA/2E73: A1        Move vehicle/entity right/down 1x1 tiles
CA/2E74: 81        Move vehicle/entity right 1 tile
CA/2E75: E0        Pause for 4 * 2 (8) frames
CA/2E77: 83        Move vehicle/entity left 1 tile
CA/2E78: 9E        Move vehicle/entity down 8 tiles
CA/2E79: FF        End queue
CA/2E7A: 93    Pause for 45 units
CA/2E7B: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CA/2E7D: DC        Make vehicle/entity jump (low)
CA/2E7E: CD        Turn vehicle/entity right
CA/2E7F: E0        Pause for 4 * 6 (24) frames
CA/2E81: 81        Move vehicle/entity right 1 tile
CA/2E82: A6        Move vehicle/entity right/down 2x1 tiles
CA/2E83: 9A        Move vehicle/entity down 7 tiles
CA/2E84: FF        End queue
CA/2E85: B5    Pause for 15 * 6 (90) units
CA/2E87: 5A    Fade screen at speed $08
CA/2E89: 5C    Pause execution until fade in or fade out is complete
CA/2E8A: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2E8C: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up
CA/2E92: 60    Change background layer $06 to palette $1D
CA/2E95: B2    Call subroutine $CA36FE
CA/2E99: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/2E9B: D5        Set vehicle/entity's position to (15, 10)
CA/2E9E: CE        Turn vehicle/entity down
CA/2E9F: FF        End queue
CA/2EA0: 96    Restore screen from fade
CA/2EA1: 94    Pause for 60 units
CA/2EA2: B0    Execute the following commands until $B1 4 times
CA/2EA4: 00        Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/2EA6: 19            Do vehicle/entity graphical action $19 
CA/2EA7: E0            Pause for 4 * 1 (4) frames
CA/2EA9: 1A            Do vehicle/entity graphical action $1A 
CA/2EAA: E0            Pause for 4 * 1 (4) frames
CA/2EAC: FF            End queue
CA/2EAD: B1        End block of repeating commands
CA/2EAE: 93    Pause for 45 units
CA/2EAF: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/2EB1: C1        Set vehicle/entity's event speed to slow
CA/2EB2: 8D        Move vehicle/entity right 4 tiles
CA/2EB3: FF        End queue
CA/2EB4: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long 
CA/2EB6: 1D        Do vehicle/entity graphical action $1D 
CA/2EB7: E0        Pause for 4 * 2 (8) frames
CA/2EB9: 1E        Do vehicle/entity graphical action $1E 
CA/2EBA: E0        Pause for 4 * 2 (8) frames
CA/2EBC: FC        Branch 6 bytes backwards ($CA2EB6)
CA/2EBE: FF        End queue
CA/2EBF: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA2ECD
CA/2EC5: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/2EC7: CE        Turn vehicle/entity down
CA/2EC8: E0        Pause for 4 * 6 (24) frames
CA/2ECA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/2ECB: FF        End queue
CA/2ECC: 93    Pause for 45 units
CA/2ECD: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA2EDF
CA/2ED3: 08    Begin action queue for character $08 (Actor in stot 8), 10 bytes long 
CA/2ED5: C1        Set vehicle/entity's event speed to slow
CA/2ED6: 82        Move vehicle/entity down 1 tile
CA/2ED7: E0        Pause for 4 * 8 (32) frames
CA/2ED9: DD        Make vehicle/entity jump (high)
CA/2EDA: CE        Turn vehicle/entity down
CA/2EDB: E0        Pause for 4 * 6 (24) frames
CA/2EDD: 1E        Do vehicle/entity graphical action $1E 
CA/2EDE: FF        End queue
CA/2EDF: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2EE1: 95    Pause for 120 units
CA/2EE2: 97    Fade screen to black
CA/2EE3: 5C    Pause execution until fade in or fade out is complete
CA/2EE4: B2    Call subroutine $CAC97C
CA/2EE8: 6B    Load map $012E (Thamasa, outdoors (ending)) instantly, (upper bits $0400), place party at (20, 30), facing up
CA/2EEE: 30    Begin action queue for character $30 (Camera), 15 bytes long 
CA/2EF0: C2        Set vehicle/entity's event speed to normal
CA/2EF1: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF2: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF3: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF4: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF5: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF6: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF7: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF8: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EF9: A5        Move vehicle/entity right/up 2x1 tiles
CA/2EFA: A0        Move vehicle/entity right/up 1x1 tiles
CA/2EFB: A0        Move vehicle/entity right/up 1x1 tiles
CA/2EFC: C1        Set vehicle/entity's event speed to slow
CA/2EFD: A0        Move vehicle/entity right/up 1x1 tiles
CA/2EFE: FF        End queue
CA/2EFF: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/2F01: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F02: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F03: 9D        Move vehicle/entity right 8 tiles
CA/2F04: 8D        Move vehicle/entity right 4 tiles
CA/2F05: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F06: 88        Move vehicle/entity up 3 tiles
CA/2F07: 8B        Move vehicle/entity left 3 tiles
CA/2F08: 8A        Move vehicle/entity down 3 tiles
CA/2F09: 91        Move vehicle/entity right 5 tiles
CA/2F0A: CE        Turn vehicle/entity down
CA/2F0B: FF        End queue
CA/2F0C: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CA/2F0E: E0        Pause for 4 * 8 (32) frames
CA/2F10: A4        Move vehicle/entity right/up 1x2 tiles
CA/2F11: 85        Move vehicle/entity right 2 tiles
CA/2F12: C3        Set vehicle/entity's event speed to fast
CA/2F13: 88        Move vehicle/entity up 3 tiles
CA/2F14: 8B        Move vehicle/entity left 3 tiles
CA/2F15: 92        Move vehicle/entity down 5 tiles
CA/2F16: FF        End queue
CA/2F17: 12    Begin action queue for character $12 (NPC $12), 14 bytes long 
CA/2F19: 88        Move vehicle/entity up 3 tiles
CA/2F1A: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F1B: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F1C: 81        Move vehicle/entity right 1 tile
CA/2F1D: 84        Move vehicle/entity up 2 tiles
CA/2F1E: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F1F: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F20: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F21: A0        Move vehicle/entity right/up 1x1 tiles
CA/2F22: 9D        Move vehicle/entity right 8 tiles
CA/2F23: A5        Move vehicle/entity right/up 2x1 tiles
CA/2F24: A5        Move vehicle/entity right/up 2x1 tiles
CA/2F25: CC        Turn vehicle/entity up
CA/2F26: FF        End queue
CA/2F27: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CA/2F29: 82        Move vehicle/entity down 1 tile
CA/2F2A: 87        Move vehicle/entity left 2 tiles
CA/2F2B: 80        Move vehicle/entity up 1 tile
CA/2F2C: 82        Move vehicle/entity down 1 tile
CA/2F2D: 85        Move vehicle/entity right 2 tiles
CA/2F2E: 80        Move vehicle/entity up 1 tile
CA/2F2F: FC        Branch 6 bytes backwards ($CA2F29)
CA/2F31: FF        End queue
CA/2F32: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/2F34: E0        Pause for 4 * 24 (96) frames
CA/2F36: DC        Make vehicle/entity jump (low)
CA/2F37: CE        Turn vehicle/entity down
CA/2F38: FF        End queue
CA/2F39: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CA/2F3B: 87        Move vehicle/entity left 2 tiles
CA/2F3C: DD        Make vehicle/entity jump (high)
CA/2F3D: 8F        Move vehicle/entity left 4 tiles
CA/2F3E: 81        Move vehicle/entity right 1 tile
CA/2F3F: DD        Make vehicle/entity jump (high)
CA/2F40: 91        Move vehicle/entity right 5 tiles
CA/2F41: FC        Branch 6 bytes backwards ($CA2F3B)
CA/2F43: FF        End queue
CA/2F44: 1C    Begin action queue for character $1C (NPC $1C), 9 bytes long 
CA/2F46: 1B        Do vehicle/entity graphical action $1B 
CA/2F47: E0        Pause for 4 * 1 (4) frames
CA/2F49: 1C        Do vehicle/entity graphical action $1C 
CA/2F4A: E0        Pause for 4 * 1 (4) frames
CA/2F4C: FC        Branch 6 bytes backwards ($CA2F46)
CA/2F4E: FF        End queue
CA/2F4F: 1A    Begin action queue for character $1A (NPC $1A), 29 bytes long 
CA/2F51: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/2F52: E0        Pause for 4 * 1 (4) frames
CA/2F54: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CA/2F55: E0        Pause for 4 * 1 (4) frames
CA/2F57: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/2F58: E0        Pause for 4 * 1 (4) frames
CA/2F5A: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CA/2F5B: E0        Pause for 4 * 1 (4) frames
CA/2F5D: 85        Move vehicle/entity right 2 tiles
CA/2F5E: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/2F5F: E0        Pause for 4 * 1 (4) frames
CA/2F61: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CA/2F62: E0        Pause for 4 * 1 (4) frames
CA/2F64: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/2F65: E0        Pause for 4 * 1 (4) frames
CA/2F67: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CA/2F68: E0        Pause for 4 * 1 (4) frames
CA/2F6A: 87        Move vehicle/entity left 2 tiles
CA/2F6B: FC        Branch 26 bytes backwards ($CA2F51)
CA/2F6D: FF        End queue
CA/2F6E: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/2F70: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/2F71: FF        End queue
CA/2F72: B5    Pause for 15 * 10 (150) units
CA/2F74: B2    Call subroutine $CA36EE
CA/2F78: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/2F7A: 73    Replace current map's Layer 1 at (40, 18) with the following (2 x 1) chunk, refresh immediately
CA/2F7F:       $37, $37
CA/2F81: B4    Pause for 10 units
CA/2F83: 73    Replace current map's Layer 1 at (37, 21) with the following (1 x 2) chunk, refresh immediately
CA/2F88:       $35
CA/2F89:       $36
CA/2F8A: 73    Replace current map's Layer 1 at (40, 80) with the following (1 x 2) chunk, refresh immediately
CA/2F8F:       $14
CA/2F90:       $14
CA/2F91: 91    Pause for 15 units
CA/2F92: 73    Replace current map's Layer 1 at (36, 78) with the following (4 x 1) chunk, refresh immediately
CA/2F97:       $27, $27, $27, $27
CA/2F9B: B4    Pause for 8 units
CA/2F9D: 73    Replace current map's Layer 1 at (44, 79) with the following (1 x 1) chunk, refresh immediately
CA/2FA2:       $27
CA/2FA3: 73    Replace current map's Layer 1 at (37, 81) with the following (1 x 1) chunk, refresh immediately
CA/2FA8:       $28
CA/2FA9: 91    Pause for 15 units
CA/2FAA: 73    Replace current map's Layer 1 at (36, 18) with the following (1 x 3) chunk, refresh immediately
CA/2FAF:       $42
CA/2FB0:       $43
CA/2FB1:       $44
CA/2FB2: 73    Replace current map's Layer 1 at (42, 18) with the following (2 x 2) chunk, refresh immediately
CA/2FB7:       $C1, $47
CA/2FB9:       $79, $79
CA/2FBB: B4    Pause for 8 units
CA/2FBD: 73    Replace current map's Layer 1 at (37, 78) with the following (2 x 2) chunk, refresh immediately
CA/2FC2:       $18, $09
CA/2FC4:       $18, $29
CA/2FC6: 73    Replace current map's Layer 1 at (39, 78) with the following (3 x 1) chunk, refresh immediately
CA/2FCB:       $0B, $D9, $14
CA/2FCE: 73    Replace current map's Layer 1 at (45, 77) with the following (4 x 2) chunk, refresh immediately
CA/2FD3:       $18, $C3, $18, $29
CA/2FD7:       $18, $29, $18, $29
CA/2FDB: B4    Pause for 8 units
CA/2FDD: 73    Replace current map's Layer 1 at (36, 19) with the following (2 x 1) chunk, refresh immediately
CA/2FE2:       $47, $37
CA/2FE4: 73    Replace current map's Layer 1 at (39, 18) with the following (1 x 1) chunk, refresh immediately
CA/2FE9:       $48
CA/2FEA: 73    Replace current map's Layer 1 at (44, 18) with the following (3 x 3) chunk, refresh immediately
CA/2FEF:       $42, $43, $44
CA/2FF2:       $47, $47, $47
CA/2FF5:       $88, $98, $37
CA/2FF8: 73    Replace current map's Layer 1 at (45, 81) with the following (1 x 1) chunk, refresh immediately
CA/2FFD:       $28
CA/2FFE: B4    Pause for 8 units
CA/3000: 73    Replace current map's Layer 1 at (39, 81) with the following (1 x 1) chunk, refresh immediately
CA/3005:       $0C
CA/3006: 73    Replace current map's Layer 1 at (43, 81) with the following (1 x 1) chunk, refresh immediately
CA/300B:       $0C
CA/300C: 73    Replace current map's Layer 1 at (40, 77) with the following (2 x 4) chunk, refresh immediately
CA/3011:       $14, $14
CA/3013:       $14, $14
CA/3015:       $0C, $0B
CA/3017:       $0B, $0B
CA/3019: 73    Replace current map's Layer 1 at (41, 15) with the following (1 x 2) chunk, refresh immediately
CA/301E:       $47
CA/301F:       $47
CA/3020: 94    Pause for 60 units
CA/3021: 5A    Fade screen at speed $08
CA/3023: 5C    Pause execution until fade in or fade out is complete
CA/3024: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up
CA/302A: 60    Change background layer $06 to palette $1D
CA/302D: B2    Call subroutine $CA36FE
CA/3031: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/3033: D5        Set vehicle/entity's position to (15, 10)
CA/3036: CE        Turn vehicle/entity down
CA/3037: FF        End queue
CA/3038: 96    Restore screen from fade
CA/3039: B5    Pause for 15 * 10 (150) units
CA/303B: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/303D: C1        Set vehicle/entity's event speed to slow
CA/303E: 80        Move vehicle/entity up 1 tile
CA/303F: FF        End queue
CA/3040: 94    Pause for 60 units
CA/3041: 04    Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete)
CA/3043: CC        Turn vehicle/entity up
CA/3044: E0        Pause for 4 * 10 (40) frames
CA/3046: C2        Set vehicle/entity's event speed to normal
CA/3047: A3        Move vehicle/entity left/up 1x1 tiles
CA/3048: 84        Move vehicle/entity up 2 tiles
CA/3049: E0        Pause for 4 * 8 (32) frames
CA/304B: 21        Do vehicle/entity graphical action $21 
CA/304C: E0        Pause for 4 * 10 (40) frames
CA/304E: 10        Do vehicle/entity graphical action $10 
CA/304F: FF        End queue
CA/3050: 94    Pause for 60 units
CA/3051: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/3053: CF        Turn vehicle/entity left
CA/3054: FF        End queue
CA/3055: 94    Pause for 60 units
CA/3056: B0    Execute the following commands until $B1 3 times
CA/3058: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/305A: 15            Do vehicle/entity graphical action $15 
CA/305B: FF            End queue
CA/305C: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/305E: CF            Turn vehicle/entity left
CA/305F: FF            End queue
CA/3060: B1        End block of repeating commands
CA/3061: B5    Pause for 15 * 6 (90) units
CA/3063: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/3065: 8E        Move vehicle/entity down 4 tiles
CA/3066: FF        End queue
CA/3067: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA3078
CA/306D: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long 
CA/306F: C2        Set vehicle/entity's event speed to normal
CA/3070: E0        Pause for 4 * 8 (32) frames
CA/3072: 83        Move vehicle/entity left 1 tile
CA/3073: 82        Move vehicle/entity down 1 tile
CA/3074: E0        Pause for 4 * 10 (40) frames
CA/3076: 23        Do vehicle/entity graphical action $23 
CA/3077: FF        End queue
CA/3078: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA3084
CA/307E: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/3080: E0        Pause for 4 * 16 (64) frames
CA/3082: CD        Turn vehicle/entity right
CA/3083: FF        End queue
CA/3084: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA309D
CA/308A: 08    Begin action queue for character $08 (Actor in stot 8), 17 bytes long 
CA/308C: CF        Turn vehicle/entity left
CA/308D: E0        Pause for 4 * 4 (16) frames
CA/308F: C2        Set vehicle/entity's event speed to normal
CA/3090: 93        Move vehicle/entity left 5 tiles
CA/3091: 84        Move vehicle/entity up 2 tiles
CA/3092: E0        Pause for 4 * 5 (20) frames
CA/3094: 24        Do vehicle/entity graphical action $24 
CA/3095: E0        Pause for 4 * 1 (4) frames
CA/3097: 25        Do vehicle/entity graphical action $25 
CA/3098: E0        Pause for 4 * 1 (4) frames
CA/309A: FC        Branch 6 bytes backwards ($CA3094)
CA/309C: FF        End queue
CA/309D: B5    Pause for 15 * 6 (90) units
CA/309F: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete)
CA/30A1: CC        Turn vehicle/entity up
CA/30A2: E0        Pause for 4 * 22 (88) frames
CA/30A4: CD        Turn vehicle/entity right
CA/30A5: E0        Pause for 4 * 6 (24) frames
CA/30A7: 1F        Do vehicle/entity graphical action $1F 
CA/30A8: E0        Pause for 4 * 2 (8) frames
CA/30AA: CD        Turn vehicle/entity right
CA/30AB: FF        End queue
CA/30AC: 92    Pause for 30 units
CA/30AD: B0    Execute the following commands until $B1 5 times
CA/30AF: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/30B1: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/30B2: FF            End queue
CA/30B3: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/30B5: CD            Turn vehicle/entity right
CA/30B6: FF            End queue
CA/30B7: B1        End block of repeating commands
CA/30B8: 95    Pause for 120 units
CA/30B9: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/30BB: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/30BC: FF        End queue
CA/30BD: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA30CC
CA/30C3: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CA/30C5: E0        Pause for 4 * 3 (12) frames
CA/30C7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/30C8: E0        Pause for 4 * 3 (12) frames
CA/30CA: 24        Do vehicle/entity graphical action $24 
CA/30CB: FF        End queue
CA/30CC: 95    Pause for 120 units
CA/30CD: 5A    Fade screen at speed $08
CA/30CF: 5C    Pause execution until fade in or fade out is complete
CA/30D0: B2    Call subroutine $CAC97C
CA/30D4: D6    Set event bit $1E80($39D) [$1EF3, bit 5]
CA/30D6: 6B    Load map $00BD (Kohlingen, outdoors (WoR / ending)) instantly, (upper bits $0400), place party at (4, 6), facing up
CA/30DC: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/30DE: C1        Set vehicle/entity's event speed to slow
CA/30DF: 9D        Move vehicle/entity right 8 tiles
CA/30E0: 91        Move vehicle/entity right 5 tiles
CA/30E1: FF        End queue
CA/30E2: 91    Pause for 15 units
CA/30E3: B2    Call subroutine $CA36EE
CA/30E7: 92    Pause for 30 units
CA/30E8: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/30EA: C2        Set vehicle/entity's event speed to normal
CA/30EB: 81        Move vehicle/entity right 1 tile
CA/30EC: 80        Move vehicle/entity up 1 tile
CA/30ED: CF        Turn vehicle/entity left
CA/30EE: FF        End queue
CA/30EF: B0    Execute the following commands until $B1 6 times
CA/30F1: 51        Modify background color range from [76, 76]: Add (Black) at intensity 3
CA/30F5: B4        Pause for 2 units
CA/30F7: B1        End block of repeating commands
CA/30F8: B0    Execute the following commands until $B1 11 times
CA/30FA: 51        Modify background color range from [76, 76]: Add (Black) at intensity 3
CA/30FE: B4        Pause for 2 units
CA/3100: B1        End block of repeating commands
CA/3101: B0    Execute the following commands until $B1 8 times
CA/3103: 51        Modify background color range from [76, 76]: Add (Black) at intensity 3
CA/3107: B4        Pause for 2 units
CA/3109: B1        End block of repeating commands
CA/310A: 51    Modify background color range from [77, 77]: Do <unknown operation> (Black) at intensity 3
CA/310E: 51    Modify background color range from [77, 77]: Add (Black) at intensity 3
CA/3112: B0    Execute the following commands until $B1 18 times
CA/3114: 51        Modify background color range from [77, 77]: Add (Black) at intensity 3
CA/3118: B4        Pause for 2 units
CA/311A: B1        End block of repeating commands
CA/311B: 94    Pause for 60 units
CA/311C: 5A    Fade screen at speed $08
CA/311E: 5C    Pause execution until fade in or fade out is complete
CA/311F: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/3121: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up
CA/3127: 60    Change background layer $06 to palette $1D
CA/312A: B2    Call subroutine $CA36FE
CA/312E: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA313B
CA/3134: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/3136: D5        Set vehicle/entity's position to (18, 10)
CA/3139: 23        Do vehicle/entity graphical action $23 
CA/313A: FF        End queue
CA/313B: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/313D: D5        Set vehicle/entity's position to (16, 6)
CA/3140: CE        Turn vehicle/entity down
CA/3141: FF        End queue
CA/3142: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/3144: D5        Set vehicle/entity's position to (17, 10)
CA/3147: CE        Turn vehicle/entity down
CA/3148: FF        End queue
CA/3149: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA3156
CA/314F: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CA/3151: D5        Set vehicle/entity's position to (17, 6)
CA/3154: 1D        Do vehicle/entity graphical action $1D 
CA/3155: FF        End queue
CA/3156: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/3158: D5        Set vehicle/entity's position to (15, 10)
CA/315B: CE        Turn vehicle/entity down
CA/315C: FF        End queue
CA/315D: 96    Restore screen from fade
CA/315E: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA316A
CA/3164: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/3166: C2        Set vehicle/entity's event speed to normal
CA/3167: 88        Move vehicle/entity up 3 tiles
CA/3168: 1B        Do vehicle/entity graphical action $1B 
CA/3169: FF        End queue
CA/316A: 94    Pause for 60 units
CA/316B: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/316D: CE        Turn vehicle/entity down
CA/316E: E0        Pause for 4 * 4 (16) frames
CA/3170: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3171: E0        Pause for 4 * 3 (12) frames
CA/3173: 18        Do vehicle/entity graphical action $18 
CA/3174: FF        End queue
CA/3175: B5    Pause for 15 * 2 (30) units
CA/3177: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA3196
CA/317D: B0    Execute the following commands until $B1 2 times
CA/317F: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CA/3181: 15            Do vehicle/entity graphical action $15 
CA/3182: FF            End queue
CA/3183: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CA/3185: CF            Turn vehicle/entity left
CA/3186: FF            End queue
CA/3187: B1        End block of repeating commands
CA/3188: 08    Begin action queue for character $08 (Actor in stot 8), 12 bytes long 
CA/318A: E0        Pause for 4 * 4 (16) frames
CA/318C: C2        Set vehicle/entity's event speed to normal
CA/318D: 86        Move vehicle/entity down 2 tiles
CA/318E: 85        Move vehicle/entity right 2 tiles
CA/318F: CC        Turn vehicle/entity up
CA/3190: E0        Pause for 4 * 3 (12) frames
CA/3192: 81        Move vehicle/entity right 1 tile
CA/3193: 82        Move vehicle/entity down 1 tile
CA/3194: CD        Turn vehicle/entity right
CA/3195: FF        End queue
CA/3196: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/3198: 83        Move vehicle/entity left 1 tile
CA/3199: 80        Move vehicle/entity up 1 tile
CA/319A: 1B        Do vehicle/entity graphical action $1B 
CA/319B: FF        End queue
CA/319C: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/319E: CF        Turn vehicle/entity left
CA/319F: E0        Pause for 4 * 4 (16) frames
CA/31A1: CC        Turn vehicle/entity up
CA/31A2: FF        End queue
CA/31A3: B5    Pause for 15 * 10 (150) units
CA/31A5: 97    Fade screen to black
CA/31A6: 5C    Pause execution until fade in or fade out is complete
CA/31A7: B2    Call subroutine $CAC97C
CA/31AB: 6B    Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $0400), place party at (40, 46), facing up
CA/31B1: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/31B3: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CA/31B5: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CA/31B7: 78    Enable ability to pass through other objects for object $23 (NPC $23)
CA/31B9: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CA/31BB: 3E    Delete object $13
CA/31BD: 3D    Create object $17
CA/31BF: 3D    Create object $18
CA/31C1: 41    Show object $17
CA/31C3: 41    Show object $18
CA/31C5: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CA/31C7: C3        Set vehicle/entity's event speed to fast
CA/31C8: D5        Set vehicle/entity's position to (26, 44)
CA/31CB: CF        Turn vehicle/entity left
CA/31CC: FF        End queue
CA/31CD: 22    Begin action queue for character $22 (NPC $22), 6 bytes long 
CA/31CF: C3        Set vehicle/entity's event speed to fast
CA/31D0: D5        Set vehicle/entity's position to (28, 45)
CA/31D3: CF        Turn vehicle/entity left
CA/31D4: FF        End queue
CA/31D5: 23    Begin action queue for character $23 (NPC $23), 6 bytes long 
CA/31D7: C3        Set vehicle/entity's event speed to fast
CA/31D8: D5        Set vehicle/entity's position to (25, 46)
CA/31DB: CF        Turn vehicle/entity left
CA/31DC: FF        End queue
CA/31DD: 24    Begin action queue for character $24 (NPC $24), 6 bytes long 
CA/31DF: C3        Set vehicle/entity's event speed to fast
CA/31E0: D5        Set vehicle/entity's position to (23, 47)
CA/31E3: CF        Turn vehicle/entity left
CA/31E4: FF        End queue
CA/31E5: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CA/31E7: C1        Set vehicle/entity's event speed to slow
CA/31E8: D5        Set vehicle/entity's position to (27, 17)
CA/31EB: CE        Turn vehicle/entity down
CA/31EC: FF        End queue
CA/31ED: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CA/31EF: C1        Set vehicle/entity's event speed to slow
CA/31F0: D5        Set vehicle/entity's position to (29, 17)
CA/31F3: CE        Turn vehicle/entity down
CA/31F4: FF        End queue
CA/31F5: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CA/31F7: C1        Set vehicle/entity's event speed to slow
CA/31F8: D5        Set vehicle/entity's position to (27, 16)
CA/31FB: CE        Turn vehicle/entity down
CA/31FC: FF        End queue
CA/31FD: 18    Begin action queue for character $18 (NPC $18), 6 bytes long 
CA/31FF: C1        Set vehicle/entity's event speed to slow
CA/3200: D5        Set vehicle/entity's position to (29, 16)
CA/3203: CE        Turn vehicle/entity down
CA/3204: FF        End queue
CA/3205: 3D    Create object $1C
CA/3207: 41    Show object $1C
CA/3209: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CA/320B: D5        Set vehicle/entity's position to (28, 15)
CA/320E: CE        Turn vehicle/entity down
CA/320F: C1        Set vehicle/entity's event speed to slow
CA/3210: FF        End queue
CA/3211: 96    Restore screen from fade
CA/3212: 30    Begin action queue for character $30 (Camera), 19 bytes long 
CA/3214: C2        Set vehicle/entity's event speed to normal
CA/3215: AB        Move vehicle/entity left/up 1x2 tiles
CA/3216: AB        Move vehicle/entity left/up 1x2 tiles
CA/3217: AB        Move vehicle/entity left/up 1x2 tiles
CA/3218: AB        Move vehicle/entity left/up 1x2 tiles
CA/3219: AB        Move vehicle/entity left/up 1x2 tiles
CA/321A: AB        Move vehicle/entity left/up 1x2 tiles
CA/321B: AB        Move vehicle/entity left/up 1x2 tiles
CA/321C: AB        Move vehicle/entity left/up 1x2 tiles
CA/321D: AB        Move vehicle/entity left/up 1x2 tiles
CA/321E: AB        Move vehicle/entity left/up 1x2 tiles
CA/321F: AB        Move vehicle/entity left/up 1x2 tiles
CA/3220: AB        Move vehicle/entity left/up 1x2 tiles
CA/3221: AB        Move vehicle/entity left/up 1x2 tiles
CA/3222: AB        Move vehicle/entity left/up 1x2 tiles
CA/3223: AB        Move vehicle/entity left/up 1x2 tiles
CA/3224: AB        Move vehicle/entity left/up 1x2 tiles
CA/3225: AB        Move vehicle/entity left/up 1x2 tiles
CA/3226: FF        End queue
CA/3227: 21    Begin action queue for character $21 (NPC $21), 18 bytes long 
CA/3229: 9D        Move vehicle/entity right 8 tiles
CA/322A: 9D        Move vehicle/entity right 8 tiles
CA/322B: 9D        Move vehicle/entity right 8 tiles
CA/322C: E0        Pause for 4 * 58 (232) frames
CA/322E: D5        Set vehicle/entity's position to (23, 6)
CA/3231: A2        Move vehicle/entity left/down 1x1 tiles
CA/3232: A2        Move vehicle/entity left/down 1x1 tiles
CA/3233: A2        Move vehicle/entity left/down 1x1 tiles
CA/3234: A2        Move vehicle/entity left/down 1x1 tiles
CA/3235: A2        Move vehicle/entity left/down 1x1 tiles
CA/3236: A2        Move vehicle/entity left/down 1x1 tiles
CA/3237: A2        Move vehicle/entity left/down 1x1 tiles
CA/3238: 9E        Move vehicle/entity down 8 tiles
CA/3239: 86        Move vehicle/entity down 2 tiles
CA/323A: FF        End queue
CA/323B: 22    Begin action queue for character $22 (NPC $22), 15 bytes long 
CA/323D: 9D        Move vehicle/entity right 8 tiles
CA/323E: 9D        Move vehicle/entity right 8 tiles
CA/323F: 9D        Move vehicle/entity right 8 tiles
CA/3240: E0        Pause for 4 * 58 (232) frames
CA/3242: D5        Set vehicle/entity's position to (21, 5)
CA/3245: A2        Move vehicle/entity left/down 1x1 tiles
CA/3246: A2        Move vehicle/entity left/down 1x1 tiles
CA/3247: A2        Move vehicle/entity left/down 1x1 tiles
CA/3248: A2        Move vehicle/entity left/down 1x1 tiles
CA/3249: 9E        Move vehicle/entity down 8 tiles
CA/324A: 96        Move vehicle/entity down 6 tiles
CA/324B: FF        End queue
CA/324C: 23    Begin action queue for character $23 (NPC $23), 4 bytes long 
CA/324E: 9D        Move vehicle/entity right 8 tiles
CA/324F: 9D        Move vehicle/entity right 8 tiles
CA/3250: 9D        Move vehicle/entity right 8 tiles
CA/3251: FF        End queue
CA/3252: 24    Begin action queue for character $24 (NPC $24), 4 bytes long 
CA/3254: 9D        Move vehicle/entity right 8 tiles
CA/3255: 9D        Move vehicle/entity right 8 tiles
CA/3256: 9D        Move vehicle/entity right 8 tiles
CA/3257: FF        End queue
CA/3258: 95    Pause for 120 units
CA/3259: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/325B: 96        Move vehicle/entity down 6 tiles
CA/325C: FF        End queue
CA/325D: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/325F: 96        Move vehicle/entity down 6 tiles
CA/3260: FF        End queue
CA/3261: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/3263: 96        Move vehicle/entity down 6 tiles
CA/3264: FF        End queue
CA/3265: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CA/3267: 96        Move vehicle/entity down 6 tiles
CA/3268: FF        End queue
CA/3269: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long 
CA/326B: 9E        Move vehicle/entity down 8 tiles
CA/326C: E0        Pause for 4 * 2 (8) frames
CA/326E: CF        Turn vehicle/entity left
CA/326F: E0        Pause for 4 * 4 (16) frames
CA/3271: CC        Turn vehicle/entity up
CA/3272: FF        End queue
CA/3273: 95    Pause for 120 units
CA/3274: B2    Call subroutine $CA36EE
CA/3278: B5    Pause for 15 * 11 (165) units
CA/327A: 5A    Fade screen at speed $08
CA/327C: 5C    Pause execution until fade in or fade out is complete
CA/327D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/327F: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up
CA/3285: 60    Change background layer $06 to palette $1D
CA/3288: B2    Call subroutine $CA36FE
CA/328C: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA3299
CA/3292: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/3294: D5        Set vehicle/entity's position to (18, 10)
CA/3297: 23        Do vehicle/entity graphical action $23 
CA/3298: FF        End queue
CA/3299: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA32AE
CA/329F: 05    Begin action queue for character $05 (Actor in stot 5), 13 bytes long 
CA/32A1: D5        Set vehicle/entity's position to (15, 6)
CA/32A4: CC        Turn vehicle/entity up
CA/32A5: 1B        Do vehicle/entity graphical action $1B 
CA/32A6: E0        Pause for 4 * 1 (4) frames
CA/32A8: 1C        Do vehicle/entity graphical action $1C 
CA/32A9: E0        Pause for 4 * 1 (4) frames
CA/32AB: FC        Branch 6 bytes backwards ($CA32A5)
CA/32AD: FF        End queue
CA/32AE: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/32B0: D5        Set vehicle/entity's position to (16, 6)
CA/32B3: CC        Turn vehicle/entity up
CA/32B4: FF        End queue
CA/32B5: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/32B7: D5        Set vehicle/entity's position to (17, 10)
CA/32BA: CE        Turn vehicle/entity down
CA/32BB: FF        End queue
CA/32BC: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/32BE: D5        Set vehicle/entity's position to (15, 10)
CA/32C1: CE        Turn vehicle/entity down
CA/32C2: FF        End queue
CA/32C3: 96    Restore screen from fade
CA/32C4: 95    Pause for 120 units
CA/32C5: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/32C7: CF        Turn vehicle/entity left
CA/32C8: FF        End queue
CA/32C9: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CA/32CB: C2        Set vehicle/entity's event speed to normal
CA/32CC: CF        Turn vehicle/entity left
CA/32CD: E0        Pause for 4 * 8 (32) frames
CA/32CF: 80        Move vehicle/entity up 1 tile
CA/32D0: FF        End queue
CA/32D1: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/32D3: C2        Set vehicle/entity's event speed to normal
CA/32D4: 93        Move vehicle/entity left 5 tiles
CA/32D5: FF        End queue
CA/32D6: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CA/32D8: 97        Move vehicle/entity left 6 tiles
CA/32D9: A3        Move vehicle/entity left/up 1x1 tiles
CA/32DA: CF        Turn vehicle/entity left
CA/32DB: FF        End queue
CA/32DC: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/32DE: C2        Set vehicle/entity's event speed to normal
CA/32DF: 80        Move vehicle/entity up 1 tile
CA/32E0: 93        Move vehicle/entity left 5 tiles
CA/32E1: FF        End queue
CA/32E2: B5    Pause for 15 * 16 (240) units
CA/32E4: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/32E6: 22        Do vehicle/entity graphical action $22 
CA/32E7: E0        Pause for 4 * 10 (40) frames
CA/32E9: CF        Turn vehicle/entity left
CA/32EA: FF        End queue
CA/32EB: 95    Pause for 120 units
CA/32EC: B0    Execute the following commands until $B1 3 times
CA/32EE: 00        Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/32F0: 15            Do vehicle/entity graphical action $15 
CA/32F1: FF            End queue
CA/32F2: 00        Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/32F4: CF            Turn vehicle/entity left
CA/32F5: FF            End queue
CA/32F6: B1        End block of repeating commands
CA/32F7: 95    Pause for 120 units
CA/32F8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/32FA: 0F        Do vehicle/entity graphical action $0F 
CA/32FB: FF        End queue
CA/32FC: 94    Pause for 60 units
CA/32FD: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/32FF: 3D    Create object $14
CA/3301: 3D    Create object $15
CA/3303: 3D    Create object $16
CA/3305: 41    Show object $14
CA/3307: 41    Show object $15
CA/3309: 41    Show object $16
CA/330B: 42    Hide object $00
CA/330D: 45    Refresh objects
CA/330E: 3D    Create object $17
CA/3310: 3D    Create object $18
CA/3312: 3D    Create object $19
CA/3314: 3D    Create object $1A
CA/3316: 3D    Create object $1B
CA/3318: 45    Refresh objects
CA/3319: 41    Show object $17
CA/331B: 41    Show object $18
CA/331D: 41    Show object $19
CA/331F: 41    Show object $1A
CA/3321: 41    Show object $1B
CA/3323: B2    Call subroutine $CAC819
CA/3327: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/3329: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CA/332B: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CA/332D: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CA/332F: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/3331: B5    Pause for 15 * 16 (240) units
CA/3333: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CA/3335: C4        Set vehicle/entity's event speed to faster
CA/3336: 9F        Move vehicle/entity left 8 tiles
CA/3337: 9F        Move vehicle/entity left 8 tiles
CA/3338: 9F        Move vehicle/entity left 8 tiles
CA/3339: E0        Pause for 4 * 4 (16) frames
CA/333B: D5        Set vehicle/entity's position to (20, 13)
CA/333E: FC        Branch 8 bytes backwards ($CA3336)
CA/3340: FF        End queue
CA/3341: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CA/3343: C4        Set vehicle/entity's event speed to faster
CA/3344: 9F        Move vehicle/entity left 8 tiles
CA/3345: 9F        Move vehicle/entity left 8 tiles
CA/3346: 9F        Move vehicle/entity left 8 tiles
CA/3347: E0        Pause for 4 * 2 (8) frames
CA/3349: D5        Set vehicle/entity's position to (20, 15)
CA/334C: FC        Branch 8 bytes backwards ($CA3344)
CA/334E: FF        End queue
CA/334F: 19    Begin action queue for character $19 (NPC $19), 12 bytes long 
CA/3351: C4        Set vehicle/entity's event speed to faster
CA/3352: 9F        Move vehicle/entity left 8 tiles
CA/3353: 9F        Move vehicle/entity left 8 tiles
CA/3354: 9F        Move vehicle/entity left 8 tiles
CA/3355: E0        Pause for 4 * 1 (4) frames
CA/3357: D5        Set vehicle/entity's position to (25, 10)
CA/335A: FC        Branch 8 bytes backwards ($CA3352)
CA/335C: FF        End queue
CA/335D: 1A    Begin action queue for character $1A (NPC $1A), 12 bytes long 
CA/335F: 9F        Move vehicle/entity left 8 tiles
CA/3360: 9F        Move vehicle/entity left 8 tiles
CA/3361: 9F        Move vehicle/entity left 8 tiles
CA/3362: E0        Pause for 4 * 2 (8) frames
CA/3364: D5        Set vehicle/entity's position to (21, 5)
CA/3367: C1        Set vehicle/entity's event speed to slow
CA/3368: FC        Branch 9 bytes backwards ($CA335F)
CA/336A: FF        End queue
CA/336B: 1B    Begin action queue for character $1B (NPC $1B), 12 bytes long 
CA/336D: 9F        Move vehicle/entity left 8 tiles
CA/336E: 9F        Move vehicle/entity left 8 tiles
CA/336F: 9F        Move vehicle/entity left 8 tiles
CA/3370: E0        Pause for 4 * 6 (24) frames
CA/3372: D5        Set vehicle/entity's position to (22, 4)
CA/3375: C4        Set vehicle/entity's event speed to faster
CA/3376: FC        Branch 9 bytes backwards ($CA336D)
CA/3378: FF        End queue
CA/3379: B5    Pause for 15 * 12 (180) units
CA/337B: 5A    Fade screen at speed $08
CA/337D: 5C    Pause execution until fade in or fade out is complete
CA/337E: 6B    Load map $0081 (Mountaintop overlook with birds (ending)) instantly, (upper bits $0400), place party at (14, 14), facing up
CA/3384: B2    Call subroutine $CAC97C
CA/3388: 96    Restore screen from fade
CA/3389: 38    Hold screen
CA/338A: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CA/338C: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CA/338E: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/3390: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CA/3392: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CA/3394: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/3396: C4        Set vehicle/entity's event speed to faster
CA/3397: AB        Move vehicle/entity left/up 1x2 tiles
CA/3398: FC        Branch 1 bytes backwards ($CA3397)
CA/339A: FF        End queue
CA/339B: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/339D: FC        Branch 7 bytes backwards ($CA3396)
CA/339F: FF        End queue
CA/33A0: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/33A2: FC        Branch 5 bytes backwards ($CA339D)
CA/33A4: FF        End queue
CA/33A5: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/33A7: FC        Branch 5 bytes backwards ($CA33A2)
CA/33A9: FF        End queue
CA/33AA: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/33AC: FC        Branch 5 bytes backwards ($CA33A7)
CA/33AE: FF        End queue
CA/33AF: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/33B1: 80        Move vehicle/entity up 1 tile
CA/33B2: FF        End queue
CA/33B3: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/33B5: 80        Move vehicle/entity up 1 tile
CA/33B6: FF        End queue
CA/33B7: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/33B9: 80        Move vehicle/entity up 1 tile
CA/33BA: FF        End queue
CA/33BB: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CA/33BD: 80        Move vehicle/entity up 1 tile
CA/33BE: FF        End queue
CA/33BF: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CA/33C1: 80        Move vehicle/entity up 1 tile
CA/33C2: FF        End queue
CA/33C3: 5D    Scroll Layer 1, speed 0 x 224
CA/33C6: 5E    Scroll Layer 2, speed 0 x 246
CA/33C9: B5    Pause for 15 * 6 (90) units
CA/33CB: 5D    Scroll Layer 1, speed 0 x 240
CA/33CE: 5E    Scroll Layer 2, speed 0 x 250
CA/33D1: 92    Pause for 30 units
CA/33D2: 3E    Delete object $10
CA/33D4: 3E    Delete object $11
CA/33D6: 3E    Delete object $12
CA/33D8: 3E    Delete object $13
CA/33DA: 3E    Delete object $14
CA/33DC: 5D    Scroll Layer 1, speed 0 x 0
CA/33DF: 5E    Scroll Layer 2, speed 1 x 252
CA/33E2: 91    Pause for 15 units
CA/33E3: 5E    Scroll Layer 2, speed 2 x 254
CA/33E6: 91    Pause for 15 units
CA/33E7: 5E    Scroll Layer 2, speed 3 x 255
CA/33EA: 53    Modify object color range from [40, 4F]: Subtract (Black) at intensity 0
CA/33EE: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/33F0: A7        Move vehicle/entity right/down 1x2 tiles
CA/33F1: C2        Set vehicle/entity's event speed to normal
CA/33F2: A7        Move vehicle/entity right/down 1x2 tiles
CA/33F3: C1        Set vehicle/entity's event speed to slow
CA/33F4: A7        Move vehicle/entity right/down 1x2 tiles
CA/33F5: FC        Branch 1 bytes backwards ($CA33F4)
CA/33F7: FF        End queue
CA/33F8: 17    Begin action queue for character $17 (NPC $17), 10 bytes long 
CA/33FA: 86        Move vehicle/entity down 2 tiles
CA/33FB: A7        Move vehicle/entity right/down 1x2 tiles
CA/33FC: C2        Set vehicle/entity's event speed to normal
CA/33FD: A7        Move vehicle/entity right/down 1x2 tiles
CA/33FE: A7        Move vehicle/entity right/down 1x2 tiles
CA/33FF: C1        Set vehicle/entity's event speed to slow
CA/3400: A1        Move vehicle/entity right/down 1x1 tiles
CA/3401: FC        Branch 1 bytes backwards ($CA3400)
CA/3403: FF        End queue
CA/3404: 91    Pause for 15 units
CA/3405: 5E    Scroll Layer 2, speed 1 x 1
CA/3408: 16    Begin action queue for character $16 (NPC $16), 13 bytes long 
CA/340A: C4        Set vehicle/entity's event speed to faster
CA/340B: A7        Move vehicle/entity right/down 1x2 tiles
CA/340C: C2        Set vehicle/entity's event speed to normal
CA/340D: A7        Move vehicle/entity right/down 1x2 tiles
CA/340E: C2        Set vehicle/entity's event speed to normal
CA/340F: A7        Move vehicle/entity right/down 1x2 tiles
CA/3410: C1        Set vehicle/entity's event speed to slow
CA/3411: A1        Move vehicle/entity right/down 1x1 tiles
CA/3412: C0        Set vehicle/entity's event speed to slowest
CA/3413: A1        Move vehicle/entity right/down 1x1 tiles
CA/3414: FC        Branch 1 bytes backwards ($CA3413)
CA/3416: FF        End queue
CA/3417: 91    Pause for 15 units
CA/3418: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CA/341A: 82        Move vehicle/entity down 1 tile
CA/341B: A7        Move vehicle/entity right/down 1x2 tiles
CA/341C: C2        Set vehicle/entity's event speed to normal
CA/341D: A7        Move vehicle/entity right/down 1x2 tiles
CA/341E: A7        Move vehicle/entity right/down 1x2 tiles
CA/341F: C1        Set vehicle/entity's event speed to slow
CA/3420: A1        Move vehicle/entity right/down 1x1 tiles
CA/3421: C0        Set vehicle/entity's event speed to slowest
CA/3422: A6        Move vehicle/entity right/down 2x1 tiles
CA/3423: FC        Branch 1 bytes backwards ($CA3422)
CA/3425: FF        End queue
CA/3426: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CA/3428: A7        Move vehicle/entity right/down 1x2 tiles
CA/3429: A7        Move vehicle/entity right/down 1x2 tiles
CA/342A: C2        Set vehicle/entity's event speed to normal
CA/342B: A7        Move vehicle/entity right/down 1x2 tiles
CA/342C: C1        Set vehicle/entity's event speed to slow
CA/342D: A7        Move vehicle/entity right/down 1x2 tiles
CA/342E: FC        Branch 1 bytes backwards ($CA342D)
CA/3430: FF        End queue
CA/3431: 91    Pause for 15 units
CA/3432: 5E    Scroll Layer 2, speed 2 x 4
CA/3435: B5    Pause for 15 * 10 (150) units
CA/3437: 17    Begin action queue for character $17 (NPC $17), 13 bytes long 
CA/3439: C0        Set vehicle/entity's event speed to slowest
CA/343A: A7        Move vehicle/entity right/down 1x2 tiles
CA/343B: 82        Move vehicle/entity down 1 tile
CA/343C: A2        Move vehicle/entity left/down 1x1 tiles
CA/343D: A3        Move vehicle/entity left/up 1x1 tiles
CA/343E: C1        Set vehicle/entity's event speed to slow
CA/343F: A3        Move vehicle/entity left/up 1x1 tiles
CA/3440: A3        Move vehicle/entity left/up 1x1 tiles
CA/3441: C0        Set vehicle/entity's event speed to slowest
CA/3442: A3        Move vehicle/entity left/up 1x1 tiles
CA/3443: FC        Branch 1 bytes backwards ($CA3442)
CA/3445: FF        End queue
CA/3446: B0    Execute the following commands until $B1 31 times
CA/3448: 53        Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3
CA/344C: B4        Pause for 1 units
CA/344E: B1        End block of repeating commands
CA/344F: 5E    Scroll Layer 2, speed 1 x 2
CA/3452: 15    Begin action queue for character $15 (NPC $15), 10 bytes long 
CA/3454: C0        Set vehicle/entity's event speed to slowest
CA/3455: 82        Move vehicle/entity down 1 tile
CA/3456: A2        Move vehicle/entity left/down 1x1 tiles
CA/3457: 83        Move vehicle/entity left 1 tile
CA/3458: AA        Move vehicle/entity left/up 2x1 tiles
CA/3459: A3        Move vehicle/entity left/up 1x1 tiles
CA/345A: AB        Move vehicle/entity left/up 1x2 tiles
CA/345B: FC        Branch 1 bytes backwards ($CA345A)
CA/345D: FF        End queue
CA/345E: 93    Pause for 45 units
CA/345F: 5E    Scroll Layer 2, speed 0 x 254
CA/3462: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/3464: 82        Move vehicle/entity down 1 tile
CA/3465: A2        Move vehicle/entity left/down 1x1 tiles
CA/3466: 83        Move vehicle/entity left 1 tile
CA/3467: AA        Move vehicle/entity left/up 2x1 tiles
CA/3468: A3        Move vehicle/entity left/up 1x1 tiles
CA/3469: FC        Branch 1 bytes backwards ($CA3468)
CA/346B: FF        End queue
CA/346C: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CA/346E: A1        Move vehicle/entity right/down 1x1 tiles
CA/346F: 82        Move vehicle/entity down 1 tile
CA/3470: A2        Move vehicle/entity left/down 1x1 tiles
CA/3471: A9        Move vehicle/entity left/down 2x1 tiles
CA/3472: A3        Move vehicle/entity left/up 1x1 tiles
CA/3473: C1        Set vehicle/entity's event speed to slow
CA/3474: A3        Move vehicle/entity left/up 1x1 tiles
CA/3475: C0        Set vehicle/entity's event speed to slowest
CA/3476: A3        Move vehicle/entity left/up 1x1 tiles
CA/3477: FC        Branch 1 bytes backwards ($CA3476)
CA/3479: FF        End queue
CA/347A: 94    Pause for 60 units
CA/347B: 19    Begin action queue for character $19 (NPC $19), 11 bytes long 
CA/347D: C0        Set vehicle/entity's event speed to slowest
CA/347E: 82        Move vehicle/entity down 1 tile
CA/347F: A3        Move vehicle/entity left/up 1x1 tiles
CA/3480: C1        Set vehicle/entity's event speed to slow
CA/3481: A3        Move vehicle/entity left/up 1x1 tiles
CA/3482: A3        Move vehicle/entity left/up 1x1 tiles
CA/3483: C0        Set vehicle/entity's event speed to slowest
CA/3484: AA        Move vehicle/entity left/up 2x1 tiles
CA/3485: FC        Branch 1 bytes backwards ($CA3484)
CA/3487: FF        End queue
CA/3488: B5    Pause for 15 * 22 (330) units
CA/348A: 6A    Load map $0088 (Waterfall cliff bridge with birds (ending)) after fade out, (upper bits $0400), place party at (45, 7), facing up
CA/3490: 73    Replace current map's Layer 1 at (41, 10) with the following (2 x 5) chunk, refresh immediately
CA/3495:       $D7, $D7
CA/3497:       $D7, $D7
CA/3499:       $D7, $E7
CA/349B:       $E7, $E7
CA/349D:       $E7, $E7
CA/349F: 96    Restore screen from fade
CA/34A0: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/34A2: C0        Set vehicle/entity's event speed to slowest
CA/34A3: A2        Move vehicle/entity left/down 1x1 tiles
CA/34A4: A2        Move vehicle/entity left/down 1x1 tiles
CA/34A5: A2        Move vehicle/entity left/down 1x1 tiles
CA/34A6: A2        Move vehicle/entity left/down 1x1 tiles
CA/34A7: A2        Move vehicle/entity left/down 1x1 tiles
CA/34A8: FF        End queue
CA/34A9: 10    Begin action queue for character $10 (NPC $10), 14 bytes long 
CA/34AB: A8        Move vehicle/entity left/down 1x2 tiles
CA/34AC: C1        Set vehicle/entity's event speed to slow
CA/34AD: A8        Move vehicle/entity left/down 1x2 tiles
CA/34AE: C2        Set vehicle/entity's event speed to normal
CA/34AF: A8        Move vehicle/entity left/down 1x2 tiles
CA/34B0: C3        Set vehicle/entity's event speed to fast
CA/34B1: A8        Move vehicle/entity left/down 1x2 tiles
CA/34B2: C4        Set vehicle/entity's event speed to faster
CA/34B3: A8        Move vehicle/entity left/down 1x2 tiles
CA/34B4: C5        Set vehicle/entity's event speed to fastest
CA/34B5: A2        Move vehicle/entity left/down 1x1 tiles
CA/34B6: FC        Branch 1 bytes backwards ($CA34B5)
CA/34B8: FF        End queue
CA/34B9: 11    Begin action queue for character $11 (NPC $11), 18 bytes long 
CA/34BB: E0        Pause for 4 * 4 (16) frames
CA/34BD: A8        Move vehicle/entity left/down 1x2 tiles
CA/34BE: C1        Set vehicle/entity's event speed to slow
CA/34BF: A8        Move vehicle/entity left/down 1x2 tiles
CA/34C0: C2        Set vehicle/entity's event speed to normal
CA/34C1: A8        Move vehicle/entity left/down 1x2 tiles
CA/34C2: C3        Set vehicle/entity's event speed to fast
CA/34C3: A8        Move vehicle/entity left/down 1x2 tiles
CA/34C4: C4        Set vehicle/entity's event speed to faster
CA/34C5: A8        Move vehicle/entity left/down 1x2 tiles
CA/34C6: C5        Set vehicle/entity's event speed to fastest
CA/34C7: A2        Move vehicle/entity left/down 1x1 tiles
CA/34C8: A2        Move vehicle/entity left/down 1x1 tiles
CA/34C9: A9        Move vehicle/entity left/down 2x1 tiles
CA/34CA: FC        Branch 1 bytes backwards ($CA34C9)
CA/34CC: FF        End queue
CA/34CD: 12    Begin action queue for character $12 (NPC $12), 16 bytes long 
CA/34CF: E0        Pause for 4 * 3 (12) frames
CA/34D1: 86        Move vehicle/entity down 2 tiles
CA/34D2: C1        Set vehicle/entity's event speed to slow
CA/34D3: A8        Move vehicle/entity left/down 1x2 tiles
CA/34D4: C2        Set vehicle/entity's event speed to normal
CA/34D5: A8        Move vehicle/entity left/down 1x2 tiles
CA/34D6: C3        Set vehicle/entity's event speed to fast
CA/34D7: A8        Move vehicle/entity left/down 1x2 tiles
CA/34D8: C4        Set vehicle/entity's event speed to faster
CA/34D9: A8        Move vehicle/entity left/down 1x2 tiles
CA/34DA: C5        Set vehicle/entity's event speed to fastest
CA/34DB: A9        Move vehicle/entity left/down 2x1 tiles
CA/34DC: FC        Branch 1 bytes backwards ($CA34DB)
CA/34DE: FF        End queue
CA/34DF: 13    Begin action queue for character $13 (NPC $13), 16 bytes long 
CA/34E1: E0        Pause for 4 * 7 (28) frames
CA/34E3: A8        Move vehicle/entity left/down 1x2 tiles
CA/34E4: C1        Set vehicle/entity's event speed to slow
CA/34E5: A8        Move vehicle/entity left/down 1x2 tiles
CA/34E6: C2        Set vehicle/entity's event speed to normal
CA/34E7: A8        Move vehicle/entity left/down 1x2 tiles
CA/34E8: C3        Set vehicle/entity's event speed to fast
CA/34E9: A8        Move vehicle/entity left/down 1x2 tiles
CA/34EA: C4        Set vehicle/entity's event speed to faster
CA/34EB: A8        Move vehicle/entity left/down 1x2 tiles
CA/34EC: C5        Set vehicle/entity's event speed to fastest
CA/34ED: A9        Move vehicle/entity left/down 2x1 tiles
CA/34EE: FC        Branch 1 bytes backwards ($CA34ED)
CA/34F0: FF        End queue
CA/34F1: B5    Pause for 15 * 20 (300) units
CA/34F3: 97    Fade screen to black
CA/34F4: 5C    Pause execution until fade in or fade out is complete
CA/34F5: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/34F7: 6B    Load map $00BE (Whitewater river with birds (ending)) instantly, (upper bits $0400), place party at (52, 36), facing up
CA/34FD: 30    Begin action queue for character $30 (Camera), 23 bytes long 
CA/34FF: C3        Set vehicle/entity's event speed to fast
CA/3500: AA        Move vehicle/entity left/up 2x1 tiles
CA/3501: AA        Move vehicle/entity left/up 2x1 tiles
CA/3502: AA        Move vehicle/entity left/up 2x1 tiles
CA/3503: AA        Move vehicle/entity left/up 2x1 tiles
CA/3504: AA        Move vehicle/entity left/up 2x1 tiles
CA/3505: AA        Move vehicle/entity left/up 2x1 tiles
CA/3506: AA        Move vehicle/entity left/up 2x1 tiles
CA/3507: AA        Move vehicle/entity left/up 2x1 tiles
CA/3508: AA        Move vehicle/entity left/up 2x1 tiles
CA/3509: AA        Move vehicle/entity left/up 2x1 tiles
CA/350A: AA        Move vehicle/entity left/up 2x1 tiles
CA/350B: AA        Move vehicle/entity left/up 2x1 tiles
CA/350C: AA        Move vehicle/entity left/up 2x1 tiles
CA/350D: AA        Move vehicle/entity left/up 2x1 tiles
CA/350E: AA        Move vehicle/entity left/up 2x1 tiles
CA/350F: AA        Move vehicle/entity left/up 2x1 tiles
CA/3510: AA        Move vehicle/entity left/up 2x1 tiles
CA/3511: AA        Move vehicle/entity left/up 2x1 tiles
CA/3512: AA        Move vehicle/entity left/up 2x1 tiles
CA/3513: AA        Move vehicle/entity left/up 2x1 tiles
CA/3514: AA        Move vehicle/entity left/up 2x1 tiles
CA/3515: FF        End queue
CA/3516: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/3518: C4        Set vehicle/entity's event speed to faster
CA/3519: AB        Move vehicle/entity left/up 1x2 tiles
CA/351A: FC        Branch 1 bytes backwards ($CA3519)
CA/351C: FF        End queue
CA/351D: 95    Pause for 120 units
CA/351E: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/3520: D5        Set vehicle/entity's position to (41, 37)
CA/3523: AB        Move vehicle/entity left/up 1x2 tiles
CA/3524: FC        Branch 1 bytes backwards ($CA3523)
CA/3526: FF        End queue
CA/3527: B5    Pause for 15 * 6 (90) units
CA/3529: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/352B: D5        Set vehicle/entity's position to (30, 32)
CA/352E: A3        Move vehicle/entity left/up 1x1 tiles
CA/352F: FC        Branch 1 bytes backwards ($CA352E)
CA/3531: FF        End queue
CA/3532: B5    Pause for 15 * 6 (90) units
CA/3534: 97    Fade screen to black
CA/3535: 5C    Pause execution until fade in or fade out is complete
CA/3536: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/3538: 6B    Load map $0082 (Forest pond with birds (ending)) instantly, (upper bits $0400), place party at (16, 7), facing up
CA/353E: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/3540: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/3542: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/3544: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/3546: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/3548: 10    Begin action queue for character $10 (NPC $10), 20 bytes long 
CA/354A: C4        Set vehicle/entity's event speed to faster
CA/354B: 9F        Move vehicle/entity left 8 tiles
CA/354C: 9F        Move vehicle/entity left 8 tiles
CA/354D: 97        Move vehicle/entity left 6 tiles
CA/354E: AA        Move vehicle/entity left/up 2x1 tiles
CA/354F: AA        Move vehicle/entity left/up 2x1 tiles
CA/3550: AA        Move vehicle/entity left/up 2x1 tiles
CA/3551: AA        Move vehicle/entity left/up 2x1 tiles
CA/3552: D5        Set vehicle/entity's position to (17, 5)
CA/3555: 8F        Move vehicle/entity left 4 tiles
CA/3556: A9        Move vehicle/entity left/down 2x1 tiles
CA/3557: A9        Move vehicle/entity left/down 2x1 tiles
CA/3558: AA        Move vehicle/entity left/up 2x1 tiles
CA/3559: AA        Move vehicle/entity left/up 2x1 tiles
CA/355A: AA        Move vehicle/entity left/up 2x1 tiles
CA/355B: AA        Move vehicle/entity left/up 2x1 tiles
CA/355C: AA        Move vehicle/entity left/up 2x1 tiles
CA/355D: FF        End queue
CA/355E: 11    Begin action queue for character $11 (NPC $11), 18 bytes long 
CA/3560: C4        Set vehicle/entity's event speed to faster
CA/3561: 9F        Move vehicle/entity left 8 tiles
CA/3562: 9F        Move vehicle/entity left 8 tiles
CA/3563: 9F        Move vehicle/entity left 8 tiles
CA/3564: 8F        Move vehicle/entity left 4 tiles
CA/3565: D5        Set vehicle/entity's position to (23, 6)
CA/3568: 9F        Move vehicle/entity left 8 tiles
CA/3569: 8F        Move vehicle/entity left 4 tiles
CA/356A: A9        Move vehicle/entity left/down 2x1 tiles
CA/356B: A9        Move vehicle/entity left/down 2x1 tiles
CA/356C: AA        Move vehicle/entity left/up 2x1 tiles
CA/356D: AA        Move vehicle/entity left/up 2x1 tiles
CA/356E: AA        Move vehicle/entity left/up 2x1 tiles
CA/356F: AA        Move vehicle/entity left/up 2x1 tiles
CA/3570: AA        Move vehicle/entity left/up 2x1 tiles
CA/3571: FF        End queue
CA/3572: 12    Begin action queue for character $12 (NPC $12), 20 bytes long 
CA/3574: C4        Set vehicle/entity's event speed to faster
CA/3575: 9F        Move vehicle/entity left 8 tiles
CA/3576: 8F        Move vehicle/entity left 4 tiles
CA/3577: AA        Move vehicle/entity left/up 2x1 tiles
CA/3578: AA        Move vehicle/entity left/up 2x1 tiles
CA/3579: AA        Move vehicle/entity left/up 2x1 tiles
CA/357A: AA        Move vehicle/entity left/up 2x1 tiles
CA/357B: AA        Move vehicle/entity left/up 2x1 tiles
CA/357C: AA        Move vehicle/entity left/up 2x1 tiles
CA/357D: AA        Move vehicle/entity left/up 2x1 tiles
CA/357E: E0        Pause for 4 * 24 (96) frames
CA/3580: D5        Set vehicle/entity's position to (16, 7)
CA/3583: 93        Move vehicle/entity left 5 tiles
CA/3584: AA        Move vehicle/entity left/up 2x1 tiles
CA/3585: FC        Branch 1 bytes backwards ($CA3584)
CA/3587: FF        End queue
CA/3588: 13    Begin action queue for character $13 (NPC $13), 15 bytes long 
CA/358A: C4        Set vehicle/entity's event speed to faster
CA/358B: 9F        Move vehicle/entity left 8 tiles
CA/358C: 97        Move vehicle/entity left 6 tiles
CA/358D: AA        Move vehicle/entity left/up 2x1 tiles
CA/358E: AA        Move vehicle/entity left/up 2x1 tiles
CA/358F: 9B        Move vehicle/entity left 7 tiles
CA/3590: E0        Pause for 4 * 28 (112) frames
CA/3592: D5        Set vehicle/entity's position to (17, 6)
CA/3595: 9F        Move vehicle/entity left 8 tiles
CA/3596: FC        Branch 1 bytes backwards ($CA3595)
CA/3598: FF        End queue
CA/3599: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/359B: A4        Move vehicle/entity right/up 1x2 tiles
CA/359C: FC        Branch 1 bytes backwards ($CA359B)
CA/359E: FF        End queue
CA/359F: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/35A1: FC        Branch 6 bytes backwards ($CA359B)
CA/35A3: FF        End queue
CA/35A4: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/35A6: FC        Branch 5 bytes backwards ($CA35A1)
CA/35A8: FF        End queue
CA/35A9: 93    Pause for 45 units
CA/35AA: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/35AC: C3        Set vehicle/entity's event speed to fast
CA/35AD: 93        Move vehicle/entity left 5 tiles
CA/35AE: C2        Set vehicle/entity's event speed to normal
CA/35AF: 87        Move vehicle/entity left 2 tiles
CA/35B0: C1        Set vehicle/entity's event speed to slow
CA/35B1: 83        Move vehicle/entity left 1 tile
CA/35B2: FF        End queue
CA/35B3: 95    Pause for 120 units
CA/35B4: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/35B6: D5        Set vehicle/entity's position to (8, 7)
CA/35B9: AA        Move vehicle/entity left/up 2x1 tiles
CA/35BA: D5        Set vehicle/entity's position to (0, 0)
CA/35BD: FF        End queue
CA/35BE: 91    Pause for 15 units
CA/35BF: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CA/35C1: D5        Set vehicle/entity's position to (7, 8)
CA/35C4: AA        Move vehicle/entity left/up 2x1 tiles
CA/35C5: D5        Set vehicle/entity's position to (0, 0)
CA/35C8: FF        End queue
CA/35C9: B5    Pause for 15 * 9 (135) units
CA/35CB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/35CD: 6A    Load map $00D7 (Falcon in sky with birds (ending)) after fade out, (upper bits $0400), place party at (8, 7), facing up
CA/35D3: 60    Change background layer $0F to palette $14
CA/35D6: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/35D8: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CA/35DA: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CA/35DC: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CA/35DE: 96    Restore screen from fade
CA/35DF: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/35E1: 81        Move vehicle/entity right 1 tile
CA/35E2: FC        Branch 1 bytes backwards ($CA35E1)
CA/35E4: FF        End queue
CA/35E5: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CA/35E7: 81        Move vehicle/entity right 1 tile
CA/35E8: FC        Branch 1 bytes backwards ($CA35E7)
CA/35EA: FF        End queue
CA/35EB: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/35ED: 81        Move vehicle/entity right 1 tile
CA/35EE: FC        Branch 1 bytes backwards ($CA35ED)
CA/35F0: FF        End queue
CA/35F1: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CA/35F3: A5        Move vehicle/entity right/up 2x1 tiles
CA/35F4: FC        Branch 1 bytes backwards ($CA35F3)
CA/35F6: FF        End queue
CA/35F7: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CA/35F9: A5        Move vehicle/entity right/up 2x1 tiles
CA/35FA: FC        Branch 1 bytes backwards ($CA35F9)
CA/35FC: FF        End queue
CA/35FD: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CA/35FF: A5        Move vehicle/entity right/up 2x1 tiles
CA/3600: FC        Branch 1 bytes backwards ($CA35FF)
CA/3602: FF        End queue
CA/3603: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long 
CA/3605: 83        Move vehicle/entity left 1 tile
CA/3606: FC        Branch 1 bytes backwards ($CA3605)
CA/3608: FF        End queue
CA/3609: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CA/360B: 83        Move vehicle/entity left 1 tile
CA/360C: FC        Branch 1 bytes backwards ($CA360B)
CA/360E: FF        End queue
CA/360F: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CA/3611: 84        Move vehicle/entity up 2 tiles
CA/3612: A4        Move vehicle/entity right/up 1x2 tiles
CA/3613: A4        Move vehicle/entity right/up 1x2 tiles
CA/3614: A0        Move vehicle/entity right/up 1x1 tiles
CA/3615: A5        Move vehicle/entity right/up 2x1 tiles
CA/3616: FF        End queue
CA/3617: 91    Pause for 15 units
CA/3618: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CA/361A: 84        Move vehicle/entity up 2 tiles
CA/361B: A4        Move vehicle/entity right/up 1x2 tiles
CA/361C: A4        Move vehicle/entity right/up 1x2 tiles
CA/361D: A0        Move vehicle/entity right/up 1x1 tiles
CA/361E: A5        Move vehicle/entity right/up 2x1 tiles
CA/361F: FF        End queue
CA/3620: B4    Pause for 6 units
CA/3622: 15    Begin action queue for character $15 (NPC $15), 6 bytes long 
CA/3624: 84        Move vehicle/entity up 2 tiles
CA/3625: A4        Move vehicle/entity right/up 1x2 tiles
CA/3626: A4        Move vehicle/entity right/up 1x2 tiles
CA/3627: A0        Move vehicle/entity right/up 1x1 tiles
CA/3628: A5        Move vehicle/entity right/up 2x1 tiles
CA/3629: FF        End queue
CA/362A: 91    Pause for 15 units
CA/362B: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CA/362D: 80        Move vehicle/entity up 1 tile
CA/362E: A4        Move vehicle/entity right/up 1x2 tiles
CA/362F: A4        Move vehicle/entity right/up 1x2 tiles
CA/3630: A0        Move vehicle/entity right/up 1x1 tiles
CA/3631: A5        Move vehicle/entity right/up 2x1 tiles
CA/3632: FF        End queue
CA/3633: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CA/3635: A9        Move vehicle/entity left/down 2x1 tiles
CA/3636: C0        Set vehicle/entity's event speed to slowest
CA/3637: A9        Move vehicle/entity left/down 2x1 tiles
CA/3638: 83        Move vehicle/entity left 1 tile
CA/3639: FC        Branch 1 bytes backwards ($CA3638)
CA/363B: FF        End queue
CA/363C: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/363E: FC        Branch 9 bytes backwards ($CA3635)
CA/3640: FF        End queue
CA/3641: B5    Pause for 15 * 22 (330) units
CA/3643: 97    Fade screen to black
CA/3644: 5C    Pause execution until fade in or fade out is complete
CA/3645: D6    Set event bit $1E80($39F) [$1EF3, bit 7]
CA/3647: 6B    Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (12, 8), facing up
CA/364D: 60    Change background layer $06 to palette $1D
CA/3650: B2    Call subroutine $CA36FE
CA/3654: 3D    Create object $14
CA/3656: 3D    Create object $15
CA/3658: 3D    Create object $16
CA/365A: 41    Show object $14
CA/365C: 41    Show object $15
CA/365E: 41    Show object $16
CA/3660: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA366D
CA/3666: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/3668: D5        Set vehicle/entity's position to (18, 10)
CA/366B: 23        Do vehicle/entity graphical action $23 
CA/366C: FF        End queue
CA/366D: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA367A
CA/3673: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/3675: D5        Set vehicle/entity's position to (15, 6)
CA/3678: CC        Turn vehicle/entity up
CA/3679: FF        End queue
CA/367A: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/367C: D5        Set vehicle/entity's position to (16, 6)
CA/367F: CC        Turn vehicle/entity up
CA/3680: FF        End queue
CA/3681: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/3683: D5        Set vehicle/entity's position to (17, 9)
CA/3686: CF        Turn vehicle/entity left
CA/3687: FF        End queue
CA/3688: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CA/368A: C1        Set vehicle/entity's event speed to slow
CA/368B: 93        Move vehicle/entity left 5 tiles
CA/368C: C0        Set vehicle/entity's event speed to slowest
CA/368D: A9        Move vehicle/entity left/down 2x1 tiles
CA/368E: FC        Branch 1 bytes backwards ($CA368D)
CA/3690: FF        End queue
CA/3691: 18    Begin action queue for character $18 (NPC $18), 7 bytes long 
CA/3693: C1        Set vehicle/entity's event speed to slow
CA/3694: 8F        Move vehicle/entity left 4 tiles
CA/3695: C0        Set vehicle/entity's event speed to slowest
CA/3696: 83        Move vehicle/entity left 1 tile
CA/3697: FC        Branch 1 bytes backwards ($CA3696)
CA/3699: FF        End queue
CA/369A: 19    Begin action queue for character $19 (NPC $19), 7 bytes long 
CA/369C: C1        Set vehicle/entity's event speed to slow
CA/369D: 87        Move vehicle/entity left 2 tiles
CA/369E: C0        Set vehicle/entity's event speed to slowest
CA/369F: 83        Move vehicle/entity left 1 tile
CA/36A0: FC        Branch 1 bytes backwards ($CA369F)
CA/36A2: FF        End queue
CA/36A3: 1A    Begin action queue for character $1A (NPC $1A), 7 bytes long 
CA/36A5: C2        Set vehicle/entity's event speed to normal
CA/36A6: 9F        Move vehicle/entity left 8 tiles
CA/36A7: C0        Set vehicle/entity's event speed to slowest
CA/36A8: AA        Move vehicle/entity left/up 2x1 tiles
CA/36A9: FC        Branch 1 bytes backwards ($CA36A8)
CA/36AB: FF        End queue
CA/36AC: 1B    Begin action queue for character $1B (NPC $1B), 7 bytes long 
CA/36AE: C2        Set vehicle/entity's event speed to normal
CA/36AF: 97        Move vehicle/entity left 6 tiles
CA/36B0: C0        Set vehicle/entity's event speed to slowest
CA/36B1: 83        Move vehicle/entity left 1 tile
CA/36B2: FC        Branch 1 bytes backwards ($CA36B1)
CA/36B4: FF        End queue
CA/36B5: 42    Hide object $00
CA/36B7: B2    Call subroutine $CAC819
CA/36BB: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/36BD: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CA/36BF: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CA/36C1: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CA/36C3: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/36C5: 96    Restore screen from fade
CA/36C6: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/36C8: C1        Set vehicle/entity's event speed to slow
CA/36C9: 89        Move vehicle/entity right 3 tiles
CA/36CA: C0        Set vehicle/entity's event speed to slowest
CA/36CB: 81        Move vehicle/entity right 1 tile
CA/36CC: FF        End queue
CA/36CD: 92    Pause for 30 units
CA/36CE: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/36D0: 0F        Do vehicle/entity graphical action $0F 
CA/36D1: E0        Pause for 4 * 6 (24) frames
CA/36D3: 0A        Do vehicle/entity graphical action $0A 
CA/36D4: FF        End queue
CA/36D5: 30    Begin action queue for character $30 (Camera), 12 bytes long 
CA/36D7: C2        Set vehicle/entity's event speed to normal
CA/36D8: 83        Move vehicle/entity left 1 tile
CA/36D9: C0        Set vehicle/entity's event speed to slowest
CA/36DA: 83        Move vehicle/entity left 1 tile
CA/36DB: 81        Move vehicle/entity right 1 tile
CA/36DC: C2        Set vehicle/entity's event speed to normal
CA/36DD: 81        Move vehicle/entity right 1 tile
CA/36DE: C3        Set vehicle/entity's event speed to fast
CA/36DF: 85        Move vehicle/entity right 2 tiles
CA/36E0: C4        Set vehicle/entity's event speed to faster
CA/36E1: 99        Move vehicle/entity right 7 tiles
CA/36E2: FF        End queue
CA/36E3: B5    Pause for 15 * 12 (180) units
CA/36E5: 97    Fade screen to black
CA/36E6: 5C    Pause execution until fade in or fade out is complete
CA/36E7: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/36E9: BF    Show airship scene from ending

CA/36EA: BA    Play ending cinematic $20
CA/36EC: BB    Command $BB
CA/36ED: FE    Return

CA/36EE: B0    Execute the following commands until $B1 6 times
CA/36F0: 50        Tint screen (cumulative) with color $9F
CA/36F2: B4        Pause for 4 units
CA/36F4: B1        End block of repeating commands
CA/36F5: 93    Pause for 45 units
CA/36F6: B0    Execute the following commands until $B1 6 times
CA/36F8: 50        Tint screen (cumulative) with color $DF
CA/36FA: B4        Pause for 4 units
CA/36FC: B1        End block of repeating commands
CA/36FD: FE    Return

CA/36FE: B2    Call subroutine $CAC90B
CA/3702: B2    Call subroutine $CAC9ED
CA/3706: B2    Call subroutine $CA375E
CA/370A: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/370C: D5        Set vehicle/entity's position to (15, 8)
CA/370F: CF        Turn vehicle/entity left
CA/3710: FF        End queue
CA/3711: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/3713: D5        Set vehicle/entity's position to (17, 7)
CA/3716: CF        Turn vehicle/entity left
CA/3717: FF        End queue
CA/3718: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/371A: D5        Set vehicle/entity's position to (17, 9)
CA/371D: CF        Turn vehicle/entity left
CA/371E: FF        End queue
CA/371F: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/3721: D5        Set vehicle/entity's position to (17, 8)
CA/3724: CF        Turn vehicle/entity left
CA/3725: FF        End queue
CA/3726: FE    Return

CA/3727: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/3729: DC        Make vehicle/entity jump (low)
CA/372A: CF        Turn vehicle/entity left
CA/372B: FF        End queue
CA/372C: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/372E: DC        Make vehicle/entity jump (low)
CA/372F: CD        Turn vehicle/entity right
CA/3730: FF        End queue
CA/3731: B4    Pause for 8 units
CA/3733: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/3735: DC        Make vehicle/entity jump (low)
CA/3736: CD        Turn vehicle/entity right
CA/3737: FF        End queue
CA/3738: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/373A: DC        Make vehicle/entity jump (low)
CA/373B: CF        Turn vehicle/entity left
CA/373C: FF        End queue
CA/373D: B4    Pause for 4 units
CA/373F: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/3741: DC        Make vehicle/entity jump (low)
CA/3742: CF        Turn vehicle/entity left
CA/3743: FF        End queue
CA/3744: B4    Pause for 10 units
CA/3746: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/3748: DC        Make vehicle/entity jump (low)
CA/3749: CC        Turn vehicle/entity up
CA/374A: FF        End queue
CA/374B: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/374D: DC        Make vehicle/entity jump (low)
CA/374E: CF        Turn vehicle/entity left
CA/374F: FF        End queue
CA/3750: B4    Pause for 10 units
CA/3752: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/3754: DC        Make vehicle/entity jump (low)
CA/3755: CD        Turn vehicle/entity right
CA/3756: FF        End queue
CA/3757: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/3759: DC        Make vehicle/entity jump (low)
CA/375A: CF        Turn vehicle/entity left
CA/375B: FF        End queue
CA/375C: 91    Pause for 15 units
CA/375D: FE    Return

CA/375E: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA376B
CA/3764: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/3766: D5        Set vehicle/entity's position to (19, 9)
CA/3769: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/376A: FF        End queue
CA/376B: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA3778
CA/3771: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CA/3773: D5        Set vehicle/entity's position to (18, 7)
CA/3776: 0A        Do vehicle/entity graphical action $0A 
CA/3777: FF        End queue
CA/3778: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA3785
CA/377E: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/3780: D5        Set vehicle/entity's position to (16, 10)
CA/3783: CF        Turn vehicle/entity left
CA/3784: FF        End queue
CA/3785: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA3792
CA/378B: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/378D: D5        Set vehicle/entity's position to (21, 9)
CA/3790: CF        Turn vehicle/entity left
CA/3791: FF        End queue
CA/3792: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA379F
CA/3798: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CA/379A: D5        Set vehicle/entity's position to (22, 8)
CA/379D: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/379E: FF        End queue
CA/379F: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA37AC
CA/37A5: 0A    Begin action queue for character $0A (Actor in stot 10), 5 bytes long 
CA/37A7: D5        Set vehicle/entity's position to (25, 9)
CA/37AA: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/37AB: FF        End queue
CA/37AC: C0    If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA37B9
CA/37B2: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CA/37B4: D5        Set vehicle/entity's position to (24, 6)
CA/37B7: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/37B8: FF        End queue
CA/37B9: C0    If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA37C6
CA/37BF: 0C    Begin action queue for character $0C (Actor in stot 12), 5 bytes long 
CA/37C1: D5        Set vehicle/entity's position to (27, 7)
CA/37C4: CF        Turn vehicle/entity left
CA/37C5: FF        End queue
CA/37C6: C0    If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA37D3
CA/37CC: 0D    Begin action queue for character $0D (Actor in stot 13), 5 bytes long 
CA/37CE: D5        Set vehicle/entity's position to (27, 9)
CA/37D1: CF        Turn vehicle/entity left
CA/37D2: FF        End queue
CA/37D3: FE    Return

CA/37D4: 51    Modify background color range from [10, 4F]: Do <unknown operation> (Black) at intensity 3
CA/37D8: 51    Modify background color range from [60, 7F]: Do <unknown operation> (Black) at intensity 3
CA/37DC: B4    Pause for 4 units
CA/37DE: 51    Modify background color range from [10, 4F]: Do <unknown operation> (Black) at intensity 3
CA/37E2: 51    Modify background color range from [60, 7F]: Do <unknown operation> (Black) at intensity 3
CA/37E6: B4    Pause for 6 units
CA/37E8: FE    Return

CA/37E9: 41    Show object $0B
CA/37EB: 0B    Begin action queue for character $0B (Actor in stot 11), 12 bytes long 
CA/37ED: D5        Set vehicle/entity's position to (11, 25)
CA/37F0: CD        Turn vehicle/entity right
CA/37F1: C7        Set vehicle/entity to stay still when moving
CA/37F2: C3        Set vehicle/entity's event speed to fast
CA/37F3: 90        Move vehicle/entity up 5 tiles
CA/37F4: C2        Set vehicle/entity's event speed to normal
CA/37F5: 80        Move vehicle/entity up 1 tile
CA/37F6: C0        Set vehicle/entity's event speed to slowest
CA/37F7: 80        Move vehicle/entity up 1 tile
CA/37F8: FF        End queue
CA/37F9: FE    Return

CA/37FA: 41    Show object $0A
CA/37FC: 0A    Begin action queue for character $0A (Actor in stot 10), 12 bytes long 
CA/37FE: D5        Set vehicle/entity's position to (11, 25)
CA/3801: CD        Turn vehicle/entity right
CA/3802: C7        Set vehicle/entity to stay still when moving
CA/3803: C3        Set vehicle/entity's event speed to fast
CA/3804: 90        Move vehicle/entity up 5 tiles
CA/3805: C2        Set vehicle/entity's event speed to normal
CA/3806: 80        Move vehicle/entity up 1 tile
CA/3807: C0        Set vehicle/entity's event speed to slowest
CA/3808: 80        Move vehicle/entity up 1 tile
CA/3809: FF        End queue
CA/380A: FE    Return

CA/380B: 41    Show object $09
CA/380D: 09    Begin action queue for character $09 (Actor in stot 9), 12 bytes long 
CA/380F: D5        Set vehicle/entity's position to (11, 25)
CA/3812: CD        Turn vehicle/entity right
CA/3813: C7        Set vehicle/entity to stay still when moving
CA/3814: C3        Set vehicle/entity's event speed to fast
CA/3815: 90        Move vehicle/entity up 5 tiles
CA/3816: C2        Set vehicle/entity's event speed to normal
CA/3817: 80        Move vehicle/entity up 1 tile
CA/3818: C0        Set vehicle/entity's event speed to slowest
CA/3819: 80        Move vehicle/entity up 1 tile
CA/381A: FF        End queue
CA/381B: FE    Return

CA/381C: 41    Show object $08
CA/381E: 08    Begin action queue for character $08 (Actor in stot 8), 12 bytes long 
CA/3820: D5        Set vehicle/entity's position to (11, 25)
CA/3823: CD        Turn vehicle/entity right
CA/3824: C7        Set vehicle/entity to stay still when moving
CA/3825: C3        Set vehicle/entity's event speed to fast
CA/3826: 90        Move vehicle/entity up 5 tiles
CA/3827: C2        Set vehicle/entity's event speed to normal
CA/3828: 80        Move vehicle/entity up 1 tile
CA/3829: C0        Set vehicle/entity's event speed to slowest
CA/382A: 80        Move vehicle/entity up 1 tile
CA/382B: FF        End queue
CA/382C: FE    Return

CA/382D: 41    Show object $07
CA/382F: 07    Begin action queue for character $07 (Actor in stot 7), 12 bytes long 
CA/3831: D5        Set vehicle/entity's position to (11, 25)
CA/3834: CD        Turn vehicle/entity right
CA/3835: C7        Set vehicle/entity to stay still when moving
CA/3836: C3        Set vehicle/entity's event speed to fast
CA/3837: 90        Move vehicle/entity up 5 tiles
CA/3838: C2        Set vehicle/entity's event speed to normal
CA/3839: 80        Move vehicle/entity up 1 tile
CA/383A: C0        Set vehicle/entity's event speed to slowest
CA/383B: 80        Move vehicle/entity up 1 tile
CA/383C: FF        End queue
CA/383D: FE    Return

CA/383E: 41    Show object $03
CA/3840: 03    Begin action queue for character $03 (Actor in stot 3), 12 bytes long 
CA/3842: D5        Set vehicle/entity's position to (11, 25)
CA/3845: CD        Turn vehicle/entity right
CA/3846: C7        Set vehicle/entity to stay still when moving
CA/3847: C3        Set vehicle/entity's event speed to fast
CA/3848: 90        Move vehicle/entity up 5 tiles
CA/3849: C2        Set vehicle/entity's event speed to normal
CA/384A: 80        Move vehicle/entity up 1 tile
CA/384B: C0        Set vehicle/entity's event speed to slowest
CA/384C: 80        Move vehicle/entity up 1 tile
CA/384D: FF        End queue
CA/384E: FE    Return

CA/384F: 41    Show object $02
CA/3851: 02    Begin action queue for character $02 (Actor in stot 2), 12 bytes long 
CA/3853: D5        Set vehicle/entity's position to (11, 25)
CA/3856: CD        Turn vehicle/entity right
CA/3857: C7        Set vehicle/entity to stay still when moving
CA/3858: C3        Set vehicle/entity's event speed to fast
CA/3859: 90        Move vehicle/entity up 5 tiles
CA/385A: C2        Set vehicle/entity's event speed to normal
CA/385B: 80        Move vehicle/entity up 1 tile
CA/385C: C0        Set vehicle/entity's event speed to slowest
CA/385D: 80        Move vehicle/entity up 1 tile
CA/385E: FF        End queue
CA/385F: FE    Return

CA/3860: 41    Show object $05
CA/3862: 05    Begin action queue for character $05 (Actor in stot 5), 12 bytes long 
CA/3864: D5        Set vehicle/entity's position to (11, 25)
CA/3867: CD        Turn vehicle/entity right
CA/3868: C7        Set vehicle/entity to stay still when moving
CA/3869: C3        Set vehicle/entity's event speed to fast
CA/386A: 90        Move vehicle/entity up 5 tiles
CA/386B: C2        Set vehicle/entity's event speed to normal
CA/386C: 80        Move vehicle/entity up 1 tile
CA/386D: C0        Set vehicle/entity's event speed to slowest
CA/386E: 80        Move vehicle/entity up 1 tile
CA/386F: FF        End queue
CA/3870: FE    Return

CA/3871: 41    Show object $06
CA/3873: 06    Begin action queue for character $06 (Actor in stot 6), 12 bytes long 
CA/3875: D5        Set vehicle/entity's position to (11, 25)
CA/3878: CD        Turn vehicle/entity right
CA/3879: C7        Set vehicle/entity to stay still when moving
CA/387A: C3        Set vehicle/entity's event speed to fast
CA/387B: 90        Move vehicle/entity up 5 tiles
CA/387C: C2        Set vehicle/entity's event speed to normal
CA/387D: 80        Move vehicle/entity up 1 tile
CA/387E: C0        Set vehicle/entity's event speed to slowest
CA/387F: 80        Move vehicle/entity up 1 tile
CA/3880: FF        End queue
CA/3881: FE    Return

CA/3882: 41    Show object $04
CA/3884: 04    Begin action queue for character $04 (Actor in stot 4), 12 bytes long 
CA/3886: D5        Set vehicle/entity's position to (11, 25)
CA/3889: CD        Turn vehicle/entity right
CA/388A: C7        Set vehicle/entity to stay still when moving
CA/388B: C3        Set vehicle/entity's event speed to fast
CA/388C: 90        Move vehicle/entity up 5 tiles
CA/388D: C2        Set vehicle/entity's event speed to normal
CA/388E: 80        Move vehicle/entity up 1 tile
CA/388F: C0        Set vehicle/entity's event speed to slowest
CA/3890: 80        Move vehicle/entity up 1 tile
CA/3891: FF        End queue
CA/3892: FE    Return

CA/3893: 41    Show object $01
CA/3895: 01    Begin action queue for character $01 (Actor in stot 1), 12 bytes long 
CA/3897: D5        Set vehicle/entity's position to (11, 25)
CA/389A: CD        Turn vehicle/entity right
CA/389B: C7        Set vehicle/entity to stay still when moving
CA/389C: C3        Set vehicle/entity's event speed to fast
CA/389D: 90        Move vehicle/entity up 5 tiles
CA/389E: C2        Set vehicle/entity's event speed to normal
CA/389F: 80        Move vehicle/entity up 1 tile
CA/38A0: C0        Set vehicle/entity's event speed to slowest
CA/38A1: 80        Move vehicle/entity up 1 tile
CA/38A2: FF        End queue
CA/38A3: FE    Return

CA/38A4: 41    Show object $00
CA/38A6: 00    Begin action queue for character $00 (Actor in stot 0), 12 bytes long 
CA/38A8: D5        Set vehicle/entity's position to (11, 25)
CA/38AB: CD        Turn vehicle/entity right
CA/38AC: C7        Set vehicle/entity to stay still when moving
CA/38AD: C3        Set vehicle/entity's event speed to fast
CA/38AE: 90        Move vehicle/entity up 5 tiles
CA/38AF: C2        Set vehicle/entity's event speed to normal
CA/38B0: 80        Move vehicle/entity up 1 tile
CA/38B1: C0        Set vehicle/entity's event speed to slowest
CA/38B2: 80        Move vehicle/entity up 1 tile
CA/38B3: FF        End queue
CA/38B4: FE    Return

CA/38B5: 41    Show object $0C
CA/38B7: 0C    Begin action queue for character $0C (Actor in stot 12), 12 bytes long 
CA/38B9: D5        Set vehicle/entity's position to (11, 25)
CA/38BC: CD        Turn vehicle/entity right
CA/38BD: C7        Set vehicle/entity to stay still when moving
CA/38BE: C3        Set vehicle/entity's event speed to fast
CA/38BF: 90        Move vehicle/entity up 5 tiles
CA/38C0: C2        Set vehicle/entity's event speed to normal
CA/38C1: 80        Move vehicle/entity up 1 tile
CA/38C2: C0        Set vehicle/entity's event speed to slowest
CA/38C3: 80        Move vehicle/entity up 1 tile
CA/38C4: FF        End queue
CA/38C5: FE    Return

CA/38C6: 41    Show object $0D
CA/38C8: 0D    Begin action queue for character $0D (Actor in stot 13), 12 bytes long 
CA/38CA: D5        Set vehicle/entity's position to (11, 25)
CA/38CD: CD        Turn vehicle/entity right
CA/38CE: C7        Set vehicle/entity to stay still when moving
CA/38CF: C3        Set vehicle/entity's event speed to fast
CA/38D0: 90        Move vehicle/entity up 5 tiles
CA/38D1: C2        Set vehicle/entity's event speed to normal
CA/38D2: 80        Move vehicle/entity up 1 tile
CA/38D3: C0        Set vehicle/entity's event speed to slowest
CA/38D4: 80        Move vehicle/entity up 1 tile
CA/38D5: FF        End queue
CA/38D6: FE    Return

CA/38D7: 41    Show object $00
CA/38D9: 00    Begin action queue for character $00 (Actor in stot 0), 16 bytes long 
CA/38DB: D5        Set vehicle/entity's position to (20, 25)
CA/38DE: E0        Pause for 4 * 8 (32) frames
CA/38E0: CF        Turn vehicle/entity left
CA/38E1: C7        Set vehicle/entity to stay still when moving
CA/38E2: C3        Set vehicle/entity's event speed to fast
CA/38E3: 90        Move vehicle/entity up 5 tiles
CA/38E4: C2        Set vehicle/entity's event speed to normal
CA/38E5: 84        Move vehicle/entity up 2 tiles
CA/38E6: C0        Set vehicle/entity's event speed to slowest
CA/38E7: 80        Move vehicle/entity up 1 tile
CA/38E8: 82        Move vehicle/entity down 1 tile
CA/38E9: C6        Set vehicle/entity to walk when moving
CA/38EA: FF        End queue
CA/38EB: FE    Return

CA/38EC: 41    Show object $01
CA/38EE: 01    Begin action queue for character $01 (Actor in stot 1), 16 bytes long 
CA/38F0: D5        Set vehicle/entity's position to (20, 25)
CA/38F3: E0        Pause for 4 * 8 (32) frames
CA/38F5: CF        Turn vehicle/entity left
CA/38F6: C7        Set vehicle/entity to stay still when moving
CA/38F7: C3        Set vehicle/entity's event speed to fast
CA/38F8: 90        Move vehicle/entity up 5 tiles
CA/38F9: C2        Set vehicle/entity's event speed to normal
CA/38FA: 84        Move vehicle/entity up 2 tiles
CA/38FB: C0        Set vehicle/entity's event speed to slowest
CA/38FC: 80        Move vehicle/entity up 1 tile
CA/38FD: 82        Move vehicle/entity down 1 tile
CA/38FE: C6        Set vehicle/entity to walk when moving
CA/38FF: FF        End queue
CA/3900: FE    Return

CA/3901: 41    Show object $04
CA/3903: 04    Begin action queue for character $04 (Actor in stot 4), 16 bytes long 
CA/3905: D5        Set vehicle/entity's position to (20, 25)
CA/3908: E0        Pause for 4 * 8 (32) frames
CA/390A: CF        Turn vehicle/entity left
CA/390B: C7        Set vehicle/entity to stay still when moving
CA/390C: C3        Set vehicle/entity's event speed to fast
CA/390D: 90        Move vehicle/entity up 5 tiles
CA/390E: C2        Set vehicle/entity's event speed to normal
CA/390F: 84        Move vehicle/entity up 2 tiles
CA/3910: C0        Set vehicle/entity's event speed to slowest
CA/3911: 80        Move vehicle/entity up 1 tile
CA/3912: 82        Move vehicle/entity down 1 tile
CA/3913: C6        Set vehicle/entity to walk when moving
CA/3914: FF        End queue
CA/3915: FE    Return

CA/3916: 41    Show object $06
CA/3918: 06    Begin action queue for character $06 (Actor in stot 6), 16 bytes long 
CA/391A: D5        Set vehicle/entity's position to (20, 25)
CA/391D: E0        Pause for 4 * 8 (32) frames
CA/391F: CF        Turn vehicle/entity left
CA/3920: C7        Set vehicle/entity to stay still when moving
CA/3921: C3        Set vehicle/entity's event speed to fast
CA/3922: 90        Move vehicle/entity up 5 tiles
CA/3923: C2        Set vehicle/entity's event speed to normal
CA/3924: 84        Move vehicle/entity up 2 tiles
CA/3925: C0        Set vehicle/entity's event speed to slowest
CA/3926: 80        Move vehicle/entity up 1 tile
CA/3927: 82        Move vehicle/entity down 1 tile
CA/3928: C6        Set vehicle/entity to walk when moving
CA/3929: FF        End queue
CA/392A: FE    Return

CA/392B: 41    Show object $05
CA/392D: 05    Begin action queue for character $05 (Actor in stot 5), 16 bytes long 
CA/392F: D5        Set vehicle/entity's position to (20, 25)
CA/3932: E0        Pause for 4 * 8 (32) frames
CA/3934: CF        Turn vehicle/entity left
CA/3935: C7        Set vehicle/entity to stay still when moving
CA/3936: C3        Set vehicle/entity's event speed to fast
CA/3937: 90        Move vehicle/entity up 5 tiles
CA/3938: C2        Set vehicle/entity's event speed to normal
CA/3939: 84        Move vehicle/entity up 2 tiles
CA/393A: C0        Set vehicle/entity's event speed to slowest
CA/393B: 80        Move vehicle/entity up 1 tile
CA/393C: 82        Move vehicle/entity down 1 tile
CA/393D: C6        Set vehicle/entity to walk when moving
CA/393E: FF        End queue
CA/393F: FE    Return

CA/3940: 41    Show object $02
CA/3942: 02    Begin action queue for character $02 (Actor in stot 2), 16 bytes long 
CA/3944: D5        Set vehicle/entity's position to (20, 25)
CA/3947: E0        Pause for 4 * 8 (32) frames
CA/3949: CF        Turn vehicle/entity left
CA/394A: C7        Set vehicle/entity to stay still when moving
CA/394B: C3        Set vehicle/entity's event speed to fast
CA/394C: 90        Move vehicle/entity up 5 tiles
CA/394D: C2        Set vehicle/entity's event speed to normal
CA/394E: 84        Move vehicle/entity up 2 tiles
CA/394F: C0        Set vehicle/entity's event speed to slowest
CA/3950: 80        Move vehicle/entity up 1 tile
CA/3951: 82        Move vehicle/entity down 1 tile
CA/3952: C6        Set vehicle/entity to walk when moving
CA/3953: FF        End queue
CA/3954: FE    Return

CA/3955: 41    Show object $03
CA/3957: 03    Begin action queue for character $03 (Actor in stot 3), 16 bytes long 
CA/3959: D5        Set vehicle/entity's position to (20, 25)
CA/395C: E0        Pause for 4 * 8 (32) frames
CA/395E: CF        Turn vehicle/entity left
CA/395F: C7        Set vehicle/entity to stay still when moving
CA/3960: C3        Set vehicle/entity's event speed to fast
CA/3961: 90        Move vehicle/entity up 5 tiles
CA/3962: C2        Set vehicle/entity's event speed to normal
CA/3963: 84        Move vehicle/entity up 2 tiles
CA/3964: C0        Set vehicle/entity's event speed to slowest
CA/3965: 80        Move vehicle/entity up 1 tile
CA/3966: 82        Move vehicle/entity down 1 tile
CA/3967: C6        Set vehicle/entity to walk when moving
CA/3968: FF        End queue
CA/3969: FE    Return

CA/396A: 41    Show object $07
CA/396C: 07    Begin action queue for character $07 (Actor in stot 7), 16 bytes long 
CA/396E: D5        Set vehicle/entity's position to (20, 25)
CA/3971: E0        Pause for 4 * 8 (32) frames
CA/3973: CF        Turn vehicle/entity left
CA/3974: C7        Set vehicle/entity to stay still when moving
CA/3975: C3        Set vehicle/entity's event speed to fast
CA/3976: 90        Move vehicle/entity up 5 tiles
CA/3977: C2        Set vehicle/entity's event speed to normal
CA/3978: 84        Move vehicle/entity up 2 tiles
CA/3979: C0        Set vehicle/entity's event speed to slowest
CA/397A: 80        Move vehicle/entity up 1 tile
CA/397B: 82        Move vehicle/entity down 1 tile
CA/397C: C6        Set vehicle/entity to walk when moving
CA/397D: FF        End queue
CA/397E: FE    Return

CA/397F: 41    Show object $08
CA/3981: 08    Begin action queue for character $08 (Actor in stot 8), 16 bytes long 
CA/3983: D5        Set vehicle/entity's position to (20, 25)
CA/3986: E0        Pause for 4 * 8 (32) frames
CA/3988: CF        Turn vehicle/entity left
CA/3989: C7        Set vehicle/entity to stay still when moving
CA/398A: C3        Set vehicle/entity's event speed to fast
CA/398B: 90        Move vehicle/entity up 5 tiles
CA/398C: C2        Set vehicle/entity's event speed to normal
CA/398D: 84        Move vehicle/entity up 2 tiles
CA/398E: C0        Set vehicle/entity's event speed to slowest
CA/398F: 80        Move vehicle/entity up 1 tile
CA/3990: 82        Move vehicle/entity down 1 tile
CA/3991: C6        Set vehicle/entity to walk when moving
CA/3992: FF        End queue
CA/3993: FE    Return

CA/3994: 41    Show object $09
CA/3996: 09    Begin action queue for character $09 (Actor in stot 9), 16 bytes long 
CA/3998: D5        Set vehicle/entity's position to (20, 25)
CA/399B: E0        Pause for 4 * 8 (32) frames
CA/399D: CF        Turn vehicle/entity left
CA/399E: C7        Set vehicle/entity to stay still when moving
CA/399F: C3        Set vehicle/entity's event speed to fast
CA/39A0: 90        Move vehicle/entity up 5 tiles
CA/39A1: C2        Set vehicle/entity's event speed to normal
CA/39A2: 84        Move vehicle/entity up 2 tiles
CA/39A3: C0        Set vehicle/entity's event speed to slowest
CA/39A4: 80        Move vehicle/entity up 1 tile
CA/39A5: 82        Move vehicle/entity down 1 tile
CA/39A6: C6        Set vehicle/entity to walk when moving
CA/39A7: FF        End queue
CA/39A8: FE    Return

CA/39A9: 41    Show object $0A
CA/39AB: 0A    Begin action queue for character $0A (Actor in stot 10), 16 bytes long 
CA/39AD: D5        Set vehicle/entity's position to (20, 25)
CA/39B0: E0        Pause for 4 * 8 (32) frames
CA/39B2: CF        Turn vehicle/entity left
CA/39B3: C7        Set vehicle/entity to stay still when moving
CA/39B4: C3        Set vehicle/entity's event speed to fast
CA/39B5: 90        Move vehicle/entity up 5 tiles
CA/39B6: C2        Set vehicle/entity's event speed to normal
CA/39B7: 84        Move vehicle/entity up 2 tiles
CA/39B8: C0        Set vehicle/entity's event speed to slowest
CA/39B9: 80        Move vehicle/entity up 1 tile
CA/39BA: 82        Move vehicle/entity down 1 tile
CA/39BB: C6        Set vehicle/entity to walk when moving
CA/39BC: FF        End queue
CA/39BD: FE    Return

CA/39BE: 41    Show object $0B
CA/39C0: 0B    Begin action queue for character $0B (Actor in stot 11), 16 bytes long 
CA/39C2: D5        Set vehicle/entity's position to (20, 25)
CA/39C5: E0        Pause for 4 * 8 (32) frames
CA/39C7: CF        Turn vehicle/entity left
CA/39C8: C7        Set vehicle/entity to stay still when moving
CA/39C9: C3        Set vehicle/entity's event speed to fast
CA/39CA: 90        Move vehicle/entity up 5 tiles
CA/39CB: C2        Set vehicle/entity's event speed to normal
CA/39CC: 84        Move vehicle/entity up 2 tiles
CA/39CD: C0        Set vehicle/entity's event speed to slowest
CA/39CE: 80        Move vehicle/entity up 1 tile
CA/39CF: 82        Move vehicle/entity down 1 tile
CA/39D0: C6        Set vehicle/entity to walk when moving
CA/39D1: FF        End queue
CA/39D2: FE    Return

CA/39D3: 41    Show object $00
CA/39D5: 00    Begin action queue for character $00 (Actor in stot 0), 16 bytes long 
CA/39D7: D5        Set vehicle/entity's position to (20, 25)
CA/39DA: E0        Pause for 4 * 8 (32) frames
CA/39DC: CF        Turn vehicle/entity left
CA/39DD: C7        Set vehicle/entity to stay still when moving
CA/39DE: C3        Set vehicle/entity's event speed to fast
CA/39DF: 90        Move vehicle/entity up 5 tiles
CA/39E0: C2        Set vehicle/entity's event speed to normal
CA/39E1: 84        Move vehicle/entity up 2 tiles
CA/39E2: C0        Set vehicle/entity's event speed to slowest
CA/39E3: 80        Move vehicle/entity up 1 tile
CA/39E4: 82        Move vehicle/entity down 1 tile
CA/39E5: C6        Set vehicle/entity to walk when moving
CA/39E6: FF        End queue
CA/39E7: FE    Return

CA/39E8: 41    Show object $00
CA/39EA: 00    Begin action queue for character $00 (Actor in stot 0), 16 bytes long 
CA/39EC: D5        Set vehicle/entity's position to (20, 25)
CA/39EF: E0        Pause for 4 * 8 (32) frames
CA/39F1: CF        Turn vehicle/entity left
CA/39F2: C7        Set vehicle/entity to stay still when moving
CA/39F3: C3        Set vehicle/entity's event speed to fast
CA/39F4: 90        Move vehicle/entity up 5 tiles
CA/39F5: C2        Set vehicle/entity's event speed to normal
CA/39F6: 84        Move vehicle/entity up 2 tiles
CA/39F7: C0        Set vehicle/entity's event speed to slowest
CA/39F8: 80        Move vehicle/entity up 1 tile
CA/39F9: 82        Move vehicle/entity down 1 tile
CA/39FA: C6        Set vehicle/entity to walk when moving
CA/39FB: FF        End queue
CA/39FC: FE    Return

CA/39FD: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/39FF: 1D        Do vehicle/entity graphical action $1D 
CA/3A00: FF        End queue
CA/3A01: B4    Pause for 8 units
CA/3A03: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/3A05: 1E        Do vehicle/entity graphical action $1E 
CA/3A06: FF        End queue
CA/3A07: B4    Pause for 8 units
CA/3A09: FE    Return

CA/3A0A: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete)
CA/3A0C: D5        Set vehicle/entity's position to (18, 15)
CA/3A0F: C1        Set vehicle/entity's event speed to slow
CA/3A10: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A11: 80        Move vehicle/entity up 1 tile
CA/3A12: CF        Turn vehicle/entity left
CA/3A13: FF        End queue
CA/3A14: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A17: FE    Return

CA/3A18: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CA/3A1A: D5        Set vehicle/entity's position to (18, 15)
CA/3A1D: C1        Set vehicle/entity's event speed to slow
CA/3A1E: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A1F: 80        Move vehicle/entity up 1 tile
CA/3A20: CF        Turn vehicle/entity left
CA/3A21: FF        End queue
CA/3A22: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A25: FE    Return

CA/3A26: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/3A28: D5        Set vehicle/entity's position to (18, 15)
CA/3A2B: C1        Set vehicle/entity's event speed to slow
CA/3A2C: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A2D: 80        Move vehicle/entity up 1 tile
CA/3A2E: CF        Turn vehicle/entity left
CA/3A2F: FF        End queue
CA/3A30: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A33: FE    Return

CA/3A34: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/3A36: D5        Set vehicle/entity's position to (18, 15)
CA/3A39: C1        Set vehicle/entity's event speed to slow
CA/3A3A: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A3B: 80        Move vehicle/entity up 1 tile
CA/3A3C: CF        Turn vehicle/entity left
CA/3A3D: FF        End queue
CA/3A3E: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A41: FE    Return

CA/3A42: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete)
CA/3A44: D5        Set vehicle/entity's position to (18, 15)
CA/3A47: C1        Set vehicle/entity's event speed to slow
CA/3A48: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A49: 80        Move vehicle/entity up 1 tile
CA/3A4A: CF        Turn vehicle/entity left
CA/3A4B: FF        End queue
CA/3A4C: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A4F: FE    Return

CA/3A50: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CA/3A52: D5        Set vehicle/entity's position to (18, 15)
CA/3A55: C1        Set vehicle/entity's event speed to slow
CA/3A56: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A57: 80        Move vehicle/entity up 1 tile
CA/3A58: CF        Turn vehicle/entity left
CA/3A59: FF        End queue
CA/3A5A: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A5D: FE    Return

CA/3A5E: 03    Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete)
CA/3A60: D5        Set vehicle/entity's position to (18, 15)
CA/3A63: C1        Set vehicle/entity's event speed to slow
CA/3A64: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A65: 80        Move vehicle/entity up 1 tile
CA/3A66: CF        Turn vehicle/entity left
CA/3A67: FF        End queue
CA/3A68: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A6B: FE    Return

CA/3A6C: 07    Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete)
CA/3A6E: D5        Set vehicle/entity's position to (18, 15)
CA/3A71: C1        Set vehicle/entity's event speed to slow
CA/3A72: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A73: 80        Move vehicle/entity up 1 tile
CA/3A74: CF        Turn vehicle/entity left
CA/3A75: FF        End queue
CA/3A76: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A79: FE    Return

CA/3A7A: 08    Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete)
CA/3A7C: D5        Set vehicle/entity's position to (18, 15)
CA/3A7F: C1        Set vehicle/entity's event speed to slow
CA/3A80: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A81: 80        Move vehicle/entity up 1 tile
CA/3A82: CF        Turn vehicle/entity left
CA/3A83: FF        End queue
CA/3A84: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A87: FE    Return

CA/3A88: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete)
CA/3A8A: D5        Set vehicle/entity's position to (18, 15)
CA/3A8D: C1        Set vehicle/entity's event speed to slow
CA/3A8E: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A8F: 80        Move vehicle/entity up 1 tile
CA/3A90: CF        Turn vehicle/entity left
CA/3A91: FF        End queue
CA/3A92: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3A95: FE    Return

CA/3A96: 0A    Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete)
CA/3A98: D5        Set vehicle/entity's position to (18, 15)
CA/3A9B: C1        Set vehicle/entity's event speed to slow
CA/3A9C: A4        Move vehicle/entity right/up 1x2 tiles
CA/3A9D: 80        Move vehicle/entity up 1 tile
CA/3A9E: CF        Turn vehicle/entity left
CA/3A9F: FF        End queue
CA/3AA0: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3AA3: FE    Return

CA/3AA4: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete)
CA/3AA6: D5        Set vehicle/entity's position to (18, 15)
CA/3AA9: C1        Set vehicle/entity's event speed to slow
CA/3AAA: A4        Move vehicle/entity right/up 1x2 tiles
CA/3AAB: 80        Move vehicle/entity up 1 tile
CA/3AAC: CF        Turn vehicle/entity left
CA/3AAD: FF        End queue
CA/3AAE: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3AB1: FE    Return

CA/3AB2: 0C    Begin action queue for character $0C (Actor in stot 12), 8 bytes long (Wait until complete)
CA/3AB4: D5        Set vehicle/entity's position to (18, 15)
CA/3AB7: C1        Set vehicle/entity's event speed to slow
CA/3AB8: A4        Move vehicle/entity right/up 1x2 tiles
CA/3AB9: 80        Move vehicle/entity up 1 tile
CA/3ABA: CF        Turn vehicle/entity left
CA/3ABB: FF        End queue
CA/3ABC: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3ABF: FE    Return

CA/3AC0: 0D    Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete)
CA/3AC2: D5        Set vehicle/entity's position to (18, 15)
CA/3AC5: C1        Set vehicle/entity's event speed to slow
CA/3AC6: A4        Move vehicle/entity right/up 1x2 tiles
CA/3AC7: 80        Move vehicle/entity up 1 tile
CA/3AC8: CF        Turn vehicle/entity left
CA/3AC9: FF        End queue
CA/3ACA: 4B    Display dialogue message $0BB0, wait for button press (Show text only)
               It's not the net result of one's life that's important!
               It's the day-to-day concerns, the personal victories, and the celebration of lifeand love!
CA/3ACD: FE    Return

CA/3ACE: 00    Begin action queue for character $00 (Actor in stot 0), 20 bytes long (Wait until complete)
CA/3AD0: C5        Set vehicle/entity's event speed to fastest
CA/3AD1: 1F        Do vehicle/entity graphical action $1F 
CA/3AD2: C7        Set vehicle/entity to stay still when moving
CA/3AD3: A3        Move vehicle/entity left/up 1x1 tiles
CA/3AD4: A3        Move vehicle/entity left/up 1x1 tiles
CA/3AD5: AA        Move vehicle/entity left/up 2x1 tiles
CA/3AD6: 83        Move vehicle/entity left 1 tile
CA/3AD7: 0B        Do vehicle/entity graphical action $0B 
CA/3AD8: C2        Set vehicle/entity's event speed to normal
CA/3AD9: DD        Make vehicle/entity jump (high)
CA/3ADA: A2        Move vehicle/entity left/down 1x1 tiles
CA/3ADB: A2        Move vehicle/entity left/down 1x1 tiles
CA/3ADC: C1        Set vehicle/entity's event speed to slow
CA/3ADD: DC        Make vehicle/entity jump (low)
CA/3ADE: 82        Move vehicle/entity down 1 tile
CA/3ADF: 28        Do vehicle/entity graphical action $28 
CA/3AE0: E0        Pause for 4 * 12 (48) frames
CA/3AE2: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3AE3: FF        End queue
CA/3AE4: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3AE7: FE    Return

CA/3AE8: 01    Begin action queue for character $01 (Actor in stot 1), 20 bytes long (Wait until complete)
CA/3AEA: C5        Set vehicle/entity's event speed to fastest
CA/3AEB: 1F        Do vehicle/entity graphical action $1F 
CA/3AEC: C7        Set vehicle/entity to stay still when moving
CA/3AED: A3        Move vehicle/entity left/up 1x1 tiles
CA/3AEE: A3        Move vehicle/entity left/up 1x1 tiles
CA/3AEF: AA        Move vehicle/entity left/up 2x1 tiles
CA/3AF0: 83        Move vehicle/entity left 1 tile
CA/3AF1: 0B        Do vehicle/entity graphical action $0B 
CA/3AF2: C2        Set vehicle/entity's event speed to normal
CA/3AF3: DD        Make vehicle/entity jump (high)
CA/3AF4: A2        Move vehicle/entity left/down 1x1 tiles
CA/3AF5: A2        Move vehicle/entity left/down 1x1 tiles
CA/3AF6: C1        Set vehicle/entity's event speed to slow
CA/3AF7: DC        Make vehicle/entity jump (low)
CA/3AF8: 82        Move vehicle/entity down 1 tile
CA/3AF9: 28        Do vehicle/entity graphical action $28 
CA/3AFA: E0        Pause for 4 * 12 (48) frames
CA/3AFC: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3AFD: FF        End queue
CA/3AFE: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B01: FE    Return

CA/3B02: 04    Begin action queue for character $04 (Actor in stot 4), 20 bytes long (Wait until complete)
CA/3B04: C5        Set vehicle/entity's event speed to fastest
CA/3B05: 1F        Do vehicle/entity graphical action $1F 
CA/3B06: C7        Set vehicle/entity to stay still when moving
CA/3B07: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B08: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B09: AA        Move vehicle/entity left/up 2x1 tiles
CA/3B0A: 83        Move vehicle/entity left 1 tile
CA/3B0B: 0B        Do vehicle/entity graphical action $0B 
CA/3B0C: C2        Set vehicle/entity's event speed to normal
CA/3B0D: DD        Make vehicle/entity jump (high)
CA/3B0E: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B0F: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B10: C1        Set vehicle/entity's event speed to slow
CA/3B11: DC        Make vehicle/entity jump (low)
CA/3B12: 82        Move vehicle/entity down 1 tile
CA/3B13: 28        Do vehicle/entity graphical action $28 
CA/3B14: E0        Pause for 4 * 12 (48) frames
CA/3B16: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3B17: FF        End queue
CA/3B18: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B1B: FE    Return

CA/3B1C: 06    Begin action queue for character $06 (Actor in stot 6), 20 bytes long (Wait until complete)
CA/3B1E: C5        Set vehicle/entity's event speed to fastest
CA/3B1F: 1F        Do vehicle/entity graphical action $1F 
CA/3B20: C7        Set vehicle/entity to stay still when moving
CA/3B21: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B22: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B23: AA        Move vehicle/entity left/up 2x1 tiles
CA/3B24: 83        Move vehicle/entity left 1 tile
CA/3B25: 0B        Do vehicle/entity graphical action $0B 
CA/3B26: C2        Set vehicle/entity's event speed to normal
CA/3B27: DD        Make vehicle/entity jump (high)
CA/3B28: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B29: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B2A: C1        Set vehicle/entity's event speed to slow
CA/3B2B: DC        Make vehicle/entity jump (low)
CA/3B2C: 82        Move vehicle/entity down 1 tile
CA/3B2D: 28        Do vehicle/entity graphical action $28 
CA/3B2E: E0        Pause for 4 * 12 (48) frames
CA/3B30: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3B31: FF        End queue
CA/3B32: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B35: FE    Return

CA/3B36: 05    Begin action queue for character $05 (Actor in stot 5), 20 bytes long (Wait until complete)
CA/3B38: C5        Set vehicle/entity's event speed to fastest
CA/3B39: 1F        Do vehicle/entity graphical action $1F 
CA/3B3A: C7        Set vehicle/entity to stay still when moving
CA/3B3B: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B3C: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B3D: AA        Move vehicle/entity left/up 2x1 tiles
CA/3B3E: 83        Move vehicle/entity left 1 tile
CA/3B3F: 0B        Do vehicle/entity graphical action $0B 
CA/3B40: C2        Set vehicle/entity's event speed to normal
CA/3B41: DD        Make vehicle/entity jump (high)
CA/3B42: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B43: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B44: C1        Set vehicle/entity's event speed to slow
CA/3B45: DC        Make vehicle/entity jump (low)
CA/3B46: 82        Move vehicle/entity down 1 tile
CA/3B47: 28        Do vehicle/entity graphical action $28 
CA/3B48: E0        Pause for 4 * 12 (48) frames
CA/3B4A: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3B4B: FF        End queue
CA/3B4C: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B4F: FE    Return

CA/3B50: 02    Begin action queue for character $02 (Actor in stot 2), 20 bytes long (Wait until complete)
CA/3B52: C5        Set vehicle/entity's event speed to fastest
CA/3B53: 1F        Do vehicle/entity graphical action $1F 
CA/3B54: C7        Set vehicle/entity to stay still when moving
CA/3B55: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B56: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B57: AA        Move vehicle/entity left/up 2x1 tiles
CA/3B58: 83        Move vehicle/entity left 1 tile
CA/3B59: 0B        Do vehicle/entity graphical action $0B 
CA/3B5A: C2        Set vehicle/entity's event speed to normal
CA/3B5B: DD        Make vehicle/entity jump (high)
CA/3B5C: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B5D: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B5E: C1        Set vehicle/entity's event speed to slow
CA/3B5F: DC        Make vehicle/entity jump (low)
CA/3B60: 82        Move vehicle/entity down 1 tile
CA/3B61: 28        Do vehicle/entity graphical action $28 
CA/3B62: E0        Pause for 4 * 12 (48) frames
CA/3B64: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3B65: FF        End queue
CA/3B66: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B69: FE    Return

CA/3B6A: 03    Begin action queue for character $03 (Actor in stot 3), 20 bytes long (Wait until complete)
CA/3B6C: C5        Set vehicle/entity's event speed to fastest
CA/3B6D: 1F        Do vehicle/entity graphical action $1F 
CA/3B6E: C7        Set vehicle/entity to stay still when moving
CA/3B6F: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B70: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B71: AA        Move vehicle/entity left/up 2x1 tiles
CA/3B72: 83        Move vehicle/entity left 1 tile
CA/3B73: 0B        Do vehicle/entity graphical action $0B 
CA/3B74: C2        Set vehicle/entity's event speed to normal
CA/3B75: DD        Make vehicle/entity jump (high)
CA/3B76: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B77: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B78: C1        Set vehicle/entity's event speed to slow
CA/3B79: DC        Make vehicle/entity jump (low)
CA/3B7A: 82        Move vehicle/entity down 1 tile
CA/3B7B: 28        Do vehicle/entity graphical action $28 
CA/3B7C: E0        Pause for 4 * 12 (48) frames
CA/3B7E: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3B7F: FF        End queue
CA/3B80: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B83: FE    Return

CA/3B84: 07    Begin action queue for character $07 (Actor in stot 7), 20 bytes long (Wait until complete)
CA/3B86: C5        Set vehicle/entity's event speed to fastest
CA/3B87: 1F        Do vehicle/entity graphical action $1F 
CA/3B88: C7        Set vehicle/entity to stay still when moving
CA/3B89: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B8A: A3        Move vehicle/entity left/up 1x1 tiles
CA/3B8B: AA        Move vehicle/entity left/up 2x1 tiles
CA/3B8C: 83        Move vehicle/entity left 1 tile
CA/3B8D: 0B        Do vehicle/entity graphical action $0B 
CA/3B8E: C2        Set vehicle/entity's event speed to normal
CA/3B8F: DD        Make vehicle/entity jump (high)
CA/3B90: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B91: A2        Move vehicle/entity left/down 1x1 tiles
CA/3B92: C1        Set vehicle/entity's event speed to slow
CA/3B93: DC        Make vehicle/entity jump (low)
CA/3B94: 82        Move vehicle/entity down 1 tile
CA/3B95: 28        Do vehicle/entity graphical action $28 
CA/3B96: E0        Pause for 4 * 12 (48) frames
CA/3B98: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3B99: FF        End queue
CA/3B9A: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3B9D: FE    Return

CA/3B9E: 08    Begin action queue for character $08 (Actor in stot 8), 20 bytes long (Wait until complete)
CA/3BA0: C5        Set vehicle/entity's event speed to fastest
CA/3BA1: 1F        Do vehicle/entity graphical action $1F 
CA/3BA2: C7        Set vehicle/entity to stay still when moving
CA/3BA3: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BA4: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BA5: AA        Move vehicle/entity left/up 2x1 tiles
CA/3BA6: 83        Move vehicle/entity left 1 tile
CA/3BA7: 0B        Do vehicle/entity graphical action $0B 
CA/3BA8: C2        Set vehicle/entity's event speed to normal
CA/3BA9: DD        Make vehicle/entity jump (high)
CA/3BAA: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BAB: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BAC: C1        Set vehicle/entity's event speed to slow
CA/3BAD: DC        Make vehicle/entity jump (low)
CA/3BAE: 82        Move vehicle/entity down 1 tile
CA/3BAF: 28        Do vehicle/entity graphical action $28 
CA/3BB0: E0        Pause for 4 * 12 (48) frames
CA/3BB2: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3BB3: FF        End queue
CA/3BB4: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3BB7: FE    Return

CA/3BB8: 09    Begin action queue for character $09 (Actor in stot 9), 20 bytes long (Wait until complete)
CA/3BBA: C5        Set vehicle/entity's event speed to fastest
CA/3BBB: 1F        Do vehicle/entity graphical action $1F 
CA/3BBC: C7        Set vehicle/entity to stay still when moving
CA/3BBD: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BBE: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BBF: AA        Move vehicle/entity left/up 2x1 tiles
CA/3BC0: 83        Move vehicle/entity left 1 tile
CA/3BC1: 0B        Do vehicle/entity graphical action $0B 
CA/3BC2: C2        Set vehicle/entity's event speed to normal
CA/3BC3: DD        Make vehicle/entity jump (high)
CA/3BC4: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BC5: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BC6: C1        Set vehicle/entity's event speed to slow
CA/3BC7: DC        Make vehicle/entity jump (low)
CA/3BC8: 82        Move vehicle/entity down 1 tile
CA/3BC9: 28        Do vehicle/entity graphical action $28 
CA/3BCA: E0        Pause for 4 * 12 (48) frames
CA/3BCC: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3BCD: FF        End queue
CA/3BCE: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3BD1: FE    Return

CA/3BD2: 0A    Begin action queue for character $0A (Actor in stot 10), 20 bytes long (Wait until complete)
CA/3BD4: C5        Set vehicle/entity's event speed to fastest
CA/3BD5: 1F        Do vehicle/entity graphical action $1F 
CA/3BD6: C7        Set vehicle/entity to stay still when moving
CA/3BD7: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BD8: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BD9: AA        Move vehicle/entity left/up 2x1 tiles
CA/3BDA: 83        Move vehicle/entity left 1 tile
CA/3BDB: 0B        Do vehicle/entity graphical action $0B 
CA/3BDC: C2        Set vehicle/entity's event speed to normal
CA/3BDD: DD        Make vehicle/entity jump (high)
CA/3BDE: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BDF: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BE0: C1        Set vehicle/entity's event speed to slow
CA/3BE1: DC        Make vehicle/entity jump (low)
CA/3BE2: 82        Move vehicle/entity down 1 tile
CA/3BE3: 28        Do vehicle/entity graphical action $28 
CA/3BE4: E0        Pause for 4 * 12 (48) frames
CA/3BE6: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3BE7: FF        End queue
CA/3BE8: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3BEB: FE    Return

CA/3BEC: 0B    Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete)
CA/3BEE: C5        Set vehicle/entity's event speed to fastest
CA/3BEF: 1F        Do vehicle/entity graphical action $1F 
CA/3BF0: C7        Set vehicle/entity to stay still when moving
CA/3BF1: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BF2: A3        Move vehicle/entity left/up 1x1 tiles
CA/3BF3: AA        Move vehicle/entity left/up 2x1 tiles
CA/3BF4: 83        Move vehicle/entity left 1 tile
CA/3BF5: 0B        Do vehicle/entity graphical action $0B 
CA/3BF6: C2        Set vehicle/entity's event speed to normal
CA/3BF7: DD        Make vehicle/entity jump (high)
CA/3BF8: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BF9: A2        Move vehicle/entity left/down 1x1 tiles
CA/3BFA: C1        Set vehicle/entity's event speed to slow
CA/3BFB: DC        Make vehicle/entity jump (low)
CA/3BFC: 82        Move vehicle/entity down 1 tile
CA/3BFD: 28        Do vehicle/entity graphical action $28 
CA/3BFE: E0        Pause for 4 * 12 (48) frames
CA/3C00: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3C01: FF        End queue
CA/3C02: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3C05: FE    Return

CA/3C06: 0C    Begin action queue for character $0C (Actor in stot 12), 20 bytes long (Wait until complete)
CA/3C08: C5        Set vehicle/entity's event speed to fastest
CA/3C09: 1F        Do vehicle/entity graphical action $1F 
CA/3C0A: C7        Set vehicle/entity to stay still when moving
CA/3C0B: A3        Move vehicle/entity left/up 1x1 tiles
CA/3C0C: A3        Move vehicle/entity left/up 1x1 tiles
CA/3C0D: AA        Move vehicle/entity left/up 2x1 tiles
CA/3C0E: 83        Move vehicle/entity left 1 tile
CA/3C0F: 0B        Do vehicle/entity graphical action $0B 
CA/3C10: C2        Set vehicle/entity's event speed to normal
CA/3C11: DD        Make vehicle/entity jump (high)
CA/3C12: A2        Move vehicle/entity left/down 1x1 tiles
CA/3C13: A2        Move vehicle/entity left/down 1x1 tiles
CA/3C14: C1        Set vehicle/entity's event speed to slow
CA/3C15: DC        Make vehicle/entity jump (low)
CA/3C16: 82        Move vehicle/entity down 1 tile
CA/3C17: 28        Do vehicle/entity graphical action $28 
CA/3C18: E0        Pause for 4 * 12 (48) frames
CA/3C1A: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3C1B: FF        End queue
CA/3C1C: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3C1F: FE    Return

CA/3C20: 0D    Begin action queue for character $0D (Actor in stot 13), 20 bytes long (Wait until complete)
CA/3C22: C5        Set vehicle/entity's event speed to fastest
CA/3C23: 1F        Do vehicle/entity graphical action $1F 
CA/3C24: C7        Set vehicle/entity to stay still when moving
CA/3C25: A3        Move vehicle/entity left/up 1x1 tiles
CA/3C26: A3        Move vehicle/entity left/up 1x1 tiles
CA/3C27: AA        Move vehicle/entity left/up 2x1 tiles
CA/3C28: 83        Move vehicle/entity left 1 tile
CA/3C29: 0B        Do vehicle/entity graphical action $0B 
CA/3C2A: C2        Set vehicle/entity's event speed to normal
CA/3C2B: DD        Make vehicle/entity jump (high)
CA/3C2C: A2        Move vehicle/entity left/down 1x1 tiles
CA/3C2D: A2        Move vehicle/entity left/down 1x1 tiles
CA/3C2E: C1        Set vehicle/entity's event speed to slow
CA/3C2F: DC        Make vehicle/entity jump (low)
CA/3C30: 82        Move vehicle/entity down 1 tile
CA/3C31: 28        Do vehicle/entity graphical action $28 
CA/3C32: E0        Pause for 4 * 12 (48) frames
CA/3C34: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/3C35: FF        End queue
CA/3C36: 4B    Display dialogue message $0BB1, wait for button press (Show text only)
               It's enough if people are able to experience the joy that each day can bring!
CA/3C39: FE    Return

CA/3C3A: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CA/3C3C: C6        Set vehicle/entity to walk when moving
CA/3C3D: CD        Turn vehicle/entity right
CA/3C3E: FF        End queue
CA/3C3F: 94    Pause for 60 units
CA/3C40: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3C43: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete)
CA/3C45: C2        Set vehicle/entity's event speed to normal
CA/3C46: 86        Move vehicle/entity down 2 tiles
CA/3C47: C7        Set vehicle/entity to stay still when moving
CA/3C48: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3C49: DD        Make vehicle/entity jump (high)
CA/3C4A: 8E        Move vehicle/entity down 4 tiles
CA/3C4B: C6        Set vehicle/entity to walk when moving
CA/3C4C: FF        End queue
CA/3C4D: FE    Return

CA/3C4E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CA/3C50: C6        Set vehicle/entity to walk when moving
CA/3C51: CD        Turn vehicle/entity right
CA/3C52: FF        End queue
CA/3C53: 94    Pause for 60 units
CA/3C54: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3C57: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CA/3C59: C2        Set vehicle/entity's event speed to normal
CA/3C5A: 86        Move vehicle/entity down 2 tiles
CA/3C5B: C7        Set vehicle/entity to stay still when moving
CA/3C5C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3C5D: DD        Make vehicle/entity jump (high)
CA/3C5E: 8E        Move vehicle/entity down 4 tiles
CA/3C5F: C6        Set vehicle/entity to walk when moving
CA/3C60: FF        End queue
CA/3C61: FE    Return

CA/3C62: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/3C64: C6        Set vehicle/entity to walk when moving
CA/3C65: CD        Turn vehicle/entity right
CA/3C66: FF        End queue
CA/3C67: 94    Pause for 60 units
CA/3C68: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3C6B: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/3C6D: C2        Set vehicle/entity's event speed to normal
CA/3C6E: 86        Move vehicle/entity down 2 tiles
CA/3C6F: C7        Set vehicle/entity to stay still when moving
CA/3C70: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3C71: DD        Make vehicle/entity jump (high)
CA/3C72: 8E        Move vehicle/entity down 4 tiles
CA/3C73: C6        Set vehicle/entity to walk when moving
CA/3C74: FF        End queue
CA/3C75: FE    Return

CA/3C76: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/3C78: C6        Set vehicle/entity to walk when moving
CA/3C79: CD        Turn vehicle/entity right
CA/3C7A: FF        End queue
CA/3C7B: 94    Pause for 60 units
CA/3C7C: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3C7F: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/3C81: C2        Set vehicle/entity's event speed to normal
CA/3C82: 86        Move vehicle/entity down 2 tiles
CA/3C83: C7        Set vehicle/entity to stay still when moving
CA/3C84: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3C85: DD        Make vehicle/entity jump (high)
CA/3C86: 8E        Move vehicle/entity down 4 tiles
CA/3C87: C6        Set vehicle/entity to walk when moving
CA/3C88: FF        End queue
CA/3C89: FE    Return

CA/3C8A: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CA/3C8C: C6        Set vehicle/entity to walk when moving
CA/3C8D: CD        Turn vehicle/entity right
CA/3C8E: FF        End queue
CA/3C8F: 94    Pause for 60 units
CA/3C90: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3C93: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete)
CA/3C95: C2        Set vehicle/entity's event speed to normal
CA/3C96: 86        Move vehicle/entity down 2 tiles
CA/3C97: C7        Set vehicle/entity to stay still when moving
CA/3C98: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3C99: DD        Make vehicle/entity jump (high)
CA/3C9A: 8E        Move vehicle/entity down 4 tiles
CA/3C9B: C6        Set vehicle/entity to walk when moving
CA/3C9C: FF        End queue
CA/3C9D: FE    Return

CA/3C9E: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CA/3CA0: C6        Set vehicle/entity to walk when moving
CA/3CA1: CD        Turn vehicle/entity right
CA/3CA2: FF        End queue
CA/3CA3: 94    Pause for 60 units
CA/3CA4: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3CA7: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CA/3CA9: C2        Set vehicle/entity's event speed to normal
CA/3CAA: 86        Move vehicle/entity down 2 tiles
CA/3CAB: C7        Set vehicle/entity to stay still when moving
CA/3CAC: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3CAD: DD        Make vehicle/entity jump (high)
CA/3CAE: 8E        Move vehicle/entity down 4 tiles
CA/3CAF: C6        Set vehicle/entity to walk when moving
CA/3CB0: FF        End queue
CA/3CB1: FE    Return

CA/3CB2: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete)
CA/3CB4: C6        Set vehicle/entity to walk when moving
CA/3CB5: CD        Turn vehicle/entity right
CA/3CB6: FF        End queue
CA/3CB7: 94    Pause for 60 units
CA/3CB8: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3CBB: 03    Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete)
CA/3CBD: C2        Set vehicle/entity's event speed to normal
CA/3CBE: 86        Move vehicle/entity down 2 tiles
CA/3CBF: C7        Set vehicle/entity to stay still when moving
CA/3CC0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3CC1: DD        Make vehicle/entity jump (high)
CA/3CC2: 8E        Move vehicle/entity down 4 tiles
CA/3CC3: C6        Set vehicle/entity to walk when moving
CA/3CC4: FF        End queue
CA/3CC5: FE    Return

CA/3CC6: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete)
CA/3CC8: C6        Set vehicle/entity to walk when moving
CA/3CC9: CD        Turn vehicle/entity right
CA/3CCA: FF        End queue
CA/3CCB: 94    Pause for 60 units
CA/3CCC: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3CCF: 07    Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete)
CA/3CD1: C2        Set vehicle/entity's event speed to normal
CA/3CD2: 86        Move vehicle/entity down 2 tiles
CA/3CD3: C7        Set vehicle/entity to stay still when moving
CA/3CD4: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3CD5: DD        Make vehicle/entity jump (high)
CA/3CD6: 8E        Move vehicle/entity down 4 tiles
CA/3CD7: C6        Set vehicle/entity to walk when moving
CA/3CD8: FF        End queue
CA/3CD9: FE    Return

CA/3CDA: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete)
CA/3CDC: C6        Set vehicle/entity to walk when moving
CA/3CDD: CD        Turn vehicle/entity right
CA/3CDE: FF        End queue
CA/3CDF: 94    Pause for 60 units
CA/3CE0: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3CE3: 08    Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete)
CA/3CE5: C2        Set vehicle/entity's event speed to normal
CA/3CE6: 86        Move vehicle/entity down 2 tiles
CA/3CE7: C7        Set vehicle/entity to stay still when moving
CA/3CE8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3CE9: DD        Make vehicle/entity jump (high)
CA/3CEA: 8E        Move vehicle/entity down 4 tiles
CA/3CEB: C6        Set vehicle/entity to walk when moving
CA/3CEC: FF        End queue
CA/3CED: FE    Return

CA/3CEE: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete)
CA/3CF0: C6        Set vehicle/entity to walk when moving
CA/3CF1: CD        Turn vehicle/entity right
CA/3CF2: FF        End queue
CA/3CF3: 94    Pause for 60 units
CA/3CF4: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3CF7: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete)
CA/3CF9: C2        Set vehicle/entity's event speed to normal
CA/3CFA: 86        Move vehicle/entity down 2 tiles
CA/3CFB: C7        Set vehicle/entity to stay still when moving
CA/3CFC: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3CFD: DD        Make vehicle/entity jump (high)
CA/3CFE: 8E        Move vehicle/entity down 4 tiles
CA/3CFF: C6        Set vehicle/entity to walk when moving
CA/3D00: FF        End queue
CA/3D01: FE    Return

CA/3D02: 0A    Begin action queue for character $0A (Actor in stot 10), 3 bytes long (Wait until complete)
CA/3D04: C6        Set vehicle/entity to walk when moving
CA/3D05: CD        Turn vehicle/entity right
CA/3D06: FF        End queue
CA/3D07: 94    Pause for 60 units
CA/3D08: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3D0B: 0A    Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete)
CA/3D0D: C2        Set vehicle/entity's event speed to normal
CA/3D0E: 86        Move vehicle/entity down 2 tiles
CA/3D0F: C7        Set vehicle/entity to stay still when moving
CA/3D10: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3D11: DD        Make vehicle/entity jump (high)
CA/3D12: 8E        Move vehicle/entity down 4 tiles
CA/3D13: C6        Set vehicle/entity to walk when moving
CA/3D14: FF        End queue
CA/3D15: FE    Return

CA/3D16: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CA/3D18: C6        Set vehicle/entity to walk when moving
CA/3D19: CD        Turn vehicle/entity right
CA/3D1A: FF        End queue
CA/3D1B: 94    Pause for 60 units
CA/3D1C: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3D1F: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete)
CA/3D21: C2        Set vehicle/entity's event speed to normal
CA/3D22: 86        Move vehicle/entity down 2 tiles
CA/3D23: C7        Set vehicle/entity to stay still when moving
CA/3D24: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3D25: DD        Make vehicle/entity jump (high)
CA/3D26: 8E        Move vehicle/entity down 4 tiles
CA/3D27: C6        Set vehicle/entity to walk when moving
CA/3D28: FF        End queue
CA/3D29: FE    Return

CA/3D2A: 0C    Begin action queue for character $0C (Actor in stot 12), 3 bytes long (Wait until complete)
CA/3D2C: C6        Set vehicle/entity to walk when moving
CA/3D2D: CD        Turn vehicle/entity right
CA/3D2E: FF        End queue
CA/3D2F: 94    Pause for 60 units
CA/3D30: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3D33: 0C    Begin action queue for character $0C (Actor in stot 12), 8 bytes long (Wait until complete)
CA/3D35: C2        Set vehicle/entity's event speed to normal
CA/3D36: 86        Move vehicle/entity down 2 tiles
CA/3D37: C7        Set vehicle/entity to stay still when moving
CA/3D38: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3D39: DD        Make vehicle/entity jump (high)
CA/3D3A: 8E        Move vehicle/entity down 4 tiles
CA/3D3B: C6        Set vehicle/entity to walk when moving
CA/3D3C: FF        End queue
CA/3D3D: FE    Return

CA/3D3E: 0D    Begin action queue for character $0D (Actor in stot 13), 3 bytes long (Wait until complete)
CA/3D40: C6        Set vehicle/entity to walk when moving
CA/3D41: CD        Turn vehicle/entity right
CA/3D42: FF        End queue
CA/3D43: 94    Pause for 60 units
CA/3D44: 4B    Display dialogue message $0BB3, wait for button press (Show text only)
               Yes!
CA/3D47: 0D    Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete)
CA/3D49: C2        Set vehicle/entity's event speed to normal
CA/3D4A: 86        Move vehicle/entity down 2 tiles
CA/3D4B: C7        Set vehicle/entity to stay still when moving
CA/3D4C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/3D4D: DD        Make vehicle/entity jump (high)
CA/3D4E: 8E        Move vehicle/entity down 4 tiles
CA/3D4F: C6        Set vehicle/entity to walk when moving
CA/3D50: FF        End queue
CA/3D51: FE    Return

CA/3D52: 4B    Display dialogue message $0BB4, wait for button press (Show text only) (At bottom of screen)
               TERRA: I know what love is!
CA/3D55: FE    Return

CA/3D56: 4B    Display dialogue message $0BB5, wait for button press (Show text only) (At bottom of screen)
               LOCKE: And I have learned to celebrate lifeand the living.
CA/3D59: FE    Return

CA/3D5A: 4B    Display dialogue message $0BB6, wait for button press (Show text only) (At bottom of screen)
               CYAN: My family lives on inside of me.
CA/3D5D: FE    Return

CA/3D5E: 4B    Display dialogue message $0BB7, wait for button press (Show text only) (At bottom of screen)
               SHADOW: I know what friendship is and family
CA/3D61: FE    Return

CA/3D62: 4B    Display dialogue message $0BB8, wait for button press (Show text only) (At bottom of screen)
               EDGAR: It is my dream to build a kingdom in which I can guarantee freedom, and dignity.
CA/3D65: FE    Return

CA/3D66: 4B    Display dialogue message $0BB9, wait for button press (Show text only) (At bottom of screen)
               SABIN: I have come to experience anew the love of my brother!
CA/3D69: FE    Return

CA/3D6A: 4B    Display dialogue message $0BBA, wait for button press (Show text only) (At bottom of screen)
               CELES: I've met someone who can accept me for what I am.
CA/3D6D: FE    Return

CA/3D6E: 4B    Display dialogue message $0BBB, wait for button press (Show text only) (At bottom of screen)
               STRAGO: I have a special little Granddaughter!
CA/3D71: FE    Return

CA/3D72: 4B    Display dialogue message $0BBC, wait for button press (Show text only) (At bottom of screen)
               RELM: And I have a brave Grandpa who'll stand by me through it all.
CA/3D75: FE    Return

CA/3D76: 4B    Display dialogue message $0BBD, wait for button press (Show text only) (At bottom of screen)
               SETZER: My friend's airship
               and her love!
CA/3D79: FE    Return

CA/3D7A: 4B    Display dialogue message $0BBE, wait for button press (Show text only) (At bottom of screen)
               MOG: I have my friends here!
CA/3D7D: FE    Return

CA/3D7E: 4B    Display dialogue message $0BBF, wait for button press (Show text only) (At bottom of screen)
               GAU: You my friends!
               Me uwaooo all of you!
CA/3D81: FE    Return

CA/3D82: E3    Load CaseWord with available characters?
CA/3D83: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA3D90
CA/3D89: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/3D8B: D5        Set vehicle/entity's position to (15, 21)
CA/3D8E: CC        Turn vehicle/entity up
CA/3D8F: FF        End queue
CA/3D90: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA3D9D
CA/3D96: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/3D98: D5        Set vehicle/entity's position to (15, 22)
CA/3D9B: CC        Turn vehicle/entity up
CA/3D9C: FF        End queue
CA/3D9D: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA3DAA
CA/3DA3: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/3DA5: D5        Set vehicle/entity's position to (10, 22)
CA/3DA8: CC        Turn vehicle/entity up
CA/3DA9: FF        End queue
CA/3DAA: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA3DB7
CA/3DB0: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/3DB2: D5        Set vehicle/entity's position to (16, 22)
CA/3DB5: CC        Turn vehicle/entity up
CA/3DB6: FF        End queue
CA/3DB7: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA3DC4
CA/3DBD: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/3DBF: D5        Set vehicle/entity's position to (14, 22)
CA/3DC2: CC        Turn vehicle/entity up
CA/3DC3: FF        End queue
CA/3DC4: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA3DD1
CA/3DCA: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CA/3DCC: D5        Set vehicle/entity's position to (17, 22)
CA/3DCF: CC        Turn vehicle/entity up
CA/3DD0: FF        End queue
CA/3DD1: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA3DDE
CA/3DD7: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CA/3DD9: D5        Set vehicle/entity's position to (13, 22)
CA/3DDC: CC        Turn vehicle/entity up
CA/3DDD: FF        End queue
CA/3DDE: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CA3DEB
CA/3DE4: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CA/3DE6: D5        Set vehicle/entity's position to (18, 22)
CA/3DE9: CC        Turn vehicle/entity up
CA/3DEA: FF        End queue
CA/3DEB: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA3DF8
CA/3DF1: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CA/3DF3: D5        Set vehicle/entity's position to (12, 22)
CA/3DF6: CC        Turn vehicle/entity up
CA/3DF7: FF        End queue
CA/3DF8: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA3E05
CA/3DFE: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/3E00: D5        Set vehicle/entity's position to (19, 22)
CA/3E03: CC        Turn vehicle/entity up
CA/3E04: FF        End queue
CA/3E05: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CA3E12
CA/3E0B: 0A    Begin action queue for character $0A (Actor in stot 10), 5 bytes long (Wait until complete)
CA/3E0D: D5        Set vehicle/entity's position to (11, 22)
CA/3E10: CC        Turn vehicle/entity up
CA/3E11: FF        End queue
CA/3E12: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA3E1F
CA/3E18: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CA/3E1A: D5        Set vehicle/entity's position to (20, 22)
CA/3E1D: CC        Turn vehicle/entity up
CA/3E1E: FF        End queue
CA/3E1F: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA3E2C
CA/3E25: 0C    Begin action queue for character $0C (Actor in stot 12), 5 bytes long (Wait until complete)
CA/3E27: D5        Set vehicle/entity's position to (12, 23)
CA/3E2A: CC        Turn vehicle/entity up
CA/3E2B: FF        End queue
CA/3E2C: C0    If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/3E32: 0D    Begin action queue for character $0D (Actor in stot 13), 5 bytes long (Wait until complete)
CA/3E34: D5        Set vehicle/entity's position to (19, 23)
CA/3E37: CC        Turn vehicle/entity up
CA/3E38: FF        End queue
CA/3E39: FE    Return

CA/3E3A: 74    Replace current map's Layer 2 at (8, 65) with the following (14 x 15) chunk
CA/3E3F:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3E4D:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3E5B:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3E69:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3E77:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3E85:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3E93:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3EA1:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3EAF:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3EBD:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3ECB:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3ED9:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3EE7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3EF5:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3F03:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/3F11: 75    Refresh map after alteration
CA/3F12: FE    Return

CA/3F13: 4B    Display dialogue message $0B94, wait for button press
               TERRA: General Leo
               I believe I understand what you're trying to say.
CA/3F16: B2    Call subroutine $CAF59D
CA/3F1A: FE    Return

CA/3F1B: 4B    Display dialogue message $0B95, wait for button press
               LOCKE: As long as there're people who need to be protected, I'll fight!
CA/3F1E: B2    Call subroutine $CAF59D
CA/3F22: FE    Return

CA/3F23: 4B    Display dialogue message $0B96, wait for button press
               CYAN: What an amazing device!
CA/3F26: B2    Call subroutine $CAF59D
CA/3F2A: FE    Return

CA/3F2B: 4B    Display dialogue message $0B97, wait for button press
               SHADOW: 
CA/3F2E: B2    Call subroutine $CAF59D
CA/3F32: FE    Return

CA/3F33: 4B    Display dialogue message $0B98, wait for button press
               EDGAR: If something happens to me, all the world's women will grieve!
CA/3F36: B2    Call subroutine $CAF59D
CA/3F3A: FE    Return

CA/3F3B: 4B    Display dialogue message $0B99, wait for button press
               SABIN: Riiiiiight!
CA/3F3E: B2    Call subroutine $CAF59D
CA/3F42: FE    Return

CA/3F43: 4B    Display dialogue message $0B9A, wait for button press
               CELES: I'm glad I made it this farI feel I have a lot to live for
CA/3F46: B2    Call subroutine $CAF59D
CA/3F4A: FE    Return

CA/3F4B: 4B    Display dialogue message $0B9B, wait for button press
               STRAGO: Hey everyone!
               Let me see the light in your eyes! The old man, here, hasn't given up yet!
CA/3F4E: B2    Call subroutine $CAF59D
CA/3F52: FE    Return

CA/3F53: 4B    Display dialogue message $0B9C, wait for button press
               RELM: Let's do it!
               Let's go get that madman!
CA/3F56: B2    Call subroutine $CAF59D
CA/3F5A: FE    Return

CA/3F5B: 4B    Display dialogue message $0B9D, wait for button press
               SETZER: Something good will come of it all!
CA/3F5E: B2    Call subroutine $CAF59D
CA/3F62: FE    Return

CA/3F63: 4B    Display dialogue message $068B, wait for button press
               MOG: Kupoppo!!
CA/3F66: B2    Call subroutine $CAF59D
CA/3F6A: FE    Return

CA/3F6B: 4B    Display dialogue message $068D, wait for button press
               GAU: GAU become stronger on the Veldt.
CA/3F6E: B2    Call subroutine $CAF59D
CA/3F72: FE    Return

CA/3F73: 4B    Display dialogue message $068F, wait for button press
               GOGO: 
CA/3F76: B2    Call subroutine $CAF59D
CA/3F7A: FE    Return

CA/3F7B: 4B    Display dialogue message $0690, wait for button press
               UMARO: Uhhhh
CA/3F7E: B2    Call subroutine $CAF59D
CA/3F82: FE    Return

CA/3F83: C0    If ($1E80($0CB) [$1E99, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/3F89: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/3F8F: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/3F91: DE    Load CaseWord with the characters in the currently active party?
CA/3F92: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/3F98: B2    Call subroutine $CAC6AC
CA/3F9C: 3C    Set up the party as follows: $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/3FA1: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/3FA3: C2        Set vehicle/entity's event speed to normal
CA/3FA4: 83        Move vehicle/entity left 1 tile
CA/3FA5: CC        Turn vehicle/entity up
CA/3FA6: FF        End queue
CA/3FA7: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/3FA9: C2        Set vehicle/entity's event speed to normal
CA/3FAA: 81        Move vehicle/entity right 1 tile
CA/3FAB: CC        Turn vehicle/entity up
CA/3FAC: FF        End queue
CA/3FAD: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/3FAF: C2        Set vehicle/entity's event speed to normal
CA/3FB0: 82        Move vehicle/entity down 1 tile
CA/3FB1: CC        Turn vehicle/entity up
CA/3FB2: FF        End queue
CA/3FB3: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/3FB5: C2        Set vehicle/entity's event speed to normal
CA/3FB6: CC        Turn vehicle/entity up
CA/3FB7: FF        End queue
CA/3FB8: 92    Pause for 30 units
CA/3FB9: 4B    Display dialogue message $099B, wait for button press
               CELES: This person
               She was your friend?
               SETZER: Yeah.
               She was a piece of work.
               Nothing scared her
CA/3FBC: 94    Pause for 60 units
CA/3FBD: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/3FBF: 1B        Do vehicle/entity graphical action $1B 
CA/3FC0: E0        Pause for 4 * 8 (32) frames
CA/3FC2: 1C        Do vehicle/entity graphical action $1C 
CA/3FC3: FF        End queue
CA/3FC4: D0    Set event bit $1E80($0CB) [$1E99, bit 3]
CA/3FC6: F4    Play sound effect 187
CA/3FC8: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/3FCA: B2    Call subroutine $CAF1A2
CA/3FCE: B5    Pause for 15 * 6 (90) units
CA/3FD0: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete)
CA/3FD2: CE        Turn vehicle/entity down
CA/3FD3: E0        Pause for 4 * 6 (24) frames
CA/3FD5: 23        Do vehicle/entity graphical action $23 
CA/3FD6: E0        Pause for 4 * 4 (16) frames
CA/3FD8: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/3FD9: FF        End queue
CA/3FDA: 4B    Display dialogue message $099C, wait for button press
               SETZER: Could be anything lurking down here, so keep your eyes peeled!
CA/3FDD: B2    Call subroutine $CB2E34
CA/3FE1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/3FE3: 81        Move vehicle/entity right 1 tile
CA/3FE4: FF        End queue
CA/3FE5: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/3FE7: 83        Move vehicle/entity left 1 tile
CA/3FE8: FF        End queue
CA/3FE9: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/3FEB: 80        Move vehicle/entity up 1 tile
CA/3FEC: FF        End queue
CA/3FED: 92    Pause for 30 units
CA/3FEE: B2    Call subroutine $CACB95
CA/3FF2: FE    Return

CA/3FF3: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/3FFB: 4B    Display dialogue message $09DE, wait for button press
               Letters have been carved here
CA/3FFE: 4B    Display dialogue message $09DF, wait for button press
               
               DLRO
CA/4001: D0    Set event bit $1E80($0C2) [$1E98, bit 2]
CA/4003: FE    Return

CA/4004: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/400C: 4B    Display dialogue message $09DE, wait for button press
               Letters have been carved here
CA/400F: 4B    Display dialogue message $09E0, wait for button press
               
               ERAU
CA/4012: D0    Set event bit $1E80($0C3) [$1E98, bit 3]
CA/4014: FE    Return

CA/4015: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/401D: 4B    Display dialogue message $09DE, wait for button press
               Letters have been carved here
CA/4020: 4B    Display dialogue message $09E1, wait for button press
               
               QSSI
CA/4023: D0    Set event bit $1E80($0C4) [$1E98, bit 4]
CA/4025: FE    Return

CA/4026: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/402E: 4B    Display dialogue message $09DE, wait for button press
               Letters have been carved here
CA/4031: 4B    Display dialogue message $09E2, wait for button press
               
               WEHT
CA/4034: D0    Set event bit $1E80($0C5) [$1E98, bit 5]
CA/4036: FE    Return

CA/4037: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/403F: C0    If ($1E80($112) [$1EA2, bit 2] is set), branch to $CA4050
CA/4045: 4B    Display dialogue message $09DC, wait for button press
               The tombstone is blank.
               Carve something?
               ^  Yes
                ^  No
CA/4048: B6    Indexed branch based on prior dialogue selection [$CA4054, $CA5EB3]
CA/404F: FE    Return

CA/4050: 4B    Display dialogue message $09C4, wait for button press
               
               ERAUQS SI DLROW EHT
CA/4053: FE    Return

CA/4054: C3    If ($1E80($0C2) [$1E98, bit 2] is clear) or ($1E80($0C3) [$1E98, bit 3] is clear) or ($1E80($0C4) [$1E98, bit 4] is clear) or ($1E80($0C5) [$1E98, bit 5] is clear), branch to $CA4071
CA/4060: 4B    Display dialogue message $09B3, wait for button press
               ^ DLRO
               ^ ERAU
               ^ QSSI
               ^ WEHT
CA/4063: B6    Indexed branch based on prior dialogue selection [$CA4075, $CA4083, $CA4091, $CA409F]
CA/4070: FE    Return

CA/4071: 4B    Display dialogue message $09DD, wait for button press
               Nothing appropriate comes to mind
CA/4074: FE    Return

CA/4075: 4B    Display dialogue message $09B4, wait for button press
               ^ ERAU
               ^ QSSI
               ^ WEHT
CA/4078: B6    Indexed branch based on prior dialogue selection [$CA40AD, $CA40B8, $CA40C3]
CA/4082: FE    Return

CA/4083: 4B    Display dialogue message $09B5, wait for button press
               ^ DLRO
               ^ QSSI
               ^ WEHT
CA/4086: B6    Indexed branch based on prior dialogue selection [$CA40CE, $CA40D9, $CA40E4]
CA/4090: FE    Return

CA/4091: 4B    Display dialogue message $09B6, wait for button press
               ^ DLRO
               ^ ERAU
               ^ WEHT
CA/4094: B6    Indexed branch based on prior dialogue selection [$CA40EF, $CA40FA, $CA4105]
CA/409E: FE    Return

CA/409F: 4B    Display dialogue message $09B7, wait for button press
               ^ DLRO
               ^ ERAU
               ^ QSSI
CA/40A2: B6    Indexed branch based on prior dialogue selection [$CA4110, $CA411B, $CA4126]
CA/40AC: FE    Return

CA/40AD: 4B    Display dialogue message $09B8, wait for button press
               
               ^ QSSI
               ^ WEHT
CA/40B0: B6    Indexed branch based on prior dialogue selection [$CA4167, $CA4163]
CA/40B7: FE    Return

CA/40B8: 4B    Display dialogue message $09B9, wait for button press
               
               ^ ERAU
               ^ WEHT
CA/40BB: B6    Indexed branch based on prior dialogue selection [$CA416B, $CA416F]
CA/40C2: FE    Return

CA/40C3: 4B    Display dialogue message $09BA, wait for button press
               
               ^ ERAU
               ^ QSSI
CA/40C6: B6    Indexed branch based on prior dialogue selection [$CA415B, $CA415F]
CA/40CD: FE    Return

CA/40CE: 4B    Display dialogue message $09BB, wait for button press
               
               ^ QSSI
               ^ WEHT
CA/40D1: B6    Indexed branch based on prior dialogue selection [$CA419B, $CA419F]
CA/40D8: FE    Return

CA/40D9: 4B    Display dialogue message $09BC, wait for button press
               
               ^ DLRO
               ^ WEHT
CA/40DC: B6    Indexed branch based on prior dialogue selection [$CA4197, $CA4193]
CA/40E3: FE    Return

CA/40E4: 4B    Display dialogue message $09BD, wait for button press
               
               ^ DLRO
               ^ QSSI
CA/40E7: B6    Indexed branch based on prior dialogue selection [$CA418B, $CA418F]
CA/40EE: FE    Return

CA/40EF: 4B    Display dialogue message $09BE, wait for button press
               
               ^ ERAU
               ^ WEHT
CA/40F2: B6    Indexed branch based on prior dialogue selection [$CA4183, $CA4187]
CA/40F9: FE    Return

CA/40FA: 4B    Display dialogue message $09BF, wait for button press
               
               ^ DLRO
               ^ WEHT
CA/40FD: B6    Indexed branch based on prior dialogue selection [$CA417F, $CA417B]
CA/4104: FE    Return

CA/4105: 4B    Display dialogue message $09C0, wait for button press
               
               ^ DLRO
               ^ ERAU
CA/4108: B6    Indexed branch based on prior dialogue selection [$CA4173, $CA4177]
CA/410F: FE    Return

CA/4110: 4B    Display dialogue message $09C1, wait for button press
               
               ^ ERAU
               ^ QSSI
CA/4113: B6    Indexed branch based on prior dialogue selection [$CA4147, $CA4131]
CA/411A: FE    Return

CA/411B: 4B    Display dialogue message $09C2, wait for button press
               
               ^ DLRO
               ^ QSSI
CA/411E: B6    Indexed branch based on prior dialogue selection [$CA414B, $CA414F]
CA/4125: FE    Return

CA/4126: 4B    Display dialogue message $09C3, wait for button press
               
               ^ DLRO
               ^ ERAU
CA/4129: B6    Indexed branch based on prior dialogue selection [$CA4157, $CA4153]
CA/4130: FE    Return

CA/4131: 4B    Display dialogue message $09C4, wait for button press
               
               ERAUQS SI DLROW EHT
CA/4134: D2    Set event bit $1E80($112) [$1EA2, bit 2]
CA/4136: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/4138: 21        Do vehicle/entity graphical action $21 
CA/4139: FF        End queue
CA/413A: F2    Fade out current song with transition time 16
CA/413C: FA    Stop temporarily played song
CA/413D: 48    Display dialogue message $09C4, continue executing commands (Show text only)
               
               ERAUQS SI DLROW EHT
CA/4140: F0    Play song 62 (Rest in Peace), (high bit clear), full volume
CA/4142: 49    If dialogue window is up, wait for keypress then dismiss
CA/4143: 4B    Display dialogue message $09E3, wait for button press (Show text only)
               
                 Find the Exp. Egg hidden
               in a back room
               in the 3rd basement
CA/4146: FE    Return

CA/4147: 4B    Display dialogue message $09C5, wait for button press
               
               QSSI ERAUDL ROWEHT
CA/414A: FE    Return

CA/414B: 4B    Display dialogue message $09C6, wait for button press
               
               QSSIRO DLERAUWEHT
CA/414E: FE    Return

CA/414F: 4B    Display dialogue message $09C7, wait for button press
               
               DLROQSSIAU ERWEHT
CA/4152: FE    Return

CA/4153: 4B    Display dialogue message $09C8, wait for button press
               
               DLROERAU QSSIWEHT
CA/4156: FE    Return

CA/4157: 4B    Display dialogue message $09C9, wait for button press
               
               AUERDLRO QSSIWEHT
CA/415A: FE    Return

CA/415B: 4B    Display dialogue message $09CA, wait for button press
               
               QSSIAU ERWEHTDLRO
CA/415E: FE    Return

CA/415F: 4B    Display dialogue message $09CB, wait for button press
               
               ERAUQSSIWEHTDLRO
CA/4162: FE    Return

CA/4163: 4B    Display dialogue message $09CC, wait for button press
               
               QSSIWEHT ERAUDLRO
CA/4166: FE    Return

CA/4167: 4B    Display dialogue message $09CD, wait for button press
               
               WEHTQSSI ERAUDLRO
CA/416A: FE    Return

CA/416B: 4B    Display dialogue message $09CE, wait for button press
               
               WEHT ERAUQSSIRO DL
CA/416E: FE    Return

CA/416F: 4B    Display dialogue message $09CF, wait for button press
               
               ERAUWEHT QSSIRO DL
CA/4172: FE    Return

CA/4173: 4B    Display dialogue message $09D0, wait for button press
               
               ERAUDLROHT WEQSSI
CA/4176: FE    Return

CA/4177: 4B    Display dialogue message $09D1, wait for button press
               
               DLRO ERAUHT WEQSSI
CA/417A: FE    Return

CA/417B: 4B    Display dialogue message $09D2, wait for button press
               
               DLROWEHT ERAUQSSI
CA/417E: FE    Return

CA/417F: 4B    Display dialogue message $09D3, wait for button press
               
               WEHTDLRO ERAUQSSI
CA/4182: FE    Return

CA/4183: 4B    Display dialogue message $09D4, wait for button press
               
               WEHTERAUDLROQSSI
CA/4186: FE    Return

CA/4187: 4B    Display dialogue message $09D5, wait for button press
               
               ERAUWEHTDLROQSSI
CA/418A: FE    Return

CA/418B: 4B    Display dialogue message $09D6, wait for button press
               
               QSSIDLROWEHTERAU
CA/418E: FE    Return

CA/418F: 4B    Display dialogue message $09D7, wait for button press
               
               DLROQSSIWEHTERAU
CA/4192: FE    Return

CA/4193: 4B    Display dialogue message $09D8, wait for button press
               
               DLROWEHTQSSIERAU
CA/4196: FE    Return

CA/4197: 4B    Display dialogue message $09D9, wait for button press
               
               WEHTDLROQSSIERAU
CA/419A: FE    Return

CA/419B: 4B    Display dialogue message $09DA, wait for button press
               
               WEHTQSSIDLROERAU
CA/419E: FE    Return

CA/419F: 4B    Display dialogue message $09DB, wait for button press
               
               QSSIWEHTDLROERAU
CA/41A2: FE    Return

CA/41A3: C2    If ($1E80($2B1) [$1ED6, bit 1] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/41AD: D4    Set event bit $1E80($2B1) [$1ED6, bit 1]
CA/41AF: F4    Play sound effect 187
CA/41B1: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/41B3: 74    Replace current map's Layer 2 at (28, 38) with the following (2 x 1) chunk
CA/41B8:       $01, $0B
CA/41BA: 74    Replace current map's Layer 2 at (28, 102) with the following (2 x 1) chunk
CA/41BF:       $00, $5F
CA/41C1: 75    Refresh map after alteration
CA/41C2: FE    Return

CA/41C3: C2    If ($1E80($2B3) [$1ED6, bit 3] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/41CD: D4    Set event bit $1E80($2B3) [$1ED6, bit 3]
CA/41CF: F4    Play sound effect 44
CA/41D1: B2    Call subroutine $CAF286
CA/41D5: 92    Pause for 30 units
CA/41D6: F4    Play sound effect 235
CA/41D8: 5F    Scroll Layer 3, speed 0 x 9
CA/41DB: 94    Pause for 60 units
CA/41DC: 5F    Scroll Layer 3, speed 0 x 0
CA/41DF: FE    Return

CA/41E0: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/41E8: F4    Play sound effect 235
CA/41EA: C0    If ($1E80($2B5) [$1ED6, bit 5] is set), branch to $CA4203
CA/41F0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/41F2: 84        Move vehicle/entity up 2 tiles
CA/41F3: FF        End queue
CA/41F4: 72    Scroll Layer 3 (0, 8)
CA/41F7: B5    Pause for 15 * 6 (90) units
CA/41F9: 72    Scroll Layer 3 (0, 0)
CA/41FC: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/41FE: D4    Set event bit $1E80($2B5) [$1ED6, bit 5]
CA/4200: D6    Set event bit $1E80($396) [$1EF2, bit 6]
CA/4202: FE    Return

CA/4203: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/4205: 86        Move vehicle/entity down 2 tiles
CA/4206: FF        End queue
CA/4207: 72    Scroll Layer 3 (0, 248)
CA/420A: B5    Pause for 15 * 6 (90) units
CA/420C: 72    Scroll Layer 3 (0, 0)
CA/420F: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/4211: D5    Clear event bit $1E80($2B5) [$1ED6, bit 5]
CA/4213: D7    Clear event bit $1E80($396) [$1EF2, bit 6]
CA/4215: FE    Return

CA/4216: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B8) [$1ED7, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/4220: F4    Play sound effect 187
CA/4222: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/4224: D4    Set event bit $1E80($2B8) [$1ED7, bit 0]
CA/4226: 73    Replace current map's Layer 1 at (79, 3) with the following (2 x 1) chunk, refresh immediately
CA/422B:       $04, $14
CA/422D: FE    Return

CA/422E: C2    If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/4238: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/423A: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/423C: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/423E: C2        Set vehicle/entity's event speed to normal
CA/423F: DD        Make vehicle/entity jump (high)
CA/4240: 86        Move vehicle/entity down 2 tiles
CA/4241: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/4242: C7        Set vehicle/entity to stay still when moving
CA/4243: C1        Set vehicle/entity's event speed to slow
CA/4244: FF        End queue
CA/4245: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/4247: 92        Move vehicle/entity down 5 tiles
CA/4248: FF        End queue
CA/4249: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/424B: 92        Move vehicle/entity down 5 tiles
CA/424C: C6        Set vehicle/entity to walk when moving
CA/424D: FF        End queue
CA/424E: D4    Set event bit $1E80($2B4) [$1ED6, bit 4]
CA/4250: 6A    Load map $012C (Darill's Tomb, rooms with visible switches / downstairs rooms) after fade out, (upper bits $2400), place party at (69, 8), facing down
CA/4256: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/4258: FE    Return

CA/4259: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/425B: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/425D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/425F: 80        Move vehicle/entity up 1 tile
CA/4260: FF        End queue
CA/4261: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/4263: 88        Move vehicle/entity up 3 tiles
CA/4264: FF        End queue
CA/4265: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/4267: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/4268: C7        Set vehicle/entity to stay still when moving
CA/4269: C1        Set vehicle/entity's event speed to slow
CA/426A: 88        Move vehicle/entity up 3 tiles
CA/426B: E0        Pause for 4 * 1 (4) frames
CA/426D: 17        Do vehicle/entity graphical action $17 
CA/426E: C2        Set vehicle/entity's event speed to normal
CA/426F: DD        Make vehicle/entity jump (high)
CA/4270: 84        Move vehicle/entity up 2 tiles
CA/4271: C6        Set vehicle/entity to walk when moving
CA/4272: FF        End queue
CA/4273: D5    Clear event bit $1E80($2B4) [$1ED6, bit 4]
CA/4275: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/4277: FE    Return

CA/4278: C3    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is set) or ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/4284: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/4286: 82        Move vehicle/entity down 1 tile
CA/4287: FF        End queue
CA/4288: B2    Call subroutine $CA4299
CA/428C: FE    Return

CA/428D: C3    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is set) or ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/4299: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/429B: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/429D: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/429F: C8        Set object layering priority to 2 (low nibble 2)
CA/42A1: C2        Set vehicle/entity's event speed to normal
CA/42A2: DC        Make vehicle/entity jump (low)
CA/42A3: 81        Move vehicle/entity right 1 tile
CA/42A4: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/42A5: C7        Set vehicle/entity to stay still when moving
CA/42A6: C1        Set vehicle/entity's event speed to slow
CA/42A7: FF        End queue
CA/42A8: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/42AA: 99        Move vehicle/entity right 7 tiles
CA/42AB: 88        Move vehicle/entity up 3 tiles
CA/42AC: FF        End queue
CA/42AD: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/42AF: 99        Move vehicle/entity right 7 tiles
CA/42B0: 88        Move vehicle/entity up 3 tiles
CA/42B1: E0        Pause for 4 * 2 (8) frames
CA/42B3: 17        Do vehicle/entity graphical action $17 
CA/42B4: C2        Set vehicle/entity's event speed to normal
CA/42B5: DD        Make vehicle/entity jump (high)
CA/42B6: 84        Move vehicle/entity up 2 tiles
CA/42B7: C6        Set vehicle/entity to walk when moving
CA/42B8: C8        Set object layering priority to 0 (low nibble 0)
CA/42BA: FF        End queue
CA/42BB: D4    Set event bit $1E80($2B6) [$1ED6, bit 6]
CA/42BD: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/42BF: FE    Return

CA/42C0: C2    If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/42CA: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/42CC: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/42CE: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/42D0: C8        Set object layering priority to 2 (low nibble 2)
CA/42D2: C2        Set vehicle/entity's event speed to normal
CA/42D3: DC        Make vehicle/entity jump (low)
CA/42D4: 82        Move vehicle/entity down 1 tile
CA/42D5: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/42D6: C7        Set vehicle/entity to stay still when moving
CA/42D7: C1        Set vehicle/entity's event speed to slow
CA/42D8: FF        End queue
CA/42D9: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/42DB: 8A        Move vehicle/entity down 3 tiles
CA/42DC: 9B        Move vehicle/entity left 7 tiles
CA/42DD: FF        End queue
CA/42DE: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/42E0: 8A        Move vehicle/entity down 3 tiles
CA/42E1: 9B        Move vehicle/entity left 7 tiles
CA/42E2: E0        Pause for 4 * 2 (8) frames
CA/42E4: 0F        Do vehicle/entity graphical action $0F 
CA/42E5: C2        Set vehicle/entity's event speed to normal
CA/42E6: DC        Make vehicle/entity jump (low)
CA/42E7: 83        Move vehicle/entity left 1 tile
CA/42E8: C6        Set vehicle/entity to walk when moving
CA/42E9: C8        Set object layering priority to 0 (low nibble 0)
CA/42EB: FF        End queue
CA/42EC: D5    Clear event bit $1E80($2B6) [$1ED6, bit 6]
CA/42EE: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/42F0: FE    Return

CA/42F1: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/42F9: 4B    Display dialogue message $09A0, wait for button press (Show text only)
               
               DARYL SLEEPS HERE
CA/42FC: C0    If ($1E80($2B2) [$1ED6, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/4302: 93    Pause for 45 units
CA/4303: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/4305: CE        Turn vehicle/entity down
CA/4306: FF        End queue
CA/4307: 3D    Create object $10
CA/4309: 41    Show object $10
CA/430B: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/430D: DD        Make vehicle/entity jump (high)
CA/430E: CE        Turn vehicle/entity down
CA/430F: FF        End queue
CA/4310: 94    Pause for 60 units
CA/4311: 3E    Delete object $10
CA/4313: B3    Call subroutine $CAC7FE, 2 times
CA/4318: 91    Pause for 15 units
CA/4319: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/431B: 23        Do vehicle/entity graphical action $23 
CA/431C: E0        Pause for 4 * 4 (16) frames
CA/431E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/431F: FF        End queue
CA/4320: 92    Pause for 30 units
CA/4321: 4D    Invoke battle, enemy set $55, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/4324: B2    Call subroutine $CA5EA9
CA/4328: 96    Restore screen from fade
CA/4329: 94    Pause for 60 units
CA/432A: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/432C: CC        Turn vehicle/entity up
CA/432D: E0        Pause for 4 * 6 (24) frames
CA/432F: 1B        Do vehicle/entity graphical action $1B 
CA/4330: E0        Pause for 4 * 4 (16) frames
CA/4332: 1C        Do vehicle/entity graphical action $1C 
CA/4333: FF        End queue
CA/4334: F4    Play sound effect 187
CA/4336: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/4338: D4    Set event bit $1E80($2B2) [$1ED6, bit 2]
CA/433A: B2    Call subroutine $CAF1ED
CA/433E: FE    Return

CA/433F: 51    Modify background color range from [28, 28]: Do <unknown operation> (Black) at intensity 3
CA/4343: 51    Modify background color range from [04, 1F]: Do <unknown operation> (Black) at intensity 3
CA/4347: 51    Modify background color range from [30, 77]: Do <unknown operation> (Black) at intensity 3
CA/434B: B4    Pause for 2 units
CA/434D: FE    Return

CA/434E: 51    Modify background color range from [28, 28]: Do <unknown operation> (Black) at intensity 3
CA/4352: 51    Modify background color range from [04, 1F]: Do <unknown operation> (Black) at intensity 3
CA/4356: 51    Modify background color range from [30, 77]: Do <unknown operation> (Black) at intensity 3
CA/435A: B4    Pause for 1 units
CA/435C: FE    Return

CA/435D: 5A    Fade screen at speed $08
CA/435F: 5C    Pause execution until fade in or fade out is complete
CA/4360: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/4362: F2    Fade out current song with transition time 48
CA/4364: FA    Stop temporarily played song
CA/4365: F0    Play song 17 (Epitaph), (high bit clear), full volume
CA/4367: 3F    Remove character $09 (Actor in stot 9) from the party
CA/436A: 47    Make character in slot 0 the lead character
CA/436B: 6B    Load map $012D (Darill's Tomb, long staircase to the Falcon) instantly, (upper bits $0400), place party at (23, 3), facing up
CA/4371: 51    Modify background color range from [28, 28]: Subtract (Black) at intensity 0
CA/4375: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CA/4377: D2    Set event bit $1E80($1C2) [$1EB8, bit 2]
CA/4379: 38    Hold screen
CA/437A: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/437C: D5        Set vehicle/entity's position to (28, 6)
CA/437F: CF        Turn vehicle/entity left
CA/4380: FF        End queue
CA/4381: B3    Call subroutine $CA434E, 31 times
CA/4386: 39    Free screen
CA/4387: 96    Restore screen from fade
CA/4388: 92    Pause for 30 units
CA/4389: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/438B: A2        Move vehicle/entity left/down 1x1 tiles
CA/438C: A2        Move vehicle/entity left/down 1x1 tiles
CA/438D: CD        Turn vehicle/entity right
CA/438E: FF        End queue
CA/438F: 4B    Display dialogue message $099E, wait for button press
               SETZER: This brings back a lot of memories.
CA/4392: 14    Begin action queue for character $14 (NPC $14), 7 bytes long 
CA/4394: A2        Move vehicle/entity left/down 1x1 tiles
CA/4395: A2        Move vehicle/entity left/down 1x1 tiles
CA/4396: A2        Move vehicle/entity left/down 1x1 tiles
CA/4397: A2        Move vehicle/entity left/down 1x1 tiles
CA/4398: 83        Move vehicle/entity left 1 tile
CA/4399: CD        Turn vehicle/entity right
CA/439A: FF        End queue
CA/439B: 93    Pause for 45 units
CA/439C: 3A    Enable player to move while event commands execute
CA/439D: B5    Pause for 15 * 6 (90) units
CA/439F: B3    Call subroutine $CA433F, 8 times
CA/43A4: 3D    Create object $10
CA/43A6: 41    Show object $10
CA/43A8: 3D    Create object $11
CA/43AA: 41    Show object $11
CA/43AC: B3    Call subroutine $CA433F, 24 times
CA/43B1: 4B    Display dialogue message $099D, wait for button press (Show text only) (At bottom of screen)
               DARYL: This experimental airship is probably a bit unstable
CA/43B4: 93    Pause for 45 units
CA/43B5: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/43B7: C1        Set vehicle/entity's event speed to slow
CA/43B8: 86        Move vehicle/entity down 2 tiles
CA/43B9: 87        Move vehicle/entity left 2 tiles
CA/43BA: CE        Turn vehicle/entity down
CA/43BB: FF        End queue
CA/43BC: 93    Pause for 45 units
CA/43BD: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/43BF: CE        Turn vehicle/entity down
CA/43C0: E0        Pause for 4 * 8 (32) frames
CA/43C2: 18        Do vehicle/entity graphical action $18 
CA/43C3: FF        End queue
CA/43C4: 91    Pause for 15 units
CA/43C5: 4B    Display dialogue message $09A1, wait for button press (Show text only) (At bottom of screen)
               SETZER: You can't be serious!
               What are you trying to prove?!
CA/43C8: B3    Call subroutine $CA434E, 8 times
CA/43CD: 3E    Delete object $10
CA/43CF: 3E    Delete object $11
CA/43D1: B3    Call subroutine $CA434E, 24 times
CA/43D6: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/43D8: FE    Return

CA/43D9: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA4502
CA/43DF: C1    If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/43E7: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/43E9: 4B    Display dialogue message $099F, wait for button press
               SETZER: Watch your step.
CA/43EC: 74    Replace current map's Layer 2 at (9, 12) with the following (4 x 3) chunk
CA/43F1:       $01, $01, $01, $22
CA/43F5:       $22, $01, $02, $02
CA/43F9:       $01, $10, $03, $01
CA/43FD: 74    Replace current map's Layer 2 at (9, 76) with the following (4 x 3) chunk
CA/4402:       $01, $01, $01, $01
CA/4406:       $01, $1B, $01, $01
CA/440A:       $2B, $2F, $2A, $2B
CA/440E: 74    Replace current map's Layer 2 at (15, 0) with the following (8 x 9) chunk
CA/4413:       $01, $01, $01, $01, $01, $01, $01, $01
CA/441B:       $01, $01, $01, $01, $01, $01, $01, $01
CA/4423:       $01, $01, $01, $01, $01, $01, $01, $01
CA/442B:       $01, $01, $01, $01, $01, $01, $01, $01
CA/4433:       $01, $01, $01, $01, $01, $01, $01, $01
CA/443B:       $01, $01, $01, $01, $01, $01, $01, $01
CA/4443:       $01, $01, $01, $01, $01, $01, $01, $01
CA/444B:       $01, $01, $01, $01, $01, $01, $01, $01
CA/4453:       $01, $01, $01, $01, $01, $01, $01, $01
CA/445B: 74    Replace current map's Layer 2 at (15, 64) with the following (4 x 9) chunk
CA/4460:       $01, $01, $01, $01
CA/4464:       $01, $01, $01, $01
CA/4468:       $01, $01, $01, $01
CA/446C:       $01, $01, $01, $01
CA/4470:       $01, $01, $01, $01
CA/4474:       $01, $01, $01, $01
CA/4478:       $01, $01, $01, $01
CA/447C:       $01, $01, $01, $01
CA/4480:       $01, $01, $01, $01
CA/4484: 74    Replace current map's Layer 2 at (15, 69) with the following (3 x 2) chunk
CA/4489:       $01, $01, $01
CA/448C:       $01, $01, $01
CA/448F: 74    Replace current map's Layer 2 at (22, 69) with the following (3 x 2) chunk
CA/4494:       $01, $01, $01
CA/4497:       $01, $01, $01
CA/449A: 74    Replace current map's Layer 2 at (16, 72) with the following (1 x 7) chunk
CA/449F:       $01
CA/44A0:       $01
CA/44A1:       $01
CA/44A2:       $01
CA/44A3:       $01
CA/44A4:       $01
CA/44A5:       $01
CA/44A6: 75    Refresh map after alteration
CA/44A7: 14    Begin action queue for character $14 (NPC $14), 15 bytes long 
CA/44A9: A2        Move vehicle/entity left/down 1x1 tiles
CA/44AA: A2        Move vehicle/entity left/down 1x1 tiles
CA/44AB: A2        Move vehicle/entity left/down 1x1 tiles
CA/44AC: A2        Move vehicle/entity left/down 1x1 tiles
CA/44AD: A2        Move vehicle/entity left/down 1x1 tiles
CA/44AE: A2        Move vehicle/entity left/down 1x1 tiles
CA/44AF: A2        Move vehicle/entity left/down 1x1 tiles
CA/44B0: A2        Move vehicle/entity left/down 1x1 tiles
CA/44B1: A2        Move vehicle/entity left/down 1x1 tiles
CA/44B2: A2        Move vehicle/entity left/down 1x1 tiles
CA/44B3: A2        Move vehicle/entity left/down 1x1 tiles
CA/44B4: A2        Move vehicle/entity left/down 1x1 tiles
CA/44B5: 83        Move vehicle/entity left 1 tile
CA/44B6: CD        Turn vehicle/entity right
CA/44B7: FF        End queue
CA/44B8: 92    Pause for 30 units
CA/44B9: FE    Return

CA/44BA: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/44C0: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/44C2: 3A    Enable player to move while event commands execute
CA/44C3: B3    Call subroutine $CA433F, 8 times
CA/44C8: 3D    Create object $13
CA/44CA: 3D    Create object $12
CA/44CC: 41    Show object $12
CA/44CE: 41    Show object $13
CA/44D0: B3    Call subroutine $CA433F, 24 times
CA/44D5: 4B    Display dialogue message $09A2, wait for button press (Show text only) (At bottom of screen)
               DARYL: If something should happen to me, the Falcon's yours!
CA/44D8: 92    Pause for 30 units
CA/44D9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/44DB: CE        Turn vehicle/entity down
CA/44DC: FF        End queue
CA/44DD: 92    Pause for 30 units
CA/44DE: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CA/44E0: 1D        Do vehicle/entity graphical action $1D 
CA/44E1: E0        Pause for 4 * 1 (4) frames
CA/44E3: 1E        Do vehicle/entity graphical action $1E 
CA/44E4: E0        Pause for 4 * 1 (4) frames
CA/44E6: FC        Branch 6 bytes backwards ($CA44E0)
CA/44E8: FF        End queue
CA/44E9: 4B    Display dialogue message $09A3, wait for button press (Show text only) (At bottom of screen)
               SETZER: Nonsense!
               I'll win the Falcon from you when I whip you in a race!
               SETZER: You'd better clear outta my way!
               DARYL: Big talk, buster!
CA/44EC: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/44EE: 82        Move vehicle/entity down 1 tile
CA/44EF: D1        Make vehicle/entity disappear
CA/44F0: FF        End queue
CA/44F1: B3    Call subroutine $CA434E, 8 times
CA/44F6: 3E    Delete object $12
CA/44F8: 3E    Delete object $13
CA/44FA: B3    Call subroutine $CA434E, 24 times
CA/44FF: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CA/4501: FE    Return

CA/4502: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CA/4504: A2        Move vehicle/entity left/down 1x1 tiles
CA/4505: A2        Move vehicle/entity left/down 1x1 tiles
CA/4506: A2        Move vehicle/entity left/down 1x1 tiles
CA/4507: A2        Move vehicle/entity left/down 1x1 tiles
CA/4508: A2        Move vehicle/entity left/down 1x1 tiles
CA/4509: FF        End queue
CA/450A: 38    Hold screen
CA/450B: 92    Pause for 30 units
CA/450C: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CA/450E: 83        Move vehicle/entity left 1 tile
CA/450F: A2        Move vehicle/entity left/down 1x1 tiles
CA/4510: A2        Move vehicle/entity left/down 1x1 tiles
CA/4511: A2        Move vehicle/entity left/down 1x1 tiles
CA/4512: A2        Move vehicle/entity left/down 1x1 tiles
CA/4513: FF        End queue
CA/4514: 92    Pause for 30 units
CA/4515: 5A    Fade screen at speed $08
CA/4517: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/4519: 5C    Pause execution until fade in or fade out is complete
CA/451A: 3F    Assign character $09 (Actor in stot 9) to party 1
CA/451D: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 119), facing up, party is in the airship
CA/4523: DD        Hide mini-map
CA/4524: D1        Hide vehicle
CA/4525: C6        Propel vehicle at speed $0320
CA/4528: 2C        Move vehicle as follows: (go up, turn right, move forward), 24 units
CA/452A: 24        Move vehicle as follows: (go up, move forward), 24 units
CA/452C: 34        Move vehicle as follows: (go up, turn left, move forward), 24 units
CA/452E: E0        Pause for 16 units
CA/4530: 44        Move vehicle as follows: (go down, move forward), 8 units
CA/4532: 4C        Move vehicle as follows: (go down, turn right, move forward), 8 units
CA/4534: E0        Pause for 8 units
CA/4536: 09        Move vehicle as follows: (turn right, double speed of turns), 24 units
CA/4538: 20        Move vehicle as follows: (go up), 16 units
CA/453A: E0        Pause for 8 units
CA/453C: 48        Move vehicle as follows: (go down, turn right), 16 units
CA/453E: 50        Move vehicle as follows: (go down, turn left), 32 units
CA/4540: 40        Move vehicle as follows: (go down), 32 units
CA/4542: E0        Pause for 16 units
CA/4544: 20        Move vehicle as follows: (go up), 32 units
CA/4546: 28        Move vehicle as follows: (go up, turn right), 48 units
CA/4548: E0        Pause for 8 units
CA/454A: 51        Move vehicle as follows: (go down, turn left, double speed of turns), 64 units
CA/454C: E0        Pause for 16 units
CA/454E: D9        Fade screen
CA/454F: E0        Pause for 2 units
CA/4551: D0        Show vehicle
CA/4552: D2        Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (08, 06), mode $40
CA/4558: 60    Change background layer $0F to palette $14
CA/455B: 38    Hold screen
CA/455C: 42    Hide object $31
CA/455E: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CA/4560: D5        Set vehicle/entity's position to (1, 3)
CA/4563: FF        End queue
CA/4564: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long 
CA/4566: D5        Set vehicle/entity's position to (3, 3)
CA/4569: FF        End queue
CA/456A: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CA/456C: D5        Set vehicle/entity's position to (3, 4)
CA/456F: FF        End queue
CA/4570: B2    Call subroutine $CA48A4
CA/4574: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long 
CA/4576: 1D        Do vehicle/entity graphical action $1D 
CA/4577: E0        Pause for 4 * 1 (4) frames
CA/4579: 1E        Do vehicle/entity graphical action $1E 
CA/457A: E0        Pause for 4 * 1 (4) frames
CA/457C: FC        Branch 6 bytes backwards ($CA4576)
CA/457E: FF        End queue
CA/457F: B5    Pause for 15 * 12 (180) units
CA/4581: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/4583: C3        Set vehicle/entity's event speed to fast
CA/4584: 91        Move vehicle/entity right 5 tiles
CA/4585: C2        Set vehicle/entity's event speed to normal
CA/4586: 81        Move vehicle/entity right 1 tile
CA/4587: FF        End queue
CA/4588: 94    Pause for 60 units
CA/4589: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete)
CA/458B: CF        Turn vehicle/entity left
CA/458C: E0        Pause for 4 * 8 (32) frames
CA/458E: 0F        Do vehicle/entity graphical action $0F 
CA/458F: E0        Pause for 4 * 4 (16) frames
CA/4591: 0A        Do vehicle/entity graphical action $0A 
CA/4592: FF        End queue
CA/4593: 4B    Display dialogue message $09A4, wait for button press (At bottom of screen)
               SETZER: There's nothing like flying!
CA/4596: 35    Pause execution until action queue for object $1D (NPC $1D) is complete
CA/4598: 6A    Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) after fade out, (upper bits $3400), place party at (15, 8), facing left
CA/459E: 60    Change background layer $06 to palette $1D
CA/45A1: 42    Hide object $09
CA/45A3: 96    Restore screen from fade
CA/45A4: 95    Pause for 120 units
CA/45A5: 4B    Display dialogue message $09A6, wait for button press
               DARYL: Come on!
               Stop lagging back there!
CA/45A8: 6A    Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $3400), place party at (14, 6), facing left
CA/45AE: 60    Change background layer $0F to palette $14
CA/45B1: 41    Show object $09
CA/45B3: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CA/45B5: D5        Set vehicle/entity's position to (7, 3)
CA/45B8: FF        End queue
CA/45B9: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long 
CA/45BB: D5        Set vehicle/entity's position to (9, 3)
CA/45BE: FF        End queue
CA/45BF: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete)
CA/45C1: D5        Set vehicle/entity's position to (9, 4)
CA/45C4: FF        End queue
CA/45C5: 96    Restore screen from fade
CA/45C6: 5C    Pause execution until fade in or fade out is complete
CA/45C7: 4B    Display dialogue message $09A7, wait for button press (Show text only)
               DARYL: Or do you like chewing on my wake!
CA/45CA: B0    Execute the following commands until $B1 3 times
CA/45CC: 09        Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/45CE: 15            Do vehicle/entity graphical action $15 
CA/45CF: FF            End queue
CA/45D0: 09        Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/45D2: CF            Turn vehicle/entity left
CA/45D3: FF            End queue
CA/45D4: B1        End block of repeating commands
CA/45D5: 92    Pause for 30 units
CA/45D6: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/45D8: C2        Set vehicle/entity's event speed to normal
CA/45D9: 80        Move vehicle/entity up 1 tile
CA/45DA: A3        Move vehicle/entity left/up 1x1 tiles
CA/45DB: 1B        Do vehicle/entity graphical action $1B 
CA/45DC: FF        End queue
CA/45DD: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/45DF: C4        Set vehicle/entity's event speed to faster
CA/45E0: 9F        Move vehicle/entity left 8 tiles
CA/45E1: FF        End queue
CA/45E2: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CA/45E4: C4        Set vehicle/entity's event speed to faster
CA/45E5: 9F        Move vehicle/entity left 8 tiles
CA/45E6: FF        End queue
CA/45E7: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CA/45E9: C4        Set vehicle/entity's event speed to faster
CA/45EA: 9F        Move vehicle/entity left 8 tiles
CA/45EB: FF        End queue
CA/45EC: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/45EE: A1        Move vehicle/entity right/down 1x1 tiles
CA/45EF: 82        Move vehicle/entity down 1 tile
CA/45F0: CF        Turn vehicle/entity left
CA/45F1: FF        End queue
CA/45F2: 92    Pause for 30 units
CA/45F3: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/45F5: C3        Set vehicle/entity's event speed to fast
CA/45F6: 91        Move vehicle/entity right 5 tiles
CA/45F7: FF        End queue
CA/45F8: 92    Pause for 30 units
CA/45F9: 97    Fade screen to black
CA/45FA: 5C    Pause execution until fade in or fade out is complete
CA/45FB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/45FD: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 119), facing up, party is in the airship
CA/4603: F4        Change graphic to Falcon
CA/4604: C6        Propel vehicle at speed $0320
CA/4607: 2C        Move vehicle as follows: (go up, turn right, move forward), 24 units
CA/4609: 24        Move vehicle as follows: (go up, move forward), 24 units
CA/460B: 34        Move vehicle as follows: (go up, turn left, move forward), 24 units
CA/460D: E0        Pause for 16 units
CA/460F: 44        Move vehicle as follows: (go down, move forward), 8 units
CA/4611: 4C        Move vehicle as follows: (go down, turn right, move forward), 8 units
CA/4613: E0        Pause for 8 units
CA/4615: 09        Move vehicle as follows: (turn right, double speed of turns), 24 units
CA/4617: 20        Move vehicle as follows: (go up), 16 units
CA/4619: E0        Pause for 8 units
CA/461B: 48        Move vehicle as follows: (go down, turn right), 16 units
CA/461D: 50        Move vehicle as follows: (go down, turn left), 32 units
CA/461F: 40        Move vehicle as follows: (go down), 32 units
CA/4621: D9        Fade screen
CA/4622: E0        Pause for 2 units
CA/4624: D2        Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (10, 06), mode $40
CA/462A: 60    Change background layer $0F to palette $14
CA/462D: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CA/462F: D5        Set vehicle/entity's position to (2, 11)
CA/4632: FF        End queue
CA/4633: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long 
CA/4635: D5        Set vehicle/entity's position to (4, 11)
CA/4638: FF        End queue
CA/4639: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CA/463B: D5        Set vehicle/entity's position to (4, 12)
CA/463E: FF        End queue
CA/463F: B2    Call subroutine $CA48A4
CA/4643: B5    Pause for 15 * 10 (150) units
CA/4645: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/4647: C1        Set vehicle/entity's event speed to slow
CA/4648: 8D        Move vehicle/entity right 4 tiles
CA/4649: FF        End queue
CA/464A: 4B    Display dialogue message $09A8, wait for button press
               SETZER: Listen to you!
CA/464D: 91    Pause for 15 units
CA/464E: 4B    Display dialogue message $09A9, wait for button press (Show text only)
               DARYL: This time's for real.
               I'm going to break every record!
               I'll be known as the woman who flew closest to the stars!
CA/4651: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/4653: 0F        Do vehicle/entity graphical action $0F 
CA/4654: E0        Pause for 4 * 5 (20) frames
CA/4656: 0A        Do vehicle/entity graphical action $0A 
CA/4657: FF        End queue
CA/4658: 4B    Display dialogue message $09AA, wait for button press
               SETZER: Be back before sunset! I'll be waiting for you on our hill.
CA/465B: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CA/465D: C2        Set vehicle/entity's event speed to normal
CA/465E: 8D        Move vehicle/entity right 4 tiles
CA/465F: C1        Set vehicle/entity's event speed to slow
CA/4660: 81        Move vehicle/entity right 1 tile
CA/4661: FF        End queue
CA/4662: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CA/4664: FC        Branch 7 bytes backwards ($CA465D)
CA/4666: FF        End queue
CA/4667: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CA/4669: FC        Branch 5 bytes backwards ($CA4664)
CA/466B: FF        End queue
CA/466C: 30    Begin action queue for character $30 (Camera), 9 bytes long 
CA/466E: C2        Set vehicle/entity's event speed to normal
CA/466F: 83        Move vehicle/entity left 1 tile
CA/4670: C3        Set vehicle/entity's event speed to fast
CA/4671: 8B        Move vehicle/entity left 3 tiles
CA/4672: C2        Set vehicle/entity's event speed to normal
CA/4673: 83        Move vehicle/entity left 1 tile
CA/4674: C1        Set vehicle/entity's event speed to slow
CA/4675: 83        Move vehicle/entity left 1 tile
CA/4676: FF        End queue
CA/4677: 91    Pause for 15 units
CA/4678: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CA/467A: C2        Set vehicle/entity's event speed to normal
CA/467B: 83        Move vehicle/entity left 1 tile
CA/467C: C3        Set vehicle/entity's event speed to fast
CA/467D: 87        Move vehicle/entity left 2 tiles
CA/467E: C4        Set vehicle/entity's event speed to faster
CA/467F: AA        Move vehicle/entity left/up 2x1 tiles
CA/4680: FC        Branch 1 bytes backwards ($CA467F)
CA/4682: FF        End queue
CA/4683: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CA/4685: FC        Branch 11 bytes backwards ($CA467A)
CA/4687: FF        End queue
CA/4688: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long 
CA/468A: FC        Branch 5 bytes backwards ($CA4685)
CA/468C: FF        End queue
CA/468D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/468F: 92    Pause for 30 units
CA/4690: 5A    Fade screen at speed $08
CA/4692: 5C    Pause execution until fade in or fade out is complete
CA/4693: 95    Pause for 120 units
CA/4694: 6B    Load map $00D6 (Setzer and Darill's cliff (Setzer's flashback)) instantly, (upper bits $3400), place party at (29, 2), facing left
CA/469A: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/469C: D5        Set vehicle/entity's position to (31, 4)
CA/469F: CC        Turn vehicle/entity up
CA/46A0: FF        End queue
CA/46A1: 59    Unfade screen at speed $08
CA/46A3: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/46A5: C0        Set vehicle/entity's event speed to slowest
CA/46A6: 92        Move vehicle/entity down 5 tiles
CA/46A7: FF        End queue
CA/46A8: 94    Pause for 60 units
CA/46A9: 09    Begin action queue for character $09 (Actor in stot 9), 12 bytes long (Wait until complete)
CA/46AB: C1        Set vehicle/entity's event speed to slow
CA/46AC: CF        Turn vehicle/entity left
CA/46AD: E0        Pause for 4 * 12 (48) frames
CA/46AF: 22        Do vehicle/entity graphical action $22 
CA/46B0: E0        Pause for 4 * 16 (64) frames
CA/46B2: 82        Move vehicle/entity down 1 tile
CA/46B3: E0        Pause for 4 * 20 (80) frames
CA/46B5: 23        Do vehicle/entity graphical action $23 
CA/46B6: FF        End queue
CA/46B7: 95    Pause for 120 units
CA/46B8: B0    Execute the following commands until $B1 17 times
CA/46BA: 50        Tint screen (cumulative) with color $9F
CA/46BC: 52        Tint characters (cumulative) with color $9F
CA/46BE: B4        Pause for 3 units
CA/46C0: B1        End block of repeating commands
CA/46C1: 95    Pause for 120 units
CA/46C2: 4B    Display dialogue message $09AB, wait for button press (Show text only) (At bottom of screen)
               
                 The wreck of the Falcon was
                   found a full year later,
               in a distant land
CA/46C5: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/46C7: 5A    Fade screen at speed $08
CA/46C9: 5C    Pause execution until fade in or fade out is complete
CA/46CA: 94    Pause for 60 units
CA/46CB: D7    Clear event bit $1E80($3F3) [$1EFE, bit 3]
CA/46CD: 6B    Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $3400), place party at (23, 8), facing left
CA/46D3: 60    Change background layer $06 to palette $1D
CA/46D6: 5E    Scroll Layer 2, speed 0 x 0
CA/46D9: 65    Command $65, $00, $00
CA/46DC: 65    Command $65, $01, $00
CA/46DF: 65    Command $65, $02, $00
CA/46E2: B0    Execute the following commands until $B1 26 times
CA/46E4: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CA/46E8: B1        End block of repeating commands
CA/46E9: 41    Show object $09
CA/46EB: 3C    Set up the party as follows: $09 (Actor in stot 9), $04 (Actor in stot 4), $06 (Actor in stot 6), $FF (<Invalid Character>)
CA/46F0: 09    Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete)
CA/46F2: C2        Set vehicle/entity's event speed to normal
CA/46F3: D5        Set vehicle/entity's position to (24, 8)
CA/46F6: CF        Turn vehicle/entity left
CA/46F7: FF        End queue
CA/46F8: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/46FA: FC        Branch 8 bytes backwards ($CA46F2)
CA/46FC: FF        End queue
CA/46FD: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/46FF: FC        Branch 5 bytes backwards ($CA46FA)
CA/4701: FF        End queue
CA/4702: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/4704: FC        Branch 5 bytes backwards ($CA46FF)
CA/4706: FF        End queue
CA/4707: 94    Pause for 60 units
CA/4708: 59    Unfade screen at speed $04
CA/470A: 91    Pause for 15 units
CA/470B: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/470D: C1        Set vehicle/entity's event speed to slow
CA/470E: 8B        Move vehicle/entity left 3 tiles
CA/470F: FF        End queue
CA/4710: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete)
CA/4712: C1        Set vehicle/entity's event speed to slow
CA/4713: 8F        Move vehicle/entity left 4 tiles
CA/4714: FF        End queue
CA/4715: 41    Show object $04
CA/4717: 41    Show object $06
CA/4719: 41    Show object $34
CA/471B: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/471D: 87        Move vehicle/entity left 2 tiles
CA/471E: FF        End queue
CA/471F: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/4721: A3        Move vehicle/entity left/up 1x1 tiles
CA/4722: CF        Turn vehicle/entity left
CA/4723: FF        End queue
CA/4724: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/4726: A2        Move vehicle/entity left/down 1x1 tiles
CA/4727: CF        Turn vehicle/entity left
CA/4728: FF        End queue
CA/4729: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/472B: 4B    Display dialogue message $09AC, wait for button press
               SETZER: I restored the craft, and then put it to rest down here.
CA/472E: 93    Pause for 45 units
CA/472F: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/4731: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/4732: E0        Pause for 4 * 8 (32) frames
CA/4734: 23        Do vehicle/entity graphical action $23 
CA/4735: FF        End queue
CA/4736: 93    Pause for 45 units
CA/4737: 4B    Display dialogue message $09AD, wait for button press
               EDGAR: This is THE Falcon?
CA/473A: F2    Fade out current song with transition time 64
CA/473C: 94    Pause for 60 units
CA/473D: 09    Begin action queue for character $09 (Actor in stot 9), 14 bytes long (Wait until complete)
CA/473F: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/4740: E0        Pause for 4 * 10 (40) frames
CA/4742: CD        Turn vehicle/entity right
CA/4743: E0        Pause for 4 * 8 (32) frames
CA/4745: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/4746: E0        Pause for 4 * 1 (4) frames
CA/4748: CD        Turn vehicle/entity right
CA/4749: E0        Pause for 4 * 16 (64) frames
CA/474B: CE        Turn vehicle/entity down
CA/474C: FF        End queue
CA/474D: F0    Play song 76 (Searching for Friends), (high bit clear), full volume
CA/474F: 4B    Display dialogue message $09A5, wait for button press
               SETZER: I put it in storage.
               I couldn't bear to look at it.
               But now it just may save us
               
               The Falcon.
CA/4752: 39    Free screen
CA/4753: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/4755: 93        Move vehicle/entity left 5 tiles
CA/4756: FF        End queue
CA/4757: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/4759: 93        Move vehicle/entity left 5 tiles
CA/475A: FF        End queue
CA/475B: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/475D: 93        Move vehicle/entity left 5 tiles
CA/475E: FF        End queue
CA/475F: 09    Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete)
CA/4761: C2        Set vehicle/entity's event speed to normal
CA/4762: 93        Move vehicle/entity left 5 tiles
CA/4763: E0        Pause for 4 * 8 (32) frames
CA/4765: 0F        Do vehicle/entity graphical action $0F 
CA/4766: E0        Pause for 4 * 4 (16) frames
CA/4768: 0A        Do vehicle/entity graphical action $0A 
CA/4769: FF        End queue
CA/476A: 65    Command $65, $00, $20
CA/476D: 65    Command $65, $01, $20
CA/4770: 65    Command $65, $02, $20
CA/4773: 5E    Scroll Layer 2, speed 240 x 0
CA/4776: 92    Pause for 30 units
CA/4777: 5E    Scroll Layer 2, speed 192 x 0
CA/477A: 94    Pause for 60 units
CA/477B: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (158, 51), facing up, party is in the airship
CA/4781: C0        Modify vehicle script behavior ($20):  Allow ship to propel without changing direction facing
CA/4783: C2        Set vehicle's propulsion direction to $0064 (100 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/4786: FA        Show airship emerging from the ocean
CA/4787: D2        Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (16, 08), mode $40
CA/478D: 38    Hold screen
CA/478E: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/4790: D5        Set vehicle/entity's position to (15, 8)
CA/4793: CF        Turn vehicle/entity left
CA/4794: FF        End queue
CA/4795: 96    Restore screen from fade
CA/4796: 94    Pause for 60 units
CA/4797: 4B    Display dialogue message $09AE, wait for button press
               EDGAR: I finally think we're gonna pull this off!
               CELES: We can attack Kefka's tower from the air!
               EDGAR: The Falcon's going to give us one last chance at that guy
CA/479A: 94    Pause for 60 units
CA/479B: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/479D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/479E: FF        End queue
CA/479F: 4B    Display dialogue message $09AF, wait for button press
               SETZER: But first we need to find our friends!
CA/47A2: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/47A4: 83        Move vehicle/entity left 1 tile
CA/47A5: E0        Pause for 4 * 6 (24) frames
CA/47A7: 22        Do vehicle/entity graphical action $22 
CA/47A8: E0        Pause for 4 * 3 (12) frames
CA/47AA: CF        Turn vehicle/entity left
CA/47AB: FF        End queue
CA/47AC: 4B    Display dialogue message $09B0, wait for button press
               EDGAR: Right.
               First things first.
               For once I feel hopeful!
CA/47AF: 95    Pause for 120 units
CA/47B0: 3D    Create object $19
CA/47B2: 41    Show object $19
CA/47B4: 19    Begin action queue for character $19 (NPC $19), 15 bytes long 
CA/47B6: C4        Set vehicle/entity's event speed to faster
CA/47B7: 87        Move vehicle/entity left 2 tiles
CA/47B8: AA        Move vehicle/entity left/up 2x1 tiles
CA/47B9: C3        Set vehicle/entity's event speed to fast
CA/47BA: AA        Move vehicle/entity left/up 2x1 tiles
CA/47BB: C2        Set vehicle/entity's event speed to normal
CA/47BC: AA        Move vehicle/entity left/up 2x1 tiles
CA/47BD: C1        Set vehicle/entity's event speed to slow
CA/47BE: AA        Move vehicle/entity left/up 2x1 tiles
CA/47BF: C2        Set vehicle/entity's event speed to normal
CA/47C0: 87        Move vehicle/entity left 2 tiles
CA/47C1: C3        Set vehicle/entity's event speed to fast
CA/47C2: AA        Move vehicle/entity left/up 2x1 tiles
CA/47C3: AA        Move vehicle/entity left/up 2x1 tiles
CA/47C4: FF        End queue
CA/47C5: 92    Pause for 30 units
CA/47C6: 06    Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete)
CA/47C8: 1F        Do vehicle/entity graphical action $1F 
CA/47C9: E0        Pause for 4 * 10 (40) frames
CA/47CB: C2        Set vehicle/entity's event speed to normal
CA/47CC: A2        Move vehicle/entity left/down 1x1 tiles
CA/47CD: A2        Move vehicle/entity left/down 1x1 tiles
CA/47CE: 82        Move vehicle/entity down 1 tile
CA/47CF: E0        Pause for 4 * 6 (24) frames
CA/47D1: 23        Do vehicle/entity graphical action $23 
CA/47D2: FF        End queue
CA/47D3: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/47D5: CE        Turn vehicle/entity down
CA/47D6: FF        End queue
CA/47D7: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/47D9: CE        Turn vehicle/entity down
CA/47DA: FF        End queue
CA/47DB: 92    Pause for 30 units
CA/47DC: 4B    Display dialogue message $09B1, wait for button press
               CELES: Hey!
               A bird!
CA/47DF: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (25, 160), facing up, party is in the airship
CA/47E5: F7        Change graphic to pidgeon
CA/47E6: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CA/47E9: C1        Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) 
CA/47EC: C2        Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/47EF: C6        Propel vehicle at speed $0320
CA/47F2: 10        Move vehicle as follows: (turn left), 16 units
CA/47F4: E0        Pause for 24 units
CA/47F6: 40        Move vehicle as follows: (go down), 26 units
CA/47F8: 20        Move vehicle as follows: (go up), 26 units
CA/47FA: E0        Pause for 8 units
CA/47FC: 10        Move vehicle as follows: (turn left), 18 units
CA/47FE: E0        Pause for 4 units
CA/4800: 12        Move vehicle as follows: (turn left, decrease speed by $100), 2 units
CA/4802: 50        Move vehicle as follows: (go down, turn left), 6 units
CA/4804: E0        Pause for 4 units
CA/4806: 50        Move vehicle as follows: (go down, turn left), 4 units
CA/4808: 40        Move vehicle as follows: (go down), 10 units
CA/480A: D9        Fade screen
CA/480B: E0        Pause for 2 units
CA/480D: DF        Show mini-map
CA/480E: D2        Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)), position (16, 08), mode $40
CA/4814: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/4816: D5        Set vehicle/entity's position to (15, 8)
CA/4819: CE        Turn vehicle/entity down
CA/481A: FF        End queue
CA/481B: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/481D: CF        Turn vehicle/entity left
CA/481E: FF        End queue
CA/481F: 96    Restore screen from fade
CA/4820: 5C    Pause execution until fade in or fade out is complete
CA/4821: 94    Pause for 60 units
CA/4822: B0    Execute the following commands until $B1 3 times
CA/4824: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/4826: 15            Do vehicle/entity graphical action $15 
CA/4827: FF            End queue
CA/4828: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/482A: CF            Turn vehicle/entity left
CA/482B: FF            End queue
CA/482C: B1        End block of repeating commands
CA/482D: 92    Pause for 30 units
CA/482E: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/4830: CC        Turn vehicle/entity up
CA/4831: E0        Pause for 4 * 4 (16) frames
CA/4833: 1B        Do vehicle/entity graphical action $1B 
CA/4834: FF        End queue
CA/4835: 4B    Display dialogue message $09B2, wait for button press
               CELES: SETZER!
               Follow that bird!
               SETZER: But why?
               CELES: Idon't know!
               Something inside just tells me it's important
CA/4838: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/483A: CE        Turn vehicle/entity down
CA/483B: E0        Pause for 4 * 8 (32) frames
CA/483D: 23        Do vehicle/entity graphical action $23 
CA/483E: FF        End queue
CA/483F: 94    Pause for 60 units
CA/4840: 5A    Fade screen at speed $02
CA/4842: 5C    Pause execution until fade in or fade out is complete
CA/4843: B2    Call subroutine $CACB95
CA/4847: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/4849: D2    Set event bit $1E80($1B9) [$1EB7, bit 1]
CA/484B: D2    Set event bit $1E80($1B8) [$1EB7, bit 0]
CA/484D: D0    Set event bit $1E80($0CC) [$1E99, bit 4]
CA/484F: D0    Set event bit $1E80($0CD) [$1E99, bit 5]
CA/4851: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CA/4853: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CA/4855: D1    Clear event bit $1E80($09E) [$1E93, bit 6]
CA/4857: D7    Clear event bit $1E80($34C) [$1EE9, bit 4]
CA/4859: D7    Clear event bit $1E80($34D) [$1EE9, bit 5]
CA/485B: D7    Clear event bit $1E80($34E) [$1EE9, bit 6]
CA/485D: D7    Clear event bit $1E80($34F) [$1EE9, bit 7]
CA/485F: D7    Clear event bit $1E80($350) [$1EEA, bit 0]
CA/4861: D7    Clear event bit $1E80($347) [$1EE8, bit 7]
CA/4863: D7    Clear event bit $1E80($3F4) [$1EFE, bit 4]
CA/4865: D7    Clear event bit $1E80($341) [$1EE8, bit 1]
CA/4867: D6    Set event bit $1E80($386) [$1EF0, bit 6]
CA/4869: D6    Set event bit $1E80($36F) [$1EED, bit 7]
CA/486B: D6    Set event bit $1E80($387) [$1EF0, bit 7]
CA/486D: D7    Clear event bit $1E80($349) [$1EE9, bit 1]
CA/486F: D6    Set event bit $1E80($39B) [$1EF3, bit 3]
CA/4871: 77    Perform level averaging on character $0B (GAU   ) and calculate new maximum HP/MP
CA/4873: 39    Free screen
CA/4874: B2    Call subroutine $CA0159
CA/4878: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (25, 160), facing up, party is in the airship
CA/487E: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CA/4881: C1        Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) 
CA/4884: C2        Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/4887: C6        Propel vehicle at speed $0320
CA/488A: DF        Show mini-map
CA/488B: 10        Move vehicle as follows: (turn left), 16 units
CA/488D: E0        Pause for 24 units
CA/488F: 40        Move vehicle as follows: (go down), 26 units
CA/4891: 20        Move vehicle as follows: (go up), 26 units
CA/4893: E0        Pause for 8 units
CA/4895: 10        Move vehicle as follows: (turn left), 18 units
CA/4897: E0        Pause for 4 units
CA/4899: 12        Move vehicle as follows: (turn left, decrease speed by $100), 2 units
CA/489B: 10        Move vehicle as follows: (turn left), 6 units
CA/489D: E0        Pause for 8 units
CA/489F: 50        Move vehicle as follows: (go down, turn left), 4 units
CA/48A1: 42        Move vehicle as follows: (go down, decrease speed by $100), 1 units
CA/48A3: FF        End vehicle script

CA/48A4: 41    Show object $09
CA/48A6: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/48A8: D5        Set vehicle/entity's position to (14, 6)
CA/48AB: CF        Turn vehicle/entity left
CA/48AC: FF        End queue
CA/48AD: 96    Restore screen from fade
CA/48AE: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CA/48B0: A6        Move vehicle/entity right/down 2x1 tiles
CA/48B1: 81        Move vehicle/entity right 1 tile
CA/48B2: A5        Move vehicle/entity right/up 2x1 tiles
CA/48B3: 81        Move vehicle/entity right 1 tile
CA/48B4: FF        End queue
CA/48B5: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CA/48B7: FC        Branch 8 bytes backwards ($CA48AF)
CA/48B9: FF        End queue
CA/48BA: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long 
CA/48BC: FC        Branch 6 bytes backwards ($CA48B6)
CA/48BE: FF        End queue
CA/48BF: FE    Return

CA/48C0: FE    Return

CA/48C1: A1    Reset timer 0
CA/48C3: A1    Reset timer 2
CA/48C5: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/48C7: C2        Set vehicle/entity's event speed to normal
CA/48C8: A8        Move vehicle/entity left/down 1x2 tiles
CA/48C9: A8        Move vehicle/entity left/down 1x2 tiles
CA/48CA: D1        Make vehicle/entity disappear
CA/48CB: FF        End queue
CA/48CC: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CA/48CE: D5    Clear event bit $1E80($2E3) [$1EDC, bit 3]
CA/48D0: D0    Set event bit $1E80($0A3) [$1E94, bit 3]
CA/48D2: B2    Call subroutine $CA5806
CA/48D6: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CA/48D8: 5A    Fade screen at speed $08
CA/48DA: 5C    Pause execution until fade in or fade out is complete
CA/48DB: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/48DD: 6B    Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) instantly, (upper bits $3400), place party at (14, 6), facing left
CA/48E3: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/48E5: D5        Set vehicle/entity's position to (14, 0)
CA/48E8: 0B        Do vehicle/entity graphical action $0B 
CA/48E9: C7        Set vehicle/entity to stay still when moving
CA/48EA: C3        Set vehicle/entity's event speed to fast
CA/48EB: C8        Set object layering priority to 2 (low nibble 2)
CA/48ED: FF        End queue
CA/48EE: 96    Restore screen from fade
CA/48EF: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long 
CA/48F1: 96        Move vehicle/entity down 6 tiles
CA/48F2: 1F        Do vehicle/entity graphical action $1F 
CA/48F3: C2        Set vehicle/entity's event speed to normal
CA/48F4: DD        Make vehicle/entity jump (high)
CA/48F5: 85        Move vehicle/entity right 2 tiles
CA/48F6: 28        Do vehicle/entity graphical action $28 
CA/48F7: E0        Pause for 4 * 8 (32) frames
CA/48F9: C6        Set vehicle/entity to walk when moving
CA/48FA: CE        Turn vehicle/entity down
CA/48FB: C8        Set object layering priority to 0 (low nibble 0)
CA/48FD: FF        End queue
CA/48FE: 95    Pause for 120 units
CA/48FF: B0    Execute the following commands until $B1 31 times
CA/4901: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CA/4905: B1        End block of repeating commands
CA/4906: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/4908: 91    Pause for 15 units
CA/4909: 4B    Display dialogue message $0875, wait for button press
               Can't you diffuse the statues?!
CA/490C: 97    Fade screen to black
CA/490D: 5C    Pause execution until fade in or fade out is complete
CA/490E: 42    Hide object $31
CA/4910: 6B    Load map $0178 (Floating Island, outdoors, without background clouds (end of the WoB)) instantly, (upper bits $3400), place party at (60, 6), facing left
CA/4916: 60    Change background layer $0F to palette $10
CA/4919: 3D    Create object $19
CA/491B: 3D    Create object $1A
CA/491D: 41    Show object $19
CA/491F: 41    Show object $1A
CA/4921: B2    Call subroutine $CAE46F
CA/4925: F4    Play sound effect 24
CA/4927: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CA/4929: A0        Move vehicle/entity right/up 1x1 tiles
CA/492A: E0        Pause for 4 * 4 (16) frames
CA/492C: C5        Set vehicle/entity's event speed to fastest
CA/492D: A7        Move vehicle/entity right/down 1x2 tiles
CA/492E: A7        Move vehicle/entity right/down 1x2 tiles
CA/492F: A7        Move vehicle/entity right/down 1x2 tiles
CA/4930: A7        Move vehicle/entity right/down 1x2 tiles
CA/4931: FF        End queue
CA/4932: 92    Pause for 30 units
CA/4933: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CA/4935: A3        Move vehicle/entity left/up 1x1 tiles
CA/4936: FF        End queue
CA/4937: 92    Pause for 30 units
CA/4938: F4    Play sound effect 24
CA/493A: 1A    Begin action queue for character $1A (NPC $1A), 9 bytes long 
CA/493C: C5        Set vehicle/entity's event speed to fastest
CA/493D: A9        Move vehicle/entity left/down 2x1 tiles
CA/493E: A9        Move vehicle/entity left/down 2x1 tiles
CA/493F: A9        Move vehicle/entity left/down 2x1 tiles
CA/4940: A9        Move vehicle/entity left/down 2x1 tiles
CA/4941: A9        Move vehicle/entity left/down 2x1 tiles
CA/4942: 9F        Move vehicle/entity left 8 tiles
CA/4943: 9F        Move vehicle/entity left 8 tiles
CA/4944: FF        End queue
CA/4945: 30    Begin action queue for character $30 (Camera), 17 bytes long 
CA/4947: C5        Set vehicle/entity's event speed to fastest
CA/4948: A9        Move vehicle/entity left/down 2x1 tiles
CA/4949: 9F        Move vehicle/entity left 8 tiles
CA/494A: AA        Move vehicle/entity left/up 2x1 tiles
CA/494B: C4        Set vehicle/entity's event speed to faster
CA/494C: A3        Move vehicle/entity left/up 1x1 tiles
CA/494D: C3        Set vehicle/entity's event speed to fast
CA/494E: A3        Move vehicle/entity left/up 1x1 tiles
CA/494F: C2        Set vehicle/entity's event speed to normal
CA/4950: AB        Move vehicle/entity left/up 1x2 tiles
CA/4951: C1        Set vehicle/entity's event speed to slow
CA/4952: 80        Move vehicle/entity up 1 tile
CA/4953: A0        Move vehicle/entity right/up 1x1 tiles
CA/4954: C0        Set vehicle/entity's event speed to slowest
CA/4955: A0        Move vehicle/entity right/up 1x1 tiles
CA/4956: A5        Move vehicle/entity right/up 2x1 tiles
CA/4957: FF        End queue
CA/4958: 95    Pause for 120 units
CA/4959: 3D    Create object $1B
CA/495B: 41    Show object $1B
CA/495D: 1B    Begin action queue for character $1B (NPC $1B), 11 bytes long 
CA/495F: A4        Move vehicle/entity right/up 1x2 tiles
CA/4960: A4        Move vehicle/entity right/up 1x2 tiles
CA/4961: C1        Set vehicle/entity's event speed to slow
CA/4962: A4        Move vehicle/entity right/up 1x2 tiles
CA/4963: A0        Move vehicle/entity right/up 1x1 tiles
CA/4964: A0        Move vehicle/entity right/up 1x1 tiles
CA/4965: A0        Move vehicle/entity right/up 1x1 tiles
CA/4966: A5        Move vehicle/entity right/up 2x1 tiles
CA/4967: A5        Move vehicle/entity right/up 2x1 tiles
CA/4968: A5        Move vehicle/entity right/up 2x1 tiles
CA/4969: FF        End queue
CA/496A: B5    Pause for 15 * 20 (300) units
CA/496C: 97    Fade screen to black
CA/496D: 5C    Pause execution until fade in or fade out is complete
CA/496E: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/4970: 6B    Load map $0186 (Forested cliffs, rise and fall and split (end of the WoB)) instantly, (upper bits $3400), place party at (9, 15), facing left
CA/4976: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/4978: C1        Set vehicle/entity's event speed to slow
CA/4979: A4        Move vehicle/entity right/up 1x2 tiles
CA/497A: A4        Move vehicle/entity right/up 1x2 tiles
CA/497B: FF        End queue
CA/497C: B5    Pause for 15 * 6 (90) units
CA/497E: 10    Begin action queue for character $10 (NPC $10), 12 bytes long 
CA/4980: C4        Set vehicle/entity's event speed to faster
CA/4981: D5        Set vehicle/entity's position to (13, 16)
CA/4984: A5        Move vehicle/entity right/up 2x1 tiles
CA/4985: A5        Move vehicle/entity right/up 2x1 tiles
CA/4986: D5        Set vehicle/entity's position to (0, 0)
CA/4989: FC        Branch 8 bytes backwards ($CA4981)
CA/498B: FF        End queue
CA/498C: 11    Begin action queue for character $11 (NPC $11), 14 bytes long 
CA/498E: C4        Set vehicle/entity's event speed to faster
CA/498F: E0        Pause for 4 * 3 (12) frames
CA/4991: D5        Set vehicle/entity's position to (13, 16)
CA/4994: A4        Move vehicle/entity right/up 1x2 tiles
CA/4995: A4        Move vehicle/entity right/up 1x2 tiles
CA/4996: D5        Set vehicle/entity's position to (0, 0)
CA/4999: FC        Branch 10 bytes backwards ($CA498F)
CA/499B: FF        End queue
CA/499C: 12    Begin action queue for character $12 (NPC $12), 14 bytes long 
CA/499E: C4        Set vehicle/entity's event speed to faster
CA/499F: E0        Pause for 4 * 4 (16) frames
CA/49A1: D5        Set vehicle/entity's position to (11, 15)
CA/49A4: A5        Move vehicle/entity right/up 2x1 tiles
CA/49A5: A5        Move vehicle/entity right/up 2x1 tiles
CA/49A6: D5        Set vehicle/entity's position to (0, 0)
CA/49A9: FC        Branch 10 bytes backwards ($CA499F)
CA/49AB: FF        End queue
CA/49AC: 13    Begin action queue for character $13 (NPC $13), 15 bytes long 
CA/49AE: C4        Set vehicle/entity's event speed to faster
CA/49AF: E0        Pause for 4 * 6 (24) frames
CA/49B1: D5        Set vehicle/entity's position to (9, 15)
CA/49B4: A0        Move vehicle/entity right/up 1x1 tiles
CA/49B5: A0        Move vehicle/entity right/up 1x1 tiles
CA/49B6: A0        Move vehicle/entity right/up 1x1 tiles
CA/49B7: D5        Set vehicle/entity's position to (0, 0)
CA/49BA: FC        Branch 11 bytes backwards ($CA49AF)
CA/49BC: FF        End queue
CA/49BD: 14    Begin action queue for character $14 (NPC $14), 15 bytes long 
CA/49BF: C4        Set vehicle/entity's event speed to faster
CA/49C0: E0        Pause for 4 * 8 (32) frames
CA/49C2: D5        Set vehicle/entity's position to (10, 15)
CA/49C5: 84        Move vehicle/entity up 2 tiles
CA/49C6: A4        Move vehicle/entity right/up 1x2 tiles
CA/49C7: A4        Move vehicle/entity right/up 1x2 tiles
CA/49C8: D5        Set vehicle/entity's position to (0, 0)
CA/49CB: FC        Branch 11 bytes backwards ($CA49C0)
CA/49CD: FF        End queue
CA/49CE: 91    Pause for 15 units
CA/49CF: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/49D1: F4    Play sound effect 18
CA/49D3: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CA/49D5: 58    Shake screen ($F9): 
               (Intensity: 1)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/49D7: 74    Replace current map's Layer 2 at (9, 15) with the following (2 x 2) chunk
CA/49DC:       $00, $00
CA/49DE:       $03, $04
CA/49E0: 74    Replace current map's Layer 2 at (6, 10) with the following (4 x 2) chunk
CA/49E5:       $08, $00, $18, $00
CA/49E9:       $08, $00, $18, $00
CA/49ED: 75    Refresh map after alteration
CA/49EE: 5E    Scroll Layer 2, speed 0 x 16
CA/49F1: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CA/49F3: 92    Pause for 30 units
CA/49F4: 5E    Scroll Layer 2, speed 0 x 10
CA/49F7: 91    Pause for 15 units
CA/49F8: F4    Play sound effect 18
CA/49FA: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/49FC: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CA/49FE: D5        Set vehicle/entity's position to (11, 10)
CA/4A01: A0        Move vehicle/entity right/up 1x1 tiles
CA/4A02: A5        Move vehicle/entity right/up 2x1 tiles
CA/4A03: A5        Move vehicle/entity right/up 2x1 tiles
CA/4A04: D5        Set vehicle/entity's position to (0, 0)
CA/4A07: FF        End queue
CA/4A08: 11    Begin action queue for character $11 (NPC $11), 10 bytes long 
CA/4A0A: D5        Set vehicle/entity's position to (10, 9)
CA/4A0D: A0        Move vehicle/entity right/up 1x1 tiles
CA/4A0E: A5        Move vehicle/entity right/up 2x1 tiles
CA/4A0F: 89        Move vehicle/entity right 3 tiles
CA/4A10: D5        Set vehicle/entity's position to (0, 0)
CA/4A13: FF        End queue
CA/4A14: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CA/4A16: D5        Set vehicle/entity's position to (10, 8)
CA/4A19: A0        Move vehicle/entity right/up 1x1 tiles
CA/4A1A: A5        Move vehicle/entity right/up 2x1 tiles
CA/4A1B: A5        Move vehicle/entity right/up 2x1 tiles
CA/4A1C: D5        Set vehicle/entity's position to (0, 0)
CA/4A1F: FF        End queue
CA/4A20: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CA/4A22: D5        Set vehicle/entity's position to (10, 7)
CA/4A25: A0        Move vehicle/entity right/up 1x1 tiles
CA/4A26: 81        Move vehicle/entity right 1 tile
CA/4A27: D5        Set vehicle/entity's position to (0, 0)
CA/4A2A: FF        End queue
CA/4A2B: 14    Begin action queue for character $14 (NPC $14), 10 bytes long 
CA/4A2D: D5        Set vehicle/entity's position to (10, 6)
CA/4A30: 80        Move vehicle/entity up 1 tile
CA/4A31: A0        Move vehicle/entity right/up 1x1 tiles
CA/4A32: A5        Move vehicle/entity right/up 2x1 tiles
CA/4A33: D5        Set vehicle/entity's position to (0, 0)
CA/4A36: FF        End queue
CA/4A37: 74    Replace current map's Layer 2 at (7, 7) with the following (10 x 10) chunk
CA/4A3C:       $67, $88, $98, $09, $09, $09, $09, $19, $09, $19
CA/4A46:       $77, $98, $88, $05, $09, $09, $09, $09, $19, $09
CA/4A50:       $77, $88, $98, $88, $09, $09, $09, $09, $09, $19
CA/4A5A:       $67, $98, $88, $98, $09, $09, $09, $09, $09, $09
CA/4A64:       $D8, $88, $98, $88, $05, $09, $09, $09, $09, $19
CA/4A6E:       $B8, $52, $D9, $DA, $DB, $00, $00, $00, $00, $00
CA/4A78:       $C8, $B8, $B9, $BA, $BB, $00, $00, $00, $00, $02
CA/4A82:       $82, $C8, $C9, $CA, $CB, $00, $00, $00, $02, $98
CA/4A8C:       $88, $82, $83, $84, $85, $03, $05, $02, $98, $88
CA/4A96:       $88, $88, $98, $88, $88, $88, $98, $88, $98, $98
CA/4AA0: 74    Replace current map's Layer 2 at (7, 71) with the following (14 x 5) chunk
CA/4AA5:       $00, $00, $00, $02, $03, $00, $00, $00, $67, $88, $00, $00, $00, $77
CA/4AB3:       $88, $00, $00, $00, $B0, $98, $00, $00, $00, $C8, $67, $00, $00, $00
CA/4AC1:       $B8, $77, $00, $00, $00, $C8, $B0, $00, $00, $00, $00, $C8, $00, $00
CA/4ACF:       $00, $00, $B8, $00, $00, $00, $00, $C8, $00, $00, $00, $00, $00, $00
CA/4ADD:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/4AEB: 75    Refresh map after alteration
CA/4AEC: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/4AEE: 5E    Scroll Layer 2, speed 0 x 10
CA/4AF1: 91    Pause for 15 units
CA/4AF2: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/4AF4: C3        Set vehicle/entity's event speed to fast
CA/4AF5: 88        Move vehicle/entity up 3 tiles
CA/4AF6: C0        Set vehicle/entity's event speed to slowest
CA/4AF7: 80        Move vehicle/entity up 1 tile
CA/4AF8: FF        End queue
CA/4AF9: 92    Pause for 30 units
CA/4AFA: F4    Play sound effect 6
CA/4AFC: 5E    Scroll Layer 2, speed 0 x 2
CA/4AFF: 92    Pause for 30 units
CA/4B00: B3    Call subroutine $CAD033, 2 times
CA/4B05: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/4B07: F4    Play sound effect 18
CA/4B09: 74    Replace current map's Layer 2 at (10, 2) with the following (13 x 7) chunk
CA/4B0E:       $09, $09, $09, $19, $09, $19, $09, $67, $88, $88, $88, $09, $09
CA/4B1B:       $19, $77, $88, $98, $88, $88, $09, $09, $B0, $98, $88, $98, $88
CA/4B28:       $98, $19, $C8, $67, $98, $88, $98, $15, $09, $B8, $77, $88, $98
CA/4B35:       $15, $26, $19, $82, $B0, $D9, $15, $26, $36, $09, $88, $C8, $B9
CA/4B42:       $25, $36, $36, $19, $98, $B8, $C9, $35, $36, $26, $12, $88, $82
CA/4B4F:       $C9, $35, $26, $66, $22, $54, $DB, $B9, $25, $66, $36, $32, $BA
CA/4B5C:       $BB, $C9, $65, $36, $3A, $02, $CA, $CB, $B3, $5B, $3A, $02, $98
CA/4B69: 74    Replace current map's Layer 2 at (10, 71) with the following (14 x 7) chunk
CA/4B6E:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/4B7C:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $05
CA/4B8A:       $00, $00, $00, $00, $00, $02, $68, $00, $00, $00, $00, $02, $98, $DB
CA/4B98:       $00, $00, $00, $02, $98, $DB, $BC, $00, $00, $00, $D8, $DB, $BC, $CC
CA/4BA6:       $00, $00, $00, $B8, $BB, $CC, $BC, $00, $00, $00, $C8, $CB, $BC, $BC
CA/4BB4:       $00, $00, $00, $B8, $BB, $BC, $CC, $00, $00, $00, $C8, $CB, $CC, $CC
CA/4BC2:       $00, $00, $00, $C8, $CB, $CC, $00, $00, $00, $00, $C8, $CB, $00, $00
CA/4BD0: 75    Refresh map after alteration
CA/4BD1: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/4BD3: D5        Set vehicle/entity's position to (16, 13)
CA/4BD6: A5        Move vehicle/entity right/up 2x1 tiles
CA/4BD7: A5        Move vehicle/entity right/up 2x1 tiles
CA/4BD8: D5        Set vehicle/entity's position to (0, 0)
CA/4BDB: FC        Branch 8 bytes backwards ($CA4BD3)
CA/4BDD: FF        End queue
CA/4BDE: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CA/4BE0: E0        Pause for 4 * 1 (4) frames
CA/4BE2: D5        Set vehicle/entity's position to (15, 14)
CA/4BE5: A4        Move vehicle/entity right/up 1x2 tiles
CA/4BE6: A4        Move vehicle/entity right/up 1x2 tiles
CA/4BE7: D5        Set vehicle/entity's position to (0, 0)
CA/4BEA: FC        Branch 10 bytes backwards ($CA4BE0)
CA/4BEC: FF        End queue
CA/4BED: 12    Begin action queue for character $12 (NPC $12), 13 bytes long 
CA/4BEF: E0        Pause for 4 * 3 (12) frames
CA/4BF1: D5        Set vehicle/entity's position to (15, 14)
CA/4BF4: A5        Move vehicle/entity right/up 2x1 tiles
CA/4BF5: A5        Move vehicle/entity right/up 2x1 tiles
CA/4BF6: D5        Set vehicle/entity's position to (0, 0)
CA/4BF9: FC        Branch 10 bytes backwards ($CA4BEF)
CA/4BFB: FF        End queue
CA/4BFC: 13    Begin action queue for character $13 (NPC $13), 13 bytes long 
CA/4BFE: E0        Pause for 4 * 4 (16) frames
CA/4C00: D5        Set vehicle/entity's position to (13, 15)
CA/4C03: A4        Move vehicle/entity right/up 1x2 tiles
CA/4C04: A4        Move vehicle/entity right/up 1x2 tiles
CA/4C05: D5        Set vehicle/entity's position to (0, 0)
CA/4C08: FC        Branch 10 bytes backwards ($CA4BFE)
CA/4C0A: FF        End queue
CA/4C0B: 14    Begin action queue for character $14 (NPC $14), 14 bytes long 
CA/4C0D: E0        Pause for 4 * 6 (24) frames
CA/4C0F: D5        Set vehicle/entity's position to (14, 15)
CA/4C12: 88        Move vehicle/entity up 3 tiles
CA/4C13: A4        Move vehicle/entity right/up 1x2 tiles
CA/4C14: A4        Move vehicle/entity right/up 1x2 tiles
CA/4C15: D5        Set vehicle/entity's position to (0, 0)
CA/4C18: FC        Branch 11 bytes backwards ($CA4C0D)
CA/4C1A: FF        End queue
CA/4C1B: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/4C1D: C2        Set vehicle/entity's event speed to normal
CA/4C1E: A7        Move vehicle/entity right/down 1x2 tiles
CA/4C1F: 8E        Move vehicle/entity down 4 tiles
CA/4C20: C1        Set vehicle/entity's event speed to slow
CA/4C21: 86        Move vehicle/entity down 2 tiles
CA/4C22: FF        End queue
CA/4C23: 5E    Scroll Layer 2, speed 0 x 240
CA/4C26: 92    Pause for 30 units
CA/4C27: F4    Play sound effect 6
CA/4C29: 5E    Scroll Layer 2, speed 0 x 229
CA/4C2C: 94    Pause for 60 units
CA/4C2D: 5E    Scroll Layer 2, speed 0 x 0
CA/4C30: 91    Pause for 15 units
CA/4C31: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/4C33: 91    Pause for 15 units
CA/4C34: F4    Play sound effect 18
CA/4C36: 74    Replace current map's Layer 2 at (10, 8) with the following (15 x 10) chunk
CA/4C3B:       $05, $00, $00, $00, $00, $00, $00, $00, $00, $00, $78, $00, $00, $00, $00
CA/4C4A:       $00, $00, $00, $00, $00, $78, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/4C59:       $88, $05, $00, $00, $00, $00, $00, $00, $00, $00, $DA, $DB, $00, $00, $00
CA/4C68:       $00, $00, $00, $00, $00, $BA, $BB, $00, $00, $00, $00, $00, $00, $00, $00
CA/4C77:       $CA, $CB, $00, $00, $00, $00, $00, $00, $00, $00, $84, $85, $03, $05, $00
CA/4C86:       $00, $00, $00, $00, $00, $88, $88, $88, $78, $00, $00, $00, $00, $00, $00
CA/4C95:       $D9, $D9, $98, $78, $00, $00, $00, $00, $00, $00, $83, $83, $B0, $DC, $00
CA/4CA4:       $00, $00, $00, $00, $00, $88, $98, $82, $BB, $00, $00, $00, $00, $00, $00
CA/4CB3:       $98, $88, $B1, $25, $00, $00, $00, $00, $00, $00, $88, $68, $25, $35, $00
CA/4CC2:       $00, $00, $00, $00, $00, $D9, $B1, $25, $35, $00, $00, $00, $00, $00, $00
CA/4CD1: 74    Replace current map's Layer 2 at (9, 69) with the following (15 x 11) chunk
CA/4CD6:       $01, $01, $B0, $D9, $15, $26, $36, $09, $19, $09, $19, $01, $01, $C8, $B9
CA/4CE5:       $25, $36, $36, $19, $09, $19, $09, $01, $01, $B8, $C9, $35, $36, $26, $12
CA/4CF4:       $19, $09, $19, $01, $01, $B8, $C9, $35, $26, $66, $22, $09, $19, $09, $01
CA/4D03:       $01, $C8, $B9, $25, $66, $36, $32, $19, $09, $19, $01, $01, $0C, $C9, $65
CA/4D12:       $36, $36, $B5, $09, $19, $09, $01, $01, $1C, $B3, $35, $36, $B5, $98, $19
CA/4D21:       $09, $19, $01, $01, $01, $1C, $6C, $B5, $98, $88, $09, $19, $09, $01, $01
CA/4D30:       $01, $01, $1C, $67, $98, $98, $19, $09, $19, $01, $01, $01, $01, $01, $D8
CA/4D3F:       $D9, $D9, $09, $19, $09, $01, $01, $01, $01, $7B, $E8, $83, $83, $92, $09
CA/4D4E:       $19, $01, $01, $01, $01, $01, $84, $77, $88, $B2, $B3, $92, $00, $00, $00
CA/4D5D:       $00, $02, $98, $B0, $D9, $09, $09, $B2, $00, $00, $00, $02, $98, $98, $82
CA/4D6C:       $83, $B3, $92, $09, $00, $00, $02, $98, $98, $98, $98, $09, $09, $B2, $09
CA/4D7B: 75    Refresh map after alteration
CA/4D7C: 10    Begin action queue for character $10 (NPC $10), 14 bytes long 
CA/4D7E: D5        Set vehicle/entity's position to (13, 21)
CA/4D81: A3        Move vehicle/entity left/up 1x1 tiles
CA/4D82: A3        Move vehicle/entity left/up 1x1 tiles
CA/4D83: AB        Move vehicle/entity left/up 1x2 tiles
CA/4D84: AB        Move vehicle/entity left/up 1x2 tiles
CA/4D85: D5        Set vehicle/entity's position to (12, 12)
CA/4D88: A4        Move vehicle/entity right/up 1x2 tiles
CA/4D89: A0        Move vehicle/entity right/up 1x1 tiles
CA/4D8A: A5        Move vehicle/entity right/up 2x1 tiles
CA/4D8B: FF        End queue
CA/4D8C: 11    Begin action queue for character $11 (NPC $11), 16 bytes long 
CA/4D8E: E0        Pause for 4 * 1 (4) frames
CA/4D90: D5        Set vehicle/entity's position to (11, 21)
CA/4D93: A4        Move vehicle/entity right/up 1x2 tiles
CA/4D94: A4        Move vehicle/entity right/up 1x2 tiles
CA/4D95: A0        Move vehicle/entity right/up 1x1 tiles
CA/4D96: A0        Move vehicle/entity right/up 1x1 tiles
CA/4D97: D5        Set vehicle/entity's position to (11, 10)
CA/4D9A: A4        Move vehicle/entity right/up 1x2 tiles
CA/4D9B: A0        Move vehicle/entity right/up 1x1 tiles
CA/4D9C: A5        Move vehicle/entity right/up 2x1 tiles
CA/4D9D: FF        End queue
CA/4D9E: 12    Begin action queue for character $12 (NPC $12), 13 bytes long 
CA/4DA0: E0        Pause for 4 * 3 (12) frames
CA/4DA2: D5        Set vehicle/entity's position to (13, 19)
CA/4DA5: AB        Move vehicle/entity left/up 1x2 tiles
CA/4DA6: A4        Move vehicle/entity right/up 1x2 tiles
CA/4DA7: A0        Move vehicle/entity right/up 1x1 tiles
CA/4DA8: A5        Move vehicle/entity right/up 2x1 tiles
CA/4DA9: D5        Set vehicle/entity's position to (0, 0)
CA/4DAC: FF        End queue
CA/4DAD: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CA/4DAF: E0        Pause for 4 * 2 (8) frames
CA/4DB1: D5        Set vehicle/entity's position to (14, 16)
CA/4DB4: A3        Move vehicle/entity left/up 1x1 tiles
CA/4DB5: A3        Move vehicle/entity left/up 1x1 tiles
CA/4DB6: A3        Move vehicle/entity left/up 1x1 tiles
CA/4DB7: D5        Set vehicle/entity's position to (0, 0)
CA/4DBA: FF        End queue
CA/4DBB: 14    Begin action queue for character $14 (NPC $14), 12 bytes long 
CA/4DBD: E0        Pause for 4 * 3 (12) frames
CA/4DBF: D5        Set vehicle/entity's position to (12, 14)
CA/4DC2: A0        Move vehicle/entity right/up 1x1 tiles
CA/4DC3: A5        Move vehicle/entity right/up 2x1 tiles
CA/4DC4: A4        Move vehicle/entity right/up 1x2 tiles
CA/4DC5: D5        Set vehicle/entity's position to (0, 0)
CA/4DC8: FF        End queue
CA/4DC9: F4    Play sound effect 6
CA/4DCB: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/4DCD: C0        Set vehicle/entity's event speed to slowest
CA/4DCE: 82        Move vehicle/entity down 1 tile
CA/4DCF: FF        End queue
CA/4DD0: 5E    Scroll Layer 2, speed 244 x 0
CA/4DD3: 91    Pause for 15 units
CA/4DD4: F4    Play sound effect 6
CA/4DD6: 5E    Scroll Layer 2, speed 252 x 0
CA/4DD9: B5    Pause for 15 * 8 (120) units
CA/4DDB: 97    Fade screen to black
CA/4DDC: 5C    Pause execution until fade in or fade out is complete
CA/4DDD: 5E    Scroll Layer 2, speed 0 x 0
CA/4DE0: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/4DE2: 6B    Load map $0185 (Town-like, ground splits open (end of the WoB)) instantly, (upper bits $3400), place party at (8, 9), facing left
CA/4DE8: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/4DEC: B0    Execute the following commands until $B1 4 times
CA/4DEE: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 0
CA/4DF2: B1        End block of repeating commands
CA/4DF3: 73    Replace current map's Layer 1 at (5, 64) with the following (5 x 2) chunk, refresh immediately
CA/4DF8:       $E2, $E2, $F2, $F2, $D2
CA/4DFD:       $D2, $E2, $E2, $F2, $F2
CA/4E02: 96    Restore screen from fade
CA/4E03: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/4E05: 89        Move vehicle/entity right 3 tiles
CA/4E06: A0        Move vehicle/entity right/up 1x1 tiles
CA/4E07: A0        Move vehicle/entity right/up 1x1 tiles
CA/4E08: CD        Turn vehicle/entity right
CA/4E09: FF        End queue
CA/4E0A: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CA/4E0C: 19        Do vehicle/entity graphical action $19 
CA/4E0D: E0        Pause for 4 * 4 (16) frames
CA/4E0F: 1A        Do vehicle/entity graphical action $1A 
CA/4E10: E0        Pause for 4 * 4 (16) frames
CA/4E12: 89        Move vehicle/entity right 3 tiles
CA/4E13: 1F        Do vehicle/entity graphical action $1F 
CA/4E14: FF        End queue
CA/4E15: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/4E17: 89        Move vehicle/entity right 3 tiles
CA/4E18: A0        Move vehicle/entity right/up 1x1 tiles
CA/4E19: 80        Move vehicle/entity up 1 tile
CA/4E1A: CF        Turn vehicle/entity left
CA/4E1B: FF        End queue
CA/4E1C: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/4E1E: CE        Turn vehicle/entity down
CA/4E1F: E0        Pause for 4 * 6 (24) frames
CA/4E21: 82        Move vehicle/entity down 1 tile
CA/4E22: FF        End queue
CA/4E23: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/4E25: 89        Move vehicle/entity right 3 tiles
CA/4E26: A0        Move vehicle/entity right/up 1x1 tiles
CA/4E27: FF        End queue
CA/4E28: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/4E2A: A9        Move vehicle/entity left/down 2x1 tiles
CA/4E2B: E0        Pause for 4 * 3 (12) frames
CA/4E2D: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/4E2E: FF        End queue
CA/4E2F: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CA/4E31: E0        Pause for 4 * 4 (16) frames
CA/4E33: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/4E34: E0        Pause for 4 * 2 (8) frames
CA/4E36: 0A        Do vehicle/entity graphical action $0A 
CA/4E37: FF        End queue
CA/4E38: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CA/4E3A: A9        Move vehicle/entity left/down 2x1 tiles
CA/4E3B: 18        Do vehicle/entity graphical action $18 
CA/4E3C: FF        End queue
CA/4E3D: 5C    Pause execution until fade in or fade out is complete
CA/4E3E: 94    Pause for 60 units
CA/4E3F: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/4E41: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/4E43: C7        Set vehicle/entity to stay still when moving
CA/4E44: 1F        Do vehicle/entity graphical action $1F 
CA/4E45: C2        Set vehicle/entity's event speed to normal
CA/4E46: DD        Make vehicle/entity jump (high)
CA/4E47: 87        Move vehicle/entity left 2 tiles
CA/4E48: 28        Do vehicle/entity graphical action $28 
CA/4E49: FF        End queue
CA/4E4A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CA/4E4C: DD        Make vehicle/entity jump (high)
CA/4E4D: CE        Turn vehicle/entity down
CA/4E4E: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/4E4F: FF        End queue
CA/4E50: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CA/4E52: C4        Set vehicle/entity's event speed to faster
CA/4E53: 0B        Do vehicle/entity graphical action $0B 
CA/4E54: C7        Set vehicle/entity to stay still when moving
CA/4E55: A3        Move vehicle/entity left/up 1x1 tiles
CA/4E56: 1F        Do vehicle/entity graphical action $1F 
CA/4E57: E0        Pause for 4 * 3 (12) frames
CA/4E59: 28        Do vehicle/entity graphical action $28 
CA/4E5A: FF        End queue
CA/4E5B: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CA/4E5D: C7        Set vehicle/entity to stay still when moving
CA/4E5E: 1F        Do vehicle/entity graphical action $1F 
CA/4E5F: DD        Make vehicle/entity jump (high)
CA/4E60: 84        Move vehicle/entity up 2 tiles
CA/4E61: 17        Do vehicle/entity graphical action $17 
CA/4E62: FF        End queue
CA/4E63: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/4E65: 1F        Do vehicle/entity graphical action $1F 
CA/4E66: C7        Set vehicle/entity to stay still when moving
CA/4E67: C0        Set vehicle/entity's event speed to slowest
CA/4E68: 81        Move vehicle/entity right 1 tile
CA/4E69: FF        End queue
CA/4E6A: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CA/4E6C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/4E6D: E0        Pause for 4 * 6 (24) frames
CA/4E6F: A3        Move vehicle/entity left/up 1x1 tiles
CA/4E70: A3        Move vehicle/entity left/up 1x1 tiles
CA/4E71: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/4E72: FF        End queue
CA/4E73: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CA/4E75: 1F        Do vehicle/entity graphical action $1F 
CA/4E76: E0        Pause for 4 * 1 (4) frames
CA/4E78: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/4E79: E0        Pause for 4 * 1 (4) frames
CA/4E7B: FC        Branch 6 bytes backwards ($CA4E75)
CA/4E7D: FF        End queue
CA/4E7E: F4    Play sound effect 18
CA/4E80: B2    Call subroutine $CA5DCC
CA/4E84: B2    Call subroutine $CA5DE7
CA/4E88: B2    Call subroutine $CA5E01
CA/4E8C: 5E    Scroll Layer 2, speed 248 x 0
CA/4E8F: F4    Play sound effect 6
CA/4E91: 94    Pause for 60 units
CA/4E92: 5E    Scroll Layer 2, speed 252 x 0
CA/4E95: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/4E97: 0F        Do vehicle/entity graphical action $0F 
CA/4E98: FF        End queue
CA/4E99: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CA/4E9B: C4        Set vehicle/entity's event speed to faster
CA/4E9C: C7        Set vehicle/entity to stay still when moving
CA/4E9D: 0B        Do vehicle/entity graphical action $0B 
CA/4E9E: A2        Move vehicle/entity left/down 1x1 tiles
CA/4E9F: 8A        Move vehicle/entity down 3 tiles
CA/4EA0: D1        Make vehicle/entity disappear
CA/4EA1: FF        End queue
CA/4EA2: 91    Pause for 15 units
CA/4EA3: 5E    Scroll Layer 2, speed 0 x 0
CA/4EA6: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CA/4EA8: 17        Do vehicle/entity graphical action $17 
CA/4EA9: E0        Pause for 4 * 1 (4) frames
CA/4EAB: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/4EAC: FF        End queue
CA/4EAD: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CA/4EAF: C4        Set vehicle/entity's event speed to faster
CA/4EB0: A4        Move vehicle/entity right/up 1x2 tiles
CA/4EB1: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/4EB2: A7        Move vehicle/entity right/down 1x2 tiles
CA/4EB3: 28        Do vehicle/entity graphical action $28 
CA/4EB4: FF        End queue
CA/4EB5: 91    Pause for 15 units
CA/4EB6: 5E    Scroll Layer 2, speed 32 x 0
CA/4EB9: 42    Hide object $14
CA/4EBB: 91    Pause for 15 units
CA/4EBC: 5E    Scroll Layer 2, speed 0 x 0
CA/4EBF: 15    Begin action queue for character $15 (NPC $15), 6 bytes long 
CA/4EC1: 28        Do vehicle/entity graphical action $28 
CA/4EC2: C4        Set vehicle/entity's event speed to faster
CA/4EC3: A9        Move vehicle/entity left/down 2x1 tiles
CA/4EC4: A9        Move vehicle/entity left/down 2x1 tiles
CA/4EC5: A9        Move vehicle/entity left/down 2x1 tiles
CA/4EC6: FF        End queue
CA/4EC7: F4    Play sound effect 187
CA/4EC9: 5E    Scroll Layer 2, speed 253 x 0
CA/4ECC: 95    Pause for 120 units
CA/4ECD: 5E    Scroll Layer 2, speed 0 x 0
CA/4ED0: 6A    Load map $017D (Mountain cliffs, collapsing (end of the WoB)) after fade out, (upper bits $3400), place party at (40, 26), facing left
CA/4ED6: F4    Play sound effect 165
CA/4ED8: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/4EDA: 81        Move vehicle/entity right 1 tile
CA/4EDB: 83        Move vehicle/entity left 1 tile
CA/4EDC: FC        Branch 2 bytes backwards ($CA4EDA)
CA/4EDE: FF        End queue
CA/4EDF: 12    Begin action queue for character $12 (NPC $12), 14 bytes long 
CA/4EE1: E0        Pause for 4 * 3 (12) frames
CA/4EE3: D5        Set vehicle/entity's position to (44, 23)
CA/4EE6: AB        Move vehicle/entity left/up 1x2 tiles
CA/4EE7: AB        Move vehicle/entity left/up 1x2 tiles
CA/4EE8: AB        Move vehicle/entity left/up 1x2 tiles
CA/4EE9: D5        Set vehicle/entity's position to (0, 0)
CA/4EEC: FC        Branch 11 bytes backwards ($CA4EE1)
CA/4EEE: FF        End queue
CA/4EEF: 13    Begin action queue for character $13 (NPC $13), 13 bytes long 
CA/4EF1: E0        Pause for 4 * 5 (20) frames
CA/4EF3: D5        Set vehicle/entity's position to (45, 20)
CA/4EF6: AA        Move vehicle/entity left/up 2x1 tiles
CA/4EF7: AA        Move vehicle/entity left/up 2x1 tiles
CA/4EF8: D5        Set vehicle/entity's position to (0, 0)
CA/4EFB: FC        Branch 10 bytes backwards ($CA4EF1)
CA/4EFD: FF        End queue
CA/4EFE: 14    Begin action queue for character $14 (NPC $14), 14 bytes long 
CA/4F00: E0        Pause for 4 * 6 (24) frames
CA/4F02: D5        Set vehicle/entity's position to (45, 21)
CA/4F05: AB        Move vehicle/entity left/up 1x2 tiles
CA/4F06: AB        Move vehicle/entity left/up 1x2 tiles
CA/4F07: AB        Move vehicle/entity left/up 1x2 tiles
CA/4F08: D5        Set vehicle/entity's position to (0, 0)
CA/4F0B: FC        Branch 11 bytes backwards ($CA4F00)
CA/4F0D: FF        End queue
CA/4F0E: 15    Begin action queue for character $15 (NPC $15), 14 bytes long 
CA/4F10: E0        Pause for 4 * 4 (16) frames
CA/4F12: D5        Set vehicle/entity's position to (46, 19)
CA/4F15: A3        Move vehicle/entity left/up 1x1 tiles
CA/4F16: A3        Move vehicle/entity left/up 1x1 tiles
CA/4F17: A3        Move vehicle/entity left/up 1x1 tiles
CA/4F18: D5        Set vehicle/entity's position to (0, 0)
CA/4F1B: FC        Branch 11 bytes backwards ($CA4F10)
CA/4F1D: FF        End queue
CA/4F1E: 96    Restore screen from fade
CA/4F1F: 5D    Scroll Layer 1, speed 4 x 250
CA/4F22: 5E    Scroll Layer 2, speed 4 x 2
CA/4F25: 92    Pause for 30 units
CA/4F26: 11    Begin action queue for character $11 (NPC $11), 14 bytes long 
CA/4F28: C7        Set vehicle/entity to stay still when moving
CA/4F29: 0B        Do vehicle/entity graphical action $0B 
CA/4F2A: C4        Set vehicle/entity's event speed to faster
CA/4F2B: A8        Move vehicle/entity left/down 1x2 tiles
CA/4F2C: A8        Move vehicle/entity left/down 1x2 tiles
CA/4F2D: 86        Move vehicle/entity down 2 tiles
CA/4F2E: C2        Set vehicle/entity's event speed to normal
CA/4F2F: 1F        Do vehicle/entity graphical action $1F 
CA/4F30: DD        Make vehicle/entity jump (high)
CA/4F31: 87        Move vehicle/entity left 2 tiles
CA/4F32: C4        Set vehicle/entity's event speed to faster
CA/4F33: 0A        Do vehicle/entity graphical action $0A 
CA/4F34: 9E        Move vehicle/entity down 8 tiles
CA/4F35: FF        End queue
CA/4F36: B5    Pause for 15 * 16 (240) units
CA/4F38: 97    Fade screen to black
CA/4F39: 5C    Pause execution until fade in or fade out is complete
CA/4F3A: 6B    Load map $000D (Blackjack, upper deck, breaking apart (end of the WoB)) instantly, (upper bits $3400), place party at (15, 7), facing left
CA/4F40: 3F    Remove character $06 (Actor in stot 6) from the party
CA/4F43: 3D    Create object $00
CA/4F45: 41    Show object $00
CA/4F47: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/4F4A: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/4F4C: D5        Set vehicle/entity's position to (15, 6)
CA/4F4F: CF        Turn vehicle/entity left
CA/4F50: FF        End queue
CA/4F51: 8D    Remove all equipment from character $00 (Actor in stot 0)
CA/4F53: 8D    Remove all equipment from character $01 (Actor in stot 1)
CA/4F55: 8D    Remove all equipment from character $02 (Actor in stot 2)
CA/4F57: 8D    Remove all equipment from character $04 (Actor in stot 4)
CA/4F59: 8D    Remove all equipment from character $05 (Actor in stot 5)
CA/4F5B: 8D    Remove all equipment from character $06 (Actor in stot 6)
CA/4F5D: 8D    Remove all equipment from character $07 (Actor in stot 7)
CA/4F5F: 8D    Remove all equipment from character $08 (Actor in stot 8)
CA/4F61: 8D    Remove all equipment from character $09 (Actor in stot 9)
CA/4F63: 8D    Remove all equipment from character $0A (Actor in stot 10)
CA/4F65: 8D    Remove all equipment from character $0B (Actor in stot 11)
CA/4F67: 8D    Remove all equipment from character $0C (Actor in stot 12)
CA/4F69: 8D    Remove all equipment from character $0D (Actor in stot 13)
CA/4F6B: 3F    Remove character $01 (Actor in stot 1) from the party
CA/4F6E: 3F    Remove character $02 (Actor in stot 2) from the party
CA/4F71: 3F    Remove character $03 (Actor in stot 3) from the party
CA/4F74: 3F    Remove character $04 (Actor in stot 4) from the party
CA/4F77: 3F    Remove character $05 (Actor in stot 5) from the party
CA/4F7A: 3F    Remove character $06 (Actor in stot 6) from the party
CA/4F7D: 3F    Remove character $07 (Actor in stot 7) from the party
CA/4F80: 3F    Remove character $08 (Actor in stot 8) from the party
CA/4F83: 3F    Remove character $09 (Actor in stot 9) from the party
CA/4F86: 3F    Remove character $0A (Actor in stot 10) from the party
CA/4F89: 3F    Remove character $0B (Actor in stot 11) from the party
CA/4F8C: 3F    Remove character $0C (Actor in stot 12) from the party
CA/4F8F: 3F    Remove character $0D (Actor in stot 13) from the party
CA/4F92: 3E    Delete object $06
CA/4F94: 3E    Delete object $01
CA/4F96: 3E    Delete object $02
CA/4F98: 3E    Delete object $03
CA/4F9A: 3E    Delete object $04
CA/4F9C: 3E    Delete object $05
CA/4F9E: 3E    Delete object $06
CA/4FA0: 3E    Delete object $07
CA/4FA2: 3E    Delete object $08
CA/4FA4: 3E    Delete object $09
CA/4FA6: 3E    Delete object $0A
CA/4FA8: 3E    Delete object $0B
CA/4FAA: 3E    Delete object $0C
CA/4FAC: 3E    Delete object $0D
CA/4FAE: 96    Restore screen from fade
CA/4FAF: 39    Free screen
CA/4FB0: 4B    Display dialogue message $0876, wait for button press (At bottom of screen)
               SETZER: Hang on!
CA/4FB3: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CA/4FB5: 3D    Create object $12
CA/4FB7: 3D    Create object $1A
CA/4FB9: 3D    Create object $16
CA/4FBB: 41    Show object $12
CA/4FBD: 41    Show object $1A
CA/4FBF: 41    Show object $16
CA/4FC1: 3E    Delete object $11
CA/4FC3: 3E    Delete object $15
CA/4FC5: 3E    Delete object $19
CA/4FC7: C0    If ($1E80($37D) [$1EEF, bit 5] is clear), branch to $CA4FD7
CA/4FCD: 3D    Create object $14
CA/4FCF: 41    Show object $14
CA/4FD1: 3E    Delete object $13
CA/4FD3: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/4FD5: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/4FD6: FF        End queue
CA/4FD7: F4    Play sound effect 18
CA/4FD9: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/4FDB: 74    Replace current map's Layer 2 at (15, 3) with the following (10 x 13) chunk
CA/4FE0:       $6E, $6E, $D1, $00, $00, $00, $00, $00, $00, $B3
CA/4FEA:       $00, $00, $27, $7E, $7E, $E1, $00, $00, $00, $00
CA/4FF4:       $00, $00, $00, $00, $26, $28, $8B, $9A, $00, $00
CA/4FFE:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $8B
CA/5008:       $8B, $D2, $00, $00, $00, $00, $00, $00, $00, $00
CA/5012:       $00, $00, $8B, $D2, $00, $00, $00, $00, $00, $00
CA/501C:       $00, $00, $00, $00, $00, $F2, $00, $00, $00, $00
CA/5026:       $00, $00, $00, $00, $00, $00, $00, $00, $E6, $00
CA/5030:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/503A:       $00, $F6, $00, $00, $00, $00, $00, $00, $00, $00
CA/5044:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/504E:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/5058:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/5062: 74    Replace current map's Layer 2 at (15, 66) with the following (11 x 13) chunk
CA/5067:       $00, $00, $00, $00, $3A, $D0, $00, $00, $00, $00, $00
CA/5072:       $00, $00, $00, $00, $E0, $6F, $B4, $B6, $00, $00, $00
CA/507D:       $B3, $00, $00, $27, $00, $00, $F0, $7F, $5A, $39, $8E
CA/5088:       $8F, $00, $A5, $86, $26, $28, $00, $E2, $FB, $0D, $0D
CA/5093:       $0D, $9E, $9F, $2D, $2E, $2F, $5F, $91, $00, $00, $60
CA/509E:       $8B, $0D, $FC, $8B, $3C, $2C, $3E, $3F, $A0, $A1, $00
CA/50A9:       $70, $EC, $8B, $2A, $2B, $3C, $4C, $4D, $4E, $4F, $B0
CA/50B4:       $B1, $00, $F1, $47, $48, $B4, $B5, $4C, $52, $53, $85
CA/50BF:       $86, $C0, $C1, $00, $E3, $58, $55, $5A, $5B, $5C, $62
CA/50CA:       $63, $95, $96, $00, $00, $00, $67, $68, $69, $6A, $6B
CA/50D5:       $6C, $72, $73, $00, $A6, $A7, $00, $76, $77, $78, $79
CA/50E0:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $87
CA/50EB:       $88, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/50F6: 75    Refresh map after alteration
CA/50F7: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CA/50F9: DD        Make vehicle/entity jump (high)
CA/50FA: 82        Move vehicle/entity down 1 tile
CA/50FB: 23        Do vehicle/entity graphical action $23 
CA/50FC: E0        Pause for 4 * 3 (12) frames
CA/50FE: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/50FF: E0        Pause for 4 * 3 (12) frames
CA/5101: FC        Branch 6 bytes backwards ($CA50FB)
CA/5103: FF        End queue
CA/5104: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/5106: 81        Move vehicle/entity right 1 tile
CA/5107: FF        End queue
CA/5108: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/510A: 1F        Do vehicle/entity graphical action $1F 
CA/510B: FF        End queue
CA/510C: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long 
CA/510E: 28        Do vehicle/entity graphical action $28 
CA/510F: C7        Set vehicle/entity to stay still when moving
CA/5110: A1        Move vehicle/entity right/down 1x1 tiles
CA/5111: FF        End queue
CA/5112: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/5114: CE        Turn vehicle/entity down
CA/5115: E0        Pause for 4 * 2 (8) frames
CA/5117: 82        Move vehicle/entity down 1 tile
CA/5118: E0        Pause for 4 * 8 (32) frames
CA/511A: 0A        Do vehicle/entity graphical action $0A 
CA/511B: FF        End queue
CA/511C: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CA/511E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/511F: FF        End queue
CA/5120: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/5122: 1F        Do vehicle/entity graphical action $1F 
CA/5123: E0        Pause for 4 * 3 (12) frames
CA/5125: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/5126: FF        End queue
CA/5127: 5E    Scroll Layer 2, speed 2 x 244
CA/512A: 92    Pause for 30 units
CA/512B: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/512D: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/512E: FF        End queue
CA/512F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/5131: C3        Set vehicle/entity's event speed to fast
CA/5132: A7        Move vehicle/entity right/down 1x2 tiles
CA/5133: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/5134: FF        End queue
CA/5135: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CA/5137: C7        Set vehicle/entity to stay still when moving
CA/5138: C4        Set vehicle/entity's event speed to faster
CA/5139: 17        Do vehicle/entity graphical action $17 
CA/513A: 82        Move vehicle/entity down 1 tile
CA/513B: FF        End queue
CA/513C: B5    Pause for 15 * 5 (75) units
CA/513E: 18    Begin action queue for character $18 (NPC $18), 11 bytes long 
CA/5140: 0B        Do vehicle/entity graphical action $0B 
CA/5141: 8E        Move vehicle/entity down 4 tiles
CA/5142: C2        Set vehicle/entity's event speed to normal
CA/5143: DD        Make vehicle/entity jump (high)
CA/5144: A9        Move vehicle/entity left/down 2x1 tiles
CA/5145: 28        Do vehicle/entity graphical action $28 
CA/5146: C3        Set vehicle/entity's event speed to fast
CA/5147: A2        Move vehicle/entity left/down 1x1 tiles
CA/5148: A8        Move vehicle/entity left/down 1x2 tiles
CA/5149: D1        Make vehicle/entity disappear
CA/514A: FF        End queue
CA/514B: 92    Pause for 30 units
CA/514C: 38    Hold screen
CA/514D: F4    Play sound effect 18
CA/514F: B3    Call subroutine $CAD033, 2 times
CA/5154: 17    Begin action queue for character $17 (NPC $17), 11 bytes long 
CA/5156: C7        Set vehicle/entity to stay still when moving
CA/5157: 0B        Do vehicle/entity graphical action $0B 
CA/5158: C4        Set vehicle/entity's event speed to faster
CA/5159: 8D        Move vehicle/entity right 4 tiles
CA/515A: A6        Move vehicle/entity right/down 2x1 tiles
CA/515B: A1        Move vehicle/entity right/down 1x1 tiles
CA/515C: A7        Move vehicle/entity right/down 1x2 tiles
CA/515D: A7        Move vehicle/entity right/down 1x2 tiles
CA/515E: 8E        Move vehicle/entity down 4 tiles
CA/515F: D1        Make vehicle/entity disappear
CA/5160: FF        End queue
CA/5161: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/5163: C7        Set vehicle/entity to stay still when moving
CA/5164: 17        Do vehicle/entity graphical action $17 
CA/5165: C4        Set vehicle/entity's event speed to faster
CA/5166: A1        Move vehicle/entity right/down 1x1 tiles
CA/5167: A7        Move vehicle/entity right/down 1x2 tiles
CA/5168: 92        Move vehicle/entity down 5 tiles
CA/5169: D1        Make vehicle/entity disappear
CA/516A: FF        End queue
CA/516B: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CA/516D: C2        Set vehicle/entity's event speed to normal
CA/516E: C7        Set vehicle/entity to stay still when moving
CA/516F: 0B        Do vehicle/entity graphical action $0B 
CA/5170: 81        Move vehicle/entity right 1 tile
CA/5171: C4        Set vehicle/entity's event speed to faster
CA/5172: 17        Do vehicle/entity graphical action $17 
CA/5173: 86        Move vehicle/entity down 2 tiles
CA/5174: FF        End queue
CA/5175: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CA/5177: A6        Move vehicle/entity right/down 2x1 tiles
CA/5178: 28        Do vehicle/entity graphical action $28 
CA/5179: FF        End queue
CA/517A: 91    Pause for 15 units
CA/517B: F4    Play sound effect 18
CA/517D: B2    Call subroutine $CAD033
CA/5181: C0    If ($1E80($37D) [$1EEF, bit 5] is clear), branch to $CA5189
CA/5187: 3E    Delete object $14
CA/5189: 1B    Begin action queue for character $1B (NPC $1B), 11 bytes long (Wait until complete)
CA/518B: C4        Set vehicle/entity's event speed to faster
CA/518C: 95        Move vehicle/entity right 6 tiles
CA/518D: A6        Move vehicle/entity right/down 2x1 tiles
CA/518E: A6        Move vehicle/entity right/down 2x1 tiles
CA/518F: A1        Move vehicle/entity right/down 1x1 tiles
CA/5190: A1        Move vehicle/entity right/down 1x1 tiles
CA/5191: A7        Move vehicle/entity right/down 1x2 tiles
CA/5192: A7        Move vehicle/entity right/down 1x2 tiles
CA/5193: 8A        Move vehicle/entity down 3 tiles
CA/5194: D1        Make vehicle/entity disappear
CA/5195: FF        End queue
CA/5196: 92    Pause for 30 units
CA/5197: 5E    Scroll Layer 2, speed 0 x 0
CA/519A: F4    Play sound effect 18
CA/519C: B3    Call subroutine $CAD033, 3 times
CA/51A1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CA/51A3: 9E        Move vehicle/entity down 8 tiles
CA/51A4: C6        Set vehicle/entity to walk when moving
CA/51A5: D1        Make vehicle/entity disappear
CA/51A6: FF        End queue
CA/51A7: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long (Wait until complete)
CA/51A9: 0B        Do vehicle/entity graphical action $0B 
CA/51AA: C7        Set vehicle/entity to stay still when moving
CA/51AB: DD        Make vehicle/entity jump (high)
CA/51AC: 82        Move vehicle/entity down 1 tile
CA/51AD: C4        Set vehicle/entity's event speed to faster
CA/51AE: 9A        Move vehicle/entity down 7 tiles
CA/51AF: D1        Make vehicle/entity disappear
CA/51B0: FF        End queue
CA/51B1: 91    Pause for 15 units
CA/51B2: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (96, 119), facing up, party is in the airship
CA/51B8: F8        Show part of world getting blown up
CA/51B9: D2        Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 16), mode $00
CA/51BF: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/51C1: F2    Fade out current song with transition time 240
CA/51C3: AD    Show world getting torn apart
CA/51C4: 6B    Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $2400), place party at (8, 16), facing down
CA/51CA: 48    Display dialogue message $0877, continue executing commands (Show text only)
               
               On that day, the world
               was changed forever 
CA/51CD: B5    Pause for 15 * 8 (120) units
CA/51CF: 59    Unfade screen at speed $08
CA/51D1: B5    Pause for 15 * 32 (480) units
CA/51D3: 5A    Fade screen at speed $08
CA/51D5: 5C    Pause execution until fade in or fade out is complete
CA/51D6: EF    Play song 57 (Wind), (high bit clear) volume 0.000000%
CA/51D9: F6    Subcommand $81: Change volume of currently playing song to $80, transition time 255
CA/51DD: B5    Pause for 15 * 64 (960) units
CA/51DF: 3D    Create object $06
CA/51E1: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/51E4: 3F    Remove character $00 (Actor in stot 0) from the party
CA/51E7: 3E    Delete object $00
CA/51E9: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (74, 22), facing up, party is in the airship
CA/51EF: D1        Hide vehicle
CA/51F0: DD        Hide mini-map
CA/51F1: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CA/51F4: C2        Set vehicle's propulsion direction to $001E (30 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/51F7: C6        Propel vehicle at speed $0096
CA/51FA: E0        Pause for 255 units
CA/51FC: E0        Pause for 48 units
CA/51FE: D2        Load map $018E (Solitary Island, beach with fish), position (07, 07), mode $40
CA/5204: F2    Fade out current song with transition time 32
CA/5206: 59    Unfade screen at speed $04
CA/5208: 95    Pause for 120 units
CA/5209: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CA/520B: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/520D: B5    Pause for 15 * 24 (360) units
CA/520F: 6A    Load map $018C (Solitary Island, outside house) after fade out, (upper bits $2400), place party at (7, 8), facing down
CA/5215: B5    Pause for 15 * 32 (480) units
CA/5217: 6A    Load map $018D (Solitary Island, inside house) after fade out, (upper bits $2400), place party at (100, 38), facing down
CA/521D: B2    Call subroutine $CACB95
CA/5221: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/5223: D5        Set vehicle/entity's position to (100, 38)
CA/5226: CE        Turn vehicle/entity down
CA/5227: FF        End queue
CA/5228: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CA/522A: D5        Set vehicle/entity's position to (100, 46)
CA/522D: C8        Set object layering priority to 0 (low nibble 0)
CA/522F: FF        End queue
CA/5230: 39    Free screen
CA/5231: 59    Unfade screen at speed $04
CA/5233: B5    Pause for 15 * 48 (720) units
CA/5235: F4    Play sound effect 44
CA/5237: 94    Pause for 60 units
CA/5238: 10    Begin action queue for character $10 (NPC $10), 25 bytes long 
CA/523A: 90        Move vehicle/entity up 5 tiles
CA/523B: E0        Pause for 4 * 8 (32) frames
CA/523D: 83        Move vehicle/entity left 1 tile
CA/523E: 88        Move vehicle/entity up 3 tiles
CA/523F: 8B        Move vehicle/entity left 3 tiles
CA/5240: CC        Turn vehicle/entity up
CA/5241: E0        Pause for 4 * 16 (64) frames
CA/5243: CD        Turn vehicle/entity right
CA/5244: E0        Pause for 4 * 16 (64) frames
CA/5246: C2        Set vehicle/entity's event speed to normal
CA/5247: 89        Move vehicle/entity right 3 tiles
CA/5248: E0        Pause for 4 * 26 (104) frames
CA/524A: CE        Turn vehicle/entity down
CA/524B: E0        Pause for 4 * 8 (32) frames
CA/524D: C1        Set vehicle/entity's event speed to slow
CA/524E: 8B        Move vehicle/entity left 3 tiles
CA/524F: C8        Set object layering priority to 1 (low nibble 1)
CA/5251: 82        Move vehicle/entity down 1 tile
CA/5252: FF        End queue
CA/5253: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/5255: 95    Pause for 120 units
CA/5256: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/5258: 20        Do vehicle/entity graphical action $20 
CA/5259: E0        Pause for 4 * 1 (4) frames
CA/525B: CE        Turn vehicle/entity down
CA/525C: FF        End queue
CA/525D: B5    Pause for 15 * 16 (240) units
CA/525F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/5261: C0        Set vehicle/entity's event speed to slowest
CA/5262: 83        Move vehicle/entity left 1 tile
CA/5263: CE        Turn vehicle/entity down
CA/5264: FF        End queue
CA/5265: B5    Pause for 15 * 16 (240) units
CA/5267: B3    Call subroutine $CAC7FE, 2 times
CA/526C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/526E: CD        Turn vehicle/entity right
CA/526F: FF        End queue
CA/5270: B5    Pause for 15 * 10 (150) units
CA/5272: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/5274: CF        Turn vehicle/entity left
CA/5275: FF        End queue
CA/5276: B5    Pause for 15 * 16 (240) units
CA/5278: 4B    Display dialogue message $0878, wait for button press
               CID: CELESat last!
CA/527B: 92    Pause for 30 units
CA/527C: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CA/527E: C2        Set vehicle/entity's event speed to normal
CA/527F: 80        Move vehicle/entity up 1 tile
CA/5280: C8        Set object layering priority to 0 (low nibble 0)
CA/5282: 85        Move vehicle/entity right 2 tiles
CA/5283: FF        End queue
CA/5284: 4B    Display dialogue message $0878, wait for button press
               CID: CELESat last!
CA/5287: 94    Pause for 60 units
CA/5288: B3    Call subroutine $CAC807, 2 times
CA/528D: 4B    Display dialogue message $0879, wait for button press
               CID: You're finally awake!
               CELES: Ifeel like I've been sleeping for ever
               CID: For one year, actually
               I thought you were out for good.
               CELES: A whole year
               You've watched over me the whole time?
CA/5290: 92    Pause for 30 units
CA/5291: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/5293: CE        Turn vehicle/entity down
CA/5294: FF        End queue
CA/5295: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/5297: C1        Set vehicle/entity's event speed to slow
CA/5298: 82        Move vehicle/entity down 1 tile
CA/5299: 81        Move vehicle/entity right 1 tile
CA/529A: 86        Move vehicle/entity down 2 tiles
CA/529B: FF        End queue
CA/529C: 4B    Display dialogue message $087A, wait for button press
               CID: Yes, and I'm about out of energy.
CA/529F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/52A1: CF        Turn vehicle/entity left
CA/52A2: E0        Pause for 4 * 6 (24) frames
CA/52A4: CC        Turn vehicle/entity up
CA/52A5: FF        End queue
CA/52A6: B5    Pause for 15 * 10 (150) units
CA/52A8: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/52AA: CD        Turn vehicle/entity right
CA/52AB: FF        End queue
CA/52AC: 94    Pause for 60 units
CA/52AD: 4B    Display dialogue message $087B, wait for button press
               CID: We're on a tiny, deserted island. After the world crumbled, I awoke to find us here together with
               a few strangers.
               CELES: The world!
               So, it wasn't just a dream.
CA/52B0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/52B2: CE        Turn vehicle/entity down
CA/52B3: FF        End queue
CA/52B4: 92    Pause for 30 units
CA/52B5: 4B    Display dialogue message $087C, wait for button press
               CELES: Where are my friends? Where's LOCKE?
               CID: I don't know.
               I only know we're here
               Maybe we're the only people left alive
               CID: Since that day, the world's continued its slide into ruin. Animals and plants are dying
               The few others who washed up here with us passed away of boredom and despair.
CA/52B8: 93    Pause for 45 units
CA/52B9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/52BB: 20        Do vehicle/entity graphical action $20 
CA/52BC: FF        End queue
CA/52BD: 94    Pause for 60 units
CA/52BE: 4B    Display dialogue message $087D, wait for button press
               CELES: My friends
               they're probably all gone
CA/52C1: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/52C3: 84        Move vehicle/entity up 2 tiles
CA/52C4: FF        End queue
CA/52C5: 4B    Display dialogue message $087E, wait for button press
               CID: CELESyou're the closest thing to family that I havewe could just live out our lives here peacefully
               CELES: I suppose so, Cid
               Or should I say, Granddad?!
               May I call you that?
               CID: Gramps, eh?
               I'm overwhelmed! All of a sudden I have a granddaughter!
               Cough Wheeze
               CELES: My long-lost Granddad
CA/52C8: 92    Pause for 30 units
CA/52C9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/52CB: CE        Turn vehicle/entity down
CA/52CC: FF        End queue
CA/52CD: 92    Pause for 30 units
CA/52CE: 4B    Display dialogue message $087F, wait for button press
               CID: Ha, hahackcough!
               CELES: Hey, are you hungry?
               CID: Ihaven't eaten in 3 or so days, ever since I became ill.
               CELES: What would you like?
               CID: Well, unless I ask for fish,
               I won't get anything!
               That's all there is here!
               CELES: I'll go catch some.
CA/52D1: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/52D3: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/52D5: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CA/52D7: C1        Set vehicle/entity's event speed to slow
CA/52D8: C7        Set vehicle/entity to stay still when moving
CA/52D9: CD        Turn vehicle/entity right
CA/52DA: 83        Move vehicle/entity left 1 tile
CA/52DB: C6        Set vehicle/entity to walk when moving
CA/52DC: FF        End queue
CA/52DD: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/52DF: 80        Move vehicle/entity up 1 tile
CA/52E0: E0        Pause for 4 * 6 (24) frames
CA/52E2: CF        Turn vehicle/entity left
CA/52E3: FF        End queue
CA/52E4: 94    Pause for 60 units
CA/52E5: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CA/52E7: C7        Set vehicle/entity to stay still when moving
CA/52E8: 81        Move vehicle/entity right 1 tile
CA/52E9: E0        Pause for 4 * 8 (32) frames
CA/52EB: CE        Turn vehicle/entity down
CA/52EC: FF        End queue
CA/52ED: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/52EF: 81        Move vehicle/entity right 1 tile
CA/52F0: E0        Pause for 4 * 32 (128) frames
CA/52F2: CE        Turn vehicle/entity down
CA/52F3: FF        End queue
CA/52F4: D0    Set event bit $1E80($0A4) [$1E94, bit 4]
CA/52F6: 6C    Set parent map to $0001 (World of Ruin), parent coordinates to (76, 0), facing up
CA/52FC: E8    Set word $1FC2($07) [$1FD0] to $0078
CA/5300: B2    Call subroutine $CA534A
CA/5304: 77    Perform level averaging on character $06 (CELES ) and calculate new maximum HP/MP
CA/5306: 8B    For character $06 (Actor in stot 6), take HP and set to maximum
CA/5309: 8C    For character $06 (Actor in stot 6), take MP and set to maximum
CA/530C: 88    Remove the following status ailments from character $06 (Actor in stot 6): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CA/5310: D5    Clear event bit $1E80($2F0) [$1EDE, bit 0]
CA/5312: D5    Clear event bit $1E80($2F1) [$1EDE, bit 1]
CA/5314: D5    Clear event bit $1E80($2F2) [$1EDE, bit 2]
CA/5316: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CA/5318: D5    Clear event bit $1E80($2F4) [$1EDE, bit 4]
CA/531A: D5    Clear event bit $1E80($2F5) [$1EDE, bit 5]
CA/531C: D5    Clear event bit $1E80($2F7) [$1EDE, bit 7]
CA/531E: D5    Clear event bit $1E80($2F8) [$1EDF, bit 0]
CA/5320: D5    Clear event bit $1E80($2F9) [$1EDF, bit 1]
CA/5322: D5    Clear event bit $1E80($2FA) [$1EDF, bit 2]
CA/5324: D5    Clear event bit $1E80($2FB) [$1EDF, bit 3]
CA/5326: D5    Clear event bit $1E80($2FC) [$1EDF, bit 4]
CA/5328: D5    Clear event bit $1E80($2FD) [$1EDF, bit 5]
CA/532A: D3    Clear event bit $1E80($1B9) [$1EB7, bit 1]
CA/532C: B2    Call subroutine $CCE4D9
CA/5330: B2    Call subroutine $CB69B5
CA/5334: B2    Call subroutine $CB4B4B
CA/5338: A0    Set timer 0 to $0040 [0m: 01s: 04j], jump to subroutine $CA533F if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/533E: FE    Return

CA/533F: EA    Decrement word $1FC2($07) [$1FD0] by $0001
CA/5343: A0    Set timer 0 to $0040 [0m: 01s: 04j], jump to subroutine $CA533F if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/5349: FE    Return

CA/534A: D7    Clear event bit $1E80($369) [$1EED, bit 1]
CA/534C: D7    Clear event bit $1E80($36A) [$1EED, bit 2]
CA/534E: D7    Clear event bit $1E80($36B) [$1EED, bit 3]
CA/5350: D7    Clear event bit $1E80($36C) [$1EED, bit 4]
CA/5352: BD    Pseudo-randomly jump to $CA5358 50% of the time
CA/5356: D6    Set event bit $1E80($369) [$1EED, bit 1]
CA/5358: BD    Pseudo-randomly jump to $CA535E 50% of the time
CA/535C: D6    Set event bit $1E80($36A) [$1EED, bit 2]
CA/535E: BD    Pseudo-randomly jump to $CA5364 50% of the time
CA/5362: D6    Set event bit $1E80($36B) [$1EED, bit 3]
CA/5364: BD    Pseudo-randomly jump to $CA536A 50% of the time
CA/5368: D6    Set event bit $1E80($36C) [$1EED, bit 4]
CA/536A: FE    Return

CA/536B: F4    Play sound effect 192
CA/536D: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CA/536E: 94    Pause for 60 units
CA/536F: FE    Return

CA/5370: B2    Call subroutine $CA534A
CA/5374: C0    If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5713
CA/537A: C0    If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5419
CA/5380: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/5386: CB    If ($1E80($1D2) [$1EBA, bit 2] is clear) and ($1E80($1D3) [$1EBA, bit 3] is clear) and ($1E80($1D4) [$1EBA, bit 4] is clear) and ($1E80($1D5) [$1EBA, bit 5] is clear), branch to $CA53C5
CA/5392: C0    If ($1E80($1D2) [$1EBA, bit 2] is clear), branch to $CA539E
CA/5398: D3    Clear event bit $1E80($1D2) [$1EBA, bit 2]
CA/539A: E9    Increment word $1FC2($07) [$1FD0] by $0020
CA/539E: C0    If ($1E80($1D3) [$1EBA, bit 3] is clear), branch to $CA53AA
CA/53A4: D3    Clear event bit $1E80($1D3) [$1EBA, bit 3]
CA/53A6: E9    Increment word $1FC2($07) [$1FD0] by $0010
CA/53AA: C0    If ($1E80($1D4) [$1EBA, bit 4] is clear), branch to $CA53B6
CA/53B0: D3    Clear event bit $1E80($1D4) [$1EBA, bit 4]
CA/53B2: EA    Decrement word $1FC2($07) [$1FD0] by $0004
CA/53B6: C0    If ($1E80($1D5) [$1EBA, bit 5] is clear), branch to $CA53C2
CA/53BC: D3    Clear event bit $1E80($1D5) [$1EBA, bit 5]
CA/53BE: EA    Decrement word $1FC2($07) [$1FD0] by $0010
CA/53C2: 4B    Display dialogue message $088A, wait for button press
               CELES: Granddad, here's a fish! Eat up!
               CID: Oh! Yum
               Chomp, munch, chew
CA/53C5: EB    Compare word $1FC2($07) [$1FD0] to $0100, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/53C9: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5713
CA/53CF: EB    Compare word $1FC2($07) [$1FD0] to $00E6, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/53D3: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5746
CA/53D9: EB    Compare word $1FC2($07) [$1FD0] to $00C8, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/53DD: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA574A
CA/53E3: EB    Compare word $1FC2($07) [$1FD0] to $00A0, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/53E7: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA574E
CA/53ED: EB    Compare word $1FC2($07) [$1FD0] to $0078, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/53F1: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5752
CA/53F7: EB    Compare word $1FC2($07) [$1FD0] to $005A, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/53FB: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5756
CA/5401: EB    Compare word $1FC2($07) [$1FD0] to $003C, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/5405: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA575A
CA/540B: EB    Compare word $1FC2($07) [$1FD0] to $001E, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/540F: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA575E
CA/5415: 4B    Display dialogue message $0888, wait for button press
               CID: Good-bye
CA/5418: FE    Return

CA/5419: 4B    Display dialogue message $0889, wait for button press
               
CA/541C: C0    If ($1E80($0B2) [$1E96, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/5422: D0    Set event bit $1E80($0B2) [$1E96, bit 2]
CA/5424: A1    Reset timer 0
CA/5426: B2    Call subroutine $CACA8D
CA/542A: 4B    Display dialogue message $088C, wait for button press
               CELES: Granddad.
               You have to eat, or else
               Wwhat's the matter?
CA/542D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/542F: C2        Set vehicle/entity's event speed to normal
CA/5430: 83        Move vehicle/entity left 1 tile
CA/5431: 80        Move vehicle/entity up 1 tile
CA/5432: CD        Turn vehicle/entity right
CA/5433: FF        End queue
CA/5434: 95    Pause for 120 units
CA/5435: B3    Call subroutine $CAC810, 2 times
CA/543A: 92    Pause for 30 units
CA/543B: 4B    Display dialogue message $088D, wait for button press
               CELES: Cid
CA/543E: F0    Play song 18 (Celes), (high bit clear), full volume
CA/5440: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/5442: C7        Set vehicle/entity to stay still when moving
CA/5443: C0        Set vehicle/entity's event speed to slowest
CA/5444: 83        Move vehicle/entity left 1 tile
CA/5445: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/5446: E0        Pause for 4 * 24 (96) frames
CA/5448: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/5449: FF        End queue
CA/544A: B5    Pause for 15 * 10 (150) units
CA/544C: 4B    Display dialogue message $088E, wait for button press
               CELES: NoNO!!
               You promised you'd stay here with me!!
CA/544F: B5    Pause for 15 * 6 (90) units
CA/5451: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/5453: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/5454: E0        Pause for 4 * 1 (4) frames
CA/5456: CD        Turn vehicle/entity right
CA/5457: E0        Pause for 4 * 2 (8) frames
CA/5459: C6        Set vehicle/entity to walk when moving
CA/545A: C2        Set vehicle/entity's event speed to normal
CA/545B: A1        Move vehicle/entity right/down 1x1 tiles
CA/545C: 81        Move vehicle/entity right 1 tile
CA/545D: CC        Turn vehicle/entity up
CA/545E: FF        End queue
CA/545F: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CA/5461: 1B        Do vehicle/entity graphical action $1B 
CA/5462: E0        Pause for 4 * 1 (4) frames
CA/5464: 1C        Do vehicle/entity graphical action $1C 
CA/5465: E0        Pause for 4 * 1 (4) frames
CA/5467: FC        Branch 6 bytes backwards ($CA5461)
CA/5469: FF        End queue
CA/546A: 4B    Display dialogue message $088F, wait for button press
               CELES: Granddad, ANSWER ME!
               Tell me you're just joking!
CA/546D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/546F: 21        Do vehicle/entity graphical action $21 
CA/5470: FF        End queue
CA/5471: 95    Pause for 120 units
CA/5472: 38    Hold screen
CA/5473: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/5475: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CA/5476: C7        Set vehicle/entity to stay still when moving
CA/5477: C0        Set vehicle/entity's event speed to slowest
CA/5478: A2        Move vehicle/entity left/down 1x1 tiles
CA/5479: FF        End queue
CA/547A: 3D    Create object $14
CA/547C: 41    Show object $14
CA/547E: 45    Refresh objects
CA/547F: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/5481: A0        Move vehicle/entity right/up 1x1 tiles
CA/5482: D1        Make vehicle/entity disappear
CA/5483: FF        End queue
CA/5484: B4    Pause for 26 units
CA/5486: 3D    Create object $15
CA/5488: 41    Show object $15
CA/548A: 45    Refresh objects
CA/548B: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/548D: A0        Move vehicle/entity right/up 1x1 tiles
CA/548E: D1        Make vehicle/entity disappear
CA/548F: FF        End queue
CA/5490: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/5492: 91    Pause for 15 units
CA/5493: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/5495: C6        Set vehicle/entity to walk when moving
CA/5496: C3        Set vehicle/entity's event speed to fast
CA/5497: 86        Move vehicle/entity down 2 tiles
CA/5498: A7        Move vehicle/entity right/down 1x2 tiles
CA/5499: 86        Move vehicle/entity down 2 tiles
CA/549A: FF        End queue
CA/549B: 94    Pause for 60 units
CA/549C: 39    Free screen
CA/549D: D6    Set event bit $1E80($370) [$1EEE, bit 0]
CA/549F: D7    Clear event bit $1E80($371) [$1EEE, bit 1]
CA/54A1: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/54A3: 6C    Set parent map to $0001 (World of Ruin), parent coordinates to (73, 0), facing right
CA/54A9: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (75, 240), facing up, flags $00
CA/54AF: C1        Set vehicle/entity's event speed to slow
CA/54B0: 83        Move vehicle/entity left 1 tile
CA/54B1: 9C        Move vehicle/entity up 8 tiles
CA/54B2: 80        Move vehicle/entity up 1 tile
CA/54B3: D2        Load map $018F (Solitary Island, north cliffs), position (12, 25), mode $80
CA/54B9: FE    Return

CA/54BA: 4B    Display dialogue message $0893, wait for button press (Show text only) (At bottom of screen)
               CID: Those others who were here
               when they were feeling down they'd take a leap of faith from the cliffs up northperked 'em right up!
CA/54BD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/54BF: C1        Set vehicle/entity's event speed to slow
CA/54C0: FF        End queue
CA/54C1: B2    Call subroutine $CACAD9
CA/54C5: B5    Pause for 15 * 10 (150) units
CA/54C7: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/54C9: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/54CA: E0        Pause for 4 * 16 (64) frames
CA/54CC: C7        Set vehicle/entity to stay still when moving
CA/54CD: C1        Set vehicle/entity's event speed to slow
CA/54CE: 83        Move vehicle/entity left 1 tile
CA/54CF: C6        Set vehicle/entity to walk when moving
CA/54D0: FF        End queue
CA/54D1: 95    Pause for 120 units
CA/54D2: 4B    Display dialogue message $0894, wait for button press
               CELES: Everyone's gone
               Even LOCKE, who promised to watch over me
               The world's slowly ebbing away
CA/54D5: B5    Pause for 15 * 16 (240) units
CA/54D7: 31    Begin action queue for character $31 (Party Character 0), 17 bytes long (Wait until complete)
CA/54D9: 20        Do vehicle/entity graphical action $20 
CA/54DA: E0        Pause for 4 * 24 (96) frames
CA/54DC: 23        Do vehicle/entity graphical action $23 
CA/54DD: E0        Pause for 4 * 32 (128) frames
CA/54DF: 83        Move vehicle/entity left 1 tile
CA/54E0: E0        Pause for 4 * 32 (128) frames
CA/54E2: 15        Do vehicle/entity graphical action $15 
CA/54E3: E0        Pause for 4 * 96 (384) frames
CA/54E5: 22        Do vehicle/entity graphical action $22 
CA/54E6: E0        Pause for 4 * 1 (4) frames
CA/54E8: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/54E9: FF        End queue
CA/54EA: 91    Pause for 15 units
CA/54EB: B0    Execute the following commands until $B1 31 times
CA/54ED: 51        Modify background color range from [50, 5F]: Do <unknown operation> (Black) at intensity 3
CA/54F1: B4        Pause for 1 units
CA/54F3: B1        End block of repeating commands
CA/54F4: 38    Hold screen
CA/54F5: 31    Begin action queue for character $31 (Party Character 0), 17 bytes long 
CA/54F7: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CA/54F8: C7        Set vehicle/entity to stay still when moving
CA/54F9: C0        Set vehicle/entity's event speed to slowest
CA/54FA: A2        Move vehicle/entity left/down 1x1 tiles
CA/54FB: A8        Move vehicle/entity left/down 1x2 tiles
CA/54FC: A8        Move vehicle/entity left/down 1x2 tiles
CA/54FD: C1        Set vehicle/entity's event speed to slow
CA/54FE: A8        Move vehicle/entity left/down 1x2 tiles
CA/54FF: C2        Set vehicle/entity's event speed to normal
CA/5500: A8        Move vehicle/entity left/down 1x2 tiles
CA/5501: C3        Set vehicle/entity's event speed to fast
CA/5502: A8        Move vehicle/entity left/down 1x2 tiles
CA/5503: A8        Move vehicle/entity left/down 1x2 tiles
CA/5504: C4        Set vehicle/entity's event speed to faster
CA/5505: A8        Move vehicle/entity left/down 1x2 tiles
CA/5506: A8        Move vehicle/entity left/down 1x2 tiles
CA/5507: FF        End queue
CA/5508: 95    Pause for 120 units
CA/5509: 3D    Create object $11
CA/550B: 41    Show object $11
CA/550D: 45    Refresh objects
CA/550E: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/5510: A0        Move vehicle/entity right/up 1x1 tiles
CA/5511: D1        Make vehicle/entity disappear
CA/5512: FF        End queue
CA/5513: B4    Pause for 29 units
CA/5515: 3D    Create object $12
CA/5517: 41    Show object $12
CA/5519: 45    Refresh objects
CA/551A: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/551C: A0        Move vehicle/entity right/up 1x1 tiles
CA/551D: D1        Make vehicle/entity disappear
CA/551E: FF        End queue
CA/551F: 92    Pause for 30 units
CA/5520: 30    Begin action queue for character $30 (Camera), 9 bytes long 
CA/5522: C1        Set vehicle/entity's event speed to slow
CA/5523: 86        Move vehicle/entity down 2 tiles
CA/5524: C2        Set vehicle/entity's event speed to normal
CA/5525: 8A        Move vehicle/entity down 3 tiles
CA/5526: C1        Set vehicle/entity's event speed to slow
CA/5527: 86        Move vehicle/entity down 2 tiles
CA/5528: C0        Set vehicle/entity's event speed to slowest
CA/5529: 82        Move vehicle/entity down 1 tile
CA/552A: FF        End queue
CA/552B: B5    Pause for 15 * 6 (90) units
CA/552D: 3D    Create object $13
CA/552F: 41    Show object $13
CA/5531: 45    Refresh objects
CA/5532: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/5534: A4        Move vehicle/entity right/up 1x2 tiles
CA/5535: D1        Make vehicle/entity disappear
CA/5536: FF        End queue
CA/5537: B4    Pause for 29 units
CA/5539: 3D    Create object $14
CA/553B: 41    Show object $14
CA/553D: 45    Refresh objects
CA/553E: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/5540: A0        Move vehicle/entity right/up 1x1 tiles
CA/5541: D1        Make vehicle/entity disappear
CA/5542: FF        End queue
CA/5543: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/5545: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/5547: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/5549: F2    Fade out current song with transition time 160
CA/554B: 5A    Fade screen at speed $02
CA/554D: B5    Pause for 15 * 48 (720) units
CA/554F: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/5551: D7    Clear event bit $1E80($369) [$1EED, bit 1]
CA/5553: D7    Clear event bit $1E80($36A) [$1EED, bit 2]
CA/5555: D7    Clear event bit $1E80($36B) [$1EED, bit 3]
CA/5557: D7    Clear event bit $1E80($36C) [$1EED, bit 4]
CA/5559: 39    Free screen
CA/555A: 6B    Load map $0190 (Solitary Island, beach w/o fish (Celes fails suicide / Celes rafts away)) instantly, (upper bits $0400), place party at (10, 9), facing up
CA/5560: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/5562: 28        Do vehicle/entity graphical action $28 
CA/5563: C6        Set vehicle/entity to walk when moving
CA/5564: FF        End queue
CA/5565: B5    Pause for 15 * 24 (360) units
CA/5567: 59    Unfade screen at speed $02
CA/5569: B5    Pause for 15 * 48 (720) units
CA/556B: 3D    Create object $12
CA/556D: 41    Show object $12
CA/556F: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CA/5571: A9        Move vehicle/entity left/down 2x1 tiles
CA/5572: A9        Move vehicle/entity left/down 2x1 tiles
CA/5573: A9        Move vehicle/entity left/down 2x1 tiles
CA/5574: C2        Set vehicle/entity's event speed to normal
CA/5575: A9        Move vehicle/entity left/down 2x1 tiles
CA/5576: FF        End queue
CA/5577: 3D    Create object $13
CA/5579: 41    Show object $13
CA/557B: 42    Hide object $12
CA/557D: 95    Pause for 120 units
CA/557E: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/5580: DC        Make vehicle/entity jump (low)
CA/5581: 81        Move vehicle/entity right 1 tile
CA/5582: FF        End queue
CA/5583: B5    Pause for 15 * 16 (240) units
CA/5585: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/5587: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/5588: FF        End queue
CA/5589: 95    Pause for 120 units
CA/558A: 4B    Display dialogue message $0895, wait for button press
               CELES: Phew
               Why did you nurse me back to health? Did I ever ask you to help me?!
CA/558D: 94    Pause for 60 units
CA/558E: F0    Play song 14 (Forever Rachel), (high bit clear), full volume
CA/5590: 3D    Create object $15
CA/5592: 41    Show object $15
CA/5594: 45    Refresh objects
CA/5595: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CA/5597: DD        Make vehicle/entity jump (high)
CA/5598: CE        Turn vehicle/entity down
CA/5599: E0        Pause for 4 * 8 (32) frames
CA/559B: FF        End queue
CA/559C: 42    Hide object $15
CA/559E: 94    Pause for 60 units
CA/559F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/55A1: 22        Do vehicle/entity graphical action $22 
CA/55A2: FF        End queue
CA/55A3: 93    Pause for 45 units
CA/55A4: B3    Call subroutine $CAC807, 3 times
CA/55A9: 94    Pause for 60 units
CA/55AA: B2    Call subroutine $CACAD9
CA/55AE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/55B0: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/55B1: FF        End queue
CA/55B2: 4B    Display dialogue message $0896, wait for button press
               CELES: A bandana???
               Noit can't be
               CELES: Hey, you!
               Where'd you get this?!
               Is the person who healed you still alive? Answer me!
CA/55B5: 42    Hide object $13
CA/55B7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/55B9: CC        Turn vehicle/entity up
CA/55BA: FF        End queue
CA/55BB: 14    Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete)
CA/55BD: D5        Set vehicle/entity's position to (9, 9)
CA/55C0: AB        Move vehicle/entity left/up 1x2 tiles
CA/55C1: AB        Move vehicle/entity left/up 1x2 tiles
CA/55C2: AB        Move vehicle/entity left/up 1x2 tiles
CA/55C3: AB        Move vehicle/entity left/up 1x2 tiles
CA/55C4: 88        Move vehicle/entity up 3 tiles
CA/55C5: D1        Make vehicle/entity disappear
CA/55C6: FF        End queue
CA/55C7: B5    Pause for 15 * 16 (240) units
CA/55C9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/55CB: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/55CC: FF        End queue
CA/55CD: B5    Pause for 15 * 6 (90) units
CA/55CF: 4B    Display dialogue message $0897, wait for button press
               CELES: He's alive
               LOCKE's still alive!!!
CA/55D2: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/55D4: D6    Set event bit $1E80($372) [$1EEE, bit 2]
CA/55D6: D7    Clear event bit $1E80($368) [$1EED, bit 0]
CA/55D8: D7    Clear event bit $1E80($370) [$1EEE, bit 0]
CA/55DA: B2    Call subroutine $CAC8E1
CA/55DE: 6C    Set parent map to $0001 (World of Ruin), parent coordinates to (76, 0), facing up
CA/55E4: FE    Return

CA/55E5: 4B    Display dialogue message $0898, wait for button press (Show text only)
               You need to leave! The others are surely waiting for you!
               Find the stairs next to the stove. Down them lies your road to freedom.
               Love, Granddad
CA/55E8: FE    Return

CA/55E9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/55EB: 10        Do vehicle/entity graphical action $10 
CA/55EC: FF        End queue
CA/55ED: F4    Play sound effect 141
CA/55EF: 86    Give esper $3F (Palidor ) to party
CA/55F1: 3E    Delete object $15
CA/55F3: 4B    Display dialogue message $091A, wait for button press
               
               Received the Magicite
               Palidor!
CA/55F6: D7    Clear event bit $1E80($39B) [$1EF3, bit 3]
CA/55F8: FE    Return

CA/55F9: B2    Call subroutine $CAC8E1
CA/55FD: FE    Return

CA/55FE: A2    Command $A2
CA/55FF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/5601: C1        Set vehicle/entity's event speed to slow
CA/5602: FF        End queue
CA/5603: B2    Call subroutine $CACAB3
CA/5607: C0    If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5633
CA/560D: 3D    Create object $10
CA/560F: 41    Show object $10
CA/5611: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CA/5613: C8        Set object layering priority to 3 (low nibble 3)
CA/5615: D5        Set vehicle/entity's position to (87, 48)
CA/5618: 83        Move vehicle/entity left 1 tile
CA/5619: CE        Turn vehicle/entity down
CA/561A: FF        End queue
CA/561B: 94    Pause for 60 units
CA/561C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/561E: 80        Move vehicle/entity up 1 tile
CA/561F: FF        End queue
CA/5620: 4B    Display dialogue message $0891, wait for button press (At bottom of screen)
               CELES: Granddad.
               CID: CELES
               You must leave this place.
               You have to find your friends!
               CELES: I know
               But I'll bring 'em all back to meet you!
               CID: That LOCKE fellow, too, no doubt
CA/5623: 94    Pause for 60 units
CA/5624: F0    Play song 52 (The Day After), (high bit clear), full volume
CA/5626: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/5628: 21        Do vehicle/entity graphical action $21 
CA/5629: E0        Pause for 4 * 2 (8) frames
CA/562B: CC        Turn vehicle/entity up
CA/562C: E0        Pause for 4 * 10 (40) frames
CA/562E: 82        Move vehicle/entity down 1 tile
CA/562F: FF        End queue
CA/5630: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/5632: 92    Pause for 30 units
CA/5633: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/5635: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/5637: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/5639: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/563A: E0        Pause for 4 * 5 (20) frames
CA/563C: CE        Turn vehicle/entity down
CA/563D: C7        Set vehicle/entity to stay still when moving
CA/563E: C0        Set vehicle/entity's event speed to slowest
CA/563F: FF        End queue
CA/5640: B0    Execute the following commands until $B1 2 times
CA/5642: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/5644: 80            Move vehicle/entity up 1 tile
CA/5645: FF            End queue
CA/5646: 13        Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/5648: 80            Move vehicle/entity up 1 tile
CA/5649: FF            End queue
CA/564A: 91        Pause for 15 units
CA/564B: B1        End block of repeating commands
CA/564C: 6A    Load map $0190 (Solitary Island, beach w/o fish (Celes fails suicide / Celes rafts away)) after fade out, (upper bits $0400), place party at (6, 7), facing up
CA/5652: 3D    Create object $10
CA/5654: 41    Show object $10
CA/5656: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/5658: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/565A: C0    If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5679
CA/5660: 3D    Create object $11
CA/5662: 41    Show object $11
CA/5664: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CA/5666: 1B        Do vehicle/entity graphical action $1B 
CA/5667: E0        Pause for 4 * 1 (4) frames
CA/5669: 1C        Do vehicle/entity graphical action $1C 
CA/566A: E0        Pause for 4 * 1 (4) frames
CA/566C: FC        Branch 6 bytes backwards ($CA5666)
CA/566E: FF        End queue
CA/566F: 59    Unfade screen at speed $08
CA/5671: B5    Pause for 15 * 16 (240) units
CA/5673: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA5686
CA/5679: 59    Unfade screen at speed $08
CA/567B: B5    Pause for 15 * 24 (360) units
CA/567D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/567F: 21        Do vehicle/entity graphical action $21 
CA/5680: FF        End queue
CA/5681: B5    Pause for 15 * 12 (180) units
CA/5683: 4B    Display dialogue message $0892, wait for button press (Show text only)
               CELES: I'll make you proud of meGranddad
CA/5686: B5    Pause for 15 * 10 (150) units
CA/5688: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CA/568A: C6        Set vehicle/entity to walk when moving
CA/568B: C1        Set vehicle/entity's event speed to slow
CA/568C: A1        Move vehicle/entity right/down 1x1 tiles
CA/568D: A1        Move vehicle/entity right/down 1x1 tiles
CA/568E: CF        Turn vehicle/entity left
CA/568F: E0        Pause for 4 * 6 (24) frames
CA/5691: C0        Set vehicle/entity's event speed to slowest
CA/5692: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/5693: C7        Set vehicle/entity to stay still when moving
CA/5694: FF        End queue
CA/5695: B0    Execute the following commands until $B1 4 times
CA/5697: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/5699: 81            Move vehicle/entity right 1 tile
CA/569A: FF            End queue
CA/569B: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/569D: 81            Move vehicle/entity right 1 tile
CA/569E: FF            End queue
CA/569F: 91        Pause for 15 units
CA/56A0: B1        End block of repeating commands
CA/56A1: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/56A3: C2        Set vehicle/entity's event speed to normal
CA/56A4: C6        Set vehicle/entity to walk when moving
CA/56A5: 83        Move vehicle/entity left 1 tile
CA/56A6: CE        Turn vehicle/entity down
CA/56A7: FF        End queue
CA/56A8: B4    Pause for 8 units
CA/56AA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/56AC: DC        Make vehicle/entity jump (low)
CA/56AD: 82        Move vehicle/entity down 1 tile
CA/56AE: C8        Set object layering priority to 0 (low nibble 0)
CA/56B0: FF        End queue
CA/56B1: 44    Place character $06 (Actor in stot 6) on vehicle $60 (Raft) (Character is shown)
CA/56B4: 42    Hide object $10
CA/56B6: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/56B8: C0        Set vehicle/entity's event speed to slowest
CA/56B9: A1        Move vehicle/entity right/down 1x1 tiles
CA/56BA: C1        Set vehicle/entity's event speed to slow
CA/56BB: A7        Move vehicle/entity right/down 1x2 tiles
CA/56BC: A7        Move vehicle/entity right/down 1x2 tiles
CA/56BD: 8A        Move vehicle/entity down 3 tiles
CA/56BE: FF        End queue
CA/56BF: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/56C1: 44    Place character $06 (Actor in stot 6) on vehicle $00 (No vehicle) (Character is not shown)
CA/56C4: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $1400), place party at (75, 245), facing right, party is in the airship
CA/56CA: D1        Hide vehicle
CA/56CB: DD        Hide mini-map
CA/56CC: 20        Move vehicle as follows: (go up), 48 units
CA/56CE: C0        Modify vehicle script behavior ($20):  Allow ship to propel without changing direction facing
CA/56D0: C1        Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) 
CA/56D3: C2        Set vehicle's propulsion direction to $0122 (290 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/56D6: C6        Propel vehicle at speed $00B4
CA/56D9: E0        Pause for 240 units
CA/56DB: C2        Set vehicle's propulsion direction to $012C (300 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/56DE: E0        Pause for 192 units
CA/56E0: 40        Move vehicle as follows: (go down), 48 units
CA/56E2: D2        Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 08), mode $40
CA/56E8: F2    Fade out current song with transition time 64
CA/56EA: FA    Stop temporarily played song
CA/56EB: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/56ED: B2    Call subroutine $CAC7F1
CA/56F1: D7    Clear event bit $1E80($36D) [$1EED, bit 5]
CA/56F3: D7    Clear event bit $1E80($367) [$1EEC, bit 7]
CA/56F5: D7    Clear event bit $1E80($373) [$1EEE, bit 3]
CA/56F7: D6    Set event bit $1E80($374) [$1EEE, bit 4]
CA/56F9: D7    Clear event bit $1E80($379) [$1EEF, bit 1]
CA/56FB: D6    Set event bit $1E80($37A) [$1EEF, bit 2]
CA/56FD: D7    Clear event bit $1E80($380) [$1EF0, bit 0]
CA/56FF: D7    Clear event bit $1E80($381) [$1EF0, bit 1]
CA/5701: D6    Set event bit $1E80($382) [$1EF0, bit 2]
CA/5703: D6    Set event bit $1E80($397) [$1EF2, bit 7]
CA/5705: D4    Set event bit $1E80($276) [$1ECE, bit 6]
CA/5707: D4    Set event bit $1E80($2B7) [$1ED6, bit 7]
CA/5709: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (146, 212), facing up
CA/570F: D0        Make vehicle/entity visible
CA/5710: DF        Hide mini-map
CA/5711: 28        Do vehicle/entity graphical action $28
CA/5712: FF        End map script

CA/5713: A1    Reset timer 0
CA/5715: 4B    Display dialogue message $0880, wait for button press
               CID: I feel much better!
               Thanks, CELES!
CA/5718: C0    If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/571E: D0    Set event bit $1E80($0B3) [$1E96, bit 3]
CA/5720: 93    Pause for 45 units
CA/5721: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CA/5723: C2        Set vehicle/entity's event speed to normal
CA/5724: 82        Move vehicle/entity down 1 tile
CA/5725: CC        Turn vehicle/entity up
CA/5726: E0        Pause for 4 * 8 (32) frames
CA/5728: CF        Turn vehicle/entity left
CA/5729: FF        End queue
CA/572A: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CA/572C: C8        Set object layering priority to 0 (low nibble 0)
CA/572E: 93        Move vehicle/entity left 5 tiles
CA/572F: CE        Turn vehicle/entity down
CA/5730: E0        Pause for 4 * 6 (24) frames
CA/5732: FF        End queue
CA/5733: 4B    Display dialogue message $088B, wait for button press
               CELES: What's up?
               CID: CELESthe project that kept me going over the past year is down below. Go have a look at it!
CA/5736: F4    Play sound effect 44
CA/5738: 42    Hide object $12
CA/573A: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/573C: 8D        Move vehicle/entity right 4 tiles
CA/573D: CE        Turn vehicle/entity down
CA/573E: FF        End queue
CA/573F: D7    Clear event bit $1E80($368) [$1EED, bit 0]
CA/5741: D7    Clear event bit $1E80($367) [$1EEC, bit 7]
CA/5743: D6    Set event bit $1E80($36E) [$1EED, bit 6]
CA/5745: FE    Return

CA/5746: 4B    Display dialogue message $0881, wait for button press
               CID: My dear,
               Ifeel I'm not going to be around much longer
CA/5749: FE    Return

CA/574A: 4B    Display dialogue message $0882, wait for button press
               CID: CELES, thanks for all you've done for me!
CA/574D: FE    Return

CA/574E: 4B    Display dialogue message $0883, wait for button press
               CID: Hackack!!
               I feel a little better!
CA/5751: FE    Return

CA/5752: 4B    Display dialogue message $0884, wait for button press
               CID: Coughwheeze
               I can't bear this any longer
CA/5755: FE    Return

CA/5756: 4B    Display dialogue message $0885, wait for button press
               CID: II'm not long for this cruel new world
CA/5759: FE    Return

CA/575A: 4B    Display dialogue message $0886, wait for button press
               CID: My worst nightmare is to think of you alone here on this wretched islandhackwheeze!!
CA/575D: FE    Return

CA/575E: 4B    Display dialogue message $0887, wait for button press
               CID: CoughhackACK!!
               While I can still talk, Iwheezepantwant to thank youcough!
CA/5761: FE    Return

CA/5762: 3E    Delete object $11
CA/5764: D7    Clear event bit $1E80($369) [$1EED, bit 1]
CA/5766: D2    Set event bit $1E80($1D2) [$1EBA, bit 2]
CA/5768: FE    Return

CA/5769: 3E    Delete object $12
CA/576B: D7    Clear event bit $1E80($36A) [$1EED, bit 2]
CA/576D: D2    Set event bit $1E80($1D3) [$1EBA, bit 3]
CA/576F: FE    Return

CA/5770: 3E    Delete object $13
CA/5772: D7    Clear event bit $1E80($36B) [$1EED, bit 3]
CA/5774: D2    Set event bit $1E80($1D4) [$1EBA, bit 4]
CA/5776: FE    Return

CA/5777: 3E    Delete object $14
CA/5779: D7    Clear event bit $1E80($36C) [$1EED, bit 4]
CA/577B: D2    Set event bit $1E80($1D5) [$1EBA, bit 5]
CA/577D: FE    Return

CA/577E: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/5784: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/5786: C0    If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CA57A8
CA/578C: D2    Set event bit $1E80($1FD) [$1EBF, bit 5]
CA/578E: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CA/5790: A2        Move vehicle/entity left/down 1x1 tiles
CA/5791: A2        Move vehicle/entity left/down 1x1 tiles
CA/5792: A2        Move vehicle/entity left/down 1x1 tiles
CA/5793: A8        Move vehicle/entity left/down 1x2 tiles
CA/5794: C1        Set vehicle/entity's event speed to slow
CA/5795: A8        Move vehicle/entity left/down 1x2 tiles
CA/5796: C0        Set vehicle/entity's event speed to slowest
CA/5797: A8        Move vehicle/entity left/down 1x2 tiles
CA/5798: 80        Move vehicle/entity up 1 tile
CA/5799: 82        Move vehicle/entity down 1 tile
CA/579A: FC        Branch 2 bytes backwards ($CA5798)
CA/579C: FF        End queue
CA/579D: 4B    Display dialogue message $0872, wait for button press
               The airship's below.
               ^ (Jump!!)
               ^ (Wait!!)
CA/57A0: B6    Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3]
CA/57A7: FE    Return

CA/57A8: 4B    Display dialogue message $0873, wait for button press
               ^ (Jump!!)
               ^ (Gotta wait for SHADOW)
CA/57AB: B6    Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3]
CA/57B2: FE    Return

CA/57B3: C1    If ($1E80($1FE) [$1EBF, bit 6] is clear) or ($1E80($1FD) [$1EBF, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/57BB: A1    Reset timer 0
CA/57BD: A1    Reset timer 2
CA/57BF: 3D    Create object $03
CA/57C1: 45    Refresh objects
CA/57C2: 03    Begin action queue for character $03 (Actor in stot 3), 7 bytes long (Wait until complete)
CA/57C4: D5        Set vehicle/entity's position to (104, 12)
CA/57C7: C7        Set vehicle/entity to stay still when moving
CA/57C8: C1        Set vehicle/entity's event speed to slow
CA/57C9: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/57CA: FF        End queue
CA/57CB: 41    Show object $03
CA/57CD: 03    Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete)
CA/57CF: 85        Move vehicle/entity right 2 tiles
CA/57D0: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CA/57D1: C2        Set vehicle/entity's event speed to normal
CA/57D2: A6        Move vehicle/entity right/down 2x1 tiles
CA/57D3: C3        Set vehicle/entity's event speed to fast
CA/57D4: A6        Move vehicle/entity right/down 2x1 tiles
CA/57D5: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/57D6: FF        End queue
CA/57D7: 92    Pause for 30 units
CA/57D8: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/57DA: 1F        Do vehicle/entity graphical action $1F 
CA/57DB: E0        Pause for 4 * 3 (12) frames
CA/57DD: CF        Turn vehicle/entity left
CA/57DE: FF        End queue
CA/57DF: F4    Play sound effect 24
CA/57E1: 4B    Display dialogue message $0874, wait for button press (At bottom of screen)
               SHADOW!!
               SHADOW: I'll be blown to bits before I can even collect my pay
CA/57E4: D6    Set event bit $1E80($37D) [$1EEF, bit 5]
CA/57E6: B2    Call subroutine $CA5806
CA/57EA: 03    Begin action queue for character $03 (Actor in stot 3), 21 bytes long (Wait until complete)
CA/57EC: C6        Set vehicle/entity to walk when moving
CA/57ED: C2        Set vehicle/entity's event speed to normal
CA/57EE: 81        Move vehicle/entity right 1 tile
CA/57EF: A1        Move vehicle/entity right/down 1x1 tiles
CA/57F0: A1        Move vehicle/entity right/down 1x1 tiles
CA/57F1: A1        Move vehicle/entity right/down 1x1 tiles
CA/57F2: E0        Pause for 4 * 3 (12) frames
CA/57F4: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/57F5: E0        Pause for 4 * 1 (4) frames
CA/57F7: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/57F8: E0        Pause for 4 * 1 (4) frames
CA/57FA: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/57FB: C7        Set vehicle/entity to stay still when moving
CA/57FC: DD        Make vehicle/entity jump (high)
CA/57FD: 86        Move vehicle/entity down 2 tiles
CA/57FE: C4        Set vehicle/entity's event speed to faster
CA/57FF: 96        Move vehicle/entity down 6 tiles
CA/5800: FF        End queue
CA/5801: B2    Call subroutine $CA48D6
CA/5805: FE    Return

CA/5806: 38    Hold screen
CA/5807: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CA/5809: C2        Set vehicle/entity's event speed to normal
CA/580A: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/580B: E0        Pause for 4 * 4 (16) frames
CA/580D: C7        Set vehicle/entity to stay still when moving
CA/580E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/580F: DD        Make vehicle/entity jump (high)
CA/5810: 86        Move vehicle/entity down 2 tiles
CA/5811: C4        Set vehicle/entity's event speed to faster
CA/5812: 9E        Move vehicle/entity down 8 tiles
CA/5813: C6        Set vehicle/entity to walk when moving
CA/5814: FF        End queue
CA/5815: 94    Pause for 60 units
CA/5816: FE    Return

CA/5817: 4B    Display dialogue message $084D, wait for button press (At bottom of screen)
               SETZER: Quick!
               Let's jump onto that thing!
               Only 3 allowed in your party.
               The others must stay on board.
CA/581A: B2    Call subroutine $CACB9F
CA/581E: 3B    Position character in a "ready-to-go" stance
CA/581F: B2    Call subroutine $CB41A5
CA/5823: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3400), place party at (15, 6), facing left
CA/5829: 47    Make character in slot 0 the lead character
CA/582A: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CA/582E: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CA583A
CA/5834: 96    Restore screen from fade
CA/5835: 5C    Pause execution until fade in or fade out is complete
CA/5836: 4B    Display dialogue message $084E, wait for button press (At bottom of screen)
               Only 3 allowed in your party.
               The others must stay on board.
CA/5839: FE    Return

CA/583A: C0    If ($1E80($0A0) [$1E94, bit 0] is set), branch to $CA597F
CA/5840: F0    Play song 26 (Save Them!), (high bit clear), full volume
CA/5842: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/5844: 96    Restore screen from fade
CA/5845: 5C    Pause execution until fade in or fade out is complete
CA/5846: 94    Pause for 60 units
CA/5847: 97    Fade screen to black
CA/5848: 5C    Pause execution until fade in or fade out is complete
CA/5849: 39    Free screen
CA/584A: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (180, 216), facing up, party is in the airship
CA/5850: 24        Move vehicle as follows: (go up, move forward), 96 units
CA/5852: D2        Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (14, 06), mode $00
CA/5858: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/585A: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/585C: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/585E: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/5860: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/5862: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CA/5864: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CA/5866: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CA/5868: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/586A: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CA/586C: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CA/586E: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CA/5870: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/5872: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CA/5874: 10    Begin action queue for character $10 (NPC $10), 26 bytes long 
CA/5876: D5        Set vehicle/entity's position to (31, 10)
CA/5879: 9F        Move vehicle/entity left 8 tiles
CA/587A: 9F        Move vehicle/entity left 8 tiles
CA/587B: 9F        Move vehicle/entity left 8 tiles
CA/587C: C2        Set vehicle/entity's event speed to normal
CA/587D: 87        Move vehicle/entity left 2 tiles
CA/587E: C1        Set vehicle/entity's event speed to slow
CA/587F: 83        Move vehicle/entity left 1 tile
CA/5880: 89        Move vehicle/entity right 3 tiles
CA/5881: C1        Set vehicle/entity's event speed to slow
CA/5882: 83        Move vehicle/entity left 1 tile
CA/5883: C2        Set vehicle/entity's event speed to normal
CA/5884: 83        Move vehicle/entity left 1 tile
CA/5885: C3        Set vehicle/entity's event speed to fast
CA/5886: AA        Move vehicle/entity left/up 2x1 tiles
CA/5887: A3        Move vehicle/entity left/up 1x1 tiles
CA/5888: AB        Move vehicle/entity left/up 1x2 tiles
CA/5889: 8C        Move vehicle/entity up 4 tiles
CA/588A: A4        Move vehicle/entity right/up 1x2 tiles
CA/588B: E0        Pause for 4 * 64 (256) frames
CA/588D: FC        Branch 23 bytes backwards ($CA5876)
CA/588F: FF        End queue
CA/5890: 11    Begin action queue for character $11 (NPC $11), 28 bytes long 
CA/5892: D5        Set vehicle/entity's position to (30, 11)
CA/5895: 9F        Move vehicle/entity left 8 tiles
CA/5896: 9F        Move vehicle/entity left 8 tiles
CA/5897: 9F        Move vehicle/entity left 8 tiles
CA/5898: C2        Set vehicle/entity's event speed to normal
CA/5899: 87        Move vehicle/entity left 2 tiles
CA/589A: C1        Set vehicle/entity's event speed to slow
CA/589B: 83        Move vehicle/entity left 1 tile
CA/589C: 89        Move vehicle/entity right 3 tiles
CA/589D: C1        Set vehicle/entity's event speed to slow
CA/589E: 87        Move vehicle/entity left 2 tiles
CA/589F: C2        Set vehicle/entity's event speed to normal
CA/58A0: AA        Move vehicle/entity left/up 2x1 tiles
CA/58A1: A3        Move vehicle/entity left/up 1x1 tiles
CA/58A2: C3        Set vehicle/entity's event speed to fast
CA/58A3: AB        Move vehicle/entity left/up 1x2 tiles
CA/58A4: 80        Move vehicle/entity up 1 tile
CA/58A5: A0        Move vehicle/entity right/up 1x1 tiles
CA/58A6: A5        Move vehicle/entity right/up 2x1 tiles
CA/58A7: A5        Move vehicle/entity right/up 2x1 tiles
CA/58A8: A4        Move vehicle/entity right/up 1x2 tiles
CA/58A9: E0        Pause for 4 * 64 (256) frames
CA/58AB: FC        Branch 25 bytes backwards ($CA5892)
CA/58AD: FF        End queue
CA/58AE: 12    Begin action queue for character $12 (NPC $12), 22 bytes long 
CA/58B0: D5        Set vehicle/entity's position to (29, 12)
CA/58B3: 9F        Move vehicle/entity left 8 tiles
CA/58B4: 9F        Move vehicle/entity left 8 tiles
CA/58B5: 9F        Move vehicle/entity left 8 tiles
CA/58B6: C2        Set vehicle/entity's event speed to normal
CA/58B7: 87        Move vehicle/entity left 2 tiles
CA/58B8: C1        Set vehicle/entity's event speed to slow
CA/58B9: 83        Move vehicle/entity left 1 tile
CA/58BA: 89        Move vehicle/entity right 3 tiles
CA/58BB: E0        Pause for 4 * 1 (4) frames
CA/58BD: C3        Set vehicle/entity's event speed to fast
CA/58BE: A9        Move vehicle/entity left/down 2x1 tiles
CA/58BF: C4        Set vehicle/entity's event speed to faster
CA/58C0: A8        Move vehicle/entity left/down 1x2 tiles
CA/58C1: E0        Pause for 4 * 64 (256) frames
CA/58C3: FC        Branch 19 bytes backwards ($CA58B0)
CA/58C5: FF        End queue
CA/58C6: 13    Begin action queue for character $13 (NPC $13), 22 bytes long 
CA/58C8: D5        Set vehicle/entity's position to (31, 13)
CA/58CB: 9F        Move vehicle/entity left 8 tiles
CA/58CC: 9F        Move vehicle/entity left 8 tiles
CA/58CD: 9F        Move vehicle/entity left 8 tiles
CA/58CE: C2        Set vehicle/entity's event speed to normal
CA/58CF: 87        Move vehicle/entity left 2 tiles
CA/58D0: C1        Set vehicle/entity's event speed to slow
CA/58D1: 83        Move vehicle/entity left 1 tile
CA/58D2: 85        Move vehicle/entity right 2 tiles
CA/58D3: E0        Pause for 4 * 2 (8) frames
CA/58D5: C3        Set vehicle/entity's event speed to fast
CA/58D6: A9        Move vehicle/entity left/down 2x1 tiles
CA/58D7: C4        Set vehicle/entity's event speed to faster
CA/58D8: A8        Move vehicle/entity left/down 1x2 tiles
CA/58D9: E0        Pause for 4 * 64 (256) frames
CA/58DB: FC        Branch 19 bytes backwards ($CA58C8)
CA/58DD: FF        End queue
CA/58DE: 14    Begin action queue for character $14 (NPC $14), 22 bytes long 
CA/58E0: D5        Set vehicle/entity's position to (33, 14)
CA/58E3: 9F        Move vehicle/entity left 8 tiles
CA/58E4: 9F        Move vehicle/entity left 8 tiles
CA/58E5: 9F        Move vehicle/entity left 8 tiles
CA/58E6: C2        Set vehicle/entity's event speed to normal
CA/58E7: 87        Move vehicle/entity left 2 tiles
CA/58E8: C1        Set vehicle/entity's event speed to slow
CA/58E9: 83        Move vehicle/entity left 1 tile
CA/58EA: 81        Move vehicle/entity right 1 tile
CA/58EB: E0        Pause for 4 * 4 (16) frames
CA/58ED: C2        Set vehicle/entity's event speed to normal
CA/58EE: A9        Move vehicle/entity left/down 2x1 tiles
CA/58EF: C3        Set vehicle/entity's event speed to fast
CA/58F0: A8        Move vehicle/entity left/down 1x2 tiles
CA/58F1: E0        Pause for 4 * 64 (256) frames
CA/58F3: FC        Branch 19 bytes backwards ($CA58E0)
CA/58F5: FF        End queue
CA/58F6: 15    Begin action queue for character $15 (NPC $15), 27 bytes long 
CA/58F8: D5        Set vehicle/entity's position to (0, 4)
CA/58FB: E0        Pause for 4 * 56 (224) frames
CA/58FD: 9D        Move vehicle/entity right 8 tiles
CA/58FE: A5        Move vehicle/entity right/up 2x1 tiles
CA/58FF: 9D        Move vehicle/entity right 8 tiles
CA/5900: C3        Set vehicle/entity's event speed to fast
CA/5901: 95        Move vehicle/entity right 6 tiles
CA/5902: A6        Move vehicle/entity right/down 2x1 tiles
CA/5903: A1        Move vehicle/entity right/down 1x1 tiles
CA/5904: A7        Move vehicle/entity right/down 1x2 tiles
CA/5905: 86        Move vehicle/entity down 2 tiles
CA/5906: C1        Set vehicle/entity's event speed to slow
CA/5907: A8        Move vehicle/entity left/down 1x2 tiles
CA/5908: A2        Move vehicle/entity left/down 1x1 tiles
CA/5909: A9        Move vehicle/entity left/down 2x1 tiles
CA/590A: C2        Set vehicle/entity's event speed to normal
CA/590B: A0        Move vehicle/entity right/up 1x1 tiles
CA/590C: A0        Move vehicle/entity right/up 1x1 tiles
CA/590D: A0        Move vehicle/entity right/up 1x1 tiles
CA/590E: A0        Move vehicle/entity right/up 1x1 tiles
CA/590F: A0        Move vehicle/entity right/up 1x1 tiles
CA/5910: FC        Branch 24 bytes backwards ($CA58F8)
CA/5912: FF        End queue
CA/5913: 16    Begin action queue for character $16 (NPC $16), 23 bytes long 
CA/5915: D5        Set vehicle/entity's position to (0, 3)
CA/5918: E0        Pause for 4 * 32 (128) frames
CA/591A: 9D        Move vehicle/entity right 8 tiles
CA/591B: A5        Move vehicle/entity right/up 2x1 tiles
CA/591C: C3        Set vehicle/entity's event speed to fast
CA/591D: 9D        Move vehicle/entity right 8 tiles
CA/591E: 89        Move vehicle/entity right 3 tiles
CA/591F: A6        Move vehicle/entity right/down 2x1 tiles
CA/5920: A7        Move vehicle/entity right/down 1x2 tiles
CA/5921: A7        Move vehicle/entity right/down 1x2 tiles
CA/5922: A7        Move vehicle/entity right/down 1x2 tiles
CA/5923: 86        Move vehicle/entity down 2 tiles
CA/5924: A8        Move vehicle/entity left/down 1x2 tiles
CA/5925: A8        Move vehicle/entity left/down 1x2 tiles
CA/5926: A2        Move vehicle/entity left/down 1x1 tiles
CA/5927: A2        Move vehicle/entity left/down 1x1 tiles
CA/5928: A2        Move vehicle/entity left/down 1x1 tiles
CA/5929: FC        Branch 20 bytes backwards ($CA5915)
CA/592B: FF        End queue
CA/592C: 3A    Enable player to move while event commands execute
CA/592D: B5    Pause for 15 * 32 (480) units
CA/592F: 4B    Display dialogue message $084F, wait for button press
               Uh, oh!!!
               The Imperial Airforce (IAF)!
               We're surrounded!
               Let's give 'em a bloody lip!
CA/5932: 4D    Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CA/5935: B2    Call subroutine $CA5EA9
CA/5939: 96    Restore screen from fade
CA/593A: 19    Begin action queue for character $19 (NPC $19), 13 bytes long 
CA/593C: C4        Set vehicle/entity's event speed to faster
CA/593D: E0        Pause for 4 * 16 (64) frames
CA/593F: D5        Set vehicle/entity's position to (15, 4)
CA/5942: 85        Move vehicle/entity right 2 tiles
CA/5943: D5        Set vehicle/entity's position to (0, 0)
CA/5946: FC        Branch 9 bytes backwards ($CA593D)
CA/5948: FF        End queue
CA/5949: 1A    Begin action queue for character $1A (NPC $1A), 13 bytes long 
CA/594B: C4        Set vehicle/entity's event speed to faster
CA/594C: E0        Pause for 4 * 8 (32) frames
CA/594E: D5        Set vehicle/entity's position to (12, 9)
CA/5951: 85        Move vehicle/entity right 2 tiles
CA/5952: D5        Set vehicle/entity's position to (0, 0)
CA/5955: FC        Branch 9 bytes backwards ($CA594C)
CA/5957: FF        End queue
CA/5958: 1B    Begin action queue for character $1B (NPC $1B), 13 bytes long 
CA/595A: C4        Set vehicle/entity's event speed to faster
CA/595B: E0        Pause for 4 * 20 (80) frames
CA/595D: D5        Set vehicle/entity's position to (18, 11)
CA/5960: 85        Move vehicle/entity right 2 tiles
CA/5961: D5        Set vehicle/entity's position to (0, 0)
CA/5964: FC        Branch 9 bytes backwards ($CA595B)
CA/5966: FF        End queue
CA/5967: 1C    Begin action queue for character $1C (NPC $1C), 13 bytes long 
CA/5969: C4        Set vehicle/entity's event speed to faster
CA/596A: E0        Pause for 4 * 12 (48) frames
CA/596C: D5        Set vehicle/entity's position to (11, 2)
CA/596F: 85        Move vehicle/entity right 2 tiles
CA/5970: D5        Set vehicle/entity's position to (0, 0)
CA/5973: FC        Branch 9 bytes backwards ($CA596A)
CA/5975: FF        End queue
CA/5976: D0    Set event bit $1E80($0A0) [$1E94, bit 0]
CA/5978: A0    Set timer 0 to $0100 [0m: 04s: 16j], jump to subroutine $CA598F if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/597E: FE    Return

CA/597F: 96    Restore screen from fade
CA/5980: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/5982: C2        Set vehicle/entity's event speed to normal
CA/5983: 86        Move vehicle/entity down 2 tiles
CA/5984: FF        End queue
CA/5985: 38    Hold screen
CA/5986: B2    Call subroutine $CA5ABE
CA/598A: B2    Call subroutine $CA5A42
CA/598E: FE    Return

CA/598F: A1    Reset timer 0
CA/5991: 4D    Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CA/5994: B2    Call subroutine $CA5EA9
CA/5998: 96    Restore screen from fade
CA/5999: A0    Set timer 0 to $0180 [0m: 06s: 24j], jump to subroutine $CA59A0 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/599F: FE    Return

CA/59A0: A1    Reset timer 0
CA/59A2: 4D    Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CA/59A5: B2    Call subroutine $CA5EA9
CA/59A9: 96    Restore screen from fade
CA/59AA: A0    Set timer 0 to $0140 [0m: 05s: 20j], jump to subroutine $CA59B1 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/59B0: FE    Return

CA/59B1: A1    Reset timer 0
CA/59B3: 4D    Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CA/59B6: B2    Call subroutine $CA5EA9
CA/59BA: 96    Restore screen from fade
CA/59BB: 93    Pause for 45 units
CA/59BC: 4B    Display dialogue message $0850, wait for button press
               Something
               curiousapproaches!!
CA/59BF: 17    Begin action queue for character $17 (NPC $17), 26 bytes long 
CA/59C1: C7        Set vehicle/entity to stay still when moving
CA/59C2: A6        Move vehicle/entity right/down 2x1 tiles
CA/59C3: C0        Set vehicle/entity's event speed to slowest
CA/59C4: A6        Move vehicle/entity right/down 2x1 tiles
CA/59C5: 86        Move vehicle/entity down 2 tiles
CA/59C6: A2        Move vehicle/entity left/down 1x1 tiles
CA/59C7: E0        Pause for 4 * 16 (64) frames
CA/59C9: A6        Move vehicle/entity right/down 2x1 tiles
CA/59CA: C1        Set vehicle/entity's event speed to slow
CA/59CB: A6        Move vehicle/entity right/down 2x1 tiles
CA/59CC: A1        Move vehicle/entity right/down 1x1 tiles
CA/59CD: 9D        Move vehicle/entity right 8 tiles
CA/59CE: C4        Set vehicle/entity's event speed to faster
CA/59CF: 85        Move vehicle/entity right 2 tiles
CA/59D0: C1        Set vehicle/entity's event speed to slow
CA/59D1: A5        Move vehicle/entity right/up 2x1 tiles
CA/59D2: A6        Move vehicle/entity right/down 2x1 tiles
CA/59D3: A5        Move vehicle/entity right/up 2x1 tiles
CA/59D4: A5        Move vehicle/entity right/up 2x1 tiles
CA/59D5: C3        Set vehicle/entity's event speed to fast
CA/59D6: A0        Move vehicle/entity right/up 1x1 tiles
CA/59D7: C2        Set vehicle/entity's event speed to normal
CA/59D8: A0        Move vehicle/entity right/up 1x1 tiles
CA/59D9: 80        Move vehicle/entity up 1 tile
CA/59DA: FF        End queue
CA/59DB: 18    Begin action queue for character $18 (NPC $18), 22 bytes long 
CA/59DD: E0        Pause for 4 * 240 (960) frames
CA/59DF: E0        Pause for 4 * 72 (288) frames
CA/59E1: D5        Set vehicle/entity's position to (28, 6)
CA/59E4: DD        Make vehicle/entity jump (high)
CA/59E5: 87        Move vehicle/entity left 2 tiles
CA/59E6: E0        Pause for 4 * 3 (12) frames
CA/59E8: DD        Make vehicle/entity jump (high)
CA/59E9: AA        Move vehicle/entity left/up 2x1 tiles
CA/59EA: DD        Make vehicle/entity jump (high)
CA/59EB: A8        Move vehicle/entity left/down 1x2 tiles
CA/59EC: E0        Pause for 4 * 8 (32) frames
CA/59EE: 80        Move vehicle/entity up 1 tile
CA/59EF: CF        Turn vehicle/entity left
CA/59F0: E2        Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/59F2: FF        End queue
CA/59F3: A0    Set timer 0 to $01A0 [0m: 06s: 56j], jump to subroutine $CA59FA if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/59F9: FE    Return

CA/59FA: A1    Reset timer 0
CA/59FC: 4D    Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CA/59FF: B2    Call subroutine $CA5EA9
CA/5A03: 96    Restore screen from fade
CA/5A04: A0    Set timer 0 to $0200 [0m: 08s: 32j], jump to subroutine $CA5A0B if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/5A0A: FE    Return

CA/5A0B: A1    Reset timer 0
CA/5A0D: 4D    Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CA/5A10: B2    Call subroutine $CA5EA9
CA/5A14: 96    Restore screen from fade
CA/5A15: FE    Return

CA/5A16: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/5A1C: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/5A1E: 4D    Invoke battle, enemy set $6B, background $30 (Airship, World of Balance, right), (mosaic effect enabled), (swoosh sound enabled)
CA/5A21: B2    Call subroutine $CA5EA9
CA/5A25: 96    Restore screen from fade
CA/5A26: A2    Command $A2
CA/5A27: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/5A29: C8        Set object layering priority to 2 (low nibble 2)
CA/5A2B: 1F        Do vehicle/entity graphical action $1F 
CA/5A2C: C7        Set vehicle/entity to stay still when moving
CA/5A2D: C2        Set vehicle/entity's event speed to normal
CA/5A2E: DD        Make vehicle/entity jump (high)
CA/5A2F: 86        Move vehicle/entity down 2 tiles
CA/5A30: C3        Set vehicle/entity's event speed to fast
CA/5A31: 9E        Move vehicle/entity down 8 tiles
CA/5A32: C8        Set object layering priority to 0 (low nibble 0)
CA/5A34: FF        End queue
CA/5A35: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/5A37: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/5A3B: 4D    Invoke battle, enemy set $59, background $07 (Falling through the Clouds), (mosaic effect enabled), (swoosh sound enabled)
CA/5A3E: B2    Call subroutine $CA5EA9
CA/5A42: 6B    Load map $018A (Floating Island, outdoors, with background clouds (normal)) instantly, (upper bits $2400), place party at (4, 8), facing down
CA/5A48: 41    Show object $31
CA/5A4A: 38    Hold screen
CA/5A4B: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CA/5A4D: D5        Set vehicle/entity's position to (4, 0)
CA/5A50: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/5A51: C7        Set vehicle/entity to stay still when moving
CA/5A52: C3        Set vehicle/entity's event speed to fast
CA/5A53: 9E        Move vehicle/entity down 8 tiles
CA/5A54: 8E        Move vehicle/entity down 4 tiles
CA/5A55: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/5A56: FF        End queue
CA/5A57: 96    Restore screen from fade
CA/5A58: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/5A5A: C2        Set vehicle/entity's event speed to normal
CA/5A5B: 8E        Move vehicle/entity down 4 tiles
CA/5A5C: FF        End queue
CA/5A5D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/5A5F: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/5A61: 39    Free screen
CA/5A62: 94    Pause for 60 units
CA/5A63: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/5A65: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/5A66: C6        Set vehicle/entity to walk when moving
CA/5A67: FF        End queue
CA/5A68: 4B    Display dialogue message $0851, wait for button press
               Kefka, Gestahland the Statues are just ahead.
CA/5A6B: FE    Return

CA/5A6C: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/5A72: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/5A74: 38    Hold screen
CA/5A75: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/5A77: C1        Set vehicle/entity's event speed to slow
CA/5A78: 8A        Move vehicle/entity down 3 tiles
CA/5A79: FF        End queue
CA/5A7A: 4B    Display dialogue message $0857, wait for button press
               The airship's below!
               Do you wish to return?
               ^ (No)
               ^ (Yes)
CA/5A7D: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/5A7F: 88        Move vehicle/entity up 3 tiles
CA/5A80: FF        End queue
CA/5A81: 39    Free screen
CA/5A82: B6    Indexed branch based on prior dialogue selection [$CA5EB3, $CA5A8A]
CA/5A89: FE    Return

CA/5A8A: DE    Load CaseWord with the characters in the currently active party?
CA/5A8B: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC
CA/5A90: B2    Call subroutine $CA5ABE
CA/5A94: D4    Set event bit $1E80($246) [$1EC8, bit 6]
CA/5A96: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $0400), place party at (16, 6), facing up
CA/5A9C: 38    Hold screen
CA/5A9D: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/5A9F: C8        Set object layering priority to 2 (low nibble 2)
CA/5AA1: D5        Set vehicle/entity's position to (14, 0)
CA/5AA4: C3        Set vehicle/entity's event speed to fast
CA/5AA5: FF        End queue
CA/5AA6: 96    Restore screen from fade
CA/5AA7: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CA/5AA9: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/5AAA: 96        Move vehicle/entity down 6 tiles
CA/5AAB: 0B        Do vehicle/entity graphical action $0B 
CA/5AAC: C2        Set vehicle/entity's event speed to normal
CA/5AAD: DD        Make vehicle/entity jump (high)
CA/5AAE: 85        Move vehicle/entity right 2 tiles
CA/5AAF: 28        Do vehicle/entity graphical action $28 
CA/5AB0: C6        Set vehicle/entity to walk when moving
CA/5AB1: C8        Set object layering priority to 0 (low nibble 0)
CA/5AB3: FF        End queue
CA/5AB4: 39    Free screen
CA/5AB5: C0    If ($1E80($35F) [$1EEB, bit 7] is clear), branch to $CA5EB3 (simply returns)
CA/5ABB: D6    Set event bit $1E80($35E) [$1EEB, bit 6]
CA/5ABD: FE    Return

CA/5ABE: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long 
CA/5AC0: C8        Set object layering priority to 2 (low nibble 2)
CA/5AC2: C2        Set vehicle/entity's event speed to normal
CA/5AC3: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/5AC4: E0        Pause for 4 * 2 (8) frames
CA/5AC6: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/5AC7: C7        Set vehicle/entity to stay still when moving
CA/5AC8: 86        Move vehicle/entity down 2 tiles
CA/5AC9: C3        Set vehicle/entity's event speed to fast
CA/5ACA: 92        Move vehicle/entity down 5 tiles
CA/5ACB: C8        Set object layering priority to 0 (low nibble 0)
CA/5ACD: FF        End queue
CA/5ACE: 94    Pause for 60 units
CA/5ACF: 97    Fade screen to black
CA/5AD0: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/5AD2: 5C    Pause execution until fade in or fade out is complete
CA/5AD3: FE    Return

CA/5AD4: C8        Set bit $1E80($02BD) [$1ED7, bit 5]
CA/5AD7: D2        Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 09), mode $C0
CA/5ADD: FE    Return

CA/5ADE: 6A    Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $3400), place party at (16, 6), facing left
CA/5AE4: F0    Play song 6 (Terra), (high bit clear), full volume
CA/5AE6: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/5AE8: C0    If ($1E80($09E) [$1E93, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/5AEE: B2    Call subroutine $CA5D94
CA/5AF2: 92    Pause for 30 units
CA/5AF3: 96    Restore screen from fade
CA/5AF4: 94    Pause for 60 units
CA/5AF5: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/5AF7: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/5AF8: FF        End queue
CA/5AF9: 4B    Display dialogue message $0849, wait for button press (At bottom of screen)
               SETZER: The Empire's after the sealed gate! They're looking for some statues or something.
               STRAGO: No!!!
CA/5AFC: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete)
CA/5AFE: C1        Set vehicle/entity's event speed to slow
CA/5AFF: 87        Move vehicle/entity left 2 tiles
CA/5B00: E0        Pause for 4 * 8 (32) frames
CA/5B02: 22        Do vehicle/entity graphical action $22 
CA/5B03: FF        End queue
CA/5B04: 92    Pause for 30 units
CA/5B05: F2    Fade out current song with transition time 32
CA/5B07: D9    Clear event bit $1E80($468) [$1F0D, bit 0]
CA/5B09: 6A    Load map $0187 (Cave to the Sealed Gate, sealed gate room) after fade out, (upper bits $2400), place party at (8, 10), facing down
CA/5B0F: F0    Play song 57 (Wind), (high bit clear), full volume
CA/5B11: 42    Hide object $00
CA/5B13: 42    Hide object $06
CA/5B15: 42    Hide object $07
CA/5B17: 42    Hide object $08
CA/5B19: 42    Hide object $09
CA/5B1B: 3D    Create object $19
CA/5B1D: 41    Show object $19
CA/5B1F: 3D    Create object $16
CA/5B21: 41    Show object $16
CA/5B23: 16    Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete)
CA/5B25: D5        Set vehicle/entity's position to (7, 17)
CA/5B28: CC        Turn vehicle/entity up
CA/5B29: C8        Set object layering priority to 2 (low nibble 2)
CA/5B2B: FF        End queue
CA/5B2C: 96    Restore screen from fade
CA/5B2D: 38    Hold screen
CA/5B2E: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/5B30: C1        Set vehicle/entity's event speed to slow
CA/5B31: 92        Move vehicle/entity down 5 tiles
CA/5B32: FF        End queue
CA/5B33: 94    Pause for 60 units
CA/5B34: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CA/5B36: CF        Turn vehicle/entity left
CA/5B37: FF        End queue
CA/5B38: 93    Pause for 45 units
CA/5B39: 4B    Display dialogue message $084B, wait for button press
               GESTAHL: Oh, those silly Espers! To think they opened the gate themselves! The Statues should be just ahead.
               If we can just get our hands on them, we'll have everything we ever dreamed of!
CA/5B3C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/5B3E: F4    Play sound effect 205
CA/5B40: 16    Begin action queue for character $16 (NPC $16), 10 bytes long 
CA/5B42: C2        Set vehicle/entity's event speed to normal
CA/5B43: 1D        Do vehicle/entity graphical action $1D 
CA/5B44: E0        Pause for 4 * 1 (4) frames
CA/5B46: 1E        Do vehicle/entity graphical action $1E 
CA/5B47: E0        Pause for 4 * 1 (4) frames
CA/5B49: FC        Branch 6 bytes backwards ($CA5B43)
CA/5B4B: FF        End queue
CA/5B4C: 19    Begin action queue for character $19 (NPC $19), 8 bytes long (Wait until complete)
CA/5B4E: 84        Move vehicle/entity up 2 tiles
CA/5B4F: E0        Pause for 4 * 8 (32) frames
CA/5B51: CF        Turn vehicle/entity left
CA/5B52: E0        Pause for 4 * 12 (48) frames
CA/5B54: 82        Move vehicle/entity down 1 tile
CA/5B55: FF        End queue
CA/5B56: 4B    Display dialogue message $084C, wait for button press
               GESTAHL: Come quickly!
CA/5B59: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CA/5B5B: 1F        Do vehicle/entity graphical action $1F 
CA/5B5C: E0        Pause for 4 * 4 (16) frames
CA/5B5E: 58        Do vehicle/entity graphical action $18, flipped horizontally
CA/5B5F: FF        End queue
CA/5B60: 93    Pause for 45 units
CA/5B61: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CA/5B63: 9C        Move vehicle/entity up 8 tiles
CA/5B64: FF        End queue
CA/5B65: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/5B67: 81        Move vehicle/entity right 1 tile
CA/5B68: 94        Move vehicle/entity up 6 tiles
CA/5B69: FF        End queue
CA/5B6A: 94    Pause for 60 units
CA/5B6B: 5A    Fade screen at speed $08
CA/5B6D: 5C    Pause execution until fade in or fade out is complete
CA/5B6E: B2    Call subroutine $CAC8E1
CA/5B72: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $2400), place party at (16, 8), facing down
CA/5B78: B2    Call subroutine $CA5D94
CA/5B7C: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/5B7E: D5        Set vehicle/entity's position to (15, 7)
CA/5B81: CE        Turn vehicle/entity down
CA/5B82: FF        End queue
CA/5B83: 41    Show object $00
CA/5B85: 91    Pause for 15 units
CA/5B86: 96    Restore screen from fade
CA/5B87: 92    Pause for 30 units
CA/5B88: 00    Begin action queue for character $00 (Actor in stot 0), 10 bytes long 
CA/5B8A: CE        Turn vehicle/entity down
CA/5B8B: E0        Pause for 4 * 16 (64) frames
CA/5B8D: C1        Set vehicle/entity's event speed to slow
CA/5B8E: 81        Move vehicle/entity right 1 tile
CA/5B8F: 86        Move vehicle/entity down 2 tiles
CA/5B90: E0        Pause for 4 * 10 (40) frames
CA/5B92: 13        Do vehicle/entity graphical action $13 
CA/5B93: FF        End queue
CA/5B94: B5    Pause for 15 * 12 (180) units
CA/5B96: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/5B98: C2        Set vehicle/entity's event speed to normal
CA/5B99: A1        Move vehicle/entity right/down 1x1 tiles
CA/5B9A: 82        Move vehicle/entity down 1 tile
CA/5B9B: 23        Do vehicle/entity graphical action $23 
CA/5B9C: FF        End queue
CA/5B9D: 93    Pause for 45 units
CA/5B9E: F2    Fade out current song with transition time 128
CA/5BA0: 4B    Display dialogue message $084A, wait for button press (At bottom of screen)
               CELES: What's wrong, TERRA?
               TERRA: The island
               The world is groaning in pain
CA/5BA3: 92    Pause for 30 units
CA/5BA4: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/5BA6: 20        Do vehicle/entity graphical action $20 
CA/5BA7: FF        End queue
CA/5BA8: 92    Pause for 30 units
CA/5BA9: F4    Play sound effect 165
CA/5BAB: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0
CA/5BAF: F6    Subcommand $82: Change volume of currently playing sound effect to $70, transition time 192
CA/5BB3: B5    Pause for 15 * 10 (150) units
CA/5BB5: B3    Call subroutine $CAC7FE, 3 times
CA/5BBA: B5    Pause for 15 * 6 (90) units
CA/5BBC: 97    Fade screen to black
CA/5BBD: 5C    Pause execution until fade in or fade out is complete
CA/5BBE: 42    Hide object $00
CA/5BC0: 3E    Delete object $06
CA/5BC2: 3E    Delete object $07
CA/5BC4: 3E    Delete object $08
CA/5BC6: 3E    Delete object $09
CA/5BC8: F6    Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 48
CA/5BCC: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (180, 216), facing up, party is in the airship
CA/5BD2: D1        Hide vehicle
CA/5BD3: DD        Hide mini-map
CA/5BD4: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CA/5BD7: C0        Modify vehicle script behavior ($20):  Allow ship to propel without changing direction facing
CA/5BD9: C1        Set vehicle's facing direction to $0014 (20 degrees) (0 is north, goes counter-clockwise) 
CA/5BDC: C6        Propel vehicle at speed $0078
CA/5BDF: E0        Pause for 112 units
CA/5BE1: D2        Load map $018B (Town-like, ground splits open (rise of the Floating Island)), position (08, 07), mode $40
CA/5BE7: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 48
CA/5BEB: 96    Restore screen from fade
CA/5BEC: 91    Pause for 15 units
CA/5BED: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/5BEF: 80        Move vehicle/entity up 1 tile
CA/5BF0: E0        Pause for 4 * 1 (4) frames
CA/5BF2: 82        Move vehicle/entity down 1 tile
CA/5BF3: FF        End queue
CA/5BF4: 93    Pause for 45 units
CA/5BF5: F0    Play song 54 (Catastrophe), (high bit clear), full volume
CA/5BF7: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/5BF9: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/5BFB: F4    Play sound effect 18
CA/5BFD: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/5BFF: 2D        Do vehicle/entity graphical action $2D 
CA/5C00: FF        End queue
CA/5C01: B2    Call subroutine $CA5DCC
CA/5C05: 94    Pause for 60 units
CA/5C06: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/5C08: DD        Make vehicle/entity jump (high)
CA/5C09: 82        Move vehicle/entity down 1 tile
CA/5C0A: 28        Do vehicle/entity graphical action $28 
CA/5C0B: FF        End queue
CA/5C0C: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/5C0E: F4    Play sound effect 18
CA/5C10: B2    Call subroutine $CA5DE7
CA/5C14: 94    Pause for 60 units
CA/5C15: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/5C17: F4    Play sound effect 18
CA/5C19: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/5C1B: B2    Call subroutine $CA5E01
CA/5C1F: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CA/5C21: DD        Make vehicle/entity jump (high)
CA/5C22: 81        Move vehicle/entity right 1 tile
CA/5C23: 2D        Do vehicle/entity graphical action $2D 
CA/5C24: FF        End queue
CA/5C25: 10    Begin action queue for character $10 (NPC $10), 20 bytes long 
CA/5C27: C7        Set vehicle/entity to stay still when moving
CA/5C28: DC        Make vehicle/entity jump (low)
CA/5C29: A2        Move vehicle/entity left/down 1x1 tiles
CA/5C2A: 2D        Do vehicle/entity graphical action $2D 
CA/5C2B: E0        Pause for 4 * 10 (40) frames
CA/5C2D: CE        Turn vehicle/entity down
CA/5C2E: E0        Pause for 4 * 16 (64) frames
CA/5C30: CD        Turn vehicle/entity right
CA/5C31: E0        Pause for 4 * 16 (64) frames
CA/5C33: 2D        Do vehicle/entity graphical action $2D 
CA/5C34: C4        Set vehicle/entity's event speed to faster
CA/5C35: A8        Move vehicle/entity left/down 1x2 tiles
CA/5C36: C8        Set object layering priority to 3 (low nibble 3)
CA/5C38: 9E        Move vehicle/entity down 8 tiles
CA/5C39: D1        Make vehicle/entity disappear
CA/5C3A: FF        End queue
CA/5C3B: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/5C3D: E0        Pause for 4 * 3 (12) frames
CA/5C3F: 88        Move vehicle/entity up 3 tiles
CA/5C40: CD        Turn vehicle/entity right
CA/5C41: FF        End queue
CA/5C42: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CA/5C44: DD        Make vehicle/entity jump (high)
CA/5C45: A3        Move vehicle/entity left/up 1x1 tiles
CA/5C46: 2D        Do vehicle/entity graphical action $2D 
CA/5C47: E0        Pause for 4 * 8 (32) frames
CA/5C49: CC        Turn vehicle/entity up
CA/5C4A: E0        Pause for 4 * 3 (12) frames
CA/5C4C: 80        Move vehicle/entity up 1 tile
CA/5C4D: FF        End queue
CA/5C4E: F6    Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1
CA/5C52: F4    Play sound effect 165
CA/5C54: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/5C56: 5E    Scroll Layer 2, speed 251 x 8
CA/5C59: 95    Pause for 120 units
CA/5C5A: 14    Begin action queue for character $14 (NPC $14), 14 bytes long 
CA/5C5C: DD        Make vehicle/entity jump (high)
CA/5C5D: 86        Move vehicle/entity down 2 tiles
CA/5C5E: C7        Set vehicle/entity to stay still when moving
CA/5C5F: 17        Do vehicle/entity graphical action $17 
CA/5C60: E0        Pause for 4 * 24 (96) frames
CA/5C62: 0B        Do vehicle/entity graphical action $0B 
CA/5C63: C8        Set object layering priority to 3 (low nibble 3)
CA/5C65: C4        Set vehicle/entity's event speed to faster
CA/5C66: 9E        Move vehicle/entity down 8 tiles
CA/5C67: 92        Move vehicle/entity down 5 tiles
CA/5C68: D1        Make vehicle/entity disappear
CA/5C69: FF        End queue
CA/5C6A: 5E    Scroll Layer 2, speed 254 x 254
CA/5C6D: 94    Pause for 60 units
CA/5C6E: 5E    Scroll Layer 2, speed 255 x 14
CA/5C71: B5    Pause for 15 * 12 (180) units
CA/5C73: 58    Shake screen ($F9): 
               (Intensity: 1)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/5C75: 6A    Load map $0188 (Jidoor, outdoors (people watch as the Floating Island passes overhead)) after fade out, (upper bits $2400), place party at (14, 40), facing down
CA/5C7B: F6    Subcommand $82: Change volume of currently playing sound effect to $70, transition time 64
CA/5C7F: 38    Hold screen
CA/5C80: 51    Modify background color range from [05, 07]: Subtract (Black) at intensity 0
CA/5C84: B0    Execute the following commands until $B1 4 times
CA/5C86: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 0
CA/5C8A: B1        End block of repeating commands
CA/5C8B: 96    Restore screen from fade
CA/5C8C: 5F    Scroll Layer 3, speed 0 x 244
CA/5C8F: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/5C91: C0        Set vehicle/entity's event speed to slowest
CA/5C92: 9E        Move vehicle/entity down 8 tiles
CA/5C93: FF        End queue
CA/5C94: 10    Begin action queue for character $10 (NPC $10), 19 bytes long 
CA/5C96: 8A        Move vehicle/entity down 3 tiles
CA/5C97: 81        Move vehicle/entity right 1 tile
CA/5C98: CC        Turn vehicle/entity up
CA/5C99: E0        Pause for 4 * 26 (104) frames
CA/5C9B: C3        Set vehicle/entity's event speed to fast
CA/5C9C: 8E        Move vehicle/entity down 4 tiles
CA/5C9D: 8B        Move vehicle/entity left 3 tiles
CA/5C9E: 92        Move vehicle/entity down 5 tiles
CA/5C9F: 87        Move vehicle/entity left 2 tiles
CA/5CA0: CC        Turn vehicle/entity up
CA/5CA1: E0        Pause for 4 * 16 (64) frames
CA/5CA3: A1        Move vehicle/entity right/down 1x1 tiles
CA/5CA4: A1        Move vehicle/entity right/down 1x1 tiles
CA/5CA5: 8E        Move vehicle/entity down 4 tiles
CA/5CA6: 89        Move vehicle/entity right 3 tiles
CA/5CA7: CC        Turn vehicle/entity up
CA/5CA8: FF        End queue
CA/5CA9: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CA/5CAB: 8D        Move vehicle/entity right 4 tiles
CA/5CAC: CC        Turn vehicle/entity up
CA/5CAD: E0        Pause for 4 * 8 (32) frames
CA/5CAF: A2        Move vehicle/entity left/down 1x1 tiles
CA/5CB0: A2        Move vehicle/entity left/down 1x1 tiles
CA/5CB1: CC        Turn vehicle/entity up
CA/5CB2: FF        End queue
CA/5CB3: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CA/5CB5: E0        Pause for 4 * 16 (64) frames
CA/5CB7: 96        Move vehicle/entity down 6 tiles
CA/5CB8: 93        Move vehicle/entity left 5 tiles
CA/5CB9: 80        Move vehicle/entity up 1 tile
CA/5CBA: E0        Pause for 4 * 48 (192) frames
CA/5CBC: 8B        Move vehicle/entity left 3 tiles
CA/5CBD: CC        Turn vehicle/entity up
CA/5CBE: FF        End queue
CA/5CBF: B5    Pause for 15 * 5 (75) units
CA/5CC1: B0    Execute the following commands until $B1 6 times
CA/5CC3: 53        Modify object color range from [00, 0F]: Do unknown operation (Black) at intensity 3
CA/5CC7: B1        End block of repeating commands
CA/5CC8: B5    Pause for 15 * 5 (75) units
CA/5CCA: B0    Execute the following commands until $B1 6 times
CA/5CCC: 53        Modify object color range from [30, 3F]: Do unknown operation (Black) at intensity 3
CA/5CD0: B1        End block of repeating commands
CA/5CD1: B5    Pause for 15 * 7 (105) units
CA/5CD3: B0    Execute the following commands until $B1 6 times
CA/5CD5: 53        Modify object color range from [10, 1F]: Do unknown operation (Black) at intensity 3
CA/5CD9: B1        End block of repeating commands
CA/5CDA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/5CDC: 97    Fade screen to black
CA/5CDD: 5C    Pause execution until fade in or fade out is complete
CA/5CDE: 5F    Scroll Layer 3, speed 0 x 0
CA/5CE1: A8    Show floating island soaring into the sky
CA/5CE2: 6B    Load map $018A (Floating Island, outdoors, with background clouds (normal)) instantly, (upper bits $2400), place party at (52, 20), facing down
CA/5CE8: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 240
CA/5CEC: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/5CEE: 42    Hide object $31
CA/5CF0: 42    Hide object $10
CA/5CF2: 96    Restore screen from fade
CA/5CF3: 30    Begin action queue for character $30 (Camera), 11 bytes long (Wait until complete)
CA/5CF5: C1        Set vehicle/entity's event speed to slow
CA/5CF6: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CF7: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CF8: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CF9: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CFA: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CFB: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CFC: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CFD: A0        Move vehicle/entity right/up 1x1 tiles
CA/5CFE: 9C        Move vehicle/entity up 8 tiles
CA/5CFF: FF        End queue
CA/5D00: 94    Pause for 60 units
CA/5D01: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CA/5D03: CD        Turn vehicle/entity right
CA/5D04: E0        Pause for 4 * 2 (8) frames
CA/5D06: CE        Turn vehicle/entity down
CA/5D07: FF        End queue
CA/5D08: 94    Pause for 60 units
CA/5D09: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CA/5D0B: CE        Turn vehicle/entity down
CA/5D0C: E0        Pause for 4 * 3 (12) frames
CA/5D0E: 1D        Do vehicle/entity graphical action $1D 
CA/5D0F: E0        Pause for 4 * 1 (4) frames
CA/5D11: 1E        Do vehicle/entity graphical action $1E 
CA/5D12: E0        Pause for 4 * 1 (4) frames
CA/5D14: FC        Branch 6 bytes backwards ($CA5D0E)
CA/5D16: FF        End queue
CA/5D17: 94    Pause for 60 units
CA/5D18: 4B    Display dialogue message $0846, wait for button press
               GESTAHL: Fuwa, ha, ha!
               Now THIS is power!
               This, and my Magicite
               now nothing can stop me!
CA/5D1B: 94    Pause for 60 units
CA/5D1C: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128
CA/5D20: 6A    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) after fade out, (upper bits $2400), place party at (16, 8), facing down
CA/5D26: B2    Call subroutine $CA5D94
CA/5D2A: 41    Show object $00
CA/5D2C: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/5D2E: D5        Set vehicle/entity's position to (16, 8)
CA/5D31: CE        Turn vehicle/entity down
CA/5D32: FF        End queue
CA/5D33: 39    Free screen
CA/5D34: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/5D36: D5        Set vehicle/entity's position to (15, 7)
CA/5D39: CE        Turn vehicle/entity down
CA/5D3A: FF        End queue
CA/5D3B: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/5D3D: D5        Set vehicle/entity's position to (17, 7)
CA/5D40: 23        Do vehicle/entity graphical action $23 
CA/5D41: FF        End queue
CA/5D42: 96    Restore screen from fade
CA/5D43: 95    Pause for 120 units
CA/5D44: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CA/5D46: CE        Turn vehicle/entity down
CA/5D47: E0        Pause for 4 * 10 (40) frames
CA/5D49: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/5D4A: FF        End queue
CA/5D4B: 4B    Display dialogue message $0847, wait for button press (At bottom of screen)
               STRAGO: The beginning of all magic
               TERRA: Those?
               STRAGO: It is said that they somehow neutralized each other's power, then sealed themselves away
               STRAGO: If the 3 statues should ever be moved out of alignment, the resulting inbalance of power would
               rearrange the face of our planet
               TERRA: What?!
CA/5D4E: 92    Pause for 30 units
CA/5D4F: B3    Call subroutine $CAC7FE, 2 times
CA/5D54: 5A    Fade screen at speed $08
CA/5D56: 5C    Pause execution until fade in or fade out is complete
CA/5D57: 3E    Delete object $06
CA/5D59: 3E    Delete object $09
CA/5D5B: B2    Call subroutine $CACB95
CA/5D5F: 3B    Position character in a "ready-to-go" stance
CA/5D60: D4    Set event bit $1E80($246) [$1EC8, bit 6]
CA/5D62: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (249, 126), facing up, party is in the airship
CA/5D68: 30        Move vehicle as follows: (go up, turn left), 64 units
CA/5D6A: 20        Move vehicle as follows: (go up), 16 units
CA/5D6C: E0        Pause for 8 units
CA/5D6E: 04        Move vehicle as follows: (move forward), 1 units
CA/5D70: E0        Pause for 1 units
CA/5D72: 04        Move vehicle as follows: (move forward), 1 units
CA/5D74: E0        Pause for 1 units
CA/5D76: 04        Move vehicle as follows: (move forward), 1 units
CA/5D78: E0        Pause for 8 units
CA/5D7A: D2        Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $80
CA/5D80: 92    Pause for 30 units
CA/5D81: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/5D83: 87        Move vehicle/entity left 2 tiles
CA/5D84: FF        End queue
CA/5D85: D0    Set event bit $1E80($09E) [$1E93, bit 6]
CA/5D87: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/5D89: D3    Clear event bit $1E80($1BA) [$1EB7, bit 2]
CA/5D8B: B2    Call subroutine $CCE4C2
CA/5D8F: B2    Call subroutine $CAF579
CA/5D93: FE    Return

CA/5D94: 3D    Create object $06
CA/5D96: 3D    Create object $09
CA/5D98: 3D    Create object $07
CA/5D9A: 3D    Create object $08
CA/5D9C: 3D    Create object $00
CA/5D9E: 41    Show object $06
CA/5DA0: 41    Show object $07
CA/5DA2: 41    Show object $08
CA/5DA4: 41    Show object $09
CA/5DA6: 41    Show object $00
CA/5DA8: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/5DAA: D5        Set vehicle/entity's position to (16, 6)
CA/5DAD: CF        Turn vehicle/entity left
CA/5DAE: FF        End queue
CA/5DAF: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/5DB1: D5        Set vehicle/entity's position to (17, 5)
CA/5DB4: CF        Turn vehicle/entity left
CA/5DB5: FF        End queue
CA/5DB6: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CA/5DB8: D5        Set vehicle/entity's position to (18, 7)
CA/5DBB: CF        Turn vehicle/entity left
CA/5DBC: FF        End queue
CA/5DBD: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CA/5DBF: D5        Set vehicle/entity's position to (19, 6)
CA/5DC2: CF        Turn vehicle/entity left
CA/5DC3: FF        End queue
CA/5DC4: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/5DC6: D5        Set vehicle/entity's position to (14, 6)
CA/5DC9: CF        Turn vehicle/entity left
CA/5DCA: FF        End queue
CA/5DCB: FE    Return

CA/5DCC: 73    Replace current map's Layer 1 at (6, 0) with the following (7 x 3) chunk, refresh immediately
CA/5DD1:       $BC, $00, $00, $BC, $00, $00, $BC
CA/5DD8:       $00, $00, $BC, $00, $00, $BC, $00
CA/5DDF:       $00, $5D, $AC, $00, $F0, $07, $AB
CA/5DE6: FE    Return

CA/5DE7: 73    Replace current map's Layer 1 at (7, 6) with the following (5 x 4) chunk, refresh immediately
CA/5DEC:       $BC, $00, $00, $00, $BC
CA/5DF1:       $00, $00, $00, $5D, $AC
CA/5DF6:       $00, $00, $F0, $5D, $4F
CA/5DFB:       $00, $F0, $F0, $5D, $00
CA/5E00: FE    Return

CA/5E01: 73    Replace current map's Layer 1 at (9, 10) with the following (4 x 7) chunk, refresh immediately
CA/5E06:       $4E, $00, $00, $00
CA/5E0A:       $00, $00, $00, $5D
CA/5E0E:       $AC, $00, $00, $00
CA/5E12:       $00, $00, $F0, $5D
CA/5E16:       $AB, $AB, $AB, $4F
CA/5E1A:       $00, $F0, $F0, $F0
CA/5E1E:       $F0, $F0, $3E, $AB
CA/5E22: FE    Return

CA/5E23: AB    Invoke game loading screen
CA/5E24: C0    If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E2C
CA/5E2A: AC    Command $AC
CA/5E2B: FE    Return

CA/5E2C: D4    Set event bit $1E80($2FE) [$1EDF, bit 6]
CA/5E2E: B2    Call subroutine $CA5E8E
CA/5E32: FE    Return

CA/5E33: A9    Show title screen
CA/5E34: 7F    Change character $00's name to $1D (????? )
CA/5E37: 40    Assign properties $00 to character $00 (Actor in stot 0)
CA/5E3A: 3D    Create object $00
CA/5E3C: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/5E3F: 37    Assign graphics $00 to object $00 (Actor in stot 0)
CA/5E42: 43    Assign palette $02 to character $00 (Actor in stot 0)
CA/5E45: D4    Set event bit $1E80($2E0) [$1EDC, bit 0]
CA/5E47: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CA/5E49: 7F    Change character $0E's name to $20 (WEDGE )
CA/5E4C: 40    Assign properties $20 to character $0E (Actor in stot 14)
CA/5E4F: 3D    Create object $0E
CA/5E51: 3F    Assign character $0E (Actor in stot 14) to party 1
CA/5E54: 37    Assign graphics $0E to object $0E (Actor in stot 14)
CA/5E57: 43    Assign palette $01 to character $0E (Actor in stot 14)
CA/5E5A: 7F    Change character $0F's name to $21 (VICKS )
CA/5E5D: 40    Assign properties $21 to character $0F (Actor in stot 15)
CA/5E60: 3D    Create object $0F
CA/5E62: 3F    Assign character $0F (Actor in stot 15) to party 1
CA/5E65: 37    Assign graphics $0E to object $0F (Actor in stot 15)
CA/5E68: 43    Assign palette $01 to character $0F (Actor in stot 15)
CA/5E6B: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/5E70: 46    Make party 1 the current party
CA/5E72: 89    Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
CA/5E76: 89    Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek
CA/5E7A: 89    Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek
CA/5E7E: D2    Set event bit $1E80($10B) [$1EA1, bit 3]
CA/5E80: D2    Set event bit $1E80($1E3) [$1EBC, bit 3]
CA/5E82: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down
CA/5E88: C0    If ($1E80($2FF) [$1EDF, bit 7] is set), branch to $CA5E23
CA/5E8E: B2    Call subroutine $CC985B
CA/5E92: AA    Show intro with Magitek Armor walking through snowfields
CA/5E93: C0    If ($1E80($2FE) [$1EDF, bit 6] is set), branch to $CC9A4F
CA/5E99: C0    If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E33
CA/5E9F: AB    Invoke game loading screen
CA/5EA0: C0    If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CC9A4F
CA/5EA6: AC    Command $AC
CA/5EA7: FE    Return

CA/5EA8: FE    Return

CA/5EA9: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA5EB2
CA/5EAE: B2    Call subroutine $CCE566
CA/5EB2: FE    Return

CA/5EB3: FE    Return

CA/5EB4: FF    
CA/5EB5: B0        If ($1E80($10B) [$1EA1, bit 3] is clear), branch to $CA5EB4
CA/5EBB: D2        Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80
CA/5EC1: FE    Return

CA/5EC2: B0        If ($1E80($10C) [$1EA1, bit 4] is clear), branch to $CA5EB4
CA/5EC8: D2        Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80
CA/5ECE: FE    Return

CA/5ECF: B0        If ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EDC
CA/5ED5: D2        Load map $00F2 (Vector, outdoors, intact (before the Esper attack)), position (32, 61), mode $80
CA/5EDB: FE    Return

CA/5EDC: D2        Load map $00FD (Vector, outdoors, trashed (after the Esper attack)), position (32, 61), mode $80
CA/5EE2: FE    Return

CA/5EE3: B0        If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5EF0
CA/5EE9: D2        Load map $0048 (Cave to South Figaro, main cave / short tunnel / east exit (WoB pre-Celes)), position (16, 42), mode $80
CA/5EEF: FE    Return

CA/5EF0: D2        Load map $0045 (Cave to South Figaro, main cave / short tunnel / east exit (WoB post-Celes)), position (16, 42), mode $80
CA/5EF6: FE    Return

CA/5EF7: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5F04
CA/5EFD: 6A    Load map $0049 (Cave to South Figaro, recovery spring / up NW stairs (WoB, pre-Celes)) after fade out, (upper bits $0400), place party at (47, 39), facing up
CA/5F03: FE    Return

CA/5F04: 6A    Load map $0046 (Cave to South Figaro, recovery spring / up NW stairs (WoB post-Celes)) after fade out, (upper bits $0400), place party at (47, 39), facing up
CA/5F0A: FE    Return

CA/5F0B: B0        If ($1E80($106) [$1EA0, bit 6] is clear), branch to $CA5EB4
CA/5F11: D2        Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80
CA/5F17: FE    Return

CA/5F18: B0        If ($1E80($0DC) [$1E9B, bit 4] is clear), branch to $CA5EB4
CA/5F1E: D2        Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80
CA/5F24: FE    Return

CA/5F25: C0    If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA5F32
CA/5F2B: 6A    Load map $0035 (Cave to South Figaro, second cave beyond the turtle (WoR only)) after fade out, (upper bits $0400), place party at (21, 55), facing up
CA/5F31: FE    Return

CA/5F32: 6A    Load map $0191 (Cave to Ancient Castle, all caves except save point) after fade out, (upper bits $2400), place party at (42, 5), facing down
CA/5F38: FE    Return

CA/5F39: B9        If ($1E80($0B4) [$1E96, bit 4] is clear) and ($1E80($0B3) [$1E96, bit 3] is clear), branch to $CA5EB4
CA/5F41: D2        Load map $018F (Solitary Island, north cliffs), position (08, 29), mode $80
CA/5F47: FE    Return

CA/5F48: C0    If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5F62
CA/5F4E: C0    If ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5F5B
CA/5F54: 6A    Load map $00EA (Opera House, theater (overture to the opera)) after fade out, (upper bits $0400), place party at (25, 48), facing up
CA/5F5A: FE    Return

CA/5F5B: 6A    Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) after fade out, (upper bits $0400), place party at (25, 48), facing up
CA/5F61: FE    Return

CA/5F62: 6A    Load map $00E7 (Opera House, theater (opera fight scene / WoR)) after fade out, (upper bits $0400), place party at (25, 48), facing up
CA/5F68: FE    Return

CA/5F69: C0    If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5F83
CA/5F6F: C0    If ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5F7C
CA/5F75: 6A    Load map $00EA (Opera House, theater (overture to the opera)) after fade out, (upper bits $0400), place party at (7, 48), facing up
CA/5F7B: FE    Return

CA/5F7C: 6A    Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) after fade out, (upper bits $0400), place party at (7, 48), facing up
CA/5F82: FE    Return

CA/5F83: 6A    Load map $00E7 (Opera House, theater (opera fight scene / WoR)) after fade out, (upper bits $0400), place party at (7, 48), facing up
CA/5F89: FE    Return

CA/5F8A: C0    If ($1E80($0B1) [$1E96, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/5F90: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/5F92: 8C        Move vehicle/entity up 4 tiles
CA/5F93: FF        End queue
CA/5F94: D0    Set event bit $1E80($0B1) [$1E96, bit 1]
CA/5F96: B2    Call subroutine $CBA3EC
CA/5F9A: FE    Return

CA/5F9B: 4B    Display dialogue message $0B6A, wait for button press
               You've seen it, haven't you?
CA/5F9E: FE    Return

CA/5F9F: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA5FBA
CA/5FA5: DE    Load CaseWord with the characters in the currently active party?
CA/5FA6: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA71BA
CA/5FAC: 4B    Display dialogue message $0B68, wait for button press
               It doesn't look like it, but this castle incorporates some of the most high-tech devices in existence. For example, 
CA/5FAF: 91    Pause for 15 units
CA/5FB0: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5F9B
CA/5FB6: 4B    Display dialogue message $0B69, wait for button press
               Oopsthey're all top-secret!
CA/5FB9: FE    Return

CA/5FBA: B2    Call subroutine $CACA8D
CA/5FBE: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/5FC0: CE        Turn vehicle/entity down
CA/5FC1: FF        End queue
CA/5FC2: 4B    Display dialogue message $0093, wait for button press
               EDGAR: Get ready!
               SOLDIER: Yes, Sir!
CA/5FC5: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/5FC7: CC        Turn vehicle/entity up
CA/5FC8: FF        End queue
CA/5FC9: 91    Pause for 15 units
CA/5FCA: B2    Call subroutine $CAD037
CA/5FCE: 91    Pause for 15 units
CA/5FCF: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CA/5FD1: C3        Set vehicle/entity's event speed to fast
CA/5FD2: 84        Move vehicle/entity up 2 tiles
CA/5FD3: D1        Make vehicle/entity disappear
CA/5FD4: FF        End queue
CA/5FD5: 45    Refresh objects
CA/5FD6: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/5FD8: 9C        Move vehicle/entity up 8 tiles
CA/5FD9: FF        End queue
CA/5FDA: 4B    Display dialogue message $0094, wait for button press
               KEFKA: Changed your mind?
CA/5FDD: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/5FDF: CE        Turn vehicle/entity down
CA/5FE0: E0        Pause for 4 * 16 (64) frames
CA/5FE2: 23        Do vehicle/entity graphical action $23 
CA/5FE3: FF        End queue
CA/5FE4: 4B    Display dialogue message $0095, wait for button press
               EDGAR: I guess I have no choice
CA/5FE7: 3D    Create object $1B
CA/5FE9: 3D    Create object $1D
CA/5FEB: 3D    Create object $1E
CA/5FED: 3D    Create object $00
CA/5FEF: 3D    Create object $01
CA/5FF1: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/5FF4: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/5FF7: 45    Refresh objects
CA/5FF8: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long 
CA/5FFA: C8        Set object layering priority to 2 (low nibble 2)
CA/5FFC: D5        Set vehicle/entity's position to (39, 22)
CA/5FFF: FF        End queue
CA/6000: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/6002: D5        Set vehicle/entity's position to (17, 24)
CA/6005: C3        Set vehicle/entity's event speed to fast
CA/6006: FF        End queue
CA/6007: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/6009: D5        Set vehicle/entity's position to (19, 24)
CA/600C: C3        Set vehicle/entity's event speed to fast
CA/600D: FF        End queue
CA/600E: 41    Show object $01
CA/6010: 41    Show object $00
CA/6012: 41    Show object $1E
CA/6014: 45    Refresh objects
CA/6015: 44    Place character $1E (NPC $1E) on vehicle $20 (Chocobo) (Character is not shown)
CA/6018: 44    Place character $01 (Actor in stot 1) on vehicle $20 (Chocobo) (Character is not shown)
CA/601B: 44    Place character $00 (Actor in stot 0) on vehicle $20 (Chocobo) (Character is not shown)
CA/601E: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/6020: E0        Pause for 4 * 8 (32) frames
CA/6022: 8C        Move vehicle/entity up 4 tiles
CA/6023: 8F        Move vehicle/entity left 4 tiles
CA/6024: FF        End queue
CA/6025: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete)
CA/6027: C3        Set vehicle/entity's event speed to fast
CA/6028: C8        Set object layering priority to 2 (low nibble 2)
CA/602A: 9B        Move vehicle/entity left 7 tiles
CA/602B: E0        Pause for 4 * 6 (24) frames
CA/602D: C2        Set vehicle/entity's event speed to normal
CA/602E: DC        Make vehicle/entity jump (low)
CA/602F: 83        Move vehicle/entity left 1 tile
CA/6030: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/6031: FF        End queue
CA/6032: 91    Pause for 15 units
CA/6033: F4    Play sound effect 184
CA/6035: B4    Pause for 2 units
CA/6037: F4    Play sound effect 184
CA/6039: 91    Pause for 15 units
CA/603A: 41    Show object $1B
CA/603C: 41    Show object $1D
CA/603E: 45    Refresh objects
CA/603F: F0    Play song 13 (Locke), (high bit clear), full volume
CA/6041: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CA/6043: 90        Move vehicle/entity up 5 tiles
CA/6044: FF        End queue
CA/6045: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/6047: 90        Move vehicle/entity up 5 tiles
CA/6048: FF        End queue
CA/6049: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CA/604B: 90        Move vehicle/entity up 5 tiles
CA/604C: FF        End queue
CA/604D: 04    Begin action queue for character $04 (Actor in stot 4), 10 bytes long 
CA/604F: E0        Pause for 4 * 2 (8) frames
CA/6051: C7        Set vehicle/entity to stay still when moving
CA/6052: 17        Do vehicle/entity graphical action $17 
CA/6053: DD        Make vehicle/entity jump (high)
CA/6054: 87        Move vehicle/entity left 2 tiles
CA/6055: C6        Set vehicle/entity to walk when moving
CA/6056: CC        Turn vehicle/entity up
CA/6057: C3        Set vehicle/entity's event speed to fast
CA/6058: FF        End queue
CA/6059: 91    Pause for 15 units
CA/605A: F4    Play sound effect 40
CA/605C: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CA/605E: 42    Hide object $1E
CA/6060: 45    Refresh objects
CA/6061: 44    Place character $04 (Actor in stot 4) on vehicle $20 (Chocobo) (Character is shown)
CA/6064: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/6066: 80        Move vehicle/entity up 1 tile
CA/6067: FF        End queue
CA/6068: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/606A: 88        Move vehicle/entity up 3 tiles
CA/606B: FF        End queue
CA/606C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/606E: 88        Move vehicle/entity up 3 tiles
CA/606F: FF        End queue
CA/6070: 4B    Display dialogue message $0096, wait for button press
               EDGAR: Or maybe I do!
CA/6073: 38    Hold screen
CA/6074: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/6076: C2        Set vehicle/entity's event speed to normal
CA/6077: 8D        Move vehicle/entity right 4 tiles
CA/6078: FF        End queue
CA/6079: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/607B: C8        Set object layering priority to 0 (low nibble 0)
CA/607D: 88        Move vehicle/entity up 3 tiles
CA/607E: 85        Move vehicle/entity right 2 tiles
CA/607F: FF        End queue
CA/6080: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long 
CA/6082: 88        Move vehicle/entity up 3 tiles
CA/6083: A4        Move vehicle/entity right/up 1x2 tiles
CA/6084: 81        Move vehicle/entity right 1 tile
CA/6085: C8        Set object layering priority to 0 (low nibble 0)
CA/6087: FF        End queue
CA/6088: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/608A: 88        Move vehicle/entity up 3 tiles
CA/608B: CD        Turn vehicle/entity right
CA/608C: C8        Set object layering priority to 0 (low nibble 0)
CA/608E: FF        End queue
CA/608F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/6091: E0        Pause for 4 * 8 (32) frames
CA/6093: CE        Turn vehicle/entity down
CA/6094: FF        End queue
CA/6095: 91    Pause for 15 units
CA/6096: B0    Execute the following commands until $B1 4 times
CA/6098: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/609A: 1D            Do vehicle/entity graphical action $1D 
CA/609B: FF            End queue
CA/609C: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/609E: 1E            Do vehicle/entity graphical action $1E 
CA/609F: FF            End queue
CA/60A0: B1        End block of repeating commands
CA/60A1: 92    Pause for 30 units
CA/60A2: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/60A4: CF        Turn vehicle/entity left
CA/60A5: E0        Pause for 4 * 1 (4) frames
CA/60A7: CC        Turn vehicle/entity up
CA/60A8: FF        End queue
CA/60A9: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/60AB: 4B    Display dialogue message $0097, wait for button press (At bottom of screen)
               KEFKA: Ackk!
               Shameful that a king should flee, leaving his people behind!
               How utterly delightful!
CA/60AE: 42    Hide object $10
CA/60B0: 45    Refresh objects
CA/60B1: B2    Call subroutine $CAD05B
CA/60B5: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/60B7: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CA/60B9: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/60BB: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/60BD: 14    Begin action queue for character $14 (NPC $14), 10 bytes long 
CA/60BF: C8        Set object layering priority to 3 (low nibble 3)
CA/60C1: E0        Pause for 4 * 8 (32) frames
CA/60C3: 8D        Move vehicle/entity right 4 tiles
CA/60C4: 9E        Move vehicle/entity down 8 tiles
CA/60C5: 9E        Move vehicle/entity down 8 tiles
CA/60C6: 92        Move vehicle/entity down 5 tiles
CA/60C7: 8E        Move vehicle/entity down 4 tiles
CA/60C8: FF        End queue
CA/60C9: 04    Begin action queue for character $04 (Actor in stot 4), 24 bytes long 
CA/60CB: E0        Pause for 4 * 8 (32) frames
CA/60CD: 91        Move vehicle/entity right 5 tiles
CA/60CE: D5        Set vehicle/entity's position to (0, 0)
CA/60D1: E0        Pause for 4 * 5 (20) frames
CA/60D3: D5        Set vehicle/entity's position to (30, 11)
CA/60D6: 95        Move vehicle/entity right 6 tiles
CA/60D7: 85        Move vehicle/entity right 2 tiles
CA/60D8: 9E        Move vehicle/entity down 8 tiles
CA/60D9: 9E        Move vehicle/entity down 8 tiles
CA/60DA: 9E        Move vehicle/entity down 8 tiles
CA/60DB: 86        Move vehicle/entity down 2 tiles
CA/60DC: A2        Move vehicle/entity left/down 1x1 tiles
CA/60DD: A2        Move vehicle/entity left/down 1x1 tiles
CA/60DE: 8E        Move vehicle/entity down 4 tiles
CA/60DF: A2        Move vehicle/entity left/down 1x1 tiles
CA/60E0: A2        Move vehicle/entity left/down 1x1 tiles
CA/60E1: 97        Move vehicle/entity left 6 tiles
CA/60E2: FF        End queue
CA/60E3: 01    Begin action queue for character $01 (Actor in stot 1), 26 bytes long 
CA/60E5: E0        Pause for 4 * 12 (48) frames
CA/60E7: 95        Move vehicle/entity right 6 tiles
CA/60E8: D5        Set vehicle/entity's position to (0, 0)
CA/60EB: E0        Pause for 4 * 5 (20) frames
CA/60ED: D5        Set vehicle/entity's position to (30, 12)
CA/60F0: 91        Move vehicle/entity right 5 tiles
CA/60F1: 85        Move vehicle/entity right 2 tiles
CA/60F2: 9E        Move vehicle/entity down 8 tiles
CA/60F3: 9A        Move vehicle/entity down 7 tiles
CA/60F4: C9        Place object on vehicle $A02 [to decode later]
CA/60F6: 9A        Move vehicle/entity down 7 tiles
CA/60F7: 82        Move vehicle/entity down 1 tile
CA/60F8: A2        Move vehicle/entity left/down 1x1 tiles
CA/60F9: A2        Move vehicle/entity left/down 1x1 tiles
CA/60FA: 8E        Move vehicle/entity down 4 tiles
CA/60FB: A2        Move vehicle/entity left/down 1x1 tiles
CA/60FC: A2        Move vehicle/entity left/down 1x1 tiles
CA/60FD: 8B        Move vehicle/entity left 3 tiles
CA/60FE: FF        End queue
CA/60FF: 00    Begin action queue for character $00 (Actor in stot 0), 30 bytes long 
CA/6101: E0        Pause for 4 * 10 (40) frames
CA/6103: 95        Move vehicle/entity right 6 tiles
CA/6104: D5        Set vehicle/entity's position to (0, 0)
CA/6107: E0        Pause for 4 * 7 (28) frames
CA/6109: D5        Set vehicle/entity's position to (31, 10)
CA/610C: 8D        Move vehicle/entity right 4 tiles
CA/610D: 81        Move vehicle/entity right 1 tile
CA/610E: A1        Move vehicle/entity right/down 1x1 tiles
CA/610F: A1        Move vehicle/entity right/down 1x1 tiles
CA/6110: A1        Move vehicle/entity right/down 1x1 tiles
CA/6111: 9E        Move vehicle/entity down 8 tiles
CA/6112: 96        Move vehicle/entity down 6 tiles
CA/6113: C9        Place object on vehicle $A02 [to decode later]
CA/6115: 9E        Move vehicle/entity down 8 tiles
CA/6116: 8A        Move vehicle/entity down 3 tiles
CA/6117: A2        Move vehicle/entity left/down 1x1 tiles
CA/6118: A2        Move vehicle/entity left/down 1x1 tiles
CA/6119: 8E        Move vehicle/entity down 4 tiles
CA/611A: A2        Move vehicle/entity left/down 1x1 tiles
CA/611B: A2        Move vehicle/entity left/down 1x1 tiles
CA/611C: A2        Move vehicle/entity left/down 1x1 tiles
CA/611D: 93        Move vehicle/entity left 5 tiles
CA/611E: FF        End queue
CA/611F: 30    Begin action queue for character $30 (Camera), 24 bytes long 
CA/6121: 9D        Move vehicle/entity right 8 tiles
CA/6122: 81        Move vehicle/entity right 1 tile
CA/6123: A1        Move vehicle/entity right/down 1x1 tiles
CA/6124: A1        Move vehicle/entity right/down 1x1 tiles
CA/6125: A1        Move vehicle/entity right/down 1x1 tiles
CA/6126: A1        Move vehicle/entity right/down 1x1 tiles
CA/6127: A1        Move vehicle/entity right/down 1x1 tiles
CA/6128: A1        Move vehicle/entity right/down 1x1 tiles
CA/6129: A1        Move vehicle/entity right/down 1x1 tiles
CA/612A: 86        Move vehicle/entity down 2 tiles
CA/612B: C3        Set vehicle/entity's event speed to fast
CA/612C: 9E        Move vehicle/entity down 8 tiles
CA/612D: A2        Move vehicle/entity left/down 1x1 tiles
CA/612E: A2        Move vehicle/entity left/down 1x1 tiles
CA/612F: A2        Move vehicle/entity left/down 1x1 tiles
CA/6130: A2        Move vehicle/entity left/down 1x1 tiles
CA/6131: C2        Set vehicle/entity's event speed to normal
CA/6132: A2        Move vehicle/entity left/down 1x1 tiles
CA/6133: A2        Move vehicle/entity left/down 1x1 tiles
CA/6134: A2        Move vehicle/entity left/down 1x1 tiles
CA/6135: A2        Move vehicle/entity left/down 1x1 tiles
CA/6136: A2        Move vehicle/entity left/down 1x1 tiles
CA/6137: 83        Move vehicle/entity left 1 tile
CA/6138: FF        End queue
CA/6139: 1B    Begin action queue for character $1B (NPC $1B), 24 bytes long 
CA/613B: C8        Set object layering priority to 2 (low nibble 2)
CA/613D: E0        Pause for 4 * 52 (208) frames
CA/613F: C3        Set vehicle/entity's event speed to fast
CA/6140: 87        Move vehicle/entity left 2 tiles
CA/6141: CC        Turn vehicle/entity up
CA/6142: E0        Pause for 4 * 4 (16) frames
CA/6144: 82        Move vehicle/entity down 1 tile
CA/6145: E0        Pause for 4 * 2 (8) frames
CA/6147: C7        Set vehicle/entity to stay still when moving
CA/6148: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/6149: C2        Set vehicle/entity's event speed to normal
CA/614A: DD        Make vehicle/entity jump (high)
CA/614B: 86        Move vehicle/entity down 2 tiles
CA/614C: C3        Set vehicle/entity's event speed to fast
CA/614D: 86        Move vehicle/entity down 2 tiles
CA/614E: D5        Set vehicle/entity's position to (0, 0)
CA/6151: C6        Set vehicle/entity to walk when moving
CA/6152: FF        End queue
CA/6153: 1D    Begin action queue for character $1D (NPC $1D), 24 bytes long 
CA/6155: C8        Set object layering priority to 2 (low nibble 2)
CA/6157: E0        Pause for 4 * 52 (208) frames
CA/6159: C3        Set vehicle/entity's event speed to fast
CA/615A: 83        Move vehicle/entity left 1 tile
CA/615B: CC        Turn vehicle/entity up
CA/615C: E0        Pause for 4 * 4 (16) frames
CA/615E: 82        Move vehicle/entity down 1 tile
CA/615F: E0        Pause for 4 * 3 (12) frames
CA/6161: C7        Set vehicle/entity to stay still when moving
CA/6162: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/6163: C2        Set vehicle/entity's event speed to normal
CA/6164: DD        Make vehicle/entity jump (high)
CA/6165: 86        Move vehicle/entity down 2 tiles
CA/6166: C3        Set vehicle/entity's event speed to fast
CA/6167: 86        Move vehicle/entity down 2 tiles
CA/6168: D5        Set vehicle/entity's position to (0, 0)
CA/616B: C6        Set vehicle/entity to walk when moving
CA/616C: FF        End queue
CA/616D: 94    Pause for 60 units
CA/616E: 4B    Display dialogue message $0098, wait for button press (At bottom of screen)
               EDGAR: Jump! 
CA/6171: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CA/6173: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/6175: CC        Turn vehicle/entity up
CA/6176: FF        End queue
CA/6177: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/6179: CC        Turn vehicle/entity up
CA/617A: FF        End queue
CA/617B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/617D: 4B    Display dialogue message $009A, wait for button press
               EDGAR: OK! Dive now!!!
CA/6180: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CA/6182: 8F        Move vehicle/entity left 4 tiles
CA/6183: CE        Turn vehicle/entity down
CA/6184: FF        End queue
CA/6185: 4B    Display dialogue message $0099, wait for button press
               LOCKE: Yahoooo!
CA/6188: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long 
CA/618A: A2        Move vehicle/entity left/down 1x1 tiles
CA/618B: A2        Move vehicle/entity left/down 1x1 tiles
CA/618C: A2        Move vehicle/entity left/down 1x1 tiles
CA/618D: A2        Move vehicle/entity left/down 1x1 tiles
CA/618E: A2        Move vehicle/entity left/down 1x1 tiles
CA/618F: A2        Move vehicle/entity left/down 1x1 tiles
CA/6190: FF        End queue
CA/6191: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CA/6193: E0        Pause for 4 * 1 (4) frames
CA/6195: A8        Move vehicle/entity left/down 1x2 tiles
CA/6196: A8        Move vehicle/entity left/down 1x2 tiles
CA/6197: A8        Move vehicle/entity left/down 1x2 tiles
CA/6198: A8        Move vehicle/entity left/down 1x2 tiles
CA/6199: FF        End queue
CA/619A: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/619C: E0        Pause for 4 * 2 (8) frames
CA/619E: A9        Move vehicle/entity left/down 2x1 tiles
CA/619F: A9        Move vehicle/entity left/down 2x1 tiles
CA/61A0: A9        Move vehicle/entity left/down 2x1 tiles
CA/61A1: A9        Move vehicle/entity left/down 2x1 tiles
CA/61A2: FF        End queue
CA/61A3: B0    Execute the following commands until $B1 2 times
CA/61A5: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/61A7: 13            Do vehicle/entity graphical action $13 
CA/61A8: FF            End queue
CA/61A9: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/61AB: CE            Turn vehicle/entity down
CA/61AC: FF            End queue
CA/61AD: B1        End block of repeating commands
CA/61AE: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/61B0: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/61B2: F4    Play sound effect 165
CA/61B4: F6    Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 0
CA/61B8: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/61BA: C7        Set vehicle/entity to stay still when moving
CA/61BB: DC        Make vehicle/entity jump (low)
CA/61BC: CE        Turn vehicle/entity down
CA/61BD: 1F        Do vehicle/entity graphical action $1F 
CA/61BE: FF        End queue
CA/61BF: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/61C1: B5    Pause for 15 * 6 (90) units
CA/61C3: F6    Subcommand $82: Change volume of currently playing sound effect to $70, transition time 64
CA/61C7: 6A    Load map $0036 (Figaro Castle, outdoors, "Figaro submerge mode engaged!") after fade out, (upper bits $0400), place party at (13, 24), facing up
CA/61CD: B2    Call subroutine $CAD4BE
CA/61D1: 42    Hide object $31
CA/61D3: 96    Restore screen from fade
CA/61D4: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/61D6: 5C    Pause execution until fade in or fade out is complete
CA/61D7: 91    Pause for 15 units
CA/61D8: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CA/61DA: CC        Turn vehicle/entity up
CA/61DB: E0        Pause for 4 * 2 (8) frames
CA/61DD: DC        Make vehicle/entity jump (low)
CA/61DE: 80        Move vehicle/entity up 1 tile
CA/61DF: D1        Make vehicle/entity disappear
CA/61E0: FF        End queue
CA/61E1: 5D    Scroll Layer 1, speed 246 x 0
CA/61E4: B5    Pause for 15 * 7 (105) units
CA/61E6: B4    Pause for 7 units
CA/61E8: 5D    Scroll Layer 1, speed 0 x 0
CA/61EB: 73    Replace current map's Layer 1 at (16, 19) with the following (12 x 5) chunk, refresh immediately
CA/61F0:       $D9, $D9, $F5, $D9, $F5, $00, $00, $00, $00, $D9, $00, $45
CA/61FC:       $36, $51, $51, $00, $F1, $43, $60, $60, $00, $F9, $3A, $3B
CA/6208:       $3C, $00, $55, $0B, $0C, $0D, $00, $55, $1B, $1C, $1D, $00
CA/6214:       $78, $D2, $C2, $C2, $00, $C2, $C2, $C2, $C2, $00, $57, $58
CA/6220:       $51, $28, $D9, $67, $68, $60, $38, $D9, $74, $75, $E7, $38
CA/622C: 12    Begin action queue for character $12 (NPC $12), 14 bytes long 
CA/622E: E0        Pause for 4 * 20 (80) frames
CA/6230: 84        Move vehicle/entity up 2 tiles
CA/6231: CD        Turn vehicle/entity right
CA/6232: E0        Pause for 4 * 6 (24) frames
CA/6234: 98        Move vehicle/entity up 7 tiles
CA/6235: D5        Set vehicle/entity's position to (28, 8)
CA/6238: CE        Turn vehicle/entity down
CA/6239: C8        Set object layering priority to 2 (low nibble 2)
CA/623B: FF        End queue
CA/623C: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/623E: C3        Set vehicle/entity's event speed to fast
CA/623F: 95        Move vehicle/entity right 6 tiles
CA/6240: 9D        Move vehicle/entity right 8 tiles
CA/6241: 9D        Move vehicle/entity right 8 tiles
CA/6242: 9D        Move vehicle/entity right 8 tiles
CA/6243: FF        End queue
CA/6244: 93    Pause for 45 units
CA/6245: 48    Display dialogue message $009B, continue executing commands
               SOLDIER: Figaro Submerge Mode engaged! 
CA/6248: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/624A: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/624C: CC        Turn vehicle/entity up
CA/624D: E0        Pause for 4 * 2 (8) frames
CA/624F: DC        Make vehicle/entity jump (low)
CA/6250: 80        Move vehicle/entity up 1 tile
CA/6251: D1        Make vehicle/entity disappear
CA/6252: FF        End queue
CA/6253: 5D    Scroll Layer 1, speed 10 x 0
CA/6256: B5    Pause for 15 * 7 (105) units
CA/6258: B4    Pause for 1 units
CA/625A: 5D    Scroll Layer 1, speed 0 x 0
CA/625D: 73    Replace current map's Layer 1 at (32, 16) with the following (1 x 4) chunk, refresh immediately
CA/6262:       $C3
CA/6263:       $C3
CA/6264:       $C3
CA/6265:       $C3
CA/6266: 73    Replace current map's Layer 1 at (32, 21) with the following (7 x 5) chunk, refresh immediately
CA/626B:       $36, $51, $51, $44, $00, $43, $60
CA/6272:       $60, $F0, $00, $3A, $3B, $3C, $F8
CA/6279:       $00, $0B, $0C, $0D, $54, $00, $1B
CA/6280:       $1C, $1D, $54, $00, $D2, $C2, $C2
CA/6287:       $77, $00, $00, $F4, $C2, $C2, $00
CA/628E: 30    Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete)
CA/6290: 8C        Move vehicle/entity up 4 tiles
CA/6291: A3        Move vehicle/entity left/up 1x1 tiles
CA/6292: A3        Move vehicle/entity left/up 1x1 tiles
CA/6293: A3        Move vehicle/entity left/up 1x1 tiles
CA/6294: A3        Move vehicle/entity left/up 1x1 tiles
CA/6295: A3        Move vehicle/entity left/up 1x1 tiles
CA/6296: A3        Move vehicle/entity left/up 1x1 tiles
CA/6297: A3        Move vehicle/entity left/up 1x1 tiles
CA/6298: A3        Move vehicle/entity left/up 1x1 tiles
CA/6299: A3        Move vehicle/entity left/up 1x1 tiles
CA/629A: AA        Move vehicle/entity left/up 2x1 tiles
CA/629B: AA        Move vehicle/entity left/up 2x1 tiles
CA/629C: AA        Move vehicle/entity left/up 2x1 tiles
CA/629D: FF        End queue
CA/629E: B2    Call subroutine $CA652B
CA/62A2: 4B    Display dialogue message $009C, wait for button press (At bottom of screen)
               CHANCELLOR: No one can touch the people of Figaro!
CA/62A5: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 32
CA/62A9: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/62AB: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CA/62AD: E0        Pause for 4 * 8 (32) frames
CA/62AF: CC        Turn vehicle/entity up
CA/62B0: E0        Pause for 4 * 6 (24) frames
CA/62B2: C2        Set vehicle/entity's event speed to normal
CA/62B3: 80        Move vehicle/entity up 1 tile
CA/62B4: D1        Make vehicle/entity disappear
CA/62B5: FF        End queue
CA/62B6: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/62B8: 5D    Scroll Layer 1, speed 0 x 246
CA/62BB: B5    Pause for 15 * 11 (165) units
CA/62BD: 97    Fade screen to black
CA/62BE: 5C    Pause execution until fade in or fade out is complete
CA/62BF: 5D    Scroll Layer 1, speed 0 x 0
CA/62C2: D3    Clear event bit $1E80($10B) [$1EA1, bit 3]
CA/62C4: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (64, 76), facing up
CA/62CA: DD        Show mini-map
CA/62CB: D1        Make vehicle/entity disappear
CA/62CC: FD        Show Figaro Castle submerging
CA/62CD: E0        Pause for 4 * 16 (64) units
CA/62CF: D2        Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (32, 51), mode $40
CA/62D5: 41    Show object $31
CA/62D7: 42    Hide object $15
CA/62D9: 42    Hide object $16
CA/62DB: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CA/62DD: D5        Set vehicle/entity's position to (37, 44)
CA/62E0: FF        End queue
CA/62E1: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CA/62E3: D5        Set vehicle/entity's position to (43, 44)
CA/62E6: FF        End queue
CA/62E7: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/62E9: D5        Set vehicle/entity's position to (22, 51)
CA/62EC: FF        End queue
CA/62ED: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CA/62EF: D5        Set vehicle/entity's position to (21, 52)
CA/62F2: FF        End queue
CA/62F3: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CA/62F5: D5        Set vehicle/entity's position to (22, 53)
CA/62F8: FF        End queue
CA/62F9: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/62FB: D5        Set vehicle/entity's position to (31, 49)
CA/62FE: 28        Do vehicle/entity graphical action $28 
CA/62FF: FF        End queue
CA/6300: 96    Restore screen from fade
CA/6301: 95    Pause for 120 units
CA/6302: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128
CA/6306: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/6308: B5    Pause for 15 * 6 (90) units
CA/630A: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/630C: 94    Pause for 60 units
CA/630D: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/630F: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/6310: E0        Pause for 4 * 4 (16) frames
CA/6312: 20        Do vehicle/entity graphical action $20 
CA/6313: FF        End queue
CA/6314: 92    Pause for 30 units
CA/6315: B0    Execute the following commands until $B1 4 times
CA/6317: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6319: 23            Do vehicle/entity graphical action $23 
CA/631A: FF            End queue
CA/631B: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/631D: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/631E: FF            End queue
CA/631F: B1        End block of repeating commands
CA/6320: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6322: 18        Do vehicle/entity graphical action $18 
CA/6323: FF        End queue
CA/6324: 92    Pause for 30 units
CA/6325: 4B    Display dialogue message $009E, wait for button press (At bottom of screen)
               KEFKA: Go!! GET THEM!
CA/6328: 14    Begin action queue for character $14 (NPC $14), 14 bytes long 
CA/632A: E0        Pause for 4 * 3 (12) frames
CA/632C: CE        Turn vehicle/entity down
CA/632D: E0        Pause for 4 * 2 (8) frames
CA/632F: 59        Do vehicle/entity graphical action $19, flipped horizontally
CA/6330: E0        Pause for 4 * 1 (4) frames
CA/6332: 5A        Do vehicle/entity graphical action $1A, flipped horizontally
CA/6333: E0        Pause for 4 * 1 (4) frames
CA/6335: FC        Branch 6 bytes backwards ($CA632F)
CA/6337: FF        End queue
CA/6338: 20    Begin action queue for character $20 (NPC $20), 12 bytes long 
CA/633A: C3        Set vehicle/entity's event speed to fast
CA/633B: A2        Move vehicle/entity left/down 1x1 tiles
CA/633C: A2        Move vehicle/entity left/down 1x1 tiles
CA/633D: A8        Move vehicle/entity left/down 1x2 tiles
CA/633E: A9        Move vehicle/entity left/down 2x1 tiles
CA/633F: A9        Move vehicle/entity left/down 2x1 tiles
CA/6340: A9        Move vehicle/entity left/down 2x1 tiles
CA/6341: A9        Move vehicle/entity left/down 2x1 tiles
CA/6342: 9F        Move vehicle/entity left 8 tiles
CA/6343: 9F        Move vehicle/entity left 8 tiles
CA/6344: 9B        Move vehicle/entity left 7 tiles
CA/6345: FF        End queue
CA/6346: 1F    Begin action queue for character $1F (NPC $1F), 16 bytes long 
CA/6348: C3        Set vehicle/entity's event speed to fast
CA/6349: A8        Move vehicle/entity left/down 1x2 tiles
CA/634A: A8        Move vehicle/entity left/down 1x2 tiles
CA/634B: A8        Move vehicle/entity left/down 1x2 tiles
CA/634C: A2        Move vehicle/entity left/down 1x1 tiles
CA/634D: A9        Move vehicle/entity left/down 2x1 tiles
CA/634E: A9        Move vehicle/entity left/down 2x1 tiles
CA/634F: 83        Move vehicle/entity left 1 tile
CA/6350: AA        Move vehicle/entity left/up 2x1 tiles
CA/6351: AA        Move vehicle/entity left/up 2x1 tiles
CA/6352: C2        Set vehicle/entity's event speed to normal
CA/6353: 93        Move vehicle/entity left 5 tiles
CA/6354: C3        Set vehicle/entity's event speed to fast
CA/6355: 9F        Move vehicle/entity left 8 tiles
CA/6356: 83        Move vehicle/entity left 1 tile
CA/6357: FF        End queue
CA/6358: 30    Begin action queue for character $30 (Camera), 11 bytes long 
CA/635A: C0        Set vehicle/entity's event speed to slowest
CA/635B: 83        Move vehicle/entity left 1 tile
CA/635C: C1        Set vehicle/entity's event speed to slow
CA/635D: 83        Move vehicle/entity left 1 tile
CA/635E: C2        Set vehicle/entity's event speed to normal
CA/635F: 83        Move vehicle/entity left 1 tile
CA/6360: C3        Set vehicle/entity's event speed to fast
CA/6361: 9F        Move vehicle/entity left 8 tiles
CA/6362: 9F        Move vehicle/entity left 8 tiles
CA/6363: 87        Move vehicle/entity left 2 tiles
CA/6364: FF        End queue
CA/6365: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long 
CA/6367: C2        Set vehicle/entity's event speed to normal
CA/6368: E0        Pause for 4 * 12 (48) frames
CA/636A: 9F        Move vehicle/entity left 8 tiles
CA/636B: 9B        Move vehicle/entity left 7 tiles
CA/636C: FF        End queue
CA/636D: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CA/636F: C2        Set vehicle/entity's event speed to normal
CA/6370: E0        Pause for 4 * 12 (48) frames
CA/6372: 9F        Move vehicle/entity left 8 tiles
CA/6373: 9B        Move vehicle/entity left 7 tiles
CA/6374: FF        End queue
CA/6375: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long 
CA/6377: C2        Set vehicle/entity's event speed to normal
CA/6378: E0        Pause for 4 * 12 (48) frames
CA/637A: 9F        Move vehicle/entity left 8 tiles
CA/637B: 9B        Move vehicle/entity left 7 tiles
CA/637C: FF        End queue
CA/637D: 35    Pause execution until action queue for object $20 (NPC $20) is complete
CA/637F: B8    Set bit $1DC9($41) [$1DD1, bit 1]
CA/6381: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/6383: 4D    Invoke battle, enemy set $41, background $02 (Desert), (mosaic effect enabled), (swoosh sound enabled)
CA/6386: B2    Call subroutine $CA5EA9
CA/638A: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/638C: 6B    Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $2400), place party at (35, 50), facing down
CA/6392: 3D    Create object $14
CA/6394: 41    Show object $14
CA/6396: 45    Refresh objects
CA/6397: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/6399: D5        Set vehicle/entity's position to (44, 49)
CA/639C: FF        End queue
CA/639D: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/639F: C3        Set vehicle/entity's event speed to fast
CA/63A0: D5        Set vehicle/entity's position to (34, 47)
CA/63A3: FF        End queue
CA/63A4: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/63A6: C3        Set vehicle/entity's event speed to fast
CA/63A7: D5        Set vehicle/entity's position to (35, 46)
CA/63AA: FF        End queue
CA/63AB: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/63AD: C3        Set vehicle/entity's event speed to fast
CA/63AE: D5        Set vehicle/entity's position to (36, 48)
CA/63B1: FF        End queue
CA/63B2: 96    Restore screen from fade
CA/63B3: 14    Begin action queue for character $14 (NPC $14), 18 bytes long 
CA/63B5: CF        Turn vehicle/entity left
CA/63B6: E0        Pause for 4 * 120 (480) frames
CA/63B8: CE        Turn vehicle/entity down
CA/63B9: E0        Pause for 4 * 12 (48) frames
CA/63BB: CD        Turn vehicle/entity right
CA/63BC: E0        Pause for 4 * 6 (24) frames
CA/63BE: C7        Set vehicle/entity to stay still when moving
CA/63BF: DC        Make vehicle/entity jump (low)
CA/63C0: CD        Turn vehicle/entity right
CA/63C1: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/63C2: E0        Pause for 4 * 3 (12) frames
CA/63C4: FC        Branch 5 bytes backwards ($CA63BF)
CA/63C6: FF        End queue
CA/63C7: 30    Begin action queue for character $30 (Camera), 16 bytes long 
CA/63C9: C3        Set vehicle/entity's event speed to fast
CA/63CA: 9F        Move vehicle/entity left 8 tiles
CA/63CB: 9F        Move vehicle/entity left 8 tiles
CA/63CC: C2        Set vehicle/entity's event speed to normal
CA/63CD: 8B        Move vehicle/entity left 3 tiles
CA/63CE: C1        Set vehicle/entity's event speed to slow
CA/63CF: 83        Move vehicle/entity left 1 tile
CA/63D0: 81        Move vehicle/entity right 1 tile
CA/63D1: C2        Set vehicle/entity's event speed to normal
CA/63D2: 81        Move vehicle/entity right 1 tile
CA/63D3: C3        Set vehicle/entity's event speed to fast
CA/63D4: 9D        Move vehicle/entity right 8 tiles
CA/63D5: 9D        Move vehicle/entity right 8 tiles
CA/63D6: 9D        Move vehicle/entity right 8 tiles
CA/63D7: 89        Move vehicle/entity right 3 tiles
CA/63D8: FF        End queue
CA/63D9: 04    Begin action queue for character $04 (Actor in stot 4), 17 bytes long 
CA/63DB: 9F        Move vehicle/entity left 8 tiles
CA/63DC: 9F        Move vehicle/entity left 8 tiles
CA/63DD: 8F        Move vehicle/entity left 4 tiles
CA/63DE: A9        Move vehicle/entity left/down 2x1 tiles
CA/63DF: A2        Move vehicle/entity left/down 1x1 tiles
CA/63E0: 82        Move vehicle/entity down 1 tile
CA/63E1: A6        Move vehicle/entity right/down 2x1 tiles
CA/63E2: A6        Move vehicle/entity right/down 2x1 tiles
CA/63E3: 9D        Move vehicle/entity right 8 tiles
CA/63E4: C2        Set vehicle/entity's event speed to normal
CA/63E5: 8D        Move vehicle/entity right 4 tiles
CA/63E6: C3        Set vehicle/entity's event speed to fast
CA/63E7: 8D        Move vehicle/entity right 4 tiles
CA/63E8: 9D        Move vehicle/entity right 8 tiles
CA/63E9: 9D        Move vehicle/entity right 8 tiles
CA/63EA: 9D        Move vehicle/entity right 8 tiles
CA/63EB: FF        End queue
CA/63EC: 01    Begin action queue for character $01 (Actor in stot 1), 13 bytes long 
CA/63EE: 9F        Move vehicle/entity left 8 tiles
CA/63EF: 9F        Move vehicle/entity left 8 tiles
CA/63F0: 97        Move vehicle/entity left 6 tiles
CA/63F1: A8        Move vehicle/entity left/down 1x2 tiles
CA/63F2: 86        Move vehicle/entity down 2 tiles
CA/63F3: A7        Move vehicle/entity right/down 1x2 tiles
CA/63F4: A6        Move vehicle/entity right/down 2x1 tiles
CA/63F5: 9D        Move vehicle/entity right 8 tiles
CA/63F6: 9D        Move vehicle/entity right 8 tiles
CA/63F7: 9D        Move vehicle/entity right 8 tiles
CA/63F8: 9D        Move vehicle/entity right 8 tiles
CA/63F9: 9D        Move vehicle/entity right 8 tiles
CA/63FA: FF        End queue
CA/63FB: 00    Begin action queue for character $00 (Actor in stot 0), 19 bytes long 
CA/63FD: 9F        Move vehicle/entity left 8 tiles
CA/63FE: 9F        Move vehicle/entity left 8 tiles
CA/63FF: 97        Move vehicle/entity left 6 tiles
CA/6400: A2        Move vehicle/entity left/down 1x1 tiles
CA/6401: A8        Move vehicle/entity left/down 1x2 tiles
CA/6402: A7        Move vehicle/entity right/down 1x2 tiles
CA/6403: A1        Move vehicle/entity right/down 1x1 tiles
CA/6404: A6        Move vehicle/entity right/down 2x1 tiles
CA/6405: 81        Move vehicle/entity right 1 tile
CA/6406: C2        Set vehicle/entity's event speed to normal
CA/6407: A5        Move vehicle/entity right/up 2x1 tiles
CA/6408: 85        Move vehicle/entity right 2 tiles
CA/6409: C3        Set vehicle/entity's event speed to fast
CA/640A: 9D        Move vehicle/entity right 8 tiles
CA/640B: 9D        Move vehicle/entity right 8 tiles
CA/640C: 9D        Move vehicle/entity right 8 tiles
CA/640D: 9D        Move vehicle/entity right 8 tiles
CA/640E: 95        Move vehicle/entity right 6 tiles
CA/640F: FF        End queue
CA/6410: 93    Pause for 45 units
CA/6411: 4B    Display dialogue message $009D, wait for button press (At bottom of screen)
               EDGAR: Bravo, Figaro!!! 
CA/6414: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CA/6416: F2    Fade out current song with transition time 64
CA/6418: 4B    Display dialogue message $009F, wait for button press (At bottom of screen)
               KEFKA: Son of a submariner!
               They'll pay for this
CA/641B: 94    Pause for 60 units
CA/641C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/641E: 6A    Load map $0038 (Empty desert (fleeing on chocobos / Imperials en route to Narshe)) after fade out, (upper bits $2400), place party at (17, 7), facing down
CA/6424: F6    Subcommand $10: Play song $3F (Train Running) at volume $38 (may have other effects)
CA/6428: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/642A: D5        Set vehicle/entity's position to (9, 8)
CA/642D: C3        Set vehicle/entity's event speed to fast
CA/642E: FF        End queue
CA/642F: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/6431: D5        Set vehicle/entity's position to (11, 9)
CA/6434: C3        Set vehicle/entity's event speed to fast
CA/6435: FF        End queue
CA/6436: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/6438: D5        Set vehicle/entity's position to (8, 10)
CA/643B: C3        Set vehicle/entity's event speed to fast
CA/643C: FF        End queue
CA/643D: 96    Restore screen from fade
CA/643E: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/6440: 9D        Move vehicle/entity right 8 tiles
CA/6441: 81        Move vehicle/entity right 1 tile
CA/6442: FC        Branch 1 bytes backwards ($CA6441)
CA/6444: FF        End queue
CA/6445: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/6447: 9D        Move vehicle/entity right 8 tiles
CA/6448: 81        Move vehicle/entity right 1 tile
CA/6449: FC        Branch 1 bytes backwards ($CA6448)
CA/644B: FF        End queue
CA/644C: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/644E: 9D        Move vehicle/entity right 8 tiles
CA/644F: 81        Move vehicle/entity right 1 tile
CA/6450: FC        Branch 1 bytes backwards ($CA644F)
CA/6452: FF        End queue
CA/6453: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/6455: C2        Set vehicle/entity's event speed to normal
CA/6456: 9D        Move vehicle/entity right 8 tiles
CA/6457: C3        Set vehicle/entity's event speed to fast
CA/6458: 81        Move vehicle/entity right 1 tile
CA/6459: FC        Branch 1 bytes backwards ($CA6458)
CA/645B: FF        End queue
CA/645C: 93    Pause for 45 units
CA/645D: 4B    Display dialogue message $00A0, wait for button press
               LOCKE: This is great! 
CA/6460: 95    Pause for 120 units
CA/6461: 48    Display dialogue message $00A1, continue executing commands
               TERRA: Was that a bad person? 
               I I'm scared
CA/6464: B0    Execute the following commands until broken by $BC command detecting confirm button press
CA/6466: B4        Pause for 1 units
CA/6468: BC        If bit $1E80($1B4) [$1EB6, bit 4] is clear, return
CA/646B: 49    If dialogue window is up, wait for keypress then dismiss
CA/646C: 92    Pause for 30 units
CA/646D: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CA/646F: C2        Set vehicle/entity's event speed to normal
CA/6470: A6        Move vehicle/entity right/down 2x1 tiles
CA/6471: C3        Set vehicle/entity's event speed to fast
CA/6472: A6        Move vehicle/entity right/down 2x1 tiles
CA/6473: A6        Move vehicle/entity right/down 2x1 tiles
CA/6474: 81        Move vehicle/entity right 1 tile
CA/6475: FC        Branch 1 bytes backwards ($CA6474)
CA/6477: FF        End queue
CA/6478: B5    Pause for 15 * 6 (90) units
CA/647A: 48    Display dialogue message $00A2, continue executing commands
               EDGAR: TERRA,
               there's someone I'd like you to meet!
CA/647D: B0    Execute the following commands until broken by $BC command detecting confirm button press
CA/647F: B4        Pause for 1 units
CA/6481: BC        If bit $1E80($1B4) [$1EB6, bit 4] is clear, return
CA/6484: 49    If dialogue window is up, wait for keypress then dismiss
CA/6485: 91    Pause for 15 units
CA/6486: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CA/6488: C2        Set vehicle/entity's event speed to normal
CA/6489: 85        Move vehicle/entity right 2 tiles
CA/648A: C3        Set vehicle/entity's event speed to fast
CA/648B: 81        Move vehicle/entity right 1 tile
CA/648C: FC        Branch 1 bytes backwards ($CA648B)
CA/648E: FF        End queue
CA/648F: 92    Pause for 30 units
CA/6490: 4B    Display dialogue message $00A3, wait for button press
               LOCKE: We're members of the Returners.
               EDGAR: Our mentor, Banon, would certainly like to meet you.
               Magic is going to be the key to winning this war.
CA/6493: 92    Pause for 30 units
CA/6494: 4B    Display dialogue message $00A4, wait for button press
               TERRA: Magic
CA/6497: 92    Pause for 30 units
CA/6498: 4B    Display dialogue message $00A5, wait for button press
               EDGAR: TERRA has magical powers. That Esper seemed toreact to her. Can there be some connection?
               TERRA: I haven't the foggiest! It just seems natural to me that I have the use of this power
CA/649B: 91    Pause for 15 units
CA/649C: 48    Display dialogue message $00A6, continue executing commands
               EDGAR: But no HUMAN is born with the powers you seem to have, and
CA/649F: B0    Execute the following commands until broken by $BC command detecting confirm button press
CA/64A1: B4        Pause for 1 units
CA/64A3: BC        If bit $1E80($1B4) [$1EB6, bit 4] is clear, return
CA/64A6: 49    If dialogue window is up, wait for keypress then dismiss
CA/64A7: F2    Fade out current song with transition time 128
CA/64A9: 30    Begin action queue for character $30 (Camera), 14 bytes long 
CA/64AB: 8D        Move vehicle/entity right 4 tiles
CA/64AC: C2        Set vehicle/entity's event speed to normal
CA/64AD: 85        Move vehicle/entity right 2 tiles
CA/64AE: C1        Set vehicle/entity's event speed to slow
CA/64AF: 81        Move vehicle/entity right 1 tile
CA/64B0: E0        Pause for 4 * 3 (12) frames
CA/64B2: C0        Set vehicle/entity's event speed to slowest
CA/64B3: 83        Move vehicle/entity left 1 tile
CA/64B4: C1        Set vehicle/entity's event speed to slow
CA/64B5: 8B        Move vehicle/entity left 3 tiles
CA/64B6: C0        Set vehicle/entity's event speed to slowest
CA/64B7: 87        Move vehicle/entity left 2 tiles
CA/64B8: FF        End queue
CA/64B9: 01    Begin action queue for character $01 (Actor in stot 1), 19 bytes long 
CA/64BB: 9D        Move vehicle/entity right 8 tiles
CA/64BC: C2        Set vehicle/entity's event speed to normal
CA/64BD: A6        Move vehicle/entity right/down 2x1 tiles
CA/64BE: C1        Set vehicle/entity's event speed to slow
CA/64BF: A1        Move vehicle/entity right/down 1x1 tiles
CA/64C0: C0        Set vehicle/entity's event speed to slowest
CA/64C1: 82        Move vehicle/entity down 1 tile
CA/64C2: A2        Move vehicle/entity left/down 1x1 tiles
CA/64C3: C1        Set vehicle/entity's event speed to slow
CA/64C4: 9F        Move vehicle/entity left 8 tiles
CA/64C5: A9        Move vehicle/entity left/down 2x1 tiles
CA/64C6: A9        Move vehicle/entity left/down 2x1 tiles
CA/64C7: AA        Move vehicle/entity left/up 2x1 tiles
CA/64C8: AB        Move vehicle/entity left/up 1x2 tiles
CA/64C9: 80        Move vehicle/entity up 1 tile
CA/64CA: A4        Move vehicle/entity right/up 1x2 tiles
CA/64CB: 81        Move vehicle/entity right 1 tile
CA/64CC: A6        Move vehicle/entity right/down 2x1 tiles
CA/64CD: FF        End queue
CA/64CE: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CA/64D0: C1        Set vehicle/entity's event speed to slow
CA/64D1: 81        Move vehicle/entity right 1 tile
CA/64D2: C0        Set vehicle/entity's event speed to slowest
CA/64D3: 81        Move vehicle/entity right 1 tile
CA/64D4: FF        End queue
CA/64D5: 04    Begin action queue for character $04 (Actor in stot 4), 16 bytes long (Wait until complete)
CA/64D7: 9D        Move vehicle/entity right 8 tiles
CA/64D8: C2        Set vehicle/entity's event speed to normal
CA/64D9: A5        Move vehicle/entity right/up 2x1 tiles
CA/64DA: C1        Set vehicle/entity's event speed to slow
CA/64DB: A0        Move vehicle/entity right/up 1x1 tiles
CA/64DC: C2        Set vehicle/entity's event speed to normal
CA/64DD: 80        Move vehicle/entity up 1 tile
CA/64DE: A3        Move vehicle/entity left/up 1x1 tiles
CA/64DF: AA        Move vehicle/entity left/up 2x1 tiles
CA/64E0: C1        Set vehicle/entity's event speed to slow
CA/64E1: 87        Move vehicle/entity left 2 tiles
CA/64E2: A9        Move vehicle/entity left/down 2x1 tiles
CA/64E3: C0        Set vehicle/entity's event speed to slowest
CA/64E4: A2        Move vehicle/entity left/down 1x1 tiles
CA/64E5: CE        Turn vehicle/entity down
CA/64E6: FF        End queue
CA/64E7: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/64E9: B5    Pause for 15 * 6 (90) units
CA/64EB: 4B    Display dialogue message $00A7, wait for button press
               EDGAR: I apologize.
               TERRA: What should I do?
               EDGAR: I'm sure the Empire is going to come after you
               If they get their hands on you again, the world's finished
               TERRA, you want to understand your own powers, right?
CA/64EE: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/64F0: C2        Set vehicle/entity's event speed to normal
CA/64F1: 85        Move vehicle/entity right 2 tiles
CA/64F2: 86        Move vehicle/entity down 2 tiles
CA/64F3: CF        Turn vehicle/entity left
CA/64F4: FF        End queue
CA/64F5: 4B    Display dialogue message $00A8, wait for button press
               EDGAR: Then I think we need to consult with Banon.
               TERRA: 
CA/64F8: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CA/64FA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/64FC: 4B    Display dialogue message $00A9, wait for button press
               LOCKE: Please
CA/64FF: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/6501: CE        Turn vehicle/entity down
CA/6502: FF        End queue
CA/6503: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/6505: A1        Move vehicle/entity right/down 1x1 tiles
CA/6506: 82        Move vehicle/entity down 1 tile
CA/6507: CF        Turn vehicle/entity left
CA/6508: FF        End queue
CA/6509: 4B    Display dialogue message $00AA, wait for button press
               EDGAR: OK!
               To the south there's a cave that leads to South Figaro.
CA/650C: 92    Pause for 30 units
CA/650D: 97    Fade screen to black
CA/650E: 5C    Pause execution until fade in or fade out is complete
CA/650F: 39    Free screen
CA/6510: 44    Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown)
CA/6513: 44    Place character $01 (Actor in stot 1) on vehicle $00 (No vehicle) (Character is not shown)
CA/6516: 44    Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown)
CA/6519: D6    Set event bit $1E80($30B) [$1EE1, bit 3]
CA/651B: D2    Set event bit $1E80($108) [$1EA1, bit 0]
CA/651D: D1    Clear event bit $1E80($0DE) [$1E9B, bit 6]
CA/651F: B2    Call subroutine $CACB95
CA/6523: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (65, 77), facing down, party is in overworld chocobo mode
CA/6529: DF        Show mini-map
CA/652A: FF        End vehicle script

CA/652B: 73    Replace current map's Layer 1 at (21, 19) with the following (13 x 16) chunk, refresh immediately
CA/6530:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/653D:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/654A:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/6557:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/6564:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/6571:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/657E:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/658B:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/6598:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65A5:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65B2:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65BF:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65CC:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65D9:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65E6:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/65F3:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/6600: FE    Return

CA/6601: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA661B
CA/6607: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6617
CA/660D: C0    If ($1E80($004) [$1E80, bit 4] is clear), branch to $CA661F
CA/6613: 4B    Display dialogue message $0050, wait for button press
               Feel free to wander about.
CA/6616: FE    Return

CA/6617: 4B    Display dialogue message $03AE, wait for button press
               The Empire is no longer our ally!
CA/661A: FE    Return

CA/661B: 4B    Display dialogue message $0963, wait for button press
               No more Returnersno more Empire. Now who am I gonna side with?
CA/661E: FE    Return

CA/661F: 4B    Display dialogue message $0051, wait for button press
               Go see the King!
CA/6622: FE    Return

CA/6623: B2    Call subroutine $CACA8D
CA/6627: C0    If ($1E80($004) [$1E80, bit 4] is set), branch to $CA6D63
CA/662D: B2    Call subroutine $CAC6AC
CA/6631: 38    Hold screen
CA/6632: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/6634: C2        Set vehicle/entity's event speed to normal
CA/6635: 86        Move vehicle/entity down 2 tiles
CA/6636: CC        Turn vehicle/entity up
CA/6637: FF        End queue
CA/6638: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CA/663A: CC        Turn vehicle/entity up
CA/663B: C3        Set vehicle/entity's event speed to fast
CA/663C: FF        End queue
CA/663D: B0    Execute the following commands until $B1 3 times
CA/663F: 01        Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CA/6641: 21            Do vehicle/entity graphical action $21 
CA/6642: E0            Pause for 4 * 1 (4) frames
CA/6644: CC            Turn vehicle/entity up
CA/6645: E0            Pause for 4 * 4 (16) frames
CA/6647: FF            End queue
CA/6648: B1        End block of repeating commands
CA/6649: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CA/664B: 81        Move vehicle/entity right 1 tile
CA/664C: CE        Turn vehicle/entity down
CA/664D: FF        End queue
CA/664E: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6650: 82        Move vehicle/entity down 1 tile
CA/6651: FF        End queue
CA/6652: 4B    Display dialogue message $0040, wait for button press (At bottom of screen)
               MAN: You mean, THIS young woman?!
CA/6655: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/6657: 82        Move vehicle/entity down 1 tile
CA/6658: 81        Move vehicle/entity right 1 tile
CA/6659: 82        Move vehicle/entity down 1 tile
CA/665A: CF        Turn vehicle/entity left
CA/665B: FF        End queue
CA/665C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/665E: CD        Turn vehicle/entity right
CA/665F: FF        End queue
CA/6660: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/6662: 22        Do vehicle/entity graphical action $22 
CA/6663: E0        Pause for 4 * 8 (32) frames
CA/6665: CF        Turn vehicle/entity left
CA/6666: FF        End queue
CA/6667: 94    Pause for 60 units
CA/6668: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/666A: 55        Do vehicle/entity graphical action $15, flipped horizontally
CA/666B: FF        End queue
CA/666C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/666E: CD        Turn vehicle/entity right
CA/666F: FF        End queue
CA/6670: 92    Pause for 30 units
CA/6671: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/6673: 80        Move vehicle/entity up 1 tile
CA/6674: 83        Move vehicle/entity left 1 tile
CA/6675: 80        Move vehicle/entity up 1 tile
CA/6676: FF        End queue
CA/6677: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/6679: CC        Turn vehicle/entity up
CA/667A: FF        End queue
CA/667B: 4B    Display dialogue message $0041, wait for button press
               TERRA: Who do you think you are?
CA/667E: 92    Pause for 30 units
CA/667F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6681: 21        Do vehicle/entity graphical action $21 
CA/6682: FF        End queue
CA/6683: 4B    Display dialogue message $0042, wait for button press
               MAN: Ohsorry!
CA/6686: 93    Pause for 45 units
CA/6687: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6689: CC        Turn vehicle/entity up
CA/668A: FF        End queue
CA/668B: 93    Pause for 45 units
CA/668C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/668E: CD        Turn vehicle/entity right
CA/668F: FF        End queue
CA/6690: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6692: 20        Do vehicle/entity graphical action $20 
CA/6693: FF        End queue
CA/6694: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6696: CE        Turn vehicle/entity down
CA/6697: FF        End queue
CA/6698: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/669A: 25        Do vehicle/entity graphical action $25 
CA/669B: FF        End queue
CA/669C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/669E: 24        Do vehicle/entity graphical action $24 
CA/669F: FF        End queue
CA/66A0: 4B    Display dialogue message $0043, wait for button press
               MAN: How rude of me to turn my back to a lady!
CA/66A3: 42    Hide object $00
CA/66A5: 42    Hide object $01
CA/66A7: 42    Hide object $11
CA/66A9: 42    Hide object $12
CA/66AB: B2    Call subroutine $CAD00F
CA/66AF: 94    Pause for 60 units
CA/66B0: 4B    Display dialogue message $0044, wait for button press (Show text only) (At bottom of screen)
               The young king of Figaro Castle, ally to the Empire, and a master designer of machinery
CA/66B3: 92    Pause for 30 units
CA/66B4: 80    Add item $AA (<E5>AutoCrossbow) to inventory
CA/66B6: 7F    Change character $04's name to $04 (EDGAR )
CA/66B9: 37    Assign graphics $04 to object $04 (Actor in stot 4)
CA/66BC: 43    Assign palette $00 to character $04 (Actor in stot 4)
CA/66BF: 98    Invoke name change screen for character $04 (Actor in stot 4)
CA/66C1: 50    Tint screen (cumulative) with color $BC
CA/66C3: 96    Restore screen from fade
CA/66C4: 94    Pause for 60 units
CA/66C5: B2    Call subroutine $CAD015
CA/66C9: 41    Show object $00
CA/66CB: 41    Show object $01
CA/66CD: 41    Show object $11
CA/66CF: 41    Show object $12
CA/66D1: 45    Refresh objects
CA/66D2: 93    Pause for 45 units
CA/66D3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/66D5: CE        Turn vehicle/entity down
CA/66D6: FF        End queue
CA/66D7: B5    Pause for 15 * 6 (90) units
CA/66D9: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/66DB: 82        Move vehicle/entity down 1 tile
CA/66DC: FF        End queue
CA/66DD: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/66DF: C2        Set vehicle/entity's event speed to normal
CA/66E0: 86        Move vehicle/entity down 2 tiles
CA/66E1: FF        End queue
CA/66E2: 4B    Display dialogue message $0045, wait for button press (At bottom of screen)
               EDGAR: I am EDGAR, King of Figaro.
CA/66E5: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CA/66E7: C3        Set vehicle/entity's event speed to fast
CA/66E8: 82        Move vehicle/entity down 1 tile
CA/66E9: FF        End queue
CA/66EA: 4B    Display dialogue message $0046, wait for button press (At bottom of screen)
               LOCKE: Surprised someone like me knows a king?
CA/66ED: 39    Free screen
CA/66EE: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/66F0: CD        Turn vehicle/entity right
CA/66F1: FF        End queue
CA/66F2: B0    Execute the following commands until $B1 3 times
CA/66F4: 10        Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/66F6: 62            Do vehicle/entity graphical action $22, flipped horizontally
CA/66F7: E0            Pause for 4 * 1 (4) frames
CA/66F9: CD            Turn vehicle/entity right
CA/66FA: E0            Pause for 4 * 3 (12) frames
CA/66FC: FF            End queue
CA/66FD: 01        Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CA/66FF: E0            Pause for 4 * 3 (12) frames
CA/6701: 22            Do vehicle/entity graphical action $22 
CA/6702: E0            Pause for 4 * 1 (4) frames
CA/6704: CF            Turn vehicle/entity left
CA/6705: FF            End queue
CA/6706: B1        End block of repeating commands
CA/6707: 94    Pause for 60 units
CA/6708: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/670A: CE        Turn vehicle/entity down
CA/670B: FF        End queue
CA/670C: 4B    Display dialogue message $0047, wait for button press (At bottom of screen)
               LOCKE: Talk to you later!
CA/670F: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CA/6711: 9E        Move vehicle/entity down 8 tiles
CA/6712: 8E        Move vehicle/entity down 4 tiles
CA/6713: D1        Make vehicle/entity disappear
CA/6714: FF        End queue
CA/6715: 45    Refresh objects
CA/6716: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CA/6718: CD        Turn vehicle/entity right
CA/6719: FF        End queue
CA/671A: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/671C: 81        Move vehicle/entity right 1 tile
CA/671D: 8E        Move vehicle/entity down 4 tiles
CA/671E: 23        Do vehicle/entity graphical action $23 
CA/671F: FF        End queue
CA/6720: 3F    Remove character $01 (Actor in stot 1) from the party
CA/6723: 3E    Delete object $01
CA/6725: 45    Refresh objects
CA/6726: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/672A: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CA/672D: 4B    Display dialogue message $0048, wait for button press
               EDGAR: Soyou're an Imperial soldier! No problem. Figaro and the Empire are allies!
               Please, relax while you're here.
               It's not in my blood to harm a lady.
CA/6730: 92    Pause for 30 units
CA/6731: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/6733: 82        Move vehicle/entity down 1 tile
CA/6734: FF        End queue
CA/6735: 4B    Display dialogue message $0049, wait for button press
               TERRA: Look, why are you helping me?
               Is it because of myabilities?
CA/6738: B0    Execute the following commands until $B1 4 times
CA/673A: 10        Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CA/673C: 24            Do vehicle/entity graphical action $24 
CA/673D: E0            Pause for 4 * 1 (4) frames
CA/673F: 25            Do vehicle/entity graphical action $25 
CA/6740: E0            Pause for 4 * 1 (4) frames
CA/6742: FF            End queue
CA/6743: B1        End block of repeating commands
CA/6744: 4B    Display dialogue message $004A, wait for button press
               EDGAR: I'll give you 3 reasons:
               First of all, your beauty has captivated me!
               SecondI'm dying to know if I'm your type
CA/6747: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6749: 8A        Move vehicle/entity down 3 tiles
CA/674A: FF        End queue
CA/674B: 4B    Display dialogue message $004B, wait for button press
               I guess yourabilitieswould be a distant 3rd.
CA/674E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/6750: 86        Move vehicle/entity down 2 tiles
CA/6751: FF        End queue
CA/6752: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/6754: E0        Pause for 4 * 16 (64) frames
CA/6756: 23        Do vehicle/entity graphical action $23 
CA/6757: FF        End queue
CA/6758: B3    Call subroutine $CAC7FE, 2 times
CA/675D: 92    Pause for 30 units
CA/675E: 4B    Display dialogue message $004C, wait for button press
               TERRA: ? 
               What's with you, anyway?
CA/6761: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/6763: 82        Move vehicle/entity down 1 tile
CA/6764: E0        Pause for 4 * 16 (64) frames
CA/6766: 20        Do vehicle/entity graphical action $20 
CA/6767: FF        End queue
CA/6768: 4B    Display dialogue message $004D, wait for button press
               EDGAR: Guess my technique's getting a bit rusty
CA/676B: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/676D: 8E        Move vehicle/entity down 4 tiles
CA/676E: D1        Make vehicle/entity disappear
CA/676F: FF        End queue
CA/6770: 45    Refresh objects
CA/6771: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/6773: CE        Turn vehicle/entity down
CA/6774: E0        Pause for 4 * 8 (32) frames
CA/6776: 20        Do vehicle/entity graphical action $20 
CA/6777: FF        End queue
CA/6778: 4B    Display dialogue message $004F, wait for button press
               TERRA: HmmI suppose a normal girl would have found him dashing. 
               But I'm hardlynormal
CA/677B: D0    Set event bit $1E80($004) [$1E80, bit 4]
CA/677D: D7    Clear event bit $1E80($308) [$1EE1, bit 0]
CA/677F: D7    Clear event bit $1E80($30D) [$1EE1, bit 5]
CA/6781: D6    Set event bit $1E80($30E) [$1EE1, bit 6]
CA/6783: D6    Set event bit $1E80($315) [$1EE2, bit 5]
CA/6785: FE    Return

CA/6786: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6790
CA/678C: 4B    Display dialogue message $0056, wait for button press
               I heard the Empire is using something called magic
CA/678F: FE    Return

CA/6790: 4B    Display dialogue message $03AC, wait for button press
               Submerged, this castle could even travel under a mountain range!
CA/6793: FE    Return

CA/6794: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6790
CA/679A: 4B    Display dialogue message $0058, wait for button press
               Gestahl has harnessed the power of magic.
               Who can stop him now?!
CA/679D: FE    Return

CA/679E: 4B    Display dialogue message $03AF, wait for button press
               You must be tired!
               How about a rest?
CA/67A1: FE    Return

CA/67A2: DE    Load CaseWord with the characters in the currently active party?
CA/67A3: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67DE; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA67E2
CA/67AB: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA67BD
CA/67B1: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67BA
CA/67B7: 9B    Invoke shop $04
CA/67B9: FE    Return

CA/67BA: 9B    Invoke shop $2F
CA/67BC: FE    Return

CA/67BD: 9B    Invoke shop $40
CA/67BF: FE    Return

CA/67C0: DE    Load CaseWord with the characters in the currently active party?
CA/67C1: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67DE; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA67E2
CA/67C9: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA67DB
CA/67CF: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67D8
CA/67D5: 9B    Invoke shop $52
CA/67D7: FE    Return

CA/67D8: 9B    Invoke shop $53
CA/67DA: FE    Return

CA/67DB: 9B    Invoke shop $54
CA/67DD: FE    Return

CA/67DE: 4B    Display dialogue message $006F, wait for button press
               MERCHANT: I can't take money from the King!
               EDGAR: Look, don't you have a family?
               Just shut up and take it.
CA/67E1: FE    Return

CA/67E2: 4B    Display dialogue message $0070, wait for button press
               MERCHANT: Sir SABIN, I can't take your money!
               SABIN: Take it!
               Haven't you heard? My brother says I'm a notorious spendthrift!
CA/67E5: FE    Return

CA/67E6: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67F0
CA/67EC: 4B    Display dialogue message $006E, wait for button press
               CHANCELLOR: The whole business of the succession was so repugnant to SABIN, the King's brother, that
               he fled the castle forever. The succession was settled with a coin toss
CA/67EF: FE    Return

CA/67F0: DE    Load CaseWord with the characters in the currently active party?
CA/67F1: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67FF
CA/67F6: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6803
CA/67FB: 4B    Display dialogue message $03B6, wait for button press
               CHANCELLOR: Make yourselves at home here.
CA/67FE: FE    Return

CA/67FF: 4B    Display dialogue message $03B4, wait for button press
               CHANCELLOR: Welcome back, King EDGAR!
CA/6802: FE    Return

CA/6803: 4B    Display dialogue message $03B5, wait for button press
               CHANCELLOR: Huh!?
               SABIN
               What a splendid young man you've become!
CA/6806: FE    Return

CA/6807: C0    If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA681B
CA/680D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6817
CA/6813: 4B    Display dialogue message $0061, wait for button press
               These thieves have been
               terrorizing the vicinity.
               Stay away from 'em!
CA/6816: FE    Return

CA/6817: 4B    Display dialogue message $0961, wait for button press
               I know someone who deserves to be locked up in here!
CA/681A: FE    Return

CA/681B: 4B    Display dialogue message $0962, wait for button press
               You found an ancient text at the library, right?
CA/681E: FE    Return

CA/681F: 4B    Display dialogue message $0062, wait for button press
               I demand to see EDGAR!
               How dare they keep us in this stinking pit!
CA/6822: FE    Return

CA/6823: 4B    Display dialogue message $0063, wait for button press
               Hey! Let us outta here!
CA/6826: FE    Return

CA/6827: 4B    Display dialogue message $0064, wait for button press
               Relax, they're just blowing off steam. But I'm telling you, there's no sense keeping us here!
               We're just small potatos compared to the real threat lurking out there! And King EDGAR knows it!
CA/682A: FE    Return

CA/682B: 4B    Display dialogue message $0065, wait for button press
               I'm Lone Wolf, the pickpocket!
CA/682E: FE    Return

CA/682F: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA68DC
CA/6835: C0    If ($1E80($048) [$1E89, bit 0] is clear), branch to $CA68D8
CA/683B: 4B    Display dialogue message $03D2, wait for button press
               Lots of requests this month!
               If it's your wish, I'll take you beyond the mountains.
CA/683E: C0    If ($1E80($10B) [$1EA1, bit 3] is clear), branch to $CA684F
CA/6844: 4B    Display dialogue message $03D4, wait for button press
               ^ (Go to Kohlingen?)
               ^ (Stop?)
CA/6847: B6    Indexed branch based on prior dialogue selection [$CA685A, $CA5EB3]
CA/684E: FE    Return

CA/684F: 4B    Display dialogue message $03D3, wait for button press
               ^ (Go to Figaro?)
               ^ (Stop?)
CA/6852: B6    Indexed branch based on prior dialogue selection [$CA6899, $CA5EB3]
CA/6859: FE    Return

CA/685A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/685C: 88        Move vehicle/entity up 3 tiles
CA/685D: FF        End queue
CA/685E: 4B    Display dialogue message $03D7, wait for button press (At bottom of screen)
               Urgggh!
CA/6861: D3    Clear event bit $1E80($10B) [$1EA1, bit 3]
CA/6863: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6865: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (64, 76), facing up, flags $00
CA/686B: C1        Set vehicle/entity's event speed to slow
CA/686C: D1        Make vehicle/entity disappear
CA/686D: FD        Show Figaro Castle submerging
CA/686E: A3        Move vehicle/entity left/up 1x1 tiles
CA/686F: A3        Move vehicle/entity left/up 1x1 tiles
CA/6870: A3        Move vehicle/entity left/up 1x1 tiles
CA/6871: A3        Move vehicle/entity left/up 1x1 tiles
CA/6872: A3        Move vehicle/entity left/up 1x1 tiles
CA/6873: A3        Move vehicle/entity left/up 1x1 tiles
CA/6874: A3        Move vehicle/entity left/up 1x1 tiles
CA/6875: A3        Move vehicle/entity left/up 1x1 tiles
CA/6876: A3        Move vehicle/entity left/up 1x1 tiles
CA/6877: A3        Move vehicle/entity left/up 1x1 tiles
CA/6878: A3        Move vehicle/entity left/up 1x1 tiles
CA/6879: A3        Move vehicle/entity left/up 1x1 tiles
CA/687A: A3        Move vehicle/entity left/up 1x1 tiles
CA/687B: A3        Move vehicle/entity left/up 1x1 tiles
CA/687C: A3        Move vehicle/entity left/up 1x1 tiles
CA/687D: A3        Move vehicle/entity left/up 1x1 tiles
CA/687E: A3        Move vehicle/entity left/up 1x1 tiles
CA/687F: A3        Move vehicle/entity left/up 1x1 tiles
CA/6880: A3        Move vehicle/entity left/up 1x1 tiles
CA/6881: A3        Move vehicle/entity left/up 1x1 tiles
CA/6882: A3        Move vehicle/entity left/up 1x1 tiles
CA/6883: A3        Move vehicle/entity left/up 1x1 tiles
CA/6884: AA        Move vehicle/entity left/up 2x1 tiles
CA/6885: AA        Move vehicle/entity left/up 2x1 tiles
CA/6886: AA        Move vehicle/entity left/up 2x1 tiles
CA/6887: AA        Move vehicle/entity left/up 2x1 tiles
CA/6888: AA        Move vehicle/entity left/up 2x1 tiles
CA/6889: AA        Move vehicle/entity left/up 2x1 tiles
CA/688A: FE        Show Figaro Castle emerging
CA/688B: D2        Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00
CA/6891: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/6893: 4B    Display dialogue message $03D8, wait for button press
               Next stop, Kohlingen!
               Watch your step!
CA/6896: D2    Set event bit $1E80($10C) [$1EA1, bit 4]
CA/6898: FE    Return

CA/6899: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/689B: 88        Move vehicle/entity up 3 tiles
CA/689C: FF        End queue
CA/689D: 4B    Display dialogue message $03D7, wait for button press (At bottom of screen)
               Urgggh!
CA/68A0: D3    Clear event bit $1E80($10C) [$1EA1, bit 4]
CA/68A2: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/68A4: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (31, 48), facing up, flags $00
CA/68AA: C1        Set vehicle/entity's event speed to slow
CA/68AB: D1        Make vehicle/entity disappear
CA/68AC: FD        Show Figaro Castle submerging
CA/68AD: A1        Move vehicle/entity right/down 1x1 tiles
CA/68AE: A1        Move vehicle/entity right/down 1x1 tiles
CA/68AF: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B0: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B1: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B2: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B3: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B4: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B5: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B6: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B7: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B8: A1        Move vehicle/entity right/down 1x1 tiles
CA/68B9: A1        Move vehicle/entity right/down 1x1 tiles
CA/68BA: A1        Move vehicle/entity right/down 1x1 tiles
CA/68BB: A1        Move vehicle/entity right/down 1x1 tiles
CA/68BC: A1        Move vehicle/entity right/down 1x1 tiles
CA/68BD: A1        Move vehicle/entity right/down 1x1 tiles
CA/68BE: A1        Move vehicle/entity right/down 1x1 tiles
CA/68BF: A1        Move vehicle/entity right/down 1x1 tiles
CA/68C0: A1        Move vehicle/entity right/down 1x1 tiles
CA/68C1: A1        Move vehicle/entity right/down 1x1 tiles
CA/68C2: A1        Move vehicle/entity right/down 1x1 tiles
CA/68C3: A6        Move vehicle/entity right/down 2x1 tiles
CA/68C4: A6        Move vehicle/entity right/down 2x1 tiles
CA/68C5: A6        Move vehicle/entity right/down 2x1 tiles
CA/68C6: A6        Move vehicle/entity right/down 2x1 tiles
CA/68C7: A6        Move vehicle/entity right/down 2x1 tiles
CA/68C8: A6        Move vehicle/entity right/down 2x1 tiles
CA/68C9: FE        Show Figaro Castle emerging
CA/68CA: D2        Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00
CA/68D0: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/68D2: 4B    Display dialogue message $03D9, wait for button press
               Next stop, South Figaro.
               Watch your step!
CA/68D5: D2    Set event bit $1E80($10B) [$1EA1, bit 3]
CA/68D7: FE    Return

CA/68D8: 4B    Display dialogue message $03D5, wait for button press
               Beyond is the Figaro Castle Engine Room.
               We're ready to leave at a moment's notice!
CA/68DB: FE    Return

CA/68DC: C0    If ($1E80($0C6) [$1E98, bit 6] is set), branch to $CA68E6
CA/68E2: 4B    Display dialogue message $094E, wait for button press
               Iit was awful
CA/68E5: FE    Return

CA/68E6: C0    If ($1E80($26F) [$1ECD, bit 7] is set), branch to $CA695E
CA/68EC: C0    If ($1E80($106) [$1EA0, bit 6] is clear), branch to $CA68FD
CA/68F2: 4B    Display dialogue message $03D4, wait for button press
               ^ (Go to Kohlingen?)
               ^ (Stop?)
CA/68F5: B6    Indexed branch based on prior dialogue selection [$CA6908, $CA5EB3]
CA/68FC: FE    Return

CA/68FD: 4B    Display dialogue message $03D3, wait for button press
               ^ (Go to Figaro?)
               ^ (Stop?)
CA/6900: B6    Indexed branch based on prior dialogue selection [$CA6986, $CA5EB3]
CA/6907: FE    Return

CA/6908: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/690A: 88        Move vehicle/entity up 3 tiles
CA/690B: FF        End queue
CA/690C: 4B    Display dialogue message $03D7, wait for button press (At bottom of screen)
               Urgggh!
CA/690F: D3    Clear event bit $1E80($106) [$1EA0, bit 6]
CA/6911: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6913: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (81, 85), facing up, flags $00
CA/6919: C1        Set vehicle/entity's event speed to slow
CA/691A: D1        Make vehicle/entity disappear
CA/691B: FD        Show Figaro Castle submerging
CA/691C: A3        Move vehicle/entity left/up 1x1 tiles
CA/691D: A3        Move vehicle/entity left/up 1x1 tiles
CA/691E: A3        Move vehicle/entity left/up 1x1 tiles
CA/691F: A3        Move vehicle/entity left/up 1x1 tiles
CA/6920: A3        Move vehicle/entity left/up 1x1 tiles
CA/6921: B0        If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA694F
CA/6927: A3        Move vehicle/entity left/up 1x1 tiles
CA/6928: A3        Move vehicle/entity left/up 1x1 tiles
CA/6929: A3        Move vehicle/entity left/up 1x1 tiles
CA/692A: A3        Move vehicle/entity left/up 1x1 tiles
CA/692B: A3        Move vehicle/entity left/up 1x1 tiles
CA/692C: A3        Move vehicle/entity left/up 1x1 tiles
CA/692D: A3        Move vehicle/entity left/up 1x1 tiles
CA/692E: A3        Move vehicle/entity left/up 1x1 tiles
CA/692F: A3        Move vehicle/entity left/up 1x1 tiles
CA/6930: A3        Move vehicle/entity left/up 1x1 tiles
CA/6931: A3        Move vehicle/entity left/up 1x1 tiles
CA/6932: A3        Move vehicle/entity left/up 1x1 tiles
CA/6933: A3        Move vehicle/entity left/up 1x1 tiles
CA/6934: A3        Move vehicle/entity left/up 1x1 tiles
CA/6935: A3        Move vehicle/entity left/up 1x1 tiles
CA/6936: A3        Move vehicle/entity left/up 1x1 tiles
CA/6937: A3        Move vehicle/entity left/up 1x1 tiles
CA/6938: A3        Move vehicle/entity left/up 1x1 tiles
CA/6939: A3        Move vehicle/entity left/up 1x1 tiles
CA/693A: A3        Move vehicle/entity left/up 1x1 tiles
CA/693B: A3        Move vehicle/entity left/up 1x1 tiles
CA/693C: A3        Move vehicle/entity left/up 1x1 tiles
CA/693D: A3        Move vehicle/entity left/up 1x1 tiles
CA/693E: FE        Show Figaro Castle emerging
CA/693F: D2        Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00
CA/6945: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/6947: 4B    Display dialogue message $03D8, wait for button press
               Next stop, Kohlingen!
               Watch your step!
CA/694A: D0    Set event bit $1E80($0DC) [$1E9B, bit 4]
CA/694C: D5    Clear event bit $1E80($2B9) [$1ED7, bit 1]
CA/694E: FE    Return

CA/694F: D2        Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00
CA/6955: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/6957: D4    Set event bit $1E80($2B7) [$1ED6, bit 7]
CA/6959: D4    Set event bit $1E80($26F) [$1ECD, bit 7]
CA/695B: D6    Set event bit $1E80($397) [$1EF2, bit 7]
CA/695D: 92    Pause for 30 units
CA/695E: 4B    Display dialogue message $01DF, wait for button press
               There's something odd about this stratum
               It's as if we've bumped into something
               ^ (Continue journey)
               ^ (Stop and explore)
CA/6961: B6    Indexed branch based on prior dialogue selection [$CA6969, $CA5EB3]
CA/6968: FE    Return

CA/6969: D5    Clear event bit $1E80($2B7) [$1ED6, bit 7]
CA/696B: D5    Clear event bit $1E80($26F) [$1ECD, bit 7]
CA/696D: D7    Clear event bit $1E80($397) [$1EF2, bit 7]
CA/696F: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6971: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (67, 71), facing up, flags $00
CA/6977: C1        Set vehicle/entity's event speed to slow
CA/6978: D1        Make vehicle/entity disappear
CA/6979: B0        If ($1E80($2B9) [$1ED7, bit 1] is clear), branch to $CA69AD
CA/697F: B0        If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA6931
CA/6985: FF        End map script

CA/6986: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/6988: 88        Move vehicle/entity up 3 tiles
CA/6989: FF        End queue
CA/698A: 4B    Display dialogue message $03D7, wait for button press (At bottom of screen)
               Urgggh!
CA/698D: D1    Clear event bit $1E80($0DC) [$1E9B, bit 4]
CA/698F: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6991: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (53, 58), facing up, flags $00
CA/6997: C1        Set vehicle/entity's event speed to slow
CA/6998: D1        Make vehicle/entity disappear
CA/6999: FD        Show Figaro Castle submerging
CA/699A: A1        Move vehicle/entity right/down 1x1 tiles
CA/699B: A1        Move vehicle/entity right/down 1x1 tiles
CA/699C: A1        Move vehicle/entity right/down 1x1 tiles
CA/699D: A1        Move vehicle/entity right/down 1x1 tiles
CA/699E: A1        Move vehicle/entity right/down 1x1 tiles
CA/699F: B0        If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA694F
CA/69A5: A1        Move vehicle/entity right/down 1x1 tiles
CA/69A6: A1        Move vehicle/entity right/down 1x1 tiles
CA/69A7: A1        Move vehicle/entity right/down 1x1 tiles
CA/69A8: A1        Move vehicle/entity right/down 1x1 tiles
CA/69A9: A1        Move vehicle/entity right/down 1x1 tiles
CA/69AA: A1        Move vehicle/entity right/down 1x1 tiles
CA/69AB: A1        Move vehicle/entity right/down 1x1 tiles
CA/69AC: A1        Move vehicle/entity right/down 1x1 tiles
CA/69AD: A1        Move vehicle/entity right/down 1x1 tiles
CA/69AE: A1        Move vehicle/entity right/down 1x1 tiles
CA/69AF: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B0: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B1: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B2: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B3: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B4: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B5: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B6: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B7: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B8: A1        Move vehicle/entity right/down 1x1 tiles
CA/69B9: A1        Move vehicle/entity right/down 1x1 tiles
CA/69BA: A1        Move vehicle/entity right/down 1x1 tiles
CA/69BB: A1        Move vehicle/entity right/down 1x1 tiles
CA/69BC: FE        Show Figaro Castle emerging
CA/69BD: D2        Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00
CA/69C3: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/69C5: 4B    Display dialogue message $03D9, wait for button press
               Next stop, South Figaro.
               Watch your step!
CA/69C8: D2    Set event bit $1E80($106) [$1EA0, bit 6]
CA/69CA: D4    Set event bit $1E80($2B9) [$1ED7, bit 1]
CA/69CC: FE    Return

CA/69CD: C9    If ($1E80($0C6) [$1E98, bit 6] is set) and ($1E80($0C7) [$1E98, bit 7] is clear), branch to $CA69FD
CA/69D5: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/69DB: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/69DD: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CA/69DF: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/69E1: A2        Move vehicle/entity left/down 1x1 tiles
CA/69E2: FF        End queue
CA/69E3: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/69E5: 82        Move vehicle/entity down 1 tile
CA/69E6: CD        Turn vehicle/entity right
CA/69E7: FF        End queue
CA/69E8: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/69EA: C2        Set vehicle/entity's event speed to normal
CA/69EB: C7        Set vehicle/entity to stay still when moving
CA/69EC: 81        Move vehicle/entity right 1 tile
CA/69ED: C6        Set vehicle/entity to walk when moving
CA/69EE: FF        End queue
CA/69EF: 4B    Display dialogue message $03D6, wait for button press
               That's dangerous!
CA/69F2: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/69F4: 80        Move vehicle/entity up 1 tile
CA/69F5: A0        Move vehicle/entity right/up 1x1 tiles
CA/69F6: CE        Turn vehicle/entity down
CA/69F7: FF        End queue
CA/69F8: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/69FA: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CA/69FC: FE    Return

CA/69FD: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CA/69FF: 86        Move vehicle/entity down 2 tiles
CA/6A00: CF        Turn vehicle/entity left
CA/6A01: FF        End queue
CA/6A02: 4B    Display dialogue message $095B, wait for button press
               Nonsense!
               It's been fixed!
               Next stop, the surface!
CA/6A05: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CA/6A07: C3        Set vehicle/entity's event speed to fast
CA/6A08: 90        Move vehicle/entity up 5 tiles
CA/6A09: FF        End queue
CA/6A0A: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (81, 84), facing up, flags $00
CA/6A10: C1        Set vehicle/entity's event speed to slow
CA/6A11: D1        Make vehicle/entity disappear
CA/6A12: FE        Show Figaro Castle emerging
CA/6A13: D2        Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00
CA/6A19: 6C    Set parent map to $0001 (World of Ruin), parent coordinates to (81, 0), facing down
CA/6A1F: D2    Set event bit $1E80($106) [$1EA0, bit 6]
CA/6A21: D0    Set event bit $1E80($0C7) [$1E98, bit 7]
CA/6A23: D5    Clear event bit $1E80($2B7) [$1ED6, bit 7]
CA/6A25: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/6A27: FE    Return

CA/6A28: 4B    Display dialogue message $094E, wait for button press
               Iit was awful
CA/6A2B: FE    Return

CA/6A2C: C0    If ($1E80($26E) [$1ECD, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/6A32: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CA/6A34: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/6A35: FF        End queue
CA/6A36: 94    Pause for 60 units
CA/6A37: 4B    Display dialogue message $094D, wait for button press
               GERAD: You all right?
               You were almost a goner.
CA/6A3A: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CA/6A3C: 94        Move vehicle/entity up 6 tiles
CA/6A3D: A4        Move vehicle/entity right/up 1x2 tiles
CA/6A3E: 83        Move vehicle/entity left 1 tile
CA/6A3F: A3        Move vehicle/entity left/up 1x1 tiles
CA/6A40: A3        Move vehicle/entity left/up 1x1 tiles
CA/6A41: D1        Make vehicle/entity disappear
CA/6A42: FF        End queue
CA/6A43: D4    Set event bit $1E80($26E) [$1ECD, bit 6]
CA/6A45: D7    Clear event bit $1E80($383) [$1EF0, bit 3]
CA/6A47: FE    Return

CA/6A48: 73    Replace current map's Layer 1 at (29, 5) with the following (2 x 1) chunk, refresh immediately
CA/6A4D:       $06, $16
CA/6A4F: B2    Call subroutine $CACA8D
CA/6A53: B2    Call subroutine $CAC6AC
CA/6A57: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/6A5C: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/6A5E: C2        Set vehicle/entity's event speed to normal
CA/6A5F: 83        Move vehicle/entity left 1 tile
CA/6A60: CC        Turn vehicle/entity up
CA/6A61: FF        End queue
CA/6A62: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/6A64: CC        Turn vehicle/entity up
CA/6A65: FF        End queue
CA/6A66: 91    Pause for 15 units
CA/6A67: 38    Hold screen
CA/6A68: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/6A6A: 94        Move vehicle/entity up 6 tiles
CA/6A6B: FF        End queue
CA/6A6C: 4B    Display dialogue message $094F, wait for button press (At bottom of screen)
               GERAD: Here's the problem
               What a mess
               Boss! What're we gonna do? Our treasure's stored in the room back there!
CA/6A6F: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/6A71: CE        Turn vehicle/entity down
CA/6A72: FF        End queue
CA/6A73: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CA/6A75: CE        Turn vehicle/entity down
CA/6A76: FF        End queue
CA/6A77: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CA/6A79: CE        Turn vehicle/entity down
CA/6A7A: FF        End queue
CA/6A7B: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CA/6A7D: CE        Turn vehicle/entity down
CA/6A7E: FF        End queue
CA/6A7F: 92    Pause for 30 units
CA/6A80: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CA/6A82: 88        Move vehicle/entity up 3 tiles
CA/6A83: 0A        Do vehicle/entity graphical action $0A 
CA/6A84: FF        End queue
CA/6A85: 4B    Display dialogue message $0950, wait for button press
               GERAD: You guys get in there while I keep this thing busy!
               But boss! That's dangerous!
               GERAD: Get going!
CA/6A88: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CA/6A8A: 88        Move vehicle/entity up 3 tiles
CA/6A8B: D1        Make vehicle/entity disappear
CA/6A8C: FF        End queue
CA/6A8D: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CA/6A8F: 83        Move vehicle/entity left 1 tile
CA/6A90: 84        Move vehicle/entity up 2 tiles
CA/6A91: D1        Make vehicle/entity disappear
CA/6A92: FF        End queue
CA/6A93: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/6A95: 90        Move vehicle/entity up 5 tiles
CA/6A96: D1        Make vehicle/entity disappear
CA/6A97: FF        End queue
CA/6A98: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete)
CA/6A9A: 94        Move vehicle/entity up 6 tiles
CA/6A9B: D1        Make vehicle/entity disappear
CA/6A9C: FF        End queue
CA/6A9D: 94    Pause for 60 units
CA/6A9E: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CA/6AA0: 84        Move vehicle/entity up 2 tiles
CA/6AA1: FF        End queue
CA/6AA2: 91    Pause for 15 units
CA/6AA3: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/6AA5: C3        Set vehicle/entity's event speed to fast
CA/6AA6: 84        Move vehicle/entity up 2 tiles
CA/6AA7: FF        End queue
CA/6AA8: 4B    Display dialogue message $0951, wait for button press
               CELES: EDGAR!
CA/6AAB: B5    Pause for 15 * 10 (150) units
CA/6AAD: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CA/6AAF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/6AB0: E0        Pause for 4 * 2 (8) frames
CA/6AB2: 24        Do vehicle/entity graphical action $24 
CA/6AB3: FF        End queue
CA/6AB4: 4B    Display dialogue message $0952, wait for button press
               EDGAR: What're ya waiting for, CELES?
               Give me a hand!!
               CELES: EDGAR!
               It IS you!
CA/6AB7: 3E    Delete object $10
CA/6AB9: 3E    Delete object $11
CA/6ABB: 3E    Delete object $12
CA/6ABD: 3E    Delete object $13
CA/6ABF: 3E    Delete object $14
CA/6AC1: 3E    Delete object $15
CA/6AC3: 3E    Delete object $16
CA/6AC5: 3E    Delete object $17
CA/6AC7: 3E    Delete object $18
CA/6AC9: 3E    Delete object $19
CA/6ACB: 3D    Create object $04
CA/6ACD: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/6ACF: D5        Set vehicle/entity's position to (23, 8)
CA/6AD2: FF        End queue
CA/6AD3: 77    Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP
CA/6AD5: 8B    For character $04 (Actor in stot 4), take HP and set to maximum
CA/6AD8: 8C    For character $04 (Actor in stot 4), take MP and set to maximum
CA/6ADB: 88    Remove the following status ailments from character $04 (Actor in stot 4): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CA/6ADF: D4    Set event bit $1E80($2F4) [$1EDE, bit 4]
CA/6AE1: 3F    Assign character $04 (Actor in stot 4) to party 1
CA/6AE4: 9C    Place optimum equipment on character $04 (Actor in stot 4)
CA/6AE6: 4D    Invoke battle, enemy set $54, background $37 (Tentacles), (mosaic effect enabled), (swoosh sound enabled)
CA/6AE9: B2    Call subroutine $CA5EA9
CA/6AED: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6C0C
CA/6AF2: 96    Restore screen from fade
CA/6AF3: 5C    Pause execution until fade in or fade out is complete
CA/6AF4: 93    Pause for 45 units
CA/6AF5: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CA/6AF7: CE        Turn vehicle/entity down
CA/6AF8: FF        End queue
CA/6AF9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/6AFB: 84        Move vehicle/entity up 2 tiles
CA/6AFC: FF        End queue
CA/6AFD: 4B    Display dialogue message $0953, wait for button press
               CELES: Why the stupid farce?
               EDGAR: Well, I heard that Figaro had had an accident.
               I wanted to help, but didn't know where to look.
               Then I heard that those idiots had escaped from the prison.
               CELES: You needed to use them
               EDGAR: Bingo.
               I had to wait until they led me to their secret cave.
               CELES: Amazing, considering that you threw most of 'em in jail to begin with!
CA/6B00: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/6B02: C2        Set vehicle/entity's event speed to normal
CA/6B03: A0        Move vehicle/entity right/up 1x1 tiles
CA/6B04: 80        Move vehicle/entity up 1 tile
CA/6B05: FF        End queue
CA/6B06: 92    Pause for 30 units
CA/6B07: DE    Load CaseWord with the characters in the currently active party?
CA/6B08: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6BF3
CA/6B0D: 1A    Begin action queue for character $1A (NPC $1A), 10 bytes long (Wait until complete)
CA/6B0F: C3        Set vehicle/entity's event speed to fast
CA/6B10: 8C        Move vehicle/entity up 4 tiles
CA/6B11: 1B        Do vehicle/entity graphical action $1B 
CA/6B12: E0        Pause for 4 * 10 (40) frames
CA/6B14: 1F        Do vehicle/entity graphical action $1F 
CA/6B15: E0        Pause for 4 * 4 (16) frames
CA/6B17: 23        Do vehicle/entity graphical action $23 
CA/6B18: FF        End queue
CA/6B19: 4B    Display dialogue message $0955, wait for button press (At bottom of screen)
               EDGAR: Uh, oh!
               Let's hide!
CA/6B1C: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long 
CA/6B1E: 87        Move vehicle/entity left 2 tiles
CA/6B1F: 80        Move vehicle/entity up 1 tile
CA/6B20: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/6B21: FF        End queue
CA/6B22: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/6B24: C3        Set vehicle/entity's event speed to fast
CA/6B25: 9C        Move vehicle/entity up 8 tiles
CA/6B26: 87        Move vehicle/entity left 2 tiles
CA/6B27: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/6B28: FF        End queue
CA/6B29: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/6B2B: C3        Set vehicle/entity's event speed to fast
CA/6B2C: 94        Move vehicle/entity up 6 tiles
CA/6B2D: 85        Move vehicle/entity right 2 tiles
CA/6B2E: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/6B2F: FF        End queue
CA/6B30: B5    Pause for 15 * 6 (90) units
CA/6B32: 73    Replace current map's Layer 1 at (29, 5) with the following (2 x 1) chunk, refresh immediately
CA/6B37:       $06, $16
CA/6B39: F4    Play sound effect 44
CA/6B3B: 3D    Create object $1B
CA/6B3D: 41    Show object $1B
CA/6B3F: 3D    Create object $1C
CA/6B41: 41    Show object $1C
CA/6B43: 3D    Create object $1D
CA/6B45: 41    Show object $1D
CA/6B47: 3D    Create object $1E
CA/6B49: 41    Show object $1E
CA/6B4B: 45    Refresh objects
CA/6B4C: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long 
CA/6B4E: D5        Set vehicle/entity's position to (29, 5)
CA/6B51: 9A        Move vehicle/entity down 7 tiles
CA/6B52: CF        Turn vehicle/entity left
CA/6B53: FF        End queue
CA/6B54: 91    Pause for 15 units
CA/6B55: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long 
CA/6B57: D5        Set vehicle/entity's position to (29, 5)
CA/6B5A: 96        Move vehicle/entity down 6 tiles
CA/6B5B: CD        Turn vehicle/entity right
CA/6B5C: FF        End queue
CA/6B5D: 91    Pause for 15 units
CA/6B5E: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CA/6B60: D5        Set vehicle/entity's position to (29, 5)
CA/6B63: 92        Move vehicle/entity down 5 tiles
CA/6B64: FF        End queue
CA/6B65: 91    Pause for 15 units
CA/6B66: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete)
CA/6B68: D5        Set vehicle/entity's position to (29, 5)
CA/6B6B: 8E        Move vehicle/entity down 4 tiles
CA/6B6C: CC        Turn vehicle/entity up
CA/6B6D: FF        End queue
CA/6B6E: 4B    Display dialogue message $0956, wait for button press (At bottom of screen)
               Boss! ?
               Boss?
CA/6B71: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CA/6B73: C2        Set vehicle/entity's event speed to normal
CA/6B74: 82        Move vehicle/entity down 1 tile
CA/6B75: FF        End queue
CA/6B76: 4B    Display dialogue message $0957, wait for button press (At bottom of screen)
               Must have been eaten by that thing
CA/6B79: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CA/6B7B: C1        Set vehicle/entity's event speed to slow
CA/6B7C: 82        Move vehicle/entity down 1 tile
CA/6B7D: FF        End queue
CA/6B7E: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CA/6B80: CC        Turn vehicle/entity up
CA/6B81: FF        End queue
CA/6B82: 93    Pause for 45 units
CA/6B83: 4B    Display dialogue message $0958, wait for button press
               It wasn't even much of a monster
               Well, let's go
CA/6B86: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CA/6B88: C2        Set vehicle/entity's event speed to normal
CA/6B89: 9E        Move vehicle/entity down 8 tiles
CA/6B8A: D1        Make vehicle/entity disappear
CA/6B8B: FF        End queue
CA/6B8C: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CA/6B8E: FC        Branch 6 bytes backwards ($CA6B88)
CA/6B90: FF        End queue
CA/6B91: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/6B93: FC        Branch 5 bytes backwards ($CA6B8E)
CA/6B95: FF        End queue
CA/6B96: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CA/6B98: FC        Branch 5 bytes backwards ($CA6B93)
CA/6B9A: FF        End queue
CA/6B9B: 93    Pause for 45 units
CA/6B9C: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/6B9E: A4        Move vehicle/entity right/up 1x2 tiles
CA/6B9F: A4        Move vehicle/entity right/up 1x2 tiles
CA/6BA0: FF        End queue
CA/6BA1: 39    Free screen
CA/6BA2: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/6BA4: C2        Set vehicle/entity's event speed to normal
CA/6BA5: 85        Move vehicle/entity right 2 tiles
CA/6BA6: 86        Move vehicle/entity down 2 tiles
CA/6BA7: CC        Turn vehicle/entity up
CA/6BA8: FF        End queue
CA/6BA9: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long 
CA/6BAB: C2        Set vehicle/entity's event speed to normal
CA/6BAC: 82        Move vehicle/entity down 1 tile
CA/6BAD: 81        Move vehicle/entity right 1 tile
CA/6BAE: FF        End queue
CA/6BAF: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/6BB1: C2        Set vehicle/entity's event speed to normal
CA/6BB2: 83        Move vehicle/entity left 1 tile
CA/6BB3: FF        End queue
CA/6BB4: B5    Pause for 15 * 6 (90) units
CA/6BB6: 4B    Display dialogue message $0959, wait for button press
               You don't want that treasure back?
               EDGAR: It's completely worthless.
               Besides, Kefka's the one we need to worry about.
               Those guys haven't committed any serious crimes
               CELES: Come on, let's go
CA/6BB9: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6BF7
CA/6BBE: F0    Play song 10 (Edgar and Sabin), (high bit clear), full volume
CA/6BC0: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CA/6BC2: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/6BC3: E0        Pause for 4 * 2 (8) frames
CA/6BC5: CD        Turn vehicle/entity right
CA/6BC6: FF        End queue
CA/6BC7: B5    Pause for 15 * 6 (90) units
CA/6BC9: B2    Call subroutine $CB2E34
CA/6BCD: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CA/6BCF: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/6BD1: 84        Move vehicle/entity up 2 tiles
CA/6BD2: FF        End queue
CA/6BD3: 92    Pause for 30 units
CA/6BD4: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CA/6BD6: 81        Move vehicle/entity right 1 tile
CA/6BD7: FF        End queue
CA/6BD8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/6BDA: 83        Move vehicle/entity left 1 tile
CA/6BDB: FF        End queue
CA/6BDC: D7    Clear event bit $1E80($3F0) [$1EFE, bit 0]
CA/6BDE: D7    Clear event bit $1E80($3F1) [$1EFE, bit 1]
CA/6BE0: D7    Clear event bit $1E80($3F2) [$1EFE, bit 2]
CA/6BE2: D7    Clear event bit $1E80($382) [$1EF0, bit 2]
CA/6BE4: D7    Clear event bit $1E80($397) [$1EF2, bit 7]
CA/6BE6: D6    Set event bit $1E80($381) [$1EF0, bit 1]
CA/6BE8: D0    Set event bit $1E80($0C6) [$1E98, bit 6]
CA/6BEA: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6BEC: 3E    Delete object $1A
CA/6BEE: B2    Call subroutine $CACB95
CA/6BF2: FE    Return

CA/6BF3: 4B    Display dialogue message $0954, wait for button press
               SABIN: Don't treat us like strangers anymore!
CA/6BF6: FE    Return

CA/6BF7: 32    Begin action queue for character $32 (Party Character 1), 14 bytes long 
CA/6BF9: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/6BFA: E0        Pause for 4 * 2 (8) frames
CA/6BFC: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/6BFD: E0        Pause for 4 * 2 (8) frames
CA/6BFF: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/6C00: E0        Pause for 4 * 2 (8) frames
CA/6C02: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/6C03: E0        Pause for 4 * 6 (24) frames
CA/6C05: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/6C06: FF        End queue
CA/6C07: 92    Pause for 30 units
CA/6C08: 4B    Display dialogue message $095A, wait for button press
               SABIN: There's only one little problem, eh, brother!
CA/6C0B: FE    Return

CA/6C0C: 3C    Set up the party as follows: $06 (Actor in stot 6), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/6C11: FE    Return

CA/6C12: 4B    Display dialogue message $0059, wait for button press
               Though EDGAR showers his attentions on women, most are too smart to pay any attention to him.
CA/6C15: DE    Load CaseWord with the characters in the currently active party?
CA/6C16: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/6C1C: 4B    Display dialogue message $005E, wait for button press
               Ah! King EDGAR!
CA/6C1F: FE    Return

CA/6C20: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C42
CA/6C26: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6C3A
CA/6C2C: 4B    Display dialogue message $005C, wait for button press
               He recently tried to hit on the high priestess
               Surely, he'stalked to you?
CA/6C2F: DE    Load CaseWord with the characters in the currently active party?
CA/6C30: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA6C3E
CA/6C36: 4B    Display dialogue message $005E, wait for button press
               Ah! King EDGAR!
CA/6C39: FE    Return

CA/6C3A: 4B    Display dialogue message $03AB, wait for button press
               Who'd have thought a person could fly over a mountain range?
CA/6C3D: FE    Return

CA/6C3E: 4B    Display dialogue message $005D, wait for button press
               TERRA: 
CA/6C41: FE    Return

CA/6C42: 4B    Display dialogue message $095D, wait for button press
               Several of the castle's citizens left to join the Cult of Kefka.
               If a loved one should call out a cult member's name, however
CA/6C45: FE    Return

CA/6C46: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C5A
CA/6C4C: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6C56
CA/6C52: 4B    Display dialogue message $0053, wait for button press
               Long ago, a force called magic existed.
               People who used magic were called Mage Knights.
CA/6C55: FE    Return

CA/6C56: 4B    Display dialogue message $03AD, wait for button press
               Wanna get past the mountains?
               This castle can't fly, but it can submerge! Find the person in charge of the Engine Room!
CA/6C59: FE    Return

CA/6C5A: 4B    Display dialogue message $095E, wait for button press
               Magicite gives humans magical powers?
               Amazing!
CA/6C5D: FE    Return

CA/6C5E: C0    If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA6C72
CA/6C64: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C6E
CA/6C6A: 4B    Display dialogue message $0054, wait for button press
               Scholars the world over are doing research on magic.
               Silly people, scholars
CA/6C6D: FE    Return

CA/6C6E: 4B    Display dialogue message $095F, wait for button press
               Has magic really made a comeback
CA/6C71: FE    Return

CA/6C72: 4B    Display dialogue message $0055, wait for button press
               Ancient texts I'm studying speak of a 1000 year-old city beneath the sand.
               I wonder what this means, 
               when the queen stands and takes 5 steps
CA/6C75: FE    Return

CA/6C76: DE    Load CaseWord with the characters in the currently active party?
CA/6C77: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA6C81
CA/6C7D: 4B    Display dialogue message $005A, wait for button press
               His highness said he'd marry me when I get older!
CA/6C80: FE    Return

CA/6C81: 4B    Display dialogue message $005B, wait for button press
               I wanna marry the king!
CA/6C84: FE    Return

CA/6C85: C0    If ($1E80($049) [$1E89, bit 1] is set), branch to $CA6D5F
CA/6C8B: C0    If ($1E80($005) [$1E80, bit 5] is set), branch to $CA6D5B
CA/6C91: D6    Set event bit $1E80($308) [$1EE1, bit 0]
CA/6C93: D6    Set event bit $1E80($316) [$1EE2, bit 6]
CA/6C95: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6C97: D0    Set event bit $1E80($005) [$1E80, bit 5]
CA/6C99: F2    Fade out current song with transition time 112
CA/6C9B: 4B    Display dialogue message $0067, wait for button press
               MATRON: EDGAR has a twin brother. He was such a nice boy
CA/6C9E: B5    Pause for 15 * 10 (150) units
CA/6CA0: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/6CA2: 6A    Load map $003C (Figaro Castle, library (always)) after fade out, (upper bits $2400), place party at (100, 20), facing down
CA/6CA8: F1    Fade in song 11 (Coin Song) (high bit set) with transition time 255
CA/6CAB: 37    Assign graphics $04 to object $00 (Actor in stot 0)
CA/6CAE: 43    Assign palette $00 to character $00 (Actor in stot 0)
CA/6CB1: 42    Hide object $10
CA/6CB3: 42    Hide object $11
CA/6CB5: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/6CB7: C8        Set object layering priority to 1 (low nibble 1)
CA/6CB9: FF        End queue
CA/6CBA: 96    Restore screen from fade
CA/6CBB: 5C    Pause execution until fade in or fade out is complete
CA/6CBC: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/6CBE: 98        Move vehicle/entity up 7 tiles
CA/6CBF: FF        End queue
CA/6CC0: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/6CC2: C2        Set vehicle/entity's event speed to normal
CA/6CC3: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/6CC4: FF        End queue
CA/6CC5: B5    Pause for 15 * 5 (75) units
CA/6CC7: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/6CC9: 88        Move vehicle/entity up 3 tiles
CA/6CCA: 83        Move vehicle/entity left 1 tile
CA/6CCB: FF        End queue
CA/6CCC: 4B    Display dialogue message $0068, wait for button press
               YOUTH: Brother,
               What's wrong with father?
               What's all this talk of his successor?
               EDGAR: Are you blind?
               Look how thin his face has become!
CA/6CCF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/6CD1: CE        Turn vehicle/entity down
CA/6CD2: FF        End queue
CA/6CD3: 93    Pause for 45 units
CA/6CD4: B0    Execute the following commands until $B1 2 times
CA/6CD6: 13        Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/6CD8: 15            Do vehicle/entity graphical action $15 
CA/6CD9: FF            End queue
CA/6CDA: 13        Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/6CDC: CF            Turn vehicle/entity left
CA/6CDD: FF            End queue
CA/6CDE: B1        End block of repeating commands
CA/6CDF: 94    Pause for 60 units
CA/6CE0: 4B    Display dialogue message $0069, wait for button press
               YOUTH: ?What is it?
CA/6CE3: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/6CE5: E0        Pause for 4 * 2 (8) frames
CA/6CE7: 8B        Move vehicle/entity left 3 tiles
CA/6CE8: FF        End queue
CA/6CE9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/6CEB: 87        Move vehicle/entity left 2 tiles
CA/6CEC: 82        Move vehicle/entity down 1 tile
CA/6CED: FF        End queue
CA/6CEE: 38    Hold screen
CA/6CEF: 4B    Display dialogue message $006A, wait for button press (At bottom of screen)
               YOUTH: Brother!
CA/6CF2: 93    Pause for 45 units
CA/6CF3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/6CF5: 20        Do vehicle/entity graphical action $20 
CA/6CF6: FF        End queue
CA/6CF7: B5    Pause for 15 * 6 (90) units
CA/6CF9: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/6CFB: E0        Pause for 4 * 2 (8) frames
CA/6CFD: 83        Move vehicle/entity left 1 tile
CA/6CFE: 82        Move vehicle/entity down 1 tile
CA/6CFF: FF        End queue
CA/6D00: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/6D02: A1        Move vehicle/entity right/down 1x1 tiles
CA/6D03: 86        Move vehicle/entity down 2 tiles
CA/6D04: 83        Move vehicle/entity left 1 tile
CA/6D05: A2        Move vehicle/entity left/down 1x1 tiles
CA/6D06: A2        Move vehicle/entity left/down 1x1 tiles
CA/6D07: D1        Make vehicle/entity disappear
CA/6D08: FF        End queue
CA/6D09: 45    Refresh objects
CA/6D0A: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/6D0C: C1        Set vehicle/entity's event speed to slow
CA/6D0D: 80        Move vehicle/entity up 1 tile
CA/6D0E: FF        End queue
CA/6D0F: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/6D11: 13        Do vehicle/entity graphical action $13 
CA/6D12: FF        End queue
CA/6D13: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/6D15: CE        Turn vehicle/entity down
CA/6D16: FF        End queue
CA/6D17: 93    Pause for 45 units
CA/6D18: 4B    Display dialogue message $006B, wait for button press
               YOUTH: Tears?!
CA/6D1B: 94    Pause for 60 units
CA/6D1C: B2    Call subroutine $CAD00F
CA/6D20: 94    Pause for 60 units
CA/6D21: 4B    Display dialogue message $006C, wait for button press (Show text only) (At bottom of screen)
               EDGAR's twin brother, who traded the throne for his own freedom
CA/6D24: 92    Pause for 30 units
CA/6D25: 7F    Change character $05's name to $05 (SABIN )
CA/6D28: 37    Assign graphics $05 to object $05 (Actor in stot 5)
CA/6D2B: 43    Assign palette $00 to character $05 (Actor in stot 5)
CA/6D2E: 98    Invoke name change screen for character $05 (Actor in stot 5)
CA/6D30: 50    Tint screen (cumulative) with color $BC
CA/6D32: 96    Restore screen from fade
CA/6D33: 94    Pause for 60 units
CA/6D34: F2    Fade out current song with transition time 128
CA/6D36: B2    Call subroutine $CAD015
CA/6D3A: 94    Pause for 60 units
CA/6D3B: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/6D3D: 6A    Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) after fade out, (upper bits $3400), place party at (59, 21), facing left
CA/6D43: 39    Free screen
CA/6D44: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/6D46: C8        Set object layering priority to 0 (low nibble 0)
CA/6D48: FF        End queue
CA/6D49: 37    Assign graphics $00 to object $00 (Actor in stot 0)
CA/6D4C: 43    Assign palette $02 to character $00 (Actor in stot 0)
CA/6D4F: 41    Show object $31
CA/6D51: 96    Restore screen from fade
CA/6D52: 94    Pause for 60 units
CA/6D53: 4B    Display dialogue message $006D, wait for button press
               MATRON: Yes
               His name is SABIN. Oh, he looked so like his father!
               When he ran away, he was a sweet little child.
               I wonder what he's like now?
CA/6D56: F3    Fade in previously faded out song with transition time 128
CA/6D58: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/6D5A: FE    Return

CA/6D5B: 4B    Display dialogue message $0066, wait for button press
               MATRON: EDGAR's at it again!? He hits on anything that moves!
CA/6D5E: FE    Return

CA/6D5F: 4B    Display dialogue message $03B3, wait for button press
               MATRON: SABIN
               Every bit an adult, now
               I remember that time so vividly. I was so angry
               I learned something important on that day
CA/6D62: FE    Return

CA/6D63: 4B    Display dialogue message $0073, wait for button press
               EDGAR: Well?
               How do you like my castle?
CA/6D66: F2    Fade out current song with transition time 8
CA/6D68: 3D    Create object $13
CA/6D6A: 41    Show object $13
CA/6D6C: 45    Refresh objects
CA/6D6D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/6D6F: E0        Pause for 4 * 20 (80) frames
CA/6D71: CD        Turn vehicle/entity right
CA/6D72: FF        End queue
CA/6D73: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/6D75: 94        Move vehicle/entity up 6 tiles
CA/6D76: FF        End queue
CA/6D77: 4B    Display dialogue message $0074, wait for button press
               King EDGAR!
               Someone from the Empire to see you!
CA/6D7A: F0    Play song 22 (Kefka), (high bit clear), full volume
CA/6D7C: 92    Pause for 30 units
CA/6D7D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/6D7F: 58        Do vehicle/entity graphical action $18, flipped horizontally
CA/6D80: FF        End queue
CA/6D81: 4B    Display dialogue message $0075, wait for button press
               EDGAR: Probably Kefka!
CA/6D84: D6    Set event bit $1E80($311) [$1EE2, bit 1]
CA/6D86: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/6D88: D7    Clear event bit $1E80($315) [$1EE2, bit 5]
CA/6D8A: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/6D8C: 6A    Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) after fade out, (upper bits $2400), place party at (28, 51), facing down
CA/6D92: 40    Assign properties $04 to character $04 (Actor in stot 4)
CA/6D95: 88    Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/6D99: 8B    For character $04 (Actor in stot 4), take HP and set to maximum
CA/6D9C: 3D    Create object $04
CA/6D9E: 3F    Assign character $04 (Actor in stot 4) to party 1
CA/6DA1: D4    Set event bit $1E80($2E4) [$1EDC, bit 4]
CA/6DA3: D4    Set event bit $1E80($2F4) [$1EDE, bit 4]
CA/6DA5: 42    Hide object $00
CA/6DA7: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/6DAC: 3F    Remove character $00 (Actor in stot 0) from the party
CA/6DAF: 3E    Delete object $00
CA/6DB1: 38    Hold screen
CA/6DB2: 41    Show object $04
CA/6DB4: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/6DB6: D5        Set vehicle/entity's position to (28, 16)
CA/6DB9: FF        End queue
CA/6DBA: 41    Show object $10
CA/6DBC: 45    Refresh objects
CA/6DBD: 59    Unfade screen at speed $08
CA/6DBF: 15    Begin action queue for character $15 (NPC $15), 6 bytes long 
CA/6DC1: 9C        Move vehicle/entity up 8 tiles
CA/6DC2: 80        Move vehicle/entity up 1 tile
CA/6DC3: E0        Pause for 4 * 10 (40) frames
CA/6DC5: CD        Turn vehicle/entity right
CA/6DC6: FF        End queue
CA/6DC7: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CA/6DC9: 9C        Move vehicle/entity up 8 tiles
CA/6DCA: 80        Move vehicle/entity up 1 tile
CA/6DCB: E0        Pause for 4 * 10 (40) frames
CA/6DCD: CF        Turn vehicle/entity left
CA/6DCE: FF        End queue
CA/6DCF: 14    Begin action queue for character $14 (NPC $14), 11 bytes long (Wait until complete)
CA/6DD1: 94        Move vehicle/entity up 6 tiles
CA/6DD2: E0        Pause for 4 * 10 (40) frames
CA/6DD4: CE        Turn vehicle/entity down
CA/6DD5: E0        Pause for 4 * 6 (24) frames
CA/6DD7: 20        Do vehicle/entity graphical action $20 
CA/6DD8: E0        Pause for 4 * 2 (8) frames
CA/6DDA: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/6DDB: FF        End queue
CA/6DDC: 95    Pause for 120 units
CA/6DDD: 4B    Display dialogue message $0076, wait for button press (At bottom of screen)
               KEFKA: Phooey!
               Emperor Gestahl's stupid orders!
CA/6DE0: 92    Pause for 30 units
CA/6DE1: 14    Begin action queue for character $14 (NPC $14), 11 bytes long (Wait until complete)
CA/6DE3: C7        Set vehicle/entity to stay still when moving
CA/6DE4: DC        Make vehicle/entity jump (low)
CA/6DE5: CE        Turn vehicle/entity down
CA/6DE6: 19        Do vehicle/entity graphical action $19 
CA/6DE7: DD        Make vehicle/entity jump (high)
CA/6DE8: CE        Turn vehicle/entity down
CA/6DE9: 19        Do vehicle/entity graphical action $19 
CA/6DEA: E0        Pause for 4 * 1 (4) frames
CA/6DEC: 18        Do vehicle/entity graphical action $18 
CA/6DED: FF        End queue
CA/6DEE: 4B    Display dialogue message $0077, wait for button press (At bottom of screen)
               KEFKA: EDGAR, you pinhead!
               Why do you have to live in the middle of nowhere?
               These recon jobs are the pits!
CA/6DF1: 14    Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete)
CA/6DF3: 23        Do vehicle/entity graphical action $23 
CA/6DF4: E0        Pause for 4 * 6 (24) frames
CA/6DF6: 19        Do vehicle/entity graphical action $19 
CA/6DF7: E0        Pause for 4 * 1 (4) frames
CA/6DF9: 1A        Do vehicle/entity graphical action $1A 
CA/6DFA: FF        End queue
CA/6DFB: 4B    Display dialogue message $0078, wait for button press (At bottom of screen)
               KEFKA: Ahemthere's SAND on my boots!
CA/6DFE: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6E00: 0A        Do vehicle/entity graphical action $0A 
CA/6E01: FF        End queue
CA/6E02: 91    Pause for 15 units
CA/6E03: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CA/6E05: 1F        Do vehicle/entity graphical action $1F 
CA/6E06: E0        Pause for 4 * 4 (16) frames
CA/6E08: CE        Turn vehicle/entity down
CA/6E09: E0        Pause for 4 * 4 (16) frames
CA/6E0B: C3        Set vehicle/entity's event speed to fast
CA/6E0C: 86        Move vehicle/entity down 2 tiles
CA/6E0D: FF        End queue
CA/6E0E: 91    Pause for 15 units
CA/6E0F: 16    Begin action queue for character $16 (NPC $16), 9 bytes long (Wait until complete)
CA/6E11: 1F        Do vehicle/entity graphical action $1F 
CA/6E12: E0        Pause for 4 * 4 (16) frames
CA/6E14: CE        Turn vehicle/entity down
CA/6E15: E0        Pause for 4 * 2 (8) frames
CA/6E17: C3        Set vehicle/entity's event speed to fast
CA/6E18: 86        Move vehicle/entity down 2 tiles
CA/6E19: FF        End queue
CA/6E1A: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CA/6E1C: A1        Move vehicle/entity right/down 1x1 tiles
CA/6E1D: CC        Turn vehicle/entity up
CA/6E1E: FF        End queue
CA/6E1F: B0    Execute the following commands until $B1 8 times
CA/6E21: 15        Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/6E23: 5B            Do vehicle/entity graphical action $1B, flipped horizontally
CA/6E24: FF            End queue
CA/6E25: 15        Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/6E27: 5C            Do vehicle/entity graphical action $1C, flipped horizontally
CA/6E28: FF            End queue
CA/6E29: F4        Play sound effect 13
CA/6E2B: B1        End block of repeating commands
CA/6E2C: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/6E2E: A3        Move vehicle/entity left/up 1x1 tiles
CA/6E2F: 1A        Do vehicle/entity graphical action $1A 
CA/6E30: C2        Set vehicle/entity's event speed to normal
CA/6E31: FF        End queue
CA/6E32: 91    Pause for 15 units
CA/6E33: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/6E35: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/6E36: FF        End queue
CA/6E37: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CA/6E39: A2        Move vehicle/entity left/down 1x1 tiles
CA/6E3A: CC        Turn vehicle/entity up
CA/6E3B: FF        End queue
CA/6E3C: B0    Execute the following commands until $B1 8 times
CA/6E3E: 16        Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/6E40: 1B            Do vehicle/entity graphical action $1B 
CA/6E41: FF            End queue
CA/6E42: 16        Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/6E44: 1C            Do vehicle/entity graphical action $1C 
CA/6E45: FF            End queue
CA/6E46: F4        Play sound effect 13
CA/6E48: B1        End block of repeating commands
CA/6E49: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CA/6E4B: A0        Move vehicle/entity right/up 1x1 tiles
CA/6E4C: 1A        Do vehicle/entity graphical action $1A 
CA/6E4D: C2        Set vehicle/entity's event speed to normal
CA/6E4E: FF        End queue
CA/6E4F: 92    Pause for 30 units
CA/6E50: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6E52: CE        Turn vehicle/entity down
CA/6E53: FF        End queue
CA/6E54: 4B    Display dialogue message $0079, wait for button press (At bottom of screen)
               SOLDIERS: Yes, Sir!
               All set, Sir!
CA/6E57: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/6E59: 20        Do vehicle/entity graphical action $20 
CA/6E5A: E0        Pause for 4 * 1 (4) frames
CA/6E5C: CE        Turn vehicle/entity down
CA/6E5D: FF        End queue
CA/6E5E: 93    Pause for 45 units
CA/6E5F: F4    Play sound effect 205
CA/6E61: B0    Execute the following commands until $B1 8 times
CA/6E63: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6E65: 1D            Do vehicle/entity graphical action $1D 
CA/6E66: FF            End queue
CA/6E67: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6E69: 1E            Do vehicle/entity graphical action $1E 
CA/6E6A: FF            End queue
CA/6E6B: B1        End block of repeating commands
CA/6E6C: B5    Pause for 15 * 10 (150) units
CA/6E6E: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6E70: 18        Do vehicle/entity graphical action $18 
CA/6E71: FF        End queue
CA/6E72: 4B    Display dialogue message $007A, wait for button press (At bottom of screen)
               KEFKA: Idiots!
CA/6E75: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/6E77: C2        Set vehicle/entity's event speed to normal
CA/6E78: 9C        Move vehicle/entity up 8 tiles
CA/6E79: 84        Move vehicle/entity up 2 tiles
CA/6E7A: FF        End queue
CA/6E7B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/6E7D: E0        Pause for 4 * 34 (136) frames
CA/6E7F: 83        Move vehicle/entity left 1 tile
CA/6E80: CE        Turn vehicle/entity down
CA/6E81: FF        End queue
CA/6E82: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/6E84: E0        Pause for 4 * 4 (16) frames
CA/6E86: 9C        Move vehicle/entity up 8 tiles
CA/6E87: 80        Move vehicle/entity up 1 tile
CA/6E88: FF        End queue
CA/6E89: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CA/6E8B: E0        Pause for 4 * 4 (16) frames
CA/6E8D: 9C        Move vehicle/entity up 8 tiles
CA/6E8E: 80        Move vehicle/entity up 1 tile
CA/6E8F: FF        End queue
CA/6E90: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/6E92: C6        Set vehicle/entity to walk when moving
CA/6E93: 9C        Move vehicle/entity up 8 tiles
CA/6E94: 84        Move vehicle/entity up 2 tiles
CA/6E95: FF        End queue
CA/6E96: 4B    Display dialogue message $0072, wait for button press
               Sir Kefka!?
               What on earth do
               KEFKA: Outta my way!
CA/6E99: 91    Pause for 15 units
CA/6E9A: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/6E9C: C7        Set vehicle/entity to stay still when moving
CA/6E9D: CD        Turn vehicle/entity right
CA/6E9E: 81        Move vehicle/entity right 1 tile
CA/6E9F: FF        End queue
CA/6EA0: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/6EA2: CD        Turn vehicle/entity right
CA/6EA3: FF        End queue
CA/6EA4: 92    Pause for 30 units
CA/6EA5: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/6EA7: B2    Call subroutine $CAD05B
CA/6EAB: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/6EAD: E0        Pause for 4 * 6 (24) frames
CA/6EAF: C6        Set vehicle/entity to walk when moving
CA/6EB0: CF        Turn vehicle/entity left
CA/6EB1: E0        Pause for 4 * 6 (24) frames
CA/6EB3: CC        Turn vehicle/entity up
CA/6EB4: FF        End queue
CA/6EB5: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CA/6EB7: C8        Set object layering priority to 3 (low nibble 3)
CA/6EB9: 81        Move vehicle/entity right 1 tile
CA/6EBA: 9C        Move vehicle/entity up 8 tiles
CA/6EBB: C3        Set vehicle/entity's event speed to fast
CA/6EBC: A0        Move vehicle/entity right/up 1x1 tiles
CA/6EBD: 80        Move vehicle/entity up 1 tile
CA/6EBE: 90        Move vehicle/entity up 5 tiles
CA/6EBF: FF        End queue
CA/6EC0: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CA/6EC2: C8        Set object layering priority to 3 (low nibble 3)
CA/6EC4: E0        Pause for 4 * 4 (16) frames
CA/6EC6: 83        Move vehicle/entity left 1 tile
CA/6EC7: 90        Move vehicle/entity up 5 tiles
CA/6EC8: C3        Set vehicle/entity's event speed to fast
CA/6EC9: A3        Move vehicle/entity left/up 1x1 tiles
CA/6ECA: 9C        Move vehicle/entity up 8 tiles
CA/6ECB: 80        Move vehicle/entity up 1 tile
CA/6ECC: FF        End queue
CA/6ECD: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/6ECF: C8        Set object layering priority to 3 (low nibble 3)
CA/6ED1: 9C        Move vehicle/entity up 8 tiles
CA/6ED2: 90        Move vehicle/entity up 5 tiles
CA/6ED3: FF        End queue
CA/6ED4: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/6ED6: C1        Set vehicle/entity's event speed to slow
CA/6ED7: E0        Pause for 4 * 26 (104) frames
CA/6ED9: 96        Move vehicle/entity down 6 tiles
CA/6EDA: FF        End queue
CA/6EDB: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/6EDD: 9C        Move vehicle/entity up 8 tiles
CA/6EDE: 9C        Move vehicle/entity up 8 tiles
CA/6EDF: 88        Move vehicle/entity up 3 tiles
CA/6EE0: FF        End queue
CA/6EE1: 39    Free screen
CA/6EE2: 3A    Enable player to move while event commands execute
CA/6EE3: D7    Clear event bit $1E80($308) [$1EE1, bit 0]
CA/6EE5: FE    Return

CA/6EE6: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6EFE
CA/6EEC: 4B    Display dialogue message $0071, wait for button press
               EDGAR: You've been busy down south!
               Looking for more cities to destroy?
               TROOPER: That's for us to know!
CA/6EEF: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/6EF1: FE    Return

CA/6EF2: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6EFE
CA/6EF8: 4B    Display dialogue message $007B, wait for button press
               EDGAR: I thought we were allies! What are you doing in my domain?
CA/6EFB: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/6EFD: FE    Return

CA/6EFE: 4B    Display dialogue message $0092, wait for button press
               Fire! Fire! Heh, heh heh
CA/6F01: FE    Return

CA/6F02: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6F5C
CA/6F08: C1    If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/6F10: 4B    Display dialogue message $007C, wait for button press
               EDGAR: What brings Kefka, humble servant of Emperor Gestahl, into our lowly presence?
               KEFKA: A girl of no importance recently escaped from us. We heard she found refuge here
CA/6F13: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/6F15: C1        Set vehicle/entity's event speed to slow
CA/6F16: 84        Move vehicle/entity up 2 tiles
CA/6F17: E0        Pause for 4 * 2 (8) frames
CA/6F19: CD        Turn vehicle/entity right
CA/6F1A: FF        End queue
CA/6F1B: 4B    Display dialogue message $007D, wait for button press
               EDGAR: Hmmthis wouldn't have anything to do with this witch everyone's been whispering about, would it?
               KEFKA: Lies!
               Shemerely stole something of minor value.
               Is she here?
CA/6F1E: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/6F20: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/6F21: FF        End queue
CA/6F22: 4B    Display dialogue message $007E, wait for button press
               EDGAR: That's a tough one!
CA/6F25: 94    Pause for 60 units
CA/6F26: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/6F28: C2        Set vehicle/entity's event speed to normal
CA/6F29: 82        Move vehicle/entity down 1 tile
CA/6F2A: FF        End queue
CA/6F2B: 4B    Display dialogue message $007F, wait for button press
               EDGAR: You see, there're more girls here than grains of sand out there. I can't keep track of 'em all!
               KEFKA: I'd hate to be you if we find out you're lying
               Mwa, ha!
CA/6F2E: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/6F30: 82        Move vehicle/entity down 1 tile
CA/6F31: E0        Pause for 4 * 2 (8) frames
CA/6F33: CD        Turn vehicle/entity right
CA/6F34: FF        End queue
CA/6F35: 4B    Display dialogue message $0080, wait for button press
               KEFKA: I truly hope nothing happens to your precious Figaro!
CA/6F38: F2    Fade out current song with transition time 128
CA/6F3A: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/6F3C: 9E        Move vehicle/entity down 8 tiles
CA/6F3D: 9E        Move vehicle/entity down 8 tiles
CA/6F3E: FF        End queue
CA/6F3F: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/6F41: C3        Set vehicle/entity's event speed to fast
CA/6F42: E0        Pause for 4 * 1 (4) frames
CA/6F44: A8        Move vehicle/entity left/down 1x2 tiles
CA/6F45: C2        Set vehicle/entity's event speed to normal
CA/6F46: 9E        Move vehicle/entity down 8 tiles
CA/6F47: 96        Move vehicle/entity down 6 tiles
CA/6F48: FF        End queue
CA/6F49: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/6F4B: C3        Set vehicle/entity's event speed to fast
CA/6F4C: E0        Pause for 4 * 8 (32) frames
CA/6F4E: A1        Move vehicle/entity right/down 1x1 tiles
CA/6F4F: C2        Set vehicle/entity's event speed to normal
CA/6F50: 9E        Move vehicle/entity down 8 tiles
CA/6F51: 8E        Move vehicle/entity down 4 tiles
CA/6F52: FF        End queue
CA/6F53: 94    Pause for 60 units
CA/6F54: 3A    Enable player to move while event commands execute
CA/6F55: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/6F57: D0    Set event bit $1E80($006) [$1E80, bit 6]
CA/6F59: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/6F5B: FE    Return

CA/6F5C: 4B    Display dialogue message $0090, wait for button press
               KEFKA: Bring me the girl. Now!
               EDGAR: I don't know what you're talking about!
               KEFKA: Then
               welcome to my barbecue!!
               Uwa ha ha ha!
CA/6F5F: FE    Return

CA/6F60: C0    If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/6F66: C0    If ($1E80($006) [$1E80, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/6F6C: B2    Call subroutine $CACA8D
CA/6F70: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/6F72: CE        Turn vehicle/entity down
CA/6F73: FF        End queue
CA/6F74: F0    Play song 10 (Edgar and Sabin), (high bit clear), full volume
CA/6F76: 4B    Display dialogue message $0081, wait for button press (At bottom of screen)
               LOCKE: I'd say that guy's missing a few buttons
               EDGAR: 
               Where's TERRA?
CA/6F79: B2    Call subroutine $CAD037
CA/6F7D: 91    Pause for 15 units
CA/6F7E: 3D    Create object $00
CA/6F80: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/6F83: 45    Refresh objects
CA/6F84: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CA/6F86: 86        Move vehicle/entity down 2 tiles
CA/6F87: 81        Move vehicle/entity right 1 tile
CA/6F88: CF        Turn vehicle/entity left
CA/6F89: FF        End queue
CA/6F8A: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long 
CA/6F8C: D5        Set vehicle/entity's position to (28, 13)
CA/6F8F: CE        Turn vehicle/entity down
CA/6F90: C2        Set vehicle/entity's event speed to normal
CA/6F91: FF        End queue
CA/6F92: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/6F94: C2        Set vehicle/entity's event speed to normal
CA/6F95: 82        Move vehicle/entity down 1 tile
CA/6F96: 83        Move vehicle/entity left 1 tile
CA/6F97: CC        Turn vehicle/entity up
CA/6F98: FF        End queue
CA/6F99: 41    Show object $00
CA/6F9B: 45    Refresh objects
CA/6F9C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/6F9E: 8A        Move vehicle/entity down 3 tiles
CA/6F9F: FF        End queue
CA/6FA0: 92    Pause for 30 units
CA/6FA1: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/6FA3: 81        Move vehicle/entity right 1 tile
CA/6FA4: E0        Pause for 4 * 3 (12) frames
CA/6FA6: FF        End queue
CA/6FA7: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/6FA9: 8A        Move vehicle/entity down 3 tiles
CA/6FAA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/6FAB: FF        End queue
CA/6FAC: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CA/6FAE: 8A        Move vehicle/entity down 3 tiles
CA/6FAF: 23        Do vehicle/entity graphical action $23 
CA/6FB0: FF        End queue
CA/6FB1: 93    Pause for 45 units
CA/6FB2: 4B    Display dialogue message $0082, wait for button press (At bottom of screen)
               EDGAR: Take her to her room
CA/6FB5: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/6FB7: 88        Move vehicle/entity up 3 tiles
CA/6FB8: FF        End queue
CA/6FB9: 4B    Display dialogue message $0083, wait for button press (At bottom of screen)
               EDGAR: I'd love to chat with you, but the Chancellor and I must plan our strategy.
               Sometimes I hate being a king!
               If you'll excuse me.
CA/6FBC: 38    Hold screen
CA/6FBD: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/6FBF: C2        Set vehicle/entity's event speed to normal
CA/6FC0: 80        Move vehicle/entity up 1 tile
CA/6FC1: FF        End queue
CA/6FC2: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/6FC4: E0        Pause for 4 * 16 (64) frames
CA/6FC6: CC        Turn vehicle/entity up
CA/6FC7: FF        End queue
CA/6FC8: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/6FCA: 83        Move vehicle/entity left 1 tile
CA/6FCB: 84        Move vehicle/entity up 2 tiles
CA/6FCC: 81        Move vehicle/entity right 1 tile
CA/6FCD: 80        Move vehicle/entity up 1 tile
CA/6FCE: D1        Make vehicle/entity disappear
CA/6FCF: FF        End queue
CA/6FD0: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/6FD4: 3F    Remove character $04 (Actor in stot 4) from the party
CA/6FD7: 3E    Delete object $04
CA/6FD9: 45    Refresh objects
CA/6FDA: 45    Refresh objects
CA/6FDB: 39    Free screen
CA/6FDC: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/6FE1: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CA/6FE3: CD        Turn vehicle/entity right
CA/6FE4: FF        End queue
CA/6FE5: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CA/6FE7: 8C        Move vehicle/entity up 4 tiles
CA/6FE8: CF        Turn vehicle/entity left
CA/6FE9: FF        End queue
CA/6FEA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/6FEC: 4B    Display dialogue message $0084, wait for button press
               LOCKE: Follow me.
CA/6FEF: B2    Call subroutine $CAD04F
CA/6FF3: 91    Pause for 15 units
CA/6FF4: 1B    Begin action queue for character $1B (NPC $1B), 12 bytes long 
CA/6FF6: 19        Do vehicle/entity graphical action $19 
CA/6FF7: E0        Pause for 4 * 2 (8) frames
CA/6FF9: 1A        Do vehicle/entity graphical action $1A 
CA/6FFA: E0        Pause for 4 * 4 (16) frames
CA/6FFC: 9E        Move vehicle/entity down 8 tiles
CA/6FFD: 8A        Move vehicle/entity down 3 tiles
CA/6FFE: 8D        Move vehicle/entity right 4 tiles
CA/6FFF: 88        Move vehicle/entity up 3 tiles
CA/7000: D1        Make vehicle/entity disappear
CA/7001: FF        End queue
CA/7002: D7    Clear event bit $1E80($311) [$1EE2, bit 1]
CA/7004: D6    Set event bit $1E80($313) [$1EE2, bit 3]
CA/7006: D6    Set event bit $1E80($315) [$1EE2, bit 5]
CA/7008: D2    Set event bit $1E80($1FF) [$1EBF, bit 7]
CA/700A: D0    Set event bit $1E80($008) [$1E81, bit 0]
CA/700C: 3A    Enable player to move while event commands execute
CA/700D: FE    Return

CA/700E: B2    Call subroutine $CACA8D
CA/7012: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/7014: CE        Turn vehicle/entity down
CA/7015: FF        End queue
CA/7016: 4B    Display dialogue message $0085, wait for button press (At bottom of screen)
               LOCKE: Don't you worry 'bout a thing! I'll
               TERRA: You're LOCKE, right? EDGAR told me about you.
               Is it true you're a thief?
CA/7019: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CA/701B: 81        Move vehicle/entity right 1 tile
CA/701C: CF        Turn vehicle/entity left
CA/701D: FF        End queue
CA/701E: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/7020: 82        Move vehicle/entity down 1 tile
CA/7021: CD        Turn vehicle/entity right
CA/7022: FF        End queue
CA/7023: 4B    Display dialogue message $0086, wait for button press
               LOCKE: That's TREASURE HUNTER!
CA/7026: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/7028: 83        Move vehicle/entity left 1 tile
CA/7029: 82        Move vehicle/entity down 1 tile
CA/702A: FF        End queue
CA/702B: 4B    Display dialogue message $0087, wait for button press
               LOCKE: On the surface, EDGAR pretends to support the Empire.
               The truth is, he's collaborating with the Returners, an organization opposed to the Empire.
               I am his contact with that group
CA/702E: 92    Pause for 30 units
CA/702F: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/7031: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/7032: FF        End queue
CA/7033: 4B    Display dialogue message $0088, wait for button press
               LOCKE: The old man you met in Narshe is one of us.
               TERRA: Empirebut I'm a soldier of the Empire!
CA/7036: 92    Pause for 30 units
CA/7037: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/7039: 22        Do vehicle/entity graphical action $22 
CA/703A: FF        End queue
CA/703B: 91    Pause for 15 units
CA/703C: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/703E: CD        Turn vehicle/entity right
CA/703F: FF        End queue
CA/7040: 91    Pause for 15 units
CA/7041: 4B    Display dialogue message $0089, wait for button press
               LOCKE: That's not true!
               They were using you!
               Things are different now.
CA/7044: B0    Execute the following commands until $B1 3 times
CA/7046: 00        Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/7048: 23            Do vehicle/entity graphical action $23 
CA/7049: E0            Pause for 4 * 1 (4) frames
CA/704B: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/704C: E0            Pause for 4 * 1 (4) frames
CA/704E: FF            End queue
CA/704F: B1        End block of repeating commands
CA/7050: 4B    Display dialogue message $008A, wait for button press
               TERRA: I don't understand
               What should I do?
CA/7053: 91    Pause for 15 units
CA/7054: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/7056: 80        Move vehicle/entity up 1 tile
CA/7057: 81        Move vehicle/entity right 1 tile
CA/7058: FF        End queue
CA/7059: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/705B: 23        Do vehicle/entity graphical action $23 
CA/705C: FF        End queue
CA/705D: 4B    Display dialogue message $008B, wait for button press
               LOCKE: I can't tell you what to do.
               You don't have to decide right now.
               You'll soon find your way
CA/7060: F2    Fade out current song with transition time 160
CA/7062: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CA/7064: 82        Move vehicle/entity down 1 tile
CA/7065: 81        Move vehicle/entity right 1 tile
CA/7066: 86        Move vehicle/entity down 2 tiles
CA/7067: 83        Move vehicle/entity left 1 tile
CA/7068: A2        Move vehicle/entity left/down 1x1 tiles
CA/7069: A2        Move vehicle/entity left/down 1x1 tiles
CA/706A: 83        Move vehicle/entity left 1 tile
CA/706B: 86        Move vehicle/entity down 2 tiles
CA/706C: D1        Make vehicle/entity disappear
CA/706D: FF        End queue
CA/706E: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/7070: CE        Turn vehicle/entity down
CA/7071: E0        Pause for 4 * 48 (192) frames
CA/7073: 20        Do vehicle/entity graphical action $20 
CA/7074: FF        End queue
CA/7075: 45    Refresh objects
CA/7076: 95    Pause for 120 units
CA/7077: 4B    Display dialogue message $008C, wait for button press
               TERRA: But how will I know which way is right
CA/707A: 95    Pause for 120 units
CA/707B: D7    Clear event bit $1E80($313) [$1EE2, bit 3]
CA/707D: D1    Clear event bit $1E80($008) [$1E81, bit 0]
CA/707F: 97    Fade screen to black
CA/7080: 5C    Pause execution until fade in or fade out is complete
CA/7081: 3D    Create object $04
CA/7083: 3F    Assign character $04 (Actor in stot 4) to party 1
CA/7086: 3F    Remove character $00 (Actor in stot 0) from the party
CA/7089: 3E    Delete object $00
CA/708B: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/708D: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/7092: B5    Pause for 15 * 10 (150) units
CA/7094: F0    Play song 27 (The Empire Gestahl), (high bit clear), full volume
CA/7096: B5    Pause for 15 * 24 (360) units
CA/7098: 6B    Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) instantly, (upper bits $2400), place party at (58, 14), facing down
CA/709E: 42    Hide object $10
CA/70A0: 42    Hide object $11
CA/70A2: 41    Show object $04
CA/70A4: 45    Refresh objects
CA/70A5: 59    Unfade screen at speed $02
CA/70A7: B5    Pause for 15 * 16 (240) units
CA/70A9: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/70AB: 81        Move vehicle/entity right 1 tile
CA/70AC: 86        Move vehicle/entity down 2 tiles
CA/70AD: 83        Move vehicle/entity left 1 tile
CA/70AE: 8E        Move vehicle/entity down 4 tiles
CA/70AF: E0        Pause for 4 * 8 (32) frames
CA/70B1: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/70B2: FF        End queue
CA/70B3: 4B    Display dialogue message $008D, wait for button press
               EDGAR: ?
               What the?!
CA/70B6: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete)
CA/70B8: C3        Set vehicle/entity's event speed to fast
CA/70B9: 86        Move vehicle/entity down 2 tiles
CA/70BA: 85        Move vehicle/entity right 2 tiles
CA/70BB: 86        Move vehicle/entity down 2 tiles
CA/70BC: 8D        Move vehicle/entity right 4 tiles
CA/70BD: A1        Move vehicle/entity right/down 1x1 tiles
CA/70BE: A1        Move vehicle/entity right/down 1x1 tiles
CA/70BF: 81        Move vehicle/entity right 1 tile
CA/70C0: 86        Move vehicle/entity down 2 tiles
CA/70C1: D1        Make vehicle/entity disappear
CA/70C2: FF        End queue
CA/70C3: 45    Refresh objects
CA/70C4: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/70C6: D7    Clear event bit $1E80($30B) [$1EE1, bit 3]
CA/70C8: D0    Set event bit $1E80($0DE) [$1E9B, bit 6]
CA/70CA: 6A    Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) after fade out, (upper bits $2400), place party at (28, 9), facing down
CA/70D0: B2    Call subroutine $CAEA1A
CA/70D4: 38    Hold screen
CA/70D5: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CA/70D7: CE        Turn vehicle/entity down
CA/70D8: FF        End queue
CA/70D9: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CA/70DB: CE        Turn vehicle/entity down
CA/70DC: FF        End queue
CA/70DD: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CA/70DF: C3        Set vehicle/entity's event speed to fast
CA/70E0: 82        Move vehicle/entity down 1 tile
CA/70E1: 83        Move vehicle/entity left 1 tile
CA/70E2: 81        Move vehicle/entity right 1 tile
CA/70E3: FC        Branch 2 bytes backwards ($CA70E1)
CA/70E5: FF        End queue
CA/70E6: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/70E8: D5        Set vehicle/entity's position to (28, 15)
CA/70EB: CE        Turn vehicle/entity down
CA/70EC: FF        End queue
CA/70ED: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/70EF: D5        Set vehicle/entity's position to (23, 24)
CA/70F2: FF        End queue
CA/70F3: 94    Pause for 60 units
CA/70F4: 96    Restore screen from fade
CA/70F5: 11    Begin action queue for character $11 (NPC $11), 14 bytes long 
CA/70F7: D5        Set vehicle/entity's position to (0, 0)
CA/70FA: E0        Pause for 4 * 48 (192) frames
CA/70FC: D5        Set vehicle/entity's position to (25, 17)
CA/70FF: C3        Set vehicle/entity's event speed to fast
CA/7100: 8D        Move vehicle/entity right 4 tiles
CA/7101: 9E        Move vehicle/entity down 8 tiles
CA/7102: 86        Move vehicle/entity down 2 tiles
CA/7103: CF        Turn vehicle/entity left
CA/7104: FF        End queue
CA/7105: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/7107: C2        Set vehicle/entity's event speed to normal
CA/7108: 9E        Move vehicle/entity down 8 tiles
CA/7109: 9E        Move vehicle/entity down 8 tiles
CA/710A: 82        Move vehicle/entity down 1 tile
CA/710B: FF        End queue
CA/710C: B2    Call subroutine $CAD043
CA/7110: 41    Show object $04
CA/7112: 45    Refresh objects
CA/7113: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/7115: C3        Set vehicle/entity's event speed to fast
CA/7116: 8A        Move vehicle/entity down 3 tiles
CA/7117: 91        Move vehicle/entity right 5 tiles
CA/7118: FF        End queue
CA/7119: 4B    Display dialogue message $008E, wait for button press (At bottom of screen)
               EDGAR: What's happening?
               SOLDIER: It's the Empire!
               It's Kefka!
CA/711C: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CA/711E: 8F        Move vehicle/entity left 4 tiles
CA/711F: 83        Move vehicle/entity left 1 tile
CA/7120: 81        Move vehicle/entity right 1 tile
CA/7121: FC        Branch 2 bytes backwards ($CA711F)
CA/7123: FF        End queue
CA/7124: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7126: 80        Move vehicle/entity up 1 tile
CA/7127: FF        End queue
CA/7128: 39    Free screen
CA/7129: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/712B: D5        Set vehicle/entity's position to (27, 31)
CA/712E: 84        Move vehicle/entity up 2 tiles
CA/712F: FF        End queue
CA/7130: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CA/7132: D5        Set vehicle/entity's position to (29, 31)
CA/7135: 84        Move vehicle/entity up 2 tiles
CA/7136: FF        End queue
CA/7137: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/7139: D5        Set vehicle/entity's position to (28, 31)
CA/713C: 88        Move vehicle/entity up 3 tiles
CA/713D: FF        End queue
CA/713E: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/7140: CD        Turn vehicle/entity right
CA/7141: E0        Pause for 4 * 1 (4) frames
CA/7143: CE        Turn vehicle/entity down
CA/7144: FF        End queue
CA/7145: 4B    Display dialogue message $008F, wait for button press
               EDGAR: What are you doing?
CA/7148: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CA/714A: 3A    Enable player to move while event commands execute
CA/714B: FE    Return

CA/714C: C0    If ($1E80($006) [$1E80, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/7152: C9    If ($1E80($1F0) [$1EBE, bit 0] is clear) and ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA715B
CA/715A: FE    Return

CA/715B: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/715D: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/715F: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/7161: 83        Move vehicle/entity left 1 tile
CA/7162: CE        Turn vehicle/entity down
CA/7163: FF        End queue
CA/7164: 4B    Display dialogue message $0B64, wait for button press
               Wait!
CA/7167: 92    Pause for 30 units
CA/7168: 4B    Display dialogue message $0B65, wait for button press
               Hey! Oh, it's you.
               Proceed.
CA/716B: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/716D: 81        Move vehicle/entity right 1 tile
CA/716E: CE        Turn vehicle/entity down
CA/716F: FF        End queue
CA/7170: FE    Return

CA/7171: C1    If ($1E80($049) [$1E89, bit 1] is clear) or ($1E80($04A) [$1E89, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/7179: 3D    Create object $05
CA/717B: 3F    Assign character $05 (Actor in stot 5) to party 1
CA/717E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/7180: 86        Move vehicle/entity down 2 tiles
CA/7181: FF        End queue
CA/7182: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CA/7184: D5        Set vehicle/entity's position to (28, 39)
CA/7187: CE        Turn vehicle/entity down
CA/7188: C2        Set vehicle/entity's event speed to normal
CA/7189: FF        End queue
CA/718A: 41    Show object $05
CA/718C: 45    Refresh objects
CA/718D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/718F: 82        Move vehicle/entity down 1 tile
CA/7190: FF        End queue
CA/7191: 4B    Display dialogue message $03B2, wait for button press (At bottom of screen)
               SABIN: Hey!
               Wait. I'm going too!
CA/7194: 78    Enable ability to pass through other objects for object $05 (SABIN )
CA/7196: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7198: 86        Move vehicle/entity down 2 tiles
CA/7199: FF        End queue
CA/719A: B2    Call subroutine $CACB95
CA/719E: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CA/71A0: D1    Clear event bit $1E80($049) [$1E89, bit 1]
CA/71A2: D7    Clear event bit $1E80($302) [$1EE0, bit 2]
CA/71A4: 88    Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/71A8: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CA/71AB: 8C    For character $05 (Actor in stot 5), take MP and set to maximum
CA/71AE: FE    Return

CA/71AF: DE    Load CaseWord with the characters in the currently active party?
CA/71B0: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA71BA
CA/71B6: 4B    Display dialogue message $0B63, wait for button press (At bottom of screen)
               This is Figaro, the desert castle.
CA/71B9: FE    Return

CA/71BA: 4B    Display dialogue message $03A8, wait for button press
               King EDGAR!
               Welcome back!
CA/71BD: 91    Pause for 15 units
CA/71BE: FE    Return

CA/71BF: C1    If ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/71C7: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/71C9: 4B    Display dialogue message $0B80, wait for button press
               Need a rest?
               ^(Yes)
               ^(No)
CA/71CC: B6    Indexed branch based on prior dialogue selection [$CA71D9, $CA5EB3]
CA/71D3: FE    Return

CA/71D4: B2    Call subroutine $CACD31
CA/71D8: FE    Return

CA/71D9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/71DB: C3        Set vehicle/entity's event speed to fast
CA/71DC: 88        Move vehicle/entity up 3 tiles
CA/71DD: FF        End queue
CA/71DE: DE    Load CaseWord with the characters in the currently active party?
CA/71DF: C2    If ($1E80($04A) [$1E89, bit 2] is set) or ($1E80($1A4) [$1EB4, bit 4] is clear) or ($1E80($049) [$1E89, bit 1] is clear), branch to $CA71D4
CA/71E9: B2    Call subroutine $CACF67
CA/71ED: 42    Hide object $31
CA/71EF: 42    Hide object $32
CA/71F1: 42    Hide object $33
CA/71F3: 42    Hide object $34
CA/71F5: 3D    Create object $05
CA/71F7: 3F    Assign character $05 (Actor in stot 5) to party 1
CA/71FA: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/71FF: 38    Hold screen
CA/7200: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/7202: 6B    Load map $003A (Figaro Castle, throne room (always)) instantly, (upper bits $2400), place party at (102, 54), facing down
CA/7208: 42    Hide object $11
CA/720A: 42    Hide object $12
CA/720C: 41    Show object $05
CA/720E: B5    Pause for 15 * 10 (150) units
CA/7210: 59    Unfade screen at speed $04
CA/7212: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/7214: C1        Set vehicle/entity's event speed to slow
CA/7215: 9C        Move vehicle/entity up 8 tiles
CA/7216: 84        Move vehicle/entity up 2 tiles
CA/7217: C0        Set vehicle/entity's event speed to slowest
CA/7218: 84        Move vehicle/entity up 2 tiles
CA/7219: FF        End queue
CA/721A: 05    Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete)
CA/721C: D5        Set vehicle/entity's position to (102, 48)
CA/721F: C0        Set vehicle/entity's event speed to slowest
CA/7220: 94        Move vehicle/entity up 6 tiles
CA/7221: E0        Pause for 4 * 24 (96) frames
CA/7223: CF        Turn vehicle/entity left
CA/7224: E0        Pause for 4 * 26 (104) frames
CA/7226: 22        Do vehicle/entity graphical action $22 
CA/7227: E0        Pause for 4 * 16 (64) frames
CA/7229: FF        End queue
CA/722A: 4B    Display dialogue message $03B7, wait for button press
               SABIN: Hmm
               Castle hasn't changed much
CA/722D: 94    Pause for 60 units
CA/722E: 05    Begin action queue for character $05 (Actor in stot 5), 19 bytes long (Wait until complete)
CA/7230: C1        Set vehicle/entity's event speed to slow
CA/7231: CF        Turn vehicle/entity left
CA/7232: E0        Pause for 4 * 8 (32) frames
CA/7234: 82        Move vehicle/entity down 1 tile
CA/7235: 83        Move vehicle/entity left 1 tile
CA/7236: CC        Turn vehicle/entity up
CA/7237: E0        Pause for 4 * 4 (16) frames
CA/7239: 80        Move vehicle/entity up 1 tile
CA/723A: E0        Pause for 4 * 2 (8) frames
CA/723C: CF        Turn vehicle/entity left
CA/723D: E0        Pause for 4 * 1 (4) frames
CA/723F: CE        Turn vehicle/entity down
CA/7240: E0        Pause for 4 * 24 (96) frames
CA/7242: FF        End queue
CA/7243: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7245: 4B    Display dialogue message $03B8, wait for button press
               SABIN: And yet it's all different Mom and Dad are gone Everyone's gone
               Since that day
CA/7248: F0    Play song 11 (Coin Song), (high bit clear), full volume
CA/724A: B5    Pause for 15 * 10 (150) units
CA/724C: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/724E: C1        Set vehicle/entity's event speed to slow
CA/724F: 9E        Move vehicle/entity down 8 tiles
CA/7250: 9E        Move vehicle/entity down 8 tiles
CA/7251: 86        Move vehicle/entity down 2 tiles
CA/7252: FF        End queue
CA/7253: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/7255: D5        Set vehicle/entity's position to (100, 52)
CA/7258: CE        Turn vehicle/entity down
CA/7259: FF        End queue
CA/725A: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/725C: D5        Set vehicle/entity's position to (104, 52)
CA/725F: CE        Turn vehicle/entity down
CA/7260: FF        End queue
CA/7261: 41    Show object $11
CA/7263: 41    Show object $12
CA/7265: 3D    Create object $14
CA/7267: 3D    Create object $15
CA/7269: 41    Show object $14
CA/726B: 41    Show object $15
CA/726D: 45    Refresh objects
CA/726E: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CA/7270: E0        Pause for 4 * 27 (108) frames
CA/7272: 88        Move vehicle/entity up 3 tiles
CA/7273: E0        Pause for 4 * 4 (16) frames
CA/7275: CF        Turn vehicle/entity left
CA/7276: FF        End queue
CA/7277: B5    Pause for 15 * 16 (240) units
CA/7279: 4B    Display dialogue message $03B9, wait for button press (Show text only)
               tonight
               took a turn for the worse
               there's a chance he might 
CA/727C: 92    Pause for 30 units
CA/727D: 5A    Fade screen at speed $04
CA/727F: 5C    Pause execution until fade in or fade out is complete
CA/7280: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7282: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/7284: 6B    Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) instantly, (upper bits $2400), place party at (74, 27), facing down
CA/728A: 42    Hide object $05
CA/728C: 42    Hide object $10
CA/728E: 30    Begin action queue for character $30 (Camera), 12 bytes long 
CA/7290: C1        Set vehicle/entity's event speed to slow
CA/7291: AA        Move vehicle/entity left/up 2x1 tiles
CA/7292: AA        Move vehicle/entity left/up 2x1 tiles
CA/7293: AA        Move vehicle/entity left/up 2x1 tiles
CA/7294: AA        Move vehicle/entity left/up 2x1 tiles
CA/7295: AA        Move vehicle/entity left/up 2x1 tiles
CA/7296: AA        Move vehicle/entity left/up 2x1 tiles
CA/7297: AA        Move vehicle/entity left/up 2x1 tiles
CA/7298: AA        Move vehicle/entity left/up 2x1 tiles
CA/7299: AA        Move vehicle/entity left/up 2x1 tiles
CA/729A: AA        Move vehicle/entity left/up 2x1 tiles
CA/729B: FF        End queue
CA/729C: 59    Unfade screen at speed $08
CA/729E: 12    Begin action queue for character $12 (NPC $12), 16 bytes long 
CA/72A0: E0        Pause for 4 * 19 (76) frames
CA/72A2: 89        Move vehicle/entity right 3 tiles
CA/72A3: 86        Move vehicle/entity down 2 tiles
CA/72A4: 85        Move vehicle/entity right 2 tiles
CA/72A5: A1        Move vehicle/entity right/down 1x1 tiles
CA/72A6: A1        Move vehicle/entity right/down 1x1 tiles
CA/72A7: 81        Move vehicle/entity right 1 tile
CA/72A8: E0        Pause for 4 * 2 (8) frames
CA/72AA: CF        Turn vehicle/entity left
CA/72AB: E0        Pause for 4 * 4 (16) frames
CA/72AD: 86        Move vehicle/entity down 2 tiles
CA/72AE: D1        Make vehicle/entity disappear
CA/72AF: FF        End queue
CA/72B0: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/72B2: E0        Pause for 4 * 48 (192) frames
CA/72B4: 96        Move vehicle/entity down 6 tiles
CA/72B5: 8B        Move vehicle/entity left 3 tiles
CA/72B6: FF        End queue
CA/72B7: 92    Pause for 30 units
CA/72B8: 4B    Display dialogue message $03BA, wait for button press (Show text only)
               Nooo!
               Yyou're wrong!
               This can't be 
CA/72BB: 93    Pause for 45 units
CA/72BC: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/72BE: CD        Turn vehicle/entity right
CA/72BF: FF        End queue
CA/72C0: 4B    Display dialogue message $03BB, wait for button press (Show text only)
               Matron
               The Kinghe's 
CA/72C3: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/72C5: CE        Turn vehicle/entity down
CA/72C6: FF        End queue
CA/72C7: 94    Pause for 60 units
CA/72C8: 5A    Fade screen at speed $08
CA/72CA: 5C    Pause execution until fade in or fade out is complete
CA/72CB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/72CD: D7    Clear event bit $1E80($302) [$1EE0, bit 2]
CA/72CF: 6B    Load map $003B (Figaro Castle, miscellaneous rooms (always)) instantly, (upper bits $2400), place party at (66, 40), facing down
CA/72D5: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/72D7: 9E        Move vehicle/entity down 8 tiles
CA/72D8: 86        Move vehicle/entity down 2 tiles
CA/72D9: FF        End queue
CA/72DA: 41    Show object $04
CA/72DC: 41    Show object $05
CA/72DE: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/72E0: D5        Set vehicle/entity's position to (66, 51)
CA/72E3: C3        Set vehicle/entity's event speed to fast
CA/72E4: FF        End queue
CA/72E5: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/72E7: D5        Set vehicle/entity's position to (66, 50)
CA/72EA: C3        Set vehicle/entity's event speed to fast
CA/72EB: FF        End queue
CA/72EC: 59    Unfade screen at speed $08
CA/72EE: 93    Pause for 45 units
CA/72EF: 05    Begin action queue for character $05 (Actor in stot 5), 10 bytes long 
CA/72F1: E0        Pause for 4 * 8 (32) frames
CA/72F3: 88        Move vehicle/entity up 3 tiles
CA/72F4: 81        Move vehicle/entity right 1 tile
CA/72F5: 88        Move vehicle/entity up 3 tiles
CA/72F6: 83        Move vehicle/entity left 1 tile
CA/72F7: A3        Move vehicle/entity left/up 1x1 tiles
CA/72F8: A3        Move vehicle/entity left/up 1x1 tiles
CA/72F9: D1        Make vehicle/entity disappear
CA/72FA: FF        End queue
CA/72FB: 04    Begin action queue for character $04 (Actor in stot 4), 16 bytes long 
CA/72FD: E0        Pause for 4 * 15 (60) frames
CA/72FF: 8C        Move vehicle/entity up 4 tiles
CA/7300: 81        Move vehicle/entity right 1 tile
CA/7301: 88        Move vehicle/entity up 3 tiles
CA/7302: 22        Do vehicle/entity graphical action $22 
CA/7303: E0        Pause for 4 * 4 (16) frames
CA/7305: CF        Turn vehicle/entity left
CA/7306: E0        Pause for 4 * 6 (24) frames
CA/7308: 83        Move vehicle/entity left 1 tile
CA/7309: A3        Move vehicle/entity left/up 1x1 tiles
CA/730A: A3        Move vehicle/entity left/up 1x1 tiles
CA/730B: D1        Make vehicle/entity disappear
CA/730C: FF        End queue
CA/730D: 4B    Display dialogue message $03BC, wait for button press (Show text only)
               SABIN
               SABIN!!!!! 
CA/7310: 94    Pause for 60 units
CA/7311: 5A    Fade screen at speed $08
CA/7313: 5C    Pause execution until fade in or fade out is complete
CA/7314: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7316: D7    Clear event bit $1E80($30E) [$1EE1, bit 6]
CA/7318: D7    Clear event bit $1E80($315) [$1EE2, bit 5]
CA/731A: 6B    Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $2400), place party at (28, 32), facing down
CA/7320: B0    Execute the following commands until $B1 8 times
CA/7322: 50        Tint screen (cumulative) with color $9B
CA/7324: 52        Tint characters (cumulative) with color $9B
CA/7326: B1        End block of repeating commands
CA/7327: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/7329: D5        Set vehicle/entity's position to (28, 20)
CA/732C: CE        Turn vehicle/entity down
CA/732D: FF        End queue
CA/732E: 41    Show object $05
CA/7330: 45    Refresh objects
CA/7331: 59    Unfade screen at speed $08
CA/7333: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/7335: C2        Set vehicle/entity's event speed to normal
CA/7336: 98        Move vehicle/entity up 7 tiles
CA/7337: C1        Set vehicle/entity's event speed to slow
CA/7338: 8C        Move vehicle/entity up 4 tiles
CA/7339: C0        Set vehicle/entity's event speed to slowest
CA/733A: 84        Move vehicle/entity up 2 tiles
CA/733B: FF        End queue
CA/733C: 92    Pause for 30 units
CA/733D: 4B    Display dialogue message $03BD, wait for button press (Show text only)
               My father
               I don't believe this 
CA/7340: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7342: 94    Pause for 60 units
CA/7343: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/7345: D5        Set vehicle/entity's position to (28, 13)
CA/7348: CE        Turn vehicle/entity down
CA/7349: FF        End queue
CA/734A: B2    Call subroutine $CAD037
CA/734E: 41    Show object $04
CA/7350: 45    Refresh objects
CA/7351: 94    Pause for 60 units
CA/7352: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/7354: C1        Set vehicle/entity's event speed to slow
CA/7355: 8A        Move vehicle/entity down 3 tiles
CA/7356: FF        End queue
CA/7357: 05    Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete)
CA/7359: E0        Pause for 4 * 8 (32) frames
CA/735B: CF        Turn vehicle/entity left
CA/735C: E0        Pause for 4 * 16 (64) frames
CA/735E: 22        Do vehicle/entity graphical action $22 
CA/735F: E0        Pause for 4 * 10 (40) frames
CA/7361: 20        Do vehicle/entity graphical action $20 
CA/7362: FF        End queue
CA/7363: 92    Pause for 30 units
CA/7364: 4B    Display dialogue message $03BE, wait for button press (At bottom of screen)
               SABIN: Bbrother
               Waa, ahhh, ahhh
               EDGAR: So
               They went and told you
CA/7367: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/7369: E0        Pause for 4 * 2 (8) frames
CA/736B: 20        Do vehicle/entity graphical action $20 
CA/736C: FF        End queue
CA/736D: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/736F: A8        Move vehicle/entity left/down 1x2 tiles
CA/7370: 86        Move vehicle/entity down 2 tiles
CA/7371: E0        Pause for 4 * 2 (8) frames
CA/7373: CD        Turn vehicle/entity right
CA/7374: FF        End queue
CA/7375: B5    Pause for 15 * 6 (90) units
CA/7377: 3D    Create object $25
CA/7379: 41    Show object $25
CA/737B: 45    Refresh objects
CA/737C: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CA/737E: 8A        Move vehicle/entity down 3 tiles
CA/737F: FF        End queue
CA/7380: 4B    Display dialogue message $03BF, wait for button press (At bottom of screen)
               MATRON: EDGAR!
               Here you are
CA/7383: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CA/7385: 86        Move vehicle/entity down 2 tiles
CA/7386: FF        End queue
CA/7387: 4B    Display dialogue message $03C0, wait for button press (At bottom of screen)
               MATRON: Your father
               He just uttered his last wish that Figaro be divided between you
CA/738A: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/738C: 18        Do vehicle/entity graphical action $18 
CA/738D: FF        End queue
CA/738E: 4B    Display dialogue message $03C1, wait for button press (At bottom of screen)
               SABIN: This is NONSENSE!!
               Everyone's saying that the Empire poisoned Dad
               And the only thing on your minds is Who's going to be the next king?!
               You're all pathetic!
CA/7391: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/7393: 20        Do vehicle/entity graphical action $20 
CA/7394: E0        Pause for 4 * 7 (28) frames
CA/7396: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/7397: FF        End queue
CA/7398: 94    Pause for 60 units
CA/7399: 4B    Display dialogue message $03C2, wait for button press (At bottom of screen)
               SABIN: No one cared when Mom passed away, either
               MATRON: That's not
CA/739C: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete)
CA/739E: C2        Set vehicle/entity's event speed to normal
CA/739F: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/73A0: E0        Pause for 4 * 1 (4) frames
CA/73A2: CD        Turn vehicle/entity right
CA/73A3: 80        Move vehicle/entity up 1 tile
CA/73A4: C7        Set vehicle/entity to stay still when moving
CA/73A5: 1B        Do vehicle/entity graphical action $1B 
CA/73A6: FF        End queue
CA/73A7: 78    Enable ability to pass through other objects for object $25 (NPC $25)
CA/73A9: 78    Enable ability to pass through other objects for object $05 (SABIN )
CA/73AB: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/73AD: CC        Turn vehicle/entity up
CA/73AE: FF        End queue
CA/73AF: 25    Begin action queue for character $25 (NPC $25), 4 bytes long 
CA/73B1: C7        Set vehicle/entity to stay still when moving
CA/73B2: 80        Move vehicle/entity up 1 tile
CA/73B3: C6        Set vehicle/entity to walk when moving
CA/73B4: FF        End queue
CA/73B5: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CA/73B7: 80        Move vehicle/entity up 1 tile
CA/73B8: C6        Set vehicle/entity to walk when moving
CA/73B9: FF        End queue
CA/73BA: 4B    Display dialogue message $03C3, wait for button press (At bottom of screen)
               SABIN: You were as bad as any of 'em!
               EDGAR: SABIN
               SABIN: Empire of murderers
               They won't get away with this!
CA/73BD: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/73BF: CF        Turn vehicle/entity left
CA/73C0: FF        End queue
CA/73C1: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/73C3: CE        Turn vehicle/entity down
CA/73C4: FF        End queue
CA/73C5: B5    Pause for 15 * 6 (90) units
CA/73C7: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/73C9: CD        Turn vehicle/entity right
CA/73CA: E0        Pause for 4 * 10 (40) frames
CA/73CC: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/73CD: FF        End queue
CA/73CE: 95    Pause for 120 units
CA/73CF: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/73D1: CD        Turn vehicle/entity right
CA/73D2: FF        End queue
CA/73D3: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/73D5: CC        Turn vehicle/entity up
CA/73D6: FF        End queue
CA/73D7: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/73D9: 1B        Do vehicle/entity graphical action $1B 
CA/73DA: FF        End queue
CA/73DB: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/73DD: C2        Set vehicle/entity's event speed to normal
CA/73DE: 8C        Move vehicle/entity up 4 tiles
CA/73DF: FF        End queue
CA/73E0: 25    Begin action queue for character $25 (NPC $25), 7 bytes long 
CA/73E2: 83        Move vehicle/entity left 1 tile
CA/73E3: CD        Turn vehicle/entity right
CA/73E4: E0        Pause for 4 * 16 (64) frames
CA/73E6: 81        Move vehicle/entity right 1 tile
CA/73E7: CC        Turn vehicle/entity up
CA/73E8: FF        End queue
CA/73E9: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CA/73EB: CF        Turn vehicle/entity left
CA/73EC: C3        Set vehicle/entity's event speed to fast
CA/73ED: E0        Pause for 4 * 1 (4) frames
CA/73EF: 98        Move vehicle/entity up 7 tiles
CA/73F0: D5        Set vehicle/entity's position to (29, 6)
CA/73F3: FF        End queue
CA/73F4: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete)
CA/73F6: C2        Set vehicle/entity's event speed to normal
CA/73F7: E0        Pause for 4 * 7 (28) frames
CA/73F9: A0        Move vehicle/entity right/up 1x1 tiles
CA/73FA: 8C        Move vehicle/entity up 4 tiles
CA/73FB: E0        Pause for 4 * 5 (20) frames
CA/73FD: CF        Turn vehicle/entity left
CA/73FE: FF        End queue
CA/73FF: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7401: 4B    Display dialogue message $03C5, wait for button press
               EDGAR: Matron
               Please leave us
CA/7404: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/7406: 8C        Move vehicle/entity up 4 tiles
CA/7407: D1        Make vehicle/entity disappear
CA/7408: FF        End queue
CA/7409: 93    Pause for 45 units
CA/740A: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/740C: 8C        Move vehicle/entity up 4 tiles
CA/740D: FF        End queue
CA/740E: 5A    Fade screen at speed $08
CA/7410: 5C    Pause execution until fade in or fade out is complete
CA/7411: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7413: 6B    Load map $0043 (Figaro Castle, outdoors, night, with sky (coin toss in flashback)) instantly, (upper bits $2400), place party at (28, 6), facing down
CA/7419: B0    Execute the following commands until $B1 8 times
CA/741B: 50        Tint screen (cumulative) with color $9B
CA/741D: 53        Modify object color range from [00, 0F]: Do unknown operation (Black) at intensity 3
CA/7421: B1        End block of repeating commands
CA/7422: B2    Call subroutine $CA652B
CA/7426: 41    Show object $05
CA/7428: 41    Show object $04
CA/742A: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/742C: D5        Set vehicle/entity's position to (28, 7)
CA/742F: C8        Set object layering priority to 2 (low nibble 2)
CA/7431: FF        End queue
CA/7432: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/7434: D5        Set vehicle/entity's position to (29, 6)
CA/7437: CC        Turn vehicle/entity up
CA/7438: FF        End queue
CA/7439: 96    Restore screen from fade
CA/743A: 95    Pause for 120 units
CA/743B: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CA/743D: 4B    Display dialogue message $03C4, wait for button press
               SABIN: I'm outta here!
               I'm forsaking this war-sick realm for my dignity and freedom.
               SABIN: You said you were sick of it too, right?!
               EDGAR: freedom
CA/7440: 94    Pause for 60 units
CA/7441: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7443: 21        Do vehicle/entity graphical action $21 
CA/7444: FF        End queue
CA/7445: 94    Pause for 60 units
CA/7446: 4B    Display dialogue message $03C6, wait for button press
               EDGAR: What'll happen to this realm if we both leave?
               And what would Dad say?
CA/7449: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/744B: C8        Set object layering priority to 2 (low nibble 2)
CA/744D: 80        Move vehicle/entity up 1 tile
CA/744E: CD        Turn vehicle/entity right
CA/744F: FF        End queue
CA/7450: 92    Pause for 30 units
CA/7451: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7453: CF        Turn vehicle/entity left
CA/7454: FF        End queue
CA/7455: 94    Pause for 60 units
CA/7456: 4B    Display dialogue message $03C7, wait for button press
               EDGAR: SABIN, let's settle this with a toss of a coin.
CA/7459: 91    Pause for 15 units
CA/745A: B0    Execute the following commands until $B1 3 times
CA/745C: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/745E: 15            Do vehicle/entity graphical action $15 
CA/745F: FF            End queue
CA/7460: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7462: CF            Turn vehicle/entity left
CA/7463: FF            End queue
CA/7464: B1        End block of repeating commands
CA/7465: 93    Pause for 45 units
CA/7466: 4B    Display dialogue message $03C8, wait for button press
               EDGAR: If it's heads, you win.
               We'll choose whichever path we want, without any regrets. Okay?
CA/7469: B5    Pause for 15 * 6 (90) units
CA/746B: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/746D: 22        Do vehicle/entity graphical action $22 
CA/746E: FF        End queue
CA/746F: 94    Pause for 60 units
CA/7470: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7472: 0A        Do vehicle/entity graphical action $0A 
CA/7473: FF        End queue
CA/7474: 92    Pause for 30 units
CA/7475: 4B    Display dialogue message $03C9, wait for button press
               EDGAR: This is for Dad!
CA/7478: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/747A: CD        Turn vehicle/entity right
CA/747B: FF        End queue
CA/747C: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/747E: 1B        Do vehicle/entity graphical action $1B 
CA/747F: C7        Set vehicle/entity to stay still when moving
CA/7480: FF        End queue
CA/7481: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/7483: C2        Set vehicle/entity's event speed to normal
CA/7484: 80        Move vehicle/entity up 1 tile
CA/7485: FF        End queue
CA/7486: F4    Play sound effect 141
CA/7488: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/748A: D5        Set vehicle/entity's position to (28, 4)
CA/748D: 94        Move vehicle/entity up 6 tiles
CA/748E: C2        Set vehicle/entity's event speed to normal
CA/748F: 88        Move vehicle/entity up 3 tiles
CA/7490: C1        Set vehicle/entity's event speed to slow
CA/7491: 84        Move vehicle/entity up 2 tiles
CA/7492: C0        Set vehicle/entity's event speed to slowest
CA/7493: 80        Move vehicle/entity up 1 tile
CA/7494: FF        End queue
CA/7495: 30    Begin action queue for character $30 (Camera), 7 bytes long 
CA/7497: C2        Set vehicle/entity's event speed to normal
CA/7498: 94        Move vehicle/entity up 6 tiles
CA/7499: C1        Set vehicle/entity's event speed to slow
CA/749A: 88        Move vehicle/entity up 3 tiles
CA/749B: C0        Set vehicle/entity's event speed to slowest
CA/749C: 80        Move vehicle/entity up 1 tile
CA/749D: FF        End queue
CA/749E: B5    Pause for 15 * 16 (240) units
CA/74A0: F2    Fade out current song with transition time 255
CA/74A2: 5A    Fade screen at speed $04
CA/74A4: 5C    Pause execution until fade in or fade out is complete
CA/74A5: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/74A7: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/74A9: C8        Set object layering priority to 0 (low nibble 0)
CA/74AB: C6        Set vehicle/entity to walk when moving
CA/74AC: C2        Set vehicle/entity's event speed to normal
CA/74AD: FF        End queue
CA/74AE: 54    End effects of commands for modifed color components and screen flashes
CA/74AF: 6B    Load map $003A (Figaro Castle, throne room (always)) instantly, (upper bits $2400), place party at (102, 42), facing down
CA/74B5: 42    Hide object $11
CA/74B7: 42    Hide object $12
CA/74B9: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/74BB: D5        Set vehicle/entity's position to (101, 42)
CA/74BE: 20        Do vehicle/entity graphical action $20 
CA/74BF: FF        End queue
CA/74C0: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/74C2: D5        Set vehicle/entity's position to (106, 43)
CA/74C5: FF        End queue
CA/74C6: 59    Unfade screen at speed $02
CA/74C8: B5    Pause for 15 * 16 (240) units
CA/74CA: 4B    Display dialogue message $03CA, wait for button press
               EDGAR: And then, you opted for your freedom.
CA/74CD: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/74CF: 1F        Do vehicle/entity graphical action $1F 
CA/74D0: E0        Pause for 4 * 1 (4) frames
CA/74D2: CE        Turn vehicle/entity down
CA/74D3: FF        End queue
CA/74D4: 95    Pause for 120 units
CA/74D5: 41    Show object $04
CA/74D7: 45    Refresh objects
CA/74D8: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/74DA: 8A        Move vehicle/entity down 3 tiles
CA/74DB: 87        Move vehicle/entity left 2 tiles
CA/74DC: CC        Turn vehicle/entity up
CA/74DD: FF        End queue
CA/74DE: 94    Pause for 60 units
CA/74DF: 4B    Display dialogue message $03CB, wait for button press
               EDGAR: It's been10 years.
               The little shrimp's grown into a whopping lobster!
               SABIN: And you're a king crab!
CA/74E2: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/74E4: C1        Set vehicle/entity's event speed to slow
CA/74E5: 80        Move vehicle/entity up 1 tile
CA/74E6: FF        End queue
CA/74E7: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete)
CA/74E9: A3        Move vehicle/entity left/up 1x1 tiles
CA/74EA: 88        Move vehicle/entity up 3 tiles
CA/74EB: E0        Pause for 4 * 4 (16) frames
CA/74ED: CF        Turn vehicle/entity left
CA/74EE: E0        Pause for 4 * 1 (4) frames
CA/74F0: CE        Turn vehicle/entity down
CA/74F1: FF        End queue
CA/74F2: B5    Pause for 15 * 10 (150) units
CA/74F4: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/74F6: 4B    Display dialogue message $03CC, wait for button press
               EDGAR: SABIN
               I often wonder if he'd be proud of me
CA/74F9: 94    Pause for 60 units
CA/74FA: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/74FC: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/74FD: FF        End queue
CA/74FE: 92    Pause for 30 units
CA/74FF: 4B    Display dialogue message $03CD, wait for button press
               SABIN: Don't you ever doubt that!
CA/7502: 94    Pause for 60 units
CA/7503: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7505: 23        Do vehicle/entity graphical action $23 
CA/7506: FF        End queue
CA/7507: 92    Pause for 30 units
CA/7508: 4B    Display dialogue message $03CE, wait for button press
               EDGAR: 10 years
               SABIN: Where has the time gone?
CA/750B: 92    Pause for 30 units
CA/750C: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/750E: 20        Do vehicle/entity graphical action $20 
CA/750F: FF        End queue
CA/7510: B5    Pause for 15 * 5 (75) units
CA/7512: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7514: 20        Do vehicle/entity graphical action $20 
CA/7515: FF        End queue
CA/7516: B5    Pause for 15 * 16 (240) units
CA/7518: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/751A: 82        Move vehicle/entity down 1 tile
CA/751B: 83        Move vehicle/entity left 1 tile
CA/751C: 80        Move vehicle/entity up 1 tile
CA/751D: CF        Turn vehicle/entity left
CA/751E: FF        End queue
CA/751F: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7521: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/7522: FF        End queue
CA/7523: 4B    Display dialogue message $03CF, wait for button press
               EDGAR: Here's to a couple of confused grownups!
CA/7526: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CA/7528: CE        Turn vehicle/entity down
CA/7529: FF        End queue
CA/752A: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/752C: C2        Set vehicle/entity's event speed to normal
CA/752D: 8A        Move vehicle/entity down 3 tiles
CA/752E: FF        End queue
CA/752F: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/7531: 8A        Move vehicle/entity down 3 tiles
CA/7532: E0        Pause for 4 * 10 (40) frames
CA/7534: 20        Do vehicle/entity graphical action $20 
CA/7535: E0        Pause for 4 * 1 (4) frames
CA/7537: 19        Do vehicle/entity graphical action $19 
CA/7538: FF        End queue
CA/7539: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/753B: 4B    Display dialogue message $03D0, wait for button press
               EDGAR: Here's to Dad
CA/753E: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/7540: 8A        Move vehicle/entity down 3 tiles
CA/7541: E0        Pause for 4 * 1 (4) frames
CA/7543: 19        Do vehicle/entity graphical action $19 
CA/7544: FF        End queue
CA/7545: 4B    Display dialogue message $03D1, wait for button press
               SABIN: to Mom
               and to Figaro.
CA/7548: 91    Pause for 15 units
CA/7549: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/754B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/754C: FF        End queue
CA/754D: 94    Pause for 60 units
CA/754E: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7550: 23        Do vehicle/entity graphical action $23 
CA/7551: FF        End queue
CA/7552: 94    Pause for 60 units
CA/7553: 5A    Fade screen at speed $02
CA/7555: B5    Pause for 15 * 16 (240) units
CA/7557: D0    Set event bit $1E80($04A) [$1E89, bit 2]
CA/7559: D7    Clear event bit $1E80($302) [$1EE0, bit 2]
CA/755B: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/755D: 6B    Load map $003B (Figaro Castle, miscellaneous rooms (always)) instantly, (upper bits $2400), place party at (47, 49), facing down
CA/7563: B2    Call subroutine $CAC6AC
CA/7567: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/7569: D5        Set vehicle/entity's position to (45, 47)
CA/756C: CE        Turn vehicle/entity down
CA/756D: FF        End queue
CA/756E: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/7570: D5        Set vehicle/entity's position to (49, 51)
CA/7573: CE        Turn vehicle/entity down
CA/7574: FF        End queue
CA/7575: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CA/7577: D5        Set vehicle/entity's position to (45, 51)
CA/757A: CE        Turn vehicle/entity down
CA/757B: FF        End queue
CA/757C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/757E: D5        Set vehicle/entity's position to (49, 47)
CA/7581: CE        Turn vehicle/entity down
CA/7582: FF        End queue
CA/7583: B2    Call subroutine $CACF96
CA/7587: F0    Play song 10 (Edgar and Sabin), (high bit clear), full volume
CA/7589: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/758D: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/758F: FE    Return

CA/7590: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA75A0
CA/7596: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA75C4
CA/759C: 4B    Display dialogue message $0B66, wait for button press
               Figaro and the Empire are allies!
CA/759F: FE    Return

CA/75A0: DE    Load CaseWord with the characters in the currently active party?
CA/75A1: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA71BA
CA/75A6: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75B0
CA/75AC: 4B    Display dialogue message $03A9, wait for button press
               We sighted Kefka in the area.
CA/75AF: FE    Return

CA/75B0: 4B    Display dialogue message $095C, wait for button press
               Who'd have thought air could be so precious!
CA/75B3: FE    Return

CA/75B4: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA75C8
CA/75BA: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA75C4
CA/75C0: 4B    Display dialogue message $0B67, wait for button press
               Figaro Castle is the most modern structure in the world!
CA/75C3: FE    Return

CA/75C4: 4B    Display dialogue message $0091, wait for button press
               FIRE!!!
CA/75C7: FE    Return

CA/75C8: DE    Load CaseWord with the characters in the currently active party?
CA/75C9: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA71BA
CA/75CE: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75B0
CA/75D4: 4B    Display dialogue message $03AA, wait for button press
               That girl
               wrapped in a fireball
               Headed off to the west
CA/75D7: FE    Return

CA/75D8: 4B    Display dialogue message $0052, wait for button press
               Weapons and items manufactured here are sent to South Figaro.
CA/75DB: FE    Return

CA/75DC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75E6
CA/75E2: 4B    Display dialogue message $0057, wait for button press
               The Empire has smashed the 3 cities on the southern continent. Just a matter of time 'til they come up here
CA/75E5: FE    Return

CA/75E6: 4B    Display dialogue message $0960, wait for button press
               Kefka's one shy of a six pack!
CA/75E9: FE    Return

CA/75EA: 4B    Display dialogue message $005F, wait for button press
               
CA/75ED: FE    Return

CA/75EE: C0    If ($1E80($108) [$1EA1, bit 0] is clear), branch to $CA7668
CA/75F4: B2    Call subroutine $CACA8D
CA/75F8: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/75FA: CE        Turn vehicle/entity down
CA/75FB: FF        End queue
CA/75FC: B2    Call subroutine $CAC6AC
CA/7600: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/7602: CC        Turn vehicle/entity up
CA/7603: FF        End queue
CA/7604: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/7606: C2        Set vehicle/entity's event speed to normal
CA/7607: 83        Move vehicle/entity left 1 tile
CA/7608: CC        Turn vehicle/entity up
CA/7609: FF        End queue
CA/760A: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CA/760C: C2        Set vehicle/entity's event speed to normal
CA/760D: 82        Move vehicle/entity down 1 tile
CA/760E: CC        Turn vehicle/entity up
CA/760F: FF        End queue
CA/7610: 92    Pause for 30 units
CA/7611: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/7613: 21        Do vehicle/entity graphical action $21 
CA/7614: E0        Pause for 4 * 3 (12) frames
CA/7616: CC        Turn vehicle/entity up
CA/7617: FF        End queue
CA/7618: 4B    Display dialogue message $00AC, wait for button press
               SOLDIER: King EDGAR!
               Where are you headed?
               EDGAR: Through the cave, and eastward to South Figaro.
               EDGAR: Return to the castle, and tell the others we're safe.
               SOLDIER: Yes, Sir!
               Take care!
CA/761B: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CA/761D: CD        Turn vehicle/entity right
CA/761E: E0        Pause for 4 * 3 (12) frames
CA/7620: C9        Place object on vehicle $A02 [to decode later]
CA/7622: FF        End queue
CA/7623: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/7625: DC        Make vehicle/entity jump (low)
CA/7626: A0        Move vehicle/entity right/up 1x1 tiles
CA/7627: D1        Make vehicle/entity disappear
CA/7628: FF        End queue
CA/7629: 45    Refresh objects
CA/762A: 92    Pause for 30 units
CA/762B: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/762D: CD        Turn vehicle/entity right
CA/762E: E0        Pause for 4 * 2 (8) frames
CA/7630: CE        Turn vehicle/entity down
CA/7631: FF        End queue
CA/7632: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long 
CA/7634: E0        Pause for 4 * 2 (8) frames
CA/7636: CD        Turn vehicle/entity right
CA/7637: E0        Pause for 4 * 1 (4) frames
CA/7639: CE        Turn vehicle/entity down
CA/763A: FF        End queue
CA/763B: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CA/763D: E0        Pause for 4 * 4 (16) frames
CA/763F: CD        Turn vehicle/entity right
CA/7640: E0        Pause for 4 * 2 (8) frames
CA/7642: CE        Turn vehicle/entity down
CA/7643: FF        End queue
CA/7644: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/7646: 9E        Move vehicle/entity down 8 tiles
CA/7647: D1        Make vehicle/entity disappear
CA/7648: FF        End queue
CA/7649: 45    Refresh objects
CA/764A: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/764C: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/764E: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/7650: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CA/7652: 81        Move vehicle/entity right 1 tile
CA/7653: CC        Turn vehicle/entity up
CA/7654: FF        End queue
CA/7655: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/7657: 80        Move vehicle/entity up 1 tile
CA/7658: FF        End queue
CA/7659: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/765B: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/765D: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/765F: B2    Call subroutine $CACB95
CA/7663: D7    Clear event bit $1E80($312) [$1EE2, bit 2]
CA/7665: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/7667: FE    Return

CA/7668: 4B    Display dialogue message $00AB, wait for button press
               This cave leads to South Figaro. It's closed now due to construction.
CA/766B: FE    Return

CA/766C: B7    If bit $1DC9($41) [$1DD1, bit 1] is clear, branch to $CA5EB3
CA/7671: B9    Clear bit $1DC9($41) [$1DD1, bit 1]
CA/7673: FE    Return

CA/7674: C0    If ($1E80($0AE) [$1E95, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/767A: D0    Set event bit $1E80($0AE) [$1E95, bit 6]
CA/767C: F6    Subcommand $82: Change volume of currently playing sound effect to $40, transition time 0
CA/7680: F4    Play sound effect 6
CA/7682: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CA/7683: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/7687: FE    Return

CA/7688: C0    If ($1E80($0AF) [$1E95, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/768E: D0    Set event bit $1E80($0AF) [$1E95, bit 7]
CA/7690: F6    Subcommand $82: Change volume of currently playing sound effect to $80, transition time 0
CA/7694: F4    Play sound effect 6
CA/7696: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CA/7697: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/769B: FE    Return

CA/769C: C0    If ($1E80($0B0) [$1E96, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/76A2: D0    Set event bit $1E80($0B0) [$1E96, bit 0]
CA/76A4: F6    Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 0
CA/76A8: F4    Play sound effect 6
CA/76AA: 4B    Display dialogue message $0196, wait for button press
               LOCKE: What IS that noise?
CA/76AD: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CA/76AE: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/76B2: FE    Return

CA/76B3: C2    If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/76BD: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CA/76BF: C2        Set vehicle/entity's event speed to normal
CA/76C0: C8        Set object layering priority to 2 (low nibble 2)
CA/76C2: DD        Make vehicle/entity jump (high)
CA/76C3: 84        Move vehicle/entity up 2 tiles
CA/76C4: DD        Make vehicle/entity jump (high)
CA/76C5: 84        Move vehicle/entity up 2 tiles
CA/76C6: C8        Set object layering priority to 0 (low nibble 0)
CA/76C8: FF        End queue
CA/76C9: FE    Return

CA/76CA: C2    If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/76D4: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CA/76D6: C2        Set vehicle/entity's event speed to normal
CA/76D7: C8        Set object layering priority to 2 (low nibble 2)
CA/76D9: DD        Make vehicle/entity jump (high)
CA/76DA: 86        Move vehicle/entity down 2 tiles
CA/76DB: DD        Make vehicle/entity jump (high)
CA/76DC: 86        Move vehicle/entity down 2 tiles
CA/76DD: C8        Set object layering priority to 0 (low nibble 0)
CA/76DF: FF        End queue
CA/76E0: FE    Return

CA/76E1: C0    If ($1E80($37F) [$1EEF, bit 7] is clear), branch to $CA5EB3 (simply returns)
CA/76E7: 38    Hold screen
CA/76E8: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/76EA: 80        Move vehicle/entity up 1 tile
CA/76EB: E0        Pause for 4 * 4 (16) frames
CA/76ED: CF        Turn vehicle/entity left
CA/76EE: FF        End queue
CA/76EF: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/76F1: C2        Set vehicle/entity's event speed to normal
CA/76F2: A9        Move vehicle/entity left/down 2x1 tiles
CA/76F3: A9        Move vehicle/entity left/down 2x1 tiles
CA/76F4: A9        Move vehicle/entity left/down 2x1 tiles
CA/76F5: FF        End queue
CA/76F6: 15    Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete)
CA/76F8: 86        Move vehicle/entity down 2 tiles
CA/76F9: E0        Pause for 4 * 8 (32) frames
CA/76FB: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/76FC: E0        Pause for 4 * 7 (28) frames
CA/76FE: 23        Do vehicle/entity graphical action $23 
CA/76FF: E0        Pause for 4 * 8 (32) frames
CA/7701: 88        Move vehicle/entity up 3 tiles
CA/7702: FF        End queue
CA/7703: 4B    Display dialogue message $0948, wait for button press (At bottom of screen)
               GERAD: Now, where were we?
CA/7706: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/7708: 8C        Move vehicle/entity up 4 tiles
CA/7709: FF        End queue
CA/770A: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/770C: 88        Move vehicle/entity up 3 tiles
CA/770D: FF        End queue
CA/770E: 92    Pause for 30 units
CA/770F: 4B    Display dialogue message $0949, wait for button press (At bottom of screen)
               Here, boy
               Here's some nice food for you!
CA/7712: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7714: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/7716: 85        Move vehicle/entity right 2 tiles
CA/7717: FF        End queue
CA/7718: 92    Pause for 30 units
CA/7719: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/771B: CE        Turn vehicle/entity down
CA/771C: FF        End queue
CA/771D: 3D    Create object $16
CA/771F: 41    Show object $16
CA/7721: 45    Refresh objects
CA/7722: 4B    Display dialogue message $094A, wait for button press
               Presto!
               GERAD: Good Job!
               I used to have a turtle!
CA/7725: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CA/7727: DD        Make vehicle/entity jump (high)
CA/7728: 84        Move vehicle/entity up 2 tiles
CA/7729: DD        Make vehicle/entity jump (high)
CA/772A: 84        Move vehicle/entity up 2 tiles
CA/772B: C8        Set object layering priority to 3 (low nibble 3)
CA/772D: 84        Move vehicle/entity up 2 tiles
CA/772E: D1        Make vehicle/entity disappear
CA/772F: FF        End queue
CA/7730: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/7732: A4        Move vehicle/entity right/up 1x2 tiles
CA/7733: FC        Branch 12 bytes backwards ($CA7727)
CA/7735: FF        End queue
CA/7736: 91    Pause for 15 units
CA/7737: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/7739: 80        Move vehicle/entity up 1 tile
CA/773A: FC        Branch 8 bytes backwards ($CA7732)
CA/773C: FF        End queue
CA/773D: 93    Pause for 45 units
CA/773E: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/7740: 83        Move vehicle/entity left 1 tile
CA/7741: AB        Move vehicle/entity left/up 1x2 tiles
CA/7742: FC        Branch 27 bytes backwards ($CA7727)
CA/7744: FF        End queue
CA/7745: 92    Pause for 30 units
CA/7746: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/7748: 90        Move vehicle/entity up 5 tiles
CA/7749: FC        Branch 7 bytes backwards ($CA7742)
CA/774B: FF        End queue
CA/774C: B5    Pause for 15 * 5 (75) units
CA/774E: 16    Begin action queue for character $16 (NPC $16), 13 bytes long 
CA/7750: AB        Move vehicle/entity left/up 1x2 tiles
CA/7751: E0        Pause for 4 * 6 (24) frames
CA/7753: CD        Turn vehicle/entity right
CA/7754: E0        Pause for 4 * 4 (16) frames
CA/7756: CF        Turn vehicle/entity left
CA/7757: E0        Pause for 4 * 4 (16) frames
CA/7759: 88        Move vehicle/entity up 3 tiles
CA/775A: FC        Branch 17 bytes backwards ($CA7749)
CA/775C: FF        End queue
CA/775D: B5    Pause for 15 * 6 (90) units
CA/775F: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/7761: 95        Move vehicle/entity right 6 tiles
CA/7762: FF        End queue
CA/7763: 39    Free screen
CA/7764: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/7766: D5        Set vehicle/entity's position to (45, 27)
CA/7769: FF        End queue
CA/776A: D2    Set event bit $1E80($123) [$1EA4, bit 3]
CA/776C: D7    Clear event bit $1E80($37F) [$1EEF, bit 7]
CA/776E: D6    Set event bit $1E80($383) [$1EF0, bit 3]
CA/7770: B2    Call subroutine $CAED53
CA/7774: FE    Return

CA/7775: 4B    Display dialogue message $094B, wait for button press
               SIGFRIED: Pretty dangerous from here on. I'll go in first and clear out all the monsters. Wait here.
CA/7778: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/777A: 88        Move vehicle/entity up 3 tiles
CA/777B: D1        Make vehicle/entity disappear
CA/777C: FF        End queue
CA/777D: D7    Clear event bit $1E80($398) [$1EF3, bit 0]
CA/777F: D6    Set event bit $1E80($399) [$1EF3, bit 1]
CA/7781: FE    Return

CA/7782: C0    If ($1E80($399) [$1EF3, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/7788: 10    Begin action queue for character $10 (NPC $10), 23 bytes long 
CA/778A: CE        Turn vehicle/entity down
CA/778B: E0        Pause for 4 * 2 (8) frames
CA/778D: 2D        Do vehicle/entity graphical action $2D 
CA/778E: E0        Pause for 4 * 4 (16) frames
CA/7790: CE        Turn vehicle/entity down
CA/7791: E0        Pause for 4 * 8 (32) frames
CA/7793: 86        Move vehicle/entity down 2 tiles
CA/7794: A1        Move vehicle/entity right/down 1x1 tiles
CA/7795: 85        Move vehicle/entity right 2 tiles
CA/7796: 8A        Move vehicle/entity down 3 tiles
CA/7797: 85        Move vehicle/entity right 2 tiles
CA/7798: A1        Move vehicle/entity right/down 1x1 tiles
CA/7799: 8A        Move vehicle/entity down 3 tiles
CA/779A: 8F        Move vehicle/entity left 4 tiles
CA/779B: 86        Move vehicle/entity down 2 tiles
CA/779C: 9F        Move vehicle/entity left 8 tiles
CA/779D: 8F        Move vehicle/entity left 4 tiles
CA/779E: 82        Move vehicle/entity down 1 tile
CA/779F: D1        Make vehicle/entity disappear
CA/77A0: FF        End queue
CA/77A1: B5    Pause for 15 * 8 (120) units
CA/77A3: 48    Display dialogue message $094C, continue executing commands (Show text only)
               
                   On the hum, let's go!!!! 
CA/77A6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/77A8: CE        Turn vehicle/entity down
CA/77A9: FF        End queue
CA/77AA: D7    Clear event bit $1E80($399) [$1EF3, bit 1]
CA/77AC: FE    Return

CA/77AD: 4B    Display dialogue message $00B3, wait for button press
               Welcome to South Figaro!
CA/77B0: FE    Return

CA/77B1: 4B    Display dialogue message $00B4, wait for button press
               You'll find lots of excellent weapons, armor and relics in our shops.
CA/77B4: FE    Return

CA/77B5: 4B    Display dialogue message $00B5, wait for button press
               Did you hear?
               Figaro Castle sank into the sand!
               You couldn't find it even if you knew where to look!
CA/77B8: FE    Return

CA/77B9: 4B    Display dialogue message $00B6, wait for button press
               Mt. Kolts is to the east.
CA/77BC: FE    Return

CA/77BD: 4B    Display dialogue message $00B7, wait for button press
               Beyond Mt. Kolts you'll find the Sabil mountain range.
CA/77C0: FE    Return

CA/77C1: 4B    Display dialogue message $00CE, wait for button press
               This town'll go down fighting! Even with their Magitek Armor, we'll make it tough on 'em!
CA/77C4: FE    Return

CA/77C5: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA77CF
CA/77CB: 4B    Display dialogue message $00CD, wait for button press
               I can't believe it!
               The Empire'll smash us!
CA/77CE: FE    Return

CA/77CF: 4B    Display dialogue message $0B7E, wait for button press
               There's nothing like being free!
CA/77D2: FE    Return

CA/77D3: 4B    Display dialogue message $00CA, wait for button press
               The house in the northern part of town belongs to our wealthiest citizen.
CA/77D6: FE    Return

CA/77D7: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA77E1
CA/77DD: 4B    Display dialogue message $00EA, wait for button press
               The ship isn't going anywhere.
CA/77E0: FE    Return

CA/77E1: 4B    Display dialogue message $032C, wait for button press
               Nikeah-bound ferry.
               ^ (Still need to shop.)
               ^ (Hop aboard?)
CA/77E4: B6    Indexed branch based on prior dialogue selection [$CA5EB3, $CA931C]
CA/77EB: FE    Return

CA/77EC: C1    If ($1E80($048) [$1E89, bit 0] is clear) or ($1E80($276) [$1ECE, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/77F4: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/77F6: C2        Set vehicle/entity's event speed to normal
CA/77F7: 86        Move vehicle/entity down 2 tiles
CA/77F8: CC        Turn vehicle/entity up
CA/77F9: FF        End queue
CA/77FA: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/77FC: 83        Move vehicle/entity left 1 tile
CA/77FD: CE        Turn vehicle/entity down
CA/77FE: FF        End queue
CA/77FF: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CA/7801: 4B    Display dialogue message $00EB, wait for button press
               Imperial troops are milling about.
               Gotta jam without being seen!
CA/7804: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/7806: 89        Move vehicle/entity right 3 tiles
CA/7807: FF        End queue
CA/7808: 94    Pause for 60 units
CA/7809: 3D    Create object $17
CA/780B: 41    Show object $17
CA/780D: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/780F: 87        Move vehicle/entity left 2 tiles
CA/7810: FF        End queue
CA/7811: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/7813: 87        Move vehicle/entity left 2 tiles
CA/7814: FF        End queue
CA/7815: 93    Pause for 45 units
CA/7816: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CA/7818: 82        Move vehicle/entity down 1 tile
CA/7819: FF        End queue
CA/781A: 92    Pause for 30 units
CA/781B: 5A    Fade screen at speed $04
CA/781D: 5C    Pause execution until fade in or fade out is complete
CA/781E: 42    Hide object $31
CA/7820: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/7822: 6B    Load map $002F (South Figaro, outdoors (party being smuggled out of occupied town)) instantly, (upper bits $0400), place party at (50, 34), facing up
CA/7828: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/782A: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/782C: 9C        Move vehicle/entity up 8 tiles
CA/782D: 87        Move vehicle/entity left 2 tiles
CA/782E: FF        End queue
CA/782F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/7831: 9C        Move vehicle/entity up 8 tiles
CA/7832: 80        Move vehicle/entity up 1 tile
CA/7833: 83        Move vehicle/entity left 1 tile
CA/7834: FF        End queue
CA/7835: 93    Pause for 45 units
CA/7836: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/7838: 82        Move vehicle/entity down 1 tile
CA/7839: FF        End queue
CA/783A: 92    Pause for 30 units
CA/783B: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/783D: 82        Move vehicle/entity down 1 tile
CA/783E: 83        Move vehicle/entity left 1 tile
CA/783F: CC        Turn vehicle/entity up
CA/7840: FF        End queue
CA/7841: 92    Pause for 30 units
CA/7842: 41    Show object $31
CA/7844: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/7846: CD        Turn vehicle/entity right
CA/7847: FF        End queue
CA/7848: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/784A: C2        Set vehicle/entity's event speed to normal
CA/784B: DD        Make vehicle/entity jump (high)
CA/784C: 85        Move vehicle/entity right 2 tiles
CA/784D: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/784E: E0        Pause for 4 * 8 (32) frames
CA/7850: CF        Turn vehicle/entity left
CA/7851: FF        End queue
CA/7852: 4B    Display dialogue message $00EC, wait for button press
               Use caution.
CA/7855: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/7857: 8D        Move vehicle/entity right 4 tiles
CA/7858: FF        End queue
CA/7859: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (85, 111), facing up, flags $00
CA/785F: FF        End map script

CA/7860: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7869
CA/7866: 9B    Invoke shop $05
CA/7868: FE    Return

CA/7869: 9B    Invoke shop $3C
CA/786B: FE    Return

CA/786C: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7875
CA/7872: 9B    Invoke shop $06
CA/7874: FE    Return

CA/7875: 9B    Invoke shop $3D
CA/7877: FE    Return

CA/7878: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7881
CA/787E: 9B    Invoke shop $07
CA/7880: FE    Return

CA/7881: 9B    Invoke shop $3E
CA/7883: FE    Return

CA/7884: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA788D
CA/788A: 9B    Invoke shop $08
CA/788C: FE    Return

CA/788D: 9B    Invoke shop $3F
CA/788F: FE    Return

CA/7890: 4B    Display dialogue message $00CC, wait for button press
               The Empire attacked Figaro Castle?!
               Now we'll all be drawn into the battle!
CA/7893: FE    Return

CA/7894: 4B    Display dialogue message $0B89, wait for button press
               80 GP per night!
               Well?
               ^ Yes
               ^ No
CA/7897: B6    Indexed branch based on prior dialogue selection [$CA789F, $CA5EB3]
CA/789E: FE    Return

CA/789F: 85    Take 80 GP from party
CA/78A2: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CA/78A8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/78AA: C3        Set vehicle/entity's event speed to fast
CA/78AB: 8F        Move vehicle/entity left 4 tiles
CA/78AC: 84        Move vehicle/entity up 2 tiles
CA/78AD: FF        End queue
CA/78AE: F4    Play sound effect 44
CA/78B0: 73    Replace current map's Layer 1 at (77, 15) with the following (2 x 1) chunk, refresh immediately
CA/78B5:       $04, $14
CA/78B7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/78B9: 9C        Move vehicle/entity up 8 tiles
CA/78BA: 8D        Move vehicle/entity right 4 tiles
CA/78BB: FF        End queue
CA/78BC: B2    Call subroutine $CACD3C
CA/78C0: 6B    Load map $004C (South Figaro, inn and relic shop (always)) instantly, (upper bits $2400), place party at (81, 9), facing down
CA/78C6: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/78C8: D5        Set vehicle/entity's position to (83, 7)
CA/78CB: CE        Turn vehicle/entity down
CA/78CC: FF        End queue
CA/78CD: C9    If ($1E80($105) [$1EA0, bit 5] is set) and ($1E80($01E) [$1E83, bit 6] is clear), branch to $CA78D7
CA/78D5: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/78D7: B2    Call subroutine $CACF98
CA/78DB: FE    Return

CA/78DC: B2    Call subroutine $CACA8D
CA/78E0: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/78E2: CE        Turn vehicle/entity down
CA/78E3: FF        End queue
CA/78E4: 4B    Display dialogue message $00B8, wait for button press
               Equip relics to gain a variety of abilities!
               These double my walking speed!
CA/78E7: 14    Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete)
CA/78E9: C7        Set vehicle/entity to stay still when moving
CA/78EA: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/78EB: C3        Set vehicle/entity's event speed to fast
CA/78EC: 83        Move vehicle/entity left 1 tile
CA/78ED: C1        Set vehicle/entity's event speed to slow
CA/78EE: 83        Move vehicle/entity left 1 tile
CA/78EF: C6        Set vehicle/entity to walk when moving
CA/78F0: C3        Set vehicle/entity's event speed to fast
CA/78F1: 99        Move vehicle/entity right 7 tiles
CA/78F2: FF        End queue
CA/78F3: F4    Play sound effect 96
CA/78F5: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/78F7: 14    Begin action queue for character $14 (NPC $14), 18 bytes long (Wait until complete)
CA/78F9: 1F        Do vehicle/entity graphical action $1F 
CA/78FA: C7        Set vehicle/entity to stay still when moving
CA/78FB: DC        Make vehicle/entity jump (low)
CA/78FC: 87        Move vehicle/entity left 2 tiles
CA/78FD: 28        Do vehicle/entity graphical action $28 
CA/78FE: C6        Set vehicle/entity to walk when moving
CA/78FF: E0        Pause for 4 * 12 (48) frames
CA/7901: 81        Move vehicle/entity right 1 tile
CA/7902: 8C        Move vehicle/entity up 4 tiles
CA/7903: 83        Move vehicle/entity left 1 tile
CA/7904: A3        Move vehicle/entity left/up 1x1 tiles
CA/7905: A3        Move vehicle/entity left/up 1x1 tiles
CA/7906: 87        Move vehicle/entity left 2 tiles
CA/7907: A3        Move vehicle/entity left/up 1x1 tiles
CA/7908: A3        Move vehicle/entity left/up 1x1 tiles
CA/7909: D1        Make vehicle/entity disappear
CA/790A: FF        End queue
CA/790B: 94    Pause for 60 units
CA/790C: D7    Clear event bit $1E80($358) [$1EEB, bit 0]
CA/790E: B2    Call subroutine $CCD2F6
CA/7912: FE    Return

CA/7913: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/791B: 4B    Display dialogue message $00B0, wait for button press
               An old clock
               It's not ticking
CA/791E: C0    If ($1E80($10D) [$1EA1, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/7924: C0    If ($1E80($1D1) [$1EBA, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/792A: 4B    Display dialogue message $00AF, wait for button press
               ^(Wind the clock?)
               ^(Leave it.)
CA/792D: B6    Indexed branch based on prior dialogue selection [$CA7935, $CA5EB3]
CA/7934: FE    Return

CA/7935: F4    Play sound effect 187
CA/7937: B2    Call subroutine $CAECF8
CA/793B: D2    Set event bit $1E80($10D) [$1EA1, bit 5]
CA/793D: FE    Return

CA/793E: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7946: 4B    Display dialogue message $00B1, wait for button press
               An old clock
               It's ticking
CA/7949: FE    Return

CA/794A: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7965
CA/7950: 6A    Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (33, 37), facing down
CA/7956: B2    Call subroutine $CA797A
CA/795A: 6A    Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $0400), place party at (6, 36), facing up
CA/7960: B2    Call subroutine $CA79D2
CA/7964: FE    Return

CA/7965: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (33, 37), facing down
CA/796B: B2    Call subroutine $CA797A
CA/796F: 6A    Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $0400), place party at (6, 36), facing up
CA/7975: B2    Call subroutine $CA79D2
CA/7979: FE    Return

CA/797A: 42    Hide object $31
CA/797C: 96    Restore screen from fade
CA/797D: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CA/797F: C2        Set vehicle/entity's event speed to normal
CA/7980: AB        Move vehicle/entity left/up 1x2 tiles
CA/7981: AB        Move vehicle/entity left/up 1x2 tiles
CA/7982: AB        Move vehicle/entity left/up 1x2 tiles
CA/7983: AB        Move vehicle/entity left/up 1x2 tiles
CA/7984: AB        Move vehicle/entity left/up 1x2 tiles
CA/7985: AB        Move vehicle/entity left/up 1x2 tiles
CA/7986: AB        Move vehicle/entity left/up 1x2 tiles
CA/7987: AB        Move vehicle/entity left/up 1x2 tiles
CA/7988: AB        Move vehicle/entity left/up 1x2 tiles
CA/7989: AB        Move vehicle/entity left/up 1x2 tiles
CA/798A: AB        Move vehicle/entity left/up 1x2 tiles
CA/798B: AB        Move vehicle/entity left/up 1x2 tiles
CA/798C: FF        End queue
CA/798D: FE    Return

CA/798E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79A9
CA/7994: 6A    Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (22, 13), facing down
CA/799A: B2    Call subroutine $CA79BE
CA/799E: 6A    Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $1400), place party at (4, 52), facing right
CA/79A4: B2    Call subroutine $CA79D2
CA/79A8: FE    Return

CA/79A9: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (22, 13), facing down
CA/79AF: B2    Call subroutine $CA79BE
CA/79B3: 6A    Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $1400), place party at (4, 52), facing right
CA/79B9: B2    Call subroutine $CA79D2
CA/79BD: FE    Return

CA/79BE: 42    Hide object $31
CA/79C0: 96    Restore screen from fade
CA/79C1: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CA/79C3: C2        Set vehicle/entity's event speed to normal
CA/79C4: A7        Move vehicle/entity right/down 1x2 tiles
CA/79C5: A7        Move vehicle/entity right/down 1x2 tiles
CA/79C6: A7        Move vehicle/entity right/down 1x2 tiles
CA/79C7: A7        Move vehicle/entity right/down 1x2 tiles
CA/79C8: A7        Move vehicle/entity right/down 1x2 tiles
CA/79C9: A7        Move vehicle/entity right/down 1x2 tiles
CA/79CA: A7        Move vehicle/entity right/down 1x2 tiles
CA/79CB: A7        Move vehicle/entity right/down 1x2 tiles
CA/79CC: A7        Move vehicle/entity right/down 1x2 tiles
CA/79CD: A7        Move vehicle/entity right/down 1x2 tiles
CA/79CE: A7        Move vehicle/entity right/down 1x2 tiles
CA/79CF: A7        Move vehicle/entity right/down 1x2 tiles
CA/79D0: FF        End queue
CA/79D1: FE    Return

CA/79D2: 41    Show object $31
CA/79D4: 96    Restore screen from fade
CA/79D5: 3A    Enable player to move while event commands execute
CA/79D6: FE    Return

CA/79D7: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79F4
CA/79DD: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75
CA/79E3: C0    If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA79F0
CA/79E9: 4B    Display dialogue message $00CF, wait for button press
               Attack from the east.
               That way, ?!
               Hey! Whaddaya think you're doin'? Barging in here while I'm trying to write a letter! Harumph!
CA/79EC: 4B    Display dialogue message $00D0, wait for button press
               Oh, uh, sorry
               Even a millionaire can be
               startled.
CA/79EF: FE    Return

CA/79F0: 4B    Display dialogue message $00D1, wait for button press
               Oh, what have I done?!
               I betrayed the town, and I didn't even need the money!
CA/79F3: FE    Return

CA/79F4: 4B    Display dialogue message $0934, wait for button press
               Just when we thought the Empire was goneheeeeeres Kefka!
CA/79F7: FE    Return

CA/79F8: 4B    Display dialogue message $00D2, wait for button press
               Chung chung
               Chung chung
               Magitek Armor!!!!
CA/79FB: FE    Return

CA/79FC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A10
CA/7A02: C0    If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7A0C
CA/7A08: 4B    Display dialogue message $00D3, wait for button press
               My Dad's VERY important! Why, not so long ago he even dined with General Leo 
               Uh, I, uh, just made that up!
CA/7A0B: FE    Return

CA/7A0C: 4B    Display dialogue message $00D4, wait for button press
               Wind the clock!
               Wind the clock!
               Uh, that was just a jump-rope rhyme!
CA/7A0F: FE    Return

CA/7A10: 4B    Display dialogue message $0933, wait for button press
               Jump on the turtle.
               Oh, jump on the turtle
               Oopsnever mind.
CA/7A13: FE    Return

CA/7A14: 4B    Display dialogue message $00D7, wait for button press
               There's always a nasty draft in this room. Where's it coming from?
CA/7A17: FE    Return

CA/7A18: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A32
CA/7A1E: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75
CA/7A24: C0    If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7A2E
CA/7A2A: 4B    Display dialogue message $00D5, wait for button press
               Has war really begun?
               I'd better return home
CA/7A2D: FE    Return

CA/7A2E: 4B    Display dialogue message $00D6, wait for button press
               The Imperial Troops have turned this house into their headquarters.
CA/7A31: FE    Return

CA/7A32: 4B    Display dialogue message $0932, wait for button press
               There's nothing left of my home town.
CA/7A35: FE    Return

CA/7A36: 4B    Display dialogue message $0B8E, wait for button press
               Chocobo ride for 80 GP.
               Hop aboard?
               ^ Yes
               ^ No
CA/7A39: B6    Indexed branch based on prior dialogue selection [$CA7A41, $CA5EB3]
CA/7A40: FE    Return

CA/7A41: C0    If ($1E80($134) [$1EA6, bit 4] is set), branch to $CA7A4B
CA/7A47: B2    Call subroutine $CCD2E4
CA/7A4B: 85    Take 80 GP from party
CA/7A4E: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CA/7A54: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/7A56: A1        Move vehicle/entity right/down 1x1 tiles
CA/7A57: 82        Move vehicle/entity down 1 tile
CA/7A58: FF        End queue
CA/7A59: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A6B
CA/7A5F: 6A    Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (9, 32), facing down
CA/7A65: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA7A71
CA/7A6B: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (9, 32), facing down
CA/7A71: 44    Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown)
CA/7A74: 96    Restore screen from fade
CA/7A75: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/7A77: C3        Set vehicle/entity's event speed to fast
CA/7A78: 8A        Move vehicle/entity down 3 tiles
CA/7A79: A2        Move vehicle/entity left/down 1x1 tiles
CA/7A7A: 87        Move vehicle/entity left 2 tiles
CA/7A7B: A3        Move vehicle/entity left/up 1x1 tiles
CA/7A7C: A3        Move vehicle/entity left/up 1x1 tiles
CA/7A7D: 90        Move vehicle/entity up 5 tiles
CA/7A7E: 93        Move vehicle/entity left 5 tiles
CA/7A7F: FF        End queue
CA/7A80: 97    Fade screen to black
CA/7A81: 5C    Pause execution until fade in or fade out is complete
CA/7A82: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CA/7A85: 3A    Enable player to move while event commands execute
CA/7A86: 6B    Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode
CA/7A8C: FF        End vehicle script

CA/7A8D: F4    Play sound effect 217
CA/7A8F: FE    Return

CA/7A90: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7B2C
CA/7A96: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7B30
CA/7A9C: C0    If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7B28
CA/7AA2: C0    If ($1E80($04C) [$1E89, bit 4] is set), branch to $CA7B24
CA/7AA8: DE    Load CaseWord with the characters in the currently active party?
CA/7AA9: C1    If ($1E80($010) [$1E82, bit 0] is clear) or ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA7B20
CA/7AB1: B2    Call subroutine $CACAD9
CA/7AB5: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/7AB7: CF        Turn vehicle/entity left
CA/7AB8: FF        End queue
CA/7AB9: B2    Call subroutine $CAC6AC
CA/7ABD: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/7AC2: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CA/7AC4: CD        Turn vehicle/entity right
CA/7AC5: C2        Set vehicle/entity's event speed to normal
CA/7AC6: FF        End queue
CA/7AC7: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/7AC9: C2        Set vehicle/entity's event speed to normal
CA/7ACA: A2        Move vehicle/entity left/down 1x1 tiles
CA/7ACB: CD        Turn vehicle/entity right
CA/7ACC: FF        End queue
CA/7ACD: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/7ACF: C2        Set vehicle/entity's event speed to normal
CA/7AD0: 83        Move vehicle/entity left 1 tile
CA/7AD1: CD        Turn vehicle/entity right
CA/7AD2: FF        End queue
CA/7AD3: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/7AD5: C2        Set vehicle/entity's event speed to normal
CA/7AD6: 82        Move vehicle/entity down 1 tile
CA/7AD7: CD        Turn vehicle/entity right
CA/7AD8: FF        End queue
CA/7AD9: 94    Pause for 60 units
CA/7ADA: 4B    Display dialogue message $00BA, wait for button press
               SABIN, where's Vargas?
               Where's my husband?
CA/7ADD: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7ADF: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/7AE0: FF        End queue
CA/7AE1: 92    Pause for 30 units
CA/7AE2: 4B    Display dialogue message $00BB, wait for button press
               SABIN: Master was
               Vargas
CA/7AE5: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/7AE7: CE        Turn vehicle/entity down
CA/7AE8: E0        Pause for 4 * 4 (16) frames
CA/7AEA: FF        End queue
CA/7AEB: 4B    Display dialogue message $00BC, wait for button press
               DUNCAN'S WIFE: I'll never understand Vargas
               Fortunately, my husband taught his most secret techniques to you.
CA/7AEE: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/7AF0: CD        Turn vehicle/entity right
CA/7AF1: FF        End queue
CA/7AF2: 4B    Display dialogue message $00BD, wait for button press
               SABIN: For 10 years you've treated me like a son. I am eternally grateful!
CA/7AF5: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete)
CA/7AF7: E0        Pause for 4 * 2 (8) frames
CA/7AF9: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/7AFA: E0        Pause for 4 * 1 (4) frames
CA/7AFC: CD        Turn vehicle/entity right
CA/7AFD: E0        Pause for 4 * 4 (16) frames
CA/7AFF: FF        End queue
CA/7B00: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/7B02: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/7B04: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CA/7B06: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/7B08: 81        Move vehicle/entity right 1 tile
CA/7B09: FF        End queue
CA/7B0A: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/7B0C: 80        Move vehicle/entity up 1 tile
CA/7B0D: FF        End queue
CA/7B0E: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/7B10: A0        Move vehicle/entity right/up 1x1 tiles
CA/7B11: FF        End queue
CA/7B12: 94    Pause for 60 units
CA/7B13: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/7B15: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/7B17: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CA/7B19: B2    Call subroutine $CACB95
CA/7B1D: D0    Set event bit $1E80($04C) [$1E89, bit 4]
CA/7B1F: FE    Return

CA/7B20: 4B    Display dialogue message $00B9, wait for button press
               My husband, Duncan, is a
               world-famous martial artist!
               He's taking his disciples to
               Mt. Kolts for meditation and training.
CA/7B23: FE    Return

CA/7B24: 4B    Display dialogue message $00BD, wait for button press
               SABIN: For 10 years you've treated me like a son. I am eternally grateful!
CA/7B27: FE    Return

CA/7B28: 4B    Display dialogue message $0B77, wait for button press
               DUNCAN'S WIFE: I'm sure there's a hidden passage under the rich man's house. Find the room that's drafty.
CA/7B2B: FE    Return

CA/7B2C: 4B    Display dialogue message $0936, wait for button press
               DUNCAN'S WIFE: No, dear! Duncan's still alive and well! He's meditating just north of Narshe.
CA/7B2F: FE    Return

CA/7B30: 4B    Display dialogue message $0B7C, wait for button press
               Peace has been restored, but my husband never returned.
CA/7B33: FE    Return

CA/7B34: C2    If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/7B3E: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/7B40: F0    Play song 0 (Silence), (high bit clear), full volume
CA/7B42: EF    Play song 57 (Wind), (high bit clear) volume 0.000000%
CA/7B45: FE    Return

CA/7B46: C2    If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/7B50: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/7B52: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/7B54: FE    Return

CA/7B55: C2    If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/7B5F: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/7B61: F6    Subcommand $81: Change volume of currently playing song to $1A, transition time 64
CA/7B65: FE    Return

CA/7B66: C2    If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/7B70: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/7B72: F6    Subcommand $81: Change volume of currently playing song to $30, transition time 64
CA/7B76: FE    Return

CA/7B77: C2    If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/7B81: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/7B83: F6    Subcommand $81: Change volume of currently playing song to $60, transition time 64
CA/7B87: FE    Return

CA/7B88: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7BC1
CA/7B8E: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7BC5
CA/7B94: C0    If ($1E80($1D0) [$1EBA, bit 0] is set), branch to $CA7BAE
CA/7B9A: C0    If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA7BAA
CA/7BA0: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7BBD
CA/7BA6: 4B    Display dialogue message $00D8, wait for button press
               I don't like strangers.
               Bring me some cider, and maybe I'll talk to you.
CA/7BA9: FE    Return

CA/7BAA: 4B    Display dialogue message $00D9, wait for button press
               What?!
               No cider?!
CA/7BAD: FE    Return

CA/7BAE: C0    If ($1E80($107) [$1EA0, bit 7] is set), branch to $CA7BB7
CA/7BB4: 4B    Display dialogue message $00DB, wait for button press
               Ah! Cider!
               Glug, glug, 
               Huh? Secret passage?
               Well, there is one that leads to the rich man's house.
CA/7BB7: 4B    Display dialogue message $00DC, wait for button press
               Go downstairs and give my grandson the password. It'suh, umm
               I forget!
CA/7BBA: D2    Set event bit $1E80($107) [$1EA0, bit 7]
CA/7BBC: FE    Return

CA/7BBD: 4B    Display dialogue message $00DA, wait for button press
               HurumphDOG!
CA/7BC0: FE    Return

CA/7BC1: 4B    Display dialogue message $0935, wait for button press
               I'm so relieved to know my grandchild's alive!
CA/7BC4: FE    Return

CA/7BC5: 4B    Display dialogue message $0B7F, wait for button press
               Now I can relax and drink my cider.
CA/7BC8: FE    Return

CA/7BC9: 4B    Display dialogue message $00DD, wait for button press
               My grandfather was a servant for the richest man in town.
CA/7BCC: FE    Return

CA/7BCD: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79F4
CA/7BD3: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA7C36
CA/7BD9: C0    If ($1E80($107) [$1EA0, bit 7] is set), branch to $CA7C03
CA/7BDF: 4B    Display dialogue message $00DD, wait for button press
               My grandfather was a servant for the richest man in town.
CA/7BE2: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/7BE8: C0    If ($1E80($105) [$1EA0, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/7BEE: C0    If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA7BF8
CA/7BF4: 4B    Display dialogue message $00DE, wait for button press
               Only people dressed as merchants may pass through.
CA/7BF7: FE    Return

CA/7BF8: 4B    Display dialogue message $00DF, wait for button press
               Merchant, right?
               You may proceed.
CA/7BFB: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/7BFD: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/7BFF: 82        Move vehicle/entity down 1 tile
CA/7C00: CC        Turn vehicle/entity up
CA/7C01: FF        End queue
CA/7C02: FE    Return

CA/7C03: 4B    Display dialogue message $00E0, wait for button press
               The password is
               ^Rose bud
               ^Courage
               ^Failure
CA/7C06: B6    Indexed branch based on prior dialogue selection [$CA7C28, $CA7C11, $CA7C28]
CA/7C10: FE    Return

CA/7C11: 4B    Display dialogue message $00E2, wait for button press
               Secret entrance.
CA/7C14: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/7C16: A8        Move vehicle/entity left/down 1x2 tiles
CA/7C17: A2        Move vehicle/entity left/down 1x1 tiles
CA/7C18: CE        Turn vehicle/entity down
CA/7C19: FF        End queue
CA/7C1A: 92    Pause for 30 units
CA/7C1B: F4    Play sound effect 187
CA/7C1D: B2    Call subroutine $CAED21
CA/7C21: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/7C23: A0        Move vehicle/entity right/up 1x1 tiles
CA/7C24: FF        End queue
CA/7C25: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/7C27: FE    Return

CA/7C28: 4B    Display dialogue message $00E1, wait for button press
               You're an Imperial spy!
               Can't fool me!
CA/7C2B: 97    Fade screen to black
CA/7C2C: 5C    Pause execution until fade in or fade out is complete
CA/7C2D: F4    Play sound effect 61
CA/7C2F: B5    Pause for 15 * 16 (240) units
CA/7C31: B2    Call subroutine $CA85BA
CA/7C35: FE    Return

CA/7C36: 4B    Display dialogue message $00E3, wait for button press
               Good luck!
CA/7C39: FE    Return

CA/7C3A: 4B    Display dialogue message $00BE, wait for button press
               .
CA/7C3D: C0    If ($1E80($00B) [$1E81, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/7C43: B2    Call subroutine $CAC6AC
CA/7C47: 3C    Set up the party as follows: $04 (Actor in stot 4), $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (<Invalid Character>)
CA/7C4C: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/7C4E: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/7C50: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/7C52: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/7C54: CD        Turn vehicle/entity right
CA/7C55: FF        End queue
CA/7C56: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/7C58: C2        Set vehicle/entity's event speed to normal
CA/7C59: 86        Move vehicle/entity down 2 tiles
CA/7C5A: CD        Turn vehicle/entity right
CA/7C5B: FF        End queue
CA/7C5C: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/7C5E: C2        Set vehicle/entity's event speed to normal
CA/7C5F: E0        Pause for 4 * 4 (16) frames
CA/7C61: 82        Move vehicle/entity down 1 tile
CA/7C62: CD        Turn vehicle/entity right
CA/7C63: FF        End queue
CA/7C64: 4B    Display dialogue message $00BF, wait for button press
               LOCKE: At the very least you could give me a response
CA/7C67: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CA/7C69: C2        Set vehicle/entity's event speed to normal
CA/7C6A: C7        Set vehicle/entity to stay still when moving
CA/7C6B: 83        Move vehicle/entity left 1 tile
CA/7C6C: FF        End queue
CA/7C6D: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/7C6F: 80        Move vehicle/entity up 1 tile
CA/7C70: CF        Turn vehicle/entity left
CA/7C71: FF        End queue
CA/7C72: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/7C74: 87        Move vehicle/entity left 2 tiles
CA/7C75: C6        Set vehicle/entity to walk when moving
CA/7C76: FF        End queue
CA/7C77: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7C79: 87        Move vehicle/entity left 2 tiles
CA/7C7A: FF        End queue
CA/7C7B: 4B    Display dialogue message $00C0, wait for button press
               EDGAR: Stand back!
               He seems vaguely familiar
               Wait a minute!
CA/7C7E: 91    Pause for 15 units
CA/7C7F: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7C81: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/7C82: FF        End queue
CA/7C83: 38    Hold screen
CA/7C84: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/7C86: C1        Set vehicle/entity's event speed to slow
CA/7C87: 89        Move vehicle/entity right 3 tiles
CA/7C88: FF        End queue
CA/7C89: 94    Pause for 60 units
CA/7C8A: 42    Hide object $04
CA/7C8C: 42    Hide object $01
CA/7C8E: 42    Hide object $00
CA/7C90: 42    Hide object $14
CA/7C92: 45    Refresh objects
CA/7C93: B0    Execute the following commands until $B1 31 times
CA/7C95: 50        Tint screen (cumulative) with color $9F
CA/7C97: 53        Modify object color range from [00, 3F]: Do unknown operation (Black) at intensity 3
CA/7C9B: B1        End block of repeating commands
CA/7C9C: 92    Pause for 30 units
CA/7C9D: 4B    Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen)
               He owes allegiance to no one, 
               and will do anything for money.
               He comes and goes like the wind
CA/7CA0: 92    Pause for 30 units
CA/7CA1: 40    Assign properties $03 to character $03 (Actor in stot 3)
CA/7CA4: 7F    Change character $03's name to $03 (SHADOW)
CA/7CA7: 37    Assign graphics $03 to object $03 (Actor in stot 3)
CA/7CAA: 43    Assign palette $04 to character $03 (Actor in stot 3)
CA/7CAD: 98    Invoke name change screen for character $03 (Actor in stot 3)
CA/7CAF: D0    Set event bit $1E80($00B) [$1E81, bit 3]
CA/7CB1: 50    Tint screen (cumulative) with color $BC
CA/7CB3: 53    Modify object color range from [00, 3F]: Subtract (Black) at intensity 0
CA/7CB7: 96    Restore screen from fade
CA/7CB8: 94    Pause for 60 units
CA/7CB9: B0    Execute the following commands until $B1 31 times
CA/7CBB: 50        Tint screen (cumulative) with color $DF
CA/7CBD: 52        Tint characters (cumulative) with color $DF
CA/7CBF: B1        End block of repeating commands
CA/7CC0: 41    Show object $04
CA/7CC2: 41    Show object $01
CA/7CC4: 41    Show object $00
CA/7CC6: 41    Show object $14
CA/7CC8: 45    Refresh objects
CA/7CC9: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/7CCB: CF        Turn vehicle/entity left
CA/7CCC: FF        End queue
CA/7CCD: 4B    Display dialogue message $00C2, wait for button press
               EDGAR: That's SHADOW!
               He'd slit his mama's throat for a nickel!
CA/7CD0: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/7CD2: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/7CD3: E0        Pause for 4 * 1 (4) frames
CA/7CD5: CD        Turn vehicle/entity right
CA/7CD6: FF        End queue
CA/7CD7: 4B    Display dialogue message $00C3, wait for button press
               LOCKE: Better steer clear of him, I guess.
CA/7CDA: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/7CDC: 83        Move vehicle/entity left 1 tile
CA/7CDD: FF        End queue
CA/7CDE: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/7CE0: 85        Move vehicle/entity right 2 tiles
CA/7CE1: FF        End queue
CA/7CE2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/7CE4: 85        Move vehicle/entity right 2 tiles
CA/7CE5: FF        End queue
CA/7CE6: 93    Pause for 45 units
CA/7CE7: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/7CE9: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/7CEB: 81        Move vehicle/entity right 1 tile
CA/7CEC: FF        End queue
CA/7CED: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/7CEF: 84        Move vehicle/entity up 2 tiles
CA/7CF0: FF        End queue
CA/7CF1: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/7CF3: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/7CF5: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/7CF7: 39    Free screen
CA/7CF8: B2    Call subroutine $CACB95
CA/7CFC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/7CFE: CD        Turn vehicle/entity right
CA/7CFF: FF        End queue
CA/7D00: FE    Return

CA/7D01: C0    If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/7D07: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/7D09: CE        Turn vehicle/entity down
CA/7D0A: FF        End queue
CA/7D0B: 4B    Display dialogue message $00C4, wait for button press (At bottom of screen)
               SHADOW: Leave us.
               The dog eats strangers
CA/7D0E: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/7D10: CD        Turn vehicle/entity right
CA/7D11: FF        End queue
CA/7D12: FE    Return

CA/7D13: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7D19: 4B    Display dialogue message $092F, wait for button press
               That sweet little girl stopped coming around right after the world ended
CA/7D1C: FE    Return

CA/7D1D: C0    If ($1E80($305) [$1EE0, bit 5] is clear), branch to $CA7D27
CA/7D23: 4B    Display dialogue message $00C5, wait for button press
               The guy at the counter
               He's kinda creepy
CA/7D26: FE    Return

CA/7D27: 4B    Display dialogue message $00C6, wait for button press
               That guy at the counterHEY! Where'd he go?
CA/7D2A: FE    Return

CA/7D2B: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D45
CA/7D31: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D49
CA/7D37: C0    If ($1E80($010) [$1E82, bit 0] is set), branch to $CA7D41
CA/7D3D: 4B    Display dialogue message $00C7, wait for button press
               Duncan's students have no peers!
CA/7D40: FE    Return

CA/7D41: 4B    Display dialogue message $00C8, wait for button press
               I'm so sorry to hear about Duncan.
CA/7D44: FE    Return

CA/7D45: 4B    Display dialogue message $092D, wait for button press
               Figaro Castle disappeared the day the world became
               unzipped
CA/7D48: FE    Return

CA/7D49: 4B    Display dialogue message $0B7E, wait for button press
               There's nothing like being free!
CA/7D4C: FE    Return

CA/7D4D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D5D
CA/7D53: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D61
CA/7D59: 4B    Display dialogue message $00C9, wait for button press
               Duncan made his son, Vargas, practice a strict martial arts lifestyle. Vargas resented it.
CA/7D5C: FE    Return

CA/7D5D: 4B    Display dialogue message $092E, wait for button press
               Figaro Castle had an accident under the desert.
               Don't know what happened to its people
CA/7D60: FE    Return

CA/7D61: 4B    Display dialogue message $0B7D, wait for button press
               You say peace is really here to stay?
CA/7D64: FE    Return

CA/7D65: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D79
CA/7D6B: C0    If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75
CA/7D71: 4B    Display dialogue message $00CB, wait for button press
               The Empire's been invading one town after the next.
               We're not safe here!
CA/7D74: FE    Return

CA/7D75: 4B    Display dialogue message $0930, wait for button press
               I'm so relieved the Empire's finally outta here!
CA/7D78: FE    Return

CA/7D79: 4B    Display dialogue message $0931, wait for button press
               Now all these thieves are demanding all our time.
               PhewI'm exhausted.
CA/7D7C: FE    Return

CA/7D7D: C0    If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7DB8
CA/7D83: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/7D89: 4B    Display dialogue message $00E4, wait for button press
               Outta the way!
               I gotta get this cider over to the old man!
               That's my job!
               Now scram!
CA/7D8C: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA7D97
CA/7D92: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/7D94: 80        Move vehicle/entity up 1 tile
CA/7D95: CE        Turn vehicle/entity down
CA/7D96: FF        End queue
CA/7D97: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CA/7D99: 8F        Move vehicle/entity left 4 tiles
CA/7D9A: 1C        Do vehicle/entity graphical action $1C 
CA/7D9B: FF        End queue
CA/7D9C: 92    Pause for 30 units
CA/7D9D: 73    Replace current map's Layer 1 at (71, 100) with the following (2 x 1) chunk, refresh immediately
CA/7DA2:       $BA, $F7
CA/7DA4: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/7DA6: 94    Pause for 60 units
CA/7DA7: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/7DA9: 83        Move vehicle/entity left 1 tile
CA/7DAA: 96        Move vehicle/entity down 6 tiles
CA/7DAB: 85        Move vehicle/entity right 2 tiles
CA/7DAC: A0        Move vehicle/entity right/up 1x1 tiles
CA/7DAD: A0        Move vehicle/entity right/up 1x1 tiles
CA/7DAE: A0        Move vehicle/entity right/up 1x1 tiles
CA/7DAF: D1        Make vehicle/entity disappear
CA/7DB0: FF        End queue
CA/7DB1: D2    Set event bit $1E80($101) [$1EA0, bit 1]
CA/7DB3: D7    Clear event bit $1E80($307) [$1EE0, bit 7]
CA/7DB5: D6    Set event bit $1E80($30A) [$1EE1, bit 2]
CA/7DB7: FE    Return

CA/7DB8: B2    Call subroutine $CACAD9
CA/7DBC: 4B    Display dialogue message $00E7, wait for button press
               Hey you!
               Come to steal my cider?
CA/7DBF: 4B    Display dialogue message $00E8, wait for button press
               You thief!
CA/7DC2: 4D    Invoke battle, enemy set $0A, background $2B (Light Building), (mosaic effect enabled), (swoosh sound enabled)
CA/7DC5: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7DCF
CA/7DCA: B2    Call subroutine $CA85BA
CA/7DCE: FE    Return

CA/7DCF: B7    If bit $1DC9($4C) [$1DD2, bit 4] is clear, branch to $CA7DDE
CA/7DD4: 37    Assign graphics $13 to object $01 (Actor in stot 1)
CA/7DD7: 43    Assign palette $01 to character $01 (Actor in stot 1)
CA/7DDA: D3    Clear event bit $1E80($103) [$1EA0, bit 3]
CA/7DDC: D2    Set event bit $1E80($104) [$1EA0, bit 4]
CA/7DDE: 42    Hide object $16
CA/7DE0: 96    Restore screen from fade
CA/7DE1: 31    Begin action queue for character $31 (Party Character 0), 15 bytes long (Wait until complete)
CA/7DE3: 8B        Move vehicle/entity left 3 tiles
CA/7DE4: CC        Turn vehicle/entity up
CA/7DE5: E0        Pause for 4 * 2 (8) frames
CA/7DE7: 1B        Do vehicle/entity graphical action $1B 
CA/7DE8: E0        Pause for 4 * 2 (8) frames
CA/7DEA: 1C        Do vehicle/entity graphical action $1C 
CA/7DEB: E0        Pause for 4 * 2 (8) frames
CA/7DED: 1B        Do vehicle/entity graphical action $1B 
CA/7DEE: E0        Pause for 4 * 2 (8) frames
CA/7DF0: 1C        Do vehicle/entity graphical action $1C 
CA/7DF1: FF        End queue
CA/7DF2: 73    Replace current map's Layer 1 at (71, 100) with the following (2 x 1) chunk, refresh immediately
CA/7DF7:       $BA, $F7
CA/7DF9: 93    Pause for 45 units
CA/7DFA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/7DFC: CE        Turn vehicle/entity down
CA/7DFD: FF        End queue
CA/7DFE: 4B    Display dialogue message $00E9, wait for button press
               Took the old man's cider!
CA/7E01: D7    Clear event bit $1E80($307) [$1EE0, bit 7]
CA/7E03: D2    Set event bit $1E80($1D0) [$1EBA, bit 0]
CA/7E05: FE    Return

CA/7E06: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/7E0C: 4B    Display dialogue message $00E5, wait for button press
               I'm off work.
               Get lost!
CA/7E0F: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/7E11: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/7E13: 84        Move vehicle/entity up 2 tiles
CA/7E14: 83        Move vehicle/entity left 1 tile
CA/7E15: CD        Turn vehicle/entity right
CA/7E16: FF        End queue
CA/7E17: D2    Set event bit $1E80($102) [$1EA0, bit 2]
CA/7E19: D6    Set event bit $1E80($307) [$1EE0, bit 7]
CA/7E1B: D7    Clear event bit $1E80($30A) [$1EE1, bit 2]
CA/7E1D: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/7E1F: 94        Move vehicle/entity up 6 tiles
CA/7E20: 85        Move vehicle/entity right 2 tiles
CA/7E21: 84        Move vehicle/entity up 2 tiles
CA/7E22: 95        Move vehicle/entity right 6 tiles
CA/7E23: 9E        Move vehicle/entity down 8 tiles
CA/7E24: 9A        Move vehicle/entity down 7 tiles
CA/7E25: D1        Make vehicle/entity disappear
CA/7E26: FF        End queue
CA/7E27: FE    Return

CA/7E28: 4B    Display dialogue message $00E6, wait for button press
               Are kids allowed in here?
               What do you think?
               Oh, all right
CA/7E2B: FE    Return

CA/7E2C: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA85E2
CA/7E32: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7E38: 4B    Display dialogue message $0B71, wait for button press
               Back to your post.
CA/7E3B: FE    Return

CA/7E3C: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7E42: 4B    Display dialogue message $0B75, wait for button press
               A detached force is making its way toward Narshe.
               We'll link up with them soon.
CA/7E45: FE    Return

CA/7E46: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7E4C: 4B    Display dialogue message $0B76, wait for button press
               That clown, Kefka, is on the verge of invading Narshe.
CA/7E4F: FE    Return

CA/7E50: C0    If ($1E80($104) [$1EA0, bit 4] is clear), branch to $CA7E5A
CA/7E56: 4B    Display dialogue message $0B73, wait for button press
               I'm not buying anything!
CA/7E59: FE    Return

CA/7E5A: 4B    Display dialogue message $0B70, wait for button press
               Scram, you blockhead.
CA/7E5D: FE    Return

CA/7E5E: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/7E64: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7E6A: 4B    Display dialogue message $0B72, wait for button press
               Time's up?
               Good! I'll take a break!
CA/7E6D: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/7E6F: 23    Begin action queue for character $23 (NPC $23), 7 bytes long 
CA/7E71: 8E        Move vehicle/entity down 4 tiles
CA/7E72: 89        Move vehicle/entity right 3 tiles
CA/7E73: 9E        Move vehicle/entity down 8 tiles
CA/7E74: 8B        Move vehicle/entity left 3 tiles
CA/7E75: 80        Move vehicle/entity up 1 tile
CA/7E76: D1        Make vehicle/entity disappear
CA/7E77: FF        End queue
CA/7E78: D7    Clear event bit $1E80($31B) [$1EE3, bit 3]
CA/7E7A: FE    Return

CA/7E7B: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E85
CA/7E81: 4B    Display dialogue message $0B71, wait for button press
               Back to your post.
CA/7E84: FE    Return

CA/7E85: B2    Call subroutine $CA7EB9
CA/7E89: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7E93
CA/7E8E: B2    Call subroutine $CA85BA
CA/7E92: FE    Return

CA/7E93: 42    Hide object $25
CA/7E95: B2    Call subroutine $CA7EC0
CA/7E99: FE    Return

CA/7E9A: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7EA4
CA/7EA0: 4B    Display dialogue message $0B71, wait for button press
               Back to your post.
CA/7EA3: FE    Return

CA/7EA4: B2    Call subroutine $CA7EB9
CA/7EA8: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7EB2
CA/7EAD: B2    Call subroutine $CA85BA
CA/7EB1: FE    Return

CA/7EB2: 42    Hide object $26
CA/7EB4: B2    Call subroutine $CA7EC0
CA/7EB8: FE    Return

CA/7EB9: 4B    Display dialogue message $0B70, wait for button press
               Scram, you blockhead.
CA/7EBC: 4D    Invoke battle, enemy set $09, background $13 (Bright Town), (mosaic effect enabled), (swoosh sound enabled)
CA/7EBF: FE    Return

CA/7EC0: B7    If bit $1DC9($4D) [$1DD2, bit 5] is clear, branch to $CA7ECF
CA/7EC5: 37    Assign graphics $0E to object $01 (Actor in stot 1)
CA/7EC8: 43    Assign palette $00 to character $01 (Actor in stot 1)
CA/7ECB: D2    Set event bit $1E80($103) [$1EA0, bit 3]
CA/7ECD: D3    Clear event bit $1E80($104) [$1EA0, bit 4]
CA/7ECF: 96    Restore screen from fade
CA/7ED0: FE    Return

CA/7ED1: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7ED7: 4B    Display dialogue message $0197, wait for button press
               I heard they grabbed a famous general who turned traitor!
               She's locked up somewhere in this town.
CA/7EDA: FE    Return

CA/7EDB: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7EE1: 4B    Display dialogue message $0198, wait for button press
               Never a dull moment
               Time to guard the passage under the big mansion
               Oh, well.
               Life is tough
CA/7EE4: FE    Return

CA/7EE5: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA7E50
CA/7EEB: 4B    Display dialogue message $0199, wait for button press
               I heard there are 2 secret tunnels under the rich man's house.
               One leads out of town, the other to one of these houses
CA/7EEE: FE    Return

CA/7EEF: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7F0D
CA/7EF5: 4B    Display dialogue message $0178, wait for button press
               Imperial soldiers are pigs!
               Green Suits live to brawl
CA/7EF8: FE    Return

CA/7EF9: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7F0D
CA/7EFF: 4B    Display dialogue message $019D, wait for button press
               Lower ranking soldiers like to brawl. Try humiliating them by stealing their clothes!
CA/7F02: FE    Return

CA/7F03: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7F0D
CA/7F09: 4B    Display dialogue message $019F, wait for button press
               Avoid the armored soldiers! They have no sense of humor!
CA/7F0C: FE    Return

CA/7F0D: 4B    Display dialogue message $019E, wait for button press
               Uh huh!
CA/7F10: FE    Return

CA/7F11: 4B    Display dialogue message $019A, wait for button press
               Thanks to our informer, this town fell instantly!
CA/7F14: FE    Return

CA/7F15: 4B    Display dialogue message $019B, wait for button press
               Rascals!
               Knock it off!
CA/7F18: FE    Return

CA/7F19: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA7F74
CA/7F1F: 4B    Display dialogue message $00AD, wait for button press
               Zzzzzz
CA/7F22: C1    If ($1E80($01D) [$1E83, bit 5] is clear) or ($1E80($1D1) [$1EBA, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/7F2A: B2    Call subroutine $CACAD9
CA/7F2E: 4B    Display dialogue message $00AE, wait for button press
               There's a clock key in his pocket
               ^(Take it.)
               ^(Stealing is wrong.)
CA/7F31: B6    Indexed branch based on prior dialogue selection [$CA7F39, $CA5EB3]
CA/7F38: FE    Return

CA/7F39: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/7F3B: 5A        Do vehicle/entity graphical action $1A, flipped horizontally
CA/7F3C: FF        End queue
CA/7F3D: 4B    Display dialogue message $00B2, wait for button press
               Took the Clock Key!
CA/7F40: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/7F42: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/7F44: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CA/7F46: C7        Set vehicle/entity to stay still when moving
CA/7F47: C2        Set vehicle/entity's event speed to normal
CA/7F48: 0E        Do vehicle/entity graphical action $0E 
CA/7F49: DC        Make vehicle/entity jump (low)
CA/7F4A: 83        Move vehicle/entity left 1 tile
CA/7F4B: FF        End queue
CA/7F4C: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/7F4E: C7        Set vehicle/entity to stay still when moving
CA/7F4F: C3        Set vehicle/entity's event speed to fast
CA/7F50: 1F        Do vehicle/entity graphical action $1F 
CA/7F51: 87        Move vehicle/entity left 2 tiles
CA/7F52: C6        Set vehicle/entity to walk when moving
CA/7F53: E0        Pause for 4 * 16 (64) frames
CA/7F55: CD        Turn vehicle/entity right
CA/7F56: FF        End queue
CA/7F57: 94    Pause for 60 units
CA/7F58: 4B    Display dialogue message $018E, wait for button press
               SOLDIER: 'n some bread, too
               Mumble  Mumble
CA/7F5B: 11    Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete)
CA/7F5D: CF        Turn vehicle/entity left
CA/7F5E: E0        Pause for 4 * 8 (32) frames
CA/7F60: 22        Do vehicle/entity graphical action $22 
CA/7F61: E0        Pause for 4 * 5 (20) frames
CA/7F63: C0        Set vehicle/entity's event speed to slowest
CA/7F64: 81        Move vehicle/entity right 1 tile
CA/7F65: C6        Set vehicle/entity to walk when moving
CA/7F66: FF        End queue
CA/7F67: B2    Call subroutine $CAECDC
CA/7F6B: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/7F6D: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CA/7F6F: D2    Set event bit $1E80($1D1) [$1EBA, bit 1]
CA/7F71: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/7F73: FE    Return

CA/7F74: 4B    Display dialogue message $018D, wait for button press
               SOLDIER: more soup'n
CA/7F77: FE    Return

CA/7F78: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7F7E: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (22, 44), facing down
CA/7F84: FE    Return

CA/7F85: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7F8B: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $0400), place party at (19, 54), facing up
CA/7F91: FE    Return

CA/7F92: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7F98: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (15, 39), facing down
CA/7F9E: FE    Return

CA/7F9F: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FA5: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (15, 20), facing down
CA/7FAB: FE    Return

CA/7FAC: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FB2: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (23, 17), facing down
CA/7FB8: FE    Return

CA/7FB9: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FBF: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $0400), place party at (22, 13), facing up
CA/7FC5: FE    Return

CA/7FC6: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FCC: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (29, 19), facing down
CA/7FD2: FE    Return

CA/7FD3: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FD9: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (35, 19), facing down
CA/7FDF: FE    Return

CA/7FE0: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FE6: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (34, 34), facing down
CA/7FEC: FE    Return

CA/7FED: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/7FF3: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (37, 42), facing down
CA/7FF9: FE    Return

CA/7FFA: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/8000: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (46, 41), facing down
CA/8006: FE    Return

CA/8007: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/800D: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (44, 32), facing down
CA/8013: FE    Return

CA/8014: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/801A: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (48, 36), facing down
CA/8020: FE    Return

CA/8021: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/8027: 6A    Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (9, 33), facing down
CA/802D: FE    Return

CA/802E: 4B    Display dialogue message $0938, wait for button press
               Souvenir of the Empire, anyone?!
CA/8031: FE    Return

CA/8032: 4B    Display dialogue message $093A, wait for button press
               We're storming Figaro Castle! That treasure's rightfully ours!
CA/8035: FE    Return

CA/8036: 4B    Display dialogue message $093B, wait for button press
               We won't stop 'till we get our treasure back!
CA/8039: FE    Return

CA/803A: 4B    Display dialogue message $093C, wait for button press
               We mustn't rest now!
               We have to start rebuilding!
CA/803D: FE    Return

CA/803E: 4B    Display dialogue message $093D, wait for button press
               We may be thieves, but at least we have goals in life!
CA/8041: FE    Return

CA/8042: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CA/8044: A2        Move vehicle/entity left/down 1x1 tiles
CA/8045: 83        Move vehicle/entity left 1 tile
CA/8046: CE        Turn vehicle/entity down
CA/8047: FF        End queue
CA/8048: 4B    Display dialogue message $093E, wait for button press
               For each life lost, a new one arrives to fill the void!
               Okay!
               Nothing's gonna stop us!
CA/804B: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CA/804D: 9E        Move vehicle/entity down 8 tiles
CA/804E: D1        Make vehicle/entity disappear
CA/804F: FF        End queue
CA/8050: D7    Clear event bit $1E80($37B) [$1EEF, bit 3]
CA/8052: FE    Return

CA/8053: C0    If ($1E80($37B) [$1EEF, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/8059: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CA/805B: A2        Move vehicle/entity left/down 1x1 tiles
CA/805C: 87        Move vehicle/entity left 2 tiles
CA/805D: CE        Turn vehicle/entity down
CA/805E: FF        End queue
CA/805F: 4B    Display dialogue message $093F, wait for button press
               Oh!
               That person!
CA/8062: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CA/8064: C3        Set vehicle/entity's event speed to fast
CA/8065: 9E        Move vehicle/entity down 8 tiles
CA/8066: D1        Make vehicle/entity disappear
CA/8067: FF        End queue
CA/8068: D7    Clear event bit $1E80($37C) [$1EEF, bit 4]
CA/806A: FE    Return

CA/806B: 4B    Display dialogue message $0940, wait for button press
               Whoa!
               Am I dizzy!
CA/806E: FE    Return

CA/806F: 4B    Display dialogue message $0941, wait for button press
               If the Light of Judgment should burn our town down 100 times, we'll rebuild it 100 times!
CA/8072: FE    Return

CA/8073: 4B    Display dialogue message $0942, wait for button press
               Did you hear that Duncan's alive? His wife said so!
CA/8076: FE    Return

CA/8077: C0    If ($1E80($37E) [$1EEF, bit 6] is clear), branch to $CA8081
CA/807D: 4B    Display dialogue message $0944, wait for button press
               The boss of these thieves is on the second floor.
CA/8080: FE    Return

CA/8081: 4B    Display dialogue message $0945, wait for button press
               The thieves have all left town!
CA/8084: FE    Return

CA/8085: 4B    Display dialogue message $0943, wait for button press
               Some guy came through here a little while ago looking for some secret treasure.
CA/8088: FE    Return

CA/8089: 4B    Display dialogue message $093A, wait for button press
               We're storming Figaro Castle! That treasure's rightfully ours!
CA/808C: FE    Return

CA/808D: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/8093: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/8095: 4B    Display dialogue message $0946, wait for button press
               GERAD: Let's go help 'em
               Hang on a sec  ?
               Are you people STILL here?
               CELES: Be polite now
               EDGAR!
CA/8098: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/809A: 23        Do vehicle/entity graphical action $23 
CA/809B: FF        End queue
CA/809C: 3D    Create object $16
CA/809E: 41    Show object $16
CA/80A0: 45    Refresh objects
CA/80A1: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/80A3: 9C        Move vehicle/entity up 8 tiles
CA/80A4: FF        End queue
CA/80A5: 4B    Display dialogue message $0947, wait for button press
               Boss, everything's ready.
               Let's go!
               GERAD: Case of mistaken identity, my dear.
               Give it up!
CA/80A8: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/80AA: 9E        Move vehicle/entity down 8 tiles
CA/80AB: D1        Make vehicle/entity disappear
CA/80AC: FF        End queue
CA/80AD: 92    Pause for 30 units
CA/80AE: 15    Begin action queue for character $15 (NPC $15), 6 bytes long 
CA/80B0: C8        Set object layering priority to 0 (low nibble 0)
CA/80B2: A2        Move vehicle/entity left/down 1x1 tiles
CA/80B3: FC        Branch 9 bytes backwards ($CA80AA)
CA/80B5: FF        End queue
CA/80B6: D7    Clear event bit $1E80($37E) [$1EEF, bit 6]
CA/80B8: D7    Clear event bit $1E80($37A) [$1EEF, bit 2]
CA/80BA: D6    Set event bit $1E80($37F) [$1EEF, bit 7]
CA/80BC: D6    Set event bit $1E80($398) [$1EF3, bit 0]
CA/80BE: FE    Return

CA/80BF: C2    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($010) [$1E82, bit 0] is set) or ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/80C9: 4B    Display dialogue message $00EE, wait for button press (At bottom of screen)
               EDGAR: Flowers
               His favorite
CA/80CC: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/80CE: FE    Return

CA/80CF: C2    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($010) [$1E82, bit 0] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/80D9: 4B    Display dialogue message $00EF, wait for button press (At bottom of screen)
               EDGAR: And this
               His favorite tea
CA/80DC: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/80DE: FE    Return

CA/80DF: C2    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($010) [$1E82, bit 0] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/80E9: 4B    Display dialogue message $00F0, wait for button press (At bottom of screen)
               EDGAR: These dishes!
               They were his favorite!
CA/80EC: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/80EE: FE    Return

CA/80EF: C1    If ($1E80($100) [$1EA0, bit 0] is set) or ($1E80($010) [$1E82, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/80F7: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA814E
CA/80FD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/80FF: 84        Move vehicle/entity up 2 tiles
CA/8100: FF        End queue
CA/8101: B2    Call subroutine $CAC6AC
CA/8105: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/810A: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CA/810C: C2        Set vehicle/entity's event speed to normal
CA/810D: 81        Move vehicle/entity right 1 tile
CA/810E: CC        Turn vehicle/entity up
CA/810F: FF        End queue
CA/8110: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/8112: C2        Set vehicle/entity's event speed to normal
CA/8113: 83        Move vehicle/entity left 1 tile
CA/8114: CC        Turn vehicle/entity up
CA/8115: FF        End queue
CA/8116: 04    Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete)
CA/8118: C2        Set vehicle/entity's event speed to normal
CA/8119: 80        Move vehicle/entity up 1 tile
CA/811A: E0        Pause for 4 * 6 (24) frames
CA/811C: CF        Turn vehicle/entity left
CA/811D: E0        Pause for 4 * 2 (8) frames
CA/811F: CD        Turn vehicle/entity right
CA/8120: E0        Pause for 4 * 2 (8) frames
CA/8122: CE        Turn vehicle/entity down
CA/8123: E0        Pause for 4 * 6 (24) frames
CA/8125: 23        Do vehicle/entity graphical action $23 
CA/8126: FF        End queue
CA/8127: 4B    Display dialogue message $00ED, wait for button press (At bottom of screen)
               EDGAR: Hm
               What's that smell?
CA/812A: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/812C: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/812E: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/8130: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/8132: 83        Move vehicle/entity left 1 tile
CA/8133: CC        Turn vehicle/entity up
CA/8134: FF        End queue
CA/8135: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CA/8137: 81        Move vehicle/entity right 1 tile
CA/8138: CC        Turn vehicle/entity up
CA/8139: FF        End queue
CA/813A: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/813C: 82        Move vehicle/entity down 1 tile
CA/813D: CC        Turn vehicle/entity up
CA/813E: FF        End queue
CA/813F: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/8141: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/8143: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/8145: B2    Call subroutine $CACB95
CA/8149: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/814B: CC        Turn vehicle/entity up
CA/814C: FF        End queue
CA/814D: FE    Return

CA/814E: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/8154: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/8156: 82        Move vehicle/entity down 1 tile
CA/8157: FF        End queue
CA/8158: B5    Pause for 15 * 8 (120) units
CA/815A: B2    Call subroutine $CAC6AC
CA/815E: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/8163: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/8165: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/8167: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/8169: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete)
CA/816B: 88        Move vehicle/entity up 3 tiles
CA/816C: E0        Pause for 4 * 8 (32) frames
CA/816E: CF        Turn vehicle/entity left
CA/816F: E0        Pause for 4 * 1 (4) frames
CA/8171: CE        Turn vehicle/entity down
CA/8172: E0        Pause for 4 * 16 (64) frames
CA/8174: 23        Do vehicle/entity graphical action $23 
CA/8175: FF        End queue
CA/8176: 4B    Display dialogue message $00F1, wait for button press (At bottom of screen)
               EDGAR: SABINhe washere?!
CA/8179: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/817B: 8A        Move vehicle/entity down 3 tiles
CA/817C: D1        Make vehicle/entity disappear
CA/817D: FF        End queue
CA/817E: 45    Refresh objects
CA/817F: D6    Set event bit $1E80($306) [$1EE0, bit 6]
CA/8181: B2    Call subroutine $CACB95
CA/8185: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/8187: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/8189: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/818B: 6A    Load map $005D (Sabin's house, outdoors) after fade out, (upper bits $2400), place party at (7, 11), facing down
CA/8191: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/8193: D2    Set event bit $1E80($100) [$1EA0, bit 0]
CA/8195: D3    Clear event bit $1E80($1F0) [$1EBE, bit 0]
CA/8197: FE    Return

CA/8198: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/819E: B2    Call subroutine $CACA8D
CA/81A2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/81A4: CE        Turn vehicle/entity down
CA/81A5: FF        End queue
CA/81A6: B2    Call subroutine $CAC6AC
CA/81AA: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/81AF: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/81B1: CC        Turn vehicle/entity up
CA/81B2: FF        End queue
CA/81B3: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/81B5: C2        Set vehicle/entity's event speed to normal
CA/81B6: 81        Move vehicle/entity right 1 tile
CA/81B7: CC        Turn vehicle/entity up
CA/81B8: FF        End queue
CA/81B9: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CA/81BB: C2        Set vehicle/entity's event speed to normal
CA/81BC: 83        Move vehicle/entity left 1 tile
CA/81BD: CC        Turn vehicle/entity up
CA/81BE: FF        End queue
CA/81BF: 92    Pause for 30 units
CA/81C0: 4B    Display dialogue message $00F2, wait for button press
               EDGAR: What the
CA/81C3: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/81C5: 20        Do vehicle/entity graphical action $20 
CA/81C6: E0        Pause for 4 * 4 (16) frames
CA/81C8: 24        Do vehicle/entity graphical action $24 
CA/81C9: E0        Pause for 4 * 10 (40) frames
CA/81CB: CC        Turn vehicle/entity up
CA/81CC: FF        End queue
CA/81CD: 4B    Display dialogue message $00F3, wait for button press
               EDGAR: You know this guy?
CA/81D0: 10    Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete)
CA/81D2: E0        Pause for 4 * 1 (4) frames
CA/81D4: 2C        Do vehicle/entity graphical action $2C 
CA/81D5: E0        Pause for 4 * 2 (8) frames
CA/81D7: CE        Turn vehicle/entity down
CA/81D8: E0        Pause for 4 * 2 (8) frames
CA/81DA: 2C        Do vehicle/entity graphical action $2C 
CA/81DB: E0        Pause for 4 * 2 (8) frames
CA/81DD: CE        Turn vehicle/entity down
CA/81DE: FF        End queue
CA/81DF: 4B    Display dialogue message $00F4, wait for button press
               MAN: Of course. He left a couple of days ago after he heard Master Duncan was slain.
               He headed into the mountains.
               I heard Duncan's son, Vargas, is missing as well.
               I have a bad feeling about this
CA/81E2: D7    Clear event bit $1E80($306) [$1EE0, bit 6]
CA/81E4: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/81E6: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CA/81E8: E0        Pause for 4 * 4 (16) frames
CA/81EA: 83        Move vehicle/entity left 1 tile
CA/81EB: 8C        Move vehicle/entity up 4 tiles
CA/81EC: 85        Move vehicle/entity right 2 tiles
CA/81ED: 84        Move vehicle/entity up 2 tiles
CA/81EE: 85        Move vehicle/entity right 2 tiles
CA/81EF: 94        Move vehicle/entity up 6 tiles
CA/81F0: D1        Make vehicle/entity disappear
CA/81F1: FF        End queue
CA/81F2: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/81F4: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/81F6: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/81F8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CA/81FA: 83        Move vehicle/entity left 1 tile
CA/81FB: FF        End queue
CA/81FC: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/81FE: 81        Move vehicle/entity right 1 tile
CA/81FF: FF        End queue
CA/8200: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/8202: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/8204: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/8206: B2    Call subroutine $CACB95
CA/820A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/820C: CC        Turn vehicle/entity up
CA/820D: FF        End queue
CA/820E: FE    Return

CA/820F: C0    If ($1E80($00D) [$1E81, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/8215: D0    Set event bit $1E80($00D) [$1E81, bit 5]
CA/8217: 10    Begin action queue for character $10 (NPC $10), 22 bytes long 
CA/8219: D5        Set vehicle/entity's position to (25, 17)
CA/821C: E0        Pause for 4 * 16 (64) frames
CA/821E: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/821F: E0        Pause for 4 * 1 (4) frames
CA/8221: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/8222: E0        Pause for 4 * 1 (4) frames
CA/8224: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/8225: E0        Pause for 4 * 1 (4) frames
CA/8227: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/8228: E0        Pause for 4 * 8 (32) frames
CA/822A: 84        Move vehicle/entity up 2 tiles
CA/822B: D5        Set vehicle/entity's position to (0, 0)
CA/822E: FF        End queue
CA/822F: FE    Return

CA/8230: C0    If ($1E80($00E) [$1E81, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/8236: D0    Set event bit $1E80($00E) [$1E81, bit 6]
CA/8238: D7    Clear event bit $1E80($32E) [$1EE5, bit 6]
CA/823A: 10    Begin action queue for character $10 (NPC $10), 21 bytes long 
CA/823C: DD        Make vehicle/entity jump (high)
CA/823D: 86        Move vehicle/entity down 2 tiles
CA/823E: DD        Make vehicle/entity jump (high)
CA/823F: A7        Move vehicle/entity right/down 1x2 tiles
CA/8240: DD        Make vehicle/entity jump (high)
CA/8241: A6        Move vehicle/entity right/down 2x1 tiles
CA/8242: C3        Set vehicle/entity's event speed to fast
CA/8243: 82        Move vehicle/entity down 1 tile
CA/8244: C2        Set vehicle/entity's event speed to normal
CA/8245: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/8246: E0        Pause for 4 * 4 (16) frames
CA/8248: 81        Move vehicle/entity right 1 tile
CA/8249: DD        Make vehicle/entity jump (high)
CA/824A: A7        Move vehicle/entity right/down 1x2 tiles
CA/824B: DD        Make vehicle/entity jump (high)
CA/824C: A7        Move vehicle/entity right/down 1x2 tiles
CA/824D: D5        Set vehicle/entity's position to (0, 0)
CA/8250: FF        End queue
CA/8251: FE    Return

CA/8252: C0    If ($1E80($00F) [$1E81, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/8258: D0    Set event bit $1E80($00F) [$1E81, bit 7]
CA/825A: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CA/825C: D5        Set vehicle/entity's position to (10, 11)
CA/825F: 80        Move vehicle/entity up 1 tile
CA/8260: A0        Move vehicle/entity right/up 1x1 tiles
CA/8261: 81        Move vehicle/entity right 1 tile
CA/8262: DD        Make vehicle/entity jump (high)
CA/8263: A4        Move vehicle/entity right/up 1x2 tiles
CA/8264: D1        Make vehicle/entity disappear
CA/8265: FF        End queue
CA/8266: FE    Return

CA/8267: C0    If ($1E80($10A) [$1EA1, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/826D: D2    Set event bit $1E80($10A) [$1EA1, bit 2]
CA/826F: D6    Set event bit $1E80($31C) [$1EE3, bit 4]
CA/8271: 3D    Create object $10
CA/8273: 41    Show object $10
CA/8275: 45    Refresh objects
CA/8276: 10    Begin action queue for character $10 (NPC $10), 22 bytes long 
CA/8278: D5        Set vehicle/entity's position to (29, 35)
CA/827B: E0        Pause for 4 * 12 (48) frames
CA/827D: 83        Move vehicle/entity left 1 tile
CA/827E: A3        Move vehicle/entity left/up 1x1 tiles
CA/827F: A3        Move vehicle/entity left/up 1x1 tiles
CA/8280: 88        Move vehicle/entity up 3 tiles
CA/8281: A3        Move vehicle/entity left/up 1x1 tiles
CA/8282: A3        Move vehicle/entity left/up 1x1 tiles
CA/8283: 87        Move vehicle/entity left 2 tiles
CA/8284: A2        Move vehicle/entity left/down 1x1 tiles
CA/8285: A2        Move vehicle/entity left/down 1x1 tiles
CA/8286: CE        Turn vehicle/entity down
CA/8287: E0        Pause for 4 * 4 (16) frames
CA/8289: DD        Make vehicle/entity jump (high)
CA/828A: 86        Move vehicle/entity down 2 tiles
CA/828B: 89        Move vehicle/entity right 3 tiles
CA/828C: CF        Turn vehicle/entity left
CA/828D: FF        End queue
CA/828E: FE    Return

CA/828F: B2    Call subroutine $CACAD9
CA/8293: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/8295: CF        Turn vehicle/entity left
CA/8296: FF        End queue
CA/8297: 4B    Display dialogue message $00F8, wait for button press
               VARGAS: SABIN sent you, right?
CA/829A: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/829C: DC        Make vehicle/entity jump (low)
CA/829D: A0        Move vehicle/entity right/up 1x1 tiles
CA/829E: E0        Pause for 4 * 3 (12) frames
CA/82A0: DD        Make vehicle/entity jump (high)
CA/82A1: A9        Move vehicle/entity left/down 2x1 tiles
CA/82A2: FF        End queue
CA/82A3: B4    Pause for 56 units
CA/82A5: B2    Call subroutine $CAC6AC
CA/82A9: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/82AE: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long 
CA/82B0: C3        Set vehicle/entity's event speed to fast
CA/82B1: C7        Set vehicle/entity to stay still when moving
CA/82B2: 28        Do vehicle/entity graphical action $28 
CA/82B3: 86        Move vehicle/entity down 2 tiles
CA/82B4: C2        Set vehicle/entity's event speed to normal
CA/82B5: 82        Move vehicle/entity down 1 tile
CA/82B6: C6        Set vehicle/entity to walk when moving
CA/82B7: FF        End queue
CA/82B8: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CA/82BA: C3        Set vehicle/entity's event speed to fast
CA/82BB: C7        Set vehicle/entity to stay still when moving
CA/82BC: 1F        Do vehicle/entity graphical action $1F 
CA/82BD: A8        Move vehicle/entity left/down 1x2 tiles
CA/82BE: 28        Do vehicle/entity graphical action $28 
CA/82BF: C6        Set vehicle/entity to walk when moving
CA/82C0: C2        Set vehicle/entity's event speed to normal
CA/82C1: FF        End queue
CA/82C2: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CA/82C4: C3        Set vehicle/entity's event speed to fast
CA/82C5: C7        Set vehicle/entity to stay still when moving
CA/82C6: 1F        Do vehicle/entity graphical action $1F 
CA/82C7: A9        Move vehicle/entity left/down 2x1 tiles
CA/82C8: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/82C9: C6        Set vehicle/entity to walk when moving
CA/82CA: C2        Set vehicle/entity's event speed to normal
CA/82CB: FF        End queue
CA/82CC: 94    Pause for 60 units
CA/82CD: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CA/82CF: E0        Pause for 4 * 6 (24) frames
CA/82D1: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/82D2: E0        Pause for 4 * 8 (32) frames
CA/82D4: CC        Turn vehicle/entity up
CA/82D5: FF        End queue
CA/82D6: 4B    Display dialogue message $00F9, wait for button press
               LOCKE: Who're YOU?
CA/82D9: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/82DB: CE        Turn vehicle/entity down
CA/82DC: E0        Pause for 4 * 4 (16) frames
CA/82DE: CD        Turn vehicle/entity right
CA/82DF: FF        End queue
CA/82E0: 4B    Display dialogue message $00FD, wait for button press
               EDGAR: SABIN?
               Is he here?
CA/82E3: 92    Pause for 30 units
CA/82E4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/82E6: CE        Turn vehicle/entity down
CA/82E7: FF        End queue
CA/82E8: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/82EA: CC        Turn vehicle/entity up
CA/82EB: E0        Pause for 4 * 1 (4) frames
CA/82ED: 1C        Do vehicle/entity graphical action $1C 
CA/82EE: FF        End queue
CA/82EF: 93    Pause for 45 units
CA/82F0: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/82F2: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/82F3: FF        End queue
CA/82F4: 4B    Display dialogue message $00FA, wait for button press
               LOCKE: You were shadowing us earlier, right?
               VARGAS: Brilliant!
CA/82F7: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CA/82F9: CE        Turn vehicle/entity down
CA/82FA: E0        Pause for 4 * 5 (20) frames
CA/82FC: CC        Turn vehicle/entity up
CA/82FD: FF        End queue
CA/82FE: 4B    Display dialogue message $00FC, wait for button press
               VARGAS: And how unlucky it is that you have run into me!
CA/8301: 40    Assign properties $05 to character $05 (Actor in stot 5)
CA/8304: 88    Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/8308: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CA/830B: 3D    Create object $05
CA/830D: 3F    Remove character $05 (Actor in stot 5) from the party
CA/8310: D4    Set event bit $1E80($2E5) [$1EDC, bit 5]
CA/8312: D4    Set event bit $1E80($2F5) [$1EDE, bit 5]
CA/8314: 4D    Invoke battle, enemy set $42, background $0B (Mountain Top), (mosaic effect enabled), (swoosh sound enabled)
CA/8317: B2    Call subroutine $CA5EA9
CA/831B: 3F    Assign character $05 (Actor in stot 5) to party 1
CA/831E: 42    Hide object $10
CA/8320: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CA/8322: D5        Set vehicle/entity's position to (22, 32)
CA/8325: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/8326: C2        Set vehicle/entity's event speed to normal
CA/8327: FF        End queue
CA/8328: 41    Show object $05
CA/832A: 96    Restore screen from fade
CA/832B: B5    Pause for 15 * 12 (180) units
CA/832D: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/832F: 80        Move vehicle/entity up 1 tile
CA/8330: CD        Turn vehicle/entity right
CA/8331: FF        End queue
CA/8332: 4B    Display dialogue message $00FE, wait for button press
               EDGAR: SABIN!!!
CA/8335: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete)
CA/8337: 1F        Do vehicle/entity graphical action $1F 
CA/8338: E0        Pause for 4 * 1 (4) frames
CA/833A: CE        Turn vehicle/entity down
CA/833B: E0        Pause for 4 * 2 (8) frames
CA/833D: 23        Do vehicle/entity graphical action $23 
CA/833E: E0        Pause for 4 * 12 (48) frames
CA/8340: CE        Turn vehicle/entity down
CA/8341: FF        End queue
CA/8342: 92    Pause for 30 units
CA/8343: B0    Execute the following commands until $B1 2 times
CA/8345: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/8347: 13            Do vehicle/entity graphical action $13 
CA/8348: FF            End queue
CA/8349: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/834B: CE            Turn vehicle/entity down
CA/834C: FF            End queue
CA/834D: B1        End block of repeating commands
CA/834E: 94    Pause for 60 units
CA/834F: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/8351: 23        Do vehicle/entity graphical action $23 
CA/8352: FF        End queue
CA/8353: 95    Pause for 120 units
CA/8354: 4B    Display dialogue message $00FF, wait for button press
               SABIN: Big brother?
CA/8357: 01    Begin action queue for character $01 (Actor in stot 1), 29 bytes long 
CA/8359: A0        Move vehicle/entity right/up 1x1 tiles
CA/835A: 1B        Do vehicle/entity graphical action $1B 
CA/835B: E0        Pause for 4 * 2 (8) frames
CA/835D: 1C        Do vehicle/entity graphical action $1C 
CA/835E: E0        Pause for 4 * 4 (16) frames
CA/8360: 83        Move vehicle/entity left 1 tile
CA/8361: 80        Move vehicle/entity up 1 tile
CA/8362: CD        Turn vehicle/entity right
CA/8363: E0        Pause for 4 * 2 (8) frames
CA/8365: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/8366: E0        Pause for 4 * 2 (8) frames
CA/8368: CD        Turn vehicle/entity right
CA/8369: E0        Pause for 4 * 2 (8) frames
CA/836B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/836C: E0        Pause for 4 * 2 (8) frames
CA/836E: CD        Turn vehicle/entity right
CA/836F: E0        Pause for 4 * 3 (12) frames
CA/8371: 23        Do vehicle/entity graphical action $23 
CA/8372: E0        Pause for 4 * 5 (20) frames
CA/8374: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/8375: FF        End queue
CA/8376: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CA/8378: 92    Pause for 30 units
CA/8379: 4B    Display dialogue message $0100, wait for button press
               LOCKE: The brothers are reunited!
CA/837C: 00    Begin action queue for character $00 (Actor in stot 0), 16 bytes long (Wait until complete)
CA/837E: A0        Move vehicle/entity right/up 1x1 tiles
CA/837F: 84        Move vehicle/entity up 2 tiles
CA/8380: CF        Turn vehicle/entity left
CA/8381: E0        Pause for 4 * 4 (16) frames
CA/8383: 22        Do vehicle/entity graphical action $22 
CA/8384: E0        Pause for 4 * 2 (8) frames
CA/8386: CF        Turn vehicle/entity left
CA/8387: E0        Pause for 4 * 2 (8) frames
CA/8389: 22        Do vehicle/entity graphical action $22 
CA/838A: E0        Pause for 4 * 2 (8) frames
CA/838C: CF        Turn vehicle/entity left
CA/838D: FF        End queue
CA/838E: 94    Pause for 60 units
CA/838F: 4B    Display dialogue message $0101, wait for button press
               TERRA: Younger
               brother?
               At first glance I thought he was some bodybuilder who had strayed from his gym
CA/8392: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/8394: CE        Turn vehicle/entity down
CA/8395: FF        End queue
CA/8396: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/8398: CE        Turn vehicle/entity down
CA/8399: FF        End queue
CA/839A: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CA/839C: 86        Move vehicle/entity down 2 tiles
CA/839D: 18        Do vehicle/entity graphical action $18 
CA/839E: FF        End queue
CA/839F: 92    Pause for 30 units
CA/83A0: 4B    Display dialogue message $0102, wait for button press
               SABIN: Bodybuilder?!
CA/83A3: 92    Pause for 30 units
CA/83A4: B0    Execute the following commands until $B1 6 times
CA/83A6: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/83A8: 1D            Do vehicle/entity graphical action $1D 
CA/83A9: FF            End queue
CA/83AA: B4        Pause for 2 units
CA/83AC: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/83AE: 1E            Do vehicle/entity graphical action $1E 
CA/83AF: FF            End queue
CA/83B0: B4        Pause for 2 units
CA/83B2: B1        End block of repeating commands
CA/83B3: 4B    Display dialogue message $0103, wait for button press
               SABIN: I'lltake that as a compliment
CA/83B6: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/83B8: CE        Turn vehicle/entity down
CA/83B9: FF        End queue
CA/83BA: 94    Pause for 60 units
CA/83BB: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/83BD: CF        Turn vehicle/entity left
CA/83BE: FF        End queue
CA/83BF: 92    Pause for 30 units
CA/83C0: 4B    Display dialogue message $0104, wait for button press
               SABIN: Anyway, brother, what are you doing here?
               EDGAR: We're on the way to the Sabil mountains.
               SABIN: To the Returner hideout, no doubt?
CA/83C3: 91    Pause for 15 units
CA/83C4: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/83C6: 20        Do vehicle/entity graphical action $20 
CA/83C7: E0        Pause for 4 * 1 (4) frames
CA/83C9: CE        Turn vehicle/entity down
CA/83CA: FF        End queue
CA/83CB: 93    Pause for 45 units
CA/83CC: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CA/83CE: 8B        Move vehicle/entity left 3 tiles
CA/83CF: 84        Move vehicle/entity up 2 tiles
CA/83D0: CD        Turn vehicle/entity right
CA/83D1: FF        End queue
CA/83D2: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/83D4: CF        Turn vehicle/entity left
CA/83D5: FF        End queue
CA/83D6: 4B    Display dialogue message $0105, wait for button press
               SABIN: I've been watching from afar, hoping that the world might regain some sanity
               At this rate, Figaro will be reduced to a puppet state.
CA/83D9: B0    Execute the following commands until $B1 3 times
CA/83DB: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/83DD: 23            Do vehicle/entity graphical action $23 
CA/83DE: FF            End queue
CA/83DF: B4        Pause for 6 units
CA/83E1: 04        Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/83E3: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/83E4: FF            End queue
CA/83E5: B4        Pause for 6 units
CA/83E7: B1        End block of repeating commands
CA/83E8: 92    Pause for 30 units
CA/83E9: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CA/83EB: CE        Turn vehicle/entity down
CA/83EC: FF        End queue
CA/83ED: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/83EF: 8A        Move vehicle/entity down 3 tiles
CA/83F0: FF        End queue
CA/83F1: 4B    Display dialogue message $0106, wait for button press (At bottom of screen)
               EDGAR: Our time to strike back has arrived.
               The Empire's going to pay for what it has done
CA/83F4: 92    Pause for 30 units
CA/83F5: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete)
CA/83F7: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/83F8: E0        Pause for 4 * 3 (12) frames
CA/83FA: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/83FB: E0        Pause for 4 * 1 (4) frames
CA/83FD: 18        Do vehicle/entity graphical action $18 
CA/83FE: FF        End queue
CA/83FF: 92    Pause for 30 units
CA/8400: 4B    Display dialogue message $0107, wait for button press (At bottom of screen)
               SABIN: Think a bear like me could help you in your fight?
CA/8403: 92    Pause for 30 units
CA/8404: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/8406: 23        Do vehicle/entity graphical action $23 
CA/8407: FF        End queue
CA/8408: 94    Pause for 60 units
CA/8409: 4B    Display dialogue message $0108, wait for button press (At bottom of screen)
               EDGAR: You'djoin us?
               SABIN!!
CA/840C: 92    Pause for 30 units
CA/840D: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CA/840F: 86        Move vehicle/entity down 2 tiles
CA/8410: CD        Turn vehicle/entity right
CA/8411: FF        End queue
CA/8412: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CA/8414: 80        Move vehicle/entity up 1 tile
CA/8415: CF        Turn vehicle/entity left
CA/8416: FF        End queue
CA/8417: B5    Pause for 15 * 6 (90) units
CA/8419: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/841B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/841C: E0        Pause for 4 * 1 (4) frames
CA/841E: CD        Turn vehicle/entity right
CA/841F: FF        End queue
CA/8420: 93    Pause for 45 units
CA/8421: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CA/8423: 22        Do vehicle/entity graphical action $22 
CA/8424: E0        Pause for 4 * 1 (4) frames
CA/8426: CF        Turn vehicle/entity left
CA/8427: FF        End queue
CA/8428: 94    Pause for 60 units
CA/8429: 4B    Display dialogue message $0109, wait for button press (At bottom of screen)
               SABIN: I think Duncan would rest easier if he knew his disciple played a part in bringing peace to the world.
CA/842C: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CA/842E: CC        Turn vehicle/entity up
CA/842F: FF        End queue
CA/8430: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/8432: A2        Move vehicle/entity left/down 1x1 tiles
CA/8433: CE        Turn vehicle/entity down
CA/8434: FF        End queue
CA/8435: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CA/8437: E0        Pause for 4 * 2 (8) frames
CA/8439: A2        Move vehicle/entity left/down 1x1 tiles
CA/843A: FF        End queue
CA/843B: 92    Pause for 30 units
CA/843C: 4B    Display dialogue message $010A, wait for button press (At bottom of screen)
               LOCKE: Let's get going!
CA/843F: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/8441: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/8443: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/8445: 78    Enable ability to pass through other objects for object $05 (SABIN )
CA/8447: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CA/8449: 81        Move vehicle/entity right 1 tile
CA/844A: FF        End queue
CA/844B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/844D: 82        Move vehicle/entity down 1 tile
CA/844E: FF        End queue
CA/844F: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/8451: A9        Move vehicle/entity left/down 2x1 tiles
CA/8452: FF        End queue
CA/8453: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/8455: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/8457: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/8459: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CA/845B: B2    Call subroutine $CACB95
CA/845F: D7    Clear event bit $1E80($31C) [$1EE3, bit 4]
CA/8461: D7    Clear event bit $1E80($306) [$1EE0, bit 6]
CA/8463: D0    Set event bit $1E80($010) [$1E82, bit 0]
CA/8465: D7    Clear event bit $1E80($305) [$1EE0, bit 5]
CA/8467: FE    Return

CA/8468: B2    Call subroutine $CA8482
CA/846C: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $2400), place party at (73, 93), facing down, flags $00
CA/8472: FF        End map script

CA/8473: B2    Call subroutine $CA8482
CA/8477: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $2400), place party at (98, 93), facing down, flags $00
CA/847D: FF        End map script

CA/847E: 4B    Display dialogue message $0B74, wait for button press
               The Empire has taken possession here.
CA/8481: FE    Return

CA/8482: 4B    Display dialogue message $00F6, wait for button press
               Scum!
               You're Returners!
CA/8485: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/8487: CE        Turn vehicle/entity down
CA/8488: FF        End queue
CA/8489: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/848B: E0        Pause for 4 * 6 (24) frames
CA/848D: C9        Place object on vehicle $C02 [to decode later]
CA/848F: FF        End queue
CA/8490: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/8492: 80        Move vehicle/entity up 1 tile
CA/8493: DC        Make vehicle/entity jump (low)
CA/8494: A3        Move vehicle/entity left/up 1x1 tiles
CA/8495: D1        Make vehicle/entity disappear
CA/8496: FF        End queue
CA/8497: 45    Refresh objects
CA/8498: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/849A: E0        Pause for 4 * 6 (24) frames
CA/849C: C3        Set vehicle/entity's event speed to fast
CA/849D: 96        Move vehicle/entity down 6 tiles
CA/849E: FF        End queue
CA/849F: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/84A1: C3        Set vehicle/entity's event speed to fast
CA/84A2: E0        Pause for 4 * 1 (4) frames
CA/84A4: CE        Turn vehicle/entity down
CA/84A5: E0        Pause for 4 * 2 (8) frames
CA/84A7: 9A        Move vehicle/entity down 7 tiles
CA/84A8: FF        End queue
CA/84A9: 3A    Enable player to move while event commands execute
CA/84AA: FE    Return

CA/84AB: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (85, 0), facing left
CA/84B1: D7    Clear event bit $1E80($303) [$1EE0, bit 3]
CA/84B3: D7    Clear event bit $1E80($379) [$1EEF, bit 1]
CA/84B5: D6    Set event bit $1E80($30C) [$1EE1, bit 4]
CA/84B7: D6    Set event bit $1E80($318) [$1EE3, bit 0]
CA/84B9: D6    Set event bit $1E80($319) [$1EE3, bit 1]
CA/84BB: D6    Set event bit $1E80($360) [$1EEC, bit 0]
CA/84BD: D6    Set event bit $1E80($31B) [$1EE3, bit 3]
CA/84BF: D6    Set event bit $1E80($307) [$1EE0, bit 7]
CA/84C1: D7    Clear event bit $1E80($30A) [$1EE1, bit 2]
CA/84C3: D7    Clear event bit $1E80($358) [$1EEB, bit 0]
CA/84C5: D2    Set event bit $1E80($105) [$1EA0, bit 5]
CA/84C7: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/84C9: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/84CB: 42    Hide object $0D
CA/84CD: 42    Hide object $15
CA/84CF: B2    Call subroutine $CAADD5
CA/84D3: B2    Call subroutine $CAADE5
CA/84D7: 38    Hold screen
CA/84D8: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/84DA: C1        Set vehicle/entity's event speed to slow
CA/84DB: 8B        Move vehicle/entity left 3 tiles
CA/84DC: FF        End queue
CA/84DD: 4B    Display dialogue message $0173, wait for button press (Show text only)
               LOCKE has worked hard to stymie the efforts of the Imperial troops. But now he desperately needs to escape
CA/84E0: 95    Pause for 120 units
CA/84E1: 97    Fade screen to black
CA/84E2: 5C    Pause execution until fade in or fade out is complete
CA/84E3: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/84E6: 3F    Remove character $0D (Actor in stot 13) from the party
CA/84E9: 3D    Create object $01
CA/84EB: 3E    Delete object $0D
CA/84ED: 88    Remove the following status ailments from character $01 (Actor in stot 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/84F1: 8B    For character $01 (Actor in stot 1), take HP and set to maximum
CA/84F4: 8C    For character $01 (Actor in stot 1), take MP and set to maximum
CA/84F7: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/84FC: B2    Call subroutine $CACB95
CA/8500: 3B    Position character in a "ready-to-go" stance
CA/8501: 6B    Load map $004B (South Figaro, outdoors (WoB)) instantly, (upper bits $0400), place party at (48, 43), facing up
CA/8507: 41    Show object $01
CA/8509: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CA/850B: D5        Set vehicle/entity's position to (52, 36)
CA/850E: FF        End queue
CA/850F: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CA/8511: D5        Set vehicle/entity's position to (52, 36)
CA/8514: FF        End queue
CA/8515: 96    Restore screen from fade
CA/8516: 5C    Pause execution until fade in or fade out is complete
CA/8517: 01    Begin action queue for character $01 (Actor in stot 1), 15 bytes long 
CA/8519: C3        Set vehicle/entity's event speed to fast
CA/851A: 9E        Move vehicle/entity down 8 tiles
CA/851B: C8        Set object layering priority to 2 (low nibble 2)
CA/851D: 8F        Move vehicle/entity left 4 tiles
CA/851E: 80        Move vehicle/entity up 1 tile
CA/851F: 0A        Do vehicle/entity graphical action $0A 
CA/8520: C2        Set vehicle/entity's event speed to normal
CA/8521: E0        Pause for 4 * 40 (160) frames
CA/8523: CE        Turn vehicle/entity down
CA/8524: E0        Pause for 4 * 16 (64) frames
CA/8526: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/8527: FF        End queue
CA/8528: 21    Begin action queue for character $21 (NPC $21), 12 bytes long (Wait until complete)
CA/852A: C3        Set vehicle/entity's event speed to fast
CA/852B: E0        Pause for 4 * 16 (64) frames
CA/852D: 9E        Move vehicle/entity down 8 tiles
CA/852E: 83        Move vehicle/entity left 1 tile
CA/852F: E0        Pause for 4 * 24 (96) frames
CA/8531: CE        Turn vehicle/entity down
CA/8532: E0        Pause for 4 * 6 (24) frames
CA/8534: CD        Turn vehicle/entity right
CA/8535: FF        End queue
CA/8536: 21    Begin action queue for character $21 (NPC $21), 6 bytes long (Wait until complete)
CA/8538: E0        Pause for 4 * 2 (8) frames
CA/853A: C2        Set vehicle/entity's event speed to normal
CA/853B: 81        Move vehicle/entity right 1 tile
CA/853C: 94        Move vehicle/entity up 6 tiles
CA/853D: FF        End queue
CA/853E: 39    Free screen
CA/853F: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/8541: 83        Move vehicle/entity left 1 tile
CA/8542: CE        Turn vehicle/entity down
CA/8543: C8        Set object layering priority to 0 (low nibble 0)
CA/8545: FF        End queue
CA/8546: B2    Call subroutine $CAEBC1
CA/854A: 4B    Display dialogue message $0172, wait for button press (At bottom of screen)
               LOCKE: Nuts!
               Gotta get to Narshe on the fly
CA/854D: 3A    Enable player to move while event commands execute
CA/854E: FE    Return

CA/854F: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA85AF
CA/8555: B2    Call subroutine $CA85B3
CA/8559: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA8563
CA/855E: B2    Call subroutine $CA85BA
CA/8562: FE    Return

CA/8563: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CA856A
CA/8568: 96    Restore screen from fade
CA/8569: FE    Return

CA/856A: 42    Hide object $1A
CA/856C: 45    Refresh objects
CA/856D: 96    Restore screen from fade
CA/856E: FE    Return

CA/856F: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA85AF
CA/8575: B2    Call subroutine $CA85B3
CA/8579: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA8583
CA/857E: B2    Call subroutine $CA85BA
CA/8582: FE    Return

CA/8583: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CA858A
CA/8588: 96    Restore screen from fade
CA/8589: FE    Return

CA/858A: 42    Hide object $1B
CA/858C: 45    Refresh objects
CA/858D: 96    Restore screen from fade
CA/858E: FE    Return

CA/858F: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA85AF
CA/8595: B2    Call subroutine $CA85B3
CA/8599: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA85A3
CA/859E: B2    Call subroutine $CA85BA
CA/85A2: FE    Return

CA/85A3: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CA85AA
CA/85A8: 96    Restore screen from fade
CA/85A9: FE    Return

CA/85AA: 42    Hide object $1D
CA/85AC: 45    Refresh objects
CA/85AD: 96    Restore screen from fade
CA/85AE: FE    Return

CA/85AF: 4B    Display dialogue message $0174, wait for button press
               Halt!
CA/85B2: FE    Return

CA/85B3: 4B    Display dialogue message $0174, wait for button press
               Halt!
CA/85B6: 4D    Invoke battle, enemy set $0B, background $13 (Bright Town), (mosaic effect enabled), (swoosh sound enabled)
CA/85B9: FE    Return

CA/85BA: A2    Command $A2
CA/85BB: 6B    Load map $004B (South Figaro, outdoors (WoB)) instantly, (upper bits $0400), place party at (47, 43), facing up
CA/85C1: 37    Assign graphics $01 to object $01 (Actor in stot 1)
CA/85C4: 43    Assign palette $01 to character $01 (Actor in stot 1)
CA/85C7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/85C9: 28        Do vehicle/entity graphical action $28 
CA/85CA: FF        End queue
CA/85CB: 59    Unfade screen at speed $02
CA/85CD: B5    Pause for 15 * 16 (240) units
CA/85CF: 4B    Display dialogue message $0175, wait for button press
               LOCKE: Ouch!!
               I gotta steal me some new clothes, fast!!
CA/85D2: D3    Clear event bit $1E80($104) [$1EA0, bit 4]
CA/85D4: D3    Clear event bit $1E80($103) [$1EA0, bit 3]
CA/85D6: D6    Set event bit $1E80($318) [$1EE3, bit 0]
CA/85D8: D6    Set event bit $1E80($319) [$1EE3, bit 1]
CA/85DA: 88    Remove the following status ailments from character $01 (Actor in stot 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/85DE: 8B    For character $01 (Actor in stot 1), take HP and set to maximum
CA/85E1: FE    Return

CA/85E2: 4B    Display dialogue message $0B74, wait for button press
               The Empire has taken possession here.
CA/85E5: FE    Return

CA/85E6: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA861D
CA/85EC: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA8623
CA/85F2: C0    If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA862E
CA/85F8: 4B    Display dialogue message $0B78, wait for button press
               MERCHANT: You're that thief,
               LOCKE, aren't you?
               LOCKE: Hey!
               Call me a treasure hunter,
               or I'll rip your lungs out!
CA/85FB: 4D    Invoke battle, enemy set $0A, background $2B (Light Building), (mosaic effect enabled), (swoosh sound enabled)
CA/85FE: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA8608
CA/8603: B2    Call subroutine $CA85BA
CA/8607: FE    Return

CA/8608: B7    If bit $1DC9($4C) [$1DD2, bit 4] is clear, branch to $CA8617
CA/860D: 37    Assign graphics $13 to object $01 (Actor in stot 1)
CA/8610: 43    Assign palette $01 to character $01 (Actor in stot 1)
CA/8613: D2    Set event bit $1E80($104) [$1EA0, bit 4]
CA/8615: D3    Clear event bit $1E80($103) [$1EA0, bit 3]
CA/8617: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/8619: 28        Do vehicle/entity graphical action $28 
CA/861A: FF        End queue
CA/861B: 96    Restore screen from fade
CA/861C: 5C    Pause execution until fade in or fade out is complete
CA/861D: 4B    Display dialogue message $0B79, wait for button press
               MERCHANT: Sorry!
CA/8620: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CA/8622: FE    Return

CA/8623: 4B    Display dialogue message $0B7A, wait for button press
               MERCHANT: Look!
               As luck would have it, I'm fresh out of merchandise!
               ^(I'm gonna pound your face!)
               ^(Guess I'm out of luck!)
CA/8626: B6    Indexed branch based on prior dialogue selection [$CA85FB, $CA5EB3]
CA/862D: FE    Return

CA/862E: 4B    Display dialogue message $0B7B, wait for button press
               MERCHANT: Thanks to the Empire, my business is up!
CA/8631: FE    Return

CA/8632: C1    If ($1E80($01D) [$1E83, bit 5] is clear) or ($1E80($01E) [$1E83, bit 6] is set), branch to $CA8661
CA/863A: B2    Call subroutine $CAC6AC
CA/863E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/8640: C2        Set vehicle/entity's event speed to normal
CA/8641: CE        Turn vehicle/entity down
CA/8642: FF        End queue
CA/8643: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/8645: C2        Set vehicle/entity's event speed to normal
CA/8646: 86        Move vehicle/entity down 2 tiles
CA/8647: CC        Turn vehicle/entity up
CA/8648: FF        End queue
CA/8649: 4B    Display dialogue message $0193, wait for button press
               CELES: This passage leads out.
CA/864C: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/864E: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/8650: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/8652: CE        Turn vehicle/entity down
CA/8653: FF        End queue
CA/8654: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/8656: 86        Move vehicle/entity down 2 tiles
CA/8657: FF        End queue
CA/8658: B2    Call subroutine $CACB95
CA/865C: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/865E: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CA/8660: FE    Return

CA/8661: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/8667: C9    If ($1E80($104) [$1EA0, bit 4] is clear) and ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/866F: 4B    Display dialogue message $019C, wait for button press
               ^(Change clothes?)
               ^(These are fine.)
CA/8672: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/8674: B6    Indexed branch based on prior dialogue selection [$CA867C, $CA5EB3]
CA/867B: FE    Return

CA/867C: 37    Assign graphics $01 to object $01 (Actor in stot 1)
CA/867F: 43    Assign palette $01 to character $01 (Actor in stot 1)
CA/8682: D3    Clear event bit $1E80($104) [$1EA0, bit 4]
CA/8684: D3    Clear event bit $1E80($103) [$1EA0, bit 3]
CA/8686: B9    Clear bit $1DC9($4C) [$1DD2, bit 4]
CA/8688: B9    Clear bit $1DC9($4D) [$1DD2, bit 5]
CA/868A: FE    Return

CA/868B: C1    If ($1E80($105) [$1EA0, bit 5] is clear) or ($1E80($01C) [$1E83, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/8693: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/8695: 80        Move vehicle/entity up 1 tile
CA/8696: FF        End queue
CA/8697: B2    Call subroutine $CA86A4
CA/869B: FE    Return

CA/869C: C1    If ($1E80($105) [$1EA0, bit 5] is clear) or ($1E80($01C) [$1E83, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/86A4: 92    Pause for 30 units
CA/86A5: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CA/86A7: 17        Do vehicle/entity graphical action $17 
CA/86A8: E0        Pause for 4 * 16 (64) frames
CA/86AA: 1F        Do vehicle/entity graphical action $1F 
CA/86AB: E0        Pause for 4 * 1 (4) frames
CA/86AD: CE        Turn vehicle/entity down
CA/86AE: E0        Pause for 4 * 2 (8) frames
CA/86B0: 23        Do vehicle/entity graphical action $23 
CA/86B1: FF        End queue
CA/86B2: 94    Pause for 60 units
CA/86B3: 4B    Display dialogue message $0179, wait for button press
               LOCKE: I've seen her before
               Of course! She's one of the Empire's generals!
CA/86B6: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/86B8: CF        Turn vehicle/entity left
CA/86B9: E0        Pause for 4 * 1 (4) frames
CA/86BB: CC        Turn vehicle/entity up
CA/86BC: FF        End queue
CA/86BD: 38    Hold screen
CA/86BE: 5A    Fade screen at speed $04
CA/86C0: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/86C2: C2        Set vehicle/entity's event speed to normal
CA/86C3: 8C        Move vehicle/entity up 4 tiles
CA/86C4: FF        End queue
CA/86C5: 5C    Pause execution until fade in or fade out is complete
CA/86C6: 42    Hide object $01
CA/86C8: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/86CA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/86CC: 6B    Load map $0053 (South Figaro, below rich house, stairwell / hallway / Celes' cell (always)) instantly, (upper bits $2400), place party at (57, 12), facing down
CA/86D2: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/86D4: 8C        Move vehicle/entity up 4 tiles
CA/86D5: FF        End queue
CA/86D6: 96    Restore screen from fade
CA/86D7: 93    Pause for 45 units
CA/86D8: B3    Call subroutine $CA880F, 3 times
CA/86DD: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/86DF: 83        Move vehicle/entity left 1 tile
CA/86E0: CC        Turn vehicle/entity up
CA/86E1: FF        End queue
CA/86E2: 4B    Display dialogue message $017B, wait for button press (At bottom of screen)
               GUARD: This's what happens to traitors!
CA/86E5: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/86E7: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/86E9: C1        Set vehicle/entity's event speed to slow
CA/86EA: 84        Move vehicle/entity up 2 tiles
CA/86EB: FF        End queue
CA/86EC: B2    Call subroutine $CAD00F
CA/86F0: 42    Hide object $11
CA/86F2: 42    Hide object $12
CA/86F4: B5    Pause for 15 * 6 (90) units
CA/86F6: 4B    Display dialogue message $017A, wait for button press (Show text only) (At bottom of screen)
               Product of genetic engineering,
               battle-hardened Magitek Knight, with a spirit as pure as snow
CA/86F9: 92    Pause for 30 units
CA/86FA: 7F    Change character $06's name to $06 (CELES )
CA/86FD: 40    Assign properties $06 to character $06 (Actor in stot 6)
CA/8700: 88    Remove the following status ailments from character $06 (Actor in stot 6): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/8704: 8B    For character $06 (Actor in stot 6), take HP and set to maximum
CA/8707: 37    Assign graphics $06 to object $06 (Actor in stot 6)
CA/870A: 43    Assign palette $00 to character $06 (Actor in stot 6)
CA/870D: 98    Invoke name change screen for character $06 (Actor in stot 6)
CA/870F: 50    Tint screen (cumulative) with color $BC
CA/8711: 96    Restore screen from fade
CA/8712: 94    Pause for 60 units
CA/8713: B2    Call subroutine $CAD015
CA/8717: 41    Show object $11
CA/8719: 41    Show object $12
CA/871B: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/871D: 86        Move vehicle/entity down 2 tiles
CA/871E: FF        End queue
CA/871F: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/8721: CE        Turn vehicle/entity down
CA/8722: FF        End queue
CA/8723: 93    Pause for 45 units
CA/8724: 4B    Display dialogue message $017C, wait for button press (At bottom of screen)
               GUARD: So, the mighty CELES has fallen!
CA/8727: B0    Execute the following commands until $B1 7 times
CA/8729: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/872B: 1D            Do vehicle/entity graphical action $1D 
CA/872C: FF            End queue
CA/872D: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/872F: 1E            Do vehicle/entity graphical action $1E 
CA/8730: FF            End queue
CA/8731: B1        End block of repeating commands
CA/8732: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/8734: 20        Do vehicle/entity graphical action $20 
CA/8735: FF        End queue
CA/8736: 91    Pause for 15 units
CA/8737: 4B    Display dialogue message $017D, wait for button press (At bottom of screen)
               CELES: How can you serve those cowards
               GUARD: Hold your tongue!
CA/873A: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CA/873C: CD        Turn vehicle/entity right
CA/873D: E0        Pause for 4 * 1 (4) frames
CA/873F: 80        Move vehicle/entity up 1 tile
CA/8740: 1B        Do vehicle/entity graphical action $1B 
CA/8741: FF        End queue
CA/8742: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/8744: 23        Do vehicle/entity graphical action $23 
CA/8745: FF        End queue
CA/8746: 4B    Display dialogue message $017E, wait for button press (At bottom of screen)
               CELES: Isn't it true Kefka's going to poison the people of Doma, to the east?
               GUARD: Shuddap!
CA/8749: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/874B: CE        Turn vehicle/entity down
CA/874C: FF        End queue
CA/874D: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/874F: CC        Turn vehicle/entity up
CA/8750: C7        Set vehicle/entity to stay still when moving
CA/8751: 82        Move vehicle/entity down 1 tile
CA/8752: C6        Set vehicle/entity to walk when moving
CA/8753: FF        End queue
CA/8754: B2    Call subroutine $CA880F
CA/8758: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/875A: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/875B: E0        Pause for 4 * 6 (24) frames
CA/875D: 28        Do vehicle/entity graphical action $28 
CA/875E: FF        End queue
CA/875F: F4    Play sound effect 199
CA/8761: 93    Pause for 45 units
CA/8762: 4B    Display dialogue message $017F, wait for button press (At bottom of screen)
               GUARD: I'd hate to be in your shoes tomorrow!
CA/8765: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/8767: 86        Move vehicle/entity down 2 tiles
CA/8768: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/8769: FF        End queue
CA/876A: 93    Pause for 45 units
CA/876B: 4B    Display dialogue message $0180, wait for button press
               Keep a close eye on her!
CA/876E: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/8770: CE        Turn vehicle/entity down
CA/8771: E0        Pause for 4 * 2 (8) frames
CA/8773: 19        Do vehicle/entity graphical action $19 
CA/8774: E0        Pause for 4 * 1 (4) frames
CA/8776: 1A        Do vehicle/entity graphical action $1A 
CA/8777: FF        End queue
CA/8778: 4B    Display dialogue message $0181, wait for button press
               Yes, Sir!
               I can go for days without sleep!
CA/877B: 92    Pause for 30 units
CA/877C: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/877E: 8A        Move vehicle/entity down 3 tiles
CA/877F: FF        End queue
CA/8780: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CA/8782: C1        Set vehicle/entity's event speed to slow
CA/8783: 83        Move vehicle/entity left 1 tile
CA/8784: 84        Move vehicle/entity up 2 tiles
CA/8785: FF        End queue
CA/8786: 92    Pause for 30 units
CA/8787: D6    Set event bit $1E80($317) [$1EE2, bit 7]
CA/8789: 6A    Load map $0053 (South Figaro, below rich house, stairwell / hallway / Celes' cell (always)) after fade out, (upper bits $2400), place party at (35, 14), facing down
CA/878F: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/8791: 41    Show object $01
CA/8793: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA87A7
CA/8799: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/879B: D5        Set vehicle/entity's position to (34, 14)
CA/879E: CE        Turn vehicle/entity down
CA/879F: FF        End queue
CA/87A0: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA87B0
CA/87A6: FE    Return

CA/87A7: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CA/87A9: D5        Set vehicle/entity's position to (38, 11)
CA/87AC: C8        Set object layering priority to 2 (low nibble 2)
CA/87AE: 28        Do vehicle/entity graphical action $28 
CA/87AF: FF        End queue
CA/87B0: 96    Restore screen from fade
CA/87B1: 5C    Pause execution until fade in or fade out is complete
CA/87B2: 73    Replace current map's Layer 1 at (35, 12) with the following (2 x 1) chunk, refresh immediately
CA/87B7:       $06, $16
CA/87B9: 93    Pause for 45 units
CA/87BA: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CA/87BC: D5        Set vehicle/entity's position to (35, 12)
CA/87BF: 8A        Move vehicle/entity down 3 tiles
CA/87C0: 9F        Move vehicle/entity left 8 tiles
CA/87C1: 8F        Move vehicle/entity left 4 tiles
CA/87C2: D1        Make vehicle/entity disappear
CA/87C3: FF        End queue
CA/87C4: 45    Refresh objects
CA/87C5: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA87E7
CA/87CB: 01    Begin action queue for character $01 (Actor in stot 1), 13 bytes long (Wait until complete)
CA/87CD: E0        Pause for 4 * 2 (8) frames
CA/87CF: CD        Turn vehicle/entity right
CA/87D0: E0        Pause for 4 * 2 (8) frames
CA/87D2: CE        Turn vehicle/entity down
CA/87D3: E0        Pause for 4 * 4 (16) frames
CA/87D5: 19        Do vehicle/entity graphical action $19 
CA/87D6: E0        Pause for 4 * 1 (4) frames
CA/87D8: 1A        Do vehicle/entity graphical action $1A 
CA/87D9: FF        End queue
CA/87DA: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/87DC: C1        Set vehicle/entity's event speed to slow
CA/87DD: 83        Move vehicle/entity left 1 tile
CA/87DE: FF        End queue
CA/87DF: 95    Pause for 120 units
CA/87E0: C0    If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA880A
CA/87E6: FE    Return

CA/87E7: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/87E9: E0        Pause for 4 * 8 (32) frames
CA/87EB: C1        Set vehicle/entity's event speed to slow
CA/87EC: 85        Move vehicle/entity right 2 tiles
CA/87ED: FF        End queue
CA/87EE: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CA/87F0: E0        Pause for 4 * 24 (96) frames
CA/87F2: C0        Set vehicle/entity's event speed to slowest
CA/87F3: C7        Set vehicle/entity to stay still when moving
CA/87F4: 82        Move vehicle/entity down 1 tile
CA/87F5: E0        Pause for 4 * 6 (24) frames
CA/87F7: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/87F8: FF        End queue
CA/87F9: 94    Pause for 60 units
CA/87FA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/87FC: F4    Play sound effect 40
CA/87FE: 01    Begin action queue for character $01 (Actor in stot 1), 10 bytes long (Wait until complete)
CA/8800: C3        Set vehicle/entity's event speed to fast
CA/8801: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/8802: DC        Make vehicle/entity jump (low)
CA/8803: 83        Move vehicle/entity left 1 tile
CA/8804: 86        Move vehicle/entity down 2 tiles
CA/8805: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/8806: C6        Set vehicle/entity to walk when moving
CA/8807: C8        Set object layering priority to 0 (low nibble 0)
CA/8809: FF        End queue
CA/880A: 39    Free screen
CA/880B: D0    Set event bit $1E80($01C) [$1E83, bit 4]
CA/880D: 3A    Enable player to move while event commands execute
CA/880E: FE    Return

CA/880F: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/8811: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/8812: FF        End queue
CA/8813: 93    Pause for 45 units
CA/8814: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/8816: C7        Set vehicle/entity to stay still when moving
CA/8817: C3        Set vehicle/entity's event speed to fast
CA/8818: 80        Move vehicle/entity up 1 tile
CA/8819: FF        End queue
CA/881A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/881C: CD        Turn vehicle/entity right
CA/881D: FF        End queue
CA/881E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/8820: 1B        Do vehicle/entity graphical action $1B 
CA/8821: FF        End queue
CA/8822: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/8824: CF        Turn vehicle/entity left
CA/8825: FF        End queue
CA/8826: F4    Play sound effect 51
CA/8828: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/882A: 0B        Do vehicle/entity graphical action $0B 
CA/882B: E0        Pause for 4 * 8 (32) frames
CA/882D: CE        Turn vehicle/entity down
CA/882E: FF        End queue
CA/882F: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/8831: C2        Set vehicle/entity's event speed to normal
CA/8832: CC        Turn vehicle/entity up
CA/8833: 82        Move vehicle/entity down 1 tile
CA/8834: C6        Set vehicle/entity to walk when moving
CA/8835: FF        End queue
CA/8836: FE    Return

CA/8837: 4B    Display dialogue message $0182, wait for button press
               ^ (Remove her chains?)
               ^ (Wait a few minutes.)
CA/883A: B6    Indexed branch based on prior dialogue selection [$CA8842, $CA5EB3]
CA/8841: FE    Return

CA/8842: B2    Call subroutine $CACA8D
CA/8846: 3D    Create object $10
CA/8848: 45    Refresh objects
CA/8849: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/884B: D5        Set vehicle/entity's position to (0, 0)
CA/884E: FF        End queue
CA/884F: 41    Show object $10
CA/8851: 45    Refresh objects
CA/8852: B0    Execute the following commands until $B1 3 times
CA/8854: 01        Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CA/8856: C2            Set vehicle/entity's event speed to normal
CA/8857: 1B            Do vehicle/entity graphical action $1B 
CA/8858: E0            Pause for 4 * 1 (4) frames
CA/885A: 1C            Do vehicle/entity graphical action $1C 
CA/885B: E0            Pause for 4 * 1 (4) frames
CA/885D: FF            End queue
CA/885E: B1        End block of repeating commands
CA/885F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/8861: D5        Set vehicle/entity's position to (57, 6)
CA/8864: FF        End queue
CA/8865: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CA/8867: D5        Set vehicle/entity's position to (0, 0)
CA/886A: FF        End queue
CA/886B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/886D: CC        Turn vehicle/entity up
CA/886E: FF        End queue
CA/886F: F4    Play sound effect 199
CA/8871: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/8873: 28        Do vehicle/entity graphical action $28 
CA/8874: E0        Pause for 4 * 10 (40) frames
CA/8876: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/8877: FF        End queue
CA/8878: B5    Pause for 15 * 6 (90) units
CA/887A: C0    If ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA888A
CA/8880: 4B    Display dialogue message $0183, wait for button press
               CELES: You're awfully short for a soldier.
               LOCKE: Oh, I forgot I was wearing a uniform!
CA/8883: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA889D
CA/8889: FE    Return

CA/888A: C0    If ($1E80($104) [$1EA0, bit 4] is clear), branch to $CA889A
CA/8890: 4B    Display dialogue message $0184, wait for button press
               CELES: What do you hope to peddle down here?
               LOCKE: Oops! Forgot I was wearing these clothes.
CA/8893: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA889D
CA/8899: FE    Return

CA/889A: 4B    Display dialogue message $0185, wait for button press
               CELES: And you are
CA/889D: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/889F: 82        Move vehicle/entity down 1 tile
CA/88A0: FF        End queue
CA/88A1: C9    If ($1E80($104) [$1EA0, bit 4] is clear) and ($1E80($103) [$1EA0, bit 3] is clear), branch to $CA88B6
CA/88A9: 92    Pause for 30 units
CA/88AA: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/88AC: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/88AD: E0        Pause for 4 * 2 (8) frames
CA/88AF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/88B0: FF        End queue
CA/88B1: B2    Call subroutine $CA867C
CA/88B5: 92    Pause for 30 units
CA/88B6: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/88B8: CE        Turn vehicle/entity down
CA/88B9: E0        Pause for 4 * 2 (8) frames
CA/88BB: 23        Do vehicle/entity graphical action $23 
CA/88BC: FF        End queue
CA/88BD: 4B    Display dialogue message $0186, wait for button press (At bottom of screen)
               LOCKE: I'm with the Returners. Name's LOCKE.
               CELES: Returners!!! I used to be General CELES
               Now I'm just a common traitor
CA/88C0: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CA/88C2: 81        Move vehicle/entity right 1 tile
CA/88C3: 84        Move vehicle/entity up 2 tiles
CA/88C4: CF        Turn vehicle/entity left
CA/88C5: FF        End queue
CA/88C6: 94    Pause for 60 units
CA/88C7: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/88C9: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/88CA: E0        Pause for 4 * 8 (32) frames
CA/88CC: CD        Turn vehicle/entity right
CA/88CD: FF        End queue
CA/88CE: 4B    Display dialogue message $0187, wait for button press
               LOCKE: Let's go!
               CELES: !? You'd take me along?
CA/88D1: 10    Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete)
CA/88D3: CE        Turn vehicle/entity down
CA/88D4: E0        Pause for 4 * 2 (8) frames
CA/88D6: 23        Do vehicle/entity graphical action $23 
CA/88D7: E0        Pause for 4 * 1 (4) frames
CA/88D9: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/88DA: E0        Pause for 4 * 1 (4) frames
CA/88DC: 23        Do vehicle/entity graphical action $23 
CA/88DD: E0        Pause for 4 * 1 (4) frames
CA/88DF: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/88E0: E0        Pause for 4 * 1 (4) frames
CA/88E2: FF        End queue
CA/88E3: 4B    Display dialogue message $0188, wait for button press
               CELES: Thanks, but no thanks. I can barely walk
CA/88E6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/88E8: CE        Turn vehicle/entity down
CA/88E9: FF        End queue
CA/88EA: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CA/88EC: 82        Move vehicle/entity down 1 tile
CA/88ED: E0        Pause for 4 * 2 (8) frames
CA/88EF: 82        Move vehicle/entity down 1 tile
CA/88F0: E0        Pause for 4 * 2 (8) frames
CA/88F2: 82        Move vehicle/entity down 1 tile
CA/88F3: E0        Pause for 4 * 12 (48) frames
CA/88F5: 20        Do vehicle/entity graphical action $20 
CA/88F6: FF        End queue
CA/88F7: 4B    Display dialogue message $0189, wait for button press
               CELES: I'm grateful, but
               Even if you got me out, you'd never be able to protect me. No, I think I'm better off here.
CA/88FA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/88FC: 82        Move vehicle/entity down 1 tile
CA/88FD: FF        End queue
CA/88FE: 93    Pause for 45 units
CA/88FF: 4B    Display dialogue message $018A, wait for button press
               LOCKE: I'll protect you!
CA/8902: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/8904: CE        Turn vehicle/entity down
CA/8905: FF        End queue
CA/8906: 93    Pause for 45 units
CA/8907: B0    Execute the following commands until $B1 2 times
CA/8909: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/890B: 13            Do vehicle/entity graphical action $13 
CA/890C: FF            End queue
CA/890D: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/890F: CE            Turn vehicle/entity down
CA/8910: FF            End queue
CA/8911: B1        End block of repeating commands
CA/8912: 92    Pause for 30 units
CA/8913: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/8915: CC        Turn vehicle/entity up
CA/8916: FF        End queue
CA/8917: 93    Pause for 45 units
CA/8918: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/891A: 20        Do vehicle/entity graphical action $20 
CA/891B: E0        Pause for 4 * 2 (8) frames
CA/891D: CE        Turn vehicle/entity down
CA/891E: FF        End queue
CA/891F: 4B    Display dialogue message $018B, wait for button press
               LOCKE: Trust me! You'll be fine!
CA/8922: 92    Pause for 30 units
CA/8923: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/8925: E0        Pause for 4 * 12 (48) frames
CA/8927: CD        Turn vehicle/entity right
CA/8928: E0        Pause for 4 * 1 (4) frames
CA/892A: CE        Turn vehicle/entity down
CA/892B: FF        End queue
CA/892C: 01    Begin action queue for character $01 (Actor in stot 1), 16 bytes long (Wait until complete)
CA/892E: 14        Do vehicle/entity graphical action $14 
CA/892F: E0        Pause for 4 * 1 (4) frames
CA/8931: CE        Turn vehicle/entity down
CA/8932: E0        Pause for 4 * 8 (32) frames
CA/8934: 8A        Move vehicle/entity down 3 tiles
CA/8935: 83        Move vehicle/entity left 1 tile
CA/8936: CC        Turn vehicle/entity up
CA/8937: E0        Pause for 4 * 4 (16) frames
CA/8939: 1C        Do vehicle/entity graphical action $1C 
CA/893A: E0        Pause for 4 * 1 (4) frames
CA/893C: 1B        Do vehicle/entity graphical action $1B 
CA/893D: FF        End queue
CA/893E: 4B    Display dialogue message $018C, wait for button press
               LOCKE: Let's go!
CA/8941: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/8943: 82        Move vehicle/entity down 1 tile
CA/8944: FF        End queue
CA/8945: 4B    Display dialogue message $018F, wait for button press (At bottom of screen)
               CELES: Wait.
CA/8948: 92    Pause for 30 units
CA/8949: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/894B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/894C: FF        End queue
CA/894D: 93    Pause for 45 units
CA/894E: 4B    Display dialogue message $0190, wait for button press (At bottom of screen)
               CELES: This soldier has something important on him
CA/8951: 3D    Create object $06
CA/8953: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/8956: D4    Set event bit $1E80($2E6) [$1EDC, bit 6]
CA/8958: D4    Set event bit $1E80($2F6) [$1EDE, bit 6]
CA/895A: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/895C: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/895E: D7    Clear event bit $1E80($317) [$1EE2, bit 7]
CA/8960: D0    Set event bit $1E80($01D) [$1E83, bit 5]
CA/8962: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/8964: CC        Turn vehicle/entity up
CA/8965: E0        Pause for 4 * 2 (8) frames
CA/8967: 84        Move vehicle/entity up 2 tiles
CA/8968: FF        End queue
CA/8969: 42    Hide object $10
CA/896B: 45    Refresh objects
CA/896C: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/896E: B2    Call subroutine $CACB95
CA/8972: FE    Return

CA/8973: C1    If ($1E80($01D) [$1E83, bit 5] is clear) or ($1E80($01B) [$1E83, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/897B: B2    Call subroutine $CAC6AC
CA/897F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/8981: CD        Turn vehicle/entity right
CA/8982: FF        End queue
CA/8983: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/8985: C2        Set vehicle/entity's event speed to normal
CA/8986: 81        Move vehicle/entity right 1 tile
CA/8987: CF        Turn vehicle/entity left
CA/8988: FF        End queue
CA/8989: 4B    Display dialogue message $0191, wait for button press
               CELES: Why are you helping me?
               LOCKE: You remind me of someone
CA/898C: 93    Pause for 45 units
CA/898D: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/898F: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/8990: E0        Pause for 4 * 8 (32) frames
CA/8992: CD        Turn vehicle/entity right
CA/8993: FF        End queue
CA/8994: 94    Pause for 60 units
CA/8995: 4B    Display dialogue message $0192, wait for button press
               LOCKE: But what's it matter, anyway?
               I just want to, okay?!
CA/8998: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/899A: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/899C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/899E: CC        Turn vehicle/entity up
CA/899F: FF        End queue
CA/89A0: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/89A2: 83        Move vehicle/entity left 1 tile
CA/89A3: FF        End queue
CA/89A4: B2    Call subroutine $CACB95
CA/89A8: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/89AA: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CA/89AC: D0    Set event bit $1E80($01B) [$1E83, bit 3]
CA/89AE: FE    Return

CA/89AF: C0    If ($1E80($01E) [$1E83, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/89B5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/89B7: CC        Turn vehicle/entity up
CA/89B8: FF        End queue
CA/89B9: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/89BB: F4    Play sound effect 165
CA/89BD: B5    Pause for 15 * 10 (150) units
CA/89BF: 4B    Display dialogue message $0194, wait for button press
               LOCKE: Huh?
               CELES: Something's coming outta the wall!!
CA/89C2: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 8
CA/89C6: 91    Pause for 15 units
CA/89C7: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/89C9: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/89CD: 4D    Invoke battle, enemy set $43, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/89D0: B2    Call subroutine $CA5EA9
CA/89D4: 96    Restore screen from fade
CA/89D5: 94    Pause for 60 units
CA/89D6: 4B    Display dialogue message $0195, wait for button press
               LOCKE: Whew!!!
               Looks like we're in the clear!
CA/89D9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/89DB: 86        Move vehicle/entity down 2 tiles
CA/89DC: FF        End queue
CA/89DD: D0    Set event bit $1E80($01E) [$1E83, bit 6]
CA/89DF: 42    Hide object $31
CA/89E1: 97    Fade screen to black
CA/89E2: B5    Pause for 15 * 16 (240) units
CA/89E4: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/89E6: D7    Clear event bit $1E80($329) [$1EE5, bit 1]
CA/89E8: B2    Call subroutine $CAAD4C
CA/89EC: FE    Return

CA/89ED: C0    If ($1E80($048) [$1E89, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/89F3: DE    Load CaseWord with the characters in the currently active party?
CA/89F4: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA89FD; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA8A6F
CA/89FC: FE    Return

CA/89FD: C0    If ($1E80($04A) [$1E89, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/8A03: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CA/8A07: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/8A0D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/8A0F: 88        Move vehicle/entity up 3 tiles
CA/8A10: FF        End queue
CA/8A11: B2    Call subroutine $CAC6AC
CA/8A15: 3F    Remove character $05 (Actor in stot 5) from the party
CA/8A18: 45    Refresh objects
CA/8A19: B2    Call subroutine $CACFE6
CA/8A1D: DE    Load CaseWord with the characters in the currently active party?
CA/8A1E: B2    Call subroutine $CAC770
CA/8A22: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/8A24: CC        Turn vehicle/entity up
CA/8A25: FF        End queue
CA/8A26: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/8A28: C2        Set vehicle/entity's event speed to normal
CA/8A29: 81        Move vehicle/entity right 1 tile
CA/8A2A: CC        Turn vehicle/entity up
CA/8A2B: FF        End queue
CA/8A2C: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/8A2E: C2        Set vehicle/entity's event speed to normal
CA/8A2F: 83        Move vehicle/entity left 1 tile
CA/8A30: CC        Turn vehicle/entity up
CA/8A31: FF        End queue
CA/8A32: 05    Begin action queue for character $05 (Actor in stot 5), 12 bytes long (Wait until complete)
CA/8A34: C2        Set vehicle/entity's event speed to normal
CA/8A35: 88        Move vehicle/entity up 3 tiles
CA/8A36: E0        Pause for 4 * 2 (8) frames
CA/8A38: CD        Turn vehicle/entity right
CA/8A39: E0        Pause for 4 * 2 (8) frames
CA/8A3B: CF        Turn vehicle/entity left
CA/8A3C: E0        Pause for 4 * 2 (8) frames
CA/8A3E: CC        Turn vehicle/entity up
CA/8A3F: FF        End queue
CA/8A40: D0    Set event bit $1E80($049) [$1E89, bit 1]
CA/8A42: D6    Set event bit $1E80($302) [$1EE0, bit 2]
CA/8A44: C0    If ($1E80($007) [$1E80, bit 7] is set), branch to $CA8A4F
CA/8A4A: 4B    Display dialogue message $03B1, wait for button press (At bottom of screen)
               SABIN: This's like old times!
               I have to wander around for a while!
CA/8A4D: D0    Set event bit $1E80($007) [$1E80, bit 7]
CA/8A4F: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/8A51: C3        Set vehicle/entity's event speed to fast
CA/8A52: 9C        Move vehicle/entity up 8 tiles
CA/8A53: 88        Move vehicle/entity up 3 tiles
CA/8A54: D1        Make vehicle/entity disappear
CA/8A55: FF        End queue
CA/8A56: 3E    Delete object $05
CA/8A58: 45    Refresh objects
CA/8A59: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/8A5B: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/8A5D: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/8A5F: 83        Move vehicle/entity left 1 tile
CA/8A60: FF        End queue
CA/8A61: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/8A63: 81        Move vehicle/entity right 1 tile
CA/8A64: FF        End queue
CA/8A65: 92    Pause for 30 units
CA/8A66: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/8A68: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/8A6A: B2    Call subroutine $CACB95
CA/8A6E: FE    Return

CA/8A6F: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($007) [$1E80, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/8A77: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/8A79: 88        Move vehicle/entity up 3 tiles
CA/8A7A: FF        End queue
CA/8A7B: B2    Call subroutine $CAC6AC
CA/8A7F: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/8A84: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/8A86: C2        Set vehicle/entity's event speed to normal
CA/8A87: 80        Move vehicle/entity up 1 tile
CA/8A88: FF        End queue
CA/8A89: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/8A8B: CC        Turn vehicle/entity up
CA/8A8C: FF        End queue
CA/8A8D: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/8A8F: C2        Set vehicle/entity's event speed to normal
CA/8A90: 81        Move vehicle/entity right 1 tile
CA/8A91: CC        Turn vehicle/entity up
CA/8A92: FF        End queue
CA/8A93: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/8A95: C2        Set vehicle/entity's event speed to normal
CA/8A96: 83        Move vehicle/entity left 1 tile
CA/8A97: CC        Turn vehicle/entity up
CA/8A98: FF        End queue
CA/8A99: 94    Pause for 60 units
CA/8A9A: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/8A9C: 21        Do vehicle/entity graphical action $21 
CA/8A9D: FF        End queue
CA/8A9E: 4B    Display dialogue message $03B0, wait for button press
               EDGAR: If only SABIN were here
CA/8AA1: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/8AA3: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/8AA5: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CA/8AA7: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/8AA9: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/8AAB: 82        Move vehicle/entity down 1 tile
CA/8AAC: CC        Turn vehicle/entity up
CA/8AAD: FF        End queue
CA/8AAE: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/8AB0: 83        Move vehicle/entity left 1 tile
CA/8AB1: FF        End queue
CA/8AB2: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/8AB4: 81        Move vehicle/entity right 1 tile
CA/8AB5: FF        End queue
CA/8AB6: 94    Pause for 60 units
CA/8AB7: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CA/8AB9: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/8ABB: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/8ABD: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/8ABF: B2    Call subroutine $CACB95
CA/8AC3: FE    Return

CA/8AC4: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/8ACA: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/8ACC: 3A    Enable player to move while event commands execute
CA/8ACD: B2    Call subroutine $CAEE5A
CA/8AD1: F4    Play sound effect 234
CA/8AD3: 5F    Scroll Layer 3, speed 0 x 248
CA/8AD6: B0    Execute the following commands until $B1 31 times
CA/8AD8: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CA/8ADC: B4        Pause for 5 units
CA/8ADE: B1        End block of repeating commands
CA/8ADF: 5F    Scroll Layer 3, speed 0 x 0
CA/8AE2: FE    Return

CA/8AE3: 6A    Load map $0002 (Serpent Trench) after fade out, (upper bits $2400), place party at (117, 120), facing down, party is in the airship
CA/8AE9: DD        Hide mini-map
CA/8AEA: C1        Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) 
CA/8AED: C2        Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CA/8AF0: 20        Move vehicle as follows: (go up), 10 units
CA/8AF2: 04        Move vehicle as follows: (move forward), 2 units
CA/8AF4: E0        Pause for 2 units
CA/8AF6: 10        Move vehicle as follows: (turn left), 34 units
CA/8AF8: E0        Pause for 5 units
CA/8AFA: 10        Move vehicle as follows: (turn left), 4 units
CA/8AFC: E0        Pause for 8 units
CA/8AFE: 10        Move vehicle as follows: (turn left), 40 units
CA/8B00: 04        Move vehicle as follows: (move forward), 2 units
CA/8B02: E0        Pause for 8 units
CA/8B04: 10        Move vehicle as follows: (turn left), 9 units
CA/8B06: E0        Pause for 2 units
CA/8B08: 08        Move vehicle as follows: (turn right), 20 units
CA/8B0A: E0        Pause for 8 units
CA/8B0C: 11        Move vehicle as follows: (turn left, double speed of turns), 16 units
CA/8B0E: E0        Pause for 10 units
CA/8B10: 08        Move vehicle as follows: (turn right), 8 units
CA/8B12: 10        Move vehicle as follows: (turn left), 8 units
CA/8B14: E0        Pause for 8 units
CA/8B16: 10        Move vehicle as follows: (turn left), 16 units
CA/8B18: E0        Pause for 12 units
CA/8B1A: 20        Move vehicle as follows: (go up), 10 units
CA/8B1C: 08        Move vehicle as follows: (turn right), 32 units
CA/8B1E: 04        Move vehicle as follows: (move forward), 1 units
CA/8B20: E0        Pause for 9 units
CA/8B22: CF        Invoke battle, enemy set $13, background $23 (Underwater), other flags $00
CA/8B25: 11        Move vehicle as follows: (turn left, double speed of turns), 2 units
CA/8B27: E0        Pause for 4 units
CA/8B29: 09        Move vehicle as follows: (turn right, double speed of turns), 14 units
CA/8B2B: E0        Pause for 8 units
CA/8B2D: 20        Move vehicle as follows: (go up), 14 units
CA/8B2F: E0        Pause for 4 units
CA/8B31: 08        Move vehicle as follows: (turn right), 12 units
CA/8B33: E0        Pause for 8 units
CA/8B35: 11        Move vehicle as follows: (turn left, double speed of turns), 18 units
CA/8B37: E0        Pause for 12 units
CA/8B39: 08        Move vehicle as follows: (turn right), 10 units
CA/8B3B: 44        Move vehicle as follows: (go down, move forward), 6 units
CA/8B3D: 40        Move vehicle as follows: (go down), 10 units
CA/8B3F: E0        Pause for 4 units
CA/8B41: 11        Move vehicle as follows: (turn left, double speed of turns), 12 units
CA/8B43: E0        Pause for 12 units
CA/8B45: 08        Move vehicle as follows: (turn right), 12 units
CA/8B47: DA        Show flashing arrows indicating the direction you're turning
CA/8B48: E0        Pause for 26 units
CA/8B4A: DB        Latch (lock in) the input for direction turned ($1EB6, bit 7 holds the value)
CA/8B4B: DC        Hide flashing arrows that indicate the direction you're turning
CA/8B4C: B0        If ($1E80($1B7) [$1EB6, bit 7] is clear), branch to $CA8C15
CA/8B52: 11        Move vehicle as follows: (turn left, double speed of turns), 9 units
CA/8B54: E0        Pause for 3 units
CA/8B56: 09        Move vehicle as follows: (turn right, double speed of turns), 18 units
CA/8B58: E0        Pause for 1 units
CA/8B5A: 11        Move vehicle as follows: (turn left, double speed of turns), 25 units
CA/8B5C: E0        Pause for 4 units
CA/8B5E: 10        Move vehicle as follows: (turn left), 4 units
CA/8B60: E0        Pause for 1 units
CA/8B62: CF        Invoke battle, enemy set $14, background $23 (Underwater), other flags $00
CA/8B65: 09        Move vehicle as follows: (turn right, double speed of turns), 6 units
CA/8B67: E0        Pause for 1 units
CA/8B69: 09        Move vehicle as follows: (turn right, double speed of turns), 8 units
CA/8B6B: E0        Pause for 1 units
CA/8B6D: 11        Move vehicle as follows: (turn left, double speed of turns), 8 units
CA/8B6F: E0        Pause for 8 units
CA/8B71: 08        Move vehicle as follows: (turn right), 14 units
CA/8B73: 20        Move vehicle as follows: (go up), 28 units
CA/8B75: E0        Pause for 12 units
CA/8B77: CF        Invoke battle, enemy set $15, background $23 (Underwater), other flags $00
CA/8B7A: 10        Move vehicle as follows: (turn left), 14 units
CA/8B7C: E0        Pause for 4 units
CA/8B7E: 08        Move vehicle as follows: (turn right), 17 units
CA/8B80: E0        Pause for 11 units
CA/8B82: 09        Move vehicle as follows: (turn right, double speed of turns), 13 units
CA/8B84: E0        Pause for 2 units
CA/8B86: 09        Move vehicle as follows: (turn right, double speed of turns), 11 units
CA/8B88: E0        Pause for 14 units
CA/8B8A: 11        Move vehicle as follows: (turn left, double speed of turns), 36 units
CA/8B8C: E0        Pause for 10 units
CA/8B8E: 40        Move vehicle as follows: (go down), 32 units
CA/8B90: E0        Pause for 4 units
CA/8B92: 09        Move vehicle as follows: (turn right, double speed of turns), 104 units
CA/8B94: 04        Move vehicle as follows: (move forward), 4 units
CA/8B96: E0        Pause for 3 units
CA/8B98: 11        Move vehicle as follows: (turn left, double speed of turns), 22 units
CA/8B9A: DA        Show flashing arrows indicating the direction you're turning
CA/8B9B: E0        Pause for 6 units
CA/8B9D: 08        Move vehicle as follows: (turn right), 10 units
CA/8B9F: E0        Pause for 12 units
CA/8BA1: DB        Latch (lock in) the input for direction turned ($1EB6, bit 7 holds the value)
CA/8BA2: DC        Hide flashing arrows that indicate the direction you're turning
CA/8BA3: B0        If ($1E80($1B7) [$1EB6, bit 7] is clear), branch to $CA8C58
CA/8BA9: 11        Move vehicle as follows: (turn left, double speed of turns), 15 units
CA/8BAB: E0        Pause for 2 units
CA/8BAD: 09        Move vehicle as follows: (turn right, double speed of turns), 20 units
CA/8BAF: 11        Move vehicle as follows: (turn left, double speed of turns), 28 units
CA/8BB1: 13        Move vehicle as follows: (turn left, decrease speed by $100, double speed of turns), 2 units
CA/8BB3: 09        Move vehicle as follows: (turn right, double speed of turns), 26 units
CA/8BB5: 20        Move vehicle as follows: (go up), 48 units
CA/8BB7: CF        Invoke battle, enemy set $14, background $23 (Underwater), other flags $00
CA/8BBA: 09        Move vehicle as follows: (turn right, double speed of turns), 13 units
CA/8BBC: 04        Move vehicle as follows: (move forward), 2 units
CA/8BBE: E0        Pause for 8 units
CA/8BC0: 10        Move vehicle as follows: (turn left), 14 units
CA/8BC2: E0        Pause for 2 units
CA/8BC4: 08        Move vehicle as follows: (turn right), 34 units
CA/8BC6: E0        Pause for 3 units
CA/8BC8: 11        Move vehicle as follows: (turn left, double speed of turns), 21 units
CA/8BCA: 09        Move vehicle as follows: (turn right, double speed of turns), 21 units
CA/8BCC: 04        Move vehicle as follows: (move forward), 8 units
CA/8BCE: E0        Pause for 5 units
CA/8BD0: CF        Invoke battle, enemy set $15, background $23 (Underwater), other flags $00
CA/8BD3: 0B        Move vehicle as follows: (turn right, decrease speed by $100, double speed of turns), 4 units
CA/8BD5: 09        Move vehicle as follows: (turn right, double speed of turns), 8 units
CA/8BD7: 11        Move vehicle as follows: (turn left, double speed of turns), 22 units
CA/8BD9: E0        Pause for 2 units
CA/8BDB: 08        Move vehicle as follows: (turn right), 10 units
CA/8BDD: E0        Pause for 4 units
CA/8BDF: 44        Move vehicle as follows: (go down, move forward), 28 units
CA/8BE1: E0        Pause for 2 units
CA/8BE3: C8        Set bit $1E80($01CC) [$1EB9, bit 4]
CA/8BE6: D2        Load map $0000 (World of Balance), position (128, 73), mode $00
CA/8BEC: D1        Make vehicle/entity disappear
CA/8BED: DF        Hide mini-map
CA/8BEE: C1        Set vehicle/entity's event speed to slow
CA/8BEF: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF0: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF1: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF2: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF3: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF4: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF5: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF6: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF7: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF8: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BF9: A3        Move vehicle/entity left/up 1x1 tiles
CA/8BFA: C9        Clear bit $1E80($CC) [$1E99, bit 4]
CA/8BFC: 01        Do vehicle/entity graphical action $01
CA/8BFD: D2        Load map $00BB (Nikeah, docks / cargo ship at sea (always)), position (24, 11), mode $C0
CA/8C03: B5    Pause for 15 * 10 (150) units
CA/8C05: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (117, 0), facing left
CA/8C0B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/8C0D: 28        Do vehicle/entity graphical action $28 
CA/8C0E: C8        Set object layering priority to 0 (low nibble 0)
CA/8C10: FF        End queue
CA/8C11: 59    Unfade screen at speed $02
CA/8C13: 5C    Pause execution until fade in or fade out is complete
CA/8C14: FE    Return

CA/8C15: 0B        Move vehicle as follows: (turn right, decrease speed by $100, double speed of turns), 3 units
CA/8C17: 09        Move vehicle as follows: (turn right, double speed of turns), 18 units
CA/8C19: E0        Pause for 4 units
CA/8C1B: 04        Move vehicle as follows: (move forward), 3 units
CA/8C1D: E0        Pause for 2 units
CA/8C1F: 11        Move vehicle as follows: (turn left, double speed of turns), 27 units
CA/8C21: 04        Move vehicle as follows: (move forward), 6 units
CA/8C23: E0        Pause for 8 units
CA/8C25: CF        Invoke battle, enemy set $14, background $23 (Underwater), other flags $00
CA/8C28: E0        Pause for 11 units
CA/8C2A: 0B        Move vehicle as follows: (turn right, decrease speed by $100, double speed of turns), 6 units
CA/8C2C: 09        Move vehicle as follows: (turn right, double speed of turns), 16 units
CA/8C2E: E0        Pause for 2 units
CA/8C30: 11        Move vehicle as follows: (turn left, double speed of turns), 27 units
CA/8C32: 24        Move vehicle as follows: (go up, move forward), 8 units
CA/8C34: 20        Move vehicle as follows: (go up), 22 units
CA/8C36: 44        Move vehicle as follows: (go down, move forward), 26 units
CA/8C38: E0        Pause for 6 units
CA/8C3A: D2        Load map $00AF (Serpent Trench, caves), position (44, 16), mode $00
CA/8C40: FE    Return

CA/8C41: 6A    Load map $0002 (Serpent Trench) after fade out, (upper bits $2400), place party at (83, 67), facing down, party is in the airship
CA/8C47: 24        Move vehicle as follows: (go up, move forward), 14 units
CA/8C49: E0        Pause for 3 units
CA/8C4B: 11        Move vehicle as follows: (turn left, double speed of turns), 7 units
CA/8C4D: 20        Move vehicle as follows: (go up), 16 units
CA/8C4F: E0        Pause for 1 units
CA/8C51: B0        If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8B8E
CA/8C57: FF        End vehicle script

CA/8C58: E0        Pause for 6 units
CA/8C5A: 09        Move vehicle as follows: (turn right, double speed of turns), 16 units
CA/8C5C: E0        Pause for 1 units
CA/8C5E: 11        Move vehicle as follows: (turn left, double speed of turns), 32 units
CA/8C60: 02        Move vehicle as follows: (decrease speed by $100), 3 units
CA/8C62: E0        Pause for 2 units
CA/8C64: 11        Move vehicle as follows: (turn left, double speed of turns), 24 units
CA/8C66: E0        Pause for 1 units
CA/8C68: 09        Move vehicle as follows: (turn right, double speed of turns), 49 units
CA/8C6A: E0        Pause for 16 units
CA/8C6C: CF        Invoke battle, enemy set $15, background $23 (Underwater), other flags $00
CA/8C6F: 10        Move vehicle as follows: (turn left), 6 units
CA/8C71: E0        Pause for 4 units
CA/8C73: 20        Move vehicle as follows: (go up), 96 units
CA/8C75: E0        Pause for 10 units
CA/8C77: 08        Move vehicle as follows: (turn right), 32 units
CA/8C79: E0        Pause for 10 units
CA/8C7B: 10        Move vehicle as follows: (turn left), 8 units
CA/8C7D: E0        Pause for 10 units
CA/8C7F: 11        Move vehicle as follows: (turn left, double speed of turns), 15 units
CA/8C81: E0        Pause for 10 units
CA/8C83: 48        Move vehicle as follows: (go down, turn right), 8 units
CA/8C85: 44        Move vehicle as follows: (go down, move forward), 28 units
CA/8C87: 42        Move vehicle as follows: (go down, decrease speed by $100), 13 units
CA/8C89: E0        Pause for 1 units
CA/8C8B: 04        Move vehicle as follows: (move forward), 30 units
CA/8C8D: D2        Load map $00AF (Serpent Trench, caves), position (25, 16), mode $00
CA/8C93: FE    Return

CA/8C94: 6A    Load map $0002 (Serpent Trench) after fade out, (upper bits $2400), place party at (31, 33), facing down, party is in the airship
CA/8C9A: 04        Move vehicle as follows: (move forward), 4 units
CA/8C9C: E0        Pause for 2 units
CA/8C9E: 30        Move vehicle as follows: (go up, turn left), 16 units
CA/8CA0: E0        Pause for 32 units
CA/8CA2: 08        Move vehicle as follows: (turn right), 22 units
CA/8CA4: E0        Pause for 4 units
CA/8CA6: 44        Move vehicle as follows: (go down, move forward), 16 units
CA/8CA8: B0        If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8BE3
CA/8CAE: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/8CB4: 6A    Load map $00AF (Serpent Trench, caves) after fade out, (upper bits $2400), place party at (11, 19), facing down
CA/8CBA: FE    Return

CA/8CBB: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8CDA
CA/8CC1: 4B    Display dialogue message $032A, wait for button press
               South Figaro-bound ferry.
               ^ (Still need to shop.)
               ^ (Hop aboard?)
CA/8CC4: C0    If ($1E80($044) [$1E88, bit 4] is clear), branch to $CA8CD2
CA/8CCA: B6    Indexed branch based on prior dialogue selection [$CA5EB3, $CA8CF7]
CA/8CD1: FE    Return

CA/8CD2: B6    Indexed branch based on prior dialogue selection [$CA5EB3, $CA8D22]
CA/8CD9: FE    Return

CA/8CDA: C0    If ($1E80($0AC) [$1E95, bit 4] is set), branch to $CA8CE4
CA/8CE0: 4B    Display dialogue message $0915, wait for button press
               This ship belongs to the Crimson Robbers.
CA/8CE3: FE    Return

CA/8CE4: 4B    Display dialogue message $032A, wait for button press
               South Figaro-bound ferry.
               ^ (Still need to shop.)
               ^ (Hop aboard?)
CA/8CE7: B6    Indexed branch based on prior dialogue selection [$CA5EB3, $CA92CA]
CA/8CEE: FE    Return

CA/8CEF: F2    Fade out current song with transition time 64
CA/8CF1: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/8CF3: FA    Stop temporarily played song
CA/8CF4: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CA/8CF6: FE    Return

CA/8CF7: B2    Call subroutine $CA8CEF
CA/8CFB: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (121, 61), facing up, flags $00
CA/8D01: C2        Set vehicle/entity's event speed to normal
CA/8D02: FC        Change character to ship graphic
CA/8D03: 9E        Move vehicle/entity down 8 tiles
CA/8D04: 9E        Move vehicle/entity down 8 tiles
CA/8D05: 9E        Move vehicle/entity down 8 tiles
CA/8D06: 9E        Move vehicle/entity down 8 tiles
CA/8D07: 9E        Move vehicle/entity down 8 tiles
CA/8D08: 9E        Move vehicle/entity down 8 tiles
CA/8D09: 9E        Move vehicle/entity down 8 tiles
CA/8D0A: 9E        Move vehicle/entity down 8 tiles
CA/8D0B: 86        Move vehicle/entity down 2 tiles
CA/8D0C: 9F        Move vehicle/entity left 8 tiles
CA/8D0D: 9F        Move vehicle/entity left 8 tiles
CA/8D0E: 9F        Move vehicle/entity left 8 tiles
CA/8D0F: 9F        Move vehicle/entity left 8 tiles
CA/8D10: 8B        Move vehicle/entity left 3 tiles
CA/8D11: 9C        Move vehicle/entity up 8 tiles
CA/8D12: 8C        Move vehicle/entity up 4 tiles
CA/8D13: D2        Load map $005B (South Figaro, docks (always)), position (12, 11), mode $80
CA/8D19: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/8D1B: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down
CA/8D21: FE    Return

CA/8D22: B2    Call subroutine $CA8CEF
CA/8D26: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (121, 61), facing up, flags $00
CA/8D2C: C1        Set vehicle/entity's event speed to slow
CA/8D2D: FC        Change character to ship graphic
CA/8D2E: 9D        Move vehicle/entity right 8 tiles
CA/8D2F: D2        Load map $00BB (Nikeah, docks / cargo ship at sea (always)), position (14, 16), mode $40
CA/8D35: B2    Call subroutine $CAC6AC
CA/8D39: 3C    Set up the party as follows: $02 (Actor in stot 2), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/8D3E: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CA/8D40: CF        Turn vehicle/entity left
CA/8D41: FF        End queue
CA/8D42: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/8D44: D5        Set vehicle/entity's position to (9, 17)
CA/8D47: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/8D48: FF        End queue
CA/8D49: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CA/8D4B: D5        Set vehicle/entity's position to (20, 18)
CA/8D4E: CE        Turn vehicle/entity down
CA/8D4F: FF        End queue
CA/8D50: 73    Replace current map's Layer 1 at (7, 9) with the following (3 x 15) chunk, refresh immediately
CA/8D55:       $1E, $1E, $1E
CA/8D58:       $1E, $1E, $1E
CA/8D5B:       $1E, $1E, $1E
CA/8D5E:       $1E, $1E, $1E
CA/8D61:       $1E, $1E, $1E
CA/8D64:       $1E, $1E, $1E
CA/8D67:       $1E, $1E, $1E
CA/8D6A:       $1E, $1E, $1E
CA/8D6D:       $1E, $1E, $1E
CA/8D70:       $1E, $1E, $1E
CA/8D73:       $1E, $1E, $1E
CA/8D76:       $1E, $1E, $1E
CA/8D79:       $1E, $1E, $1E
CA/8D7C:       $1E, $1E, $1E
CA/8D7F:       $1E, $1E, $1E
CA/8D82: 73    Replace current map's Layer 1 at (16, 12) with the following (1 x 5) chunk, refresh immediately
CA/8D87:       $1E
CA/8D88:       $1E
CA/8D89:       $1E
CA/8D8A:       $1E
CA/8D8B:       $1E
CA/8D8C: 73    Replace current map's Layer 1 at (16, 13) with the following (2 x 2) chunk, refresh immediately
CA/8D91:       $47, $47
CA/8D93:       $37, $37
CA/8D95: 73    Replace current map's Layer 1 at (16, 19) with the following (1 x 2) chunk, refresh immediately
CA/8D9A:       $87
CA/8D9B:       $87
CA/8D9C: 73    Replace current map's Layer 1 at (7, 20) with the following (3 x 15) chunk, refresh immediately
CA/8DA1:       $1E, $1E, $94
CA/8DA4:       $1E, $1E, $1E
CA/8DA7:       $1E, $1E, $1E
CA/8DAA:       $1E, $1E, $1E
CA/8DAD:       $1E, $1E, $1E
CA/8DB0:       $1E, $1E, $1E
CA/8DB3:       $1E, $1E, $1E
CA/8DB6:       $1E, $1E, $1E
CA/8DB9:       $1E, $1E, $1E
CA/8DBC:       $1E, $1E, $1E
CA/8DBF:       $1E, $1E, $1E
CA/8DC2:       $1E, $0E, $1E
CA/8DC5:       $1E, $1E, $1E
CA/8DC8:       $1E, $1E, $1E
CA/8DCB:       $1E, $1E, $1E
CA/8DCE: 73    Replace current map's Layer 1 at (9, 74) with the following (3 x 5) chunk, refresh immediately
CA/8DD3:       $F4, $F4, $F4
CA/8DD6:       $F4, $F4, $F4
CA/8DD9:       $F4, $F4, $F4
CA/8DDC:       $F4, $F4, $F4
CA/8DDF:       $F4, $F4, $F4
CA/8DE2: 73    Replace current map's Layer 1 at (14, 74) with the following (2 x 2) chunk, refresh immediately
CA/8DE7:       $F4, $F4
CA/8DE9:       $F4, $F4
CA/8DEB: 73    Replace current map's Layer 1 at (18, 74) with the following (2 x 2) chunk, refresh immediately
CA/8DF0:       $F4, $F4
CA/8DF2:       $F4, $F4
CA/8DF4: 73    Replace current map's Layer 1 at (21, 75) with the following (2 x 1) chunk, refresh immediately
CA/8DF9:       $F4, $F4
CA/8DFB: 73    Replace current map's Layer 1 at (7, 76) with the following (2 x 2) chunk, refresh immediately
CA/8E00:       $F4, $F4
CA/8E02:       $F4, $F4
CA/8E04: 73    Replace current map's Layer 1 at (12, 85) with the following (1 x 2) chunk, refresh immediately
CA/8E09:       $F4
CA/8E0A:       $F4
CA/8E0B: 73    Replace current map's Layer 1 at (20, 85) with the following (1 x 1) chunk, refresh immediately
CA/8E10:       $F4
CA/8E11: 73    Replace current map's Layer 1 at (7, 86) with the following (1 x 7) chunk, refresh immediately
CA/8E16:       $F4
CA/8E17:       $F4
CA/8E18:       $F4
CA/8E19:       $F4
CA/8E1A:       $F4
CA/8E1B:       $F4
CA/8E1C:       $F4
CA/8E1D: 73    Replace current map's Layer 1 at (16, 82) with the following (1 x 2) chunk, refresh immediately
CA/8E22:       $08
CA/8E23:       $09
CA/8E24: 73    Replace current map's Layer 1 at (7, 148) with the following (3 x 15) chunk, refresh immediately
CA/8E29:       $07, $07, $07
CA/8E2C:       $04, $04, $04
CA/8E2F:       $04, $04, $04
CA/8E32:       $04, $04, $04
CA/8E35:       $04, $04, $04
CA/8E38:       $07, $07, $07
CA/8E3B:       $07, $07, $07
CA/8E3E:       $07, $07, $07
CA/8E41:       $07, $07, $07
CA/8E44:       $07, $07, $07
CA/8E47:       $07, $07, $07
CA/8E4A:       $07, $07, $07
CA/8E4D:       $07, $07, $07
CA/8E50:       $07, $07, $07
CA/8E53:       $07, $07, $07
CA/8E56: 73    Replace current map's Layer 1 at (7, 137) with the following (5 x 15) chunk, refresh immediately
CA/8E5B:       $07, $07, $07, $07, $07
CA/8E60:       $07, $07, $07, $07, $07
CA/8E65:       $07, $07, $07, $07, $07
CA/8E6A:       $07, $07, $07, $07, $07
CA/8E6F:       $07, $07, $07, $07, $07
CA/8E74:       $07, $07, $07, $07, $07
CA/8E79:       $07, $07, $07, $07, $07
CA/8E7E:       $07, $07, $07, $07, $07
CA/8E83:       $07, $07, $07, $07, $07
CA/8E88:       $07, $07, $07, $07, $07
CA/8E8D:       $07, $07, $07, $07, $07
CA/8E92:       $07, $07, $07, $07, $07
CA/8E97:       $07, $07, $07, $84, $84
CA/8E9C:       $84, $84, $84, $84, $84
CA/8EA1:       $84, $84, $84, $84, $84
CA/8EA6: 96    Restore screen from fade
CA/8EA7: 5C    Pause execution until fade in or fade out is complete
CA/8EA8: 4B    Display dialogue message $033B, wait for button press
               CYAN: Narshe is just a stone's throw away!
CA/8EAB: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete)
CA/8EAD: C2        Set vehicle/entity's event speed to normal
CA/8EAE: E0        Pause for 4 * 10 (40) frames
CA/8EB0: 23        Do vehicle/entity graphical action $23 
CA/8EB1: E0        Pause for 4 * 8 (32) frames
CA/8EB3: AA        Move vehicle/entity left/up 2x1 tiles
CA/8EB4: 87        Move vehicle/entity left 2 tiles
CA/8EB5: FF        End queue
CA/8EB6: 4B    Display dialogue message $033C, wait for button press
               SABIN: I hope the others arrived safely!
CA/8EB9: 92    Pause for 30 units
CA/8EBA: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/8EBC: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/8EBD: FF        End queue
CA/8EBE: 93    Pause for 45 units
CA/8EBF: 4B    Display dialogue message $033D, wait for button press
               CYAN: I'm sure they did.
CA/8EC2: 91    Pause for 15 units
CA/8EC3: DE    Load CaseWord with the characters in the currently active party?
CA/8EC4: BE    If character $0B (GAU   ) is in the current CaseWord, call subroutine $CA8ED7
CA/8EC9: 94    Pause for 60 units
CA/8ECA: 5A    Fade screen at speed $08
CA/8ECC: D0    Set event bit $1E80($044) [$1E88, bit 4]
CA/8ECE: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/8ED0: D7    Clear event bit $1E80($32A) [$1EE5, bit 2]
CA/8ED2: B2    Call subroutine $CAAD4C
CA/8ED6: FE    Return

CA/8ED7: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete)
CA/8ED9: C2        Set vehicle/entity's event speed to normal
CA/8EDA: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/8EDB: E0        Pause for 4 * 6 (24) frames
CA/8EDD: DC        Make vehicle/entity jump (low)
CA/8EDE: 81        Move vehicle/entity right 1 tile
CA/8EDF: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/8EE0: FF        End queue
CA/8EE1: 4B    Display dialogue message $033E, wait for button press
               GAU: Me hope so, too
CA/8EE4: FE    Return

CA/8EE5: 4B    Display dialogue message $0B8A, wait for button press
               Good mattress for 150 GP!
               Stay a while?
               ^ Yes
               ^ No
CA/8EE8: B6    Indexed branch based on prior dialogue selection [$CA8EF0, $CA5EB3]
CA/8EEF: FE    Return

CA/8EF0: 85    Take 150 GP from party
CA/8EF3: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CA/8EF9: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/8EFB: C3        Set vehicle/entity's event speed to fast
CA/8EFC: 93        Move vehicle/entity left 5 tiles
CA/8EFD: 84        Move vehicle/entity up 2 tiles
CA/8EFE: FF        End queue
CA/8EFF: F4    Play sound effect 44
CA/8F01: 73    Replace current map's Layer 1 at (41, 46) with the following (2 x 1) chunk, refresh immediately
CA/8F06:       $04, $14
CA/8F08: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/8F0A: 9C        Move vehicle/entity up 8 tiles
CA/8F0B: 8D        Move vehicle/entity right 4 tiles
CA/8F0C: FF        End queue
CA/8F0D: B2    Call subroutine $CACD3C
CA/8F11: 6B    Load map $00AB (Nikeah, inn (always)) instantly, (upper bits $2400), place party at (45, 40), facing down
CA/8F17: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/8F19: D5        Set vehicle/entity's position to (47, 38)
CA/8F1C: CE        Turn vehicle/entity down
CA/8F1D: FF        End queue
CA/8F1E: B2    Call subroutine $CACF96
CA/8F22: FE    Return

CA/8F23: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F2C
CA/8F29: 9B    Invoke shop $0D
CA/8F2B: FE    Return

CA/8F2C: 9B    Invoke shop $38
CA/8F2E: FE    Return

CA/8F2F: 4B    Display dialogue message $0338, wait for button press
               You took one look at me and thought I was a loser, right?
               You're obligated to buy from me, now!
CA/8F32: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F3B
CA/8F38: 9B    Invoke shop $10
CA/8F3A: FE    Return

CA/8F3B: 9B    Invoke shop $3B
CA/8F3D: FE    Return

CA/8F3E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F47
CA/8F44: 9B    Invoke shop $0E
CA/8F46: FE    Return

CA/8F47: 9B    Invoke shop $39
CA/8F49: FE    Return

CA/8F4A: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F53
CA/8F50: 9B    Invoke shop $0F
CA/8F52: FE    Return

CA/8F53: 9B    Invoke shop $3A
CA/8F55: FE    Return

CA/8F56: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F60
CA/8F5C: 4B    Display dialogue message $0339, wait for button press
               Looks like junk, but
CA/8F5F: FE    Return

CA/8F60: 4B    Display dialogue message $0918, wait for button press
               After the end of the world,
               I awoke all alone in Doma Castle.
               When I would try to sleep there, demons would come for me Oh! I don't want to remember that!
CA/8F63: FE    Return

CA/8F64: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F6E
CA/8F6A: 4B    Display dialogue message $033A, wait for button press
               Have any imported goods?
CA/8F6D: FE    Return

CA/8F6E: 4B    Display dialogue message $0914, wait for button press
               The ship to South Figaro's about to leave.
CA/8F71: FE    Return

CA/8F72: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F7C
CA/8F78: 4B    Display dialogue message $0325, wait for button press
               The land to the east, Doma, fell to the Empire.
CA/8F7B: FE    Return

CA/8F7C: 4B    Display dialogue message $0919, wait for button press
               While traveling under the desert, Figaro Castle hit an obstacle and came to a halt.
CA/8F7F: FE    Return

CA/8F80: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F8A
CA/8F86: 4B    Display dialogue message $0326, wait for button press
               Move along, now.
               You're in the way!
CA/8F89: FE    Return

CA/8F8A: 4B    Display dialogue message $0916, wait for button press
               The thieves are hanging out at the coffee shop. They all escaped from Figaro Castle.
CA/8F8D: FE    Return

CA/8F8E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8F98
CA/8F94: 4B    Display dialogue message $0327, wait for button press
               No one can reach Nikeah unless they have a ship!
CA/8F97: FE    Return

CA/8F98: 4B    Display dialogue message $0917, wait for button press
               The road you followed here used to be under water.
CA/8F9B: FE    Return

CA/8F9C: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA8FB0
CA/8FA2: C0    If ($1E80($044) [$1E88, bit 4] is set), branch to $CA8FAC
CA/8FA8: 4B    Display dialogue message $0328, wait for button press
               A rock slide has blocked the path leading north.
CA/8FAB: FE    Return

CA/8FAC: 4B    Display dialogue message $0329, wait for button press
               The path leading north is now clear.
CA/8FAF: FE    Return

CA/8FB0: 4B    Display dialogue message $0913, wait for button press
               I'm hiding away from Kefka.
CA/8FB3: FE    Return

CA/8FB4: 4B    Display dialogue message $0B8E, wait for button press
               Chocobo ride for 80 GP.
               Hop aboard?
               ^ Yes
               ^ No
CA/8FB7: B6    Indexed branch based on prior dialogue selection [$CA8FBF, $CA5EB3]
CA/8FBE: FE    Return

CA/8FBF: C0    If ($1E80($134) [$1EA6, bit 4] is set), branch to $CA8FC9
CA/8FC5: B2    Call subroutine $CCD2E4
CA/8FC9: 85    Take 150 GP from party
CA/8FCC: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CA/8FD2: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/8FD4: A1        Move vehicle/entity right/down 1x1 tiles
CA/8FD5: 82        Move vehicle/entity down 1 tile
CA/8FD6: FF        End queue
CA/8FD7: 6A    Load map $00A9 (Nikeah, outdoors (always)) after fade out, (upper bits $2400), place party at (24, 21), facing down
CA/8FDD: 44    Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown)
CA/8FE0: 96    Restore screen from fade
CA/8FE1: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/8FE3: C3        Set vehicle/entity's event speed to fast
CA/8FE4: 8A        Move vehicle/entity down 3 tiles
CA/8FE5: 89        Move vehicle/entity right 3 tiles
CA/8FE6: A1        Move vehicle/entity right/down 1x1 tiles
CA/8FE7: A1        Move vehicle/entity right/down 1x1 tiles
CA/8FE8: 85        Move vehicle/entity right 2 tiles
CA/8FE9: FF        End queue
CA/8FEA: 97    Fade screen to black
CA/8FEB: 5C    Pause execution until fade in or fade out is complete
CA/8FEC: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CA/8FEF: 3A    Enable player to move while event commands execute
CA/8FF0: 6B    Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode
CA/8FF6: FF        End vehicle script

CA/8FF7: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA9001
CA/8FFD: 4B    Display dialogue message $032D, wait for button press
               There used to be ships sailing to the southern continent.
               Tzen, Albrook, Maranda
               They've all been smashed.
CA/9000: FE    Return

CA/9001: 4B    Display dialogue message $091F, wait for button press
               I understand they escaped from Figaro Castle's prison.
CA/9004: FE    Return

CA/9005: 4B    Display dialogue message $032E, wait for button press
               Ya met that odd man, lives near the Lete River? His wife bore 'im a son 13 years ago.
               It was a problem birth, and the woman passed away. The man totally lost it.
               He thought the newborn was a monster. Wonder what happened to the poor little baby?
CA/9008: FE    Return

CA/9009: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA9185
CA/900F: 4B    Display dialogue message $032F, wait for button press
               DANCER: Yoo hoo!
               You handsome thing.
               How 'bout joining me?
               Tee hee!
CA/9012: DE    Load CaseWord with the characters in the currently active party?
CA/9013: C1    If ($1E80($043) [$1E88, bit 3] is set) or ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/901B: B2    Call subroutine $CACAD9
CA/901F: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/9021: CF        Turn vehicle/entity left
CA/9022: FF        End queue
CA/9023: B2    Call subroutine $CAC6AC
CA/9027: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/902C: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA9154
CA/9031: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CA/9033: C2        Set vehicle/entity's event speed to normal
CA/9034: 82        Move vehicle/entity down 1 tile
CA/9035: CD        Turn vehicle/entity right
CA/9036: FF        End queue
CA/9037: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/9039: C2        Set vehicle/entity's event speed to normal
CA/903A: CD        Turn vehicle/entity right
CA/903B: FF        End queue
CA/903C: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/903E: C2        Set vehicle/entity's event speed to normal
CA/903F: 80        Move vehicle/entity up 1 tile
CA/9040: CD        Turn vehicle/entity right
CA/9041: FF        End queue
CA/9042: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/9044: C2        Set vehicle/entity's event speed to normal
CA/9045: 83        Move vehicle/entity left 1 tile
CA/9046: CD        Turn vehicle/entity right
CA/9047: FF        End queue
CA/9048: 94    Pause for 60 units
CA/9049: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/904B: 82        Move vehicle/entity down 1 tile
CA/904C: CF        Turn vehicle/entity left
CA/904D: FF        End queue
CA/904E: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9050: CE        Turn vehicle/entity down
CA/9051: FF        End queue
CA/9052: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9054: CE        Turn vehicle/entity down
CA/9055: FF        End queue
CA/9056: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9058: CE        Turn vehicle/entity down
CA/9059: FF        End queue
CA/905A: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CA/905C: C7        Set vehicle/entity to stay still when moving
CA/905D: 1F        Do vehicle/entity graphical action $1F 
CA/905E: DC        Make vehicle/entity jump (low)
CA/905F: A2        Move vehicle/entity left/down 1x1 tiles
CA/9060: E0        Pause for 4 * 6 (24) frames
CA/9062: 18        Do vehicle/entity graphical action $18 
CA/9063: FF        End queue
CA/9064: 94    Pause for 60 units
CA/9065: 4B    Display dialogue message $0330, wait for button press (At bottom of screen)
               CYAN: Hhow dare you
               you licentious howler!
CA/9068: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/906A: 82        Move vehicle/entity down 1 tile
CA/906B: CF        Turn vehicle/entity left
CA/906C: FF        End queue
CA/906D: 4B    Display dialogue message $0331, wait for button press (At bottom of screen)
               DANCER: Geez,
               don't blow an artery, baby!
CA/9070: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/9072: C1        Set vehicle/entity's event speed to slow
CA/9073: 83        Move vehicle/entity left 1 tile
CA/9074: C2        Set vehicle/entity's event speed to normal
CA/9075: C7        Set vehicle/entity to stay still when moving
CA/9076: FF        End queue
CA/9077: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CA/9079: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/907B: 38    Hold screen
CA/907C: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/907E: 85        Move vehicle/entity right 2 tiles
CA/907F: C6        Set vehicle/entity to walk when moving
CA/9080: FF        End queue
CA/9081: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/9083: 85        Move vehicle/entity right 2 tiles
CA/9084: FF        End queue
CA/9085: 02    Begin action queue for character $02 (Actor in stot 2), 17 bytes long (Wait until complete)
CA/9087: C8        Set object layering priority to 2 (low nibble 2)
CA/9089: 1F        Do vehicle/entity graphical action $1F 
CA/908A: DD        Make vehicle/entity jump (high)
CA/908B: CE        Turn vehicle/entity down
CA/908C: 1F        Do vehicle/entity graphical action $1F 
CA/908D: E0        Pause for 4 * 6 (24) frames
CA/908F: DC        Make vehicle/entity jump (low)
CA/9090: CE        Turn vehicle/entity down
CA/9091: 1F        Do vehicle/entity graphical action $1F 
CA/9092: E0        Pause for 4 * 6 (24) frames
CA/9094: C3        Set vehicle/entity's event speed to fast
CA/9095: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CA/9096: 8F        Move vehicle/entity left 4 tiles
CA/9097: FF        End queue
CA/9098: F4    Play sound effect 219
CA/909A: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete)
CA/909C: C1        Set vehicle/entity's event speed to slow
CA/909D: DD        Make vehicle/entity jump (high)
CA/909E: 81        Move vehicle/entity right 1 tile
CA/909F: 28        Do vehicle/entity graphical action $28 
CA/90A0: C6        Set vehicle/entity to walk when moving
CA/90A1: C2        Set vehicle/entity's event speed to normal
CA/90A2: C8        Set object layering priority to 0 (low nibble 0)
CA/90A4: FF        End queue
CA/90A5: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/90A7: 1F        Do vehicle/entity graphical action $1F 
CA/90A8: FF        End queue
CA/90A9: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/90AB: 1F        Do vehicle/entity graphical action $1F 
CA/90AC: FF        End queue
CA/90AD: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/90AF: 1F        Do vehicle/entity graphical action $1F 
CA/90B0: FF        End queue
CA/90B1: 92    Pause for 30 units
CA/90B2: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CA/90B4: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/90B5: E0        Pause for 4 * 1 (4) frames
CA/90B7: CE        Turn vehicle/entity down
CA/90B8: FF        End queue
CA/90B9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/90BB: 87        Move vehicle/entity left 2 tiles
CA/90BC: FF        End queue
CA/90BD: B0    Execute the following commands until $B1 5 times
CA/90BF: 02        Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/90C1: 23            Do vehicle/entity graphical action $23 
CA/90C2: FF            End queue
CA/90C3: 02        Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/90C5: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/90C6: FF            End queue
CA/90C7: B1        End block of repeating commands
CA/90C8: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/90CA: 1F        Do vehicle/entity graphical action $1F 
CA/90CB: FF        End queue
CA/90CC: 4B    Display dialogue message $0332, wait for button press (At bottom of screen)
               CYAN: Bbaby?!
CA/90CF: BE    If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA915A
CA/90D4: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/90D6: CD        Turn vehicle/entity right
CA/90D7: FF        End queue
CA/90D8: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/90DA: C1        Set vehicle/entity's event speed to slow
CA/90DB: 83        Move vehicle/entity left 1 tile
CA/90DC: C2        Set vehicle/entity's event speed to normal
CA/90DD: FF        End queue
CA/90DE: 4B    Display dialogue message $0335, wait for button press (At bottom of screen)
               DANCER: Stop whispering!
               My ears are burnin', baby!
CA/90E1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/90E3: CE        Turn vehicle/entity down
CA/90E4: FF        End queue
CA/90E5: B0    Execute the following commands until $B1 6 times
CA/90E7: 02        Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/90E9: 1F            Do vehicle/entity graphical action $1F 
CA/90EA: FF            End queue
CA/90EB: 02        Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/90ED: CE            Turn vehicle/entity down
CA/90EE: FF            End queue
CA/90EF: B1        End block of repeating commands
CA/90F0: 02    Begin action queue for character $02 (Actor in stot 2), 12 bytes long 
CA/90F2: 18        Do vehicle/entity graphical action $18 
CA/90F3: E0        Pause for 4 * 32 (128) frames
CA/90F5: CD        Turn vehicle/entity right
CA/90F6: E0        Pause for 4 * 1 (4) frames
CA/90F8: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/90F9: E0        Pause for 4 * 1 (4) frames
CA/90FB: FC        Branch 6 bytes backwards ($CA90F5)
CA/90FD: FF        End queue
CA/90FE: 91    Pause for 15 units
CA/90FF: 4B    Display dialogue message $0336, wait for button press (At bottom of screen)
               CYAN: Enough!
               Have you no shame?
               I'll have you knowetcetc.
CA/9102: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9104: A2        Move vehicle/entity left/down 1x1 tiles
CA/9105: FF        End queue
CA/9106: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/9108: 83        Move vehicle/entity left 1 tile
CA/9109: CE        Turn vehicle/entity down
CA/910A: FF        End queue
CA/910B: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CA9117
CA/9111: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/9113: A2        Move vehicle/entity left/down 1x1 tiles
CA/9114: 83        Move vehicle/entity left 1 tile
CA/9115: CE        Turn vehicle/entity down
CA/9116: FF        End queue
CA/9117: 94    Pause for 60 units
CA/9118: 32    Begin action queue for character $32 (Party Character 1), 9 bytes long 
CA/911A: 1D        Do vehicle/entity graphical action $1D 
CA/911B: E0        Pause for 4 * 1 (4) frames
CA/911D: 1E        Do vehicle/entity graphical action $1E 
CA/911E: E0        Pause for 4 * 1 (4) frames
CA/9120: FC        Branch 6 bytes backwards ($CA911A)
CA/9122: FF        End queue
CA/9123: 4B    Display dialogue message $0337, wait for button press (At bottom of screen)
               Goodness!
CA/9126: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/9128: CC        Turn vehicle/entity up
CA/9129: FF        End queue
CA/912A: 94    Pause for 60 units
CA/912B: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/912D: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/912F: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CA/9131: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CA/9133: C2        Set vehicle/entity's event speed to normal
CA/9134: 80        Move vehicle/entity up 1 tile
CA/9135: FF        End queue
CA/9136: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9138: 82        Move vehicle/entity down 1 tile
CA/9139: FF        End queue
CA/913A: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/913C: A2        Move vehicle/entity left/down 1x1 tiles
CA/913D: FF        End queue
CA/913E: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/9140: C2        Set vehicle/entity's event speed to normal
CA/9141: A3        Move vehicle/entity left/up 1x1 tiles
CA/9142: FF        End queue
CA/9143: 91    Pause for 15 units
CA/9144: 39    Free screen
CA/9145: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/9147: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/9149: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/914B: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CA/914D: B2    Call subroutine $CACB95
CA/9151: D0    Set event bit $1E80($043) [$1E88, bit 3]
CA/9153: FE    Return

CA/9154: 3C    Set up the party as follows: $02 (Actor in stot 2), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/9159: FE    Return

CA/915A: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CA/915C: A2        Move vehicle/entity left/down 1x1 tiles
CA/915D: 83        Move vehicle/entity left 1 tile
CA/915E: CE        Turn vehicle/entity down
CA/915F: FF        End queue
CA/9160: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9162: CE        Turn vehicle/entity down
CA/9163: FF        End queue
CA/9164: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9166: CE        Turn vehicle/entity down
CA/9167: FF        End queue
CA/9168: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CA/916A: CC        Turn vehicle/entity up
CA/916B: FF        End queue
CA/916C: 4B    Display dialogue message $0333, wait for button press (At bottom of screen)
               SABIN: CYAN
               Don't let it get to you.
               CYAN: I'm not like that!
CA/916F: 92    Pause for 30 units
CA/9170: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CA/9172: 25        Do vehicle/entity graphical action $25 
CA/9173: FF        End queue
CA/9174: 92    Pause for 30 units
CA/9175: 4B    Display dialogue message $0334, wait for button press (At bottom of screen)
               SABIN: No one thinks you are. Just let it go.
CA/9178: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CA/917A: 1D        Do vehicle/entity graphical action $1D 
CA/917B: E0        Pause for 4 * 1 (4) frames
CA/917D: 1E        Do vehicle/entity graphical action $1E 
CA/917E: E0        Pause for 4 * 1 (4) frames
CA/9180: FC        Branch 6 bytes backwards ($CA917A)
CA/9182: FF        End queue
CA/9183: 95    Pause for 120 units
CA/9184: FE    Return

CA/9185: 4B    Display dialogue message $0924, wait for button press
               I've been chatting with the boss of this gang, Gerad.
               He's kinda handsome!
CA/9188: FE    Return

CA/9189: D0    Set event bit $1E80($0A7) [$1E94, bit 7]
CA/918B: 4B    Display dialogue message $0920, wait for button press
               From out of nowhere a bunch of huge sandworms burrowed into the prison!
               We followed their tunnels back to the surface and escaped.
CA/918E: B2    Call subroutine $CA91B1
CA/9192: FE    Return

CA/9193: D0    Set event bit $1E80($0A8) [$1E95, bit 0]
CA/9195: 4B    Display dialogue message $0921, wait for button press
               Our last boss perished that day. We met up with Gerad in this town.
CA/9198: B2    Call subroutine $CA91B1
CA/919C: FE    Return

CA/919D: D0    Set event bit $1E80($0A9) [$1E95, bit 1]
CA/919F: 4B    Display dialogue message $0922, wait for button press
               The boss wants to sneak into Figaro Castle. He wants to get our booty back from the storage room there.
CA/91A2: B2    Call subroutine $CA91B1
CA/91A6: FE    Return

CA/91A7: D0    Set event bit $1E80($0AA) [$1E95, bit 2]
CA/91A9: 4B    Display dialogue message $0923, wait for button press
               We'll enter da castle through a secret cave dat only we knows about!
CA/91AC: B2    Call subroutine $CA91B1
CA/91B0: FE    Return

CA/91B1: C4    If ($1E80($0AB) [$1E95, bit 3] is set) or ($1E80($0A7) [$1E94, bit 7] is clear) or ($1E80($0A8) [$1E95, bit 0] is clear) or ($1E80($0A9) [$1E95, bit 1] is clear) or ($1E80($0AA) [$1E95, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/91BF: D0    Set event bit $1E80($0AB) [$1E95, bit 3]
CA/91C1: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CA/91C3: C8        Set object layering priority to 0 (low nibble 0)
CA/91C5: A0        Move vehicle/entity right/up 1x1 tiles
CA/91C6: FF        End queue
CA/91C7: 4B    Display dialogue message $0925, wait for button press
               All right, let's go!
CA/91CA: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CA/91CC: 81        Move vehicle/entity right 1 tile
CA/91CD: A1        Move vehicle/entity right/down 1x1 tiles
CA/91CE: 86        Move vehicle/entity down 2 tiles
CA/91CF: D1        Make vehicle/entity disappear
CA/91D0: FF        End queue
CA/91D1: D7    Clear event bit $1E80($374) [$1EEE, bit 4]
CA/91D3: D6    Set event bit $1E80($375) [$1EEE, bit 5]
CA/91D5: D6    Set event bit $1E80($376) [$1EEE, bit 6]
CA/91D7: D6    Set event bit $1E80($377) [$1EEE, bit 7]
CA/91D9: FE    Return

CA/91DA: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA921A
CA/91E0: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA9204
CA/91E6: 4B    Display dialogue message $0926, wait for button press
               GERAD: What's your problem?
               CELES: Y
               you're EDGAR, aren't you?!
CA/91E9: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/91EF: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/91F1: 1A    Begin action queue for character $1A (NPC $1A), 16 bytes long 
CA/91F3: 85        Move vehicle/entity right 2 tiles
CA/91F4: 8E        Move vehicle/entity down 4 tiles
CA/91F5: 83        Move vehicle/entity left 1 tile
CA/91F6: 8E        Move vehicle/entity down 4 tiles
CA/91F7: CD        Turn vehicle/entity right
CA/91F8: E2        Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/91FA: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/91FB: E0        Pause for 4 * 1 (4) frames
CA/91FD: CD        Turn vehicle/entity right
CA/91FE: E0        Pause for 4 * 1 (4) frames
CA/9200: FC        Branch 6 bytes backwards ($CA91FA)
CA/9202: FF        End queue
CA/9203: FE    Return

CA/9204: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/920A: 4B    Display dialogue message $0927, wait for button press
               CELES: EDGAR?
               GERAD: Enough of this nonsense! I have things to do.
CA/920D: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/920F: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CA/9211: A8        Move vehicle/entity left/down 1x2 tiles
CA/9212: 8F        Move vehicle/entity left 4 tiles
CA/9213: 86        Move vehicle/entity down 2 tiles
CA/9214: 87        Move vehicle/entity left 2 tiles
CA/9215: 82        Move vehicle/entity down 1 tile
CA/9216: E2        Set event bit $1E80($1F3) [$1EBE, bit 3]
CA/9218: FF        End queue
CA/9219: FE    Return

CA/921A: B2    Call subroutine $CACAB3
CA/921E: B2    Call subroutine $CAC6AC
CA/9222: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/9227: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/9229: CE        Turn vehicle/entity down
CA/922A: FF        End queue
CA/922B: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/922D: C2        Set vehicle/entity's event speed to normal
CA/922E: 83        Move vehicle/entity left 1 tile
CA/922F: CE        Turn vehicle/entity down
CA/9230: FF        End queue
CA/9231: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CA/9233: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9234: FF        End queue
CA/9235: 4B    Display dialogue message $0928, wait for button press
               GERAD: I'll be busy getting ready for our departure to Figaro.
               CELES: Don't play possum with me! EDGAR?
               Or have you somehow lost your memory?
CA/9238: 93    Pause for 45 units
CA/9239: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CA/923B: CC        Turn vehicle/entity up
CA/923C: FF        End queue
CA/923D: 93    Pause for 45 units
CA/923E: 4B    Display dialogue message $0929, wait for button press
               GERAD: Listen, my lady,
               I've been Gerad all my life!
CA/9241: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CA/9243: 86        Move vehicle/entity down 2 tiles
CA/9244: FF        End queue
CA/9245: 4B    Display dialogue message $092B, wait for button press
               CELES: Only EDGAR would say, my lady.
CA/9248: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long (Wait until complete)
CA/924A: 1F        Do vehicle/entity graphical action $1F 
CA/924B: E0        Pause for 4 * 3 (12) frames
CA/924D: CE        Turn vehicle/entity down
CA/924E: E0        Pause for 4 * 6 (24) frames
CA/9250: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9251: FF        End queue
CA/9252: B5    Pause for 15 * 8 (120) units
CA/9254: 1A    Begin action queue for character $1A (NPC $1A), 9 bytes long 
CA/9256: 24        Do vehicle/entity graphical action $24 
CA/9257: E0        Pause for 4 * 1 (4) frames
CA/9259: 25        Do vehicle/entity graphical action $25 
CA/925A: E0        Pause for 4 * 1 (4) frames
CA/925C: FC        Branch 6 bytes backwards ($CA9256)
CA/925E: FF        End queue
CA/925F: 94    Pause for 60 units
CA/9260: 4B    Display dialogue message $092C, wait for button press
               GERAD: What's all the bloomin' fuss about?
               The words, my lady are used the world over!
CA/9263: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CA/9265: 8A        Move vehicle/entity down 3 tiles
CA/9266: D1        Make vehicle/entity disappear
CA/9267: FF        End queue
CA/9268: B2    Call subroutine $CB2E34
CA/926C: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/926E: 81        Move vehicle/entity right 1 tile
CA/926F: FF        End queue
CA/9270: 94    Pause for 60 units
CA/9271: B2    Call subroutine $CACB95
CA/9275: B2    Call subroutine $CB2E2B
CA/9279: D7    Clear event bit $1E80($376) [$1EEE, bit 6]
CA/927B: D6    Set event bit $1E80($378) [$1EEF, bit 0]
CA/927D: FE    Return

CA/927E: 4B    Display dialogue message $091C, wait for button press
               What're ya doin'?
               Get away!
CA/9281: FE    Return

CA/9282: C1    If ($1E80($0AC) [$1E95, bit 4] is set) or ($1E80($378) [$1EEF, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/928A: 31    Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete)
CA/928C: C2        Set vehicle/entity's event speed to normal
CA/928D: A2        Move vehicle/entity left/down 1x1 tiles
CA/928E: E0        Pause for 4 * 4 (16) frames
CA/9290: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9291: E0        Pause for 4 * 6 (24) frames
CA/9293: C7        Set vehicle/entity to stay still when moving
CA/9294: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/9295: DC        Make vehicle/entity jump (low)
CA/9296: 82        Move vehicle/entity down 1 tile
CA/9297: C3        Set vehicle/entity's event speed to fast
CA/9298: 82        Move vehicle/entity down 1 tile
CA/9299: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/929A: C6        Set vehicle/entity to walk when moving
CA/929B: FF        End queue
CA/929C: 38    Hold screen
CA/929D: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/929F: C2        Set vehicle/entity's event speed to normal
CA/92A0: 9E        Move vehicle/entity down 8 tiles
CA/92A1: FF        End queue
CA/92A2: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CA/92A4: 82        Move vehicle/entity down 1 tile
CA/92A5: CF        Turn vehicle/entity left
CA/92A6: FF        End queue
CA/92A7: 4B    Display dialogue message $091D, wait for button press
               GERAD: Oh, yeah, you know how to get into Figaro Castle, don't you?!
               HENCHMAN: G'ho ho, do we ever!
CA/92AA: 15    Begin action queue for character $15 (NPC $15), 8 bytes long (Wait until complete)
CA/92AC: 80        Move vehicle/entity up 1 tile
CA/92AD: E0        Pause for 4 * 8 (32) frames
CA/92AF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/92B0: E0        Pause for 4 * 2 (8) frames
CA/92B2: 18        Do vehicle/entity graphical action $18 
CA/92B3: FF        End queue
CA/92B4: 4B    Display dialogue message $091E, wait for button press
               GERAD: Yeah, You lead the way since it's buried.
CA/92B7: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/92B9: 9C        Move vehicle/entity up 8 tiles
CA/92BA: FF        End queue
CA/92BB: 39    Free screen
CA/92BC: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/92BE: C2        Set vehicle/entity's event speed to normal
CA/92BF: 99        Move vehicle/entity right 7 tiles
CA/92C0: 8E        Move vehicle/entity down 4 tiles
CA/92C1: DD        Make vehicle/entity jump (high)
CA/92C2: 86        Move vehicle/entity down 2 tiles
CA/92C3: DC        Make vehicle/entity jump (low)
CA/92C4: A2        Move vehicle/entity left/down 1x1 tiles
CA/92C5: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/92C6: FF        End queue
CA/92C7: 95    Pause for 120 units
CA/92C8: D6    Set event bit $1E80($3FE) [$1EFF, bit 6]
CA/92CA: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (142, 76), facing up, flags $00
CA/92D0: C1        Set vehicle/entity's event speed to slow
CA/92D1: FC        Change character to ship graphic
CA/92D2: 9F        Move vehicle/entity left 8 tiles
CA/92D3: 9F        Move vehicle/entity left 8 tiles
CA/92D4: 9F        Move vehicle/entity left 8 tiles
CA/92D5: 97        Move vehicle/entity left 6 tiles
CA/92D6: 9E        Move vehicle/entity down 8 tiles
CA/92D7: 9E        Move vehicle/entity down 8 tiles
CA/92D8: D2        Load map $005B (South Figaro, docks (always)), position (14, 12), mode $00
CA/92DE: 6C    Set parent map to $0001 (World of Ruin), parent coordinates to (113, 0), facing down
CA/92E4: C0    If ($1E80($0AC) [$1E95, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/92EA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/92EC: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/92ED: FF        End queue
CA/92EE: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CA/92F0: 80        Move vehicle/entity up 1 tile
CA/92F1: 88        Move vehicle/entity up 3 tiles
CA/92F2: 8F        Move vehicle/entity left 4 tiles
CA/92F3: 98        Move vehicle/entity up 7 tiles
CA/92F4: D1        Make vehicle/entity disappear
CA/92F5: FF        End queue
CA/92F6: 94    Pause for 60 units
CA/92F7: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/92F9: 85        Move vehicle/entity right 2 tiles
CA/92FA: FC        Branch 9 bytes backwards ($CA92F1)
CA/92FC: FF        End queue
CA/92FD: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/92FF: 80        Move vehicle/entity up 1 tile
CA/9300: FC        Branch 7 bytes backwards ($CA92F9)
CA/9302: FF        End queue
CA/9303: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/9305: 80        Move vehicle/entity up 1 tile
CA/9306: FC        Branch 7 bytes backwards ($CA92FF)
CA/9308: FF        End queue
CA/9309: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/930B: 80        Move vehicle/entity up 1 tile
CA/930C: FC        Branch 7 bytes backwards ($CA9305)
CA/930E: FF        End queue
CA/930F: B5    Pause for 15 * 16 (240) units
CA/9311: D0    Set event bit $1E80($0AC) [$1E95, bit 4]
CA/9313: D7    Clear event bit $1E80($3FE) [$1EFF, bit 6]
CA/9315: D7    Clear event bit $1E80($377) [$1EEE, bit 7]
CA/9317: D7    Clear event bit $1E80($378) [$1EEF, bit 0]
CA/9319: D6    Set event bit $1E80($37E) [$1EEF, bit 6]
CA/931B: FE    Return

CA/931C: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (113, 91), facing up, flags $00
CA/9322: C1        Set vehicle/entity's event speed to slow
CA/9323: FC        Change character to ship graphic
CA/9324: 9C        Move vehicle/entity up 8 tiles
CA/9325: 98        Move vehicle/entity up 7 tiles
CA/9326: 9D        Move vehicle/entity right 8 tiles
CA/9327: 9D        Move vehicle/entity right 8 tiles
CA/9328: 9D        Move vehicle/entity right 8 tiles
CA/9329: 91        Move vehicle/entity right 5 tiles
CA/932A: D2        Load map $00BB (Nikeah, docks / cargo ship at sea (always)), position (16, 16), mode $00
CA/9330: 6C    Set parent map to $0001 (World of Ruin), parent coordinates to (147, 0), facing down
CA/9336: FE    Return

CA/9337: 4B    Display dialogue message $0485, wait for button press
               IMPRESARIO: Maria!?
CA/933A: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/933C: 1F        Do vehicle/entity graphical action $1F 
CA/933D: E0        Pause for 4 * 6 (24) frames
CA/933F: C2        Set vehicle/entity's event speed to normal
CA/9340: FF        End queue
CA/9341: B2    Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right)
CA/9345: BE    If $00 is in the current CaseWord, jump to subroutine $CA93DF; else
               If $01 is in the current CaseWord, jump to subroutine $CA93E5; else
               If $03 is in the current CaseWord, jump to subroutine $CA93EA
CA/9350: B2    Call subroutine $CAC6AC
CA/9354: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/9359: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/935B: CE        Turn vehicle/entity down
CA/935C: FF        End queue
CA/935D: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/935F: C2        Set vehicle/entity's event speed to normal
CA/9360: 81        Move vehicle/entity right 1 tile
CA/9361: CE        Turn vehicle/entity down
CA/9362: FF        End queue
CA/9363: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/9365: C2        Set vehicle/entity's event speed to normal
CA/9366: 83        Move vehicle/entity left 1 tile
CA/9367: CE        Turn vehicle/entity down
CA/9368: FF        End queue
CA/9369: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/936B: C2        Set vehicle/entity's event speed to normal
CA/936C: 80        Move vehicle/entity up 1 tile
CA/936D: CE        Turn vehicle/entity down
CA/936E: FF        End queue
CA/936F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/9371: CC        Turn vehicle/entity up
CA/9372: FF        End queue
CA/9373: 93    Pause for 45 units
CA/9374: B3    Call subroutine $CAC7FE, 2 times
CA/9379: 4B    Display dialogue message $0486, wait for button press
               CELES: Are you talking to me?
CA/937C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/937E: 82        Move vehicle/entity down 1 tile
CA/937F: FF        End queue
CA/9380: 4B    Display dialogue message $0487, wait for button press
               IMPRESARIO: Sorrymy mistake.
               Wow, you could pass for Maria in a heartbeat! Hoo boy, now I really am in trouble
CA/9383: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/9385: 9E        Move vehicle/entity down 8 tiles
CA/9386: D1        Make vehicle/entity disappear
CA/9387: FF        End queue
CA/9388: 45    Refresh objects
CA/9389: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/938B: CF        Turn vehicle/entity left
CA/938C: FF        End queue
CA/938D: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/938F: CD        Turn vehicle/entity right
CA/9390: FF        End queue
CA/9391: 91    Pause for 15 units
CA/9392: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/9394: CD        Turn vehicle/entity right
CA/9395: E0        Pause for 4 * 1 (4) frames
CA/9397: CC        Turn vehicle/entity up
CA/9398: FF        End queue
CA/9399: B5    Pause for 15 * 6 (90) units
CA/939B: 4B    Display dialogue message $0488, wait for button press
               CELES looks just like Maria?
CA/939E: 92    Pause for 30 units
CA/939F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/93A1: CD        Turn vehicle/entity right
CA/93A2: FF        End queue
CA/93A3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/93A5: CE        Turn vehicle/entity down
CA/93A6: FF        End queue
CA/93A7: 91    Pause for 15 units
CA/93A8: B3    Call subroutine $CAC7FE, 3 times
CA/93AD: 94    Pause for 60 units
CA/93AE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/93B0: 25        Do vehicle/entity graphical action $25 
CA/93B1: FF        End queue
CA/93B2: 95    Pause for 120 units
CA/93B3: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/93B5: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/93B7: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/93B9: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CA/93BB: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/93BD: 83        Move vehicle/entity left 1 tile
CA/93BE: FF        End queue
CA/93BF: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/93C1: 81        Move vehicle/entity right 1 tile
CA/93C2: FF        End queue
CA/93C3: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/93C5: 82        Move vehicle/entity down 1 tile
CA/93C6: FF        End queue
CA/93C7: B5    Pause for 15 * 2 (30) units
CA/93C9: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/93CB: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/93CD: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/93CF: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CA/93D1: B2    Call subroutine $CACB95
CA/93D5: D7    Clear event bit $1E80($32F) [$1EE5, bit 7]
CA/93D7: D6    Set event bit $1E80($331) [$1EE6, bit 1]
CA/93D9: 3D    Create object $12
CA/93DB: 41    Show object $12
CA/93DD: 45    Refresh objects
CA/93DE: FE    Return

CA/93DF: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/93E1: A0        Move vehicle/entity right/up 1x1 tiles
CA/93E2: A3        Move vehicle/entity left/up 1x1 tiles
CA/93E3: FF        End queue
CA/93E4: FE    Return

CA/93E5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/93E7: A0        Move vehicle/entity right/up 1x1 tiles
CA/93E8: FF        End queue
CA/93E9: FE    Return

CA/93EA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/93EC: A3        Move vehicle/entity left/up 1x1 tiles
CA/93ED: FF        End queue
CA/93EE: FE    Return

CA/93EF: DE    Load CaseWord with the characters in the currently active party?
CA/93F0: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CB45C5
CA/93F6: 4B    Display dialogue message $0484, wait for button press
               You're the spittin' image of Maria! Huh? Haven't heard of her? She's a famous opera singer!
CA/93F9: FE    Return

CA/93FA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/93FC: C2        Set vehicle/entity's event speed to normal
CA/93FD: FF        End queue
CA/93FE: B2    Call subroutine $CACA8D
CA/9402: 4B    Display dialogue message $0489, wait for button press
               That PERSON dropped it off.
CA/9405: 11    Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete)
CA/9407: 8E        Move vehicle/entity down 4 tiles
CA/9408: 87        Move vehicle/entity left 2 tiles
CA/9409: A2        Move vehicle/entity left/down 1x1 tiles
CA/940A: A2        Move vehicle/entity left/down 1x1 tiles
CA/940B: 87        Move vehicle/entity left 2 tiles
CA/940C: 86        Move vehicle/entity down 2 tiles
CA/940D: FF        End queue
CA/940E: 4B    Display dialogue message $048A, wait for button press (At bottom of screen)
               MASTER: He's the director of the operas here. Everyone just calls him Impresario.
               He's been in a tizzy ever since that letter arrived.
CA/9411: 94    Pause for 60 units
CA/9412: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/9414: 1B        Do vehicle/entity graphical action $1B 
CA/9415: E0        Pause for 4 * 4 (16) frames
CA/9417: 1C        Do vehicle/entity graphical action $1C 
CA/9418: FF        End queue
CA/9419: 42    Hide object $12
CA/941B: 45    Refresh objects
CA/941C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/941E: 80        Move vehicle/entity up 1 tile
CA/941F: FF        End queue
CA/9420: B2    Call subroutine $CAC6AC
CA/9424: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/9429: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/942B: C2        Set vehicle/entity's event speed to normal
CA/942C: A1        Move vehicle/entity right/down 1x1 tiles
CA/942D: CC        Turn vehicle/entity up
CA/942E: FF        End queue
CA/942F: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/9431: C2        Set vehicle/entity's event speed to normal
CA/9432: A2        Move vehicle/entity left/down 1x1 tiles
CA/9433: CC        Turn vehicle/entity up
CA/9434: FF        End queue
CA/9435: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/9437: C2        Set vehicle/entity's event speed to normal
CA/9438: 82        Move vehicle/entity down 1 tile
CA/9439: CC        Turn vehicle/entity up
CA/943A: FF        End queue
CA/943B: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CA/943D: CC        Turn vehicle/entity up
CA/943E: E0        Pause for 4 * 4 (16) frames
CA/9440: 21        Do vehicle/entity graphical action $21 
CA/9441: E0        Pause for 4 * 4 (16) frames
CA/9443: FC        Branch 6 bytes backwards ($CA943D)
CA/9445: FF        End queue
CA/9446: F2    Fade out current song with transition time 128
CA/9448: 4B    Display dialogue message $048E, wait for button press
               My Dear Maria,
               I want you for my wife.
               I'm coming for you
               The Wandering Gambler
CA/944B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/944D: C2        Set vehicle/entity's event speed to normal
CA/944E: 80        Move vehicle/entity up 1 tile
CA/944F: FF        End queue
CA/9450: 4B    Display dialogue message $048B, wait for button press (At bottom of screen)
               LOCKE: Who's this Wandering? what's-his-name?
               MASTER: You born on a farm, son?
CA/9453: F0    Play song 16 (Setzer), (high bit clear), full volume
CA/9455: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/9457: 7F    Change character $09's name to $09 (SETZER)
CA/945A: 37    Assign graphics $09 to object $09 (Actor in stot 9)
CA/945D: 43    Assign palette $04 to character $09 (Actor in stot 9)
CA/9460: 88    Remove the following status ailments from character $09 (Actor in stot 9): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/9464: 8B    For character $09 (Actor in stot 9), take HP and set to maximum
CA/9467: 6A    Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $2400), place party at (18, 6), facing down
CA/946D: 38    Hold screen
CA/946E: 42    Hide object $31
CA/9470: 42    Hide object $32
CA/9472: 42    Hide object $33
CA/9474: 42    Hide object $34
CA/9476: 3D    Create object $09
CA/9478: 41    Show object $09
CA/947A: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/947C: D5        Set vehicle/entity's position to (8, 6)
CA/947F: CF        Turn vehicle/entity left
CA/9480: FF        End queue
CA/9481: 96    Restore screen from fade
CA/9482: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/9484: C1        Set vehicle/entity's event speed to slow
CA/9485: 9F        Move vehicle/entity left 8 tiles
CA/9486: 87        Move vehicle/entity left 2 tiles
CA/9487: FF        End queue
CA/9488: B2    Call subroutine $CAD00F
CA/948C: 94    Pause for 60 units
CA/948D: 4B    Display dialogue message $048D, wait for button press (Show text only) (At bottom of screen)
               A blackjack-playing, world-traveling, casino-dwelling free spirit
CA/9490: 92    Pause for 30 units
CA/9491: 98    Invoke name change screen for character $09 (Actor in stot 9)
CA/9493: 50    Tint screen (cumulative) with color $BC
CA/9495: 96    Restore screen from fade
CA/9496: 94    Pause for 60 units
CA/9497: B2    Call subroutine $CAD015
CA/949B: 94    Pause for 60 units
CA/949C: D7    Clear event bit $1E80($331) [$1EE6, bit 1]
CA/949E: 6A    Load map $00D1 (Owzer's house, upper floor (always)) after fade out, (upper bits $0400), place party at (118, 24), facing up
CA/94A4: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/94A6: 39    Free screen
CA/94A7: 3E    Delete object $09
CA/94A9: 41    Show object $31
CA/94AB: 41    Show object $32
CA/94AD: 41    Show object $33
CA/94AF: 41    Show object $34
CA/94B1: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/94B3: D5        Set vehicle/entity's position to (119, 25)
CA/94B6: CC        Turn vehicle/entity up
CA/94B7: FF        End queue
CA/94B8: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/94BA: D5        Set vehicle/entity's position to (117, 25)
CA/94BD: CC        Turn vehicle/entity up
CA/94BE: FF        End queue
CA/94BF: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CA/94C1: D5        Set vehicle/entity's position to (118, 25)
CA/94C4: CC        Turn vehicle/entity up
CA/94C5: FF        End queue
CA/94C6: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/94C8: D5        Set vehicle/entity's position to (118, 22)
CA/94CB: CE        Turn vehicle/entity down
CA/94CC: FF        End queue
CA/94CD: 96    Restore screen from fade
CA/94CE: 5C    Pause execution until fade in or fade out is complete
CA/94CF: 4B    Display dialogue message $048C, wait for button press (At bottom of screen)
               That's SETZER, owner of the world's only airship.
CA/94D2: 95    Pause for 120 units
CA/94D3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/94D5: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/94D6: FF        End queue
CA/94D7: 4B    Display dialogue message $048F, wait for button press
               CELES: If we could get that airship, we'd make the Empire in no time.
               LOCKE: Let's set up a meetingwith SETZER
CA/94DA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/94DC: CE        Turn vehicle/entity down
CA/94DD: FF        End queue
CA/94DE: 94    Pause for 60 units
CA/94DF: B2    Call subroutine $CB2E34
CA/94E3: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/94E5: A3        Move vehicle/entity left/up 1x1 tiles
CA/94E6: FF        End queue
CA/94E7: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/94E9: A0        Move vehicle/entity right/up 1x1 tiles
CA/94EA: FF        End queue
CA/94EB: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/94ED: 80        Move vehicle/entity up 1 tile
CA/94EE: FF        End queue
CA/94EF: 92    Pause for 30 units
CA/94F0: B2    Call subroutine $CACB95
CA/94F4: B2    Call subroutine $CB2E2B
CA/94F8: D6    Set event bit $1E80($340) [$1EE8, bit 0]
CA/94FA: D7    Clear event bit $1E80($341) [$1EE8, bit 1]
CA/94FC: D2    Set event bit $1E80($10E) [$1EA1, bit 6]
CA/94FE: FE    Return

CA/94FF: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/9507: 4B    Display dialogue message $042A, wait for button press
               Hand's pointin' at the two.
CA/950A: FE    Return

CA/950B: 4B    Display dialogue message $0413, wait for button press
               Zozo!?
               Never heard of it.
CA/950E: FE    Return

CA/950F: 4B    Display dialogue message $0414, wait for button press
               Great people, here!
CA/9512: FE    Return

CA/9513: C0    If ($1E80($298) [$1ED3, bit 0] is set), branch to $CA951D
CA/9519: 4B    Display dialogue message $0429, wait for button press
               This place is dangerous!
               And don't you dare think about jumping between buildings!
CA/951C: FE    Return

CA/951D: 4B    Display dialogue message $0426, wait for button press
               Climb the stairs of the building with the CAFE sign on it, and you can find a path leading to Mt. Zozo.
CA/9520: C0    If ($1E80($1DB) [$1EBB, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/9526: 4B    Display dialogue message $0427, wait for button press
               With this Rust-Rid you can open that door.
               Yours for 1000 GP!
               ^ Yes
               ^ No
CA/9529: B6    Indexed branch based on prior dialogue selection [$CA9531, $CA5EB3]
CA/9530: FE    Return

CA/9531: 85    Take 1000 GP from party
CA/9534: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CA/953A: F4    Play sound effect 141
CA/953C: 4B    Display dialogue message $0428, wait for button press
               Purchased Rust-Rid!
CA/953F: D2    Set event bit $1E80($1DB) [$1EBB, bit 3]
CA/9541: FE    Return

CA/9542: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CA/9544: D5        Set vehicle/entity's position to (59, 44)
CA/9547: FF        End queue
CA/9548: 3E    Delete object $20
CA/954A: 38    Hold screen
CA/954B: 21    Begin action queue for character $21 (NPC $21), 13 bytes long 
CA/954D: A3        Move vehicle/entity left/up 1x1 tiles
CA/954E: A3        Move vehicle/entity left/up 1x1 tiles
CA/954F: A3        Move vehicle/entity left/up 1x1 tiles
CA/9550: A3        Move vehicle/entity left/up 1x1 tiles
CA/9551: A3        Move vehicle/entity left/up 1x1 tiles
CA/9552: A3        Move vehicle/entity left/up 1x1 tiles
CA/9553: A3        Move vehicle/entity left/up 1x1 tiles
CA/9554: A3        Move vehicle/entity left/up 1x1 tiles
CA/9555: AB        Move vehicle/entity left/up 1x2 tiles
CA/9556: AB        Move vehicle/entity left/up 1x2 tiles
CA/9557: 9C        Move vehicle/entity up 8 tiles
CA/9558: D1        Make vehicle/entity disappear
CA/9559: FF        End queue
CA/955A: 92    Pause for 30 units
CA/955B: 30    Begin action queue for character $30 (Camera), 21 bytes long (Wait until complete)
CA/955D: C3        Set vehicle/entity's event speed to fast
CA/955E: A3        Move vehicle/entity left/up 1x1 tiles
CA/955F: A3        Move vehicle/entity left/up 1x1 tiles
CA/9560: A3        Move vehicle/entity left/up 1x1 tiles
CA/9561: A3        Move vehicle/entity left/up 1x1 tiles
CA/9562: A3        Move vehicle/entity left/up 1x1 tiles
CA/9563: A3        Move vehicle/entity left/up 1x1 tiles
CA/9564: C2        Set vehicle/entity's event speed to normal
CA/9565: A3        Move vehicle/entity left/up 1x1 tiles
CA/9566: A3        Move vehicle/entity left/up 1x1 tiles
CA/9567: E0        Pause for 4 * 4 (16) frames
CA/9569: A1        Move vehicle/entity right/down 1x1 tiles
CA/956A: A1        Move vehicle/entity right/down 1x1 tiles
CA/956B: A1        Move vehicle/entity right/down 1x1 tiles
CA/956C: A1        Move vehicle/entity right/down 1x1 tiles
CA/956D: A1        Move vehicle/entity right/down 1x1 tiles
CA/956E: A1        Move vehicle/entity right/down 1x1 tiles
CA/956F: A1        Move vehicle/entity right/down 1x1 tiles
CA/9570: A1        Move vehicle/entity right/down 1x1 tiles
CA/9571: FF        End queue
CA/9572: 39    Free screen
CA/9573: D7    Clear event bit $1E80($384) [$1EF0, bit 4]
CA/9575: FE    Return

CA/9576: 4B    Display dialogue message $0422, wait for button press
               That clock has no minute hand. It's never pointing to the right time anyway!
CA/9579: FE    Return

CA/957A: 4B    Display dialogue message $0421, wait for button press
               Clock's second hand's pointin' at 30.
CA/957D: FE    Return

CA/957E: 4B    Display dialogue message $0423, wait for button press
               The seconds? They're divisible by 20!
CA/9581: FE    Return

CA/9582: 4B    Display dialogue message $0425, wait for button press
               The second hand of my watch is pointing at four.
CA/9585: FE    Return

CA/9586: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA9590
CA/958C: 4B    Display dialogue message $041B, wait for button press
               Girl?
               Haven't seen any girls here. Might wanna check the top of this building.
CA/958F: FE    Return

CA/9590: 4B    Display dialogue message $041C, wait for button press
               It's safe here!
CA/9593: FE    Return

CA/9594: 4B    Display dialogue message $041E, wait for button press
               Phew!
               How long we gonna have ta do this!?
CA/9597: FE    Return

CA/9598: 4B    Display dialogue message $0417, wait for button press
               Time?
               It's 4:00.
CA/959B: FE    Return

CA/959C: 4B    Display dialogue message $0418, wait for button press
               You can trust me!
               It's 8:00.
CA/959F: FE    Return

CA/95A0: 4B    Display dialogue message $0419, wait for button press
               10:00!
               Time to go home!
CA/95A3: FE    Return

CA/95A4: 4B    Display dialogue message $041A, wait for button press
               It's already 12:00.
CA/95A7: FE    Return

CA/95A8: 4B    Display dialogue message $0416, wait for button press
               It's now 2:00.
CA/95AB: FE    Return

CA/95AC: 4B    Display dialogue message $0414, wait for button press
               Great people, here!
CA/95AF: FE    Return

CA/95B0: 4B    Display dialogue message $042C, wait for button press
               Get in line!
CA/95B3: FE    Return

CA/95B4: C0    If ($1E80($1DB) [$1EBB, bit 3] is set), branch to $CA95BE
CA/95BA: 4B    Display dialogue message $042E, wait for button press
               Rusted shut.
CA/95BD: FE    Return

CA/95BE: 4B    Display dialogue message $042F, wait for button press
               Rust dissolved.
CA/95C1: 3E    Delete object $1E
CA/95C3: D7    Clear event bit $1E80($356) [$1EEA, bit 6]
CA/95C5: FE    Return

CA/95C6: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/95CC: B2    Call subroutine $CA961C
CA/95D0: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/95D2: 0F        Do vehicle/entity graphical action $0F 
CA/95D3: DD        Make vehicle/entity jump (high)
CA/95D4: 83        Move vehicle/entity left 1 tile
CA/95D5: A9        Move vehicle/entity left/down 2x1 tiles
CA/95D6: FF        End queue
CA/95D7: B2    Call subroutine $CA962D
CA/95DB: FE    Return

CA/95DC: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/95E2: B2    Call subroutine $CA961C
CA/95E6: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/95E8: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/95E9: DD        Make vehicle/entity jump (high)
CA/95EA: 81        Move vehicle/entity right 1 tile
CA/95EB: A6        Move vehicle/entity right/down 2x1 tiles
CA/95EC: FF        End queue
CA/95ED: B2    Call subroutine $CA962D
CA/95F1: FE    Return

CA/95F2: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/95F8: B2    Call subroutine $CA961C
CA/95FC: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/95FE: 0F        Do vehicle/entity graphical action $0F 
CA/95FF: DC        Make vehicle/entity jump (low)
CA/9600: A9        Move vehicle/entity left/down 2x1 tiles
CA/9601: FF        End queue
CA/9602: B2    Call subroutine $CA962D
CA/9606: FE    Return

CA/9607: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/960D: B2    Call subroutine $CA961C
CA/9611: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/9613: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/9614: DC        Make vehicle/entity jump (low)
CA/9615: A6        Move vehicle/entity right/down 2x1 tiles
CA/9616: FF        End queue
CA/9617: B2    Call subroutine $CA962D
CA/961B: FE    Return

CA/961C: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CA/961E: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/961F: E0        Pause for 4 * 1 (4) frames
CA/9621: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/9622: E0        Pause for 4 * 1 (4) frames
CA/9624: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9625: E0        Pause for 4 * 4 (16) frames
CA/9627: C7        Set vehicle/entity to stay still when moving
CA/9628: C3        Set vehicle/entity's event speed to fast
CA/9629: C8        Set object layering priority to 2 (low nibble 2)
CA/962B: FF        End queue
CA/962C: FE    Return

CA/962D: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/962F: 17        Do vehicle/entity graphical action $17 
CA/9630: C2        Set vehicle/entity's event speed to normal
CA/9631: E0        Pause for 4 * 4 (16) frames
CA/9633: 0A        Do vehicle/entity graphical action $0A 
CA/9634: DC        Make vehicle/entity jump (low)
CA/9635: 80        Move vehicle/entity up 1 tile
CA/9636: C8        Set object layering priority to 0 (low nibble 0)
CA/9638: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9639: C6        Set vehicle/entity to walk when moving
CA/963A: FF        End queue
CA/963B: 3A    Enable player to move while event commands execute
CA/963C: FE    Return

CA/963D: C1    If ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/9645: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/9647: A2    Command $A2
CA/9648: 4B    Display dialogue message $0B91, wait for button press
               Use the crane to go down?
               ^ Yes
               ^ No
CA/964B: B6    Indexed branch based on prior dialogue selection [$CA9653, $CA5EB3]
CA/9652: FE    Return

CA/9653: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CA/9655: C8        Set object layering priority to 2 (low nibble 2)
CA/9657: C2        Set vehicle/entity's event speed to normal
CA/9658: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9659: E0        Pause for 4 * 2 (8) frames
CA/965B: C7        Set vehicle/entity to stay still when moving
CA/965C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/965D: DD        Make vehicle/entity jump (high)
CA/965E: 8A        Move vehicle/entity down 3 tiles
CA/965F: 17        Do vehicle/entity graphical action $17 
CA/9660: C1        Set vehicle/entity's event speed to slow
CA/9661: FF        End queue
CA/9662: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/9664: 9E        Move vehicle/entity down 8 tiles
CA/9665: FF        End queue
CA/9666: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/9668: 9E        Move vehicle/entity down 8 tiles
CA/9669: FF        End queue
CA/966A: 92    Pause for 30 units
CA/966B: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/966D: 9A        Move vehicle/entity down 7 tiles
CA/966E: FF        End queue
CA/966F: 92    Pause for 30 units
CA/9670: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/9672: 96        Move vehicle/entity down 6 tiles
CA/9673: FF        End queue
CA/9674: 92    Pause for 30 units
CA/9675: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/9677: 92        Move vehicle/entity down 5 tiles
CA/9678: FF        End queue
CA/9679: 92    Pause for 30 units
CA/967A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/967C: 8E        Move vehicle/entity down 4 tiles
CA/967D: FF        End queue
CA/967E: 92    Pause for 30 units
CA/967F: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/9681: 8A        Move vehicle/entity down 3 tiles
CA/9682: FF        End queue
CA/9683: 93    Pause for 45 units
CA/9684: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/9686: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/9688: 9C        Move vehicle/entity up 8 tiles
CA/9689: FF        End queue
CA/968A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/968C: 9C        Move vehicle/entity up 8 tiles
CA/968D: FF        End queue
CA/968E: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/9690: 9C        Move vehicle/entity up 8 tiles
CA/9691: FF        End queue
CA/9692: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/9694: 9C        Move vehicle/entity up 8 tiles
CA/9695: FF        End queue
CA/9696: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/9698: 9C        Move vehicle/entity up 8 tiles
CA/9699: FF        End queue
CA/969A: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/969C: 9C        Move vehicle/entity up 8 tiles
CA/969D: FF        End queue
CA/969E: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/96A0: C4        Set vehicle/entity's event speed to faster
CA/96A1: 8A        Move vehicle/entity down 3 tiles
CA/96A2: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/96A3: C6        Set vehicle/entity to walk when moving
CA/96A4: C8        Set object layering priority to 0 (low nibble 0)
CA/96A6: C2        Set vehicle/entity's event speed to normal
CA/96A7: FF        End queue
CA/96A8: FE    Return

CA/96A9: 4B    Display dialogue message $042D, wait for button press
               Good day, gentle folks.
               Can I be of service?
               I hate fighting, so I'd better let you pass!
CA/96AC: B8    Set bit $1DC9($4B) [$1DD2, bit 3]
CA/96AE: 4D    Invoke battle, enemy set $45, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/96B1: B2    Call subroutine $CA5EA9
CA/96B5: 42    Hide object $1D
CA/96B7: B9    Clear bit $1DC9($4B) [$1DD2, bit 3]
CA/96B9: D7    Clear event bit $1E80($34A) [$1EE9, bit 2]
CA/96BB: 96    Restore screen from fade
CA/96BC: FE    Return

CA/96BD: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CA/96BF: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CA/96C1: C2    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/96CB: 4B    Display dialogue message $041D, wait for button press
               Clock's hands have stopped.
               Please reset the hour.
               ^ (2:00)   ^ (4:00)
               ^ (6:00)   ^ (8:00)
               ^ (10:00)  ^ (12:00)
CA/96CE: B6    Indexed branch based on prior dialogue selection [$CA96E4, $CA96E4, $CA96E2, $CA96E4, $CA96E4, $CA96E4]
CA/96E1: FE    Return

CA/96E2: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/96E4: 4B    Display dialogue message $041F, wait for button press
               Clock's hands have stopped.
               Please reset the minute.
               ^ (0:10)   ^ (0:20)
               ^ (0:30)   ^ (0:40)
               ^ (0:50)
CA/96E7: B6    Indexed branch based on prior dialogue selection [$CA96F8, $CA96FA, $CA96FA, $CA96FA, $CA96FA]
CA/96F7: FE    Return

CA/96F8: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/96FA: 4B    Display dialogue message $0420, wait for button press
               Clock's hands have stopped.
               Please reset the second.
               ^ (0:00:10)   ^ (0:00:20)
               ^ (0:00:30)   ^ (0:00:40)
               ^ (0:00:50)
CA/96FD: B6    Indexed branch based on prior dialogue selection [$CA9716, $CA9716, $CA9716, $CA9716, $CA970E]
CA/970D: FE    Return

CA/970E: C9    If ($1E80($1F1) [$1EBE, bit 1] is set) and ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA9725
CA/9716: 4B    Display dialogue message $042B, wait for button press
               
                   Didn't reset clock
CA/9719: FE    Return

CA/971A: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/9720: B2    Call subroutine $CA9725
CA/9724: FE    Return

CA/9725: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/9727: 92    Pause for 30 units
CA/9728: F4    Play sound effect 187
CA/972A: B2    Call subroutine $CAD067
CA/972E: 91    Pause for 15 units
CA/972F: F4    Play sound effect 187
CA/9731: B2    Call subroutine $CAD079
CA/9735: 91    Pause for 15 units
CA/9736: F4    Play sound effect 187
CA/9738: B2    Call subroutine $CAD08B
CA/973C: 91    Pause for 15 units
CA/973D: F4    Play sound effect 187
CA/973F: B2    Call subroutine $CAD09D
CA/9743: 91    Pause for 15 units
CA/9744: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/9746: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/9748: FE    Return

CA/9749: C0    If ($1E80($053) [$1E8A, bit 3] is set), branch to $CA9D10
CA/974F: F2    Fade out current song with transition time 128
CA/9751: B2    Call subroutine $CACAFF
CA/9755: B2    Call subroutine $CAC6AC
CA/9759: DE    Load CaseWord with the characters in the currently active party?
CA/975A: B2    Call subroutine $CAC770
CA/975E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/9760: C2        Set vehicle/entity's event speed to normal
CA/9761: CF        Turn vehicle/entity left
CA/9762: FF        End queue
CA/9763: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/9765: C2        Set vehicle/entity's event speed to normal
CA/9766: 80        Move vehicle/entity up 1 tile
CA/9767: CF        Turn vehicle/entity left
CA/9768: FF        End queue
CA/9769: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/976B: C2        Set vehicle/entity's event speed to normal
CA/976C: 86        Move vehicle/entity down 2 tiles
CA/976D: CF        Turn vehicle/entity left
CA/976E: FF        End queue
CA/976F: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/9771: C2        Set vehicle/entity's event speed to normal
CA/9772: 82        Move vehicle/entity down 1 tile
CA/9773: CF        Turn vehicle/entity left
CA/9774: FF        End queue
CA/9775: 94    Pause for 60 units
CA/9776: B0    Execute the following commands until $B1 2 times
CA/9778: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/977A: 13            Do vehicle/entity graphical action $13 
CA/977B: FF            End queue
CA/977C: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/977E: CE            Turn vehicle/entity down
CA/977F: FF            End queue
CA/9780: B1        End block of repeating commands
CA/9781: 91    Pause for 15 units
CA/9782: 4B    Display dialogue message $0430, wait for button press
               Ooooohgurururu
CA/9785: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/9787: A3        Move vehicle/entity left/up 1x1 tiles
CA/9788: CE        Turn vehicle/entity down
CA/9789: FF        End queue
CA/978A: 93    Pause for 45 units
CA/978B: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/978D: 13        Do vehicle/entity graphical action $13 
CA/978E: FF        End queue
CA/978F: B4    Pause for 1 units
CA/9791: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9793: CE        Turn vehicle/entity down
CA/9794: FF        End queue
CA/9795: 92    Pause for 30 units
CA/9796: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/9798: 4B    Display dialogue message $0431, wait for button press
               TERRA?
CA/979B: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/979D: 83        Move vehicle/entity left 1 tile
CA/979E: A3        Move vehicle/entity left/up 1x1 tiles
CA/979F: 80        Move vehicle/entity up 1 tile
CA/97A0: CD        Turn vehicle/entity right
CA/97A1: FF        End queue
CA/97A2: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/97A4: A2        Move vehicle/entity left/down 1x1 tiles
CA/97A5: CC        Turn vehicle/entity up
CA/97A6: FF        End queue
CA/97A7: B3    Call subroutine $CAC807, 2 times
CA/97AC: 93    Pause for 45 units
CA/97AD: 4B    Display dialogue message $0431, wait for button press
               TERRA?
CA/97B0: 92    Pause for 30 units
CA/97B1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/97B3: 22        Do vehicle/entity graphical action $22 
CA/97B4: FF        End queue
CA/97B5: 91    Pause for 15 units
CA/97B6: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/97B8: 21        Do vehicle/entity graphical action $21 
CA/97B9: FF        End queue
CA/97BA: B5    Pause for 15 * 5 (75) units
CA/97BC: 4B    Display dialogue message $0432, wait for button press (Show text only) (At bottom of screen)
               RAMUH: She's scared, you know.
CA/97BF: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/97C1: 1F        Do vehicle/entity graphical action $1F 
CA/97C2: E0        Pause for 4 * 1 (4) frames
CA/97C4: CE        Turn vehicle/entity down
CA/97C5: FF        End queue
CA/97C6: 32    Begin action queue for character $32 (Party Character 1), 7 bytes long 
CA/97C8: E0        Pause for 4 * 1 (4) frames
CA/97CA: 1F        Do vehicle/entity graphical action $1F 
CA/97CB: E0        Pause for 4 * 2 (8) frames
CA/97CD: CD        Turn vehicle/entity right
CA/97CE: FF        End queue
CA/97CF: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/97D1: CE        Turn vehicle/entity down
CA/97D2: FF        End queue
CA/97D3: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/97D5: CD        Turn vehicle/entity right
CA/97D6: FF        End queue
CA/97D7: B5    Pause for 15 * 6 (90) units
CA/97D9: 3D    Create object $11
CA/97DB: F4    Play sound effect 70
CA/97DD: B0    Execute the following commands until $B1 6 times
CA/97DF: 42        Hide object $11
CA/97E1: 45        Refresh objects
CA/97E2: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/97E4: 00            Do vehicle/entity graphical action $00 
CA/97E5: FF            End queue
CA/97E6: 41        Show object $11
CA/97E8: 45        Refresh objects
CA/97E9: B1        End block of repeating commands
CA/97EA: 38    Hold screen
CA/97EB: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/97ED: C1        Set vehicle/entity's event speed to slow
CA/97EE: 85        Move vehicle/entity right 2 tiles
CA/97EF: FF        End queue
CA/97F0: B0    Execute the following commands until $B1 2 times
CA/97F2: 34        Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/97F4: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/97F5: FF            End queue
CA/97F6: B4        Pause for 1 units
CA/97F8: 34        Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/97FA: CD            Turn vehicle/entity right
CA/97FB: FF            End queue
CA/97FC: B4        Pause for 1 units
CA/97FE: B1        End block of repeating commands
CA/97FF: 92    Pause for 30 units
CA/9800: B3    Call subroutine $CAC7FE, 2 times
CA/9805: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9807: CD        Turn vehicle/entity right
CA/9808: FF        End queue
CA/9809: 94    Pause for 60 units
CA/980A: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/980C: 4B    Display dialogue message $0433, wait for button press (At bottom of screen)
               Who're you?
CA/980F: B2    Call subroutine $CAACBE
CA/9813: 91    Pause for 15 units
CA/9814: 4B    Display dialogue message $0434, wait for button press (At bottom of screen)
               RAMUH: This girl is your friend?
CA/9817: 92    Pause for 30 units
CA/9818: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CA/981A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/981B: E0        Pause for 4 * 1 (4) frames
CA/981D: CD        Turn vehicle/entity right
CA/981E: E0        Pause for 4 * 10 (40) frames
CA/9820: 23        Do vehicle/entity graphical action $23 
CA/9821: E0        Pause for 4 * 8 (32) frames
CA/9823: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9824: E0        Pause for 4 * 8 (32) frames
CA/9826: 81        Move vehicle/entity right 1 tile
CA/9827: FF        End queue
CA/9828: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACC7; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACC7; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACCF; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACC7; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAACCB; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACC7; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAACD3
CA/983F: B2    Call subroutine $CAACBE
CA/9843: 4B    Display dialogue message $0439, wait for button press (At bottom of screen)
               RAMUH: You call her TERRA
               TERRA?? How odd
CA/9846: B3    Call subroutine $CAACBE, 2 times
CA/984B: F4    Play sound effect 5
CA/984D: 93    Pause for 45 units
CA/984E: B0    Execute the following commands until $B1 5 times
CA/9850: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/9852: 18            Do vehicle/entity graphical action $18 
CA/9853: FF            End queue
CA/9854: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/9856: CE            Turn vehicle/entity down
CA/9857: FF            End queue
CA/9858: B1        End block of repeating commands
CA/9859: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/985B: 23        Do vehicle/entity graphical action $23 
CA/985C: FF        End queue
CA/985D: B0    Execute the following commands until $B1 5 times
CA/985F: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/9861: 18            Do vehicle/entity graphical action $18 
CA/9862: FF            End queue
CA/9863: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/9865: CE            Turn vehicle/entity down
CA/9866: FF            End queue
CA/9867: B1        End block of repeating commands
CA/9868: 94    Pause for 60 units
CA/9869: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/986B: 83        Move vehicle/entity left 1 tile
CA/986C: FF        End queue
CA/986D: B5    Pause for 15 * 3 (45) units
CA/986F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/9871: 1F        Do vehicle/entity graphical action $1F 
CA/9872: FF        End queue
CA/9873: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/9875: 1F        Do vehicle/entity graphical action $1F 
CA/9876: E0        Pause for 4 * 2 (8) frames
CA/9878: CF        Turn vehicle/entity left
CA/9879: FF        End queue
CA/987A: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/987C: 1F        Do vehicle/entity graphical action $1F 
CA/987D: E0        Pause for 4 * 4 (16) frames
CA/987F: CC        Turn vehicle/entity up
CA/9880: FF        End queue
CA/9881: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CA/9883: 1F        Do vehicle/entity graphical action $1F 
CA/9884: E0        Pause for 4 * 3 (12) frames
CA/9886: CC        Turn vehicle/entity up
CA/9887: FF        End queue
CA/9888: F4    Play sound effect 195
CA/988A: 10    Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete)
CA/988C: C8        Set object layering priority to 0 (low nibble 0)
CA/988E: DC        Make vehicle/entity jump (low)
CA/988F: A3        Move vehicle/entity left/up 1x1 tiles
CA/9890: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9891: E0        Pause for 4 * 6 (24) frames
CA/9893: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/9894: E0        Pause for 4 * 2 (8) frames
CA/9896: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9897: C7        Set vehicle/entity to stay still when moving
CA/9898: FF        End queue
CA/9899: 94    Pause for 60 units
CA/989A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/989C: CF        Turn vehicle/entity left
CA/989D: FF        End queue
CA/989E: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/98A0: C2        Set vehicle/entity's event speed to normal
CA/98A1: E0        Pause for 4 * 15 (60) frames
CA/98A3: AB        Move vehicle/entity left/up 1x2 tiles
CA/98A4: FF        End queue
CA/98A5: 10    Begin action queue for character $10 (NPC $10), 31 bytes long 
CA/98A7: C4        Set vehicle/entity's event speed to faster
CA/98A8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/98A9: A8        Move vehicle/entity left/down 1x2 tiles
CA/98AA: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/98AB: E0        Pause for 4 * 3 (12) frames
CA/98AD: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/98AE: A1        Move vehicle/entity right/down 1x1 tiles
CA/98AF: A1        Move vehicle/entity right/down 1x1 tiles
CA/98B0: A1        Move vehicle/entity right/down 1x1 tiles
CA/98B1: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/98B2: E0        Pause for 4 * 2 (8) frames
CA/98B4: 17        Do vehicle/entity graphical action $17 
CA/98B5: A4        Move vehicle/entity right/up 1x2 tiles
CA/98B6: AB        Move vehicle/entity left/up 1x2 tiles
CA/98B7: A0        Move vehicle/entity right/up 1x1 tiles
CA/98B8: A0        Move vehicle/entity right/up 1x1 tiles
CA/98B9: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/98BA: 0A        Do vehicle/entity graphical action $0A 
CA/98BB: DC        Make vehicle/entity jump (low)
CA/98BC: A3        Move vehicle/entity left/up 1x1 tiles
CA/98BD: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/98BE: 17        Do vehicle/entity graphical action $17 
CA/98BF: DC        Make vehicle/entity jump (low)
CA/98C0: AB        Move vehicle/entity left/up 1x2 tiles
CA/98C1: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/98C2: E0        Pause for 4 * 8 (32) frames
CA/98C4: 28        Do vehicle/entity graphical action $28 
CA/98C5: FF        End queue
CA/98C6: F4    Play sound effect 195
CA/98C8: 92    Pause for 30 units
CA/98C9: F4    Play sound effect 195
CA/98CB: 92    Pause for 30 units
CA/98CC: F4    Play sound effect 195
CA/98CE: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/98D0: DD        Make vehicle/entity jump (high)
CA/98D1: CE        Turn vehicle/entity down
CA/98D2: FF        End queue
CA/98D3: F4    Play sound effect 195
CA/98D5: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CA/98D7: 1F        Do vehicle/entity graphical action $1F 
CA/98D8: C7        Set vehicle/entity to stay still when moving
CA/98D9: E0        Pause for 4 * 4 (16) frames
CA/98DB: CE        Turn vehicle/entity down
CA/98DC: C6        Set vehicle/entity to walk when moving
CA/98DD: FF        End queue
CA/98DE: B4    Pause for 6 units
CA/98E0: F4    Play sound effect 195
CA/98E2: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/98E4: CC        Turn vehicle/entity up
CA/98E5: FF        End queue
CA/98E6: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/98E8: F2    Fade out current song with transition time 128
CA/98EA: 92    Pause for 30 units
CA/98EB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/98ED: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CA/98EF: 88        Move vehicle/entity up 3 tiles
CA/98F0: E0        Pause for 4 * 4 (16) frames
CA/98F2: 80        Move vehicle/entity up 1 tile
CA/98F3: 1B        Do vehicle/entity graphical action $1B 
CA/98F4: E0        Pause for 4 * 12 (48) frames
CA/98F6: CC        Turn vehicle/entity up
CA/98F7: E0        Pause for 4 * 8 (32) frames
CA/98F9: C7        Set vehicle/entity to stay still when moving
CA/98FA: 82        Move vehicle/entity down 1 tile
CA/98FB: C6        Set vehicle/entity to walk when moving
CA/98FC: FF        End queue
CA/98FD: 91    Pause for 15 units
CA/98FE: 4B    Display dialogue message $043A, wait for button press (At bottom of screen)
               RAMUH: She is undamaged. But I fear she can't understand you. As for me, I am Ramuh. The Esper, Ramuh.
CA/9901: F0    Play song 33 (Another World of Beasts), (high bit clear), full volume
CA/9903: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/9905: A7        Move vehicle/entity right/down 1x2 tiles
CA/9906: FF        End queue
CA/9907: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/9909: CD        Turn vehicle/entity right
CA/990A: E0        Pause for 4 * 1 (4) frames
CA/990C: CE        Turn vehicle/entity down
CA/990D: FF        End queue
CA/990E: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9910: CD        Turn vehicle/entity right
CA/9911: FF        End queue
CA/9912: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9914: CD        Turn vehicle/entity right
CA/9915: FF        End queue
CA/9916: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9918: CD        Turn vehicle/entity right
CA/9919: FF        End queue
CA/991A: 94    Pause for 60 units
CA/991B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/991D: 4B    Display dialogue message $043B, wait for button press (At bottom of screen)
               ESPER!?
CA/9920: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/9922: A1        Move vehicle/entity right/down 1x1 tiles
CA/9923: CE        Turn vehicle/entity down
CA/9924: FF        End queue
CA/9925: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACD7; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACD7; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACDB; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACD7; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAACD7; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACD7; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAACDF
CA/993C: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/993E: 30        Do vehicle/entity graphical action $30 
CA/993F: E0        Pause for 4 * 1 (4) frames
CA/9941: 00        Do vehicle/entity graphical action $00 
CA/9942: FF        End queue
CA/9943: 91    Pause for 15 units
CA/9944: B3    Call subroutine $CAACBE, 2 times
CA/9949: 92    Pause for 30 units
CA/994A: 4B    Display dialogue message $043F, wait for button press (At bottom of screen)
               RAMUH: That doesn't mean we don't live here, too.
               Espers take a variety of forms.
               Sometimes we live here, taking the shape of humans.
               You have nothing to fear from us.
CA/994D: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/994F: CD        Turn vehicle/entity right
CA/9950: FF        End queue
CA/9951: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/9953: E0        Pause for 4 * 4 (16) frames
CA/9955: CD        Turn vehicle/entity right
CA/9956: FF        End queue
CA/9957: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/9959: E0        Pause for 4 * 6 (24) frames
CA/995B: CD        Turn vehicle/entity right
CA/995C: FF        End queue
CA/995D: 94    Pause for 60 units
CA/995E: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/9960: 20        Do vehicle/entity graphical action $20 
CA/9961: E0        Pause for 4 * 2 (8) frames
CA/9963: CE        Turn vehicle/entity down
CA/9964: FF        End queue
CA/9965: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACE3; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACE3; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACE3; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACE3; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAACE3; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACE3; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAACE7
CA/997C: 92    Pause for 30 units
CA/997D: B2    Call subroutine $CAACBE
CA/9981: 92    Pause for 30 units
CA/9982: 4B    Display dialogue message $0442, wait for button press (At bottom of screen)
               RAMUH: Humans and Espers can't survive together.
CA/9985: 93    Pause for 45 units
CA/9986: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9988: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9989: FF        End queue
CA/998A: 92    Pause for 30 units
CA/998B: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACEB; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACEF; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAACF3; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACEF; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAACEF; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACF3; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAACF7
CA/99A2: 92    Pause for 30 units
CA/99A3: B3    Call subroutine $CAACBE, 3 times
CA/99A8: 92    Pause for 30 units
CA/99A9: 4B    Display dialogue message $0447, wait for button press (At bottom of screen)
               RAMUH: No, that was no fairy tale. That was true.
               We started out as friends.
               Then along came the War of the Magi
CA/99AC: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/99AE: 1F        Do vehicle/entity graphical action $1F 
CA/99AF: E0        Pause for 4 * 1 (4) frames
CA/99B1: CE        Turn vehicle/entity down
CA/99B2: FF        End queue
CA/99B3: 94    Pause for 60 units
CA/99B4: B3    Call subroutine $CAC7FE, 2 times
CA/99B9: 91    Pause for 15 units
CA/99BA: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/99BC: 13        Do vehicle/entity graphical action $13 
CA/99BD: FF        End queue
CA/99BE: B4    Pause for 1 units
CA/99C0: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/99C2: CE        Turn vehicle/entity down
CA/99C3: FF        End queue
CA/99C4: 4B    Display dialogue message $0448, wait for button press (At bottom of screen)
               War of the Magi
CA/99C7: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/99C9: 55        Do vehicle/entity graphical action $15, flipped horizontally
CA/99CA: FF        End queue
CA/99CB: B4    Pause for 1 units
CA/99CD: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/99CF: CD        Turn vehicle/entity right
CA/99D0: FF        End queue
CA/99D1: B4    Pause for 1 units
CA/99D3: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/99D5: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/99D6: FF        End queue
CA/99D7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/99D9: 82        Move vehicle/entity down 1 tile
CA/99DA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/99DB: FF        End queue
CA/99DC: B5    Pause for 15 * 6 (90) units
CA/99DE: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/99E0: 30        Do vehicle/entity graphical action $30 
CA/99E1: E0        Pause for 4 * 1 (4) frames
CA/99E3: 00        Do vehicle/entity graphical action $00 
CA/99E4: FF        End queue
CA/99E5: 94    Pause for 60 units
CA/99E6: 4B    Display dialogue message $0449, wait for button press (At bottom of screen)
               RAMUH: It took placelong ago. Espers fought humans who were infused with magical power extracted from Espers
CA/99E9: B0    Execute the following commands until $B1 31 times
CA/99EB: 52        Tint characters (cumulative) with color $9F
CA/99ED: 50        Tint screen (cumulative) with color $9F
CA/99EF: B4        Pause for 6 units
CA/99F1: B1        End block of repeating commands
CA/99F2: 4B    Display dialogue message $044A, wait for button press (Show text only) (At bottom of screen)
               Fearing our magical powers would once again become a target, we fashioned a new realm, and moved there.
CA/99F5: 42    Hide object $31
CA/99F7: 42    Hide object $32
CA/99F9: 42    Hide object $33
CA/99FB: 42    Hide object $34
CA/99FD: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/99FF: 94    Pause for 60 units
CA/9A00: 6A    Load map $00D9 (Esper World, outdoors (Terra's flashback / Ramuh's flashback)) after fade out, (upper bits $2400), place party at (29, 46), facing down
CA/9A06: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/9A08: C0        Set vehicle/entity's event speed to slowest
CA/9A09: 9C        Move vehicle/entity up 8 tiles
CA/9A0A: 9C        Move vehicle/entity up 8 tiles
CA/9A0B: FF        End queue
CA/9A0C: 4B    Display dialogue message $044B, wait for button press (Show text only)
               About 20 years ago, humans stumbled upon ithumans who knew about Espers, and the secret to Magitek power. 
CA/9A0F: 94    Pause for 60 units
CA/9A10: 4B    Display dialogue message $044C, wait for button press (Show text only)
               Thus began a hunt for Espers. Only in this way could Emperor Gestahl create his invincible army. 
CA/9A13: 92    Pause for 30 units
CA/9A14: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9A16: 6A    Load map $0187 (Cave to the Sealed Gate, sealed gate room) after fade out, (upper bits $2400), place party at (8, 7), facing down
CA/9A1C: 60    Change background layer $0F to palette $0E
CA/9A1F: B0    Execute the following commands until $B1 2 times
CA/9A21: 50        Tint screen (cumulative) with color $9F
CA/9A23: B1        End block of repeating commands
CA/9A24: 96    Restore screen from fade
CA/9A25: 95    Pause for 120 units
CA/9A26: 4B    Display dialogue message $044D, wait for button press (Show text only)
               In response to this, we erected a doorway, and threw the humans out.
CA/9A29: 92    Pause for 30 units
CA/9A2A: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/9A2C: 92    Pause for 30 units
CA/9A2D: D6    Set event bit $1E80($31E) [$1EE3, bit 6]
CA/9A2F: 6A    Load map $00E2 (Zozo, room at tower top (always)) after fade out, (upper bits $2400), place party at (81, 17), facing down
CA/9A35: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/9A37: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/9A39: 31        Do vehicle/entity graphical action $31 
CA/9A3A: FF        End queue
CA/9A3B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/9A3D: D5        Set vehicle/entity's position to (82, 12)
CA/9A40: 28        Do vehicle/entity graphical action $28 
CA/9A41: FF        End queue
CA/9A42: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/9A44: D5        Set vehicle/entity's position to (81, 15)
CA/9A47: CD        Turn vehicle/entity right
CA/9A48: FF        End queue
CA/9A49: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/9A4B: D5        Set vehicle/entity's position to (80, 17)
CA/9A4E: CD        Turn vehicle/entity right
CA/9A4F: FF        End queue
CA/9A50: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CA/9A52: D5        Set vehicle/entity's position to (81, 19)
CA/9A55: CD        Turn vehicle/entity right
CA/9A56: FF        End queue
CA/9A57: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/9A59: D5        Set vehicle/entity's position to (83, 15)
CA/9A5C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9A5D: FF        End queue
CA/9A5E: 41    Show object $31
CA/9A60: 41    Show object $32
CA/9A62: 41    Show object $33
CA/9A64: 41    Show object $34
CA/9A66: 59    Unfade screen at speed $02
CA/9A68: 5C    Pause execution until fade in or fade out is complete
CA/9A69: 95    Pause for 120 units
CA/9A6A: 4B    Display dialogue message $044E, wait for button press (At bottom of screen)
               RAMUH: Even as we speak, many of my kind are trapped in the Empire's Magitek Research Facility, being
               drained of their powers
               I fled here to avoid a similar fate.
CA/9A6D: 95    Pause for 120 units
CA/9A6E: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/9A70: 23        Do vehicle/entity graphical action $23 
CA/9A71: E0        Pause for 4 * 12 (48) frames
CA/9A73: CF        Turn vehicle/entity left
CA/9A74: FF        End queue
CA/9A75: 94    Pause for 60 units
CA/9A76: B3    Call subroutine $CAC807, 2 times
CA/9A7B: 92    Pause for 30 units
CA/9A7C: 32    Begin action queue for character $32 (Party Character 1), 11 bytes long 
CA/9A7E: E0        Pause for 4 * 11 (44) frames
CA/9A80: 84        Move vehicle/entity up 2 tiles
CA/9A81: CD        Turn vehicle/entity right
CA/9A82: E0        Pause for 4 * 26 (104) frames
CA/9A84: 82        Move vehicle/entity down 1 tile
CA/9A85: E0        Pause for 4 * 7 (28) frames
CA/9A87: 82        Move vehicle/entity down 1 tile
CA/9A88: FF        End queue
CA/9A89: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/9A8B: A3        Move vehicle/entity left/up 1x1 tiles
CA/9A8C: 80        Move vehicle/entity up 1 tile
CA/9A8D: 17        Do vehicle/entity graphical action $17 
CA/9A8E: C7        Set vehicle/entity to stay still when moving
CA/9A8F: FF        End queue
CA/9A90: 95    Pause for 120 units
CA/9A91: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/9A93: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/9A95: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/9A97: C1        Set vehicle/entity's event speed to slow
CA/9A98: 8E        Move vehicle/entity down 4 tiles
CA/9A99: FF        End queue
CA/9A9A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/9A9C: C1        Set vehicle/entity's event speed to slow
CA/9A9D: C7        Set vehicle/entity to stay still when moving
CA/9A9E: 8E        Move vehicle/entity down 4 tiles
CA/9A9F: C2        Set vehicle/entity's event speed to normal
CA/9AA0: FF        End queue
CA/9AA1: 94    Pause for 60 units
CA/9AA2: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/9AA4: 0A        Do vehicle/entity graphical action $0A 
CA/9AA5: C6        Set vehicle/entity to walk when moving
CA/9AA6: FF        End queue
CA/9AA7: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CA/9AA9: A2        Move vehicle/entity left/down 1x1 tiles
CA/9AAA: 15        Do vehicle/entity graphical action $15 
CA/9AAB: E0        Pause for 4 * 10 (40) frames
CA/9AAD: 13        Do vehicle/entity graphical action $13 
CA/9AAE: FF        End queue
CA/9AAF: 95    Pause for 120 units
CA/9AB0: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/9AB2: 00        Do vehicle/entity graphical action $00 
CA/9AB3: FF        End queue
CA/9AB4: 4B    Display dialogue message $044F, wait for button press (At bottom of screen)
               RAMUH: That's right, relax.
CA/9AB7: 93    Pause for 45 units
CA/9AB8: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9ABA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9ABB: FF        End queue
CA/9ABC: 92    Pause for 30 units
CA/9ABD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9ABF: CD        Turn vehicle/entity right
CA/9AC0: FF        End queue
CA/9AC1: B5    Pause for 15 * 5 (75) units
CA/9AC3: 4B    Display dialogue message $0450, wait for button press (At bottom of screen)
               RAMUH: I sensed that TERRA was in trouble.
               My magicsummoned her here.
CA/9AC6: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/9AC8: A1        Move vehicle/entity right/down 1x1 tiles
CA/9AC9: 81        Move vehicle/entity right 1 tile
CA/9ACA: CC        Turn vehicle/entity up
CA/9ACB: FF        End queue
CA/9ACC: 92    Pause for 30 units
CA/9ACD: 4B    Display dialogue message $0451, wait for button press (At bottom of screen)
               TERRA'san Esper?
CA/9AD0: 95    Pause for 120 units
CA/9AD1: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/9AD3: 31        Do vehicle/entity graphical action $31 
CA/9AD4: FF        End queue
CA/9AD5: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/9AD7: 85        Move vehicle/entity right 2 tiles
CA/9AD8: CC        Turn vehicle/entity up
CA/9AD9: FF        End queue
CA/9ADA: 93    Pause for 45 units
CA/9ADB: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/9ADD: 82        Move vehicle/entity down 1 tile
CA/9ADE: A1        Move vehicle/entity right/down 1x1 tiles
CA/9ADF: FF        End queue
CA/9AE0: 94    Pause for 60 units
CA/9AE1: 4B    Display dialogue message $0452, wait for button press (At bottom of screen)
               RAMUH: No, she's actually quite different.
CA/9AE4: 92    Pause for 30 units
CA/9AE5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9AE7: CF        Turn vehicle/entity left
CA/9AE8: FF        End queue
CA/9AE9: 93    Pause for 45 units
CA/9AEA: 4B    Display dialogue message $0453, wait for button press (At bottom of screen)
               TERRA looks like she's in pain.
               RAMUH: Her very existence strikes fear into her own heart.
CA/9AED: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CA/9AEF: AA        Move vehicle/entity left/up 2x1 tiles
CA/9AF0: E0        Pause for 4 * 6 (24) frames
CA/9AF2: 22        Do vehicle/entity graphical action $22 
CA/9AF3: E0        Pause for 4 * 8 (32) frames
CA/9AF5: CF        Turn vehicle/entity left
CA/9AF6: E0        Pause for 4 * 10 (40) frames
CA/9AF8: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9AF9: FF        End queue
CA/9AFA: 4B    Display dialogue message $0454, wait for button press (At bottom of screen)
               How can we help her?
CA/9AFD: 95    Pause for 120 units
CA/9AFE: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/9B00: 00        Do vehicle/entity graphical action $00 
CA/9B01: E0        Pause for 4 * 12 (48) frames
CA/9B03: 30        Do vehicle/entity graphical action $30 
CA/9B04: E0        Pause for 4 * 1 (4) frames
CA/9B06: 00        Do vehicle/entity graphical action $00 
CA/9B07: FF        End queue
CA/9B08: 4B    Display dialogue message $0455, wait for button press (At bottom of screen)
               RAMUH: When she accepts this aspect of herself, I think she'll be all right.
CA/9B0B: 92    Pause for 30 units
CA/9B0C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9B0E: CD        Turn vehicle/entity right
CA/9B0F: FF        End queue
CA/9B10: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long 
CA/9B12: 81        Move vehicle/entity right 1 tile
CA/9B13: CE        Turn vehicle/entity down
CA/9B14: E0        Pause for 4 * 3 (12) frames
CA/9B16: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9B17: FF        End queue
CA/9B18: 92    Pause for 30 units
CA/9B19: 4B    Display dialogue message $0456, wait for button press (At bottom of screen)
               We have to do something!
               RAMUH: Then free those of my kind imprisoned in Gestahl's Magitek Research Facility. One of them can surely help her.
CA/9B1C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9B1E: 81        Move vehicle/entity right 1 tile
CA/9B1F: FF        End queue
CA/9B20: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAACFB; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAACFB; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAAD03; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAACFB; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAACFB; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAACFB; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAAD07
CA/9B37: 94    Pause for 60 units
CA/9B38: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/9B3A: 31        Do vehicle/entity graphical action $31 
CA/9B3B: FF        End queue
CA/9B3C: 94    Pause for 60 units
CA/9B3D: 4B    Display dialogue message $045B, wait for button press (At bottom of screen)
               RAMUH: Like a coward, I escaped leaving the others there.
               It'll be the end of them
CA/9B40: B3    Call subroutine $CAC810, 3 times
CA/9B45: 92    Pause for 30 units
CA/9B46: 4B    Display dialogue message $045C, wait for button press (At bottom of screen)
               What do you mean?
CA/9B49: 92    Pause for 30 units
CA/9B4A: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/9B4C: 30        Do vehicle/entity graphical action $30 
CA/9B4D: E0        Pause for 4 * 1 (4) frames
CA/9B4F: 00        Do vehicle/entity graphical action $00 
CA/9B50: FF        End queue
CA/9B51: 92    Pause for 30 units
CA/9B52: 4B    Display dialogue message $045D, wait for button press (At bottom of screen)
               RAMUH: Gestahl's methods are incorrect. You can't drain a live Esper of all its power.
               It is only when we are reduced to Magicite that our abilities can be transferred in total
CA/9B55: F2    Fade out current song with transition time 128
CA/9B57: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/9B59: C3        Set vehicle/entity's event speed to fast
CA/9B5A: 85        Move vehicle/entity right 2 tiles
CA/9B5B: FF        End queue
CA/9B5C: 4B    Display dialogue message $045E, wait for button press (At bottom of screen)
               Pardon?!
               RAMUH: When we transform into Magicite, our power can be relocated.
               Magicite?!
               RAMUH: That's what's left of us when wepass away.
CA/9B5F: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/9B61: 90        Move vehicle/entity up 5 tiles
CA/9B62: C1        Set vehicle/entity's event speed to slow
CA/9B63: 80        Move vehicle/entity up 1 tile
CA/9B64: FF        End queue
CA/9B65: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/9B67: CC        Turn vehicle/entity up
CA/9B68: FF        End queue
CA/9B69: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9B6B: CC        Turn vehicle/entity up
CA/9B6C: FF        End queue
CA/9B6D: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9B6F: CC        Turn vehicle/entity up
CA/9B70: FF        End queue
CA/9B71: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9B73: CC        Turn vehicle/entity up
CA/9B74: FF        End queue
CA/9B75: F4    Play sound effect 98
CA/9B77: B3    Call subroutine $CAD033, 4 times
CA/9B7C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9B7E: 91    Pause for 15 units
CA/9B7F: B3    Call subroutine $CAD033, 2 times
CA/9B84: 3D    Create object $13
CA/9B86: 3D    Create object $14
CA/9B88: 3D    Create object $15
CA/9B8A: 45    Refresh objects
CA/9B8B: F4    Play sound effect 109
CA/9B8D: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/9B8F: D5        Set vehicle/entity's position to (82, 6)
CA/9B92: FF        End queue
CA/9B93: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/9B95: D5        Set vehicle/entity's position to (81, 8)
CA/9B98: FF        End queue
CA/9B99: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/9B9B: D5        Set vehicle/entity's position to (83, 8)
CA/9B9E: FF        End queue
CA/9B9F: 41    Show object $13
CA/9BA1: 41    Show object $14
CA/9BA3: 41    Show object $15
CA/9BA5: 45    Refresh objects
CA/9BA6: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CA/9BA8: E0        Pause for 4 * 27 (108) frames
CA/9BAA: 80        Move vehicle/entity up 1 tile
CA/9BAB: FF        End queue
CA/9BAC: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/9BAE: E0        Pause for 4 * 22 (88) frames
CA/9BB0: 92        Move vehicle/entity down 5 tiles
CA/9BB1: FF        End queue
CA/9BB2: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/9BB4: C7        Set vehicle/entity to stay still when moving
CA/9BB5: 00        Do vehicle/entity graphical action $00 
CA/9BB6: 96        Move vehicle/entity down 6 tiles
CA/9BB7: FF        End queue
CA/9BB8: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/9BBA: C7        Set vehicle/entity to stay still when moving
CA/9BBB: 00        Do vehicle/entity graphical action $00 
CA/9BBC: 92        Move vehicle/entity down 5 tiles
CA/9BBD: FF        End queue
CA/9BBE: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/9BC0: C7        Set vehicle/entity to stay still when moving
CA/9BC1: 00        Do vehicle/entity graphical action $00 
CA/9BC2: 92        Move vehicle/entity down 5 tiles
CA/9BC3: FF        End queue
CA/9BC4: 95    Pause for 120 units
CA/9BC5: B2    Call subroutine $CAD033
CA/9BC9: 35    Pause execution until action queue for object $15 (NPC $15) is complete
CA/9BCB: 94    Pause for 60 units
CA/9BCC: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9BCE: 4B    Display dialogue message $045F, wait for button press (At bottom of screen)
               RAMUH: These are my comrades who fell while escaping the Empire. And I will give you my power, as well
CA/9BD1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9BD3: CD        Turn vehicle/entity right
CA/9BD4: FF        End queue
CA/9BD5: 95    Pause for 120 units
CA/9BD6: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/9BD8: 82        Move vehicle/entity down 1 tile
CA/9BD9: FF        End queue
CA/9BDA: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/9BDC: 82        Move vehicle/entity down 1 tile
CA/9BDD: CD        Turn vehicle/entity right
CA/9BDE: FF        End queue
CA/9BDF: 94    Pause for 60 units
CA/9BE0: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9BE2: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/9BE4: 31        Do vehicle/entity graphical action $31 
CA/9BE5: E0        Pause for 4 * 6 (24) frames
CA/9BE7: 30        Do vehicle/entity graphical action $30 
CA/9BE8: FF        End queue
CA/9BE9: F4    Play sound effect 196
CA/9BEB: B2    Call subroutine $CAD01B
CA/9BEF: B5    Pause for 15 * 10 (150) units
CA/9BF1: B2    Call subroutine $CAD021
CA/9BF5: 95    Pause for 120 units
CA/9BF6: F4    Play sound effect 80
CA/9BF8: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/9BFA: C3        Set vehicle/entity's event speed to fast
CA/9BFB: 87        Move vehicle/entity left 2 tiles
CA/9BFC: FF        End queue
CA/9BFD: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/9BFF: 0B        Do vehicle/entity graphical action $0B 
CA/9C00: C7        Set vehicle/entity to stay still when moving
CA/9C01: A3        Move vehicle/entity left/up 1x1 tiles
CA/9C02: C6        Set vehicle/entity to walk when moving
CA/9C03: FF        End queue
CA/9C04: 33    Begin action queue for character $33 (Party Character 2), 8 bytes long 
CA/9C06: 0B        Do vehicle/entity graphical action $0B 
CA/9C07: C7        Set vehicle/entity to stay still when moving
CA/9C08: C3        Set vehicle/entity's event speed to fast
CA/9C09: 83        Move vehicle/entity left 1 tile
CA/9C0A: C1        Set vehicle/entity's event speed to slow
CA/9C0B: 83        Move vehicle/entity left 1 tile
CA/9C0C: C6        Set vehicle/entity to walk when moving
CA/9C0D: FF        End queue
CA/9C0E: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long 
CA/9C10: 0A        Do vehicle/entity graphical action $0A 
CA/9C11: C7        Set vehicle/entity to stay still when moving
CA/9C12: C3        Set vehicle/entity's event speed to fast
CA/9C13: A8        Move vehicle/entity left/down 1x2 tiles
CA/9C14: C6        Set vehicle/entity to walk when moving
CA/9C15: FF        End queue
CA/9C16: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CA/9C18: 0B        Do vehicle/entity graphical action $0B 
CA/9C19: C7        Set vehicle/entity to stay still when moving
CA/9C1A: C1        Set vehicle/entity's event speed to slow
CA/9C1B: 83        Move vehicle/entity left 1 tile
CA/9C1C: C6        Set vehicle/entity to walk when moving
CA/9C1D: E0        Pause for 4 * 10 (40) frames
CA/9C1F: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/9C20: FF        End queue
CA/9C21: B3    Call subroutine $CAD033, 2 times
CA/9C26: 3D    Create object $12
CA/9C28: 41    Show object $12
CA/9C2A: 42    Hide object $11
CA/9C2C: 45    Refresh objects
CA/9C2D: B5    Pause for 15 * 16 (240) units
CA/9C2F: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9C31: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9C33: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/9C34: FF        End queue
CA/9C35: B5    Pause for 15 * 3 (45) units
CA/9C37: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9C39: CD        Turn vehicle/entity right
CA/9C3A: FF        End queue
CA/9C3B: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9C3D: CC        Turn vehicle/entity up
CA/9C3E: FF        End queue
CA/9C3F: 94    Pause for 60 units
CA/9C40: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9C42: CE        Turn vehicle/entity down
CA/9C43: FF        End queue
CA/9C44: 94    Pause for 60 units
CA/9C45: B0    Execute the following commands until $B1 7 times
CA/9C47: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9C49: 23            Do vehicle/entity graphical action $23 
CA/9C4A: FF            End queue
CA/9C4B: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9C4D: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/9C4E: FF            End queue
CA/9C4F: B1        End block of repeating commands
CA/9C50: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9C52: CE        Turn vehicle/entity down
CA/9C53: FF        End queue
CA/9C54: 94    Pause for 60 units
CA/9C55: B3    Call subroutine $CAC7FE, 3 times
CA/9C5A: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9C5C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9C5D: FF        End queue
CA/9C5E: 95    Pause for 120 units
CA/9C5F: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/9C61: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/9C63: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CA/9C65: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/9C67: C1        Set vehicle/entity's event speed to slow
CA/9C68: 85        Move vehicle/entity right 2 tiles
CA/9C69: FF        End queue
CA/9C6A: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/9C6C: C1        Set vehicle/entity's event speed to slow
CA/9C6D: 81        Move vehicle/entity right 1 tile
CA/9C6E: FF        End queue
CA/9C6F: 92    Pause for 30 units
CA/9C70: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/9C72: C1        Set vehicle/entity's event speed to slow
CA/9C73: 81        Move vehicle/entity right 1 tile
CA/9C74: E0        Pause for 4 * 10 (40) frames
CA/9C76: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/9C77: FF        End queue
CA/9C78: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9C7A: 95    Pause for 120 units
CA/9C7B: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/9C7D: C1        Set vehicle/entity's event speed to slow
CA/9C7E: A6        Move vehicle/entity right/down 2x1 tiles
CA/9C7F: CE        Turn vehicle/entity down
CA/9C80: C2        Set vehicle/entity's event speed to normal
CA/9C81: FF        End queue
CA/9C82: 93    Pause for 45 units
CA/9C83: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9C85: 81        Move vehicle/entity right 1 tile
CA/9C86: FF        End queue
CA/9C87: 92    Pause for 30 units
CA/9C88: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/9C8A: C1        Set vehicle/entity's event speed to slow
CA/9C8B: A0        Move vehicle/entity right/up 1x1 tiles
CA/9C8C: CC        Turn vehicle/entity up
CA/9C8D: FF        End queue
CA/9C8E: F1    Fade in song 64 (The Dream of a Train) (high bit clear) with transition time 255
CA/9C91: 95    Pause for 120 units
CA/9C92: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAAD28; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAAD28; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAAD34; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAAD28; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAAD30; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAAD2C; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAAD38
CA/9CA9: 95    Pause for 120 units
CA/9CAA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9CAC: CD        Turn vehicle/entity right
CA/9CAD: FF        End queue
CA/9CAE: 92    Pause for 30 units
CA/9CAF: 4B    Display dialogue message $0467, wait for button press (At bottom of screen)
               Magicite?
CA/9CB2: 93    Pause for 45 units
CA/9CB3: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/9CB5: A0        Move vehicle/entity right/up 1x1 tiles
CA/9CB6: C2        Set vehicle/entity's event speed to normal
CA/9CB7: FF        End queue
CA/9CB8: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/9CBA: 80        Move vehicle/entity up 1 tile
CA/9CBB: C2        Set vehicle/entity's event speed to normal
CA/9CBC: FF        End queue
CA/9CBD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9CBF: CE        Turn vehicle/entity down
CA/9CC0: FF        End queue
CA/9CC1: 94    Pause for 60 units
CA/9CC2: BE    If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAAD3C; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAAD3C; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAAD44; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAAD3C; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAAD40; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAAD3C; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAAD48
CA/9CD9: B3    Call subroutine $CAC7FE, 2 times
CA/9CDE: 93    Pause for 45 units
CA/9CDF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9CE1: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/9CE2: FF        End queue
CA/9CE3: 95    Pause for 120 units
CA/9CE4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9CE6: CE        Turn vehicle/entity down
CA/9CE7: FF        End queue
CA/9CE8: 92    Pause for 30 units
CA/9CE9: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/9CEB: 86        Move vehicle/entity down 2 tiles
CA/9CEC: FF        End queue
CA/9CED: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/9CEF: A0        Move vehicle/entity right/up 1x1 tiles
CA/9CF0: FF        End queue
CA/9CF1: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/9CF3: 84        Move vehicle/entity up 2 tiles
CA/9CF4: FF        End queue
CA/9CF5: 93    Pause for 45 units
CA/9CF6: B2    Call subroutine $CACB95
CA/9CFA: D7    Clear event bit $1E80($31E) [$1EE3, bit 6]
CA/9CFC: D6    Set event bit $1E80($31F) [$1EE3, bit 7]
CA/9CFE: D6    Set event bit $1E80($320) [$1EE4, bit 0]
CA/9D00: D6    Set event bit $1E80($321) [$1EE4, bit 1]
CA/9D02: D6    Set event bit $1E80($322) [$1EE4, bit 2]
CA/9D04: D0    Set event bit $1E80($053) [$1E8A, bit 3]
CA/9D06: 39    Free screen
CA/9D07: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/9D09: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/9D0B: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/9D0D: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CA/9D0F: FE    Return

CA/9D10: 4B    Display dialogue message $046C, wait for button press
               TERRAwait for us.
               We'll be back!
CA/9D13: FE    Return

CA/9D14: 3D    Create object $13
CA/9D16: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CA/9D18: D5        Set vehicle/entity's position to (82, 17)
CA/9D1B: 32        Do vehicle/entity graphical action $32 
CA/9D1C: FF        End queue
CA/9D1D: 41    Show object $13
CA/9D1F: 45    Refresh objects
CA/9D20: 93    Pause for 45 units
CA/9D21: B0    Execute the following commands until $B1 4 times
CA/9D23: F4        Play sound effect 0
CA/9D25: B0        Execute the following commands until $B1 18 times
CA/9D27: 53        Modify object color range from [20, 2F]: Add (Black) at intensity 3
CA/9D2B: B1        End block of repeating commands
CA/9D2C: B0    Execute the following commands until $B1 18 times
CA/9D2E: 53        Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3
CA/9D32: B1        End block of repeating commands
CA/9D33: B1    End block of repeating commands
CA/9D34: 94    Pause for 60 units
CA/9D35: FE    Return

CA/9D36: C0    If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9D4A
CA/9D3C: C0    If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9D46
CA/9D42: 4B    Display dialogue message $05A0, wait for button press
               Emergency!
               Something's coming through the gate!
CA/9D45: FE    Return

CA/9D46: 4B    Display dialogue message $059F, wait for button press
               Elder's orders
               No one passes through the gate.
CA/9D49: FE    Return

CA/9D4A: 4B    Display dialogue message $05AF, wait for button press
               YOUTH: What's wrong, Maduin?
CA/9D4D: C1    If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/9D55: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/9D57: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/9D59: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/9D5B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/9D5D: C2        Set vehicle/entity's event speed to normal
CA/9D5E: 80        Move vehicle/entity up 1 tile
CA/9D5F: 81        Move vehicle/entity right 1 tile
CA/9D60: CF        Turn vehicle/entity left
CA/9D61: FF        End queue
CA/9D62: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/9D64: C2        Set vehicle/entity's event speed to normal
CA/9D65: 88        Move vehicle/entity up 3 tiles
CA/9D66: FF        End queue
CA/9D67: FE    Return

CA/9D68: C0    If ($1E80($117) [$1EA2, bit 7] is set), branch to $CA9DCB
CA/9D6E: C0    If ($1E80($116) [$1EA2, bit 6] is set), branch to $CA9D88
CA/9D74: C0    If ($1E80($06F) [$1E8D, bit 7] is set), branch to $CA9D84
CA/9D7A: C0    If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9EAA
CA/9D80: 4B    Display dialogue message $0592, wait for button press
               She's pretty weak.
               Better let her rest for a moment.
CA/9D83: FE    Return

CA/9D84: 4B    Display dialogue message $05BD, wait for button press
               It's dangerous out there!
CA/9D87: FE    Return

CA/9D88: B2    Call subroutine $CACAB3
CA/9D8C: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CA/9D8E: A1        Move vehicle/entity right/down 1x1 tiles
CA/9D8F: 82        Move vehicle/entity down 1 tile
CA/9D90: FF        End queue
CA/9D91: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/9D93: C2        Set vehicle/entity's event speed to normal
CA/9D94: CC        Turn vehicle/entity up
CA/9D95: FF        End queue
CA/9D96: 4B    Display dialogue message $05C4, wait for button press (At bottom of screen)
               ESPER: This is all because of that human girl!
               MADUIN: Nonsense!
               ESPER: I'm sure she helped the others find us!
CA/9D99: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/9D9B: A0        Move vehicle/entity right/up 1x1 tiles
CA/9D9C: A0        Move vehicle/entity right/up 1x1 tiles
CA/9D9D: 80        Move vehicle/entity up 1 tile
CA/9D9E: FF        End queue
CA/9D9F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/9DA1: 88        Move vehicle/entity up 3 tiles
CA/9DA2: CF        Turn vehicle/entity left
CA/9DA3: FF        End queue
CA/9DA4: 4B    Display dialogue message $05C5, wait for button press (At bottom of screen)
               MADUIN: Get a grip on yourself!
               ESPER: No! She's one of them!
               Soon she'll be wearing our hide!
CA/9DA7: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CA/9DA9: 92        Move vehicle/entity down 5 tiles
CA/9DAA: A2        Move vehicle/entity left/down 1x1 tiles
CA/9DAB: A2        Move vehicle/entity left/down 1x1 tiles
CA/9DAC: A2        Move vehicle/entity left/down 1x1 tiles
CA/9DAD: A2        Move vehicle/entity left/down 1x1 tiles
CA/9DAE: A2        Move vehicle/entity left/down 1x1 tiles
CA/9DAF: 8A        Move vehicle/entity down 3 tiles
CA/9DB0: D1        Make vehicle/entity disappear
CA/9DB1: FF        End queue
CA/9DB2: 42    Hide object $15
CA/9DB4: 45    Refresh objects
CA/9DB5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9DB7: CE        Turn vehicle/entity down
CA/9DB8: FF        End queue
CA/9DB9: 4B    Display dialogue message $05C6, wait for button press
               MADUIN: Urghhh!
CA/9DBC: D7    Clear event bit $1E80($35A) [$1EEB, bit 2]
CA/9DBE: D7    Clear event bit $1E80($35B) [$1EEB, bit 3]
CA/9DC0: D2    Set event bit $1E80($117) [$1EA2, bit 7]
CA/9DC2: D6    Set event bit $1E80($35C) [$1EEB, bit 4]
CA/9DC4: D7    Clear event bit $1E80($33D) [$1EE7, bit 5]
CA/9DC6: D7    Clear event bit $1E80($337) [$1EE6, bit 7]
CA/9DC8: D6    Set event bit $1E80($35D) [$1EEB, bit 5]
CA/9DCA: FE    Return

CA/9DCB: 4B    Display dialogue message $05C7, wait for button press
               Madonna took TERRA to the gate!
CA/9DCE: FE    Return

CA/9DCF: C0    If ($1E80($06F) [$1E8D, bit 7] is set), branch to $CA9DE3
CA/9DD5: C0    If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9DDF
CA/9DDB: 4B    Display dialogue message $0594, wait for button press
               ELDER: This evening is an ill omen
CA/9DDE: FE    Return

CA/9DDF: 4B    Display dialogue message $0593, wait for button press
               ELDER: Did I hear there was a human here?
               MADUIN: Probably
               wandered in here by mistake.
CA/9DE2: FE    Return

CA/9DE3: B2    Call subroutine $CACAFF
CA/9DE7: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/9DE9: CE        Turn vehicle/entity down
CA/9DEA: FF        End queue
CA/9DEB: 4B    Display dialogue message $05BC, wait for button press
               ELDER: We've no choice
               We must do what we've been avoiding
               MADUIN: You mean
               the magic barrier?
CA/9DEE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/9DF0: CE        Turn vehicle/entity down
CA/9DF1: FF        End queue
CA/9DF2: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/9DF4: 8A        Move vehicle/entity down 3 tiles
CA/9DF5: FF        End queue
CA/9DF6: 4B    Display dialogue message $05C0, wait for button press
               ELDER: Here's the plan. We'll cause a tempest that'll sweep all the nasty creatures out of our realm.
               Then we'll seal the gate
               I am the last of our kind able to cast this magical seal.
CA/9DF9: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/9DFB: 86        Move vehicle/entity down 2 tiles
CA/9DFC: 83        Move vehicle/entity left 1 tile
CA/9DFD: 96        Move vehicle/entity down 6 tiles
CA/9DFE: 8B        Move vehicle/entity left 3 tiles
CA/9DFF: FF        End queue
CA/9E00: 93    Pause for 45 units
CA/9E01: 4B    Display dialogue message $05C1, wait for button press
               MADUIN: But in your state, you might just
               ELDER: Pass away
               but at least we will finally be safe.
               MADUIN: Madonna
CA/9E04: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/9E06: CD        Turn vehicle/entity right
CA/9E07: FF        End queue
CA/9E08: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/9E0A: CD        Turn vehicle/entity right
CA/9E0B: FF        End queue
CA/9E0C: 95    Pause for 120 units
CA/9E0D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/9E0F: CE        Turn vehicle/entity down
CA/9E10: FF        End queue
CA/9E11: 93    Pause for 45 units
CA/9E12: F2    Fade out current song with transition time 64
CA/9E14: 4B    Display dialogue message $05C2, wait for button press
               MADONNA: I, for one, will not miss the other side
CA/9E17: 95    Pause for 120 units
CA/9E18: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/9E1A: CE        Turn vehicle/entity down
CA/9E1B: FF        End queue
CA/9E1C: 94    Pause for 60 units
CA/9E1D: 4B    Display dialogue message $05C3, wait for button press
               ELDER: Let's do it.
               We have no other choice.
CA/9E20: F0    Play song 28 (Troops March On), (high bit clear), full volume
CA/9E22: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/9E24: A0        Move vehicle/entity right/up 1x1 tiles
CA/9E25: CF        Turn vehicle/entity left
CA/9E26: FF        End queue
CA/9E27: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/9E29: 89        Move vehicle/entity right 3 tiles
CA/9E2A: 94        Move vehicle/entity up 6 tiles
CA/9E2B: FF        End queue
CA/9E2C: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CA/9E2E: C8        Set object layering priority to 0 (low nibble 0)
CA/9E30: 81        Move vehicle/entity right 1 tile
CA/9E31: 8E        Move vehicle/entity down 4 tiles
CA/9E32: D1        Make vehicle/entity disappear
CA/9E33: FF        End queue
CA/9E34: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/9E36: A2        Move vehicle/entity left/down 1x1 tiles
CA/9E37: CC        Turn vehicle/entity up
CA/9E38: FF        End queue
CA/9E39: D2    Set event bit $1E80($116) [$1EA2, bit 6]
CA/9E3B: D7    Clear event bit $1E80($33B) [$1EE7, bit 3]
CA/9E3D: FE    Return

CA/9E3E: 4B    Display dialogue message $05AB, wait for button press
               ELDER: Everything all right?
               WHAT? The human's gone?
CA/9E41: FE    Return

CA/9E42: 4B    Display dialogue message $05C8, wait for button press
               ELDER: Where are you going?! D' goh!
               MADUIN: Madonna's getting drawn into the next world!
               ELDER: Impossible!
               It's too late! I've already begun casting the barrier. There's no turning back!
               MADUIN: That fool
CA/9E45: FE    Return

CA/9E46: C0    If ($1E80($117) [$1EA2, bit 7] is set), branch to $CA9E64
CA/9E4C: C0    If ($1E80($06F) [$1E8D, bit 7] is set), branch to $CA9E60
CA/9E52: C0    If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E5C
CA/9E58: 4B    Display dialogue message $0595, wait for button press
               You okay, Maduin?
CA/9E5B: FE    Return

CA/9E5C: 4B    Display dialogue message $0596, wait for button press
               You'd better do away with it. Humans and Espers are incompatible
CA/9E5F: FE    Return

CA/9E60: 4B    Display dialogue message $05BE, wait for button press
               Soon the humans will arrive!
CA/9E63: FE    Return

CA/9E64: 4B    Display dialogue message $05C7, wait for button press
               Madonna took TERRA to the gate!
CA/9E67: FE    Return

CA/9E68: C0    If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E72
CA/9E6E: 4B    Display dialogue message $0597, wait for button press
               You're the Gate Keeper, Maduin?
CA/9E71: FE    Return

CA/9E72: 4B    Display dialogue message $0598, wait for button press
               Everyone here's feeling uneasy.
CA/9E75: FE    Return

CA/9E76: C0    If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E80
CA/9E7C: 4B    Display dialogue message $059B, wait for button press
               Strong winds
               Be careful, Maduin.
CA/9E7F: FE    Return

CA/9E80: 4B    Display dialogue message $059C, wait for button press
               The link between worlds has surely weakened over the past 1000 years.
CA/9E83: FE    Return

CA/9E84: C0    If ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA9E8E
CA/9E8A: 4B    Display dialogue message $059D, wait for button press
               You okay Maduin?
CA/9E8D: FE    Return

CA/9E8E: 4B    Display dialogue message $059E, wait for button press
               Do you even know what you've done?
CA/9E91: FE    Return

CA/9E92: C0    If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9E9C
CA/9E98: 4B    Display dialogue message $05A1, wait for button press
               They say a human girl's here
CA/9E9B: FE    Return

CA/9E9C: 4B    Display dialogue message $05AC, wait for button press
               If this generation of humans knew about our abilities
               And decided they wanted to utilize our powers
               It would be a total disaster!
CA/9E9F: FE    Return

CA/9EA0: C0    If ($1E80($06E) [$1E8D, bit 6] is set), branch to $CA9EAA
CA/9EA6: 4B    Display dialogue message $05A2, wait for button press
               
CA/9EA9: FE    Return

CA/9EAA: 4B    Display dialogue message $05AD, wait for button press
               A human girl made it all the way to the gate!
CA/9EAD: FE    Return

CA/9EAE: 4B    Display dialogue message $05AE, wait for button press
               Why has this happened now after all these years?
CA/9EB1: FE    Return

CA/9EB2: 4B    Display dialogue message $0591, wait for button press
               MADUIN: Listen well, and think clearly!
               What will you do?
               ^(Return together?)
               ^(Leave her here?)
CA/9EB5: B6    Indexed branch based on prior dialogue selection [$CA9EBD, $CA5EB3]
CA/9EBC: FE    Return

CA/9EBD: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/9EBF: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/9EC1: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/9EC3: C1        Set vehicle/entity's event speed to slow
CA/9EC4: 80        Move vehicle/entity up 1 tile
CA/9EC5: FF        End queue
CA/9EC6: 42    Hide object $11
CA/9EC8: 45    Refresh objects
CA/9EC9: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/9ECB: 92    Pause for 30 units
CA/9ECC: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CA/9ECE: CD        Turn vehicle/entity right
CA/9ECF: E0        Pause for 4 * 1 (4) frames
CA/9ED1: CE        Turn vehicle/entity down
CA/9ED2: E0        Pause for 4 * 8 (32) frames
CA/9ED4: C2        Set vehicle/entity's event speed to normal
CA/9ED5: 9E        Move vehicle/entity down 8 tiles
CA/9ED6: 8E        Move vehicle/entity down 4 tiles
CA/9ED7: FF        End queue
CA/9ED8: B5    Pause for 15 * 12 (180) units
CA/9EDA: 97    Fade screen to black
CA/9EDB: 5C    Pause execution until fade in or fade out is complete
CA/9EDC: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/9EDE: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/9EE0: D6    Set event bit $1E80($339) [$1EE7, bit 1]
CA/9EE2: D6    Set event bit $1E80($33A) [$1EE7, bit 2]
CA/9EE4: 6B    Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $2400), place party at (46, 44), facing down
CA/9EEA: 38    Hold screen
CA/9EEB: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/9EED: D5        Set vehicle/entity's position to (41, 51)
CA/9EF0: CE        Turn vehicle/entity down
CA/9EF1: FF        End queue
CA/9EF2: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/9EF4: D5        Set vehicle/entity's position to (45, 49)
CA/9EF7: CD        Turn vehicle/entity right
CA/9EF8: FF        End queue
CA/9EF9: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/9EFB: D5        Set vehicle/entity's position to (47, 42)
CA/9EFE: CF        Turn vehicle/entity left
CA/9EFF: FF        End queue
CA/9F00: 96    Restore screen from fade
CA/9F01: B5    Pause for 15 * 12 (180) units
CA/9F03: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CA/9F05: 86        Move vehicle/entity down 2 tiles
CA/9F06: 83        Move vehicle/entity left 1 tile
CA/9F07: CC        Turn vehicle/entity up
CA/9F08: E0        Pause for 4 * 8 (32) frames
CA/9F0A: 92        Move vehicle/entity down 5 tiles
CA/9F0B: CF        Turn vehicle/entity left
CA/9F0C: FF        End queue
CA/9F0D: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/9F0F: C1        Set vehicle/entity's event speed to slow
CA/9F10: A8        Move vehicle/entity left/down 1x2 tiles
CA/9F11: 8A        Move vehicle/entity down 3 tiles
CA/9F12: FF        End queue
CA/9F13: 4B    Display dialogue message $0592, wait for button press
               She's pretty weak.
               Better let her rest for a moment.
CA/9F16: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/9F18: 84        Move vehicle/entity up 2 tiles
CA/9F19: A4        Move vehicle/entity right/up 1x2 tiles
CA/9F1A: CE        Turn vehicle/entity down
CA/9F1B: FF        End queue
CA/9F1C: 39    Free screen
CA/9F1D: D0    Set event bit $1E80($06C) [$1E8D, bit 4]
CA/9F1F: D7    Clear event bit $1E80($338) [$1EE7, bit 0]
CA/9F21: D6    Set event bit $1E80($337) [$1EE6, bit 7]
CA/9F23: D6    Set event bit $1E80($33D) [$1EE7, bit 5]
CA/9F25: FE    Return

CA/9F26: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CA/9F28: CD        Turn vehicle/entity right
CA/9F29: E0        Pause for 4 * 1 (4) frames
CA/9F2B: CF        Turn vehicle/entity left
CA/9F2C: E0        Pause for 4 * 1 (4) frames
CA/9F2E: FF        End queue
CA/9F2F: B2    Call subroutine $CACA8D
CA/9F33: 4B    Display dialogue message $05A4, wait for button press
               MADUIN: Did I awaken you?
CA/9F36: 38    Hold screen
CA/9F37: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/9F39: C1        Set vehicle/entity's event speed to slow
CA/9F3A: 80        Move vehicle/entity up 1 tile
CA/9F3B: FF        End queue
CA/9F3C: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CA/9F3E: A8        Move vehicle/entity left/down 1x2 tiles
CA/9F3F: 86        Move vehicle/entity down 2 tiles
CA/9F40: A2        Move vehicle/entity left/down 1x1 tiles
CA/9F41: A2        Move vehicle/entity left/down 1x1 tiles
CA/9F42: D1        Make vehicle/entity disappear
CA/9F43: FF        End queue
CA/9F44: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CA/9F46: C1        Set vehicle/entity's event speed to slow
CA/9F47: 81        Move vehicle/entity right 1 tile
CA/9F48: E0        Pause for 4 * 8 (32) frames
CA/9F4A: CF        Turn vehicle/entity left
CA/9F4B: FF        End queue
CA/9F4C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/9F4E: B5    Pause for 15 * 6 (90) units
CA/9F50: 4B    Display dialogue message $05A5, wait for button press
               GIRL: You'rean Esper?
               What's that pendant for?
CA/9F53: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9F55: CD        Turn vehicle/entity right
CA/9F56: FF        End queue
CA/9F57: 95    Pause for 120 units
CA/9F58: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/9F5A: 81        Move vehicle/entity right 1 tile
CA/9F5B: FF        End queue
CA/9F5C: 4B    Display dialogue message $05A6, wait for button press
               MADUIN: It'syours now!
               It helps protect the Esper World.
               GIRL: Esper World
               Boy, did I take the low road or what?
               MADUIN: The Esper folk are pretty upset, you being a human and all
               GIRL: You the one whosaved me?
CA/9F5F: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/9F61: 82        Move vehicle/entity down 1 tile
CA/9F62: 83        Move vehicle/entity left 1 tile
CA/9F63: FF        End queue
CA/9F64: 4B    Display dialogue message $05A7, wait for button press
               ESPER: I am Maduin.
               I tired living in the human world
               That world is filled with desire, greed and loathing. It's highly infectious
CA/9F67: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9F69: CE        Turn vehicle/entity down
CA/9F6A: FF        End queue
CA/9F6B: 4B    Display dialogue message $05A8, wait for button press
               MADUIN: Are humans and Espers
               trulyso different?
CA/9F6E: 4B    Display dialogue message $05A9, wait for button press
               MADONNA: SoI'm an example of the evil in this world, huh?
               MADUIN: No, I mean
CA/9F71: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/9F73: CD        Turn vehicle/entity right
CA/9F74: FF        End queue
CA/9F75: 4B    Display dialogue message $05AA, wait for button press
               MADONNA: I'll return to my world tomorrow!
               MADUIN: You'll need a guide.
CA/9F78: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CA/9F7A: D5        Set vehicle/entity's position to (44, 50)
CA/9F7D: CD        Turn vehicle/entity right
CA/9F7E: FF        End queue
CA/9F7F: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/9F81: 8E        Move vehicle/entity down 4 tiles
CA/9F82: FF        End queue
CA/9F83: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CA/9F85: CD        Turn vehicle/entity right
CA/9F86: E0        Pause for 4 * 8 (32) frames
CA/9F88: CE        Turn vehicle/entity down
CA/9F89: FF        End queue
CA/9F8A: B5    Pause for 15 * 10 (150) units
CA/9F8C: 5A    Fade screen at speed $04
CA/9F8E: D0    Set event bit $1E80($06E) [$1E8D, bit 6]
CA/9F90: D7    Clear event bit $1E80($339) [$1EE7, bit 1]
CA/9F92: D7    Clear event bit $1E80($33B) [$1EE7, bit 3]
CA/9F94: D6    Set event bit $1E80($33E) [$1EE7, bit 6]
CA/9F96: 5C    Pause execution until fade in or fade out is complete
CA/9F97: 6B    Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $2400), place party at (31, 10), facing down
CA/9F9D: 39    Free screen
CA/9F9E: 59    Unfade screen at speed $04
CA/9FA0: 5C    Pause execution until fade in or fade out is complete
CA/9FA1: FE    Return

CA/9FA2: 4B    Display dialogue message $05BF, wait for button press
               MADONNA: TERRA's all right.
CA/9FA5: FE    Return

CA/9FA6: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/9FA8: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/9FAA: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/9FAC: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/9FAE: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CA/9FB0: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CA/9FB2: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CA/9FB4: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/9FB6: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CA/9FB8: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CA/9FBA: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CA/9FBC: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/9FBE: FE    Return

CA/9FBF: C0    If ($1E80($118) [$1EA3, bit 0] is set), branch to $CAA4E0
CA/9FC5: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/9FC7: CE        Turn vehicle/entity down
CA/9FC8: FF        End queue
CA/9FC9: 4B    Display dialogue message $05B0, wait for button press
               MADUIN: If you don't want to return to your world, you may stay here.
               MADONNA: But humans and Espers can never coexist!
CA/9FCC: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CA/9FCE: 83        Move vehicle/entity left 1 tile
CA/9FCF: CD        Turn vehicle/entity right
CA/9FD0: FF        End queue
CA/9FD1: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/9FD3: 80        Move vehicle/entity up 1 tile
CA/9FD4: CF        Turn vehicle/entity left
CA/9FD5: FF        End queue
CA/9FD6: 73    Replace current map's Layer 1 at (54, 156) with the following (4 x 3) chunk, refresh immediately
CA/9FDB:       $00, $00, $00, $00
CA/9FDF:       $00, $00, $00, $00
CA/9FE3:       $00, $00, $00, $00
CA/9FE7: 4B    Display dialogue message $05B1, wait for button press
               MADUIN: How do we know for sure unless we observe for ourselves?
CA/9FEA: B0    Execute the following commands until $B1 32 times
CA/9FEC: 51        Modify background color range from [10, 70]: Do <unknown operation> (Black) at intensity 3
CA/9FF0: B4        Pause for 4 units
CA/9FF2: B1        End block of repeating commands
CA/9FF3: 38    Hold screen
CA/9FF4: B2    Call subroutine $CA9FA6
CA/9FF8: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CA/9FFA: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/9FFC: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/9FFE: C3        Set vehicle/entity's event speed to fast
CA/9FFF: FF        End queue
CA/A000: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/A002: C3        Set vehicle/entity's event speed to fast
CA/A003: FF        End queue
CA/A004: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/A006: C3        Set vehicle/entity's event speed to fast
CA/A007: FF        End queue
CA/A008: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/A00A: C3        Set vehicle/entity's event speed to fast
CA/A00B: FF        End queue
CA/A00C: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/A00E: C3        Set vehicle/entity's event speed to fast
CA/A00F: FF        End queue
CA/A010: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CA/A012: C3        Set vehicle/entity's event speed to fast
CA/A013: FF        End queue
CA/A014: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CA/A016: C3        Set vehicle/entity's event speed to fast
CA/A017: FF        End queue
CA/A018: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CA/A01A: C3        Set vehicle/entity's event speed to fast
CA/A01B: FF        End queue
CA/A01C: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/A01E: C3        Set vehicle/entity's event speed to fast
CA/A01F: FF        End queue
CA/A020: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/A022: C2        Set vehicle/entity's event speed to normal
CA/A023: 80        Move vehicle/entity up 1 tile
CA/A024: AB        Move vehicle/entity left/up 1x2 tiles
CA/A025: C1        Set vehicle/entity's event speed to slow
CA/A026: A3        Move vehicle/entity left/up 1x1 tiles
CA/A027: FF        End queue
CA/A028: 31    Begin action queue for character $31 (Party Character 0), 17 bytes long 
CA/A02A: C8        Set object layering priority to 2 (low nibble 2)
CA/A02C: C7        Set vehicle/entity to stay still when moving
CA/A02D: C3        Set vehicle/entity's event speed to fast
CA/A02E: CC        Turn vehicle/entity up
CA/A02F: A0        Move vehicle/entity right/up 1x1 tiles
CA/A030: A4        Move vehicle/entity right/up 1x2 tiles
CA/A031: CF        Turn vehicle/entity left
CA/A032: 80        Move vehicle/entity up 1 tile
CA/A033: AB        Move vehicle/entity left/up 1x2 tiles
CA/A034: A3        Move vehicle/entity left/up 1x1 tiles
CA/A035: CE        Turn vehicle/entity down
CA/A036: AA        Move vehicle/entity left/up 2x1 tiles
CA/A037: 83        Move vehicle/entity left 1 tile
CA/A038: A9        Move vehicle/entity left/down 2x1 tiles
CA/A039: CD        Turn vehicle/entity right
CA/A03A: FF        End queue
CA/A03B: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CA/A03D: CC        Turn vehicle/entity up
CA/A03E: C8        Set object layering priority to 2 (low nibble 2)
CA/A040: FF        End queue
CA/A041: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/A043: D5        Set vehicle/entity's position to (55, 34)
CA/A046: 82        Move vehicle/entity down 1 tile
CA/A047: D5        Set vehicle/entity's position to (0, 0)
CA/A04A: FF        End queue
CA/A04B: B4    Pause for 14 units
CA/A04D: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/A04F: D5        Set vehicle/entity's position to (55, 35)
CA/A052: 82        Move vehicle/entity down 1 tile
CA/A053: D5        Set vehicle/entity's position to (0, 0)
CA/A056: FF        End queue
CA/A057: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/A059: D5        Set vehicle/entity's position to (56, 33)
CA/A05C: 82        Move vehicle/entity down 1 tile
CA/A05D: D5        Set vehicle/entity's position to (0, 0)
CA/A060: FF        End queue
CA/A061: B4    Pause for 14 units
CA/A063: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/A065: D5        Set vehicle/entity's position to (55, 36)
CA/A068: 82        Move vehicle/entity down 1 tile
CA/A069: D5        Set vehicle/entity's position to (0, 0)
CA/A06C: FF        End queue
CA/A06D: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/A06F: D5        Set vehicle/entity's position to (56, 34)
CA/A072: 82        Move vehicle/entity down 1 tile
CA/A073: D5        Set vehicle/entity's position to (0, 0)
CA/A076: FF        End queue
CA/A077: 19    Begin action queue for character $19 (NPC $19), 8 bytes long 
CA/A079: D5        Set vehicle/entity's position to (57, 31)
CA/A07C: 82        Move vehicle/entity down 1 tile
CA/A07D: D5        Set vehicle/entity's position to (0, 0)
CA/A080: FF        End queue
CA/A081: B4    Pause for 10 units
CA/A083: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/A085: D5        Set vehicle/entity's position to (57, 30)
CA/A088: 82        Move vehicle/entity down 1 tile
CA/A089: D5        Set vehicle/entity's position to (0, 0)
CA/A08C: FF        End queue
CA/A08D: B4    Pause for 4 units
CA/A08F: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CA/A091: D5        Set vehicle/entity's position to (56, 35)
CA/A094: 82        Move vehicle/entity down 1 tile
CA/A095: D5        Set vehicle/entity's position to (0, 0)
CA/A098: FF        End queue
CA/A099: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CA/A09B: D5        Set vehicle/entity's position to (57, 32)
CA/A09E: 82        Move vehicle/entity down 1 tile
CA/A09F: D5        Set vehicle/entity's position to (0, 0)
CA/A0A2: FF        End queue
CA/A0A3: B4    Pause for 5 units
CA/A0A5: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/A0A7: D5        Set vehicle/entity's position to (56, 28)
CA/A0AA: 82        Move vehicle/entity down 1 tile
CA/A0AB: D5        Set vehicle/entity's position to (0, 0)
CA/A0AE: FF        End queue
CA/A0AF: B4    Pause for 5 units
CA/A0B1: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/A0B3: D5        Set vehicle/entity's position to (57, 31)
CA/A0B6: 82        Move vehicle/entity down 1 tile
CA/A0B7: D5        Set vehicle/entity's position to (0, 0)
CA/A0BA: FF        End queue
CA/A0BB: B4    Pause for 4 units
CA/A0BD: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long 
CA/A0BF: D5        Set vehicle/entity's position to (57, 33)
CA/A0C2: 82        Move vehicle/entity down 1 tile
CA/A0C3: D5        Set vehicle/entity's position to (0, 0)
CA/A0C6: FF        End queue
CA/A0C7: 19    Begin action queue for character $19 (NPC $19), 8 bytes long 
CA/A0C9: D5        Set vehicle/entity's position to (55, 27)
CA/A0CC: 82        Move vehicle/entity down 1 tile
CA/A0CD: D5        Set vehicle/entity's position to (0, 0)
CA/A0D0: FF        End queue
CA/A0D1: B4    Pause for 5 units
CA/A0D3: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/A0D5: D5        Set vehicle/entity's position to (56, 29)
CA/A0D8: 82        Move vehicle/entity down 1 tile
CA/A0D9: D5        Set vehicle/entity's position to (0, 0)
CA/A0DC: FF        End queue
CA/A0DD: B4    Pause for 5 units
CA/A0DF: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/A0E1: D5        Set vehicle/entity's position to (53, 26)
CA/A0E4: 82        Move vehicle/entity down 1 tile
CA/A0E5: D5        Set vehicle/entity's position to (0, 0)
CA/A0E8: FF        End queue
CA/A0E9: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CA/A0EB: D5        Set vehicle/entity's position to (55, 28)
CA/A0EE: 82        Move vehicle/entity down 1 tile
CA/A0EF: D5        Set vehicle/entity's position to (0, 0)
CA/A0F2: FF        End queue
CA/A0F3: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/A0F5: D5        Set vehicle/entity's position to (57, 32)
CA/A0F8: 82        Move vehicle/entity down 1 tile
CA/A0F9: D5        Set vehicle/entity's position to (0, 0)
CA/A0FC: FF        End queue
CA/A0FD: B4    Pause for 4 units
CA/A0FF: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long 
CA/A101: D5        Set vehicle/entity's position to (55, 29)
CA/A104: 82        Move vehicle/entity down 1 tile
CA/A105: D5        Set vehicle/entity's position to (0, 0)
CA/A108: FF        End queue
CA/A109: B4    Pause for 5 units
CA/A10B: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/A10D: D5        Set vehicle/entity's position to (53, 27)
CA/A110: 82        Move vehicle/entity down 1 tile
CA/A111: D5        Set vehicle/entity's position to (0, 0)
CA/A114: FF        End queue
CA/A115: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CA/A117: D5        Set vehicle/entity's position to (56, 30)
CA/A11A: 82        Move vehicle/entity down 1 tile
CA/A11B: D5        Set vehicle/entity's position to (0, 0)
CA/A11E: FF        End queue
CA/A11F: B4    Pause for 4 units
CA/A121: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/A123: D5        Set vehicle/entity's position to (52, 26)
CA/A126: 82        Move vehicle/entity down 1 tile
CA/A127: D5        Set vehicle/entity's position to (0, 0)
CA/A12A: FF        End queue
CA/A12B: B4    Pause for 10 units
CA/A12D: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/A12F: D5        Set vehicle/entity's position to (53, 28)
CA/A132: 82        Move vehicle/entity down 1 tile
CA/A133: D5        Set vehicle/entity's position to (0, 0)
CA/A136: FF        End queue
CA/A137: B4    Pause for 4 units
CA/A139: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/A13B: D5        Set vehicle/entity's position to (52, 27)
CA/A13E: 82        Move vehicle/entity down 1 tile
CA/A13F: D5        Set vehicle/entity's position to (0, 0)
CA/A142: FF        End queue
CA/A143: B4    Pause for 6 units
CA/A145: 18    Begin action queue for character $18 (NPC $18), 8 bytes long (Wait until complete)
CA/A147: D5        Set vehicle/entity's position to (52, 28)
CA/A14A: 82        Move vehicle/entity down 1 tile
CA/A14B: D5        Set vehicle/entity's position to (0, 0)
CA/A14E: FF        End queue
CA/A14F: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CA/A151: D5        Set vehicle/entity's position to (50, 27)
CA/A154: 82        Move vehicle/entity down 1 tile
CA/A155: D5        Set vehicle/entity's position to (0, 0)
CA/A158: FC        Branch 7 bytes backwards ($CAA151)
CA/A15A: FF        End queue
CA/A15B: B4    Pause for 14 units
CA/A15D: 11    Begin action queue for character $11 (NPC $11), 10 bytes long 
CA/A15F: D5        Set vehicle/entity's position to (50, 28)
CA/A162: 82        Move vehicle/entity down 1 tile
CA/A163: D5        Set vehicle/entity's position to (0, 0)
CA/A166: FC        Branch 7 bytes backwards ($CAA15F)
CA/A168: FF        End queue
CA/A169: B4    Pause for 14 units
CA/A16B: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CA/A16D: D5        Set vehicle/entity's position to (50, 29)
CA/A170: 82        Move vehicle/entity down 1 tile
CA/A171: D5        Set vehicle/entity's position to (0, 0)
CA/A174: FC        Branch 7 bytes backwards ($CAA16D)
CA/A176: FF        End queue
CA/A177: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A179: 4B    Display dialogue message $05B2, wait for button press (At bottom of screen)
               
                   How do we know
CA/A17C: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/A17E: D5        Set vehicle/entity's position to (0, 0)
CA/A181: FF        End queue
CA/A182: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CA/A184: D5        Set vehicle/entity's position to (0, 0)
CA/A187: FF        End queue
CA/A188: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/A18A: D5        Set vehicle/entity's position to (0, 0)
CA/A18D: FF        End queue
CA/A18E: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/A190: C2        Set vehicle/entity's event speed to normal
CA/A191: A1        Move vehicle/entity right/down 1x1 tiles
CA/A192: A1        Move vehicle/entity right/down 1x1 tiles
CA/A193: C1        Set vehicle/entity's event speed to slow
CA/A194: A6        Move vehicle/entity right/down 2x1 tiles
CA/A195: FF        End queue
CA/A196: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long 
CA/A198: CF        Turn vehicle/entity left
CA/A199: E0        Pause for 4 * 4 (16) frames
CA/A19B: CE        Turn vehicle/entity down
CA/A19C: E0        Pause for 4 * 2 (8) frames
CA/A19E: CD        Turn vehicle/entity right
CA/A19F: FF        End queue
CA/A1A0: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/A1A2: A8        Move vehicle/entity left/down 1x2 tiles
CA/A1A3: CD        Turn vehicle/entity right
CA/A1A4: 86        Move vehicle/entity down 2 tiles
CA/A1A5: A7        Move vehicle/entity right/down 1x2 tiles
CA/A1A6: A1        Move vehicle/entity right/down 1x1 tiles
CA/A1A7: CC        Turn vehicle/entity up
CA/A1A8: A1        Move vehicle/entity right/down 1x1 tiles
CA/A1A9: A6        Move vehicle/entity right/down 2x1 tiles
CA/A1AA: 8D        Move vehicle/entity right 4 tiles
CA/A1AB: CF        Turn vehicle/entity left
CA/A1AC: A5        Move vehicle/entity right/up 2x1 tiles
CA/A1AD: FF        End queue
CA/A1AE: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A1B0: 4B    Display dialogue message $05B3, wait for button press
               
               unless we
CA/A1B3: 30    Begin action queue for character $30 (Camera), 10 bytes long 
CA/A1B5: C2        Set vehicle/entity's event speed to normal
CA/A1B6: AA        Move vehicle/entity left/up 2x1 tiles
CA/A1B7: 8F        Move vehicle/entity left 4 tiles
CA/A1B8: E0        Pause for 4 * 14 (56) frames
CA/A1BA: A1        Move vehicle/entity right/down 1x1 tiles
CA/A1BB: 85        Move vehicle/entity right 2 tiles
CA/A1BC: C1        Set vehicle/entity's event speed to slow
CA/A1BD: A0        Move vehicle/entity right/up 1x1 tiles
CA/A1BE: FF        End queue
CA/A1BF: 1C    Begin action queue for character $1C (NPC $1C), 47 bytes long 
CA/A1C1: E0        Pause for 4 * 6 (24) frames
CA/A1C3: CC        Turn vehicle/entity up
CA/A1C4: E0        Pause for 4 * 4 (16) frames
CA/A1C6: CF        Turn vehicle/entity left
CA/A1C7: E0        Pause for 4 * 1 (4) frames
CA/A1C9: CE        Turn vehicle/entity down
CA/A1CA: E0        Pause for 4 * 1 (4) frames
CA/A1CC: CD        Turn vehicle/entity right
CA/A1CD: E0        Pause for 4 * 1 (4) frames
CA/A1CF: CC        Turn vehicle/entity up
CA/A1D0: E0        Pause for 4 * 1 (4) frames
CA/A1D2: C7        Set vehicle/entity to stay still when moving
CA/A1D3: C3        Set vehicle/entity's event speed to fast
CA/A1D4: 8F        Move vehicle/entity left 4 tiles
CA/A1D5: CF        Turn vehicle/entity left
CA/A1D6: E0        Pause for 4 * 1 (4) frames
CA/A1D8: CE        Turn vehicle/entity down
CA/A1D9: E0        Pause for 4 * 1 (4) frames
CA/A1DB: CD        Turn vehicle/entity right
CA/A1DC: E0        Pause for 4 * 1 (4) frames
CA/A1DE: CC        Turn vehicle/entity up
CA/A1DF: E0        Pause for 4 * 1 (4) frames
CA/A1E1: CF        Turn vehicle/entity left
CA/A1E2: E0        Pause for 4 * 1 (4) frames
CA/A1E4: CE        Turn vehicle/entity down
CA/A1E5: A7        Move vehicle/entity right/down 1x2 tiles
CA/A1E6: A0        Move vehicle/entity right/up 1x1 tiles
CA/A1E7: A3        Move vehicle/entity left/up 1x1 tiles
CA/A1E8: A2        Move vehicle/entity left/down 1x1 tiles
CA/A1E9: A1        Move vehicle/entity right/down 1x1 tiles
CA/A1EA: CF        Turn vehicle/entity left
CA/A1EB: A5        Move vehicle/entity right/up 2x1 tiles
CA/A1EC: A5        Move vehicle/entity right/up 2x1 tiles
CA/A1ED: A0        Move vehicle/entity right/up 1x1 tiles
CA/A1EE: C3        Set vehicle/entity's event speed to fast
CA/A1EF: FF        End queue
CA/A1F0: 31    Begin action queue for character $31 (Party Character 0), 46 bytes long 
CA/A1F2: A3        Move vehicle/entity left/up 1x1 tiles
CA/A1F3: AA        Move vehicle/entity left/up 2x1 tiles
CA/A1F4: 8B        Move vehicle/entity left 3 tiles
CA/A1F5: CE        Turn vehicle/entity down
CA/A1F6: A2        Move vehicle/entity left/down 1x1 tiles
CA/A1F7: CD        Turn vehicle/entity right
CA/A1F8: A1        Move vehicle/entity right/down 1x1 tiles
CA/A1F9: CC        Turn vehicle/entity up
CA/A1FA: A0        Move vehicle/entity right/up 1x1 tiles
CA/A1FB: CF        Turn vehicle/entity left
CA/A1FC: A3        Move vehicle/entity left/up 1x1 tiles
CA/A1FD: CE        Turn vehicle/entity down
CA/A1FE: 8F        Move vehicle/entity left 4 tiles
CA/A1FF: A2        Move vehicle/entity left/down 1x1 tiles
CA/A200: CD        Turn vehicle/entity right
CA/A201: A1        Move vehicle/entity right/down 1x1 tiles
CA/A202: CC        Turn vehicle/entity up
CA/A203: A0        Move vehicle/entity right/up 1x1 tiles
CA/A204: CF        Turn vehicle/entity left
CA/A205: A3        Move vehicle/entity left/up 1x1 tiles
CA/A206: CE        Turn vehicle/entity down
CA/A207: A2        Move vehicle/entity left/down 1x1 tiles
CA/A208: CD        Turn vehicle/entity right
CA/A209: A1        Move vehicle/entity right/down 1x1 tiles
CA/A20A: CC        Turn vehicle/entity up
CA/A20B: 81        Move vehicle/entity right 1 tile
CA/A20C: CF        Turn vehicle/entity left
CA/A20D: E0        Pause for 4 * 1 (4) frames
CA/A20F: CE        Turn vehicle/entity down
CA/A210: E0        Pause for 4 * 1 (4) frames
CA/A212: CD        Turn vehicle/entity right
CA/A213: E0        Pause for 4 * 1 (4) frames
CA/A215: CC        Turn vehicle/entity up
CA/A216: E0        Pause for 4 * 1 (4) frames
CA/A218: CF        Turn vehicle/entity left
CA/A219: E0        Pause for 4 * 1 (4) frames
CA/A21B: CD        Turn vehicle/entity right
CA/A21C: A5        Move vehicle/entity right/up 2x1 tiles
CA/A21D: A5        Move vehicle/entity right/up 2x1 tiles
CA/A21E: C3        Set vehicle/entity's event speed to fast
CA/A21F: FF        End queue
CA/A220: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/A222: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/A224: C2        Set vehicle/entity's event speed to normal
CA/A225: FF        End queue
CA/A226: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/A228: C2        Set vehicle/entity's event speed to normal
CA/A229: FF        End queue
CA/A22A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/A22C: C2        Set vehicle/entity's event speed to normal
CA/A22D: FF        End queue
CA/A22E: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CA/A230: D5        Set vehicle/entity's position to (55, 33)
CA/A233: 82        Move vehicle/entity down 1 tile
CA/A234: D5        Set vehicle/entity's position to (0, 0)
CA/A237: FC        Branch 7 bytes backwards ($CAA230)
CA/A239: FF        End queue
CA/A23A: B4    Pause for 5 units
CA/A23C: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CA/A23E: D5        Set vehicle/entity's position to (56, 33)
CA/A241: 82        Move vehicle/entity down 1 tile
CA/A242: D5        Set vehicle/entity's position to (0, 0)
CA/A245: FC        Branch 7 bytes backwards ($CAA23E)
CA/A247: FF        End queue
CA/A248: B4    Pause for 9 units
CA/A24A: 14    Begin action queue for character $14 (NPC $14), 10 bytes long 
CA/A24C: D5        Set vehicle/entity's position to (55, 34)
CA/A24F: 82        Move vehicle/entity down 1 tile
CA/A250: D5        Set vehicle/entity's position to (0, 0)
CA/A253: FC        Branch 7 bytes backwards ($CAA24C)
CA/A255: FF        End queue
CA/A256: B4    Pause for 5 units
CA/A258: 11    Begin action queue for character $11 (NPC $11), 10 bytes long 
CA/A25A: D5        Set vehicle/entity's position to (56, 34)
CA/A25D: 82        Move vehicle/entity down 1 tile
CA/A25E: D5        Set vehicle/entity's position to (0, 0)
CA/A261: FC        Branch 7 bytes backwards ($CAA25A)
CA/A263: FF        End queue
CA/A264: B4    Pause for 9 units
CA/A266: 15    Begin action queue for character $15 (NPC $15), 10 bytes long 
CA/A268: D5        Set vehicle/entity's position to (55, 35)
CA/A26B: 82        Move vehicle/entity down 1 tile
CA/A26C: D5        Set vehicle/entity's position to (0, 0)
CA/A26F: FC        Branch 7 bytes backwards ($CAA268)
CA/A271: FF        End queue
CA/A272: B4    Pause for 5 units
CA/A274: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CA/A276: D5        Set vehicle/entity's position to (56, 35)
CA/A279: 82        Move vehicle/entity down 1 tile
CA/A27A: D5        Set vehicle/entity's position to (0, 0)
CA/A27D: FC        Branch 7 bytes backwards ($CAA276)
CA/A27F: FF        End queue
CA/A280: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A282: 4B    Display dialogue message $05B4, wait for button press
               
                  observe for ourselves?
CA/A285: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/A287: D5        Set vehicle/entity's position to (0, 0)
CA/A28A: FF        End queue
CA/A28B: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CA/A28D: D5        Set vehicle/entity's position to (0, 0)
CA/A290: FF        End queue
CA/A291: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/A293: D5        Set vehicle/entity's position to (0, 0)
CA/A296: FF        End queue
CA/A297: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CA/A299: A4        Move vehicle/entity right/up 1x2 tiles
CA/A29A: CF        Turn vehicle/entity left
CA/A29B: AB        Move vehicle/entity left/up 1x2 tiles
CA/A29C: CD        Turn vehicle/entity right
CA/A29D: FC        Branch 4 bytes backwards ($CAA299)
CA/A29F: FF        End queue
CA/A2A0: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CA/A2A2: AB        Move vehicle/entity left/up 1x2 tiles
CA/A2A3: CD        Turn vehicle/entity right
CA/A2A4: A4        Move vehicle/entity right/up 1x2 tiles
CA/A2A5: CF        Turn vehicle/entity left
CA/A2A6: FC        Branch 4 bytes backwards ($CAA2A2)
CA/A2A8: FF        End queue
CA/A2A9: 30    Begin action queue for character $30 (Camera), 10 bytes long 
CA/A2AB: C2        Set vehicle/entity's event speed to normal
CA/A2AC: 88        Move vehicle/entity up 3 tiles
CA/A2AD: C1        Set vehicle/entity's event speed to slow
CA/A2AE: 80        Move vehicle/entity up 1 tile
CA/A2AF: E0        Pause for 4 * 16 (64) frames
CA/A2B1: 8E        Move vehicle/entity down 4 tiles
CA/A2B2: C0        Set vehicle/entity's event speed to slowest
CA/A2B3: 8A        Move vehicle/entity down 3 tiles
CA/A2B4: FF        End queue
CA/A2B5: B4    Pause for 11 units
CA/A2B7: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/A2B9: D5        Set vehicle/entity's position to (55, 31)
CA/A2BC: A2        Move vehicle/entity left/down 1x1 tiles
CA/A2BD: D5        Set vehicle/entity's position to (0, 0)
CA/A2C0: FF        End queue
CA/A2C1: B4    Pause for 7 units
CA/A2C3: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/A2C5: D5        Set vehicle/entity's position to (56, 31)
CA/A2C8: A1        Move vehicle/entity right/down 1x1 tiles
CA/A2C9: D5        Set vehicle/entity's position to (0, 0)
CA/A2CC: FF        End queue
CA/A2CD: B4    Pause for 7 units
CA/A2CF: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/A2D1: D5        Set vehicle/entity's position to (54, 32)
CA/A2D4: A2        Move vehicle/entity left/down 1x1 tiles
CA/A2D5: D5        Set vehicle/entity's position to (0, 0)
CA/A2D8: FF        End queue
CA/A2D9: B4    Pause for 7 units
CA/A2DB: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/A2DD: D5        Set vehicle/entity's position to (57, 32)
CA/A2E0: A1        Move vehicle/entity right/down 1x1 tiles
CA/A2E1: D5        Set vehicle/entity's position to (0, 0)
CA/A2E4: FF        End queue
CA/A2E5: B4    Pause for 7 units
CA/A2E7: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/A2E9: D5        Set vehicle/entity's position to (53, 33)
CA/A2EC: A2        Move vehicle/entity left/down 1x1 tiles
CA/A2ED: D5        Set vehicle/entity's position to (0, 0)
CA/A2F0: FF        End queue
CA/A2F1: B4    Pause for 7 units
CA/A2F3: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CA/A2F5: D5        Set vehicle/entity's position to (58, 33)
CA/A2F8: A1        Move vehicle/entity right/down 1x1 tiles
CA/A2F9: D5        Set vehicle/entity's position to (0, 0)
CA/A2FC: FF        End queue
CA/A2FD: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/A2FF: D5        Set vehicle/entity's position to (55, 28)
CA/A302: A2        Move vehicle/entity left/down 1x1 tiles
CA/A303: D5        Set vehicle/entity's position to (0, 0)
CA/A306: FF        End queue
CA/A307: B4    Pause for 4 units
CA/A309: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/A30B: D5        Set vehicle/entity's position to (56, 27)
CA/A30E: A1        Move vehicle/entity right/down 1x1 tiles
CA/A30F: D5        Set vehicle/entity's position to (0, 0)
CA/A312: FF        End queue
CA/A313: B4    Pause for 10 units
CA/A315: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/A317: D5        Set vehicle/entity's position to (54, 29)
CA/A31A: A2        Move vehicle/entity left/down 1x1 tiles
CA/A31B: D5        Set vehicle/entity's position to (0, 0)
CA/A31E: FF        End queue
CA/A31F: B4    Pause for 4 units
CA/A321: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/A323: D5        Set vehicle/entity's position to (57, 28)
CA/A326: A1        Move vehicle/entity right/down 1x1 tiles
CA/A327: D5        Set vehicle/entity's position to (0, 0)
CA/A32A: FF        End queue
CA/A32B: B4    Pause for 10 units
CA/A32D: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CA/A32F: D5        Set vehicle/entity's position to (53, 30)
CA/A332: A2        Move vehicle/entity left/down 1x1 tiles
CA/A333: D5        Set vehicle/entity's position to (0, 0)
CA/A336: FF        End queue
CA/A337: B4    Pause for 4 units
CA/A339: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CA/A33B: D5        Set vehicle/entity's position to (58, 29)
CA/A33E: A1        Move vehicle/entity right/down 1x1 tiles
CA/A33F: D5        Set vehicle/entity's position to (0, 0)
CA/A342: FF        End queue
CA/A343: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/A345: D5        Set vehicle/entity's position to (55, 23)
CA/A348: A2        Move vehicle/entity left/down 1x1 tiles
CA/A349: D5        Set vehicle/entity's position to (0, 0)
CA/A34C: FF        End queue
CA/A34D: B4    Pause for 7 units
CA/A34F: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CA/A351: D5        Set vehicle/entity's position to (56, 23)
CA/A354: A1        Move vehicle/entity right/down 1x1 tiles
CA/A355: D5        Set vehicle/entity's position to (0, 0)
CA/A358: FF        End queue
CA/A359: B4    Pause for 7 units
CA/A35B: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/A35D: D5        Set vehicle/entity's position to (54, 24)
CA/A360: A2        Move vehicle/entity left/down 1x1 tiles
CA/A361: D5        Set vehicle/entity's position to (0, 0)
CA/A364: FF        End queue
CA/A365: B4    Pause for 7 units
CA/A367: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/A369: D5        Set vehicle/entity's position to (57, 24)
CA/A36C: A1        Move vehicle/entity right/down 1x1 tiles
CA/A36D: D5        Set vehicle/entity's position to (0, 0)
CA/A370: FF        End queue
CA/A371: B4    Pause for 7 units
CA/A373: 15    Begin action queue for character $15 (NPC $15), 13 bytes long 
CA/A375: D5        Set vehicle/entity's position to (53, 25)
CA/A378: A2        Move vehicle/entity left/down 1x1 tiles
CA/A379: C2        Set vehicle/entity's event speed to normal
CA/A37A: 86        Move vehicle/entity down 2 tiles
CA/A37B: C1        Set vehicle/entity's event speed to slow
CA/A37C: A7        Move vehicle/entity right/down 1x2 tiles
CA/A37D: A7        Move vehicle/entity right/down 1x2 tiles
CA/A37E: C0        Set vehicle/entity's event speed to slowest
CA/A37F: A7        Move vehicle/entity right/down 1x2 tiles
CA/A380: 82        Move vehicle/entity down 1 tile
CA/A381: FF        End queue
CA/A382: B4    Pause for 7 units
CA/A384: 18    Begin action queue for character $18 (NPC $18), 13 bytes long (Wait until complete)
CA/A386: D5        Set vehicle/entity's position to (58, 25)
CA/A389: A1        Move vehicle/entity right/down 1x1 tiles
CA/A38A: C2        Set vehicle/entity's event speed to normal
CA/A38B: 86        Move vehicle/entity down 2 tiles
CA/A38C: C1        Set vehicle/entity's event speed to slow
CA/A38D: A8        Move vehicle/entity left/down 1x2 tiles
CA/A38E: A8        Move vehicle/entity left/down 1x2 tiles
CA/A38F: C0        Set vehicle/entity's event speed to slowest
CA/A390: A8        Move vehicle/entity left/down 1x2 tiles
CA/A391: A2        Move vehicle/entity left/down 1x1 tiles
CA/A392: FF        End queue
CA/A393: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/A395: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/A397: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/A399: C6        Set vehicle/entity to walk when moving
CA/A39A: C8        Set object layering priority to 0 (low nibble 0)
CA/A39C: FF        End queue
CA/A39D: 42    Hide object $31
CA/A39F: 42    Hide object $1C
CA/A3A1: 42    Hide object $15
CA/A3A3: 42    Hide object $18
CA/A3A5: 3D    Create object $1D
CA/A3A7: 41    Show object $1D
CA/A3A9: F2    Fade out current song with transition time 176
CA/A3AB: B0    Execute the following commands until $B1 32 times
CA/A3AD: 50        Tint screen (cumulative) with color $9F
CA/A3AF: B4        Pause for 4 units
CA/A3B1: B1        End block of repeating commands
CA/A3B2: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A3B4: 4B    Display dialogue message $05B5, wait for button press (Show text only)
               MADUIN: We've given her a name
               MADONNA: What?
               MADUIN: It's TERRA.
               Not bad, huh?
CA/A3B7: 94    Pause for 60 units
CA/A3B8: D0    Set event bit $1E80($06F) [$1E8D, bit 7]
CA/A3BA: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/A3BC: 6A    Load map $00D9 (Esper World, outdoors (Terra's flashback / Ramuh's flashback)) after fade out, (upper bits $2400), place party at (33, 8), facing down
CA/A3C2: 58    Shake screen ($FD): 
               (Intensity: 1)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A3C4: F0    Play song 27 (The Empire Gestahl), (high bit clear), full volume
CA/A3C6: 42    Hide object $31
CA/A3C8: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CA/A3CA: D5        Set vehicle/entity's position to (31, 14)
CA/A3CD: CC        Turn vehicle/entity up
CA/A3CE: C2        Set vehicle/entity's event speed to normal
CA/A3CF: FF        End queue
CA/A3D0: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CA/A3D2: D5        Set vehicle/entity's position to (32, 16)
CA/A3D5: CC        Turn vehicle/entity up
CA/A3D6: C2        Set vehicle/entity's event speed to normal
CA/A3D7: FF        End queue
CA/A3D8: 96    Restore screen from fade
CA/A3D9: 48    Display dialogue message $05B6, continue executing commands (Show text only)
               
               2 years later
CA/A3DC: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/A3DE: C2        Set vehicle/entity's event speed to normal
CA/A3DF: A0        Move vehicle/entity right/up 1x1 tiles
CA/A3E0: 88        Move vehicle/entity up 3 tiles
CA/A3E1: FF        End queue
CA/A3E2: 95    Pause for 120 units
CA/A3E3: 49    If dialogue window is up, wait for keypress then dismiss
CA/A3E4: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CA/A3E6: C7        Set vehicle/entity to stay still when moving
CA/A3E7: C3        Set vehicle/entity's event speed to fast
CA/A3E8: 8A        Move vehicle/entity down 3 tiles
CA/A3E9: 2D        Do vehicle/entity graphical action $2D 
CA/A3EA: C2        Set vehicle/entity's event speed to normal
CA/A3EB: DC        Make vehicle/entity jump (low)
CA/A3EC: A3        Move vehicle/entity left/up 1x1 tiles
CA/A3ED: FF        End queue
CA/A3EE: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/A3F0: 80        Move vehicle/entity up 1 tile
CA/A3F1: FF        End queue
CA/A3F2: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/A3F4: 84        Move vehicle/entity up 2 tiles
CA/A3F5: FF        End queue
CA/A3F6: 4B    Display dialogue message $05B7, wait for button press
               Humans!!!!!
               The nexus between our worlds has opened again!! The wind
               so oddjust like 2 years ago
CA/A3F9: 3D    Create object $17
CA/A3FB: 41    Show object $17
CA/A3FD: 45    Refresh objects
CA/A3FE: 17    Begin action queue for character $17 (NPC $17), 14 bytes long (Wait until complete)
CA/A400: 86        Move vehicle/entity down 2 tiles
CA/A401: CF        Turn vehicle/entity left
CA/A402: E0        Pause for 4 * 4 (16) frames
CA/A404: 22        Do vehicle/entity graphical action $22 
CA/A405: E0        Pause for 4 * 1 (4) frames
CA/A407: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/A408: E0        Pause for 4 * 10 (40) frames
CA/A40A: A3        Move vehicle/entity left/up 1x1 tiles
CA/A40B: CE        Turn vehicle/entity down
CA/A40C: C7        Set vehicle/entity to stay still when moving
CA/A40D: FF        End queue
CA/A40E: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/A410: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/A412: 4B    Display dialogue message $05B8, wait for button press
               But something's different now
               Troops have come seeking our magical power.
CA/A415: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CA/A417: C1        Set vehicle/entity's event speed to slow
CA/A418: 84        Move vehicle/entity up 2 tiles
CA/A419: D1        Make vehicle/entity disappear
CA/A41A: FF        End queue
CA/A41B: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/A41D: C1        Set vehicle/entity's event speed to slow
CA/A41E: 88        Move vehicle/entity up 3 tiles
CA/A41F: D1        Make vehicle/entity disappear
CA/A420: FF        End queue
CA/A421: 93    Pause for 45 units
CA/A422: 3D    Create object $18
CA/A424: 41    Show object $18
CA/A426: 45    Refresh objects
CA/A427: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CA/A429: 82        Move vehicle/entity down 1 tile
CA/A42A: A2        Move vehicle/entity left/down 1x1 tiles
CA/A42B: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/A42C: FF        End queue
CA/A42D: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/A42F: 8C        Move vehicle/entity up 4 tiles
CA/A430: FF        End queue
CA/A431: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CA/A433: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/A435: 92    Pause for 30 units
CA/A436: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CA/A438: CD        Turn vehicle/entity right
CA/A439: FF        End queue
CA/A43A: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CA/A43C: C7        Set vehicle/entity to stay still when moving
CA/A43D: C3        Set vehicle/entity's event speed to fast
CA/A43E: 81        Move vehicle/entity right 1 tile
CA/A43F: FF        End queue
CA/A440: 92    Pause for 30 units
CA/A441: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CA/A443: 82        Move vehicle/entity down 1 tile
CA/A444: FF        End queue
CA/A445: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CA/A447: 81        Move vehicle/entity right 1 tile
CA/A448: 1B        Do vehicle/entity graphical action $1B 
CA/A449: FF        End queue
CA/A44A: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CA/A44C: CE        Turn vehicle/entity down
CA/A44D: 80        Move vehicle/entity up 1 tile
CA/A44E: FF        End queue
CA/A44F: 94    Pause for 60 units
CA/A450: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CA/A452: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/A453: E0        Pause for 4 * 4 (16) frames
CA/A455: 1B        Do vehicle/entity graphical action $1B 
CA/A456: E0        Pause for 4 * 1 (4) frames
CA/A458: CF        Turn vehicle/entity left
CA/A459: E0        Pause for 4 * 6 (24) frames
CA/A45B: FC        Branch 9 bytes backwards ($CAA452)
CA/A45D: FF        End queue
CA/A45E: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CA/A460: E0        Pause for 4 * 5 (20) frames
CA/A462: CF        Turn vehicle/entity left
CA/A463: E0        Pause for 4 * 7 (28) frames
CA/A465: CE        Turn vehicle/entity down
CA/A466: FC        Branch 6 bytes backwards ($CAA460)
CA/A468: FF        End queue
CA/A469: 93    Pause for 45 units
CA/A46A: 4B    Display dialogue message $05B9, wait for button press
               Blast it!
               They've made it as far as the Elder's house!
CA/A46D: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/A46F: 8E        Move vehicle/entity down 4 tiles
CA/A470: D1        Make vehicle/entity disappear
CA/A471: FF        End queue
CA/A472: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/A474: C1        Set vehicle/entity's event speed to slow
CA/A475: C7        Set vehicle/entity to stay still when moving
CA/A476: 88        Move vehicle/entity up 3 tiles
CA/A477: D1        Make vehicle/entity disappear
CA/A478: FF        End queue
CA/A479: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CA/A47B: C1        Set vehicle/entity's event speed to slow
CA/A47C: C7        Set vehicle/entity to stay still when moving
CA/A47D: 17        Do vehicle/entity graphical action $17 
CA/A47E: 8C        Move vehicle/entity up 4 tiles
CA/A47F: C6        Set vehicle/entity to walk when moving
CA/A480: D1        Make vehicle/entity disappear
CA/A481: FF        End queue
CA/A482: 3D    Create object $16
CA/A484: 41    Show object $16
CA/A486: 45    Refresh objects
CA/A487: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/A489: A2        Move vehicle/entity left/down 1x1 tiles
CA/A48A: FF        End queue
CA/A48B: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/A48D: 8E        Move vehicle/entity down 4 tiles
CA/A48E: FF        End queue
CA/A48F: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A491: 4B    Display dialogue message $05BA, wait for button press
               GESTAHL: Aha!
               We've finally found it!
               Those ancient writings told us of this world, and described the awesome magical properties of these beasts!
CA/A494: 41    Show object $18
CA/A496: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CA/A498: C2        Set vehicle/entity's event speed to normal
CA/A499: 8E        Move vehicle/entity down 4 tiles
CA/A49A: FF        End queue
CA/A49B: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CA/A49D: CD        Turn vehicle/entity right
CA/A49E: E0        Pause for 4 * 10 (40) frames
CA/A4A0: CE        Turn vehicle/entity down
CA/A4A1: FF        End queue
CA/A4A2: 4B    Display dialogue message $05BB, wait for button press
               GESTAHL: Grab them!
               Riches to any man who captures an Esper!
               GO!
CA/A4A5: 41    Show object $17
CA/A4A7: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/A4A9: C1        Set vehicle/entity's event speed to slow
CA/A4AA: 8E        Move vehicle/entity down 4 tiles
CA/A4AB: FF        End queue
CA/A4AC: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CA/A4AE: C3        Set vehicle/entity's event speed to fast
CA/A4AF: A2        Move vehicle/entity left/down 1x1 tiles
CA/A4B0: 9A        Move vehicle/entity down 7 tiles
CA/A4B1: D5        Set vehicle/entity's position to (33, 7)
CA/A4B4: 8E        Move vehicle/entity down 4 tiles
CA/A4B5: FF        End queue
CA/A4B6: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CA/A4B8: C3        Set vehicle/entity's event speed to fast
CA/A4B9: A1        Move vehicle/entity right/down 1x1 tiles
CA/A4BA: 8E        Move vehicle/entity down 4 tiles
CA/A4BB: A2        Move vehicle/entity left/down 1x1 tiles
CA/A4BC: 96        Move vehicle/entity down 6 tiles
CA/A4BD: FF        End queue
CA/A4BE: B5    Pause for 15 * 6 (90) units
CA/A4C0: 97    Fade screen to black
CA/A4C1: 5C    Pause execution until fade in or fade out is complete
CA/A4C2: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A4C4: D7    Clear event bit $1E80($33E) [$1EE7, bit 6]
CA/A4C6: D6    Set event bit $1E80($35A) [$1EEB, bit 2]
CA/A4C8: D6    Set event bit $1E80($33B) [$1EE7, bit 3]
CA/A4CA: D6    Set event bit $1E80($35B) [$1EEB, bit 3]
CA/A4CC: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A4CE: 41    Show object $31
CA/A4D0: 39    Free screen
CA/A4D1: 6B    Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $0400), place party at (46, 44), facing up
CA/A4D7: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CA/A4D9: D5        Set vehicle/entity's position to (41, 56)
CA/A4DC: CC        Turn vehicle/entity up
CA/A4DD: FF        End queue
CA/A4DE: 96    Restore screen from fade
CA/A4DF: FE    Return

CA/A4E0: 4B    Display dialogue message $05CB, wait for button press (At bottom of screen)
               MADONNA: Maduin
               I'm not their friend
               MADUIN: I understand that!
               MADONNA: Thank you
               MADUIN: Can you make it back here?
               MADONNA: Sure
CA/A4E3: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/A4E5: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CA/A4E7: 38    Hold screen
CA/A4E8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CA/A4EA: C1        Set vehicle/entity's event speed to slow
CA/A4EB: C7        Set vehicle/entity to stay still when moving
CA/A4EC: 82        Move vehicle/entity down 1 tile
CA/A4ED: FF        End queue
CA/A4EE: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CA/A4F0: C1        Set vehicle/entity's event speed to slow
CA/A4F1: C7        Set vehicle/entity to stay still when moving
CA/A4F2: 82        Move vehicle/entity down 1 tile
CA/A4F3: FF        End queue
CA/A4F4: 3D    Create object $1D
CA/A4F6: 41    Show object $1D
CA/A4F8: 45    Refresh objects
CA/A4F9: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CA/A4FB: 1D    Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete)
CA/A4FD: DC        Make vehicle/entity jump (low)
CA/A4FE: A0        Move vehicle/entity right/up 1x1 tiles
CA/A4FF: C4        Set vehicle/entity's event speed to faster
CA/A500: 84        Move vehicle/entity up 2 tiles
CA/A501: AB        Move vehicle/entity left/up 1x2 tiles
CA/A502: D1        Make vehicle/entity disappear
CA/A503: FF        End queue
CA/A504: 92    Pause for 30 units
CA/A505: 4B    Display dialogue message $05CA, wait for button press (At bottom of screen)
               TERRA!!!
CA/A508: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CA/A50A: 80        Move vehicle/entity up 1 tile
CA/A50B: E0        Pause for 4 * 3 (12) frames
CA/A50D: C4        Set vehicle/entity's event speed to faster
CA/A50E: 90        Move vehicle/entity up 5 tiles
CA/A50F: D1        Make vehicle/entity disappear
CA/A510: FF        End queue
CA/A511: 94    Pause for 60 units
CA/A512: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/A514: C2        Set vehicle/entity's event speed to normal
CA/A515: 88        Move vehicle/entity up 3 tiles
CA/A516: FF        End queue
CA/A517: 4B    Display dialogue message $05C9, wait for button press
               MADUIN: Madonna!!
CA/A51A: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CA/A51C: C4        Set vehicle/entity's event speed to faster
CA/A51D: 2D        Do vehicle/entity graphical action $2D 
CA/A51E: 94        Move vehicle/entity up 6 tiles
CA/A51F: C6        Set vehicle/entity to walk when moving
CA/A520: D1        Make vehicle/entity disappear
CA/A521: FF        End queue
CA/A522: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CA/A524: 81        Move vehicle/entity right 1 tile
CA/A525: FF        End queue
CA/A526: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CA/A528: 83        Move vehicle/entity left 1 tile
CA/A529: FF        End queue
CA/A52A: 93    Pause for 45 units
CA/A52B: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/A52D: 6A    Load map $00D8 (Esper World, looking out through the gate (Gestahl takes Terra)) after fade out, (upper bits $0400), place party at (8, 7), facing up
CA/A533: 39    Free screen
CA/A534: 58    Shake screen ($FD): 
               (Intensity: 1)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A536: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/A538: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/A53A: 2D        Do vehicle/entity graphical action $2D 
CA/A53B: FF        End queue
CA/A53C: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/A53E: 29        Do vehicle/entity graphical action $29 
CA/A53F: FF        End queue
CA/A540: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CA/A542: 2D        Do vehicle/entity graphical action $2D 
CA/A543: FF        End queue
CA/A544: 42    Hide object $31
CA/A546: 96    Restore screen from fade
CA/A547: B5    Pause for 15 * 16 (240) units
CA/A549: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/A54B: CE        Turn vehicle/entity down
CA/A54C: E0        Pause for 4 * 9 (36) frames
CA/A54E: CD        Turn vehicle/entity right
CA/A54F: E0        Pause for 4 * 8 (32) frames
CA/A551: 85        Move vehicle/entity right 2 tiles
CA/A552: FF        End queue
CA/A553: 4B    Display dialogue message $05CE, wait for button press
               GESTAHL: Ahuman girl?
               Wh Who is she?
CA/A556: 3D    Create object $12
CA/A558: 45    Refresh objects
CA/A559: 41    Show object $12
CA/A55B: 45    Refresh objects
CA/A55C: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/A55E: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/A560: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/A562: 83        Move vehicle/entity left 1 tile
CA/A563: FF        End queue
CA/A564: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/A566: CE        Turn vehicle/entity down
CA/A567: FF        End queue
CA/A568: 4B    Display dialogue message $05CF, wait for button press
               MADONNA: Please
               take careof my baby
               GESTAHL: YOUR girl!?
               Eh!? HmmmThen she's half human and half
               How absolutely fascinating!
               GESTAHL: Mwa, ha, ha
               She will help us realize our dream faster than we ever imagined!
CA/A56B: 42    Hide object $12
CA/A56D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/A56F: 87        Move vehicle/entity left 2 tiles
CA/A570: FF        End queue
CA/A571: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/A573: CF        Turn vehicle/entity left
CA/A574: FF        End queue
CA/A575: 92    Pause for 30 units
CA/A576: 4B    Display dialogue message $05D0, wait for button press
               MADONNA: Nnoooo!!!
               GESTAHL: Quiet, my dear!!
CA/A579: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/A57B: 83        Move vehicle/entity left 1 tile
CA/A57C: FF        End queue
CA/A57D: 92    Pause for 30 units
CA/A57E: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/A580: 81        Move vehicle/entity right 1 tile
CA/A581: E0        Pause for 4 * 8 (32) frames
CA/A583: 6A        Do vehicle/entity graphical action $2A, flipped horizontally
CA/A584: E0        Pause for 4 * 2 (8) frames
CA/A586: 2C        Do vehicle/entity graphical action $2C 
CA/A587: FF        End queue
CA/A588: F4    Play sound effect 51
CA/A58A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/A58C: 2D        Do vehicle/entity graphical action $2D 
CA/A58D: FF        End queue
CA/A58E: B5    Pause for 15 * 10 (150) units
CA/A590: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CA/A592: C1        Set vehicle/entity's event speed to slow
CA/A593: 83        Move vehicle/entity left 1 tile
CA/A594: CE        Turn vehicle/entity down
CA/A595: FF        End queue
CA/A596: 4B    Display dialogue message $05D1, wait for button press
               GESTAHL: We will own this world!
               Ha, ha, ha
CA/A599: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A59B: 5F    Scroll Layer 3, speed 252 x 0
CA/A59E: B4    Pause for 56 units
CA/A5A0: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A5A2: 5D    Scroll Layer 1, speed 4 x 0
CA/A5A5: B5    Pause for 15 * 15 (225) units
CA/A5A7: 5F    Scroll Layer 3, speed 0 x 0
CA/A5AA: 5D    Scroll Layer 1, speed 0 x 0
CA/A5AD: F4    Play sound effect 237
CA/A5AF: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A5B1: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/A5B3: 95    Pause for 120 units
CA/A5B4: F2    Fade out current song with transition time 160
CA/A5B6: 5A    Fade screen at speed $04
CA/A5B8: 5C    Pause execution until fade in or fade out is complete
CA/A5B9: D7    Clear event bit $1E80($314) [$1EE2, bit 4]
CA/A5BB: 3D    Create object $01
CA/A5BD: 3D    Create object $09
CA/A5BF: 3D    Create object $00
CA/A5C1: 40    Assign properties $20 to character $0E (Actor in stot 14)
CA/A5C4: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/A5C7: 3F    Remove character $0E (Actor in stot 14) from the party
CA/A5CA: 3F    Assign character $09 (Actor in stot 9) to party 1
CA/A5CD: C0    If ($1E80($333) [$1EE6, bit 3] is set), branch to $CAA5D8
CA/A5D3: 3D    Create object $02
CA/A5D5: 3F    Assign character $02 (Actor in stot 2) to party 1
CA/A5D8: C0    If ($1E80($334) [$1EE6, bit 4] is set), branch to $CAA5E3
CA/A5DE: 3D    Create object $04
CA/A5E0: 3F    Assign character $04 (Actor in stot 4) to party 1
CA/A5E3: C0    If ($1E80($335) [$1EE6, bit 5] is set), branch to $CAA5EE
CA/A5E9: 3D    Create object $05
CA/A5EB: 3F    Assign character $05 (Actor in stot 5) to party 1
CA/A5EE: C1    If ($1E80($2FB) [$1EDF, bit 3] is clear) or ($1E80($336) [$1EE6, bit 6] is set), branch to $CAA5FB
CA/A5F6: 3D    Create object $0B
CA/A5F8: 3F    Assign character $0B (Actor in stot 11) to party 1
CA/A5FB: 3E    Delete object $0E
CA/A5FD: 6B    Load map $00E2 (Zozo, room at tower top (always)) instantly, (upper bits $3400), place party at (82, 17), facing left
CA/A603: B5    Pause for 15 * 16 (240) units
CA/A605: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/A607: B5    Pause for 15 * 12 (180) units
CA/A609: 41    Show object $00
CA/A60B: B2    Call subroutine $CAC766
CA/A60F: 3C    Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/A614: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long 
CA/A616: D5        Set vehicle/entity's position to (81, 17)
CA/A619: CE        Turn vehicle/entity down
CA/A61A: C8        Set object layering priority to 2 (low nibble 2)
CA/A61C: C2        Set vehicle/entity's event speed to normal
CA/A61D: FF        End queue
CA/A61E: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/A620: D5        Set vehicle/entity's position to (82, 16)
CA/A623: CF        Turn vehicle/entity left
CA/A624: FF        End queue
CA/A625: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/A627: D5        Set vehicle/entity's position to (81, 20)
CA/A62A: CC        Turn vehicle/entity up
CA/A62B: FF        End queue
CA/A62C: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CA/A62E: D5        Set vehicle/entity's position to (83, 18)
CA/A631: CF        Turn vehicle/entity left
CA/A632: FF        End queue
CA/A633: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/A635: D5        Set vehicle/entity's position to (82, 17)
CA/A638: CF        Turn vehicle/entity left
CA/A639: C8        Set object layering priority to 0 (low nibble 0)
CA/A63B: FF        End queue
CA/A63C: 59    Unfade screen at speed $08
CA/A63E: B5    Pause for 15 * 12 (180) units
CA/A640: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/A642: CE        Turn vehicle/entity down
CA/A643: FF        End queue
CA/A644: B2    Call subroutine $CA9D14
CA/A648: 4B    Display dialogue message $05D3, wait for button press
               TERRA: That was my father?
CA/A64B: 94    Pause for 60 units
CA/A64C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/A64E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/A64F: FF        End queue
CA/A650: 4B    Display dialogue message $05D4, wait for button press
               TERRA: I'm the product of an Esper and a human
               That's where I got my powers
               Now I understand
               I finally feel I can begin to control this power of mine
CA/A653: 42    Hide object $13
CA/A655: 94    Pause for 60 units
CA/A656: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/A658: 85        Move vehicle/entity right 2 tiles
CA/A659: FF        End queue
CA/A65A: 4B    Display dialogue message $05D5, wait for button press
               EDGAR: So Gestahl must've known the secret of the Espers' power back then.
               LOCKE: And those Espers at the facility were grabbed during that expedition!
               That means CELES's power came
               at the expense of an Esper
CA/A65D: 4B    Display dialogue message $05D6, wait for button press
               SABIN: They can't get away with this! We have to strike back!
CA/A660: 94    Pause for 60 units
CA/A661: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/A663: 81        Move vehicle/entity right 1 tile
CA/A664: FF        End queue
CA/A665: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/A667: CF        Turn vehicle/entity left
CA/A668: FF        End queue
CA/A669: 91    Pause for 15 units
CA/A66A: 4B    Display dialogue message $05D7, wait for button press
               TERRA: What's happening in Narshe?
               LOCKE: Hmm
               Maybe we should head back that way.
CA/A66D: 94    Pause for 60 units
CA/A66E: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/A670: 22        Do vehicle/entity graphical action $22 
CA/A671: E0        Pause for 4 * 3 (12) frames
CA/A673: CF        Turn vehicle/entity left
CA/A674: FF        End queue
CA/A675: 94    Pause for 60 units
CA/A676: 09    Begin action queue for character $09 (Actor in stot 9), 13 bytes long (Wait until complete)
CA/A678: C2        Set vehicle/entity's event speed to normal
CA/A679: 81        Move vehicle/entity right 1 tile
CA/A67A: CE        Turn vehicle/entity down
CA/A67B: E0        Pause for 4 * 6 (24) frames
CA/A67D: 19        Do vehicle/entity graphical action $19 
CA/A67E: E0        Pause for 4 * 4 (16) frames
CA/A680: 1A        Do vehicle/entity graphical action $1A 
CA/A681: E0        Pause for 4 * 4 (16) frames
CA/A683: 24        Do vehicle/entity graphical action $24 
CA/A684: FF        End queue
CA/A685: 4B    Display dialogue message $05D8, wait for button press
               SETZER: The airship's ready!
CA/A688: 94    Pause for 60 units
CA/A689: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CA/A68B: 82        Move vehicle/entity down 1 tile
CA/A68C: C8        Set object layering priority to 0 (low nibble 0)
CA/A68E: FF        End queue
CA/A68F: 93    Pause for 45 units
CA/A690: F2    Fade out current song with transition time 128
CA/A692: 4B    Display dialogue message $05D9, wait for button press
               TERRA: Come on!
CA/A695: FA    Stop temporarily played song
CA/A696: F0    Play song 53 (Blackjack), (high bit clear), full volume
CA/A698: 5A    Fade screen at speed $08
CA/A69A: 5C    Pause execution until fade in or fade out is complete
CA/A69B: D9    Clear event bit $1E80($459) [$1F0B, bit 1]
CA/A69D: 42    Hide object $00
CA/A69F: D7    Clear event bit $1E80($333) [$1EE6, bit 3]
CA/A6A1: D7    Clear event bit $1E80($334) [$1EE6, bit 4]
CA/A6A3: D7    Clear event bit $1E80($335) [$1EE6, bit 5]
CA/A6A5: D7    Clear event bit $1E80($336) [$1EE6, bit 6]
CA/A6A7: D7    Clear event bit $1E80($359) [$1EEB, bit 1]
CA/A6A9: 77    Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP
CA/A6AB: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CA/A6AD: D0    Set event bit $1E80($070) [$1E8E, bit 0]
CA/A6AF: B8    Set bit $1DC9($42) [$1DD1, bit 2]
CA/A6B1: B2    Call subroutine $CC6928
CA/A6B5: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (22, 94), facing up, party is in the airship
CA/A6BB: 20        Move vehicle as follows: (go up), 64 units
CA/A6BD: D9        Fade screen
CA/A6BE: E0        Pause for 2 units
CA/A6C0: D2        Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $40
CA/A6C6: 38    Hold screen
CA/A6C7: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CA/A6CB: B2    Call subroutine $CAC6AC
CA/A6CF: 42    Hide object $32
CA/A6D1: 42    Hide object $33
CA/A6D3: 42    Hide object $34
CA/A6D5: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/A6D7: D5        Set vehicle/entity's position to (14, 6)
CA/A6DA: CF        Turn vehicle/entity left
CA/A6DB: FF        End queue
CA/A6DC: D8    Set event bit $1E80($45C) [$1F0B, bit 4]
CA/A6DE: 3D    Create object $11
CA/A6E0: 59    Unfade screen at speed $08
CA/A6E2: 41    Show object $09
CA/A6E4: 92    Pause for 30 units
CA/A6E5: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/A6E7: CF        Turn vehicle/entity left
CA/A6E8: FF        End queue
CA/A6E9: DE    Load CaseWord with the characters in the currently active party?
CA/A6EA: 41    Show object $32
CA/A6EC: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/A6EE: C2        Set vehicle/entity's event speed to normal
CA/A6EF: A1        Move vehicle/entity right/down 1x1 tiles
CA/A6F0: CF        Turn vehicle/entity left
CA/A6F1: FF        End queue
CA/A6F2: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA700
CA/A6F8: 41    Show object $34
CA/A6FA: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/A6FC: C2        Set vehicle/entity's event speed to normal
CA/A6FD: 80        Move vehicle/entity up 1 tile
CA/A6FE: CF        Turn vehicle/entity left
CA/A6FF: FF        End queue
CA/A700: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAA714
CA/A706: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAA714
CA/A70C: 41    Show object $33
CA/A70E: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/A710: C2        Set vehicle/entity's event speed to normal
CA/A711: 80        Move vehicle/entity up 1 tile
CA/A712: CF        Turn vehicle/entity left
CA/A713: FF        End queue
CA/A714: 95    Pause for 120 units
CA/A715: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CA/A717: CE        Turn vehicle/entity down
CA/A718: E0        Pause for 4 * 3 (12) frames
CA/A71A: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/A71B: FF        End queue
CA/A71C: 4B    Display dialogue message $0521, wait for button press (At bottom of screen)
               SETZER: By all means! 
               Take a turn at the wheel!
CA/A71F: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/A721: 23        Do vehicle/entity graphical action $23 
CA/A722: FF        End queue
CA/A723: 4B    Display dialogue message $0522, wait for button press (At bottom of screen)
               Operating instructions:
CA/A726: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CA/A728: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/A729: E0        Pause for 4 * 1 (4) frames
CA/A72B: CD        Turn vehicle/entity right
CA/A72C: FF        End queue
CA/A72D: 4B    Display dialogue message $0523, wait for button press (At bottom of screen)
               Control Pad:
               L/R = direction
               Up/down = Altitude
               Press the A Button to move forward. Press the X Button to go amidships. There you can change your party,
               or purchase items.
               Press the B Button to land.
               Press the A Button to lift off.
CA/A730: 4B    Display dialogue message $0524, wait for button press (At bottom of screen)
               All right?
               ^ Yes
               ^ No
CA/A733: B6    Indexed branch based on prior dialogue selection [$CAA73A, $CAA72D]
CA/A73A: 4B    Display dialogue message $0525, wait for button press (At bottom of screen)
               Shall I teach you a technique, too?
               ^ Yes
               ^ No
CA/A73D: B6    Indexed branch based on prior dialogue selection [$CAA744, $CAA747]
CA/A744: 4B    Display dialogue message $0526, wait for button press (At bottom of screen)
               Press the Start Button to view the world map.
               Hold the Y Button down and use the Control Pad to move in all directions.
               Use the L and R Buttons with the Control Pad for high speed turns.
CA/A747: 78    Enable ability to pass through other objects for object $09 (SETZER)
CA/A749: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/A74B: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/A74D: 85        Move vehicle/entity right 2 tiles
CA/A74E: FF        End queue
CA/A74F: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/A751: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/A753: A3        Move vehicle/entity left/up 1x1 tiles
CA/A754: FF        End queue
CA/A755: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA761
CA/A75B: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CA/A75D: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/A75F: 82        Move vehicle/entity down 1 tile
CA/A760: FF        End queue
CA/A761: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAA773
CA/A767: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAA773
CA/A76D: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/A76F: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/A771: 82        Move vehicle/entity down 1 tile
CA/A772: FF        End queue
CA/A773: 94    Pause for 60 units
CA/A774: 3B    Position character in a "ready-to-go" stance
CA/A775: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/A777: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CA/A779: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CA/A77B: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CA/A77D: B2    Call subroutine $CACB95
CA/A781: 39    Free screen
CA/A782: D2    Set event bit $1E80($16F) [$1EAD, bit 7]
CA/A784: D9    Clear event bit $1E80($45C) [$1F0B, bit 4]
CA/A786: 3E    Delete object $11
CA/A788: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/A78A: D3    Clear event bit $1E80($1BA) [$1EB7, bit 2]
CA/A78C: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CA/A78E: FE    Return

CA/A78F: C1    If ($1E80($117) [$1EA2, bit 7] is clear) or ($1E80($118) [$1EA3, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/A797: F2    Fade out current song with transition time 64
CA/A799: 4B    Display dialogue message $05CD, wait for button press (At bottom of screen)
               SOLDIER: Look what popped out!
CA/A79C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/A79E: A3        Move vehicle/entity left/up 1x1 tiles
CA/A79F: 80        Move vehicle/entity up 1 tile
CA/A7A0: FF        End queue
CA/A7A1: 38    Hold screen
CA/A7A2: F0    Play song 57 (Wind), (high bit clear), full volume
CA/A7A4: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/A7A6: C2        Set vehicle/entity's event speed to normal
CA/A7A7: 8C        Move vehicle/entity up 4 tiles
CA/A7A8: FF        End queue
CA/A7A9: 1F    Begin action queue for character $1F (NPC $1F), 14 bytes long 
CA/A7AB: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/A7AC: C7        Set vehicle/entity to stay still when moving
CA/A7AD: 80        Move vehicle/entity up 1 tile
CA/A7AE: E0        Pause for 4 * 1 (4) frames
CA/A7B0: 84        Move vehicle/entity up 2 tiles
CA/A7B1: 1F        Do vehicle/entity graphical action $1F 
CA/A7B2: C4        Set vehicle/entity's event speed to faster
CA/A7B3: AB        Move vehicle/entity left/up 1x2 tiles
CA/A7B4: AB        Move vehicle/entity left/up 1x2 tiles
CA/A7B5: 84        Move vehicle/entity up 2 tiles
CA/A7B6: A4        Move vehicle/entity right/up 1x2 tiles
CA/A7B7: D1        Make vehicle/entity disappear
CA/A7B8: FF        End queue
CA/A7B9: 93    Pause for 45 units
CA/A7BA: 20    Begin action queue for character $20 (NPC $20), 9 bytes long (Wait until complete)
CA/A7BC: C7        Set vehicle/entity to stay still when moving
CA/A7BD: 84        Move vehicle/entity up 2 tiles
CA/A7BE: 0B        Do vehicle/entity graphical action $0B 
CA/A7BF: C4        Set vehicle/entity's event speed to faster
CA/A7C0: 8C        Move vehicle/entity up 4 tiles
CA/A7C1: AB        Move vehicle/entity left/up 1x2 tiles
CA/A7C2: 84        Move vehicle/entity up 2 tiles
CA/A7C3: D1        Make vehicle/entity disappear
CA/A7C4: FF        End queue
CA/A7C5: 1E    Begin action queue for character $1E (NPC $1E), 8 bytes long (Wait until complete)
CA/A7C7: CF        Turn vehicle/entity left
CA/A7C8: E0        Pause for 4 * 4 (16) frames
CA/A7CA: CD        Turn vehicle/entity right
CA/A7CB: E0        Pause for 4 * 4 (16) frames
CA/A7CD: CE        Turn vehicle/entity down
CA/A7CE: FF        End queue
CA/A7CF: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/A7D1: 4B    Display dialogue message $05CC, wait for button press
               GESTAHL: Shriek!!!
               Just when we were in reach of a veritable bonanza!
CA/A7D4: 1E    Begin action queue for character $1E (NPC $1E), 20 bytes long (Wait until complete)
CA/A7D6: C7        Set vehicle/entity to stay still when moving
CA/A7D7: 80        Move vehicle/entity up 1 tile
CA/A7D8: E0        Pause for 4 * 6 (24) frames
CA/A7DA: C6        Set vehicle/entity to walk when moving
CA/A7DB: 82        Move vehicle/entity down 1 tile
CA/A7DC: E0        Pause for 4 * 4 (16) frames
CA/A7DE: C2        Set vehicle/entity's event speed to normal
CA/A7DF: 82        Move vehicle/entity down 1 tile
CA/A7E0: C7        Set vehicle/entity to stay still when moving
CA/A7E1: 29        Do vehicle/entity graphical action $29 
CA/A7E2: C0        Set vehicle/entity's event speed to slowest
CA/A7E3: 80        Move vehicle/entity up 1 tile
CA/A7E4: E0        Pause for 4 * 8 (32) frames
CA/A7E6: C4        Set vehicle/entity's event speed to faster
CA/A7E7: 9C        Move vehicle/entity up 8 tiles
CA/A7E8: D1        Make vehicle/entity disappear
CA/A7E9: FF        End queue
CA/A7EA: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/A7EC: C2        Set vehicle/entity's event speed to normal
CA/A7ED: 8E        Move vehicle/entity down 4 tiles
CA/A7EE: FF        End queue
CA/A7EF: 39    Free screen
CA/A7F0: D7    Clear event bit $1E80($35D) [$1EEB, bit 5]
CA/A7F2: D2    Set event bit $1E80($118) [$1EA3, bit 0]
CA/A7F4: FE    Return

CA/A7F5: B2    Call subroutine $CACAD9
CA/A7F9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/A7FB: CD        Turn vehicle/entity right
CA/A7FC: FF        End queue
CA/A7FD: 4B    Display dialogue message $0460, wait for button press
               Why are you doing this?
CA/A800: 94    Pause for 60 units
CA/A801: 4B    Display dialogue message $0461, wait for button press (Show text only)
               RAMUH: We few can help save many. The War of the Magi must not be repeated
CA/A804: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/A806: CD        Turn vehicle/entity right
CA/A807: FF        End queue
CA/A808: 94    Pause for 60 units
CA/A809: B3    Call subroutine $CAC810, 2 times
CA/A80E: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/A810: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/A812: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/A814: C7        Set vehicle/entity to stay still when moving
CA/A815: 83        Move vehicle/entity left 1 tile
CA/A816: D1        Make vehicle/entity disappear
CA/A817: FF        End queue
CA/A818: 45    Refresh objects
CA/A819: F4    Play sound effect 141
CA/A81B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/A81D: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/A81E: FF        End queue
CA/A81F: 92    Pause for 30 units
CA/A820: 4B    Display dialogue message $046D, wait for button press
               
               Received the Magicite
               Ramuh.
CA/A823: 86    Give esper $36 (Ramuh   ) to party
CA/A825: D7    Clear event bit $1E80($31F) [$1EE3, bit 7]
CA/A827: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/A829: DC    Set event bit $1E80($691) [$1F52, bit 1]
CA/A82B: DD    Clear event bit $1E80($615) [$1F42, bit 5]
CA/A82D: DD    Clear event bit $1E80($616) [$1F42, bit 6]
CA/A82F: DD    Clear event bit $1E80($617) [$1F42, bit 7]
CA/A831: DD    Clear event bit $1E80($618) [$1F43, bit 0]
CA/A833: DD    Clear event bit $1E80($61A) [$1F43, bit 2]
CA/A835: DD    Clear event bit $1E80($619) [$1F43, bit 1]
CA/A837: DE    Load CaseWord with the characters in the currently active party?
CA/A838: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CAA845
CA/A83E: D6    Set event bit $1E80($323) [$1EE4, bit 3]
CA/A840: 3D    Create object $16
CA/A842: 41    Show object $16
CA/A844: 45    Refresh objects
CA/A845: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAA852
CA/A84B: D6    Set event bit $1E80($324) [$1EE4, bit 4]
CA/A84D: 3D    Create object $17
CA/A84F: 41    Show object $17
CA/A851: 45    Refresh objects
CA/A852: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAA85F
CA/A858: D6    Set event bit $1E80($325) [$1EE4, bit 5]
CA/A85A: 3D    Create object $18
CA/A85C: 41    Show object $18
CA/A85E: 45    Refresh objects
CA/A85F: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAA86C
CA/A865: D6    Set event bit $1E80($326) [$1EE4, bit 6]
CA/A867: 3D    Create object $19
CA/A869: 41    Show object $19
CA/A86B: 45    Refresh objects
CA/A86C: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CAA879
CA/A872: D6    Set event bit $1E80($327) [$1EE4, bit 7]
CA/A874: 3D    Create object $1A
CA/A876: 41    Show object $1A
CA/A878: 45    Refresh objects
CA/A879: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAA88D
CA/A87F: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/A880: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA88D
CA/A886: D6    Set event bit $1E80($328) [$1EE5, bit 0]
CA/A888: 3D    Create object $1B
CA/A88A: 41    Show object $1B
CA/A88C: 45    Refresh objects
CA/A88D: B8    Set bit $1DC9($43) [$1DD1, bit 3]
CA/A88F: FE    Return

CA/A890: F2    Fade out current song with transition time 64
CA/A892: 4B    Display dialogue message $0471, wait for button press
               Everyone here?
               I was thinking, 
               EDGAR: Let's talk on the way!
CA/A895: D7    Clear event bit $1E80($330) [$1EE6, bit 0]
CA/A897: F6    Subcommand $F1: Stop currently playing song, unused bytes $00, $00
CA/A89B: F0    Play song 64 (The Dream of a Train), (high bit clear), full volume
CA/A89D: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/A89F: 6A    Load map $00DD (Zozo, outdoors (always)) after fade out, (upper bits $2400), place party at (33, 6), facing down
CA/A8A5: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/A8A7: 38    Hold screen
CA/A8A8: 3D    Create object $04
CA/A8AA: 3D    Create object $02
CA/A8AC: 3D    Create object $05
CA/A8AE: 3D    Create object $06
CA/A8B0: 3D    Create object $01
CA/A8B2: 41    Show object $04
CA/A8B4: 41    Show object $02
CA/A8B6: 41    Show object $05
CA/A8B8: 41    Show object $06
CA/A8BA: 41    Show object $01
CA/A8BC: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/A8BD: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA8D1
CA/A8C3: 3D    Create object $0B
CA/A8C5: 41    Show object $0B
CA/A8C7: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete)
CA/A8C9: C8        Set object layering priority to 2 (low nibble 2)
CA/A8CB: D5        Set vehicle/entity's position to (29, 33)
CA/A8CE: 17        Do vehicle/entity graphical action $17 
CA/A8CF: C7        Set vehicle/entity to stay still when moving
CA/A8D0: FF        End queue
CA/A8D1: DE    Load CaseWord with the characters in the currently active party?
CA/A8D2: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAA8E3
CA/A8D8: 3D    Create object $03
CA/A8DA: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CA/A8DC: D5        Set vehicle/entity's position to (60, 44)
CA/A8DF: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/A8E0: FF        End queue
CA/A8E1: 41    Show object $03
CA/A8E3: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/A8E5: D5        Set vehicle/entity's position to (59, 45)
CA/A8E8: CF        Turn vehicle/entity left
CA/A8E9: FF        End queue
CA/A8EA: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long 
CA/A8EC: C8        Set object layering priority to 2 (low nibble 2)
CA/A8EE: D5        Set vehicle/entity's position to (33, 12)
CA/A8F1: C2        Set vehicle/entity's event speed to normal
CA/A8F2: CF        Turn vehicle/entity left
CA/A8F3: FF        End queue
CA/A8F4: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long 
CA/A8F6: C8        Set object layering priority to 2 (low nibble 2)
CA/A8F8: D5        Set vehicle/entity's position to (33, 10)
CA/A8FB: C2        Set vehicle/entity's event speed to normal
CA/A8FC: CE        Turn vehicle/entity down
CA/A8FD: FF        End queue
CA/A8FE: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CA/A900: C8        Set object layering priority to 3 (low nibble 3)
CA/A902: D5        Set vehicle/entity's position to (31, 38)
CA/A905: C2        Set vehicle/entity's event speed to normal
CA/A906: CC        Turn vehicle/entity up
CA/A907: FF        End queue
CA/A908: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CA/A90A: C8        Set object layering priority to 3 (low nibble 3)
CA/A90C: D5        Set vehicle/entity's position to (31, 37)
CA/A90F: C1        Set vehicle/entity's event speed to slow
CA/A910: FF        End queue
CA/A911: 73    Replace current map's Layer 1 at (32, 12) with the following (2 x 3) chunk, refresh immediately
CA/A916:       $02, $03
CA/A918:       $12, $03
CA/A91A:       $13, $00
CA/A91C: 73    Replace current map's Layer 1 at (32, 15) with the following (2 x 3) chunk, refresh immediately
CA/A921:       $02, $03
CA/A923:       $12, $03
CA/A925:       $13, $00
CA/A927: 73    Replace current map's Layer 1 at (33, 18) with the following (2 x 3) chunk, refresh immediately
CA/A92C:       $02, $03
CA/A92E:       $12, $03
CA/A930:       $13, $00
CA/A932: 73    Replace current map's Layer 1 at (33, 36) with the following (2 x 3) chunk, refresh immediately
CA/A937:       $02, $03
CA/A939:       $12, $03
CA/A93B:       $13, $00
CA/A93D: 73    Replace current map's Layer 1 at (33, 39) with the following (2 x 3) chunk, refresh immediately
CA/A942:       $02, $03
CA/A944:       $12, $03
CA/A946:       $13, $00
CA/A948: 96    Restore screen from fade
CA/A949: 30    Begin action queue for character $30 (Camera), 8 bytes long 
CA/A94B: C1        Set vehicle/entity's event speed to slow
CA/A94C: 9E        Move vehicle/entity down 8 tiles
CA/A94D: 9E        Move vehicle/entity down 8 tiles
CA/A94E: 9E        Move vehicle/entity down 8 tiles
CA/A94F: 9E        Move vehicle/entity down 8 tiles
CA/A950: C0        Set vehicle/entity's event speed to slowest
CA/A951: 8E        Move vehicle/entity down 4 tiles
CA/A952: FF        End queue
CA/A953: 04    Begin action queue for character $04 (Actor in stot 4), 21 bytes long 
CA/A955: A2        Move vehicle/entity left/down 1x1 tiles
CA/A956: A2        Move vehicle/entity left/down 1x1 tiles
CA/A957: 83        Move vehicle/entity left 1 tile
CA/A958: E0        Pause for 4 * 2 (8) frames
CA/A95A: C8        Set object layering priority to 3 (low nibble 3)
CA/A95C: 80        Move vehicle/entity up 1 tile
CA/A95D: 8D        Move vehicle/entity right 4 tiles
CA/A95E: C8        Set object layering priority to 2 (low nibble 2)
CA/A960: 82        Move vehicle/entity down 1 tile
CA/A961: A2        Move vehicle/entity left/down 1x1 tiles
CA/A962: A2        Move vehicle/entity left/down 1x1 tiles
CA/A963: A2        Move vehicle/entity left/down 1x1 tiles
CA/A964: C8        Set object layering priority to 3 (low nibble 3)
CA/A966: 83        Move vehicle/entity left 1 tile
CA/A967: 80        Move vehicle/entity up 1 tile
CA/A968: CD        Turn vehicle/entity right
CA/A969: FF        End queue
CA/A96A: B5    Pause for 15 * 6 (90) units
CA/A96C: 02    Begin action queue for character $02 (Actor in stot 2), 17 bytes long (Wait until complete)
CA/A96E: 81        Move vehicle/entity right 1 tile
CA/A96F: 82        Move vehicle/entity down 1 tile
CA/A970: A2        Move vehicle/entity left/down 1x1 tiles
CA/A971: A2        Move vehicle/entity left/down 1x1 tiles
CA/A972: A2        Move vehicle/entity left/down 1x1 tiles
CA/A973: C8        Set object layering priority to 3 (low nibble 3)
CA/A975: 83        Move vehicle/entity left 1 tile
CA/A976: 80        Move vehicle/entity up 1 tile
CA/A977: E0        Pause for 4 * 2 (8) frames
CA/A979: 8D        Move vehicle/entity right 4 tiles
CA/A97A: 82        Move vehicle/entity down 1 tile
CA/A97B: C8        Set object layering priority to 2 (low nibble 2)
CA/A97D: CF        Turn vehicle/entity left
CA/A97E: FF        End queue
CA/A97F: 48    Display dialogue message $0472, continue executing commands (At bottom of screen)
               EDGAR: The Empire's trying to drain magic from Espers 
CA/A982: B5    Pause for 15 * 5 (75) units
CA/A984: 04    Begin action queue for character $04 (Actor in stot 4), 21 bytes long 
CA/A986: 91        Move vehicle/entity right 5 tiles
CA/A987: 82        Move vehicle/entity down 1 tile
CA/A988: C8        Set object layering priority to 2 (low nibble 2)
CA/A98A: A2        Move vehicle/entity left/down 1x1 tiles
CA/A98B: A2        Move vehicle/entity left/down 1x1 tiles
CA/A98C: A2        Move vehicle/entity left/down 1x1 tiles
CA/A98D: C8        Set object layering priority to 3 (low nibble 3)
CA/A98F: 83        Move vehicle/entity left 1 tile
CA/A990: 80        Move vehicle/entity up 1 tile
CA/A991: 8D        Move vehicle/entity right 4 tiles
CA/A992: 82        Move vehicle/entity down 1 tile
CA/A993: C8        Set object layering priority to 2 (low nibble 2)
CA/A995: A2        Move vehicle/entity left/down 1x1 tiles
CA/A996: A2        Move vehicle/entity left/down 1x1 tiles
CA/A997: A2        Move vehicle/entity left/down 1x1 tiles
CA/A998: 83        Move vehicle/entity left 1 tile
CA/A999: 80        Move vehicle/entity up 1 tile
CA/A99A: FF        End queue
CA/A99B: B5    Pause for 15 * 5 (75) units
CA/A99D: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long 
CA/A99F: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9A0: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9A1: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9A2: 83        Move vehicle/entity left 1 tile
CA/A9A3: 80        Move vehicle/entity up 1 tile
CA/A9A4: FF        End queue
CA/A9A5: B5    Pause for 15 * 17 (255) units
CA/A9A7: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/A9A8: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAA9C1
CA/A9AE: 0B    Begin action queue for character $0B (Actor in stot 11), 17 bytes long 
CA/A9B0: C2        Set vehicle/entity's event speed to normal
CA/A9B1: DD        Make vehicle/entity jump (high)
CA/A9B2: A7        Move vehicle/entity right/down 1x2 tiles
CA/A9B3: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/A9B4: E0        Pause for 4 * 2 (8) frames
CA/A9B6: C2        Set vehicle/entity's event speed to normal
CA/A9B7: 0E        Do vehicle/entity graphical action $0E 
CA/A9B8: DC        Make vehicle/entity jump (low)
CA/A9B9: 83        Move vehicle/entity left 1 tile
CA/A9BA: C3        Set vehicle/entity's event speed to fast
CA/A9BB: 9E        Move vehicle/entity down 8 tiles
CA/A9BC: D5        Set vehicle/entity's position to (53, 39)
CA/A9BF: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/A9C0: FF        End queue
CA/A9C1: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long 
CA/A9C3: E0        Pause for 4 * 22 (88) frames
CA/A9C5: CD        Turn vehicle/entity right
CA/A9C6: E0        Pause for 4 * 6 (24) frames
CA/A9C8: CE        Turn vehicle/entity down
CA/A9C9: FF        End queue
CA/A9CA: 06    Begin action queue for character $06 (Actor in stot 6), 12 bytes long (Wait until complete)
CA/A9CC: C8        Set object layering priority to 3 (low nibble 3)
CA/A9CE: 8D        Move vehicle/entity right 4 tiles
CA/A9CF: C8        Set object layering priority to 2 (low nibble 2)
CA/A9D1: 82        Move vehicle/entity down 1 tile
CA/A9D2: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9D3: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9D4: E0        Pause for 4 * 10 (40) frames
CA/A9D6: 22        Do vehicle/entity graphical action $22 
CA/A9D7: FF        End queue
CA/A9D8: 94    Pause for 60 units
CA/A9D9: 48    Display dialogue message $0473, continue executing commands (At bottom of screen)
               SABIN: This can't be true
               CELES? 
CA/A9DC: 94    Pause for 60 units
CA/A9DD: B0    Execute the following commands until $B1 3 times
CA/A9DF: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/A9E1: 23            Do vehicle/entity graphical action $23 
CA/A9E2: FF            End queue
CA/A9E3: 91        Pause for 15 units
CA/A9E4: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/A9E6: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/A9E7: FF            End queue
CA/A9E8: 91        Pause for 15 units
CA/A9E9: B1        End block of repeating commands
CA/A9EA: 05    Begin action queue for character $05 (Actor in stot 5), 18 bytes long 
CA/A9EC: E0        Pause for 4 * 16 (64) frames
CA/A9EE: 80        Move vehicle/entity up 1 tile
CA/A9EF: 8D        Move vehicle/entity right 4 tiles
CA/A9F0: C8        Set object layering priority to 2 (low nibble 2)
CA/A9F2: 82        Move vehicle/entity down 1 tile
CA/A9F3: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9F4: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9F5: A2        Move vehicle/entity left/down 1x1 tiles
CA/A9F6: C8        Set object layering priority to 3 (low nibble 3)
CA/A9F8: 83        Move vehicle/entity left 1 tile
CA/A9F9: 80        Move vehicle/entity up 1 tile
CA/A9FA: 8D        Move vehicle/entity right 4 tiles
CA/A9FB: 82        Move vehicle/entity down 1 tile
CA/A9FC: 22        Do vehicle/entity graphical action $22 
CA/A9FD: FF        End queue
CA/A9FE: 06    Begin action queue for character $06 (Actor in stot 6), 15 bytes long (Wait until complete)
CA/AA00: 20        Do vehicle/entity graphical action $20 
CA/AA01: E0        Pause for 4 * 3 (12) frames
CA/AA03: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA04: C8        Set object layering priority to 3 (low nibble 3)
CA/AA06: 83        Move vehicle/entity left 1 tile
CA/AA07: 80        Move vehicle/entity up 1 tile
CA/AA08: C2        Set vehicle/entity's event speed to normal
CA/AA09: 8D        Move vehicle/entity right 4 tiles
CA/AA0A: 82        Move vehicle/entity down 1 tile
CA/AA0B: C1        Set vehicle/entity's event speed to slow
CA/AA0C: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA0D: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA0E: FF        End queue
CA/AA0F: 4B    Display dialogue message $0474, wait for button press (At bottom of screen)
               CELES: I don't remember because I was asleep when theyaugmented me.
               But I've heard rumors to that effect.
CA/AA12: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/AA14: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA15: C8        Set object layering priority to 3 (low nibble 3)
CA/AA17: 83        Move vehicle/entity left 1 tile
CA/AA18: 80        Move vehicle/entity up 1 tile
CA/AA19: 83        Move vehicle/entity left 1 tile
CA/AA1A: CC        Turn vehicle/entity up
CA/AA1B: FF        End queue
CA/AA1C: 92    Pause for 30 units
CA/AA1D: 73    Replace current map's Layer 1 at (30, 41) with the following (2 x 1) chunk, refresh immediately
CA/AA22:       $06, $16
CA/AA24: 91    Pause for 15 units
CA/AA25: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/AA27: C1        Set vehicle/entity's event speed to slow
CA/AA28: A7        Move vehicle/entity right/down 1x2 tiles
CA/AA29: A7        Move vehicle/entity right/down 1x2 tiles
CA/AA2A: A7        Move vehicle/entity right/down 1x2 tiles
CA/AA2B: 82        Move vehicle/entity down 1 tile
CA/AA2C: FF        End queue
CA/AA2D: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/AA2F: 80        Move vehicle/entity up 1 tile
CA/AA30: D5        Set vehicle/entity's position to (0, 0)
CA/AA33: FF        End queue
CA/AA34: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete)
CA/AA36: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA37: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA38: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA39: 83        Move vehicle/entity left 1 tile
CA/AA3A: 80        Move vehicle/entity up 1 tile
CA/AA3B: 83        Move vehicle/entity left 1 tile
CA/AA3C: 80        Move vehicle/entity up 1 tile
CA/AA3D: D5        Set vehicle/entity's position to (0, 0)
CA/AA40: FF        End queue
CA/AA41: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long 
CA/AA43: C8        Set object layering priority to 3 (low nibble 3)
CA/AA45: D5        Set vehicle/entity's position to (34, 49)
CA/AA48: 86        Move vehicle/entity down 2 tiles
CA/AA49: 8D        Move vehicle/entity right 4 tiles
CA/AA4A: FF        End queue
CA/AA4B: 94    Pause for 60 units
CA/AA4C: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CA/AA4E: C8        Set object layering priority to 3 (low nibble 3)
CA/AA50: D5        Set vehicle/entity's position to (34, 49)
CA/AA53: 86        Move vehicle/entity down 2 tiles
CA/AA54: 81        Move vehicle/entity right 1 tile
CA/AA55: FF        End queue
CA/AA56: 4B    Display dialogue message $0475, wait for button press
               CYAN: Then we're going in
               EDGAR: We'd best split into 2 groups.
               We still need to beef up our defenses in Narshe.
CA/AA59: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CA/AA5B: 23        Do vehicle/entity graphical action $23 
CA/AA5C: FF        End queue
CA/AA5D: 92    Pause for 30 units
CA/AA5E: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CA/AA60: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/AA61: E0        Pause for 4 * 2 (8) frames
CA/AA63: CD        Turn vehicle/entity right
CA/AA64: FF        End queue
CA/AA65: 4B    Display dialogue message $0476, wait for button press
               CYAN: Indeed.
CA/AA68: 30    Begin action queue for character $30 (Camera), 9 bytes long 
CA/AA6A: C2        Set vehicle/entity's event speed to normal
CA/AA6B: 9D        Move vehicle/entity right 8 tiles
CA/AA6C: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA6D: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA6E: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA6F: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA70: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA71: 85        Move vehicle/entity right 2 tiles
CA/AA72: FF        End queue
CA/AA73: 06    Begin action queue for character $06 (Actor in stot 6), 13 bytes long 
CA/AA75: D5        Set vehicle/entity's position to (47, 50)
CA/AA78: C8        Set object layering priority to 0 (low nibble 0)
CA/AA7A: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA7B: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA7C: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA7D: 91        Move vehicle/entity right 5 tiles
CA/AA7E: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA7F: 80        Move vehicle/entity up 1 tile
CA/AA80: CD        Turn vehicle/entity right
CA/AA81: FF        End queue
CA/AA82: 05    Begin action queue for character $05 (Actor in stot 5), 14 bytes long 
CA/AA84: C1        Set vehicle/entity's event speed to slow
CA/AA85: D5        Set vehicle/entity's position to (45, 52)
CA/AA88: C8        Set object layering priority to 0 (low nibble 0)
CA/AA8A: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA8B: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA8C: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA8D: A5        Move vehicle/entity right/up 2x1 tiles
CA/AA8E: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA8F: 91        Move vehicle/entity right 5 tiles
CA/AA90: CC        Turn vehicle/entity up
CA/AA91: FF        End queue
CA/AA92: 04    Begin action queue for character $04 (Actor in stot 4), 10 bytes long 
CA/AA94: 82        Move vehicle/entity down 1 tile
CA/AA95: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA96: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA97: A2        Move vehicle/entity left/down 1x1 tiles
CA/AA98: 83        Move vehicle/entity left 1 tile
CA/AA99: A0        Move vehicle/entity right/up 1x1 tiles
CA/AA9A: 84        Move vehicle/entity up 2 tiles
CA/AA9B: C8        Set object layering priority to 0 (low nibble 0)
CA/AA9D: FF        End queue
CA/AA9E: 93    Pause for 45 units
CA/AA9F: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long 
CA/AAA1: 89        Move vehicle/entity right 3 tiles
CA/AAA2: 82        Move vehicle/entity down 1 tile
CA/AAA3: A2        Move vehicle/entity left/down 1x1 tiles
CA/AAA4: A2        Move vehicle/entity left/down 1x1 tiles
CA/AAA5: A2        Move vehicle/entity left/down 1x1 tiles
CA/AAA6: C8        Set object layering priority to 0 (low nibble 0)
CA/AAA8: FF        End queue
CA/AAA9: B5    Pause for 15 * 16 (240) units
CA/AAAB: 4B    Display dialogue message $0477, wait for button press (At bottom of screen)
               CELES: I'll go to the Empire. I know it well
               SABIN: But alone?
CA/AAAE: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CA/AAB0: 93    Pause for 45 units
CA/AAB1: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CA/AAB3: 1A        Do vehicle/entity graphical action $1A 
CA/AAB4: E0        Pause for 4 * 2 (8) frames
CA/AAB6: 19        Do vehicle/entity graphical action $19 
CA/AAB7: E0        Pause for 4 * 6 (24) frames
CA/AAB9: 23        Do vehicle/entity graphical action $23 
CA/AABA: FF        End queue
CA/AABB: 4B    Display dialogue message $0478, wait for button press (At bottom of screen)
               LOCKE: Don't worry, I'll go with her.
CA/AABE: B0    Execute the following commands until $B1 3 times
CA/AAC0: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AAC2: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/AAC3: FF            End queue
CA/AAC4: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AAC6: CD            Turn vehicle/entity right
CA/AAC7: FF            End queue
CA/AAC8: B1        End block of repeating commands
CA/AAC9: 4B    Display dialogue message $0479, wait for button press (At bottom of screen)
               CELES: LOCKE!
CA/AACC: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/AACD: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAAAE5
CA/AAD3: 0B    Begin action queue for character $0B (Actor in stot 11), 16 bytes long 
CA/AAD5: E0        Pause for 4 * 16 (64) frames
CA/AAD7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/AAD8: DC        Make vehicle/entity jump (low)
CA/AAD9: 8A        Move vehicle/entity down 3 tiles
CA/AADA: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/AADB: E0        Pause for 4 * 1 (4) frames
CA/AADD: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/AADE: DC        Make vehicle/entity jump (low)
CA/AADF: 81        Move vehicle/entity right 1 tile
CA/AAE0: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/AAE1: C6        Set vehicle/entity to walk when moving
CA/AAE2: C8        Set object layering priority to 0 (low nibble 0)
CA/AAE4: FF        End queue
CA/AAE5: 05    Begin action queue for character $05 (Actor in stot 5), 10 bytes long 
CA/AAE7: E0        Pause for 4 * 4 (16) frames
CA/AAE9: CD        Turn vehicle/entity right
CA/AAEA: E0        Pause for 4 * 10 (40) frames
CA/AAEC: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/AAED: E0        Pause for 4 * 1 (4) frames
CA/AAEF: CD        Turn vehicle/entity right
CA/AAF0: FF        End queue
CA/AAF1: 04    Begin action queue for character $04 (Actor in stot 4), 13 bytes long 
CA/AAF3: D5        Set vehicle/entity's position to (47, 49)
CA/AAF6: C8        Set object layering priority to 0 (low nibble 0)
CA/AAF8: A0        Move vehicle/entity right/up 1x1 tiles
CA/AAF9: A0        Move vehicle/entity right/up 1x1 tiles
CA/AAFA: 89        Move vehicle/entity right 3 tiles
CA/AAFB: A0        Move vehicle/entity right/up 1x1 tiles
CA/AAFC: A0        Move vehicle/entity right/up 1x1 tiles
CA/AAFD: A0        Move vehicle/entity right/up 1x1 tiles
CA/AAFE: 81        Move vehicle/entity right 1 tile
CA/AAFF: FF        End queue
CA/AB00: 02    Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete)
CA/AB02: D5        Set vehicle/entity's position to (46, 49)
CA/AB05: C8        Set object layering priority to 0 (low nibble 0)
CA/AB07: 81        Move vehicle/entity right 1 tile
CA/AB08: A0        Move vehicle/entity right/up 1x1 tiles
CA/AB09: A0        Move vehicle/entity right/up 1x1 tiles
CA/AB0A: 95        Move vehicle/entity right 6 tiles
CA/AB0B: FF        End queue
CA/AB0C: 4B    Display dialogue message $047A, wait for button press (At bottom of screen)
               CYAN: You need a hand?
CA/AB0F: 92    Pause for 30 units
CA/AB10: DE    Load CaseWord with the characters in the currently active party?
CA/AB11: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAAB51
CA/AB17: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CA/AB19: 23        Do vehicle/entity graphical action $23 
CA/AB1A: FF        End queue
CA/AB1B: 92    Pause for 30 units
CA/AB1C: 4B    Display dialogue message $047C, wait for button press (At bottom of screen)
               SHADOW: There's no need for me to remain with you.
CA/AB1F: 92    Pause for 30 units
CA/AB20: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AB22: CD        Turn vehicle/entity right
CA/AB23: FF        End queue
CA/AB24: B0    Execute the following commands until $B1 2 times
CA/AB26: 03        Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CA/AB28: 24            Do vehicle/entity graphical action $24 
CA/AB29: FF            End queue
CA/AB2A: 91        Pause for 15 units
CA/AB2B: 03        Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CA/AB2D: 25            Do vehicle/entity graphical action $25 
CA/AB2E: FF            End queue
CA/AB2F: 91        Pause for 15 units
CA/AB30: B1        End block of repeating commands
CA/AB31: 94    Pause for 60 units
CA/AB32: 03    Begin action queue for character $03 (Actor in stot 3), 18 bytes long (Wait until complete)
CA/AB34: C2        Set vehicle/entity's event speed to normal
CA/AB35: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/AB36: E0        Pause for 4 * 1 (4) frames
CA/AB38: C7        Set vehicle/entity to stay still when moving
CA/AB39: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/AB3A: DD        Make vehicle/entity jump (high)
CA/AB3B: A5        Move vehicle/entity right/up 2x1 tiles
CA/AB3C: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/AB3D: E0        Pause for 4 * 1 (4) frames
CA/AB3F: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/AB40: C3        Set vehicle/entity's event speed to fast
CA/AB41: A0        Move vehicle/entity right/up 1x1 tiles
CA/AB42: A0        Move vehicle/entity right/up 1x1 tiles
CA/AB43: A0        Move vehicle/entity right/up 1x1 tiles
CA/AB44: C6        Set vehicle/entity to walk when moving
CA/AB45: FF        End queue
CA/AB46: 3F    Remove character $03 (Actor in stot 3) from the party
CA/AB49: 42    Hide object $03
CA/AB4B: 3E    Delete object $03
CA/AB4D: 45    Refresh objects
CA/AB4E: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CA/AB50: 94    Pause for 60 units
CA/AB51: B2    Call subroutine $CACB25
CA/AB55: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/AB58: 3F    Remove character $02 (Actor in stot 2) from the party
CA/AB5B: 3F    Remove character $04 (Actor in stot 4) from the party
CA/AB5E: 3F    Remove character $05 (Actor in stot 5) from the party
CA/AB61: 3F    Remove character $0B (Actor in stot 11) from the party
CA/AB64: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/AB67: 99    Invoke party selection screen (1 groups) (force characters: [$0042] (LOCKE ), (CELES ))
CA/AB6B: 41    Show object $01
CA/AB6D: 41    Show object $06
CA/AB6F: 41    Show object $02
CA/AB71: 41    Show object $04
CA/AB73: 41    Show object $05
CA/AB75: 45    Refresh objects
CA/AB76: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/AB78: D5        Set vehicle/entity's position to (58, 44)
CA/AB7B: CE        Turn vehicle/entity down
CA/AB7C: FF        End queue
CA/AB7D: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CA/AB7F: D5        Set vehicle/entity's position to (57, 45)
CA/AB82: CD        Turn vehicle/entity right
CA/AB83: FF        End queue
CA/AB84: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CA/AB86: D5        Set vehicle/entity's position to (56, 47)
CA/AB89: CD        Turn vehicle/entity right
CA/AB8A: FF        End queue
CA/AB8B: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/AB8D: D5        Set vehicle/entity's position to (56, 44)
CA/AB90: CD        Turn vehicle/entity right
CA/AB91: FF        End queue
CA/AB92: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/AB94: D5        Set vehicle/entity's position to (58, 46)
CA/AB97: CC        Turn vehicle/entity up
CA/AB98: FF        End queue
CA/AB99: 91    Pause for 15 units
CA/AB9A: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/AB9B: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAABBC
CA/ABA1: 41    Show object $0B
CA/ABA3: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CA/ABA5: D5        Set vehicle/entity's position to (54, 42)
CA/ABA8: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/ABA9: FF        End queue
CA/ABAA: DE    Load CaseWord with the characters in the currently active party?
CA/ABAB: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAABBC
CA/ABB1: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CA/ABB3: D5        Set vehicle/entity's position to (62, 42)
CA/ABB6: CF        Turn vehicle/entity left
CA/ABB7: FF        End queue
CA/ABB8: 8D    Remove all equipment from character $0B (Actor in stot 11)
CA/ABBA: DC    Set event bit $1E80($619) [$1F43, bit 1]
CA/ABBC: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAABCD
CA/ABC2: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CA/ABC4: D5        Set vehicle/entity's position to (61, 44)
CA/ABC7: CF        Turn vehicle/entity left
CA/ABC8: FF        End queue
CA/ABC9: 8D    Remove all equipment from character $02 (Actor in stot 2)
CA/ABCB: DC    Set event bit $1E80($61A) [$1F43, bit 2]
CA/ABCD: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAABDE
CA/ABD3: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/ABD5: D5        Set vehicle/entity's position to (62, 46)
CA/ABD8: CF        Turn vehicle/entity left
CA/ABD9: FF        End queue
CA/ABDA: 8D    Remove all equipment from character $04 (Actor in stot 4)
CA/ABDC: DC    Set event bit $1E80($617) [$1F42, bit 7]
CA/ABDE: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAABEF
CA/ABE4: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/ABE6: D5        Set vehicle/entity's position to (60, 45)
CA/ABE9: CF        Turn vehicle/entity left
CA/ABEA: FF        End queue
CA/ABEB: 8D    Remove all equipment from character $05 (Actor in stot 5)
CA/ABED: DC    Set event bit $1E80($618) [$1F43, bit 0]
CA/ABEF: 92    Pause for 30 units
CA/ABF0: 96    Restore screen from fade
CA/ABF1: B5    Pause for 15 * 10 (150) units
CA/ABF3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/ABF5: CD        Turn vehicle/entity right
CA/ABF6: FF        End queue
CA/ABF7: 4B    Display dialogue message $047B, wait for button press (At bottom of screen)
               LOCKE: Please wait for us in Narshe. We'll find our way back safely.
               If you wish to change group members, head for Narshe.
CA/ABFA: 92    Pause for 30 units
CA/ABFB: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/ABFD: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/ABFE: E0        Pause for 4 * 1 (4) frames
CA/AC00: CD        Turn vehicle/entity right
CA/AC01: FF        End queue
CA/AC02: 94    Pause for 60 units
CA/AC03: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/AC04: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAAC18
CA/AC0A: DE    Load CaseWord with the characters in the currently active party?
CA/AC0B: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAAC18
CA/AC11: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CA/AC13: E0        Pause for 4 * 1 (4) frames
CA/AC15: C2        Set vehicle/entity's event speed to normal
CA/AC16: 8D        Move vehicle/entity right 4 tiles
CA/AC17: FF        End queue
CA/AC18: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAAC23
CA/AC1E: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CA/AC20: C2        Set vehicle/entity's event speed to normal
CA/AC21: 8D        Move vehicle/entity right 4 tiles
CA/AC22: FF        End queue
CA/AC23: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAAC30
CA/AC29: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/AC2B: E0        Pause for 4 * 3 (12) frames
CA/AC2D: C2        Set vehicle/entity's event speed to normal
CA/AC2E: 8D        Move vehicle/entity right 4 tiles
CA/AC2F: FF        End queue
CA/AC30: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAAC3D
CA/AC36: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/AC38: E0        Pause for 4 * 2 (8) frames
CA/AC3A: C2        Set vehicle/entity's event speed to normal
CA/AC3B: 8D        Move vehicle/entity right 4 tiles
CA/AC3C: FF        End queue
CA/AC3D: 95    Pause for 120 units
CA/AC3E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AC40: 23        Do vehicle/entity graphical action $23 
CA/AC41: FF        End queue
CA/AC42: 4B    Display dialogue message $047D, wait for button press (At bottom of screen)
               CELES: Sohow we gonna get there? The Empire's on the continent to the south. No boats go there
               LOCKE: The people of Jidoor, a town to the south, can probably help us.
CA/AC45: B0    Execute the following commands until $B1 2 times
CA/AC47: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AC49: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/AC4A: FF            End queue
CA/AC4B: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AC4D: CD            Turn vehicle/entity right
CA/AC4E: FF            End queue
CA/AC4F: B1        End block of repeating commands
CA/AC50: 4B    Display dialogue message $047E, wait for button press (At bottom of screen)
               CELES: LOCKE.
               LOCKE: Yes?
               CELES: Why are you coming with me?
CA/AC53: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AC55: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/AC56: FF        End queue
CA/AC57: 4B    Display dialogue message $047F, wait for button press (At bottom of screen)
               LOCKE: Well
               There're bound to be treasures there.
               And besides, I've always wanted an inside look at the Empire!
CA/AC5A: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CA/AC5C: CE        Turn vehicle/entity down
CA/AC5D: E0        Pause for 4 * 6 (24) frames
CA/AC5F: 14        Do vehicle/entity graphical action $14 
CA/AC60: E0        Pause for 4 * 1 (4) frames
CA/AC62: CE        Turn vehicle/entity down
CA/AC63: FF        End queue
CA/AC64: 94    Pause for 60 units
CA/AC65: B2    Call subroutine $CACCA4
CA/AC69: D7    Clear event bit $1E80($323) [$1EE4, bit 3]
CA/AC6B: D7    Clear event bit $1E80($324) [$1EE4, bit 4]
CA/AC6D: D7    Clear event bit $1E80($325) [$1EE4, bit 5]
CA/AC6F: D7    Clear event bit $1E80($326) [$1EE4, bit 6]
CA/AC71: D7    Clear event bit $1E80($327) [$1EE4, bit 7]
CA/AC73: D7    Clear event bit $1E80($328) [$1EE5, bit 0]
CA/AC75: D6    Set event bit $1E80($32F) [$1EE5, bit 7]
CA/AC77: D7    Clear event bit $1E80($332) [$1EE6, bit 2]
CA/AC79: D6    Set event bit $1E80($330) [$1EE6, bit 0]
CA/AC7B: D6    Set event bit $1E80($385) [$1EF0, bit 5]
CA/AC7D: 39    Free screen
CA/AC7E: 97    Fade screen to black
CA/AC7F: 5C    Pause execution until fade in or fade out is complete
CA/AC80: D0    Set event bit $1E80($054) [$1E8A, bit 4]
CA/AC82: B2    Call subroutine $CACFE6
CA/AC86: B2    Call subroutine $CACB95
CA/AC8A: 6B    Load map $00DD (Zozo, outdoors (always)) instantly, (upper bits $1400), place party at (57, 45), facing right
CA/AC90: FE    Return

CA/AC91: F4    Play sound effect 141
CA/AC93: 42    Hide object $13
CA/AC95: 45    Refresh objects
CA/AC96: 4B    Display dialogue message $046E, wait for button press
               
               Received the Magicite
               Siren.
CA/AC99: D7    Clear event bit $1E80($320) [$1EE4, bit 0]
CA/AC9B: 86    Give esper $39 (Siren   ) to party
CA/AC9D: B8    Set bit $1DC9($43) [$1DD1, bit 3]
CA/AC9F: FE    Return

CA/ACA0: F4    Play sound effect 141
CA/ACA2: 42    Hide object $14
CA/ACA4: 45    Refresh objects
CA/ACA5: 4B    Display dialogue message $046F, wait for button press
               
               Received the Magicite
               Kirin.
CA/ACA8: D7    Clear event bit $1E80($321) [$1EE4, bit 1]
CA/ACAA: 86    Give esper $47 (Kirin   ) to party
CA/ACAC: B8    Set bit $1DC9($43) [$1DD1, bit 3]
CA/ACAE: FE    Return

CA/ACAF: F4    Play sound effect 141
CA/ACB1: 42    Hide object $15
CA/ACB3: 45    Refresh objects
CA/ACB4: 4B    Display dialogue message $0470, wait for button press
               
               Received the Magicite
               Stray.
CA/ACB7: D7    Clear event bit $1E80($322) [$1EE4, bit 2]
CA/ACB9: 86    Give esper $3E (Stray   ) to party
CA/ACBB: B8    Set bit $1DC9($43) [$1DD1, bit 3]
CA/ACBD: FE    Return

CA/ACBE: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/ACC0: 31        Do vehicle/entity graphical action $31 
CA/ACC1: FF        End queue
CA/ACC2: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/ACC4: 00        Do vehicle/entity graphical action $00 
CA/ACC5: FF        End queue
CA/ACC6: FE    Return

CA/ACC7: 4B    Display dialogue message $0435, wait for button press (At bottom of screen)
               Is TERRA all right?
CA/ACCA: FE    Return

CA/ACCB: 4B    Display dialogue message $0436, wait for button press (At bottom of screen)
               CYAN: Is Miss TERRA okay?
CA/ACCE: FE    Return

CA/ACCF: 4B    Display dialogue message $0437, wait for button press (At bottom of screen)
               CELES: Is TERRA okay?
CA/ACD2: FE    Return

CA/ACD3: 4B    Display dialogue message $0438, wait for button press (At bottom of screen)
               GAU: TERRAshe ok?
CA/ACD6: FE    Return

CA/ACD7: 4B    Display dialogue message $043C, wait for button press (At bottom of screen)
               But don't Espers live in another world?
CA/ACDA: FE    Return

CA/ACDB: 4B    Display dialogue message $043D, wait for button press (At bottom of screen)
               CELES: But don't Espers live in another world?
CA/ACDE: FE    Return

CA/ACDF: 4B    Display dialogue message $043E, wait for button press (At bottom of screen)
               GAU: Espersfrom other world?
CA/ACE2: FE    Return

CA/ACE3: 4B    Display dialogue message $0440, wait for button press (At bottom of screen)
               Why do you hide the fact that you're Espers?
CA/ACE6: FE    Return

CA/ACE7: 4B    Display dialogue message $0441, wait for button press (At bottom of screen)
               GAU: Why hide fact you Esper?
CA/ACEA: FE    Return

CA/ACEB: 4B    Display dialogue message $0443, wait for button press (At bottom of screen)
               LOCKE: But my grandma told me that Espers and people once lived side by side!
               Was that just a fairy tale?
CA/ACEE: FE    Return

CA/ACEF: 4B    Display dialogue message $0444, wait for button press (At bottom of screen)
               But grandmother once told me that Espers and people once lived side by side.
               Was that just a fairy tale?
CA/ACF2: FE    Return

CA/ACF3: 4B    Display dialogue message $0445, wait for button press (At bottom of screen)
               I heard that Espers and people once lived side by side.
               Was that just a fairy tale?
CA/ACF6: FE    Return

CA/ACF7: 4B    Display dialogue message $0446, wait for button press (At bottom of screen)
               GAU: GAU hear fairy tale. PeopleEsper once live together peacefully
CA/ACFA: FE    Return

CA/ACFB: 4B    Display dialogue message $0457, wait for button press (At bottom of screen)
               If we find the Magitek Research Facility, you're sure we'll find your people?
CA/ACFE: B2    Call subroutine $CAAD0F
CA/AD02: FE    Return

CA/AD03: 4B    Display dialogue message $0458, wait for button press (At bottom of screen)
               CELES: The Magitek Research Facility?
               Your people are still there?!
CA/AD06: FE    Return

CA/AD07: 4B    Display dialogue message $0459, wait for button press (At bottom of screen)
               GAU: Magitek Research Facility?
               Thereyour people?
CA/AD0A: B2    Call subroutine $CAAD0F
CA/AD0E: FE    Return

CA/AD0F: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/AD15: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/AD17: CE        Turn vehicle/entity down
CA/AD18: E0        Pause for 4 * 8 (32) frames
CA/AD1A: 20        Do vehicle/entity graphical action $20 
CA/AD1B: FF        End queue
CA/AD1C: 94    Pause for 60 units
CA/AD1D: 4B    Display dialogue message $045A, wait for button press (At bottom of screen)
               CELES: Magitek Research Facility
               Your people are
CA/AD20: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/AD22: CE        Turn vehicle/entity down
CA/AD23: E0        Pause for 4 * 3 (12) frames
CA/AD25: CD        Turn vehicle/entity right
CA/AD26: FF        End queue
CA/AD27: FE    Return

CA/AD28: 4B    Display dialogue message $0462, wait for button press (At bottom of screen)
               Old man
               Are you really gone?
CA/AD2B: FE    Return

CA/AD2C: 4B    Display dialogue message $0463, wait for button press (At bottom of screen)
               SHADOW: You old fool
               Why throw it all away?
CA/AD2F: FE    Return

CA/AD30: 4B    Display dialogue message $0464, wait for button press (At bottom of screen)
               CYAN: He'sgone
CA/AD33: FE    Return

CA/AD34: 4B    Display dialogue message $0465, wait for button press (At bottom of screen)
               CELES: Ramuh
               Why?
CA/AD37: FE    Return

CA/AD38: 4B    Display dialogue message $0466, wait for button press (At bottom of screen)
               GAU: R.a.m.u.h
               You leave?
CA/AD3B: FE    Return

CA/AD3C: 4B    Display dialogue message $0468, wait for button press (At bottom of screen)
               He traded his power, so that others might live
CA/AD3F: FE    Return

CA/AD40: 4B    Display dialogue message $0469, wait for button press (At bottom of screen)
               CYAN: He traded his power, so that others might live
CA/AD43: FE    Return

CA/AD44: 4B    Display dialogue message $046A, wait for button press (At bottom of screen)
               CELES: He traded his power, so that others might live
CA/AD47: FE    Return

CA/AD48: 4B    Display dialogue message $046B, wait for button press (At bottom of screen)
               GAU: Awoooo!
CA/AD4B: FE    Return

CA/AD4C: 5C    Pause execution until fade in or fade out is complete
CA/AD4D: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/AD4F: F2    Fade out current song with transition time 208
CA/AD51: 7F    Change character $0D's name to $1C (MOG   )
CA/AD54: 40    Assign properties $1C to character $0D (Actor in stot 13)
CA/AD57: 3D    Create object $0D
CA/AD59: 37    Assign graphics $0A to object $0D (Actor in stot 13)
CA/AD5C: 43    Assign palette $05 to character $0D (Actor in stot 13)
CA/AD5F: 41    Show object $0D
CA/AD61: 3F    Remove character $00 (Actor in stot 0) from the party
CA/AD64: 3F    Assign character $0D (Actor in stot 13) to party 1
CA/AD67: 3F    Remove character $0E (Actor in stot 14) from the party
CA/AD6A: 3F    Remove character $04 (Actor in stot 4) from the party
CA/AD6D: 3F    Remove character $01 (Actor in stot 1) from the party
CA/AD70: 3F    Remove character $06 (Actor in stot 6) from the party
CA/AD73: 3F    Remove character $05 (Actor in stot 5) from the party
CA/AD76: 3F    Remove character $02 (Actor in stot 2) from the party
CA/AD79: 3F    Remove character $0B (Actor in stot 11) from the party
CA/AD7C: 3E    Delete object $00
CA/AD7E: 3E    Delete object $0E
CA/AD80: 3E    Delete object $04
CA/AD82: 3E    Delete object $01
CA/AD84: 3E    Delete object $06
CA/AD86: 3E    Delete object $05
CA/AD88: 3E    Delete object $02
CA/AD8A: 3E    Delete object $0B
CA/AD8C: 6B    Load map $0009 (Darkness ("Choose a scenario" / "The three have reached Narshe")) instantly, (upper bits $2400), place party at (8, 6), facing down
CA/AD92: CA    If ($1E80($021) [$1E84, bit 1] is set) and ($1E80($01E) [$1E83, bit 6] is set) and ($1E80($044) [$1E88, bit 4] is set), branch to $CAADB9
CA/AD9C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/AD9E: D5        Set vehicle/entity's position to (8, 3)
CA/ADA1: CE        Turn vehicle/entity down
CA/ADA2: FF        End queue
CA/ADA3: 41    Show object $31
CA/ADA5: 96    Restore screen from fade
CA/ADA6: 5C    Pause execution until fade in or fade out is complete
CA/ADA7: C2    If ($1E80($021) [$1E84, bit 1] is set) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($044) [$1E88, bit 4] is set), branch to $CAADB4
CA/ADB1: 4B    Display dialogue message $016F, wait for button press
               EDGAR and TERRA race toward Narshe while protecting Banon
               but what about SABIN, who was swallowed by the raging waters?
               And
               how is LOCKE faring, after having penetrated the Empire's defenses in South Figaro
               Is all going according to plan?
CA/ADB4: 92    Pause for 30 units
CA/ADB5: 4B    Display dialogue message $0B8C, wait for button press
               
                  Choose a scenariokupo!
CA/ADB8: FE    Return

CA/ADB9: 42    Hide object $31
CA/ADBB: 42    Hide object $15
CA/ADBD: 96    Restore screen from fade
CA/ADBE: B5    Pause for 15 * 16 (240) units
CA/ADC0: 4B    Display dialogue message $0B84, wait for button press (Show text only)
               
               The three have reached Narshe,
               and a decisive battle is about to
               take place
CA/ADC3: 95    Pause for 120 units
CA/ADC4: B2    Call subroutine $CCB4DA
CA/ADC8: FE    Return

CA/ADC9: C0    If ($1E80($329) [$1EE5, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/ADCF: 42    Hide object $10
CA/ADD1: 42    Hide object $31
CA/ADD3: 45    Refresh objects
CA/ADD4: FE    Return

CA/ADD5: C0    If ($1E80($32B) [$1EE5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/ADDB: 42    Hide object $12
CA/ADDD: 42    Hide object $13
CA/ADDF: 42    Hide object $14
CA/ADE1: 42    Hide object $31
CA/ADE3: 45    Refresh objects
CA/ADE4: FE    Return

CA/ADE5: C0    If ($1E80($32A) [$1EE5, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/ADEB: 42    Hide object $11
CA/ADED: 42    Hide object $31
CA/ADEF: 45    Refresh objects
CA/ADF0: FE    Return

CA/ADF1: C0    If ($1E80($055) [$1E8A, bit 5] is set), branch to $CAADFB
CA/ADF7: 4B    Display dialogue message $0490, wait for button press
               The Opera House's closed.
CA/ADFA: FE    Return

CA/ADFB: 4B    Display dialogue message $0491, wait for button press
               Performance underway.
CA/ADFE: FE    Return

CA/ADFF: C0    If ($1E80($387) [$1EF0, bit 7] is clear), branch to $CAAE09
CA/AE05: 4B    Display dialogue message $01DA, wait for button press
               Shriek!!!
               HelpHELP!!!
               Talk to the Impresario!
CA/AE08: FE    Return

CA/AE09: 4B    Display dialogue message $01DB, wait for button press
               Thank goodness!
CA/AE0C: FE    Return

CA/AE0D: 4B    Display dialogue message $01DE, wait for button press
               Looks like we're gonna have to save the day once again!
CA/AE10: FE    Return

CA/AE11: 4B    Display dialogue message $01DC, wait for button press
               A dragon is sitting smack in the middle of the stage!
CA/AE14: FE    Return

CA/AE15: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/AE19: C0    If ($1E80($115) [$1EA2, bit 5] is set), branch to $CAB3B3
CA/AE1F: C0    If ($1E80($114) [$1EA2, bit 4] is set), branch to $CAB3AB
CA/AE25: C0    If ($1E80($113) [$1EA2, bit 3] is set), branch to $CAB3A3
CA/AE2B: 4B    Display dialogue message $0492, wait for button press
               IMPRESARIO: Ah! You again!
CA/AE2E: B2    Call subroutine $CAB316
CA/AE32: 4B    Display dialogue message $0493, wait for button press (At bottom of screen)
               LOCKE: I read that letter.
               SETZER's coming to steal her
               IMPRESARIO: He'll probably appear right at the climax of Scene 1. He loves an entrance
CA/AE35: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/AE37: 8D        Move vehicle/entity right 4 tiles
CA/AE38: FF        End queue
CA/AE39: 93    Pause for 45 units
CA/AE3A: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CA/AE3C: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE3D: 81        Move vehicle/entity right 1 tile
CA/AE3E: E0        Pause for 4 * 4 (16) frames
CA/AE40: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/AE41: E0        Pause for 4 * 1 (4) frames
CA/AE43: CD        Turn vehicle/entity right
CA/AE44: FF        End queue
CA/AE45: 92    Pause for 30 units
CA/AE46: 4B    Display dialogue message $0494, wait for button press
               LOCKE: Right!
               If we could only grab him then!
CA/AE49: 12    Begin action queue for character $12 (NPC $12), 13 bytes long (Wait until complete)
CA/AE4B: CE        Turn vehicle/entity down
CA/AE4C: E0        Pause for 4 * 2 (8) frames
CA/AE4E: DC        Make vehicle/entity jump (low)
CA/AE4F: CE        Turn vehicle/entity down
CA/AE50: E0        Pause for 4 * 4 (16) frames
CA/AE52: DC        Make vehicle/entity jump (low)
CA/AE53: CE        Turn vehicle/entity down
CA/AE54: E0        Pause for 4 * 4 (16) frames
CA/AE56: 2D        Do vehicle/entity graphical action $2D 
CA/AE57: FF        End queue
CA/AE58: 4B    Display dialogue message $0495, wait for button press
               IMPRESARIO: Dear me, NO!
               You'll ruin the performance!
               I'll lose my job!
CA/AE5B: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/AE5D: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE5E: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE5F: FF        End queue
CA/AE60: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/AE62: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE63: 81        Move vehicle/entity right 1 tile
CA/AE64: FF        End queue
CA/AE65: 06    Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete)
CA/AE67: 80        Move vehicle/entity up 1 tile
CA/AE68: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE69: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE6A: CE        Turn vehicle/entity down
CA/AE6B: E0        Pause for 4 * 6 (24) frames
CA/AE6D: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/AE6E: E0        Pause for 4 * 1 (4) frames
CA/AE70: 58        Do vehicle/entity graphical action $18, flipped horizontally
CA/AE71: FF        End queue
CA/AE72: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/AE74: CE        Turn vehicle/entity down
CA/AE75: FF        End queue
CA/AE76: 92    Pause for 30 units
CA/AE77: 4B    Display dialogue message $0496, wait for button press (At bottom of screen)
               CELES: Then you're history!
               IMPRESARIO: This is simply horrid! I want the performance to be a success!
               But I don't want Maria to be abducted!
CA/AE7A: 92    Pause for 30 units
CA/AE7B: B0    Execute the following commands until $B1 4 times
CA/AE7D: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/AE7F: CE            Turn vehicle/entity down
CA/AE80: FF            End queue
CA/AE81: B4        Pause for 8 units
CA/AE83: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/AE85: 2D            Do vehicle/entity graphical action $2D 
CA/AE86: FF            End queue
CA/AE87: B4        Pause for 8 units
CA/AE89: B1        End block of repeating commands
CA/AE8A: 94    Pause for 60 units
CA/AE8B: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CA/AE8D: 91        Move vehicle/entity right 5 tiles
CA/AE8E: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE8F: 8D        Move vehicle/entity right 4 tiles
CA/AE90: 84        Move vehicle/entity up 2 tiles
CA/AE91: 85        Move vehicle/entity right 2 tiles
CA/AE92: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE93: FF        End queue
CA/AE94: 92    Pause for 30 units
CA/AE95: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CA/AE97: 8D        Move vehicle/entity right 4 tiles
CA/AE98: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE99: 85        Move vehicle/entity right 2 tiles
CA/AE9A: A0        Move vehicle/entity right/up 1x1 tiles
CA/AE9B: 8D        Move vehicle/entity right 4 tiles
CA/AE9C: 80        Move vehicle/entity up 1 tile
CA/AE9D: CD        Turn vehicle/entity right
CA/AE9E: FF        End queue
CA/AE9F: 91    Pause for 15 units
CA/AEA0: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/AEA2: 1F        Do vehicle/entity graphical action $1F 
CA/AEA3: E0        Pause for 4 * 6 (24) frames
CA/AEA5: CE        Turn vehicle/entity down
CA/AEA6: E0        Pause for 4 * 2 (8) frames
CA/AEA8: 9D        Move vehicle/entity right 8 tiles
CA/AEA9: 81        Move vehicle/entity right 1 tile
CA/AEAA: FF        End queue
CA/AEAB: 92    Pause for 30 units
CA/AEAC: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/AEAE: 85        Move vehicle/entity right 2 tiles
CA/AEAF: 9D        Move vehicle/entity right 8 tiles
CA/AEB0: FF        End queue
CA/AEB1: 94    Pause for 60 units
CA/AEB2: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/AEB4: A5        Move vehicle/entity right/up 2x1 tiles
CA/AEB5: 85        Move vehicle/entity right 2 tiles
CA/AEB6: A5        Move vehicle/entity right/up 2x1 tiles
CA/AEB7: FF        End queue
CA/AEB8: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CA/AEBA: 4B    Display dialogue message $0497, wait for button press (At bottom of screen)
               LOCKE: We'll let him grab her
CA/AEBD: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/AEBF: CE        Turn vehicle/entity down
CA/AEC0: FF        End queue
CA/AEC1: 3D    Create object $15
CA/AEC3: 41    Show object $15
CA/AEC5: 45    Refresh objects
CA/AEC6: 15    Begin action queue for character $15 (NPC $15), 9 bytes long (Wait until complete)
CA/AEC8: DD        Make vehicle/entity jump (high)
CA/AEC9: CE        Turn vehicle/entity down
CA/AECA: E0        Pause for 4 * 6 (24) frames
CA/AECC: DC        Make vehicle/entity jump (low)
CA/AECD: CE        Turn vehicle/entity down
CA/AECE: E0        Pause for 4 * 4 (16) frames
CA/AED0: FF        End queue
CA/AED1: 42    Hide object $15
CA/AED3: 45    Refresh objects
CA/AED4: 95    Pause for 120 units
CA/AED5: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CA/AED7: CE        Turn vehicle/entity down
CA/AED8: E0        Pause for 4 * 6 (24) frames
CA/AEDA: 23        Do vehicle/entity graphical action $23 
CA/AEDB: E0        Pause for 4 * 8 (32) frames
CA/AEDD: 25        Do vehicle/entity graphical action $25 
CA/AEDE: FF        End queue
CA/AEDF: 4B    Display dialogue message $0498, wait for button press
               LOCKE: We'll use CELES as a decoy. After she's abducted, I'll follow 'em right to his airship!
CA/AEE2: 95    Pause for 120 units
CA/AEE3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AEE5: CE        Turn vehicle/entity down
CA/AEE6: FF        End queue
CA/AEE7: 93    Pause for 45 units
CA/AEE8: B3    Call subroutine $CAC7FE, 2 times
CA/AEED: 93    Pause for 45 units
CA/AEEE: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AEF0: 23        Do vehicle/entity graphical action $23 
CA/AEF1: FF        End queue
CA/AEF2: 92    Pause for 30 units
CA/AEF3: B0    Execute the following commands until $B1 2 times
CA/AEF5: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AEF7: 55            Do vehicle/entity graphical action $15, flipped horizontally
CA/AEF8: FF            End queue
CA/AEF9: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AEFB: CD            Turn vehicle/entity right
CA/AEFC: FF            End queue
CA/AEFD: B1        End block of repeating commands
CA/AEFE: 94    Pause for 60 units
CA/AEFF: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/AF01: CD        Turn vehicle/entity right
CA/AF02: FF        End queue
CA/AF03: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CA/AF05: DC        Make vehicle/entity jump (low)
CA/AF06: CE        Turn vehicle/entity down
CA/AF07: E0        Pause for 4 * 3 (12) frames
CA/AF09: FC        Branch 4 bytes backwards ($CAAF05)
CA/AF0B: FF        End queue
CA/AF0C: 4B    Display dialogue message $0499, wait for button press (At bottom of screen)
               IMPRESARIO: Are you mad?!!
               If something should happen to Maria
CA/AF0F: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/AF11: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CA/AF13: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/AF15: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CA/AF17: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF18: 8D        Move vehicle/entity right 4 tiles
CA/AF19: E0        Pause for 4 * 2 (8) frames
CA/AF1B: 84        Move vehicle/entity up 2 tiles
CA/AF1C: C7        Set vehicle/entity to stay still when moving
CA/AF1D: DD        Make vehicle/entity jump (high)
CA/AF1E: 86        Move vehicle/entity down 2 tiles
CA/AF1F: C6        Set vehicle/entity to walk when moving
CA/AF20: FF        End queue
CA/AF21: 94    Pause for 60 units
CA/AF22: 06    Begin action queue for character $06 (Actor in stot 6), 17 bytes long 
CA/AF24: 85        Move vehicle/entity right 2 tiles
CA/AF25: A4        Move vehicle/entity right/up 1x2 tiles
CA/AF26: 81        Move vehicle/entity right 1 tile
CA/AF27: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF28: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF29: 89        Move vehicle/entity right 3 tiles
CA/AF2A: CC        Turn vehicle/entity up
CA/AF2B: E0        Pause for 4 * 2 (8) frames
CA/AF2D: 1F        Do vehicle/entity graphical action $1F 
CA/AF2E: E0        Pause for 4 * 10 (40) frames
CA/AF30: CE        Turn vehicle/entity down
CA/AF31: E0        Pause for 4 * 2 (8) frames
CA/AF33: CC        Turn vehicle/entity up
CA/AF34: FF        End queue
CA/AF35: 01    Begin action queue for character $01 (Actor in stot 1), 10 bytes long 
CA/AF37: C3        Set vehicle/entity's event speed to fast
CA/AF38: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF39: 81        Move vehicle/entity right 1 tile
CA/AF3A: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF3B: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF3C: 89        Move vehicle/entity right 3 tiles
CA/AF3D: 88        Move vehicle/entity up 3 tiles
CA/AF3E: 81        Move vehicle/entity right 1 tile
CA/AF3F: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/AF40: FF        End queue
CA/AF41: B5    Pause for 15 * 6 (90) units
CA/AF43: 33    Begin action queue for character $33 (Party Character 2), 11 bytes long 
CA/AF45: 89        Move vehicle/entity right 3 tiles
CA/AF46: 88        Move vehicle/entity up 3 tiles
CA/AF47: 85        Move vehicle/entity right 2 tiles
CA/AF48: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF49: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF4A: 81        Move vehicle/entity right 1 tile
CA/AF4B: A1        Move vehicle/entity right/down 1x1 tiles
CA/AF4C: A1        Move vehicle/entity right/down 1x1 tiles
CA/AF4D: 85        Move vehicle/entity right 2 tiles
CA/AF4E: CC        Turn vehicle/entity up
CA/AF4F: FF        End queue
CA/AF50: 34    Begin action queue for character $34 (Party Character 3), 10 bytes long 
CA/AF52: 95        Move vehicle/entity right 6 tiles
CA/AF53: 88        Move vehicle/entity up 3 tiles
CA/AF54: 85        Move vehicle/entity right 2 tiles
CA/AF55: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF56: A0        Move vehicle/entity right/up 1x1 tiles
CA/AF57: 81        Move vehicle/entity right 1 tile
CA/AF58: A1        Move vehicle/entity right/down 1x1 tiles
CA/AF59: A1        Move vehicle/entity right/down 1x1 tiles
CA/AF5A: CC        Turn vehicle/entity up
CA/AF5B: FF        End queue
CA/AF5C: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/AF5E: 4B    Display dialogue message $049A, wait for button press
               LOCKE: That's why the decoy! We'll hide Maria somewhere safe!
               IMPRESARIO: Come again?
CA/AF61: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/AF63: 80        Move vehicle/entity up 1 tile
CA/AF64: FF        End queue
CA/AF65: 91    Pause for 15 units
CA/AF66: B0    Execute the following commands until $B1 4 times
CA/AF68: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AF6A: 24            Do vehicle/entity graphical action $24 
CA/AF6B: FF            End queue
CA/AF6C: 91        Pause for 15 units
CA/AF6D: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/AF6F: 25            Do vehicle/entity graphical action $25 
CA/AF70: FF            End queue
CA/AF71: 91        Pause for 15 units
CA/AF72: B1        End block of repeating commands
CA/AF73: 94    Pause for 60 units
CA/AF74: 4B    Display dialogue message $049B, wait for button press
               LOCKE: You said SHE looks like Maria, right?
CA/AF77: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/AF79: 23        Do vehicle/entity graphical action $23 
CA/AF7A: FF        End queue
CA/AF7B: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/AF7D: CF        Turn vehicle/entity left
CA/AF7E: FF        End queue
CA/AF7F: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/AF81: 1F        Do vehicle/entity graphical action $1F 
CA/AF82: E0        Pause for 4 * 3 (12) frames
CA/AF84: CE        Turn vehicle/entity down
CA/AF85: E0        Pause for 4 * 8 (32) frames
CA/AF87: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/AF88: FF        End queue
CA/AF89: 93    Pause for 45 units
CA/AF8A: 4B    Display dialogue message $049C, wait for button press
               CELES: Now just a minute
CA/AF8D: B5    Pause for 15 * 5 (75) units
CA/AF8F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/AF91: 20        Do vehicle/entity graphical action $20 
CA/AF92: E0        Pause for 4 * 2 (8) frames
CA/AF94: CE        Turn vehicle/entity down
CA/AF95: FF        End queue
CA/AF96: 92    Pause for 30 units
CA/AF97: 4B    Display dialogue message $049D, wait for button press
               LOCKE: CELES will be our Maria! She'll lead us to the airship!
CA/AF9A: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CA/AF9C: DC        Make vehicle/entity jump (low)
CA/AF9D: CE        Turn vehicle/entity down
CA/AF9E: E0        Pause for 4 * 3 (12) frames
CA/AFA0: FC        Branch 4 bytes backwards ($CAAF9C)
CA/AFA2: FF        End queue
CA/AFA3: 4B    Display dialogue message $049E, wait for button press
               IMPRESARIO: Brilliant!
CA/AFA6: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/AFA8: CE        Turn vehicle/entity down
CA/AFA9: FF        End queue
CA/AFAA: B0    Execute the following commands until $B1 4 times
CA/AFAC: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AFAE: 1F            Do vehicle/entity graphical action $1F 
CA/AFAF: FF            End queue
CA/AFB0: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AFB2: CE            Turn vehicle/entity down
CA/AFB3: FF            End queue
CA/AFB4: B1        End block of repeating commands
CA/AFB5: B0    Execute the following commands until $B1 6 times
CA/AFB7: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AFB9: 16            Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/AFBA: FF            End queue
CA/AFBB: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/AFBD: 09            Do vehicle/entity graphical action $09 (kneeling)
CA/AFBE: FF            End queue
CA/AFBF: B1        End block of repeating commands
CA/AFC0: 06    Begin action queue for character $06 (Actor in stot 6), 13 bytes long (Wait until complete)
CA/AFC2: C3        Set vehicle/entity's event speed to fast
CA/AFC3: 81        Move vehicle/entity right 1 tile
CA/AFC4: 83        Move vehicle/entity left 1 tile
CA/AFC5: 81        Move vehicle/entity right 1 tile
CA/AFC6: 83        Move vehicle/entity left 1 tile
CA/AFC7: 81        Move vehicle/entity right 1 tile
CA/AFC8: E0        Pause for 4 * 2 (8) frames
CA/AFCA: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/AFCB: E0        Pause for 4 * 1 (4) frames
CA/AFCD: 18        Do vehicle/entity graphical action $18 
CA/AFCE: FF        End queue
CA/AFCF: 93    Pause for 45 units
CA/AFD0: 4B    Display dialogue message $049F, wait for button press
               CELES: Wwait!
               I'm a GENERAL, not some opera floozy!
CA/AFD3: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/AFD5: C8        Set object layering priority to 2 (low nibble 2)
CA/AFD7: 90        Move vehicle/entity up 5 tiles
CA/AFD8: DD        Make vehicle/entity jump (high)
CA/AFD9: 86        Move vehicle/entity down 2 tiles
CA/AFDA: 28        Do vehicle/entity graphical action $28 
CA/AFDB: C8        Set object layering priority to 0 (low nibble 0)
CA/AFDD: FF        End queue
CA/AFDE: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/AFE0: DC        Make vehicle/entity jump (low)
CA/AFE1: 83        Move vehicle/entity left 1 tile
CA/AFE2: FF        End queue
CA/AFE3: 91    Pause for 15 units
CA/AFE4: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CA/AFE6: C2        Set vehicle/entity's event speed to normal
CA/AFE7: C7        Set vehicle/entity to stay still when moving
CA/AFE8: 1F        Do vehicle/entity graphical action $1F 
CA/AFE9: DC        Make vehicle/entity jump (low)
CA/AFEA: 81        Move vehicle/entity right 1 tile
CA/AFEB: C6        Set vehicle/entity to walk when moving
CA/AFEC: 28        Do vehicle/entity graphical action $28 
CA/AFED: FF        End queue
CA/AFEE: 92    Pause for 30 units
CA/AFEF: F4    Play sound effect 219
CA/AFF1: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/AFF3: B5    Pause for 15 * 6 (90) units
CA/AFF5: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/AFF7: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/AFF8: E0        Pause for 4 * 3 (12) frames
CA/AFFA: CE        Turn vehicle/entity down
CA/AFFB: FF        End queue
CA/AFFC: 93    Pause for 45 units
CA/AFFD: B0    Execute the following commands until $B1 3 times
CA/AFFF: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/B001: 13            Do vehicle/entity graphical action $13 
CA/B002: FF            End queue
CA/B003: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/B005: CE            Turn vehicle/entity down
CA/B006: FF            End queue
CA/B007: B1        End block of repeating commands
CA/B008: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CA/B00A: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/B00C: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CA/B00E: 24        Do vehicle/entity graphical action $24 
CA/B00F: E0        Pause for 4 * 10 (40) frames
CA/B011: 80        Move vehicle/entity up 1 tile
CA/B012: 1B        Do vehicle/entity graphical action $1B 
CA/B013: FF        End queue
CA/B014: F4    Play sound effect 44
CA/B016: 73    Replace current map's Layer 1 at (82, 32) with the following (2 x 1) chunk, refresh immediately
CA/B01B:       $06, $16
CA/B01D: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/B01F: 88        Move vehicle/entity up 3 tiles
CA/B020: D1        Make vehicle/entity disappear
CA/B021: FF        End queue
CA/B022: 45    Refresh objects
CA/B023: 73    Replace current map's Layer 1 at (82, 32) with the following (2 x 1) chunk, refresh immediately
CA/B028:       $07, $17
CA/B02A: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/B02C: 84        Move vehicle/entity up 2 tiles
CA/B02D: FF        End queue
CA/B02E: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/B030: A4        Move vehicle/entity right/up 1x2 tiles
CA/B031: FF        End queue
CA/B032: 01    Begin action queue for character $01 (Actor in stot 1), 15 bytes long (Wait until complete)
CA/B034: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/B035: E0        Pause for 4 * 8 (32) frames
CA/B037: CF        Turn vehicle/entity left
CA/B038: E0        Pause for 4 * 8 (32) frames
CA/B03A: A3        Move vehicle/entity left/up 1x1 tiles
CA/B03B: 80        Move vehicle/entity up 1 tile
CA/B03C: E0        Pause for 4 * 6 (24) frames
CA/B03E: 1B        Do vehicle/entity graphical action $1B 
CA/B03F: E0        Pause for 4 * 8 (32) frames
CA/B041: 15        Do vehicle/entity graphical action $15 
CA/B042: FF        End queue
CA/B043: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/B045: A0        Move vehicle/entity right/up 1x1 tiles
CA/B046: CC        Turn vehicle/entity up
CA/B047: FF        End queue
CA/B048: B5    Pause for 15 * 8 (120) units
CA/B04A: 4B    Display dialogue message $04A0, wait for button press (Show text only)
               Mii Mii 
               Do, re, mi
               Faahack, cough
               
               
               Maa rii aaaa
CA/B04D: 94    Pause for 60 units
CA/B04E: B0    Execute the following commands until $B1 10 times
CA/B050: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/B052: 1D            Do vehicle/entity graphical action $1D 
CA/B053: FF            End queue
CA/B054: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/B056: 1E            Do vehicle/entity graphical action $1E 
CA/B057: FF            End queue
CA/B058: B1        End block of repeating commands
CA/B059: 94    Pause for 60 units
CA/B05A: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CA/B05C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/B05D: E0        Pause for 4 * 1 (4) frames
CA/B05F: 0A        Do vehicle/entity graphical action $0A 
CA/B060: E0        Pause for 4 * 2 (8) frames
CA/B062: 24        Do vehicle/entity graphical action $24 
CA/B063: FF        End queue
CA/B064: 93    Pause for 45 units
CA/B065: 4B    Display dialogue message $04A1, wait for button press
               LOCKE: Not bad, CELES!
CA/B068: 38    Hold screen
CA/B069: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/B06B: C2        Set vehicle/entity's event speed to normal
CA/B06C: 93        Move vehicle/entity left 5 tiles
CA/B06D: FF        End queue
CA/B06E: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/B070: 81        Move vehicle/entity right 1 tile
CA/B071: FF        End queue
CA/B072: 4B    Display dialogue message $04A2, wait for button press (At bottom of screen)
               ULTROS: Mwa, ha, ha!
               I'll pretend to be SETZER and foil their little plan!
CA/B075: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/B077: 83        Move vehicle/entity left 1 tile
CA/B078: FF        End queue
CA/B079: 3D    Create object $17
CA/B07B: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CA/B07D: D5        Set vehicle/entity's position to (71, 32)
CA/B080: FF        End queue
CA/B081: 41    Show object $17
CA/B083: 17    Begin action queue for character $17 (NPC $17), 32 bytes long 
CA/B085: C4        Set vehicle/entity's event speed to faster
CA/B086: A1        Move vehicle/entity right/down 1x1 tiles
CA/B087: A1        Move vehicle/entity right/down 1x1 tiles
CA/B088: A1        Move vehicle/entity right/down 1x1 tiles
CA/B089: A1        Move vehicle/entity right/down 1x1 tiles
CA/B08A: A6        Move vehicle/entity right/down 2x1 tiles
CA/B08B: C3        Set vehicle/entity's event speed to fast
CA/B08C: A5        Move vehicle/entity right/up 2x1 tiles
CA/B08D: 80        Move vehicle/entity up 1 tile
CA/B08E: A3        Move vehicle/entity left/up 1x1 tiles
CA/B08F: 83        Move vehicle/entity left 1 tile
CA/B090: A2        Move vehicle/entity left/down 1x1 tiles
CA/B091: C4        Set vehicle/entity's event speed to faster
CA/B092: 82        Move vehicle/entity down 1 tile
CA/B093: A7        Move vehicle/entity right/down 1x2 tiles
CA/B094: A1        Move vehicle/entity right/down 1x1 tiles
CA/B095: 85        Move vehicle/entity right 2 tiles
CA/B096: C2        Set vehicle/entity's event speed to normal
CA/B097: A0        Move vehicle/entity right/up 1x1 tiles
CA/B098: C3        Set vehicle/entity's event speed to fast
CA/B099: A9        Move vehicle/entity left/down 2x1 tiles
CA/B09A: 83        Move vehicle/entity left 1 tile
CA/B09B: C2        Set vehicle/entity's event speed to normal
CA/B09C: A3        Move vehicle/entity left/up 1x1 tiles
CA/B09D: C3        Set vehicle/entity's event speed to fast
CA/B09E: A1        Move vehicle/entity right/down 1x1 tiles
CA/B09F: A6        Move vehicle/entity right/down 2x1 tiles
CA/B0A0: C2        Set vehicle/entity's event speed to normal
CA/B0A1: 81        Move vehicle/entity right 1 tile
CA/B0A2: C1        Set vehicle/entity's event speed to slow
CA/B0A3: 81        Move vehicle/entity right 1 tile
CA/B0A4: FF        End queue
CA/B0A5: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CA/B0A7: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/B0A9: 19        Do vehicle/entity graphical action $19 
CA/B0AA: E0        Pause for 4 * 2 (8) frames
CA/B0AC: 1A        Do vehicle/entity graphical action $1A 
CA/B0AD: FF        End queue
CA/B0AE: 4B    Display dialogue message $04A3, wait for button press (At bottom of screen)
               LOCKE: Let's get ready!
               CELES, it's show time!
CA/B0B1: 73    Replace current map's Layer 1 at (82, 32) with the following (2 x 1) chunk, refresh immediately
CA/B0B6:       $06, $16
CA/B0B8: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/B0BA: 84        Move vehicle/entity up 2 tiles
CA/B0BB: D1        Make vehicle/entity disappear
CA/B0BC: FF        End queue
CA/B0BD: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/B0BF: 90        Move vehicle/entity up 5 tiles
CA/B0C0: D1        Make vehicle/entity disappear
CA/B0C1: FF        End queue
CA/B0C2: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/B0C4: A3        Move vehicle/entity left/up 1x1 tiles
CA/B0C5: 94        Move vehicle/entity up 6 tiles
CA/B0C6: D1        Make vehicle/entity disappear
CA/B0C7: FF        End queue
CA/B0C8: 91    Pause for 15 units
CA/B0C9: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/B0CB: 98        Move vehicle/entity up 7 tiles
CA/B0CC: D1        Make vehicle/entity disappear
CA/B0CD: FF        End queue
CA/B0CE: 95    Pause for 120 units
CA/B0CF: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CA/B0D1: C3        Set vehicle/entity's event speed to fast
CA/B0D2: 81        Move vehicle/entity right 1 tile
CA/B0D3: 86        Move vehicle/entity down 2 tiles
CA/B0D4: FF        End queue
CA/B0D5: 94    Pause for 60 units
CA/B0D6: 4B    Display dialogue message $04A4, wait for button press (At bottom of screen)
               ULTROS: D'haaaaa!
               Come on! Read it!
CA/B0D9: 5A    Fade screen at speed $04
CA/B0DB: 5C    Pause execution until fade in or fade out is complete
CA/B0DC: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/B0DE: 8D    Remove all equipment from character $06 (Actor in stot 6)
CA/B0E0: 3E    Delete object $06
CA/B0E2: 3F    Assign character $06 (Actor in stot 6) to party 7
CA/B0E5: 6B    Load map $00EA (Opera House, theater (overture to the opera)) instantly, (upper bits $0400), place party at (16, 28), facing up
CA/B0EB: F0    Play song 65 (Overture #1), (high bit clear), full volume
CA/B0ED: 38    Hold screen
CA/B0EE: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/B0F3: B5    Pause for 15 * 32 (480) units
CA/B0F5: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/B0F7: D5        Set vehicle/entity's position to (25, 48)
CA/B0FA: FF        End queue
CA/B0FB: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/B0FD: C2        Set vehicle/entity's event speed to normal
CA/B0FE: D5        Set vehicle/entity's position to (25, 48)
CA/B101: FF        End queue
CA/B102: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/B104: C2        Set vehicle/entity's event speed to normal
CA/B105: D5        Set vehicle/entity's position to (25, 48)
CA/B108: FF        End queue
CA/B109: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/B10B: C2        Set vehicle/entity's event speed to normal
CA/B10C: D5        Set vehicle/entity's position to (25, 48)
CA/B10F: FF        End queue
CA/B110: 41    Show object $31
CA/B112: 41    Show object $32
CA/B114: 41    Show object $33
CA/B116: 59    Unfade screen at speed $04
CA/B118: 95    Pause for 120 units
CA/B119: B0    Execute the following commands until $B1 8 times
CA/B11B: 51        Modify background color range from [50, 6E]: Add (Black) at intensity 3
CA/B11F: B4        Pause for 4 units
CA/B121: B1        End block of repeating commands
CA/B122: B0    Execute the following commands until $B1 8 times
CA/B124: 51        Modify background color range from [50, 6E]: Do <unknown operation> (Black) at intensity 3
CA/B128: B4        Pause for 4 units
CA/B12A: B1        End block of repeating commands
CA/B12B: 95    Pause for 120 units
CA/B12C: B0    Execute the following commands until $B1 8 times
CA/B12E: 51        Modify background color range from [50, 6E]: Add (Black) at intensity 3
CA/B132: B4        Pause for 4 units
CA/B134: B1        End block of repeating commands
CA/B135: B0    Execute the following commands until $B1 8 times
CA/B137: 51        Modify background color range from [50, 6E]: Do <unknown operation> (Black) at intensity 3
CA/B13B: B4        Pause for 4 units
CA/B13D: B1        End block of repeating commands
CA/B13E: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/B140: C1        Set vehicle/entity's event speed to slow
CA/B141: 9E        Move vehicle/entity down 8 tiles
CA/B142: 9E        Move vehicle/entity down 8 tiles
CA/B143: 82        Move vehicle/entity down 1 tile
CA/B144: FF        End queue
CA/B145: 94    Pause for 60 units
CA/B146: B0    Execute the following commands until $B1 8 times
CA/B148: 51        Modify background color range from [50, 6E]: Add (Black) at intensity 3
CA/B14C: B4        Pause for 4 units
CA/B14E: B1        End block of repeating commands
CA/B14F: B0    Execute the following commands until $B1 8 times
CA/B151: 51        Modify background color range from [50, 6E]: Do <unknown operation> (Black) at intensity 3
CA/B155: B4        Pause for 4 units
CA/B157: B1        End block of repeating commands
CA/B158: 92    Pause for 30 units
CA/B159: B0    Execute the following commands until $B1 8 times
CA/B15B: 51        Modify background color range from [50, 6E]: Add (Black) at intensity 3
CA/B15F: B4        Pause for 4 units
CA/B161: B1        End block of repeating commands
CA/B162: B0    Execute the following commands until $B1 8 times
CA/B164: 51        Modify background color range from [50, 6E]: Do <unknown operation> (Black) at intensity 3
CA/B168: B4        Pause for 4 units
CA/B16A: B1        End block of repeating commands
CA/B16B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B16D: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/B16F: A3        Move vehicle/entity left/up 1x1 tiles
CA/B170: A3        Move vehicle/entity left/up 1x1 tiles
CA/B171: A3        Move vehicle/entity left/up 1x1 tiles
CA/B172: 9B        Move vehicle/entity left 7 tiles
CA/B173: E0        Pause for 4 * 2 (8) frames
CA/B175: CD        Turn vehicle/entity right
CA/B176: FF        End queue
CA/B177: 92    Pause for 30 units
CA/B178: 32    Begin action queue for character $32 (Party Character 1), 8 bytes long 
CA/B17A: E0        Pause for 4 * 4 (16) frames
CA/B17C: A3        Move vehicle/entity left/up 1x1 tiles
CA/B17D: A3        Move vehicle/entity left/up 1x1 tiles
CA/B17E: A3        Move vehicle/entity left/up 1x1 tiles
CA/B17F: 93        Move vehicle/entity left 5 tiles
CA/B180: CC        Turn vehicle/entity up
CA/B181: FF        End queue
CA/B182: 33    Begin action queue for character $33 (Party Character 2), 8 bytes long 
CA/B184: E0        Pause for 4 * 8 (32) frames
CA/B186: A3        Move vehicle/entity left/up 1x1 tiles
CA/B187: A3        Move vehicle/entity left/up 1x1 tiles
CA/B188: A3        Move vehicle/entity left/up 1x1 tiles
CA/B189: 8F        Move vehicle/entity left 4 tiles
CA/B18A: CC        Turn vehicle/entity up
CA/B18B: FF        End queue
CA/B18C: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/B18E: A3        Move vehicle/entity left/up 1x1 tiles
CA/B18F: A3        Move vehicle/entity left/up 1x1 tiles
CA/B190: A3        Move vehicle/entity left/up 1x1 tiles
CA/B191: 97        Move vehicle/entity left 6 tiles
CA/B192: CC        Turn vehicle/entity up
CA/B193: FF        End queue
CA/B194: B5    Pause for 15 * 6 (90) units
CA/B196: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CA/B198: C7        Set vehicle/entity to stay still when moving
CA/B199: CC        Turn vehicle/entity up
CA/B19A: 82        Move vehicle/entity down 1 tile
CA/B19B: CC        Turn vehicle/entity up
CA/B19C: C6        Set vehicle/entity to walk when moving
CA/B19D: FF        End queue
CA/B19E: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/B1A0: C7        Set vehicle/entity to stay still when moving
CA/B1A1: 82        Move vehicle/entity down 1 tile
CA/B1A2: C6        Set vehicle/entity to walk when moving
CA/B1A3: FF        End queue
CA/B1A4: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/B1A6: C7        Set vehicle/entity to stay still when moving
CA/B1A7: 82        Move vehicle/entity down 1 tile
CA/B1A8: C6        Set vehicle/entity to walk when moving
CA/B1A9: FF        End queue
CA/B1AA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/B1AC: C7        Set vehicle/entity to stay still when moving
CA/B1AD: 82        Move vehicle/entity down 1 tile
CA/B1AE: C6        Set vehicle/entity to walk when moving
CA/B1AF: FF        End queue
CA/B1B0: 95    Pause for 120 units
CA/B1B1: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/B1B3: C2        Set vehicle/entity's event speed to normal
CA/B1B4: 9C        Move vehicle/entity up 8 tiles
CA/B1B5: 9C        Move vehicle/entity up 8 tiles
CA/B1B6: 80        Move vehicle/entity up 1 tile
CA/B1B7: FF        End queue
CA/B1B8: 93    Pause for 45 units
CA/B1B9: B0    Execute the following commands until $B1 31 times
CA/B1BB: 52        Tint characters (cumulative) with color $9F
CA/B1BD: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/B1C1: B4        Pause for 6 units
CA/B1C3: B1        End block of repeating commands
CA/B1C4: B2    Call subroutine $CAD1D8
CA/B1C8: B2    Call subroutine $CAD0C2
CA/B1CC: B5    Pause for 15 * 7 (105) units
CA/B1CE: 3D    Create object $11
CA/B1D0: 41    Show object $11
CA/B1D2: 45    Refresh objects
CA/B1D3: B0    Execute the following commands until $B1 31 times
CA/B1D5: 52        Tint characters (cumulative) with color $DF
CA/B1D7: B1        End block of repeating commands
CA/B1D8: B5    Pause for 15 * 5 (75) units
CA/B1DA: 4B    Display dialogue message $04A5, wait for button press (Show text only)
               The West and East 
               were waging war 
               
               Draco, the West's great hero, 
               thinks of his love, Maria. 
               Is she safe? Is she waiting? 
CA/B1DD: 94    Pause for 60 units
CA/B1DE: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/B1E0: C0        Set vehicle/entity's event speed to slowest
CA/B1E1: 94        Move vehicle/entity up 6 tiles
CA/B1E2: FF        End queue
CA/B1E3: 92    Pause for 30 units
CA/B1E4: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/B1E6: 9D        Move vehicle/entity right 8 tiles
CA/B1E7: D1        Make vehicle/entity disappear
CA/B1E8: FF        End queue
CA/B1E9: B5    Pause for 15 * 5 (75) units
CA/B1EB: B0    Execute the following commands until $B1 31 times
CA/B1ED: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/B1F1: B4        Pause for 7 units
CA/B1F3: B1        End block of repeating commands
CA/B1F4: 92    Pause for 30 units
CA/B1F5: 12    Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete)
CA/B1F7: 93        Move vehicle/entity left 5 tiles
CA/B1F8: E0        Pause for 4 * 3 (12) frames
CA/B1FA: 87        Move vehicle/entity left 2 tiles
CA/B1FB: E0        Pause for 4 * 3 (12) frames
CA/B1FD: 83        Move vehicle/entity left 1 tile
CA/B1FE: FF        End queue
CA/B1FF: B5    Pause for 15 * 6 (90) units
CA/B201: 3D    Create object $14
CA/B203: 41    Show object $14
CA/B205: 45    Refresh objects
CA/B206: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/B208: 9F        Move vehicle/entity left 8 tiles
CA/B209: 9B        Move vehicle/entity left 7 tiles
CA/B20A: D1        Make vehicle/entity disappear
CA/B20B: FF        End queue
CA/B20C: 91    Pause for 15 units
CA/B20D: 3D    Create object $15
CA/B20F: 41    Show object $15
CA/B211: 45    Refresh objects
CA/B212: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/B214: 9F        Move vehicle/entity left 8 tiles
CA/B215: 9B        Move vehicle/entity left 7 tiles
CA/B216: D1        Make vehicle/entity disappear
CA/B217: FF        End queue
CA/B218: 91    Pause for 15 units
CA/B219: 3D    Create object $13
CA/B21B: 41    Show object $13
CA/B21D: 45    Refresh objects
CA/B21E: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CA/B220: 9F        Move vehicle/entity left 8 tiles
CA/B221: 97        Move vehicle/entity left 6 tiles
CA/B222: D1        Make vehicle/entity disappear
CA/B223: FF        End queue
CA/B224: 91    Pause for 15 units
CA/B225: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/B227: 2D        Do vehicle/entity graphical action $2D 
CA/B228: E0        Pause for 4 * 100 (400) frames
CA/B22A: CE        Turn vehicle/entity down
CA/B22B: FF        End queue
CA/B22C: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/B22E: 8E        Move vehicle/entity down 4 tiles
CA/B22F: FF        End queue
CA/B230: B5    Pause for 15 * 22 (330) units
CA/B232: B0    Execute the following commands until $B1 8 times
CA/B234: 51        Modify background color range from [04, 4F]: Do <unknown operation> (Black) at intensity 3
CA/B238: B4        Pause for 3 units
CA/B23A: B1        End block of repeating commands
CA/B23B: FA    Stop temporarily played song
CA/B23C: F0    Play song 66 (Overture #2), (high bit clear), full volume
CA/B23E: 48    Display dialogue message $04A6, continue executing commands (Show text only) (At bottom of screen)
               <music> Oh 
                  Oh 
                  Please, 
                  How I long to 
CA/B241: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/B243: 36        Do vehicle/entity graphical action $36 
CA/B244: FF        End queue
CA/B245: B4    Pause for 136 units
CA/B247: B0    Execute the following commands until $B1 3 times
CA/B249: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B24B: 37            Do vehicle/entity graphical action $37 
CA/B24C: FF            End queue
CA/B24D: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B24F: 36            Do vehicle/entity graphical action $36 
CA/B250: FF            End queue
CA/B251: B4        Pause for 18 units
CA/B253: B1        End block of repeating commands
CA/B254: B4    Pause for 64 units
CA/B256: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CA/B258: 83        Move vehicle/entity left 1 tile
CA/B259: CE        Turn vehicle/entity down
CA/B25A: FF        End queue
CA/B25B: B4    Pause for 54 units
CA/B25D: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/B25F: 36        Do vehicle/entity graphical action $36 
CA/B260: FF        End queue
CA/B261: B4    Pause for 150 units
CA/B263: B0    Execute the following commands until $B1 3 times
CA/B265: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B267: 37            Do vehicle/entity graphical action $37 
CA/B268: FF            End queue
CA/B269: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B26B: 36            Do vehicle/entity graphical action $36 
CA/B26C: FF            End queue
CA/B26D: B4        Pause for 18 units
CA/B26F: B1        End block of repeating commands
CA/B270: B4    Pause for 144 units
CA/B272: B0    Execute the following commands until $B1 3 times
CA/B274: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B276: 37            Do vehicle/entity graphical action $37 
CA/B277: FF            End queue
CA/B278: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B27A: 36            Do vehicle/entity graphical action $36 
CA/B27B: FF            End queue
CA/B27C: B4        Pause for 16 units
CA/B27E: B1        End block of repeating commands
CA/B27F: B4    Pause for 24 units
CA/B281: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B283: 37        Do vehicle/entity graphical action $37 
CA/B284: FF        End queue
CA/B285: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B287: 36        Do vehicle/entity graphical action $36 
CA/B288: FF        End queue
CA/B289: B4    Pause for 96 units
CA/B28B: B0    Execute the following commands until $B1 3 times
CA/B28D: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B28F: 37            Do vehicle/entity graphical action $37 
CA/B290: FF            End queue
CA/B291: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B293: 36            Do vehicle/entity graphical action $36 
CA/B294: FF            End queue
CA/B295: B4        Pause for 16 units
CA/B297: B1        End block of repeating commands
CA/B298: B4    Pause for 136 units
CA/B29A: B0    Execute the following commands until $B1 2 times
CA/B29C: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B29E: 37            Do vehicle/entity graphical action $37 
CA/B29F: FF            End queue
CA/B2A0: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2A2: 36            Do vehicle/entity graphical action $36 
CA/B2A3: FF            End queue
CA/B2A4: B4        Pause for 16 units
CA/B2A6: B1        End block of repeating commands
CA/B2A7: B0    Execute the following commands until $B1 3 times
CA/B2A9: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2AB: 37            Do vehicle/entity graphical action $37 
CA/B2AC: FF            End queue
CA/B2AD: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2AF: 36            Do vehicle/entity graphical action $36 
CA/B2B0: FF            End queue
CA/B2B1: B4        Pause for 44 units
CA/B2B3: B1        End block of repeating commands
CA/B2B4: B4    Pause for 40 units
CA/B2B6: B0    Execute the following commands until $B1 2 times
CA/B2B8: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2BA: 37            Do vehicle/entity graphical action $37 
CA/B2BB: FF            End queue
CA/B2BC: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2BE: 36            Do vehicle/entity graphical action $36 
CA/B2BF: FF            End queue
CA/B2C0: B4        Pause for 10 units
CA/B2C2: B1        End block of repeating commands
CA/B2C3: B4    Pause for 112 units
CA/B2C5: B0    Execute the following commands until $B1 4 times
CA/B2C7: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2C9: 37            Do vehicle/entity graphical action $37 
CA/B2CA: FF            End queue
CA/B2CB: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2CD: 36            Do vehicle/entity graphical action $36 
CA/B2CE: FF            End queue
CA/B2CF: B4        Pause for 18 units
CA/B2D1: B1        End block of repeating commands
CA/B2D2: B4    Pause for 192 units
CA/B2D4: B0    Execute the following commands until $B1 3 times
CA/B2D6: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2D8: 37            Do vehicle/entity graphical action $37 
CA/B2D9: FF            End queue
CA/B2DA: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B2DC: 36            Do vehicle/entity graphical action $36 
CA/B2DD: FF            End queue
CA/B2DE: B5        Pause for 15 * 6 (90) units
CA/B2E0: B1        End block of repeating commands
CA/B2E1: FA    Stop temporarily played song
CA/B2E2: F0    Play song 67 (Overture #3), (high bit clear), full volume
CA/B2E4: B2    Call subroutine $CAB342
CA/B2E8: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CA/B2EA: C2        Set vehicle/entity's event speed to normal
CA/B2EB: 9E        Move vehicle/entity down 8 tiles
CA/B2EC: 9E        Move vehicle/entity down 8 tiles
CA/B2ED: 8E        Move vehicle/entity down 4 tiles
CA/B2EE: FF        End queue
CA/B2EF: 95    Pause for 120 units
CA/B2F0: B0    Execute the following commands until $B1 10 times
CA/B2F2: 51        Modify background color range from [04, 4F]: Do <unknown operation> (Black) at intensity 3
CA/B2F6: B4        Pause for 3 units
CA/B2F8: B1        End block of repeating commands
CA/B2F9: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B2FB: D0    Set event bit $1E80($055) [$1E8A, bit 5]
CA/B2FD: D0    Set event bit $1E80($059) [$1E8B, bit 1]
CA/B2FF: D0    Set event bit $1E80($05A) [$1E8B, bit 2]
CA/B301: D7    Clear event bit $1E80($340) [$1EE8, bit 0]
CA/B303: D7    Clear event bit $1E80($342) [$1EE8, bit 2]
CA/B305: D6    Set event bit $1E80($341) [$1EE8, bit 1]
CA/B307: D7    Clear event bit $1E80($343) [$1EE8, bit 3]
CA/B309: D6    Set event bit $1E80($344) [$1EE8, bit 4]
CA/B30B: DD    Clear event bit $1E80($651) [$1F4A, bit 1]
CA/B30D: D2    Set event bit $1E80($18E) [$1EB1, bit 6]
CA/B30F: 39    Free screen
CA/B310: B2    Call subroutine $CACFE6
CA/B314: 3A    Enable player to move while event commands execute
CA/B315: FE    Return

CA/B316: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/B318: 8C        Move vehicle/entity up 4 tiles
CA/B319: FF        End queue
CA/B31A: B5    Pause for 15 * 2 (30) units
CA/B31C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/B31E: C2        Set vehicle/entity's event speed to normal
CA/B31F: 88        Move vehicle/entity up 3 tiles
CA/B320: FF        End queue
CA/B321: B2    Call subroutine $CAC6AC
CA/B325: 3C    Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/B32A: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/B32C: C2        Set vehicle/entity's event speed to normal
CA/B32D: CC        Turn vehicle/entity up
CA/B32E: FF        End queue
CA/B32F: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/B331: C2        Set vehicle/entity's event speed to normal
CA/B332: 83        Move vehicle/entity left 1 tile
CA/B333: CC        Turn vehicle/entity up
CA/B334: FF        End queue
CA/B335: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/B337: C2        Set vehicle/entity's event speed to normal
CA/B338: 82        Move vehicle/entity down 1 tile
CA/B339: CC        Turn vehicle/entity up
CA/B33A: FF        End queue
CA/B33B: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/B33D: C2        Set vehicle/entity's event speed to normal
CA/B33E: 81        Move vehicle/entity right 1 tile
CA/B33F: CC        Turn vehicle/entity up
CA/B340: FF        End queue
CA/B341: FE    Return

CA/B342: 42    Hide object $32
CA/B344: 42    Hide object $33
CA/B346: DE    Load CaseWord with the characters in the currently active party?
CA/B347: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CAB356
CA/B34D: 3F    Remove character $04 (Actor in stot 4) from the party
CA/B350: D6    Set event bit $1E80($351) [$1EEA, bit 1]
CA/B352: 3D    Create object $17
CA/B354: 41    Show object $17
CA/B356: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CAB365
CA/B35C: 3F    Remove character $05 (Actor in stot 5) from the party
CA/B35F: D6    Set event bit $1E80($352) [$1EEA, bit 2]
CA/B361: 3D    Create object $18
CA/B363: 41    Show object $18
CA/B365: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CAB374
CA/B36B: 3F    Remove character $02 (Actor in stot 2) from the party
CA/B36E: D6    Set event bit $1E80($353) [$1EEA, bit 3]
CA/B370: 3D    Create object $19
CA/B372: 41    Show object $19
CA/B374: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAB383
CA/B37A: 3F    Remove character $0B (Actor in stot 11) from the party
CA/B37D: D6    Set event bit $1E80($354) [$1EEA, bit 4]
CA/B37F: 3D    Create object $1A
CA/B381: 41    Show object $1A
CA/B383: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAB392
CA/B389: 3F    Remove character $03 (Actor in stot 3) from the party
CA/B38C: 3E    Delete object $03
CA/B38E: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CA/B390: D2    Set event bit $1E80($119) [$1EA3, bit 1]
CA/B392: 3D    Create object $06
CA/B394: 37    Assign graphics $1A to object $06 (Actor in stot 6)
CA/B397: 43    Assign palette $00 to character $06 (Actor in stot 6)
CA/B39A: 79    Place party 7 on map $00EE (Opera House, disabled backstage & catwalk door / dressing room)
CA/B39E: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/B3A2: FE    Return

CA/B3A3: 4B    Display dialogue message $04E7, wait for button press
               IMPRESARIO: Sorry,
               but yesterday's performance was awful! I'll give you just 3 more chances!
CA/B3A6: B2    Call subroutine $CAB3BB
CA/B3AA: FE    Return

CA/B3AB: 4B    Display dialogue message $04E8, wait for button press
               IMPRESARIO: You have 2 more chances.
CA/B3AE: B2    Call subroutine $CAB3BB
CA/B3B2: FE    Return

CA/B3B3: 4B    Display dialogue message $04E9, wait for button press
               IMPRESARIO: You have 1 more chance.
CA/B3B6: B2    Call subroutine $CAB3BB
CA/B3BA: FE    Return

CA/B3BB: F2    Fade out current song with transition time 128
CA/B3BD: B2    Call subroutine $CAB316
CA/B3C1: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B3C3: CE        Turn vehicle/entity down
CA/B3C4: FF        End queue
CA/B3C5: 4B    Display dialogue message $04EA, wait for button press
               IMPRESARIO: We're all in this together!
CA/B3C8: C0    If ($1E80($111) [$1EA2, bit 1] is clear), branch to $CAB3E0
CA/B3CE: F0    Play song 38 (The Wedding Waltz #1), (high bit clear), full volume
CA/B3D0: D0    Set event bit $1E80($056) [$1E8A, bit 6]
CA/B3D2: D0    Set event bit $1E80($057) [$1E8A, bit 7]
CA/B3D4: D1    Clear event bit $1E80($058) [$1E8B, bit 0]
CA/B3D6: D3    Clear event bit $1E80($110) [$1EA2, bit 0]
CA/B3D8: D7    Clear event bit $1E80($346) [$1EE8, bit 6]
CA/B3DA: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAB3E2
CA/B3E0: F0    Play song 67 (Overture #3), (high bit clear), full volume
CA/B3E2: 06    Begin action queue for character $06 (Actor in stot 6), 11 bytes long 
CA/B3E4: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3E5: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3E6: 95        Move vehicle/entity right 6 tiles
CA/B3E7: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3E8: 8D        Move vehicle/entity right 4 tiles
CA/B3E9: 84        Move vehicle/entity up 2 tiles
CA/B3EA: 85        Move vehicle/entity right 2 tiles
CA/B3EB: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3EC: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3ED: 85        Move vehicle/entity right 2 tiles
CA/B3EE: FF        End queue
CA/B3EF: 92    Pause for 30 units
CA/B3F0: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CA/B3F2: 9D        Move vehicle/entity right 8 tiles
CA/B3F3: 81        Move vehicle/entity right 1 tile
CA/B3F4: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3F5: 85        Move vehicle/entity right 2 tiles
CA/B3F6: 9C        Move vehicle/entity up 8 tiles
CA/B3F7: 88        Move vehicle/entity up 3 tiles
CA/B3F8: FF        End queue
CA/B3F9: 91    Pause for 15 units
CA/B3FA: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CA/B3FC: A4        Move vehicle/entity right/up 1x2 tiles
CA/B3FD: 9D        Move vehicle/entity right 8 tiles
CA/B3FE: A0        Move vehicle/entity right/up 1x1 tiles
CA/B3FF: 85        Move vehicle/entity right 2 tiles
CA/B400: 90        Move vehicle/entity up 5 tiles
CA/B401: FF        End queue
CA/B402: 91    Pause for 15 units
CA/B403: 33    Begin action queue for character $33 (Party Character 2), 8 bytes long 
CA/B405: 84        Move vehicle/entity up 2 tiles
CA/B406: 9D        Move vehicle/entity right 8 tiles
CA/B407: 85        Move vehicle/entity right 2 tiles
CA/B408: A0        Move vehicle/entity right/up 1x1 tiles
CA/B409: 85        Move vehicle/entity right 2 tiles
CA/B40A: 9C        Move vehicle/entity up 8 tiles
CA/B40B: 84        Move vehicle/entity up 2 tiles
CA/B40C: FF        End queue
CA/B40D: 34    Begin action queue for character $34 (Party Character 3), 7 bytes long 
CA/B40F: A4        Move vehicle/entity right/up 1x2 tiles
CA/B410: A0        Move vehicle/entity right/up 1x1 tiles
CA/B411: 99        Move vehicle/entity right 7 tiles
CA/B412: A0        Move vehicle/entity right/up 1x1 tiles
CA/B413: 85        Move vehicle/entity right 2 tiles
CA/B414: 88        Move vehicle/entity up 3 tiles
CA/B415: FF        End queue
CA/B416: B5    Pause for 15 * 18 (270) units
CA/B418: 97    Fade screen to black
CA/B419: 5C    Pause execution until fade in or fade out is complete
CA/B41A: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CA/B41C: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CA/B41E: 94    Pause for 60 units
CA/B41F: 8D    Remove all equipment from character $06 (Actor in stot 6)
CA/B421: 3E    Delete object $06
CA/B423: 42    Hide object $06
CA/B425: 3F    Assign character $06 (Actor in stot 6) to party 7
CA/B428: B2    Call subroutine $CACFE6
CA/B42C: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/B42E: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/B433: B2    Call subroutine $CAB342
CA/B437: B2    Call subroutine $CACB95
CA/B43B: D7    Clear event bit $1E80($340) [$1EE8, bit 0]
CA/B43D: D6    Set event bit $1E80($341) [$1EE8, bit 1]
CA/B43F: C0    If ($1E80($111) [$1EA2, bit 1] is set), branch to $CAB44C
CA/B445: 6B    Load map $00EA (Opera House, theater (overture to the opera)) instantly, (upper bits $0400), place party at (16, 45), facing up
CA/B44B: FE    Return

CA/B44C: 6B    Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) instantly, (upper bits $0400), place party at (16, 45), facing up
CA/B452: D6    Set event bit $1E80($366) [$1EEC, bit 6]
CA/B454: FE    Return

CA/B455: C0    If ($1E80($110) [$1EA2, bit 0] is set), branch to $CAB45F
CA/B45B: 4B    Display dialogue message $04EC, wait for button press
               STAGE MASTER: Off limits!
               Please turn around.
CA/B45E: FE    Return

CA/B45F: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CAB46C
CA/B465: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/B467: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/B469: 81        Move vehicle/entity right 1 tile
CA/B46A: CF        Turn vehicle/entity left
CA/B46B: FF        End queue
CA/B46C: C0    If ($1E80($355) [$1EEA, bit 5] is clear), branch to $CAB476
CA/B472: 4B    Display dialogue message $04ED, wait for button press
               STAGE MASTER: The Impresario asked me to have you press the far right switch.
CA/B475: FE    Return

CA/B476: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CAB480
CA/B47C: 4B    Display dialogue message $04EF, wait for button press
               STAGE MASTER: Enter the room to the far left of the stage, then make for the framework above the stage.
CA/B47F: FE    Return

CA/B480: 4B    Display dialogue message $04EE, wait for button press
               STAGE MASTER: Don't press the wrong switch, or
CA/B483: FE    Return

CA/B484: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/B48C: F4    Play sound effect 44
CA/B48E: 73    Replace current map's Layer 1 at (120, 25) with the following (1 x 1) chunk, refresh immediately
CA/B493:       $87
CA/B494: D7    Clear event bit $1E80($355) [$1EEA, bit 5]
CA/B496: FE    Return

CA/B497: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/B49F: F4    Play sound effect 44
CA/B4A1: 73    Replace current map's Layer 1 at (118, 25) with the following (1 x 1) chunk, refresh immediately
CA/B4A6:       $87
CA/B4A7: 91    Pause for 15 units
CA/B4A8: F4    Play sound effect 187
CA/B4AA: 74    Replace current map's Layer 2 at (118, 27) with the following (1 x 1) chunk
CA/B4AF:       $01
CA/B4B0: 74    Replace current map's Layer 2 at (118, 92) with the following (2 x 1) chunk
CA/B4B5:       $3F, $3E
CA/B4B7: 75    Refresh map after alteration
CA/B4B8: B0    Execute the following commands until $B1 6 times
CA/B4BA: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/B4BC: 1F            Do vehicle/entity graphical action $1F 
CA/B4BD: FF            End queue
CA/B4BE: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/B4C0: CE            Turn vehicle/entity down
CA/B4C1: FF            End queue
CA/B4C2: B1        End block of repeating commands
CA/B4C3: 91    Pause for 15 units
CA/B4C4: F4    Play sound effect 186
CA/B4C6: 38    Hold screen
CA/B4C7: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CA/B4C9: C8        Set object layering priority to 3 (low nibble 3)
CA/B4CB: C4        Set vehicle/entity's event speed to faster
CA/B4CC: C7        Set vehicle/entity to stay still when moving
CA/B4CD: 92        Move vehicle/entity down 5 tiles
CA/B4CE: D1        Make vehicle/entity disappear
CA/B4CF: FF        End queue
CA/B4D0: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/B4D2: C4        Set vehicle/entity's event speed to faster
CA/B4D3: 92        Move vehicle/entity down 5 tiles
CA/B4D4: A8        Move vehicle/entity left/down 1x2 tiles
CA/B4D5: A8        Move vehicle/entity left/down 1x2 tiles
CA/B4D6: A2        Move vehicle/entity left/down 1x1 tiles
CA/B4D7: FF        End queue
CA/B4D8: 92    Pause for 30 units
CA/B4D9: 97    Fade screen to black
CA/B4DA: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B4DC: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/B4DE: 5C    Pause execution until fade in or fade out is complete
CA/B4DF: 6B    Load map $00E7 (Opera House, theater (opera fight scene / WoR)) instantly, (upper bits $0400), place party at (22, 22), facing up
CA/B4E5: 39    Free screen
CA/B4E6: 41    Show object $31
CA/B4E8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/B4EA: 1F        Do vehicle/entity graphical action $1F 
CA/B4EB: C8        Set object layering priority to 0 (low nibble 0)
CA/B4ED: FF        End queue
CA/B4EE: 96    Restore screen from fade
CA/B4EF: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CA/B4F1: C3        Set vehicle/entity's event speed to fast
CA/B4F2: 83        Move vehicle/entity left 1 tile
CA/B4F3: 28        Do vehicle/entity graphical action $28 
CA/B4F4: C2        Set vehicle/entity's event speed to normal
CA/B4F5: 83        Move vehicle/entity left 1 tile
CA/B4F6: C1        Set vehicle/entity's event speed to slow
CA/B4F7: 83        Move vehicle/entity left 1 tile
CA/B4F8: E0        Pause for 4 * 16 (64) frames
CA/B4FA: FF        End queue
CA/B4FB: C0    If ($1E80($387) [$1EF0, bit 7] is set), branch to $CAB6D6
CA/B501: 31    Begin action queue for character $31 (Party Character 0), 37 bytes long 
CA/B503: CE        Turn vehicle/entity down
CA/B504: E0        Pause for 4 * 6 (24) frames
CA/B506: DD        Make vehicle/entity jump (high)
CA/B507: CE        Turn vehicle/entity down
CA/B508: 1F        Do vehicle/entity graphical action $1F 
CA/B509: E0        Pause for 4 * 6 (24) frames
CA/B50B: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/B50C: E0        Pause for 4 * 16 (64) frames
CA/B50E: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/B50F: E0        Pause for 4 * 4 (16) frames
CA/B511: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/B512: 08        Do vehicle/entity graphical action $08 
CA/B513: C6        Set vehicle/entity to walk when moving
CA/B514: C3        Set vehicle/entity's event speed to fast
CA/B515: 81        Move vehicle/entity right 1 tile
CA/B516: A7        Move vehicle/entity right/down 1x2 tiles
CA/B517: 8A        Move vehicle/entity down 3 tiles
CA/B518: A8        Move vehicle/entity left/down 1x2 tiles
CA/B519: A2        Move vehicle/entity left/down 1x1 tiles
CA/B51A: C2        Set vehicle/entity's event speed to normal
CA/B51B: DD        Make vehicle/entity jump (high)
CA/B51C: A9        Move vehicle/entity left/down 2x1 tiles
CA/B51D: DD        Make vehicle/entity jump (high)
CA/B51E: A9        Move vehicle/entity left/down 2x1 tiles
CA/B51F: DD        Make vehicle/entity jump (high)
CA/B520: A7        Move vehicle/entity right/down 1x2 tiles
CA/B521: DD        Make vehicle/entity jump (high)
CA/B522: A8        Move vehicle/entity left/down 1x2 tiles
CA/B523: DD        Make vehicle/entity jump (high)
CA/B524: A7        Move vehicle/entity right/down 1x2 tiles
CA/B525: DD        Make vehicle/entity jump (high)
CA/B526: 86        Move vehicle/entity down 2 tiles
CA/B527: FF        End queue
CA/B528: B5    Pause for 15 * 26 (390) units
CA/B52A: 97    Fade screen to black
CA/B52B: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/B52D: 5C    Pause execution until fade in or fade out is complete
CA/B52E: 6B    Load map $00ED (Opera House, lobby (always)) instantly, (upper bits $0400), place party at (66, 39), facing up
CA/B534: 42    Hide object $31
CA/B536: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/B538: C7        Set vehicle/entity to stay still when moving
CA/B539: 1F        Do vehicle/entity graphical action $1F 
CA/B53A: C3        Set vehicle/entity's event speed to fast
CA/B53B: FF        End queue
CA/B53C: 96    Restore screen from fade
CA/B53D: 94    Pause for 60 units
CA/B53E: F4    Play sound effect 187
CA/B540: 73    Replace current map's Layer 1 at (65, 38) with the following (2 x 3) chunk, refresh immediately
CA/B545:       $08, $09
CA/B547:       $0A, $18
CA/B549:       $19, $1A
CA/B54B: 41    Show object $31
CA/B54D: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long 
CA/B54F: 86        Move vehicle/entity down 2 tiles
CA/B550: C1        Set vehicle/entity's event speed to slow
CA/B551: 82        Move vehicle/entity down 1 tile
CA/B552: E0        Pause for 4 * 8 (32) frames
CA/B554: 20        Do vehicle/entity graphical action $20 
CA/B555: E0        Pause for 4 * 1 (4) frames
CA/B557: 24        Do vehicle/entity graphical action $24 
CA/B558: C6        Set vehicle/entity to walk when moving
CA/B559: FF        End queue
CA/B55A: 92    Pause for 30 units
CA/B55B: 73    Replace current map's Layer 1 at (65, 38) with the following (2 x 3) chunk, refresh immediately
CA/B560:       $0B, $0C
CA/B562:       $0D, $1B
CA/B564:       $1C, $1D
CA/B566: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/B568: 4B    Display dialogue message $01DD, wait for button press
               
               Surprise!
CA/B56B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/B56D: CE        Turn vehicle/entity down
CA/B56E: FF        End queue
CA/B56F: FE    Return

CA/B570: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/B578: F4    Play sound effect 44
CA/B57A: 73    Replace current map's Layer 1 at (117, 25) with the following (1 x 1) chunk, refresh immediately
CA/B57F:       $86
CA/B580: 6A    Load map $00EF (Opera House, theater, going dark (flip middle switch in switch room)) after fade out, (upper bits $0400), place party at (16, 37), facing up
CA/B586: 42    Hide object $31
CA/B588: 96    Restore screen from fade
CA/B589: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/B58B: 32        Do vehicle/entity graphical action $32 
CA/B58C: FF        End queue
CA/B58D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/B58F: 32        Do vehicle/entity graphical action $32 
CA/B590: FF        End queue
CA/B591: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/B593: 32        Do vehicle/entity graphical action $32 
CA/B594: FF        End queue
CA/B595: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/B597: 32        Do vehicle/entity graphical action $32 
CA/B598: FF        End queue
CA/B599: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CA/B59B: 32        Do vehicle/entity graphical action $32 
CA/B59C: FF        End queue
CA/B59D: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/B59F: 32        Do vehicle/entity graphical action $32 
CA/B5A0: FF        End queue
CA/B5A1: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/B5A3: 32        Do vehicle/entity graphical action $32 
CA/B5A4: FF        End queue
CA/B5A5: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/B5A7: 32        Do vehicle/entity graphical action $32 
CA/B5A8: FF        End queue
CA/B5A9: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CA/B5AB: 32        Do vehicle/entity graphical action $32 
CA/B5AC: FF        End queue
CA/B5AD: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CA/B5AF: 32        Do vehicle/entity graphical action $32 
CA/B5B0: FF        End queue
CA/B5B1: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CA/B5B3: 32        Do vehicle/entity graphical action $32 
CA/B5B4: FF        End queue
CA/B5B5: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/B5B7: 32        Do vehicle/entity graphical action $32 
CA/B5B8: FF        End queue
CA/B5B9: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CA/B5BB: 32        Do vehicle/entity graphical action $32 
CA/B5BC: FF        End queue
CA/B5BD: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CA/B5BF: 32        Do vehicle/entity graphical action $32 
CA/B5C0: FF        End queue
CA/B5C1: 92    Pause for 30 units
CA/B5C2: B0    Execute the following commands until $B1 31 times
CA/B5C4: 50        Tint screen (cumulative) with color $9B
CA/B5C6: B1        End block of repeating commands
CA/B5C7: 92    Pause for 30 units
CA/B5C8: F4    Play sound effect 200
CA/B5CA: 10    Begin action queue for character $10 (NPC $10), 12 bytes long 
CA/B5CC: D5        Set vehicle/entity's position to (14, 34)
CA/B5CF: 32        Do vehicle/entity graphical action $32 
CA/B5D0: E0        Pause for 4 * 1 (4) frames
CA/B5D2: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B5D3: E0        Pause for 4 * 1 (4) frames
CA/B5D5: FC        Branch 6 bytes backwards ($CAB5CF)
CA/B5D7: FF        End queue
CA/B5D8: B4    Pause for 40 units
CA/B5DA: F4    Play sound effect 200
CA/B5DC: 1B    Begin action queue for character $1B (NPC $1B), 12 bytes long 
CA/B5DE: D5        Set vehicle/entity's position to (18, 38)
CA/B5E1: 32        Do vehicle/entity graphical action $32 
CA/B5E2: E0        Pause for 4 * 2 (8) frames
CA/B5E4: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B5E5: E0        Pause for 4 * 3 (12) frames
CA/B5E7: FC        Branch 6 bytes backwards ($CAB5E1)
CA/B5E9: FF        End queue
CA/B5EA: B4    Pause for 24 units
CA/B5EC: F4    Play sound effect 200
CA/B5EE: 14    Begin action queue for character $14 (NPC $14), 12 bytes long 
CA/B5F0: D5        Set vehicle/entity's position to (16, 35)
CA/B5F3: 32        Do vehicle/entity graphical action $32 
CA/B5F4: E0        Pause for 4 * 3 (12) frames
CA/B5F6: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B5F7: E0        Pause for 4 * 4 (16) frames
CA/B5F9: FC        Branch 6 bytes backwards ($CAB5F3)
CA/B5FB: FF        End queue
CA/B5FC: B4    Pause for 8 units
CA/B5FE: F4    Play sound effect 200
CA/B600: 19    Begin action queue for character $19 (NPC $19), 12 bytes long 
CA/B602: D5        Set vehicle/entity's position to (18, 37)
CA/B605: 32        Do vehicle/entity graphical action $32 
CA/B606: E0        Pause for 4 * 5 (20) frames
CA/B608: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B609: E0        Pause for 4 * 8 (32) frames
CA/B60B: FC        Branch 6 bytes backwards ($CAB605)
CA/B60D: FF        End queue
CA/B60E: B4    Pause for 3 units
CA/B610: F4    Play sound effect 200
CA/B612: 12    Begin action queue for character $12 (NPC $12), 12 bytes long 
CA/B614: D5        Set vehicle/entity's position to (18, 34)
CA/B617: 32        Do vehicle/entity graphical action $32 
CA/B618: E0        Pause for 4 * 2 (8) frames
CA/B61A: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B61B: E0        Pause for 4 * 1 (4) frames
CA/B61D: FC        Branch 6 bytes backwards ($CAB617)
CA/B61F: FF        End queue
CA/B620: B4    Pause for 1 units
CA/B622: F4    Play sound effect 200
CA/B624: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CA/B626: D5        Set vehicle/entity's position to (15, 35)
CA/B629: 32        Do vehicle/entity graphical action $32 
CA/B62A: E0        Pause for 4 * 3 (12) frames
CA/B62C: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B62D: E0        Pause for 4 * 5 (20) frames
CA/B62F: FC        Branch 6 bytes backwards ($CAB629)
CA/B631: FF        End queue
CA/B632: B4    Pause for 10 units
CA/B634: F4    Play sound effect 200
CA/B636: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CA/B638: D5        Set vehicle/entity's position to (17, 37)
CA/B63B: 32        Do vehicle/entity graphical action $32 
CA/B63C: E0        Pause for 4 * 7 (28) frames
CA/B63E: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B63F: E0        Pause for 4 * 1 (4) frames
CA/B641: FC        Branch 6 bytes backwards ($CAB63B)
CA/B643: FF        End queue
CA/B644: B4    Pause for 11 units
CA/B646: F4    Play sound effect 200
CA/B648: 16    Begin action queue for character $16 (NPC $16), 12 bytes long 
CA/B64A: D5        Set vehicle/entity's position to (14, 37)
CA/B64D: 32        Do vehicle/entity graphical action $32 
CA/B64E: E0        Pause for 4 * 1 (4) frames
CA/B650: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B651: E0        Pause for 4 * 1 (4) frames
CA/B653: FC        Branch 6 bytes backwards ($CAB64D)
CA/B655: FF        End queue
CA/B656: B4    Pause for 8 units
CA/B658: F4    Play sound effect 200
CA/B65A: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CA/B65C: D5        Set vehicle/entity's position to (15, 37)
CA/B65F: 32        Do vehicle/entity graphical action $32 
CA/B660: E0        Pause for 4 * 2 (8) frames
CA/B662: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B663: E0        Pause for 4 * 3 (12) frames
CA/B665: FC        Branch 6 bytes backwards ($CAB65F)
CA/B667: FF        End queue
CA/B668: B4    Pause for 4 units
CA/B66A: F4    Play sound effect 200
CA/B66C: 1D    Begin action queue for character $1D (NPC $1D), 12 bytes long 
CA/B66E: D5        Set vehicle/entity's position to (16, 39)
CA/B671: 32        Do vehicle/entity graphical action $32 
CA/B672: E0        Pause for 4 * 3 (12) frames
CA/B674: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B675: E0        Pause for 4 * 1 (4) frames
CA/B677: FC        Branch 6 bytes backwards ($CAB671)
CA/B679: FF        End queue
CA/B67A: B4    Pause for 8 units
CA/B67C: F4    Play sound effect 200
CA/B67E: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CA/B680: D5        Set vehicle/entity's position to (15, 34)
CA/B683: 32        Do vehicle/entity graphical action $32 
CA/B684: E0        Pause for 4 * 6 (24) frames
CA/B686: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B687: E0        Pause for 4 * 3 (12) frames
CA/B689: FC        Branch 6 bytes backwards ($CAB683)
CA/B68B: FF        End queue
CA/B68C: B4    Pause for 1 units
CA/B68E: F4    Play sound effect 200
CA/B690: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CA/B692: D5        Set vehicle/entity's position to (18, 35)
CA/B695: 32        Do vehicle/entity graphical action $32 
CA/B696: E0        Pause for 4 * 1 (4) frames
CA/B698: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B699: E0        Pause for 4 * 3 (12) frames
CA/B69B: FC        Branch 6 bytes backwards ($CAB695)
CA/B69D: FF        End queue
CA/B69E: B4    Pause for 2 units
CA/B6A0: F4    Play sound effect 200
CA/B6A2: 1A    Begin action queue for character $1A (NPC $1A), 12 bytes long 
CA/B6A4: D5        Set vehicle/entity's position to (14, 38)
CA/B6A7: 32        Do vehicle/entity graphical action $32 
CA/B6A8: E0        Pause for 4 * 2 (8) frames
CA/B6AA: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B6AB: E0        Pause for 4 * 2 (8) frames
CA/B6AD: FC        Branch 6 bytes backwards ($CAB6A7)
CA/B6AF: FF        End queue
CA/B6B0: B4    Pause for 3 units
CA/B6B2: F4    Play sound effect 200
CA/B6B4: 1C    Begin action queue for character $1C (NPC $1C), 12 bytes long 
CA/B6B6: D5        Set vehicle/entity's position to (19, 38)
CA/B6B9: 32        Do vehicle/entity graphical action $32 
CA/B6BA: E0        Pause for 4 * 4 (16) frames
CA/B6BC: 72        Do vehicle/entity graphical action $32, flipped horizontally
CA/B6BD: E0        Pause for 4 * 1 (4) frames
CA/B6BF: FC        Branch 6 bytes backwards ($CAB6B9)
CA/B6C1: FF        End queue
CA/B6C2: 95    Pause for 120 units
CA/B6C3: 6A    Load map $00E8 (Opera House, backstage & catwalk door, enabled (WoB post-Ultros / WoR)) after fade out, (upper bits $0400), place party at (117, 27), facing up
CA/B6C9: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/B6CB: D5        Set vehicle/entity's position to (119, 29)
CA/B6CE: CF        Turn vehicle/entity left
CA/B6CF: FF        End queue
CA/B6D0: 41    Show object $31
CA/B6D2: 96    Restore screen from fade
CA/B6D3: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/B6D5: FE    Return

CA/B6D6: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/B6D8: C6        Set vehicle/entity to walk when moving
CA/B6D9: 8B        Move vehicle/entity left 3 tiles
CA/B6DA: CC        Turn vehicle/entity up
CA/B6DB: E0        Pause for 4 * 8 (32) frames
CA/B6DD: 84        Move vehicle/entity up 2 tiles
CA/B6DE: FF        End queue
CA/B6DF: 4D    Invoke battle, enemy set $86, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/B6E2: B2    Call subroutine $CA5EA9
CA/B6E6: D7    Clear event bit $1E80($387) [$1EF0, bit 7]
CA/B6E8: D7    Clear event bit $1E80($36F) [$1EED, bit 7]
CA/B6EA: D6    Set event bit $1E80($332) [$1EE6, bit 2]
CA/B6EC: 6B    Load map $00ED (Opera House, lobby (always)) instantly, (upper bits $3400), place party at (60, 44), facing left
CA/B6F2: 92    Pause for 30 units
CA/B6F3: B2    Call subroutine $CC1F9F
CA/B6F7: 4B    Display dialogue message $01DE, wait for button press
               Looks like we're gonna have to save the day once again!
CA/B6FA: FE    Return

CA/B6FB: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/B703: F4    Play sound effect 151
CA/B705: 73    Replace current map's Layer 1 at (116, 25) with the following (1 x 1) chunk, refresh immediately
CA/B70A:       $87
CA/B70B: B4    Pause for 8 units
CA/B70D: 73    Replace current map's Layer 1 at (116, 25) with the following (1 x 1) chunk, refresh immediately
CA/B712:       $86
CA/B713: FE    Return

CA/B714: 4B    Display dialogue message $04A8, wait for button press
               EDGAR: Go right ahead.
CA/B717: FE    Return

CA/B718: 4B    Display dialogue message $04A9, wait for button press
               SABIN: Uh?
               Why's everyone singing?
CA/B71B: FE    Return

CA/B71C: 4B    Display dialogue message $04AA, wait for button press
               CYAN: Going somewhere?
               I'm going to relax!
CA/B71F: FE    Return

CA/B720: 4B    Display dialogue message $04AB, wait for button press
               GAU: Pretty song!
CA/B723: FE    Return

CA/B724: C9    If ($1E80($058) [$1E8B, bit 0] is set) and ($1E80($110) [$1EA2, bit 0] is clear), branch to $CAB744
CA/B72C: C0    If ($1E80($056) [$1E8A, bit 6] is set), branch to $CAB735
CA/B732: 4B    Display dialogue message $04A7, wait for button press
               LOCKE: I'm going to the dressing room.
CA/B735: C0    If ($1E80($119) [$1EA3, bit 1] is clear), branch to $CAB740
CA/B73B: 4B    Display dialogue message $04AD, wait for button press
               IMPRESARIO: Your friend left.
               Said he'd have fallen asleep in another 5 minutes
CA/B73E: D3    Clear event bit $1E80($119) [$1EA3, bit 1]
CA/B740: 4B    Display dialogue message $04AC, wait for button press
               IMPRESARIO: Is everything okay?
CA/B743: FE    Return

CA/B744: F2    Fade out current song with transition time 48
CA/B746: 4B    Display dialogue message $04CB, wait for button press
               IMPRESARIO: What!!!?
CA/B749: 38    Hold screen
CA/B74A: C0    If ($1E80($2BA) [$1ED7, bit 2] is set), branch to $CAB95F
CA/B750: F0    Play song 68 (The Wedding Waltz #2), (high bit clear), full volume
CA/B752: B5    Pause for 15 * 13 (195) units
CA/B754: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/B756: C3        Set vehicle/entity's event speed to fast
CA/B757: 9C        Move vehicle/entity up 8 tiles
CA/B758: 9C        Move vehicle/entity up 8 tiles
CA/B759: 9C        Move vehicle/entity up 8 tiles
CA/B75A: FF        End queue
CA/B75B: 3D    Create object $15
CA/B75D: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CA/B75F: D5        Set vehicle/entity's position to (10, 16)
CA/B762: FF        End queue
CA/B763: 41    Show object $15
CA/B765: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CA/B767: 89        Move vehicle/entity right 3 tiles
CA/B768: 8A        Move vehicle/entity down 3 tiles
CA/B769: 89        Move vehicle/entity right 3 tiles
CA/B76A: CE        Turn vehicle/entity down
CA/B76B: FF        End queue
CA/B76C: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/B76E: CC        Turn vehicle/entity up
CA/B76F: FF        End queue
CA/B770: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CA/B772: CC        Turn vehicle/entity up
CA/B773: FF        End queue
CA/B774: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CA/B776: CC        Turn vehicle/entity up
CA/B777: FF        End queue
CA/B778: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CA/B77A: CC        Turn vehicle/entity up
CA/B77B: FF        End queue
CA/B77C: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/B77E: CE        Turn vehicle/entity down
CA/B77F: FF        End queue
CA/B780: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CA/B782: 87        Move vehicle/entity left 2 tiles
CA/B783: CE        Turn vehicle/entity down
CA/B784: FF        End queue
CA/B785: 4B    Display dialogue message $04CC, wait for button press (Show text only) (At bottom of screen)
               The survivors of the West attack!
               RALSE: Impossible! 
CA/B788: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CA/B78A: 8B        Move vehicle/entity left 3 tiles
CA/B78B: CD        Turn vehicle/entity right
CA/B78C: FF        End queue
CA/B78D: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CA/B78F: A9        Move vehicle/entity left/down 2x1 tiles
CA/B790: 87        Move vehicle/entity left 2 tiles
CA/B791: CD        Turn vehicle/entity right
CA/B792: FF        End queue
CA/B793: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/B795: 89        Move vehicle/entity right 3 tiles
CA/B796: CF        Turn vehicle/entity left
CA/B797: FF        End queue
CA/B798: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long 
CA/B79A: A6        Move vehicle/entity right/down 2x1 tiles
CA/B79B: A1        Move vehicle/entity right/down 1x1 tiles
CA/B79C: CF        Turn vehicle/entity left
CA/B79D: FF        End queue
CA/B79E: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/B7A0: 86        Move vehicle/entity down 2 tiles
CA/B7A1: 8B        Move vehicle/entity left 3 tiles
CA/B7A2: CD        Turn vehicle/entity right
CA/B7A3: FF        End queue
CA/B7A4: 93    Pause for 45 units
CA/B7A5: 3D    Create object $13
CA/B7A7: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CA/B7A9: D5        Set vehicle/entity's position to (10, 16)
CA/B7AC: FF        End queue
CA/B7AD: 41    Show object $13
CA/B7AF: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/B7B1: 89        Move vehicle/entity right 3 tiles
CA/B7B2: A1        Move vehicle/entity right/down 1x1 tiles
CA/B7B3: 8E        Move vehicle/entity down 4 tiles
CA/B7B4: CF        Turn vehicle/entity left
CA/B7B5: FF        End queue
CA/B7B6: 48    Display dialogue message $04CD, continue executing commands (Show text only) (At bottom of screen)
               Attack!! 
CA/B7B9: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CA/B7BB: B2    Call subroutine $CAF0FA
CA/B7BF: B5    Pause for 15 * 16 (240) units
CA/B7C1: 3D    Create object $14
CA/B7C3: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/B7C5: D5        Set vehicle/entity's position to (22, 16)
CA/B7C8: FF        End queue
CA/B7C9: 41    Show object $14
CA/B7CB: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/B7CD: 8B        Move vehicle/entity left 3 tiles
CA/B7CE: 96        Move vehicle/entity down 6 tiles
CA/B7CF: 83        Move vehicle/entity left 1 tile
CA/B7D0: CD        Turn vehicle/entity right
CA/B7D1: FF        End queue
CA/B7D2: 92    Pause for 30 units
CA/B7D3: 3D    Create object $16
CA/B7D5: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CA/B7D7: D5        Set vehicle/entity's position to (13, 27)
CA/B7DA: FF        End queue
CA/B7DB: 41    Show object $16
CA/B7DD: 16    Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete)
CA/B7DF: A0        Move vehicle/entity right/up 1x1 tiles
CA/B7E0: A0        Move vehicle/entity right/up 1x1 tiles
CA/B7E1: A0        Move vehicle/entity right/up 1x1 tiles
CA/B7E2: A5        Move vehicle/entity right/up 2x1 tiles
CA/B7E3: A0        Move vehicle/entity right/up 1x1 tiles
CA/B7E4: CF        Turn vehicle/entity left
CA/B7E5: FF        End queue
CA/B7E6: D2    Set event bit $1E80($110) [$1EA2, bit 0]
CA/B7E8: B2    Call subroutine $CAF11F
CA/B7EC: B0    Execute the following commands until $B1 31 times
CA/B7EE: 53        Modify object color range from [40, 7F]: Do unknown operation (Black) at intensity 3
CA/B7F2: B1        End block of repeating commands
CA/B7F3: B5    Pause for 15 * 16 (240) units
CA/B7F5: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CA/B7F7: E0        Pause for 4 * 4 (16) frames
CA/B7F9: CD        Turn vehicle/entity right
CA/B7FA: E0        Pause for 4 * 1 (4) frames
CA/B7FC: CF        Turn vehicle/entity left
CA/B7FD: E0        Pause for 4 * 3 (12) frames
CA/B7FF: CE        Turn vehicle/entity down
CA/B800: E0        Pause for 4 * 8 (32) frames
CA/B802: CC        Turn vehicle/entity up
CA/B803: FF        End queue
CA/B804: 4B    Display dialogue message $04CE, wait for button press (Show text only) (At bottom of screen)
               Wait!! 
CA/B807: 3D    Create object $22
CA/B809: 3D    Create object $12
CA/B80B: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/B80D: D5        Set vehicle/entity's position to (17, 22)
CA/B810: FF        End queue
CA/B811: 41    Show object $22
CA/B813: 45    Refresh objects
CA/B814: B0    Execute the following commands until $B1 31 times
CA/B816: 53        Modify object color range from [40, 7F]: Do unknown operation (Black) at intensity 3
CA/B81A: B1        End block of repeating commands
CA/B81B: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CA/B81D: 9E        Move vehicle/entity down 8 tiles
CA/B81E: FF        End queue
CA/B81F: 91    Pause for 15 units
CA/B820: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/B822: 8B        Move vehicle/entity left 3 tiles
CA/B823: CC        Turn vehicle/entity up
CA/B824: FF        End queue
CA/B825: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/B827: 8B        Move vehicle/entity left 3 tiles
CA/B828: CC        Turn vehicle/entity up
CA/B829: FF        End queue
CA/B82A: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/B82C: 89        Move vehicle/entity right 3 tiles
CA/B82D: CC        Turn vehicle/entity up
CA/B82E: FF        End queue
CA/B82F: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/B831: 89        Move vehicle/entity right 3 tiles
CA/B832: CC        Turn vehicle/entity up
CA/B833: FF        End queue
CA/B834: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CA/B836: CD        Turn vehicle/entity right
CA/B837: E0        Pause for 4 * 4 (16) frames
CA/B839: CE        Turn vehicle/entity down
CA/B83A: C6        Set vehicle/entity to walk when moving
CA/B83B: FF        End queue
CA/B83C: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/B83E: DD        Make vehicle/entity jump (high)
CA/B83F: 85        Move vehicle/entity right 2 tiles
CA/B840: 2D        Do vehicle/entity graphical action $2D 
CA/B841: C6        Set vehicle/entity to walk when moving
CA/B842: FF        End queue
CA/B843: 35    Pause execution until action queue for object $22 (NPC $22) is complete
CA/B845: 44    Place character $22 (NPC $22) on vehicle $20 (Chocobo) (Character is not shown)
CA/B848: 41    Show object $12
CA/B84A: 45    Refresh objects
CA/B84B: 22    Begin action queue for character $22 (NPC $22), 7 bytes long 
CA/B84D: E0        Pause for 4 * 10 (40) frames
CA/B84F: A9        Move vehicle/entity left/down 2x1 tiles
CA/B850: A9        Move vehicle/entity left/down 2x1 tiles
CA/B851: A2        Move vehicle/entity left/down 1x1 tiles
CA/B852: D1        Make vehicle/entity disappear
CA/B853: FF        End queue
CA/B854: 12    Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete)
CA/B856: DD        Make vehicle/entity jump (high)
CA/B857: 87        Move vehicle/entity left 2 tiles
CA/B858: CF        Turn vehicle/entity left
CA/B859: E0        Pause for 4 * 5 (20) frames
CA/B85B: C1        Set vehicle/entity's event speed to slow
CA/B85C: 80        Move vehicle/entity up 1 tile
CA/B85D: E0        Pause for 4 * 2 (8) frames
CA/B85F: A0        Move vehicle/entity right/up 1x1 tiles
CA/B860: FF        End queue
CA/B861: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/B863: 83        Move vehicle/entity left 1 tile
CA/B864: CE        Turn vehicle/entity down
CA/B865: FF        End queue
CA/B866: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/B868: CD        Turn vehicle/entity right
CA/B869: E0        Pause for 4 * 1 (4) frames
CA/B86B: CE        Turn vehicle/entity down
CA/B86C: FF        End queue
CA/B86D: FA    Stop temporarily played song
CA/B86E: F0    Play song 69 (The Wedding Waltz #3), (high bit clear), full volume
CA/B870: 48    Display dialogue message $04CF, continue executing commands (Show text only) (At bottom of screen)
               <music> Maria 
CA/B873: B0    Execute the following commands until $B1 3 times
CA/B875: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B877: 37            Do vehicle/entity graphical action $37 
CA/B878: FF            End queue
CA/B879: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B87B: 36            Do vehicle/entity graphical action $36 
CA/B87C: FF            End queue
CA/B87D: 93        Pause for 45 units
CA/B87E: B1        End block of repeating commands
CA/B87F: B5    Pause for 15 * 10 (150) units
CA/B881: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/B883: CC        Turn vehicle/entity up
CA/B884: FF        End queue
CA/B885: F9    Pause execution until the music passes through predetermined point $02
CA/B887: 48    Display dialogue message $04D0, continue executing commands (Show text only) (At bottom of screen)
               <music> Draco, 
                  I've waited so long. 
                  I knew you'd come. <music> 
CA/B88A: B0    Execute the following commands until $B1 3 times
CA/B88C: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/B88E: 37            Do vehicle/entity graphical action $37 
CA/B88F: FF            End queue
CA/B890: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/B892: 36            Do vehicle/entity graphical action $36 
CA/B893: FF            End queue
CA/B894: 93        Pause for 45 units
CA/B895: B1        End block of repeating commands
CA/B896: 93    Pause for 45 units
CA/B897: B0    Execute the following commands until $B1 4 times
CA/B899: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/B89B: 37            Do vehicle/entity graphical action $37 
CA/B89C: FF            End queue
CA/B89D: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/B89F: 36            Do vehicle/entity graphical action $36 
CA/B8A0: FF            End queue
CA/B8A1: 91        Pause for 15 units
CA/B8A2: B1        End block of repeating commands
CA/B8A3: B4    Pause for 13 units
CA/B8A5: B0    Execute the following commands until $B1 6 times
CA/B8A7: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/B8A9: 37            Do vehicle/entity graphical action $37 
CA/B8AA: FF            End queue
CA/B8AB: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/B8AD: 36            Do vehicle/entity graphical action $36 
CA/B8AE: FF            End queue
CA/B8AF: 91        Pause for 15 units
CA/B8B0: B1        End block of repeating commands
CA/B8B1: B5    Pause for 15 * 16 (240) units
CA/B8B3: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/B8B5: 83        Move vehicle/entity left 1 tile
CA/B8B6: CE        Turn vehicle/entity down
CA/B8B7: FF        End queue
CA/B8B8: F9    Pause execution until the music passes through predetermined point $03
CA/B8BA: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/B8BC: CE        Turn vehicle/entity down
CA/B8BD: FF        End queue
CA/B8BE: 48    Display dialogue message $04D1, continue executing commands (Show text only) (At bottom of screen)
               <music> Maria will finally 
                  have to become my queen! <music> 
CA/B8C1: B0    Execute the following commands until $B1 4 times
CA/B8C3: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8C5: 37            Do vehicle/entity graphical action $37 
CA/B8C6: FF            End queue
CA/B8C7: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8C9: 36            Do vehicle/entity graphical action $36 
CA/B8CA: FF            End queue
CA/B8CB: B4        Pause for 3 units
CA/B8CD: B1        End block of repeating commands
CA/B8CE: B5    Pause for 15 * 5 (75) units
CA/B8D0: B0    Execute the following commands until $B1 6 times
CA/B8D2: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8D4: 37            Do vehicle/entity graphical action $37 
CA/B8D5: FF            End queue
CA/B8D6: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8D8: 36            Do vehicle/entity graphical action $36 
CA/B8D9: FF            End queue
CA/B8DA: B4        Pause for 2 units
CA/B8DC: B1        End block of repeating commands
CA/B8DD: 94    Pause for 60 units
CA/B8DE: B0    Execute the following commands until $B1 4 times
CA/B8E0: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8E2: 37            Do vehicle/entity graphical action $37 
CA/B8E3: FF            End queue
CA/B8E4: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8E6: 36            Do vehicle/entity graphical action $36 
CA/B8E7: FF            End queue
CA/B8E8: B4        Pause for 3 units
CA/B8EA: B1        End block of repeating commands
CA/B8EB: B4    Pause for 22 units
CA/B8ED: B0    Execute the following commands until $B1 2 times
CA/B8EF: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8F1: 37            Do vehicle/entity graphical action $37 
CA/B8F2: FF            End queue
CA/B8F3: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B8F5: 36            Do vehicle/entity graphical action $36 
CA/B8F6: FF            End queue
CA/B8F7: 91        Pause for 15 units
CA/B8F8: B4        Pause for 4 units
CA/B8FA: B1        End block of repeating commands
CA/B8FB: B4    Pause for 22 units
CA/B8FD: B0    Execute the following commands until $B1 6 times
CA/B8FF: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B901: 37            Do vehicle/entity graphical action $37 
CA/B902: FF            End queue
CA/B903: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B905: 36            Do vehicle/entity graphical action $36 
CA/B906: FF            End queue
CA/B907: 91        Pause for 15 units
CA/B908: B1        End block of repeating commands
CA/B909: F9    Pause execution until the music passes through predetermined point $04
CA/B90B: 48    Display dialogue message $04D2, continue executing commands (Show text only) (At bottom of screen)
               <music> For the rest of my life 
                  I'll keep you near <music> 
CA/B90E: 12    Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete)
CA/B910: 87        Move vehicle/entity left 2 tiles
CA/B911: E0        Pause for 4 * 13 (52) frames
CA/B913: 80        Move vehicle/entity up 1 tile
CA/B914: E0        Pause for 4 * 13 (52) frames
CA/B916: CD        Turn vehicle/entity right
CA/B917: E0        Pause for 4 * 14 (56) frames
CA/B919: CE        Turn vehicle/entity down
CA/B91A: FF        End queue
CA/B91B: 92    Pause for 30 units
CA/B91C: B0    Execute the following commands until $B1 3 times
CA/B91E: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B920: 37            Do vehicle/entity graphical action $37 
CA/B921: FF            End queue
CA/B922: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B924: 36            Do vehicle/entity graphical action $36 
CA/B925: FF            End queue
CA/B926: 91        Pause for 15 units
CA/B927: B1        End block of repeating commands
CA/B928: 94    Pause for 60 units
CA/B929: B0    Execute the following commands until $B1 3 times
CA/B92B: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B92D: 37            Do vehicle/entity graphical action $37 
CA/B92E: FF            End queue
CA/B92F: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CA/B931: 36            Do vehicle/entity graphical action $36 
CA/B932: FF            End queue
CA/B933: 91        Pause for 15 units
CA/B934: B1        End block of repeating commands
CA/B935: F9    Pause execution until the music passes through predetermined point $05
CA/B937: 48    Display dialogue message $04D3, continue executing commands (Show text only) (At bottom of screen)
                 It's a duel! <music> 
CA/B93A: B0    Execute the following commands until $B1 4 times
CA/B93C: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B93E: 37            Do vehicle/entity graphical action $37 
CA/B93F: FF            End queue
CA/B940: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/B942: 36            Do vehicle/entity graphical action $36 
CA/B943: FF            End queue
CA/B944: B4        Pause for 1 units
CA/B946: B1        End block of repeating commands
CA/B947: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/B949: CD        Turn vehicle/entity right
CA/B94A: FF        End queue
CA/B94B: B5    Pause for 15 * 16 (240) units
CA/B94D: FA    Stop temporarily played song
CA/B94E: F0    Play song 70 (The Wedding Waltz #4), (high bit clear), full volume
CA/B950: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/B952: 9E        Move vehicle/entity down 8 tiles
CA/B953: 9E        Move vehicle/entity down 8 tiles
CA/B954: 9E        Move vehicle/entity down 8 tiles
CA/B955: FF        End queue
CA/B956: 4B    Display dialogue message $04D5, wait for button press
               IMPRESARIO: But how might he disrupt the opera?
               With that?!
CA/B959: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAB961
CA/B95F: F0    Play song 70 (The Wedding Waltz #4), (high bit clear), full volume
CA/B961: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/B963: C3        Set vehicle/entity's event speed to fast
CA/B964: 8C        Move vehicle/entity up 4 tiles
CA/B965: FF        End queue
CA/B966: 92    Pause for 30 units
CA/B967: 97    Fade screen to black
CA/B968: 5C    Pause execution until fade in or fade out is complete
CA/B969: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B96B: 6B    Load map $00EB (Opera House, catwalks over stage (always)) instantly, (upper bits $0400), place party at (16, 18), facing up
CA/B971: 42    Hide object $31
CA/B973: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/B975: 9C        Move vehicle/entity up 8 tiles
CA/B976: 80        Move vehicle/entity up 1 tile
CA/B977: FF        End queue
CA/B978: 96    Restore screen from fade
CA/B979: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B97B: C0    If ($1E80($2BA) [$1ED7, bit 2] is set), branch to $CAB994
CA/B981: 4B    Display dialogue message $04D7, wait for button press (At bottom of screen)
               ULTROS: Mwa ha ha!
               Let's see if Maria can shrug THIS off!
CA/B984: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CA/B986: CD        Turn vehicle/entity right
CA/B987: E0        Pause for 4 * 10 (40) frames
CA/B989: 2D        Do vehicle/entity graphical action $2D 
CA/B98A: FF        End queue
CA/B98B: 4B    Display dialogue message $04D9, wait for button press (At bottom of screen)
               ULTROS: N'ghaaa!
               This is heavier than I thought! It'll take me 5 minutes to drop it!
CA/B98E: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAB99B
CA/B994: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CA/B996: 2D        Do vehicle/entity graphical action $2D 
CA/B997: FF        End queue
CA/B998: 4B    Display dialogue message $04DA, wait for button press (At bottom of screen)
               ULTROS: N'ghooo!
               And it only weighs 4 tons!
CA/B99B: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/B99D: 8E        Move vehicle/entity down 4 tiles
CA/B99E: FF        End queue
CA/B99F: 92    Pause for 30 units
CA/B9A0: 97    Fade screen to black
CA/B9A1: 5C    Pause execution until fade in or fade out is complete
CA/B9A2: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B9A4: D7    Clear event bit $1E80($346) [$1EE8, bit 6]
CA/B9A6: D7    Clear event bit $1E80($348) [$1EE9, bit 0]
CA/B9A8: D6    Set event bit $1E80($347) [$1EE8, bit 7]
CA/B9AA: 6B    Load map $00E7 (Opera House, theater (opera fight scene / WoR)) instantly, (upper bits $0400), place party at (15, 37), facing up
CA/B9B0: B2    Call subroutine $CABE38
CA/B9B4: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/B9B9: 41    Show object $31
CA/B9BB: 41    Show object $32
CA/B9BD: 41    Show object $33
CA/B9BF: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/B9C1: D5        Set vehicle/entity's position to (16, 45)
CA/B9C4: CF        Turn vehicle/entity left
CA/B9C5: FF        End queue
CA/B9C6: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/B9C8: D5        Set vehicle/entity's position to (17, 45)
CA/B9CB: CF        Turn vehicle/entity left
CA/B9CC: FF        End queue
CA/B9CD: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/B9CF: D5        Set vehicle/entity's position to (15, 45)
CA/B9D2: CC        Turn vehicle/entity up
CA/B9D3: FF        End queue
CA/B9D4: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/B9D6: 9E        Move vehicle/entity down 8 tiles
CA/B9D7: FF        End queue
CA/B9D8: 96    Restore screen from fade
CA/B9D9: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/B9DB: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/B9DD: CE        Turn vehicle/entity down
CA/B9DE: C8        Set object layering priority to 0 (low nibble 0)
CA/B9E0: FF        End queue
CA/B9E1: 39    Free screen
CA/B9E2: 4B    Display dialogue message $04D8, wait for button press
               LOCKE: We haven't a second to lose!
               IMPRESARIO: Talk to the man in the room to the far right!
               He'll help you get up there!
               LOCKE: It's as good as done!
CA/B9E5: B2    Call subroutine $CB2E34
CA/B9E9: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/B9EB: C2        Set vehicle/entity's event speed to normal
CA/B9EC: 83        Move vehicle/entity left 1 tile
CA/B9ED: FF        End queue
CA/B9EE: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/B9F0: C2        Set vehicle/entity's event speed to normal
CA/B9F1: 87        Move vehicle/entity left 2 tiles
CA/B9F2: FF        End queue
CA/B9F3: 92    Pause for 30 units
CA/B9F4: B2    Call subroutine $CACB95
CA/B9F8: B2    Call subroutine $CB2E2B
CA/B9FC: D2    Set event bit $1E80($110) [$1EA2, bit 0]
CA/B9FE: D4    Set event bit $1E80($2BA) [$1ED7, bit 2]
CA/BA00: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CA/BA02: A0    Set timer 0 to $4650 [5m: 00s: 00j], jump to subroutine $CABA09 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown shown while walking [must have tiles for it, only timer 0 can use]) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown overrides the game clock display)
CA/BA08: FE    Return

CA/BA09: 97    Fade screen to black
CA/BA0A: 5C    Pause execution until fade in or fade out is complete
CA/BA0B: A1    Reset timer 0
CA/BA0D: 6B    Load map $00EB (Opera House, catwalks over stage (always)) instantly, (upper bits $2400), place party at (15, 9), facing down
CA/BA13: 42    Hide object $31
CA/BA15: 96    Restore screen from fade
CA/BA16: 92    Pause for 30 units
CA/BA17: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CA/BA19: CE        Turn vehicle/entity down
CA/BA1A: E0        Pause for 4 * 1 (4) frames
CA/BA1C: 2D        Do vehicle/entity graphical action $2D 
CA/BA1D: E0        Pause for 4 * 1 (4) frames
CA/BA1F: FC        Branch 6 bytes backwards ($CABA19)
CA/BA21: FF        End queue
CA/BA22: 4B    Display dialogue message $04F0, wait for button press (At bottom of screen)
               ULTROS: N'ghaa, ha, ha!
               Whooooopie!!
CA/BA25: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/BA27: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CA/BA29: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/BA2B: 81        Move vehicle/entity right 1 tile
CA/BA2C: FF        End queue
CA/BA2D: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CA/BA2F: 81        Move vehicle/entity right 1 tile
CA/BA30: FF        End queue
CA/BA31: F2    Fade out current song with transition time 128
CA/BA33: F4    Play sound effect 186
CA/BA35: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/BA37: C4        Set vehicle/entity's event speed to faster
CA/BA38: 9E        Move vehicle/entity down 8 tiles
CA/BA39: FF        End queue
CA/BA3A: 91    Pause for 15 units
CA/BA3B: 97    Fade screen to black
CA/BA3C: 5C    Pause execution until fade in or fade out is complete
CA/BA3D: B5    Pause for 15 * 16 (240) units
CA/BA3F: B2    Call subroutine $CABDBA
CA/BA43: FE    Return

CA/BA44: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BA46: C2        Set vehicle/entity's event speed to normal
CA/BA47: FF        End queue
CA/BA48: B2    Call subroutine $CACAFF
CA/BA4C: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/BA4E: CD        Turn vehicle/entity right
CA/BA4F: FF        End queue
CA/BA50: B3    Call subroutine $CAC807, 3 times
CA/BA55: 91    Pause for 15 units
CA/BA56: C0    If ($1E80($113) [$1EA2, bit 3] is set), branch to $CABACF
CA/BA5C: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/BA5E: 22        Do vehicle/entity graphical action $22 
CA/BA5F: E0        Pause for 4 * 8 (32) frames
CA/BA61: CF        Turn vehicle/entity left
CA/BA62: E0        Pause for 4 * 8 (32) frames
CA/BA64: CE        Turn vehicle/entity down
CA/BA65: FF        End queue
CA/BA66: B0    Execute the following commands until $B1 15 times
CA/BA68: 53        Modify object color range from [16, 16]: Do unknown operation (Black) at intensity 3
CA/BA6C: B1        End block of repeating commands
CA/BA6D: 95    Pause for 120 units
CA/BA6E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BA70: CF        Turn vehicle/entity left
CA/BA71: FF        End queue
CA/BA72: 4B    Display dialogue message $04AE, wait for button press
               LOCKE: Aye yai yai!
               Izzatyou!?
CA/BA75: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/BA77: C1        Set vehicle/entity's event speed to slow
CA/BA78: 82        Move vehicle/entity down 1 tile
CA/BA79: FF        End queue
CA/BA7A: 93    Pause for 45 units
CA/BA7B: 4B    Display dialogue message $04AF, wait for button press
               CELES: LOCKE.
               Why did you help me escape back there?
               LOCKE: Ionce abandoned someone when she needed me
CA/BA7E: 94    Pause for 60 units
CA/BA7F: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/BA81: CD        Turn vehicle/entity right
CA/BA82: FF        End queue
CA/BA83: 94    Pause for 60 units
CA/BA84: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/BA86: 8A        Move vehicle/entity down 3 tiles
CA/BA87: FF        End queue
CA/BA88: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CA/BA8A: CE        Turn vehicle/entity down
CA/BA8B: C2        Set vehicle/entity's event speed to normal
CA/BA8C: FF        End queue
CA/BA8D: C0    If ($1E80($04F) [$1E89, bit 7] is clear), branch to $CABA96
CA/BA93: 4B    Display dialogue message $04B0, wait for button press
               CELES: Somewhere inside you were savingher, weren't you?
CA/BA96: B5    Pause for 15 * 12 (180) units
CA/BA98: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BA9A: 23        Do vehicle/entity graphical action $23 
CA/BA9B: FF        End queue
CA/BA9C: 4B    Display dialogue message $04B1, wait for button press
               LOCKE: That ribbon suits you.
CA/BA9F: 94    Pause for 60 units
CA/BAA0: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/BAA2: CD        Turn vehicle/entity right
CA/BAA3: FF        End queue
CA/BAA4: 93    Pause for 45 units
CA/BAA5: 4B    Display dialogue message $04B2, wait for button press (At bottom of screen)
               CELES: On with the show!
               This is a big scene in which Maria senses that something's happened to Draco!
CA/BAA8: 38    Hold screen
CA/BAA9: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/BAAB: C2        Set vehicle/entity's event speed to normal
CA/BAAC: AB        Move vehicle/entity left/up 1x2 tiles
CA/BAAD: FF        End queue
CA/BAAE: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/BAB0: CC        Turn vehicle/entity up
CA/BAB1: FF        End queue
CA/BAB2: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/BAB5: 45    Refresh objects
CA/BAB6: 3F    Assign character $01 (Actor in stot 1) to party 6
CA/BAB9: 45    Refresh objects
CA/BABA: 79    Place party 6 on map $00EE (Opera House, disabled backstage & catwalk door / dressing room)
CA/BABE: 7A    Change event address for object $01 to address $CABACA
CA/BAC3: 39    Free screen
CA/BAC4: D0    Set event bit $1E80($056) [$1E8A, bit 6]
CA/BAC6: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CA/BAC8: D2    Set event bit $1E80($1C2) [$1EB8, bit 2]
CA/BACA: 4B    Display dialogue message $04B4, wait for button press
               LOCKE: You'd better check the score one last time.
CA/BACD: 3A    Enable player to move while event commands execute
CA/BACE: FE    Return

CA/BACF: 4B    Display dialogue message $04B3, wait for button press
               LOCKE: Don't make any more mistakes!
CA/BAD2: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CA/BAD4: 8A        Move vehicle/entity down 3 tiles
CA/BAD5: E0        Pause for 4 * 6 (24) frames
CA/BAD7: 23        Do vehicle/entity graphical action $23 
CA/BAD8: FF        End queue
CA/BAD9: 91    Pause for 15 units
CA/BADA: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/BADC: 82        Move vehicle/entity down 1 tile
CA/BADD: FF        End queue
CA/BADE: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CA/BAE0: 92    Pause for 30 units
CA/BAE1: B2    Call subroutine $CABAA8
CA/BAE5: FE    Return

CA/BAE6: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/BAEE: 4B    Display dialogue message $04B5, wait for button press
               Read the score?
               ^ (Yes)
               ^ (No)
CA/BAF1: B6    Indexed branch based on prior dialogue selection [$CABAF9, $CA5EB3]
CA/BAF8: FE    Return

CA/BAF9: 4B    Display dialogue message $04B6, wait for button press
               Scene 1
               Oh my hero, so far away now. Will I ever see your smile?
               Love goes away, like night into day. It's just a fading dream
               I'm the darkness, you're the stars. Our love is brighter than the sun. For eternity, for me there can be,
               only you, my chosen one
               Must I forget you? Our solemn promise? Will autumn take the place of spring?
               What shall I do? I'm lost without you. Speak to me once more!
               here you pick up the flowers.
               Climb the stairs to the balcony high atop the castle. Raise the flowers to the stars.
               (Hurry! You have just moments before Scene 2 starts!
               The Impresario)
               Scene 2
               
CA/BAFC: FE    Return

CA/BAFD: C1    If ($1E80($056) [$1E8A, bit 6] is clear) or ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/BB05: F2    Fade out current song with transition time 16
CA/BB07: 97    Fade screen to black
CA/BB08: B5    Pause for 15 * 16 (240) units
CA/BB0A: F0    Play song 39 (Aria de Mezzo Caraterre), (high bit clear), full volume
CA/BB0C: 6B    Load map $00EC (Opera House, "Maria's castle" set) instantly, (upper bits $2400), place party at (13, 26), facing down
CA/BB12: B0    Execute the following commands until $B1 10 times
CA/BB14: 50        Tint screen (cumulative) with color $9B
CA/BB16: B1        End block of repeating commands
CA/BB17: 59    Unfade screen at speed $08
CA/BB19: B5    Pause for 15 * 16 (240) units
CA/BB1B: 4B    Display dialogue message $04B8, wait for button press (Show text only)
               The forces of the West fell,
               and Maria's castle was taken. 
               Prince Ralse, of the East, took her hand by force.
               But she never stopped yearning for Draco 
CA/BB1E: B5    Pause for 15 * 16 (240) units
CA/BB20: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CA/BB22: C1        Set vehicle/entity's event speed to slow
CA/BB23: 82        Move vehicle/entity down 1 tile
CA/BB24: E0        Pause for 4 * 48 (192) frames
CA/BB26: 82        Move vehicle/entity down 1 tile
CA/BB27: FF        End queue
CA/BB28: 4B    Display dialogue message $04B9, wait for button press (Show text only)
               The next line is?
                  ^(Oh my hero)
                  ^(Alas, Draco)
CA/BB2B: F9    Pause execution until the music passes through predetermined point $01
CA/BB2D: B6    Indexed branch based on prior dialogue selection [$CABB3D, $CABB35]
CA/BB34: FE    Return

CA/BB35: 48    Display dialogue message $04BB, continue executing commands (Show text only)
               <music> Alas, Draco!
                  You're outta here! 
CA/BB38: B2    Call subroutine $CABDAF
CA/BB3C: FE    Return

CA/BB3D: 48    Display dialogue message $04BA, continue executing commands (Show text only)
               <music> Oh 
                  Will I ever 
               <music> Love goes away, 
               <music> It's just a fading dream <music> 
                  ^(I wish I)
                  ^(I'm the darkness) 
CA/BB40: B0    Execute the following commands until $B1 3 times
CA/BB42: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB44: 37            Do vehicle/entity graphical action $37 
CA/BB45: FF            End queue
CA/BB46: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB48: 36            Do vehicle/entity graphical action $36 
CA/BB49: FF            End queue
CA/BB4A: B4        Pause for 37 units
CA/BB4C: B1        End block of repeating commands
CA/BB4D: B4    Pause for 15 units
CA/BB4F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB51: 37        Do vehicle/entity graphical action $37 
CA/BB52: FF        End queue
CA/BB53: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB55: 36        Do vehicle/entity graphical action $36 
CA/BB56: FF        End queue
CA/BB57: B4    Pause for 78 units
CA/BB59: B0    Execute the following commands until $B1 3 times
CA/BB5B: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB5D: 37            Do vehicle/entity graphical action $37 
CA/BB5E: FF            End queue
CA/BB5F: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB61: 36            Do vehicle/entity graphical action $36 
CA/BB62: FF            End queue
CA/BB63: B4        Pause for 27 units
CA/BB65: B1        End block of repeating commands
CA/BB66: B4    Pause for 16 units
CA/BB68: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB6A: 37        Do vehicle/entity graphical action $37 
CA/BB6B: FF        End queue
CA/BB6C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB6E: 36        Do vehicle/entity graphical action $36 
CA/BB6F: FF        End queue
CA/BB70: B4    Pause for 92 units
CA/BB72: B0    Execute the following commands until $B1 3 times
CA/BB74: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB76: 37            Do vehicle/entity graphical action $37 
CA/BB77: FF            End queue
CA/BB78: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB7A: 36            Do vehicle/entity graphical action $36 
CA/BB7B: FF            End queue
CA/BB7C: B4        Pause for 16 units
CA/BB7E: B1        End block of repeating commands
CA/BB7F: B4    Pause for 54 units
CA/BB81: B0    Execute the following commands until $B1 2 times
CA/BB83: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB85: 37            Do vehicle/entity graphical action $37 
CA/BB86: FF            End queue
CA/BB87: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB89: 36            Do vehicle/entity graphical action $36 
CA/BB8A: FF            End queue
CA/BB8B: B4        Pause for 24 units
CA/BB8D: B1        End block of repeating commands
CA/BB8E: B4    Pause for 25 units
CA/BB90: B0    Execute the following commands until $B1 2 times
CA/BB92: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB94: 37            Do vehicle/entity graphical action $37 
CA/BB95: FF            End queue
CA/BB96: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BB98: 36            Do vehicle/entity graphical action $36 
CA/BB99: FF            End queue
CA/BB9A: B4        Pause for 34 units
CA/BB9C: B1        End block of repeating commands
CA/BB9D: B4    Pause for 144 units
CA/BB9F: B0    Execute the following commands until $B1 2 times
CA/BBA1: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBA3: 37            Do vehicle/entity graphical action $37 
CA/BBA4: FF            End queue
CA/BBA5: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBA7: 36            Do vehicle/entity graphical action $36 
CA/BBA8: FF            End queue
CA/BBA9: B4        Pause for 16 units
CA/BBAB: B1        End block of repeating commands
CA/BBAC: B4    Pause for 34 units
CA/BBAE: B0    Execute the following commands until $B1 3 times
CA/BBB0: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBB2: 37            Do vehicle/entity graphical action $37 
CA/BBB3: FF            End queue
CA/BBB4: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBB6: 36            Do vehicle/entity graphical action $36 
CA/BBB7: FF            End queue
CA/BBB8: B4        Pause for 16 units
CA/BBBA: B1        End block of repeating commands
CA/BBBB: B4    Pause for 56 units
CA/BBBD: B0    Execute the following commands until $B1 2 times
CA/BBBF: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBC1: 37            Do vehicle/entity graphical action $37 
CA/BBC2: FF            End queue
CA/BBC3: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBC5: 36            Do vehicle/entity graphical action $36 
CA/BBC6: FF            End queue
CA/BBC7: B4        Pause for 16 units
CA/BBC9: B1        End block of repeating commands
CA/BBCA: B4    Pause for 34 units
CA/BBCC: B0    Execute the following commands until $B1 3 times
CA/BBCE: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBD0: 37            Do vehicle/entity graphical action $37 
CA/BBD1: FF            End queue
CA/BBD2: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBD4: 36            Do vehicle/entity graphical action $36 
CA/BBD5: FF            End queue
CA/BBD6: B4        Pause for 16 units
CA/BBD8: B1        End block of repeating commands
CA/BBD9: B4    Pause for 64 units
CA/BBDB: B0    Execute the following commands until $B1 2 times
CA/BBDD: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBDF: 37            Do vehicle/entity graphical action $37 
CA/BBE0: FF            End queue
CA/BBE1: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBE3: 36            Do vehicle/entity graphical action $36 
CA/BBE4: FF            End queue
CA/BBE5: B4        Pause for 13 units
CA/BBE7: B1        End block of repeating commands
CA/BBE8: B4    Pause for 88 units
CA/BBEA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBEC: 37        Do vehicle/entity graphical action $37 
CA/BBED: FF        End queue
CA/BBEE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBF0: 36        Do vehicle/entity graphical action $36 
CA/BBF1: FF        End queue
CA/BBF2: B4    Pause for 48 units
CA/BBF4: B0    Execute the following commands until $B1 3 times
CA/BBF6: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBF8: 37            Do vehicle/entity graphical action $37 
CA/BBF9: FF            End queue
CA/BBFA: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BBFC: 36            Do vehicle/entity graphical action $36 
CA/BBFD: FF            End queue
CA/BBFE: B4        Pause for 13 units
CA/BC00: B1        End block of repeating commands
CA/BC01: B4    Pause for 82 units
CA/BC03: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC05: 37        Do vehicle/entity graphical action $37 
CA/BC06: FF        End queue
CA/BC07: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC09: 36        Do vehicle/entity graphical action $36 
CA/BC0A: FF        End queue
CA/BC0B: B4    Pause for 86 units
CA/BC0D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC0F: 37        Do vehicle/entity graphical action $37 
CA/BC10: FF        End queue
CA/BC11: B4    Pause for 32 units
CA/BC13: F9    Pause execution until the music passes through predetermined point $02
CA/BC15: B6    Indexed branch based on prior dialogue selection [$CABC1D, $CABC25]
CA/BC1C: FE    Return

CA/BC1D: 48    Display dialogue message $04BE, continue executing commands (Show text only)
               <music> I wish Iuh? 
CA/BC20: B2    Call subroutine $CABDAF
CA/BC24: FE    Return

CA/BC25: 48    Display dialogue message $04BD, continue executing commands (Show text only)
               <music> I'm the darkness, 
                  Our love 
               <music> For eternity, 
               <music> only you, my chosen one <music> 
                  ^(Must I)
                  ^(Prince Ralse)
CA/BC28: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete)
CA/BC2A: C0        Set vehicle/entity's event speed to slowest
CA/BC2B: 83        Move vehicle/entity left 1 tile
CA/BC2C: E0        Pause for 4 * 32 (128) frames
CA/BC2E: 83        Move vehicle/entity left 1 tile
CA/BC2F: E0        Pause for 4 * 48 (192) frames
CA/BC31: 82        Move vehicle/entity down 1 tile
CA/BC32: FF        End queue
CA/BC33: B4    Pause for 8 units
CA/BC35: B0    Execute the following commands until $B1 2 times
CA/BC37: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC39: 37            Do vehicle/entity graphical action $37 
CA/BC3A: FF            End queue
CA/BC3B: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC3D: 36            Do vehicle/entity graphical action $36 
CA/BC3E: FF            End queue
CA/BC3F: B4        Pause for 24 units
CA/BC41: B1        End block of repeating commands
CA/BC42: B4    Pause for 25 units
CA/BC44: B0    Execute the following commands until $B1 2 times
CA/BC46: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC48: 37            Do vehicle/entity graphical action $37 
CA/BC49: FF            End queue
CA/BC4A: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC4C: 36            Do vehicle/entity graphical action $36 
CA/BC4D: FF            End queue
CA/BC4E: B4        Pause for 34 units
CA/BC50: B1        End block of repeating commands
CA/BC51: B4    Pause for 144 units
CA/BC53: 06    Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete)
CA/BC55: 80        Move vehicle/entity up 1 tile
CA/BC56: 87        Move vehicle/entity left 2 tiles
CA/BC57: E0        Pause for 4 * 32 (128) frames
CA/BC59: 84        Move vehicle/entity up 2 tiles
CA/BC5A: 8B        Move vehicle/entity left 3 tiles
CA/BC5B: E0        Pause for 4 * 1 (4) frames
CA/BC5D: CE        Turn vehicle/entity down
CA/BC5E: FF        End queue
CA/BC5F: F9    Pause execution until the music passes through predetermined point $03
CA/BC61: B6    Indexed branch based on prior dialogue selection [$CABC71, $CABC69]
CA/BC68: FE    Return

CA/BC69: 48    Display dialogue message $04C0, continue executing commands (Show text only)
               <music> Prince Ralseyeah, so?
                  I hate him! Everyone does. 
CA/BC6C: B2    Call subroutine $CABDAF
CA/BC70: FE    Return

CA/BC71: 48    Display dialogue message $04BF, continue executing commands (Show text only)
               <music> Must I forget you? 
                  Will autumn 
               <music> What shall I do? 
                  Speak 
CA/BC74: B0    Execute the following commands until $B1 3 times
CA/BC76: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC78: 37            Do vehicle/entity graphical action $37 
CA/BC79: FF            End queue
CA/BC7A: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC7C: 36            Do vehicle/entity graphical action $36 
CA/BC7D: FF            End queue
CA/BC7E: B4        Pause for 14 units
CA/BC80: B1        End block of repeating commands
CA/BC81: B4    Pause for 17 units
CA/BC83: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC85: 37        Do vehicle/entity graphical action $37 
CA/BC86: FF        End queue
CA/BC87: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC89: 36        Do vehicle/entity graphical action $36 
CA/BC8A: FF        End queue
CA/BC8B: B4    Pause for 88 units
CA/BC8D: B0    Execute the following commands until $B1 3 times
CA/BC8F: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC91: 37            Do vehicle/entity graphical action $37 
CA/BC92: FF            End queue
CA/BC93: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC95: 36            Do vehicle/entity graphical action $36 
CA/BC96: FF            End queue
CA/BC97: B4        Pause for 15 units
CA/BC99: B1        End block of repeating commands
CA/BC9A: B4    Pause for 23 units
CA/BC9C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BC9E: 37        Do vehicle/entity graphical action $37 
CA/BC9F: FF        End queue
CA/BCA0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCA2: 36        Do vehicle/entity graphical action $36 
CA/BCA3: FF        End queue
CA/BCA4: B4    Pause for 96 units
CA/BCA6: B0    Execute the following commands until $B1 3 times
CA/BCA8: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCAA: 37            Do vehicle/entity graphical action $37 
CA/BCAB: FF            End queue
CA/BCAC: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCAE: 36            Do vehicle/entity graphical action $36 
CA/BCAF: FF            End queue
CA/BCB0: B4        Pause for 16 units
CA/BCB2: B1        End block of repeating commands
CA/BCB3: B4    Pause for 54 units
CA/BCB5: B0    Execute the following commands until $B1 2 times
CA/BCB7: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCB9: 37            Do vehicle/entity graphical action $37 
CA/BCBA: FF            End queue
CA/BCBB: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCBD: 36            Do vehicle/entity graphical action $36 
CA/BCBE: FF            End queue
CA/BCBF: B4        Pause for 24 units
CA/BCC1: B1        End block of repeating commands
CA/BCC2: B4    Pause for 25 units
CA/BCC4: B0    Execute the following commands until $B1 2 times
CA/BCC6: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCC8: 37            Do vehicle/entity graphical action $37 
CA/BCC9: FF            End queue
CA/BCCA: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BCCC: 36            Do vehicle/entity graphical action $36 
CA/BCCD: FF            End queue
CA/BCCE: B4        Pause for 34 units
CA/BCD0: B1        End block of repeating commands
CA/BCD1: B4    Pause for 144 units
CA/BCD3: 06    Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete)
CA/BCD5: 87        Move vehicle/entity left 2 tiles
CA/BCD6: E0        Pause for 4 * 16 (64) frames
CA/BCD8: 80        Move vehicle/entity up 1 tile
CA/BCD9: E0        Pause for 4 * 48 (192) frames
CA/BCDB: CD        Turn vehicle/entity right
CA/BCDC: E0        Pause for 4 * 84 (336) frames
CA/BCDE: FF        End queue
CA/BCDF: 38    Hold screen
CA/BCE0: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/BCE2: C1        Set vehicle/entity's event speed to slow
CA/BCE3: 8C        Move vehicle/entity up 4 tiles
CA/BCE4: FF        End queue
CA/BCE5: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/BCE7: E0        Pause for 4 * 2 (8) frames
CA/BCE9: 84        Move vehicle/entity up 2 tiles
CA/BCEA: D5        Set vehicle/entity's position to (5, 20)
CA/BCED: 82        Move vehicle/entity down 1 tile
CA/BCEE: C2        Set vehicle/entity's event speed to normal
CA/BCEF: FF        End queue
CA/BCF0: B5    Pause for 15 * 16 (240) units
CA/BCF2: 39    Free screen
CA/BCF3: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/BCF5: 92        Move vehicle/entity down 5 tiles
CA/BCF6: CF        Turn vehicle/entity left
CA/BCF7: FF        End queue
CA/BCF8: B5    Pause for 15 * 6 (90) units
CA/BCFA: B0    Execute the following commands until $B1 31 times
CA/BCFC: 53        Modify object color range from [40, 4F]: Add (Black) at intensity 3
CA/BD00: B1        End block of repeating commands
CA/BD01: B0    Execute the following commands until $B1 31 times
CA/BD03: 53        Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3
CA/BD07: B1        End block of repeating commands
CA/BD08: B0    Execute the following commands until $B1 31 times
CA/BD0A: 53        Modify object color range from [40, 4F]: Add (Black) at intensity 3
CA/BD0E: B1        End block of repeating commands
CA/BD0F: B0    Execute the following commands until $B1 31 times
CA/BD11: 53        Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3
CA/BD15: B1        End block of repeating commands
CA/BD16: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/BD18: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CA/BD1A: A0    Set timer 0 to $0920 [0m: 38s: 56j], jump to subroutine $CABD21 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown does not override the game clock display)
CA/BD20: FE    Return

CA/BD21: A1    Reset timer 0
CA/BD23: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BD25: CE        Turn vehicle/entity down
CA/BD26: FF        End queue
CA/BD27: B2    Call subroutine $CABD97
CA/BD2B: 4B    Display dialogue message $04C1, wait for button press
               Uhnnnot in time
               We messed up.
CA/BD2E: 97    Fade screen to black
CA/BD2F: 5C    Pause execution until fade in or fade out is complete
CA/BD30: B2    Call subroutine $CABDBA
CA/BD34: FE    Return

CA/BD35: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CABD7A
CA/BD3B: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CABD6A
CA/BD41: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CABD5C
CA/BD47: 4B    Display dialogue message $04C4, wait for button press (Show text only)
               DRACO: Come, Maria!
               Follow my lead
CA/BD4A: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CA/BD4C: C7        Set vehicle/entity to stay still when moving
CA/BD4D: C1        Set vehicle/entity's event speed to slow
CA/BD4E: A2        Move vehicle/entity left/down 1x1 tiles
CA/BD4F: CD        Turn vehicle/entity right
CA/BD50: 86        Move vehicle/entity down 2 tiles
CA/BD51: CC        Turn vehicle/entity up
CA/BD52: A1        Move vehicle/entity right/down 1x1 tiles
CA/BD53: A0        Move vehicle/entity right/up 1x1 tiles
CA/BD54: CF        Turn vehicle/entity left
CA/BD55: FF        End queue
CA/BD56: 3A    Enable player to move while event commands execute
CA/BD57: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CA/BD59: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/BD5B: FE    Return

CA/BD5C: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CA/BD5E: AA        Move vehicle/entity left/up 2x1 tiles
CA/BD5F: CE        Turn vehicle/entity down
CA/BD60: 83        Move vehicle/entity left 1 tile
CA/BD61: CD        Turn vehicle/entity right
CA/BD62: A2        Move vehicle/entity left/down 1x1 tiles
CA/BD63: FF        End queue
CA/BD64: 3A    Enable player to move while event commands execute
CA/BD65: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CA/BD67: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/BD69: FE    Return

CA/BD6A: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CA/BD6C: A6        Move vehicle/entity right/down 2x1 tiles
CA/BD6D: CC        Turn vehicle/entity up
CA/BD6E: 81        Move vehicle/entity right 1 tile
CA/BD6F: A4        Move vehicle/entity right/up 1x2 tiles
CA/BD70: CF        Turn vehicle/entity left
CA/BD71: AB        Move vehicle/entity left/up 1x2 tiles
CA/BD72: CE        Turn vehicle/entity down
CA/BD73: FF        End queue
CA/BD74: 3A    Enable player to move while event commands execute
CA/BD75: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CA/BD77: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/BD79: FE    Return

CA/BD7A: 4B    Display dialogue message $04C5, wait for button press (Show text only)
               DRACO: Ha, ha, ha
CA/BD7D: B0    Execute the following commands until $B1 31 times
CA/BD7F: 53        Modify object color range from [30, 4F]: Add (Black) at intensity 3
CA/BD83: B1        End block of repeating commands
CA/BD84: 3D    Create object $10
CA/BD86: 41    Show object $10
CA/BD88: 45    Refresh objects
CA/BD89: 91    Pause for 15 units
CA/BD8A: 42    Hide object $13
CA/BD8C: 45    Refresh objects
CA/BD8D: B0    Execute the following commands until $B1 31 times
CA/BD8F: 53        Modify object color range from [30, 4F]: Do unknown operation (Black) at intensity 3
CA/BD93: B1        End block of repeating commands
CA/BD94: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CA/BD96: FE    Return

CA/BD97: F6    Subcommand $84: Change tempo of currently playing song by 127, transition time 16
CA/BD9B: F6    Subcommand $85: Change pitch of currently playing song by 127, transition time 16
CA/BD9F: 95    Pause for 120 units
CA/BDA0: F2    Fade out current song with transition time 0
CA/BDA2: F6    Subcommand $84: Change tempo of currently playing song by   0, transition time 0
CA/BDA6: F6    Subcommand $85: Change pitch of currently playing song by   0, transition time 0
CA/BDAA: 95    Pause for 120 units
CA/BDAB: F4    Play sound effect 200
CA/BDAD: 94    Pause for 60 units
CA/BDAE: FE    Return

CA/BDAF: B5    Pause for 15 * 10 (150) units
CA/BDB1: B2    Call subroutine $CABD97
CA/BDB5: 4B    Display dialogue message $04BC, wait for button press
               Something's wrongeh?
               Oopssorry!
CA/BDB8: 97    Fade screen to black
CA/BDB9: 5C    Pause execution until fade in or fade out is complete
CA/BDBA: F4    Play sound effect 221
CA/BDBC: 95    Pause for 120 units
CA/BDBD: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/BDC0: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/BDC3: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/BDC8: B2    Call subroutine $CABE38
CA/BDCC: D1    Clear event bit $1E80($056) [$1E8A, bit 6]
CA/BDCE: D1    Clear event bit $1E80($057) [$1E8A, bit 7]
CA/BDD0: D1    Clear event bit $1E80($058) [$1E8B, bit 0]
CA/BDD2: D3    Clear event bit $1E80($110) [$1EA2, bit 0]
CA/BDD4: D6    Set event bit $1E80($340) [$1EE8, bit 0]
CA/BDD6: D7    Clear event bit $1E80($341) [$1EE8, bit 1]
CA/BDD8: D7    Clear event bit $1E80($347) [$1EE8, bit 7]
CA/BDDA: D6    Set event bit $1E80($348) [$1EE9, bit 0]
CA/BDDC: D6    Set event bit $1E80($346) [$1EE8, bit 6]
CA/BDDE: D6    Set event bit $1E80($34B) [$1EE9, bit 3]
CA/BDE0: D6    Set event bit $1E80($34C) [$1EE9, bit 4]
CA/BDE2: D6    Set event bit $1E80($34D) [$1EE9, bit 5]
CA/BDE4: D6    Set event bit $1E80($34E) [$1EE9, bit 6]
CA/BDE6: D6    Set event bit $1E80($34F) [$1EE9, bit 7]
CA/BDE8: D6    Set event bit $1E80($350) [$1EEA, bit 0]
CA/BDEA: D7    Clear event bit $1E80($366) [$1EEC, bit 6]
CA/BDEC: D6    Set event bit $1E80($355) [$1EEA, bit 5]
CA/BDEE: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CA/BDF0: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CA/BDF2: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/BDF4: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CA/BDF6: B2    Call subroutine $CAC8E1
CA/BDFA: C0    If ($1E80($115) [$1EA2, bit 5] is clear), branch to $CABE11
CA/BE00: 6B    Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $2400), place party at (8, 16), facing down
CA/BE06: 42    Hide object $31
CA/BE08: 96    Restore screen from fade
CA/BE09: 4B    Display dialogue message $04EB, wait for button press (Show text only)
               You don't have enough acting ability to convince your own mama!
CA/BE0C: B2    Call subroutine $CCE566
CA/BE10: FE    Return

CA/BE11: C0    If ($1E80($114) [$1EA2, bit 4] is clear), branch to $CABE19
CA/BE17: D2    Set event bit $1E80($115) [$1EA2, bit 5]
CA/BE19: C0    If ($1E80($113) [$1EA2, bit 3] is clear), branch to $CABE21
CA/BE1F: D2    Set event bit $1E80($114) [$1EA2, bit 4]
CA/BE21: D2    Set event bit $1E80($113) [$1EA2, bit 3]
CA/BE23: 37    Assign graphics $06 to object $06 (Actor in stot 6)
CA/BE26: 43    Assign palette $00 to character $06 (Actor in stot 6)
CA/BE29: B2    Call subroutine $CACB95
CA/BE2D: 39    Free screen
CA/BE2E: D3    Clear event bit $1E80($119) [$1EA3, bit 1]
CA/BE30: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (45, 155), facing up
CA/BE36: FF        End map script

CA/BE37: FE    Return

CA/BE38: C0    If ($1E80($351) [$1EEA, bit 1] is clear), branch to $CABE45
CA/BE3E: 3F    Assign character $04 (Actor in stot 4) to party 1
CA/BE41: 42    Hide object $17
CA/BE43: D7    Clear event bit $1E80($351) [$1EEA, bit 1]
CA/BE45: C0    If ($1E80($352) [$1EEA, bit 2] is clear), branch to $CABE52
CA/BE4B: 3F    Assign character $05 (Actor in stot 5) to party 1
CA/BE4E: 42    Hide object $18
CA/BE50: D7    Clear event bit $1E80($352) [$1EEA, bit 2]
CA/BE52: C0    If ($1E80($353) [$1EEA, bit 3] is clear), branch to $CABE5F
CA/BE58: 3F    Assign character $02 (Actor in stot 2) to party 1
CA/BE5B: 42    Hide object $19
CA/BE5D: D7    Clear event bit $1E80($353) [$1EEA, bit 3]
CA/BE5F: C0    If ($1E80($354) [$1EEA, bit 4] is clear), branch to $CABE6C
CA/BE65: 3F    Assign character $0B (Actor in stot 11) to party 1
CA/BE68: 42    Hide object $1A
CA/BE6A: D7    Clear event bit $1E80($354) [$1EEA, bit 4]
CA/BE6C: FE    Return

CA/BE6D: C0    If ($1E80($057) [$1E8A, bit 7] is clear), branch to $CA5EB3 (simply returns)
CA/BE73: A1    Reset timer 0
CA/BE75: 38    Hold screen
CA/BE76: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/BE78: C0        Set vehicle/entity's event speed to slowest
CA/BE79: 80        Move vehicle/entity up 1 tile
CA/BE7A: FF        End queue
CA/BE7B: F9    Pause execution until the music passes through predetermined point $04
CA/BE7D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BE7F: 2D        Do vehicle/entity graphical action $2D 
CA/BE80: FF        End queue
CA/BE81: 10    Begin action queue for character $10 (NPC $10), 21 bytes long 
CA/BE83: E0        Pause for 4 * 128 (512) frames
CA/BE85: C1        Set vehicle/entity's event speed to slow
CA/BE86: D5        Set vehicle/entity's position to (8, 9)
CA/BE89: E0        Pause for 4 * 4 (16) frames
CA/BE8B: C2        Set vehicle/entity's event speed to normal
CA/BE8C: A3        Move vehicle/entity left/up 1x1 tiles
CA/BE8D: C0        Set vehicle/entity's event speed to slowest
CA/BE8E: AA        Move vehicle/entity left/up 2x1 tiles
CA/BE8F: C1        Set vehicle/entity's event speed to slow
CA/BE90: A2        Move vehicle/entity left/down 1x1 tiles
CA/BE91: C2        Set vehicle/entity's event speed to normal
CA/BE92: A8        Move vehicle/entity left/down 1x2 tiles
CA/BE93: C3        Set vehicle/entity's event speed to fast
CA/BE94: A8        Move vehicle/entity left/down 1x2 tiles
CA/BE95: A8        Move vehicle/entity left/down 1x2 tiles
CA/BE96: A8        Move vehicle/entity left/down 1x2 tiles
CA/BE97: FF        End queue
CA/BE98: 4B    Display dialogue message $04C2, wait for button press (Show text only)
               <music> We must part now. 
                  But my heart 
               <music> Ere I walk away, 
                  I meant as much to you <music> 
CA/BE9B: F9    Pause execution until the music passes through predetermined point $05
CA/BE9D: 4B    Display dialogue message $04C3, wait for button press (Show text only)
               <music> So gently, 
                  I will be 
               <music> Come what may, 
                  I'll wait 
CA/BEA0: B5    Pause for 15 * 6 (90) units
CA/BEA2: 3D    Create object $11
CA/BEA4: 41    Show object $11
CA/BEA6: 45    Refresh objects
CA/BEA7: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/BEA9: C4        Set vehicle/entity's event speed to faster
CA/BEAA: A8        Move vehicle/entity left/down 1x2 tiles
CA/BEAB: A8        Move vehicle/entity left/down 1x2 tiles
CA/BEAC: A8        Move vehicle/entity left/down 1x2 tiles
CA/BEAD: A8        Move vehicle/entity left/down 1x2 tiles
CA/BEAE: A8        Move vehicle/entity left/down 1x2 tiles
CA/BEAF: D1        Make vehicle/entity disappear
CA/BEB0: FF        End queue
CA/BEB1: B5    Pause for 15 * 8 (120) units
CA/BEB3: 3D    Create object $12
CA/BEB5: 41    Show object $12
CA/BEB7: 45    Refresh objects
CA/BEB8: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CA/BEBA: 81        Move vehicle/entity right 1 tile
CA/BEBB: 90        Move vehicle/entity up 5 tiles
CA/BEBC: 87        Move vehicle/entity left 2 tiles
CA/BEBD: FF        End queue
CA/BEBE: 4B    Display dialogue message $04C6, wait for button press
               CHANCELLOR: Prince Ralse is looking for a dance partner. 
               Leave the past behind!
               Our kingdom is adopting the spirit of the East! 
CA/BEC1: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CA/BEC3: 85        Move vehicle/entity right 2 tiles
CA/BEC4: 92        Move vehicle/entity down 5 tiles
CA/BEC5: 83        Move vehicle/entity left 1 tile
CA/BEC6: FF        End queue
CA/BEC7: 94    Pause for 60 units
CA/BEC8: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CA/BECA: C1        Set vehicle/entity's event speed to slow
CA/BECB: 81        Move vehicle/entity right 1 tile
CA/BECC: E0        Pause for 4 * 8 (32) frames
CA/BECE: CF        Turn vehicle/entity left
CA/BECF: E0        Pause for 4 * 16 (64) frames
CA/BED1: 85        Move vehicle/entity right 2 tiles
CA/BED2: 82        Move vehicle/entity down 1 tile
CA/BED3: 89        Move vehicle/entity right 3 tiles
CA/BED4: 8E        Move vehicle/entity down 4 tiles
CA/BED5: FF        End queue
CA/BED6: B5    Pause for 15 * 22 (330) units
CA/BED8: 5A    Fade screen at speed $08
CA/BEDA: 5C    Pause execution until fade in or fade out is complete
CA/BEDB: FA    Stop temporarily played song
CA/BEDC: B5    Pause for 15 * 8 (120) units
CA/BEDE: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CA/BEE0: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/BEE3: 3F    Remove character $06 (Actor in stot 6) from the party
CA/BEE6: 42    Hide object $06
CA/BEE8: F0    Play song 38 (The Wedding Waltz #1), (high bit clear), full volume
CA/BEEA: B5    Pause for 15 * 16 (240) units
CA/BEEC: 6B    Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) instantly, (upper bits $2400), place party at (16, 30), facing down
CA/BEF2: 42    Hide object $31
CA/BEF4: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/BEF6: 9C        Move vehicle/entity up 8 tiles
CA/BEF7: 88        Move vehicle/entity up 3 tiles
CA/BEF8: FF        End queue
CA/BEF9: B5    Pause for 15 * 32 (480) units
CA/BEFB: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/BEFD: 89        Move vehicle/entity right 3 tiles
CA/BEFE: FF        End queue
CA/BEFF: 95    Pause for 120 units
CA/BF00: 97    Fade screen to black
CA/BF01: 5C    Pause execution until fade in or fade out is complete
CA/BF02: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/BF04: D6    Set event bit $1E80($345) [$1EE8, bit 5]
CA/BF06: 6B    Load map $00EE (Opera House, disabled backstage & catwalk door / dressing room) instantly, (upper bits $3400), place party at (98, 7), facing left
CA/BF0C: 41    Show object $31
CA/BF0E: 96    Restore screen from fade
CA/BF0F: 39    Free screen
CA/BF10: B5    Pause for 15 * 6 (90) units
CA/BF12: 4B    Display dialogue message $04C7, wait for button press
               LOCKE: Well done, CELES.
CA/BF15: 3A    Enable player to move while event commands execute
CA/BF16: D7    Clear event bit $1E80($346) [$1EE8, bit 6]
CA/BF18: D2    Set event bit $1E80($111) [$1EA2, bit 1]
CA/BF1A: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CA/BF1C: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CA/BF1E: FE    Return

CA/BF1F: 48    Display dialogue message $04C1, continue executing commands
               Uhnnnot in time
               We messed up.
CA/BF22: B2    Call subroutine $CABDAF
CA/BF26: FE    Return

CA/BF27: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/BF29: D5        Set vehicle/entity's position to (17, 31)
CA/BF2C: FF        End queue
CA/BF2D: 45    Refresh objects
CA/BF2E: D0    Set event bit $1E80($057) [$1E8A, bit 7]
CA/BF30: FE    Return

CA/BF31: 4B    Display dialogue message $04C8, wait for button press
               I owe you one, so I'm gonna jam up your opera!
               Ultros
CA/BF34: 42    Hide object $10
CA/BF36: 4B    Display dialogue message $04C9, wait for button press
               LOCKE: Uh oh
               Better tell the Impresario!
CA/BF39: D7    Clear event bit $1E80($345) [$1EE8, bit 5]
CA/BF3B: D0    Set event bit $1E80($058) [$1E8B, bit 0]
CA/BF3D: FE    Return

CA/BF3E: 4B    Display dialogue message $04C8, wait for button press
               I owe you one, so I'm gonna jam up your opera!
               Ultros
CA/BF41: 42    Hide object $17
CA/BF43: 4B    Display dialogue message $04CA, wait for button press
               LOCKE: Again!
CA/BF46: D7    Clear event bit $1E80($366) [$1EEC, bit 6]
CA/BF48: D0    Set event bit $1E80($058) [$1E8B, bit 0]
CA/BF4A: FE    Return

CA/BF4B: A1    Reset timer 0
CA/BF4D: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CA/BF4F: 4B    Display dialogue message $04DB, wait for button press
               ULTROS: Phew! Rats!
CA/BF52: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/BF54: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CA/BF56: 17    Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete)
CA/BF58: DD        Make vehicle/entity jump (high)
CA/BF59: 87        Move vehicle/entity left 2 tiles
CA/BF5A: E0        Pause for 4 * 1 (4) frames
CA/BF5C: CD        Turn vehicle/entity right
CA/BF5D: FF        End queue
CA/BF5E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BF60: 0A        Do vehicle/entity graphical action $0A 
CA/BF61: FF        End queue
CA/BF62: 92    Pause for 30 units
CA/BF63: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CA/BF65: 87        Move vehicle/entity left 2 tiles
CA/BF66: CD        Turn vehicle/entity right
CA/BF67: E0        Pause for 4 * 8 (32) frames
CA/BF69: C4        Set vehicle/entity's event speed to faster
CA/BF6A: 89        Move vehicle/entity right 3 tiles
CA/BF6B: FF        End queue
CA/BF6C: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CA/BF6E: C3        Set vehicle/entity's event speed to fast
CA/BF6F: A0        Move vehicle/entity right/up 1x1 tiles
CA/BF70: 2D        Do vehicle/entity graphical action $2D 
CA/BF71: FF        End queue
CA/BF72: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/BF74: C3        Set vehicle/entity's event speed to fast
CA/BF75: A5        Move vehicle/entity right/up 2x1 tiles
CA/BF76: 1F        Do vehicle/entity graphical action $1F 
CA/BF77: FF        End queue
CA/BF78: B0    Execute the following commands until $B1 4 times
CA/BF7A: F4        Play sound effect 13
CA/BF7C: 17        Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/BF7E: CE            Turn vehicle/entity down
CA/BF7F: FF            End queue
CA/BF80: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BF82: CE            Turn vehicle/entity down
CA/BF83: FF            End queue
CA/BF84: 17        Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/BF86: 2D            Do vehicle/entity graphical action $2D 
CA/BF87: FF            End queue
CA/BF88: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BF8A: 1F            Do vehicle/entity graphical action $1F 
CA/BF8B: FF            End queue
CA/BF8C: B1        End block of repeating commands
CA/BF8D: 94    Pause for 60 units
CA/BF8E: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/BF90: CD        Turn vehicle/entity right
CA/BF91: FF        End queue
CA/BF92: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BF94: CF        Turn vehicle/entity left
CA/BF95: FF        End queue
CA/BF96: B4    Pause for 8 units
CA/BF98: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/BF9A: CE        Turn vehicle/entity down
CA/BF9B: FF        End queue
CA/BF9C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/BF9E: CE        Turn vehicle/entity down
CA/BF9F: FF        End queue
CA/BFA0: 92    Pause for 30 units
CA/BFA1: 38    Hold screen
CA/BFA2: F4    Play sound effect 186
CA/BFA4: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CA/BFA6: 2D        Do vehicle/entity graphical action $2D 
CA/BFA7: C4        Set vehicle/entity's event speed to faster
CA/BFA8: 9E        Move vehicle/entity down 8 tiles
CA/BFA9: FF        End queue
CA/BFAA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CA/BFAC: 1F        Do vehicle/entity graphical action $1F 
CA/BFAD: C4        Set vehicle/entity's event speed to faster
CA/BFAE: 9E        Move vehicle/entity down 8 tiles
CA/BFAF: FF        End queue
CA/BFB0: 91    Pause for 15 units
CA/BFB1: 97    Fade screen to black
CA/BFB2: 5C    Pause execution until fade in or fade out is complete
CA/BFB3: 6B    Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) instantly, (upper bits $2400), place party at (16, 19), facing down
CA/BFB9: 3D    Create object $23
CA/BFBB: 41    Show object $23
CA/BFBD: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/BFBF: D5        Set vehicle/entity's position to (16, 8)
CA/BFC2: C7        Set vehicle/entity to stay still when moving
CA/BFC3: 1F        Do vehicle/entity graphical action $1F 
CA/BFC4: FF        End queue
CA/BFC5: B2    Call subroutine $CAC6AC
CA/BFC9: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/BFCE: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CA/BFD0: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CA/BFD2: 96    Restore screen from fade
CA/BFD3: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/BFD5: CC        Turn vehicle/entity up
CA/BFD6: E0        Pause for 4 * 8 (32) frames
CA/BFD8: C3        Set vehicle/entity's event speed to fast
CA/BFD9: 8B        Move vehicle/entity left 3 tiles
CA/BFDA: CD        Turn vehicle/entity right
CA/BFDB: FF        End queue
CA/BFDC: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/BFDE: 8B        Move vehicle/entity left 3 tiles
CA/BFDF: CD        Turn vehicle/entity right
CA/BFE0: FF        End queue
CA/BFE1: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CA/BFE3: A9        Move vehicle/entity left/down 2x1 tiles
CA/BFE4: A9        Move vehicle/entity left/down 2x1 tiles
CA/BFE5: A9        Move vehicle/entity left/down 2x1 tiles
CA/BFE6: CD        Turn vehicle/entity right
CA/BFE7: FF        End queue
CA/BFE8: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/BFEA: 89        Move vehicle/entity right 3 tiles
CA/BFEB: CF        Turn vehicle/entity left
CA/BFEC: FF        End queue
CA/BFED: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CA/BFEF: A6        Move vehicle/entity right/down 2x1 tiles
CA/BFF0: A2        Move vehicle/entity left/down 1x1 tiles
CA/BFF1: CF        Turn vehicle/entity left
CA/BFF2: FF        End queue
CA/BFF3: 23    Begin action queue for character $23 (NPC $23), 4 bytes long 
CA/BFF5: C4        Set vehicle/entity's event speed to faster
CA/BFF6: 9E        Move vehicle/entity down 8 tiles
CA/BFF7: 8E        Move vehicle/entity down 4 tiles
CA/BFF8: FF        End queue
CA/BFF9: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/BFFB: C4        Set vehicle/entity's event speed to faster
CA/BFFC: 9E        Move vehicle/entity down 8 tiles
CA/BFFD: 8E        Move vehicle/entity down 4 tiles
CA/BFFE: FF        End queue
CA/BFFF: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/C001: C4        Set vehicle/entity's event speed to faster
CA/C002: 9E        Move vehicle/entity down 8 tiles
CA/C003: 8E        Move vehicle/entity down 4 tiles
CA/C004: FF        End queue
CA/C005: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/C007: C4        Set vehicle/entity's event speed to faster
CA/C008: 9E        Move vehicle/entity down 8 tiles
CA/C009: 8E        Move vehicle/entity down 4 tiles
CA/C00A: FF        End queue
CA/C00B: F4    Play sound effect 187
CA/C00D: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/C00F: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/C011: C1        Set vehicle/entity's event speed to slow
CA/C012: DD        Make vehicle/entity jump (high)
CA/C013: 86        Move vehicle/entity down 2 tiles
CA/C014: 2D        Do vehicle/entity graphical action $2D 
CA/C015: FF        End queue
CA/C016: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/C018: C1        Set vehicle/entity's event speed to slow
CA/C019: DD        Make vehicle/entity jump (high)
CA/C01A: A5        Move vehicle/entity right/up 2x1 tiles
CA/C01B: 2D        Do vehicle/entity graphical action $2D 
CA/C01C: FF        End queue
CA/C01D: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CA/C01F: C1        Set vehicle/entity's event speed to slow
CA/C020: 0B        Do vehicle/entity graphical action $0B 
CA/C021: DD        Make vehicle/entity jump (high)
CA/C022: A9        Move vehicle/entity left/down 2x1 tiles
CA/C023: 28        Do vehicle/entity graphical action $28 
CA/C024: FF        End queue
CA/C025: 32    Begin action queue for character $32 (Party Character 1), 10 bytes long 
CA/C027: C2        Set vehicle/entity's event speed to normal
CA/C028: C7        Set vehicle/entity to stay still when moving
CA/C029: 1F        Do vehicle/entity graphical action $1F 
CA/C02A: DD        Make vehicle/entity jump (high)
CA/C02B: A8        Move vehicle/entity left/down 1x2 tiles
CA/C02C: 28        Do vehicle/entity graphical action $28 
CA/C02D: C0        Set vehicle/entity's event speed to slowest
CA/C02E: A8        Move vehicle/entity left/down 1x2 tiles
CA/C02F: C6        Set vehicle/entity to walk when moving
CA/C030: FF        End queue
CA/C031: 33    Begin action queue for character $33 (Party Character 2), 8 bytes long 
CA/C033: C2        Set vehicle/entity's event speed to normal
CA/C034: C7        Set vehicle/entity to stay still when moving
CA/C035: 1F        Do vehicle/entity graphical action $1F 
CA/C036: DC        Make vehicle/entity jump (low)
CA/C037: A3        Move vehicle/entity left/up 1x1 tiles
CA/C038: 28        Do vehicle/entity graphical action $28 
CA/C039: C6        Set vehicle/entity to walk when moving
CA/C03A: FF        End queue
CA/C03B: 23    Begin action queue for character $23 (NPC $23), 8 bytes long (Wait until complete)
CA/C03D: C1        Set vehicle/entity's event speed to slow
CA/C03E: C7        Set vehicle/entity to stay still when moving
CA/C03F: 2D        Do vehicle/entity graphical action $2D 
CA/C040: DC        Make vehicle/entity jump (low)
CA/C041: 81        Move vehicle/entity right 1 tile
CA/C042: CF        Turn vehicle/entity left
CA/C043: C6        Set vehicle/entity to walk when moving
CA/C044: FF        End queue
CA/C045: F2    Fade out current song with transition time 6
CA/C047: B5    Pause for 15 * 12 (180) units
CA/C049: B2    Call subroutine $CAC8E1
CA/C04D: F0    Play song 44 (Grand Finale #1), (high bit clear), full volume
CA/C04F: FA    Stop temporarily played song
CA/C050: 21    Begin action queue for character $21 (NPC $21), 9 bytes long (Wait until complete)
CA/C052: D5        Set vehicle/entity's position to (23, 21)
CA/C055: C3        Set vehicle/entity's event speed to fast
CA/C056: 93        Move vehicle/entity left 5 tiles
CA/C057: E0        Pause for 4 * 6 (24) frames
CA/C059: 2D        Do vehicle/entity graphical action $2D 
CA/C05A: FF        End queue
CA/C05B: 92    Pause for 30 units
CA/C05C: 4B    Display dialogue message $04DC, wait for button press
               IMPRESARIO: Disaster!
               If the two heroes are flattened, the opera's over! Then who'll win the girl?!
CA/C05F: B5    Pause for 15 * 8 (120) units
CA/C061: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C063: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/C064: FF        End queue
CA/C065: F0    Play song 0 (Silence), (high bit clear), full volume
CA/C067: F0    Play song 44 (Grand Finale #1), (high bit clear), full volume
CA/C069: FA    Stop temporarily played song
CA/C06A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C06C: CE        Turn vehicle/entity down
CA/C06D: FF        End queue
CA/C06E: B5    Pause for 15 * 8 (120) units
CA/C070: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C072: 20        Do vehicle/entity graphical action $20 
CA/C073: FF        End queue
CA/C074: B5    Pause for 15 * 6 (90) units
CA/C076: B0    Execute the following commands until $B1 8 times
CA/C078: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C07A: 23            Do vehicle/entity graphical action $23 
CA/C07B: FF            End queue
CA/C07C: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C07E: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/C07F: FF            End queue
CA/C080: B1        End block of repeating commands
CA/C081: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CA/C083: CF        Turn vehicle/entity left
CA/C084: FF        End queue
CA/C085: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C087: CE        Turn vehicle/entity down
CA/C088: FF        End queue
CA/C089: 3D    Create object $24
CA/C08B: 41    Show object $24
CA/C08D: 45    Refresh objects
CA/C08E: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/C090: 1F        Do vehicle/entity graphical action $1F 
CA/C091: E0        Pause for 4 * 1 (4) frames
CA/C093: 25        Do vehicle/entity graphical action $25 
CA/C094: FF        End queue
CA/C095: 24    Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete)
CA/C097: DD        Make vehicle/entity jump (high)
CA/C098: CE        Turn vehicle/entity down
CA/C099: E0        Pause for 4 * 8 (32) frames
CA/C09B: D1        Make vehicle/entity disappear
CA/C09C: FF        End queue
CA/C09D: 95    Pause for 120 units
CA/C09E: B3    Call subroutine $CAC7FE, 3 times
CA/C0A3: B5    Pause for 15 * 10 (150) units
CA/C0A5: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/C0A7: 20        Do vehicle/entity graphical action $20 
CA/C0A8: E0        Pause for 4 * 8 (32) frames
CA/C0AA: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/C0AB: E0        Pause for 4 * 1 (4) frames
CA/C0AD: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/C0AE: FF        End queue
CA/C0AF: 4B    Display dialogue message $04DD, wait for button press
               LOCKE: Neither Draco nor Ralse will save CELES!
CA/C0B2: 92    Pause for 30 units
CA/C0B3: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/C0B5: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/C0B6: E0        Pause for 4 * 1 (4) frames
CA/C0B8: DD        Make vehicle/entity jump (high)
CA/C0B9: CE        Turn vehicle/entity down
CA/C0BA: FF        End queue
CA/C0BB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C0BD: 0F        Do vehicle/entity graphical action $0F 
CA/C0BE: FF        End queue
CA/C0BF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C0C1: 17        Do vehicle/entity graphical action $17 
CA/C0C2: FF        End queue
CA/C0C3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C0C5: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/C0C6: FF        End queue
CA/C0C7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/C0C9: 18        Do vehicle/entity graphical action $18 
CA/C0CA: C6        Set vehicle/entity to walk when moving
CA/C0CB: FF        End queue
CA/C0CC: 4B    Display dialogue message $04DE, wait for button press
               LOCKE: I, LOCKE, the world's premier adventurer, will save her!
CA/C0CF: F4    Play sound effect 208
CA/C0D1: 92    Pause for 30 units
CA/C0D2: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CA/C0D4: 2D        Do vehicle/entity graphical action $2D 
CA/C0D5: FF        End queue
CA/C0D6: 92    Pause for 30 units
CA/C0D7: 4B    Display dialogue message $04DF, wait for button press
               IMPRESARIO: Aya
               What awful acting!
CA/C0DA: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CA/C0DC: CC        Turn vehicle/entity up
CA/C0DD: E0        Pause for 4 * 1 (4) frames
CA/C0DF: 81        Move vehicle/entity right 1 tile
CA/C0E0: CF        Turn vehicle/entity left
CA/C0E1: FF        End queue
CA/C0E2: 23    Begin action queue for character $23 (NPC $23), 4 bytes long (Wait until complete)
CA/C0E4: C3        Set vehicle/entity's event speed to fast
CA/C0E5: 8A        Move vehicle/entity down 3 tiles
CA/C0E6: 83        Move vehicle/entity left 1 tile
CA/C0E7: FF        End queue
CA/C0E8: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/C0EA: CD        Turn vehicle/entity right
CA/C0EB: FF        End queue
CA/C0EC: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/C0EE: CD        Turn vehicle/entity right
CA/C0EF: FF        End queue
CA/C0F0: 4B    Display dialogue message $04E0, wait for button press
               ULTROS: Silence! You are in the presence of octopus royalty! A lowborn thug like you could never defeat me!
CA/C0F3: F4    Play sound effect 208
CA/C0F5: 93    Pause for 45 units
CA/C0F6: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CA/C0F8: A8        Move vehicle/entity left/down 1x2 tiles
CA/C0F9: 83        Move vehicle/entity left 1 tile
CA/C0FA: 82        Move vehicle/entity down 1 tile
CA/C0FB: FF        End queue
CA/C0FC: 4B    Display dialogue message $04E1, wait for button press
               IMPRESARIO: Hmm
               Might as well make the most of this. MUSIC!!
CA/C0FF: F0    Play song 34 (Grand Finale #2), (high bit clear), full volume
CA/C101: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C103: CD        Turn vehicle/entity right
CA/C104: FF        End queue
CA/C105: B5    Pause for 15 * 5 (75) units
CA/C107: 23    Begin action queue for character $23 (NPC $23), 3 bytes long 
CA/C109: C3        Set vehicle/entity's event speed to fast
CA/C10A: 83        Move vehicle/entity left 1 tile
CA/C10B: FF        End queue
CA/C10C: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/C10E: C3        Set vehicle/entity's event speed to fast
CA/C10F: A4        Move vehicle/entity right/up 1x2 tiles
CA/C110: FF        End queue
CA/C111: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/C113: C3        Set vehicle/entity's event speed to fast
CA/C114: 82        Move vehicle/entity down 1 tile
CA/C115: FF        End queue
CA/C116: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/C118: C3        Set vehicle/entity's event speed to fast
CA/C119: 85        Move vehicle/entity right 2 tiles
CA/C11A: FF        End queue
CA/C11B: 4D    Invoke battle, enemy set $68, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C11E: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC128
CA/C123: B2    Call subroutine $CABDBA
CA/C127: FE    Return

CA/C128: 42    Hide object $23
CA/C12A: D7    Clear event bit $1E80($34B) [$1EE9, bit 3]
CA/C12C: B2    Call subroutine $CAF011
CA/C130: 96    Restore screen from fade
CA/C131: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/C133: C2        Set vehicle/entity's event speed to normal
CA/C134: 89        Move vehicle/entity right 3 tiles
CA/C135: CE        Turn vehicle/entity down
CA/C136: FF        End queue
CA/C137: 92    Pause for 30 units
CA/C138: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C13A: CE        Turn vehicle/entity down
CA/C13B: FF        End queue
CA/C13C: 94    Pause for 60 units
CA/C13D: F4    Play sound effect 208
CA/C13F: B0    Execute the following commands until $B1 12 times
CA/C141: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C143: 1D            Do vehicle/entity graphical action $1D 
CA/C144: FF            End queue
CA/C145: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C147: 1E            Do vehicle/entity graphical action $1E 
CA/C148: FF            End queue
CA/C149: B1        End block of repeating commands
CA/C14A: F2    Fade out current song with transition time 64
CA/C14C: 4B    Display dialogue message $04E2, wait for button press (Show text only)
               Just a darn minute!
CA/C14F: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/C151: 1F        Do vehicle/entity graphical action $1F 
CA/C152: E0        Pause for 4 * 1 (4) frames
CA/C154: CE        Turn vehicle/entity down
CA/C155: E0        Pause for 4 * 8 (32) frames
CA/C157: 23        Do vehicle/entity graphical action $23 
CA/C158: FF        End queue
CA/C159: 94    Pause for 60 units
CA/C15A: 42    Hide object $11
CA/C15C: 42    Hide object $12
CA/C15E: 42    Hide object $13
CA/C160: 42    Hide object $14
CA/C162: 42    Hide object $15
CA/C164: 42    Hide object $16
CA/C166: 42    Hide object $23
CA/C168: 42    Hide object $32
CA/C16A: 42    Hide object $33
CA/C16C: F0    Play song 16 (Setzer), (high bit clear), full volume
CA/C16E: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/C170: C1        Set vehicle/entity's event speed to slow
CA/C171: 84        Move vehicle/entity up 2 tiles
CA/C172: FF        End queue
CA/C173: B0    Execute the following commands until $B1 31 times
CA/C175: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/C179: B4        Pause for 2 units
CA/C17B: B1        End block of repeating commands
CA/C17C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/C17E: 73    Replace current map's Layer 1 at (9, 73) with the following (15 x 15) chunk, refresh immediately
CA/C183:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C192:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C1A1:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C1B0:       $01, $01, $01, $01, $02, $01, $01, $01, $01, $01, $02, $01, $01, $01, $01
CA/C1BF:       $01, $01, $01, $01, $12, $01, $01, $01, $01, $01, $12, $01, $01, $01, $01
CA/C1CE:       $01, $01, $01, $01, $22, $01, $01, $01, $01, $01, $22, $01, $01, $01, $01
CA/C1DD:       $01, $01, $01, $01, $32, $05, $07, $07, $07, $08, $32, $01, $01, $01, $01
CA/C1EC:       $01, $01, $01, $01, $06, $1A, $1A, $1A, $1A, $1A, $06, $01, $01, $01, $01
CA/C1FB:       $01, $01, $01, $01, $0D, $1A, $1A, $1A, $1A, $1A, $1B, $01, $01, $01, $01
CA/C20A:       $01, $01, $01, $01, $2B, $2C, $2C, $2C, $2C, $2C, $2D, $01, $01, $01, $01
CA/C219:       $01, $01, $01, $01, $26, $2A, $2A, $2A, $2A, $2A, $27, $01, $01, $01, $01
CA/C228:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C237:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C246:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C255:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/C264: B0    Execute the following commands until $B1 31 times
CA/C266: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/C26A: B4        Pause for 2 units
CA/C26C: B1        End block of repeating commands
CA/C26D: 4B    Display dialogue message $04E3, wait for button press (Show text only)
               What a performance!!
CA/C270: F4    Play sound effect 186
CA/C272: 37    Assign graphics $06 to object $06 (Actor in stot 6)
CA/C275: 43    Assign palette $00 to character $06 (Actor in stot 6)
CA/C278: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/C27B: 3D    Create object $06
CA/C27D: 3D    Create object $25
CA/C27F: 41    Show object $25
CA/C281: 45    Refresh objects
CA/C282: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long 
CA/C284: D5        Set vehicle/entity's position to (16, 17)
CA/C287: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/C288: C3        Set vehicle/entity's event speed to fast
CA/C289: FF        End queue
CA/C28A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/C28C: CC        Turn vehicle/entity up
CA/C28D: FF        End queue
CA/C28E: 25    Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete)
CA/C290: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/C291: C7        Set vehicle/entity to stay still when moving
CA/C292: 96        Move vehicle/entity down 6 tiles
CA/C293: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/C294: FF        End queue
CA/C295: F4    Play sound effect 181
CA/C297: 25    Begin action queue for character $25 (NPC $25), 6 bytes long (Wait until complete)
CA/C299: C6        Set vehicle/entity to walk when moving
CA/C29A: E0        Pause for 4 * 6 (24) frames
CA/C29C: 85        Move vehicle/entity right 2 tiles
CA/C29D: CE        Turn vehicle/entity down
CA/C29E: FF        End queue
CA/C29F: 93    Pause for 45 units
CA/C2A0: 25    Begin action queue for character $25 (NPC $25), 10 bytes long 
CA/C2A2: C4        Set vehicle/entity's event speed to faster
CA/C2A3: 51        Do vehicle/entity graphical action $11, flipped horizontally
CA/C2A4: C7        Set vehicle/entity to stay still when moving
CA/C2A5: 81        Move vehicle/entity right 1 tile
CA/C2A6: E0        Pause for 4 * 8 (32) frames
CA/C2A8: C6        Set vehicle/entity to walk when moving
CA/C2A9: 83        Move vehicle/entity left 1 tile
CA/C2AA: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/C2AB: FF        End queue
CA/C2AC: B0    Execute the following commands until $B1 6 times
CA/C2AE: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C2B0: CF            Turn vehicle/entity left
CA/C2B1: FF            End queue
CA/C2B2: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C2B4: CC            Turn vehicle/entity up
CA/C2B5: FF            End queue
CA/C2B6: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C2B8: CD            Turn vehicle/entity right
CA/C2B9: FF            End queue
CA/C2BA: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C2BC: CE            Turn vehicle/entity down
CA/C2BD: FF            End queue
CA/C2BE: B1        End block of repeating commands
CA/C2BF: 3D    Create object $26
CA/C2C1: 41    Show object $26
CA/C2C3: 42    Hide object $10
CA/C2C5: 45    Refresh objects
CA/C2C6: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CA/C2C8: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/C2C9: FF        End queue
CA/C2CA: 94    Pause for 60 units
CA/C2CB: 78    Enable ability to pass through other objects for object $25 (NPC $25)
CA/C2CD: 78    Enable ability to pass through other objects for object $26 (NPC $26)
CA/C2CF: 25    Begin action queue for character $25 (NPC $25), 4 bytes long 
CA/C2D1: C7        Set vehicle/entity to stay still when moving
CA/C2D2: C2        Set vehicle/entity's event speed to normal
CA/C2D3: 80        Move vehicle/entity up 1 tile
CA/C2D4: FF        End queue
CA/C2D5: 26    Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CA/C2D7: 80        Move vehicle/entity up 1 tile
CA/C2D8: FF        End queue
CA/C2D9: 92    Pause for 30 units
CA/C2DA: 41    Show object $06
CA/C2DC: 42    Hide object $26
CA/C2DE: 45    Refresh objects
CA/C2DF: 91    Pause for 15 units
CA/C2E0: 25    Begin action queue for character $25 (NPC $25), 9 bytes long 
CA/C2E2: 24        Do vehicle/entity graphical action $24 
CA/C2E3: E0        Pause for 4 * 1 (4) frames
CA/C2E5: 25        Do vehicle/entity graphical action $25 
CA/C2E6: E0        Pause for 4 * 1 (4) frames
CA/C2E8: FC        Branch 6 bytes backwards ($CAC2E2)
CA/C2EA: FF        End queue
CA/C2EB: 4B    Display dialogue message $04E4, wait for button press (At bottom of screen)
               IMPRESARIO: SETZER!
               SETZER: I'm a man of my word, music man!
CA/C2EE: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CA/C2F0: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/C2F1: FF        End queue
CA/C2F2: B4    Pause for 6 units
CA/C2F4: 48    Display dialogue message $04E5, continue executing commands (Show text only) (At bottom of screen)
               CELES: That's HIM?!
CA/C2F7: 25    Begin action queue for character $25 (NPC $25), 7 bytes long 
CA/C2F9: C3        Set vehicle/entity's event speed to fast
CA/C2FA: 19        Do vehicle/entity graphical action $19 
CA/C2FB: AB        Move vehicle/entity left/up 1x2 tiles
CA/C2FC: AB        Move vehicle/entity left/up 1x2 tiles
CA/C2FD: AB        Move vehicle/entity left/up 1x2 tiles
CA/C2FE: AB        Move vehicle/entity left/up 1x2 tiles
CA/C2FF: FF        End queue
CA/C300: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CA/C302: C3        Set vehicle/entity's event speed to fast
CA/C303: C7        Set vehicle/entity to stay still when moving
CA/C304: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CA/C305: AB        Move vehicle/entity left/up 1x2 tiles
CA/C306: AB        Move vehicle/entity left/up 1x2 tiles
CA/C307: AB        Move vehicle/entity left/up 1x2 tiles
CA/C308: AB        Move vehicle/entity left/up 1x2 tiles
CA/C309: C6        Set vehicle/entity to walk when moving
CA/C30A: FF        End queue
CA/C30B: F4    Play sound effect 24
CA/C30D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/C30F: E0        Pause for 4 * 2 (8) frames
CA/C311: 84        Move vehicle/entity up 2 tiles
CA/C312: FF        End queue
CA/C313: 49    If dialogue window is up, wait for keypress then dismiss
CA/C314: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/C316: C1        Set vehicle/entity's event speed to slow
CA/C317: 86        Move vehicle/entity down 2 tiles
CA/C318: FF        End queue
CA/C319: 21    Begin action queue for character $21 (NPC $21), 18 bytes long 
CA/C31B: 80        Move vehicle/entity up 1 tile
CA/C31C: A4        Move vehicle/entity right/up 1x2 tiles
CA/C31D: 8B        Move vehicle/entity left 3 tiles
CA/C31E: 89        Move vehicle/entity right 3 tiles
CA/C31F: 8B        Move vehicle/entity left 3 tiles
CA/C320: 89        Move vehicle/entity right 3 tiles
CA/C321: 8B        Move vehicle/entity left 3 tiles
CA/C322: 89        Move vehicle/entity right 3 tiles
CA/C323: 8B        Move vehicle/entity left 3 tiles
CA/C324: 89        Move vehicle/entity right 3 tiles
CA/C325: C1        Set vehicle/entity's event speed to slow
CA/C326: DD        Make vehicle/entity jump (high)
CA/C327: CE        Turn vehicle/entity down
CA/C328: E0        Pause for 4 * 7 (28) frames
CA/C32A: FC        Branch 4 bytes backwards ($CAC326)
CA/C32C: FF        End queue
CA/C32D: 94    Pause for 60 units
CA/C32E: 4B    Display dialogue message $04E6, wait for button press (Show text only) (At bottom of screen)
               IMPRESARIO: What a reversal!
               Thinking she's LOCKE's new queen, Maria is instead nabbed by SETZER!
               What fate lies in store for her? Stay tuned for Part 2!
CA/C331: 94    Pause for 60 units
CA/C332: B0    Execute the following commands until $B1 31 times
CA/C334: 52        Tint characters (cumulative) with color $9F
CA/C336: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/C33A: B4        Pause for 3 units
CA/C33C: B1        End block of repeating commands
CA/C33D: B2    Call subroutine $CAD402
CA/C341: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/C343: C1        Set vehicle/entity's event speed to slow
CA/C344: 9E        Move vehicle/entity down 8 tiles
CA/C345: 86        Move vehicle/entity down 2 tiles
CA/C346: FF        End queue
CA/C347: B0    Execute the following commands until $B1 31 times
CA/C349: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/C34D: B4        Pause for 6 units
CA/C34F: B1        End block of repeating commands
CA/C350: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/C352: B5    Pause for 15 * 16 (240) units
CA/C354: F2    Fade out current song with transition time 128
CA/C356: 5A    Fade screen at speed $02
CA/C358: 5C    Pause execution until fade in or fade out is complete
CA/C359: B2    Call subroutine $CB2E2B
CA/C35D: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/C35F: 40    Assign properties $09 to character $09 (Actor in stot 9)
CA/C362: B2    Call subroutine $CB1B0E
CA/C366: 39    Free screen
CA/C367: FE    Return

CA/C368: 4D    Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C36B: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC375
CA/C370: B2    Call subroutine $CABA0B
CA/C374: FE    Return

CA/C375: 42    Hide object $18
CA/C377: D7    Clear event bit $1E80($34C) [$1EE9, bit 4]
CA/C379: 96    Restore screen from fade
CA/C37A: FE    Return

CA/C37B: 4D    Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C37E: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC388
CA/C383: B2    Call subroutine $CABA0B
CA/C387: FE    Return

CA/C388: 42    Hide object $19
CA/C38A: D7    Clear event bit $1E80($34D) [$1EE9, bit 5]
CA/C38C: 96    Restore screen from fade
CA/C38D: FE    Return

CA/C38E: 4D    Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C391: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC39B
CA/C396: B2    Call subroutine $CABA0B
CA/C39A: FE    Return

CA/C39B: 42    Hide object $1A
CA/C39D: D7    Clear event bit $1E80($34E) [$1EE9, bit 6]
CA/C39F: 96    Restore screen from fade
CA/C3A0: FE    Return

CA/C3A1: 4D    Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C3A4: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC3AE
CA/C3A9: B2    Call subroutine $CABA0B
CA/C3AD: FE    Return

CA/C3AE: 42    Hide object $1B
CA/C3B0: D7    Clear event bit $1E80($34F) [$1EE9, bit 7]
CA/C3B2: 96    Restore screen from fade
CA/C3B3: FE    Return

CA/C3B4: 4D    Invoke battle, enemy set $19, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/C3B7: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CAC3C1
CA/C3BC: B2    Call subroutine $CABA0B
CA/C3C0: FE    Return

CA/C3C1: 42    Hide object $1C
CA/C3C3: D7    Clear event bit $1E80($350) [$1EEA, bit 0]
CA/C3C5: 96    Restore screen from fade
CA/C3C6: FE    Return

CA/C3C7: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/C3C9: F0    Play song 53 (Blackjack), (high bit clear), full volume
CA/C3CB: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (121, 188), facing up, party is in the airship
CA/C3D1: 29        Move vehicle as follows: (go up, turn right, double speed of turns), 72 units
CA/C3D3: 24        Move vehicle as follows: (go up, move forward), 32 units
CA/C3D5: 48        Move vehicle as follows: (go down, turn right), 32 units
CA/C3D7: 50        Move vehicle as follows: (go down, turn left), 32 units
CA/C3D9: 30        Move vehicle as follows: (go up, turn left), 32 units
CA/C3DB: E0        Pause for 16 units
CA/C3DD: D2        Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (15, 06), mode $40
CA/C3E3: B2    Call subroutine $CAC6AC
CA/C3E7: 41    Show object $09
CA/C3E9: 3C    Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C3EE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/C3F0: CF        Turn vehicle/entity left
CA/C3F1: FF        End queue
CA/C3F2: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/C3F4: D5        Set vehicle/entity's position to (8, 6)
CA/C3F7: CF        Turn vehicle/entity left
CA/C3F8: FF        End queue
CA/C3F9: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/C3FB: D5        Set vehicle/entity's position to (15, 7)
CA/C3FE: CF        Turn vehicle/entity left
CA/C3FF: FF        End queue
CA/C400: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CA/C402: D5        Set vehicle/entity's position to (16, 6)
CA/C405: CF        Turn vehicle/entity left
CA/C406: FF        End queue
CA/C407: 91    Pause for 15 units
CA/C408: 96    Restore screen from fade
CA/C409: 5C    Pause execution until fade in or fade out is complete
CA/C40A: 95    Pause for 120 units
CA/C40B: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/C40D: C1        Set vehicle/entity's event speed to slow
CA/C40E: 83        Move vehicle/entity left 1 tile
CA/C40F: E0        Pause for 4 * 8 (32) frames
CA/C411: 22        Do vehicle/entity graphical action $22 
CA/C412: FF        End queue
CA/C413: 4B    Display dialogue message $0588, wait for button press
               LOCKE: I'm worried about TERRA. Let's return to Zozo.
CA/C416: 94    Pause for 60 units
CA/C417: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete)
CA/C419: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/C41A: FF        End queue
CA/C41B: 92    Pause for 30 units
CA/C41C: 4B    Display dialogue message $0589, wait for button press
               SETZER: TERRA?
               Who's that?
               LOCKE: I'll explain on the way
               about TERRAEspersthe Returners
CA/C41F: 92    Pause for 30 units
CA/C420: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C422: CF        Turn vehicle/entity left
CA/C423: FF        End queue
CA/C424: 95    Pause for 120 units
CA/C425: 97    Fade screen to black
CA/C426: 5C    Pause execution until fade in or fade out is complete
CA/C427: B2    Call subroutine $CACB95
CA/C42B: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 162), facing up, party is in the airship
CA/C431: 34        Move vehicle as follows: (go up, turn left, move forward), 24 units
CA/C433: E0        Pause for 8 units
CA/C435: 08        Move vehicle as follows: (turn right), 24 units
CA/C437: E0        Pause for 8 units
CA/C439: 10        Move vehicle as follows: (turn left), 16 units
CA/C43B: E0        Pause for 16 units
CA/C43D: 24        Move vehicle as follows: (go up, move forward), 16 units
CA/C43F: E0        Pause for 10 units
CA/C441: 32        Move vehicle as follows: (go up, turn left, decrease speed by $100), 4 units
CA/C443: 10        Move vehicle as follows: (turn left), 88 units
CA/C445: 02        Move vehicle as follows: (decrease speed by $100), 6 units
CA/C447: E0        Pause for 16 units
CA/C449: 50        Move vehicle as follows: (go down, turn left), 48 units
CA/C44B: 53        Move vehicle as follows: (go down, turn left, decrease speed by $100, double speed of turns), 32 units
CA/C44D: E0        Pause for 8 units
CA/C44F: C7        Place airship at position (22, 90)
CA/C452: D2        Load map $00E2 (Zozo, room at tower top (always)), position (82, 37), mode $40
CA/C458: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/C459: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAC474
CA/C45F: DE    Load CaseWord with the characters in the currently active party?
CA/C460: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CAC474
CA/C466: 77    Perform level averaging on character $0B (GAU   ) and calculate new maximum HP/MP
CA/C468: 8B    For character $0B (Actor in stot 11), take HP and set to maximum
CA/C46B: 8C    For character $0B (Actor in stot 11), take MP and set to maximum
CA/C46E: 88    Remove the following status ailments from character $0B (Actor in stot 11): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CA/C472: D6    Set event bit $1E80($336) [$1EE6, bit 6]
CA/C474: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CAC488
CA/C47A: 77    Perform level averaging on character $02 (CYAN  ) and calculate new maximum HP/MP
CA/C47C: 8B    For character $02 (Actor in stot 2), take HP and set to maximum
CA/C47F: 8C    For character $02 (Actor in stot 2), take MP and set to maximum
CA/C482: 88    Remove the following status ailments from character $02 (Actor in stot 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CA/C486: D6    Set event bit $1E80($333) [$1EE6, bit 3]
CA/C488: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CAC49C
CA/C48E: 77    Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP
CA/C490: 8B    For character $04 (Actor in stot 4), take HP and set to maximum
CA/C493: 8C    For character $04 (Actor in stot 4), take MP and set to maximum
CA/C496: 88    Remove the following status ailments from character $04 (Actor in stot 4): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CA/C49A: D6    Set event bit $1E80($334) [$1EE6, bit 4]
CA/C49C: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CAC4B0
CA/C4A2: 77    Perform level averaging on character $05 (SABIN ) and calculate new maximum HP/MP
CA/C4A4: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CA/C4A7: 8C    For character $05 (Actor in stot 5), take MP and set to maximum
CA/C4AA: 88    Remove the following status ailments from character $05 (Actor in stot 5): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CA/C4AE: D6    Set event bit $1E80($335) [$1EE6, bit 5]
CA/C4B0: 6B    Load map $00E2 (Zozo, room at tower top (always)) instantly, (upper bits $0400), place party at (82, 26), facing up
CA/C4B6: D0    Set event bit $1E80($06B) [$1E8D, bit 3]
CA/C4B8: DD    Clear event bit $1E80($615) [$1F42, bit 5]
CA/C4BA: DD    Clear event bit $1E80($616) [$1F42, bit 6]
CA/C4BC: DD    Clear event bit $1E80($617) [$1F42, bit 7]
CA/C4BE: DD    Clear event bit $1E80($618) [$1F43, bit 0]
CA/C4C0: DD    Clear event bit $1E80($61A) [$1F43, bit 2]
CA/C4C2: DD    Clear event bit $1E80($619) [$1F43, bit 1]
CA/C4C4: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/C4C6: 9C        Move vehicle/entity up 8 tiles
CA/C4C7: 80        Move vehicle/entity up 1 tile
CA/C4C8: FF        End queue
CA/C4C9: 4B    Display dialogue message $058B, wait for button press
               We're all here
CA/C4CC: F2    Fade out current song with transition time 128
CA/C4CE: B2    Call subroutine $CAC6AC
CA/C4D2: 3C    Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C4D7: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/C4D9: C2        Set vehicle/entity's event speed to normal
CA/C4DA: 10        Do vehicle/entity graphical action $10 
CA/C4DB: FF        End queue
CA/C4DC: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CA/C4DE: C2        Set vehicle/entity's event speed to normal
CA/C4DF: 86        Move vehicle/entity down 2 tiles
CA/C4E0: A2        Move vehicle/entity left/down 1x1 tiles
CA/C4E1: CC        Turn vehicle/entity up
CA/C4E2: FF        End queue
CA/C4E3: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/C4E5: C2        Set vehicle/entity's event speed to normal
CA/C4E6: A1        Move vehicle/entity right/down 1x1 tiles
CA/C4E7: CF        Turn vehicle/entity left
CA/C4E8: FF        End queue
CA/C4E9: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CA/C4EB: C2        Set vehicle/entity's event speed to normal
CA/C4EC: 80        Move vehicle/entity up 1 tile
CA/C4ED: CF        Turn vehicle/entity left
CA/C4EE: FF        End queue
CA/C4EF: 95    Pause for 120 units
CA/C4F0: 4B    Display dialogue message $058C, wait for button press
               LOCKE: TERRA
CA/C4F3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/C4F5: CF        Turn vehicle/entity left
CA/C4F6: FF        End queue
CA/C4F7: 94    Pause for 60 units
CA/C4F8: B2    Call subroutine $CAC807
CA/C4FC: 92    Pause for 30 units
CA/C4FD: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/C4FF: CE        Turn vehicle/entity down
CA/C500: FF        End queue
CA/C501: 92    Pause for 30 units
CA/C502: B3    Call subroutine $CAC7FE, 3 times
CA/C507: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/C509: 1F        Do vehicle/entity graphical action $1F 
CA/C50A: FF        End queue
CA/C50B: B2    Call subroutine $CA9D14
CA/C50F: 4B    Display dialogue message $058D, wait for button press
               LOCKE: Magicite!!
CA/C512: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/C514: 23        Do vehicle/entity graphical action $23 
CA/C515: FF        End queue
CA/C516: F4    Play sound effect 94
CA/C518: B0    Execute the following commands until $B1 2 times
CA/C51A: B0        Execute the following commands until $B1 18 times
CA/C51C: 53        Modify object color range from [60, 6F]: Add (Black) at intensity 3
CA/C520: B4        Pause for 2 units
CA/C522: B1        End block of repeating commands
CA/C523: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CA/C525: CF        Turn vehicle/entity left
CA/C526: FF        End queue
CA/C527: B0    Execute the following commands until $B1 18 times
CA/C529: 53        Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3
CA/C52D: B4        Pause for 2 units
CA/C52F: B1        End block of repeating commands
CA/C530: B1    End block of repeating commands
CA/C531: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CA/C533: CE        Turn vehicle/entity down
CA/C534: FF        End queue
CA/C535: 92    Pause for 30 units
CA/C536: 42    Hide object $13
CA/C538: 45    Refresh objects
CA/C539: 94    Pause for 60 units
CA/C53A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CA/C53C: CF        Turn vehicle/entity left
CA/C53D: FF        End queue
CA/C53E: 92    Pause for 30 units
CA/C53F: 4B    Display dialogue message $058A, wait for button press
               TERRA: Father?
CA/C542: B0    Execute the following commands until $B1 4 times
CA/C544: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C546: 13            Do vehicle/entity graphical action $13 
CA/C547: FF            End queue
CA/C548: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/C54A: CE            Turn vehicle/entity down
CA/C54B: FF            End queue
CA/C54C: B1        End block of repeating commands
CA/C54D: 4B    Display dialogue message $058F, wait for button press
               TERRA: I remember it all
               I was raised in the Esper's world.
CA/C550: F0    Play song 33 (Another World of Beasts), (high bit clear), full volume
CA/C552: 94    Pause for 60 units
CA/C553: 5A    Fade screen at speed $02
CA/C555: 5C    Pause execution until fade in or fade out is complete
CA/C556: 40    Assign properties $1E to character $0E (Actor in stot 14)
CA/C559: 37    Assign graphics $30 to object $0E (Actor in stot 14)
CA/C55C: 43    Assign palette $04 to character $0E (Actor in stot 14)
CA/C55F: 3F    Remove character $01 (Actor in stot 1) from the party
CA/C562: 3F    Assign character $0E (Actor in stot 14) to party 1
CA/C565: 3F    Remove character $02 (Actor in stot 2) from the party
CA/C568: 3F    Remove character $04 (Actor in stot 4) from the party
CA/C56B: 3F    Remove character $05 (Actor in stot 5) from the party
CA/C56E: 3F    Remove character $0B (Actor in stot 11) from the party
CA/C571: 3F    Remove character $09 (Actor in stot 9) from the party
CA/C574: 3E    Delete object $01
CA/C576: 3D    Create object $0E
CA/C578: 3E    Delete object $02
CA/C57A: 3E    Delete object $04
CA/C57C: 3E    Delete object $05
CA/C57E: 3E    Delete object $0B
CA/C580: 3E    Delete object $09
CA/C582: 6B    Load map $00D9 (Esper World, outdoors (Terra's flashback / Ramuh's flashback)) instantly, (upper bits $2400), place party at (32, 12), facing down
CA/C588: 58    Shake screen ($FD): 
               (Intensity: 1)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/C58A: 38    Hold screen
CA/C58B: 30    Begin action queue for character $30 (Camera), 12 bytes long 
CA/C58D: C0        Set vehicle/entity's event speed to slowest
CA/C58E: 8A        Move vehicle/entity down 3 tiles
CA/C58F: A2        Move vehicle/entity left/down 1x1 tiles
CA/C590: A2        Move vehicle/entity left/down 1x1 tiles
CA/C591: A2        Move vehicle/entity left/down 1x1 tiles
CA/C592: A2        Move vehicle/entity left/down 1x1 tiles
CA/C593: A2        Move vehicle/entity left/down 1x1 tiles
CA/C594: A2        Move vehicle/entity left/down 1x1 tiles
CA/C595: A2        Move vehicle/entity left/down 1x1 tiles
CA/C596: A2        Move vehicle/entity left/down 1x1 tiles
CA/C597: A2        Move vehicle/entity left/down 1x1 tiles
CA/C598: FF        End queue
CA/C599: 94    Pause for 60 units
CA/C59A: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/C59C: CD        Turn vehicle/entity right
CA/C59D: E0        Pause for 4 * 1 (4) frames
CA/C59F: 88        Move vehicle/entity up 3 tiles
CA/C5A0: E0        Pause for 4 * 8 (32) frames
CA/C5A2: 8A        Move vehicle/entity down 3 tiles
CA/C5A3: FF        End queue
CA/C5A4: 94    Pause for 60 units
CA/C5A5: 48    Display dialogue message $0590, continue executing commands (Show text only)
               
               
               The Esper World 
CA/C5A8: B5    Pause for 15 * 40 (600) units
CA/C5AA: 97    Fade screen to black
CA/C5AB: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/C5AD: 47    Make character in slot 0 the lead character
CA/C5AE: 39    Free screen
CA/C5AF: 6B    Load map $00DB (Esper World, caves (Terra's flashback)) instantly, (upper bits $2400), place party at (34, 10), facing down
CA/C5B5: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/C5B7: 3A    Enable player to move while event commands execute
CA/C5B8: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/C5BA: D6    Set event bit $1E80($338) [$1EE7, bit 0]
CA/C5BC: D6    Set event bit $1E80($337) [$1EE6, bit 7]
CA/C5BE: D2    Set event bit $1E80($1C2) [$1EB8, bit 2]
CA/C5C0: FE    Return

CA/C5C1: D3    Clear event bit $1E80($124) [$1EA4, bit 4]
CA/C5C3: D3    Clear event bit $1E80($125) [$1EA4, bit 5]
CA/C5C5: D3    Clear event bit $1E80($126) [$1EA4, bit 6]
CA/C5C7: DE    Load CaseWord with the characters in the currently active party?
CA/C5C8: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CAC5D2
CA/C5CE: B2    Call subroutine $CAC680
CA/C5D2: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CAC5DC
CA/C5D8: B2    Call subroutine $CAC680
CA/C5DC: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CAC5E6
CA/C5E2: B2    Call subroutine $CAC680
CA/C5E6: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAC5F0
CA/C5EC: B2    Call subroutine $CAC680
CA/C5F0: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CAC5FA
CA/C5F6: B2    Call subroutine $CAC680
CA/C5FA: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CAC604
CA/C600: B2    Call subroutine $CAC680
CA/C604: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CAC60E
CA/C60A: B2    Call subroutine $CAC680
CA/C60E: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CAC618
CA/C614: B2    Call subroutine $CAC680
CA/C618: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CAC622
CA/C61E: B2    Call subroutine $CAC680
CA/C622: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CAC62C
CA/C628: B2    Call subroutine $CAC680
CA/C62C: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CAC636
CA/C632: B2    Call subroutine $CAC680
CA/C636: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAC640
CA/C63C: B2    Call subroutine $CAC680
CA/C640: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CAC64A
CA/C646: B2    Call subroutine $CAC680
CA/C64A: C0    If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CAC654
CA/C650: B2    Call subroutine $CAC680
CA/C654: D3    Clear event bit $1E80($1A3) [$1EB4, bit 3]
CA/C656: D3    Clear event bit $1E80($1A2) [$1EB4, bit 2]
CA/C658: D3    Clear event bit $1E80($1A1) [$1EB4, bit 1]
CA/C65A: D3    Clear event bit $1E80($1A0) [$1EB4, bit 0]
CA/C65C: C1    If ($1E80($125) [$1EA4, bit 5] is clear) or ($1E80($126) [$1EA4, bit 6] is clear), branch to $CAC667
CA/C664: D2    Set event bit $1E80($1A3) [$1EB4, bit 3]
CA/C666: FE    Return

CA/C667: C1    If ($1E80($125) [$1EA4, bit 5] is clear) or ($1E80($126) [$1EA4, bit 6] is set), branch to $CAC672
CA/C66F: D2    Set event bit $1E80($1A2) [$1EB4, bit 2]
CA/C671: FE    Return

CA/C672: C1    If ($1E80($125) [$1EA4, bit 5] is set) or ($1E80($126) [$1EA4, bit 6] is clear), branch to $CAC67D
CA/C67A: D2    Set event bit $1E80($1A1) [$1EB4, bit 1]
CA/C67C: FE    Return

CA/C67D: D2    Set event bit $1E80($1A0) [$1EB4, bit 0]
CA/C67F: FE    Return

CA/C680: C0    If ($1E80($124) [$1EA4, bit 4] is clear), branch to $CAC6A9
CA/C686: C1    If ($1E80($125) [$1EA4, bit 5] is clear) or ($1E80($126) [$1EA4, bit 6] is set), branch to $CAC691
CA/C68E: D2    Set event bit $1E80($126) [$1EA4, bit 6]
CA/C690: FE    Return

CA/C691: C1    If ($1E80($125) [$1EA4, bit 5] is set) or ($1E80($126) [$1EA4, bit 6] is clear), branch to $CAC69E
CA/C699: D2    Set event bit $1E80($125) [$1EA4, bit 5]
CA/C69B: D3    Clear event bit $1E80($126) [$1EA4, bit 6]
CA/C69D: FE    Return

CA/C69E: C1    If ($1E80($125) [$1EA4, bit 5] is set) or ($1E80($126) [$1EA4, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/C6A6: D2    Set event bit $1E80($126) [$1EA4, bit 6]
CA/C6A8: FE    Return

CA/C6A9: D2    Set event bit $1E80($124) [$1EA4, bit 4]
CA/C6AB: FE    Return

CA/C6AC: DE    Load CaseWord with the characters in the currently active party?
CA/C6AD: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CAC6DA; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAC6E4; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAC6EE; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAC6F8; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAC702; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAC70C; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAC716; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CAC720; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CAC72A; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CAC734; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CAC73E; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAC748; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CAC752; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CAC75C
CA/C6D9: FE    Return

CA/C6DA: B2    Call subroutine $CAC766
CA/C6DE: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C6E3: FE    Return

CA/C6E4: B2    Call subroutine $CAC766
CA/C6E8: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C6ED: FE    Return

CA/C6EE: B2    Call subroutine $CAC766
CA/C6F2: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C6F7: FE    Return

CA/C6F8: B2    Call subroutine $CAC766
CA/C6FC: 3C    Set up the party as follows: $03 (Actor in stot 3), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C701: FE    Return

CA/C702: B2    Call subroutine $CAC766
CA/C706: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C70B: FE    Return

CA/C70C: B2    Call subroutine $CAC766
CA/C710: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C715: FE    Return

CA/C716: B2    Call subroutine $CAC766
CA/C71A: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C71F: FE    Return

CA/C720: B2    Call subroutine $CAC766
CA/C724: 3C    Set up the party as follows: $07 (Actor in stot 7), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C729: FE    Return

CA/C72A: B2    Call subroutine $CAC766
CA/C72E: 3C    Set up the party as follows: $08 (Actor in stot 8), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C733: FE    Return

CA/C734: B2    Call subroutine $CAC766
CA/C738: 3C    Set up the party as follows: $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C73D: FE    Return

CA/C73E: B2    Call subroutine $CAC766
CA/C742: 3C    Set up the party as follows: $0A (Actor in stot 10), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C747: FE    Return

CA/C748: B2    Call subroutine $CAC766
CA/C74C: 3C    Set up the party as follows: $0B (Actor in stot 11), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C751: FE    Return

CA/C752: B2    Call subroutine $CAC766
CA/C756: 3C    Set up the party as follows: $0C (Actor in stot 12), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C75B: FE    Return

CA/C75C: B2    Call subroutine $CAC766
CA/C760: 3C    Set up the party as follows: $0D (Actor in stot 13), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C765: FE    Return

CA/C766: 47    Make character in slot 0 the lead character
CA/C767: 41    Show object $31
CA/C769: 41    Show object $32
CA/C76B: 41    Show object $33
CA/C76D: 41    Show object $34
CA/C76F: FE    Return

CA/C770: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CAC79D; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CAC7A3; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CAC7A9; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CAC7AF; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CAC7B5; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CAC7BB; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAC7C1; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CAC7C7; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CAC7CD; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CAC7D3; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CAC7D9; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CAC7DF; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CAC7E5; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CAC7EB
CA/C79C: FE    Return

CA/C79D: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7A2: FE    Return

CA/C7A3: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7A8: FE    Return

CA/C7A9: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7AE: FE    Return

CA/C7AF: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7B4: FE    Return

CA/C7B5: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7BA: FE    Return

CA/C7BB: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7C0: FE    Return

CA/C7C1: 3C    Set up the party as follows: $03 (Actor in stot 3), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7C6: FE    Return

CA/C7C7: 3C    Set up the party as follows: $07 (Actor in stot 7), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7CC: FE    Return

CA/C7CD: 3C    Set up the party as follows: $08 (Actor in stot 8), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7D2: FE    Return

CA/C7D3: 3C    Set up the party as follows: $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7D8: FE    Return

CA/C7D9: 3C    Set up the party as follows: $0A (Actor in stot 10), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7DE: FE    Return

CA/C7DF: 3C    Set up the party as follows: $0B (Actor in stot 11), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7E4: FE    Return

CA/C7E5: 3C    Set up the party as follows: $0C (Actor in stot 12), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7EA: FE    Return

CA/C7EB: 3C    Set up the party as follows: $0D (Actor in stot 13), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/C7F0: FE    Return

CA/C7F1: D6    Set event bit $1E80($303) [$1EE0, bit 3]
CA/C7F3: D6    Set event bit $1E80($379) [$1EEF, bit 1]
CA/C7F5: D7    Clear event bit $1E80($30C) [$1EE1, bit 4]
CA/C7F7: D7    Clear event bit $1E80($318) [$1EE3, bit 0]
CA/C7F9: D7    Clear event bit $1E80($319) [$1EE3, bit 1]
CA/C7FB: D7    Clear event bit $1E80($31B) [$1EE3, bit 3]
CA/C7FD: FE    Return

CA/C7FE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C800: 13        Do vehicle/entity graphical action $13 
CA/C801: FF        End queue
CA/C802: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C804: CE        Turn vehicle/entity down
CA/C805: FF        End queue
CA/C806: FE    Return

CA/C807: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C809: 15        Do vehicle/entity graphical action $15 
CA/C80A: FF        End queue
CA/C80B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C80D: CF        Turn vehicle/entity left
CA/C80E: FF        End queue
CA/C80F: FE    Return

CA/C810: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C812: 55        Do vehicle/entity graphical action $15, flipped horizontally
CA/C813: FF        End queue
CA/C814: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/C816: CD        Turn vehicle/entity right
CA/C817: FF        End queue
CA/C818: FE    Return

CA/C819: 78    Enable ability to pass through other objects for object $00 (TERRA )
CA/C81B: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CA/C81D: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CA/C81F: 78    Enable ability to pass through other objects for object $03 (SHADOW)
CA/C821: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CA/C823: 78    Enable ability to pass through other objects for object $05 (SABIN )
CA/C825: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/C827: 78    Enable ability to pass through other objects for object $07 (STRAGO)
CA/C829: 78    Enable ability to pass through other objects for object $08 (RELM  )
CA/C82B: 78    Enable ability to pass through other objects for object $09 (SETZER)
CA/C82D: 78    Enable ability to pass through other objects for object $0A (MOG   )
CA/C82F: 78    Enable ability to pass through other objects for object $0B (GAU   )
CA/C831: 78    Enable ability to pass through other objects for object $0C (GOGO  )
CA/C833: 78    Enable ability to pass through other objects for object $0D (UMARO )
CA/C835: FE    Return

CA/C836: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CA/C838: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CA/C83A: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CA/C83C: 36    Disable ability to pass through other objects for object $03 (Actor in stot 3)
CA/C83E: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CA/C840: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CA/C842: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CA/C844: 36    Disable ability to pass through other objects for object $07 (Actor in stot 7)
CA/C846: 36    Disable ability to pass through other objects for object $08 (Actor in stot 8)
CA/C848: 36    Disable ability to pass through other objects for object $09 (Actor in stot 9)
CA/C84A: 36    Disable ability to pass through other objects for object $0A (Actor in stot 10)
CA/C84C: 36    Disable ability to pass through other objects for object $0B (Actor in stot 11)
CA/C84E: 36    Disable ability to pass through other objects for object $0C (Actor in stot 12)
CA/C850: 36    Disable ability to pass through other objects for object $0D (Actor in stot 13)
CA/C852: FE    Return

CA/C853: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CA/C855: C8        Set object layering priority to 2 (low nibble 2)
CA/C857: FF        End queue
CA/C858: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/C85A: C8        Set object layering priority to 2 (low nibble 2)
CA/C85C: FF        End queue
CA/C85D: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CA/C85F: C8        Set object layering priority to 2 (low nibble 2)
CA/C861: FF        End queue
CA/C862: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long 
CA/C864: C8        Set object layering priority to 2 (low nibble 2)
CA/C866: FF        End queue
CA/C867: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/C869: C8        Set object layering priority to 2 (low nibble 2)
CA/C86B: FF        End queue
CA/C86C: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CA/C86E: C8        Set object layering priority to 2 (low nibble 2)
CA/C870: FF        End queue
CA/C871: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/C873: C8        Set object layering priority to 2 (low nibble 2)
CA/C875: FF        End queue
CA/C876: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CA/C878: C8        Set object layering priority to 2 (low nibble 2)
CA/C87A: FF        End queue
CA/C87B: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long 
CA/C87D: C8        Set object layering priority to 2 (low nibble 2)
CA/C87F: FF        End queue
CA/C880: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/C882: C8        Set object layering priority to 2 (low nibble 2)
CA/C884: FF        End queue
CA/C885: 0A    Begin action queue for character $0A (Actor in stot 10), 3 bytes long 
CA/C887: C8        Set object layering priority to 2 (low nibble 2)
CA/C889: FF        End queue
CA/C88A: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long 
CA/C88C: C8        Set object layering priority to 2 (low nibble 2)
CA/C88E: FF        End queue
CA/C88F: 0C    Begin action queue for character $0C (Actor in stot 12), 3 bytes long 
CA/C891: C8        Set object layering priority to 2 (low nibble 2)
CA/C893: FF        End queue
CA/C894: 0D    Begin action queue for character $0D (Actor in stot 13), 3 bytes long 
CA/C896: C8        Set object layering priority to 2 (low nibble 2)
CA/C898: FF        End queue
CA/C899: FE    Return

CA/C89A: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CA/C89C: C8        Set object layering priority to 0 (low nibble 0)
CA/C89E: FF        End queue
CA/C89F: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/C8A1: C8        Set object layering priority to 0 (low nibble 0)
CA/C8A3: FF        End queue
CA/C8A4: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CA/C8A6: C8        Set object layering priority to 0 (low nibble 0)
CA/C8A8: FF        End queue
CA/C8A9: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long 
CA/C8AB: C8        Set object layering priority to 0 (low nibble 0)
CA/C8AD: FF        End queue
CA/C8AE: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/C8B0: C8        Set object layering priority to 0 (low nibble 0)
CA/C8B2: FF        End queue
CA/C8B3: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CA/C8B5: C8        Set object layering priority to 0 (low nibble 0)
CA/C8B7: FF        End queue
CA/C8B8: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CA/C8BA: C8        Set object layering priority to 0 (low nibble 0)
CA/C8BC: FF        End queue
CA/C8BD: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CA/C8BF: C8        Set object layering priority to 0 (low nibble 0)
CA/C8C1: FF        End queue
CA/C8C2: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long 
CA/C8C4: C8        Set object layering priority to 0 (low nibble 0)
CA/C8C6: FF        End queue
CA/C8C7: 09    Begin action queue for character $09 (Actor in stot 9), 3 bytes long 
CA/C8C9: C8        Set object layering priority to 0 (low nibble 0)
CA/C8CB: FF        End queue
CA/C8CC: 0A    Begin action queue for character $0A (Actor in stot 10), 3 bytes long 
CA/C8CE: C8        Set object layering priority to 0 (low nibble 0)
CA/C8D0: FF        End queue
CA/C8D1: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long 
CA/C8D3: C8        Set object layering priority to 0 (low nibble 0)
CA/C8D5: FF        End queue
CA/C8D6: 0C    Begin action queue for character $0C (Actor in stot 12), 3 bytes long 
CA/C8D8: C8        Set object layering priority to 0 (low nibble 0)
CA/C8DA: FF        End queue
CA/C8DB: 0D    Begin action queue for character $0D (Actor in stot 13), 3 bytes long 
CA/C8DD: C8        Set object layering priority to 0 (low nibble 0)
CA/C8DF: FF        End queue
CA/C8E0: FE    Return

CA/C8E1: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/C8E3: C8        Set object layering priority to 0 (low nibble 0)
CA/C8E5: FF        End queue
CA/C8E6: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/C8E8: C8        Set object layering priority to 0 (low nibble 0)
CA/C8EA: FF        End queue
CA/C8EB: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/C8ED: C8        Set object layering priority to 0 (low nibble 0)
CA/C8EF: FF        End queue
CA/C8F0: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/C8F2: C8        Set object layering priority to 0 (low nibble 0)
CA/C8F4: FF        End queue
CA/C8F5: FE    Return

CA/C8F6: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/C8F8: C8        Set object layering priority to 2 (low nibble 2)
CA/C8FA: FF        End queue
CA/C8FB: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/C8FD: C8        Set object layering priority to 2 (low nibble 2)
CA/C8FF: FF        End queue
CA/C900: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/C902: C8        Set object layering priority to 2 (low nibble 2)
CA/C904: FF        End queue
CA/C905: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/C907: C8        Set object layering priority to 2 (low nibble 2)
CA/C909: FF        End queue
CA/C90A: FE    Return

CA/C90B: C0    If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CAC913
CA/C911: 3D    Create object $00
CA/C913: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CAC91B
CA/C919: 3D    Create object $01
CA/C91B: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CAC923
CA/C921: 3D    Create object $02
CA/C923: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CAC92B
CA/C929: 3D    Create object $03
CA/C92B: C0    If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CAC933
CA/C931: 3D    Create object $04
CA/C933: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CAC93B
CA/C939: 3D    Create object $05
CA/C93B: C0    If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CAC943
CA/C941: 3D    Create object $06
CA/C943: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CAC94B
CA/C949: 3D    Create object $07
CA/C94B: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CAC953
CA/C951: 3D    Create object $08
CA/C953: C0    If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CAC95B
CA/C959: 3D    Create object $09
CA/C95B: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CAC963
CA/C961: 3D    Create object $0A
CA/C963: C0    If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CAC96B
CA/C969: 3D    Create object $0B
CA/C96B: C0    If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CAC973
CA/C971: 3D    Create object $0C
CA/C973: C0    If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CAC97B
CA/C979: 3D    Create object $0D
CA/C97B: FE    Return

CA/C97C: C0    If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CAC984
CA/C982: 3E    Delete object $00
CA/C984: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CAC98C
CA/C98A: 3E    Delete object $01
CA/C98C: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CAC994
CA/C992: 3E    Delete object $02
CA/C994: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CAC99C
CA/C99A: 3E    Delete object $03
CA/C99C: C0    If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CAC9A4
CA/C9A2: 3E    Delete object $04
CA/C9A4: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CAC9AC
CA/C9AA: 3E    Delete object $05
CA/C9AC: C0    If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CAC9B4
CA/C9B2: 3E    Delete object $06
CA/C9B4: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CAC9BC
CA/C9BA: 3E    Delete object $07
CA/C9BC: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CAC9C4
CA/C9C2: 3E    Delete object $08
CA/C9C4: C0    If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CAC9CC
CA/C9CA: 3E    Delete object $09
CA/C9CC: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CAC9D4
CA/C9D2: 3E    Delete object $0A
CA/C9D4: C0    If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CAC9DC
CA/C9DA: 3E    Delete object $0B
CA/C9DC: C0    If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CAC9E4
CA/C9E2: 3E    Delete object $0C
CA/C9E4: C0    If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CAC9EC
CA/C9EA: 3E    Delete object $0D
CA/C9EC: FE    Return

CA/C9ED: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/C9EE: B2    Call subroutine $CAC9F3
CA/C9F2: FE    Return

CA/C9F3: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CAC9FB
CA/C9F9: 41    Show object $00
CA/C9FB: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CACA03
CA/CA01: 41    Show object $01
CA/CA03: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CACA0B
CA/CA09: 41    Show object $02
CA/CA0B: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CACA13
CA/CA11: 41    Show object $03
CA/CA13: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CACA1B
CA/CA19: 41    Show object $04
CA/CA1B: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CACA23
CA/CA21: 41    Show object $05
CA/CA23: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CACA2B
CA/CA29: 41    Show object $06
CA/CA2B: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CACA33
CA/CA31: 41    Show object $07
CA/CA33: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CACA3B
CA/CA39: 41    Show object $08
CA/CA3B: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CACA43
CA/CA41: 41    Show object $09
CA/CA43: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CACA4B
CA/CA49: 41    Show object $0A
CA/CA4B: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CACA53
CA/CA51: 41    Show object $0B
CA/CA53: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CACA5B
CA/CA59: 41    Show object $0C
CA/CA5B: C0    If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CACA63
CA/CA61: 41    Show object $0D
CA/CA63: FE    Return

CA/CA64: D3    Clear event bit $1E80($1A0) [$1EB4, bit 0]
CA/CA66: D3    Clear event bit $1E80($1A1) [$1EB4, bit 1]
CA/CA68: D3    Clear event bit $1E80($1A2) [$1EB4, bit 2]
CA/CA6A: D3    Clear event bit $1E80($1A3) [$1EB4, bit 3]
CA/CA6C: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CACA74
CA/CA72: D2    Set event bit $1E80($1A0) [$1EB4, bit 0]
CA/CA74: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CACA7C
CA/CA7A: D2    Set event bit $1E80($1A1) [$1EB4, bit 1]
CA/CA7C: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CACA84
CA/CA82: D2    Set event bit $1E80($1A2) [$1EB4, bit 2]
CA/CA84: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CACA8C
CA/CA8A: D2    Set event bit $1E80($1A3) [$1EB4, bit 3]
CA/CA8C: FE    Return

CA/CA8D: B2    Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right)
CA/CA91: BE    If $02 is in the current CaseWord, jump to subroutine $CACA9D; else
               If $01 is in the current CaseWord, jump to subroutine $CACAA5; else
               If $03 is in the current CaseWord, jump to subroutine $CACAAC
CA/CA9C: FE    Return

CA/CA9D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/CA9F: A2        Move vehicle/entity left/down 1x1 tiles
CA/CAA0: 82        Move vehicle/entity down 1 tile
CA/CAA1: 81        Move vehicle/entity right 1 tile
CA/CAA2: CC        Turn vehicle/entity up
CA/CAA3: FF        End queue
CA/CAA4: FE    Return

CA/CAA5: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CAA7: 82        Move vehicle/entity down 1 tile
CA/CAA8: 81        Move vehicle/entity right 1 tile
CA/CAA9: CC        Turn vehicle/entity up
CA/CAAA: FF        End queue
CA/CAAB: FE    Return

CA/CAAC: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CAAE: 82        Move vehicle/entity down 1 tile
CA/CAAF: 83        Move vehicle/entity left 1 tile
CA/CAB0: CC        Turn vehicle/entity up
CA/CAB1: FF        End queue
CA/CAB2: FE    Return

CA/CAB3: B2    Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right)
CA/CAB7: BE    If $00 is in the current CaseWord, jump to subroutine $CACAC3; else
               If $01 is in the current CaseWord, jump to subroutine $CACACB; else
               If $03 is in the current CaseWord, jump to subroutine $CACAD2
CA/CAC2: FE    Return

CA/CAC3: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/CAC5: A3        Move vehicle/entity left/up 1x1 tiles
CA/CAC6: 80        Move vehicle/entity up 1 tile
CA/CAC7: 81        Move vehicle/entity right 1 tile
CA/CAC8: CE        Turn vehicle/entity down
CA/CAC9: FF        End queue
CA/CACA: FE    Return

CA/CACB: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CACD: 80        Move vehicle/entity up 1 tile
CA/CACE: 81        Move vehicle/entity right 1 tile
CA/CACF: CE        Turn vehicle/entity down
CA/CAD0: FF        End queue
CA/CAD1: FE    Return

CA/CAD2: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CAD4: 80        Move vehicle/entity up 1 tile
CA/CAD5: 83        Move vehicle/entity left 1 tile
CA/CAD6: CE        Turn vehicle/entity down
CA/CAD7: FF        End queue
CA/CAD8: FE    Return

CA/CAD9: B2    Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right)
CA/CADD: BE    If $02 is in the current CaseWord, jump to subroutine $CACAE9; else
               If $00 is in the current CaseWord, jump to subroutine $CACAF0; else
               If $03 is in the current CaseWord, jump to subroutine $CACAF7
CA/CAE8: FE    Return

CA/CAE9: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CAEB: 83        Move vehicle/entity left 1 tile
CA/CAEC: 82        Move vehicle/entity down 1 tile
CA/CAED: CD        Turn vehicle/entity right
CA/CAEE: FF        End queue
CA/CAEF: FE    Return

CA/CAF0: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CAF2: 83        Move vehicle/entity left 1 tile
CA/CAF3: 80        Move vehicle/entity up 1 tile
CA/CAF4: CD        Turn vehicle/entity right
CA/CAF5: FF        End queue
CA/CAF6: FE    Return

CA/CAF7: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/CAF9: 80        Move vehicle/entity up 1 tile
CA/CAFA: 87        Move vehicle/entity left 2 tiles
CA/CAFB: 82        Move vehicle/entity down 1 tile
CA/CAFC: CD        Turn vehicle/entity right
CA/CAFD: FF        End queue
CA/CAFE: FE    Return

CA/CAFF: B2    Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right)
CA/CB03: BE    If $02 is in the current CaseWord, jump to subroutine $CACB0F; else
               If $00 is in the current CaseWord, jump to subroutine $CACB16; else
               If $01 is in the current CaseWord, jump to subroutine $CACB1D
CA/CB0E: FE    Return

CA/CB0F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CB11: 81        Move vehicle/entity right 1 tile
CA/CB12: 82        Move vehicle/entity down 1 tile
CA/CB13: CF        Turn vehicle/entity left
CA/CB14: FF        End queue
CA/CB15: FE    Return

CA/CB16: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/CB18: 81        Move vehicle/entity right 1 tile
CA/CB19: 80        Move vehicle/entity up 1 tile
CA/CB1A: CF        Turn vehicle/entity left
CA/CB1B: FF        End queue
CA/CB1C: FE    Return

CA/CB1D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/CB1F: 82        Move vehicle/entity down 1 tile
CA/CB20: 85        Move vehicle/entity right 2 tiles
CA/CB21: 80        Move vehicle/entity up 1 tile
CA/CB22: CF        Turn vehicle/entity left
CA/CB23: FF        End queue
CA/CB24: FE    Return

CA/CB25: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CA/CB29: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/CB2F: DE    Load CaseWord with the characters in the currently active party?
CA/CB30: BE    If character $00 (TERRA ) is in the current CaseWord, call subroutine $CACB5D; else
               If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CACB61; else
               If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CACB65; else
               If character $06 (CELES ) is in the current CaseWord, call subroutine $CACB69; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CACB6D; else
               If character $02 (CYAN  ) is in the current CaseWord, call subroutine $CACB71; else
               If character $03 (SHADOW) is in the current CaseWord, call subroutine $CACB75; else
               If character $07 (STRAGO) is in the current CaseWord, call subroutine $CACB79; else
               If character $08 (RELM  ) is in the current CaseWord, call subroutine $CACB7D; else
               If character $09 (SETZER) is in the current CaseWord, call subroutine $CACB81; else
               If character $0A (MOG   ) is in the current CaseWord, call subroutine $CACB85; else
               If character $0B (GAU   ) is in the current CaseWord, call subroutine $CACB89; else
               If character $0C (GOGO  ) is in the current CaseWord, call subroutine $CACB8D; else
               If character $0D (UMARO ) is in the current CaseWord, call subroutine $CACB91
CA/CB5C: FE    Return

CA/CB5D: 3F    Remove character $00 (Actor in stot 0) from the party
CA/CB60: FE    Return

CA/CB61: 3F    Remove character $01 (Actor in stot 1) from the party
CA/CB64: FE    Return

CA/CB65: 3F    Remove character $04 (Actor in stot 4) from the party
CA/CB68: FE    Return

CA/CB69: 3F    Remove character $06 (Actor in stot 6) from the party
CA/CB6C: FE    Return

CA/CB6D: 3F    Remove character $05 (Actor in stot 5) from the party
CA/CB70: FE    Return

CA/CB71: 3F    Remove character $02 (Actor in stot 2) from the party
CA/CB74: FE    Return

CA/CB75: 3F    Remove character $03 (Actor in stot 3) from the party
CA/CB78: FE    Return

CA/CB79: 3F    Remove character $07 (Actor in stot 7) from the party
CA/CB7C: FE    Return

CA/CB7D: 3F    Remove character $08 (Actor in stot 8) from the party
CA/CB80: FE    Return

CA/CB81: 3F    Remove character $09 (Actor in stot 9) from the party
CA/CB84: FE    Return

CA/CB85: 3F    Remove character $0A (Actor in stot 10) from the party
CA/CB88: FE    Return

CA/CB89: 3F    Remove character $0B (Actor in stot 11) from the party
CA/CB8C: FE    Return

CA/CB8D: 3F    Remove character $0C (Actor in stot 12) from the party
CA/CB90: FE    Return

CA/CB91: 3F    Remove character $0D (Actor in stot 13) from the party
CA/CB94: FE    Return

CA/CB95: 42    Hide object $32
CA/CB97: 42    Hide object $33
CA/CB99: 42    Hide object $34
CA/CB9B: 45    Refresh objects
CA/CB9C: 47    Make character in slot 0 the lead character
CA/CB9D: 3A    Enable player to move while event commands execute
CA/CB9E: FE    Return

CA/CB9F: B2    Call subroutine $CACBAF
CA/CBA3: 99    Invoke party selection screen (1 groups) (force characters: [$0000] ()
CA/CBA7: 46    Make party 1 the current party
CA/CBA9: B2    Call subroutine $CACCA4
CA/CBAD: 3A    Enable player to move while event commands execute
CA/CBAE: FE    Return

CA/CBAF: 3E    Delete object $00
CA/CBB1: 3E    Delete object $01
CA/CBB3: 3E    Delete object $02
CA/CBB5: 3E    Delete object $03
CA/CBB7: 3E    Delete object $04
CA/CBB9: 3E    Delete object $05
CA/CBBB: 3E    Delete object $06
CA/CBBD: 3E    Delete object $07
CA/CBBF: 3E    Delete object $08
CA/CBC1: 3E    Delete object $09
CA/CBC3: 3E    Delete object $0A
CA/CBC5: 3E    Delete object $0B
CA/CBC7: 3E    Delete object $0C
CA/CBC9: 3E    Delete object $0D
CA/CBCB: 3E    Delete object $0E
CA/CBCD: 3E    Delete object $0F
CA/CBCF: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CA/CBD0: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CACBDF
CA/CBD6: 3D    Create object $00
CA/CBD8: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CBDC: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CA/CBDF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CACBEE
CA/CBE5: 3D    Create object $01
CA/CBE7: 88    Remove the following status ailments from character $01 (Actor in stot 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CBEB: 8B    For character $01 (Actor in stot 1), take HP and set to maximum
CA/CBEE: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CACBFD
CA/CBF4: 3D    Create object $02
CA/CBF6: 88    Remove the following status ailments from character $02 (Actor in stot 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CBFA: 8B    For character $02 (Actor in stot 2), take HP and set to maximum
CA/CBFD: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CACC0C
CA/CC03: 3D    Create object $03
CA/CC05: 88    Remove the following status ailments from character $03 (Actor in stot 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC09: 8B    For character $03 (Actor in stot 3), take HP and set to maximum
CA/CC0C: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CACC1B
CA/CC12: 3D    Create object $04
CA/CC14: 88    Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC18: 8B    For character $04 (Actor in stot 4), take HP and set to maximum
CA/CC1B: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CACC2A
CA/CC21: 3D    Create object $05
CA/CC23: 88    Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC27: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CA/CC2A: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CACC39
CA/CC30: 3D    Create object $06
CA/CC32: 88    Remove the following status ailments from character $06 (Actor in stot 6): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC36: 8B    For character $06 (Actor in stot 6), take HP and set to maximum
CA/CC39: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CACC48
CA/CC3F: 3D    Create object $07
CA/CC41: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC45: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CA/CC48: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CACC57
CA/CC4E: 3D    Create object $08
CA/CC50: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC54: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CA/CC57: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CACC66
CA/CC5D: 3D    Create object $09
CA/CC5F: 88    Remove the following status ailments from character $09 (Actor in stot 9): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC63: 8B    For character $09 (Actor in stot 9), take HP and set to maximum
CA/CC66: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CACC75
CA/CC6C: 3D    Create object $0B
CA/CC6E: 88    Remove the following status ailments from character $0B (Actor in stot 11): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC72: 8B    For character $0B (Actor in stot 11), take HP and set to maximum
CA/CC75: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CACC84
CA/CC7B: 3D    Create object $0C
CA/CC7D: 88    Remove the following status ailments from character $0C (Actor in stot 12): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC81: 8B    For character $0C (Actor in stot 12), take HP and set to maximum
CA/CC84: C0    If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CACC93
CA/CC8A: 3D    Create object $0D
CA/CC8C: 88    Remove the following status ailments from character $0D (Actor in stot 13): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC90: 8B    For character $0D (Actor in stot 13), take HP and set to maximum
CA/CC93: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CACCA2
CA/CC99: 3D    Create object $0A
CA/CC9B: 88    Remove the following status ailments from character $0A (Actor in stot 10): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CC9F: 8B    For character $0A (Actor in stot 10), take HP and set to maximum
CA/CCA2: 45    Refresh objects
CA/CCA3: FE    Return

CA/CCA4: E3    Load CaseWord with available characters?
CA/CCA5: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CACCAD
CA/CCAB: 3E    Delete object $00
CA/CCAD: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CACCB5
CA/CCB3: 3E    Delete object $01
CA/CCB5: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CACCBD
CA/CCBB: 3E    Delete object $02
CA/CCBD: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CACCC5
CA/CCC3: 3E    Delete object $03
CA/CCC5: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CACCCD
CA/CCCB: 3E    Delete object $04
CA/CCCD: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CACCD5
CA/CCD3: 3E    Delete object $05
CA/CCD5: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CACCDD
CA/CCDB: 3E    Delete object $06
CA/CCDD: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CACCE5
CA/CCE3: 3E    Delete object $07
CA/CCE5: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CACCED
CA/CCEB: 3E    Delete object $08
CA/CCED: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CACCF5
CA/CCF3: 3E    Delete object $09
CA/CCF5: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CACCFD
CA/CCFB: 3E    Delete object $0B
CA/CCFD: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CACD05
CA/CD03: 3E    Delete object $0C
CA/CD05: C0    If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CACD0D
CA/CD0B: 3E    Delete object $0D
CA/CD0D: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CACD15
CA/CD13: 3E    Delete object $0A
CA/CD15: 45    Refresh objects
CA/CD16: FE    Return

CA/CD17: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/CD1D: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/CD1F: F2    Fade out current song with transition time 48
CA/CD21: 94    Pause for 60 units
CA/CD22: 5A    Fade screen at speed $08
CA/CD24: 5C    Pause execution until fade in or fade out is complete
CA/CD25: F0    Play song 56 (Nighty Night), (high bit set), full volume
CA/CD27: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/CD2B: FA    Stop temporarily played song
CA/CD2C: F3    Fade in previously faded out song with transition time 32
CA/CD2E: 59    Unfade screen at speed $08
CA/CD30: FE    Return

CA/CD31: B2    Call subroutine $CACF67
CA/CD35: F0    Play song 56 (Nighty Night), (high bit set), full volume
CA/CD37: B2    Call subroutine $CACF96
CA/CD3B: FE    Return

CA/CD3C: B2    Call subroutine $CACF67
CA/CD40: DE    Load CaseWord with the characters in the currently active party?
CA/CD41: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CACD57
CA/CD47: BD    Pseudo-randomly jump to $CACD57 50% of the time
CA/CD4B: B2    Call subroutine $CACD5B
CA/CD4F: 41    Show object $31
CA/CD51: 41    Show object $32
CA/CD53: 41    Show object $33
CA/CD55: 41    Show object $34
CA/CD57: F0    Play song 56 (Nighty Night), (high bit set), full volume
CA/CD59: FA    Stop temporarily played song
CA/CD5A: FE    Return

CA/CD5B: 42    Hide object $31
CA/CD5D: 42    Hide object $32
CA/CD5F: 42    Hide object $33
CA/CD61: 42    Hide object $34
CA/CD63: C0    If ($1E80($024) [$1E84, bit 4] is set), branch to $CACDD9
CA/CD69: 6B    Load map $0004 (Darkness (Shadow's first dream)) instantly, (upper bits $0000), place party at (8, 7), facing up
CA/CD6F: 3D    Create object $10
CA/CD71: 41    Show object $10
CA/CD73: 59    Unfade screen at speed $08
CA/CD75: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/CD77: 2D        Do vehicle/entity graphical action $2D 
CA/CD78: FF        End queue
CA/CD79: B3    Call subroutine $CACDD4, 4 times
CA/CD7E: 3D    Create object $11
CA/CD80: 41    Show object $11
CA/CD82: 45    Refresh objects
CA/CD83: F4    Play sound effect 174
CA/CD85: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/CD87: CE        Turn vehicle/entity down
CA/CD88: E0        Pause for 4 * 2 (8) frames
CA/CD8A: CC        Turn vehicle/entity up
CA/CD8B: FF        End queue
CA/CD8C: B5    Pause for 15 * 15 (225) units
CA/CD8E: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/CD90: C0        Set vehicle/entity's event speed to slowest
CA/CD91: 8A        Move vehicle/entity down 3 tiles
CA/CD92: FF        End queue
CA/CD93: B2    Call subroutine $CACDD4
CA/CD97: 48    Display dialogue message $01CB, continue executing commands (Show text only)
               BARAM: ClydeI'm
               done for
               Ffind me here
               Please, Clyde 
CA/CD9A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/CD9C: C7        Set vehicle/entity to stay still when moving
CA/CD9D: C1        Set vehicle/entity's event speed to slow
CA/CD9E: 82        Move vehicle/entity down 1 tile
CA/CD9F: C6        Set vehicle/entity to walk when moving
CA/CDA0: FF        End queue
CA/CDA1: B3    Call subroutine $CACDD4, 3 times
CA/CDA6: 3E    Delete object $11
CA/CDA8: F4    Play sound effect 174
CA/CDAA: B5    Pause for 15 * 15 (225) units
CA/CDAC: 10    Begin action queue for character $10 (NPC $10), 21 bytes long 
CA/CDAE: 80        Move vehicle/entity up 1 tile
CA/CDAF: CF        Turn vehicle/entity left
CA/CDB0: E0        Pause for 4 * 2 (8) frames
CA/CDB2: CD        Turn vehicle/entity right
CA/CDB3: E0        Pause for 4 * 6 (24) frames
CA/CDB5: CC        Turn vehicle/entity up
CA/CDB6: E0        Pause for 4 * 4 (16) frames
CA/CDB8: 80        Move vehicle/entity up 1 tile
CA/CDB9: CF        Turn vehicle/entity left
CA/CDBA: E0        Pause for 4 * 2 (8) frames
CA/CDBC: CD        Turn vehicle/entity right
CA/CDBD: E0        Pause for 4 * 6 (24) frames
CA/CDBF: CC        Turn vehicle/entity up
CA/CDC0: E0        Pause for 4 * 4 (16) frames
CA/CDC2: FF        End queue
CA/CDC3: B3    Call subroutine $CACDD4, 4 times
CA/CDC8: 5A    Fade screen at speed $08
CA/CDCA: 3E    Delete object $10
CA/CDCC: B3    Call subroutine $CACDD4, 2 times
CA/CDD1: D0    Set event bit $1E80($024) [$1E84, bit 4]
CA/CDD3: FE    Return

CA/CDD4: F4    Play sound effect 173
CA/CDD6: B5    Pause for 15 * 11 (165) units
CA/CDD8: FE    Return

CA/CDD9: C0    If ($1E80($026) [$1E84, bit 6] is set), branch to $CACE51
CA/CDDF: 6B    Load map $00AE (Phantom Forest, leading to train platform, dark (Shadow's second dream)) instantly, (upper bits $0000), place party at (23, 9), facing up
CA/CDE5: 50    Tint screen (cumulative) with color $BC
CA/CDE7: B0    Execute the following commands until $B1 31 times
CA/CDE9: 51        Modify background color range from [37, 37]: Do <unknown operation> (Black) at intensity 3
CA/CDED: 51        Modify background color range from [05, 05]: Do <unknown operation> (Black) at intensity 3
CA/CDF1: 51        Modify background color range from [29, 29]: Do <unknown operation> (Black) at intensity 3
CA/CDF5: B1        End block of repeating commands
CA/CDF6: 96    Restore screen from fade
CA/CDF7: 5C    Pause execution until fade in or fade out is complete
CA/CDF8: 94    Pause for 60 units
CA/CDF9: 3D    Create object $10
CA/CDFB: 3D    Create object $11
CA/CDFD: 41    Show object $10
CA/CDFF: 41    Show object $11
CA/CE01: 45    Refresh objects
CA/CE02: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CA/CE04: C2        Set vehicle/entity's event speed to normal
CA/CE05: 9F        Move vehicle/entity left 8 tiles
CA/CE06: 87        Move vehicle/entity left 2 tiles
CA/CE07: C1        Set vehicle/entity's event speed to slow
CA/CE08: 83        Move vehicle/entity left 1 tile
CA/CE09: FF        End queue
CA/CE0A: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/CE0C: 86        Move vehicle/entity down 2 tiles
CA/CE0D: 9F        Move vehicle/entity left 8 tiles
CA/CE0E: 87        Move vehicle/entity left 2 tiles
CA/CE0F: DD        Make vehicle/entity jump (high)
CA/CE10: A8        Move vehicle/entity left/down 1x2 tiles
CA/CE11: CE        Turn vehicle/entity down
CA/CE12: FF        End queue
CA/CE13: 11    Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete)
CA/CE15: 82        Move vehicle/entity down 1 tile
CA/CE16: 9F        Move vehicle/entity left 8 tiles
CA/CE17: 8B        Move vehicle/entity left 3 tiles
CA/CE18: DD        Make vehicle/entity jump (high)
CA/CE19: A8        Move vehicle/entity left/down 1x2 tiles
CA/CE1A: CE        Turn vehicle/entity down
CA/CE1B: FF        End queue
CA/CE1C: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/CE1E: 4B    Display dialogue message $01CC, wait for button press (Show text only)
               BARAM: Yahoooo!
               We did it, Clyde!
               CLYDE: A million GP!
               What a blast! I love this!
CA/CE21: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CA/CE23: C1        Set vehicle/entity's event speed to slow
CA/CE24: 87        Move vehicle/entity left 2 tiles
CA/CE25: E0        Pause for 4 * 4 (16) frames
CA/CE27: CE        Turn vehicle/entity down
CA/CE28: FF        End queue
CA/CE29: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/CE2B: CF        Turn vehicle/entity left
CA/CE2C: FF        End queue
CA/CE2D: 4B    Display dialogue message $01CD, wait for button press (Show text only)
               BARAM: Guess it's time to change our name.
               CLYDE: Our name?
               BARAM: We need something moreappropriate.
               BARAM: Such as?
               BARAM:  SHADOW!
               Not bad, huh?
CA/CE30: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/CE32: E0        Pause for 4 * 3 (12) frames
CA/CE34: C1        Set vehicle/entity's event speed to slow
CA/CE35: 8C        Move vehicle/entity up 4 tiles
CA/CE36: E0        Pause for 4 * 3 (12) frames
CA/CE38: CE        Turn vehicle/entity down
CA/CE39: FF        End queue
CA/CE3A: 42    Hide object $11
CA/CE3C: B0    Execute the following commands until $B1 31 times
CA/CE3E: 50        Tint screen (cumulative) with color $9F
CA/CE40: B4        Pause for 4 units
CA/CE42: B1        End block of repeating commands
CA/CE43: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/CE45: F4    Play sound effect 39
CA/CE47: 4B    Display dialogue message $01CE, wait for button press (Show text only)
               CLYDE: Great train robbers of the century
               SHADOW?
CA/CE4A: 5A    Fade screen at speed $08
CA/CE4C: B5    Pause for 15 * 10 (150) units
CA/CE4E: D0    Set event bit $1E80($026) [$1E84, bit 6]
CA/CE50: FE    Return

CA/CE51: C0    If ($1E80($027) [$1E84, bit 7] is set), branch to $CACEFE
CA/CE57: 6B    Load map $00AA (Calm riverbank, dark (Shadow's third dream)) instantly, (upper bits $0000), place party at (8, 16), facing up
CA/CE5D: 50    Tint screen (cumulative) with color $BC
CA/CE5F: 52    Tint characters (cumulative) with color $BC
CA/CE61: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/CE63: 2D        Do vehicle/entity graphical action $2D 
CA/CE64: FF        End queue
CA/CE65: 96    Restore screen from fade
CA/CE66: 5C    Pause execution until fade in or fade out is complete
CA/CE67: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/CE69: 84        Move vehicle/entity up 2 tiles
CA/CE6A: 87        Move vehicle/entity left 2 tiles
CA/CE6B: 84        Move vehicle/entity up 2 tiles
CA/CE6C: CD        Turn vehicle/entity right
CA/CE6D: FF        End queue
CA/CE6E: B0    Execute the following commands until $B1 10 times
CA/CE70: 53        Modify object color range from [11, 11]: Add (Black) at intensity 0
CA/CE74: B1        End block of repeating commands
CA/CE75: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CA/CE77: F4    Play sound effect 39
CA/CE79: 4B    Display dialogue message $01CF, wait for button press (Show text only)
               CLYDE: Open your eyes!
               BARAM: I'm scaredhack, cough
               Isis this MY blood?
               CLYDE: You're gonna be okay!
CA/CE7C: B0    Execute the following commands until $B1 2 times
CA/CE7E: 51        Modify background color range from [3E, 3E]: Add (Black) at intensity 2
CA/CE82: 53        Modify object color range from [12, 7F]: Do unknown operation (Black) at intensity 0
CA/CE86: B1        End block of repeating commands
CA/CE87: B0    Execute the following commands until $B1 8 times
CA/CE89: 51        Modify background color range from [31, 31]: Add (Black) at intensity 1
CA/CE8D: 51        Modify background color range from [39, 3A]: Add (Black) at intensity 1
CA/CE91: 53        Modify object color range from [12, 7F]: Do unknown operation (Black) at intensity 0
CA/CE95: B1        End block of repeating commands
CA/CE96: B0    Execute the following commands until $B1 16 times
CA/CE98: 53        Modify object color range from [12, 7F]: Do unknown operation (Black) at intensity 0
CA/CE9C: 53        Modify object color range from [11, 11]: Do unknown operation (Black) at intensity 0
CA/CEA0: B1        End block of repeating commands
CA/CEA1: 4B    Display dialogue message $01D0, wait for button press (Show text only)
               BARAM: I've let you down
               I'm sorry
               CLYDE: Save your strength.
               We're almost to a town.
               BARAM: You don't have to pretend. I know. I've losttoo much blood.
CA/CEA4: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CA/CEA6: C3        Set vehicle/entity's event speed to fast
CA/CEA7: C7        Set vehicle/entity to stay still when moving
CA/CEA8: 83        Move vehicle/entity left 1 tile
CA/CEA9: C6        Set vehicle/entity to walk when moving
CA/CEAA: C2        Set vehicle/entity's event speed to normal
CA/CEAB: FF        End queue
CA/CEAC: 4B    Display dialogue message $01D1, wait for button press (Show text only)
               BARAM: Get going!
               I'm gonna slow you down.
               CLYDE: But!
               BARAM: You wanna get caught?
CA/CEAF: 10    Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete)
CA/CEB1: C1        Set vehicle/entity's event speed to slow
CA/CEB2: 81        Move vehicle/entity right 1 tile
CA/CEB3: E0        Pause for 4 * 8 (32) frames
CA/CEB5: CE        Turn vehicle/entity down
CA/CEB6: E0        Pause for 4 * 10 (40) frames
CA/CEB8: CD        Turn vehicle/entity right
CA/CEB9: E0        Pause for 4 * 6 (24) frames
CA/CEBB: C2        Set vehicle/entity's event speed to normal
CA/CEBC: 86        Move vehicle/entity down 2 tiles
CA/CEBD: FF        End queue
CA/CEBE: F4    Play sound effect 39
CA/CEC0: 4B    Display dialogue message $01D2, wait for button press (Show text only)
               BARAM: Before you go
               You have to use your knife
CA/CEC3: B5    Pause for 15 * 10 (150) units
CA/CEC5: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/CEC7: CD        Turn vehicle/entity right
CA/CEC8: FF        End queue
CA/CEC9: 94    Pause for 60 units
CA/CECA: 4B    Display dialogue message $01D3, wait for button press (Show text only)
               CLYDE: WHAT!!!!
               BARAM: Think what they'll do to me if I get caught.
               I don't want to go through that. Do me this favor.
CA/CECD: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/CECF: C0        Set vehicle/entity's event speed to slowest
CA/CED0: 84        Move vehicle/entity up 2 tiles
CA/CED1: CD        Turn vehicle/entity right
CA/CED2: FF        End queue
CA/CED3: 4B    Display dialogue message $01D4, wait for button press (Show text only)
               BARAM: Are youshaking?
               I can't believe it!
               You're acting like a coward!
               Come on, you weakling!
               Grab a knife and
               CLYDE: I CAN'T!
CA/CED6: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/CED8: C3        Set vehicle/entity's event speed to fast
CA/CED9: 8E        Move vehicle/entity down 4 tiles
CA/CEDA: FF        End queue
CA/CEDB: F4    Play sound effect 39
CA/CEDD: 4B    Display dialogue message $01D5, wait for button press (Show text only)
               BARAM: Clyde!!!
CA/CEE0: B5    Pause for 15 * 8 (120) units
CA/CEE2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/CEE4: 2D        Do vehicle/entity graphical action $2D 
CA/CEE5: FF        End queue
CA/CEE6: 95    Pause for 120 units
CA/CEE7: 4B    Display dialogue message $01D6, wait for button press (Show text only)
               CLYDE: I'm sorry
CA/CEEA: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/CEEC: 92        Move vehicle/entity down 5 tiles
CA/CEED: FF        End queue
CA/CEEE: B0    Execute the following commands until $B1 16 times
CA/CEF0: 50        Tint screen (cumulative) with color $9C
CA/CEF2: B1        End block of repeating commands
CA/CEF3: F4    Play sound effect 174
CA/CEF5: 4B    Display dialogue message $01D7, wait for button press (Show text only)
               BARAM: Clyde!
               How dare you!?
CA/CEF8: 5A    Fade screen at speed $08
CA/CEFA: D0    Set event bit $1E80($027) [$1E84, bit 7]
CA/CEFC: 95    Pause for 120 units
CA/CEFD: FE    Return

CA/CEFE: C0    If ($1E80($028) [$1E85, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/CF04: 6B    Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0000), place party at (24, 26), facing up
CA/CF0A: 61    Colorize color range [$04, $FF] to color $07
CA/CF0E: 62    Mosaic screen, speed 1
CA/CF10: 96    Restore screen from fade
CA/CF11: 5C    Pause execution until fade in or fade out is complete
CA/CF12: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CA/CF14: E0        Pause for 4 * 8 (32) frames
CA/CF16: 92        Move vehicle/entity down 5 tiles
CA/CF17: 97        Move vehicle/entity left 6 tiles
CA/CF18: 8E        Move vehicle/entity down 4 tiles
CA/CF19: 81        Move vehicle/entity right 1 tile
CA/CF1A: FF        End queue
CA/CF1B: B0    Execute the following commands until $B1 4 times
CA/CF1D: 14        Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CA/CF1F: 84            Move vehicle/entity up 2 tiles
CA/CF20: E0            Pause for 4 * 2 (8) frames
CA/CF22: FF            End queue
CA/CF23: B1        End block of repeating commands
CA/CF24: F4    Play sound effect 151
CA/CF26: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/CF28: CF        Turn vehicle/entity left
CA/CF29: E0        Pause for 4 * 4 (16) frames
CA/CF2B: CE        Turn vehicle/entity down
CA/CF2C: FF        End queue
CA/CF2D: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CA/CF2F: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CA/CF31: 9F        Move vehicle/entity left 8 tiles
CA/CF32: FF        End queue
CA/CF33: F4    Play sound effect 151
CA/CF35: 91    Pause for 15 units
CA/CF36: F4    Play sound effect 151
CA/CF38: 95    Pause for 120 units
CA/CF39: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CA/CF3B: 89        Move vehicle/entity right 3 tiles
CA/CF3C: E0        Pause for 4 * 6 (24) frames
CA/CF3E: 8D        Move vehicle/entity right 4 tiles
CA/CF3F: FF        End queue
CA/CF40: 94    Pause for 60 units
CA/CF41: 4B    Display dialogue message $01D8, wait for button press (Show text only)
               HeyHEY!
               Stay with me now!
CA/CF44: 92    Pause for 30 units
CA/CF45: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/CF47: 9D        Move vehicle/entity right 8 tiles
CA/CF48: FF        End queue
CA/CF49: F4    Play sound effect 151
CA/CF4B: 92    Pause for 30 units
CA/CF4C: F4    Play sound effect 151
CA/CF4E: B5    Pause for 15 * 6 (90) units
CA/CF50: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CA/CF52: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/CF54: CF        Turn vehicle/entity left
CA/CF55: FF        End queue
CA/CF56: 95    Pause for 120 units
CA/CF57: 4B    Display dialogue message $01D9, wait for button press (Show text only)
               CLYDE: Wheream?
               A small village called Thama
               Hang in there!
CA/CF5A: F4    Play sound effect 151
CA/CF5C: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CA/CF5E: 81        Move vehicle/entity right 1 tile
CA/CF5F: FF        End queue
CA/CF60: 5A    Fade screen at speed $08
CA/CF62: 5C    Pause execution until fade in or fade out is complete
CA/CF63: 95    Pause for 120 units
CA/CF64: D0    Set event bit $1E80($028) [$1E85, bit 0]
CA/CF66: FE    Return

CA/CF67: F2    Fade out current song with transition time 96
CA/CF69: B2    Call subroutine $CAC6AC
CA/CF6D: B2    Call subroutine $CB2E34
CA/CF71: 38    Hold screen
CA/CF72: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CA/CF74: C2        Set vehicle/entity's event speed to normal
CA/CF75: A4        Move vehicle/entity right/up 1x2 tiles
CA/CF76: 81        Move vehicle/entity right 1 tile
CA/CF77: FF        End queue
CA/CF78: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CA/CF7A: C2        Set vehicle/entity's event speed to normal
CA/CF7B: AB        Move vehicle/entity left/up 1x2 tiles
CA/CF7C: 83        Move vehicle/entity left 1 tile
CA/CF7D: FF        End queue
CA/CF7E: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/CF80: C2        Set vehicle/entity's event speed to normal
CA/CF81: A7        Move vehicle/entity right/down 1x2 tiles
CA/CF82: 81        Move vehicle/entity right 1 tile
CA/CF83: FF        End queue
CA/CF84: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/CF86: C2        Set vehicle/entity's event speed to normal
CA/CF87: A8        Move vehicle/entity left/down 1x2 tiles
CA/CF88: 83        Move vehicle/entity left 1 tile
CA/CF89: FF        End queue
CA/CF8A: 94    Pause for 60 units
CA/CF8B: 5A    Fade screen at speed $08
CA/CF8D: 5C    Pause execution until fade in or fade out is complete
CA/CF8E: 94    Pause for 60 units
CA/CF8F: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CA/CF93: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/CF95: FE    Return

CA/CF96: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/CF98: FA    Stop temporarily played song
CA/CF99: F3    Fade in previously faded out song with transition time 32
CA/CF9B: 59    Unfade screen at speed $08
CA/CF9D: 95    Pause for 120 units
CA/CF9E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/CFA0: 83        Move vehicle/entity left 1 tile
CA/CFA1: A8        Move vehicle/entity left/down 1x2 tiles
CA/CFA2: FF        End queue
CA/CFA3: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/CFA5: 81        Move vehicle/entity right 1 tile
CA/CFA6: A7        Move vehicle/entity right/down 1x2 tiles
CA/CFA7: FF        End queue
CA/CFA8: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/CFAA: 83        Move vehicle/entity left 1 tile
CA/CFAB: AB        Move vehicle/entity left/up 1x2 tiles
CA/CFAC: FF        End queue
CA/CFAD: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/CFAF: 81        Move vehicle/entity right 1 tile
CA/CFB0: A4        Move vehicle/entity right/up 1x2 tiles
CA/CFB1: FF        End queue
CA/CFB2: 94    Pause for 60 units
CA/CFB3: B2    Call subroutine $CB2E2B
CA/CFB7: B2    Call subroutine $CACB95
CA/CFBB: 39    Free screen
CA/CFBC: FE    Return

CA/CFBD: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFC1: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFC5: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFC9: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFCD: 8B    For character $31 (Party Character 0), take HP and set to maximum
CA/CFD0: 8B    For character $32 (Party Character 1), take HP and set to maximum
CA/CFD3: 8B    For character $33 (Party Character 2), take HP and set to maximum
CA/CFD6: 8B    For character $34 (Party Character 3), take HP and set to maximum
CA/CFD9: 8C    For character $31 (Party Character 0), take MP and set to maximum
CA/CFDC: 8C    For character $32 (Party Character 1), take MP and set to maximum
CA/CFDF: 8C    For character $33 (Party Character 2), take MP and set to maximum
CA/CFE2: 8C    For character $34 (Party Character 3), take MP and set to maximum
CA/CFE5: FE    Return

CA/CFE6: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFEA: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFEE: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFF2: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CA/CFF6: 8B    For character $31 (Party Character 0), take HP and add 1
CA/CFF9: 8B    For character $32 (Party Character 1), take HP and add 1
CA/CFFC: 8B    For character $33 (Party Character 2), take HP and add 1
CA/CFFF: 8B    For character $34 (Party Character 3), take HP and add 1
CA/D002: 8C    For character $31 (Party Character 0), take MP and add 0
CA/D005: 8C    For character $32 (Party Character 1), take MP and add 0
CA/D008: 8C    For character $33 (Party Character 2), take MP and add 0
CA/D00B: 8C    For character $34 (Party Character 3), take MP and add 0
CA/D00E: FE    Return

CA/D00F: B0    Execute the following commands until $B1 31 times
CA/D011: 50        Tint screen (cumulative) with color $9F
CA/D013: B1        End block of repeating commands
CA/D014: FE    Return

CA/D015: B0    Execute the following commands until $B1 31 times
CA/D017: 50        Tint screen (cumulative) with color $DF
CA/D019: B1        End block of repeating commands
CA/D01A: FE    Return

CA/D01B: B0    Execute the following commands until $B1 31 times
CA/D01D: 50        Tint screen (cumulative) with color $3F
CA/D01F: B1        End block of repeating commands
CA/D020: FE    Return

CA/D021: B0    Execute the following commands until $B1 31 times
CA/D023: 50        Tint screen (cumulative) with color $7F
CA/D025: B1        End block of repeating commands
CA/D026: FE    Return

CA/D027: B0    Execute the following commands until $B1 31 times
CA/D029: 52        Tint characters (cumulative) with color $9F
CA/D02B: B1        End block of repeating commands
CA/D02C: FE    Return

CA/D02D: B0    Execute the following commands until $B1 31 times
CA/D02F: 52        Tint characters (cumulative) with color $DF
CA/D031: B1        End block of repeating commands
CA/D032: FE    Return

CA/D033: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/D035: 91    Pause for 15 units
CA/D036: FE    Return

CA/D037: 73    Replace current map's Layer 1 at (27, 13) with the following (2 x 3) chunk, refresh immediately
CA/D03C:       $08, $09
CA/D03E:       $0A, $18
CA/D040:       $19, $1A
CA/D042: FE    Return

CA/D043: 73    Replace current map's Layer 1 at (22, 24) with the following (2 x 3) chunk, refresh immediately
CA/D048:       $08, $09
CA/D04A:       $0A, $18
CA/D04C:       $19, $1A
CA/D04E: FE    Return

CA/D04F: 73    Replace current map's Layer 1 at (32, 24) with the following (2 x 3) chunk, refresh immediately
CA/D054:       $08, $09
CA/D056:       $0A, $18
CA/D058:       $19, $1A
CA/D05A: FE    Return

CA/D05B: 73    Replace current map's Layer 1 at (27, 38) with the following (2 x 3) chunk, refresh immediately
CA/D060:       $08, $09
CA/D062:       $0A, $18
CA/D064:       $19, $1A
CA/D066: FE    Return

CA/D067: 73    Replace current map's Layer 1 at (101, 51) with the following (6 x 2) chunk, refresh immediately
CA/D06C:       $4B, $49, $DE, $DD, $EE, $ED
CA/D072:       $FE, $FD, $6B, $69, $E0, $C3
CA/D078: FE    Return

CA/D079: 73    Replace current map's Layer 1 at (101, 50) with the following (6 x 2) chunk, refresh immediately
CA/D07E:       $4B, $49, $DE, $DD, $EE, $ED
CA/D084:       $FE, $FD, $6B, $69, $E0, $B3
CA/D08A: FE    Return

CA/D08B: 73    Replace current map's Layer 1 at (101, 49) with the following (6 x 2) chunk, refresh immediately
CA/D090:       $4B, $49, $DE, $DD, $EE, $ED
CA/D096:       $FE, $FD, $6B, $69, $E0, $E1
CA/D09C: FE    Return

CA/D09D: 73    Replace current map's Layer 1 at (101, 45) with the following (12 x 2) chunk, refresh immediately
CA/D0A2:       $45, $43, $45, $43, $45, $43, $4B, $49, $DE, $DD, $EE, $ED
CA/D0AE:       $FE, $FD, $6B, $69, $E0, $E1, $E0, $E1, $E0, $B3, $E0, $C3
CA/D0BA: 73    Replace current map's Layer 1 at (101, 111) with the following (1 x 2) chunk, refresh immediately
CA/D0BF:       $00
CA/D0C0:       $00
CA/D0C1: FE    Return

CA/D0C2: 73    Replace current map's Layer 1 at (8, 9) with the following (16 x 17) chunk, refresh immediately
CA/D0C7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D0D7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D0E7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D0F7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D107:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D117:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D127:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D137:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D147:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D157:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D167:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D177:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D187:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D197:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D1A7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D1B7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D1C7:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D1D7: FE    Return

CA/D1D8: 73    Replace current map's Layer 1 at (8, 74) with the following (15 x 18) chunk, refresh immediately
CA/D1DD:       $01, $01, $A5, $30, $30, $31, $A2, $A3, $A4, $A5, $30, $A5, $30, $30, $31
CA/D1EC:       $A2, $01, $01, $01, $01, $3D, $3E, $3F, $3A, $3B, $3C, $3D, $3E, $3F, $3A
CA/D1FB:       $3B, $3C, $3D, $3E, $01, $01, $01, $01, $20, $21, $40, $20, $21, $40, $20
CA/D20A:       $21, $40, $20, $21, $40, $20, $21, $01, $01, $01, $01, $30, $31, $A2, $A3
CA/D219:       $A4, $A5, $30, $31, $A2, $A3, $A4, $A5, $30, $31, $01, $01, $01, $B0, $3A
CA/D228:       $3B, $3C, $3D, $3E, $3F, $3A, $3B, $3C, $3D, $3E, $3F, $3A, $3B, $B1, $01
CA/D237:       $01, $C0, $C2, $C3, $C4, $C5, $C6, $C7, $C8, $C4, $C5, $C6, $C7, $C8, $C9
CA/D246:       $CA, $C1, $01, $01, $D0, $D2, $D3, $D4, $D5, $D6, $D7, $D8, $D4, $D5, $D6
CA/D255:       $D7, $D8, $D9, $DA, $D1, $01, $01, $E0, $E2, $E3, $E4, $E5, $E6, $E7, $E8
CA/D264:       $E4, $E5, $E6, $E7, $E8, $E9, $EA, $E1, $01, $01, $F0, $F2, $F3, $F4, $F5
CA/D273:       $F6, $F7, $F8, $F4, $F5, $F6, $F7, $F8, $F9, $FA, $F1, $01, $01, $01, $1E
CA/D282:       $1F, $AB, $AC, $AD, $AE, $AC, $AE, $AC, $AD, $AE, $AF, $CB, $2E, $01, $01
CA/D291:       $01, $01, $01, $2F, $BB, $BC, $BD, $BE, $BC, $BD, $BE, $BC, $BE, $BF, $DB
CA/D2A0:       $01, $01, $01, $01, $01, $01, $01, $1E, $CC, $CC, $CC, $CC, $CC, $CC, $CC
CA/D2AF:       $CC, $2E, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/D2BE:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $CE, $CF, $01, $01, $01
CA/D2CD:       $01, $01, $01, $01, $01, $01, $01, $01, $01, $50, $70, $01, $FB, $DE, $DF
CA/D2DC:       $EB, $FC, $01, $01, $EF, $EB, $EC, $ED, $EE, $01, $FE, $FF, $60, $80, $ED
CA/D2EB: FE    Return

CA/D2EC: 73    Replace current map's Layer 1 at (8, 73) with the following (16 x 17) chunk, refresh immediately
CA/D2F1:       $01, $01, $03, $03, $01, $01, $03, $03, $03, $03, $03, $01, $01, $03, $03, $01
CA/D301:       $01, $01, $01, $13, $13, $01, $01, $13, $13, $13, $13, $13, $01, $01, $13, $13
CA/D311:       $01, $01, $01, $01, $23, $23, $01, $01, $23, $23, $23, $23, $23, $01, $01, $23
CA/D321:       $23, $01, $01, $01, $01, $33, $33, $02, $01, $33, $33, $33, $33, $33, $01, $02
CA/D331:       $33, $33, $01, $01, $01, $02, $01, $0A, $12, $01, $0A, $0A, $0A, $0A, $0A, $01
CA/D341:       $12, $0A, $01, $02, $01, $01, $12, $01, $01, $22, $01, $01, $01, $01, $01, $01
CA/D351:       $01, $22, $01, $01, $12, $01, $01, $22, $CD, $01, $32, $05, $07, $07, $07, $07
CA/D361:       $07, $08, $32, $01, $DC, $22, $01, $02, $32, $DD, $BA, $06, $1A, $1A, $1A, $1A
CA/D371:       $1A, $1A, $1A, $06, $BA, $FD, $32, $02, $12, $06, $0B, $0C, $0D, $1A, $1A, $1A
CA/D381:       $1A, $1A, $1A, $1A, $1B, $1C, $1D, $06, $12, $22, $24, $25, $36, $2B, $2C, $2C
CA/D391:       $2C, $2C, $2C, $2C, $2C, $2D, $37, $28, $29, $22, $32, $02, $34, $1A, $1A, $1A
CA/D3A1:       $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $35, $02, $32, $06, $12, $34, $1A, $1A
CA/D3B1:       $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $35, $12, $06, $24, $22, $04, $16
CA/D3C1:       $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $17, $09, $22, $29, $01, $32, $01
CA/D3D1:       $15, $16, $1A, $1A, $1A, $1A, $1A, $1A, $1A, $17, $18, $01, $32, $01, $01, $06
CA/D3E1:       $01, $01, $26, $2A, $2A, $2A, $2A, $2A, $2A, $2A, $27, $01, $01, $06, $01, $01
CA/D3F1:       $24, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $29, $01
CA/D401: FE    Return

CA/D402: 73    Replace current map's Layer 1 at (8, 80) with the following (9 x 18) chunk, refresh immediately
CA/D407:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D410:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D419:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D422:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/D42B:       $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/D434:       $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/D43D:       $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/D446:       $01, $01, $01, $01, $01, $01, $01, $01, $01
CA/D44F:       $01, $41, $42, $43, $44, $45, $46, $47, $48
CA/D458:       $49, $4A, $4B, $4C, $4D, $4E, $4F, $01, $01
CA/D461:       $01, $51, $52, $53, $54, $55, $56, $57, $58
CA/D46A:       $59, $5A, $5B, $5C, $5D, $5E, $5F, $01, $01
CA/D473:       $01, $61, $62, $63, $64, $65, $66, $67, $68
CA/D47C:       $69, $6A, $6B, $6C, $6D, $6E, $6F, $01, $01
CA/D485:       $01, $71, $72, $73, $74, $75, $76, $77, $78
CA/D48E:       $79, $7A, $7B, $7C, $7D, $7E, $7F, $01, $01
CA/D497:       $01, $81, $82, $83, $84, $85, $86, $87, $88
CA/D4A0:       $89, $8A, $8B, $8C, $8D, $8E, $8F, $01, $01
CA/D4A9: FE    Return

CA/D4AA: 73    Replace current map's Layer 1 at (27, 137) with the following (2 x 4) chunk, refresh immediately
CA/D4AF:       $02, $4A
CA/D4B1:       $00, $41
CA/D4B3:       $05, $43
CA/D4B5:       $00, $84
CA/D4B7: 73    Replace current map's Layer 1 at (31, 141) with the following (2 x 1) chunk, refresh immediately
CA/D4BC:       $01, $04
CA/D4BE: 73    Replace current map's Layer 1 at (20, 145) with the following (6 x 1) chunk, refresh immediately
CA/D4C3:       $01, $44, $04, $44, $01, $04
CA/D4C9: 73    Replace current map's Layer 1 at (21, 150) with the following (1 x 1) chunk, refresh immediately
CA/D4CE:       $43
CA/D4CF: 73    Replace current map's Layer 1 at (24, 145) with the following (1 x 1) chunk, refresh immediately
CA/D4D4:       $42
CA/D4D5: 73    Replace current map's Layer 1 at (26, 149) with the following (2 x 1) chunk, refresh immediately
CA/D4DA:       $01, $44
CA/D4DC: 73    Replace current map's Layer 1 at (30, 149) with the following (2 x 1) chunk, refresh immediately
CA/D4E1:       $41, $04
CA/D4E3: 73    Replace current map's Layer 1 at (34, 149) with the following (2 x 3) chunk, refresh immediately
CA/D4E8:       $00, $02
CA/D4EA:       $00, $83
CA/D4EC:       $05, $43
CA/D4EE: 73    Replace current map's Layer 1 at (32, 151) with the following (3 x 2) chunk, refresh immediately
CA/D4F3:       $00, $02, $02
CA/D4F6:       $49, $05, $43
CA/D4F9: 73    Replace current map's Layer 1 at (22, 154) with the following (4 x 3) chunk, refresh immediately
CA/D4FE:       $09, $02, $00, $03
CA/D502:       $05, $43, $00, $42
CA/D506:       $00, $00, $45, $00
CA/D50A: 73    Replace current map's Layer 1 at (27, 158) with the following (1 x 1) chunk, refresh immediately
CA/D50F:       $02
CA/D510: 73    Replace current map's Layer 1 at (33, 159) with the following (1 x 1) chunk, refresh immediately
CA/D515:       $41
CA/D516: 73    Replace current map's Layer 1 at (29, 163) with the following (3 x 2) chunk, refresh immediately
CA/D51B:       $02, $00, $00
CA/D51E:       $41, $00, $04
CA/D521: 73    Replace current map's Layer 1 at (27, 166) with the following (2 x 2) chunk, refresh immediately
CA/D526:       $42, $00
CA/D528:       $45, $43
CA/D52A: FE    Return

CA/D52B: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/D531: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/D533: F4    Play sound effect 25
CA/D535: B2    Call subroutine $CADB2B
CA/D539: FE    Return

CA/D53A: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/D540: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/D542: F4    Play sound effect 25
CA/D544: B2    Call subroutine $CADB46
CA/D548: 91    Pause for 15 units
CA/D549: F4    Play sound effect 25
CA/D54B: B2    Call subroutine $CADB6B
CA/D54F: FE    Return

CA/D550: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/D556: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/D558: F4    Play sound effect 25
CA/D55A: B2    Call subroutine $CADB96
CA/D55E: 91    Pause for 15 units
CA/D55F: F4    Play sound effect 25
CA/D561: B2    Call subroutine $CADBA3
CA/D565: FE    Return

CA/D566: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/D568: C8        Set object layering priority to 3 (low nibble 3)
CA/D56A: C7        Set vehicle/entity to stay still when moving
CA/D56B: 1F        Do vehicle/entity graphical action $1F 
CA/D56C: E0        Pause for 4 * 3 (12) frames
CA/D56E: C3        Set vehicle/entity's event speed to fast
CA/D56F: 86        Move vehicle/entity down 2 tiles
CA/D570: FF        End queue
CA/D571: F4    Play sound effect 48
CA/D573: 42    Hide object $31
CA/D575: 45    Refresh objects
CA/D576: FE    Return

CA/D577: 41    Show object $31
CA/D579: 45    Refresh objects
CA/D57A: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/D57C: C2        Set vehicle/entity's event speed to normal
CA/D57D: C6        Set vehicle/entity to walk when moving
CA/D57E: DD        Make vehicle/entity jump (high)
CA/D57F: CE        Turn vehicle/entity down
CA/D580: FF        End queue
CA/D581: 91    Pause for 15 units
CA/D582: FE    Return

CA/D583: B2    Call subroutine $CAD5D5
CA/D587: B2    Call subroutine $CAD566
CA/D58B: B2    Call subroutine $CAD5F0
CA/D58F: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/D591: A8        Move vehicle/entity left/down 1x2 tiles
CA/D592: A2        Move vehicle/entity left/down 1x1 tiles
CA/D593: A2        Move vehicle/entity left/down 1x1 tiles
CA/D594: A2        Move vehicle/entity left/down 1x1 tiles
CA/D595: A2        Move vehicle/entity left/down 1x1 tiles
CA/D596: A2        Move vehicle/entity left/down 1x1 tiles
CA/D597: A2        Move vehicle/entity left/down 1x1 tiles
CA/D598: A8        Move vehicle/entity left/down 1x2 tiles
CA/D599: FF        End queue
CA/D59A: B2    Call subroutine $CAD602
CA/D59E: B2    Call subroutine $CAD577
CA/D5A2: B2    Call subroutine $CAD61D
CA/D5A6: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D5A8: C8        Set object layering priority to 0 (low nibble 0)
CA/D5AA: FF        End queue
CA/D5AB: FE    Return

CA/D5AC: B2    Call subroutine $CAD602
CA/D5B0: B2    Call subroutine $CAD566
CA/D5B4: B2    Call subroutine $CAD61D
CA/D5B8: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/D5BA: A4        Move vehicle/entity right/up 1x2 tiles
CA/D5BB: A0        Move vehicle/entity right/up 1x1 tiles
CA/D5BC: A0        Move vehicle/entity right/up 1x1 tiles
CA/D5BD: A0        Move vehicle/entity right/up 1x1 tiles
CA/D5BE: A0        Move vehicle/entity right/up 1x1 tiles
CA/D5BF: A0        Move vehicle/entity right/up 1x1 tiles
CA/D5C0: A0        Move vehicle/entity right/up 1x1 tiles
CA/D5C1: A4        Move vehicle/entity right/up 1x2 tiles
CA/D5C2: FF        End queue
CA/D5C3: B2    Call subroutine $CAD5D5
CA/D5C7: B2    Call subroutine $CAD577
CA/D5CB: B2    Call subroutine $CAD5F0
CA/D5CF: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D5D1: C8        Set object layering priority to 0 (low nibble 0)
CA/D5D3: FF        End queue
CA/D5D4: FE    Return

CA/D5D5: 73    Replace current map's Layer 1 at (40, 6) with the following (2 x 1) chunk, refresh immediately
CA/D5DA:       $BE, $BF
CA/D5DC: B4    Pause for 8 units
CA/D5DE: 73    Replace current map's Layer 1 at (39, 5) with the following (4 x 3) chunk, refresh immediately
CA/D5E3:       $CD, $CE, $CF, $DD
CA/D5E7:       $DE, $DF, $ED, $EA
CA/D5EB:       $EF, $48, $FA, $4A
CA/D5EF: FE    Return

CA/D5F0: 73    Replace current map's Layer 1 at (39, 5) with the following (4 x 3) chunk, refresh immediately
CA/D5F5:       $08, $09, $0A, $28
CA/D5F9:       $FB, $2A, $38, $39
CA/D5FD:       $3A, $48, $10, $4A
CA/D601: FE    Return

CA/D602: 73    Replace current map's Layer 1 at (32, 16) with the following (2 x 1) chunk, refresh immediately
CA/D607:       $BE, $BF
CA/D609: B4    Pause for 8 units
CA/D60B: 73    Replace current map's Layer 1 at (31, 15) with the following (4 x 3) chunk, refresh immediately
CA/D610:       $CD, $CE, $CF, $DD
CA/D614:       $DE, $DF, $ED, $EA
CA/D618:       $EF, $48, $FA, $4A
CA/D61C: FE    Return

CA/D61D: 73    Replace current map's Layer 1 at (31, 15) with the following (4 x 3) chunk, refresh immediately
CA/D622:       $18, $19, $1A, $67
CA/D626:       $FE, $68, $38, $39
CA/D62A:       $3A, $B5, $10, $B5
CA/D62E: FE    Return

CA/D62F: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/D635: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CA/D637: F4    Play sound effect 25
CA/D639: B2    Call subroutine $CADBAD
CA/D63D: 91    Pause for 15 units
CA/D63E: F4    Play sound effect 25
CA/D640: B2    Call subroutine $CADBBC
CA/D644: FE    Return

CA/D645: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/D64B: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CA/D64D: F4    Play sound effect 25
CA/D64F: B2    Call subroutine $CADBCD
CA/D653: 91    Pause for 15 units
CA/D654: B2    Call subroutine $CADBEC
CA/D658: 91    Pause for 15 units
CA/D659: F4    Play sound effect 25
CA/D65B: B2    Call subroutine $CADC05
CA/D65F: FE    Return

CA/D660: B2    Call subroutine $CAD6CE
CA/D664: B2    Call subroutine $CAD566
CA/D668: B2    Call subroutine $CAD6E9
CA/D66C: 31    Begin action queue for character $31 (Party Character 0), 23 bytes long (Wait until complete)
CA/D66E: AA        Move vehicle/entity left/up 2x1 tiles
CA/D66F: AA        Move vehicle/entity left/up 2x1 tiles
CA/D670: A3        Move vehicle/entity left/up 1x1 tiles
CA/D671: A3        Move vehicle/entity left/up 1x1 tiles
CA/D672: A3        Move vehicle/entity left/up 1x1 tiles
CA/D673: A3        Move vehicle/entity left/up 1x1 tiles
CA/D674: A3        Move vehicle/entity left/up 1x1 tiles
CA/D675: A3        Move vehicle/entity left/up 1x1 tiles
CA/D676: A3        Move vehicle/entity left/up 1x1 tiles
CA/D677: A3        Move vehicle/entity left/up 1x1 tiles
CA/D678: A3        Move vehicle/entity left/up 1x1 tiles
CA/D679: A3        Move vehicle/entity left/up 1x1 tiles
CA/D67A: A3        Move vehicle/entity left/up 1x1 tiles
CA/D67B: A3        Move vehicle/entity left/up 1x1 tiles
CA/D67C: A3        Move vehicle/entity left/up 1x1 tiles
CA/D67D: A3        Move vehicle/entity left/up 1x1 tiles
CA/D67E: A3        Move vehicle/entity left/up 1x1 tiles
CA/D67F: A3        Move vehicle/entity left/up 1x1 tiles
CA/D680: A3        Move vehicle/entity left/up 1x1 tiles
CA/D681: A3        Move vehicle/entity left/up 1x1 tiles
CA/D682: A3        Move vehicle/entity left/up 1x1 tiles
CA/D683: AA        Move vehicle/entity left/up 2x1 tiles
CA/D684: FF        End queue
CA/D685: B2    Call subroutine $CAD6FB
CA/D689: B2    Call subroutine $CAD577
CA/D68D: B2    Call subroutine $CAD716
CA/D691: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D693: C8        Set object layering priority to 0 (low nibble 0)
CA/D695: FF        End queue
CA/D696: FE    Return

CA/D697: B2    Call subroutine $CAD6FB
CA/D69B: B2    Call subroutine $CAD566
CA/D69F: B2    Call subroutine $CAD716
CA/D6A3: 31    Begin action queue for character $31 (Party Character 0), 23 bytes long (Wait until complete)
CA/D6A5: A6        Move vehicle/entity right/down 2x1 tiles
CA/D6A6: A6        Move vehicle/entity right/down 2x1 tiles
CA/D6A7: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6A8: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6A9: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6AA: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6AB: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6AC: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6AD: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6AE: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6AF: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B0: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B1: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B2: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B3: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B4: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B5: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B6: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B7: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B8: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6B9: A1        Move vehicle/entity right/down 1x1 tiles
CA/D6BA: A6        Move vehicle/entity right/down 2x1 tiles
CA/D6BB: FF        End queue
CA/D6BC: B2    Call subroutine $CAD6CE
CA/D6C0: B2    Call subroutine $CAD577
CA/D6C4: B2    Call subroutine $CAD6E9
CA/D6C8: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D6CA: C8        Set object layering priority to 0 (low nibble 0)
CA/D6CC: FF        End queue
CA/D6CD: FE    Return

CA/D6CE: 73    Replace current map's Layer 1 at (67, 39) with the following (2 x 1) chunk, refresh immediately
CA/D6D3:       $BE, $BF
CA/D6D5: B4    Pause for 8 units
CA/D6D7: 73    Replace current map's Layer 1 at (66, 38) with the following (4 x 3) chunk, refresh immediately
CA/D6DC:       $CD, $CE, $CF, $DD
CA/D6E0:       $DE, $DF, $ED, $EA
CA/D6E4:       $EF, $48, $FA, $4A
CA/D6E8: FE    Return

CA/D6E9: 73    Replace current map's Layer 1 at (66, 38) with the following (4 x 3) chunk, refresh immediately
CA/D6EE:       $08, $09, $0A, $28
CA/D6F2:       $FB, $2A, $38, $39
CA/D6F6:       $3A, $48, $10, $4A
CA/D6FA: FE    Return

CA/D6FB: 73    Replace current map's Layer 1 at (42, 17) with the following (2 x 1) chunk, refresh immediately
CA/D700:       $BE, $BF
CA/D702: B4    Pause for 8 units
CA/D704: 73    Replace current map's Layer 1 at (41, 16) with the following (4 x 3) chunk, refresh immediately
CA/D709:       $CD, $CE, $CF, $DD
CA/D70D:       $DE, $DF, $ED, $EA
CA/D711:       $EF, $48, $FA, $4A
CA/D715: FE    Return

CA/D716: 73    Replace current map's Layer 1 at (41, 16) with the following (4 x 3) chunk, refresh immediately
CA/D71B:       $08, $09, $0A, $28
CA/D71F:       $FB, $2A, $38, $39
CA/D723:       $3A, $48, $10, $4A
CA/D727: FE    Return

CA/D728: B2    Call subroutine $CAD77C
CA/D72C: B2    Call subroutine $CAD566
CA/D730: B2    Call subroutine $CAD797
CA/D734: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CA/D736: A6        Move vehicle/entity right/down 2x1 tiles
CA/D737: A6        Move vehicle/entity right/down 2x1 tiles
CA/D738: A6        Move vehicle/entity right/down 2x1 tiles
CA/D739: A6        Move vehicle/entity right/down 2x1 tiles
CA/D73A: A6        Move vehicle/entity right/down 2x1 tiles
CA/D73B: A6        Move vehicle/entity right/down 2x1 tiles
CA/D73C: A6        Move vehicle/entity right/down 2x1 tiles
CA/D73D: 9D        Move vehicle/entity right 8 tiles
CA/D73E: 81        Move vehicle/entity right 1 tile
CA/D73F: FF        End queue
CA/D740: B2    Call subroutine $CAD7A9
CA/D744: B2    Call subroutine $CAD577
CA/D748: B2    Call subroutine $CAD7C4
CA/D74C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D74E: C8        Set object layering priority to 0 (low nibble 0)
CA/D750: FF        End queue
CA/D751: FE    Return

CA/D752: B2    Call subroutine $CAD7A9
CA/D756: B2    Call subroutine $CAD566
CA/D75A: B2    Call subroutine $CAD7C4
CA/D75E: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CA/D760: 9F        Move vehicle/entity left 8 tiles
CA/D761: 83        Move vehicle/entity left 1 tile
CA/D762: AA        Move vehicle/entity left/up 2x1 tiles
CA/D763: AA        Move vehicle/entity left/up 2x1 tiles
CA/D764: AA        Move vehicle/entity left/up 2x1 tiles
CA/D765: AA        Move vehicle/entity left/up 2x1 tiles
CA/D766: AA        Move vehicle/entity left/up 2x1 tiles
CA/D767: AA        Move vehicle/entity left/up 2x1 tiles
CA/D768: AA        Move vehicle/entity left/up 2x1 tiles
CA/D769: FF        End queue
CA/D76A: B2    Call subroutine $CAD77C
CA/D76E: B2    Call subroutine $CAD577
CA/D772: B2    Call subroutine $CAD797
CA/D776: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D778: C8        Set object layering priority to 0 (low nibble 0)
CA/D77A: FF        End queue
CA/D77B: FE    Return

CA/D77C: 73    Replace current map's Layer 1 at (40, 24) with the following (2 x 1) chunk, refresh immediately
CA/D781:       $BE, $BF
CA/D783: B4    Pause for 8 units
CA/D785: 73    Replace current map's Layer 1 at (39, 23) with the following (4 x 3) chunk, refresh immediately
CA/D78A:       $CD, $CE, $CF, $DD
CA/D78E:       $DE, $DF, $ED, $EA
CA/D792:       $EF, $48, $FA, $4A
CA/D796: FE    Return

CA/D797: 73    Replace current map's Layer 1 at (39, 23) with the following (4 x 3) chunk, refresh immediately
CA/D79C:       $08, $69, $1A, $67
CA/D7A0:       $FE, $68, $38, $39
CA/D7A4:       $3A, $48, $10, $4A
CA/D7A8: FE    Return

CA/D7A9: 73    Replace current map's Layer 1 at (63, 31) with the following (2 x 1) chunk, refresh immediately
CA/D7AE:       $BE, $BF
CA/D7B0: B4    Pause for 8 units
CA/D7B2: 73    Replace current map's Layer 1 at (62, 30) with the following (4 x 3) chunk, refresh immediately
CA/D7B7:       $CD, $CE, $CF, $DD
CA/D7BB:       $DE, $DF, $ED, $EA
CA/D7BF:       $EF, $48, $FA, $4A
CA/D7C3: FE    Return

CA/D7C4: 73    Replace current map's Layer 1 at (62, 30) with the following (4 x 3) chunk, refresh immediately
CA/D7C9:       $18, $19, $1A, $67
CA/D7CD:       $FE, $68, $38, $39
CA/D7D1:       $3A, $48, $10, $4A
CA/D7D5: FE    Return

CA/D7D6: B2    Call subroutine $CAD82E
CA/D7DA: B2    Call subroutine $CAD566
CA/D7DE: B2    Call subroutine $CAD849
CA/D7E2: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/D7E4: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7E5: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7E6: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7E7: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7E8: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7E9: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7EA: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7EB: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7EC: A6        Move vehicle/entity right/down 2x1 tiles
CA/D7ED: 9D        Move vehicle/entity right 8 tiles
CA/D7EE: 89        Move vehicle/entity right 3 tiles
CA/D7EF: FF        End queue
CA/D7F0: B2    Call subroutine $CAD85B
CA/D7F4: B2    Call subroutine $CAD577
CA/D7F8: B2    Call subroutine $CAD876
CA/D7FC: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D7FE: C8        Set object layering priority to 0 (low nibble 0)
CA/D800: FF        End queue
CA/D801: FE    Return

CA/D802: B2    Call subroutine $CAD85B
CA/D806: B2    Call subroutine $CAD566
CA/D80A: B2    Call subroutine $CAD876
CA/D80E: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CA/D810: 9F        Move vehicle/entity left 8 tiles
CA/D811: 8B        Move vehicle/entity left 3 tiles
CA/D812: AA        Move vehicle/entity left/up 2x1 tiles
CA/D813: AA        Move vehicle/entity left/up 2x1 tiles
CA/D814: AA        Move vehicle/entity left/up 2x1 tiles
CA/D815: AA        Move vehicle/entity left/up 2x1 tiles
CA/D816: AA        Move vehicle/entity left/up 2x1 tiles
CA/D817: AA        Move vehicle/entity left/up 2x1 tiles
CA/D818: AA        Move vehicle/entity left/up 2x1 tiles
CA/D819: AA        Move vehicle/entity left/up 2x1 tiles
CA/D81A: AA        Move vehicle/entity left/up 2x1 tiles
CA/D81B: FF        End queue
CA/D81C: B2    Call subroutine $CAD82E
CA/D820: B2    Call subroutine $CAD577
CA/D824: B2    Call subroutine $CAD849
CA/D828: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D82A: C8        Set object layering priority to 0 (low nibble 0)
CA/D82C: FF        End queue
CA/D82D: FE    Return

CA/D82E: 73    Replace current map's Layer 1 at (48, 22) with the following (2 x 1) chunk, refresh immediately
CA/D833:       $BE, $BF
CA/D835: B4    Pause for 8 units
CA/D837: 73    Replace current map's Layer 1 at (47, 21) with the following (4 x 3) chunk, refresh immediately
CA/D83C:       $CD, $CE, $CF, $DD
CA/D840:       $DE, $DF, $ED, $EA
CA/D844:       $EF, $48, $FA, $4A
CA/D848: FE    Return

CA/D849: 73    Replace current map's Layer 1 at (47, 21) with the following (4 x 3) chunk, refresh immediately
CA/D84E:       $08, $09, $0A, $28
CA/D852:       $FB, $2A, $38, $39
CA/D856:       $3A, $48, $10, $4A
CA/D85A: FE    Return

CA/D85B: 73    Replace current map's Layer 1 at (77, 31) with the following (2 x 1) chunk, refresh immediately
CA/D860:       $BE, $BF
CA/D862: B4    Pause for 8 units
CA/D864: 73    Replace current map's Layer 1 at (76, 30) with the following (4 x 3) chunk, refresh immediately
CA/D869:       $CD, $CE, $CF, $DD
CA/D86D:       $DE, $DF, $ED, $EA
CA/D871:       $EF, $48, $FA, $4A
CA/D875: FE    Return

CA/D876: 73    Replace current map's Layer 1 at (76, 30) with the following (4 x 3) chunk, refresh immediately
CA/D87B:       $08, $09, $0A, $28
CA/D87F:       $FB, $2A, $38, $39
CA/D883:       $3A, $48, $10, $4A
CA/D887: FE    Return

CA/D888: C0    If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/D88E: 38    Hold screen
CA/D88F: F4    Play sound effect 44
CA/D891: B2    Call subroutine $CADC1E
CA/D895: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/D897: C2        Set vehicle/entity's event speed to normal
CA/D898: 92        Move vehicle/entity down 5 tiles
CA/D899: FF        End queue
CA/D89A: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CA/D89C: F4    Play sound effect 25
CA/D89E: B2    Call subroutine $CADC26
CA/D8A2: 91    Pause for 15 units
CA/D8A3: F4    Play sound effect 25
CA/D8A5: B2    Call subroutine $CADC42
CA/D8A9: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/D8AB: 90        Move vehicle/entity up 5 tiles
CA/D8AC: FF        End queue
CA/D8AD: 39    Free screen
CA/D8AE: FE    Return

CA/D8AF: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/D8B5: 38    Hold screen
CA/D8B6: F4    Play sound effect 44
CA/D8B8: B2    Call subroutine $CADC5E
CA/D8BC: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/D8BE: C2        Set vehicle/entity's event speed to normal
CA/D8BF: 9E        Move vehicle/entity down 8 tiles
CA/D8C0: 8A        Move vehicle/entity down 3 tiles
CA/D8C1: FF        End queue
CA/D8C2: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CA/D8C4: F4    Play sound effect 25
CA/D8C6: B2    Call subroutine $CADC66
CA/D8CA: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/D8CC: 9C        Move vehicle/entity up 8 tiles
CA/D8CD: 88        Move vehicle/entity up 3 tiles
CA/D8CE: FF        End queue
CA/D8CF: 39    Free screen
CA/D8D0: FE    Return

CA/D8D1: C0    If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/D8D7: 38    Hold screen
CA/D8D8: F4    Play sound effect 44
CA/D8DA: B2    Call subroutine $CADCC1
CA/D8DE: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/D8E0: C2        Set vehicle/entity's event speed to normal
CA/D8E1: A5        Move vehicle/entity right/up 2x1 tiles
CA/D8E2: A5        Move vehicle/entity right/up 2x1 tiles
CA/D8E3: FF        End queue
CA/D8E4: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CA/D8E6: F4    Play sound effect 25
CA/D8E8: B2    Call subroutine $CADCC8
CA/D8EC: B4    Pause for 10 units
CA/D8EE: B2    Call subroutine $CADCDE
CA/D8F2: B4    Pause for 10 units
CA/D8F4: F4    Play sound effect 25
CA/D8F6: B2    Call subroutine $CADCF4
CA/D8FA: B4    Pause for 10 units
CA/D8FC: B2    Call subroutine $CADD04
CA/D900: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/D902: A9        Move vehicle/entity left/down 2x1 tiles
CA/D903: A9        Move vehicle/entity left/down 2x1 tiles
CA/D904: FF        End queue
CA/D905: 39    Free screen
CA/D906: FE    Return

CA/D907: C0    If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/D90D: D2    Set event bit $1E80($1FB) [$1EBF, bit 3]
CA/D90F: F4    Play sound effect 25
CA/D911: B2    Call subroutine $CADD14
CA/D915: FE    Return

CA/D916: B2    Call subroutine $CAD97A
CA/D91A: B2    Call subroutine $CAD566
CA/D91E: B2    Call subroutine $CAD995
CA/D922: 94    Pause for 60 units
CA/D923: 6A    Load map $0166 (Floating Island, save point cave) after fade out, (upper bits $2400), place party at (8, 7), facing down
CA/D929: 41    Show object $31
CA/D92B: 38    Hold screen
CA/D92C: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CA/D92E: D5        Set vehicle/entity's position to (8, 0)
CA/D931: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/D932: C7        Set vehicle/entity to stay still when moving
CA/D933: C2        Set vehicle/entity's event speed to normal
CA/D934: FF        End queue
CA/D935: 96    Restore screen from fade
CA/D936: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/D938: 9E        Move vehicle/entity down 8 tiles
CA/D939: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/D93A: C6        Set vehicle/entity to walk when moving
CA/D93B: FF        End queue
CA/D93C: 39    Free screen
CA/D93D: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/D93F: FE    Return

CA/D940: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/D946: 38    Hold screen
CA/D947: F4    Play sound effect 48
CA/D949: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/D94B: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/D94C: C7        Set vehicle/entity to stay still when moving
CA/D94D: C2        Set vehicle/entity's event speed to normal
CA/D94E: 9C        Move vehicle/entity up 8 tiles
CA/D94F: D1        Make vehicle/entity disappear
CA/D950: FF        End queue
CA/D951: 6A    Load map $018A (Floating Island, outdoors, with background clouds (normal)) after fade out, (upper bits $2400), place party at (90, 42), facing down
CA/D957: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/D959: D5        Set vehicle/entity's position to (90, 45)
CA/D95C: FF        End queue
CA/D95D: 96    Restore screen from fade
CA/D95E: B2    Call subroutine $CAD97A
CA/D962: 41    Show object $31
CA/D964: 45    Refresh objects
CA/D965: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CA/D967: C2        Set vehicle/entity's event speed to normal
CA/D968: C6        Set vehicle/entity to walk when moving
CA/D969: DD        Make vehicle/entity jump (high)
CA/D96A: 88        Move vehicle/entity up 3 tiles
CA/D96B: FF        End queue
CA/D96C: 91    Pause for 15 units
CA/D96D: B2    Call subroutine $CAD995
CA/D971: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/D973: 39    Free screen
CA/D974: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/D976: C8        Set object layering priority to 0 (low nibble 0)
CA/D978: FF        End queue
CA/D979: FE    Return

CA/D97A: 73    Replace current map's Layer 1 at (90, 43) with the following (2 x 1) chunk, refresh immediately
CA/D97F:       $BE, $BF
CA/D981: B4    Pause for 8 units
CA/D983: 73    Replace current map's Layer 1 at (89, 42) with the following (4 x 3) chunk, refresh immediately
CA/D988:       $CD, $CE, $CF, $DD
CA/D98C:       $DE, $DF, $ED, $EA
CA/D990:       $EF, $48, $4E, $4A
CA/D994: FE    Return

CA/D995: 73    Replace current map's Layer 1 at (89, 42) with the following (4 x 3) chunk, refresh immediately
CA/D99A:       $08, $09, $0A, $28
CA/D99E:       $FB, $2A, $38, $39
CA/D9A2:       $3A, $48, $49, $4A
CA/D9A6: FE    Return

CA/D9A7: B2    Call subroutine $CACAB3
CA/D9AB: C0    If ($1E80($02A) [$1E85, bit 2] is set), branch to $CAD9F4
CA/D9B1: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CA/D9B3: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/D9B4: FF        End queue
CA/D9B5: 4B    Display dialogue message $0852, wait for button press
               SHADOW: Down with the Empire! Once I outlived my usefulness, they tried to off me!
               We thought you were a goner!
CA/D9B8: 92    Pause for 30 units
CA/D9B9: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CA/D9BB: 20        Do vehicle/entity graphical action $20 
CA/D9BC: E0        Pause for 4 * 2 (8) frames
CA/D9BE: 23        Do vehicle/entity graphical action $23 
CA/D9BF: FF        End queue
CA/D9C0: 4B    Display dialogue message $0853, wait for button press
               SHADOW: Is Interceptor all right?
               He's fine.
               Come on, let's go!
CA/D9C3: 4B    Display dialogue message $0854, wait for button press
               SHADOW: Forget about me.
               We can't just leave you!
CA/D9C6: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CA/D9C8: CC        Turn vehicle/entity up
CA/D9C9: FF        End queue
CA/D9CA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/D9CC: 20        Do vehicle/entity graphical action $20 
CA/D9CD: E0        Pause for 4 * 3 (12) frames
CA/D9CF: CE        Turn vehicle/entity down
CA/D9D0: FF        End queue
CA/D9D1: 77    Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP
CA/D9D3: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CA/D9D5: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/D9D7: 92    Pause for 30 units
CA/D9D8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/D9DA: 82        Move vehicle/entity down 1 tile
CA/D9DB: FF        End queue
CA/D9DC: 3E    Delete object $1B
CA/D9DE: 3F    Assign character $03 (Actor in stot 3) to party 1
CA/D9E1: 3D    Create object $03
CA/D9E3: D4    Set event bit $1E80($2F3) [$1EDE, bit 3]
CA/D9E5: 45    Refresh objects
CA/D9E6: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete)
CA/D9E8: D5        Set vehicle/entity's position to (10, 16)
CA/D9EB: FF        End queue
CA/D9EC: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CA/D9EE: D7    Clear event bit $1E80($35E) [$1EEB, bit 6]
CA/D9F0: D0    Set event bit $1E80($02A) [$1E85, bit 2]
CA/D9F2: 47    Make character in slot 0 the lead character
CA/D9F3: FE    Return

CA/D9F4: 4B    Display dialogue message $0856, wait for button press
               SHADOW: We meet again.
CA/D9F7: B2    Call subroutine $CAD9D3
CA/D9FB: FE    Return

CA/D9FC: B2    Call subroutine $CB0E1C
CA/DA00: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete)
CA/DA02: C2        Set vehicle/entity's event speed to normal
CA/DA03: D7        Center screen on vehicle/entity
CA/DA04: FF        End queue
CA/DA05: 41    Show object $03
CA/DA07: 3F    Remove character $03 (Actor in stot 3) from the party
CA/DA0A: 45    Refresh objects
CA/DA0B: 47    Make character in slot 0 the lead character
CA/DA0C: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long 
CA/DA0E: 81        Move vehicle/entity right 1 tile
CA/DA0F: CF        Turn vehicle/entity left
CA/DA10: FF        End queue
CA/DA11: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/DA13: CD        Turn vehicle/entity right
CA/DA14: FF        End queue
CA/DA15: 4B    Display dialogue message $0855, wait for button press
               SHADOW: I sold my skills to the Empire
               I have no right to fight together with you.
CA/DA18: 03    Begin action queue for character $03 (Actor in stot 3), 12 bytes long (Wait until complete)
CA/DA1A: C4        Set vehicle/entity's event speed to faster
CA/DA1B: 91        Move vehicle/entity right 5 tiles
CA/DA1C: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CA/DA1D: C7        Set vehicle/entity to stay still when moving
CA/DA1E: C2        Set vehicle/entity's event speed to normal
CA/DA1F: DD        Make vehicle/entity jump (high)
CA/DA20: A6        Move vehicle/entity right/down 2x1 tiles
CA/DA21: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/DA22: 02        Do vehicle/entity graphical action $02 
CA/DA23: 89        Move vehicle/entity right 3 tiles
CA/DA24: D1        Make vehicle/entity disappear
CA/DA25: FF        End queue
CA/DA26: 3E    Delete object $03
CA/DA28: 45    Refresh objects
CA/DA29: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CA/DA2B: B2    Call subroutine $CACFE6
CA/DA2F: FE    Return

CA/DA30: 4D    Invoke battle, enemy set $50, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/DA33: B2    Call subroutine $CA5EA9
CA/DA37: 42    Hide object $10
CA/DA39: 3E    Delete object $10
CA/DA3B: 45    Refresh objects
CA/DA3C: D7    Clear event bit $1E80($35F) [$1EEB, bit 7]
CA/DA3E: 96    Restore screen from fade
CA/DA3F: DE    Load CaseWord with the characters in the currently active party?
CA/DA40: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC
CA/DA45: D7    Clear event bit $1E80($35E) [$1EEB, bit 6]
CA/DA47: FE    Return

CA/DA48: 4D    Invoke battle, enemy set $51, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/DA4B: B2    Call subroutine $CA5EA9
CA/DA4F: 42    Hide object $10
CA/DA51: D7    Clear event bit $1E80($361) [$1EEC, bit 1]
CA/DA53: 96    Restore screen from fade
CA/DA54: FE    Return

CA/DA55: 73    Replace current map's Layer 1 at (89, 25) with the following (2 x 1) chunk, refresh immediately
CA/DA5A:       $BE, $BF
CA/DA5C: B4    Pause for 8 units
CA/DA5E: 73    Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately
CA/DA63:       $CD, $CE, $CF, $DD
CA/DA67:       $DE, $DF, $ED, $EA
CA/DA6B:       $EF, $48, $FA, $4A
CA/DA6F: B2    Call subroutine $CAD566
CA/DA73: 73    Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately
CA/DA78:       $08, $09, $0A, $28
CA/DA7C:       $FB, $2A, $38, $39
CA/DA80:       $3A, $48, $10, $4A
CA/DA84: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/DA86: AA        Move vehicle/entity left/up 2x1 tiles
CA/DA87: AA        Move vehicle/entity left/up 2x1 tiles
CA/DA88: 9F        Move vehicle/entity left 8 tiles
CA/DA89: 9B        Move vehicle/entity left 7 tiles
CA/DA8A: FF        End queue
CA/DA8B: 73    Replace current map's Layer 1 at (70, 23) with the following (2 x 1) chunk, refresh immediately
CA/DA90:       $BE, $BF
CA/DA92: B4    Pause for 8 units
CA/DA94: 73    Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately
CA/DA99:       $CD, $CE, $CF, $DD
CA/DA9D:       $DE, $DF, $ED, $EA
CA/DAA1:       $EF, $48, $FA, $4A
CA/DAA5: B2    Call subroutine $CAD577
CA/DAA9: 73    Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately
CA/DAAE:       $18, $19, $1A, $67
CA/DAB2:       $FE, $68, $38, $39
CA/DAB6:       $3A, $48, $10, $4A
CA/DABA: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/DABC: C8        Set object layering priority to 0 (low nibble 0)
CA/DABE: FF        End queue
CA/DABF: FE    Return

CA/DAC0: 73    Replace current map's Layer 1 at (70, 23) with the following (2 x 1) chunk, refresh immediately
CA/DAC5:       $BE, $BF
CA/DAC7: B4    Pause for 8 units
CA/DAC9: 73    Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately
CA/DACE:       $CD, $CE, $CF, $DD
CA/DAD2:       $DE, $DF, $ED, $EA
CA/DAD6:       $EF, $48, $FA, $4A
CA/DADA: B2    Call subroutine $CAD566
CA/DADE: 73    Replace current map's Layer 1 at (69, 22) with the following (4 x 3) chunk, refresh immediately
CA/DAE3:       $18, $19, $1A, $67
CA/DAE7:       $FE, $68, $38, $39
CA/DAEB:       $3A, $48, $10, $4A
CA/DAEF: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/DAF1: 9D        Move vehicle/entity right 8 tiles
CA/DAF2: 99        Move vehicle/entity right 7 tiles
CA/DAF3: A6        Move vehicle/entity right/down 2x1 tiles
CA/DAF4: A6        Move vehicle/entity right/down 2x1 tiles
CA/DAF5: FF        End queue
CA/DAF6: 73    Replace current map's Layer 1 at (89, 25) with the following (2 x 1) chunk, refresh immediately
CA/DAFB:       $BE, $BF
CA/DAFD: B4    Pause for 8 units
CA/DAFF: 73    Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately
CA/DB04:       $CD, $CE, $CF, $DD
CA/DB08:       $DE, $DF, $ED, $EA
CA/DB0C:       $EF, $48, $FA, $4A
CA/DB10: B2    Call subroutine $CAD577
CA/DB14: 73    Replace current map's Layer 1 at (88, 24) with the following (4 x 3) chunk, refresh immediately
CA/DB19:       $08, $09, $0A, $28
CA/DB1D:       $FB, $2A, $38, $39
CA/DB21:       $3A, $48, $10, $4A
CA/DB25: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/DB27: C8        Set object layering priority to 0 (low nibble 0)
CA/DB29: FF        End queue
CA/DB2A: FE    Return

CA/DB2B: 74    Replace current map's Layer 2 at (18, 8) with the following (4 x 5) chunk
CA/DB30:       $22, $32, $32, $CA
CA/DB34:       $14, $32, $52, $53
CA/DB38:       $14, $14, $33, $44
CA/DB3C:       $11, $4F, $84, $49
CA/DB40:       $10, $93, $33, $2B
CA/DB44: 75    Refresh map after alteration
CA/DB45: FE    Return

CA/DB46: 74    Replace current map's Layer 2 at (25, 14) with the following (5 x 6) chunk
CA/DB4B:       $56, $21, $22, $33, $52
CA/DB50:       $52, $4F, $31, $32, $33
CA/DB55:       $A0, $17, $22, $52, $21
CA/DB5A:       $22, $23, $27, $32, $44
CA/DB5F:       $31, $32, $33, $37, $53
CA/DB64:       $54, $41, $43, $95, $47
CA/DB69: 75    Refresh map after alteration
CA/DB6A: FE    Return

CA/DB6B: 74    Replace current map's Layer 2 at (25, 13) with the following (6 x 6) chunk
CA/DB70:       $14, $26, $04, $31, $32, $33
CA/DB76:       $56, $31, $33, $52, $52, $52
CA/DB7C:       $32, $52, $53, $14, $14, $17
CA/DB82:       $23, $44, $11, $A0, $A0, $27
CA/DB88:       $33, $44, $21, $22, $23, $37
CA/DB8E:       $53, $54, $31, $32, $95, $47
CA/DB94: 75    Refresh map after alteration
CA/DB95: FE    Return

CA/DB96: 74    Replace current map's Layer 2 at (40, 9) with the following (3 x 2) chunk
CA/DB9B:       $49, $FF, $59
CA/DB9E:       $31, $44, $41
CA/DBA1: 75    Refresh map after alteration
CA/DBA2: FE    Return

CA/DBA3: 74    Replace current map's Layer 2 at (40, 8) with the following (3 x 1) chunk
CA/DBA8:       $10, $10, $10
CA/DBAB: 75    Refresh map after alteration
CA/DBAC: FE    Return

CA/DBAD: 74    Replace current map's Layer 2 at (45, 11) with the following (4 x 2) chunk
CA/DBB2:       $14, $11, $14, $21
CA/DBB6:       $A5, $31, $FF, $42
CA/DBBA: 75    Refresh map after alteration
CA/DBBB: FE    Return

CA/DBBC: 74    Replace current map's Layer 2 at (46, 11) with the following (5 x 2) chunk
CA/DBC1:       $14, $16, $30, $21, $10
CA/DBC6:       $31, $10, $41, $10, $51
CA/DBCB: 75    Refresh map after alteration
CA/DBCC: FE    Return

CA/DBCD: 74    Replace current map's Layer 2 at (38, 31) with the following (6 x 3) chunk
CA/DBD2:       $61, $85, $00, $14, $61, $AF
CA/DBD8:       $14, $30, $2B, $14, $66, $3B
CA/DBDE:       $84, $4A, $4B, $E4, $E5, $E1
CA/DBE4: 74    Replace current map's Layer 2 at (36, 28) with the following (1 x 1) chunk
CA/DBE9:       $A2
CA/DBEA: 75    Refresh map after alteration
CA/DBEB: FE    Return

CA/DBEC: 74    Replace current map's Layer 2 at (39, 31) with the following (6 x 3) chunk
CA/DBF1:       $64, $85, $00, $14, $61, $AF
CA/DBF7:       $14, $30, $2B, $14, $66, $3B
CA/DBFD:       $84, $4A, $3B, $E4, $E5, $47
CA/DC03: 75    Refresh map after alteration
CA/DC04: FE    Return

CA/DC05: 74    Replace current map's Layer 2 at (40, 31) with the following (6 x 3) chunk
CA/DC0A:       $64, $85, $00, $14, $61, $AF
CA/DC10:       $14, $14, $14, $14, $14, $14
CA/DC16:       $84, $84, $62, $E4, $47, $48
CA/DC1C: 75    Refresh map after alteration
CA/DC1D: FE    Return

CA/DC1E: 74    Replace current map's Layer 2 at (52, 24) with the following (1 x 1) chunk
CA/DC23:       $A2
CA/DC24: 75    Refresh map after alteration
CA/DC25: FE    Return

CA/DC26: 74    Replace current map's Layer 2 at (53, 27) with the following (7 x 3) chunk
CA/DC2B:       $E9, $32, $F9, $E8, $09, $E7, $DB
CA/DC32:       $29, $DC, $38, $39, $3A, $48, $49
CA/DC39:       $4A, $48, $49, $4A, $E3, $E4, $E5
CA/DC40: 75    Refresh map after alteration
CA/DC41: FE    Return

CA/DC42: 74    Replace current map's Layer 2 at (53, 28) with the following (7 x 3) chunk
CA/DC47:       $43, $42, $31, $E8, $09, $E7, $DB
CA/DC4E:       $29, $DC, $38, $39, $3A, $48, $49
CA/DC55:       $4A, $48, $49, $4A, $E3, $E4, $E5
CA/DC5C: 75    Refresh map after alteration
CA/DC5D: FE    Return

CA/DC5E: 74    Replace current map's Layer 2 at (59, 39) with the following (1 x 1) chunk
CA/DC63:       $A2
CA/DC64: 75    Refresh map after alteration
CA/DC65: FE    Return

CA/DC66: 74    Replace current map's Layer 2 at (52, 44) with the following (12 x 7) chunk
CA/DC6B:       $29, $29, $1C, $E9, $32, $32, $DB, $39, $39, $E9, $33, $42
CA/DC77:       $42, $DB, $32, $33, $33, $E8, $09, $E7, $F9, $42, $43, $E8
CA/DC83:       $2D, $29, $B9, $31, $2F, $09, $2D, $29, $29, $2C, $E7, $38
CA/DC8F:       $29, $29, $29, $29, $29, $2A, $48, $28, $29, $1C, $39, $39
CA/DC9B:       $2E, $48, $38, $39, $3A, $49, $2F, $09, $48, $48, $49, $4A
CA/DCA7:       $37, $28, $29, $E3, $48, $49, $4A, $37, $28, $1E, $00, $48
CA/DCB3:       $49, $4A, $37, $38, $1D, $00, $E3, $E4, $E5, $47, $48, $38
CA/DCBF: 75    Refresh map after alteration
CA/DCC0: FE    Return

CA/DCC1: 73    Replace current map's Layer 1 at (82, 30) with the following (1 x 1) chunk, refresh immediately
CA/DCC6:       $A2
CA/DCC7: FE    Return

CA/DCC8: 74    Replace current map's Layer 2 at (87, 26) with the following (3 x 5) chunk
CA/DCCD:       $93, $32, $32
CA/DCD0:       $32, $95, $47
CA/DCD3:       $48, $10, $4A
CA/DCD6:       $4B, $57, $58
CA/DCD9:       $10, $5A, $5B
CA/DCDC: 75    Refresh map after alteration
CA/DCDD: FE    Return

CA/DCDE: 74    Replace current map's Layer 2 at (87, 24) with the following (3 x 5) chunk
CA/DCE3:       $AE, $FD, $A0
CA/DCE6:       $FF, $AF, $27
CA/DCE9:       $21, $22, $23
CA/DCEC:       $2B, $37, $93
CA/DCEF:       $32, $95, $3B
CA/DCF2: 75    Refresh map after alteration
CA/DCF3: FE    Return

CA/DCF4: 74    Replace current map's Layer 2 at (88, 24) with the following (3 x 3) chunk
CA/DCF9:       $CD, $CE, $CF
CA/DCFC:       $DD, $22, $DF
CA/DCFF:       $ED, $EE, $EF
CA/DD02: 75    Refresh map after alteration
CA/DD03: FE    Return

CA/DD04: 74    Replace current map's Layer 2 at (88, 24) with the following (3 x 3) chunk
CA/DD09:       $08, $09, $0A
CA/DD0C:       $28, $FB, $2A
CA/DD0F:       $38, $39, $3A
CA/DD12: 75    Refresh map after alteration
CA/DD13: FE    Return

CA/DD14: 74    Replace current map's Layer 2 at (63, 25) with the following (3 x 1) chunk
CA/DD19:       $1F, $1F, $1F
CA/DD1C: 75    Refresh map after alteration
CA/DD1D: FE    Return

CA/DD1E: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/DD20: F0    Play song 54 (Catastrophe), (high bit clear), full volume
CA/DD22: DE    Load CaseWord with the characters in the currently active party?
CA/DD23: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CADD31
CA/DD29: D4    Set event bit $1E80($266) [$1ECC, bit 6]
CA/DD2B: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CADD37
CA/DD31: 3D    Create object $06
CA/DD33: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/DD36: 45    Refresh objects
CA/DD37: 38    Hold screen
CA/DD38: 47    Make character in slot 0 the lead character
CA/DD39: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/DD3E: 41    Show object $32
CA/DD40: 41    Show object $33
CA/DD42: 41    Show object $34
CA/DD44: C0    If ($1E80($266) [$1ECC, bit 6] is set), branch to $CADD50
CA/DD4A: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/DD4C: D5        Set vehicle/entity's position to (60, 19)
CA/DD4F: FF        End queue
CA/DD50: 41    Show object $31
CA/DD52: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CA/DD54: C3        Set vehicle/entity's event speed to fast
CA/DD55: CC        Turn vehicle/entity up
CA/DD56: FF        End queue
CA/DD57: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete)
CA/DD59: C2        Set vehicle/entity's event speed to normal
CA/DD5A: 80        Move vehicle/entity up 1 tile
CA/DD5B: FF        End queue
CA/DD5C: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CA/DD5E: C2        Set vehicle/entity's event speed to normal
CA/DD5F: 83        Move vehicle/entity left 1 tile
CA/DD60: CC        Turn vehicle/entity up
CA/DD61: FF        End queue
CA/DD62: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CA/DD64: C2        Set vehicle/entity's event speed to normal
CA/DD65: 81        Move vehicle/entity right 1 tile
CA/DD66: CC        Turn vehicle/entity up
CA/DD67: FF        End queue
CA/DD68: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/DD6A: C1        Set vehicle/entity's event speed to slow
CA/DD6B: 98        Move vehicle/entity up 7 tiles
CA/DD6C: FF        End queue
CA/DD6D: 95    Pause for 120 units
CA/DD6E: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/DD70: 8A        Move vehicle/entity down 3 tiles
CA/DD71: FF        End queue
CA/DD72: 92    Pause for 30 units
CA/DD73: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CA/DD75: CD        Turn vehicle/entity right
CA/DD76: E0        Pause for 4 * 1 (4) frames
CA/DD78: CE        Turn vehicle/entity down
CA/DD79: FF        End queue
CA/DD7A: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/DD7C: CE        Turn vehicle/entity down
CA/DD7D: FF        End queue
CA/DD7E: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/DD80: 92    Pause for 30 units
CA/DD81: 4B    Display dialogue message $0858, wait for button press (At bottom of screen)
               GESTAHL: Well, well
CA/DD84: C0    If ($1E80($266) [$1ECC, bit 6] is set), branch to $CADDA2
CA/DD8A: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/DD8C: 98        Move vehicle/entity up 7 tiles
CA/DD8D: FF        End queue
CA/DD8E: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CA/DD90: CE        Turn vehicle/entity down
CA/DD91: FF        End queue
CA/DD92: 92    Pause for 30 units
CA/DD93: 4B    Display dialogue message $0859, wait for button press
               CELES!!
               Welcome back!
               CELES: I came to stop you!
CA/DD96: 93    Pause for 45 units
CA/DD97: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long (Wait until complete)
CA/DD99: CD        Turn vehicle/entity right
CA/DD9A: E0        Pause for 4 * 1 (4) frames
CA/DD9C: CC        Turn vehicle/entity up
CA/DD9D: FF        End queue
CA/DD9E: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/DDA0: 80        Move vehicle/entity up 1 tile
CA/DDA1: FF        End queue
CA/DDA2: 4B    Display dialogue message $085A, wait for button press
               GESTAHL: Fwa, ha, ha
               Then you're just in time to perish. Behold! The Statues!!
CA/DDA5: 1C    Begin action queue for character $1C (NPC $1C), 11 bytes long (Wait until complete)
CA/DDA7: 2C        Do vehicle/entity graphical action $2C 
CA/DDA8: E0        Pause for 4 * 2 (8) frames
CA/DDAA: CE        Turn vehicle/entity down
CA/DDAB: E0        Pause for 4 * 6 (24) frames
CA/DDAD: CD        Turn vehicle/entity right
CA/DDAE: E0        Pause for 4 * 1 (4) frames
CA/DDB0: CC        Turn vehicle/entity up
CA/DDB1: FF        End queue
CA/DDB2: B5    Pause for 15 * 5 (75) units
CA/DDB4: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/DDB6: 88        Move vehicle/entity up 3 tiles
CA/DDB7: FF        End queue
CA/DDB8: B2    Call subroutine $CAE46F
CA/DDBC: 1F    Begin action queue for character $1F (NPC $1F), 13 bytes long 
CA/DDBE: D5        Set vehicle/entity's position to (61, 4)
CA/DDC1: A8        Move vehicle/entity left/down 1x2 tiles
CA/DDC2: 82        Move vehicle/entity down 1 tile
CA/DDC3: D5        Set vehicle/entity's position to (0, 0)
CA/DDC6: E0        Pause for 4 * 3 (12) frames
CA/DDC8: FC        Branch 10 bytes backwards ($CADDBE)
CA/DDCA: FF        End queue
CA/DDCB: 20    Begin action queue for character $20 (NPC $20), 14 bytes long 
CA/DDCD: D5        Set vehicle/entity's position to (58, 2)
CA/DDD0: A7        Move vehicle/entity right/down 1x2 tiles
CA/DDD1: A7        Move vehicle/entity right/down 1x2 tiles
CA/DDD2: 82        Move vehicle/entity down 1 tile
CA/DDD3: D5        Set vehicle/entity's position to (0, 0)
CA/DDD6: E0        Pause for 4 * 5 (20) frames
CA/DDD8: FC        Branch 11 bytes backwards ($CADDCD)
CA/DDDA: FF        End queue
CA/DDDB: 21    Begin action queue for character $21 (NPC $21), 12 bytes long 
CA/DDDD: D5        Set vehicle/entity's position to (60, 1)
CA/DDE0: 96        Move vehicle/entity down 6 tiles
CA/DDE1: D5        Set vehicle/entity's position to (0, 0)
CA/DDE4: E0        Pause for 4 * 5 (20) frames
CA/DDE6: FC        Branch 9 bytes backwards ($CADDDD)
CA/DDE8: FF        End queue
CA/DDE9: B3    Call subroutine $CAE46F, 3 times
CA/DDEE: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/DDF0: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/DDF2: 92        Move vehicle/entity down 5 tiles
CA/DDF3: FF        End queue
CA/DDF4: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CA/DDF6: 83        Move vehicle/entity left 1 tile
CA/DDF7: CC        Turn vehicle/entity up
CA/DDF8: FF        End queue
CA/DDF9: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/DDFB: 84        Move vehicle/entity up 2 tiles
CA/DDFC: FF        End queue
CA/DDFD: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete)
CA/DDFF: 81        Move vehicle/entity right 1 tile
CA/DE00: CC        Turn vehicle/entity up
CA/DE01: FF        End queue
CA/DE02: B0    Execute the following commands until $B1 12 times
CA/DE04: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/DE06: 2C            Do vehicle/entity graphical action $2C 
CA/DE07: FF            End queue
CA/DE08: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/DE0A: CE            Turn vehicle/entity down
CA/DE0B: FF            End queue
CA/DE0C: B1        End block of repeating commands
CA/DE0D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/DE0F: 4B    Display dialogue message $085B, wait for button press (At bottom of screen)
               GESTAHL: Ooh! I've got goose bumps! What power
               CELES: Emperor Gestahl!
               Please, stop this madness!
CA/DE12: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CA/DE14: D5        Set vehicle/entity's position to (0, 0)
CA/DE17: FF        End queue
CA/DE18: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CA/DE1A: D5        Set vehicle/entity's position to (0, 0)
CA/DE1D: FF        End queue
CA/DE1E: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CA/DE20: D5        Set vehicle/entity's position to (0, 0)
CA/DE23: FF        End queue
CA/DE24: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/DE26: 2A        Do vehicle/entity graphical action $2A 
CA/DE27: FF        End queue
CA/DE28: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/DE2A: 88        Move vehicle/entity up 3 tiles
CA/DE2B: FF        End queue
CA/DE2C: 1F    Begin action queue for character $1F (NPC $1F), 10 bytes long 
CA/DE2E: D5        Set vehicle/entity's position to (58, 3)
CA/DE31: 85        Move vehicle/entity right 2 tiles
CA/DE32: A1        Move vehicle/entity right/down 1x1 tiles
CA/DE33: A2        Move vehicle/entity left/down 1x1 tiles
CA/DE34: C1        Set vehicle/entity's event speed to slow
CA/DE35: 80        Move vehicle/entity up 1 tile
CA/DE36: C4        Set vehicle/entity's event speed to faster
CA/DE37: FF        End queue
CA/DE38: 20    Begin action queue for character $20 (NPC $20), 11 bytes long 
CA/DE3A: D5        Set vehicle/entity's position to (58, 4)
CA/DE3D: A1        Move vehicle/entity right/down 1x1 tiles
CA/DE3E: 81        Move vehicle/entity right 1 tile
CA/DE3F: A0        Move vehicle/entity right/up 1x1 tiles
CA/DE40: A3        Move vehicle/entity left/up 1x1 tiles
CA/DE41: C1        Set vehicle/entity's event speed to slow
CA/DE42: 82        Move vehicle/entity down 1 tile
CA/DE43: C4        Set vehicle/entity's event speed to faster
CA/DE44: FF        End queue
CA/DE45: 21    Begin action queue for character $21 (NPC $21), 10 bytes long (Wait until complete)
CA/DE47: D5        Set vehicle/entity's position to (61, 4)
CA/DE4A: A9        Move vehicle/entity left/down 2x1 tiles
CA/DE4B: A3        Move vehicle/entity left/up 1x1 tiles
CA/DE4C: A0        Move vehicle/entity right/up 1x1 tiles
CA/DE4D: C1        Set vehicle/entity's event speed to slow
CA/DE4E: A1        Move vehicle/entity right/down 1x1 tiles
CA/DE4F: C4        Set vehicle/entity's event speed to faster
CA/DE50: FF        End queue
CA/DE51: 92    Pause for 30 units
CA/DE52: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/DE54: CE        Turn vehicle/entity down
CA/DE55: FF        End queue
CA/DE56: F4    Play sound effect 24
CA/DE58: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CA/DE5A: D5        Set vehicle/entity's position to (0, 0)
CA/DE5D: FF        End queue
CA/DE5E: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CA/DE60: D5        Set vehicle/entity's position to (0, 0)
CA/DE63: FF        End queue
CA/DE64: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long 
CA/DE66: D5        Set vehicle/entity's position to (60, 4)
CA/DE69: 96        Move vehicle/entity down 6 tiles
CA/DE6A: FF        End queue
CA/DE6B: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/DE6D: C4        Set vehicle/entity's event speed to faster
CA/DE6E: 8A        Move vehicle/entity down 3 tiles
CA/DE6F: C1        Set vehicle/entity's event speed to slow
CA/DE70: FF        End queue
CA/DE71: 91    Pause for 15 units
CA/DE72: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long 
CA/DE74: 0B        Do vehicle/entity graphical action $0B 
CA/DE75: C7        Set vehicle/entity to stay still when moving
CA/DE76: C4        Set vehicle/entity's event speed to faster
CA/DE77: 89        Move vehicle/entity right 3 tiles
CA/DE78: C1        Set vehicle/entity's event speed to slow
CA/DE79: 28        Do vehicle/entity graphical action $28 
CA/DE7A: A1        Move vehicle/entity right/down 1x1 tiles
CA/DE7B: FF        End queue
CA/DE7C: 35    Pause execution until action queue for object $1F (NPC $1F) is complete
CA/DE7E: B2    Call subroutine $CAD033
CA/DE82: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CA/DE84: 1F        Do vehicle/entity graphical action $1F 
CA/DE85: E0        Pause for 4 * 5 (20) frames
CA/DE87: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/DE88: FF        End queue
CA/DE89: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CA/DE8B: 80        Move vehicle/entity up 1 tile
CA/DE8C: CD        Turn vehicle/entity right
CA/DE8D: FF        End queue
CA/DE8E: 92    Pause for 30 units
CA/DE8F: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CA/DE91: 80        Move vehicle/entity up 1 tile
CA/DE92: CF        Turn vehicle/entity left
CA/DE93: FF        End queue
CA/DE94: 95    Pause for 120 units
CA/DE95: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/DE97: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CA/DE9B: BE    If $03 is in the current CaseWord, jump to subroutine $CAE437; else
               If $02 is in the current CaseWord, jump to subroutine $CAE453
CA/DEA3: 95    Pause for 120 units
CA/DEA4: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/DEA6: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/DEA7: E0        Pause for 4 * 8 (32) frames
CA/DEA9: CE        Turn vehicle/entity down
CA/DEAA: FF        End queue
CA/DEAB: 94    Pause for 60 units
CA/DEAC: B0    Execute the following commands until $B1 8 times
CA/DEAE: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/DEB0: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/DEB1: FF            End queue
CA/DEB2: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/DEB4: 23            Do vehicle/entity graphical action $23 
CA/DEB5: FF            End queue
CA/DEB6: B1        End block of repeating commands
CA/DEB7: 95    Pause for 120 units
CA/DEB8: 06    Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete)
CA/DEBA: C6        Set vehicle/entity to walk when moving
CA/DEBB: C1        Set vehicle/entity's event speed to slow
CA/DEBC: A3        Move vehicle/entity left/up 1x1 tiles
CA/DEBD: E0        Pause for 4 * 5 (20) frames
CA/DEBF: 87        Move vehicle/entity left 2 tiles
CA/DEC0: E0        Pause for 4 * 8 (32) frames
CA/DEC2: CC        Turn vehicle/entity up
CA/DEC3: FF        End queue
CA/DEC4: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DEC6: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/DEC7: FF        End queue
CA/DEC8: 93    Pause for 45 units
CA/DEC9: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CA/DECB: 2C        Do vehicle/entity graphical action $2C 
CA/DECC: E0        Pause for 4 * 1 (4) frames
CA/DECE: CE        Turn vehicle/entity down
CA/DECF: FC        Branch 4 bytes backwards ($CADECB)
CA/DED1: FF        End queue
CA/DED2: 4B    Display dialogue message $085C, wait for button press (At bottom of screen)
               GESTAHL: CELES
               Come to me, my pretty!
               You and Kefka were given life to serve me!!
               It is your birthright to rule the world with me!!
CA/DED5: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CA/DED7: CE        Turn vehicle/entity down
CA/DED8: FF        End queue
CA/DED9: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/DEDB: 85        Move vehicle/entity right 2 tiles
CA/DEDC: CE        Turn vehicle/entity down
CA/DEDD: FF        End queue
CA/DEDE: 4B    Display dialogue message $085D, wait for button press (At bottom of screen)
               KEFKA: Kill the others and we'll overlook your treachery!
CA/DEE1: F4    Play sound effect 205
CA/DEE3: B0    Execute the following commands until $B1 15 times
CA/DEE5: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DEE7: 1D            Do vehicle/entity graphical action $1D 
CA/DEE8: FF            End queue
CA/DEE9: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DEEB: 1E            Do vehicle/entity graphical action $1E 
CA/DEEC: FF            End queue
CA/DEED: B1        End block of repeating commands
CA/DEEE: B5    Pause for 15 * 6 (90) units
CA/DEF0: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/DEF2: 80        Move vehicle/entity up 1 tile
CA/DEF3: 10        Do vehicle/entity graphical action $10 
CA/DEF4: FF        End queue
CA/DEF5: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/DEF7: CD        Turn vehicle/entity right
CA/DEF8: FF        End queue
CA/DEF9: 94    Pause for 60 units
CA/DEFA: 11    Begin action queue for character $11 (NPC $11), 18 bytes long (Wait until complete)
CA/DEFC: CE        Turn vehicle/entity down
CA/DEFD: E0        Pause for 4 * 8 (32) frames
CA/DEFF: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/DF00: E0        Pause for 4 * 1 (4) frames
CA/DF02: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/DF03: E0        Pause for 4 * 2 (8) frames
CA/DF05: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/DF06: E0        Pause for 4 * 1 (4) frames
CA/DF08: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/DF09: 0A        Do vehicle/entity graphical action $0A 
CA/DF0A: E0        Pause for 4 * 2 (8) frames
CA/DF0C: 19        Do vehicle/entity graphical action $19 
CA/DF0D: FF        End queue
CA/DF0E: 4B    Display dialogue message $085E, wait for button press (At bottom of screen)
               KEFKA: Take this sword!
               Take care of them. Immediately!!
CA/DF11: B5    Pause for 15 * 5 (75) units
CA/DF13: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/DF15: 22        Do vehicle/entity graphical action $22 
CA/DF16: E0        Pause for 4 * 12 (48) frames
CA/DF18: CF        Turn vehicle/entity left
CA/DF19: E0        Pause for 4 * 10 (40) frames
CA/DF1B: 80        Move vehicle/entity up 1 tile
CA/DF1C: FF        End queue
CA/DF1D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DF1F: CE        Turn vehicle/entity down
CA/DF20: FF        End queue
CA/DF21: 06    Begin action queue for character $06 (Actor in stot 6), 18 bytes long (Wait until complete)
CA/DF23: 21        Do vehicle/entity graphical action $21 
CA/DF24: E0        Pause for 4 * 8 (32) frames
CA/DF26: CC        Turn vehicle/entity up
CA/DF27: E0        Pause for 4 * 6 (24) frames
CA/DF29: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/DF2A: E0        Pause for 4 * 8 (32) frames
CA/DF2C: CC        Turn vehicle/entity up
CA/DF2D: E0        Pause for 4 * 8 (32) frames
CA/DF2F: CF        Turn vehicle/entity left
CA/DF30: E0        Pause for 4 * 8 (32) frames
CA/DF32: 83        Move vehicle/entity left 1 tile
CA/DF33: CE        Turn vehicle/entity down
CA/DF34: FF        End queue
CA/DF35: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/DF37: CE        Turn vehicle/entity down
CA/DF38: FF        End queue
CA/DF39: 93    Pause for 45 units
CA/DF3A: B2    Call subroutine $CAC7FE
CA/DF3E: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/DF40: 82        Move vehicle/entity down 1 tile
CA/DF41: FF        End queue
CA/DF42: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DF44: 23        Do vehicle/entity graphical action $23 
CA/DF45: FF        End queue
CA/DF46: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CA/DF48: 83        Move vehicle/entity left 1 tile
CA/DF49: 80        Move vehicle/entity up 1 tile
CA/DF4A: E0        Pause for 4 * 10 (40) frames
CA/DF4C: CF        Turn vehicle/entity left
CA/DF4D: FF        End queue
CA/DF4E: 94    Pause for 60 units
CA/DF4F: 4B    Display dialogue message $085F, wait for button press (At bottom of screen)
               GESTAHL: CELEStogether we can rule an entire world!
               Think of it!
CA/DF52: B0    Execute the following commands until $B1 3 times
CA/DF54: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DF56: 13            Do vehicle/entity graphical action $13 
CA/DF57: FF            End queue
CA/DF58: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DF5A: CE            Turn vehicle/entity down
CA/DF5B: FF            End queue
CA/DF5C: B1        End block of repeating commands
CA/DF5D: 11    Begin action queue for character $11 (NPC $11), 17 bytes long (Wait until complete)
CA/DF5F: C7        Set vehicle/entity to stay still when moving
CA/DF60: 10        Do vehicle/entity graphical action $10 
CA/DF61: 83        Move vehicle/entity left 1 tile
CA/DF62: E0        Pause for 4 * 1 (4) frames
CA/DF64: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/DF65: E0        Pause for 4 * 1 (4) frames
CA/DF67: 10        Do vehicle/entity graphical action $10 
CA/DF68: E0        Pause for 4 * 1 (4) frames
CA/DF6A: 11        Do vehicle/entity graphical action $11 
CA/DF6B: E0        Pause for 4 * 1 (4) frames
CA/DF6D: 18        Do vehicle/entity graphical action $18 
CA/DF6E: C3        Set vehicle/entity's event speed to fast
CA/DF6F: FF        End queue
CA/DF70: 95    Pause for 120 units
CA/DF71: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CA/DF73: 19        Do vehicle/entity graphical action $19 
CA/DF74: E0        Pause for 4 * 20 (80) frames
CA/DF76: 20        Do vehicle/entity graphical action $20 
CA/DF77: C3        Set vehicle/entity's event speed to fast
CA/DF78: FF        End queue
CA/DF79: 94    Pause for 60 units
CA/DF7A: 4B    Display dialogue message $0860, wait for button press (At bottom of screen)
               CELES: Power only breeds war
               I wish I'd never beenborn.
CA/DF7D: B5    Pause for 15 * 10 (150) units
CA/DF7F: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/DF81: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/DF83: 06    Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete)
CA/DF85: CE        Turn vehicle/entity down
CA/DF86: E0        Pause for 4 * 8 (32) frames
CA/DF88: CF        Turn vehicle/entity left
CA/DF89: E0        Pause for 4 * 1 (4) frames
CA/DF8B: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CA/DF8C: C7        Set vehicle/entity to stay still when moving
CA/DF8D: 80        Move vehicle/entity up 1 tile
CA/DF8E: FF        End queue
CA/DF8F: F4    Play sound effect 46
CA/DF91: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CA/DF93: 80        Move vehicle/entity up 1 tile
CA/DF94: FF        End queue
CA/DF95: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CA/DF97: C2        Set vehicle/entity's event speed to normal
CA/DF98: CD        Turn vehicle/entity right
CA/DF99: C7        Set vehicle/entity to stay still when moving
CA/DF9A: 83        Move vehicle/entity left 1 tile
CA/DF9B: FF        End queue
CA/DF9C: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CA/DF9E: C7        Set vehicle/entity to stay still when moving
CA/DF9F: 0B        Do vehicle/entity graphical action $0B 
CA/DFA0: 80        Move vehicle/entity up 1 tile
CA/DFA1: FF        End queue
CA/DFA2: B5    Pause for 15 * 16 (240) units
CA/DFA4: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/DFA6: C0        Set vehicle/entity's event speed to slowest
CA/DFA7: C7        Set vehicle/entity to stay still when moving
CA/DFA8: 82        Move vehicle/entity down 1 tile
CA/DFA9: CC        Turn vehicle/entity up
CA/DFAA: FF        End queue
CA/DFAB: 95    Pause for 120 units
CA/DFAC: F4    Play sound effect 199
CA/DFAE: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CA/DFB0: 28        Do vehicle/entity graphical action $28 
CA/DFB1: E0        Pause for 4 * 16 (64) frames
CA/DFB3: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/DFB4: C6        Set vehicle/entity to walk when moving
CA/DFB5: FF        End queue
CA/DFB6: 94    Pause for 60 units
CA/DFB7: 4B    Display dialogue message $0861, wait for button press (At bottom of screen)
               KEFKA: Ouch!!
CA/DFBA: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFBC: 81        Move vehicle/entity right 1 tile
CA/DFBD: FF        End queue
CA/DFBE: B0    Execute the following commands until $B1 3 times
CA/DFC0: 11        Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CA/DFC2: 87            Move vehicle/entity left 2 tiles
CA/DFC3: 85            Move vehicle/entity right 2 tiles
CA/DFC4: FF            End queue
CA/DFC5: B1        End block of repeating commands
CA/DFC6: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFC8: 83        Move vehicle/entity left 1 tile
CA/DFC9: FF        End queue
CA/DFCA: B0    Execute the following commands until $B1 10 times
CA/DFCC: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFCE: 1F            Do vehicle/entity graphical action $1F 
CA/DFCF: FF            End queue
CA/DFD0: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFD2: 18            Do vehicle/entity graphical action $18 
CA/DFD3: FF            End queue
CA/DFD4: B1        End block of repeating commands
CA/DFD5: 4B    Display dialogue message $0862, wait for button press (At bottom of screen)
               KEFKA: Bblood!?
CA/DFD8: 94    Pause for 60 units
CA/DFD9: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFDB: 20        Do vehicle/entity graphical action $20 
CA/DFDC: FF        End queue
CA/DFDD: 4B    Display dialogue message $0863, wait for button press (At bottom of screen)
               KEFKA: Youvicious brat!
CA/DFE0: 94    Pause for 60 units
CA/DFE1: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFE3: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/DFE4: FF        End queue
CA/DFE5: 4B    Display dialogue message $0864, wait for button press (At bottom of screen)
               Grrr Aargh
CA/DFE8: 94    Pause for 60 units
CA/DFE9: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/DFEB: 28        Do vehicle/entity graphical action $28 
CA/DFEC: FF        End queue
CA/DFED: 4B    Display dialogue message $0865, wait for button press (At bottom of screen)
               I
               hate hate hate
               hate hate hate
               hate hate hate hate hate
               hate hate hate hate hate
               
               HATE YOU! Grrr
CA/DFF0: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/DFF2: 8C        Move vehicle/entity up 4 tiles
CA/DFF3: FF        End queue
CA/DFF4: B0    Execute the following commands until $B1 4 times
CA/DFF6: 11        Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/DFF8: DC            Make vehicle/entity jump (low)
CA/DFF9: CE            Turn vehicle/entity down
CA/DFFA: E0            Pause for 4 * 4 (16) frames
CA/DFFC: FF            End queue
CA/DFFD: B1        End block of repeating commands
CA/DFFE: B5    Pause for 15 * 5 (75) units
CA/E000: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CA/E002: C2        Set vehicle/entity's event speed to normal
CA/E003: CD        Turn vehicle/entity right
CA/E004: E0        Pause for 4 * 1 (4) frames
CA/E006: CC        Turn vehicle/entity up
CA/E007: E0        Pause for 4 * 6 (24) frames
CA/E009: 17        Do vehicle/entity graphical action $17 
CA/E00A: FF        End queue
CA/E00B: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E00D: 4B    Display dialogue message $0866, wait for button press
               KEFKA: Goddessesyou were born only to fight.
               I implore youshow me your power!!
CA/E010: B5    Pause for 15 * 6 (90) units
CA/E012: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CA/E014: 80        Move vehicle/entity up 1 tile
CA/E015: 0B        Do vehicle/entity graphical action $0B 
CA/E016: C7        Set vehicle/entity to stay still when moving
CA/E017: C3        Set vehicle/entity's event speed to fast
CA/E018: 86        Move vehicle/entity down 2 tiles
CA/E019: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/E01A: FF        End queue
CA/E01B: 92    Pause for 30 units
CA/E01C: F4    Play sound effect 80
CA/E01E: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/E020: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/E022: 91    Pause for 15 units
CA/E023: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/E025: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete)
CA/E027: C3        Set vehicle/entity's event speed to fast
CA/E028: C7        Set vehicle/entity to stay still when moving
CA/E029: 0B        Do vehicle/entity graphical action $0B 
CA/E02A: A2        Move vehicle/entity left/down 1x1 tiles
CA/E02B: E0        Pause for 4 * 6 (24) frames
CA/E02D: C6        Set vehicle/entity to walk when moving
CA/E02E: CC        Turn vehicle/entity up
CA/E02F: FF        End queue
CA/E030: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CA/E032: B0    Execute the following commands until $B1 8 times
CA/E034: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E036: 63            Do vehicle/entity graphical action $23, flipped horizontally
CA/E037: FF            End queue
CA/E038: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E03A: 23            Do vehicle/entity graphical action $23 
CA/E03B: FF            End queue
CA/E03C: B1        End block of repeating commands
CA/E03D: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CA/E03F: CE        Turn vehicle/entity down
CA/E040: E0        Pause for 4 * 7 (28) frames
CA/E042: C6        Set vehicle/entity to walk when moving
CA/E043: 84        Move vehicle/entity up 2 tiles
CA/E044: E0        Pause for 4 * 4 (16) frames
CA/E046: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/E047: FF        End queue
CA/E048: 93    Pause for 45 units
CA/E049: 4B    Display dialogue message $0867, wait for button press
               KEFKA: I command you!
               Give me your power!
               Arrrgh! Curses!
CA/E04C: B5    Pause for 15 * 4 (60) units
CA/E04E: B0    Execute the following commands until $B1 3 times
CA/E050: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/E052: B2        Call subroutine $CAE46F
CA/E056: B1        End block of repeating commands
CA/E057: B5    Pause for 15 * 16 (240) units
CA/E059: 11    Begin action queue for character $11 (NPC $11), 14 bytes long (Wait until complete)
CA/E05B: CD        Turn vehicle/entity right
CA/E05C: E0        Pause for 4 * 4 (16) frames
CA/E05E: CF        Turn vehicle/entity left
CA/E05F: E0        Pause for 4 * 4 (16) frames
CA/E061: CE        Turn vehicle/entity down
CA/E062: E0        Pause for 4 * 12 (48) frames
CA/E064: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/E065: E0        Pause for 4 * 2 (8) frames
CA/E067: 18        Do vehicle/entity graphical action $18 
CA/E068: FF        End queue
CA/E069: 4B    Display dialogue message $0868, wait for button press (At bottom of screen)
               KEFKA: Listen to me,
               or you'll regret it!
               Give mePOWER!
CA/E06C: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CA/E06E: C6        Set vehicle/entity to walk when moving
CA/E06F: 85        Move vehicle/entity right 2 tiles
CA/E070: CC        Turn vehicle/entity up
CA/E071: FF        End queue
CA/E072: 4B    Display dialogue message $0869, wait for button press (At bottom of screen)
               GESTAHL: Kefka, stop it!
               Revive those statues, and you'll destroy the very world we're trying to possess!
               KEFKA: Shuddap!
CA/E075: 4D    Invoke battle, enemy set $7F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/E078: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CA/E07A: D5        Set vehicle/entity's position to (57, 7)
CA/E07D: 29        Do vehicle/entity graphical action $29 
CA/E07E: FF        End queue
CA/E07F: 96    Restore screen from fade
CA/E080: B5    Pause for 15 * 6 (90) units
CA/E082: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/E084: A9        Move vehicle/entity left/down 2x1 tiles
CA/E085: A9        Move vehicle/entity left/down 2x1 tiles
CA/E086: FF        End queue
CA/E087: 4B    Display dialogue message $086A, wait for button press (At bottom of screen)
               GESTAHL: There'll be no one to worship us
CA/E08A: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E08C: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/E08E: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CA/E090: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CA/E092: C2        Set vehicle/entity's event speed to normal
CA/E093: A2        Move vehicle/entity left/down 1x1 tiles
CA/E094: A2        Move vehicle/entity left/down 1x1 tiles
CA/E095: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/E096: E0        Pause for 4 * 8 (32) frames
CA/E098: C0        Set vehicle/entity's event speed to slowest
CA/E099: FF        End queue
CA/E09A: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/E09C: C7        Set vehicle/entity to stay still when moving
CA/E09D: 83        Move vehicle/entity left 1 tile
CA/E09E: FF        End queue
CA/E09F: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CA/E0A1: C7        Set vehicle/entity to stay still when moving
CA/E0A2: C0        Set vehicle/entity's event speed to slowest
CA/E0A3: 83        Move vehicle/entity left 1 tile
CA/E0A4: FF        End queue
CA/E0A5: 94    Pause for 60 units
CA/E0A6: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E0A8: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/E0A9: FF        End queue
CA/E0AA: B5    Pause for 15 * 8 (120) units
CA/E0AC: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E0AE: 10        Do vehicle/entity graphical action $10 
CA/E0AF: FF        End queue
CA/E0B0: F4    Play sound effect 186
CA/E0B2: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete)
CA/E0B4: 29        Do vehicle/entity graphical action $29 
CA/E0B5: C3        Set vehicle/entity's event speed to fast
CA/E0B6: A2        Move vehicle/entity left/down 1x1 tiles
CA/E0B7: A2        Move vehicle/entity left/down 1x1 tiles
CA/E0B8: A2        Move vehicle/entity left/down 1x1 tiles
CA/E0B9: A2        Move vehicle/entity left/down 1x1 tiles
CA/E0BA: A2        Move vehicle/entity left/down 1x1 tiles
CA/E0BB: 8E        Move vehicle/entity down 4 tiles
CA/E0BC: D1        Make vehicle/entity disappear
CA/E0BD: FF        End queue
CA/E0BE: 3E    Delete object $1C
CA/E0C0: 45    Refresh objects
CA/E0C1: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/E0C3: C2        Set vehicle/entity's event speed to normal
CA/E0C4: C6        Set vehicle/entity to walk when moving
CA/E0C5: 89        Move vehicle/entity right 3 tiles
CA/E0C6: 84        Move vehicle/entity up 2 tiles
CA/E0C7: FF        End queue
CA/E0C8: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CA/E0CA: A5        Move vehicle/entity right/up 2x1 tiles
CA/E0CB: 85        Move vehicle/entity right 2 tiles
CA/E0CC: FF        End queue
CA/E0CD: B3    Call subroutine $CAE46F, 2 times
CA/E0D2: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/E0D4: A0        Move vehicle/entity right/up 1x1 tiles
CA/E0D5: 84        Move vehicle/entity up 2 tiles
CA/E0D6: 1B        Do vehicle/entity graphical action $1B 
CA/E0D7: FF        End queue
CA/E0D8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E0DA: CE        Turn vehicle/entity down
CA/E0DB: FF        End queue
CA/E0DC: 4B    Display dialogue message $086B, wait for button press
               CELES: Snap out of it, Kefka!
CA/E0DF: 92    Pause for 30 units
CA/E0E0: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E0E2: 0F        Do vehicle/entity graphical action $0F 
CA/E0E3: FF        End queue
CA/E0E4: 92    Pause for 30 units
CA/E0E5: F4    Play sound effect 51
CA/E0E7: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CA/E0E9: CE        Turn vehicle/entity down
CA/E0EA: E0        Pause for 4 * 1 (4) frames
CA/E0EC: CD        Turn vehicle/entity right
CA/E0ED: E0        Pause for 4 * 1 (4) frames
CA/E0EF: 50        Do vehicle/entity graphical action $10, flipped horizontally
CA/E0F0: FF        End queue
CA/E0F1: 06    Begin action queue for character $06 (Actor in stot 6), 13 bytes long (Wait until complete)
CA/E0F3: 0B        Do vehicle/entity graphical action $0B 
CA/E0F4: C7        Set vehicle/entity to stay still when moving
CA/E0F5: C4        Set vehicle/entity's event speed to faster
CA/E0F6: A6        Move vehicle/entity right/down 2x1 tiles
CA/E0F7: C2        Set vehicle/entity's event speed to normal
CA/E0F8: 1F        Do vehicle/entity graphical action $1F 
CA/E0F9: DC        Make vehicle/entity jump (low)
CA/E0FA: A6        Move vehicle/entity right/down 2x1 tiles
CA/E0FB: 28        Do vehicle/entity graphical action $28 
CA/E0FC: C1        Set vehicle/entity's event speed to slow
CA/E0FD: A1        Move vehicle/entity right/down 1x1 tiles
CA/E0FE: A1        Move vehicle/entity right/down 1x1 tiles
CA/E0FF: FF        End queue
CA/E100: 58    Shake screen ($FD): 
               (Intensity: 1)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/E102: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CA/E104: 84        Move vehicle/entity up 2 tiles
CA/E105: FF        End queue
CA/E106: 94    Pause for 60 units
CA/E107: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CA/E109: C2        Set vehicle/entity's event speed to normal
CA/E10A: CD        Turn vehicle/entity right
CA/E10B: E0        Pause for 4 * 5 (20) frames
CA/E10D: A0        Move vehicle/entity right/up 1x1 tiles
CA/E10E: 81        Move vehicle/entity right 1 tile
CA/E10F: CE        Turn vehicle/entity down
CA/E110: C0        Set vehicle/entity's event speed to slowest
CA/E111: FF        End queue
CA/E112: F4    Play sound effect 6
CA/E114: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/E116: A8        Move vehicle/entity left/down 1x2 tiles
CA/E117: FF        End queue
CA/E118: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CA/E11A: A8        Move vehicle/entity left/down 1x2 tiles
CA/E11B: FF        End queue
CA/E11C: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CA/E11E: A8        Move vehicle/entity left/down 1x2 tiles
CA/E11F: FF        End queue
CA/E120: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CA/E122: A8        Move vehicle/entity left/down 1x2 tiles
CA/E123: FF        End queue
CA/E124: 91    Pause for 15 units
CA/E125: B3    Call subroutine $CAD033, 2 times
CA/E12A: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CA/E12C: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CA/E130: 92    Pause for 30 units
CA/E131: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CA/E133: 8A        Move vehicle/entity down 3 tiles
CA/E134: FF        End queue
CA/E135: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CA/E137: C2        Set vehicle/entity's event speed to normal
CA/E138: A2        Move vehicle/entity left/down 1x1 tiles
CA/E139: 83        Move vehicle/entity left 1 tile
CA/E13A: 1D        Do vehicle/entity graphical action $1D 
CA/E13B: E0        Pause for 4 * 1 (4) frames
CA/E13D: 1E        Do vehicle/entity graphical action $1E 
CA/E13E: E0        Pause for 4 * 1 (4) frames
CA/E140: FC        Branch 6 bytes backwards ($CAE13A)
CA/E142: FF        End queue
CA/E143: 92    Pause for 30 units
CA/E144: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/E146: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/E147: FF        End queue
CA/E148: 93    Pause for 45 units
CA/E149: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E14B: 4B    Display dialogue message $086C, wait for button press
               CELES: Oh, that's really smart, Kefka!
               Disturb their delicate balance, and they'll go haywire!
CA/E14E: 11    Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete)
CA/E150: CF        Turn vehicle/entity left
CA/E151: E0        Pause for 4 * 4 (16) frames
CA/E153: 88        Move vehicle/entity up 3 tiles
CA/E154: 87        Move vehicle/entity left 2 tiles
CA/E155: C0        Set vehicle/entity's event speed to slowest
CA/E156: FF        End queue
CA/E157: F4    Play sound effect 6
CA/E159: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/E15B: A1        Move vehicle/entity right/down 1x1 tiles
CA/E15C: FF        End queue
CA/E15D: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/E15F: A1        Move vehicle/entity right/down 1x1 tiles
CA/E160: FF        End queue
CA/E161: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/E163: A1        Move vehicle/entity right/down 1x1 tiles
CA/E164: FF        End queue
CA/E165: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/E167: A1        Move vehicle/entity right/down 1x1 tiles
CA/E168: FF        End queue
CA/E169: B3    Call subroutine $CAD033, 2 times
CA/E16E: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CA/E170: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CA/E174: 11    Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete)
CA/E176: C2        Set vehicle/entity's event speed to normal
CA/E177: 81        Move vehicle/entity right 1 tile
CA/E178: 82        Move vehicle/entity down 1 tile
CA/E179: CF        Turn vehicle/entity left
CA/E17A: C7        Set vehicle/entity to stay still when moving
CA/E17B: C0        Set vehicle/entity's event speed to slowest
CA/E17C: FF        End queue
CA/E17D: 92    Pause for 30 units
CA/E17E: F4    Play sound effect 6
CA/E180: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/E182: A8        Move vehicle/entity left/down 1x2 tiles
CA/E183: FF        End queue
CA/E184: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/E186: A8        Move vehicle/entity left/down 1x2 tiles
CA/E187: FF        End queue
CA/E188: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/E18A: A8        Move vehicle/entity left/down 1x2 tiles
CA/E18B: FF        End queue
CA/E18C: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/E18E: A8        Move vehicle/entity left/down 1x2 tiles
CA/E18F: FF        End queue
CA/E190: B3    Call subroutine $CAD033, 2 times
CA/E195: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CA/E197: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CA/E19B: 11    Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete)
CA/E19D: C6        Set vehicle/entity to walk when moving
CA/E19E: C2        Set vehicle/entity's event speed to normal
CA/E19F: 90        Move vehicle/entity up 5 tiles
CA/E1A0: 81        Move vehicle/entity right 1 tile
CA/E1A1: C7        Set vehicle/entity to stay still when moving
CA/E1A2: C0        Set vehicle/entity's event speed to slowest
CA/E1A3: FF        End queue
CA/E1A4: F4    Play sound effect 6
CA/E1A6: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/E1A8: A1        Move vehicle/entity right/down 1x1 tiles
CA/E1A9: FF        End queue
CA/E1AA: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CA/E1AC: A1        Move vehicle/entity right/down 1x1 tiles
CA/E1AD: FF        End queue
CA/E1AE: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/E1B0: A1        Move vehicle/entity right/down 1x1 tiles
CA/E1B1: FF        End queue
CA/E1B2: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CA/E1B4: A1        Move vehicle/entity right/down 1x1 tiles
CA/E1B5: FF        End queue
CA/E1B6: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CA/E1BA: B3    Call subroutine $CAD033, 3 times
CA/E1BF: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/E1C1: C6        Set vehicle/entity to walk when moving
CA/E1C2: C2        Set vehicle/entity's event speed to normal
CA/E1C3: A2        Move vehicle/entity left/down 1x1 tiles
CA/E1C4: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/E1C5: FF        End queue
CA/E1C6: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CA/E1C8: C4        Set vehicle/entity's event speed to faster
CA/E1C9: FF        End queue
CA/E1CA: 1D    Begin action queue for character $1D (NPC $1D), 18 bytes long 
CA/E1CC: C4        Set vehicle/entity's event speed to faster
CA/E1CD: E0        Pause for 4 * 3 (12) frames
CA/E1CF: D5        Set vehicle/entity's position to (61, 4)
CA/E1D2: A8        Move vehicle/entity left/down 1x2 tiles
CA/E1D3: A2        Move vehicle/entity left/down 1x1 tiles
CA/E1D4: D5        Set vehicle/entity's position to (0, 0)
CA/E1D7: FA        Pseudo-randomly choose to branch 10 bytes backwards ($CAE1CD) with 50 % chance
CA/E1D9: E0        Pause for 4 * 3 (12) frames
CA/E1DB: FC        Branch 14 bytes backwards ($CAE1CD)
CA/E1DD: FF        End queue
CA/E1DE: B2    Call subroutine $CAF419
CA/E1E2: B3    Call subroutine $CAD033, 3 times
CA/E1E7: 3D    Create object $1B
CA/E1E9: 41    Show object $1B
CA/E1EB: 45    Refresh objects
CA/E1EC: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/E1EE: 78    Enable ability to pass through other objects for object $06 (CELES )
CA/E1F0: 94    Pause for 60 units
CA/E1F1: F4    Play sound effect 184
CA/E1F3: 93    Pause for 45 units
CA/E1F4: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CA/E1F6: CD        Turn vehicle/entity right
CA/E1F7: FF        End queue
CA/E1F8: 4B    Display dialogue message $086D, wait for button press (At bottom of screen)
               KEFKA: Who're you?!
CA/E1FB: 30    Begin action queue for character $30 (Camera), 9 bytes long 
CA/E1FD: C4        Set vehicle/entity's event speed to faster
CA/E1FE: A5        Move vehicle/entity right/up 2x1 tiles
CA/E1FF: A5        Move vehicle/entity right/up 2x1 tiles
CA/E200: C2        Set vehicle/entity's event speed to normal
CA/E201: A5        Move vehicle/entity right/up 2x1 tiles
CA/E202: E0        Pause for 4 * 24 (96) frames
CA/E204: 8A        Move vehicle/entity down 3 tiles
CA/E205: FF        End queue
CA/E206: 1B    Begin action queue for character $1B (NPC $1B), 16 bytes long (Wait until complete)
CA/E208: D5        Set vehicle/entity's position to (70, 1)
CA/E20B: C0        Set vehicle/entity's event speed to slowest
CA/E20C: C7        Set vehicle/entity to stay still when moving
CA/E20D: 0F        Do vehicle/entity graphical action $0F 
CA/E20E: A8        Move vehicle/entity left/down 1x2 tiles
CA/E20F: C2        Set vehicle/entity's event speed to normal
CA/E210: A8        Move vehicle/entity left/down 1x2 tiles
CA/E211: 0B        Do vehicle/entity graphical action $0B 
CA/E212: C3        Set vehicle/entity's event speed to fast
CA/E213: A8        Move vehicle/entity left/down 1x2 tiles
CA/E214: C4        Set vehicle/entity's event speed to faster
CA/E215: A8        Move vehicle/entity left/down 1x2 tiles
CA/E216: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/E217: FF        End queue
CA/E218: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E21A: 91    Pause for 15 units
CA/E21B: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/E21D: 8B        Move vehicle/entity left 3 tiles
CA/E21E: C1        Set vehicle/entity's event speed to slow
CA/E21F: 8B        Move vehicle/entity left 3 tiles
CA/E220: FF        End queue
CA/E221: F4    Play sound effect 24
CA/E223: 1B    Begin action queue for character $1B (NPC $1B), 11 bytes long 
CA/E225: C3        Set vehicle/entity's event speed to fast
CA/E226: 19        Do vehicle/entity graphical action $19 
CA/E227: A3        Move vehicle/entity left/up 1x1 tiles
CA/E228: A3        Move vehicle/entity left/up 1x1 tiles
CA/E229: 83        Move vehicle/entity left 1 tile
CA/E22A: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/E22B: A2        Move vehicle/entity left/down 1x1 tiles
CA/E22C: A9        Move vehicle/entity left/down 2x1 tiles
CA/E22D: C1        Set vehicle/entity's event speed to slow
CA/E22E: 87        Move vehicle/entity left 2 tiles
CA/E22F: FF        End queue
CA/E230: 06    Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete)
CA/E232: 0B        Do vehicle/entity graphical action $0B 
CA/E233: C7        Set vehicle/entity to stay still when moving
CA/E234: C3        Set vehicle/entity's event speed to fast
CA/E235: A3        Move vehicle/entity left/up 1x1 tiles
CA/E236: A3        Move vehicle/entity left/up 1x1 tiles
CA/E237: 83        Move vehicle/entity left 1 tile
CA/E238: A9        Move vehicle/entity left/down 2x1 tiles
CA/E239: C1        Set vehicle/entity's event speed to slow
CA/E23A: 28        Do vehicle/entity graphical action $28 
CA/E23B: 87        Move vehicle/entity left 2 tiles
CA/E23C: FF        End queue
CA/E23D: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E23F: 92    Pause for 30 units
CA/E240: 1B    Begin action queue for character $1B (NPC $1B), 7 bytes long (Wait until complete)
CA/E242: C2        Set vehicle/entity's event speed to normal
CA/E243: C6        Set vehicle/entity to walk when moving
CA/E244: 83        Move vehicle/entity left 1 tile
CA/E245: 17        Do vehicle/entity graphical action $17 
CA/E246: C7        Set vehicle/entity to stay still when moving
CA/E247: C0        Set vehicle/entity's event speed to slowest
CA/E248: FF        End queue
CA/E249: B5    Pause for 15 * 5 (75) units
CA/E24B: F4    Play sound effect 6
CA/E24D: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/E24F: A4        Move vehicle/entity right/up 1x2 tiles
CA/E250: FF        End queue
CA/E251: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/E253: A4        Move vehicle/entity right/up 1x2 tiles
CA/E254: FF        End queue
CA/E255: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/E257: A4        Move vehicle/entity right/up 1x2 tiles
CA/E258: FF        End queue
CA/E259: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CA/E25B: A4        Move vehicle/entity right/up 1x2 tiles
CA/E25C: FF        End queue
CA/E25D: B3    Call subroutine $CAD033, 2 times
CA/E262: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CA/E264: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CA/E268: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CA/E26A: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/E26C: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CA/E26E: 82        Move vehicle/entity down 1 tile
CA/E26F: CF        Turn vehicle/entity left
CA/E270: C0        Set vehicle/entity's event speed to slowest
CA/E271: C7        Set vehicle/entity to stay still when moving
CA/E272: FF        End queue
CA/E273: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete)
CA/E275: C6        Set vehicle/entity to walk when moving
CA/E276: C2        Set vehicle/entity's event speed to normal
CA/E277: 83        Move vehicle/entity left 1 tile
CA/E278: 80        Move vehicle/entity up 1 tile
CA/E279: CD        Turn vehicle/entity right
CA/E27A: C0        Set vehicle/entity's event speed to slowest
CA/E27B: C7        Set vehicle/entity to stay still when moving
CA/E27C: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CA/E27D: FF        End queue
CA/E27E: F4    Play sound effect 6
CA/E280: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/E282: 81        Move vehicle/entity right 1 tile
CA/E283: FF        End queue
CA/E284: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/E286: 81        Move vehicle/entity right 1 tile
CA/E287: FF        End queue
CA/E288: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CA/E28A: 81        Move vehicle/entity right 1 tile
CA/E28B: FF        End queue
CA/E28C: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CA/E28E: 81        Move vehicle/entity right 1 tile
CA/E28F: FF        End queue
CA/E290: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CA/E292: 81        Move vehicle/entity right 1 tile
CA/E293: FF        End queue
CA/E294: F4    Play sound effect 25
CA/E296: B3    Call subroutine $CAD033, 2 times
CA/E29B: 4B    Display dialogue message $086E, wait for button press (At bottom of screen)
               KEFKA: Noooo!
CA/E29E: 94    Pause for 60 units
CA/E29F: F4    Play sound effect 88
CA/E2A1: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CA/E2A3: A4        Move vehicle/entity right/up 1x2 tiles
CA/E2A4: A4        Move vehicle/entity right/up 1x2 tiles
CA/E2A5: A4        Move vehicle/entity right/up 1x2 tiles
CA/E2A6: D5        Set vehicle/entity's position to (0, 0)
CA/E2A9: FF        End queue
CA/E2AA: 20    Begin action queue for character $20 (NPC $20), 8 bytes long 
CA/E2AC: A5        Move vehicle/entity right/up 2x1 tiles
CA/E2AD: A5        Move vehicle/entity right/up 2x1 tiles
CA/E2AE: A4        Move vehicle/entity right/up 1x2 tiles
CA/E2AF: A4        Move vehicle/entity right/up 1x2 tiles
CA/E2B0: D5        Set vehicle/entity's position to (0, 0)
CA/E2B3: FF        End queue
CA/E2B4: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CA/E2B6: AA        Move vehicle/entity left/up 2x1 tiles
CA/E2B7: AA        Move vehicle/entity left/up 2x1 tiles
CA/E2B8: D5        Set vehicle/entity's position to (0, 0)
CA/E2BB: FF        End queue
CA/E2BC: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CA/E2BE: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/E2BF: FF        End queue
CA/E2C0: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/E2C2: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/E2C3: FF        End queue
CA/E2C4: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/E2C6: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/E2C7: FF        End queue
CA/E2C8: 94    Pause for 60 units
CA/E2C9: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CA/E2CB: CC        Turn vehicle/entity up
CA/E2CC: FF        End queue
CA/E2CD: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/E2CF: CC        Turn vehicle/entity up
CA/E2D0: FF        End queue
CA/E2D1: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/E2D3: CC        Turn vehicle/entity up
CA/E2D4: FF        End queue
CA/E2D5: 93    Pause for 45 units
CA/E2D6: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CA/E2D8: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/E2D9: E0        Pause for 4 * 6 (24) frames
CA/E2DB: CF        Turn vehicle/entity left
CA/E2DC: E0        Pause for 4 * 2 (8) frames
CA/E2DE: CC        Turn vehicle/entity up
CA/E2DF: FF        End queue
CA/E2E0: 93    Pause for 45 units
CA/E2E1: 4B    Display dialogue message $086F, wait for button press
               SHADOW: Go!
               There are people counting on you!
CA/E2E4: 93    Pause for 45 units
CA/E2E5: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CA/E2E7: CE        Turn vehicle/entity down
CA/E2E8: C2        Set vehicle/entity's event speed to normal
CA/E2E9: C6        Set vehicle/entity to walk when moving
CA/E2EA: FF        End queue
CA/E2EB: 93    Pause for 45 units
CA/E2EC: B2    Call subroutine $CB2E34
CA/E2F0: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CA/E2F2: A0        Move vehicle/entity right/up 1x1 tiles
CA/E2F3: FF        End queue
CA/E2F4: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CA/E2F6: A3        Move vehicle/entity left/up 1x1 tiles
CA/E2F7: FF        End queue
CA/E2F8: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CA/E2FA: A1        Move vehicle/entity right/down 1x1 tiles
CA/E2FB: FF        End queue
CA/E2FC: B2    Call subroutine $CB2E2B
CA/E300: B2    Call subroutine $CACB95
CA/E304: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/E306: CC        Turn vehicle/entity up
CA/E307: E0        Pause for 4 * 6 (24) frames
CA/E309: 84        Move vehicle/entity up 2 tiles
CA/E30A: FF        End queue
CA/E30B: B2    Call subroutine $CAD033
CA/E30F: B0    Execute the following commands until $B1 2 times
CA/E311: F4        Play sound effect 80
CA/E313: 53        Modify object color range from [70, 7F]: Do unknown operation (Black) at intensity 3
CA/E317: B4        Pause for 4 units
CA/E319: 53        Modify object color range from [70, 7F]: Do unknown operation (Black) at intensity 3
CA/E31D: B4        Pause for 4 units
CA/E31F: B1        End block of repeating commands
CA/E320: F4    Play sound effect 80
CA/E322: 1D    Begin action queue for character $1D (NPC $1D), 19 bytes long 
CA/E324: C4        Set vehicle/entity's event speed to faster
CA/E325: D5        Set vehicle/entity's position to (60, 5)
CA/E328: A0        Move vehicle/entity right/up 1x1 tiles
CA/E329: A0        Move vehicle/entity right/up 1x1 tiles
CA/E32A: A0        Move vehicle/entity right/up 1x1 tiles
CA/E32B: A0        Move vehicle/entity right/up 1x1 tiles
CA/E32C: A0        Move vehicle/entity right/up 1x1 tiles
CA/E32D: A0        Move vehicle/entity right/up 1x1 tiles
CA/E32E: D5        Set vehicle/entity's position to (0, 0)
CA/E331: E0        Pause for 4 * 3 (12) frames
CA/E333: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAE331) with 50 % chance
CA/E335: FC        Branch 255 bytes backwards ($CAE236)
CA/E337: 1E    Begin action queue for character $1E (NPC $1E), 18 bytes long 
CA/E339: C3        Set vehicle/entity's event speed to fast
CA/E33A: D5        Set vehicle/entity's position to (59, 5)
CA/E33D: A8        Move vehicle/entity left/down 1x2 tiles
CA/E33E: A8        Move vehicle/entity left/down 1x2 tiles
CA/E33F: A8        Move vehicle/entity left/down 1x2 tiles
CA/E340: A8        Move vehicle/entity left/down 1x2 tiles
CA/E341: D5        Set vehicle/entity's position to (0, 0)
CA/E344: E0        Pause for 4 * 2 (8) frames
CA/E346: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAE344) with 50 % chance
CA/E348: FC        Branch 14 bytes backwards ($CAE33A)
CA/E34A: FF        End queue
CA/E34B: 1F    Begin action queue for character $1F (NPC $1F), 18 bytes long 
CA/E34D: C4        Set vehicle/entity's event speed to faster
CA/E34E: D5        Set vehicle/entity's position to (60, 6)
CA/E351: A3        Move vehicle/entity left/up 1x1 tiles
CA/E352: A3        Move vehicle/entity left/up 1x1 tiles
CA/E353: A3        Move vehicle/entity left/up 1x1 tiles
CA/E354: A3        Move vehicle/entity left/up 1x1 tiles
CA/E355: D5        Set vehicle/entity's position to (0, 0)
CA/E358: E0        Pause for 4 * 6 (24) frames
CA/E35A: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAE358) with 50 % chance
CA/E35C: FC        Branch 14 bytes backwards ($CAE34E)
CA/E35E: FF        End queue
CA/E35F: 20    Begin action queue for character $20 (NPC $20), 18 bytes long 
CA/E361: C4        Set vehicle/entity's event speed to faster
CA/E362: D5        Set vehicle/entity's position to (59, 6)
CA/E365: A2        Move vehicle/entity left/down 1x1 tiles
CA/E366: A2        Move vehicle/entity left/down 1x1 tiles
CA/E367: A2        Move vehicle/entity left/down 1x1 tiles
CA/E368: A2        Move vehicle/entity left/down 1x1 tiles
CA/E369: D5        Set vehicle/entity's position to (0, 0)
CA/E36C: E0        Pause for 4 * 1 (4) frames
CA/E36E: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAE36C) with 50 % chance
CA/E370: FC        Branch 14 bytes backwards ($CAE362)
CA/E372: FF        End queue
CA/E373: 21    Begin action queue for character $21 (NPC $21), 17 bytes long 
CA/E375: C4        Set vehicle/entity's event speed to faster
CA/E376: D5        Set vehicle/entity's position to (60, 5)
CA/E379: A6        Move vehicle/entity right/down 2x1 tiles
CA/E37A: A6        Move vehicle/entity right/down 2x1 tiles
CA/E37B: A6        Move vehicle/entity right/down 2x1 tiles
CA/E37C: D5        Set vehicle/entity's position to (0, 0)
CA/E37F: E0        Pause for 4 * 3 (12) frames
CA/E381: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAE37F) with 50 % chance
CA/E383: FC        Branch 13 bytes backwards ($CAE376)
CA/E385: FF        End queue
CA/E386: 31    Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete)
CA/E388: 1F        Do vehicle/entity graphical action $1F 
CA/E389: C7        Set vehicle/entity to stay still when moving
CA/E38A: C4        Set vehicle/entity's event speed to faster
CA/E38B: A6        Move vehicle/entity right/down 2x1 tiles
CA/E38C: C2        Set vehicle/entity's event speed to normal
CA/E38D: 0B        Do vehicle/entity graphical action $0B 
CA/E38E: DD        Make vehicle/entity jump (high)
CA/E38F: A7        Move vehicle/entity right/down 1x2 tiles
CA/E390: DD        Make vehicle/entity jump (high)
CA/E391: A7        Move vehicle/entity right/down 1x2 tiles
CA/E392: D5        Set vehicle/entity's position to (67, 16)
CA/E395: 28        Do vehicle/entity graphical action $28 
CA/E396: C6        Set vehicle/entity to walk when moving
CA/E397: FF        End queue
CA/E398: 92    Pause for 30 units
CA/E399: 4B    Display dialogue message $0871, wait for button press (At bottom of screen)
               SHADOW: Don't worry about me! Run!!
               I can't stop this chain reaction!
               I'll see you again.
               Count on it!
               KEFKA: You can't escape me!!
CA/E39C: 92    Pause for 30 units
CA/E39D: F4    Play sound effect 38
CA/E39F: B3    Call subroutine $CAD033, 2 times
CA/E3A4: 93    Pause for 45 units
CA/E3A5: B0    Execute the following commands until $B1 31 times
CA/E3A7: 51        Modify background color range from [40, 5F]: Do <unknown operation> (Black) at intensity 3
CA/E3AB: B1        End block of repeating commands
CA/E3AC: 30    Begin action queue for character $30 (Camera), 15 bytes long 
CA/E3AE: C3        Set vehicle/entity's event speed to fast
CA/E3AF: 9D        Move vehicle/entity right 8 tiles
CA/E3B0: 9D        Move vehicle/entity right 8 tiles
CA/E3B1: 9D        Move vehicle/entity right 8 tiles
CA/E3B2: 89        Move vehicle/entity right 3 tiles
CA/E3B3: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3B4: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3B5: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3B6: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3B7: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3B8: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3B9: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3BA: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3BB: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3BC: FF        End queue
CA/E3BD: 92    Pause for 30 units
CA/E3BE: 1F    Begin action queue for character $1F (NPC $1F), 20 bytes long (Wait until complete)
CA/E3C0: D5        Set vehicle/entity's position to (60, 6)
CA/E3C3: 9D        Move vehicle/entity right 8 tiles
CA/E3C4: 9D        Move vehicle/entity right 8 tiles
CA/E3C5: 9D        Move vehicle/entity right 8 tiles
CA/E3C6: C3        Set vehicle/entity's event speed to fast
CA/E3C7: 95        Move vehicle/entity right 6 tiles
CA/E3C8: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3C9: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3CA: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3CB: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3CC: C2        Set vehicle/entity's event speed to normal
CA/E3CD: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3CE: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3CF: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3D0: C1        Set vehicle/entity's event speed to slow
CA/E3D1: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3D2: A6        Move vehicle/entity right/down 2x1 tiles
CA/E3D3: FF        End queue
CA/E3D4: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E3D6: 97    Fade screen to black
CA/E3D7: 5C    Pause execution until fade in or fade out is complete
CA/E3D8: 6B    Load map $0189 (Floating Island, outdoors, dark background (collapsing)) instantly, (upper bits $2400), place party at (67, 16), facing down
CA/E3DE: 39    Free screen
CA/E3DF: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CA/E3E1: 28        Do vehicle/entity graphical action $28 
CA/E3E2: E0        Pause for 4 * 10 (40) frames
CA/E3E4: CF        Turn vehicle/entity left
CA/E3E5: E0        Pause for 4 * 3 (12) frames
CA/E3E7: CC        Turn vehicle/entity up
CA/E3E8: FF        End queue
CA/E3E9: 96    Restore screen from fade
CA/E3EA: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CA/E3EC: 4B    Display dialogue message $0870, wait for button press (At bottom of screen)
               SHADOW
               Get outta here on the double!
CA/E3EF: 8D    Remove all equipment from character $03 (Actor in stot 3)
CA/E3F1: F0    Play song 31 (Metamorphosis), (high bit clear), full volume
CA/E3F3: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CA/E3F5: A0    Set timer 0 to $5460 [6m: 00s: 00j], jump to subroutine $CAE414 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown shown while walking [must have tiles for it, only timer 0 can use]) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown overrides the game clock display)
CA/E3FB: A0    Set timer 2 to $5334 [5m: 55s: 00j], jump to subroutine $CA57B3 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown shown while walking [must have tiles for it, only timer 0 can use]) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown overrides the game clock display)
CA/E401: FE    Return

CA/E402: C0    If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/E408: D2    Set event bit $1E80($1FE) [$1EBF, bit 6]
CA/E40A: FE    Return

CA/E40B: C0    If ($1E80($1FE) [$1EBF, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/E411: D3    Clear event bit $1E80($1FE) [$1EBF, bit 6]
CA/E413: FE    Return

CA/E414: A1    Reset timer 0
CA/E416: A1    Reset timer 2
CA/E418: 38    Hold screen
CA/E419: F4    Play sound effect 165
CA/E41B: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/E41D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CA/E41F: 1F        Do vehicle/entity graphical action $1F 
CA/E420: FF        End queue
CA/E421: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CA/E423: C2        Set vehicle/entity's event speed to normal
CA/E424: 9C        Move vehicle/entity up 8 tiles
CA/E425: 9C        Move vehicle/entity up 8 tiles
CA/E426: FF        End queue
CA/E427: 95    Pause for 120 units
CA/E428: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 160
CA/E42C: 5A    Fade screen at speed $08
CA/E42E: B5    Pause for 15 * 32 (480) units
CA/E430: 35    Pause execution until action queue for object $30 (Camera) is complete
CA/E432: B2    Call subroutine $CCE566
CA/E436: FE    Return

CA/E437: F4    Play sound effect 24
CA/E439: 20    Begin action queue for character $20 (NPC $20), 7 bytes long (Wait until complete)
CA/E43B: D5        Set vehicle/entity's position to (58, 4)
CA/E43E: A6        Move vehicle/entity right/down 2x1 tiles
CA/E43F: A7        Move vehicle/entity right/down 1x2 tiles
CA/E440: 8A        Move vehicle/entity down 3 tiles
CA/E441: FF        End queue
CA/E442: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/E444: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CA/E446: 82        Move vehicle/entity down 1 tile
CA/E447: FF        End queue
CA/E448: 34    Begin action queue for character $34 (Party Character 3), 8 bytes long (Wait until complete)
CA/E44A: C3        Set vehicle/entity's event speed to fast
CA/E44B: 1F        Do vehicle/entity graphical action $1F 
CA/E44C: C7        Set vehicle/entity to stay still when moving
CA/E44D: 82        Move vehicle/entity down 1 tile
CA/E44E: E0        Pause for 4 * 4 (16) frames
CA/E450: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/E451: FF        End queue
CA/E452: 91    Pause for 15 units
CA/E453: F4    Play sound effect 24
CA/E455: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CA/E457: D5        Set vehicle/entity's position to (61, 3)
CA/E45A: A2        Move vehicle/entity left/down 1x1 tiles
CA/E45B: A8        Move vehicle/entity left/down 1x2 tiles
CA/E45C: 8E        Move vehicle/entity down 4 tiles
CA/E45D: FF        End queue
CA/E45E: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CA/E460: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CA/E462: 82        Move vehicle/entity down 1 tile
CA/E463: FF        End queue
CA/E464: 33    Begin action queue for character $33 (Party Character 2), 8 bytes long (Wait until complete)
CA/E466: C3        Set vehicle/entity's event speed to fast
CA/E467: 1F        Do vehicle/entity graphical action $1F 
CA/E468: C7        Set vehicle/entity to stay still when moving
CA/E469: 82        Move vehicle/entity down 1 tile
CA/E46A: E0        Pause for 4 * 4 (16) frames
CA/E46C: 09        Do vehicle/entity graphical action $09 (kneeling)
CA/E46D: FF        End queue
CA/E46E: FE    Return

CA/E46F: F4    Play sound effect 5
CA/E471: B0    Execute the following commands until $B1 31 times
CA/E473: 53        Modify object color range from [70, 7F]: Add (Black) at intensity 3
CA/E477: B1        End block of repeating commands
CA/E478: B0    Execute the following commands until $B1 31 times
CA/E47A: 53        Modify object color range from [70, 7F]: Do unknown operation (Black) at intensity 3
CA/E47E: B1        End block of repeating commands
CA/E47F: FE    Return

CA/E480: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/E486: F4    Play sound effect 18
CA/E488: B2    Call subroutine $CAE580
CA/E48C: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CA/E48E: C2        Set vehicle/entity's event speed to normal
CA/E48F: 1F        Do vehicle/entity graphical action $1F 
CA/E490: C7        Set vehicle/entity to stay still when moving
CA/E491: DD        Make vehicle/entity jump (high)
CA/E492: 85        Move vehicle/entity right 2 tiles
CA/E493: 28        Do vehicle/entity graphical action $28 
CA/E494: C6        Set vehicle/entity to walk when moving
CA/E495: FF        End queue
CA/E496: B2    Call subroutine $CAE5B2
CA/E49A: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/E49C: FE    Return

CA/E49D: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/E4A3: 38    Hold screen
CA/E4A4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CA/E4A6: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/E4A7: FF        End queue
CA/E4A8: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CA/E4AA: C2        Set vehicle/entity's event speed to normal
CA/E4AB: A7        Move vehicle/entity right/down 1x2 tiles
CA/E4AC: A7        Move vehicle/entity right/down 1x2 tiles
CA/E4AD: A1        Move vehicle/entity right/down 1x1 tiles
CA/E4AE: FF        End queue
CA/E4AF: F4    Play sound effect 18
CA/E4B1: B3    Call subroutine $CAD033, 2 times
CA/E4B6: B2    Call subroutine $CAE5CC
CA/E4BA: F4    Play sound effect 6
CA/E4BC: 5E    Scroll Layer 2, speed 0 x 2
CA/E4BF: 93    Pause for 45 units
CA/E4C0: 5E    Scroll Layer 2, speed 2 x 240
CA/E4C3: 94    Pause for 60 units
CA/E4C4: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CA/E4C6: AB        Move vehicle/entity left/up 1x2 tiles
CA/E4C7: AB        Move vehicle/entity left/up 1x2 tiles
CA/E4C8: A3        Move vehicle/entity left/up 1x1 tiles
CA/E4C9: FF        End queue
CA/E4CA: 39    Free screen
CA/E4CB: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/E4CD: A0    Set timer 1 to $00B4 [0m: 03s: 00j], jump to subroutine $CAE4D4 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/E4D3: FE    Return

CA/E4D4: A1    Reset timer 1
CA/E4D6: 5E    Scroll Layer 2, speed 0 x 0
CA/E4D9: FE    Return

CA/E4DA: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/E4E0: F4    Play sound effect 18
CA/E4E2: B2    Call subroutine $CAD033
CA/E4E6: B2    Call subroutine $CAE703
CA/E4EA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/E4EC: 1F        Do vehicle/entity graphical action $1F 
CA/E4ED: E0        Pause for 4 * 4 (16) frames
CA/E4EF: CD        Turn vehicle/entity right
CA/E4F0: FF        End queue
CA/E4F1: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/E4F3: FE    Return

CA/E4F4: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/E4FA: F4    Play sound effect 18
CA/E4FC: B2    Call subroutine $CAD033
CA/E500: B2    Call subroutine $CAE721
CA/E504: F4    Play sound effect 6
CA/E506: 5E    Scroll Layer 2, speed 0 x 6
CA/E509: 92    Pause for 30 units
CA/E50A: 5E    Scroll Layer 2, speed 4 x 220
CA/E50D: B2    Call subroutine $CAD033
CA/E511: A0    Set timer 1 to $00B4 [0m: 03s: 00j], jump to subroutine $CAE4D4 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/E517: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CA/E519: FE    Return

CA/E51A: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/E520: F4    Play sound effect 18
CA/E522: B2    Call subroutine $CAE802
CA/E526: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CA/E528: FE    Return

CA/E529: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/E52F: F4    Play sound effect 18
CA/E531: B2    Call subroutine $CAD033
CA/E535: B2    Call subroutine $CAE810
CA/E539: F4    Play sound effect 6
CA/E53B: 5E    Scroll Layer 2, speed 0 x 3
CA/E53E: 93    Pause for 45 units
CA/E53F: 5E    Scroll Layer 2, speed 255 x 224
CA/E542: A0    Set timer 1 to $00B4 [0m: 03s: 00j], jump to subroutine $CAE4D4 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/E548: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CA/E54A: FE    Return

CA/E54B: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/E551: F4    Play sound effect 18
CA/E553: B2    Call subroutine $CAD033
CA/E557: B2    Call subroutine $CAE841
CA/E55B: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CA/E55D: FE    Return

CA/E55E: C0    If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CA5EB3 (simply returns)
CA/E564: F4    Play sound effect 18
CA/E566: B2    Call subroutine $CAD033
CA/E56A: B2    Call subroutine $CAE869
CA/E56E: F4    Play sound effect 6
CA/E570: 5E    Scroll Layer 2, speed 0 x 255
CA/E573: 93    Pause for 45 units
CA/E574: 5E    Scroll Layer 2, speed 0 x 248
CA/E577: A0    Set timer 1 to $01E0 [0m: 08s: 00j], jump to subroutine $CAE4D4 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CA/E57D: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CA/E57F: FE    Return

CA/E580: 73    Replace current map's Layer 1 at (73, 21) with the following (4 x 6) chunk, refresh immediately
CA/E585:       $F5, $F3, $14, $F5
CA/E589:       $F6, $14, $F5, $F6
CA/E58D:       $14, $14, $F2, $F3
CA/E591:       $1B, $F2, $F3, $14
CA/E595:       $F5, $F6, $2B, $1B
CA/E599:       $F6, $11, $04, $A0
CA/E59D: 73    Replace current map's Layer 1 at (79, 17) with the following (5 x 3) chunk, refresh immediately
CA/E5A2:       $14, $F5, $F6, $F2, $F3
CA/E5A7:       $11, $F5, $14, $31, $F5
CA/E5AC:       $14, $41, $F3, $14, $51
CA/E5B1: FE    Return

CA/E5B2: 73    Replace current map's Layer 1 at (75, 20) with the following (5 x 4) chunk, refresh immediately
CA/E5B7:       $85, $00, $60, $14, $F5
CA/E5BC:       $6B, $F6, $14, $14, $F1
CA/E5C1:       $73, $F3, $F3, $F5, $42
CA/E5C6:       $F6, $F6, $11, $04, $A0
CA/E5CB: FE    Return

CA/E5CC: 73    Replace current map's Layer 1 at (78, 79) with the following (12 x 12) chunk, refresh immediately
CA/E5D1:       $00, $00, $00, $00, $00, $6A, $6B, $6C, $00, $00, $00, $00
CA/E5DD:       $00, $00, $00, $83, $64, $21, $22, $23, $00, $00, $00, $00
CA/E5E9:       $00, $00, $6A, $F6, $11, $31, $32, $33, $7E, $70, $85, $00
CA/E5F5:       $00, $7F, $F0, $11, $21, $22, $23, $32, $8E, $65, $F1, $7E
CA/E601:       $00, $8F, $14, $31, $31, $32, $33, $22, $23, $44, $66, $8E
CA/E60D:       $00, $31, $14, $41, $42, $43, $31, $32, $33, $84, $4A, $9E
CA/E619:       $6A, $F0, $14, $51, $52, $31, $22, $33, $95, $3B, $E5, $B7
CA/E625:       $F0, $14, $14, $14, $40, $41, $32, $95, $4A, $4B, $DA, $00
CA/E631:       $F6, $14, $14, $14, $40, $31, $95, $4A, $4B, $E1, $50, $00
CA/E63D:       $14, $14, $14, $14, $66, $84, $4A, $4B, $E1, $00, $00, $00
CA/E649:       $00, $00, $00, $84, $4A, $4B, $E5, $E1, $00, $00, $00, $00
CA/E655:       $00, $00, $00, $D2, $E5, $E1, $00, $00, $00, $00, $00, $00
CA/E661: 73    Replace current map's Layer 1 at (78, 15) with the following (13 x 12) chunk, refresh immediately
CA/E666:       $64, $78, $00, $00, $00, $00, $00, $00, $A1, $48, $84, $37, $14
CA/E673:       $63, $85, $50, $00, $00, $00, $00, $B1, $E3, $E4, $47, $14, $14
CA/E680:       $F5, $50, $00, $00, $00, $00, $00, $00, $83, $60, $14, $F2, $75
CA/E68D:       $50, $00, $00, $00, $00, $00, $7F, $73, $14, $14, $F5, $42, $50
CA/E69A:       $00, $00, $00, $00, $00, $E6, $31, $84, $14, $F5, $A8, $50, $00
CA/E6A7:       $00, $00, $00, $00, $00, $A6, $4B, $14, $75, $50, $00, $00, $00
CA/E6B4:       $00, $00, $00, $00, $00, $E1, $75, $33, $50, $00, $00, $00, $00
CA/E6C1:       $00, $00, $00, $00, $00, $33, $A8, $50, $00, $00, $00, $00, $00
CA/E6CE:       $00, $00, $50, $50, $A0, $A0, $6C, $00, $00, $00, $00, $00, $00
CA/E6DB:       $6A, $6B, $A0, $21, $22, $23, $AF, $00, $00, $00, $00, $D9, $21
CA/E6E8:       $22, $22, $31, $32, $33, $2B, $00, $00, $6A, $6B, $6C, $31, $32
CA/E6F5:       $32, $31, $32, $33, $3B, $6A, $A0, $31, $22, $23, $41, $42, $42
CA/E702: FE    Return

CA/E703: 73    Replace current map's Layer 1 at (78, 8) with the following (4 x 6) chunk, refresh immediately
CA/E708:       $14, $F5, $F6, $63
CA/E70C:       $64, $78, $14, $F3
CA/E710:       $14, $14, $F2, $63
CA/E714:       $F5, $F6, $14, $14
CA/E718:       $14, $F6, $84, $84
CA/E71C:       $84, $84, $62, $F6
CA/E720: FE    Return

CA/E721: 74    Replace current map's Layer 2 at (73, 69) with the following (12 x 8) chunk
CA/E726:       $78, $00, $00, $70, $85, $00, $00, $00, $63, $64, $64, $65
CA/E732:       $61, $AF, $00, $00, $4F, $14, $14, $14, $14, $61, $85, $00
CA/E73E:       $23, $34, $14, $14, $14, $14, $D0, $7E, $33, $44, $14, $14
CA/E74A:       $14, $14, $75, $8E, $53, $54, $84, $84, $62, $F7, $32, $33
CA/E756:       $54, $30, $3B, $59, $48, $84, $42, $9E, $14, $4A, $4B, $C6
CA/E762:       $E3, $E4, $A8, $B7, $14, $3B, $E1, $00, $00, $00, $00, $00
CA/E76E:       $14, $61, $00, $00, $00, $00, $00, $00, $14, $14, $63, $64
CA/E77A:       $64, $85, $00, $00, $84, $62, $14, $14, $14, $14, $63, $64
CA/E786: 74    Replace current map's Layer 2 at (72, 5) with the following (13 x 9) chunk
CA/E78B:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/E798:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/E7A5:       $83, $00, $00, $00, $00, $00, $00, $00, $6A, $D1, $00, $00, $00
CA/E7B2:       $00, $00, $00, $7F, $F0, $14, $00, $00, $00, $00, $00, $00, $8F
CA/E7BF:       $F8, $14, $00, $00, $00, $00, $00, $00, $9F, $84, $84, $00, $00
CA/E7CC:       $00, $00, $00, $00, $E6, $E4, $E4, $00, $00, $00, $00, $00, $00
CA/E7D9:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/E7E6:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/E7F3:       $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
CA/E800: 75    Refresh map after alteration
CA/E801: FE    Return

CA/E802: 73    Replace current map's Layer 1 at (90, 9) with the following (4 x 2) chunk, refresh immediately
CA/E807:       $D0, $D1, $F5, $F6
CA/E80B:       $F5, $F6, $F3, $14
CA/E80F: FE    Return

CA/E810: 74    Replace current map's Layer 2 at (86, 76) with the following (5 x 5) chunk
CA/E815:       $00, $6A, $6B, $7E, $00
CA/E81A:       $81, $31, $31, $8E, $00
CA/E81F:       $91, $93, $FF, $43, $DA
CA/E824:       $A1, $48, $84, $9E, $00
CA/E829:       $B1, $E3, $E4, $F4, $00
CA/E82E: 74    Replace current map's Layer 2 at (86, 13) with the following (4 x 3) chunk
CA/E833:       $00, $E0, $47, $00
CA/E837:       $00, $E0, $00, $00
CA/E83B:       $00, $00, $00, $00
CA/E83F: 75    Refresh map after alteration
CA/E840: FE    Return

CA/E841: 73    Replace current map's Layer 1 at (96, 16) with the following (4 x 5) chunk, refresh immediately
CA/E846:       $F7, $F2, $14, $57
CA/E84A:       $58, $14, $F5, $F6
CA/E84E:       $F5, $F3, $4F, $F5
CA/E852:       $F6, $F5, $F6, $23
CA/E856:       $34, $F2, $66, $84
CA/E85A: 73    Replace current map's Layer 1 at (103, 17) with the following (3 x 3) chunk, refresh immediately
CA/E85F:       $D0, $D1, $14
CA/E862:       $F7, $F6, $14
CA/E865:       $84, $62, $F3
CA/E868: FE    Return

CA/E869: 74    Replace current map's Layer 2 at (99, 81) with the following (6 x 6) chunk
CA/E86E:       $00, $6A, $AB, $6B, $AB, $7E
CA/E874:       $7F, $F0, $14, $14, $D0, $8E
CA/E87A:       $8F, $F6, $14, $14, $F7, $33
CA/E880:       $41, $84, $84, $84, $84, $33
CA/E886:       $9F, $4B, $B5, $D2, $47, $43
CA/E88C:       $E6, $E5, $E5, $00, $E0, $A8
CA/E892: 74    Replace current map's Layer 2 at (100, 17) with the following (5 x 4) chunk
CA/E897:       $75, $31, $32, $33, $41
CA/E89C:       $A8, $C6, $A6, $A8, $00
CA/E8A1:       $00, $00, $00, $00, $00
CA/E8A6:       $00, $00, $00, $00, $00
CA/E8AB: 75    Refresh map after alteration
CA/E8AC: FE    Return

CA/E8AD: C0    If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/E8B3: A1    Reset timer 1
CA/E8B5: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/E8B9: 4D    Invoke battle, enemy set $8D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/E8BC: B2    Call subroutine $CA5EA9
CA/E8C0: D2    Set event bit $1E80($1FA) [$1EBF, bit 2]
CA/E8C2: 96    Restore screen from fade
CA/E8C3: FE    Return

CA/E8C4: C0    If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/E8CA: A1    Reset timer 1
CA/E8CC: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/E8D0: 4D    Invoke battle, enemy set $8E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/E8D3: B2    Call subroutine $CA5EA9
CA/E8D7: D2    Set event bit $1E80($1FB) [$1EBF, bit 3]
CA/E8D9: 96    Restore screen from fade
CA/E8DA: FE    Return

CA/E8DB: C1    If ($1E80($1FC) [$1EBF, bit 4] is set) or ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/E8E3: A1    Reset timer 1
CA/E8E5: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CA/E8E9: 4D    Invoke battle, enemy set $8F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CA/E8EC: B2    Call subroutine $CA5EA9
CA/E8F0: D2    Set event bit $1E80($1FC) [$1EBF, bit 4]
CA/E8F2: 96    Restore screen from fade
CA/E8F3: FE    Return

CA/E8F4: C0    If ($1E80($2BD) [$1ED7, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/E8FA: 42    Hide object $31
CA/E8FC: D5    Clear event bit $1E80($2BD) [$1ED7, bit 5]
CA/E8FE: FE    Return

CA/E8FF: F0    Play song 0 (Silence), (high bit clear), full volume
CA/E901: FE    Return

CA/E902: C0    If ($1E80($0A6) [$1E94, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/E908: 42    Hide object $31
CA/E90A: FE    Return

CA/E90B: D7    Clear event bit $1E80($388) [$1EF1, bit 0]
CA/E90D: D7    Clear event bit $1E80($389) [$1EF1, bit 1]
CA/E90F: D7    Clear event bit $1E80($38B) [$1EF1, bit 3]
CA/E911: D7    Clear event bit $1E80($38A) [$1EF1, bit 2]
CA/E913: D7    Clear event bit $1E80($38C) [$1EF1, bit 4]
CA/E915: D7    Clear event bit $1E80($38D) [$1EF1, bit 5]
CA/E917: D7    Clear event bit $1E80($38E) [$1EF1, bit 6]
CA/E919: D7    Clear event bit $1E80($38F) [$1EF1, bit 7]
CA/E91B: D7    Clear event bit $1E80($390) [$1EF2, bit 0]
CA/E91D: D7    Clear event bit $1E80($391) [$1EF2, bit 1]
CA/E91F: D7    Clear event bit $1E80($392) [$1EF2, bit 2]
CA/E921: D7    Clear event bit $1E80($393) [$1EF2, bit 3]
CA/E923: D7    Clear event bit $1E80($394) [$1EF2, bit 4]
CA/E925: D7    Clear event bit $1E80($395) [$1EF2, bit 5]
CA/E927: C0    If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CAE92F
CA/E92D: D6    Set event bit $1E80($388) [$1EF1, bit 0]
CA/E92F: C0    If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CAE937
CA/E935: D6    Set event bit $1E80($389) [$1EF1, bit 1]
CA/E937: C0    If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CAE93F
CA/E93D: D6    Set event bit $1E80($38B) [$1EF1, bit 3]
CA/E93F: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CAE947
CA/E945: D6    Set event bit $1E80($38A) [$1EF1, bit 2]
CA/E947: C0    If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CAE94F
CA/E94D: D6    Set event bit $1E80($38C) [$1EF1, bit 4]
CA/E94F: C0    If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CAE957
CA/E955: D6    Set event bit $1E80($38D) [$1EF1, bit 5]
CA/E957: C0    If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CAE95F
CA/E95D: D6    Set event bit $1E80($38E) [$1EF1, bit 6]
CA/E95F: C0    If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CAE967
CA/E965: D6    Set event bit $1E80($38F) [$1EF1, bit 7]
CA/E967: C0    If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CAE96F
CA/E96D: D6    Set event bit $1E80($390) [$1EF2, bit 0]
CA/E96F: C0    If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CAE977
CA/E975: D6    Set event bit $1E80($391) [$1EF2, bit 1]
CA/E977: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CAE97F
CA/E97D: D6    Set event bit $1E80($392) [$1EF2, bit 2]
CA/E97F: C0    If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CAE987
CA/E985: D6    Set event bit $1E80($393) [$1EF2, bit 3]
CA/E987: C0    If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CAE98F
CA/E98D: D6    Set event bit $1E80($394) [$1EF2, bit 4]
CA/E98F: C0    If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CAE997
CA/E995: D6    Set event bit $1E80($395) [$1EF2, bit 5]
CA/E997: DE    Load CaseWord with the characters in the currently active party?
CA/E998: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CAE9A0
CA/E99E: D7    Clear event bit $1E80($388) [$1EF1, bit 0]
CA/E9A0: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CAE9A8
CA/E9A6: D7    Clear event bit $1E80($389) [$1EF1, bit 1]
CA/E9A8: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CAE9B0
CA/E9AE: D7    Clear event bit $1E80($38B) [$1EF1, bit 3]
CA/E9B0: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CAE9B8
CA/E9B6: D7    Clear event bit $1E80($38A) [$1EF1, bit 2]
CA/E9B8: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CAE9C0
CA/E9BE: D7    Clear event bit $1E80($38C) [$1EF1, bit 4]
CA/E9C0: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CAE9C8
CA/E9C6: D7    Clear event bit $1E80($38D) [$1EF1, bit 5]
CA/E9C8: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CAE9D0
CA/E9CE: D7    Clear event bit $1E80($38E) [$1EF1, bit 6]
CA/E9D0: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CAE9D8
CA/E9D6: D7    Clear event bit $1E80($38F) [$1EF1, bit 7]
CA/E9D8: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CAE9E0
CA/E9DE: D7    Clear event bit $1E80($390) [$1EF2, bit 0]
CA/E9E0: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CAE9E8
CA/E9E6: D7    Clear event bit $1E80($391) [$1EF2, bit 1]
CA/E9E8: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CAE9F0
CA/E9EE: D7    Clear event bit $1E80($392) [$1EF2, bit 2]
CA/E9F0: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CAE9F8
CA/E9F6: D7    Clear event bit $1E80($393) [$1EF2, bit 3]
CA/E9F8: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CAEA00
CA/E9FE: D7    Clear event bit $1E80($394) [$1EF2, bit 4]
CA/EA00: C0    If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CAEA08
CA/EA06: D7    Clear event bit $1E80($395) [$1EF2, bit 5]
CA/EA08: FE    Return

CA/EA09: 60    Change background layer $0E to palette $11
CA/EA0C: FE    Return

CA/EA0D: C0    If ($1E80($0C6) [$1E98, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/EA13: 73    Replace current map's Layer 1 at (21, 56) with the following (1 x 1) chunk, refresh immediately
CA/EA18:       $11
CA/EA19: FE    Return

CA/EA1A: C0    If ($1E80($0DE) [$1E9B, bit 6] is clear), branch to $CAEA24
CA/EA20: B2    Call subroutine $CAD4AA
CA/EA24: C0    If ($1E80($1FF) [$1EBF, bit 7] is clear), branch to $CAEA2E
CA/EA2A: B2    Call subroutine $CAD04F
CA/EA2E: C1    If ($1E80($1B6) [$1EB6, bit 6] is set) or ($1E80($30B) [$1EE1, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/EA36: 23    Begin action queue for character $23 (NPC $23), 17 bytes long 
CA/EA38: E0        Pause for 4 * 8 (32) frames
CA/EA3A: 8E        Move vehicle/entity down 4 tiles
CA/EA3B: 89        Move vehicle/entity right 3 tiles
CA/EA3C: CE        Turn vehicle/entity down
CA/EA3D: E0        Pause for 4 * 6 (24) frames
CA/EA3F: 9F        Move vehicle/entity left 8 tiles
CA/EA40: CE        Turn vehicle/entity down
CA/EA41: E0        Pause for 4 * 6 (24) frames
CA/EA43: 91        Move vehicle/entity right 5 tiles
CA/EA44: 8C        Move vehicle/entity up 4 tiles
CA/EA45: CE        Turn vehicle/entity down
CA/EA46: FC        Branch 14 bytes backwards ($CAEA38)
CA/EA48: FF        End queue
CA/EA49: 24    Begin action queue for character $24 (NPC $24), 17 bytes long 
CA/EA4B: E0        Pause for 4 * 8 (32) frames
CA/EA4D: 8E        Move vehicle/entity down 4 tiles
CA/EA4E: 8B        Move vehicle/entity left 3 tiles
CA/EA4F: CE        Turn vehicle/entity down
CA/EA50: E0        Pause for 4 * 6 (24) frames
CA/EA52: 9D        Move vehicle/entity right 8 tiles
CA/EA53: CE        Turn vehicle/entity down
CA/EA54: E0        Pause for 4 * 6 (24) frames
CA/EA56: 93        Move vehicle/entity left 5 tiles
CA/EA57: 8C        Move vehicle/entity up 4 tiles
CA/EA58: CE        Turn vehicle/entity down
CA/EA59: FC        Branch 14 bytes backwards ($CAEA4B)
CA/EA5B: FF        End queue
CA/EA5C: FE    Return

CA/EA5D: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EA63: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CA/EA65: 8E        Move vehicle/entity down 4 tiles
CA/EA66: CF        Turn vehicle/entity left
CA/EA67: E0        Pause for 4 * 3 (12) frames
CA/EA69: 8C        Move vehicle/entity up 4 tiles
CA/EA6A: CF        Turn vehicle/entity left
CA/EA6B: E0        Pause for 4 * 3 (12) frames
CA/EA6D: FC        Branch 8 bytes backwards ($CAEA65)
CA/EA6F: FF        End queue
CA/EA70: FE    Return

CA/EA71: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EA77: C0    If ($1E80($008) [$1E81, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/EA7D: 3D    Create object $12
CA/EA7F: 41    Show object $12
CA/EA81: 45    Refresh objects
CA/EA82: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CA/EA84: 90        Move vehicle/entity up 5 tiles
CA/EA85: 8F        Move vehicle/entity left 4 tiles
CA/EA86: 8A        Move vehicle/entity down 3 tiles
CA/EA87: 83        Move vehicle/entity left 1 tile
CA/EA88: A2        Move vehicle/entity left/down 1x1 tiles
CA/EA89: A2        Move vehicle/entity left/down 1x1 tiles
CA/EA8A: D1        Make vehicle/entity disappear
CA/EA8B: FF        End queue
CA/EA8C: D1    Clear event bit $1E80($008) [$1E81, bit 0]
CA/EA8E: FE    Return

CA/EA8F: C0    If ($1E80($359) [$1EEB, bit 1] is set), branch to $CAEAA2
CA/EA95: 73    Replace current map's Layer 1 at (35, 35) with the following (2 x 1) chunk, refresh immediately
CA/EA9A:       $01, $A6
CA/EA9C: 73    Replace current map's Layer 1 at (35, 99) with the following (1 x 1) chunk, refresh immediately
CA/EAA1:       $00
CA/EAA2: C0    If ($1E80($2B7) [$1ED6, bit 7] is clear), branch to $CAEAAF
CA/EAA8: 73    Replace current map's Layer 1 at (35, 40) with the following (2 x 1) chunk, refresh immediately
CA/EAAD:       $04, $14
CA/EAAF: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EAB5: C0    If ($1E80($004) [$1E80, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/EABB: C0    If ($1E80($381) [$1EF0, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/EAC1: 10    Begin action queue for character $10 (NPC $10), 38 bytes long 
CA/EAC3: 86        Move vehicle/entity down 2 tiles
CA/EAC4: 8B        Move vehicle/entity left 3 tiles
CA/EAC5: E0        Pause for 4 * 2 (8) frames
CA/EAC7: 8B        Move vehicle/entity left 3 tiles
CA/EAC8: E0        Pause for 4 * 2 (8) frames
CA/EACA: CE        Turn vehicle/entity down
CA/EACB: E0        Pause for 4 * 4 (16) frames
CA/EACD: 9D        Move vehicle/entity right 8 tiles
CA/EACE: 81        Move vehicle/entity right 1 tile
CA/EACF: E0        Pause for 4 * 2 (8) frames
CA/EAD1: 89        Move vehicle/entity right 3 tiles
CA/EAD2: E0        Pause for 4 * 2 (8) frames
CA/EAD4: CE        Turn vehicle/entity down
CA/EAD5: E0        Pause for 4 * 4 (16) frames
CA/EAD7: 97        Move vehicle/entity left 6 tiles
CA/EAD8: FA        Pseudo-randomly choose to branch 20 bytes backwards ($CAEAC4) with 50 % chance
CA/EADA: FA        Pseudo-randomly choose to branch 22 bytes backwards ($CAEAC4) with 50 % chance
CA/EADC: FA        Pseudo-randomly choose to branch 24 bytes backwards ($CAEAC4) with 50 % chance
CA/EADE: 84        Move vehicle/entity up 2 tiles
CA/EADF: CE        Turn vehicle/entity down
CA/EAE0: E0        Pause for 4 * 16 (64) frames
CA/EAE2: FA        Pseudo-randomly choose to branch 31 bytes backwards ($CAEAC3) with 50 % chance
CA/EAE4: E0        Pause for 4 * 192 (768) frames
CA/EAE6: FC        Branch 35 bytes backwards ($CAEAC3)
CA/EAE8: FF        End queue
CA/EAE9: FE    Return

CA/EAEA: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EAF0: C0    If ($1E80($3F0) [$1EFE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/EAF6: 10    Begin action queue for character $10 (NPC $10), 13 bytes long 
CA/EAF8: A6        Move vehicle/entity right/down 2x1 tiles
CA/EAF9: A1        Move vehicle/entity right/down 1x1 tiles
CA/EAFA: A8        Move vehicle/entity left/down 1x2 tiles
CA/EAFB: 87        Move vehicle/entity left 2 tiles
CA/EAFC: AB        Move vehicle/entity left/up 1x2 tiles
CA/EAFD: A4        Move vehicle/entity right/up 1x2 tiles
CA/EAFE: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAEAF8) with 50 % chance
CA/EB00: E0        Pause for 4 * 4 (16) frames
CA/EB02: FC        Branch 4 bytes backwards ($CAEAFE)
CA/EB04: FF        End queue
CA/EB05: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/EB07: FC        Branch 5 bytes backwards ($CAEB02)
CA/EB09: FF        End queue
CA/EB0A: 11    Begin action queue for character $11 (NPC $11), 17 bytes long 
CA/EB0C: 86        Move vehicle/entity down 2 tiles
CA/EB0D: A8        Move vehicle/entity left/down 1x2 tiles
CA/EB0E: A1        Move vehicle/entity right/down 1x1 tiles
CA/EB0F: E0        Pause for 4 * 4 (16) frames
CA/EB11: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB12: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB13: 80        Move vehicle/entity up 1 tile
CA/EB14: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB15: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB16: FA        Pseudo-randomly choose to branch 10 bytes backwards ($CAEB0C) with 50 % chance
CA/EB18: E0        Pause for 4 * 2 (8) frames
CA/EB1A: FC        Branch 4 bytes backwards ($CAEB16)
CA/EB1C: FF        End queue
CA/EB1D: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/EB1F: FC        Branch 5 bytes backwards ($CAEB1A)
CA/EB21: FF        End queue
CA/EB22: 12    Begin action queue for character $12 (NPC $12), 18 bytes long 
CA/EB24: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB25: AB        Move vehicle/entity left/up 1x2 tiles
CA/EB26: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB27: 85        Move vehicle/entity right 2 tiles
CA/EB28: 86        Move vehicle/entity down 2 tiles
CA/EB29: A2        Move vehicle/entity left/down 1x1 tiles
CA/EB2A: A2        Move vehicle/entity left/down 1x1 tiles
CA/EB2B: A8        Move vehicle/entity left/down 1x2 tiles
CA/EB2C: A6        Move vehicle/entity right/down 2x1 tiles
CA/EB2D: A4        Move vehicle/entity right/up 1x2 tiles
CA/EB2E: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB2F: FA        Pseudo-randomly choose to branch 11 bytes backwards ($CAEB24) with 50 % chance
CA/EB31: E0        Pause for 4 * 1 (4) frames
CA/EB33: FC        Branch 4 bytes backwards ($CAEB2F)
CA/EB35: FF        End queue
CA/EB36: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CA/EB38: FC        Branch 5 bytes backwards ($CAEB33)
CA/EB3A: FF        End queue
CA/EB3B: 13    Begin action queue for character $13 (NPC $13), 21 bytes long 
CA/EB3D: A9        Move vehicle/entity left/down 2x1 tiles
CA/EB3E: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB3F: 88        Move vehicle/entity up 3 tiles
CA/EB40: C3        Set vehicle/entity's event speed to fast
CA/EB41: A7        Move vehicle/entity right/down 1x2 tiles
CA/EB42: A1        Move vehicle/entity right/down 1x1 tiles
CA/EB43: A7        Move vehicle/entity right/down 1x2 tiles
CA/EB44: C1        Set vehicle/entity's event speed to slow
CA/EB45: 87        Move vehicle/entity left 2 tiles
CA/EB46: AB        Move vehicle/entity left/up 1x2 tiles
CA/EB47: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB48: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB49: A1        Move vehicle/entity right/down 1x1 tiles
CA/EB4A: 82        Move vehicle/entity down 1 tile
CA/EB4B: FA        Pseudo-randomly choose to branch 14 bytes backwards ($CAEB3D) with 50 % chance
CA/EB4D: E0        Pause for 4 * 4 (16) frames
CA/EB4F: FC        Branch 4 bytes backwards ($CAEB4B)
CA/EB51: FF        End queue
CA/EB52: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CA/EB54: FC        Branch 5 bytes backwards ($CAEB4F)
CA/EB56: FF        End queue
CA/EB57: 14    Begin action queue for character $14 (NPC $14), 20 bytes long 
CA/EB59: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB5A: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB5B: C3        Set vehicle/entity's event speed to fast
CA/EB5C: AA        Move vehicle/entity left/up 2x1 tiles
CA/EB5D: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB5E: A3        Move vehicle/entity left/up 1x1 tiles
CA/EB5F: A0        Move vehicle/entity right/up 1x1 tiles
CA/EB60: A6        Move vehicle/entity right/down 2x1 tiles
CA/EB61: C0        Set vehicle/entity's event speed to slowest
CA/EB62: A9        Move vehicle/entity left/down 2x1 tiles
CA/EB63: 8E        Move vehicle/entity down 4 tiles
CA/EB64: 81        Move vehicle/entity right 1 tile
CA/EB65: C1        Set vehicle/entity's event speed to slow
CA/EB66: FA        Pseudo-randomly choose to branch 13 bytes backwards ($CAEB59) with 50 % chance
CA/EB68: E0        Pause for 4 * 4 (16) frames
CA/EB6A: FC        Branch 4 bytes backwards ($CAEB66)
CA/EB6C: FF        End queue
CA/EB6D: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CA/EB6F: FC        Branch 5 bytes backwards ($CAEB6A)
CA/EB71: FF        End queue
CA/EB72: FE    Return

CA/EB73: C0    If ($1E80($0AD) [$1E95, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/EB79: D0    Set event bit $1E80($0AD) [$1E95, bit 5]
CA/EB7B: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/EB7D: F0    Play song 24 (Cave Theme), (high bit clear), full volume
CA/EB7F: FE    Return

CA/EB80: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EB86: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CA/EB88: 49        Do vehicle/entity graphical action $09, flipped horizontally
CA/EB89: FF        End queue
CA/EB8A: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CA/EB8C: 1B        Do vehicle/entity graphical action $1B 
CA/EB8D: E0        Pause for 4 * 1 (4) frames
CA/EB8F: 1C        Do vehicle/entity graphical action $1C 
CA/EB90: E0        Pause for 4 * 1 (4) frames
CA/EB92: FC        Branch 6 bytes backwards ($CAEB8C)
CA/EB94: FF        End queue
CA/EB95: 18    Begin action queue for character $18 (NPC $18), 9 bytes long 
CA/EB97: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/EB98: E0        Pause for 4 * 1 (4) frames
CA/EB9A: CD        Turn vehicle/entity right
CA/EB9B: E0        Pause for 4 * 1 (4) frames
CA/EB9D: FC        Branch 6 bytes backwards ($CAEB97)
CA/EB9F: FF        End queue
CA/EBA0: FE    Return

CA/EBA1: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EBA7: C0    If ($1E80($00A) [$1E81, bit 2] is set), branch to $CAEBC1
CA/EBAD: 3D    Create object $15
CA/EBAF: 41    Show object $15
CA/EBB1: 45    Refresh objects
CA/EBB2: 15    Begin action queue for character $15 (NPC $15), 11 bytes long 
CA/EBB4: 8E        Move vehicle/entity down 4 tiles
CA/EBB5: 99        Move vehicle/entity right 7 tiles
CA/EBB6: A1        Move vehicle/entity right/down 1x1 tiles
CA/EBB7: A1        Move vehicle/entity right/down 1x1 tiles
CA/EBB8: 86        Move vehicle/entity down 2 tiles
CA/EBB9: 95        Move vehicle/entity right 6 tiles
CA/EBBA: 92        Move vehicle/entity down 5 tiles
CA/EBBB: 89        Move vehicle/entity right 3 tiles
CA/EBBC: 80        Move vehicle/entity up 1 tile
CA/EBBD: D1        Make vehicle/entity disappear
CA/EBBE: FF        End queue
CA/EBBF: D0    Set event bit $1E80($00A) [$1E81, bit 2]
CA/EBC1: C0    If ($1E80($30C) [$1EE1, bit 4] is clear), branch to $CAEBF6
CA/EBC7: 21    Begin action queue for character $21 (NPC $21), 17 bytes long 
CA/EBC9: 96        Move vehicle/entity down 6 tiles
CA/EBCA: CF        Turn vehicle/entity left
CA/EBCB: E0        Pause for 4 * 6 (24) frames
CA/EBCD: CD        Turn vehicle/entity right
CA/EBCE: E0        Pause for 4 * 64 (256) frames
CA/EBD0: 94        Move vehicle/entity up 6 tiles
CA/EBD1: CD        Turn vehicle/entity right
CA/EBD2: E0        Pause for 4 * 6 (24) frames
CA/EBD4: CF        Turn vehicle/entity left
CA/EBD5: E0        Pause for 4 * 64 (256) frames
CA/EBD7: FC        Branch 14 bytes backwards ($CAEBC9)
CA/EBD9: FF        End queue
CA/EBDA: 24    Begin action queue for character $24 (NPC $24), 26 bytes long 
CA/EBDC: E0        Pause for 4 * 32 (128) frames
CA/EBDE: 1B        Do vehicle/entity graphical action $1B 
CA/EBDF: E0        Pause for 4 * 3 (12) frames
CA/EBE1: 1C        Do vehicle/entity graphical action $1C 
CA/EBE2: E0        Pause for 4 * 3 (12) frames
CA/EBE4: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAEBDE) with 50 % chance
CA/EBE6: 80        Move vehicle/entity up 1 tile
CA/EBE7: CD        Turn vehicle/entity right
CA/EBE8: E0        Pause for 4 * 3 (12) frames
CA/EBEA: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/EBEB: E0        Pause for 4 * 3 (12) frames
CA/EBED: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAEBE7) with 50 % chance
CA/EBEF: E0        Pause for 4 * 16 (64) frames
CA/EBF1: 82        Move vehicle/entity down 1 tile
CA/EBF2: CC        Turn vehicle/entity up
CA/EBF3: FC        Branch 23 bytes backwards ($CAEBDC)
CA/EBF5: FF        End queue
CA/EBF6: C0    If ($1E80($101) [$1EA0, bit 1] is clear), branch to $CAEC18
CA/EBFC: 19    Begin action queue for character $19 (NPC $19), 24 bytes long 
CA/EBFE: D5        Set vehicle/entity's position to (21, 44)
CA/EC01: 87        Move vehicle/entity left 2 tiles
CA/EC02: 9C        Move vehicle/entity up 8 tiles
CA/EC03: 94        Move vehicle/entity up 6 tiles
CA/EC04: 8F        Move vehicle/entity left 4 tiles
CA/EC05: 90        Move vehicle/entity up 5 tiles
CA/EC06: 9D        Move vehicle/entity right 8 tiles
CA/EC07: 91        Move vehicle/entity right 5 tiles
CA/EC08: 9E        Move vehicle/entity down 8 tiles
CA/EC09: 85        Move vehicle/entity right 2 tiles
CA/EC0A: 9E        Move vehicle/entity down 8 tiles
CA/EC0B: 8E        Move vehicle/entity down 4 tiles
CA/EC0C: 8D        Move vehicle/entity right 4 tiles
CA/EC0D: 82        Move vehicle/entity down 1 tile
CA/EC0E: 85        Move vehicle/entity right 2 tiles
CA/EC0F: A0        Move vehicle/entity right/up 1x1 tiles
CA/EC10: A0        Move vehicle/entity right/up 1x1 tiles
CA/EC11: 80        Move vehicle/entity up 1 tile
CA/EC12: 83        Move vehicle/entity left 1 tile
CA/EC13: 80        Move vehicle/entity up 1 tile
CA/EC14: D1        Make vehicle/entity disappear
CA/EC15: FF        End queue
CA/EC16: D3    Clear event bit $1E80($101) [$1EA0, bit 1]
CA/EC18: C0    If ($1E80($102) [$1EA0, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/EC1E: 19    Begin action queue for character $19 (NPC $19), 22 bytes long 
CA/EC20: D5        Set vehicle/entity's position to (38, 44)
CA/EC23: A2        Move vehicle/entity left/down 1x1 tiles
CA/EC24: A2        Move vehicle/entity left/down 1x1 tiles
CA/EC25: 87        Move vehicle/entity left 2 tiles
CA/EC26: 84        Move vehicle/entity up 2 tiles
CA/EC27: 8F        Move vehicle/entity left 4 tiles
CA/EC28: 9C        Move vehicle/entity up 8 tiles
CA/EC29: 90        Move vehicle/entity up 5 tiles
CA/EC2A: 83        Move vehicle/entity left 1 tile
CA/EC2B: 94        Move vehicle/entity up 6 tiles
CA/EC2C: 9F        Move vehicle/entity left 8 tiles
CA/EC2D: 97        Move vehicle/entity left 6 tiles
CA/EC2E: 96        Move vehicle/entity down 6 tiles
CA/EC2F: 8D        Move vehicle/entity right 4 tiles
CA/EC30: 9E        Move vehicle/entity down 8 tiles
CA/EC31: 92        Move vehicle/entity down 5 tiles
CA/EC32: 89        Move vehicle/entity right 3 tiles
CA/EC33: 80        Move vehicle/entity up 1 tile
CA/EC34: D1        Make vehicle/entity disappear
CA/EC35: FF        End queue
CA/EC36: D3    Clear event bit $1E80($102) [$1EA0, bit 2]
CA/EC38: FE    Return

CA/EC39: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CAEC4F
CA/EC3F: C0    If ($1E80($305) [$1EE0, bit 5] is clear), branch to $CAEC4D
CA/EC45: F0    Play song 7 (Shadow), (high bit clear), full volume
CA/EC47: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAEC4F
CA/EC4D: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/EC4F: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EC55: C0    If ($1E80($303) [$1EE0, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/EC5B: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/EC61: 18    Begin action queue for character $18 (NPC $18), 61 bytes long 
CA/EC63: E0        Pause for 4 * 255 (1020) frames
CA/EC65: D5        Set vehicle/entity's position to (26, 53)
CA/EC68: 88        Move vehicle/entity up 3 tiles
CA/EC69: 81        Move vehicle/entity right 1 tile
CA/EC6A: 88        Move vehicle/entity up 3 tiles
CA/EC6B: 83        Move vehicle/entity left 1 tile
CA/EC6C: A3        Move vehicle/entity left/up 1x1 tiles
CA/EC6D: A3        Move vehicle/entity left/up 1x1 tiles
CA/EC6E: A3        Move vehicle/entity left/up 1x1 tiles
CA/EC6F: 83        Move vehicle/entity left 1 tile
CA/EC70: 88        Move vehicle/entity up 3 tiles
CA/EC71: 8D        Move vehicle/entity right 4 tiles
CA/EC72: C8        Set object layering priority to 2 (low nibble 2)
CA/EC74: CC        Turn vehicle/entity up
CA/EC75: E0        Pause for 4 * 8 (32) frames
CA/EC77: 80        Move vehicle/entity up 1 tile
CA/EC78: CF        Turn vehicle/entity left
CA/EC79: E0        Pause for 4 * 48 (192) frames
CA/EC7B: CE        Turn vehicle/entity down
CA/EC7C: E0        Pause for 4 * 8 (32) frames
CA/EC7E: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAEC78) with 50 % chance
CA/EC80: CC        Turn vehicle/entity up
CA/EC81: E0        Pause for 4 * 10 (40) frames
CA/EC83: FA        Pseudo-randomly choose to branch 11 bytes backwards ($CAEC78) with 50 % chance
CA/EC85: E0        Pause for 4 * 192 (768) frames
CA/EC87: C3        Set vehicle/entity's event speed to fast
CA/EC88: 82        Move vehicle/entity down 1 tile
CA/EC89: C8        Set object layering priority to 0 (low nibble 0)
CA/EC8B: 8F        Move vehicle/entity left 4 tiles
CA/EC8C: 8A        Move vehicle/entity down 3 tiles
CA/EC8D: 81        Move vehicle/entity right 1 tile
CA/EC8E: A1        Move vehicle/entity right/down 1x1 tiles
CA/EC8F: A1        Move vehicle/entity right/down 1x1 tiles
CA/EC90: A1        Move vehicle/entity right/down 1x1 tiles
CA/EC91: 81        Move vehicle/entity right 1 tile
CA/EC92: 8A        Move vehicle/entity down 3 tiles
CA/EC93: 83        Move vehicle/entity left 1 tile
CA/EC94: 8A        Move vehicle/entity down 3 tiles
CA/EC95: D5        Set vehicle/entity's position to (81, 17)
CA/EC98: E0        Pause for 4 * 255 (1020) frames
CA/EC9A: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CAEC98) with 50 % chance
CA/EC9C: C2        Set vehicle/entity's event speed to normal
CA/EC9D: FC        Branch 58 bytes backwards ($CAEC63)
CA/EC9F: FF        End queue
CA/ECA0: FE    Return

CA/ECA1: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/ECA7: B2    Call subroutine $CB69E9
CA/ECAB: FE    Return

CA/ECAC: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/ECB2: C0    If ($1E80($303) [$1EE0, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/ECB8: 13    Begin action queue for character $13 (NPC $13), 33 bytes long 
CA/ECBA: E0        Pause for 4 * 6 (24) frames
CA/ECBC: 86        Move vehicle/entity down 2 tiles
CA/ECBD: 8B        Move vehicle/entity left 3 tiles
CA/ECBE: 80        Move vehicle/entity up 1 tile
CA/ECBF: 83        Move vehicle/entity left 1 tile
CA/ECC0: CC        Turn vehicle/entity up
CA/ECC1: E0        Pause for 4 * 4 (16) frames
CA/ECC3: 99        Move vehicle/entity right 7 tiles
CA/ECC4: 84        Move vehicle/entity up 2 tiles
CA/ECC5: E0        Pause for 4 * 4 (16) frames
CA/ECC7: 85        Move vehicle/entity right 2 tiles
CA/ECC8: 82        Move vehicle/entity down 1 tile
CA/ECC9: 81        Move vehicle/entity right 1 tile
CA/ECCA: CC        Turn vehicle/entity up
CA/ECCB: E0        Pause for 4 * 1 (4) frames
CA/ECCD: 81        Move vehicle/entity right 1 tile
CA/ECCE: CC        Turn vehicle/entity up
CA/ECCF: E0        Pause for 4 * 2 (8) frames
CA/ECD1: 86        Move vehicle/entity down 2 tiles
CA/ECD2: 8B        Move vehicle/entity left 3 tiles
CA/ECD3: CC        Turn vehicle/entity up
CA/ECD4: E0        Pause for 4 * 4 (16) frames
CA/ECD6: 8F        Move vehicle/entity left 4 tiles
CA/ECD7: 84        Move vehicle/entity up 2 tiles
CA/ECD8: CF        Turn vehicle/entity left
CA/ECD9: FC        Branch 31 bytes backwards ($CAECBA)
CA/ECDB: FE    Return

CA/ECDC: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/ECE2: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CA/ECE4: E0        Pause for 4 * 10 (40) frames
CA/ECE6: 22        Do vehicle/entity graphical action $22 
CA/ECE7: E0        Pause for 4 * 1 (4) frames
CA/ECE9: CF        Turn vehicle/entity left
CA/ECEA: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAECE4) with 50 % chance
CA/ECEC: E0        Pause for 4 * 8 (32) frames
CA/ECEE: FC        Branch 10 bytes backwards ($CAECE4)
CA/ECF0: FF        End queue
CA/ECF1: FE    Return

CA/ECF2: C0    If ($1E80($10D) [$1EA1, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/ECF8: 73    Replace current map's Layer 1 at (13, 50) with the following (4 x 3) chunk, refresh immediately
CA/ECFD:       $90, $90, $90, $A0
CA/ED01:       $A0, $07, $B0, $B0
CA/ED05:       $17, $76, $77, $E1
CA/ED09: 73    Replace current map's Layer 1 at (13, 114) with the following (4 x 3) chunk, refresh immediately
CA/ED0E:       $BA, $BA, $C4, $56
CA/ED12:       $57, $CC, $08, $18
CA/ED16:       $DA, $BA, $BA, $BA
CA/ED1A: FE    Return

CA/ED1B: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/ED21: 73    Replace current map's Layer 1 at (3, 77) with the following (1 x 3) chunk, refresh immediately
CA/ED26:       $0B
CA/ED27:       $0C
CA/ED28:       $0D
CA/ED29: 73    Replace current map's Layer 1 at (4, 15) with the following (2 x 1) chunk, refresh immediately
CA/ED2E:       $E0, $08
CA/ED30: FE    Return

CA/ED31: 73    Replace current map's Layer 1 at (46, 37) with the following (3 x 2) chunk, refresh immediately
CA/ED36:       $92, $92, $92
CA/ED39:       $92, $11, $11
CA/ED3C: 73    Replace current map's Layer 1 at (46, 101) with the following (3 x 2) chunk, refresh immediately
CA/ED41:       $35, $96, $E9
CA/ED44:       $B4, $02, $E9
CA/ED47: C0    If ($1E80($123) [$1EA4, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/ED4D: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/ED53: 10    Begin action queue for character $10 (NPC $10), 39 bytes long 
CA/ED55: 81        Move vehicle/entity right 1 tile
CA/ED56: E0        Pause for 4 * 4 (16) frames
CA/ED58: 81        Move vehicle/entity right 1 tile
CA/ED59: E2        Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/ED5B: E0        Pause for 4 * 2 (8) frames
CA/ED5D: E5        Clear event bit $1E80($1F0) [$1EBE, bit 0]
CA/ED5F: E0        Pause for 4 * 2 (8) frames
CA/ED61: 81        Move vehicle/entity right 1 tile
CA/ED62: E0        Pause for 4 * 4 (16) frames
CA/ED64: 81        Move vehicle/entity right 1 tile
CA/ED65: E0        Pause for 4 * 4 (16) frames
CA/ED67: 83        Move vehicle/entity left 1 tile
CA/ED68: E0        Pause for 4 * 4 (16) frames
CA/ED6A: 83        Move vehicle/entity left 1 tile
CA/ED6B: E2        Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/ED6D: E0        Pause for 4 * 2 (8) frames
CA/ED6F: E5        Clear event bit $1E80($1F0) [$1EBE, bit 0]
CA/ED71: E0        Pause for 4 * 2 (8) frames
CA/ED73: 83        Move vehicle/entity left 1 tile
CA/ED74: E0        Pause for 4 * 4 (16) frames
CA/ED76: 83        Move vehicle/entity left 1 tile
CA/ED77: E0        Pause for 4 * 4 (16) frames
CA/ED79: FC        Branch 40 bytes backwards ($CAED51)
CA/ED7B: FF        End queue
CA/ED7C: FE    Return

CA/ED7D: 60    Change background layer $0E to palette $11
CA/ED80: FE    Return

CA/ED81: 53    Modify object color range from [60, 6F]: Subtract (Black) at intensity 0
CA/ED85: FE    Return

CA/ED86: 53    Modify object color range from [60, 6F]: Subtract (Black) at intensity 0
CA/ED8A: FE    Return

CA/ED8B: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAED9B
CA/ED91: D4    Set event bit $1E80($2B0) [$1ED6, bit 0]
CA/ED93: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/ED95: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAED9D
CA/ED9B: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/ED9D: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EDA3: 11    Begin action queue for character $11 (NPC $11), 11 bytes long 
CA/EDA5: E0        Pause for 4 * 80 (320) frames
CA/EDA7: 83        Move vehicle/entity left 1 tile
CA/EDA8: CE        Turn vehicle/entity down
CA/EDA9: E0        Pause for 4 * 48 (192) frames
CA/EDAB: 81        Move vehicle/entity right 1 tile
CA/EDAC: CE        Turn vehicle/entity down
CA/EDAD: FC        Branch 8 bytes backwards ($CAEDA5)
CA/EDAF: FF        End queue
CA/EDB0: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CA/EDB2: 82        Move vehicle/entity down 1 tile
CA/EDB3: CF        Turn vehicle/entity left
CA/EDB4: E0        Pause for 4 * 8 (32) frames
CA/EDB6: 80        Move vehicle/entity up 1 tile
CA/EDB7: CF        Turn vehicle/entity left
CA/EDB8: E0        Pause for 4 * 2 (8) frames
CA/EDBA: FC        Branch 8 bytes backwards ($CAEDB2)
CA/EDBC: FF        End queue
CA/EDBD: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/EDBF: 87        Move vehicle/entity left 2 tiles
CA/EDC0: 85        Move vehicle/entity right 2 tiles
CA/EDC1: FC        Branch 2 bytes backwards ($CAEDBF)
CA/EDC3: FF        End queue
CA/EDC4: C0    If ($1E80($375) [$1EEE, bit 5] is clear), branch to $CA5EB3 (simply returns)
CA/EDCA: 73    Replace current map's Layer 1 at (16, 54) with the following (2 x 1) chunk, refresh immediately
CA/EDCF:       $04, $14
CA/EDD1: D7    Clear event bit $1E80($375) [$1EEE, bit 5]
CA/EDD3: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CA/EDD5: A2        Move vehicle/entity left/down 1x1 tiles
CA/EDD6: 92        Move vehicle/entity down 5 tiles
CA/EDD7: D1        Make vehicle/entity disappear
CA/EDD8: FF        End queue
CA/EDD9: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long 
CA/EDDB: E0        Pause for 4 * 16 (64) frames
CA/EDDD: D5        Set vehicle/entity's position to (16, 55)
CA/EDE0: 86        Move vehicle/entity down 2 tiles
CA/EDE1: A2        Move vehicle/entity left/down 1x1 tiles
CA/EDE2: FC        Branch 13 bytes backwards ($CAEDD5)
CA/EDE4: FF        End queue
CA/EDE5: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CA/EDE7: E0        Pause for 4 * 20 (80) frames
CA/EDE9: FC        Branch 12 bytes backwards ($CAEDDD)
CA/EDEB: FF        End queue
CA/EDEC: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CA/EDEE: E0        Pause for 4 * 24 (96) frames
CA/EDF0: FC        Branch 7 bytes backwards ($CAEDE9)
CA/EDF2: FF        End queue
CA/EDF3: FE    Return

CA/EDF4: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEDFD
CA/EDFA: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/EDFC: FE    Return

CA/EDFD: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/EDFF: FE    Return

CA/EE00: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EE06: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEE0F
CA/EE0C: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/EE0E: FE    Return

CA/EE0F: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/EE11: FE    Return

CA/EE12: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEE1B
CA/EE18: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/EE1A: FE    Return

CA/EE1B: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/EE1D: FE    Return

CA/EE1E: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/EE24: 73    Replace current map's Layer 1 at (46, 166) with the following (7 x 7) chunk, refresh immediately
CA/EE29:       $00, $00, $00, $00, $00, $00, $00
CA/EE30:       $00, $00, $00, $00, $00, $00, $00
CA/EE37:       $00, $00, $00, $00, $00, $00, $00
CA/EE3E:       $00, $00, $00, $00, $00, $00, $00
CA/EE45:       $00, $00, $00, $00, $00, $00, $00
CA/EE4C:       $00, $00, $00, $00, $00, $00, $00
CA/EE53:       $00, $00, $00, $00, $00, $00, $00
CA/EE5A: 73    Replace current map's Layer 1 at (47, 38) with the following (6 x 6) chunk, refresh immediately
CA/EE5F:       $00, $00, $11, $1C, $54, $6A
CA/EE65:       $00, $00, $11, $1C, $11, $53
CA/EE6B:       $11, $11, $11, $1C, $11, $00
CA/EE71:       $1C, $1C, $1C, $1C, $1C, $11
CA/EE77:       $1C, $1C, $F1, $1C, $1C, $B2
CA/EE7D:       $B3, $B4, $1C, $B2, $B3, $E8
CA/EE83: 73    Replace current map's Layer 1 at (49, 106) with the following (1 x 1) chunk, refresh immediately
CA/EE88:       $01
CA/EE89: FE    Return

CA/EE8A: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CAEE93
CA/EE90: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CA/EE92: FE    Return

CA/EE93: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CA/EE95: FE    Return

CA/EE96: C0    If ($1E80($338) [$1EE7, bit 0] is clear), branch to $CAEEA0
CA/EE9C: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CA/EE9E: 2D        Do vehicle/entity graphical action $2D 
CA/EE9F: FF        End queue
CA/EEA0: C9    If ($1E80($06C) [$1E8D, bit 4] is set) and ($1E80($06F) [$1E8D, bit 7] is clear), branch to $CA5EB3 (simply returns)
CA/EEA8: B0    Execute the following commands until $B1 7 times
CA/EEAA: 50        Tint screen (cumulative) with color $9B
CA/EEAC: 52        Tint characters (cumulative) with color $9B
CA/EEAE: B1        End block of repeating commands
CA/EEAF: C1    If ($1E80($337) [$1EE6, bit 7] is clear) or ($1E80($06C) [$1E8D, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/EEB7: D7    Clear event bit $1E80($337) [$1EE6, bit 7]
CA/EEB9: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/EEBB: 9E        Move vehicle/entity down 8 tiles
CA/EEBC: 8E        Move vehicle/entity down 4 tiles
CA/EEBD: 8B        Move vehicle/entity left 3 tiles
CA/EEBE: 8E        Move vehicle/entity down 4 tiles
CA/EEBF: 8F        Move vehicle/entity left 4 tiles
CA/EEC0: CE        Turn vehicle/entity down
CA/EEC1: FF        End queue
CA/EEC2: FE    Return

CA/EEC3: 60    Change background layer $0F to palette $0E
CA/EEC6: B0    Execute the following commands until $B1 5 times
CA/EEC8: 53        Modify object color range from [70, 7F]: Add (Black) at intensity 0
CA/EECC: B1        End block of repeating commands
CA/EECD: C1    If ($1E80($117) [$1EA2, bit 7] is clear) or ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EED5: 58    Shake screen ($FD): 
               (Intensity: 1)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CA/EED7: B2    Call subroutine $CA9FA6
CA/EEDB: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CA/EEDD: 2D        Do vehicle/entity graphical action $2D 
CA/EEDE: FF        End queue
CA/EEDF: 10    Begin action queue for character $10 (NPC $10), 21 bytes long 
CA/EEE1: C3        Set vehicle/entity's event speed to fast
CA/EEE2: D5        Set vehicle/entity's position to (62, 37)
CA/EEE5: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEE6: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEE7: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEE8: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEE9: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEEA: FB        Pseudo-randomly choose to branch 4 bytes forwards ($CAEEEE) with 50 % chance
CA/EEEC: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEED: A3        Move vehicle/entity left/up 1x1 tiles
CA/EEEE: D5        Set vehicle/entity's position to (0, 0)
CA/EEF1: E0        Pause for 4 * 7 (28) frames
CA/EEF3: FC        Branch 17 bytes backwards ($CAEEE2)
CA/EEF5: FF        End queue
CA/EEF6: 13    Begin action queue for character $13 (NPC $13), 17 bytes long 
CA/EEF8: C4        Set vehicle/entity's event speed to faster
CA/EEF9: D5        Set vehicle/entity's position to (50, 35)
CA/EEFC: A0        Move vehicle/entity right/up 1x1 tiles
CA/EEFD: A0        Move vehicle/entity right/up 1x1 tiles
CA/EEFE: A0        Move vehicle/entity right/up 1x1 tiles
CA/EEFF: A0        Move vehicle/entity right/up 1x1 tiles
CA/EF00: A0        Move vehicle/entity right/up 1x1 tiles
CA/EF01: D5        Set vehicle/entity's position to (0, 0)
CA/EF04: E0        Pause for 4 * 20 (80) frames
CA/EF06: FC        Branch 14 bytes backwards ($CAEEF8)
CA/EF08: FF        End queue
CA/EF09: 16    Begin action queue for character $16 (NPC $16), 18 bytes long 
CA/EF0B: C3        Set vehicle/entity's event speed to fast
CA/EF0C: D5        Set vehicle/entity's position to (57, 38)
CA/EF0F: 84        Move vehicle/entity up 2 tiles
CA/EF10: AB        Move vehicle/entity left/up 1x2 tiles
CA/EF11: FB        Pseudo-randomly choose to branch 4 bytes forwards ($CAEF15) with 50 % chance
CA/EF13: 80        Move vehicle/entity up 1 tile
CA/EF14: AB        Move vehicle/entity left/up 1x2 tiles
CA/EF15: D5        Set vehicle/entity's position to (0, 0)
CA/EF18: E0        Pause for 4 * 8 (32) frames
CA/EF1A: FC        Branch 14 bytes backwards ($CAEF0C)
CA/EF1C: FF        End queue
CA/EF1D: 19    Begin action queue for character $19 (NPC $19), 15 bytes long 
CA/EF1F: D5        Set vehicle/entity's position to (51, 32)
CA/EF22: A5        Move vehicle/entity right/up 2x1 tiles
CA/EF23: FB        Pseudo-randomly choose to branch 3 bytes forwards ($CAEF26) with 50 % chance
CA/EF25: A5        Move vehicle/entity right/up 2x1 tiles
CA/EF26: D5        Set vehicle/entity's position to (0, 0)
CA/EF29: E0        Pause for 4 * 2 (8) frames
CA/EF2B: FC        Branch 12 bytes backwards ($CAEF1F)
CA/EF2D: FF        End queue
CA/EF2E: 14    Begin action queue for character $14 (NPC $14), 17 bytes long 
CA/EF30: C3        Set vehicle/entity's event speed to fast
CA/EF31: D5        Set vehicle/entity's position to (58, 37)
CA/EF34: AB        Move vehicle/entity left/up 1x2 tiles
CA/EF35: AB        Move vehicle/entity left/up 1x2 tiles
CA/EF36: FB        Pseudo-randomly choose to branch 3 bytes forwards ($CAEF39) with 50 % chance
CA/EF38: AB        Move vehicle/entity left/up 1x2 tiles
CA/EF39: D5        Set vehicle/entity's position to (0, 0)
CA/EF3C: E0        Pause for 4 * 4 (16) frames
CA/EF3E: FC        Branch 13 bytes backwards ($CAEF31)
CA/EF40: FF        End queue
CA/EF41: 17    Begin action queue for character $17 (NPC $17), 17 bytes long 
CA/EF43: C5        Set vehicle/entity's event speed to fastest
CA/EF44: D5        Set vehicle/entity's position to (61, 33)
CA/EF47: AA        Move vehicle/entity left/up 2x1 tiles
CA/EF48: AA        Move vehicle/entity left/up 2x1 tiles
CA/EF49: FB        Pseudo-randomly choose to branch 3 bytes forwards ($CAEF4C) with 50 % chance
CA/EF4B: AA        Move vehicle/entity left/up 2x1 tiles
CA/EF4C: D5        Set vehicle/entity's position to (0, 0)
CA/EF4F: E0        Pause for 4 * 16 (64) frames
CA/EF51: FC        Branch 13 bytes backwards ($CAEF44)
CA/EF53: FF        End queue
CA/EF54: 15    Begin action queue for character $15 (NPC $15), 13 bytes long 
CA/EF56: D5        Set vehicle/entity's position to (53, 35)
CA/EF59: A4        Move vehicle/entity right/up 1x2 tiles
CA/EF5A: A4        Move vehicle/entity right/up 1x2 tiles
CA/EF5B: D5        Set vehicle/entity's position to (0, 0)
CA/EF5E: E0        Pause for 4 * 12 (48) frames
CA/EF60: FC        Branch 10 bytes backwards ($CAEF56)
CA/EF62: FF        End queue
CA/EF63: 18    Begin action queue for character $18 (NPC $18), 14 bytes long 
CA/EF65: D5        Set vehicle/entity's position to (58, 34)
CA/EF68: A3        Move vehicle/entity left/up 1x1 tiles
CA/EF69: A3        Move vehicle/entity left/up 1x1 tiles
CA/EF6A: A3        Move vehicle/entity left/up 1x1 tiles
CA/EF6B: D5        Set vehicle/entity's position to (0, 0)
CA/EF6E: E0        Pause for 4 * 10 (40) frames
CA/EF70: FC        Branch 11 bytes backwards ($CAEF65)
CA/EF72: FF        End queue
CA/EF73: 1B    Begin action queue for character $1B (NPC $1B), 14 bytes long 
CA/EF75: C5        Set vehicle/entity's event speed to fastest
CA/EF76: D5        Set vehicle/entity's position to (54, 38)
CA/EF79: 90        Move vehicle/entity up 5 tiles
CA/EF7A: A4        Move vehicle/entity right/up 1x2 tiles
CA/EF7B: D5        Set vehicle/entity's position to (0, 0)
CA/EF7E: E0        Pause for 4 * 3 (12) frames
CA/EF80: FC        Branch 10 bytes backwards ($CAEF76)
CA/EF82: FF        End queue
CA/EF83: FE    Return

CA/EF84: FE    Return

CA/EF85: 60    Change background layer $0E to palette $0C
CA/EF88: 60    Change background layer $0F to palette $19
CA/EF8B: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EF91: 1A    Begin action queue for character $1A (NPC $1A), 32 bytes long 
CA/EF93: E0        Pause for 4 * 64 (256) frames
CA/EF95: 80        Move vehicle/entity up 1 tile
CA/EF96: 85        Move vehicle/entity right 2 tiles
CA/EF97: E0        Pause for 4 * 32 (128) frames
CA/EF99: C3        Set vehicle/entity's event speed to fast
CA/EF9A: C8        Set object layering priority to 2 (low nibble 2)
CA/EF9C: DD        Make vehicle/entity jump (high)
CA/EF9D: 89        Move vehicle/entity right 3 tiles
CA/EF9E: C8        Set object layering priority to 3 (low nibble 3)
CA/EFA0: E0        Pause for 4 * 10 (40) frames
CA/EFA2: CF        Turn vehicle/entity left
CA/EFA3: E0        Pause for 4 * 16 (64) frames
CA/EFA5: C8        Set object layering priority to 2 (low nibble 2)
CA/EFA7: DD        Make vehicle/entity jump (high)
CA/EFA8: 8B        Move vehicle/entity left 3 tiles
CA/EFA9: C8        Set object layering priority to 3 (low nibble 3)
CA/EFAB: E0        Pause for 4 * 8 (32) frames
CA/EFAD: C1        Set vehicle/entity's event speed to slow
CA/EFAE: 87        Move vehicle/entity left 2 tiles
CA/EFAF: 82        Move vehicle/entity down 1 tile
CA/EFB0: FC        Branch 29 bytes backwards ($CAEF93)
CA/EFB2: FF        End queue
CA/EFB3: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CA/EFB5: 2D        Do vehicle/entity graphical action $2D 
CA/EFB6: FF        End queue
CA/EFB7: FE    Return

CA/EFB8: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CAEFC2
CA/EFBE: B2    Call subroutine $CAD09D
CA/EFC2: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/EFC8: 11    Begin action queue for character $11 (NPC $11), 27 bytes long 
CA/EFCA: 80        Move vehicle/entity up 1 tile
CA/EFCB: 93        Move vehicle/entity left 5 tiles
CA/EFCC: 83        Move vehicle/entity left 1 tile
CA/EFCD: 90        Move vehicle/entity up 5 tiles
CA/EFCE: 88        Move vehicle/entity up 3 tiles
CA/EFCF: 88        Move vehicle/entity up 3 tiles
CA/EFD0: 90        Move vehicle/entity up 5 tiles
CA/EFD1: 83        Move vehicle/entity left 1 tile
CA/EFD2: 87        Move vehicle/entity left 2 tiles
CA/EFD3: E0        Pause for 4 * 10 (40) frames
CA/EFD5: A0        Move vehicle/entity right/up 1x1 tiles
CA/EFD6: 89        Move vehicle/entity right 3 tiles
CA/EFD7: 84        Move vehicle/entity up 2 tiles
CA/EFD8: 83        Move vehicle/entity left 1 tile
CA/EFD9: A3        Move vehicle/entity left/up 1x1 tiles
CA/EFDA: 87        Move vehicle/entity left 2 tiles
CA/EFDB: A3        Move vehicle/entity left/up 1x1 tiles
CA/EFDC: 87        Move vehicle/entity left 2 tiles
CA/EFDD: A3        Move vehicle/entity left/up 1x1 tiles
CA/EFDE: D5        Set vehicle/entity's position to (59, 34)
CA/EFE1: 84        Move vehicle/entity up 2 tiles
CA/EFE2: FC        Branch 24 bytes backwards ($CAEFCA)
CA/EFE4: FF        End queue
CA/EFE5: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/EFE7: FC        Branch 27 bytes backwards ($CAEFCC)
CA/EFE9: FF        End queue
CA/EFEA: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CA/EFEC: FC        Branch 30 bytes backwards ($CAEFCE)
CA/EFEE: FF        End queue
CA/EFEF: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/EFF1: FC        Branch 33 bytes backwards ($CAEFD0)
CA/EFF3: FF        End queue
CA/EFF4: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CA/EFF6: FC        Branch 36 bytes backwards ($CAEFD2)
CA/EFF8: FF        End queue
CA/EFF9: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/EFFB: FC        Branch 36 bytes backwards ($CAEFD7)
CA/EFFD: FF        End queue
CA/EFFE: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CA/F000: FC        Branch 37 bytes backwards ($CAEFDB)
CA/F002: FF        End queue
CA/F003: FE    Return

CA/F004: 60    Change background layer $0E to palette $08
CA/F007: FE    Return

CA/F008: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 16
CA/F00C: B2    Call subroutine $CAC8E1
CA/F010: FE    Return

CA/F011: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 16
CA/F015: B2    Call subroutine $CAD0C2
CA/F019: B2    Call subroutine $CAD2EC
CA/F01D: C0    If ($1E80($110) [$1EA2, bit 0] is clear), branch to $CAF05F
CA/F023: C0    If ($1E80($264) [$1ECC, bit 4] is clear), branch to $CAF032
CA/F029: 41    Show object $04
CA/F02B: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/F02D: D5        Set vehicle/entity's position to (17, 46)
CA/F030: CC        Turn vehicle/entity up
CA/F031: FF        End queue
CA/F032: C0    If ($1E80($265) [$1ECC, bit 5] is clear), branch to $CAF041
CA/F038: 41    Show object $05
CA/F03A: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/F03C: D5        Set vehicle/entity's position to (18, 46)
CA/F03F: CC        Turn vehicle/entity up
CA/F040: FF        End queue
CA/F041: C0    If ($1E80($262) [$1ECC, bit 2] is clear), branch to $CAF050
CA/F047: 41    Show object $02
CA/F049: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CA/F04B: D5        Set vehicle/entity's position to (19, 46)
CA/F04E: CC        Turn vehicle/entity up
CA/F04F: FF        End queue
CA/F050: C0    If ($1E80($26B) [$1ECD, bit 3] is clear), branch to $CAF05F
CA/F056: 41    Show object $0B
CA/F058: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CA/F05A: D5        Set vehicle/entity's position to (20, 46)
CA/F05D: CC        Turn vehicle/entity up
CA/F05E: FF        End queue
CA/F05F: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F065: C0    If ($1E80($347) [$1EE8, bit 7] is clear), branch to $CAF073
CA/F06B: B2    Call subroutine $CAF0FA
CA/F06F: B2    Call subroutine $CAF11F
CA/F073: C0    If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5EB3 (simply returns)
CA/F079: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CA/F07B: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CA/F07D: 10    Begin action queue for character $10 (NPC $10), 42 bytes long 
CA/F07F: C7        Set vehicle/entity to stay still when moving
CA/F080: 83        Move vehicle/entity left 1 tile
CA/F081: E0        Pause for 4 * 4 (16) frames
CA/F083: 81        Move vehicle/entity right 1 tile
CA/F084: E0        Pause for 4 * 4 (16) frames
CA/F086: 81        Move vehicle/entity right 1 tile
CA/F087: E0        Pause for 4 * 4 (16) frames
CA/F089: 83        Move vehicle/entity left 1 tile
CA/F08A: E0        Pause for 4 * 8 (32) frames
CA/F08C: A0        Move vehicle/entity right/up 1x1 tiles
CA/F08D: CE        Turn vehicle/entity down
CA/F08E: A1        Move vehicle/entity right/down 1x1 tiles
CA/F08F: CF        Turn vehicle/entity left
CA/F090: A2        Move vehicle/entity left/down 1x1 tiles
CA/F091: CC        Turn vehicle/entity up
CA/F092: A3        Move vehicle/entity left/up 1x1 tiles
CA/F093: CD        Turn vehicle/entity right
CA/F094: E0        Pause for 4 * 6 (24) frames
CA/F096: E0        Pause for 4 * 1 (4) frames
CA/F098: CE        Turn vehicle/entity down
CA/F099: E0        Pause for 4 * 1 (4) frames
CA/F09B: CF        Turn vehicle/entity left
CA/F09C: E0        Pause for 4 * 1 (4) frames
CA/F09E: CC        Turn vehicle/entity up
CA/F09F: E0        Pause for 4 * 1 (4) frames
CA/F0A1: CD        Turn vehicle/entity right
CA/F0A2: E0        Pause for 4 * 6 (24) frames
CA/F0A4: E0        Pause for 4 * 8 (32) frames
CA/F0A6: FC        Branch 39 bytes backwards ($CAF07F)
CA/F0A8: FF        End queue
CA/F0A9: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CA/F0AB: FC        Branch 5 bytes backwards ($CAF0A6)
CA/F0AD: FF        End queue
CA/F0AE: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CA/F0B0: FC        Branch 5 bytes backwards ($CAF0AB)
CA/F0B2: FF        End queue
CA/F0B3: 11    Begin action queue for character $11 (NPC $11), 42 bytes long 
CA/F0B5: C7        Set vehicle/entity to stay still when moving
CA/F0B6: 83        Move vehicle/entity left 1 tile
CA/F0B7: E0        Pause for 4 * 4 (16) frames
CA/F0B9: 81        Move vehicle/entity right 1 tile
CA/F0BA: E0        Pause for 4 * 4 (16) frames
CA/F0BC: 81        Move vehicle/entity right 1 tile
CA/F0BD: E0        Pause for 4 * 4 (16) frames
CA/F0BF: 83        Move vehicle/entity left 1 tile
CA/F0C0: E0        Pause for 4 * 8 (32) frames
CA/F0C2: E0        Pause for 4 * 1 (4) frames
CA/F0C4: CC        Turn vehicle/entity up
CA/F0C5: E0        Pause for 4 * 1 (4) frames
CA/F0C7: CD        Turn vehicle/entity right
CA/F0C8: E0        Pause for 4 * 1 (4) frames
CA/F0CA: CE        Turn vehicle/entity down
CA/F0CB: E0        Pause for 4 * 1 (4) frames
CA/F0CD: CF        Turn vehicle/entity left
CA/F0CE: E0        Pause for 4 * 6 (24) frames
CA/F0D0: A2        Move vehicle/entity left/down 1x1 tiles
CA/F0D1: CC        Turn vehicle/entity up
CA/F0D2: A3        Move vehicle/entity left/up 1x1 tiles
CA/F0D3: CD        Turn vehicle/entity right
CA/F0D4: A0        Move vehicle/entity right/up 1x1 tiles
CA/F0D5: CE        Turn vehicle/entity down
CA/F0D6: A1        Move vehicle/entity right/down 1x1 tiles
CA/F0D7: CF        Turn vehicle/entity left
CA/F0D8: E0        Pause for 4 * 6 (24) frames
CA/F0DA: E0        Pause for 4 * 8 (32) frames
CA/F0DC: FC        Branch 39 bytes backwards ($CAF0B5)
CA/F0DE: FF        End queue
CA/F0DF: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CA/F0E1: FC        Branch 5 bytes backwards ($CAF0DC)
CA/F0E3: FF        End queue
CA/F0E4: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CA/F0E6: FC        Branch 5 bytes backwards ($CAF0E1)
CA/F0E8: FF        End queue
CA/F0E9: C0    If ($1E80($346) [$1EE8, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/F0EF: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long 
CA/F0F1: FC        Branch 65 bytes backwards ($CAF0B0)
CA/F0F3: FF        End queue
CA/F0F4: 20    Begin action queue for character $20 (NPC $20), 3 bytes long 
CA/F0F6: FC        Branch 16 bytes backwards ($CAF0E6)
CA/F0F8: FF        End queue
CA/F0F9: FE    Return

CA/F0FA: 13    Begin action queue for character $13 (NPC $13), 16 bytes long 
CA/F0FC: C7        Set vehicle/entity to stay still when moving
CA/F0FD: C2        Set vehicle/entity's event speed to normal
CA/F0FE: A0        Move vehicle/entity right/up 1x1 tiles
CA/F0FF: C4        Set vehicle/entity's event speed to faster
CA/F100: A2        Move vehicle/entity left/down 1x1 tiles
CA/F101: E0        Pause for 4 * 1 (4) frames
CA/F103: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAF0FD) with 50 % chance
CA/F105: C2        Set vehicle/entity's event speed to normal
CA/F106: A1        Move vehicle/entity right/down 1x1 tiles
CA/F107: C4        Set vehicle/entity's event speed to faster
CA/F108: A3        Move vehicle/entity left/up 1x1 tiles
CA/F109: FC        Branch 13 bytes backwards ($CAF0FC)
CA/F10B: FF        End queue
CA/F10C: 15    Begin action queue for character $15 (NPC $15), 16 bytes long 
CA/F10E: C7        Set vehicle/entity to stay still when moving
CA/F10F: C2        Set vehicle/entity's event speed to normal
CA/F110: A3        Move vehicle/entity left/up 1x1 tiles
CA/F111: C4        Set vehicle/entity's event speed to faster
CA/F112: A1        Move vehicle/entity right/down 1x1 tiles
CA/F113: E0        Pause for 4 * 1 (4) frames
CA/F115: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CAF10F) with 50 % chance
CA/F117: C2        Set vehicle/entity's event speed to normal
CA/F118: A2        Move vehicle/entity left/down 1x1 tiles
CA/F119: C4        Set vehicle/entity's event speed to faster
CA/F11A: A0        Move vehicle/entity right/up 1x1 tiles
CA/F11B: FC        Branch 13 bytes backwards ($CAF10E)
CA/F11D: FF        End queue
CA/F11E: FE    Return

CA/F11F: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CA/F121: FC        Branch 37 bytes backwards ($CAF0FC)
CA/F123: FF        End queue
CA/F124: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CA/F126: FC        Branch 24 bytes backwards ($CAF10E)
CA/F128: FF        End queue
CA/F129: FE    Return

CA/F12A: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CA/F12C: FC        Branch 11 bytes backwards ($CAF121)
CA/F12E: FF        End queue
CA/F12F: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CA/F131: FC        Branch 16 bytes backwards ($CAF121)
CA/F133: FF        End queue
CA/F134: FE    Return

CA/F135: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 16
CA/F139: C0    If ($1E80($05A) [$1E8B, bit 2] is clear), branch to $CAF143
CA/F13F: B2    Call subroutine $CAD1D8
CA/F143: C0    If ($1E80($059) [$1E8B, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/F149: B2    Call subroutine $CAD0C2
CA/F14D: FE    Return

CA/F14E: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 16
CA/F152: B2    Call subroutine $CAC8F6
CA/F156: D2    Set event bit $1E80($1CA) [$1EB9, bit 2]
CA/F158: 7C    Enable activation of event for object $18 (NPC $18) if it comes into contact with any party
CA/F15A: 7C    Enable activation of event for object $19 (NPC $19) if it comes into contact with any party
CA/F15C: 7C    Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party
CA/F15E: 7C    Enable activation of event for object $1B (NPC $1B) if it comes into contact with any party
CA/F160: 7C    Enable activation of event for object $1C (NPC $1C) if it comes into contact with any party
CA/F162: B0    Execute the following commands until $B1 6 times
CA/F164: 51        Modify background color range from [50, 6F]: Do <unknown operation> (Black) at intensity 3
CA/F168: B4        Pause for 6 units
CA/F16A: B1        End block of repeating commands
CA/F16B: B2    Call subroutine $CAD2EC
CA/F16F: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F175: B2    Call subroutine $CAF0FA
CA/F179: B2    Call subroutine $CAF11F
CA/F17D: B2    Call subroutine $CAF12A
CA/F181: FE    Return

CA/F182: F6    Subcommand $81: Change volume of currently playing song to $60, transition time 16
CA/F186: FE    Return

CA/F187: F6    Subcommand $81: Change volume of currently playing song to $60, transition time 16
CA/F18B: C1    If ($1E80($055) [$1E8A, bit 5] is clear) or ($1E80($056) [$1E8A, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F193: 7A    Change event address for object $06 to address $CABA44
CA/F198: 41    Show object $06
CA/F19A: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CA/F19C: D5        Set vehicle/entity's position to (99, 19)
CA/F19F: CC        Turn vehicle/entity up
CA/F1A0: FF        End queue
CA/F1A1: FE    Return

CA/F1A2: C0    If ($1E80($0CB) [$1E99, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/F1A8: 74    Replace current map's Layer 2 at (7, 8) with the following (2 x 3) chunk
CA/F1AD:       $C2, $C2
CA/F1AF:       $C2, $BB
CA/F1B1:       $F0, $F0
CA/F1B3: 74    Replace current map's Layer 2 at (7, 72) with the following (2 x 3) chunk
CA/F1B8:       $7A, $24
CA/F1BA:       $79, $8A
CA/F1BC:       $23, $89
CA/F1BE: 75    Refresh map after alteration
CA/F1BF: FE    Return

CA/F1C0: C0    If ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CAF1E3
CA/F1C6: 73    Replace current map's Layer 1 at (55, 143) with the following (4 x 3) chunk, refresh immediately
CA/F1CB:       $02, $08, $02, $01
CA/F1CF:       $01, $01, $01, $01
CA/F1D3:       $01, $03, $01, $03
CA/F1D7: C0    If ($1E80($2B4) [$1ED6, bit 4] is set), branch to $CAF1E3
CA/F1DD: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CA/F1DF: D5        Set vehicle/entity's position to (56, 16)
CA/F1E2: FF        End queue
CA/F1E3: C0    If ($1E80($2B1) [$1ED6, bit 1] is clear), branch to $CAF1ED
CA/F1E9: B2    Call subroutine $CA41B3
CA/F1ED: C1    If ($1E80($2B2) [$1ED6, bit 2] is clear) or ($1E80($0CC) [$1E99, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/F1F5: 74    Replace current map's Layer 2 at (100, 7) with the following (2 x 1) chunk
CA/F1FA:       $01, $0B
CA/F1FC: 74    Replace current map's Layer 2 at (100, 71) with the following (2 x 1) chunk
CA/F201:       $00, $5F
CA/F203: 75    Refresh map after alteration
CA/F204: FE    Return

CA/F205: C0    If ($1E80($2B8) [$1ED7, bit 0] is clear), branch to $CAF20F
CA/F20B: B2    Call subroutine $CA4226
CA/F20F: C0    If ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CAF248
CA/F215: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/F217: D5        Set vehicle/entity's position to (72, 10)
CA/F21A: FF        End queue
CA/F21B: 73    Replace current map's Layer 1 at (72, 135) with the following (4 x 10) chunk, refresh immediately
CA/F220:       $02, $08, $08, $08
CA/F224:       $02, $08, $08, $08
CA/F228:       $08, $08, $01, $01
CA/F22C:       $01, $01, $01, $01
CA/F230:       $01, $01, $01, $01
CA/F234:       $01, $01, $01, $01
CA/F238:       $01, $01, $01, $01
CA/F23C:       $01, $01, $01, $01
CA/F240:       $01, $01, $01, $01
CA/F244:       $01, $01, $01, $01
CA/F248: C0    If ($1E80($2B6) [$1ED6, bit 6] is clear), branch to $CAF254
CA/F24E: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CA/F250: D5        Set vehicle/entity's position to (79, 7)
CA/F253: FF        End queue
CA/F254: C0    If ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CA/F25A: 73    Replace current map's Layer 1 at (58, 164) with the following (4 x 1) chunk, refresh immediately
CA/F25F:       $07, $0A, $00, $00
CA/F263: 73    Replace current map's Layer 1 at (64, 164) with the following (4 x 1) chunk, refresh immediately
CA/F268:       $07, $0A, $00, $00
CA/F26C: 73    Replace current map's Layer 1 at (58, 169) with the following (4 x 2) chunk, refresh immediately
CA/F271:       $01, $01, $01, $01
CA/F275:       $00, $00, $00, $00
CA/F279: 73    Replace current map's Layer 1 at (63, 169) with the following (4 x 2) chunk, refresh immediately
CA/F27E:       $01, $01, $01, $01
CA/F282:       $00, $00, $00, $00
CA/F286: 73    Replace current map's Layer 1 at (61, 32) with the following (1 x 1) chunk, refresh immediately
CA/F28B:       $66
CA/F28C: FE    Return

CA/F28D: 60    Change background layer $05 to palette $16
CA/F290: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CA/F292: 88        Move vehicle/entity up 3 tiles
CA/F293: 8A        Move vehicle/entity down 3 tiles
CA/F294: FC        Branch 2 bytes backwards ($CAF292)
CA/F296: FF        End queue
CA/F297: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CA/F299: 88        Move vehicle/entity up 3 tiles
CA/F29A: 8A        Move vehicle/entity down 3 tiles
CA/F29B: FC        Branch 2 bytes backwards ($CAF299)
CA/F29D: FF        End queue
CA/F29E: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CA/F2A0: 80        Move vehicle/entity up 1 tile
CA/F2A1: 82        Move vehicle/entity down 1 tile
CA/F2A2: FC        Branch 2 bytes backwards ($CAF2A0)
CA/F2A4: FF        End queue
CA/F2A5: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/F2A7: 80        Move vehicle/entity up 1 tile
CA/F2A8: 82        Move vehicle/entity down 1 tile
CA/F2A9: FC        Branch 2 bytes backwards ($CAF2A7)
CA/F2AB: FF        End queue
CA/F2AC: FE    Return

CA/F2AD: 60    Change background layer $05 to palette $18
CA/F2B0: FE    Return

CA/F2B1: 60    Change background layer $0F to palette $10
CA/F2B4: FE    Return

CA/F2B5: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CAF2C3
CA/F2BB: B2    Call subroutine $CAE580
CA/F2BF: B2    Call subroutine $CAE5B2
CA/F2C3: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CAF2CD
CA/F2C9: B2    Call subroutine $CAE661
CA/F2CD: C0    If ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CAF2E1
CA/F2D3: B2    Call subroutine $CAE703
CA/F2D7: C0    If ($1E80($1F3) [$1EBE, bit 3] is clear), branch to $CAF2E1
CA/F2DD: B2    Call subroutine $CAE786
CA/F2E1: C0    If ($1E80($1F4) [$1EBE, bit 4] is clear), branch to $CAF2EB
CA/F2E7: B2    Call subroutine $CAE802
CA/F2EB: C0    If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CAF2F5
CA/F2F1: B2    Call subroutine $CAE82E
CA/F2F5: C0    If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CAF2FF
CA/F2FB: B2    Call subroutine $CAE841
CA/F2FF: C0    If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CAF309
CA/F305: B2    Call subroutine $CAE892
CA/F309: FE    Return

CA/F30A: 60    Change background layer $0F to palette $10
CA/F30D: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CA/F30F: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CA/F311: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CA/F313: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CA/F315: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CA/F317: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CAF321
CA/F31D: B2    Call subroutine $CADB2B
CA/F321: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CAF32F
CA/F327: B2    Call subroutine $CADB46
CA/F32B: B2    Call subroutine $CADB6B
CA/F32F: C0    If ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CAF33D
CA/F335: B2    Call subroutine $CADB96
CA/F339: B2    Call subroutine $CADBA3
CA/F33D: C0    If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CAF34B
CA/F343: B2    Call subroutine $CADBAD
CA/F347: B2    Call subroutine $CADBBC
CA/F34B: C0    If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CAF35D
CA/F351: B2    Call subroutine $CADBCD
CA/F355: B2    Call subroutine $CADBEC
CA/F359: B2    Call subroutine $CADC05
CA/F35D: C0    If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CAF36F
CA/F363: B2    Call subroutine $CADC1E
CA/F367: B2    Call subroutine $CADC26
CA/F36B: B2    Call subroutine $CADC42
CA/F36F: C0    If ($1E80($1F8) [$1EBF, bit 0] is clear), branch to $CAF37D
CA/F375: B2    Call subroutine $CADC5E
CA/F379: B2    Call subroutine $CADC66
CA/F37D: C0    If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CAF397
CA/F383: B2    Call subroutine $CADCC1
CA/F387: B2    Call subroutine $CADCC8
CA/F38B: B2    Call subroutine $CADCDE
CA/F38F: B2    Call subroutine $CADCF4
CA/F393: B2    Call subroutine $CADD04
CA/F397: C0    If ($1E80($1FB) [$1EBF, bit 3] is clear), branch to $CAF3A1
CA/F39D: B2    Call subroutine $CADD14
CA/F3A1: C0    If ($1E80($35E) [$1EEB, bit 6] is clear), branch to $CAF3BB
CA/F3A7: C0    If ($1E80($02A) [$1E85, bit 2] is set), branch to $CAF3B7
CA/F3AD: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CA/F3AF: 28        Do vehicle/entity graphical action $28 
CA/F3B0: FF        End queue
CA/F3B1: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CAF3BB
CA/F3B7: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CA/F3B9: 18        Do vehicle/entity graphical action $18 
CA/F3BA: FF        End queue
CA/F3BB: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F3C1: 1F    Begin action queue for character $1F (NPC $1F), 17 bytes long 
CA/F3C3: E0        Pause for 4 * 3 (12) frames
CA/F3C5: D5        Set vehicle/entity's position to (58, 3)
CA/F3C8: A0        Move vehicle/entity right/up 1x1 tiles
CA/F3C9: A6        Move vehicle/entity right/down 2x1 tiles
CA/F3CA: D5        Set vehicle/entity's position to (0, 0)
CA/F3CD: FA        Pseudo-randomly choose to branch 10 bytes backwards ($CAF3C3) with 50 % chance
CA/F3CF: E0        Pause for 4 * 4 (16) frames
CA/F3D1: FC        Branch 14 bytes backwards ($CAF3C3)
CA/F3D3: FF        End queue
CA/F3D4: 20    Begin action queue for character $20 (NPC $20), 18 bytes long 
CA/F3D6: E0        Pause for 4 * 6 (24) frames
CA/F3D8: D5        Set vehicle/entity's position to (58, 4)
CA/F3DB: 85        Move vehicle/entity right 2 tiles
CA/F3DC: A0        Move vehicle/entity right/up 1x1 tiles
CA/F3DD: 81        Move vehicle/entity right 1 tile
CA/F3DE: D5        Set vehicle/entity's position to (0, 0)
CA/F3E1: FA        Pseudo-randomly choose to branch 11 bytes backwards ($CAF3D6) with 50 % chance
CA/F3E3: E0        Pause for 4 * 3 (12) frames
CA/F3E5: FC        Branch 15 bytes backwards ($CAF3D6)
CA/F3E7: FF        End queue
CA/F3E8: 21    Begin action queue for character $21 (NPC $21), 17 bytes long 
CA/F3EA: E0        Pause for 4 * 1 (4) frames
CA/F3EC: D5        Set vehicle/entity's position to (61, 2)
CA/F3EF: A9        Move vehicle/entity left/down 2x1 tiles
CA/F3F0: 83        Move vehicle/entity left 1 tile
CA/F3F1: D5        Set vehicle/entity's position to (0, 0)
CA/F3F4: FA        Pseudo-randomly choose to branch 10 bytes backwards ($CAF3EA) with 50 % chance
CA/F3F6: E0        Pause for 4 * 6 (24) frames
CA/F3F8: FC        Branch 14 bytes backwards ($CAF3EA)
CA/F3FA: FF        End queue
CA/F3FB: 1D    Begin action queue for character $1D (NPC $1D), 17 bytes long 
CA/F3FD: E0        Pause for 4 * 3 (12) frames
CA/F3FF: D5        Set vehicle/entity's position to (61, 4)
CA/F402: 83        Move vehicle/entity left 1 tile
CA/F403: AA        Move vehicle/entity left/up 2x1 tiles
CA/F404: D5        Set vehicle/entity's position to (0, 0)
CA/F407: FA        Pseudo-randomly choose to branch 10 bytes backwards ($CAF3FD) with 50 % chance
CA/F409: E0        Pause for 4 * 3 (12) frames
CA/F40B: FC        Branch 14 bytes backwards ($CAF3FD)
CA/F40D: FF        End queue
CA/F40E: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CA/F410: 82        Move vehicle/entity down 1 tile
CA/F411: E0        Pause for 4 * 8 (32) frames
CA/F413: 80        Move vehicle/entity up 1 tile
CA/F414: E0        Pause for 4 * 8 (32) frames
CA/F416: FC        Branch 6 bytes backwards ($CAF410)
CA/F418: FF        End queue
CA/F419: 1E    Begin action queue for character $1E (NPC $1E), 17 bytes long 
CA/F41B: E0        Pause for 4 * 9 (36) frames
CA/F41D: D5        Set vehicle/entity's position to (60, 5)
CA/F420: A3        Move vehicle/entity left/up 1x1 tiles
CA/F421: A4        Move vehicle/entity right/up 1x2 tiles
CA/F422: D5        Set vehicle/entity's position to (0, 0)
CA/F425: FA        Pseudo-randomly choose to branch 10 bytes backwards ($CAF41B) with 50 % chance
CA/F427: E0        Pause for 4 * 3 (12) frames
CA/F429: FC        Branch 14 bytes backwards ($CAF41B)
CA/F42B: FF        End queue
CA/F42C: FE    Return

CA/F42D: 60    Change background layer $0F to palette $0B
CA/F430: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F436: C0    If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5EB3 (simply returns)
CA/F43C: C0    If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5EB3 (simply returns)
CA/F442: EB    Compare word $1FC2($07) [$1FD0] to $001E, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CA/F446: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CAF461
CA/F44C: 10    Begin action queue for character $10 (NPC $10), 18 bytes long 
CA/F44E: C8        Set object layering priority to 0 (low nibble 0)
CA/F450: D5        Set vehicle/entity's position to (97, 38)
CA/F453: 85        Move vehicle/entity right 2 tiles
CA/F454: C7        Set vehicle/entity to stay still when moving
CA/F455: CF        Turn vehicle/entity left
CA/F456: E0        Pause for 4 * 1 (4) frames
CA/F458: C8        Set object layering priority to 2 (low nibble 2)
CA/F45A: 81        Move vehicle/entity right 1 tile
CA/F45B: CE        Turn vehicle/entity down
CA/F45C: C6        Set vehicle/entity to walk when moving
CA/F45D: E2        Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/F45F: FF        End queue
CA/F460: FE    Return

CA/F461: D0    Set event bit $1E80($0B4) [$1E96, bit 4]
CA/F463: FE    Return

CA/F464: 60    Change background layer $0F to palette $0B
CA/F467: FE    Return

CA/F468: B2    Call subroutine $CAC8F6
CA/F46C: C0    If ($1E80($370) [$1EEE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/F472: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/F474: 2D        Do vehicle/entity graphical action $2D 
CA/F475: FF        End queue
CA/F476: FE    Return

CA/F477: 60    Change background layer $0F to palette $0B
CA/F47A: FE    Return

CA/F47B: FE    Return

CA/F47C: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F482: B2    Call subroutine $CAF493
CA/F486: B2    Call subroutine $CB41A5
CA/F48A: B2    Call subroutine $CB2379
CA/F48E: B2    Call subroutine $CAF506
CA/F492: FE    Return

CA/F493: D9    Clear event bit $1E80($456) [$1F0A, bit 6]
CA/F495: 3E    Delete object $10
CA/F497: 45    Refresh objects
CA/F498: 42    Hide object $10
CA/F49A: DE    Load CaseWord with the characters in the currently active party?
CA/F49B: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/F4A1: C0    If ($1E80($2F9) [$1EDF, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/F4A7: D8    Set event bit $1E80($456) [$1F0A, bit 6]
CA/F4A9: 3D    Create object $10
CA/F4AB: 45    Refresh objects
CA/F4AC: 41    Show object $10
CA/F4AE: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CA/F4B0: FE    Return

CA/F4B1: C0    If ($1E80($246) [$1EC8, bit 6] is set), branch to $CAF4FA
CA/F4B7: C1    If ($1E80($05E) [$1E8B, bit 6] is clear) or ($1E80($070) [$1E8E, bit 0] is set), branch to $CAF4CD
CA/F4BF: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CA/F4C1: 6A    Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, flags $00
CA/F4C7: B0        If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB4
CA/F4CD: C1    If ($1E80($077) [$1E8E, bit 7] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF4E3
CA/F4D5: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CA/F4D7: 6A    Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, flags $00
CA/F4DD: B0        If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB4
CA/F4E3: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF4FA
CA/F4EB: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 0
CA/F4EF: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/F4F1: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CA/F4F3: 6A    Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, flags $00
CA/F4F9: FF        End map script

CA/F4FA: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CA/F500: 4B    Display dialogue message $0519, wait for button press (At bottom of screen)
               
               Can't open or shut during flight
CA/F503: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CA/F505: FE    Return

CA/F506: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF520
CA/F50E: F0    Play song 16 (Setzer), (high bit clear), full volume
CA/F510: 65    Command $65, $00, $00
CA/F513: 65    Command $65, $01, $00
CA/F516: 65    Command $65, $02, $00
CA/F519: 65    Command $65, $03, $00
CA/F51C: 65    Command $65, $04, $00
CA/F51F: FE    Return

CA/F520: F0    Play song 16 (Setzer), (high bit clear), full volume
CA/F522: 65    Command $65, $00, $20
CA/F525: 65    Command $65, $01, $20
CA/F528: 65    Command $65, $02, $20
CA/F52B: 65    Command $65, $03, $20
CA/F52E: 65    Command $65, $04, $20
CA/F531: FE    Return

CA/F532: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CA/F53A: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CAF548
CA/F542: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CA/F548: C0    If ($1E80($16F) [$1EAD, bit 7] is clear), branch to $CA5EB3 (simply returns)
CA/F54E: C0    If ($1E80($09E) [$1E93, bit 6] is set), branch to $CAF579
CA/F554: C0    If ($1E80($170) [$1EAE, bit 0] is set), branch to $CAF56E
CA/F55A: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/F55C: 0F        Do vehicle/entity graphical action $0F 
CA/F55D: E0        Pause for 4 * 6 (24) frames
CA/F55F: CF        Turn vehicle/entity left
CA/F560: FF        End queue
CA/F561: D2    Set event bit $1E80($170) [$1EAE, bit 0]
CA/F563: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CA/F565: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/F567: 6A    Load map $01FF (world map) after fade out, (upper bits $2000), place party at (0, 0), facing down, party is in the airship
CA/F56D: FF        End vehicle script

CA/F56E: 4B    Display dialogue message $052A, wait for button press (At bottom of screen)
               ^(Lift-off)
               ^(Not just yet)
CA/F571: B6    Indexed branch based on prior dialogue selection [$CAF58D, $CA5EB3]
CA/F578: FE    Return

CA/F579: C0    If ($1E80($09F) [$1E93, bit 7] is set), branch to $CAF56E
CA/F57F: 4B    Display dialogue message $0527, wait for button press (At bottom of screen)
               ^ (Find the Floating Continent)
               ^ (Lift-off)
               ^ (Not just yet)
CA/F582: B6    Indexed branch based on prior dialogue selection [$CA5817, $CAF58D, $CA5EB3]
CA/F58C: FE    Return

CA/F58D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/F58F: 0F        Do vehicle/entity graphical action $0F 
CA/F590: E0        Pause for 4 * 6 (24) frames
CA/F592: CF        Turn vehicle/entity left
CA/F593: FF        End queue
CA/F594: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CA/F596: 6A    Load map $01FF (world map) after fade out, (upper bits $2400), place party at (0, 0), facing down, party is in the airship
CA/F59C: FF        End vehicle script

CA/F59D: 4B    Display dialogue message $0528, wait for button press
               Change party members?
               ^ No
               ^ Yes
CA/F5A0: B6    Indexed branch based on prior dialogue selection [$CA5EB3, $CAF5A8]
CA/F5A7: FE    Return

CA/F5A8: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA047D
CA/F5AE: B2    Call subroutine $CB0E1C
CA/F5B2: C0    If ($1E80($06A) [$1E8D, bit 2] is clear), branch to $CAF5BC
CA/F5B8: B2    Call subroutine $CACB9F
CA/F5BC: C0    If ($1E80($06A) [$1E8D, bit 2] is set), branch to $CAF5C6
CA/F5C2: B2    Call subroutine $CAF601
CA/F5C6: 47    Make character in slot 0 the lead character
CA/F5C7: D9    Clear event bit $1E80($477) [$1F0E, bit 7]
CA/F5C9: D9    Clear event bit $1E80($478) [$1F0F, bit 0]
CA/F5CB: D9    Clear event bit $1E80($479) [$1F0F, bit 1]
CA/F5CD: D9    Clear event bit $1E80($47A) [$1F0F, bit 2]
CA/F5CF: D9    Clear event bit $1E80($47B) [$1F0F, bit 3]
CA/F5D1: D9    Clear event bit $1E80($47C) [$1F0F, bit 4]
CA/F5D3: D9    Clear event bit $1E80($47D) [$1F0F, bit 5]
CA/F5D5: D9    Clear event bit $1E80($47E) [$1F0F, bit 6]
CA/F5D7: D9    Clear event bit $1E80($47F) [$1F0F, bit 7]
CA/F5D9: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CA/F5DB: D9    Clear event bit $1E80($481) [$1F10, bit 1]
CA/F5DD: D9    Clear event bit $1E80($482) [$1F10, bit 2]
CA/F5DF: D9    Clear event bit $1E80($483) [$1F10, bit 3]
CA/F5E1: D9    Clear event bit $1E80($484) [$1F10, bit 4]
CA/F5E3: C0    If ($1E80($246) [$1EC8, bit 6] is set), branch to $CAF5EF
CA/F5E9: 6B    Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $2000), place party at (10, 30), facing down
CA/F5EF: C0    If ($1E80($246) [$1EC8, bit 6] is clear), branch to $CAF5FB
CA/F5F5: 6B    Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $0000), place party at (40, 16), facing up
CA/F5FB: F4    Play sound effect 44
CA/F5FD: 59    Unfade screen at speed $04
CA/F5FF: 3A    Enable player to move while event commands execute
CA/F600: FE    Return

CA/F601: B2    Call subroutine $CACBAF
CA/F605: B2    Call subroutine $CAF61A
CA/F609: 3F    Assign character $01 (Actor in stot 1) to party 1
CA/F60C: 3F    Assign character $06 (Actor in stot 6) to party 1
CA/F60F: 99    Invoke party selection screen (1 groups) (force characters: [$0042] (LOCKE ), (CELES ))
CA/F613: 46    Make party 1 the current party
CA/F615: B2    Call subroutine $CACCA4
CA/F619: FE    Return

CA/F61A: 3F    Remove character $00 (Actor in stot 0) from the party
CA/F61D: 3F    Remove character $01 (Actor in stot 1) from the party
CA/F620: 3F    Remove character $02 (Actor in stot 2) from the party
CA/F623: 3F    Remove character $03 (Actor in stot 3) from the party
CA/F626: 3F    Remove character $04 (Actor in stot 4) from the party
CA/F629: 3F    Remove character $05 (Actor in stot 5) from the party
CA/F62C: 3F    Remove character $06 (Actor in stot 6) from the party
CA/F62F: 3F    Remove character $07 (Actor in stot 7) from the party
CA/F632: 3F    Remove character $08 (Actor in stot 8) from the party
CA/F635: 3F    Remove character $09 (Actor in stot 9) from the party
CA/F638: 3F    Remove character $0A (Actor in stot 10) from the party
CA/F63B: 3F    Remove character $0B (Actor in stot 11) from the party
CA/F63E: 3F    Remove character $0C (Actor in stot 12) from the party
CA/F641: 3F    Remove character $0D (Actor in stot 13) from the party
CA/F644: 3F    Remove character $0E (Actor in stot 14) from the party
CA/F647: 3F    Remove character $0F (Actor in stot 15) from the party
CA/F64A: FE    Return

CA/F64B: 9B    Invoke shop $24
CA/F64D: FE    Return

CA/F64E: 4B    Display dialogue message $0111, wait for button press
               Take a nap?
               ^ Yes
               ^ No
CA/F651: B6    Indexed branch based on prior dialogue selection [$CAF659, $CA5EB3]
CA/F658: FE    Return

CA/F659: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CAF667
CA/F65F: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CA/F661: C2        Set vehicle/entity's event speed to normal
CA/F662: 87        Move vehicle/entity left 2 tiles
CA/F663: 82        Move vehicle/entity down 1 tile
CA/F664: 8B        Move vehicle/entity left 3 tiles
CA/F665: CE        Turn vehicle/entity down
CA/F666: FF        End queue
CA/F667: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAF674
CA/F66D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/F66F: C2        Set vehicle/entity's event speed to normal
CA/F670: 80        Move vehicle/entity up 1 tile
CA/F671: 8B        Move vehicle/entity left 3 tiles
CA/F672: CE        Turn vehicle/entity down
CA/F673: FF        End queue
CA/F674: B2    Call subroutine $CACD3C
CA/F678: 6B    Load map $006F (Returners' Hideout, inn) instantly, (upper bits $2400), place party at (38, 54), facing down
CA/F67E: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/F680: D5        Set vehicle/entity's position to (40, 52)
CA/F683: CE        Turn vehicle/entity down
CA/F684: FF        End queue
CA/F685: B2    Call subroutine $CACF96
CA/F689: FE    Return

CA/F68A: C0    If ($1E80($011) [$1E82, bit 1] is set), branch to $CAFA67
CA/F690: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CAF764
CA/F696: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAF6BC
CA/F69C: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/F69E: 4B    Display dialogue message $010B, wait for button press
               King EDGAR!
               This way, please!
CA/F6A1: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CA/F6A3: C2        Set vehicle/entity's event speed to normal
CA/F6A4: 88        Move vehicle/entity up 3 tiles
CA/F6A5: E0        Pause for 4 * 2 (8) frames
CA/F6A7: 95        Move vehicle/entity right 6 tiles
CA/F6A8: E0        Pause for 4 * 2 (8) frames
CA/F6AA: 82        Move vehicle/entity down 1 tile
CA/F6AB: FF        End queue
CA/F6AC: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CA/F6AE: C2        Set vehicle/entity's event speed to normal
CA/F6AF: E0        Pause for 4 * 2 (8) frames
CA/F6B1: 8C        Move vehicle/entity up 4 tiles
CA/F6B2: E0        Pause for 4 * 2 (8) frames
CA/F6B4: 95        Move vehicle/entity right 6 tiles
CA/F6B5: E0        Pause for 4 * 2 (8) frames
CA/F6B7: CE        Turn vehicle/entity down
CA/F6B8: FF        End queue
CA/F6B9: D6    Set event bit $1E80($31D) [$1EE3, bit 5]
CA/F6BB: FE    Return

CA/F6BC: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/F6BE: 4B    Display dialogue message $010B, wait for button press
               King EDGAR!
               This way, please!
CA/F6C1: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CAF6CC
CA/F6C7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/F6C9: C2        Set vehicle/entity's event speed to normal
CA/F6CA: 80        Move vehicle/entity up 1 tile
CA/F6CB: FF        End queue
CA/F6CC: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CAF6D8
CA/F6D2: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/F6D4: C2        Set vehicle/entity's event speed to normal
CA/F6D5: 81        Move vehicle/entity right 1 tile
CA/F6D6: CC        Turn vehicle/entity up
CA/F6D7: FF        End queue
CA/F6D8: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CA/F6DA: C2        Set vehicle/entity's event speed to normal
CA/F6DB: 88        Move vehicle/entity up 3 tiles
CA/F6DC: FF        End queue
CA/F6DD: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/F6DF: 95        Move vehicle/entity right 6 tiles
CA/F6E0: E0        Pause for 4 * 2 (8) frames
CA/F6E2: 82        Move vehicle/entity down 1 tile
CA/F6E3: FF        End queue
CA/F6E4: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/F6E6: C2        Set vehicle/entity's event speed to normal
CA/F6E7: E0        Pause for 4 * 8 (32) frames
CA/F6E9: 84        Move vehicle/entity up 2 tiles
CA/F6EA: E0        Pause for 4 * 4 (16) frames
CA/F6EC: 91        Move vehicle/entity right 5 tiles
CA/F6ED: CE        Turn vehicle/entity down
CA/F6EE: FF        End queue
CA/F6EF: FE    Return

CA/F6F0: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/F6F6: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CA/F6FC: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/F702: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/F704: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/F706: C2        Set vehicle/entity's event speed to normal
CA/F707: 8E        Move vehicle/entity down 4 tiles
CA/F708: 99        Move vehicle/entity right 7 tiles
CA/F709: 98        Move vehicle/entity up 7 tiles
CA/F70A: FF        End queue
CA/F70B: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/F70D: C2        Set vehicle/entity's event speed to normal
CA/F70E: E0        Pause for 4 * 2 (8) frames
CA/F710: 92        Move vehicle/entity down 5 tiles
CA/F711: E0        Pause for 4 * 2 (8) frames
CA/F713: 99        Move vehicle/entity right 7 tiles
CA/F714: 94        Move vehicle/entity up 6 tiles
CA/F715: FF        End queue
CA/F716: FE    Return

CA/F717: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/F71D: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/F723: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CA/F729: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CA/F72B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/F72D: C2        Set vehicle/entity's event speed to normal
CA/F72E: 86        Move vehicle/entity down 2 tiles
CA/F72F: 81        Move vehicle/entity right 1 tile
CA/F730: CF        Turn vehicle/entity left
CA/F731: FF        End queue
CA/F732: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/F734: C2        Set vehicle/entity's event speed to normal
CA/F735: 8E        Move vehicle/entity down 4 tiles
CA/F736: 99        Move vehicle/entity right 7 tiles
CA/F737: 98        Move vehicle/entity up 7 tiles
CA/F738: FF        End queue
CA/F739: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CA/F73B: C2        Set vehicle/entity's event speed to normal
CA/F73C: E0        Pause for 4 * 2 (8) frames
CA/F73E: 92        Move vehicle/entity down 5 tiles
CA/F73F: E0        Pause for 4 * 2 (8) frames
CA/F741: 99        Move vehicle/entity right 7 tiles
CA/F742: 94        Move vehicle/entity up 6 tiles
CA/F743: FF        End queue
CA/F744: FE    Return

CA/F745: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CA/F74B: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CA/F751: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CA/F757: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CA/F759: 3A    Enable player to move while event commands execute
CA/F75A: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CA/F75C: C2        Set vehicle/entity's event speed to normal
CA/F75D: A0        Move vehicle/entity right/up 1x1 tiles
CA/F75E: A0        Move vehicle/entity right/up 1x1 tiles
CA/F75F: A0        Move vehicle/entity right/up 1x1 tiles
CA/F760: 81        Move vehicle/entity right 1 tile
CA/F761: CF        Turn vehicle/entity left
CA/F762: FF        End queue
CA/F763: FE    Return

CA/F764: 4B    Display dialogue message $010B, wait for button press
               King EDGAR!
               This way, please!
CA/F767: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CA/F769: FE    Return

CA/F76A: 4B    Display dialogue message $010B, wait for button press
               King EDGAR!
               This way, please!
CA/F76D: FE    Return

CA/F76E: 4B    Display dialogue message $010C, wait for button press
               Did you speak with Banon?
CA/F771: 31    Begin action queue for character $31 (Party Character 0), 16 bytes long 
CA/F773: E0        Pause for 4 * 6 (24) frames
CA/F775: 23        Do vehicle/entity graphical action $23 
CA/F776: E0        Pause for 4 * 1 (4) frames
CA/F778: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/F779: E0        Pause for 4 * 1 (4) frames
CA/F77B: 23        Do vehicle/entity graphical action $23 
CA/F77C: E0        Pause for 4 * 1 (4) frames
CA/F77E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/F77F: E0        Pause for 4 * 1 (4) frames
CA/F781: CE        Turn vehicle/entity down
CA/F782: FF        End queue
CA/F783: FE    Return

CA/F784: C0    If ($1E80($011) [$1E82, bit 1] is set), branch to $CAF98F
CA/F78A: 4B    Display dialogue message $010D, wait for button press
               Not even the Empire'd think of looking here for us!
CA/F78D: FE    Return

CA/F78E: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CAF798
CA/F794: 4B    Display dialogue message $014E, wait for button press
               We'll handle things here
               Please leave for Narshe!
CA/F797: FE    Return

CA/F798: 4B    Display dialogue message $0125, wait for button press
               Welcome back!
               Glad you're okay.
CA/F79B: FE    Return

CA/F79C: F2    Fade out current song with transition time 32
CA/F79E: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CAF7AE
CA/F7A4: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CA/F7A6: C2        Set vehicle/entity's event speed to normal
CA/F7A7: 84        Move vehicle/entity up 2 tiles
CA/F7A8: FF        End queue
CA/F7A9: B2    Call subroutine $CAF7DC
CA/F7AD: FE    Return

CA/F7AE: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAF7BF
CA/F7B4: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/F7B6: C2        Set vehicle/entity's event speed to normal
CA/F7B7: 88        Move vehicle/entity up 3 tiles
CA/F7B8: 81        Move vehicle/entity right 1 tile
CA/F7B9: FF        End queue
CA/F7BA: B2    Call subroutine $CAF7DC
CA/F7BE: FE    Return

CA/F7BF: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAF7D1
CA/F7C5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CA/F7C7: C2        Set vehicle/entity's event speed to normal
CA/F7C8: 83        Move vehicle/entity left 1 tile
CA/F7C9: 8C        Move vehicle/entity up 4 tiles
CA/F7CA: 81        Move vehicle/entity right 1 tile
CA/F7CB: FF        End queue
CA/F7CC: B2    Call subroutine $CAF7DC
CA/F7D0: FE    Return

CA/F7D1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/F7D3: C2        Set vehicle/entity's event speed to normal
CA/F7D4: 88        Move vehicle/entity up 3 tiles
CA/F7D5: 83        Move vehicle/entity left 1 tile
CA/F7D6: FF        End queue
CA/F7D7: B2    Call subroutine $CAF7DC
CA/F7DB: FE    Return

CA/F7DC: F0    Play song 23 (The Mines of Narshe), (high bit clear), full volume
CA/F7DE: 38    Hold screen
CA/F7DF: B2    Call subroutine $CAC6AC
CA/F7E3: 45    Refresh objects
CA/F7E4: B4    Pause for 8 units
CA/F7E6: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CA/F7E8: C2        Set vehicle/entity's event speed to normal
CA/F7E9: 82        Move vehicle/entity down 1 tile
CA/F7EA: FF        End queue
CA/F7EB: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/F7ED: C2        Set vehicle/entity's event speed to normal
CA/F7EE: 81        Move vehicle/entity right 1 tile
CA/F7EF: CE        Turn vehicle/entity down
CA/F7F0: FF        End queue
CA/F7F1: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CA/F7F3: C2        Set vehicle/entity's event speed to normal
CA/F7F4: CE        Turn vehicle/entity down
CA/F7F5: FF        End queue
CA/F7F6: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/F7F8: CC        Turn vehicle/entity up
CA/F7F9: FF        End queue
CA/F7FA: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CA/F7FC: C2        Set vehicle/entity's event speed to normal
CA/F7FD: 83        Move vehicle/entity left 1 tile
CA/F7FE: CE        Turn vehicle/entity down
CA/F7FF: E0        Pause for 4 * 2 (8) frames
CA/F801: FF        End queue
CA/F802: 4B    Display dialogue message $0119, wait for button press
               EDGAR: Banon!
               We brought the girl with us.
CA/F805: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CA/F807: C1        Set vehicle/entity's event speed to slow
CA/F808: CC        Turn vehicle/entity up
CA/F809: E0        Pause for 4 * 5 (20) frames
CA/F80B: 83        Move vehicle/entity left 1 tile
CA/F80C: E0        Pause for 4 * 2 (8) frames
CA/F80E: CC        Turn vehicle/entity up
CA/F80F: E0        Pause for 4 * 5 (20) frames
CA/F811: FF        End queue
CA/F812: 4B    Display dialogue message $0114, wait for button press
               BANON: Is she the girl who can talk to Espers?!
               TERRA: Espers?
               EDGAR: Seemed the Empire had complete control over her.
CA/F815: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long 
CA/F817: C1        Set vehicle/entity's event speed to slow
CA/F818: CE        Turn vehicle/entity down
CA/F819: C7        Set vehicle/entity to stay still when moving
CA/F81A: 80        Move vehicle/entity up 1 tile
CA/F81B: C6        Set vehicle/entity to walk when moving
CA/F81C: 20        Do vehicle/entity graphical action $20 
CA/F81D: FF        End queue
CA/F81E: 10    Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete)
CA/F820: E0        Pause for 4 * 12 (48) frames
CA/F822: CF        Turn vehicle/entity left
CA/F823: E0        Pause for 4 * 3 (12) frames
CA/F825: CE        Turn vehicle/entity down
CA/F826: E0        Pause for 4 * 12 (48) frames
CA/F828: 82        Move vehicle/entity down 1 tile
CA/F829: FF        End queue
CA/F82A: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/F82C: 20        Do vehicle/entity graphical action $20 
CA/F82D: FF        End queue
CA/F82E: 4B    Display dialogue message $0115, wait for button press
               BANON: Carrier pigeons brought word that she wiped out 50 of the Empire's best soldiers in a few minutes.
CA/F831: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long 
CA/F833: CE        Turn vehicle/entity down
CA/F834: E0        Pause for 4 * 2 (8) frames
CA/F836: C2        Set vehicle/entity's event speed to normal
CA/F837: 83        Move vehicle/entity left 1 tile
CA/F838: 22        Do vehicle/entity graphical action $22 
CA/F839: FF        End queue
CA/F83A: 4B    Display dialogue message $0116, wait for button press
               TERRA: That's a lie!!!
CA/F83D: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CA/F83F: C3        Set vehicle/entity's event speed to fast
CA/F840: 83        Move vehicle/entity left 1 tile
CA/F841: C2        Set vehicle/entity's event speed to normal
CA/F842: 83        Move vehicle/entity left 1 tile
CA/F843: 21        Do vehicle/entity graphical action $21 
CA/F844: FF        End queue
CA/F845: 04    Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete)
CA/F847: E0        Pause for 4 * 12 (48) frames
CA/F849: CF        Turn vehicle/entity left
CA/F84A: E0        Pause for 4 * 8 (32) frames
CA/F84C: CE        Turn vehicle/entity down
CA/F84D: FF        End queue
CA/F84E: 4B    Display dialogue message $0117, wait for button press
               LOCKE: TERRA!
               EDGAR: Banon! She doesn't remember ANYTHING!
CA/F851: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CA/F853: CF        Turn vehicle/entity left
CA/F854: E0        Pause for 4 * 1 (4) frames
CA/F856: CC        Turn vehicle/entity up
CA/F857: FF        End queue
CA/F858: 4B    Display dialogue message $0118, wait for button press
               BANON: Stay where you are!
CA/F85B: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CA/F85D: CD        Turn vehicle/entity right
CA/F85E: E0        Pause for 4 * 1 (4) frames
CA/F860: CE        Turn vehicle/entity down
CA/F861: E0        Pause for 4 * 16 (64) frames
CA/F863: FF        End queue
CA/F864: 48    Display dialogue message $011A, continue executing commands
               BANON: Perhaps you've heard this story? Once, when people were pure and innocent,
               there was a box they were told never to open. But one man went and opened it anyway.
               He unleashed all the evils of the world: envy greed pride violence control
               All that was left in the box was a single ray of light: Hope.
CA/F867: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long 
CA/F869: E0        Pause for 4 * 16 (64) frames
CA/F86B: E0        Pause for 4 * 24 (96) frames
CA/F86D: CF        Turn vehicle/entity left
CA/F86E: FF        End queue
CA/F86F: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long 
CA/F871: E0        Pause for 4 * 16 (64) frames
CA/F873: E0        Pause for 4 * 40 (160) frames
CA/F875: CF        Turn vehicle/entity left
CA/F876: FF        End queue
CA/F877: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CA/F879: E0        Pause for 4 * 16 (64) frames
CA/F87B: E0        Pause for 4 * 56 (224) frames
CA/F87D: CD        Turn vehicle/entity right
CA/F87E: FF        End queue
CA/F87F: 10    Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete)
CA/F881: E0        Pause for 4 * 16 (64) frames
CA/F883: 80        Move vehicle/entity up 1 tile
CA/F884: E0        Pause for 4 * 4 (16) frames
CA/F886: 80        Move vehicle/entity up 1 tile
CA/F887: E0        Pause for 4 * 4 (16) frames
CA/F889: 84        Move vehicle/entity up 2 tiles
CA/F88A: E0        Pause for 4 * 4 (16) frames
CA/F88C: 80        Move vehicle/entity up 1 tile
CA/F88D: E0        Pause for 4 * 4 (16) frames
CA/F88F: CF        Turn vehicle/entity left
CA/F890: FF        End queue
CA/F891: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete)
CA/F893: 20        Do vehicle/entity graphical action $20 
CA/F894: E0        Pause for 4 * 24 (96) frames
CA/F896: CE        Turn vehicle/entity down
CA/F897: E0        Pause for 4 * 8 (32) frames
CA/F899: CD        Turn vehicle/entity right
CA/F89A: FF        End queue
CA/F89B: 49    If dialogue window is up, wait for keypress then dismiss
CA/F89C: 4B    Display dialogue message $011B, wait for button press
               TERRA: 
               BANON: We now confront those evils
               And you are that last ray of light, our only hope
CA/F89F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CA/F8A1: CF        Turn vehicle/entity left
CA/F8A2: FF        End queue
CA/F8A3: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CA/F8A5: C3        Set vehicle/entity's event speed to fast
CA/F8A6: 83        Move vehicle/entity left 1 tile
CA/F8A7: CC        Turn vehicle/entity up
CA/F8A8: FF        End queue
CA/F8A9: 4B    Display dialogue message $011C, wait for button press
               EDGAR: Banon!
CA/F8AC: 10    Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete)
CA/F8AE: CE        Turn vehicle/entity down
CA/F8AF: E0        Pause for 4 * 16 (64) frames
CA/F8B1: CF        Turn vehicle/entity left
CA/F8B2: E0        Pause for 4 * 2 (8) frames
CA/F8B4: CC        Turn vehicle/entity up
CA/F8B5: E0        Pause for 4 * 16 (64) frames
CA/F8B7: FF        End queue
CA/F8B8: 4B    Display dialogue message $011D, wait for button press
               BANON: I'm so tired
               Let me rest a while.
CA/F8BB: F2    Fade out current song with transition time 192
CA/F8BD: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CA/F8BF: E0        Pause for 4 * 8 (32) frames
CA/F8C1: 84        Move vehicle/entity up 2 tiles
CA/F8C2: C1        Set vehicle/entity's event speed to slow
CA/F8C3: 93        Move vehicle/entity left 5 tiles
CA/F8C4: FF        End queue
CA/F8C5: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/F8C7: CE        Turn vehicle/entity down
CA/F8C8: E0        Pause for 4 * 6 (24) frames
CA/F8CA: 20        Do vehicle/entity graphical action $20 
CA/F8CB: E0        Pause for 4 * 12 (48) frames
CA/F8CD: FF        End queue
CA/F8CE: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CA/F8D0: CC        Turn vehicle/entity up
CA/F8D1: E0        Pause for 4 * 8 (32) frames
CA/F8D3: 21        Do vehicle/entity graphical action $21 
CA/F8D4: FF        End queue
CA/F8D5: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CA/F8D7: 83        Move vehicle/entity left 1 tile
CA/F8D8: E0        Pause for 4 * 16 (64) frames
CA/F8DA: 22        Do vehicle/entity graphical action $22 
CA/F8DB: FF        End queue
CA/F8DC: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CA/F8DE: CC        Turn vehicle/entity up
CA/F8DF: E0        Pause for 4 * 8 (32) frames
CA/F8E1: 21        Do vehicle/entity graphical action $21 
CA/F8E2: E0        Pause for 4 * 24 (96) frames
CA/F8E4: FF        End queue
CA/F8E5: 39    Free screen
CA/F8E6: D0    Set event bit $1E80($011) [$1E82, bit 1]
CA/F8E8: D0    Set event bit $1E80($012) [$1E82, bit 2]
CA/F8EA: 5A    Fade screen at speed $05
CA/F8EC: B5    Pause for 15 * 5 (75) units
CA/F8EE: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CA/F8F3: 3F    Remove character $04 (Actor in stot 4) from the party
CA/F8F6: 3E    Delete object $04
CA/F8F8: 3F    Remove character $05 (Actor in stot 5) from the party
CA/F8FB: 3E    Delete object $05
CA/F8FD: 3F    Remove character $01 (Actor in stot 1) from the party
CA/F900: 3E    Delete object $01
CA/F902: 42    Hide object $04
CA/F904: 42    Hide object $05
CA/F906: 42    Hide object $01
CA/F908: 45    Refresh objects
CA/F909: 6B    Load map $006E (Returners' Hideout, save point / bedroom / storeroom) instantly, (upper bits $3400), place party at (21, 48), facing left
CA/F90F: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/F911: 42    Hide object $10
CA/F913: D8    Set event bit $1E80($420) [$1F04, bit 0]
CA/F915: 3D    Create object $13
CA/F917: 41    Show object $13
CA/F919: D9    Clear event bit $1E80($414) [$1F02, bit 4]
CA/F91B: D9    Clear event bit $1E80($41D) [$1F03, bit 5]
CA/F91D: D8    Set event bit $1E80($416) [$1F02, bit 6]
CA/F91F: D8    Set event bit $1E80($41F) [$1F03, bit 7]
CA/F921: D8    Set event bit $1E80($497) [$1F12, bit 7]
CA/F923: 00    Begin action queue for character $00 (Actor in stot 0), 15 bytes long (Wait until complete)
CA/F925: CE        Turn vehicle/entity down
CA/F926: E0        Pause for 4 * 4 (16) frames
CA/F928: CF        Turn vehicle/entity left
CA/F929: E0        Pause for 4 * 2 (8) frames
CA/F92B: CE        Turn vehicle/entity down
CA/F92C: E0        Pause for 4 * 1 (4) frames
CA/F92E: CD        Turn vehicle/entity right
CA/F92F: E0        Pause for 4 * 5 (20) frames
CA/F931: C2        Set vehicle/entity's event speed to normal
CA/F932: 85        Move vehicle/entity right 2 tiles
CA/F933: FF        End queue
CA/F934: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CA/F936: D6    Set event bit $1E80($31D) [$1EE3, bit 5]
CA/F938: 3A    Enable player to move while event commands execute
CA/F939: FE    Return

CA/F93A: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F940: C1    If ($1E80($012) [$1E82, bit 2] is clear) or ($1E80($25E) [$1ECB, bit 6] is set), branch to $CAF94B
CA/F948: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/F94A: FE    Return

CA/F94B: F0    Play song 6 (Terra), (high bit clear), full volume
CA/F94D: FE    Return

CA/F94E: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CA/F954: C1    If ($1E80($012) [$1E82, bit 2] is clear) or ($1E80($25E) [$1ECB, bit 6] is set), branch to $CAF95F
CA/F95C: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/F95E: FE    Return

CA/F95F: F0    Play song 46 (Returners), (high bit clear), full volume
CA/F961: FE    Return

CA/F962: 4B    Display dialogue message $0122, wait for button press
               We're a small organization now, but our membership is starting to soar.
CA/F965: FE    Return

CA/F966: C0    If ($1E80($013) [$1E82, bit 3] is set), branch to $CAF97D
CA/F96C: C0    If ($1E80($017) [$1E82, bit 7] is set), branch to $CAF97D
CA/F972: 4B    Display dialogue message $0137, wait for button press
               I understand your unease.
               But even as we speak, innocent lives are being lost
               Please. We need your abilities.
               This relic will keep you safe.
               
               Received Genji Glove!
CA/F975: 80    Add item $D1 (<E7>Genji Glove ) to inventory
CA/F977: 4B    Display dialogue message $0138, wait for button press
               We truly need your help!
CA/F97A: D0    Set event bit $1E80($017) [$1E82, bit 7]
CA/F97C: FE    Return

CA/F97D: 4B    Display dialogue message $0139, wait for button press
               Please join us in our battle!
CA/F980: FE    Return

CA/F981: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CAF98B
CA/F987: 4B    Display dialogue message $0150, wait for button press
               The Lete River runs through some underground caverns.
CA/F98A: FE    Return

CA/F98B: 4B    Display dialogue message $0126, wait for button press
               Welcome back!
CA/F98E: FE    Return

CA/F98F: C0    If ($1E80($018) [$1E83, bit 0] is set), branch to $CAF78E
CA/F995: 4B    Display dialogue message $0129, wait for button press
               The Empire is arresting Returners everywhere.
               We have to discover some means of fighting back, or
CA/F998: FE    Return

CA/F999: C0    If ($1E80($018) [$1E83, bit 0] is set), branch to $CAF981
CA/F99F: C0    If ($1E80($014) [$1E82, bit 4] is set), branch to $CAF966
CA/F9A5: 4B    Display dialogue message $0139, wait for button press
               Please join us in our battle!
CA/F9A8: FE    Return

CA/F9A9: 4B    Display dialogue message $012E, wait for button press
               EDGAR: It's gonna be tough to talk you into helping us
               If we push you too hard, we're no different than the Empire
               So we want you to make up your own mind.
CA/F9AC: D2    Set event bit $1E80($15C) [$1EAB, bit 4]
CA/F9AE: FE    Return

CA/F9AF: D2    Set event bit $1E80($15B) [$1EAB, bit 3]
CA/F9B1: 4B    Display dialogue message $012F, wait for button press
               SABIN: The only thing I can add is that you can trust my brother implicitly.
               He's always been fair with me. You can trust him, TERRA
CA/F9B4: 4B    Display dialogue message $0130, wait for button press
               But don't you DARE tell him I said that!
CA/F9B7: 3A    Enable player to move while event commands execute
CA/F9B8: 13    Begin action queue for character $13 (NPC $13), 20 bytes long 
CA/F9BA: 1D        Do vehicle/entity graphical action $1D 
CA/F9BB: E0        Pause for 4 * 1 (4) frames
CA/F9BD: 1E        Do vehicle/entity graphical action $1E 
CA/F9BE: E0        Pause for 4 * 2 (8) frames
CA/F9C0: 1D        Do vehicle/entity graphical action $1D 
CA/F9C1: E0        Pause for 4 * 1 (4) frames
CA/F9C3: 1E        Do vehicle/entity graphical action $1E 
CA/F9C4: E0        Pause for 4 * 2 (8) frames
CA/F9C6: 1D        Do vehicle/entity graphical action $1D 
CA/F9C7: E0        Pause for 4 * 1 (4) frames
CA/F9C9: 1E        Do vehicle/entity graphical action $1E 
CA/F9CA: E0        Pause for 4 * 2 (8) frames
CA/F9CC: CE        Turn vehicle/entity down
CA/F9CD: FF        End queue
CA/F9CE: FE    Return

CA/F9CF: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFA01
CA/F9D5: C0    If ($1E80($15E) [$1EAB, bit 6] is set), branch to $CAFA5F
CA/F9DB: 4B    Display dialogue message $012A, wait for button press
               LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since
               I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference.
CA/F9DE: D2    Set event bit $1E80($15A) [$1EAB, bit 2]
CA/F9E0: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/F9E2: E0        Pause for 4 * 3 (12) frames
CA/F9E4: CE        Turn vehicle/entity down
CA/F9E5: E0        Pause for 4 * 15 (60) frames
CA/F9E7: 20        Do vehicle/entity graphical action $20 
CA/F9E8: FF        End queue
CA/F9E9: 4B    Display dialogue message $012D, wait for button press
               TERRA: ButI have no significant other in my life
               LOCKE: That's not entirely true.
               Besides, I'm sure there are people who feel YOU'RE important to them! They are counting on you
CA/F9EC: B4    Pause for 16 units
CA/F9EE: 13    Begin action queue for character $13 (NPC $13), 8 bytes long (Wait until complete)
CA/F9F0: 0F        Do vehicle/entity graphical action $0F 
CA/F9F1: E0        Pause for 4 * 1 (4) frames
CA/F9F3: 22        Do vehicle/entity graphical action $22 
CA/F9F4: E0        Pause for 4 * 1 (4) frames
CA/F9F6: CF        Turn vehicle/entity left
CA/F9F7: FF        End queue
CA/F9F8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/F9FA: CE        Turn vehicle/entity down
CA/F9FB: FF        End queue
CA/F9FC: 42    Hide object $10
CA/F9FE: D2    Set event bit $1E80($15E) [$1EAB, bit 6]
CA/FA00: FE    Return

CA/FA01: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CAFA33
CA/FA07: C0    If ($1E80($15E) [$1EAB, bit 6] is set), branch to $CAFA5F
CA/FA0D: 4B    Display dialogue message $012A, wait for button press
               LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since
               I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference.
CA/FA10: D2    Set event bit $1E80($15A) [$1EAB, bit 2]
CA/FA12: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FA14: E0        Pause for 4 * 3 (12) frames
CA/FA16: CE        Turn vehicle/entity down
CA/FA17: E0        Pause for 4 * 15 (60) frames
CA/FA19: 20        Do vehicle/entity graphical action $20 
CA/FA1A: FF        End queue
CA/FA1B: 4B    Display dialogue message $012D, wait for button press
               TERRA: ButI have no significant other in my life
               LOCKE: That's not entirely true.
               Besides, I'm sure there are people who feel YOU'RE important to them! They are counting on you
CA/FA1E: B4    Pause for 16 units
CA/FA20: 13    Begin action queue for character $13 (NPC $13), 8 bytes long (Wait until complete)
CA/FA22: 17        Do vehicle/entity graphical action $17 
CA/FA23: E0        Pause for 4 * 1 (4) frames
CA/FA25: 21        Do vehicle/entity graphical action $21 
CA/FA26: E0        Pause for 4 * 1 (4) frames
CA/FA28: CC        Turn vehicle/entity up
CA/FA29: FF        End queue
CA/FA2A: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FA2C: CE        Turn vehicle/entity down
CA/FA2D: FF        End queue
CA/FA2E: 42    Hide object $10
CA/FA30: D2    Set event bit $1E80($15E) [$1EAB, bit 6]
CA/FA32: FE    Return

CA/FA33: C0    If ($1E80($15E) [$1EAB, bit 6] is set), branch to $CAFA5F
CA/FA39: 4B    Display dialogue message $012A, wait for button press
               LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since
               I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference.
CA/FA3C: D2    Set event bit $1E80($15A) [$1EAB, bit 2]
CA/FA3E: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FA40: E0        Pause for 4 * 3 (12) frames
CA/FA42: CC        Turn vehicle/entity up
CA/FA43: E0        Pause for 4 * 15 (60) frames
CA/FA45: 21        Do vehicle/entity graphical action $21 
CA/FA46: FF        End queue
CA/FA47: 4B    Display dialogue message $012D, wait for button press
               TERRA: ButI have no significant other in my life
               LOCKE: That's not entirely true.
               Besides, I'm sure there are people who feel YOU'RE important to them! They are counting on you
CA/FA4A: B4    Pause for 16 units
CA/FA4C: 13    Begin action queue for character $13 (NPC $13), 8 bytes long (Wait until complete)
CA/FA4E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/FA4F: E0        Pause for 4 * 1 (4) frames
CA/FA51: 20        Do vehicle/entity graphical action $20 
CA/FA52: E0        Pause for 4 * 1 (4) frames
CA/FA54: CE        Turn vehicle/entity down
CA/FA55: FF        End queue
CA/FA56: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FA58: CC        Turn vehicle/entity up
CA/FA59: FF        End queue
CA/FA5A: 42    Hide object $10
CA/FA5C: D2    Set event bit $1E80($15E) [$1EAB, bit 6]
CA/FA5E: FE    Return

CA/FA5F: 4B    Display dialogue message $012A, wait for button press
               LOCKE: Someone important to me was jailed by the Empire. I've hated the Empire ever since
               I joined the Returners when I realized the Empire was rotten to the core. I wanted to make a difference.
CA/FA62: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FA64: CE        Turn vehicle/entity down
CA/FA65: FF        End queue
CA/FA66: FE    Return

CA/FA67: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CAFAB4
CA/FA6D: C2    If ($1E80($15A) [$1EAB, bit 2] is clear) or ($1E80($15B) [$1EAB, bit 3] is clear) or ($1E80($15C) [$1EAB, bit 4] is clear), branch to $CAF962
CA/FA77: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CAFAA9
CA/FA7D: C0    If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CAFA93
CA/FA83: 4B    Display dialogue message $0124, wait for button press
               Banon?
               He went outside a moment ago.
CA/FA86: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/FA88: C2        Set vehicle/entity's event speed to normal
CA/FA89: 81        Move vehicle/entity right 1 tile
CA/FA8A: CF        Turn vehicle/entity left
CA/FA8B: FF        End queue
CA/FA8C: D2    Set event bit $1E80($15D) [$1EAB, bit 5]
CA/FA8E: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CA/FA90: D8    Set event bit $1E80($421) [$1F04, bit 1]
CA/FA92: FE    Return

CA/FA93: 4B    Display dialogue message $0124, wait for button press
               Banon?
               He went outside a moment ago.
CA/FA96: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CA/FA98: 80        Move vehicle/entity up 1 tile
CA/FA99: 83        Move vehicle/entity left 1 tile
CA/FA9A: CE        Turn vehicle/entity down
CA/FA9B: FF        End queue
CA/FA9C: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/FA9E: C2        Set vehicle/entity's event speed to normal
CA/FA9F: 81        Move vehicle/entity right 1 tile
CA/FAA0: CF        Turn vehicle/entity left
CA/FAA1: FF        End queue
CA/FAA2: D2    Set event bit $1E80($15D) [$1EAB, bit 5]
CA/FAA4: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CA/FAA6: D8    Set event bit $1E80($421) [$1F04, bit 1]
CA/FAA8: FE    Return

CA/FAA9: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CA/FAAB: C2        Set vehicle/entity's event speed to normal
CA/FAAC: 81        Move vehicle/entity right 1 tile
CA/FAAD: CF        Turn vehicle/entity left
CA/FAAE: FF        End queue
CA/FAAF: D2    Set event bit $1E80($15D) [$1EAB, bit 5]
CA/FAB1: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CA/FAB3: FE    Return

CA/FAB4: 4B    Display dialogue message $0124, wait for button press
               Banon?
               He went outside a moment ago.
CA/FAB7: FE    Return

CA/FAB8: 4B    Display dialogue message $0131, wait for button press
               BANON: Have you made a decision?
               Will you become our last ray of hope?
               ^ Yes
               ^ No
CA/FABB: B6    Indexed branch based on prior dialogue selection [$CAFAC3, $CAFC98]
CA/FAC2: FE    Return

CA/FAC3: C0    If ($1E80($017) [$1E82, bit 7] is set), branch to $CAFBC9
CA/FAC9: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFB31
CA/FACF: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/FAD1: 20        Do vehicle/entity graphical action $20 
CA/FAD2: E0        Pause for 4 * 2 (8) frames
CA/FAD4: CE        Turn vehicle/entity down
CA/FAD5: E0        Pause for 4 * 1 (4) frames
CA/FAD7: 20        Do vehicle/entity graphical action $20 
CA/FAD8: E0        Pause for 4 * 2 (8) frames
CA/FADA: CE        Turn vehicle/entity down
CA/FADB: FF        End queue
CA/FADC: 4B    Display dialogue message $0132, wait for button press
               BANON: You will? Really!!
CA/FADF: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FAE1: E0        Pause for 4 * 8 (32) frames
CA/FAE3: CF        Turn vehicle/entity left
CA/FAE4: E0        Pause for 4 * 5 (20) frames
CA/FAE6: 22        Do vehicle/entity graphical action $22 
CA/FAE7: FF        End queue
CA/FAE8: 4B    Display dialogue message $0133, wait for button press
               TERRA: But 
               I'm scared
CA/FAEB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/FAED: CE        Turn vehicle/entity down
CA/FAEE: FF        End queue
CA/FAEF: 4B    Display dialogue message $013A, wait for button press
               BANON: The person who possesses this relic need not fear harm.
CA/FAF2: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CA/FAF4: CC        Turn vehicle/entity up
CA/FAF5: E0        Pause for 4 * 4 (16) frames
CA/FAF7: 21        Do vehicle/entity graphical action $21 
CA/FAF8: E0        Pause for 4 * 8 (32) frames
CA/FAFA: CC        Turn vehicle/entity up
CA/FAFB: E0        Pause for 4 * 4 (16) frames
CA/FAFD: CE        Turn vehicle/entity down
CA/FAFE: FF        End queue
CA/FAFF: 4B    Display dialogue message $013B, wait for button press
               BANON: Please, TERRA
               I'd like you to take it with you.
CA/FB02: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CA/FB04: CC        Turn vehicle/entity up
CA/FB05: E0        Pause for 4 * 2 (8) frames
CA/FB07: FF        End queue
CA/FB08: 4B    Display dialogue message $013C, wait for button press
               TERRA: What is this??? 
CA/FB0B: 80    Add item $D0 (<E7>Gauntlet    ) to inventory
CA/FB0D: 4B    Display dialogue message $013E, wait for button press
               BANON: A lucky charm. Take it!
               
               Received Gauntlet!
CA/FB10: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete)
CA/FB12: E0        Pause for 4 * 8 (32) frames
CA/FB14: 21        Do vehicle/entity graphical action $21 
CA/FB15: E0        Pause for 4 * 2 (8) frames
CA/FB17: CC        Turn vehicle/entity up
CA/FB18: E0        Pause for 4 * 6 (24) frames
CA/FB1A: FF        End queue
CA/FB1B: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/FB1D: CE        Turn vehicle/entity down
CA/FB1E: E0        Pause for 4 * 2 (8) frames
CA/FB20: 20        Do vehicle/entity graphical action $20 
CA/FB21: E0        Pause for 4 * 1 (4) frames
CA/FB23: CE        Turn vehicle/entity down
CA/FB24: FF        End queue
CA/FB25: 4B    Display dialogue message $013F, wait for button press
               BANON: I have a plan!
               Please get everyone together!
CA/FB28: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FB2A: 21        Do vehicle/entity graphical action $21 
CA/FB2B: E0        Pause for 4 * 2 (8) frames
CA/FB2D: CC        Turn vehicle/entity up
CA/FB2E: E0        Pause for 4 * 10 (40) frames
CA/FB30: FF        End queue
CA/FB31: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFB99
CA/FB37: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/FB39: 22        Do vehicle/entity graphical action $22 
CA/FB3A: E0        Pause for 4 * 2 (8) frames
CA/FB3C: CF        Turn vehicle/entity left
CA/FB3D: E0        Pause for 4 * 1 (4) frames
CA/FB3F: 22        Do vehicle/entity graphical action $22 
CA/FB40: E0        Pause for 4 * 2 (8) frames
CA/FB42: CF        Turn vehicle/entity left
CA/FB43: FF        End queue
CA/FB44: 4B    Display dialogue message $0132, wait for button press
               BANON: You will? Really!!
CA/FB47: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FB49: E0        Pause for 4 * 8 (32) frames
CA/FB4B: CE        Turn vehicle/entity down
CA/FB4C: E0        Pause for 4 * 5 (20) frames
CA/FB4E: 20        Do vehicle/entity graphical action $20 
CA/FB4F: FF        End queue
CA/FB50: 4B    Display dialogue message $0133, wait for button press
               TERRA: But 
               I'm scared
CA/FB53: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/FB55: CE        Turn vehicle/entity down
CA/FB56: FF        End queue
CA/FB57: 4B    Display dialogue message $013A, wait for button press
               BANON: The person who possesses this relic need not fear harm.
CA/FB5A: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CA/FB5C: CC        Turn vehicle/entity up
CA/FB5D: E0        Pause for 4 * 4 (16) frames
CA/FB5F: 21        Do vehicle/entity graphical action $21 
CA/FB60: E0        Pause for 4 * 8 (32) frames
CA/FB62: CC        Turn vehicle/entity up
CA/FB63: E0        Pause for 4 * 4 (16) frames
CA/FB65: CF        Turn vehicle/entity left
CA/FB66: FF        End queue
CA/FB67: 4B    Display dialogue message $013B, wait for button press
               BANON: Please, TERRA
               I'd like you to take it with you.
CA/FB6A: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CA/FB6C: CD        Turn vehicle/entity right
CA/FB6D: E0        Pause for 4 * 2 (8) frames
CA/FB6F: FF        End queue
CA/FB70: 4B    Display dialogue message $013C, wait for button press
               TERRA: What is this??? 
CA/FB73: 80    Add item $D0 (<E7>Gauntlet    ) to inventory
CA/FB75: 4B    Display dialogue message $013E, wait for button press
               BANON: A lucky charm. Take it!
               
               Received Gauntlet!
CA/FB78: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete)
CA/FB7A: E0        Pause for 4 * 8 (32) frames
CA/FB7C: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FB7D: E0        Pause for 4 * 2 (8) frames
CA/FB7F: CD        Turn vehicle/entity right
CA/FB80: E0        Pause for 4 * 6 (24) frames
CA/FB82: FF        End queue
CA/FB83: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/FB85: CE        Turn vehicle/entity down
CA/FB86: E0        Pause for 4 * 2 (8) frames
CA/FB88: 20        Do vehicle/entity graphical action $20 
CA/FB89: E0        Pause for 4 * 1 (4) frames
CA/FB8B: CE        Turn vehicle/entity down
CA/FB8C: FF        End queue
CA/FB8D: 4B    Display dialogue message $013F, wait for button press
               BANON: I have a plan!
               Please get everyone together!
CA/FB90: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FB92: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FB93: E0        Pause for 4 * 2 (8) frames
CA/FB95: CD        Turn vehicle/entity right
CA/FB96: E0        Pause for 4 * 10 (40) frames
CA/FB98: FF        End queue
CA/FB99: B2    Call subroutine $CAFBA6
CA/FB9D: B2    Call subroutine $CB0080
CA/FBA1: D0    Set event bit $1E80($017) [$1E82, bit 7]
CA/FBA3: D4    Set event bit $1E80($25E) [$1ECB, bit 6]
CA/FBA5: FE    Return

CA/FBA6: D9    Clear event bit $1E80($413) [$1F02, bit 3]
CA/FBA8: D9    Clear event bit $1E80($415) [$1F02, bit 5]
CA/FBAA: D9    Clear event bit $1E80($416) [$1F02, bit 6]
CA/FBAC: D9    Clear event bit $1E80($41E) [$1F03, bit 6]
CA/FBAE: D9    Clear event bit $1E80($41F) [$1F03, bit 7]
CA/FBB0: D9    Clear event bit $1E80($420) [$1F04, bit 0]
CA/FBB2: D9    Clear event bit $1E80($421) [$1F04, bit 1]
CA/FBB4: D8    Set event bit $1E80($417) [$1F02, bit 7]
CA/FBB6: D8    Set event bit $1E80($418) [$1F03, bit 0]
CA/FBB8: D8    Set event bit $1E80($419) [$1F03, bit 1]
CA/FBBA: D8    Set event bit $1E80($41A) [$1F03, bit 2]
CA/FBBC: D8    Set event bit $1E80($41B) [$1F03, bit 3]
CA/FBBE: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/FBC0: D0    Set event bit $1E80($013) [$1E82, bit 3]
CA/FBC2: F2    Fade out current song with transition time 32
CA/FBC4: 5A    Fade screen at speed $08
CA/FBC6: 5C    Pause execution until fade in or fade out is complete
CA/FBC7: 94    Pause for 60 units
CA/FBC8: FE    Return

CA/FBC9: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFC2B
CA/FBCF: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/FBD1: 22        Do vehicle/entity graphical action $22 
CA/FBD2: E0        Pause for 4 * 3 (12) frames
CA/FBD4: CF        Turn vehicle/entity left
CA/FBD5: E0        Pause for 4 * 2 (8) frames
CA/FBD7: 22        Do vehicle/entity graphical action $22 
CA/FBD8: E0        Pause for 4 * 1 (4) frames
CA/FBDA: CF        Turn vehicle/entity left
CA/FBDB: FF        End queue
CA/FBDC: 4B    Display dialogue message $0132, wait for button press
               BANON: You will? Really!!
CA/FBDF: 00    Begin action queue for character $00 (Actor in stot 0), 10 bytes long (Wait until complete)
CA/FBE1: E0        Pause for 4 * 6 (24) frames
CA/FBE3: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FBE4: E0        Pause for 4 * 2 (8) frames
CA/FBE6: 20        Do vehicle/entity graphical action $20 
CA/FBE7: E0        Pause for 4 * 4 (16) frames
CA/FBE9: 22        Do vehicle/entity graphical action $22 
CA/FBEA: FF        End queue
CA/FBEB: 4B    Display dialogue message $0133, wait for button press
               TERRA: But 
               I'm scared
CA/FBEE: 10    Begin action queue for character $10 (NPC $10), 17 bytes long 
CA/FBF0: 0F        Do vehicle/entity graphical action $0F 
CA/FBF1: E0        Pause for 4 * 1 (4) frames
CA/FBF3: CF        Turn vehicle/entity left
CA/FBF4: E0        Pause for 4 * 1 (4) frames
CA/FBF6: 22        Do vehicle/entity graphical action $22 
CA/FBF7: E0        Pause for 4 * 1 (4) frames
CA/FBF9: CF        Turn vehicle/entity left
CA/FBFA: E0        Pause for 4 * 1 (4) frames
CA/FBFC: 22        Do vehicle/entity graphical action $22 
CA/FBFD: E0        Pause for 4 * 1 (4) frames
CA/FBFF: CF        Turn vehicle/entity left
CA/FC00: FF        End queue
CA/FC01: 4B    Display dialogue message $013D, wait for button press
               BANON: If everyone works together we'll be successful.
               Never give up hope!
CA/FC04: 00    Begin action queue for character $00 (Actor in stot 0), 15 bytes long (Wait until complete)
CA/FC06: E0        Pause for 4 * 16 (64) frames
CA/FC08: CE        Turn vehicle/entity down
CA/FC09: E0        Pause for 4 * 2 (8) frames
CA/FC0B: CD        Turn vehicle/entity right
CA/FC0C: E0        Pause for 4 * 4 (16) frames
CA/FC0E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FC0F: E0        Pause for 4 * 3 (12) frames
CA/FC11: CD        Turn vehicle/entity right
CA/FC12: E0        Pause for 4 * 8 (32) frames
CA/FC14: FF        End queue
CA/FC15: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/FC17: CE        Turn vehicle/entity down
CA/FC18: E0        Pause for 4 * 2 (8) frames
CA/FC1A: 20        Do vehicle/entity graphical action $20 
CA/FC1B: E0        Pause for 4 * 1 (4) frames
CA/FC1D: CE        Turn vehicle/entity down
CA/FC1E: FF        End queue
CA/FC1F: 4B    Display dialogue message $013F, wait for button press
               BANON: I have a plan!
               Please get everyone together!
CA/FC22: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FC24: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FC25: E0        Pause for 4 * 2 (8) frames
CA/FC27: CD        Turn vehicle/entity right
CA/FC28: E0        Pause for 4 * 10 (40) frames
CA/FC2A: FF        End queue
CA/FC2B: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFC8D
CA/FC31: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CA/FC33: 20        Do vehicle/entity graphical action $20 
CA/FC34: E0        Pause for 4 * 3 (12) frames
CA/FC36: CE        Turn vehicle/entity down
CA/FC37: E0        Pause for 4 * 2 (8) frames
CA/FC39: 20        Do vehicle/entity graphical action $20 
CA/FC3A: E0        Pause for 4 * 1 (4) frames
CA/FC3C: CE        Turn vehicle/entity down
CA/FC3D: FF        End queue
CA/FC3E: 4B    Display dialogue message $0132, wait for button press
               BANON: You will? Really!!
CA/FC41: 00    Begin action queue for character $00 (Actor in stot 0), 10 bytes long (Wait until complete)
CA/FC43: E0        Pause for 4 * 6 (24) frames
CA/FC45: 21        Do vehicle/entity graphical action $21 
CA/FC46: E0        Pause for 4 * 2 (8) frames
CA/FC48: 22        Do vehicle/entity graphical action $22 
CA/FC49: E0        Pause for 4 * 4 (16) frames
CA/FC4B: 20        Do vehicle/entity graphical action $20 
CA/FC4C: FF        End queue
CA/FC4D: 4B    Display dialogue message $0133, wait for button press
               TERRA: But 
               I'm scared
CA/FC50: 10    Begin action queue for character $10 (NPC $10), 17 bytes long 
CA/FC52: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CA/FC53: E0        Pause for 4 * 1 (4) frames
CA/FC55: CE        Turn vehicle/entity down
CA/FC56: E0        Pause for 4 * 1 (4) frames
CA/FC58: 20        Do vehicle/entity graphical action $20 
CA/FC59: E0        Pause for 4 * 1 (4) frames
CA/FC5B: CE        Turn vehicle/entity down
CA/FC5C: E0        Pause for 4 * 1 (4) frames
CA/FC5E: 20        Do vehicle/entity graphical action $20 
CA/FC5F: E0        Pause for 4 * 1 (4) frames
CA/FC61: CE        Turn vehicle/entity down
CA/FC62: FF        End queue
CA/FC63: 4B    Display dialogue message $013D, wait for button press
               BANON: If everyone works together we'll be successful.
               Never give up hope!
CA/FC66: 00    Begin action queue for character $00 (Actor in stot 0), 15 bytes long (Wait until complete)
CA/FC68: E0        Pause for 4 * 16 (64) frames
CA/FC6A: CF        Turn vehicle/entity left
CA/FC6B: E0        Pause for 4 * 2 (8) frames
CA/FC6D: CC        Turn vehicle/entity up
CA/FC6E: E0        Pause for 4 * 4 (16) frames
CA/FC70: 21        Do vehicle/entity graphical action $21 
CA/FC71: E0        Pause for 4 * 3 (12) frames
CA/FC73: CC        Turn vehicle/entity up
CA/FC74: E0        Pause for 4 * 8 (32) frames
CA/FC76: FF        End queue
CA/FC77: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/FC79: CE        Turn vehicle/entity down
CA/FC7A: E0        Pause for 4 * 2 (8) frames
CA/FC7C: 20        Do vehicle/entity graphical action $20 
CA/FC7D: E0        Pause for 4 * 1 (4) frames
CA/FC7F: CE        Turn vehicle/entity down
CA/FC80: FF        End queue
CA/FC81: 4B    Display dialogue message $013F, wait for button press
               BANON: I have a plan!
               Please get everyone together!
CA/FC84: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FC86: 21        Do vehicle/entity graphical action $21 
CA/FC87: E0        Pause for 4 * 2 (8) frames
CA/FC89: CC        Turn vehicle/entity up
CA/FC8A: E0        Pause for 4 * 10 (40) frames
CA/FC8C: FF        End queue
CA/FC8D: B2    Call subroutine $CAFBA6
CA/FC91: D4    Set event bit $1E80($25E) [$1ECB, bit 6]
CA/FC93: B2    Call subroutine $CB0080
CA/FC97: FE    Return

CA/FC98: C0    If ($1E80($014) [$1E82, bit 4] is set), branch to $CAFCEA
CA/FC9E: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFCBB
CA/FCA4: 00    Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete)
CA/FCA6: CE        Turn vehicle/entity down
CA/FCA7: E0        Pause for 4 * 4 (16) frames
CA/FCA9: 23        Do vehicle/entity graphical action $23 
CA/FCAA: E0        Pause for 4 * 2 (8) frames
CA/FCAC: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FCAD: E0        Pause for 4 * 2 (8) frames
CA/FCAF: 23        Do vehicle/entity graphical action $23 
CA/FCB0: E0        Pause for 4 * 2 (8) frames
CA/FCB2: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FCB3: E0        Pause for 4 * 2 (8) frames
CA/FCB5: 20        Do vehicle/entity graphical action $20 
CA/FCB6: FF        End queue
CA/FCB7: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/FCB9: 22        Do vehicle/entity graphical action $22 
CA/FCBA: FF        End queue
CA/FCBB: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFCD8
CA/FCC1: 00    Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete)
CA/FCC3: CE        Turn vehicle/entity down
CA/FCC4: E0        Pause for 4 * 4 (16) frames
CA/FCC6: 23        Do vehicle/entity graphical action $23 
CA/FCC7: E0        Pause for 4 * 2 (8) frames
CA/FCC9: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FCCA: E0        Pause for 4 * 2 (8) frames
CA/FCCC: 23        Do vehicle/entity graphical action $23 
CA/FCCD: E0        Pause for 4 * 2 (8) frames
CA/FCCF: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FCD0: E0        Pause for 4 * 2 (8) frames
CA/FCD2: 20        Do vehicle/entity graphical action $20 
CA/FCD3: FF        End queue
CA/FCD4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CA/FCD6: 20        Do vehicle/entity graphical action $20 
CA/FCD7: FF        End queue
CA/FCD8: 4B    Display dialogue message $0134, wait for button press
               BANON: I see
CA/FCDB: D0    Set event bit $1E80($014) [$1E82, bit 4]
CA/FCDD: D9    Clear event bit $1E80($413) [$1F02, bit 3]
CA/FCDF: 6A    Load map $006D (Returners' Hideout, main cave) after fade out, (upper bits $0400), place party at (9, 29), facing up
CA/FCE5: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FCE7: 80        Move vehicle/entity up 1 tile
CA/FCE8: FF        End queue
CA/FCE9: FE    Return

CA/FCEA: C0    If ($1E80($015) [$1E82, bit 5] is set), branch to $CAFD40
CA/FCF0: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFD10
CA/FCF6: 00    Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete)
CA/FCF8: CE        Turn vehicle/entity down
CA/FCF9: E0        Pause for 4 * 4 (16) frames
CA/FCFB: 23        Do vehicle/entity graphical action $23 
CA/FCFC: E0        Pause for 4 * 2 (8) frames
CA/FCFE: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FCFF: E0        Pause for 4 * 2 (8) frames
CA/FD01: 23        Do vehicle/entity graphical action $23 
CA/FD02: E0        Pause for 4 * 2 (8) frames
CA/FD04: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD05: E0        Pause for 4 * 2 (8) frames
CA/FD07: 20        Do vehicle/entity graphical action $20 
CA/FD08: FF        End queue
CA/FD09: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/FD0B: CE        Turn vehicle/entity down
CA/FD0C: E0        Pause for 4 * 2 (8) frames
CA/FD0E: 20        Do vehicle/entity graphical action $20 
CA/FD0F: FF        End queue
CA/FD10: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFD30
CA/FD16: 00    Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete)
CA/FD18: CE        Turn vehicle/entity down
CA/FD19: E0        Pause for 4 * 4 (16) frames
CA/FD1B: 23        Do vehicle/entity graphical action $23 
CA/FD1C: E0        Pause for 4 * 2 (8) frames
CA/FD1E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD1F: E0        Pause for 4 * 2 (8) frames
CA/FD21: 23        Do vehicle/entity graphical action $23 
CA/FD22: E0        Pause for 4 * 2 (8) frames
CA/FD24: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD25: E0        Pause for 4 * 2 (8) frames
CA/FD27: 20        Do vehicle/entity graphical action $20 
CA/FD28: FF        End queue
CA/FD29: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CA/FD2B: CD        Turn vehicle/entity right
CA/FD2C: E0        Pause for 4 * 2 (8) frames
CA/FD2E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FD2F: FF        End queue
CA/FD30: 4B    Display dialogue message $0135, wait for button press
               BANON: I thought as much
CA/FD33: D0    Set event bit $1E80($015) [$1E82, bit 5]
CA/FD35: 6A    Load map $006D (Returners' Hideout, main cave) after fade out, (upper bits $0400), place party at (9, 29), facing up
CA/FD3B: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FD3D: 80        Move vehicle/entity up 1 tile
CA/FD3E: FF        End queue
CA/FD3F: FE    Return

CA/FD40: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CAFD63
CA/FD46: 00    Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete)
CA/FD48: CE        Turn vehicle/entity down
CA/FD49: E0        Pause for 4 * 4 (16) frames
CA/FD4B: 23        Do vehicle/entity graphical action $23 
CA/FD4C: E0        Pause for 4 * 2 (8) frames
CA/FD4E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD4F: E0        Pause for 4 * 2 (8) frames
CA/FD51: 23        Do vehicle/entity graphical action $23 
CA/FD52: E0        Pause for 4 * 2 (8) frames
CA/FD54: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD55: E0        Pause for 4 * 2 (8) frames
CA/FD57: 20        Do vehicle/entity graphical action $20 
CA/FD58: FF        End queue
CA/FD59: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/FD5B: CE        Turn vehicle/entity down
CA/FD5C: E0        Pause for 4 * 3 (12) frames
CA/FD5E: CD        Turn vehicle/entity right
CA/FD5F: E0        Pause for 4 * 6 (24) frames
CA/FD61: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FD62: FF        End queue
CA/FD63: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CAFD86
CA/FD69: 00    Begin action queue for character $00 (Actor in stot 0), 17 bytes long (Wait until complete)
CA/FD6B: CE        Turn vehicle/entity down
CA/FD6C: E0        Pause for 4 * 4 (16) frames
CA/FD6E: 23        Do vehicle/entity graphical action $23 
CA/FD6F: E0        Pause for 4 * 2 (8) frames
CA/FD71: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD72: E0        Pause for 4 * 2 (8) frames
CA/FD74: 23        Do vehicle/entity graphical action $23 
CA/FD75: E0        Pause for 4 * 2 (8) frames
CA/FD77: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FD78: E0        Pause for 4 * 2 (8) frames
CA/FD7A: 20        Do vehicle/entity graphical action $20 
CA/FD7B: FF        End queue
CA/FD7C: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CA/FD7E: CD        Turn vehicle/entity right
CA/FD7F: E0        Pause for 4 * 3 (12) frames
CA/FD81: CC        Turn vehicle/entity up
CA/FD82: E0        Pause for 4 * 6 (24) frames
CA/FD84: 21        Do vehicle/entity graphical action $21 
CA/FD85: FF        End queue
CA/FD86: 4B    Display dialogue message $0136, wait for button press
               BANON: You're sure about this?
CA/FD89: D0    Set event bit $1E80($016) [$1E82, bit 6]
CA/FD8B: 6A    Load map $006D (Returners' Hideout, main cave) after fade out, (upper bits $0400), place party at (9, 29), facing up
CA/FD91: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FD93: 80        Move vehicle/entity up 1 tile
CA/FD94: FF        End queue
CA/FD95: D9    Clear event bit $1E80($421) [$1F04, bit 1]
CA/FD97: D4    Set event bit $1E80($25E) [$1ECB, bit 6]
CA/FD99: B2    Call subroutine $CAFDCB
CA/FD9D: FE    Return

CA/FD9E: D9    Clear event bit $1E80($417) [$1F02, bit 7]
CA/FDA0: D9    Clear event bit $1E80($418) [$1F03, bit 0]
CA/FDA2: D9    Clear event bit $1E80($419) [$1F03, bit 1]
CA/FDA4: D9    Clear event bit $1E80($41A) [$1F03, bit 2]
CA/FDA6: D9    Clear event bit $1E80($41B) [$1F03, bit 3]
CA/FDA8: D9    Clear event bit $1E80($41C) [$1F03, bit 4]
CA/FDAA: D9    Clear event bit $1E80($41F) [$1F03, bit 7]
CA/FDAC: D9    Clear event bit $1E80($420) [$1F04, bit 0]
CA/FDAE: D8    Set event bit $1E80($415) [$1F02, bit 5]
CA/FDB0: D8    Set event bit $1E80($41E) [$1F03, bit 6]
CA/FDB2: D8    Set event bit $1E80($423) [$1F04, bit 3]
CA/FDB4: D8    Set event bit $1E80($424) [$1F04, bit 4]
CA/FDB6: D8    Set event bit $1E80($428) [$1F05, bit 0]
CA/FDB8: FE    Return

CA/FDB9: 40    Assign properties $0E to character $0E (Actor in stot 14)
CA/FDBC: 7F    Change character $0E's name to $0E (BANON )
CA/FDBF: 3D    Create object $0E
CA/FDC1: 3F    Assign character $0E (Actor in stot 14) to party 1
CA/FDC4: 37    Assign graphics $11 to object $0E (Actor in stot 14)
CA/FDC7: 43    Assign palette $03 to character $0E (Actor in stot 14)
CA/FDCA: FE    Return

CA/FDCB: F0    Play song 5 (Awakening), (high bit clear), full volume
CA/FDCD: D9    Clear event bit $1E80($497) [$1F12, bit 7]
CA/FDCF: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CA/FDD1: C1        Set vehicle/entity's event speed to slow
CA/FDD2: 88        Move vehicle/entity up 3 tiles
CA/FDD3: E0        Pause for 4 * 16 (64) frames
CA/FDD5: 21        Do vehicle/entity graphical action $21 
CA/FDD6: FF        End queue
CA/FDD7: 4B    Display dialogue message $0140, wait for button press
               TERRA: Hope
               How can anyone put their hope in me?
CA/FDDA: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete)
CA/FDDC: 80        Move vehicle/entity up 1 tile
CA/FDDD: E0        Pause for 4 * 4 (16) frames
CA/FDDF: A0        Move vehicle/entity right/up 1x1 tiles
CA/FDE0: E0        Pause for 4 * 6 (24) frames
CA/FDE2: A0        Move vehicle/entity right/up 1x1 tiles
CA/FDE3: FF        End queue
CA/FDE4: B2    Call subroutine $CB0072
CA/FDE8: D8    Set event bit $1E80($418) [$1F03, bit 0]
CA/FDEA: D8    Set event bit $1E80($419) [$1F03, bit 1]
CA/FDEC: D8    Set event bit $1E80($41A) [$1F03, bit 2]
CA/FDEE: 3D    Create object $15
CA/FDF0: 3D    Create object $16
CA/FDF2: 3D    Create object $17
CA/FDF4: 45    Refresh objects
CA/FDF5: 41    Show object $15
CA/FDF7: 41    Show object $16
CA/FDF9: 41    Show object $17
CA/FDFB: D9    Clear event bit $1E80($416) [$1F02, bit 6]
CA/FDFD: 42    Hide object $13
CA/FDFF: D9    Clear event bit $1E80($415) [$1F02, bit 5]
CA/FE01: 42    Hide object $12
CA/FE03: D8    Set event bit $1E80($417) [$1F02, bit 7]
CA/FE05: 3D    Create object $14
CA/FE07: 38    Hold screen
CA/FE08: 00    Begin action queue for character $00 (Actor in stot 0), 13 bytes long (Wait until complete)
CA/FE0A: 81        Move vehicle/entity right 1 tile
CA/FE0B: E0        Pause for 4 * 8 (32) frames
CA/FE0D: 81        Move vehicle/entity right 1 tile
CA/FE0E: E0        Pause for 4 * 10 (40) frames
CA/FE10: 81        Move vehicle/entity right 1 tile
CA/FE11: E0        Pause for 4 * 12 (48) frames
CA/FE13: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FE14: E0        Pause for 4 * 12 (48) frames
CA/FE16: FF        End queue
CA/FE17: F2    Fade out current song with transition time 255
CA/FE19: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CA/FE1B: 38    Hold screen
CA/FE1C: D8    Set event bit $1E80($41C) [$1F03, bit 4]
CA/FE1E: 3D    Create object $19
CA/FE20: 41    Show object $14
CA/FE22: 45    Refresh objects
CA/FE23: F4    Play sound effect 44
CA/FE25: 14    Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete)
CA/FE27: D5        Set vehicle/entity's position to (9, 29)
CA/FE2A: CE        Turn vehicle/entity down
CA/FE2B: C3        Set vehicle/entity's event speed to fast
CA/FE2C: C7        Set vehicle/entity to stay still when moving
CA/FE2D: 8C        Move vehicle/entity up 4 tiles
CA/FE2E: CF        Turn vehicle/entity left
CA/FE2F: 81        Move vehicle/entity right 1 tile
CA/FE30: FF        End queue
CA/FE31: 4B    Display dialogue message $0143, wait for button press
               BANON: What's going on?
               What happened?
CA/FE34: F0    Play song 27 (The Empire Gestahl), (high bit clear), full volume
CA/FE36: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CA/FE38: D5        Set vehicle/entity's position to (9, 29)
CA/FE3B: FF        End queue
CA/FE3C: 41    Show object $19
CA/FE3E: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CA/FE40: D5        Set vehicle/entity's position to (19, 27)
CA/FE43: FF        End queue
CA/FE44: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CA/FE46: D5        Set vehicle/entity's position to (20, 27)
CA/FE49: FF        End queue
CA/FE4A: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CA/FE4C: D5        Set vehicle/entity's position to (21, 27)
CA/FE4F: FF        End queue
CA/FE50: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CA/FE52: D5        Set vehicle/entity's position to (22, 27)
CA/FE55: FF        End queue
CA/FE56: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CA/FE58: D5        Set vehicle/entity's position to (23, 27)
CA/FE5B: FF        End queue
CA/FE5C: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CA/FE5E: D5        Set vehicle/entity's position to (19, 28)
CA/FE61: FF        End queue
CA/FE62: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CA/FE64: D5        Set vehicle/entity's position to (20, 28)
CA/FE67: E0        Pause for 4 * 1 (4) frames
CA/FE69: FF        End queue
CA/FE6A: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CA/FE6C: C3        Set vehicle/entity's event speed to fast
CA/FE6D: 88        Move vehicle/entity up 3 tiles
CA/FE6E: FF        End queue
CA/FE6F: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CA/FE71: 80        Move vehicle/entity up 1 tile
CA/FE72: E0        Pause for 4 * 3 (12) frames
CA/FE74: 88        Move vehicle/entity up 3 tiles
CA/FE75: FF        End queue
CA/FE76: 14    Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete)
CA/FE78: E0        Pause for 4 * 24 (96) frames
CA/FE7A: CF        Turn vehicle/entity left
CA/FE7B: E0        Pause for 4 * 6 (24) frames
CA/FE7D: CC        Turn vehicle/entity up
CA/FE7E: C6        Set vehicle/entity to walk when moving
CA/FE7F: E0        Pause for 4 * 4 (16) frames
CA/FE81: FF        End queue
CA/FE82: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long 
CA/FE84: E0        Pause for 4 * 7 (28) frames
CA/FE86: CF        Turn vehicle/entity left
CA/FE87: E0        Pause for 4 * 2 (8) frames
CA/FE89: CC        Turn vehicle/entity up
CA/FE8A: FF        End queue
CA/FE8B: 19    Begin action queue for character $19 (NPC $19), 13 bytes long (Wait until complete)
CA/FE8D: E0        Pause for 4 * 2 (8) frames
CA/FE8F: 80        Move vehicle/entity up 1 tile
CA/FE90: E0        Pause for 4 * 1 (4) frames
CA/FE92: A0        Move vehicle/entity right/up 1x1 tiles
CA/FE93: E0        Pause for 4 * 3 (12) frames
CA/FE95: 80        Move vehicle/entity up 1 tile
CA/FE96: E0        Pause for 4 * 1 (4) frames
CA/FE98: A0        Move vehicle/entity right/up 1x1 tiles
CA/FE99: FF        End queue
CA/FE9A: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CA/FE9C: E0        Pause for 4 * 2 (8) frames
CA/FE9E: 80        Move vehicle/entity up 1 tile
CA/FE9F: FF        End queue
CA/FEA0: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/FEA2: C7        Set vehicle/entity to stay still when moving
CA/FEA3: 82        Move vehicle/entity down 1 tile
CA/FEA4: C6        Set vehicle/entity to walk when moving
CA/FEA5: FF        End queue
CA/FEA6: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CA/FEA8: CD        Turn vehicle/entity right
CA/FEA9: 2D        Do vehicle/entity graphical action $2D 
CA/FEAA: FF        End queue
CA/FEAB: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CA/FEAD: 90        Move vehicle/entity up 5 tiles
CA/FEAE: CD        Turn vehicle/entity right
CA/FEAF: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FEB0: FF        End queue
CA/FEB1: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CA/FEB3: C3        Set vehicle/entity's event speed to fast
CA/FEB4: 8F        Move vehicle/entity left 4 tiles
CA/FEB5: 90        Move vehicle/entity up 5 tiles
CA/FEB6: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEB7: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEB8: 83        Move vehicle/entity left 1 tile
CA/FEB9: FF        End queue
CA/FEBA: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CA/FEBC: C3        Set vehicle/entity's event speed to fast
CA/FEBD: 93        Move vehicle/entity left 5 tiles
CA/FEBE: 90        Move vehicle/entity up 5 tiles
CA/FEBF: 8F        Move vehicle/entity left 4 tiles
CA/FEC0: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEC1: CC        Turn vehicle/entity up
CA/FEC2: FF        End queue
CA/FEC3: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CA/FEC5: C3        Set vehicle/entity's event speed to fast
CA/FEC6: 97        Move vehicle/entity left 6 tiles
CA/FEC7: 90        Move vehicle/entity up 5 tiles
CA/FEC8: 8F        Move vehicle/entity left 4 tiles
CA/FEC9: CC        Turn vehicle/entity up
CA/FECA: FF        End queue
CA/FECB: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CA/FECD: C3        Set vehicle/entity's event speed to fast
CA/FECE: 9B        Move vehicle/entity left 7 tiles
CA/FECF: 94        Move vehicle/entity up 6 tiles
CA/FED0: A3        Move vehicle/entity left/up 1x1 tiles
CA/FED1: A3        Move vehicle/entity left/up 1x1 tiles
CA/FED2: 87        Move vehicle/entity left 2 tiles
CA/FED3: CE        Turn vehicle/entity down
CA/FED4: FF        End queue
CA/FED5: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long 
CA/FED7: C3        Set vehicle/entity's event speed to fast
CA/FED8: 9F        Move vehicle/entity left 8 tiles
CA/FED9: 90        Move vehicle/entity up 5 tiles
CA/FEDA: 8B        Move vehicle/entity left 3 tiles
CA/FEDB: CC        Turn vehicle/entity up
CA/FEDC: FF        End queue
CA/FEDD: 18    Begin action queue for character $18 (NPC $18), 10 bytes long 
CA/FEDF: C3        Set vehicle/entity's event speed to fast
CA/FEE0: E0        Pause for 4 * 4 (16) frames
CA/FEE2: 8B        Move vehicle/entity left 3 tiles
CA/FEE3: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEE4: 90        Move vehicle/entity up 5 tiles
CA/FEE5: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEE6: 80        Move vehicle/entity up 1 tile
CA/FEE7: CF        Turn vehicle/entity left
CA/FEE8: FF        End queue
CA/FEE9: 18    Begin action queue for character $18 (NPC $18), 9 bytes long 
CA/FEEB: C3        Set vehicle/entity's event speed to fast
CA/FEEC: E0        Pause for 4 * 4 (16) frames
CA/FEEE: 8B        Move vehicle/entity left 3 tiles
CA/FEEF: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEF0: 90        Move vehicle/entity up 5 tiles
CA/FEF1: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEF2: CF        Turn vehicle/entity left
CA/FEF3: FF        End queue
CA/FEF4: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete)
CA/FEF6: C3        Set vehicle/entity's event speed to fast
CA/FEF7: E0        Pause for 4 * 32 (128) frames
CA/FEF9: 8F        Move vehicle/entity left 4 tiles
CA/FEFA: A3        Move vehicle/entity left/up 1x1 tiles
CA/FEFB: 90        Move vehicle/entity up 5 tiles
CA/FEFC: 87        Move vehicle/entity left 2 tiles
CA/FEFD: CC        Turn vehicle/entity up
CA/FEFE: FF        End queue
CA/FEFF: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CA/FF01: 80        Move vehicle/entity up 1 tile
CA/FF02: FF        End queue
CA/FF03: 4B    Display dialogue message $0145, wait for button press
               BANON: Someone did a number on him
CA/FF06: 4B    Display dialogue message $0141, wait for button press
               SSouth Figaro
CA/FF09: 48    Display dialogue message $0142, continue executing commands
               What? WHAT IS IT?
CA/FF0C: 4B    Display dialogue message $0146, wait for button press
               EEmpiretook Figaro
               Comingthis wayunnnh
CA/FF0F: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CA/FF11: CE        Turn vehicle/entity down
CA/FF12: E0        Pause for 4 * 2 (8) frames
CA/FF14: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FF15: FF        End queue
CA/FF16: 4B    Display dialogue message $0147, wait for button press
               BANON: They've found us
               We haven't a moment to lose!
CA/FF19: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long 
CA/FF1B: CF        Turn vehicle/entity left
CA/FF1C: E0        Pause for 4 * 1 (4) frames
CA/FF1E: 22        Do vehicle/entity graphical action $22 
CA/FF1F: E0        Pause for 4 * 1 (4) frames
CA/FF21: CF        Turn vehicle/entity left
CA/FF22: FF        End queue
CA/FF23: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CA/FF25: E0        Pause for 4 * 10 (40) frames
CA/FF27: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FF28: E0        Pause for 4 * 1 (4) frames
CA/FF2A: CD        Turn vehicle/entity right
CA/FF2B: FF        End queue
CA/FF2C: 4B    Display dialogue message $0148, wait for button press
               EDGAR: LOCKE!
               LOCKE: I know
               Someone has to sneak into South Figaro and slow the Empire down, right?
               EDGAR: This's right up your alley! Good luck!
CA/FF2F: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CA/FF31: A0        Move vehicle/entity right/up 1x1 tiles
CA/FF32: 85        Move vehicle/entity right 2 tiles
CA/FF33: CE        Turn vehicle/entity down
CA/FF34: FF        End queue
CA/FF35: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/FF37: E0        Pause for 4 * 8 (32) frames
CA/FF39: CC        Turn vehicle/entity up
CA/FF3A: FF        End queue
CA/FF3B: 4B    Display dialogue message $0149, wait for button press
               LOCKE: TERRA
               Please wait for me
               Andplease
               don't let a lecherous young king, who shall remain nameless, near you!
               EDGAR: LOCKE!!!
CA/FF3E: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CA/FF40: C3        Set vehicle/entity's event speed to fast
CA/FF41: 80        Move vehicle/entity up 1 tile
CA/FF42: CD        Turn vehicle/entity right
CA/FF43: FF        End queue
CA/FF44: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CA/FF46: C3        Set vehicle/entity's event speed to fast
CA/FF47: CD        Turn vehicle/entity right
CA/FF48: A1        Move vehicle/entity right/down 1x1 tiles
CA/FF49: 8E        Move vehicle/entity down 4 tiles
CA/FF4A: FF        End queue
CA/FF4B: 42    Hide object $01
CA/FF4D: B0    Execute the following commands until $B1 3 times
CA/FF4F: 04        Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete)
CA/FF51: 1F            Do vehicle/entity graphical action $1F 
CA/FF52: E0            Pause for 4 * 1 (4) frames
CA/FF54: CE            Turn vehicle/entity down
CA/FF55: E0            Pause for 4 * 1 (4) frames
CA/FF57: 1F            Do vehicle/entity graphical action $1F 
CA/FF58: E0            Pause for 4 * 1 (4) frames
CA/FF5A: CE            Turn vehicle/entity down
CA/FF5B: E0            Pause for 4 * 1 (4) frames
CA/FF5D: FF            End queue
CA/FF5E: B1        End block of repeating commands
CA/FF5F: B4    Pause for 32 units
CA/FF61: 05    Begin action queue for character $05 (Actor in stot 5), 17 bytes long 
CA/FF63: 21        Do vehicle/entity graphical action $21 
CA/FF64: E0        Pause for 4 * 1 (4) frames
CA/FF66: CC        Turn vehicle/entity up
CA/FF67: E0        Pause for 4 * 1 (4) frames
CA/FF69: 21        Do vehicle/entity graphical action $21 
CA/FF6A: E0        Pause for 4 * 1 (4) frames
CA/FF6C: CC        Turn vehicle/entity up
CA/FF6D: E0        Pause for 4 * 1 (4) frames
CA/FF6F: 21        Do vehicle/entity graphical action $21 
CA/FF70: E0        Pause for 4 * 1 (4) frames
CA/FF72: CC        Turn vehicle/entity up
CA/FF73: FF        End queue
CA/FF74: 4B    Display dialogue message $014A, wait for button press
               SABIN: Big brother
               Aren't you EVER going to grow up?
CA/FF77: B4    Pause for 16 units
CA/FF79: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CA/FF7B: CE        Turn vehicle/entity down
CA/FF7C: E0        Pause for 4 * 1 (4) frames
CA/FF7E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CA/FF7F: E0        Pause for 4 * 1 (4) frames
CA/FF81: CD        Turn vehicle/entity right
CA/FF82: FF        End queue
CA/FF83: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CA/FF85: E0        Pause for 4 * 8 (32) frames
CA/FF87: CF        Turn vehicle/entity left
CA/FF88: FF        End queue
CA/FF89: 4B    Display dialogue message $014B, wait for button press
               BANON: What're we going to do?
               EDGAR: We'll escape down the Lete River, and make our way to Narshe. I want to see that Esper for myself
               BANON: Right. There's a raft by the back entrance.
               It's a gamble, but we're fresh out of options
CA/FF8C: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CA/FF8E: E0        Pause for 4 * 2 (8) frames
CA/FF90: CF        Turn vehicle/entity left
CA/FF91: FF        End queue
CA/FF92: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete)
CA/FF94: 82        Move vehicle/entity down 1 tile
CA/FF95: CD        Turn vehicle/entity right
CA/FF96: E0        Pause for 4 * 1 (4) frames
CA/FF98: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FF99: E0        Pause for 4 * 1 (4) frames
CA/FF9B: CD        Turn vehicle/entity right
CA/FF9C: FF        End queue
CA/FF9D: 4B    Display dialogue message $014C, wait for button press
               EDGAR: You're in danger here. Come with us to Narshe.
               You'll probably even gain some understanding of your own abilities
CA/FFA0: 00    Begin action queue for character $00 (Actor in stot 0), 13 bytes long (Wait until complete)
CA/FFA2: E0        Pause for 4 * 2 (8) frames
CA/FFA4: 22        Do vehicle/entity graphical action $22 
CA/FFA5: E0        Pause for 4 * 16 (64) frames
CA/FFA7: CF        Turn vehicle/entity left
CA/FFA8: E0        Pause for 4 * 6 (24) frames
CA/FFAA: 22        Do vehicle/entity graphical action $22 
CA/FFAB: E0        Pause for 4 * 2 (8) frames
CA/FFAD: CF        Turn vehicle/entity left
CA/FFAE: FF        End queue
CA/FFAF: B4    Pause for 24 units
CA/FFB1: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CA/FFB3: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FFB4: CD        Turn vehicle/entity right
CA/FFB5: 62        Do vehicle/entity graphical action $22, flipped horizontally
CA/FFB6: CD        Turn vehicle/entity right
CA/FFB7: FF        End queue
CA/FFB8: 4B    Display dialogue message $014D, wait for button press
               BANON: We've no time to dilly-dally. Let's make for Narshe!
CA/FFBB: 8D    Remove all equipment from character $01 (Actor in stot 1)
CA/FFBD: C0    If ($1E80($017) [$1E82, bit 7] is set), branch to $CAFFE8
CA/FFC3: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CA/FFC5: E0        Pause for 4 * 8 (32) frames
CA/FFC7: C2        Set vehicle/entity's event speed to normal
CA/FFC8: 8D        Move vehicle/entity right 4 tiles
CA/FFC9: CE        Turn vehicle/entity down
CA/FFCA: FF        End queue
CA/FFCB: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CA/FFCD: CC        Turn vehicle/entity up
CA/FFCE: FF        End queue
CA/FFCF: 4B    Display dialogue message $0137, wait for button press
               I understand your unease.
               But even as we speak, innocent lives are being lost
               Please. We need your abilities.
               This relic will keep you safe.
               
               Received Genji Glove!
CA/FFD2: 80    Add item $D1 (<E7>Genji Glove ) to inventory
CA/FFD4: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CA/FFD6: E0        Pause for 4 * 2 (8) frames
CA/FFD8: 21        Do vehicle/entity graphical action $21 
CA/FFD9: E0        Pause for 4 * 2 (8) frames
CA/FFDB: CC        Turn vehicle/entity up
CA/FFDC: FF        End queue
CA/FFDD: 94    Pause for 60 units
CA/FFDE: B2    Call subroutine $CAFFF0
CA/FFE2: D0    Set event bit $1E80($017) [$1E82, bit 7]
CA/FFE4: D0    Set event bit $1E80($018) [$1E83, bit 0]
CA/FFE6: 3A    Enable player to move while event commands execute
CA/FFE7: FE    Return

CA/FFE8: B2    Call subroutine $CAFFF0
CA/FFEC: D0    Set event bit $1E80($018) [$1E83, bit 0]
CA/FFEE: 3A    Enable player to move while event commands execute
CA/FFEF: FE    Return

CA/FFF0: 39    Free screen
CA/FFF1: 97    Fade screen to black
CA/FFF2: B2    Call subroutine $CAFD9E
CA/FFF6: 3D    Create object $04
CA/FFF8: 3F    Assign character $04 (Actor in stot 4) to party 1
CA/FFFB: 3D    Create object $05
CA/FFFD: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/0000: 3F    Remove character $01 (Actor in stot 1) from the party
CB/0003: 3E    Delete object $01
CB/0005: 42    Hide object $01
CB/0007: 45    Refresh objects
CB/0008: F2    Fade out current song with transition time 128
CB/000A: FA    Stop temporarily played song
CB/000B: 94    Pause for 60 units
CB/000C: 6B    Load map $0070 (Returners' Hideout, tunnel to Lete River) instantly, (upper bits $2000), place party at (7, 42), facing down
CB/0012: F2    Fade out current song with transition time 255
CB/0014: F6    Subcommand $10: Play song $1E (Waterfall) at volume $80 (may have other effects)
CB/0018: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/001A: B2    Call subroutine $CAFDB9
CB/001E: B2    Call subroutine $CACB95
CB/0022: 3B    Position character in a "ready-to-go" stance
CB/0023: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/0025: C2        Set vehicle/entity's event speed to normal
CB/0026: 82        Move vehicle/entity down 1 tile
CB/0027: FF        End queue
CB/0028: 59    Unfade screen at speed $08
CB/002A: FE    Return

CB/002B: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/0033: C1    If ($1E80($012) [$1E82, bit 2] is clear) or ($1E80($018) [$1E83, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/003B: C0    If ($1E80($16B) [$1EAD, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/0041: D2    Set event bit $1E80($16B) [$1EAD, bit 3]
CB/0043: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/0045: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0046: FF        End queue
CB/0047: 4B    Display dialogue message $012B, wait for button press
               Someone dropped a scrap of paper
               ^ Toss it in the trash.
               ^ Leave it there.
CB/004A: B6    Indexed branch based on prior dialogue selection [$CB0052, $CB006B]
CB/0051: FE    Return

CB/0052: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CB/0054: C2        Set vehicle/entity's event speed to normal
CB/0055: CE        Turn vehicle/entity down
CB/0056: E0        Pause for 4 * 2 (8) frames
CB/0058: 23        Do vehicle/entity graphical action $23 
CB/0059: E0        Pause for 4 * 4 (16) frames
CB/005B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/005C: E0        Pause for 4 * 4 (16) frames
CB/005E: 81        Move vehicle/entity right 1 tile
CB/005F: 80        Move vehicle/entity up 1 tile
CB/0060: 1B        Do vehicle/entity graphical action $1B 
CB/0061: FF        End queue
CB/0062: F4    Play sound effect 154
CB/0064: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/0066: E0        Pause for 4 * 2 (8) frames
CB/0068: CC        Turn vehicle/entity up
CB/0069: FF        End queue
CB/006A: FE    Return

CB/006B: D2    Set event bit $1E80($16A) [$1EAD, bit 2]
CB/006D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/006F: CE        Turn vehicle/entity down
CB/0070: FF        End queue
CB/0071: FE    Return

CB/0072: 3D    Create object $04
CB/0074: 3D    Create object $05
CB/0076: 3D    Create object $01
CB/0078: 45    Refresh objects
CB/0079: 41    Show object $04
CB/007B: 41    Show object $05
CB/007D: 41    Show object $01
CB/007F: FE    Return

CB/0080: D9    Clear event bit $1E80($497) [$1F12, bit 7]
CB/0082: 6B    Load map $006D (Returners' Hideout, main cave) instantly, (upper bits $0000), place party at (24, 28), facing up
CB/0088: F0    Play song 46 (Returners), (high bit clear), full volume
CB/008A: B2    Call subroutine $CB0072
CB/008E: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/0090: D5        Set vehicle/entity's position to (24, 28)
CB/0093: FF        End queue
CB/0094: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/0096: D5        Set vehicle/entity's position to (24, 28)
CB/0099: FF        End queue
CB/009A: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CB/009C: D5        Set vehicle/entity's position to (24, 28)
CB/009F: FF        End queue
CB/00A0: 91    Pause for 15 units
CB/00A1: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/00A3: C2        Set vehicle/entity's event speed to normal
CB/00A4: 85        Move vehicle/entity right 2 tiles
CB/00A5: CC        Turn vehicle/entity up
CB/00A6: FF        End queue
CB/00A7: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CB/00A9: E0        Pause for 4 * 4 (16) frames
CB/00AB: C2        Set vehicle/entity's event speed to normal
CB/00AC: 81        Move vehicle/entity right 1 tile
CB/00AD: CC        Turn vehicle/entity up
CB/00AE: FF        End queue
CB/00AF: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CB/00B1: C2        Set vehicle/entity's event speed to normal
CB/00B2: CC        Turn vehicle/entity up
CB/00B3: FF        End queue
CB/00B4: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CB/00B6: C2        Set vehicle/entity's event speed to normal
CB/00B7: 83        Move vehicle/entity left 1 tile
CB/00B8: 80        Move vehicle/entity up 1 tile
CB/00B9: CD        Turn vehicle/entity right
CB/00BA: E0        Pause for 4 * 8 (32) frames
CB/00BC: FF        End queue
CB/00BD: 59    Unfade screen at speed $08
CB/00BF: 38    Hold screen
CB/00C0: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CB/00C2: C2        Set vehicle/entity's event speed to normal
CB/00C3: E0        Pause for 4 * 16 (64) frames
CB/00C5: A4        Move vehicle/entity right/up 1x2 tiles
CB/00C6: A4        Move vehicle/entity right/up 1x2 tiles
CB/00C7: FF        End queue
CB/00C8: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/00CA: C2        Set vehicle/entity's event speed to normal
CB/00CB: 86        Move vehicle/entity down 2 tiles
CB/00CC: C1        Set vehicle/entity's event speed to slow
CB/00CD: 82        Move vehicle/entity down 1 tile
CB/00CE: E0        Pause for 4 * 2 (8) frames
CB/00D0: 82        Move vehicle/entity down 1 tile
CB/00D1: E0        Pause for 4 * 2 (8) frames
CB/00D3: 89        Move vehicle/entity right 3 tiles
CB/00D4: E0        Pause for 4 * 2 (8) frames
CB/00D6: CE        Turn vehicle/entity down
CB/00D7: FF        End queue
CB/00D8: C0    If ($1E80($16A) [$1EAD, bit 2] is clear), branch to $CB0106
CB/00DE: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/00E0: 1F        Do vehicle/entity graphical action $1F 
CB/00E1: E0        Pause for 4 * 1 (4) frames
CB/00E3: 20        Do vehicle/entity graphical action $20 
CB/00E4: FF        End queue
CB/00E5: 4B    Display dialogue message $012C, wait for button press
               BANON: Who did this?
               Who left this piece of paper here?
CB/00E8: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long 
CB/00EA: 1F        Do vehicle/entity graphical action $1F 
CB/00EB: E0        Pause for 4 * 1 (4) frames
CB/00ED: 1D        Do vehicle/entity graphical action $1D 
CB/00EE: E0        Pause for 4 * 8 (32) frames
CB/00F0: CD        Turn vehicle/entity right
CB/00F1: FF        End queue
CB/00F2: 14    Begin action queue for character $14 (NPC $14), 9 bytes long (Wait until complete)
CB/00F4: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/00F5: E0        Pause for 4 * 2 (8) frames
CB/00F7: 81        Move vehicle/entity right 1 tile
CB/00F8: E0        Pause for 4 * 1 (4) frames
CB/00FA: 80        Move vehicle/entity up 1 tile
CB/00FB: 1B        Do vehicle/entity graphical action $1B 
CB/00FC: FF        End queue
CB/00FD: F4    Play sound effect 154
CB/00FF: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/0101: E0        Pause for 4 * 2 (8) frames
CB/0103: 83        Move vehicle/entity left 1 tile
CB/0104: 82        Move vehicle/entity down 1 tile
CB/0105: FF        End queue
CB/0106: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/0108: 20        Do vehicle/entity graphical action $20 
CB/0109: FF        End queue
CB/010A: 4B    Display dialogue message $0154, wait for button press
               BANON: Right
CB/010D: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/010F: E0        Pause for 4 * 4 (16) frames
CB/0111: CE        Turn vehicle/entity down
CB/0112: FF        End queue
CB/0113: 4B    Display dialogue message $0151, wait for button press
               BANON: We all know that the Empire is using Magitek power in battle. The point is, how has the Emperor created it?
CB/0116: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/0118: 23        Do vehicle/entity graphical action $23 
CB/0119: FF        End queue
CB/011A: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long 
CB/011C: 21        Do vehicle/entity graphical action $21 
CB/011D: CC        Turn vehicle/entity up
CB/011E: 21        Do vehicle/entity graphical action $21 
CB/011F: CC        Turn vehicle/entity up
CB/0120: E0        Pause for 4 * 2 (8) frames
CB/0122: 21        Do vehicle/entity graphical action $21 
CB/0123: CC        Turn vehicle/entity up
CB/0124: 21        Do vehicle/entity graphical action $21 
CB/0125: CC        Turn vehicle/entity up
CB/0126: FF        End queue
CB/0127: 4B    Display dialogue message $0152, wait for button press
               EDGAR: I had LOCKE look into the rumor that the Empire is forcing the world's finest scholars to study Espers.
CB/012A: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long 
CB/012C: 21        Do vehicle/entity graphical action $21 
CB/012D: CC        Turn vehicle/entity up
CB/012E: 21        Do vehicle/entity graphical action $21 
CB/012F: CC        Turn vehicle/entity up
CB/0130: E0        Pause for 4 * 2 (8) frames
CB/0132: 21        Do vehicle/entity graphical action $21 
CB/0133: CC        Turn vehicle/entity up
CB/0134: 21        Do vehicle/entity graphical action $21 
CB/0135: CC        Turn vehicle/entity up
CB/0136: FF        End queue
CB/0137: 4B    Display dialogue message $0153, wait for button press
               LOCKE: All the trouble in Narshe is over an Esper, too
CB/013A: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/013C: 85        Move vehicle/entity right 2 tiles
CB/013D: CC        Turn vehicle/entity up
CB/013E: FF        End queue
CB/013F: 4B    Display dialogue message $0155, wait for button press
               TERRA: You mean there's some connection between Espers and Magitek?
               BANON: I can only recall one thing linking Espers with Magitek power
CB/0142: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CB/0144: 21        Do vehicle/entity graphical action $21 
CB/0145: FF        End queue
CB/0146: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CB/0148: E0        Pause for 4 * 16 (64) frames
CB/014A: CF        Turn vehicle/entity left
CB/014B: CE        Turn vehicle/entity down
CB/014C: FF        End queue
CB/014D: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CB/014F: E0        Pause for 4 * 16 (64) frames
CB/0151: CC        Turn vehicle/entity up
CB/0152: FF        End queue
CB/0153: 4B    Display dialogue message $0156, wait for button press
               EDGAR: You don't mean
               BANON: Indeed!
               The ancient War of the Magi
CB/0156: 48    Display dialogue message $0157, continue executing commands
               No!
               It can't be!
CB/0159: B0    Execute the following commands until $B1 2 times
CB/015B: 15        Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/015D: CE            Turn vehicle/entity down
CB/015E: E0            Pause for 4 * 2 (8) frames
CB/0160: CD            Turn vehicle/entity right
CB/0161: FF            End queue
CB/0162: 16        Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/0164: CE            Turn vehicle/entity down
CB/0165: E0            Pause for 4 * 6 (24) frames
CB/0167: CF            Turn vehicle/entity left
CB/0168: FF            End queue
CB/0169: 17        Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CB/016B: E0            Pause for 4 * 2 (8) frames
CB/016D: CC            Turn vehicle/entity up
CB/016E: E0            Pause for 4 * 8 (32) frames
CB/0170: CF            Turn vehicle/entity left
CB/0171: FF            End queue
CB/0172: B1        End block of repeating commands
CB/0173: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/0175: 21        Do vehicle/entity graphical action $21 
CB/0176: FF        End queue
CB/0177: 4B    Display dialogue message $0158, wait for button press
               LOCKE: My Grandma used to tell me stories about magical machines
               Could they have been true?
CB/017A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/017C: CC        Turn vehicle/entity up
CB/017D: FF        End queue
CB/017E: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CB/0180: 21        Do vehicle/entity graphical action $21 
CB/0181: E0        Pause for 4 * 4 (16) frames
CB/0183: CC        Turn vehicle/entity up
CB/0184: FF        End queue
CB/0185: 4B    Display dialogue message $0159, wait for button press
               EDGAR: Could that ancient tragedy be playing out once again
               BANON: It's just speculation
               But historical studies have provided a number of conflicting and frightening theories
               According to one theory, humans and machines were imbued with powers drained from Espers
CB/0188: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/018A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/018B: FF        End queue
CB/018C: 4B    Display dialogue message $015A, wait for button press
               TERRA: That could explain Magitek power
CB/018F: 14    Begin action queue for character $14 (NPC $14), 13 bytes long 
CB/0191: 87        Move vehicle/entity left 2 tiles
CB/0192: E0        Pause for 4 * 8 (32) frames
CB/0194: 1F        Do vehicle/entity graphical action $1F 
CB/0195: 01        Do vehicle/entity graphical action $01 
CB/0196: CE        Turn vehicle/entity down
CB/0197: E0        Pause for 4 * 1 (4) frames
CB/0199: 1F        Do vehicle/entity graphical action $1F 
CB/019A: E0        Pause for 4 * 1 (4) frames
CB/019C: CE        Turn vehicle/entity down
CB/019D: FF        End queue
CB/019E: 4B    Display dialogue message $015B, wait for button press
               EDGAR: We can only fight Magitek enemies with Magitek weapons
CB/01A1: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/01A3: 23        Do vehicle/entity graphical action $23 
CB/01A4: FF        End queue
CB/01A5: 4B    Display dialogue message $015C, wait for button press
               BANON: It's risky, but if we have TERRAspeak with that Esper, it might just wake up
               EDGAR: I wonder if that's wise?
CB/01A8: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/01AA: CE        Turn vehicle/entity down
CB/01AB: E0        Pause for 4 * 2 (8) frames
CB/01AD: CD        Turn vehicle/entity right
CB/01AE: FF        End queue
CB/01AF: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/01B1: CE        Turn vehicle/entity down
CB/01B2: E0        Pause for 4 * 6 (24) frames
CB/01B4: CF        Turn vehicle/entity left
CB/01B5: FF        End queue
CB/01B6: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CB/01B8: E0        Pause for 4 * 2 (8) frames
CB/01BA: CC        Turn vehicle/entity up
CB/01BB: E0        Pause for 4 * 8 (32) frames
CB/01BD: CF        Turn vehicle/entity left
CB/01BE: FF        End queue
CB/01BF: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/01C1: 20        Do vehicle/entity graphical action $20 
CB/01C2: FF        End queue
CB/01C3: 4B    Display dialogue message $015D, wait for button press
               BANON: Who can say?
               Regardless,
               we need TERRA's help.
CB/01C6: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/01C8: C3        Set vehicle/entity's event speed to fast
CB/01C9: 82        Move vehicle/entity down 1 tile
CB/01CA: 87        Move vehicle/entity left 2 tiles
CB/01CB: 80        Move vehicle/entity up 1 tile
CB/01CC: FF        End queue
CB/01CD: 4B    Display dialogue message $015E, wait for button press
               LOCKE: TERRA
CB/01D0: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/01D2: E0        Pause for 4 * 24 (96) frames
CB/01D4: CE        Turn vehicle/entity down
CB/01D5: FF        End queue
CB/01D6: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/01D8: E0        Pause for 4 * 8 (32) frames
CB/01DA: CF        Turn vehicle/entity left
CB/01DB: FF        End queue
CB/01DC: 4B    Display dialogue message $015F, wait for button press
               TERRA: I'll do it!
               SABIN: What nonsense!
               You sound as if you're enjoying this!
CB/01DF: B4    Pause for 32 units
CB/01E1: F2    Fade out current song with transition time 128
CB/01E3: 92    Pause for 30 units
CB/01E4: F6    Subcommand $83: Change pan control of currently playing sound effect to $14, transition time 0 ($80 is center, values increase left to right)
CB/01E8: F4    Play sound effect 154
CB/01EA: F6    Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right)
CB/01EE: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/01F0: CF        Turn vehicle/entity left
CB/01F1: FF        End queue
CB/01F2: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/01F4: E0        Pause for 4 * 8 (32) frames
CB/01F6: CF        Turn vehicle/entity left
CB/01F7: FF        End queue
CB/01F8: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CB/01FA: E0        Pause for 4 * 16 (64) frames
CB/01FC: CF        Turn vehicle/entity left
CB/01FD: FF        End queue
CB/01FE: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/0200: E0        Pause for 4 * 8 (32) frames
CB/0202: CF        Turn vehicle/entity left
CB/0203: FF        End queue
CB/0204: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CB/0206: E0        Pause for 4 * 16 (64) frames
CB/0208: CF        Turn vehicle/entity left
CB/0209: FF        End queue
CB/020A: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CB/020C: E0        Pause for 4 * 4 (16) frames
CB/020E: CC        Turn vehicle/entity up
CB/020F: E0        Pause for 4 * 2 (8) frames
CB/0211: CF        Turn vehicle/entity left
CB/0212: FF        End queue
CB/0213: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CB/0215: E0        Pause for 4 * 8 (32) frames
CB/0217: CE        Turn vehicle/entity down
CB/0218: E0        Pause for 4 * 2 (8) frames
CB/021A: CF        Turn vehicle/entity left
CB/021B: FF        End queue
CB/021C: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CB/021E: E0        Pause for 4 * 16 (64) frames
CB/0220: CF        Turn vehicle/entity left
CB/0221: E0        Pause for 4 * 4 (16) frames
CB/0223: FF        End queue
CB/0224: D8    Set event bit $1E80($41C) [$1F03, bit 4]
CB/0226: 3D    Create object $19
CB/0228: 41    Show object $19
CB/022A: 4B    Display dialogue message $0161, wait for button press
               BANON: What? 
               What's that noise?
CB/022D: F0    Play song 27 (The Empire Gestahl), (high bit clear), full volume
CB/022F: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/0231: D5        Set vehicle/entity's position to (9, 24)
CB/0234: FF        End queue
CB/0235: 19    Begin action queue for character $19 (NPC $19), 7 bytes long 
CB/0237: E0        Pause for 4 * 16 (64) frames
CB/0239: A4        Move vehicle/entity right/up 1x2 tiles
CB/023A: E0        Pause for 4 * 4 (16) frames
CB/023C: A4        Move vehicle/entity right/up 1x2 tiles
CB/023D: FF        End queue
CB/023E: 30    Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete)
CB/0240: C3        Set vehicle/entity's event speed to fast
CB/0241: 8F        Move vehicle/entity left 4 tiles
CB/0242: AA        Move vehicle/entity left/up 2x1 tiles
CB/0243: AA        Move vehicle/entity left/up 2x1 tiles
CB/0244: AA        Move vehicle/entity left/up 2x1 tiles
CB/0245: AA        Move vehicle/entity left/up 2x1 tiles
CB/0246: AA        Move vehicle/entity left/up 2x1 tiles
CB/0247: FF        End queue
CB/0248: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/024A: D5        Set vehicle/entity's position to (19, 27)
CB/024D: FF        End queue
CB/024E: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CB/0250: D5        Set vehicle/entity's position to (20, 27)
CB/0253: FF        End queue
CB/0254: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/0256: D5        Set vehicle/entity's position to (21, 27)
CB/0259: FF        End queue
CB/025A: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CB/025C: D5        Set vehicle/entity's position to (22, 27)
CB/025F: FF        End queue
CB/0260: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/0262: D5        Set vehicle/entity's position to (20, 29)
CB/0265: FF        End queue
CB/0266: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/0268: D5        Set vehicle/entity's position to (23, 27)
CB/026B: FF        End queue
CB/026C: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CB/026E: D5        Set vehicle/entity's position to (19, 28)
CB/0271: FF        End queue
CB/0272: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/0274: D5        Set vehicle/entity's position to (21, 28)
CB/0277: FF        End queue
CB/0278: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CB/027A: D5        Set vehicle/entity's position to (20, 28)
CB/027D: E0        Pause for 4 * 1 (4) frames
CB/027F: FF        End queue
CB/0280: 45    Refresh objects
CB/0281: 4B    Display dialogue message $0160, wait for button press
               Emergency!
               Sir Banon
CB/0284: 19    Begin action queue for character $19 (NPC $19), 6 bytes long (Wait until complete)
CB/0286: CD        Turn vehicle/entity right
CB/0287: E0        Pause for 4 * 32 (128) frames
CB/0289: CE        Turn vehicle/entity down
CB/028A: 2D        Do vehicle/entity graphical action $2D 
CB/028B: FF        End queue
CB/028C: F4    Play sound effect 199
CB/028E: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/0290: C3        Set vehicle/entity's event speed to fast
CB/0291: 8F        Move vehicle/entity left 4 tiles
CB/0292: 90        Move vehicle/entity up 5 tiles
CB/0293: A3        Move vehicle/entity left/up 1x1 tiles
CB/0294: A3        Move vehicle/entity left/up 1x1 tiles
CB/0295: 83        Move vehicle/entity left 1 tile
CB/0296: FF        End queue
CB/0297: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CB/0299: C3        Set vehicle/entity's event speed to fast
CB/029A: 93        Move vehicle/entity left 5 tiles
CB/029B: 90        Move vehicle/entity up 5 tiles
CB/029C: 8F        Move vehicle/entity left 4 tiles
CB/029D: A3        Move vehicle/entity left/up 1x1 tiles
CB/029E: CC        Turn vehicle/entity up
CB/029F: FF        End queue
CB/02A0: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CB/02A2: C3        Set vehicle/entity's event speed to fast
CB/02A3: 97        Move vehicle/entity left 6 tiles
CB/02A4: 90        Move vehicle/entity up 5 tiles
CB/02A5: 8F        Move vehicle/entity left 4 tiles
CB/02A6: CC        Turn vehicle/entity up
CB/02A7: FF        End queue
CB/02A8: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CB/02AA: C3        Set vehicle/entity's event speed to fast
CB/02AB: 9B        Move vehicle/entity left 7 tiles
CB/02AC: 94        Move vehicle/entity up 6 tiles
CB/02AD: A3        Move vehicle/entity left/up 1x1 tiles
CB/02AE: A3        Move vehicle/entity left/up 1x1 tiles
CB/02AF: CF        Turn vehicle/entity left
CB/02B0: FF        End queue
CB/02B1: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long 
CB/02B3: C3        Set vehicle/entity's event speed to fast
CB/02B4: 9F        Move vehicle/entity left 8 tiles
CB/02B5: 90        Move vehicle/entity up 5 tiles
CB/02B6: 8B        Move vehicle/entity left 3 tiles
CB/02B7: CC        Turn vehicle/entity up
CB/02B8: FF        End queue
CB/02B9: 18    Begin action queue for character $18 (NPC $18), 10 bytes long 
CB/02BB: C3        Set vehicle/entity's event speed to fast
CB/02BC: E0        Pause for 4 * 4 (16) frames
CB/02BE: 8B        Move vehicle/entity left 3 tiles
CB/02BF: A3        Move vehicle/entity left/up 1x1 tiles
CB/02C0: 90        Move vehicle/entity up 5 tiles
CB/02C1: A3        Move vehicle/entity left/up 1x1 tiles
CB/02C2: 80        Move vehicle/entity up 1 tile
CB/02C3: CF        Turn vehicle/entity left
CB/02C4: FF        End queue
CB/02C5: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CB/02C7: C3        Set vehicle/entity's event speed to fast
CB/02C8: E0        Pause for 4 * 32 (128) frames
CB/02CA: 8F        Move vehicle/entity left 4 tiles
CB/02CB: A3        Move vehicle/entity left/up 1x1 tiles
CB/02CC: 90        Move vehicle/entity up 5 tiles
CB/02CD: 87        Move vehicle/entity left 2 tiles
CB/02CE: CC        Turn vehicle/entity up
CB/02CF: FF        End queue
CB/02D0: 14    Begin action queue for character $14 (NPC $14), 9 bytes long (Wait until complete)
CB/02D2: C2        Set vehicle/entity's event speed to normal
CB/02D3: E0        Pause for 4 * 32 (128) frames
CB/02D5: 93        Move vehicle/entity left 5 tiles
CB/02D6: A3        Move vehicle/entity left/up 1x1 tiles
CB/02D7: 90        Move vehicle/entity up 5 tiles
CB/02D8: A3        Move vehicle/entity left/up 1x1 tiles
CB/02D9: CF        Turn vehicle/entity left
CB/02DA: FF        End queue
CB/02DB: 4B    Display dialogue message $0141, wait for button press
               SSouth Figaro
CB/02DE: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long 
CB/02E0: C3        Set vehicle/entity's event speed to fast
CB/02E1: 80        Move vehicle/entity up 1 tile
CB/02E2: 8F        Move vehicle/entity left 4 tiles
CB/02E3: A3        Move vehicle/entity left/up 1x1 tiles
CB/02E4: 90        Move vehicle/entity up 5 tiles
CB/02E5: CF        Turn vehicle/entity left
CB/02E6: FF        End queue
CB/02E7: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/02E9: E0        Pause for 4 * 8 (32) frames
CB/02EB: CE        Turn vehicle/entity down
CB/02EC: C7        Set vehicle/entity to stay still when moving
CB/02ED: 80        Move vehicle/entity up 1 tile
CB/02EE: C6        Set vehicle/entity to walk when moving
CB/02EF: FF        End queue
CB/02F0: 14    Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete)
CB/02F2: A3        Move vehicle/entity left/up 1x1 tiles
CB/02F3: CF        Turn vehicle/entity left
CB/02F4: E0        Pause for 4 * 6 (24) frames
CB/02F6: 83        Move vehicle/entity left 1 tile
CB/02F7: E0        Pause for 4 * 8 (32) frames
CB/02F9: FF        End queue
CB/02FA: 14    Begin action queue for character $14 (NPC $14), 7 bytes long 
CB/02FC: E0        Pause for 4 * 2 (8) frames
CB/02FE: 22        Do vehicle/entity graphical action $22 
CB/02FF: E0        Pause for 4 * 1 (4) frames
CB/0301: CF        Turn vehicle/entity left
CB/0302: FF        End queue
CB/0303: 4B    Display dialogue message $0143, wait for button press
               BANON: What's going on?
               What happened?
CB/0306: 4B    Display dialogue message $0146, wait for button press
               EEmpiretook Figaro
               Comingthis wayunnnh
CB/0309: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/030B: CD        Turn vehicle/entity right
CB/030C: FF        End queue
CB/030D: 14    Begin action queue for character $14 (NPC $14), 10 bytes long 
CB/030F: E0        Pause for 4 * 4 (16) frames
CB/0311: CE        Turn vehicle/entity down
CB/0312: E0        Pause for 4 * 1 (4) frames
CB/0314: 20        Do vehicle/entity graphical action $20 
CB/0315: E0        Pause for 4 * 1 (4) frames
CB/0317: CE        Turn vehicle/entity down
CB/0318: FF        End queue
CB/0319: 4B    Display dialogue message $0147, wait for button press
               BANON: They've found us
               We haven't a moment to lose!
CB/031C: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CB/031E: CF        Turn vehicle/entity left
CB/031F: FF        End queue
CB/0320: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/0322: E0        Pause for 4 * 8 (32) frames
CB/0324: CD        Turn vehicle/entity right
CB/0325: FF        End queue
CB/0326: 4B    Display dialogue message $0148, wait for button press
               EDGAR: LOCKE!
               LOCKE: I know
               Someone has to sneak into South Figaro and slow the Empire down, right?
               EDGAR: This's right up your alley! Good luck!
CB/0329: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CB/032B: C2        Set vehicle/entity's event speed to normal
CB/032C: 80        Move vehicle/entity up 1 tile
CB/032D: E0        Pause for 4 * 2 (8) frames
CB/032F: 8D        Move vehicle/entity right 4 tiles
CB/0330: E0        Pause for 4 * 2 (8) frames
CB/0332: CE        Turn vehicle/entity down
CB/0333: FF        End queue
CB/0334: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/0336: E0        Pause for 4 * 2 (8) frames
CB/0338: CC        Turn vehicle/entity up
CB/0339: FF        End queue
CB/033A: 4B    Display dialogue message $0149, wait for button press
               LOCKE: TERRA
               Please wait for me
               Andplease
               don't let a lecherous young king, who shall remain nameless, near you!
               EDGAR: LOCKE!!!
CB/033D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/033F: 83        Move vehicle/entity left 1 tile
CB/0340: CC        Turn vehicle/entity up
CB/0341: CD        Turn vehicle/entity right
CB/0342: FF        End queue
CB/0343: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/0345: C2        Set vehicle/entity's event speed to normal
CB/0346: 92        Move vehicle/entity down 5 tiles
CB/0347: FF        End queue
CB/0348: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete)
CB/034A: 80        Move vehicle/entity up 1 tile
CB/034B: CD        Turn vehicle/entity right
CB/034C: E0        Pause for 4 * 2 (8) frames
CB/034E: 4D        Do vehicle/entity graphical action $0D, flipped horizontally
CB/034F: E0        Pause for 4 * 1 (4) frames
CB/0351: CD        Turn vehicle/entity right
CB/0352: E0        Pause for 4 * 8 (32) frames
CB/0354: FF        End queue
CB/0355: 04    Begin action queue for character $04 (Actor in stot 4), 19 bytes long (Wait until complete)
CB/0357: 1F        Do vehicle/entity graphical action $1F 
CB/0358: E0        Pause for 4 * 1 (4) frames
CB/035A: CE        Turn vehicle/entity down
CB/035B: E0        Pause for 4 * 1 (4) frames
CB/035D: 1F        Do vehicle/entity graphical action $1F 
CB/035E: E0        Pause for 4 * 1 (4) frames
CB/0360: CE        Turn vehicle/entity down
CB/0361: E0        Pause for 4 * 1 (4) frames
CB/0363: 1F        Do vehicle/entity graphical action $1F 
CB/0364: E0        Pause for 4 * 1 (4) frames
CB/0366: 18        Do vehicle/entity graphical action $18 
CB/0367: E0        Pause for 4 * 8 (32) frames
CB/0369: FF        End queue
CB/036A: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long 
CB/036C: 21        Do vehicle/entity graphical action $21 
CB/036D: E0        Pause for 4 * 1 (4) frames
CB/036F: CC        Turn vehicle/entity up
CB/0370: E0        Pause for 4 * 1 (4) frames
CB/0372: 21        Do vehicle/entity graphical action $21 
CB/0373: E0        Pause for 4 * 1 (4) frames
CB/0375: CC        Turn vehicle/entity up
CB/0376: FF        End queue
CB/0377: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/0379: CC        Turn vehicle/entity up
CB/037A: FF        End queue
CB/037B: 4B    Display dialogue message $014A, wait for button press
               SABIN: Big brother
               Aren't you EVER going to grow up?
CB/037E: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CB/0380: C2        Set vehicle/entity's event speed to normal
CB/0381: 82        Move vehicle/entity down 1 tile
CB/0382: E0        Pause for 4 * 2 (8) frames
CB/0384: CD        Turn vehicle/entity right
CB/0385: FF        End queue
CB/0386: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CB/0388: CF        Turn vehicle/entity left
CB/0389: FF        End queue
CB/038A: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CB/038C: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/038D: E0        Pause for 4 * 1 (4) frames
CB/038F: CD        Turn vehicle/entity right
CB/0390: E0        Pause for 4 * 1 (4) frames
CB/0392: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/0393: E0        Pause for 4 * 1 (4) frames
CB/0395: CD        Turn vehicle/entity right
CB/0396: FF        End queue
CB/0397: 4B    Display dialogue message $014B, wait for button press
               BANON: What're we going to do?
               EDGAR: We'll escape down the Lete River, and make our way to Narshe. I want to see that Esper for myself
               BANON: Right. There's a raft by the back entrance.
               It's a gamble, but we're fresh out of options
CB/039A: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CB/039C: CE        Turn vehicle/entity down
CB/039D: E0        Pause for 4 * 1 (4) frames
CB/039F: 82        Move vehicle/entity down 1 tile
CB/03A0: E0        Pause for 4 * 2 (8) frames
CB/03A2: CD        Turn vehicle/entity right
CB/03A3: FF        End queue
CB/03A4: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/03A6: E0        Pause for 4 * 2 (8) frames
CB/03A8: CF        Turn vehicle/entity left
CB/03A9: FF        End queue
CB/03AA: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long 
CB/03AC: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/03AD: E0        Pause for 4 * 1 (4) frames
CB/03AF: CD        Turn vehicle/entity right
CB/03B0: E0        Pause for 4 * 1 (4) frames
CB/03B2: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/03B3: E0        Pause for 4 * 1 (4) frames
CB/03B5: CD        Turn vehicle/entity right
CB/03B6: FF        End queue
CB/03B7: 4B    Display dialogue message $014C, wait for button press
               EDGAR: You're in danger here. Come with us to Narshe.
               You'll probably even gain some understanding of your own abilities
CB/03BA: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete)
CB/03BC: E0        Pause for 4 * 6 (24) frames
CB/03BE: 22        Do vehicle/entity graphical action $22 
CB/03BF: E0        Pause for 4 * 3 (12) frames
CB/03C1: CF        Turn vehicle/entity left
CB/03C2: E0        Pause for 4 * 6 (24) frames
CB/03C4: FF        End queue
CB/03C5: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/03C7: E0        Pause for 4 * 8 (32) frames
CB/03C9: CC        Turn vehicle/entity up
CB/03CA: FF        End queue
CB/03CB: 4B    Display dialogue message $014D, wait for button press
               BANON: We've no time to dilly-dally. Let's make for Narshe!
CB/03CE: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/03D0: CE        Turn vehicle/entity down
CB/03D1: FF        End queue
CB/03D2: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/03D4: CD        Turn vehicle/entity right
CB/03D5: FF        End queue
CB/03D6: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/03D8: CE        Turn vehicle/entity down
CB/03D9: FF        End queue
CB/03DA: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CB/03DC: CE        Turn vehicle/entity down
CB/03DD: FF        End queue
CB/03DE: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CB/03E0: CC        Turn vehicle/entity up
CB/03E1: FF        End queue
CB/03E2: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/03E4: CC        Turn vehicle/entity up
CB/03E5: FF        End queue
CB/03E6: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/03E8: CC        Turn vehicle/entity up
CB/03E9: E0        Pause for 4 * 16 (64) frames
CB/03EB: FF        End queue
CB/03EC: 8D    Remove all equipment from character $01 (Actor in stot 1)
CB/03EE: B2    Call subroutine $CAFFF0
CB/03F2: D0    Set event bit $1E80($018) [$1E83, bit 0]
CB/03F4: 3A    Enable player to move while event commands execute
CB/03F5: FE    Return

CB/03F6: 4B    Display dialogue message $0127, wait for button press
               Is Banon well?
CB/03F9: FE    Return

CB/03FA: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CB03F6
CB/0400: 4B    Display dialogue message $014F, wait for button press
               Give our regards to Banon.
CB/0403: FE    Return

CB/0404: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CB040E
CB/040A: 4B    Display dialogue message $0163, wait for button press
               Urghuhnn
CB/040D: FE    Return

CB/040E: 4B    Display dialogue message $0128, wait for button press
               My wounds are healing.
CB/0411: FE    Return

CB/0412: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/0418: C0    If ($1E80($018) [$1E83, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/041E: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/0424: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/0426: F2    Fade out current song with transition time 255
CB/0428: 4B    Display dialogue message $0162, wait for button press
               Uwaaaa!
               The Empire's invading!
CB/042B: F0    Play song 28 (Troops March On), (high bit clear), full volume
CB/042D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/042F: 1F        Do vehicle/entity graphical action $1F 
CB/0430: E0        Pause for 4 * 8 (32) frames
CB/0432: FF        End queue
CB/0433: 4B    Display dialogue message $0164, wait for button press
               !
CB/0436: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/0438: C3        Set vehicle/entity's event speed to fast
CB/0439: 93        Move vehicle/entity left 5 tiles
CB/043A: E0        Pause for 4 * 1 (4) frames
CB/043C: 86        Move vehicle/entity down 2 tiles
CB/043D: E0        Pause for 4 * 8 (32) frames
CB/043F: FF        End queue
CB/0440: F2    Fade out current song with transition time 64
CB/0442: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CB/0444: 23        Do vehicle/entity graphical action $23 
CB/0445: E0        Pause for 4 * 1 (4) frames
CB/0447: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/0448: E0        Pause for 4 * 1 (4) frames
CB/044A: 23        Do vehicle/entity graphical action $23 
CB/044B: E0        Pause for 4 * 1 (4) frames
CB/044D: CE        Turn vehicle/entity down
CB/044E: E0        Pause for 4 * 8 (32) frames
CB/0450: FF        End queue
CB/0451: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/0453: CD        Turn vehicle/entity right
CB/0454: E0        Pause for 4 * 4 (16) frames
CB/0456: C2        Set vehicle/entity's event speed to normal
CB/0457: 8C        Move vehicle/entity up 4 tiles
CB/0458: E0        Pause for 4 * 2 (8) frames
CB/045A: CF        Turn vehicle/entity left
CB/045B: E0        Pause for 4 * 4 (16) frames
CB/045D: FF        End queue
CB/045E: 4B    Display dialogue message $0165, wait for button press
               What the?
               Sleep talking?
CB/0461: FE    Return

CB/0462: F0    Play song 0 (Silence), (high bit clear), full volume
CB/0464: F6    Subcommand $10: Play song $1E (Waterfall) at volume $64 (may have other effects)
CB/0468: FE    Return

CB/0469: C0    If ($1E80($019) [$1E83, bit 1] is clear), branch to $CB0474
CB/046F: 3D    Create object $11
CB/0471: 45    Refresh objects
CB/0472: 41    Show object $11
CB/0474: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 0
CB/0478: 60    Change background layer $0F to palette $0B
CB/047B: FE    Return

CB/047C: F0    Play song 0 (Silence), (high bit clear), full volume
CB/047E: F6    Subcommand $10: Play song $1E (Waterfall) at volume $96 (may have other effects)
CB/0482: 60    Change background layer $0F to palette $0B
CB/0485: FE    Return

CB/0486: BD    Pseudo-randomly jump to $CB048E 50% of the time
CB/048A: B2    Call subroutine $CB0498
CB/048E: FE    Return

CB/048F: BD    Pseudo-randomly jump to $CB0497 50% of the time
CB/0493: B2    Call subroutine $CB04A1
CB/0497: FE    Return

CB/0498: 4D    Invoke battle, enemy set $07, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled)
CB/049B: B2    Call subroutine $CA5EA9
CB/049F: 96    Restore screen from fade
CB/04A0: FE    Return

CB/04A1: 4D    Invoke battle, enemy set $08, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled)
CB/04A4: B2    Call subroutine $CA5EA9
CB/04A8: 96    Restore screen from fade
CB/04A9: FE    Return

CB/04AA: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CB/04AD: 44    Place character $32 (Party Character 1) on vehicle $00 (No vehicle) (Character is not shown)
CB/04B0: 44    Place character $33 (Party Character 2) on vehicle $00 (No vehicle) (Character is not shown)
CB/04B3: 44    Place character $34 (Party Character 3) on vehicle $00 (No vehicle) (Character is not shown)
CB/04B6: FE    Return

CB/04B7: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CB/04B9: 31        Do vehicle/entity graphical action $31 
CB/04BA: C2        Set vehicle/entity's event speed to normal
CB/04BB: 80        Move vehicle/entity up 1 tile
CB/04BC: A4        Move vehicle/entity right/up 1x2 tiles
CB/04BD: A0        Move vehicle/entity right/up 1x1 tiles
CB/04BE: A0        Move vehicle/entity right/up 1x1 tiles
CB/04BF: A4        Move vehicle/entity right/up 1x2 tiles
CB/04C0: A4        Move vehicle/entity right/up 1x2 tiles
CB/04C1: C1        Set vehicle/entity's event speed to slow
CB/04C2: A0        Move vehicle/entity right/up 1x1 tiles
CB/04C3: 81        Move vehicle/entity right 1 tile
CB/04C4: FF        End queue
CB/04C5: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/04C7: B2    Call subroutine $CB04AA
CB/04CB: 3D    Create object $10
CB/04CD: 45    Refresh objects
CB/04CE: 41    Show object $10
CB/04D0: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/04D2: C2        Set vehicle/entity's event speed to normal
CB/04D3: C8        Set object layering priority to 2 (low nibble 2)
CB/04D5: FF        End queue
CB/04D6: 58    Shake screen ($81): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 unaffected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CB/04D8: F4    Play sound effect 206
CB/04DA: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/04DC: DD        Make vehicle/entity jump (high)
CB/04DD: 84        Move vehicle/entity up 2 tiles
CB/04DE: 84        Move vehicle/entity up 2 tiles
CB/04DF: CE        Turn vehicle/entity down
CB/04E0: C8        Set object layering priority to 0 (low nibble 0)
CB/04E2: FF        End queue
CB/04E3: D8    Set event bit $1E80($4FC) [$1F1F, bit 4]
CB/04E5: FE    Return

CB/04E6: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/04E8: 31        Do vehicle/entity graphical action $31 
CB/04E9: C2        Set vehicle/entity's event speed to normal
CB/04EA: 88        Move vehicle/entity up 3 tiles
CB/04EB: C1        Set vehicle/entity's event speed to slow
CB/04EC: 84        Move vehicle/entity up 2 tiles
CB/04ED: FF        End queue
CB/04EE: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/04F0: B2    Call subroutine $CB04AA
CB/04F4: 3D    Create object $11
CB/04F6: 45    Refresh objects
CB/04F7: 41    Show object $11
CB/04F9: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/04FB: C2        Set vehicle/entity's event speed to normal
CB/04FC: C8        Set object layering priority to 2 (low nibble 2)
CB/04FE: FF        End queue
CB/04FF: 58    Shake screen ($81): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 unaffected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CB/0501: F4    Play sound effect 206
CB/0503: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/0505: DD        Make vehicle/entity jump (high)
CB/0506: 84        Move vehicle/entity up 2 tiles
CB/0507: 88        Move vehicle/entity up 3 tiles
CB/0508: CE        Turn vehicle/entity down
CB/0509: C8        Set object layering priority to 0 (low nibble 0)
CB/050B: FF        End queue
CB/050C: D8    Set event bit $1E80($4FD) [$1F1F, bit 5]
CB/050E: FE    Return

CB/050F: 44    Place character $31 (Party Character 0) on vehicle $60 (Raft) (Character is shown)
CB/0512: 44    Place character $32 (Party Character 1) on vehicle $60 (Raft) (Character is shown)
CB/0515: 44    Place character $33 (Party Character 2) on vehicle $60 (Raft) (Character is shown)
CB/0518: 44    Place character $34 (Party Character 3) on vehicle $60 (Raft) (Character is shown)
CB/051B: FE    Return

CB/051C: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/0522: B2    Call subroutine $CB2E34
CB/0526: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/0528: C8        Set object layering priority to 2 (low nibble 2)
CB/052A: DD        Make vehicle/entity jump (high)
CB/052B: 86        Move vehicle/entity down 2 tiles
CB/052C: C8        Set object layering priority to 0 (low nibble 0)
CB/052E: FF        End queue
CB/052F: 3E    Delete object $10
CB/0531: 45    Refresh objects
CB/0532: 42    Hide object $10
CB/0534: B2    Call subroutine $CB050F
CB/0538: F4    Play sound effect 206
CB/053A: 58    Shake screen ($81): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 unaffected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CB/053C: B2    Call subroutine $CB2E2B
CB/0540: 92    Pause for 30 units
CB/0541: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/0543: 31        Do vehicle/entity graphical action $31 
CB/0544: C0        Set vehicle/entity's event speed to slowest
CB/0545: 81        Move vehicle/entity right 1 tile
CB/0546: C1        Set vehicle/entity's event speed to slow
CB/0547: 81        Move vehicle/entity right 1 tile
CB/0548: C2        Set vehicle/entity's event speed to normal
CB/0549: A5        Move vehicle/entity right/up 2x1 tiles
CB/054A: A5        Move vehicle/entity right/up 2x1 tiles
CB/054B: 85        Move vehicle/entity right 2 tiles
CB/054C: FF        End queue
CB/054D: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/054F: 6A    Load map $0071 (Lete River, outdoors) after fade out, (upper bits $1000), place party at (68, 56), facing right
CB/0555: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB07CC
CB/055B: FE    Return

CB/055C: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/0562: B2    Call subroutine $CB2E34
CB/0566: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/0568: C8        Set object layering priority to 2 (low nibble 2)
CB/056A: DD        Make vehicle/entity jump (high)
CB/056B: 8A        Move vehicle/entity down 3 tiles
CB/056C: C8        Set object layering priority to 0 (low nibble 0)
CB/056E: FF        End queue
CB/056F: 3E    Delete object $11
CB/0571: 45    Refresh objects
CB/0572: 42    Hide object $11
CB/0574: B2    Call subroutine $CB050F
CB/0578: F4    Play sound effect 206
CB/057A: 58    Shake screen ($81): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 unaffected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CB/057C: B2    Call subroutine $CB2E2B
CB/0580: 92    Pause for 30 units
CB/0581: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long 
CB/0583: 31        Do vehicle/entity graphical action $31 
CB/0584: C0        Set vehicle/entity's event speed to slowest
CB/0585: 81        Move vehicle/entity right 1 tile
CB/0586: C1        Set vehicle/entity's event speed to slow
CB/0587: A5        Move vehicle/entity right/up 2x1 tiles
CB/0588: C2        Set vehicle/entity's event speed to normal
CB/0589: A0        Move vehicle/entity right/up 1x1 tiles
CB/058A: A0        Move vehicle/entity right/up 1x1 tiles
CB/058B: 88        Move vehicle/entity up 3 tiles
CB/058C: A4        Move vehicle/entity right/up 1x2 tiles
CB/058D: 8C        Move vehicle/entity up 4 tiles
CB/058E: C3        Set vehicle/entity's event speed to fast
CB/058F: FF        End queue
CB/0590: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0592: 6A    Load map $0071 (Lete River, outdoors) after fade out, (upper bits $0000), place party at (73, 24), facing up
CB/0598: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB0869
CB/059E: FE    Return

CB/059F: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/05A5: C0    If ($1E80($018) [$1E83, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/05AB: C0    If ($1E80($01A) [$1E83, bit 2] is set), branch to $CB05DC
CB/05B1: 88    Remove the following status ailments from character $04 (Actor in stot 4): M-Tek
CB/05B5: 88    Remove the following status ailments from character $00 (Actor in stot 0): M-Tek
CB/05B9: 88    Remove the following status ailments from character $05 (Actor in stot 5): M-Tek
CB/05BD: 88    Remove the following status ailments from character $0E (Actor in stot 14): M-Tek
CB/05C1: 8B    For character $04 (Actor in stot 4), take HP and set to maximum
CB/05C4: 8C    For character $04 (Actor in stot 4), take MP and set to maximum
CB/05C7: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CB/05CA: 8C    For character $00 (Actor in stot 0), take MP and set to maximum
CB/05CD: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CB/05D0: 8C    For character $05 (Actor in stot 5), take MP and set to maximum
CB/05D3: 8B    For character $0E (Actor in stot 14), take HP and set to maximum
CB/05D6: 8C    For character $0E (Actor in stot 14), take MP and set to maximum
CB/05D9: 4B    Display dialogue message $0166, wait for button press
               Here we go!
               This raft'll take us to Narshe!
CB/05DC: C0    If ($1E80($01A) [$1E83, bit 2] is clear), branch to $CB05E4
CB/05E2: D4    Set event bit $1E80($257) [$1ECA, bit 7]
CB/05E4: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/05E6: 4B    Display dialogue message $0167, wait for button press
               Hop aboard the raft?
               ^ Yes
               ^ No
CB/05E9: B6    Indexed branch based on prior dialogue selection [$CB05F0, $CA5EB3]
CB/05F0: D9    Clear event bit $1E80($4FC) [$1F1F, bit 4]
CB/05F2: D9    Clear event bit $1E80($4FD) [$1F1F, bit 5]
CB/05F4: B2    Call subroutine $CACB95
CB/05F8: 3B    Position character in a "ready-to-go" stance
CB/05F9: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/05FB: C0    If ($1E80($257) [$1ECA, bit 7] is set), branch to $CB0603
CB/0601: 5A    Fade screen at speed $08
CB/0603: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/0605: C3        Set vehicle/entity's event speed to fast
CB/0606: DC        Make vehicle/entity jump (low)
CB/0607: 82        Move vehicle/entity down 1 tile
CB/0608: C7        Set vehicle/entity to stay still when moving
CB/0609: 8A        Move vehicle/entity down 3 tiles
CB/060A: C6        Set vehicle/entity to walk when moving
CB/060B: FF        End queue
CB/060C: B2    Call subroutine $CB050F
CB/0610: 3E    Delete object $11
CB/0612: 45    Refresh objects
CB/0613: 42    Hide object $11
CB/0615: 41    Show object $31
CB/0617: C0    If ($1E80($019) [$1E83, bit 1] is set), branch to $CB063D
CB/061D: 6B    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $2000), place party at (20, 21), facing down
CB/0623: 42    Hide object $31
CB/0625: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/0627: D5        Set vehicle/entity's position to (32, 32)
CB/062A: FF        End queue
CB/062B: 96    Restore screen from fade
CB/062C: 5C    Pause execution until fade in or fade out is complete
CB/062D: 4B    Display dialogue message $0169, wait for button press
               Head toward Narshe, but protect Banon at all costs.
               If Banon is put out of commission, your journey's over.
CB/0630: 6A    Load map $0071 (Lete River, outdoors) after fade out, (upper bits $1000), place party at (31, 56), facing right
CB/0636: 3E    Delete object $11
CB/0638: 45    Refresh objects
CB/0639: 42    Hide object $11
CB/063B: 41    Show object $31
CB/063D: B2    Call subroutine $CACB95
CB/0641: 3B    Position character in a "ready-to-go" stance
CB/0642: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/0644: C0    If ($1E80($257) [$1ECA, bit 7] is set), branch to $CB064C
CB/064A: 96    Restore screen from fade
CB/064B: 5C    Pause execution until fade in or fade out is complete
CB/064C: C0    If ($1E80($257) [$1ECA, bit 7] is clear), branch to $CB0657
CB/0652: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/0654: C3        Set vehicle/entity's event speed to fast
CB/0655: 82        Move vehicle/entity down 1 tile
CB/0656: FF        End queue
CB/0657: 31    Begin action queue for character $31 (Party Character 0), 16 bytes long 
CB/0659: C3        Set vehicle/entity's event speed to fast
CB/065A: A0        Move vehicle/entity right/up 1x1 tiles
CB/065B: 85        Move vehicle/entity right 2 tiles
CB/065C: A1        Move vehicle/entity right/down 1x1 tiles
CB/065D: 89        Move vehicle/entity right 3 tiles
CB/065E: A6        Move vehicle/entity right/down 2x1 tiles
CB/065F: 81        Move vehicle/entity right 1 tile
CB/0660: A1        Move vehicle/entity right/down 1x1 tiles
CB/0661: 85        Move vehicle/entity right 2 tiles
CB/0662: A1        Move vehicle/entity right/down 1x1 tiles
CB/0663: A1        Move vehicle/entity right/down 1x1 tiles
CB/0664: 81        Move vehicle/entity right 1 tile
CB/0665: 81        Move vehicle/entity right 1 tile
CB/0666: A4        Move vehicle/entity right/up 1x2 tiles
CB/0667: 80        Move vehicle/entity up 1 tile
CB/0668: FF        End queue
CB/0669: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/066B: B2    Call subroutine $CB0498
CB/066F: D0    Set event bit $1E80($019) [$1E83, bit 1]
CB/0671: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/0673: C3        Set vehicle/entity's event speed to fast
CB/0674: 98        Move vehicle/entity up 7 tiles
CB/0675: FF        End queue
CB/0676: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0678: 4B    Display dialogue message $016A, wait for button press
               Which way?
                   ^ (Straight)
               
                ^ (Left)^ (Right)
CB/067B: B6    Indexed branch based on prior dialogue selection [$CB0686, $CB06F7, $CB075C]
CB/0685: FE    Return

CB/0686: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/0688: C3        Set vehicle/entity's event speed to fast
CB/0689: 94        Move vehicle/entity up 6 tiles
CB/068A: AB        Move vehicle/entity left/up 1x2 tiles
CB/068B: 80        Move vehicle/entity up 1 tile
CB/068C: AB        Move vehicle/entity left/up 1x2 tiles
CB/068D: FF        End queue
CB/068E: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0690: B2    Call subroutine $CB0486
CB/0694: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CB/0696: 9C        Move vehicle/entity up 8 tiles
CB/0697: AB        Move vehicle/entity left/up 1x2 tiles
CB/0698: AA        Move vehicle/entity left/up 2x1 tiles
CB/0699: A2        Move vehicle/entity left/down 1x1 tiles
CB/069A: AA        Move vehicle/entity left/up 2x1 tiles
CB/069B: AA        Move vehicle/entity left/up 2x1 tiles
CB/069C: A3        Move vehicle/entity left/up 1x1 tiles
CB/069D: A3        Move vehicle/entity left/up 1x1 tiles
CB/069E: 83        Move vehicle/entity left 1 tile
CB/069F: A2        Move vehicle/entity left/down 1x1 tiles
CB/06A0: 83        Move vehicle/entity left 1 tile
CB/06A1: FF        End queue
CB/06A2: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/06A4: B2    Call subroutine $CB04A1
CB/06A8: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CB/06AA: 83        Move vehicle/entity left 1 tile
CB/06AB: A2        Move vehicle/entity left/down 1x1 tiles
CB/06AC: A9        Move vehicle/entity left/down 2x1 tiles
CB/06AD: A9        Move vehicle/entity left/down 2x1 tiles
CB/06AE: 8B        Move vehicle/entity left 3 tiles
CB/06AF: AA        Move vehicle/entity left/up 2x1 tiles
CB/06B0: 94        Move vehicle/entity up 6 tiles
CB/06B1: FF        End queue
CB/06B2: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/06B4: B2    Call subroutine $CB0486
CB/06B8: 31    Begin action queue for character $31 (Party Character 0), 20 bytes long 
CB/06BA: 8C        Move vehicle/entity up 4 tiles
CB/06BB: A0        Move vehicle/entity right/up 1x1 tiles
CB/06BC: A4        Move vehicle/entity right/up 1x2 tiles
CB/06BD: A0        Move vehicle/entity right/up 1x1 tiles
CB/06BE: A0        Move vehicle/entity right/up 1x1 tiles
CB/06BF: A0        Move vehicle/entity right/up 1x1 tiles
CB/06C0: A5        Move vehicle/entity right/up 2x1 tiles
CB/06C1: 85        Move vehicle/entity right 2 tiles
CB/06C2: A1        Move vehicle/entity right/down 1x1 tiles
CB/06C3: 81        Move vehicle/entity right 1 tile
CB/06C4: A5        Move vehicle/entity right/up 2x1 tiles
CB/06C5: A5        Move vehicle/entity right/up 2x1 tiles
CB/06C6: 89        Move vehicle/entity right 3 tiles
CB/06C7: A1        Move vehicle/entity right/down 1x1 tiles
CB/06C8: A1        Move vehicle/entity right/down 1x1 tiles
CB/06C9: 81        Move vehicle/entity right 1 tile
CB/06CA: A1        Move vehicle/entity right/down 1x1 tiles
CB/06CB: 89        Move vehicle/entity right 3 tiles
CB/06CC: A5        Move vehicle/entity right/up 2x1 tiles
CB/06CD: FF        End queue
CB/06CE: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/06D0: B2    Call subroutine $CB0486
CB/06D4: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/06D6: 99        Move vehicle/entity right 7 tiles
CB/06D7: A1        Move vehicle/entity right/down 1x1 tiles
CB/06D8: C2        Set vehicle/entity's event speed to normal
CB/06D9: 81        Move vehicle/entity right 1 tile
CB/06DA: A0        Move vehicle/entity right/up 1x1 tiles
CB/06DB: 80        Move vehicle/entity up 1 tile
CB/06DC: C3        Set vehicle/entity's event speed to fast
CB/06DD: 90        Move vehicle/entity up 5 tiles
CB/06DE: FF        End queue
CB/06DF: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/06E1: B2    Call subroutine $CB0498
CB/06E5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/06E7: 9C        Move vehicle/entity up 8 tiles
CB/06E8: FF        End queue
CB/06E9: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/06EB: 6A    Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (13, 36), facing up
CB/06F1: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04B7
CB/06F7: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/06F9: C3        Set vehicle/entity's event speed to fast
CB/06FA: A3        Move vehicle/entity left/up 1x1 tiles
CB/06FB: AA        Move vehicle/entity left/up 2x1 tiles
CB/06FC: AA        Move vehicle/entity left/up 2x1 tiles
CB/06FD: AA        Move vehicle/entity left/up 2x1 tiles
CB/06FE: AA        Move vehicle/entity left/up 2x1 tiles
CB/06FF: 83        Move vehicle/entity left 1 tile
CB/0700: A2        Move vehicle/entity left/down 1x1 tiles
CB/0701: FF        End queue
CB/0702: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0704: B2    Call subroutine $CB04A1
CB/0708: 31    Begin action queue for character $31 (Party Character 0), 15 bytes long 
CB/070A: 83        Move vehicle/entity left 1 tile
CB/070B: AA        Move vehicle/entity left/up 2x1 tiles
CB/070C: 83        Move vehicle/entity left 1 tile
CB/070D: A2        Move vehicle/entity left/down 1x1 tiles
CB/070E: 83        Move vehicle/entity left 1 tile
CB/070F: A3        Move vehicle/entity left/up 1x1 tiles
CB/0710: AB        Move vehicle/entity left/up 1x2 tiles
CB/0711: 8C        Move vehicle/entity up 4 tiles
CB/0712: 9C        Move vehicle/entity up 8 tiles
CB/0713: A3        Move vehicle/entity left/up 1x1 tiles
CB/0714: AA        Move vehicle/entity left/up 2x1 tiles
CB/0715: 87        Move vehicle/entity left 2 tiles
CB/0716: A3        Move vehicle/entity left/up 1x1 tiles
CB/0717: AB        Move vehicle/entity left/up 1x2 tiles
CB/0718: FF        End queue
CB/0719: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/071B: B2    Call subroutine $CB0486
CB/071F: 31    Begin action queue for character $31 (Party Character 0), 17 bytes long 
CB/0721: 9C        Move vehicle/entity up 8 tiles
CB/0722: A4        Move vehicle/entity right/up 1x2 tiles
CB/0723: A0        Move vehicle/entity right/up 1x1 tiles
CB/0724: A0        Move vehicle/entity right/up 1x1 tiles
CB/0725: A0        Move vehicle/entity right/up 1x1 tiles
CB/0726: A0        Move vehicle/entity right/up 1x1 tiles
CB/0727: A5        Move vehicle/entity right/up 2x1 tiles
CB/0728: A5        Move vehicle/entity right/up 2x1 tiles
CB/0729: A1        Move vehicle/entity right/down 1x1 tiles
CB/072A: 89        Move vehicle/entity right 3 tiles
CB/072B: A5        Move vehicle/entity right/up 2x1 tiles
CB/072C: 89        Move vehicle/entity right 3 tiles
CB/072D: A1        Move vehicle/entity right/down 1x1 tiles
CB/072E: A1        Move vehicle/entity right/down 1x1 tiles
CB/072F: 81        Move vehicle/entity right 1 tile
CB/0730: A1        Move vehicle/entity right/down 1x1 tiles
CB/0731: FF        End queue
CB/0732: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0734: B2    Call subroutine $CB0486
CB/0738: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CB/073A: 89        Move vehicle/entity right 3 tiles
CB/073B: A5        Move vehicle/entity right/up 2x1 tiles
CB/073C: 99        Move vehicle/entity right 7 tiles
CB/073D: A1        Move vehicle/entity right/down 1x1 tiles
CB/073E: 81        Move vehicle/entity right 1 tile
CB/073F: A0        Move vehicle/entity right/up 1x1 tiles
CB/0740: 84        Move vehicle/entity up 2 tiles
CB/0741: FF        End queue
CB/0742: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0744: B2    Call subroutine $CB048F
CB/0748: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/074A: 9C        Move vehicle/entity up 8 tiles
CB/074B: C2        Set vehicle/entity's event speed to normal
CB/074C: 8C        Move vehicle/entity up 4 tiles
CB/074D: FF        End queue
CB/074E: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0750: 6A    Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (13, 36), facing up
CB/0756: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04B7
CB/075C: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/075E: C3        Set vehicle/entity's event speed to fast
CB/075F: 8C        Move vehicle/entity up 4 tiles
CB/0760: A4        Move vehicle/entity right/up 1x2 tiles
CB/0761: 85        Move vehicle/entity right 2 tiles
CB/0762: A1        Move vehicle/entity right/down 1x1 tiles
CB/0763: A0        Move vehicle/entity right/up 1x1 tiles
CB/0764: A4        Move vehicle/entity right/up 1x2 tiles
CB/0765: A0        Move vehicle/entity right/up 1x1 tiles
CB/0766: A4        Move vehicle/entity right/up 1x2 tiles
CB/0767: FF        End queue
CB/0768: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/076A: B2    Call subroutine $CB048F
CB/076E: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/0770: A4        Move vehicle/entity right/up 1x2 tiles
CB/0771: 88        Move vehicle/entity up 3 tiles
CB/0772: AB        Move vehicle/entity left/up 1x2 tiles
CB/0773: A3        Move vehicle/entity left/up 1x1 tiles
CB/0774: A3        Move vehicle/entity left/up 1x1 tiles
CB/0775: 9B        Move vehicle/entity left 7 tiles
CB/0776: AA        Move vehicle/entity left/up 2x1 tiles
CB/0777: 87        Move vehicle/entity left 2 tiles
CB/0778: A2        Move vehicle/entity left/down 1x1 tiles
CB/0779: FF        End queue
CB/077A: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/077C: B2    Call subroutine $CB0498
CB/0780: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CB/0782: AA        Move vehicle/entity left/up 2x1 tiles
CB/0783: AA        Move vehicle/entity left/up 2x1 tiles
CB/0784: A3        Move vehicle/entity left/up 1x1 tiles
CB/0785: A3        Move vehicle/entity left/up 1x1 tiles
CB/0786: 83        Move vehicle/entity left 1 tile
CB/0787: A2        Move vehicle/entity left/down 1x1 tiles
CB/0788: 87        Move vehicle/entity left 2 tiles
CB/0789: A2        Move vehicle/entity left/down 1x1 tiles
CB/078A: A9        Move vehicle/entity left/down 2x1 tiles
CB/078B: 8F        Move vehicle/entity left 4 tiles
CB/078C: AA        Move vehicle/entity left/up 2x1 tiles
CB/078D: FF        End queue
CB/078E: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0790: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CB/0792: AB        Move vehicle/entity left/up 1x2 tiles
CB/0793: 9C        Move vehicle/entity up 8 tiles
CB/0794: A4        Move vehicle/entity right/up 1x2 tiles
CB/0795: A0        Move vehicle/entity right/up 1x1 tiles
CB/0796: A0        Move vehicle/entity right/up 1x1 tiles
CB/0797: A0        Move vehicle/entity right/up 1x1 tiles
CB/0798: A0        Move vehicle/entity right/up 1x1 tiles
CB/0799: A5        Move vehicle/entity right/up 2x1 tiles
CB/079A: 85        Move vehicle/entity right 2 tiles
CB/079B: A1        Move vehicle/entity right/down 1x1 tiles
CB/079C: 85        Move vehicle/entity right 2 tiles
CB/079D: FF        End queue
CB/079E: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/07A0: B2    Call subroutine $CB0486
CB/07A4: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long 
CB/07A6: A5        Move vehicle/entity right/up 2x1 tiles
CB/07A7: A0        Move vehicle/entity right/up 1x1 tiles
CB/07A8: 85        Move vehicle/entity right 2 tiles
CB/07A9: A1        Move vehicle/entity right/down 1x1 tiles
CB/07AA: A1        Move vehicle/entity right/down 1x1 tiles
CB/07AB: 85        Move vehicle/entity right 2 tiles
CB/07AC: A1        Move vehicle/entity right/down 1x1 tiles
CB/07AD: 9D        Move vehicle/entity right 8 tiles
CB/07AE: 8D        Move vehicle/entity right 4 tiles
CB/07AF: A1        Move vehicle/entity right/down 1x1 tiles
CB/07B0: 81        Move vehicle/entity right 1 tile
CB/07B1: A0        Move vehicle/entity right/up 1x1 tiles
CB/07B2: 9C        Move vehicle/entity up 8 tiles
CB/07B3: FF        End queue
CB/07B4: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/07B6: B2    Call subroutine $CB0486
CB/07BA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/07BC: 98        Move vehicle/entity up 7 tiles
CB/07BD: FF        End queue
CB/07BE: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/07C0: 6A    Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (13, 36), facing up
CB/07C6: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04B7
CB/07CC: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long 
CB/07CE: C3        Set vehicle/entity's event speed to fast
CB/07CF: A1        Move vehicle/entity right/down 1x1 tiles
CB/07D0: A6        Move vehicle/entity right/down 2x1 tiles
CB/07D1: 8D        Move vehicle/entity right 4 tiles
CB/07D2: A7        Move vehicle/entity right/down 1x2 tiles
CB/07D3: 81        Move vehicle/entity right 1 tile
CB/07D4: A1        Move vehicle/entity right/down 1x1 tiles
CB/07D5: 81        Move vehicle/entity right 1 tile
CB/07D6: A0        Move vehicle/entity right/up 1x1 tiles
CB/07D7: A0        Move vehicle/entity right/up 1x1 tiles
CB/07D8: A4        Move vehicle/entity right/up 1x2 tiles
CB/07D9: 9C        Move vehicle/entity up 8 tiles
CB/07DA: FF        End queue
CB/07DB: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/07DD: B2    Call subroutine $CB0486
CB/07E1: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/07E3: 88        Move vehicle/entity up 3 tiles
CB/07E4: AB        Move vehicle/entity left/up 1x2 tiles
CB/07E5: A3        Move vehicle/entity left/up 1x1 tiles
CB/07E6: AA        Move vehicle/entity left/up 2x1 tiles
CB/07E7: 83        Move vehicle/entity left 1 tile
CB/07E8: FF        End queue
CB/07E9: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/07EB: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB07F2
CB/07F1: FE    Return

CB/07F2: 4B    Display dialogue message $016E, wait for button press
               Hey, which way?
               ^  (Up)
               
                ^ (Left)
CB/07F5: B6    Indexed branch based on prior dialogue selection [$CB07FC, $CB0840]
CB/07FC: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/07FE: C3        Set vehicle/entity's event speed to fast
CB/07FF: A3        Move vehicle/entity left/up 1x1 tiles
CB/0800: A3        Move vehicle/entity left/up 1x1 tiles
CB/0801: 8C        Move vehicle/entity up 4 tiles
CB/0802: A0        Move vehicle/entity right/up 1x1 tiles
CB/0803: A0        Move vehicle/entity right/up 1x1 tiles
CB/0804: 9D        Move vehicle/entity right 8 tiles
CB/0805: 85        Move vehicle/entity right 2 tiles
CB/0806: FF        End queue
CB/0807: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0809: B2    Call subroutine $CB048F
CB/080D: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long 
CB/080F: A1        Move vehicle/entity right/down 1x1 tiles
CB/0810: A7        Move vehicle/entity right/down 1x2 tiles
CB/0811: A7        Move vehicle/entity right/down 1x2 tiles
CB/0812: A1        Move vehicle/entity right/down 1x1 tiles
CB/0813: A1        Move vehicle/entity right/down 1x1 tiles
CB/0814: A1        Move vehicle/entity right/down 1x1 tiles
CB/0815: 9E        Move vehicle/entity down 8 tiles
CB/0816: 8A        Move vehicle/entity down 3 tiles
CB/0817: A2        Move vehicle/entity left/down 1x1 tiles
CB/0818: A2        Move vehicle/entity left/down 1x1 tiles
CB/0819: A2        Move vehicle/entity left/down 1x1 tiles
CB/081A: 87        Move vehicle/entity left 2 tiles
CB/081B: FF        End queue
CB/081C: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/081E: B2    Call subroutine $CB0486
CB/0822: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CB/0824: 87        Move vehicle/entity left 2 tiles
CB/0825: A2        Move vehicle/entity left/down 1x1 tiles
CB/0826: AA        Move vehicle/entity left/up 2x1 tiles
CB/0827: A3        Move vehicle/entity left/up 1x1 tiles
CB/0828: 9C        Move vehicle/entity up 8 tiles
CB/0829: AB        Move vehicle/entity left/up 1x2 tiles
CB/082A: FF        End queue
CB/082B: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/082D: B2    Call subroutine $CB0486
CB/0831: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/0833: AB        Move vehicle/entity left/up 1x2 tiles
CB/0834: AA        Move vehicle/entity left/up 2x1 tiles
CB/0835: 83        Move vehicle/entity left 1 tile
CB/0836: FF        End queue
CB/0837: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0839: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB07F2
CB/083F: FE    Return

CB/0840: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/0842: A9        Move vehicle/entity left/down 2x1 tiles
CB/0843: A9        Move vehicle/entity left/down 2x1 tiles
CB/0844: 87        Move vehicle/entity left 2 tiles
CB/0845: A2        Move vehicle/entity left/down 1x1 tiles
CB/0846: 8F        Move vehicle/entity left 4 tiles
CB/0847: A3        Move vehicle/entity left/up 1x1 tiles
CB/0848: A3        Move vehicle/entity left/up 1x1 tiles
CB/0849: 88        Move vehicle/entity up 3 tiles
CB/084A: A4        Move vehicle/entity right/up 1x2 tiles
CB/084B: FF        End queue
CB/084C: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/084E: B2    Call subroutine $CB048F
CB/0852: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/0854: A0        Move vehicle/entity right/up 1x1 tiles
CB/0855: A0        Move vehicle/entity right/up 1x1 tiles
CB/0856: A0        Move vehicle/entity right/up 1x1 tiles
CB/0857: A0        Move vehicle/entity right/up 1x1 tiles
CB/0858: A0        Move vehicle/entity right/up 1x1 tiles
CB/0859: FF        End queue
CB/085A: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/085C: 6A    Load map $0072 (Lete River, river caves) after fade out, (upper bits $0000), place party at (6, 23), facing up
CB/0862: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB04E6
CB/0868: FE    Return

CB/0869: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/086B: C3        Set vehicle/entity's event speed to fast
CB/086C: 9C        Move vehicle/entity up 8 tiles
CB/086D: 90        Move vehicle/entity up 5 tiles
CB/086E: A4        Move vehicle/entity right/up 1x2 tiles
CB/086F: A4        Move vehicle/entity right/up 1x2 tiles
CB/0870: FF        End queue
CB/0871: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0873: B2    Call subroutine $CB048F
CB/0877: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/0879: A5        Move vehicle/entity right/up 2x1 tiles
CB/087A: 81        Move vehicle/entity right 1 tile
CB/087B: A1        Move vehicle/entity right/down 1x1 tiles
CB/087C: A1        Move vehicle/entity right/down 1x1 tiles
CB/087D: 91        Move vehicle/entity right 5 tiles
CB/087E: A5        Move vehicle/entity right/up 2x1 tiles
CB/087F: 9D        Move vehicle/entity right 8 tiles
CB/0880: A1        Move vehicle/entity right/down 1x1 tiles
CB/0881: A1        Move vehicle/entity right/down 1x1 tiles
CB/0882: FF        End queue
CB/0883: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0885: 38    Hold screen
CB/0886: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CB/0888: C3        Set vehicle/entity's event speed to fast
CB/0889: 9E        Move vehicle/entity down 8 tiles
CB/088A: 8A        Move vehicle/entity down 3 tiles
CB/088B: FF        End queue
CB/088C: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/088E: C2        Set vehicle/entity's event speed to normal
CB/088F: 9A        Move vehicle/entity down 7 tiles
CB/0890: C4        Set vehicle/entity's event speed to faster
CB/0891: 9E        Move vehicle/entity down 8 tiles
CB/0892: 86        Move vehicle/entity down 2 tiles
CB/0893: FF        End queue
CB/0894: F4    Play sound effect 206
CB/0896: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/0898: C2        Set vehicle/entity's event speed to normal
CB/0899: 96        Move vehicle/entity down 6 tiles
CB/089A: FF        End queue
CB/089B: 39    Free screen
CB/089C: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CB/089E: C2        Set vehicle/entity's event speed to normal
CB/089F: 82        Move vehicle/entity down 1 tile
CB/08A0: A7        Move vehicle/entity right/down 1x2 tiles
CB/08A1: 85        Move vehicle/entity right 2 tiles
CB/08A2: C3        Set vehicle/entity's event speed to fast
CB/08A3: A1        Move vehicle/entity right/down 1x1 tiles
CB/08A4: 91        Move vehicle/entity right 5 tiles
CB/08A5: FF        End queue
CB/08A6: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/08A8: B2    Call subroutine $CB0486
CB/08AC: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long 
CB/08AE: A1        Move vehicle/entity right/down 1x1 tiles
CB/08AF: A1        Move vehicle/entity right/down 1x1 tiles
CB/08B0: A1        Move vehicle/entity right/down 1x1 tiles
CB/08B1: A6        Move vehicle/entity right/down 2x1 tiles
CB/08B2: 85        Move vehicle/entity right 2 tiles
CB/08B3: A1        Move vehicle/entity right/down 1x1 tiles
CB/08B4: 85        Move vehicle/entity right 2 tiles
CB/08B5: A5        Move vehicle/entity right/up 2x1 tiles
CB/08B6: A4        Move vehicle/entity right/up 1x2 tiles
CB/08B7: 80        Move vehicle/entity up 1 tile
CB/08B8: FF        End queue
CB/08B9: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/08BB: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB08DB
CB/08C1: FE    Return

CB/08C2: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/08C4: C3        Set vehicle/entity's event speed to fast
CB/08C5: 94        Move vehicle/entity up 6 tiles
CB/08C6: A4        Move vehicle/entity right/up 1x2 tiles
CB/08C7: A4        Move vehicle/entity right/up 1x2 tiles
CB/08C8: A4        Move vehicle/entity right/up 1x2 tiles
CB/08C9: A4        Move vehicle/entity right/up 1x2 tiles
CB/08CA: FF        End queue
CB/08CB: B2    Call subroutine $CB04AA
CB/08CF: B2    Call subroutine $CACB95
CB/08D3: 3B    Position character in a "ready-to-go" stance
CB/08D4: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $1000), place party at (161, 36), facing right, flags $00
CB/08DA: FF        End map script

CB/08DB: C0    If ($1E80($257) [$1ECA, bit 7] is set), branch to $CB08C2
CB/08E1: DC    Set event bit $1E80($629) [$1F45, bit 1]
CB/08E3: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/08E5: C3        Set vehicle/entity's event speed to fast
CB/08E6: A2        Move vehicle/entity left/down 1x1 tiles
CB/08E7: A2        Move vehicle/entity left/down 1x1 tiles
CB/08E8: 8E        Move vehicle/entity down 4 tiles
CB/08E9: FF        End queue
CB/08EA: 4B    Display dialogue message $0142, wait for button press
               What? WHAT IS IT?
CB/08ED: 4D    Invoke battle, enemy set $67, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled)
CB/08F0: B2    Call subroutine $CA5EA9
CB/08F4: 3E    Delete object $10
CB/08F6: 42    Hide object $10
CB/08F8: 44    Place character $05 (Actor in stot 5) on vehicle $00 (No vehicle) (Character is not shown)
CB/08FB: 42    Hide object $05
CB/08FD: 47    Make character in slot 0 the lead character
CB/08FE: 3F    Remove character $05 (Actor in stot 5) from the party
CB/0901: 3E    Delete object $05
CB/0903: 45    Refresh objects
CB/0904: 41    Show object $31
CB/0906: 3D    Create object $05
CB/0908: 41    Show object $05
CB/090A: 45    Refresh objects
CB/090B: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CB/090D: C2        Set vehicle/entity's event speed to normal
CB/090E: D5        Set vehicle/entity's position to (119, 28)
CB/0911: 28        Do vehicle/entity graphical action $28 
CB/0912: C7        Set vehicle/entity to stay still when moving
CB/0913: FF        End queue
CB/0914: 59    Unfade screen at speed $08
CB/0916: D0    Set event bit $1E80($01A) [$1E83, bit 2]
CB/0918: 4B    Display dialogue message $0171, wait for button press
               SABIN!!!
CB/091B: B2    Call subroutine $CACB95
CB/091F: 3B    Position character in a "ready-to-go" stance
CB/0920: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CB/0922: 80        Move vehicle/entity up 1 tile
CB/0923: A4        Move vehicle/entity right/up 1x2 tiles
CB/0924: A4        Move vehicle/entity right/up 1x2 tiles
CB/0925: A4        Move vehicle/entity right/up 1x2 tiles
CB/0926: C3        Set vehicle/entity's event speed to fast
CB/0927: 90        Move vehicle/entity up 5 tiles
CB/0928: C6        Set vehicle/entity to walk when moving
CB/0929: D1        Make vehicle/entity disappear
CB/092A: FF        End queue
CB/092B: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CB/092D: E0        Pause for 4 * 2 (8) frames
CB/092F: C2        Set vehicle/entity's event speed to normal
CB/0930: 88        Move vehicle/entity up 3 tiles
CB/0931: AB        Move vehicle/entity left/up 1x2 tiles
CB/0932: A3        Move vehicle/entity left/up 1x1 tiles
CB/0933: A3        Move vehicle/entity left/up 1x1 tiles
CB/0934: A3        Move vehicle/entity left/up 1x1 tiles
CB/0935: A3        Move vehicle/entity left/up 1x1 tiles
CB/0936: A3        Move vehicle/entity left/up 1x1 tiles
CB/0937: AB        Move vehicle/entity left/up 1x2 tiles
CB/0938: AB        Move vehicle/entity left/up 1x2 tiles
CB/0939: AB        Move vehicle/entity left/up 1x2 tiles
CB/093A: FF        End queue
CB/093B: 97    Fade screen to black
CB/093C: 5C    Pause execution until fade in or fade out is complete
CB/093D: 3E    Delete object $05
CB/093F: 45    Refresh objects
CB/0940: 44    Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown)
CB/0943: 44    Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown)
CB/0946: 44    Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown)
CB/0949: B2    Call subroutine $CAAD4C
CB/094D: FE    Return

CB/094E: 42    Hide object $15
CB/0950: B2    Call subroutine $CAADC9
CB/0954: B2    Call subroutine $CAADE5
CB/0958: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark
CB/095C: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CB/095F: 8C    For character $00 (Actor in stot 0), take MP and set to maximum
CB/0962: 88    Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark
CB/0966: 8B    For character $04 (Actor in stot 4), take HP and set to maximum
CB/0969: 8C    For character $04 (Actor in stot 4), take MP and set to maximum
CB/096C: 88    Remove the following status ailments from character $0E (Actor in stot 14): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark
CB/0970: 8B    For character $0E (Actor in stot 14), take HP and set to maximum
CB/0973: 8C    For character $0E (Actor in stot 14), take MP and set to maximum
CB/0976: 38    Hold screen
CB/0977: 42    Hide object $0D
CB/0979: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/097B: C1        Set vehicle/entity's event speed to slow
CB/097C: 86        Move vehicle/entity down 2 tiles
CB/097D: FF        End queue
CB/097E: 39    Free screen
CB/097F: 4B    Display dialogue message $0168, wait for button press (Show text only)
               Fleeing the Empire's troops,
               Banon, EDGAR and TERRA ride the rapids toward Narshe.
               But the going won't be easy
CB/0982: 92    Pause for 30 units
CB/0983: 3D    Create object $00
CB/0985: 3F    Assign character $00 (Actor in stot 0) to party 1
CB/0988: 3F    Remove character $0D (Actor in stot 13) from the party
CB/098B: 3E    Delete object $0D
CB/098D: 3D    Create object $0E
CB/098F: 3F    Assign character $0E (Actor in stot 14) to party 1
CB/0992: 3D    Create object $04
CB/0994: 3F    Assign character $04 (Actor in stot 4) to party 1
CB/0997: 97    Fade screen to black
CB/0998: 5C    Pause execution until fade in or fade out is complete
CB/0999: B2    Call subroutine $CACB95
CB/099D: 6B    Load map $0071 (Lete River, outdoors) instantly, (upper bits $0000), place party at (104, 61), facing up
CB/09A3: 44    Place character $00 (Actor in stot 0) on vehicle $60 (Raft) (Character is shown)
CB/09A6: 44    Place character $04 (Actor in stot 4) on vehicle $60 (Raft) (Character is shown)
CB/09A9: 44    Place character $0E (Actor in stot 14) on vehicle $60 (Raft) (Character is shown)
CB/09AC: 31    Begin action queue for character $31 (Party Character 0), 24 bytes long 
CB/09AE: C3        Set vehicle/entity's event speed to fast
CB/09AF: 90        Move vehicle/entity up 5 tiles
CB/09B0: A4        Move vehicle/entity right/up 1x2 tiles
CB/09B1: A4        Move vehicle/entity right/up 1x2 tiles
CB/09B2: A4        Move vehicle/entity right/up 1x2 tiles
CB/09B3: A0        Move vehicle/entity right/up 1x1 tiles
CB/09B4: 81        Move vehicle/entity right 1 tile
CB/09B5: A1        Move vehicle/entity right/down 1x1 tiles
CB/09B6: A7        Move vehicle/entity right/down 1x2 tiles
CB/09B7: A6        Move vehicle/entity right/down 2x1 tiles
CB/09B8: 81        Move vehicle/entity right 1 tile
CB/09B9: A1        Move vehicle/entity right/down 1x1 tiles
CB/09BA: A1        Move vehicle/entity right/down 1x1 tiles
CB/09BB: A1        Move vehicle/entity right/down 1x1 tiles
CB/09BC: 85        Move vehicle/entity right 2 tiles
CB/09BD: A1        Move vehicle/entity right/down 1x1 tiles
CB/09BE: A1        Move vehicle/entity right/down 1x1 tiles
CB/09BF: 81        Move vehicle/entity right 1 tile
CB/09C0: A0        Move vehicle/entity right/up 1x1 tiles
CB/09C1: A0        Move vehicle/entity right/up 1x1 tiles
CB/09C2: A0        Move vehicle/entity right/up 1x1 tiles
CB/09C3: A0        Move vehicle/entity right/up 1x1 tiles
CB/09C4: A0        Move vehicle/entity right/up 1x1 tiles
CB/09C5: FF        End queue
CB/09C6: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/09C8: 4D    Invoke battle, enemy set $08, background $0D (Raft on a River), (mosaic effect enabled), (swoosh sound enabled)
CB/09CB: B2    Call subroutine $CA5EA9
CB/09CF: 96    Restore screen from fade
CB/09D0: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long 
CB/09D2: C3        Set vehicle/entity's event speed to fast
CB/09D3: 89        Move vehicle/entity right 3 tiles
CB/09D4: A5        Move vehicle/entity right/up 2x1 tiles
CB/09D5: 84        Move vehicle/entity up 2 tiles
CB/09D6: A4        Move vehicle/entity right/up 1x2 tiles
CB/09D7: 85        Move vehicle/entity right 2 tiles
CB/09D8: A1        Move vehicle/entity right/down 1x1 tiles
CB/09D9: A0        Move vehicle/entity right/up 1x1 tiles
CB/09DA: A0        Move vehicle/entity right/up 1x1 tiles
CB/09DB: A4        Move vehicle/entity right/up 1x2 tiles
CB/09DC: 94        Move vehicle/entity up 6 tiles
CB/09DD: FF        End queue
CB/09DE: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/09E0: B2    Call subroutine $CB048F
CB/09E4: 31    Begin action queue for character $31 (Party Character 0), 20 bytes long 
CB/09E6: AB        Move vehicle/entity left/up 1x2 tiles
CB/09E7: AB        Move vehicle/entity left/up 1x2 tiles
CB/09E8: 98        Move vehicle/entity up 7 tiles
CB/09E9: A4        Move vehicle/entity right/up 1x2 tiles
CB/09EA: A4        Move vehicle/entity right/up 1x2 tiles
CB/09EB: A4        Move vehicle/entity right/up 1x2 tiles
CB/09EC: A0        Move vehicle/entity right/up 1x1 tiles
CB/09ED: A4        Move vehicle/entity right/up 1x2 tiles
CB/09EE: 9C        Move vehicle/entity up 8 tiles
CB/09EF: 80        Move vehicle/entity up 1 tile
CB/09F0: AB        Move vehicle/entity left/up 1x2 tiles
CB/09F1: 84        Move vehicle/entity up 2 tiles
CB/09F2: A3        Move vehicle/entity left/up 1x1 tiles
CB/09F3: 94        Move vehicle/entity up 6 tiles
CB/09F4: A4        Move vehicle/entity right/up 1x2 tiles
CB/09F5: A4        Move vehicle/entity right/up 1x2 tiles
CB/09F6: A0        Move vehicle/entity right/up 1x1 tiles
CB/09F7: A4        Move vehicle/entity right/up 1x2 tiles
CB/09F8: A4        Move vehicle/entity right/up 1x2 tiles
CB/09F9: FF        End queue
CB/09FA: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/09FC: B2    Call subroutine $CB0486
CB/0A00: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CB/0A02: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A03: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A04: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A05: 88        Move vehicle/entity up 3 tiles
CB/0A06: C2        Set vehicle/entity's event speed to normal
CB/0A07: 88        Move vehicle/entity up 3 tiles
CB/0A08: FF        End queue
CB/0A09: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0A0B: 44    Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown)
CB/0A0E: 44    Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown)
CB/0A11: 44    Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown)
CB/0A14: 3A    Enable player to move while event commands execute
CB/0A15: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (93, 41), facing left, flags $00
CB/0A1B: FF        End map script

CB/0A1C: 42    Hide object $15
CB/0A1E: B2    Call subroutine $CAADC9
CB/0A22: B2    Call subroutine $CAADD5
CB/0A26: 38    Hold screen
CB/0A27: 42    Hide object $0D
CB/0A29: 3F    Remove character $0D (Actor in stot 13) from the party
CB/0A2C: 3E    Delete object $0D
CB/0A2E: 45    Refresh objects
CB/0A2F: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/0A31: C1        Set vehicle/entity's event speed to slow
CB/0A32: 89        Move vehicle/entity right 3 tiles
CB/0A33: FF        End queue
CB/0A34: 39    Free screen
CB/0A35: 4B    Display dialogue message $01B1, wait for button press (Show text only)
               What dire fate has befallen SABIN, who fell from the raft after the fight with Ultros?
CB/0A38: F2    Fade out current song with transition time 128
CB/0A3A: 95    Pause for 120 units
CB/0A3B: 5A    Fade screen at speed $08
CB/0A3D: 5C    Pause execution until fade in or fade out is complete
CB/0A3E: 3D    Create object $05
CB/0A40: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/0A43: 88    Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Zombie, Dark
CB/0A47: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CB/0A4A: 8C    For character $05 (Actor in stot 5), take MP and set to maximum
CB/0A4D: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/0A52: B2    Call subroutine $CACB95
CB/0A56: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/0A58: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2000), place party at (161, 36), facing down, flags $00
CB/0A5E: FF        End map script

CB/0A5F: DE    Load CaseWord with the characters in the currently active party?
CB/0A60: C0    If ($1E80($00B) [$1E81, bit 3] is set), branch to $CB0AB9
CB/0A66: 4B    Display dialogue message $01C4, wait for button press
               SABIN: Youon a journey?
               I got separated from my friends. Say, can you tell me how to get to Narshe?
CB/0A69: 4B    Display dialogue message $01C5, wait for button press
               MAN: The Empire has set up a base somewhere beyond the forest, and to the east.
               SABIN: Empire!?
               MAN: They seem to have their sights set on Doma Castle.
               SABIN: Doma, huh?
               I have to reach Narshe immediately!
               MAN: Your only chance is through Doma.
               I'll show you the way.
               Just know that I may take off at any time, if I feel like it.
CB/0A6C: B2    Call subroutine $CAD00F
CB/0A70: 42    Hide object $05
CB/0A72: 42    Hide object $11
CB/0A74: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CB/0A76: C2        Set vehicle/entity's event speed to normal
CB/0A77: C7        Set vehicle/entity to stay still when moving
CB/0A78: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A79: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A7A: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A7B: A0        Move vehicle/entity right/up 1x1 tiles
CB/0A7C: FF        End queue
CB/0A7D: B5    Pause for 15 * 6 (90) units
CB/0A7F: 4B    Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen)
               He owes allegiance to no one, 
               and will do anything for money.
               He comes and goes like the wind
CB/0A82: B5    Pause for 15 * 2 (30) units
CB/0A84: 40    Assign properties $03 to character $03 (Actor in stot 3)
CB/0A87: 3D    Create object $03
CB/0A89: 45    Refresh objects
CB/0A8A: 37    Assign graphics $03 to object $03 (Actor in stot 3)
CB/0A8D: 43    Assign palette $04 to character $03 (Actor in stot 3)
CB/0A90: 7F    Change character $03's name to $03 (SHADOW)
CB/0A93: 98    Invoke name change screen for character $03 (Actor in stot 3)
CB/0A95: 59    Unfade screen at speed $08
CB/0A97: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/0A99: D5        Set vehicle/entity's position to (4, 12)
CB/0A9C: C6        Set vehicle/entity to walk when moving
CB/0A9D: FF        End queue
CB/0A9E: 41    Show object $05
CB/0AA0: 41    Show object $11
CB/0AA2: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/0AA4: CE        Turn vehicle/entity down
CB/0AA5: FF        End queue
CB/0AA6: B2    Call subroutine $CAD015
CB/0AAA: B5    Pause for 15 * 6 (90) units
CB/0AAC: D0    Set event bit $1E80($00B) [$1E81, bit 3]
CB/0AAE: 4B    Display dialogue message $01CA, wait for button press
               Welcome a partner?
               ^ Yes
               ^ No
CB/0AB1: B6    Indexed branch based on prior dialogue selection [$CB0ACA, $CB0B07]
CB/0AB8: FE    Return

CB/0AB9: 4B    Display dialogue message $01C4, wait for button press
               SABIN: Youon a journey?
               I got separated from my friends. Say, can you tell me how to get to Narshe?
CB/0ABC: 4B    Display dialogue message $01C6, wait for button press
               SHADOW: Imperial soldiers have built a base somewhere beyond the forest.
               SABIN: Already!?
               SHADOW: They seem to have their sights set on Doma Castle.
               SABIN: So Doma's next, huh?
               I have to reach Narshe immediately!
               SHADOW: Your only hope is through Doma.
               I'll show you the way.
               Just know that I may take off at any time, if I feel like it.
CB/0ABF: 4B    Display dialogue message $01CA, wait for button press
               Welcome a partner?
               ^ Yes
               ^ No
CB/0AC2: B6    Indexed branch based on prior dialogue selection [$CB0ACA, $CB0B07]
CB/0AC9: FE    Return

CB/0ACA: 4B    Display dialogue message $01C9, wait for button press
               SHADOW: The Reaper is always just a step behind me
CB/0ACD: B8    Set bit $1DC9($4B) [$1DD2, bit 3]
CB/0ACF: D4    Set event bit $1E80($2E3) [$1EDC, bit 3]
CB/0AD1: 40    Assign properties $03 to character $03 (Actor in stot 3)
CB/0AD4: 3D    Create object $03
CB/0AD6: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/0AD9: 45    Refresh objects
CB/0ADA: 77    Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP
CB/0ADC: D4    Set event bit $1E80($2F3) [$1EDE, bit 3]
CB/0ADE: 88    Remove the following status ailments from character $03 (Actor in stot 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CB/0AE2: 89    Inflict the following status ailments on character $03 (Actor in stot 3): Dog Block
CB/0AE6: 8B    For character $03 (Actor in stot 3), take HP and set to maximum
CB/0AE9: 8C    For character $03 (Actor in stot 3), take MP and set to maximum
CB/0AEC: 97    Fade screen to black
CB/0AED: 5C    Pause execution until fade in or fade out is complete
CB/0AEE: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/0AF0: D5        Set vehicle/entity's position to (4, 12)
CB/0AF3: CE        Turn vehicle/entity down
CB/0AF4: FF        End queue
CB/0AF5: B2    Call subroutine $CACB95
CB/0AF9: 3B    Position character in a "ready-to-go" stance
CB/0AFA: D9    Clear event bit $1E80($426) [$1F04, bit 6]
CB/0AFC: D9    Clear event bit $1E80($427) [$1F04, bit 7]
CB/0AFE: 42    Hide object $10
CB/0B00: 42    Hide object $11
CB/0B02: 47    Make character in slot 0 the lead character
CB/0B03: D2    Set event bit $1E80($162) [$1EAC, bit 2]
CB/0B05: 96    Restore screen from fade
CB/0B06: FE    Return

CB/0B07: 3E    Delete object $03
CB/0B09: 45    Refresh objects
CB/0B0A: B2    Call subroutine $CACB95
CB/0B0E: 47    Make character in slot 0 the lead character
CB/0B0F: FE    Return

CB/0B10: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CB0B2A
CB/0B16: F4    Play sound effect 151
CB/0B18: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CB/0B1A: C3        Set vehicle/entity's event speed to fast
CB/0B1B: 1F        Do vehicle/entity graphical action $1F 
CB/0B1C: E0        Pause for 4 * 1 (4) frames
CB/0B1E: 85        Move vehicle/entity right 2 tiles
CB/0B1F: 80        Move vehicle/entity up 1 tile
CB/0B20: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0B21: FF        End queue
CB/0B22: 4B    Display dialogue message $01C7, wait for button press
               Whoa
               The dog just can't stand strangers.
CB/0B25: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0B27: CF        Turn vehicle/entity left
CB/0B28: FF        End queue
CB/0B29: FE    Return

CB/0B2A: F4    Play sound effect 151
CB/0B2C: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/0B2E: C3        Set vehicle/entity's event speed to fast
CB/0B2F: 1F        Do vehicle/entity graphical action $1F 
CB/0B30: E0        Pause for 4 * 1 (4) frames
CB/0B32: 82        Move vehicle/entity down 1 tile
CB/0B33: 89        Move vehicle/entity right 3 tiles
CB/0B34: 80        Move vehicle/entity up 1 tile
CB/0B35: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0B36: FF        End queue
CB/0B37: 4B    Display dialogue message $01C7, wait for button press
               Whoa
               The dog just can't stand strangers.
CB/0B3A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0B3C: CF        Turn vehicle/entity left
CB/0B3D: FF        End queue
CB/0B3E: FE    Return

CB/0B3F: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/0B45: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB0B51
CB/0B4B: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB0B6B
CB/0B51: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CB/0B53: 12    Begin action queue for character $12 (NPC $12), 22 bytes long 
CB/0B55: C3        Set vehicle/entity's event speed to fast
CB/0B56: FB        Pseudo-randomly choose to branch 3 bytes forwards ($CB0B59) with 50 % chance
CB/0B58: C4        Set vehicle/entity's event speed to faster
CB/0B59: FB        Pseudo-randomly choose to branch 3 bytes forwards ($CB0B5C) with 50 % chance
CB/0B5B: C5        Set vehicle/entity's event speed to fastest
CB/0B5C: FB        Pseudo-randomly choose to branch 3 bytes forwards ($CB0B5F) with 50 % chance
CB/0B5E: C3        Set vehicle/entity's event speed to fast
CB/0B5F: 93        Move vehicle/entity left 5 tiles
CB/0B60: A3        Move vehicle/entity left/up 1x1 tiles
CB/0B61: A3        Move vehicle/entity left/up 1x1 tiles
CB/0B62: C7        Set vehicle/entity to stay still when moving
CB/0B63: CE        Turn vehicle/entity down
CB/0B64: 83        Move vehicle/entity left 1 tile
CB/0B65: C6        Set vehicle/entity to walk when moving
CB/0B66: E0        Pause for 4 * 32 (128) frames
CB/0B68: 92        Move vehicle/entity down 5 tiles
CB/0B69: D1        Make vehicle/entity disappear
CB/0B6A: FF        End queue
CB/0B6B: DE    Load CaseWord with the characters in the currently active party?
CB/0B6C: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB0B7B
CB/0B72: C0    If ($1E80($039) [$1E87, bit 1] is set), branch to $CB0B7B
CB/0B78: F0    Play song 7 (Shadow), (high bit clear), full volume
CB/0B7A: FE    Return

CB/0B7B: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CB/0B7D: FE    Return

CB/0B7E: C0    If ($1E80($169) [$1EAD, bit 1] is set), branch to $CB0BA1
CB/0B84: D2    Set event bit $1E80($169) [$1EAD, bit 1]
CB/0B86: E2    Set bit in CaseWord for the lead character in the current party
CB/0B87: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB0B90
CB/0B8D: 4B    Display dialogue message $01BF, wait for button press
               Who're you?
CB/0B90: 4B    Display dialogue message $01C0, wait for button press
               MERCHANT: Howdy. I own the dry goods business out here!
CB/0B93: 4B    Display dialogue message $01C1, wait for button press
               MERCHANT: You'renot from these parts, huh?
CB/0B96: 4B    Display dialogue message $01C2, wait for button press
               MERCHANT: We'll, no matter!
               ^ See the goods
               ^ Not interested
CB/0B99: B6    Indexed branch based on prior dialogue selection [$CB0BAC, $CB0BB4]
CB/0BA0: FE    Return

CB/0BA1: 4B    Display dialogue message $01BD, wait for button press
               MERCHANT: Welcome!
               Need anything?
               ^ What have you?
               ^ No thanks.
CB/0BA4: B6    Indexed branch based on prior dialogue selection [$CB0BAC, $CB0BB4]
CB/0BAB: FE    Return

CB/0BAC: 9B    Invoke shop $27
CB/0BAE: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/0BB0: 4B    Display dialogue message $01BE, wait for button press
               MERCHANT: See you around.
CB/0BB3: FE    Return

CB/0BB4: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/0BB6: FE    Return

CB/0BB7: B0        If ($1E80($037) [$1E86, bit 7] is set), branch to $CA5EB4
CB/0BBD: D2        Load map $0075 (Imperial Camp (before Doma is poisoned)), position (36, 02), mode $80
CB/0BC3: FF    
CB/0BC4: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CB0BCF
CB/0BCA: 3D    Create object $03
CB/0BCC: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/0BCF: 3D    Create object $05
CB/0BD1: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/0BD4: 3F    Remove character $02 (Actor in stot 2) from the party
CB/0BD7: 3E    Delete object $02
CB/0BD9: 45    Refresh objects
CB/0BDA: 47    Make character in slot 0 the lead character
CB/0BDB: 5C    Pause execution until fade in or fade out is complete
CB/0BDC: 91    Pause for 15 units
CB/0BDD: 6B    Load map $0075 (Imperial Camp (before Doma is poisoned)) instantly, (upper bits $2000), place party at (36, 2), facing down
CB/0BE3: 59    Unfade screen at speed $08
CB/0BE5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0BE7: 82        Move vehicle/entity down 1 tile
CB/0BE8: FF        End queue
CB/0BE9: 3A    Enable player to move while event commands execute
CB/0BEA: FE    Return

CB/0BEB: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/0BF1: B2    Call subroutine $CB0EF8
CB/0BF5: 10    Begin action queue for character $10 (NPC $10), 55 bytes long 
CB/0BF7: CF        Turn vehicle/entity left
CB/0BF8: E0        Pause for 4 * 8 (32) frames
CB/0BFA: CE        Turn vehicle/entity down
CB/0BFB: E0        Pause for 4 * 16 (64) frames
CB/0BFD: CD        Turn vehicle/entity right
CB/0BFE: E0        Pause for 4 * 8 (32) frames
CB/0C00: FA        Pseudo-randomly choose to branch 9 bytes backwards ($CB0BF7) with 50 % chance
CB/0C02: 81        Move vehicle/entity right 1 tile
CB/0C03: E0        Pause for 4 * 2 (8) frames
CB/0C05: 81        Move vehicle/entity right 1 tile
CB/0C06: E0        Pause for 4 * 2 (8) frames
CB/0C08: 81        Move vehicle/entity right 1 tile
CB/0C09: CE        Turn vehicle/entity down
CB/0C0A: E0        Pause for 4 * 8 (32) frames
CB/0C0C: CD        Turn vehicle/entity right
CB/0C0D: E0        Pause for 4 * 5 (20) frames
CB/0C0F: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CB0C0D) with 50 % chance
CB/0C11: CC        Turn vehicle/entity up
CB/0C12: E0        Pause for 4 * 2 (8) frames
CB/0C14: 83        Move vehicle/entity left 1 tile
CB/0C15: E0        Pause for 4 * 2 (8) frames
CB/0C17: 83        Move vehicle/entity left 1 tile
CB/0C18: E0        Pause for 4 * 2 (8) frames
CB/0C1A: 83        Move vehicle/entity left 1 tile
CB/0C1B: E0        Pause for 4 * 2 (8) frames
CB/0C1D: 88        Move vehicle/entity up 3 tiles
CB/0C1E: E0        Pause for 4 * 4 (16) frames
CB/0C20: FA        Pseudo-randomly choose to branch 2 bytes backwards ($CB0C1E) with 50 % chance
CB/0C22: 82        Move vehicle/entity down 1 tile
CB/0C23: E0        Pause for 4 * 2 (8) frames
CB/0C25: 82        Move vehicle/entity down 1 tile
CB/0C26: E0        Pause for 4 * 2 (8) frames
CB/0C28: 82        Move vehicle/entity down 1 tile
CB/0C29: E0        Pause for 4 * 2 (8) frames
CB/0C2B: FC        Branch 52 bytes backwards ($CB0BF7)
CB/0C2D: FF        End queue
CB/0C2E: FE    Return

CB/0C2F: C0    If ($1E80($2E2) [$1EDC, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/0C35: C0    If ($1E80($151) [$1EAA, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/0C3B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/0C3D: C3        Set vehicle/entity's event speed to fast
CB/0C3E: 80        Move vehicle/entity up 1 tile
CB/0C3F: 85        Move vehicle/entity right 2 tiles
CB/0C40: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0C41: FF        End queue
CB/0C42: B2    Call subroutine $CB0C75
CB/0C46: FE    Return

CB/0C47: C0    If ($1E80($2E2) [$1EDC, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/0C4D: C0    If ($1E80($151) [$1EAA, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/0C53: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/0C55: C3        Set vehicle/entity's event speed to fast
CB/0C56: 81        Move vehicle/entity right 1 tile
CB/0C57: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0C58: FF        End queue
CB/0C59: B2    Call subroutine $CB0C75
CB/0C5D: FE    Return

CB/0C5E: C0    If ($1E80($2E2) [$1EDC, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/0C64: C0    If ($1E80($151) [$1EAA, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/0C6A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/0C6C: C3        Set vehicle/entity's event speed to fast
CB/0C6D: 8D        Move vehicle/entity right 4 tiles
CB/0C6E: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0C6F: FF        End queue
CB/0C70: B2    Call subroutine $CB0C75
CB/0C74: FE    Return

CB/0C75: C0    If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CB0C7E
CB/0C7B: 4B    Display dialogue message $01E6, wait for button press (At bottom of screen)
               This's an Imperial base.
               Too many soldiers
CB/0C7E: C0    If ($1E80($00B) [$1E81, bit 3] is set), branch to $CB0C87
CB/0C84: 4B    Display dialogue message $01E2, wait for button press (At bottom of screen)
               SABIN: What the?
               Where'd these soldiers come from?
CB/0C87: 11    Begin action queue for character $11 (NPC $11), 14 bytes long 
CB/0C89: 83        Move vehicle/entity left 1 tile
CB/0C8A: E0        Pause for 4 * 2 (8) frames
CB/0C8C: 83        Move vehicle/entity left 1 tile
CB/0C8D: E0        Pause for 4 * 2 (8) frames
CB/0C8F: 83        Move vehicle/entity left 1 tile
CB/0C90: E0        Pause for 4 * 2 (8) frames
CB/0C92: 83        Move vehicle/entity left 1 tile
CB/0C93: E0        Pause for 4 * 2 (8) frames
CB/0C95: 83        Move vehicle/entity left 1 tile
CB/0C96: FF        End queue
CB/0C97: 12    Begin action queue for character $12 (NPC $12), 16 bytes long (Wait until complete)
CB/0C99: E0        Pause for 4 * 2 (8) frames
CB/0C9B: 80        Move vehicle/entity up 1 tile
CB/0C9C: E0        Pause for 4 * 2 (8) frames
CB/0C9E: 80        Move vehicle/entity up 1 tile
CB/0C9F: E0        Pause for 4 * 2 (8) frames
CB/0CA1: 80        Move vehicle/entity up 1 tile
CB/0CA2: E0        Pause for 4 * 2 (8) frames
CB/0CA4: 80        Move vehicle/entity up 1 tile
CB/0CA5: E0        Pause for 4 * 2 (8) frames
CB/0CA7: 80        Move vehicle/entity up 1 tile
CB/0CA8: FF        End queue
CB/0CA9: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/0CAB: CE        Turn vehicle/entity down
CB/0CAC: FF        End queue
CB/0CAD: 4B    Display dialogue message $01E7, wait for button press
               SOLDIER A: Hey, have you heard?
               SOLDIER B: Oh, you mean
               SOLDIER A: Shhh! Quiet down.
               If Kefka catches us, we're toast.
CB/0CB0: 12    Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete)
CB/0CB2: CF        Turn vehicle/entity left
CB/0CB3: E0        Pause for 4 * 12 (48) frames
CB/0CB5: CC        Turn vehicle/entity up
CB/0CB6: E0        Pause for 4 * 4 (16) frames
CB/0CB8: CD        Turn vehicle/entity right
CB/0CB9: E0        Pause for 4 * 12 (48) frames
CB/0CBB: CC        Turn vehicle/entity up
CB/0CBC: FF        End queue
CB/0CBD: 4B    Display dialogue message $01E8, wait for button press
               SOLDIER A: If he drives General Leo out of our battalion,
               he'll probably become the next general!
               SOLDIER B: Don't make me laugh!
               If someone like him becomes a general, I'll go home!
CB/0CC0: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/0CC2: CF        Turn vehicle/entity left
CB/0CC3: FF        End queue
CB/0CC4: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CB/0CC6: CF        Turn vehicle/entity left
CB/0CC7: E0        Pause for 4 * 3 (12) frames
CB/0CC9: CC        Turn vehicle/entity up
CB/0CCA: E0        Pause for 4 * 1 (4) frames
CB/0CCC: CD        Turn vehicle/entity right
CB/0CCD: E0        Pause for 4 * 3 (12) frames
CB/0CCF: CC        Turn vehicle/entity up
CB/0CD0: FF        End queue
CB/0CD1: 4B    Display dialogue message $01E9, wait for button press
               SOLDIER A: Shhhhh!
               What if he hears you?
               You'll be jailed!
               SOLDIER B: Alright, alright!
CB/0CD4: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/0CD6: CE        Turn vehicle/entity down
CB/0CD7: FF        End queue
CB/0CD8: D8    Set event bit $1E80($404) [$1F00, bit 4]
CB/0CDA: 3D    Create object $14
CB/0CDC: 41    Show object $14
CB/0CDE: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/0CE0: C2        Set vehicle/entity's event speed to normal
CB/0CE1: 8A        Move vehicle/entity down 3 tiles
CB/0CE2: FF        End queue
CB/0CE3: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/0CE5: 8B        Move vehicle/entity left 3 tiles
CB/0CE6: 84        Move vehicle/entity up 2 tiles
CB/0CE7: FF        End queue
CB/0CE8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/0CEA: CD        Turn vehicle/entity right
CB/0CEB: FF        End queue
CB/0CEC: 4B    Display dialogue message $01EA, wait for button press
               SOLDIER B: Uh, oh
               Here he comes
               Back to the waiting zone!
CB/0CEF: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/0CF1: C2        Set vehicle/entity's event speed to normal
CB/0CF2: 80        Move vehicle/entity up 1 tile
CB/0CF3: FF        End queue
CB/0CF4: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/0CF6: C2        Set vehicle/entity's event speed to normal
CB/0CF7: 83        Move vehicle/entity left 1 tile
CB/0CF8: CE        Turn vehicle/entity down
CB/0CF9: FF        End queue
CB/0CFA: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/0CFC: 80        Move vehicle/entity up 1 tile
CB/0CFD: E0        Pause for 4 * 1 (4) frames
CB/0CFF: 8B        Move vehicle/entity left 3 tiles
CB/0D00: FF        End queue
CB/0D01: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/0D03: CD        Turn vehicle/entity right
CB/0D04: FF        End queue
CB/0D05: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/0D07: CD        Turn vehicle/entity right
CB/0D08: FF        End queue
CB/0D09: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CB/0D0B: 83        Move vehicle/entity left 1 tile
CB/0D0C: E0        Pause for 4 * 2 (8) frames
CB/0D0E: CC        Turn vehicle/entity up
CB/0D0F: E0        Pause for 4 * 2 (8) frames
CB/0D11: CF        Turn vehicle/entity left
CB/0D12: FF        End queue
CB/0D13: 4B    Display dialogue message $01EB, wait for button press
               KEFKA: Hey, you!
               You keeping a sharp lookout?
               SOLDIER A: Yes, Sir.
               You're Kefka, correct?
               How are you, Sir?
               KEFKA: Please!
               Save your petty small talk!
               Just do your job!
CB/0D16: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/0D18: 83        Move vehicle/entity left 1 tile
CB/0D19: 9E        Move vehicle/entity down 8 tiles
CB/0D1A: FF        End queue
CB/0D1B: D9    Clear event bit $1E80($404) [$1F00, bit 4]
CB/0D1D: 3E    Delete object $14
CB/0D1F: 42    Hide object $14
CB/0D21: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/0D23: 86        Move vehicle/entity down 2 tiles
CB/0D24: FF        End queue
CB/0D25: 4B    Display dialogue message $01EC, wait for button press
               SOLDIER B: Phew!
               Someone's gotta put that guy away!
               SOLDIER B: I'd like to tell him to his face he's no General Leo!
CB/0D28: 12    Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete)
CB/0D2A: CE        Turn vehicle/entity down
CB/0D2B: E0        Pause for 4 * 1 (4) frames
CB/0D2D: CD        Turn vehicle/entity right
CB/0D2E: E0        Pause for 4 * 1 (4) frames
CB/0D30: CE        Turn vehicle/entity down
CB/0D31: E0        Pause for 4 * 1 (4) frames
CB/0D33: CD        Turn vehicle/entity right
CB/0D34: FF        End queue
CB/0D35: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/0D37: CF        Turn vehicle/entity left
CB/0D38: FF        End queue
CB/0D39: 4B    Display dialogue message $01E1, wait for button press
               SOLDIER A: Shhhh!
               Do I always have to tell you to keep it down?!
               You're hopeless!
               SOLDIER A: I hate that weirdo, Kefka. I don't even think he's human, not like General Leo
               SOLDIER B: Agreed.
CB/0D3C: D2    Set event bit $1E80($151) [$1EAA, bit 1]
CB/0D3E: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/0D40: E0        Pause for 4 * 24 (96) frames
CB/0D42: 81        Move vehicle/entity right 1 tile
CB/0D43: 90        Move vehicle/entity up 5 tiles
CB/0D44: FF        End queue
CB/0D45: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/0D47: CE        Turn vehicle/entity down
CB/0D48: FF        End queue
CB/0D49: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/0D4B: CE        Turn vehicle/entity down
CB/0D4C: FF        End queue
CB/0D4D: 4B    Display dialogue message $01E3, wait for button press
               COMMANDER: You two! We're about to storm Doma Castle
               You will join the assault team!
CB/0D50: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/0D52: 96        Move vehicle/entity down 6 tiles
CB/0D53: FF        End queue
CB/0D54: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/0D56: CD        Turn vehicle/entity right
CB/0D57: E0        Pause for 4 * 8 (32) frames
CB/0D59: FF        End queue
CB/0D5A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/0D5C: CF        Turn vehicle/entity left
CB/0D5D: E0        Pause for 4 * 9 (36) frames
CB/0D5F: FF        End queue
CB/0D60: D9    Clear event bit $1E80($40C) [$1F01, bit 4]
CB/0D62: 3E    Delete object $1C
CB/0D64: 42    Hide object $1C
CB/0D66: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/0D68: 9A        Move vehicle/entity down 7 tiles
CB/0D69: FF        End queue
CB/0D6A: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CB/0D6C: 81        Move vehicle/entity right 1 tile
CB/0D6D: 96        Move vehicle/entity down 6 tiles
CB/0D6E: FF        End queue
CB/0D6F: D9    Clear event bit $1E80($402) [$1F00, bit 2]
CB/0D71: 3E    Delete object $12
CB/0D73: D9    Clear event bit $1E80($401) [$1F00, bit 1]
CB/0D75: 3E    Delete object $11
CB/0D77: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0D79: CE        Turn vehicle/entity down
CB/0D7A: FF        End queue
CB/0D7B: 97    Fade screen to black
CB/0D7C: 5C    Pause execution until fade in or fade out is complete
CB/0D7D: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/0D7F: D8    Set event bit $1E80($4EE) [$1F1D, bit 6]
CB/0D81: 94    Pause for 60 units
CB/0D82: B2    Call subroutine $CB9AAE
CB/0D86: FE    Return

CB/0D87: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/0D89: 1F        Do vehicle/entity graphical action $1F 
CB/0D8A: E0        Pause for 4 * 2 (8) frames
CB/0D8C: FF        End queue
CB/0D8D: B2    Call subroutine $CB0E1C
CB/0D91: 4D    Invoke battle, enemy set $10, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/0D94: B2    Call subroutine $CA5EA9
CB/0D98: 47    Make character in slot 0 the lead character
CB/0D99: 96    Restore screen from fade
CB/0D9A: FE    Return

CB/0D9B: B2    Call subroutine $CB0D87
CB/0D9F: 42    Hide object $10
CB/0DA1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0DA3: CE        Turn vehicle/entity down
CB/0DA4: FF        End queue
CB/0DA5: FE    Return

CB/0DA6: B2    Call subroutine $CB0D87
CB/0DAA: 42    Hide object $11
CB/0DAC: 42    Hide object $12
CB/0DAE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0DB0: CE        Turn vehicle/entity down
CB/0DB1: FF        End queue
CB/0DB2: FE    Return

CB/0DB3: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/0DB9: F4    Play sound effect 151
CB/0DBB: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/0DBD: FE    Return

CB/0DBE: 4B    Display dialogue message $01FE, wait for button press
               Urrgh! The top won't open.
               Right
               ^ (Kick it)
               ^ (Hit it)
               ^ (Leave it)
CB/0DC1: B6    Indexed branch based on prior dialogue selection [$CB0DCC, $CB0E2D, $CB0ED6]
CB/0DCB: FE    Return

CB/0DCC: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/0DCE: C7        Set vehicle/entity to stay still when moving
CB/0DCF: C1        Set vehicle/entity's event speed to slow
CB/0DD0: 86        Move vehicle/entity down 2 tiles
CB/0DD1: E0        Pause for 4 * 12 (48) frames
CB/0DD3: C3        Set vehicle/entity's event speed to fast
CB/0DD4: DD        Make vehicle/entity jump (high)
CB/0DD5: 84        Move vehicle/entity up 2 tiles
CB/0DD6: C6        Set vehicle/entity to walk when moving
CB/0DD7: FF        End queue
CB/0DD8: F4    Play sound effect 91
CB/0DDA: F4    Play sound effect 152
CB/0DDC: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/0DDE: CF        Turn vehicle/entity left
CB/0DDF: E0        Pause for 4 * 1 (4) frames
CB/0DE1: CE        Turn vehicle/entity down
CB/0DE2: 0B        Do vehicle/entity graphical action $0B 
CB/0DE3: FF        End queue
CB/0DE4: 4B    Display dialogue message $01FF, wait for button press
               Yeeeouch!
CB/0DE7: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CB/0DE9: C3        Set vehicle/entity's event speed to fast
CB/0DEA: 87        Move vehicle/entity left 2 tiles
CB/0DEB: 84        Move vehicle/entity up 2 tiles
CB/0DEC: FF        End queue
CB/0DED: F4    Play sound effect 151
CB/0DEF: 4B    Display dialogue message $0200, wait for button press
               No! A sentry!
CB/0DF2: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CB/0DF4: A0        Move vehicle/entity right/up 1x1 tiles
CB/0DF5: 80        Move vehicle/entity up 1 tile
CB/0DF6: FF        End queue
CB/0DF7: B2    Call subroutine $CB0E1C
CB/0DFB: 4D    Invoke battle, enemy set $2A, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/0DFE: B2    Call subroutine $CA5EA9
CB/0E02: 47    Make character in slot 0 the lead character
CB/0E03: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/0E05: D5        Set vehicle/entity's position to (46, 11)
CB/0E08: CF        Turn vehicle/entity left
CB/0E09: FF        End queue
CB/0E0A: 96    Restore screen from fade
CB/0E0B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0E0D: CE        Turn vehicle/entity down
CB/0E0E: FF        End queue
CB/0E0F: D9    Clear event bit $1E80($40A) [$1F01, bit 2]
CB/0E11: 3E    Delete object $1A
CB/0E13: 42    Hide object $1A
CB/0E15: D9    Clear event bit $1E80($4EE) [$1F1D, bit 6]
CB/0E17: 3E    Delete object $1D
CB/0E19: 42    Hide object $1D
CB/0E1B: FE    Return

CB/0E1C: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/0E1E: D7        Center screen on vehicle/entity
CB/0E1F: FF        End queue
CB/0E20: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/0E22: D7        Center screen on vehicle/entity
CB/0E23: FF        End queue
CB/0E24: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/0E26: D7        Center screen on vehicle/entity
CB/0E27: FF        End queue
CB/0E28: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0E2A: D7        Center screen on vehicle/entity
CB/0E2B: FF        End queue
CB/0E2C: FE    Return

CB/0E2D: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/0E2F: 1B        Do vehicle/entity graphical action $1B 
CB/0E30: E0        Pause for 4 * 6 (24) frames
CB/0E32: CC        Turn vehicle/entity up
CB/0E33: E0        Pause for 4 * 1 (4) frames
CB/0E35: 21        Do vehicle/entity graphical action $21 
CB/0E36: FF        End queue
CB/0E37: F4    Play sound effect 152
CB/0E39: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/0E3B: C2        Set vehicle/entity's event speed to normal
CB/0E3C: 0B        Do vehicle/entity graphical action $0B 
CB/0E3D: C7        Set vehicle/entity to stay still when moving
CB/0E3E: DC        Make vehicle/entity jump (low)
CB/0E3F: 82        Move vehicle/entity down 1 tile
CB/0E40: E0        Pause for 4 * 2 (8) frames
CB/0E42: DC        Make vehicle/entity jump (low)
CB/0E43: 82        Move vehicle/entity down 1 tile
CB/0E44: FF        End queue
CB/0E45: 4B    Display dialogue message $01FF, wait for button press
               Yeeeouch!
CB/0E48: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/0E4A: 4B    Display dialogue message $0201, wait for button press
               SOLDIER: Who goes there?
CB/0E4D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/0E4F: 1F        Do vehicle/entity graphical action $1F 
CB/0E50: DC        Make vehicle/entity jump (low)
CB/0E51: 80        Move vehicle/entity up 1 tile
CB/0E52: C6        Set vehicle/entity to walk when moving
CB/0E53: FF        End queue
CB/0E54: 4B    Display dialogue message $0200, wait for button press
               No! A sentry!
CB/0E57: B2    Call subroutine $CB2E34
CB/0E5B: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/0E5D: 23        Do vehicle/entity graphical action $23 
CB/0E5E: CF        Turn vehicle/entity left
CB/0E5F: 23        Do vehicle/entity graphical action $23 
CB/0E60: CE        Turn vehicle/entity down
CB/0E61: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/0E62: CD        Turn vehicle/entity right
CB/0E63: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/0E64: CE        Turn vehicle/entity down
CB/0E65: C3        Set vehicle/entity's event speed to fast
CB/0E66: 80        Move vehicle/entity up 1 tile
CB/0E67: FF        End queue
CB/0E68: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/0E6A: E0        Pause for 4 * 4 (16) frames
CB/0E6C: DC        Make vehicle/entity jump (low)
CB/0E6D: 80        Move vehicle/entity up 1 tile
CB/0E6E: FF        End queue
CB/0E6F: B2    Call subroutine $CB0E1C
CB/0E73: 42    Hide object $31
CB/0E75: D8    Set event bit $1E80($40B) [$1F01, bit 3]
CB/0E77: 3D    Create object $1B
CB/0E79: 41    Show object $1B
CB/0E7B: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/0E7D: D5        Set vehicle/entity's position to (49, 13)
CB/0E80: FF        End queue
CB/0E81: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CB/0E83: C3        Set vehicle/entity's event speed to fast
CB/0E84: 93        Move vehicle/entity left 5 tiles
CB/0E85: E0        Pause for 4 * 2 (8) frames
CB/0E87: FF        End queue
CB/0E88: F4    Play sound effect 106
CB/0E8A: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete)
CB/0E8C: C2        Set vehicle/entity's event speed to normal
CB/0E8D: C8        Set object layering priority to 2 (low nibble 2)
CB/0E8F: DD        Make vehicle/entity jump (high)
CB/0E90: 84        Move vehicle/entity up 2 tiles
CB/0E91: C8        Set object layering priority to 0 (low nibble 0)
CB/0E93: 84        Move vehicle/entity up 2 tiles
CB/0E94: FF        End queue
CB/0E95: 4B    Display dialogue message $0202, wait for button press
               SOLDIER: ???
               I knew I heard something
               Meoooow
               SOLDIER: Just a lousy cat
CB/0E98: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long (Wait until complete)
CB/0E9A: CF        Turn vehicle/entity left
CB/0E9B: E0        Pause for 4 * 1 (4) frames
CB/0E9D: CE        Turn vehicle/entity down
CB/0E9E: E0        Pause for 4 * 1 (4) frames
CB/0EA0: 86        Move vehicle/entity down 2 tiles
CB/0EA1: FF        End queue
CB/0EA2: F4    Play sound effect 106
CB/0EA4: 1B    Begin action queue for character $1B (NPC $1B), 11 bytes long (Wait until complete)
CB/0EA6: C8        Set object layering priority to 2 (low nibble 2)
CB/0EA8: DD        Make vehicle/entity jump (high)
CB/0EA9: 86        Move vehicle/entity down 2 tiles
CB/0EAA: C8        Set object layering priority to 0 (low nibble 0)
CB/0EAC: E0        Pause for 4 * 2 (8) frames
CB/0EAE: C3        Set vehicle/entity's event speed to fast
CB/0EAF: 91        Move vehicle/entity right 5 tiles
CB/0EB0: FF        End queue
CB/0EB1: D9    Clear event bit $1E80($40B) [$1F01, bit 3]
CB/0EB3: 3E    Delete object $1B
CB/0EB5: 45    Refresh objects
CB/0EB6: 42    Hide object $1B
CB/0EB8: 41    Show object $31
CB/0EBA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/0EBC: 20        Do vehicle/entity graphical action $20 
CB/0EBD: E0        Pause for 4 * 6 (24) frames
CB/0EBF: CE        Turn vehicle/entity down
CB/0EC0: FF        End queue
CB/0EC1: 4B    Display dialogue message $01FD, wait for button press (At bottom of screen)
               That was too close!
CB/0EC4: 47    Make character in slot 0 the lead character
CB/0EC5: B2    Call subroutine $CB2E2B
CB/0EC9: D9    Clear event bit $1E80($4EE) [$1F1D, bit 6]
CB/0ECB: 3E    Delete object $1D
CB/0ECD: 42    Hide object $1D
CB/0ECF: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/0ED1: C2        Set vehicle/entity's event speed to normal
CB/0ED2: DC        Make vehicle/entity jump (low)
CB/0ED3: 86        Move vehicle/entity down 2 tiles
CB/0ED4: FF        End queue
CB/0ED5: FE    Return

CB/0ED6: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/0ED8: CF        Turn vehicle/entity left
CB/0ED9: E0        Pause for 4 * 1 (4) frames
CB/0EDB: CE        Turn vehicle/entity down
CB/0EDC: FF        End queue
CB/0EDD: 3A    Enable player to move while event commands execute
CB/0EDE: FE    Return

CB/0EDF: B2    Call subroutine $CB0E1C
CB/0EE3: 4D    Invoke battle, enemy set $0C, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/0EE6: B2    Call subroutine $CA5EA9
CB/0EEA: 47    Make character in slot 0 the lead character
CB/0EEB: 96    Restore screen from fade
CB/0EEC: FE    Return

CB/0EED: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/0EF3: 63    Create spotlight effect with radius 11
CB/0EF5: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/0EF7: FE    Return

CB/0EF8: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/0EFE: 63    Create spotlight effect with radius 0
CB/0F00: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/0F02: FE    Return

CB/0F03: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/0F09: F4    Play sound effect 106
CB/0F0B: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/0F0D: C8        Set object layering priority to 2 (low nibble 2)
CB/0F0F: C2        Set vehicle/entity's event speed to normal
CB/0F10: DD        Make vehicle/entity jump (high)
CB/0F11: 84        Move vehicle/entity up 2 tiles
CB/0F12: E0        Pause for 4 * 2 (8) frames
CB/0F14: C8        Set object layering priority to 0 (low nibble 0)
CB/0F16: 84        Move vehicle/entity up 2 tiles
CB/0F17: FF        End queue
CB/0F18: FE    Return

CB/0F19: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/0F1B: C2        Set vehicle/entity's event speed to normal
CB/0F1C: 82        Move vehicle/entity down 1 tile
CB/0F1D: FF        End queue
CB/0F1E: F4    Play sound effect 106
CB/0F20: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/0F22: C8        Set object layering priority to 2 (low nibble 2)
CB/0F24: DD        Make vehicle/entity jump (high)
CB/0F25: 86        Move vehicle/entity down 2 tiles
CB/0F26: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0F27: E0        Pause for 4 * 4 (16) frames
CB/0F29: 81        Move vehicle/entity right 1 tile
CB/0F2A: C8        Set object layering priority to 0 (low nibble 0)
CB/0F2C: FF        End queue
CB/0F2D: FE    Return

CB/0F2E: C0    If ($1E80($02B) [$1E85, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/0F34: 38    Hold screen
CB/0F35: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/0F37: 1F        Do vehicle/entity graphical action $1F 
CB/0F38: E0        Pause for 4 * 6 (24) frames
CB/0F3A: C3        Set vehicle/entity's event speed to fast
CB/0F3B: 89        Move vehicle/entity right 3 tiles
CB/0F3C: CE        Turn vehicle/entity down
CB/0F3D: E0        Pause for 4 * 3 (12) frames
CB/0F3F: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0F40: FF        End queue
CB/0F41: 30    Begin action queue for character $30 (Camera), 10 bytes long (Wait until complete)
CB/0F43: E0        Pause for 4 * 6 (24) frames
CB/0F45: C2        Set vehicle/entity's event speed to normal
CB/0F46: A1        Move vehicle/entity right/down 1x1 tiles
CB/0F47: A1        Move vehicle/entity right/down 1x1 tiles
CB/0F48: A1        Move vehicle/entity right/down 1x1 tiles
CB/0F49: A1        Move vehicle/entity right/down 1x1 tiles
CB/0F4A: E0        Pause for 4 * 4 (16) frames
CB/0F4C: FF        End queue
CB/0F4D: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/0F4F: CD        Turn vehicle/entity right
CB/0F50: FF        End queue
CB/0F51: 4B    Display dialogue message $01ED, wait for button press
               SOLDIER: General Leo.
               The citizens of Doma seem to be playing a waiting game
               LEO: So, that's their strategy.
CB/0F54: 4B    Display dialogue message $01EE, wait for button press
               SOLDIER: General.
               We're ready to take the castle. Just give the order
               LEO: Patience!
               If we attack now, we'll have to sacrifice too many lives.
CB/0F57: 19    Begin action queue for character $19 (NPC $19), 3 bytes long (Wait until complete)
CB/0F59: C2        Set vehicle/entity's event speed to normal
CB/0F5A: 81        Move vehicle/entity right 1 tile
CB/0F5B: FF        End queue
CB/0F5C: 4B    Display dialogue message $01EF, wait for button press
               SOLDIER: But, General!
               I'm ready to lay my life down at any time for the Empire!
CB/0F5F: 13    Begin action queue for character $13 (NPC $13), 7 bytes long (Wait until complete)
CB/0F61: CE        Turn vehicle/entity down
CB/0F62: E0        Pause for 4 * 2 (8) frames
CB/0F64: 20        Do vehicle/entity graphical action $20 
CB/0F65: 18        Do vehicle/entity graphical action $18 
CB/0F66: 23        Do vehicle/entity graphical action $23 
CB/0F67: FF        End queue
CB/0F68: 4B    Display dialogue message $01F0, wait for button press
               LEO: You're from Maranda, right?
               SOLDIER: Yyes Sir. Why?
CB/0F6B: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/0F6D: 20        Do vehicle/entity graphical action $20 
CB/0F6E: FF        End queue
CB/0F6F: 4B    Display dialogue message $01F1, wait for button press
               LEO: And your family lives there? Fall in battle, and I'll have to deliver the bad news
               What shall I say to them?
               You have a life to go back to someday. Don't throw it all away for nothing. Emperor Gestahl wouldn't want that.
CB/0F72: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/0F74: CF        Turn vehicle/entity left
CB/0F75: FF        End queue
CB/0F76: 4B    Display dialogue message $01F2, wait for button press
               SOLDIER: Yes, Sir!
CB/0F79: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/0F7B: CC        Turn vehicle/entity up
CB/0F7C: E0        Pause for 4 * 2 (8) frames
CB/0F7E: 88        Move vehicle/entity up 3 tiles
CB/0F7F: FF        End queue
CB/0F80: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/0F82: CE        Turn vehicle/entity down
CB/0F83: FF        End queue
CB/0F84: D9    Clear event bit $1E80($409) [$1F01, bit 1]
CB/0F86: 3E    Delete object $19
CB/0F88: 42    Hide object $19
CB/0F8A: D8    Set event bit $1E80($408) [$1F01, bit 0]
CB/0F8C: 3D    Create object $18
CB/0F8E: 41    Show object $18
CB/0F90: B4    Pause for 8 units
CB/0F92: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/0F94: CE        Turn vehicle/entity down
CB/0F95: FF        End queue
CB/0F96: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long 
CB/0F98: E0        Pause for 4 * 4 (16) frames
CB/0F9A: 23        Do vehicle/entity graphical action $23 
CB/0F9B: E0        Pause for 4 * 8 (32) frames
CB/0F9D: 1F        Do vehicle/entity graphical action $1F 
CB/0F9E: E0        Pause for 4 * 1 (4) frames
CB/0FA0: CE        Turn vehicle/entity down
CB/0FA1: E0        Pause for 4 * 1 (4) frames
CB/0FA3: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/0FA4: FF        End queue
CB/0FA5: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/0FA7: E0        Pause for 4 * 24 (96) frames
CB/0FA9: 23        Do vehicle/entity graphical action $23 
CB/0FAA: FF        End queue
CB/0FAB: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CB/0FAD: C3        Set vehicle/entity's event speed to fast
CB/0FAE: 91        Move vehicle/entity right 5 tiles
CB/0FAF: A1        Move vehicle/entity right/down 1x1 tiles
CB/0FB0: 9D        Move vehicle/entity right 8 tiles
CB/0FB1: C2        Set vehicle/entity's event speed to normal
CB/0FB2: A5        Move vehicle/entity right/up 2x1 tiles
CB/0FB3: FF        End queue
CB/0FB4: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/0FB6: CF        Turn vehicle/entity left
CB/0FB7: FF        End queue
CB/0FB8: 4B    Display dialogue message $01F3, wait for button press
               SOLDIER: General Leo!
CB/0FBB: 4B    Display dialogue message $01F5, wait for button press
               SOLDIER: A carrier pigeon from Emperor Gestahl.
CB/0FBE: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/0FC0: C2        Set vehicle/entity's event speed to normal
CB/0FC1: 81        Move vehicle/entity right 1 tile
CB/0FC2: FF        End queue
CB/0FC3: 13    Begin action queue for character $13 (NPC $13), 11 bytes long (Wait until complete)
CB/0FC5: 22        Do vehicle/entity graphical action $22 
CB/0FC6: E0        Pause for 4 * 1 (4) frames
CB/0FC8: CF        Turn vehicle/entity left
CB/0FC9: E0        Pause for 4 * 1 (4) frames
CB/0FCB: CC        Turn vehicle/entity up
CB/0FCC: E0        Pause for 4 * 4 (16) frames
CB/0FCE: 21        Do vehicle/entity graphical action $21 
CB/0FCF: FF        End queue
CB/0FD0: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CB/0FD2: C7        Set vehicle/entity to stay still when moving
CB/0FD3: 83        Move vehicle/entity left 1 tile
CB/0FD4: C6        Set vehicle/entity to walk when moving
CB/0FD5: E0        Pause for 4 * 40 (160) frames
CB/0FD7: FF        End queue
CB/0FD8: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/0FDA: CC        Turn vehicle/entity up
CB/0FDB: FF        End queue
CB/0FDC: 4B    Display dialogue message $01F6, wait for button press
               LEO: What?
CB/0FDF: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CB/0FE1: E0        Pause for 4 * 8 (32) frames
CB/0FE3: CF        Turn vehicle/entity left
CB/0FE4: FF        End queue
CB/0FE5: 4B    Display dialogue message $01F7, wait for button press
               LEO: The Emperor summons me.
               I must return immediately.
CB/0FE8: 4B    Display dialogue message $01F8, wait for button press
               SOLDIER: I understand, Sir.
CB/0FEB: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/0FED: 22        Do vehicle/entity graphical action $22 
CB/0FEE: E0        Pause for 4 * 1 (4) frames
CB/0FF0: CF        Turn vehicle/entity left
CB/0FF1: FF        End queue
CB/0FF2: 4B    Display dialogue message $01F9, wait for button press
               LEO: Right.
               I'll leave Doma in your hands.
               SOLDIER: Yes, Sir.
               LEO: Okay
               Just don't jump the gun.
               Please
CB/0FF5: 4B    Display dialogue message $01FA, wait for button press
               SOLDIER: Sir!
               Leave it to us, Sir!
CB/0FF8: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/0FFA: 22        Do vehicle/entity graphical action $22 
CB/0FFB: E0        Pause for 4 * 2 (8) frames
CB/0FFD: CF        Turn vehicle/entity left
CB/0FFE: FF        End queue
CB/0FFF: 4B    Display dialogue message $01FB, wait for button press
               LEO: Right.
CB/1002: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CB/1004: 83        Move vehicle/entity left 1 tile
CB/1005: E0        Pause for 4 * 2 (8) frames
CB/1007: 88        Move vehicle/entity up 3 tiles
CB/1008: D1        Make vehicle/entity disappear
CB/1009: FF        End queue
CB/100A: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CB/100C: C2        Set vehicle/entity's event speed to normal
CB/100D: A9        Move vehicle/entity left/down 2x1 tiles
CB/100E: 9F        Move vehicle/entity left 8 tiles
CB/100F: A3        Move vehicle/entity left/up 1x1 tiles
CB/1010: 87        Move vehicle/entity left 2 tiles
CB/1011: D1        Make vehicle/entity disappear
CB/1012: FF        End queue
CB/1013: D9    Clear event bit $1E80($403) [$1F00, bit 3]
CB/1015: D9    Clear event bit $1E80($408) [$1F01, bit 0]
CB/1017: 3E    Delete object $13
CB/1019: 3E    Delete object $18
CB/101B: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/101D: C2        Set vehicle/entity's event speed to normal
CB/101E: AB        Move vehicle/entity left/up 1x2 tiles
CB/101F: 84        Move vehicle/entity up 2 tiles
CB/1020: FF        End queue
CB/1021: 39    Free screen
CB/1022: D8    Set event bit $1E80($405) [$1F00, bit 5]
CB/1024: 3D    Create object $15
CB/1026: 41    Show object $15
CB/1028: D0    Set event bit $1E80($02B) [$1E85, bit 3]
CB/102A: 4B    Display dialogue message $01FC, wait for button press
               So that's General Leo
               He could be my friend, if he weren't my enemy
CB/102D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/102F: CE        Turn vehicle/entity down
CB/1030: FF        End queue
CB/1031: FE    Return

CB/1032: C0    If ($1E80($02C) [$1E85, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/1038: 38    Hold screen
CB/1039: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/103B: 1F        Do vehicle/entity graphical action $1F 
CB/103C: E0        Pause for 4 * 6 (24) frames
CB/103E: C3        Set vehicle/entity's event speed to fast
CB/103F: 80        Move vehicle/entity up 1 tile
CB/1040: 89        Move vehicle/entity right 3 tiles
CB/1041: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1042: FF        End queue
CB/1043: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CB/1045: C1        Set vehicle/entity's event speed to slow
CB/1046: 8D        Move vehicle/entity right 4 tiles
CB/1047: FF        End queue
CB/1048: 30    Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete)
CB/104A: C1        Set vehicle/entity's event speed to slow
CB/104B: A1        Move vehicle/entity right/down 1x1 tiles
CB/104C: A1        Move vehicle/entity right/down 1x1 tiles
CB/104D: A1        Move vehicle/entity right/down 1x1 tiles
CB/104E: A1        Move vehicle/entity right/down 1x1 tiles
CB/104F: 82        Move vehicle/entity down 1 tile
CB/1050: FF        End queue
CB/1051: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/1053: E0        Pause for 4 * 4 (16) frames
CB/1055: CD        Turn vehicle/entity right
CB/1056: FF        End queue
CB/1057: D8    Set event bit $1E80($403) [$1F00, bit 3]
CB/1059: 3D    Create object $13
CB/105B: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CB/105D: D5        Set vehicle/entity's position to (43, 25)
CB/1060: FF        End queue
CB/1061: 41    Show object $13
CB/1063: 4B    Display dialogue message $0203, wait for button press
               KEFKA: Now that Leo's gone, I'll turn this water into a flowing river of poison!
CB/1066: 13    Begin action queue for character $13 (NPC $13), 11 bytes long (Wait until complete)
CB/1068: C2        Set vehicle/entity's event speed to normal
CB/1069: 8E        Move vehicle/entity down 4 tiles
CB/106A: E0        Pause for 4 * 2 (8) frames
CB/106C: 83        Move vehicle/entity left 1 tile
CB/106D: A9        Move vehicle/entity left/down 2x1 tiles
CB/106E: E0        Pause for 4 * 2 (8) frames
CB/1070: 86        Move vehicle/entity down 2 tiles
CB/1071: CD        Turn vehicle/entity right
CB/1072: FF        End queue
CB/1073: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/1075: CF        Turn vehicle/entity left
CB/1076: FF        End queue
CB/1077: 4B    Display dialogue message $0204, wait for button press
               LEO: The Emperor has ordered  me to return home. I don't want any trouble here!
               KEFKA: You loser!
               I'll take care of this situation in no time!
CB/107A: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/107C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/107D: E0        Pause for 4 * 4 (16) frames
CB/107F: CE        Turn vehicle/entity down
CB/1080: FF        End queue
CB/1081: 4B    Display dialogue message $0205, wait for button press
               LEO: Don't be pompous!
               And DON'T forget that they are PEOPLE, just like you and me.
               KEFKA: We need not spare those lands that gave rise to the Returners!
CB/1084: 13    Begin action queue for character $13 (NPC $13), 9 bytes long (Wait until complete)
CB/1086: E0        Pause for 4 * 4 (16) frames
CB/1088: 88        Move vehicle/entity up 3 tiles
CB/1089: 87        Move vehicle/entity left 2 tiles
CB/108A: 8C        Move vehicle/entity up 4 tiles
CB/108B: 87        Move vehicle/entity left 2 tiles
CB/108C: 88        Move vehicle/entity up 3 tiles
CB/108D: D1        Make vehicle/entity disappear
CB/108E: FF        End queue
CB/108F: D9    Clear event bit $1E80($403) [$1F00, bit 3]
CB/1091: 3E    Delete object $13
CB/1093: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/1095: CC        Turn vehicle/entity up
CB/1096: FF        End queue
CB/1097: 4B    Display dialogue message $0206, wait for button press
               KEFKA: You just go and be a good little boy!
CB/109A: D8    Set event bit $1E80($406) [$1F00, bit 6]
CB/109C: 3D    Create object $16
CB/109E: 41    Show object $16
CB/10A0: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/10A2: 95        Move vehicle/entity right 6 tiles
CB/10A3: FF        End queue
CB/10A4: 16    Begin action queue for character $16 (NPC $16), 13 bytes long 
CB/10A6: E0        Pause for 4 * 2 (8) frames
CB/10A8: CC        Turn vehicle/entity up
CB/10A9: E0        Pause for 4 * 3 (12) frames
CB/10AB: CD        Turn vehicle/entity right
CB/10AC: E0        Pause for 4 * 1 (4) frames
CB/10AE: CE        Turn vehicle/entity down
CB/10AF: E0        Pause for 4 * 3 (12) frames
CB/10B1: CD        Turn vehicle/entity right
CB/10B2: FF        End queue
CB/10B3: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CB/10B5: C1        Set vehicle/entity's event speed to slow
CB/10B6: A3        Move vehicle/entity left/up 1x1 tiles
CB/10B7: A3        Move vehicle/entity left/up 1x1 tiles
CB/10B8: A3        Move vehicle/entity left/up 1x1 tiles
CB/10B9: FF        End queue
CB/10BA: 15    Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete)
CB/10BC: C2        Set vehicle/entity's event speed to normal
CB/10BD: 8F        Move vehicle/entity left 4 tiles
CB/10BE: 8C        Move vehicle/entity up 4 tiles
CB/10BF: 8F        Move vehicle/entity left 4 tiles
CB/10C0: E0        Pause for 4 * 4 (16) frames
CB/10C2: FF        End queue
CB/10C3: 4B    Display dialogue message $0207, wait for button press
               KEFKA: Is the poison ready?
               SOLDIER: But, General Leo said
               KEFKA: He's no longer here!
               I'm in charge now. Pour it!
               SOLDIER: Some of our people are prisoners inside the castle!
               If we poison the river
               KEFKA: Do it!
               Take 'em all out!
CB/10C6: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CB/10C8: C2        Set vehicle/entity's event speed to normal
CB/10C9: 80        Move vehicle/entity up 1 tile
CB/10CA: AB        Move vehicle/entity left/up 1x2 tiles
CB/10CB: FF        End queue
CB/10CC: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CB/10CE: E0        Pause for 4 * 4 (16) frames
CB/10D0: 8D        Move vehicle/entity right 4 tiles
CB/10D1: A1        Move vehicle/entity right/down 1x1 tiles
CB/10D2: 86        Move vehicle/entity down 2 tiles
CB/10D3: FF        End queue
CB/10D4: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/10D6: C1        Set vehicle/entity's event speed to slow
CB/10D7: 81        Move vehicle/entity right 1 tile
CB/10D8: 8C        Move vehicle/entity up 4 tiles
CB/10D9: 83        Move vehicle/entity left 1 tile
CB/10DA: FF        End queue
CB/10DB: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/10DD: 80        Move vehicle/entity up 1 tile
CB/10DE: FF        End queue
CB/10DF: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/10E1: C3        Set vehicle/entity's event speed to fast
CB/10E2: 8B        Move vehicle/entity left 3 tiles
CB/10E3: CE        Turn vehicle/entity down
CB/10E4: FF        End queue
CB/10E5: 39    Free screen
CB/10E6: 4B    Display dialogue message $0208, wait for button press
               That's inhuman!
CB/10E9: D9    Clear event bit $1E80($406) [$1F00, bit 6]
CB/10EB: 3E    Delete object $16
CB/10ED: 42    Hide object $16
CB/10EF: D0    Set event bit $1E80($02C) [$1E85, bit 4]
CB/10F1: B2    Call subroutine $CB1126
CB/10F5: FE    Return

CB/10F6: C0    If ($1E80($02C) [$1E85, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/10FC: 4B    Display dialogue message $020F, wait for button press
               NO!!
               Unless we act now, Kefka'll use the poison to
CB/10FF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/1101: 80        Move vehicle/entity up 1 tile
CB/1102: FF        End queue
CB/1103: FE    Return

CB/1104: C0    If ($1E80($02C) [$1E85, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/110A: 4B    Display dialogue message $020F, wait for button press
               NO!!
               Unless we act now, Kefka'll use the poison to
CB/110D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/110F: 82        Move vehicle/entity down 1 tile
CB/1110: FF        End queue
CB/1111: FE    Return

CB/1112: C0    If ($1E80($02C) [$1E85, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/1118: C0    If ($1E80($02F) [$1E85, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/111E: 4B    Display dialogue message $020F, wait for button press
               NO!!
               Unless we act now, Kefka'll use the poison to
CB/1121: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/1123: 81        Move vehicle/entity right 1 tile
CB/1124: FF        End queue
CB/1125: FE    Return

CB/1126: C0    If ($1E80($02D) [$1E85, bit 5] is set), branch to $CB1170
CB/112C: 4B    Display dialogue message $0209, wait for button press
               KEFKA: Unh? Silence!
               You're history, bub
CB/112F: 40    Assign properties $29 to character $0F (Actor in stot 15)
CB/1132: 3D    Create object $0F
CB/1134: 45    Refresh objects
CB/1135: 7F    Change character $0F's name to $29 (KEFKA )
CB/1138: 37    Assign graphics $15 to object $0F (Actor in stot 15)
CB/113B: 43    Assign palette $03 to character $0F (Actor in stot 15)
CB/113E: 88    Remove the following status ailments from character $0F (Actor in stot 15): M-Tek
CB/1142: B2    Call subroutine $CB0E1C
CB/1146: 4D    Invoke battle, enemy set $38, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/1149: B2    Call subroutine $CACB95
CB/114D: 3B    Position character in a "ready-to-go" stance
CB/114E: B2    Call subroutine $CA5EA9
CB/1152: 47    Make character in slot 0 the lead character
CB/1153: 96    Restore screen from fade
CB/1154: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/1156: C2        Set vehicle/entity's event speed to normal
CB/1157: A1        Move vehicle/entity right/down 1x1 tiles
CB/1158: 86        Move vehicle/entity down 2 tiles
CB/1159: FF        End queue
CB/115A: 4B    Display dialogue message $020D, wait for button press
               Wait!!!
CB/115D: 3A    Enable player to move while event commands execute
CB/115E: 15    Begin action queue for character $15 (NPC $15), 13 bytes long (Wait until complete)
CB/1160: C3        Set vehicle/entity's event speed to fast
CB/1161: 82        Move vehicle/entity down 1 tile
CB/1162: CF        Turn vehicle/entity left
CB/1163: E0        Pause for 4 * 1 (4) frames
CB/1165: CE        Turn vehicle/entity down
CB/1166: E0        Pause for 4 * 1 (4) frames
CB/1168: CD        Turn vehicle/entity right
CB/1169: E0        Pause for 4 * 1 (4) frames
CB/116B: CE        Turn vehicle/entity down
CB/116C: FF        End queue
CB/116D: D0    Set event bit $1E80($02D) [$1E85, bit 5]
CB/116F: FE    Return

CB/1170: C0    If ($1E80($02E) [$1E85, bit 6] is set), branch to $CB1193
CB/1176: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/1178: C3        Set vehicle/entity's event speed to fast
CB/1179: A2        Move vehicle/entity left/down 1x1 tiles
CB/117A: 8B        Move vehicle/entity left 3 tiles
CB/117B: FF        End queue
CB/117C: 4B    Display dialogue message $020D, wait for button press
               Wait!!!
CB/117F: 3A    Enable player to move while event commands execute
CB/1180: 15    Begin action queue for character $15 (NPC $15), 14 bytes long (Wait until complete)
CB/1182: 93        Move vehicle/entity left 5 tiles
CB/1183: A3        Move vehicle/entity left/up 1x1 tiles
CB/1184: 8F        Move vehicle/entity left 4 tiles
CB/1185: CC        Turn vehicle/entity up
CB/1186: E0        Pause for 4 * 1 (4) frames
CB/1188: CF        Turn vehicle/entity left
CB/1189: E0        Pause for 4 * 1 (4) frames
CB/118B: CE        Turn vehicle/entity down
CB/118C: E0        Pause for 4 * 1 (4) frames
CB/118E: CF        Turn vehicle/entity left
CB/118F: FF        End queue
CB/1190: D0    Set event bit $1E80($02E) [$1E85, bit 6]
CB/1192: FE    Return

CB/1193: C0    If ($1E80($02F) [$1E85, bit 7] is set), branch to $CB11E9
CB/1199: 4B    Display dialogue message $020B, wait for button press
               KEFKA: Ha, ha, ha!
               What a toad!
CB/119C: 88    Remove the following status ailments from character $0F (Actor in stot 15): Death (Wound)
CB/11A0: 8B    For character $0F (Actor in stot 15), take HP and set to maximum
CB/11A3: 8C    For character $0F (Actor in stot 15), take MP and set to maximum
CB/11A6: B2    Call subroutine $CB0E1C
CB/11AA: 4D    Invoke battle, enemy set $38, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/11AD: 3E    Delete object $0F
CB/11AF: B2    Call subroutine $CA5EA9
CB/11B3: B2    Call subroutine $CACB95
CB/11B7: 3B    Position character in a "ready-to-go" stance
CB/11B8: 47    Make character in slot 0 the lead character
CB/11B9: 96    Restore screen from fade
CB/11BA: 4B    Display dialogue message $020C, wait for button press
               KEFKA: Huh!?
               How long do you expect me to put up with you? Next time, you're a goner.
CB/11BD: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/11BF: C3        Set vehicle/entity's event speed to fast
CB/11C0: A2        Move vehicle/entity left/down 1x1 tiles
CB/11C1: A2        Move vehicle/entity left/down 1x1 tiles
CB/11C2: FF        End queue
CB/11C3: D0    Set event bit $1E80($02F) [$1E85, bit 7]
CB/11C5: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CB/11C7: C3        Set vehicle/entity's event speed to fast
CB/11C8: 8F        Move vehicle/entity left 4 tiles
CB/11C9: FF        End queue
CB/11CA: FE    Return

CB/11CB: C0    If ($1E80($155) [$1EAA, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/11D1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/11D3: CE        Turn vehicle/entity down
CB/11D4: FF        End queue
CB/11D5: B2    Call subroutine $CB11E9
CB/11D9: FE    Return

CB/11DA: C0    If ($1E80($155) [$1EAA, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/11E0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/11E2: CC        Turn vehicle/entity up
CB/11E3: FF        End queue
CB/11E4: B2    Call subroutine $CB11E9
CB/11E8: FE    Return

CB/11E9: C0    If ($1E80($02F) [$1E85, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/11EF: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CB11FC
CB/11F5: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/11F7: 82        Move vehicle/entity down 1 tile
CB/11F8: 87        Move vehicle/entity left 2 tiles
CB/11F9: 80        Move vehicle/entity up 1 tile
CB/11FA: CD        Turn vehicle/entity right
CB/11FB: FF        End queue
CB/11FC: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB1209
CB/1202: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/1204: 80        Move vehicle/entity up 1 tile
CB/1205: 87        Move vehicle/entity left 2 tiles
CB/1206: 82        Move vehicle/entity down 1 tile
CB/1207: CD        Turn vehicle/entity right
CB/1208: FF        End queue
CB/1209: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/120B: CF        Turn vehicle/entity left
CB/120C: FF        End queue
CB/120D: 4B    Display dialogue message $020E, wait for button press
               KEFKA: Oh, gripe!
               Hey! If you know what's good for you
CB/1210: 15    Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete)
CB/1212: C3        Set vehicle/entity's event speed to fast
CB/1213: 97        Move vehicle/entity left 6 tiles
CB/1214: D5        Set vehicle/entity's position to (7, 40)
CB/1217: CF        Turn vehicle/entity left
CB/1218: FF        End queue
CB/1219: B2    Call subroutine $CB0E1C
CB/121D: 4D    Invoke battle, enemy set $2C, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/1220: B2    Call subroutine $CA5EA9
CB/1224: F0    Play song 0 (Silence), (high bit clear), full volume
CB/1226: 47    Make character in slot 0 the lead character
CB/1227: 42    Hide object $17
CB/1229: D2    Set event bit $1E80($155) [$1EAA, bit 5]
CB/122B: 92    Pause for 30 units
CB/122C: 38    Hold screen
CB/122D: 30    Begin action queue for character $30 (Camera), 10 bytes long (Wait until complete)
CB/122F: C3        Set vehicle/entity's event speed to fast
CB/1230: A2        Move vehicle/entity left/down 1x1 tiles
CB/1231: A2        Move vehicle/entity left/down 1x1 tiles
CB/1232: A2        Move vehicle/entity left/down 1x1 tiles
CB/1233: A2        Move vehicle/entity left/down 1x1 tiles
CB/1234: A2        Move vehicle/entity left/down 1x1 tiles
CB/1235: A2        Move vehicle/entity left/down 1x1 tiles
CB/1236: A2        Move vehicle/entity left/down 1x1 tiles
CB/1237: A2        Move vehicle/entity left/down 1x1 tiles
CB/1238: FF        End queue
CB/1239: F0    Play song 22 (Kefka), (high bit clear), full volume
CB/123B: 92    Pause for 30 units
CB/123C: 59    Unfade screen at speed $08
CB/123E: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CB/1240: C1        Set vehicle/entity's event speed to slow
CB/1241: 83        Move vehicle/entity left 1 tile
CB/1242: FF        End queue
CB/1243: 4B    Display dialogue message $0210, wait for button press
               KEFKA: Hee, hee!
               Nothing can beat the music of hundreds of voices screaming in unison!
               Uwa, ha, ha!
CB/1246: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/1248: E0        Pause for 4 * 6 (24) frames
CB/124A: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/124B: FF        End queue
CB/124C: 95    Pause for 120 units
CB/124D: B0    Execute the following commands until $B1 8 times
CB/124F: 51        Modify background color range from [31, 31]: Add (Black) at intensity 3
CB/1253: 51        Modify background color range from [37, 39]: Add (Black) at intensity 3
CB/1257: 51        Modify background color range from [3A, 3A]: Add (Black) at intensity 3
CB/125B: B4        Pause for 11 units
CB/125D: B1        End block of repeating commands
CB/125E: 95    Pause for 120 units
CB/125F: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/1261: CD        Turn vehicle/entity right
CB/1262: C1        Set vehicle/entity's event speed to slow
CB/1263: 8D        Move vehicle/entity right 4 tiles
CB/1264: FF        End queue
CB/1265: 95    Pause for 120 units
CB/1266: 97    Fade screen to black
CB/1267: 5C    Pause execution until fade in or fade out is complete
CB/1268: 30    Begin action queue for character $30 (Camera), 10 bytes long (Wait until complete)
CB/126A: C3        Set vehicle/entity's event speed to fast
CB/126B: A0        Move vehicle/entity right/up 1x1 tiles
CB/126C: A0        Move vehicle/entity right/up 1x1 tiles
CB/126D: A0        Move vehicle/entity right/up 1x1 tiles
CB/126E: A0        Move vehicle/entity right/up 1x1 tiles
CB/126F: A0        Move vehicle/entity right/up 1x1 tiles
CB/1270: A0        Move vehicle/entity right/up 1x1 tiles
CB/1271: A0        Move vehicle/entity right/up 1x1 tiles
CB/1272: A0        Move vehicle/entity right/up 1x1 tiles
CB/1273: FF        End queue
CB/1274: 39    Free screen
CB/1275: B5    Pause for 15 * 6 (90) units
CB/1277: 54    End effects of commands for modifed color components and screen flashes
CB/1278: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CB/127A: D3    Clear event bit $1E80($1CA) [$1EB9, bit 2]
CB/127C: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/127E: B2    Call subroutine $CBA0EC
CB/1282: FE    Return

CB/1283: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/1289: F2    Fade out current song with transition time 10
CB/128B: B5    Pause for 15 * 6 (90) units
CB/128D: 02    Begin action queue for character $02 (Actor in stot 2), 15 bytes long (Wait until complete)
CB/128F: C2        Set vehicle/entity's event speed to normal
CB/1290: 84        Move vehicle/entity up 2 tiles
CB/1291: 1F        Do vehicle/entity graphical action $1F 
CB/1292: E0        Pause for 4 * 1 (4) frames
CB/1294: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/1295: E0        Pause for 4 * 5 (20) frames
CB/1297: C3        Set vehicle/entity's event speed to fast
CB/1298: 84        Move vehicle/entity up 2 tiles
CB/1299: 89        Move vehicle/entity right 3 tiles
CB/129A: 88        Move vehicle/entity up 3 tiles
CB/129B: CD        Turn vehicle/entity right
CB/129C: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/129D: FF        End queue
CB/129E: 4B    Display dialogue message $0222, wait for button press (At bottom of screen)
               CYAN: Elayne!
               Elayne! Wake up!
CB/12A1: 95    Pause for 120 units
CB/12A2: 38    Hold screen
CB/12A3: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/12A5: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/12A6: FF        End queue
CB/12A7: 4B    Display dialogue message $0223, wait for button press (At bottom of screen)
               CYAN: This
               Thiscan't be happening!
CB/12AA: B5    Pause for 15 * 10 (150) units
CB/12AC: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/12AE: CD        Turn vehicle/entity right
CB/12AF: FF        End queue
CB/12B0: 4B    Display dialogue message $0224, wait for button press
               CYAN: ! Owain
               NOT YOU TOO!
               Sonyou can't BOTH leave me!
CB/12B3: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/12B5: C2        Set vehicle/entity's event speed to normal
CB/12B6: 86        Move vehicle/entity down 2 tiles
CB/12B7: 85        Move vehicle/entity right 2 tiles
CB/12B8: FF        End queue
CB/12B9: 93    Pause for 45 units
CB/12BA: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long 
CB/12BC: C7        Set vehicle/entity to stay still when moving
CB/12BD: E0        Pause for 4 * 3 (12) frames
CB/12BF: C2        Set vehicle/entity's event speed to normal
CB/12C0: 83        Move vehicle/entity left 1 tile
CB/12C1: FF        End queue
CB/12C2: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CB/12C4: C7        Set vehicle/entity to stay still when moving
CB/12C5: E0        Pause for 4 * 3 (12) frames
CB/12C7: C2        Set vehicle/entity's event speed to normal
CB/12C8: 83        Move vehicle/entity left 1 tile
CB/12C9: 2D        Do vehicle/entity graphical action $2D 
CB/12CA: C6        Set vehicle/entity to walk when moving
CB/12CB: FF        End queue
CB/12CC: B5    Pause for 15 * 5 (75) units
CB/12CE: 48    Display dialogue message $022A, continue executing commands
               CYAN: D Dear me
CB/12D1: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CB/12D3: C1        Set vehicle/entity's event speed to slow
CB/12D4: 83        Move vehicle/entity left 1 tile
CB/12D5: E0        Pause for 4 * 5 (20) frames
CB/12D7: 83        Move vehicle/entity left 1 tile
CB/12D8: E0        Pause for 4 * 3 (12) frames
CB/12DA: FF        End queue
CB/12DB: 49    If dialogue window is up, wait for keypress then dismiss
CB/12DC: 02    Begin action queue for character $02 (Actor in stot 2), 23 bytes long 
CB/12DE: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/12DF: E0        Pause for 4 * 8 (32) frames
CB/12E1: 83        Move vehicle/entity left 1 tile
CB/12E2: E0        Pause for 4 * 11 (44) frames
CB/12E4: 23        Do vehicle/entity graphical action $23 
CB/12E5: E0        Pause for 4 * 1 (4) frames
CB/12E7: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/12E8: E0        Pause for 4 * 1 (4) frames
CB/12EA: 23        Do vehicle/entity graphical action $23 
CB/12EB: E0        Pause for 4 * 1 (4) frames
CB/12ED: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/12EE: E0        Pause for 4 * 1 (4) frames
CB/12F0: CE        Turn vehicle/entity down
CB/12F1: E0        Pause for 4 * 10 (40) frames
CB/12F3: 18        Do vehicle/entity graphical action $18 
CB/12F4: FF        End queue
CB/12F5: 4B    Display dialogue message $0231, wait for button press
               CYAN: Iimpossible!
               Idiotic!!!
CB/12F8: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/12FA: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/12FC: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/12FD: C6        Set vehicle/entity to walk when moving
CB/12FE: FF        End queue
CB/12FF: F0    Play song 50 (The Unforgiven), (high bit clear), full volume
CB/1301: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/1303: 95    Pause for 120 units
CB/1304: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/1306: 20        Do vehicle/entity graphical action $20 
CB/1307: FF        End queue
CB/1308: 4B    Display dialogue message $0232, wait for button press
               We can't forgive this! 
               The Empire must pay!
CB/130B: 5A    Fade screen at speed $02
CB/130D: 02    Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CB/130F: C3        Set vehicle/entity's event speed to fast
CB/1310: CE        Turn vehicle/entity down
CB/1311: E0        Pause for 4 * 4 (16) frames
CB/1313: A2        Move vehicle/entity left/down 1x1 tiles
CB/1314: 92        Move vehicle/entity down 5 tiles
CB/1315: FF        End queue
CB/1316: 5C    Pause execution until fade in or fade out is complete
CB/1317: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/1319: C3        Set vehicle/entity's event speed to fast
CB/131A: 94        Move vehicle/entity up 6 tiles
CB/131B: 89        Move vehicle/entity right 3 tiles
CB/131C: 84        Move vehicle/entity up 2 tiles
CB/131D: FF        End queue
CB/131E: 39    Free screen
CB/131F: DA    Set event bit $1E80($512) [$1F22, bit 2]
CB/1321: DB    Clear event bit $1E80($511) [$1F22, bit 1]
CB/1323: DB    Clear event bit $1E80($50B) [$1F21, bit 3]
CB/1325: DA    Set event bit $1E80($501) [$1F20, bit 1]
CB/1327: D0    Set event bit $1E80($032) [$1E86, bit 2]
CB/1329: 42    Hide object $31
CB/132B: C0    If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CB1337
CB/1331: 3D    Create object $03
CB/1333: 45    Refresh objects
CB/1334: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/1337: 3F    Remove character $02 (Actor in stot 2) from the party
CB/133A: 3E    Delete object $02
CB/133C: 3D    Create object $05
CB/133E: 45    Refresh objects
CB/133F: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/1342: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/1347: 45    Refresh objects
CB/1348: D8    Set event bit $1E80($42C) [$1F05, bit 4]
CB/134A: D8    Set event bit $1E80($42D) [$1F05, bit 5]
CB/134C: 6B    Load map $0077 (Imperial Camp (after Doma is poisoned)) instantly, (upper bits $1000), place party at (8, 25), facing right
CB/1352: 59    Unfade screen at speed $08
CB/1354: 38    Hold screen
CB/1355: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/1357: D5        Set vehicle/entity's position to (8, 33)
CB/135A: FF        End queue
CB/135B: 41    Show object $05
CB/135D: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/135F: 89        Move vehicle/entity right 3 tiles
CB/1360: FF        End queue
CB/1361: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CB/1363: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/1364: E0        Pause for 4 * 1 (4) frames
CB/1366: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/1367: E0        Pause for 4 * 1 (4) frames
CB/1369: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/136A: FF        End queue
CB/136B: 4B    Display dialogue message $0234, wait for button press (At bottom of screen)
               WARRIOR: I am CYAN,
               retainer to King Doma!
CB/136E: 35    Pause execution until action queue for object $12 (NPC $12) is complete
CB/1370: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/1372: A7        Move vehicle/entity right/down 1x2 tiles
CB/1373: 92        Move vehicle/entity down 5 tiles
CB/1374: CF        Turn vehicle/entity left
CB/1375: FF        End queue
CB/1376: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CB/1378: A9        Move vehicle/entity left/down 2x1 tiles
CB/1379: A9        Move vehicle/entity left/down 2x1 tiles
CB/137A: A9        Move vehicle/entity left/down 2x1 tiles
CB/137B: 86        Move vehicle/entity down 2 tiles
CB/137C: CF        Turn vehicle/entity left
CB/137D: FF        End queue
CB/137E: 4B    Display dialogue message $0237, wait for button press (At bottom of screen)
               SOLDIER: The enemy!
               Get ready, everyone!
CB/1381: B2    Call subroutine $CB13FF
CB/1385: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CB/1387: C4        Set vehicle/entity's event speed to faster
CB/1388: 0A        Do vehicle/entity graphical action $0A 
CB/1389: C7        Set vehicle/entity to stay still when moving
CB/138A: 83        Move vehicle/entity left 1 tile
CB/138B: DC        Make vehicle/entity jump (low)
CB/138C: 81        Move vehicle/entity right 1 tile
CB/138D: C6        Set vehicle/entity to walk when moving
CB/138E: FF        End queue
CB/138F: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/1391: C2        Set vehicle/entity's event speed to normal
CB/1392: 8C        Move vehicle/entity up 4 tiles
CB/1393: FF        End queue
CB/1394: 4B    Display dialogue message $0244, wait for button press
               SABIN: ! 
CB/1397: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CB/1399: C4        Set vehicle/entity's event speed to faster
CB/139A: 0A        Do vehicle/entity graphical action $0A 
CB/139B: C7        Set vehicle/entity to stay still when moving
CB/139C: 83        Move vehicle/entity left 1 tile
CB/139D: DC        Make vehicle/entity jump (low)
CB/139E: 81        Move vehicle/entity right 1 tile
CB/139F: C6        Set vehicle/entity to walk when moving
CB/13A0: FF        End queue
CB/13A1: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/13A3: C2        Set vehicle/entity's event speed to normal
CB/13A4: 8E        Move vehicle/entity down 4 tiles
CB/13A5: FF        End queue
CB/13A6: 39    Free screen
CB/13A7: D0    Set event bit $1E80($033) [$1E86, bit 3]
CB/13A9: 3A    Enable player to move while event commands execute
CB/13AA: B2    Call subroutine $CB13FF
CB/13AE: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CB/13B0: C4        Set vehicle/entity's event speed to faster
CB/13B1: 0A        Do vehicle/entity graphical action $0A 
CB/13B2: C7        Set vehicle/entity to stay still when moving
CB/13B3: 83        Move vehicle/entity left 1 tile
CB/13B4: DC        Make vehicle/entity jump (low)
CB/13B5: 81        Move vehicle/entity right 1 tile
CB/13B6: C6        Set vehicle/entity to walk when moving
CB/13B7: FF        End queue
CB/13B8: FE    Return

CB/13B9: C0    If ($1E80($036) [$1E86, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/13BF: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/13C5: C0    If ($1E80($035) [$1E86, bit 5] is set), branch to $CB1441
CB/13CB: C0    If ($1E80($034) [$1E86, bit 4] is set), branch to $CB140F
CB/13D1: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB13EB
CB/13D7: 3A    Enable player to move while event commands execute
CB/13D8: B2    Call subroutine $CB13FF
CB/13DC: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CB/13DE: C4        Set vehicle/entity's event speed to faster
CB/13DF: 0A        Do vehicle/entity graphical action $0A 
CB/13E0: C7        Set vehicle/entity to stay still when moving
CB/13E1: 83        Move vehicle/entity left 1 tile
CB/13E2: DC        Make vehicle/entity jump (low)
CB/13E3: 81        Move vehicle/entity right 1 tile
CB/13E4: C6        Set vehicle/entity to walk when moving
CB/13E5: FF        End queue
CB/13E6: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/13E8: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/13EA: FE    Return

CB/13EB: 3A    Enable player to move while event commands execute
CB/13EC: B2    Call subroutine $CB13FF
CB/13F0: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CB/13F2: C4        Set vehicle/entity's event speed to faster
CB/13F3: 0A        Do vehicle/entity graphical action $0A 
CB/13F4: C7        Set vehicle/entity to stay still when moving
CB/13F5: 83        Move vehicle/entity left 1 tile
CB/13F6: DC        Make vehicle/entity jump (low)
CB/13F7: 81        Move vehicle/entity right 1 tile
CB/13F8: C6        Set vehicle/entity to walk when moving
CB/13F9: FF        End queue
CB/13FA: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/13FC: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/13FE: FE    Return

CB/13FF: 3A    Enable player to move while event commands execute
CB/1400: F4    Play sound effect 71
CB/1402: 12    Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete)
CB/1404: C4        Set vehicle/entity's event speed to faster
CB/1405: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/1406: C7        Set vehicle/entity to stay still when moving
CB/1407: 81        Move vehicle/entity right 1 tile
CB/1408: DC        Make vehicle/entity jump (low)
CB/1409: 83        Move vehicle/entity left 1 tile
CB/140A: C6        Set vehicle/entity to walk when moving
CB/140B: FF        End queue
CB/140C: F4    Play sound effect 71
CB/140E: FE    Return

CB/140F: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/1415: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB142E
CB/141B: B2    Call subroutine $CB13FF
CB/141F: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CB/1421: C4        Set vehicle/entity's event speed to faster
CB/1422: 0A        Do vehicle/entity graphical action $0A 
CB/1423: C7        Set vehicle/entity to stay still when moving
CB/1424: 83        Move vehicle/entity left 1 tile
CB/1425: DC        Make vehicle/entity jump (low)
CB/1426: 81        Move vehicle/entity right 1 tile
CB/1427: C6        Set vehicle/entity to walk when moving
CB/1428: FF        End queue
CB/1429: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/142B: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/142D: FE    Return

CB/142E: B2    Call subroutine $CB13FF
CB/1432: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CB/1434: C4        Set vehicle/entity's event speed to faster
CB/1435: 0A        Do vehicle/entity graphical action $0A 
CB/1436: C7        Set vehicle/entity to stay still when moving
CB/1437: 83        Move vehicle/entity left 1 tile
CB/1438: DC        Make vehicle/entity jump (low)
CB/1439: 81        Move vehicle/entity right 1 tile
CB/143A: C6        Set vehicle/entity to walk when moving
CB/143B: FF        End queue
CB/143C: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/143E: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/1440: FE    Return

CB/1441: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/1447: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB1460
CB/144D: B2    Call subroutine $CB13FF
CB/1451: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CB/1453: C4        Set vehicle/entity's event speed to faster
CB/1454: 0A        Do vehicle/entity graphical action $0A 
CB/1455: C7        Set vehicle/entity to stay still when moving
CB/1456: 83        Move vehicle/entity left 1 tile
CB/1457: DC        Make vehicle/entity jump (low)
CB/1458: 81        Move vehicle/entity right 1 tile
CB/1459: C6        Set vehicle/entity to walk when moving
CB/145A: FF        End queue
CB/145B: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/145D: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/145F: FE    Return

CB/1460: B2    Call subroutine $CB13FF
CB/1464: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CB/1466: C4        Set vehicle/entity's event speed to faster
CB/1467: 0A        Do vehicle/entity graphical action $0A 
CB/1468: C7        Set vehicle/entity to stay still when moving
CB/1469: 83        Move vehicle/entity left 1 tile
CB/146A: DC        Make vehicle/entity jump (low)
CB/146B: 81        Move vehicle/entity right 1 tile
CB/146C: C6        Set vehicle/entity to walk when moving
CB/146D: FF        End queue
CB/146E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/1470: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/1472: FE    Return

CB/1473: F4    Play sound effect 71
CB/1475: 12    Begin action queue for character $12 (NPC $12), 9 bytes long (Wait until complete)
CB/1477: C4        Set vehicle/entity's event speed to faster
CB/1478: 81        Move vehicle/entity right 1 tile
CB/1479: C7        Set vehicle/entity to stay still when moving
CB/147A: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/147B: DC        Make vehicle/entity jump (low)
CB/147C: 83        Move vehicle/entity left 1 tile
CB/147D: C6        Set vehicle/entity to walk when moving
CB/147E: CD        Turn vehicle/entity right
CB/147F: FF        End queue
CB/1480: F4    Play sound effect 71
CB/1482: FE    Return

CB/1483: C0    If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CB18B3
CB/1489: C0    If ($1E80($034) [$1E86, bit 4] is set), branch to $CB152C
CB/148F: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CB/1491: 4B    Display dialogue message $023A, wait for button press
               SABIN: May I give you a hand?!
CB/1494: B2    Call subroutine $CB1473
CB/1498: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CB/149A: C4        Set vehicle/entity's event speed to faster
CB/149B: 0A        Do vehicle/entity graphical action $0A 
CB/149C: C7        Set vehicle/entity to stay still when moving
CB/149D: 83        Move vehicle/entity left 1 tile
CB/149E: DC        Make vehicle/entity jump (low)
CB/149F: 81        Move vehicle/entity right 1 tile
CB/14A0: C6        Set vehicle/entity to walk when moving
CB/14A1: FF        End queue
CB/14A2: 4B    Display dialogue message $023B, wait for button press
               CYAN: Thank you
               whomever you are.
CB/14A5: B2    Call subroutine $CB0E1C
CB/14A9: 4D    Invoke battle, enemy set $0D, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/14AC: B2    Call subroutine $CA5EA9
CB/14B0: 47    Make character in slot 0 the lead character
CB/14B1: D9    Clear event bit $1E80($42C) [$1F05, bit 4]
CB/14B3: 3E    Delete object $13
CB/14B5: 45    Refresh objects
CB/14B6: 42    Hide object $13
CB/14B8: D9    Clear event bit $1E80($42D) [$1F05, bit 5]
CB/14BA: 3E    Delete object $14
CB/14BC: 45    Refresh objects
CB/14BD: 42    Hide object $14
CB/14BF: 96    Restore screen from fade
CB/14C0: D8    Set event bit $1E80($42E) [$1F05, bit 6]
CB/14C2: 3D    Create object $15
CB/14C4: 45    Refresh objects
CB/14C5: 41    Show object $15
CB/14C7: D8    Set event bit $1E80($42F) [$1F05, bit 7]
CB/14C9: 3D    Create object $16
CB/14CB: 45    Refresh objects
CB/14CC: 41    Show object $16
CB/14CE: 48    Display dialogue message $0235, continue executing commands
               CYAN: Ohhh!
               This is too much! 
CB/14D1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/14D3: CD        Turn vehicle/entity right
CB/14D4: FF        End queue
CB/14D5: 12    Begin action queue for character $12 (NPC $12), 18 bytes long (Wait until complete)
CB/14D7: 89        Move vehicle/entity right 3 tiles
CB/14D8: CE        Turn vehicle/entity down
CB/14D9: E0        Pause for 4 * 1 (4) frames
CB/14DB: CF        Turn vehicle/entity left
CB/14DC: E0        Pause for 4 * 1 (4) frames
CB/14DE: CD        Turn vehicle/entity right
CB/14DF: E0        Pause for 4 * 4 (16) frames
CB/14E1: 82        Move vehicle/entity down 1 tile
CB/14E2: 81        Move vehicle/entity right 1 tile
CB/14E3: 82        Move vehicle/entity down 1 tile
CB/14E4: 81        Move vehicle/entity right 1 tile
CB/14E5: 82        Move vehicle/entity down 1 tile
CB/14E6: 81        Move vehicle/entity right 1 tile
CB/14E7: CE        Turn vehicle/entity down
CB/14E8: FF        End queue
CB/14E9: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CB/14EB: 18        Do vehicle/entity graphical action $18 
CB/14EC: E0        Pause for 4 * 1 (4) frames
CB/14EE: 1F        Do vehicle/entity graphical action $1F 
CB/14EF: E0        Pause for 4 * 1 (4) frames
CB/14F1: CD        Turn vehicle/entity right
CB/14F2: FF        End queue
CB/14F3: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CB/14F5: 87        Move vehicle/entity left 2 tiles
CB/14F6: E0        Pause for 4 * 8 (32) frames
CB/14F8: CC        Turn vehicle/entity up
CB/14F9: AB        Move vehicle/entity left/up 1x2 tiles
CB/14FA: AB        Move vehicle/entity left/up 1x2 tiles
CB/14FB: 80        Move vehicle/entity up 1 tile
CB/14FC: CF        Turn vehicle/entity left
CB/14FD: FF        End queue
CB/14FE: 16    Begin action queue for character $16 (NPC $16), 12 bytes long (Wait until complete)
CB/1500: CC        Turn vehicle/entity up
CB/1501: CF        Turn vehicle/entity left
CB/1502: CE        Turn vehicle/entity down
CB/1503: CF        Turn vehicle/entity left
CB/1504: 87        Move vehicle/entity left 2 tiles
CB/1505: E0        Pause for 4 * 8 (32) frames
CB/1507: CC        Turn vehicle/entity up
CB/1508: A3        Move vehicle/entity left/up 1x1 tiles
CB/1509: AB        Move vehicle/entity left/up 1x2 tiles
CB/150A: 83        Move vehicle/entity left 1 tile
CB/150B: FF        End queue
CB/150C: B2    Call subroutine $CB1473
CB/1510: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CB/1512: C4        Set vehicle/entity's event speed to faster
CB/1513: 0A        Do vehicle/entity graphical action $0A 
CB/1514: C7        Set vehicle/entity to stay still when moving
CB/1515: 83        Move vehicle/entity left 1 tile
CB/1516: DC        Make vehicle/entity jump (low)
CB/1517: 81        Move vehicle/entity right 1 tile
CB/1518: C6        Set vehicle/entity to walk when moving
CB/1519: FF        End queue
CB/151A: D0    Set event bit $1E80($034) [$1E86, bit 4]
CB/151C: B2    Call subroutine $CB1473
CB/1520: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CB/1522: C4        Set vehicle/entity's event speed to faster
CB/1523: 0A        Do vehicle/entity graphical action $0A 
CB/1524: C7        Set vehicle/entity to stay still when moving
CB/1525: 83        Move vehicle/entity left 1 tile
CB/1526: DC        Make vehicle/entity jump (low)
CB/1527: 81        Move vehicle/entity right 1 tile
CB/1528: C6        Set vehicle/entity to walk when moving
CB/1529: FF        End queue
CB/152A: 3A    Enable player to move while event commands execute
CB/152B: FE    Return

CB/152C: C0    If ($1E80($035) [$1E86, bit 5] is set), branch to $CB15D9
CB/1532: 4B    Display dialogue message $023C, wait for button press
               SABIN: Let me have at it!
CB/1535: B2    Call subroutine $CB1473
CB/1539: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CB/153B: C4        Set vehicle/entity's event speed to faster
CB/153C: 0A        Do vehicle/entity graphical action $0A 
CB/153D: C7        Set vehicle/entity to stay still when moving
CB/153E: 83        Move vehicle/entity left 1 tile
CB/153F: DC        Make vehicle/entity jump (low)
CB/1540: 81        Move vehicle/entity right 1 tile
CB/1541: C6        Set vehicle/entity to walk when moving
CB/1542: FF        End queue
CB/1543: 4B    Display dialogue message $023D, wait for button press
               CYAN: What a mess!!
               Be careful, Sir!!
CB/1546: B2    Call subroutine $CB0E1C
CB/154A: 4D    Invoke battle, enemy set $0D, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/154D: B2    Call subroutine $CA5EA9
CB/1551: 47    Make character in slot 0 the lead character
CB/1552: D9    Clear event bit $1E80($42E) [$1F05, bit 6]
CB/1554: 3E    Delete object $15
CB/1556: 45    Refresh objects
CB/1557: 42    Hide object $15
CB/1559: D9    Clear event bit $1E80($42F) [$1F05, bit 7]
CB/155B: 3E    Delete object $16
CB/155D: 45    Refresh objects
CB/155E: 42    Hide object $16
CB/1560: 96    Restore screen from fade
CB/1561: D8    Set event bit $1E80($430) [$1F06, bit 0]
CB/1563: 3D    Create object $17
CB/1565: 45    Refresh objects
CB/1566: 41    Show object $17
CB/1568: D8    Set event bit $1E80($431) [$1F06, bit 1]
CB/156A: 3D    Create object $18
CB/156C: 45    Refresh objects
CB/156D: 41    Show object $18
CB/156F: 48    Display dialogue message $0236, continue executing commands (At bottom of screen)
               CYAN: Urgh!!!
               Who released this poison?
                
CB/1572: 12    Begin action queue for character $12 (NPC $12), 16 bytes long (Wait until complete)
CB/1574: A3        Move vehicle/entity left/up 1x1 tiles
CB/1575: A0        Move vehicle/entity right/up 1x1 tiles
CB/1576: 80        Move vehicle/entity up 1 tile
CB/1577: E0        Pause for 4 * 2 (8) frames
CB/1579: CF        Turn vehicle/entity left
CB/157A: E0        Pause for 4 * 1 (4) frames
CB/157C: CD        Turn vehicle/entity right
CB/157D: E0        Pause for 4 * 1 (4) frames
CB/157F: CF        Turn vehicle/entity left
CB/1580: E0        Pause for 4 * 4 (16) frames
CB/1582: CC        Turn vehicle/entity up
CB/1583: FF        End queue
CB/1584: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/1586: C3        Set vehicle/entity's event speed to fast
CB/1587: 8E        Move vehicle/entity down 4 tiles
CB/1588: FF        End queue
CB/1589: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CB/158B: C3        Set vehicle/entity's event speed to fast
CB/158C: E0        Pause for 4 * 4 (16) frames
CB/158E: 8E        Move vehicle/entity down 4 tiles
CB/158F: C2        Set vehicle/entity's event speed to normal
CB/1590: 82        Move vehicle/entity down 1 tile
CB/1591: FF        End queue
CB/1592: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CB/1594: C7        Set vehicle/entity to stay still when moving
CB/1595: 83        Move vehicle/entity left 1 tile
CB/1596: FF        End queue
CB/1597: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CB/1599: C7        Set vehicle/entity to stay still when moving
CB/159A: CF        Turn vehicle/entity left
CB/159B: 82        Move vehicle/entity down 1 tile
CB/159C: FF        End queue
CB/159D: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CB/159F: C7        Set vehicle/entity to stay still when moving
CB/15A0: CF        Turn vehicle/entity left
CB/15A1: A1        Move vehicle/entity right/down 1x1 tiles
CB/15A2: FF        End queue
CB/15A3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/15A5: CC        Turn vehicle/entity up
CB/15A6: FF        End queue
CB/15A7: D0    Set event bit $1E80($035) [$1E86, bit 5]
CB/15A9: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/15AB: CD        Turn vehicle/entity right
CB/15AC: A3        Move vehicle/entity left/up 1x1 tiles
CB/15AD: C6        Set vehicle/entity to walk when moving
CB/15AE: FF        End queue
CB/15AF: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CB/15B1: 82        Move vehicle/entity down 1 tile
CB/15B2: C6        Set vehicle/entity to walk when moving
CB/15B3: FF        End queue
CB/15B4: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CB/15B6: E0        Pause for 4 * 1 (4) frames
CB/15B8: 82        Move vehicle/entity down 1 tile
CB/15B9: C6        Set vehicle/entity to walk when moving
CB/15BA: FF        End queue
CB/15BB: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/15BD: A0        Move vehicle/entity right/up 1x1 tiles
CB/15BE: CD        Turn vehicle/entity right
CB/15BF: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/15C0: FF        End queue
CB/15C1: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CB/15C3: A9        Move vehicle/entity left/down 2x1 tiles
CB/15C4: FF        End queue
CB/15C5: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CB/15C7: E0        Pause for 4 * 1 (4) frames
CB/15C9: 83        Move vehicle/entity left 1 tile
CB/15CA: E0        Pause for 4 * 2 (8) frames
CB/15CC: 83        Move vehicle/entity left 1 tile
CB/15CD: FF        End queue
CB/15CE: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CB/15D0: C4        Set vehicle/entity's event speed to faster
CB/15D1: 0A        Do vehicle/entity graphical action $0A 
CB/15D2: C7        Set vehicle/entity to stay still when moving
CB/15D3: 83        Move vehicle/entity left 1 tile
CB/15D4: DC        Make vehicle/entity jump (low)
CB/15D5: 81        Move vehicle/entity right 1 tile
CB/15D6: C6        Set vehicle/entity to walk when moving
CB/15D7: FF        End queue
CB/15D8: FE    Return

CB/15D9: C0    If ($1E80($036) [$1E86, bit 6] is set), branch to $CB1646
CB/15DF: 4B    Display dialogue message $023E, wait for button press
               Lookwe're gonna have to do this together!
CB/15E2: B2    Call subroutine $CB1473
CB/15E6: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CB/15E8: C4        Set vehicle/entity's event speed to faster
CB/15E9: 0A        Do vehicle/entity graphical action $0A 
CB/15EA: C7        Set vehicle/entity to stay still when moving
CB/15EB: 83        Move vehicle/entity left 1 tile
CB/15EC: DC        Make vehicle/entity jump (low)
CB/15ED: 81        Move vehicle/entity right 1 tile
CB/15EE: C6        Set vehicle/entity to walk when moving
CB/15EF: FF        End queue
CB/15F0: 4B    Display dialogue message $023F, wait for button press
               CYAN: The thought had occurred to me as well!
CB/15F3: B2    Call subroutine $CB0E1C
CB/15F7: 4D    Invoke battle, enemy set $0E, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/15FA: B2    Call subroutine $CA5EA9
CB/15FE: 47    Make character in slot 0 the lead character
CB/15FF: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CB/1601: D9    Clear event bit $1E80($430) [$1F06, bit 0]
CB/1603: 3E    Delete object $17
CB/1605: 45    Refresh objects
CB/1606: 42    Hide object $15
CB/1608: D9    Clear event bit $1E80($431) [$1F06, bit 1]
CB/160A: 3E    Delete object $18
CB/160C: 45    Refresh objects
CB/160D: 42    Hide object $18
CB/160F: D9    Clear event bit $1E80($42B) [$1F05, bit 3]
CB/1611: 3E    Delete object $12
CB/1613: 45    Refresh objects
CB/1614: 42    Hide object $12
CB/1616: 96    Restore screen from fade
CB/1617: 3D    Create object $02
CB/1619: 3F    Assign character $02 (Actor in stot 2) to party 1
CB/161C: 45    Refresh objects
CB/161D: F1    Fade in song 28 (Troops March On) (high bit clear) with transition time 192
CB/1620: B2    Call subroutine $CAC6AC
CB/1624: B2    Call subroutine $CB2E34
CB/1628: DE    Load CaseWord with the characters in the currently active party?
CB/1629: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1635
CB/162F: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete)
CB/1631: C3        Set vehicle/entity's event speed to fast
CB/1632: 85        Move vehicle/entity right 2 tiles
CB/1633: CF        Turn vehicle/entity left
CB/1634: FF        End queue
CB/1635: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/1637: C2        Set vehicle/entity's event speed to normal
CB/1638: 81        Move vehicle/entity right 1 tile
CB/1639: CF        Turn vehicle/entity left
CB/163A: FF        End queue
CB/163B: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/163D: CD        Turn vehicle/entity right
CB/163E: FF        End queue
CB/163F: D0    Set event bit $1E80($036) [$1E86, bit 6]
CB/1641: B2    Call subroutine $CB1646
CB/1645: FE    Return

CB/1646: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/1648: 22        Do vehicle/entity graphical action $22 
CB/1649: E0        Pause for 4 * 6 (24) frames
CB/164B: CF        Turn vehicle/entity left
CB/164C: FF        End queue
CB/164D: 4B    Display dialogue message $0241, wait for button press
               CYAN: Thank you, kind sir!
CB/1650: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long 
CB/1652: CE        Turn vehicle/entity down
CB/1653: E0        Pause for 4 * 12 (48) frames
CB/1655: 23        Do vehicle/entity graphical action $23 
CB/1656: E0        Pause for 4 * 2 (8) frames
CB/1658: CE        Turn vehicle/entity down
CB/1659: E0        Pause for 4 * 1 (4) frames
CB/165B: CD        Turn vehicle/entity right
CB/165C: FF        End queue
CB/165D: 4B    Display dialogue message $0245, wait for button press
               SABIN: Allow me to thank you! I am SABIN, from Figaro.
               Now, let's scram!
CB/1660: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/1662: 22        Do vehicle/entity graphical action $22 
CB/1663: FF        End queue
CB/1664: 4B    Display dialogue message $0246, wait for button press
               CYAN: But what of my home, my familymy friends?
               SABIN: Look
               If we stick around any longer we'll have a regiment of troops down our throats.
CB/1667: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/1669: CE        Turn vehicle/entity down
CB/166A: FF        End queue
CB/166B: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/166D: E0        Pause for 4 * 1 (4) frames
CB/166F: CE        Turn vehicle/entity down
CB/1670: FF        End queue
CB/1671: 4B    Display dialogue message $0251, wait for button press
               SOLDIER: Got 'em!
               Over here!
CB/1674: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/1676: 1F        Do vehicle/entity graphical action $1F 
CB/1677: E0        Pause for 4 * 4 (16) frames
CB/1679: CD        Turn vehicle/entity right
CB/167A: FF        End queue
CB/167B: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/167D: 1F        Do vehicle/entity graphical action $1F 
CB/167E: E0        Pause for 4 * 6 (24) frames
CB/1680: CF        Turn vehicle/entity left
CB/1681: FF        End queue
CB/1682: 4B    Display dialogue message $0252, wait for button press
               SABIN: Hoo, boy
               SABIN: I have a great idea
               Come over here.
CB/1685: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB168F
CB/168B: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/168D: 87        Move vehicle/entity left 2 tiles
CB/168E: FF        End queue
CB/168F: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/1691: C2        Set vehicle/entity's event speed to normal
CB/1692: 83        Move vehicle/entity left 1 tile
CB/1693: FF        End queue
CB/1694: B2    Call subroutine $CACB95
CB/1698: 3B    Position character in a "ready-to-go" stance
CB/1699: D2    Set event bit $1E80($168) [$1EAD, bit 0]
CB/169B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/169D: C3        Set vehicle/entity's event speed to fast
CB/169E: A4        Move vehicle/entity right/up 1x2 tiles
CB/169F: 80        Move vehicle/entity up 1 tile
CB/16A0: FF        End queue
CB/16A1: FE    Return

CB/16A2: C0    If ($1E80($168) [$1EAD, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/16A8: C0    If ($1E80($167) [$1EAC, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/16AE: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/16B0: A0        Move vehicle/entity right/up 1x1 tiles
CB/16B1: 80        Move vehicle/entity up 1 tile
CB/16B2: 84        Move vehicle/entity up 2 tiles
CB/16B3: C2        Set vehicle/entity's event speed to normal
CB/16B4: AA        Move vehicle/entity left/up 2x1 tiles
CB/16B5: 83        Move vehicle/entity left 1 tile
CB/16B6: 84        Move vehicle/entity up 2 tiles
CB/16B7: 81        Move vehicle/entity right 1 tile
CB/16B8: CD        Turn vehicle/entity right
CB/16B9: FF        End queue
CB/16BA: B2    Call subroutine $CB16F8
CB/16BE: FE    Return

CB/16BF: C0    If ($1E80($168) [$1EAD, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/16C5: C0    If ($1E80($167) [$1EAC, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/16CB: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/16CD: A0        Move vehicle/entity right/up 1x1 tiles
CB/16CE: A0        Move vehicle/entity right/up 1x1 tiles
CB/16CF: 88        Move vehicle/entity up 3 tiles
CB/16D0: C2        Set vehicle/entity's event speed to normal
CB/16D1: AA        Move vehicle/entity left/up 2x1 tiles
CB/16D2: 83        Move vehicle/entity left 1 tile
CB/16D3: 84        Move vehicle/entity up 2 tiles
CB/16D4: 81        Move vehicle/entity right 1 tile
CB/16D5: CD        Turn vehicle/entity right
CB/16D6: FF        End queue
CB/16D7: B2    Call subroutine $CB16F8
CB/16DB: FE    Return

CB/16DC: C0    If ($1E80($168) [$1EAD, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/16E2: C0    If ($1E80($167) [$1EAC, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/16E8: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CB/16EA: A4        Move vehicle/entity right/up 1x2 tiles
CB/16EB: 8C        Move vehicle/entity up 4 tiles
CB/16EC: C2        Set vehicle/entity's event speed to normal
CB/16ED: AA        Move vehicle/entity left/up 2x1 tiles
CB/16EE: 83        Move vehicle/entity left 1 tile
CB/16EF: 84        Move vehicle/entity up 2 tiles
CB/16F0: 81        Move vehicle/entity right 1 tile
CB/16F1: CD        Turn vehicle/entity right
CB/16F2: FF        End queue
CB/16F3: B2    Call subroutine $CB16F8
CB/16F7: FE    Return

CB/16F8: B2    Call subroutine $CAC6AC
CB/16FC: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1713
CB/1702: 03    Begin action queue for character $03 (Actor in stot 3), 15 bytes long 
CB/1704: C2        Set vehicle/entity's event speed to normal
CB/1705: DD        Make vehicle/entity jump (high)
CB/1706: 86        Move vehicle/entity down 2 tiles
CB/1707: 82        Move vehicle/entity down 1 tile
CB/1708: 23        Do vehicle/entity graphical action $23 
CB/1709: E0        Pause for 4 * 4 (16) frames
CB/170B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/170C: E0        Pause for 4 * 8 (32) frames
CB/170E: CE        Turn vehicle/entity down
CB/170F: C5        Set vehicle/entity's event speed to fastest
CB/1710: 89        Move vehicle/entity right 3 tiles
CB/1711: 9E        Move vehicle/entity down 8 tiles
CB/1712: FF        End queue
CB/1713: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/1715: 84        Move vehicle/entity up 2 tiles
CB/1716: CD        Turn vehicle/entity right
CB/1717: FF        End queue
CB/1718: 4B    Display dialogue message $0253, wait for button press
               CYAN: Sir SABIN!
               What on earth are these?
CB/171B: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/171D: CE        Turn vehicle/entity down
CB/171E: FF        End queue
CB/171F: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CB/1721: CC        Turn vehicle/entity up
CB/1722: E0        Pause for 4 * 1 (4) frames
CB/1724: CD        Turn vehicle/entity right
CB/1725: E0        Pause for 4 * 1 (4) frames
CB/1727: CC        Turn vehicle/entity up
CB/1728: FF        End queue
CB/1729: 4B    Display dialogue message $0254, wait for button press
               SABIN: I'll explain later!
               Relax. Just climb in!
CB/172C: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/172E: C3        Set vehicle/entity's event speed to fast
CB/172F: 83        Move vehicle/entity left 1 tile
CB/1730: 84        Move vehicle/entity up 2 tiles
CB/1731: CD        Turn vehicle/entity right
CB/1732: FF        End queue
CB/1733: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1743
CB/1739: 44    Place character $03 (Actor in stot 3) on vehicle $40 (Magitek Armor) (Character is shown)
CB/173C: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long 
CB/173E: 9E        Move vehicle/entity down 8 tiles
CB/173F: 8A        Move vehicle/entity down 3 tiles
CB/1740: 83        Move vehicle/entity left 1 tile
CB/1741: CC        Turn vehicle/entity up
CB/1742: FF        End queue
CB/1743: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CB/1745: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/1747: C3        Set vehicle/entity's event speed to fast
CB/1748: 81        Move vehicle/entity right 1 tile
CB/1749: FF        End queue
CB/174A: 05    Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete)
CB/174C: 81        Move vehicle/entity right 1 tile
CB/174D: C3        Set vehicle/entity's event speed to fast
CB/174E: C7        Set vehicle/entity to stay still when moving
CB/174F: 83        Move vehicle/entity left 1 tile
CB/1750: E0        Pause for 4 * 6 (24) frames
CB/1752: C3        Set vehicle/entity's event speed to fast
CB/1753: C6        Set vehicle/entity to walk when moving
CB/1754: 81        Move vehicle/entity right 1 tile
CB/1755: FF        End queue
CB/1756: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/1758: 81        Move vehicle/entity right 1 tile
CB/1759: FF        End queue
CB/175A: F4    Play sound effect 40
CB/175C: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/175E: DD        Make vehicle/entity jump (high)
CB/175F: 85        Move vehicle/entity right 2 tiles
CB/1760: FF        End queue
CB/1761: D9    Clear event bit $1E80($429) [$1F05, bit 1]
CB/1763: 3E    Delete object $10
CB/1765: 42    Hide object $10
CB/1767: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CB/1769: 44    Place character $02 (Actor in stot 2) on vehicle $40 (Magitek Armor) (Character is shown)
CB/176C: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/176E: E0        Pause for 4 * 4 (16) frames
CB/1770: 87        Move vehicle/entity left 2 tiles
CB/1771: 86        Move vehicle/entity down 2 tiles
CB/1772: CD        Turn vehicle/entity right
CB/1773: FF        End queue
CB/1774: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/1776: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1777: FF        End queue
CB/1778: 4B    Display dialogue message $0255, wait for button press
               CYAN: Sir SABIN!
               How might these abominations be manipulated?
CB/177B: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete)
CB/177D: 18        Do vehicle/entity graphical action $18 
CB/177E: E0        Pause for 4 * 8 (32) frames
CB/1780: 1F        Do vehicle/entity graphical action $1F 
CB/1781: E0        Pause for 4 * 1 (4) frames
CB/1783: CD        Turn vehicle/entity right
CB/1784: FF        End queue
CB/1785: 05    Begin action queue for character $05 (Actor in stot 5), 14 bytes long 
CB/1787: 13        Do vehicle/entity graphical action $13 
CB/1788: E0        Pause for 4 * 16 (64) frames
CB/178A: 1D        Do vehicle/entity graphical action $1D 
CB/178B: E0        Pause for 4 * 4 (16) frames
CB/178D: 23        Do vehicle/entity graphical action $23 
CB/178E: E0        Pause for 4 * 1 (4) frames
CB/1790: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/1791: E0        Pause for 4 * 1 (4) frames
CB/1793: CD        Turn vehicle/entity right
CB/1794: FF        End queue
CB/1795: 4B    Display dialogue message $0256, wait for button press
               SABIN: I'm getting sick of this! Thou art such a pain in the! Confound it all! I'm starting to talk like you!
               SABIN: Now listen!
               Just use those levers located by your hands.
CB/1798: 78    Enable ability to pass through other objects for object $05 (SABIN )
CB/179A: F4    Play sound effect 40
CB/179C: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/179E: 85        Move vehicle/entity right 2 tiles
CB/179F: DD        Make vehicle/entity jump (high)
CB/17A0: 85        Move vehicle/entity right 2 tiles
CB/17A1: FF        End queue
CB/17A2: D9    Clear event bit $1E80($42A) [$1F05, bit 2]
CB/17A4: 3E    Delete object $11
CB/17A6: 42    Hide object $11
CB/17A8: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CB/17AA: 44    Place character $05 (Actor in stot 5) on vehicle $40 (Magitek Armor) (Character is shown)
CB/17AD: 48    Display dialogue message $0247, continue executing commands
               CYAN: Sir SABIN!!
               It is I who is in your debt!
CB/17B0: 38    Hold screen
CB/17B1: B0    Execute the following commands until $B1 8 times
CB/17B3: 02        Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/17B5: C4            Set vehicle/entity's event speed to faster
CB/17B6: 80            Move vehicle/entity up 1 tile
CB/17B7: 81            Move vehicle/entity right 1 tile
CB/17B8: 82            Move vehicle/entity down 1 tile
CB/17B9: 83            Move vehicle/entity left 1 tile
CB/17BA: FF            End queue
CB/17BB: F4        Play sound effect 120
CB/17BD: B1        End block of repeating commands
CB/17BE: 39    Free screen
CB/17BF: D8    Set event bit $1E80($432) [$1F06, bit 2]
CB/17C1: 3D    Create object $19
CB/17C3: 41    Show object $19
CB/17C5: D8    Set event bit $1E80($433) [$1F06, bit 3]
CB/17C7: 3D    Create object $1A
CB/17C9: 41    Show object $1A
CB/17CB: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/17CD: C2        Set vehicle/entity's event speed to normal
CB/17CE: 81        Move vehicle/entity right 1 tile
CB/17CF: E0        Pause for 4 * 4 (16) frames
CB/17D1: CC        Turn vehicle/entity up
CB/17D2: FF        End queue
CB/17D3: 4B    Display dialogue message $0248, wait for button press
               SABIN: Forget it.
               Now, come on!
CB/17D6: D8    Set event bit $1E80($435) [$1F06, bit 5]
CB/17D8: 3D    Create object $1B
CB/17DA: 41    Show object $1B
CB/17DC: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CB/17DE: 82        Move vehicle/entity down 1 tile
CB/17DF: 87        Move vehicle/entity left 2 tiles
CB/17E0: A2        Move vehicle/entity left/down 1x1 tiles
CB/17E1: CC        Turn vehicle/entity up
CB/17E2: FF        End queue
CB/17E3: 4B    Display dialogue message $01F4, wait for button press
               SOLDIER: Hey!
               What are you doing?
CB/17E6: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/17E8: CF        Turn vehicle/entity left
CB/17E9: E0        Pause for 4 * 6 (24) frames
CB/17EB: CE        Turn vehicle/entity down
CB/17EC: FF        End queue
CB/17ED: 48    Display dialogue message $0249, continue executing commands
               CYAN: Aaahhh!
               We can't stop now!
                
CB/17F0: 78    Enable ability to pass through other objects for object $05 (SABIN )
CB/17F2: B0    Execute the following commands until $B1 6 times
CB/17F4: 02        Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/17F6: C3            Set vehicle/entity's event speed to fast
CB/17F7: 82            Move vehicle/entity down 1 tile
CB/17F8: FF            End queue
CB/17F9: F4        Play sound effect 120
CB/17FB: B1        End block of repeating commands
CB/17FC: F4    Play sound effect 45
CB/17FE: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long 
CB/1800: C5        Set vehicle/entity's event speed to fastest
CB/1801: DD        Make vehicle/entity jump (high)
CB/1802: 85        Move vehicle/entity right 2 tiles
CB/1803: C7        Set vehicle/entity to stay still when moving
CB/1804: 28        Do vehicle/entity graphical action $28 
CB/1805: C3        Set vehicle/entity's event speed to fast
CB/1806: DC        Make vehicle/entity jump (low)
CB/1807: 81        Move vehicle/entity right 1 tile
CB/1808: FF        End queue
CB/1809: B0    Execute the following commands until $B1 6 times
CB/180B: 02        Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/180D: C3            Set vehicle/entity's event speed to fast
CB/180E: 82            Move vehicle/entity down 1 tile
CB/180F: FF            End queue
CB/1810: F4        Play sound effect 120
CB/1812: B1        End block of repeating commands
CB/1813: D9    Clear event bit $1E80($435) [$1F06, bit 5]
CB/1815: 3E    Delete object $1B
CB/1817: 42    Hide object $1B
CB/1819: 19    Begin action queue for character $19 (NPC $19), 7 bytes long 
CB/181B: C3        Set vehicle/entity's event speed to fast
CB/181C: 84        Move vehicle/entity up 2 tiles
CB/181D: C5        Set vehicle/entity's event speed to fastest
CB/181E: DD        Make vehicle/entity jump (high)
CB/181F: AA        Move vehicle/entity left/up 2x1 tiles
CB/1820: 28        Do vehicle/entity graphical action $28 
CB/1821: FF        End queue
CB/1822: 1A    Begin action queue for character $1A (NPC $1A), 7 bytes long 
CB/1824: C3        Set vehicle/entity's event speed to fast
CB/1825: AA        Move vehicle/entity left/up 2x1 tiles
CB/1826: C5        Set vehicle/entity's event speed to fastest
CB/1827: DD        Make vehicle/entity jump (high)
CB/1828: A5        Move vehicle/entity right/up 2x1 tiles
CB/1829: 28        Do vehicle/entity graphical action $28 
CB/182A: FF        End queue
CB/182B: 02    Begin action queue for character $02 (Actor in stot 2), 21 bytes long 
CB/182D: 9A        Move vehicle/entity down 7 tiles
CB/182E: CF        Turn vehicle/entity left
CB/182F: E0        Pause for 4 * 2 (8) frames
CB/1831: CC        Turn vehicle/entity up
CB/1832: 83        Move vehicle/entity left 1 tile
CB/1833: CC        Turn vehicle/entity up
CB/1834: 82        Move vehicle/entity down 1 tile
CB/1835: CF        Turn vehicle/entity left
CB/1836: E0        Pause for 4 * 4 (16) frames
CB/1838: A4        Move vehicle/entity right/up 1x2 tiles
CB/1839: 82        Move vehicle/entity down 1 tile
CB/183A: CF        Turn vehicle/entity left
CB/183B: 80        Move vehicle/entity up 1 tile
CB/183C: CD        Turn vehicle/entity right
CB/183D: 87        Move vehicle/entity left 2 tiles
CB/183E: A6        Move vehicle/entity right/down 2x1 tiles
CB/183F: CE        Turn vehicle/entity down
CB/1840: 83        Move vehicle/entity left 1 tile
CB/1841: FF        End queue
CB/1842: B0    Execute the following commands until $B1 2 times
CB/1844: 05        Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/1846: C3            Set vehicle/entity's event speed to fast
CB/1847: 82            Move vehicle/entity down 1 tile
CB/1848: FF            End queue
CB/1849: F4        Play sound effect 120
CB/184B: B1        End block of repeating commands
CB/184C: F4    Play sound effect 45
CB/184E: B0    Execute the following commands until $B1 8 times
CB/1850: 05        Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/1852: C3            Set vehicle/entity's event speed to fast
CB/1853: 82            Move vehicle/entity down 1 tile
CB/1854: FF            End queue
CB/1855: F4        Play sound effect 120
CB/1857: B1        End block of repeating commands
CB/1858: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/185A: 83        Move vehicle/entity left 1 tile
CB/185B: FF        End queue
CB/185C: F4    Play sound effect 120
CB/185E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/1860: A2        Move vehicle/entity left/down 1x1 tiles
CB/1861: FF        End queue
CB/1862: F4    Play sound effect 120
CB/1864: B0    Execute the following commands until $B1 5 times
CB/1866: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/1868: 82            Move vehicle/entity down 1 tile
CB/1869: FF            End queue
CB/186A: F4        Play sound effect 120
CB/186C: B1        End block of repeating commands
CB/186D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/186F: 82        Move vehicle/entity down 1 tile
CB/1870: FF        End queue
CB/1871: F4    Play sound effect 120
CB/1873: 89    Inflict the following status ailments on character $05 (Actor in stot 5): M-Tek
CB/1877: 89    Inflict the following status ailments on character $02 (Actor in stot 2): M-Tek
CB/187B: DE    Load CaseWord with the characters in the currently active party?
CB/187C: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1886
CB/1882: 89    Inflict the following status ailments on character $03 (Actor in stot 3): M-Tek
CB/1886: D9    Clear event bit $1E80($432) [$1F06, bit 2]
CB/1888: 3E    Delete object $19
CB/188A: 42    Hide object $19
CB/188C: D9    Clear event bit $1E80($433) [$1F06, bit 3]
CB/188E: 3E    Delete object $1A
CB/1890: 42    Hide object $1A
CB/1892: 4B    Display dialogue message $024A, wait for button press
               SABIN: Then let's just bust through!
CB/1895: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB18A1
CB/189B: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete)
CB/189D: C2        Set vehicle/entity's event speed to normal
CB/189E: 8C        Move vehicle/entity up 4 tiles
CB/189F: CE        Turn vehicle/entity down
CB/18A0: FF        End queue
CB/18A1: B2    Call subroutine $CB0E1C
CB/18A5: B2    Call subroutine $CACB95
CB/18A9: 3B    Position character in a "ready-to-go" stance
CB/18AA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/18AC: C3        Set vehicle/entity's event speed to fast
CB/18AD: 8A        Move vehicle/entity down 3 tiles
CB/18AE: 89        Move vehicle/entity right 3 tiles
CB/18AF: FF        End queue
CB/18B0: D2    Set event bit $1E80($167) [$1EAC, bit 7]
CB/18B2: FE    Return

CB/18B3: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/18B5: C3        Set vehicle/entity's event speed to fast
CB/18B6: C7        Set vehicle/entity to stay still when moving
CB/18B7: 1F        Do vehicle/entity graphical action $1F 
CB/18B8: 28        Do vehicle/entity graphical action $28 
CB/18B9: 86        Move vehicle/entity down 2 tiles
CB/18BA: FF        End queue
CB/18BB: F4    Play sound effect 45
CB/18BD: 4B    Display dialogue message $0242, wait for button press
               CYAN: Eeoooa!
               Be you friend or enemy?!
CB/18C0: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/18C2: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/18C3: FF        End queue
CB/18C4: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long 
CB/18C6: C6        Set vehicle/entity to walk when moving
CB/18C7: 23        Do vehicle/entity graphical action $23 
CB/18C8: E0        Pause for 4 * 1 (4) frames
CB/18CA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/18CB: E0        Pause for 4 * 1 (4) frames
CB/18CD: 23        Do vehicle/entity graphical action $23 
CB/18CE: E0        Pause for 4 * 1 (4) frames
CB/18D0: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/18D1: CE        Turn vehicle/entity down
CB/18D2: FF        End queue
CB/18D3: 4B    Display dialogue message $0243, wait for button press
               SABIN: Ouuuch!
               didn't MEAN to step in there
CB/18D6: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/18D8: FE    Return

CB/18D9: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/18DF: C0    If ($1E80($036) [$1E86, bit 6] is set), branch to $CB18F9
CB/18E5: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/18E7: C7        Set vehicle/entity to stay still when moving
CB/18E8: C3        Set vehicle/entity's event speed to fast
CB/18E9: 0F        Do vehicle/entity graphical action $0F 
CB/18EA: 81        Move vehicle/entity right 1 tile
CB/18EB: 22        Do vehicle/entity graphical action $22 
CB/18EC: E0        Pause for 4 * 1 (4) frames
CB/18EE: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/18EF: C6        Set vehicle/entity to walk when moving
CB/18F0: FF        End queue
CB/18F1: 4B    Display dialogue message $0239, wait for button press
               SABIN: Uwaaa!
               It's that poison!
               This isn't gonna be easy
CB/18F4: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/18F6: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/18F8: FE    Return

CB/18F9: C0    If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CB190A
CB/18FF: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/1901: C3        Set vehicle/entity's event speed to fast
CB/1902: 81        Move vehicle/entity right 1 tile
CB/1903: FF        End queue
CB/1904: 4B    Display dialogue message $0250, wait for button press
               SABIN: Nothing but poison this way!
CB/1907: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/1909: FE    Return

CB/190A: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/190C: C3        Set vehicle/entity's event speed to fast
CB/190D: 80        Move vehicle/entity up 1 tile
CB/190E: FF        End queue
CB/190F: 4B    Display dialogue message $0250, wait for button press
               SABIN: Nothing but poison this way!
CB/1912: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/1914: FE    Return

CB/1915: C0    If ($1E80($171) [$1EAE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/191B: C0    If ($1E80($036) [$1E86, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/1921: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/1927: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/1929: C2        Set vehicle/entity's event speed to normal
CB/192A: CE        Turn vehicle/entity down
CB/192B: E0        Pause for 4 * 1 (4) frames
CB/192D: 83        Move vehicle/entity left 1 tile
CB/192E: FF        End queue
CB/192F: 4B    Display dialogue message $0238, wait for button press
               SABIN: That guy's a sitting duck! Gotta help him, fast!
CB/1932: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/1934: FE    Return

CB/1935: C0    If ($1E80($171) [$1EAE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/193B: C0    If ($1E80($036) [$1E86, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/1941: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/1947: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/1949: C2        Set vehicle/entity's event speed to normal
CB/194A: CF        Turn vehicle/entity left
CB/194B: E0        Pause for 4 * 1 (4) frames
CB/194D: 82        Move vehicle/entity down 1 tile
CB/194E: FF        End queue
CB/194F: 4B    Display dialogue message $0238, wait for button press
               SABIN: That guy's a sitting duck! Gotta help him, fast!
CB/1952: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/1954: FE    Return

CB/1955: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/195B: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/195D: 94        Move vehicle/entity up 6 tiles
CB/195E: FF        End queue
CB/195F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/1961: CE        Turn vehicle/entity down
CB/1962: FF        End queue
CB/1963: 4B    Display dialogue message $024B, wait for button press
               End of the line!
CB/1966: B2    Call subroutine $CB0E1C
CB/196A: 4D    Invoke battle, enemy set $0F, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/196D: B2    Call subroutine $CA5EA9
CB/1971: 47    Make character in slot 0 the lead character
CB/1972: 96    Restore screen from fade
CB/1973: 44    Place character $1C (NPC $1C) on vehicle $40 (Magitek Armor) (Character is not shown)
CB/1976: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/1978: D8    Set event bit $1E80($439) [$1F07, bit 1]
CB/197A: 3D    Create object $1F
CB/197C: 41    Show object $1F
CB/197E: D9    Clear event bit $1E80($436) [$1F06, bit 6]
CB/1980: 3E    Delete object $1C
CB/1982: 42    Hide object $1C
CB/1984: FE    Return

CB/1985: C0    If ($1E80($171) [$1EAE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/198B: 4B    Display dialogue message $024B, wait for button press
               End of the line!
CB/198E: B2    Call subroutine $CB0E1C
CB/1992: 4D    Invoke battle, enemy set $11, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/1995: B2    Call subroutine $CA5EA9
CB/1999: 47    Make character in slot 0 the lead character
CB/199A: 73    Replace current map's Layer 1 at (16, 30) with the following (1 x 1) chunk, refresh immediately
CB/199F:       $3C
CB/19A0: 96    Restore screen from fade
CB/19A1: 44    Place character $1F (NPC $1F) on vehicle $40 (Magitek Armor) (Character is not shown)
CB/19A4: D2    Set event bit $1E80($171) [$1EAE, bit 1]
CB/19A6: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/19A8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/19AA: 81        Move vehicle/entity right 1 tile
CB/19AB: FF        End queue
CB/19AC: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/19AE: FE    Return

CB/19AF: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/19B5: 4B    Display dialogue message $024C, wait for button press
               There's nowhere to run!
CB/19B8: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/19BA: C2        Set vehicle/entity's event speed to normal
CB/19BB: 89        Move vehicle/entity right 3 tiles
CB/19BC: FF        End queue
CB/19BD: 1D    Begin action queue for character $1D (NPC $1D), 8 bytes long (Wait until complete)
CB/19BF: 8F        Move vehicle/entity left 4 tiles
CB/19C0: E0        Pause for 4 * 2 (8) frames
CB/19C2: 88        Move vehicle/entity up 3 tiles
CB/19C3: E0        Pause for 4 * 2 (8) frames
CB/19C5: 83        Move vehicle/entity left 1 tile
CB/19C6: FF        End queue
CB/19C7: B2    Call subroutine $CB0E1C
CB/19CB: 4D    Invoke battle, enemy set $10, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/19CE: B2    Call subroutine $CA5EA9
CB/19D2: 47    Make character in slot 0 the lead character
CB/19D3: 96    Restore screen from fade
CB/19D4: 44    Place character $1D (NPC $1D) on vehicle $40 (Magitek Armor) (Character is not shown)
CB/19D7: D9    Clear event bit $1E80($436) [$1F06, bit 6]
CB/19D9: 3E    Delete object $1C
CB/19DB: 42    Hide object $1C
CB/19DD: D8    Set event bit $1E80($438) [$1F07, bit 0]
CB/19DF: 3D    Create object $1E
CB/19E1: 41    Show object $1E
CB/19E3: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/19E5: FE    Return

CB/19E6: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/19EC: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CB/19EE: 92        Move vehicle/entity down 5 tiles
CB/19EF: FF        End queue
CB/19F0: 4B    Display dialogue message $024D, wait for button press
               Who said anything about running?!
CB/19F3: B2    Call subroutine $CB0E1C
CB/19F7: 4D    Invoke battle, enemy set $11, background $0E (Imperial Base), (mosaic effect enabled), (swoosh sound enabled)
CB/19FA: B2    Call subroutine $CA5EA9
CB/19FE: 47    Make character in slot 0 the lead character
CB/19FF: 96    Restore screen from fade
CB/1A00: 44    Place character $1E (NPC $1E) on vehicle $40 (Magitek Armor) (Character is not shown)
CB/1A03: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete)
CB/1A05: C8        Set object layering priority to 3 (low nibble 3)
CB/1A07: FF        End queue
CB/1A08: D9    Clear event bit $1E80($437) [$1F06, bit 7]
CB/1A0A: 3E    Delete object $1D
CB/1A0C: 42    Hide object $1D
CB/1A0E: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/1A10: FE    Return

CB/1A11: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/1A13: 81        Move vehicle/entity right 1 tile
CB/1A14: FF        End queue
CB/1A15: B2    Call subroutine $CB1A23
CB/1A19: FE    Return

CB/1A1A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/1A1C: 83        Move vehicle/entity left 1 tile
CB/1A1D: FF        End queue
CB/1A1E: B2    Call subroutine $CB1A23
CB/1A22: FE    Return

CB/1A23: C0    If ($1E80($037) [$1E86, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/1A29: 38    Hold screen
CB/1A2A: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/1A2C: C2        Set vehicle/entity's event speed to normal
CB/1A2D: 80        Move vehicle/entity up 1 tile
CB/1A2E: FF        End queue
CB/1A2F: D9    Clear event bit $1E80($439) [$1F07, bit 1]
CB/1A31: 3E    Delete object $1F
CB/1A33: 42    Hide object $1F
CB/1A35: B2    Call subroutine $CAC6AC
CB/1A39: 88    Remove the following status ailments from character $05 (Actor in stot 5): M-Tek
CB/1A3D: 88    Remove the following status ailments from character $02 (Actor in stot 2): M-Tek
CB/1A41: DE    Load CaseWord with the characters in the currently active party?
CB/1A42: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1A4C
CB/1A48: 88    Remove the following status ailments from character $03 (Actor in stot 3): M-Tek
CB/1A4C: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1A5B
CB/1A52: 44    Place character $03 (Actor in stot 3) on vehicle $40 (Magitek Armor) (Character is shown)
CB/1A55: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/1A57: C1        Set vehicle/entity's event speed to slow
CB/1A58: 82        Move vehicle/entity down 1 tile
CB/1A59: CC        Turn vehicle/entity up
CB/1A5A: FF        End queue
CB/1A5B: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/1A5D: C1        Set vehicle/entity's event speed to slow
CB/1A5E: 83        Move vehicle/entity left 1 tile
CB/1A5F: CC        Turn vehicle/entity up
CB/1A60: FF        End queue
CB/1A61: 02    Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete)
CB/1A63: C1        Set vehicle/entity's event speed to slow
CB/1A64: 81        Move vehicle/entity right 1 tile
CB/1A65: CE        Turn vehicle/entity down
CB/1A66: E0        Pause for 4 * 1 (4) frames
CB/1A68: CD        Turn vehicle/entity right
CB/1A69: E0        Pause for 4 * 1 (4) frames
CB/1A6B: CC        Turn vehicle/entity up
CB/1A6C: FF        End queue
CB/1A6D: 44    Place character $05 (Actor in stot 5) on vehicle $00 (No vehicle) (Character is not shown)
CB/1A70: D8    Set event bit $1E80($429) [$1F05, bit 1]
CB/1A72: 3D    Create object $10
CB/1A74: 41    Show object $10
CB/1A76: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/1A78: D5        Set vehicle/entity's position to (35, 13)
CB/1A7B: CC        Turn vehicle/entity up
CB/1A7C: FF        End queue
CB/1A7D: F4    Play sound effect 40
CB/1A7F: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete)
CB/1A81: C3        Set vehicle/entity's event speed to fast
CB/1A82: DD        Make vehicle/entity jump (high)
CB/1A83: A4        Move vehicle/entity right/up 1x2 tiles
CB/1A84: E0        Pause for 4 * 4 (16) frames
CB/1A86: 80        Move vehicle/entity up 1 tile
CB/1A87: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/1A88: FF        End queue
CB/1A89: 4B    Display dialogue message $024E, wait for button press (At bottom of screen)
               SABIN: Can't believe we've made it this far
               Say, how do we get to Narshe from here?
               CYAN: Narshe, eh?
               Only one route, through the forest to the south.
CB/1A8C: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/1A8E: CE        Turn vehicle/entity down
CB/1A8F: FF        End queue
CB/1A90: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/1A92: CF        Turn vehicle/entity left
CB/1A93: E0        Pause for 4 * 4 (16) frames
CB/1A95: CC        Turn vehicle/entity up
CB/1A96: FF        End queue
CB/1A97: 4B    Display dialogue message $024F, wait for button press (At bottom of screen)
               SABIN: All right!
               It's decided.
               Let's get going!
CB/1A9A: 44    Place character $02 (Actor in stot 2) on vehicle $00 (No vehicle) (Character is not shown)
CB/1A9D: D8    Set event bit $1E80($42A) [$1F05, bit 2]
CB/1A9F: 3D    Create object $11
CB/1AA1: 41    Show object $11
CB/1AA3: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/1AA5: D5        Set vehicle/entity's position to (37, 13)
CB/1AA8: CC        Turn vehicle/entity up
CB/1AA9: FF        End queue
CB/1AAA: F4    Play sound effect 40
CB/1AAC: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/1AAE: C3        Set vehicle/entity's event speed to fast
CB/1AAF: DD        Make vehicle/entity jump (high)
CB/1AB0: AB        Move vehicle/entity left/up 1x2 tiles
CB/1AB1: E0        Pause for 4 * 4 (16) frames
CB/1AB3: FF        End queue
CB/1AB4: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1AD5
CB/1ABA: 78    Enable ability to pass through other objects for object $03 (SHADOW)
CB/1ABC: D8    Set event bit $1E80($438) [$1F07, bit 0]
CB/1ABE: 3D    Create object $1E
CB/1AC0: F4    Play sound effect 40
CB/1AC2: 44    Place character $03 (Actor in stot 3) on vehicle $00 (No vehicle) (Character is not shown)
CB/1AC5: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/1AC7: D5        Set vehicle/entity's position to (36, 14)
CB/1ACA: CC        Turn vehicle/entity up
CB/1ACB: FF        End queue
CB/1ACC: 41    Show object $1E
CB/1ACE: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CB/1AD0: C3        Set vehicle/entity's event speed to fast
CB/1AD1: DD        Make vehicle/entity jump (high)
CB/1AD2: 84        Move vehicle/entity up 2 tiles
CB/1AD3: 80        Move vehicle/entity up 1 tile
CB/1AD4: FF        End queue
CB/1AD5: 39    Free screen
CB/1AD6: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CB/1AD8: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/1ADA: 80        Move vehicle/entity up 1 tile
CB/1ADB: FF        End queue
CB/1ADC: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1AE6
CB/1AE2: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/1AE4: 80        Move vehicle/entity up 1 tile
CB/1AE5: FF        End queue
CB/1AE6: B2    Call subroutine $CACB95
CB/1AEA: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CB/1AEC: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB1AF4
CB/1AF2: 36    Disable ability to pass through other objects for object $03 (Actor in stot 3)
CB/1AF4: D0    Set event bit $1E80($037) [$1E86, bit 7]
CB/1AF6: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/1AF8: C3        Set vehicle/entity's event speed to fast
CB/1AF9: 88        Move vehicle/entity up 3 tiles
CB/1AFA: FF        End queue
CB/1AFB: 38    Hold screen
CB/1AFC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/1AFE: 94        Move vehicle/entity up 6 tiles
CB/1AFF: FF        End queue
CB/1B00: 39    Free screen
CB/1B01: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/1B03: B9    Clear bit $1DC9($4B) [$1DD2, bit 3]
CB/1B05: 47    Make character in slot 0 the lead character
CB/1B06: 3A    Enable player to move while event commands execute
CB/1B07: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $3C00), place party at (179, 71), facing left, flags $00
CB/1B0D: FF        End map script

CB/1B0E: 6B    Load map $0008 (Blackjack, room where Setzer imprisons Celes) instantly, (upper bits $2000), place party at (109, 44), facing down
CB/1B14: F6    Subcommand $81: Change volume of currently playing song to $82, transition time 10
CB/1B18: 38    Hold screen
CB/1B19: B2    Call subroutine $CB39AC
CB/1B1D: D8    Set event bit $1E80($458) [$1F0B, bit 0]
CB/1B1F: 3D    Create object $10
CB/1B21: DE    Load CaseWord with the characters in the currently active party?
CB/1B22: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1B2B
CB/1B28: 3F    Remove character $02 (Actor in stot 2) from the party
CB/1B2B: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB1B34
CB/1B31: 3F    Remove character $05 (Actor in stot 5) from the party
CB/1B34: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB1B3D
CB/1B3A: 3F    Remove character $0B (Actor in stot 11) from the party
CB/1B3D: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1B46
CB/1B43: 3F    Remove character $04 (Actor in stot 4) from the party
CB/1B46: 3F    Remove character $01 (Actor in stot 1) from the party
CB/1B49: 59    Unfade screen at speed $08
CB/1B4B: 5C    Pause execution until fade in or fade out is complete
CB/1B4C: F4    Play sound effect 44
CB/1B4E: D0    Set event bit $1E80($05C) [$1E8B, bit 4]
CB/1B50: 73    Replace current map's Layer 1 at (109, 39) with the following (2 x 1) chunk, refresh immediately
CB/1B55:       $04, $14
CB/1B57: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CB/1B59: D5        Set vehicle/entity's position to (109, 40)
CB/1B5C: FF        End queue
CB/1B5D: 41    Show object $06
CB/1B5F: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CB/1B61: C2        Set vehicle/entity's event speed to normal
CB/1B62: 82        Move vehicle/entity down 1 tile
CB/1B63: FF        End queue
CB/1B64: 41    Show object $10
CB/1B66: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long 
CB/1B68: C3        Set vehicle/entity's event speed to fast
CB/1B69: C7        Set vehicle/entity to stay still when moving
CB/1B6A: 8A        Move vehicle/entity down 3 tiles
CB/1B6B: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1B6C: C6        Set vehicle/entity to walk when moving
CB/1B6D: FF        End queue
CB/1B6E: F4    Play sound effect 199
CB/1B70: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CB/1B72: 91    Pause for 15 units
CB/1B73: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/1B75: 82        Move vehicle/entity down 1 tile
CB/1B76: FF        End queue
CB/1B77: 4B    Display dialogue message $04F1, wait for button press (At bottom of screen)
               SETZER: I'll deal with you in a minute!
CB/1B7A: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/1B7C: 80        Move vehicle/entity up 1 tile
CB/1B7D: D1        Make vehicle/entity disappear
CB/1B7E: FF        End queue
CB/1B7F: F2    Fade out current song with transition time 64
CB/1B81: 73    Replace current map's Layer 1 at (109, 39) with the following (2 x 1) chunk, refresh immediately
CB/1B86:       $05, $15
CB/1B88: F4    Play sound effect 152
CB/1B8A: 93    Pause for 45 units
CB/1B8B: F4    Play sound effect 150
CB/1B8D: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CB/1B8F: 1F        Do vehicle/entity graphical action $1F 
CB/1B90: E0        Pause for 4 * 4 (16) frames
CB/1B92: CF        Turn vehicle/entity left
CB/1B93: E0        Pause for 4 * 4 (16) frames
CB/1B95: 88        Move vehicle/entity up 3 tiles
CB/1B96: FF        End queue
CB/1B97: B0    Execute the following commands until $B1 3 times
CB/1B99: F4        Play sound effect 154
CB/1B9B: 06        Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CB/1B9D: 1C            Do vehicle/entity graphical action $1C 
CB/1B9E: E0            Pause for 4 * 1 (4) frames
CB/1BA0: CC            Turn vehicle/entity up
CB/1BA1: FF            End queue
CB/1BA2: B1        End block of repeating commands
CB/1BA3: 92    Pause for 30 units
CB/1BA4: B0    Execute the following commands until $B1 4 times
CB/1BA6: F4        Play sound effect 154
CB/1BA8: 06        Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CB/1BAA: 1C            Do vehicle/entity graphical action $1C 
CB/1BAB: E0            Pause for 4 * 1 (4) frames
CB/1BAD: CC            Turn vehicle/entity up
CB/1BAE: FF            End queue
CB/1BAF: B1        End block of repeating commands
CB/1BB0: 94    Pause for 60 units
CB/1BB1: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CB/1BB3: CC        Turn vehicle/entity up
CB/1BB4: E0        Pause for 4 * 4 (16) frames
CB/1BB6: 21        Do vehicle/entity graphical action $21 
CB/1BB7: FF        End queue
CB/1BB8: 94    Pause for 60 units
CB/1BB9: F0    Play song 0 (Silence), (high bit clear), full volume
CB/1BBB: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CB/1BBD: C1        Set vehicle/entity's event speed to slow
CB/1BBE: 8A        Move vehicle/entity down 3 tiles
CB/1BBF: FF        End queue
CB/1BC0: 39    Free screen
CB/1BC1: F4    Play sound effect 141
CB/1BC3: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CB/1BC5: 14        Do vehicle/entity graphical action $14 
CB/1BC6: E0        Pause for 4 * 4 (16) frames
CB/1BC8: CE        Turn vehicle/entity down
CB/1BC9: FF        End queue
CB/1BCA: 93    Pause for 45 units
CB/1BCB: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CB/1BCD: C2        Set vehicle/entity's event speed to normal
CB/1BCE: 8B        Move vehicle/entity left 3 tiles
CB/1BCF: 8E        Move vehicle/entity down 4 tiles
CB/1BD0: FF        End queue
CB/1BD1: 38    Hold screen
CB/1BD2: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/1BD4: C1        Set vehicle/entity's event speed to slow
CB/1BD5: 83        Move vehicle/entity left 1 tile
CB/1BD6: FF        End queue
CB/1BD7: 06    Begin action queue for character $06 (Actor in stot 6), 10 bytes long (Wait until complete)
CB/1BD9: 8A        Move vehicle/entity down 3 tiles
CB/1BDA: 8F        Move vehicle/entity left 4 tiles
CB/1BDB: CC        Turn vehicle/entity up
CB/1BDC: E0        Pause for 4 * 24 (96) frames
CB/1BDE: 1C        Do vehicle/entity graphical action $1C 
CB/1BDF: E0        Pause for 4 * 4 (16) frames
CB/1BE1: 21        Do vehicle/entity graphical action $21 
CB/1BE2: FF        End queue
CB/1BE3: F6    Subcommand $83: Change pan control of currently playing sound effect to $5A, transition time 0 ($80 is center, values increase left to right)
CB/1BE7: F4    Play sound effect 40
CB/1BE9: B5    Pause for 15 * 7 (105) units
CB/1BEB: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1C1F
CB/1BF1: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/1BF3: D5        Set vehicle/entity's position to (101, 51)
CB/1BF6: FF        End queue
CB/1BF7: 3F    Assign character $02 (Actor in stot 2) to party 1
CB/1BFA: 41    Show object $02
CB/1BFC: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CB/1BFE: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long 
CB/1C00: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/1C01: C7        Set vehicle/entity to stay still when moving
CB/1C02: C3        Set vehicle/entity's event speed to fast
CB/1C03: 80        Move vehicle/entity up 1 tile
CB/1C04: DC        Make vehicle/entity jump (low)
CB/1C05: 82        Move vehicle/entity down 1 tile
CB/1C06: C6        Set vehicle/entity to walk when moving
CB/1C07: FF        End queue
CB/1C08: F4    Play sound effect 106
CB/1C0A: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/1C0C: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/1C0E: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1C0F: FF        End queue
CB/1C10: F4    Play sound effect 181
CB/1C12: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/1C14: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/1C16: E0        Pause for 4 * 6 (24) frames
CB/1C18: CE        Turn vehicle/entity down
CB/1C19: FF        End queue
CB/1C1A: 92    Pause for 30 units
CB/1C1B: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/1C1D: 21        Do vehicle/entity graphical action $21 
CB/1C1E: FF        End queue
CB/1C1F: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1C5F
CB/1C25: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CB/1C27: D5        Set vehicle/entity's position to (101, 51)
CB/1C2A: FF        End queue
CB/1C2B: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1C37
CB/1C31: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CB/1C33: D5        Set vehicle/entity's position to (103, 51)
CB/1C36: FF        End queue
CB/1C37: 3F    Assign character $04 (Actor in stot 4) to party 1
CB/1C3A: 41    Show object $04
CB/1C3C: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CB/1C3E: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long 
CB/1C40: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/1C41: C7        Set vehicle/entity to stay still when moving
CB/1C42: C3        Set vehicle/entity's event speed to fast
CB/1C43: 80        Move vehicle/entity up 1 tile
CB/1C44: DC        Make vehicle/entity jump (low)
CB/1C45: 82        Move vehicle/entity down 1 tile
CB/1C46: C6        Set vehicle/entity to walk when moving
CB/1C47: FF        End queue
CB/1C48: F4    Play sound effect 106
CB/1C4A: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CB/1C4C: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CB/1C4E: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1C4F: FF        End queue
CB/1C50: F4    Play sound effect 181
CB/1C52: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CB/1C54: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CB/1C56: E0        Pause for 4 * 6 (24) frames
CB/1C58: CE        Turn vehicle/entity down
CB/1C59: FF        End queue
CB/1C5A: 92    Pause for 30 units
CB/1C5B: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CB/1C5D: 21        Do vehicle/entity graphical action $21 
CB/1C5E: FF        End queue
CB/1C5F: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB1CA1
CB/1C65: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/1C67: D5        Set vehicle/entity's position to (101, 51)
CB/1C6A: FF        End queue
CB/1C6B: C9    If ($1E80($1A2) [$1EB4, bit 2] is clear) and ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1C79
CB/1C73: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/1C75: D5        Set vehicle/entity's position to (103, 51)
CB/1C78: FF        End queue
CB/1C79: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/1C7C: 41    Show object $05
CB/1C7E: 78    Enable ability to pass through other objects for object $05 (SABIN )
CB/1C80: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CB/1C82: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/1C83: C7        Set vehicle/entity to stay still when moving
CB/1C84: C3        Set vehicle/entity's event speed to fast
CB/1C85: 80        Move vehicle/entity up 1 tile
CB/1C86: DC        Make vehicle/entity jump (low)
CB/1C87: 82        Move vehicle/entity down 1 tile
CB/1C88: C6        Set vehicle/entity to walk when moving
CB/1C89: FF        End queue
CB/1C8A: F4    Play sound effect 106
CB/1C8C: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/1C8E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/1C90: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1C91: FF        End queue
CB/1C92: F4    Play sound effect 181
CB/1C94: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/1C96: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/1C98: E0        Pause for 4 * 6 (24) frames
CB/1C9A: CE        Turn vehicle/entity down
CB/1C9B: FF        End queue
CB/1C9C: 92    Pause for 30 units
CB/1C9D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/1C9F: 21        Do vehicle/entity graphical action $21 
CB/1CA0: FF        End queue
CB/1CA1: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB1CD5
CB/1CA7: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/1CA9: D5        Set vehicle/entity's position to (103, 51)
CB/1CAC: FF        End queue
CB/1CAD: 3F    Assign character $0B (Actor in stot 11) to party 1
CB/1CB0: 41    Show object $0B
CB/1CB2: 78    Enable ability to pass through other objects for object $0B (GAU   )
CB/1CB4: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long 
CB/1CB6: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/1CB7: C7        Set vehicle/entity to stay still when moving
CB/1CB8: C3        Set vehicle/entity's event speed to fast
CB/1CB9: 80        Move vehicle/entity up 1 tile
CB/1CBA: DC        Make vehicle/entity jump (low)
CB/1CBB: 82        Move vehicle/entity down 1 tile
CB/1CBC: C6        Set vehicle/entity to walk when moving
CB/1CBD: FF        End queue
CB/1CBE: F4    Play sound effect 106
CB/1CC0: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/1CC2: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/1CC4: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1CC5: FF        End queue
CB/1CC6: F4    Play sound effect 181
CB/1CC8: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/1CCA: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/1CCC: E0        Pause for 4 * 6 (24) frames
CB/1CCE: CE        Turn vehicle/entity down
CB/1CCF: FF        End queue
CB/1CD0: 92    Pause for 30 units
CB/1CD1: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/1CD3: 21        Do vehicle/entity graphical action $21 
CB/1CD4: FF        End queue
CB/1CD5: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/1CD7: D5        Set vehicle/entity's position to (102, 51)
CB/1CDA: FF        End queue
CB/1CDB: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CB/1CDD: CC        Turn vehicle/entity up
CB/1CDE: C7        Set vehicle/entity to stay still when moving
CB/1CDF: C1        Set vehicle/entity's event speed to slow
CB/1CE0: 86        Move vehicle/entity down 2 tiles
CB/1CE1: C6        Set vehicle/entity to walk when moving
CB/1CE2: FF        End queue
CB/1CE3: 3F    Assign character $01 (Actor in stot 1) to party 1
CB/1CE6: 41    Show object $01
CB/1CE8: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CB/1CEA: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CB/1CEC: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/1CED: C7        Set vehicle/entity to stay still when moving
CB/1CEE: C3        Set vehicle/entity's event speed to fast
CB/1CEF: 80        Move vehicle/entity up 1 tile
CB/1CF0: DC        Make vehicle/entity jump (low)
CB/1CF1: 82        Move vehicle/entity down 1 tile
CB/1CF2: C6        Set vehicle/entity to walk when moving
CB/1CF3: FF        End queue
CB/1CF4: F4    Play sound effect 106
CB/1CF6: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/1CF8: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/1CFA: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/1CFB: FF        End queue
CB/1CFC: F4    Play sound effect 181
CB/1CFE: F6    Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right)
CB/1D02: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/1D04: 93    Pause for 45 units
CB/1D05: 3C    Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/1D0A: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/1D0C: CD        Turn vehicle/entity right
CB/1D0D: E0        Pause for 4 * 1 (4) frames
CB/1D0F: CE        Turn vehicle/entity down
CB/1D10: FF        End queue
CB/1D11: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/1D13: CD        Turn vehicle/entity right
CB/1D14: E0        Pause for 4 * 2 (8) frames
CB/1D16: CE        Turn vehicle/entity down
CB/1D17: FF        End queue
CB/1D18: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/1D1A: E0        Pause for 4 * 5 (20) frames
CB/1D1C: FF        End queue
CB/1D1D: 92    Pause for 30 units
CB/1D1E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/1D20: CE        Turn vehicle/entity down
CB/1D21: FF        End queue
CB/1D22: 91    Pause for 15 units
CB/1D23: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/1D25: 20        Do vehicle/entity graphical action $20 
CB/1D26: E0        Pause for 4 * 1 (4) frames
CB/1D28: CE        Turn vehicle/entity down
CB/1D29: FF        End queue
CB/1D2A: 4B    Display dialogue message $04F2, wait for button press
               LOCKE: What a performance!
               CELES: Enough already!
CB/1D2D: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/1D2F: E0        Pause for 4 * 8 (32) frames
CB/1D31: 85        Move vehicle/entity right 2 tiles
CB/1D32: 80        Move vehicle/entity up 1 tile
CB/1D33: FF        End queue
CB/1D34: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/1D36: E0        Pause for 4 * 12 (48) frames
CB/1D38: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/1D39: FF        End queue
CB/1D3A: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/1D3C: E0        Pause for 4 * 16 (64) frames
CB/1D3E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/1D3F: FF        End queue
CB/1D40: 93    Pause for 45 units
CB/1D41: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/1D43: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/1D44: FF        End queue
CB/1D45: 4B    Display dialogue message $04F3, wait for button press
               LOCKE: But this is the tough one! Part 2 begins now!
CB/1D48: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/1D4A: 82        Move vehicle/entity down 1 tile
CB/1D4B: CD        Turn vehicle/entity right
CB/1D4C: FF        End queue
CB/1D4D: 4B    Display dialogue message $04F4, wait for button press
               LOCKE: 
               Where's SETZER?
CB/1D50: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/1D52: CD        Turn vehicle/entity right
CB/1D53: FF        End queue
CB/1D54: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/1D56: CD        Turn vehicle/entity right
CB/1D57: FF        End queue
CB/1D58: 93    Pause for 45 units
CB/1D59: F6    Subcommand $81: Change volume of currently playing song to $82, transition time 40
CB/1D5D: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CB/1D5F: CF        Turn vehicle/entity left
CB/1D60: FF        End queue
CB/1D61: 4B    Display dialogue message $04F5, wait for button press
               CELES: He's coming.
CB/1D64: B5    Pause for 15 * 6 (90) units
CB/1D66: F6    Subcommand $83: Change pan control of currently playing sound effect to $C8, transition time 0 ($80 is center, values increase left to right)
CB/1D6A: F4    Play sound effect 44
CB/1D6C: 41    Show object $10
CB/1D6E: 92    Pause for 30 units
CB/1D6F: F4    Play sound effect 152
CB/1D71: F6    Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right)
CB/1D75: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CB/1D77: C3        Set vehicle/entity's event speed to fast
CB/1D78: 8E        Move vehicle/entity down 4 tiles
CB/1D79: 87        Move vehicle/entity left 2 tiles
CB/1D7A: 96        Move vehicle/entity down 6 tiles
CB/1D7B: CF        Turn vehicle/entity left
CB/1D7C: FF        End queue
CB/1D7D: 4B    Display dialogue message $04F6, wait for button press
               SETZER: Wwho're YOU?
               You're not Maria!
CB/1D80: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CB/1D82: 84        Move vehicle/entity up 2 tiles
CB/1D83: CD        Turn vehicle/entity right
CB/1D84: FF        End queue
CB/1D85: 91    Pause for 15 units
CB/1D86: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/1D88: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1D89: E0        Pause for 4 * 1 (4) frames
CB/1D8B: CD        Turn vehicle/entity right
CB/1D8C: FF        End queue
CB/1D8D: 4B    Display dialogue message $04F7, wait for button press
               CELES: SETZER, we need your help. We have to go to Vector. We need this ship to get there.
CB/1D90: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/1D92: CE        Turn vehicle/entity down
CB/1D93: E0        Pause for 4 * 1 (4) frames
CB/1D95: CD        Turn vehicle/entity right
CB/1D96: FF        End queue
CB/1D97: 4B    Display dialogue message $04F8, wait for button press
               SETZER: Look, if you're not Maria, I don't want you aboard.
CB/1D9A: 92    Pause for 30 units
CB/1D9B: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/1D9D: C2        Set vehicle/entity's event speed to normal
CB/1D9E: 80        Move vehicle/entity up 1 tile
CB/1D9F: FF        End queue
CB/1DA0: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/1DA2: C2        Set vehicle/entity's event speed to normal
CB/1DA3: 84        Move vehicle/entity up 2 tiles
CB/1DA4: FF        End queue
CB/1DA5: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/1DA7: C3        Set vehicle/entity's event speed to fast
CB/1DA8: 85        Move vehicle/entity right 2 tiles
CB/1DA9: CC        Turn vehicle/entity up
CB/1DAA: FF        End queue
CB/1DAB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/1DAD: 84        Move vehicle/entity up 2 tiles
CB/1DAE: FF        End queue
CB/1DAF: 4B    Display dialogue message $04F9, wait for button press
               CELES: Wait! 
               We were told your ship is the finest vessel in the world.
CB/1DB2: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CB/1DB4: 21        Do vehicle/entity graphical action $21 
CB/1DB5: FF        End queue
CB/1DB6: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/1DB8: C3        Set vehicle/entity's event speed to fast
CB/1DB9: 89        Move vehicle/entity right 3 tiles
CB/1DBA: 84        Move vehicle/entity up 2 tiles
CB/1DBB: FF        End queue
CB/1DBC: 4B    Display dialogue message $04FA, wait for button press
               LOCKE: And that you were the world's most notorious gambler
CB/1DBF: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/1DC1: C3        Set vehicle/entity's event speed to fast
CB/1DC2: 8D        Move vehicle/entity right 4 tiles
CB/1DC3: 80        Move vehicle/entity up 1 tile
CB/1DC4: FF        End queue
CB/1DC5: B5    Pause for 15 * 6 (90) units
CB/1DC7: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CB/1DC9: E0        Pause for 4 * 2 (8) frames
CB/1DCB: C3        Set vehicle/entity's event speed to fast
CB/1DCC: 89        Move vehicle/entity right 3 tiles
CB/1DCD: 80        Move vehicle/entity up 1 tile
CB/1DCE: FF        End queue
CB/1DCF: B5    Pause for 15 * 6 (90) units
CB/1DD1: DE    Load CaseWord with the characters in the currently active party?
CB/1DD2: BE    If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CB1E33; else
               If character $05 (SABIN ) is in the current CaseWord, call subroutine $CB1E40
CB/1DDA: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1DEB
CB/1DE0: 91    Pause for 15 units
CB/1DE1: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/1DE3: 21        Do vehicle/entity graphical action $21 
CB/1DE4: E0        Pause for 4 * 2 (8) frames
CB/1DE6: CC        Turn vehicle/entity up
CB/1DE7: FF        End queue
CB/1DE8: 4B    Display dialogue message $04FD, wait for button press
               CYAN: I'm one of Doma's Knights. Please, help us.
CB/1DEB: 91    Pause for 15 units
CB/1DEC: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/1DEE: 21        Do vehicle/entity graphical action $21 
CB/1DEF: FF        End queue
CB/1DF0: B5    Pause for 15 * 6 (90) units
CB/1DF2: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/1DF4: CF        Turn vehicle/entity left
CB/1DF5: E0        Pause for 4 * 2 (8) frames
CB/1DF7: CE        Turn vehicle/entity down
CB/1DF8: FF        End queue
CB/1DF9: 4B    Display dialogue message $04FE, wait for button press
               SETZER: Come here.
CB/1DFC: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/1DFE: CC        Turn vehicle/entity up
CB/1DFF: E0        Pause for 4 * 2 (8) frames
CB/1E01: 80        Move vehicle/entity up 1 tile
CB/1E02: FF        End queue
CB/1E03: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CB/1E05: E0        Pause for 4 * 18 (72) frames
CB/1E07: CF        Turn vehicle/entity left
CB/1E08: E0        Pause for 4 * 1 (4) frames
CB/1E0A: CC        Turn vehicle/entity up
CB/1E0B: FF        End queue
CB/1E0C: 4B    Display dialogue message $04FF, wait for button press
               CELES: Yeah 
               SETZER: Don't misunderstand me. I'm still not sure if I'm going to help you.
CB/1E0F: B5    Pause for 15 * 5 (75) units
CB/1E11: F2    Fade out current song with transition time 128
CB/1E13: 5A    Fade screen at speed $08
CB/1E15: 5C    Pause execution until fade in or fade out is complete
CB/1E16: D9    Clear event bit $1E80($458) [$1F0B, bit 0]
CB/1E18: 3E    Delete object $10
CB/1E1A: 94    Pause for 60 units
CB/1E1B: 39    Free screen
CB/1E1C: 6B    Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $0000), place party at (12, 10), facing up
CB/1E22: D4    Set event bit $1E80($246) [$1EC8, bit 6]
CB/1E24: F0    Play song 16 (Setzer), (high bit clear), full volume
CB/1E26: B5    Pause for 15 * 6 (90) units
CB/1E28: B2    Call subroutine $CACB95
CB/1E2C: B2    Call subroutine $CB2E2B
CB/1E30: 59    Unfade screen at speed $08
CB/1E32: FE    Return

CB/1E33: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CB/1E35: 21        Do vehicle/entity graphical action $21 
CB/1E36: E0        Pause for 4 * 2 (8) frames
CB/1E38: CC        Turn vehicle/entity up
CB/1E39: FF        End queue
CB/1E3A: 4B    Display dialogue message $04FB, wait for button press
               EDGAR: I'm the King of Figaro. If you cooperate, you'll be well rewarded
CB/1E3D: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CB/1E3F: FE    Return

CB/1E40: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/1E42: 21        Do vehicle/entity graphical action $21 
CB/1E43: E0        Pause for 4 * 2 (8) frames
CB/1E45: CC        Turn vehicle/entity up
CB/1E46: FF        End queue
CB/1E47: 4B    Display dialogue message $04FC, wait for button press
               SABIN: My brother's the King of Figaro. Cooperate, and you'll be well rewarded!
CB/1E4A: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/1E4C: FE    Return

CB/1E4D: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/1E51: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CB1E65
CB/1E57: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/1E59: C2        Set vehicle/entity's event speed to normal
CB/1E5A: 87        Move vehicle/entity left 2 tiles
CB/1E5B: CC        Turn vehicle/entity up
CB/1E5C: FF        End queue
CB/1E5D: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/1E5F: C2        Set vehicle/entity's event speed to normal
CB/1E60: 83        Move vehicle/entity left 1 tile
CB/1E61: CC        Turn vehicle/entity up
CB/1E62: FF        End queue
CB/1E63: 92    Pause for 30 units
CB/1E64: FE    Return

CB/1E65: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB1E99
CB/1E6B: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB1E85
CB/1E71: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/1E73: C2        Set vehicle/entity's event speed to normal
CB/1E74: 87        Move vehicle/entity left 2 tiles
CB/1E75: CC        Turn vehicle/entity up
CB/1E76: FF        End queue
CB/1E77: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/1E79: C2        Set vehicle/entity's event speed to normal
CB/1E7A: 83        Move vehicle/entity left 1 tile
CB/1E7B: CC        Turn vehicle/entity up
CB/1E7C: FF        End queue
CB/1E7D: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/1E7F: C2        Set vehicle/entity's event speed to normal
CB/1E80: 80        Move vehicle/entity up 1 tile
CB/1E81: CF        Turn vehicle/entity left
CB/1E82: FF        End queue
CB/1E83: 92    Pause for 30 units
CB/1E84: FE    Return

CB/1E85: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/1E87: C2        Set vehicle/entity's event speed to normal
CB/1E88: 87        Move vehicle/entity left 2 tiles
CB/1E89: CC        Turn vehicle/entity up
CB/1E8A: FF        End queue
CB/1E8B: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/1E8D: C2        Set vehicle/entity's event speed to normal
CB/1E8E: 83        Move vehicle/entity left 1 tile
CB/1E8F: CC        Turn vehicle/entity up
CB/1E90: FF        End queue
CB/1E91: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CB/1E93: C2        Set vehicle/entity's event speed to normal
CB/1E94: 80        Move vehicle/entity up 1 tile
CB/1E95: CF        Turn vehicle/entity left
CB/1E96: FF        End queue
CB/1E97: 92    Pause for 30 units
CB/1E98: FE    Return

CB/1E99: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB1EBD
CB/1E9F: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CB/1EA1: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/1EA3: C2        Set vehicle/entity's event speed to normal
CB/1EA4: 87        Move vehicle/entity left 2 tiles
CB/1EA5: CC        Turn vehicle/entity up
CB/1EA6: FF        End queue
CB/1EA7: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/1EA9: C2        Set vehicle/entity's event speed to normal
CB/1EAA: 83        Move vehicle/entity left 1 tile
CB/1EAB: CC        Turn vehicle/entity up
CB/1EAC: FF        End queue
CB/1EAD: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/1EAF: C2        Set vehicle/entity's event speed to normal
CB/1EB0: 80        Move vehicle/entity up 1 tile
CB/1EB1: CF        Turn vehicle/entity left
CB/1EB2: FF        End queue
CB/1EB3: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/1EB5: C2        Set vehicle/entity's event speed to normal
CB/1EB6: 84        Move vehicle/entity up 2 tiles
CB/1EB7: CF        Turn vehicle/entity left
CB/1EB8: FF        End queue
CB/1EB9: 92    Pause for 30 units
CB/1EBA: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CB/1EBC: FE    Return

CB/1EBD: 78    Enable ability to pass through other objects for object $0B (GAU   )
CB/1EBF: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/1EC1: C2        Set vehicle/entity's event speed to normal
CB/1EC2: 87        Move vehicle/entity left 2 tiles
CB/1EC3: CC        Turn vehicle/entity up
CB/1EC4: FF        End queue
CB/1EC5: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/1EC7: C2        Set vehicle/entity's event speed to normal
CB/1EC8: 83        Move vehicle/entity left 1 tile
CB/1EC9: CC        Turn vehicle/entity up
CB/1ECA: FF        End queue
CB/1ECB: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/1ECD: C2        Set vehicle/entity's event speed to normal
CB/1ECE: 80        Move vehicle/entity up 1 tile
CB/1ECF: CF        Turn vehicle/entity left
CB/1ED0: FF        End queue
CB/1ED1: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CB/1ED3: C2        Set vehicle/entity's event speed to normal
CB/1ED4: 84        Move vehicle/entity up 2 tiles
CB/1ED5: CF        Turn vehicle/entity left
CB/1ED6: FF        End queue
CB/1ED7: 92    Pause for 30 units
CB/1ED8: 36    Disable ability to pass through other objects for object $0B (Actor in stot 11)
CB/1EDA: FE    Return

CB/1EDB: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/1EDF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CB1EE6
CB/1EE5: FE    Return

CB/1EE6: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB1F28
CB/1EEC: DE    Load CaseWord with the characters in the currently active party?
CB/1EED: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/1EF3: 06    Begin action queue for character $06 (Actor in stot 6), 16 bytes long (Wait until complete)
CB/1EF5: 81        Move vehicle/entity right 1 tile
CB/1EF6: 80        Move vehicle/entity up 1 tile
CB/1EF7: CD        Turn vehicle/entity right
CB/1EF8: E0        Pause for 4 * 4 (16) frames
CB/1EFA: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1EFB: E0        Pause for 4 * 1 (4) frames
CB/1EFD: CD        Turn vehicle/entity right
CB/1EFE: E0        Pause for 4 * 1 (4) frames
CB/1F00: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F01: E0        Pause for 4 * 1 (4) frames
CB/1F03: CD        Turn vehicle/entity right
CB/1F04: FF        End queue
CB/1F05: 91    Pause for 15 units
CB/1F06: 04    Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete)
CB/1F08: 22        Do vehicle/entity graphical action $22 
CB/1F09: CF        Turn vehicle/entity left
CB/1F0A: 22        Do vehicle/entity graphical action $22 
CB/1F0B: CF        Turn vehicle/entity left
CB/1F0C: E0        Pause for 4 * 4 (16) frames
CB/1F0E: CC        Turn vehicle/entity up
CB/1F0F: 21        Do vehicle/entity graphical action $21 
CB/1F10: E0        Pause for 4 * 6 (24) frames
CB/1F12: CC        Turn vehicle/entity up
CB/1F13: E0        Pause for 4 * 1 (4) frames
CB/1F15: CF        Turn vehicle/entity left
CB/1F16: FF        End queue
CB/1F17: 91    Pause for 15 units
CB/1F18: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CB/1F1A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F1B: E0        Pause for 4 * 4 (16) frames
CB/1F1D: CD        Turn vehicle/entity right
CB/1F1E: E0        Pause for 4 * 4 (16) frames
CB/1F20: FF        End queue
CB/1F21: 91    Pause for 15 units
CB/1F22: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CB/1F24: 82        Move vehicle/entity down 1 tile
CB/1F25: 83        Move vehicle/entity left 1 tile
CB/1F26: FF        End queue
CB/1F27: FE    Return

CB/1F28: DE    Load CaseWord with the characters in the currently active party?
CB/1F29: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/1F2F: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB1F6A
CB/1F35: 06    Begin action queue for character $06 (Actor in stot 6), 16 bytes long (Wait until complete)
CB/1F37: 81        Move vehicle/entity right 1 tile
CB/1F38: 80        Move vehicle/entity up 1 tile
CB/1F39: CD        Turn vehicle/entity right
CB/1F3A: E0        Pause for 4 * 4 (16) frames
CB/1F3C: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F3D: E0        Pause for 4 * 1 (4) frames
CB/1F3F: CD        Turn vehicle/entity right
CB/1F40: E0        Pause for 4 * 1 (4) frames
CB/1F42: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F43: E0        Pause for 4 * 1 (4) frames
CB/1F45: CD        Turn vehicle/entity right
CB/1F46: FF        End queue
CB/1F47: 91    Pause for 15 units
CB/1F48: 04    Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete)
CB/1F4A: 22        Do vehicle/entity graphical action $22 
CB/1F4B: CF        Turn vehicle/entity left
CB/1F4C: 22        Do vehicle/entity graphical action $22 
CB/1F4D: CF        Turn vehicle/entity left
CB/1F4E: E0        Pause for 4 * 4 (16) frames
CB/1F50: CC        Turn vehicle/entity up
CB/1F51: 21        Do vehicle/entity graphical action $21 
CB/1F52: E0        Pause for 4 * 6 (24) frames
CB/1F54: CC        Turn vehicle/entity up
CB/1F55: E0        Pause for 4 * 1 (4) frames
CB/1F57: CF        Turn vehicle/entity left
CB/1F58: FF        End queue
CB/1F59: 91    Pause for 15 units
CB/1F5A: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CB/1F5C: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F5D: E0        Pause for 4 * 4 (16) frames
CB/1F5F: CD        Turn vehicle/entity right
CB/1F60: E0        Pause for 4 * 4 (16) frames
CB/1F62: FF        End queue
CB/1F63: 91    Pause for 15 units
CB/1F64: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CB/1F66: 82        Move vehicle/entity down 1 tile
CB/1F67: 83        Move vehicle/entity left 1 tile
CB/1F68: FF        End queue
CB/1F69: FE    Return

CB/1F6A: 06    Begin action queue for character $06 (Actor in stot 6), 16 bytes long (Wait until complete)
CB/1F6C: 81        Move vehicle/entity right 1 tile
CB/1F6D: 84        Move vehicle/entity up 2 tiles
CB/1F6E: CD        Turn vehicle/entity right
CB/1F6F: E0        Pause for 4 * 4 (16) frames
CB/1F71: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F72: E0        Pause for 4 * 1 (4) frames
CB/1F74: CD        Turn vehicle/entity right
CB/1F75: E0        Pause for 4 * 1 (4) frames
CB/1F77: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F78: E0        Pause for 4 * 1 (4) frames
CB/1F7A: CD        Turn vehicle/entity right
CB/1F7B: FF        End queue
CB/1F7C: 91    Pause for 15 units
CB/1F7D: 04    Begin action queue for character $04 (Actor in stot 4), 15 bytes long (Wait until complete)
CB/1F7F: 22        Do vehicle/entity graphical action $22 
CB/1F80: CF        Turn vehicle/entity left
CB/1F81: 22        Do vehicle/entity graphical action $22 
CB/1F82: CF        Turn vehicle/entity left
CB/1F83: E0        Pause for 4 * 4 (16) frames
CB/1F85: CC        Turn vehicle/entity up
CB/1F86: 21        Do vehicle/entity graphical action $21 
CB/1F87: E0        Pause for 4 * 6 (24) frames
CB/1F89: CC        Turn vehicle/entity up
CB/1F8A: E0        Pause for 4 * 1 (4) frames
CB/1F8C: CF        Turn vehicle/entity left
CB/1F8D: FF        End queue
CB/1F8E: 91    Pause for 15 units
CB/1F8F: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CB/1F91: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/1F92: E0        Pause for 4 * 4 (16) frames
CB/1F94: CD        Turn vehicle/entity right
CB/1F95: E0        Pause for 4 * 4 (16) frames
CB/1F97: FF        End queue
CB/1F98: 91    Pause for 15 units
CB/1F99: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CB/1F9B: 86        Move vehicle/entity down 2 tiles
CB/1F9C: 83        Move vehicle/entity left 1 tile
CB/1F9D: FF        End queue
CB/1F9E: FE    Return

CB/1F9F: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/1FA1: 21        Do vehicle/entity graphical action $21 
CB/1FA2: E0        Pause for 4 * 2 (8) frames
CB/1FA4: CC        Turn vehicle/entity up
CB/1FA5: FF        End queue
CB/1FA6: 4B    Display dialogue message $0501, wait for button press
               CELES: Stop thinking of yourself. Many towns and villages have been smashed by the Empire.
CB/1FA9: 92    Pause for 30 units
CB/1FAA: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/1FAC: 21        Do vehicle/entity graphical action $21 
CB/1FAD: E0        Pause for 4 * 2 (8) frames
CB/1FAF: CC        Turn vehicle/entity up
CB/1FB0: FF        End queue
CB/1FB1: 4B    Display dialogue message $0502, wait for button press
               LOCKE: The Empire's also totally rotten! It's using magic to enslave the world.
CB/1FB4: 93    Pause for 45 units
CB/1FB5: DE    Load CaseWord with the characters in the currently active party?
CB/1FB6: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB1FC7
CB/1FBC: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CB/1FBE: 22        Do vehicle/entity graphical action $22 
CB/1FBF: E0        Pause for 4 * 2 (8) frames
CB/1FC1: CF        Turn vehicle/entity left
CB/1FC2: FF        End queue
CB/1FC3: 4B    Display dialogue message $0503, wait for button press
               EDGAR: The Empire and my realm were allies
               until recently.
CB/1FC6: 91    Pause for 15 units
CB/1FC7: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB1FD8
CB/1FCD: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/1FCF: 22        Do vehicle/entity graphical action $22 
CB/1FD0: E0        Pause for 4 * 2 (8) frames
CB/1FD2: CF        Turn vehicle/entity left
CB/1FD3: FF        End queue
CB/1FD4: 4B    Display dialogue message $0504, wait for button press
               SABIN: The Empire'll end up owning you!
CB/1FD7: 91    Pause for 15 units
CB/1FD8: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB1FE5
CB/1FDE: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/1FE0: 22        Do vehicle/entity graphical action $22 
CB/1FE1: FF        End queue
CB/1FE2: 4B    Display dialogue message $0505, wait for button press
               CYAN: I lost my friends
               and my family.
CB/1FE5: 94    Pause for 60 units
CB/1FE6: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/1FE8: 21        Do vehicle/entity graphical action $21 
CB/1FE9: FF        End queue
CB/1FEA: 4B    Display dialogue message $0506, wait for button press
               SETZER: The Empire evil?
CB/1FED: 94    Pause for 60 units
CB/1FEE: FE    Return

CB/1FEF: 4B    Display dialogue message $0520, wait for button press
               SETZER: Repairs aren't finished yet. You'd better take the boat from Albrook.
CB/1FF2: FE    Return

CB/1FF3: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB1FEF
CB/1FF9: 4B    Display dialogue message $051F, wait for button press
               SETZER: I'll have to repair the air ship. Go scout around and let me know what's happening.
CB/1FFC: FE    Return

CB/1FFD: C0    If ($1E80($07A) [$1E8F, bit 2] is set), branch to $CB1FF3
CB/2003: 4B    Display dialogue message $051E, wait for button press
               SETZER: What's going on?
               The Empire's becoming paranoid!
CB/2006: FE    Return

CB/2007: C0    If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CB1FFD
CB/200D: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/2013: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB2029
CB/2019: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/201B: F0    Play song 16 (Setzer), (high bit set), full volume
CB/201D: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/201F: CD        Turn vehicle/entity right
CB/2020: E0        Pause for 4 * 4 (16) frames
CB/2022: CC        Turn vehicle/entity up
CB/2023: FF        End queue
CB/2024: 4B    Display dialogue message $0500, wait for button press
               SETZER: Phew
               The Empire's made me a rich man.
CB/2027: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/2029: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CB2035
CB/202F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/2031: C2        Set vehicle/entity's event speed to normal
CB/2032: 81        Move vehicle/entity right 1 tile
CB/2033: 86        Move vehicle/entity down 2 tiles
CB/2034: FF        End queue
CB/2035: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB2041
CB/203B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/203D: C2        Set vehicle/entity's event speed to normal
CB/203E: 82        Move vehicle/entity down 1 tile
CB/203F: 85        Move vehicle/entity right 2 tiles
CB/2040: FF        End queue
CB/2041: 38    Hold screen
CB/2042: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/2044: C1        Set vehicle/entity's event speed to slow
CB/2045: A3        Move vehicle/entity left/up 1x1 tiles
CB/2046: A3        Move vehicle/entity left/up 1x1 tiles
CB/2047: FF        End queue
CB/2048: B2    Call subroutine $CAC6AC
CB/204C: 78    Enable ability to pass through other objects for object $06 (CELES )
CB/204E: B2    Call subroutine $CB1E4D
CB/2052: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CB/2054: B2    Call subroutine $CB1F9F
CB/2058: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/205A: 21        Do vehicle/entity graphical action $21 
CB/205B: E0        Pause for 4 * 2 (8) frames
CB/205D: CC        Turn vehicle/entity up
CB/205E: FF        End queue
CB/205F: 4B    Display dialogue message $0507, wait for button press
               CELES: We all hate the Empire for the same reasons. That's why
               SETZER: You knowyou're even more stunning than Maria.
               CELES: ????
CB/2062: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/2064: CF        Turn vehicle/entity left
CB/2065: E0        Pause for 4 * 4 (16) frames
CB/2067: CE        Turn vehicle/entity down
CB/2068: FF        End queue
CB/2069: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB2076
CB/206F: B0    Execute the following commands until $B1 13 times
CB/2071: 53        Modify object color range from [06, 06]: Do unknown operation (Black) at intensity 3
CB/2075: B1        End block of repeating commands
CB/2076: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CB/2078: C1        Set vehicle/entity's event speed to slow
CB/2079: 82        Move vehicle/entity down 1 tile
CB/207A: 87        Move vehicle/entity left 2 tiles
CB/207B: 82        Move vehicle/entity down 1 tile
CB/207C: E0        Pause for 4 * 16 (64) frames
CB/207E: CD        Turn vehicle/entity right
CB/207F: FF        End queue
CB/2080: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/2082: E0        Pause for 4 * 12 (48) frames
CB/2084: CF        Turn vehicle/entity left
CB/2085: FF        End queue
CB/2086: 4B    Display dialogue message $0508, wait for button press
               SETZER: Enough!
               If you
               If CELES becomes my wife, I'll help. Otherwise
CB/2089: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB2096
CB/208F: B0    Execute the following commands until $B1 13 times
CB/2091: 53        Modify object color range from [06, 06]: Add (Black) at intensity 2
CB/2095: B1        End block of repeating commands
CB/2096: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/2098: C3        Set vehicle/entity's event speed to fast
CB/2099: 80        Move vehicle/entity up 1 tile
CB/209A: 87        Move vehicle/entity left 2 tiles
CB/209B: 23        Do vehicle/entity graphical action $23 
CB/209C: FF        End queue
CB/209D: 4B    Display dialogue message $0509, wait for button press
               LOCKE: WHAT!
               Are you stupid!?
CB/20A0: B5    Pause for 15 * 6 (90) units
CB/20A2: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/20A4: 22        Do vehicle/entity graphical action $22 
CB/20A5: E0        Pause for 4 * 1 (4) frames
CB/20A7: CF        Turn vehicle/entity left
CB/20A8: FF        End queue
CB/20A9: 4B    Display dialogue message $050A, wait for button press
               CELES: We haven't any choice.
CB/20AC: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CB/20AE: 1F        Do vehicle/entity graphical action $1F 
CB/20AF: E0        Pause for 4 * 7 (28) frames
CB/20B1: 81        Move vehicle/entity right 1 tile
CB/20B2: CE        Turn vehicle/entity down
CB/20B3: FF        End queue
CB/20B4: 92    Pause for 30 units
CB/20B5: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/20B7: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/20B8: E0        Pause for 4 * 1 (4) frames
CB/20BA: CD        Turn vehicle/entity right
CB/20BB: FF        End queue
CB/20BC: 4B    Display dialogue message $050B, wait for button press
               SETZER: Yes! It's settled!
CB/20BF: 94    Pause for 60 units
CB/20C0: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/20C2: 22        Do vehicle/entity graphical action $22 
CB/20C3: E0        Pause for 4 * 1 (4) frames
CB/20C5: CF        Turn vehicle/entity left
CB/20C6: FF        End queue
CB/20C7: 4B    Display dialogue message $050C, wait for button press
               CELES: But I have conditions
CB/20CA: B2    Call subroutine $CB1EDB
CB/20CE: 92    Pause for 30 units
CB/20CF: 4B    Display dialogue message $050D, wait for button press
               We'll decide with a coin toss.
               If it's heads, you'll help us. If it's tails, I'll go with you.
               Well, Mr. Gambler?
CB/20D2: 10    Begin action queue for character $10 (NPC $10), 12 bytes long 
CB/20D4: 5D        Do vehicle/entity graphical action $1D, flipped horizontally
CB/20D5: E0        Pause for 4 * 1 (4) frames
CB/20D7: 5E        Do vehicle/entity graphical action $1E, flipped horizontally
CB/20D8: E0        Pause for 4 * 2 (8) frames
CB/20DA: 5D        Do vehicle/entity graphical action $1D, flipped horizontally
CB/20DB: E0        Pause for 4 * 1 (4) frames
CB/20DD: 5E        Do vehicle/entity graphical action $1E, flipped horizontally
CB/20DE: CD        Turn vehicle/entity right
CB/20DF: FF        End queue
CB/20E0: 4B    Display dialogue message $050E, wait for button press
               SETZER: Oho! Fine!
               I accept!
CB/20E3: 4B    Display dialogue message $050F, wait for button press
               LOCKE: Listen to yourself!
               CELESyou can't become his wife! You just can't!
CB/20E6: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CB/20E8: CC        Turn vehicle/entity up
CB/20E9: FF        End queue
CB/20EA: 92    Pause for 30 units
CB/20EB: DE    Load CaseWord with the characters in the currently active party?
CB/20EC: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB2103
CB/20F2: 92    Pause for 30 units
CB/20F3: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/20F5: 22        Do vehicle/entity graphical action $22 
CB/20F6: E0        Pause for 4 * 1 (4) frames
CB/20F8: CF        Turn vehicle/entity left
CB/20F9: FF        End queue
CB/20FA: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/20FC: E0        Pause for 4 * 6 (24) frames
CB/20FE: CD        Turn vehicle/entity right
CB/20FF: FF        End queue
CB/2100: 4B    Display dialogue message $0510, wait for button press
               CYAN: That man uses people
CB/2103: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CB/2105: CC        Turn vehicle/entity up
CB/2106: E0        Pause for 4 * 8 (32) frames
CB/2108: 21        Do vehicle/entity graphical action $21 
CB/2109: E0        Pause for 4 * 3 (12) frames
CB/210B: CC        Turn vehicle/entity up
CB/210C: FF        End queue
CB/210D: 93    Pause for 45 units
CB/210E: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/2110: E0        Pause for 4 * 6 (24) frames
CB/2112: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/2113: FF        End queue
CB/2114: 06    Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete)
CB/2116: 81        Move vehicle/entity right 1 tile
CB/2117: E0        Pause for 4 * 1 (4) frames
CB/2119: CE        Turn vehicle/entity down
CB/211A: E0        Pause for 4 * 1 (4) frames
CB/211C: CF        Turn vehicle/entity left
CB/211D: FF        End queue
CB/211E: 4B    Display dialogue message $0511, wait for button press
               CELES: Ready?
CB/2121: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/2123: CE        Turn vehicle/entity down
CB/2124: FF        End queue
CB/2125: F6    Subcommand $81: Change volume of currently playing song to $32, transition time 20
CB/2129: 94    Pause for 60 units
CB/212A: 57    Decrease color component(s) 235 (White [Red + Green + Blue]), at intensity 11
CB/212C: 94    Pause for 60 units
CB/212D: 06    Begin action queue for character $06 (Actor in stot 6), 14 bytes long (Wait until complete)
CB/212F: CE        Turn vehicle/entity down
CB/2130: E0        Pause for 4 * 2 (8) frames
CB/2132: 13        Do vehicle/entity graphical action $13 
CB/2133: E0        Pause for 4 * 16 (64) frames
CB/2135: CF        Turn vehicle/entity left
CB/2136: E0        Pause for 4 * 1 (4) frames
CB/2138: 22        Do vehicle/entity graphical action $22 
CB/2139: E0        Pause for 4 * 6 (24) frames
CB/213B: CF        Turn vehicle/entity left
CB/213C: FF        End queue
CB/213D: D8    Set event bit $1E80($457) [$1F0A, bit 7]
CB/213F: 3D    Create object $11
CB/2141: 41    Show object $11
CB/2143: 45    Refresh objects
CB/2144: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/2146: F4    Play sound effect 141
CB/2148: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CB/214A: C3        Set vehicle/entity's event speed to fast
CB/214B: 80        Move vehicle/entity up 1 tile
CB/214C: 80        Move vehicle/entity up 1 tile
CB/214D: C2        Set vehicle/entity's event speed to normal
CB/214E: DC        Make vehicle/entity jump (low)
CB/214F: 83        Move vehicle/entity left 1 tile
CB/2150: C3        Set vehicle/entity's event speed to fast
CB/2151: 86        Move vehicle/entity down 2 tiles
CB/2152: FF        End queue
CB/2153: F4    Play sound effect 141
CB/2155: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/2157: C1        Set vehicle/entity's event speed to slow
CB/2158: DC        Make vehicle/entity jump (low)
CB/2159: 83        Move vehicle/entity left 1 tile
CB/215A: FF        End queue
CB/215B: F4    Play sound effect 141
CB/215D: 94    Pause for 60 units
CB/215E: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CB/2160: 22        Do vehicle/entity graphical action $22 
CB/2161: FF        End queue
CB/2162: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/2164: 20        Do vehicle/entity graphical action $20 
CB/2165: FF        End queue
CB/2166: B5    Pause for 15 * 6 (90) units
CB/2168: 56    Increase color component(s) 235 (White [Red + Green + Blue]), at intensity 11
CB/216A: B5    Pause for 15 * 5 (75) units
CB/216C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/216E: CE        Turn vehicle/entity down
CB/216F: FF        End queue
CB/2170: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CB/2172: E0        Pause for 4 * 12 (48) frames
CB/2174: CF        Turn vehicle/entity left
CB/2175: FF        End queue
CB/2176: 4B    Display dialogue message $0512, wait for button press
               CELES: I win!
               Now, honor your part of the bargain!
CB/2179: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/217B: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/217D: 81        Move vehicle/entity right 1 tile
CB/217E: FF        End queue
CB/217F: 42    Hide object $11
CB/2181: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CB/2183: E0        Pause for 4 * 8 (32) frames
CB/2185: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2186: E0        Pause for 4 * 2 (8) frames
CB/2188: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/2189: FF        End queue
CB/218A: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 30
CB/218E: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/2190: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CB/2192: E0        Pause for 4 * 4 (16) frames
CB/2194: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2195: E0        Pause for 4 * 12 (48) frames
CB/2197: CE        Turn vehicle/entity down
CB/2198: FF        End queue
CB/2199: 4B    Display dialogue message $0513, wait for button press
               SETZER: Howunusual!
               A coin with identical sides!
CB/219C: C1    If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB21B1
CB/21A4: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/21A6: CE        Turn vehicle/entity down
CB/21A7: FF        End queue
CB/21A8: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CB/21AA: E0        Pause for 4 * 12 (48) frames
CB/21AC: 22        Do vehicle/entity graphical action $22 
CB/21AD: FF        End queue
CB/21AE: 4B    Display dialogue message $051A, wait for button press
               SABIN: That coin!? 
               BIG BROTHER!!! Don't tell me!
CB/21B1: 35    Pause execution until action queue for object $04 (Actor in stot 4) is complete
CB/21B3: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CB/21B5: CE        Turn vehicle/entity down
CB/21B6: FF        End queue
CB/21B7: 4B    Display dialogue message $0514, wait for button press
               CELES: I think you've been hustled, Mr. Gambler.
CB/21BA: C1    If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB21CA
CB/21C2: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/21C4: CF        Turn vehicle/entity left
CB/21C5: FF        End queue
CB/21C6: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CB/21C8: CF        Turn vehicle/entity left
CB/21C9: FF        End queue
CB/21CA: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/21CC: C1        Set vehicle/entity's event speed to slow
CB/21CD: 83        Move vehicle/entity left 1 tile
CB/21CE: FF        End queue
CB/21CF: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/21D1: E0        Pause for 4 * 2 (8) frames
CB/21D3: CF        Turn vehicle/entity left
CB/21D4: FF        End queue
CB/21D5: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CB/21D7: E0        Pause for 4 * 4 (16) frames
CB/21D9: CF        Turn vehicle/entity left
CB/21DA: FF        End queue
CB/21DB: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/21DD: C1        Set vehicle/entity's event speed to slow
CB/21DE: 87        Move vehicle/entity left 2 tiles
CB/21DF: FF        End queue
CB/21E0: 4B    Display dialogue message $0515, wait for button press
               SETZER: Ha!
               How low can you get?!
               I love it!
               All right, I'll help you.
               Nothing to lose but my life
CB/21E3: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/21E5: D5        Set vehicle/entity's position to (10, 10)
CB/21E8: FF        End queue
CB/21E9: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/21EB: CE        Turn vehicle/entity down
CB/21EC: FF        End queue
CB/21ED: 93    Pause for 45 units
CB/21EE: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/21F0: 20        Do vehicle/entity graphical action $20 
CB/21F1: E0        Pause for 4 * 2 (8) frames
CB/21F3: CE        Turn vehicle/entity down
CB/21F4: FF        End queue
CB/21F5: 41    Show object $11
CB/21F7: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/21F9: F4    Play sound effect 141
CB/21FB: 11    Begin action queue for character $11 (NPC $11), 11 bytes long (Wait until complete)
CB/21FD: C3        Set vehicle/entity's event speed to fast
CB/21FE: C8        Set object layering priority to 3 (low nibble 3)
CB/2200: 80        Move vehicle/entity up 1 tile
CB/2201: 80        Move vehicle/entity up 1 tile
CB/2202: C2        Set vehicle/entity's event speed to normal
CB/2203: DC        Make vehicle/entity jump (low)
CB/2204: 81        Move vehicle/entity right 1 tile
CB/2205: C3        Set vehicle/entity's event speed to fast
CB/2206: 86        Move vehicle/entity down 2 tiles
CB/2207: FF        End queue
CB/2208: F4    Play sound effect 141
CB/220A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/220C: C1        Set vehicle/entity's event speed to slow
CB/220D: DC        Make vehicle/entity jump (low)
CB/220E: 81        Move vehicle/entity right 1 tile
CB/220F: FF        End queue
CB/2210: F4    Play sound effect 141
CB/2212: 94    Pause for 60 units
CB/2213: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/2215: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2216: E0        Pause for 4 * 2 (8) frames
CB/2218: CD        Turn vehicle/entity right
CB/2219: FF        End queue
CB/221A: 4B    Display dialogue message $0516, wait for button press
               My life is a chip in your pile! Ante up!
CB/221D: D0    Set event bit $1E80($05D) [$1E8B, bit 5]
CB/221F: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/2221: 94    Pause for 60 units
CB/2222: 5A    Fade screen at speed $08
CB/2224: 5C    Pause execution until fade in or fade out is complete
CB/2225: D9    Clear event bit $1E80($457) [$1F0A, bit 7]
CB/2227: 3E    Delete object $11
CB/2229: F2    Fade out current song with transition time 192
CB/222B: B2    Call subroutine $CACB95
CB/222F: 3B    Position character in a "ready-to-go" stance
CB/2230: D8    Set event bit $1E80($459) [$1F0B, bit 1]
CB/2232: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3000), place party at (23, 6), facing left
CB/2238: B2    Call subroutine $CB22BB
CB/223C: FE    Return

CB/223D: 9B    Invoke shop $2E
CB/223F: FE    Return

CB/2240: 4B    Display dialogue message $0517, wait for button press
               G'ho! Customers!
               Need any refreshment?
               ^ Yes
               ^ No
CB/2243: B6    Indexed branch based on prior dialogue selection [$CB224B, $CA5EB3]
CB/224A: FE    Return

CB/224B: 3D    Create object $24
CB/224D: 24    Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/224F: D5        Set vehicle/entity's position to (5, 31)
CB/2252: FF        End queue
CB/2253: 45    Refresh objects
CB/2254: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CB/2256: 41    Show object $24
CB/2258: 24    Begin action queue for character $24 (NPC $24), 2 bytes long 
CB/225A: 82        Move vehicle/entity down 1 tile
CB/225B: FF        End queue
CB/225C: F4    Play sound effect 30
CB/225E: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/2260: B5    Pause for 15 * 6 (90) units
CB/2262: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/2266: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/226A: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/226E: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/2272: 8B    For character $31 (Party Character 0), take HP and set to maximum
CB/2275: 8B    For character $32 (Party Character 1), take HP and set to maximum
CB/2278: 8B    For character $33 (Party Character 2), take HP and set to maximum
CB/227B: 8B    For character $34 (Party Character 3), take HP and set to maximum
CB/227E: 8C    For character $31 (Party Character 0), take MP and set to maximum
CB/2281: 8C    For character $32 (Party Character 1), take MP and set to maximum
CB/2284: 8C    For character $33 (Party Character 2), take MP and set to maximum
CB/2287: 8C    For character $34 (Party Character 3), take MP and set to maximum
CB/228A: 3E    Delete object $24
CB/228C: 45    Refresh objects
CB/228D: 42    Hide object $24
CB/228F: FE    Return

CB/2290: B0    Execute the following commands until $B1 31 times
CB/2292: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CB/2296: B1        End block of repeating commands
CB/2297: B0    Execute the following commands until $B1 5 times
CB/2299: 51        Modify background color range from [60, 63]: Add (Black) at intensity 3
CB/229D: B1        End block of repeating commands
CB/229E: B0    Execute the following commands until $B1 4 times
CB/22A0: 51        Modify background color range from [64, 66]: Add (Black) at intensity 3
CB/22A4: B1        End block of repeating commands
CB/22A5: B0    Execute the following commands until $B1 3 times
CB/22A7: 51        Modify background color range from [67, 69]: Add (Black) at intensity 3
CB/22AB: B1        End block of repeating commands
CB/22AC: B0    Execute the following commands until $B1 2 times
CB/22AE: 51        Modify background color range from [6A, 6C]: Add (Black) at intensity 3
CB/22B2: B1        End block of repeating commands
CB/22B3: B0    Execute the following commands until $B1 1 times
CB/22B5: 51        Modify background color range from [6D, 6F]: Add (Black) at intensity 3
CB/22B9: B1        End block of repeating commands
CB/22BA: FE    Return

CB/22BB: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/22BD: D5        Set vehicle/entity's position to (8, 6)
CB/22C0: CF        Turn vehicle/entity left
CB/22C1: FF        End queue
CB/22C2: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/22C4: D5        Set vehicle/entity's position to (14, 6)
CB/22C7: FF        End queue
CB/22C8: B2    Call subroutine $CAC6AC
CB/22CC: 3C    Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/22D1: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CB/22D3: D5        Set vehicle/entity's position to (22, 5)
CB/22D6: CD        Turn vehicle/entity right
CB/22D7: FF        End queue
CB/22D8: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/22DA: D5        Set vehicle/entity's position to (13, 4)
CB/22DD: 21        Do vehicle/entity graphical action $21 
CB/22DE: FF        End queue
CB/22DF: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/22E1: D5        Set vehicle/entity's position to (15, 4)
CB/22E4: 21        Do vehicle/entity graphical action $21 
CB/22E5: FF        End queue
CB/22E6: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/22E8: D5        Set vehicle/entity's position to (14, 7)
CB/22EB: CE        Turn vehicle/entity down
CB/22EC: FF        End queue
CB/22ED: 92    Pause for 30 units
CB/22EE: B2    Call subroutine $CB2290
CB/22F2: 59    Unfade screen at speed $08
CB/22F4: 5C    Pause execution until fade in or fade out is complete
CB/22F5: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/22F7: E0        Pause for 4 * 48 (192) frames
CB/22F9: CF        Turn vehicle/entity left
CB/22FA: FF        End queue
CB/22FB: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/22FD: C1        Set vehicle/entity's event speed to slow
CB/22FE: 9F        Move vehicle/entity left 8 tiles
CB/22FF: 97        Move vehicle/entity left 6 tiles
CB/2300: FF        End queue
CB/2301: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/2303: C1        Set vehicle/entity's event speed to slow
CB/2304: 87        Move vehicle/entity left 2 tiles
CB/2305: FF        End queue
CB/2306: 4B    Display dialogue message $051B, wait for button press (At bottom of screen)
               LOCKE: This unwieldy-looking ship really moves! Could it crash?
CB/2309: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CB/230B: D5        Set vehicle/entity's position to (17, 8)
CB/230E: C1        Set vehicle/entity's event speed to slow
CB/230F: FF        End queue
CB/2310: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CB/2312: CE        Turn vehicle/entity down
CB/2313: E0        Pause for 4 * 3 (12) frames
CB/2315: 20        Do vehicle/entity graphical action $20 
CB/2316: E0        Pause for 4 * 12 (48) frames
CB/2318: CE        Turn vehicle/entity down
CB/2319: FF        End queue
CB/231A: 34    Begin action queue for character $34 (Party Character 3), 7 bytes long 
CB/231C: CF        Turn vehicle/entity left
CB/231D: E0        Pause for 4 * 2 (8) frames
CB/231F: C1        Set vehicle/entity's event speed to slow
CB/2320: 82        Move vehicle/entity down 1 tile
CB/2321: CF        Turn vehicle/entity left
CB/2322: FF        End queue
CB/2323: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CB/2325: E0        Pause for 4 * 16 (64) frames
CB/2327: CF        Turn vehicle/entity left
CB/2328: FF        End queue
CB/2329: 4B    Display dialogue message $051C, wait for button press (At bottom of screen)
               SETZER: When things fall, they fall! It's all a matter of fate
CB/232C: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CB/232E: 8B        Move vehicle/entity left 3 tiles
CB/232F: FF        End queue
CB/2330: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/2332: 22        Do vehicle/entity graphical action $22 
CB/2333: E0        Pause for 4 * 2 (8) frames
CB/2335: CF        Turn vehicle/entity left
CB/2336: FF        End queue
CB/2337: 4B    Display dialogue message $051D, wait for button press (At bottom of screen)
               LOCKE: This ship's going to stick out like a sore thumb. Better land some distance away.
               SETZER: Right.
               I'll wait on board in case of an emergency.
CB/233A: 35    Pause execution until action queue for object $06 (Actor in stot 6) is complete
CB/233C: 92    Pause for 30 units
CB/233D: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CB/233F: C3        Set vehicle/entity's event speed to fast
CB/2340: 9D        Move vehicle/entity right 8 tiles
CB/2341: 91        Move vehicle/entity right 5 tiles
CB/2342: FF        End queue
CB/2343: 5A    Fade screen at speed $04
CB/2345: 5C    Pause execution until fade in or fade out is complete
CB/2346: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/2348: F2    Fade out current song with transition time 64
CB/234A: D9    Clear event bit $1E80($459) [$1F0B, bit 1]
CB/234C: 39    Free screen
CB/234D: B2    Call subroutine $CACB95
CB/2351: B5    Pause for 15 * 6 (90) units
CB/2353: F0    Play song 27 (The Empire Gestahl), (high bit clear), full volume
CB/2355: D0    Set event bit $1E80($05E) [$1E8B, bit 6]
CB/2357: D2    Set event bit $1E80($1B9) [$1EB7, bit 1]
CB/2359: D2    Set event bit $1E80($1BA) [$1EB7, bit 2]
CB/235B: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CB/235D: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/235F: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (137, 0), facing up
CB/2365: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (140, 203), facing down, party is in the airship
CB/236B: C7        Place airship at position (137, 202)
CB/236E: FE        Show scene with airship heading to Vector
CB/236F: C9        Clear bit $1E80($01CC) [$1EB9, bit 4]
CB/2372: D3        Load map $0000 (World of Balance), position (137, 203), mode $00
CB/2378: FF    
CB/2379: C1    If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/2381: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CB/2383: DE    Load CaseWord with the characters in the currently active party?
CB/2384: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB23BD
CB/238A: 3D    Create object $10
CB/238C: 41    Show object $10
CB/238E: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CB/2390: D5        Set vehicle/entity's position to (56, 13)
CB/2393: C8        Set object layering priority to 3 (low nibble 3)
CB/2395: FF        End queue
CB/2396: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CB/2398: C0    If ($1E80($081) [$1E90, bit 1] is set), branch to $CB23A0
CB/239E: D8    Set event bit $1E80($472) [$1F0E, bit 2]
CB/23A0: C0    If ($1E80($081) [$1E90, bit 1] is clear), branch to $CB23AD
CB/23A6: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/23A8: D5        Set vehicle/entity's position to (39, 12)
CB/23AB: CE        Turn vehicle/entity down
CB/23AC: FF        End queue
CB/23AD: DE    Load CaseWord with the characters in the currently active party?
CB/23AE: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB23BD
CB/23B4: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/23B6: D5        Set vehicle/entity's position to (39, 12)
CB/23B9: CE        Turn vehicle/entity down
CB/23BA: FF        End queue
CB/23BB: D9    Clear event bit $1E80($472) [$1F0E, bit 2]
CB/23BD: DE    Load CaseWord with the characters in the currently active party?
CB/23BE: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB23C8
CB/23C4: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CB/23C6: D9    Clear event bit $1E80($456) [$1F0A, bit 6]
CB/23C8: C0    If ($1E80($09D) [$1E93, bit 5] is clear), branch to $CB23D7
CB/23CE: 3E    Delete object $10
CB/23D0: 3E    Delete object $1F
CB/23D2: 45    Refresh objects
CB/23D3: 42    Hide object $10
CB/23D5: 42    Hide object $1F
CB/23D7: FE    Return

CB/23D8: C2    If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set) or ($1E80($081) [$1E90, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/23E2: DE    Load CaseWord with the characters in the currently active party?
CB/23E3: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/23E9: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/23EF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/23F1: CC        Turn vehicle/entity up
CB/23F2: FF        End queue
CB/23F3: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CB/23F5: E0        Pause for 4 * 8 (32) frames
CB/23F7: 20        Do vehicle/entity graphical action $20 
CB/23F8: E0        Pause for 4 * 1 (4) frames
CB/23FA: CE        Turn vehicle/entity down
CB/23FB: E0        Pause for 4 * 2 (8) frames
CB/23FD: 20        Do vehicle/entity graphical action $20 
CB/23FE: CE        Turn vehicle/entity down
CB/23FF: FF        End queue
CB/2400: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/2402: 86        Move vehicle/entity down 2 tiles
CB/2403: 8D        Move vehicle/entity right 4 tiles
CB/2404: CE        Turn vehicle/entity down
CB/2405: FF        End queue
CB/2406: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/2408: B0    Execute the following commands until $B1 2 times
CB/240A: 10        Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/240C: 20            Do vehicle/entity graphical action $20 
CB/240D: E0            Pause for 4 * 1 (4) frames
CB/240F: CE            Turn vehicle/entity down
CB/2410: FF            End queue
CB/2411: F4        Play sound effect 71
CB/2413: B1        End block of repeating commands
CB/2414: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/2416: 20        Do vehicle/entity graphical action $20 
CB/2417: FF        End queue
CB/2418: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/241A: 82        Move vehicle/entity down 1 tile
CB/241B: E0        Pause for 4 * 2 (8) frames
CB/241D: CF        Turn vehicle/entity left
CB/241E: FF        End queue
CB/241F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/2421: CE        Turn vehicle/entity down
CB/2422: FF        End queue
CB/2423: B0    Execute the following commands until $B1 3 times
CB/2425: 10        Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/2427: 20            Do vehicle/entity graphical action $20 
CB/2428: E0            Pause for 4 * 1 (4) frames
CB/242A: CE            Turn vehicle/entity down
CB/242B: FF            End queue
CB/242C: 91        Pause for 15 units
CB/242D: F4        Play sound effect 150
CB/242F: B1        End block of repeating commands
CB/2430: 93    Pause for 45 units
CB/2431: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/2433: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/2434: E0        Pause for 4 * 12 (48) frames
CB/2436: CE        Turn vehicle/entity down
CB/2437: FF        End queue
CB/2438: F4    Play sound effect 74
CB/243A: 4B    Display dialogue message $0753, wait for button press (At bottom of screen)
               CID: Wow, what a ship!
               SETZER: That landing really messed up the engine. It'll take a while to fix
CB/243D: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/243F: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/2441: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/2443: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/2444: E0        Pause for 4 * 4 (16) frames
CB/2446: D1        Make vehicle/entity disappear
CB/2447: FF        End queue
CB/2448: 14    Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete)
CB/244A: E0        Pause for 4 * 2 (8) frames
CB/244C: CE        Turn vehicle/entity down
CB/244D: E0        Pause for 4 * 2 (8) frames
CB/244F: CD        Turn vehicle/entity right
CB/2450: FF        End queue
CB/2451: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/2453: D5        Set vehicle/entity's position to (58, 13)
CB/2456: FF        End queue
CB/2457: 41    Show object $10
CB/2459: 92    Pause for 30 units
CB/245A: F4    Play sound effect 71
CB/245C: 4B    Display dialogue message $0755, wait for button press (At bottom of screen)
               CID: I'll help.
               No machine can stump me!
CB/245F: F4    Play sound effect 71
CB/2461: 92    Pause for 30 units
CB/2462: F4    Play sound effect 74
CB/2464: 4B    Display dialogue message $0757, wait for button press (At bottom of screen)
               SETZER: Don't touch anything!
CB/2467: B0    Execute the following commands until $B1 2 times
CB/2469: 10        Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/246B: 20            Do vehicle/entity graphical action $20 
CB/246C: E0            Pause for 4 * 1 (4) frames
CB/246E: CE            Turn vehicle/entity down
CB/246F: FF            End queue
CB/2470: 91        Pause for 15 units
CB/2471: F4        Play sound effect 150
CB/2473: B1        End block of repeating commands
CB/2474: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/2476: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/2477: E0        Pause for 4 * 3 (12) frames
CB/2479: D1        Make vehicle/entity disappear
CB/247A: FF        End queue
CB/247B: 14    Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete)
CB/247D: E0        Pause for 4 * 2 (8) frames
CB/247F: CE        Turn vehicle/entity down
CB/2480: E0        Pause for 4 * 2 (8) frames
CB/2482: CF        Turn vehicle/entity left
CB/2483: FF        End queue
CB/2484: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/2486: D5        Set vehicle/entity's position to (56, 13)
CB/2489: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/248A: FF        End queue
CB/248B: 41    Show object $10
CB/248D: 92    Pause for 30 units
CB/248E: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/2490: 20        Do vehicle/entity graphical action $20 
CB/2491: FF        End queue
CB/2492: B0    Execute the following commands until $B1 5 times
CB/2494: F4        Play sound effect 150
CB/2496: 91        Pause for 15 units
CB/2497: B1        End block of repeating commands
CB/2498: 4B    Display dialogue message $0758, wait for button press (At bottom of screen)
               CID: Go kill time in the casino! I can speed this crate up!
CB/249B: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/249D: 92    Pause for 30 units
CB/249E: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CB/24A0: 1F        Do vehicle/entity graphical action $1F 
CB/24A1: E0        Pause for 4 * 1 (4) frames
CB/24A3: 20        Do vehicle/entity graphical action $20 
CB/24A4: E0        Pause for 4 * 1 (4) frames
CB/24A6: 1F        Do vehicle/entity graphical action $1F 
CB/24A7: E0        Pause for 4 * 1 (4) frames
CB/24A9: 18        Do vehicle/entity graphical action $18 
CB/24AA: FF        End queue
CB/24AB: 4B    Display dialogue message $0759, wait for button press (At bottom of screen)
               SETZER: 
               You little!!
               Get outta my sight!
CB/24AE: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/24B0: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/24B2: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/24B4: C1        Set vehicle/entity's event speed to slow
CB/24B5: 82        Move vehicle/entity down 1 tile
CB/24B6: FF        End queue
CB/24B7: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/24B9: C2        Set vehicle/entity's event speed to normal
CB/24BA: 83        Move vehicle/entity left 1 tile
CB/24BB: CC        Turn vehicle/entity up
CB/24BC: FF        End queue
CB/24BD: B2    Call subroutine $CB0E1C
CB/24C1: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/24C3: 82        Move vehicle/entity down 1 tile
CB/24C4: D1        Make vehicle/entity disappear
CB/24C5: FF        End queue
CB/24C6: D9    Clear event bit $1E80($472) [$1F0E, bit 2]
CB/24C8: 4B    Display dialogue message $075A, wait for button press (At bottom of screen)
               CID: But I could really make this thing hum!
CB/24CB: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/24CD: 3E    Delete object $14
CB/24CF: 45    Refresh objects
CB/24D0: B0    Execute the following commands until $B1 3 times
CB/24D2: 10        Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/24D4: 20            Do vehicle/entity graphical action $20 
CB/24D5: E0            Pause for 4 * 1 (4) frames
CB/24D7: CE            Turn vehicle/entity down
CB/24D8: FF            End queue
CB/24D9: F4        Play sound effect 71
CB/24DB: B1        End block of repeating commands
CB/24DC: 94    Pause for 60 units
CB/24DD: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/24DF: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/24E0: FF        End queue
CB/24E1: F4    Play sound effect 74
CB/24E3: 92    Pause for 30 units
CB/24E4: B0    Execute the following commands until $B1 2 times
CB/24E6: 10        Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/24E8: 20            Do vehicle/entity graphical action $20 
CB/24E9: E0            Pause for 4 * 1 (4) frames
CB/24EB: CE            Turn vehicle/entity down
CB/24EC: FF            End queue
CB/24ED: 91        Pause for 15 units
CB/24EE: F4        Play sound effect 150
CB/24F0: B1        End block of repeating commands
CB/24F1: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/24F6: B2    Call subroutine $CAC6AC
CB/24FA: B2    Call subroutine $CB0E1C
CB/24FE: 42    Hide object $33
CB/2500: 42    Hide object $34
CB/2502: 41    Show object $01
CB/2504: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/2506: CC        Turn vehicle/entity up
CB/2507: FF        End queue
CB/2508: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/250A: C2        Set vehicle/entity's event speed to normal
CB/250B: 81        Move vehicle/entity right 1 tile
CB/250C: 84        Move vehicle/entity up 2 tiles
CB/250D: CE        Turn vehicle/entity down
CB/250E: FF        End queue
CB/250F: F4    Play sound effect 74
CB/2511: 92    Pause for 30 units
CB/2512: B0    Execute the following commands until $B1 6 times
CB/2514: F4        Play sound effect 150
CB/2516: 91        Pause for 15 units
CB/2517: B1        End block of repeating commands
CB/2518: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/251A: 20        Do vehicle/entity graphical action $20 
CB/251B: E0        Pause for 4 * 1 (4) frames
CB/251D: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/251E: FF        End queue
CB/251F: 4B    Display dialogue message $075B, wait for button press
               TERRA: You love this ship, more than anything, huh?
               SETZER: Actually, when I was young there was something I was mad about
CB/2522: B0    Execute the following commands until $B1 2 times
CB/2524: 92        Pause for 30 units
CB/2525: F4        Play sound effect 71
CB/2527: B1        End block of repeating commands
CB/2528: 4B    Display dialogue message $075C, wait for button press
               TERRA: huh?
CB/252B: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/252D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/252E: FF        End queue
CB/252F: 4B    Display dialogue message $075D, wait for button press
               SETZER: In my youth I dreamed of having the world's fastest airship.
CB/2532: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/2534: CF        Turn vehicle/entity left
CB/2535: FF        End queue
CB/2536: 93    Pause for 45 units
CB/2537: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/2539: CD        Turn vehicle/entity right
CB/253A: FF        End queue
CB/253B: 4B    Display dialogue message $075E, wait for button press
               TERRA: You mean
               SETZER: At that time there was a young girl who piloted the Falcon, the fastest vessel ever made.
               Sometimes we were the worst of rivalsbut other times we were the best of friends.
               We always egged each other on to go faster and higher. When she disappeared along with her ship
               I felt like I lost my spirit.
CB/253E: B5    Pause for 15 * 6 (90) units
CB/2540: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/2542: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2543: FF        End queue
CB/2544: 4B    Display dialogue message $075F, wait for button press
               SETZER: 
               Poor Daryl
CB/2547: 5A    Fade screen at speed $08
CB/2549: 5C    Pause execution until fade in or fade out is complete
CB/254A: B2    Call subroutine $CB0E1C
CB/254E: 47    Make character in slot 0 the lead character
CB/254F: B2    Call subroutine $CACB95
CB/2553: D9    Clear event bit $1E80($456) [$1F0A, bit 6]
CB/2555: D0    Set event bit $1E80($082) [$1E90, bit 2]
CB/2557: D0    Set event bit $1E80($081) [$1E90, bit 1]
CB/2559: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CB/255B: 6B    Load map $0007 (Blackjack, below decks, all rooms except Celes' prison) instantly, (upper bits $1000), place party at (43, 57), facing right
CB/2561: FE    Return

CB/2562: 4B    Display dialogue message $0518, wait for button press
               
                   Locked
CB/2565: FE    Return

CB/2566: D9    Clear event bit $1E80($45D) [$1F0B, bit 5]
CB/2568: FE    Return

CB/2569: B2    Call subroutine $CB0E1C
CB/256D: 4D    Invoke battle, enemy set $27, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/2570: B2    Call subroutine $CA5EA9
CB/2574: 47    Make character in slot 0 the lead character
CB/2575: 6B    Load map $0179 (Imperial Base near Sealed Gate, outdoors) instantly, (upper bits $3000), place party at (6, 17), facing left
CB/257B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/257D: 28        Do vehicle/entity graphical action $28 
CB/257E: FF        End queue
CB/257F: 4B    Display dialogue message $0662, wait for button press
               
               Chucked out!
CB/2582: FE    Return

CB/2583: B2    Call subroutine $CB2569
CB/2587: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (164, 194), facing left, flags $00
CB/258D: FF        End map script

CB/258E: B2    Call subroutine $CB2569
CB/2592: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (164, 194), facing left, flags $00
CB/2598: FF        End map script

CB/2599: B2    Call subroutine $CB0E1C
CB/259D: 4D    Invoke battle, enemy set $28, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/25A0: B2    Call subroutine $CA5EA9
CB/25A4: 47    Make character in slot 0 the lead character
CB/25A5: 6B    Load map $0179 (Imperial Base near Sealed Gate, outdoors) instantly, (upper bits $3000), place party at (6, 17), facing left
CB/25AB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/25AD: 28        Do vehicle/entity graphical action $28 
CB/25AE: FF        End queue
CB/25AF: 4B    Display dialogue message $0662, wait for button press
               
               Chucked out!
CB/25B2: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $3000), place party at (164, 194), facing left, flags $00
CB/25B8: FF        End map script

CB/25B9: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/25BF: D2    Set event bit $1E80($1CA) [$1EB9, bit 2]
CB/25C1: 7C    Enable activation of event for object $10 (NPC $10) if it comes into contact with any party
CB/25C3: 7C    Enable activation of event for object $11 (NPC $11) if it comes into contact with any party
CB/25C5: 7C    Enable activation of event for object $12 (NPC $12) if it comes into contact with any party
CB/25C7: 7C    Enable activation of event for object $13 (NPC $13) if it comes into contact with any party
CB/25C9: 7C    Enable activation of event for object $14 (NPC $14) if it comes into contact with any party
CB/25CB: 7C    Enable activation of event for object $15 (NPC $15) if it comes into contact with any party
CB/25CD: 7C    Enable activation of event for object $16 (NPC $16) if it comes into contact with any party
CB/25CF: 7C    Enable activation of event for object $17 (NPC $17) if it comes into contact with any party
CB/25D1: 7C    Enable activation of event for object $18 (NPC $18) if it comes into contact with any party
CB/25D3: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/25D5: FE    Return

CB/25D6: C0    If ($1E80($242) [$1EC8, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/25DC: C0    If ($1E80($079) [$1E8F, bit 1] is set), branch to $CB280F
CB/25E2: C0    If ($1E80($076) [$1E8E, bit 6] is clear), branch to $CB25B9
CB/25E8: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/25EC: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB2606
CB/25F2: DE    Load CaseWord with the characters in the currently active party?
CB/25F3: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB2A5B
CB/25F9: 4B    Display dialogue message $065F, wait for button press
               The Espers wouldn't give us the time of day without
               TERRA
CB/25FC: 92    Pause for 30 units
CB/25FD: 97    Fade screen to black
CB/25FE: 5C    Pause execution until fade in or fade out is complete
CB/25FF: 6B    Load map $0000 (World of Balance) instantly, (upper bits $3000), place party at (164, 194), facing left, flags $00
CB/2605: FF        End map script

CB/2606: DE    Load CaseWord with the characters in the currently active party?
CB/2607: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CB261A
CB/260D: 4B    Display dialogue message $0660, wait for button press
               TERRA: I can do it
               But why do I feel so wretched?
CB/2610: 92    Pause for 30 units
CB/2611: 97    Fade screen to black
CB/2612: 5C    Pause execution until fade in or fade out is complete
CB/2613: 6B    Load map $0000 (World of Balance) instantly, (upper bits $3000), place party at (164, 194), facing left, flags $00
CB/2619: FF        End map script

CB/261A: 4B    Display dialogue message $065F, wait for button press
               The Espers wouldn't give us the time of day without
               TERRA
CB/261D: 92    Pause for 30 units
CB/261E: 97    Fade screen to black
CB/261F: 5C    Pause execution until fade in or fade out is complete
CB/2620: 6B    Load map $0000 (World of Balance) instantly, (upper bits $3000), place party at (164, 194), facing left, flags $00
CB/2626: FF        End map script

CB/2627: DE    Load CaseWord with the characters in the currently active party?
CB/2628: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB2645
CB/262E: 3D    Create object $01
CB/2630: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/2632: D5        Set vehicle/entity's position to (6, 17)
CB/2635: CD        Turn vehicle/entity right
CB/2636: FF        End queue
CB/2637: 41    Show object $01
CB/2639: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/263B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/263C: E0        Pause for 4 * 1 (4) frames
CB/263E: CD        Turn vehicle/entity right
CB/263F: FF        End queue
CB/2640: 4B    Display dialogue message $0692, wait for button press
               What happened?
CB/2643: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/2645: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/264B: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB2668
CB/2651: 3D    Create object $02
CB/2653: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/2655: D5        Set vehicle/entity's position to (6, 17)
CB/2658: CD        Turn vehicle/entity right
CB/2659: FF        End queue
CB/265A: 41    Show object $02
CB/265C: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/265E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/265F: E0        Pause for 4 * 1 (4) frames
CB/2661: CD        Turn vehicle/entity right
CB/2662: FF        End queue
CB/2663: 4B    Display dialogue message $0692, wait for button press
               What happened?
CB/2666: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/2668: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/266E: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB268B
CB/2674: 3D    Create object $04
CB/2676: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CB/2678: D5        Set vehicle/entity's position to (6, 17)
CB/267B: CD        Turn vehicle/entity right
CB/267C: FF        End queue
CB/267D: 41    Show object $04
CB/267F: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CB/2681: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2682: E0        Pause for 4 * 1 (4) frames
CB/2684: CD        Turn vehicle/entity right
CB/2685: FF        End queue
CB/2686: 4B    Display dialogue message $0692, wait for button press
               What happened?
CB/2689: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/268B: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/2691: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB26AE
CB/2697: 3D    Create object $05
CB/2699: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/269B: D5        Set vehicle/entity's position to (6, 17)
CB/269E: CD        Turn vehicle/entity right
CB/269F: FF        End queue
CB/26A0: 41    Show object $05
CB/26A2: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/26A4: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/26A5: E0        Pause for 4 * 1 (4) frames
CB/26A7: CD        Turn vehicle/entity right
CB/26A8: FF        End queue
CB/26A9: 4B    Display dialogue message $0692, wait for button press
               What happened?
CB/26AC: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/26AE: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/26B4: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB26CF
CB/26BA: 3D    Create object $09
CB/26BC: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CB/26BE: D5        Set vehicle/entity's position to (6, 17)
CB/26C1: CD        Turn vehicle/entity right
CB/26C2: FF        End queue
CB/26C3: 41    Show object $09
CB/26C5: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CB/26C7: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/26C8: E0        Pause for 4 * 1 (4) frames
CB/26CA: CD        Turn vehicle/entity right
CB/26CB: FF        End queue
CB/26CC: 4B    Display dialogue message $0692, wait for button press
               What happened?
CB/26CF: FE    Return

CB/26D0: 4B    Display dialogue message $0693, wait for button press
               The Espers flew off together
CB/26D3: FE    Return

CB/26D4: DE    Load CaseWord with the characters in the currently active party?
CB/26D5: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB26E7
CB/26DB: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/26DD: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/26DE: E0        Pause for 4 * 1 (4) frames
CB/26E0: CD        Turn vehicle/entity right
CB/26E1: FF        End queue
CB/26E2: 4B    Display dialogue message $0694, wait for button press
               Then, the Empire's citizens ran off, as though they were terrified.
CB/26E5: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/26E7: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/26ED: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB26FF
CB/26F3: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/26F5: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/26F6: E0        Pause for 4 * 1 (4) frames
CB/26F8: CD        Turn vehicle/entity right
CB/26F9: FF        End queue
CB/26FA: 4B    Display dialogue message $0694, wait for button press
               Then, the Empire's citizens ran off, as though they were terrified.
CB/26FD: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/26FF: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/2705: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB2717
CB/270B: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CB/270D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/270E: E0        Pause for 4 * 1 (4) frames
CB/2710: CD        Turn vehicle/entity right
CB/2711: FF        End queue
CB/2712: 4B    Display dialogue message $0694, wait for button press
               Then, the Empire's citizens ran off, as though they were terrified.
CB/2715: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/2717: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/271D: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB272F
CB/2723: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/2725: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2726: E0        Pause for 4 * 1 (4) frames
CB/2728: CD        Turn vehicle/entity right
CB/2729: FF        End queue
CB/272A: 4B    Display dialogue message $0694, wait for button press
               Then, the Empire's citizens ran off, as though they were terrified.
CB/272D: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/272F: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/2735: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB2745
CB/273B: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CB/273D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/273E: E0        Pause for 4 * 1 (4) frames
CB/2740: CD        Turn vehicle/entity right
CB/2741: FF        End queue
CB/2742: 4B    Display dialogue message $0694, wait for button press
               Then, the Empire's citizens ran off, as though they were terrified.
CB/2745: FE    Return

CB/2746: 4B    Display dialogue message $0695, wait for button press
               Which way did the Espers go?
CB/2749: FE    Return

CB/274A: DE    Load CaseWord with the characters in the currently active party?
CB/274B: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB275D
CB/2751: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/2753: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2754: E0        Pause for 4 * 1 (4) frames
CB/2756: CD        Turn vehicle/entity right
CB/2757: FF        End queue
CB/2758: 4B    Display dialogue message $0696, wait for button press
               Toward the capital
CB/275B: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/275D: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/2763: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB2775
CB/2769: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/276B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/276C: E0        Pause for 4 * 1 (4) frames
CB/276E: CD        Turn vehicle/entity right
CB/276F: FF        End queue
CB/2770: 4B    Display dialogue message $0696, wait for button press
               Toward the capital
CB/2773: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/2775: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/277B: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB278D
CB/2781: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CB/2783: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/2784: E0        Pause for 4 * 1 (4) frames
CB/2786: CD        Turn vehicle/entity right
CB/2787: FF        End queue
CB/2788: 4B    Display dialogue message $0696, wait for button press
               Toward the capital
CB/278B: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/278D: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/2793: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB27A5
CB/2799: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/279B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/279C: E0        Pause for 4 * 1 (4) frames
CB/279E: CD        Turn vehicle/entity right
CB/279F: FF        End queue
CB/27A0: 4B    Display dialogue message $0696, wait for button press
               Toward the capital
CB/27A3: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/27A5: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/27AB: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB27BB
CB/27B1: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CB/27B3: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/27B4: E0        Pause for 4 * 1 (4) frames
CB/27B6: CD        Turn vehicle/entity right
CB/27B7: FF        End queue
CB/27B8: 4B    Display dialogue message $0696, wait for button press
               Toward the capital
CB/27BB: FE    Return

CB/27BC: 4B    Display dialogue message $0698, wait for button press
               Vector
CB/27BF: FE    Return

CB/27C0: DE    Load CaseWord with the characters in the currently active party?
CB/27C1: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB27CC
CB/27C7: 3E    Delete object $01
CB/27C9: 45    Refresh objects
CB/27CA: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/27CC: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/27D2: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB27DD
CB/27D8: 3E    Delete object $02
CB/27DA: 45    Refresh objects
CB/27DB: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/27DD: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/27E3: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB27EE
CB/27E9: 3E    Delete object $04
CB/27EB: 45    Refresh objects
CB/27EC: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/27EE: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/27F4: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB27FF
CB/27FA: 3E    Delete object $05
CB/27FC: 45    Refresh objects
CB/27FD: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/27FF: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/2805: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB280E
CB/280B: 3E    Delete object $09
CB/280D: 45    Refresh objects
CB/280E: FE    Return

CB/280F: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/2811: C3        Set vehicle/entity's event speed to fast
CB/2812: 1F        Do vehicle/entity graphical action $1F 
CB/2813: 02        Do vehicle/entity graphical action $02 
CB/2814: 81        Move vehicle/entity right 1 tile
CB/2815: CF        Turn vehicle/entity left
CB/2816: FF        End queue
CB/2817: B2    Call subroutine $CAC6AC
CB/281B: B2    Call subroutine $CB2E34
CB/281F: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/2821: C2        Set vehicle/entity's event speed to normal
CB/2822: A0        Move vehicle/entity right/up 1x1 tiles
CB/2823: CF        Turn vehicle/entity left
CB/2824: FF        End queue
CB/2825: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/2827: C2        Set vehicle/entity's event speed to normal
CB/2828: A1        Move vehicle/entity right/down 1x1 tiles
CB/2829: CF        Turn vehicle/entity left
CB/282A: FF        End queue
CB/282B: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/282D: C2        Set vehicle/entity's event speed to normal
CB/282E: 81        Move vehicle/entity right 1 tile
CB/282F: CF        Turn vehicle/entity left
CB/2830: FF        End queue
CB/2831: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/2833: CF        Turn vehicle/entity left
CB/2834: E0        Pause for 4 * 4 (16) frames
CB/2836: FF        End queue
CB/2837: B2    Call subroutine $CB2627
CB/283B: 92    Pause for 30 units
CB/283C: B2    Call subroutine $CB26D0
CB/2840: 92    Pause for 30 units
CB/2841: B2    Call subroutine $CB26D4
CB/2845: 92    Pause for 30 units
CB/2846: B2    Call subroutine $CB2746
CB/284A: 92    Pause for 30 units
CB/284B: B2    Call subroutine $CB274A
CB/284F: 92    Pause for 30 units
CB/2850: B2    Call subroutine $CB27BC
CB/2854: 92    Pause for 30 units
CB/2855: F2    Fade out current song with transition time 64
CB/2857: 97    Fade screen to black
CB/2858: 5C    Pause execution until fade in or fade out is complete
CB/2859: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/285B: A2        Move vehicle/entity left/down 1x1 tiles
CB/285C: FF        End queue
CB/285D: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/285F: A3        Move vehicle/entity left/up 1x1 tiles
CB/2860: FF        End queue
CB/2861: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/2863: 83        Move vehicle/entity left 1 tile
CB/2864: FF        End queue
CB/2865: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/2867: E0        Pause for 4 * 4 (16) frames
CB/2869: FF        End queue
CB/286A: B2    Call subroutine $CB27C0
CB/286E: 94    Pause for 60 units
CB/286F: B2    Call subroutine $CACB95
CB/2873: 3B    Position character in a "ready-to-go" stance
CB/2874: B2    Call subroutine $CB2E2B
CB/2878: 92    Pause for 30 units
CB/2879: D4    Set event bit $1E80($242) [$1EC8, bit 2]
CB/287B: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3000), place party at (15, 6), facing left
CB/2881: F0    Play song 0 (Silence), (high bit clear), full volume
CB/2883: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/2885: DE    Load CaseWord with the characters in the currently active party?
CB/2886: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB28EA
CB/288C: B2    Call subroutine $CB2E34
CB/2890: B2    Call subroutine $CAC6AC
CB/2894: 3C    Set up the party as follows: $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/2899: 38    Hold screen
CB/289A: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/289C: D5        Set vehicle/entity's position to (13, 4)
CB/289F: CE        Turn vehicle/entity down
CB/28A0: FF        End queue
CB/28A1: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/28A3: D5        Set vehicle/entity's position to (16, 7)
CB/28A6: CF        Turn vehicle/entity left
CB/28A7: FF        End queue
CB/28A8: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/28AA: D5        Set vehicle/entity's position to (12, 7)
CB/28AD: CD        Turn vehicle/entity right
CB/28AE: FF        End queue
CB/28AF: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete)
CB/28B1: D5        Set vehicle/entity's position to (14, 6)
CB/28B4: CF        Turn vehicle/entity left
CB/28B5: FF        End queue
CB/28B6: B5    Pause for 15 * 6 (90) units
CB/28B8: 59    Unfade screen at speed $08
CB/28BA: 5C    Pause execution until fade in or fade out is complete
CB/28BB: 4B    Display dialogue message $0699, wait for button press (At bottom of screen)
               SETZER: We're almost at Vector.
CB/28BE: B5    Pause for 15 * 6 (90) units
CB/28C0: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/28C2: CE        Turn vehicle/entity down
CB/28C3: FF        End queue
CB/28C4: 4B    Display dialogue message $069A, wait for button press (At bottom of screen)
               There! What's that?
CB/28C7: 92    Pause for 30 units
CB/28C8: 4D    Invoke battle, enemy set $7B, background $25 (Airship, World of Balance, centered), (mosaic effect disabled), (swoosh sound enabled)
CB/28CB: F6    Subcommand $81: Change volume of currently playing song to $96, transition time 0
CB/28CF: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete)
CB/28D1: D5        Set vehicle/entity's position to (16, 6)
CB/28D4: FF        End queue
CB/28D5: B2    Call subroutine $CACB95
CB/28D9: 3B    Position character in a "ready-to-go" stance
CB/28DA: B2    Call subroutine $CB2E2B
CB/28DE: 39    Free screen
CB/28DF: 3C    Set up the party as follows: $00 (Actor in stot 0), $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/28E4: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB2948
CB/28EA: DE    Load CaseWord with the characters in the currently active party?
CB/28EB: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB2948
CB/28F1: D8    Set event bit $1E80($459) [$1F0B, bit 1]
CB/28F3: 3D    Create object $10
CB/28F5: 45    Refresh objects
CB/28F6: 41    Show object $10
CB/28F8: B2    Call subroutine $CB2E34
CB/28FC: B2    Call subroutine $CAC6AC
CB/2900: 38    Hold screen
CB/2901: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/2903: D5        Set vehicle/entity's position to (14, 6)
CB/2906: CF        Turn vehicle/entity left
CB/2907: FF        End queue
CB/2908: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/290A: D5        Set vehicle/entity's position to (12, 7)
CB/290D: CD        Turn vehicle/entity right
CB/290E: FF        End queue
CB/290F: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/2911: D5        Set vehicle/entity's position to (13, 4)
CB/2914: CE        Turn vehicle/entity down
CB/2915: FF        End queue
CB/2916: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/2918: D5        Set vehicle/entity's position to (15, 5)
CB/291B: CE        Turn vehicle/entity down
CB/291C: FF        End queue
CB/291D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/291F: D5        Set vehicle/entity's position to (16, 7)
CB/2922: CF        Turn vehicle/entity left
CB/2923: FF        End queue
CB/2924: 94    Pause for 60 units
CB/2925: 59    Unfade screen at speed $08
CB/2927: 5C    Pause execution until fade in or fade out is complete
CB/2928: 4B    Display dialogue message $0699, wait for button press (At bottom of screen)
               SETZER: We're almost at Vector.
CB/292B: B5    Pause for 15 * 6 (90) units
CB/292D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/292F: CE        Turn vehicle/entity down
CB/2930: FF        End queue
CB/2931: 4B    Display dialogue message $069A, wait for button press (At bottom of screen)
               There! What's that?
CB/2934: 92    Pause for 30 units
CB/2935: 4D    Invoke battle, enemy set $7B, background $25 (Airship, World of Balance, centered), (mosaic effect disabled), (swoosh sound enabled)
CB/2938: F6    Subcommand $81: Change volume of currently playing song to $96, transition time 0
CB/293C: D9    Clear event bit $1E80($459) [$1F0B, bit 1]
CB/293E: B2    Call subroutine $CACB95
CB/2942: 3B    Position character in a "ready-to-go" stance
CB/2943: B2    Call subroutine $CB2E2B
CB/2947: 39    Free screen
CB/2948: F1    Fade in song 50 (The Unforgiven) (high bit clear) with transition time 32
CB/294B: D0    Set event bit $1E80($07A) [$1E8F, bit 2]
CB/294D: D2    Set event bit $1E80($1BA) [$1EB7, bit 2]
CB/294F: D0    Set event bit $1E80($07B) [$1E8F, bit 3]
CB/2951: D5    Clear event bit $1E80($246) [$1EC8, bit 6]
CB/2953: 6B    Load map $0000 (World of Balance) instantly, (upper bits $3400), place party at (160, 188), facing left, party is in the airship
CB/2959: DD        Hide mini-map
CB/295A: FB        Show airship smoking
CB/295B: C1        Set vehicle's facing direction to $010E (270 degrees) (0 is north, goes counter-clockwise) 
CB/295E: C0        Modify vehicle script behavior ($10):  Change mode to mode 7 persepective
CB/2960: C4        Set mode 7 height perspective to $00AF
CB/2963: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CB/2966: C6        Propel vehicle at speed $00D0
CB/2969: 08        Move vehicle as follows: (turn right), 16 units
CB/296B: 50        Move vehicle as follows: (go down, turn left), 64 units
CB/296D: 50        Move vehicle as follows: (go down, turn left), 64 units
CB/296F: 30        Move vehicle as follows: (go up, turn left), 64 units
CB/2971: 50        Move vehicle as follows: (go down, turn left), 64 units
CB/2973: 50        Move vehicle as follows: (go down, turn left), 64 units
CB/2975: 49        Move vehicle as follows: (go down, turn right, double speed of turns), 24 units
CB/2977: 30        Move vehicle as follows: (go up, turn left), 16 units
CB/2979: 48        Move vehicle as follows: (go down, turn right), 32 units
CB/297B: 51        Move vehicle as follows: (go down, turn left, double speed of turns), 8 units
CB/297D: 48        Move vehicle as follows: (go down, turn right), 16 units
CB/297F: 0C        Move vehicle as follows: (turn right, move forward), 4 units
CB/2981: 50        Move vehicle as follows: (go down, turn left), 16 units
CB/2983: 28        Move vehicle as follows: (go up, turn right), 2 units
CB/2985: 10        Move vehicle as follows: (turn left), 12 units
CB/2987: E0        Pause for 16 units
CB/2989: 50        Move vehicle as follows: (go down, turn left), 2 units
CB/298B: 28        Move vehicle as follows: (go up, turn right), 16 units
CB/298D: E0        Pause for 16 units
CB/298F: 29        Move vehicle as follows: (go up, turn right, double speed of turns), 16 units
CB/2991: 08        Move vehicle as follows: (turn right), 24 units
CB/2993: 0C        Move vehicle as follows: (turn right, move forward), 96 units
CB/2995: 10        Move vehicle as follows: (turn left), 12 units
CB/2997: D9        Fade screen
CB/2998: D1        Hide vehicle
CB/2999: E0        Pause for 8 units
CB/299B: FC        Show airship crashing
CB/299C: D3        Load map $0000 (World of Balance), position (83, 239), mode $40
CB/29A2: C7        Map command $C7, $53, $EE
CB/29A5: DF        Hide mini-map
CB/29A6: D3        Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $40
CB/29AC: F0    Play song 72 (Fire!), (high bit clear), full volume
CB/29AE: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CB/29B2: F4    Play sound effect 165
CB/29B4: B5    Pause for 15 * 6 (90) units
CB/29B6: B0    Execute the following commands until $B1 2 times
CB/29B8: F6        Subcommand $83: Change pan control of currently playing sound effect to $1E, transition time 0 ($80 is center, values increase left to right)
CB/29BC: F4        Play sound effect 137
CB/29BE: FB        Apply a special effect (wow effect?) to the currently playing sound effect
CB/29BF: 92        Pause for 30 units
CB/29C0: F6        Subcommand $83: Change pan control of currently playing sound effect to $DC, transition time 0 ($80 is center, values increase left to right)
CB/29C4: F4        Play sound effect 137
CB/29C6: FB        Apply a special effect (wow effect?) to the currently playing sound effect
CB/29C7: B1        End block of repeating commands
CB/29C8: F6    Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right)
CB/29CC: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 0
CB/29D0: 94    Pause for 60 units
CB/29D1: F4    Play sound effect 137
CB/29D3: 95    Pause for 120 units
CB/29D4: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/29D6: F2    Fade out current song with transition time 96
CB/29D8: FA    Stop temporarily played song
CB/29D9: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (83, 0), facing up
CB/29DF: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $2000), place party at (16, 6), facing down
CB/29E5: F0    Play song 0 (Silence), (high bit clear), full volume
CB/29E7: B5    Pause for 15 * 24 (360) units
CB/29E9: 47    Make character in slot 0 the lead character
CB/29EA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/29EC: 28        Do vehicle/entity graphical action $28 
CB/29ED: FF        End queue
CB/29EE: 59    Unfade screen at speed $02
CB/29F0: 5C    Pause execution until fade in or fade out is complete
CB/29F1: 3A    Enable player to move while event commands execute
CB/29F2: FE    Return

CB/29F3: C0    If ($1E80($246) [$1EC8, bit 6] is clear), branch to $CB2A00
CB/29F9: F0    Play song 53 (Blackjack), (high bit clear), full volume
CB/29FB: B2    Call subroutine $CB2A07
CB/29FF: FE    Return

CB/2A00: B2    Call subroutine $CB2A1E
CB/2A04: F0    Play song 0 (Silence), (high bit clear), full volume
CB/2A06: FE    Return

CB/2A07: 65    Command $65, $00, $20
CB/2A0A: 65    Command $65, $01, $20
CB/2A0D: 65    Command $65, $02, $20
CB/2A10: 65    Command $65, $03, $20
CB/2A13: 65    Command $65, $04, $20
CB/2A16: 5E    Scroll Layer 2, speed 248 x 0
CB/2A19: 51    Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CB/2A1D: FE    Return

CB/2A1E: 65    Command $65, $00, $00
CB/2A21: 65    Command $65, $01, $00
CB/2A24: 65    Command $65, $02, $00
CB/2A27: 65    Command $65, $03, $00
CB/2A2A: 65    Command $65, $04, $00
CB/2A2D: 5E    Scroll Layer 2, speed 0 x 0
CB/2A30: B0    Execute the following commands until $B1 31 times
CB/2A32: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CB/2A36: B1        End block of repeating commands
CB/2A37: B0    Execute the following commands until $B1 4 times
CB/2A39: 51        Modify background color range from [60, 63]: Add (Black) at intensity 3
CB/2A3D: B1        End block of repeating commands
CB/2A3E: B0    Execute the following commands until $B1 3 times
CB/2A40: 51        Modify background color range from [64, 66]: Add (Black) at intensity 3
CB/2A44: B1        End block of repeating commands
CB/2A45: B0    Execute the following commands until $B1 2 times
CB/2A47: 51        Modify background color range from [67, 69]: Add (Black) at intensity 3
CB/2A4B: B1        End block of repeating commands
CB/2A4C: B0    Execute the following commands until $B1 2 times
CB/2A4E: 51        Modify background color range from [6A, 6C]: Add (Black) at intensity 3
CB/2A52: B1        End block of repeating commands
CB/2A53: B0    Execute the following commands until $B1 3 times
CB/2A55: 51        Modify background color range from [6D, 6F]: Add (Black) at intensity 3
CB/2A59: B1        End block of repeating commands
CB/2A5A: FE    Return

CB/2A5B: C0    If ($1E80($172) [$1EAE, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/2A61: B2    Call subroutine $CAC6AC
CB/2A65: B2    Call subroutine $CB2E34
CB/2A69: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/2A6B: CD        Turn vehicle/entity right
CB/2A6C: FF        End queue
CB/2A6D: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/2A6F: C2        Set vehicle/entity's event speed to normal
CB/2A70: A0        Move vehicle/entity right/up 1x1 tiles
CB/2A71: CE        Turn vehicle/entity down
CB/2A72: FF        End queue
CB/2A73: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/2A75: C2        Set vehicle/entity's event speed to normal
CB/2A76: A1        Move vehicle/entity right/down 1x1 tiles
CB/2A77: CC        Turn vehicle/entity up
CB/2A78: FF        End queue
CB/2A79: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/2A7B: C2        Set vehicle/entity's event speed to normal
CB/2A7C: 85        Move vehicle/entity right 2 tiles
CB/2A7D: CF        Turn vehicle/entity left
CB/2A7E: FF        End queue
CB/2A7F: 94    Pause for 60 units
CB/2A80: 4B    Display dialogue message $0661, wait for button press (At bottom of screen)
               That's odd
               No Imperial soldiers
CB/2A83: 4B    Display dialogue message $0663, wait for button press (At bottom of screen)
               TERRA: Let's get this over with.
CB/2A86: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/2A88: A2        Move vehicle/entity left/down 1x1 tiles
CB/2A89: FF        End queue
CB/2A8A: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/2A8C: A3        Move vehicle/entity left/up 1x1 tiles
CB/2A8D: FF        End queue
CB/2A8E: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/2A90: 87        Move vehicle/entity left 2 tiles
CB/2A91: FF        End queue
CB/2A92: 94    Pause for 60 units
CB/2A93: B2    Call subroutine $CB2E2B
CB/2A97: D2    Set event bit $1E80($172) [$1EAE, bit 2]
CB/2A99: B2    Call subroutine $CACB95
CB/2A9D: FE    Return

CB/2A9E: FE    Return

CB/2A9F: 6A    Load map $017E (Cave to the Sealed Gate, first cave) after fade out, (upper bits $0000), place party at (31, 41), facing up
CB/2AA5: FE    Return

CB/2AA6: 74    Replace current map's Layer 2 at (4, 41) with the following (4 x 3) chunk
CB/2AAB:       $92, $92, $01, $92
CB/2AAF:       $3E, $92, $11, $92
CB/2AB3:       $11, $01, $11, $01
CB/2AB7: 74    Replace current map's Layer 2 at (4, 105) with the following (4 x 3) chunk
CB/2ABC:       $B4, $01, $33, $E9
CB/2AC0:       $5B, $E8, $01, $02
CB/2AC4:       $01, $01, $01, $01
CB/2AC8: 75    Refresh map after alteration
CB/2AC9: FE    Return

CB/2ACA: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/2AD0: B2    Call subroutine $CB2CB3
CB/2AD4: 3A    Enable player to move while event commands execute
CB/2AD5: A0    Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2BB2 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2ADB: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/2ADD: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/2ADF: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/2AE1: D3    Clear event bit $1E80($1F4) [$1EBE, bit 4]
CB/2AE3: B4    Pause for 144 units
CB/2AE5: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/2AE7: FE    Return

CB/2AE8: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/2AEE: B2    Call subroutine $CB2CB3
CB/2AF2: 3A    Enable player to move while event commands execute
CB/2AF3: A0    Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2BB2 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2AF9: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/2AFB: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/2AFD: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/2AFF: D3    Clear event bit $1E80($1F4) [$1EBE, bit 4]
CB/2B01: B4    Pause for 144 units
CB/2B03: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/2B05: FE    Return

CB/2B06: B2    Call subroutine $CB2CAA
CB/2B0A: B2    Call subroutine $CB2DFA (clears general purpose event bits)
CB/2B0E: FE    Return

CB/2B0F: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CB2BC9
CB/2B15: B2    Call subroutine $CB2B24
CB/2B19: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB2D35
CB/2B1F: B2    Call subroutine $CB2CBC
CB/2B23: FE    Return

CB/2B24: 74    Replace current map's Layer 2 at (4, 2) with the following (4 x 6) chunk
CB/2B29:       $11, $11, $11, $AE
CB/2B2D:       $AE, $AE, $11, $11
CB/2B31:       $11, $11, $11, $11
CB/2B35:       $55, $7E, $11, $1C
CB/2B39:       $A4, $7E, $66, $AC
CB/2B3D:       $AB, $1C, $1C, $AE
CB/2B41: 74    Replace current map's Layer 2 at (4, 66) with the following (4 x 6) chunk
CB/2B46:       $D0, $8F, $D0, $C0
CB/2B4A:       $D0, $01, $C0, $7F
CB/2B4E:       $C0, $7F, $C0, $7F
CB/2B52:       $D6, $8F, $D0, $06
CB/2B56:       $8F, $8F, $B7, $7F
CB/2B5A:       $C0, $14, $CB, $AE
CB/2B5E: 74    Replace current map's Layer 2 at (3, 6) with the following (2 x 5) chunk
CB/2B63:       $74, $76
CB/2B65:       $11, $11
CB/2B67:       $53, $11
CB/2B69:       $1C, $1C
CB/2B6B:       $AB, $6E
CB/2B6D: 74    Replace current map's Layer 2 at (3, 70) with the following (2 x 5) chunk
CB/2B72:       $F5, $F6
CB/2B74:       $8F, $D0
CB/2B76:       $D0, $7F
CB/2B78:       $AD, $AD
CB/2B7A:       $C0, $C0
CB/2B7C: 74    Replace current map's Layer 2 at (4, 8) with the following (3 x 4) chunk
CB/2B81:       $11, $6E, $11
CB/2B84:       $7E, $11, $11
CB/2B87:       $6E, $11, $A4
CB/2B8A:       $6E, $AB, $11
CB/2B8D: 74    Replace current map's Layer 2 at (4, 72) with the following (3 x 4) chunk
CB/2B92:       $D0, $8F, $D0
CB/2B95:       $01, $C0, $7F
CB/2B98:       $C0, $7F, $D0
CB/2B9B:       $8F, $D0, $8F
CB/2B9E: 74    Replace current map's Layer 2 at (7, 11) with the following (1 x 4) chunk
CB/2BA3:       $B2
CB/2BA4:       $B4
CB/2BA5:       $11
CB/2BA6:       $AE
CB/2BA7: 74    Replace current map's Layer 2 at (7, 75) with the following (1 x 4) chunk
CB/2BAC:       $7F
CB/2BAD:       $C0
CB/2BAE:       $7F
CB/2BAF:       $C0
CB/2BB0: 75    Refresh map after alteration
CB/2BB1: FE    Return

CB/2BB2: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CB2B06
CB/2BB8: B2    Call subroutine $CB2B24
CB/2BBC: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/2BBE: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/2BC0: F4    Play sound effect 152
CB/2BC2: A0    Set timer 1 to $0090 [0m: 02s: 24j], jump to subroutine $CB2C57 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2BC8: FE    Return

CB/2BC9: 74    Replace current map's Layer 2 at (4, 2) with the following (4 x 6) chunk
CB/2BCE:       $1C, $1C, $1C, $73
CB/2BD2:       $1C, $84, $11, $1C
CB/2BD6:       $11, $1C, $1C, $1C
CB/2BDA:       $55, $1C, $11, $1C
CB/2BDE:       $A4, $62, $66, $11
CB/2BE2:       $11, $1C, $1C, $62
CB/2BE6: 74    Replace current map's Layer 2 at (4, 66) with the following (4 x 6) chunk
CB/2BEB:       $AB, $AC, $AD, $F2
CB/2BEF:       $6E, $F3, $C0, $6E
CB/2BF3:       $C0, $AB, $AC, $AD
CB/2BF7:       $D6, $7E, $D0, $06
CB/2BFB:       $8F, $F1, $B7, $7F
CB/2BFF:       $C0, $14, $15, $D1
CB/2C03: 74    Replace current map's Layer 2 at (3, 6) with the following (2 x 5) chunk
CB/2C08:       $74, $76
CB/2C0A:       $11, $11
CB/2C0C:       $6E, $1C
CB/2C0E:       $1C, $11
CB/2C10:       $AB, $7E
CB/2C12: 74    Replace current map's Layer 2 at (3, 70) with the following (2 x 5) chunk
CB/2C17:       $F5, $F6
CB/2C19:       $8F, $D0
CB/2C1B:       $D0, $AB
CB/2C1D:       $AC, $7F
CB/2C1F:       $C0, $C0
CB/2C21: 74    Replace current map's Layer 2 at (4, 8) with the following (3 x 4) chunk
CB/2C26:       $11, $11, $11
CB/2C29:       $6E, $11, $11
CB/2C2C:       $AB, $AB, $A4
CB/2C2F:       $6E, $11, $11
CB/2C32: 74    Replace current map's Layer 2 at (4, 72) with the following (3 x 4) chunk
CB/2C37:       $D0, $8F, $D0
CB/2C3A:       $8F, $C0, $7F
CB/2C3D:       $C0, $7F, $D0
CB/2C40:       $8F, $D0, $8F
CB/2C43: 74    Replace current map's Layer 2 at (7, 11) with the following (1 x 4) chunk
CB/2C48:       $31
CB/2C49:       $AB
CB/2C4A:       $AB
CB/2C4B:       $11
CB/2C4C: 74    Replace current map's Layer 2 at (7, 75) with the following (1 x 4) chunk
CB/2C51:       $B2
CB/2C52:       $B4
CB/2C53:       $7F
CB/2C54:       $C0
CB/2C55: 75    Refresh map after alteration
CB/2C56: FE    Return

CB/2C57: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CB2B06
CB/2C5D: B2    Call subroutine $CB2BC9
CB/2C61: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/2C63: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/2C65: F4    Play sound effect 152
CB/2C67: A0    Set timer 2 to $0090 [0m: 02s: 24j], jump to subroutine $CB2BB2 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2C6D: FE    Return

CB/2C6E: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/2C74: B2    Call subroutine $CB2B06
CB/2C78: 3A    Enable player to move while event commands execute
CB/2C79: A0    Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2D1E if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2C7F: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/2C81: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/2C83: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/2C85: D3    Clear event bit $1E80($1F4) [$1EBE, bit 4]
CB/2C87: B4    Pause for 144 units
CB/2C89: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/2C8B: FE    Return

CB/2C8C: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/2C92: B2    Call subroutine $CB2B06
CB/2C96: 3A    Enable player to move while event commands execute
CB/2C97: A0    Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB2D1E if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2C9D: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/2C9F: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/2CA1: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/2CA3: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/2CA5: B4    Pause for 144 units
CB/2CA7: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/2CA9: FE    Return

CB/2CAA: A1    Reset timer 0
CB/2CAC: A1    Reset timer 1
CB/2CAE: A1    Reset timer 2
CB/2CB0: A1    Reset timer 3
CB/2CB2: FE    Return

CB/2CB3: B2    Call subroutine $CB2CAA
CB/2CB7: B2    Call subroutine $CB2DFA (clears general purpose event bits)
CB/2CBB: FE    Return

CB/2CBC: 74    Replace current map's Layer 2 at (10, 4) with the following (6 x 4) chunk
CB/2CC1:       $53, $54, $55, $1C, $63, $64
CB/2CC7:       $65, $6E, $73, $6E, $84, $6E
CB/2CCD:       $1C, $1C, $11, $6E, $11, $11
CB/2CD3:       $11, $11, $11, $11, $6E, $11
CB/2CD9: 74    Replace current map's Layer 2 at (10, 68) with the following (6 x 4) chunk
CB/2CDE:       $8F, $D0, $8F, $14, $7F, $C0
CB/2CE4:       $7F, $C0, $F3, $01, $F5, $C0
CB/2CEA:       $AB, $AB, $C0, $01, $D0, $8F
CB/2CF0:       $D0, $8F, $C0, $7F, $C0, $7F
CB/2CF6: 74    Replace current map's Layer 2 at (14, 7) with the following (4 x 1) chunk
CB/2CFB:       $AB, $11, $7E, $6E
CB/2CFF: 74    Replace current map's Layer 2 at (14, 71) with the following (4 x 1) chunk
CB/2D04:       $01, $D0, $C0, $D0
CB/2D08: 74    Replace current map's Layer 2 at (6, 11) with the following (1 x 5) chunk
CB/2D0D:       $A4
CB/2D0E:       $B2
CB/2D0F:       $B4
CB/2D10:       $11
CB/2D11:       $AE
CB/2D12: 74    Replace current map's Layer 2 at (6, 75) with the following (1 x 5) chunk
CB/2D17:       $D0
CB/2D18:       $7F
CB/2D19:       $C0
CB/2D1A:       $7F
CB/2D1B:       $C0
CB/2D1C: 75    Refresh map after alteration
CB/2D1D: FE    Return

CB/2D1E: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB2CB3
CB/2D24: B2    Call subroutine $CB2CBC
CB/2D28: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/2D2A: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/2D2C: F4    Play sound effect 152
CB/2D2E: A0    Set timer 1 to $0090 [0m: 02s: 24j], jump to subroutine $CB2D97 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2D34: FE    Return

CB/2D35: 74    Replace current map's Layer 2 at (10, 4) with the following (6 x 4) chunk
CB/2D3A:       $53, $6E, $55, $1C, $63, $6E
CB/2D40:       $65, $53, $73, $6E, $75, $53
CB/2D46:       $1C, $11, $11, $63, $1C, $AD
CB/2D4C:       $1C, $1C, $11, $11, $11, $11
CB/2D52: 74    Replace current map's Layer 2 at (10, 68) with the following (6 x 4) chunk
CB/2D57:       $8F, $D0, $8F, $14, $7F, $C0
CB/2D5D:       $7F, $14, $F3, $01, $F5, $C0
CB/2D63:       $6E, $7F, $C0, $F3, $7E, $8F
CB/2D69:       $AD, $AC, $C0, $7F, $C0, $7F
CB/2D6F: 74    Replace current map's Layer 2 at (14, 7) with the following (4 x 1) chunk
CB/2D74:       $74, $1C, $1C, $11
CB/2D78: 74    Replace current map's Layer 2 at (14, 71) with the following (4 x 1) chunk
CB/2D7D:       $F3, $7E, $6E, $D0
CB/2D81: 74    Replace current map's Layer 2 at (6, 11) with the following (1 x 5) chunk
CB/2D86:       $A3
CB/2D87:       $31
CB/2D88:       $AB
CB/2D89:       $11
CB/2D8A:       $11
CB/2D8B: 74    Replace current map's Layer 2 at (6, 75) with the following (1 x 5) chunk
CB/2D90:       $D0
CB/2D91:       $B2
CB/2D92:       $B4
CB/2D93:       $7F
CB/2D94:       $C0
CB/2D95: 75    Refresh map after alteration
CB/2D96: FE    Return

CB/2D97: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB2CB3
CB/2D9D: B2    Call subroutine $CB2D35
CB/2DA1: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/2DA3: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/2DA5: F4    Play sound effect 152
CB/2DA7: A0    Set timer 2 to $0090 [0m: 02s: 24j], jump to subroutine $CB2D1E if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/2DAD: FE    Return

CB/2DAE: 8B    For character $31 (Party Character 0), take HP and subtract 8 (set to 1 if that would put HP below 0)
CB/2DB1: 8B    For character $32 (Party Character 1), take HP and subtract 8 (set to 1 if that would put HP below 0)
CB/2DB4: 8B    For character $33 (Party Character 2), take HP and subtract 8 (set to 1 if that would put HP below 0)
CB/2DB7: 8B    For character $34 (Party Character 3), take HP and subtract 8 (set to 1 if that would put HP below 0)
CB/2DBA: FE    Return

CB/2DBB: C0    If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CA5EB3 (simply returns)
CB/2DC1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/2DC3: 1F        Do vehicle/entity graphical action $1F 
CB/2DC4: FF        End queue
CB/2DC5: F4    Play sound effect 80
CB/2DC7: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/2DC9: B2    Call subroutine $CB2DAE
CB/2DCD: B2    Call subroutine $CB2E1B
CB/2DD1: FE    Return

CB/2DD2: C0    If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/2DD8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/2DDA: 1F        Do vehicle/entity graphical action $1F 
CB/2DDB: FF        End queue
CB/2DDC: F4    Play sound effect 80
CB/2DDE: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/2DE0: B2    Call subroutine $CB2DAE
CB/2DE4: B2    Call subroutine $CB2E1B
CB/2DE8: FE    Return

CB/2DE9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/2DEB: 1F        Do vehicle/entity graphical action $1F 
CB/2DEC: FF        End queue
CB/2DED: F4    Play sound effect 80
CB/2DEF: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/2DF1: B2    Call subroutine $CB2DAE
CB/2DF5: B2    Call subroutine $CB2E1B
CB/2DF9: FE    Return

CB/2DFA: D3    Clear event bit $1E80($1F0) [$1EBE, bit 0]
CB/2DFC: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/2DFE: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/2E00: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/2E02: D3    Clear event bit $1E80($1F4) [$1EBE, bit 4]
CB/2E04: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/2E06: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/2E08: D3    Clear event bit $1E80($1F7) [$1EBE, bit 7]
CB/2E0A: D3    Clear event bit $1E80($1F8) [$1EBF, bit 0]
CB/2E0C: D3    Clear event bit $1E80($1F9) [$1EBF, bit 1]
CB/2E0E: D3    Clear event bit $1E80($1FA) [$1EBF, bit 2]
CB/2E10: D3    Clear event bit $1E80($1FB) [$1EBF, bit 3]
CB/2E12: D3    Clear event bit $1E80($1FC) [$1EBF, bit 4]
CB/2E14: D3    Clear event bit $1E80($1FD) [$1EBF, bit 5]
CB/2E16: D3    Clear event bit $1E80($1FE) [$1EBF, bit 6]
CB/2E18: D3    Clear event bit $1E80($1FF) [$1EBF, bit 7]
CB/2E1A: FE    Return

CB/2E1B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/2E1D: D5        Set vehicle/entity's position to (2, 6)
CB/2E20: 28        Do vehicle/entity graphical action $28 
CB/2E21: FF        End queue
CB/2E22: B2    Call subroutine $CB0E1C
CB/2E26: B2    Call subroutine $CB2DFA (clears general purpose event bits)
CB/2E2A: FE    Return

CB/2E2B: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/2E2D: 36    Disable ability to pass through other objects for object $32 (Party Character 1)
CB/2E2F: 36    Disable ability to pass through other objects for object $33 (Party Character 2)
CB/2E31: 36    Disable ability to pass through other objects for object $34 (Party Character 3)
CB/2E33: FE    Return

CB/2E34: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/2E36: 78    Enable ability to pass through other objects for object $32 (Party Character 1)
CB/2E38: 78    Enable ability to pass through other objects for object $33 (Party Character 2)
CB/2E3A: 78    Enable ability to pass through other objects for object $34 (Party Character 3)
CB/2E3C: FE    Return

CB/2E3D: C0    If ($1E80($1FB) [$1EBF, bit 3] is clear), branch to $CB2E47
CB/2E43: B2    Call subroutine $CB2EEA
CB/2E47: C1    If ($1E80($1F9) [$1EBF, bit 1] is clear) or ($1E80($1FA) [$1EBF, bit 2] is clear), branch to $CB2E53
CB/2E4F: B2    Call subroutine $CB2EBC
CB/2E53: C0    If ($1E80($1FA) [$1EBF, bit 2] is clear), branch to $CB2E5D
CB/2E59: B2    Call subroutine $CB2FD1
CB/2E5D: C0    If ($1E80($173) [$1EAE, bit 3] is clear), branch to $CB2E67
CB/2E63: B2    Call subroutine $CB303E
CB/2E67: C0    If ($1E80($174) [$1EAE, bit 4] is clear), branch to $CB2E71
CB/2E6D: B2    Call subroutine $CB3148
CB/2E71: C0    If ($1E80($175) [$1EAE, bit 5] is clear), branch to $CB2E7B
CB/2E77: B2    Call subroutine $CB31CA
CB/2E7B: C0    If ($1E80($1F3) [$1EBE, bit 3] is clear), branch to $CB2E85
CB/2E81: B2    Call subroutine $CB3233
CB/2E85: C0    If ($1E80($1F4) [$1EBE, bit 4] is clear), branch to $CB2E8F
CB/2E8B: B2    Call subroutine $CB3281
CB/2E8F: C0    If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CB2E99
CB/2E95: B2    Call subroutine $CB32A9
CB/2E99: C0    If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CB2EA7
CB/2E9F: B2    Call subroutine $CB362B
CB/2EA3: B2    Call subroutine $CB3632
CB/2EA7: C0    If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CB2EB1
CB/2EAD: B2    Call subroutine $CB3867
CB/2EB1: C0    If ($1E80($079) [$1E8F, bit 1] is clear), branch to $CB2EBB
CB/2EB7: B2    Call subroutine $CB2AA6
CB/2EBB: FE    Return

CB/2EBC: 74    Replace current map's Layer 2 at (48, 12) with the following (1 x 3) chunk
CB/2EC1:       $1C
CB/2EC2:       $AB
CB/2EC3:       $1C
CB/2EC4: 74    Replace current map's Layer 2 at (48, 76) with the following (1 x 3) chunk
CB/2EC9:       $CB
CB/2ECA:       $8F
CB/2ECB:       $CE
CB/2ECC: 75    Refresh map after alteration
CB/2ECD: FE    Return

CB/2ECE: C0    If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/2ED4: 74    Replace current map's Layer 2 at (48, 12) with the following (1 x 3) chunk
CB/2ED9:       $1C
CB/2EDA:       $11
CB/2EDB:       $5A
CB/2EDC: 74    Replace current map's Layer 2 at (48, 76) with the following (1 x 3) chunk
CB/2EE1:       $15
CB/2EE2:       $8F
CB/2EE3:       $CE
CB/2EE4: 75    Refresh map after alteration
CB/2EE5: F4    Play sound effect 187
CB/2EE7: D3    Clear event bit $1E80($1F9) [$1EBF, bit 1]
CB/2EE9: FE    Return

CB/2EEA: 74    Replace current map's Layer 2 at (41, 11) with the following (1 x 5) chunk
CB/2EEF:       $AB
CB/2EF0:       $AB
CB/2EF1:       $AB
CB/2EF2:       $AB
CB/2EF3:       $AB
CB/2EF4: 74    Replace current map's Layer 2 at (41, 75) with the following (1 x 5) chunk
CB/2EF9:       $8F
CB/2EFA:       $8F
CB/2EFB:       $8F
CB/2EFC:       $8F
CB/2EFD:       $8F
CB/2EFE: 75    Refresh map after alteration
CB/2EFF: FE    Return

CB/2F00: C0    If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/2F06: 3A    Enable player to move while event commands execute
CB/2F07: B0    Execute the following commands until $B1 29 times
CB/2F09: F4        Play sound effect 150
CB/2F0B: 91        Pause for 15 units
CB/2F0C: B1        End block of repeating commands
CB/2F0D: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/2F0F: F4    Play sound effect 165
CB/2F11: 95    Pause for 120 units
CB/2F12: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/2F14: 94    Pause for 60 units
CB/2F15: 74    Replace current map's Layer 2 at (45, 11) with the following (1 x 1) chunk
CB/2F1A:       $AB
CB/2F1B: 74    Replace current map's Layer 2 at (45, 75) with the following (1 x 1) chunk
CB/2F20:       $8F
CB/2F21: 75    Refresh map after alteration
CB/2F22: F4    Play sound effect 152
CB/2F24: 74    Replace current map's Layer 2 at (44, 11) with the following (1 x 1) chunk
CB/2F29:       $AB
CB/2F2A: 74    Replace current map's Layer 2 at (44, 75) with the following (1 x 1) chunk
CB/2F2F:       $8F
CB/2F30: 75    Refresh map after alteration
CB/2F31: F4    Play sound effect 152
CB/2F33: 74    Replace current map's Layer 2 at (43, 11) with the following (1 x 1) chunk
CB/2F38:       $AB
CB/2F39: 74    Replace current map's Layer 2 at (43, 75) with the following (1 x 1) chunk
CB/2F3E:       $8F
CB/2F3F: 75    Refresh map after alteration
CB/2F40: F4    Play sound effect 152
CB/2F42: 74    Replace current map's Layer 2 at (42, 11) with the following (1 x 1) chunk
CB/2F47:       $AB
CB/2F48: 74    Replace current map's Layer 2 at (42, 75) with the following (1 x 1) chunk
CB/2F4D:       $8F
CB/2F4E: 75    Refresh map after alteration
CB/2F4F: F4    Play sound effect 152
CB/2F51: 74    Replace current map's Layer 2 at (41, 11) with the following (1 x 1) chunk
CB/2F56:       $AB
CB/2F57: 74    Replace current map's Layer 2 at (41, 75) with the following (1 x 1) chunk
CB/2F5C:       $8F
CB/2F5D: 75    Refresh map after alteration
CB/2F5E: F4    Play sound effect 152
CB/2F60: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CB/2F62: D2    Set event bit $1E80($1FB) [$1EBF, bit 3]
CB/2F64: FE    Return

CB/2F65: C0    If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/2F6B: 74    Replace current map's Layer 2 at (40, 8) with the following (7 x 6) chunk
CB/2F70:       $11, $11, $11, $11, $11, $11, $11
CB/2F77:       $11, $11, $11, $11, $11, $11, $11
CB/2F7E:       $11, $11, $11, $11, $AB, $11, $11
CB/2F85:       $11, $11, $72, $11, $11, $11, $11
CB/2F8C:       $11, $72, $A4, $11, $11, $11, $11
CB/2F93:       $11, $92, $A4, $11, $11, $11, $11
CB/2F9A: 74    Replace current map's Layer 2 at (40, 72) with the following (7 x 6) chunk
CB/2F9F:       $D0, $8F, $7F, $C0, $7F, $C0, $C0
CB/2FA6:       $8F, $8F, $D0, $8F, $D0, $D0, $8F
CB/2FAD:       $7F, $C0, $7F, $C0, $C0, $8F, $C0
CB/2FB4:       $7F, $7F, $C1, $D0, $8F, $D0, $8F
CB/2FBB:       $8F, $D1, $C0, $8F, $C0, $7F, $7F
CB/2FC2:       $F2, $D0, $8F, $D0, $8F, $D0, $7F
CB/2FC9: 75    Refresh map after alteration
CB/2FCA: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/2FCC: F4    Play sound effect 152
CB/2FCE: D3    Clear event bit $1E80($1F9) [$1EBF, bit 1]
CB/2FD0: FE    Return

CB/2FD1: 74    Replace current map's Layer 2 at (56, 18) with the following (1 x 5) chunk
CB/2FD6:       $6D
CB/2FD7:       $F9
CB/2FD8:       $64
CB/2FD9:       $FA
CB/2FDA:       $FB
CB/2FDB: 74    Replace current map's Layer 2 at (56, 82) with the following (1 x 5) chunk
CB/2FE0:       $F8
CB/2FE1:       $63
CB/2FE2:       $8F
CB/2FE3:       $65
CB/2FE4:       $8F
CB/2FE5: 75    Refresh map after alteration
CB/2FE6: FE    Return

CB/2FE7: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/2FEF: 73    Replace current map's Layer 1 at (58, 17) with the following (1 x 1) chunk, refresh immediately
CB/2FF4:       $8A
CB/2FF5: F4    Play sound effect 150
CB/2FF7: 92    Pause for 30 units
CB/2FF8: F4    Play sound effect 169
CB/2FFA: B2    Call subroutine $CB2FD1
CB/2FFE: F4    Play sound effect 186
CB/3000: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/3002: C3        Set vehicle/entity's event speed to fast
CB/3003: C7        Set vehicle/entity to stay still when moving
CB/3004: FF        End queue
CB/3005: B0    Execute the following commands until $B1 2 times
CB/3007: 31        Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/3009: 16            Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/300A: E0            Pause for 4 * 1 (4) frames
CB/300C: 1F            Do vehicle/entity graphical action $1F 
CB/300D: FF            End queue
CB/300E: B1        End block of repeating commands
CB/300F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/3011: 20        Do vehicle/entity graphical action $20 
CB/3012: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/3013: 28        Do vehicle/entity graphical action $28 
CB/3014: 92        Move vehicle/entity down 5 tiles
CB/3015: FF        End queue
CB/3016: F4    Play sound effect 152
CB/3018: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/301A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/301C: DC        Make vehicle/entity jump (low)
CB/301D: 82        Move vehicle/entity down 1 tile
CB/301E: C6        Set vehicle/entity to walk when moving
CB/301F: FF        End queue
CB/3020: F4    Play sound effect 199
CB/3022: 93    Pause for 45 units
CB/3023: 74    Replace current map's Layer 2 at (48, 12) with the following (1 x 3) chunk
CB/3028:       $1C
CB/3029:       $AB
CB/302A:       $1C
CB/302B: 74    Replace current map's Layer 2 at (48, 76) with the following (1 x 3) chunk
CB/3030:       $CB
CB/3031:       $8F
CB/3032:       $CE
CB/3033: 75    Refresh map after alteration
CB/3034: F4    Play sound effect 187
CB/3036: 4B    Display dialogue message $069C, wait for button press
               
                   Heard a distant sound
CB/3039: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CB/303B: D2    Set event bit $1E80($1FA) [$1EBF, bit 2]
CB/303D: FE    Return

CB/303E: 74    Replace current map's Layer 2 at (62, 10) with the following (1 x 1) chunk
CB/3043:       $8A
CB/3044: 74    Replace current map's Layer 2 at (63, 9) with the following (3 x 3) chunk
CB/3049:       $45, $01, $43
CB/304C:       $55, $01, $53
CB/304F:       $A8, $7B, $AA
CB/3052: 74    Replace current map's Layer 2 at (63, 73) with the following (3 x 3) chunk
CB/3057:       $7F, $C6, $7F
CB/305A:       $8F, $D0, $8F
CB/305D:       $63, $74, $75
CB/3060: 75    Refresh map after alteration
CB/3061: FE    Return

CB/3062: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/306A: 73    Replace current map's Layer 1 at (62, 10) with the following (1 x 1) chunk, refresh immediately
CB/306F:       $8A
CB/3070: F4    Play sound effect 150
CB/3072: 92    Pause for 30 units
CB/3073: B2    Call subroutine $CB303E
CB/3077: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3079: F4    Play sound effect 187
CB/307B: D2    Set event bit $1E80($173) [$1EAE, bit 3]
CB/307D: FE    Return

CB/307E: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/3084: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/308C: 73    Replace current map's Layer 1 at (66, 10) with the following (1 x 1) chunk, refresh immediately
CB/3091:       $8A
CB/3092: F4    Play sound effect 150
CB/3094: 92    Pause for 30 units
CB/3095: D8    Set event bit $1E80($485) [$1F10, bit 5]
CB/3097: 3D    Create object $13
CB/3099: 45    Refresh objects
CB/309A: 41    Show object $13
CB/309C: F4    Play sound effect 186
CB/309E: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/30A0: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CB/30A2: C3        Set vehicle/entity's event speed to fast
CB/30A3: C7        Set vehicle/entity to stay still when moving
CB/30A4: 9A        Move vehicle/entity down 7 tiles
CB/30A5: C6        Set vehicle/entity to walk when moving
CB/30A6: CD        Turn vehicle/entity right
CB/30A7: FF        End queue
CB/30A8: 93    Pause for 45 units
CB/30A9: F4    Play sound effect 181
CB/30AB: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CB/30AD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/30AF: CF        Turn vehicle/entity left
CB/30B0: FF        End queue
CB/30B1: 4D    Invoke battle, enemy set $95, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/30B4: B2    Call subroutine $CA5EA9
CB/30B8: 59    Unfade screen at speed $04
CB/30BA: 5C    Pause execution until fade in or fade out is complete
CB/30BB: 4B    Display dialogue message $069D, wait for button press
               Nnuts!!! I thought I had the monopoly on the stuff buried in the plaza beneath the grand stairway
CB/30BE: 94    Pause for 60 units
CB/30BF: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CB/30C1: D5        Set vehicle/entity's position to (65, 4)
CB/30C4: FF        End queue
CB/30C5: D9    Clear event bit $1E80($485) [$1F10, bit 5]
CB/30C7: 3E    Delete object $13
CB/30C9: 45    Refresh objects
CB/30CA: 42    Hide object $13
CB/30CC: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/30CE: FE    Return

CB/30CF: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/30D5: C0    If ($1E80($24D) [$1EC9, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/30DB: BD    Pseudo-randomly jump to $CA5EB3 50% of the time
CB/30DF: 4B    Display dialogue message $0697, wait for button press
               
               There's something under the ground
CB/30E2: 93    Pause for 45 units
CB/30E3: F4    Play sound effect 27
CB/30E5: 4B    Display dialogue message $069E, wait for button press
               
               Got Inviz Edge.
CB/30E8: 80    Add item $AE (<E6>Inviz Edge  ) to inventory
CB/30EA: D4    Set event bit $1E80($24D) [$1EC9, bit 5]
CB/30EC: FE    Return

CB/30ED: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/30F3: C0    If ($1E80($24E) [$1EC9, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/30F9: BD    Pseudo-randomly jump to $CA5EB3 50% of the time
CB/30FD: 4B    Display dialogue message $0697, wait for button press
               
               There's something under the ground
CB/3100: 93    Pause for 45 units
CB/3101: F4    Play sound effect 27
CB/3103: 4B    Display dialogue message $06A4, wait for button press
               
               Got Water Skean.
CB/3106: 80    Add item $AC (<E6>Water Edge  ) to inventory
CB/3108: D4    Set event bit $1E80($24E) [$1EC9, bit 6]
CB/310A: FE    Return

CB/310B: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/3111: C0    If ($1E80($24F) [$1EC9, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/3117: BD    Pseudo-randomly jump to $CA5EB3 50% of the time
CB/311B: 4B    Display dialogue message $0697, wait for button press
               
               There's something under the ground
CB/311E: 93    Pause for 45 units
CB/311F: F4    Play sound effect 27
CB/3121: 4B    Display dialogue message $0121, wait for button press
               
               Found Remedy!
CB/3124: 80    Add item $F4 ( Soft        ) to inventory
CB/3126: D4    Set event bit $1E80($24F) [$1EC9, bit 7]
CB/3128: FE    Return

CB/3129: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/312F: C0    If ($1E80($250) [$1ECA, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/3135: BD    Pseudo-randomly jump to $CA5EB3 50% of the time
CB/3139: 4B    Display dialogue message $0697, wait for button press
               
               There's something under the ground
CB/313C: 93    Pause for 45 units
CB/313D: F4    Play sound effect 27
CB/313F: 4B    Display dialogue message $011E, wait for button press
               
               2000 GP inside!
CB/3142: 84    Give 293 GP to party
CB/3145: D4    Set event bit $1E80($250) [$1ECA, bit 0]
CB/3147: FE    Return

CB/3148: 74    Replace current map's Layer 2 at (71, 14) with the following (1 x 1) chunk
CB/314D:       $8A
CB/314E: 74    Replace current map's Layer 2 at (76, 16) with the following (3 x 1) chunk
CB/3153:       $97, $B0, $B0
CB/3156: 74    Replace current map's Layer 2 at (76, 19) with the following (3 x 1) chunk
CB/315B:       $B0, $B0, $B0
CB/315E: 74    Replace current map's Layer 2 at (76, 22) with the following (3 x 1) chunk
CB/3163:       $A0, $A0, $B1
CB/3166: 74    Replace current map's Layer 2 at (76, 86) with the following (1 x 1) chunk
CB/316B:       $01
CB/316C: 74    Replace current map's Layer 2 at (76, 25) with the following (3 x 1) chunk
CB/3171:       $A1, $A1, $A1
CB/3174: 75    Refresh map after alteration
CB/3175: FE    Return

CB/3176: C0    If ($1E80($174) [$1EAE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/317C: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/3184: 73    Replace current map's Layer 1 at (71, 14) with the following (1 x 1) chunk, refresh immediately
CB/3189:       $8A
CB/318A: F4    Play sound effect 150
CB/318C: 92    Pause for 30 units
CB/318D: 73    Replace current map's Layer 1 at (76, 16) with the following (3 x 1) chunk, refresh immediately
CB/3192:       $97, $B0, $B0
CB/3195: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3197: F4    Play sound effect 187
CB/3199: 92    Pause for 30 units
CB/319A: 73    Replace current map's Layer 1 at (76, 19) with the following (3 x 1) chunk, refresh immediately
CB/319F:       $B0, $B0, $B0
CB/31A2: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/31A4: F4    Play sound effect 187
CB/31A6: 92    Pause for 30 units
CB/31A7: 74    Replace current map's Layer 2 at (76, 22) with the following (3 x 1) chunk
CB/31AC:       $A0, $A0, $B1
CB/31AF: 74    Replace current map's Layer 2 at (76, 86) with the following (1 x 1) chunk
CB/31B4:       $01
CB/31B5: 75    Refresh map after alteration
CB/31B6: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/31B8: F4    Play sound effect 187
CB/31BA: 92    Pause for 30 units
CB/31BB: 73    Replace current map's Layer 1 at (76, 25) with the following (3 x 1) chunk, refresh immediately
CB/31C0:       $A1, $A1, $A1
CB/31C3: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/31C5: F4    Play sound effect 187
CB/31C7: D2    Set event bit $1E80($174) [$1EAE, bit 4]
CB/31C9: FE    Return

CB/31CA: 74    Replace current map's Layer 2 at (89, 93) with the following (1 x 1) chunk
CB/31CF:       $7A
CB/31D0: 74    Replace current map's Layer 2 at (94, 25) with the following (2 x 1) chunk
CB/31D5:       $01, $01
CB/31D7: 74    Replace current map's Layer 2 at (94, 89) with the following (2 x 1) chunk
CB/31DC:       $C6, $D0
CB/31DE: 74    Replace current map's Layer 2 at (94, 24) with the following (3 x 1) chunk
CB/31E3:       $01, $01, $7B
CB/31E6: 74    Replace current map's Layer 2 at (94, 88) with the following (3 x 1) chunk
CB/31EB:       $C6, $01, $D0
CB/31EE: 75    Refresh map after alteration
CB/31EF: FE    Return

CB/31F0: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/31F6: C0    If ($1E80($175) [$1EAE, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/31FC: 73    Replace current map's Layer 1 at (89, 93) with the following (1 x 1) chunk, refresh immediately
CB/3201:       $7A
CB/3202: F4    Play sound effect 150
CB/3204: 92    Pause for 30 units
CB/3205: 74    Replace current map's Layer 2 at (94, 25) with the following (2 x 1) chunk
CB/320A:       $01, $01
CB/320C: 74    Replace current map's Layer 2 at (94, 89) with the following (2 x 1) chunk
CB/3211:       $C6, $D0
CB/3213: 75    Refresh map after alteration
CB/3214: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3216: F4    Play sound effect 187
CB/3218: 91    Pause for 15 units
CB/3219: 74    Replace current map's Layer 2 at (94, 24) with the following (3 x 1) chunk
CB/321E:       $01, $01, $7B
CB/3221: 74    Replace current map's Layer 2 at (94, 88) with the following (3 x 1) chunk
CB/3226:       $C6, $01, $D0
CB/3229: 75    Refresh map after alteration
CB/322A: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/322C: F4    Play sound effect 187
CB/322E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/3230: D2    Set event bit $1E80($175) [$1EAE, bit 5]
CB/3232: FE    Return

CB/3233: 74    Replace current map's Layer 2 at (96, 18) with the following (1 x 1) chunk
CB/3238:       $7A
CB/3239: 74    Replace current map's Layer 2 at (94, 16) with the following (3 x 1) chunk
CB/323E:       $A0, $B1, $B1
CB/3241: 74    Replace current map's Layer 2 at (94, 13) with the following (3 x 1) chunk
CB/3246:       $97, $B0, $A0
CB/3249: 74    Replace current map's Layer 2 at (97, 12) with the following (1 x 1) chunk
CB/324E:       $73
CB/324F: 75    Refresh map after alteration
CB/3250: FE    Return

CB/3251: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/3257: 73    Replace current map's Layer 1 at (96, 18) with the following (1 x 1) chunk, refresh immediately
CB/325C:       $7A
CB/325D: F4    Play sound effect 150
CB/325F: 92    Pause for 30 units
CB/3260: 73    Replace current map's Layer 1 at (94, 16) with the following (3 x 1) chunk, refresh immediately
CB/3265:       $A0, $B1, $B1
CB/3268: F4    Play sound effect 187
CB/326A: 92    Pause for 30 units
CB/326B: 73    Replace current map's Layer 1 at (94, 13) with the following (3 x 1) chunk, refresh immediately
CB/3270:       $97, $B0, $A0
CB/3273: F4    Play sound effect 187
CB/3275: 92    Pause for 30 units
CB/3276: 73    Replace current map's Layer 1 at (97, 12) with the following (1 x 1) chunk, refresh immediately
CB/327B:       $73
CB/327C: F4    Play sound effect 187
CB/327E: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/3280: FE    Return

CB/3281: 74    Replace current map's Layer 2 at (99, 18) with the following (1 x 1) chunk
CB/3286:       $7A
CB/3287: 74    Replace current map's Layer 2 at (99, 16) with the following (1 x 1) chunk
CB/328C:       $64
CB/328D: 75    Refresh map after alteration
CB/328E: FE    Return

CB/328F: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/3295: 73    Replace current map's Layer 1 at (99, 18) with the following (1 x 1) chunk, refresh immediately
CB/329A:       $7A
CB/329B: F4    Play sound effect 150
CB/329D: 92    Pause for 30 units
CB/329E: 73    Replace current map's Layer 1 at (99, 16) with the following (1 x 1) chunk, refresh immediately
CB/32A3:       $64
CB/32A4: F4    Play sound effect 187
CB/32A6: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/32A8: FE    Return

CB/32A9: 74    Replace current map's Layer 2 at (104, 16) with the following (1 x 1) chunk
CB/32AE:       $09
CB/32AF: 74    Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk
CB/32B4:       $11, $11, $11, $11, $AE, $11, $11, $11, $6E, $11, $11, $11, $11
CB/32C1:       $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96, $5C, $11
CB/32CE:       $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62, $30, $B0, $94
CB/32DB:       $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B, $6C, $54, $72, $72
CB/32E8:       $74, $55, $53, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85
CB/32F5: 74    Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk
CB/32FA:       $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0
CB/3307:       $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01, $01, $D0
CB/3314:       $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1, $01, $01, $01
CB/3321:       $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01, $01, $D0, $D1, $AD
CB/332E:       $C0, $7F, $C0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6
CB/333B: 74    Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk
CB/3340:       $11, $11, $11, $6E, $AE, $11, $11, $11, $7E, $11, $11, $A2, $A3
CB/334D:       $8E, $A4, $AD, $1C, $92, $96, $5C, $11, $6A, $97, $6B, $6C, $11
CB/335A:       $53, $A0, $09, $65, $62, $30, $B0, $94, $32, $1C, $1C, $92, $92
CB/3367:       $6C, $11, $6A, $6B, $6C, $54, $62, $72, $74, $55, $53, $62, $72
CB/3374:       $74, $55, $75, $72, $62, $73, $55, $53, $11, $72, $83, $63, $85
CB/3381: 74    Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk
CB/3386:       $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0, $7F, $C0, $D0, $D0, $D0
CB/3393:       $D0, $D0, $C0, $CE, $01, $01, $01, $D0, $01, $01, $01, $01, $C0
CB/33A0:       $01, $01, $55, $55, $C1, $01, $01, $01, $01, $AC, $CE, $01, $01
CB/33AD:       $C0, $C0, $8F, $01, $01, $D0, $C1, $AD, $C0, $7F, $C0, $D1, $AD
CB/33BA:       $C0, $7F, $C0, $F1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6
CB/33C7: 75    Refresh map after alteration
CB/33C8: FE    Return

CB/33C9: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/33D1: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB3506
CB/33D7: 73    Replace current map's Layer 1 at (104, 16) with the following (1 x 1) chunk, refresh immediately
CB/33DC:       $09
CB/33DD: F4    Play sound effect 150
CB/33DF: 92    Pause for 30 units
CB/33E0: 74    Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk
CB/33E5:       $11, $11, $11, $11, $AE, $11, $11, $11, $6E, $11, $11, $11, $11
CB/33F2:       $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96, $5C, $11
CB/33FF:       $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62, $30, $B0, $94
CB/340C:       $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B, $6C, $54, $72, $72
CB/3419:       $74, $55, $53, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85
CB/3426: 74    Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk
CB/342B:       $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0
CB/3438:       $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01, $01, $D0
CB/3445:       $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1, $01, $01, $01
CB/3452:       $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01, $01, $D0, $D1, $AD
CB/345F:       $C0, $7F, $C0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6
CB/346C: 75    Refresh map after alteration
CB/346D: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/346F: F4    Play sound effect 187
CB/3471: 92    Pause for 30 units
CB/3472: 74    Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk
CB/3477:       $11, $11, $11, $6E, $AE, $11, $11, $11, $7E, $11, $11, $A2, $A3
CB/3484:       $8E, $A4, $AD, $1C, $92, $96, $5C, $11, $6A, $97, $6B, $6C, $11
CB/3491:       $53, $A0, $09, $65, $62, $30, $B0, $94, $32, $1C, $1C, $92, $92
CB/349E:       $6C, $11, $6A, $6B, $6C, $54, $62, $72, $74, $55, $53, $62, $72
CB/34AB:       $74, $55, $75, $72, $62, $73, $55, $53, $11, $72, $83, $63, $85
CB/34B8: 74    Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk
CB/34BD:       $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0, $7F, $C0, $D0, $D0, $D0
CB/34CA:       $D0, $D0, $C0, $CE, $01, $01, $01, $D0, $01, $01, $01, $01, $C0
CB/34D7:       $01, $01, $55, $55, $C1, $01, $01, $01, $01, $AC, $CE, $01, $01
CB/34E4:       $C0, $C0, $8F, $01, $01, $D0, $C1, $AD, $C0, $7F, $C0, $D1, $AD
CB/34F1:       $C0, $7F, $C0, $F1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6
CB/34FE: 75    Refresh map after alteration
CB/34FF: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3501: F4    Play sound effect 187
CB/3503: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/3505: FE    Return

CB/3506: 73    Replace current map's Layer 1 at (104, 16) with the following (1 x 1) chunk, refresh immediately
CB/350B:       $09
CB/350C: F4    Play sound effect 150
CB/350E: 92    Pause for 30 units
CB/350F: 74    Replace current map's Layer 2 at (109, 10) with the following (13 x 5) chunk
CB/3514:       $11, $11, $11, $11, $AE, $11, $11, $11, $6E, $11, $11, $11, $11
CB/3521:       $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96, $5C, $11
CB/352E:       $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62, $30, $B0, $94
CB/353B:       $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B, $6C, $54, $72, $72
CB/3548:       $74, $55, $53, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85
CB/3555: 74    Replace current map's Layer 2 at (109, 74) with the following (13 x 5) chunk
CB/355A:       $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F, $C0
CB/3567:       $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01, $01, $D0
CB/3574:       $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1, $01, $01, $01
CB/3581:       $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01, $01, $D0, $D1, $AD
CB/358E:       $C0, $7F, $C0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6
CB/359B: 75    Refresh map after alteration
CB/359C: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/359E: F4    Play sound effect 187
CB/35A0: 92    Pause for 30 units
CB/35A1: 74    Replace current map's Layer 2 at (109, 11) with the following (12 x 5) chunk
CB/35A6:       $11, $11, $11, $11, $11, $11, $11, $11, $6E, $11, $11, $11
CB/35B2:       $11, $7E, $11, $11, $A2, $A3, $8E, $A4, $AD, $1C, $92, $96
CB/35BE:       $5C, $11, $6A, $97, $6B, $6C, $11, $53, $A0, $09, $65, $62
CB/35CA:       $30, $B0, $94, $32, $1C, $1C, $92, $92, $6C, $62, $6A, $6B
CB/35D6:       $6C, $54, $72, $72, $74, $55, $53, $11, $72, $83, $63, $85
CB/35E2: 74    Replace current map's Layer 2 at (109, 75) with the following (12 x 5) chunk
CB/35E7:       $C0, $7F, $C0, $7F, $C0, $D0, $8F, $D0, $D0, $D0, $C0, $7F
CB/35F3:       $C0, $7F, $C0, $D0, $D0, $D0, $D0, $D0, $C0, $CE, $01, $01
CB/35FF:       $01, $D0, $01, $01, $01, $01, $C0, $01, $01, $55, $55, $C1
CB/360B:       $01, $01, $01, $01, $AC, $CE, $01, $01, $C0, $C1, $8F, $01
CB/3617:       $01, $D0, $D1, $AD, $C0, $7F, $E6, $D0, $F3, $F5, $F5, $F6
CB/3623: 75    Refresh map after alteration
CB/3624: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3626: F4    Play sound effect 187
CB/3628: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/362A: FE    Return

CB/362B: 74    Replace current map's Layer 2 at (112, 15) with the following (1 x 1) chunk
CB/3630:       $8A
CB/3631: FE    Return

CB/3632: 74    Replace current map's Layer 2 at (102, 12) with the following (9 x 7) chunk
CB/3637:       $11, $A2, $A3, $A4, $11, $11, $11, $AB, $1C
CB/3640:       $92, $1C, $AC, $AC, $AB, $11, $6A, $6B, $6C
CB/3649:       $11, $11, $11, $11, $83, $8A, $86, $A4, $11
CB/3652:       $11, $62, $6A, $94, $92, $1C, $1C, $1C, $72
CB/365B:       $63, $6A, $6E, $54, $66, $11, $73, $83, $74
CB/3664:       $7E, $75, $76, $11, $11, $83, $74, $74, $75
CB/366D:       $11, $11, $11, $11, $83, $6E, $11, $11, $11
CB/3676: 74    Replace current map's Layer 2 at (102, 76) with the following (8 x 7) chunk
CB/367B:       $8F, $D0, $8F, $D0, $8F, $D0, $8F, $8F
CB/3683:       $CE, $8F, $CB, $8F, $D0, $8F, $7F, $C0
CB/368B:       $7F, $C0, $7F, $C0, $7F, $8F, $D0, $74
CB/3693:       $D0, $8F, $D0, $8F, $C1, $6A, $8F, $01
CB/369B:       $CB, $AC, $AE, $D1, $00, $00, $01, $C0
CB/36A3:       $D6, $8F, $D1, $C0, $00, $00, $C0, $E6
CB/36AB:       $7F, $F2, $F1, $00, $00, $E6, $7F, $7F
CB/36B3: 75    Refresh map after alteration
CB/36B4: FE    Return

CB/36B5: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/36BD: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB376B
CB/36C3: B2    Call subroutine $CB362B
CB/36C7: F4    Play sound effect 150
CB/36C9: 92    Pause for 30 units
CB/36CA: B2    Call subroutine $CB3632
CB/36CE: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/36D0: F4    Play sound effect 187
CB/36D2: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/36D4: FE    Return

CB/36D5: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/36DB: 74    Replace current map's Layer 2 at (112, 15) with the following (1 x 1) chunk
CB/36E0:       $09
CB/36E1: 74    Replace current map's Layer 2 at (102, 12) with the following (9 x 7) chunk
CB/36E6:       $11, $11, $11, $11, $11, $11, $11, $11, $A2
CB/36EF:       $A3, $A4, $11, $11, $11, $AB, $1C, $92, $1C
CB/36F8:       $AC, $AC, $AB, $11, $6A, $6B, $6C, $11, $11
CB/3701:       $11, $11, $83, $8A, $86, $A4, $11, $11, $62
CB/370A:       $6A, $94, $92, $1C, $1C, $1C, $72, $63, $6A
CB/3713:       $6E, $54, $76, $11, $11, $83, $74, $7E, $75
CB/371C:       $11, $11, $11, $11, $83, $6E, $11, $11, $11
CB/3725: 74    Replace current map's Layer 2 at (102, 76) with the following (9 x 7) chunk
CB/372A:       $8F, $D0, $8F, $D0, $8F, $D0, $8F, $7F, $C0
CB/3733:       $7F, $C0, $7F, $C0, $7F, $8F, $CE, $8F, $CB
CB/373C:       $8F, $D0, $8F, $7F, $C0, $7F, $C0, $7F, $7F
CB/3745:       $7F, $8F, $D0, $74, $D0, $8F, $D0, $8F, $D1
CB/374E:       $6A, $8F, $01, $CB, $AC, $AB, $F1, $00, $00
CB/3757:       $01, $18, $E6, $8F, $7F, $F1, $00, $00, $E6
CB/3760:       $7F, $7F, $8F, $C0, $F3, $00, $8F, $D0, $8F
CB/3769: 75    Refresh map after alteration
CB/376A: FE    Return

CB/376B: 73    Replace current map's Layer 1 at (112, 15) with the following (1 x 1) chunk, refresh immediately
CB/3770:       $09
CB/3771: F4    Play sound effect 150
CB/3773: 92    Pause for 30 units
CB/3774: 74    Replace current map's Layer 2 at (102, 12) with the following (9 x 7) chunk
CB/3779:       $11, $11, $11, $11, $11, $11, $11, $11, $A2
CB/3782:       $A3, $A4, $11, $11, $11, $AB, $1C, $92, $1C
CB/378B:       $AC, $AC, $AB, $11, $6A, $6B, $6C, $11, $11
CB/3794:       $11, $11, $83, $8A, $86, $A4, $11, $11, $62
CB/379D:       $6A, $94, $92, $1C, $1C, $1C, $72, $63, $6A
CB/37A6:       $6E, $54, $76, $11, $11, $83, $74, $7E, $75
CB/37AF:       $11, $11, $11, $11, $83, $6E, $11, $11, $11
CB/37B8: 74    Replace current map's Layer 2 at (102, 76) with the following (9 x 7) chunk
CB/37BD:       $8F, $D0, $8F, $D0, $8F, $D0, $8F, $7F, $C0
CB/37C6:       $7F, $C0, $7F, $C0, $7F, $8F, $CE, $8F, $CB
CB/37CF:       $8F, $D0, $8F, $7F, $C0, $7F, $C0, $7F, $7F
CB/37D8:       $7F, $8F, $D0, $74, $D0, $8F, $D0, $8F, $D1
CB/37E1:       $6A, $8F, $01, $CB, $AC, $AB, $F1, $00, $00
CB/37EA:       $01, $18, $E6, $8F, $7F, $F1, $00, $00, $E6
CB/37F3:       $7F, $7F, $8F, $C0, $F3, $00, $8F, $D0, $8F
CB/37FC: 75    Refresh map after alteration
CB/37FD: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/37FF: F4    Play sound effect 187
CB/3801: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/3803: FE    Return

CB/3804: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/380C: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB381A
CB/3812: 73    Replace current map's Layer 1 at (100, 13) with the following (1 x 1) chunk, refresh immediately
CB/3817:       $12
CB/3818: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/381A: 4B    Display dialogue message $069B, wait for button press
               There's a switch inside.
               What will you do?
               ^ (Flick the switch.)
               ^ (Leave it alone.)
CB/381D: B6    Indexed branch based on prior dialogue selection [$CB386E, $CA5EB3]
CB/3824: FE    Return

CB/3825: C1    If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/382D: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB383B
CB/3833: 73    Replace current map's Layer 1 at (100, 13) with the following (1 x 1) chunk, refresh immediately
CB/3838:       $12
CB/3839: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/383B: 4B    Display dialogue message $069B, wait for button press
               There's a switch inside.
               What will you do?
               ^ (Flick the switch.)
               ^ (Leave it alone.)
CB/383E: B6    Indexed branch based on prior dialogue selection [$CB386E, $CA5EB3]
CB/3845: FE    Return

CB/3846: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/384E: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB385C
CB/3854: 73    Replace current map's Layer 1 at (100, 13) with the following (1 x 1) chunk, refresh immediately
CB/3859:       $12
CB/385A: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/385C: 4B    Display dialogue message $069B, wait for button press
               There's a switch inside.
               What will you do?
               ^ (Flick the switch.)
               ^ (Leave it alone.)
CB/385F: B6    Indexed branch based on prior dialogue selection [$CB386E, $CA5EB3]
CB/3866: FE    Return

CB/3867: 73    Replace current map's Layer 1 at (113, 10) with the following (1 x 1) chunk, refresh immediately
CB/386C:       $AB
CB/386D: FE    Return

CB/386E: C0    If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB3882
CB/3874: F4    Play sound effect 150
CB/3876: 92    Pause for 30 units
CB/3877: 73    Replace current map's Layer 1 at (113, 10) with the following (1 x 1) chunk, refresh immediately
CB/387C:       $11
CB/387D: F4    Play sound effect 169
CB/387F: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CB/3881: FE    Return

CB/3882: F4    Play sound effect 150
CB/3884: 92    Pause for 30 units
CB/3885: 73    Replace current map's Layer 1 at (113, 10) with the following (1 x 1) chunk, refresh immediately
CB/388A:       $AB
CB/388B: F4    Play sound effect 169
CB/388D: D3    Clear event bit $1E80($1F7) [$1EBE, bit 7]
CB/388F: FE    Return

CB/3890: F6    Subcommand $83: Change pan control of currently playing sound effect to $1E, transition time 0 ($80 is center, values increase left to right)
CB/3894: 51    Modify background color range from [63, 63]: Do <unknown operation> (Black) at intensity 0
CB/3898: F6    Subcommand $82: Change volume of currently playing sound effect to $64, transition time 0
CB/389C: F4    Play sound effect 227
CB/389E: 51    Modify background color range from [63, 63]: Do <unknown operation> (Black) at intensity 3
CB/38A2: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/38A3: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CB/38A7: F6    Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right)
CB/38AB: FE    Return

CB/38AC: F6    Subcommand $83: Change pan control of currently playing sound effect to $DC, transition time 0 ($80 is center, values increase left to right)
CB/38B0: 51    Modify background color range from [63, 63]: Do <unknown operation> (Black) at intensity 0
CB/38B4: F6    Subcommand $82: Change volume of currently playing sound effect to $50, transition time 0
CB/38B8: F4    Play sound effect 227
CB/38BA: 51    Modify background color range from [63, 63]: Do <unknown operation> (Black) at intensity 3
CB/38BE: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/38BF: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CB/38C3: F6    Subcommand $83: Change pan control of currently playing sound effect to $80, transition time 0 ($80 is center, values increase left to right)
CB/38C7: FE    Return

CB/38C8: B0    Execute the following commands until $B1 9 times
CB/38CA: 53        Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3
CB/38CE: B1        End block of repeating commands
CB/38CF: F4    Play sound effect 64
CB/38D1: 92    Pause for 30 units
CB/38D2: B0    Execute the following commands until $B1 9 times
CB/38D4: 53        Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3
CB/38D8: B1        End block of repeating commands
CB/38D9: B0    Execute the following commands until $B1 9 times
CB/38DB: 53        Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3
CB/38DF: B1        End block of repeating commands
CB/38E0: F4    Play sound effect 64
CB/38E2: 92    Pause for 30 units
CB/38E3: B0    Execute the following commands until $B1 9 times
CB/38E5: 53        Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3
CB/38E9: B1        End block of repeating commands
CB/38EA: B0    Execute the following commands until $B1 9 times
CB/38EC: 53        Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3
CB/38F0: B1        End block of repeating commands
CB/38F1: F4    Play sound effect 64
CB/38F3: 92    Pause for 30 units
CB/38F4: B0    Execute the following commands until $B1 9 times
CB/38F6: 53        Modify object color range from [21, 2F]: Do unknown operation (Black) at intensity 3
CB/38FA: B1        End block of repeating commands
CB/38FB: 42    Hide object $00
CB/38FD: 37    Assign graphics $12 to object $00 (Actor in stot 0)
CB/3900: 43    Assign palette $06 to character $00 (Actor in stot 0)
CB/3903: 60    Change background layer $0E to palette $08
CB/3906: 41    Show object $00
CB/3908: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CB/390A: C8        Set object layering priority to 2 (low nibble 2)
CB/390C: FF        End queue
CB/390D: B0    Execute the following commands until $B1 9 times
CB/390F: 53        Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3
CB/3913: B1        End block of repeating commands
CB/3914: F4    Play sound effect 64
CB/3916: 92    Pause for 30 units
CB/3917: B0    Execute the following commands until $B1 9 times
CB/3919: 53        Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3
CB/391D: B1        End block of repeating commands
CB/391E: B0    Execute the following commands until $B1 9 times
CB/3920: 53        Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3
CB/3924: B1        End block of repeating commands
CB/3925: F4    Play sound effect 64
CB/3927: 92    Pause for 30 units
CB/3928: B0    Execute the following commands until $B1 9 times
CB/392A: 53        Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3
CB/392E: B1        End block of repeating commands
CB/392F: B0    Execute the following commands until $B1 9 times
CB/3931: 53        Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3
CB/3935: B1        End block of repeating commands
CB/3936: F4    Play sound effect 64
CB/3938: 92    Pause for 30 units
CB/3939: B0    Execute the following commands until $B1 9 times
CB/393B: 53        Modify object color range from [61, 6F]: Do unknown operation (Black) at intensity 3
CB/393F: B1        End block of repeating commands
CB/3940: FE    Return

CB/3941: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/3947: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB3969
CB/394D: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/3952: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/3954: C8        Set object layering priority to 2 (low nibble 2)
CB/3956: FF        End queue
CB/3957: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/3959: C8        Set object layering priority to 2 (low nibble 2)
CB/395B: FF        End queue
CB/395C: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/395E: C8        Set object layering priority to 2 (low nibble 2)
CB/3960: FF        End queue
CB/3961: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CB/3963: C8        Set object layering priority to 2 (low nibble 2)
CB/3965: FF        End queue
CB/3966: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/3968: FE    Return

CB/3969: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/396B: C8        Set object layering priority to 0 (low nibble 0)
CB/396D: FF        End queue
CB/396E: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/3970: C8        Set object layering priority to 0 (low nibble 0)
CB/3972: FF        End queue
CB/3973: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/3975: C8        Set object layering priority to 0 (low nibble 0)
CB/3977: FF        End queue
CB/3978: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/397A: C8        Set object layering priority to 0 (low nibble 0)
CB/397C: FF        End queue
CB/397D: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/397F: FE    Return

CB/3980: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/3982: C8        Set object layering priority to 2 (low nibble 2)
CB/3984: FF        End queue
CB/3985: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/3987: C8        Set object layering priority to 2 (low nibble 2)
CB/3989: FF        End queue
CB/398A: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/398C: C8        Set object layering priority to 2 (low nibble 2)
CB/398E: FF        End queue
CB/398F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/3991: C8        Set object layering priority to 2 (low nibble 2)
CB/3993: FF        End queue
CB/3994: FE    Return

CB/3995: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/3997: C8        Set object layering priority to 0 (low nibble 0)
CB/3999: FF        End queue
CB/399A: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/399C: C8        Set object layering priority to 0 (low nibble 0)
CB/399E: FF        End queue
CB/399F: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/39A1: C8        Set object layering priority to 0 (low nibble 0)
CB/39A3: FF        End queue
CB/39A4: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/39A6: E0        Pause for 4 * 1 (4) frames
CB/39A8: C8        Set object layering priority to 0 (low nibble 0)
CB/39AA: FF        End queue
CB/39AB: FE    Return

CB/39AC: 42    Hide object $31
CB/39AE: 42    Hide object $32
CB/39B0: 42    Hide object $33
CB/39B2: 42    Hide object $34
CB/39B4: FE    Return

CB/39B5: 41    Show object $31
CB/39B7: 41    Show object $32
CB/39B9: 41    Show object $33
CB/39BB: 41    Show object $34
CB/39BD: FE    Return

CB/39BE: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/39C0: C8        Set object layering priority to 2 (low nibble 2)
CB/39C2: FF        End queue
CB/39C3: 60    Change background layer $0E to palette $13
CB/39C6: 60    Change background layer $0F to palette $0E
CB/39C9: FE    Return

CB/39CA: C0    If ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/39D0: F6    Subcommand $10: Play song $39 (Wind) at volume $78 (may have other effects)
CB/39D4: B2    Call subroutine $CB3890
CB/39D8: B2    Call subroutine $CB3980
CB/39DC: 3D    Create object $16
CB/39DE: 3D    Create object $17
CB/39E0: 3D    Create object $18
CB/39E2: 45    Refresh objects
CB/39E3: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/39E5: C1        Set vehicle/entity's event speed to slow
CB/39E6: 90        Move vehicle/entity up 5 tiles
CB/39E7: FF        End queue
CB/39E8: B2    Call subroutine $CB0E1C
CB/39EC: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/39F1: B2    Call subroutine $CAC6AC
CB/39F5: B2    Call subroutine $CB2E34
CB/39F9: 38    Hold screen
CB/39FA: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/39FC: 80        Move vehicle/entity up 1 tile
CB/39FD: FF        End queue
CB/39FE: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long 
CB/3A00: C1        Set vehicle/entity's event speed to slow
CB/3A01: CC        Turn vehicle/entity up
CB/3A02: C7        Set vehicle/entity to stay still when moving
CB/3A03: 83        Move vehicle/entity left 1 tile
CB/3A04: C6        Set vehicle/entity to walk when moving
CB/3A05: FF        End queue
CB/3A06: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CB/3A08: C1        Set vehicle/entity's event speed to slow
CB/3A09: CC        Turn vehicle/entity up
CB/3A0A: C7        Set vehicle/entity to stay still when moving
CB/3A0B: 81        Move vehicle/entity right 1 tile
CB/3A0C: C6        Set vehicle/entity to walk when moving
CB/3A0D: FF        End queue
CB/3A0E: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/3A10: C1        Set vehicle/entity's event speed to slow
CB/3A11: CC        Turn vehicle/entity up
CB/3A12: FF        End queue
CB/3A13: 94    Pause for 60 units
CB/3A14: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3A16: C0        Set vehicle/entity's event speed to slowest
CB/3A17: 98        Move vehicle/entity up 7 tiles
CB/3A18: FF        End queue
CB/3A19: B5    Pause for 15 * 6 (90) units
CB/3A1B: F6    Subcommand $81: Change volume of currently playing song to $96, transition time 100
CB/3A1F: B2    Call subroutine $CB38AC
CB/3A23: 4B    Display dialogue message $0665, wait for button press (At bottom of screen)
               This is the sealed gate
CB/3A26: 95    Pause for 120 units
CB/3A27: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3A29: C1        Set vehicle/entity's event speed to slow
CB/3A2A: 8E        Move vehicle/entity down 4 tiles
CB/3A2B: FF        End queue
CB/3A2C: B2    Call subroutine $CB3890
CB/3A30: B5    Pause for 15 * 6 (90) units
CB/3A32: B2    Call subroutine $CB3F9A
CB/3A36: F6    Subcommand $81: Change volume of currently playing song to $C8, transition time 50
CB/3A3A: B5    Pause for 15 * 6 (90) units
CB/3A3C: 39    Free screen
CB/3A3D: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/3A3F: C1        Set vehicle/entity's event speed to slow
CB/3A40: 90        Move vehicle/entity up 5 tiles
CB/3A41: FF        End queue
CB/3A42: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/3A44: E0        Pause for 4 * 4 (16) frames
CB/3A46: 80        Move vehicle/entity up 1 tile
CB/3A47: FF        End queue
CB/3A48: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/3A4A: E0        Pause for 4 * 8 (32) frames
CB/3A4C: 80        Move vehicle/entity up 1 tile
CB/3A4D: FF        End queue
CB/3A4E: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/3A50: E0        Pause for 4 * 8 (32) frames
CB/3A52: 80        Move vehicle/entity up 1 tile
CB/3A53: FF        End queue
CB/3A54: 4B    Display dialogue message $0664, wait for button press
               TERRA: 
CB/3A57: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/3A59: 92    Pause for 30 units
CB/3A5A: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 100
CB/3A5E: B2    Call subroutine $CB3890
CB/3A62: 92    Pause for 30 units
CB/3A63: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/3A65: 21        Do vehicle/entity graphical action $21 
CB/3A66: FF        End queue
CB/3A67: 41    Show object $16
CB/3A69: 41    Show object $17
CB/3A6B: 41    Show object $18
CB/3A6D: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CB/3A6F: C8        Set object layering priority to 2 (low nibble 2)
CB/3A71: FF        End queue
CB/3A72: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/3A74: C8        Set object layering priority to 2 (low nibble 2)
CB/3A76: FF        End queue
CB/3A77: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/3A79: C8        Set object layering priority to 2 (low nibble 2)
CB/3A7B: FF        End queue
CB/3A7C: 93    Pause for 45 units
CB/3A7D: 38    Hold screen
CB/3A7E: 94    Pause for 60 units
CB/3A7F: F6    Subcommand $81: Change volume of currently playing song to $00, transition time 0
CB/3A83: F4    Play sound effect 205
CB/3A85: 95    Pause for 120 units
CB/3A86: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/3A87: 91    Pause for 15 units
CB/3A88: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/3A8A: C3        Set vehicle/entity's event speed to fast
CB/3A8B: 9A        Move vehicle/entity down 7 tiles
CB/3A8C: FF        End queue
CB/3A8D: F6    Subcommand $10: Play song $1F (Metamorphosis) at volume $FF (may have other effects)
CB/3A91: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/3A93: 92    Pause for 30 units
CB/3A94: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3A96: CE        Turn vehicle/entity down
CB/3A97: FF        End queue
CB/3A98: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/3A9A: CE        Turn vehicle/entity down
CB/3A9B: FF        End queue
CB/3A9C: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/3A9E: CE        Turn vehicle/entity down
CB/3A9F: FF        End queue
CB/3AA0: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/3AA2: CE        Turn vehicle/entity down
CB/3AA3: FF        End queue
CB/3AA4: 93    Pause for 45 units
CB/3AA5: 4B    Display dialogue message $066E, wait for button press
               TERRA! 
               the gatequickly!
CB/3AA8: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3AAA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/3AAB: FF        End queue
CB/3AAC: 92    Pause for 30 units
CB/3AAD: B2    Call subroutine $CB38AC
CB/3AB1: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CB/3AB3: 20        Do vehicle/entity graphical action $20 
CB/3AB4: E0        Pause for 4 * 1 (4) frames
CB/3AB6: CE        Turn vehicle/entity down
CB/3AB7: FF        End queue
CB/3AB8: 97    Fade screen to black
CB/3AB9: 5C    Pause execution until fade in or fade out is complete
CB/3ABA: 42    Hide object $00
CB/3ABC: 3F    Remove character $00 (Actor in stot 0) from the party
CB/3ABF: 40    Assign properties $2A to character $0F (Actor in stot 15)
CB/3AC2: 3D    Create object $0F
CB/3AC4: 45    Refresh objects
CB/3AC5: 7F    Change character $0F's name to $2A (KEFKA )
CB/3AC8: 37    Assign graphics $15 to object $0F (Actor in stot 15)
CB/3ACB: 43    Assign palette $03 to character $0F (Actor in stot 15)
CB/3ACE: 88    Remove the following status ailments from character $0F (Actor in stot 15): M-Tek
CB/3AD2: 8B    For character $0F (Actor in stot 15), take HP and set to maximum
CB/3AD5: 8C    For character $0F (Actor in stot 15), take MP and set to maximum
CB/3AD8: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/3ADC: 4D    Invoke battle, enemy set $79, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/3ADF: B2    Call subroutine $CA5EA9
CB/3AE3: 3F    Remove character $0F (Actor in stot 15) from the party
CB/3AE6: F6    Subcommand $10: Play song $39 (Wind) at volume $96 (may have other effects)
CB/3AEA: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/3AEC: D5        Set vehicle/entity's position to (9, 15)
CB/3AEF: FF        End queue
CB/3AF0: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/3AF2: D5        Set vehicle/entity's position to (7, 15)
CB/3AF5: FF        End queue
CB/3AF6: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/3AF8: D5        Set vehicle/entity's position to (8, 15)
CB/3AFB: E0        Pause for 4 * 1 (4) frames
CB/3AFD: FF        End queue
CB/3AFE: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3B00: C3        Set vehicle/entity's event speed to fast
CB/3B01: 94        Move vehicle/entity up 6 tiles
CB/3B02: FF        End queue
CB/3B03: 41    Show object $00
CB/3B05: 96    Restore screen from fade
CB/3B06: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/3B08: CC        Turn vehicle/entity up
CB/3B09: FF        End queue
CB/3B0A: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3B0C: CC        Turn vehicle/entity up
CB/3B0D: FF        End queue
CB/3B0E: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/3B10: CC        Turn vehicle/entity up
CB/3B11: FF        End queue
CB/3B12: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/3B14: CC        Turn vehicle/entity up
CB/3B15: FF        End queue
CB/3B16: B2    Call subroutine $CB38C8
CB/3B1A: 4B    Display dialogue message $066B, wait for button press
               TERRA: Espers
               Please heed my call
CB/3B1D: 92    Pause for 30 units
CB/3B1E: F6    Subcommand $82: Change volume of currently playing sound effect to $64, transition time 0
CB/3B22: F4    Play sound effect 165
CB/3B24: 95    Pause for 120 units
CB/3B25: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/3B27: C0        Set vehicle/entity's event speed to slowest
CB/3B28: 83        Move vehicle/entity left 1 tile
CB/3B29: FF        End queue
CB/3B2A: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CB/3B2C: C0        Set vehicle/entity's event speed to slowest
CB/3B2D: 83        Move vehicle/entity left 1 tile
CB/3B2E: FF        End queue
CB/3B2F: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/3B31: C0        Set vehicle/entity's event speed to slowest
CB/3B32: 83        Move vehicle/entity left 1 tile
CB/3B33: FF        End queue
CB/3B34: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/3B36: C0        Set vehicle/entity's event speed to slowest
CB/3B37: 81        Move vehicle/entity right 1 tile
CB/3B38: FF        End queue
CB/3B39: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/3B3B: C0        Set vehicle/entity's event speed to slowest
CB/3B3C: 81        Move vehicle/entity right 1 tile
CB/3B3D: FF        End queue
CB/3B3E: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CB/3B40: C0        Set vehicle/entity's event speed to slowest
CB/3B41: 81        Move vehicle/entity right 1 tile
CB/3B42: FF        End queue
CB/3B43: B5    Pause for 15 * 6 (90) units
CB/3B45: 58    Shake screen ($94): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CB/3B47: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 40
CB/3B4B: B5    Pause for 15 * 6 (90) units
CB/3B4D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/3B4F: CC        Turn vehicle/entity up
CB/3B50: FF        End queue
CB/3B51: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3B53: CC        Turn vehicle/entity up
CB/3B54: FF        End queue
CB/3B55: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/3B57: CC        Turn vehicle/entity up
CB/3B58: FF        End queue
CB/3B59: B5    Pause for 15 * 6 (90) units
CB/3B5B: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3B5D: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CB/3B61: F4    Play sound effect 165
CB/3B63: 94    Pause for 60 units
CB/3B64: B5    Pause for 15 * 6 (90) units
CB/3B66: 88    Remove the following status ailments from character $0F (Actor in stot 15): M-Tek
CB/3B6A: 8B    For character $0F (Actor in stot 15), take HP and set to maximum
CB/3B6D: 8C    For character $0F (Actor in stot 15), take MP and set to maximum
CB/3B70: 4D    Invoke battle, enemy set $7A, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled)
CB/3B73: B2    Call subroutine $CA5EA9
CB/3B77: F4    Play sound effect 199
CB/3B79: 3E    Delete object $0F
CB/3B7B: 3E    Delete object $17
CB/3B7D: 3E    Delete object $18
CB/3B7F: 45    Refresh objects
CB/3B80: 42    Hide object $16
CB/3B82: 42    Hide object $17
CB/3B84: 42    Hide object $18
CB/3B86: 3F    Assign character $00 (Actor in stot 0) to party 1
CB/3B89: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/3B8E: F3    Fade in previously faded out song with transition time 32
CB/3B90: 37    Assign graphics $00 to object $00 (Actor in stot 0)
CB/3B93: 43    Assign palette $02 to character $00 (Actor in stot 0)
CB/3B96: B2    Call subroutine $CB3980
CB/3B9A: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/3B9C: D5        Set vehicle/entity's position to (8, 17)
CB/3B9F: 28        Do vehicle/entity graphical action $28 
CB/3BA0: FF        End queue
CB/3BA1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3BA3: 28        Do vehicle/entity graphical action $28 
CB/3BA4: FF        End queue
CB/3BA5: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/3BA7: 28        Do vehicle/entity graphical action $28 
CB/3BA8: FF        End queue
CB/3BA9: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/3BAB: 28        Do vehicle/entity graphical action $28 
CB/3BAC: FF        End queue
CB/3BAD: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3BAF: C3        Set vehicle/entity's event speed to fast
CB/3BB0: 96        Move vehicle/entity down 6 tiles
CB/3BB1: FF        End queue
CB/3BB2: B0    Execute the following commands until $B1 31 times
CB/3BB4: 51        Modify background color range from [88, 8F]: Do <unknown operation> (Black) at intensity 3
CB/3BB8: B1        End block of repeating commands
CB/3BB9: 59    Unfade screen at speed $04
CB/3BBB: 5C    Pause execution until fade in or fade out is complete
CB/3BBC: B2    Call subroutine $CB3C58
CB/3BC0: B5    Pause for 15 * 12 (180) units
CB/3BC2: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3BC4: C0        Set vehicle/entity's event speed to slowest
CB/3BC5: 92        Move vehicle/entity down 5 tiles
CB/3BC6: FF        End queue
CB/3BC7: F6    Subcommand $10: Play song $39 (Wind) at volume $64 (may have other effects)
CB/3BCB: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/3BCD: E0        Pause for 4 * 12 (48) frames
CB/3BCF: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/3BD0: FF        End queue
CB/3BD1: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/3BD3: E0        Pause for 4 * 24 (96) frames
CB/3BD5: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/3BD6: FF        End queue
CB/3BD7: B5    Pause for 15 * 10 (150) units
CB/3BD9: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3BDB: CE        Turn vehicle/entity down
CB/3BDC: FF        End queue
CB/3BDD: B5    Pause for 15 * 3 (45) units
CB/3BDF: F6    Subcommand $10: Play song $39 (Wind) at volume $7D (may have other effects)
CB/3BE3: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/3BE5: CE        Turn vehicle/entity down
CB/3BE6: FF        End queue
CB/3BE7: B5    Pause for 15 * 6 (90) units
CB/3BE9: F6    Subcommand $10: Play song $39 (Wind) at volume $96 (may have other effects)
CB/3BED: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/3BEF: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/3BF0: FF        End queue
CB/3BF1: 4B    Display dialogue message $0672, wait for button press
               What about those Espers?
CB/3BF4: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/3BF6: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/3BF7: FF        End queue
CB/3BF8: 95    Pause for 120 units
CB/3BF9: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CB/3BFB: CF        Turn vehicle/entity left
CB/3BFC: E0        Pause for 4 * 4 (16) frames
CB/3BFE: 80        Move vehicle/entity up 1 tile
CB/3BFF: FF        End queue
CB/3C00: F6    Subcommand $10: Play song $39 (Wind) at volume $AA (may have other effects)
CB/3C04: 4B    Display dialogue message $0673, wait for button press
               TERRA: Look,
               let's return to the airship.
CB/3C07: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/3C09: CE        Turn vehicle/entity down
CB/3C0A: FF        End queue
CB/3C0B: B5    Pause for 15 * 6 (90) units
CB/3C0D: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/3C0F: 22        Do vehicle/entity graphical action $22 
CB/3C10: E0        Pause for 4 * 3 (12) frames
CB/3C12: CF        Turn vehicle/entity left
CB/3C13: FF        End queue
CB/3C14: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/3C16: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/3C17: E0        Pause for 4 * 3 (12) frames
CB/3C19: CD        Turn vehicle/entity right
CB/3C1A: FF        End queue
CB/3C1B: 5A    Fade screen at speed $08
CB/3C1D: 94    Pause for 60 units
CB/3C1E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/3C20: CE        Turn vehicle/entity down
CB/3C21: FF        End queue
CB/3C22: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/3C24: C2        Set vehicle/entity's event speed to normal
CB/3C25: 82        Move vehicle/entity down 1 tile
CB/3C26: FF        End queue
CB/3C27: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/3C29: C2        Set vehicle/entity's event speed to normal
CB/3C2A: A2        Move vehicle/entity left/down 1x1 tiles
CB/3C2B: FF        End queue
CB/3C2C: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/3C2E: C2        Set vehicle/entity's event speed to normal
CB/3C2F: A1        Move vehicle/entity right/down 1x1 tiles
CB/3C30: FF        End queue
CB/3C31: B5    Pause for 15 * 5 (75) units
CB/3C33: B2    Call subroutine $CB2E2B
CB/3C37: 39    Free screen
CB/3C38: B2    Call subroutine $CACB95
CB/3C3C: 3B    Position character in a "ready-to-go" stance
CB/3C3D: D9    Clear event bit $1E80($46E) [$1F0D, bit 6]
CB/3C3F: D9    Clear event bit $1E80($46F) [$1F0D, bit 7]
CB/3C41: D9    Clear event bit $1E80($470) [$1F0E, bit 0]
CB/3C43: D8    Set event bit $1E80($471) [$1F0E, bit 1]
CB/3C45: DC    Set event bit $1E80($64D) [$1F49, bit 5]
CB/3C47: DD    Clear event bit $1E80($64C) [$1F49, bit 4]
CB/3C49: D0    Set event bit $1E80($079) [$1E8F, bit 1]
CB/3C4B: 6B    Load map $0180 (Cave to the Sealed Gate, big lava cave / treasure cave / cave before gate) instantly, (upper bits $2000), place party at (10, 28), facing down
CB/3C51: B2    Call subroutine $CB3995
CB/3C55: 96    Restore screen from fade
CB/3C56: 3A    Enable player to move while event commands execute
CB/3C57: FE    Return

CB/3C58: F6    Subcommand $81: Change volume of currently playing song to $64, transition time 0
CB/3C5C: F0    Play song 72 (Fire!), (high bit clear), full volume
CB/3C5E: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3C60: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/3C62: C0        Set vehicle/entity's event speed to slowest
CB/3C63: 81        Move vehicle/entity right 1 tile
CB/3C64: FF        End queue
CB/3C65: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CB/3C67: C0        Set vehicle/entity's event speed to slowest
CB/3C68: 81        Move vehicle/entity right 1 tile
CB/3C69: FF        End queue
CB/3C6A: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/3C6C: C0        Set vehicle/entity's event speed to slowest
CB/3C6D: 81        Move vehicle/entity right 1 tile
CB/3C6E: FF        End queue
CB/3C6F: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/3C71: C0        Set vehicle/entity's event speed to slowest
CB/3C72: 83        Move vehicle/entity left 1 tile
CB/3C73: FF        End queue
CB/3C74: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/3C76: C0        Set vehicle/entity's event speed to slowest
CB/3C77: 83        Move vehicle/entity left 1 tile
CB/3C78: FF        End queue
CB/3C79: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CB/3C7B: C0        Set vehicle/entity's event speed to slowest
CB/3C7C: 83        Move vehicle/entity left 1 tile
CB/3C7D: FF        End queue
CB/3C7E: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3C80: C0        Set vehicle/entity's event speed to slowest
CB/3C81: 90        Move vehicle/entity up 5 tiles
CB/3C82: FF        End queue
CB/3C83: 4B    Display dialogue message $0671, wait for button press (At bottom of screen)
               Hey! The gate!!!
CB/3C86: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 0
CB/3C8A: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3C8C: 3D    Create object $1A
CB/3C8E: 45    Refresh objects
CB/3C8F: 41    Show object $1A
CB/3C91: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CB/3C93: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/3C95: C3        Set vehicle/entity's event speed to fast
CB/3C96: A1        Move vehicle/entity right/down 1x1 tiles
CB/3C97: A1        Move vehicle/entity right/down 1x1 tiles
CB/3C98: A7        Move vehicle/entity right/down 1x2 tiles
CB/3C99: FF        End queue
CB/3C9A: 92    Pause for 30 units
CB/3C9B: F4    Play sound effect 240
CB/3C9D: 3D    Create object $1F
CB/3C9F: 45    Refresh objects
CB/3CA0: 41    Show object $1F
CB/3CA2: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CB/3CA4: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long 
CB/3CA6: C3        Set vehicle/entity's event speed to fast
CB/3CA7: A8        Move vehicle/entity left/down 1x2 tiles
CB/3CA8: 82        Move vehicle/entity down 1 tile
CB/3CA9: 82        Move vehicle/entity down 1 tile
CB/3CAA: FF        End queue
CB/3CAB: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/3CAD: DC        Make vehicle/entity jump (low)
CB/3CAE: A1        Move vehicle/entity right/down 1x1 tiles
CB/3CAF: A7        Move vehicle/entity right/down 1x2 tiles
CB/3CB0: 82        Move vehicle/entity down 1 tile
CB/3CB1: FF        End queue
CB/3CB2: 92    Pause for 30 units
CB/3CB3: F4    Play sound effect 240
CB/3CB5: 3D    Create object $21
CB/3CB7: 45    Refresh objects
CB/3CB8: 41    Show object $21
CB/3CBA: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CB/3CBC: 21    Begin action queue for character $21 (NPC $21), 5 bytes long 
CB/3CBE: C3        Set vehicle/entity's event speed to fast
CB/3CBF: A2        Move vehicle/entity left/down 1x1 tiles
CB/3CC0: A8        Move vehicle/entity left/down 1x2 tiles
CB/3CC1: A8        Move vehicle/entity left/down 1x2 tiles
CB/3CC2: FF        End queue
CB/3CC3: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CB/3CC5: DC        Make vehicle/entity jump (low)
CB/3CC6: A2        Move vehicle/entity left/down 1x1 tiles
CB/3CC7: 8A        Move vehicle/entity down 3 tiles
CB/3CC8: FF        End queue
CB/3CC9: 92    Pause for 30 units
CB/3CCA: F4    Play sound effect 240
CB/3CCC: 3D    Create object $1D
CB/3CCE: 45    Refresh objects
CB/3CCF: 41    Show object $1D
CB/3CD1: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/3CD3: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CB/3CD5: C3        Set vehicle/entity's event speed to fast
CB/3CD6: A8        Move vehicle/entity left/down 1x2 tiles
CB/3CD7: 82        Move vehicle/entity down 1 tile
CB/3CD8: 82        Move vehicle/entity down 1 tile
CB/3CD9: FF        End queue
CB/3CDA: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CB/3CDC: DC        Make vehicle/entity jump (low)
CB/3CDD: A2        Move vehicle/entity left/down 1x1 tiles
CB/3CDE: A8        Move vehicle/entity left/down 1x2 tiles
CB/3CDF: FF        End queue
CB/3CE0: 92    Pause for 30 units
CB/3CE1: F4    Play sound effect 240
CB/3CE3: 3D    Create object $20
CB/3CE5: 45    Refresh objects
CB/3CE6: 41    Show object $20
CB/3CE8: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CB/3CEA: 20    Begin action queue for character $20 (NPC $20), 5 bytes long 
CB/3CEC: C3        Set vehicle/entity's event speed to fast
CB/3CED: A9        Move vehicle/entity left/down 2x1 tiles
CB/3CEE: A2        Move vehicle/entity left/down 1x1 tiles
CB/3CEF: A8        Move vehicle/entity left/down 1x2 tiles
CB/3CF0: FF        End queue
CB/3CF1: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CB/3CF3: DD        Make vehicle/entity jump (high)
CB/3CF4: A7        Move vehicle/entity right/down 1x2 tiles
CB/3CF5: 86        Move vehicle/entity down 2 tiles
CB/3CF6: FF        End queue
CB/3CF7: 92    Pause for 30 units
CB/3CF8: F4    Play sound effect 240
CB/3CFA: 3D    Create object $1C
CB/3CFC: 45    Refresh objects
CB/3CFD: 41    Show object $1C
CB/3CFF: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/3D01: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CB/3D03: C3        Set vehicle/entity's event speed to fast
CB/3D04: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D05: 82        Move vehicle/entity down 1 tile
CB/3D06: 82        Move vehicle/entity down 1 tile
CB/3D07: FF        End queue
CB/3D08: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CB/3D0A: DC        Make vehicle/entity jump (low)
CB/3D0B: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D0C: 8A        Move vehicle/entity down 3 tiles
CB/3D0D: FF        End queue
CB/3D0E: 92    Pause for 30 units
CB/3D0F: F4    Play sound effect 240
CB/3D11: 3D    Create object $1E
CB/3D13: 45    Refresh objects
CB/3D14: 41    Show object $1E
CB/3D16: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CB/3D18: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CB/3D1A: C3        Set vehicle/entity's event speed to fast
CB/3D1B: A2        Move vehicle/entity left/down 1x1 tiles
CB/3D1C: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D1D: 82        Move vehicle/entity down 1 tile
CB/3D1E: FF        End queue
CB/3D1F: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/3D21: DC        Make vehicle/entity jump (low)
CB/3D22: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D23: 8E        Move vehicle/entity down 4 tiles
CB/3D24: FF        End queue
CB/3D25: 93    Pause for 45 units
CB/3D26: F4    Play sound effect 240
CB/3D28: 3D    Create object $24
CB/3D2A: 45    Refresh objects
CB/3D2B: 41    Show object $24
CB/3D2D: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CB/3D2F: 24    Begin action queue for character $24 (NPC $24), 5 bytes long 
CB/3D31: C3        Set vehicle/entity's event speed to fast
CB/3D32: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D33: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D34: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D35: FF        End queue
CB/3D36: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CB/3D38: DC        Make vehicle/entity jump (low)
CB/3D39: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D3A: DC        Make vehicle/entity jump (low)
CB/3D3B: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D3C: FF        End queue
CB/3D3D: 93    Pause for 45 units
CB/3D3E: F4    Play sound effect 240
CB/3D40: 3D    Create object $22
CB/3D42: 45    Refresh objects
CB/3D43: 41    Show object $22
CB/3D45: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CB/3D47: 22    Begin action queue for character $22 (NPC $22), 5 bytes long 
CB/3D49: C3        Set vehicle/entity's event speed to fast
CB/3D4A: A6        Move vehicle/entity right/down 2x1 tiles
CB/3D4B: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D4C: A7        Move vehicle/entity right/down 1x2 tiles
CB/3D4D: FF        End queue
CB/3D4E: 24    Begin action queue for character $24 (NPC $24), 3 bytes long 
CB/3D50: DC        Make vehicle/entity jump (low)
CB/3D51: A9        Move vehicle/entity left/down 2x1 tiles
CB/3D52: FF        End queue
CB/3D53: 92    Pause for 30 units
CB/3D54: F4    Play sound effect 240
CB/3D56: 3D    Create object $1B
CB/3D58: 45    Refresh objects
CB/3D59: 41    Show object $1B
CB/3D5B: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/3D5D: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CB/3D5F: C3        Set vehicle/entity's event speed to fast
CB/3D60: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D61: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D62: 82        Move vehicle/entity down 1 tile
CB/3D63: FF        End queue
CB/3D64: 22    Begin action queue for character $22 (NPC $22), 5 bytes long 
CB/3D66: DC        Make vehicle/entity jump (low)
CB/3D67: A6        Move vehicle/entity right/down 2x1 tiles
CB/3D68: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D69: 82        Move vehicle/entity down 1 tile
CB/3D6A: FF        End queue
CB/3D6B: 92    Pause for 30 units
CB/3D6C: F4    Play sound effect 240
CB/3D6E: 3D    Create object $23
CB/3D70: 45    Refresh objects
CB/3D71: 41    Show object $23
CB/3D73: 78    Enable ability to pass through other objects for object $23 (NPC $23)
CB/3D75: 23    Begin action queue for character $23 (NPC $23), 5 bytes long 
CB/3D77: C3        Set vehicle/entity's event speed to fast
CB/3D78: A6        Move vehicle/entity right/down 2x1 tiles
CB/3D79: A1        Move vehicle/entity right/down 1x1 tiles
CB/3D7A: A7        Move vehicle/entity right/down 1x2 tiles
CB/3D7B: FF        End queue
CB/3D7C: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long 
CB/3D7E: DC        Make vehicle/entity jump (low)
CB/3D7F: A6        Move vehicle/entity right/down 2x1 tiles
CB/3D80: DC        Make vehicle/entity jump (low)
CB/3D81: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D82: 82        Move vehicle/entity down 1 tile
CB/3D83: FF        End queue
CB/3D84: 92    Pause for 30 units
CB/3D85: F4    Play sound effect 240
CB/3D87: 3D    Create object $25
CB/3D89: 45    Refresh objects
CB/3D8A: 41    Show object $25
CB/3D8C: 78    Enable ability to pass through other objects for object $25 (NPC $25)
CB/3D8E: 25    Begin action queue for character $25 (NPC $25), 6 bytes long 
CB/3D90: C3        Set vehicle/entity's event speed to fast
CB/3D91: A2        Move vehicle/entity left/down 1x1 tiles
CB/3D92: A2        Move vehicle/entity left/down 1x1 tiles
CB/3D93: A2        Move vehicle/entity left/down 1x1 tiles
CB/3D94: A8        Move vehicle/entity left/down 1x2 tiles
CB/3D95: FF        End queue
CB/3D96: 23    Begin action queue for character $23 (NPC $23), 3 bytes long 
CB/3D98: DC        Make vehicle/entity jump (low)
CB/3D99: 8A        Move vehicle/entity down 3 tiles
CB/3D9A: FF        End queue
CB/3D9B: 92    Pause for 30 units
CB/3D9C: F4    Play sound effect 240
CB/3D9E: 3D    Create object $26
CB/3DA0: 45    Refresh objects
CB/3DA1: 41    Show object $26
CB/3DA3: 78    Enable ability to pass through other objects for object $26 (NPC $26)
CB/3DA5: 26    Begin action queue for character $26 (NPC $26), 6 bytes long 
CB/3DA7: C3        Set vehicle/entity's event speed to fast
CB/3DA8: A6        Move vehicle/entity right/down 2x1 tiles
CB/3DA9: A6        Move vehicle/entity right/down 2x1 tiles
CB/3DAA: A1        Move vehicle/entity right/down 1x1 tiles
CB/3DAB: A7        Move vehicle/entity right/down 1x2 tiles
CB/3DAC: FF        End queue
CB/3DAD: 25    Begin action queue for character $25 (NPC $25), 7 bytes long 
CB/3DAF: DC        Make vehicle/entity jump (low)
CB/3DB0: A2        Move vehicle/entity left/down 1x1 tiles
CB/3DB1: DC        Make vehicle/entity jump (low)
CB/3DB2: A2        Move vehicle/entity left/down 1x1 tiles
CB/3DB3: E0        Pause for 4 * 4 (16) frames
CB/3DB5: FF        End queue
CB/3DB6: 93    Pause for 45 units
CB/3DB7: F4    Play sound effect 240
CB/3DB9: 26    Begin action queue for character $26 (NPC $26), 3 bytes long 
CB/3DBB: DC        Make vehicle/entity jump (low)
CB/3DBC: A6        Move vehicle/entity right/down 2x1 tiles
CB/3DBD: FF        End queue
CB/3DBE: 93    Pause for 45 units
CB/3DBF: F2    Fade out current song with transition time 64
CB/3DC1: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3DC3: B5    Pause for 15 * 6 (90) units
CB/3DC5: F1    Fade in song 57 (Wind) (high bit clear) with transition time 32
CB/3DC8: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3DCA: FE    Return

CB/3DCB: 4B    Display dialogue message $0676, wait for button press
               Anyway,
               let's return to the airship.
CB/3DCE: FE    Return

CB/3DCF: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CB/3DD1: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/3DD3: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/3DD5: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/3DD7: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CB/3DD9: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CB/3DDB: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CB/3DDD: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CB/3DDF: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CB/3DE1: 78    Enable ability to pass through other objects for object $23 (NPC $23)
CB/3DE3: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CB/3DE5: 78    Enable ability to pass through other objects for object $25 (NPC $25)
CB/3DE7: 78    Enable ability to pass through other objects for object $26 (NPC $26)
CB/3DE9: FE    Return

CB/3DEA: 27    Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete)
CB/3DEC: C1        Set vehicle/entity's event speed to slow
CB/3DED: DC        Make vehicle/entity jump (low)
CB/3DEE: 82        Move vehicle/entity down 1 tile
CB/3DEF: FF        End queue
CB/3DF0: F4    Play sound effect 243
CB/3DF2: 27    Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete)
CB/3DF4: C0        Set vehicle/entity's event speed to slowest
CB/3DF5: DC        Make vehicle/entity jump (low)
CB/3DF6: A1        Move vehicle/entity right/down 1x1 tiles
CB/3DF7: FF        End queue
CB/3DF8: F4    Play sound effect 243
CB/3DFA: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/3DFB: B5    Pause for 15 * 10 (150) units
CB/3DFD: 38    Hold screen
CB/3DFE: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/3E00: C0        Set vehicle/entity's event speed to slowest
CB/3E01: 94        Move vehicle/entity up 6 tiles
CB/3E02: FF        End queue
CB/3E03: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3E05: 95    Pause for 120 units
CB/3E06: F6    Subcommand $10: Play song $48 (Fire!) at volume $FF (may have other effects)
CB/3E0A: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3E0C: B5    Pause for 15 * 16 (240) units
CB/3E0E: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/3E10: 3E    Delete object $10
CB/3E12: 3E    Delete object $11
CB/3E14: 3E    Delete object $12
CB/3E16: 3E    Delete object $13
CB/3E18: 3E    Delete object $14
CB/3E1A: 3E    Delete object $15
CB/3E1C: 45    Refresh objects
CB/3E1D: 42    Hide object $10
CB/3E1F: 42    Hide object $11
CB/3E21: 42    Hide object $12
CB/3E23: 42    Hide object $13
CB/3E25: 42    Hide object $14
CB/3E27: 42    Hide object $15
CB/3E29: F4    Play sound effect 240
CB/3E2B: 26    Begin action queue for character $26 (NPC $26), 8 bytes long 
CB/3E2D: C5        Set vehicle/entity's event speed to fastest
CB/3E2E: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E2F: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E30: DC        Make vehicle/entity jump (low)
CB/3E31: A3        Move vehicle/entity left/up 1x1 tiles
CB/3E32: A3        Move vehicle/entity left/up 1x1 tiles
CB/3E33: D1        Make vehicle/entity disappear
CB/3E34: FF        End queue
CB/3E35: 25    Begin action queue for character $25 (NPC $25), 10 bytes long 
CB/3E37: C5        Set vehicle/entity's event speed to fastest
CB/3E38: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E39: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E3A: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E3B: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E3C: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E3D: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E3E: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E3F: D1        Make vehicle/entity disappear
CB/3E40: FF        End queue
CB/3E41: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long 
CB/3E43: C5        Set vehicle/entity's event speed to fastest
CB/3E44: E0        Pause for 4 * 2 (8) frames
CB/3E46: A4        Move vehicle/entity right/up 1x2 tiles
CB/3E47: A4        Move vehicle/entity right/up 1x2 tiles
CB/3E48: A4        Move vehicle/entity right/up 1x2 tiles
CB/3E49: D1        Make vehicle/entity disappear
CB/3E4A: FF        End queue
CB/3E4B: 23    Begin action queue for character $23 (NPC $23), 10 bytes long (Wait until complete)
CB/3E4D: C5        Set vehicle/entity's event speed to fastest
CB/3E4E: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E4F: A3        Move vehicle/entity left/up 1x1 tiles
CB/3E50: DD        Make vehicle/entity jump (high)
CB/3E51: AA        Move vehicle/entity left/up 2x1 tiles
CB/3E52: DD        Make vehicle/entity jump (high)
CB/3E53: A9        Move vehicle/entity left/down 2x1 tiles
CB/3E54: A2        Move vehicle/entity left/down 1x1 tiles
CB/3E55: D1        Make vehicle/entity disappear
CB/3E56: FF        End queue
CB/3E57: B5    Pause for 15 * 10 (150) units
CB/3E59: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/3E5B: F4    Play sound effect 240
CB/3E5D: 1E    Begin action queue for character $1E (NPC $1E), 10 bytes long 
CB/3E5F: C5        Set vehicle/entity's event speed to fastest
CB/3E60: DD        Make vehicle/entity jump (high)
CB/3E61: A3        Move vehicle/entity left/up 1x1 tiles
CB/3E62: A3        Move vehicle/entity left/up 1x1 tiles
CB/3E63: AA        Move vehicle/entity left/up 2x1 tiles
CB/3E64: DD        Make vehicle/entity jump (high)
CB/3E65: 87        Move vehicle/entity left 2 tiles
CB/3E66: A2        Move vehicle/entity left/down 1x1 tiles
CB/3E67: D1        Make vehicle/entity disappear
CB/3E68: FF        End queue
CB/3E69: 24    Begin action queue for character $24 (NPC $24), 9 bytes long 
CB/3E6B: C5        Set vehicle/entity's event speed to fastest
CB/3E6C: DD        Make vehicle/entity jump (high)
CB/3E6D: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E6E: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E6F: DD        Make vehicle/entity jump (high)
CB/3E70: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E71: A3        Move vehicle/entity left/up 1x1 tiles
CB/3E72: D1        Make vehicle/entity disappear
CB/3E73: FF        End queue
CB/3E74: 22    Begin action queue for character $22 (NPC $22), 8 bytes long 
CB/3E76: C5        Set vehicle/entity's event speed to fastest
CB/3E77: DD        Make vehicle/entity jump (high)
CB/3E78: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E79: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E7A: A5        Move vehicle/entity right/up 2x1 tiles
CB/3E7B: A5        Move vehicle/entity right/up 2x1 tiles
CB/3E7C: D1        Make vehicle/entity disappear
CB/3E7D: FF        End queue
CB/3E7E: 1D    Begin action queue for character $1D (NPC $1D), 11 bytes long 
CB/3E80: C5        Set vehicle/entity's event speed to fastest
CB/3E81: E0        Pause for 4 * 2 (8) frames
CB/3E83: DD        Make vehicle/entity jump (high)
CB/3E84: AA        Move vehicle/entity left/up 2x1 tiles
CB/3E85: AA        Move vehicle/entity left/up 2x1 tiles
CB/3E86: DD        Make vehicle/entity jump (high)
CB/3E87: A9        Move vehicle/entity left/down 2x1 tiles
CB/3E88: A2        Move vehicle/entity left/down 1x1 tiles
CB/3E89: D1        Make vehicle/entity disappear
CB/3E8A: FF        End queue
CB/3E8B: 1A    Begin action queue for character $1A (NPC $1A), 11 bytes long 
CB/3E8D: C5        Set vehicle/entity's event speed to fastest
CB/3E8E: E0        Pause for 4 * 2 (8) frames
CB/3E90: DD        Make vehicle/entity jump (high)
CB/3E91: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E92: A0        Move vehicle/entity right/up 1x1 tiles
CB/3E93: A5        Move vehicle/entity right/up 2x1 tiles
CB/3E94: DD        Make vehicle/entity jump (high)
CB/3E95: A6        Move vehicle/entity right/down 2x1 tiles
CB/3E96: D1        Make vehicle/entity disappear
CB/3E97: FF        End queue
CB/3E98: 21    Begin action queue for character $21 (NPC $21), 12 bytes long 
CB/3E9A: C5        Set vehicle/entity's event speed to fastest
CB/3E9B: E0        Pause for 4 * 4 (16) frames
CB/3E9D: DD        Make vehicle/entity jump (high)
CB/3E9E: AB        Move vehicle/entity left/up 1x2 tiles
CB/3E9F: AB        Move vehicle/entity left/up 1x2 tiles
CB/3EA0: AB        Move vehicle/entity left/up 1x2 tiles
CB/3EA1: DD        Make vehicle/entity jump (high)
CB/3EA2: A3        Move vehicle/entity left/up 1x1 tiles
CB/3EA3: A3        Move vehicle/entity left/up 1x1 tiles
CB/3EA4: D1        Make vehicle/entity disappear
CB/3EA5: FF        End queue
CB/3EA6: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long 
CB/3EA8: C5        Set vehicle/entity's event speed to fastest
CB/3EA9: E0        Pause for 4 * 4 (16) frames
CB/3EAB: DD        Make vehicle/entity jump (high)
CB/3EAC: A6        Move vehicle/entity right/down 2x1 tiles
CB/3EAD: A6        Move vehicle/entity right/down 2x1 tiles
CB/3EAE: A6        Move vehicle/entity right/down 2x1 tiles
CB/3EAF: A1        Move vehicle/entity right/down 1x1 tiles
CB/3EB0: D1        Make vehicle/entity disappear
CB/3EB1: FF        End queue
CB/3EB2: 20    Begin action queue for character $20 (NPC $20), 10 bytes long 
CB/3EB4: C5        Set vehicle/entity's event speed to fastest
CB/3EB5: E0        Pause for 4 * 4 (16) frames
CB/3EB7: DD        Make vehicle/entity jump (high)
CB/3EB8: A4        Move vehicle/entity right/up 1x2 tiles
CB/3EB9: A4        Move vehicle/entity right/up 1x2 tiles
CB/3EBA: A4        Move vehicle/entity right/up 1x2 tiles
CB/3EBB: A4        Move vehicle/entity right/up 1x2 tiles
CB/3EBC: D1        Make vehicle/entity disappear
CB/3EBD: FF        End queue
CB/3EBE: 1F    Begin action queue for character $1F (NPC $1F), 13 bytes long (Wait until complete)
CB/3EC0: C5        Set vehicle/entity's event speed to fastest
CB/3EC1: E0        Pause for 4 * 6 (24) frames
CB/3EC3: DD        Make vehicle/entity jump (high)
CB/3EC4: A8        Move vehicle/entity left/down 1x2 tiles
CB/3EC5: A8        Move vehicle/entity left/down 1x2 tiles
CB/3EC6: A8        Move vehicle/entity left/down 1x2 tiles
CB/3EC7: DC        Make vehicle/entity jump (low)
CB/3EC8: 82        Move vehicle/entity down 1 tile
CB/3EC9: D1        Make vehicle/entity disappear
CB/3ECA: E0        Pause for 4 * 5 (20) frames
CB/3ECC: FF        End queue
CB/3ECD: B2    Call subroutine $CB3ED2
CB/3ED1: FE    Return

CB/3ED2: 3E    Delete object $1A
CB/3ED4: 3E    Delete object $1B
CB/3ED6: 3E    Delete object $1C
CB/3ED8: 3E    Delete object $1D
CB/3EDA: 3E    Delete object $1E
CB/3EDC: 3E    Delete object $1F
CB/3EDE: 3E    Delete object $20
CB/3EE0: 3E    Delete object $21
CB/3EE2: 3E    Delete object $22
CB/3EE4: 3E    Delete object $23
CB/3EE6: 3E    Delete object $24
CB/3EE8: 3E    Delete object $25
CB/3EEA: 3E    Delete object $26
CB/3EEC: 45    Refresh objects
CB/3EED: 42    Hide object $1A
CB/3EEF: 42    Hide object $1B
CB/3EF1: 42    Hide object $1C
CB/3EF3: 42    Hide object $1D
CB/3EF5: 42    Hide object $1E
CB/3EF7: 42    Hide object $1F
CB/3EF9: 42    Hide object $20
CB/3EFB: 42    Hide object $21
CB/3EFD: 42    Hide object $22
CB/3EFF: 42    Hide object $23
CB/3F01: 42    Hide object $24
CB/3F03: 42    Hide object $25
CB/3F05: 42    Hide object $26
CB/3F07: FE    Return

CB/3F08: F2    Fade out current song with transition time 64
CB/3F0A: D8    Set event bit $1E80($4FE) [$1F1F, bit 6]
CB/3F0C: D8    Set event bit $1E80($4FB) [$1F1F, bit 3]
CB/3F0E: 6B    Load map $0187 (Cave to the Sealed Gate, sealed gate room) instantly, (upper bits $0000), place party at (8, 14), facing up
CB/3F14: F6    Subcommand $10: Play song $39 (Wind) at volume $00 (may have other effects)
CB/3F18: F6    Subcommand $81: Change volume of currently playing song to $78, transition time 40
CB/3F1C: B2    Call subroutine $CB3DCF
CB/3F20: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CB/3F22: D5        Set vehicle/entity's position to (9, 8)
CB/3F25: FF        End queue
CB/3F26: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/3F28: D5        Set vehicle/entity's position to (8, 7)
CB/3F2B: FF        End queue
CB/3F2C: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/3F2E: D5        Set vehicle/entity's position to (8, 8)
CB/3F31: FF        End queue
CB/3F32: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CB/3F34: D5        Set vehicle/entity's position to (7, 8)
CB/3F37: FF        End queue
CB/3F38: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/3F3A: D5        Set vehicle/entity's position to (7, 7)
CB/3F3D: FF        End queue
CB/3F3E: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete)
CB/3F40: D5        Set vehicle/entity's position to (8, 8)
CB/3F43: FF        End queue
CB/3F44: 20    Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CB/3F46: D5        Set vehicle/entity's position to (8, 8)
CB/3F49: FF        End queue
CB/3F4A: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/3F4C: D5        Set vehicle/entity's position to (7, 8)
CB/3F4F: FF        End queue
CB/3F50: 22    Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete)
CB/3F52: D5        Set vehicle/entity's position to (9, 7)
CB/3F55: FF        End queue
CB/3F56: 23    Begin action queue for character $23 (NPC $23), 4 bytes long (Wait until complete)
CB/3F58: D5        Set vehicle/entity's position to (7, 7)
CB/3F5B: FF        End queue
CB/3F5C: 24    Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/3F5E: D5        Set vehicle/entity's position to (8, 7)
CB/3F61: FF        End queue
CB/3F62: 25    Begin action queue for character $25 (NPC $25), 4 bytes long (Wait until complete)
CB/3F64: D5        Set vehicle/entity's position to (8, 7)
CB/3F67: FF        End queue
CB/3F68: 26    Begin action queue for character $26 (NPC $26), 4 bytes long (Wait until complete)
CB/3F6A: D5        Set vehicle/entity's position to (8, 6)
CB/3F6D: FF        End queue
CB/3F6E: B2    Call subroutine $CB39AC
CB/3F72: 59    Unfade screen at speed $04
CB/3F74: 5C    Pause execution until fade in or fade out is complete
CB/3F75: 94    Pause for 60 units
CB/3F76: B5    Pause for 15 * 6 (90) units
CB/3F78: B2    Call subroutine $CB3DEA
CB/3F7C: B5    Pause for 15 * 6 (90) units
CB/3F7E: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/3F80: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 40
CB/3F84: B5    Pause for 15 * 6 (90) units
CB/3F86: B2    Call subroutine $CB38AC
CB/3F8A: 97    Fade screen to black
CB/3F8B: 5C    Pause execution until fade in or fade out is complete
CB/3F8C: 39    Free screen
CB/3F8D: F0    Play song 31 (Metamorphosis), (high bit clear), full volume
CB/3F8F: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/3F91: D9    Clear event bit $1E80($4FE) [$1F1F, bit 6]
CB/3F93: D9    Clear event bit $1E80($4FB) [$1F1F, bit 3]
CB/3F95: B2    Call subroutine $CB3995
CB/3F99: FE    Return

CB/3F9A: DE    Load CaseWord with the characters in the currently active party?
CB/3F9B: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CB3FAC
CB/3FA1: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/3FA3: 21        Do vehicle/entity graphical action $21 
CB/3FA4: E0        Pause for 4 * 2 (8) frames
CB/3FA6: CC        Turn vehicle/entity up
CB/3FA7: FF        End queue
CB/3FA8: 4B    Display dialogue message $0666, wait for button press
               LOCKE: Beyond is the Esper World
CB/3FAB: 92    Pause for 30 units
CB/3FAC: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB3FBD
CB/3FB2: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/3FB4: 21        Do vehicle/entity graphical action $21 
CB/3FB5: E0        Pause for 4 * 2 (8) frames
CB/3FB7: CC        Turn vehicle/entity up
CB/3FB8: FF        End queue
CB/3FB9: 4B    Display dialogue message $0667, wait for button press
               CYAN: What an eerie place
CB/3FBC: 92    Pause for 30 units
CB/3FBD: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB3FCE
CB/3FC3: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CB/3FC5: 21        Do vehicle/entity graphical action $21 
CB/3FC6: E0        Pause for 4 * 2 (8) frames
CB/3FC8: CC        Turn vehicle/entity up
CB/3FC9: FF        End queue
CB/3FCA: 4B    Display dialogue message $0668, wait for button press
               EDGAR: From here on, it's all up to TERRA
CB/3FCD: 92    Pause for 30 units
CB/3FCE: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB3FDF
CB/3FD4: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/3FD6: 21        Do vehicle/entity graphical action $21 
CB/3FD7: E0        Pause for 4 * 2 (8) frames
CB/3FD9: CC        Turn vehicle/entity up
CB/3FDA: FF        End queue
CB/3FDB: 4B    Display dialogue message $0669, wait for button press
               SABIN: We're counting on you, TERRA
CB/3FDE: 92    Pause for 30 units
CB/3FDF: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB3FF0
CB/3FE5: 09    Begin action queue for character $09 (Actor in stot 9), 5 bytes long 
CB/3FE7: 21        Do vehicle/entity graphical action $21 
CB/3FE8: E0        Pause for 4 * 2 (8) frames
CB/3FEA: CC        Turn vehicle/entity up
CB/3FEB: FF        End queue
CB/3FEC: 4B    Display dialogue message $066A, wait for button press
               SETZER: Why'd you bring me to such an awful place!?
CB/3FEF: 92    Pause for 30 units
CB/3FF0: FE    Return

CB/3FF1: 6B    Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3000), place party at (20, 6), facing left
CB/3FF7: D4    Set event bit $1E80($246) [$1EC8, bit 6]
CB/3FF9: 39    Free screen
CB/3FFA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/3FFC: C2        Set vehicle/entity's event speed to normal
CB/3FFD: 93        Move vehicle/entity left 5 tiles
CB/3FFE: CE        Turn vehicle/entity down
CB/3FFF: FF        End queue
CB/4000: 59    Unfade screen at speed $08
CB/4002: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/4004: 47    Make character in slot 0 the lead character
CB/4005: B2    Call subroutine $CAC6AC
CB/4009: 3C    Set up the party as follows: $01 (Actor in stot 1), $09 (Actor in stot 9), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/400E: B2    Call subroutine $CB2E34
CB/4012: 09    Begin action queue for character $09 (Actor in stot 9), 6 bytes long 
CB/4014: C2        Set vehicle/entity's event speed to normal
CB/4015: C7        Set vehicle/entity to stay still when moving
CB/4016: CD        Turn vehicle/entity right
CB/4017: 83        Move vehicle/entity left 1 tile
CB/4018: C6        Set vehicle/entity to walk when moving
CB/4019: FF        End queue
CB/401A: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CB/401C: C2        Set vehicle/entity's event speed to normal
CB/401D: C7        Set vehicle/entity to stay still when moving
CB/401E: CC        Turn vehicle/entity up
CB/401F: 82        Move vehicle/entity down 1 tile
CB/4020: C6        Set vehicle/entity to walk when moving
CB/4021: FF        End queue
CB/4022: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long 
CB/4024: C2        Set vehicle/entity's event speed to normal
CB/4025: C7        Set vehicle/entity to stay still when moving
CB/4026: CF        Turn vehicle/entity left
CB/4027: 81        Move vehicle/entity right 1 tile
CB/4028: C6        Set vehicle/entity to walk when moving
CB/4029: FF        End queue
CB/402A: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CB/402C: C2        Set vehicle/entity's event speed to normal
CB/402D: C7        Set vehicle/entity to stay still when moving
CB/402E: CE        Turn vehicle/entity down
CB/402F: 80        Move vehicle/entity up 1 tile
CB/4030: C6        Set vehicle/entity to walk when moving
CB/4031: E0        Pause for 4 * 1 (4) frames
CB/4033: FF        End queue
CB/4034: 94    Pause for 60 units
CB/4035: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CB/4037: 20        Do vehicle/entity graphical action $20 
CB/4038: E0        Pause for 4 * 1 (4) frames
CB/403A: CE        Turn vehicle/entity down
CB/403B: E0        Pause for 4 * 3 (12) frames
CB/403D: 23        Do vehicle/entity graphical action $23 
CB/403E: FF        End queue
CB/403F: 4B    Display dialogue message $052B, wait for button press (At bottom of screen)
               LOCKE: Let's not overstay our visit. We're outta here on the double!
CB/4042: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/4044: 33    Begin action queue for character $33 (Party Character 2), 11 bytes long 
CB/4046: 21        Do vehicle/entity graphical action $21 
CB/4047: E0        Pause for 4 * 1 (4) frames
CB/4049: CC        Turn vehicle/entity up
CB/404A: E0        Pause for 4 * 1 (4) frames
CB/404C: 21        Do vehicle/entity graphical action $21 
CB/404D: E0        Pause for 4 * 1 (4) frames
CB/404F: CC        Turn vehicle/entity up
CB/4050: FF        End queue
CB/4051: 34    Begin action queue for character $34 (Party Character 3), 11 bytes long 
CB/4053: 22        Do vehicle/entity graphical action $22 
CB/4054: E0        Pause for 4 * 1 (4) frames
CB/4056: CF        Turn vehicle/entity left
CB/4057: E0        Pause for 4 * 1 (4) frames
CB/4059: 22        Do vehicle/entity graphical action $22 
CB/405A: E0        Pause for 4 * 1 (4) frames
CB/405C: CF        Turn vehicle/entity left
CB/405D: FF        End queue
CB/405E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/4060: E0        Pause for 4 * 8 (32) frames
CB/4062: FF        End queue
CB/4063: B5    Pause for 15 * 3 (45) units
CB/4065: 09    Begin action queue for character $09 (Actor in stot 9), 8 bytes long 
CB/4067: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/4068: E0        Pause for 4 * 2 (8) frames
CB/406A: CD        Turn vehicle/entity right
CB/406B: E0        Pause for 4 * 15 (60) frames
CB/406D: CE        Turn vehicle/entity down
CB/406E: FF        End queue
CB/406F: 4B    Display dialogue message $052C, wait for button press (At bottom of screen)
               SETZER: Right. 
               Speaking of which
               Maybe we should be leaving.
CB/4072: 35    Pause execution until action queue for object $09 (Actor in stot 9) is complete
CB/4074: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/4076: C3        Set vehicle/entity's event speed to fast
CB/4077: 82        Move vehicle/entity down 1 tile
CB/4078: FF        End queue
CB/4079: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/407B: E0        Pause for 4 * 4 (16) frames
CB/407D: CE        Turn vehicle/entity down
CB/407E: FF        End queue
CB/407F: 94    Pause for 60 units
CB/4080: B0    Execute the following commands until $B1 3 times
CB/4082: 50        Tint screen (cumulative) with color $9F
CB/4084: 92        Pause for 30 units
CB/4085: B1        End block of repeating commands
CB/4086: 33    Begin action queue for character $33 (Party Character 2), 11 bytes long 
CB/4088: 13        Do vehicle/entity graphical action $13 
CB/4089: E0        Pause for 4 * 1 (4) frames
CB/408B: CE        Turn vehicle/entity down
CB/408C: E0        Pause for 4 * 1 (4) frames
CB/408E: 13        Do vehicle/entity graphical action $13 
CB/408F: E0        Pause for 4 * 1 (4) frames
CB/4091: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/4092: FF        End queue
CB/4093: 93    Pause for 45 units
CB/4094: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/4096: 1F        Do vehicle/entity graphical action $1F 
CB/4097: E0        Pause for 4 * 1 (4) frames
CB/4099: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/409A: FF        End queue
CB/409B: B2    Call subroutine $CB40F2
CB/409F: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/40A1: C3        Set vehicle/entity's event speed to fast
CB/40A2: 86        Move vehicle/entity down 2 tiles
CB/40A3: FF        End queue
CB/40A4: 94    Pause for 60 units
CB/40A5: 92    Pause for 30 units
CB/40A6: B0    Execute the following commands until $B1 3 times
CB/40A8: 50        Tint screen (cumulative) with color $9F
CB/40AA: 92        Pause for 30 units
CB/40AB: B1        End block of repeating commands
CB/40AC: 34    Begin action queue for character $34 (Party Character 3), 11 bytes long 
CB/40AE: 13        Do vehicle/entity graphical action $13 
CB/40AF: E0        Pause for 4 * 1 (4) frames
CB/40B1: CE        Turn vehicle/entity down
CB/40B2: E0        Pause for 4 * 1 (4) frames
CB/40B4: 13        Do vehicle/entity graphical action $13 
CB/40B5: E0        Pause for 4 * 1 (4) frames
CB/40B7: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/40B8: FF        End queue
CB/40B9: 94    Pause for 60 units
CB/40BA: 92    Pause for 30 units
CB/40BB: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/40BD: 1F        Do vehicle/entity graphical action $1F 
CB/40BE: E0        Pause for 4 * 2 (8) frames
CB/40C0: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/40C1: FF        End queue
CB/40C2: B2    Call subroutine $CB4132
CB/40C6: 09    Begin action queue for character $09 (Actor in stot 9), 4 bytes long 
CB/40C8: C3        Set vehicle/entity's event speed to fast
CB/40C9: 86        Move vehicle/entity down 2 tiles
CB/40CA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/40CB: FF        End queue
CB/40CC: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CB/40CE: C3        Set vehicle/entity's event speed to fast
CB/40CF: 86        Move vehicle/entity down 2 tiles
CB/40D0: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/40D1: E0        Pause for 4 * 1 (4) frames
CB/40D3: FF        End queue
CB/40D4: B2    Call subroutine $CB2E2B
CB/40D8: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/40DA: 97    Fade screen to black
CB/40DB: 5C    Pause execution until fade in or fade out is complete
CB/40DC: B2    Call subroutine $CACB95
CB/40E0: 3B    Position character in a "ready-to-go" stance
CB/40E1: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/40E5: 4D    Invoke battle, enemy set $47, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled)
CB/40E8: B2    Call subroutine $CA5EA9
CB/40EC: B0    Execute the following commands until $B1 6 times
CB/40EE: 50        Tint screen (cumulative) with color $FF
CB/40F0: B1        End block of repeating commands
CB/40F1: FE    Return

CB/40F2: DE    Load CaseWord with the characters in the currently active party?
CB/40F3: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB40FE
CB/40F9: 4B    Display dialogue message $052D, wait for button press (At bottom of screen)
               CYAN: Whoa!
               What IS that?!
CB/40FC: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/40FE: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB4131
CB/4104: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB410F
CB/410A: 4B    Display dialogue message $052E, wait for button press (At bottom of screen)
               EDGAR: Something horrible's coming!!
CB/410D: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/410F: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB4131
CB/4115: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB4120
CB/411B: 4B    Display dialogue message $052F, wait for button press (At bottom of screen)
               SABIN: Uwaaoo!
               What in the?
CB/411E: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/4120: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB4131
CB/4126: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB4131
CB/412C: 4B    Display dialogue message $0530, wait for button press (At bottom of screen)
               GAU: Gau!
               GAU go!!
CB/412F: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/4131: FE    Return

CB/4132: DE    Load CaseWord with the characters in the currently active party?
CB/4133: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB4144
CB/4139: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB4144
CB/413F: 4B    Display dialogue message $052D, wait for button press (At bottom of screen)
               CYAN: Whoa!
               What IS that?!
CB/4142: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/4144: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB415B
CB/414A: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CB415B
CB/4150: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB415B
CB/4156: 4B    Display dialogue message $052E, wait for button press (At bottom of screen)
               EDGAR: Something horrible's coming!!
CB/4159: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/415B: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CB4172
CB/4161: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB4172
CB/4167: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB4172
CB/416D: 4B    Display dialogue message $052F, wait for button press (At bottom of screen)
               SABIN: Uwaaoo!
               What in the?
CB/4170: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/4172: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CB4187
CB/4178: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB4187
CB/417E: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB4187
CB/4184: 4B    Display dialogue message $0530, wait for button press (At bottom of screen)
               GAU: Gau!
               GAU go!!
CB/4187: FE    Return

CB/4188: D9    Clear event bit $1E80($477) [$1F0E, bit 7]
CB/418A: D9    Clear event bit $1E80($478) [$1F0F, bit 0]
CB/418C: D9    Clear event bit $1E80($479) [$1F0F, bit 1]
CB/418E: D9    Clear event bit $1E80($47A) [$1F0F, bit 2]
CB/4190: D9    Clear event bit $1E80($47B) [$1F0F, bit 3]
CB/4192: D9    Clear event bit $1E80($47C) [$1F0F, bit 4]
CB/4194: D9    Clear event bit $1E80($47D) [$1F0F, bit 5]
CB/4196: D9    Clear event bit $1E80($47E) [$1F0F, bit 6]
CB/4198: D9    Clear event bit $1E80($47F) [$1F0F, bit 7]
CB/419A: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CB/419C: D9    Clear event bit $1E80($481) [$1F10, bit 1]
CB/419E: D9    Clear event bit $1E80($482) [$1F10, bit 2]
CB/41A0: D9    Clear event bit $1E80($483) [$1F10, bit 3]
CB/41A2: D9    Clear event bit $1E80($484) [$1F10, bit 4]
CB/41A4: FE    Return

CB/41A5: C0    If ($1E80($070) [$1E8E, bit 0] is clear), branch to $CB4188
CB/41AB: C1    If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CB41B9
CB/41B3: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4188
CB/41B9: B2    Call subroutine $CB4188
CB/41BD: DE    Load CaseWord with the characters in the currently active party?
CB/41BE: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB41C6
CB/41C4: D8    Set event bit $1E80($477) [$1F0E, bit 7]
CB/41C6: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB41CE
CB/41CC: D8    Set event bit $1E80($478) [$1F0F, bit 0]
CB/41CE: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB41D6
CB/41D4: D8    Set event bit $1E80($479) [$1F0F, bit 1]
CB/41D6: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB41DE
CB/41DC: D8    Set event bit $1E80($47A) [$1F0F, bit 2]
CB/41DE: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB41E6
CB/41E4: D8    Set event bit $1E80($47B) [$1F0F, bit 3]
CB/41E6: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB41EE
CB/41EC: D8    Set event bit $1E80($47C) [$1F0F, bit 4]
CB/41EE: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB41F6
CB/41F4: D8    Set event bit $1E80($47D) [$1F0F, bit 5]
CB/41F6: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB41FE
CB/41FC: D8    Set event bit $1E80($47E) [$1F0F, bit 6]
CB/41FE: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB4206
CB/4204: D8    Set event bit $1E80($47F) [$1F0F, bit 7]
CB/4206: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB420E
CB/420C: D8    Set event bit $1E80($480) [$1F10, bit 0]
CB/420E: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB4216
CB/4214: D8    Set event bit $1E80($481) [$1F10, bit 1]
CB/4216: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB421E
CB/421C: D8    Set event bit $1E80($482) [$1F10, bit 2]
CB/421E: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB4226
CB/4224: D8    Set event bit $1E80($483) [$1F10, bit 3]
CB/4226: C0    If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB422E
CB/422C: D8    Set event bit $1E80($484) [$1F10, bit 4]
CB/422E: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/422F: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB4237
CB/4235: D9    Clear event bit $1E80($477) [$1F0E, bit 7]
CB/4237: C0    If ($1E80($2F1) [$1EDE, bit 1] is set), branch to $CB423F
CB/423D: D9    Clear event bit $1E80($478) [$1F0F, bit 0]
CB/423F: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB4247
CB/4245: D9    Clear event bit $1E80($479) [$1F0F, bit 1]
CB/4247: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB424F
CB/424D: D9    Clear event bit $1E80($47A) [$1F0F, bit 2]
CB/424F: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB4257
CB/4255: D9    Clear event bit $1E80($47B) [$1F0F, bit 3]
CB/4257: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB425F
CB/425D: D9    Clear event bit $1E80($47C) [$1F0F, bit 4]
CB/425F: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB4267
CB/4265: D9    Clear event bit $1E80($47D) [$1F0F, bit 5]
CB/4267: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB426F
CB/426D: D9    Clear event bit $1E80($47E) [$1F0F, bit 6]
CB/426F: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB4277
CB/4275: D9    Clear event bit $1E80($47F) [$1F0F, bit 7]
CB/4277: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB427F
CB/427D: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CB/427F: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB4287
CB/4285: D9    Clear event bit $1E80($481) [$1F10, bit 1]
CB/4287: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB428F
CB/428D: D9    Clear event bit $1E80($482) [$1F10, bit 2]
CB/428F: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB4297
CB/4295: D9    Clear event bit $1E80($483) [$1F10, bit 3]
CB/4297: C0    If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB429F
CB/429D: D9    Clear event bit $1E80($484) [$1F10, bit 4]
CB/429F: C1    If ($1E80($05C) [$1E8B, bit 4] is clear) or ($1E80($06A) [$1E8D, bit 2] is set), branch to $CB42A9
CB/42A7: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CB/42A9: C1    If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($09D) [$1E93, bit 5] is set), branch to $CB42B3
CB/42B1: D9    Clear event bit $1E80($480) [$1F10, bit 0]
CB/42B3: FE    Return

CB/42B4: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB42C4
CB/42BC: 4B    Display dialogue message $0691, wait for button press
               TERRA: the Espers
               Something happened
CB/42BF: B2    Call subroutine $CAF59D
CB/42C3: FE    Return

CB/42C4: 4B    Display dialogue message $0678, wait for button press
               TERRA: I'm all right.
               I'm sure peace is within our grasp!
CB/42C7: B2    Call subroutine $CAF59D
CB/42CB: FE    Return

CB/42CC: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB42DC
CB/42D4: 4B    Display dialogue message $067A, wait for button press
               LOCKE: I'm sure the Espers were headed for Vector
CB/42D7: B2    Call subroutine $CAF59D
CB/42DB: FE    Return

CB/42DC: 4B    Display dialogue message $0679, wait for button press
               LOCKE: I can't believe we played a major role in it all!
CB/42DF: B2    Call subroutine $CAF59D
CB/42E3: FE    Return

CB/42E4: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB42F4
CB/42EC: 4B    Display dialogue message $067C, wait for button press
               CYAN: I could feel the warrior spirits of those Espers!
CB/42EF: B2    Call subroutine $CAF59D
CB/42F3: FE    Return

CB/42F4: 4B    Display dialogue message $067B, wait for button press
               CYAN: The Empire deserves the worst!
CB/42F7: B2    Call subroutine $CAF59D
CB/42FB: FE    Return

CB/42FC: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB430C
CB/4304: 4B    Display dialogue message $067E, wait for button press
               SHADOW: I think Kefka's out for General Leo's hide!
CB/4307: B2    Call subroutine $CAF59D
CB/430B: FE    Return

CB/430C: 4B    Display dialogue message $067D, wait for button press
               SHADOW: 
               Why am I here? 
               For the money, I guess.
CB/430F: B2    Call subroutine $CAF59D
CB/4313: FE    Return

CB/4314: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB4324
CB/431C: 4B    Display dialogue message $0680, wait for button press
               EDGAR: Somehow we need to tap in to the power of those Espers
CB/431F: B2    Call subroutine $CAF59D
CB/4323: FE    Return

CB/4324: 4B    Display dialogue message $067F, wait for button press
               EDGAR: We can't be smug. We must be thinking of our strategy.
CB/4327: B2    Call subroutine $CAF59D
CB/432B: FE    Return

CB/432C: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB433C
CB/4334: 4B    Display dialogue message $0682, wait for button press
               SABIN: Let's see what's become of the Empire! Hurry!
CB/4337: B2    Call subroutine $CAF59D
CB/433B: FE    Return

CB/433C: 4B    Display dialogue message $0681, wait for button press
               SABIN: Let me at the Empire!
CB/433F: B2    Call subroutine $CAF59D
CB/4343: FE    Return

CB/4344: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB4354
CB/434C: 4B    Display dialogue message $0684, wait for button press
               CELES: Kefka's sure to come up with another demented plan. We need to do something FAST!
CB/434F: B2    Call subroutine $CAF59D
CB/4353: FE    Return

CB/4354: 4B    Display dialogue message $0683, wait for button press
               CELES: I was one of the Empire's generals, but I still know evil when I see it.
CB/4357: B2    Call subroutine $CAF59D
CB/435B: FE    Return

CB/435C: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB436C
CB/4364: 4B    Display dialogue message $0686, wait for button press
               STRAGO: I've never seen anyone so sleazy as Kefka.
CB/4367: B2    Call subroutine $CAF59D
CB/436B: FE    Return

CB/436C: 4B    Display dialogue message $0685, wait for button press
               STRAGO: In all my travels, and in all my years
CB/436F: B2    Call subroutine $CAF59D
CB/4373: FE    Return

CB/4374: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB4384
CB/437C: 4B    Display dialogue message $0688, wait for button press
               RELM: I'm sure those Espers are all very kind!
CB/437F: B2    Call subroutine $CAF59D
CB/4383: FE    Return

CB/4384: 4B    Display dialogue message $0687, wait for button press
               RELM: I know.
               Let me draw their portraits!
CB/4387: B2    Call subroutine $CAF59D
CB/438B: FE    Return

CB/438C: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB439C
CB/4394: 4B    Display dialogue message $068A, wait for button press
               SETZER: Urghh!
               For the time being, I don't own the skies
CB/4397: B2    Call subroutine $CAF59D
CB/439B: FE    Return

CB/439C: 4B    Display dialogue message $0689, wait for button press
               SETZER: What's the most important thing in life?
               Being free of obligations!
               Otherwise, you lose the ability to gamble
CB/439F: B2    Call subroutine $CAF59D
CB/43A3: FE    Return

CB/43A4: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB43B4
CB/43AC: 4B    Display dialogue message $068C, wait for button press
               MOG: puuh
CB/43AF: B2    Call subroutine $CAF59D
CB/43B3: FE    Return

CB/43B4: 4B    Display dialogue message $068B, wait for button press
               MOG: Kupoppo!!
CB/43B7: B2    Call subroutine $CAF59D
CB/43BB: FE    Return

CB/43BC: C1    If ($1E80($07A) [$1E8F, bit 2] is clear) or ($1E80($07D) [$1E8F, bit 5] is set), branch to $CB43CC
CB/43C4: 4B    Display dialogue message $068E, wait for button press
               GAU: ooh
               GAUhigh place
               Not gooddon't like
CB/43C7: B2    Call subroutine $CAF59D
CB/43CB: FE    Return

CB/43CC: 4B    Display dialogue message $068D, wait for button press
               GAU: GAU become stronger on the Veldt.
CB/43CF: B2    Call subroutine $CAF59D
CB/43D3: FE    Return

CB/43D4: 4B    Display dialogue message $068F, wait for button press
               GOGO: 
CB/43D7: B2    Call subroutine $CAF59D
CB/43DB: FE    Return

CB/43DC: 4B    Display dialogue message $0690, wait for button press
               UMARO: Uhhhh
CB/43DF: B2    Call subroutine $CAF59D
CB/43E3: FE    Return

CB/43E4: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/43EA: B2    Call subroutine $CB441D
CB/43EE: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4408
CB/43F4: B2    Call subroutine $CB4456
CB/43F8: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 0
CB/43FC: 50    Tint screen (cumulative) with color $FF
CB/43FE: B2    Call subroutine $CB4601
CB/4402: D8    Set event bit $1E80($486) [$1F10, bit 6]
CB/4404: B2    Call subroutine $CB4409
CB/4408: FE    Return

CB/4409: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB441A
CB/440F: C9    If ($1E80($0A3) [$1E94, bit 3] is set) and ($1E80($19F) [$1EB3, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/4417: D4    Set event bit $1E80($25F) [$1ECB, bit 7]
CB/4419: FE    Return

CB/441A: D5    Clear event bit $1E80($25F) [$1ECB, bit 7]
CB/441C: FE    Return

CB/441D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4426
CB/4423: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CB/4425: FE    Return

CB/4426: F0    Play song 55 (The Magic House), (high bit clear), full volume
CB/4428: FE    Return

CB/4429: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/442F: B2    Call subroutine $CB441D
CB/4433: FE    Return

CB/4434: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/443A: B2    Call subroutine $CB441D
CB/443E: FE    Return

CB/443F: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/4445: B2    Call subroutine $CB441D
CB/4449: FE    Return

CB/444A: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/4450: B2    Call subroutine $CB441D
CB/4454: FE    Return

CB/4455: FE    Return

CB/4456: 3D    Create object $19
CB/4458: 3D    Create object $18
CB/445A: 45    Refresh objects
CB/445B: 41    Show object $19
CB/445D: 41    Show object $18
CB/445F: FE    Return

CB/4460: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4469
CB/4466: 9B    Invoke shop $16
CB/4468: FE    Return

CB/4469: 9B    Invoke shop $4E
CB/446B: FE    Return

CB/446C: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4475
CB/4472: 9B    Invoke shop $14
CB/4474: FE    Return

CB/4475: 9B    Invoke shop $4C
CB/4477: FE    Return

CB/4478: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4481
CB/447E: 9B    Invoke shop $15
CB/4480: FE    Return

CB/4481: 9B    Invoke shop $4D
CB/4483: FE    Return

CB/4484: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB448D
CB/448A: 9B    Invoke shop $17
CB/448C: FE    Return

CB/448D: 9B    Invoke shop $4F
CB/448F: FE    Return

CB/4490: 4B    Display dialogue message $0112, wait for button press
               250 GP per night.
               Lights out?
               ^ Yes
               ^ No
CB/4493: B6    Indexed branch based on prior dialogue selection [$CB449B, $CA5EB3]
CB/449A: FE    Return

CB/449B: 85    Take 250 GP from party
CB/449E: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CB/44A4: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/44A6: C3        Set vehicle/entity's event speed to fast
CB/44A7: 8D        Move vehicle/entity right 4 tiles
CB/44A8: 84        Move vehicle/entity up 2 tiles
CB/44A9: FF        End queue
CB/44AA: 73    Replace current map's Layer 1 at (18, 51) with the following (2 x 1) chunk, refresh immediately
CB/44AF:       $06, $16
CB/44B1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/44B3: 94        Move vehicle/entity up 6 tiles
CB/44B4: 93        Move vehicle/entity left 5 tiles
CB/44B5: 8C        Move vehicle/entity up 4 tiles
CB/44B6: FF        End queue
CB/44B7: B2    Call subroutine $CACD3C
CB/44BB: 6B    Load map $00CE (Jidoor, inn (always)) instantly, (upper bits $2400), place party at (13, 43), facing down
CB/44C1: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/44C3: D5        Set vehicle/entity's position to (15, 41)
CB/44C6: CE        Turn vehicle/entity down
CB/44C7: FF        End queue
CB/44C8: B2    Call subroutine $CACF96
CB/44CC: FE    Return

CB/44CD: 4B    Display dialogue message $0113, wait for button press
               250 GP for a Chocobo ride!
               Well?
               ^ Yes
               ^ No
CB/44D0: B6    Indexed branch based on prior dialogue selection [$CB44D8, $CA5EB3]
CB/44D7: FE    Return

CB/44D8: C0    If ($1E80($134) [$1EA6, bit 4] is set), branch to $CB44E2
CB/44DE: B2    Call subroutine $CCD2E4
CB/44E2: 85    Take 250 GP from party
CB/44E5: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CB/44EB: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/44ED: A1        Move vehicle/entity right/down 1x1 tiles
CB/44EE: 82        Move vehicle/entity down 1 tile
CB/44EF: FF        End queue
CB/44F0: 6A    Load map $00C6 (Jidoor, outdoors (both worlds)) after fade out, (upper bits $2400), place party at (24, 56), facing down
CB/44F6: 44    Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown)
CB/44F9: 96    Restore screen from fade
CB/44FA: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/44FC: C3        Set vehicle/entity's event speed to fast
CB/44FD: 9A        Move vehicle/entity down 7 tiles
CB/44FE: FF        End queue
CB/44FF: 97    Fade screen to black
CB/4500: 5C    Pause execution until fade in or fade out is complete
CB/4501: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CB/4504: 3A    Enable player to move while event commands execute
CB/4505: 6B    Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode
CB/450B: FF        End vehicle script

CB/450C: 4B    Display dialogue message $0405, wait for button press
               This is Jidoor, the western most town on the world map!
CB/450F: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4518
CB/4515: 4B    Display dialogue message $0A8B, wait for button press
               The world's so different now
CB/4518: FE    Return

CB/4519: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB452D
CB/451F: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CB4529
CB/4525: 4B    Display dialogue message $0406, wait for button press
               This region is very class-conscious.
               In the south part of town live the middle classes. The rich folks live to the north.
CB/4528: FE    Return

CB/4529: 4B    Display dialogue message $0481, wait for button press
               Only way to reach the Empire's by air. Of course you realize you'd need an airship!
CB/452C: FE    Return

CB/452D: 4B    Display dialogue message $0A7A, wait for button press
               The house to the north belongs to Owzer. He's a collector of fine paintings.
CB/4530: FE    Return

CB/4531: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB453B
CB/4537: 4B    Display dialogue message $0407, wait for button press
               The poor people have all left here for the mountains to the north. There they've built a town.
CB/453A: FE    Return

CB/453B: 4B    Display dialogue message $0A76, wait for button press
               In a world like this you have to keep an open mind.
CB/453E: FE    Return

CB/453F: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4554
CB/4545: DE    Load CaseWord with the characters in the currently active party?
CB/4546: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CB4550
CB/454C: 4B    Display dialogue message $0408, wait for button press
               Maria, the opera singer, is gorgeous!
CB/454F: FE    Return

CB/4550: 4B    Display dialogue message $0A77, wait for button press
               This is the Auction House.
               Bunch of rich yokels inside
CB/4553: FE    Return

CB/4554: 4B    Display dialogue message $0A3F, wait for button press
               Art that evokes the end of the world is popular now.
CB/4557: FE    Return

CB/4558: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB456C
CB/455E: C0    If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB4568
CB/4564: 4B    Display dialogue message $0409, wait for button press
               I wanna be an opera singer when I grow up!
               Opera house?
               It's far to the south.
CB/4567: FE    Return

CB/4568: 4B    Display dialogue message $0A88, wait for button press
               A while ago a little girl entered the art-collector's house
CB/456B: FE    Return

CB/456C: 4B    Display dialogue message $0A78, wait for button press
               Yes!
               Now I'll be able to go play at the art-lover's house again!
CB/456F: FE    Return

CB/4570: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB458E
CB/4576: C0    If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB458A
CB/457C: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CB4586
CB/4582: 4B    Display dialogue message $040A, wait for button press
               A girl wrapped in fire sped off to the north, into the mountains.
CB/4585: FE    Return

CB/4586: 4B    Display dialogue message $0480, wait for button press
               Ain't no easy way to make the Imperial lands!
CB/4589: FE    Return

CB/458A: 4B    Display dialogue message $0A87, wait for button press
               The other day I read Owzer's diary. It was just laying there!
CB/458D: FE    Return

CB/458E: 4B    Display dialogue message $0A89, wait for button press
               Tthat was a spirit!
CB/4591: FE    Return

CB/4592: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB459C
CB/4598: 4B    Display dialogue message $040B, wait for button press
               To the north is the town of Zozo. Watch out for the people there.
CB/459B: FE    Return

CB/459C: 4B    Display dialogue message $0A85, wait for button press
               The people here love the opera!
CB/459F: FE    Return

CB/45A0: 4B    Display dialogue message $0A86, wait for button press
               Lately I've seen a lot of carrier pigeons flying towards Maranda. Who can be sending all the letters?
CB/45A3: FE    Return

CB/45A4: 4B    Display dialogue message $0A84, wait for button press
               I saw the Emperor recently! 
               A painting of him, that is
               It's in Owzer's house.
CB/45A7: FE    Return

CB/45A8: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CB45B2
CB/45AE: 4B    Display dialogue message $040C, wait for button press
               Bunch o' liars up in Zozo!
               Never can trust 'em.
CB/45B1: FE    Return

CB/45B2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45BB
CB/45B8: 4B    Display dialogue message $0483, wait for button press
               The gambler likes flashy shows. He's always at the opera. I think he likes the beautiful divas
CB/45BB: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB45C4
CB/45C1: 4B    Display dialogue message $0AA5, wait for button press
               You're gonna love this!
               Doom Gaze can't restore his HP after battle!
               Just keep fighting him, and in time you'll defeat him!
CB/45C4: FE    Return

CB/45C5: 4B    Display dialogue message $040F, wait for button press
               Heyyou're not from around here!
               You lookahdorky!
CB/45C8: FE    Return

CB/45C9: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45D3
CB/45CF: 4B    Display dialogue message $0412, wait for button press
               I need something that will bring back wayward spirits.
               I heard only in the Imperial capital of Vector does such a thing exist.
CB/45D2: FE    Return

CB/45D3: 4B    Display dialogue message $0A79, wait for button press
               Every once in a while something very rare is sold here
CB/45D6: FE    Return

CB/45D7: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45E1
CB/45DD: 4B    Display dialogue message $0410, wait for button press
               You like art?
               No?! Philistines!
CB/45E0: FE    Return

CB/45E1: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB45EB
CB/45E7: 4B    Display dialogue message $0A42, wait for button press
               If you want to participate in the bidding, talk to the man near the entrance.
CB/45EA: FE    Return

CB/45EB: 4B    Display dialogue message $0A43, wait for button press
               Didn't get anything today, eh?!
CB/45EE: FE    Return

CB/45EF: 4B    Display dialogue message $0411, wait for button press
               You can get some priceless things at this auction. Whether you can appreciate them or not, who knows!
CB/45F2: FE    Return

CB/45F3: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB45FD
CB/45F9: 4B    Display dialogue message $040E, wait for button press
               Once in a while one of the idiots from Zozo'll wander down here, lookin' for an easy mark. Watch your wallet!
CB/45FC: FE    Return

CB/45FD: 4B    Display dialogue message $0A83, wait for button press
               Owzer sought out a highly skilled artist to come and paint for him.
CB/4600: FE    Return

CB/4601: A1    Reset timer 0
CB/4603: FE    Return

CB/4604: 3D    Create object $10
CB/4606: 41    Show object $10
CB/4608: 45    Refresh objects
CB/4609: C9    If ($1E80($243) [$1EC8, bit 3] is set) and ($1E80($253) [$1ECA, bit 3] is clear), branch to $CB4611
CB/4611: D8    Set event bit $1E80($488) [$1F11, bit 0]
CB/4613: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4629
CB/4619: 50    Tint screen (cumulative) with color $FF
CB/461B: 52    Tint characters (cumulative) with color $FF
CB/461D: B2    Call subroutine $CB4928
CB/4621: D8    Set event bit $1E80($487) [$1F10, bit 7]
CB/4623: D8    Set event bit $1E80($48F) [$1F11, bit 7]
CB/4625: D8    Set event bit $1E80($490) [$1F12, bit 0]
CB/4627: D8    Set event bit $1E80($491) [$1F12, bit 1]
CB/4629: C0    If ($1E80($24C) [$1EC9, bit 4] is clear), branch to $CB4633
CB/462F: B2    Call subroutine $CB4920
CB/4633: C0    If ($1E80($254) [$1ECA, bit 4] is clear), branch to $CB463D
CB/4639: B2    Call subroutine $CB4C1D
CB/463D: C0    If ($1E80($1FC) [$1EBF, bit 4] is clear), branch to $CB4647
CB/4643: B2    Call subroutine $CB4987
CB/4647: C0    If ($1E80($1FD) [$1EBF, bit 5] is clear), branch to $CB4651
CB/464D: B2    Call subroutine $CB49AB
CB/4651: C0    If ($1E80($1FE) [$1EBF, bit 6] is clear), branch to $CB465B
CB/4657: B2    Call subroutine $CB49CF
CB/465B: C2    If ($1E80($1FC) [$1EBF, bit 4] is set) or ($1E80($1FD) [$1EBF, bit 5] is set) or ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CB4669
CB/4665: B2    Call subroutine $CB2CAA
CB/4669: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CB46B7
CB/466F: C0    If ($1E80($259) [$1ECB, bit 1] is set), branch to $CB4681
CB/4675: 16    Begin action queue for character $16 (NPC $16), 10 bytes long 
CB/4677: C0        Set vehicle/entity's event speed to slowest
CB/4678: 80        Move vehicle/entity up 1 tile
CB/4679: E0        Pause for 4 * 4 (16) frames
CB/467B: 82        Move vehicle/entity down 1 tile
CB/467C: E0        Pause for 4 * 4 (16) frames
CB/467E: FC        Branch 6 bytes backwards ($CB4678)
CB/4680: FF        End queue
CB/4681: C0    If ($1E80($25A) [$1ECB, bit 2] is set), branch to $CB4693
CB/4687: 17    Begin action queue for character $17 (NPC $17), 10 bytes long 
CB/4689: C0        Set vehicle/entity's event speed to slowest
CB/468A: 82        Move vehicle/entity down 1 tile
CB/468B: E0        Pause for 4 * 4 (16) frames
CB/468D: 80        Move vehicle/entity up 1 tile
CB/468E: E0        Pause for 4 * 4 (16) frames
CB/4690: FC        Branch 6 bytes backwards ($CB468A)
CB/4692: FF        End queue
CB/4693: C0    If ($1E80($25B) [$1ECB, bit 3] is set), branch to $CB46A5
CB/4699: 18    Begin action queue for character $18 (NPC $18), 10 bytes long 
CB/469B: C0        Set vehicle/entity's event speed to slowest
CB/469C: 80        Move vehicle/entity up 1 tile
CB/469D: E0        Pause for 4 * 4 (16) frames
CB/469F: 82        Move vehicle/entity down 1 tile
CB/46A0: E0        Pause for 4 * 4 (16) frames
CB/46A2: FC        Branch 6 bytes backwards ($CB469C)
CB/46A4: FF        End queue
CB/46A5: C0    If ($1E80($25C) [$1ECB, bit 4] is set), branch to $CB46B7
CB/46AB: 19    Begin action queue for character $19 (NPC $19), 10 bytes long 
CB/46AD: C0        Set vehicle/entity's event speed to slowest
CB/46AE: 82        Move vehicle/entity down 1 tile
CB/46AF: E0        Pause for 4 * 4 (16) frames
CB/46B1: 80        Move vehicle/entity up 1 tile
CB/46B2: E0        Pause for 4 * 4 (16) frames
CB/46B4: FC        Branch 6 bytes backwards ($CB46AE)
CB/46B6: FF        End queue
CB/46B7: B2    Call subroutine $CB46D7
CB/46BB: 60    Change background layer $0F to palette $11
CB/46BE: B2    Call subroutine $CB441D
CB/46C2: FE    Return

CB/46C3: D9    Clear event bit $1E80($494) [$1F12, bit 4]
CB/46C5: D9    Clear event bit $1E80($495) [$1F12, bit 5]
CB/46C7: D9    Clear event bit $1E80($496) [$1F12, bit 6]
CB/46C9: 3E    Delete object $12
CB/46CB: 3E    Delete object $13
CB/46CD: 3E    Delete object $14
CB/46CF: 45    Refresh objects
CB/46D0: 42    Hide object $12
CB/46D2: 42    Hide object $13
CB/46D4: 42    Hide object $14
CB/46D6: FE    Return

CB/46D7: C0    If ($1E80($259) [$1ECB, bit 1] is clear), branch to $CB46E9
CB/46DD: 73    Replace current map's Layer 1 at (73, 54) with the following (1 x 1) chunk, refresh immediately
CB/46E2:       $12
CB/46E3: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB46EB
CB/46E9: D8    Set event bit $1E80($4AD) [$1F15, bit 5]
CB/46EB: C0    If ($1E80($25A) [$1ECB, bit 2] is clear), branch to $CB46FD
CB/46F1: 73    Replace current map's Layer 1 at (75, 55) with the following (1 x 1) chunk, refresh immediately
CB/46F6:       $12
CB/46F7: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB46FF
CB/46FD: D8    Set event bit $1E80($4AE) [$1F15, bit 6]
CB/46FF: C0    If ($1E80($25B) [$1ECB, bit 3] is clear), branch to $CB4711
CB/4705: 73    Replace current map's Layer 1 at (77, 54) with the following (1 x 1) chunk, refresh immediately
CB/470A:       $12
CB/470B: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4713
CB/4711: D8    Set event bit $1E80($4AF) [$1F15, bit 7]
CB/4713: C0    If ($1E80($25C) [$1ECB, bit 4] is clear), branch to $CB4725
CB/4719: 73    Replace current map's Layer 1 at (79, 55) with the following (1 x 1) chunk, refresh immediately
CB/471E:       $12
CB/471F: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4727
CB/4725: D8    Set event bit $1E80($4B0) [$1F16, bit 0]
CB/4727: FE    Return

CB/4728: 74    Replace current map's Layer 2 at (98, 26) with the following (4 x 3) chunk
CB/472D:       $DF, $34, $DC, $EF
CB/4731:       $F2, $EC, $EF, $05
CB/4735:       $EC, $6C, $15, $68
CB/4739: 74    Replace current map's Layer 2 at (98, 90) with the following (4 x 3) chunk
CB/473E:       $00, $00, $00, $00
CB/4742:       $F9, $00, $00, $BC
CB/4746:       $00, $8A, $DA, $8A
CB/474A: 75    Refresh map after alteration
CB/474B: FE    Return

CB/474C: D8    Set event bit $1E80($494) [$1F12, bit 4]
CB/474E: 3D    Create object $12
CB/4750: 41    Show object $12
CB/4752: FE    Return

CB/4753: D8    Set event bit $1E80($495) [$1F12, bit 5]
CB/4755: 3D    Create object $13
CB/4757: 41    Show object $13
CB/4759: FE    Return

CB/475A: D8    Set event bit $1E80($496) [$1F12, bit 6]
CB/475C: 3D    Create object $14
CB/475E: 41    Show object $14
CB/4760: FE    Return

CB/4761: D9    Clear event bit $1E80($494) [$1F12, bit 4]
CB/4763: 3E    Delete object $12
CB/4765: 42    Hide object $12
CB/4767: FE    Return

CB/4768: D9    Clear event bit $1E80($495) [$1F12, bit 5]
CB/476A: 3E    Delete object $13
CB/476C: 42    Hide object $13
CB/476E: FE    Return

CB/476F: D9    Clear event bit $1E80($496) [$1F12, bit 6]
CB/4771: 3E    Delete object $14
CB/4773: 42    Hide object $14
CB/4775: FE    Return

CB/4776: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/477C: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/4782: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4788: C0    If ($1E80($243) [$1EC8, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/478E: C0    If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB479A
CB/4794: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/479A: 48    Display dialogue message $0A8F, continue executing commands (Show text only)
               
               
               Stayaway
               
CB/479D: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/479F: C1        Set vehicle/entity's event speed to slow
CB/47A0: C7        Set vehicle/entity to stay still when moving
CB/47A1: A1        Move vehicle/entity right/down 1x1 tiles
CB/47A2: A1        Move vehicle/entity right/down 1x1 tiles
CB/47A3: A1        Move vehicle/entity right/down 1x1 tiles
CB/47A4: C6        Set vehicle/entity to walk when moving
CB/47A5: 81        Move vehicle/entity right 1 tile
CB/47A6: FF        End queue
CB/47A7: B2    Call subroutine $CB488C
CB/47AB: D4    Set event bit $1E80($24A) [$1EC9, bit 2]
CB/47AD: FE    Return

CB/47AE: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/47B6: C0    If ($1E80($252) [$1ECA, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/47BC: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB482C
CB/47C2: C0    If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB47CE
CB/47C8: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB482C
CB/47CE: 4B    Display dialogue message $0A82, wait for button press (At bottom of screen)
               
                  Picture of a lovely lady.
CB/47D1: F4    Play sound effect 61
CB/47D3: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/47D5: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/47D7: C7        Set vehicle/entity to stay still when moving
CB/47D8: 82        Move vehicle/entity down 1 tile
CB/47D9: C6        Set vehicle/entity to walk when moving
CB/47DA: FF        End queue
CB/47DB: 4D    Invoke battle, enemy set $92, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled)
CB/47DE: B2    Call subroutine $CA5EA9
CB/47E2: B2    Call subroutine $CB4728
CB/47E6: F4    Play sound effect 45
CB/47E8: 96    Restore screen from fade
CB/47E9: D4    Set event bit $1E80($252) [$1ECA, bit 2]
CB/47EB: D8    Set event bit $1E80($4AD) [$1F15, bit 5]
CB/47ED: D8    Set event bit $1E80($4AE) [$1F15, bit 6]
CB/47EF: D8    Set event bit $1E80($4AF) [$1F15, bit 7]
CB/47F1: D8    Set event bit $1E80($4B0) [$1F16, bit 0]
CB/47F3: FE    Return

CB/47F4: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/47FC: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4838
CB/4802: C0    If ($1E80($156) [$1EAA, bit 6] is set), branch to $CB4838
CB/4808: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4838
CB/480E: C0    If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB481A
CB/4814: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4838
CB/481A: 4B    Display dialogue message $0A7B, wait for button press (At bottom of screen)
               
                   A still-life of flowers.
               
                   They almost look alive
CB/481D: F4    Play sound effect 61
CB/481F: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/4821: 4D    Invoke battle, enemy set $93, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled)
CB/4824: B2    Call subroutine $CA5EA9
CB/4828: D2    Set event bit $1E80($156) [$1EAA, bit 6]
CB/482A: 96    Restore screen from fade
CB/482B: FE    Return

CB/482C: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4834: 4B    Display dialogue message $0A82, wait for button press (At bottom of screen)
               
                  Picture of a lovely lady.
CB/4837: FE    Return

CB/4838: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4840: 4B    Display dialogue message $0A7B, wait for button press (At bottom of screen)
               
                   A still-life of flowers.
               
                   They almost look alive
CB/4843: FE    Return

CB/4844: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/484C: 4B    Display dialogue message $0A7F, wait for button press (At bottom of screen)
               
               This looks ancient
CB/484F: FE    Return

CB/4850: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4858: 4B    Display dialogue message $0A80, wait for button press (At bottom of screen)
               
               Ah! Some armor.
CB/485B: FE    Return

CB/485C: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4864: 4B    Display dialogue message $0A7E, wait for button press (At bottom of screen)
               
               A lamp, maybe?
CB/4867: FE    Return

CB/4868: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4870: 4B    Display dialogue message $0A7D, wait for button press (At bottom of screen)
               
                 Looks like a treasure chest.
CB/4873: FE    Return

CB/4874: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/487C: 4B    Display dialogue message $0A7C, wait for button press (At bottom of screen)
               
                   Picture of an old urn.
CB/487F: FE    Return

CB/4880: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4888: 4B    Display dialogue message $0A81, wait for button press (At bottom of screen)
               
                 Emperor Gestahl's portrait.
CB/488B: FE    Return

CB/488C: 73    Replace current map's Layer 1 at (116, 16) with the following (1 x 1) chunk, refresh immediately
CB/4891:       $21
CB/4892: FE    Return

CB/4893: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/489B: C0    If ($1E80($24A) [$1EC9, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/48A1: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB48B3
CB/48A7: A1    Reset timer 0
CB/48A9: 4B    Display dialogue message $0A91, wait for button press
               It's Owzer's diary
               Read it?
               ^ Yes
               ^ No
CB/48AC: B6    Indexed branch based on prior dialogue selection [$CB48B3, $CA5EB3]
CB/48B3: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB48C8
CB/48B9: 4B    Display dialogue message $0A93, wait for button press
               Just spent an absolute fortune. It's my largest painting yet,
               so I won't be able to put it with the others.
               I'll decide later where to display it.
CB/48BC: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/48BE: 4B    Display dialogue message $0A92, wait for button press
               ^ (Read the next page.)
               ^ (Read it later.)
CB/48C1: B6    Indexed branch based on prior dialogue selection [$CB48C8, $CA5EB3]
CB/48C8: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB48DD
CB/48CE: 4B    Display dialogue message $0A94, wait for button press
               An artist came from Zozo today. He wanted me to see his work. What a waste of time.
CB/48D1: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/48D3: 4B    Display dialogue message $0A92, wait for button press
               ^ (Read the next page.)
               ^ (Read it later.)
CB/48D6: B6    Indexed branch based on prior dialogue selection [$CB48DD, $CA5EB3]
CB/48DD: C0    If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB48F2
CB/48E3: 4B    Display dialogue message $0A95, wait for button press
               Bought a new stairway lamp at the Item Shop. Expensive, but one flip of the switch and everything's bright and cheery.
CB/48E6: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CB/48E8: 4B    Display dialogue message $0A92, wait for button press
               ^ (Read the next page.)
               ^ (Read it later.)
CB/48EB: B6    Indexed branch based on prior dialogue selection [$CB48F2, $CA5EB3]
CB/48F2: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB4907
CB/48F8: 4B    Display dialogue message $0A96, wait for button press
               I invited over an artist from Kohlingen. About as talented as a bucket
CB/48FB: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/48FD: 4B    Display dialogue message $0A92, wait for button press
               ^ (Read the next page.)
               ^ (Read it later.)
CB/4900: B6    Indexed branch based on prior dialogue selection [$CB4907, $CA5EB3]
CB/4907: C0    If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CB48B3
CB/490D: 4B    Display dialogue message $0A97, wait for button press
               Something's happening to me.
               It started when I had that picture painted
               And I've started hearing odd noises coming from downstairs.
CB/4910: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CB/4912: 4B    Display dialogue message $0A98, wait for button press
               
                   The diary ends here
CB/4915: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/4917: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/4919: D3    Clear event bit $1E80($1F7) [$1EBE, bit 7]
CB/491B: D3    Clear event bit $1E80($1F8) [$1EBF, bit 0]
CB/491D: D3    Clear event bit $1E80($1F9) [$1EBF, bit 1]
CB/491F: FE    Return

CB/4920: 50    Tint screen (cumulative) with color $FF
CB/4922: B0    Execute the following commands until $B1 5 times
CB/4924: 50        Tint screen (cumulative) with color $9B
CB/4926: B1        End block of repeating commands
CB/4927: FE    Return

CB/4928: 50    Tint screen (cumulative) with color $FF
CB/492A: B0    Execute the following commands until $B1 12 times
CB/492C: 50        Tint screen (cumulative) with color $9B
CB/492E: B1        End block of repeating commands
CB/492F: FE    Return

CB/4930: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4936: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/493C: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4944: C0    If ($1E80($251) [$1ECA, bit 1] is set), branch to $CB4956
CB/494A: F4    Play sound effect 150
CB/494C: D4    Set event bit $1E80($243) [$1EC8, bit 3]
CB/494E: 91    Pause for 15 units
CB/494F: 50    Tint screen (cumulative) with color $FF
CB/4951: A1    Reset timer 0
CB/4953: D4    Set event bit $1E80($251) [$1ECA, bit 1]
CB/4955: FE    Return

CB/4956: F4    Play sound effect 150
CB/4958: D5    Clear event bit $1E80($243) [$1EC8, bit 3]
CB/495A: 91    Pause for 15 units
CB/495B: B2    Call subroutine $CB4928
CB/495F: D5    Clear event bit $1E80($251) [$1ECA, bit 1]
CB/4961: FE    Return

CB/4962: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/4968: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/496E: CA    If ($1E80($1FC) [$1EBF, bit 4] is clear) and ($1E80($1FD) [$1EBF, bit 5] is clear) and ($1E80($1FE) [$1EBF, bit 6] is clear), branch to $CB497E
CB/4978: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4984
CB/497E: A0    Set timer 0 to $0001 [0m: 00s: 01j], jump to subroutine $CB49AB if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/4984: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/4986: FE    Return

CB/4987: 74    Replace current map's Layer 2 at (92, 49) with the following (2 x 1) chunk
CB/498C:       $05, $15
CB/498E: 74    Replace current map's Layer 2 at (88, 49) with the following (2 x 1) chunk
CB/4993:       $06, $16
CB/4995: 75    Refresh map after alteration
CB/4996: B2    Call subroutine $CB4761
CB/499A: B2    Call subroutine $CB475A
CB/499E: F4    Play sound effect 152
CB/49A0: D2    Set event bit $1E80($1FC) [$1EBF, bit 4]
CB/49A2: D3    Clear event bit $1E80($1FE) [$1EBF, bit 6]
CB/49A4: A0    Set timer 1 to $00A0 [0m: 02s: 40j], jump to subroutine $CB49AB if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/49AA: FE    Return

CB/49AB: 74    Replace current map's Layer 2 at (88, 49) with the following (2 x 1) chunk
CB/49B0:       $05, $15
CB/49B2: 74    Replace current map's Layer 2 at (90, 49) with the following (2 x 1) chunk
CB/49B7:       $06, $16
CB/49B9: 75    Refresh map after alteration
CB/49BA: B2    Call subroutine $CB4768
CB/49BE: B2    Call subroutine $CB474C
CB/49C2: F4    Play sound effect 152
CB/49C4: D2    Set event bit $1E80($1FD) [$1EBF, bit 5]
CB/49C6: D3    Clear event bit $1E80($1FC) [$1EBF, bit 4]
CB/49C8: A0    Set timer 2 to $00A0 [0m: 02s: 40j], jump to subroutine $CB49CF if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/49CE: FE    Return

CB/49CF: 74    Replace current map's Layer 2 at (90, 49) with the following (2 x 1) chunk
CB/49D4:       $05, $15
CB/49D6: 74    Replace current map's Layer 2 at (92, 49) with the following (2 x 1) chunk
CB/49DB:       $06, $16
CB/49DD: 75    Refresh map after alteration
CB/49DE: B2    Call subroutine $CB476F
CB/49E2: B2    Call subroutine $CB4753
CB/49E6: F4    Play sound effect 152
CB/49E8: D2    Set event bit $1E80($1FE) [$1EBF, bit 6]
CB/49EA: D3    Clear event bit $1E80($1FD) [$1EBF, bit 5]
CB/49EC: A0    Set timer 3 to $00A0 [0m: 02s: 40j], jump to subroutine $CB4987 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/49F2: FE    Return

CB/49F3: C0    If ($1E80($258) [$1ECB, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/49F9: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/49FB: C0        Set vehicle/entity's event speed to slowest
CB/49FC: 20        Do vehicle/entity graphical action $20 
CB/49FD: C8        Set object layering priority to 2 (low nibble 2)
CB/49FF: C7        Set vehicle/entity to stay still when moving
CB/4A00: 88        Move vehicle/entity up 3 tiles
CB/4A01: C3        Set vehicle/entity's event speed to fast
CB/4A02: DC        Make vehicle/entity jump (low)
CB/4A03: C6        Set vehicle/entity to walk when moving
CB/4A04: FF        End queue
CB/4A05: F4    Play sound effect 199
CB/4A07: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/4A09: 1F        Do vehicle/entity graphical action $1F 
CB/4A0A: E0        Pause for 4 * 2 (8) frames
CB/4A0C: CE        Turn vehicle/entity down
CB/4A0D: FF        End queue
CB/4A0E: 3D    Create object $1A
CB/4A10: 45    Refresh objects
CB/4A11: 41    Show object $1A
CB/4A13: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CB/4A15: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CB/4A17: C0        Set vehicle/entity's event speed to slowest
CB/4A18: 82        Move vehicle/entity down 1 tile
CB/4A19: FF        End queue
CB/4A1A: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/4A1C: 23        Do vehicle/entity graphical action $23 
CB/4A1D: E0        Pause for 4 * 2 (8) frames
CB/4A1F: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/4A20: E0        Pause for 4 * 2 (8) frames
CB/4A22: 23        Do vehicle/entity graphical action $23 
CB/4A23: E0        Pause for 4 * 2 (8) frames
CB/4A25: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/4A26: FF        End queue
CB/4A27: 4D    Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/4A2A: B2    Call subroutine $CA5EA9
CB/4A2E: D4    Set event bit $1E80($258) [$1ECB, bit 0]
CB/4A30: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/4A32: C3        Set vehicle/entity's event speed to fast
CB/4A33: 82        Move vehicle/entity down 1 tile
CB/4A34: C8        Set object layering priority to 2 (low nibble 2)
CB/4A36: FF        End queue
CB/4A37: 96    Restore screen from fade
CB/4A38: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/4A3A: C3        Set vehicle/entity's event speed to fast
CB/4A3B: 28        Do vehicle/entity graphical action $28 
CB/4A3C: C7        Set vehicle/entity to stay still when moving
CB/4A3D: 8A        Move vehicle/entity down 3 tiles
CB/4A3E: C8        Set object layering priority to 0 (low nibble 0)
CB/4A40: C6        Set vehicle/entity to walk when moving
CB/4A41: FF        End queue
CB/4A42: F4    Play sound effect 199
CB/4A44: 92    Pause for 30 units
CB/4A45: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/4A47: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/4A48: E0        Pause for 4 * 1 (4) frames
CB/4A4A: CF        Turn vehicle/entity left
CB/4A4B: FF        End queue
CB/4A4C: 3A    Enable player to move while event commands execute
CB/4A4D: FE    Return

CB/4A4E: C0    If ($1E80($259) [$1ECB, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/4A54: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/4A56: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/4A58: C3        Set vehicle/entity's event speed to fast
CB/4A59: C7        Set vehicle/entity to stay still when moving
CB/4A5A: CC        Turn vehicle/entity up
CB/4A5B: 82        Move vehicle/entity down 1 tile
CB/4A5C: C6        Set vehicle/entity to walk when moving
CB/4A5D: FF        End queue
CB/4A5E: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CB/4A60: C3        Set vehicle/entity's event speed to fast
CB/4A61: 8E        Move vehicle/entity down 4 tiles
CB/4A62: C8        Set object layering priority to 0 (low nibble 0)
CB/4A64: FF        End queue
CB/4A65: 4D    Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/4A68: B2    Call subroutine $CA5EA9
CB/4A6C: D9    Clear event bit $1E80($4AD) [$1F15, bit 5]
CB/4A6E: 3E    Delete object $16
CB/4A70: 45    Refresh objects
CB/4A71: 42    Hide object $16
CB/4A73: 73    Replace current map's Layer 1 at (73, 54) with the following (1 x 1) chunk, refresh immediately
CB/4A78:       $13
CB/4A79: 96    Restore screen from fade
CB/4A7A: 5C    Pause execution until fade in or fade out is complete
CB/4A7B: 93    Pause for 45 units
CB/4A7C: F4    Play sound effect 166
CB/4A7E: 73    Replace current map's Layer 1 at (73, 54) with the following (1 x 1) chunk, refresh immediately
CB/4A83:       $12
CB/4A84: 84    Give 293 GP to party
CB/4A87: 4B    Display dialogue message $011E, wait for button press
               
               2000 GP inside!
CB/4A8A: D4    Set event bit $1E80($259) [$1ECB, bit 1]
CB/4A8C: 3A    Enable player to move while event commands execute
CB/4A8D: FE    Return

CB/4A8E: C0    If ($1E80($25A) [$1ECB, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/4A94: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CB/4A96: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/4A98: C3        Set vehicle/entity's event speed to fast
CB/4A99: C7        Set vehicle/entity to stay still when moving
CB/4A9A: CC        Turn vehicle/entity up
CB/4A9B: 82        Move vehicle/entity down 1 tile
CB/4A9C: C6        Set vehicle/entity to walk when moving
CB/4A9D: FF        End queue
CB/4A9E: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CB/4AA0: C3        Set vehicle/entity's event speed to fast
CB/4AA1: 8E        Move vehicle/entity down 4 tiles
CB/4AA2: C8        Set object layering priority to 0 (low nibble 0)
CB/4AA4: FF        End queue
CB/4AA5: 4D    Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/4AA8: B2    Call subroutine $CA5EA9
CB/4AAC: D9    Clear event bit $1E80($4AE) [$1F15, bit 6]
CB/4AAE: 3E    Delete object $17
CB/4AB0: 45    Refresh objects
CB/4AB1: 42    Hide object $17
CB/4AB3: 73    Replace current map's Layer 1 at (75, 55) with the following (1 x 1) chunk, refresh immediately
CB/4AB8:       $13
CB/4AB9: 96    Restore screen from fade
CB/4ABA: 5C    Pause execution until fade in or fade out is complete
CB/4ABB: 93    Pause for 45 units
CB/4ABC: F4    Play sound effect 166
CB/4ABE: 73    Replace current map's Layer 1 at (75, 55) with the following (1 x 1) chunk, refresh immediately
CB/4AC3:       $12
CB/4AC4: 80    Add item $E8 ( Tonic       ) to inventory
CB/4AC6: 4B    Display dialogue message $011F, wait for button press
               
               Found Potion!
CB/4AC9: D4    Set event bit $1E80($25A) [$1ECB, bit 2]
CB/4ACB: 3A    Enable player to move while event commands execute
CB/4ACC: FE    Return

CB/4ACD: C0    If ($1E80($25B) [$1ECB, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/4AD3: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CB/4AD5: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/4AD7: C3        Set vehicle/entity's event speed to fast
CB/4AD8: C7        Set vehicle/entity to stay still when moving
CB/4AD9: CC        Turn vehicle/entity up
CB/4ADA: 82        Move vehicle/entity down 1 tile
CB/4ADB: C6        Set vehicle/entity to walk when moving
CB/4ADC: FF        End queue
CB/4ADD: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CB/4ADF: C3        Set vehicle/entity's event speed to fast
CB/4AE0: 8E        Move vehicle/entity down 4 tiles
CB/4AE1: C8        Set object layering priority to 0 (low nibble 0)
CB/4AE3: FF        End queue
CB/4AE4: 4D    Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/4AE7: B2    Call subroutine $CA5EA9
CB/4AEB: D9    Clear event bit $1E80($4AF) [$1F15, bit 7]
CB/4AED: 3E    Delete object $18
CB/4AEF: 45    Refresh objects
CB/4AF0: 42    Hide object $18
CB/4AF2: 73    Replace current map's Layer 1 at (77, 54) with the following (1 x 1) chunk, refresh immediately
CB/4AF7:       $13
CB/4AF8: 96    Restore screen from fade
CB/4AF9: 5C    Pause execution until fade in or fade out is complete
CB/4AFA: 93    Pause for 45 units
CB/4AFB: F4    Play sound effect 166
CB/4AFD: 73    Replace current map's Layer 1 at (77, 54) with the following (1 x 1) chunk, refresh immediately
CB/4B02:       $12
CB/4B03: 80    Add item $EB ( Tincture    ) to inventory
CB/4B05: 4B    Display dialogue message $0120, wait for button press
               
               Found Ether!
CB/4B08: D4    Set event bit $1E80($25B) [$1ECB, bit 3]
CB/4B0A: 3A    Enable player to move while event commands execute
CB/4B0B: FE    Return

CB/4B0C: C0    If ($1E80($25C) [$1ECB, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/4B12: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CB/4B14: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/4B16: C3        Set vehicle/entity's event speed to fast
CB/4B17: C7        Set vehicle/entity to stay still when moving
CB/4B18: CC        Turn vehicle/entity up
CB/4B19: 82        Move vehicle/entity down 1 tile
CB/4B1A: C6        Set vehicle/entity to walk when moving
CB/4B1B: FF        End queue
CB/4B1C: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/4B1E: C3        Set vehicle/entity's event speed to fast
CB/4B1F: 8E        Move vehicle/entity down 4 tiles
CB/4B20: C8        Set object layering priority to 0 (low nibble 0)
CB/4B22: FF        End queue
CB/4B23: 4D    Invoke battle, enemy set $97, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/4B26: B2    Call subroutine $CA5EA9
CB/4B2A: D9    Clear event bit $1E80($4B0) [$1F16, bit 0]
CB/4B2C: 3E    Delete object $19
CB/4B2E: 45    Refresh objects
CB/4B2F: 42    Hide object $19
CB/4B31: 73    Replace current map's Layer 1 at (79, 55) with the following (1 x 1) chunk, refresh immediately
CB/4B36:       $13
CB/4B37: 96    Restore screen from fade
CB/4B38: 5C    Pause execution until fade in or fade out is complete
CB/4B39: 93    Pause for 45 units
CB/4B3A: F4    Play sound effect 166
CB/4B3C: 73    Replace current map's Layer 1 at (79, 55) with the following (1 x 1) chunk, refresh immediately
CB/4B41:       $12
CB/4B42: 80    Add item $F4 ( Soft        ) to inventory
CB/4B44: 4B    Display dialogue message $0121, wait for button press
               
               Found Remedy!
CB/4B47: D4    Set event bit $1E80($25C) [$1ECB, bit 4]
CB/4B49: 3A    Enable player to move while event commands execute
CB/4B4A: FE    Return

CB/4B4B: D9    Clear event bit $1E80($4F2) [$1F1E, bit 2]
CB/4B4D: D8    Set event bit $1E80($492) [$1F12, bit 2]
CB/4B4F: FE    Return

CB/4B50: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4B58: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB4B62
CB/4B5E: 4B    Display dialogue message $0A8E, wait for button press (At bottom of screen)
               
                  Looks awfully familiar
CB/4B61: FE    Return

CB/4B62: C0    If ($1E80($1DA) [$1EBB, bit 2] is set), branch to $CB4B82
CB/4B68: C0    If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CB4B74
CB/4B6E: 4B    Display dialogue message $0A90, wait for button press (At bottom of screen)
               
                 Emperor Gestahl's portrait.
CB/4B71: D2    Set event bit $1E80($1FA) [$1EBF, bit 2]
CB/4B73: FE    Return

CB/4B74: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CB4B82
CB/4B7A: F4    Play sound effect 27
CB/4B7C: 4B    Display dialogue message $0A8C, wait for button press (At bottom of screen)
               
               Received the
               Emperor's Letter.
               
               The letter reads as follows:
               
               The treasure is hidden where the mountains form a star
CB/4B7F: D2    Set event bit $1E80($1DA) [$1EBB, bit 2]
CB/4B81: FE    Return

CB/4B82: 4B    Display dialogue message $0A90, wait for button press (At bottom of screen)
               
                 Emperor Gestahl's portrait.
CB/4B85: FE    Return

CB/4B86: 6A    Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $2000), place party at (113, 54), facing down
CB/4B8C: 42    Hide object $31
CB/4B8E: 96    Restore screen from fade
CB/4B8F: 73    Replace current map's Layer 1 at (113, 52) with the following (2 x 1) chunk, refresh immediately
CB/4B94:       $06, $16
CB/4B96: F4    Play sound effect 44
CB/4B98: 92    Pause for 30 units
CB/4B99: 41    Show object $31
CB/4B9B: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CB/4B9D: C3        Set vehicle/entity's event speed to fast
CB/4B9E: C8        Set object layering priority to 2 (low nibble 2)
CB/4BA0: C7        Set vehicle/entity to stay still when moving
CB/4BA1: 86        Move vehicle/entity down 2 tiles
CB/4BA2: 28        Do vehicle/entity graphical action $28 
CB/4BA3: E0        Pause for 4 * 8 (32) frames
CB/4BA5: C8        Set object layering priority to 0 (low nibble 0)
CB/4BA7: C6        Set vehicle/entity to walk when moving
CB/4BA8: CE        Turn vehicle/entity down
CB/4BA9: FF        End queue
CB/4BAA: 73    Replace current map's Layer 1 at (113, 52) with the following (2 x 1) chunk, refresh immediately
CB/4BAF:       $05, $15
CB/4BB1: F4    Play sound effect 152
CB/4BB3: 3A    Enable player to move while event commands execute
CB/4BB4: FE    Return

CB/4BB5: D4    Set event bit $1E80($24C) [$1EC9, bit 4]
CB/4BB7: 6A    Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $2000), place party at (71, 49), facing down
CB/4BBD: 42    Hide object $31
CB/4BBF: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/4BC1: CD        Turn vehicle/entity right
CB/4BC2: FF        End queue
CB/4BC3: 96    Restore screen from fade
CB/4BC4: 73    Replace current map's Layer 1 at (71, 48) with the following (2 x 1) chunk, refresh immediately
CB/4BC9:       $06, $16
CB/4BCB: F4    Play sound effect 44
CB/4BCD: 92    Pause for 30 units
CB/4BCE: 41    Show object $31
CB/4BD0: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CB/4BD2: C3        Set vehicle/entity's event speed to fast
CB/4BD3: C8        Set object layering priority to 2 (low nibble 2)
CB/4BD5: C7        Set vehicle/entity to stay still when moving
CB/4BD6: 8A        Move vehicle/entity down 3 tiles
CB/4BD7: 28        Do vehicle/entity graphical action $28 
CB/4BD8: E0        Pause for 4 * 8 (32) frames
CB/4BDA: C8        Set object layering priority to 0 (low nibble 0)
CB/4BDC: C6        Set vehicle/entity to walk when moving
CB/4BDD: CE        Turn vehicle/entity down
CB/4BDE: FF        End queue
CB/4BDF: 73    Replace current map's Layer 1 at (71, 48) with the following (2 x 1) chunk, refresh immediately
CB/4BE4:       $05, $15
CB/4BE6: F4    Play sound effect 152
CB/4BE8: 3A    Enable player to move while event commands execute
CB/4BE9: FE    Return

CB/4BEA: 6A    Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $2000), place party at (90, 56), facing down
CB/4BF0: 42    Hide object $31
CB/4BF2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/4BF4: CF        Turn vehicle/entity left
CB/4BF5: FF        End queue
CB/4BF6: 96    Restore screen from fade
CB/4BF7: 73    Replace current map's Layer 1 at (90, 55) with the following (2 x 1) chunk, refresh immediately
CB/4BFC:       $06, $16
CB/4BFE: F4    Play sound effect 44
CB/4C00: 92    Pause for 30 units
CB/4C01: 41    Show object $31
CB/4C03: 31    Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete)
CB/4C05: C3        Set vehicle/entity's event speed to fast
CB/4C06: C8        Set object layering priority to 2 (low nibble 2)
CB/4C08: C7        Set vehicle/entity to stay still when moving
CB/4C09: 86        Move vehicle/entity down 2 tiles
CB/4C0A: 28        Do vehicle/entity graphical action $28 
CB/4C0B: E0        Pause for 4 * 8 (32) frames
CB/4C0D: C8        Set object layering priority to 0 (low nibble 0)
CB/4C0F: C6        Set vehicle/entity to walk when moving
CB/4C10: CE        Turn vehicle/entity down
CB/4C11: FF        End queue
CB/4C12: 73    Replace current map's Layer 1 at (90, 55) with the following (2 x 1) chunk, refresh immediately
CB/4C17:       $05, $15
CB/4C19: F4    Play sound effect 152
CB/4C1B: 3A    Enable player to move while event commands execute
CB/4C1C: FE    Return

CB/4C1D: 74    Replace current map's Layer 2 at (75, 47) with the following (5 x 3) chunk
CB/4C22:       $DF, $34, $DC, $EF, $91
CB/4C27:       $EC, $EF, $F2, $EC, $EF
CB/4C2C:       $05, $EC, $6C, $15, $68
CB/4C31: 74    Replace current map's Layer 2 at (75, 111) with the following (5 x 3) chunk
CB/4C36:       $00, $00, $00, $F9, $00
CB/4C3B:       $00, $F9, $F9, $00, $F9
CB/4C40:       $BC, $F9, $8A, $DA, $8A
CB/4C45: 75    Refresh map after alteration
CB/4C46: FE    Return

CB/4C47: C0    If ($1E80($254) [$1ECA, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/4C4D: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4C55: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/4C57: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/4C59: C7        Set vehicle/entity to stay still when moving
CB/4C5A: 82        Move vehicle/entity down 1 tile
CB/4C5B: C6        Set vehicle/entity to walk when moving
CB/4C5C: FF        End queue
CB/4C5D: 4D    Invoke battle, enemy set $94, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled)
CB/4C60: B2    Call subroutine $CA5EA9
CB/4C64: 93    Pause for 45 units
CB/4C65: 74    Replace current map's Layer 2 at (75, 47) with the following (5 x 3) chunk
CB/4C6A:       $DF, $34, $DC, $EF, $91
CB/4C6F:       $EC, $EF, $F2, $EC, $EF
CB/4C74:       $05, $EC, $6C, $15, $68
CB/4C79: 74    Replace current map's Layer 2 at (75, 111) with the following (5 x 3) chunk
CB/4C7E:       $00, $00, $00, $F9, $00
CB/4C83:       $00, $F9, $F9, $00, $F9
CB/4C88:       $BC, $F9, $8A, $DA, $8A
CB/4C8D: 75    Refresh map after alteration
CB/4C8E: F4    Play sound effect 45
CB/4C90: 96    Restore screen from fade
CB/4C91: D4    Set event bit $1E80($254) [$1ECA, bit 4]
CB/4C93: FE    Return

CB/4C94: 6A    Load map $00CF (Owzer's house, darkened basement rooms) after fade out, (upper bits $0000), place party at (85, 46), facing up
CB/4C9A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/4C9C: CE        Turn vehicle/entity down
CB/4C9D: FF        End queue
CB/4C9E: 96    Restore screen from fade
CB/4C9F: 5C    Pause execution until fade in or fade out is complete
CB/4CA0: FE    Return

CB/4CA1: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4CBD
CB/4CA7: F0    Play song 55 (The Magic House), (high bit clear), full volume
CB/4CA9: 13    Begin action queue for character $13 (NPC $13), 14 bytes long 
CB/4CAB: 1B        Do vehicle/entity graphical action $1B 
CB/4CAC: E0        Pause for 4 * 3 (12) frames
CB/4CAE: 1C        Do vehicle/entity graphical action $1C 
CB/4CAF: E0        Pause for 4 * 3 (12) frames
CB/4CB1: FA        Pseudo-randomly choose to branch 6 bytes backwards ($CB4CAB) with 50 % chance
CB/4CB3: 21        Do vehicle/entity graphical action $21 
CB/4CB4: E0        Pause for 4 * 12 (48) frames
CB/4CB6: FC        Branch 11 bytes backwards ($CB4CAB)
CB/4CB8: FF        End queue
CB/4CB9: B2    Call subroutine $CB4928
CB/4CBD: 60    Change background layer $0E to palette $12
CB/4CC0: C0    If ($1E80($253) [$1ECA, bit 3] is clear), branch to $CB4CCA
CB/4CC6: F0    Play song 15 (Relm), (high bit clear), full volume
CB/4CC8: 50    Tint screen (cumulative) with color $FF
CB/4CCA: B2    Call subroutine $CB2CAA
CB/4CCE: B2    Call subroutine $CB2DFA (clears general purpose event bits)
CB/4CD2: FE    Return

CB/4CD3: 4B    Display dialogue message $0AA1, wait for button press (At bottom of screen)
               Where is the stone?
               OWZER: The stone? 
               Over on that bookshelf.
CB/4CD6: FE    Return

CB/4CD7: C0    If ($1E80($240) [$1EC8, bit 0] is clear), branch to $CB4CD3
CB/4CDD: 4B    Display dialogue message $0A99, wait for button press
               OWZER: RELM
               Please, come back soon
               coughwheeze.
CB/4CE0: FE    Return

CB/4CE1: C1    If ($1E80($253) [$1ECA, bit 3] is clear) or ($1E80($240) [$1EC8, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/4CE9: 4B    Display dialogue message $0A8D, wait for button press (At bottom of screen)
               RELM: The stone!
               Won't you take the stone?!
CB/4CEC: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/4CEE: C2        Set vehicle/entity's event speed to normal
CB/4CEF: 80        Move vehicle/entity up 1 tile
CB/4CF0: FF        End queue
CB/4CF1: FE    Return

CB/4CF2: 96    Restore screen from fade
CB/4CF3: 5C    Pause execution until fade in or fade out is complete
CB/4CF4: 4B    Display dialogue message $0A9C, wait for button press (At bottom of screen)
               OWZER: No! Noooo!
               You can't ruin this painting of my revered goddess!
               Aim only for the monster!!
CB/4CF7: D2    Set event bit $1E80($177) [$1EAE, bit 7]
CB/4CF9: FE    Return

CB/4CFA: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/4D00: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB4CD7
CB/4D06: 38    Hold screen
CB/4D07: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/4D09: C0        Set vehicle/entity's event speed to slowest
CB/4D0A: 84        Move vehicle/entity up 2 tiles
CB/4D0B: FF        End queue
CB/4D0C: 94    Pause for 60 units
CB/4D0D: 4B    Display dialogue message $0A9A, wait for button press (At bottom of screen)
               OWZER: Pplease 
               Help that painting!!
               The painting!?
               OWZER: It'sthere's a monster hiding in my prized painting of a goddess
               A monster?!
               OWZER: Yes
               And now it's nearly impossible to get it to show itself
CB/4D10: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/4D12: 4B    Display dialogue message $0A9D, wait for button press (At bottom of screen)
               RELM: Ahhhhh!!
               OWZER: RELM!
               We can't attack this masterpiece! It would be inexcusable!
CB/4D15: 4B    Display dialogue message $0A9B, wait for button press (At bottom of screen)
               CHADARNOOK: G'fu, fu, fu 
               Who're these numbskulls?
               No oneNO ONEis going to remove me from this fine new painting!!
CB/4D18: 4D    Invoke battle, enemy set $56, background $20 (Owzer's House), (mosaic effect enabled), (swoosh sound enabled)
CB/4D1B: B2    Call subroutine $CA5EA9
CB/4D1F: F0    Play song 15 (Relm), (high bit clear), full volume
CB/4D21: 50    Tint screen (cumulative) with color $FF
CB/4D23: 59    Unfade screen at speed $08
CB/4D25: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/4D27: C1        Set vehicle/entity's event speed to slow
CB/4D28: 86        Move vehicle/entity down 2 tiles
CB/4D29: FF        End queue
CB/4D2A: 39    Free screen
CB/4D2B: 93    Pause for 45 units
CB/4D2C: B2    Call subroutine $CAC6AC
CB/4D30: 3C    Set up the party as follows: $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/4D35: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long 
CB/4D37: CC        Turn vehicle/entity up
CB/4D38: C2        Set vehicle/entity's event speed to normal
CB/4D39: C7        Set vehicle/entity to stay still when moving
CB/4D3A: A2        Move vehicle/entity left/down 1x1 tiles
CB/4D3B: C6        Set vehicle/entity to walk when moving
CB/4D3C: FF        End queue
CB/4D3D: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CB/4D3F: CC        Turn vehicle/entity up
CB/4D40: C2        Set vehicle/entity's event speed to normal
CB/4D41: C7        Set vehicle/entity to stay still when moving
CB/4D42: A1        Move vehicle/entity right/down 1x1 tiles
CB/4D43: C6        Set vehicle/entity to walk when moving
CB/4D44: FF        End queue
CB/4D45: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long 
CB/4D47: CC        Turn vehicle/entity up
CB/4D48: C2        Set vehicle/entity's event speed to normal
CB/4D49: C7        Set vehicle/entity to stay still when moving
CB/4D4A: 82        Move vehicle/entity down 1 tile
CB/4D4B: C6        Set vehicle/entity to walk when moving
CB/4D4C: FF        End queue
CB/4D4D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/4D4F: CC        Turn vehicle/entity up
CB/4D50: E0        Pause for 4 * 12 (48) frames
CB/4D52: FF        End queue
CB/4D53: 13    Begin action queue for character $13 (NPC $13), 11 bytes long (Wait until complete)
CB/4D55: CE        Turn vehicle/entity down
CB/4D56: E0        Pause for 4 * 2 (8) frames
CB/4D58: 1F        Do vehicle/entity graphical action $1F 
CB/4D59: E0        Pause for 4 * 1 (4) frames
CB/4D5B: 19        Do vehicle/entity graphical action $19 
CB/4D5C: E0        Pause for 4 * 4 (16) frames
CB/4D5E: CE        Turn vehicle/entity down
CB/4D5F: FF        End queue
CB/4D60: 4B    Display dialogue message $0A9E, wait for button press (At bottom of screen)
               RELM: Hey!
               Relax! The monster croaked!
CB/4D63: 13    Begin action queue for character $13 (NPC $13), 10 bytes long (Wait until complete)
CB/4D65: CF        Turn vehicle/entity left
CB/4D66: E0        Pause for 4 * 2 (8) frames
CB/4D68: 22        Do vehicle/entity graphical action $22 
CB/4D69: E0        Pause for 4 * 1 (4) frames
CB/4D6B: DC        Make vehicle/entity jump (low)
CB/4D6C: A2        Move vehicle/entity left/down 1x1 tiles
CB/4D6D: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/4D6E: FF        End queue
CB/4D6F: F4    Play sound effect 181
CB/4D71: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CB/4D73: C2        Set vehicle/entity's event speed to normal
CB/4D74: 82        Move vehicle/entity down 1 tile
CB/4D75: 81        Move vehicle/entity right 1 tile
CB/4D76: CE        Turn vehicle/entity down
CB/4D77: FF        End queue
CB/4D78: 94    Pause for 60 units
CB/4D79: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/4D7B: 21        Do vehicle/entity graphical action $21 
CB/4D7C: E0        Pause for 4 * 8 (32) frames
CB/4D7E: CC        Turn vehicle/entity up
CB/4D7F: FF        End queue
CB/4D80: 4B    Display dialogue message $0A9F, wait for button press (At bottom of screen)
               OWZER: Thanks for saving the day! This picture's more precious to me than my own life!
               RELM: Huh?!
               What are you talking about?
CB/4D83: 92    Pause for 30 units
CB/4D84: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/4D86: 21        Do vehicle/entity graphical action $21 
CB/4D87: E0        Pause for 4 * 8 (32) frames
CB/4D89: CC        Turn vehicle/entity up
CB/4D8A: FF        End queue
CB/4D8B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/4D8D: E0        Pause for 4 * 10 (40) frames
CB/4D8F: FF        End queue
CB/4D90: 4B    Display dialogue message $0AA0, wait for button press (At bottom of screen)
               Nowwhat was a monster doing in that picture?!
               OWZER: It all started when I bought a stone at the Auction House.
               I took one look at it and suddenly felt I needed a portrait of Starlet.
               I asked several artists, but none could muster enough skill.
               It was then that I heard about RELM's amazing ability.
               I brought her here, and put her to work.
               But while she was painting, that thing came along 
               It must have been enticed here by that stone.
CB/4D93: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/4D95: CF        Turn vehicle/entity left
CB/4D96: E0        Pause for 4 * 4 (16) frames
CB/4D98: CD        Turn vehicle/entity right
CB/4D99: E0        Pause for 4 * 4 (16) frames
CB/4D9B: CC        Turn vehicle/entity up
CB/4D9C: FF        End queue
CB/4D9D: 4B    Display dialogue message $0AA1, wait for button press (At bottom of screen)
               Where is the stone?
               OWZER: The stone? 
               Over on that bookshelf.
CB/4DA0: B2    Call subroutine $CB2E34
CB/4DA4: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/4DA6: C7        Set vehicle/entity to stay still when moving
CB/4DA7: A0        Move vehicle/entity right/up 1x1 tiles
CB/4DA8: C6        Set vehicle/entity to walk when moving
CB/4DA9: FF        End queue
CB/4DAA: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/4DAC: C7        Set vehicle/entity to stay still when moving
CB/4DAD: A3        Move vehicle/entity left/up 1x1 tiles
CB/4DAE: C6        Set vehicle/entity to walk when moving
CB/4DAF: FF        End queue
CB/4DB0: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/4DB2: C7        Set vehicle/entity to stay still when moving
CB/4DB3: 80        Move vehicle/entity up 1 tile
CB/4DB4: C6        Set vehicle/entity to walk when moving
CB/4DB5: FF        End queue
CB/4DB6: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/4DB8: E0        Pause for 4 * 8 (32) frames
CB/4DBA: FF        End queue
CB/4DBB: B2    Call subroutine $CB2E2B
CB/4DBF: B2    Call subroutine $CACB95
CB/4DC3: D4    Set event bit $1E80($253) [$1ECA, bit 3]
CB/4DC5: FE    Return

CB/4DC6: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/4DCE: C0    If ($1E80($253) [$1ECA, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/4DD4: C0    If ($1E80($240) [$1EC8, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/4DDA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/4DDC: 21        Do vehicle/entity graphical action $21 
CB/4DDD: FF        End queue
CB/4DDE: 4B    Display dialogue message $0AA3, wait for button press
               This is Magicite
               OWZER: Phew. I don't need any more bad luck. Just take it and go!
CB/4DE1: F4    Play sound effect 141
CB/4DE3: 86    Give esper $4F (Starlet ) to party
CB/4DE5: 4B    Display dialogue message $0AAD, wait for button press
               
               Received the Magicite
               Starlet.
CB/4DE8: D4    Set event bit $1E80($240) [$1EC8, bit 0]
CB/4DEA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/4DEC: CF        Turn vehicle/entity left
CB/4DED: FF        End queue
CB/4DEE: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CB/4DF0: CD        Turn vehicle/entity right
CB/4DF1: E0        Pause for 4 * 2 (8) frames
CB/4DF3: 20        Do vehicle/entity graphical action $20 
CB/4DF4: FF        End queue
CB/4DF5: 4B    Display dialogue message $0AC2, wait for button press (At bottom of screen)
               RELM: I have to go!
               But fear not, I'll be back to finish this painting!
               OWZER: I'll be waiting for you!
CB/4DF8: 5A    Fade screen at speed $08
CB/4DFA: 5C    Pause execution until fade in or fade out is complete
CB/4DFB: D9    Clear event bit $1E80($487) [$1F10, bit 7]
CB/4DFD: 94    Pause for 60 units
CB/4DFE: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/4E02: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB4E0E
CB/4E08: 3D    Create object $08
CB/4E0A: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/4E0D: 45    Refresh objects
CB/4E0E: 77    Perform level averaging on character $08 (RELM  ) and calculate new maximum HP/MP
CB/4E10: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/4E13: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/4E16: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CB/4E1A: D4    Set event bit $1E80($2F8) [$1EDF, bit 0]
CB/4E1C: 47    Make character in slot 0 the lead character
CB/4E1D: D0    Set event bit $1E80($0D9) [$1E9B, bit 1]
CB/4E1F: 6B    Load map $00C6 (Jidoor, outdoors (both worlds)) instantly, (upper bits $2000), place party at (16, 14), facing down
CB/4E25: B2    Call subroutine $CACB95
CB/4E29: FE    Return

CB/4E2A: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/4E30: B2    Call subroutine $CB441D
CB/4E34: FE    Return

CB/4E35: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB4E3F
CB/4E3B: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/4E3E: FE    Return

CB/4E3F: 4B    Display dialogue message $0A5A, wait for button press
               Arrrgh!
               I HATE it when that happens!
CB/4E42: FE    Return

CB/4E43: 4B    Display dialogue message $0AA6, wait for button press
               First time I've been here
               This ain't the kinda place a poor person usually comes!
CB/4E46: FE    Return

CB/4E47: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB5EC5
CB/4E4D: C0    If ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CB5EC5
CB/4E53: 4B    Display dialogue message $0A41, wait for button press
               See anything you want?
               The auction's about to start!
               ^ (Bid on items!)
               ^ (Another time.)
CB/4E56: B6    Indexed branch based on prior dialogue selection [$CB4E5E, $CA5EB3]
CB/4E5D: FE    Return

CB/4E5E: F0    Play song 61 (Spinach Rag), (high bit clear), full volume
CB/4E60: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CB4E72
CB/4E66: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/4E68: C3        Set vehicle/entity's event speed to fast
CB/4E69: A3        Move vehicle/entity left/up 1x1 tiles
CB/4E6A: A2        Move vehicle/entity left/down 1x1 tiles
CB/4E6B: FF        End queue
CB/4E6C: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4E8E
CB/4E72: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CB4E83
CB/4E78: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/4E7A: C3        Set vehicle/entity's event speed to fast
CB/4E7B: A2        Move vehicle/entity left/down 1x1 tiles
CB/4E7C: FF        End queue
CB/4E7D: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4E8E
CB/4E83: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB4E8E
CB/4E89: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/4E8B: C3        Set vehicle/entity's event speed to fast
CB/4E8C: A3        Move vehicle/entity left/up 1x1 tiles
CB/4E8D: FF        End queue
CB/4E8E: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/4E90: C3        Set vehicle/entity's event speed to fast
CB/4E91: 8F        Move vehicle/entity left 4 tiles
CB/4E92: 94        Move vehicle/entity up 6 tiles
CB/4E93: FF        End queue
CB/4E94: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/4E96: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/4E98: 81        Move vehicle/entity right 1 tile
CB/4E99: CC        Turn vehicle/entity up
CB/4E9A: FF        End queue
CB/4E9B: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/4E9D: 38    Hold screen
CB/4E9E: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/4EA0: C2        Set vehicle/entity's event speed to normal
CB/4EA1: AB        Move vehicle/entity left/up 1x2 tiles
CB/4EA2: 84        Move vehicle/entity up 2 tiles
CB/4EA3: FF        End queue
CB/4EA4: B2    Call subroutine $CB4ECC
CB/4EA8: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/4EAA: A7        Move vehicle/entity right/down 1x2 tiles
CB/4EAB: 82        Move vehicle/entity down 1 tile
CB/4EAC: FF        End queue
CB/4EAD: 39    Free screen
CB/4EAE: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/4EB0: FE    Return

CB/4EB1: F4    Play sound effect 29
CB/4EB3: 73    Replace current map's Layer 1 at (17, 15) with the following (1 x 1) chunk, refresh immediately
CB/4EB8:       $13
CB/4EB9: FE    Return

CB/4EBA: F4    Play sound effect 166
CB/4EBC: 73    Replace current map's Layer 1 at (17, 15) with the following (1 x 1) chunk, refresh immediately
CB/4EC1:       $12
CB/4EC2: FE    Return

CB/4EC3: 73    Replace current map's Layer 1 at (17, 15) with the following (1 x 1) chunk, refresh immediately
CB/4EC8:       $51
CB/4EC9: F4    Play sound effect 29
CB/4ECB: FE    Return

CB/4ECC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB55B0
CB/4ED2: BD    Pseudo-randomly jump to $CB501D 50% of the time
CB/4ED6: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/4ED8: CD        Turn vehicle/entity right
CB/4ED9: FF        End queue
CB/4EDA: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/4EDD: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/4EDF: C2        Set vehicle/entity's event speed to normal
CB/4EE0: 81        Move vehicle/entity right 1 tile
CB/4EE1: 82        Move vehicle/entity down 1 tile
CB/4EE2: FF        End queue
CB/4EE3: 92    Pause for 30 units
CB/4EE4: B2    Call subroutine $CB4EB1
CB/4EE8: B5    Pause for 15 * 6 (90) units
CB/4EEA: 4B    Display dialogue message $0A44, wait for button press
               Here's a splendid chest.
               Inside is
CB/4EED: B2    Call subroutine $CB4EBA
CB/4EF1: 4B    Display dialogue message $0A45, wait for button press
               
                   Some Cherub Down!
               
               Do I hear 500 GP?!
CB/4EF4: 94    Pause for 60 units
CB/4EF5: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/4EF7: CD        Turn vehicle/entity right
CB/4EF8: E0        Pause for 4 * 3 (12) frames
CB/4EFA: CC        Turn vehicle/entity up
CB/4EFB: FF        End queue
CB/4EFC: 4B    Display dialogue message $0A6F, wait for button press
               
               1000 GP!
CB/4EFF: 94    Pause for 60 units
CB/4F00: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/4F02: CD        Turn vehicle/entity right
CB/4F03: E0        Pause for 4 * 3 (12) frames
CB/4F05: CC        Turn vehicle/entity up
CB/4F06: FF        End queue
CB/4F07: 4B    Display dialogue message $0A70, wait for button press
               
               1500 GP!
CB/4F0A: 94    Pause for 60 units
CB/4F0B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/4F0D: CD        Turn vehicle/entity right
CB/4F0E: E0        Pause for 4 * 3 (12) frames
CB/4F10: CC        Turn vehicle/entity up
CB/4F11: FF        End queue
CB/4F12: 4B    Display dialogue message $0A72, wait for button press
               
               3000 GP!
CB/4F15: 92    Pause for 30 units
CB/4F16: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/4F18: CD        Turn vehicle/entity right
CB/4F19: E0        Pause for 4 * 2 (8) frames
CB/4F1B: CF        Turn vehicle/entity left
CB/4F1C: E0        Pause for 4 * 2 (8) frames
CB/4F1E: CD        Turn vehicle/entity right
CB/4F1F: E0        Pause for 4 * 2 (8) frames
CB/4F21: CF        Turn vehicle/entity left
CB/4F22: E0        Pause for 4 * 2 (8) frames
CB/4F24: CE        Turn vehicle/entity down
CB/4F25: FF        End queue
CB/4F26: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/4F29: 4B    Display dialogue message $0A51, wait for button press
               ^ Buy it for 5000 GP.
               ^ I'll pass
CB/4F2C: B6    Indexed branch based on prior dialogue selection [$CB4F33, $CB4F3F]
CB/4F33: 92    Pause for 30 units
CB/4F34: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/4F36: 1B        Do vehicle/entity graphical action $1B 
CB/4F37: FF        End queue
CB/4F38: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/4F3B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/4F3D: CC        Turn vehicle/entity up
CB/4F3E: FF        End queue
CB/4F3F: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/4F41: CD        Turn vehicle/entity right
CB/4F42: FF        End queue
CB/4F43: 94    Pause for 60 units
CB/4F44: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/4F46: CE        Turn vehicle/entity down
CB/4F47: FF        End queue
CB/4F48: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/4F4A: CD        Turn vehicle/entity right
CB/4F4B: E0        Pause for 4 * 3 (12) frames
CB/4F4D: CC        Turn vehicle/entity up
CB/4F4E: FF        End queue
CB/4F4F: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/4F52: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/4F55: 92    Pause for 30 units
CB/4F56: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/4F58: CD        Turn vehicle/entity right
CB/4F59: E0        Pause for 4 * 2 (8) frames
CB/4F5B: CF        Turn vehicle/entity left
CB/4F5C: E0        Pause for 4 * 2 (8) frames
CB/4F5E: CD        Turn vehicle/entity right
CB/4F5F: E0        Pause for 4 * 2 (8) frames
CB/4F61: CF        Turn vehicle/entity left
CB/4F62: E0        Pause for 4 * 2 (8) frames
CB/4F64: CE        Turn vehicle/entity down
CB/4F65: FF        End queue
CB/4F66: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/4F69: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/4F6C: B6    Indexed branch based on prior dialogue selection [$CB4FC7, $CB4F73]
CB/4F73: B5    Pause for 15 * 6 (90) units
CB/4F75: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/4F77: C3        Set vehicle/entity's event speed to fast
CB/4F78: 83        Move vehicle/entity left 1 tile
CB/4F79: CE        Turn vehicle/entity down
CB/4F7A: FF        End queue
CB/4F7B: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/4F7E: F4    Play sound effect 184
CB/4F80: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/4F81: F4    Play sound effect 225
CB/4F83: 16    Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete)
CB/4F85: C3        Set vehicle/entity's event speed to fast
CB/4F86: C8        Set object layering priority to 1 (low nibble 1)
CB/4F88: DC        Make vehicle/entity jump (low)
CB/4F89: E0        Pause for 4 * 4 (16) frames
CB/4F8B: DC        Make vehicle/entity jump (low)
CB/4F8C: E0        Pause for 4 * 4 (16) frames
CB/4F8E: DC        Make vehicle/entity jump (low)
CB/4F8F: E0        Pause for 4 * 4 (16) frames
CB/4F91: FF        End queue
CB/4F92: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/4F94: 80        Move vehicle/entity up 1 tile
CB/4F95: 85        Move vehicle/entity right 2 tiles
CB/4F96: 84        Move vehicle/entity up 2 tiles
CB/4F97: 89        Move vehicle/entity right 3 tiles
CB/4F98: CC        Turn vehicle/entity up
CB/4F99: FF        End queue
CB/4F9A: F4    Play sound effect 141
CB/4F9C: B2    Call subroutine $CB4EC3
CB/4FA0: 92    Pause for 30 units
CB/4FA1: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/4FA3: 81        Move vehicle/entity right 1 tile
CB/4FA4: CE        Turn vehicle/entity down
CB/4FA5: FF        End queue
CB/4FA6: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/4FA8: 80        Move vehicle/entity up 1 tile
CB/4FA9: 83        Move vehicle/entity left 1 tile
CB/4FAA: CE        Turn vehicle/entity down
CB/4FAB: FF        End queue
CB/4FAC: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/4FAE: 85        Move vehicle/entity right 2 tiles
CB/4FAF: 96        Move vehicle/entity down 6 tiles
CB/4FB0: D1        Make vehicle/entity disappear
CB/4FB1: FF        End queue
CB/4FB2: F4    Play sound effect 255
CB/4FB4: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/4FB7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/4FB9: C2        Set vehicle/entity's event speed to normal
CB/4FBA: 80        Move vehicle/entity up 1 tile
CB/4FBB: FF        End queue
CB/4FBC: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/4FBE: C1        Set vehicle/entity's event speed to slow
CB/4FBF: 80        Move vehicle/entity up 1 tile
CB/4FC0: FF        End queue
CB/4FC1: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/4FC7: 92    Pause for 30 units
CB/4FC8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/4FCA: 1B        Do vehicle/entity graphical action $1B 
CB/4FCB: FF        End queue
CB/4FCC: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/4FCF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/4FD1: CC        Turn vehicle/entity up
CB/4FD2: FF        End queue
CB/4FD3: 85    Take 10000 GP from party
CB/4FD6: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52D6
CB/4FDC: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/4FDE: C3        Set vehicle/entity's event speed to fast
CB/4FDF: 81        Move vehicle/entity right 1 tile
CB/4FE0: CE        Turn vehicle/entity down
CB/4FE1: FF        End queue
CB/4FE2: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/4FE5: F4    Play sound effect 225
CB/4FE7: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/4FE9: C3        Set vehicle/entity's event speed to fast
CB/4FEA: DC        Make vehicle/entity jump (low)
CB/4FEB: E0        Pause for 4 * 4 (16) frames
CB/4FED: DC        Make vehicle/entity jump (low)
CB/4FEE: E0        Pause for 4 * 4 (16) frames
CB/4FF0: DC        Make vehicle/entity jump (low)
CB/4FF1: E0        Pause for 4 * 4 (16) frames
CB/4FF3: FF        End queue
CB/4FF4: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/4FF6: 83        Move vehicle/entity left 1 tile
CB/4FF7: CE        Turn vehicle/entity down
CB/4FF8: FF        End queue
CB/4FF9: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/4FFB: 80        Move vehicle/entity up 1 tile
CB/4FFC: 83        Move vehicle/entity left 1 tile
CB/4FFD: CE        Turn vehicle/entity down
CB/4FFE: FF        End queue
CB/4FFF: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/5001: C2        Set vehicle/entity's event speed to normal
CB/5002: 85        Move vehicle/entity right 2 tiles
CB/5003: FF        End queue
CB/5004: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/5006: 80        Move vehicle/entity up 1 tile
CB/5007: 85        Move vehicle/entity right 2 tiles
CB/5008: CC        Turn vehicle/entity up
CB/5009: FF        End queue
CB/500A: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/500C: F4    Play sound effect 141
CB/500E: B2    Call subroutine $CB4EC3
CB/5012: 80    Add item $BC (<E7>Cherub Down ) to inventory
CB/5014: 4B    Display dialogue message $0A46, wait for button press
               
                Bought some Cherub Down!
CB/5017: F4    Play sound effect 255
CB/5019: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/501C: FE    Return

CB/501D: BD    Pseudo-randomly jump to $CB5197 50% of the time
CB/5021: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5023: CD        Turn vehicle/entity right
CB/5024: FF        End queue
CB/5025: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5028: F4    Play sound effect 29
CB/502A: 3D    Create object $17
CB/502C: 45    Refresh objects
CB/502D: 41    Show object $17
CB/502F: B5    Pause for 15 * 6 (90) units
CB/5031: F4    Play sound effect 217
CB/5033: 4B    Display dialogue message $0AAA, wait for button press
               This is astounding!
               A real, talking Chocobo!!
               
               Do I hear 1000 GP?
CB/5036: 94    Pause for 60 units
CB/5037: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/5039: CE        Turn vehicle/entity down
CB/503A: FF        End queue
CB/503B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/503D: CD        Turn vehicle/entity right
CB/503E: E0        Pause for 4 * 3 (12) frames
CB/5040: CC        Turn vehicle/entity up
CB/5041: FF        End queue
CB/5042: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/5045: 92    Pause for 30 units
CB/5046: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/5048: CD        Turn vehicle/entity right
CB/5049: E0        Pause for 4 * 3 (12) frames
CB/504B: CC        Turn vehicle/entity up
CB/504C: FF        End queue
CB/504D: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/5050: 92    Pause for 30 units
CB/5051: 1A    Begin action queue for character $1A (NPC $1A), 10 bytes long 
CB/5053: CD        Turn vehicle/entity right
CB/5054: E0        Pause for 4 * 2 (8) frames
CB/5056: CC        Turn vehicle/entity up
CB/5057: E0        Pause for 4 * 1 (4) frames
CB/5059: CD        Turn vehicle/entity right
CB/505A: E0        Pause for 4 * 2 (8) frames
CB/505C: FF        End queue
CB/505D: 4B    Display dialogue message $0AAE, wait for button press
               CHILD: Papa!!
               I want that! Please!
CB/5060: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/5062: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/5064: CF        Turn vehicle/entity left
CB/5065: FF        End queue
CB/5066: 4B    Display dialogue message $0AAF, wait for button press
               PAPA: No, you don't!
               Now, pipe down!
CB/5069: 1A    Begin action queue for character $1A (NPC $1A), 15 bytes long 
CB/506B: C3        Set vehicle/entity's event speed to fast
CB/506C: DC        Make vehicle/entity jump (low)
CB/506D: E0        Pause for 4 * 4 (16) frames
CB/506F: DC        Make vehicle/entity jump (low)
CB/5070: E0        Pause for 4 * 4 (16) frames
CB/5072: DC        Make vehicle/entity jump (low)
CB/5073: E0        Pause for 4 * 4 (16) frames
CB/5075: DC        Make vehicle/entity jump (low)
CB/5076: E0        Pause for 4 * 4 (16) frames
CB/5078: DC        Make vehicle/entity jump (low)
CB/5079: FF        End queue
CB/507A: 4B    Display dialogue message $0AB0, wait for button press
               CHILD: I want itI want it!
               Buy it! Pretty please!!
CB/507D: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/507F: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5081: CD        Turn vehicle/entity right
CB/5082: E0        Pause for 4 * 2 (8) frames
CB/5084: CF        Turn vehicle/entity left
CB/5085: E0        Pause for 4 * 2 (8) frames
CB/5087: CD        Turn vehicle/entity right
CB/5088: E0        Pause for 4 * 2 (8) frames
CB/508A: CF        Turn vehicle/entity left
CB/508B: E0        Pause for 4 * 2 (8) frames
CB/508D: CE        Turn vehicle/entity down
CB/508E: FF        End queue
CB/508F: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5092: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/5095: B6    Indexed branch based on prior dialogue selection [$CB509C, $CB50B2]
CB/509C: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long 
CB/509E: CD        Turn vehicle/entity right
CB/509F: E0        Pause for 4 * 2 (8) frames
CB/50A1: CF        Turn vehicle/entity left
CB/50A2: E0        Pause for 4 * 2 (8) frames
CB/50A4: CD        Turn vehicle/entity right
CB/50A5: E0        Pause for 4 * 2 (8) frames
CB/50A7: 1B        Do vehicle/entity graphical action $1B 
CB/50A8: FF        End queue
CB/50A9: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/50AC: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/50AE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/50B0: CC        Turn vehicle/entity up
CB/50B1: FF        End queue
CB/50B2: 94    Pause for 60 units
CB/50B3: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CB/50B5: CF        Turn vehicle/entity left
CB/50B6: E0        Pause for 4 * 3 (12) frames
CB/50B8: CD        Turn vehicle/entity right
CB/50B9: E0        Pause for 4 * 3 (12) frames
CB/50BB: CE        Turn vehicle/entity down
CB/50BC: FF        End queue
CB/50BD: 4B    Display dialogue message $0A5D, wait for button press
               Are there any more bids?
CB/50C0: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/50C2: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/50C4: CC        Turn vehicle/entity up
CB/50C5: FF        End queue
CB/50C6: 4B    Display dialogue message $0AB3, wait for button press
               PAPA: 500000 GP!
CB/50C9: F4    Play sound effect 225
CB/50CB: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CB/50CD: CD        Turn vehicle/entity right
CB/50CE: E0        Pause for 4 * 1 (4) frames
CB/50D0: CF        Turn vehicle/entity left
CB/50D1: E0        Pause for 4 * 1 (4) frames
CB/50D3: CC        Turn vehicle/entity up
CB/50D4: FF        End queue
CB/50D5: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CB/50D7: CF        Turn vehicle/entity left
CB/50D8: E0        Pause for 4 * 1 (4) frames
CB/50DA: CD        Turn vehicle/entity right
CB/50DB: E0        Pause for 4 * 1 (4) frames
CB/50DD: CC        Turn vehicle/entity up
CB/50DE: FF        End queue
CB/50DF: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CB/50E1: CD        Turn vehicle/entity right
CB/50E2: E0        Pause for 4 * 1 (4) frames
CB/50E4: CF        Turn vehicle/entity left
CB/50E5: E0        Pause for 4 * 1 (4) frames
CB/50E7: CC        Turn vehicle/entity up
CB/50E8: FF        End queue
CB/50E9: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CB/50EB: CF        Turn vehicle/entity left
CB/50EC: E0        Pause for 4 * 1 (4) frames
CB/50EE: CD        Turn vehicle/entity right
CB/50EF: E0        Pause for 4 * 1 (4) frames
CB/50F1: CC        Turn vehicle/entity up
CB/50F2: FF        End queue
CB/50F3: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CB/50F5: CF        Turn vehicle/entity left
CB/50F6: E0        Pause for 4 * 1 (4) frames
CB/50F8: CD        Turn vehicle/entity right
CB/50F9: E0        Pause for 4 * 1 (4) frames
CB/50FB: CC        Turn vehicle/entity up
CB/50FC: FF        End queue
CB/50FD: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CB/50FF: CF        Turn vehicle/entity left
CB/5100: E0        Pause for 4 * 1 (4) frames
CB/5102: CD        Turn vehicle/entity right
CB/5103: E0        Pause for 4 * 1 (4) frames
CB/5105: CC        Turn vehicle/entity up
CB/5106: FF        End queue
CB/5107: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CB/5109: DC        Make vehicle/entity jump (low)
CB/510A: CD        Turn vehicle/entity right
CB/510B: E0        Pause for 4 * 1 (4) frames
CB/510D: CF        Turn vehicle/entity left
CB/510E: E0        Pause for 4 * 1 (4) frames
CB/5110: CD        Turn vehicle/entity right
CB/5111: FF        End queue
CB/5112: 4B    Display dialogue message $0AB4, wait for button press
               G'huh?! 500000 GP?!
CB/5115: 94    Pause for 60 units
CB/5116: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/5118: C3        Set vehicle/entity's event speed to fast
CB/5119: 81        Move vehicle/entity right 1 tile
CB/511A: CE        Turn vehicle/entity down
CB/511B: FF        End queue
CB/511C: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/511F: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/5121: F4    Play sound effect 255
CB/5123: 1A    Begin action queue for character $1A (NPC $1A), 12 bytes long 
CB/5125: C3        Set vehicle/entity's event speed to fast
CB/5126: DC        Make vehicle/entity jump (low)
CB/5127: E0        Pause for 4 * 4 (16) frames
CB/5129: DC        Make vehicle/entity jump (low)
CB/512A: E0        Pause for 4 * 4 (16) frames
CB/512C: DC        Make vehicle/entity jump (low)
CB/512D: E0        Pause for 4 * 4 (16) frames
CB/512F: DC        Make vehicle/entity jump (low)
CB/5130: FF        End queue
CB/5131: 4B    Display dialogue message $0AB2, wait for button press
               CHILD: Yahoo!!!
               Thanks, Papa! Yahoo!
CB/5134: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/5136: 92    Pause for 30 units
CB/5137: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/5139: CE        Turn vehicle/entity down
CB/513A: FF        End queue
CB/513B: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/513D: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CB/513F: C2        Set vehicle/entity's event speed to normal
CB/5140: 86        Move vehicle/entity down 2 tiles
CB/5141: FF        End queue
CB/5142: 91    Pause for 15 units
CB/5143: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/5145: C2        Set vehicle/entity's event speed to normal
CB/5146: 82        Move vehicle/entity down 1 tile
CB/5147: FF        End queue
CB/5148: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/514A: CF        Turn vehicle/entity left
CB/514B: FF        End queue
CB/514C: 4B    Display dialogue message $0AB8, wait for button press
               PAPA: Well, we have our treat for the day. Let's go home!
               CHILD: Yahoo! Yippy!!!!
CB/514F: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CB/5151: C2        Set vehicle/entity's event speed to normal
CB/5152: 80        Move vehicle/entity up 1 tile
CB/5153: 85        Move vehicle/entity right 2 tiles
CB/5154: FF        End queue
CB/5155: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CB/5157: E0        Pause for 4 * 1 (4) frames
CB/5159: C2        Set vehicle/entity's event speed to normal
CB/515A: 80        Move vehicle/entity up 1 tile
CB/515B: 85        Move vehicle/entity right 2 tiles
CB/515C: FF        End queue
CB/515D: 92    Pause for 30 units
CB/515E: F4    Play sound effect 217
CB/5160: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/5161: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CB/5163: DD        Make vehicle/entity jump (high)
CB/5164: 86        Move vehicle/entity down 2 tiles
CB/5165: CD        Turn vehicle/entity right
CB/5166: FF        End queue
CB/5167: 94    Pause for 60 units
CB/5168: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/516A: 83        Move vehicle/entity left 1 tile
CB/516B: CE        Turn vehicle/entity down
CB/516C: FF        End queue
CB/516D: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CB/516F: 84        Move vehicle/entity up 2 tiles
CB/5170: CE        Turn vehicle/entity down
CB/5171: FF        End queue
CB/5172: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/5174: 96        Move vehicle/entity down 6 tiles
CB/5175: 83        Move vehicle/entity left 1 tile
CB/5176: 86        Move vehicle/entity down 2 tiles
CB/5177: D1        Make vehicle/entity disappear
CB/5178: FF        End queue
CB/5179: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long 
CB/517B: 81        Move vehicle/entity right 1 tile
CB/517C: 96        Move vehicle/entity down 6 tiles
CB/517D: 83        Move vehicle/entity left 1 tile
CB/517E: 86        Move vehicle/entity down 2 tiles
CB/517F: D1        Make vehicle/entity disappear
CB/5180: FF        End queue
CB/5181: 17    Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete)
CB/5183: 85        Move vehicle/entity right 2 tiles
CB/5184: 96        Move vehicle/entity down 6 tiles
CB/5185: 83        Move vehicle/entity left 1 tile
CB/5186: 86        Move vehicle/entity down 2 tiles
CB/5187: D1        Make vehicle/entity disappear
CB/5188: FF        End queue
CB/5189: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/518C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/518E: C2        Set vehicle/entity's event speed to normal
CB/518F: 80        Move vehicle/entity up 1 tile
CB/5190: FF        End queue
CB/5191: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/5193: C1        Set vehicle/entity's event speed to slow
CB/5194: 80        Move vehicle/entity up 1 tile
CB/5195: FF        End queue
CB/5196: FE    Return

CB/5197: C1    If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($16D) [$1EAD, bit 5] is set), branch to $CB5312
CB/519F: BD    Pseudo-randomly jump to $CB5312 50% of the time
CB/51A3: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/51A5: CD        Turn vehicle/entity right
CB/51A6: FF        End queue
CB/51A7: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/51AA: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/51AC: C2        Set vehicle/entity's event speed to normal
CB/51AD: 81        Move vehicle/entity right 1 tile
CB/51AE: 82        Move vehicle/entity down 1 tile
CB/51AF: FF        End queue
CB/51B0: 92    Pause for 30 units
CB/51B1: F4    Play sound effect 29
CB/51B3: 3D    Create object $1E
CB/51B5: 45    Refresh objects
CB/51B6: 41    Show object $1E
CB/51B8: B5    Pause for 15 * 6 (90) units
CB/51BA: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/51BC: CE        Turn vehicle/entity down
CB/51BD: FF        End queue
CB/51BE: 4B    Display dialogue message $0AA9, wait for button press
               
                   The Magicite, Golem!
               
               Who'll give me 1000 GP?
CB/51C1: 94    Pause for 60 units
CB/51C2: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/51C4: CD        Turn vehicle/entity right
CB/51C5: E0        Pause for 4 * 3 (12) frames
CB/51C7: CC        Turn vehicle/entity up
CB/51C8: FF        End queue
CB/51C9: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/51CC: 94    Pause for 60 units
CB/51CD: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/51CF: CD        Turn vehicle/entity right
CB/51D0: E0        Pause for 4 * 3 (12) frames
CB/51D2: CC        Turn vehicle/entity up
CB/51D3: FF        End queue
CB/51D4: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/51D7: 94    Pause for 60 units
CB/51D8: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/51DA: CD        Turn vehicle/entity right
CB/51DB: E0        Pause for 4 * 2 (8) frames
CB/51DD: CF        Turn vehicle/entity left
CB/51DE: E0        Pause for 4 * 2 (8) frames
CB/51E0: CD        Turn vehicle/entity right
CB/51E1: E0        Pause for 4 * 2 (8) frames
CB/51E3: CF        Turn vehicle/entity left
CB/51E4: E0        Pause for 4 * 2 (8) frames
CB/51E6: CE        Turn vehicle/entity down
CB/51E7: FF        End queue
CB/51E8: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/51EB: 4B    Display dialogue message $0A58, wait for button press
               ^ Buy it for 15000 GP.
               ^ I'll pass
CB/51EE: B6    Indexed branch based on prior dialogue selection [$CB51F5, $CB5201]
CB/51F5: 92    Pause for 30 units
CB/51F6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/51F8: 1B        Do vehicle/entity graphical action $1B 
CB/51F9: FF        End queue
CB/51FA: 4B    Display dialogue message $0A61, wait for button press
               
               15000 GP!
CB/51FD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/51FF: CC        Turn vehicle/entity up
CB/5200: FF        End queue
CB/5201: 94    Pause for 60 units
CB/5202: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5204: CD        Turn vehicle/entity right
CB/5205: E0        Pause for 4 * 3 (12) frames
CB/5207: CC        Turn vehicle/entity up
CB/5208: FF        End queue
CB/5209: 4B    Display dialogue message $0A62, wait for button press
               
               18000 GP!
CB/520C: 92    Pause for 30 units
CB/520D: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/520F: CD        Turn vehicle/entity right
CB/5210: E0        Pause for 4 * 2 (8) frames
CB/5212: CF        Turn vehicle/entity left
CB/5213: E0        Pause for 4 * 2 (8) frames
CB/5215: CD        Turn vehicle/entity right
CB/5216: E0        Pause for 4 * 2 (8) frames
CB/5218: CF        Turn vehicle/entity left
CB/5219: E0        Pause for 4 * 2 (8) frames
CB/521B: CE        Turn vehicle/entity down
CB/521C: FF        End queue
CB/521D: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5220: 4B    Display dialogue message $0A5E, wait for button press
               ^ Buy it for 20000 GP.
               ^ I'll pass
CB/5223: B6    Indexed branch based on prior dialogue selection [$CB527C, $CB522A]
CB/522A: B5    Pause for 15 * 6 (90) units
CB/522C: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/522E: C3        Set vehicle/entity's event speed to fast
CB/522F: 83        Move vehicle/entity left 1 tile
CB/5230: CE        Turn vehicle/entity down
CB/5231: FF        End queue
CB/5232: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5235: F4    Play sound effect 225
CB/5237: 16    Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete)
CB/5239: C3        Set vehicle/entity's event speed to fast
CB/523A: C8        Set object layering priority to 1 (low nibble 1)
CB/523C: DC        Make vehicle/entity jump (low)
CB/523D: E0        Pause for 4 * 4 (16) frames
CB/523F: DC        Make vehicle/entity jump (low)
CB/5240: E0        Pause for 4 * 4 (16) frames
CB/5242: DC        Make vehicle/entity jump (low)
CB/5243: E0        Pause for 4 * 4 (16) frames
CB/5245: FF        End queue
CB/5246: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/5248: 80        Move vehicle/entity up 1 tile
CB/5249: 85        Move vehicle/entity right 2 tiles
CB/524A: 84        Move vehicle/entity up 2 tiles
CB/524B: 89        Move vehicle/entity right 3 tiles
CB/524C: CC        Turn vehicle/entity up
CB/524D: FF        End queue
CB/524E: F4    Play sound effect 141
CB/5250: 3E    Delete object $1E
CB/5252: 45    Refresh objects
CB/5253: 42    Hide object $1E
CB/5255: 92    Pause for 30 units
CB/5256: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5258: 81        Move vehicle/entity right 1 tile
CB/5259: CE        Turn vehicle/entity down
CB/525A: FF        End queue
CB/525B: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/525D: 80        Move vehicle/entity up 1 tile
CB/525E: 83        Move vehicle/entity left 1 tile
CB/525F: CE        Turn vehicle/entity down
CB/5260: FF        End queue
CB/5261: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/5263: 85        Move vehicle/entity right 2 tiles
CB/5264: 96        Move vehicle/entity down 6 tiles
CB/5265: D1        Make vehicle/entity disappear
CB/5266: FF        End queue
CB/5267: F4    Play sound effect 255
CB/5269: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/526C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/526E: C2        Set vehicle/entity's event speed to normal
CB/526F: 80        Move vehicle/entity up 1 tile
CB/5270: FF        End queue
CB/5271: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/5273: C1        Set vehicle/entity's event speed to slow
CB/5274: 80        Move vehicle/entity up 1 tile
CB/5275: FF        End queue
CB/5276: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/527C: 94    Pause for 60 units
CB/527D: 92    Pause for 30 units
CB/527E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5280: 1B        Do vehicle/entity graphical action $1B 
CB/5281: FF        End queue
CB/5282: 4B    Display dialogue message $0A67, wait for button press
               
               20000 GP!
CB/5285: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5287: CC        Turn vehicle/entity up
CB/5288: FF        End queue
CB/5289: 85    Take 20000 GP from party
CB/528C: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52EA
CB/5292: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5294: C3        Set vehicle/entity's event speed to fast
CB/5295: 81        Move vehicle/entity right 1 tile
CB/5296: CE        Turn vehicle/entity down
CB/5297: FF        End queue
CB/5298: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/529B: F4    Play sound effect 225
CB/529D: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/529F: C3        Set vehicle/entity's event speed to fast
CB/52A0: DC        Make vehicle/entity jump (low)
CB/52A1: E0        Pause for 4 * 4 (16) frames
CB/52A3: DC        Make vehicle/entity jump (low)
CB/52A4: E0        Pause for 4 * 4 (16) frames
CB/52A6: DC        Make vehicle/entity jump (low)
CB/52A7: E0        Pause for 4 * 4 (16) frames
CB/52A9: FF        End queue
CB/52AA: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/52AC: 83        Move vehicle/entity left 1 tile
CB/52AD: CE        Turn vehicle/entity down
CB/52AE: FF        End queue
CB/52AF: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/52B1: 80        Move vehicle/entity up 1 tile
CB/52B2: 83        Move vehicle/entity left 1 tile
CB/52B3: CE        Turn vehicle/entity down
CB/52B4: FF        End queue
CB/52B5: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/52B7: C2        Set vehicle/entity's event speed to normal
CB/52B8: 85        Move vehicle/entity right 2 tiles
CB/52B9: FF        End queue
CB/52BA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/52BC: 80        Move vehicle/entity up 1 tile
CB/52BD: 85        Move vehicle/entity right 2 tiles
CB/52BE: CC        Turn vehicle/entity up
CB/52BF: FF        End queue
CB/52C0: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/52C2: 3E    Delete object $1E
CB/52C4: 45    Refresh objects
CB/52C5: 42    Hide object $1E
CB/52C7: F4    Play sound effect 141
CB/52C9: 86    Give esper $4C (Golem   ) to party
CB/52CB: 4B    Display dialogue message $0AC4, wait for button press
               
               Received the Magicite
               Golem.
CB/52CE: D2    Set event bit $1E80($16D) [$1EAD, bit 5]
CB/52D0: F4    Play sound effect 255
CB/52D2: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/52D5: FE    Return

CB/52D6: 4B    Display dialogue message $0ABC, wait for button press
               
                   Not enough money
CB/52D9: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB4F73
CB/52DF: FE    Return

CB/52E0: 4B    Display dialogue message $0ABC, wait for button press
               
                   Not enough money
CB/52E3: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB566A
CB/52E9: FE    Return

CB/52EA: 4B    Display dialogue message $0ABC, wait for button press
               
                   Not enough money
CB/52ED: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB522A
CB/52F3: FE    Return

CB/52F4: 4B    Display dialogue message $0ABC, wait for button press
               
                   Not enough money
CB/52F7: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5508
CB/52FD: FE    Return

CB/52FE: 4B    Display dialogue message $0ABC, wait for button press
               
                   Not enough money
CB/5301: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5AF1
CB/5307: FE    Return

CB/5308: 4B    Display dialogue message $0ABC, wait for button press
               
                   Not enough money
CB/530B: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5C1D
CB/5311: FE    Return

CB/5312: C1    If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($16C) [$1EAD, bit 4] is set), branch to $CB5460
CB/531A: BD    Pseudo-randomly jump to $CB5460 50% of the time
CB/531E: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5320: CD        Turn vehicle/entity right
CB/5321: FF        End queue
CB/5322: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5325: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/5327: C2        Set vehicle/entity's event speed to normal
CB/5328: 81        Move vehicle/entity right 1 tile
CB/5329: 82        Move vehicle/entity down 1 tile
CB/532A: FF        End queue
CB/532B: 92    Pause for 30 units
CB/532C: F4    Play sound effect 29
CB/532E: 3D    Create object $1E
CB/5330: 45    Refresh objects
CB/5331: 41    Show object $1E
CB/5333: B5    Pause for 15 * 6 (90) units
CB/5335: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/5337: CE        Turn vehicle/entity down
CB/5338: FF        End queue
CB/5339: 4B    Display dialogue message $0AA8, wait for button press
               
                  The Magicite, ZoneSeek!
               
               Who'll give me 500 GP?
CB/533C: 94    Pause for 60 units
CB/533D: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/533F: CD        Turn vehicle/entity right
CB/5340: E0        Pause for 4 * 3 (12) frames
CB/5342: CC        Turn vehicle/entity up
CB/5343: FF        End queue
CB/5344: 4B    Display dialogue message $0A6F, wait for button press
               
               1000 GP!
CB/5347: 94    Pause for 60 units
CB/5348: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/534A: CD        Turn vehicle/entity right
CB/534B: E0        Pause for 4 * 3 (12) frames
CB/534D: CC        Turn vehicle/entity up
CB/534E: FF        End queue
CB/534F: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/5352: 4B    Display dialogue message $0A71, wait for button press
               
               2000 GP!
CB/5355: 94    Pause for 60 units
CB/5356: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/5358: CF        Turn vehicle/entity left
CB/5359: E0        Pause for 4 * 3 (12) frames
CB/535B: CC        Turn vehicle/entity up
CB/535C: FF        End queue
CB/535D: 4B    Display dialogue message $0A72, wait for button press
               
               3000 GP!
CB/5360: 94    Pause for 60 units
CB/5361: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5363: CD        Turn vehicle/entity right
CB/5364: E0        Pause for 4 * 3 (12) frames
CB/5366: CC        Turn vehicle/entity up
CB/5367: FF        End queue
CB/5368: 4B    Display dialogue message $0A73, wait for button press
               
               4000 GP!
CB/536B: 94    Pause for 60 units
CB/536C: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/536E: CD        Turn vehicle/entity right
CB/536F: E0        Pause for 4 * 3 (12) frames
CB/5371: CC        Turn vehicle/entity up
CB/5372: FF        End queue
CB/5373: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/5376: 94    Pause for 60 units
CB/5377: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5379: CD        Turn vehicle/entity right
CB/537A: E0        Pause for 4 * 2 (8) frames
CB/537C: CF        Turn vehicle/entity left
CB/537D: E0        Pause for 4 * 2 (8) frames
CB/537F: CD        Turn vehicle/entity right
CB/5380: E0        Pause for 4 * 2 (8) frames
CB/5382: CF        Turn vehicle/entity left
CB/5383: E0        Pause for 4 * 2 (8) frames
CB/5385: CE        Turn vehicle/entity down
CB/5386: FF        End queue
CB/5387: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/538A: 4B    Display dialogue message $0A55, wait for button press
               ^ Buy it for 7000 GP.
               ^ I'll pass
CB/538D: B6    Indexed branch based on prior dialogue selection [$CB5394, $CB53A0]
CB/5394: 92    Pause for 30 units
CB/5395: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5397: 1B        Do vehicle/entity graphical action $1B 
CB/5398: FF        End queue
CB/5399: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/539C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/539E: CC        Turn vehicle/entity up
CB/539F: FF        End queue
CB/53A0: 92    Pause for 30 units
CB/53A1: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/53A3: CD        Turn vehicle/entity right
CB/53A4: E0        Pause for 4 * 3 (12) frames
CB/53A6: CC        Turn vehicle/entity up
CB/53A7: FF        End queue
CB/53A8: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/53AB: 4B    Display dialogue message $0A5F, wait for button press
               
               8000 GP!
CB/53AE: 95    Pause for 120 units
CB/53AF: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/53B1: CD        Turn vehicle/entity right
CB/53B2: E0        Pause for 4 * 2 (8) frames
CB/53B4: CF        Turn vehicle/entity left
CB/53B5: E0        Pause for 4 * 2 (8) frames
CB/53B7: CD        Turn vehicle/entity right
CB/53B8: E0        Pause for 4 * 2 (8) frames
CB/53BA: CF        Turn vehicle/entity left
CB/53BB: E0        Pause for 4 * 2 (8) frames
CB/53BD: CE        Turn vehicle/entity down
CB/53BE: FF        End queue
CB/53BF: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/53C2: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/53C5: B6    Indexed branch based on prior dialogue selection [$CB5407, $CB53CC]
CB/53CC: B5    Pause for 15 * 6 (90) units
CB/53CE: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/53D0: C3        Set vehicle/entity's event speed to fast
CB/53D1: 83        Move vehicle/entity left 1 tile
CB/53D2: CE        Turn vehicle/entity down
CB/53D3: FF        End queue
CB/53D4: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/53D7: F4    Play sound effect 225
CB/53D9: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/53DB: 80        Move vehicle/entity up 1 tile
CB/53DC: 85        Move vehicle/entity right 2 tiles
CB/53DD: 84        Move vehicle/entity up 2 tiles
CB/53DE: 89        Move vehicle/entity right 3 tiles
CB/53DF: CC        Turn vehicle/entity up
CB/53E0: FF        End queue
CB/53E1: 3E    Delete object $1E
CB/53E3: 45    Refresh objects
CB/53E4: 42    Hide object $1E
CB/53E6: 92    Pause for 30 units
CB/53E7: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/53E9: 81        Move vehicle/entity right 1 tile
CB/53EA: CE        Turn vehicle/entity down
CB/53EB: FF        End queue
CB/53EC: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/53EE: 80        Move vehicle/entity up 1 tile
CB/53EF: 83        Move vehicle/entity left 1 tile
CB/53F0: CE        Turn vehicle/entity down
CB/53F1: FF        End queue
CB/53F2: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/53F4: 85        Move vehicle/entity right 2 tiles
CB/53F5: 96        Move vehicle/entity down 6 tiles
CB/53F6: D1        Make vehicle/entity disappear
CB/53F7: FF        End queue
CB/53F8: F4    Play sound effect 255
CB/53FA: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/53FD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/53FF: 80        Move vehicle/entity up 1 tile
CB/5400: FF        End queue
CB/5401: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/5407: 94    Pause for 60 units
CB/5408: 92    Pause for 30 units
CB/5409: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/540B: 1B        Do vehicle/entity graphical action $1B 
CB/540C: FF        End queue
CB/540D: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/5410: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5412: CC        Turn vehicle/entity up
CB/5413: FF        End queue
CB/5414: 85    Take 10000 GP from party
CB/5417: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52FE
CB/541D: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/541F: C3        Set vehicle/entity's event speed to fast
CB/5420: 81        Move vehicle/entity right 1 tile
CB/5421: CE        Turn vehicle/entity down
CB/5422: FF        End queue
CB/5423: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5426: F4    Play sound effect 225
CB/5428: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/542A: C3        Set vehicle/entity's event speed to fast
CB/542B: DC        Make vehicle/entity jump (low)
CB/542C: E0        Pause for 4 * 4 (16) frames
CB/542E: DC        Make vehicle/entity jump (low)
CB/542F: E0        Pause for 4 * 4 (16) frames
CB/5431: DC        Make vehicle/entity jump (low)
CB/5432: E0        Pause for 4 * 4 (16) frames
CB/5434: FF        End queue
CB/5435: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5437: 83        Move vehicle/entity left 1 tile
CB/5438: CE        Turn vehicle/entity down
CB/5439: FF        End queue
CB/543A: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/543C: 80        Move vehicle/entity up 1 tile
CB/543D: 83        Move vehicle/entity left 1 tile
CB/543E: CE        Turn vehicle/entity down
CB/543F: FF        End queue
CB/5440: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/5442: C2        Set vehicle/entity's event speed to normal
CB/5443: 85        Move vehicle/entity right 2 tiles
CB/5444: FF        End queue
CB/5445: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/5447: 80        Move vehicle/entity up 1 tile
CB/5448: 85        Move vehicle/entity right 2 tiles
CB/5449: CC        Turn vehicle/entity up
CB/544A: FF        End queue
CB/544B: 3E    Delete object $1E
CB/544D: 45    Refresh objects
CB/544E: 42    Hide object $1E
CB/5450: F4    Play sound effect 141
CB/5452: 86    Give esper $48 (ZoneSeek) to party
CB/5454: 4B    Display dialogue message $0AC3, wait for button press
               
               Received the Magicite
               ZoneSeek.
CB/5457: D2    Set event bit $1E80($16C) [$1EAD, bit 4]
CB/5459: 94    Pause for 60 units
CB/545A: F4    Play sound effect 255
CB/545C: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/545F: FE    Return

CB/5460: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5462: CD        Turn vehicle/entity right
CB/5463: FF        End queue
CB/5464: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5467: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/5469: C2        Set vehicle/entity's event speed to normal
CB/546A: 81        Move vehicle/entity right 1 tile
CB/546B: 82        Move vehicle/entity down 1 tile
CB/546C: FF        End queue
CB/546D: 92    Pause for 30 units
CB/546E: B2    Call subroutine $CB4EB1
CB/5472: B5    Pause for 15 * 6 (90) units
CB/5474: 4B    Display dialogue message $0A44, wait for button press
               Here's a splendid chest.
               Inside is
CB/5477: B2    Call subroutine $CB4EBA
CB/547B: 4B    Display dialogue message $0A47, wait for button press
               
               A Cure Ring!
               
               Do I hear 1500 GP?!
CB/547E: 94    Pause for 60 units
CB/547F: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5481: CD        Turn vehicle/entity right
CB/5482: E0        Pause for 4 * 3 (12) frames
CB/5484: CC        Turn vehicle/entity up
CB/5485: FF        End queue
CB/5486: 4B    Display dialogue message $0A71, wait for button press
               
               2000 GP!
CB/5489: 94    Pause for 60 units
CB/548A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/548C: CD        Turn vehicle/entity right
CB/548D: E0        Pause for 4 * 3 (12) frames
CB/548F: CC        Turn vehicle/entity up
CB/5490: FF        End queue
CB/5491: 4B    Display dialogue message $0A72, wait for button press
               
               3000 GP!
CB/5494: 92    Pause for 30 units
CB/5495: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5497: CD        Turn vehicle/entity right
CB/5498: E0        Pause for 4 * 3 (12) frames
CB/549A: CC        Turn vehicle/entity up
CB/549B: FF        End queue
CB/549C: 4B    Display dialogue message $0A73, wait for button press
               
               4000 GP!
CB/549F: 94    Pause for 60 units
CB/54A0: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/54A2: CD        Turn vehicle/entity right
CB/54A3: E0        Pause for 4 * 2 (8) frames
CB/54A5: CF        Turn vehicle/entity left
CB/54A6: E0        Pause for 4 * 2 (8) frames
CB/54A8: CD        Turn vehicle/entity right
CB/54A9: E0        Pause for 4 * 2 (8) frames
CB/54AB: CF        Turn vehicle/entity left
CB/54AC: E0        Pause for 4 * 2 (8) frames
CB/54AE: CE        Turn vehicle/entity down
CB/54AF: FF        End queue
CB/54B0: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/54B3: 4B    Display dialogue message $0A51, wait for button press
               ^ Buy it for 5000 GP.
               ^ I'll pass
CB/54B6: B6    Indexed branch based on prior dialogue selection [$CB54BD, $CB54C9]
CB/54BD: 92    Pause for 30 units
CB/54BE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/54C0: 1B        Do vehicle/entity graphical action $1B 
CB/54C1: FF        End queue
CB/54C2: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/54C5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/54C7: CC        Turn vehicle/entity up
CB/54C8: FF        End queue
CB/54C9: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/54CB: CD        Turn vehicle/entity right
CB/54CC: FF        End queue
CB/54CD: 94    Pause for 60 units
CB/54CE: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/54D0: CE        Turn vehicle/entity down
CB/54D1: FF        End queue
CB/54D2: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/54D4: CD        Turn vehicle/entity right
CB/54D5: E0        Pause for 4 * 3 (12) frames
CB/54D7: CC        Turn vehicle/entity up
CB/54D8: FF        End queue
CB/54D9: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/54DC: 92    Pause for 30 units
CB/54DD: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/54DF: CD        Turn vehicle/entity right
CB/54E0: E0        Pause for 4 * 3 (12) frames
CB/54E2: CC        Turn vehicle/entity up
CB/54E3: FF        End queue
CB/54E4: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/54E7: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/54EA: 92    Pause for 30 units
CB/54EB: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/54ED: CD        Turn vehicle/entity right
CB/54EE: E0        Pause for 4 * 2 (8) frames
CB/54F0: CF        Turn vehicle/entity left
CB/54F1: E0        Pause for 4 * 2 (8) frames
CB/54F3: CD        Turn vehicle/entity right
CB/54F4: E0        Pause for 4 * 2 (8) frames
CB/54F6: CF        Turn vehicle/entity left
CB/54F7: E0        Pause for 4 * 2 (8) frames
CB/54F9: CE        Turn vehicle/entity down
CB/54FA: FF        End queue
CB/54FB: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/54FE: 4B    Display dialogue message $0A5E, wait for button press
               ^ Buy it for 20000 GP.
               ^ I'll pass
CB/5501: B6    Indexed branch based on prior dialogue selection [$CB5559, $CB5508]
CB/5508: B5    Pause for 15 * 6 (90) units
CB/550A: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/550C: C3        Set vehicle/entity's event speed to fast
CB/550D: 83        Move vehicle/entity left 1 tile
CB/550E: CE        Turn vehicle/entity down
CB/550F: FF        End queue
CB/5510: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5513: F4    Play sound effect 225
CB/5515: 16    Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete)
CB/5517: C3        Set vehicle/entity's event speed to fast
CB/5518: C8        Set object layering priority to 1 (low nibble 1)
CB/551A: DC        Make vehicle/entity jump (low)
CB/551B: E0        Pause for 4 * 4 (16) frames
CB/551D: DC        Make vehicle/entity jump (low)
CB/551E: E0        Pause for 4 * 4 (16) frames
CB/5520: DC        Make vehicle/entity jump (low)
CB/5521: E0        Pause for 4 * 4 (16) frames
CB/5523: FF        End queue
CB/5524: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/5526: 80        Move vehicle/entity up 1 tile
CB/5527: 85        Move vehicle/entity right 2 tiles
CB/5528: 84        Move vehicle/entity up 2 tiles
CB/5529: 89        Move vehicle/entity right 3 tiles
CB/552A: CC        Turn vehicle/entity up
CB/552B: FF        End queue
CB/552C: F4    Play sound effect 141
CB/552E: B2    Call subroutine $CB4EC3
CB/5532: 92    Pause for 30 units
CB/5533: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5535: 81        Move vehicle/entity right 1 tile
CB/5536: CE        Turn vehicle/entity down
CB/5537: FF        End queue
CB/5538: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/553A: 80        Move vehicle/entity up 1 tile
CB/553B: 83        Move vehicle/entity left 1 tile
CB/553C: CE        Turn vehicle/entity down
CB/553D: FF        End queue
CB/553E: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/5540: 85        Move vehicle/entity right 2 tiles
CB/5541: 96        Move vehicle/entity down 6 tiles
CB/5542: D1        Make vehicle/entity disappear
CB/5543: FF        End queue
CB/5544: F4    Play sound effect 255
CB/5546: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5549: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/554B: C2        Set vehicle/entity's event speed to normal
CB/554C: 80        Move vehicle/entity up 1 tile
CB/554D: FF        End queue
CB/554E: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/5550: C1        Set vehicle/entity's event speed to slow
CB/5551: 80        Move vehicle/entity up 1 tile
CB/5552: FF        End queue
CB/5553: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/5559: 92    Pause for 30 units
CB/555A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/555C: 1B        Do vehicle/entity graphical action $1B 
CB/555D: FF        End queue
CB/555E: 4B    Display dialogue message $0A67, wait for button press
               
               20000 GP!
CB/5561: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5563: CC        Turn vehicle/entity up
CB/5564: FF        End queue
CB/5565: 85    Take 20000 GP from party
CB/5568: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52F4
CB/556E: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5570: C3        Set vehicle/entity's event speed to fast
CB/5571: 81        Move vehicle/entity right 1 tile
CB/5572: CE        Turn vehicle/entity down
CB/5573: FF        End queue
CB/5574: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5577: F4    Play sound effect 225
CB/5579: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/557B: C3        Set vehicle/entity's event speed to fast
CB/557C: DC        Make vehicle/entity jump (low)
CB/557D: E0        Pause for 4 * 4 (16) frames
CB/557F: DC        Make vehicle/entity jump (low)
CB/5580: E0        Pause for 4 * 4 (16) frames
CB/5582: DC        Make vehicle/entity jump (low)
CB/5583: E0        Pause for 4 * 4 (16) frames
CB/5585: FF        End queue
CB/5586: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5588: 83        Move vehicle/entity left 1 tile
CB/5589: CE        Turn vehicle/entity down
CB/558A: FF        End queue
CB/558B: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/558D: 80        Move vehicle/entity up 1 tile
CB/558E: 83        Move vehicle/entity left 1 tile
CB/558F: CE        Turn vehicle/entity down
CB/5590: FF        End queue
CB/5591: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/5593: C2        Set vehicle/entity's event speed to normal
CB/5594: 85        Move vehicle/entity right 2 tiles
CB/5595: FF        End queue
CB/5596: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/5598: 80        Move vehicle/entity up 1 tile
CB/5599: 85        Move vehicle/entity right 2 tiles
CB/559A: CC        Turn vehicle/entity up
CB/559B: FF        End queue
CB/559C: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/559E: F4    Play sound effect 141
CB/55A0: B2    Call subroutine $CB4EC3
CB/55A4: 80    Add item $BD (<E7>Cure Ring   ) to inventory
CB/55A6: 4B    Display dialogue message $0A48, wait for button press
               
                   Bought a Cure Ring!
CB/55A9: F4    Play sound effect 255
CB/55AB: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/55AE: FE    Return

CB/55AF: FE    Return

CB/55B0: BD    Pseudo-randomly jump to $CB570C 50% of the time
CB/55B4: C0    If ($1E80($255) [$1ECA, bit 5] is set), branch to $CB570C
CB/55BA: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/55BC: CD        Turn vehicle/entity right
CB/55BD: FF        End queue
CB/55BE: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/55C1: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/55C3: C2        Set vehicle/entity's event speed to normal
CB/55C4: 81        Move vehicle/entity right 1 tile
CB/55C5: 82        Move vehicle/entity down 1 tile
CB/55C6: FF        End queue
CB/55C7: 92    Pause for 30 units
CB/55C8: B2    Call subroutine $CB4EB1
CB/55CC: B5    Pause for 15 * 6 (90) units
CB/55CE: 4B    Display dialogue message $0A44, wait for button press
               Here's a splendid chest.
               Inside is
CB/55D1: B2    Call subroutine $CB4EBA
CB/55D5: 4B    Display dialogue message $0A49, wait for button press
               
               A Hero Ring!
               
               Do I hear 3000 GP?!
CB/55D8: 94    Pause for 60 units
CB/55D9: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/55DB: CD        Turn vehicle/entity right
CB/55DC: E0        Pause for 4 * 3 (12) frames
CB/55DE: CC        Turn vehicle/entity up
CB/55DF: FF        End queue
CB/55E0: 4B    Display dialogue message $0A73, wait for button press
               
               4000 GP!
CB/55E3: 94    Pause for 60 units
CB/55E4: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/55E6: CD        Turn vehicle/entity right
CB/55E7: E0        Pause for 4 * 3 (12) frames
CB/55E9: CC        Turn vehicle/entity up
CB/55EA: FF        End queue
CB/55EB: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/55EE: 94    Pause for 60 units
CB/55EF: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/55F1: CD        Turn vehicle/entity right
CB/55F2: E0        Pause for 4 * 3 (12) frames
CB/55F4: CC        Turn vehicle/entity up
CB/55F5: FF        End queue
CB/55F6: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/55F9: 92    Pause for 30 units
CB/55FA: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/55FC: CD        Turn vehicle/entity right
CB/55FD: E0        Pause for 4 * 2 (8) frames
CB/55FF: CF        Turn vehicle/entity left
CB/5600: E0        Pause for 4 * 2 (8) frames
CB/5602: CD        Turn vehicle/entity right
CB/5603: E0        Pause for 4 * 2 (8) frames
CB/5605: CF        Turn vehicle/entity left
CB/5606: E0        Pause for 4 * 2 (8) frames
CB/5608: CE        Turn vehicle/entity down
CB/5609: FF        End queue
CB/560A: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/560D: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/5610: B6    Indexed branch based on prior dialogue selection [$CB5617, $CB5623]
CB/5617: 92    Pause for 30 units
CB/5618: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/561A: 1B        Do vehicle/entity graphical action $1B 
CB/561B: FF        End queue
CB/561C: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/561F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5621: CC        Turn vehicle/entity up
CB/5622: FF        End queue
CB/5623: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5625: CD        Turn vehicle/entity right
CB/5626: FF        End queue
CB/5627: 94    Pause for 60 units
CB/5628: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/562A: CE        Turn vehicle/entity down
CB/562B: FF        End queue
CB/562C: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/562E: CD        Turn vehicle/entity right
CB/562F: E0        Pause for 4 * 3 (12) frames
CB/5631: CC        Turn vehicle/entity up
CB/5632: FF        End queue
CB/5633: 4B    Display dialogue message $0A67, wait for button press
               
               20000 GP!
CB/5636: 92    Pause for 30 units
CB/5637: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5639: CD        Turn vehicle/entity right
CB/563A: E0        Pause for 4 * 3 (12) frames
CB/563C: CC        Turn vehicle/entity up
CB/563D: FF        End queue
CB/563E: 4B    Display dialogue message $0A64, wait for button press
               
               30000 GP!
CB/5641: 92    Pause for 30 units
CB/5642: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5644: CD        Turn vehicle/entity right
CB/5645: E0        Pause for 4 * 3 (12) frames
CB/5647: CC        Turn vehicle/entity up
CB/5648: FF        End queue
CB/5649: 4B    Display dialogue message $0A65, wait for button press
               
               40000 GP!
CB/564C: 94    Pause for 60 units
CB/564D: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/564F: CD        Turn vehicle/entity right
CB/5650: E0        Pause for 4 * 2 (8) frames
CB/5652: CF        Turn vehicle/entity left
CB/5653: E0        Pause for 4 * 2 (8) frames
CB/5655: CD        Turn vehicle/entity right
CB/5656: E0        Pause for 4 * 2 (8) frames
CB/5658: CF        Turn vehicle/entity left
CB/5659: E0        Pause for 4 * 2 (8) frames
CB/565B: CE        Turn vehicle/entity down
CB/565C: FF        End queue
CB/565D: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5660: 4B    Display dialogue message $0A5C, wait for button press
               ^ Buy it for 50000 GP.
               ^ I'll pass
CB/5663: B6    Indexed branch based on prior dialogue selection [$CB56B4, $CB566A]
CB/566A: B5    Pause for 15 * 6 (90) units
CB/566C: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/566E: C3        Set vehicle/entity's event speed to fast
CB/566F: 83        Move vehicle/entity left 1 tile
CB/5670: CE        Turn vehicle/entity down
CB/5671: FF        End queue
CB/5672: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5675: F4    Play sound effect 225
CB/5677: 13    Begin action queue for character $13 (NPC $13), 13 bytes long (Wait until complete)
CB/5679: C3        Set vehicle/entity's event speed to fast
CB/567A: C8        Set object layering priority to 1 (low nibble 1)
CB/567C: DC        Make vehicle/entity jump (low)
CB/567D: E0        Pause for 4 * 4 (16) frames
CB/567F: DC        Make vehicle/entity jump (low)
CB/5680: E0        Pause for 4 * 4 (16) frames
CB/5682: DC        Make vehicle/entity jump (low)
CB/5683: E0        Pause for 4 * 4 (16) frames
CB/5685: FF        End queue
CB/5686: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CB/5688: 80        Move vehicle/entity up 1 tile
CB/5689: 8D        Move vehicle/entity right 4 tiles
CB/568A: CC        Turn vehicle/entity up
CB/568B: FF        End queue
CB/568C: F4    Play sound effect 141
CB/568E: B2    Call subroutine $CB4EC3
CB/5692: 92    Pause for 30 units
CB/5693: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5695: 81        Move vehicle/entity right 1 tile
CB/5696: CE        Turn vehicle/entity down
CB/5697: FF        End queue
CB/5698: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/569A: 80        Move vehicle/entity up 1 tile
CB/569B: 83        Move vehicle/entity left 1 tile
CB/569C: CE        Turn vehicle/entity down
CB/569D: FF        End queue
CB/569E: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CB/56A0: 85        Move vehicle/entity right 2 tiles
CB/56A1: 96        Move vehicle/entity down 6 tiles
CB/56A2: D1        Make vehicle/entity disappear
CB/56A3: FF        End queue
CB/56A4: F4    Play sound effect 255
CB/56A6: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/56A9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/56AB: C2        Set vehicle/entity's event speed to normal
CB/56AC: 80        Move vehicle/entity up 1 tile
CB/56AD: FF        End queue
CB/56AE: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/56B4: 92    Pause for 30 units
CB/56B5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/56B7: 1B        Do vehicle/entity graphical action $1B 
CB/56B8: FF        End queue
CB/56B9: 4B    Display dialogue message $0A68, wait for button press
               
               50000 GP!
CB/56BC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/56BE: CC        Turn vehicle/entity up
CB/56BF: FF        End queue
CB/56C0: 85    Take 50000 GP from party
CB/56C3: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52E0
CB/56C9: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/56CB: C3        Set vehicle/entity's event speed to fast
CB/56CC: 81        Move vehicle/entity right 1 tile
CB/56CD: CE        Turn vehicle/entity down
CB/56CE: FF        End queue
CB/56CF: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/56D2: F4    Play sound effect 225
CB/56D4: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/56D6: C3        Set vehicle/entity's event speed to fast
CB/56D7: DC        Make vehicle/entity jump (low)
CB/56D8: E0        Pause for 4 * 4 (16) frames
CB/56DA: DC        Make vehicle/entity jump (low)
CB/56DB: E0        Pause for 4 * 4 (16) frames
CB/56DD: DC        Make vehicle/entity jump (low)
CB/56DE: E0        Pause for 4 * 4 (16) frames
CB/56E0: FF        End queue
CB/56E1: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/56E3: 83        Move vehicle/entity left 1 tile
CB/56E4: CE        Turn vehicle/entity down
CB/56E5: FF        End queue
CB/56E6: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/56E8: 80        Move vehicle/entity up 1 tile
CB/56E9: 83        Move vehicle/entity left 1 tile
CB/56EA: CE        Turn vehicle/entity down
CB/56EB: FF        End queue
CB/56EC: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/56EE: C2        Set vehicle/entity's event speed to normal
CB/56EF: 85        Move vehicle/entity right 2 tiles
CB/56F0: FF        End queue
CB/56F1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/56F3: 80        Move vehicle/entity up 1 tile
CB/56F4: 85        Move vehicle/entity right 2 tiles
CB/56F5: CC        Turn vehicle/entity up
CB/56F6: FF        End queue
CB/56F7: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/56F9: F4    Play sound effect 141
CB/56FB: B2    Call subroutine $CB4EC3
CB/56FF: 80    Add item $C9 (<E7>Hero Ring   ) to inventory
CB/5701: 4B    Display dialogue message $0A4A, wait for button press
               
                   Bought a Hero Ring!
CB/5704: F4    Play sound effect 255
CB/5706: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5709: D4    Set event bit $1E80($255) [$1ECA, bit 5]
CB/570B: FE    Return

CB/570C: BD    Pseudo-randomly jump to $CB58FA 50% of the time
CB/5710: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5712: CD        Turn vehicle/entity right
CB/5713: FF        End queue
CB/5714: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5717: F4    Play sound effect 29
CB/5719: 3D    Create object $18
CB/571B: 45    Refresh objects
CB/571C: 41    Show object $18
CB/571E: B5    Pause for 15 * 6 (90) units
CB/5720: 4B    Display dialogue message $0AAB, wait for button press
               
                   1/1200 of an airship!
               
               Do I hear 5000 GP?
CB/5723: 94    Pause for 60 units
CB/5724: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/5726: CE        Turn vehicle/entity down
CB/5727: FF        End queue
CB/5728: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/572A: CD        Turn vehicle/entity right
CB/572B: E0        Pause for 4 * 3 (12) frames
CB/572D: CC        Turn vehicle/entity up
CB/572E: FF        End queue
CB/572F: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/5732: 92    Pause for 30 units
CB/5733: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5735: CD        Turn vehicle/entity right
CB/5736: E0        Pause for 4 * 2 (8) frames
CB/5738: CF        Turn vehicle/entity left
CB/5739: E0        Pause for 4 * 2 (8) frames
CB/573B: CD        Turn vehicle/entity right
CB/573C: E0        Pause for 4 * 2 (8) frames
CB/573E: CF        Turn vehicle/entity left
CB/573F: E0        Pause for 4 * 2 (8) frames
CB/5741: CE        Turn vehicle/entity down
CB/5742: FF        End queue
CB/5743: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5746: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/5749: B6    Indexed branch based on prior dialogue selection [$CB5750, $CB5766]
CB/5750: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long 
CB/5752: CD        Turn vehicle/entity right
CB/5753: E0        Pause for 4 * 2 (8) frames
CB/5755: CF        Turn vehicle/entity left
CB/5756: E0        Pause for 4 * 2 (8) frames
CB/5758: CD        Turn vehicle/entity right
CB/5759: E0        Pause for 4 * 2 (8) frames
CB/575B: 1B        Do vehicle/entity graphical action $1B 
CB/575C: FF        End queue
CB/575D: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/5760: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/5762: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5764: CC        Turn vehicle/entity up
CB/5765: FF        End queue
CB/5766: 94    Pause for 60 units
CB/5767: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/5769: CD        Turn vehicle/entity right
CB/576A: E0        Pause for 4 * 3 (12) frames
CB/576C: CC        Turn vehicle/entity up
CB/576D: FF        End queue
CB/576E: 4B    Display dialogue message $0A67, wait for button press
               
               20000 GP!
CB/5771: 92    Pause for 30 units
CB/5772: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5774: CD        Turn vehicle/entity right
CB/5775: E0        Pause for 4 * 2 (8) frames
CB/5777: CC        Turn vehicle/entity up
CB/5778: FF        End queue
CB/5779: 4B    Display dialogue message $0A64, wait for button press
               
               30000 GP!
CB/577C: 92    Pause for 30 units
CB/577D: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/577F: CD        Turn vehicle/entity right
CB/5780: E0        Pause for 4 * 2 (8) frames
CB/5782: CF        Turn vehicle/entity left
CB/5783: E0        Pause for 4 * 2 (8) frames
CB/5785: CD        Turn vehicle/entity right
CB/5786: E0        Pause for 4 * 2 (8) frames
CB/5788: CF        Turn vehicle/entity left
CB/5789: E0        Pause for 4 * 2 (8) frames
CB/578B: CE        Turn vehicle/entity down
CB/578C: FF        End queue
CB/578D: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5790: 4B    Display dialogue message $0A53, wait for button press
               ^ Buy it for 40000 GP.
               ^ I'll pass
CB/5793: B6    Indexed branch based on prior dialogue selection [$CB579A, $CB57A5]
CB/579A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/579C: 1B        Do vehicle/entity graphical action $1B 
CB/579D: FF        End queue
CB/579E: 4B    Display dialogue message $0A65, wait for button press
               
               40000 GP!
CB/57A1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/57A3: CC        Turn vehicle/entity up
CB/57A4: FF        End queue
CB/57A5: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/57A7: CD        Turn vehicle/entity right
CB/57A8: E0        Pause for 4 * 2 (8) frames
CB/57AA: CF        Turn vehicle/entity left
CB/57AB: E0        Pause for 4 * 2 (8) frames
CB/57AD: CD        Turn vehicle/entity right
CB/57AE: E0        Pause for 4 * 6 (24) frames
CB/57B0: CC        Turn vehicle/entity up
CB/57B1: FF        End queue
CB/57B2: B5    Pause for 15 * 6 (90) units
CB/57B4: 1A    Begin action queue for character $1A (NPC $1A), 10 bytes long 
CB/57B6: CD        Turn vehicle/entity right
CB/57B7: E0        Pause for 4 * 2 (8) frames
CB/57B9: CC        Turn vehicle/entity up
CB/57BA: E0        Pause for 4 * 1 (4) frames
CB/57BC: CD        Turn vehicle/entity right
CB/57BD: E0        Pause for 4 * 2 (8) frames
CB/57BF: FF        End queue
CB/57C0: 4B    Display dialogue message $0AAE, wait for button press
               CHILD: Papa!!
               I want that! Please!
CB/57C3: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/57C5: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/57C7: CF        Turn vehicle/entity left
CB/57C8: FF        End queue
CB/57C9: 4B    Display dialogue message $0AAF, wait for button press
               PAPA: No, you don't!
               Now, pipe down!
CB/57CC: 1A    Begin action queue for character $1A (NPC $1A), 15 bytes long 
CB/57CE: C3        Set vehicle/entity's event speed to fast
CB/57CF: DC        Make vehicle/entity jump (low)
CB/57D0: E0        Pause for 4 * 4 (16) frames
CB/57D2: DC        Make vehicle/entity jump (low)
CB/57D3: E0        Pause for 4 * 4 (16) frames
CB/57D5: DC        Make vehicle/entity jump (low)
CB/57D6: E0        Pause for 4 * 4 (16) frames
CB/57D8: DC        Make vehicle/entity jump (low)
CB/57D9: E0        Pause for 4 * 4 (16) frames
CB/57DB: DC        Make vehicle/entity jump (low)
CB/57DC: FF        End queue
CB/57DD: 4B    Display dialogue message $0AB0, wait for button press
               CHILD: I want itI want it!
               Buy it! Pretty please!!
CB/57E0: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/57E2: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/57E4: CF        Turn vehicle/entity left
CB/57E5: FF        End queue
CB/57E6: 94    Pause for 60 units
CB/57E7: 12    Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete)
CB/57E9: CD        Turn vehicle/entity right
CB/57EA: E0        Pause for 4 * 2 (8) frames
CB/57EC: CC        Turn vehicle/entity up
CB/57ED: E0        Pause for 4 * 1 (4) frames
CB/57EF: CD        Turn vehicle/entity right
CB/57F0: E0        Pause for 4 * 2 (8) frames
CB/57F2: CC        Turn vehicle/entity up
CB/57F3: FF        End queue
CB/57F4: 4B    Display dialogue message $0A68, wait for button press
               
               50000 GP!
CB/57F7: 93    Pause for 45 units
CB/57F8: 14    Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete)
CB/57FA: CD        Turn vehicle/entity right
CB/57FB: E0        Pause for 4 * 2 (8) frames
CB/57FD: CF        Turn vehicle/entity left
CB/57FE: E0        Pause for 4 * 2 (8) frames
CB/5800: CE        Turn vehicle/entity down
CB/5801: FF        End queue
CB/5802: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5805: 4B    Display dialogue message $0A54, wait for button press
               ^ Buy it for 60000 GP.
               ^ I'll pass
CB/5808: B6    Indexed branch based on prior dialogue selection [$CB580F, $CB581A]
CB/580F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5811: 1B        Do vehicle/entity graphical action $1B 
CB/5812: FF        End queue
CB/5813: 4B    Display dialogue message $0A66, wait for button press
               
               60000 GP!
CB/5816: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5818: CC        Turn vehicle/entity up
CB/5819: FF        End queue
CB/581A: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/581C: CF        Turn vehicle/entity left
CB/581D: FF        End queue
CB/581E: 94    Pause for 60 units
CB/581F: 19    Begin action queue for character $19 (NPC $19), 11 bytes long (Wait until complete)
CB/5821: CD        Turn vehicle/entity right
CB/5822: E0        Pause for 4 * 2 (8) frames
CB/5824: CC        Turn vehicle/entity up
CB/5825: E0        Pause for 4 * 1 (4) frames
CB/5827: CD        Turn vehicle/entity right
CB/5828: E0        Pause for 4 * 2 (8) frames
CB/582A: CC        Turn vehicle/entity up
CB/582B: FF        End queue
CB/582C: 4B    Display dialogue message $0AB5, wait for button press
               PAPA: 1000000 GP!
CB/582F: F4    Play sound effect 225
CB/5831: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CB/5833: DC        Make vehicle/entity jump (low)
CB/5834: CD        Turn vehicle/entity right
CB/5835: E0        Pause for 4 * 1 (4) frames
CB/5837: CF        Turn vehicle/entity left
CB/5838: E0        Pause for 4 * 1 (4) frames
CB/583A: CD        Turn vehicle/entity right
CB/583B: FF        End queue
CB/583C: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CB/583E: DC        Make vehicle/entity jump (low)
CB/583F: CD        Turn vehicle/entity right
CB/5840: E0        Pause for 4 * 1 (4) frames
CB/5842: CF        Turn vehicle/entity left
CB/5843: E0        Pause for 4 * 1 (4) frames
CB/5845: CD        Turn vehicle/entity right
CB/5846: FF        End queue
CB/5847: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CB/5849: DC        Make vehicle/entity jump (low)
CB/584A: CD        Turn vehicle/entity right
CB/584B: E0        Pause for 4 * 1 (4) frames
CB/584D: CF        Turn vehicle/entity left
CB/584E: E0        Pause for 4 * 1 (4) frames
CB/5850: CD        Turn vehicle/entity right
CB/5851: FF        End queue
CB/5852: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CB/5854: DC        Make vehicle/entity jump (low)
CB/5855: CD        Turn vehicle/entity right
CB/5856: E0        Pause for 4 * 1 (4) frames
CB/5858: CF        Turn vehicle/entity left
CB/5859: E0        Pause for 4 * 1 (4) frames
CB/585B: CD        Turn vehicle/entity right
CB/585C: FF        End queue
CB/585D: 16    Begin action queue for character $16 (NPC $16), 9 bytes long 
CB/585F: DC        Make vehicle/entity jump (low)
CB/5860: CD        Turn vehicle/entity right
CB/5861: E0        Pause for 4 * 1 (4) frames
CB/5863: CF        Turn vehicle/entity left
CB/5864: E0        Pause for 4 * 1 (4) frames
CB/5866: CD        Turn vehicle/entity right
CB/5867: FF        End queue
CB/5868: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CB/586A: DC        Make vehicle/entity jump (low)
CB/586B: CD        Turn vehicle/entity right
CB/586C: E0        Pause for 4 * 1 (4) frames
CB/586E: CF        Turn vehicle/entity left
CB/586F: E0        Pause for 4 * 1 (4) frames
CB/5871: CD        Turn vehicle/entity right
CB/5872: FF        End queue
CB/5873: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CB/5875: DC        Make vehicle/entity jump (low)
CB/5876: CD        Turn vehicle/entity right
CB/5877: E0        Pause for 4 * 1 (4) frames
CB/5879: CF        Turn vehicle/entity left
CB/587A: E0        Pause for 4 * 1 (4) frames
CB/587C: CD        Turn vehicle/entity right
CB/587D: FF        End queue
CB/587E: 4B    Display dialogue message $0AB6, wait for button press
               WHAT?! 1000000 GP?!
CB/5881: 94    Pause for 60 units
CB/5882: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/5884: C3        Set vehicle/entity's event speed to fast
CB/5885: 81        Move vehicle/entity right 1 tile
CB/5886: CE        Turn vehicle/entity down
CB/5887: FF        End queue
CB/5888: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/588B: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/588D: F4    Play sound effect 255
CB/588F: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CB/5891: CD        Turn vehicle/entity right
CB/5892: E0        Pause for 4 * 4 (16) frames
CB/5894: C3        Set vehicle/entity's event speed to fast
CB/5895: DC        Make vehicle/entity jump (low)
CB/5896: E0        Pause for 4 * 4 (16) frames
CB/5898: FF        End queue
CB/5899: 4B    Display dialogue message $0AB2, wait for button press
               CHILD: Yahoo!!!
               Thanks, Papa! Yahoo!
CB/589C: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/589E: 4B    Display dialogue message $0AB1, wait for button press
               PAPA: Ho, ho, hoAll right!
               But just this once! And  
               Keep it a secret from Mama!
CB/58A1: 92    Pause for 30 units
CB/58A2: 92    Pause for 30 units
CB/58A3: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/58A5: CE        Turn vehicle/entity down
CB/58A6: FF        End queue
CB/58A7: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/58A9: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CB/58AB: C2        Set vehicle/entity's event speed to normal
CB/58AC: 86        Move vehicle/entity down 2 tiles
CB/58AD: FF        End queue
CB/58AE: 93    Pause for 45 units
CB/58AF: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/58B1: C2        Set vehicle/entity's event speed to normal
CB/58B2: 82        Move vehicle/entity down 1 tile
CB/58B3: FF        End queue
CB/58B4: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/58B6: CF        Turn vehicle/entity left
CB/58B7: FF        End queue
CB/58B8: 4B    Display dialogue message $0AB8, wait for button press
               PAPA: Well, we have our treat for the day. Let's go home!
               CHILD: Yahoo! Yippy!!!!
CB/58BB: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CB/58BD: C2        Set vehicle/entity's event speed to normal
CB/58BE: 80        Move vehicle/entity up 1 tile
CB/58BF: 85        Move vehicle/entity right 2 tiles
CB/58C0: FF        End queue
CB/58C1: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CB/58C3: E0        Pause for 4 * 1 (4) frames
CB/58C5: C2        Set vehicle/entity's event speed to normal
CB/58C6: 80        Move vehicle/entity up 1 tile
CB/58C7: 85        Move vehicle/entity right 2 tiles
CB/58C8: FF        End queue
CB/58C9: 92    Pause for 30 units
CB/58CA: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CB/58CC: DD        Make vehicle/entity jump (high)
CB/58CD: 86        Move vehicle/entity down 2 tiles
CB/58CE: CD        Turn vehicle/entity right
CB/58CF: FF        End queue
CB/58D0: 94    Pause for 60 units
CB/58D1: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/58D3: 83        Move vehicle/entity left 1 tile
CB/58D4: CE        Turn vehicle/entity down
CB/58D5: FF        End queue
CB/58D6: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CB/58D8: 84        Move vehicle/entity up 2 tiles
CB/58D9: CE        Turn vehicle/entity down
CB/58DA: FF        End queue
CB/58DB: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/58DD: 96        Move vehicle/entity down 6 tiles
CB/58DE: 83        Move vehicle/entity left 1 tile
CB/58DF: 86        Move vehicle/entity down 2 tiles
CB/58E0: D1        Make vehicle/entity disappear
CB/58E1: FF        End queue
CB/58E2: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long 
CB/58E4: 81        Move vehicle/entity right 1 tile
CB/58E5: 96        Move vehicle/entity down 6 tiles
CB/58E6: 83        Move vehicle/entity left 1 tile
CB/58E7: 86        Move vehicle/entity down 2 tiles
CB/58E8: D1        Make vehicle/entity disappear
CB/58E9: FF        End queue
CB/58EA: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CB/58EC: 85        Move vehicle/entity right 2 tiles
CB/58ED: 96        Move vehicle/entity down 6 tiles
CB/58EE: 83        Move vehicle/entity left 1 tile
CB/58EF: 86        Move vehicle/entity down 2 tiles
CB/58F0: D1        Make vehicle/entity disappear
CB/58F1: FF        End queue
CB/58F2: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/58F5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/58F7: 80        Move vehicle/entity up 1 tile
CB/58F8: FF        End queue
CB/58F9: FE    Return

CB/58FA: C1    If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($16D) [$1EAD, bit 5] is set), branch to $CB5A39
CB/5902: BD    Pseudo-randomly jump to $CB5A39 50% of the time
CB/5906: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5908: CD        Turn vehicle/entity right
CB/5909: FF        End queue
CB/590A: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/590D: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/590F: C2        Set vehicle/entity's event speed to normal
CB/5910: 81        Move vehicle/entity right 1 tile
CB/5911: 82        Move vehicle/entity down 1 tile
CB/5912: FF        End queue
CB/5913: 92    Pause for 30 units
CB/5914: F4    Play sound effect 29
CB/5916: 3D    Create object $1E
CB/5918: 45    Refresh objects
CB/5919: 41    Show object $1E
CB/591B: B5    Pause for 15 * 6 (90) units
CB/591D: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/591F: CE        Turn vehicle/entity down
CB/5920: FF        End queue
CB/5921: 4B    Display dialogue message $0AA9, wait for button press
               
                   The Magicite, Golem!
               
               Who'll give me 1000 GP?
CB/5924: 94    Pause for 60 units
CB/5925: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5927: CD        Turn vehicle/entity right
CB/5928: E0        Pause for 4 * 3 (12) frames
CB/592A: CC        Turn vehicle/entity up
CB/592B: FF        End queue
CB/592C: 4B    Display dialogue message $0A73, wait for button press
               
               4000 GP!
CB/592F: 94    Pause for 60 units
CB/5930: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5932: CD        Turn vehicle/entity right
CB/5933: E0        Pause for 4 * 3 (12) frames
CB/5935: CC        Turn vehicle/entity up
CB/5936: FF        End queue
CB/5937: 4B    Display dialogue message $0A5F, wait for button press
               
               8000 GP!
CB/593A: 94    Pause for 60 units
CB/593B: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/593D: CD        Turn vehicle/entity right
CB/593E: E0        Pause for 4 * 2 (8) frames
CB/5940: CF        Turn vehicle/entity left
CB/5941: E0        Pause for 4 * 2 (8) frames
CB/5943: CD        Turn vehicle/entity right
CB/5944: E0        Pause for 4 * 2 (8) frames
CB/5946: CF        Turn vehicle/entity left
CB/5947: E0        Pause for 4 * 2 (8) frames
CB/5949: CE        Turn vehicle/entity down
CB/594A: FF        End queue
CB/594B: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/594E: 4B    Display dialogue message $0A57, wait for button press
               ^ Buy it for 12000 GP.
               ^ I'll pass
CB/5951: B6    Indexed branch based on prior dialogue selection [$CB5958, $CB5964]
CB/5958: 92    Pause for 30 units
CB/5959: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/595B: 1B        Do vehicle/entity graphical action $1B 
CB/595C: FF        End queue
CB/595D: 4B    Display dialogue message $0A60, wait for button press
               
               12000 GP!
CB/5960: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5962: CC        Turn vehicle/entity up
CB/5963: FF        End queue
CB/5964: 94    Pause for 60 units
CB/5965: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5967: CD        Turn vehicle/entity right
CB/5968: E0        Pause for 4 * 3 (12) frames
CB/596A: CC        Turn vehicle/entity up
CB/596B: FF        End queue
CB/596C: 4B    Display dialogue message $0A61, wait for button press
               
               15000 GP!
CB/596F: 92    Pause for 30 units
CB/5970: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5972: CD        Turn vehicle/entity right
CB/5973: E0        Pause for 4 * 2 (8) frames
CB/5975: CF        Turn vehicle/entity left
CB/5976: E0        Pause for 4 * 2 (8) frames
CB/5978: CD        Turn vehicle/entity right
CB/5979: E0        Pause for 4 * 2 (8) frames
CB/597B: CF        Turn vehicle/entity left
CB/597C: E0        Pause for 4 * 2 (8) frames
CB/597E: CE        Turn vehicle/entity down
CB/597F: FF        End queue
CB/5980: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5983: 4B    Display dialogue message $0A5E, wait for button press
               ^ Buy it for 20000 GP.
               ^ I'll pass
CB/5986: B6    Indexed branch based on prior dialogue selection [$CB59DF, $CB598D]
CB/598D: B5    Pause for 15 * 6 (90) units
CB/598F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5991: C3        Set vehicle/entity's event speed to fast
CB/5992: 83        Move vehicle/entity left 1 tile
CB/5993: CE        Turn vehicle/entity down
CB/5994: FF        End queue
CB/5995: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5998: F4    Play sound effect 225
CB/599A: 16    Begin action queue for character $16 (NPC $16), 13 bytes long (Wait until complete)
CB/599C: C3        Set vehicle/entity's event speed to fast
CB/599D: C8        Set object layering priority to 1 (low nibble 1)
CB/599F: DC        Make vehicle/entity jump (low)
CB/59A0: E0        Pause for 4 * 4 (16) frames
CB/59A2: DC        Make vehicle/entity jump (low)
CB/59A3: E0        Pause for 4 * 4 (16) frames
CB/59A5: DC        Make vehicle/entity jump (low)
CB/59A6: E0        Pause for 4 * 4 (16) frames
CB/59A8: FF        End queue
CB/59A9: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/59AB: 80        Move vehicle/entity up 1 tile
CB/59AC: 85        Move vehicle/entity right 2 tiles
CB/59AD: 84        Move vehicle/entity up 2 tiles
CB/59AE: 89        Move vehicle/entity right 3 tiles
CB/59AF: CC        Turn vehicle/entity up
CB/59B0: FF        End queue
CB/59B1: F4    Play sound effect 141
CB/59B3: 3E    Delete object $1E
CB/59B5: 45    Refresh objects
CB/59B6: 42    Hide object $1E
CB/59B8: 92    Pause for 30 units
CB/59B9: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/59BB: 81        Move vehicle/entity right 1 tile
CB/59BC: CE        Turn vehicle/entity down
CB/59BD: FF        End queue
CB/59BE: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/59C0: 80        Move vehicle/entity up 1 tile
CB/59C1: 83        Move vehicle/entity left 1 tile
CB/59C2: CE        Turn vehicle/entity down
CB/59C3: FF        End queue
CB/59C4: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/59C6: 85        Move vehicle/entity right 2 tiles
CB/59C7: 96        Move vehicle/entity down 6 tiles
CB/59C8: D1        Make vehicle/entity disappear
CB/59C9: FF        End queue
CB/59CA: F4    Play sound effect 255
CB/59CC: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/59CF: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/59D1: C2        Set vehicle/entity's event speed to normal
CB/59D2: 80        Move vehicle/entity up 1 tile
CB/59D3: FF        End queue
CB/59D4: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/59D6: C1        Set vehicle/entity's event speed to slow
CB/59D7: 80        Move vehicle/entity up 1 tile
CB/59D8: FF        End queue
CB/59D9: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/59DF: 94    Pause for 60 units
CB/59E0: 92    Pause for 30 units
CB/59E1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/59E3: 1B        Do vehicle/entity graphical action $1B 
CB/59E4: FF        End queue
CB/59E5: 4B    Display dialogue message $0A67, wait for button press
               
               20000 GP!
CB/59E8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/59EA: CC        Turn vehicle/entity up
CB/59EB: FF        End queue
CB/59EC: 85    Take 20000 GP from party
CB/59EF: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52EA
CB/59F5: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/59F7: C3        Set vehicle/entity's event speed to fast
CB/59F8: 81        Move vehicle/entity right 1 tile
CB/59F9: CE        Turn vehicle/entity down
CB/59FA: FF        End queue
CB/59FB: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/59FE: F4    Play sound effect 225
CB/5A00: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/5A02: C3        Set vehicle/entity's event speed to fast
CB/5A03: DC        Make vehicle/entity jump (low)
CB/5A04: E0        Pause for 4 * 4 (16) frames
CB/5A06: DC        Make vehicle/entity jump (low)
CB/5A07: E0        Pause for 4 * 4 (16) frames
CB/5A09: DC        Make vehicle/entity jump (low)
CB/5A0A: E0        Pause for 4 * 4 (16) frames
CB/5A0C: FF        End queue
CB/5A0D: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5A0F: 83        Move vehicle/entity left 1 tile
CB/5A10: CE        Turn vehicle/entity down
CB/5A11: FF        End queue
CB/5A12: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/5A14: 80        Move vehicle/entity up 1 tile
CB/5A15: 83        Move vehicle/entity left 1 tile
CB/5A16: CE        Turn vehicle/entity down
CB/5A17: FF        End queue
CB/5A18: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/5A1A: C2        Set vehicle/entity's event speed to normal
CB/5A1B: 85        Move vehicle/entity right 2 tiles
CB/5A1C: FF        End queue
CB/5A1D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/5A1F: 80        Move vehicle/entity up 1 tile
CB/5A20: 85        Move vehicle/entity right 2 tiles
CB/5A21: CC        Turn vehicle/entity up
CB/5A22: FF        End queue
CB/5A23: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/5A25: 3E    Delete object $1E
CB/5A27: 45    Refresh objects
CB/5A28: 42    Hide object $1E
CB/5A2A: F4    Play sound effect 141
CB/5A2C: 86    Give esper $4C (Golem   ) to party
CB/5A2E: 4B    Display dialogue message $0AC4, wait for button press
               
               Received the Magicite
               Golem.
CB/5A31: D2    Set event bit $1E80($16D) [$1EAD, bit 5]
CB/5A33: F4    Play sound effect 255
CB/5A35: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5A38: FE    Return

CB/5A39: C0    If ($1E80($16C) [$1EAD, bit 4] is set), branch to $CB5B85
CB/5A3F: BD    Pseudo-randomly jump to $CB5B85 50% of the time
CB/5A43: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5A45: CD        Turn vehicle/entity right
CB/5A46: FF        End queue
CB/5A47: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5A4A: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/5A4C: C2        Set vehicle/entity's event speed to normal
CB/5A4D: 81        Move vehicle/entity right 1 tile
CB/5A4E: 82        Move vehicle/entity down 1 tile
CB/5A4F: FF        End queue
CB/5A50: 92    Pause for 30 units
CB/5A51: F4    Play sound effect 29
CB/5A53: 3D    Create object $1E
CB/5A55: 45    Refresh objects
CB/5A56: 41    Show object $1E
CB/5A58: B5    Pause for 15 * 6 (90) units
CB/5A5A: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/5A5C: CE        Turn vehicle/entity down
CB/5A5D: FF        End queue
CB/5A5E: 4B    Display dialogue message $0AA8, wait for button press
               
                  The Magicite, ZoneSeek!
               
               Who'll give me 500 GP?
CB/5A61: 94    Pause for 60 units
CB/5A62: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5A64: CD        Turn vehicle/entity right
CB/5A65: E0        Pause for 4 * 3 (12) frames
CB/5A67: CC        Turn vehicle/entity up
CB/5A68: FF        End queue
CB/5A69: 4B    Display dialogue message $0A6F, wait for button press
               
               1000 GP!
CB/5A6C: 94    Pause for 60 units
CB/5A6D: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5A6F: CD        Turn vehicle/entity right
CB/5A70: E0        Pause for 4 * 3 (12) frames
CB/5A72: CC        Turn vehicle/entity up
CB/5A73: FF        End queue
CB/5A74: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/5A77: 4B    Display dialogue message $0A70, wait for button press
               
               1500 GP!
CB/5A7A: 94    Pause for 60 units
CB/5A7B: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/5A7D: CF        Turn vehicle/entity left
CB/5A7E: E0        Pause for 4 * 3 (12) frames
CB/5A80: CC        Turn vehicle/entity up
CB/5A81: FF        End queue
CB/5A82: 4B    Display dialogue message $0A71, wait for button press
               
               2000 GP!
CB/5A85: 94    Pause for 60 units
CB/5A86: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5A88: CD        Turn vehicle/entity right
CB/5A89: E0        Pause for 4 * 3 (12) frames
CB/5A8B: CC        Turn vehicle/entity up
CB/5A8C: FF        End queue
CB/5A8D: 4B    Display dialogue message $0A72, wait for button press
               
               3000 GP!
CB/5A90: 94    Pause for 60 units
CB/5A91: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5A93: CD        Turn vehicle/entity right
CB/5A94: E0        Pause for 4 * 3 (12) frames
CB/5A96: CC        Turn vehicle/entity up
CB/5A97: FF        End queue
CB/5A98: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/5A9B: 94    Pause for 60 units
CB/5A9C: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5A9E: CD        Turn vehicle/entity right
CB/5A9F: E0        Pause for 4 * 2 (8) frames
CB/5AA1: CF        Turn vehicle/entity left
CB/5AA2: E0        Pause for 4 * 2 (8) frames
CB/5AA4: CD        Turn vehicle/entity right
CB/5AA5: E0        Pause for 4 * 2 (8) frames
CB/5AA7: CF        Turn vehicle/entity left
CB/5AA8: E0        Pause for 4 * 2 (8) frames
CB/5AAA: CE        Turn vehicle/entity down
CB/5AAB: FF        End queue
CB/5AAC: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5AAF: 4B    Display dialogue message $0A55, wait for button press
               ^ Buy it for 7000 GP.
               ^ I'll pass
CB/5AB2: B6    Indexed branch based on prior dialogue selection [$CB5AB9, $CB5AC5]
CB/5AB9: 92    Pause for 30 units
CB/5ABA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5ABC: 1B        Do vehicle/entity graphical action $1B 
CB/5ABD: FF        End queue
CB/5ABE: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/5AC1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5AC3: CC        Turn vehicle/entity up
CB/5AC4: FF        End queue
CB/5AC5: 92    Pause for 30 units
CB/5AC6: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5AC8: CD        Turn vehicle/entity right
CB/5AC9: E0        Pause for 4 * 3 (12) frames
CB/5ACB: CC        Turn vehicle/entity up
CB/5ACC: FF        End queue
CB/5ACD: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/5AD0: 4B    Display dialogue message $0A5F, wait for button press
               
               8000 GP!
CB/5AD3: 95    Pause for 120 units
CB/5AD4: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5AD6: CD        Turn vehicle/entity right
CB/5AD7: E0        Pause for 4 * 2 (8) frames
CB/5AD9: CF        Turn vehicle/entity left
CB/5ADA: E0        Pause for 4 * 2 (8) frames
CB/5ADC: CD        Turn vehicle/entity right
CB/5ADD: E0        Pause for 4 * 2 (8) frames
CB/5ADF: CF        Turn vehicle/entity left
CB/5AE0: E0        Pause for 4 * 2 (8) frames
CB/5AE2: CE        Turn vehicle/entity down
CB/5AE3: FF        End queue
CB/5AE4: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5AE7: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/5AEA: B6    Indexed branch based on prior dialogue selection [$CB5B2C, $CB5AF1]
CB/5AF1: B5    Pause for 15 * 6 (90) units
CB/5AF3: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5AF5: C3        Set vehicle/entity's event speed to fast
CB/5AF6: 83        Move vehicle/entity left 1 tile
CB/5AF7: CE        Turn vehicle/entity down
CB/5AF8: FF        End queue
CB/5AF9: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5AFC: F4    Play sound effect 225
CB/5AFE: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/5B00: C3        Set vehicle/entity's event speed to fast
CB/5B01: 85        Move vehicle/entity right 2 tiles
CB/5B02: 88        Move vehicle/entity up 3 tiles
CB/5B03: 89        Move vehicle/entity right 3 tiles
CB/5B04: CC        Turn vehicle/entity up
CB/5B05: FF        End queue
CB/5B06: 3E    Delete object $1E
CB/5B08: 45    Refresh objects
CB/5B09: 42    Hide object $1E
CB/5B0B: 92    Pause for 30 units
CB/5B0C: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5B0E: 81        Move vehicle/entity right 1 tile
CB/5B0F: CE        Turn vehicle/entity down
CB/5B10: FF        End queue
CB/5B11: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/5B13: 80        Move vehicle/entity up 1 tile
CB/5B14: 83        Move vehicle/entity left 1 tile
CB/5B15: CE        Turn vehicle/entity down
CB/5B16: FF        End queue
CB/5B17: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/5B19: 85        Move vehicle/entity right 2 tiles
CB/5B1A: 96        Move vehicle/entity down 6 tiles
CB/5B1B: D1        Make vehicle/entity disappear
CB/5B1C: FF        End queue
CB/5B1D: F4    Play sound effect 255
CB/5B1F: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5B22: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5B24: 80        Move vehicle/entity up 1 tile
CB/5B25: FF        End queue
CB/5B26: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/5B2C: 94    Pause for 60 units
CB/5B2D: 92    Pause for 30 units
CB/5B2E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5B30: 1B        Do vehicle/entity graphical action $1B 
CB/5B31: FF        End queue
CB/5B32: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/5B35: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5B37: CC        Turn vehicle/entity up
CB/5B38: FF        End queue
CB/5B39: 85    Take 10000 GP from party
CB/5B3C: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB52FE
CB/5B42: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5B44: C3        Set vehicle/entity's event speed to fast
CB/5B45: 81        Move vehicle/entity right 1 tile
CB/5B46: CE        Turn vehicle/entity down
CB/5B47: FF        End queue
CB/5B48: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5B4B: F4    Play sound effect 225
CB/5B4D: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/5B4F: C3        Set vehicle/entity's event speed to fast
CB/5B50: DC        Make vehicle/entity jump (low)
CB/5B51: E0        Pause for 4 * 4 (16) frames
CB/5B53: DC        Make vehicle/entity jump (low)
CB/5B54: E0        Pause for 4 * 4 (16) frames
CB/5B56: DC        Make vehicle/entity jump (low)
CB/5B57: E0        Pause for 4 * 4 (16) frames
CB/5B59: FF        End queue
CB/5B5A: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5B5C: 83        Move vehicle/entity left 1 tile
CB/5B5D: CE        Turn vehicle/entity down
CB/5B5E: FF        End queue
CB/5B5F: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/5B61: 80        Move vehicle/entity up 1 tile
CB/5B62: 83        Move vehicle/entity left 1 tile
CB/5B63: CE        Turn vehicle/entity down
CB/5B64: FF        End queue
CB/5B65: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/5B67: C2        Set vehicle/entity's event speed to normal
CB/5B68: 85        Move vehicle/entity right 2 tiles
CB/5B69: FF        End queue
CB/5B6A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/5B6C: 80        Move vehicle/entity up 1 tile
CB/5B6D: 85        Move vehicle/entity right 2 tiles
CB/5B6E: CC        Turn vehicle/entity up
CB/5B6F: FF        End queue
CB/5B70: 3E    Delete object $1E
CB/5B72: 45    Refresh objects
CB/5B73: 42    Hide object $1E
CB/5B75: F4    Play sound effect 141
CB/5B77: 86    Give esper $48 (ZoneSeek) to party
CB/5B79: 4B    Display dialogue message $0AC3, wait for button press
               
               Received the Magicite
               ZoneSeek.
CB/5B7C: D2    Set event bit $1E80($16C) [$1EAD, bit 4]
CB/5B7E: 94    Pause for 60 units
CB/5B7F: F4    Play sound effect 255
CB/5B81: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5B84: FE    Return

CB/5B85: C0    If ($1E80($25D) [$1ECB, bit 5] is set), branch to $CB5CAD
CB/5B8B: BD    Pseudo-randomly jump to $CB5CAD 50% of the time
CB/5B8F: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5B91: CD        Turn vehicle/entity right
CB/5B92: FF        End queue
CB/5B93: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5B96: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/5B98: C2        Set vehicle/entity's event speed to normal
CB/5B99: 81        Move vehicle/entity right 1 tile
CB/5B9A: 82        Move vehicle/entity down 1 tile
CB/5B9B: FF        End queue
CB/5B9C: 92    Pause for 30 units
CB/5B9D: F4    Play sound effect 29
CB/5B9F: B2    Call subroutine $CB4EB1
CB/5BA3: B5    Pause for 15 * 6 (90) units
CB/5BA5: B2    Call subroutine $CB4EBA
CB/5BA9: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/5BAB: CE        Turn vehicle/entity down
CB/5BAC: FF        End queue
CB/5BAD: 4B    Display dialogue message $0A4B, wait for button press
               
               A Zephyr Cape!
               
               Do I hear 3000 GP?!
CB/5BB0: 94    Pause for 60 units
CB/5BB1: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5BB3: CD        Turn vehicle/entity right
CB/5BB4: E0        Pause for 4 * 3 (12) frames
CB/5BB6: CC        Turn vehicle/entity up
CB/5BB7: FF        End queue
CB/5BB8: 4B    Display dialogue message $0A73, wait for button press
               
               4000 GP!
CB/5BBB: 94    Pause for 60 units
CB/5BBC: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5BBE: CD        Turn vehicle/entity right
CB/5BBF: E0        Pause for 4 * 2 (8) frames
CB/5BC1: CF        Turn vehicle/entity left
CB/5BC2: E0        Pause for 4 * 2 (8) frames
CB/5BC4: CD        Turn vehicle/entity right
CB/5BC5: E0        Pause for 4 * 2 (8) frames
CB/5BC7: CF        Turn vehicle/entity left
CB/5BC8: E0        Pause for 4 * 2 (8) frames
CB/5BCA: CE        Turn vehicle/entity down
CB/5BCB: FF        End queue
CB/5BCC: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5BCF: 4B    Display dialogue message $0A51, wait for button press
               ^ Buy it for 5000 GP.
               ^ I'll pass
CB/5BD2: B6    Indexed branch based on prior dialogue selection [$CB5BD9, $CB5BE5]
CB/5BD9: 92    Pause for 30 units
CB/5BDA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5BDC: 1B        Do vehicle/entity graphical action $1B 
CB/5BDD: FF        End queue
CB/5BDE: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/5BE1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5BE3: CC        Turn vehicle/entity up
CB/5BE4: FF        End queue
CB/5BE5: 92    Pause for 30 units
CB/5BE6: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5BE8: CD        Turn vehicle/entity right
CB/5BE9: E0        Pause for 4 * 3 (12) frames
CB/5BEB: CC        Turn vehicle/entity up
CB/5BEC: FF        End queue
CB/5BED: 4B    Display dialogue message $0A50, wait for button press
               Ho, ho, ho
               There's nothing I can't buy!
CB/5BF0: 4B    Display dialogue message $0A75, wait for button press
               
               7000 GP!
CB/5BF3: B5    Pause for 15 * 6 (90) units
CB/5BF5: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/5BF7: CD        Turn vehicle/entity right
CB/5BF8: E0        Pause for 4 * 3 (12) frames
CB/5BFA: CC        Turn vehicle/entity up
CB/5BFB: FF        End queue
CB/5BFC: 4B    Display dialogue message $0A5F, wait for button press
               
               8000 GP!
CB/5BFF: 94    Pause for 60 units
CB/5C00: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5C02: CD        Turn vehicle/entity right
CB/5C03: E0        Pause for 4 * 2 (8) frames
CB/5C05: CF        Turn vehicle/entity left
CB/5C06: E0        Pause for 4 * 2 (8) frames
CB/5C08: CD        Turn vehicle/entity right
CB/5C09: E0        Pause for 4 * 2 (8) frames
CB/5C0B: CF        Turn vehicle/entity left
CB/5C0C: E0        Pause for 4 * 2 (8) frames
CB/5C0E: CE        Turn vehicle/entity down
CB/5C0F: FF        End queue
CB/5C10: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5C13: 4B    Display dialogue message $0A5B, wait for button press
               ^ Buy it for 10000 GP.
               ^ I'll pass
CB/5C16: B6    Indexed branch based on prior dialogue selection [$CB5C57, $CB5C1D]
CB/5C1D: B5    Pause for 15 * 6 (90) units
CB/5C1F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5C21: C3        Set vehicle/entity's event speed to fast
CB/5C22: 83        Move vehicle/entity left 1 tile
CB/5C23: CE        Turn vehicle/entity down
CB/5C24: FF        End queue
CB/5C25: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5C28: F4    Play sound effect 225
CB/5C2A: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CB/5C2C: C3        Set vehicle/entity's event speed to fast
CB/5C2D: 83        Move vehicle/entity left 1 tile
CB/5C2E: 88        Move vehicle/entity up 3 tiles
CB/5C2F: 9D        Move vehicle/entity right 8 tiles
CB/5C30: CC        Turn vehicle/entity up
CB/5C31: FF        End queue
CB/5C32: B2    Call subroutine $CB4EC3
CB/5C36: 92    Pause for 30 units
CB/5C37: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5C39: 81        Move vehicle/entity right 1 tile
CB/5C3A: CE        Turn vehicle/entity down
CB/5C3B: FF        End queue
CB/5C3C: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/5C3E: 80        Move vehicle/entity up 1 tile
CB/5C3F: 83        Move vehicle/entity left 1 tile
CB/5C40: CE        Turn vehicle/entity down
CB/5C41: FF        End queue
CB/5C42: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/5C44: 85        Move vehicle/entity right 2 tiles
CB/5C45: 96        Move vehicle/entity down 6 tiles
CB/5C46: D1        Make vehicle/entity disappear
CB/5C47: FF        End queue
CB/5C48: F4    Play sound effect 255
CB/5C4A: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5C4D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5C4F: 80        Move vehicle/entity up 1 tile
CB/5C50: FF        End queue
CB/5C51: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/5C57: 94    Pause for 60 units
CB/5C58: 92    Pause for 30 units
CB/5C59: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5C5B: 1B        Do vehicle/entity graphical action $1B 
CB/5C5C: FF        End queue
CB/5C5D: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/5C60: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5C62: CC        Turn vehicle/entity up
CB/5C63: FF        End queue
CB/5C64: 85    Take 10000 GP from party
CB/5C67: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB5308
CB/5C6D: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/5C6F: C3        Set vehicle/entity's event speed to fast
CB/5C70: 81        Move vehicle/entity right 1 tile
CB/5C71: CE        Turn vehicle/entity down
CB/5C72: FF        End queue
CB/5C73: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5C76: F4    Play sound effect 225
CB/5C78: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/5C7A: C3        Set vehicle/entity's event speed to fast
CB/5C7B: DC        Make vehicle/entity jump (low)
CB/5C7C: E0        Pause for 4 * 4 (16) frames
CB/5C7E: DC        Make vehicle/entity jump (low)
CB/5C7F: E0        Pause for 4 * 4 (16) frames
CB/5C81: DC        Make vehicle/entity jump (low)
CB/5C82: E0        Pause for 4 * 4 (16) frames
CB/5C84: FF        End queue
CB/5C85: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5C87: 83        Move vehicle/entity left 1 tile
CB/5C88: CE        Turn vehicle/entity down
CB/5C89: FF        End queue
CB/5C8A: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/5C8C: 80        Move vehicle/entity up 1 tile
CB/5C8D: 83        Move vehicle/entity left 1 tile
CB/5C8E: CE        Turn vehicle/entity down
CB/5C8F: FF        End queue
CB/5C90: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/5C92: C2        Set vehicle/entity's event speed to normal
CB/5C93: 85        Move vehicle/entity right 2 tiles
CB/5C94: FF        End queue
CB/5C95: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/5C97: 80        Move vehicle/entity up 1 tile
CB/5C98: 85        Move vehicle/entity right 2 tiles
CB/5C99: CC        Turn vehicle/entity up
CB/5C9A: FF        End queue
CB/5C9B: B2    Call subroutine $CB4EC3
CB/5C9F: 80    Add item $C0 (<E7>Zephyr Cape ) to inventory
CB/5CA1: 4B    Display dialogue message $0A4C, wait for button press
               Bought a Zephyr Cape!
CB/5CA4: 94    Pause for 60 units
CB/5CA5: F4    Play sound effect 255
CB/5CA7: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5CAA: D4    Set event bit $1E80($25D) [$1ECB, bit 5]
CB/5CAC: FE    Return

CB/5CAD: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/5CAF: CD        Turn vehicle/entity right
CB/5CB0: FF        End queue
CB/5CB1: 4B    Display dialogue message $0AA7, wait for button press
               Okay! 
               Here's our next item!
CB/5CB4: F4    Play sound effect 29
CB/5CB6: 3D    Create object $1F
CB/5CB8: 45    Refresh objects
CB/5CB9: 41    Show object $1F
CB/5CBB: B5    Pause for 15 * 6 (90) units
CB/5CBD: 1F    Begin action queue for character $1F (NPC $1F), 17 bytes long 
CB/5CBF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/5CC0: E0        Pause for 4 * 8 (32) frames
CB/5CC2: CE        Turn vehicle/entity down
CB/5CC3: E0        Pause for 4 * 2 (8) frames
CB/5CC5: 13        Do vehicle/entity graphical action $13 
CB/5CC6: E0        Pause for 4 * 2 (8) frames
CB/5CC8: CE        Turn vehicle/entity down
CB/5CC9: E0        Pause for 4 * 1 (4) frames
CB/5CCB: 13        Do vehicle/entity graphical action $13 
CB/5CCC: E0        Pause for 4 * 2 (8) frames
CB/5CCE: CE        Turn vehicle/entity down
CB/5CCF: FF        End queue
CB/5CD0: 4B    Display dialogue message $0AAC, wait for button press
               You're not gonna believe this! Quality, high-tech merchandise!
               An Imp Robot!!
               
               Do I hear 5 GP?
CB/5CD3: 35    Pause execution until action queue for object $1F (NPC $1F) is complete
CB/5CD5: 94    Pause for 60 units
CB/5CD6: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/5CD8: CE        Turn vehicle/entity down
CB/5CD9: FF        End queue
CB/5CDA: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/5CDC: CD        Turn vehicle/entity right
CB/5CDD: E0        Pause for 4 * 3 (12) frames
CB/5CDF: CC        Turn vehicle/entity up
CB/5CE0: FF        End queue
CB/5CE1: 4B    Display dialogue message $0A6B, wait for button press
               
               10 GP!
CB/5CE4: 92    Pause for 30 units
CB/5CE5: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/5CE7: DC        Make vehicle/entity jump (low)
CB/5CE8: E0        Pause for 4 * 4 (16) frames
CB/5CEA: DC        Make vehicle/entity jump (low)
CB/5CEB: E0        Pause for 4 * 4 (16) frames
CB/5CED: FF        End queue
CB/5CEE: 4B    Display dialogue message $0A6C, wait for button press
               
               50 GP!
CB/5CF1: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete)
CB/5CF3: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/5CF4: E0        Pause for 4 * 4 (16) frames
CB/5CF6: 18        Do vehicle/entity graphical action $18 
CB/5CF7: FF        End queue
CB/5CF8: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CB/5CFA: CE        Turn vehicle/entity down
CB/5CFB: FF        End queue
CB/5CFC: 92    Pause for 30 units
CB/5CFD: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/5CFF: CD        Turn vehicle/entity right
CB/5D00: E0        Pause for 4 * 3 (12) frames
CB/5D02: CC        Turn vehicle/entity up
CB/5D03: FF        End queue
CB/5D04: 4B    Display dialogue message $0A6E, wait for button press
               
               500 GP!
CB/5D07: 92    Pause for 30 units
CB/5D08: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/5D0A: CD        Turn vehicle/entity right
CB/5D0B: E0        Pause for 4 * 3 (12) frames
CB/5D0D: CC        Turn vehicle/entity up
CB/5D0E: FF        End queue
CB/5D0F: 4B    Display dialogue message $0A71, wait for button press
               
               2000 GP!
CB/5D12: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/5D14: 1D        Do vehicle/entity graphical action $1D 
CB/5D15: FF        End queue
CB/5D16: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/5D18: CE        Turn vehicle/entity down
CB/5D19: FF        End queue
CB/5D1A: 92    Pause for 30 units
CB/5D1B: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5D1E: 4B    Display dialogue message $0A51, wait for button press
               ^ Buy it for 5000 GP.
               ^ I'll pass
CB/5D21: B6    Indexed branch based on prior dialogue selection [$CB5D28, $CB5D49]
CB/5D28: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long 
CB/5D2A: CD        Turn vehicle/entity right
CB/5D2B: E0        Pause for 4 * 2 (8) frames
CB/5D2D: CF        Turn vehicle/entity left
CB/5D2E: E0        Pause for 4 * 2 (8) frames
CB/5D30: CD        Turn vehicle/entity right
CB/5D31: E0        Pause for 4 * 2 (8) frames
CB/5D33: 1B        Do vehicle/entity graphical action $1B 
CB/5D34: FF        End queue
CB/5D35: 4B    Display dialogue message $0A74, wait for button press
               
               5000 GP!
CB/5D38: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/5D3A: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete)
CB/5D3C: 23        Do vehicle/entity graphical action $23 
CB/5D3D: E0        Pause for 4 * 4 (16) frames
CB/5D3F: 1D        Do vehicle/entity graphical action $1D 
CB/5D40: FF        End queue
CB/5D41: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5D43: CC        Turn vehicle/entity up
CB/5D44: FF        End queue
CB/5D45: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/5D47: CE        Turn vehicle/entity down
CB/5D48: FF        End queue
CB/5D49: B5    Pause for 15 * 6 (90) units
CB/5D4B: 1A    Begin action queue for character $1A (NPC $1A), 12 bytes long 
CB/5D4D: C3        Set vehicle/entity's event speed to fast
CB/5D4E: DC        Make vehicle/entity jump (low)
CB/5D4F: E0        Pause for 4 * 4 (16) frames
CB/5D51: DC        Make vehicle/entity jump (low)
CB/5D52: E0        Pause for 4 * 4 (16) frames
CB/5D54: DC        Make vehicle/entity jump (low)
CB/5D55: E0        Pause for 4 * 4 (16) frames
CB/5D57: DC        Make vehicle/entity jump (low)
CB/5D58: FF        End queue
CB/5D59: 4B    Display dialogue message $0AAE, wait for button press
               CHILD: Papa!!
               I want that! Please!
CB/5D5C: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/5D5E: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/5D60: CF        Turn vehicle/entity left
CB/5D61: FF        End queue
CB/5D62: 4B    Display dialogue message $0AAF, wait for button press
               PAPA: No, you don't!
               Now, pipe down!
CB/5D65: 94    Pause for 60 units
CB/5D66: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/5D68: CD        Turn vehicle/entity right
CB/5D69: E0        Pause for 4 * 3 (12) frames
CB/5D6B: CC        Turn vehicle/entity up
CB/5D6C: FF        End queue
CB/5D6D: 4B    Display dialogue message $0A63, wait for button press
               
               10000 GP!
CB/5D70: 92    Pause for 30 units
CB/5D71: 1A    Begin action queue for character $1A (NPC $1A), 15 bytes long 
CB/5D73: C3        Set vehicle/entity's event speed to fast
CB/5D74: DC        Make vehicle/entity jump (low)
CB/5D75: E0        Pause for 4 * 4 (16) frames
CB/5D77: DC        Make vehicle/entity jump (low)
CB/5D78: E0        Pause for 4 * 4 (16) frames
CB/5D7A: DC        Make vehicle/entity jump (low)
CB/5D7B: E0        Pause for 4 * 4 (16) frames
CB/5D7D: DC        Make vehicle/entity jump (low)
CB/5D7E: E0        Pause for 4 * 4 (16) frames
CB/5D80: DC        Make vehicle/entity jump (low)
CB/5D81: FF        End queue
CB/5D82: 1F    Begin action queue for character $1F (NPC $1F), 15 bytes long 
CB/5D84: C3        Set vehicle/entity's event speed to fast
CB/5D85: DC        Make vehicle/entity jump (low)
CB/5D86: E0        Pause for 4 * 4 (16) frames
CB/5D88: DC        Make vehicle/entity jump (low)
CB/5D89: E0        Pause for 4 * 4 (16) frames
CB/5D8B: DC        Make vehicle/entity jump (low)
CB/5D8C: E0        Pause for 4 * 4 (16) frames
CB/5D8E: DC        Make vehicle/entity jump (low)
CB/5D8F: E0        Pause for 4 * 4 (16) frames
CB/5D91: DC        Make vehicle/entity jump (low)
CB/5D92: FF        End queue
CB/5D93: 4B    Display dialogue message $0AB0, wait for button press
               CHILD: I want itI want it!
               Buy it! Pretty please!!
CB/5D96: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/5D98: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/5D9A: CD        Turn vehicle/entity right
CB/5D9B: E0        Pause for 4 * 3 (12) frames
CB/5D9D: CC        Turn vehicle/entity up
CB/5D9E: FF        End queue
CB/5D9F: 4B    Display dialogue message $0A67, wait for button press
               
               20000 GP!
CB/5DA2: 92    Pause for 30 units
CB/5DA3: 14    Begin action queue for character $14 (NPC $14), 14 bytes long (Wait until complete)
CB/5DA5: CD        Turn vehicle/entity right
CB/5DA6: E0        Pause for 4 * 2 (8) frames
CB/5DA8: CF        Turn vehicle/entity left
CB/5DA9: E0        Pause for 4 * 2 (8) frames
CB/5DAB: CD        Turn vehicle/entity right
CB/5DAC: E0        Pause for 4 * 2 (8) frames
CB/5DAE: CF        Turn vehicle/entity left
CB/5DAF: E0        Pause for 4 * 2 (8) frames
CB/5DB1: CE        Turn vehicle/entity down
CB/5DB2: FF        End queue
CB/5DB3: 4B    Display dialogue message $0A4E, wait for button press
               Well, how 'bout it?
CB/5DB6: 4B    Display dialogue message $0A52, wait for button press
               ^ Buy it for 30000 GP.
               ^ I'll pass
CB/5DB9: B6    Indexed branch based on prior dialogue selection [$CB5DC0, $CB5DCB]
CB/5DC0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5DC2: 1B        Do vehicle/entity graphical action $1B 
CB/5DC3: FF        End queue
CB/5DC4: 4B    Display dialogue message $0A64, wait for button press
               
               30000 GP!
CB/5DC7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5DC9: CC        Turn vehicle/entity up
CB/5DCA: FF        End queue
CB/5DCB: 94    Pause for 60 units
CB/5DCC: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CB/5DCE: CF        Turn vehicle/entity left
CB/5DCF: E0        Pause for 4 * 3 (12) frames
CB/5DD1: CD        Turn vehicle/entity right
CB/5DD2: E0        Pause for 4 * 3 (12) frames
CB/5DD4: CE        Turn vehicle/entity down
CB/5DD5: FF        End queue
CB/5DD6: 4B    Display dialogue message $0A5D, wait for button press
               Are there any more bids?
CB/5DD9: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/5DDB: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/5DDD: CC        Turn vehicle/entity up
CB/5DDE: FF        End queue
CB/5DDF: 4B    Display dialogue message $0AB5, wait for button press
               PAPA: 1000000 GP!
CB/5DE2: F4    Play sound effect 225
CB/5DE4: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CB/5DE6: 1F        Do vehicle/entity graphical action $1F 
CB/5DE7: FF        End queue
CB/5DE8: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CB/5DEA: DC        Make vehicle/entity jump (low)
CB/5DEB: CD        Turn vehicle/entity right
CB/5DEC: E0        Pause for 4 * 1 (4) frames
CB/5DEE: CF        Turn vehicle/entity left
CB/5DEF: E0        Pause for 4 * 1 (4) frames
CB/5DF1: CD        Turn vehicle/entity right
CB/5DF2: FF        End queue
CB/5DF3: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CB/5DF5: DC        Make vehicle/entity jump (low)
CB/5DF6: CD        Turn vehicle/entity right
CB/5DF7: E0        Pause for 4 * 1 (4) frames
CB/5DF9: CF        Turn vehicle/entity left
CB/5DFA: E0        Pause for 4 * 1 (4) frames
CB/5DFC: CD        Turn vehicle/entity right
CB/5DFD: FF        End queue
CB/5DFE: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CB/5E00: DC        Make vehicle/entity jump (low)
CB/5E01: CD        Turn vehicle/entity right
CB/5E02: E0        Pause for 4 * 1 (4) frames
CB/5E04: CF        Turn vehicle/entity left
CB/5E05: E0        Pause for 4 * 1 (4) frames
CB/5E07: CD        Turn vehicle/entity right
CB/5E08: FF        End queue
CB/5E09: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CB/5E0B: DC        Make vehicle/entity jump (low)
CB/5E0C: CD        Turn vehicle/entity right
CB/5E0D: E0        Pause for 4 * 1 (4) frames
CB/5E0F: CF        Turn vehicle/entity left
CB/5E10: E0        Pause for 4 * 1 (4) frames
CB/5E12: CD        Turn vehicle/entity right
CB/5E13: FF        End queue
CB/5E14: 16    Begin action queue for character $16 (NPC $16), 9 bytes long 
CB/5E16: DC        Make vehicle/entity jump (low)
CB/5E17: CD        Turn vehicle/entity right
CB/5E18: E0        Pause for 4 * 1 (4) frames
CB/5E1A: CF        Turn vehicle/entity left
CB/5E1B: E0        Pause for 4 * 1 (4) frames
CB/5E1D: CD        Turn vehicle/entity right
CB/5E1E: FF        End queue
CB/5E1F: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CB/5E21: DC        Make vehicle/entity jump (low)
CB/5E22: CD        Turn vehicle/entity right
CB/5E23: E0        Pause for 4 * 1 (4) frames
CB/5E25: CF        Turn vehicle/entity left
CB/5E26: E0        Pause for 4 * 1 (4) frames
CB/5E28: CD        Turn vehicle/entity right
CB/5E29: FF        End queue
CB/5E2A: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CB/5E2C: DC        Make vehicle/entity jump (low)
CB/5E2D: CD        Turn vehicle/entity right
CB/5E2E: E0        Pause for 4 * 1 (4) frames
CB/5E30: CF        Turn vehicle/entity left
CB/5E31: E0        Pause for 4 * 1 (4) frames
CB/5E33: CD        Turn vehicle/entity right
CB/5E34: FF        End queue
CB/5E35: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CB/5E37: CE        Turn vehicle/entity down
CB/5E38: FF        End queue
CB/5E39: 4B    Display dialogue message $0AB6, wait for button press
               WHAT?! 1000000 GP?!
CB/5E3C: 94    Pause for 60 units
CB/5E3D: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/5E3F: C3        Set vehicle/entity's event speed to fast
CB/5E40: 81        Move vehicle/entity right 1 tile
CB/5E41: CE        Turn vehicle/entity down
CB/5E42: FF        End queue
CB/5E43: 4B    Display dialogue message $0AB7, wait for button press
               Sold, to this lucky person.
               Take it away, please!
CB/5E46: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/5E48: F4    Play sound effect 255
CB/5E4A: 1A    Begin action queue for character $1A (NPC $1A), 12 bytes long 
CB/5E4C: C3        Set vehicle/entity's event speed to fast
CB/5E4D: DC        Make vehicle/entity jump (low)
CB/5E4E: E0        Pause for 4 * 4 (16) frames
CB/5E50: DC        Make vehicle/entity jump (low)
CB/5E51: E0        Pause for 4 * 4 (16) frames
CB/5E53: DC        Make vehicle/entity jump (low)
CB/5E54: E0        Pause for 4 * 4 (16) frames
CB/5E56: DC        Make vehicle/entity jump (low)
CB/5E57: FF        End queue
CB/5E58: 4B    Display dialogue message $0AB2, wait for button press
               CHILD: Yahoo!!!
               Thanks, Papa! Yahoo!
CB/5E5B: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/5E5D: 4B    Display dialogue message $0AB1, wait for button press
               PAPA: Ho, ho, hoAll right!
               But just this once! And  
               Keep it a secret from Mama!
CB/5E60: 92    Pause for 30 units
CB/5E61: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/5E63: CE        Turn vehicle/entity down
CB/5E64: FF        End queue
CB/5E65: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/5E67: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CB/5E69: C2        Set vehicle/entity's event speed to normal
CB/5E6A: 86        Move vehicle/entity down 2 tiles
CB/5E6B: FF        End queue
CB/5E6C: 93    Pause for 45 units
CB/5E6D: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CB/5E6F: C2        Set vehicle/entity's event speed to normal
CB/5E70: 82        Move vehicle/entity down 1 tile
CB/5E71: FF        End queue
CB/5E72: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/5E74: CF        Turn vehicle/entity left
CB/5E75: FF        End queue
CB/5E76: 4B    Display dialogue message $0AB8, wait for button press
               PAPA: Well, we have our treat for the day. Let's go home!
               CHILD: Yahoo! Yippy!!!!
CB/5E79: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CB/5E7B: C2        Set vehicle/entity's event speed to normal
CB/5E7C: 80        Move vehicle/entity up 1 tile
CB/5E7D: 85        Move vehicle/entity right 2 tiles
CB/5E7E: FF        End queue
CB/5E7F: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CB/5E81: E0        Pause for 4 * 1 (4) frames
CB/5E83: C2        Set vehicle/entity's event speed to normal
CB/5E84: 80        Move vehicle/entity up 1 tile
CB/5E85: 85        Move vehicle/entity right 2 tiles
CB/5E86: FF        End queue
CB/5E87: 92    Pause for 30 units
CB/5E88: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CB/5E8A: DD        Make vehicle/entity jump (high)
CB/5E8B: 86        Move vehicle/entity down 2 tiles
CB/5E8C: FF        End queue
CB/5E8D: F4    Play sound effect 199
CB/5E8F: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/5E91: 28        Do vehicle/entity graphical action $28 
CB/5E92: FF        End queue
CB/5E93: 92    Pause for 30 units
CB/5E94: F4    Play sound effect 57
CB/5E96: FB    Apply a special effect (wow effect?) to the currently playing sound effect
CB/5E97: 92    Pause for 30 units
CB/5E98: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/5E9A: CE        Turn vehicle/entity down
CB/5E9B: FF        End queue
CB/5E9C: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/5E9E: 83        Move vehicle/entity left 1 tile
CB/5E9F: CE        Turn vehicle/entity down
CB/5EA0: FF        End queue
CB/5EA1: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CB/5EA3: 84        Move vehicle/entity up 2 tiles
CB/5EA4: CE        Turn vehicle/entity down
CB/5EA5: FF        End queue
CB/5EA6: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/5EA8: 96        Move vehicle/entity down 6 tiles
CB/5EA9: 83        Move vehicle/entity left 1 tile
CB/5EAA: 86        Move vehicle/entity down 2 tiles
CB/5EAB: D1        Make vehicle/entity disappear
CB/5EAC: FF        End queue
CB/5EAD: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long 
CB/5EAF: 81        Move vehicle/entity right 1 tile
CB/5EB0: 96        Move vehicle/entity down 6 tiles
CB/5EB1: 83        Move vehicle/entity left 1 tile
CB/5EB2: 86        Move vehicle/entity down 2 tiles
CB/5EB3: D1        Make vehicle/entity disappear
CB/5EB4: FF        End queue
CB/5EB5: 1F    Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete)
CB/5EB7: 85        Move vehicle/entity right 2 tiles
CB/5EB8: 96        Move vehicle/entity down 6 tiles
CB/5EB9: 83        Move vehicle/entity left 1 tile
CB/5EBA: 86        Move vehicle/entity down 2 tiles
CB/5EBB: D1        Make vehicle/entity disappear
CB/5EBC: FF        End queue
CB/5EBD: 4B    Display dialogue message $0AB9, wait for button press
               Well, that's all for today!
               Come back again real soon!
CB/5EC0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5EC2: 80        Move vehicle/entity up 1 tile
CB/5EC3: FF        End queue
CB/5EC4: FE    Return

CB/5EC5: 4B    Display dialogue message $0A4D, wait for button press
               Today's auction is over.
CB/5EC8: FE    Return

CB/5EC9: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/5ECB: CF        Turn vehicle/entity left
CB/5ECC: E0        Pause for 4 * 2 (8) frames
CB/5ECE: CC        Turn vehicle/entity up
CB/5ECF: FF        End queue
CB/5ED0: 4B    Display dialogue message $0ABB, wait for button press
               Oh, how could I refuse those cute little eyes?! Ho, ho, ho
CB/5ED3: FE    Return

CB/5ED4: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/5ED6: CD        Turn vehicle/entity right
CB/5ED7: FF        End queue
CB/5ED8: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/5EDA: E0        Pause for 4 * 4 (16) frames
CB/5EDC: CF        Turn vehicle/entity left
CB/5EDD: FF        End queue
CB/5EDE: 4B    Display dialogue message $0ABA, wait for button press
               Papa!
               Let's buy lot's of stuff today, too!
CB/5EE1: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/5EE3: CC        Turn vehicle/entity up
CB/5EE4: FF        End queue
CB/5EE5: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/5EE7: E0        Pause for 4 * 1 (4) frames
CB/5EE9: CC        Turn vehicle/entity up
CB/5EEA: FF        End queue
CB/5EEB: FE    Return

CB/5EEC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB5F05
CB/5EF2: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CB5EFF
CB/5EF8: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/5EFA: 81        Move vehicle/entity right 1 tile
CB/5EFB: 83        Move vehicle/entity left 1 tile
CB/5EFC: FC        Branch 2 bytes backwards ($CB5EFA)
CB/5EFE: FF        End queue
CB/5EFF: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5F2E
CB/5F05: 3E    Delete object $11
CB/5F07: 42    Hide object $11
CB/5F09: 45    Refresh objects
CB/5F0A: C0    If ($1E80($25F) [$1ECB, bit 7] is set), branch to $CB5F16
CB/5F10: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB5F40
CB/5F16: D8    Set event bit $1E80($488) [$1F11, bit 0]
CB/5F18: C0    If ($1E80($253) [$1ECA, bit 3] is set), branch to $CB5F40
CB/5F1E: 50    Tint screen (cumulative) with color $FF
CB/5F20: 52    Tint characters (cumulative) with color $FF
CB/5F22: B2    Call subroutine $CB4928
CB/5F26: D8    Set event bit $1E80($487) [$1F10, bit 7]
CB/5F28: D8    Set event bit $1E80($48F) [$1F11, bit 7]
CB/5F2A: D8    Set event bit $1E80($490) [$1F12, bit 0]
CB/5F2C: D8    Set event bit $1E80($491) [$1F12, bit 1]
CB/5F2E: C0    If ($1E80($24A) [$1EC9, bit 2] is clear), branch to $CB5F38
CB/5F34: B2    Call subroutine $CB488C
CB/5F38: C0    If ($1E80($251) [$1ECA, bit 1] is clear), branch to $CB5F40
CB/5F3E: 50    Tint screen (cumulative) with color $FF
CB/5F40: C0    If ($1E80($252) [$1ECA, bit 2] is clear), branch to $CB5F4A
CB/5F46: B2    Call subroutine $CB4728
CB/5F4A: B2    Call subroutine $CB2CAA
CB/5F4E: C0    If ($1E80($253) [$1ECA, bit 3] is clear), branch to $CB5F60
CB/5F54: D9    Clear event bit $1E80($4AD) [$1F15, bit 5]
CB/5F56: D9    Clear event bit $1E80($4AE) [$1F15, bit 6]
CB/5F58: D9    Clear event bit $1E80($4AF) [$1F15, bit 7]
CB/5F5A: D9    Clear event bit $1E80($4B0) [$1F16, bit 0]
CB/5F5C: B2    Call subroutine $CB46D7
CB/5F60: B2    Call subroutine $CB441D
CB/5F64: FE    Return

CB/5F65: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CB/5F67: FE    Return

CB/5F68: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/5F6E: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CB/5F70: C1    If ($1E80($245) [$1EC8, bit 5] is clear) or ($1E80($247) [$1EC8, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/5F78: F0    Play song 9 (Gau), (high bit clear), full volume
CB/5F7A: FE    Return

CB/5F7B: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/5F81: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/5F87: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/5F89: CE        Turn vehicle/entity down
CB/5F8A: FF        End queue
CB/5F8B: 6A    Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down
CB/5F91: FE    Return

CB/5F92: B0    Execute the following commands until $B1 5 times
CB/5F94: 50        Tint screen (cumulative) with color $9F
CB/5F96: B4        Pause for 8 units
CB/5F98: B1        End block of repeating commands
CB/5F99: FE    Return

CB/5F9A: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long 
CB/5F9C: 1B        Do vehicle/entity graphical action $1B 
CB/5F9D: E0        Pause for 4 * 2 (8) frames
CB/5F9F: CC        Turn vehicle/entity up
CB/5FA0: E0        Pause for 4 * 4 (16) frames
CB/5FA2: 1B        Do vehicle/entity graphical action $1B 
CB/5FA3: E0        Pause for 4 * 2 (8) frames
CB/5FA5: CC        Turn vehicle/entity up
CB/5FA6: FF        End queue
CB/5FA7: F4    Play sound effect 154
CB/5FA9: 92    Pause for 30 units
CB/5FAA: F4    Play sound effect 154
CB/5FAC: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/5FAE: FE    Return

CB/5FAF: 6B    Load map $00CE (Jidoor, inn (always)) instantly, (upper bits $2000), place party at (19, 40), facing down
CB/5FB5: F0    Play song 21 (Johnny C. Bad), (high bit clear), full volume
CB/5FB7: B2    Call subroutine $CAC6AC
CB/5FBB: 3C    Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/5FC0: B2    Call subroutine $CB39B5
CB/5FC4: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/5FC6: D5        Set vehicle/entity's position to (19, 42)
CB/5FC9: CC        Turn vehicle/entity up
CB/5FCA: FF        End queue
CB/5FCB: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/5FCD: D5        Set vehicle/entity's position to (18, 40)
CB/5FD0: CD        Turn vehicle/entity right
CB/5FD1: FF        End queue
CB/5FD2: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/5FD4: D5        Set vehicle/entity's position to (20, 40)
CB/5FD7: CF        Turn vehicle/entity left
CB/5FD8: FF        End queue
CB/5FD9: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/5FDB: 20        Do vehicle/entity graphical action $20 
CB/5FDC: E0        Pause for 4 * 8 (32) frames
CB/5FDE: FF        End queue
CB/5FDF: B2    Call subroutine $CB62B3
CB/5FE3: 96    Restore screen from fade
CB/5FE4: 5C    Pause execution until fade in or fade out is complete
CB/5FE5: B0    Execute the following commands until $B1 3 times
CB/5FE7: 0B        Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/5FE9: 24            Do vehicle/entity graphical action $24 
CB/5FEA: E0            Pause for 4 * 2 (8) frames
CB/5FEC: CE            Turn vehicle/entity down
CB/5FED: FF            End queue
CB/5FEE: F4        Play sound effect 147
CB/5FF0: B4        Pause for 8 units
CB/5FF2: B1        End block of repeating commands
CB/5FF3: 94    Pause for 60 units
CB/5FF4: B0    Execute the following commands until $B1 4 times
CB/5FF6: 0B        Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/5FF8: 25            Do vehicle/entity graphical action $25 
CB/5FF9: E0            Pause for 4 * 2 (8) frames
CB/5FFB: CE            Turn vehicle/entity down
CB/5FFC: FF            End queue
CB/5FFD: F4        Play sound effect 147
CB/5FFF: B4        Pause for 8 units
CB/6001: B1        End block of repeating commands
CB/6002: B5    Pause for 15 * 6 (90) units
CB/6004: B0    Execute the following commands until $B1 2 times
CB/6006: 0B        Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/6008: 23            Do vehicle/entity graphical action $23 
CB/6009: E0            Pause for 4 * 1 (4) frames
CB/600B: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/600C: FF            End queue
CB/600D: B1        End block of repeating commands
CB/600E: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/6010: CE        Turn vehicle/entity down
CB/6011: FF        End queue
CB/6012: 93    Pause for 45 units
CB/6013: F4    Play sound effect 219
CB/6015: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/6017: 20        Do vehicle/entity graphical action $20 
CB/6018: 08        Do vehicle/entity graphical action $08 
CB/6019: CE        Turn vehicle/entity down
CB/601A: FF        End queue
CB/601B: 32    Begin action queue for character $32 (Party Character 1), 8 bytes long 
CB/601D: 1B        Do vehicle/entity graphical action $1B 
CB/601E: E0        Pause for 4 * 2 (8) frames
CB/6020: CC        Turn vehicle/entity up
CB/6021: E0        Pause for 4 * 1 (4) frames
CB/6023: 1B        Do vehicle/entity graphical action $1B 
CB/6024: FF        End queue
CB/6025: 4B    Display dialogue message $0AF6, wait for button press
               SABIN: No, GAU!
               Don't eat with your fingers!
CB/6028: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/602A: CC        Turn vehicle/entity up
CB/602B: FF        End queue
CB/602C: 92    Pause for 30 units
CB/602D: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/602F: CE        Turn vehicle/entity down
CB/6030: E0        Pause for 4 * 12 (48) frames
CB/6032: FF        End queue
CB/6033: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CB/6035: 20        Do vehicle/entity graphical action $20 
CB/6036: E0        Pause for 4 * 6 (24) frames
CB/6038: CE        Turn vehicle/entity down
CB/6039: FF        End queue
CB/603A: 4B    Display dialogue message $0AF7, wait for button press
               GAU: Yaoooo
CB/603D: 32    Begin action queue for character $32 (Party Character 1), 11 bytes long 
CB/603F: 17        Do vehicle/entity graphical action $17 
CB/6040: E0        Pause for 4 * 2 (8) frames
CB/6042: CC        Turn vehicle/entity up
CB/6043: E0        Pause for 4 * 2 (8) frames
CB/6045: 17        Do vehicle/entity graphical action $17 
CB/6046: E0        Pause for 4 * 1 (4) frames
CB/6048: CC        Turn vehicle/entity up
CB/6049: FF        End queue
CB/604A: 4B    Display dialogue message $0AF8, wait for button press
               SABIN: Don't say Yaoooo when you mean Yes!
CB/604D: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CB/604F: 20        Do vehicle/entity graphical action $20 
CB/6050: E0        Pause for 4 * 3 (12) frames
CB/6052: 19        Do vehicle/entity graphical action $19 
CB/6053: FF        End queue
CB/6054: 4B    Display dialogue message $0AF9, wait for button press
               GAU: Ho!
CB/6057: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/6059: 21        Do vehicle/entity graphical action $21 
CB/605A: FF        End queue
CB/605B: 4B    Display dialogue message $0AFA, wait for button press
               SABIN: 
CB/605E: 97    Fade screen to black
CB/605F: 5C    Pause execution until fade in or fade out is complete
CB/6060: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/6062: B2    Call subroutine $CACB95
CB/6066: B2    Call subroutine $CB6288
CB/606A: FE    Return

CB/606B: 6B    Load map $00C9 (Jidoor, item shop (always)) instantly, (upper bits $2000), place party at (34, 16), facing down
CB/6071: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/6073: D5        Set vehicle/entity's position to (36, 17)
CB/6076: CC        Turn vehicle/entity up
CB/6077: FF        End queue
CB/6078: 10    Begin action queue for character $10 (NPC $10), 29 bytes long 
CB/607A: C3        Set vehicle/entity's event speed to fast
CB/607B: 81        Move vehicle/entity right 1 tile
CB/607C: E0        Pause for 4 * 1 (4) frames
CB/607E: 81        Move vehicle/entity right 1 tile
CB/607F: E0        Pause for 4 * 2 (8) frames
CB/6081: 83        Move vehicle/entity left 1 tile
CB/6082: E0        Pause for 4 * 1 (4) frames
CB/6084: 83        Move vehicle/entity left 1 tile
CB/6085: E0        Pause for 4 * 2 (8) frames
CB/6087: FA        Pseudo-randomly choose to branch 12 bytes backwards ($CB607B) with 50 % chance
CB/6089: CC        Turn vehicle/entity up
CB/608A: E0        Pause for 4 * 16 (64) frames
CB/608C: CF        Turn vehicle/entity left
CB/608D: E0        Pause for 4 * 3 (12) frames
CB/608F: CD        Turn vehicle/entity right
CB/6090: E0        Pause for 4 * 3 (12) frames
CB/6092: CC        Turn vehicle/entity up
CB/6093: E0        Pause for 4 * 4 (16) frames
CB/6095: FC        Branch 26 bytes backwards ($CB607B)
CB/6097: B2    Call subroutine $CAC6AC
CB/609B: 3C    Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/60A0: B2    Call subroutine $CB39B5
CB/60A4: DE    Load CaseWord with the characters in the currently active party?
CB/60A5: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB60B2
CB/60AD: 3C    Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $01 (Actor in stot 1), $04 (Actor in stot 4)
CB/60B2: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/60B4: D5        Set vehicle/entity's position to (35, 18)
CB/60B7: CF        Turn vehicle/entity left
CB/60B8: FF        End queue
CB/60B9: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/60BB: D5        Set vehicle/entity's position to (33, 18)
CB/60BE: CD        Turn vehicle/entity right
CB/60BF: FF        End queue
CB/60C0: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/60C2: D5        Set vehicle/entity's position to (34, 17)
CB/60C5: CE        Turn vehicle/entity down
CB/60C6: FF        End queue
CB/60C7: 0B    Begin action queue for character $0B (Actor in stot 11), 7 bytes long (Wait until complete)
CB/60C9: D5        Set vehicle/entity's position to (34, 18)
CB/60CC: 20        Do vehicle/entity graphical action $20 
CB/60CD: E0        Pause for 4 * 8 (32) frames
CB/60CF: FF        End queue
CB/60D0: B2    Call subroutine $CB637C
CB/60D4: 38    Hold screen
CB/60D5: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/60D7: C3        Set vehicle/entity's event speed to fast
CB/60D8: 84        Move vehicle/entity up 2 tiles
CB/60D9: FF        End queue
CB/60DA: 96    Restore screen from fade
CB/60DB: 5C    Pause execution until fade in or fade out is complete
CB/60DC: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/60DD: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CB6119
CB/60E3: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/60E5: 21        Do vehicle/entity graphical action $21 
CB/60E6: E0        Pause for 4 * 2 (8) frames
CB/60E8: CE        Turn vehicle/entity down
CB/60E9: FF        End queue
CB/60EA: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/60EC: CC        Turn vehicle/entity up
CB/60ED: FF        End queue
CB/60EE: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CB/60F0: E0        Pause for 4 * 4 (16) frames
CB/60F2: CF        Turn vehicle/entity left
CB/60F3: FF        End queue
CB/60F4: 4B    Display dialogue message $0AFB, wait for button press
               TERRA: How do you like these?
               Wait! What about those?
               Hmoh well
CB/60F7: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/60F9: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CB/60FB: 1F        Do vehicle/entity graphical action $1F 
CB/60FC: E0        Pause for 4 * 1 (4) frames
CB/60FE: CE        Turn vehicle/entity down
CB/60FF: 1F        Do vehicle/entity graphical action $1F 
CB/6100: E0        Pause for 4 * 1 (4) frames
CB/6102: 18        Do vehicle/entity graphical action $18 
CB/6103: FF        End queue
CB/6104: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/6106: 1F        Do vehicle/entity graphical action $1F 
CB/6107: E0        Pause for 4 * 3 (12) frames
CB/6109: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/610A: FF        End queue
CB/610B: F4    Play sound effect 195
CB/610D: 4B    Display dialogue message $0AFC, wait for button press
               TERRA: Did you say something?
               Nno! Nothing
               Uh huh
CB/6110: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6112: CE        Turn vehicle/entity down
CB/6113: FF        End queue
CB/6114: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/6116: 21        Do vehicle/entity graphical action $21 
CB/6117: FF        End queue
CB/6118: 92    Pause for 30 units
CB/6119: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/611A: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CB615D
CB/6120: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/6122: 21        Do vehicle/entity graphical action $21 
CB/6123: E0        Pause for 4 * 2 (8) frames
CB/6125: CE        Turn vehicle/entity down
CB/6126: FF        End queue
CB/6127: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6129: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/612A: FF        End queue
CB/612B: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/612D: CD        Turn vehicle/entity right
CB/612E: FF        End queue
CB/612F: 4B    Display dialogue message $0AFD, wait for button press
               CELES: Which is it gonna be? Oh! This is nicebut
               Do you think it becomes GAU?
               Well
CB/6132: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/6134: 21        Do vehicle/entity graphical action $21 
CB/6135: E0        Pause for 4 * 1 (4) frames
CB/6137: CC        Turn vehicle/entity up
CB/6138: FF        End queue
CB/6139: 93    Pause for 45 units
CB/613A: 16    Begin action queue for character $16 (NPC $16), 10 bytes long 
CB/613C: C3        Set vehicle/entity's event speed to fast
CB/613D: 1F        Do vehicle/entity graphical action $1F 
CB/613E: E0        Pause for 4 * 1 (4) frames
CB/6140: CE        Turn vehicle/entity down
CB/6141: 1F        Do vehicle/entity graphical action $1F 
CB/6142: E0        Pause for 4 * 1 (4) frames
CB/6144: 18        Do vehicle/entity graphical action $18 
CB/6145: FF        End queue
CB/6146: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long 
CB/6148: 1F        Do vehicle/entity graphical action $1F 
CB/6149: E0        Pause for 4 * 3 (12) frames
CB/614B: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/614C: E0        Pause for 4 * 2 (8) frames
CB/614E: FF        End queue
CB/614F: 4B    Display dialogue message $0AFE, wait for button press
               CELES: What?!
               Nothing
CB/6152: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/6154: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6156: CE        Turn vehicle/entity down
CB/6157: FF        End queue
CB/6158: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/615A: CC        Turn vehicle/entity up
CB/615B: FF        End queue
CB/615C: 92    Pause for 30 units
CB/615D: DE    Load CaseWord with the characters in the currently active party?
CB/615E: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB619B
CB/6164: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/6165: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB619B
CB/616B: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/616D: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/616E: E0        Pause for 4 * 2 (8) frames
CB/6170: CE        Turn vehicle/entity down
CB/6171: FF        End queue
CB/6172: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/6174: CC        Turn vehicle/entity up
CB/6175: FF        End queue
CB/6176: 4B    Display dialogue message $0AFF, wait for button press
               CYAN: What a jaunty hat!
               Not at
CB/6179: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/617B: 21        Do vehicle/entity graphical action $21 
CB/617C: E0        Pause for 4 * 1 (4) frames
CB/617E: CC        Turn vehicle/entity up
CB/617F: FF        End queue
CB/6180: 93    Pause for 45 units
CB/6181: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CB/6183: 1F        Do vehicle/entity graphical action $1F 
CB/6184: E0        Pause for 4 * 1 (4) frames
CB/6186: CE        Turn vehicle/entity down
CB/6187: 1F        Do vehicle/entity graphical action $1F 
CB/6188: E0        Pause for 4 * 1 (4) frames
CB/618A: 18        Do vehicle/entity graphical action $18 
CB/618B: FF        End queue
CB/618C: 4B    Display dialogue message $0B00, wait for button press
               CYAN: Wait a minute!
               Where's the hat?
               
CB/618F: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CB/6191: CF        Turn vehicle/entity left
CB/6192: E0        Pause for 4 * 4 (16) frames
CB/6194: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/6195: FF        End queue
CB/6196: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6198: CE        Turn vehicle/entity down
CB/6199: FF        End queue
CB/619A: 93    Pause for 45 units
CB/619B: 42    Hide object $0B
CB/619D: 3D    Create object $1A
CB/619F: 45    Refresh objects
CB/61A0: 41    Show object $1A
CB/61A2: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/61A4: 20        Do vehicle/entity graphical action $20 
CB/61A5: E0        Pause for 4 * 2 (8) frames
CB/61A7: CE        Turn vehicle/entity down
CB/61A8: FF        End queue
CB/61A9: 4B    Display dialogue message $0B01, wait for button press
               SABIN: This is it!
               Me go to funeral?
               SABIN: Perfect!
               Functional yet sporty! Done!
               I don't think
CB/61AC: 93    Pause for 45 units
CB/61AD: DE    Load CaseWord with the characters in the currently active party?
CB/61AE: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB61C8
CB/61B4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/61B5: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CB61C8
CB/61BB: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/61BD: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/61BE: E0        Pause for 4 * 3 (12) frames
CB/61C0: CD        Turn vehicle/entity right
CB/61C1: FF        End queue
CB/61C2: 4B    Display dialogue message $0B02, wait for button press
               SETZER: Phew!
               Completely lacking in fashion
               SETZER: Excuse me, sir.
               Could you order some clothes like the ones I'm wearing?
               Impossible!
               SETZER! How dare you think of sticking him in that kinda getup?!
CB/61C5: 35    Pause execution until action queue for object $19 (NPC $19) is complete
CB/61C7: 93    Pause for 45 units
CB/61C8: DE    Load CaseWord with the characters in the currently active party?
CB/61C9: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CB6275
CB/61D1: 42    Hide object $1A
CB/61D3: 3E    Delete object $1A
CB/61D5: 45    Refresh objects
CB/61D6: 37    Assign graphics $20 to object $0B (Actor in stot 11)
CB/61D9: 41    Show object $0B
CB/61DB: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/61DD: 1F        Do vehicle/entity graphical action $1F 
CB/61DE: E0        Pause for 4 * 4 (16) frames
CB/61E0: CE        Turn vehicle/entity down
CB/61E1: FF        End queue
CB/61E2: 92    Pause for 30 units
CB/61E3: F4    Play sound effect 220
CB/61E5: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete)
CB/61E7: CF        Turn vehicle/entity left
CB/61E8: E0        Pause for 4 * 4 (16) frames
CB/61EA: CD        Turn vehicle/entity right
CB/61EB: E0        Pause for 4 * 4 (16) frames
CB/61ED: CE        Turn vehicle/entity down
CB/61EE: FF        End queue
CB/61EF: F4    Play sound effect 220
CB/61F1: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/61F3: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/61F4: FF        End queue
CB/61F5: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CB/61F7: 22        Do vehicle/entity graphical action $22 
CB/61F8: E0        Pause for 4 * 3 (12) frames
CB/61FA: CF        Turn vehicle/entity left
CB/61FB: FF        End queue
CB/61FC: 4B    Display dialogue message $0B03, wait for button press
               EDGAR: I got it!
               A tuxedo, silk hatand
               a rose in his teeth!
CB/61FF: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6201: 23        Do vehicle/entity graphical action $23 
CB/6202: FF        End queue
CB/6203: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long 
CB/6205: 24        Do vehicle/entity graphical action $24 
CB/6206: E0        Pause for 4 * 2 (8) frames
CB/6208: 25        Do vehicle/entity graphical action $25 
CB/6209: E0        Pause for 4 * 2 (8) frames
CB/620B: 24        Do vehicle/entity graphical action $24 
CB/620C: E0        Pause for 4 * 2 (8) frames
CB/620E: 25        Do vehicle/entity graphical action $25 
CB/620F: FF        End queue
CB/6210: 4B    Display dialogue message $0B04, wait for button press
               LOCKE: I think that's overdoing it just a bit
               He should have a bandana on his head!
CB/6213: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/6215: 42    Hide object $0B
CB/6217: 3D    Create object $1B
CB/6219: 45    Refresh objects
CB/621A: 41    Show object $1B
CB/621C: 94    Pause for 60 units
CB/621D: 04    Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete)
CB/621F: 1D        Do vehicle/entity graphical action $1D 
CB/6220: E0        Pause for 4 * 2 (8) frames
CB/6222: 1E        Do vehicle/entity graphical action $1E 
CB/6223: E0        Pause for 4 * 4 (16) frames
CB/6225: CF        Turn vehicle/entity left
CB/6226: FF        End queue
CB/6227: 4B    Display dialogue message $0B05, wait for button press
               EDGAR: What's so great about a bandana? Most of the time I see 'em tied around dogs at the beach!
CB/622A: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete)
CB/622C: 1F        Do vehicle/entity graphical action $1F 
CB/622D: E0        Pause for 4 * 1 (4) frames
CB/622F: CE        Turn vehicle/entity down
CB/6230: E0        Pause for 4 * 2 (8) frames
CB/6232: 1F        Do vehicle/entity graphical action $1F 
CB/6233: E0        Pause for 4 * 1 (4) frames
CB/6235: 18        Do vehicle/entity graphical action $18 
CB/6236: FF        End queue
CB/6237: F4    Play sound effect 195
CB/6239: 4B    Display dialogue message $0B06, wait for button press
               LOCKE: HEY!
               What do you mean by that?
CB/623C: 92    Pause for 30 units
CB/623D: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/623F: C3        Set vehicle/entity's event speed to fast
CB/6240: 82        Move vehicle/entity down 1 tile
CB/6241: FF        End queue
CB/6242: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CB/6244: 1F        Do vehicle/entity graphical action $1F 
CB/6245: FF        End queue
CB/6246: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CB/6248: 85        Move vehicle/entity right 2 tiles
CB/6249: E0        Pause for 4 * 2 (8) frames
CB/624B: 1B        Do vehicle/entity graphical action $1B 
CB/624C: C7        Set vehicle/entity to stay still when moving
CB/624D: DC        Make vehicle/entity jump (low)
CB/624E: C6        Set vehicle/entity to walk when moving
CB/624F: FF        End queue
CB/6250: 97    Fade screen to black
CB/6251: F4    Play sound effect 51
CB/6253: 91    Pause for 15 units
CB/6254: B0    Execute the following commands until $B1 2 times
CB/6256: F4        Play sound effect 120
CB/6258: 91        Pause for 15 units
CB/6259: F4        Play sound effect 148
CB/625B: 92        Pause for 30 units
CB/625C: B1        End block of repeating commands
CB/625D: B0    Execute the following commands until $B1 3 times
CB/625F: F4        Play sound effect 51
CB/6261: B4        Pause for 8 units
CB/6263: B1        End block of repeating commands
CB/6264: 92    Pause for 30 units
CB/6265: F4    Play sound effect 57
CB/6267: 94    Pause for 60 units
CB/6268: F4    Play sound effect 199
CB/626A: 42    Hide object $1B
CB/626C: 3E    Delete object $1B
CB/626E: 45    Refresh objects
CB/626F: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB6277
CB/6275: 97    Fade screen to black
CB/6276: 5C    Pause execution until fade in or fade out is complete
CB/6277: F2    Fade out current song with transition time 64
CB/6279: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/627B: C3        Set vehicle/entity's event speed to fast
CB/627C: 86        Move vehicle/entity down 2 tiles
CB/627D: FF        End queue
CB/627E: 39    Free screen
CB/627F: B2    Call subroutine $CACB95
CB/6283: B2    Call subroutine $CB6288
CB/6287: FE    Return

CB/6288: 3E    Delete object $11
CB/628A: 3E    Delete object $12
CB/628C: 3E    Delete object $13
CB/628E: 3E    Delete object $14
CB/6290: 3E    Delete object $15
CB/6292: 3E    Delete object $16
CB/6294: 3E    Delete object $17
CB/6296: 3E    Delete object $18
CB/6298: 3E    Delete object $19
CB/629A: 45    Refresh objects
CB/629B: 42    Hide object $11
CB/629D: 42    Hide object $12
CB/629F: 42    Hide object $13
CB/62A1: 42    Hide object $14
CB/62A3: 42    Hide object $15
CB/62A5: 42    Hide object $16
CB/62A7: 42    Hide object $17
CB/62A9: 42    Hide object $18
CB/62AB: 42    Hide object $19
CB/62AD: FE    Return

CB/62AE: B2    Call subroutine $CB441D
CB/62B2: FE    Return

CB/62B3: DE    Load CaseWord with the characters in the currently active party?
CB/62B4: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB62BF
CB/62BA: 3D    Create object $12
CB/62BC: 45    Refresh objects
CB/62BD: 41    Show object $12
CB/62BF: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB62CA
CB/62C5: 3D    Create object $13
CB/62C7: 45    Refresh objects
CB/62C8: 41    Show object $13
CB/62CA: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB62D5
CB/62D0: 3D    Create object $14
CB/62D2: 45    Refresh objects
CB/62D3: 41    Show object $14
CB/62D5: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB62E0
CB/62DB: 3D    Create object $15
CB/62DD: 45    Refresh objects
CB/62DE: 41    Show object $15
CB/62E0: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB62EB
CB/62E6: 3D    Create object $16
CB/62E8: 45    Refresh objects
CB/62E9: 41    Show object $16
CB/62EB: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB62F6
CB/62F1: 3D    Create object $17
CB/62F3: 45    Refresh objects
CB/62F4: 41    Show object $17
CB/62F6: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB6301
CB/62FC: 3D    Create object $18
CB/62FE: 45    Refresh objects
CB/62FF: 41    Show object $18
CB/6301: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB630C
CB/6307: 3D    Create object $19
CB/6309: 45    Refresh objects
CB/630A: 41    Show object $19
CB/630C: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB6317
CB/6312: 3D    Create object $1A
CB/6314: 45    Refresh objects
CB/6315: 41    Show object $1A
CB/6317: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/6318: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB6323
CB/631E: 3E    Delete object $12
CB/6320: 45    Refresh objects
CB/6321: 42    Hide object $12
CB/6323: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB632E
CB/6329: 3E    Delete object $13
CB/632B: 45    Refresh objects
CB/632C: 42    Hide object $13
CB/632E: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB6339
CB/6334: 3E    Delete object $14
CB/6336: 45    Refresh objects
CB/6337: 42    Hide object $14
CB/6339: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB6344
CB/633F: 3E    Delete object $15
CB/6341: 45    Refresh objects
CB/6342: 42    Hide object $15
CB/6344: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB634F
CB/634A: 3E    Delete object $16
CB/634C: 45    Refresh objects
CB/634D: 42    Hide object $16
CB/634F: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB635A
CB/6355: 3E    Delete object $17
CB/6357: 45    Refresh objects
CB/6358: 42    Hide object $17
CB/635A: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB6365
CB/6360: 3E    Delete object $18
CB/6362: 45    Refresh objects
CB/6363: 42    Hide object $18
CB/6365: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB6370
CB/636B: 3E    Delete object $19
CB/636D: 45    Refresh objects
CB/636E: 42    Hide object $19
CB/6370: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB637B
CB/6376: 3E    Delete object $1A
CB/6378: 45    Refresh objects
CB/6379: 42    Hide object $1A
CB/637B: FE    Return

CB/637C: DE    Load CaseWord with the characters in the currently active party?
CB/637D: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB6388
CB/6383: 3D    Create object $11
CB/6385: 45    Refresh objects
CB/6386: 41    Show object $11
CB/6388: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB6393
CB/638E: 3D    Create object $12
CB/6390: 45    Refresh objects
CB/6391: 41    Show object $12
CB/6393: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB639E
CB/6399: 3D    Create object $13
CB/639B: 45    Refresh objects
CB/639C: 41    Show object $13
CB/639E: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB63A9
CB/63A4: 3D    Create object $14
CB/63A6: 45    Refresh objects
CB/63A7: 41    Show object $14
CB/63A9: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB63B4
CB/63AF: 3D    Create object $15
CB/63B1: 45    Refresh objects
CB/63B2: 41    Show object $15
CB/63B4: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB63BF
CB/63BA: 3D    Create object $16
CB/63BC: 45    Refresh objects
CB/63BD: 41    Show object $16
CB/63BF: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB63CA
CB/63C5: 3D    Create object $17
CB/63C7: 45    Refresh objects
CB/63C8: 41    Show object $17
CB/63CA: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB63D5
CB/63D0: 3D    Create object $18
CB/63D2: 45    Refresh objects
CB/63D3: 41    Show object $18
CB/63D5: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB63E0
CB/63DB: 3D    Create object $19
CB/63DD: 45    Refresh objects
CB/63DE: 41    Show object $19
CB/63E0: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/63E1: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB63EC
CB/63E7: 3E    Delete object $11
CB/63E9: 45    Refresh objects
CB/63EA: 42    Hide object $11
CB/63EC: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB63F7
CB/63F2: 3E    Delete object $12
CB/63F4: 45    Refresh objects
CB/63F5: 42    Hide object $12
CB/63F7: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB6402
CB/63FD: 3E    Delete object $13
CB/63FF: 45    Refresh objects
CB/6400: 42    Hide object $13
CB/6402: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB640D
CB/6408: 3E    Delete object $14
CB/640A: 45    Refresh objects
CB/640B: 42    Hide object $14
CB/640D: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB6418
CB/6413: 3E    Delete object $15
CB/6415: 45    Refresh objects
CB/6416: 42    Hide object $15
CB/6418: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB6423
CB/641E: 3E    Delete object $16
CB/6420: 45    Refresh objects
CB/6421: 42    Hide object $16
CB/6423: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB642E
CB/6429: 3E    Delete object $17
CB/642B: 45    Refresh objects
CB/642C: 42    Hide object $17
CB/642E: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB6439
CB/6434: 3E    Delete object $18
CB/6436: 45    Refresh objects
CB/6437: 42    Hide object $18
CB/6439: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB6444
CB/643F: 3E    Delete object $19
CB/6441: 45    Refresh objects
CB/6442: 42    Hide object $19
CB/6444: FE    Return

CB/6445: C1    If ($1E80($245) [$1EC8, bit 5] is clear) or ($1E80($247) [$1EC8, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/644D: DE    Load CaseWord with the characters in the currently active party?
CB/644E: C1    If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/6456: B2    Call subroutine $CB65A8
CB/645A: FE    Return

CB/645B: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/6461: C0    If ($1E80($247) [$1EC8, bit 7] is set), branch to $CB67FE
CB/6467: DE    Load CaseWord with the characters in the currently active party?
CB/6468: C1    If ($1E80($1A5) [$1EB4, bit 5] is set) or ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB6478
CB/6470: 4B    Display dialogue message $033F, wait for button press
               AGED MAN: Go, unless you're a repair person!
CB/6473: 94    Pause for 60 units
CB/6474: 4B    Display dialogue message $0341, wait for button press
               AGED MAN: Haven't seen any skilled repair people in ages
CB/6477: FE    Return

CB/6478: C1    If ($1E80($1AB) [$1EB5, bit 3] is clear) or ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB648A
CB/6480: 4B    Display dialogue message $033F, wait for button press
               AGED MAN: Go, unless you're a repair person!
CB/6483: 4B    Display dialogue message $0340, wait for button press
               GAU: Wwhat?
CB/6486: 4B    Display dialogue message $0341, wait for button press
               AGED MAN: Haven't seen any skilled repair people in ages
CB/6489: FE    Return

CB/648A: C1    If ($1E80($1A5) [$1EB4, bit 5] is clear) or ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB6527
CB/6492: C0    If ($1E80($24B) [$1EC9, bit 3] is set), branch to $CB67FE
CB/6498: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/649A: C2        Set vehicle/entity's event speed to normal
CB/649B: 82        Move vehicle/entity down 1 tile
CB/649C: FF        End queue
CB/649D: B2    Call subroutine $CB2E34
CB/64A1: B2    Call subroutine $CAC6AC
CB/64A5: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/64AA: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/64AC: C2        Set vehicle/entity's event speed to normal
CB/64AD: 83        Move vehicle/entity left 1 tile
CB/64AE: CC        Turn vehicle/entity up
CB/64AF: FF        End queue
CB/64B0: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/64B2: C2        Set vehicle/entity's event speed to normal
CB/64B3: 81        Move vehicle/entity right 1 tile
CB/64B4: CC        Turn vehicle/entity up
CB/64B5: FF        End queue
CB/64B6: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/64B8: C2        Set vehicle/entity's event speed to normal
CB/64B9: 85        Move vehicle/entity right 2 tiles
CB/64BA: CC        Turn vehicle/entity up
CB/64BB: FF        End queue
CB/64BC: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/64BE: E0        Pause for 4 * 6 (24) frames
CB/64C0: CC        Turn vehicle/entity up
CB/64C1: FF        End queue
CB/64C2: 4B    Display dialogue message $0342, wait for button press
               AGED MAN: Oh, hello again!
               Yep, you were tops!
               SABIN: That's why we
               AGED MAN: Quick!
               Fix that chair!
               Then you can use it to reach the roof.
CB/64C5: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/64C7: 87        Move vehicle/entity left 2 tiles
CB/64C8: FF        End queue
CB/64C9: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/64CB: 83        Move vehicle/entity left 1 tile
CB/64CC: FF        End queue
CB/64CD: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/64CF: 81        Move vehicle/entity right 1 tile
CB/64D0: FF        End queue
CB/64D1: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/64D3: E0        Pause for 4 * 6 (24) frames
CB/64D5: FF        End queue
CB/64D6: B2    Call subroutine $CACB95
CB/64DA: 47    Make character in slot 0 the lead character
CB/64DB: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/64DD: 81        Move vehicle/entity right 1 tile
CB/64DE: 8A        Move vehicle/entity down 3 tiles
CB/64DF: FF        End queue
CB/64E0: 6A    Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down
CB/64E6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/64E8: 8A        Move vehicle/entity down 3 tiles
CB/64E9: FF        End queue
CB/64EA: B2    Call subroutine $CAC6AC
CB/64EE: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/64F0: C2        Set vehicle/entity's event speed to normal
CB/64F1: A2        Move vehicle/entity left/down 1x1 tiles
CB/64F2: CD        Turn vehicle/entity right
CB/64F3: FF        End queue
CB/64F4: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/64F6: C2        Set vehicle/entity's event speed to normal
CB/64F7: A1        Move vehicle/entity right/down 1x1 tiles
CB/64F8: CF        Turn vehicle/entity left
CB/64F9: FF        End queue
CB/64FA: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/64FC: C2        Set vehicle/entity's event speed to normal
CB/64FD: 86        Move vehicle/entity down 2 tiles
CB/64FE: CC        Turn vehicle/entity up
CB/64FF: FF        End queue
CB/6500: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/6502: C2        Set vehicle/entity's event speed to normal
CB/6503: CE        Turn vehicle/entity down
CB/6504: E0        Pause for 4 * 6 (24) frames
CB/6506: FF        End queue
CB/6507: 4B    Display dialogue message $0343, wait for button press
               SABIN: You don't suppose
               Can this be GAU's father?
CB/650A: 94    Pause for 60 units
CB/650B: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/650D: A0        Move vehicle/entity right/up 1x1 tiles
CB/650E: FF        End queue
CB/650F: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/6511: A3        Move vehicle/entity left/up 1x1 tiles
CB/6512: FF        End queue
CB/6513: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/6515: 84        Move vehicle/entity up 2 tiles
CB/6516: FF        End queue
CB/6517: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/6519: E0        Pause for 4 * 6 (24) frames
CB/651B: FF        End queue
CB/651C: D4    Set event bit $1E80($24B) [$1EC9, bit 3]
CB/651E: B2    Call subroutine $CB2E2B
CB/6522: B2    Call subroutine $CACB95
CB/6526: FE    Return

CB/6527: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/6529: C2        Set vehicle/entity's event speed to normal
CB/652A: 82        Move vehicle/entity down 1 tile
CB/652B: FF        End queue
CB/652C: B2    Call subroutine $CB2E34
CB/6530: B2    Call subroutine $CAC6AC
CB/6534: 3C    Set up the party as follows: $05 (Actor in stot 5), $0B (Actor in stot 11), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/6539: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/653B: C2        Set vehicle/entity's event speed to normal
CB/653C: 83        Move vehicle/entity left 1 tile
CB/653D: CC        Turn vehicle/entity up
CB/653E: FF        End queue
CB/653F: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/6541: C2        Set vehicle/entity's event speed to normal
CB/6542: 81        Move vehicle/entity right 1 tile
CB/6543: CC        Turn vehicle/entity up
CB/6544: FF        End queue
CB/6545: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/6547: C2        Set vehicle/entity's event speed to normal
CB/6548: 85        Move vehicle/entity right 2 tiles
CB/6549: CC        Turn vehicle/entity up
CB/654A: FF        End queue
CB/654B: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/654D: C2        Set vehicle/entity's event speed to normal
CB/654E: E0        Pause for 4 * 6 (24) frames
CB/6550: CC        Turn vehicle/entity up
CB/6551: FF        End queue
CB/6552: 4B    Display dialogue message $0342, wait for button press
               AGED MAN: Oh, hello again!
               Yep, you were tops!
               SABIN: That's why we
               AGED MAN: Quick!
               Fix that chair!
               Then you can use it to reach the roof.
CB/6555: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/6557: 87        Move vehicle/entity left 2 tiles
CB/6558: FF        End queue
CB/6559: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/655B: 83        Move vehicle/entity left 1 tile
CB/655C: FF        End queue
CB/655D: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/655F: 81        Move vehicle/entity right 1 tile
CB/6560: FF        End queue
CB/6561: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/6563: E0        Pause for 4 * 6 (24) frames
CB/6565: FF        End queue
CB/6566: B2    Call subroutine $CACB95
CB/656A: 47    Make character in slot 0 the lead character
CB/656B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/656D: 81        Move vehicle/entity right 1 tile
CB/656E: 8A        Move vehicle/entity down 3 tiles
CB/656F: FF        End queue
CB/6570: 6A    Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down
CB/6576: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/6578: 8A        Move vehicle/entity down 3 tiles
CB/6579: FF        End queue
CB/657A: B2    Call subroutine $CAC6AC
CB/657E: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/6580: A2        Move vehicle/entity left/down 1x1 tiles
CB/6581: CD        Turn vehicle/entity right
CB/6582: FF        End queue
CB/6583: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/6585: A1        Move vehicle/entity right/down 1x1 tiles
CB/6586: CF        Turn vehicle/entity left
CB/6587: FF        End queue
CB/6588: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/658A: 86        Move vehicle/entity down 2 tiles
CB/658B: CC        Turn vehicle/entity up
CB/658C: FF        End queue
CB/658D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/658F: CE        Turn vehicle/entity down
CB/6590: E0        Pause for 4 * 6 (24) frames
CB/6592: FF        End queue
CB/6593: 4B    Display dialogue message $0AF2, wait for button press
               SABIN: You don't suppose
               GAU, could this be your father?
               GAU: Uooo
CB/6596: 93    Pause for 45 units
CB/6597: 4B    Display dialogue message $0AF3, wait for button press
               SABIN: Come on,
               GAU.
               It's true, right?
               GAU: fffatherrr?
               SABIN: Yes.
               This is definitely your father.
               GAU: ???
               GAU'sfather?!
               Oooogauooooo!
CB/659A: 92    Pause for 30 units
CB/659B: 4B    Display dialogue message $0AF4, wait for button press
               SABIN: Right!!
               Let's go tell your father the news!
               He needs to know you're his son!
CB/659E: 94    Pause for 60 units
CB/659F: D4    Set event bit $1E80($245) [$1EC8, bit 5]
CB/65A1: C0    If ($1E80($176) [$1EAE, bit 6] is clear), branch to $CB65CC
CB/65A7: FE    Return

CB/65A8: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/65AA: C1        Set vehicle/entity's event speed to slow
CB/65AB: 86        Move vehicle/entity down 2 tiles
CB/65AC: FF        End queue
CB/65AD: B2    Call subroutine $CAC6AC
CB/65B1: 3C    Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/65B6: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/65B8: CE        Turn vehicle/entity down
CB/65B9: FF        End queue
CB/65BA: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/65BC: C2        Set vehicle/entity's event speed to normal
CB/65BD: 83        Move vehicle/entity left 1 tile
CB/65BE: CE        Turn vehicle/entity down
CB/65BF: FF        End queue
CB/65C0: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/65C2: C2        Set vehicle/entity's event speed to normal
CB/65C3: 81        Move vehicle/entity right 1 tile
CB/65C4: CE        Turn vehicle/entity down
CB/65C5: FF        End queue
CB/65C6: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CB/65C8: C1        Set vehicle/entity's event speed to slow
CB/65C9: 86        Move vehicle/entity down 2 tiles
CB/65CA: FF        End queue
CB/65CB: 94    Pause for 60 units
CB/65CC: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/65CE: CF        Turn vehicle/entity left
CB/65CF: E0        Pause for 4 * 3 (12) frames
CB/65D1: CC        Turn vehicle/entity up
CB/65D2: FF        End queue
CB/65D3: 4B    Display dialogue message $0AF5, wait for button press
               SABIN: Just a minute
               We can't just go there with you looking like this.
               SABIN: I know!
               Let's go to Jidoor and give you a make-over!
CB/65D6: 97    Fade screen to black
CB/65D7: 5C    Pause execution until fade in or fade out is complete
CB/65D8: B2    Call subroutine $CACB95
CB/65DC: 3B    Position character in a "ready-to-go" stance
CB/65DD: B2    Call subroutine $CB2E2B
CB/65E1: B2    Call subroutine $CB5FAF
CB/65E5: B2    Call subroutine $CB606B
CB/65E9: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/65EB: 6B    Load map $0083 (Gau's father's house, outdoors (WoR)) instantly, (upper bits $0000), place party at (7, 12), facing up
CB/65F1: 37    Assign graphics $20 to object $0B (Actor in stot 11)
CB/65F4: B2    Call subroutine $CAC6AC
CB/65F8: 3C    Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/65FD: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/65FF: CC        Turn vehicle/entity up
CB/6600: FF        End queue
CB/6601: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/6603: C2        Set vehicle/entity's event speed to normal
CB/6604: A3        Move vehicle/entity left/up 1x1 tiles
CB/6605: CE        Turn vehicle/entity down
CB/6606: FF        End queue
CB/6607: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/6609: C2        Set vehicle/entity's event speed to normal
CB/660A: A0        Move vehicle/entity right/up 1x1 tiles
CB/660B: CE        Turn vehicle/entity down
CB/660C: FF        End queue
CB/660D: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/660F: C2        Set vehicle/entity's event speed to normal
CB/6610: 80        Move vehicle/entity up 1 tile
CB/6611: CE        Turn vehicle/entity down
CB/6612: E0        Pause for 4 * 3 (12) frames
CB/6614: FF        End queue
CB/6615: 96    Restore screen from fade
CB/6616: 5C    Pause execution until fade in or fade out is complete
CB/6617: 92    Pause for 30 units
CB/6618: 4B    Display dialogue message $0B07, wait for button press
               SABIN: Okay, GAU?
               Now, any father'd be glad to have a son like you!
               GAU: Hooo
CB/661B: 93    Pause for 45 units
CB/661C: B2    Call subroutine $CB2E34
CB/6620: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/6622: A1        Move vehicle/entity right/down 1x1 tiles
CB/6623: FF        End queue
CB/6624: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/6626: A2        Move vehicle/entity left/down 1x1 tiles
CB/6627: FF        End queue
CB/6628: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/662A: 82        Move vehicle/entity down 1 tile
CB/662B: E0        Pause for 4 * 2 (8) frames
CB/662D: FF        End queue
CB/662E: B2    Call subroutine $CACB95
CB/6632: 3B    Position character in a "ready-to-go" stance
CB/6633: B2    Call subroutine $CB2E2B
CB/6637: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/6639: C2        Set vehicle/entity's event speed to normal
CB/663A: 90        Move vehicle/entity up 5 tiles
CB/663B: FF        End queue
CB/663C: 73    Replace current map's Layer 1 at (7, 6) with the following (2 x 1) chunk, refresh immediately
CB/6641:       $14, $23
CB/6643: 91    Pause for 15 units
CB/6644: 6A    Load map $0074 (Gau's father's house, indoors (always)) after fade out, (upper bits $0000), place party at (116, 14), facing up
CB/664A: F0    Play song 9 (Gau), (high bit clear), full volume
CB/664C: 92    Pause for 30 units
CB/664D: 96    Restore screen from fade
CB/664E: 5C    Pause execution until fade in or fade out is complete
CB/664F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/6651: 88        Move vehicle/entity up 3 tiles
CB/6652: 83        Move vehicle/entity left 1 tile
CB/6653: FF        End queue
CB/6654: B2    Call subroutine $CAC6AC
CB/6658: 3C    Set up the party as follows: $05 (Actor in stot 5), $0B (Actor in stot 11), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/665D: B2    Call subroutine $CB2E34
CB/6661: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6663: CC        Turn vehicle/entity up
CB/6664: FF        End queue
CB/6665: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/6667: C2        Set vehicle/entity's event speed to normal
CB/6668: 85        Move vehicle/entity right 2 tiles
CB/6669: CC        Turn vehicle/entity up
CB/666A: FF        End queue
CB/666B: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/666D: C2        Set vehicle/entity's event speed to normal
CB/666E: 81        Move vehicle/entity right 1 tile
CB/666F: CC        Turn vehicle/entity up
CB/6670: FF        End queue
CB/6671: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CB/6673: C1        Set vehicle/entity's event speed to slow
CB/6674: 83        Move vehicle/entity left 1 tile
CB/6675: E0        Pause for 4 * 8 (32) frames
CB/6677: CC        Turn vehicle/entity up
CB/6678: FF        End queue
CB/6679: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/667B: CE        Turn vehicle/entity down
CB/667C: FF        End queue
CB/667D: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/667E: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB66A1
CB/6684: C0    If ($1E80($256) [$1ECA, bit 6] is set), branch to $CB66A1
CB/668A: C0    If ($1E80($1DA) [$1EBB, bit 2] is clear), branch to $CB669B
CB/6690: D4    Set event bit $1E80($256) [$1ECA, bit 6]
CB/6692: 4B    Display dialogue message $0B14, wait for button press (At bottom of screen)
               AGED MAN: The repairman,
               at last!
               Uh, no.
               I was wondering if you knew anything about Emperor Gestahl's map
               AGED MAN: Map?! 
               Everyone's askin' 'bout that map!
               Pardon?!
               AGED MAN: Little while ago, some guy wearin' a bandana asked for the map.
               So I told him!
               Wwhere is it?
CB/6695: 4B    Display dialogue message $0B15, wait for button press (At bottom of screen)
               AGED MAN: It's where the mountains form a star-shape!
               You should have just come out and asked me.
               No need to be shy!
CB/6698: 4B    Display dialogue message $0B09, wait for button press (At bottom of screen)
               SABIN: Now, Sir 
               AGED MAN: Oh! Yes!
               I'd like you to make those repairs on the double!
               SABIN: Sir
               Youhad a son, right?
               You with me!?
CB/669B: C0    If ($1E80($1DA) [$1EBB, bit 2] is set), branch to $CB66A4
CB/66A1: 4B    Display dialogue message $0B08, wait for button press (At bottom of screen)
               SABIN: Excuse me, Sir.
               AGED MAN: Who'n blazes 'r you? 
               Oh! The repairman!
               SABIN: Sir
               Youhad a son, right?
               You with me!?
CB/66A4: 4B    Display dialogue message $0B0A, wait for button press (At bottom of screen)
               AGED MAN: son?
               SABIN: Right.
               The truth is, he's alive!
               Come here, GAU!
CB/66A7: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/66A9: 22        Do vehicle/entity graphical action $22 
CB/66AA: E0        Pause for 4 * 2 (8) frames
CB/66AC: CF        Turn vehicle/entity left
CB/66AD: FF        End queue
CB/66AE: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/66B0: CD        Turn vehicle/entity right
CB/66B1: E0        Pause for 4 * 12 (48) frames
CB/66B3: CC        Turn vehicle/entity up
CB/66B4: FF        End queue
CB/66B5: 4B    Display dialogue message $0B0B, wait for button press (At bottom of screen)
               GAU: Fffatherrr
CB/66B8: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CB/66BA: CF        Turn vehicle/entity left
CB/66BB: E0        Pause for 4 * 2 (8) frames
CB/66BD: CE        Turn vehicle/entity down
CB/66BE: E0        Pause for 4 * 4 (16) frames
CB/66C0: CD        Turn vehicle/entity right
CB/66C1: E0        Pause for 4 * 2 (8) frames
CB/66C3: CE        Turn vehicle/entity down
CB/66C4: FF        End queue
CB/66C5: 4B    Display dialogue message $0B0C, wait for button press (At bottom of screen)
               AGED MAN: What is this?!
               What's with this son business? I never had a son!
CB/66C8: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/66CA: CC        Turn vehicle/entity up
CB/66CB: FF        End queue
CB/66CC: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/66CE: CC        Turn vehicle/entity up
CB/66CF: FF        End queue
CB/66D0: B5    Pause for 15 * 6 (90) units
CB/66D2: B2    Call subroutine $CB5F92
CB/66D6: 4B    Display dialogue message $0B0D, wait for button press (At bottom of screen)
               AGED MAN: But now that you mention it, I once had a terrible dream.  In it, a demon-child was born!
               I grabbed the creature, and rushed off to the Veldt with it
               It was crying like crazy when I arrived on the Veldt.
               SABIN: But, Sir!
CB/66D9: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/66DB: 21        Do vehicle/entity graphical action $21 
CB/66DC: E0        Pause for 4 * 2 (8) frames
CB/66DE: CC        Turn vehicle/entity up
CB/66DF: FF        End queue
CB/66E0: 94    Pause for 60 units
CB/66E1: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/66E3: CD        Turn vehicle/entity right
CB/66E4: FF        End queue
CB/66E5: 4B    Display dialogue message $0B0E, wait for button press (At bottom of screen)
               AGED MAN: I left the child there 
               And without looking back,
               I turned and started to run.
               SABIN: I'm trying to tell you
CB/66E8: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/66EA: 21        Do vehicle/entity graphical action $21 
CB/66EB: FF        End queue
CB/66EC: 94    Pause for 60 units
CB/66ED: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/66EF: CE        Turn vehicle/entity down
CB/66F0: FF        End queue
CB/66F1: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CB/66F3: CF        Turn vehicle/entity left
CB/66F4: E0        Pause for 4 * 2 (8) frames
CB/66F6: CE        Turn vehicle/entity down
CB/66F7: E0        Pause for 4 * 12 (48) frames
CB/66F9: 20        Do vehicle/entity graphical action $20 
CB/66FA: FF        End queue
CB/66FB: 4B    Display dialogue message $0B0F, wait for button press (At bottom of screen)
               AGED MAN: Suddenly the crying stopped. I turned around and saw a frightful monster
               Hideous! Still gives me the shakes.
               SABIN: I give up
CB/66FE: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/6700: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/6702: CD        Turn vehicle/entity right
CB/6703: FF        End queue
CB/6704: 4B    Display dialogue message $0B10, wait for button press (At bottom of screen)
               AGED MAN: But you, young man, your parents must be proud of you! I still have dreams of that demon child
               Frightening
CB/6707: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/6709: CE        Turn vehicle/entity down
CB/670A: FF        End queue
CB/670B: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/670D: CC        Turn vehicle/entity up
CB/670E: FF        End queue
CB/670F: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/6711: 1F        Do vehicle/entity graphical action $1F 
CB/6712: E0        Pause for 4 * 2 (8) frames
CB/6714: CC        Turn vehicle/entity up
CB/6715: FF        End queue
CB/6716: 4B    Display dialogue message $0B11, wait for button press (At bottom of screen)
               SABIN: Why! You old
               He's completely lost his mind!
               GAU, I'm gonna clobber him!!
CB/6719: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/671B: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/671D: 1B        Do vehicle/entity graphical action $1B 
CB/671E: FF        End queue
CB/671F: 93    Pause for 45 units
CB/6720: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/6722: C3        Set vehicle/entity's event speed to fast
CB/6723: 80        Move vehicle/entity up 1 tile
CB/6724: 81        Move vehicle/entity right 1 tile
CB/6725: CE        Turn vehicle/entity down
CB/6726: FF        End queue
CB/6727: B5    Pause for 15 * 6 (90) units
CB/6729: 4B    Display dialogue message $0B12, wait for button press (At bottom of screen)
               GAU: Uwaoooooooo
CB/672C: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/672E: 93    Pause for 45 units
CB/672F: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/6731: 21        Do vehicle/entity graphical action $21 
CB/6732: FF        End queue
CB/6733: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CB/6735: C1        Set vehicle/entity's event speed to slow
CB/6736: 83        Move vehicle/entity left 1 tile
CB/6737: 86        Move vehicle/entity down 2 tiles
CB/6738: 85        Move vehicle/entity right 2 tiles
CB/6739: CE        Turn vehicle/entity down
CB/673A: FF        End queue
CB/673B: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/673D: CF        Turn vehicle/entity left
CB/673E: E0        Pause for 4 * 2 (8) frames
CB/6740: CE        Turn vehicle/entity down
CB/6741: FF        End queue
CB/6742: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/6744: CF        Turn vehicle/entity left
CB/6745: E0        Pause for 4 * 2 (8) frames
CB/6747: CE        Turn vehicle/entity down
CB/6748: FF        End queue
CB/6749: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/674B: CF        Turn vehicle/entity left
CB/674C: E0        Pause for 4 * 2 (8) frames
CB/674E: CE        Turn vehicle/entity down
CB/674F: FF        End queue
CB/6750: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/6752: 86        Move vehicle/entity down 2 tiles
CB/6753: FF        End queue
CB/6754: 42    Hide object $0B
CB/6756: 94    Pause for 60 units
CB/6757: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/6759: C2        Set vehicle/entity's event speed to normal
CB/675A: 83        Move vehicle/entity left 1 tile
CB/675B: FF        End queue
CB/675C: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/675E: C2        Set vehicle/entity's event speed to normal
CB/675F: E0        Pause for 4 * 2 (8) frames
CB/6761: 81        Move vehicle/entity right 1 tile
CB/6762: FF        End queue
CB/6763: 3F    Remove character $0B (Actor in stot 11) from the party
CB/6766: 3E    Delete object $0B
CB/6768: 45    Refresh objects
CB/6769: B2    Call subroutine $CB0E1C
CB/676D: B2    Call subroutine $CACB95
CB/6771: 3B    Position character in a "ready-to-go" stance
CB/6772: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/6774: 8A        Move vehicle/entity down 3 tiles
CB/6775: FF        End queue
CB/6776: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/6778: D8    Set event bit $1E80($48E) [$1F11, bit 6]
CB/677A: 6A    Load map $0083 (Gau's father's house, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 7), facing down
CB/6780: B2    Call subroutine $CB2E2B
CB/6784: 3A    Enable player to move while event commands execute
CB/6785: D4    Set event bit $1E80($247) [$1EC8, bit 7]
CB/6787: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/6789: 82        Move vehicle/entity down 1 tile
CB/678A: FF        End queue
CB/678B: B2    Call subroutine $CAC6AC
CB/678F: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/6794: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long 
CB/6796: C1        Set vehicle/entity's event speed to slow
CB/6797: CE        Turn vehicle/entity down
CB/6798: C7        Set vehicle/entity to stay still when moving
CB/6799: 82        Move vehicle/entity down 1 tile
CB/679A: C6        Set vehicle/entity to walk when moving
CB/679B: FF        End queue
CB/679C: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CB/679E: C1        Set vehicle/entity's event speed to slow
CB/679F: CE        Turn vehicle/entity down
CB/67A0: C7        Set vehicle/entity to stay still when moving
CB/67A1: A1        Move vehicle/entity right/down 1x1 tiles
CB/67A2: C6        Set vehicle/entity to walk when moving
CB/67A3: FF        End queue
CB/67A4: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete)
CB/67A6: C1        Set vehicle/entity's event speed to slow
CB/67A7: CE        Turn vehicle/entity down
CB/67A8: C7        Set vehicle/entity to stay still when moving
CB/67A9: A2        Move vehicle/entity left/down 1x1 tiles
CB/67AA: C6        Set vehicle/entity to walk when moving
CB/67AB: E0        Pause for 4 * 4 (16) frames
CB/67AD: FF        End queue
CB/67AE: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/67B0: 86        Move vehicle/entity down 2 tiles
CB/67B1: FF        End queue
CB/67B2: 92    Pause for 30 units
CB/67B3: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/67B5: 20        Do vehicle/entity graphical action $20 
CB/67B6: FF        End queue
CB/67B7: 4B    Display dialogue message $0B17, wait for button press
               SABIN: II'm sorry
CB/67BA: 94    Pause for 60 units
CB/67BB: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/67BF: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB67D3
CB/67C5: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/67C7: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/67C8: E0        Pause for 4 * 12 (48) frames
CB/67CA: CE        Turn vehicle/entity down
CB/67CB: FF        End queue
CB/67CC: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/67CE: 23        Do vehicle/entity graphical action $23 
CB/67CF: E0        Pause for 4 * 12 (48) frames
CB/67D1: CE        Turn vehicle/entity down
CB/67D2: FF        End queue
CB/67D3: B5    Pause for 15 * 6 (90) units
CB/67D5: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/67D7: CE        Turn vehicle/entity down
CB/67D8: FF        End queue
CB/67D9: 92    Pause for 30 units
CB/67DA: 4B    Display dialogue message $0B18, wait for button press
               GAU: Fffatherrralive
               H a p p y
CB/67DD: 95    Pause for 120 units
CB/67DE: 5A    Fade screen at speed $04
CB/67E0: 5C    Pause execution until fade in or fade out is complete
CB/67E1: D9    Clear event bit $1E80($48E) [$1F11, bit 6]
CB/67E3: 37    Assign graphics $0B to object $0B (Actor in stot 11)
CB/67E6: 3D    Create object $0B
CB/67E8: 45    Refresh objects
CB/67E9: 3F    Assign character $0B (Actor in stot 11) to party 1
CB/67EC: B2    Call subroutine $CACB95
CB/67F0: D4    Set event bit $1E80($249) [$1EC9, bit 1]
CB/67F2: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/67F4: F2    Fade out current song with transition time 160
CB/67F6: FA    Stop temporarily played song
CB/67F7: 6B    Load map $01FF (world map) instantly, (upper bits $2000), place party at (0, 0), facing down, flags $00
CB/67FD: FF        End map script

CB/67FE: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CB/67FF: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB6824
CB/6805: C0    If ($1E80($256) [$1ECA, bit 6] is set), branch to $CB681D
CB/680B: C0    If ($1E80($1DA) [$1EBB, bit 2] is clear), branch to $CB6819
CB/6811: 4B    Display dialogue message $0B14, wait for button press (At bottom of screen)
               AGED MAN: The repairman,
               at last!
               Uh, no.
               I was wondering if you knew anything about Emperor Gestahl's map
               AGED MAN: Map?! 
               Everyone's askin' 'bout that map!
               Pardon?!
               AGED MAN: Little while ago, some guy wearin' a bandana asked for the map.
               So I told him!
               Wwhere is it?
CB/6814: 4B    Display dialogue message $0B15, wait for button press (At bottom of screen)
               AGED MAN: It's where the mountains form a star-shape!
               You should have just come out and asked me.
               No need to be shy!
CB/6817: D4    Set event bit $1E80($256) [$1ECA, bit 6]
CB/6819: 4B    Display dialogue message $0B13, wait for button press (At bottom of screen)
               AGED MAN: Eh?
               Say, is everything fixed yet?
CB/681C: FE    Return

CB/681D: 4B    Display dialogue message $0B16, wait for button press (At bottom of screen)
               AGED MAN: Got it?!
               Where the mountains form the shape of a star!
CB/6820: 4B    Display dialogue message $0B13, wait for button press (At bottom of screen)
               AGED MAN: Eh?
               Say, is everything fixed yet?
CB/6823: FE    Return

CB/6824: 4B    Display dialogue message $0B13, wait for button press (At bottom of screen)
               AGED MAN: Eh?
               Say, is everything fixed yet?
CB/6827: FE    Return

CB/6828: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB645B
CB/682E: E2    Set bit in CaseWord for the lead character in the current party
CB/682F: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB689C
CB/6835: E2    Set bit in CaseWord for the lead character in the current party
CB/6836: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB689C
CB/683C: E2    Set bit in CaseWord for the lead character in the current party
CB/683D: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB689C
CB/6843: E2    Set bit in CaseWord for the lead character in the current party
CB/6844: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB689C
CB/684A: E2    Set bit in CaseWord for the lead character in the current party
CB/684B: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CB689C
CB/6851: E2    Set bit in CaseWord for the lead character in the current party
CB/6852: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB689C
CB/6858: E2    Set bit in CaseWord for the lead character in the current party
CB/6859: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB689C
CB/685F: E2    Set bit in CaseWord for the lead character in the current party
CB/6860: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB689C
CB/6866: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CB68D2
CB/686C: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CB68A0
CB/6872: 4B    Display dialogue message $01B0, wait for button press
               AGED MAN: Hey!!?
CB/6875: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/6877: C3        Set vehicle/entity's event speed to fast
CB/6878: 92        Move vehicle/entity down 5 tiles
CB/6879: E0        Pause for 4 * 2 (8) frames
CB/687B: CF        Turn vehicle/entity left
CB/687C: E0        Pause for 4 * 1 (4) frames
CB/687E: CC        Turn vehicle/entity up
CB/687F: FF        End queue
CB/6880: 4B    Display dialogue message $01AD, wait for button press
               AGED MAN: You the clock maker? I been waitin' for ages!
CB/6883: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/6885: CE        Turn vehicle/entity down
CB/6886: FF        End queue
CB/6887: 4B    Display dialogue message $01AE, wait for button press
               Uhno.
               I'm not the clock maker.
CB/688A: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CB/688C: 90        Move vehicle/entity up 5 tiles
CB/688D: E0        Pause for 4 * 1 (4) frames
CB/688F: CF        Turn vehicle/entity left
CB/6890: E0        Pause for 4 * 1 (4) frames
CB/6892: CE        Turn vehicle/entity down
CB/6893: FF        End queue
CB/6894: 4B    Display dialogue message $01AF, wait for button press
               AGED MAN: There it is, on the wall. Ain't been tickin' for 1, 5, shucks, maybe even 10 years!
CB/6897: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/6899: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/689B: FE    Return

CB/689C: 4B    Display dialogue message $01B8, wait for button press (At bottom of screen)
               AGED MAN: You've come to fix the door!?
CB/689F: FE    Return

CB/68A0: 4B    Display dialogue message $01B0, wait for button press
               AGED MAN: Hey!!?
CB/68A3: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/68A5: C2        Set vehicle/entity's event speed to normal
CB/68A6: C7        Set vehicle/entity to stay still when moving
CB/68A7: 83        Move vehicle/entity left 1 tile
CB/68A8: C6        Set vehicle/entity to walk when moving
CB/68A9: CD        Turn vehicle/entity right
CB/68AA: FF        End queue
CB/68AB: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/68AD: C3        Set vehicle/entity's event speed to fast
CB/68AE: 8E        Move vehicle/entity down 4 tiles
CB/68AF: E0        Pause for 4 * 2 (8) frames
CB/68B1: CF        Turn vehicle/entity left
CB/68B2: E0        Pause for 4 * 1 (4) frames
CB/68B4: CC        Turn vehicle/entity up
CB/68B5: FF        End queue
CB/68B6: 4B    Display dialogue message $01AD, wait for button press
               AGED MAN: You the clock maker? I been waitin' for ages!
CB/68B9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/68BB: CE        Turn vehicle/entity down
CB/68BC: FF        End queue
CB/68BD: 4B    Display dialogue message $01AE, wait for button press
               Uhno.
               I'm not the clock maker.
CB/68C0: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CB/68C2: 8C        Move vehicle/entity up 4 tiles
CB/68C3: E0        Pause for 4 * 1 (4) frames
CB/68C5: CF        Turn vehicle/entity left
CB/68C6: E0        Pause for 4 * 1 (4) frames
CB/68C8: CE        Turn vehicle/entity down
CB/68C9: FF        End queue
CB/68CA: 4B    Display dialogue message $01AF, wait for button press
               AGED MAN: There it is, on the wall. Ain't been tickin' for 1, 5, shucks, maybe even 10 years!
CB/68CD: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/68CF: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/68D1: FE    Return

CB/68D2: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB68E3
CB/68D8: 4B    Display dialogue message $01B4, wait for button press
               AGED MAN: Got it!
CB/68DB: 4B    Display dialogue message $01B3, wait for button press
               AGED MAN: Lawnmower repairman, eh? Couldn't provide worse service! Grass's 25 feet high out back!
CB/68DE: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/68E0: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/68E2: FE    Return

CB/68E3: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB68F1
CB/68E9: 4B    Display dialogue message $01B6, wait for button press
               AGED MAN: No more lip, repairman! Fix that stove, on the double!!!
CB/68EC: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/68EE: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/68F0: FE    Return

CB/68F1: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB6828
CB/68F7: 4B    Display dialogue message $01B7, wait for button press
               AGED MAN: Goodness! 
               Then you must be
CB/68FA: 4B    Display dialogue message $01B5, wait for button press
               AGED MAN: You're here to fix my bed! It's squeakin' like all git-out!
CB/68FD: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/68FF: D3    Clear event bit $1E80($1F0) [$1EBE, bit 0]
CB/6901: FE    Return

CB/6902: F4    Play sound effect 247
CB/6904: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/6906: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/6908: C7        Set vehicle/entity to stay still when moving
CB/6909: C3        Set vehicle/entity's event speed to fast
CB/690A: DC        Make vehicle/entity jump (low)
CB/690B: 82        Move vehicle/entity down 1 tile
CB/690C: C6        Set vehicle/entity to walk when moving
CB/690D: FF        End queue
CB/690E: 4B    Display dialogue message $01BA, wait for button press
               Yaaaouch!!!!
CB/6911: FE    Return

CB/6912: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/691A: E2    Set bit in CaseWord for the lead character in the current party
CB/691B: C9    If ($1E80($1A5) [$1EB4, bit 5] is clear) and ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB6902
CB/6923: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6902
CB/6929: C0    If ($1E80($022) [$1E84, bit 2] is set), branch to $CB6902
CB/692F: B2    Call subroutine $CB6902
CB/6933: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/6935: CD        Turn vehicle/entity right
CB/6936: FF        End queue
CB/6937: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/6939: 21        Do vehicle/entity graphical action $21 
CB/693A: E0        Pause for 4 * 2 (8) frames
CB/693C: CC        Turn vehicle/entity up
CB/693D: E0        Pause for 4 * 2 (8) frames
CB/693F: CF        Turn vehicle/entity left
CB/6940: FF        End queue
CB/6941: 4B    Display dialogue message $01B9, wait for button press
               Phew!
               No child could be this mischievious!
CB/6944: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/6946: CC        Turn vehicle/entity up
CB/6947: FF        End queue
CB/6948: 4B    Display dialogue message $01BC, wait for button press
               AGED MAN: Child?
               Ain't no child 'round here!
               Bolderdash!
               I'm ready for you to leave!
               Go on, git! I'm tossin' ya out onta the Veldt!
               ???
               I'd rather take a stick in the eye than deal with that guy again
CB/694B: D0    Set event bit $1E80($022) [$1E84, bit 2]
CB/694D: 6A    Load map $0073 (Gau's father's house, outdoors (WoB)) after fade out, (upper bits $2000), place party at (7, 7), facing down
CB/6953: FE    Return

CB/6954: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/695A: 4B    Display dialogue message $01BB, wait for button press
               Take a nap?
               ^ (Snooze)
               ^ (No thanks)
CB/695D: B6    Indexed branch based on prior dialogue selection [$CB6965, $CB69AB]
CB/6964: FE    Return

CB/6965: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/6967: F2    Fade out current song with transition time 96
CB/6969: 5A    Fade screen at speed $08
CB/696B: 5C    Pause execution until fade in or fade out is complete
CB/696C: B5    Pause for 15 * 4 (60) units
CB/696E: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/6972: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/6976: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/697A: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/697E: 8B    For character $31 (Party Character 0), take HP and set to maximum
CB/6981: 8B    For character $32 (Party Character 1), take HP and set to maximum
CB/6984: 8B    For character $33 (Party Character 2), take HP and set to maximum
CB/6987: 8B    For character $34 (Party Character 3), take HP and set to maximum
CB/698A: 8C    For character $31 (Party Character 0), take MP and set to maximum
CB/698D: 8C    For character $32 (Party Character 1), take MP and set to maximum
CB/6990: 8C    For character $33 (Party Character 2), take MP and set to maximum
CB/6993: 8C    For character $34 (Party Character 3), take MP and set to maximum
CB/6996: F0    Play song 56 (Nighty Night), (high bit set), full volume
CB/6998: FA    Stop temporarily played song
CB/6999: F3    Fade in previously faded out song with transition time 128
CB/699B: 59    Unfade screen at speed $08
CB/699D: 95    Pause for 120 units
CB/699E: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/69A0: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/69A2: C1        Set vehicle/entity's event speed to slow
CB/69A3: 81        Move vehicle/entity right 1 tile
CB/69A4: FF        End queue
CB/69A5: B2    Call subroutine $CB0E1C
CB/69A9: 3A    Enable player to move while event commands execute
CB/69AA: FE    Return

CB/69AB: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/69AD: C2        Set vehicle/entity's event speed to normal
CB/69AE: 81        Move vehicle/entity right 1 tile
CB/69AF: FF        End queue
CB/69B0: B2    Call subroutine $CB0E1C
CB/69B4: FE    Return

CB/69B5: DB    Clear event bit $1E80($501) [$1F20, bit 1]
CB/69B7: DB    Clear event bit $1E80($502) [$1F20, bit 2]
CB/69B9: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/69BB: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/69BD: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/69BF: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/69C1: DB    Clear event bit $1E80($512) [$1F22, bit 2]
CB/69C3: DB    Clear event bit $1E80($518) [$1F23, bit 0]
CB/69C5: DB    Clear event bit $1E80($55A) [$1F2B, bit 2]
CB/69C7: DA    Set event bit $1E80($564) [$1F2C, bit 4]
CB/69C9: DB    Clear event bit $1E80($568) [$1F2D, bit 0]
CB/69CB: D3    Clear event bit $1E80($178) [$1EAF, bit 0]
CB/69CD: D3    Clear event bit $1E80($187) [$1EB0, bit 7]
CB/69CF: D3    Clear event bit $1E80($18A) [$1EB1, bit 2]
CB/69D1: D3    Clear event bit $1E80($18F) [$1EB1, bit 7]
CB/69D3: D3    Clear event bit $1E80($17E) [$1EAF, bit 6]
CB/69D5: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/69D7: FE    Return

CB/69D8: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/69DA: D7        Center screen on vehicle/entity
CB/69DB: FF        End queue
CB/69DC: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/69DE: D7        Center screen on vehicle/entity
CB/69DF: FF        End queue
CB/69E0: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/69E2: D7        Center screen on vehicle/entity
CB/69E3: FF        End queue
CB/69E4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/69E6: D7        Center screen on vehicle/entity
CB/69E7: FF        End queue
CB/69E8: FE    Return

CB/69E9: 10    Begin action queue for character $10 (NPC $10), 19 bytes long 
CB/69EB: C0        Set vehicle/entity's event speed to slowest
CB/69EC: 81        Move vehicle/entity right 1 tile
CB/69ED: CE        Turn vehicle/entity down
CB/69EE: 86        Move vehicle/entity down 2 tiles
CB/69EF: CD        Turn vehicle/entity right
CB/69F0: 85        Move vehicle/entity right 2 tiles
CB/69F1: CE        Turn vehicle/entity down
CB/69F2: 82        Move vehicle/entity down 1 tile
CB/69F3: CF        Turn vehicle/entity left
CB/69F4: 8F        Move vehicle/entity left 4 tiles
CB/69F5: CC        Turn vehicle/entity up
CB/69F6: 80        Move vehicle/entity up 1 tile
CB/69F7: CD        Turn vehicle/entity right
CB/69F8: 81        Move vehicle/entity right 1 tile
CB/69F9: CC        Turn vehicle/entity up
CB/69FA: 84        Move vehicle/entity up 2 tiles
CB/69FB: FC        Branch 15 bytes backwards ($CB69EC)
CB/69FD: FF        End queue
CB/69FE: FE    Return

CB/69FF: 4B    Display dialogue message $0B19, wait for button press (At bottom of screen)
               Not enough money.
CB/6A02: FE    Return

CB/6A03: B0    Execute the following commands until $B1 8 times
CB/6A05: 50        Tint screen (cumulative) with color $9B
CB/6A07: B1        End block of repeating commands
CB/6A08: FE    Return

CB/6A09: 92    Pause for 30 units
CB/6A0A: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/6A0C: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/6A0D: E0        Pause for 4 * 3 (12) frames
CB/6A0F: CE        Turn vehicle/entity down
CB/6A10: FF        End queue
CB/6A11: B0    Execute the following commands until $B1 3 times
CB/6A13: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/6A15: 23            Do vehicle/entity graphical action $23 
CB/6A16: FF            End queue
CB/6A17: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/6A19: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/6A1A: FF            End queue
CB/6A1B: B1        End block of repeating commands
CB/6A1C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/6A1E: CE        Turn vehicle/entity down
CB/6A1F: FF        End queue
CB/6A20: 3A    Enable player to move while event commands execute
CB/6A21: FE    Return

CB/6A22: 41    Show object $10
CB/6A24: 91    Pause for 15 units
CB/6A25: 42    Hide object $10
CB/6A27: 91    Pause for 15 units
CB/6A28: 41    Show object $10
CB/6A2A: 91    Pause for 15 units
CB/6A2B: 42    Hide object $10
CB/6A2D: 91    Pause for 15 units
CB/6A2E: FE    Return

CB/6A2F: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/6A35: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/6A37: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/6A39: C8        Set object layering priority to 0 (low nibble 0)
CB/6A3B: FF        End queue
CB/6A3C: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/6A3E: C8        Set object layering priority to 0 (low nibble 0)
CB/6A40: FF        End queue
CB/6A41: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/6A43: C8        Set object layering priority to 0 (low nibble 0)
CB/6A45: FF        End queue
CB/6A46: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/6A48: C8        Set object layering priority to 0 (low nibble 0)
CB/6A4A: FF        End queue
CB/6A4B: FE    Return

CB/6A4C: 61    Colorize color range [$04, $77] to color $03
CB/6A50: 61    Colorize color range [$E0, $FF] to color $03
CB/6A54: FE    Return

CB/6A55: 61    Colorize color range [$04, $77] to color $03
CB/6A59: 61    Colorize color range [$F0, $FF] to color $03
CB/6A5D: FE    Return

CB/6A5E: 61    Colorize color range [$04, $77] to color $03
CB/6A62: 61    Colorize color range [$F0, $FF] to color $03
CB/6A66: B0    Execute the following commands until $B1 31 times
CB/6A68: 51        Modify background color range from [4B, 4B]: Add (Black) at intensity 3
CB/6A6C: B1        End block of repeating commands
CB/6A6D: FE    Return

CB/6A6E: 61    Colorize color range [$04, $77] to color $07
CB/6A72: 61    Colorize color range [$04, $FF] to color $07
CB/6A76: FE    Return

CB/6A77: 51    Modify background color range from [01, 0F]: Add (Black) at intensity 3
CB/6A7B: B0    Execute the following commands until $B1 5 times
CB/6A7D: 51        Modify background color range from [01, 0F]: Add (Black) at intensity 3
CB/6A81: B1        End block of repeating commands
CB/6A82: FE    Return

CB/6A83: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/6A85: 1F        Do vehicle/entity graphical action $1F 
CB/6A86: C7        Set vehicle/entity to stay still when moving
CB/6A87: FF        End queue
CB/6A88: 92    Pause for 30 units
CB/6A89: F4    Play sound effect 186
CB/6A8B: 38    Hold screen
CB/6A8C: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/6A8E: C3        Set vehicle/entity's event speed to fast
CB/6A8F: 86        Move vehicle/entity down 2 tiles
CB/6A90: CE        Turn vehicle/entity down
CB/6A91: FF        End queue
CB/6A92: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/6A94: C3        Set vehicle/entity's event speed to fast
CB/6A95: 92        Move vehicle/entity down 5 tiles
CB/6A96: FF        End queue
CB/6A97: 5A    Fade screen at speed $04
CB/6A99: 5C    Pause execution until fade in or fade out is complete
CB/6A9A: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/6A9C: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/6A9E: FE    Return

CB/6A9F: 59    Unfade screen at speed $04
CB/6AA1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/6AA3: C3        Set vehicle/entity's event speed to fast
CB/6AA4: 1F        Do vehicle/entity graphical action $1F 
CB/6AA5: 9E        Move vehicle/entity down 8 tiles
CB/6AA6: FF        End queue
CB/6AA7: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/6AA9: F4    Play sound effect 199
CB/6AAB: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CB/6AAD: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/6AAE: DC        Make vehicle/entity jump (low)
CB/6AAF: 28        Do vehicle/entity graphical action $28 
CB/6AB0: C6        Set vehicle/entity to walk when moving
CB/6AB1: FF        End queue
CB/6AB2: 94    Pause for 60 units
CB/6AB3: 58    Shake screen ($38): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/6AB5: 5C    Pause execution until fade in or fade out is complete
CB/6AB6: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/6AB8: 93    Pause for 45 units
CB/6AB9: 39    Free screen
CB/6ABA: B2    Call subroutine $CB6A09
CB/6ABE: FE    Return

CB/6ABF: F4    Play sound effect 151
CB/6AC1: 92    Pause for 30 units
CB/6AC2: FE    Return

CB/6AC3: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/6AC5: 1B        Do vehicle/entity graphical action $1B 
CB/6AC6: E0        Pause for 4 * 6 (24) frames
CB/6AC8: CC        Turn vehicle/entity up
CB/6AC9: FF        End queue
CB/6ACA: F4    Play sound effect 150
CB/6ACC: FE    Return

CB/6ACD: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/6ACF: 91    Pause for 15 units
CB/6AD0: F4    Play sound effect 187
CB/6AD2: FE    Return

CB/6AD3: 65    Command $65, $00, $00
CB/6AD6: 65    Command $65, $01, $00
CB/6AD9: 65    Command $65, $02, $00
CB/6ADC: 65    Command $65, $03, $00
CB/6ADF: 65    Command $65, $04, $00
CB/6AE2: FE    Return

CB/6AE3: 74    Replace current map's Layer 2 at (3, 8) with the following (8 x 5) chunk
CB/6AE8:       $96, $96, $96, $96, $96, $35, $96, $96
CB/6AF0:       $96, $96, $35, $56, $57, $96, $33, $45
CB/6AF8:       $66, $67, $52, $33, $65, $66, $67, $62
CB/6B00:       $43, $75, $76, $77, $62, $63, $85, $86
CB/6B08:       $87, $72, $73, $95, $96, $96, $82, $83
CB/6B10: 74    Replace current map's Layer 2 at (3, 72) with the following (2 x 5) chunk
CB/6B15:       $B4, $11
CB/6B17:       $11, $11
CB/6B19:       $11, $11
CB/6B1B:       $11, $11
CB/6B1D:       $11, $B2
CB/6B1F: 75    Refresh map after alteration
CB/6B20: FE    Return

CB/6B21: 74    Replace current map's Layer 2 at (2, 19) with the following (8 x 6) chunk
CB/6B26:       $66, $67, $96, $92, $96, $96, $76, $77
CB/6B2E:       $92, $96, $96, $33, $37, $96, $96, $92
CB/6B36:       $52, $43, $01, $35, $92, $96, $62, $63
CB/6B3E:       $EB, $45, $56, $57, $72, $73, $35, $65
CB/6B46:       $66, $67, $82, $83, $45, $75, $76, $77
CB/6B4E:       $92, $93, $65, $85, $86, $87, $96, $92
CB/6B56: 74    Replace current map's Layer 2 at (3, 83) with the following (3 x 5) chunk
CB/6B5B:       $11, $11, $11
CB/6B5E:       $11, $B2, $11
CB/6B61:       $11, $11, $11
CB/6B64:       $11, $B4, $11
CB/6B67:       $11, $11, $11
CB/6B6A: 75    Refresh map after alteration
CB/6B6B: FE    Return

CB/6B6C: 74    Replace current map's Layer 2 at (9, 3) with the following (7 x 5) chunk
CB/6B71:       $55, $43, $44, $44, $45, $65, $63
CB/6B78:       $64, $64, $65, $84, $73, $74, $74
CB/6B7F:       $75, $82, $83, $84, $84, $85, $92
CB/6B86:       $93, $94, $94, $95, $96, $96, $96
CB/6B8D:       $96, $96, $11, $E9, $E8, $11, $11
CB/6B94: 74    Replace current map's Layer 2 at (14, 7) with the following (1 x 1) chunk
CB/6B99:       $96
CB/6B9A: 74    Replace current map's Layer 2 at (9, 71) with the following (2 x 5) chunk
CB/6B9F:       $11, $11
CB/6BA1:       $11, $11
CB/6BA3:       $11, $B3
CB/6BA5:       $B4, $B2
CB/6BA7:       $B3, $B3
CB/6BA9: 75    Refresh map after alteration
CB/6BAA: FE    Return

CB/6BAB: 74    Replace current map's Layer 2 at (8, 11) with the following (8 x 5) chunk
CB/6BB0:       $01, $01, $01, $EB, $45, $44, $44, $44
CB/6BB8:       $45, $65, $64, $64, $64, $65, $75, $74
CB/6BC0:       $74, $74, $75, $68, $84, $84, $84, $85
CB/6BC8:       $86, $94, $94, $94, $95, $96, $92, $96
CB/6BD0:       $96, $96, $E8, $96, $E8, $11, $11, $EB
CB/6BD8: 74    Replace current map's Layer 2 at (8, 80) with the following (3 x 5) chunk
CB/6BDD:       $11, $11, $11
CB/6BE0:       $11, $B2, $11
CB/6BE3:       $B2, $B3, $B3
CB/6BE6:       $11, $B2, $11
CB/6BE9:       $11, $11, $11
CB/6BEC: 75    Refresh map after alteration
CB/6BED: FE    Return

CB/6BEE: 74    Replace current map's Layer 2 at (8, 23) with the following (8 x 5) chunk
CB/6BF3:       $74, $43, $44, $44, $45, $84, $63, $64
CB/6BFB:       $64, $65, $62, $73, $74, $74, $75, $82
CB/6C03:       $61, $84, $84, $68, $96, $93, $94, $94
CB/6C0B:       $95, $96, $96, $96, $96, $96, $11, $11
CB/6C13:       $11, $11, $E9, $01, $01, $01, $01, $01
CB/6C1B: 74    Replace current map's Layer 2 at (6, 27) with the following (4 x 2) chunk
CB/6C20:       $96, $96, $96, $96
CB/6C24:       $96, $E8, $11, $01
CB/6C28: 74    Replace current map's Layer 2 at (6, 92) with the following (2 x 6) chunk
CB/6C2D:       $11, $B2
CB/6C2F:       $B3, $B3
CB/6C31:       $B3, $B3
CB/6C33:       $B3, $11
CB/6C35:       $11, $11
CB/6C37:       $11, $11
CB/6C39: 75    Refresh map after alteration
CB/6C3A: FE    Return

CB/6C3B: 74    Replace current map's Layer 2 at (14, 8) with the following (7 x 3) chunk
CB/6C40:       $96, $96, $33, $35, $92, $33, $45
CB/6C47:       $57, $43, $66, $67, $72, $76, $77
CB/6C4E:       $62, $86, $87, $72, $96, $96, $82
CB/6C55: 74    Replace current map's Layer 2 at (14, 71) with the following (2 x 3) chunk
CB/6C5A:       $11, $11
CB/6C5C:       $B2, $B4
CB/6C5E:       $11, $11
CB/6C60: 75    Refresh map after alteration
CB/6C61: FE    Return

CB/6C62: 74    Replace current map's Layer 2 at (13, 16) with the following (5 x 5) chunk
CB/6C67:       $96, $96, $92, $92, $96
CB/6C6C:       $35, $92, $92, $96, $92
CB/6C71:       $45, $56, $57, $92, $96
CB/6C76:       $65, $66, $67, $96, $E8
CB/6C7B:       $75, $76, $77, $33, $01
CB/6C80: 74    Replace current map's Layer 2 at (13, 21) with the following (4 x 3) chunk
CB/6C85:       $85, $86, $87, $86
CB/6C89:       $96, $52, $56, $57
CB/6C8D:       $72, $66, $67, $82
CB/6C91: 74    Replace current map's Layer 2 at (13, 80) with the following (4 x 5) chunk
CB/6C96:       $B4, $11, $11, $11
CB/6C9A:       $11, $11, $11, $11
CB/6C9E:       $11, $11, $11, $11
CB/6CA2:       $11, $11, $B2, $11
CB/6CA6:       $11, $11, $B2, $11
CB/6CAA: 75    Refresh map after alteration
CB/6CAB: FE    Return

CB/6CAC: 74    Replace current map's Layer 2 at (17, 2) with the following (8 x 6) chunk
CB/6CB1:       $64, $43, $44, $44, $45, $64, $74, $63
CB/6CB9:       $64, $64, $65, $65, $61, $73, $74, $74
CB/6CC1:       $75, $76, $82, $83, $84, $84, $85, $86
CB/6CC9:       $92, $93, $94, $94, $95, $96, $96, $96
CB/6CD1:       $96, $96, $96, $92, $11, $11, $11, $E9
CB/6CD9:       $96, $96, $01, $01, $01, $01, $35, $96
CB/6CE1: 74    Replace current map's Layer 2 at (23, 7) with the following (2 x 1) chunk
CB/6CE6:       $92, $96
CB/6CE8: 74    Replace current map's Layer 2 at (17, 71) with the following (3 x 6) chunk
CB/6CED:       $B3, $B3, $B3
CB/6CF0:       $B4, $11, $11
CB/6CF3:       $11, $11, $11
CB/6CF6:       $11, $B4, $11
CB/6CF9:       $11, $11, $11
CB/6CFC:       $11, $11, $B2
CB/6CFF: 75    Refresh map after alteration
CB/6D00: FE    Return

CB/6D01: 74    Replace current map's Layer 2 at (19, 12) with the following (10 x 6) chunk
CB/6D06:       $43, $44, $EA, $01, $01, $35, $63, $64, $43, $44
CB/6D10:       $44, $45, $73, $74, $63, $64, $64, $65, $83, $84
CB/6D1A:       $73, $74, $74, $75, $93, $82, $83, $84, $84, $85
CB/6D24:       $96, $92, $93, $94, $94, $95, $96, $96, $96, $96
CB/6D2E:       $92, $96, $11, $11, $11, $35, $56, $57, $01, $01
CB/6D38:       $01, $35, $36, $96, $01, $01, $01, $E9, $E8, $11
CB/6D42: 74    Replace current map's Layer 2 at (19, 81) with the following (4 x 6) chunk
CB/6D47:       $11, $11, $11, $11
CB/6D4B:       $11, $11, $B3, $B3
CB/6D4F:       $B3, $B4, $11, $11
CB/6D53:       $11, $11, $11, $11
CB/6D57:       $11, $11, $11, $11
CB/6D5B:       $11, $11, $11, $B3
CB/6D5F: 75    Refresh map after alteration
CB/6D60: FE    Return

CB/6D61: 74    Replace current map's Layer 2 at (16, 24) with the following (7 x 5) chunk
CB/6D66:       $83, $43, $44, $45, $65, $62, $63
CB/6D6D:       $64, $65, $75, $72, $73, $74, $75
CB/6D74:       $85, $82, $83, $84, $85, $86, $92
CB/6D7B:       $93, $94, $95, $92, $96, $96, $96
CB/6D82:       $92, $96, $11, $11, $E9, $96, $E8
CB/6D89: 74    Replace current map's Layer 2 at (15, 27) with the following (3 x 1) chunk
CB/6D8E:       $92, $96, $96
CB/6D91: 74    Replace current map's Layer 2 at (19, 31) with the following (1 x 1) chunk
CB/6D96:       $11
CB/6D97: 74    Replace current map's Layer 2 at (15, 91) with the following (4 x 6) chunk
CB/6D9C:       $11, $11, $11, $11
CB/6DA0:       $11, $11, $11, $11
CB/6DA4:       $11, $11, $11, $11
CB/6DA8:       $B2, $B3, $B3, $B4
CB/6DAC:       $11, $B2, $11, $11
CB/6DB0:       $11, $11, $B3, $11
CB/6DB4: 75    Refresh map after alteration
CB/6DB5: FE    Return

CB/6DB6: 74    Replace current map's Layer 2 at (25, 8) with the following (9 x 5) chunk
CB/6DBB:       $96, $92, $92, $92, $33, $92, $96, $96, $96
CB/6DC4:       $E8, $96, $92, $92, $33, $01, $56, $57, $52
CB/6DCD:       $43, $EA, $66, $67, $62, $63, $43, $76, $77
CB/6DD6:       $72, $73, $63, $66, $67, $72, $83, $73, $76
CB/6DDF:       $77, $82, $62, $83, $86, $87, $96, $72, $36
CB/6DE8: 74    Replace current map's Layer 2 at (24, 9) with the following (3 x 1) chunk
CB/6DED:       $96, $35, $35
CB/6DF0: 74    Replace current map's Layer 2 at (24, 72) with the following (2 x 5) chunk
CB/6DF5:       $11, $11
CB/6DF7:       $11, $11
CB/6DF9:       $11, $B4
CB/6DFB:       $11, $11
CB/6DFD:       $11, $B2
CB/6DFF: 75    Refresh map after alteration
CB/6E00: FE    Return

CB/6E01: 74    Replace current map's Layer 2 at (25, 18) with the following (9 x 6) chunk
CB/6E06:       $57, $96, $52, $43, $EA, $01, $96, $92, $62
CB/6E0F:       $63, $43, $EA, $96, $92, $72, $73, $53, $33
CB/6E18:       $35, $57, $82, $83, $36, $E8, $45, $56, $57
CB/6E21:       $72, $33, $01, $65, $66, $67, $62, $43, $EA
CB/6E2A:       $75, $76, $77, $72, $64, $43, $68, $86, $87
CB/6E33:       $62, $74, $63, $95, $96, $92, $82, $84, $73
CB/6E3C: 74    Replace current map's Layer 2 at (27, 27) with the following (1 x 1) chunk
CB/6E41:       $96
CB/6E42: 74    Replace current map's Layer 2 at (25, 84) with the following (1 x 2) chunk
CB/6E47:       $B4
CB/6E48:       $11
CB/6E49: 75    Refresh map after alteration
CB/6E4A: FE    Return

CB/6E4B: 63    Create spotlight effect with radius 0
CB/6E4D: 97    Fade screen to black
CB/6E4E: B4    Pause for 24 units
CB/6E50: 5C    Pause execution until fade in or fade out is complete
CB/6E51: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $2400), place party at (249, 224), facing down
CB/6E57: FF        End map script

CB/6E58: 73    Replace current map's Layer 1 at (3, 6) with the following (1 x 1) chunk, refresh immediately
CB/6E5D:       $7A
CB/6E5E: B2    Call subroutine $CB6EF9
CB/6E62: FE    Return

CB/6E63: 73    Replace current map's Layer 1 at (15, 4) with the following (1 x 1) chunk, refresh immediately
CB/6E68:       $7A
CB/6E69: B2    Call subroutine $CB6EF9
CB/6E6D: FE    Return

CB/6E6E: 73    Replace current map's Layer 1 at (25, 5) with the following (1 x 1) chunk, refresh immediately
CB/6E73:       $7A
CB/6E74: B2    Call subroutine $CB6EF9
CB/6E78: FE    Return

CB/6E79: 73    Replace current map's Layer 1 at (3, 16) with the following (1 x 1) chunk, refresh immediately
CB/6E7E:       $7A
CB/6E7F: B2    Call subroutine $CB6EF9
CB/6E83: FE    Return

CB/6E84: 73    Replace current map's Layer 1 at (18, 16) with the following (1 x 1) chunk, refresh immediately
CB/6E89:       $7A
CB/6E8A: B2    Call subroutine $CB6EF9
CB/6E8E: FE    Return

CB/6E8F: 73    Replace current map's Layer 1 at (26, 17) with the following (1 x 1) chunk, refresh immediately
CB/6E94:       $7A
CB/6E95: B2    Call subroutine $CB6EF9
CB/6E99: FE    Return

CB/6E9A: 73    Replace current map's Layer 1 at (4, 27) with the following (1 x 1) chunk, refresh immediately
CB/6E9F:       $7A
CB/6EA0: B2    Call subroutine $CB6EF9
CB/6EA4: FE    Return

CB/6EA5: 73    Replace current map's Layer 1 at (14, 28) with the following (1 x 1) chunk, refresh immediately
CB/6EAA:       $7A
CB/6EAB: B2    Call subroutine $CB6EF9
CB/6EAF: FE    Return

CB/6EB0: 73    Replace current map's Layer 1 at (28, 27) with the following (1 x 1) chunk, refresh immediately
CB/6EB5:       $7A
CB/6EB6: B2    Call subroutine $CB6EF9
CB/6EBA: FE    Return

CB/6EBB: 73    Replace current map's Layer 1 at (8, 9) with the following (1 x 1) chunk, refresh immediately
CB/6EC0:       $7A
CB/6EC1: B2    Call subroutine $CB6EF9
CB/6EC5: FE    Return

CB/6EC6: 73    Replace current map's Layer 1 at (7, 15) with the following (1 x 1) chunk, refresh immediately
CB/6ECB:       $7A
CB/6ECC: C0    If ($1E80($181) [$1EB0, bit 1] is clear), branch to $CB6EE4
CB/6ED2: B2    Call subroutine $CB6EF9
CB/6ED6: FE    Return

CB/6ED7: 73    Replace current map's Layer 1 at (23, 22) with the following (1 x 1) chunk, refresh immediately
CB/6EDC:       $7A
CB/6EDD: A1    Reset timer 0
CB/6EDF: B2    Call subroutine $CB6EF9
CB/6EE3: FE    Return

CB/6EE4: F4    Play sound effect 133
CB/6EE6: 63    Create spotlight effect with radius 0
CB/6EE8: 97    Fade screen to black
CB/6EE9: B4    Pause for 24 units
CB/6EEB: 5C    Pause execution until fade in or fade out is complete
CB/6EEC: D2    Set event bit $1E80($181) [$1EB0, bit 1]
CB/6EEE: 6B    Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (23, 20), facing down
CB/6EF4: 63    Create spotlight effect with radius 20
CB/6EF6: 96    Restore screen from fade
CB/6EF7: 5C    Pause execution until fade in or fade out is complete
CB/6EF8: FE    Return

CB/6EF9: F4    Play sound effect 133
CB/6EFB: 63    Create spotlight effect with radius 0
CB/6EFD: 97    Fade screen to black
CB/6EFE: B4    Pause for 24 units
CB/6F00: 5C    Pause execution until fade in or fade out is complete
CB/6F01: B2    Call subroutine $CB6F0E
CB/6F05: B2    Call subroutine $CB6FBE
CB/6F09: 63    Create spotlight effect with radius 20
CB/6F0B: 96    Restore screen from fade
CB/6F0C: 5C    Pause execution until fade in or fade out is complete
CB/6F0D: FE    Return

CB/6F0E: BD    Pseudo-randomly jump to $CB6F21 50% of the time
CB/6F12: BD    Pseudo-randomly jump to $CB6F59 50% of the time
CB/6F16: BD    Pseudo-randomly jump to $CB6FAC 50% of the time
CB/6F1A: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6FA3
CB/6F20: FE    Return

CB/6F21: BD    Pseudo-randomly jump to $CB6F34 50% of the time
CB/6F25: BD    Pseudo-randomly jump to $CB6F43 50% of the time
CB/6F29: BD    Pseudo-randomly jump to $CB6F6B 50% of the time
CB/6F2D: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F64
CB/6F33: FE    Return

CB/6F34: BD    Pseudo-randomly jump to $CB6F4E 50% of the time
CB/6F38: BD    Pseudo-randomly jump to $CB6F87 50% of the time
CB/6F3C: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F8E
CB/6F42: FE    Return

CB/6F43: BD    Pseudo-randomly jump to $CB6F79 50% of the time
CB/6F47: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F72
CB/6F4D: FE    Return

CB/6F4E: BD    Pseudo-randomly jump to $CB6F9C 50% of the time
CB/6F52: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F95
CB/6F58: FE    Return

CB/6F59: BD    Pseudo-randomly jump to $CB6FB5 50% of the time
CB/6F5D: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6F80
CB/6F63: FE    Return

CB/6F64: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (7, 7), facing down
CB/6F6A: FE    Return

CB/6F6B: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (15, 6), facing down
CB/6F71: FE    Return

CB/6F72: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (24, 7), facing down
CB/6F78: FE    Return

CB/6F79: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (5, 18), facing down
CB/6F7F: FE    Return

CB/6F80: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (17, 16), facing down
CB/6F86: FE    Return

CB/6F87: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (25, 18), facing down
CB/6F8D: FE    Return

CB/6F8E: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (6, 28), facing down
CB/6F94: FE    Return

CB/6F95: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (14, 26), facing down
CB/6F9B: FE    Return

CB/6F9C: 6B    Load map $0194 (Ebot's Rock, misc caves) instantly, (upper bits $2000), place party at (25, 27), facing down
CB/6FA2: FE    Return

CB/6FA3: 6B    Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (7, 8), facing down
CB/6FA9: D2    Set event bit $1E80($1FF) [$1EBF, bit 7]
CB/6FAB: FE    Return

CB/6FAC: 6B    Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (7, 21), facing down
CB/6FB2: D2    Set event bit $1E80($1FF) [$1EBF, bit 7]
CB/6FB4: FE    Return

CB/6FB5: 6B    Load map $0195 (Ebot's Rock, entrance / hungry chest and Hidon / save point) instantly, (upper bits $2000), place party at (23, 21), facing down
CB/6FBB: D2    Set event bit $1E80($1FF) [$1EBF, bit 7]
CB/6FBD: FE    Return

CB/6FBE: C0    If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/6FC4: BD    Pseudo-randomly jump to $CB6FD7 50% of the time
CB/6FC8: BD    Pseudo-randomly jump to $CB6FF1 50% of the time
CB/6FCC: BD    Pseudo-randomly jump to $CB707E 50% of the time
CB/6FD0: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7091
CB/6FD6: FE    Return

CB/6FD7: BD    Pseudo-randomly jump to $CB6FE6 50% of the time
CB/6FDB: BD    Pseudo-randomly jump to $CB7041 50% of the time
CB/6FDF: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB702A
CB/6FE5: FE    Return

CB/6FE6: BD    Pseudo-randomly jump to $CB7013 50% of the time
CB/6FEA: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB6FFC
CB/6FF0: FE    Return

CB/6FF1: BD    Pseudo-randomly jump to $CB706B 50% of the time
CB/6FF5: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7058
CB/6FFB: FE    Return

CB/6FFC: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/6FFE: B2    Call subroutine $CB6AE3
CB/7002: B2    Call subroutine $CB6BEE
CB/7006: B2    Call subroutine $CB6C3B
CB/700A: B2    Call subroutine $CB6D61
CB/700E: B2    Call subroutine $CB6DB6
CB/7012: FE    Return

CB/7013: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/7015: B2    Call subroutine $CB6B21
CB/7019: B2    Call subroutine $CB6B6C
CB/701D: B2    Call subroutine $CB6C62
CB/7021: B2    Call subroutine $CB6CAC
CB/7025: B2    Call subroutine $CB6E01
CB/7029: FE    Return

CB/702A: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/702C: B2    Call subroutine $CB6B6C
CB/7030: B2    Call subroutine $CB6BAB
CB/7034: B2    Call subroutine $CB6BEE
CB/7038: B2    Call subroutine $CB6DB6
CB/703C: B2    Call subroutine $CB6E01
CB/7040: FE    Return

CB/7041: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/7043: B2    Call subroutine $CB6AE3
CB/7047: B2    Call subroutine $CB6B21
CB/704B: B2    Call subroutine $CB6CAC
CB/704F: B2    Call subroutine $CB6D01
CB/7053: B2    Call subroutine $CB6D61
CB/7057: FE    Return

CB/7058: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/705A: B2    Call subroutine $CB6AE3
CB/705E: B2    Call subroutine $CB6B6C
CB/7062: B2    Call subroutine $CB6BEE
CB/7066: B2    Call subroutine $CB6C62
CB/706A: FE    Return

CB/706B: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/706D: B2    Call subroutine $CB6AE3
CB/7071: B2    Call subroutine $CB6BAB
CB/7075: B2    Call subroutine $CB6CAC
CB/7079: B2    Call subroutine $CB6DB6
CB/707D: FE    Return

CB/707E: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CB/7080: B2    Call subroutine $CB6B21
CB/7084: B2    Call subroutine $CB6BEE
CB/7088: B2    Call subroutine $CB6D01
CB/708C: B2    Call subroutine $CB6E01
CB/7090: FE    Return

CB/7091: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/7093: B2    Call subroutine $CB6C3B
CB/7097: B2    Call subroutine $CB6CAC
CB/709B: B2    Call subroutine $CB6D61
CB/709F: B2    Call subroutine $CB6E01
CB/70A3: FE    Return

CB/70A4: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/70A9:       $13
CB/70AA: B4    Pause for 8 units
CB/70AC: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/70B1:       $12
CB/70B2: F4    Play sound effect 166
CB/70B4: B4    Pause for 8 units
CB/70B6: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/70BB:       $13
CB/70BC: B4    Pause for 8 units
CB/70BE: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/70C3:       $12
CB/70C4: F4    Play sound effect 166
CB/70C6: FE    Return

CB/70C7: C0    If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/70CD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/70CF: CC        Turn vehicle/entity up
CB/70D0: FF        End queue
CB/70D1: B2    Call subroutine $CB70A4
CB/70D5: C0    If ($1E80($19B) [$1EB3, bit 3] is set), branch to $CB70E0
CB/70DB: D2    Set event bit $1E80($19B) [$1EB3, bit 3]
CB/70DD: 4B    Display dialogue message $0B3B, wait for button press (At bottom of screen)
               TREASURE: I'm hungry!
               Hungry hungry hungry
               hungry hungry hungry
               hungry hungry hungry
               hungry hungry hungry!!
               Feed me! 
               Otherwise, I won't let you by!
CB/70E0: 4B    Display dialogue message $0B41, wait for button press (At bottom of screen)
               I like to eat Coral!
               Have any?
               Hand over some Coral?
               ^(Sure.)
               ^(I don't think so.)
CB/70E3: B6    Indexed branch based on prior dialogue selection [$CB70F7, $CB70EB]
CB/70EA: FE    Return

CB/70EB: 4B    Display dialogue message $0B3C, wait for button press (At bottom of screen)
               Skinflint!
               Git outta here!
CB/70EE: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/70F0: 0B        Do vehicle/entity graphical action $0B 
CB/70F1: C7        Set vehicle/entity to stay still when moving
CB/70F2: 82        Move vehicle/entity down 1 tile
CB/70F3: CC        Turn vehicle/entity up
CB/70F4: C6        Set vehicle/entity to walk when moving
CB/70F5: FF        End queue
CB/70F6: FE    Return

CB/70F7: EB    Compare word $1FC2($07) [$1FD0] to $0000, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CB/70FB: BE    If $02 is in the current CaseWord, jump to subroutine $CB711B; else
               If $00 is in the current CaseWord, jump to subroutine $CB711B; else
               If $01 is in the current CaseWord, jump to subroutine $CB7107
CB/7106: FE    Return

CB/7107: EB    Compare word $1FC2($07) [$1FD0] to $0015, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CB/710B: BE    If $02 is in the current CaseWord, jump to subroutine $CB7127; else
               If $00 is in the current CaseWord, jump to subroutine $CB7127; else
               If $01 is in the current CaseWord, jump to subroutine $CB7141
CB/7116: E8    Set word $1FC2($07) [$1FD0] to $0000
CB/711A: FE    Return

CB/711B: 4B    Display dialogue message $0B3D, wait for button press (At bottom of screen)
               You must have more than one of those!
CB/711E: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/7120: 0B        Do vehicle/entity graphical action $0B 
CB/7121: C7        Set vehicle/entity to stay still when moving
CB/7122: 82        Move vehicle/entity down 1 tile
CB/7123: CC        Turn vehicle/entity up
CB/7124: C6        Set vehicle/entity to walk when moving
CB/7125: FF        End queue
CB/7126: FE    Return

CB/7127: 4B    Display dialogue message $0B3F, wait for button press (At bottom of screen)
               Munch munch munch 
               Muurpthat was great. 
               Bring me some more!!
CB/712A: B2    Call subroutine $CB7137
CB/712E: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/7130: 0B        Do vehicle/entity graphical action $0B 
CB/7131: C7        Set vehicle/entity to stay still when moving
CB/7132: 82        Move vehicle/entity down 1 tile
CB/7133: CC        Turn vehicle/entity up
CB/7134: C6        Set vehicle/entity to walk when moving
CB/7135: FF        End queue
CB/7136: FE    Return

CB/7137: C0    If ($1E80($19B) [$1EB3, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/713D: 4B    Display dialogue message $0B3E, wait for button press (At bottom of screen)
               I'm not happy unless I have plenty to eat!
CB/7140: FE    Return

CB/7141: DE    Load CaseWord with the characters in the currently active party?
CB/7142: C1    If ($1E80($19C) [$1EB3, bit 4] is set) or ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB714F
CB/714A: B2    Call subroutine $CB7127
CB/714E: FE    Return

CB/714F: B2    Call subroutine $CB70A4
CB/7153: 4B    Display dialogue message $0B40, wait for button press (At bottom of screen)
               Munch munch munch 
               G'nnnaa! What a feast!
               I'm stuffed. Completely full!
CB/7156: F4    Play sound effect 166
CB/7158: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/715D:       $13
CB/715E: B5    Pause for 15 * 15 (225) units
CB/7160: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/7165:       $12
CB/7166: 4B    Display dialogue message $0B46, wait for button press (At bottom of screen)
               TREASURE: Bluuurp! Whew!
CB/7169: 94    Pause for 60 units
CB/716A: B0    Execute the following commands until $B1 3 times
CB/716C: 31        Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/716E: 17            Do vehicle/entity graphical action $17 
CB/716F: E0            Pause for 4 * 1 (4) frames
CB/7171: CC            Turn vehicle/entity up
CB/7172: E0            Pause for 4 * 1 (4) frames
CB/7174: FF            End queue
CB/7175: B1        End block of repeating commands
CB/7176: 94    Pause for 60 units
CB/7177: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/717C:       $13
CB/717D: 4B    Display dialogue message $0B47, wait for button press (At bottom of screen)
               TREASURE: Oh, yeah,
               you wanna pass through here, right?
CB/7180: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/7182: 60    Change background layer $0F to palette $11
CB/7185: 3D    Create object $11
CB/7187: 45    Refresh objects
CB/7188: 41    Show object $11
CB/718A: 42    Hide object $10
CB/718C: 3E    Delete object $10
CB/718E: 45    Refresh objects
CB/718F: DB    Clear event bit $1E80($55D) [$1F2B, bit 5]
CB/7191: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/7196:       $0D
CB/7197: 94    Pause for 60 units
CB/7198: F4    Play sound effect 106
CB/719A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/719C: C2        Set vehicle/entity's event speed to normal
CB/719D: DC        Make vehicle/entity jump (low)
CB/719E: 80        Move vehicle/entity up 1 tile
CB/719F: FF        End queue
CB/71A0: 4B    Display dialogue message $0B48, wait for button press (At bottom of screen)
               TREASURE: Eh!!
               What the!
CB/71A3: B0    Execute the following commands until $B1 3 times
CB/71A5: F4        Play sound effect 106
CB/71A7: 11        Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/71A9: C2            Set vehicle/entity's event speed to normal
CB/71AA: DC            Make vehicle/entity jump (low)
CB/71AB: 80            Move vehicle/entity up 1 tile
CB/71AC: FF            End queue
CB/71AD: B1        End block of repeating commands
CB/71AE: F4    Play sound effect 4
CB/71B0: 42    Hide object $11
CB/71B2: 3E    Delete object $11
CB/71B4: 45    Refresh objects
CB/71B5: DA    Set event bit $1E80($55D) [$1F2B, bit 5]
CB/71B7: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/71B9: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CB/71BB: FE    Return

CB/71BC: C1    If ($1E80($1FC) [$1EBF, bit 4] is set) or ($1E80($19C) [$1EB3, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/71C4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/71C6: 1F        Do vehicle/entity graphical action $1F 
CB/71C7: FF        End queue
CB/71C8: 4B    Display dialogue message $0B49, wait for button press (At bottom of screen)
               STRAGO: That's Hidon!
CB/71CB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/71CD: CC        Turn vehicle/entity up
CB/71CE: FF        End queue
CB/71CF: D2    Set event bit $1E80($1FC) [$1EBF, bit 4]
CB/71D1: FE    Return

CB/71D2: 4D    Invoke battle, enemy set $5E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/71D5: B2    Call subroutine $CA5EA9
CB/71D9: DB    Clear event bit $1E80($55E) [$1F2B, bit 6]
CB/71DB: 42    Hide object $13
CB/71DD: 3E    Delete object $13
CB/71DF: 45    Refresh objects
CB/71E0: C0    If ($1E80($19C) [$1EB3, bit 4] is set), branch to $CB7410
CB/71E6: D2    Set event bit $1E80($19C) [$1EB3, bit 4]
CB/71E8: 42    Hide object $31
CB/71EA: DA    Set event bit $1E80($55F) [$1F2B, bit 7]
CB/71EC: 3D    Create object $14
CB/71EE: 45    Refresh objects
CB/71EF: 41    Show object $14
CB/71F1: B2    Call subroutine $CB7410
CB/71F5: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/71F7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/71F8: E0        Pause for 4 * 2 (8) frames
CB/71FA: CE        Turn vehicle/entity down
CB/71FB: E0        Pause for 4 * 2 (8) frames
CB/71FD: FC        Branch 6 bytes backwards ($CB71F7)
CB/71FF: FF        End queue
CB/7200: 4B    Display dialogue message $0B4A, wait for button press (At bottom of screen)
               STRAGO: I did it!
               II
               I actually beat Hidon!
CB/7203: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/7205: CE        Turn vehicle/entity down
CB/7206: E0        Pause for 4 * 6 (24) frames
CB/7208: FF        End queue
CB/7209: B0    Execute the following commands until $B1 4 times
CB/720B: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/720D: 1D            Do vehicle/entity graphical action $1D 
CB/720E: FF            End queue
CB/720F: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/7211: 1E            Do vehicle/entity graphical action $1E 
CB/7212: FF            End queue
CB/7213: B1        End block of repeating commands
CB/7214: 4B    Display dialogue message $0B4B, wait for button press (At bottom of screen)
               STRAGO: I have to tell Gungho he is avenged!
CB/7217: 38    Hold screen
CB/7218: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/721A: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/721C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/721E: C3        Set vehicle/entity's event speed to fast
CB/721F: 9E        Move vehicle/entity down 8 tiles
CB/7220: FF        End queue
CB/7221: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/7223: C3        Set vehicle/entity's event speed to fast
CB/7224: 9E        Move vehicle/entity down 8 tiles
CB/7225: FF        End queue
CB/7226: 5A    Fade screen at speed $04
CB/7228: 5C    Pause execution until fade in or fade out is complete
CB/7229: F2    Fade out current song with transition time 10
CB/722B: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/722D: 63    Create spotlight effect with radius 0
CB/722F: B4    Pause for 26 units
CB/7231: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/7233: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/7235: FA    Stop temporarily played song
CB/7236: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/7238: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CB/723A: 39    Free screen
CB/723B: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (251, 231), facing up, party is in the airship
CB/7241: C7        Place airship at position (250, 231)
CB/7244: D2        Load map $015D (Thamasa, both floors of Strago's house (always)), position (63, 12), mode $40
CB/724A: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/724C: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CB/724E: B5    Pause for 15 * 6 (90) units
CB/7250: 96    Restore screen from fade
CB/7251: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/7253: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CB/7255: C3        Set vehicle/entity's event speed to fast
CB/7256: 81        Move vehicle/entity right 1 tile
CB/7257: 98        Move vehicle/entity up 7 tiles
CB/7258: CD        Turn vehicle/entity right
CB/7259: FF        End queue
CB/725A: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/725C: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/725D: E0        Pause for 4 * 1 (4) frames
CB/725F: CD        Turn vehicle/entity right
CB/7260: E0        Pause for 4 * 1 (4) frames
CB/7262: FC        Branch 6 bytes backwards ($CB725C)
CB/7264: FF        End queue
CB/7265: 4B    Display dialogue message $0B4C, wait for button press
               STRAGO: Gungho!
CB/7268: 20    Begin action queue for character $20 (NPC $20), 6 bytes long (Wait until complete)
CB/726A: C3        Set vehicle/entity's event speed to fast
CB/726B: 86        Move vehicle/entity down 2 tiles
CB/726C: 89        Move vehicle/entity right 3 tiles
CB/726D: 84        Move vehicle/entity up 2 tiles
CB/726E: CF        Turn vehicle/entity left
CB/726F: FF        End queue
CB/7270: 48    Display dialogue message $0B4C, continue executing commands
               STRAGO: Gungho!
CB/7273: B0    Execute the following commands until $B1 4 times
CB/7275: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/7277: 0D            Do vehicle/entity graphical action $0D 
CB/7278: FF            End queue
CB/7279: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/727B: 0C            Do vehicle/entity graphical action $0C 
CB/727C: FF            End queue
CB/727D: B1        End block of repeating commands
CB/727E: 49    If dialogue window is up, wait for keypress then dismiss
CB/727F: 93    Pause for 45 units
CB/7280: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long (Wait until complete)
CB/7282: C8        Set object layering priority to 2 (low nibble 2)
CB/7284: C2        Set vehicle/entity's event speed to normal
CB/7285: 83        Move vehicle/entity left 1 tile
CB/7286: E0        Pause for 4 * 3 (12) frames
CB/7288: CE        Turn vehicle/entity down
CB/7289: FF        End queue
CB/728A: 20    Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CB/728C: 86        Move vehicle/entity down 2 tiles
CB/728D: 8B        Move vehicle/entity left 3 tiles
CB/728E: CC        Turn vehicle/entity up
CB/728F: FF        End queue
CB/7290: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/7292: 17        Do vehicle/entity graphical action $17 
CB/7293: E0        Pause for 4 * 1 (4) frames
CB/7295: CC        Turn vehicle/entity up
CB/7296: E0        Pause for 4 * 1 (4) frames
CB/7298: FC        Branch 6 bytes backwards ($CB7292)
CB/729A: FF        End queue
CB/729B: 4B    Display dialogue message $0B4D, wait for button press
               GUNGHO: What's all the hullabaloo?!
               STRAGO: Listen to me!
               I DEFEATED Hidon!
CB/729E: 1B    Begin action queue for character $1B (NPC $1B), 12 bytes long (Wait until complete)
CB/72A0: DD        Make vehicle/entity jump (high)
CB/72A1: CD        Turn vehicle/entity right
CB/72A2: E0        Pause for 4 * 1 (4) frames
CB/72A4: CC        Turn vehicle/entity up
CB/72A5: E0        Pause for 4 * 1 (4) frames
CB/72A7: CF        Turn vehicle/entity left
CB/72A8: E0        Pause for 4 * 1 (4) frames
CB/72AA: CE        Turn vehicle/entity down
CB/72AB: FF        End queue
CB/72AC: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long 
CB/72AE: DC        Make vehicle/entity jump (low)
CB/72AF: E0        Pause for 4 * 2 (8) frames
CB/72B1: FC        Branch 3 bytes backwards ($CB72AE)
CB/72B3: FF        End queue
CB/72B4: 4B    Display dialogue message $0B4E, wait for button press
               GUNGHO: You WHAT?!
               You bbeat Hidon?!
               You're lying! LYING!
CB/72B7: 21    Begin action queue for character $21 (NPC $21), 6 bytes long (Wait until complete)
CB/72B9: C2        Set vehicle/entity's event speed to normal
CB/72BA: 85        Move vehicle/entity right 2 tiles
CB/72BB: 88        Move vehicle/entity up 3 tiles
CB/72BC: 85        Move vehicle/entity right 2 tiles
CB/72BD: 84        Move vehicle/entity up 2 tiles
CB/72BE: FF        End queue
CB/72BF: 4B    Display dialogue message $0B4F, wait for button press
               RELM: No, he's not!
               He really defeated Hidon.
CB/72C2: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/72C4: CF        Turn vehicle/entity left
CB/72C5: FF        End queue
CB/72C6: 92    Pause for 30 units
CB/72C7: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/72C9: CD        Turn vehicle/entity right
CB/72CA: FF        End queue
CB/72CB: B5    Pause for 15 * 5 (75) units
CB/72CD: 48    Display dialogue message $0B50, continue executing commands
               STRAGO: Ho, ho, ho!
               If I didn't know better, I'd say that Hidon wasn't my only enemy!
CB/72D0: B0    Execute the following commands until $B1 8 times
CB/72D2: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/72D4: 1D            Do vehicle/entity graphical action $1D 
CB/72D5: FF            End queue
CB/72D6: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/72D8: 1E            Do vehicle/entity graphical action $1E 
CB/72D9: FF            End queue
CB/72DA: B1        End block of repeating commands
CB/72DB: 49    If dialogue window is up, wait for keypress then dismiss
CB/72DC: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/72DE: CE        Turn vehicle/entity down
CB/72DF: FF        End queue
CB/72E0: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CB/72E2: CC        Turn vehicle/entity up
CB/72E3: FF        End queue
CB/72E4: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CB/72E6: CC        Turn vehicle/entity up
CB/72E7: FF        End queue
CB/72E8: 4B    Display dialogue message $0B51, wait for button press
               GUNGHO: I don't believe this.
               This has to be a joke!
               STRAGO: Ho, ho, ho!!
               STRAGO: by the way, how are your wounds healing, Gungho?
CB/72EB: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long (Wait until complete)
CB/72ED: C3        Set vehicle/entity's event speed to fast
CB/72EE: C7        Set vehicle/entity to stay still when moving
CB/72EF: DC        Make vehicle/entity jump (low)
CB/72F0: 80        Move vehicle/entity up 1 tile
CB/72F1: C6        Set vehicle/entity to walk when moving
CB/72F2: FF        End queue
CB/72F3: 95    Pause for 120 units
CB/72F4: 4B    Display dialogue message $0B52, wait for button press
               GUNGHO: Eh?
               Oh, they're fine
CB/72F7: 93    Pause for 45 units
CB/72F8: 5A    Fade screen at speed $04
CB/72FA: 5C    Pause execution until fade in or fade out is complete
CB/72FB: 6B    Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $0000), place party at (30, 13), facing up
CB/7301: B2    Call subroutine $CB6A03
CB/7305: 59    Unfade screen at speed $04
CB/7307: 5C    Pause execution until fade in or fade out is complete
CB/7308: 93    Pause for 45 units
CB/7309: 4B    Display dialogue message $0B53, wait for button press (Show text only)
               
               
               That evening
CB/730C: 93    Pause for 45 units
CB/730D: 5A    Fade screen at speed $04
CB/730F: 5C    Pause execution until fade in or fade out is complete
CB/7310: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (44, 22), facing up
CB/7316: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CB/7318: 0F        Do vehicle/entity graphical action $0F 
CB/7319: E0        Pause for 4 * 1 (4) frames
CB/731B: CF        Turn vehicle/entity left
CB/731C: E0        Pause for 4 * 1 (4) frames
CB/731E: FC        Branch 6 bytes backwards ($CB7318)
CB/7320: FF        End queue
CB/7321: 59    Unfade screen at speed $04
CB/7323: 5C    Pause execution until fade in or fade out is complete
CB/7324: 94    Pause for 60 units
CB/7325: 4B    Display dialogue message $0B54, wait for button press (At bottom of screen)
               STRAGO: There I was, in a cave that seemed endless. Then, before I knew it, Hidon appeared!
CB/7328: 23    Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete)
CB/732A: C3        Set vehicle/entity's event speed to fast
CB/732B: 88        Move vehicle/entity up 3 tiles
CB/732C: 87        Move vehicle/entity left 2 tiles
CB/732D: 82        Move vehicle/entity down 1 tile
CB/732E: FF        End queue
CB/732F: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/7331: CC        Turn vehicle/entity up
CB/7332: FF        End queue
CB/7333: 23    Begin action queue for character $23 (NPC $23), 6 bytes long 
CB/7335: DC        Make vehicle/entity jump (low)
CB/7336: E0        Pause for 4 * 3 (12) frames
CB/7338: FC        Branch 3 bytes backwards ($CB7335)
CB/733A: FF        End queue
CB/733B: 4B    Display dialogue message $0B55, wait for button press (At bottom of screen)
               STRAGO: I stared Hidon straight in the eye, lifted my staff, and let him have it!
               
                  G'Pow!!
               
                  Thwack!!
               
                  Crash!!
CB/733E: 23    Begin action queue for character $23 (NPC $23), 7 bytes long 
CB/7340: C3        Set vehicle/entity's event speed to fast
CB/7341: 85        Move vehicle/entity right 2 tiles
CB/7342: 8F        Move vehicle/entity left 4 tiles
CB/7343: 85        Move vehicle/entity right 2 tiles
CB/7344: FC        Branch 3 bytes backwards ($CB7341)
CB/7346: FF        End queue
CB/7347: 4B    Display dialogue message $0B56, wait for button press (At bottom of screen)
               STRAGO: I wanted to show my enemy the true meaning of the word, hero!
CB/734A: 23    Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete)
CB/734C: CE        Turn vehicle/entity down
CB/734D: FF        End queue
CB/734E: 48    Display dialogue message $0B57, continue executing commands (At bottom of screen)
               STRAGO: And then 
CB/7351: 93    Pause for 45 units
CB/7352: 5A    Fade screen at speed $04
CB/7354: 5C    Pause execution until fade in or fade out is complete
CB/7355: 49    If dialogue window is up, wait for keypress then dismiss
CB/7356: DA    Set event bit $1E80($560) [$1F2C, bit 0]
CB/7358: DB    Clear event bit $1E80($559) [$1F2B, bit 1]
CB/735A: B5    Pause for 15 * 5 (75) units
CB/735C: 6B    Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) instantly, (upper bits $0000), place party at (26, 17), facing up
CB/7362: B2    Call subroutine $CB6A03
CB/7366: 73    Replace current map's Layer 1 at (29, 12) with the following (2 x 1) chunk, refresh immediately
CB/736B:       $04, $14
CB/736D: F4    Play sound effect 44
CB/736F: 59    Unfade screen at speed $04
CB/7371: 5C    Pause execution until fade in or fade out is complete
CB/7372: 92    Pause for 30 units
CB/7373: 20    Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CB/7375: C2        Set vehicle/entity's event speed to normal
CB/7376: 8E        Move vehicle/entity down 4 tiles
CB/7377: 83        Move vehicle/entity left 1 tile
CB/7378: FF        End queue
CB/7379: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete)
CB/737B: C3        Set vehicle/entity's event speed to fast
CB/737C: 84        Move vehicle/entity up 2 tiles
CB/737D: CD        Turn vehicle/entity right
CB/737E: FF        End queue
CB/737F: 4B    Display dialogue message $0B58, wait for button press
               RELM: What happened to Grandpa?
               GUNGHO: Huh?
               Finally! He nodded off.
CB/7382: 48    Display dialogue message $0B59, continue executing commands
               GUNGHO: However 
               Let's let him be!
               He's nice andquiet
               Now, about my wounds
CB/7385: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CB/7387: C1        Set vehicle/entity's event speed to slow
CB/7388: 86        Move vehicle/entity down 2 tiles
CB/7389: 83        Move vehicle/entity left 1 tile
CB/738A: CC        Turn vehicle/entity up
CB/738B: FF        End queue
CB/738C: 49    If dialogue window is up, wait for keypress then dismiss
CB/738D: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long (Wait until complete)
CB/738F: C3        Set vehicle/entity's event speed to fast
CB/7390: DC        Make vehicle/entity jump (low)
CB/7391: A0        Move vehicle/entity right/up 1x1 tiles
CB/7392: CE        Turn vehicle/entity down
CB/7393: E0        Pause for 4 * 3 (12) frames
CB/7395: FF        End queue
CB/7396: 4B    Display dialogue message $0B5A, wait for button press
               RELM: Wait!
               First let me thank you.
               You gave Grandpa a reason to go and defeat something that had tormented him for decades!
               Even if YOU were faking, that creature meant business!
CB/7399: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/739B: CE        Turn vehicle/entity down
CB/739C: FF        End queue
CB/739D: 94    Pause for 60 units
CB/739E: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/73A0: CE        Turn vehicle/entity down
CB/73A1: FF        End queue
CB/73A2: 93    Pause for 45 units
CB/73A3: 4B    Display dialogue message $0B5B, wait for button press
               GUNGHO: What a granddaughter he's raised! Amazing!
               RELM: And what a terrible actor you are!
CB/73A6: 93    Pause for 45 units
CB/73A7: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/73A9: CC        Turn vehicle/entity up
CB/73AA: FF        End queue
CB/73AB: 93    Pause for 45 units
CB/73AC: 1F    Begin action queue for character $1F (NPC $1F), 9 bytes long 
CB/73AE: 24        Do vehicle/entity graphical action $24 
CB/73AF: E0        Pause for 4 * 1 (4) frames
CB/73B1: 25        Do vehicle/entity graphical action $25 
CB/73B2: E0        Pause for 4 * 1 (4) frames
CB/73B4: FC        Branch 6 bytes backwards ($CB73AE)
CB/73B6: FF        End queue
CB/73B7: 4B    Display dialogue message $0B5C, wait for button press
               RELM: Only STRAGO could have been taken in by that performance!
CB/73BA: 93    Pause for 45 units
CB/73BB: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/73BD: CE        Turn vehicle/entity down
CB/73BE: FF        End queue
CB/73BF: B5    Pause for 15 * 6 (90) units
CB/73C1: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete)
CB/73C3: 0A        Do vehicle/entity graphical action $0A 
CB/73C4: E0        Pause for 4 * 3 (12) frames
CB/73C6: FF        End queue
CB/73C7: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long 
CB/73C9: C4        Set vehicle/entity's event speed to faster
CB/73CA: 82        Move vehicle/entity down 1 tile
CB/73CB: 9F        Move vehicle/entity left 8 tiles
CB/73CC: 9F        Move vehicle/entity left 8 tiles
CB/73CD: FF        End queue
CB/73CE: 20    Begin action queue for character $20 (NPC $20), 10 bytes long 
CB/73D0: E0        Pause for 4 * 5 (20) frames
CB/73D2: C2        Set vehicle/entity's event speed to normal
CB/73D3: CF        Turn vehicle/entity left
CB/73D4: DC        Make vehicle/entity jump (low)
CB/73D5: E0        Pause for 4 * 2 (8) frames
CB/73D7: FC        Branch 3 bytes backwards ($CB73D4)
CB/73D9: FF        End queue
CB/73DA: 94    Pause for 60 units
CB/73DB: 4B    Display dialogue message $0B62, wait for button press
               GUNGHO: What the!
CB/73DE: 5A    Fade screen at speed $04
CB/73E0: 5C    Pause execution until fade in or fade out is complete
CB/73E1: DB    Clear event bit $1E80($55C) [$1F2B, bit 4]
CB/73E3: DB    Clear event bit $1E80($55F) [$1F2B, bit 7]
CB/73E5: DB    Clear event bit $1E80($560) [$1F2C, bit 0]
CB/73E7: DA    Set event bit $1E80($559) [$1F2B, bit 1]
CB/73E9: DA    Set event bit $1E80($561) [$1F2C, bit 1]
CB/73EB: D2    Set event bit $1E80($19C) [$1EB3, bit 4]
CB/73ED: 41    Show object $31
CB/73EF: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/73F1: 94    Pause for 60 units
CB/73F2: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $2000), place party at (37, 20), facing down
CB/73F8: 3A    Enable player to move while event commands execute
CB/73F9: FE    Return

CB/73FA: 4B    Display dialogue message $0B5D, wait for button press
               GUNGHO: Everything okay?
CB/73FD: FE    Return

CB/73FE: BD    Pseudo-randomly jump to $CB73FA 50% of the time
CB/7402: BD    Pseudo-randomly jump to $CB73FA 50% of the time
CB/7406: BD    Pseudo-randomly jump to $CB73FA 50% of the time
CB/740A: 4B    Display dialogue message $0B5E, wait for button press
               GUNGHO: Hidon's appeared at Ebot's Rock again!
CB/740D: DA    Set event bit $1E80($55E) [$1F2B, bit 6]
CB/740F: FE    Return

CB/7410: 59    Unfade screen at speed $04
CB/7412: 5C    Pause execution until fade in or fade out is complete
CB/7413: FE    Return

CB/7414: 4B    Display dialogue message $0B2F, wait for button press (At bottom of screen)
               GUNGHO: Ooohcough, cough
CB/7417: FE    Return

CB/7418: D2    Set event bit $1E80($1D8) [$1EBB, bit 0]
CB/741A: BD    Pseudo-randomly jump to $CB742A 50% of the time
CB/741E: BD    Pseudo-randomly jump to $CB743E 50% of the time
CB/7422: 4B    Display dialogue message $0B45, wait for button press
               
                 Received 5 pieces of Coral.
CB/7425: E9    Increment word $1FC2($07) [$1FD0] by $0005
CB/7429: FE    Return

CB/742A: BD    Pseudo-randomly jump to $CB7436 50% of the time
CB/742E: 4B    Display dialogue message $0B42, wait for button press
               
                 Received a piece of Coral.
CB/7431: E9    Increment word $1FC2($07) [$1FD0] by $0001
CB/7435: FE    Return

CB/7436: 4B    Display dialogue message $0B43, wait for button press
               
                 Received 2 pieces of Coral.
CB/7439: E9    Increment word $1FC2($07) [$1FD0] by $0002
CB/743D: FE    Return

CB/743E: 4B    Display dialogue message $0B44, wait for button press
               
                 Received 3 pieces of Coral.
CB/7441: E9    Increment word $1FC2($07) [$1FD0] by $0003
CB/7445: FE    Return

CB/7446: C0    If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/744C: D2    Set event bit $1E80($1FA) [$1EBF, bit 2]
CB/744E: F4    Play sound effect 166
CB/7450: B2    Call subroutine $CB752F
CB/7454: B2    Call subroutine $CB7418
CB/7458: FE    Return

CB/7459: C0    If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/745F: D2    Set event bit $1E80($1FB) [$1EBF, bit 3]
CB/7461: F4    Play sound effect 166
CB/7463: B2    Call subroutine $CB7536
CB/7467: B2    Call subroutine $CB7418
CB/746B: FE    Return

CB/746C: C0    If ($1E80($1FC) [$1EBF, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/7472: D2    Set event bit $1E80($1FC) [$1EBF, bit 4]
CB/7474: F4    Play sound effect 166
CB/7476: B2    Call subroutine $CB753D
CB/747A: B2    Call subroutine $CB7418
CB/747E: FE    Return

CB/747F: C0    If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/7485: D2    Set event bit $1E80($1FD) [$1EBF, bit 5]
CB/7487: F4    Play sound effect 166
CB/7489: B2    Call subroutine $CB7544
CB/748D: B2    Call subroutine $CB7418
CB/7491: FE    Return

CB/7492: C0    If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/7498: D2    Set event bit $1E80($1FE) [$1EBF, bit 6]
CB/749A: F4    Play sound effect 166
CB/749C: B2    Call subroutine $CB754B
CB/74A0: B2    Call subroutine $CB7418
CB/74A4: FE    Return

CB/74A5: C0    If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/74AB: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/74B0:       $0D
CB/74B1: FE    Return

CB/74B2: 63    Create spotlight effect with radius 20
CB/74B4: B2    Call subroutine $CB750C
CB/74B8: B2    Call subroutine $CB7513
CB/74BC: B2    Call subroutine $CB751A
CB/74C0: B2    Call subroutine $CB7521
CB/74C4: B2    Call subroutine $CB7528
CB/74C8: B2    Call subroutine $CB74A5
CB/74CC: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB6FFC
CB/74D2: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB7013
CB/74D8: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB702A
CB/74DE: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CB7041
CB/74E4: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB7058
CB/74EA: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB706B
CB/74F0: C0    If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB707E
CB/74F6: C0    If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CB7091
CB/74FC: FE    Return

CB/74FD: 63    Create spotlight effect with radius 20
CB/74FF: C0    If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/7505: 73    Replace current map's Layer 1 at (23, 17) with the following (1 x 1) chunk, refresh immediately
CB/750A:       $0D
CB/750B: FE    Return

CB/750C: C0    If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CB752F
CB/7512: FE    Return

CB/7513: C0    If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CB7536
CB/7519: FE    Return

CB/751A: C0    If ($1E80($1FC) [$1EBF, bit 4] is set), branch to $CB753D
CB/7520: FE    Return

CB/7521: C0    If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CB7544
CB/7527: FE    Return

CB/7528: C0    If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CB754B
CB/752E: FE    Return

CB/752F: 73    Replace current map's Layer 1 at (15, 15) with the following (1 x 1) chunk, refresh immediately
CB/7534:       $12
CB/7535: FE    Return

CB/7536: 73    Replace current map's Layer 1 at (5, 27) with the following (1 x 1) chunk, refresh immediately
CB/753B:       $12
CB/753C: FE    Return

CB/753D: 73    Replace current map's Layer 1 at (22, 28) with the following (1 x 1) chunk, refresh immediately
CB/7542:       $12
CB/7543: FE    Return

CB/7544: 73    Replace current map's Layer 1 at (26, 6) with the following (1 x 1) chunk, refresh immediately
CB/7549:       $12
CB/754A: FE    Return

CB/754B: 73    Replace current map's Layer 1 at (5, 7) with the following (1 x 1) chunk, refresh immediately
CB/7550:       $12
CB/7551: FE    Return

CB/7552: 9B    Invoke shop $48
CB/7554: FE    Return

CB/7555: 9B    Invoke shop $49
CB/7557: FE    Return

CB/7558: 9B    Invoke shop $4A
CB/755A: FE    Return

CB/755B: 9B    Invoke shop $4B
CB/755D: FE    Return

CB/755E: 4B    Display dialogue message $0518, wait for button press
               
                   Locked
CB/7561: FE    Return

CB/7562: 4B    Display dialogue message $0B21, wait for button press
               All the fun places are gone now.
CB/7565: FE    Return

CB/7566: 4B    Display dialogue message $0B22, wait for button press
               For the first time in 50 years, Ebot's Rock is above water!
               Head north of town if you want to see it.
CB/7569: FE    Return

CB/756A: 4B    Display dialogue message $0B29, wait for button press
               MAYOR: It's only been a year
               since the world changed
               But it feels like forever.
CB/756D: FE    Return

CB/756E: B2    Call subroutine $CACA8D
CB/7572: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/7574: CE        Turn vehicle/entity down
CB/7575: FF        End queue
CB/7576: C0    If ($1E80($0DA) [$1E9B, bit 2] is clear), branch to $CB75BB
CB/757C: 4B    Display dialogue message $0B5F, wait for button press (At bottom of screen)
               During the past year I've traveled the world over.
               Wanna hear some of my stories?
               ^ Yes
               ^ No
CB/757F: B6    Indexed branch based on prior dialogue selection [$CB7587, $CA5EB3]
CB/7586: FE    Return

CB/7587: 4B    Display dialogue message $0B60, wait for button press (At bottom of screen)
               North of the Veldt is a small, triangular island.
CB/758A: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/758C: 5A    Fade screen at speed $04
CB/758E: 5C    Pause execution until fade in or fade out is complete
CB/758F: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $2400), place party at (203, 96), facing down, party is in the airship
CB/7595: D1        Hide vehicle
CB/7596: DF        Show mini-map
CB/7597: C1        Set vehicle's facing direction to $014A (330 degrees) (0 is north, goes counter-clockwise) 
CB/759A: C2        Set vehicle's propulsion direction to $014A (330 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CB/759D: 20        Move vehicle as follows: (go up), 48 units
CB/759F: E0        Pause for 8 units
CB/75A1: 04        Move vehicle as follows: (move forward), 16 units
CB/75A3: E0        Pause for 48 units
CB/75A5: 02        Move vehicle as follows: (decrease speed by $100), 32 units
CB/75A7: 08        Move vehicle as follows: (turn right), 48 units
CB/75A9: E0        Pause for 32 units
CB/75AB: D2        Load map $0158 (Thamasa, outdoors (WoR)), position (10, 22), mode $C0
CB/75B1: 59    Unfade screen at speed $04
CB/75B3: 5C    Pause execution until fade in or fade out is complete
CB/75B4: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/75B6: 92    Pause for 30 units
CB/75B7: 4B    Display dialogue message $0B61, wait for button press (At bottom of screen)
               The island is home to a monster that could suck up an entire ocean.
               What do you suppose might happen if it sucked you inside? That much I don't know!
CB/75BA: FE    Return

CB/75BB: 4B    Display dialogue message $0918, wait for button press (At bottom of screen)
               After the end of the world,
               I awoke all alone in Doma Castle.
               When I would try to sleep there, demons would come for me Oh! I don't want to remember that!
CB/75BE: FE    Return

CB/75BF: DE    Load CaseWord with the characters in the currently active party?
CB/75C0: C2    If ($1E80($19A) [$1EB3, bit 2] is set) or ($1E80($1A7) [$1EB4, bit 7] is clear) or ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/75CA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/75CC: 81        Move vehicle/entity right 1 tile
CB/75CD: FF        End queue
CB/75CE: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB75D5
CB/75D4: FE    Return

CB/75D5: DE    Load CaseWord with the characters in the currently active party?
CB/75D6: C2    If ($1E80($19A) [$1EB3, bit 2] is set) or ($1E80($1A7) [$1EB4, bit 7] is clear) or ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/75E0: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/75E2: 3D    Create object $17
CB/75E4: 3D    Create object $18
CB/75E6: 45    Refresh objects
CB/75E7: 41    Show object $17
CB/75E9: 41    Show object $18
CB/75EB: 42    Hide object $31
CB/75ED: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CB/75EF: C2        Set vehicle/entity's event speed to normal
CB/75F0: 88        Move vehicle/entity up 3 tiles
CB/75F1: CE        Turn vehicle/entity down
CB/75F2: E0        Pause for 4 * 4 (16) frames
CB/75F4: FF        End queue
CB/75F5: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CB/75F7: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CB/75F9: 18    Begin action queue for character $18 (NPC $18), 9 bytes long 
CB/75FB: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/75FC: E0        Pause for 4 * 2 (8) frames
CB/75FE: CE        Turn vehicle/entity down
CB/75FF: E0        Pause for 4 * 2 (8) frames
CB/7601: FC        Branch 6 bytes backwards ($CB75FB)
CB/7603: FF        End queue
CB/7604: 4B    Display dialogue message $0B2A, wait for button press (At bottom of screen)
               RELM: Yea!! We're back!
               It's like old times!
CB/7607: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CB/7609: CE        Turn vehicle/entity down
CB/760A: E0        Pause for 4 * 2 (8) frames
CB/760C: C2        Set vehicle/entity's event speed to normal
CB/760D: 90        Move vehicle/entity up 5 tiles
CB/760E: FF        End queue
CB/760F: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CB/7611: E0        Pause for 4 * 8 (32) frames
CB/7613: CE        Turn vehicle/entity down
CB/7614: E0        Pause for 4 * 3 (12) frames
CB/7616: 20        Do vehicle/entity graphical action $20 
CB/7617: FF        End queue
CB/7618: 4B    Display dialogue message $0B2B, wait for button press (At bottom of screen)
               STRAGO: Time to relax!
               Home sweet home!
CB/761B: 95    Pause for 120 units
CB/761C: 4B    Display dialogue message $07A9, wait for button press
               Grandpa!
CB/761F: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CB/7621: CC        Turn vehicle/entity up
CB/7622: E0        Pause for 4 * 8 (32) frames
CB/7624: FF        End queue
CB/7625: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/7627: C3        Set vehicle/entity's event speed to fast
CB/7628: 92        Move vehicle/entity down 5 tiles
CB/7629: FF        End queue
CB/762A: 18    Begin action queue for character $18 (NPC $18), 9 bytes long 
CB/762C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/762D: E0        Pause for 4 * 1 (4) frames
CB/762F: CE        Turn vehicle/entity down
CB/7630: E0        Pause for 4 * 1 (4) frames
CB/7632: FC        Branch 6 bytes backwards ($CB762C)
CB/7634: FF        End queue
CB/7635: 4B    Display dialogue message $0B2C, wait for button press (At bottom of screen)
               RELM: This is terrible!
               Gungho's hurt!
CB/7638: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/763A: CE        Turn vehicle/entity down
CB/763B: FF        End queue
CB/763C: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/763E: 1F        Do vehicle/entity graphical action $1F 
CB/763F: FF        End queue
CB/7640: 4B    Display dialogue message $0B1D, wait for button press (At bottom of screen)
               STRAGO: GGungho?!
CB/7643: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CB/7645: C2        Set vehicle/entity's event speed to normal
CB/7646: 9C        Move vehicle/entity up 8 tiles
CB/7647: FF        End queue
CB/7648: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/764A: C2        Set vehicle/entity's event speed to normal
CB/764B: 9C        Move vehicle/entity up 8 tiles
CB/764C: FF        End queue
CB/764D: 93    Pause for 45 units
CB/764E: 5A    Fade screen at speed $04
CB/7650: 5C    Pause execution until fade in or fade out is complete
CB/7651: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CB/7653: DA    Set event bit $1E80($55C) [$1F2B, bit 4]
CB/7655: 94    Pause for 60 units
CB/7656: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (63, 12), facing up
CB/765C: B5    Pause for 15 * 6 (90) units
CB/765E: 4B    Display dialogue message $0B2D, wait for button press
               STRAGO: Gungho, wake up!
CB/7661: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long (Wait until complete)
CB/7663: E0        Pause for 4 * 10 (40) frames
CB/7665: CF        Turn vehicle/entity left
CB/7666: E0        Pause for 4 * 5 (20) frames
CB/7668: FF        End queue
CB/7669: 4B    Display dialogue message $0B2E, wait for button press
               STRAGO: Who did this to you?
               GUNGHO: It wasHidon, the beast you and I used to hunt.
               I almost had it
CB/766C: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CB/766E: 1F        Do vehicle/entity graphical action $1F 
CB/766F: FF        End queue
CB/7670: 4B    Display dialogue message $0B31, wait for button press
               STRAGO: You took on Hidon?
CB/7673: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/7675: E0        Pause for 4 * 5 (20) frames
CB/7677: CD        Turn vehicle/entity right
CB/7678: FF        End queue
CB/7679: 4B    Display dialogue message $0B2F, wait for button press
               GUNGHO: Ooohcough, cough
CB/767C: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CB/767E: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/767F: E0        Pause for 4 * 2 (8) frames
CB/7681: CD        Turn vehicle/entity right
CB/7682: E0        Pause for 4 * 2 (8) frames
CB/7684: FC        Branch 6 bytes backwards ($CB767E)
CB/7686: FF        End queue
CB/7687: 4B    Display dialogue message $0B1D, wait for button press
               STRAGO: GGungho?!
CB/768A: 94    Pause for 60 units
CB/768B: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/768D: CF        Turn vehicle/entity left
CB/768E: FF        End queue
CB/768F: 4B    Display dialogue message $0B30, wait for button press
               GUNGHO: STRAGO
               Pleaseyou must avenge me
CB/7692: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/7694: CD        Turn vehicle/entity right
CB/7695: FF        End queue
CB/7696: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/7698: E0        Pause for 4 * 6 (24) frames
CB/769A: CD        Turn vehicle/entity right
CB/769B: FF        End queue
CB/769C: 4B    Display dialogue message $0B2F, wait for button press
               GUNGHO: Ooohcough, cough
CB/769F: 1D    Begin action queue for character $1D (NPC $1D), 15 bytes long (Wait until complete)
CB/76A1: C0        Set vehicle/entity's event speed to slowest
CB/76A2: E0        Pause for 4 * 10 (40) frames
CB/76A4: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/76A5: E0        Pause for 4 * 18 (72) frames
CB/76A7: 83        Move vehicle/entity left 1 tile
CB/76A8: 22        Do vehicle/entity graphical action $22 
CB/76A9: E0        Pause for 4 * 15 (60) frames
CB/76AB: CE        Turn vehicle/entity down
CB/76AC: E0        Pause for 4 * 8 (32) frames
CB/76AE: 20        Do vehicle/entity graphical action $20 
CB/76AF: FF        End queue
CB/76B0: 95    Pause for 120 units
CB/76B1: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CB/76B3: C2        Set vehicle/entity's event speed to normal
CB/76B4: 82        Move vehicle/entity down 1 tile
CB/76B5: FF        End queue
CB/76B6: B0    Execute the following commands until $B1 3 times
CB/76B8: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/76BA: 4D            Do vehicle/entity graphical action $0D, flipped horizontally
CB/76BB: FF            End queue
CB/76BC: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/76BE: 4C            Do vehicle/entity graphical action $0C, flipped horizontally
CB/76BF: FF            End queue
CB/76C0: B1        End block of repeating commands
CB/76C1: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/76C3: 58        Do vehicle/entity graphical action $18, flipped horizontally
CB/76C4: FF        End queue
CB/76C5: 4B    Display dialogue message $0B32, wait for button press
               RELM: Gramps!
               Why are you hesitating!
CB/76C8: B5    Pause for 15 * 10 (150) units
CB/76CA: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/76CC: CE        Turn vehicle/entity down
CB/76CD: FF        End queue
CB/76CE: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/76D0: E0        Pause for 4 * 15 (60) frames
CB/76D2: CD        Turn vehicle/entity right
CB/76D3: FF        End queue
CB/76D4: 4B    Display dialogue message $0B33, wait for button press
               STRAGO: Well I spent my
               youth chasing that creature.
               To do it again at this age is more than I bargained for.
CB/76D7: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CB/76D9: E0        Pause for 4 * 6 (24) frames
CB/76DB: CD        Turn vehicle/entity right
CB/76DC: FF        End queue
CB/76DD: 4B    Display dialogue message $0B34, wait for button press
               STRAGO: Gungho
               rest easy, I'll do it for you!
CB/76E0: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/76E2: E0        Pause for 4 * 5 (20) frames
CB/76E4: CE        Turn vehicle/entity down
CB/76E5: FF        End queue
CB/76E6: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CB/76E8: C2        Set vehicle/entity's event speed to normal
CB/76E9: 96        Move vehicle/entity down 6 tiles
CB/76EA: 83        Move vehicle/entity left 1 tile
CB/76EB: A2        Move vehicle/entity left/down 1x1 tiles
CB/76EC: D1        Make vehicle/entity disappear
CB/76ED: FF        End queue
CB/76EE: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/76F0: C3        Set vehicle/entity's event speed to fast
CB/76F1: 81        Move vehicle/entity right 1 tile
CB/76F2: 9A        Move vehicle/entity down 7 tiles
CB/76F3: FF        End queue
CB/76F4: 5A    Fade screen at speed $04
CB/76F6: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/76F8: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (39, 10), facing up
CB/76FE: DA    Set event bit $1E80($5F6) [$1F3E, bit 6]
CB/7700: 3D    Create object $1F
CB/7702: 38    Hold screen
CB/7703: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CB/7705: C2        Set vehicle/entity's event speed to normal
CB/7706: A2        Move vehicle/entity left/down 1x1 tiles
CB/7707: 83        Move vehicle/entity left 1 tile
CB/7708: 92        Move vehicle/entity down 5 tiles
CB/7709: FF        End queue
CB/770A: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CB/770C: C2        Set vehicle/entity's event speed to normal
CB/770D: A2        Move vehicle/entity left/down 1x1 tiles
CB/770E: 83        Move vehicle/entity left 1 tile
CB/770F: 92        Move vehicle/entity down 5 tiles
CB/7710: FF        End queue
CB/7711: F4    Play sound effect 44
CB/7713: 73    Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately
CB/7718:       $04, $14
CB/771A: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CB/771C: C2        Set vehicle/entity's event speed to normal
CB/771D: 92        Move vehicle/entity down 5 tiles
CB/771E: FF        End queue
CB/771F: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/7721: C2        Set vehicle/entity's event speed to normal
CB/7722: 92        Move vehicle/entity down 5 tiles
CB/7723: FF        End queue
CB/7724: 4B    Display dialogue message $07A9, wait for button press (At bottom of screen)
               Grandpa!
CB/7727: 41    Show object $1F
CB/7729: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long (Wait until complete)
CB/772B: C3        Set vehicle/entity's event speed to fast
CB/772C: A2        Move vehicle/entity left/down 1x1 tiles
CB/772D: 83        Move vehicle/entity left 1 tile
CB/772E: 9E        Move vehicle/entity down 8 tiles
CB/772F: E0        Pause for 4 * 6 (24) frames
CB/7731: FF        End queue
CB/7732: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/7734: CC        Turn vehicle/entity up
CB/7735: E0        Pause for 4 * 6 (24) frames
CB/7737: FF        End queue
CB/7738: 4B    Display dialogue message $0B35, wait for button press (At bottom of screen)
               RELM: Just a minute!
               You don't think you're going alone, do you?
CB/773B: 95    Pause for 120 units
CB/773C: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/773E: CE        Turn vehicle/entity down
CB/773F: E0        Pause for 4 * 10 (40) frames
CB/7741: FF        End queue
CB/7742: 4B    Display dialogue message $0B36, wait for button press (At bottom of screen)
               STRAGO: I spent too many years of my life hunting that thing. It is my obsession, not yours.
CB/7745: 1F    Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete)
CB/7747: E0        Pause for 4 * 6 (24) frames
CB/7749: 81        Move vehicle/entity right 1 tile
CB/774A: 86        Move vehicle/entity down 2 tiles
CB/774B: CF        Turn vehicle/entity left
CB/774C: FF        End queue
CB/774D: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/774F: E0        Pause for 4 * 8 (32) frames
CB/7751: CD        Turn vehicle/entity right
CB/7752: FF        End queue
CB/7753: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete)
CB/7755: E0        Pause for 4 * 15 (60) frames
CB/7757: CF        Turn vehicle/entity left
CB/7758: FF        End queue
CB/7759: 4B    Display dialogue message $0B37, wait for button press (At bottom of screen)
               RELM: But Grandpa!
               This obsession of yours could easily slay you!
               You're my Grandfather.
               I can't just sit idly by and watch you go.
CB/775C: B5    Pause for 15 * 10 (150) units
CB/775E: 1E    Begin action queue for character $1E (NPC $1E), 11 bytes long (Wait until complete)
CB/7760: CE        Turn vehicle/entity down
CB/7761: E0        Pause for 4 * 5 (20) frames
CB/7763: 20        Do vehicle/entity graphical action $20 
CB/7764: E0        Pause for 4 * 21 (84) frames
CB/7766: CE        Turn vehicle/entity down
CB/7767: E0        Pause for 4 * 16 (64) frames
CB/7769: CD        Turn vehicle/entity right
CB/776A: FF        End queue
CB/776B: 4B    Display dialogue message $0B38, wait for button press (At bottom of screen)
               STRAGO: Sorry, RELM.
               I'm so grateful that you care!
               But as its name implies, the Hidon is extremely difficult to find.
               Unless I go alone, it will not show itself.
CB/776E: 1F    Begin action queue for character $1F (NPC $1F), 9 bytes long 
CB/7770: 22        Do vehicle/entity graphical action $22 
CB/7771: E0        Pause for 4 * 2 (8) frames
CB/7773: CF        Turn vehicle/entity left
CB/7774: E0        Pause for 4 * 2 (8) frames
CB/7776: FC        Branch 6 bytes backwards ($CB7770)
CB/7778: FF        End queue
CB/7779: B5    Pause for 15 * 6 (90) units
CB/777B: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/777D: CF        Turn vehicle/entity left
CB/777E: FF        End queue
CB/777F: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CB/7781: CE        Turn vehicle/entity down
CB/7782: FF        End queue
CB/7783: 4B    Display dialogue message $0B39, wait for button press (At bottom of screen)
               STRAGO: Next stop,
               Ebot's Rock.
CB/7786: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CB/7788: CE        Turn vehicle/entity down
CB/7789: FF        End queue
CB/778A: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete)
CB/778C: E0        Pause for 4 * 6 (24) frames
CB/778E: C2        Set vehicle/entity's event speed to normal
CB/778F: 8A        Move vehicle/entity down 3 tiles
CB/7790: D1        Make vehicle/entity disappear
CB/7791: FF        End queue
CB/7792: B5    Pause for 15 * 6 (90) units
CB/7794: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long (Wait until complete)
CB/7796: C1        Set vehicle/entity's event speed to slow
CB/7797: 83        Move vehicle/entity left 1 tile
CB/7798: CE        Turn vehicle/entity down
CB/7799: E0        Pause for 4 * 6 (24) frames
CB/779B: 20        Do vehicle/entity graphical action $20 
CB/779C: FF        End queue
CB/779D: 4B    Display dialogue message $0B3A, wait for button press (At bottom of screen)
               RELM: Phew
CB/77A0: 94    Pause for 60 units
CB/77A1: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CB/77A3: 1F        Do vehicle/entity graphical action $1F 
CB/77A4: E0        Pause for 4 * 5 (20) frames
CB/77A6: C3        Set vehicle/entity's event speed to fast
CB/77A7: 8A        Move vehicle/entity down 3 tiles
CB/77A8: D1        Make vehicle/entity disappear
CB/77A9: FF        End queue
CB/77AA: 94    Pause for 60 units
CB/77AB: 5A    Fade screen at speed $04
CB/77AD: 5C    Pause execution until fade in or fade out is complete
CB/77AE: 41    Show object $31
CB/77B0: D2    Set event bit $1E80($19A) [$1EB3, bit 2]
CB/77B2: DB    Clear event bit $1E80($5F6) [$1F3E, bit 6]
CB/77B4: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/77B6: 36    Disable ability to pass through other objects for object $17 (NPC $17)
CB/77B8: 36    Disable ability to pass through other objects for object $18 (NPC $18)
CB/77BA: 39    Free screen
CB/77BB: E8    Set word $1FC2($07) [$1FD0] to $0000
CB/77BF: DA    Set event bit $1E80($55E) [$1F2B, bit 6]
CB/77C1: 6B    Load map $0158 (Thamasa, outdoors (WoR)) instantly, (upper bits $2000), place party at (29, 15), facing down
CB/77C7: FE    Return

CB/77C8: C0    If ($1E80($178) [$1EAF, bit 0] is set), branch to $CB7850
CB/77CE: 4B    Display dialogue message $0B1C, wait for button press (At bottom of screen)
               I am Gungho.
               Warrior extraordinaire from the town of Thamasa.
CB/77D1: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB77DA
CB/77D7: 4B    Display dialogue message $0B1B, wait for button press (At bottom of screen)
               First time I've been back in a while, and the village looks trashed.
               What on earth happened?
CB/77DA: DE    Load CaseWord with the characters in the currently active party?
CB/77DB: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB77E8
CB/77E1: 4B    Display dialogue message $0B24, wait for button press (At bottom of screen)
               I've got STRAGO on my side now, but what a monumental bag of hot air!
CB/77E4: 4B    Display dialogue message $0B26, wait for button press (At bottom of screen)
               When you were younger you hunted Hidon, the legendary monster. But you quit before you found it
CB/77E7: FE    Return

CB/77E8: B2    Call subroutine $CACA8D
CB/77EC: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/77EE: D7        Center screen on vehicle/entity
CB/77EF: FF        End queue
CB/77F0: 41    Show object $07
CB/77F2: B2    Call subroutine $CB2E34
CB/77F6: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CB/77F8: C2        Set vehicle/entity's event speed to normal
CB/77F9: 87        Move vehicle/entity left 2 tiles
CB/77FA: 80        Move vehicle/entity up 1 tile
CB/77FB: CD        Turn vehicle/entity right
CB/77FC: FF        End queue
CB/77FD: 4B    Display dialogue message $0B1D, wait for button press (At bottom of screen)
               STRAGO: GGungho?!
CB/7800: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/7802: CF        Turn vehicle/entity left
CB/7803: FF        End queue
CB/7804: 4B    Display dialogue message $0B23, wait for button press (At bottom of screen)
               GUNGHO: Is that you,
               STRAGO?
               Have you come back to hunt Hidon?
CB/7807: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long (Wait until complete)
CB/7809: E0        Pause for 4 * 8 (32) frames
CB/780B: CE        Turn vehicle/entity down
CB/780C: E0        Pause for 4 * 7 (28) frames
CB/780E: 20        Do vehicle/entity graphical action $20 
CB/780F: E0        Pause for 4 * 16 (64) frames
CB/7811: FF        End queue
CB/7812: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/7814: C1        Set vehicle/entity's event speed to slow
CB/7815: 83        Move vehicle/entity left 1 tile
CB/7816: E0        Pause for 4 * 8 (32) frames
CB/7818: FF        End queue
CB/7819: 4B    Display dialogue message $0B25, wait for button press (At bottom of screen)
               GUNGHO: He'll never change.
               That's who he is!
CB/781C: 4B    Display dialogue message $0B26, wait for button press (At bottom of screen)
               When you were younger you hunted Hidon, the legendary monster. But you quit before you found it
CB/781F: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CB/7821: CD        Turn vehicle/entity right
CB/7822: E0        Pause for 4 * 8 (32) frames
CB/7824: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/7825: FF        End queue
CB/7826: 4B    Display dialogue message $0B27, wait for button press (At bottom of screen)
               STRAGO: I didn't really quit!
               It's just that, well, the monster lives only on Ebot's Rock, which has been submerged for some time.
               GUNGHO: You never could give me an honest answer.
CB/7829: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long (Wait until complete)
CB/782B: E0        Pause for 4 * 8 (32) frames
CB/782D: CE        Turn vehicle/entity down
CB/782E: E0        Pause for 4 * 16 (64) frames
CB/7830: 20        Do vehicle/entity graphical action $20 
CB/7831: E0        Pause for 4 * 16 (64) frames
CB/7833: FF        End queue
CB/7834: 4B    Display dialogue message $0B28, wait for button press (At bottom of screen)
               GUNGHO: What a buffoon!!
CB/7837: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/7839: C1        Set vehicle/entity's event speed to slow
CB/783A: 81        Move vehicle/entity right 1 tile
CB/783B: CE        Turn vehicle/entity down
CB/783C: FF        End queue
CB/783D: B5    Pause for 15 * 6 (90) units
CB/783F: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CB/7841: C2        Set vehicle/entity's event speed to normal
CB/7842: 82        Move vehicle/entity down 1 tile
CB/7843: 85        Move vehicle/entity right 2 tiles
CB/7844: FF        End queue
CB/7845: D2    Set event bit $1E80($178) [$1EAF, bit 0]
CB/7847: B2    Call subroutine $CB2E2B
CB/784B: B2    Call subroutine $CACB95
CB/784F: FE    Return

CB/7850: 4B    Display dialogue message $0B28, wait for button press (At bottom of screen)
               GUNGHO: What a buffoon!!
CB/7853: FE    Return

CB/7854: 4B    Display dialogue message $0978, wait for button press
               We can't let the world become too peaceful!
               People are at their best when they're at war
               My colosseum will be a monument to war!
               If I can ever get the help I need to finish it, that is!
CB/7857: FE    Return

CB/7858: BD    Pseudo-randomly jump to $CB7860 50% of the time
CB/785C: 4B    Display dialogue message $097A, wait for button press
               Ultros is your receptionist?
               He couldn't pay his debt, so I put him to work!
               I figure he'll be here about another 100 years.
CB/785F: FE    Return

CB/7860: 4B    Display dialogue message $0979, wait for button press
               This is my colosseum.
               Finally, the whole world is at war! I'm so happy!
               And I owe it all to Kefka!
CB/7863: FE    Return

CB/7864: 4B    Display dialogue message $0973, wait for button press (At bottom of screen)
               400 GP per night.
               Wanna rest?
               ^ Yes
               ^ No
CB/7867: B6    Indexed branch based on prior dialogue selection [$CB786F, $CA5EB3]
CB/786E: FE    Return

CB/786F: 85    Take 400 GP from party
CB/7872: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CB/7878: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/787A: C3        Set vehicle/entity's event speed to fast
CB/787B: 8F        Move vehicle/entity left 4 tiles
CB/787C: 84        Move vehicle/entity up 2 tiles
CB/787D: FF        End queue
CB/787E: F4    Play sound effect 44
CB/7880: 73    Replace current map's Layer 1 at (48, 14) with the following (2 x 1) chunk, refresh immediately
CB/7885:       $06, $16
CB/7887: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/7889: C3        Set vehicle/entity's event speed to fast
CB/788A: 9C        Move vehicle/entity up 8 tiles
CB/788B: 80        Move vehicle/entity up 1 tile
CB/788C: 8D        Move vehicle/entity right 4 tiles
CB/788D: CE        Turn vehicle/entity down
CB/788E: FF        End queue
CB/788F: B2    Call subroutine $CACD3C
CB/7893: 6B    Load map $019D (Colosseum, all rooms) instantly, (upper bits $2400), place party at (52, 7), facing down
CB/7899: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/789B: D5        Set vehicle/entity's position to (54, 5)
CB/789E: CE        Turn vehicle/entity down
CB/789F: FF        End queue
CB/78A0: B2    Call subroutine $CACF96
CB/78A4: FE    Return

CB/78A5: 4B    Display dialogue message $0975, wait for button press (At bottom of screen)
               Creatures from all over the world come here to compete.
CB/78A8: FE    Return

CB/78A9: 4B    Display dialogue message $0976, wait for button press
               Get a load of the crowds!
CB/78AC: FE    Return

CB/78AD: C0    If ($1E80($1EF) [$1EBD, bit 7] is clear), branch to $CB78A9
CB/78B3: 4B    Display dialogue message $0977, wait for button press
               There's some guy here who's dressed all in black!
               He's looking for a blade known as the Striker
CB/78B6: FE    Return

CB/78B7: 4B    Display dialogue message $097D, wait for button press
               The more precious the item wagered, the better your prize will be!
CB/78BA: FE    Return

CB/78BB: 4B    Display dialogue message $097E, wait for button press
               Battles at the colosseum are one-on-one.
CB/78BE: FE    Return

CB/78BF: 4B    Display dialogue message $0980, wait for button press
               This is Dragon's Neck Colosseum. Champions from all over the world come here to fight for prizes.
CB/78C2: FE    Return

CB/78C3: B2    Call subroutine $CACA8D
CB/78C7: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/78C9: CE        Turn vehicle/entity down
CB/78CA: FF        End queue
CB/78CB: 4B    Display dialogue message $0974, wait for button press
               Care to fight in the colosseum?
               ^(With pleasure.)
               ^(No thanks.)
               ^(Explanation, please!)
CB/78CE: B6    Indexed branch based on prior dialogue selection [$CB78D9, $CA5EB3, $CB7976]
CB/78D8: FE    Return

CB/78D9: 5A    Fade screen at speed $08
CB/78DB: 5C    Pause execution until fade in or fade out is complete
CB/78DC: 9A    Invoke Colosseum item selection screen
CB/78DD: C0    If ($1E80($1EE) [$1EBD, bit 6] is clear), branch to $CB7972
CB/78E3: C0    If ($1E80($1EF) [$1EBD, bit 7] is clear), branch to $CB796C
CB/78E9: AF    Invoke random Colosseum battle
CB/78EA: C2    If ($1E80($19F) [$1EB3, bit 7] is clear) or ($1E80($2F3) [$1EDE, bit 3] is set) or ($1E80($2BB) [$1ED7, bit 3] is clear), branch to $CB7972
CB/78F4: 38    Hold screen
CB/78F5: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/78F7: C2        Set vehicle/entity's event speed to normal
CB/78F8: 81        Move vehicle/entity right 1 tile
CB/78F9: CF        Turn vehicle/entity left
CB/78FA: FF        End queue
CB/78FB: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/78FD: 3D    Create object $1B
CB/78FF: 45    Refresh objects
CB/7900: 41    Show object $1B
CB/7902: 59    Unfade screen at speed $04
CB/7904: 5C    Pause execution until fade in or fade out is complete
CB/7905: DB    Clear event bit $1E80($556) [$1F2A, bit 6]
CB/7907: DB    Clear event bit $1E80($55B) [$1F2B, bit 3]
CB/7909: B5    Pause for 15 * 5 (75) units
CB/790B: 48    Display dialogue message $0981, continue executing commands
               What're you doing here?
               SHADOW: The only thing I know how to do is fight
CB/790E: 93    Pause for 45 units
CB/790F: B0    Execute the following commands until $B1 2 times
CB/7911: 1B        Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/7913: 24            Do vehicle/entity graphical action $24 
CB/7914: FF            End queue
CB/7915: 1B        Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/7917: 25            Do vehicle/entity graphical action $25 
CB/7918: FF            End queue
CB/7919: B1        End block of repeating commands
CB/791A: 49    If dialogue window is up, wait for keypress then dismiss
CB/791B: 94    Pause for 60 units
CB/791C: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CB/791E: 23        Do vehicle/entity graphical action $23 
CB/791F: E0        Pause for 4 * 4 (16) frames
CB/7921: CD        Turn vehicle/entity right
CB/7922: FF        End queue
CB/7923: 4B    Display dialogue message $0982, wait for button press
               Why not come with us?
               SHADOW: Well
CB/7926: 35    Pause execution until action queue for object $1B (NPC $1B) is complete
CB/7928: 93    Pause for 45 units
CB/7929: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/792B: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/792D: 4B    Display dialogue message $0983, wait for button press
               SHADOW: First I need to see how far I can get here
CB/7930: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/7932: C2        Set vehicle/entity's event speed to normal
CB/7933: 81        Move vehicle/entity right 1 tile
CB/7934: FF        End queue
CB/7935: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/7937: 83        Move vehicle/entity left 1 tile
CB/7938: FF        End queue
CB/7939: 35    Pause execution until action queue for object $1B (NPC $1B) is complete
CB/793B: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/793D: 42    Hide object $1B
CB/793F: 3E    Delete object $1B
CB/7941: 45    Refresh objects
CB/7942: D3    Clear event bit $1E80($1EF) [$1EBD, bit 7]
CB/7944: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/7948: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB7954
CB/794E: 3D    Create object $03
CB/7950: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/7953: 45    Refresh objects
CB/7954: 77    Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP
CB/7956: 89    Inflict the following status ailments on character $03 (Actor in stot 3): Dog Block
CB/795A: D4    Set event bit $1E80($2F3) [$1EDE, bit 3]
CB/795C: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/7960: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CB/7962: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/7964: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/7966: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/7968: CE        Turn vehicle/entity down
CB/7969: FF        End queue
CB/796A: 39    Free screen
CB/796B: FE    Return

CB/796C: AF    Invoke random Colosseum battle
CB/796D: B2    Call subroutine $CB7972
CB/7971: FE    Return

CB/7972: 59    Unfade screen at speed $04
CB/7974: 5C    Pause execution until fade in or fade out is complete
CB/7975: FE    Return

CB/7976: 4B    Display dialogue message $097C, wait for button press
               We fight for items, etc. here. First choose the thing you want to wager.
               Next, your opponent will appear. Choose someone from your party to fight this opponent.
               A one-on-one auto-battle will then take place. The item you wagered covers your participation fee.
               If you win, you'll be rewarded with an even better item! That's all there is to it!
CB/7979: FE    Return

CB/797A: 4B    Display dialogue message $097B, wait for button press (At bottom of screen)
               ULTROS: Look at me!
               I'm a receptionist!
               G'fa, ha, ha!
               Now, you'd better watch what ya bet, or master Chupon'll just come and take it from ya!
CB/797D: FE    Return

CB/797E: 4B    Display dialogue message $097F, wait for button press
               SIGFRIED: Someone's been pretending to be me!
               Don't be fooled!
CB/7981: FE    Return

CB/7982: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/7984: 28        Do vehicle/entity graphical action $28 
CB/7985: FF        End queue
CB/7986: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/7988: 28        Do vehicle/entity graphical action $28 
CB/7989: FF        End queue
CB/798A: C0    If ($1E80($16E) [$1EAD, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/7990: 74    Replace current map's Layer 2 at (43, 14) with the following (1 x 1) chunk
CB/7995:       $8A
CB/7996: 74    Replace current map's Layer 2 at (43, 10) with the following (2 x 1) chunk
CB/799B:       $92, $34
CB/799D: 75    Refresh map after alteration
CB/799E: FE    Return

CB/799F: C0    If ($1E80($195) [$1EB2, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/79A5: B2    Call subroutine $CB6ABF
CB/79A9: 93    Pause for 45 units
CB/79AA: B3    Call subroutine $CAC7FE, 3 times
CB/79AF: D2    Set event bit $1E80($195) [$1EB2, bit 5]
CB/79B1: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CB/79B3: C2        Set vehicle/entity's event speed to normal
CB/79B4: 8E        Move vehicle/entity down 4 tiles
CB/79B5: 85        Move vehicle/entity right 2 tiles
CB/79B6: 8E        Move vehicle/entity down 4 tiles
CB/79B7: CF        Turn vehicle/entity left
CB/79B8: FF        End queue
CB/79B9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/79BB: CD        Turn vehicle/entity right
CB/79BC: FF        End queue
CB/79BD: B2    Call subroutine $CB6ABF
CB/79C1: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CB/79C3: E0        Pause for 4 * 7 (28) frames
CB/79C5: C3        Set vehicle/entity's event speed to fast
CB/79C6: 8C        Move vehicle/entity up 4 tiles
CB/79C7: 87        Move vehicle/entity left 2 tiles
CB/79C8: 8C        Move vehicle/entity up 4 tiles
CB/79C9: D1        Make vehicle/entity disappear
CB/79CA: FF        End queue
CB/79CB: DB    Clear event bit $1E80($54C) [$1F29, bit 4]
CB/79CD: 93    Pause for 45 units
CB/79CE: B3    Call subroutine $CAC7FE, 2 times
CB/79D3: 4B    Display dialogue message $0A11, wait for button press (At bottom of screen)
               You'recoming with us?
CB/79D6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/79D8: CD        Turn vehicle/entity right
CB/79D9: FF        End queue
CB/79DA: C0    If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB79E3
CB/79E0: DA    Set event bit $1E80($552) [$1F2A, bit 2]
CB/79E2: FE    Return

CB/79E3: DA    Set event bit $1E80($553) [$1F2A, bit 3]
CB/79E5: FE    Return

CB/79E6: C2    If ($1E80($16E) [$1EAD, bit 6] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/79F0: B2    Call subroutine $CB6AC3
CB/79F4: 73    Replace current map's Layer 1 at (43, 14) with the following (1 x 1) chunk, refresh immediately
CB/79F9:       $8A
CB/79FA: 93    Pause for 45 units
CB/79FB: B2    Call subroutine $CB6ACD
CB/79FF: 73    Replace current map's Layer 1 at (43, 10) with the following (2 x 1) chunk, refresh immediately
CB/7A04:       $92, $34
CB/7A06: 93    Pause for 45 units
CB/7A07: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/7A09: D2    Set event bit $1E80($16E) [$1EAD, bit 6]
CB/7A0B: FE    Return

CB/7A0C: C0    If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB7A15
CB/7A12: DA    Set event bit $1E80($556) [$1F2A, bit 6]
CB/7A14: FE    Return

CB/7A15: DA    Set event bit $1E80($566) [$1F2C, bit 6]
CB/7A17: FE    Return

CB/7A18: C0    If ($1E80($199) [$1EB3, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/7A1E: 94    Pause for 60 units
CB/7A1F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/7A21: 1F        Do vehicle/entity graphical action $1F 
CB/7A22: E0        Pause for 4 * 4 (16) frames
CB/7A24: 0A        Do vehicle/entity graphical action $0A 
CB/7A25: FF        End queue
CB/7A26: 38    Hold screen
CB/7A27: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CB/7A29: C2        Set vehicle/entity's event speed to normal
CB/7A2A: 8E        Move vehicle/entity down 4 tiles
CB/7A2B: E0        Pause for 4 * 8 (32) frames
CB/7A2D: 8C        Move vehicle/entity up 4 tiles
CB/7A2E: FF        End queue
CB/7A2F: 39    Free screen
CB/7A30: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/7A32: C2        Set vehicle/entity's event speed to normal
CB/7A33: 84        Move vehicle/entity up 2 tiles
CB/7A34: 85        Move vehicle/entity right 2 tiles
CB/7A35: CC        Turn vehicle/entity up
CB/7A36: FF        End queue
CB/7A37: B2    Call subroutine $CB6ABF
CB/7A3B: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/7A3D: C2        Set vehicle/entity's event speed to normal
CB/7A3E: 83        Move vehicle/entity left 1 tile
CB/7A3F: 96        Move vehicle/entity down 6 tiles
CB/7A40: 83        Move vehicle/entity left 1 tile
CB/7A41: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/7A42: FF        End queue
CB/7A43: 48    Display dialogue message $0A12, continue executing commands
               Look at those wounds
CB/7A46: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/7A48: 83        Move vehicle/entity left 1 tile
CB/7A49: CE        Turn vehicle/entity down
CB/7A4A: E0        Pause for 4 * 4 (16) frames
CB/7A4C: FF        End queue
CB/7A4D: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CB/7A4F: C0        Set vehicle/entity's event speed to slowest
CB/7A50: 88        Move vehicle/entity up 3 tiles
CB/7A51: CF        Turn vehicle/entity left
CB/7A52: E0        Pause for 4 * 5 (20) frames
CB/7A54: FF        End queue
CB/7A55: 49    If dialogue window is up, wait for keypress then dismiss
CB/7A56: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/7A58: CD        Turn vehicle/entity right
CB/7A59: E0        Pause for 4 * 4 (16) frames
CB/7A5B: CE        Turn vehicle/entity down
CB/7A5C: FF        End queue
CB/7A5D: B2    Call subroutine $CB6ABF
CB/7A61: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7A63: CF        Turn vehicle/entity left
CB/7A64: E0        Pause for 4 * 2 (8) frames
CB/7A66: CD        Turn vehicle/entity right
CB/7A67: E0        Pause for 4 * 1 (4) frames
CB/7A69: 1F        Do vehicle/entity graphical action $1F 
CB/7A6A: FF        End queue
CB/7A6B: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/7A6D: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/7A6F: C2        Set vehicle/entity's event speed to normal
CB/7A70: DC        Make vehicle/entity jump (low)
CB/7A71: 83        Move vehicle/entity left 1 tile
CB/7A72: FF        End queue
CB/7A73: 4D    Invoke battle, enemy set $52, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/7A76: B2    Call subroutine $CA5EA9
CB/7A7A: DB    Clear event bit $1E80($555) [$1F2A, bit 5]
CB/7A7C: 42    Hide object $14
CB/7A7E: 3E    Delete object $14
CB/7A80: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/7A82: CE        Turn vehicle/entity down
CB/7A83: FF        End queue
CB/7A84: 59    Unfade screen at speed $04
CB/7A86: 5C    Pause execution until fade in or fade out is complete
CB/7A87: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/7A89: E0        Pause for 4 * 3 (12) frames
CB/7A8B: 20        Do vehicle/entity graphical action $20 
CB/7A8C: E0        Pause for 4 * 8 (32) frames
CB/7A8E: CE        Turn vehicle/entity down
CB/7A8F: E0        Pause for 4 * 7 (28) frames
CB/7A91: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/7A92: FF        End queue
CB/7A93: 4B    Display dialogue message $0A13, wait for button press
               We can't do anything for her here.
               Let's take her back to Thamasa using the airship.
CB/7A96: 5A    Fade screen at speed $02
CB/7A98: 5C    Pause execution until fade in or fade out is complete
CB/7A99: DA    Set event bit $1E80($55B) [$1F2B, bit 3]
CB/7A9B: DB    Clear event bit $1E80($552) [$1F2A, bit 2]
CB/7A9D: DB    Clear event bit $1E80($553) [$1F2A, bit 3]
CB/7A9F: DB    Clear event bit $1E80($554) [$1F2A, bit 4]
CB/7AA1: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/7AA3: B2    Call subroutine $CB7A0C
CB/7AA7: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $1400), place party at (207, 92), facing right, party is in the airship
CB/7AAD: DD        Hide mini-map
CB/7AAE: C1        Set vehicle's facing direction to $0028 (40 degrees) (0 is north, goes counter-clockwise) 
CB/7AB1: C2        Set vehicle's propulsion direction to $0028 (40 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CB/7AB4: E0        Pause for 5 units
CB/7AB6: 28        Move vehicle as follows: (go up, turn right), 64 units
CB/7AB8: E0        Pause for 6 units
CB/7ABA: 04        Move vehicle as follows: (move forward), 64 units
CB/7ABC: E0        Pause for 24 units
CB/7ABE: 4C        Move vehicle as follows: (go down, turn right, move forward), 16 units
CB/7AC0: 0C        Move vehicle as follows: (turn right, move forward), 16 units
CB/7AC2: E0        Pause for 43 units
CB/7AC4: 08        Move vehicle as follows: (turn right), 23 units
CB/7AC6: 02        Move vehicle as follows: (decrease speed by $100), 5 units
CB/7AC8: E0        Pause for 10 units
CB/7ACA: 02        Move vehicle as follows: (decrease speed by $100), 2 units
CB/7ACC: 08        Move vehicle as follows: (turn right), 8 units
CB/7ACE: E0        Pause for 5 units
CB/7AD0: 4A        Move vehicle as follows: (go down, turn right, decrease speed by $100), 32 units
CB/7AD2: E0        Pause for 11 units
CB/7AD4: D9        Fade screen
CB/7AD5: E0        Pause for 4 units
CB/7AD7: D3        Load map $0001 (World of Ruin), position (251, 231), mode $41
CB/7ADD: C7        Map command $C7, $FA, $E7
CB/7AE0: DF        Hide mini-map
CB/7AE1: D2        Load map $015D (Thamasa, both floors of Strago's house (always)), position (63, 13), mode $40
CB/7AE7: F2    Fade out current song with transition time 64
CB/7AE9: FA    Stop temporarily played song
CB/7AEA: F0    Play song 0 (Silence), (high bit clear), full volume
CB/7AEC: 38    Hold screen
CB/7AED: 41    Show object $31
CB/7AEF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/7AF1: CF        Turn vehicle/entity left
CB/7AF2: FF        End queue
CB/7AF3: 59    Unfade screen at speed $04
CB/7AF5: 5C    Pause execution until fade in or fade out is complete
CB/7AF6: B5    Pause for 15 * 16 (240) units
CB/7AF8: 24    Begin action queue for character $24 (NPC $24), 8 bytes long 
CB/7AFA: CD        Turn vehicle/entity right
CB/7AFB: E0        Pause for 4 * 6 (24) frames
CB/7AFD: CF        Turn vehicle/entity left
CB/7AFE: E0        Pause for 4 * 14 (56) frames
CB/7B00: CD        Turn vehicle/entity right
CB/7B01: FF        End queue
CB/7B02: 25    Begin action queue for character $25 (NPC $25), 8 bytes long 
CB/7B04: CD        Turn vehicle/entity right
CB/7B05: E0        Pause for 4 * 6 (24) frames
CB/7B07: CF        Turn vehicle/entity left
CB/7B08: E0        Pause for 4 * 14 (56) frames
CB/7B0A: CD        Turn vehicle/entity right
CB/7B0B: FF        End queue
CB/7B0C: 94    Pause for 60 units
CB/7B0D: 4B    Display dialogue message $0A14, wait for button press
               You were having a nightmare
CB/7B10: 93    Pause for 45 units
CB/7B11: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CB/7B13: C1        Set vehicle/entity's event speed to slow
CB/7B14: 87        Move vehicle/entity left 2 tiles
CB/7B15: E0        Pause for 4 * 15 (60) frames
CB/7B17: FF        End queue
CB/7B18: 62    Mosaic screen, speed 14
CB/7B1A: 94    Pause for 60 units
CB/7B1B: 62    Mosaic screen, speed 8
CB/7B1D: 5A    Fade screen at speed $04
CB/7B1F: 5C    Pause execution until fade in or fade out is complete
CB/7B20: 95    Pause for 120 units
CB/7B21: C0    If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB7BE3
CB/7B27: DA    Set event bit $1E80($556) [$1F2A, bit 6]
CB/7B29: DA    Set event bit $1E80($569) [$1F2D, bit 1]
CB/7B2B: 6B    Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $2000), place party at (28, 18), facing down
CB/7B31: F0    Play song 0 (Silence), (high bit clear), full volume
CB/7B33: B2    Call subroutine $CB6A6E
CB/7B37: 42    Hide object $31
CB/7B39: 95    Pause for 120 units
CB/7B3A: 59    Unfade screen at speed $04
CB/7B3C: 62    Mosaic screen, speed 13
CB/7B3E: 95    Pause for 120 units
CB/7B3F: 38    Hold screen
CB/7B40: 2A    Begin action queue for character $2A (NPC $2A), 3 bytes long 
CB/7B42: C2        Set vehicle/entity's event speed to normal
CB/7B43: 8A        Move vehicle/entity down 3 tiles
CB/7B44: FF        End queue
CB/7B45: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/7B47: C2        Set vehicle/entity's event speed to normal
CB/7B48: 8A        Move vehicle/entity down 3 tiles
CB/7B49: FF        End queue
CB/7B4A: B2    Call subroutine $CB6ABF
CB/7B4E: 94    Pause for 60 units
CB/7B4F: DA    Set event bit $1E80($51A) [$1F23, bit 2]
CB/7B51: 3D    Create object $28
CB/7B53: 45    Refresh objects
CB/7B54: 28    Begin action queue for character $28 (NPC $28), 4 bytes long (Wait until complete)
CB/7B56: D5        Set vehicle/entity's position to (29, 14)
CB/7B59: FF        End queue
CB/7B5A: 41    Show object $28
CB/7B5C: 28    Begin action queue for character $28 (NPC $28), 3 bytes long (Wait until complete)
CB/7B5E: C3        Set vehicle/entity's event speed to fast
CB/7B5F: 96        Move vehicle/entity down 6 tiles
CB/7B60: FF        End queue
CB/7B61: B2    Call subroutine $CB6ABF
CB/7B65: B5    Pause for 15 * 5 (75) units
CB/7B67: 2A    Begin action queue for character $2A (NPC $2A), 3 bytes long 
CB/7B69: C2        Set vehicle/entity's event speed to normal
CB/7B6A: 86        Move vehicle/entity down 2 tiles
CB/7B6B: FF        End queue
CB/7B6C: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/7B6E: C2        Set vehicle/entity's event speed to normal
CB/7B6F: 86        Move vehicle/entity down 2 tiles
CB/7B70: FF        End queue
CB/7B71: 28    Begin action queue for character $28 (NPC $28), 5 bytes long (Wait until complete)
CB/7B73: C3        Set vehicle/entity's event speed to fast
CB/7B74: 96        Move vehicle/entity down 6 tiles
CB/7B75: 83        Move vehicle/entity left 1 tile
CB/7B76: CC        Turn vehicle/entity up
CB/7B77: FF        End queue
CB/7B78: B2    Call subroutine $CB6ABF
CB/7B7C: 48    Display dialogue message $0A1B, continue executing commands (Show text only)
               You came to fetch me
               But I won't be coming back
               I want you, and the girl,
               to live in a peaceful world
CB/7B7F: 78    Enable ability to pass through other objects for object $2A (NPC $2A)
CB/7B81: 78    Enable ability to pass through other objects for object $28 (NPC $28)
CB/7B83: 2A    Begin action queue for character $2A (NPC $2A), 10 bytes long (Wait until complete)
CB/7B85: E0        Pause for 4 * 16 (64) frames
CB/7B87: CD        Turn vehicle/entity right
CB/7B88: E0        Pause for 4 * 3 (12) frames
CB/7B8A: CC        Turn vehicle/entity up
CB/7B8B: E0        Pause for 4 * 32 (128) frames
CB/7B8D: CE        Turn vehicle/entity down
CB/7B8E: FF        End queue
CB/7B8F: 49    If dialogue window is up, wait for keypress then dismiss
CB/7B90: 2A    Begin action queue for character $2A (NPC $2A), 3 bytes long 
CB/7B92: C3        Set vehicle/entity's event speed to fast
CB/7B93: 9E        Move vehicle/entity down 8 tiles
CB/7B94: FF        End queue
CB/7B95: 28    Begin action queue for character $28 (NPC $28), 8 bytes long 
CB/7B97: CD        Turn vehicle/entity right
CB/7B98: C7        Set vehicle/entity to stay still when moving
CB/7B99: 83        Move vehicle/entity left 1 tile
CB/7B9A: C6        Set vehicle/entity to walk when moving
CB/7B9B: E0        Pause for 4 * 5 (20) frames
CB/7B9D: CE        Turn vehicle/entity down
CB/7B9E: FF        End queue
CB/7B9F: 35    Pause execution until action queue for object $28 (NPC $28) is complete
CB/7BA1: B2    Call subroutine $CB6ABF
CB/7BA5: 93    Pause for 45 units
CB/7BA6: 28    Begin action queue for character $28 (NPC $28), 19 bytes long (Wait until complete)
CB/7BA8: C2        Set vehicle/entity's event speed to normal
CB/7BA9: 81        Move vehicle/entity right 1 tile
CB/7BAA: 88        Move vehicle/entity up 3 tiles
CB/7BAB: E0        Pause for 4 * 16 (64) frames
CB/7BAD: C3        Set vehicle/entity's event speed to fast
CB/7BAE: 92        Move vehicle/entity down 5 tiles
CB/7BAF: E0        Pause for 4 * 16 (64) frames
CB/7BB1: CC        Turn vehicle/entity up
CB/7BB2: E0        Pause for 4 * 4 (16) frames
CB/7BB4: DC        Make vehicle/entity jump (low)
CB/7BB5: E0        Pause for 4 * 3 (12) frames
CB/7BB7: DC        Make vehicle/entity jump (low)
CB/7BB8: E0        Pause for 4 * 5 (20) frames
CB/7BBA: FF        End queue
CB/7BBB: B2    Call subroutine $CB6ABF
CB/7BBF: 28    Begin action queue for character $28 (NPC $28), 4 bytes long (Wait until complete)
CB/7BC1: E0        Pause for 4 * 5 (20) frames
CB/7BC3: 92        Move vehicle/entity down 5 tiles
CB/7BC4: FF        End queue
CB/7BC5: DB    Clear event bit $1E80($51A) [$1F23, bit 2]
CB/7BC7: DB    Clear event bit $1E80($569) [$1F2D, bit 1]
CB/7BC9: 36    Disable ability to pass through other objects for object $2A (NPC $2A)
CB/7BCB: 36    Disable ability to pass through other objects for object $28 (NPC $28)
CB/7BCD: 62    Mosaic screen, speed 14
CB/7BCF: 94    Pause for 60 units
CB/7BD0: 92    Pause for 30 units
CB/7BD1: 62    Mosaic screen, speed 7
CB/7BD3: 5A    Fade screen at speed $04
CB/7BD5: 5C    Pause execution until fade in or fade out is complete
CB/7BD6: D2    Set event bit $1E80($1EF) [$1EBD, bit 7]
CB/7BD8: D2    Set event bit $1E80($196) [$1EB2, bit 6]
CB/7BDA: D2    Set event bit $1E80($19E) [$1EB3, bit 6]
CB/7BDC: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7CCF
CB/7BE2: FE    Return

CB/7BE3: DA    Set event bit $1E80($557) [$1F2A, bit 7]
CB/7BE5: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $2000), place party at (41, 21), facing down
CB/7BEB: F0    Play song 0 (Silence), (high bit clear), full volume
CB/7BED: B2    Call subroutine $CB6A6E
CB/7BF1: 42    Hide object $31
CB/7BF3: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/7BF5: 21        Do vehicle/entity graphical action $21 
CB/7BF6: FF        End queue
CB/7BF7: 59    Unfade screen at speed $04
CB/7BF9: 62    Mosaic screen, speed 13
CB/7BFB: 95    Pause for 120 units
CB/7BFC: B0    Execute the following commands until $B1 2 times
CB/7BFE: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C00: 0D            Do vehicle/entity graphical action $0D 
CB/7C01: FF            End queue
CB/7C02: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C04: 0C            Do vehicle/entity graphical action $0C 
CB/7C05: FF            End queue
CB/7C06: B1        End block of repeating commands
CB/7C07: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CB/7C09: E0        Pause for 4 * 4 (16) frames
CB/7C0B: C2        Set vehicle/entity's event speed to normal
CB/7C0C: 82        Move vehicle/entity down 1 tile
CB/7C0D: 83        Move vehicle/entity left 1 tile
CB/7C0E: FF        End queue
CB/7C0F: B0    Execute the following commands until $B1 2 times
CB/7C11: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C13: 17            Do vehicle/entity graphical action $17 
CB/7C14: FF            End queue
CB/7C15: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C17: CC            Turn vehicle/entity up
CB/7C18: FF            End queue
CB/7C19: B1        End block of repeating commands
CB/7C1A: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/7C1C: E0        Pause for 4 * 4 (16) frames
CB/7C1E: 83        Move vehicle/entity left 1 tile
CB/7C1F: 80        Move vehicle/entity up 1 tile
CB/7C20: FF        End queue
CB/7C21: B0    Execute the following commands until $B1 2 times
CB/7C23: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C25: 4D            Do vehicle/entity graphical action $0D, flipped horizontally
CB/7C26: FF            End queue
CB/7C27: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C29: 4C            Do vehicle/entity graphical action $0C, flipped horizontally
CB/7C2A: FF            End queue
CB/7C2B: B1        End block of repeating commands
CB/7C2C: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CB/7C2E: E0        Pause for 4 * 4 (16) frames
CB/7C30: 80        Move vehicle/entity up 1 tile
CB/7C31: FF        End queue
CB/7C32: B0    Execute the following commands until $B1 2 times
CB/7C34: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C36: 16            Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7C37: FF            End queue
CB/7C38: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/7C3A: CE            Turn vehicle/entity down
CB/7C3B: FF            End queue
CB/7C3C: B1        End block of repeating commands
CB/7C3D: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/7C3F: E0        Pause for 4 * 9 (36) frames
CB/7C41: CD        Turn vehicle/entity right
CB/7C42: FF        End queue
CB/7C43: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CB/7C45: E0        Pause for 4 * 10 (40) frames
CB/7C47: 20        Do vehicle/entity graphical action $20 
CB/7C48: FF        End queue
CB/7C49: F4    Play sound effect 151
CB/7C4B: 92    Pause for 30 units
CB/7C4C: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CB/7C4E: C2        Set vehicle/entity's event speed to normal
CB/7C4F: 81        Move vehicle/entity right 1 tile
CB/7C50: CC        Turn vehicle/entity up
CB/7C51: FF        End queue
CB/7C52: 18    Begin action queue for character $18 (NPC $18), 6 bytes long 
CB/7C54: DC        Make vehicle/entity jump (low)
CB/7C55: E0        Pause for 4 * 4 (16) frames
CB/7C57: FC        Branch 3 bytes backwards ($CB7C54)
CB/7C59: FF        End queue
CB/7C5A: B3    Call subroutine $CB6ABF, 2 times
CB/7C5F: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CB/7C61: CC        Turn vehicle/entity up
CB/7C62: E0        Pause for 4 * 5 (20) frames
CB/7C64: C2        Set vehicle/entity's event speed to normal
CB/7C65: 85        Move vehicle/entity right 2 tiles
CB/7C66: CF        Turn vehicle/entity left
CB/7C67: FF        End queue
CB/7C68: 18    Begin action queue for character $18 (NPC $18), 6 bytes long 
CB/7C6A: DC        Make vehicle/entity jump (low)
CB/7C6B: E0        Pause for 4 * 4 (16) frames
CB/7C6D: FC        Branch 3 bytes backwards ($CB7C6A)
CB/7C6F: FF        End queue
CB/7C70: B3    Call subroutine $CB6ABF, 2 times
CB/7C75: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CB/7C77: CF        Turn vehicle/entity left
CB/7C78: E0        Pause for 4 * 16 (64) frames
CB/7C7A: FF        End queue
CB/7C7B: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/7C7D: CE        Turn vehicle/entity down
CB/7C7E: E0        Pause for 4 * 5 (20) frames
CB/7C80: FF        End queue
CB/7C81: B0    Execute the following commands until $B1 3 times
CB/7C83: 19        Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/7C85: 13            Do vehicle/entity graphical action $13 
CB/7C86: FF            End queue
CB/7C87: 19        Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/7C89: CE            Turn vehicle/entity down
CB/7C8A: FF            End queue
CB/7C8B: B1        End block of repeating commands
CB/7C8C: 19    Begin action queue for character $19 (NPC $19), 6 bytes long (Wait until complete)
CB/7C8E: E0        Pause for 4 * 5 (20) frames
CB/7C90: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/7C91: E0        Pause for 4 * 4 (16) frames
CB/7C93: FF        End queue
CB/7C94: 4B    Display dialogue message $0A1C, wait for button press (Show text only) (At bottom of screen)
               Papa?
               Where'd he go?
               Is he ever coming back?
CB/7C97: 1A    Begin action queue for character $1A (NPC $1A), 7 bytes long 
CB/7C99: C1        Set vehicle/entity's event speed to slow
CB/7C9A: 82        Move vehicle/entity down 1 tile
CB/7C9B: CD        Turn vehicle/entity right
CB/7C9C: E0        Pause for 4 * 6 (24) frames
CB/7C9E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/7C9F: FF        End queue
CB/7CA0: 18    Begin action queue for character $18 (NPC $18), 16 bytes long (Wait until complete)
CB/7CA2: E0        Pause for 4 * 5 (20) frames
CB/7CA4: C2        Set vehicle/entity's event speed to normal
CB/7CA5: 80        Move vehicle/entity up 1 tile
CB/7CA6: CE        Turn vehicle/entity down
CB/7CA7: E0        Pause for 4 * 6 (24) frames
CB/7CA9: 82        Move vehicle/entity down 1 tile
CB/7CAA: CF        Turn vehicle/entity left
CB/7CAB: E0        Pause for 4 * 19 (76) frames
CB/7CAD: CE        Turn vehicle/entity down
CB/7CAE: E0        Pause for 4 * 15 (60) frames
CB/7CB0: CF        Turn vehicle/entity left
CB/7CB1: FF        End queue
CB/7CB2: B2    Call subroutine $CB6ABF
CB/7CB6: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CB/7CB8: C3        Set vehicle/entity's event speed to fast
CB/7CB9: 97        Move vehicle/entity left 6 tiles
CB/7CBA: 96        Move vehicle/entity down 6 tiles
CB/7CBB: FF        End queue
CB/7CBC: 93    Pause for 45 units
CB/7CBD: 62    Mosaic screen, speed 14
CB/7CBF: 94    Pause for 60 units
CB/7CC0: 92    Pause for 30 units
CB/7CC1: 62    Mosaic screen, speed 8
CB/7CC3: 5A    Fade screen at speed $04
CB/7CC5: 5C    Pause execution until fade in or fade out is complete
CB/7CC6: DB    Clear event bit $1E80($557) [$1F2A, bit 7]
CB/7CC8: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB7CCF
CB/7CCE: FE    Return

CB/7CCF: 95    Pause for 120 units
CB/7CD0: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/7CD2: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $2000), place party at (63, 13), facing down
CB/7CD8: 41    Show object $31
CB/7CDA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/7CDC: CF        Turn vehicle/entity left
CB/7CDD: FF        End queue
CB/7CDE: 59    Unfade screen at speed $04
CB/7CE0: 62    Mosaic screen, speed 13
CB/7CE2: 95    Pause for 120 units
CB/7CE3: 5C    Pause execution until fade in or fade out is complete
CB/7CE4: 94    Pause for 60 units
CB/7CE5: F1    Fade in song 8 (Strago) (high bit clear) with transition time 48
CB/7CE8: 94    Pause for 60 units
CB/7CE9: B3    Call subroutine $CAC7FE, 2 times
CB/7CEE: 92    Pause for 30 units
CB/7CEF: 4B    Display dialogue message $0A15, wait for button press
               Let's rest here for a moment.
CB/7CF2: 39    Free screen
CB/7CF3: D2    Set event bit $1E80($199) [$1EB3, bit 1]
CB/7CF5: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/7CF7: FE    Return

CB/7CF8: 4B    Display dialogue message $0A1D, wait for button press
               For some reason he never came near when all 4 of us were together.
CB/7CFB: FE    Return

CB/7CFC: 4B    Display dialogue message $0A1A, wait for button press
               We 3 recently went hunting on the Veldt. We saw some weird kid there dressed all in hides
CB/7CFF: FE    Return

CB/7D00: 4B    Display dialogue message $0A1F, wait for button press
               In a forest north of the Veldt dwells a frightful dragon.
               I suppose no human could ever defeat itbut oh, how free we would be if someone could
CB/7D03: FE    Return

CB/7D04: 4B    Display dialogue message $0A1E, wait for button press
               Reduce the number of people in your party if you want him to approach you.
CB/7D07: FE    Return

CB/7D08: 4B    Display dialogue message $0A17, wait for button press
               Are you okay?
CB/7D0B: 24    Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CB/7D0D: CD        Turn vehicle/entity right
CB/7D0E: FF        End queue
CB/7D0F: 94    Pause for 60 units
CB/7D10: 4B    Display dialogue message $0A19, wait for button press
               SHADOW: No need to worry. It's just a scratch.
               Also, he's gonna stand guard,
               so you just relax.
CB/7D13: 24    Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CB/7D15: CE        Turn vehicle/entity down
CB/7D16: FF        End queue
CB/7D17: B2    Call subroutine $CB7D34
CB/7D1B: FE    Return

CB/7D1C: C1    If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($199) [$1EB3, bit 1] is clear), branch to $CB7D58
CB/7D24: 4B    Display dialogue message $0A17, wait for button press
               Are you okay?
CB/7D27: 94    Pause for 60 units
CB/7D28: 4B    Display dialogue message $0A18, wait for button press
               RELM: I'm still a bit groggy
               But I'm okay. Interceptor always makes me happy!
CB/7D2B: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CB/7D2D: CE        Turn vehicle/entity down
CB/7D2E: FF        End queue
CB/7D2F: B2    Call subroutine $CB7D34
CB/7D33: FE    Return

CB/7D34: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/7D36: E0        Pause for 4 * 4 (16) frames
CB/7D38: CE        Turn vehicle/entity down
CB/7D39: FF        End queue
CB/7D3A: 26    Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete)
CB/7D3C: E0        Pause for 4 * 4 (16) frames
CB/7D3E: C1        Set vehicle/entity's event speed to slow
CB/7D3F: 80        Move vehicle/entity up 1 tile
CB/7D40: FF        End queue
CB/7D41: 26    Begin action queue for character $26 (NPC $26), 6 bytes long 
CB/7D43: DC        Make vehicle/entity jump (low)
CB/7D44: E0        Pause for 4 * 3 (12) frames
CB/7D46: FC        Branch 3 bytes backwards ($CB7D43)
CB/7D48: FF        End queue
CB/7D49: B3    Call subroutine $CB6ABF, 2 times
CB/7D4E: 26    Begin action queue for character $26 (NPC $26), 7 bytes long (Wait until complete)
CB/7D50: CC        Turn vehicle/entity up
CB/7D51: E0        Pause for 4 * 3 (12) frames
CB/7D53: C2        Set vehicle/entity's event speed to normal
CB/7D54: 82        Move vehicle/entity down 1 tile
CB/7D55: CC        Turn vehicle/entity up
CB/7D56: FF        End queue
CB/7D57: FE    Return

CB/7D58: 4B    Display dialogue message $0A16, wait for button press
               
CB/7D5B: FE    Return

CB/7D5C: C1    If ($1E80($199) [$1EB3, bit 1] is clear) or ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/7D64: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CB/7D66: D2    Set event bit $1E80($196) [$1EB2, bit 6]
CB/7D68: FE    Return

CB/7D69: C0    If ($1E80($196) [$1EB2, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/7D6F: D3    Clear event bit $1E80($196) [$1EB2, bit 6]
CB/7D71: C0    If ($1E80($19E) [$1EB3, bit 6] is set), branch to $CB7D7A
CB/7D77: D2    Set event bit $1E80($19E) [$1EB3, bit 6]
CB/7D79: FE    Return

CB/7D7A: DB    Clear event bit $1E80($556) [$1F2A, bit 6]
CB/7D7C: DB    Clear event bit $1E80($566) [$1F2C, bit 6]
CB/7D7E: DB    Clear event bit $1E80($55B) [$1F2B, bit 3]
CB/7D80: D2    Set event bit $1E80($19F) [$1EB3, bit 7]
CB/7D82: FE    Return

CB/7D83: C0    If ($1E80($19F) [$1EB3, bit 7] is set), branch to $CB7D8D
CB/7D89: 4B    Display dialogue message $0B20, wait for button press
               I saw a monster floating in the sky! It looked just like a fish.
CB/7D8C: FE    Return

CB/7D8D: C0    If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CB7D97
CB/7D93: 4B    Display dialogue message $0B1E, wait for button press
               If you're looking for the man dressed all in black, he left for the colosseum.
CB/7D96: FE    Return

CB/7D97: 4B    Display dialogue message $0B1F, wait for button press
               One day, a man working for an aristocrat in Jidoor came and took that young woman back with him!
CB/7D9A: DA    Set event bit $1E80($570) [$1F2E, bit 0]
CB/7D9C: FE    Return

CB/7D9D: F2    Fade out current song with transition time 32
CB/7D9F: F4    Play sound effect 209
CB/7DA1: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/7DA3: 93    Pause for 45 units
CB/7DA4: F4    Play sound effect 73
CB/7DA6: 93    Pause for 45 units
CB/7DA7: B2    Call subroutine $CB6ACD
CB/7DAB: F4    Play sound effect 114
CB/7DAD: B5    Pause for 15 * 5 (75) units
CB/7DAF: 62    Mosaic screen, speed 10
CB/7DB1: 5A    Fade screen at speed $08
CB/7DB3: 5C    Pause execution until fade in or fade out is complete
CB/7DB4: 93    Pause for 45 units
CB/7DB5: 58    Shake screen ($FC): 
               (Intensity: 0)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/7DB7: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $2400), place party at (237, 50), facing down
CB/7DBD: FF        End map script

CB/7DBE: B9    Clear bit $1DC9($47) [$1DD1, bit 7]
CB/7DC0: D3    Clear event bit $1E80($1CA) [$1EB9, bit 2]
CB/7DC2: 7C    Enable activation of event for object $10 (NPC $10) if it comes into contact with any party
CB/7DC4: 7C    Enable activation of event for object $11 (NPC $11) if it comes into contact with any party
CB/7DC6: 7C    Enable activation of event for object $12 (NPC $12) if it comes into contact with any party
CB/7DC8: B0    Execute the following commands until $B1 31 times
CB/7DCA: 51        Modify background color range from [2E, 2E]: Do <unknown operation> (Black) at intensity 3
CB/7DCE: B1        End block of repeating commands
CB/7DCF: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/7DD5: 74    Replace current map's Layer 2 at (46, 17) with the following (1 x 1) chunk
CB/7DDA:       $09
CB/7DDB: 74    Replace current map's Layer 2 at (47, 16) with the following (6 x 6) chunk
CB/7DE0:       $81, $81, $82, $83, $83, $B4
CB/7DE6:       $E8, $7E, $8E, $9E, $E8, $BB
CB/7DEC:       $BB, $E8, $E8, $E8, $BB, $20
CB/7DF2:       $0D, $BB, $BB, $BB, $0D, $45
CB/7DF8:       $56, $A1, $A2, $A3, $54, $55
CB/7DFE:       $01, $54, $55, $56, $01, $01
CB/7E04: 74    Replace current map's Layer 2 at (47, 80) with the following (5 x 6) chunk
CB/7E09:       $01, $82, $82, $82, $01
CB/7E0E:       $01, $C1, $92, $92, $92
CB/7E13:       $C3, $C4, $36, $34, $40
CB/7E18:       $36, $34, $01, $46, $44
CB/7E1D:       $45, $46, $44, $01, $01
CB/7E22:       $01, $01, $01, $01, $01
CB/7E27: 75    Refresh map after alteration
CB/7E28: FE    Return

CB/7E29: B0    Execute the following commands until $B1 31 times
CB/7E2B: 51        Modify background color range from [2E, 2E]: Do <unknown operation> (Black) at intensity 3
CB/7E2F: B1        End block of repeating commands
CB/7E30: C0    If ($1E80($18C) [$1EB1, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7E36: 74    Replace current map's Layer 2 at (12, 51) with the following (1 x 1) chunk
CB/7E3B:       $09
CB/7E3C: 74    Replace current map's Layer 2 at (14, 51) with the following (2 x 1) chunk
CB/7E41:       $4D, $5D
CB/7E43: 74    Replace current map's Layer 2 at (6, 54) with the following (2 x 1) chunk
CB/7E48:       $2A, $3A
CB/7E4A: 75    Refresh map after alteration
CB/7E4B: FE    Return

CB/7E4C: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7E54: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/7E56: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7E58: C2        Set vehicle/entity's event speed to normal
CB/7E59: C7        Set vehicle/entity to stay still when moving
CB/7E5A: 17        Do vehicle/entity graphical action $17 
CB/7E5B: DD        Make vehicle/entity jump (high)
CB/7E5C: 84        Move vehicle/entity up 2 tiles
CB/7E5D: CC        Turn vehicle/entity up
CB/7E5E: C6        Set vehicle/entity to walk when moving
CB/7E5F: FF        End queue
CB/7E60: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/7E62: FE    Return

CB/7E63: C1    If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7E6B: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/7E6D: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7E6F: C2        Set vehicle/entity's event speed to normal
CB/7E70: C7        Set vehicle/entity to stay still when moving
CB/7E71: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7E72: DD        Make vehicle/entity jump (high)
CB/7E73: 86        Move vehicle/entity down 2 tiles
CB/7E74: CE        Turn vehicle/entity down
CB/7E75: C6        Set vehicle/entity to walk when moving
CB/7E76: FF        End queue
CB/7E77: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/7E79: FE    Return

CB/7E7A: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7E82: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/7E84: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7E86: C2        Set vehicle/entity's event speed to normal
CB/7E87: C7        Set vehicle/entity to stay still when moving
CB/7E88: 0F        Do vehicle/entity graphical action $0F 
CB/7E89: DD        Make vehicle/entity jump (high)
CB/7E8A: 87        Move vehicle/entity left 2 tiles
CB/7E8B: CF        Turn vehicle/entity left
CB/7E8C: C6        Set vehicle/entity to walk when moving
CB/7E8D: FF        End queue
CB/7E8E: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/7E90: FE    Return

CB/7E91: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7E99: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/7E9B: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7E9D: C2        Set vehicle/entity's event speed to normal
CB/7E9E: C7        Set vehicle/entity to stay still when moving
CB/7E9F: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/7EA0: DD        Make vehicle/entity jump (high)
CB/7EA1: 85        Move vehicle/entity right 2 tiles
CB/7EA2: CD        Turn vehicle/entity right
CB/7EA3: C6        Set vehicle/entity to walk when moving
CB/7EA4: FF        End queue
CB/7EA5: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/7EA7: FE    Return

CB/7EA8: B2    Call subroutine $CB7E4C
CB/7EAC: B2    Call subroutine $CB7E63
CB/7EB0: FE    Return

CB/7EB1: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7EB9: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7EBB: C2        Set vehicle/entity's event speed to normal
CB/7EBC: C7        Set vehicle/entity to stay still when moving
CB/7EBD: 0F        Do vehicle/entity graphical action $0F 
CB/7EBE: DD        Make vehicle/entity jump (high)
CB/7EBF: 87        Move vehicle/entity left 2 tiles
CB/7EC0: CF        Turn vehicle/entity left
CB/7EC1: C6        Set vehicle/entity to walk when moving
CB/7EC2: FF        End queue
CB/7EC3: B2    Call subroutine $CB8017
CB/7EC7: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7EC9: C2        Set vehicle/entity's event speed to normal
CB/7ECA: C7        Set vehicle/entity to stay still when moving
CB/7ECB: 0F        Do vehicle/entity graphical action $0F 
CB/7ECC: DD        Make vehicle/entity jump (high)
CB/7ECD: 87        Move vehicle/entity left 2 tiles
CB/7ECE: CF        Turn vehicle/entity left
CB/7ECF: C6        Set vehicle/entity to walk when moving
CB/7ED0: FF        End queue
CB/7ED1: FE    Return

CB/7ED2: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7EDA: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7EDC: C2        Set vehicle/entity's event speed to normal
CB/7EDD: C7        Set vehicle/entity to stay still when moving
CB/7EDE: 17        Do vehicle/entity graphical action $17 
CB/7EDF: DD        Make vehicle/entity jump (high)
CB/7EE0: 84        Move vehicle/entity up 2 tiles
CB/7EE1: CC        Turn vehicle/entity up
CB/7EE2: C6        Set vehicle/entity to walk when moving
CB/7EE3: FF        End queue
CB/7EE4: B2    Call subroutine $CB8053
CB/7EE8: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7EEA: C2        Set vehicle/entity's event speed to normal
CB/7EEB: C7        Set vehicle/entity to stay still when moving
CB/7EEC: 17        Do vehicle/entity graphical action $17 
CB/7EED: DD        Make vehicle/entity jump (high)
CB/7EEE: 84        Move vehicle/entity up 2 tiles
CB/7EEF: CC        Turn vehicle/entity up
CB/7EF0: C6        Set vehicle/entity to walk when moving
CB/7EF1: FF        End queue
CB/7EF2: B2    Call subroutine $CB8044
CB/7EF6: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7EF8: C2        Set vehicle/entity's event speed to normal
CB/7EF9: C7        Set vehicle/entity to stay still when moving
CB/7EFA: 17        Do vehicle/entity graphical action $17 
CB/7EFB: DD        Make vehicle/entity jump (high)
CB/7EFC: 84        Move vehicle/entity up 2 tiles
CB/7EFD: CC        Turn vehicle/entity up
CB/7EFE: C6        Set vehicle/entity to walk when moving
CB/7EFF: FF        End queue
CB/7F00: FE    Return

CB/7F01: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7F09: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F0B: C2        Set vehicle/entity's event speed to normal
CB/7F0C: C7        Set vehicle/entity to stay still when moving
CB/7F0D: 0F        Do vehicle/entity graphical action $0F 
CB/7F0E: DD        Make vehicle/entity jump (high)
CB/7F0F: 87        Move vehicle/entity left 2 tiles
CB/7F10: CF        Turn vehicle/entity left
CB/7F11: C6        Set vehicle/entity to walk when moving
CB/7F12: FF        End queue
CB/7F13: B2    Call subroutine $CB8044
CB/7F17: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F19: C2        Set vehicle/entity's event speed to normal
CB/7F1A: C7        Set vehicle/entity to stay still when moving
CB/7F1B: 0F        Do vehicle/entity graphical action $0F 
CB/7F1C: DD        Make vehicle/entity jump (high)
CB/7F1D: 87        Move vehicle/entity left 2 tiles
CB/7F1E: CF        Turn vehicle/entity left
CB/7F1F: C6        Set vehicle/entity to walk when moving
CB/7F20: FF        End queue
CB/7F21: FE    Return

CB/7F22: C1    If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7F2A: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F2C: C2        Set vehicle/entity's event speed to normal
CB/7F2D: C7        Set vehicle/entity to stay still when moving
CB/7F2E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7F2F: DD        Make vehicle/entity jump (high)
CB/7F30: 86        Move vehicle/entity down 2 tiles
CB/7F31: CE        Turn vehicle/entity down
CB/7F32: C6        Set vehicle/entity to walk when moving
CB/7F33: FF        End queue
CB/7F34: B2    Call subroutine $CB8044
CB/7F38: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F3A: C2        Set vehicle/entity's event speed to normal
CB/7F3B: C7        Set vehicle/entity to stay still when moving
CB/7F3C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7F3D: DD        Make vehicle/entity jump (high)
CB/7F3E: 86        Move vehicle/entity down 2 tiles
CB/7F3F: CE        Turn vehicle/entity down
CB/7F40: C6        Set vehicle/entity to walk when moving
CB/7F41: FF        End queue
CB/7F42: B2    Call subroutine $CB8053
CB/7F46: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F48: C2        Set vehicle/entity's event speed to normal
CB/7F49: C7        Set vehicle/entity to stay still when moving
CB/7F4A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7F4B: DD        Make vehicle/entity jump (high)
CB/7F4C: 86        Move vehicle/entity down 2 tiles
CB/7F4D: CE        Turn vehicle/entity down
CB/7F4E: C6        Set vehicle/entity to walk when moving
CB/7F4F: FF        End queue
CB/7F50: FE    Return

CB/7F51: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7F59: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F5B: C2        Set vehicle/entity's event speed to normal
CB/7F5C: C7        Set vehicle/entity to stay still when moving
CB/7F5D: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/7F5E: DD        Make vehicle/entity jump (high)
CB/7F5F: 85        Move vehicle/entity right 2 tiles
CB/7F60: CD        Turn vehicle/entity right
CB/7F61: C6        Set vehicle/entity to walk when moving
CB/7F62: FF        End queue
CB/7F63: B2    Call subroutine $CB8044
CB/7F67: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F69: C2        Set vehicle/entity's event speed to normal
CB/7F6A: C7        Set vehicle/entity to stay still when moving
CB/7F6B: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/7F6C: DD        Make vehicle/entity jump (high)
CB/7F6D: 85        Move vehicle/entity right 2 tiles
CB/7F6E: CD        Turn vehicle/entity right
CB/7F6F: C6        Set vehicle/entity to walk when moving
CB/7F70: FF        End queue
CB/7F71: FE    Return

CB/7F72: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7F7A: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F7C: C2        Set vehicle/entity's event speed to normal
CB/7F7D: C7        Set vehicle/entity to stay still when moving
CB/7F7E: 0F        Do vehicle/entity graphical action $0F 
CB/7F7F: DD        Make vehicle/entity jump (high)
CB/7F80: 87        Move vehicle/entity left 2 tiles
CB/7F81: CF        Turn vehicle/entity left
CB/7F82: C6        Set vehicle/entity to walk when moving
CB/7F83: FF        End queue
CB/7F84: B2    Call subroutine $CB8026
CB/7F88: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F8A: C2        Set vehicle/entity's event speed to normal
CB/7F8B: C7        Set vehicle/entity to stay still when moving
CB/7F8C: 0F        Do vehicle/entity graphical action $0F 
CB/7F8D: DD        Make vehicle/entity jump (high)
CB/7F8E: 87        Move vehicle/entity left 2 tiles
CB/7F8F: CF        Turn vehicle/entity left
CB/7F90: C6        Set vehicle/entity to walk when moving
CB/7F91: FF        End queue
CB/7F92: FE    Return

CB/7F93: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7F9B: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7F9D: C2        Set vehicle/entity's event speed to normal
CB/7F9E: C7        Set vehicle/entity to stay still when moving
CB/7F9F: 17        Do vehicle/entity graphical action $17 
CB/7FA0: DD        Make vehicle/entity jump (high)
CB/7FA1: 84        Move vehicle/entity up 2 tiles
CB/7FA2: CC        Turn vehicle/entity up
CB/7FA3: C6        Set vehicle/entity to walk when moving
CB/7FA4: FF        End queue
CB/7FA5: B2    Call subroutine $CB8035
CB/7FA9: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7FAB: C2        Set vehicle/entity's event speed to normal
CB/7FAC: C7        Set vehicle/entity to stay still when moving
CB/7FAD: 17        Do vehicle/entity graphical action $17 
CB/7FAE: DD        Make vehicle/entity jump (high)
CB/7FAF: 84        Move vehicle/entity up 2 tiles
CB/7FB0: CC        Turn vehicle/entity up
CB/7FB1: C6        Set vehicle/entity to walk when moving
CB/7FB2: FF        End queue
CB/7FB3: FE    Return

CB/7FB4: C1    If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7FBC: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7FBE: C2        Set vehicle/entity's event speed to normal
CB/7FBF: C7        Set vehicle/entity to stay still when moving
CB/7FC0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7FC1: DD        Make vehicle/entity jump (high)
CB/7FC2: 86        Move vehicle/entity down 2 tiles
CB/7FC3: CE        Turn vehicle/entity down
CB/7FC4: C6        Set vehicle/entity to walk when moving
CB/7FC5: FF        End queue
CB/7FC6: B2    Call subroutine $CB8035
CB/7FCA: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7FCC: C2        Set vehicle/entity's event speed to normal
CB/7FCD: C7        Set vehicle/entity to stay still when moving
CB/7FCE: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/7FCF: DD        Make vehicle/entity jump (high)
CB/7FD0: 86        Move vehicle/entity down 2 tiles
CB/7FD1: CE        Turn vehicle/entity down
CB/7FD2: C6        Set vehicle/entity to walk when moving
CB/7FD3: FF        End queue
CB/7FD4: FE    Return

CB/7FD5: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7FDD: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7FDF: C2        Set vehicle/entity's event speed to normal
CB/7FE0: C7        Set vehicle/entity to stay still when moving
CB/7FE1: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/7FE2: DD        Make vehicle/entity jump (high)
CB/7FE3: 85        Move vehicle/entity right 2 tiles
CB/7FE4: CD        Turn vehicle/entity right
CB/7FE5: C6        Set vehicle/entity to walk when moving
CB/7FE6: FF        End queue
CB/7FE7: B2    Call subroutine $CB8017
CB/7FEB: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/7FED: C2        Set vehicle/entity's event speed to normal
CB/7FEE: C7        Set vehicle/entity to stay still when moving
CB/7FEF: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/7FF0: DD        Make vehicle/entity jump (high)
CB/7FF1: 85        Move vehicle/entity right 2 tiles
CB/7FF2: CD        Turn vehicle/entity right
CB/7FF3: C6        Set vehicle/entity to walk when moving
CB/7FF4: FF        End queue
CB/7FF5: FE    Return

CB/7FF6: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/7FFE: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/8000: C2        Set vehicle/entity's event speed to normal
CB/8001: C7        Set vehicle/entity to stay still when moving
CB/8002: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/8003: DD        Make vehicle/entity jump (high)
CB/8004: 85        Move vehicle/entity right 2 tiles
CB/8005: CD        Turn vehicle/entity right
CB/8006: C6        Set vehicle/entity to walk when moving
CB/8007: FF        End queue
CB/8008: B2    Call subroutine $CB8026
CB/800C: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/800E: C2        Set vehicle/entity's event speed to normal
CB/800F: C7        Set vehicle/entity to stay still when moving
CB/8010: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/8011: DD        Make vehicle/entity jump (high)
CB/8012: 85        Move vehicle/entity right 2 tiles
CB/8013: CD        Turn vehicle/entity right
CB/8014: C6        Set vehicle/entity to walk when moving
CB/8015: FF        End queue
CB/8016: FE    Return

CB/8017: 73    Replace current map's Layer 1 at (12, 54) with the following (1 x 1) chunk, refresh immediately
CB/801C:       $13
CB/801D: F4    Play sound effect 166
CB/801F: 73    Replace current map's Layer 1 at (12, 54) with the following (1 x 1) chunk, refresh immediately
CB/8024:       $12
CB/8025: FE    Return

CB/8026: 73    Replace current map's Layer 1 at (4, 54) with the following (1 x 1) chunk, refresh immediately
CB/802B:       $13
CB/802C: F4    Play sound effect 166
CB/802E: 73    Replace current map's Layer 1 at (4, 54) with the following (1 x 1) chunk, refresh immediately
CB/8033:       $12
CB/8034: FE    Return

CB/8035: 73    Replace current map's Layer 1 at (1, 50) with the following (1 x 1) chunk, refresh immediately
CB/803A:       $13
CB/803B: F4    Play sound effect 166
CB/803D: 73    Replace current map's Layer 1 at (1, 50) with the following (1 x 1) chunk, refresh immediately
CB/8042:       $12
CB/8043: FE    Return

CB/8044: 73    Replace current map's Layer 1 at (8, 48) with the following (1 x 1) chunk, refresh immediately
CB/8049:       $13
CB/804A: F4    Play sound effect 166
CB/804C: 73    Replace current map's Layer 1 at (8, 48) with the following (1 x 1) chunk, refresh immediately
CB/8051:       $12
CB/8052: FE    Return

CB/8053: 73    Replace current map's Layer 1 at (8, 50) with the following (1 x 1) chunk, refresh immediately
CB/8058:       $13
CB/8059: F4    Play sound effect 166
CB/805B: 73    Replace current map's Layer 1 at (8, 50) with the following (1 x 1) chunk, refresh immediately
CB/8060:       $12
CB/8061: FE    Return

CB/8062: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/8068: F4    Play sound effect 150
CB/806A: 73    Replace current map's Layer 1 at (46, 17) with the following (1 x 1) chunk, refresh immediately
CB/806F:       $09
CB/8070: B2    Call subroutine $CB6ACD
CB/8074: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/8076: B2    Call subroutine $CB7DD5
CB/807A: 92    Pause for 30 units
CB/807B: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/807D: FE    Return

CB/807E: C0    If ($1E80($18C) [$1EB1, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/8084: F4    Play sound effect 150
CB/8086: 73    Replace current map's Layer 1 at (12, 51) with the following (1 x 1) chunk, refresh immediately
CB/808B:       $09
CB/808C: B2    Call subroutine $CB6ACD
CB/8090: D2    Set event bit $1E80($18C) [$1EB1, bit 4]
CB/8092: B2    Call subroutine $CB7E36
CB/8096: 92    Pause for 30 units
CB/8097: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8099: FE    Return

CB/809A: A1    Reset timer 0
CB/809C: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CB/809E: B2    Call subroutine $CB6A37
CB/80A2: 6A    Load map $0115 (Gogo's Lair, short passage past moving ceiling) after fade out, (upper bits $2000), place party at (5, 28), facing down
CB/80A8: FE    Return

CB/80A9: A1    Reset timer 0
CB/80AB: D3    Clear event bit $1E80($1C2) [$1EB8, bit 2]
CB/80AD: B2    Call subroutine $CB6A37
CB/80B1: 6A    Load map $0117 (Gogo's Lair, save point) after fade out, (upper bits $2000), place party at (22, 4), facing down
CB/80B7: FE    Return

CB/80B8: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/80BE: 74    Replace current map's Layer 2 at (3, 72) with the following (6 x 9) chunk
CB/80C3:       $01, $01, $01, $01, $01, $01
CB/80C9:       $01, $01, $01, $01, $01, $01
CB/80CF:       $01, $01, $01, $01, $01, $01
CB/80D5:       $01, $01, $01, $01, $01, $01
CB/80DB:       $01, $01, $01, $01, $01, $01
CB/80E1:       $01, $01, $01, $01, $01, $01
CB/80E7:       $01, $01, $01, $01, $01, $01
CB/80ED:       $01, $01, $01, $01, $01, $01
CB/80F3:       $01, $01, $01, $01, $01, $01
CB/80F9: 74    Replace current map's Layer 2 at (21, 70) with the following (3 x 11) chunk
CB/80FE:       $01, $01, $01
CB/8101:       $01, $01, $01
CB/8104:       $01, $01, $01
CB/8107:       $01, $01, $01
CB/810A:       $01, $01, $01
CB/810D:       $01, $01, $01
CB/8110:       $01, $01, $01
CB/8113:       $01, $01, $01
CB/8116:       $01, $01, $01
CB/8119:       $01, $01, $01
CB/811C:       $01, $01, $01
CB/811F: 75    Refresh map after alteration
CB/8120: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/8122: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/8124: D2    Set event bit $1E80($1C2) [$1EB8, bit 2]
CB/8126: 3A    Enable player to move while event commands execute
CB/8127: B2    Call subroutine $CB812C
CB/812B: FE    Return

CB/812C: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/812E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/8130: C8        Set object layering priority to 3 (low nibble 3)
CB/8132: FF        End queue
CB/8133: 71    Scroll Layer 2 (0, 16)
CB/8136: 95    Pause for 120 units
CB/8137: 71    Scroll Layer 2 (0, 0)
CB/813A: F4    Play sound effect 187
CB/813C: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/813E: B2    Call subroutine $CB6A37
CB/8142: A0    Set timer 0 to $0100 [0m: 04s: 16j], jump to subroutine $CB8149 if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/8148: FE    Return

CB/8149: 3B    Position character in a "ready-to-go" stance
CB/814A: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/814C: 71    Scroll Layer 2 (0, 128)
CB/814F: C1    If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CB8170
CB/8157: C1    If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1BF) [$1EB7, bit 7] is set), branch to $CB818A
CB/815F: 91    Pause for 15 units
CB/8160: 71    Scroll Layer 2 (0, 0)
CB/8163: F4    Play sound effect 187
CB/8165: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8167: 94    Pause for 60 units
CB/8168: 5A    Fade screen at speed $01
CB/816A: 5C    Pause execution until fade in or fade out is complete
CB/816B: B2    Call subroutine $CCE566
CB/816F: FE    Return

CB/8170: 91    Pause for 15 units
CB/8171: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/8173: C8        Set object layering priority to 2 (low nibble 2)
CB/8175: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8176: FF        End queue
CB/8177: 71    Scroll Layer 2 (0, 0)
CB/817A: F4    Play sound effect 187
CB/817C: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/817E: 92    Pause for 30 units
CB/817F: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8181: B5    Pause for 15 * 6 (90) units
CB/8183: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB812C
CB/8189: FE    Return

CB/818A: 91    Pause for 15 units
CB/818B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/818D: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/818E: FF        End queue
CB/818F: 71    Scroll Layer 2 (0, 0)
CB/8192: F4    Play sound effect 187
CB/8194: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/8196: 92    Pause for 30 units
CB/8197: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8199: B5    Pause for 15 * 6 (90) units
CB/819B: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CB812C
CB/81A1: FE    Return

CB/81A2: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/81A8: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/81AA: FE    Return

CB/81AB: C0    If ($1E80($1BF) [$1EB7, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/81B1: D2    Set event bit $1E80($1BF) [$1EB7, bit 7]
CB/81B3: FE    Return

CB/81B4: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/81BA: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/81BC: FE    Return

CB/81BD: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/81C3: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/81C5: FE    Return

CB/81C6: B2    Call subroutine $CACA8D
CB/81CA: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/81CC: CE        Turn vehicle/entity down
CB/81CD: FF        End queue
CB/81CE: 93    Pause for 45 units
CB/81CF: 42    Hide object $31
CB/81D1: B2    Call subroutine $CAD00F
CB/81D5: 94    Pause for 60 units
CB/81D6: 4B    Display dialogue message $0A0D, wait for button press (Show text only) (At bottom of screen)
               Shrouded in odd clothing,
               is this a man?
               a woman?
               or should we ask?
CB/81D9: 92    Pause for 30 units
CB/81DA: 40    Assign properties $0C to character $0C (Actor in stot 12)
CB/81DD: 3D    Create object $0C
CB/81DF: 37    Assign graphics $0C to object $0C (Actor in stot 12)
CB/81E2: 43    Assign palette $03 to character $0C (Actor in stot 12)
CB/81E5: 7F    Change character $0C's name to $0C (GOGO  )
CB/81E8: 98    Invoke name change screen for character $0C (Actor in stot 12)
CB/81EA: 88    Remove the following status ailments from character $0C (Actor in stot 12): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/81EE: 8B    For character $0C (Actor in stot 12), take HP and set to maximum
CB/81F1: 8C    For character $0C (Actor in stot 12), take MP and set to maximum
CB/81F4: 50    Tint screen (cumulative) with color $BC
CB/81F6: 59    Unfade screen at speed $10
CB/81F8: 92    Pause for 30 units
CB/81F9: B2    Call subroutine $CAD015
CB/81FD: 41    Show object $31
CB/81FF: 93    Pause for 45 units
CB/8200: 4B    Display dialogue message $0A0E, wait for button press (At bottom of screen)
               CREATURE: I am GOGO, master of the simulacrum
               My miming skills will astonish you.
CB/8203: 93    Pause for 45 units
CB/8204: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/8206: 1F        Do vehicle/entity graphical action $1F 
CB/8207: E0        Pause for 4 * 4 (16) frames
CB/8209: CE        Turn vehicle/entity down
CB/820A: FF        End queue
CB/820B: 48    Display dialogue message $0A0F, continue executing commands (At bottom of screen)
               GOGO: YesI have been idle for too long. If I deem you worthy, I'll mime your actions in battle.
               But first you must tell me what you're doing here.
CB/820E: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CB/8210: E0        Pause for 4 * 4 (16) frames
CB/8212: 20        Do vehicle/entity graphical action $20 
CB/8213: E0        Pause for 4 * 3 (12) frames
CB/8215: CE        Turn vehicle/entity down
CB/8216: E0        Pause for 4 * 6 (24) frames
CB/8218: FC        Branch 6 bytes backwards ($CB8212)
CB/821A: FF        End queue
CB/821B: 49    If dialogue window is up, wait for keypress then dismiss
CB/821C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/821E: CE        Turn vehicle/entity down
CB/821F: FF        End queue
CB/8220: 95    Pause for 120 units
CB/8221: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/8223: 1F        Do vehicle/entity graphical action $1F 
CB/8224: E0        Pause for 4 * 4 (16) frames
CB/8226: CE        Turn vehicle/entity down
CB/8227: FF        End queue
CB/8228: 48    Display dialogue message $0A10, continue executing commands (At bottom of screen)
               GOGO: What an unusual tale
               But I sense that you're trying to help make things right again. This should be fun.
               When do we leave?
CB/822B: 49    If dialogue window is up, wait for keypress then dismiss
CB/822C: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/822E: 93    Pause for 45 units
CB/822F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/8231: C2        Set vehicle/entity's event speed to normal
CB/8232: 82        Move vehicle/entity down 1 tile
CB/8233: D1        Make vehicle/entity disappear
CB/8234: FF        End queue
CB/8235: 3E    Delete object $10
CB/8237: DB    Clear event bit $1E80($54B) [$1F29, bit 3]
CB/8239: D0    Set event bit $1E80($0D4) [$1E9A, bit 4]
CB/823B: D4    Set event bit $1E80($2EC) [$1EDD, bit 4]
CB/823D: D4    Set event bit $1E80($2FC) [$1EDF, bit 4]
CB/823F: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/8243: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB824D
CB/8249: 3F    Assign character $0C (Actor in stot 12) to party 1
CB/824C: FE    Return

CB/824D: 3F    Remove character $0C (Actor in stot 12) from the party
CB/8250: FE    Return

CB/8251: F4    Play sound effect 45
CB/8253: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CB/8255: 1F        Do vehicle/entity graphical action $1F 
CB/8256: C7        Set vehicle/entity to stay still when moving
CB/8257: C3        Set vehicle/entity's event speed to fast
CB/8258: DD        Make vehicle/entity jump (high)
CB/8259: E0        Pause for 4 * 4 (16) frames
CB/825B: 86        Move vehicle/entity down 2 tiles
CB/825C: FF        End queue
CB/825D: 91    Pause for 15 units
CB/825E: 5A    Fade screen at speed $08
CB/8260: 49    If dialogue window is up, wait for keypress then dismiss
CB/8261: 5C    Pause execution until fade in or fade out is complete
CB/8262: 6B    Load map $0114 (Gogo's Lair, entrance / guarded bridges / below bridges) instantly, (upper bits $0000), place party at (37, 17), facing up
CB/8268: 38    Hold screen
CB/8269: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/826B: D5        Set vehicle/entity's position to (37, 9)
CB/826E: FF        End queue
CB/826F: B2    Call subroutine $CB6A9F
CB/8273: FE    Return

CB/8274: B2    Call subroutine $CB6AD3
CB/8278: B2    Call subroutine $CB6A4C
CB/827C: FE    Return

CB/827D: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/8287: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/8289: 4B    Display dialogue message $0B80, wait for button press
               Need a rest?
               ^(Yes)
               ^(No)
CB/828C: B6    Indexed branch based on prior dialogue selection [$CB82B1, $CA5EB3]
CB/8293: FE    Return

CB/8294: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/8296: C3        Set vehicle/entity's event speed to fast
CB/8297: 8D        Move vehicle/entity right 4 tiles
CB/8298: 8C        Move vehicle/entity up 4 tiles
CB/8299: CE        Turn vehicle/entity down
CB/829A: FF        End queue
CB/829B: B2    Call subroutine $CACD3C
CB/829F: 6B    Load map $007B (Doma Castle, all rooms except Cyan's (always)) instantly, (upper bits $2400), place party at (8, 8), facing down
CB/82A5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/82A7: D5        Set vehicle/entity's position to (10, 6)
CB/82AA: CE        Turn vehicle/entity down
CB/82AB: FF        End queue
CB/82AC: B2    Call subroutine $CACF96
CB/82B0: FE    Return

CB/82B1: DE    Load CaseWord with the characters in the currently active party?
CB/82B2: 45    Refresh objects
CB/82B3: C2    If ($1E80($0DA) [$1E9B, bit 2] is set) or ($1E80($0A4) [$1E94, bit 4] is clear) or ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CB8294
CB/82BD: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/82C1: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CB8294
CB/82C7: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/82C9: C3        Set vehicle/entity's event speed to fast
CB/82CA: 8D        Move vehicle/entity right 4 tiles
CB/82CB: 8C        Move vehicle/entity up 4 tiles
CB/82CC: CE        Turn vehicle/entity down
CB/82CD: FF        End queue
CB/82CE: B2    Call subroutine $CAC6AC
CB/82D2: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/82D7: 45    Refresh objects
CB/82D8: B2    Call subroutine $CB2E34
CB/82DC: 38    Hold screen
CB/82DD: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/82DF: C2        Set vehicle/entity's event speed to normal
CB/82E0: A8        Move vehicle/entity left/down 1x2 tiles
CB/82E1: 83        Move vehicle/entity left 1 tile
CB/82E2: FF        End queue
CB/82E3: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/82E5: C2        Set vehicle/entity's event speed to normal
CB/82E6: AB        Move vehicle/entity left/up 1x2 tiles
CB/82E7: 83        Move vehicle/entity left 1 tile
CB/82E8: FF        End queue
CB/82E9: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/82EB: C2        Set vehicle/entity's event speed to normal
CB/82EC: A7        Move vehicle/entity right/down 1x2 tiles
CB/82ED: 81        Move vehicle/entity right 1 tile
CB/82EE: FF        End queue
CB/82EF: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/82F1: C2        Set vehicle/entity's event speed to normal
CB/82F2: A4        Move vehicle/entity right/up 1x2 tiles
CB/82F3: 81        Move vehicle/entity right 1 tile
CB/82F4: FF        End queue
CB/82F5: 94    Pause for 60 units
CB/82F6: 97    Fade screen to black
CB/82F7: 5C    Pause execution until fade in or fade out is complete
CB/82F8: 3F    Remove character $02 (Actor in stot 2) from the party
CB/82FB: 3E    Delete object $02
CB/82FD: DA    Set event bit $1E80($523) [$1F24, bit 3]
CB/82FF: 3D    Create object $13
CB/8301: 45    Refresh objects
CB/8302: 41    Show object $13
CB/8304: B5    Pause for 15 * 4 (60) units
CB/8306: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/830A: F0    Play song 56 (Nighty Night), (high bit set), full volume
CB/830C: FA    Stop temporarily played song
CB/830D: 96    Restore screen from fade
CB/830E: 95    Pause for 120 units
CB/830F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/8311: 81        Move vehicle/entity right 1 tile
CB/8312: A7        Move vehicle/entity right/down 1x2 tiles
CB/8313: FF        End queue
CB/8314: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/8316: 83        Move vehicle/entity left 1 tile
CB/8317: AB        Move vehicle/entity left/up 1x2 tiles
CB/8318: FF        End queue
CB/8319: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/831B: 83        Move vehicle/entity left 1 tile
CB/831C: A8        Move vehicle/entity left/down 1x2 tiles
CB/831D: FF        End queue
CB/831E: 94    Pause for 60 units
CB/831F: B2    Call subroutine $CB2E2B
CB/8323: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CB/8325: B2    Call subroutine $CACB95
CB/8329: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/832B: CE        Turn vehicle/entity down
CB/832C: FF        End queue
CB/832D: 94    Pause for 60 units
CB/832E: B3    Call subroutine $CAC7FE, 3 times
CB/8333: B5    Pause for 15 * 5 (75) units
CB/8335: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/8337: C2        Set vehicle/entity's event speed to normal
CB/8338: 86        Move vehicle/entity down 2 tiles
CB/8339: 83        Move vehicle/entity left 1 tile
CB/833A: E0        Pause for 4 * 2 (8) frames
CB/833C: 22        Do vehicle/entity graphical action $22 
CB/833D: FF        End queue
CB/833E: 94    Pause for 60 units
CB/833F: B0    Execute the following commands until $B1 2 times
CB/8341: 31        Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/8343: 0D            Do vehicle/entity graphical action $0D 
CB/8344: E0            Pause for 4 * 1 (4) frames
CB/8346: FF            End queue
CB/8347: 31        Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/8349: 0C            Do vehicle/entity graphical action $0C 
CB/834A: E0            Pause for 4 * 1 (4) frames
CB/834C: FF            End queue
CB/834D: B1        End block of repeating commands
CB/834E: F2    Fade out current song with transition time 6
CB/8350: 95    Pause for 120 units
CB/8351: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CB/8353: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/8355: CF        Turn vehicle/entity left
CB/8356: E0        Pause for 4 * 4 (16) frames
CB/8358: CD        Turn vehicle/entity right
CB/8359: E0        Pause for 4 * 4 (16) frames
CB/835B: CC        Turn vehicle/entity up
CB/835C: E0        Pause for 4 * 4 (16) frames
CB/835E: CE        Turn vehicle/entity down
CB/835F: FF        End queue
CB/8360: 93    Pause for 45 units
CB/8361: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/8363: 3D    Create object $14
CB/8365: 45    Refresh objects
CB/8366: 41    Show object $14
CB/8368: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CB/836A: E0        Pause for 4 * 5 (20) frames
CB/836C: C7        Set vehicle/entity to stay still when moving
CB/836D: 0A        Do vehicle/entity graphical action $0A 
CB/836E: DC        Make vehicle/entity jump (low)
CB/836F: 81        Move vehicle/entity right 1 tile
CB/8370: C6        Set vehicle/entity to walk when moving
CB/8371: FF        End queue
CB/8372: B0    Execute the following commands until $B1 5 times
CB/8374: F4        Play sound effect 106
CB/8376: 14        Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/8378: C2            Set vehicle/entity's event speed to normal
CB/8379: DC            Make vehicle/entity jump (low)
CB/837A: 80            Move vehicle/entity up 1 tile
CB/837B: FF            End queue
CB/837C: B1        End block of repeating commands
CB/837D: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/837F: CD        Turn vehicle/entity right
CB/8380: FF        End queue
CB/8381: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CB/8383: DC        Make vehicle/entity jump (low)
CB/8384: E0        Pause for 4 * 2 (8) frames
CB/8386: FC        Branch 3 bytes backwards ($CB8383)
CB/8388: FF        End queue
CB/8389: 3D    Create object $15
CB/838B: 45    Refresh objects
CB/838C: 41    Show object $15
CB/838E: B0    Execute the following commands until $B1 4 times
CB/8390: F4        Play sound effect 106
CB/8392: 15        Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/8394: C2            Set vehicle/entity's event speed to normal
CB/8395: DC            Make vehicle/entity jump (low)
CB/8396: 80            Move vehicle/entity up 1 tile
CB/8397: FF            End queue
CB/8398: B1        End block of repeating commands
CB/8399: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CB/839B: CD        Turn vehicle/entity right
CB/839C: FF        End queue
CB/839D: 15    Begin action queue for character $15 (NPC $15), 6 bytes long 
CB/839F: DC        Make vehicle/entity jump (low)
CB/83A0: E0        Pause for 4 * 2 (8) frames
CB/83A2: FC        Branch 3 bytes backwards ($CB839F)
CB/83A4: FF        End queue
CB/83A5: 3D    Create object $16
CB/83A7: 45    Refresh objects
CB/83A8: 41    Show object $16
CB/83AA: B0    Execute the following commands until $B1 3 times
CB/83AC: 16        Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/83AE: C2            Set vehicle/entity's event speed to normal
CB/83AF: DC            Make vehicle/entity jump (low)
CB/83B0: 80            Move vehicle/entity up 1 tile
CB/83B1: FF            End queue
CB/83B2: B1        End block of repeating commands
CB/83B3: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/83B5: CD        Turn vehicle/entity right
CB/83B6: FF        End queue
CB/83B7: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CB/83B9: DC        Make vehicle/entity jump (low)
CB/83BA: E0        Pause for 4 * 2 (8) frames
CB/83BC: FC        Branch 3 bytes backwards ($CB83B9)
CB/83BE: FF        End queue
CB/83BF: B5    Pause for 15 * 5 (75) units
CB/83C1: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/83C3: CD        Turn vehicle/entity right
CB/83C4: E0        Pause for 4 * 2 (8) frames
CB/83C6: FF        End queue
CB/83C7: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/83C9: CD        Turn vehicle/entity right
CB/83CA: E0        Pause for 4 * 2 (8) frames
CB/83CC: FF        End queue
CB/83CD: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/83CF: CD        Turn vehicle/entity right
CB/83D0: E0        Pause for 4 * 4 (16) frames
CB/83D2: FF        End queue
CB/83D3: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/83D5: C2        Set vehicle/entity's event speed to normal
CB/83D6: DC        Make vehicle/entity jump (low)
CB/83D7: 81        Move vehicle/entity right 1 tile
CB/83D8: FF        End queue
CB/83D9: 4B    Display dialogue message $0AC6, wait for button press
               I'm Curley!
CB/83DC: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/83DE: C2        Set vehicle/entity's event speed to normal
CB/83DF: DC        Make vehicle/entity jump (low)
CB/83E0: 81        Move vehicle/entity right 1 tile
CB/83E1: FF        End queue
CB/83E2: 4B    Display dialogue message $0AC7, wait for button press
               I'm Larry.
CB/83E5: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/83E7: C2        Set vehicle/entity's event speed to normal
CB/83E8: DC        Make vehicle/entity jump (low)
CB/83E9: 81        Move vehicle/entity right 1 tile
CB/83EA: FF        End queue
CB/83EB: 4B    Display dialogue message $0AC8, wait for button press
               I'm Moe!
CB/83EE: B5    Pause for 15 * 5 (75) units
CB/83F0: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/83F2: C7        Set vehicle/entity to stay still when moving
CB/83F3: DD        Make vehicle/entity jump (high)
CB/83F4: 83        Move vehicle/entity left 1 tile
CB/83F5: FF        End queue
CB/83F6: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/83F8: C7        Set vehicle/entity to stay still when moving
CB/83F9: DD        Make vehicle/entity jump (high)
CB/83FA: 83        Move vehicle/entity left 1 tile
CB/83FB: FF        End queue
CB/83FC: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/83FE: C7        Set vehicle/entity to stay still when moving
CB/83FF: DD        Make vehicle/entity jump (high)
CB/8400: 83        Move vehicle/entity left 1 tile
CB/8401: FF        End queue
CB/8402: 4B    Display dialogue message $0AC9, wait for button press
               We're the 3 Dream Stooges!
CB/8405: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/8407: DC        Make vehicle/entity jump (low)
CB/8408: 81        Move vehicle/entity right 1 tile
CB/8409: FF        End queue
CB/840A: 4B    Display dialogue message $0ACA, wait for button press
               This man's soul is ours!
CB/840D: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/840F: DC        Make vehicle/entity jump (low)
CB/8410: 83        Move vehicle/entity left 1 tile
CB/8411: FF        End queue
CB/8412: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CB/8414: DC        Make vehicle/entity jump (low)
CB/8415: 81        Move vehicle/entity right 1 tile
CB/8416: FF        End queue
CB/8417: 4B    Display dialogue message $0ACA, wait for button press
               This man's soul is ours!
CB/841A: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CB/841C: DC        Make vehicle/entity jump (low)
CB/841D: 83        Move vehicle/entity left 1 tile
CB/841E: FF        End queue
CB/841F: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CB/8421: DC        Make vehicle/entity jump (low)
CB/8422: 81        Move vehicle/entity right 1 tile
CB/8423: FF        End queue
CB/8424: 4B    Display dialogue message $0ACA, wait for button press
               This man's soul is ours!
CB/8427: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/8429: DC        Make vehicle/entity jump (low)
CB/842A: 83        Move vehicle/entity left 1 tile
CB/842B: FF        End queue
CB/842C: 93    Pause for 45 units
CB/842D: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/842F: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/8431: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/8433: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CB/8435: DD        Make vehicle/entity jump (high)
CB/8436: 85        Move vehicle/entity right 2 tiles
CB/8437: C6        Set vehicle/entity to walk when moving
CB/8438: D1        Make vehicle/entity disappear
CB/8439: FF        End queue
CB/843A: 4B    Display dialogue message $0ACB, wait for button press
               Today we dine well!!!
CB/843D: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/843F: 15    Begin action queue for character $15 (NPC $15), 10 bytes long 
CB/8441: C2        Set vehicle/entity's event speed to normal
CB/8442: C6        Set vehicle/entity to walk when moving
CB/8443: 80        Move vehicle/entity up 1 tile
CB/8444: CD        Turn vehicle/entity right
CB/8445: C7        Set vehicle/entity to stay still when moving
CB/8446: DD        Make vehicle/entity jump (high)
CB/8447: 85        Move vehicle/entity right 2 tiles
CB/8448: C6        Set vehicle/entity to walk when moving
CB/8449: D1        Make vehicle/entity disappear
CB/844A: FF        End queue
CB/844B: 4B    Display dialogue message $0ACB, wait for button press
               Today we dine well!!!
CB/844E: 35    Pause execution until action queue for object $15 (NPC $15) is complete
CB/8450: 16    Begin action queue for character $16 (NPC $16), 10 bytes long 
CB/8452: C2        Set vehicle/entity's event speed to normal
CB/8453: C6        Set vehicle/entity to walk when moving
CB/8454: 84        Move vehicle/entity up 2 tiles
CB/8455: CD        Turn vehicle/entity right
CB/8456: C7        Set vehicle/entity to stay still when moving
CB/8457: DD        Make vehicle/entity jump (high)
CB/8458: 85        Move vehicle/entity right 2 tiles
CB/8459: C6        Set vehicle/entity to walk when moving
CB/845A: D1        Make vehicle/entity disappear
CB/845B: FF        End queue
CB/845C: 4B    Display dialogue message $0ACB, wait for button press
               Today we dine well!!!
CB/845F: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CB/8461: 92    Pause for 30 units
CB/8462: 4B    Display dialogue message $0ACC, wait for button press
               WAIT!!!
CB/8465: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/8467: 62    Mosaic screen, speed 1
CB/8469: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/846B: C2        Set vehicle/entity's event speed to normal
CB/846C: C7        Set vehicle/entity to stay still when moving
CB/846D: DD        Make vehicle/entity jump (high)
CB/846E: 87        Move vehicle/entity left 2 tiles
CB/846F: C6        Set vehicle/entity to walk when moving
CB/8470: FF        End queue
CB/8471: F2    Fade out current song with transition time 32
CB/8473: 5A    Fade screen at speed $02
CB/8475: 5C    Pause execution until fade in or fade out is complete
CB/8476: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/8478: 39    Free screen
CB/8479: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/847B: B2    Call subroutine $CB84FF
CB/847F: B2    Call subroutine $CB854F
CB/8483: 47    Make character in slot 0 the lead character
CB/8484: 6B    Load map $013D (Cyan's Dream, psychedelic stairs) instantly, (upper bits $2000), place party at (20, 54), facing down
CB/848A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/848C: 28        Do vehicle/entity graphical action $28 
CB/848D: FF        End queue
CB/848E: 59    Unfade screen at speed $04
CB/8490: 5C    Pause execution until fade in or fade out is complete
CB/8491: B2    Call subroutine $CB6A09
CB/8495: FE    Return

CB/8496: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/8498: 28        Do vehicle/entity graphical action $28 
CB/8499: FF        End queue
CB/849A: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/849C: 28        Do vehicle/entity graphical action $28 
CB/849D: FF        End queue
CB/849E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/84A0: 28        Do vehicle/entity graphical action $28 
CB/84A1: FF        End queue
CB/84A2: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/84A4: 28        Do vehicle/entity graphical action $28 
CB/84A5: FF        End queue
CB/84A6: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/84A8: 28        Do vehicle/entity graphical action $28 
CB/84A9: FF        End queue
CB/84AA: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/84AC: 28        Do vehicle/entity graphical action $28 
CB/84AD: FF        End queue
CB/84AE: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/84B0: 28        Do vehicle/entity graphical action $28 
CB/84B1: FF        End queue
CB/84B2: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/84B4: 28        Do vehicle/entity graphical action $28 
CB/84B5: FF        End queue
CB/84B6: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CB/84B8: 28        Do vehicle/entity graphical action $28 
CB/84B9: FF        End queue
CB/84BA: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/84BC: 28        Do vehicle/entity graphical action $28 
CB/84BD: FF        End queue
CB/84BE: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/84C0: 28        Do vehicle/entity graphical action $28 
CB/84C1: FF        End queue
CB/84C2: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CB/84C4: 28        Do vehicle/entity graphical action $28 
CB/84C5: FF        End queue
CB/84C6: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CB/84C8: 28        Do vehicle/entity graphical action $28 
CB/84C9: FF        End queue
CB/84CA: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CB/84CC: 28        Do vehicle/entity graphical action $28 
CB/84CD: FF        End queue
CB/84CE: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CB/84D0: 28        Do vehicle/entity graphical action $28 
CB/84D1: FF        End queue
CB/84D2: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CB/84D4: 28        Do vehicle/entity graphical action $28 
CB/84D5: FF        End queue
CB/84D6: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CB/84D8: 28        Do vehicle/entity graphical action $28 
CB/84D9: FF        End queue
CB/84DA: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CB/84DC: 28        Do vehicle/entity graphical action $28 
CB/84DD: FF        End queue
CB/84DE: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/84E0: 28        Do vehicle/entity graphical action $28 
CB/84E1: FF        End queue
CB/84E2: 23    Begin action queue for character $23 (NPC $23), 2 bytes long 
CB/84E4: 28        Do vehicle/entity graphical action $28 
CB/84E5: FF        End queue
CB/84E6: 24    Begin action queue for character $24 (NPC $24), 2 bytes long 
CB/84E8: 28        Do vehicle/entity graphical action $28 
CB/84E9: FF        End queue
CB/84EA: 25    Begin action queue for character $25 (NPC $25), 2 bytes long 
CB/84EC: 28        Do vehicle/entity graphical action $28 
CB/84ED: FF        End queue
CB/84EE: 26    Begin action queue for character $26 (NPC $26), 2 bytes long 
CB/84F0: 28        Do vehicle/entity graphical action $28 
CB/84F1: FF        End queue
CB/84F2: 27    Begin action queue for character $27 (NPC $27), 2 bytes long 
CB/84F4: 28        Do vehicle/entity graphical action $28 
CB/84F5: FF        End queue
CB/84F6: 28    Begin action queue for character $28 (NPC $28), 2 bytes long 
CB/84F8: 28        Do vehicle/entity graphical action $28 
CB/84F9: FF        End queue
CB/84FA: 29    Begin action queue for character $29 (NPC $29), 2 bytes long 
CB/84FC: 28        Do vehicle/entity graphical action $28 
CB/84FD: FF        End queue
CB/84FE: FE    Return

CB/84FF: E2    Set bit in CaseWord for the lead character in the current party
CB/8500: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB859F
CB/8506: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB85A7
CB/850C: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB85AF
CB/8512: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB85B7
CB/8518: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB85BF
CB/851E: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB85C7
CB/8524: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB85CF
CB/852A: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB85D7
CB/8530: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB85DF
CB/8536: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB85E7
CB/853C: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB85EF
CB/8542: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB85F7
CB/8548: C0    If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB85FF
CB/854E: FE    Return

CB/854F: E2    Set bit in CaseWord for the lead character in the current party
CB/8550: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CB8607
CB/8556: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CB860F
CB/855C: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CB8617
CB/8562: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CB861F
CB/8568: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CB8627
CB/856E: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CB862F
CB/8574: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CB8637
CB/857A: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CB863F
CB/8580: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CB8647
CB/8586: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CB864F
CB/858C: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CB8657
CB/8592: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CB865F
CB/8598: C0    If ($1E80($1AD) [$1EB5, bit 5] is set), branch to $CB8667
CB/859E: FE    Return

CB/859F: 3F    Remove character $00 (Actor in stot 0) from the party
CB/85A2: 3E    Delete object $00
CB/85A4: DA    Set event bit $1E80($524) [$1F24, bit 4]
CB/85A6: FE    Return

CB/85A7: 3F    Remove character $01 (Actor in stot 1) from the party
CB/85AA: 3E    Delete object $01
CB/85AC: DA    Set event bit $1E80($525) [$1F24, bit 5]
CB/85AE: FE    Return

CB/85AF: 3F    Remove character $03 (Actor in stot 3) from the party
CB/85B2: 3E    Delete object $03
CB/85B4: DA    Set event bit $1E80($526) [$1F24, bit 6]
CB/85B6: FE    Return

CB/85B7: 3F    Remove character $04 (Actor in stot 4) from the party
CB/85BA: 3E    Delete object $04
CB/85BC: DA    Set event bit $1E80($527) [$1F24, bit 7]
CB/85BE: FE    Return

CB/85BF: 3F    Remove character $05 (Actor in stot 5) from the party
CB/85C2: 3E    Delete object $05
CB/85C4: DA    Set event bit $1E80($528) [$1F25, bit 0]
CB/85C6: FE    Return

CB/85C7: 3F    Remove character $06 (Actor in stot 6) from the party
CB/85CA: 3E    Delete object $06
CB/85CC: DA    Set event bit $1E80($529) [$1F25, bit 1]
CB/85CE: FE    Return

CB/85CF: 3F    Remove character $07 (Actor in stot 7) from the party
CB/85D2: 3E    Delete object $07
CB/85D4: DA    Set event bit $1E80($52A) [$1F25, bit 2]
CB/85D6: FE    Return

CB/85D7: 3F    Remove character $08 (Actor in stot 8) from the party
CB/85DA: 3E    Delete object $08
CB/85DC: DA    Set event bit $1E80($52B) [$1F25, bit 3]
CB/85DE: FE    Return

CB/85DF: 3F    Remove character $09 (Actor in stot 9) from the party
CB/85E2: 3E    Delete object $09
CB/85E4: DA    Set event bit $1E80($52C) [$1F25, bit 4]
CB/85E6: FE    Return

CB/85E7: 3F    Remove character $0A (Actor in stot 10) from the party
CB/85EA: 3E    Delete object $0A
CB/85EC: DA    Set event bit $1E80($52D) [$1F25, bit 5]
CB/85EE: FE    Return

CB/85EF: 3F    Remove character $0B (Actor in stot 11) from the party
CB/85F2: 3E    Delete object $0B
CB/85F4: DA    Set event bit $1E80($52E) [$1F25, bit 6]
CB/85F6: FE    Return

CB/85F7: 3F    Remove character $0C (Actor in stot 12) from the party
CB/85FA: 3E    Delete object $0C
CB/85FC: DA    Set event bit $1E80($52F) [$1F25, bit 7]
CB/85FE: FE    Return

CB/85FF: 3F    Remove character $0D (Actor in stot 13) from the party
CB/8602: 3E    Delete object $0D
CB/8604: DA    Set event bit $1E80($530) [$1F26, bit 0]
CB/8606: FE    Return

CB/8607: 3F    Remove character $00 (Actor in stot 0) from the party
CB/860A: 3E    Delete object $00
CB/860C: DA    Set event bit $1E80($531) [$1F26, bit 1]
CB/860E: FE    Return

CB/860F: 3F    Remove character $01 (Actor in stot 1) from the party
CB/8612: 3E    Delete object $01
CB/8614: DA    Set event bit $1E80($532) [$1F26, bit 2]
CB/8616: FE    Return

CB/8617: 3F    Remove character $03 (Actor in stot 3) from the party
CB/861A: 3E    Delete object $03
CB/861C: DA    Set event bit $1E80($533) [$1F26, bit 3]
CB/861E: FE    Return

CB/861F: 3F    Remove character $04 (Actor in stot 4) from the party
CB/8622: 3E    Delete object $04
CB/8624: DA    Set event bit $1E80($534) [$1F26, bit 4]
CB/8626: FE    Return

CB/8627: 3F    Remove character $05 (Actor in stot 5) from the party
CB/862A: 3E    Delete object $05
CB/862C: DA    Set event bit $1E80($535) [$1F26, bit 5]
CB/862E: FE    Return

CB/862F: 3F    Remove character $06 (Actor in stot 6) from the party
CB/8632: 3E    Delete object $06
CB/8634: DA    Set event bit $1E80($536) [$1F26, bit 6]
CB/8636: FE    Return

CB/8637: 3F    Remove character $07 (Actor in stot 7) from the party
CB/863A: 3E    Delete object $07
CB/863C: DA    Set event bit $1E80($537) [$1F26, bit 7]
CB/863E: FE    Return

CB/863F: 3F    Remove character $08 (Actor in stot 8) from the party
CB/8642: 3E    Delete object $08
CB/8644: DA    Set event bit $1E80($538) [$1F27, bit 0]
CB/8646: FE    Return

CB/8647: 3F    Remove character $09 (Actor in stot 9) from the party
CB/864A: 3E    Delete object $09
CB/864C: DA    Set event bit $1E80($539) [$1F27, bit 1]
CB/864E: FE    Return

CB/864F: 3F    Remove character $0A (Actor in stot 10) from the party
CB/8652: 3E    Delete object $0A
CB/8654: DA    Set event bit $1E80($53A) [$1F27, bit 2]
CB/8656: FE    Return

CB/8657: 3F    Remove character $0B (Actor in stot 11) from the party
CB/865A: 3E    Delete object $0B
CB/865C: DA    Set event bit $1E80($53B) [$1F27, bit 3]
CB/865E: FE    Return

CB/865F: 3F    Remove character $0C (Actor in stot 12) from the party
CB/8662: 3E    Delete object $0C
CB/8664: DA    Set event bit $1E80($53C) [$1F27, bit 4]
CB/8666: FE    Return

CB/8667: 3F    Remove character $0D (Actor in stot 13) from the party
CB/866A: 3E    Delete object $0D
CB/866C: DA    Set event bit $1E80($53D) [$1F27, bit 5]
CB/866E: FE    Return

CB/866F: B2    Call subroutine $CACAFF
CB/8673: 92    Pause for 30 units
CB/8674: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/8676: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8677: E0        Pause for 4 * 3 (12) frames
CB/8679: CE        Turn vehicle/entity down
CB/867A: FF        End queue
CB/867B: B0    Execute the following commands until $B1 3 times
CB/867D: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/867F: 23            Do vehicle/entity graphical action $23 
CB/8680: FF            End queue
CB/8681: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/8683: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8684: FF            End queue
CB/8685: B1        End block of repeating commands
CB/8686: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/8688: CE        Turn vehicle/entity down
CB/8689: FF        End queue
CB/868A: 92    Pause for 30 units
CB/868B: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/868D: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/868F: C2        Set vehicle/entity's event speed to normal
CB/8690: 81        Move vehicle/entity right 1 tile
CB/8691: FF        End queue
CB/8692: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/8694: 42    Hide object $10
CB/8696: 3E    Delete object $10
CB/8698: DB    Clear event bit $1E80($524) [$1F24, bit 4]
CB/869A: 3D    Create object $00
CB/869C: 3F    Assign character $00 (Actor in stot 0) to party 1
CB/869F: FE    Return

CB/86A0: B2    Call subroutine $CACAFF
CB/86A4: 92    Pause for 30 units
CB/86A5: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/86A7: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/86A8: E0        Pause for 4 * 3 (12) frames
CB/86AA: CE        Turn vehicle/entity down
CB/86AB: FF        End queue
CB/86AC: B0    Execute the following commands until $B1 3 times
CB/86AE: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/86B0: 23            Do vehicle/entity graphical action $23 
CB/86B1: FF            End queue
CB/86B2: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/86B4: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/86B5: FF            End queue
CB/86B6: B1        End block of repeating commands
CB/86B7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/86B9: CE        Turn vehicle/entity down
CB/86BA: FF        End queue
CB/86BB: 92    Pause for 30 units
CB/86BC: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/86BE: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CB/86C0: C2        Set vehicle/entity's event speed to normal
CB/86C1: 81        Move vehicle/entity right 1 tile
CB/86C2: FF        End queue
CB/86C3: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CB/86C5: 42    Hide object $11
CB/86C7: 3E    Delete object $11
CB/86C9: DB    Clear event bit $1E80($525) [$1F24, bit 5]
CB/86CB: 3D    Create object $01
CB/86CD: 3F    Assign character $01 (Actor in stot 1) to party 1
CB/86D0: FE    Return

CB/86D1: B2    Call subroutine $CACAFF
CB/86D5: 92    Pause for 30 units
CB/86D6: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/86D8: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/86D9: E0        Pause for 4 * 3 (12) frames
CB/86DB: CE        Turn vehicle/entity down
CB/86DC: FF        End queue
CB/86DD: B0    Execute the following commands until $B1 3 times
CB/86DF: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/86E1: 23            Do vehicle/entity graphical action $23 
CB/86E2: FF            End queue
CB/86E3: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/86E5: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/86E6: FF            End queue
CB/86E7: B1        End block of repeating commands
CB/86E8: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/86EA: CE        Turn vehicle/entity down
CB/86EB: FF        End queue
CB/86EC: 92    Pause for 30 units
CB/86ED: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/86EF: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CB/86F1: C2        Set vehicle/entity's event speed to normal
CB/86F2: 81        Move vehicle/entity right 1 tile
CB/86F3: FF        End queue
CB/86F4: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CB/86F6: 42    Hide object $12
CB/86F8: 3E    Delete object $12
CB/86FA: DB    Clear event bit $1E80($526) [$1F24, bit 6]
CB/86FC: 3D    Create object $03
CB/86FE: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/8701: FE    Return

CB/8702: B2    Call subroutine $CACAFF
CB/8706: 92    Pause for 30 units
CB/8707: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CB/8709: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/870A: E0        Pause for 4 * 3 (12) frames
CB/870C: CE        Turn vehicle/entity down
CB/870D: FF        End queue
CB/870E: B0    Execute the following commands until $B1 3 times
CB/8710: 13        Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/8712: 23            Do vehicle/entity graphical action $23 
CB/8713: FF            End queue
CB/8714: 13        Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/8716: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8717: FF            End queue
CB/8718: B1        End block of repeating commands
CB/8719: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/871B: CE        Turn vehicle/entity down
CB/871C: FF        End queue
CB/871D: 92    Pause for 30 units
CB/871E: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/8720: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CB/8722: C2        Set vehicle/entity's event speed to normal
CB/8723: 81        Move vehicle/entity right 1 tile
CB/8724: FF        End queue
CB/8725: 36    Disable ability to pass through other objects for object $13 (NPC $13)
CB/8727: 42    Hide object $13
CB/8729: 3E    Delete object $13
CB/872B: DB    Clear event bit $1E80($527) [$1F24, bit 7]
CB/872D: 3D    Create object $04
CB/872F: 3F    Assign character $04 (Actor in stot 4) to party 1
CB/8732: FE    Return

CB/8733: B2    Call subroutine $CACAFF
CB/8737: 92    Pause for 30 units
CB/8738: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/873A: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/873B: E0        Pause for 4 * 3 (12) frames
CB/873D: CE        Turn vehicle/entity down
CB/873E: FF        End queue
CB/873F: B0    Execute the following commands until $B1 3 times
CB/8741: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/8743: 23            Do vehicle/entity graphical action $23 
CB/8744: FF            End queue
CB/8745: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/8747: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8748: FF            End queue
CB/8749: B1        End block of repeating commands
CB/874A: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/874C: CE        Turn vehicle/entity down
CB/874D: FF        End queue
CB/874E: 92    Pause for 30 units
CB/874F: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/8751: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/8753: C2        Set vehicle/entity's event speed to normal
CB/8754: 81        Move vehicle/entity right 1 tile
CB/8755: FF        End queue
CB/8756: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CB/8758: 42    Hide object $14
CB/875A: 3E    Delete object $14
CB/875C: DB    Clear event bit $1E80($528) [$1F25, bit 0]
CB/875E: 3D    Create object $05
CB/8760: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/8763: FE    Return

CB/8764: B2    Call subroutine $CACAFF
CB/8768: 92    Pause for 30 units
CB/8769: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/876B: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/876C: E0        Pause for 4 * 3 (12) frames
CB/876E: CE        Turn vehicle/entity down
CB/876F: FF        End queue
CB/8770: B0    Execute the following commands until $B1 3 times
CB/8772: 15        Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CB/8774: 23            Do vehicle/entity graphical action $23 
CB/8775: FF            End queue
CB/8776: 15        Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CB/8778: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8779: FF            End queue
CB/877A: B1        End block of repeating commands
CB/877B: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CB/877D: CE        Turn vehicle/entity down
CB/877E: FF        End queue
CB/877F: 92    Pause for 30 units
CB/8780: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/8782: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CB/8784: C2        Set vehicle/entity's event speed to normal
CB/8785: 81        Move vehicle/entity right 1 tile
CB/8786: FF        End queue
CB/8787: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CB/8789: 42    Hide object $15
CB/878B: 3E    Delete object $15
CB/878D: DB    Clear event bit $1E80($529) [$1F25, bit 1]
CB/878F: 3D    Create object $06
CB/8791: 3F    Assign character $06 (Actor in stot 6) to party 1
CB/8794: FE    Return

CB/8795: B2    Call subroutine $CACAFF
CB/8799: 92    Pause for 30 units
CB/879A: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CB/879C: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/879D: E0        Pause for 4 * 3 (12) frames
CB/879F: CE        Turn vehicle/entity down
CB/87A0: FF        End queue
CB/87A1: B0    Execute the following commands until $B1 3 times
CB/87A3: 16        Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/87A5: 23            Do vehicle/entity graphical action $23 
CB/87A6: FF            End queue
CB/87A7: 16        Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/87A9: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/87AA: FF            End queue
CB/87AB: B1        End block of repeating commands
CB/87AC: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/87AE: CE        Turn vehicle/entity down
CB/87AF: FF        End queue
CB/87B0: 92    Pause for 30 units
CB/87B1: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/87B3: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CB/87B5: C2        Set vehicle/entity's event speed to normal
CB/87B6: 81        Move vehicle/entity right 1 tile
CB/87B7: FF        End queue
CB/87B8: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CB/87BA: 42    Hide object $16
CB/87BC: 3E    Delete object $16
CB/87BE: DB    Clear event bit $1E80($52A) [$1F25, bit 2]
CB/87C0: 3D    Create object $07
CB/87C2: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/87C5: FE    Return

CB/87C6: B2    Call subroutine $CACAFF
CB/87CA: 92    Pause for 30 units
CB/87CB: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CB/87CD: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/87CE: E0        Pause for 4 * 3 (12) frames
CB/87D0: CE        Turn vehicle/entity down
CB/87D1: FF        End queue
CB/87D2: B0    Execute the following commands until $B1 3 times
CB/87D4: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/87D6: 23            Do vehicle/entity graphical action $23 
CB/87D7: FF            End queue
CB/87D8: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/87DA: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/87DB: FF            End queue
CB/87DC: B1        End block of repeating commands
CB/87DD: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/87DF: CE        Turn vehicle/entity down
CB/87E0: FF        End queue
CB/87E1: 92    Pause for 30 units
CB/87E2: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CB/87E4: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/87E6: C2        Set vehicle/entity's event speed to normal
CB/87E7: 81        Move vehicle/entity right 1 tile
CB/87E8: FF        End queue
CB/87E9: 36    Disable ability to pass through other objects for object $17 (NPC $17)
CB/87EB: 42    Hide object $17
CB/87ED: 3E    Delete object $17
CB/87EF: DB    Clear event bit $1E80($52B) [$1F25, bit 3]
CB/87F1: 3D    Create object $08
CB/87F3: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/87F6: FE    Return

CB/87F7: B2    Call subroutine $CACAFF
CB/87FB: 92    Pause for 30 units
CB/87FC: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CB/87FE: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/87FF: E0        Pause for 4 * 3 (12) frames
CB/8801: CE        Turn vehicle/entity down
CB/8802: FF        End queue
CB/8803: B0    Execute the following commands until $B1 3 times
CB/8805: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/8807: 23            Do vehicle/entity graphical action $23 
CB/8808: FF            End queue
CB/8809: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/880B: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/880C: FF            End queue
CB/880D: B1        End block of repeating commands
CB/880E: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/8810: CE        Turn vehicle/entity down
CB/8811: FF        End queue
CB/8812: 92    Pause for 30 units
CB/8813: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CB/8815: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/8817: C2        Set vehicle/entity's event speed to normal
CB/8818: 81        Move vehicle/entity right 1 tile
CB/8819: FF        End queue
CB/881A: 36    Disable ability to pass through other objects for object $18 (NPC $18)
CB/881C: 42    Hide object $18
CB/881E: 3E    Delete object $18
CB/8820: DB    Clear event bit $1E80($52C) [$1F25, bit 4]
CB/8822: 3D    Create object $09
CB/8824: 3F    Assign character $09 (Actor in stot 9) to party 1
CB/8827: FE    Return

CB/8828: B2    Call subroutine $CACAFF
CB/882C: 92    Pause for 30 units
CB/882D: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/882F: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8830: E0        Pause for 4 * 3 (12) frames
CB/8832: CE        Turn vehicle/entity down
CB/8833: FF        End queue
CB/8834: B0    Execute the following commands until $B1 3 times
CB/8836: 19        Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/8838: 23            Do vehicle/entity graphical action $23 
CB/8839: FF            End queue
CB/883A: 19        Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/883C: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/883D: FF            End queue
CB/883E: B1        End block of repeating commands
CB/883F: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/8841: CE        Turn vehicle/entity down
CB/8842: FF        End queue
CB/8843: 92    Pause for 30 units
CB/8844: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CB/8846: 19    Begin action queue for character $19 (NPC $19), 3 bytes long (Wait until complete)
CB/8848: C2        Set vehicle/entity's event speed to normal
CB/8849: 81        Move vehicle/entity right 1 tile
CB/884A: FF        End queue
CB/884B: 36    Disable ability to pass through other objects for object $19 (NPC $19)
CB/884D: 42    Hide object $19
CB/884F: 3E    Delete object $19
CB/8851: DB    Clear event bit $1E80($52D) [$1F25, bit 5]
CB/8853: 3D    Create object $0A
CB/8855: 3F    Assign character $0A (Actor in stot 10) to party 1
CB/8858: FE    Return

CB/8859: B2    Call subroutine $CACAFF
CB/885D: 92    Pause for 30 units
CB/885E: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/8860: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8861: E0        Pause for 4 * 3 (12) frames
CB/8863: CE        Turn vehicle/entity down
CB/8864: FF        End queue
CB/8865: B0    Execute the following commands until $B1 3 times
CB/8867: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/8869: 23            Do vehicle/entity graphical action $23 
CB/886A: FF            End queue
CB/886B: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/886D: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/886E: FF            End queue
CB/886F: B1        End block of repeating commands
CB/8870: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/8872: CE        Turn vehicle/entity down
CB/8873: FF        End queue
CB/8874: 92    Pause for 30 units
CB/8875: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CB/8877: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CB/8879: C2        Set vehicle/entity's event speed to normal
CB/887A: 81        Move vehicle/entity right 1 tile
CB/887B: FF        End queue
CB/887C: 36    Disable ability to pass through other objects for object $1A (NPC $1A)
CB/887E: 42    Hide object $1A
CB/8880: 3E    Delete object $1A
CB/8882: DB    Clear event bit $1E80($52E) [$1F25, bit 6]
CB/8884: 3D    Create object $0B
CB/8886: 3F    Assign character $0B (Actor in stot 11) to party 1
CB/8889: FE    Return

CB/888A: B2    Call subroutine $CACAFF
CB/888E: 92    Pause for 30 units
CB/888F: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CB/8891: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8892: E0        Pause for 4 * 3 (12) frames
CB/8894: CE        Turn vehicle/entity down
CB/8895: FF        End queue
CB/8896: B0    Execute the following commands until $B1 3 times
CB/8898: 1B        Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/889A: 23            Do vehicle/entity graphical action $23 
CB/889B: FF            End queue
CB/889C: 1B        Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/889E: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/889F: FF            End queue
CB/88A0: B1        End block of repeating commands
CB/88A1: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/88A3: CE        Turn vehicle/entity down
CB/88A4: FF        End queue
CB/88A5: 92    Pause for 30 units
CB/88A6: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/88A8: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CB/88AA: C2        Set vehicle/entity's event speed to normal
CB/88AB: 81        Move vehicle/entity right 1 tile
CB/88AC: FF        End queue
CB/88AD: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CB/88AF: 42    Hide object $1B
CB/88B1: 3E    Delete object $1B
CB/88B3: DB    Clear event bit $1E80($52F) [$1F25, bit 7]
CB/88B5: 3D    Create object $0C
CB/88B7: 3F    Assign character $0C (Actor in stot 12) to party 1
CB/88BA: FE    Return

CB/88BB: B2    Call subroutine $CACAFF
CB/88BF: 92    Pause for 30 units
CB/88C0: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/88C2: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/88C3: E0        Pause for 4 * 3 (12) frames
CB/88C5: CE        Turn vehicle/entity down
CB/88C6: FF        End queue
CB/88C7: B0    Execute the following commands until $B1 3 times
CB/88C9: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/88CB: 23            Do vehicle/entity graphical action $23 
CB/88CC: FF            End queue
CB/88CD: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/88CF: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/88D0: FF            End queue
CB/88D1: B1        End block of repeating commands
CB/88D2: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/88D4: CE        Turn vehicle/entity down
CB/88D5: FF        End queue
CB/88D6: 92    Pause for 30 units
CB/88D7: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/88D9: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CB/88DB: C2        Set vehicle/entity's event speed to normal
CB/88DC: 81        Move vehicle/entity right 1 tile
CB/88DD: FF        End queue
CB/88DE: 36    Disable ability to pass through other objects for object $1C (NPC $1C)
CB/88E0: 42    Hide object $1C
CB/88E2: 3E    Delete object $1C
CB/88E4: DB    Clear event bit $1E80($530) [$1F26, bit 0]
CB/88E6: 3D    Create object $0D
CB/88E8: 3F    Assign character $0D (Actor in stot 13) to party 1
CB/88EB: FE    Return

CB/88EC: B2    Call subroutine $CACAFF
CB/88F0: 92    Pause for 30 units
CB/88F1: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CB/88F3: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/88F4: E0        Pause for 4 * 3 (12) frames
CB/88F6: CE        Turn vehicle/entity down
CB/88F7: FF        End queue
CB/88F8: B0    Execute the following commands until $B1 3 times
CB/88FA: 1D        Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/88FC: 23            Do vehicle/entity graphical action $23 
CB/88FD: FF            End queue
CB/88FE: 1D        Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/8900: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8901: FF            End queue
CB/8902: B1        End block of repeating commands
CB/8903: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/8905: CE        Turn vehicle/entity down
CB/8906: FF        End queue
CB/8907: 92    Pause for 30 units
CB/8908: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/890A: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CB/890C: C2        Set vehicle/entity's event speed to normal
CB/890D: 81        Move vehicle/entity right 1 tile
CB/890E: FF        End queue
CB/890F: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CB/8911: 42    Hide object $1D
CB/8913: 3E    Delete object $1D
CB/8915: DB    Clear event bit $1E80($531) [$1F26, bit 1]
CB/8917: 3D    Create object $00
CB/8919: 3F    Assign character $00 (Actor in stot 0) to party 1
CB/891C: FE    Return

CB/891D: B2    Call subroutine $CACAFF
CB/8921: 92    Pause for 30 units
CB/8922: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/8924: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8925: E0        Pause for 4 * 3 (12) frames
CB/8927: CE        Turn vehicle/entity down
CB/8928: FF        End queue
CB/8929: B0    Execute the following commands until $B1 3 times
CB/892B: 1E        Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CB/892D: 23            Do vehicle/entity graphical action $23 
CB/892E: FF            End queue
CB/892F: 1E        Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CB/8931: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8932: FF            End queue
CB/8933: B1        End block of repeating commands
CB/8934: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CB/8936: CE        Turn vehicle/entity down
CB/8937: FF        End queue
CB/8938: 92    Pause for 30 units
CB/8939: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CB/893B: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete)
CB/893D: C2        Set vehicle/entity's event speed to normal
CB/893E: 81        Move vehicle/entity right 1 tile
CB/893F: FF        End queue
CB/8940: 36    Disable ability to pass through other objects for object $1E (NPC $1E)
CB/8942: 42    Hide object $1E
CB/8944: 3E    Delete object $1E
CB/8946: DB    Clear event bit $1E80($532) [$1F26, bit 2]
CB/8948: 3D    Create object $01
CB/894A: 3F    Assign character $01 (Actor in stot 1) to party 1
CB/894D: FE    Return

CB/894E: B2    Call subroutine $CACAFF
CB/8952: 92    Pause for 30 units
CB/8953: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete)
CB/8955: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8956: E0        Pause for 4 * 3 (12) frames
CB/8958: CE        Turn vehicle/entity down
CB/8959: FF        End queue
CB/895A: B0    Execute the following commands until $B1 3 times
CB/895C: 1F        Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/895E: 23            Do vehicle/entity graphical action $23 
CB/895F: FF            End queue
CB/8960: 1F        Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/8962: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8963: FF            End queue
CB/8964: B1        End block of repeating commands
CB/8965: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CB/8967: CE        Turn vehicle/entity down
CB/8968: FF        End queue
CB/8969: 92    Pause for 30 units
CB/896A: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CB/896C: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CB/896E: C2        Set vehicle/entity's event speed to normal
CB/896F: 81        Move vehicle/entity right 1 tile
CB/8970: FF        End queue
CB/8971: 36    Disable ability to pass through other objects for object $1F (NPC $1F)
CB/8973: 42    Hide object $1F
CB/8975: 3E    Delete object $1F
CB/8977: DB    Clear event bit $1E80($533) [$1F26, bit 3]
CB/8979: 3D    Create object $03
CB/897B: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/897E: FE    Return

CB/897F: B2    Call subroutine $CACAFF
CB/8983: 92    Pause for 30 units
CB/8984: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CB/8986: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8987: E0        Pause for 4 * 3 (12) frames
CB/8989: CE        Turn vehicle/entity down
CB/898A: FF        End queue
CB/898B: B0    Execute the following commands until $B1 3 times
CB/898D: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/898F: 23            Do vehicle/entity graphical action $23 
CB/8990: FF            End queue
CB/8991: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/8993: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8994: FF            End queue
CB/8995: B1        End block of repeating commands
CB/8996: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/8998: CE        Turn vehicle/entity down
CB/8999: FF        End queue
CB/899A: 92    Pause for 30 units
CB/899B: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CB/899D: 20    Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete)
CB/899F: C2        Set vehicle/entity's event speed to normal
CB/89A0: 81        Move vehicle/entity right 1 tile
CB/89A1: FF        End queue
CB/89A2: 36    Disable ability to pass through other objects for object $20 (NPC $20)
CB/89A4: 42    Hide object $20
CB/89A6: 3E    Delete object $20
CB/89A8: DB    Clear event bit $1E80($534) [$1F26, bit 4]
CB/89AA: 3D    Create object $04
CB/89AC: 3F    Assign character $04 (Actor in stot 4) to party 1
CB/89AF: FE    Return

CB/89B0: B2    Call subroutine $CACAFF
CB/89B4: 92    Pause for 30 units
CB/89B5: 21    Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete)
CB/89B7: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/89B8: E0        Pause for 4 * 3 (12) frames
CB/89BA: CE        Turn vehicle/entity down
CB/89BB: FF        End queue
CB/89BC: B0    Execute the following commands until $B1 3 times
CB/89BE: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/89C0: 23            Do vehicle/entity graphical action $23 
CB/89C1: FF            End queue
CB/89C2: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/89C4: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/89C5: FF            End queue
CB/89C6: B1        End block of repeating commands
CB/89C7: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/89C9: CE        Turn vehicle/entity down
CB/89CA: FF        End queue
CB/89CB: 92    Pause for 30 units
CB/89CC: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CB/89CE: 21    Begin action queue for character $21 (NPC $21), 3 bytes long (Wait until complete)
CB/89D0: C2        Set vehicle/entity's event speed to normal
CB/89D1: 81        Move vehicle/entity right 1 tile
CB/89D2: FF        End queue
CB/89D3: 36    Disable ability to pass through other objects for object $21 (NPC $21)
CB/89D5: 42    Hide object $21
CB/89D7: 3E    Delete object $21
CB/89D9: DB    Clear event bit $1E80($535) [$1F26, bit 5]
CB/89DB: 3D    Create object $05
CB/89DD: 3F    Assign character $05 (Actor in stot 5) to party 1
CB/89E0: FE    Return

CB/89E1: B2    Call subroutine $CACAFF
CB/89E5: 92    Pause for 30 units
CB/89E6: 22    Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete)
CB/89E8: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/89E9: E0        Pause for 4 * 3 (12) frames
CB/89EB: CE        Turn vehicle/entity down
CB/89EC: FF        End queue
CB/89ED: B0    Execute the following commands until $B1 3 times
CB/89EF: 22        Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete)
CB/89F1: 23            Do vehicle/entity graphical action $23 
CB/89F2: FF            End queue
CB/89F3: 22        Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete)
CB/89F5: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/89F6: FF            End queue
CB/89F7: B1        End block of repeating commands
CB/89F8: 22    Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete)
CB/89FA: CE        Turn vehicle/entity down
CB/89FB: FF        End queue
CB/89FC: 92    Pause for 30 units
CB/89FD: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CB/89FF: 22    Begin action queue for character $22 (NPC $22), 3 bytes long (Wait until complete)
CB/8A01: C2        Set vehicle/entity's event speed to normal
CB/8A02: 81        Move vehicle/entity right 1 tile
CB/8A03: FF        End queue
CB/8A04: 36    Disable ability to pass through other objects for object $22 (NPC $22)
CB/8A06: 42    Hide object $22
CB/8A08: 3E    Delete object $22
CB/8A0A: DB    Clear event bit $1E80($536) [$1F26, bit 6]
CB/8A0C: 3D    Create object $06
CB/8A0E: 3F    Assign character $06 (Actor in stot 6) to party 1
CB/8A11: FE    Return

CB/8A12: B2    Call subroutine $CACAFF
CB/8A16: 92    Pause for 30 units
CB/8A17: 23    Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete)
CB/8A19: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8A1A: E0        Pause for 4 * 3 (12) frames
CB/8A1C: CE        Turn vehicle/entity down
CB/8A1D: FF        End queue
CB/8A1E: B0    Execute the following commands until $B1 3 times
CB/8A20: 23        Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete)
CB/8A22: 23            Do vehicle/entity graphical action $23 
CB/8A23: FF            End queue
CB/8A24: 23        Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete)
CB/8A26: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8A27: FF            End queue
CB/8A28: B1        End block of repeating commands
CB/8A29: 23    Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete)
CB/8A2B: CE        Turn vehicle/entity down
CB/8A2C: FF        End queue
CB/8A2D: 92    Pause for 30 units
CB/8A2E: 78    Enable ability to pass through other objects for object $23 (NPC $23)
CB/8A30: 23    Begin action queue for character $23 (NPC $23), 3 bytes long (Wait until complete)
CB/8A32: C2        Set vehicle/entity's event speed to normal
CB/8A33: 81        Move vehicle/entity right 1 tile
CB/8A34: FF        End queue
CB/8A35: 36    Disable ability to pass through other objects for object $23 (NPC $23)
CB/8A37: 42    Hide object $23
CB/8A39: 3E    Delete object $23
CB/8A3B: DB    Clear event bit $1E80($537) [$1F26, bit 7]
CB/8A3D: 3D    Create object $07
CB/8A3F: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/8A42: FE    Return

CB/8A43: B2    Call subroutine $CACAFF
CB/8A47: 92    Pause for 30 units
CB/8A48: 24    Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete)
CB/8A4A: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8A4B: E0        Pause for 4 * 3 (12) frames
CB/8A4D: CE        Turn vehicle/entity down
CB/8A4E: FF        End queue
CB/8A4F: B0    Execute the following commands until $B1 3 times
CB/8A51: 24        Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CB/8A53: 23            Do vehicle/entity graphical action $23 
CB/8A54: FF            End queue
CB/8A55: 24        Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CB/8A57: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8A58: FF            End queue
CB/8A59: B1        End block of repeating commands
CB/8A5A: 24    Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CB/8A5C: CE        Turn vehicle/entity down
CB/8A5D: FF        End queue
CB/8A5E: 92    Pause for 30 units
CB/8A5F: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CB/8A61: 24    Begin action queue for character $24 (NPC $24), 3 bytes long (Wait until complete)
CB/8A63: C2        Set vehicle/entity's event speed to normal
CB/8A64: 81        Move vehicle/entity right 1 tile
CB/8A65: FF        End queue
CB/8A66: 36    Disable ability to pass through other objects for object $24 (NPC $24)
CB/8A68: 42    Hide object $24
CB/8A6A: 3E    Delete object $24
CB/8A6C: DB    Clear event bit $1E80($538) [$1F27, bit 0]
CB/8A6E: 3D    Create object $08
CB/8A70: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/8A73: FE    Return

CB/8A74: B2    Call subroutine $CACAFF
CB/8A78: 92    Pause for 30 units
CB/8A79: 25    Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete)
CB/8A7B: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8A7C: E0        Pause for 4 * 3 (12) frames
CB/8A7E: CE        Turn vehicle/entity down
CB/8A7F: FF        End queue
CB/8A80: B0    Execute the following commands until $B1 3 times
CB/8A82: 25        Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CB/8A84: 23            Do vehicle/entity graphical action $23 
CB/8A85: FF            End queue
CB/8A86: 25        Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CB/8A88: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8A89: FF            End queue
CB/8A8A: B1        End block of repeating commands
CB/8A8B: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CB/8A8D: CE        Turn vehicle/entity down
CB/8A8E: FF        End queue
CB/8A8F: 92    Pause for 30 units
CB/8A90: 78    Enable ability to pass through other objects for object $25 (NPC $25)
CB/8A92: 25    Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete)
CB/8A94: C2        Set vehicle/entity's event speed to normal
CB/8A95: 81        Move vehicle/entity right 1 tile
CB/8A96: FF        End queue
CB/8A97: 36    Disable ability to pass through other objects for object $25 (NPC $25)
CB/8A99: 42    Hide object $25
CB/8A9B: 3E    Delete object $25
CB/8A9D: DB    Clear event bit $1E80($539) [$1F27, bit 1]
CB/8A9F: 3D    Create object $09
CB/8AA1: 3F    Assign character $09 (Actor in stot 9) to party 1
CB/8AA4: FE    Return

CB/8AA5: B2    Call subroutine $CACAFF
CB/8AA9: 92    Pause for 30 units
CB/8AAA: 26    Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete)
CB/8AAC: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8AAD: E0        Pause for 4 * 3 (12) frames
CB/8AAF: CE        Turn vehicle/entity down
CB/8AB0: FF        End queue
CB/8AB1: B0    Execute the following commands until $B1 3 times
CB/8AB3: 26        Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CB/8AB5: 23            Do vehicle/entity graphical action $23 
CB/8AB6: FF            End queue
CB/8AB7: 26        Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CB/8AB9: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8ABA: FF            End queue
CB/8ABB: B1        End block of repeating commands
CB/8ABC: 26    Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CB/8ABE: CE        Turn vehicle/entity down
CB/8ABF: FF        End queue
CB/8AC0: 92    Pause for 30 units
CB/8AC1: 78    Enable ability to pass through other objects for object $26 (NPC $26)
CB/8AC3: 26    Begin action queue for character $26 (NPC $26), 3 bytes long (Wait until complete)
CB/8AC5: C2        Set vehicle/entity's event speed to normal
CB/8AC6: 81        Move vehicle/entity right 1 tile
CB/8AC7: FF        End queue
CB/8AC8: 36    Disable ability to pass through other objects for object $26 (NPC $26)
CB/8ACA: 42    Hide object $26
CB/8ACC: 3E    Delete object $26
CB/8ACE: DB    Clear event bit $1E80($53A) [$1F27, bit 2]
CB/8AD0: 3D    Create object $0A
CB/8AD2: 3F    Assign character $0A (Actor in stot 10) to party 1
CB/8AD5: FE    Return

CB/8AD6: B2    Call subroutine $CACAFF
CB/8ADA: 92    Pause for 30 units
CB/8ADB: 27    Begin action queue for character $27 (NPC $27), 5 bytes long (Wait until complete)
CB/8ADD: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8ADE: E0        Pause for 4 * 3 (12) frames
CB/8AE0: CE        Turn vehicle/entity down
CB/8AE1: FF        End queue
CB/8AE2: B0    Execute the following commands until $B1 3 times
CB/8AE4: 27        Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CB/8AE6: 23            Do vehicle/entity graphical action $23 
CB/8AE7: FF            End queue
CB/8AE8: 27        Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CB/8AEA: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8AEB: FF            End queue
CB/8AEC: B1        End block of repeating commands
CB/8AED: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CB/8AEF: CE        Turn vehicle/entity down
CB/8AF0: FF        End queue
CB/8AF1: 92    Pause for 30 units
CB/8AF2: 78    Enable ability to pass through other objects for object $27 (NPC $27)
CB/8AF4: 27    Begin action queue for character $27 (NPC $27), 3 bytes long (Wait until complete)
CB/8AF6: C2        Set vehicle/entity's event speed to normal
CB/8AF7: 81        Move vehicle/entity right 1 tile
CB/8AF8: FF        End queue
CB/8AF9: 36    Disable ability to pass through other objects for object $27 (NPC $27)
CB/8AFB: 42    Hide object $27
CB/8AFD: 3E    Delete object $27
CB/8AFF: DB    Clear event bit $1E80($53B) [$1F27, bit 3]
CB/8B01: 3D    Create object $0B
CB/8B03: 3F    Assign character $0B (Actor in stot 11) to party 1
CB/8B06: FE    Return

CB/8B07: B2    Call subroutine $CACAFF
CB/8B0B: 92    Pause for 30 units
CB/8B0C: 28    Begin action queue for character $28 (NPC $28), 5 bytes long (Wait until complete)
CB/8B0E: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8B0F: E0        Pause for 4 * 3 (12) frames
CB/8B11: CE        Turn vehicle/entity down
CB/8B12: FF        End queue
CB/8B13: B0    Execute the following commands until $B1 3 times
CB/8B15: 28        Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CB/8B17: 23            Do vehicle/entity graphical action $23 
CB/8B18: FF            End queue
CB/8B19: 28        Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CB/8B1B: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8B1C: FF            End queue
CB/8B1D: B1        End block of repeating commands
CB/8B1E: 28    Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CB/8B20: CE        Turn vehicle/entity down
CB/8B21: FF        End queue
CB/8B22: 92    Pause for 30 units
CB/8B23: 78    Enable ability to pass through other objects for object $28 (NPC $28)
CB/8B25: 28    Begin action queue for character $28 (NPC $28), 3 bytes long (Wait until complete)
CB/8B27: C2        Set vehicle/entity's event speed to normal
CB/8B28: 81        Move vehicle/entity right 1 tile
CB/8B29: FF        End queue
CB/8B2A: 36    Disable ability to pass through other objects for object $28 (NPC $28)
CB/8B2C: 42    Hide object $28
CB/8B2E: 3E    Delete object $28
CB/8B30: DB    Clear event bit $1E80($53C) [$1F27, bit 4]
CB/8B32: 3D    Create object $0C
CB/8B34: 3F    Assign character $0C (Actor in stot 12) to party 1
CB/8B37: FE    Return

CB/8B38: B2    Call subroutine $CACAFF
CB/8B3C: 92    Pause for 30 units
CB/8B3D: 29    Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete)
CB/8B3F: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/8B40: E0        Pause for 4 * 3 (12) frames
CB/8B42: CE        Turn vehicle/entity down
CB/8B43: FF        End queue
CB/8B44: B0    Execute the following commands until $B1 3 times
CB/8B46: 29        Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete)
CB/8B48: 23            Do vehicle/entity graphical action $23 
CB/8B49: FF            End queue
CB/8B4A: 29        Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete)
CB/8B4C: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/8B4D: FF            End queue
CB/8B4E: B1        End block of repeating commands
CB/8B4F: 29    Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete)
CB/8B51: CE        Turn vehicle/entity down
CB/8B52: FF        End queue
CB/8B53: 92    Pause for 30 units
CB/8B54: 78    Enable ability to pass through other objects for object $29 (NPC $29)
CB/8B56: 29    Begin action queue for character $29 (NPC $29), 3 bytes long (Wait until complete)
CB/8B58: C2        Set vehicle/entity's event speed to normal
CB/8B59: 81        Move vehicle/entity right 1 tile
CB/8B5A: FF        End queue
CB/8B5B: 36    Disable ability to pass through other objects for object $29 (NPC $29)
CB/8B5D: 42    Hide object $29
CB/8B5F: 3E    Delete object $29
CB/8B61: DB    Clear event bit $1E80($53D) [$1F27, bit 5]
CB/8B63: 3D    Create object $0D
CB/8B65: 3F    Assign character $0D (Actor in stot 13) to party 1
CB/8B68: FE    Return

CB/8B69: C0    If ($1E80($18B) [$1EB1, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/8B6F: 2C    Begin action queue for character $2C (NPC $2C), 7 bytes long 
CB/8B71: C2        Set vehicle/entity's event speed to normal
CB/8B72: DC        Make vehicle/entity jump (low)
CB/8B73: E0        Pause for 4 * 3 (12) frames
CB/8B75: FC        Branch 3 bytes backwards ($CB8B72)
CB/8B77: FF        End queue
CB/8B78: B2    Call subroutine $CB8B9D
CB/8B7C: 42    Hide object $2C
CB/8B7E: DB    Clear event bit $1E80($53E) [$1F27, bit 6]
CB/8B80: D2    Set event bit $1E80($18B) [$1EB1, bit 3]
CB/8B82: FE    Return

CB/8B83: C0    If ($1E80($189) [$1EB1, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/8B89: 2B    Begin action queue for character $2B (NPC $2B), 7 bytes long 
CB/8B8B: C2        Set vehicle/entity's event speed to normal
CB/8B8C: DC        Make vehicle/entity jump (low)
CB/8B8D: E0        Pause for 4 * 3 (12) frames
CB/8B8F: FC        Branch 3 bytes backwards ($CB8B8C)
CB/8B91: FF        End queue
CB/8B92: B2    Call subroutine $CB8B9D
CB/8B96: 42    Hide object $2B
CB/8B98: DB    Clear event bit $1E80($53F) [$1F27, bit 7]
CB/8B9A: D2    Set event bit $1E80($189) [$1EB1, bit 1]
CB/8B9C: FE    Return

CB/8B9D: 4B    Display dialogue message $0ACD, wait for button press
               Back off!
               I'm not gonna mess with ya unless my brothers are here!
               See ya!
CB/8BA0: F4    Play sound effect 69
CB/8BA2: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/8BA4: 92    Pause for 30 units
CB/8BA5: F4    Play sound effect 69
CB/8BA7: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/8BA9: FE    Return

CB/8BAA: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/8BAE: CA    If ($1E80($1A2) [$1EB4, bit 2] is set) and ($1E80($18B) [$1EB1, bit 3] is set) and ($1E80($189) [$1EB1, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/8BB8: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/8BBA: 91    Pause for 15 units
CB/8BBB: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/8BBD: 91    Pause for 15 units
CB/8BBE: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CB9A8D
CB/8BC4: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CB9A98
CB/8BCA: C0    If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CB9AA3
CB/8BD0: FE    Return

CB/8BD1: C0    If ($1E80($179) [$1EAF, bit 1] is set), branch to $CB8C59
CB/8BD7: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/8BD9: 91    Pause for 15 units
CB/8BDA: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/8BDC: 91    Pause for 15 units
CB/8BDD: B3    Call subroutine $CB9A8D, 3 times
CB/8BE2: DA    Set event bit $1E80($53E) [$1F27, bit 6]
CB/8BE4: DA    Set event bit $1E80($53F) [$1F27, bit 7]
CB/8BE6: DA    Set event bit $1E80($540) [$1F28, bit 0]
CB/8BE8: 3D    Create object $2A
CB/8BEA: 3D    Create object $2B
CB/8BEC: 3D    Create object $2C
CB/8BEE: 93    Pause for 45 units
CB/8BEF: 2B    Begin action queue for character $2B (NPC $2B), 5 bytes long 
CB/8BF1: D5        Set vehicle/entity's position to (46, 56)
CB/8BF4: CE        Turn vehicle/entity down
CB/8BF5: FF        End queue
CB/8BF6: 2C    Begin action queue for character $2C (NPC $2C), 5 bytes long (Wait until complete)
CB/8BF8: D5        Set vehicle/entity's position to (46, 56)
CB/8BFB: CE        Turn vehicle/entity down
CB/8BFC: FF        End queue
CB/8BFD: F4    Play sound effect 85
CB/8BFF: 41    Show object $2A
CB/8C01: 78    Enable ability to pass through other objects for object $2A (NPC $2A)
CB/8C03: 2A    Begin action queue for character $2A (NPC $2A), 4 bytes long (Wait until complete)
CB/8C05: C2        Set vehicle/entity's event speed to normal
CB/8C06: DC        Make vehicle/entity jump (low)
CB/8C07: 82        Move vehicle/entity down 1 tile
CB/8C08: FF        End queue
CB/8C09: 92    Pause for 30 units
CB/8C0A: 41    Show object $2B
CB/8C0C: 41    Show object $2C
CB/8C0E: F4    Play sound effect 85
CB/8C10: 2B    Begin action queue for character $2B (NPC $2B), 5 bytes long 
CB/8C12: C2        Set vehicle/entity's event speed to normal
CB/8C13: DC        Make vehicle/entity jump (low)
CB/8C14: 83        Move vehicle/entity left 1 tile
CB/8C15: CE        Turn vehicle/entity down
CB/8C16: FF        End queue
CB/8C17: 2C    Begin action queue for character $2C (NPC $2C), 5 bytes long (Wait until complete)
CB/8C19: C2        Set vehicle/entity's event speed to normal
CB/8C1A: DC        Make vehicle/entity jump (low)
CB/8C1B: 81        Move vehicle/entity right 1 tile
CB/8C1C: CE        Turn vehicle/entity down
CB/8C1D: FF        End queue
CB/8C1E: 93    Pause for 45 units
CB/8C1F: 4B    Display dialogue message $0AC9, wait for button press (At bottom of screen)
               We're the 3 Dream Stooges!
CB/8C22: F4    Play sound effect 85
CB/8C24: 2A    Begin action queue for character $2A (NPC $2A), 5 bytes long 
CB/8C26: C2        Set vehicle/entity's event speed to normal
CB/8C27: C7        Set vehicle/entity to stay still when moving
CB/8C28: DC        Make vehicle/entity jump (low)
CB/8C29: 82        Move vehicle/entity down 1 tile
CB/8C2A: FF        End queue
CB/8C2B: 2B    Begin action queue for character $2B (NPC $2B), 5 bytes long 
CB/8C2D: C2        Set vehicle/entity's event speed to normal
CB/8C2E: C7        Set vehicle/entity to stay still when moving
CB/8C2F: DC        Make vehicle/entity jump (low)
CB/8C30: 82        Move vehicle/entity down 1 tile
CB/8C31: FF        End queue
CB/8C32: 2C    Begin action queue for character $2C (NPC $2C), 5 bytes long (Wait until complete)
CB/8C34: C2        Set vehicle/entity's event speed to normal
CB/8C35: C7        Set vehicle/entity to stay still when moving
CB/8C36: DC        Make vehicle/entity jump (low)
CB/8C37: 82        Move vehicle/entity down 1 tile
CB/8C38: FF        End queue
CB/8C39: 4B    Display dialogue message $0ACE, wait for button press (At bottom of screen)
               Good, everyone's here!
               Let's rumble!
CB/8C3C: 4D    Invoke battle, enemy set $5A, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/8C3F: B2    Call subroutine $CA5EA9
CB/8C43: DB    Clear event bit $1E80($53E) [$1F27, bit 6]
CB/8C45: DB    Clear event bit $1E80($53F) [$1F27, bit 7]
CB/8C47: DB    Clear event bit $1E80($540) [$1F28, bit 0]
CB/8C49: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/8C4B: D3    Clear event bit $1E80($185) [$1EB0, bit 5]
CB/8C4D: D3    Clear event bit $1E80($186) [$1EB0, bit 6]
CB/8C4F: 42    Hide object $2A
CB/8C51: 42    Hide object $2B
CB/8C53: 42    Hide object $2C
CB/8C55: 96    Restore screen from fade
CB/8C56: D2    Set event bit $1E80($179) [$1EAF, bit 1]
CB/8C58: FE    Return

CB/8C59: 62    Mosaic screen, speed 5
CB/8C5B: 5A    Fade screen at speed $05
CB/8C5D: 5C    Pause execution until fade in or fade out is complete
CB/8C5E: DA    Set event bit $1E80($517) [$1F22, bit 7]
CB/8C60: D2    Set event bit $1E80($191) [$1EB2, bit 1]
CB/8C62: 6B    Load map $008F (Cyan's Dream, Phantom Train exterior) instantly, (upper bits $2000), place party at (107, 8), facing down
CB/8C68: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/8C6A: 28        Do vehicle/entity graphical action $28 
CB/8C6B: FF        End queue
CB/8C6C: 95    Pause for 120 units
CB/8C6D: 62    Mosaic screen, speed 8
CB/8C6F: 59    Unfade screen at speed $04
CB/8C71: 5C    Pause execution until fade in or fade out is complete
CB/8C72: B2    Call subroutine $CB6A09
CB/8C76: FE    Return

CB/8C77: 74    Replace current map's Layer 2 at (93, 8) with the following (3 x 4) chunk
CB/8C7C:       $BD, $C9, $C8
CB/8C7F:       $BE, $CD, $DE
CB/8C82:       $DD, $CE, $EA
CB/8C85:       $EE, $ED, $EB
CB/8C88: 74    Replace current map's Layer 2 at (65, 5) with the following (6 x 1) chunk
CB/8C8D:       $97, $A9, $07, $17, $DC, $EC
CB/8C93: 74    Replace current map's Layer 2 at (64, 8) with the following (3 x 1) chunk
CB/8C98:       $C8, $D8, $E8
CB/8C9B: 74    Replace current map's Layer 2 at (91, 5) with the following (1 x 1) chunk
CB/8CA0:       $97
CB/8CA1: 75    Refresh map after alteration
CB/8CA2: B2    Call subroutine $CB6A4C
CB/8CA6: FE    Return

CB/8CA7: B2    Call subroutine $CB8CB0
CB/8CAB: B2    Call subroutine $CB6A55
CB/8CAF: FE    Return

CB/8CB0: 74    Replace current map's Layer 2 at (25, 9) with the following (3 x 4) chunk
CB/8CB5:       $85, $8B, $84
CB/8CB8:       $8B, $1E, $01
CB/8CBB:       $1E, $01, $1E
CB/8CBE:       $1E, $1E, $1E
CB/8CC1: 74    Replace current map's Layer 2 at (25, 71) with the following (5 x 3) chunk
CB/8CC6:       $65, $90, $64, $75, $90
CB/8CCB:       $74, $5C, $5C, $5D, $2B
CB/8CD0:       $2B, $2C, $01, $01, $01
CB/8CD5: 75    Refresh map after alteration
CB/8CD6: FE    Return

CB/8CD7: B2    Call subroutine $CB8D1D
CB/8CDB: B2    Call subroutine $CB8D59
CB/8CDF: B2    Call subroutine $CB8D9B
CB/8CE3: B2    Call subroutine $CB6A5E
CB/8CE7: B2    Call subroutine $CB9013
CB/8CEB: B2    Call subroutine $CB9027
CB/8CEF: B2    Call subroutine $CB903B
CB/8CF3: B2    Call subroutine $CB904F
CB/8CF7: B2    Call subroutine $CB9063
CB/8CFB: B2    Call subroutine $CB9077
CB/8CFF: C0    If ($1E80($17A) [$1EAF, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/8D05: 74    Replace current map's Layer 2 at (4, 4) with the following (5 x 2) chunk
CB/8D0A:       $97, $F6, $97, $9B, $DA
CB/8D0F:       $DA, $DA, $DA, $DA, $DA
CB/8D14: 74    Replace current map's Layer 2 at (4, 71) with the following (2 x 1) chunk
CB/8D19:       $60, $96
CB/8D1B: 75    Refresh map after alteration
CB/8D1C: FE    Return

CB/8D1D: C0    If ($1E80($184) [$1EB0, bit 4] is clear), branch to $CB8D3E
CB/8D23: 74    Replace current map's Layer 2 at (22, 3) with the following (1 x 1) chunk
CB/8D28:       $2E
CB/8D29: 74    Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk
CB/8D2E:       $0C, $89
CB/8D30:       $19, $08
CB/8D32:       $2B, $2B
CB/8D34: 74    Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk
CB/8D39:       $12
CB/8D3A:       $25
CB/8D3B:       $22
CB/8D3C: 75    Refresh map after alteration
CB/8D3D: FE    Return

CB/8D3E: 74    Replace current map's Layer 2 at (22, 3) with the following (1 x 1) chunk
CB/8D43:       $3D
CB/8D44: 74    Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk
CB/8D49:       $19, $0C
CB/8D4B:       $89, $2B
CB/8D4D:       $08, $2B
CB/8D4F: 74    Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk
CB/8D54:       $22
CB/8D55:       $12
CB/8D56:       $25
CB/8D57: 75    Refresh map after alteration
CB/8D58: FE    Return

CB/8D59: C0    If ($1E80($185) [$1EB0, bit 5] is clear), branch to $CB8D7D
CB/8D5F: 74    Replace current map's Layer 2 at (17, 3) with the following (1 x 1) chunk
CB/8D64:       $2E
CB/8D65: 74    Replace current map's Layer 2 at (13, 8) with the following (3 x 3) chunk
CB/8D6A:       $31, $30, $0B
CB/8D6D:       $2B, $2B, $1B
CB/8D70:       $01, $01, $01
CB/8D73: 74    Replace current map's Layer 2 at (13, 71) with the following (1 x 3) chunk
CB/8D78:       $23
CB/8D79:       $24
CB/8D7A:       $13
CB/8D7B: 75    Refresh map after alteration
CB/8D7C: FE    Return

CB/8D7D: 74    Replace current map's Layer 2 at (17, 3) with the following (1 x 1) chunk
CB/8D82:       $3D
CB/8D83: 74    Replace current map's Layer 2 at (12, 8) with the following (2 x 4) chunk
CB/8D88:       $2B, $2B
CB/8D8A:       $88, $89
CB/8D8C:       $2B, $2B
CB/8D8E:       $98, $2B
CB/8D90: 74    Replace current map's Layer 2 at (12, 71) with the following (1 x 4) chunk
CB/8D95:       $22
CB/8D96:       $22
CB/8D97:       $12
CB/8D98:       $25
CB/8D99: 75    Refresh map after alteration
CB/8D9A: FE    Return

CB/8D9B: C0    If ($1E80($186) [$1EB0, bit 6] is clear), branch to $CB8DB2
CB/8DA1: 74    Replace current map's Layer 2 at (14, 3) with the following (1 x 1) chunk
CB/8DA6:       $2E
CB/8DA7: 74    Replace current map's Layer 2 at (19, 7) with the following (4 x 1) chunk
CB/8DAC:       $2B, $35, $35, $1E
CB/8DB0: 75    Refresh map after alteration
CB/8DB1: FE    Return

CB/8DB2: 74    Replace current map's Layer 2 at (14, 3) with the following (1 x 1) chunk
CB/8DB7:       $3D
CB/8DB8: 74    Replace current map's Layer 2 at (19, 7) with the following (4 x 1) chunk
CB/8DBD:       $35, $35, $45, $01
CB/8DC1: 75    Refresh map after alteration
CB/8DC2: FE    Return

CB/8DC3: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8DCB: B2    Call subroutine $CB6AC3
CB/8DCF: C0    If ($1E80($184) [$1EB0, bit 4] is set), branch to $CB8DF9
CB/8DD5: 73    Replace current map's Layer 1 at (22, 3) with the following (1 x 1) chunk, refresh immediately
CB/8DDA:       $2E
CB/8DDB: D2    Set event bit $1E80($184) [$1EB0, bit 4]
CB/8DDD: B2    Call subroutine $CB6ACD
CB/8DE1: 74    Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk
CB/8DE6:       $0C, $89
CB/8DE8:       $19, $08
CB/8DEA:       $2B, $2B
CB/8DEC: 74    Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk
CB/8DF1:       $12
CB/8DF2:       $25
CB/8DF3:       $22
CB/8DF4: 75    Refresh map after alteration
CB/8DF5: 92    Pause for 30 units
CB/8DF6: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8DF8: FE    Return

CB/8DF9: 73    Replace current map's Layer 1 at (22, 3) with the following (1 x 1) chunk, refresh immediately
CB/8DFE:       $3D
CB/8DFF: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/8E01: B2    Call subroutine $CB6ACD
CB/8E05: 74    Replace current map's Layer 2 at (17, 5) with the following (2 x 3) chunk
CB/8E0A:       $19, $0C
CB/8E0C:       $89, $2B
CB/8E0E:       $08, $2B
CB/8E10: 74    Replace current map's Layer 2 at (17, 68) with the following (1 x 3) chunk
CB/8E15:       $22
CB/8E16:       $12
CB/8E17:       $25
CB/8E18: 75    Refresh map after alteration
CB/8E19: 92    Pause for 30 units
CB/8E1A: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8E1C: FE    Return

CB/8E1D: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8E25: B2    Call subroutine $CB6AC3
CB/8E29: C0    If ($1E80($185) [$1EB0, bit 5] is set), branch to $CB8E56
CB/8E2F: 73    Replace current map's Layer 1 at (17, 3) with the following (1 x 1) chunk, refresh immediately
CB/8E34:       $2E
CB/8E35: D2    Set event bit $1E80($185) [$1EB0, bit 5]
CB/8E37: B2    Call subroutine $CB6ACD
CB/8E3B: 74    Replace current map's Layer 2 at (13, 8) with the following (3 x 3) chunk
CB/8E40:       $31, $30, $0B
CB/8E43:       $2B, $2B, $1B
CB/8E46:       $01, $01, $01
CB/8E49: 74    Replace current map's Layer 2 at (13, 71) with the following (1 x 3) chunk
CB/8E4E:       $23
CB/8E4F:       $24
CB/8E50:       $13
CB/8E51: 75    Refresh map after alteration
CB/8E52: 92    Pause for 30 units
CB/8E53: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8E55: FE    Return

CB/8E56: 73    Replace current map's Layer 1 at (17, 3) with the following (1 x 1) chunk, refresh immediately
CB/8E5B:       $3D
CB/8E5C: D3    Clear event bit $1E80($185) [$1EB0, bit 5]
CB/8E5E: B2    Call subroutine $CB6ACD
CB/8E62: 74    Replace current map's Layer 2 at (12, 8) with the following (2 x 4) chunk
CB/8E67:       $2B, $2B
CB/8E69:       $88, $89
CB/8E6B:       $2B, $2B
CB/8E6D:       $98, $2B
CB/8E6F: 74    Replace current map's Layer 2 at (12, 71) with the following (1 x 4) chunk
CB/8E74:       $22
CB/8E75:       $22
CB/8E76:       $12
CB/8E77:       $25
CB/8E78: 75    Refresh map after alteration
CB/8E79: 92    Pause for 30 units
CB/8E7A: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8E7C: FE    Return

CB/8E7D: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8E85: B2    Call subroutine $CB6AC3
CB/8E89: C0    If ($1E80($186) [$1EB0, bit 6] is set), branch to $CB8EA8
CB/8E8F: 73    Replace current map's Layer 1 at (14, 3) with the following (1 x 1) chunk, refresh immediately
CB/8E94:       $2E
CB/8E95: D2    Set event bit $1E80($186) [$1EB0, bit 6]
CB/8E97: B2    Call subroutine $CB6ACD
CB/8E9B: 73    Replace current map's Layer 1 at (19, 7) with the following (4 x 1) chunk, refresh immediately
CB/8EA0:       $2B, $35, $35, $1E
CB/8EA4: 92    Pause for 30 units
CB/8EA5: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8EA7: FE    Return

CB/8EA8: 73    Replace current map's Layer 1 at (14, 3) with the following (1 x 1) chunk, refresh immediately
CB/8EAD:       $3D
CB/8EAE: D3    Clear event bit $1E80($186) [$1EB0, bit 6]
CB/8EB0: B2    Call subroutine $CB6ACD
CB/8EB4: 73    Replace current map's Layer 1 at (19, 7) with the following (4 x 1) chunk, refresh immediately
CB/8EB9:       $35, $35, $45, $01
CB/8EBD: 92    Pause for 30 units
CB/8EBE: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8EC0: FE    Return

CB/8EC1: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8EC9: B2    Call subroutine $CB6AC3
CB/8ECD: C6    If ($1E80($17A) [$1EAF, bit 2] is set) or ($1E80($1F1) [$1EBE, bit 1] is set) or ($1E80($1F2) [$1EBE, bit 2] is set) or ($1E80($1F3) [$1EBE, bit 3] is clear) or ($1E80($1F4) [$1EBE, bit 4] is clear) or ($1E80($1F5) [$1EBE, bit 5] is clear) or ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB8F07
CB/8EDF: 92    Pause for 30 units
CB/8EE0: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/8EE5:       $2E
CB/8EE6: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8EE8: F4    Play sound effect 187
CB/8EEA: 74    Replace current map's Layer 2 at (4, 4) with the following (5 x 2) chunk
CB/8EEF:       $97, $F6, $97, $9B, $DA
CB/8EF4:       $DA, $DA, $DA, $DA, $DA
CB/8EF9: 74    Replace current map's Layer 2 at (4, 71) with the following (2 x 1) chunk
CB/8EFE:       $60, $96
CB/8F00: 75    Refresh map after alteration
CB/8F01: 92    Pause for 30 units
CB/8F02: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/8F04: D2    Set event bit $1E80($17A) [$1EAF, bit 2]
CB/8F06: FE    Return

CB/8F07: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/8F0C:       $2E
CB/8F0D: 93    Pause for 45 units
CB/8F0E: F4    Play sound effect 150
CB/8F10: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/8F15:       $3D
CB/8F16: FE    Return

CB/8F17: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/8F1D: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8F23: F4    Play sound effect 166
CB/8F25: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CB8F36
CB/8F2B: 73    Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately
CB/8F30:       $13
CB/8F31: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/8F33: 3A    Enable player to move while event commands execute
CB/8F34: 92    Pause for 30 units
CB/8F35: FE    Return

CB/8F36: 73    Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately
CB/8F3B:       $12
CB/8F3C: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/8F3E: 3A    Enable player to move while event commands execute
CB/8F3F: 92    Pause for 30 units
CB/8F40: FE    Return

CB/8F41: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/8F47: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8F4D: F4    Play sound effect 166
CB/8F4F: C0    If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CB8F60
CB/8F55: 73    Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately
CB/8F5A:       $13
CB/8F5B: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/8F5D: 3A    Enable player to move while event commands execute
CB/8F5E: 92    Pause for 30 units
CB/8F5F: FE    Return

CB/8F60: 73    Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately
CB/8F65:       $12
CB/8F66: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/8F68: 3A    Enable player to move while event commands execute
CB/8F69: 92    Pause for 30 units
CB/8F6A: FE    Return

CB/8F6B: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/8F71: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8F77: F4    Play sound effect 166
CB/8F79: C0    If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CB8F8A
CB/8F7F: 73    Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately
CB/8F84:       $13
CB/8F85: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/8F87: 3A    Enable player to move while event commands execute
CB/8F88: 92    Pause for 30 units
CB/8F89: FE    Return

CB/8F8A: 73    Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately
CB/8F8F:       $12
CB/8F90: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/8F92: 3A    Enable player to move while event commands execute
CB/8F93: 92    Pause for 30 units
CB/8F94: FE    Return

CB/8F95: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/8F9B: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8FA1: F4    Play sound effect 166
CB/8FA3: C0    If ($1E80($1F4) [$1EBE, bit 4] is set), branch to $CB8FB4
CB/8FA9: 73    Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately
CB/8FAE:       $13
CB/8FAF: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/8FB1: 3A    Enable player to move while event commands execute
CB/8FB2: 92    Pause for 30 units
CB/8FB3: FE    Return

CB/8FB4: 73    Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately
CB/8FB9:       $12
CB/8FBA: D3    Clear event bit $1E80($1F4) [$1EBE, bit 4]
CB/8FBC: 3A    Enable player to move while event commands execute
CB/8FBD: 92    Pause for 30 units
CB/8FBE: FE    Return

CB/8FBF: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/8FC5: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8FCB: F4    Play sound effect 166
CB/8FCD: C0    If ($1E80($1F5) [$1EBE, bit 5] is set), branch to $CB8FDE
CB/8FD3: 73    Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately
CB/8FD8:       $13
CB/8FD9: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/8FDB: 3A    Enable player to move while event commands execute
CB/8FDC: 92    Pause for 30 units
CB/8FDD: FE    Return

CB/8FDE: 73    Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately
CB/8FE3:       $12
CB/8FE4: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/8FE6: 3A    Enable player to move while event commands execute
CB/8FE7: 92    Pause for 30 units
CB/8FE8: FE    Return

CB/8FE9: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/8FEF: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/8FF5: F4    Play sound effect 166
CB/8FF7: C0    If ($1E80($1F6) [$1EBE, bit 6] is set), branch to $CB9008
CB/8FFD: 73    Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately
CB/9002:       $13
CB/9003: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/9005: 3A    Enable player to move while event commands execute
CB/9006: 92    Pause for 30 units
CB/9007: FE    Return

CB/9008: 73    Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately
CB/900D:       $12
CB/900E: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/9010: 3A    Enable player to move while event commands execute
CB/9011: 92    Pause for 30 units
CB/9012: FE    Return

CB/9013: C0    If ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CB9020
CB/9019: 73    Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately
CB/901E:       $13
CB/901F: FE    Return

CB/9020: 73    Replace current map's Layer 1 at (8, 6) with the following (1 x 1) chunk, refresh immediately
CB/9025:       $12
CB/9026: FE    Return

CB/9027: C0    If ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CB9034
CB/902D: 73    Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately
CB/9032:       $13
CB/9033: FE    Return

CB/9034: 73    Replace current map's Layer 1 at (9, 6) with the following (1 x 1) chunk, refresh immediately
CB/9039:       $12
CB/903A: FE    Return

CB/903B: C0    If ($1E80($1F3) [$1EBE, bit 3] is clear), branch to $CB9048
CB/9041: 73    Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately
CB/9046:       $13
CB/9047: FE    Return

CB/9048: 73    Replace current map's Layer 1 at (10, 6) with the following (1 x 1) chunk, refresh immediately
CB/904D:       $12
CB/904E: FE    Return

CB/904F: C0    If ($1E80($1F4) [$1EBE, bit 4] is clear), branch to $CB905C
CB/9055: 73    Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately
CB/905A:       $13
CB/905B: FE    Return

CB/905C: 73    Replace current map's Layer 1 at (8, 8) with the following (1 x 1) chunk, refresh immediately
CB/9061:       $12
CB/9062: FE    Return

CB/9063: C0    If ($1E80($1F5) [$1EBE, bit 5] is clear), branch to $CB9070
CB/9069: 73    Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately
CB/906E:       $13
CB/906F: FE    Return

CB/9070: 73    Replace current map's Layer 1 at (9, 8) with the following (1 x 1) chunk, refresh immediately
CB/9075:       $12
CB/9076: FE    Return

CB/9077: C0    If ($1E80($1F6) [$1EBE, bit 6] is clear), branch to $CB9084
CB/907D: 73    Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately
CB/9082:       $13
CB/9083: FE    Return

CB/9084: 73    Replace current map's Layer 1 at (10, 8) with the following (1 x 1) chunk, refresh immediately
CB/9089:       $12
CB/908A: FE    Return

CB/908B: C0    If ($1E80($1F7) [$1EBE, bit 7] is clear), branch to $CB9098
CB/9091: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/9096:       $2E
CB/9097: FE    Return

CB/9098: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/909D:       $3D
CB/909E: FE    Return

CB/909F: B2    Call subroutine $CB6A5E
CB/90A3: B2    Call subroutine $CB9013
CB/90A7: B2    Call subroutine $CB9027
CB/90AB: B2    Call subroutine $CB903B
CB/90AF: B2    Call subroutine $CB904F
CB/90B3: B2    Call subroutine $CB9063
CB/90B7: B2    Call subroutine $CB9077
CB/90BB: B2    Call subroutine $CB908B
CB/90BF: B2    Call subroutine $CB90CE
CB/90C3: B2    Call subroutine $CB91D3
CB/90C7: C0    If ($1E80($1D6) [$1EBA, bit 6] is set), branch to $CB91CC
CB/90CD: FE    Return

CB/90CE: C0    If ($1E80($1FE) [$1EBF, bit 6] is set), branch to $CB90E0
CB/90D4: C0    If ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CB90F6
CB/90DA: C0    If ($1E80($1F9) [$1EBF, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/90E0: 74    Replace current map's Layer 2 at (27, 3) with the following (1 x 1) chunk
CB/90E5:       $3D
CB/90E6: 74    Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk
CB/90EB:       $1A, $34
CB/90ED: 74    Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk
CB/90F2:       $01, $02
CB/90F4: 75    Refresh map after alteration
CB/90F5: FE    Return

CB/90F6: 74    Replace current map's Layer 2 at (27, 3) with the following (1 x 1) chunk
CB/90FB:       $3D
CB/90FC: 74    Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk
CB/9101:       $34, $2C
CB/9103: 74    Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk
CB/9108:       $02, $01
CB/910A: 74    Replace current map's Layer 2 at (26, 5) with the following (2 x 1) chunk
CB/910F:       $40, $34
CB/9111: 74    Replace current map's Layer 2 at (26, 68) with the following (2 x 1) chunk
CB/9116:       $01, $02
CB/9118: 75    Refresh map after alteration
CB/9119: FE    Return

CB/911A: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/9122: B2    Call subroutine $CB6AC3
CB/9126: C0    If ($1E80($1F7) [$1EBE, bit 7] is set), branch to $CB916B
CB/912C: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/9131:       $2E
CB/9132: 91    Pause for 15 units
CB/9133: F4    Play sound effect 166
CB/9135: 74    Replace current map's Layer 2 at (8, 6) with the following (1 x 1) chunk
CB/913A:       $12
CB/913B: 74    Replace current map's Layer 2 at (9, 6) with the following (1 x 1) chunk
CB/9140:       $12
CB/9141: 74    Replace current map's Layer 2 at (10, 8) with the following (1 x 1) chunk
CB/9146:       $12
CB/9147: 74    Replace current map's Layer 2 at (10, 6) with the following (1 x 1) chunk
CB/914C:       $13
CB/914D: 74    Replace current map's Layer 2 at (8, 8) with the following (1 x 1) chunk
CB/9152:       $13
CB/9153: 74    Replace current map's Layer 2 at (9, 8) with the following (1 x 1) chunk
CB/9158:       $13
CB/9159: 75    Refresh map after alteration
CB/915A: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CB/915C: D3    Clear event bit $1E80($1F2) [$1EBE, bit 2]
CB/915E: D3    Clear event bit $1E80($1F6) [$1EBE, bit 6]
CB/9160: D2    Set event bit $1E80($1F3) [$1EBE, bit 3]
CB/9162: D2    Set event bit $1E80($1F4) [$1EBE, bit 4]
CB/9164: D2    Set event bit $1E80($1F5) [$1EBE, bit 5]
CB/9166: D2    Set event bit $1E80($1F7) [$1EBE, bit 7]
CB/9168: 3A    Enable player to move while event commands execute
CB/9169: 92    Pause for 30 units
CB/916A: FE    Return

CB/916B: 73    Replace current map's Layer 1 at (9, 3) with the following (1 x 1) chunk, refresh immediately
CB/9170:       $3D
CB/9171: 91    Pause for 15 units
CB/9172: F4    Play sound effect 166
CB/9174: 74    Replace current map's Layer 2 at (8, 6) with the following (1 x 1) chunk
CB/9179:       $12
CB/917A: 74    Replace current map's Layer 2 at (9, 6) with the following (1 x 1) chunk
CB/917F:       $12
CB/9180: 74    Replace current map's Layer 2 at (10, 8) with the following (1 x 1) chunk
CB/9185:       $12
CB/9186: 74    Replace current map's Layer 2 at (10, 6) with the following (1 x 1) chunk
CB/918B:       $12
CB/918C: 74    Replace current map's Layer 2 at (8, 8) with the following (1 x 1) chunk
CB/9191:       $12
CB/9192: 74    Replace current map's Layer 2 at (9, 8) with the following (1 x 1) chunk
CB/9197:       $12
CB/9198: 75    Refresh map after alteration
CB/9199: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/919B: D2    Set event bit $1E80($1F2) [$1EBE, bit 2]
CB/919D: D2    Set event bit $1E80($1F6) [$1EBE, bit 6]
CB/919F: D3    Clear event bit $1E80($1F3) [$1EBE, bit 3]
CB/91A1: D3    Clear event bit $1E80($1F4) [$1EBE, bit 4]
CB/91A3: D3    Clear event bit $1E80($1F5) [$1EBE, bit 5]
CB/91A5: D3    Clear event bit $1E80($1F7) [$1EBE, bit 7]
CB/91A7: 3A    Enable player to move while event commands execute
CB/91A8: 92    Pause for 30 units
CB/91A9: FE    Return

CB/91AA: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/91B2: 4B    Display dialogue message $0AF0, wait for button press (Show text only) (At bottom of screen)
               Memorize the positions.
               This knowledge might save you.
CB/91B5: FE    Return

CB/91B6: C2    If ($1E80($1D6) [$1EBA, bit 6] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/91C0: F4    Play sound effect 166
CB/91C2: B2    Call subroutine $CB91CC
CB/91C6: 4B    Display dialogue message $0AF1, wait for button press (At bottom of screen)
               
                   Received Lump of Metal.
CB/91C9: D2    Set event bit $1E80($1D6) [$1EBA, bit 6]
CB/91CB: FE    Return

CB/91CC: 73    Replace current map's Layer 1 at (3, 5) with the following (1 x 1) chunk, refresh immediately
CB/91D1:       $12
CB/91D2: FE    Return

CB/91D3: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CB91E0
CB/91D9: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CB91E8
CB/91DF: FE    Return

CB/91E0: 73    Replace current map's Layer 1 at (13, 7) with the following (1 x 2) chunk, refresh immediately
CB/91E5:       $12
CB/91E6:       $2B
CB/91E7: FE    Return

CB/91E8: 73    Replace current map's Layer 1 at (14, 7) with the following (1 x 2) chunk, refresh immediately
CB/91ED:       $2B
CB/91EE:       $12
CB/91EF: FE    Return

CB/91F0: C3    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1D6) [$1EBA, bit 6] is clear), branch to $CB9203
CB/91FC: B2    Call subroutine $CB926C
CB/9200: D2    Set event bit $1E80($17E) [$1EAF, bit 6]
CB/9202: FE    Return

CB/9203: C2    If ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/920D: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/920F: B2    Call subroutine $CB6ACD
CB/9213: B2    Call subroutine $CB91E0
CB/9217: 91    Pause for 15 units
CB/9218: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/921A: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/921C: FE    Return

CB/921D: C3    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1D6) [$1EBA, bit 6] is clear), branch to $CB9230
CB/9229: B2    Call subroutine $CB926C
CB/922D: D2    Set event bit $1E80($180) [$1EB0, bit 0]
CB/922F: FE    Return

CB/9230: C2    If ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/923A: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/923C: B2    Call subroutine $CB6ACD
CB/9240: B2    Call subroutine $CB91E8
CB/9244: 91    Pause for 15 units
CB/9245: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/9247: D2    Set event bit $1E80($1F8) [$1EBF, bit 0]
CB/9249: FE    Return

CB/924A: C0    If ($1E80($187) [$1EB0, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/9250: C1    If ($1E80($1F8) [$1EBF, bit 0] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/9258: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/925A: B2    Call subroutine $CB6ACD
CB/925E: 73    Replace current map's Layer 1 at (13, 7) with the following (1 x 3) chunk, refresh immediately
CB/9263:       $2B
CB/9264:       $12
CB/9265:       $2B
CB/9266: 91    Pause for 15 units
CB/9267: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/9269: D3    Clear event bit $1E80($1F8) [$1EBF, bit 0]
CB/926B: FE    Return

CB/926C: C3    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1D6) [$1EBA, bit 6] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CB924A
CB/9278: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/927A: 17        Do vehicle/entity graphical action $17 
CB/927B: E0        Pause for 4 * 5 (20) frames
CB/927D: CC        Turn vehicle/entity up
CB/927E: FF        End queue
CB/927F: F4    Play sound effect 218
CB/9281: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/9283: DB    Clear event bit $1E80($54A) [$1F29, bit 2]
CB/9285: D2    Set event bit $1E80($187) [$1EB0, bit 7]
CB/9287: 42    Hide object $10
CB/9289: 42    Hide object $11
CB/928B: 42    Hide object $12
CB/928D: 3E    Delete object $10
CB/928F: 3E    Delete object $11
CB/9291: 3E    Delete object $12
CB/9293: 92    Pause for 30 units
CB/9294: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/9296: FE    Return

CB/9297: C3    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1FE) [$1EBF, bit 6] is set) or ($1E80($1FB) [$1EBF, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/92A3: B2    Call subroutine $CB6AC3
CB/92A7: C0    If ($1E80($1FA) [$1EBF, bit 2] is set), branch to $CB9300
CB/92AD: C0    If ($1E80($1F9) [$1EBF, bit 1] is set), branch to $CB92DB
CB/92B3: 73    Replace current map's Layer 1 at (27, 3) with the following (1 x 1) chunk, refresh immediately
CB/92B8:       $2E
CB/92B9: 92    Pause for 30 units
CB/92BA: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/92BC: F4    Play sound effect 187
CB/92BE: 74    Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk
CB/92C3:       $1A, $34
CB/92C5: 74    Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk
CB/92CA:       $01, $02
CB/92CC: 75    Refresh map after alteration
CB/92CD: 92    Pause for 30 units
CB/92CE: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/92D0: D2    Set event bit $1E80($1F9) [$1EBF, bit 1]
CB/92D2: D2    Set event bit $1E80($1FA) [$1EBF, bit 2]
CB/92D4: A0    Set timer 0 to $00F0 [0m: 04s: 00j], jump to subroutine $CB92DB if it expires. Flags:  
               (Countdown pauses in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/92DA: FE    Return

CB/92DB: 3B    Position character in a "ready-to-go" stance
CB/92DC: 73    Replace current map's Layer 1 at (27, 3) with the following (1 x 1) chunk, refresh immediately
CB/92E1:       $3D
CB/92E2: 92    Pause for 30 units
CB/92E3: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/92E5: F4    Play sound effect 187
CB/92E7: 74    Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk
CB/92EC:       $34, $2C
CB/92EE: 74    Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk
CB/92F3:       $02, $01
CB/92F5: 75    Refresh map after alteration
CB/92F6: 92    Pause for 30 units
CB/92F7: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/92F9: D3    Clear event bit $1E80($1F9) [$1EBF, bit 1]
CB/92FB: D3    Clear event bit $1E80($1FA) [$1EBF, bit 2]
CB/92FD: A1    Reset timer 0
CB/92FF: FE    Return

CB/9300: A1    Reset timer 0
CB/9302: 73    Replace current map's Layer 1 at (27, 3) with the following (1 x 1) chunk, refresh immediately
CB/9307:       $3D
CB/9308: 92    Pause for 30 units
CB/9309: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/930B: F4    Play sound effect 187
CB/930D: 74    Replace current map's Layer 2 at (24, 5) with the following (2 x 1) chunk
CB/9312:       $34, $2C
CB/9314: 74    Replace current map's Layer 2 at (24, 68) with the following (2 x 1) chunk
CB/9319:       $02, $01
CB/931B: 74    Replace current map's Layer 2 at (26, 5) with the following (2 x 1) chunk
CB/9320:       $40, $34
CB/9322: 74    Replace current map's Layer 2 at (26, 68) with the following (2 x 1) chunk
CB/9327:       $01, $02
CB/9329: 75    Refresh map after alteration
CB/932A: 92    Pause for 30 units
CB/932B: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/932D: D2    Set event bit $1E80($1FB) [$1EBF, bit 3]
CB/932F: FE    Return

CB/9330: A1    Reset timer 0
CB/9332: D2    Set event bit $1E80($1FE) [$1EBF, bit 6]
CB/9334: FE    Return

CB/9335: C0    If ($1E80($197) [$1EB2, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/933B: DA    Set event bit $1E80($543) [$1F28, bit 3]
CB/933D: 60    Change background layer $0F to palette $04
CB/9340: 60    Change background layer $0E to palette $00
CB/9343: B2    Call subroutine $CB6A4C
CB/9347: 3D    Create object $10
CB/9349: 3D    Create object $11
CB/934B: 45    Refresh objects
CB/934C: 41    Show object $10
CB/934E: 41    Show object $11
CB/9350: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/9352: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/9354: 3A    Enable player to move while event commands execute
CB/9355: 10    Begin action queue for character $10 (NPC $10), 13 bytes long (Wait until complete)
CB/9357: C3        Set vehicle/entity's event speed to fast
CB/9358: 97        Move vehicle/entity left 6 tiles
CB/9359: 0F        Do vehicle/entity graphical action $0F 
CB/935A: C7        Set vehicle/entity to stay still when moving
CB/935B: A3        Move vehicle/entity left/up 1x1 tiles
CB/935C: A3        Move vehicle/entity left/up 1x1 tiles
CB/935D: 8B        Move vehicle/entity left 3 tiles
CB/935E: A2        Move vehicle/entity left/down 1x1 tiles
CB/935F: A2        Move vehicle/entity left/down 1x1 tiles
CB/9360: E0        Pause for 4 * 3 (12) frames
CB/9362: CF        Turn vehicle/entity left
CB/9363: FF        End queue
CB/9364: 73    Replace current map's Layer 1 at (83, 5) with the following (1 x 1) chunk, refresh immediately
CB/9369:       $98
CB/936A: F4    Play sound effect 169
CB/936C: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/936E: C2        Set vehicle/entity's event speed to normal
CB/936F: 9F        Move vehicle/entity left 8 tiles
CB/9370: 8B        Move vehicle/entity left 3 tiles
CB/9371: FF        End queue
CB/9372: 10    Begin action queue for character $10 (NPC $10), 15 bytes long (Wait until complete)
CB/9374: 82        Move vehicle/entity down 1 tile
CB/9375: 1F        Do vehicle/entity graphical action $1F 
CB/9376: E0        Pause for 4 * 6 (24) frames
CB/9378: 86        Move vehicle/entity down 2 tiles
CB/9379: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/937A: A0        Move vehicle/entity right/up 1x1 tiles
CB/937B: 82        Move vehicle/entity down 1 tile
CB/937C: DC        Make vehicle/entity jump (low)
CB/937D: C6        Set vehicle/entity to walk when moving
CB/937E: 28        Do vehicle/entity graphical action $28 
CB/937F: E0        Pause for 4 * 5 (20) frames
CB/9381: CE        Turn vehicle/entity down
CB/9382: FF        End queue
CB/9383: B0    Execute the following commands until $B1 3 times
CB/9385: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/9387: 23            Do vehicle/entity graphical action $23 
CB/9388: FF            End queue
CB/9389: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/938B: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/938C: FF            End queue
CB/938D: B1        End block of repeating commands
CB/938E: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/9390: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CB/9392: 5F        Do vehicle/entity graphical action $1F, flipped horizontally
CB/9393: E0        Pause for 4 * 4 (16) frames
CB/9395: C3        Set vehicle/entity's event speed to fast
CB/9396: 87        Move vehicle/entity left 2 tiles
CB/9397: D1        Make vehicle/entity disappear
CB/9398: FF        End queue
CB/9399: 11    Begin action queue for character $11 (NPC $11), 7 bytes long (Wait until complete)
CB/939B: C2        Set vehicle/entity's event speed to normal
CB/939C: DD        Make vehicle/entity jump (high)
CB/939D: A2        Move vehicle/entity left/down 1x1 tiles
CB/939E: 86        Move vehicle/entity down 2 tiles
CB/939F: 97        Move vehicle/entity left 6 tiles
CB/93A0: D1        Make vehicle/entity disappear
CB/93A1: FF        End queue
CB/93A2: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/93A4: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CB/93A6: DB    Clear event bit $1E80($543) [$1F28, bit 3]
CB/93A8: D2    Set event bit $1E80($197) [$1EB2, bit 7]
CB/93AA: FE    Return

CB/93AB: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/93B1: 6A    Load map $008F (Cyan's Dream, Phantom Train exterior) after fade out, (upper bits $2000), place party at (48, 9), facing down
CB/93B7: FE    Return

CB/93B8: 6A    Load map $0092 (Phantom Train, caboose inner room and engine room (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 12), facing up
CB/93BE: FE    Return

CB/93BF: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/93C1: D3    Clear event bit $1E80($185) [$1EB0, bit 5]
CB/93C3: D3    Clear event bit $1E80($186) [$1EB0, bit 6]
CB/93C5: 62    Mosaic screen, speed 5
CB/93C7: 5A    Fade screen at speed $05
CB/93C9: 5C    Pause execution until fade in or fade out is complete
CB/93CA: 6A    Load map $0140 (Cyan's Dream, caves) after fade out, (upper bits $2000), place party at (6, 10), facing down
CB/93D0: 38    Hold screen
CB/93D1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/93D3: D5        Set vehicle/entity's position to (6, 4)
CB/93D6: FF        End queue
CB/93D7: 44    Place character $31 (Party Character 0) on vehicle $40 (Magitek Armor) (Character is shown)
CB/93DA: 8A    Toggle the following status ailments for character $31 (Party Character 0): M-Tek
CB/93DE: 8A    Toggle the following status ailments for character $32 (Party Character 1): M-Tek
CB/93E2: 8A    Toggle the following status ailments for character $33 (Party Character 2): M-Tek
CB/93E6: 95    Pause for 120 units
CB/93E7: 62    Mosaic screen, speed 8
CB/93E9: 59    Unfade screen at speed $04
CB/93EB: 5C    Pause execution until fade in or fade out is complete
CB/93EC: 95    Pause for 120 units
CB/93ED: B0    Execute the following commands until $B1 6 times
CB/93EF: F4        Play sound effect 152
CB/93F1: 31        Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/93F3: C2            Set vehicle/entity's event speed to normal
CB/93F4: 82            Move vehicle/entity down 1 tile
CB/93F5: FF            End queue
CB/93F6: B1        End block of repeating commands
CB/93F7: 94    Pause for 60 units
CB/93F8: F4    Play sound effect 152
CB/93FA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/93FC: CF        Turn vehicle/entity left
CB/93FD: E0        Pause for 4 * 6 (24) frames
CB/93FF: FF        End queue
CB/9400: F4    Play sound effect 152
CB/9402: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/9404: CD        Turn vehicle/entity right
CB/9405: E0        Pause for 4 * 6 (24) frames
CB/9407: FF        End queue
CB/9408: F4    Play sound effect 152
CB/940A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/940C: CC        Turn vehicle/entity up
CB/940D: E0        Pause for 4 * 6 (24) frames
CB/940F: FF        End queue
CB/9410: F4    Play sound effect 152
CB/9412: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/9414: CE        Turn vehicle/entity down
CB/9415: E0        Pause for 4 * 8 (32) frames
CB/9417: FF        End queue
CB/9418: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/941A: 3D    Create object $10
CB/941C: 45    Refresh objects
CB/941D: 60    Change background layer $0E to palette $06
CB/9420: B2    Call subroutine $CB6A22
CB/9424: 3E    Delete object $10
CB/9426: 45    Refresh objects
CB/9427: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/9429: 3A    Enable player to move while event commands execute
CB/942A: 39    Free screen
CB/942B: 93    Pause for 45 units
CB/942C: DA    Set event bit $1E80($544) [$1F28, bit 4]
CB/942E: 60    Change background layer $0E to palette $04
CB/9431: 3D    Create object $11
CB/9433: B2    Call subroutine $CB6A4C
CB/9437: 45    Refresh objects
CB/9438: 41    Show object $11
CB/943A: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/943C: 11    Begin action queue for character $11 (NPC $11), 18 bytes long (Wait until complete)
CB/943E: C3        Set vehicle/entity's event speed to fast
CB/943F: 90        Move vehicle/entity up 5 tiles
CB/9440: E0        Pause for 4 * 4 (16) frames
CB/9442: CD        Turn vehicle/entity right
CB/9443: E0        Pause for 4 * 2 (8) frames
CB/9445: CF        Turn vehicle/entity left
CB/9446: E0        Pause for 4 * 2 (8) frames
CB/9448: CE        Turn vehicle/entity down
CB/9449: E0        Pause for 4 * 2 (8) frames
CB/944B: CC        Turn vehicle/entity up
CB/944C: E0        Pause for 4 * 3 (12) frames
CB/944E: CE        Turn vehicle/entity down
CB/944F: FF        End queue
CB/9450: 11    Begin action queue for character $11 (NPC $11), 22 bytes long (Wait until complete)
CB/9452: C2        Set vehicle/entity's event speed to normal
CB/9453: 80        Move vehicle/entity up 1 tile
CB/9454: 89        Move vehicle/entity right 3 tiles
CB/9455: CC        Turn vehicle/entity up
CB/9456: E0        Pause for 4 * 5 (20) frames
CB/9458: 83        Move vehicle/entity left 1 tile
CB/9459: 80        Move vehicle/entity up 1 tile
CB/945A: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/945B: E0        Pause for 4 * 7 (28) frames
CB/945D: 87        Move vehicle/entity left 2 tiles
CB/945E: 22        Do vehicle/entity graphical action $22 
CB/945F: E0        Pause for 4 * 8 (32) frames
CB/9461: CC        Turn vehicle/entity up
CB/9462: E0        Pause for 4 * 5 (20) frames
CB/9464: 1F        Do vehicle/entity graphical action $1F 
CB/9465: E0        Pause for 4 * 7 (28) frames
CB/9467: FF        End queue
CB/9468: 3D    Create object $12
CB/946A: 3D    Create object $13
CB/946C: 3D    Create object $14
CB/946E: 45    Refresh objects
CB/946F: 41    Show object $12
CB/9471: 41    Show object $13
CB/9473: 41    Show object $14
CB/9475: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/9477: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/9479: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/947B: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/947D: C3        Set vehicle/entity's event speed to fast
CB/947E: 9E        Move vehicle/entity down 8 tiles
CB/947F: FF        End queue
CB/9480: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/9482: C3        Set vehicle/entity's event speed to fast
CB/9483: 9E        Move vehicle/entity down 8 tiles
CB/9484: 81        Move vehicle/entity right 1 tile
CB/9485: 9A        Move vehicle/entity down 7 tiles
CB/9486: FF        End queue
CB/9487: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/9489: C3        Set vehicle/entity's event speed to fast
CB/948A: 9E        Move vehicle/entity down 8 tiles
CB/948B: 9A        Move vehicle/entity down 7 tiles
CB/948C: FF        End queue
CB/948D: 14    Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete)
CB/948F: C3        Set vehicle/entity's event speed to fast
CB/9490: 9E        Move vehicle/entity down 8 tiles
CB/9491: E0        Pause for 4 * 1 (4) frames
CB/9493: 83        Move vehicle/entity left 1 tile
CB/9494: 9A        Move vehicle/entity down 7 tiles
CB/9495: FF        End queue
CB/9496: DB    Clear event bit $1E80($544) [$1F28, bit 4]
CB/9498: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CB/949A: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CB/949C: 36    Disable ability to pass through other objects for object $13 (NPC $13)
CB/949E: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CB/94A0: FE    Return

CB/94A1: C0    If ($1E80($184) [$1EB0, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/94A7: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/94AD: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/94AF: DA    Set event bit $1E80($545) [$1F28, bit 5]
CB/94B1: FE    Return

CB/94B2: C0    If ($1E80($184) [$1EB0, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/94B8: 60    Change background layer $0E to palette $04
CB/94BB: B2    Call subroutine $CB6A4C
CB/94BF: 3A    Enable player to move while event commands execute
CB/94C0: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/94C2: 10    Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete)
CB/94C4: CC        Turn vehicle/entity up
CB/94C5: E0        Pause for 4 * 4 (16) frames
CB/94C7: CE        Turn vehicle/entity down
CB/94C8: E0        Pause for 4 * 4 (16) frames
CB/94CA: CD        Turn vehicle/entity right
CB/94CB: E0        Pause for 4 * 4 (16) frames
CB/94CD: CF        Turn vehicle/entity left
CB/94CE: E0        Pause for 4 * 4 (16) frames
CB/94D0: CE        Turn vehicle/entity down
CB/94D1: E0        Pause for 4 * 5 (20) frames
CB/94D3: FF        End queue
CB/94D4: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/94D6: C2        Set vehicle/entity's event speed to normal
CB/94D7: 9F        Move vehicle/entity left 8 tiles
CB/94D8: 8B        Move vehicle/entity left 3 tiles
CB/94D9: D1        Make vehicle/entity disappear
CB/94DA: FF        End queue
CB/94DB: 42    Hide object $11
CB/94DD: 3E    Delete object $11
CB/94DF: 45    Refresh objects
CB/94E0: DB    Clear event bit $1E80($545) [$1F28, bit 5]
CB/94E2: D2    Set event bit $1E80($184) [$1EB0, bit 4]
CB/94E4: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/94E6: FE    Return

CB/94E7: F4    Play sound effect 169
CB/94E9: 73    Replace current map's Layer 1 at (13, 25) with the following (1 x 4) chunk, refresh immediately
CB/94EE:       $F8
CB/94EF:       $F9
CB/94F0:       $FA
CB/94F1:       $FB
CB/94F2: 38    Hold screen
CB/94F3: 92    Pause for 30 units
CB/94F4: D3    Clear event bit $1E80($187) [$1EB0, bit 7]
CB/94F6: F4    Play sound effect 186
CB/94F8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/94FA: C4        Set vehicle/entity's event speed to faster
CB/94FB: 9E        Move vehicle/entity down 8 tiles
CB/94FC: 8A        Move vehicle/entity down 3 tiles
CB/94FD: FF        End queue
CB/94FE: 62    Mosaic screen, speed 5
CB/9500: 5A    Fade screen at speed $05
CB/9502: 5C    Pause execution until fade in or fade out is complete
CB/9503: 88    Remove the following status ailments from character $31 (Party Character 0): M-Tek
CB/9507: 88    Remove the following status ailments from character $32 (Party Character 1): M-Tek
CB/950B: 88    Remove the following status ailments from character $33 (Party Character 2): M-Tek
CB/950F: 95    Pause for 120 units
CB/9510: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CB/9513: 39    Free screen
CB/9514: 6B    Load map $007E (Cyan's Dream, Doma Castle all rooms) instantly, (upper bits $2000), place party at (8, 8), facing down
CB/951A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/951C: 28        Do vehicle/entity graphical action $28 
CB/951D: FF        End queue
CB/951E: 95    Pause for 120 units
CB/951F: 62    Mosaic screen, speed 8
CB/9521: 59    Unfade screen at speed $04
CB/9523: B5    Pause for 15 * 15 (225) units
CB/9525: B2    Call subroutine $CB6A09
CB/9529: 3B    Position character in a "ready-to-go" stance
CB/952A: B5    Pause for 15 * 5 (75) units
CB/952C: F4    Play sound effect 24
CB/952E: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/9530: CF        Turn vehicle/entity left
CB/9531: E0        Pause for 4 * 4 (16) frames
CB/9533: CD        Turn vehicle/entity right
CB/9534: E0        Pause for 4 * 4 (16) frames
CB/9536: CC        Turn vehicle/entity up
CB/9537: E0        Pause for 4 * 4 (16) frames
CB/9539: CE        Turn vehicle/entity down
CB/953A: FF        End queue
CB/953B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/953D: C2        Set vehicle/entity's event speed to normal
CB/953E: DD        Make vehicle/entity jump (high)
CB/953F: 86        Move vehicle/entity down 2 tiles
CB/9540: 0A        Do vehicle/entity graphical action $0A 
CB/9541: FF        End queue
CB/9542: DA    Set event bit $1E80($547) [$1F28, bit 7]
CB/9544: 3D    Create object $11
CB/9546: 3D    Create object $12
CB/9548: 45    Refresh objects
CB/9549: 60    Change background layer $0F to palette $00
CB/954C: B2    Call subroutine $CB6A55
CB/9550: 62    Mosaic screen, speed 14
CB/9552: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/9554: F4    Play sound effect 2
CB/9556: 41    Show object $11
CB/9558: 62    Mosaic screen, speed 14
CB/955A: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/955C: F4    Play sound effect 2
CB/955E: 92    Pause for 30 units
CB/955F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/9561: 1F        Do vehicle/entity graphical action $1F 
CB/9562: E0        Pause for 4 * 3 (12) frames
CB/9564: FF        End queue
CB/9565: 62    Mosaic screen, speed 14
CB/9567: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/9569: F4    Play sound effect 2
CB/956B: 41    Show object $12
CB/956D: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/956F: 94    Pause for 60 units
CB/9570: F1    Fade in song 23 (The Mines of Narshe) (high bit clear) with transition time 48
CB/9573: 4B    Display dialogue message $0ACF, wait for button press (Show text only) (At bottom of screen)
               
               Please
               Save my husband
               Save CYAN
CB/9576: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/9578: CC        Turn vehicle/entity up
CB/9579: FF        End queue
CB/957A: 4B    Display dialogue message $0AD0, wait for button press (At bottom of screen)
               Where are we?!
CB/957D: 93    Pause for 45 units
CB/957E: 4B    Display dialogue message $0AD1, wait for button press (Show text only) (At bottom of screen)
               
               We're inside
               CYAN's soul
CB/9581: 94    Pause for 60 units
CB/9582: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/9584: 3D    Create object $10
CB/9586: 45    Refresh objects
CB/9587: B2    Call subroutine $CB6A22
CB/958B: 3E    Delete object $10
CB/958D: 45    Refresh objects
CB/958E: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/9590: 94    Pause for 60 units
CB/9591: 4B    Display dialogue message $0AD2, wait for button press (Show text only) (At bottom of screen)
               
               My husband CYAN continues to torture himself
               
               He failed to defend Doma
               The world's slowly dying
               and then there's his family
CB/9594: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CB/9596: E0        Pause for 4 * 2 (8) frames
CB/9598: C2        Set vehicle/entity's event speed to normal
CB/9599: DC        Make vehicle/entity jump (low)
CB/959A: 82        Move vehicle/entity down 1 tile
CB/959B: FF        End queue
CB/959C: 4B    Display dialogue message $0AD3, wait for button press (Show text only) (At bottom of screen)
               
               A beast known as Wrexsoul is taking advantage of him.
CB/959F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/95A1: E0        Pause for 4 * 3 (12) frames
CB/95A3: CE        Turn vehicle/entity down
CB/95A4: FF        End queue
CB/95A5: B3    Call subroutine $CAC7FE, 3 times
CB/95AA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/95AC: E0        Pause for 4 * 2 (8) frames
CB/95AE: CC        Turn vehicle/entity up
CB/95AF: FF        End queue
CB/95B0: 93    Pause for 45 units
CB/95B1: 4B    Display dialogue message $0AD4, wait for button press (Show text only) (At bottom of screen)
               Wrexsoul is a composite monster, made up of wretched spirits who were dispatched in meaningless wars.
CB/95B4: 93    Pause for 45 units
CB/95B5: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CB/95B7: C3        Set vehicle/entity's event speed to fast
CB/95B8: DC        Make vehicle/entity jump (low)
CB/95B9: E0        Pause for 4 * 4 (16) frames
CB/95BB: FC        Branch 3 bytes backwards ($CB95B8)
CB/95BD: FF        End queue
CB/95BE: 4B    Display dialogue message $0AD5, wait for button press (Show text only) (At bottom of screen)
               
               They're wreaking havoc on Papa!
               Please help him!!
CB/95C1: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/95C3: CE        Turn vehicle/entity down
CB/95C4: E0        Pause for 4 * 4 (16) frames
CB/95C6: FF        End queue
CB/95C7: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/95C9: 21        Do vehicle/entity graphical action $21 
CB/95CA: E0        Pause for 4 * 3 (12) frames
CB/95CC: CC        Turn vehicle/entity up
CB/95CD: E0        Pause for 4 * 3 (12) frames
CB/95CF: 21        Do vehicle/entity graphical action $21 
CB/95D0: E0        Pause for 4 * 3 (12) frames
CB/95D2: CC        Turn vehicle/entity up
CB/95D3: FF        End queue
CB/95D4: F2    Fade out current song with transition time 80
CB/95D6: B5    Pause for 15 * 8 (120) units
CB/95D8: 62    Mosaic screen, speed 13
CB/95DA: 93    Pause for 45 units
CB/95DB: 42    Hide object $11
CB/95DD: 42    Hide object $12
CB/95DF: 62    Mosaic screen, speed 13
CB/95E1: DA    Set event bit $1E80($548) [$1F29, bit 0]
CB/95E3: 3D    Create object $13
CB/95E5: 45    Refresh objects
CB/95E6: 62    Mosaic screen, speed 13
CB/95E8: F4    Play sound effect 209
CB/95EA: 41    Show object $13
CB/95EC: 93    Pause for 45 units
CB/95ED: 4B    Display dialogue message $0AD6, wait for button press (Show text only) (At bottom of screen)
               
               Please help CYAN
               
               Papa doesn't deserve this!
CB/95F0: DB    Clear event bit $1E80($547) [$1F28, bit 7]
CB/95F2: FE    Return

CB/95F3: C0    If ($1E80($193) [$1EB2, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/95F9: DA    Set event bit $1E80($546) [$1F28, bit 6]
CB/95FB: 3D    Create object $10
CB/95FD: 3D    Create object $11
CB/95FF: 45    Refresh objects
CB/9600: 60    Change background layer $0F to palette $00
CB/9603: 60    Change background layer $0E to palette $04
CB/9606: B2    Call subroutine $CB6A4C
CB/960A: 41    Show object $10
CB/960C: 41    Show object $11
CB/960E: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/9610: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/9612: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/9613: FF        End queue
CB/9614: 3A    Enable player to move while event commands execute
CB/9615: 93    Pause for 45 units
CB/9616: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CB/9618: C2        Set vehicle/entity's event speed to normal
CB/9619: DC        Make vehicle/entity jump (low)
CB/961A: E0        Pause for 4 * 4 (16) frames
CB/961C: FC        Branch 3 bytes backwards ($CB9619)
CB/961E: FF        End queue
CB/961F: 4B    Display dialogue message $0AD7, wait for button press (Show text only) (At bottom of screen)
               Papafishing is boring! 
CB/9622: B5    Pause for 15 * 5 (75) units
CB/9624: 4B    Display dialogue message $0AD8, wait for button press (Show text only) (At bottom of screen)
               This is part of your training. We must all learn patience. 
CB/9627: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/9629: CE        Turn vehicle/entity down
CB/962A: E0        Pause for 4 * 5 (20) frames
CB/962C: DC        Make vehicle/entity jump (low)
CB/962D: 82        Move vehicle/entity down 1 tile
CB/962E: E0        Pause for 4 * 2 (8) frames
CB/9630: CD        Turn vehicle/entity right
CB/9631: FF        End queue
CB/9632: 4B    Display dialogue message $0AD9, wait for button press (Show text only) (At bottom of screen)
               I love fishing! 
CB/9635: 94    Pause for 60 units
CB/9636: 42    Hide object $11
CB/9638: 42    Hide object $10
CB/963A: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/963C: 62    Mosaic screen, speed 13
CB/963E: D2    Set event bit $1E80($193) [$1EB2, bit 3]
CB/9640: DB    Clear event bit $1E80($546) [$1F28, bit 6]
CB/9642: FE    Return

CB/9643: C0    If ($1E80($198) [$1EB3, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/9649: 3A    Enable player to move while event commands execute
CB/964A: DA    Set event bit $1E80($546) [$1F28, bit 6]
CB/964C: 3D    Create object $12
CB/964E: 3D    Create object $13
CB/9650: 45    Refresh objects
CB/9651: 60    Change background layer $0F to palette $00
CB/9654: 60    Change background layer $0E to palette $04
CB/9657: B2    Call subroutine $CB6A4C
CB/965B: 41    Show object $12
CB/965D: 41    Show object $13
CB/965F: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/9661: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/9663: 93    Pause for 45 units
CB/9664: B0    Execute the following commands until $B1 4 times
CB/9666: F4        Play sound effect 71
CB/9668: 13        Begin action queue for character $13 (NPC $13), 9 bytes long (Wait until complete)
CB/966A: C4            Set vehicle/entity's event speed to faster
CB/966B: 81            Move vehicle/entity right 1 tile
CB/966C: C7            Set vehicle/entity to stay still when moving
CB/966D: 4A            Do vehicle/entity graphical action $0A, flipped horizontally
CB/966E: DC            Make vehicle/entity jump (low)
CB/966F: 83            Move vehicle/entity left 1 tile
CB/9670: E0            Pause for 4 * 5 (20) frames
CB/9672: FF            End queue
CB/9673: F4        Play sound effect 71
CB/9675: 12        Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete)
CB/9677: C4            Set vehicle/entity's event speed to faster
CB/9678: 83            Move vehicle/entity left 1 tile
CB/9679: C7            Set vehicle/entity to stay still when moving
CB/967A: DC            Make vehicle/entity jump (low)
CB/967B: 81            Move vehicle/entity right 1 tile
CB/967C: E0            Pause for 4 * 5 (20) frames
CB/967E: FF            End queue
CB/967F: B1        End block of repeating commands
CB/9680: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/9682: CD        Turn vehicle/entity right
CB/9683: C6        Set vehicle/entity to walk when moving
CB/9684: FF        End queue
CB/9685: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/9687: CF        Turn vehicle/entity left
CB/9688: C6        Set vehicle/entity to walk when moving
CB/9689: E0        Pause for 4 * 4 (16) frames
CB/968B: FF        End queue
CB/968C: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CB/968E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/968F: E0        Pause for 4 * 5 (20) frames
CB/9691: CD        Turn vehicle/entity right
CB/9692: E0        Pause for 4 * 8 (32) frames
CB/9694: FC        Branch 6 bytes backwards ($CB968E)
CB/9696: FF        End queue
CB/9697: 4B    Display dialogue message $0ADA, wait for button press (Show text only) (At bottom of screen)
               Excellent concentration!
               With a little more practice,
               you'll be Doma's best fencer! 
CB/969A: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/969C: CD        Turn vehicle/entity right
CB/969D: FF        End queue
CB/969E: 12    Begin action queue for character $12 (NPC $12), 12 bytes long 
CB/96A0: E0        Pause for 4 * 2 (8) frames
CB/96A2: C2        Set vehicle/entity's event speed to normal
CB/96A3: DD        Make vehicle/entity jump (high)
CB/96A4: 85        Move vehicle/entity right 2 tiles
CB/96A5: CE        Turn vehicle/entity down
CB/96A6: DC        Make vehicle/entity jump (low)
CB/96A7: E0        Pause for 4 * 3 (12) frames
CB/96A9: FC        Branch 3 bytes backwards ($CB96A6)
CB/96AB: FF        End queue
CB/96AC: 4B    Display dialogue message $0ADB, wait for button press (Show text only) (At bottom of screen)
               Yippee! Papa praised me!
               I'm gonna go tell Mama! 
CB/96AF: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CB/96B1: C3        Set vehicle/entity's event speed to fast
CB/96B2: 9E        Move vehicle/entity down 8 tiles
CB/96B3: FF        End queue
CB/96B4: 42    Hide object $13
CB/96B6: 42    Hide object $12
CB/96B8: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CB/96BA: 36    Disable ability to pass through other objects for object $13 (NPC $13)
CB/96BC: 62    Mosaic screen, speed 13
CB/96BE: DB    Clear event bit $1E80($546) [$1F28, bit 6]
CB/96C0: D2    Set event bit $1E80($198) [$1EB3, bit 0]
CB/96C2: FE    Return

CB/96C3: C0    If ($1E80($194) [$1EB2, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/96C9: 3A    Enable player to move while event commands execute
CB/96CA: DA    Set event bit $1E80($546) [$1F28, bit 6]
CB/96CC: 3D    Create object $14
CB/96CE: 3D    Create object $15
CB/96D0: 3D    Create object $16
CB/96D2: 45    Refresh objects
CB/96D3: 60    Change background layer $0E to palette $04
CB/96D6: 60    Change background layer $0F to palette $00
CB/96D9: B2    Call subroutine $CB6A4C
CB/96DD: 41    Show object $14
CB/96DF: 41    Show object $15
CB/96E1: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/96E3: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/96E5: 93    Pause for 45 units
CB/96E6: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/96E8: C1        Set vehicle/entity's event speed to slow
CB/96E9: 82        Move vehicle/entity down 1 tile
CB/96EA: CF        Turn vehicle/entity left
CB/96EB: FF        End queue
CB/96EC: 4B    Display dialogue message $0ADC, wait for button press (Show text only) (At bottom of screen)
               Sweetheart
               Do you love me? 
CB/96EF: 14    Begin action queue for character $14 (NPC $14), 12 bytes long (Wait until complete)
CB/96F1: 1F        Do vehicle/entity graphical action $1F 
CB/96F2: E0        Pause for 4 * 2 (8) frames
CB/96F4: CE        Turn vehicle/entity down
CB/96F5: E0        Pause for 4 * 2 (8) frames
CB/96F7: 1F        Do vehicle/entity graphical action $1F 
CB/96F8: E0        Pause for 4 * 3 (12) frames
CB/96FA: C2        Set vehicle/entity's event speed to normal
CB/96FB: 80        Move vehicle/entity up 1 tile
CB/96FC: FF        End queue
CB/96FD: 4B    Display dialogue message $0ADD, wait for button press (Show text only) (At bottom of screen)
               What do you want from me?
               A soldier doesn't say things like that! 
CB/9700: 41    Show object $16
CB/9702: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/9704: 93    Pause for 45 units
CB/9705: 15    Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete)
CB/9707: C1        Set vehicle/entity's event speed to slow
CB/9708: 80        Move vehicle/entity up 1 tile
CB/9709: CF        Turn vehicle/entity left
CB/970A: E0        Pause for 4 * 3 (12) frames
CB/970C: 83        Move vehicle/entity left 1 tile
CB/970D: FF        End queue
CB/970E: 14    Begin action queue for character $14 (NPC $14), 20 bytes long (Wait until complete)
CB/9710: E0        Pause for 4 * 15 (60) frames
CB/9712: 1B        Do vehicle/entity graphical action $1B 
CB/9713: E0        Pause for 4 * 2 (8) frames
CB/9715: 1C        Do vehicle/entity graphical action $1C 
CB/9716: E0        Pause for 4 * 3 (12) frames
CB/9718: 1B        Do vehicle/entity graphical action $1B 
CB/9719: E0        Pause for 4 * 2 (8) frames
CB/971B: 1C        Do vehicle/entity graphical action $1C 
CB/971C: E0        Pause for 4 * 3 (12) frames
CB/971E: C1        Set vehicle/entity's event speed to slow
CB/971F: 82        Move vehicle/entity down 1 tile
CB/9720: E0        Pause for 4 * 5 (20) frames
CB/9722: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9723: FF        End queue
CB/9724: 4B    Display dialogue message $0ADE, wait for button press (Show text only) (At bottom of screen)
               IIloveth you.
               More than anything 
CB/9727: B5    Pause for 15 * 5 (75) units
CB/9729: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CB/972B: 82        Move vehicle/entity down 1 tile
CB/972C: FF        End queue
CB/972D: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CB/972F: E0        Pause for 4 * 4 (16) frames
CB/9731: CD        Turn vehicle/entity right
CB/9732: E0        Pause for 4 * 21 (84) frames
CB/9734: FF        End queue
CB/9735: 16    Begin action queue for character $16 (NPC $16), 9 bytes long (Wait until complete)
CB/9737: C2        Set vehicle/entity's event speed to normal
CB/9738: DD        Make vehicle/entity jump (high)
CB/9739: 87        Move vehicle/entity left 2 tiles
CB/973A: DD        Make vehicle/entity jump (high)
CB/973B: 86        Move vehicle/entity down 2 tiles
CB/973C: DC        Make vehicle/entity jump (low)
CB/973D: 83        Move vehicle/entity left 1 tile
CB/973E: CC        Turn vehicle/entity up
CB/973F: FF        End queue
CB/9740: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CB/9742: DC        Make vehicle/entity jump (low)
CB/9743: E0        Pause for 4 * 3 (12) frames
CB/9745: FC        Branch 3 bytes backwards ($CB9742)
CB/9747: FF        End queue
CB/9748: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/974A: 1F        Do vehicle/entity graphical action $1F 
CB/974B: E0        Pause for 4 * 2 (8) frames
CB/974D: CE        Turn vehicle/entity down
CB/974E: E0        Pause for 4 * 2 (8) frames
CB/9750: FC        Branch 6 bytes backwards ($CB974A)
CB/9752: FF        End queue
CB/9753: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CB/9755: CE        Turn vehicle/entity down
CB/9756: E0        Pause for 4 * 2 (8) frames
CB/9758: CF        Turn vehicle/entity left
CB/9759: E0        Pause for 4 * 2 (8) frames
CB/975B: FC        Branch 6 bytes backwards ($CB9755)
CB/975D: FF        End queue
CB/975E: 4B    Display dialogue message $0ADF, wait for button press (Show text only) (At bottom of screen)
               I heard that! Yipee!
               I loveth youI loveth you
               Papa loves Mama! 
CB/9761: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/9763: CE        Turn vehicle/entity down
CB/9764: FF        End queue
CB/9765: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/9767: CC        Turn vehicle/entity up
CB/9768: FF        End queue
CB/9769: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/976B: CE        Turn vehicle/entity down
CB/976C: E0        Pause for 4 * 5 (20) frames
CB/976E: 82        Move vehicle/entity down 1 tile
CB/976F: FF        End queue
CB/9770: 4B    Display dialogue message $0AE0, wait for button press (Show text only) (At bottom of screen)
               Owain!! Hush!! 
CB/9773: 94    Pause for 60 units
CB/9774: 48    Display dialogue message $0AE2, continue executing commands (Show text only) (At bottom of screen)
               I heard that! 
CB/9777: 16    Begin action queue for character $16 (NPC $16), 11 bytes long (Wait until complete)
CB/9779: C2        Set vehicle/entity's event speed to normal
CB/977A: DD        Make vehicle/entity jump (high)
CB/977B: 86        Move vehicle/entity down 2 tiles
CB/977C: DD        Make vehicle/entity jump (high)
CB/977D: 87        Move vehicle/entity left 2 tiles
CB/977E: DC        Make vehicle/entity jump (low)
CB/977F: 83        Move vehicle/entity left 1 tile
CB/9780: DC        Make vehicle/entity jump (low)
CB/9781: 82        Move vehicle/entity down 1 tile
CB/9782: D1        Make vehicle/entity disappear
CB/9783: FF        End queue
CB/9784: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/9786: CD        Turn vehicle/entity right
CB/9787: E0        Pause for 4 * 4 (16) frames
CB/9789: FF        End queue
CB/978A: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CB/978C: CF        Turn vehicle/entity left
CB/978D: E0        Pause for 4 * 19 (76) frames
CB/978F: FF        End queue
CB/9790: 42    Hide object $14
CB/9792: 42    Hide object $15
CB/9794: 62    Mosaic screen, speed 13
CB/9796: D2    Set event bit $1E80($194) [$1EB2, bit 4]
CB/9798: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CB/979A: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CB/979C: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CB/979E: DB    Clear event bit $1E80($546) [$1F28, bit 6]
CB/97A0: FE    Return

CB/97A1: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/97A3: 68        Do vehicle/entity graphical action $28, flipped horizontally
CB/97A4: FF        End queue
CB/97A5: B2    Call subroutine $CB6A55
CB/97A9: FE    Return

CB/97AA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/97AC: C2        Set vehicle/entity's event speed to normal
CB/97AD: 87        Move vehicle/entity left 2 tiles
CB/97AE: CC        Turn vehicle/entity up
CB/97AF: FF        End queue
CB/97B0: FE    Return

CB/97B1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/97B3: C2        Set vehicle/entity's event speed to normal
CB/97B4: 83        Move vehicle/entity left 1 tile
CB/97B5: CC        Turn vehicle/entity up
CB/97B6: FF        End queue
CB/97B7: FE    Return

CB/97B8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/97BA: C2        Set vehicle/entity's event speed to normal
CB/97BB: 81        Move vehicle/entity right 1 tile
CB/97BC: CC        Turn vehicle/entity up
CB/97BD: FF        End queue
CB/97BE: FE    Return

CB/97BF: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/97C1: C2        Set vehicle/entity's event speed to normal
CB/97C2: 85        Move vehicle/entity right 2 tiles
CB/97C3: CC        Turn vehicle/entity up
CB/97C4: FF        End queue
CB/97C5: FE    Return

CB/97C6: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/97C8: C2        Set vehicle/entity's event speed to normal
CB/97C9: A1        Move vehicle/entity right/down 1x1 tiles
CB/97CA: 85        Move vehicle/entity right 2 tiles
CB/97CB: CC        Turn vehicle/entity up
CB/97CC: FF        End queue
CB/97CD: FE    Return

CB/97CE: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/97D0: C2        Set vehicle/entity's event speed to normal
CB/97D1: A2        Move vehicle/entity left/down 1x1 tiles
CB/97D2: 87        Move vehicle/entity left 2 tiles
CB/97D3: CC        Turn vehicle/entity up
CB/97D4: FF        End queue
CB/97D5: FE    Return

CB/97D6: 60    Change background layer $0F to palette $08
CB/97D9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/97DB: C2        Set vehicle/entity's event speed to normal
CB/97DC: 80        Move vehicle/entity up 1 tile
CB/97DD: FF        End queue
CB/97DE: 4B    Display dialogue message $0AE1, wait for button press (At bottom of screen)
               You must be Wrexsoul!
               We want CYAN back!!
CB/97E1: 38    Hold screen
CB/97E2: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/97E4: C2        Set vehicle/entity's event speed to normal
CB/97E5: 84        Move vehicle/entity up 2 tiles
CB/97E6: FF        End queue
CB/97E7: 4B    Display dialogue message $0AE3, wait for button press (At bottom of screen)
               You're too late! 
               His pain has reached critical mass! Nothing can stop his feelings of rage and despair!
               I grow stronger now, with his anger, hatred and guilt!
               And I hunger for you!
CB/97EA: 4D    Invoke battle, enemy set $5C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/97ED: F0    Play song 0 (Silence), (high bit clear), full volume
CB/97EF: B2    Call subroutine $CA5EA9
CB/97F3: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/97F5: DB    Clear event bit $1E80($548) [$1F29, bit 0]
CB/97F7: 6B    Load map $007E (Cyan's Dream, Doma Castle all rooms) instantly, (upper bits $2000), place party at (25, 13), facing down
CB/97FD: 3D    Create object $02
CB/97FF: 3F    Assign character $02 (Actor in stot 2) to party 1
CB/9802: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/9806: B2    Call subroutine $CAC6AC
CB/980A: B2    Call subroutine $CB2E34
CB/980E: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/9813: 38    Hold screen
CB/9814: 30    Begin action queue for character $30 (Camera), 2 bytes long 
CB/9816: 80        Move vehicle/entity up 1 tile
CB/9817: FF        End queue
CB/9818: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/981A: C2        Set vehicle/entity's event speed to normal
CB/981B: 83        Move vehicle/entity left 1 tile
CB/981C: CD        Turn vehicle/entity right
CB/981D: FF        End queue
CB/981E: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CB/9820: C2        Set vehicle/entity's event speed to normal
CB/9821: 81        Move vehicle/entity right 1 tile
CB/9822: CF        Turn vehicle/entity left
CB/9823: FF        End queue
CB/9824: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/9826: C2        Set vehicle/entity's event speed to normal
CB/9827: A1        Move vehicle/entity right/down 1x1 tiles
CB/9828: CF        Turn vehicle/entity left
CB/9829: FF        End queue
CB/982A: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete)
CB/982C: C2        Set vehicle/entity's event speed to normal
CB/982D: 85        Move vehicle/entity right 2 tiles
CB/982E: CF        Turn vehicle/entity left
CB/982F: FF        End queue
CB/9830: 59    Unfade screen at speed $04
CB/9832: 5C    Pause execution until fade in or fade out is complete
CB/9833: 4B    Display dialogue message $0AE4, wait for button press
               CYAN: Thanks be to you.
CB/9836: 95    Pause for 120 units
CB/9837: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/9839: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/983A: FF        End queue
CB/983B: 4B    Display dialogue message $0AE5, wait for button press
               CYAN: I heard my wife and children calling out to me!
               Their voices finally gave me the strength and courage to come to grips with my own suffering.
CB/983E: B5    Pause for 15 * 10 (150) units
CB/9840: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/9842: 8B        Move vehicle/entity left 3 tiles
CB/9843: 80        Move vehicle/entity up 1 tile
CB/9844: CD        Turn vehicle/entity right
CB/9845: FF        End queue
CB/9846: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/9848: E0        Pause for 4 * 6 (24) frames
CB/984A: 87        Move vehicle/entity left 2 tiles
CB/984B: FF        End queue
CB/984C: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long (Wait until complete)
CB/984E: E0        Pause for 4 * 3 (12) frames
CB/9850: 82        Move vehicle/entity down 1 tile
CB/9851: 87        Move vehicle/entity left 2 tiles
CB/9852: CC        Turn vehicle/entity up
CB/9853: FF        End queue
CB/9854: 95    Pause for 120 units
CB/9855: DA    Set event bit $1E80($546) [$1F28, bit 6]
CB/9857: 3D    Create object $19
CB/9859: 3D    Create object $1A
CB/985B: 45    Refresh objects
CB/985C: 60    Change background layer $0F to palette $00
CB/985F: B2    Call subroutine $CB6A55
CB/9863: 62    Mosaic screen, speed 14
CB/9865: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/9867: F4    Play sound effect 2
CB/9869: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CB/986B: C7        Set vehicle/entity to stay still when moving
CB/986C: 1F        Do vehicle/entity graphical action $1F 
CB/986D: DC        Make vehicle/entity jump (low)
CB/986E: 82        Move vehicle/entity down 1 tile
CB/986F: FF        End queue
CB/9870: 33    Begin action queue for character $33 (Party Character 2), 7 bytes long 
CB/9872: C7        Set vehicle/entity to stay still when moving
CB/9873: 1F        Do vehicle/entity graphical action $1F 
CB/9874: DC        Make vehicle/entity jump (low)
CB/9875: 82        Move vehicle/entity down 1 tile
CB/9876: DC        Make vehicle/entity jump (low)
CB/9877: 82        Move vehicle/entity down 1 tile
CB/9878: FF        End queue
CB/9879: 34    Begin action queue for character $34 (Party Character 3), 7 bytes long 
CB/987B: C7        Set vehicle/entity to stay still when moving
CB/987C: 1F        Do vehicle/entity graphical action $1F 
CB/987D: DC        Make vehicle/entity jump (low)
CB/987E: 82        Move vehicle/entity down 1 tile
CB/987F: DC        Make vehicle/entity jump (low)
CB/9880: 82        Move vehicle/entity down 1 tile
CB/9881: FF        End queue
CB/9882: F1    Fade in song 23 (The Mines of Narshe) (high bit clear) with transition time 80
CB/9885: 93    Pause for 45 units
CB/9886: 62    Mosaic screen, speed 14
CB/9888: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/988A: F4    Play sound effect 2
CB/988C: 41    Show object $19
CB/988E: 41    Show object $1A
CB/9890: 93    Pause for 45 units
CB/9891: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/9893: CC        Turn vehicle/entity up
CB/9894: FF        End queue
CB/9895: 93    Pause for 45 units
CB/9896: 02    Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CB/9898: 1F        Do vehicle/entity graphical action $1F 
CB/9899: E0        Pause for 4 * 4 (16) frames
CB/989B: C3        Set vehicle/entity's event speed to fast
CB/989C: 81        Move vehicle/entity right 1 tile
CB/989D: 80        Move vehicle/entity up 1 tile
CB/989E: FF        End queue
CB/989F: 4B    Display dialogue message $02D5, wait for button press (At bottom of screen)
               CYAN: Elayne! 
CB/98A2: 48    Display dialogue message $02DB, continue executing commands (At bottom of screen)
               CYAN: Owain 
CB/98A5: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/98A7: CC        Turn vehicle/entity up
CB/98A8: FF        End queue
CB/98A9: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/98AB: CC        Turn vehicle/entity up
CB/98AC: FF        End queue
CB/98AD: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/98AF: CC        Turn vehicle/entity up
CB/98B0: FF        End queue
CB/98B1: 49    If dialogue window is up, wait for keypress then dismiss
CB/98B2: B5    Pause for 15 * 5 (75) units
CB/98B4: 4B    Display dialogue message $0AE6, wait for button press (Show text only) (At bottom of screen)
               
               Thank you, my love 
CB/98B7: 93    Pause for 45 units
CB/98B8: 1A    Begin action queue for character $1A (NPC $1A), 7 bytes long 
CB/98BA: C3        Set vehicle/entity's event speed to fast
CB/98BB: DC        Make vehicle/entity jump (low)
CB/98BC: E0        Pause for 4 * 4 (16) frames
CB/98BE: FC        Branch 3 bytes backwards ($CB98BB)
CB/98C0: FF        End queue
CB/98C1: 4B    Display dialogue message $0AE7, wait for button press (Show text only) (At bottom of screen)
               
               Papa's strong!!! 
CB/98C4: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/98C6: CE        Turn vehicle/entity down
CB/98C7: FF        End queue
CB/98C8: 95    Pause for 120 units
CB/98C9: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/98CB: 21        Do vehicle/entity graphical action $21 
CB/98CC: E0        Pause for 4 * 6 (24) frames
CB/98CE: FF        End queue
CB/98CF: 4B    Display dialogue message $0AE8, wait for button press (At bottom of screen)
               CYAN: No
               I didn't do anything
               then and I can't now 
               I'm a man with no honor
CB/98D2: 94    Pause for 60 units
CB/98D3: 48    Display dialogue message $0AE9, continue executing commands (Show text only) (At bottom of screen)
               
               No!
               You have entirely too much 
CB/98D6: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/98D8: E0        Pause for 4 * 8 (32) frames
CB/98DA: 82        Move vehicle/entity down 1 tile
CB/98DB: FF        End queue
CB/98DC: 49    If dialogue window is up, wait for keypress then dismiss
CB/98DD: 94    Pause for 60 units
CB/98DE: 1A    Begin action queue for character $1A (NPC $1A), 11 bytes long (Wait until complete)
CB/98E0: C2        Set vehicle/entity's event speed to normal
CB/98E1: DC        Make vehicle/entity jump (low)
CB/98E2: 82        Move vehicle/entity down 1 tile
CB/98E3: DC        Make vehicle/entity jump (low)
CB/98E4: 82        Move vehicle/entity down 1 tile
CB/98E5: DC        Make vehicle/entity jump (low)
CB/98E6: 82        Move vehicle/entity down 1 tile
CB/98E7: CF        Turn vehicle/entity left
CB/98E8: E0        Pause for 4 * 4 (16) frames
CB/98EA: FF        End queue
CB/98EB: 02    Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CB/98ED: CD        Turn vehicle/entity right
CB/98EE: E0        Pause for 4 * 15 (60) frames
CB/98F0: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/98F1: E0        Pause for 4 * 10 (40) frames
CB/98F3: FF        End queue
CB/98F4: 19    Begin action queue for character $19 (NPC $19), 6 bytes long (Wait until complete)
CB/98F6: C1        Set vehicle/entity's event speed to slow
CB/98F7: 86        Move vehicle/entity down 2 tiles
CB/98F8: CD        Turn vehicle/entity right
CB/98F9: E0        Pause for 4 * 8 (32) frames
CB/98FB: FF        End queue
CB/98FC: 02    Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete)
CB/98FE: CF        Turn vehicle/entity left
CB/98FF: E0        Pause for 4 * 32 (128) frames
CB/9901: CE        Turn vehicle/entity down
CB/9902: E0        Pause for 4 * 16 (64) frames
CB/9904: 20        Do vehicle/entity graphical action $20 
CB/9905: E0        Pause for 4 * 48 (192) frames
CB/9907: FF        End queue
CB/9908: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/990A: C7        Set vehicle/entity to stay still when moving
CB/990B: CE        Turn vehicle/entity down
CB/990C: C0        Set vehicle/entity's event speed to slowest
CB/990D: 80        Move vehicle/entity up 1 tile
CB/990E: FF        End queue
CB/990F: 93    Pause for 45 units
CB/9910: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/9912: 80        Move vehicle/entity up 1 tile
CB/9913: FF        End queue
CB/9914: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/9916: C7        Set vehicle/entity to stay still when moving
CB/9917: CE        Turn vehicle/entity down
CB/9918: C0        Set vehicle/entity's event speed to slowest
CB/9919: 80        Move vehicle/entity up 1 tile
CB/991A: FF        End queue
CB/991B: 93    Pause for 45 units
CB/991C: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/991E: 80        Move vehicle/entity up 1 tile
CB/991F: FF        End queue
CB/9920: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/9922: 80        Move vehicle/entity up 1 tile
CB/9923: FF        End queue
CB/9924: 93    Pause for 45 units
CB/9925: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/9927: 80        Move vehicle/entity up 1 tile
CB/9928: FF        End queue
CB/9929: 93    Pause for 45 units
CB/992A: 4B    Display dialogue message $0AC5, wait for button press (Show text only) (At bottom of screen)
               
               My beloved
               We'll always be together 
CB/992D: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/992F: CC        Turn vehicle/entity up
CB/9930: FF        End queue
CB/9931: 94    Pause for 60 units
CB/9932: 4B    Display dialogue message $0AEA, wait for button press (Show text only) (At bottom of screen)
               
               Papa
               We love you! 
CB/9935: B5    Pause for 15 * 5 (75) units
CB/9937: 62    Mosaic screen, speed 14
CB/9939: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/993B: F4    Play sound effect 2
CB/993D: 48    Display dialogue message $02D9, continue executing commands (At bottom of screen)
               CYAN: Please, wait! 
CB/9940: B5    Pause for 15 * 5 (75) units
CB/9942: 62    Mosaic screen, speed 14
CB/9944: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/9946: F4    Play sound effect 2
CB/9948: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/994A: C1        Set vehicle/entity's event speed to slow
CB/994B: 80        Move vehicle/entity up 1 tile
CB/994C: FF        End queue
CB/994D: 42    Hide object $19
CB/994F: 42    Hide object $1A
CB/9951: 91    Pause for 15 units
CB/9952: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/9954: F4    Play sound effect 2
CB/9956: 3D    Create object $1C
CB/9958: 3D    Create object $1D
CB/995A: 45    Refresh objects
CB/995B: 41    Show object $1C
CB/995D: 41    Show object $1D
CB/995F: B5    Pause for 15 * 5 (75) units
CB/9961: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CB/9963: C3        Set vehicle/entity's event speed to fast
CB/9964: A0        Move vehicle/entity right/up 1x1 tiles
CB/9965: A4        Move vehicle/entity right/up 1x2 tiles
CB/9966: A4        Move vehicle/entity right/up 1x2 tiles
CB/9967: FF        End queue
CB/9968: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CB/996A: C3        Set vehicle/entity's event speed to fast
CB/996B: A3        Move vehicle/entity left/up 1x1 tiles
CB/996C: AB        Move vehicle/entity left/up 1x2 tiles
CB/996D: AB        Move vehicle/entity left/up 1x2 tiles
CB/996E: FF        End queue
CB/996F: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/9971: 35    Pause execution until action queue for object $1D (NPC $1D) is complete
CB/9973: B0    Execute the following commands until $B1 2 times
CB/9975: 55        Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/9977: F4        Play sound effect 109
CB/9979: 91        Pause for 15 units
CB/997A: B1        End block of repeating commands
CB/997B: F2    Fade out current song with transition time 240
CB/997D: B5    Pause for 15 * 16 (240) units
CB/997F: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/9981: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/9982: FF        End queue
CB/9983: B5    Pause for 15 * 15 (225) units
CB/9985: DA    Set event bit $1E80($549) [$1F29, bit 1]
CB/9987: 3D    Create object $1F
CB/9989: 45    Refresh objects
CB/998A: 41    Show object $1F
CB/998C: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CB/998E: D5        Set vehicle/entity's position to (25, 3)
CB/9991: FF        End queue
CB/9992: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/9994: 3D    Create object $1E
CB/9996: 45    Refresh objects
CB/9997: 41    Show object $1E
CB/9999: 93    Pause for 45 units
CB/999A: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CB/999C: C3        Set vehicle/entity's event speed to fast
CB/999D: 8A        Move vehicle/entity down 3 tiles
CB/999E: C1        Set vehicle/entity's event speed to slow
CB/999F: 86        Move vehicle/entity down 2 tiles
CB/99A0: FF        End queue
CB/99A1: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CB/99A3: C3        Set vehicle/entity's event speed to fast
CB/99A4: 8E        Move vehicle/entity down 4 tiles
CB/99A5: C1        Set vehicle/entity's event speed to slow
CB/99A6: 86        Move vehicle/entity down 2 tiles
CB/99A7: FF        End queue
CB/99A8: 94    Pause for 60 units
CB/99A9: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/99AB: 3D    Create object $1B
CB/99AD: 45    Refresh objects
CB/99AE: 42    Hide object $1E
CB/99B0: 42    Hide object $1D
CB/99B2: 41    Show object $1B
CB/99B4: 95    Pause for 120 units
CB/99B5: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/99B7: CE        Turn vehicle/entity down
CB/99B8: E0        Pause for 4 * 3 (12) frames
CB/99BA: CC        Turn vehicle/entity up
CB/99BB: FF        End queue
CB/99BC: 95    Pause for 120 units
CB/99BD: 4B    Display dialogue message $0AEB, wait for button press (Show text only) (At bottom of screen)
               
               We'll always be at your side 
CB/99C0: 95    Pause for 120 units
CB/99C1: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/99C3: 21        Do vehicle/entity graphical action $21 
CB/99C4: E0        Pause for 4 * 21 (84) frames
CB/99C6: FF        End queue
CB/99C7: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/99C9: C0        Set vehicle/entity's event speed to slowest
CB/99CA: 80        Move vehicle/entity up 1 tile
CB/99CB: FF        End queue
CB/99CC: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/99CE: C0        Set vehicle/entity's event speed to slowest
CB/99CF: 80        Move vehicle/entity up 1 tile
CB/99D0: E0        Pause for 4 * 8 (32) frames
CB/99D2: 1B        Do vehicle/entity graphical action $1B 
CB/99D3: FF        End queue
CB/99D4: 95    Pause for 120 units
CB/99D5: 62    Mosaic screen, speed 8
CB/99D7: 5A    Fade screen at speed $04
CB/99D9: 5C    Pause execution until fade in or fade out is complete
CB/99DA: 39    Free screen
CB/99DB: DB    Clear event bit $1E80($546) [$1F28, bit 6]
CB/99DD: DB    Clear event bit $1E80($523) [$1F24, bit 3]
CB/99DF: B5    Pause for 15 * 5 (75) units
CB/99E1: 6B    Load map $007B (Doma Castle, all rooms except Cyan's (always)) instantly, (upper bits $2000), place party at (8, 8), facing down
CB/99E7: D0    Set event bit $1E80($0DA) [$1E9B, bit 2]
CB/99E9: D3    Clear event bit $1E80($191) [$1EB2, bit 1]
CB/99EB: B2    Call subroutine $CB2E2B
CB/99EF: B2    Call subroutine $CACB95
CB/99F3: 3B    Position character in a "ready-to-go" stance
CB/99F4: 80    Add item $30 (<DB>Aura        ) to inventory
CB/99F6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/99F8: 28        Do vehicle/entity graphical action $28 
CB/99F9: FF        End queue
CB/99FA: 95    Pause for 120 units
CB/99FB: 62    Mosaic screen, speed 8
CB/99FD: 38    Hold screen
CB/99FE: B2    Call subroutine $CAC6AC
CB/9A02: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/9A07: 45    Refresh objects
CB/9A08: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/9A0A: CE        Turn vehicle/entity down
CB/9A0B: FF        End queue
CB/9A0C: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long 
CB/9A0E: C2        Set vehicle/entity's event speed to normal
CB/9A0F: C7        Set vehicle/entity to stay still when moving
CB/9A10: 80        Move vehicle/entity up 1 tile
CB/9A11: CE        Turn vehicle/entity down
CB/9A12: C6        Set vehicle/entity to walk when moving
CB/9A13: FF        End queue
CB/9A14: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CB/9A16: C2        Set vehicle/entity's event speed to normal
CB/9A17: C7        Set vehicle/entity to stay still when moving
CB/9A18: A3        Move vehicle/entity left/up 1x1 tiles
CB/9A19: CE        Turn vehicle/entity down
CB/9A1A: C6        Set vehicle/entity to walk when moving
CB/9A1B: FF        End queue
CB/9A1C: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long (Wait until complete)
CB/9A1E: C2        Set vehicle/entity's event speed to normal
CB/9A1F: C7        Set vehicle/entity to stay still when moving
CB/9A20: A0        Move vehicle/entity right/up 1x1 tiles
CB/9A21: CE        Turn vehicle/entity down
CB/9A22: C6        Set vehicle/entity to walk when moving
CB/9A23: FF        End queue
CB/9A24: 59    Unfade screen at speed $04
CB/9A26: 95    Pause for 120 units
CB/9A27: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/9A29: 20        Do vehicle/entity graphical action $20 
CB/9A2A: E0        Pause for 4 * 8 (32) frames
CB/9A2C: CE        Turn vehicle/entity down
CB/9A2D: FF        End queue
CB/9A2E: 4B    Display dialogue message $0AEC, wait for button press (At bottom of screen)
               CYAN: Elayne and Owain live on in my heart.
               I must leave the past behind.
               I have much to live for
CB/9A31: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/9A33: B5    Pause for 15 * 5 (75) units
CB/9A35: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/9A37: C0        Set vehicle/entity's event speed to slowest
CB/9A38: 82        Move vehicle/entity down 1 tile
CB/9A39: E0        Pause for 4 * 8 (32) frames
CB/9A3B: 19        Do vehicle/entity graphical action $19 
CB/9A3C: FF        End queue
CB/9A3D: 4B    Display dialogue message $0AED, wait for button press
               
               CYAN's soul cleared itself of all doubt and confusion.
CB/9A40: 93    Pause for 45 units
CB/9A41: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/9A43: 18        Do vehicle/entity graphical action $18 
CB/9A44: FF        End queue
CB/9A45: F4    Play sound effect 109
CB/9A47: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/9A49: 92    Pause for 30 units
CB/9A4A: 4B    Display dialogue message $0AEE, wait for button press
               
               CYAN's swordsmanship attained its peak level of skill.
CB/9A4D: F1    Fade in song 12 (Cyan) (high bit clear) with transition time 160
CB/9A50: 92    Pause for 30 units
CB/9A51: B2    Call subroutine $CB2E34
CB/9A55: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/9A57: C2        Set vehicle/entity's event speed to normal
CB/9A58: 80        Move vehicle/entity up 1 tile
CB/9A59: FF        End queue
CB/9A5A: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/9A5C: C2        Set vehicle/entity's event speed to normal
CB/9A5D: 82        Move vehicle/entity down 1 tile
CB/9A5E: FF        End queue
CB/9A5F: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/9A61: C2        Set vehicle/entity's event speed to normal
CB/9A62: A1        Move vehicle/entity right/down 1x1 tiles
CB/9A63: FF        End queue
CB/9A64: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long (Wait until complete)
CB/9A66: C2        Set vehicle/entity's event speed to normal
CB/9A67: A2        Move vehicle/entity left/down 1x1 tiles
CB/9A68: FF        End queue
CB/9A69: B2    Call subroutine $CB2E2B
CB/9A6D: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/9A6F: 8F    Unlock all of Cyan's SwdTechs
CB/9A70: 39    Free screen
CB/9A71: B2    Call subroutine $CACB95
CB/9A75: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/9A77: CE        Turn vehicle/entity down
CB/9A78: FF        End queue
CB/9A79: FE    Return

CB/9A7A: F4    Play sound effect 141
CB/9A7C: 86    Give esper $44 (Alexandr) to party
CB/9A7E: 42    Hide object $17
CB/9A80: 42    Hide object $18
CB/9A82: 3E    Delete object $17
CB/9A84: 3E    Delete object $18
CB/9A86: DB    Clear event bit $1E80($549) [$1F29, bit 1]
CB/9A88: 45    Refresh objects
CB/9A89: 4B    Display dialogue message $0AEF, wait for button press (At bottom of screen)
               
               Received the Magicite
               Alexandr.
CB/9A8C: FE    Return

CB/9A8D: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/9A8F: 0B        Do vehicle/entity graphical action $0B 
CB/9A90: C2        Set vehicle/entity's event speed to normal
CB/9A91: C7        Set vehicle/entity to stay still when moving
CB/9A92: DC        Make vehicle/entity jump (low)
CB/9A93: 82        Move vehicle/entity down 1 tile
CB/9A94: C6        Set vehicle/entity to walk when moving
CB/9A95: CC        Turn vehicle/entity up
CB/9A96: FF        End queue
CB/9A97: FE    Return

CB/9A98: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/9A9A: 0B        Do vehicle/entity graphical action $0B 
CB/9A9B: C2        Set vehicle/entity's event speed to normal
CB/9A9C: C7        Set vehicle/entity to stay still when moving
CB/9A9D: DC        Make vehicle/entity jump (low)
CB/9A9E: 83        Move vehicle/entity left 1 tile
CB/9A9F: C6        Set vehicle/entity to walk when moving
CB/9AA0: CD        Turn vehicle/entity right
CB/9AA1: FF        End queue
CB/9AA2: FE    Return

CB/9AA3: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/9AA5: 0B        Do vehicle/entity graphical action $0B 
CB/9AA6: C2        Set vehicle/entity's event speed to normal
CB/9AA7: C7        Set vehicle/entity to stay still when moving
CB/9AA8: DC        Make vehicle/entity jump (low)
CB/9AA9: 81        Move vehicle/entity right 1 tile
CB/9AAA: C6        Set vehicle/entity to walk when moving
CB/9AAB: CF        Turn vehicle/entity left
CB/9AAC: FF        End queue
CB/9AAD: FE    Return

CB/9AAE: DE    Load CaseWord with the characters in the currently active party?
CB/9AAF: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBA3B9
CB/9AB4: 40    Assign properties $02 to character $02 (Actor in stot 2)
CB/9AB7: 37    Assign graphics $02 to object $02 (Actor in stot 2)
CB/9ABA: 43    Assign palette $04 to character $02 (Actor in stot 2)
CB/9ABD: 3D    Create object $02
CB/9ABF: 3F    Assign character $02 (Actor in stot 2) to party 1
CB/9AC2: D4    Set event bit $1E80($2E2) [$1EDC, bit 2]
CB/9AC4: 3F    Remove character $05 (Actor in stot 5) from the party
CB/9AC7: 3E    Delete object $05
CB/9AC9: 6B    Load map $0078 (Doma Castle, outdoors (during Imperial siege)) instantly, (upper bits $0000), place party at (33, 42), facing up
CB/9ACF: 42    Hide object $31
CB/9AD1: 38    Hold screen
CB/9AD2: 95    Pause for 120 units
CB/9AD3: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/9AD5: C3        Set vehicle/entity's event speed to fast
CB/9AD6: 9E        Move vehicle/entity down 8 tiles
CB/9AD7: 96        Move vehicle/entity down 6 tiles
CB/9AD8: FF        End queue
CB/9AD9: 95    Pause for 120 units
CB/9ADA: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CB/9ADC: CE        Turn vehicle/entity down
CB/9ADD: E0        Pause for 4 * 6 (24) frames
CB/9ADF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/9AE0: E0        Pause for 4 * 5 (20) frames
CB/9AE2: FF        End queue
CB/9AE3: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CB/9AE5: E0        Pause for 4 * 11 (44) frames
CB/9AE7: 1B        Do vehicle/entity graphical action $1B 
CB/9AE8: FF        End queue
CB/9AE9: B5    Pause for 15 * 5 (75) units
CB/9AEB: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/9AED: C3        Set vehicle/entity's event speed to fast
CB/9AEE: 90        Move vehicle/entity up 5 tiles
CB/9AEF: FF        End queue
CB/9AF0: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/9AF2: C3        Set vehicle/entity's event speed to fast
CB/9AF3: 90        Move vehicle/entity up 5 tiles
CB/9AF4: FF        End queue
CB/9AF5: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CB/9AF7: C3        Set vehicle/entity's event speed to fast
CB/9AF8: 90        Move vehicle/entity up 5 tiles
CB/9AF9: FF        End queue
CB/9AFA: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/9AFC: C3        Set vehicle/entity's event speed to fast
CB/9AFD: 90        Move vehicle/entity up 5 tiles
CB/9AFE: FF        End queue
CB/9AFF: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/9B01: C3        Set vehicle/entity's event speed to fast
CB/9B02: 90        Move vehicle/entity up 5 tiles
CB/9B03: FF        End queue
CB/9B04: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CB/9B06: C3        Set vehicle/entity's event speed to fast
CB/9B07: 90        Move vehicle/entity up 5 tiles
CB/9B08: FF        End queue
CB/9B09: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/9B0B: C3        Set vehicle/entity's event speed to fast
CB/9B0C: 90        Move vehicle/entity up 5 tiles
CB/9B0D: FF        End queue
CB/9B0E: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/9B10: C3        Set vehicle/entity's event speed to fast
CB/9B11: 90        Move vehicle/entity up 5 tiles
CB/9B12: FF        End queue
CB/9B13: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CB/9B15: C3        Set vehicle/entity's event speed to fast
CB/9B16: 90        Move vehicle/entity up 5 tiles
CB/9B17: FF        End queue
CB/9B18: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CB/9B1A: C3        Set vehicle/entity's event speed to fast
CB/9B1B: 90        Move vehicle/entity up 5 tiles
CB/9B1C: FF        End queue
CB/9B1D: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CB/9B1F: C3        Set vehicle/entity's event speed to fast
CB/9B20: 90        Move vehicle/entity up 5 tiles
CB/9B21: FF        End queue
CB/9B22: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/9B24: C3        Set vehicle/entity's event speed to fast
CB/9B25: 90        Move vehicle/entity up 5 tiles
CB/9B26: FF        End queue
CB/9B27: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/9B29: C2        Set vehicle/entity's event speed to normal
CB/9B2A: 90        Move vehicle/entity up 5 tiles
CB/9B2B: FF        End queue
CB/9B2C: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/9B2E: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/9B30: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/9B32: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/9B34: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/9B36: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/9B38: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CB/9B3A: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CB/9B3C: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CB/9B3E: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CB/9B40: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/9B42: 4B    Display dialogue message $0211, wait for button press
               COMMANDER: Attack!
CB/9B45: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CB/9B47: C3        Set vehicle/entity's event speed to fast
CB/9B48: 87        Move vehicle/entity left 2 tiles
CB/9B49: 88        Move vehicle/entity up 3 tiles
CB/9B4A: A3        Move vehicle/entity left/up 1x1 tiles
CB/9B4B: 80        Move vehicle/entity up 1 tile
CB/9B4C: FF        End queue
CB/9B4D: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CB/9B4F: C3        Set vehicle/entity's event speed to fast
CB/9B50: 81        Move vehicle/entity right 1 tile
CB/9B51: 8C        Move vehicle/entity up 4 tiles
CB/9B52: 8D        Move vehicle/entity right 4 tiles
CB/9B53: A3        Move vehicle/entity left/up 1x1 tiles
CB/9B54: 85        Move vehicle/entity right 2 tiles
CB/9B55: CC        Turn vehicle/entity up
CB/9B56: FF        End queue
CB/9B57: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CB/9B59: C3        Set vehicle/entity's event speed to fast
CB/9B5A: 8D        Move vehicle/entity right 4 tiles
CB/9B5B: 84        Move vehicle/entity up 2 tiles
CB/9B5C: A0        Move vehicle/entity right/up 1x1 tiles
CB/9B5D: CC        Turn vehicle/entity up
CB/9B5E: FF        End queue
CB/9B5F: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CB/9B61: C3        Set vehicle/entity's event speed to fast
CB/9B62: 88        Move vehicle/entity up 3 tiles
CB/9B63: 81        Move vehicle/entity right 1 tile
CB/9B64: A0        Move vehicle/entity right/up 1x1 tiles
CB/9B65: 84        Move vehicle/entity up 2 tiles
CB/9B66: 85        Move vehicle/entity right 2 tiles
CB/9B67: 80        Move vehicle/entity up 1 tile
CB/9B68: FF        End queue
CB/9B69: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/9B6B: C3        Set vehicle/entity's event speed to fast
CB/9B6C: 84        Move vehicle/entity up 2 tiles
CB/9B6D: 87        Move vehicle/entity left 2 tiles
CB/9B6E: 84        Move vehicle/entity up 2 tiles
CB/9B6F: 87        Move vehicle/entity left 2 tiles
CB/9B70: 80        Move vehicle/entity up 1 tile
CB/9B71: FF        End queue
CB/9B72: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CB/9B74: C3        Set vehicle/entity's event speed to fast
CB/9B75: 81        Move vehicle/entity right 1 tile
CB/9B76: 84        Move vehicle/entity up 2 tiles
CB/9B77: 85        Move vehicle/entity right 2 tiles
CB/9B78: 84        Move vehicle/entity up 2 tiles
CB/9B79: 95        Move vehicle/entity right 6 tiles
CB/9B7A: CC        Turn vehicle/entity up
CB/9B7B: FF        End queue
CB/9B7C: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CB/9B7E: C3        Set vehicle/entity's event speed to fast
CB/9B7F: 80        Move vehicle/entity up 1 tile
CB/9B80: 87        Move vehicle/entity left 2 tiles
CB/9B81: 88        Move vehicle/entity up 3 tiles
CB/9B82: 8F        Move vehicle/entity left 4 tiles
CB/9B83: 80        Move vehicle/entity up 1 tile
CB/9B84: 83        Move vehicle/entity left 1 tile
CB/9B85: 80        Move vehicle/entity up 1 tile
CB/9B86: FF        End queue
CB/9B87: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/9B89: C3        Set vehicle/entity's event speed to fast
CB/9B8A: 82        Move vehicle/entity down 1 tile
CB/9B8B: 87        Move vehicle/entity left 2 tiles
CB/9B8C: CC        Turn vehicle/entity up
CB/9B8D: FF        End queue
CB/9B8E: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/9B90: C3        Set vehicle/entity's event speed to fast
CB/9B91: 8A        Move vehicle/entity down 3 tiles
CB/9B92: CC        Turn vehicle/entity up
CB/9B93: FF        End queue
CB/9B94: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CB/9B96: C3        Set vehicle/entity's event speed to fast
CB/9B97: A1        Move vehicle/entity right/down 1x1 tiles
CB/9B98: CC        Turn vehicle/entity up
CB/9B99: FF        End queue
CB/9B9A: 18    Begin action queue for character $18 (NPC $18), 9 bytes long (Wait until complete)
CB/9B9C: C3        Set vehicle/entity's event speed to fast
CB/9B9D: E0        Pause for 4 * 2 (8) frames
CB/9B9F: 88        Move vehicle/entity up 3 tiles
CB/9BA0: 8F        Move vehicle/entity left 4 tiles
CB/9BA1: A3        Move vehicle/entity left/up 1x1 tiles
CB/9BA2: 8F        Move vehicle/entity left 4 tiles
CB/9BA3: 84        Move vehicle/entity up 2 tiles
CB/9BA4: FF        End queue
CB/9BA5: 11    Begin action queue for character $11 (NPC $11), 38 bytes long 
CB/9BA7: E0        Pause for 4 * 6 (24) frames
CB/9BA9: C2        Set vehicle/entity's event speed to normal
CB/9BAA: C7        Set vehicle/entity to stay still when moving
CB/9BAB: 28        Do vehicle/entity graphical action $28 
CB/9BAC: DC        Make vehicle/entity jump (low)
CB/9BAD: 82        Move vehicle/entity down 1 tile
CB/9BAE: C6        Set vehicle/entity to walk when moving
CB/9BAF: E0        Pause for 4 * 3 (12) frames
CB/9BB1: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/9BB2: E0        Pause for 4 * 6 (24) frames
CB/9BB4: CE        Turn vehicle/entity down
CB/9BB5: 23        Do vehicle/entity graphical action $23 
CB/9BB6: E0        Pause for 4 * 1 (4) frames
CB/9BB8: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9BB9: E0        Pause for 4 * 1 (4) frames
CB/9BBB: 23        Do vehicle/entity graphical action $23 
CB/9BBC: E0        Pause for 4 * 1 (4) frames
CB/9BBE: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9BBF: E0        Pause for 4 * 1 (4) frames
CB/9BC1: 23        Do vehicle/entity graphical action $23 
CB/9BC2: E0        Pause for 4 * 1 (4) frames
CB/9BC4: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9BC5: E0        Pause for 4 * 1 (4) frames
CB/9BC7: CE        Turn vehicle/entity down
CB/9BC8: E0        Pause for 4 * 6 (24) frames
CB/9BCA: 80        Move vehicle/entity up 1 tile
CB/9BCB: FC        Branch 36 bytes backwards ($CB9BA7)
CB/9BCD: 13    Begin action queue for character $13 (NPC $13), 37 bytes long 
CB/9BCF: C2        Set vehicle/entity's event speed to normal
CB/9BD0: 8A        Move vehicle/entity down 3 tiles
CB/9BD1: CC        Turn vehicle/entity up
CB/9BD2: E0        Pause for 4 * 2 (8) frames
CB/9BD4: 0A        Do vehicle/entity graphical action $0A 
CB/9BD5: E0        Pause for 4 * 6 (24) frames
CB/9BD7: C4        Set vehicle/entity's event speed to faster
CB/9BD8: 88        Move vehicle/entity up 3 tiles
CB/9BD9: C7        Set vehicle/entity to stay still when moving
CB/9BDA: C2        Set vehicle/entity's event speed to normal
CB/9BDB: DC        Make vehicle/entity jump (low)
CB/9BDC: 82        Move vehicle/entity down 1 tile
CB/9BDD: 28        Do vehicle/entity graphical action $28 
CB/9BDE: E0        Pause for 4 * 10 (40) frames
CB/9BE0: C6        Set vehicle/entity to walk when moving
CB/9BE1: CE        Turn vehicle/entity down
CB/9BE2: 23        Do vehicle/entity graphical action $23 
CB/9BE3: E0        Pause for 4 * 1 (4) frames
CB/9BE5: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9BE6: E0        Pause for 4 * 1 (4) frames
CB/9BE8: 23        Do vehicle/entity graphical action $23 
CB/9BE9: E0        Pause for 4 * 1 (4) frames
CB/9BEB: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9BEC: E0        Pause for 4 * 1 (4) frames
CB/9BEE: CE        Turn vehicle/entity down
CB/9BEF: E0        Pause for 4 * 6 (24) frames
CB/9BF1: 80        Move vehicle/entity up 1 tile
CB/9BF2: FC        Branch 37 bytes backwards ($CB9BCD)
CB/9BF4: 14    Begin action queue for character $14 (NPC $14), 17 bytes long 
CB/9BF6: E0        Pause for 4 * 8 (32) frames
CB/9BF8: 81        Move vehicle/entity right 1 tile
CB/9BF9: CC        Turn vehicle/entity up
CB/9BFA: E0        Pause for 4 * 2 (8) frames
CB/9BFC: 87        Move vehicle/entity left 2 tiles
CB/9BFD: CC        Turn vehicle/entity up
CB/9BFE: E0        Pause for 4 * 2 (8) frames
CB/9C00: 81        Move vehicle/entity right 1 tile
CB/9C01: E0        Pause for 4 * 2 (8) frames
CB/9C03: CE        Turn vehicle/entity down
CB/9C04: FC        Branch 14 bytes backwards ($CB9BF6)
CB/9C06: FF        End queue
CB/9C07: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CB/9C09: C2        Set vehicle/entity's event speed to normal
CB/9C0A: 82        Move vehicle/entity down 1 tile
CB/9C0B: 81        Move vehicle/entity right 1 tile
CB/9C0C: 87        Move vehicle/entity left 2 tiles
CB/9C0D: 81        Move vehicle/entity right 1 tile
CB/9C0E: 80        Move vehicle/entity up 1 tile
CB/9C0F: FC        Branch 6 bytes backwards ($CB9C09)
CB/9C11: FF        End queue
CB/9C12: 16    Begin action queue for character $16 (NPC $16), 20 bytes long 
CB/9C14: C2        Set vehicle/entity's event speed to normal
CB/9C15: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/9C16: E0        Pause for 4 * 6 (24) frames
CB/9C18: CC        Turn vehicle/entity up
CB/9C19: E0        Pause for 4 * 3 (12) frames
CB/9C1B: 0A        Do vehicle/entity graphical action $0A 
CB/9C1C: E0        Pause for 4 * 1 (4) frames
CB/9C1E: 80        Move vehicle/entity up 1 tile
CB/9C1F: 1B        Do vehicle/entity graphical action $1B 
CB/9C20: E0        Pause for 4 * 8 (32) frames
CB/9C22: 82        Move vehicle/entity down 1 tile
CB/9C23: E0        Pause for 4 * 6 (24) frames
CB/9C25: FC        Branch 17 bytes backwards ($CB9C14)
CB/9C27: FF        End queue
CB/9C28: 17    Begin action queue for character $17 (NPC $17), 30 bytes long 
CB/9C2A: C7        Set vehicle/entity to stay still when moving
CB/9C2B: C2        Set vehicle/entity's event speed to normal
CB/9C2C: 1B        Do vehicle/entity graphical action $1B 
CB/9C2D: E0        Pause for 4 * 4 (16) frames
CB/9C2F: 17        Do vehicle/entity graphical action $17 
CB/9C30: E0        Pause for 4 * 3 (12) frames
CB/9C32: CC        Turn vehicle/entity up
CB/9C33: 80        Move vehicle/entity up 1 tile
CB/9C34: E0        Pause for 4 * 3 (12) frames
CB/9C36: 1C        Do vehicle/entity graphical action $1C 
CB/9C37: E0        Pause for 4 * 4 (16) frames
CB/9C39: 17        Do vehicle/entity graphical action $17 
CB/9C3A: CC        Turn vehicle/entity up
CB/9C3B: 80        Move vehicle/entity up 1 tile
CB/9C3C: E0        Pause for 4 * 3 (12) frames
CB/9C3E: C4        Set vehicle/entity's event speed to faster
CB/9C3F: 86        Move vehicle/entity down 2 tiles
CB/9C40: 68        Do vehicle/entity graphical action $28, flipped horizontally
CB/9C41: DC        Make vehicle/entity jump (low)
CB/9C42: 82        Move vehicle/entity down 1 tile
CB/9C43: E0        Pause for 4 * 6 (24) frames
CB/9C45: 80        Move vehicle/entity up 1 tile
CB/9C46: FC        Branch 28 bytes backwards ($CB9C2A)
CB/9C48: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CB/9C4A: 03        Do vehicle/entity graphical action $03 
CB/9C4B: E0        Pause for 4 * 1 (4) frames
CB/9C4D: 04        Do vehicle/entity graphical action $04 
CB/9C4E: E0        Pause for 4 * 1 (4) frames
CB/9C50: 05        Do vehicle/entity graphical action $05 
CB/9C51: E0        Pause for 4 * 1 (4) frames
CB/9C53: FC        Branch 9 bytes backwards ($CB9C4A)
CB/9C55: FF        End queue
CB/9C56: 19    Begin action queue for character $19 (NPC $19), 6 bytes long 
CB/9C58: DC        Make vehicle/entity jump (low)
CB/9C59: E0        Pause for 4 * 6 (24) frames
CB/9C5B: FC        Branch 3 bytes backwards ($CB9C58)
CB/9C5D: FF        End queue
CB/9C5E: 95    Pause for 120 units
CB/9C5F: DA    Set event bit $1E80($56A) [$1F2D, bit 2]
CB/9C61: 5A    Fade screen at speed $06
CB/9C63: 5C    Pause execution until fade in or fade out is complete
CB/9C64: 6B    Load map $007B (Doma Castle, all rooms except Cyan's (always)) instantly, (upper bits $0000), place party at (10, 44), facing up
CB/9C6A: 59    Unfade screen at speed $06
CB/9C6C: 5C    Pause execution until fade in or fade out is complete
CB/9C6D: 93    Pause for 45 units
CB/9C6E: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CB/9C70: C3        Set vehicle/entity's event speed to fast
CB/9C71: 94        Move vehicle/entity up 6 tiles
CB/9C72: FF        End queue
CB/9C73: 92    Pause for 30 units
CB/9C74: 4B    Display dialogue message $0212, wait for button press (At bottom of screen)
               DOMA SENTRY: It's hopeless.
               We can't keep them out.
CB/9C77: 93    Pause for 45 units
CB/9C78: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/9C7A: 20        Do vehicle/entity graphical action $20 
CB/9C7B: FF        End queue
CB/9C7C: 4B    Display dialogue message $0213, wait for button press (At bottom of screen)
               DOMA SENTRY: So, it's finally happening
CB/9C7F: 95    Pause for 120 units
CB/9C80: F2    Fade out current song with transition time 16
CB/9C82: FA    Stop temporarily played song
CB/9C83: 93    Pause for 45 units
CB/9C84: 4B    Display dialogue message $0214, wait for button press
               A moment, Sir!
CB/9C87: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CB/9C89: C3        Set vehicle/entity's event speed to fast
CB/9C8A: A4        Move vehicle/entity right/up 1x2 tiles
CB/9C8B: A4        Move vehicle/entity right/up 1x2 tiles
CB/9C8C: A4        Move vehicle/entity right/up 1x2 tiles
CB/9C8D: A4        Move vehicle/entity right/up 1x2 tiles
CB/9C8E: FF        End queue
CB/9C8F: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/9C91: CC        Turn vehicle/entity up
CB/9C92: FF        End queue
CB/9C93: 92    Pause for 30 units
CB/9C94: F0    Play song 12 (Cyan), (high bit clear), full volume
CB/9C96: 73    Replace current map's Layer 1 at (16, 32) with the following (2 x 1) chunk, refresh immediately
CB/9C9B:       $06, $16
CB/9C9D: F4    Play sound effect 44
CB/9C9F: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/9CA4: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/9CA6: D5        Set vehicle/entity's position to (16, 31)
CB/9CA9: FF        End queue
CB/9CAA: 41    Show object $02
CB/9CAC: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/9CAE: C8        Set object layering priority to 3 (low nibble 3)
CB/9CB0: FF        End queue
CB/9CB1: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/9CB3: C2        Set vehicle/entity's event speed to normal
CB/9CB4: 92        Move vehicle/entity down 5 tiles
CB/9CB5: 97        Move vehicle/entity left 6 tiles
CB/9CB6: 8A        Move vehicle/entity down 3 tiles
CB/9CB7: FF        End queue
CB/9CB8: 95    Pause for 120 units
CB/9CB9: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CB/9CBB: C2        Set vehicle/entity's event speed to normal
CB/9CBC: A9        Move vehicle/entity left/down 2x1 tiles
CB/9CBD: A9        Move vehicle/entity left/down 2x1 tiles
CB/9CBE: 82        Move vehicle/entity down 1 tile
CB/9CBF: FF        End queue
CB/9CC0: 19    Begin action queue for character $19 (NPC $19), 6 bytes long 
CB/9CC2: C2        Set vehicle/entity's event speed to normal
CB/9CC3: E0        Pause for 4 * 10 (40) frames
CB/9CC5: 81        Move vehicle/entity right 1 tile
CB/9CC6: CF        Turn vehicle/entity left
CB/9CC7: FF        End queue
CB/9CC8: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/9CCA: C2        Set vehicle/entity's event speed to normal
CB/9CCB: 83        Move vehicle/entity left 1 tile
CB/9CCC: 8C        Move vehicle/entity up 4 tiles
CB/9CCD: CD        Turn vehicle/entity right
CB/9CCE: FF        End queue
CB/9CCF: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/9CD1: 35    Pause execution until action queue for object $19 (NPC $19) is complete
CB/9CD3: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/9CD5: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/9CD7: 4B    Display dialogue message $0215, wait for button press
               Allow me the honor!
CB/9CDA: 92    Pause for 30 units
CB/9CDB: 42    Hide object $1A
CB/9CDD: 42    Hide object $19
CB/9CDF: B2    Call subroutine $CAD00F
CB/9CE3: 94    Pause for 60 units
CB/9CE4: 4B    Display dialogue message $0225, wait for button press (Show text only) (At bottom of screen)
               Faithful retainer to his family's liege, with the courage and strength of a hundred men
CB/9CE7: 92    Pause for 30 units
CB/9CE8: 7F    Change character $02's name to $02 (CYAN  )
CB/9CEB: 98    Invoke name change screen for character $02 (Actor in stot 2)
CB/9CED: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/9CF1: 50    Tint screen (cumulative) with color $BC
CB/9CF3: 59    Unfade screen at speed $10
CB/9CF5: 92    Pause for 30 units
CB/9CF6: B2    Call subroutine $CAD015
CB/9CFA: 41    Show object $1A
CB/9CFC: 41    Show object $19
CB/9CFE: 94    Pause for 60 units
CB/9CFF: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/9D01: C1        Set vehicle/entity's event speed to slow
CB/9D02: 82        Move vehicle/entity down 1 tile
CB/9D03: FF        End queue
CB/9D04: 4B    Display dialogue message $0216, wait for button press
               CYAN: If we can fell their commander, they'll surely give up.
CB/9D07: 93    Pause for 45 units
CB/9D08: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/9D0A: 59        Do vehicle/entity graphical action $19, flipped horizontally
CB/9D0B: FF        End queue
CB/9D0C: 4B    Display dialogue message $0217, wait for button press
               CYAN: Let us give it a try.
CB/9D0F: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/9D11: C2        Set vehicle/entity's event speed to normal
CB/9D12: 9E        Move vehicle/entity down 8 tiles
CB/9D13: FF        End queue
CB/9D14: 92    Pause for 30 units
CB/9D15: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CB/9D17: C2        Set vehicle/entity's event speed to normal
CB/9D18: 9E        Move vehicle/entity down 8 tiles
CB/9D19: FF        End queue
CB/9D1A: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CB/9D1C: C2        Set vehicle/entity's event speed to normal
CB/9D1D: 9E        Move vehicle/entity down 8 tiles
CB/9D1E: FF        End queue
CB/9D1F: 93    Pause for 45 units
CB/9D20: 5A    Fade screen at speed $10
CB/9D22: 5C    Pause execution until fade in or fade out is complete
CB/9D23: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/9D25: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/9D27: 35    Pause execution until action queue for object $19 (NPC $19) is complete
CB/9D29: DB    Clear event bit $1E80($56A) [$1F2D, bit 2]
CB/9D2B: 6B    Load map $0078 (Doma Castle, outdoors (during Imperial siege)) instantly, (upper bits $2000), place party at (33, 49), facing down
CB/9D31: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/9D33: D5        Set vehicle/entity's position to (33, 44)
CB/9D36: FF        End queue
CB/9D37: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/9D39: D5        Set vehicle/entity's position to (29, 50)
CB/9D3C: FF        End queue
CB/9D3D: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/9D3F: D5        Set vehicle/entity's position to (40, 50)
CB/9D42: FF        End queue
CB/9D43: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/9D45: D5        Set vehicle/entity's position to (36, 53)
CB/9D48: FF        End queue
CB/9D49: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/9D4B: D5        Set vehicle/entity's position to (28, 51)
CB/9D4E: FF        End queue
CB/9D4F: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CB/9D51: D5        Set vehicle/entity's position to (42, 52)
CB/9D54: FF        End queue
CB/9D55: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CB/9D57: D5        Set vehicle/entity's position to (38, 49)
CB/9D5A: FF        End queue
CB/9D5B: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CB/9D5D: D5        Set vehicle/entity's position to (26, 50)
CB/9D60: FF        End queue
CB/9D61: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CB/9D63: D5        Set vehicle/entity's position to (25, 51)
CB/9D66: FF        End queue
CB/9D67: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/9D69: D5        Set vehicle/entity's position to (33, 54)
CB/9D6C: CC        Turn vehicle/entity up
CB/9D6D: FF        End queue
CB/9D6E: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/9D70: D5        Set vehicle/entity's position to (33, 58)
CB/9D73: CC        Turn vehicle/entity up
CB/9D74: FF        End queue
CB/9D75: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/9D77: D5        Set vehicle/entity's position to (31, 58)
CB/9D7A: CC        Turn vehicle/entity up
CB/9D7B: FF        End queue
CB/9D7C: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CB/9D7E: D5        Set vehicle/entity's position to (35, 58)
CB/9D81: CC        Turn vehicle/entity up
CB/9D82: FF        End queue
CB/9D83: 11    Begin action queue for character $11 (NPC $11), 38 bytes long 
CB/9D85: E0        Pause for 4 * 6 (24) frames
CB/9D87: C2        Set vehicle/entity's event speed to normal
CB/9D88: C7        Set vehicle/entity to stay still when moving
CB/9D89: 28        Do vehicle/entity graphical action $28 
CB/9D8A: DC        Make vehicle/entity jump (low)
CB/9D8B: 82        Move vehicle/entity down 1 tile
CB/9D8C: C6        Set vehicle/entity to walk when moving
CB/9D8D: E0        Pause for 4 * 3 (12) frames
CB/9D8F: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/9D90: E0        Pause for 4 * 6 (24) frames
CB/9D92: CE        Turn vehicle/entity down
CB/9D93: 23        Do vehicle/entity graphical action $23 
CB/9D94: E0        Pause for 4 * 1 (4) frames
CB/9D96: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9D97: E0        Pause for 4 * 1 (4) frames
CB/9D99: 23        Do vehicle/entity graphical action $23 
CB/9D9A: E0        Pause for 4 * 1 (4) frames
CB/9D9C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9D9D: E0        Pause for 4 * 1 (4) frames
CB/9D9F: 23        Do vehicle/entity graphical action $23 
CB/9DA0: E0        Pause for 4 * 1 (4) frames
CB/9DA2: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9DA3: E0        Pause for 4 * 1 (4) frames
CB/9DA5: CE        Turn vehicle/entity down
CB/9DA6: E0        Pause for 4 * 6 (24) frames
CB/9DA8: 80        Move vehicle/entity up 1 tile
CB/9DA9: FC        Branch 36 bytes backwards ($CB9D85)
CB/9DAB: 13    Begin action queue for character $13 (NPC $13), 37 bytes long 
CB/9DAD: C2        Set vehicle/entity's event speed to normal
CB/9DAE: 8A        Move vehicle/entity down 3 tiles
CB/9DAF: CC        Turn vehicle/entity up
CB/9DB0: E0        Pause for 4 * 2 (8) frames
CB/9DB2: 0A        Do vehicle/entity graphical action $0A 
CB/9DB3: E0        Pause for 4 * 6 (24) frames
CB/9DB5: C4        Set vehicle/entity's event speed to faster
CB/9DB6: 88        Move vehicle/entity up 3 tiles
CB/9DB7: C7        Set vehicle/entity to stay still when moving
CB/9DB8: C2        Set vehicle/entity's event speed to normal
CB/9DB9: DC        Make vehicle/entity jump (low)
CB/9DBA: 82        Move vehicle/entity down 1 tile
CB/9DBB: 28        Do vehicle/entity graphical action $28 
CB/9DBC: E0        Pause for 4 * 10 (40) frames
CB/9DBE: C6        Set vehicle/entity to walk when moving
CB/9DBF: CE        Turn vehicle/entity down
CB/9DC0: 23        Do vehicle/entity graphical action $23 
CB/9DC1: E0        Pause for 4 * 1 (4) frames
CB/9DC3: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9DC4: E0        Pause for 4 * 1 (4) frames
CB/9DC6: 23        Do vehicle/entity graphical action $23 
CB/9DC7: E0        Pause for 4 * 1 (4) frames
CB/9DC9: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/9DCA: E0        Pause for 4 * 1 (4) frames
CB/9DCC: CE        Turn vehicle/entity down
CB/9DCD: E0        Pause for 4 * 6 (24) frames
CB/9DCF: 80        Move vehicle/entity up 1 tile
CB/9DD0: FC        Branch 37 bytes backwards ($CB9DAB)
CB/9DD2: 14    Begin action queue for character $14 (NPC $14), 18 bytes long 
CB/9DD4: C2        Set vehicle/entity's event speed to normal
CB/9DD5: E0        Pause for 4 * 8 (32) frames
CB/9DD7: 81        Move vehicle/entity right 1 tile
CB/9DD8: CC        Turn vehicle/entity up
CB/9DD9: E0        Pause for 4 * 2 (8) frames
CB/9DDB: 87        Move vehicle/entity left 2 tiles
CB/9DDC: CC        Turn vehicle/entity up
CB/9DDD: E0        Pause for 4 * 2 (8) frames
CB/9DDF: 81        Move vehicle/entity right 1 tile
CB/9DE0: E0        Pause for 4 * 2 (8) frames
CB/9DE2: CE        Turn vehicle/entity down
CB/9DE3: FC        Branch 14 bytes backwards ($CB9DD5)
CB/9DE5: FF        End queue
CB/9DE6: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CB/9DE8: C2        Set vehicle/entity's event speed to normal
CB/9DE9: 82        Move vehicle/entity down 1 tile
CB/9DEA: 81        Move vehicle/entity right 1 tile
CB/9DEB: 87        Move vehicle/entity left 2 tiles
CB/9DEC: 81        Move vehicle/entity right 1 tile
CB/9DED: 80        Move vehicle/entity up 1 tile
CB/9DEE: FC        Branch 6 bytes backwards ($CB9DE8)
CB/9DF0: FF        End queue
CB/9DF1: 16    Begin action queue for character $16 (NPC $16), 20 bytes long 
CB/9DF3: C2        Set vehicle/entity's event speed to normal
CB/9DF4: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/9DF5: E0        Pause for 4 * 6 (24) frames
CB/9DF7: CC        Turn vehicle/entity up
CB/9DF8: E0        Pause for 4 * 3 (12) frames
CB/9DFA: 0A        Do vehicle/entity graphical action $0A 
CB/9DFB: E0        Pause for 4 * 1 (4) frames
CB/9DFD: 80        Move vehicle/entity up 1 tile
CB/9DFE: 1B        Do vehicle/entity graphical action $1B 
CB/9DFF: E0        Pause for 4 * 8 (32) frames
CB/9E01: 82        Move vehicle/entity down 1 tile
CB/9E02: E0        Pause for 4 * 6 (24) frames
CB/9E04: FC        Branch 17 bytes backwards ($CB9DF3)
CB/9E06: FF        End queue
CB/9E07: 17    Begin action queue for character $17 (NPC $17), 30 bytes long 
CB/9E09: C7        Set vehicle/entity to stay still when moving
CB/9E0A: C2        Set vehicle/entity's event speed to normal
CB/9E0B: 1B        Do vehicle/entity graphical action $1B 
CB/9E0C: E0        Pause for 4 * 4 (16) frames
CB/9E0E: 17        Do vehicle/entity graphical action $17 
CB/9E0F: E0        Pause for 4 * 3 (12) frames
CB/9E11: CC        Turn vehicle/entity up
CB/9E12: 80        Move vehicle/entity up 1 tile
CB/9E13: E0        Pause for 4 * 3 (12) frames
CB/9E15: 1C        Do vehicle/entity graphical action $1C 
CB/9E16: E0        Pause for 4 * 4 (16) frames
CB/9E18: 17        Do vehicle/entity graphical action $17 
CB/9E19: CC        Turn vehicle/entity up
CB/9E1A: 80        Move vehicle/entity up 1 tile
CB/9E1B: E0        Pause for 4 * 3 (12) frames
CB/9E1D: C4        Set vehicle/entity's event speed to faster
CB/9E1E: 86        Move vehicle/entity down 2 tiles
CB/9E1F: 68        Do vehicle/entity graphical action $28, flipped horizontally
CB/9E20: DC        Make vehicle/entity jump (low)
CB/9E21: 82        Move vehicle/entity down 1 tile
CB/9E22: E0        Pause for 4 * 6 (24) frames
CB/9E24: 80        Move vehicle/entity up 1 tile
CB/9E25: FC        Branch 28 bytes backwards ($CB9E09)
CB/9E27: 18    Begin action queue for character $18 (NPC $18), 12 bytes long 
CB/9E29: 03        Do vehicle/entity graphical action $03 
CB/9E2A: E0        Pause for 4 * 1 (4) frames
CB/9E2C: 04        Do vehicle/entity graphical action $04 
CB/9E2D: E0        Pause for 4 * 1 (4) frames
CB/9E2F: 05        Do vehicle/entity graphical action $05 
CB/9E30: E0        Pause for 4 * 1 (4) frames
CB/9E32: FC        Branch 9 bytes backwards ($CB9E29)
CB/9E34: FF        End queue
CB/9E35: 19    Begin action queue for character $19 (NPC $19), 6 bytes long 
CB/9E37: DC        Make vehicle/entity jump (low)
CB/9E38: E0        Pause for 4 * 6 (24) frames
CB/9E3A: FC        Branch 3 bytes backwards ($CB9E37)
CB/9E3C: FF        End queue
CB/9E3D: 59    Unfade screen at speed $10
CB/9E3F: 5C    Pause execution until fade in or fade out is complete
CB/9E40: 92    Pause for 30 units
CB/9E41: 73    Replace current map's Layer 1 at (32, 45) with the following (2 x 3) chunk, refresh immediately
CB/9E46:       $08, $09
CB/9E48:       $0A, $18
CB/9E4A:       $19, $1A
CB/9E4C: F4    Play sound effect 187
CB/9E4E: 93    Pause for 45 units
CB/9E4F: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/9E51: C2        Set vehicle/entity's event speed to normal
CB/9E52: 92        Move vehicle/entity down 5 tiles
CB/9E53: FF        End queue
CB/9E54: 93    Pause for 45 units
CB/9E55: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CB/9E57: C2        Set vehicle/entity's event speed to normal
CB/9E58: 8E        Move vehicle/entity down 4 tiles
CB/9E59: A2        Move vehicle/entity left/down 1x1 tiles
CB/9E5A: 82        Move vehicle/entity down 1 tile
CB/9E5B: FF        End queue
CB/9E5C: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/9E5E: C2        Set vehicle/entity's event speed to normal
CB/9E5F: 8A        Move vehicle/entity down 3 tiles
CB/9E60: A1        Move vehicle/entity right/down 1x1 tiles
CB/9E61: 82        Move vehicle/entity down 1 tile
CB/9E62: FF        End queue
CB/9E63: 93    Pause for 45 units
CB/9E64: 73    Replace current map's Layer 1 at (32, 45) with the following (2 x 3) chunk, refresh immediately
CB/9E69:       $0B, $0C
CB/9E6B:       $0D, $1B
CB/9E6D:       $1C, $1D
CB/9E6F: F4    Play sound effect 187
CB/9E71: 93    Pause for 45 units
CB/9E72: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/9E74: 82        Move vehicle/entity down 1 tile
CB/9E75: CF        Turn vehicle/entity left
CB/9E76: FF        End queue
CB/9E77: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CB/9E79: 82        Move vehicle/entity down 1 tile
CB/9E7A: CD        Turn vehicle/entity right
CB/9E7B: FF        End queue
CB/9E7C: 4B    Display dialogue message $0219, wait for button press
               DOMA SENTRY: Sir CYAN!
               Let their commander have it!
CB/9E7F: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CB/9E81: C3        Set vehicle/entity's event speed to fast
CB/9E82: 9A        Move vehicle/entity down 7 tiles
CB/9E83: FF        End queue
CB/9E84: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CB/9E86: C3        Set vehicle/entity's event speed to fast
CB/9E87: 9A        Move vehicle/entity down 7 tiles
CB/9E88: FF        End queue
CB/9E89: B2    Call subroutine $CB6A37
CB/9E8D: 39    Free screen
CB/9E8E: 3A    Enable player to move while event commands execute
CB/9E8F: FE    Return

CB/9E90: 4B    Display dialogue message $0218, wait for button press
               CYAN: Thou musn't give up the fight!
CB/9E93: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/9E95: 82        Move vehicle/entity down 1 tile
CB/9E96: FF        End queue
CB/9E97: FE    Return

CB/9E98: 4B    Display dialogue message $0219, wait for button press
               DOMA SENTRY: Sir CYAN!
               Let their commander have it!
CB/9E9B: FE    Return

CB/9E9C: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/9E9E: 80        Move vehicle/entity up 1 tile
CB/9E9F: CE        Turn vehicle/entity down
CB/9EA0: FF        End queue
CB/9EA1: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CB/9EA3: CC        Turn vehicle/entity up
CB/9EA4: FF        End queue
CB/9EA5: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/9EA7: CC        Turn vehicle/entity up
CB/9EA8: FF        End queue
CB/9EA9: 4B    Display dialogue message $0219, wait for button press
               DOMA SENTRY: Sir CYAN!
               Let their commander have it!
CB/9EAC: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CB/9EAE: CE        Turn vehicle/entity down
CB/9EAF: FF        End queue
CB/9EB0: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CB/9EB2: CE        Turn vehicle/entity down
CB/9EB3: FF        End queue
CB/9EB4: FE    Return

CB/9EB5: 4B    Display dialogue message $021B, wait for button press
               CYAN: I am CYAN,
               retainer to the King of Doma.
               I am your worst nightmare
CB/9EB8: 4D    Invoke battle, enemy set $2E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/9EBB: B2    Call subroutine $CA5EA9
CB/9EBF: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/9EC1: 28        Do vehicle/entity graphical action $28 
CB/9EC2: FF        End queue
CB/9EC3: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/9EC5: D5        Set vehicle/entity's position to (29, 50)
CB/9EC8: CC        Turn vehicle/entity up
CB/9EC9: FF        End queue
CB/9ECA: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/9ECC: D5        Set vehicle/entity's position to (40, 50)
CB/9ECF: CC        Turn vehicle/entity up
CB/9ED0: FF        End queue
CB/9ED1: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CB/9ED3: D5        Set vehicle/entity's position to (36, 53)
CB/9ED6: CC        Turn vehicle/entity up
CB/9ED7: FF        End queue
CB/9ED8: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/9EDA: D5        Set vehicle/entity's position to (28, 51)
CB/9EDD: CC        Turn vehicle/entity up
CB/9EDE: FF        End queue
CB/9EDF: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/9EE1: D5        Set vehicle/entity's position to (42, 52)
CB/9EE4: CC        Turn vehicle/entity up
CB/9EE5: FF        End queue
CB/9EE6: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CB/9EE8: D5        Set vehicle/entity's position to (38, 50)
CB/9EEB: CC        Turn vehicle/entity up
CB/9EEC: FF        End queue
CB/9EED: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CB/9EEF: D5        Set vehicle/entity's position to (26, 50)
CB/9EF2: CC        Turn vehicle/entity up
CB/9EF3: FF        End queue
CB/9EF4: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/9EF6: D5        Set vehicle/entity's position to (25, 51)
CB/9EF9: CC        Turn vehicle/entity up
CB/9EFA: FF        End queue
CB/9EFB: 93    Pause for 45 units
CB/9EFC: 59    Unfade screen at speed $04
CB/9EFE: 5C    Pause execution until fade in or fade out is complete
CB/9EFF: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/9F01: 1F        Do vehicle/entity graphical action $1F 
CB/9F02: FF        End queue
CB/9F03: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/9F05: 1F        Do vehicle/entity graphical action $1F 
CB/9F06: FF        End queue
CB/9F07: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/9F09: 1F        Do vehicle/entity graphical action $1F 
CB/9F0A: FF        End queue
CB/9F0B: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/9F0D: 1F        Do vehicle/entity graphical action $1F 
CB/9F0E: FF        End queue
CB/9F0F: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/9F11: 1F        Do vehicle/entity graphical action $1F 
CB/9F12: FF        End queue
CB/9F13: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/9F15: 1F        Do vehicle/entity graphical action $1F 
CB/9F16: FF        End queue
CB/9F17: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/9F19: 1F        Do vehicle/entity graphical action $1F 
CB/9F1A: FF        End queue
CB/9F1B: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CB/9F1D: 1F        Do vehicle/entity graphical action $1F 
CB/9F1E: FF        End queue
CB/9F1F: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/9F21: 1F        Do vehicle/entity graphical action $1F 
CB/9F22: FF        End queue
CB/9F23: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/9F25: 1F        Do vehicle/entity graphical action $1F 
CB/9F26: FF        End queue
CB/9F27: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CB/9F29: 1F        Do vehicle/entity graphical action $1F 
CB/9F2A: FF        End queue
CB/9F2B: 4B    Display dialogue message $021D, wait for button press
               TROOPER: The general's been defeated! Run!!!
CB/9F2E: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/9F30: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/9F32: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/9F34: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/9F36: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/9F38: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/9F3A: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CB/9F3C: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CB/9F3E: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CB/9F40: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CB/9F42: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/9F44: 91    Pause for 15 units
CB/9F45: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CB/9F47: C3        Set vehicle/entity's event speed to fast
CB/9F48: 8A        Move vehicle/entity down 3 tiles
CB/9F49: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F4A: 86        Move vehicle/entity down 2 tiles
CB/9F4B: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F4C: 9A        Move vehicle/entity down 7 tiles
CB/9F4D: FF        End queue
CB/9F4E: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CB/9F50: C3        Set vehicle/entity's event speed to fast
CB/9F51: 9A        Move vehicle/entity down 7 tiles
CB/9F52: FF        End queue
CB/9F53: 13    Begin action queue for character $13 (NPC $13), 7 bytes long 
CB/9F55: C3        Set vehicle/entity's event speed to fast
CB/9F56: 8B        Move vehicle/entity left 3 tiles
CB/9F57: A2        Move vehicle/entity left/down 1x1 tiles
CB/9F58: A2        Move vehicle/entity left/down 1x1 tiles
CB/9F59: 9E        Move vehicle/entity down 8 tiles
CB/9F5A: 9A        Move vehicle/entity down 7 tiles
CB/9F5B: FF        End queue
CB/9F5C: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CB/9F5E: C3        Set vehicle/entity's event speed to fast
CB/9F5F: 82        Move vehicle/entity down 1 tile
CB/9F60: A2        Move vehicle/entity left/down 1x1 tiles
CB/9F61: 9E        Move vehicle/entity down 8 tiles
CB/9F62: 86        Move vehicle/entity down 2 tiles
CB/9F63: FF        End queue
CB/9F64: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/9F66: C3        Set vehicle/entity's event speed to fast
CB/9F67: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F68: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F69: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F6A: 9E        Move vehicle/entity down 8 tiles
CB/9F6B: 86        Move vehicle/entity down 2 tiles
CB/9F6C: FF        End queue
CB/9F6D: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CB/9F6F: C3        Set vehicle/entity's event speed to fast
CB/9F70: 9B        Move vehicle/entity left 7 tiles
CB/9F71: 92        Move vehicle/entity down 5 tiles
CB/9F72: CF        Turn vehicle/entity left
CB/9F73: 1F        Do vehicle/entity graphical action $1F 
CB/9F74: 9E        Move vehicle/entity down 8 tiles
CB/9F75: 86        Move vehicle/entity down 2 tiles
CB/9F76: FF        End queue
CB/9F77: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CB/9F79: C6        Set vehicle/entity to walk when moving
CB/9F7A: C3        Set vehicle/entity's event speed to fast
CB/9F7B: 86        Move vehicle/entity down 2 tiles
CB/9F7C: 8B        Move vehicle/entity left 3 tiles
CB/9F7D: 8A        Move vehicle/entity down 3 tiles
CB/9F7E: A2        Move vehicle/entity left/down 1x1 tiles
CB/9F7F: A2        Move vehicle/entity left/down 1x1 tiles
CB/9F80: 9E        Move vehicle/entity down 8 tiles
CB/9F81: FF        End queue
CB/9F82: 18    Begin action queue for character $18 (NPC $18), 7 bytes long 
CB/9F84: C3        Set vehicle/entity's event speed to fast
CB/9F85: 89        Move vehicle/entity right 3 tiles
CB/9F86: 86        Move vehicle/entity down 2 tiles
CB/9F87: 95        Move vehicle/entity right 6 tiles
CB/9F88: 9E        Move vehicle/entity down 8 tiles
CB/9F89: 92        Move vehicle/entity down 5 tiles
CB/9F8A: FF        End queue
CB/9F8B: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CB/9F8D: C3        Set vehicle/entity's event speed to fast
CB/9F8E: 8D        Move vehicle/entity right 4 tiles
CB/9F8F: 86        Move vehicle/entity down 2 tiles
CB/9F90: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F91: 86        Move vehicle/entity down 2 tiles
CB/9F92: A1        Move vehicle/entity right/down 1x1 tiles
CB/9F93: 9E        Move vehicle/entity down 8 tiles
CB/9F94: 82        Move vehicle/entity down 1 tile
CB/9F95: FF        End queue
CB/9F96: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CB/9F98: C3        Set vehicle/entity's event speed to fast
CB/9F99: 9A        Move vehicle/entity down 7 tiles
CB/9F9A: FF        End queue
CB/9F9B: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/9F9D: C3        Set vehicle/entity's event speed to fast
CB/9F9E: 9A        Move vehicle/entity down 7 tiles
CB/9F9F: FF        End queue
CB/9FA0: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CB/9FA2: C2        Set vehicle/entity's event speed to normal
CB/9FA3: E0        Pause for 4 * 32 (128) frames
CB/9FA5: 80        Move vehicle/entity up 1 tile
CB/9FA6: FF        End queue
CB/9FA7: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CB/9FA9: C2        Set vehicle/entity's event speed to normal
CB/9FAA: E0        Pause for 4 * 32 (128) frames
CB/9FAC: 80        Move vehicle/entity up 1 tile
CB/9FAD: FF        End queue
CB/9FAE: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/9FB0: E0        Pause for 4 * 37 (148) frames
CB/9FB2: CE        Turn vehicle/entity down
CB/9FB3: FF        End queue
CB/9FB4: 4B    Display dialogue message $0229, wait for button press
               CYAN: Walled up in there, we can wait out our enemy!
CB/9FB7: B0    Execute the following commands until $B1 2 times
CB/9FB9: 1C        Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/9FBB: 21            Do vehicle/entity graphical action $21 
CB/9FBC: E0            Pause for 4 * 2 (8) frames
CB/9FBE: CC            Turn vehicle/entity up
CB/9FBF: E0            Pause for 4 * 2 (8) frames
CB/9FC1: FF            End queue
CB/9FC2: 1D        Begin action queue for character $1D (NPC $1D), 7 bytes long 
CB/9FC4: 21            Do vehicle/entity graphical action $21 
CB/9FC5: E0            Pause for 4 * 2 (8) frames
CB/9FC7: CC            Turn vehicle/entity up
CB/9FC8: E0            Pause for 4 * 2 (8) frames
CB/9FCA: FF            End queue
CB/9FCB: 02        Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CB/9FCD: 20            Do vehicle/entity graphical action $20 
CB/9FCE: E0            Pause for 4 * 2 (8) frames
CB/9FD0: CE            Turn vehicle/entity down
CB/9FD1: E0            Pause for 4 * 2 (8) frames
CB/9FD3: FF            End queue
CB/9FD4: B1        End block of repeating commands
CB/9FD5: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/9FD9: 42    Hide object $11
CB/9FDB: 42    Hide object $12
CB/9FDD: 42    Hide object $13
CB/9FDF: 42    Hide object $14
CB/9FE1: 42    Hide object $15
CB/9FE3: 42    Hide object $16
CB/9FE5: 42    Hide object $17
CB/9FE7: 42    Hide object $18
CB/9FE9: 42    Hide object $19
CB/9FEB: 42    Hide object $1A
CB/9FED: 42    Hide object $1B
CB/9FEF: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/9FF1: 5A    Fade screen at speed $04
CB/9FF3: 5C    Pause execution until fade in or fade out is complete
CB/9FF4: B5    Pause for 15 * 5 (75) units
CB/9FF6: B2    Call subroutine $CB0BC4
CB/9FFA: FE    Return

CB/9FFB: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/9FFE: B2    Call subroutine $CA5EA9
CB/A002: 59    Unfade screen at speed $04
CB/A004: 42    Hide object $11
CB/A006: FE    Return

CB/A007: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A00A: B2    Call subroutine $CA5EA9
CB/A00E: 59    Unfade screen at speed $04
CB/A010: 42    Hide object $12
CB/A012: FE    Return

CB/A013: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A016: B2    Call subroutine $CA5EA9
CB/A01A: 59    Unfade screen at speed $04
CB/A01C: 42    Hide object $13
CB/A01E: FE    Return

CB/A01F: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A022: B2    Call subroutine $CA5EA9
CB/A026: 59    Unfade screen at speed $04
CB/A028: 42    Hide object $14
CB/A02A: FE    Return

CB/A02B: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A02E: B2    Call subroutine $CA5EA9
CB/A032: 59    Unfade screen at speed $04
CB/A034: 42    Hide object $15
CB/A036: FE    Return

CB/A037: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A03A: B2    Call subroutine $CA5EA9
CB/A03E: 59    Unfade screen at speed $04
CB/A040: 42    Hide object $16
CB/A042: FE    Return

CB/A043: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A046: B2    Call subroutine $CA5EA9
CB/A04A: 59    Unfade screen at speed $04
CB/A04C: 42    Hide object $17
CB/A04E: FE    Return

CB/A04F: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A052: B2    Call subroutine $CA5EA9
CB/A056: 59    Unfade screen at speed $04
CB/A058: 42    Hide object $18
CB/A05A: FE    Return

CB/A05B: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A05E: B2    Call subroutine $CA5EA9
CB/A062: 59    Unfade screen at speed $04
CB/A064: 42    Hide object $19
CB/A066: FE    Return

CB/A067: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A06A: B2    Call subroutine $CA5EA9
CB/A06E: 59    Unfade screen at speed $04
CB/A070: 42    Hide object $1A
CB/A072: FE    Return

CB/A073: 4D    Invoke battle, enemy set $2B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/A076: B2    Call subroutine $CA5EA9
CB/A07A: 59    Unfade screen at speed $04
CB/A07C: 42    Hide object $1B
CB/A07E: FE    Return

CB/A07F: B2    Call subroutine $CB6AD3
CB/A083: C0    If ($1E80($032) [$1E86, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/A089: C0    If ($1E80($030) [$1E86, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/A08F: B3    Call subroutine $CBA26E, 6 times
CB/A094: C0    If ($1E80($031) [$1E86, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/A09A: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CB/A09C: 28        Do vehicle/entity graphical action $28 
CB/A09D: FF        End queue
CB/A09E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/A0A0: 28        Do vehicle/entity graphical action $28 
CB/A0A1: FF        End queue
CB/A0A2: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/A0A4: 28        Do vehicle/entity graphical action $28 
CB/A0A5: FF        End queue
CB/A0A6: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/A0A8: 28        Do vehicle/entity graphical action $28 
CB/A0A9: FF        End queue
CB/A0AA: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/A0AC: 28        Do vehicle/entity graphical action $28 
CB/A0AD: FF        End queue
CB/A0AE: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/A0B0: 28        Do vehicle/entity graphical action $28 
CB/A0B1: FF        End queue
CB/A0B2: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/A0B4: 28        Do vehicle/entity graphical action $28 
CB/A0B5: FF        End queue
CB/A0B6: FE    Return

CB/A0B7: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/A0B9: 22        Do vehicle/entity graphical action $22 
CB/A0BA: FF        End queue
CB/A0BB: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/A0BD: 68        Do vehicle/entity graphical action $28, flipped horizontally
CB/A0BE: FF        End queue
CB/A0BF: FE    Return

CB/A0C0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/A0C2: 2D        Do vehicle/entity graphical action $2D 
CB/A0C3: FF        End queue
CB/A0C4: FE    Return

CB/A0C5: C0    If ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/A0CB: 6A    Load map $011D (Doma Castle, outdoors (WoB, after the poisoning / WoR)) after fade out, (upper bits $2000), place party at (28, 14), facing down
CB/A0D1: FE    Return

CB/A0D2: C0    If ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/A0D8: 6A    Load map $011D (Doma Castle, outdoors (WoB, after the poisoning / WoR)) after fade out, (upper bits $2000), place party at (37, 13), facing down
CB/A0DE: FE    Return

CB/A0DF: C0    If ($1E80($032) [$1E86, bit 2] is clear), branch to $CA5EB3 (simply returns)
CB/A0E5: 6A    Load map $011D (Doma Castle, outdoors (WoB, after the poisoning / WoR)) after fade out, (upper bits $2000), place party at (28, 33), facing down
CB/A0EB: FE    Return

CB/A0EC: DE    Load CaseWord with the characters in the currently active party?
CB/A0ED: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBA3B9
CB/A0F2: 3D    Create object $02
CB/A0F4: 3F    Assign character $02 (Actor in stot 2) to party 1
CB/A0F7: 47    Make character in slot 0 the lead character
CB/A0F8: 3F    Remove character $05 (Actor in stot 5) from the party
CB/A0FB: 3E    Delete object $05
CB/A0FD: 45    Refresh objects
CB/A0FE: DB    Clear event bit $1E80($501) [$1F20, bit 1]
CB/A100: DB    Clear event bit $1E80($50B) [$1F21, bit 3]
CB/A102: DA    Set event bit $1E80($50C) [$1F21, bit 4]
CB/A104: 6B    Load map $0079 (Doma Castle, outdoors (being poisoned)) instantly, (upper bits $3000), place party at (23, 12), facing left
CB/A10A: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/A10C: D5        Set vehicle/entity's position to (23, 13)
CB/A10F: CF        Turn vehicle/entity left
CB/A110: FF        End queue
CB/A111: 41    Show object $31
CB/A113: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A115: CF        Turn vehicle/entity left
CB/A116: FF        End queue
CB/A117: 96    Restore screen from fade
CB/A118: B5    Pause for 15 * 12 (180) units
CB/A11A: 4B    Display dialogue message $021A, wait for button press
               DOMA SENTRY: Sir CYAN!
CB/A11D: 38    Hold screen
CB/A11E: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/A120: E0        Pause for 4 * 4 (16) frames
CB/A122: CE        Turn vehicle/entity down
CB/A123: FF        End queue
CB/A124: 30    Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete)
CB/A126: C2        Set vehicle/entity's event speed to normal
CB/A127: A1        Move vehicle/entity right/down 1x1 tiles
CB/A128: A1        Move vehicle/entity right/down 1x1 tiles
CB/A129: A1        Move vehicle/entity right/down 1x1 tiles
CB/A12A: A1        Move vehicle/entity right/down 1x1 tiles
CB/A12B: A1        Move vehicle/entity right/down 1x1 tiles
CB/A12C: FF        End queue
CB/A12D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/A12F: CF        Turn vehicle/entity left
CB/A130: FF        End queue
CB/A131: 4B    Display dialogue message $0226, wait for button press (At bottom of screen)
               The Empire's base is bustling with activity. Something must be up!
CB/A134: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/A136: C2        Set vehicle/entity's event speed to normal
CB/A137: 89        Move vehicle/entity right 3 tiles
CB/A138: 8E        Move vehicle/entity down 4 tiles
CB/A139: 85        Move vehicle/entity right 2 tiles
CB/A13A: 82        Move vehicle/entity down 1 tile
CB/A13B: FF        End queue
CB/A13C: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A13E: C2        Set vehicle/entity's event speed to normal
CB/A13F: C7        Set vehicle/entity to stay still when moving
CB/A140: 81        Move vehicle/entity right 1 tile
CB/A141: C6        Set vehicle/entity to walk when moving
CB/A142: FF        End queue
CB/A143: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A145: 82        Move vehicle/entity down 1 tile
CB/A146: FF        End queue
CB/A147: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/A149: CE        Turn vehicle/entity down
CB/A14A: FF        End queue
CB/A14B: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/A14D: C2        Set vehicle/entity's event speed to normal
CB/A14E: 8A        Move vehicle/entity down 3 tiles
CB/A14F: FF        End queue
CB/A150: 94    Pause for 60 units
CB/A151: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A153: 1A        Do vehicle/entity graphical action $1A 
CB/A154: FF        End queue
CB/A155: 4B    Display dialogue message $021C, wait for button press
               CYAN: Huh?
               The water looks odd
CB/A158: 92    Pause for 30 units
CB/A159: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/A15B: 1A        Do vehicle/entity graphical action $1A 
CB/A15C: FF        End queue
CB/A15D: B3    Call subroutine $CBA26E, 2 times
CB/A162: B5    Pause for 15 * 5 (75) units
CB/A164: 30    Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete)
CB/A166: C3        Set vehicle/entity's event speed to fast
CB/A167: 9E        Move vehicle/entity down 8 tiles
CB/A168: 96        Move vehicle/entity down 6 tiles
CB/A169: A1        Move vehicle/entity right/down 1x1 tiles
CB/A16A: A1        Move vehicle/entity right/down 1x1 tiles
CB/A16B: A1        Move vehicle/entity right/down 1x1 tiles
CB/A16C: A1        Move vehicle/entity right/down 1x1 tiles
CB/A16D: A1        Move vehicle/entity right/down 1x1 tiles
CB/A16E: A1        Move vehicle/entity right/down 1x1 tiles
CB/A16F: A1        Move vehicle/entity right/down 1x1 tiles
CB/A170: A1        Move vehicle/entity right/down 1x1 tiles
CB/A171: A1        Move vehicle/entity right/down 1x1 tiles
CB/A172: 85        Move vehicle/entity right 2 tiles
CB/A173: FF        End queue
CB/A174: B5    Pause for 15 * 7 (105) units
CB/A176: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/A178: CE        Turn vehicle/entity down
CB/A179: FF        End queue
CB/A17A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A17C: D5        Set vehicle/entity's position to (29, 19)
CB/A17F: CE        Turn vehicle/entity down
CB/A180: FF        End queue
CB/A181: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/A183: 28        Do vehicle/entity graphical action $28 
CB/A184: FF        End queue
CB/A185: 93    Pause for 45 units
CB/A186: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CB/A188: C3        Set vehicle/entity's event speed to fast
CB/A189: A2        Move vehicle/entity left/down 1x1 tiles
CB/A18A: A2        Move vehicle/entity left/down 1x1 tiles
CB/A18B: 9F        Move vehicle/entity left 8 tiles
CB/A18C: FF        End queue
CB/A18D: B2    Call subroutine $CBA26E
CB/A191: 11    Begin action queue for character $11 (NPC $11), 23 bytes long 
CB/A193: E0        Pause for 4 * 3 (12) frames
CB/A195: 0B        Do vehicle/entity graphical action $0B 
CB/A196: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A197: E0        Pause for 4 * 4 (16) frames
CB/A199: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A19A: C7        Set vehicle/entity to stay still when moving
CB/A19B: E0        Pause for 4 * 2 (8) frames
CB/A19D: 28        Do vehicle/entity graphical action $28 
CB/A19E: C8        Set object layering priority to 2 (low nibble 2)
CB/A1A0: C3        Set vehicle/entity's event speed to fast
CB/A1A1: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CB/A1A2: DC        Make vehicle/entity jump (low)
CB/A1A3: 96        Move vehicle/entity down 6 tiles
CB/A1A4: 8A        Move vehicle/entity down 3 tiles
CB/A1A5: 28        Do vehicle/entity graphical action $28 
CB/A1A6: DC        Make vehicle/entity jump (low)
CB/A1A7: 83        Move vehicle/entity left 1 tile
CB/A1A8: C6        Set vehicle/entity to walk when moving
CB/A1A9: FF        End queue
CB/A1AA: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/A1AC: 49    If dialogue window is up, wait for keypress then dismiss
CB/A1AD: 93    Pause for 45 units
CB/A1AE: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/A1B0: E0        Pause for 4 * 22 (88) frames
CB/A1B2: 28        Do vehicle/entity graphical action $28 
CB/A1B3: FF        End queue
CB/A1B4: 30    Begin action queue for character $30 (Camera), 26 bytes long 
CB/A1B6: C3        Set vehicle/entity's event speed to fast
CB/A1B7: A0        Move vehicle/entity right/up 1x1 tiles
CB/A1B8: A0        Move vehicle/entity right/up 1x1 tiles
CB/A1B9: A0        Move vehicle/entity right/up 1x1 tiles
CB/A1BA: 94        Move vehicle/entity up 6 tiles
CB/A1BB: 9D        Move vehicle/entity right 8 tiles
CB/A1BC: A0        Move vehicle/entity right/up 1x1 tiles
CB/A1BD: 9C        Move vehicle/entity up 8 tiles
CB/A1BE: 9F        Move vehicle/entity left 8 tiles
CB/A1BF: A2        Move vehicle/entity left/down 1x1 tiles
CB/A1C0: A2        Move vehicle/entity left/down 1x1 tiles
CB/A1C1: 9F        Move vehicle/entity left 8 tiles
CB/A1C2: 9F        Move vehicle/entity left 8 tiles
CB/A1C3: A9        Move vehicle/entity left/down 2x1 tiles
CB/A1C4: A9        Move vehicle/entity left/down 2x1 tiles
CB/A1C5: A9        Move vehicle/entity left/down 2x1 tiles
CB/A1C6: 9C        Move vehicle/entity up 8 tiles
CB/A1C7: A5        Move vehicle/entity right/up 2x1 tiles
CB/A1C8: A5        Move vehicle/entity right/up 2x1 tiles
CB/A1C9: A5        Move vehicle/entity right/up 2x1 tiles
CB/A1CA: A5        Move vehicle/entity right/up 2x1 tiles
CB/A1CB: A5        Move vehicle/entity right/up 2x1 tiles
CB/A1CC: A5        Move vehicle/entity right/up 2x1 tiles
CB/A1CD: 99        Move vehicle/entity right 7 tiles
CB/A1CE: 82        Move vehicle/entity down 1 tile
CB/A1CF: FF        End queue
CB/A1D0: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/A1D2: E0        Pause for 4 * 26 (104) frames
CB/A1D4: 28        Do vehicle/entity graphical action $28 
CB/A1D5: FF        End queue
CB/A1D6: B2    Call subroutine $CBA26E
CB/A1DA: B5    Pause for 15 * 6 (90) units
CB/A1DC: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/A1DE: E0        Pause for 4 * 18 (72) frames
CB/A1E0: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A1E1: E0        Pause for 4 * 6 (24) frames
CB/A1E3: 28        Do vehicle/entity graphical action $28 
CB/A1E4: FF        End queue
CB/A1E5: B5    Pause for 15 * 7 (105) units
CB/A1E7: B2    Call subroutine $CBA26E
CB/A1EB: 16    Begin action queue for character $16 (NPC $16), 12 bytes long 
CB/A1ED: E0        Pause for 4 * 32 (128) frames
CB/A1EF: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A1F0: E0        Pause for 4 * 2 (8) frames
CB/A1F2: 0B        Do vehicle/entity graphical action $0B 
CB/A1F3: C7        Set vehicle/entity to stay still when moving
CB/A1F4: DC        Make vehicle/entity jump (low)
CB/A1F5: 81        Move vehicle/entity right 1 tile
CB/A1F6: 28        Do vehicle/entity graphical action $28 
CB/A1F7: C6        Set vehicle/entity to walk when moving
CB/A1F8: FF        End queue
CB/A1F9: B5    Pause for 15 * 10 (150) units
CB/A1FB: B2    Call subroutine $CBA26E
CB/A1FF: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CB/A201: E0        Pause for 4 * 24 (96) frames
CB/A203: 1F        Do vehicle/entity graphical action $1F 
CB/A204: E0        Pause for 4 * 2 (8) frames
CB/A206: 28        Do vehicle/entity graphical action $28 
CB/A207: FF        End queue
CB/A208: B5    Pause for 15 * 5 (75) units
CB/A20A: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/A20C: 91    Pause for 15 units
CB/A20D: 4B    Display dialogue message $021A, wait for button press
               DOMA SENTRY: Sir CYAN!
CB/A210: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/A212: CF        Turn vehicle/entity left
CB/A213: FF        End queue
CB/A214: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/A216: E0        Pause for 4 * 2 (8) frames
CB/A218: CD        Turn vehicle/entity right
CB/A219: FF        End queue
CB/A21A: F2    Fade out current song with transition time 32
CB/A21C: 92    Pause for 30 units
CB/A21D: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/A21F: CE        Turn vehicle/entity down
CB/A220: FF        End queue
CB/A221: 4B    Display dialogue message $021E, wait for button press
               CYAN: This is POISON!
CB/A224: 93    Pause for 45 units
CB/A225: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A227: 1F        Do vehicle/entity graphical action $1F 
CB/A228: E0        Pause for 4 * 4 (16) frames
CB/A22A: CE        Turn vehicle/entity down
CB/A22B: FF        End queue
CB/A22C: 4B    Display dialogue message $0227, wait for button press
               DOMA SENTRY: What lowdown, contemptible!
CB/A22F: 93    Pause for 45 units
CB/A230: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/A232: FA    Stop temporarily played song
CB/A233: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A235: 1F        Do vehicle/entity graphical action $1F 
CB/A236: FF        End queue
CB/A237: 93    Pause for 45 units
CB/A238: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A23A: CD        Turn vehicle/entity right
CB/A23B: FF        End queue
CB/A23C: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CB/A23E: E0        Pause for 4 * 2 (8) frames
CB/A240: CF        Turn vehicle/entity left
CB/A241: FF        End queue
CB/A242: 4B    Display dialogue message $0228, wait for button press
               CYAN: Guard our liege!
CB/A245: D0    Set event bit $1E80($030) [$1E86, bit 0]
CB/A247: F0    Play song 50 (The Unforgiven), (high bit clear), full volume
CB/A249: 02    Begin action queue for character $02 (Actor in stot 2), 11 bytes long 
CB/A24B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/A24C: E0        Pause for 4 * 1 (4) frames
CB/A24E: CD        Turn vehicle/entity right
CB/A24F: E0        Pause for 4 * 1 (4) frames
CB/A251: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/A252: E0        Pause for 4 * 1 (4) frames
CB/A254: CD        Turn vehicle/entity right
CB/A255: FF        End queue
CB/A256: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CB/A258: 22        Do vehicle/entity graphical action $22 
CB/A259: E0        Pause for 4 * 1 (4) frames
CB/A25B: CF        Turn vehicle/entity left
CB/A25C: E0        Pause for 4 * 1 (4) frames
CB/A25E: 22        Do vehicle/entity graphical action $22 
CB/A25F: E0        Pause for 4 * 1 (4) frames
CB/A261: CF        Turn vehicle/entity left
CB/A262: FF        End queue
CB/A263: DA    Set event bit $1E80($50B) [$1F21, bit 3]
CB/A265: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/A267: E0        Pause for 4 * 3 (12) frames
CB/A269: CC        Turn vehicle/entity up
CB/A26A: FF        End queue
CB/A26B: 39    Free screen
CB/A26C: 3A    Enable player to move while event commands execute
CB/A26D: FE    Return

CB/A26E: 51    Modify background color range from [49, 4A]: Add (Black) at intensity 3
CB/A272: 51    Modify background color range from [4B, 4C]: Add (Black) at intensity 3
CB/A276: 51    Modify background color range from [4D, 4D]: Add (Black) at intensity 3
CB/A27A: 51    Modify background color range from [56, 56]: Add (Black) at intensity 3
CB/A27E: 51    Modify background color range from [5E, 5E]: Add (Black) at intensity 3
CB/A282: 51    Modify background color range from [5B, 5B]: Add (Black) at intensity 3
CB/A286: 51    Modify background color range from [71, 71]: Add (Black) at intensity 3
CB/A28A: 51    Modify background color range from [73, 75]: Add (Black) at intensity 3
CB/A28E: 51    Modify background color range from [75, 75]: Add (Black) at intensity 3
CB/A292: 51    Modify background color range from [72, 72]: Add (Black) at intensity 3
CB/A296: 51    Modify background color range from [76, 76]: Add (Black) at intensity 3
CB/A29A: 51    Modify background color range from [74, 74]: Add (Black) at intensity 3
CB/A29E: FE    Return

CB/A29F: C0    If ($1E80($031) [$1E86, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/A2A5: DB    Clear event bit $1E80($50C) [$1F21, bit 4]
CB/A2A7: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A2A9: D5        Set vehicle/entity's position to (3, 26)
CB/A2AC: CE        Turn vehicle/entity down
CB/A2AD: FF        End queue
CB/A2AE: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/A2B0: C2        Set vehicle/entity's event speed to normal
CB/A2B1: 86        Move vehicle/entity down 2 tiles
CB/A2B2: 81        Move vehicle/entity right 1 tile
CB/A2B3: CF        Turn vehicle/entity left
CB/A2B4: FF        End queue
CB/A2B5: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A2B7: C3        Set vehicle/entity's event speed to fast
CB/A2B8: 82        Move vehicle/entity down 1 tile
CB/A2B9: A1        Move vehicle/entity right/down 1x1 tiles
CB/A2BA: 96        Move vehicle/entity down 6 tiles
CB/A2BB: FF        End queue
CB/A2BC: 4B    Display dialogue message $022C, wait for button press (At bottom of screen)
               DOMA SENTRY: To the King, on the double!
CB/A2BF: 4B    Display dialogue message $022D, wait for button press (At bottom of screen)
               CYAN: Right!
               The King's room is near!
CB/A2C2: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/A2C4: C3        Set vehicle/entity's event speed to fast
CB/A2C5: 91        Move vehicle/entity right 5 tiles
CB/A2C6: CC        Turn vehicle/entity up
CB/A2C7: FF        End queue
CB/A2C8: 73    Replace current map's Layer 1 at (9, 34) with the following (2 x 3) chunk, refresh immediately
CB/A2CD:       $08, $09
CB/A2CF:       $0A, $18
CB/A2D1:       $19, $1A
CB/A2D3: F4    Play sound effect 44
CB/A2D5: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/A2D7: C3        Set vehicle/entity's event speed to fast
CB/A2D8: 84        Move vehicle/entity up 2 tiles
CB/A2D9: FF        End queue
CB/A2DA: 6A    Load map $007B (Doma Castle, all rooms except Cyan's (always)) after fade out, (upper bits $3000), place party at (25, 17), facing left
CB/A2E0: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/A2E2: C3        Set vehicle/entity's event speed to fast
CB/A2E3: 88        Move vehicle/entity up 3 tiles
CB/A2E4: 1F        Do vehicle/entity graphical action $1F 
CB/A2E5: FF        End queue
CB/A2E6: 93    Pause for 45 units
CB/A2E7: 38    Hold screen
CB/A2E8: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long 
CB/A2EA: C3        Set vehicle/entity's event speed to fast
CB/A2EB: 8C        Move vehicle/entity up 4 tiles
CB/A2EC: E0        Pause for 4 * 2 (8) frames
CB/A2EE: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A2EF: FF        End queue
CB/A2F0: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/A2F2: C3        Set vehicle/entity's event speed to fast
CB/A2F3: 94        Move vehicle/entity up 6 tiles
CB/A2F4: FF        End queue
CB/A2F5: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/A2F7: 4B    Display dialogue message $021F, wait for button press
               CYAN: Your Highness!
               Fear not!
               KING DOMA: Who's there?
CB/A2FA: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long 
CB/A2FC: CF        Turn vehicle/entity left
CB/A2FD: E0        Pause for 4 * 4 (16) frames
CB/A2FF: 22        Do vehicle/entity graphical action $22 
CB/A300: E0        Pause for 4 * 6 (24) frames
CB/A302: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A303: FF        End queue
CB/A304: 4B    Display dialogue message $0220, wait for button press
               CYAN: CYAN, Excellency.
               KING DOMA: Indeed!
               My sight is going fast
               Can't see a thing
               CYAN: Excellency!
               Hang on!
               KING DOMA: CYAN
               You have defended the realm since my father's dayshack, cough
               Thank you
               It's over
               Our kingdom is through.
CB/A307: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/A309: 02    Begin action queue for character $02 (Actor in stot 2), 20 bytes long (Wait until complete)
CB/A30B: 23        Do vehicle/entity graphical action $23 
CB/A30C: E0        Pause for 4 * 1 (4) frames
CB/A30E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/A30F: E0        Pause for 4 * 1 (4) frames
CB/A311: 23        Do vehicle/entity graphical action $23 
CB/A312: E0        Pause for 4 * 1 (4) frames
CB/A314: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/A315: E0        Pause for 4 * 1 (4) frames
CB/A317: 23        Do vehicle/entity graphical action $23 
CB/A318: E0        Pause for 4 * 1 (4) frames
CB/A31A: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/A31B: E0        Pause for 4 * 1 (4) frames
CB/A31D: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/A31E: FF        End queue
CB/A31F: 4B    Display dialogue message $0221, wait for button press
               CYAN: Not yet, Highness!
               KING DOMA: I fear for your family. Uhhchest is on ffire
               CYAN: Save your strength!
               Don't talk!
               KING DOMA: Gorun to your familyhack gasp 
               CYAN: Highness!!
CB/A322: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A324: D5        Set vehicle/entity's position to (25, 17)
CB/A327: CC        Turn vehicle/entity up
CB/A328: FF        End queue
CB/A329: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/A32B: E0        Pause for 4 * 10 (40) frames
CB/A32D: 22        Do vehicle/entity graphical action $22 
CB/A32E: FF        End queue
CB/A32F: 95    Pause for 120 units
CB/A330: 10    Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete)
CB/A332: C2        Set vehicle/entity's event speed to normal
CB/A333: A3        Move vehicle/entity left/up 1x1 tiles
CB/A334: 8C        Move vehicle/entity up 4 tiles
CB/A335: E0        Pause for 4 * 4 (16) frames
CB/A337: 1F        Do vehicle/entity graphical action $1F 
CB/A338: E0        Pause for 4 * 4 (16) frames
CB/A33A: CC        Turn vehicle/entity up
CB/A33B: FF        End queue
CB/A33C: 95    Pause for 120 units
CB/A33D: 4B    Display dialogue message $021A, wait for button press
               DOMA SENTRY: Sir CYAN!
CB/A340: 94    Pause for 60 units
CB/A341: 02    Begin action queue for character $02 (Actor in stot 2), 14 bytes long (Wait until complete)
CB/A343: 23        Do vehicle/entity graphical action $23 
CB/A344: E0        Pause for 4 * 2 (8) frames
CB/A346: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/A347: E0        Pause for 4 * 2 (8) frames
CB/A349: 23        Do vehicle/entity graphical action $23 
CB/A34A: E0        Pause for 4 * 2 (8) frames
CB/A34C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/A34D: E0        Pause for 4 * 2 (8) frames
CB/A34F: CE        Turn vehicle/entity down
CB/A350: FF        End queue
CB/A351: 94    Pause for 60 units
CB/A352: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/A354: 20        Do vehicle/entity graphical action $20 
CB/A355: E0        Pause for 4 * 11 (44) frames
CB/A357: CE        Turn vehicle/entity down
CB/A358: FF        End queue
CB/A359: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/A35B: 21        Do vehicle/entity graphical action $21 
CB/A35C: E0        Pause for 4 * 13 (52) frames
CB/A35E: CC        Turn vehicle/entity up
CB/A35F: FF        End queue
CB/A360: 94    Pause for 60 units
CB/A361: 4B    Display dialogue message $022F, wait for button press
               CYAN: There have to be some survivors in the castle!
               DOMA SENTRY: Let's split up
CB/A364: F2    Fade out current song with transition time 8
CB/A366: 93    Pause for 45 units
CB/A367: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CB/A369: C3        Set vehicle/entity's event speed to fast
CB/A36A: 8E        Move vehicle/entity down 4 tiles
CB/A36B: D5        Set vehicle/entity's position to (40, 9)
CB/A36E: FF        End queue
CB/A36F: 93    Pause for 45 units
CB/A370: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/A372: D0    Set event bit $1E80($031) [$1E86, bit 1]
CB/A374: F0    Play song 12 (Cyan), (high bit clear), full volume
CB/A376: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/A378: C2        Set vehicle/entity's event speed to normal
CB/A379: 86        Move vehicle/entity down 2 tiles
CB/A37A: FF        End queue
CB/A37B: 39    Free screen
CB/A37C: 3A    Enable player to move while event commands execute
CB/A37D: FE    Return

CB/A37E: 4B    Display dialogue message $022E, wait for button press
               CYAN: Highness
CB/A381: FE    Return

CB/A382: 4B    Display dialogue message $022C, wait for button press
               DOMA SENTRY: To the King, on the double!
CB/A385: FE    Return

CB/A386: 4B    Display dialogue message $021A, wait for button press (At bottom of screen)
               DOMA SENTRY: Sir CYAN!
CB/A389: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CB/A38B: E0        Pause for 4 * 10 (40) frames
CB/A38D: 22        Do vehicle/entity graphical action $22 
CB/A38E: FF        End queue
CB/A38F: 4B    Display dialogue message $022B, wait for button press (At bottom of screen)
               DOMA SENTRY: We're through.
CB/A392: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/A394: FE    Return

CB/A395: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/A39B: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/A39D: C2        Set vehicle/entity's event speed to normal
CB/A39E: 80        Move vehicle/entity up 1 tile
CB/A39F: FF        End queue
CB/A3A0: B5    Pause for 15 * 16 (240) units
CB/A3A2: 02    Begin action queue for character $02 (Actor in stot 2), 11 bytes long (Wait until complete)
CB/A3A4: C2        Set vehicle/entity's event speed to normal
CB/A3A5: 82        Move vehicle/entity down 1 tile
CB/A3A6: E0        Pause for 4 * 3 (12) frames
CB/A3A8: 82        Move vehicle/entity down 1 tile
CB/A3A9: E0        Pause for 4 * 3 (12) frames
CB/A3AB: 20        Do vehicle/entity graphical action $20 
CB/A3AC: E0        Pause for 4 * 10 (40) frames
CB/A3AE: FF        End queue
CB/A3AF: 4B    Display dialogue message $0230, wait for button press
               CYAN: Here, too
CB/A3B2: 93    Pause for 45 units
CB/A3B3: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A3B5: CE        Turn vehicle/entity down
CB/A3B6: FF        End queue
CB/A3B7: 3A    Enable player to move while event commands execute
CB/A3B8: FE    Return

CB/A3B9: 3F    Remove character $03 (Actor in stot 3) from the party
CB/A3BC: 3E    Delete object $03
CB/A3BE: 45    Refresh objects
CB/A3BF: FE    Return

CB/A3C0: 4B    Display dialogue message $0233, wait for button press
               TROOPER: This is off limits.
CB/A3C3: FE    Return

CB/A3C4: C0    If ($1E80($03A) [$1E87, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/A3CA: 6A    Load map $0087 (Phantom Forest, leading to train platform (before Phantom Train only)) after fade out, (upper bits $0000), place party at (3, 12), facing up
CB/A3D0: FE    Return

CB/A3D1: C0    If ($1E80($192) [$1EB2, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/A3D7: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/A3D9: C2        Set vehicle/entity's event speed to normal
CB/A3DA: 88        Move vehicle/entity up 3 tiles
CB/A3DB: 85        Move vehicle/entity right 2 tiles
CB/A3DC: FF        End queue
CB/A3DD: D2    Set event bit $1E80($192) [$1EB2, bit 2]
CB/A3DF: B2    Call subroutine $CBA3EC
CB/A3E3: FE    Return

CB/A3E4: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/A3EC: F4    Play sound effect 233
CB/A3EE: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CB/A3F0: 92    Pause for 30 units
CB/A3F1: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/A3F5: 4B    Display dialogue message $0B83, wait for button press
               Recovery spring
CB/A3F8: FE    Return

CB/A3F9: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/A401: B2    Call subroutine $CBA3EC
CB/A405: FE    Return

CB/A406: C1    If ($1E80($0A4) [$1E94, bit 4] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/A40E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/A410: F7    End most recent loop of currently playing song
CB/A411: FE    Return

CB/A412: F0    Play song 0 (Silence), (high bit clear), full volume
CB/A414: 74    Replace current map's Layer 2 at (58, 7) with the following (2 x 1) chunk
CB/A419:       $B8, $BE
CB/A41B: 74    Replace current map's Layer 2 at (70, 10) with the following (2 x 15) chunk
CB/A420:       $7A, $7A
CB/A422:       $7A, $7A
CB/A424:       $7A, $7A
CB/A426:       $7A, $7A
CB/A428:       $7A, $7A
CB/A42A:       $7A, $02
CB/A42C:       $7A, $7D
CB/A42E:       $E9, $89
CB/A430:       $88, $89
CB/A432:       $89, $89
CB/A434:       $89, $89
CB/A436:       $89, $89
CB/A438:       $03, $89
CB/A43A:       $89, $88
CB/A43C:       $8A, $86
CB/A43E: 74    Replace current map's Layer 2 at (15, 73) with the following (2 x 14) chunk
CB/A443:       $01, $01
CB/A445:       $01, $01
CB/A447:       $01, $01
CB/A449:       $01, $01
CB/A44B:       $01, $01
CB/A44D:       $01, $F9
CB/A44F:       $01, $01
CB/A451:       $01, $01
CB/A453:       $01, $01
CB/A455:       $01, $01
CB/A457:       $01, $01
CB/A459:       $DC, $03
CB/A45B:       $DE, $01
CB/A45D:       $01, $01
CB/A45F: 74    Replace current map's Layer 2 at (56, 10) with the following (2 x 14) chunk
CB/A464:       $EE, $78
CB/A466:       $02, $7A
CB/A468:       $78, $7A
CB/A46A:       $7A, $7A
CB/A46C:       $7A, $7A
CB/A46E:       $7D, $7A
CB/A470:       $7A, $7A
CB/A472:       $84, $88
CB/A474:       $89, $89
CB/A476:       $89, $89
CB/A478:       $89, $89
CB/A47A:       $89, $89
CB/A47C:       $89, $89
CB/A47E:       $89, $89
CB/A480: 74    Replace current map's Layer 2 at (2, 73) with the following (2 x 13) chunk
CB/A485:       $01, $F9
CB/A487:       $01, $01
CB/A489:       $01, $01
CB/A48B:       $01, $01
CB/A48D:       $01, $01
CB/A48F:       $01, $01
CB/A491:       $01, $01
CB/A493:       $01, $01
CB/A495:       $01, $01
CB/A497:       $01, $01
CB/A499:       $01, $01
CB/A49B:       $01, $01
CB/A49D:       $01, $01
CB/A49F: 74    Replace current map's Layer 2 at (24, 74) with the following (2 x 1) chunk
CB/A4A4:       $03, $13
CB/A4A6: 75    Refresh map after alteration
CB/A4A7: B2    Call subroutine $CB6AD3
CB/A4AB: FE    Return

CB/A4AC: 73    Replace current map's Layer 1 at (24, 74) with the following (2 x 1) chunk, refresh immediately
CB/A4B1:       $03, $13
CB/A4B3: FE    Return

CB/A4B4: 74    Replace current map's Layer 2 at (4, 10) with the following (2 x 15) chunk
CB/A4B9:       $78, $02
CB/A4BB:       $7A, $78
CB/A4BD:       $7A, $7A
CB/A4BF:       $7A, $7A
CB/A4C1:       $7A, $7A
CB/A4C3:       $78, $7A
CB/A4C5:       $7A, $7A
CB/A4C7:       $7A, $88
CB/A4C9:       $89, $89
CB/A4CB:       $89, $89
CB/A4CD:       $89, $89
CB/A4CF:       $89, $89
CB/A4D1:       $89, $89
CB/A4D3:       $89, $89
CB/A4D5:       $8A, $89
CB/A4D7: 74    Replace current map's Layer 2 at (19, 10) with the following (2 x 13) chunk
CB/A4DC:       $7A, $7A
CB/A4DE:       $7A, $7A
CB/A4E0:       $7A, $7A
CB/A4E2:       $7A, $7A
CB/A4E4:       $7A, $78
CB/A4E6:       $7A, $7D
CB/A4E8:       $02, $89
CB/A4EA:       $89, $89
CB/A4EC:       $89, $89
CB/A4EE:       $89, $02
CB/A4F0:       $02, $02
CB/A4F2:       $8A, $89
CB/A4F4:       $8A, $02
CB/A4F6: 74    Replace current map's Layer 2 at (2, 73) with the following (2 x 14) chunk
CB/A4FB:       $00, $F9
CB/A4FD:       $00, $00
CB/A4FF:       $00, $00
CB/A501:       $00, $00
CB/A503:       $00, $00
CB/A505:       $00, $00
CB/A507:       $00, $00
CB/A509:       $00, $00
CB/A50B:       $00, $00
CB/A50D:       $00, $00
CB/A50F:       $00, $00
CB/A511:       $00, $00
CB/A513:       $00, $00
CB/A515:       $00, $00
CB/A517: 74    Replace current map's Layer 2 at (16, 73) with the following (2 x 13) chunk
CB/A51C:       $00, $00
CB/A51E:       $00, $00
CB/A520:       $00, $00
CB/A522:       $00, $00
CB/A524:       $00, $00
CB/A526:       $00, $00
CB/A528:       $00, $00
CB/A52A:       $00, $00
CB/A52C:       $00, $00
CB/A52E:       $00, $00
CB/A530:       $DC, $03
CB/A532:       $DE, $00
CB/A534:       $00, $00
CB/A536: 74    Replace current map's Layer 2 at (26, 69) with the following (4 x 1) chunk
CB/A53B:       $00, $00, $00, $00
CB/A53F: 75    Refresh map after alteration
CB/A540: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/A542: 22        Do vehicle/entity graphical action $22 
CB/A543: FF        End queue
CB/A544: FE    Return

CB/A545: C0    If ($1E80($1FF) [$1EBF, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/A54B: 73    Replace current map's Layer 1 at (56, 4) with the following (2 x 1) chunk, refresh immediately
CB/A550:       $09, $19
CB/A552: FE    Return

CB/A553: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA564
CB/A559: C0    If ($1E80($17E) [$1EAF, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/A55F: B2    Call subroutine $CB8CB0
CB/A563: FE    Return

CB/A564: 74    Replace current map's Layer 2 at (1, 6) with the following (3 x 3) chunk
CB/A569:       $01, $96, $8B
CB/A56C:       $01, $96, $9B
CB/A56F:       $01, $96, $DA
CB/A572: 74    Replace current map's Layer 2 at (29, 6) with the following (3 x 2) chunk
CB/A577:       $96, $01, $96
CB/A57A:       $01, $96, $01
CB/A57D: 74    Replace current map's Layer 2 at (29, 68) with the following (5 x 1) chunk
CB/A582:       $9F, $AF, $9E, $AE, $9F
CB/A587: 74    Replace current map's Layer 2 at (2, 68) with the following (5 x 1) chunk
CB/A58C:       $9E, $AE, $9F, $AF, $9E
CB/A591: 75    Refresh map after alteration
CB/A592: FE    Return

CB/A593: B2    Call subroutine $CBB90E
CB/A597: B2    Call subroutine $CBB922
CB/A59B: B2    Call subroutine $CBB936
CB/A59F: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A55
CB/A5A5: FE    Return

CB/A5A6: C0    If ($1E80($17F) [$1EAF, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/A5AC: 73    Replace current map's Layer 1 at (28, 3) with the following (1 x 1) chunk, refresh immediately
CB/A5B1:       $3D
CB/A5B2: 73    Replace current map's Layer 1 at (26, 5) with the following (4 x 1) chunk, refresh immediately
CB/A5B7:       $96, $96, $96, $96
CB/A5BB: FE    Return

CB/A5BC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A55
CB/A5C2: 73    Replace current map's Layer 1 at (20, 6) with the following (2 x 2) chunk, refresh immediately
CB/A5C7:       $71, $72
CB/A5C9:       $18, $19
CB/A5CB: B2    Call subroutine $CBA5D6
CB/A5CF: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A4C
CB/A5D5: FE    Return

CB/A5D6: C9    If ($1E80($188) [$1EB1, bit 0] is clear) and ($1E80($187) [$1EB0, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/A5DE: 73    Replace current map's Layer 1 at (5, 24) with the following (1 x 1) chunk, refresh immediately
CB/A5E3:       $12
CB/A5E4: FE    Return

CB/A5E5: C0    If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/A5EB: D2    Set event bit $1E80($1FF) [$1EBF, bit 7]
CB/A5ED: F4    Play sound effect 44
CB/A5EF: 73    Replace current map's Layer 1 at (56, 4) with the following (4 x 1) chunk, refresh immediately
CB/A5F4:       $09, $19, $12, $04
CB/A5F8: FE    Return

CB/A5F9: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/A5FF: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/A601: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A603: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A605: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A607: 6A    Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $0000), place party at (26, 10), facing up
CB/A60D: FE    Return

CB/A60E: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/A614: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/A616: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A618: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A61A: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A61C: 6A    Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $3000), place party at (29, 7), facing left
CB/A622: FE    Return

CB/A623: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/A629: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/A62B: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A62D: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A62F: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A631: 6A    Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $1000), place party at (2, 7), facing right
CB/A637: FE    Return

CB/A638: 6A    Load map $0095 (Phantom Train, seating car with detachment switch) after fade out, (upper bits $3000), place party at (30, 7), facing left
CB/A63E: FE    Return

CB/A63F: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A641: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/A643: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A645: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A647: 6A    Load map $0095 (Phantom Train, seating car with detachment switch) after fade out, (upper bits $3000), place party at (30, 7), facing left
CB/A64D: FE    Return

CB/A64E: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/A650: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A652: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A654: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A656: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $3000), place party at (25, 8), facing left
CB/A65C: FE    Return

CB/A65D: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/A65F: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A661: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A663: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A665: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $1000), place party at (2, 8), facing right
CB/A66B: FE    Return

CB/A66C: D2    Set event bit $1E80($17E) [$1EAF, bit 6]
CB/A66E: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A670: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/A672: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A674: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A676: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $3000), place party at (25, 8), facing left
CB/A67C: FE    Return

CB/A67D: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/A683: D2    Set event bit $1E80($180) [$1EB0, bit 0]
CB/A685: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A687: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A689: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A68B: DA    Set event bit $1E80($509) [$1F21, bit 1]
CB/A68D: 6A    Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $0000), place party at (26, 10), facing up
CB/A693: FE    Return

CB/A694: D2    Set event bit $1E80($17E) [$1EAF, bit 6]
CB/A696: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A698: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/A69A: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A69C: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A69E: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $1000), place party at (2, 8), facing right
CB/A6A4: FE    Return

CB/A6A5: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/A6AB: 6A    Load map $0092 (Phantom Train, caboose inner room and engine room (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 12), facing up
CB/A6B1: C0    If ($1E80($179) [$1EAF, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/A6B7: D2    Set event bit $1E80($179) [$1EAF, bit 1]
CB/A6B9: 4B    Display dialogue message $02C1, wait for button press
               This is the engineer's room.
               Gotta stop this thing!
CB/A6BC: FE    Return

CB/A6BD: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA6D7
CB/A6C3: 6A    Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 28), facing up
CB/A6C9: FE    Return

CB/A6CA: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA6DE
CB/A6D0: 6A    Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (23, 11), facing up
CB/A6D6: FE    Return

CB/A6D7: 6A    Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (23, 11), facing up
CB/A6DD: FE    Return

CB/A6DE: 6A    Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (23, 28), facing up
CB/A6E4: FE    Return

CB/A6E5: D2    Set event bit $1E80($17E) [$1EAF, bit 6]
CB/A6E7: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A6E9: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/A6EB: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A6ED: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A6EF: 6A    Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $3000), place party at (29, 7), facing left
CB/A6F5: 96    Restore screen from fade
CB/A6F6: FE    Return

CB/A6F7: D2    Set event bit $1E80($17E) [$1EAF, bit 6]
CB/A6F9: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A6FB: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/A6FD: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A6FF: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A701: 6A    Load map $0091 (Phantom Train, first 3 seating cars) after fade out, (upper bits $1000), place party at (2, 7), facing right
CB/A707: 96    Restore screen from fade
CB/A708: FE    Return

CB/A709: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/A70B: 1F        Do vehicle/entity graphical action $1F 
CB/A70C: C7        Set vehicle/entity to stay still when moving
CB/A70D: E0        Pause for 4 * 3 (12) frames
CB/A70F: FF        End queue
CB/A710: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/A712: F4    Play sound effect 186
CB/A714: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/A716: C3        Set vehicle/entity's event speed to fast
CB/A717: 86        Move vehicle/entity down 2 tiles
CB/A718: E0        Pause for 4 * 2 (8) frames
CB/A71A: FF        End queue
CB/A71B: 5A    Fade screen at speed $04
CB/A71D: D2    Set event bit $1E80($17E) [$1EAF, bit 6]
CB/A71F: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A721: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/A723: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A725: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A727: 5C    Pause execution until fade in or fade out is complete
CB/A728: 6B    Load map $0091 (Phantom Train, first 3 seating cars) instantly, (upper bits $2000), place party at (17, 0), facing down
CB/A72E: 74    Replace current map's Layer 2 at (25, 9) with the following (2 x 3) chunk
CB/A733:       $85, $8B
CB/A735:       $84, $01
CB/A737:       $01, $01
CB/A739: 74    Replace current map's Layer 2 at (25, 71) with the following (4 x 3) chunk
CB/A73E:       $65, $90, $64, $75
CB/A742:       $90, $74, $5D, $5C
CB/A746:       $5D, $2B, $2B, $2C
CB/A74A: 75    Refresh map after alteration
CB/A74B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/A74D: C8        Set object layering priority to 2 (low nibble 2)
CB/A74F: FF        End queue
CB/A750: 96    Restore screen from fade
CB/A751: B2    Call subroutine $CB6A9F
CB/A755: B2    Call subroutine $CB6A37
CB/A759: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/A75B: FE    Return

CB/A75C: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7E2
CB/A762: 4B    Display dialogue message $02C5, wait for button press
               SABIN: Won't open!
CB/A765: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/A767: C2        Set vehicle/entity's event speed to normal
CB/A768: 80        Move vehicle/entity up 1 tile
CB/A769: CE        Turn vehicle/entity down
CB/A76A: FF        End queue
CB/A76B: FE    Return

CB/A76C: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7EB
CB/A772: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA840
CB/A778: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $1000), place party at (75, 8), facing right
CB/A77E: FE    Return

CB/A77F: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7F4
CB/A785: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA849
CB/A78B: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (66, 8), facing left
CB/A791: FE    Return

CB/A792: C0    If ($1E80($183) [$1EB0, bit 3] is set), branch to $CBA7A1
CB/A798: 4B    Display dialogue message $02C0, wait for button press
               We have to detach the rear train cars!
CB/A79B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/A79D: C2        Set vehicle/entity's event speed to normal
CB/A79E: 83        Move vehicle/entity left 1 tile
CB/A79F: FF        End queue
CB/A7A0: FE    Return

CB/A7A1: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (117, 8), facing right
CB/A7A7: FE    Return

CB/A7A8: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/A7AA: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $3000), place party at (27, 8), facing left
CB/A7B0: FE    Return

CB/A7B1: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA7D9
CB/A7B7: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA815
CB/A7BD: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A7BF: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (83, 8), facing right
CB/A7C5: FE    Return

CB/A7C6: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA7FD
CB/A7CC: C0    If ($1E80($180) [$1EB0, bit 0] is set), branch to $CBA7A8
CB/A7D2: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $3000), place party at (74, 8), facing left
CB/A7D8: FE    Return

CB/A7D9: D3    Clear event bit $1E80($17E) [$1EAF, bit 6]
CB/A7DB: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (67, 8), facing right
CB/A7E1: FE    Return

CB/A7E2: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/A7E4: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $2000), place party at (41, 9), facing down
CB/A7EA: FE    Return

CB/A7EB: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/A7ED: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $1000), place party at (43, 8), facing right
CB/A7F3: FE    Return

CB/A7F4: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/A7F6: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (34, 8), facing left
CB/A7FC: FE    Return

CB/A7FD: D3    Clear event bit $1E80($17E) [$1EAF, bit 6]
CB/A7FF: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A801: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $3000), place party at (58, 8), facing left
CB/A807: FE    Return

CB/A808: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB93BF
CB/A80E: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $2000), place party at (38, 9), facing down
CB/A814: FE    Return

CB/A815: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/A817: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (38, 8), facing right
CB/A81D: FE    Return

CB/A81E: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (19, 9), facing down
CB/A824: FE    Return

CB/A825: C0    If ($1E80($17E) [$1EAF, bit 6] is set), branch to $CBA832
CB/A82B: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (9, 9), facing down
CB/A831: FE    Return

CB/A832: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (19, 9), facing down
CB/A838: FE    Return

CB/A839: 6A    Load map $0097 (Phantom Train, hallways outside suites) after fade out, (upper bits $2000), place party at (9, 9), facing down
CB/A83F: FE    Return

CB/A840: D3    Clear event bit $1E80($17E) [$1EAF, bit 6]
CB/A842: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (59, 8), facing left
CB/A848: FE    Return

CB/A849: D3    Clear event bit $1E80($17E) [$1EAF, bit 6]
CB/A84B: 6A    Load map $008E (Phantom Train, exterior (before detaching rear cars)) after fade out, (upper bits $3000), place party at (50, 8), facing left
CB/A851: FE    Return

CB/A852: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/A858: 73    Replace current map's Layer 1 at (24, 74) with the following (2 x 1) chunk, refresh immediately
CB/A85D:       $02, $12
CB/A85F: F4    Play sound effect 44
CB/A861: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/A863: FE    Return

CB/A864: C0    If ($1E80($038) [$1E87, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/A86A: 38    Hold screen
CB/A86B: B2    Call subroutine $CAC6AC
CB/A86F: 02    Begin action queue for character $02 (Actor in stot 2), 12 bytes long 
CB/A871: C2        Set vehicle/entity's event speed to normal
CB/A872: 81        Move vehicle/entity right 1 tile
CB/A873: E0        Pause for 4 * 2 (8) frames
CB/A875: CF        Turn vehicle/entity left
CB/A876: E0        Pause for 4 * 2 (8) frames
CB/A878: CE        Turn vehicle/entity down
CB/A879: E0        Pause for 4 * 2 (8) frames
CB/A87B: CF        Turn vehicle/entity left
CB/A87C: FF        End queue
CB/A87D: 03    Begin action queue for character $03 (Actor in stot 3), 12 bytes long 
CB/A87F: C2        Set vehicle/entity's event speed to normal
CB/A880: 82        Move vehicle/entity down 1 tile
CB/A881: E0        Pause for 4 * 2 (8) frames
CB/A883: CD        Turn vehicle/entity right
CB/A884: E0        Pause for 4 * 2 (8) frames
CB/A886: CF        Turn vehicle/entity left
CB/A887: E0        Pause for 4 * 2 (8) frames
CB/A889: CC        Turn vehicle/entity up
CB/A88A: FF        End queue
CB/A88B: 05    Begin action queue for character $05 (Actor in stot 5), 12 bytes long (Wait until complete)
CB/A88D: C2        Set vehicle/entity's event speed to normal
CB/A88E: 83        Move vehicle/entity left 1 tile
CB/A88F: E0        Pause for 4 * 2 (8) frames
CB/A891: CC        Turn vehicle/entity up
CB/A892: E0        Pause for 4 * 2 (8) frames
CB/A894: CE        Turn vehicle/entity down
CB/A895: E0        Pause for 4 * 2 (8) frames
CB/A897: CD        Turn vehicle/entity right
CB/A898: FF        End queue
CB/A899: 4B    Display dialogue message $02A4, wait for button press
               CYAN: A train's there!?
               But I thought Doma's railway had been destroyed?
               SABIN: May be survivors inside. Let's take a look.
CB/A89C: 02    Begin action queue for character $02 (Actor in stot 2), 11 bytes long 
CB/A89E: 22        Do vehicle/entity graphical action $22 
CB/A89F: E0        Pause for 4 * 2 (8) frames
CB/A8A1: CF        Turn vehicle/entity left
CB/A8A2: E0        Pause for 4 * 2 (8) frames
CB/A8A4: 22        Do vehicle/entity graphical action $22 
CB/A8A5: E0        Pause for 4 * 2 (8) frames
CB/A8A7: CF        Turn vehicle/entity left
CB/A8A8: FF        End queue
CB/A8A9: 03    Begin action queue for character $03 (Actor in stot 3), 11 bytes long 
CB/A8AB: 21        Do vehicle/entity graphical action $21 
CB/A8AC: E0        Pause for 4 * 2 (8) frames
CB/A8AE: CC        Turn vehicle/entity up
CB/A8AF: E0        Pause for 4 * 2 (8) frames
CB/A8B1: 21        Do vehicle/entity graphical action $21 
CB/A8B2: E0        Pause for 4 * 2 (8) frames
CB/A8B4: CC        Turn vehicle/entity up
CB/A8B5: FF        End queue
CB/A8B6: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete)
CB/A8B8: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/A8B9: E0        Pause for 4 * 2 (8) frames
CB/A8BB: CD        Turn vehicle/entity right
CB/A8BC: E0        Pause for 4 * 2 (8) frames
CB/A8BE: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/A8BF: E0        Pause for 4 * 2 (8) frames
CB/A8C1: CD        Turn vehicle/entity right
CB/A8C2: FF        End queue
CB/A8C3: B2    Call subroutine $CB2E34
CB/A8C7: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/A8C9: C2        Set vehicle/entity's event speed to normal
CB/A8CA: 83        Move vehicle/entity left 1 tile
CB/A8CB: FF        End queue
CB/A8CC: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long 
CB/A8CE: C2        Set vehicle/entity's event speed to normal
CB/A8CF: 80        Move vehicle/entity up 1 tile
CB/A8D0: FF        End queue
CB/A8D1: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/A8D3: C2        Set vehicle/entity's event speed to normal
CB/A8D4: 81        Move vehicle/entity right 1 tile
CB/A8D5: FF        End queue
CB/A8D6: D0    Set event bit $1E80($038) [$1E87, bit 0]
CB/A8D8: B2    Call subroutine $CB2E2B
CB/A8DC: B2    Call subroutine $CACB95
CB/A8E0: 3B    Position character in a "ready-to-go" stance
CB/A8E1: 39    Free screen
CB/A8E2: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/A8E4: CC        Turn vehicle/entity up
CB/A8E5: FF        End queue
CB/A8E6: FE    Return

CB/A8E7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/A8E9: C2        Set vehicle/entity's event speed to normal
CB/A8EA: 80        Move vehicle/entity up 1 tile
CB/A8EB: FF        End queue
CB/A8EC: B2    Call subroutine $CBA8F1
CB/A8F0: FE    Return

CB/A8F1: B2    Call subroutine $CAC6AC
CB/A8F5: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/A8F7: 48    Display dialogue message $02AB, continue executing commands
               SABIN: Hey!
               We can get in right here!
CB/A8FA: D3    Clear event bit $1E80($17C) [$1EAF, bit 4]
CB/A8FC: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CB/A8FE: C2        Set vehicle/entity's event speed to normal
CB/A8FF: 80        Move vehicle/entity up 1 tile
CB/A900: FF        End queue
CB/A901: 03    Begin action queue for character $03 (Actor in stot 3), 6 bytes long 
CB/A903: C2        Set vehicle/entity's event speed to normal
CB/A904: CD        Turn vehicle/entity right
CB/A905: C7        Set vehicle/entity to stay still when moving
CB/A906: 83        Move vehicle/entity left 1 tile
CB/A907: C6        Set vehicle/entity to walk when moving
CB/A908: FF        End queue
CB/A909: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/A90B: C2        Set vehicle/entity's event speed to normal
CB/A90C: E0        Pause for 4 * 3 (12) frames
CB/A90E: CC        Turn vehicle/entity up
CB/A90F: FF        End queue
CB/A910: 49    If dialogue window is up, wait for keypress then dismiss
CB/A911: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/A913: E0        Pause for 4 * 9 (36) frames
CB/A915: CC        Turn vehicle/entity up
CB/A916: FF        End queue
CB/A917: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/A919: 1F        Do vehicle/entity graphical action $1F 
CB/A91A: E0        Pause for 4 * 9 (36) frames
CB/A91C: CC        Turn vehicle/entity up
CB/A91D: FF        End queue
CB/A91E: 4B    Display dialogue message $02A5, wait for button press
               CYAN: Sir SABIN!
CB/A921: 05    Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete)
CB/A923: CE        Turn vehicle/entity down
CB/A924: 24        Do vehicle/entity graphical action $24 
CB/A925: E0        Pause for 4 * 3 (12) frames
CB/A927: 25        Do vehicle/entity graphical action $25 
CB/A928: E0        Pause for 4 * 3 (12) frames
CB/A92A: 24        Do vehicle/entity graphical action $24 
CB/A92B: E0        Pause for 4 * 3 (12) frames
CB/A92D: 25        Do vehicle/entity graphical action $25 
CB/A92E: E0        Pause for 4 * 3 (12) frames
CB/A930: FF        End queue
CB/A931: 4B    Display dialogue message $02A6, wait for button press
               SABIN: We can't just wander around out here!
               We have to go on board!
CB/A934: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/A936: C2        Set vehicle/entity's event speed to normal
CB/A937: CC        Turn vehicle/entity up
CB/A938: FF        End queue
CB/A939: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/A93B: C3        Set vehicle/entity's event speed to fast
CB/A93C: 80        Move vehicle/entity up 1 tile
CB/A93D: 1B        Do vehicle/entity graphical action $1B 
CB/A93E: FF        End queue
CB/A93F: 4B    Display dialogue message $02A5, wait for button press
               CYAN: Sir SABIN!
CB/A942: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/A944: E0        Pause for 4 * 2 (8) frames
CB/A946: CC        Turn vehicle/entity up
CB/A947: FF        End queue
CB/A948: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/A94A: E0        Pause for 4 * 4 (16) frames
CB/A94C: CE        Turn vehicle/entity down
CB/A94D: 14        Do vehicle/entity graphical action $14 
CB/A94E: FF        End queue
CB/A94F: 4B    Display dialogue message $02D2, wait for button press
               SABIN: Don't worry!
CB/A952: F4    Play sound effect 44
CB/A954: 73    Replace current map's Layer 1 at (72, 7) with the following (2 x 1) chunk, refresh immediately
CB/A959:       $06, $16
CB/A95B: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/A95D: C8        Set object layering priority to 3 (low nibble 3)
CB/A95F: C2        Set vehicle/entity's event speed to normal
CB/A960: 80        Move vehicle/entity up 1 tile
CB/A961: FF        End queue
CB/A962: 42    Hide object $05
CB/A964: 4B    Display dialogue message $02A5, wait for button press
               CYAN: Sir SABIN!
CB/A967: 5A    Fade screen at speed $08
CB/A969: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/A96B: C3        Set vehicle/entity's event speed to fast
CB/A96C: 81        Move vehicle/entity right 1 tile
CB/A96D: 88        Move vehicle/entity up 3 tiles
CB/A96E: FF        End queue
CB/A96F: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/A971: C3        Set vehicle/entity's event speed to fast
CB/A972: 84        Move vehicle/entity up 2 tiles
CB/A973: FF        End queue
CB/A974: 42    Hide object $02
CB/A976: 42    Hide object $03
CB/A978: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/A97A: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/A97C: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/A97E: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/A980: D9    Clear event bit $1E80($426) [$1F04, bit 6]
CB/A982: D9    Clear event bit $1E80($427) [$1F04, bit 7]
CB/A984: 5C    Pause execution until fade in or fade out is complete
CB/A985: 6B    Load map $0091 (Phantom Train, first 3 seating cars) instantly, (upper bits $0000), place party at (26, 11), facing up
CB/A98B: 39    Free screen
CB/A98C: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/A98E: D7        Center screen on vehicle/entity
CB/A98F: FF        End queue
CB/A990: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/A992: D7        Center screen on vehicle/entity
CB/A993: FF        End queue
CB/A994: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/A996: D7        Center screen on vehicle/entity
CB/A997: FF        End queue
CB/A998: 41    Show object $05
CB/A99A: 05    Begin action queue for character $05 (Actor in stot 5), 24 bytes long 
CB/A99C: C2        Set vehicle/entity's event speed to normal
CB/A99D: 8C        Move vehicle/entity up 4 tiles
CB/A99E: E0        Pause for 4 * 5 (20) frames
CB/A9A0: CD        Turn vehicle/entity right
CB/A9A1: E0        Pause for 4 * 5 (20) frames
CB/A9A3: CF        Turn vehicle/entity left
CB/A9A4: E0        Pause for 4 * 5 (20) frames
CB/A9A6: CC        Turn vehicle/entity up
CB/A9A7: E0        Pause for 4 * 5 (20) frames
CB/A9A9: CE        Turn vehicle/entity down
CB/A9AA: E0        Pause for 4 * 5 (20) frames
CB/A9AC: CF        Turn vehicle/entity left
CB/A9AD: E0        Pause for 4 * 3 (12) frames
CB/A9AF: CD        Turn vehicle/entity right
CB/A9B0: E0        Pause for 4 * 3 (12) frames
CB/A9B2: CE        Turn vehicle/entity down
CB/A9B3: FF        End queue
CB/A9B4: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/A9B6: B0    Execute the following commands until $B1 2 times
CB/A9B8: 05        Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CB/A9BA: 19            Do vehicle/entity graphical action $19 
CB/A9BB: E0            Pause for 4 * 3 (12) frames
CB/A9BD: 1A            Do vehicle/entity graphical action $1A 
CB/A9BE: E0            Pause for 4 * 3 (12) frames
CB/A9C0: FF            End queue
CB/A9C1: B1        End block of repeating commands
CB/A9C2: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/A9C4: CE        Turn vehicle/entity down
CB/A9C5: FF        End queue
CB/A9C6: 4B    Display dialogue message $02A7, wait for button press
               SABIN: What on earth?
CB/A9C9: 41    Show object $02
CB/A9CB: 41    Show object $03
CB/A9CD: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/A9CF: CE        Turn vehicle/entity down
CB/A9D0: FF        End queue
CB/A9D1: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/A9D3: C3        Set vehicle/entity's event speed to fast
CB/A9D4: 88        Move vehicle/entity up 3 tiles
CB/A9D5: FF        End queue
CB/A9D6: 03    Begin action queue for character $03 (Actor in stot 3), 6 bytes long 
CB/A9D8: C2        Set vehicle/entity's event speed to normal
CB/A9D9: 84        Move vehicle/entity up 2 tiles
CB/A9DA: 83        Move vehicle/entity left 1 tile
CB/A9DB: 80        Move vehicle/entity up 1 tile
CB/A9DC: CD        Turn vehicle/entity right
CB/A9DD: FF        End queue
CB/A9DE: 4B    Display dialogue message $02A8, wait for button press
               CYAN: Let me off!
               This train's haunted!
CB/A9E1: 93    Pause for 45 units
CB/A9E2: F4    Play sound effect 146
CB/A9E4: 95    Pause for 120 units
CB/A9E5: F4    Play sound effect 146
CB/A9E7: 93    Pause for 45 units
CB/A9E8: F0    Play song 32 (The Phantom Train #1), (high bit clear), full volume
CB/A9EA: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/A9EC: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/A9EE: 1F        Do vehicle/entity graphical action $1F 
CB/A9EF: FF        End queue
CB/A9F0: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/A9F2: 1F        Do vehicle/entity graphical action $1F 
CB/A9F3: FF        End queue
CB/A9F4: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/A9F6: 1F        Do vehicle/entity graphical action $1F 
CB/A9F7: FF        End queue
CB/A9F8: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/A9FA: B5    Pause for 15 * 6 (90) units
CB/A9FC: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/A9FE: CC        Turn vehicle/entity up
CB/A9FF: FF        End queue
CB/AA00: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/AA02: CD        Turn vehicle/entity right
CB/AA03: FF        End queue
CB/AA04: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/AA06: CE        Turn vehicle/entity down
CB/AA07: FF        End queue
CB/AA08: 4B    Display dialogue message $02D1, wait for button press
               SABIN: Iit's moving!
               CYAN: If we don't get off now
CB/AA0B: B2    Call subroutine $CB2E34
CB/AA0F: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/AA11: 81        Move vehicle/entity right 1 tile
CB/AA12: FF        End queue
CB/AA13: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/AA15: 82        Move vehicle/entity down 1 tile
CB/AA16: FF        End queue
CB/AA17: B8    Set bit $1DC9($4B) [$1DD2, bit 3]
CB/AA19: B2    Call subroutine $CB2E2B
CB/AA1D: B2    Call subroutine $CB6A37
CB/AA21: B2    Call subroutine $CACB95
CB/AA25: FE    Return

CB/AA26: C0    If ($1E80($039) [$1E87, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/AA2C: B2    Call subroutine $CAC6AC
CB/AA30: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/AA32: CE        Turn vehicle/entity down
CB/AA33: FF        End queue
CB/AA34: 03    Begin action queue for character $03 (Actor in stot 3), 6 bytes long 
CB/AA36: C2        Set vehicle/entity's event speed to normal
CB/AA37: CE        Turn vehicle/entity down
CB/AA38: C7        Set vehicle/entity to stay still when moving
CB/AA39: A3        Move vehicle/entity left/up 1x1 tiles
CB/AA3A: C6        Set vehicle/entity to walk when moving
CB/AA3B: FF        End queue
CB/AA3C: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/AA3E: C2        Set vehicle/entity's event speed to normal
CB/AA3F: CE        Turn vehicle/entity down
CB/AA40: C7        Set vehicle/entity to stay still when moving
CB/AA41: A0        Move vehicle/entity right/up 1x1 tiles
CB/AA42: C6        Set vehicle/entity to walk when moving
CB/AA43: FF        End queue
CB/AA44: 4B    Display dialogue message $02C5, wait for button press
               SABIN: Won't open!
CB/AA47: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/AA49: 20        Do vehicle/entity graphical action $20 
CB/AA4A: FF        End queue
CB/AA4B: 4B    Display dialogue message $02C6, wait for button press
               CYAN: We're too late.
CB/AA4E: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/AA50: C2        Set vehicle/entity's event speed to normal
CB/AA51: 80        Move vehicle/entity up 1 tile
CB/AA52: CD        Turn vehicle/entity right
CB/AA53: FF        End queue
CB/AA54: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/AA56: CD        Turn vehicle/entity right
CB/AA57: FF        End queue
CB/AA58: 4B    Display dialogue message $02C7, wait for button press
               SABIN: What's with this train?
CB/AA5B: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/AA5D: E0        Pause for 4 * 4 (16) frames
CB/AA5F: CF        Turn vehicle/entity left
CB/AA60: FF        End queue
CB/AA61: 4B    Display dialogue message $02C8, wait for button press
               CYAN: This is the Phantom Train
               It carries the departed tothe other side.
CB/AA64: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/AA66: 1F        Do vehicle/entity graphical action $1F 
CB/AA67: E0        Pause for 4 * 9 (36) frames
CB/AA69: CD        Turn vehicle/entity right
CB/AA6A: FF        End queue
CB/AA6B: 4B    Display dialogue message $02C9, wait for button press
               SABIN: Wait a sec
               I don't want to go THERE!
               CYAN: We all have to go sometime
CB/AA6E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/AA70: 18        Do vehicle/entity graphical action $18 
CB/AA71: FF        End queue
CB/AA72: 4B    Display dialogue message $02CA, wait for button press
               SABIN: I have things to do HERE.
               We have to stop this thing. Let's make for the engine.
CB/AA75: B2    Call subroutine $CB2E34
CB/AA79: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/AA7B: CE        Turn vehicle/entity down
CB/AA7C: FF        End queue
CB/AA7D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CB/AA7F: D5        Set vehicle/entity's position to (26, 9)
CB/AA82: CE        Turn vehicle/entity down
CB/AA83: FF        End queue
CB/AA84: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/AA86: 81        Move vehicle/entity right 1 tile
CB/AA87: FF        End queue
CB/AA88: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/AA8A: C2        Set vehicle/entity's event speed to normal
CB/AA8B: 83        Move vehicle/entity left 1 tile
CB/AA8C: FF        End queue
CB/AA8D: B2    Call subroutine $CB2E2B
CB/AA91: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/AA93: DA    Set event bit $1E80($567) [$1F2C, bit 7]
CB/AA95: 3D    Create object $18
CB/AA97: 3D    Create object $19
CB/AA99: 3D    Create object $1A
CB/AA9B: 45    Refresh objects
CB/AA9C: 41    Show object $18
CB/AA9E: 41    Show object $19
CB/AAA0: 41    Show object $1A
CB/AAA2: D0    Set event bit $1E80($039) [$1E87, bit 1]
CB/AAA4: F7    End most recent loop of currently playing song
CB/AAA5: B2    Call subroutine $CACB95
CB/AAA9: 3B    Position character in a "ready-to-go" stance
CB/AAAA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AAAC: CE        Turn vehicle/entity down
CB/AAAD: FF        End queue
CB/AAAE: FE    Return

CB/AAAF: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/AAB5: C0    If ($1E80($039) [$1E87, bit 1] is set), branch to $CBA76C
CB/AABB: 4B    Display dialogue message $028B, wait for button press
               Can't leave the train now!
CB/AABE: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/AAC0: C2        Set vehicle/entity's event speed to normal
CB/AAC1: 83        Move vehicle/entity left 1 tile
CB/AAC2: FF        End queue
CB/AAC3: FE    Return

CB/AAC4: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/AACA: C0    If ($1E80($039) [$1E87, bit 1] is set), branch to $CBA77F
CB/AAD0: 4B    Display dialogue message $028B, wait for button press
               Can't leave the train now!
CB/AAD3: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/AAD5: C2        Set vehicle/entity's event speed to normal
CB/AAD6: 81        Move vehicle/entity right 1 tile
CB/AAD7: FF        End queue
CB/AAD8: FE    Return

CB/AAD9: 4B    Display dialogue message $02CD, wait for button press
               SABIN: But
               The greater our number,
               the slower we can move.
               Forget it!
CB/AADC: FE    Return

CB/AADD: 4B    Display dialogue message $02CC, wait for button press
               SABIN: What is it?
               CYAN: Seems to want to come with us.
               Bring it along?
               ^(Sure)
               ^(No way)
CB/AAE0: B6    Indexed branch based on prior dialogue selection [$CBAC06, $CA5EB3]
CB/AAE7: FE    Return

CB/AAE8: 4B    Display dialogue message $02CC, wait for button press
               SABIN: What is it?
               CYAN: Seems to want to come with us.
               Bring it along?
               ^(Sure)
               ^(No way)
CB/AAEB: B6    Indexed branch based on prior dialogue selection [$CBABB9, $CA5EB3]
CB/AAF2: FE    Return

CB/AAF3: 4B    Display dialogue message $02CC, wait for button press
               SABIN: What is it?
               CYAN: Seems to want to come with us.
               Bring it along?
               ^(Sure)
               ^(No way)
CB/AAF6: B6    Indexed branch based on prior dialogue selection [$CBAB6C, $CA5EB3]
CB/AAFD: FE    Return

CB/AAFE: 4B    Display dialogue message $02CC, wait for button press
               SABIN: What is it?
               CYAN: Seems to want to come with us.
               Bring it along?
               ^(Sure)
               ^(No way)
CB/AB01: B6    Indexed branch based on prior dialogue selection [$CBACA0, $CA5EB3]
CB/AB08: FE    Return

CB/AB09: 4B    Display dialogue message $02CC, wait for button press
               SABIN: What is it?
               CYAN: Seems to want to come with us.
               Bring it along?
               ^(Sure)
               ^(No way)
CB/AB0C: B6    Indexed branch based on prior dialogue selection [$CBAB1F, $CA5EB3]
CB/AB13: FE    Return

CB/AB14: 4B    Display dialogue message $02CC, wait for button press
               SABIN: What is it?
               CYAN: Seems to want to come with us.
               Bring it along?
               ^(Sure)
               ^(No way)
CB/AB17: B6    Indexed branch based on prior dialogue selection [$CBAC53, $CA5EB3]
CB/AB1E: FE    Return

CB/AB1F: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/AB23: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9
CB/AB29: DE    Load CaseWord with the characters in the currently active party?
CB/AB2A: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAB4E
CB/AB30: 40    Assign properties $10 to character $07 (Actor in stot 7)
CB/AB33: 3D    Create object $07
CB/AB35: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/AB38: 37    Assign graphics $14 to object $07 (Actor in stot 7)
CB/AB3B: 43    Assign palette $00 to character $07 (Actor in stot 7)
CB/AB3E: 7F    Change character $07's name to $10 (????? )
CB/AB41: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AB45: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/AB48: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/AB4B: 42    Hide object $10
CB/AB4D: FE    Return

CB/AB4E: 40    Assign properties $11 to character $08 (Actor in stot 8)
CB/AB51: 3D    Create object $08
CB/AB53: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/AB56: 37    Assign graphics $14 to object $08 (Actor in stot 8)
CB/AB59: 43    Assign palette $00 to character $08 (Actor in stot 8)
CB/AB5C: 7F    Change character $08's name to $11 (????? )
CB/AB5F: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AB63: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/AB66: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/AB69: 42    Hide object $10
CB/AB6B: FE    Return

CB/AB6C: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/AB70: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9
CB/AB76: DE    Load CaseWord with the characters in the currently active party?
CB/AB77: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAB9B
CB/AB7D: 40    Assign properties $10 to character $07 (Actor in stot 7)
CB/AB80: 3D    Create object $07
CB/AB82: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/AB85: 37    Assign graphics $14 to object $07 (Actor in stot 7)
CB/AB88: 43    Assign palette $00 to character $07 (Actor in stot 7)
CB/AB8B: 7F    Change character $07's name to $10 (????? )
CB/AB8E: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AB92: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/AB95: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/AB98: 42    Hide object $18
CB/AB9A: FE    Return

CB/AB9B: 40    Assign properties $11 to character $08 (Actor in stot 8)
CB/AB9E: 3D    Create object $08
CB/ABA0: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/ABA3: 37    Assign graphics $14 to object $08 (Actor in stot 8)
CB/ABA6: 43    Assign palette $00 to character $08 (Actor in stot 8)
CB/ABA9: 7F    Change character $08's name to $11 (????? )
CB/ABAC: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/ABB0: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/ABB3: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/ABB6: 42    Hide object $18
CB/ABB8: FE    Return

CB/ABB9: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/ABBD: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9
CB/ABC3: DE    Load CaseWord with the characters in the currently active party?
CB/ABC4: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBABE8
CB/ABCA: 40    Assign properties $10 to character $07 (Actor in stot 7)
CB/ABCD: 3D    Create object $07
CB/ABCF: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/ABD2: 37    Assign graphics $14 to object $07 (Actor in stot 7)
CB/ABD5: 43    Assign palette $00 to character $07 (Actor in stot 7)
CB/ABD8: 7F    Change character $07's name to $10 (????? )
CB/ABDB: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/ABDF: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/ABE2: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/ABE5: 42    Hide object $17
CB/ABE7: FE    Return

CB/ABE8: 40    Assign properties $11 to character $08 (Actor in stot 8)
CB/ABEB: 3D    Create object $08
CB/ABED: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/ABF0: 37    Assign graphics $14 to object $08 (Actor in stot 8)
CB/ABF3: 43    Assign palette $00 to character $08 (Actor in stot 8)
CB/ABF6: 7F    Change character $08's name to $11 (????? )
CB/ABF9: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/ABFD: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/AC00: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/AC03: 42    Hide object $17
CB/AC05: FE    Return

CB/AC06: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/AC0A: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9
CB/AC10: DE    Load CaseWord with the characters in the currently active party?
CB/AC11: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAC35
CB/AC17: 40    Assign properties $10 to character $07 (Actor in stot 7)
CB/AC1A: 3D    Create object $07
CB/AC1C: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/AC1F: 37    Assign graphics $14 to object $07 (Actor in stot 7)
CB/AC22: 43    Assign palette $00 to character $07 (Actor in stot 7)
CB/AC25: 7F    Change character $07's name to $10 (????? )
CB/AC28: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AC2C: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/AC2F: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/AC32: 42    Hide object $16
CB/AC34: FE    Return

CB/AC35: 40    Assign properties $11 to character $08 (Actor in stot 8)
CB/AC38: 3D    Create object $08
CB/AC3A: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/AC3D: 37    Assign graphics $14 to object $08 (Actor in stot 8)
CB/AC40: 43    Assign palette $00 to character $08 (Actor in stot 8)
CB/AC43: 7F    Change character $08's name to $11 (????? )
CB/AC46: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AC4A: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/AC4D: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/AC50: 42    Hide object $16
CB/AC52: FE    Return

CB/AC53: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/AC57: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9
CB/AC5D: DE    Load CaseWord with the characters in the currently active party?
CB/AC5E: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBAC82
CB/AC64: 40    Assign properties $10 to character $07 (Actor in stot 7)
CB/AC67: 3D    Create object $07
CB/AC69: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/AC6C: 37    Assign graphics $14 to object $07 (Actor in stot 7)
CB/AC6F: 43    Assign palette $00 to character $07 (Actor in stot 7)
CB/AC72: 7F    Change character $07's name to $10 (????? )
CB/AC75: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AC79: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/AC7C: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/AC7F: 42    Hide object $11
CB/AC81: FE    Return

CB/AC82: 40    Assign properties $11 to character $08 (Actor in stot 8)
CB/AC85: 3D    Create object $08
CB/AC87: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/AC8A: 37    Assign graphics $14 to object $08 (Actor in stot 8)
CB/AC8D: 43    Assign palette $00 to character $08 (Actor in stot 8)
CB/AC90: 7F    Change character $08's name to $11 (????? )
CB/AC93: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/AC97: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/AC9A: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/AC9D: 42    Hide object $11
CB/AC9F: FE    Return

CB/ACA0: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/ACA4: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAAD9
CB/ACAA: DE    Load CaseWord with the characters in the currently active party?
CB/ACAB: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CBACCF
CB/ACB1: 40    Assign properties $10 to character $07 (Actor in stot 7)
CB/ACB4: 3D    Create object $07
CB/ACB6: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/ACB9: 37    Assign graphics $14 to object $07 (Actor in stot 7)
CB/ACBC: 43    Assign palette $00 to character $07 (Actor in stot 7)
CB/ACBF: 7F    Change character $07's name to $10 (????? )
CB/ACC2: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/ACC6: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/ACC9: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/ACCC: 42    Hide object $10
CB/ACCE: FE    Return

CB/ACCF: 40    Assign properties $11 to character $08 (Actor in stot 8)
CB/ACD2: 3D    Create object $08
CB/ACD4: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/ACD7: 37    Assign graphics $14 to object $08 (Actor in stot 8)
CB/ACDA: 43    Assign palette $00 to character $08 (Actor in stot 8)
CB/ACDD: 7F    Change character $08's name to $11 (????? )
CB/ACE0: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/ACE4: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/ACE7: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/ACEA: 42    Hide object $10
CB/ACEC: FE    Return

CB/ACED: 4B    Display dialogue message $02CB, wait for button press
               Look out!
CB/ACF0: B2    Call subroutine $CB69D8
CB/ACF4: 4D    Invoke battle, enemy set $2F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/ACF7: B2    Call subroutine $CA5EA9
CB/ACFB: 47    Make character in slot 0 the lead character
CB/ACFC: 96    Restore screen from fade
CB/ACFD: FE    Return

CB/ACFE: B2    Call subroutine $CBACED
CB/AD02: 42    Hide object $19
CB/AD04: FE    Return

CB/AD05: B2    Call subroutine $CBACED
CB/AD09: 42    Hide object $1A
CB/AD0B: FE    Return

CB/AD0C: B2    Call subroutine $CBACED
CB/AD10: 42    Hide object $1C
CB/AD12: FE    Return

CB/AD13: B2    Call subroutine $CBACED
CB/AD17: 42    Hide object $1B
CB/AD19: FE    Return

CB/AD1A: B2    Call subroutine $CBACED
CB/AD1E: 42    Hide object $12
CB/AD20: FE    Return

CB/AD21: B2    Call subroutine $CBACED
CB/AD25: 42    Hide object $13
CB/AD27: FE    Return

CB/AD28: B2    Call subroutine $CBACED
CB/AD2C: 42    Hide object $14
CB/AD2E: FE    Return

CB/AD2F: B2    Call subroutine $CBACED
CB/AD33: 42    Hide object $15
CB/AD35: FE    Return

CB/AD36: B2    Call subroutine $CBACED
CB/AD3A: 42    Hide object $11
CB/AD3C: FE    Return

CB/AD3D: B2    Call subroutine $CBACED
CB/AD41: 42    Hide object $12
CB/AD43: FE    Return

CB/AD44: 4B    Display dialogue message $02D0, wait for button press
               Howdy, folks. I have some
               great, value-priced items!
               ^(Shop)
               ^(Don't shop)
CB/AD47: B6    Indexed branch based on prior dialogue selection [$CBAD4F, $CA5EB3]
CB/AD4E: FE    Return

CB/AD4F: 9B    Invoke shop $55
CB/AD51: FE    Return

CB/AD52: DE    Load CaseWord with the characters in the currently active party?
CB/AD53: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAE77
CB/AD59: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/AD5D: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAD70
CB/AD63: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CBADD4
CB/AD69: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/AD6F: FE    Return

CB/AD70: B2    Call subroutine $CAC6AC
CB/AD74: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/AD79: 45    Refresh objects
CB/AD7A: B2    Call subroutine $CB2E34
CB/AD7E: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/AD80: C2        Set vehicle/entity's event speed to normal
CB/AD81: 83        Move vehicle/entity left 1 tile
CB/AD82: FF        End queue
CB/AD83: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/AD85: C2        Set vehicle/entity's event speed to normal
CB/AD86: 89        Move vehicle/entity right 3 tiles
CB/AD87: 82        Move vehicle/entity down 1 tile
CB/AD88: CF        Turn vehicle/entity left
CB/AD89: FF        End queue
CB/AD8A: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete)
CB/AD8C: E0        Pause for 4 * 3 (12) frames
CB/AD8E: C2        Set vehicle/entity's event speed to normal
CB/AD8F: 89        Move vehicle/entity right 3 tiles
CB/AD90: CF        Turn vehicle/entity left
CB/AD91: FF        End queue
CB/AD92: 92    Pause for 30 units
CB/AD93: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/AD95: CD        Turn vehicle/entity right
CB/AD96: FF        End queue
CB/AD97: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AD99: CD        Turn vehicle/entity right
CB/AD9A: FF        End queue
CB/AD9B: 92    Pause for 30 units
CB/AD9C: 4B    Display dialogue message $02CE, wait for button press
               Shall we be off?
CB/AD9F: B5    Pause for 15 * 6 (90) units
CB/ADA1: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CB/ADA3: C2        Set vehicle/entity's event speed to normal
CB/ADA4: 85        Move vehicle/entity right 2 tiles
CB/ADA5: 8C        Move vehicle/entity up 4 tiles
CB/ADA6: 91        Move vehicle/entity right 5 tiles
CB/ADA7: FF        End queue
CB/ADA8: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete)
CB/ADAA: C2        Set vehicle/entity's event speed to normal
CB/ADAB: 82        Move vehicle/entity down 1 tile
CB/ADAC: 85        Move vehicle/entity right 2 tiles
CB/ADAD: 8C        Move vehicle/entity up 4 tiles
CB/ADAE: 8D        Move vehicle/entity right 4 tiles
CB/ADAF: FF        End queue
CB/ADB0: 42    Hide object $33
CB/ADB2: 42    Hide object $34
CB/ADB4: 3E    Delete object $33
CB/ADB6: 3E    Delete object $34
CB/ADB8: 3F    Remove character $07 (Actor in stot 7) from the party
CB/ADBB: 3F    Remove character $08 (Actor in stot 8) from the party
CB/ADBE: 92    Pause for 30 units
CB/ADBF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/ADC1: CF        Turn vehicle/entity left
CB/ADC2: FF        End queue
CB/ADC3: 92    Pause for 30 units
CB/ADC4: 4B    Display dialogue message $02CF, wait for button press
               Guess we're on our own now
CB/ADC7: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CB/ADC9: 81        Move vehicle/entity right 1 tile
CB/ADCA: FF        End queue
CB/ADCB: B2    Call subroutine $CB2E2B
CB/ADCF: B2    Call subroutine $CACB95
CB/ADD3: FE    Return

CB/ADD4: DE    Load CaseWord with the characters in the currently active party?
CB/ADD5: 45    Refresh objects
CB/ADD6: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CBAE29
CB/ADDC: B2    Call subroutine $CAC6AC
CB/ADE0: B2    Call subroutine $CB2E34
CB/ADE4: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/ADE9: 45    Refresh objects
CB/ADEA: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/ADEC: C2        Set vehicle/entity's event speed to normal
CB/ADED: 83        Move vehicle/entity left 1 tile
CB/ADEE: FF        End queue
CB/ADEF: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete)
CB/ADF1: C2        Set vehicle/entity's event speed to normal
CB/ADF2: 89        Move vehicle/entity right 3 tiles
CB/ADF3: CF        Turn vehicle/entity left
CB/ADF4: FF        End queue
CB/ADF5: 92    Pause for 30 units
CB/ADF6: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/ADF8: CD        Turn vehicle/entity right
CB/ADF9: FF        End queue
CB/ADFA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/ADFC: CD        Turn vehicle/entity right
CB/ADFD: FF        End queue
CB/ADFE: 92    Pause for 30 units
CB/ADFF: 4B    Display dialogue message $02CE, wait for button press
               Shall we be off?
CB/AE02: B5    Pause for 15 * 6 (90) units
CB/AE04: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete)
CB/AE06: C2        Set vehicle/entity's event speed to normal
CB/AE07: 82        Move vehicle/entity down 1 tile
CB/AE08: 85        Move vehicle/entity right 2 tiles
CB/AE09: 8C        Move vehicle/entity up 4 tiles
CB/AE0A: 8D        Move vehicle/entity right 4 tiles
CB/AE0B: FF        End queue
CB/AE0C: 42    Hide object $33
CB/AE0E: 3E    Delete object $33
CB/AE10: 3F    Remove character $07 (Actor in stot 7) from the party
CB/AE13: 92    Pause for 30 units
CB/AE14: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AE16: CF        Turn vehicle/entity left
CB/AE17: FF        End queue
CB/AE18: 92    Pause for 30 units
CB/AE19: 4B    Display dialogue message $02CF, wait for button press
               Guess we're on our own now
CB/AE1C: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CB/AE1E: 81        Move vehicle/entity right 1 tile
CB/AE1F: FF        End queue
CB/AE20: B2    Call subroutine $CB2E2B
CB/AE24: B2    Call subroutine $CACB95
CB/AE28: FE    Return

CB/AE29: B2    Call subroutine $CAC6AC
CB/AE2D: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/AE32: 45    Refresh objects
CB/AE33: B2    Call subroutine $CB2E34
CB/AE37: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/AE39: C2        Set vehicle/entity's event speed to normal
CB/AE3A: 83        Move vehicle/entity left 1 tile
CB/AE3B: FF        End queue
CB/AE3C: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete)
CB/AE3E: C2        Set vehicle/entity's event speed to normal
CB/AE3F: 89        Move vehicle/entity right 3 tiles
CB/AE40: CF        Turn vehicle/entity left
CB/AE41: FF        End queue
CB/AE42: 92    Pause for 30 units
CB/AE43: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/AE45: CD        Turn vehicle/entity right
CB/AE46: FF        End queue
CB/AE47: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AE49: CD        Turn vehicle/entity right
CB/AE4A: FF        End queue
CB/AE4B: 92    Pause for 30 units
CB/AE4C: 4B    Display dialogue message $02CE, wait for button press
               Shall we be off?
CB/AE4F: B5    Pause for 15 * 6 (90) units
CB/AE51: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long (Wait until complete)
CB/AE53: C2        Set vehicle/entity's event speed to normal
CB/AE54: 82        Move vehicle/entity down 1 tile
CB/AE55: 85        Move vehicle/entity right 2 tiles
CB/AE56: 8C        Move vehicle/entity up 4 tiles
CB/AE57: 8D        Move vehicle/entity right 4 tiles
CB/AE58: FF        End queue
CB/AE59: 42    Hide object $33
CB/AE5B: 3E    Delete object $33
CB/AE5D: 3F    Remove character $08 (Actor in stot 8) from the party
CB/AE60: 45    Refresh objects
CB/AE61: 92    Pause for 30 units
CB/AE62: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AE64: CF        Turn vehicle/entity left
CB/AE65: FF        End queue
CB/AE66: 92    Pause for 30 units
CB/AE67: 4B    Display dialogue message $02CF, wait for button press
               Guess we're on our own now
CB/AE6A: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CB/AE6C: 81        Move vehicle/entity right 1 tile
CB/AE6D: FF        End queue
CB/AE6E: B2    Call subroutine $CB2E2B
CB/AE72: B2    Call subroutine $CACB95
CB/AE76: FE    Return

CB/AE77: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CB/AE7B: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBAE88
CB/AE81: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/AE87: FE    Return

CB/AE88: B2    Call subroutine $CAC6AC
CB/AE8C: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $03 (Actor in stot 3), $FF (<Invalid Character>)
CB/AE91: 45    Refresh objects
CB/AE92: B2    Call subroutine $CB2E34
CB/AE96: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/AE98: C2        Set vehicle/entity's event speed to normal
CB/AE99: 83        Move vehicle/entity left 1 tile
CB/AE9A: FF        End queue
CB/AE9B: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/AE9D: C2        Set vehicle/entity's event speed to normal
CB/AE9E: 87        Move vehicle/entity left 2 tiles
CB/AE9F: FF        End queue
CB/AEA0: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete)
CB/AEA2: C2        Set vehicle/entity's event speed to normal
CB/AEA3: 89        Move vehicle/entity right 3 tiles
CB/AEA4: CF        Turn vehicle/entity left
CB/AEA5: FF        End queue
CB/AEA6: 92    Pause for 30 units
CB/AEA7: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/AEA9: CD        Turn vehicle/entity right
CB/AEAA: FF        End queue
CB/AEAB: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/AEAD: CD        Turn vehicle/entity right
CB/AEAE: FF        End queue
CB/AEAF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AEB1: CD        Turn vehicle/entity right
CB/AEB2: FF        End queue
CB/AEB3: 92    Pause for 30 units
CB/AEB4: 4B    Display dialogue message $02CE, wait for button press
               Shall we be off?
CB/AEB7: B5    Pause for 15 * 6 (90) units
CB/AEB9: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long (Wait until complete)
CB/AEBB: C2        Set vehicle/entity's event speed to normal
CB/AEBC: 82        Move vehicle/entity down 1 tile
CB/AEBD: 85        Move vehicle/entity right 2 tiles
CB/AEBE: 8C        Move vehicle/entity up 4 tiles
CB/AEBF: 8D        Move vehicle/entity right 4 tiles
CB/AEC0: FF        End queue
CB/AEC1: 42    Hide object $34
CB/AEC3: 3E    Delete object $34
CB/AEC5: 3F    Remove character $07 (Actor in stot 7) from the party
CB/AEC8: 45    Refresh objects
CB/AEC9: 92    Pause for 30 units
CB/AECA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/AECC: CF        Turn vehicle/entity left
CB/AECD: FF        End queue
CB/AECE: 92    Pause for 30 units
CB/AECF: 4B    Display dialogue message $02CF, wait for button press
               Guess we're on our own now
CB/AED2: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CB/AED4: 81        Move vehicle/entity right 1 tile
CB/AED5: FF        End queue
CB/AED6: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CB/AED8: 85        Move vehicle/entity right 2 tiles
CB/AED9: FF        End queue
CB/AEDA: B2    Call subroutine $CB2E2B
CB/AEDE: B2    Call subroutine $CACB95
CB/AEE2: FE    Return

CB/AEE3: 4B    Display dialogue message $0296, wait for button press
               IMPRESARIO: I manage this train! What business have you here?
               Hmmm
               ^(Tell us about the train.)
               ^(How do we stop it?)
               ^(Leave us in peace.)
CB/AEE6: B6    Indexed branch based on prior dialogue selection [$CBAEF1, $CBB90A, $CA5EB3]
CB/AEF0: FE    Return

CB/AEF1: 4B    Display dialogue message $0297, wait for button press
               IMPRESARIO: This train ferries
               the dear departed to the
               other side. There they can take their eternal rest.
CB/AEF4: FE    Return

CB/AEF5: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/AEFB: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/AF01: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/AF03: 4B    Display dialogue message $0299, wait for button press
               CYAN: Be these time schedules?
               SABIN: Hmmm
               They're all blank!
CB/AF06: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/AF08: CD        Turn vehicle/entity right
CB/AF09: FF        End queue
CB/AF0A: 4B    Display dialogue message $029A, wait for button press
               IMPRESARIO: The Phantom Train
               guides the departed ones to
               the spirit world. They have no need of schedules!
CB/AF0D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/AF0F: CE        Turn vehicle/entity down
CB/AF10: FF        End queue
CB/AF11: FE    Return

CB/AF12: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/AF1A: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/AF1C: B2    Call subroutine $CAC6AC
CB/AF20: B2    Call subroutine $CB2E34
CB/AF24: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/AF29: 45    Refresh objects
CB/AF2A: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/AF2C: CC        Turn vehicle/entity up
CB/AF2D: FF        End queue
CB/AF2E: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/AF30: C2        Set vehicle/entity's event speed to normal
CB/AF31: 8A        Move vehicle/entity down 3 tiles
CB/AF32: CC        Turn vehicle/entity up
CB/AF33: FF        End queue
CB/AF34: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CB/AF36: C2        Set vehicle/entity's event speed to normal
CB/AF37: 8A        Move vehicle/entity down 3 tiles
CB/AF38: 83        Move vehicle/entity left 1 tile
CB/AF39: CC        Turn vehicle/entity up
CB/AF3A: FF        End queue
CB/AF3B: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/AF3D: C2        Set vehicle/entity's event speed to normal
CB/AF3E: CC        Turn vehicle/entity up
CB/AF3F: C7        Set vehicle/entity to stay still when moving
CB/AF40: A2        Move vehicle/entity left/down 1x1 tiles
CB/AF41: C6        Set vehicle/entity to walk when moving
CB/AF42: FF        End queue
CB/AF43: 4B    Display dialogue message $029B, wait for button press
               SABIN: What's this?
               Let me just give it a
CB/AF46: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CB/AF48: 1F        Do vehicle/entity graphical action $1F 
CB/AF49: E0        Pause for 4 * 4 (16) frames
CB/AF4B: CC        Turn vehicle/entity up
CB/AF4C: E0        Pause for 4 * 2 (8) frames
CB/AF4E: 1B        Do vehicle/entity graphical action $1B 
CB/AF4F: FF        End queue
CB/AF50: 4B    Display dialogue message $029C, wait for button press
               CYAN: Sir SABIN!
               Maybe we shouldn't fumble with that!
CB/AF53: 05    Begin action queue for character $05 (Actor in stot 5), 17 bytes long 
CB/AF55: 1D        Do vehicle/entity graphical action $1D 
CB/AF56: E0        Pause for 4 * 1 (4) frames
CB/AF58: 1E        Do vehicle/entity graphical action $1E 
CB/AF59: E0        Pause for 4 * 1 (4) frames
CB/AF5B: 1D        Do vehicle/entity graphical action $1D 
CB/AF5C: E0        Pause for 4 * 1 (4) frames
CB/AF5E: 1E        Do vehicle/entity graphical action $1E 
CB/AF5F: E0        Pause for 4 * 1 (4) frames
CB/AF61: 1D        Do vehicle/entity graphical action $1D 
CB/AF62: E0        Pause for 4 * 1 (4) frames
CB/AF64: 1E        Do vehicle/entity graphical action $1E 
CB/AF65: FF        End queue
CB/AF66: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/AF68: F4    Play sound effect 150
CB/AF6A: 73    Replace current map's Layer 1 at (25, 5) with the following (1 x 1) chunk, refresh immediately
CB/AF6F:       $2E
CB/AF70: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/AF72: C2        Set vehicle/entity's event speed to normal
CB/AF73: DD        Make vehicle/entity jump (high)
CB/AF74: 86        Move vehicle/entity down 2 tiles
CB/AF75: CF        Turn vehicle/entity left
CB/AF76: FF        End queue
CB/AF77: 92    Pause for 30 units
CB/AF78: 4B    Display dialogue message $029E, wait for button press
               SABIN: Gave it my best shot.
CB/AF7B: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/AF7D: CE        Turn vehicle/entity down
CB/AF7E: 1F        Do vehicle/entity graphical action $1F 
CB/AF7F: C7        Set vehicle/entity to stay still when moving
CB/AF80: DC        Make vehicle/entity jump (low)
CB/AF81: C6        Set vehicle/entity to walk when moving
CB/AF82: FF        End queue
CB/AF83: 4B    Display dialogue message $02A0, wait for button press
               CYAN: How can you!?
CB/AF86: 48    Display dialogue message $029F, continue executing commands
               CYAN: How could you
CB/AF89: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/AF8B: CC        Turn vehicle/entity up
CB/AF8C: FF        End queue
CB/AF8D: 02    Begin action queue for character $02 (Actor in stot 2), 11 bytes long (Wait until complete)
CB/AF8F: C2        Set vehicle/entity's event speed to normal
CB/AF90: 80        Move vehicle/entity up 1 tile
CB/AF91: 81        Move vehicle/entity right 1 tile
CB/AF92: CC        Turn vehicle/entity up
CB/AF93: E0        Pause for 4 * 3 (12) frames
CB/AF95: 1B        Do vehicle/entity graphical action $1B 
CB/AF96: E0        Pause for 4 * 2 (8) frames
CB/AF98: CC        Turn vehicle/entity up
CB/AF99: FF        End queue
CB/AF9A: F4    Play sound effect 150
CB/AF9C: 73    Replace current map's Layer 1 at (25, 5) with the following (1 x 1) chunk, refresh immediately
CB/AFA1:       $3D
CB/AFA2: 49    If dialogue window is up, wait for keypress then dismiss
CB/AFA3: 92    Pause for 30 units
CB/AFA4: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/AFA6: CE        Turn vehicle/entity down
CB/AFA7: FF        End queue
CB/AFA8: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CB/AFAA: 1B        Do vehicle/entity graphical action $1B 
CB/AFAB: E0        Pause for 4 * 3 (12) frames
CB/AFAD: 1C        Do vehicle/entity graphical action $1C 
CB/AFAE: E0        Pause for 4 * 3 (12) frames
CB/AFB0: FC        Branch 6 bytes backwards ($CBAFAA)
CB/AFB2: FF        End queue
CB/AFB3: 4B    Display dialogue message $029D, wait for button press
               SABIN: CYAN
               You're notscared, are you!?
CB/AFB6: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/AFB8: E0        Pause for 4 * 8 (32) frames
CB/AFBA: CC        Turn vehicle/entity up
CB/AFBB: FF        End queue
CB/AFBC: 02    Begin action queue for character $02 (Actor in stot 2), 23 bytes long (Wait until complete)
CB/AFBE: 1F        Do vehicle/entity graphical action $1F 
CB/AFBF: E0        Pause for 4 * 4 (16) frames
CB/AFC1: 23        Do vehicle/entity graphical action $23 
CB/AFC2: E0        Pause for 4 * 1 (4) frames
CB/AFC4: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/AFC5: E0        Pause for 4 * 1 (4) frames
CB/AFC7: 23        Do vehicle/entity graphical action $23 
CB/AFC8: E0        Pause for 4 * 1 (4) frames
CB/AFCA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/AFCB: E0        Pause for 4 * 1 (4) frames
CB/AFCD: 23        Do vehicle/entity graphical action $23 
CB/AFCE: E0        Pause for 4 * 1 (4) frames
CB/AFD0: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/AFD1: E0        Pause for 4 * 1 (4) frames
CB/AFD3: CE        Turn vehicle/entity down
CB/AFD4: FF        End queue
CB/AFD5: 4B    Display dialogue message $02A1, wait for button press
               CYAN: How dare you?!
               Just because I respect other beings' property doesn't mean I'm not mechanically minded!
CB/AFD8: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/AFDA: 93    Pause for 45 units
CB/AFDB: 4B    Display dialogue message $02A2, wait for button press
               SABIN: CYAN
               You're a total klutz when it comes to machines.
CB/AFDE: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/AFE0: 1F        Do vehicle/entity graphical action $1F 
CB/AFE1: FF        End queue
CB/AFE2: 4B    Display dialogue message $02A3, wait for button press
               CYAN: SILENCE!
               Hhow could you tell?
CB/AFE5: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/AFE7: E0        Pause for 4 * 5 (20) frames
CB/AFE9: 21        Do vehicle/entity graphical action $21 
CB/AFEA: E0        Pause for 4 * 8 (32) frames
CB/AFEC: FF        End queue
CB/AFED: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/AFEF: C2        Set vehicle/entity's event speed to normal
CB/AFF0: 81        Move vehicle/entity right 1 tile
CB/AFF1: 84        Move vehicle/entity up 2 tiles
CB/AFF2: FF        End queue
CB/AFF3: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CB/AFF5: C2        Set vehicle/entity's event speed to normal
CB/AFF6: 84        Move vehicle/entity up 2 tiles
CB/AFF7: FF        End queue
CB/AFF8: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CB/AFFA: C2        Set vehicle/entity's event speed to normal
CB/AFFB: E0        Pause for 4 * 4 (16) frames
CB/AFFD: 80        Move vehicle/entity up 1 tile
CB/AFFE: FF        End queue
CB/AFFF: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CB/B001: C2        Set vehicle/entity's event speed to normal
CB/B002: E0        Pause for 4 * 4 (16) frames
CB/B004: 82        Move vehicle/entity down 1 tile
CB/B005: FF        End queue
CB/B006: 92    Pause for 30 units
CB/B007: B2    Call subroutine $CB2E2B
CB/B00B: B2    Call subroutine $CACB95
CB/B00F: FE    Return

CB/B010: 4B    Display dialogue message $0289, wait for button press
               WAITER: Please order at the table
CB/B013: FE    Return

CB/B014: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/B01A: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/B01C: C0    If ($1E80($19D) [$1EB3, bit 5] is clear), branch to $CBB193
CB/B022: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B024: CE        Turn vehicle/entity down
CB/B025: FF        End queue
CB/B026: 94    Pause for 60 units
CB/B027: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B029: C2        Set vehicle/entity's event speed to normal
CB/B02A: 99        Move vehicle/entity right 7 tiles
CB/B02B: 80        Move vehicle/entity up 1 tile
CB/B02C: 81        Move vehicle/entity right 1 tile
CB/B02D: FF        End queue
CB/B02E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B030: CF        Turn vehicle/entity left
CB/B031: FF        End queue
CB/B032: 4B    Display dialogue message $028C, wait for button press (At bottom of screen)
               WAITER: Care for something?
               ^(Yes, please!)
               ^(No, thanks)
CB/B035: B6    Indexed branch based on prior dialogue selection [$CBB04D, $CBB03D]
CB/B03C: FE    Return

CB/B03D: 94    Pause for 60 units
CB/B03E: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CB/B040: C2        Set vehicle/entity's event speed to normal
CB/B041: C7        Set vehicle/entity to stay still when moving
CB/B042: 83        Move vehicle/entity left 1 tile
CB/B043: C6        Set vehicle/entity to walk when moving
CB/B044: 82        Move vehicle/entity down 1 tile
CB/B045: 9B        Move vehicle/entity left 7 tiles
CB/B046: CD        Turn vehicle/entity right
CB/B047: FF        End queue
CB/B048: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B04A: CE        Turn vehicle/entity down
CB/B04B: FF        End queue
CB/B04C: FE    Return

CB/B04D: 93    Pause for 45 units
CB/B04E: 48    Display dialogue message $0291, continue executing commands (At bottom of screen)
               WAITER: One moment, please.
CB/B051: 10    Begin action queue for character $10 (NPC $10), 10 bytes long (Wait until complete)
CB/B053: C2        Set vehicle/entity's event speed to normal
CB/B054: C7        Set vehicle/entity to stay still when moving
CB/B055: 83        Move vehicle/entity left 1 tile
CB/B056: C6        Set vehicle/entity to walk when moving
CB/B057: 82        Move vehicle/entity down 1 tile
CB/B058: 9B        Move vehicle/entity left 7 tiles
CB/B059: CD        Turn vehicle/entity right
CB/B05A: E0        Pause for 4 * 15 (60) frames
CB/B05C: FF        End queue
CB/B05D: 49    If dialogue window is up, wait for keypress then dismiss
CB/B05E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B060: CE        Turn vehicle/entity down
CB/B061: FF        End queue
CB/B062: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B064: C2        Set vehicle/entity's event speed to normal
CB/B065: 99        Move vehicle/entity right 7 tiles
CB/B066: 80        Move vehicle/entity up 1 tile
CB/B067: 81        Move vehicle/entity right 1 tile
CB/B068: FF        End queue
CB/B069: 93    Pause for 45 units
CB/B06A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B06C: 81        Move vehicle/entity right 1 tile
CB/B06D: CE        Turn vehicle/entity down
CB/B06E: E0        Pause for 4 * 5 (20) frames
CB/B070: FF        End queue
CB/B071: 73    Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately
CB/B076:       $37, $BA
CB/B078:       $69, $8E
CB/B07A:       $0C, $8F
CB/B07C: 93    Pause for 45 units
CB/B07D: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/B07F: C2        Set vehicle/entity's event speed to normal
CB/B080: CD        Turn vehicle/entity right
CB/B081: C7        Set vehicle/entity to stay still when moving
CB/B082: 87        Move vehicle/entity left 2 tiles
CB/B083: C6        Set vehicle/entity to walk when moving
CB/B084: 82        Move vehicle/entity down 1 tile
CB/B085: 9B        Move vehicle/entity left 7 tiles
CB/B086: CD        Turn vehicle/entity right
CB/B087: FF        End queue
CB/B088: E2    Set bit in CaseWord for the lead character in the current party
CB/B089: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CBB0B6
CB/B08F: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CBB0CB
CB/B095: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CBB0E0
CB/B09B: 31    Begin action queue for character $31 (Party Character 0), 15 bytes long 
CB/B09D: 1F        Do vehicle/entity graphical action $1F 
CB/B09E: E0        Pause for 4 * 2 (8) frames
CB/B0A0: CE        Turn vehicle/entity down
CB/B0A1: E0        Pause for 4 * 2 (8) frames
CB/B0A3: 5F        Do vehicle/entity graphical action $1F, flipped horizontally
CB/B0A4: E0        Pause for 4 * 2 (8) frames
CB/B0A6: CE        Turn vehicle/entity down
CB/B0A7: E0        Pause for 4 * 2 (8) frames
CB/B0A9: FC        Branch 12 bytes backwards ($CBB09D)
CB/B0AB: FF        End queue
CB/B0AC: 4B    Display dialogue message $06D5, wait for button press (Show text only) (At bottom of screen)
               
CB/B0AF: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140
CB/B0B5: FE    Return

CB/B0B6: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/B0B8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/B0B9: E0        Pause for 4 * 2 (8) frames
CB/B0BB: CE        Turn vehicle/entity down
CB/B0BC: E0        Pause for 4 * 2 (8) frames
CB/B0BE: FC        Branch 6 bytes backwards ($CBB0B8)
CB/B0C0: FF        End queue
CB/B0C1: 4B    Display dialogue message $028A, wait for button press (At bottom of screen)
               SABIN: Food! Chop!
               Let's go slop the hogs!
CB/B0C4: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140
CB/B0CA: FE    Return

CB/B0CB: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/B0CD: 1F        Do vehicle/entity graphical action $1F 
CB/B0CE: E0        Pause for 4 * 2 (8) frames
CB/B0D0: CE        Turn vehicle/entity down
CB/B0D1: E0        Pause for 4 * 2 (8) frames
CB/B0D3: FC        Branch 6 bytes backwards ($CBB0CD)
CB/B0D5: FF        End queue
CB/B0D6: 4B    Display dialogue message $0292, wait for button press (At bottom of screen)
               CYAN: Aare you going to be okay if you eat THIS?
CB/B0D9: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140
CB/B0DF: FE    Return

CB/B0E0: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/B0E2: 3D    Create object $12
CB/B0E4: 45    Refresh objects
CB/B0E5: 41    Show object $12
CB/B0E7: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/B0E9: C2        Set vehicle/entity's event speed to normal
CB/B0EA: 81        Move vehicle/entity right 1 tile
CB/B0EB: CE        Turn vehicle/entity down
CB/B0EC: FF        End queue
CB/B0ED: 95    Pause for 120 units
CB/B0EE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B0F0: CD        Turn vehicle/entity right
CB/B0F1: FF        End queue
CB/B0F2: 4B    Display dialogue message $0293, wait for button press (At bottom of screen)
               SHADOW: 
               Interceptorare you hungry?
CB/B0F5: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/B0F7: C2        Set vehicle/entity's event speed to normal
CB/B0F8: 81        Move vehicle/entity right 1 tile
CB/B0F9: A1        Move vehicle/entity right/down 1x1 tiles
CB/B0FA: CF        Turn vehicle/entity left
CB/B0FB: FF        End queue
CB/B0FC: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CB/B0FE: DC        Make vehicle/entity jump (low)
CB/B0FF: E0        Pause for 4 * 3 (12) frames
CB/B101: FC        Branch 3 bytes backwards ($CBB0FE)
CB/B103: FF        End queue
CB/B104: B3    Call subroutine $CB6ABF, 2 times
CB/B109: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/B10B: CF        Turn vehicle/entity left
CB/B10C: FF        End queue
CB/B10D: 93    Pause for 45 units
CB/B10E: 38    Hold screen
CB/B10F: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/B111: C2        Set vehicle/entity's event speed to normal
CB/B112: 85        Move vehicle/entity right 2 tiles
CB/B113: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/B114: E0        Pause for 4 * 15 (60) frames
CB/B116: CE        Turn vehicle/entity down
CB/B117: E0        Pause for 4 * 2 (8) frames
CB/B119: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/B11A: FF        End queue
CB/B11B: 92    Pause for 30 units
CB/B11C: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/B11E: DC        Make vehicle/entity jump (low)
CB/B11F: FF        End queue
CB/B120: B2    Call subroutine $CB6ABF
CB/B124: 94    Pause for 60 units
CB/B125: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/B127: C2        Set vehicle/entity's event speed to normal
CB/B128: 87        Move vehicle/entity left 2 tiles
CB/B129: CE        Turn vehicle/entity down
CB/B12A: FF        End queue
CB/B12B: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/B12D: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/B12F: C2        Set vehicle/entity's event speed to normal
CB/B130: A3        Move vehicle/entity left/up 1x1 tiles
CB/B131: 87        Move vehicle/entity left 2 tiles
CB/B132: D1        Make vehicle/entity disappear
CB/B133: FF        End queue
CB/B134: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CB/B136: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/B138: 39    Free screen
CB/B139: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBB140
CB/B13F: FE    Return

CB/B140: 93    Pause for 45 units
CB/B141: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B143: 20        Do vehicle/entity graphical action $20 
CB/B144: FF        End queue
CB/B145: 94    Pause for 60 units
CB/B146: 4B    Display dialogue message $0294, wait for button press (At bottom of screen)
               Gobble snarf snap
CB/B149: 94    Pause for 60 units
CB/B14A: F4    Play sound effect 233
CB/B14C: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/B14E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B150: 0A        Do vehicle/entity graphical action $0A 
CB/B151: FF        End queue
CB/B152: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/B156: 4B    Display dialogue message $0B1A, wait for button press (At bottom of screen)
               HP and MP recovered,
               and status ailments, like Poison,
               cured!
CB/B159: 92    Pause for 30 units
CB/B15A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B15C: CE        Turn vehicle/entity down
CB/B15D: FF        End queue
CB/B15E: 94    Pause for 60 units
CB/B15F: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B161: C2        Set vehicle/entity's event speed to normal
CB/B162: 99        Move vehicle/entity right 7 tiles
CB/B163: 80        Move vehicle/entity up 1 tile
CB/B164: 81        Move vehicle/entity right 1 tile
CB/B165: FF        End queue
CB/B166: 93    Pause for 45 units
CB/B167: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B169: CF        Turn vehicle/entity left
CB/B16A: FF        End queue
CB/B16B: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CB/B16D: 81        Move vehicle/entity right 1 tile
CB/B16E: E0        Pause for 4 * 5 (20) frames
CB/B170: CE        Turn vehicle/entity down
CB/B171: E0        Pause for 4 * 4 (16) frames
CB/B173: FF        End queue
CB/B174: 73    Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately
CB/B179:       $37, $BA
CB/B17B:       $37, $56
CB/B17D:       $4A, $57
CB/B17F: 94    Pause for 60 units
CB/B180: 10    Begin action queue for character $10 (NPC $10), 12 bytes long (Wait until complete)
CB/B182: CD        Turn vehicle/entity right
CB/B183: E0        Pause for 4 * 2 (8) frames
CB/B185: C7        Set vehicle/entity to stay still when moving
CB/B186: 87        Move vehicle/entity left 2 tiles
CB/B187: C6        Set vehicle/entity to walk when moving
CB/B188: 82        Move vehicle/entity down 1 tile
CB/B189: 9B        Move vehicle/entity left 7 tiles
CB/B18A: CD        Turn vehicle/entity right
CB/B18B: E0        Pause for 4 * 15 (60) frames
CB/B18D: FF        End queue
CB/B18E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B190: CE        Turn vehicle/entity down
CB/B191: FF        End queue
CB/B192: FE    Return

CB/B193: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B195: D7        Center screen on vehicle/entity
CB/B196: FF        End queue
CB/B197: 42    Hide object $31
CB/B199: 41    Show object $05
CB/B19B: 93    Pause for 45 units
CB/B19C: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CB/B19E: CF        Turn vehicle/entity left
CB/B19F: E0        Pause for 4 * 2 (8) frames
CB/B1A1: 0F        Do vehicle/entity graphical action $0F 
CB/B1A2: E0        Pause for 4 * 2 (8) frames
CB/B1A4: FC        Branch 6 bytes backwards ($CBB19E)
CB/B1A6: FF        End queue
CB/B1A7: 4B    Display dialogue message $028D, wait for button press (At bottom of screen)
               SABIN: Food! Food!
               Bring me everything ya got!
CB/B1AA: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CB/B1AC: CE        Turn vehicle/entity down
CB/B1AD: E0        Pause for 4 * 2 (8) frames
CB/B1AF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/B1B0: E0        Pause for 4 * 2 (8) frames
CB/B1B2: FC        Branch 6 bytes backwards ($CBB1AC)
CB/B1B4: FF        End queue
CB/B1B5: 94    Pause for 60 units
CB/B1B6: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B1B8: C3        Set vehicle/entity's event speed to fast
CB/B1B9: 99        Move vehicle/entity right 7 tiles
CB/B1BA: 80        Move vehicle/entity up 1 tile
CB/B1BB: 81        Move vehicle/entity right 1 tile
CB/B1BC: FF        End queue
CB/B1BD: 93    Pause for 45 units
CB/B1BE: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B1C0: 81        Move vehicle/entity right 1 tile
CB/B1C1: CE        Turn vehicle/entity down
CB/B1C2: E0        Pause for 4 * 5 (20) frames
CB/B1C4: FF        End queue
CB/B1C5: 73    Replace current map's Layer 1 at (15, 69) with the following (2 x 3) chunk, refresh immediately
CB/B1CA:       $37, $BA
CB/B1CC:       $69, $8E
CB/B1CE:       $0C, $8F
CB/B1D0: 93    Pause for 45 units
CB/B1D1: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/B1D3: CE        Turn vehicle/entity down
CB/B1D4: FF        End queue
CB/B1D5: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/B1D7: C2        Set vehicle/entity's event speed to normal
CB/B1D8: CD        Turn vehicle/entity right
CB/B1D9: C7        Set vehicle/entity to stay still when moving
CB/B1DA: 87        Move vehicle/entity left 2 tiles
CB/B1DB: C6        Set vehicle/entity to walk when moving
CB/B1DC: 82        Move vehicle/entity down 1 tile
CB/B1DD: 9B        Move vehicle/entity left 7 tiles
CB/B1DE: CD        Turn vehicle/entity right
CB/B1DF: FF        End queue
CB/B1E0: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/B1E2: D7        Center screen on vehicle/entity
CB/B1E3: FF        End queue
CB/B1E4: 41    Show object $02
CB/B1E6: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/B1E8: C2        Set vehicle/entity's event speed to normal
CB/B1E9: CF        Turn vehicle/entity left
CB/B1EA: C7        Set vehicle/entity to stay still when moving
CB/B1EB: 81        Move vehicle/entity right 1 tile
CB/B1EC: C6        Set vehicle/entity to walk when moving
CB/B1ED: FF        End queue
CB/B1EE: 02    Begin action queue for character $02 (Actor in stot 2), 14 bytes long 
CB/B1F0: CE        Turn vehicle/entity down
CB/B1F1: E0        Pause for 4 * 9 (36) frames
CB/B1F3: CF        Turn vehicle/entity left
CB/B1F4: E0        Pause for 4 * 4 (16) frames
CB/B1F6: CE        Turn vehicle/entity down
CB/B1F7: E0        Pause for 4 * 4 (16) frames
CB/B1F9: CF        Turn vehicle/entity left
CB/B1FA: E0        Pause for 4 * 5 (20) frames
CB/B1FC: 0F        Do vehicle/entity graphical action $0F 
CB/B1FD: FF        End queue
CB/B1FE: 4B    Display dialogue message $0292, wait for button press (At bottom of screen)
               CYAN: Aare you going to be okay if you eat THIS?
CB/B201: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B203: CD        Turn vehicle/entity right
CB/B204: FF        End queue
CB/B205: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/B207: E0        Pause for 4 * 8 (32) frames
CB/B209: CF        Turn vehicle/entity left
CB/B20A: FF        End queue
CB/B20B: 05    Begin action queue for character $05 (Actor in stot 5), 20 bytes long 
CB/B20D: CE        Turn vehicle/entity down
CB/B20E: 1D        Do vehicle/entity graphical action $1D 
CB/B20F: E0        Pause for 4 * 1 (4) frames
CB/B211: 1E        Do vehicle/entity graphical action $1E 
CB/B212: E0        Pause for 4 * 1 (4) frames
CB/B214: 1D        Do vehicle/entity graphical action $1D 
CB/B215: E0        Pause for 4 * 1 (4) frames
CB/B217: 1E        Do vehicle/entity graphical action $1E 
CB/B218: E0        Pause for 4 * 1 (4) frames
CB/B21A: 1D        Do vehicle/entity graphical action $1D 
CB/B21B: E0        Pause for 4 * 1 (4) frames
CB/B21D: 1E        Do vehicle/entity graphical action $1E 
CB/B21E: E0        Pause for 4 * 1 (4) frames
CB/B220: FF        End queue
CB/B221: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/B223: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B225: CE        Turn vehicle/entity down
CB/B226: FF        End queue
CB/B227: 4B    Display dialogue message $028E, wait for button press (At bottom of screen)
               SABIN: Worried?
               Can't wage war on an empty stomach!
CB/B22A: 02    Begin action queue for character $02 (Actor in stot 2), 10 bytes long (Wait until complete)
CB/B22C: E0        Pause for 4 * 5 (20) frames
CB/B22E: CE        Turn vehicle/entity down
CB/B22F: E0        Pause for 4 * 10 (40) frames
CB/B231: 20        Do vehicle/entity graphical action $20 
CB/B232: E0        Pause for 4 * 10 (40) frames
CB/B234: 23        Do vehicle/entity graphical action $23 
CB/B235: FF        End queue
CB/B236: 4B    Display dialogue message $028F, wait for button press (At bottom of screen)
               CYAN: Hummm
               Sir! I won't hear any more of this kind of talk!
CB/B239: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/B23B: 20        Do vehicle/entity graphical action $20 
CB/B23C: FF        End queue
CB/B23D: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/B242: 45    Refresh objects
CB/B243: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/B245: E0        Pause for 4 * 32 (128) frames
CB/B247: CF        Turn vehicle/entity left
CB/B248: FF        End queue
CB/B249: B2    Call subroutine $CBB140
CB/B24D: D2    Set event bit $1E80($19D) [$1EB3, bit 5]
CB/B24F: 4B    Display dialogue message $0290, wait for button press (At bottom of screen)
               SABIN: Well!
               I've stuffed down all I can
               Let's go!
CB/B252: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CB/B254: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/B256: C2        Set vehicle/entity's event speed to normal
CB/B257: 83        Move vehicle/entity left 1 tile
CB/B258: FF        End queue
CB/B259: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CB/B25B: B2    Call subroutine $CACB95
CB/B25F: 3B    Position character in a "ready-to-go" stance
CB/B260: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B262: CE        Turn vehicle/entity down
CB/B263: FF        End queue
CB/B264: FE    Return

CB/B265: D2    Set event bit $1E80($17C) [$1EAF, bit 4]
CB/B267: 4B    Display dialogue message $02AE, wait for button press (Show text only) (At bottom of screen)
               
               N.oe.s.c.a.p.e!
CB/B26A: B2    Call subroutine $CB69D8
CB/B26E: 4D    Invoke battle, enemy set $2F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/B271: B2    Call subroutine $CA5EA9
CB/B275: 47    Make character in slot 0 the lead character
CB/B276: 6B    Load map $008E (Phantom Train, exterior (before detaching rear cars)) instantly, (upper bits $2000), place party at (41, 9), facing down
CB/B27C: 4B    Display dialogue message $02AC, wait for button press
               Ha, ha ha
               What ever did you think you were doing?
CB/B27F: D1    Clear event bit $1E80($03D) [$1E87, bit 5]
CB/B281: D3    Clear event bit $1E80($17B) [$1EAF, bit 3]
CB/B283: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B285: D5        Set vehicle/entity's position to (34, 8)
CB/B288: CE        Turn vehicle/entity down
CB/B289: FF        End queue
CB/B28A: 41    Show object $10
CB/B28C: 45    Refresh objects
CB/B28D: 4B    Display dialogue message $02AE, wait for button press (Show text only)
               
               N.oe.s.c.a.p.e!
CB/B290: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CB/B292: CF        Turn vehicle/entity left
CB/B293: E0        Pause for 4 * 5 (20) frames
CB/B295: CD        Turn vehicle/entity right
CB/B296: E0        Pause for 4 * 5 (20) frames
CB/B298: FC        Branch 6 bytes backwards ($CBB292)
CB/B29A: FF        End queue
CB/B29B: 4B    Display dialogue message $02AD, wait for button press
               Huh!?
CB/B29E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B2A0: CE        Turn vehicle/entity down
CB/B2A1: FF        End queue
CB/B2A2: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/B2A4: D5        Set vehicle/entity's position to (34, 8)
CB/B2A7: CE        Turn vehicle/entity down
CB/B2A8: FF        End queue
CB/B2A9: 41    Show object $11
CB/B2AB: 45    Refresh objects
CB/B2AC: 48    Display dialogue message $02AE, continue executing commands (Show text only)
               
               N.oe.s.c.a.p.e!
CB/B2AF: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/B2B1: C1        Set vehicle/entity's event speed to slow
CB/B2B2: 82        Move vehicle/entity down 1 tile
CB/B2B3: FF        End queue
CB/B2B4: 49    If dialogue window is up, wait for keypress then dismiss
CB/B2B5: 4B    Display dialogue message $02AF, wait for button press
               Who's there!?
CB/B2B8: 48    Display dialogue message $02B0, continue executing commands
               It came from this direction.
CB/B2BB: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CB/B2BD: C2        Set vehicle/entity's event speed to normal
CB/B2BE: 8B        Move vehicle/entity left 3 tiles
CB/B2BF: FF        End queue
CB/B2C0: 49    If dialogue window is up, wait for keypress then dismiss
CB/B2C1: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/B2C3: D5        Set vehicle/entity's position to (34, 8)
CB/B2C6: CE        Turn vehicle/entity down
CB/B2C7: FF        End queue
CB/B2C8: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CB/B2CA: D5        Set vehicle/entity's position to (34, 8)
CB/B2CD: CE        Turn vehicle/entity down
CB/B2CE: FF        End queue
CB/B2CF: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/B2D1: D5        Set vehicle/entity's position to (43, 8)
CB/B2D4: CE        Turn vehicle/entity down
CB/B2D5: FF        End queue
CB/B2D6: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CB/B2D8: D5        Set vehicle/entity's position to (43, 8)
CB/B2DB: CE        Turn vehicle/entity down
CB/B2DC: FF        End queue
CB/B2DD: 41    Show object $12
CB/B2DF: 41    Show object $13
CB/B2E1: 41    Show object $15
CB/B2E3: 41    Show object $16
CB/B2E5: 45    Refresh objects
CB/B2E6: 48    Display dialogue message $02AE, continue executing commands (Show text only)
               
               N.oe.s.c.a.p.e!
CB/B2E9: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/B2EB: E0        Pause for 4 * 3 (12) frames
CB/B2ED: 1F        Do vehicle/entity graphical action $1F 
CB/B2EE: FF        End queue
CB/B2EF: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/B2F1: C1        Set vehicle/entity's event speed to slow
CB/B2F2: 81        Move vehicle/entity right 1 tile
CB/B2F3: FF        End queue
CB/B2F4: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/B2F6: C1        Set vehicle/entity's event speed to slow
CB/B2F7: 83        Move vehicle/entity left 1 tile
CB/B2F8: CE        Turn vehicle/entity down
CB/B2F9: FF        End queue
CB/B2FA: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/B2FC: C1        Set vehicle/entity's event speed to slow
CB/B2FD: 82        Move vehicle/entity down 1 tile
CB/B2FE: FF        End queue
CB/B2FF: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CB/B301: C1        Set vehicle/entity's event speed to slow
CB/B302: 82        Move vehicle/entity down 1 tile
CB/B303: FF        End queue
CB/B304: 49    If dialogue window is up, wait for keypress then dismiss
CB/B305: 4B    Display dialogue message $02B1, wait for button press
               Whoa! They're coming!
CB/B308: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/B30A: D5        Set vehicle/entity's position to (34, 8)
CB/B30D: CE        Turn vehicle/entity down
CB/B30E: FF        End queue
CB/B30F: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CB/B311: D5        Set vehicle/entity's position to (43, 8)
CB/B314: CE        Turn vehicle/entity down
CB/B315: FF        End queue
CB/B316: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/B318: D5        Set vehicle/entity's position to (43, 8)
CB/B31B: CE        Turn vehicle/entity down
CB/B31C: FF        End queue
CB/B31D: 41    Show object $14
CB/B31F: 41    Show object $18
CB/B321: 41    Show object $19
CB/B323: 45    Refresh objects
CB/B324: 48    Display dialogue message $02AE, continue executing commands (Show text only)
               
               N.oe.s.c.a.p.e!
CB/B327: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/B329: C2        Set vehicle/entity's event speed to normal
CB/B32A: 89        Move vehicle/entity right 3 tiles
CB/B32B: 1F        Do vehicle/entity graphical action $1F 
CB/B32C: FF        End queue
CB/B32D: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/B32F: C1        Set vehicle/entity's event speed to slow
CB/B330: 81        Move vehicle/entity right 1 tile
CB/B331: FF        End queue
CB/B332: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/B334: C1        Set vehicle/entity's event speed to slow
CB/B335: 81        Move vehicle/entity right 1 tile
CB/B336: FF        End queue
CB/B337: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CB/B339: C1        Set vehicle/entity's event speed to slow
CB/B33A: 82        Move vehicle/entity down 1 tile
CB/B33B: FF        End queue
CB/B33C: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/B33E: C1        Set vehicle/entity's event speed to slow
CB/B33F: 83        Move vehicle/entity left 1 tile
CB/B340: FF        End queue
CB/B341: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CB/B343: C1        Set vehicle/entity's event speed to slow
CB/B344: 81        Move vehicle/entity right 1 tile
CB/B345: CE        Turn vehicle/entity down
CB/B346: FF        End queue
CB/B347: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/B349: C1        Set vehicle/entity's event speed to slow
CB/B34A: 82        Move vehicle/entity down 1 tile
CB/B34B: FF        End queue
CB/B34C: 49    If dialogue window is up, wait for keypress then dismiss
CB/B34D: 4B    Display dialogue message $02B2, wait for button press
               This way too!
CB/B350: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CB/B352: D5        Set vehicle/entity's position to (43, 8)
CB/B355: CE        Turn vehicle/entity down
CB/B356: FF        End queue
CB/B357: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CB/B359: D5        Set vehicle/entity's position to (34, 8)
CB/B35C: CE        Turn vehicle/entity down
CB/B35D: FF        End queue
CB/B35E: 41    Show object $17
CB/B360: 41    Show object $1B
CB/B362: 45    Refresh objects
CB/B363: 48    Display dialogue message $02B3, continue executing commands (Show text only)
                  You can't escape 
               Nowhere to run 
               Nowhere to hide
CB/B366: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/B368: C2        Set vehicle/entity's event speed to normal
CB/B369: 87        Move vehicle/entity left 2 tiles
CB/B36A: E0        Pause for 4 * 2 (8) frames
CB/B36C: 1F        Do vehicle/entity graphical action $1F 
CB/B36D: FF        End queue
CB/B36E: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/B370: C1        Set vehicle/entity's event speed to slow
CB/B371: 81        Move vehicle/entity right 1 tile
CB/B372: FF        End queue
CB/B373: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/B375: C1        Set vehicle/entity's event speed to slow
CB/B376: 81        Move vehicle/entity right 1 tile
CB/B377: FF        End queue
CB/B378: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/B37A: C1        Set vehicle/entity's event speed to slow
CB/B37B: 81        Move vehicle/entity right 1 tile
CB/B37C: FF        End queue
CB/B37D: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/B37F: C1        Set vehicle/entity's event speed to slow
CB/B380: 83        Move vehicle/entity left 1 tile
CB/B381: FF        End queue
CB/B382: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CB/B384: C2        Set vehicle/entity's event speed to normal
CB/B385: 83        Move vehicle/entity left 1 tile
CB/B386: FF        End queue
CB/B387: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/B389: C1        Set vehicle/entity's event speed to slow
CB/B38A: 82        Move vehicle/entity down 1 tile
CB/B38B: FF        End queue
CB/B38C: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/B38E: C1        Set vehicle/entity's event speed to slow
CB/B38F: 82        Move vehicle/entity down 1 tile
CB/B390: FF        End queue
CB/B391: 49    If dialogue window is up, wait for keypress then dismiss
CB/B392: B4    Pause for 9 units
CB/B394: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/B396: CE        Turn vehicle/entity down
CB/B397: FF        End queue
CB/B398: FE    Return

CB/B399: C0    If ($1E80($180) [$1EB0, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/B39F: C0    If ($1E80($03D) [$1E87, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/B3A5: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B3A7: D5        Set vehicle/entity's position to (26, 11)
CB/B3AA: CC        Turn vehicle/entity up
CB/B3AB: FF        End queue
CB/B3AC: 41    Show object $10
CB/B3AE: 45    Refresh objects
CB/B3AF: 3A    Enable player to move while event commands execute
CB/B3B0: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/B3B2: C1        Set vehicle/entity's event speed to slow
CB/B3B3: 80        Move vehicle/entity up 1 tile
CB/B3B4: FF        End queue
CB/B3B5: D0    Set event bit $1E80($03D) [$1E87, bit 5]
CB/B3B7: FE    Return

CB/B3B8: B2    Call subroutine $CBACED
CB/B3BC: 96    Restore screen from fade
CB/B3BD: 42    Hide object $11
CB/B3BF: FE    Return

CB/B3C0: B2    Call subroutine $CBACED
CB/B3C4: 42    Hide object $12
CB/B3C6: FE    Return

CB/B3C7: B2    Call subroutine $CBACED
CB/B3CB: 42    Hide object $13
CB/B3CD: FE    Return

CB/B3CE: B2    Call subroutine $CBACED
CB/B3D2: 42    Hide object $14
CB/B3D4: FE    Return

CB/B3D5: B2    Call subroutine $CBACED
CB/B3D9: 42    Hide object $15
CB/B3DB: FE    Return

CB/B3DC: D2    Set event bit $1E80($17B) [$1EAF, bit 3]
CB/B3DE: FE    Return

CB/B3DF: D2    Set event bit $1E80($17C) [$1EAF, bit 4]
CB/B3E1: FE    Return

CB/B3E2: 4B    Display dialogue message $02AE, wait for button press (Show text only)
               
               N.oe.s.c.a.p.e!
CB/B3E5: FE    Return

CB/B3E6: C0    If ($1E80($17C) [$1EAF, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B3EC: C0    If ($1E80($17D) [$1EAF, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/B3F2: D2    Set event bit $1E80($17D) [$1EAF, bit 5]
CB/B3F4: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/B3F6: D5        Set vehicle/entity's position to (43, 8)
CB/B3F9: CE        Turn vehicle/entity down
CB/B3FA: FF        End queue
CB/B3FB: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/B3FD: D5        Set vehicle/entity's position to (34, 8)
CB/B400: CE        Turn vehicle/entity down
CB/B401: FF        End queue
CB/B402: 41    Show object $1A
CB/B404: 41    Show object $1C
CB/B406: 45    Refresh objects
CB/B407: 48    Display dialogue message $02B3, continue executing commands (Show text only)
                  You can't escape 
               Nowhere to run 
               Nowhere to hide
CB/B40A: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/B40C: C1        Set vehicle/entity's event speed to slow
CB/B40D: 81        Move vehicle/entity right 1 tile
CB/B40E: FF        End queue
CB/B40F: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CB/B411: C1        Set vehicle/entity's event speed to slow
CB/B412: 83        Move vehicle/entity left 1 tile
CB/B413: CC        Turn vehicle/entity up
CB/B414: FF        End queue
CB/B415: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/B417: C1        Set vehicle/entity's event speed to slow
CB/B418: 81        Move vehicle/entity right 1 tile
CB/B419: FF        End queue
CB/B41A: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CB/B41C: C1        Set vehicle/entity's event speed to slow
CB/B41D: 83        Move vehicle/entity left 1 tile
CB/B41E: FF        End queue
CB/B41F: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/B421: C1        Set vehicle/entity's event speed to slow
CB/B422: 81        Move vehicle/entity right 1 tile
CB/B423: FF        End queue
CB/B424: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/B426: C1        Set vehicle/entity's event speed to slow
CB/B427: 83        Move vehicle/entity left 1 tile
CB/B428: FF        End queue
CB/B429: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/B42B: C1        Set vehicle/entity's event speed to slow
CB/B42C: 81        Move vehicle/entity right 1 tile
CB/B42D: FF        End queue
CB/B42E: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CB/B430: C1        Set vehicle/entity's event speed to slow
CB/B431: 82        Move vehicle/entity down 1 tile
CB/B432: FF        End queue
CB/B433: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CB/B435: C1        Set vehicle/entity's event speed to slow
CB/B436: 82        Move vehicle/entity down 1 tile
CB/B437: FF        End queue
CB/B438: 49    If dialogue window is up, wait for keypress then dismiss
CB/B439: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CB/B43B: D5        Set vehicle/entity's position to (43, 8)
CB/B43E: CE        Turn vehicle/entity down
CB/B43F: FF        End queue
CB/B440: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/B442: D5        Set vehicle/entity's position to (34, 8)
CB/B445: CE        Turn vehicle/entity down
CB/B446: FF        End queue
CB/B447: 41    Show object $1D
CB/B449: 41    Show object $1E
CB/B44B: 45    Refresh objects
CB/B44C: 48    Display dialogue message $02B3, continue executing commands (Show text only)
                  You can't escape 
               Nowhere to run 
               Nowhere to hide
CB/B44F: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/B451: C1        Set vehicle/entity's event speed to slow
CB/B452: 81        Move vehicle/entity right 1 tile
CB/B453: FF        End queue
CB/B454: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/B456: C1        Set vehicle/entity's event speed to slow
CB/B457: 80        Move vehicle/entity up 1 tile
CB/B458: FF        End queue
CB/B459: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CB/B45B: C1        Set vehicle/entity's event speed to slow
CB/B45C: 83        Move vehicle/entity left 1 tile
CB/B45D: CC        Turn vehicle/entity up
CB/B45E: FF        End queue
CB/B45F: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CB/B461: C1        Set vehicle/entity's event speed to slow
CB/B462: 81        Move vehicle/entity right 1 tile
CB/B463: FF        End queue
CB/B464: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/B466: C1        Set vehicle/entity's event speed to slow
CB/B467: 83        Move vehicle/entity left 1 tile
CB/B468: FF        End queue
CB/B469: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/B46B: C1        Set vehicle/entity's event speed to slow
CB/B46C: 81        Move vehicle/entity right 1 tile
CB/B46D: FF        End queue
CB/B46E: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/B470: C1        Set vehicle/entity's event speed to slow
CB/B471: 81        Move vehicle/entity right 1 tile
CB/B472: FF        End queue
CB/B473: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CB/B475: C1        Set vehicle/entity's event speed to slow
CB/B476: 83        Move vehicle/entity left 1 tile
CB/B477: FF        End queue
CB/B478: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/B47A: C1        Set vehicle/entity's event speed to slow
CB/B47B: 81        Move vehicle/entity right 1 tile
CB/B47C: FF        End queue
CB/B47D: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CB/B47F: C1        Set vehicle/entity's event speed to slow
CB/B480: 82        Move vehicle/entity down 1 tile
CB/B481: FF        End queue
CB/B482: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CB/B484: C1        Set vehicle/entity's event speed to slow
CB/B485: 82        Move vehicle/entity down 1 tile
CB/B486: FF        End queue
CB/B487: 49    If dialogue window is up, wait for keypress then dismiss
CB/B488: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/B48A: C2        Set vehicle/entity's event speed to normal
CB/B48B: 80        Move vehicle/entity up 1 tile
CB/B48C: CE        Turn vehicle/entity down
CB/B48D: FF        End queue
CB/B48E: 4B    Display dialogue message $02B4, wait for button press (At bottom of screen)
               Bloody persistent!
CB/B491: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/B493: CC        Turn vehicle/entity up
CB/B494: FF        End queue
CB/B495: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CB/B497: CC        Turn vehicle/entity up
CB/B498: FF        End queue
CB/B499: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/B49B: CC        Turn vehicle/entity up
CB/B49C: FF        End queue
CB/B49D: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/B49F: CC        Turn vehicle/entity up
CB/B4A0: FF        End queue
CB/B4A1: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CB/B4A3: CC        Turn vehicle/entity up
CB/B4A4: FF        End queue
CB/B4A5: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/B4A7: CC        Turn vehicle/entity up
CB/B4A8: FF        End queue
CB/B4A9: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/B4AB: CC        Turn vehicle/entity up
CB/B4AC: FF        End queue
CB/B4AD: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/B4AF: CC        Turn vehicle/entity up
CB/B4B0: FF        End queue
CB/B4B1: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CB/B4B3: CC        Turn vehicle/entity up
CB/B4B4: FF        End queue
CB/B4B5: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/B4B7: CD        Turn vehicle/entity right
CB/B4B8: FF        End queue
CB/B4B9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/B4BB: CD        Turn vehicle/entity right
CB/B4BC: FF        End queue
CB/B4BD: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/B4BF: CF        Turn vehicle/entity left
CB/B4C0: FF        End queue
CB/B4C1: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CB/B4C3: CF        Turn vehicle/entity left
CB/B4C4: FF        End queue
CB/B4C5: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CB/B4C7: CD        Turn vehicle/entity right
CB/B4C8: FF        End queue
CB/B4C9: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/B4CB: CF        Turn vehicle/entity left
CB/B4CC: FF        End queue
CB/B4CD: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/B4CF: 1F        Do vehicle/entity graphical action $1F 
CB/B4D0: E0        Pause for 4 * 6 (24) frames
CB/B4D2: CE        Turn vehicle/entity down
CB/B4D3: FF        End queue
CB/B4D4: FE    Return

CB/B4D5: C0    If ($1E80($17C) [$1EAF, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B4DB: 73    Replace current map's Layer 1 at (11, 5) with the following (1 x 1) chunk, refresh immediately
CB/B4E0:       $90
CB/B4E1: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/B4E3: D7        Center screen on vehicle/entity
CB/B4E4: FF        End queue
CB/B4E5: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/B4E7: D7        Center screen on vehicle/entity
CB/B4E8: FF        End queue
CB/B4E9: 42    Hide object $31
CB/B4EB: 41    Show object $02
CB/B4ED: 41    Show object $05
CB/B4EF: 45    Refresh objects
CB/B4F0: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/B4F5: 45    Refresh objects
CB/B4F6: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/B4F8: C3        Set vehicle/entity's event speed to fast
CB/B4F9: 85        Move vehicle/entity right 2 tiles
CB/B4FA: CF        Turn vehicle/entity left
CB/B4FB: FF        End queue
CB/B4FC: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/B4FE: 0A        Do vehicle/entity graphical action $0A 
CB/B4FF: FF        End queue
CB/B500: 4B    Display dialogue message $02B5, wait for button press (At bottom of screen)
               CYAN: I believe we're stuck!
CB/B503: 93    Pause for 45 units
CB/B504: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/B506: E0        Pause for 4 * 10 (40) frames
CB/B508: CD        Turn vehicle/entity right
CB/B509: FF        End queue
CB/B50A: 05    Begin action queue for character $05 (Actor in stot 5), 20 bytes long 
CB/B50C: E0        Pause for 4 * 6 (24) frames
CB/B50E: CE        Turn vehicle/entity down
CB/B50F: E0        Pause for 4 * 9 (36) frames
CB/B511: CC        Turn vehicle/entity up
CB/B512: 21        Do vehicle/entity graphical action $21 
CB/B513: E0        Pause for 4 * 10 (40) frames
CB/B515: CE        Turn vehicle/entity down
CB/B516: E0        Pause for 4 * 5 (20) frames
CB/B518: 22        Do vehicle/entity graphical action $22 
CB/B519: E0        Pause for 4 * 2 (8) frames
CB/B51B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/B51C: E0        Pause for 4 * 2 (8) frames
CB/B51E: CE        Turn vehicle/entity down
CB/B51F: FF        End queue
CB/B520: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/B522: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B524: CF        Turn vehicle/entity left
CB/B525: FF        End queue
CB/B526: 4B    Display dialogue message $02B6, wait for button press (At bottom of screen)
               SABIN: I know!
               CYAN: You have an idea?
CB/B529: 4B    Display dialogue message $02B7, wait for button press (At bottom of screen)
               SABIN: Okay
               The time has come to see if all my training has paid off. Come, CYAN!
CB/B52C: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CB/B52E: 78    Enable ability to pass through other objects for object $05 (SABIN )
CB/B530: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/B532: C2        Set vehicle/entity's event speed to normal
CB/B533: 85        Move vehicle/entity right 2 tiles
CB/B534: D1        Make vehicle/entity disappear
CB/B535: FF        End queue
CB/B536: 45    Refresh objects
CB/B537: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/B539: C2        Set vehicle/entity's event speed to normal
CB/B53A: 91        Move vehicle/entity right 5 tiles
CB/B53B: E0        Pause for 4 * 3 (12) frames
CB/B53D: CF        Turn vehicle/entity left
CB/B53E: FF        End queue
CB/B53F: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CB/B541: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CB/B543: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B545: 0A        Do vehicle/entity graphical action $0A 
CB/B546: FF        End queue
CB/B547: 4B    Display dialogue message $02B8, wait for button press (At bottom of screen)
               SABIN: Yahoooo!!
CB/B54A: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/B54C: C3        Set vehicle/entity's event speed to fast
CB/B54D: 9B        Move vehicle/entity left 7 tiles
CB/B54E: FF        End queue
CB/B54F: F4    Play sound effect 106
CB/B551: 05    Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete)
CB/B553: C3        Set vehicle/entity's event speed to fast
CB/B554: 0F        Do vehicle/entity graphical action $0F 
CB/B555: C7        Set vehicle/entity to stay still when moving
CB/B556: A3        Move vehicle/entity left/up 1x1 tiles
CB/B557: A3        Move vehicle/entity left/up 1x1 tiles
CB/B558: 8B        Move vehicle/entity left 3 tiles
CB/B559: A2        Move vehicle/entity left/down 1x1 tiles
CB/B55A: A2        Move vehicle/entity left/down 1x1 tiles
CB/B55B: C6        Set vehicle/entity to walk when moving
CB/B55C: FF        End queue
CB/B55D: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/B55F: C3        Set vehicle/entity's event speed to fast
CB/B560: 9B        Move vehicle/entity left 7 tiles
CB/B561: FF        End queue
CB/B562: F4    Play sound effect 106
CB/B564: 05    Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete)
CB/B566: C3        Set vehicle/entity's event speed to fast
CB/B567: 83        Move vehicle/entity left 1 tile
CB/B568: 0F        Do vehicle/entity graphical action $0F 
CB/B569: C7        Set vehicle/entity to stay still when moving
CB/B56A: A3        Move vehicle/entity left/up 1x1 tiles
CB/B56B: A3        Move vehicle/entity left/up 1x1 tiles
CB/B56C: 8F        Move vehicle/entity left 4 tiles
CB/B56D: A2        Move vehicle/entity left/down 1x1 tiles
CB/B56E: A2        Move vehicle/entity left/down 1x1 tiles
CB/B56F: C6        Set vehicle/entity to walk when moving
CB/B570: E0        Pause for 4 * 5 (20) frames
CB/B572: CF        Turn vehicle/entity left
CB/B573: FF        End queue
CB/B574: D3    Clear event bit $1E80($17C) [$1EAF, bit 4]
CB/B576: D3    Clear event bit $1E80($17D) [$1EAF, bit 5]
CB/B578: 73    Replace current map's Layer 1 at (11, 5) with the following (1 x 1) chunk, refresh immediately
CB/B57D:       $98
CB/B57E: F4    Play sound effect 169
CB/B580: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/B582: C7        Set vehicle/entity to stay still when moving
CB/B583: 82        Move vehicle/entity down 1 tile
CB/B584: C6        Set vehicle/entity to walk when moving
CB/B585: FF        End queue
CB/B586: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/B588: 1F        Do vehicle/entity graphical action $1F 
CB/B589: E0        Pause for 4 * 6 (24) frames
CB/B58B: FF        End queue
CB/B58C: 05    Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete)
CB/B58E: C7        Set vehicle/entity to stay still when moving
CB/B58F: 86        Move vehicle/entity down 2 tiles
CB/B590: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/B591: A0        Move vehicle/entity right/up 1x1 tiles
CB/B592: 82        Move vehicle/entity down 1 tile
CB/B593: DC        Make vehicle/entity jump (low)
CB/B594: C6        Set vehicle/entity to walk when moving
CB/B595: 28        Do vehicle/entity graphical action $28 
CB/B596: E0        Pause for 4 * 15 (60) frames
CB/B598: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/B599: E0        Pause for 4 * 3 (12) frames
CB/B59B: FF        End queue
CB/B59C: 05    Begin action queue for character $05 (Actor in stot 5), 21 bytes long (Wait until complete)
CB/B59E: CE        Turn vehicle/entity down
CB/B59F: 23        Do vehicle/entity graphical action $23 
CB/B5A0: E0        Pause for 4 * 1 (4) frames
CB/B5A2: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/B5A3: E0        Pause for 4 * 1 (4) frames
CB/B5A5: 23        Do vehicle/entity graphical action $23 
CB/B5A6: E0        Pause for 4 * 1 (4) frames
CB/B5A8: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/B5A9: E0        Pause for 4 * 1 (4) frames
CB/B5AB: 23        Do vehicle/entity graphical action $23 
CB/B5AC: E0        Pause for 4 * 1 (4) frames
CB/B5AE: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/B5AF: E0        Pause for 4 * 1 (4) frames
CB/B5B1: CE        Turn vehicle/entity down
CB/B5B2: FF        End queue
CB/B5B3: 47    Make character in slot 0 the lead character
CB/B5B4: 3A    Enable player to move while event commands execute
CB/B5B5: FE    Return

CB/B5B6: C0    If ($1E80($182) [$1EB0, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/B5BC: B2    Call subroutine $CAC6AC
CB/B5C0: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/B5C5: 45    Refresh objects
CB/B5C6: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/B5C8: C3        Set vehicle/entity's event speed to fast
CB/B5C9: 85        Move vehicle/entity right 2 tiles
CB/B5CA: CF        Turn vehicle/entity left
CB/B5CB: FF        End queue
CB/B5CC: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/B5CE: C2        Set vehicle/entity's event speed to normal
CB/B5CF: 82        Move vehicle/entity down 1 tile
CB/B5D0: CF        Turn vehicle/entity left
CB/B5D1: FF        End queue
CB/B5D2: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B5D4: CF        Turn vehicle/entity left
CB/B5D5: FF        End queue
CB/B5D6: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/B5D8: E0        Pause for 4 * 2 (8) frames
CB/B5DA: C2        Set vehicle/entity's event speed to normal
CB/B5DB: 81        Move vehicle/entity right 1 tile
CB/B5DC: CF        Turn vehicle/entity left
CB/B5DD: FF        End queue
CB/B5DE: B4    Pause for 15 units
CB/B5E0: 4B    Display dialogue message $02AE, wait for button press (Show text only)
               
               N.oe.s.c.a.p.e!
CB/B5E3: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/B5E5: CC        Turn vehicle/entity up
CB/B5E6: FF        End queue
CB/B5E7: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/B5E9: E0        Pause for 4 * 2 (8) frames
CB/B5EB: CD        Turn vehicle/entity right
CB/B5EC: FF        End queue
CB/B5ED: 4B    Display dialogue message $02B9, wait for button press
               Hey 
               Uh, oh?
CB/B5F0: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/B5F2: D5        Set vehicle/entity's position to (20, 5)
CB/B5F5: FF        End queue
CB/B5F6: 45    Refresh objects
CB/B5F7: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/B5F9: C1        Set vehicle/entity's event speed to slow
CB/B5FA: 87        Move vehicle/entity left 2 tiles
CB/B5FB: FF        End queue
CB/B5FC: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/B5FE: 5F        Do vehicle/entity graphical action $1F, flipped horizontally
CB/B5FF: FF        End queue
CB/B600: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/B602: 5F        Do vehicle/entity graphical action $1F, flipped horizontally
CB/B603: FF        End queue
CB/B604: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/B606: 5F        Do vehicle/entity graphical action $1F, flipped horizontally
CB/B607: FF        End queue
CB/B608: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/B60A: 5F        Do vehicle/entity graphical action $1F, flipped horizontally
CB/B60B: E0        Pause for 4 * 3 (12) frames
CB/B60D: FF        End queue
CB/B60E: B5    Pause for 15 * 5 (75) units
CB/B610: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/B612: CF        Turn vehicle/entity left
CB/B613: FF        End queue
CB/B614: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/B616: CC        Turn vehicle/entity up
CB/B617: FF        End queue
CB/B618: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B61A: CD        Turn vehicle/entity right
CB/B61B: FF        End queue
CB/B61C: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/B61E: E0        Pause for 4 * 2 (8) frames
CB/B620: CF        Turn vehicle/entity left
CB/B621: FF        End queue
CB/B622: 4B    Display dialogue message $02B4, wait for button press
               Bloody persistent!
CB/B625: B2    Call subroutine $CB2E34
CB/B629: 4B    Display dialogue message $02C0, wait for button press
               We have to detach the rear train cars!
CB/B62C: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/B62E: 87        Move vehicle/entity left 2 tiles
CB/B62F: FF        End queue
CB/B630: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/B632: 80        Move vehicle/entity up 1 tile
CB/B633: FF        End queue
CB/B634: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/B636: E0        Pause for 4 * 3 (12) frames
CB/B638: 83        Move vehicle/entity left 1 tile
CB/B639: FF        End queue
CB/B63A: D2    Set event bit $1E80($182) [$1EB0, bit 2]
CB/B63C: B2    Call subroutine $CB2E2B
CB/B640: B2    Call subroutine $CACB95
CB/B644: FE    Return

CB/B645: C0    If ($1E80($17F) [$1EAF, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/B64B: C0    If ($1E80($183) [$1EB0, bit 3] is set), branch to $CBB7C7
CB/B651: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B659: B2    Call subroutine $CB6AC3
CB/B65D: 73    Replace current map's Layer 1 at (28, 3) with the following (1 x 1) chunk, refresh immediately
CB/B662:       $2E
CB/B663: D2    Set event bit $1E80($183) [$1EB0, bit 3]
CB/B665: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/B667: E0        Pause for 4 * 6 (24) frames
CB/B669: CE        Turn vehicle/entity down
CB/B66A: FF        End queue
CB/B66B: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/B66D: C2        Set vehicle/entity's event speed to normal
CB/B66E: E0        Pause for 4 * 2 (8) frames
CB/B670: 86        Move vehicle/entity down 2 tiles
CB/B671: E0        Pause for 4 * 1 (4) frames
CB/B673: 89        Move vehicle/entity right 3 tiles
CB/B674: FF        End queue
CB/B675: 6A    Load map $008D (Phantom Train, exterior (after detaching rear cars)) after fade out, (upper bits $1000), place party at (117, 8), facing right
CB/B67B: 73    Replace current map's Layer 1 at (120, 5) with the following (7 x 8) chunk, refresh immediately
CB/B680:       $00, $00, $00, $00, $99, $9A, $90
CB/B687:       $90, $00, $00, $A5, $A6, $A7, $A9
CB/B68E:       $A0, $A7, $1E, $1F, $B5, $B1, $B7
CB/B695:       $B8, $B0, $B7, $2E, $2F, $C5, $C6
CB/B69C:       $C7, $C8, $C0, $C7, $D3, $D4, $D5
CB/B6A3:       $D6, $D7, $D8, $D0, $D7, $E3, $00
CB/B6AA:       $E5, $E6, $E7, $ED, $EE, $ED, $00
CB/B6B1:       $00, $00, $84, $85, $86, $84, $85
CB/B6B8: 94    Pause for 60 units
CB/B6B9: F4    Play sound effect 46
CB/B6BB: 73    Replace current map's Layer 1 at (120, 7) with the following (2 x 2) chunk, refresh immediately
CB/B6C0:       $B3, $B4
CB/B6C2:       $C3, $C4
CB/B6C4: 94    Pause for 60 units
CB/B6C5: F4    Play sound effect 187
CB/B6C7: 73    Replace current map's Layer 1 at (121, 5) with the following (7 x 7) chunk, refresh immediately
CB/B6CC:       $00, $00, $00, $00, $99, $9A, $90
CB/B6D3:       $00, $00, $A5, $A6, $A7, $A9, $A0
CB/B6DA:       $00, $B4, $B5, $B1, $B7, $B8, $B0
CB/B6E1:       $5E, $C4, $C5, $C6, $C7, $C8, $C0
CB/B6E8:       $6E, $D4, $D5, $D6, $D7, $D8, $D0
CB/B6EF:       $00, $E4, $E5, $E6, $E7, $ED, $EE
CB/B6F6:       $00, $00, $00, $84, $85, $86, $84
CB/B6FD: 93    Pause for 45 units
CB/B6FE: F4    Play sound effect 187
CB/B700: 73    Replace current map's Layer 1 at (122, 5) with the following (7 x 6) chunk, refresh immediately
CB/B705:       $00, $00, $00, $00, $99, $9A, $00
CB/B70C:       $00, $A5, $A6, $A7, $A9, $00, $B4
CB/B713:       $B5, $B1, $B7, $B8, $5F, $C4, $C5
CB/B71A:       $C6, $C7, $C8, $6F, $D4, $D5, $D6
CB/B721:       $D7, $D8, $00, $E4, $E5, $E6, $E7
CB/B728:       $ED, $00, $00, $00, $84, $85, $86
CB/B72F: 93    Pause for 45 units
CB/B730: F4    Play sound effect 187
CB/B732: 73    Replace current map's Layer 1 at (122, 5) with the following (7 x 6) chunk, refresh immediately
CB/B737:       $00, $00, $00, $00, $00, $99, $00
CB/B73E:       $00, $00, $A5, $A6, $A7, $00, $00
CB/B745:       $B4, $B5, $B1, $B7, $00, $5F, $C4
CB/B74C:       $C5, $C6, $C7, $00, $6F, $D4, $D5
CB/B753:       $D6, $D7, $00, $00, $E4, $E5, $E6
CB/B75A:       $E7, $00, $00, $00, $00, $84, $85
CB/B761: 93    Pause for 45 units
CB/B762: F4    Play sound effect 187
CB/B764: 73    Replace current map's Layer 1 at (123, 5) with the following (7 x 5) chunk, refresh immediately
CB/B769:       $00, $00, $00, $00, $00, $00, $00
CB/B770:       $00, $A5, $A6, $00, $00, $B4, $B5
CB/B777:       $B1, $00, $5F, $C4, $C5, $C6, $00
CB/B77E:       $6F, $D4, $D5, $D6, $00, $00, $E4
CB/B785:       $E5, $E6, $00, $00, $00, $00, $84
CB/B78C: 93    Pause for 45 units
CB/B78D: F4    Play sound effect 187
CB/B78F: 73    Replace current map's Layer 1 at (122, 5) with the following (7 x 6) chunk, refresh immediately
CB/B794:       $00, $00, $00, $00, $00, $00, $00
CB/B79B:       $00, $00, $00, $00, $00, $00, $00
CB/B7A2:       $00, $00, $00, $00, $00, $00, $00
CB/B7A9:       $00, $00, $00, $00, $00, $00, $00
CB/B7B0:       $00, $00, $00, $00, $00, $00, $00
CB/B7B7:       $00, $00, $00, $00, $00, $00, $00
CB/B7BE: 93    Pause for 45 units
CB/B7BF: D2    Set event bit $1E80($183) [$1EB0, bit 3]
CB/B7C1: D3    Clear event bit $1E80($180) [$1EB0, bit 0]
CB/B7C3: 4B    Display dialogue message $0298, wait for button press
               Can't follow us now.
CB/B7C6: FE    Return

CB/B7C7: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B7CF: B2    Call subroutine $CB6AC3
CB/B7D3: 73    Replace current map's Layer 1 at (28, 3) with the following (1 x 1) chunk, refresh immediately
CB/B7D8:       $2E
CB/B7D9: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/B7DB: E0        Pause for 4 * 6 (24) frames
CB/B7DD: CE        Turn vehicle/entity down
CB/B7DE: FF        End queue
CB/B7DF: D2    Set event bit $1E80($17F) [$1EAF, bit 7]
CB/B7E1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/B7E3: E0        Pause for 4 * 10 (40) frames
CB/B7E5: CE        Turn vehicle/entity down
CB/B7E6: FF        End queue
CB/B7E7: B2    Call subroutine $CB6ACD
CB/B7EB: 73    Replace current map's Layer 1 at (26, 5) with the following (4 x 1) chunk, refresh immediately
CB/B7F0:       $97, $97, $41, $41
CB/B7F4: 93    Pause for 45 units
CB/B7F5: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/B7F7: FE    Return

CB/B7F8: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($187) [$1EB0, bit 7] is set) or ($1E80($188) [$1EB1, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/B802: DA    Set event bit $1E80($502) [$1F20, bit 2]
CB/B804: 3D    Create object $10
CB/B806: 45    Refresh objects
CB/B807: 41    Show object $10
CB/B809: 48    Display dialogue message $02BA, continue executing commands
               VOICE: Stop where you are!
CB/B80C: B2    Call subroutine $CAC6AC
CB/B810: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/B815: 45    Refresh objects
CB/B816: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/B818: CC        Turn vehicle/entity up
CB/B819: FF        End queue
CB/B81A: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CB/B81C: C2        Set vehicle/entity's event speed to normal
CB/B81D: 82        Move vehicle/entity down 1 tile
CB/B81E: CC        Turn vehicle/entity up
CB/B81F: FF        End queue
CB/B820: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CB/B822: C2        Set vehicle/entity's event speed to normal
CB/B823: A1        Move vehicle/entity right/down 1x1 tiles
CB/B824: CC        Turn vehicle/entity up
CB/B825: FF        End queue
CB/B826: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/B828: E0        Pause for 4 * 3 (12) frames
CB/B82A: C3        Set vehicle/entity's event speed to fast
CB/B82B: 81        Move vehicle/entity right 1 tile
CB/B82C: CC        Turn vehicle/entity up
CB/B82D: FF        End queue
CB/B82E: 49    If dialogue window is up, wait for keypress then dismiss
CB/B82F: 34    Begin action queue for character $34 (Party Character 3), 11 bytes long 
CB/B831: CF        Turn vehicle/entity left
CB/B832: E0        Pause for 4 * 4 (16) frames
CB/B834: CD        Turn vehicle/entity right
CB/B835: E0        Pause for 4 * 4 (16) frames
CB/B837: CC        Turn vehicle/entity up
CB/B838: E0        Pause for 4 * 4 (16) frames
CB/B83A: CE        Turn vehicle/entity down
CB/B83B: FF        End queue
CB/B83C: 33    Begin action queue for character $33 (Party Character 2), 11 bytes long 
CB/B83E: CD        Turn vehicle/entity right
CB/B83F: E0        Pause for 4 * 4 (16) frames
CB/B841: CF        Turn vehicle/entity left
CB/B842: E0        Pause for 4 * 4 (16) frames
CB/B844: CE        Turn vehicle/entity down
CB/B845: E0        Pause for 4 * 4 (16) frames
CB/B847: CC        Turn vehicle/entity up
CB/B848: FF        End queue
CB/B849: 02    Begin action queue for character $02 (Actor in stot 2), 11 bytes long 
CB/B84B: CC        Turn vehicle/entity up
CB/B84C: E0        Pause for 4 * 4 (16) frames
CB/B84E: CE        Turn vehicle/entity down
CB/B84F: E0        Pause for 4 * 4 (16) frames
CB/B851: CD        Turn vehicle/entity right
CB/B852: E0        Pause for 4 * 4 (16) frames
CB/B854: CF        Turn vehicle/entity left
CB/B855: FF        End queue
CB/B856: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete)
CB/B858: CE        Turn vehicle/entity down
CB/B859: E0        Pause for 4 * 4 (16) frames
CB/B85B: CC        Turn vehicle/entity up
CB/B85C: E0        Pause for 4 * 4 (16) frames
CB/B85E: CF        Turn vehicle/entity left
CB/B85F: E0        Pause for 4 * 4 (16) frames
CB/B861: CD        Turn vehicle/entity right
CB/B862: FF        End queue
CB/B863: F4    Play sound effect 186
CB/B865: 92    Pause for 30 units
CB/B866: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B868: C7        Set vehicle/entity to stay still when moving
CB/B869: C3        Set vehicle/entity's event speed to fast
CB/B86A: 9E        Move vehicle/entity down 8 tiles
CB/B86B: C6        Set vehicle/entity to walk when moving
CB/B86C: FF        End queue
CB/B86D: F4    Play sound effect 181
CB/B86F: B4    Pause for 10 units
CB/B871: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CB/B873: CD        Turn vehicle/entity right
CB/B874: FF        End queue
CB/B875: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CB/B877: CD        Turn vehicle/entity right
CB/B878: FF        End queue
CB/B879: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/B87B: CD        Turn vehicle/entity right
CB/B87C: FF        End queue
CB/B87D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/B87F: CD        Turn vehicle/entity right
CB/B880: FF        End queue
CB/B881: B4    Pause for 18 units
CB/B883: 4B    Display dialogue message $02BB, wait for button press
               MAN: I am Ziegfried, the world's greatest swordsman! That treasure chest is mine.
               If I were you, Ox, I'd grab grandpa, here, and run!
CB/B886: B4    Pause for 10 units
CB/B888: 05    Begin action queue for character $05 (Actor in stot 5), 20 bytes long 
CB/B88A: CE        Turn vehicle/entity down
CB/B88B: 1D        Do vehicle/entity graphical action $1D 
CB/B88C: E0        Pause for 4 * 1 (4) frames
CB/B88E: 1E        Do vehicle/entity graphical action $1E 
CB/B88F: E0        Pause for 4 * 1 (4) frames
CB/B891: 1D        Do vehicle/entity graphical action $1D 
CB/B892: E0        Pause for 4 * 1 (4) frames
CB/B894: 1E        Do vehicle/entity graphical action $1E 
CB/B895: E0        Pause for 4 * 1 (4) frames
CB/B897: 1D        Do vehicle/entity graphical action $1D 
CB/B898: E0        Pause for 4 * 1 (4) frames
CB/B89A: 1E        Do vehicle/entity graphical action $1E 
CB/B89B: E0        Pause for 4 * 1 (4) frames
CB/B89D: FF        End queue
CB/B89E: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/B8A0: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/B8A2: CD        Turn vehicle/entity right
CB/B8A3: FF        End queue
CB/B8A4: 4B    Display dialogue message $02BC, wait for button press
               SABIN: You look more like a manicurist. Now SCRAM!!!
               ZIEGFRIED: Aha!
               The ox bellows!
               Allow me to introduce my blade!
CB/B8A7: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/B8A9: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/B8AB: C3        Set vehicle/entity's event speed to fast
CB/B8AC: 83        Move vehicle/entity left 1 tile
CB/B8AD: FF        End queue
CB/B8AE: 4D    Invoke battle, enemy set $6D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/B8B1: B2    Call subroutine $CA5EA9
CB/B8B5: B2    Call subroutine $CACB95
CB/B8B9: 3B    Position character in a "ready-to-go" stance
CB/B8BA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/B8BC: D5        Set vehicle/entity's position to (6, 25)
CB/B8BF: CD        Turn vehicle/entity right
CB/B8C0: FF        End queue
CB/B8C1: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/B8C3: D5        Set vehicle/entity's position to (8, 25)
CB/B8C6: CF        Turn vehicle/entity left
CB/B8C7: FF        End queue
CB/B8C8: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/B8CA: 59    Unfade screen at speed $04
CB/B8CC: 94    Pause for 60 units
CB/B8CD: 4B    Display dialogue message $02BD, wait for button press
               What a bag of wind
CB/B8D0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/B8D2: CE        Turn vehicle/entity down
CB/B8D3: FF        End queue
CB/B8D4: 4B    Display dialogue message $02BE, wait for button press
               SIGFRIED: Impossible!
               II'm the greatest
               But I'll still laugh last!
CB/B8D7: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CB/B8D9: E0        Pause for 4 * 1 (4) frames
CB/B8DB: C3        Set vehicle/entity's event speed to fast
CB/B8DC: 80        Move vehicle/entity up 1 tile
CB/B8DD: CE        Turn vehicle/entity down
CB/B8DE: FF        End queue
CB/B8DF: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/B8E1: C3        Set vehicle/entity's event speed to fast
CB/B8E2: 8B        Move vehicle/entity left 3 tiles
CB/B8E3: CC        Turn vehicle/entity up
CB/B8E4: FF        End queue
CB/B8E5: B4    Pause for 3 units
CB/B8E7: F4    Play sound effect 166
CB/B8E9: 73    Replace current map's Layer 1 at (5, 24) with the following (1 x 1) chunk, refresh immediately
CB/B8EE:       $12
CB/B8EF: B4    Pause for 8 units
CB/B8F1: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/B8F3: C3        Set vehicle/entity's event speed to fast
CB/B8F4: 89        Move vehicle/entity right 3 tiles
CB/B8F5: E0        Pause for 4 * 1 (4) frames
CB/B8F7: 86        Move vehicle/entity down 2 tiles
CB/B8F8: E0        Pause for 4 * 3 (12) frames
CB/B8FA: CF        Turn vehicle/entity left
CB/B8FB: FF        End queue
CB/B8FC: D2    Set event bit $1E80($187) [$1EB0, bit 7]
CB/B8FE: DB    Clear event bit $1E80($502) [$1F20, bit 2]
CB/B900: 4B    Display dialogue message $02BF, wait for button press
               SIGFRIED: Uwa, ha, ha!
               This treasure is mine!
               Ta ta, cretins!
CB/B903: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/B905: C3        Set vehicle/entity's event speed to fast
CB/B906: 86        Move vehicle/entity down 2 tiles
CB/B907: D1        Make vehicle/entity disappear
CB/B908: FF        End queue
CB/B909: FE    Return

CB/B90A: 4B    Display dialogue message $0295, wait for button press
               IMPRESARIO: Wanna stop the train? Just use the controls in the engineer's compartment!
CB/B90D: FE    Return

CB/B90E: C0    If ($1E80($184) [$1EB0, bit 4] is clear), branch to $CBB91B
CB/B914: 73    Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately
CB/B919:       $2E
CB/B91A: FE    Return

CB/B91B: 73    Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately
CB/B920:       $3D
CB/B921: FE    Return

CB/B922: C0    If ($1E80($185) [$1EB0, bit 5] is clear), branch to $CBB92F
CB/B928: 73    Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately
CB/B92D:       $2E
CB/B92E: FE    Return

CB/B92F: 73    Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately
CB/B934:       $3D
CB/B935: FE    Return

CB/B936: C0    If ($1E80($186) [$1EB0, bit 6] is clear), branch to $CBB943
CB/B93C: 73    Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately
CB/B941:       $2E
CB/B942: FE    Return

CB/B943: 73    Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately
CB/B948:       $3D
CB/B949: FE    Return

CB/B94A: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B952: B2    Call subroutine $CB6AC3
CB/B956: C0    If ($1E80($184) [$1EB0, bit 4] is set), branch to $CBB967
CB/B95C: 73    Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately
CB/B961:       $2E
CB/B962: D2    Set event bit $1E80($184) [$1EB0, bit 4]
CB/B964: 3A    Enable player to move while event commands execute
CB/B965: 92    Pause for 30 units
CB/B966: FE    Return

CB/B967: 73    Replace current map's Layer 1 at (7, 5) with the following (1 x 1) chunk, refresh immediately
CB/B96C:       $3D
CB/B96D: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/B96F: 3A    Enable player to move while event commands execute
CB/B970: 92    Pause for 30 units
CB/B971: FE    Return

CB/B972: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B97A: B2    Call subroutine $CB6AC3
CB/B97E: C0    If ($1E80($185) [$1EB0, bit 5] is set), branch to $CBB98F
CB/B984: 73    Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately
CB/B989:       $2E
CB/B98A: D2    Set event bit $1E80($185) [$1EB0, bit 5]
CB/B98C: 3A    Enable player to move while event commands execute
CB/B98D: 92    Pause for 30 units
CB/B98E: FE    Return

CB/B98F: 73    Replace current map's Layer 1 at (8, 5) with the following (1 x 1) chunk, refresh immediately
CB/B994:       $3D
CB/B995: D3    Clear event bit $1E80($185) [$1EB0, bit 5]
CB/B997: 3A    Enable player to move while event commands execute
CB/B998: 92    Pause for 30 units
CB/B999: FE    Return

CB/B99A: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B9A2: B2    Call subroutine $CB6AC3
CB/B9A6: C0    If ($1E80($186) [$1EB0, bit 6] is set), branch to $CBB9B7
CB/B9AC: 73    Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately
CB/B9B1:       $2E
CB/B9B2: D2    Set event bit $1E80($186) [$1EB0, bit 6]
CB/B9B4: 3A    Enable player to move while event commands execute
CB/B9B5: 92    Pause for 30 units
CB/B9B6: FE    Return

CB/B9B7: 73    Replace current map's Layer 1 at (9, 5) with the following (1 x 1) chunk, refresh immediately
CB/B9BC:       $3D
CB/B9BD: D3    Clear event bit $1E80($186) [$1EB0, bit 6]
CB/B9BF: 3A    Enable player to move while event commands execute
CB/B9C0: 92    Pause for 30 units
CB/B9C1: FE    Return

CB/B9C2: C2    If ($1E80($0A4) [$1E94, bit 4] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/B9CC: 4B    Display dialogue message $02C2, wait for button press
               Something's written here!
               What? What? 
               To stop the train, shut the first and third pressure valves, and operate the switch outside, near the smoke stack.
CB/B9CF: FE    Return

CB/B9D0: 4B    Display dialogue message $02C4, wait for button press
               Just throw this switch, and
               Huh? Nothing's happening!
CB/B9D3: FE    Return

CB/B9D4: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CB/B9DC: C2    If ($1E80($185) [$1EB0, bit 5] is set) or ($1E80($186) [$1EB0, bit 6] is clear) or ($1E80($184) [$1EB0, bit 4] is clear), branch to $CBB9D0
CB/B9E6: 4B    Display dialogue message $02C3, wait for button press
               Press this switch and the train'll stop.
CB/B9E9: F4    Play sound effect 150
CB/B9EB: 93    Pause for 45 units
CB/B9EC: F4    Play sound effect 137
CB/B9EE: 58    Shake screen ($DA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 unaffected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/B9F0: 94    Pause for 60 units
CB/B9F1: 58    Shake screen ($D8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 unaffected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/B9F3: 95    Pause for 120 units
CB/B9F4: 4B    Display dialogue message $02D3, wait for button press
               PHANTOM TRAIN: So! You've been slowing my progress!
CB/B9F7: D0    Set event bit $1E80($03A) [$1E87, bit 2]
CB/B9F9: D3    Clear event bit $1E80($179) [$1EAF, bit 1]
CB/B9FB: 93    Pause for 45 units
CB/B9FC: F4    Play sound effect 146
CB/B9FE: 95    Pause for 120 units
CB/B9FF: 4D    Invoke battle, enemy set $44, background $21 (Running on Train Tracks), (mosaic effect enabled), (swoosh sound enabled)
CB/BA02: B2    Call subroutine $CA5EA9
CB/BA06: 96    Restore screen from fade
CB/BA07: D0    Set event bit $1E80($03B) [$1E87, bit 3]
CB/BA09: DB    Clear event bit $1E80($517) [$1F22, bit 7]
CB/BA0B: 4B    Display dialogue message $02D4, wait for button press
               PHANTOM TRAIN: I will let you go
               but first there is something I must do
CB/BA0E: 5A    Fade screen at speed $04
CB/BA10: 5C    Pause execution until fade in or fade out is complete
CB/BA11: F2    Fade out current song with transition time 32
CB/BA13: FA    Stop temporarily played song
CB/BA14: F0    Play song 0 (Silence), (high bit clear), full volume
CB/BA16: 42    Hide object $31
CB/BA18: 45    Refresh objects
CB/BA19: 6B    Load map $008A (Arrival platform for Phantom Train (train pulls into station)) instantly, (upper bits $0000), place party at (19, 9), facing up
CB/BA1F: 65    Command $65, $00, $08
CB/BA22: 65    Command $65, $01, $08
CB/BA25: 65    Command $65, $02, $08
CB/BA28: 65    Command $65, $03, $08
CB/BA2B: 65    Command $65, $04, $08
CB/BA2E: 95    Pause for 120 units
CB/BA2F: F4    Play sound effect 146
CB/BA31: 94    Pause for 60 units
CB/BA32: 59    Unfade screen at speed $08
CB/BA34: 5C    Pause execution until fade in or fade out is complete
CB/BA35: F4    Play sound effect 146
CB/BA37: B5    Pause for 15 * 5 (75) units
CB/BA39: F0    Play song 0 (Silence), (high bit clear), full volume
CB/BA3B: B5    Pause for 15 * 5 (75) units
CB/BA3D: F0    Play song 60 (The Raft and the Flowing River), (high bit clear), full volume
CB/BA3F: 93    Pause for 45 units
CB/BA40: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/BA42: 5D    Scroll Layer 1, speed 20 x 0
CB/BA45: 93    Pause for 45 units
CB/BA46: 5D    Scroll Layer 1, speed 19 x 0
CB/BA49: 94    Pause for 60 units
CB/BA4A: 5D    Scroll Layer 1, speed 18 x 0
CB/BA4D: 94    Pause for 60 units
CB/BA4E: 5D    Scroll Layer 1, speed 17 x 0
CB/BA51: 94    Pause for 60 units
CB/BA52: 5D    Scroll Layer 1, speed 16 x 0
CB/BA55: 94    Pause for 60 units
CB/BA56: 5D    Scroll Layer 1, speed 9 x 0
CB/BA59: 94    Pause for 60 units
CB/BA5A: 5D    Scroll Layer 1, speed 8 x 0
CB/BA5D: 94    Pause for 60 units
CB/BA5E: 5D    Scroll Layer 1, speed 7 x 0
CB/BA61: 94    Pause for 60 units
CB/BA62: 5D    Scroll Layer 1, speed 6 x 0
CB/BA65: 94    Pause for 60 units
CB/BA66: 5D    Scroll Layer 1, speed 5 x 0
CB/BA69: 93    Pause for 45 units
CB/BA6A: 5D    Scroll Layer 1, speed 4 x 0
CB/BA6D: 93    Pause for 45 units
CB/BA6E: 5D    Scroll Layer 1, speed 3 x 0
CB/BA71: 93    Pause for 45 units
CB/BA72: 5D    Scroll Layer 1, speed 2 x 0
CB/BA75: 94    Pause for 60 units
CB/BA76: 5D    Scroll Layer 1, speed 1 x 0
CB/BA79: 94    Pause for 60 units
CB/BA7A: 5D    Scroll Layer 1, speed 0 x 0
CB/BA7D: 95    Pause for 120 units
CB/BA7E: F4    Play sound effect 146
CB/BA80: 94    Pause for 60 units
CB/BA81: F4    Play sound effect 146
CB/BA83: B5    Pause for 15 * 7 (105) units
CB/BA85: F0    Play song 0 (Silence), (high bit clear), full volume
CB/BA87: 6A    Load map $0099 (Phantom Train, suite rooms and save point car (inc. Cyan's Dream)) after fade out, (upper bits $0000), place party at (8, 9), facing up
CB/BA8D: B2    Call subroutine $CAC6AC
CB/BA91: B2    Call subroutine $CB2E34
CB/BA95: 38    Hold screen
CB/BA96: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/BA98: C3        Set vehicle/entity's event speed to fast
CB/BA99: 83        Move vehicle/entity left 1 tile
CB/BA9A: CE        Turn vehicle/entity down
CB/BA9B: FF        End queue
CB/BA9C: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/BA9E: C3        Set vehicle/entity's event speed to fast
CB/BA9F: 80        Move vehicle/entity up 1 tile
CB/BAA0: CE        Turn vehicle/entity down
CB/BAA1: FF        End queue
CB/BAA2: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/BAA4: C3        Set vehicle/entity's event speed to fast
CB/BAA5: 81        Move vehicle/entity right 1 tile
CB/BAA6: CE        Turn vehicle/entity down
CB/BAA7: FF        End queue
CB/BAA8: 59    Unfade screen at speed $02
CB/BAAA: B5    Pause for 15 * 5 (75) units
CB/BAAC: 58    Shake screen ($3A): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/BAAE: 94    Pause for 60 units
CB/BAAF: 58    Shake screen ($38): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/BAB1: 94    Pause for 60 units
CB/BAB2: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/BAB4: CD        Turn vehicle/entity right
CB/BAB5: FF        End queue
CB/BAB6: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/BAB8: CF        Turn vehicle/entity left
CB/BAB9: FF        End queue
CB/BABA: 4B    Display dialogue message $02A9, wait for button press (At bottom of screen)
               CYAN: Gulpwhere are we?
CB/BABD: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long 
CB/BABF: C2        Set vehicle/entity's event speed to normal
CB/BAC0: E0        Pause for 4 * 8 (32) frames
CB/BAC2: 81        Move vehicle/entity right 1 tile
CB/BAC3: 8A        Move vehicle/entity down 3 tiles
CB/BAC4: FF        End queue
CB/BAC5: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long 
CB/BAC7: C2        Set vehicle/entity's event speed to normal
CB/BAC8: E0        Pause for 4 * 15 (60) frames
CB/BACA: 8E        Move vehicle/entity down 4 tiles
CB/BACB: FF        End queue
CB/BACC: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CB/BACE: C2        Set vehicle/entity's event speed to normal
CB/BACF: 83        Move vehicle/entity left 1 tile
CB/BAD0: 8A        Move vehicle/entity down 3 tiles
CB/BAD1: E0        Pause for 4 * 2 (8) frames
CB/BAD3: FF        End queue
CB/BAD4: 97    Fade screen to black
CB/BAD5: 5C    Pause execution until fade in or fade out is complete
CB/BAD6: B5    Pause for 15 * 7 (105) units
CB/BAD8: B2    Call subroutine $CB2E2B
CB/BADC: B2    Call subroutine $CACB95
CB/BAE0: 3B    Position character in a "ready-to-go" stance
CB/BAE1: 6B    Load map $008B (Arrival platform for Phantom Train (ghosts board, train leaves)) instantly, (upper bits $0000), place party at (49, 8), facing up
CB/BAE7: 74    Replace current map's Layer 2 at (46, 7) with the following (2 x 1) chunk
CB/BAEC:       $B8, $C8
CB/BAEE: 74    Replace current map's Layer 2 at (50, 7) with the following (2 x 1) chunk
CB/BAF3:       $B8, $C9
CB/BAF5: 74    Replace current map's Layer 2 at (59, 7) with the following (2 x 1) chunk
CB/BAFA:       $B8, $C8
CB/BAFC: 74    Replace current map's Layer 2 at (66, 7) with the following (2 x 1) chunk
CB/BB01:       $B8, $C9
CB/BB03: 74    Replace current map's Layer 2 at (75, 7) with the following (2 x 1) chunk
CB/BB08:       $B8, $C8
CB/BB0A: 74    Replace current map's Layer 2 at (82, 7) with the following (2 x 1) chunk
CB/BB0F:       $B8, $C9
CB/BB11: 74    Replace current map's Layer 2 at (91, 7) with the following (2 x 1) chunk
CB/BB16:       $B8, $C8
CB/BB18: 74    Replace current map's Layer 2 at (100, 7) with the following (2 x 1) chunk
CB/BB1D:       $B8, $C9
CB/BB1F: 74    Replace current map's Layer 2 at (109, 7) with the following (2 x 1) chunk
CB/BB24:       $B8, $C8
CB/BB26: 74    Replace current map's Layer 2 at (116, 7) with the following (2 x 1) chunk
CB/BB2B:       $B8, $BE
CB/BB2D: 75    Refresh map after alteration
CB/BB2E: 5E    Scroll Layer 2, speed 16 x 0
CB/BB31: 91    Pause for 15 units
CB/BB32: 5E    Scroll Layer 2, speed 0 x 0
CB/BB35: 42    Hide object $31
CB/BB37: 45    Refresh objects
CB/BB38: 73    Replace current map's Layer 1 at (26, 69) with the following (5 x 1) chunk, refresh immediately
CB/BB3D:       $00, $00, $00, $00, $C4
CB/BB42: B0    Execute the following commands until $B1 2 times
CB/BB44: 50        Tint screen (cumulative) with color $9F
CB/BB46: B1        End block of repeating commands
CB/BB47: 65    Command $65, $00, $06
CB/BB4A: 65    Command $65, $01, $06
CB/BB4D: 65    Command $65, $02, $06
CB/BB50: 65    Command $65, $03, $06
CB/BB53: 65    Command $65, $04, $06
CB/BB56: 96    Restore screen from fade
CB/BB57: 5C    Pause execution until fade in or fade out is complete
CB/BB58: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/BB5A: 93    Pause for 45 units
CB/BB5B: 73    Replace current map's Layer 1 at (48, 7) with the following (2 x 1) chunk, refresh immediately
CB/BB60:       $06, $16
CB/BB62: F4    Play sound effect 44
CB/BB64: 3D    Create object $20
CB/BB66: 45    Refresh objects
CB/BB67: 20    Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CB/BB69: C2        Set vehicle/entity's event speed to normal
CB/BB6A: 81        Move vehicle/entity right 1 tile
CB/BB6B: CE        Turn vehicle/entity down
CB/BB6C: FF        End queue
CB/BB6D: 41    Show object $20
CB/BB6F: 45    Refresh objects
CB/BB70: 20    Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete)
CB/BB72: C8        Set object layering priority to 2 (low nibble 2)
CB/BB74: FF        End queue
CB/BB75: 92    Pause for 30 units
CB/BB76: 48    Display dialogue message $02AA, continue executing commands
               SABIN: Hoo, boy!
               Finally got off
CB/BB79: 20    Begin action queue for character $20 (NPC $20), 11 bytes long (Wait until complete)
CB/BB7B: C2        Set vehicle/entity's event speed to normal
CB/BB7C: 82        Move vehicle/entity down 1 tile
CB/BB7D: E0        Pause for 4 * 5 (20) frames
CB/BB7F: DD        Make vehicle/entity jump (high)
CB/BB80: 86        Move vehicle/entity down 2 tiles
CB/BB81: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/BB82: E0        Pause for 4 * 1 (4) frames
CB/BB84: CE        Turn vehicle/entity down
CB/BB85: FF        End queue
CB/BB86: 20    Begin action queue for character $20 (NPC $20), 21 bytes long (Wait until complete)
CB/BB88: CE        Turn vehicle/entity down
CB/BB89: 23        Do vehicle/entity graphical action $23 
CB/BB8A: E0        Pause for 4 * 1 (4) frames
CB/BB8C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/BB8D: E0        Pause for 4 * 1 (4) frames
CB/BB8F: 23        Do vehicle/entity graphical action $23 
CB/BB90: E0        Pause for 4 * 1 (4) frames
CB/BB92: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/BB93: E0        Pause for 4 * 1 (4) frames
CB/BB95: 23        Do vehicle/entity graphical action $23 
CB/BB96: E0        Pause for 4 * 1 (4) frames
CB/BB98: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/BB99: E0        Pause for 4 * 1 (4) frames
CB/BB9B: CE        Turn vehicle/entity down
CB/BB9C: FF        End queue
CB/BB9D: 49    If dialogue window is up, wait for keypress then dismiss
CB/BB9E: 3D    Create object $21
CB/BBA0: 45    Refresh objects
CB/BBA1: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/BBA3: C2        Set vehicle/entity's event speed to normal
CB/BBA4: 81        Move vehicle/entity right 1 tile
CB/BBA5: CE        Turn vehicle/entity down
CB/BBA6: FF        End queue
CB/BBA7: 41    Show object $21
CB/BBA9: 45    Refresh objects
CB/BBAA: 21    Begin action queue for character $21 (NPC $21), 3 bytes long (Wait until complete)
CB/BBAC: C8        Set object layering priority to 2 (low nibble 2)
CB/BBAE: FF        End queue
CB/BBAF: 21    Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete)
CB/BBB1: C2        Set vehicle/entity's event speed to normal
CB/BBB2: 86        Move vehicle/entity down 2 tiles
CB/BBB3: 81        Move vehicle/entity right 1 tile
CB/BBB4: CE        Turn vehicle/entity down
CB/BBB5: FF        End queue
CB/BBB6: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBBEC4
CB/BBBB: B5    Pause for 15 * 6 (90) units
CB/BBBD: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/BBBF: 18        Do vehicle/entity graphical action $18 
CB/BBC0: FF        End queue
CB/BBC1: 4B    Display dialogue message $02DA, wait for button press
               SABIN: We shouldn't be here. Let's go NOW!
CB/BBC4: 22    Begin action queue for character $22 (NPC $22), 11 bytes long 
CB/BBC6: 20        Do vehicle/entity graphical action $20 
CB/BBC7: E0        Pause for 4 * 2 (8) frames
CB/BBC9: CE        Turn vehicle/entity down
CB/BBCA: E0        Pause for 4 * 2 (8) frames
CB/BBCC: 20        Do vehicle/entity graphical action $20 
CB/BBCD: E0        Pause for 4 * 2 (8) frames
CB/BBCF: CE        Turn vehicle/entity down
CB/BBD0: FF        End queue
CB/BBD1: 21    Begin action queue for character $21 (NPC $21), 11 bytes long (Wait until complete)
CB/BBD3: 20        Do vehicle/entity graphical action $20 
CB/BBD4: E0        Pause for 4 * 2 (8) frames
CB/BBD6: CE        Turn vehicle/entity down
CB/BBD7: E0        Pause for 4 * 2 (8) frames
CB/BBD9: 20        Do vehicle/entity graphical action $20 
CB/BBDA: E0        Pause for 4 * 2 (8) frames
CB/BBDC: CE        Turn vehicle/entity down
CB/BBDD: FF        End queue
CB/BBDE: B5    Pause for 15 * 7 (105) units
CB/BBE0: F4    Play sound effect 44
CB/BBE2: B5    Pause for 15 * 6 (90) units
CB/BBE4: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/BBE6: CE        Turn vehicle/entity down
CB/BBE7: FF        End queue
CB/BBE8: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/BBEA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/BBEB: FF        End queue
CB/BBEC: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/BBEE: CD        Turn vehicle/entity right
CB/BBEF: FF        End queue
CB/BBF0: 93    Pause for 45 units
CB/BBF1: 21    Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete)
CB/BBF3: 1F        Do vehicle/entity graphical action $1F 
CB/BBF4: E0        Pause for 4 * 6 (24) frames
CB/BBF6: CD        Turn vehicle/entity right
CB/BBF7: FF        End queue
CB/BBF8: 92    Pause for 30 units
CB/BBF9: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CB/BBFB: CD        Turn vehicle/entity right
CB/BBFC: FF        End queue
CB/BBFD: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/BBFF: CD        Turn vehicle/entity right
CB/BC00: FF        End queue
CB/BC01: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CB/BC03: C1        Set vehicle/entity's event speed to slow
CB/BC04: 85        Move vehicle/entity right 2 tiles
CB/BC05: 80        Move vehicle/entity up 1 tile
CB/BC06: D1        Make vehicle/entity disappear
CB/BC07: FF        End queue
CB/BC08: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/BC0A: C1        Set vehicle/entity's event speed to slow
CB/BC0B: 89        Move vehicle/entity right 3 tiles
CB/BC0C: 80        Move vehicle/entity up 1 tile
CB/BC0D: D1        Make vehicle/entity disappear
CB/BC0E: FF        End queue
CB/BC0F: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CB/BC11: C1        Set vehicle/entity's event speed to slow
CB/BC12: 80        Move vehicle/entity up 1 tile
CB/BC13: 89        Move vehicle/entity right 3 tiles
CB/BC14: 80        Move vehicle/entity up 1 tile
CB/BC15: D1        Make vehicle/entity disappear
CB/BC16: FF        End queue
CB/BC17: 1F    Begin action queue for character $1F (NPC $1F), 6 bytes long 
CB/BC19: C1        Set vehicle/entity's event speed to slow
CB/BC1A: 84        Move vehicle/entity up 2 tiles
CB/BC1B: 89        Move vehicle/entity right 3 tiles
CB/BC1C: 80        Move vehicle/entity up 1 tile
CB/BC1D: D1        Make vehicle/entity disappear
CB/BC1E: FF        End queue
CB/BC1F: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CB/BC21: C1        Set vehicle/entity's event speed to slow
CB/BC22: 88        Move vehicle/entity up 3 tiles
CB/BC23: 89        Move vehicle/entity right 3 tiles
CB/BC24: 80        Move vehicle/entity up 1 tile
CB/BC25: D1        Make vehicle/entity disappear
CB/BC26: FF        End queue
CB/BC27: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CB/BC29: C1        Set vehicle/entity's event speed to slow
CB/BC2A: 8C        Move vehicle/entity up 4 tiles
CB/BC2B: 89        Move vehicle/entity right 3 tiles
CB/BC2C: 80        Move vehicle/entity up 1 tile
CB/BC2D: D1        Make vehicle/entity disappear
CB/BC2E: FF        End queue
CB/BC2F: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CB/BC31: C1        Set vehicle/entity's event speed to slow
CB/BC32: 90        Move vehicle/entity up 5 tiles
CB/BC33: 89        Move vehicle/entity right 3 tiles
CB/BC34: 80        Move vehicle/entity up 1 tile
CB/BC35: D1        Make vehicle/entity disappear
CB/BC36: FF        End queue
CB/BC37: 16    Begin action queue for character $16 (NPC $16), 6 bytes long 
CB/BC39: C1        Set vehicle/entity's event speed to slow
CB/BC3A: 94        Move vehicle/entity up 6 tiles
CB/BC3B: 89        Move vehicle/entity right 3 tiles
CB/BC3C: 80        Move vehicle/entity up 1 tile
CB/BC3D: D1        Make vehicle/entity disappear
CB/BC3E: FF        End queue
CB/BC3F: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CB/BC41: C1        Set vehicle/entity's event speed to slow
CB/BC42: 98        Move vehicle/entity up 7 tiles
CB/BC43: 89        Move vehicle/entity right 3 tiles
CB/BC44: 80        Move vehicle/entity up 1 tile
CB/BC45: D1        Make vehicle/entity disappear
CB/BC46: FF        End queue
CB/BC47: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CB/BC49: C1        Set vehicle/entity's event speed to slow
CB/BC4A: E0        Pause for 4 * 3 (12) frames
CB/BC4C: 98        Move vehicle/entity up 7 tiles
CB/BC4D: 89        Move vehicle/entity right 3 tiles
CB/BC4E: 80        Move vehicle/entity up 1 tile
CB/BC4F: D1        Make vehicle/entity disappear
CB/BC50: FF        End queue
CB/BC51: 19    Begin action queue for character $19 (NPC $19), 8 bytes long 
CB/BC53: C1        Set vehicle/entity's event speed to slow
CB/BC54: E0        Pause for 4 * 6 (24) frames
CB/BC56: 98        Move vehicle/entity up 7 tiles
CB/BC57: 89        Move vehicle/entity right 3 tiles
CB/BC58: 80        Move vehicle/entity up 1 tile
CB/BC59: D1        Make vehicle/entity disappear
CB/BC5A: FF        End queue
CB/BC5B: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CB/BC5D: C1        Set vehicle/entity's event speed to slow
CB/BC5E: E0        Pause for 4 * 9 (36) frames
CB/BC60: 98        Move vehicle/entity up 7 tiles
CB/BC61: 89        Move vehicle/entity right 3 tiles
CB/BC62: 80        Move vehicle/entity up 1 tile
CB/BC63: D1        Make vehicle/entity disappear
CB/BC64: FF        End queue
CB/BC65: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long 
CB/BC67: C1        Set vehicle/entity's event speed to slow
CB/BC68: E0        Pause for 4 * 12 (48) frames
CB/BC6A: 98        Move vehicle/entity up 7 tiles
CB/BC6B: 89        Move vehicle/entity right 3 tiles
CB/BC6C: 80        Move vehicle/entity up 1 tile
CB/BC6D: D1        Make vehicle/entity disappear
CB/BC6E: FF        End queue
CB/BC6F: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long 
CB/BC71: C1        Set vehicle/entity's event speed to slow
CB/BC72: E0        Pause for 4 * 14 (56) frames
CB/BC74: 98        Move vehicle/entity up 7 tiles
CB/BC75: 89        Move vehicle/entity right 3 tiles
CB/BC76: 80        Move vehicle/entity up 1 tile
CB/BC77: D1        Make vehicle/entity disappear
CB/BC78: FF        End queue
CB/BC79: 1D    Begin action queue for character $1D (NPC $1D), 8 bytes long 
CB/BC7B: C1        Set vehicle/entity's event speed to slow
CB/BC7C: E0        Pause for 4 * 16 (64) frames
CB/BC7E: 98        Move vehicle/entity up 7 tiles
CB/BC7F: 89        Move vehicle/entity right 3 tiles
CB/BC80: 80        Move vehicle/entity up 1 tile
CB/BC81: D1        Make vehicle/entity disappear
CB/BC82: FF        End queue
CB/BC83: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CB/BC85: C2        Set vehicle/entity's event speed to normal
CB/BC86: 9D        Move vehicle/entity right 8 tiles
CB/BC87: 8D        Move vehicle/entity right 4 tiles
CB/BC88: FF        End queue
CB/BC89: F1    Fade in song 23 (The Mines of Narshe) (high bit clear) with transition time 255
CB/BC8C: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/BC8E: B5    Pause for 15 * 15 (225) units
CB/BC90: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/BC92: C3        Set vehicle/entity's event speed to fast
CB/BC93: 9F        Move vehicle/entity left 8 tiles
CB/BC94: 8F        Move vehicle/entity left 4 tiles
CB/BC95: FF        End queue
CB/BC96: 93    Pause for 45 units
CB/BC97: 42    Hide object $11
CB/BC99: 42    Hide object $12
CB/BC9B: 42    Hide object $13
CB/BC9D: 42    Hide object $14
CB/BC9F: 42    Hide object $15
CB/BCA1: 42    Hide object $16
CB/BCA3: 42    Hide object $17
CB/BCA5: 42    Hide object $18
CB/BCA7: 42    Hide object $19
CB/BCA9: 42    Hide object $1A
CB/BCAB: 42    Hide object $1B
CB/BCAD: 42    Hide object $1C
CB/BCAF: 42    Hide object $1D
CB/BCB1: 42    Hide object $1E
CB/BCB3: 42    Hide object $1F
CB/BCB5: 45    Refresh objects
CB/BCB6: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/BCB8: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/BCB9: FF        End queue
CB/BCBA: 4B    Display dialogue message $02D8, wait for button press
               CYAN: No!!!
               Elayne! Owain!!
CB/BCBD: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CB/BCBF: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CB/BCC0: FF        End queue
CB/BCC1: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/BCC3: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CB/BCC4: FF        End queue
CB/BCC5: 93    Pause for 45 units
CB/BCC6: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/BCC8: CD        Turn vehicle/entity right
CB/BCC9: FF        End queue
CB/BCCA: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/BCCC: CD        Turn vehicle/entity right
CB/BCCD: FF        End queue
CB/BCCE: 92    Pause for 30 units
CB/BCCF: 22    Begin action queue for character $22 (NPC $22), 5 bytes long 
CB/BCD1: C3        Set vehicle/entity's event speed to fast
CB/BCD2: 82        Move vehicle/entity down 1 tile
CB/BCD3: 89        Move vehicle/entity right 3 tiles
CB/BCD4: CC        Turn vehicle/entity up
CB/BCD5: FF        End queue
CB/BCD6: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CB/BCD8: C3        Set vehicle/entity's event speed to fast
CB/BCD9: 89        Move vehicle/entity right 3 tiles
CB/BCDA: 80        Move vehicle/entity up 1 tile
CB/BCDB: CF        Turn vehicle/entity left
CB/BCDC: FF        End queue
CB/BCDD: 92    Pause for 30 units
CB/BCDE: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/BCE0: 0F        Do vehicle/entity graphical action $0F 
CB/BCE1: E0        Pause for 4 * 1 (4) frames
CB/BCE3: CF        Turn vehicle/entity left
CB/BCE4: E0        Pause for 4 * 1 (4) frames
CB/BCE6: FC        Branch 6 bytes backwards ($CBBCE0)
CB/BCE8: FF        End queue
CB/BCE9: 4B    Display dialogue message $02D7, wait for button press
               SABIN: CYAN!
               Is that your wife and child?
CB/BCEC: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/BCEE: CF        Turn vehicle/entity left
CB/BCEF: FF        End queue
CB/BCF0: F4    Play sound effect 146
CB/BCF2: 94    Pause for 60 units
CB/BCF3: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CB/BCF5: 1F        Do vehicle/entity graphical action $1F 
CB/BCF6: FF        End queue
CB/BCF7: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/BCF9: 1F        Do vehicle/entity graphical action $1F 
CB/BCFA: FF        End queue
CB/BCFB: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CB/BCFD: 1F        Do vehicle/entity graphical action $1F 
CB/BCFE: FF        End queue
CB/BCFF: 93    Pause for 45 units
CB/BD00: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CB/BD02: CF        Turn vehicle/entity left
CB/BD03: FF        End queue
CB/BD04: 22    Begin action queue for character $22 (NPC $22), 2 bytes long 
CB/BD06: CC        Turn vehicle/entity up
CB/BD07: FF        End queue
CB/BD08: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/BD0A: CD        Turn vehicle/entity right
CB/BD0B: FF        End queue
CB/BD0C: 4B    Display dialogue message $02D6, wait for button press
               Departing?!
CB/BD0F: F6    Subcommand $10: Play song $20 (The Phantom Train #1) at volume $80 (may have other effects)
CB/BD13: 5D    Scroll Layer 1, speed 1 x 0
CB/BD16: 92    Pause for 30 units
CB/BD17: 20    Begin action queue for character $20 (NPC $20), 15 bytes long 
CB/BD19: E0        Pause for 4 * 1 (4) frames
CB/BD1B: 28        Do vehicle/entity graphical action $28 
CB/BD1C: C2        Set vehicle/entity's event speed to normal
CB/BD1D: C7        Set vehicle/entity to stay still when moving
CB/BD1E: DD        Make vehicle/entity jump (high)
CB/BD1F: 86        Move vehicle/entity down 2 tiles
CB/BD20: DD        Make vehicle/entity jump (high)
CB/BD21: E0        Pause for 4 * 2 (8) frames
CB/BD23: C3        Set vehicle/entity's event speed to fast
CB/BD24: 1F        Do vehicle/entity graphical action $1F 
CB/BD25: 92        Move vehicle/entity down 5 tiles
CB/BD26: C6        Set vehicle/entity to walk when moving
CB/BD27: FF        End queue
CB/BD28: 21    Begin action queue for character $21 (NPC $21), 5 bytes long 
CB/BD2A: C3        Set vehicle/entity's event speed to fast
CB/BD2B: 9D        Move vehicle/entity right 8 tiles
CB/BD2C: 9D        Move vehicle/entity right 8 tiles
CB/BD2D: CC        Turn vehicle/entity up
CB/BD2E: FF        End queue
CB/BD2F: 22    Begin action queue for character $22 (NPC $22), 15 bytes long 
CB/BD31: C2        Set vehicle/entity's event speed to normal
CB/BD32: E0        Pause for 4 * 6 (24) frames
CB/BD34: CD        Turn vehicle/entity right
CB/BD35: E0        Pause for 4 * 13 (52) frames
CB/BD37: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/BD38: E0        Pause for 4 * 10 (40) frames
CB/BD3A: C3        Set vehicle/entity's event speed to fast
CB/BD3B: C7        Set vehicle/entity to stay still when moving
CB/BD3C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/BD3D: 92        Move vehicle/entity down 5 tiles
CB/BD3E: C6        Set vehicle/entity to walk when moving
CB/BD3F: FF        End queue
CB/BD40: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CB/BD42: C2        Set vehicle/entity's event speed to normal
CB/BD43: 9D        Move vehicle/entity right 8 tiles
CB/BD44: 9D        Move vehicle/entity right 8 tiles
CB/BD45: FF        End queue
CB/BD46: 93    Pause for 45 units
CB/BD47: 5D    Scroll Layer 1, speed 2 x 0
CB/BD4A: 35    Pause execution until action queue for object $21 (NPC $21) is complete
CB/BD4C: 21    Begin action queue for character $21 (NPC $21), 9 bytes long 
CB/BD4E: 1B        Do vehicle/entity graphical action $1B 
CB/BD4F: E0        Pause for 4 * 2 (8) frames
CB/BD51: CC        Turn vehicle/entity up
CB/BD52: E0        Pause for 4 * 3 (12) frames
CB/BD54: FC        Branch 6 bytes backwards ($CBBD4E)
CB/BD56: FF        End queue
CB/BD57: 5D    Scroll Layer 1, speed 3 x 0
CB/BD5A: 94    Pause for 60 units
CB/BD5B: 42    Hide object $20
CB/BD5D: 42    Hide object $22
CB/BD5F: 48    Display dialogue message $02D9, continue executing commands
               CYAN: Please, wait! 
CB/BD62: 5D    Scroll Layer 1, speed 4 x 0
CB/BD65: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/BD67: C1        Set vehicle/entity's event speed to slow
CB/BD68: 83        Move vehicle/entity left 1 tile
CB/BD69: CC        Turn vehicle/entity up
CB/BD6A: FF        End queue
CB/BD6B: 5D    Scroll Layer 1, speed 5 x 0
CB/BD6E: B5    Pause for 15 * 6 (90) units
CB/BD70: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/BD72: C2        Set vehicle/entity's event speed to normal
CB/BD73: 87        Move vehicle/entity left 2 tiles
CB/BD74: CC        Turn vehicle/entity up
CB/BD75: FF        End queue
CB/BD76: 5D    Scroll Layer 1, speed 6 x 0
CB/BD79: 92    Pause for 30 units
CB/BD7A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/BD7C: CE        Turn vehicle/entity down
CB/BD7D: C8        Set object layering priority to 3 (low nibble 3)
CB/BD7F: FF        End queue
CB/BD80: 5D    Scroll Layer 1, speed 7 x 0
CB/BD83: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/BD85: 41    Show object $11
CB/BD87: 93    Pause for 45 units
CB/BD88: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CB/BD8A: C1        Set vehicle/entity's event speed to slow
CB/BD8B: 82        Move vehicle/entity down 1 tile
CB/BD8C: FF        End queue
CB/BD8D: 48    Display dialogue message $02D5, continue executing commands
               CYAN: Elayne! 
CB/BD90: 92    Pause for 30 units
CB/BD91: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/BD93: CE        Turn vehicle/entity down
CB/BD94: C8        Set object layering priority to 3 (low nibble 3)
CB/BD96: FF        End queue
CB/BD97: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/BD99: 41    Show object $12
CB/BD9B: 5D    Scroll Layer 1, speed 8 x 0
CB/BD9E: 91    Pause for 15 units
CB/BD9F: 48    Display dialogue message $02DB, continue executing commands
               CYAN: Owain 
CB/BDA2: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CB/BDA4: C2        Set vehicle/entity's event speed to normal
CB/BDA5: 9F        Move vehicle/entity left 8 tiles
CB/BDA6: 9F        Move vehicle/entity left 8 tiles
CB/BDA7: 8F        Move vehicle/entity left 4 tiles
CB/BDA8: FF        End queue
CB/BDA9: 91    Pause for 15 units
CB/BDAA: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CB/BDAC: CF        Turn vehicle/entity left
CB/BDAD: FF        End queue
CB/BDAE: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/BDB0: 81        Move vehicle/entity right 1 tile
CB/BDB1: FF        End queue
CB/BDB2: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/BDB4: CD        Turn vehicle/entity right
CB/BDB5: FF        End queue
CB/BDB6: 5D    Scroll Layer 1, speed 9 x 0
CB/BDB9: 91    Pause for 15 units
CB/BDBA: 21    Begin action queue for character $21 (NPC $21), 7 bytes long 
CB/BDBC: C2        Set vehicle/entity's event speed to normal
CB/BDBD: 9F        Move vehicle/entity left 8 tiles
CB/BDBE: 97        Move vehicle/entity left 6 tiles
CB/BDBF: A2        Move vehicle/entity left/down 1x1 tiles
CB/BDC0: C3        Set vehicle/entity's event speed to fast
CB/BDC1: 93        Move vehicle/entity left 5 tiles
CB/BDC2: FF        End queue
CB/BDC3: 65    Command $65, $00, $0A
CB/BDC6: 65    Command $65, $01, $0A
CB/BDC9: 65    Command $65, $02, $0A
CB/BDCC: 65    Command $65, $03, $0A
CB/BDCF: 65    Command $65, $04, $0A
CB/BDD2: 91    Pause for 15 units
CB/BDD3: 5D    Scroll Layer 1, speed 10 x 0
CB/BDD6: 91    Pause for 15 units
CB/BDD7: 5D    Scroll Layer 1, speed 11 x 0
CB/BDDA: 91    Pause for 15 units
CB/BDDB: 5D    Scroll Layer 1, speed 12 x 0
CB/BDDE: 91    Pause for 15 units
CB/BDDF: 5D    Scroll Layer 1, speed 13 x 0
CB/BDE2: 91    Pause for 15 units
CB/BDE3: 5D    Scroll Layer 1, speed 14 x 0
CB/BDE6: 91    Pause for 15 units
CB/BDE7: 5D    Scroll Layer 1, speed 15 x 0
CB/BDEA: 91    Pause for 15 units
CB/BDEB: 5D    Scroll Layer 1, speed 16 x 0
CB/BDEE: 91    Pause for 15 units
CB/BDEF: 5D    Scroll Layer 1, speed 17 x 0
CB/BDF2: 91    Pause for 15 units
CB/BDF3: 5D    Scroll Layer 1, speed 18 x 0
CB/BDF6: 91    Pause for 15 units
CB/BDF7: 5D    Scroll Layer 1, speed 19 x 0
CB/BDFA: 91    Pause for 15 units
CB/BDFB: 5D    Scroll Layer 1, speed 20 x 0
CB/BDFE: 91    Pause for 15 units
CB/BDFF: 5D    Scroll Layer 1, speed 21 x 0
CB/BE02: 91    Pause for 15 units
CB/BE03: 5D    Scroll Layer 1, speed 22 x 0
CB/BE06: 91    Pause for 15 units
CB/BE07: 5D    Scroll Layer 1, speed 23 x 0
CB/BE0A: 91    Pause for 15 units
CB/BE0B: 5D    Scroll Layer 1, speed 24 x 0
CB/BE0E: 91    Pause for 15 units
CB/BE0F: 5D    Scroll Layer 1, speed 25 x 0
CB/BE12: 91    Pause for 15 units
CB/BE13: 5D    Scroll Layer 1, speed 26 x 0
CB/BE16: 91    Pause for 15 units
CB/BE17: 5D    Scroll Layer 1, speed 27 x 0
CB/BE1A: 91    Pause for 15 units
CB/BE1B: 5D    Scroll Layer 1, speed 28 x 0
CB/BE1E: 91    Pause for 15 units
CB/BE1F: 5D    Scroll Layer 1, speed 28 x 0
CB/BE22: 93    Pause for 45 units
CB/BE23: 4B    Display dialogue message $02DC, wait for button press (Show text only)
               My love
               You made me so happy.
               Don't forget me 
CB/BE26: 91    Pause for 15 units
CB/BE27: 4B    Display dialogue message $02DD, wait for button press (Show text only)
               Dad!
               I'll make sure Mom's all right! 
CB/BE2A: 5D    Scroll Layer 1, speed 29 x 0
CB/BE2D: 91    Pause for 15 units
CB/BE2E: 5D    Scroll Layer 1, speed 30 x 0
CB/BE31: 91    Pause for 15 units
CB/BE32: 5D    Scroll Layer 1, speed 31 x 0
CB/BE35: 91    Pause for 15 units
CB/BE36: 5D    Scroll Layer 1, speed 32 x 0
CB/BE39: 91    Pause for 15 units
CB/BE3A: 5D    Scroll Layer 1, speed 33 x 0
CB/BE3D: 91    Pause for 15 units
CB/BE3E: 5D    Scroll Layer 1, speed 34 x 0
CB/BE41: 91    Pause for 15 units
CB/BE42: 5D    Scroll Layer 1, speed 35 x 0
CB/BE45: 91    Pause for 15 units
CB/BE46: F2    Fade out current song with transition time 48
CB/BE48: 5D    Scroll Layer 1, speed 0 x 0
CB/BE4B: 95    Pause for 120 units
CB/BE4C: F4    Play sound effect 146
CB/BE4E: 93    Pause for 45 units
CB/BE4F: 5D    Scroll Layer 1, speed 0 x 0
CB/BE52: 94    Pause for 60 units
CB/BE53: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/BE55: E0        Pause for 4 * 5 (20) frames
CB/BE57: 22        Do vehicle/entity graphical action $22 
CB/BE58: FF        End queue
CB/BE59: B5    Pause for 15 * 5 (75) units
CB/BE5B: 5A    Fade screen at speed $02
CB/BE5D: 5C    Pause execution until fade in or fade out is complete
CB/BE5E: 39    Free screen
CB/BE5F: 94    Pause for 60 units
CB/BE60: B9    Clear bit $1DC9($4B) [$1DD2, bit 3]
CB/BE62: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/BE64: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/BE66: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/BE68: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/BE6A: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/BE6C: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/BE6E: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/BE70: D3    Clear event bit $1E80($185) [$1EB0, bit 5]
CB/BE72: D3    Clear event bit $1E80($186) [$1EB0, bit 6]
CB/BE74: 41    Show object $31
CB/BE76: 3F    Remove character $02 (Actor in stot 2) from the party
CB/BE79: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBBEDD
CB/BE7E: 47    Make character in slot 0 the lead character
CB/BE7F: 6B    Load map $0089 (Arrival platform for Phantom Train (train is gone, Cyan is sad)) instantly, (upper bits $2000), place party at (12, 10), facing down
CB/BE85: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/BE87: C8        Set object layering priority to 2 (low nibble 2)
CB/BE89: FF        End queue
CB/BE8A: 59    Unfade screen at speed $04
CB/BE8C: 5C    Pause execution until fade in or fade out is complete
CB/BE8D: A0    Set timer 0 to $04B0 [0m: 20s: 00j], jump to subroutine $CBBEA3 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag 0x20 disabled on event bank byte) 
               (Countdown does not override the game clock display)
CB/BE93: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/BE95: 22        Do vehicle/entity graphical action $22 
CB/BE96: FF        End queue
CB/BE97: 3A    Enable player to move while event commands execute
CB/BE98: FE    Return

CB/BE99: B5    Pause for 15 * 5 (75) units
CB/BE9B: 4B    Display dialogue message $02DF, wait for button press
               CYAN: 
CB/BE9E: FE    Return

CB/BE9F: 4B    Display dialogue message $02DE, wait for button press
               SHADOW: Leave 'em alone.
CB/BEA2: FE    Return

CB/BEA3: 5A    Fade screen at speed $04
CB/BEA5: 5C    Pause execution until fade in or fade out is complete
CB/BEA6: 3B    Position character in a "ready-to-go" stance
CB/BEA7: 3F    Assign character $02 (Actor in stot 2) to party 1
CB/BEAA: C0    If ($1E80($18D) [$1EB1, bit 5] is set), branch to $CBBEE5
CB/BEB0: B2    Call subroutine $CB6A37
CB/BEB4: B2    Call subroutine $CACB95
CB/BEB8: 3B    Position character in a "ready-to-go" stance
CB/BEB9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/BEBB: CE        Turn vehicle/entity down
CB/BEBC: FF        End queue
CB/BEBD: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (178, 93), facing down
CB/BEC3: FF        End map script

CB/BEC4: 3D    Create object $22
CB/BEC6: 45    Refresh objects
CB/BEC7: 22    Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete)
CB/BEC9: C2        Set vehicle/entity's event speed to normal
CB/BECA: 81        Move vehicle/entity right 1 tile
CB/BECB: CE        Turn vehicle/entity down
CB/BECC: FF        End queue
CB/BECD: 41    Show object $22
CB/BECF: 45    Refresh objects
CB/BED0: 22    Begin action queue for character $22 (NPC $22), 3 bytes long (Wait until complete)
CB/BED2: C8        Set object layering priority to 2 (low nibble 2)
CB/BED4: FF        End queue
CB/BED5: 22    Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete)
CB/BED7: C2        Set vehicle/entity's event speed to normal
CB/BED8: 86        Move vehicle/entity down 2 tiles
CB/BED9: 83        Move vehicle/entity left 1 tile
CB/BEDA: CE        Turn vehicle/entity down
CB/BEDB: FF        End queue
CB/BEDC: FE    Return

CB/BEDD: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/BEDF: 3F    Remove character $03 (Actor in stot 3) from the party
CB/BEE2: D2    Set event bit $1E80($18D) [$1EB1, bit 5]
CB/BEE4: FE    Return

CB/BEE5: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/BEE7: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/BEEA: D3    Clear event bit $1E80($18D) [$1EB1, bit 5]
CB/BEEC: B2    Call subroutine $CBBEB0
CB/BEF0: FE    Return

CB/BEF1: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BEF7: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BEFD: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BEFF: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/BF01: C2        Set vehicle/entity's event speed to normal
CB/BF02: 84        Move vehicle/entity up 2 tiles
CB/BF03: FF        End queue
CB/BF04: B2    Call subroutine $CBBFA5
CB/BF08: FE    Return

CB/BF09: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BF0F: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BF15: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BF17: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/BF19: C2        Set vehicle/entity's event speed to normal
CB/BF1A: 80        Move vehicle/entity up 1 tile
CB/BF1B: 87        Move vehicle/entity left 2 tiles
CB/BF1C: 80        Move vehicle/entity up 1 tile
CB/BF1D: FF        End queue
CB/BF1E: B2    Call subroutine $CBBFA5
CB/BF22: FE    Return

CB/BF23: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BF29: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BF2F: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BF31: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/BF33: C2        Set vehicle/entity's event speed to normal
CB/BF34: 80        Move vehicle/entity up 1 tile
CB/BF35: 8B        Move vehicle/entity left 3 tiles
CB/BF36: 80        Move vehicle/entity up 1 tile
CB/BF37: FF        End queue
CB/BF38: B2    Call subroutine $CBBFA5
CB/BF3C: FE    Return

CB/BF3D: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BF43: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BF49: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BF4B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/BF4D: C2        Set vehicle/entity's event speed to normal
CB/BF4E: 80        Move vehicle/entity up 1 tile
CB/BF4F: 85        Move vehicle/entity right 2 tiles
CB/BF50: 80        Move vehicle/entity up 1 tile
CB/BF51: FF        End queue
CB/BF52: B2    Call subroutine $CBBFA5
CB/BF56: FE    Return

CB/BF57: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BF5D: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BF63: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BF65: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/BF67: C2        Set vehicle/entity's event speed to normal
CB/BF68: 80        Move vehicle/entity up 1 tile
CB/BF69: 89        Move vehicle/entity right 3 tiles
CB/BF6A: 80        Move vehicle/entity up 1 tile
CB/BF6B: FF        End queue
CB/BF6C: B2    Call subroutine $CBBFA5
CB/BF70: FE    Return

CB/BF71: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BF77: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BF7D: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BF7F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/BF81: C2        Set vehicle/entity's event speed to normal
CB/BF82: 80        Move vehicle/entity up 1 tile
CB/BF83: 8D        Move vehicle/entity right 4 tiles
CB/BF84: 80        Move vehicle/entity up 1 tile
CB/BF85: FF        End queue
CB/BF86: B2    Call subroutine $CBBFA5
CB/BF8A: FE    Return

CB/BF8B: C0    If ($1E80($03C) [$1E87, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/BF91: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/BF97: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/BF99: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/BF9B: C2        Set vehicle/entity's event speed to normal
CB/BF9C: 84        Move vehicle/entity up 2 tiles
CB/BF9D: 81        Move vehicle/entity right 1 tile
CB/BF9E: CC        Turn vehicle/entity up
CB/BF9F: FF        End queue
CB/BFA0: B2    Call subroutine $CBBFA5
CB/BFA4: FE    Return

CB/BFA5: D0    Set event bit $1E80($03C) [$1E87, bit 4]
CB/BFA7: 38    Hold screen
CB/BFA8: B2    Call subroutine $CAC6AC
CB/BFAC: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/BFAE: C2        Set vehicle/entity's event speed to normal
CB/BFAF: A2        Move vehicle/entity left/down 1x1 tiles
CB/BFB0: CC        Turn vehicle/entity up
CB/BFB1: FF        End queue
CB/BFB2: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/BFB4: C2        Set vehicle/entity's event speed to normal
CB/BFB5: A1        Move vehicle/entity right/down 1x1 tiles
CB/BFB6: CC        Turn vehicle/entity up
CB/BFB7: FF        End queue
CB/BFB8: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/BFBA: 1C        Do vehicle/entity graphical action $1C 
CB/BFBB: FF        End queue
CB/BFBC: 4B    Display dialogue message $02E0, wait for button press (At bottom of screen)
               SABIN: This must be Baren Falls.
CB/BFBF: 48    Display dialogue message $02E1, continue executing commands (At bottom of screen)
               CYAN: To the south is the Veldt. Dangerous creatures there.
               SABIN: And the Empire's right on our tails.
               CYAN: If we can slip through the Veldt, we can reach the town of Mobliz, to the east
CB/BFC2: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/BFC4: C2        Set vehicle/entity's event speed to normal
CB/BFC5: 80        Move vehicle/entity up 1 tile
CB/BFC6: CF        Turn vehicle/entity left
CB/BFC7: FF        End queue
CB/BFC8: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/BFCA: CC        Turn vehicle/entity up
CB/BFCB: E0        Pause for 4 * 8 (32) frames
CB/BFCD: CD        Turn vehicle/entity right
CB/BFCE: FF        End queue
CB/BFCF: 49    If dialogue window is up, wait for keypress then dismiss
CB/BFD0: BE    If character $03 (SHADOW) is in the current CaseWord, call subroutine $CBBFE9
CB/BFD5: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CB/BFD7: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/BFD9: 83        Move vehicle/entity left 1 tile
CB/BFDA: FF        End queue
CB/BFDB: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CB/BFDD: B2    Call subroutine $CACB95
CB/BFE1: 3B    Position character in a "ready-to-go" stance
CB/BFE2: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/BFE4: CE        Turn vehicle/entity down
CB/BFE5: FF        End queue
CB/BFE6: 3A    Enable player to move while event commands execute
CB/BFE7: 39    Free screen
CB/BFE8: FE    Return

CB/BFE9: B5    Pause for 15 * 10 (150) units
CB/BFEB: 4B    Display dialogue message $02E4, wait for button press (At bottom of screen)
               SHADOW: I have served my purpose
CB/BFEE: 03    Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete)
CB/BFF0: C2        Set vehicle/entity's event speed to normal
CB/BFF1: 8A        Move vehicle/entity down 3 tiles
CB/BFF2: FF        End queue
CB/BFF3: 48    Display dialogue message $02E2, continue executing commands
               SABIN: SHADOW!
CB/BFF6: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/BFF8: C2        Set vehicle/entity's event speed to normal
CB/BFF9: 82        Move vehicle/entity down 1 tile
CB/BFFA: FF        End queue
CB/BFFB: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/BFFD: CE        Turn vehicle/entity down
CB/BFFE: FF        End queue
CB/BFFF: 49    If dialogue window is up, wait for keypress then dismiss
CB/C000: 03    Begin action queue for character $03 (Actor in stot 3), 6 bytes long (Wait until complete)
CB/C002: E0        Pause for 4 * 8 (32) frames
CB/C004: CC        Turn vehicle/entity up
CB/C005: E0        Pause for 4 * 5 (20) frames
CB/C007: FF        End queue
CB/C008: 4B    Display dialogue message $02E3, wait for button press
               SABIN: Thanks for your help!
               Let's join ranks again some time!
CB/C00B: B5    Pause for 15 * 6 (90) units
CB/C00D: 03    Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete)
CB/C00F: C2        Set vehicle/entity's event speed to normal
CB/C010: 8E        Move vehicle/entity down 4 tiles
CB/C011: C8        Set object layering priority to 0 (low nibble 0)
CB/C013: FF        End queue
CB/C014: 3F    Remove character $03 (Actor in stot 3) from the party
CB/C017: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CB/C019: 42    Hide object $03
CB/C01B: 3E    Delete object $03
CB/C01D: 45    Refresh objects
CB/C01E: B4    Pause for 10 units
CB/C020: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/C022: C2        Set vehicle/entity's event speed to normal
CB/C023: 80        Move vehicle/entity up 1 tile
CB/C024: CD        Turn vehicle/entity right
CB/C025: FF        End queue
CB/C026: FE    Return

CB/C027: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/C02D: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CB/C02F: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CB/C031: C8        Set object layering priority to 2 (low nibble 2)
CB/C033: FF        End queue
CB/C034: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CB/C036: C8        Set object layering priority to 2 (low nibble 2)
CB/C038: FF        End queue
CB/C039: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/C03B: C8        Set object layering priority to 2 (low nibble 2)
CB/C03D: FF        End queue
CB/C03E: FE    Return

CB/C03F: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/C045: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/C04B: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CB/C04D: 4B    Display dialogue message $02E5, wait for button press (At bottom of screen)
               Jump?
               ^(Why not?)
               ^(You crazy?)
CB/C050: B6    Indexed branch based on prior dialogue selection [$CBC058, $CA5EB3]
CB/C057: FE    Return

CB/C058: D2    Set event bit $1E80($1BB) [$1EB7, bit 3]
CB/C05A: 93    Pause for 45 units
CB/C05B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/C05D: C1        Set vehicle/entity's event speed to slow
CB/C05E: 86        Move vehicle/entity down 2 tiles
CB/C05F: CC        Turn vehicle/entity up
CB/C060: FF        End queue
CB/C061: 5D    Scroll Layer 1, speed 0 x 250
CB/C064: 5E    Scroll Layer 2, speed 0 x 4
CB/C067: 5F    Scroll Layer 3, speed 0 x 4
CB/C06A: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 8
CB/C06E: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/C070: 95    Pause for 120 units
CB/C071: 5D    Scroll Layer 1, speed 0 x 0
CB/C074: 5E    Scroll Layer 2, speed 0 x 0
CB/C077: 5F    Scroll Layer 3, speed 0 x 0
CB/C07A: B5    Pause for 15 * 6 (90) units
CB/C07C: 38    Hold screen
CB/C07D: 5D    Scroll Layer 1, speed 0 x 250
CB/C080: 5E    Scroll Layer 2, speed 0 x 4
CB/C083: 5F    Scroll Layer 3, speed 0 x 4
CB/C086: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CB/C088: C3        Set vehicle/entity's event speed to fast
CB/C089: 84        Move vehicle/entity up 2 tiles
CB/C08A: 17        Do vehicle/entity graphical action $17 
CB/C08B: C7        Set vehicle/entity to stay still when moving
CB/C08C: 8C        Move vehicle/entity up 4 tiles
CB/C08D: E0        Pause for 4 * 8 (32) frames
CB/C08F: C3        Set vehicle/entity's event speed to fast
CB/C090: 8A        Move vehicle/entity down 3 tiles
CB/C091: FF        End queue
CB/C092: B5    Pause for 15 * 6 (90) units
CB/C094: 5A    Fade screen at speed $10
CB/C096: 5C    Pause execution until fade in or fade out is complete
CB/C097: 5D    Scroll Layer 1, speed 0 x 0
CB/C09A: 5E    Scroll Layer 2, speed 0 x 0
CB/C09D: 5F    Scroll Layer 3, speed 0 x 0
CB/C0A0: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/C0A2: 39    Free screen
CB/C0A3: F2    Fade out current song with transition time 15
CB/C0A5: FA    Stop temporarily played song
CB/C0A6: B5    Pause for 15 * 6 (90) units
CB/C0A8: C0    If ($1E80($03F) [$1E87, bit 7] is set), branch to $CBC1FB
CB/C0AE: F0    Play song 0 (Silence), (high bit clear), full volume
CB/C0B0: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/C0B2: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/C0B6: 4D    Invoke battle, enemy set $12, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/C0B9: B2    Call subroutine $CA5EA9
CB/C0BD: DA    Set event bit $1E80($50C) [$1F21, bit 4]
CB/C0BF: 6B    Load map $009F (Calm riverbank (Cyan and Sabin wash up, Gau freaks out)) instantly, (upper bits $2000), place party at (15, 0), facing down
CB/C0C5: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/C0C7: B2    Call subroutine $CB6A37
CB/C0CB: B5    Pause for 15 * 10 (150) units
CB/C0CD: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CB/C0CF: B5    Pause for 15 * 10 (150) units
CB/C0D1: 59    Unfade screen at speed $01
CB/C0D3: 5C    Pause execution until fade in or fade out is complete
CB/C0D4: 38    Hold screen
CB/C0D5: 31    Begin action queue for character $31 (Party Character 0), 22 bytes long (Wait until complete)
CB/C0D7: C1        Set vehicle/entity's event speed to slow
CB/C0D8: 28        Do vehicle/entity graphical action $28 
CB/C0D9: E0        Pause for 4 * 32 (128) frames
CB/C0DB: C7        Set vehicle/entity to stay still when moving
CB/C0DC: 86        Move vehicle/entity down 2 tiles
CB/C0DD: E0        Pause for 4 * 2 (8) frames
CB/C0DF: 83        Move vehicle/entity left 1 tile
CB/C0E0: E0        Pause for 4 * 4 (16) frames
CB/C0E2: A2        Move vehicle/entity left/down 1x1 tiles
CB/C0E3: A2        Move vehicle/entity left/down 1x1 tiles
CB/C0E4: C2        Set vehicle/entity's event speed to normal
CB/C0E5: 86        Move vehicle/entity down 2 tiles
CB/C0E6: C2        Set vehicle/entity's event speed to normal
CB/C0E7: A1        Move vehicle/entity right/down 1x1 tiles
CB/C0E8: C1        Set vehicle/entity's event speed to slow
CB/C0E9: E0        Pause for 4 * 3 (12) frames
CB/C0EB: A2        Move vehicle/entity left/down 1x1 tiles
CB/C0EC: FF        End queue
CB/C0ED: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/C0EF: C0        Set vehicle/entity's event speed to slowest
CB/C0F0: A2        Move vehicle/entity left/down 1x1 tiles
CB/C0F1: 82        Move vehicle/entity down 1 tile
CB/C0F2: A2        Move vehicle/entity left/down 1x1 tiles
CB/C0F3: C6        Set vehicle/entity to walk when moving
CB/C0F4: E0        Pause for 4 * 16 (64) frames
CB/C0F6: FF        End queue
CB/C0F7: F2    Fade out current song with transition time 31
CB/C0F9: 95    Pause for 120 units
CB/C0FA: 3D    Create object $10
CB/C0FC: 41    Show object $10
CB/C0FE: 45    Refresh objects
CB/C0FF: F0    Play song 9 (Gau), (high bit clear), full volume
CB/C101: 95    Pause for 120 units
CB/C102: 10    Begin action queue for character $10 (NPC $10), 12 bytes long (Wait until complete)
CB/C104: C2        Set vehicle/entity's event speed to normal
CB/C105: 88        Move vehicle/entity up 3 tiles
CB/C106: E0        Pause for 4 * 2 (8) frames
CB/C108: CF        Turn vehicle/entity left
CB/C109: E0        Pause for 4 * 3 (12) frames
CB/C10B: CC        Turn vehicle/entity up
CB/C10C: E0        Pause for 4 * 5 (20) frames
CB/C10E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C10F: FF        End queue
CB/C110: B5    Pause for 15 * 5 (75) units
CB/C112: 10    Begin action queue for character $10 (NPC $10), 15 bytes long (Wait until complete)
CB/C114: 20        Do vehicle/entity graphical action $20 
CB/C115: E0        Pause for 4 * 1 (4) frames
CB/C117: CE        Turn vehicle/entity down
CB/C118: 20        Do vehicle/entity graphical action $20 
CB/C119: E0        Pause for 4 * 1 (4) frames
CB/C11B: CE        Turn vehicle/entity down
CB/C11C: E0        Pause for 4 * 8 (32) frames
CB/C11E: CD        Turn vehicle/entity right
CB/C11F: E0        Pause for 4 * 3 (12) frames
CB/C121: CE        Turn vehicle/entity down
CB/C122: FF        End queue
CB/C123: 10    Begin action queue for character $10 (NPC $10), 14 bytes long (Wait until complete)
CB/C125: 1F        Do vehicle/entity graphical action $1F 
CB/C126: E0        Pause for 4 * 6 (24) frames
CB/C128: CD        Turn vehicle/entity right
CB/C129: E0        Pause for 4 * 5 (20) frames
CB/C12B: 1F        Do vehicle/entity graphical action $1F 
CB/C12C: E0        Pause for 4 * 4 (16) frames
CB/C12E: C3        Set vehicle/entity's event speed to fast
CB/C12F: 91        Move vehicle/entity right 5 tiles
CB/C130: 80        Move vehicle/entity up 1 tile
CB/C131: CD        Turn vehicle/entity right
CB/C132: FF        End queue
CB/C133: 94    Pause for 60 units
CB/C134: 10    Begin action queue for character $10 (NPC $10), 14 bytes long (Wait until complete)
CB/C136: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C137: E0        Pause for 4 * 10 (40) frames
CB/C139: CE        Turn vehicle/entity down
CB/C13A: E0        Pause for 4 * 2 (8) frames
CB/C13C: 23        Do vehicle/entity graphical action $23 
CB/C13D: E0        Pause for 4 * 6 (24) frames
CB/C13F: 82        Move vehicle/entity down 1 tile
CB/C140: 85        Move vehicle/entity right 2 tiles
CB/C141: 80        Move vehicle/entity up 1 tile
CB/C142: CF        Turn vehicle/entity left
CB/C143: FF        End queue
CB/C144: 94    Pause for 60 units
CB/C145: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C147: 0D        Do vehicle/entity graphical action $0D 
CB/C148: FF        End queue
CB/C149: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C14B: 0C        Do vehicle/entity graphical action $0C 
CB/C14C: FF        End queue
CB/C14D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C14F: 0D        Do vehicle/entity graphical action $0D 
CB/C150: FF        End queue
CB/C151: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C153: 0C        Do vehicle/entity graphical action $0C 
CB/C154: FF        End queue
CB/C155: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C157: 0D        Do vehicle/entity graphical action $0D 
CB/C158: FF        End queue
CB/C159: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C15B: 0C        Do vehicle/entity graphical action $0C 
CB/C15C: FF        End queue
CB/C15D: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/C15F: B5    Pause for 15 * 6 (90) units
CB/C161: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C163: 22        Do vehicle/entity graphical action $22 
CB/C164: FF        End queue
CB/C165: 92    Pause for 30 units
CB/C166: 42    Hide object $31
CB/C168: 45    Refresh objects
CB/C169: B2    Call subroutine $CAD00F
CB/C16D: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/C16F: C2        Set vehicle/entity's event speed to normal
CB/C170: C7        Set vehicle/entity to stay still when moving
CB/C171: A3        Move vehicle/entity left/up 1x1 tiles
CB/C172: A3        Move vehicle/entity left/up 1x1 tiles
CB/C173: A3        Move vehicle/entity left/up 1x1 tiles
CB/C174: A3        Move vehicle/entity left/up 1x1 tiles
CB/C175: 80        Move vehicle/entity up 1 tile
CB/C176: CE        Turn vehicle/entity down
CB/C177: FF        End queue
CB/C178: 94    Pause for 60 units
CB/C179: 4B    Display dialogue message $02E6, wait for button press (Show text only) (At bottom of screen)
               Draped in monster hides, eyes shining with intelligence. A youth surviving against all odds
CB/C17C: 92    Pause for 30 units
CB/C17D: 40    Assign properties $0B to character $0B (Actor in stot 11)
CB/C180: 3D    Create object $0B
CB/C182: 37    Assign graphics $0B to object $0B (Actor in stot 11)
CB/C185: 43    Assign palette $03 to character $0B (Actor in stot 11)
CB/C188: 3F    Remove character $0B (Actor in stot 11) from the party
CB/C18B: D4    Set event bit $1E80($2EB) [$1EDD, bit 3]
CB/C18D: 7F    Change character $0B's name to $0B (GAU   )
CB/C190: 98    Invoke name change screen for character $0B (Actor in stot 11)
CB/C192: 88    Remove the following status ailments from character $0B (Actor in stot 11): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/C196: 8B    For character $0B (Actor in stot 11), take HP and set to maximum
CB/C199: 8C    For character $0B (Actor in stot 11), take MP and set to maximum
CB/C19C: 50    Tint screen (cumulative) with color $BC
CB/C19E: 59    Unfade screen at speed $10
CB/C1A0: 92    Pause for 30 units
CB/C1A1: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CB/C1A3: C2        Set vehicle/entity's event speed to normal
CB/C1A4: 82        Move vehicle/entity down 1 tile
CB/C1A5: A1        Move vehicle/entity right/down 1x1 tiles
CB/C1A6: A1        Move vehicle/entity right/down 1x1 tiles
CB/C1A7: A1        Move vehicle/entity right/down 1x1 tiles
CB/C1A8: A1        Move vehicle/entity right/down 1x1 tiles
CB/C1A9: C6        Set vehicle/entity to walk when moving
CB/C1AA: FF        End queue
CB/C1AB: B2    Call subroutine $CAD015
CB/C1AF: 41    Show object $31
CB/C1B1: 45    Refresh objects
CB/C1B2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/C1B4: 22        Do vehicle/entity graphical action $22 
CB/C1B5: FF        End queue
CB/C1B6: B5    Pause for 15 * 5 (75) units
CB/C1B8: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/C1BA: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C1BB: E0        Pause for 4 * 16 (64) frames
CB/C1BD: 20        Do vehicle/entity graphical action $20 
CB/C1BE: E0        Pause for 4 * 6 (24) frames
CB/C1C0: FF        End queue
CB/C1C1: 93    Pause for 45 units
CB/C1C2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/C1C4: CF        Turn vehicle/entity left
CB/C1C5: FF        End queue
CB/C1C6: 31    Begin action queue for character $31 (Party Character 0), 20 bytes long (Wait until complete)
CB/C1C8: 23        Do vehicle/entity graphical action $23 
CB/C1C9: E0        Pause for 4 * 1 (4) frames
CB/C1CB: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/C1CC: E0        Pause for 4 * 1 (4) frames
CB/C1CE: 23        Do vehicle/entity graphical action $23 
CB/C1CF: E0        Pause for 4 * 1 (4) frames
CB/C1D1: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/C1D2: E0        Pause for 4 * 1 (4) frames
CB/C1D4: 23        Do vehicle/entity graphical action $23 
CB/C1D5: E0        Pause for 4 * 1 (4) frames
CB/C1D7: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/C1D8: E0        Pause for 4 * 1 (4) frames
CB/C1DA: CE        Turn vehicle/entity down
CB/C1DB: FF        End queue
CB/C1DC: B5    Pause for 15 * 6 (90) units
CB/C1DE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C1E0: CD        Turn vehicle/entity right
CB/C1E1: FF        End queue
CB/C1E2: 93    Pause for 45 units
CB/C1E3: 4B    Display dialogue message $02E7, wait for button press
               And you are?
CB/C1E6: 93    Pause for 45 units
CB/C1E7: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CB/C1E9: 1F        Do vehicle/entity graphical action $1F 
CB/C1EA: E0        Pause for 4 * 5 (20) frames
CB/C1EC: C3        Set vehicle/entity's event speed to fast
CB/C1ED: 8E        Move vehicle/entity down 4 tiles
CB/C1EE: FF        End queue
CB/C1EF: 42    Hide object $10
CB/C1F1: 45    Refresh objects
CB/C1F2: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/C1F4: D0    Set event bit $1E80($03F) [$1E87, bit 7]
CB/C1F6: 39    Free screen
CB/C1F7: 3A    Enable player to move while event commands execute
CB/C1F8: DB    Clear event bit $1E80($50C) [$1F21, bit 4]
CB/C1FA: FE    Return

CB/C1FB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C1FD: C6        Set vehicle/entity to walk when moving
CB/C1FE: FF        End queue
CB/C1FF: B2    Call subroutine $CB6A37
CB/C203: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (192, 106), facing down
CB/C209: FF        End map script

CB/C20A: F6    Subcommand $10: Play song $1E (Waterfall) at volume $80 (may have other effects)
CB/C20E: FE    Return

CB/C20F: F6    Subcommand $10: Play song $1E (Waterfall) at volume $BB (may have other effects)
CB/C213: FE    Return

CB/C214: F6    Subcommand $81: Change volume of currently playing song to $BB, transition time 8
CB/C218: FE    Return

CB/C219: F6    Subcommand $10: Play song $1E (Waterfall) at volume $80 (may have other effects)
CB/C21D: FE    Return

CB/C21E: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 8
CB/C222: FE    Return

CB/C223: F6    Subcommand $81: Change volume of currently playing song to $80, transition time 8
CB/C227: FE    Return

CB/C228: C0    If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/C22E: C0    If ($1E80($184) [$1EB0, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/C234: DE    Load CaseWord with the characters in the currently active party?
CB/C235: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/C23B: B2    Call subroutine $CAC6AC
CB/C23F: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF (<Invalid Character>)
CB/C244: 45    Refresh objects
CB/C245: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C247: CC        Turn vehicle/entity up
CB/C248: FF        End queue
CB/C249: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C24B: C2        Set vehicle/entity's event speed to normal
CB/C24C: 81        Move vehicle/entity right 1 tile
CB/C24D: CC        Turn vehicle/entity up
CB/C24E: FF        End queue
CB/C24F: 0B    Begin action queue for character $0B (Actor in stot 11), 17 bytes long (Wait until complete)
CB/C251: C2        Set vehicle/entity's event speed to normal
CB/C252: DD        Make vehicle/entity jump (high)
CB/C253: 84        Move vehicle/entity up 2 tiles
CB/C254: E0        Pause for 4 * 2 (8) frames
CB/C256: DD        Make vehicle/entity jump (high)
CB/C257: 84        Move vehicle/entity up 2 tiles
CB/C258: E0        Pause for 4 * 3 (12) frames
CB/C25A: CD        Turn vehicle/entity right
CB/C25B: E0        Pause for 4 * 3 (12) frames
CB/C25D: CF        Turn vehicle/entity left
CB/C25E: E0        Pause for 4 * 3 (12) frames
CB/C260: CE        Turn vehicle/entity down
CB/C261: FF        End queue
CB/C262: 94    Pause for 60 units
CB/C263: 0B    Begin action queue for character $0B (Actor in stot 11), 12 bytes long (Wait until complete)
CB/C265: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/C266: C7        Set vehicle/entity to stay still when moving
CB/C267: C2        Set vehicle/entity's event speed to normal
CB/C268: 83        Move vehicle/entity left 1 tile
CB/C269: E0        Pause for 4 * 5 (20) frames
CB/C26B: 83        Move vehicle/entity left 1 tile
CB/C26C: E0        Pause for 4 * 5 (20) frames
CB/C26E: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C26F: A1        Move vehicle/entity right/down 1x1 tiles
CB/C270: FF        End queue
CB/C271: 93    Pause for 45 units
CB/C272: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C274: CF        Turn vehicle/entity left
CB/C275: FF        End queue
CB/C276: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C278: CD        Turn vehicle/entity right
CB/C279: FF        End queue
CB/C27A: 92    Pause for 30 units
CB/C27B: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/C27D: 3D    Create object $10
CB/C27F: 45    Refresh objects
CB/C280: 3D    Create object $11
CB/C282: 45    Refresh objects
CB/C283: 91    Pause for 15 units
CB/C284: 41    Show object $10
CB/C286: 45    Refresh objects
CB/C287: 41    Show object $11
CB/C289: 91    Pause for 15 units
CB/C28A: 42    Hide object $10
CB/C28C: 42    Hide object $11
CB/C28E: 91    Pause for 15 units
CB/C28F: 41    Show object $10
CB/C291: 41    Show object $11
CB/C293: 91    Pause for 15 units
CB/C294: 42    Hide object $10
CB/C296: 42    Hide object $11
CB/C298: B5    Pause for 15 * 5 (75) units
CB/C29A: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C29C: CE        Turn vehicle/entity down
CB/C29D: FF        End queue
CB/C29E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C2A0: CE        Turn vehicle/entity down
CB/C2A1: FF        End queue
CB/C2A2: 93    Pause for 45 units
CB/C2A3: 0B    Begin action queue for character $0B (Actor in stot 11), 17 bytes long 
CB/C2A5: C0        Set vehicle/entity's event speed to slowest
CB/C2A6: E0        Pause for 4 * 3 (12) frames
CB/C2A8: 81        Move vehicle/entity right 1 tile
CB/C2A9: E0        Pause for 4 * 3 (12) frames
CB/C2AB: 81        Move vehicle/entity right 1 tile
CB/C2AC: E0        Pause for 4 * 3 (12) frames
CB/C2AE: 82        Move vehicle/entity down 1 tile
CB/C2AF: E0        Pause for 4 * 3 (12) frames
CB/C2B1: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/C2B2: E0        Pause for 4 * 1 (4) frames
CB/C2B4: 83        Move vehicle/entity left 1 tile
CB/C2B5: FF        End queue
CB/C2B6: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/C2B8: CE        Turn vehicle/entity down
CB/C2B9: E0        Pause for 4 * 5 (20) frames
CB/C2BB: 20        Do vehicle/entity graphical action $20 
CB/C2BC: FF        End queue
CB/C2BD: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/C2BF: CE        Turn vehicle/entity down
CB/C2C0: E0        Pause for 4 * 5 (20) frames
CB/C2C2: 20        Do vehicle/entity graphical action $20 
CB/C2C3: FF        End queue
CB/C2C4: 93    Pause for 45 units
CB/C2C5: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C2C7: CE        Turn vehicle/entity down
CB/C2C8: FF        End queue
CB/C2C9: 92    Pause for 30 units
CB/C2CA: 3D    Create object $12
CB/C2CC: 45    Refresh objects
CB/C2CD: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C2CF: 0A        Do vehicle/entity graphical action $0A 
CB/C2D0: FF        End queue
CB/C2D1: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/C2D3: D5        Set vehicle/entity's position to (12, 21)
CB/C2D6: FF        End queue
CB/C2D7: 41    Show object $12
CB/C2D9: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CB/C2DB: DD        Make vehicle/entity jump (high)
CB/C2DC: CE        Turn vehicle/entity down
CB/C2DD: E0        Pause for 4 * 8 (32) frames
CB/C2DF: D1        Make vehicle/entity disappear
CB/C2E0: FF        End queue
CB/C2E1: 93    Pause for 45 units
CB/C2E2: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/C2E4: CF        Turn vehicle/entity left
CB/C2E5: FF        End queue
CB/C2E6: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C2E8: CD        Turn vehicle/entity right
CB/C2E9: FF        End queue
CB/C2EA: 4B    Display dialogue message $0312, wait for button press (At bottom of screen)
               SABIN: CYAN!
               The shiny thing GAU spoke of is in here.
CB/C2ED: 02    Begin action queue for character $02 (Actor in stot 2), 11 bytes long (Wait until complete)
CB/C2EF: 22        Do vehicle/entity graphical action $22 
CB/C2F0: E0        Pause for 4 * 1 (4) frames
CB/C2F2: CF        Turn vehicle/entity left
CB/C2F3: E0        Pause for 4 * 1 (4) frames
CB/C2F5: 22        Do vehicle/entity graphical action $22 
CB/C2F6: E0        Pause for 4 * 1 (4) frames
CB/C2F8: CF        Turn vehicle/entity left
CB/C2F9: FF        End queue
CB/C2FA: 91    Pause for 15 units
CB/C2FB: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/C2FD: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C2FF: CC        Turn vehicle/entity up
CB/C300: FF        End queue
CB/C301: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/C303: CE        Turn vehicle/entity down
CB/C304: FF        End queue
CB/C305: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C307: CC        Turn vehicle/entity up
CB/C308: FF        End queue
CB/C309: 4B    Display dialogue message $0313, wait for button press (At bottom of screen)
               CYAN: Uh, Sir GAU,
               where exactly is it?
CB/C30C: B5    Pause for 15 * 5 (75) units
CB/C30E: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/C310: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C311: FF        End queue
CB/C312: 4B    Display dialogue message $0314, wait for button press (At bottom of screen)
               GAU: GAUforget!!
CB/C315: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long 
CB/C317: 19        Do vehicle/entity graphical action $19 
CB/C318: E0        Pause for 4 * 2 (8) frames
CB/C31A: 1A        Do vehicle/entity graphical action $1A 
CB/C31B: E0        Pause for 4 * 2 (8) frames
CB/C31D: FC        Branch 6 bytes backwards ($CBC317)
CB/C31F: FF        End queue
CB/C320: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C322: 0B        Do vehicle/entity graphical action $0B 
CB/C323: FF        End queue
CB/C324: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C326: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CB/C327: FF        End queue
CB/C328: B5    Pause for 15 * 5 (75) units
CB/C32A: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/C32C: CF        Turn vehicle/entity left
CB/C32D: FF        End queue
CB/C32E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C330: CD        Turn vehicle/entity right
CB/C331: FF        End queue
CB/C332: 4B    Display dialogue message $0315, wait for button press (At bottom of screen)
               SABIN: Shall we look around?
               CYAN: Indeed!
CB/C335: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C337: CE        Turn vehicle/entity down
CB/C338: FF        End queue
CB/C339: B2    Call subroutine $CB2E34
CB/C33D: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C33F: 83        Move vehicle/entity left 1 tile
CB/C340: FF        End queue
CB/C341: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/C343: C2        Set vehicle/entity's event speed to normal
CB/C344: DD        Make vehicle/entity jump (high)
CB/C345: 86        Move vehicle/entity down 2 tiles
CB/C346: C6        Set vehicle/entity to walk when moving
CB/C347: FF        End queue
CB/C348: B2    Call subroutine $CB2E2B
CB/C34C: B2    Call subroutine $CACB95
CB/C350: 3B    Position character in a "ready-to-go" stance
CB/C351: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C353: CC        Turn vehicle/entity up
CB/C354: FF        End queue
CB/C355: D2    Set event bit $1E80($184) [$1EB0, bit 4]
CB/C357: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/C359: FE    Return

CB/C35A: C0    If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/C360: C0    If ($1E80($185) [$1EB0, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/C366: DE    Load CaseWord with the characters in the currently active party?
CB/C367: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/C36D: B2    Call subroutine $CAC6AC
CB/C371: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF (<Invalid Character>)
CB/C376: 45    Refresh objects
CB/C377: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C379: CD        Turn vehicle/entity right
CB/C37A: FF        End queue
CB/C37B: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C37D: C2        Set vehicle/entity's event speed to normal
CB/C37E: A3        Move vehicle/entity left/up 1x1 tiles
CB/C37F: CD        Turn vehicle/entity right
CB/C380: FF        End queue
CB/C381: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/C383: C2        Set vehicle/entity's event speed to normal
CB/C384: DC        Make vehicle/entity jump (low)
CB/C385: A0        Move vehicle/entity right/up 1x1 tiles
CB/C386: FF        End queue
CB/C387: 92    Pause for 30 units
CB/C388: 0B    Begin action queue for character $0B (Actor in stot 11), 7 bytes long (Wait until complete)
CB/C38A: C2        Set vehicle/entity's event speed to normal
CB/C38B: 81        Move vehicle/entity right 1 tile
CB/C38C: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/C38D: E0        Pause for 4 * 3 (12) frames
CB/C38F: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C390: FF        End queue
CB/C391: B5    Pause for 15 * 6 (90) units
CB/C393: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/C395: CD        Turn vehicle/entity right
CB/C396: E0        Pause for 4 * 4 (16) frames
CB/C398: 83        Move vehicle/entity left 1 tile
CB/C399: FF        End queue
CB/C39A: 93    Pause for 45 units
CB/C39B: B0    Execute the following commands until $B1 2 times
CB/C39D: 0B        Begin action queue for character $0B (Actor in stot 11), 7 bytes long (Wait until complete)
CB/C39F: 19            Do vehicle/entity graphical action $19 
CB/C3A0: E0            Pause for 4 * 2 (8) frames
CB/C3A2: 1A            Do vehicle/entity graphical action $1A 
CB/C3A3: E0            Pause for 4 * 2 (8) frames
CB/C3A5: FF            End queue
CB/C3A6: B1        End block of repeating commands
CB/C3A7: 91    Pause for 15 units
CB/C3A8: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C3AA: CE        Turn vehicle/entity down
CB/C3AB: FF        End queue
CB/C3AC: 91    Pause for 15 units
CB/C3AD: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C3AF: CF        Turn vehicle/entity left
CB/C3B0: FF        End queue
CB/C3B1: 4B    Display dialogue message $0316, wait for button press (At bottom of screen)
               SABIN: Not over here
CB/C3B4: B2    Call subroutine $CB2E34
CB/C3B8: 92    Pause for 30 units
CB/C3B9: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C3BB: A1        Move vehicle/entity right/down 1x1 tiles
CB/C3BC: FF        End queue
CB/C3BD: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C3BF: A2        Move vehicle/entity left/down 1x1 tiles
CB/C3C0: FF        End queue
CB/C3C1: B2    Call subroutine $CACB95
CB/C3C5: 3B    Position character in a "ready-to-go" stance
CB/C3C6: B2    Call subroutine $CB2E2B
CB/C3CA: D2    Set event bit $1E80($185) [$1EB0, bit 5]
CB/C3CC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C3CE: CE        Turn vehicle/entity down
CB/C3CF: FF        End queue
CB/C3D0: 3A    Enable player to move while event commands execute
CB/C3D1: FE    Return

CB/C3D2: C0    If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/C3D8: C0    If ($1E80($186) [$1EB0, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/C3DE: DE    Load CaseWord with the characters in the currently active party?
CB/C3DF: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/C3E5: B2    Call subroutine $CAC6AC
CB/C3E9: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF (<Invalid Character>)
CB/C3EE: 45    Refresh objects
CB/C3EF: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C3F1: CF        Turn vehicle/entity left
CB/C3F2: FF        End queue
CB/C3F3: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C3F5: C2        Set vehicle/entity's event speed to normal
CB/C3F6: A1        Move vehicle/entity right/down 1x1 tiles
CB/C3F7: CF        Turn vehicle/entity left
CB/C3F8: FF        End queue
CB/C3F9: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CB/C3FB: C1        Set vehicle/entity's event speed to slow
CB/C3FC: A2        Move vehicle/entity left/down 1x1 tiles
CB/C3FD: E0        Pause for 4 * 2 (8) frames
CB/C3FF: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/C400: FF        End queue
CB/C401: 93    Pause for 45 units
CB/C402: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CB/C404: C7        Set vehicle/entity to stay still when moving
CB/C405: A2        Move vehicle/entity left/down 1x1 tiles
CB/C406: FF        End queue
CB/C407: B5    Pause for 15 * 6 (90) units
CB/C409: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/C40B: 1F        Do vehicle/entity graphical action $1F 
CB/C40C: DC        Make vehicle/entity jump (low)
CB/C40D: C6        Set vehicle/entity to walk when moving
CB/C40E: FF        End queue
CB/C40F: 92    Pause for 30 units
CB/C410: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/C412: C2        Set vehicle/entity's event speed to normal
CB/C413: A0        Move vehicle/entity right/up 1x1 tiles
CB/C414: CD        Turn vehicle/entity right
CB/C415: FF        End queue
CB/C416: 91    Pause for 15 units
CB/C417: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C419: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/C41A: FF        End queue
CB/C41B: 91    Pause for 15 units
CB/C41C: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C41E: 06        Do vehicle/entity graphical action $06 
CB/C41F: FF        End queue
CB/C420: 93    Pause for 45 units
CB/C421: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/C423: CD        Turn vehicle/entity right
CB/C424: FF        End queue
CB/C425: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C427: CF        Turn vehicle/entity left
CB/C428: FF        End queue
CB/C429: 91    Pause for 15 units
CB/C42A: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C42C: 22        Do vehicle/entity graphical action $22 
CB/C42D: FF        End queue
CB/C42E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C430: 22        Do vehicle/entity graphical action $22 
CB/C431: FF        End queue
CB/C432: 4B    Display dialogue message $0317, wait for button press
               SABIN: Tonic
CB/C435: 80    Add item $E8 ( Tonic       ) to inventory
CB/C437: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C439: CF        Turn vehicle/entity left
CB/C43A: FF        End queue
CB/C43B: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/C43D: CF        Turn vehicle/entity left
CB/C43E: FF        End queue
CB/C43F: 92    Pause for 30 units
CB/C440: 4B    Display dialogue message $0318, wait for button press
               CYAN: Tthis is Sir GAU's treasure?!
CB/C443: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C445: 1F        Do vehicle/entity graphical action $1F 
CB/C446: FF        End queue
CB/C447: 93    Pause for 45 units
CB/C448: 0B    Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete)
CB/C44A: 23        Do vehicle/entity graphical action $23 
CB/C44B: E0        Pause for 4 * 1 (4) frames
CB/C44D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/C44E: E0        Pause for 4 * 1 (4) frames
CB/C450: 23        Do vehicle/entity graphical action $23 
CB/C451: E0        Pause for 4 * 1 (4) frames
CB/C453: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/C454: E0        Pause for 4 * 1 (4) frames
CB/C456: 23        Do vehicle/entity graphical action $23 
CB/C457: E0        Pause for 4 * 1 (4) frames
CB/C459: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/C45A: E0        Pause for 4 * 1 (4) frames
CB/C45C: CE        Turn vehicle/entity down
CB/C45D: FF        End queue
CB/C45E: 92    Pause for 30 units
CB/C45F: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C461: CD        Turn vehicle/entity right
CB/C462: FF        End queue
CB/C463: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/C465: 80        Move vehicle/entity up 1 tile
CB/C466: CF        Turn vehicle/entity left
CB/C467: FF        End queue
CB/C468: 94    Pause for 60 units
CB/C469: B0    Execute the following commands until $B1 2 times
CB/C46B: 02        Begin action queue for character $02 (Actor in stot 2), 7 bytes long 
CB/C46D: 59            Do vehicle/entity graphical action $19, flipped horizontally
CB/C46E: E0            Pause for 4 * 3 (12) frames
CB/C470: 5A            Do vehicle/entity graphical action $1A, flipped horizontally
CB/C471: E0            Pause for 4 * 3 (12) frames
CB/C473: FF            End queue
CB/C474: 05        Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CB/C476: 19            Do vehicle/entity graphical action $19 
CB/C477: E0            Pause for 4 * 3 (12) frames
CB/C479: 1A            Do vehicle/entity graphical action $1A 
CB/C47A: E0            Pause for 4 * 3 (12) frames
CB/C47C: FF            End queue
CB/C47D: B1        End block of repeating commands
CB/C47E: 92    Pause for 30 units
CB/C47F: B2    Call subroutine $CB2E34
CB/C483: 92    Pause for 30 units
CB/C484: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/C486: C2        Set vehicle/entity's event speed to normal
CB/C487: 83        Move vehicle/entity left 1 tile
CB/C488: FF        End queue
CB/C489: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CB/C48B: C2        Set vehicle/entity's event speed to normal
CB/C48C: A0        Move vehicle/entity right/up 1x1 tiles
CB/C48D: FF        End queue
CB/C48E: B2    Call subroutine $CB2E2B
CB/C492: B2    Call subroutine $CACB95
CB/C496: 3B    Position character in a "ready-to-go" stance
CB/C497: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C499: CE        Turn vehicle/entity down
CB/C49A: FF        End queue
CB/C49B: D2    Set event bit $1E80($186) [$1EB0, bit 6]
CB/C49D: 3A    Enable player to move while event commands execute
CB/C49E: FE    Return

CB/C49F: C0    If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/C4A5: C0    If ($1E80($17B) [$1EAF, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/C4AB: DE    Load CaseWord with the characters in the currently active party?
CB/C4AC: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/C4B2: B2    Call subroutine $CAC6AC
CB/C4B6: 3C    Set up the party as follows: $05 (Actor in stot 5), $02 (Actor in stot 2), $0B (Actor in stot 11), $FF (<Invalid Character>)
CB/C4BB: 45    Refresh objects
CB/C4BC: 38    Hold screen
CB/C4BD: B2    Call subroutine $CB2E34
CB/C4C1: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C4C3: CF        Turn vehicle/entity left
CB/C4C4: FF        End queue
CB/C4C5: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C4C7: C2        Set vehicle/entity's event speed to normal
CB/C4C8: 81        Move vehicle/entity right 1 tile
CB/C4C9: CF        Turn vehicle/entity left
CB/C4CA: FF        End queue
CB/C4CB: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete)
CB/C4CD: C2        Set vehicle/entity's event speed to normal
CB/C4CE: 8F        Move vehicle/entity left 4 tiles
CB/C4CF: E0        Pause for 4 * 3 (12) frames
CB/C4D1: 22        Do vehicle/entity graphical action $22 
CB/C4D2: E0        Pause for 4 * 8 (32) frames
CB/C4D4: FF        End queue
CB/C4D5: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CB/C4D7: 81        Move vehicle/entity right 1 tile
CB/C4D8: 82        Move vehicle/entity down 1 tile
CB/C4D9: 81        Move vehicle/entity right 1 tile
CB/C4DA: E0        Pause for 4 * 5 (20) frames
CB/C4DC: FF        End queue
CB/C4DD: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long 
CB/C4DF: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/C4E0: E0        Pause for 4 * 3 (12) frames
CB/C4E2: CD        Turn vehicle/entity right
CB/C4E3: E0        Pause for 4 * 2 (8) frames
CB/C4E5: FC        Branch 6 bytes backwards ($CBC4DF)
CB/C4E7: FF        End queue
CB/C4E8: B5    Pause for 15 * 6 (90) units
CB/C4EA: 48    Display dialogue message $0319, continue executing commands (At bottom of screen)
               SABIN: Hey, GAU.
               What's wrong?
CB/C4ED: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/C4EF: C2        Set vehicle/entity's event speed to normal
CB/C4F0: 8F        Move vehicle/entity left 4 tiles
CB/C4F1: FF        End queue
CB/C4F2: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C4F4: CF        Turn vehicle/entity left
CB/C4F5: FF        End queue
CB/C4F6: 49    If dialogue window is up, wait for keypress then dismiss
CB/C4F7: 92    Pause for 30 units
CB/C4F8: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C4FA: 22        Do vehicle/entity graphical action $22 
CB/C4FB: FF        End queue
CB/C4FC: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CB/C4FE: C0        Set vehicle/entity's event speed to slowest
CB/C4FF: 80        Move vehicle/entity up 1 tile
CB/C500: E0        Pause for 4 * 2 (8) frames
CB/C502: 83        Move vehicle/entity left 1 tile
CB/C503: FF        End queue
CB/C504: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/C506: 0F        Do vehicle/entity graphical action $0F 
CB/C507: FF        End queue
CB/C508: 4B    Display dialogue message $031A, wait for button press (At bottom of screen)
               GAU: GAU!!
CB/C50B: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C50D: 1F        Do vehicle/entity graphical action $1F 
CB/C50E: FF        End queue
CB/C50F: F4    Play sound effect 186
CB/C511: B5    Pause for 15 * 5 (75) units
CB/C513: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C515: 0D        Do vehicle/entity graphical action $0D 
CB/C516: FF        End queue
CB/C517: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C519: 0C        Do vehicle/entity graphical action $0C 
CB/C51A: FF        End queue
CB/C51B: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C51D: 0D        Do vehicle/entity graphical action $0D 
CB/C51E: FF        End queue
CB/C51F: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C521: 0C        Do vehicle/entity graphical action $0C 
CB/C522: FF        End queue
CB/C523: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C525: 0D        Do vehicle/entity graphical action $0D 
CB/C526: FF        End queue
CB/C527: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C529: 0C        Do vehicle/entity graphical action $0C 
CB/C52A: FF        End queue
CB/C52B: 92    Pause for 30 units
CB/C52C: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C52E: 1F        Do vehicle/entity graphical action $1F 
CB/C52F: FF        End queue
CB/C530: 4B    Display dialogue message $031B, wait for button press (At bottom of screen)
               SABIN: G'uh! My pouch! There was 500 GP in it!
CB/C533: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/C535: C3        Set vehicle/entity's event speed to fast
CB/C536: 80        Move vehicle/entity up 1 tile
CB/C537: CE        Turn vehicle/entity down
CB/C538: FF        End queue
CB/C539: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long 
CB/C53B: 1D        Do vehicle/entity graphical action $1D 
CB/C53C: E0        Pause for 4 * 1 (4) frames
CB/C53E: 1E        Do vehicle/entity graphical action $1E 
CB/C53F: E0        Pause for 4 * 1 (4) frames
CB/C541: FC        Branch 6 bytes backwards ($CBC53B)
CB/C543: FF        End queue
CB/C544: 91    Pause for 15 units
CB/C545: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/C547: C2        Set vehicle/entity's event speed to normal
CB/C548: DC        Make vehicle/entity jump (low)
CB/C549: A1        Move vehicle/entity right/down 1x1 tiles
CB/C54A: CC        Turn vehicle/entity up
CB/C54B: FF        End queue
CB/C54C: 91    Pause for 15 units
CB/C54D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C54F: 17        Do vehicle/entity graphical action $17 
CB/C550: FF        End queue
CB/C551: 4B    Display dialogue message $031D, wait for button press
               SABIN: GAUYOU!
CB/C554: 92    Pause for 30 units
CB/C555: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/C557: C2        Set vehicle/entity's event speed to normal
CB/C558: 8B        Move vehicle/entity left 3 tiles
CB/C559: FF        End queue
CB/C55A: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/C55C: C2        Set vehicle/entity's event speed to normal
CB/C55D: 8B        Move vehicle/entity left 3 tiles
CB/C55E: FF        End queue
CB/C55F: 85    Take 500 GP from party
CB/C562: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CBC5B2
CB/C568: 4B    Display dialogue message $031E, wait for button press (At bottom of screen)
               CYAN: Oh, dear.
               Sir SABIN, let me handle this.
CB/C56B: 91    Pause for 15 units
CB/C56C: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CB/C56E: CD        Turn vehicle/entity right
CB/C56F: E0        Pause for 4 * 4 (16) frames
CB/C571: CC        Turn vehicle/entity up
CB/C572: E0        Pause for 4 * 5 (20) frames
CB/C574: FF        End queue
CB/C575: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/C577: 20        Do vehicle/entity graphical action $20 
CB/C578: C3        Set vehicle/entity's event speed to fast
CB/C579: E0        Pause for 4 * 5 (20) frames
CB/C57B: FF        End queue
CB/C57C: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CB/C57E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C57F: E0        Pause for 4 * 2 (8) frames
CB/C581: CE        Turn vehicle/entity down
CB/C582: E0        Pause for 4 * 1 (4) frames
CB/C584: FC        Branch 6 bytes backwards ($CBC57E)
CB/C586: FF        End queue
CB/C587: 4B    Display dialogue message $0320, wait for button press
               SABIN: Urggggh!
CB/C58A: 92    Pause for 30 units
CB/C58B: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CB/C58D: C2        Set vehicle/entity's event speed to normal
CB/C58E: 80        Move vehicle/entity up 1 tile
CB/C58F: FF        End queue
CB/C590: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long 
CB/C592: C2        Set vehicle/entity's event speed to normal
CB/C593: 82        Move vehicle/entity down 1 tile
CB/C594: FF        End queue
CB/C595: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/C597: C2        Set vehicle/entity's event speed to normal
CB/C598: 83        Move vehicle/entity left 1 tile
CB/C599: FF        End queue
CB/C59A: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/C59C: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/C59E: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/C5A0: B2    Call subroutine $CB2E2B
CB/C5A4: B2    Call subroutine $CACB95
CB/C5A8: 3B    Position character in a "ready-to-go" stance
CB/C5A9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C5AB: CE        Turn vehicle/entity down
CB/C5AC: FF        End queue
CB/C5AD: 39    Free screen
CB/C5AE: D2    Set event bit $1E80($17B) [$1EAF, bit 3]
CB/C5B0: 3A    Enable player to move while event commands execute
CB/C5B1: FE    Return

CB/C5B2: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/C5B4: E0        Pause for 4 * 5 (20) frames
CB/C5B6: CD        Turn vehicle/entity right
CB/C5B7: FF        End queue
CB/C5B8: 4B    Display dialogue message $031F, wait for button press
               CYAN: Sir SABIN
               Recall that you had me hold onto your pouch. Here.
CB/C5BB: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CB/C5BD: E0        Pause for 4 * 8 (32) frames
CB/C5BF: CC        Turn vehicle/entity up
CB/C5C0: E0        Pause for 4 * 8 (32) frames
CB/C5C2: CE        Turn vehicle/entity down
CB/C5C3: FF        End queue
CB/C5C4: 05    Begin action queue for character $05 (Actor in stot 5), 13 bytes long (Wait until complete)
CB/C5C6: 19        Do vehicle/entity graphical action $19 
CB/C5C7: E0        Pause for 4 * 2 (8) frames
CB/C5C9: 1A        Do vehicle/entity graphical action $1A 
CB/C5CA: E0        Pause for 4 * 2 (8) frames
CB/C5CC: 19        Do vehicle/entity graphical action $19 
CB/C5CD: E0        Pause for 4 * 2 (8) frames
CB/C5CF: 1A        Do vehicle/entity graphical action $1A 
CB/C5D0: E0        Pause for 4 * 2 (8) frames
CB/C5D2: FF        End queue
CB/C5D3: 93    Pause for 45 units
CB/C5D4: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CB/C5D6: C2        Set vehicle/entity's event speed to normal
CB/C5D7: 80        Move vehicle/entity up 1 tile
CB/C5D8: FF        End queue
CB/C5D9: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long 
CB/C5DB: C2        Set vehicle/entity's event speed to normal
CB/C5DC: 82        Move vehicle/entity down 1 tile
CB/C5DD: FF        End queue
CB/C5DE: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CB/C5E0: C2        Set vehicle/entity's event speed to normal
CB/C5E1: 83        Move vehicle/entity left 1 tile
CB/C5E2: FF        End queue
CB/C5E3: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/C5E5: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/C5E7: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/C5E9: B2    Call subroutine $CB2E2B
CB/C5ED: B2    Call subroutine $CACB95
CB/C5F1: 3B    Position character in a "ready-to-go" stance
CB/C5F2: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/C5F4: CE        Turn vehicle/entity down
CB/C5F5: FF        End queue
CB/C5F6: 39    Free screen
CB/C5F7: D2    Set event bit $1E80($17B) [$1EAF, bit 3]
CB/C5F9: 3A    Enable player to move while event commands execute
CB/C5FA: FE    Return

CB/C5FB: C0    If ($1E80($041) [$1E88, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/C601: DE    Load CaseWord with the characters in the currently active party?
CB/C602: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/C608: B2    Call subroutine $CAC6AC
CB/C60C: 3C    Set up the party as follows: $0B (Actor in stot 11), $05 (Actor in stot 5), $02 (Actor in stot 2), $FF (<Invalid Character>)
CB/C611: 45    Refresh objects
CB/C612: B2    Call subroutine $CB2E34
CB/C616: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CB/C618: C2        Set vehicle/entity's event speed to normal
CB/C619: DC        Make vehicle/entity jump (low)
CB/C61A: 82        Move vehicle/entity down 1 tile
CB/C61B: FF        End queue
CB/C61C: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C61E: C2        Set vehicle/entity's event speed to normal
CB/C61F: 81        Move vehicle/entity right 1 tile
CB/C620: CE        Turn vehicle/entity down
CB/C621: FF        End queue
CB/C622: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/C624: C2        Set vehicle/entity's event speed to normal
CB/C625: 83        Move vehicle/entity left 1 tile
CB/C626: CE        Turn vehicle/entity down
CB/C627: FF        End queue
CB/C628: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/C62A: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/C62C: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/C62E: 38    Hold screen
CB/C62F: 92    Pause for 30 units
CB/C630: 3D    Create object $12
CB/C632: 45    Refresh objects
CB/C633: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/C635: D5        Set vehicle/entity's position to (24, 17)
CB/C638: FF        End queue
CB/C639: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C63B: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C63C: FF        End queue
CB/C63D: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C63F: 0C        Do vehicle/entity graphical action $0C 
CB/C640: FF        End queue
CB/C641: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C643: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C644: FF        End queue
CB/C645: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C647: 0C        Do vehicle/entity graphical action $0C 
CB/C648: FF        End queue
CB/C649: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C64B: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C64C: FF        End queue
CB/C64D: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C64F: 0C        Do vehicle/entity graphical action $0C 
CB/C650: FF        End queue
CB/C651: 92    Pause for 30 units
CB/C652: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete)
CB/C654: DC        Make vehicle/entity jump (low)
CB/C655: A2        Move vehicle/entity left/down 1x1 tiles
CB/C656: CD        Turn vehicle/entity right
CB/C657: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C658: FF        End queue
CB/C659: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/C65B: 3D    Create object $13
CB/C65D: 45    Refresh objects
CB/C65E: F4    Play sound effect 27
CB/C660: 41    Show object $13
CB/C662: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C664: 1F        Do vehicle/entity graphical action $1F 
CB/C665: FF        End queue
CB/C666: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C668: 1F        Do vehicle/entity graphical action $1F 
CB/C669: FF        End queue
CB/C66A: 94    Pause for 60 units
CB/C66B: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long 
CB/C66D: CC        Turn vehicle/entity up
CB/C66E: E0        Pause for 4 * 2 (8) frames
CB/C670: 17        Do vehicle/entity graphical action $17 
CB/C671: E0        Pause for 4 * 2 (8) frames
CB/C673: FC        Branch 6 bytes backwards ($CBC66D)
CB/C675: FF        End queue
CB/C676: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C678: CE        Turn vehicle/entity down
CB/C679: FF        End queue
CB/C67A: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C67C: CE        Turn vehicle/entity down
CB/C67D: FF        End queue
CB/C67E: 4B    Display dialogue message $0321, wait for button press
               CYAN: Is this it?
               GAU's treasure?
CB/C681: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CB/C683: DC        Make vehicle/entity jump (low)
CB/C684: A1        Move vehicle/entity right/down 1x1 tiles
CB/C685: CC        Turn vehicle/entity up
CB/C686: FF        End queue
CB/C687: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C689: C2        Set vehicle/entity's event speed to normal
CB/C68A: 82        Move vehicle/entity down 1 tile
CB/C68B: 22        Do vehicle/entity graphical action $22 
CB/C68C: FF        End queue
CB/C68D: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CB/C68F: C2        Set vehicle/entity's event speed to normal
CB/C690: 82        Move vehicle/entity down 1 tile
CB/C691: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/C692: FF        End queue
CB/C693: 94    Pause for 60 units
CB/C694: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long 
CB/C696: CC        Turn vehicle/entity up
CB/C697: E0        Pause for 4 * 2 (8) frames
CB/C699: 17        Do vehicle/entity graphical action $17 
CB/C69A: E0        Pause for 4 * 2 (8) frames
CB/C69C: FC        Branch 6 bytes backwards ($CBC696)
CB/C69E: FF        End queue
CB/C69F: 4B    Display dialogue message $030F, wait for button press
               GAU: Treasureyesss
               CYAN: Looks like glass
               SABIN: Looks like it just might fit
CB/C6A2: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CB/C6A4: CC        Turn vehicle/entity up
CB/C6A5: FF        End queue
CB/C6A6: B5    Pause for 15 * 5 (75) units
CB/C6A8: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C6AA: CE        Turn vehicle/entity down
CB/C6AB: FF        End queue
CB/C6AC: 92    Pause for 30 units
CB/C6AD: 41    Show object $12
CB/C6AF: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CB/C6B1: DD        Make vehicle/entity jump (high)
CB/C6B2: CE        Turn vehicle/entity down
CB/C6B3: E0        Pause for 4 * 8 (32) frames
CB/C6B5: D1        Make vehicle/entity disappear
CB/C6B6: FF        End queue
CB/C6B7: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C6B9: 0A        Do vehicle/entity graphical action $0A 
CB/C6BA: FF        End queue
CB/C6BB: 35    Pause execution until action queue for object $12 (NPC $12) is complete
CB/C6BD: 93    Pause for 45 units
CB/C6BE: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CB/C6C0: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/C6C1: E0        Pause for 4 * 2 (8) frames
CB/C6C3: CD        Turn vehicle/entity right
CB/C6C4: E0        Pause for 4 * 2 (8) frames
CB/C6C6: FC        Branch 6 bytes backwards ($CBC6C0)
CB/C6C8: FF        End queue
CB/C6C9: 4B    Display dialogue message $0310, wait for button press
               SABIN: Hummm
               Is this of any use?
CB/C6CC: 91    Pause for 15 units
CB/C6CD: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/C6CF: CF        Turn vehicle/entity left
CB/C6D0: FF        End queue
CB/C6D1: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C6D3: CD        Turn vehicle/entity right
CB/C6D4: FF        End queue
CB/C6D5: 3D    Create object $10
CB/C6D7: 45    Refresh objects
CB/C6D8: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/C6DA: D5        Set vehicle/entity's position to (26, 17)
CB/C6DD: FF        End queue
CB/C6DE: 45    Refresh objects
CB/C6DF: B2    Call subroutine $CB6A22
CB/C6E3: 3E    Delete object $10
CB/C6E5: 45    Refresh objects
CB/C6E6: 4B    Display dialogue message $0311, wait for button press
               SABIN: Will this really let us breathe underwater?
CB/C6E9: D3    Clear event bit $1E80($1BB) [$1EB7, bit 3]
CB/C6EB: D0    Set event bit $1E80($041) [$1E88, bit 1]
CB/C6ED: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/C6EF: D3    Clear event bit $1E80($185) [$1EB0, bit 5]
CB/C6F1: D3    Clear event bit $1E80($186) [$1EB0, bit 6]
CB/C6F3: D3    Clear event bit $1E80($17B) [$1EAF, bit 3]
CB/C6F5: D3    Clear event bit $1E80($17C) [$1EAF, bit 4]
CB/C6F7: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/C6F9: 94    Pause for 60 units
CB/C6FA: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CB/C6FC: 18        Do vehicle/entity graphical action $18 
CB/C6FD: FF        End queue
CB/C6FE: 4B    Display dialogue message $0322, wait for button press
               SABIN: Let's go!
CB/C701: 92    Pause for 30 units
CB/C702: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C704: 81        Move vehicle/entity right 1 tile
CB/C705: FF        End queue
CB/C706: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/C708: 84        Move vehicle/entity up 2 tiles
CB/C709: FF        End queue
CB/C70A: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CB/C70C: 83        Move vehicle/entity left 1 tile
CB/C70D: FF        End queue
CB/C70E: 35    Pause execution until action queue for object $05 (Actor in stot 5) is complete
CB/C710: 35    Pause execution until action queue for object $02 (Actor in stot 2) is complete
CB/C712: 35    Pause execution until action queue for object $0B (Actor in stot 11) is complete
CB/C714: 42    Hide object $13
CB/C716: B2    Call subroutine $CB2E2B
CB/C71A: B2    Call subroutine $CACB95
CB/C71E: 3B    Position character in a "ready-to-go" stance
CB/C71F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/C721: CE        Turn vehicle/entity down
CB/C722: C2        Set vehicle/entity's event speed to normal
CB/C723: 9E        Move vehicle/entity down 8 tiles
CB/C724: FF        End queue
CB/C725: 6B    Load map $00A8 (Crescent Mountain, Serpent Trench overlook) instantly, (upper bits $2000), place party at (9, 10), facing down
CB/C72B: B2    Call subroutine $CBC21E
CB/C72F: 92    Pause for 30 units
CB/C730: B2    Call subroutine $CAC6AC
CB/C734: 38    Hold screen
CB/C735: B2    Call subroutine $CB2E34
CB/C739: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CB/C73B: C8        Set object layering priority to 2 (low nibble 2)
CB/C73D: FF        End queue
CB/C73E: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CB/C740: C8        Set object layering priority to 2 (low nibble 2)
CB/C742: FF        End queue
CB/C743: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CB/C745: C8        Set object layering priority to 2 (low nibble 2)
CB/C747: FF        End queue
CB/C748: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CB/C74A: CE        Turn vehicle/entity down
CB/C74B: FF        End queue
CB/C74C: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long 
CB/C74E: C2        Set vehicle/entity's event speed to normal
CB/C74F: A2        Move vehicle/entity left/down 1x1 tiles
CB/C750: CE        Turn vehicle/entity down
CB/C751: E0        Pause for 4 * 8 (32) frames
CB/C753: 20        Do vehicle/entity graphical action $20 
CB/C754: FF        End queue
CB/C755: 02    Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CB/C757: C2        Set vehicle/entity's event speed to normal
CB/C758: A1        Move vehicle/entity right/down 1x1 tiles
CB/C759: CE        Turn vehicle/entity down
CB/C75A: E0        Pause for 4 * 8 (32) frames
CB/C75C: 20        Do vehicle/entity graphical action $20 
CB/C75D: FF        End queue
CB/C75E: B4    Pause for 10 units
CB/C760: 4B    Display dialogue message $031C, wait for button press
               CYAN: Current'sfast.
               SABIN: No kidding.
               SABIN: But unless we hop in, we won't see our friends again
CB/C763: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CB/C765: C2        Set vehicle/entity's event speed to normal
CB/C766: 9E        Move vehicle/entity down 8 tiles
CB/C767: E0        Pause for 4 * 32 (128) frames
CB/C769: 9C        Move vehicle/entity up 8 tiles
CB/C76A: FF        End queue
CB/C76B: 0B    Begin action queue for character $0B (Actor in stot 11), 9 bytes long (Wait until complete)
CB/C76D: C1        Set vehicle/entity's event speed to slow
CB/C76E: 82        Move vehicle/entity down 1 tile
CB/C76F: E0        Pause for 4 * 8 (32) frames
CB/C771: 20        Do vehicle/entity graphical action $20 
CB/C772: E0        Pause for 4 * 10 (40) frames
CB/C774: 1F        Do vehicle/entity graphical action $1F 
CB/C775: FF        End queue
CB/C776: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/C778: E0        Pause for 4 * 5 (20) frames
CB/C77A: CD        Turn vehicle/entity right
CB/C77B: FF        End queue
CB/C77C: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C77E: E0        Pause for 4 * 5 (20) frames
CB/C780: CF        Turn vehicle/entity left
CB/C781: FF        End queue
CB/C782: 0B    Begin action queue for character $0B (Actor in stot 11), 11 bytes long (Wait until complete)
CB/C784: C8        Set object layering priority to 2 (low nibble 2)
CB/C786: 1F        Do vehicle/entity graphical action $1F 
CB/C787: C7        Set vehicle/entity to stay still when moving
CB/C788: DD        Make vehicle/entity jump (high)
CB/C789: E0        Pause for 4 * 5 (20) frames
CB/C78B: C8        Set object layering priority to 0 (low nibble 0)
CB/C78D: C6        Set vehicle/entity to walk when moving
CB/C78E: FF        End queue
CB/C78F: 94    Pause for 60 units
CB/C790: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long 
CB/C792: E0        Pause for 4 * 4 (16) frames
CB/C794: CC        Turn vehicle/entity up
CB/C795: FF        End queue
CB/C796: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CB/C798: E0        Pause for 4 * 4 (16) frames
CB/C79A: CC        Turn vehicle/entity up
CB/C79B: FF        End queue
CB/C79C: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CB/C79E: C3        Set vehicle/entity's event speed to fast
CB/C79F: 80        Move vehicle/entity up 1 tile
CB/C7A0: E0        Pause for 4 * 5 (20) frames
CB/C7A2: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/C7A3: FF        End queue
CB/C7A4: 95    Pause for 120 units
CB/C7A5: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C7A7: CD        Turn vehicle/entity right
CB/C7A8: FF        End queue
CB/C7A9: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CB/C7AB: E0        Pause for 4 * 8 (32) frames
CB/C7AD: CF        Turn vehicle/entity left
CB/C7AE: FF        End queue
CB/C7AF: 95    Pause for 120 units
CB/C7B0: 05    Begin action queue for character $05 (Actor in stot 5), 19 bytes long 
CB/C7B2: 1D        Do vehicle/entity graphical action $1D 
CB/C7B3: E0        Pause for 4 * 1 (4) frames
CB/C7B5: 1E        Do vehicle/entity graphical action $1E 
CB/C7B6: E0        Pause for 4 * 1 (4) frames
CB/C7B8: 1D        Do vehicle/entity graphical action $1D 
CB/C7B9: E0        Pause for 4 * 1 (4) frames
CB/C7BB: 1E        Do vehicle/entity graphical action $1E 
CB/C7BC: E0        Pause for 4 * 1 (4) frames
CB/C7BE: 1D        Do vehicle/entity graphical action $1D 
CB/C7BF: E0        Pause for 4 * 1 (4) frames
CB/C7C1: 1E        Do vehicle/entity graphical action $1E 
CB/C7C2: E0        Pause for 4 * 8 (32) frames
CB/C7C4: FF        End queue
CB/C7C5: 02    Begin action queue for character $02 (Actor in stot 2), 19 bytes long (Wait until complete)
CB/C7C7: 1D        Do vehicle/entity graphical action $1D 
CB/C7C8: E0        Pause for 4 * 1 (4) frames
CB/C7CA: 1E        Do vehicle/entity graphical action $1E 
CB/C7CB: E0        Pause for 4 * 1 (4) frames
CB/C7CD: 1D        Do vehicle/entity graphical action $1D 
CB/C7CE: E0        Pause for 4 * 1 (4) frames
CB/C7D0: 1E        Do vehicle/entity graphical action $1E 
CB/C7D1: E0        Pause for 4 * 1 (4) frames
CB/C7D3: 1D        Do vehicle/entity graphical action $1D 
CB/C7D4: E0        Pause for 4 * 1 (4) frames
CB/C7D6: 1E        Do vehicle/entity graphical action $1E 
CB/C7D7: E0        Pause for 4 * 8 (32) frames
CB/C7D9: FF        End queue
CB/C7DA: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CB/C7DC: CE        Turn vehicle/entity down
CB/C7DD: FF        End queue
CB/C7DE: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CB/C7E0: CE        Turn vehicle/entity down
CB/C7E1: FF        End queue
CB/C7E2: 93    Pause for 45 units
CB/C7E3: 4B    Display dialogue message $0322, wait for button press
               SABIN: Let's go!
CB/C7E6: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long 
CB/C7E8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C7E9: C7        Set vehicle/entity to stay still when moving
CB/C7EA: C3        Set vehicle/entity's event speed to fast
CB/C7EB: DD        Make vehicle/entity jump (high)
CB/C7EC: 9E        Move vehicle/entity down 8 tiles
CB/C7ED: FF        End queue
CB/C7EE: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CB/C7F0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C7F1: C7        Set vehicle/entity to stay still when moving
CB/C7F2: C3        Set vehicle/entity's event speed to fast
CB/C7F3: DD        Make vehicle/entity jump (high)
CB/C7F4: 9E        Move vehicle/entity down 8 tiles
CB/C7F5: FF        End queue
CB/C7F6: F4    Play sound effect 206
CB/C7F8: 91    Pause for 15 units
CB/C7F9: F4    Play sound effect 206
CB/C7FB: 95    Pause for 120 units
CB/C7FC: 0B    Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete)
CB/C7FE: C1        Set vehicle/entity's event speed to slow
CB/C7FF: 82        Move vehicle/entity down 1 tile
CB/C800: E0        Pause for 4 * 3 (12) frames
CB/C802: 20        Do vehicle/entity graphical action $20 
CB/C803: E0        Pause for 4 * 9 (36) frames
CB/C805: 83        Move vehicle/entity left 1 tile
CB/C806: E0        Pause for 4 * 3 (12) frames
CB/C808: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/C809: E0        Pause for 4 * 10 (40) frames
CB/C80B: 85        Move vehicle/entity right 2 tiles
CB/C80C: E0        Pause for 4 * 3 (12) frames
CB/C80E: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C80F: E0        Pause for 4 * 10 (40) frames
CB/C811: FF        End queue
CB/C812: 0B    Begin action queue for character $0B (Actor in stot 11), 12 bytes long (Wait until complete)
CB/C814: 83        Move vehicle/entity left 1 tile
CB/C815: E0        Pause for 4 * 3 (12) frames
CB/C817: 20        Do vehicle/entity graphical action $20 
CB/C818: E0        Pause for 4 * 10 (40) frames
CB/C81A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C81B: C7        Set vehicle/entity to stay still when moving
CB/C81C: C3        Set vehicle/entity's event speed to fast
CB/C81D: DD        Make vehicle/entity jump (high)
CB/C81E: 9E        Move vehicle/entity down 8 tiles
CB/C81F: FF        End queue
CB/C820: 92    Pause for 30 units
CB/C821: F4    Play sound effect 206
CB/C823: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CB/C825: D5        Set vehicle/entity's position to (1, 5)
CB/C828: C6        Set vehicle/entity to walk when moving
CB/C829: FF        End queue
CB/C82A: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CB/C82C: D5        Set vehicle/entity's position to (1, 5)
CB/C82F: C6        Set vehicle/entity to walk when moving
CB/C830: FF        End queue
CB/C831: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CB/C833: D5        Set vehicle/entity's position to (1, 5)
CB/C836: C6        Set vehicle/entity to walk when moving
CB/C837: FF        End queue
CB/C838: 39    Free screen
CB/C839: B2    Call subroutine $CB6A37
CB/C83D: B2    Call subroutine $CB2E2B
CB/C841: B2    Call subroutine $CACB95
CB/C845: 94    Pause for 60 units
CB/C846: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8AE3
CB/C84C: FE    Return

CB/C84D: C0    If ($1E80($041) [$1E88, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/C853: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/C859: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CB/C85B: 4B    Display dialogue message $02E5, wait for button press
               Jump?
               ^(Why not?)
               ^(You crazy?)
CB/C85E: B6    Indexed branch based on prior dialogue selection [$CBC866, $CA5EB3]
CB/C865: FE    Return

CB/C866: 38    Hold screen
CB/C867: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CB/C869: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/C86A: C7        Set vehicle/entity to stay still when moving
CB/C86B: C3        Set vehicle/entity's event speed to fast
CB/C86C: DD        Make vehicle/entity jump (high)
CB/C86D: 9E        Move vehicle/entity down 8 tiles
CB/C86E: C6        Set vehicle/entity to walk when moving
CB/C86F: FF        End queue
CB/C870: 39    Free screen
CB/C871: D3    Clear event bit $1E80($1BB) [$1EB7, bit 3]
CB/C873: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA8AE3
CB/C879: FE    Return

CB/C87A: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBC887
CB/C880: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $0000), place party at (44, 28), facing up
CB/C886: FE    Return

CB/C887: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $0000), place party at (44, 28), facing up
CB/C88D: FE    Return

CB/C88E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/C894: C0    If ($1E80($09E) [$1E93, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/C89A: B0    Execute the following commands until $B1 6 times
CB/C89C: 50        Tint screen (cumulative) with color $9F
CB/C89E: B1        End block of repeating commands
CB/C89F: FE    Return

CB/C8A0: B2    Call subroutine $CC5F09
CB/C8A4: B2    Call subroutine $CBC88E
CB/C8A8: C0    If ($1E80($09B) [$1E93, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/C8AE: C0    If ($1E80($083) [$1E90, bit 3] is set), branch to $CBC8D0
CB/C8B4: 19    Begin action queue for character $19 (NPC $19), 15 bytes long 
CB/C8B6: E0        Pause for 4 * 15 (60) frames
CB/C8B8: 22        Do vehicle/entity graphical action $22 
CB/C8B9: E0        Pause for 4 * 2 (8) frames
CB/C8BB: CF        Turn vehicle/entity left
CB/C8BC: E0        Pause for 4 * 2 (8) frames
CB/C8BE: 22        Do vehicle/entity graphical action $22 
CB/C8BF: E0        Pause for 4 * 2 (8) frames
CB/C8C1: CF        Turn vehicle/entity left
CB/C8C2: FC        Branch 12 bytes backwards ($CBC8B6)
CB/C8C4: FF        End queue
CB/C8C5: C0    If ($1E80($087) [$1E90, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/C8CB: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/C8CD: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/C8CE: FF        End queue
CB/C8CF: FE    Return

CB/C8D0: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CB/C8D2: 74    Replace current map's Layer 2 at (1, 5) with the following (5 x 24) chunk
CB/C8D7:       $1E, $1E, $1E, $1E, $1E
CB/C8DC:       $1E, $1E, $1E, $1E, $1E
CB/C8E1:       $1E, $1E, $1E, $1E, $1E
CB/C8E6:       $1E, $1E, $1E, $1E, $1E
CB/C8EB:       $1E, $1E, $1E, $1E, $1E
CB/C8F0:       $1E, $1E, $1E, $1E, $1E
CB/C8F5:       $1E, $1E, $1E, $1E, $1E
CB/C8FA:       $1E, $1E, $1E, $1E, $1E
CB/C8FF:       $1E, $1E, $1E, $1E, $1E
CB/C904:       $1E, $1E, $1E, $1E, $1E
CB/C909:       $1E, $1E, $1E, $1E, $1E
CB/C90E:       $1E, $1E, $1E, $1E, $1E
CB/C913:       $1E, $1E, $1E, $1E, $1E
CB/C918:       $1E, $1E, $1E, $1E, $1E
CB/C91D:       $1E, $1E, $1E, $1E, $1E
CB/C922:       $1E, $1E, $1E, $1E, $1E
CB/C927:       $1E, $1E, $1E, $1E, $1E
CB/C92C:       $1E, $1E, $1E, $1E, $1E
CB/C931:       $1E, $1E, $1E, $1E, $1E
CB/C936:       $1E, $1E, $1E, $1E, $1E
CB/C93B:       $1E, $1E, $1E, $1E, $1E
CB/C940:       $1E, $1E, $1E, $1E, $1E
CB/C945:       $1E, $1E, $1E, $1E, $1E
CB/C94A:       $1E, $1E, $1E, $1E, $1E
CB/C94F: 74    Replace current map's Layer 2 at (7, 10) with the following (1 x 13) chunk
CB/C954:       $1E
CB/C955:       $1E
CB/C956:       $1E
CB/C957:       $1E
CB/C958:       $1E
CB/C959:       $1E
CB/C95A:       $1E
CB/C95B:       $1E
CB/C95C:       $1E
CB/C95D:       $1E
CB/C95E:       $1E
CB/C95F:       $1E
CB/C960:       $1E
CB/C961: 74    Replace current map's Layer 2 at (10, 11) with the following (2 x 2) chunk
CB/C966:       $CE, $CF
CB/C968:       $DE, $DF
CB/C96A: 74    Replace current map's Layer 2 at (10, 17) with the following (2 x 2) chunk
CB/C96F:       $87, $87
CB/C971:       $1E, $1E
CB/C973: 74    Replace current map's Layer 2 at (16, 17) with the following (2 x 2) chunk
CB/C978:       $87, $87
CB/C97A:       $1E, $1E
CB/C97C: 74    Replace current map's Layer 2 at (20, 17) with the following (2 x 2) chunk
CB/C981:       $87, $87
CB/C983:       $1E, $1E
CB/C985: 74    Replace current map's Layer 2 at (9, 19) with the following (4 x 16) chunk
CB/C98A:       $1E, $1E, $1E, $1E
CB/C98E:       $1E, $1E, $1E, $1E
CB/C992:       $1E, $1E, $1E, $1E
CB/C996:       $1E, $1E, $1E, $1E
CB/C99A:       $1E, $1E, $1E, $1E
CB/C99E:       $1E, $1E, $1E, $1E
CB/C9A2:       $1E, $1E, $1E, $1E
CB/C9A6:       $1E, $1E, $1E, $1E
CB/C9AA:       $1E, $1E, $1E, $1E
CB/C9AE:       $1E, $1E, $1E, $1E
CB/C9B2:       $1E, $1E, $1E, $1E
CB/C9B6:       $1E, $1E, $1E, $1E
CB/C9BA:       $1E, $1E, $1E, $1E
CB/C9BE:       $1E, $1E, $1E, $1E
CB/C9C2:       $1E, $1E, $1E, $1E
CB/C9C6:       $1E, $1E, $1E, $1E
CB/C9CA: 74    Replace current map's Layer 2 at (10, 80) with the following (1 x 12) chunk
CB/C9CF:       $09
CB/C9D0:       $08
CB/C9D1:       $5C
CB/C9D2:       $75
CB/C9D3:       $76
CB/C9D4:       $79
CB/C9D5:       $09
CB/C9D6:       $08
CB/C9D7:       $5C
CB/C9D8:       $79
CB/C9D9:       $09
CB/C9DA:       $08
CB/C9DB: 74    Replace current map's Layer 2 at (12, 73) with the following (2 x 2) chunk
CB/C9E0:       $F4, $F4
CB/C9E2:       $F4, $F4
CB/C9E4: 74    Replace current map's Layer 2 at (2, 74) with the following (3 x 5) chunk
CB/C9E9:       $F4, $F4, $F4
CB/C9EC:       $F4, $F4, $F4
CB/C9EF:       $F4, $F4, $F4
CB/C9F2:       $F4, $F4, $F4
CB/C9F5:       $F4, $F4, $F4
CB/C9F8: 74    Replace current map's Layer 2 at (11, 83) with the following (3 x 2) chunk
CB/C9FD:       $F4, $F4, $F4
CB/CA00:       $F4, $F4, $F4
CB/CA03: 74    Replace current map's Layer 2 at (2, 69) with the following (3 x 4) chunk
CB/CA08:       $F4, $F4, $F4
CB/CA0B:       $F4, $F4, $F4
CB/CA0E:       $F4, $F4, $F4
CB/CA11:       $F4, $F4, $F4
CB/CA14: 74    Replace current map's Layer 2 at (6, 69) with the following (1 x 3) chunk
CB/CA19:       $F4
CB/CA1A:       $F4
CB/CA1B:       $F4
CB/CA1C: 74    Replace current map's Layer 2 at (13, 69) with the following (1 x 2) chunk
CB/CA21:       $F4
CB/CA22:       $F4
CB/CA23: 74    Replace current map's Layer 2 at (17, 69) with the following (3 x 2) chunk
CB/CA28:       $F4, $F4, $F4
CB/CA2B:       $F4, $F4, $F4
CB/CA2E: 74    Replace current map's Layer 2 at (8, 73) with the following (1 x 1) chunk
CB/CA33:       $F4
CB/CA34: 74    Replace current map's Layer 2 at (22, 72) with the following (1 x 1) chunk
CB/CA39:       $F4
CB/CA3A: 74    Replace current map's Layer 2 at (17, 73) with the following (1 x 1) chunk
CB/CA3F:       $F4
CB/CA40: 74    Replace current map's Layer 2 at (20, 74) with the following (1 x 5) chunk
CB/CA45:       $F4
CB/CA46:       $F4
CB/CA47:       $F4
CB/CA48:       $F4
CB/CA49:       $F4
CB/CA4A: 74    Replace current map's Layer 2 at (9, 85) with the following (2 x 1) chunk
CB/CA4F:       $F4, $F4
CB/CA51: 74    Replace current map's Layer 2 at (16, 86) with the following (1 x 1) chunk
CB/CA56:       $F4
CB/CA57: 74    Replace current map's Layer 2 at (21, 85) with the following (2 x 4) chunk
CB/CA5C:       $F4, $F4
CB/CA5E:       $F4, $F4
CB/CA60:       $F4, $F4
CB/CA62:       $F4, $F4
CB/CA64: 74    Replace current map's Layer 2 at (2, 133) with the following (5 x 23) chunk
CB/CA69:       $07, $07, $07, $07, $07
CB/CA6E:       $07, $07, $07, $07, $07
CB/CA73:       $07, $07, $07, $07, $07
CB/CA78:       $07, $07, $07, $07, $07
CB/CA7D:       $07, $07, $07, $07, $07
CB/CA82:       $07, $07, $07, $07, $07
CB/CA87:       $07, $07, $07, $07, $07
CB/CA8C:       $07, $07, $07, $07, $07
CB/CA91:       $07, $07, $07, $07, $07
CB/CA96:       $07, $07, $07, $07, $07
CB/CA9B:       $07, $07, $07, $07, $07
CB/CAA0:       $07, $07, $07, $07, $07
CB/CAA5:       $07, $07, $07, $07, $07
CB/CAAA:       $07, $07, $07, $07, $07
CB/CAAF:       $07, $07, $07, $07, $07
CB/CAB4:       $07, $07, $07, $07, $07
CB/CAB9:       $07, $07, $07, $07, $07
CB/CABE:       $07, $07, $07, $07, $07
CB/CAC3:       $07, $07, $07, $07, $07
CB/CAC8:       $07, $07, $07, $07, $07
CB/CACD:       $07, $07, $07, $07, $07
CB/CAD2:       $07, $07, $07, $07, $07
CB/CAD7:       $07, $07, $07, $07, $07
CB/CADC: 74    Replace current map's Layer 2 at (6, 138) with the following (2 x 19) chunk
CB/CAE1:       $07, $07
CB/CAE3:       $07, $07
CB/CAE5:       $07, $07
CB/CAE7:       $07, $07
CB/CAE9:       $07, $07
CB/CAEB:       $07, $07
CB/CAED:       $07, $07
CB/CAEF:       $07, $07
CB/CAF1:       $07, $07
CB/CAF3:       $07, $07
CB/CAF5:       $0F, $0F
CB/CAF7:       $0F, $0F
CB/CAF9:       $0F, $0F
CB/CAFB:       $0F, $0F
CB/CAFD:       $0F, $0F
CB/CAFF:       $0F, $0F
CB/CB01:       $0F, $0F
CB/CB03:       $0F, $0F
CB/CB05:       $0F, $0F
CB/CB07: 74    Replace current map's Layer 2 at (9, 146) with the following (5 x 16) chunk
CB/CB0C:       $04, $04, $04, $04, $04
CB/CB11:       $04, $04, $04, $04, $04
CB/CB16:       $04, $04, $04, $04, $04
CB/CB1B:       $04, $07, $07, $07, $07
CB/CB20:       $07, $07, $07, $07, $07
CB/CB25:       $07, $07, $07, $07, $07
CB/CB2A:       $07, $07, $07, $07, $07
CB/CB2F:       $07, $07, $07, $07, $07
CB/CB34:       $07, $07, $07, $07, $07
CB/CB39:       $07, $07, $07, $07, $07
CB/CB3E:       $07, $07, $07, $07, $07
CB/CB43:       $07, $07, $07, $07, $07
CB/CB48:       $07, $07, $07, $07, $07
CB/CB4D:       $07, $07, $07, $07, $07
CB/CB52:       $07, $07, $07, $07, $07
CB/CB57:       $07, $07, $07, $07, $07
CB/CB5C: 75    Refresh map after alteration
CB/CB5D: C0    If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCB6B
CB/CB63: B0    Execute the following commands until $B1 8 times
CB/CB65: 51        Modify background color range from [10, 77]: Do <unknown operation> (Black) at intensity 3
CB/CB69: B1        End block of repeating commands
CB/CB6A: FE    Return

CB/CB6B: B2    Call subroutine $CB6A77
CB/CB6F: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CB/CB71: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/CB72: FF        End queue
CB/CB73: FE    Return

CB/CB74: DE    Load CaseWord with the characters in the currently active party?
CB/CB75: C1    If ($1E80($09D) [$1E93, bit 5] is set) or ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/CB7D: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $0B (Actor in stot 11), $FF (<Invalid Character>)
CB/CB82: 45    Refresh objects
CB/CB83: B2    Call subroutine $CAC6AC
CB/CB87: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/CB89: CE        Turn vehicle/entity down
CB/CB8A: FF        End queue
CB/CB8B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/CB8D: CE        Turn vehicle/entity down
CB/CB8E: FF        End queue
CB/CB8F: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/CB91: C2        Set vehicle/entity's event speed to normal
CB/CB92: 84        Move vehicle/entity up 2 tiles
CB/CB93: CE        Turn vehicle/entity down
CB/CB94: FF        End queue
CB/CB95: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/CB97: CC        Turn vehicle/entity up
CB/CB98: FF        End queue
CB/CB99: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/CB9B: C2        Set vehicle/entity's event speed to normal
CB/CB9C: 81        Move vehicle/entity right 1 tile
CB/CB9D: CC        Turn vehicle/entity up
CB/CB9E: FF        End queue
CB/CB9F: 92    Pause for 30 units
CB/CBA0: 0B    Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete)
CB/CBA2: 19        Do vehicle/entity graphical action $19 
CB/CBA3: E0        Pause for 4 * 2 (8) frames
CB/CBA5: 1A        Do vehicle/entity graphical action $1A 
CB/CBA6: E0        Pause for 4 * 2 (8) frames
CB/CBA8: 19        Do vehicle/entity graphical action $19 
CB/CBA9: E0        Pause for 4 * 2 (8) frames
CB/CBAB: 1A        Do vehicle/entity graphical action $1A 
CB/CBAC: E0        Pause for 4 * 2 (8) frames
CB/CBAE: CE        Turn vehicle/entity down
CB/CBAF: FF        End queue
CB/CBB0: 92    Pause for 30 units
CB/CBB1: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CB/CBB3: C3        Set vehicle/entity's event speed to fast
CB/CBB4: 9D        Move vehicle/entity right 8 tiles
CB/CBB5: FF        End queue
CB/CBB6: 42    Hide object $0B
CB/CBB8: 3F    Remove character $0B (Actor in stot 11) from the party
CB/CBBB: D5    Clear event bit $1E80($2FB) [$1EDF, bit 3]
CB/CBBD: 91    Pause for 15 units
CB/CBBE: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/CBC0: CD        Turn vehicle/entity right
CB/CBC1: FF        End queue
CB/CBC2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/CBC4: CF        Turn vehicle/entity left
CB/CBC5: FF        End queue
CB/CBC6: 91    Pause for 15 units
CB/CBC7: 4B    Display dialogue message $0286, wait for button press
               TERRA: 
               Where's GAU? 
               LOCKE: He hates ships.
               We mustleave him behind!
CB/CBCA: 78    Enable ability to pass through other objects for object $00 (TERRA )
CB/CBCC: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CB/CBCE: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/CBD0: 83        Move vehicle/entity left 1 tile
CB/CBD1: FF        End queue
CB/CBD2: B2    Call subroutine $CACB95
CB/CBD6: 3B    Position character in a "ready-to-go" stance
CB/CBD7: DC    Set event bit $1E80($637) [$1F46, bit 7]
CB/CBD9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/CBDB: CE        Turn vehicle/entity down
CB/CBDC: FF        End queue
CB/CBDD: FE    Return

CB/CBDE: DE    Load CaseWord with the characters in the currently active party?
CB/CBDF: C1    If ($1E80($09D) [$1E93, bit 5] is set) or ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA5EB3 (simply returns)
CB/CBE7: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $0B (Actor in stot 11), $FF (<Invalid Character>)
CB/CBEC: 45    Refresh objects
CB/CBED: B2    Call subroutine $CAC6AC
CB/CBF1: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/CBF3: CE        Turn vehicle/entity down
CB/CBF4: FF        End queue
CB/CBF5: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/CBF7: CE        Turn vehicle/entity down
CB/CBF8: FF        End queue
CB/CBF9: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CB/CBFB: C2        Set vehicle/entity's event speed to normal
CB/CBFC: 84        Move vehicle/entity up 2 tiles
CB/CBFD: CE        Turn vehicle/entity down
CB/CBFE: FF        End queue
CB/CBFF: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/CC01: CC        Turn vehicle/entity up
CB/CC02: FF        End queue
CB/CC03: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/CC05: C2        Set vehicle/entity's event speed to normal
CB/CC06: 83        Move vehicle/entity left 1 tile
CB/CC07: CC        Turn vehicle/entity up
CB/CC08: FF        End queue
CB/CC09: 92    Pause for 30 units
CB/CC0A: 0B    Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete)
CB/CC0C: 19        Do vehicle/entity graphical action $19 
CB/CC0D: E0        Pause for 4 * 2 (8) frames
CB/CC0F: 1A        Do vehicle/entity graphical action $1A 
CB/CC10: E0        Pause for 4 * 2 (8) frames
CB/CC12: 19        Do vehicle/entity graphical action $19 
CB/CC13: E0        Pause for 4 * 2 (8) frames
CB/CC15: 1A        Do vehicle/entity graphical action $1A 
CB/CC16: E0        Pause for 4 * 2 (8) frames
CB/CC18: CE        Turn vehicle/entity down
CB/CC19: FF        End queue
CB/CC1A: 92    Pause for 30 units
CB/CC1B: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CB/CC1D: C3        Set vehicle/entity's event speed to fast
CB/CC1E: 9D        Move vehicle/entity right 8 tiles
CB/CC1F: FF        End queue
CB/CC20: 42    Hide object $0B
CB/CC22: 3F    Remove character $0B (Actor in stot 11) from the party
CB/CC25: D5    Clear event bit $1E80($2FB) [$1EDF, bit 3]
CB/CC27: 91    Pause for 15 units
CB/CC28: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/CC2A: CF        Turn vehicle/entity left
CB/CC2B: FF        End queue
CB/CC2C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/CC2E: CD        Turn vehicle/entity right
CB/CC2F: FF        End queue
CB/CC30: 91    Pause for 15 units
CB/CC31: 4B    Display dialogue message $0286, wait for button press
               TERRA: 
               Where's GAU? 
               LOCKE: He hates ships.
               We mustleave him behind!
CB/CC34: 78    Enable ability to pass through other objects for object $00 (TERRA )
CB/CC36: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CB/CC38: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/CC3A: 81        Move vehicle/entity right 1 tile
CB/CC3B: FF        End queue
CB/CC3C: B2    Call subroutine $CACB95
CB/CC40: 3B    Position character in a "ready-to-go" stance
CB/CC41: DC    Set event bit $1E80($637) [$1F46, bit 7]
CB/CC43: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/CC45: CE        Turn vehicle/entity down
CB/CC46: FF        End queue
CB/CC47: FE    Return

CB/CC48: 4B    Display dialogue message $0280, wait for button press
               Stay clear of the engine room. It's dangerous.
CB/CC4B: FE    Return

CB/CC4C: 4B    Display dialogue message $0767, wait for button press
               General Leo's holding a meeting.
CB/CC4F: FE    Return

CB/CC50: C0    If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC80
CB/CC56: 4B    Display dialogue message $0282, wait for button press
               The Magitek Armor's being refurbished.
CB/CC59: FE    Return

CB/CC5A: 4B    Display dialogue message $0285, wait for button press
               Once we find an Esper, we'll be able to restore peace!
CB/CC5D: FE    Return

CB/CC5E: C0    If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC7C
CB/CC64: 4B    Display dialogue message $0766, wait for button press (At bottom of screen)
               General Leo's waiting for you.
CB/CC67: FE    Return

CB/CC68: C0    If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC5A
CB/CC6E: 4B    Display dialogue message $0280, wait for button press
               Stay clear of the engine room. It's dangerous.
CB/CC71: FE    Return

CB/CC72: C0    If ($1E80($086) [$1E90, bit 6] is set), branch to $CBCC80
CB/CC78: 4B    Display dialogue message $0280, wait for button press
               Stay clear of the engine room. It's dangerous.
CB/CC7B: FE    Return

CB/CC7C: 4B    Display dialogue message $0281, wait for button press
               We're almost to Crescent Island.
CB/CC7F: FE    Return

CB/CC80: 4B    Display dialogue message $0284, wait for button press
               Rumor has it that the power of magic still exists on Crescent Island.
CB/CC83: FE    Return

CB/CC84: C0    If ($1E80($087) [$1E90, bit 7] is set), branch to $CBCE36
CB/CC8A: C0    If ($1E80($085) [$1E90, bit 5] is set), branch to $CBCE32
CB/CC90: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/CC92: CF        Turn vehicle/entity left
CB/CC93: FF        End queue
CB/CC94: DA    Set event bit $1E80($522) [$1F24, bit 2]
CB/CC96: 3D    Create object $14
CB/CC98: 45    Refresh objects
CB/CC99: 3D    Create object $15
CB/CC9B: 45    Refresh objects
CB/CC9C: 3D    Create object $16
CB/CC9E: 45    Refresh objects
CB/CC9F: 41    Show object $14
CB/CCA1: 41    Show object $15
CB/CCA3: 41    Show object $16
CB/CCA5: 45    Refresh objects
CB/CCA6: 4B    Display dialogue message $0760, wait for button press (At bottom of screen)
               LEO: There you are. Another of the Empire's generals, and a person I hired in town will be traveling with us.
CB/CCA9: C0    If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CBCCBC
CB/CCAF: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CBCCC8
CB/CCB5: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CBCCD3
CB/CCBB: FE    Return

CB/CCBC: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/CCBE: C2        Set vehicle/entity's event speed to normal
CB/CCBF: 83        Move vehicle/entity left 1 tile
CB/CCC0: 86        Move vehicle/entity down 2 tiles
CB/CCC1: CC        Turn vehicle/entity up
CB/CCC2: FF        End queue
CB/CCC3: B2    Call subroutine $CBCCE1
CB/CCC7: FE    Return

CB/CCC8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/CCCA: C2        Set vehicle/entity's event speed to normal
CB/CCCB: 83        Move vehicle/entity left 1 tile
CB/CCCC: CC        Turn vehicle/entity up
CB/CCCD: FF        End queue
CB/CCCE: B2    Call subroutine $CBCCE1
CB/CCD2: FE    Return

CB/CCD3: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/CCD5: C2        Set vehicle/entity's event speed to normal
CB/CCD6: 82        Move vehicle/entity down 1 tile
CB/CCD7: CC        Turn vehicle/entity up
CB/CCD8: FF        End queue
CB/CCD9: B2    Call subroutine $CBCCE1
CB/CCDD: FE    Return

CB/CCDE: F0    Play song 7 (Shadow), (high bit clear), full volume
CB/CCE0: FE    Return

CB/CCE1: B2    Call subroutine $CAC6AC
CB/CCE5: 3C    Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/CCEA: 45    Refresh objects
CB/CCEB: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/CCED: CC        Turn vehicle/entity up
CB/CCEE: FF        End queue
CB/CCEF: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/CCF1: E0        Pause for 4 * 10 (40) frames
CB/CCF3: CC        Turn vehicle/entity up
CB/CCF4: FF        End queue
CB/CCF5: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/CCF7: C2        Set vehicle/entity's event speed to normal
CB/CCF8: 83        Move vehicle/entity left 1 tile
CB/CCF9: CC        Turn vehicle/entity up
CB/CCFA: FF        End queue
CB/CCFB: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CB/CCFD: C2        Set vehicle/entity's event speed to normal
CB/CCFE: 8A        Move vehicle/entity down 3 tiles
CB/CCFF: 8B        Move vehicle/entity left 3 tiles
CB/CD00: 92        Move vehicle/entity down 5 tiles
CB/CD01: FF        End queue
CB/CD02: 15    Begin action queue for character $15 (NPC $15), 8 bytes long 
CB/CD04: E0        Pause for 4 * 3 (12) frames
CB/CD06: C2        Set vehicle/entity's event speed to normal
CB/CD07: 83        Move vehicle/entity left 1 tile
CB/CD08: 8A        Move vehicle/entity down 3 tiles
CB/CD09: 8F        Move vehicle/entity left 4 tiles
CB/CD0A: 8E        Move vehicle/entity down 4 tiles
CB/CD0B: FF        End queue
CB/CD0C: 16    Begin action queue for character $16 (NPC $16), 8 bytes long (Wait until complete)
CB/CD0E: E0        Pause for 4 * 5 (20) frames
CB/CD10: C2        Set vehicle/entity's event speed to normal
CB/CD11: 87        Move vehicle/entity left 2 tiles
CB/CD12: 8A        Move vehicle/entity down 3 tiles
CB/CD13: 8F        Move vehicle/entity left 4 tiles
CB/CD14: 8A        Move vehicle/entity down 3 tiles
CB/CD15: FF        End queue
CB/CD16: 92    Pause for 30 units
CB/CD17: C0    If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CBCD24
CB/CD1D: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCD99
CB/CD23: FE    Return

CB/CD24: F2    Fade out current song with transition time 16
CB/CD26: FA    Stop temporarily played song
CB/CD27: F0    Play song 7 (Shadow), (high bit set), full volume
CB/CD29: D0    Set event bit $1E80($09A) [$1E93, bit 2]
CB/CD2B: 94    Pause for 60 units
CB/CD2C: 4B    Display dialogue message $03E4, wait for button press (At bottom of screen)
               I've forsaken the world.
               Some people call me
CB/CD2F: 42    Hide object $10
CB/CD31: 42    Hide object $12
CB/CD33: 42    Hide object $19
CB/CD35: 42    Hide object $13
CB/CD37: 42    Hide object $14
CB/CD39: 42    Hide object $16
CB/CD3B: 42    Hide object $00
CB/CD3D: 42    Hide object $01
CB/CD3F: 45    Refresh objects
CB/CD40: B2    Call subroutine $CAD00F
CB/CD44: 38    Hold screen
CB/CD45: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/CD47: C2        Set vehicle/entity's event speed to normal
CB/CD48: C7        Set vehicle/entity to stay still when moving
CB/CD49: 82        Move vehicle/entity down 1 tile
CB/CD4A: A1        Move vehicle/entity right/down 1x1 tiles
CB/CD4B: FF        End queue
CB/CD4C: 94    Pause for 60 units
CB/CD4D: 4B    Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen)
               He owes allegiance to no one, 
               and will do anything for money.
               He comes and goes like the wind
CB/CD50: 92    Pause for 30 units
CB/CD51: 40    Assign properties $03 to character $03 (Actor in stot 3)
CB/CD54: 3D    Create object $03
CB/CD56: 37    Assign graphics $03 to object $03 (Actor in stot 3)
CB/CD59: 43    Assign palette $04 to character $03 (Actor in stot 3)
CB/CD5C: 45    Refresh objects
CB/CD5D: 7F    Change character $03's name to $03 (SHADOW)
CB/CD60: 98    Invoke name change screen for character $03 (Actor in stot 3)
CB/CD62: F0    Play song 7 (Shadow), (high bit clear), full volume
CB/CD64: D0    Set event bit $1E80($00B) [$1E81, bit 3]
CB/CD66: 50    Tint screen (cumulative) with color $BC
CB/CD68: 59    Unfade screen at speed $10
CB/CD6A: 95    Pause for 120 units
CB/CD6B: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/CD6D: C2        Set vehicle/entity's event speed to normal
CB/CD6E: A3        Move vehicle/entity left/up 1x1 tiles
CB/CD6F: 80        Move vehicle/entity up 1 tile
CB/CD70: C6        Set vehicle/entity to walk when moving
CB/CD71: FF        End queue
CB/CD72: B2    Call subroutine $CAD015
CB/CD76: 41    Show object $10
CB/CD78: 41    Show object $12
CB/CD7A: 41    Show object $19
CB/CD7C: 41    Show object $13
CB/CD7E: 41    Show object $16
CB/CD80: 41    Show object $14
CB/CD82: 41    Show object $00
CB/CD84: 41    Show object $01
CB/CD86: 45    Refresh objects
CB/CD87: 39    Free screen
CB/CD88: F2    Fade out current song with transition time 21
CB/CD8A: FA    Stop temporarily played song
CB/CD8B: 3E    Delete object $03
CB/CD8D: 45    Refresh objects
CB/CD8E: F3    Fade in previously faded out song with transition time 32
CB/CD90: D1    Clear event bit $1E80($09A) [$1E93, bit 2]
CB/CD92: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCD99
CB/CD98: FE    Return

CB/CD99: 4B    Display dialogue message $0768, wait for button press (At bottom of screen)
               LEO: Let me introduce
               General CELESand SHADOW.
CB/CD9C: 93    Pause for 45 units
CB/CD9D: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/CD9F: 20        Do vehicle/entity graphical action $20 
CB/CDA0: E0        Pause for 4 * 3 (12) frames
CB/CDA2: CE        Turn vehicle/entity down
CB/CDA3: FF        End queue
CB/CDA4: 92    Pause for 30 units
CB/CDA5: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/CDA7: 1F        Do vehicle/entity graphical action $1F 
CB/CDA8: E0        Pause for 4 * 5 (20) frames
CB/CDAA: CC        Turn vehicle/entity up
CB/CDAB: FF        End queue
CB/CDAC: 92    Pause for 30 units
CB/CDAD: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/CDAF: CE        Turn vehicle/entity down
CB/CDB0: FF        End queue
CB/CDB1: 91    Pause for 15 units
CB/CDB2: 4B    Display dialogue message $0769, wait for button press (At bottom of screen)
               LEO: Is something wrong? 
               LOCKE: No
CB/CDB5: 93    Pause for 45 units
CB/CDB6: 4B    Display dialogue message $076A, wait for button press (At bottom of screen)
               LEO: Our departure isn't till tomorrow. I've arranged some lodging for you.
CB/CDB9: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/CDBB: CF        Turn vehicle/entity left
CB/CDBC: FF        End queue
CB/CDBD: 4B    Display dialogue message $076B, wait for button press (At bottom of screen)
               LEO: Please, get some rest.
CB/CDC0: 92    Pause for 30 units
CB/CDC1: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/CDC3: CD        Turn vehicle/entity right
CB/CDC4: FF        End queue
CB/CDC5: 19    Begin action queue for character $19 (NPC $19), 15 bytes long 
CB/CDC7: E0        Pause for 4 * 15 (60) frames
CB/CDC9: 22        Do vehicle/entity graphical action $22 
CB/CDCA: E0        Pause for 4 * 2 (8) frames
CB/CDCC: CF        Turn vehicle/entity left
CB/CDCD: E0        Pause for 4 * 2 (8) frames
CB/CDCF: 22        Do vehicle/entity graphical action $22 
CB/CDD0: E0        Pause for 4 * 2 (8) frames
CB/CDD2: CF        Turn vehicle/entity left
CB/CDD3: FC        Branch 12 bytes backwards ($CBCDC7)
CB/CDD5: FF        End queue
CB/CDD6: 93    Pause for 45 units
CB/CDD7: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/CDD9: C2        Set vehicle/entity's event speed to normal
CB/CDDA: 84        Move vehicle/entity up 2 tiles
CB/CDDB: CD        Turn vehicle/entity right
CB/CDDC: FF        End queue
CB/CDDD: 92    Pause for 30 units
CB/CDDE: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/CDE0: CF        Turn vehicle/entity left
CB/CDE1: FF        End queue
CB/CDE2: 4B    Display dialogue message $0762, wait for button press (At bottom of screen)
               TERRA: CELES 
               CELES: 
CB/CDE5: 92    Pause for 30 units
CB/CDE6: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/CDE8: C2        Set vehicle/entity's event speed to normal
CB/CDE9: 80        Move vehicle/entity up 1 tile
CB/CDEA: FF        End queue
CB/CDEB: 91    Pause for 15 units
CB/CDEC: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/CDEE: CE        Turn vehicle/entity down
CB/CDEF: FF        End queue
CB/CDF0: 94    Pause for 60 units
CB/CDF1: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/CDF3: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/CDF4: FF        End queue
CB/CDF5: 95    Pause for 120 units
CB/CDF6: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/CDF8: C3        Set vehicle/entity's event speed to fast
CB/CDF9: 9C        Move vehicle/entity up 8 tiles
CB/CDFA: FF        End queue
CB/CDFB: 42    Hide object $14
CB/CDFD: 95    Pause for 120 units
CB/CDFE: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/CE00: 21        Do vehicle/entity graphical action $21 
CB/CE01: E0        Pause for 4 * 8 (32) frames
CB/CE03: FF        End queue
CB/CE04: 4B    Display dialogue message $0763, wait for button press (At bottom of screen)
               LOCKE: CELES
CB/CE07: 78    Enable ability to pass through other objects for object $00 (TERRA )
CB/CE09: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CB/CE0B: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CB/CE0D: C2        Set vehicle/entity's event speed to normal
CB/CE0E: 82        Move vehicle/entity down 1 tile
CB/CE0F: FF        End queue
CB/CE10: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/CE12: C2        Set vehicle/entity's event speed to normal
CB/CE13: 83        Move vehicle/entity left 1 tile
CB/CE14: FF        End queue
CB/CE15: D0    Set event bit $1E80($084) [$1E90, bit 4]
CB/CE17: D0    Set event bit $1E80($085) [$1E90, bit 5]
CB/CE19: DB    Clear event bit $1E80($522) [$1F24, bit 2]
CB/CE1B: B2    Call subroutine $CACB95
CB/CE1F: 3B    Position character in a "ready-to-go" stance
CB/CE20: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/CE22: CE        Turn vehicle/entity down
CB/CE23: FF        End queue
CB/CE24: 3A    Enable player to move while event commands execute
CB/CE25: FE    Return

CB/CE26: 4B    Display dialogue message $0765, wait for button press
               SHADOW: I'm working for the Empire. But don't worry
               I'm not going to garrote you!
CB/CE29: FE    Return

CB/CE2A: 4B    Display dialogue message $076C, wait for button press
               SHADOW: You kids stay out of trouble now, you hear?
CB/CE2D: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/CE2F: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/CE30: FF        End queue
CB/CE31: FE    Return

CB/CE32: 4B    Display dialogue message $076B, wait for button press (At bottom of screen)
               LEO: Please, get some rest.
CB/CE35: FE    Return

CB/CE36: 4B    Display dialogue message $0764, wait for button press
               LEO: Rightlet's go.
CB/CE39: D0    Set event bit $1E80($083) [$1E90, bit 3]
CB/CE3B: DB    Clear event bit $1E80($542) [$1F28, bit 2]
CB/CE3D: DB    Clear event bit $1E80($513) [$1F22, bit 3]
CB/CE3F: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/CE41: 5A    Fade screen at speed $04
CB/CE43: F2    Fade out current song with transition time 10
CB/CE45: 5C    Pause execution until fade in or fade out is complete
CB/CE46: 93    Pause for 45 units
CB/CE47: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CB/CE49: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/CE4B: 92    Pause for 30 units
CB/CE4C: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (138, 206), facing down
CB/CE52: C2        Set vehicle/entity's event speed to normal
CB/CE53: FC        Change character to ship graphic
CB/CE54: 9E        Move vehicle/entity down 8 tiles
CB/CE55: 99        Move vehicle/entity right 7 tiles
CB/CE56: 9E        Move vehicle/entity down 8 tiles
CB/CE57: 9D        Move vehicle/entity right 8 tiles
CB/CE58: 85        Move vehicle/entity right 2 tiles
CB/CE59: 9E        Move vehicle/entity down 8 tiles
CB/CE5A: 86        Move vehicle/entity down 2 tiles
CB/CE5B: 9D        Move vehicle/entity right 8 tiles
CB/CE5C: 99        Move vehicle/entity right 7 tiles
CB/CE5D: D2        Load map $014C (Albrook, docks / Magitek ship at sea (always)), position (10, 14), mode $C0
CB/CE63: 42    Hide object $31
CB/CE65: 45    Refresh objects
CB/CE66: 50    Tint screen (cumulative) with color $FB
CB/CE68: B2    Call subroutine $CB6A77
CB/CE6C: 38    Hold screen
CB/CE6D: 95    Pause for 120 units
CB/CE6E: DA    Set event bit $1E80($542) [$1F28, bit 2]
CB/CE70: 3D    Create object $10
CB/CE72: 3D    Create object $12
CB/CE74: 45    Refresh objects
CB/CE75: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/CE77: D5        Set vehicle/entity's position to (13, 12)
CB/CE7A: CE        Turn vehicle/entity down
CB/CE7B: FF        End queue
CB/CE7C: 41    Show object $10
CB/CE7E: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/CE80: D5        Set vehicle/entity's position to (9, 13)
CB/CE83: CF        Turn vehicle/entity left
CB/CE84: FF        End queue
CB/CE85: 41    Show object $12
CB/CE87: 59    Unfade screen at speed $08
CB/CE89: 5C    Pause execution until fade in or fade out is complete
CB/CE8A: 12    Begin action queue for character $12 (NPC $12), 13 bytes long (Wait until complete)
CB/CE8C: E0        Pause for 4 * 10 (40) frames
CB/CE8E: CE        Turn vehicle/entity down
CB/CE8F: E0        Pause for 4 * 2 (8) frames
CB/CE91: 19        Do vehicle/entity graphical action $19 
CB/CE92: E0        Pause for 4 * 1 (4) frames
CB/CE94: 1A        Do vehicle/entity graphical action $1A 
CB/CE95: E0        Pause for 4 * 8 (32) frames
CB/CE97: CE        Turn vehicle/entity down
CB/CE98: FF        End queue
CB/CE99: 4B    Display dialogue message $0287, wait for button press
               SOLDIER: All systems A-O-K.
CB/CE9C: 1C    Begin action queue for character $1C (NPC $1C), 11 bytes long (Wait until complete)
CB/CE9E: CD        Turn vehicle/entity right
CB/CE9F: E0        Pause for 4 * 3 (12) frames
CB/CEA1: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/CEA2: E0        Pause for 4 * 3 (12) frames
CB/CEA4: CD        Turn vehicle/entity right
CB/CEA5: E0        Pause for 4 * 9 (36) frames
CB/CEA7: CE        Turn vehicle/entity down
CB/CEA8: FF        End queue
CB/CEA9: 4B    Display dialogue message $0761, wait for button press
               LEO: We should arrive tomorrow morning. Why not rest until then?
CB/CEAC: B0    Execute the following commands until $B1 2 times
CB/CEAE: 1B        Begin action queue for character $1B (NPC $1B), 7 bytes long 
CB/CEB0: 21            Do vehicle/entity graphical action $21 
CB/CEB1: E0            Pause for 4 * 1 (4) frames
CB/CEB3: CC            Turn vehicle/entity up
CB/CEB4: E0            Pause for 4 * 1 (4) frames
CB/CEB6: FF            End queue
CB/CEB7: 1D        Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete)
CB/CEB9: 21            Do vehicle/entity graphical action $21 
CB/CEBA: E0            Pause for 4 * 1 (4) frames
CB/CEBC: CC            Turn vehicle/entity up
CB/CEBD: E0            Pause for 4 * 1 (4) frames
CB/CEBF: FF            End queue
CB/CEC0: B1        End block of repeating commands
CB/CEC1: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/CEC3: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/CEC5: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CB/CEC7: C2        Set vehicle/entity's event speed to normal
CB/CEC8: 9D        Move vehicle/entity right 8 tiles
CB/CEC9: FF        End queue
CB/CECA: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/CECC: C2        Set vehicle/entity's event speed to normal
CB/CECD: 9D        Move vehicle/entity right 8 tiles
CB/CECE: FF        End queue
CB/CECF: B5    Pause for 15 * 5 (75) units
CB/CED1: 5A    Fade screen at speed $04
CB/CED3: 5C    Pause execution until fade in or fade out is complete
CB/CED4: 35    Pause execution until action queue for object $1D (NPC $1D) is complete
CB/CED6: 35    Pause execution until action queue for object $1B (NPC $1B) is complete
CB/CED8: 93    Pause for 45 units
CB/CED9: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/CEDB: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/CEDD: DB    Clear event bit $1E80($542) [$1F28, bit 2]
CB/CEDF: 3F    Remove character $01 (Actor in stot 1) from the party
CB/CEE2: 45    Refresh objects
CB/CEE3: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CB/CEE5: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CB/CEE7: 41    Show object $31
CB/CEE9: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CB/CEEE: 45    Refresh objects
CB/CEEF: 47    Make character in slot 0 the lead character
CB/CEF0: 6B    Load map $014C (Albrook, docks / Magitek ship at sea (always)) instantly, (upper bits $2000), place party at (12, 16), facing down
CB/CEF6: 95    Pause for 120 units
CB/CEF7: 59    Unfade screen at speed $08
CB/CEF9: 5C    Pause execution until fade in or fade out is complete
CB/CEFA: 39    Free screen
CB/CEFB: FE    Return

CB/CEFC: F0    Play song 5 (Awakening), (high bit clear), full volume
CB/CEFE: 38    Hold screen
CB/CEFF: 4B    Display dialogue message $0772, wait for button press
               LEO: You all right?
CB/CF02: 92    Pause for 30 units
CB/CF03: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CBCF1C
CB/CF09: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CBCF4A
CB/CF0F: C0    If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CBCF77
CB/CF15: C0    If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CBCFA0
CB/CF1B: FE    Return

CB/CF1C: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/CF1E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/CF1F: E0        Pause for 4 * 2 (8) frames
CB/CF21: CD        Turn vehicle/entity right
CB/CF22: E0        Pause for 4 * 2 (8) frames
CB/CF24: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/CF25: E0        Pause for 4 * 2 (8) frames
CB/CF27: CD        Turn vehicle/entity right
CB/CF28: FF        End queue
CB/CF29: 94    Pause for 60 units
CB/CF2A: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CB/CF2C: C1        Set vehicle/entity's event speed to slow
CB/CF2D: 81        Move vehicle/entity right 1 tile
CB/CF2E: 82        Move vehicle/entity down 1 tile
CB/CF2F: E0        Pause for 4 * 3 (12) frames
CB/CF31: 23        Do vehicle/entity graphical action $23 
CB/CF32: FF        End queue
CB/CF33: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/CF35: C1        Set vehicle/entity's event speed to slow
CB/CF36: 81        Move vehicle/entity right 1 tile
CB/CF37: FF        End queue
CB/CF38: 4B    Display dialogue message $0773, wait for button press
               LEO: Looks like you're feeling better
CB/CF3B: 93    Pause for 45 units
CB/CF3C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/CF3E: C1        Set vehicle/entity's event speed to slow
CB/CF3F: 82        Move vehicle/entity down 1 tile
CB/CF40: C1        Set vehicle/entity's event speed to slow
CB/CF41: 82        Move vehicle/entity down 1 tile
CB/CF42: FF        End queue
CB/CF43: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE
CB/CF49: FE    Return

CB/CF4A: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/CF4C: 21        Do vehicle/entity graphical action $21 
CB/CF4D: E0        Pause for 4 * 2 (8) frames
CB/CF4F: CC        Turn vehicle/entity up
CB/CF50: E0        Pause for 4 * 2 (8) frames
CB/CF52: 21        Do vehicle/entity graphical action $21 
CB/CF53: E0        Pause for 4 * 2 (8) frames
CB/CF55: CC        Turn vehicle/entity up
CB/CF56: FF        End queue
CB/CF57: 94    Pause for 60 units
CB/CF58: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CB/CF5A: C1        Set vehicle/entity's event speed to slow
CB/CF5B: 81        Move vehicle/entity right 1 tile
CB/CF5C: 82        Move vehicle/entity down 1 tile
CB/CF5D: E0        Pause for 4 * 3 (12) frames
CB/CF5F: 23        Do vehicle/entity graphical action $23 
CB/CF60: FF        End queue
CB/CF61: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/CF63: C1        Set vehicle/entity's event speed to slow
CB/CF64: A0        Move vehicle/entity right/up 1x1 tiles
CB/CF65: FF        End queue
CB/CF66: 4B    Display dialogue message $0773, wait for button press
               LEO: Looks like you're feeling better
CB/CF69: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/CF6B: C1        Set vehicle/entity's event speed to slow
CB/CF6C: 83        Move vehicle/entity left 1 tile
CB/CF6D: C1        Set vehicle/entity's event speed to slow
CB/CF6E: 82        Move vehicle/entity down 1 tile
CB/CF6F: FF        End queue
CB/CF70: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE
CB/CF76: FE    Return

CB/CF77: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/CF79: 22        Do vehicle/entity graphical action $22 
CB/CF7A: E0        Pause for 4 * 2 (8) frames
CB/CF7C: CF        Turn vehicle/entity left
CB/CF7D: E0        Pause for 4 * 2 (8) frames
CB/CF7F: 22        Do vehicle/entity graphical action $22 
CB/CF80: E0        Pause for 4 * 2 (8) frames
CB/CF82: CF        Turn vehicle/entity left
CB/CF83: FF        End queue
CB/CF84: 94    Pause for 60 units
CB/CF85: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CB/CF87: C1        Set vehicle/entity's event speed to slow
CB/CF88: 82        Move vehicle/entity down 1 tile
CB/CF89: 81        Move vehicle/entity right 1 tile
CB/CF8A: E0        Pause for 4 * 3 (12) frames
CB/CF8C: 23        Do vehicle/entity graphical action $23 
CB/CF8D: FF        End queue
CB/CF8E: 4B    Display dialogue message $0773, wait for button press
               LEO: Looks like you're feeling better
CB/CF91: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/CF93: C1        Set vehicle/entity's event speed to slow
CB/CF94: 87        Move vehicle/entity left 2 tiles
CB/CF95: 82        Move vehicle/entity down 1 tile
CB/CF96: C1        Set vehicle/entity's event speed to slow
CB/CF97: 82        Move vehicle/entity down 1 tile
CB/CF98: FF        End queue
CB/CF99: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE
CB/CF9F: FE    Return

CB/CFA0: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/CFA2: 20        Do vehicle/entity graphical action $20 
CB/CFA3: E0        Pause for 4 * 2 (8) frames
CB/CFA5: CE        Turn vehicle/entity down
CB/CFA6: E0        Pause for 4 * 2 (8) frames
CB/CFA8: 20        Do vehicle/entity graphical action $20 
CB/CFA9: E0        Pause for 4 * 2 (8) frames
CB/CFAB: CE        Turn vehicle/entity down
CB/CFAC: FF        End queue
CB/CFAD: 94    Pause for 60 units
CB/CFAE: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CB/CFB0: C1        Set vehicle/entity's event speed to slow
CB/CFB1: 82        Move vehicle/entity down 1 tile
CB/CFB2: 81        Move vehicle/entity right 1 tile
CB/CFB3: E0        Pause for 4 * 3 (12) frames
CB/CFB5: 23        Do vehicle/entity graphical action $23 
CB/CFB6: FF        End queue
CB/CFB7: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/CFB9: C1        Set vehicle/entity's event speed to slow
CB/CFBA: A1        Move vehicle/entity right/down 1x1 tiles
CB/CFBB: FF        End queue
CB/CFBC: 4B    Display dialogue message $0773, wait for button press
               LEO: Looks like you're feeling better
CB/CFBF: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/CFC1: C2        Set vehicle/entity's event speed to normal
CB/CFC2: 83        Move vehicle/entity left 1 tile
CB/CFC3: 86        Move vehicle/entity down 2 tiles
CB/CFC4: C1        Set vehicle/entity's event speed to slow
CB/CFC5: 82        Move vehicle/entity down 1 tile
CB/CFC6: FF        End queue
CB/CFC7: C0    If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CBCFCE
CB/CFCD: FE    Return

CB/CFCE: 92    Pause for 30 units
CB/CFCF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/CFD1: 20        Do vehicle/entity graphical action $20 
CB/CFD2: FF        End queue
CB/CFD3: 95    Pause for 120 units
CB/CFD4: 48    Display dialogue message $0774, continue executing commands
               TERRA: Funny, isn't it
               I was used by the Empire
               even had my thoughts ripped from me
               But here I am cooperating with the enemy
CB/CFD7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/CFD9: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/CFDA: FF        End queue
CB/CFDB: 49    If dialogue window is up, wait for keypress then dismiss
CB/CFDC: 92    Pause for 30 units
CB/CFDD: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/CFDF: E0        Pause for 4 * 4 (16) frames
CB/CFE1: CD        Turn vehicle/entity right
CB/CFE2: FF        End queue
CB/CFE3: 4B    Display dialogue message $0775, wait for button press
               LEO: People are people.
               Not all of us are like Kefka.
CB/CFE6: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/CFE8: B5    Pause for 15 * 6 (90) units
CB/CFEA: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/CFEC: CE        Turn vehicle/entity down
CB/CFED: E0        Pause for 4 * 2 (8) frames
CB/CFEF: 22        Do vehicle/entity graphical action $22 
CB/CFF0: E0        Pause for 4 * 11 (44) frames
CB/CFF2: CF        Turn vehicle/entity left
CB/CFF3: FF        End queue
CB/CFF4: 4B    Display dialogue message $0776, wait for button press
               TERRA: What
               what's with you?
CB/CFF7: B5    Pause for 15 * 5 (75) units
CB/CFF9: 21    Begin action queue for character $21 (NPC $21), 11 bytes long (Wait until complete)
CB/CFFB: CC        Turn vehicle/entity up
CB/CFFC: E0        Pause for 4 * 3 (12) frames
CB/CFFE: C1        Set vehicle/entity's event speed to slow
CB/CFFF: 80        Move vehicle/entity up 1 tile
CB/D000: E0        Pause for 4 * 6 (24) frames
CB/D002: 21        Do vehicle/entity graphical action $21 
CB/D003: E0        Pause for 4 * 6 (24) frames
CB/D005: FF        End queue
CB/D006: 4B    Display dialogue message $0777, wait for button press
               LEO: I knew you were being used as a kind of biological weapon
               And because I didn't do anything about it, I'm no different than Kefka
CB/D009: B5    Pause for 15 * 10 (150) units
CB/D00B: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CB/D00D: CC        Turn vehicle/entity up
CB/D00E: E0        Pause for 4 * 3 (12) frames
CB/D010: C1        Set vehicle/entity's event speed to slow
CB/D011: 80        Move vehicle/entity up 1 tile
CB/D012: E0        Pause for 4 * 3 (12) frames
CB/D014: CD        Turn vehicle/entity right
CB/D015: E0        Pause for 4 * 6 (24) frames
CB/D017: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/D018: FF        End queue
CB/D019: 92    Pause for 30 units
CB/D01A: 4B    Display dialogue message $0778, wait for button press
               TERRA: I'm the product of a human and an Esper
               Will I ever be able to love someone?
CB/D01D: 93    Pause for 45 units
CB/D01E: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/D020: CF        Turn vehicle/entity left
CB/D021: FF        End queue
CB/D022: 4B    Display dialogue message $0779, wait for button press
               LEO: Of course!
CB/D025: 92    Pause for 30 units
CB/D026: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CB/D028: C1        Set vehicle/entity's event speed to slow
CB/D029: 86        Move vehicle/entity down 2 tiles
CB/D02A: E0        Pause for 4 * 5 (20) frames
CB/D02C: 20        Do vehicle/entity graphical action $20 
CB/D02D: FF        End queue
CB/D02E: 4B    Display dialogue message $077A, wait for button press
               TERRA: But
               I haven't felt that way yet
CB/D031: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CB/D033: E0        Pause for 4 * 6 (24) frames
CB/D035: 22        Do vehicle/entity graphical action $22 
CB/D036: FF        End queue
CB/D037: B5    Pause for 15 * 5 (75) units
CB/D039: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CB/D03B: E0        Pause for 4 * 3 (12) frames
CB/D03D: CC        Turn vehicle/entity up
CB/D03E: FF        End queue
CB/D03F: 95    Pause for 120 units
CB/D040: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/D042: 82        Move vehicle/entity down 1 tile
CB/D043: FF        End queue
CB/D044: B5    Pause for 15 * 6 (90) units
CB/D046: 21    Begin action queue for character $21 (NPC $21), 3 bytes long 
CB/D048: 86        Move vehicle/entity down 2 tiles
CB/D049: CF        Turn vehicle/entity left
CB/D04A: FF        End queue
CB/D04B: 4B    Display dialogue message $077B, wait for button press
               LEO: You're just young.
               but I understand what you mean. I understand only too well
CB/D04E: 95    Pause for 120 units
CB/D04F: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CB/D051: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CB/D053: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/D054: E0        Pause for 4 * 15 (60) frames
CB/D056: C2        Set vehicle/entity's event speed to normal
CB/D057: 9D        Move vehicle/entity right 8 tiles
CB/D058: 89        Move vehicle/entity right 3 tiles
CB/D059: FF        End queue
CB/D05A: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/D05C: E0        Pause for 4 * 3 (12) frames
CB/D05E: CE        Turn vehicle/entity down
CB/D05F: E0        Pause for 4 * 3 (12) frames
CB/D061: C1        Set vehicle/entity's event speed to slow
CB/D062: 85        Move vehicle/entity right 2 tiles
CB/D063: FF        End queue
CB/D064: 36    Disable ability to pass through other objects for object $21 (NPC $21)
CB/D066: 42    Hide object $21
CB/D068: 3E    Delete object $21
CB/D06A: 45    Refresh objects
CB/D06B: 93    Pause for 45 units
CB/D06C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/D06E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/D06F: FF        End queue
CB/D070: B5    Pause for 15 * 6 (90) units
CB/D072: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/D074: 20        Do vehicle/entity graphical action $20 
CB/D075: FF        End queue
CB/D076: 95    Pause for 120 units
CB/D077: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/D079: 23        Do vehicle/entity graphical action $23 
CB/D07A: FF        End queue
CB/D07B: 94    Pause for 60 units
CB/D07C: 4B    Display dialogue message $077C, wait for button press
               TERRA: But
               I want to know what love is
               now!
CB/D07F: DA    Set event bit $1E80($508) [$1F21, bit 0]
CB/D081: 3D    Create object $1E
CB/D083: 45    Refresh objects
CB/D084: 41    Show object $1E
CB/D086: B5    Pause for 15 * 15 (225) units
CB/D088: F4    Play sound effect 44
CB/D08A: 93    Pause for 45 units
CB/D08B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/D08D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/D08E: FF        End queue
CB/D08F: 4B    Display dialogue message $077D, wait for button press
               TERRA: Who is it?
CB/D092: B5    Pause for 15 * 6 (90) units
CB/D094: 1E    Begin action queue for character $1E (NPC $1E), 7 bytes long (Wait until complete)
CB/D096: C1        Set vehicle/entity's event speed to slow
CB/D097: 8F        Move vehicle/entity left 4 tiles
CB/D098: 82        Move vehicle/entity down 1 tile
CB/D099: E0        Pause for 4 * 2 (8) frames
CB/D09B: 23        Do vehicle/entity graphical action $23 
CB/D09C: FF        End queue
CB/D09D: 4B    Display dialogue message $077E, wait for button press
               SHADOW: Thought I'd sleep out under the stars.
CB/D0A0: 94    Pause for 60 units
CB/D0A1: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CB/D0A3: 20        Do vehicle/entity graphical action $20 
CB/D0A4: E0        Pause for 4 * 6 (24) frames
CB/D0A6: 23        Do vehicle/entity graphical action $23 
CB/D0A7: FF        End queue
CB/D0A8: 4B    Display dialogue message $077F, wait for button press
               TERRA: Did you hear
               what we were just talking about?
CB/D0AB: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CB/D0AD: 94    Pause for 60 units
CB/D0AE: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/D0B0: C1        Set vehicle/entity's event speed to slow
CB/D0B1: 87        Move vehicle/entity left 2 tiles
CB/D0B2: CC        Turn vehicle/entity up
CB/D0B3: FF        End queue
CB/D0B4: 4B    Display dialogue message $0782, wait for button press
               SHADOW: I didn't mean to overhear anything.
CB/D0B7: 94    Pause for 60 units
CB/D0B8: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/D0BA: C1        Set vehicle/entity's event speed to slow
CB/D0BB: 80        Move vehicle/entity up 1 tile
CB/D0BC: FF        End queue
CB/D0BD: 92    Pause for 30 units
CB/D0BE: 4B    Display dialogue message $0780, wait for button press
               TERRA: Umm
CB/D0C1: 1E    Begin action queue for character $1E (NPC $1E), 14 bytes long (Wait until complete)
CB/D0C3: 23        Do vehicle/entity graphical action $23 
CB/D0C4: E0        Pause for 4 * 2 (8) frames
CB/D0C6: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/D0C7: E0        Pause for 4 * 2 (8) frames
CB/D0C9: 23        Do vehicle/entity graphical action $23 
CB/D0CA: E0        Pause for 4 * 2 (8) frames
CB/D0CC: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/D0CD: E0        Pause for 4 * 2 (8) frames
CB/D0CF: CE        Turn vehicle/entity down
CB/D0D0: FF        End queue
CB/D0D1: 92    Pause for 30 units
CB/D0D2: 4B    Display dialogue message $0781, wait for button press
               SHADOW: I can't help you.
               You must look within for answers.
CB/D0D5: 93    Pause for 45 units
CB/D0D6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/D0D8: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/D0D9: FF        End queue
CB/D0DA: 95    Pause for 120 units
CB/D0DB: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/D0DD: C2        Set vehicle/entity's event speed to normal
CB/D0DE: 82        Move vehicle/entity down 1 tile
CB/D0DF: 89        Move vehicle/entity right 3 tiles
CB/D0E0: FF        End queue
CB/D0E1: 4B    Display dialogue message $0783, wait for button press
               SHADOW: TERRA.
CB/D0E4: 95    Pause for 120 units
CB/D0E5: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete)
CB/D0E7: C1        Set vehicle/entity's event speed to slow
CB/D0E8: 82        Move vehicle/entity down 1 tile
CB/D0E9: FF        End queue
CB/D0EA: 92    Pause for 30 units
CB/D0EB: 4B    Display dialogue message $0784, wait for button press
               SHADOW: In this world are many like me who've killed their emotions. Don't forget that.
CB/D0EE: 95    Pause for 120 units
CB/D0EF: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/D0F1: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/D0F3: C2        Set vehicle/entity's event speed to normal
CB/D0F4: 95        Move vehicle/entity right 6 tiles
CB/D0F5: FF        End queue
CB/D0F6: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/D0F8: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/D0FA: 3D    Create object $1D
CB/D0FC: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CB/D0FE: D5        Set vehicle/entity's position to (15, 13)
CB/D101: FF        End queue
CB/D102: 41    Show object $1D
CB/D104: 45    Refresh objects
CB/D105: 94    Pause for 60 units
CB/D106: 1E    Begin action queue for character $1E (NPC $1E), 7 bytes long (Wait until complete)
CB/D108: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/D109: E0        Pause for 4 * 21 (84) frames
CB/D10B: C1        Set vehicle/entity's event speed to slow
CB/D10C: A2        Move vehicle/entity left/down 1x1 tiles
CB/D10D: 82        Move vehicle/entity down 1 tile
CB/D10E: FF        End queue
CB/D10F: 95    Pause for 120 units
CB/D110: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CB/D112: B5    Pause for 15 * 5 (75) units
CB/D114: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CB/D116: C1        Set vehicle/entity's event speed to slow
CB/D117: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/D118: C7        Set vehicle/entity to stay still when moving
CB/D119: A3        Move vehicle/entity left/up 1x1 tiles
CB/D11A: FF        End queue
CB/D11B: 4B    Display dialogue message $0288, wait for button press (At bottom of screen)
               LOCKE: Urgh Uooh Argh
CB/D11E: 93    Pause for 45 units
CB/D11F: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CB/D121: C1        Set vehicle/entity's event speed to slow
CB/D122: C7        Set vehicle/entity to stay still when moving
CB/D123: A2        Move vehicle/entity left/down 1x1 tiles
CB/D124: C6        Set vehicle/entity to walk when moving
CB/D125: 28        Do vehicle/entity graphical action $28 
CB/D126: FF        End queue
CB/D127: B5    Pause for 15 * 5 (75) units
CB/D129: 4B    Display dialogue message $027F, wait for button press (At bottom of screen)
               LOCKE: Ooh Ohhhhhhh
CB/D12C: B5    Pause for 15 * 6 (90) units
CB/D12E: 1D    Begin action queue for character $1D (NPC $1D), 13 bytes long (Wait until complete)
CB/D130: 1F        Do vehicle/entity graphical action $1F 
CB/D131: E0        Pause for 4 * 3 (12) frames
CB/D133: C3        Set vehicle/entity's event speed to fast
CB/D134: 87        Move vehicle/entity left 2 tiles
CB/D135: 80        Move vehicle/entity up 1 tile
CB/D136: 17        Do vehicle/entity graphical action $17 
CB/D137: E0        Pause for 4 * 2 (8) frames
CB/D139: C7        Set vehicle/entity to stay still when moving
CB/D13A: 80        Move vehicle/entity up 1 tile
CB/D13B: CC        Turn vehicle/entity up
CB/D13C: FF        End queue
CB/D13D: 4B    Display dialogue message $027E, wait for button press (At bottom of screen)
               LOCKE: I think I'm gonna
CB/D140: 95    Pause for 120 units
CB/D141: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CB/D143: C3        Set vehicle/entity's event speed to fast
CB/D144: DC        Make vehicle/entity jump (low)
CB/D145: 86        Move vehicle/entity down 2 tiles
CB/D146: 28        Do vehicle/entity graphical action $28 
CB/D147: C6        Set vehicle/entity to walk when moving
CB/D148: FF        End queue
CB/D149: B5    Pause for 15 * 10 (150) units
CB/D14B: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CB/D14D: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long 
CB/D14F: C2        Set vehicle/entity's event speed to normal
CB/D150: 9D        Move vehicle/entity right 8 tiles
CB/D151: 91        Move vehicle/entity right 5 tiles
CB/D152: FF        End queue
CB/D153: B5    Pause for 15 * 5 (75) units
CB/D155: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/D157: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/D158: FF        End queue
CB/D159: 4B    Display dialogue message $076D, wait for button press (At bottom of screen)
               LOCKE: Not a word of this to anyone else, o shrouded one
CB/D15C: B5    Pause for 15 * 6 (90) units
CB/D15E: 1D    Begin action queue for character $1D (NPC $1D), 12 bytes long (Wait until complete)
CB/D160: 1F        Do vehicle/entity graphical action $1F 
CB/D161: E0        Pause for 4 * 3 (12) frames
CB/D163: C3        Set vehicle/entity's event speed to fast
CB/D164: 80        Move vehicle/entity up 1 tile
CB/D165: 17        Do vehicle/entity graphical action $17 
CB/D166: E0        Pause for 4 * 2 (8) frames
CB/D168: C7        Set vehicle/entity to stay still when moving
CB/D169: 80        Move vehicle/entity up 1 tile
CB/D16A: CC        Turn vehicle/entity up
CB/D16B: FF        End queue
CB/D16C: 4B    Display dialogue message $027E, wait for button press (At bottom of screen)
               LOCKE: I think I'm gonna
CB/D16F: 5A    Fade screen at speed $02
CB/D171: 5C    Pause execution until fade in or fade out is complete
CB/D172: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/D174: DA    Set event bit $1E80($511) [$1F22, bit 1]
CB/D176: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/D178: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/D17A: DA    Set event bit $1E80($522) [$1F24, bit 2]
CB/D17C: DB    Clear event bit $1E80($513) [$1F22, bit 3]
CB/D17E: DA    Set event bit $1E80($542) [$1F28, bit 2]
CB/D180: DA    Set event bit $1E80($565) [$1F2C, bit 5]
CB/D182: 39    Free screen
CB/D183: 94    Pause for 60 units
CB/D184: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CB/D186: 92    Pause for 30 units
CB/D187: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (193, 157), facing down
CB/D18D: C2        Set vehicle/entity's event speed to normal
CB/D18E: FC        Change character to ship graphic
CB/D18F: 9D        Move vehicle/entity right 8 tiles
CB/D190: 9D        Move vehicle/entity right 8 tiles
CB/D191: 8E        Move vehicle/entity down 4 tiles
CB/D192: 9D        Move vehicle/entity right 8 tiles
CB/D193: 9D        Move vehicle/entity right 8 tiles
CB/D194: D2        Load map $014C (Albrook, docks / Magitek ship at sea (always)), position (14, 16), mode $C0
CB/D19A: 42    Hide object $13
CB/D19C: 42    Hide object $21
CB/D19E: 3E    Delete object $21
CB/D1A0: 3E    Delete object $13
CB/D1A2: 45    Refresh objects
CB/D1A3: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/D1A5: D5        Set vehicle/entity's position to (8, 15)
CB/D1A8: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/D1A9: FF        End queue
CB/D1AA: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CB/D1AC: D5        Set vehicle/entity's position to (7, 16)
CB/D1AF: CD        Turn vehicle/entity right
CB/D1B0: FF        End queue
CB/D1B1: 3D    Create object $1D
CB/D1B3: 45    Refresh objects
CB/D1B4: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CB/D1B6: D5        Set vehicle/entity's position to (10, 14)
CB/D1B9: CD        Turn vehicle/entity right
CB/D1BA: FF        End queue
CB/D1BB: 41    Show object $1D
CB/D1BD: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/D1BF: D5        Set vehicle/entity's position to (7, 13)
CB/D1C2: CE        Turn vehicle/entity down
CB/D1C3: FF        End queue
CB/D1C4: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CB/D1C6: D5        Set vehicle/entity's position to (11, 13)
CB/D1C9: CE        Turn vehicle/entity down
CB/D1CA: FF        End queue
CB/D1CB: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/D1CD: D5        Set vehicle/entity's position to (10, 16)
CB/D1D0: CC        Turn vehicle/entity up
CB/D1D1: FF        End queue
CB/D1D2: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/D1D4: D5        Set vehicle/entity's position to (10, 12)
CB/D1D7: CE        Turn vehicle/entity down
CB/D1D8: FF        End queue
CB/D1D9: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/D1DB: D5        Set vehicle/entity's position to (11, 15)
CB/D1DE: CC        Turn vehicle/entity up
CB/D1DF: FF        End queue
CB/D1E0: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete)
CB/D1E2: D5        Set vehicle/entity's position to (13, 13)
CB/D1E5: CE        Turn vehicle/entity down
CB/D1E6: FF        End queue
CB/D1E7: D0    Set event bit $1E80($086) [$1E90, bit 6]
CB/D1E9: 50    Tint screen (cumulative) with color $FB
CB/D1EB: B2    Call subroutine $CB6A77
CB/D1EF: 59    Unfade screen at speed $08
CB/D1F1: 5C    Pause execution until fade in or fade out is complete
CB/D1F2: FE    Return

CB/D1F3: C0    If ($1E80($089) [$1E91, bit 1] is set), branch to $CBD205
CB/D1F9: 4B    Display dialogue message $0785, wait for button press
               LEO: We're almost at Crescent Island. When we disembark, we'll split into two groups.
               CELES and I will form one group. TERRA, you go with LOCKE and SHADOW.
               If you spot the Espers, report at once!
CB/D1FC: D0    Set event bit $1E80($089) [$1E91, bit 1]
CB/D1FE: 22    Begin action queue for character $22 (NPC $22), 4 bytes long (Wait until complete)
CB/D200: C2        Set vehicle/entity's event speed to normal
CB/D201: 80        Move vehicle/entity up 1 tile
CB/D202: CE        Turn vehicle/entity down
CB/D203: FF        End queue
CB/D204: FE    Return

CB/D205: 4B    Display dialogue message $0786, wait for button press
               LEO: TERRA, we'll continue yesterday's conversation later
CB/D208: FE    Return

CB/D209: 20    Begin action queue for character $20 (NPC $20), 5 bytes long 
CB/D20B: E0        Pause for 4 * 64 (256) frames
CB/D20D: C2        Set vehicle/entity's event speed to normal
CB/D20E: 89        Move vehicle/entity right 3 tiles
CB/D20F: FF        End queue
CB/D210: 4B    Display dialogue message $0787, wait for button press
               LOCKE: Let's go.
CB/D213: 93    Pause for 45 units
CB/D214: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/D216: CF        Turn vehicle/entity left
CB/D217: FF        End queue
CB/D218: 92    Pause for 30 units
CB/D219: 4B    Display dialogue message $07C0, wait for button press
               LOCKE: SHADOW!
CB/D21C: 92    Pause for 30 units
CB/D21D: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CB/D21F: CE        Turn vehicle/entity down
CB/D220: E0        Pause for 4 * 3 (12) frames
CB/D222: CF        Turn vehicle/entity left
CB/D223: FF        End queue
CB/D224: 94    Pause for 60 units
CB/D225: B2    Call subroutine $CB6ABF
CB/D229: 92    Pause for 30 units
CB/D22A: 15    Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete)
CB/D22C: CD        Turn vehicle/entity right
CB/D22D: E0        Pause for 4 * 2 (8) frames
CB/D22F: C2        Set vehicle/entity's event speed to normal
CB/D230: 81        Move vehicle/entity right 1 tile
CB/D231: FF        End queue
CB/D232: 4B    Display dialogue message $0283, wait for button press
               CELES: HeyLOCKE
CB/D235: 48    Display dialogue message $0788, continue executing commands
               CELES: Um, I
CB/D238: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/D23A: C2        Set vehicle/entity's event speed to normal
CB/D23B: 82        Move vehicle/entity down 1 tile
CB/D23C: CD        Turn vehicle/entity right
CB/D23D: 81        Move vehicle/entity right 1 tile
CB/D23E: FF        End queue
CB/D23F: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CB/D241: 03        Do vehicle/entity graphical action $03 
CB/D242: CC        Turn vehicle/entity up
CB/D243: C1        Set vehicle/entity's event speed to slow
CB/D244: 81        Move vehicle/entity right 1 tile
CB/D245: E0        Pause for 4 * 3 (12) frames
CB/D247: CC        Turn vehicle/entity up
CB/D248: FF        End queue
CB/D249: 49    If dialogue window is up, wait for keypress then dismiss
CB/D24A: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/D24C: 23        Do vehicle/entity graphical action $23 
CB/D24D: FF        End queue
CB/D24E: B5    Pause for 15 * 6 (90) units
CB/D250: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/D252: CD        Turn vehicle/entity right
CB/D253: FF        End queue
CB/D254: 4B    Display dialogue message $0789, wait for button press (At bottom of screen)
               LOCKE: Come on.
CB/D257: 38    Hold screen
CB/D258: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CB/D25A: C2        Set vehicle/entity's event speed to normal
CB/D25B: 85        Move vehicle/entity right 2 tiles
CB/D25C: CF        Turn vehicle/entity left
CB/D25D: FF        End queue
CB/D25E: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/D260: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/D262: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/D264: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CB/D266: C2        Set vehicle/entity's event speed to normal
CB/D267: 85        Move vehicle/entity right 2 tiles
CB/D268: 86        Move vehicle/entity down 2 tiles
CB/D269: 9D        Move vehicle/entity right 8 tiles
CB/D26A: FF        End queue
CB/D26B: 15    Begin action queue for character $15 (NPC $15), 7 bytes long 
CB/D26D: C2        Set vehicle/entity's event speed to normal
CB/D26E: 81        Move vehicle/entity right 1 tile
CB/D26F: 80        Move vehicle/entity up 1 tile
CB/D270: 85        Move vehicle/entity right 2 tiles
CB/D271: 86        Move vehicle/entity down 2 tiles
CB/D272: 9D        Move vehicle/entity right 8 tiles
CB/D273: FF        End queue
CB/D274: 16    Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete)
CB/D276: C2        Set vehicle/entity's event speed to normal
CB/D277: 81        Move vehicle/entity right 1 tile
CB/D278: 84        Move vehicle/entity up 2 tiles
CB/D279: 89        Move vehicle/entity right 3 tiles
CB/D27A: 86        Move vehicle/entity down 2 tiles
CB/D27B: 9D        Move vehicle/entity right 8 tiles
CB/D27C: FF        End queue
CB/D27D: 91    Pause for 15 units
CB/D27E: 14    Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete)
CB/D280: CE        Turn vehicle/entity down
CB/D281: E0        Pause for 4 * 2 (8) frames
CB/D283: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/D284: E0        Pause for 4 * 1 (4) frames
CB/D286: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/D287: FF        End queue
CB/D288: 94    Pause for 60 units
CB/D289: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/D28B: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CB/D28D: C2        Set vehicle/entity's event speed to normal
CB/D28E: 83        Move vehicle/entity left 1 tile
CB/D28F: E0        Pause for 4 * 6 (24) frames
CB/D291: 23        Do vehicle/entity graphical action $23 
CB/D292: E0        Pause for 4 * 10 (40) frames
CB/D294: C3        Set vehicle/entity's event speed to fast
CB/D295: 86        Move vehicle/entity down 2 tiles
CB/D296: 9D        Move vehicle/entity right 8 tiles
CB/D297: FF        End queue
CB/D298: 94    Pause for 60 units
CB/D299: 5A    Fade screen at speed $03
CB/D29B: 5C    Pause execution until fade in or fade out is complete
CB/D29C: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/D29E: 3F    Assign character $01 (Actor in stot 1) to party 1
CB/D2A1: 3D    Create object $03
CB/D2A3: 3F    Assign character $03 (Actor in stot 3) to party 1
CB/D2A6: 45    Refresh objects
CB/D2A7: D4    Set event bit $1E80($2E3) [$1EDC, bit 3]
CB/D2A9: 77    Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP
CB/D2AB: D4    Set event bit $1E80($2F3) [$1EDE, bit 3]
CB/D2AD: 88    Remove the following status ailments from character $03 (Actor in stot 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CB/D2B1: 8B    For character $03 (Actor in stot 3), take HP and set to maximum
CB/D2B4: 8C    For character $03 (Actor in stot 3), take MP and set to maximum
CB/D2B7: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/D2BB: 39    Free screen
CB/D2BC: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CB/D2BE: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CB/D2C0: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CB/D2C2: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/D2C4: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/D2C6: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/D2C8: DB    Clear event bit $1E80($511) [$1F22, bit 1]
CB/D2CA: DB    Clear event bit $1E80($513) [$1F22, bit 3]
CB/D2CC: DB    Clear event bit $1E80($522) [$1F24, bit 2]
CB/D2CE: DB    Clear event bit $1E80($542) [$1F28, bit 2]
CB/D2D0: DB    Clear event bit $1E80($565) [$1F2C, bit 5]
CB/D2D2: B8    Set bit $1DC9($4B) [$1DD2, bit 3]
CB/D2D4: B2    Call subroutine $CACB95
CB/D2D8: 3B    Position character in a "ready-to-go" stance
CB/D2D9: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (225, 161), facing down
CB/D2DF: C2        Set vehicle/entity's event speed to normal
CB/D2E0: FC        Change character to ship graphic
CB/D2E1: 99        Move vehicle/entity right 7 tiles
CB/D2E2: 9C        Move vehicle/entity up 8 tiles
CB/D2E3: 84        Move vehicle/entity up 2 tiles
CB/D2E4: C9        Clear bit $1E80($CC) [$1E99, bit 4]
CB/D2E6: 01        Do vehicle/entity graphical action $01
CB/D2E7: D3        Load map $0000 (World of Balance), position (232, 150), mode $40
CB/D2ED: FF        End map script

CB/D2EE: B0    Execute the following commands until $B1 156 times
CB/D2F0: 80            Move vehicle/entity up 1 tile
CB/D2F1: 08            Do vehicle/entity graphical action $08
CB/D2F2: D3            Load map $0001 (World of Ruin), position (153, 128), mode $01
CB/D2F8: D3        Clear event bit $1E80($101) [$1EA0, bit 1]
CB/D2FA: D2            Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")), position (23, 46), mode $80
CB/D300: FE        Return

CB/D301: D2            Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)), position (23, 46), mode $80
CB/D307: FE        Return

CB/D308: D2            Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)), position (23, 46), mode $80
CB/D30E: FE        Return

CB/D30F: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD328
CB/D315: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD32F
CB/D31B: C0        If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/D321: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (14, 39), facing down
CB/D327: FE        Return

CB/D328: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (14, 39), facing down
CB/D32E: FE        Return

CB/D32F: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (14, 39), facing down
CB/D335: FE        Return

CB/D336: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD34F
CB/D33C: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD356
CB/D342: C0        If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/D348: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (20, 39), facing down
CB/D34E: FE        Return

CB/D34F: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (20, 39), facing down
CB/D355: FE        Return

CB/D356: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (20, 39), facing down
CB/D35C: FE        Return

CB/D35D: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD376
CB/D363: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD37D
CB/D369: C0        If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/D36F: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (12, 21), facing down
CB/D375: FE        Return

CB/D376: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (12, 21), facing down
CB/D37C: FE        Return

CB/D37D: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (12, 21), facing down
CB/D383: FE        Return

CB/D384: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD39D
CB/D38A: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD3A4
CB/D390: C0        If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/D396: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (26, 39), facing down
CB/D39C: FE        Return

CB/D39D: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (26, 39), facing down
CB/D3A3: FE        Return

CB/D3A4: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (26, 39), facing down
CB/D3AA: FE        Return

CB/D3AB: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD3C4
CB/D3B1: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD3CB
CB/D3B7: C0        If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/D3BD: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (16, 9), facing down
CB/D3C3: FE        Return

CB/D3C4: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (16, 9), facing down
CB/D3CA: FE        Return

CB/D3CB: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (16, 9), facing down
CB/D3D1: FE        Return

CB/D3D2: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD3E5
CB/D3D8: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD3EC
CB/D3DE: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (29, 15), facing down
CB/D3E4: FE        Return

CB/D3E5: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (29, 15), facing down
CB/D3EB: FE        Return

CB/D3EC: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (29, 15), facing down
CB/D3F2: FE        Return

CB/D3F3: C0        If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD40C
CB/D3F9: C0        If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD413
CB/D3FF: C0        If ($1E80($099) [$1E93, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/D405: 6A        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) after fade out, (upper bits $2000), place party at (40, 32), facing down
CB/D40B: FE        Return

CB/D40C: 6A        Load map $0158 (Thamasa, outdoors (WoR)) after fade out, (upper bits $2000), place party at (40, 32), facing down
CB/D412: FE        Return

CB/D413: 6A        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) after fade out, (upper bits $2000), place party at (40, 32), facing down
CB/D419: FE        Return

CB/D41A: B2        Call subroutine $CBD65F
CB/D41E: C0        If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D424: C0        If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CBD51E
CB/D42A: 42        Hide object $11
CB/D42C: 74        Replace current map's Layer 2 at (38, 23) with the following (2 x 6) chunk
CB/D431:       $F0, $F0
CB/D433:       $F1, $E2
CB/D435:       $F3, $F0
CB/D437:       $F0, $F0
CB/D439:       $F0, $E0
CB/D43B:       $F0, $F0
CB/D43D: 74        Replace current map's Layer 2 at (36, 18) with the following (3 x 2) chunk
CB/D442:       $C0, $43, $A2
CB/D445:       $47, $12, $88
CB/D448: 74        Replace current map's Layer 2 at (40, 18) with the following (2 x 1) chunk
CB/D44D:       $C0, $A2
CB/D44F: 74        Replace current map's Layer 2 at (43, 18) with the following (2 x 1) chunk
CB/D454:       $C0, $A2
CB/D456: 74        Replace current map's Layer 2 at (45, 18) with the following (1 x 2) chunk
CB/D45B:       $43
CB/D45C:       $44
CB/D45D: 74        Replace current map's Layer 2 at (40, 77) with the following (3 x 3) chunk
CB/D462:       $14, $14, $14
CB/D465:       $0C, $0C, $0C
CB/D468:       $DA, $DA, $DA
CB/D46B: 74        Replace current map's Layer 2 at (36, 78) with the following (1 x 2) chunk
CB/D470:       $27
CB/D471:       $18
CB/D472: 74        Replace current map's Layer 2 at (45, 78) with the following (4 x 2) chunk
CB/D477:       $18, $29, $18, $29
CB/D47B:       $18, $29, $C0, $29
CB/D47F: 74        Replace current map's Layer 2 at (39, 80) with the following (1 x 3) chunk
CB/D484:       $14
CB/D485:       $1A
CB/D486:       $14
CB/D487: 74        Replace current map's Layer 2 at (36, 141) with the following (7 x 10) chunk
CB/D48C:       $03, $00, $00, $00, $00, $00, $00
CB/D493:       $00, $00, $00, $00, $43, $41, $00
CB/D49A:       $42, $00, $00, $00, $00, $00, $00
CB/D4A1:       $00, $44, $00, $00, $00, $00, $42
CB/D4A8:       $00, $00, $03, $41, $00, $03, $01
CB/D4AF:       $42, $43, $00, $00, $00, $01, $44
CB/D4B6:       $00, $00, $04, $45, $00, $00, $00
CB/D4BD:       $00, $04, $81, $00, $03, $00, $00
CB/D4C4:       $00, $83, $01, $03, $00, $00, $00
CB/D4CB:       $00, $00, $00, $00, $00, $04, $00
CB/D4D2: 75        Refresh map after alteration
CB/D4D3: B0        Execute the following commands until $B1 11 times
CB/D4D5: 51        Modify background color range from [15, 18]: Do <unknown operation> (Black) at intensity 3
CB/D4D9: 51        Modify background color range from [20, 30]: Do <unknown operation> (Black) at intensity 3
CB/D4DD: 51        Modify background color range from [35, 77]: Do <unknown operation> (Black) at intensity 3
CB/D4E1: 51        Modify background color range from [19, 1F]: Do <unknown operation> (Black) at intensity 3
CB/D4E5: 51        Modify background color range from [11, 14]: Do <unknown operation> (Black) at intensity 3
CB/D4E9: 51        Modify background color range from [31, 34]: Do <unknown operation> (Black) at intensity 3
CB/D4ED: 51        Modify background color range from [0D, 0F]: Add (Black) at intensity 3
CB/D4F1: B1        End block of repeating commands
CB/D4F2: B0    Execute the following commands until $B1 5 times
CB/D4F4: 52        Tint characters (cumulative) with color $9B
CB/D4F6: B1        End block of repeating commands
CB/D4F7: 25    Begin action queue for character $25 (NPC $25), 7 bytes long 
CB/D4F9: CE        Turn vehicle/entity down
CB/D4FA: DC        Make vehicle/entity jump (low)
CB/D4FB: E0        Pause for 4 * 4 (16) frames
CB/D4FD: FC        Branch 3 bytes backwards ($CBD4FA)
CB/D4FF: FF        End queue
CB/D500: 26    Begin action queue for character $26 (NPC $26), 7 bytes long 
CB/D502: C3        Set vehicle/entity's event speed to fast
CB/D503: 81        Move vehicle/entity right 1 tile
CB/D504: 87        Move vehicle/entity left 2 tiles
CB/D505: 81        Move vehicle/entity right 1 tile
CB/D506: FC        Branch 4 bytes backwards ($CBD502)
CB/D508: FF        End queue
CB/D509: 13    Begin action queue for character $13 (NPC $13), 7 bytes long 
CB/D50B: CC        Turn vehicle/entity up
CB/D50C: DC        Make vehicle/entity jump (low)
CB/D50D: E0        Pause for 4 * 2 (8) frames
CB/D50F: FC        Branch 3 bytes backwards ($CBD50C)
CB/D511: FF        End queue
CB/D512: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/D514: 17        Do vehicle/entity graphical action $17 
CB/D515: E0        Pause for 4 * 1 (4) frames
CB/D517: CC        Turn vehicle/entity up
CB/D518: E0        Pause for 4 * 1 (4) frames
CB/D51A: FC        Branch 6 bytes backwards ($CBD514)
CB/D51C: FF        End queue
CB/D51D: FE    Return

CB/D51E: 74    Replace current map's Layer 2 at (35, 21) with the following (1 x 1) chunk
CB/D523:       $F0
CB/D524: 74    Replace current map's Layer 2 at (34, 12) with the following (13 x 14) chunk
CB/D529:       $F0, $93, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0
CB/D536:       $F0, $48, $C2, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0
CB/D543:       $F0, $F0, $58, $BB, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0, $F0
CB/D550:       $F0, $F0, $F0, $BB, $45, $31, $31, $31, $C0, $C1, $47, $47, $47
CB/D55D:       $31, $31, $31, $46, $F0, $55, $31, $00, $00, $00, $00, $00, $00
CB/D56A:       $00, $00, $00, $31, $56, $F0, $65, $00, $00, $00, $00, $00, $00
CB/D577:       $00, $00, $00, $00, $00, $66, $F0, $45, $42, $43, $44, $48, $47
CB/D584:       $05, $47, $47, $42, $43, $44, $46, $F0, $55, $47, $47, $47, $38
CB/D591:       $37, $15, $37, $37, $47, $47, $47, $56, $F0, $65, $A2, $25, $26
CB/D59E:       $58, $22, $23, $24, $57, $25, $26, $79, $66, $F0, $F0, $B2, $35
CB/D5AB:       $36, $E2, $32, $33, $34, $E2, $35, $36, $89, $BB, $F0, $F0, $F0
CB/D5B8:       $F0, $F1, $F2, $E2, $E2, $E2, $F2, $F3, $C5, $C5, $F0, $F0, $F0
CB/D5C5:       $F0, $F0, $F0, $F0, $F1, $E2, $F3, $F0, $06, $40, $40, $06, $F0
CB/D5D2:       $F0, $F0, $F0, $F0, $F0, $F0, $E0, $F0, $F0, $F0, $06, $06, $F0
CB/D5DF: 74    Replace current map's Layer 2 at (48, 15) with the following (6 x 1) chunk
CB/D5E4:       $F0, $F0, $F0, $F0, $F0, $F0
CB/D5EA: 74    Replace current map's Layer 2 at (36, 76) with the following (10 x 11) chunk
CB/D5EF:       $26, $08, $26, $1B, $26, $26, $26, $26, $26, $08
CB/D5F9:       $26, $17, $18, $14, $2B, $14, $14, $14, $14, $14
CB/D603:       $18, $19, $05, $18, $09, $0C, $0C, $0C, $0C, $0C
CB/D60D:       $07, $18, $06, $27, $18, $29, $26, $26, $26, $26
CB/D617:       $26, $27, $18, $29, $1C, $18, $14, $14, $1A, $14
CB/D621:       $1A, $14, $14, $18, $06, $2C, $28, $09, $0B, $2A
CB/D62B:       $0B, $2A, $0C, $07, $28, $29, $26, $26, $26, $26
CB/D635:       $26, $26, $26, $26, $26, $26, $26, $26, $26, $26
CB/D63F:       $26, $26, $26, $26, $26, $26, $26, $26, $26, $26
CB/D649:       $26, $26, $26, $26, $26, $26, $26, $26, $26, $26
CB/D653:       $26, $26, $26, $46, $46, $46, $26, $26, $26, $26
CB/D65D: 75    Refresh map after alteration
CB/D65E: FE    Return

CB/D65F: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CBD68B
CB/D665: C0    If ($1E80($09C) [$1E93, bit 4] is set), branch to $CBD688
CB/D66B: C0    If ($1E80($18A) [$1EB1, bit 2] is set), branch to $CBD685
CB/D671: C0    If ($1E80($1CB) [$1EB9, bit 3] is set), branch to $CBD682
CB/D677: C1    If ($1E80($090) [$1E92, bit 0] is set) or ($1E80($08E) [$1E91, bit 6] is clear), branch to $CBD68B
CB/D67F: F0    Play song 74 (Inside the Burning House), (high bit clear), full volume
CB/D681: FE    Return

CB/D682: F0    Play song 15 (Relm), (high bit clear), full volume
CB/D684: FE    Return

CB/D685: F0    Play song 22 (Kefka), (high bit clear), full volume
CB/D687: FE    Return

CB/D688: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CB/D68A: FE    Return

CB/D68B: F0    Play song 8 (Strago), (high bit clear), full volume
CB/D68D: FE    Return

CB/D68E: B2    Call subroutine $CBD65F
CB/D692: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D698: C0    If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/D69E: B2    Call subroutine $CB6A03
CB/D6A2: FE    Return

CB/D6A3: B2    Call subroutine $CBD65F
CB/D6A7: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D6AD: C0    If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/D6B3: B2    Call subroutine $CB6A03
CB/D6B7: FE    Return

CB/D6B8: B2    Call subroutine $CBD65F
CB/D6BC: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D6C2: C0    If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/D6C8: B2    Call subroutine $CB6A03
CB/D6CC: FE    Return

CB/D6CD: B2    Call subroutine $CBD65F
CB/D6D1: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D6D7: C0    If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/D6DD: B2    Call subroutine $CB6A03
CB/D6E1: FE    Return

CB/D6E2: B2    Call subroutine $CBD65F
CB/D6E6: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D6EC: C0    If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/D6F2: B2    Call subroutine $CB6A03
CB/D6F6: FE    Return

CB/D6F7: 73    Replace current map's Layer 1 at (44, 68) with the following (1 x 1) chunk, refresh immediately
CB/D6FC:       $D0
CB/D6FD: B2    Call subroutine $CBD65F
CB/D701: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CA5EB3 (simply returns)
CB/D707: C0    If ($1E80($08E) [$1E91, bit 6] is clear), branch to $CA5EB3 (simply returns)
CB/D70D: B2    Call subroutine $CB6A03
CB/D711: FE    Return

CB/D712: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7552
CB/D718: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801
CB/D71E: 9B    Invoke shop $21
CB/D720: FE    Return

CB/D721: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7555
CB/D727: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801
CB/D72D: 9B    Invoke shop $22
CB/D72F: FE    Return

CB/D730: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7558
CB/D736: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801
CB/D73C: 9B    Invoke shop $23
CB/D73E: FE    Return

CB/D73F: C1    If ($1E80($08D) [$1E91, bit 5] is clear) or ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD769
CB/D747: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD75E
CB/D74D: C0    If ($1E80($08E) [$1E91, bit 6] is set), branch to $CBD7E1
CB/D753: 4B    Display dialogue message $079D, wait for button press (At bottom of screen)
               1 GP per night.
               Why not relax for a spell?
               ^ Yes
               ^ No
CB/D756: B6    Indexed branch based on prior dialogue selection [$CBD7AC, $CA5EB3]
CB/D75D: FE    Return

CB/D75E: 4B    Display dialogue message $079D, wait for button press (At bottom of screen)
               1 GP per night.
               Why not relax for a spell?
               ^ Yes
               ^ No
CB/D761: B6    Indexed branch based on prior dialogue selection [$CBD7AC, $CA5EB3]
CB/D768: FE    Return

CB/D769: 4B    Display dialogue message $0790, wait for button press (At bottom of screen)
               You're strangers
               1500 GP if you wanna stay.
               ^ (Well, okay.)
               ^ (No way!)
CB/D76C: B6    Indexed branch based on prior dialogue selection [$CBD774, $CA5EB3]
CB/D773: FE    Return

CB/D774: 85    Take 1500 GP from party
CB/D777: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CB/D77D: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/D77F: C3        Set vehicle/entity's event speed to fast
CB/D780: 8B        Move vehicle/entity left 3 tiles
CB/D781: 84        Move vehicle/entity up 2 tiles
CB/D782: 93        Move vehicle/entity left 5 tiles
CB/D783: 82        Move vehicle/entity down 1 tile
CB/D784: 8B        Move vehicle/entity left 3 tiles
CB/D785: CE        Turn vehicle/entity down
CB/D786: FF        End queue
CB/D787: B2    Call subroutine $CACD3C
CB/D78B: 6B    Load map $015A (Thamasa, inn (always)) instantly, (upper bits $2400), place party at (13, 16), facing down
CB/D791: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/D793: D5        Set vehicle/entity's position to (15, 14)
CB/D796: CE        Turn vehicle/entity down
CB/D797: FF        End queue
CB/D798: B2    Call subroutine $CACF96
CB/D79C: FE    Return

CB/D79D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB755B
CB/D7A3: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801
CB/D7A9: 9B    Invoke shop $2D
CB/D7AB: FE    Return

CB/D7AC: 85    Take 1 GP from party
CB/D7AF: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CB/D7B5: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CB/D7B7: C3        Set vehicle/entity's event speed to fast
CB/D7B8: 8B        Move vehicle/entity left 3 tiles
CB/D7B9: 84        Move vehicle/entity up 2 tiles
CB/D7BA: 93        Move vehicle/entity left 5 tiles
CB/D7BB: 82        Move vehicle/entity down 1 tile
CB/D7BC: 8B        Move vehicle/entity left 3 tiles
CB/D7BD: CE        Turn vehicle/entity down
CB/D7BE: FF        End queue
CB/D7BF: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CACD31
CB/D7C5: C0    If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBDCC7
CB/D7CB: B2    Call subroutine $CACD3C
CB/D7CF: 6B    Load map $015A (Thamasa, inn (always)) instantly, (upper bits $2400), place party at (13, 16), facing down
CB/D7D5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/D7D7: D5        Set vehicle/entity's position to (15, 14)
CB/D7DA: CE        Turn vehicle/entity down
CB/D7DB: FF        End queue
CB/D7DC: B2    Call subroutine $CACF96
CB/D7E0: FE    Return

CB/D7E1: 4B    Display dialogue message $07C4, wait for button press (At bottom of screen)
               FIRE!!
CB/D7E4: FE    Return

CB/D7E5: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD883
CB/D7EB: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801
CB/D7F1: C0    If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B
CB/D7F7: C0    If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBD87F
CB/D7FD: 4B    Display dialogue message $0791, wait for button press
               Espers? What in blazes are they? If they're animals, talk to the old guy that lives on the edge of town.
CB/D800: FE    Return

CB/D801: 4B    Display dialogue message $079A, wait for button press (At bottom of screen)
               I've never seen you before.
CB/D804: FE    Return

CB/D805: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD801
CB/D80B: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD81B
CB/D811: C0    If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B
CB/D817: 4B    Display dialogue message $078B, wait for button press
               MAYOR: Welcome, welcome!
               Magic? What is this magic?
CB/D81A: FE    Return

CB/D81B: 4B    Display dialogue message $078C, wait for button press
               MAYOR: No one is to divulge that we are able to use magic!
CB/D81E: FE    Return

CB/D81F: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD82F
CB/D825: C0    If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B
CB/D82B: 4B    Display dialogue message $078A, wait for button press
               Oh, wow!!!
               Strangers!!
CB/D82E: FE    Return

CB/D82F: 4B    Display dialogue message $079B, wait for button press
                Right!
CB/D832: FE    Return

CB/D833: C0    If ($1E80($091) [$1E92, bit 1] is set), branch to $CBD84B
CB/D839: C1    If ($1E80($08D) [$1E91, bit 5] is clear) or ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD84F
CB/D841: C0    If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD87B
CB/D847: 4B    Display dialogue message $078E, wait for button press
               Have you talked to old man STRAGO? Do so, and the inn keeper may be more reasonable.
CB/D84A: FE    Return

CB/D84B: 4B    Display dialogue message $078D, wait for button press
               Use rods as items during battle for some amazing results!
               Only problem is they break after being used once!
CB/D84E: FE    Return

CB/D84F: 4B    Display dialogue message $078F, wait for button press
               For some reason the inn keeper doesn't like strangers!
CB/D852: FE    Return

CB/D853: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD86F
CB/D859: C0    If ($1E80($090) [$1E92, bit 0] is set), branch to $CBD873
CB/D85F: C0    If ($1E80($190) [$1EB2, bit 0] is set), branch to $CBD877
CB/D865: C0    If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBD887
CB/D86B: 4B    Display dialogue message $0792, wait for button press
               Ha!
               No admittance!
CB/D86E: FE    Return

CB/D86F: 4B    Display dialogue message $0799, wait for button press
               Get outta the way!
CB/D872: FE    Return

CB/D873: 4B    Display dialogue message $0798, wait for button press
               My house burned down!
CB/D876: FE    Return

CB/D877: 4B    Display dialogue message $07C2, wait for button press
               Waaahmy beautiful house!
CB/D87A: FE    Return

CB/D87B: 4B    Display dialogue message $07C4, wait for button press
               FIRE!!
CB/D87E: FE    Return

CB/D87F: 4B    Display dialogue message $0793, wait for button press
               Old man STRAGO looks like he's on his last legs, but he used to be a powerful warrior.
CB/D882: FE    Return

CB/D883: 4B    Display dialogue message $0796, wait for button press
               STRAGO is a Blue Mage by training. He can memorize the attacks of monsters he has fought
CB/D886: FE    Return

CB/D887: 4B    Display dialogue message $0794, wait for button press
               Have you met little RELM? She loves to paint pictures! Wonder if she'd do my portrait?
CB/D88A: FE    Return

CB/D88B: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD82F
CB/D891: C0    If ($1E80($08D) [$1E91, bit 5] is set), branch to $CBD89B
CB/D897: 4B    Display dialogue message $0797, wait for button press
               Listen, I have to tell you 
               Naaahnever mind.
CB/D89A: FE    Return

CB/D89B: 4B    Display dialogue message $0795, wait for button press
               Actually, RELM isn't STRAGO's real grandchild.
               I heard she's his friend's daughter.
CB/D89E: FE    Return

CB/D89F: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CA5EB3 (simply returns)
CB/D8A5: C0    If ($1E80($08B) [$1E91, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/D8AB: C0    If ($1E80($08E) [$1E91, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/D8B1: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/D8B3: 45    Refresh objects
CB/D8B4: 3D    Create object $16
CB/D8B6: 41    Show object $16
CB/D8B8: 45    Refresh objects
CB/D8B9: 4B    Display dialogue message $07A1, wait for button press (At bottom of screen)
               Uh?! What was that?
CB/D8BC: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/D8BE: C2        Set vehicle/entity's event speed to normal
CB/D8BF: 84        Move vehicle/entity up 2 tiles
CB/D8C0: 91        Move vehicle/entity right 5 tiles
CB/D8C1: FF        End queue
CB/D8C2: B5    Pause for 15 * 5 (75) units
CB/D8C4: 4B    Display dialogue message $07A0, wait for button press (At bottom of screen)
               FIRE!!
CB/D8C7: 92    Pause for 30 units
CB/D8C8: F4    Play sound effect 22
CB/D8CA: 3D    Create object $15
CB/D8CC: 41    Show object $15
CB/D8CE: 91    Pause for 15 units
CB/D8CF: 42    Hide object $15
CB/D8D1: 94    Pause for 60 units
CB/D8D2: 4B    Display dialogue message $07A0, wait for button press (At bottom of screen)
               FIRE!!
CB/D8D5: F4    Play sound effect 22
CB/D8D7: 41    Show object $15
CB/D8D9: 93    Pause for 45 units
CB/D8DA: 42    Hide object $15
CB/D8DC: B5    Pause for 15 * 6 (90) units
CB/D8DE: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CB/D8E0: CF        Turn vehicle/entity left
CB/D8E1: FF        End queue
CB/D8E2: 93    Pause for 45 units
CB/D8E3: 4B    Display dialogue message $07A2, wait for button press (At bottom of screen)
               N'ga! Oh no!
CB/D8E6: 91    Pause for 15 units
CB/D8E7: 16    Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete)
CB/D8E9: C3        Set vehicle/entity's event speed to fast
CB/D8EA: 82        Move vehicle/entity down 1 tile
CB/D8EB: 85        Move vehicle/entity right 2 tiles
CB/D8EC: A1        Move vehicle/entity right/down 1x1 tiles
CB/D8ED: A1        Move vehicle/entity right/down 1x1 tiles
CB/D8EE: A1        Move vehicle/entity right/down 1x1 tiles
CB/D8EF: FF        End queue
CB/D8F0: 42    Hide object $16
CB/D8F2: 3E    Delete object $16
CB/D8F4: D0    Set event bit $1E80($08B) [$1E91, bit 3]
CB/D8F6: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/D8F8: FE    Return

CB/D8F9: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CA5EB3 (simply returns)
CB/D8FF: C0    If ($1E80($08C) [$1E91, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/D905: C0    If ($1E80($08E) [$1E91, bit 6] is set), branch to $CA5EB3 (simply returns)
CB/D90B: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/D90D: 45    Refresh objects
CB/D90E: 3D    Create object $17
CB/D910: 41    Show object $17
CB/D912: 3D    Create object $18
CB/D914: 41    Show object $18
CB/D916: 45    Refresh objects
CB/D917: 4B    Display dialogue message $07A1, wait for button press (At bottom of screen)
               Uh?! What was that?
CB/D91A: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/D91C: C2        Set vehicle/entity's event speed to normal
CB/D91D: 90        Move vehicle/entity up 5 tiles
CB/D91E: 89        Move vehicle/entity right 3 tiles
CB/D91F: CC        Turn vehicle/entity up
CB/D920: FF        End queue
CB/D921: 93    Pause for 45 units
CB/D922: 4B    Display dialogue message $07A3, wait for button press (At bottom of screen)
               Mamait hurts
CB/D925: 92    Pause for 30 units
CB/D926: 48    Display dialogue message $07A4, continue executing commands (At bottom of screen)
               Oh all right. Cure
CB/D929: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/D92B: C1        Set vehicle/entity's event speed to slow
CB/D92C: 83        Move vehicle/entity left 1 tile
CB/D92D: FF        End queue
CB/D92E: 49    If dialogue window is up, wait for keypress then dismiss
CB/D92F: 92    Pause for 30 units
CB/D930: 3D    Create object $19
CB/D932: 45    Refresh objects
CB/D933: 41    Show object $19
CB/D935: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CB/D937: CE        Turn vehicle/entity down
CB/D938: FF        End queue
CB/D939: B5    Pause for 15 * 6 (90) units
CB/D93B: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CB/D93D: 1B        Do vehicle/entity graphical action $1B 
CB/D93E: E0        Pause for 4 * 2 (8) frames
CB/D940: 1C        Do vehicle/entity graphical action $1C 
CB/D941: E0        Pause for 4 * 2 (8) frames
CB/D943: 1B        Do vehicle/entity graphical action $1B 
CB/D944: E0        Pause for 4 * 2 (8) frames
CB/D946: 1C        Do vehicle/entity graphical action $1C 
CB/D947: E0        Pause for 4 * 2 (8) frames
CB/D949: CC        Turn vehicle/entity up
CB/D94A: FF        End queue
CB/D94B: 94    Pause for 60 units
CB/D94C: 42    Hide object $19
CB/D94E: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/D950: C2        Set vehicle/entity's event speed to normal
CB/D951: 86        Move vehicle/entity down 2 tiles
CB/D952: FF        End queue
CB/D953: 94    Pause for 60 units
CB/D954: 48    Display dialogue message $07A5, continue executing commands (At bottom of screen)
               medicinewhere is my cure medicine?!
CB/D957: 17    Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete)
CB/D959: C2        Set vehicle/entity's event speed to normal
CB/D95A: 89        Move vehicle/entity right 3 tiles
CB/D95B: 86        Move vehicle/entity down 2 tiles
CB/D95C: A1        Move vehicle/entity right/down 1x1 tiles
CB/D95D: A1        Move vehicle/entity right/down 1x1 tiles
CB/D95E: 82        Move vehicle/entity down 1 tile
CB/D95F: 89        Move vehicle/entity right 3 tiles
CB/D960: FF        End queue
CB/D961: 49    If dialogue window is up, wait for keypress then dismiss
CB/D962: 92    Pause for 30 units
CB/D963: 48    Display dialogue message $07A6, continue executing commands (At bottom of screen)
               Mama!
               Please use cure on me!
CB/D966: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CB/D968: C3        Set vehicle/entity's event speed to fast
CB/D969: 89        Move vehicle/entity right 3 tiles
CB/D96A: 86        Move vehicle/entity down 2 tiles
CB/D96B: 89        Move vehicle/entity right 3 tiles
CB/D96C: 8E        Move vehicle/entity down 4 tiles
CB/D96D: 85        Move vehicle/entity right 2 tiles
CB/D96E: FF        End queue
CB/D96F: 49    If dialogue window is up, wait for keypress then dismiss
CB/D970: D0    Set event bit $1E80($08C) [$1E91, bit 4]
CB/D972: 3E    Delete object $17
CB/D974: 42    Hide object $17
CB/D976: 3E    Delete object $18
CB/D978: 42    Hide object $18
CB/D97A: 45    Refresh objects
CB/D97B: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/D97D: FE    Return

CB/D97E: 4B    Display dialogue message $079C, wait for button press (At bottom of screen)
               And who might YOU be?
CB/D981: FE    Return

CB/D982: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CBD97E
CB/D988: DA    Set event bit $1E80($503) [$1F20, bit 3]
CB/D98A: B2    Call subroutine $CACA8D
CB/D98E: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/D990: CE        Turn vehicle/entity down
CB/D991: FF        End queue
CB/D992: F0    Play song 8 (Strago), (high bit clear), full volume
CB/D994: B2    Call subroutine $CAC6AC
CB/D998: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $03 (Actor in stot 3), $FF (<Invalid Character>)
CB/D99D: 45    Refresh objects
CB/D99E: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/D9A0: C2        Set vehicle/entity's event speed to normal
CB/D9A1: 82        Move vehicle/entity down 1 tile
CB/D9A2: CC        Turn vehicle/entity up
CB/D9A3: FF        End queue
CB/D9A4: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/D9A6: C2        Set vehicle/entity's event speed to normal
CB/D9A7: A1        Move vehicle/entity right/down 1x1 tiles
CB/D9A8: CC        Turn vehicle/entity up
CB/D9A9: FF        End queue
CB/D9AA: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete)
CB/D9AC: C2        Set vehicle/entity's event speed to normal
CB/D9AD: A2        Move vehicle/entity left/down 1x1 tiles
CB/D9AE: CC        Turn vehicle/entity up
CB/D9AF: FF        End queue
CB/D9B0: 3D    Create object $14
CB/D9B2: 41    Show object $14
CB/D9B4: 45    Refresh objects
CB/D9B5: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/D9B7: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/D9B9: C2        Set vehicle/entity's event speed to normal
CB/D9BA: 82        Move vehicle/entity down 1 tile
CB/D9BB: CC        Turn vehicle/entity up
CB/D9BC: FF        End queue
CB/D9BD: 94    Pause for 60 units
CB/D9BE: 4B    Display dialogue message $079E, wait for button press (At bottom of screen)
               Whatcha want with me?
CB/D9C1: 92    Pause for 30 units
CB/D9C2: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/D9C4: D0    Set event bit $1E80($08D) [$1E91, bit 5]
CB/D9C6: 42    Hide object $00
CB/D9C8: 42    Hide object $01
CB/D9CA: 42    Hide object $03
CB/D9CC: 42    Hide object $14
CB/D9CE: 45    Refresh objects
CB/D9CF: B2    Call subroutine $CAD00F
CB/D9D3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/D9D5: CE        Turn vehicle/entity down
CB/D9D6: FF        End queue
CB/D9D7: 94    Pause for 60 units
CB/D9D8: 4B    Display dialogue message $079F, wait for button press (Show text only) (At bottom of screen)
               An elderly gentleman, pure of heart, and learned in the ways of monsters
CB/D9DB: 92    Pause for 30 units
CB/D9DC: 37    Assign graphics $07 to object $07 (Actor in stot 7)
CB/D9DF: 43    Assign palette $03 to character $07 (Actor in stot 7)
CB/D9E2: 7F    Change character $07's name to $07 (STRAGO)
CB/D9E5: 98    Invoke name change screen for character $07 (Actor in stot 7)
CB/D9E7: 50    Tint screen (cumulative) with color $BC
CB/D9E9: 59    Unfade screen at speed $10
CB/D9EB: 95    Pause for 120 units
CB/D9EC: B2    Call subroutine $CAD015
CB/D9F0: 41    Show object $00
CB/D9F2: 41    Show object $01
CB/D9F4: 41    Show object $03
CB/D9F6: 41    Show object $14
CB/D9F8: 45    Refresh objects
CB/D9F9: 93    Pause for 45 units
CB/D9FA: 4B    Display dialogue message $07A7, wait for button press (At bottom of screen)
               STRAGO: Espers?
               EspersHmm
               Not really familiar with that word.
               LOCKE: But you've heard it before?
CB/D9FD: 92    Pause for 30 units
CB/D9FE: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/DA00: 1F        Do vehicle/entity graphical action $1F 
CB/DA01: E0        Pause for 4 * 5 (20) frames
CB/DA03: FF        End queue
CB/DA04: 10    Begin action queue for character $10 (NPC $10), 20 bytes long (Wait until complete)
CB/DA06: 23        Do vehicle/entity graphical action $23 
CB/DA07: E0        Pause for 4 * 1 (4) frames
CB/DA09: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DA0A: E0        Pause for 4 * 1 (4) frames
CB/DA0C: 23        Do vehicle/entity graphical action $23 
CB/DA0D: E0        Pause for 4 * 1 (4) frames
CB/DA0F: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DA10: E0        Pause for 4 * 1 (4) frames
CB/DA12: 23        Do vehicle/entity graphical action $23 
CB/DA13: E0        Pause for 4 * 1 (4) frames
CB/DA15: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DA16: E0        Pause for 4 * 1 (4) frames
CB/DA18: CE        Turn vehicle/entity down
CB/DA19: FF        End queue
CB/DA1A: 92    Pause for 30 units
CB/DA1B: 4B    Display dialogue message $07A8, wait for button press (At bottom of screen)
               STRAGO: Nope, uhn uhn
               Can't say I have.
               Honestly can't say I have! 
CB/DA1E: B5    Pause for 15 * 5 (75) units
CB/DA20: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/DA22: C2        Set vehicle/entity's event speed to normal
CB/DA23: 82        Move vehicle/entity down 1 tile
CB/DA24: CF        Turn vehicle/entity left
CB/DA25: FF        End queue
CB/DA26: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/DA28: C2        Set vehicle/entity's event speed to normal
CB/DA29: 82        Move vehicle/entity down 1 tile
CB/DA2A: CD        Turn vehicle/entity right
CB/DA2B: FF        End queue
CB/DA2C: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CB/DA2E: C2        Set vehicle/entity's event speed to normal
CB/DA2F: 82        Move vehicle/entity down 1 tile
CB/DA30: 81        Move vehicle/entity right 1 tile
CB/DA31: CC        Turn vehicle/entity up
CB/DA32: FF        End queue
CB/DA33: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/DA35: CE        Turn vehicle/entity down
CB/DA36: FF        End queue
CB/DA37: 94    Pause for 60 units
CB/DA38: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DA3A: 22        Do vehicle/entity graphical action $22 
CB/DA3B: FF        End queue
CB/DA3C: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/DA3E: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/DA3F: FF        End queue
CB/DA40: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/DA42: 20        Do vehicle/entity graphical action $20 
CB/DA43: FF        End queue
CB/DA44: 4B    Display dialogue message $07AD, wait for button press
               That's odd
CB/DA47: 93    Pause for 45 units
CB/DA48: F2    Fade out current song with transition time 8
CB/DA4A: FA    Stop temporarily played song
CB/DA4B: F0    Play song 15 (Relm), (high bit clear), full volume
CB/DA4D: 94    Pause for 60 units
CB/DA4E: 4B    Display dialogue message $07A9, wait for button press (At bottom of screen)
               Grandpa!
CB/DA51: 92    Pause for 30 units
CB/DA52: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/DA54: CC        Turn vehicle/entity up
CB/DA55: FF        End queue
CB/DA56: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DA58: CC        Turn vehicle/entity up
CB/DA59: FF        End queue
CB/DA5A: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/DA5C: CC        Turn vehicle/entity up
CB/DA5D: FF        End queue
CB/DA5E: 94    Pause for 60 units
CB/DA5F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/DA61: CC        Turn vehicle/entity up
CB/DA62: FF        End queue
CB/DA63: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/DA65: C3        Set vehicle/entity's event speed to fast
CB/DA66: 81        Move vehicle/entity right 1 tile
CB/DA67: 8A        Move vehicle/entity down 3 tiles
CB/DA68: FF        End queue
CB/DA69: F4    Play sound effect 44
CB/DA6B: 73    Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately
CB/DA70:       $04, $14
CB/DA72: 92    Pause for 30 units
CB/DA73: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/DA75: C2        Set vehicle/entity's event speed to normal
CB/DA76: 8A        Move vehicle/entity down 3 tiles
CB/DA77: FF        End queue
CB/DA78: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CB/DA7A: C2        Set vehicle/entity's event speed to normal
CB/DA7B: E0        Pause for 4 * 3 (12) frames
CB/DA7D: 0B        Do vehicle/entity graphical action $0B 
CB/DA7E: C7        Set vehicle/entity to stay still when moving
CB/DA7F: 81        Move vehicle/entity right 1 tile
CB/DA80: C6        Set vehicle/entity to walk when moving
CB/DA81: CF        Turn vehicle/entity left
CB/DA82: FF        End queue
CB/DA83: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/DA85: 95    Pause for 120 units
CB/DA86: 11    Begin action queue for character $11 (NPC $11), 16 bytes long (Wait until complete)
CB/DA88: C2        Set vehicle/entity's event speed to normal
CB/DA89: 83        Move vehicle/entity left 1 tile
CB/DA8A: CE        Turn vehicle/entity down
CB/DA8B: E0        Pause for 4 * 7 (28) frames
CB/DA8D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DA8E: E0        Pause for 4 * 3 (12) frames
CB/DA90: 85        Move vehicle/entity right 2 tiles
CB/DA91: CE        Turn vehicle/entity down
CB/DA92: E0        Pause for 4 * 7 (28) frames
CB/DA94: 23        Do vehicle/entity graphical action $23 
CB/DA95: E0        Pause for 4 * 3 (12) frames
CB/DA97: FF        End queue
CB/DA98: 11    Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete)
CB/DA9A: 0A        Do vehicle/entity graphical action $0A 
CB/DA9B: E0        Pause for 4 * 2 (8) frames
CB/DA9D: C3        Set vehicle/entity's event speed to fast
CB/DA9E: 85        Move vehicle/entity right 2 tiles
CB/DA9F: CC        Turn vehicle/entity up
CB/DAA0: 80        Move vehicle/entity up 1 tile
CB/DAA1: CF        Turn vehicle/entity left
CB/DAA2: 83        Move vehicle/entity left 1 tile
CB/DAA3: FF        End queue
CB/DAA4: 92    Pause for 30 units
CB/DAA5: 48    Display dialogue message $07AA, continue executing commands (At bottom of screen)
               STRAGO: HeyHEY!
CB/DAA8: B0    Execute the following commands until $B1 3 times
CB/DAAA: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DAAC: 0D            Do vehicle/entity graphical action $0D 
CB/DAAD: FF            End queue
CB/DAAE: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/DAB0: 1F            Do vehicle/entity graphical action $1F 
CB/DAB1: FF            End queue
CB/DAB2: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DAB4: 0C            Do vehicle/entity graphical action $0C 
CB/DAB5: FF            End queue
CB/DAB6: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/DAB8: CF            Turn vehicle/entity left
CB/DAB9: FF            End queue
CB/DABA: B1        End block of repeating commands
CB/DABB: 49    If dialogue window is up, wait for keypress then dismiss
CB/DABC: 92    Pause for 30 units
CB/DABD: 48    Display dialogue message $07AB, continue executing commands (At bottom of screen)
               STRAGO: What in blazes
               What're you doing?
CB/DAC0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/DAC2: CD        Turn vehicle/entity right
CB/DAC3: FF        End queue
CB/DAC4: 49    If dialogue window is up, wait for keypress then dismiss
CB/DAC5: 92    Pause for 30 units
CB/DAC6: 42    Hide object $00
CB/DAC8: 42    Hide object $01
CB/DACA: 42    Hide object $03
CB/DACC: 42    Hide object $14
CB/DACE: 42    Hide object $10
CB/DAD0: 45    Refresh objects
CB/DAD1: B2    Call subroutine $CAD00F
CB/DAD5: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DAD7: CE        Turn vehicle/entity down
CB/DAD8: FF        End queue
CB/DAD9: 93    Pause for 45 units
CB/DADA: 38    Hold screen
CB/DADB: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/DADD: C2        Set vehicle/entity's event speed to normal
CB/DADE: C7        Set vehicle/entity to stay still when moving
CB/DADF: A9        Move vehicle/entity left/down 2x1 tiles
CB/DAE0: FF        End queue
CB/DAE1: B5    Pause for 15 * 6 (90) units
CB/DAE3: 4B    Display dialogue message $07AC, wait for button press (Show text only) (At bottom of screen)
               In her pictures she captures everything:
               forests, water, light
               the very essence of life
CB/DAE6: 92    Pause for 30 units
CB/DAE7: D2    Set event bit $1E80($1CB) [$1EB9, bit 3]
CB/DAE9: 37    Assign graphics $08 to object $08 (Actor in stot 8)
CB/DAEC: 43    Assign palette $03 to character $08 (Actor in stot 8)
CB/DAEF: 7F    Change character $08's name to $08 (RELM  )
CB/DAF2: 98    Invoke name change screen for character $08 (Actor in stot 8)
CB/DAF4: 50    Tint screen (cumulative) with color $BC
CB/DAF6: 59    Unfade screen at speed $10
CB/DAF8: 94    Pause for 60 units
CB/DAF9: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/DAFB: C2        Set vehicle/entity's event speed to normal
CB/DAFC: A5        Move vehicle/entity right/up 2x1 tiles
CB/DAFD: C6        Set vehicle/entity to walk when moving
CB/DAFE: FF        End queue
CB/DAFF: 94    Pause for 60 units
CB/DB00: 73    Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately
CB/DB05:       $04, $14
CB/DB07: B2    Call subroutine $CAD015
CB/DB0B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DB0D: CF        Turn vehicle/entity left
CB/DB0E: FF        End queue
CB/DB0F: 41    Show object $00
CB/DB11: 41    Show object $01
CB/DB13: 41    Show object $03
CB/DB15: 41    Show object $14
CB/DB17: 41    Show object $10
CB/DB19: 45    Refresh objects
CB/DB1A: 94    Pause for 60 units
CB/DB1B: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CB/DB1D: E0        Pause for 4 * 11 (44) frames
CB/DB1F: 1F        Do vehicle/entity graphical action $1F 
CB/DB20: E0        Pause for 4 * 3 (12) frames
CB/DB22: CD        Turn vehicle/entity right
CB/DB23: E0        Pause for 4 * 3 (12) frames
CB/DB25: FC        Branch 6 bytes backwards ($CBDB1F)
CB/DB27: FF        End queue
CB/DB28: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/DB2A: 82        Move vehicle/entity down 1 tile
CB/DB2B: CC        Turn vehicle/entity up
CB/DB2C: FF        End queue
CB/DB2D: 4B    Display dialogue message $07AE, wait for button press (At bottom of screen)
               RELM: Grandpa.
               Who are these people? Friends? Can they use magic, too?
               STRAGO: Yaa! Hush!
CB/DB30: 92    Pause for 30 units
CB/DB31: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CB/DB33: 1F        Do vehicle/entity graphical action $1F 
CB/DB34: E0        Pause for 4 * 4 (16) frames
CB/DB36: C3        Set vehicle/entity's event speed to fast
CB/DB37: 8E        Move vehicle/entity down 4 tiles
CB/DB38: CF        Turn vehicle/entity left
CB/DB39: 83        Move vehicle/entity left 1 tile
CB/DB3A: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/DB3B: FF        End queue
CB/DB3C: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/DB3E: CD        Turn vehicle/entity right
CB/DB3F: FF        End queue
CB/DB40: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/DB42: CE        Turn vehicle/entity down
CB/DB43: FF        End queue
CB/DB44: 03    Begin action queue for character $03 (Actor in stot 3), 6 bytes long 
CB/DB46: E0        Pause for 4 * 3 (12) frames
CB/DB48: C2        Set vehicle/entity's event speed to normal
CB/DB49: 82        Move vehicle/entity down 1 tile
CB/DB4A: CD        Turn vehicle/entity right
CB/DB4B: FF        End queue
CB/DB4C: 4B    Display dialogue message $07AF, wait for button press
               RELM: What a cute doggy!
               SHADOW: Get away.
               He bites.
CB/DB4F: 94    Pause for 60 units
CB/DB50: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/DB52: C2        Set vehicle/entity's event speed to normal
CB/DB53: 86        Move vehicle/entity down 2 tiles
CB/DB54: FF        End queue
CB/DB55: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/DB57: C2        Set vehicle/entity's event speed to normal
CB/DB58: 81        Move vehicle/entity right 1 tile
CB/DB59: CF        Turn vehicle/entity left
CB/DB5A: FF        End queue
CB/DB5B: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/DB5D: E0        Pause for 4 * 3 (12) frames
CB/DB5F: CD        Turn vehicle/entity right
CB/DB60: FF        End queue
CB/DB61: 94    Pause for 60 units
CB/DB62: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/DB64: CC        Turn vehicle/entity up
CB/DB65: FF        End queue
CB/DB66: 4B    Display dialogue message $07B0, wait for button press
               STRAGO: Go to your room!
               RELM: I will not!
               What a fussy old man!
CB/DB69: 92    Pause for 30 units
CB/DB6A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/DB6C: 18        Do vehicle/entity graphical action $18 
CB/DB6D: FF        End queue
CB/DB6E: 4B    Display dialogue message $07B1, wait for button press
               STRAGO: Pleaseleave us!
               RELM: Wellall right
CB/DB71: 91    Pause for 15 units
CB/DB72: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DB74: CF        Turn vehicle/entity left
CB/DB75: FF        End queue
CB/DB76: 93    Pause for 45 units
CB/DB77: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/DB79: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/DB7B: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CB/DB7D: C2        Set vehicle/entity's event speed to normal
CB/DB7E: A3        Move vehicle/entity left/up 1x1 tiles
CB/DB7F: 83        Move vehicle/entity left 1 tile
CB/DB80: 84        Move vehicle/entity up 2 tiles
CB/DB81: A0        Move vehicle/entity right/up 1x1 tiles
CB/DB82: 8C        Move vehicle/entity up 4 tiles
CB/DB83: FF        End queue
CB/DB84: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CB/DB86: E0        Pause for 4 * 6 (24) frames
CB/DB88: CF        Turn vehicle/entity left
CB/DB89: FF        End queue
CB/DB8A: 14    Begin action queue for character $14 (NPC $14), 9 bytes long (Wait until complete)
CB/DB8C: E0        Pause for 4 * 4 (16) frames
CB/DB8E: C2        Set vehicle/entity's event speed to normal
CB/DB8F: 84        Move vehicle/entity up 2 tiles
CB/DB90: 83        Move vehicle/entity left 1 tile
CB/DB91: 84        Move vehicle/entity up 2 tiles
CB/DB92: A0        Move vehicle/entity right/up 1x1 tiles
CB/DB93: 88        Move vehicle/entity up 3 tiles
CB/DB94: FF        End queue
CB/DB95: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/DB97: CC        Turn vehicle/entity up
CB/DB98: FF        End queue
CB/DB99: 4B    Display dialogue message $07B3, wait for button press (At bottom of screen)
               STRAGO: Hoo boy
               Seems to like your dog
CB/DB9C: 94    Pause for 60 units
CB/DB9D: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CB/DB9F: C2        Set vehicle/entity's event speed to normal
CB/DBA0: 8A        Move vehicle/entity down 3 tiles
CB/DBA1: FF        End queue
CB/DBA2: 92    Pause for 30 units
CB/DBA3: 4B    Display dialogue message $07B2, wait for button press (At bottom of screen)
               RELM: What a sweet puppy!
CB/DBA6: 92    Pause for 30 units
CB/DBA7: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CB/DBA9: C3        Set vehicle/entity's event speed to fast
CB/DBAA: 88        Move vehicle/entity up 3 tiles
CB/DBAB: FF        End queue
CB/DBAC: 91    Pause for 15 units
CB/DBAD: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CB/DBAF: C2        Set vehicle/entity's event speed to normal
CB/DBB0: 86        Move vehicle/entity down 2 tiles
CB/DBB1: FF        End queue
CB/DBB2: 92    Pause for 30 units
CB/DBB3: 73    Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately
CB/DBB8:       $05, $15
CB/DBBA: F4    Play sound effect 44
CB/DBBC: F2    Fade out current song with transition time 6
CB/DBBE: FA    Stop temporarily played song
CB/DBBF: 94    Pause for 60 units
CB/DBC0: F0    Play song 8 (Strago), (high bit clear), full volume
CB/DBC2: 94    Pause for 60 units
CB/DBC3: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CB/DBC5: C1        Set vehicle/entity's event speed to slow
CB/DBC6: 84        Move vehicle/entity up 2 tiles
CB/DBC7: CF        Turn vehicle/entity left
CB/DBC8: E0        Pause for 4 * 2 (8) frames
CB/DBCA: 22        Do vehicle/entity graphical action $22 
CB/DBCB: FF        End queue
CB/DBCC: 4B    Display dialogue message $07B4, wait for button press (At bottom of screen)
               STRAGO: This is terrible
CB/DBCF: 92    Pause for 30 units
CB/DBD0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/DBD2: CE        Turn vehicle/entity down
CB/DBD3: FF        End queue
CB/DBD4: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/DBD6: C2        Set vehicle/entity's event speed to normal
CB/DBD7: 86        Move vehicle/entity down 2 tiles
CB/DBD8: CC        Turn vehicle/entity up
CB/DBD9: FF        End queue
CB/DBDA: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/DBDC: C2        Set vehicle/entity's event speed to normal
CB/DBDD: A2        Move vehicle/entity left/down 1x1 tiles
CB/DBDE: CC        Turn vehicle/entity up
CB/DBDF: FF        End queue
CB/DBE0: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete)
CB/DBE2: C2        Set vehicle/entity's event speed to normal
CB/DBE3: 84        Move vehicle/entity up 2 tiles
CB/DBE4: CD        Turn vehicle/entity right
CB/DBE5: FF        End queue
CB/DBE6: 4B    Display dialogue message $07B5, wait for button press (At bottom of screen)
               STRAGO: Sorry.
               SHADOW: No problem.
               The dog usually doesn't like people, though
CB/DBE9: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/DBEB: C2        Set vehicle/entity's event speed to normal
CB/DBEC: 88        Move vehicle/entity up 3 tiles
CB/DBED: CD        Turn vehicle/entity right
CB/DBEE: FF        End queue
CB/DBEF: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CB/DBF1: C1        Set vehicle/entity's event speed to slow
CB/DBF2: 89        Move vehicle/entity right 3 tiles
CB/DBF3: CE        Turn vehicle/entity down
CB/DBF4: 82        Move vehicle/entity down 1 tile
CB/DBF5: CF        Turn vehicle/entity left
CB/DBF6: FF        End queue
CB/DBF7: 4B    Display dialogue message $07B6, wait for button press
               STRAGO: Please excuse her.
               She's just young.
               LOCKE: Hmmm
               STRAGO: This is just a back-water village. We can tell you nothing about your Espers
CB/DBFA: 93    Pause for 45 units
CB/DBFB: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/DBFD: C2        Set vehicle/entity's event speed to normal
CB/DBFE: 80        Move vehicle/entity up 1 tile
CB/DBFF: FF        End queue
CB/DC00: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/DC02: C2        Set vehicle/entity's event speed to normal
CB/DC03: 82        Move vehicle/entity down 1 tile
CB/DC04: CF        Turn vehicle/entity left
CB/DC05: FF        End queue
CB/DC06: 93    Pause for 45 units
CB/DC07: 4B    Display dialogue message $07B7, wait for button press
               LOCKE: I see
               There's something wrong here
               TERRA: Let's have a look around.
CB/DC0A: 91    Pause for 15 units
CB/DC0B: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long 
CB/DC0D: 22        Do vehicle/entity graphical action $22 
CB/DC0E: E0        Pause for 4 * 2 (8) frames
CB/DC10: CF        Turn vehicle/entity left
CB/DC11: E0        Pause for 4 * 2 (8) frames
CB/DC13: 22        Do vehicle/entity graphical action $22 
CB/DC14: E0        Pause for 4 * 2 (8) frames
CB/DC16: CF        Turn vehicle/entity left
CB/DC17: FF        End queue
CB/DC18: 03    Begin action queue for character $03 (Actor in stot 3), 11 bytes long 
CB/DC1A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/DC1B: E0        Pause for 4 * 2 (8) frames
CB/DC1D: CD        Turn vehicle/entity right
CB/DC1E: E0        Pause for 4 * 2 (8) frames
CB/DC20: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/DC21: E0        Pause for 4 * 2 (8) frames
CB/DC23: CD        Turn vehicle/entity right
CB/DC24: FF        End queue
CB/DC25: 00    Begin action queue for character $00 (Actor in stot 0), 11 bytes long (Wait until complete)
CB/DC27: 21        Do vehicle/entity graphical action $21 
CB/DC28: E0        Pause for 4 * 2 (8) frames
CB/DC2A: CC        Turn vehicle/entity up
CB/DC2B: E0        Pause for 4 * 2 (8) frames
CB/DC2D: 21        Do vehicle/entity graphical action $21 
CB/DC2E: E0        Pause for 4 * 2 (8) frames
CB/DC30: CC        Turn vehicle/entity up
CB/DC31: FF        End queue
CB/DC32: 93    Pause for 45 units
CB/DC33: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/DC35: CD        Turn vehicle/entity right
CB/DC36: FF        End queue
CB/DC37: 91    Pause for 15 units
CB/DC38: 4B    Display dialogue message $07B8, wait for button press (At bottom of screen)
               LOCKE: Thanks for your time!
               STRAGO: Sorry I couldn't have been more helpful!
CB/DC3B: 92    Pause for 30 units
CB/DC3C: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/DC3E: CC        Turn vehicle/entity up
CB/DC3F: FF        End queue
CB/DC40: 92    Pause for 30 units
CB/DC41: 4B    Display dialogue message $07B9, wait for button press (At bottom of screen)
               SHADOW: Interceptor!
               Come!
CB/DC44: 92    Pause for 30 units
CB/DC45: B2    Call subroutine $CB6ABF
CB/DC49: F4    Play sound effect 44
CB/DC4B: 73    Replace current map's Layer 1 at (37, 16) with the following (2 x 1) chunk, refresh immediately
CB/DC50:       $04, $14
CB/DC52: 92    Pause for 30 units
CB/DC53: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DC55: CC        Turn vehicle/entity up
CB/DC56: FF        End queue
CB/DC57: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CB/DC59: C2        Set vehicle/entity's event speed to normal
CB/DC5A: 86        Move vehicle/entity down 2 tiles
CB/DC5B: CD        Turn vehicle/entity right
CB/DC5C: 81        Move vehicle/entity right 1 tile
CB/DC5D: CF        Turn vehicle/entity left
CB/DC5E: FF        End queue
CB/DC5F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/DC61: C2        Set vehicle/entity's event speed to normal
CB/DC62: 8E        Move vehicle/entity down 4 tiles
CB/DC63: CD        Turn vehicle/entity right
CB/DC64: FF        End queue
CB/DC65: 91    Pause for 15 units
CB/DC66: 4B    Display dialogue message $07BA, wait for button press (At bottom of screen)
               RELM: Oh, all right
CB/DC69: 92    Pause for 30 units
CB/DC6A: B3    Call subroutine $CB6ABF, 2 times
CB/DC6F: B2    Call subroutine $CB2E34
CB/DC73: 45    Refresh objects
CB/DC74: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/DC76: 80        Move vehicle/entity up 1 tile
CB/DC77: FF        End queue
CB/DC78: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DC7A: 83        Move vehicle/entity left 1 tile
CB/DC7B: FF        End queue
CB/DC7C: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long 
CB/DC7E: 81        Move vehicle/entity right 1 tile
CB/DC7F: FF        End queue
CB/DC80: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/DC82: 82        Move vehicle/entity down 1 tile
CB/DC83: FF        End queue
CB/DC84: 42    Hide object $14
CB/DC86: 45    Refresh objects
CB/DC87: D3    Clear event bit $1E80($1CB) [$1EB9, bit 3]
CB/DC89: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/DC8B: DB    Clear event bit $1E80($516) [$1F22, bit 6]
CB/DC8D: DA    Set event bit $1E80($563) [$1F2C, bit 3]
CB/DC8F: DB    Clear event bit $1E80($503) [$1F20, bit 3]
CB/DC91: 39    Free screen
CB/DC92: B2    Call subroutine $CACB95
CB/DC96: 3B    Position character in a "ready-to-go" stance
CB/DC97: B2    Call subroutine $CB2E2B
CB/DC9B: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CB/DC9D: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CB/DC9F: 45    Refresh objects
CB/DCA0: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DCA2: CE        Turn vehicle/entity down
CB/DCA3: FF        End queue
CB/DCA4: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/DCA6: C1        Set vehicle/entity's event speed to slow
CB/DCA7: 82        Move vehicle/entity down 1 tile
CB/DCA8: C2        Set vehicle/entity's event speed to normal
CB/DCA9: 8E        Move vehicle/entity down 4 tiles
CB/DCAA: FF        End queue
CB/DCAB: 6A    Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) after fade out, (upper bits $2000), place party at (29, 15), facing down
CB/DCB1: 96    Restore screen from fade
CB/DCB2: FE    Return

CB/DCB3: 4B    Display dialogue message $07BB, wait for button press
               STRAGO: What a beautiful day.
CB/DCB6: FE    Return

CB/DCB7: 4B    Display dialogue message $07BC, wait for button press
               RELM: Interceptor, please come back again and play!
CB/DCBA: FE    Return

CB/DCBB: 4B    Display dialogue message $07E4, wait for button press
               RELM: What a fuddy duddy
CB/DCBE: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DCC0: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/DCC1: FF        End queue
CB/DCC2: FE    Return

CB/DCC3: 4B    Display dialogue message $07E4, wait for button press
               RELM: What a fuddy duddy
CB/DCC6: FE    Return

CB/DCC7: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/DCC9: B2    Call subroutine $CAC6AC
CB/DCCD: 3C    Set up the party as follows: $01 (Actor in stot 1), $03 (Actor in stot 3), $00 (Actor in stot 0), $FF (<Invalid Character>)
CB/DCD2: 45    Refresh objects
CB/DCD3: 3D    Create object $12
CB/DCD5: 41    Show object $12
CB/DCD7: B2    Call subroutine $CB2E34
CB/DCDB: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/DCDD: 38    Hold screen
CB/DCDE: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/DCE0: C2        Set vehicle/entity's event speed to normal
CB/DCE1: A4        Move vehicle/entity right/up 1x2 tiles
CB/DCE2: 81        Move vehicle/entity right 1 tile
CB/DCE3: FF        End queue
CB/DCE4: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long 
CB/DCE6: C2        Set vehicle/entity's event speed to normal
CB/DCE7: AB        Move vehicle/entity left/up 1x2 tiles
CB/DCE8: 83        Move vehicle/entity left 1 tile
CB/DCE9: FF        End queue
CB/DCEA: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/DCEC: C2        Set vehicle/entity's event speed to normal
CB/DCED: A7        Move vehicle/entity right/down 1x2 tiles
CB/DCEE: 81        Move vehicle/entity right 1 tile
CB/DCEF: FF        End queue
CB/DCF0: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/DCF2: C2        Set vehicle/entity's event speed to normal
CB/DCF3: 8B        Move vehicle/entity left 3 tiles
CB/DCF4: 84        Move vehicle/entity up 2 tiles
CB/DCF5: FF        End queue
CB/DCF6: 97    Fade screen to black
CB/DCF7: 5C    Pause execution until fade in or fade out is complete
CB/DCF8: B5    Pause for 15 * 4 (60) units
CB/DCFA: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/DCFE: F0    Play song 56 (Nighty Night), (high bit set), full volume
CB/DD00: FA    Stop temporarily played song
CB/DD01: F0    Play song 0 (Silence), (high bit clear), full volume
CB/DD03: 3F    Remove character $03 (Actor in stot 3) from the party
CB/DD06: 45    Refresh objects
CB/DD07: 3D    Create object $11
CB/DD09: 41    Show object $11
CB/DD0B: B2    Call subroutine $CB6A03
CB/DD0F: 96    Restore screen from fade
CB/DD10: B5    Pause for 15 * 5 (75) units
CB/DD12: F4    Play sound effect 44
CB/DD14: B5    Pause for 15 * 5 (75) units
CB/DD16: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CB/DD18: C3        Set vehicle/entity's event speed to fast
CB/DD19: A3        Move vehicle/entity left/up 1x1 tiles
CB/DD1A: A3        Move vehicle/entity left/up 1x1 tiles
CB/DD1B: A3        Move vehicle/entity left/up 1x1 tiles
CB/DD1C: A3        Move vehicle/entity left/up 1x1 tiles
CB/DD1D: A3        Move vehicle/entity left/up 1x1 tiles
CB/DD1E: 87        Move vehicle/entity left 2 tiles
CB/DD1F: FF        End queue
CB/DD20: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DD22: 0D        Do vehicle/entity graphical action $0D 
CB/DD23: FF        End queue
CB/DD24: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DD26: 0C        Do vehicle/entity graphical action $0C 
CB/DD27: FF        End queue
CB/DD28: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DD2A: 0D        Do vehicle/entity graphical action $0D 
CB/DD2B: FF        End queue
CB/DD2C: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DD2E: 0C        Do vehicle/entity graphical action $0C 
CB/DD2F: FF        End queue
CB/DD30: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DD32: 0D        Do vehicle/entity graphical action $0D 
CB/DD33: FF        End queue
CB/DD34: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/DD36: 0C        Do vehicle/entity graphical action $0C 
CB/DD37: FF        End queue
CB/DD38: 01    Begin action queue for character $01 (Actor in stot 1), 14 bytes long 
CB/DD3A: C1        Set vehicle/entity's event speed to slow
CB/DD3B: C8        Set object layering priority to 2 (low nibble 2)
CB/DD3D: C7        Set vehicle/entity to stay still when moving
CB/DD3E: 1F        Do vehicle/entity graphical action $1F 
CB/DD3F: E0        Pause for 4 * 1 (4) frames
CB/DD41: DD        Make vehicle/entity jump (high)
CB/DD42: 83        Move vehicle/entity left 1 tile
CB/DD43: 28        Do vehicle/entity graphical action $28 
CB/DD44: DC        Make vehicle/entity jump (low)
CB/DD45: 83        Move vehicle/entity left 1 tile
CB/DD46: C6        Set vehicle/entity to walk when moving
CB/DD47: FF        End queue
CB/DD48: 93    Pause for 45 units
CB/DD49: F4    Play sound effect 199
CB/DD4B: 92    Pause for 30 units
CB/DD4C: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/DD4E: 01    Begin action queue for character $01 (Actor in stot 1), 22 bytes long (Wait until complete)
CB/DD50: C8        Set object layering priority to 0 (low nibble 0)
CB/DD52: 23        Do vehicle/entity graphical action $23 
CB/DD53: E0        Pause for 4 * 1 (4) frames
CB/DD55: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DD56: E0        Pause for 4 * 1 (4) frames
CB/DD58: 23        Do vehicle/entity graphical action $23 
CB/DD59: E0        Pause for 4 * 1 (4) frames
CB/DD5B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DD5C: E0        Pause for 4 * 1 (4) frames
CB/DD5E: 23        Do vehicle/entity graphical action $23 
CB/DD5F: E0        Pause for 4 * 1 (4) frames
CB/DD61: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DD62: E0        Pause for 4 * 1 (4) frames
CB/DD64: CE        Turn vehicle/entity down
CB/DD65: FF        End queue
CB/DD66: 92    Pause for 30 units
CB/DD67: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/DD69: C3        Set vehicle/entity's event speed to fast
CB/DD6A: 86        Move vehicle/entity down 2 tiles
CB/DD6B: 8B        Move vehicle/entity left 3 tiles
CB/DD6C: CC        Turn vehicle/entity up
CB/DD6D: FF        End queue
CB/DD6E: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CB/DD70: 17        Do vehicle/entity graphical action $17 
CB/DD71: E0        Pause for 4 * 1 (4) frames
CB/DD73: CC        Turn vehicle/entity up
CB/DD74: E0        Pause for 4 * 1 (4) frames
CB/DD76: FC        Branch 6 bytes backwards ($CBDD70)
CB/DD78: FF        End queue
CB/DD79: 4B    Display dialogue message $07BD, wait for button press
               STRAGO: This is awful!
               RELMshe's
CB/DD7C: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/DD7E: C2        Set vehicle/entity's event speed to normal
CB/DD7F: 83        Move vehicle/entity left 1 tile
CB/DD80: CC        Turn vehicle/entity up
CB/DD81: FF        End queue
CB/DD82: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/DD84: C1        Set vehicle/entity's event speed to slow
CB/DD85: A2        Move vehicle/entity left/down 1x1 tiles
CB/DD86: CD        Turn vehicle/entity right
CB/DD87: FF        End queue
CB/DD88: 93    Pause for 45 units
CB/DD89: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CB/DD8B: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/DD8C: E0        Pause for 4 * 1 (4) frames
CB/DD8E: CE        Turn vehicle/entity down
CB/DD8F: E0        Pause for 4 * 1 (4) frames
CB/DD91: FC        Branch 6 bytes backwards ($CBDD8B)
CB/DD93: FF        End queue
CB/DD94: 4B    Display dialogue message $07BE, wait for button press
               TERRA: RELM's in danger?
               STRAGO: Yes!
               She was at a neighbor's house when a fire broke out. I won't be able to stand it if something happens to her!
CB/DD97: 91    Pause for 15 units
CB/DD98: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CB/DD9A: 17        Do vehicle/entity graphical action $17 
CB/DD9B: E0        Pause for 4 * 1 (4) frames
CB/DD9D: CC        Turn vehicle/entity up
CB/DD9E: E0        Pause for 4 * 1 (4) frames
CB/DDA0: FC        Branch 6 bytes backwards ($CBDD9A)
CB/DDA2: FF        End queue
CB/DDA3: 4B    Display dialogue message $07BF, wait for button press
               STRAGO: Please!
               Won't you help?!
CB/DDA6: 92    Pause for 30 units
CB/DDA7: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CB/DDA9: C3        Set vehicle/entity's event speed to fast
CB/DDAA: 89        Move vehicle/entity right 3 tiles
CB/DDAB: A0        Move vehicle/entity right/up 1x1 tiles
CB/DDAC: 89        Move vehicle/entity right 3 tiles
CB/DDAD: A1        Move vehicle/entity right/down 1x1 tiles
CB/DDAE: A1        Move vehicle/entity right/down 1x1 tiles
CB/DDAF: 92        Move vehicle/entity down 5 tiles
CB/DDB0: FF        End queue
CB/DDB1: 00    Begin action queue for character $00 (Actor in stot 0), 11 bytes long 
CB/DDB3: C3        Set vehicle/entity's event speed to fast
CB/DDB4: E0        Pause for 4 * 3 (12) frames
CB/DDB6: 84        Move vehicle/entity up 2 tiles
CB/DDB7: 85        Move vehicle/entity right 2 tiles
CB/DDB8: A0        Move vehicle/entity right/up 1x1 tiles
CB/DDB9: 89        Move vehicle/entity right 3 tiles
CB/DDBA: A1        Move vehicle/entity right/down 1x1 tiles
CB/DDBB: A1        Move vehicle/entity right/down 1x1 tiles
CB/DDBC: 92        Move vehicle/entity down 5 tiles
CB/DDBD: FF        End queue
CB/DDBE: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/DDC0: E0        Pause for 4 * 4 (16) frames
CB/DDC2: C3        Set vehicle/entity's event speed to fast
CB/DDC3: 9A        Move vehicle/entity down 7 tiles
CB/DDC4: FF        End queue
CB/DDC5: 01    Begin action queue for character $01 (Actor in stot 1), 12 bytes long (Wait until complete)
CB/DDC7: C2        Set vehicle/entity's event speed to normal
CB/DDC8: E0        Pause for 4 * 6 (24) frames
CB/DDCA: 86        Move vehicle/entity down 2 tiles
CB/DDCB: 89        Move vehicle/entity right 3 tiles
CB/DDCC: E0        Pause for 4 * 2 (8) frames
CB/DDCE: CF        Turn vehicle/entity left
CB/DDCF: 8B        Move vehicle/entity left 3 tiles
CB/DDD0: 84        Move vehicle/entity up 2 tiles
CB/DDD1: CF        Turn vehicle/entity left
CB/DDD2: FF        End queue
CB/DDD3: 4B    Display dialogue message $07C0, wait for button press (At bottom of screen)
               LOCKE: SHADOW!
CB/DDD6: 92    Pause for 30 units
CB/DDD7: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/DDD9: CD        Turn vehicle/entity right
CB/DDDA: FF        End queue
CB/DDDB: 94    Pause for 60 units
CB/DDDC: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CB/DDDE: CF        Turn vehicle/entity left
CB/DDDF: FF        End queue
CB/DDE0: B5    Pause for 15 * 10 (150) units
CB/DDE2: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CB/DDE4: C3        Set vehicle/entity's event speed to fast
CB/DDE5: 86        Move vehicle/entity down 2 tiles
CB/DDE6: 89        Move vehicle/entity right 3 tiles
CB/DDE7: A0        Move vehicle/entity right/up 1x1 tiles
CB/DDE8: 8D        Move vehicle/entity right 4 tiles
CB/DDE9: 86        Move vehicle/entity down 2 tiles
CB/DDEA: A1        Move vehicle/entity right/down 1x1 tiles
CB/DDEB: 8E        Move vehicle/entity down 4 tiles
CB/DDEC: FF        End queue
CB/DDED: B2    Call subroutine $CACB95
CB/DDF1: 3B    Position character in a "ready-to-go" stance
CB/DDF2: F4    Play sound effect 44
CB/DDF4: 95    Pause for 120 units
CB/DDF5: D2    Set event bit $1E80($190) [$1EB2, bit 0]
CB/DDF7: D0    Set event bit $1E80($08E) [$1E91, bit 6]
CB/DDF9: 03    Begin action queue for character $03 (Actor in stot 3), 9 bytes long (Wait until complete)
CB/DDFB: 81        Move vehicle/entity right 1 tile
CB/DDFC: CE        Turn vehicle/entity down
CB/DDFD: E0        Pause for 4 * 6 (24) frames
CB/DDFF: 20        Do vehicle/entity graphical action $20 
CB/DE00: E0        Pause for 4 * 4 (16) frames
CB/DE02: CE        Turn vehicle/entity down
CB/DE03: FF        End queue
CB/DE04: 4B    Display dialogue message $07C1, wait for button press (At bottom of screen)
               SHADOW: Interceptor
               Where are you?!
CB/DE07: 94    Pause for 60 units
CB/DE08: 5A    Fade screen at speed $08
CB/DE0A: 5C    Pause execution until fade in or fade out is complete
CB/DE0B: 42    Hide object $03
CB/DE0D: 3E    Delete object $03
CB/DE0F: 45    Refresh objects
CB/DE10: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CB/DE12: 39    Free screen
CB/DE13: B2    Call subroutine $CB2E2B
CB/DE17: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CB/DE19: DB    Clear event bit $1E80($518) [$1F23, bit 0]
CB/DE1B: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/DE1D: DA    Set event bit $1E80($508) [$1F21, bit 0]
CB/DE1F: DB    Clear event bit $1E80($563) [$1F2C, bit 3]
CB/DE21: DA    Set event bit $1E80($509) [$1F21, bit 1]
CB/DE23: 6B    Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $2000), place party at (12, 21), facing down
CB/DE29: 42    Hide object $11
CB/DE2B: 45    Refresh objects
CB/DE2C: 59    Unfade screen at speed $08
CB/DE2E: 3A    Enable player to move while event commands execute
CB/DE2F: FE    Return

CB/DE30: B2    Call subroutine $CACAB3
CB/DE34: B2    Call subroutine $CAC6AC
CB/DE38: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DE3A: CE        Turn vehicle/entity down
CB/DE3B: FF        End queue
CB/DE3C: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/DE3E: C2        Set vehicle/entity's event speed to normal
CB/DE3F: 83        Move vehicle/entity left 1 tile
CB/DE40: CE        Turn vehicle/entity down
CB/DE41: FF        End queue
CB/DE42: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/DE44: 17        Do vehicle/entity graphical action $17 
CB/DE45: E0        Pause for 4 * 1 (4) frames
CB/DE47: CC        Turn vehicle/entity up
CB/DE48: E0        Pause for 4 * 1 (4) frames
CB/DE4A: FC        Branch 6 bytes backwards ($CBDE44)
CB/DE4C: FF        End queue
CB/DE4D: 4B    Display dialogue message $07C3, wait for button press
               STRAGO: RELM's inside that house!
CB/DE50: B5    Pause for 15 * 5 (75) units
CB/DE52: 38    Hold screen
CB/DE53: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CB/DE55: C2        Set vehicle/entity's event speed to normal
CB/DE56: A0        Move vehicle/entity right/up 1x1 tiles
CB/DE57: A0        Move vehicle/entity right/up 1x1 tiles
CB/DE58: A0        Move vehicle/entity right/up 1x1 tiles
CB/DE59: 88        Move vehicle/entity up 3 tiles
CB/DE5A: FF        End queue
CB/DE5B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DE5D: CC        Turn vehicle/entity up
CB/DE5E: FF        End queue
CB/DE5F: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/DE61: CC        Turn vehicle/entity up
CB/DE62: FF        End queue
CB/DE63: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/DE65: CC        Turn vehicle/entity up
CB/DE66: FF        End queue
CB/DE67: B5    Pause for 15 * 5 (75) units
CB/DE69: 58    Shake screen ($3F): 
               (Intensity: 3)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/DE6B: F4    Play sound effect 137
CB/DE6D: 74    Replace current map's Layer 2 at (40, 18) with the following (2 x 1) chunk
CB/DE72:       $1A, $2A
CB/DE74: 74    Replace current map's Layer 2 at (40, 77) with the following (2 x 3) chunk
CB/DE79:       $D1, $D4
CB/DE7B:       $D3, $0C
CB/DE7D:       $E4, $F3
CB/DE7F: 74    Replace current map's Layer 2 at (36, 78) with the following (1 x 2) chunk
CB/DE84:       $C4
CB/DE85:       $C5
CB/DE86: 74    Replace current map's Layer 2 at (45, 80) with the following (1 x 2) chunk
CB/DE8B:       $C5
CB/DE8C:       $C6
CB/DE8D: 74    Replace current map's Layer 2 at (36, 141) with the following (7 x 10) chunk
CB/DE92:       $41, $00, $00, $00, $43, $00, $03
CB/DE99:       $00, $00, $03, $44, $43, $41, $03
CB/DEA0:       $42, $03, $00, $00, $00, $00, $00
CB/DEA7:       $00, $44, $00, $00, $00, $03, $42
CB/DEAE:       $41, $00, $03, $41, $00, $03, $01
CB/DEB5:       $42, $43, $00, $00, $00, $01, $44
CB/DEBC:       $00, $02, $04, $45, $00, $02, $00
CB/DEC3:       $00, $04, $81, $00, $03, $00, $00
CB/DECA:       $01, $83, $01, $03, $00, $00, $00
CB/DED1:       $00, $00, $00, $04, $43, $04, $00
CB/DED8: 75    Refresh map after alteration
CB/DED9: DA    Set event bit $1E80($507) [$1F20, bit 7]
CB/DEDB: 3D    Create object $1C
CB/DEDD: 3D    Create object $1D
CB/DEDF: 3D    Create object $1E
CB/DEE1: 3D    Create object $1F
CB/DEE3: 3D    Create object $20
CB/DEE5: 3D    Create object $21
CB/DEE7: 3D    Create object $22
CB/DEE9: 3D    Create object $23
CB/DEEB: 3D    Create object $24
CB/DEED: 3D    Create object $1A
CB/DEEF: 3D    Create object $17
CB/DEF1: 3D    Create object $1B
CB/DEF3: 45    Refresh objects
CB/DEF4: 92    Pause for 30 units
CB/DEF5: 58    Shake screen ($38): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/DEF7: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CB/DEF9: C3        Set vehicle/entity's event speed to fast
CB/DEFA: C7        Set vehicle/entity to stay still when moving
CB/DEFB: DD        Make vehicle/entity jump (high)
CB/DEFC: 82        Move vehicle/entity down 1 tile
CB/DEFD: C6        Set vehicle/entity to walk when moving
CB/DEFE: FF        End queue
CB/DEFF: 58    Shake screen ($3A): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/DF01: 92    Pause for 30 units
CB/DF02: 58    Shake screen ($38): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/DF04: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DF06: 1F        Do vehicle/entity graphical action $1F 
CB/DF07: FF        End queue
CB/DF08: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/DF0A: 1F        Do vehicle/entity graphical action $1F 
CB/DF0B: FF        End queue
CB/DF0C: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/DF0E: 1F        Do vehicle/entity graphical action $1F 
CB/DF0F: FF        End queue
CB/DF10: 93    Pause for 45 units
CB/DF11: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CB/DF13: C2        Set vehicle/entity's event speed to normal
CB/DF14: A2        Move vehicle/entity left/down 1x1 tiles
CB/DF15: A2        Move vehicle/entity left/down 1x1 tiles
CB/DF16: A2        Move vehicle/entity left/down 1x1 tiles
CB/DF17: 8A        Move vehicle/entity down 3 tiles
CB/DF18: FF        End queue
CB/DF19: 91    Pause for 15 units
CB/DF1A: 48    Display dialogue message $07C5, continue executing commands
               STRAGO: RELM!!!!!
CB/DF1D: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/DF1F: 17        Do vehicle/entity graphical action $17 
CB/DF20: E0        Pause for 4 * 1 (4) frames
CB/DF22: CC        Turn vehicle/entity up
CB/DF23: E0        Pause for 4 * 1 (4) frames
CB/DF25: FC        Branch 6 bytes backwards ($CBDF1F)
CB/DF27: FF        End queue
CB/DF28: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DF2A: CC        Turn vehicle/entity up
CB/DF2B: FF        End queue
CB/DF2C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/DF2E: CC        Turn vehicle/entity up
CB/DF2F: FF        End queue
CB/DF30: 49    If dialogue window is up, wait for keypress then dismiss
CB/DF31: 92    Pause for 30 units
CB/DF32: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/DF34: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/DF35: FF        End queue
CB/DF36: B5    Pause for 15 * 6 (90) units
CB/DF38: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/DF3A: 10        Do vehicle/entity graphical action $10 
CB/DF3B: E0        Pause for 4 * 1 (4) frames
CB/DF3D: 11        Do vehicle/entity graphical action $11 
CB/DF3E: E0        Pause for 4 * 1 (4) frames
CB/DF40: FC        Branch 6 bytes backwards ($CBDF3A)
CB/DF42: FF        End queue
CB/DF43: 93    Pause for 45 units
CB/DF44: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/DF46: 1F        Do vehicle/entity graphical action $1F 
CB/DF47: FF        End queue
CB/DF48: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/DF4A: CE        Turn vehicle/entity down
CB/DF4B: FF        End queue
CB/DF4C: 91    Pause for 15 units
CB/DF4D: 4B    Display dialogue message $07C6, wait for button press
               LOCKE: What're you doing?
CB/DF50: 93    Pause for 45 units
CB/DF51: 4B    Display dialogue message $07C7, wait for button press
               Flames be GONE!!! 
CB/DF54: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/DF56: 1F        Do vehicle/entity graphical action $1F 
CB/DF57: E0        Pause for 4 * 5 (20) frames
CB/DF59: CD        Turn vehicle/entity right
CB/DF5A: FF        End queue
CB/DF5B: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CB/DF5D: C3        Set vehicle/entity's event speed to fast
CB/DF5E: 81        Move vehicle/entity right 1 tile
CB/DF5F: 1F        Do vehicle/entity graphical action $1F 
CB/DF60: E0        Pause for 4 * 5 (20) frames
CB/DF62: CF        Turn vehicle/entity left
CB/DF63: FF        End queue
CB/DF64: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/DF66: C2        Set vehicle/entity's event speed to normal
CB/DF67: 80        Move vehicle/entity up 1 tile
CB/DF68: 17        Do vehicle/entity graphical action $17 
CB/DF69: FF        End queue
CB/DF6A: F4    Play sound effect 1
CB/DF6C: 41    Show object $1C
CB/DF6E: 41    Show object $1E
CB/DF70: 41    Show object $24
CB/DF72: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/DF74: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CB/DF76: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CB/DF78: 91    Pause for 15 units
CB/DF79: F4    Play sound effect 23
CB/DF7B: 38    Hold screen
CB/DF7C: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/DF7E: C2        Set vehicle/entity's event speed to normal
CB/DF7F: 90        Move vehicle/entity up 5 tiles
CB/DF80: FF        End queue
CB/DF81: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/DF83: C3        Set vehicle/entity's event speed to fast
CB/DF84: 90        Move vehicle/entity up 5 tiles
CB/DF85: FF        End queue
CB/DF86: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CB/DF88: E0        Pause for 4 * 1 (4) frames
CB/DF8A: C3        Set vehicle/entity's event speed to fast
CB/DF8B: 90        Move vehicle/entity up 5 tiles
CB/DF8C: FF        End queue
CB/DF8D: 24    Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete)
CB/DF8F: E0        Pause for 4 * 2 (8) frames
CB/DF91: C3        Set vehicle/entity's event speed to fast
CB/DF92: 90        Move vehicle/entity up 5 tiles
CB/DF93: FF        End queue
CB/DF94: 41    Show object $1D
CB/DF96: 41    Show object $1F
CB/DF98: 41    Show object $20
CB/DF9A: 41    Show object $21
CB/DF9C: 41    Show object $22
CB/DF9E: 41    Show object $23
CB/DFA0: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/DFA2: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CB/DFA4: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CB/DFA6: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CB/DFA8: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CB/DFAA: 78    Enable ability to pass through other objects for object $23 (NPC $23)
CB/DFAC: 91    Pause for 15 units
CB/DFAD: F4    Play sound effect 24
CB/DFAF: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/DFB1: C3        Set vehicle/entity's event speed to fast
CB/DFB2: DD        Make vehicle/entity jump (high)
CB/DFB3: 84        Move vehicle/entity up 2 tiles
CB/DFB4: E0        Pause for 4 * 1 (4) frames
CB/DFB6: D1        Make vehicle/entity disappear
CB/DFB7: FF        End queue
CB/DFB8: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CB/DFBA: C3        Set vehicle/entity's event speed to fast
CB/DFBB: DD        Make vehicle/entity jump (high)
CB/DFBC: A6        Move vehicle/entity right/down 2x1 tiles
CB/DFBD: E0        Pause for 4 * 1 (4) frames
CB/DFBF: D1        Make vehicle/entity disappear
CB/DFC0: FF        End queue
CB/DFC1: 22    Begin action queue for character $22 (NPC $22), 7 bytes long 
CB/DFC3: C3        Set vehicle/entity's event speed to fast
CB/DFC4: DD        Make vehicle/entity jump (high)
CB/DFC5: A9        Move vehicle/entity left/down 2x1 tiles
CB/DFC6: E0        Pause for 4 * 1 (4) frames
CB/DFC8: D1        Make vehicle/entity disappear
CB/DFC9: FF        End queue
CB/DFCA: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CB/DFCC: E0        Pause for 4 * 1 (4) frames
CB/DFCE: C3        Set vehicle/entity's event speed to fast
CB/DFCF: DD        Make vehicle/entity jump (high)
CB/DFD0: 84        Move vehicle/entity up 2 tiles
CB/DFD1: E0        Pause for 4 * 1 (4) frames
CB/DFD3: D1        Make vehicle/entity disappear
CB/DFD4: FF        End queue
CB/DFD5: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/DFD7: E0        Pause for 4 * 1 (4) frames
CB/DFD9: C3        Set vehicle/entity's event speed to fast
CB/DFDA: DD        Make vehicle/entity jump (high)
CB/DFDB: A6        Move vehicle/entity right/down 2x1 tiles
CB/DFDC: E0        Pause for 4 * 1 (4) frames
CB/DFDE: D1        Make vehicle/entity disappear
CB/DFDF: FF        End queue
CB/DFE0: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CB/DFE2: E0        Pause for 4 * 1 (4) frames
CB/DFE4: C3        Set vehicle/entity's event speed to fast
CB/DFE5: DD        Make vehicle/entity jump (high)
CB/DFE6: A9        Move vehicle/entity left/down 2x1 tiles
CB/DFE7: E0        Pause for 4 * 1 (4) frames
CB/DFE9: D1        Make vehicle/entity disappear
CB/DFEA: FF        End queue
CB/DFEB: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CB/DFED: E0        Pause for 4 * 1 (4) frames
CB/DFEF: C2        Set vehicle/entity's event speed to normal
CB/DFF0: DD        Make vehicle/entity jump (high)
CB/DFF1: 84        Move vehicle/entity up 2 tiles
CB/DFF2: FF        End queue
CB/DFF3: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CB/DFF5: E0        Pause for 4 * 1 (4) frames
CB/DFF7: C2        Set vehicle/entity's event speed to normal
CB/DFF8: DD        Make vehicle/entity jump (high)
CB/DFF9: A6        Move vehicle/entity right/down 2x1 tiles
CB/DFFA: FF        End queue
CB/DFFB: 24    Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete)
CB/DFFD: E0        Pause for 4 * 1 (4) frames
CB/DFFF: C2        Set vehicle/entity's event speed to normal
CB/E000: DD        Make vehicle/entity jump (high)
CB/E001: A9        Move vehicle/entity left/down 2x1 tiles
CB/E002: FF        End queue
CB/E003: 92    Pause for 30 units
CB/E004: 42    Hide object $1E
CB/E006: 42    Hide object $21
CB/E008: 42    Hide object $24
CB/E00A: 45    Refresh objects
CB/E00B: 41    Show object $1A
CB/E00D: 45    Refresh objects
CB/E00E: 26    Begin action queue for character $26 (NPC $26), 4 bytes long (Wait until complete)
CB/E010: D5        Set vehicle/entity's position to (28, 23)
CB/E013: FF        End queue
CB/E014: DA    Set event bit $1E80($506) [$1F20, bit 6]
CB/E016: 41    Show object $17
CB/E018: 45    Refresh objects
CB/E019: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CB/E01B: D5        Set vehicle/entity's position to (27, 24)
CB/E01E: FF        End queue
CB/E01F: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/E021: C2        Set vehicle/entity's event speed to normal
CB/E022: 92        Move vehicle/entity down 5 tiles
CB/E023: FF        End queue
CB/E024: 92    Pause for 30 units
CB/E025: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/E027: E0        Pause for 4 * 4 (16) frames
CB/E029: CE        Turn vehicle/entity down
CB/E02A: FF        End queue
CB/E02B: 25    Begin action queue for character $25 (NPC $25), 2 bytes long 
CB/E02D: CF        Turn vehicle/entity left
CB/E02E: FF        End queue
CB/E02F: 26    Begin action queue for character $26 (NPC $26), 3 bytes long 
CB/E031: C2        Set vehicle/entity's event speed to normal
CB/E032: 9D        Move vehicle/entity right 8 tiles
CB/E033: FF        End queue
CB/E034: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/E036: C2        Set vehicle/entity's event speed to normal
CB/E037: 99        Move vehicle/entity right 7 tiles
CB/E038: FF        End queue
CB/E039: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/E03B: CF        Turn vehicle/entity left
CB/E03C: FF        End queue
CB/E03D: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CB/E03F: C3        Set vehicle/entity's event speed to fast
CB/E040: 9D        Move vehicle/entity right 8 tiles
CB/E041: FF        End queue
CB/E042: 48    Display dialogue message $07C8, continue executing commands
               MAYOR: Magic is forbidden!
               TERRA: Magic?!
CB/E045: 94    Pause for 60 units
CB/E046: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/E048: CF        Turn vehicle/entity left
CB/E049: FF        End queue
CB/E04A: 49    If dialogue window is up, wait for keypress then dismiss
CB/E04B: 93    Pause for 45 units
CB/E04C: 48    Display dialogue message $07C9, continue executing commands
               STRAGO: I don't care!
               RELM's inside!!!
CB/E04F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CB/E051: C3        Set vehicle/entity's event speed to fast
CB/E052: 86        Move vehicle/entity down 2 tiles
CB/E053: CF        Turn vehicle/entity left
CB/E054: FF        End queue
CB/E055: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/E057: 0D        Do vehicle/entity graphical action $0D 
CB/E058: E0        Pause for 4 * 1 (4) frames
CB/E05A: CF        Turn vehicle/entity left
CB/E05B: E0        Pause for 4 * 1 (4) frames
CB/E05D: FC        Branch 6 bytes backwards ($CBE057)
CB/E05F: FF        End queue
CB/E060: 49    If dialogue window is up, wait for keypress then dismiss
CB/E061: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CB/E063: 85        Move vehicle/entity right 2 tiles
CB/E064: 80        Move vehicle/entity up 1 tile
CB/E065: FF        End queue
CB/E066: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/E068: CD        Turn vehicle/entity right
CB/E069: FF        End queue
CB/E06A: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/E06C: CD        Turn vehicle/entity right
CB/E06D: FF        End queue
CB/E06E: B0    Execute the following commands until $B1 4 times
CB/E070: 14        Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete)
CB/E072: 10            Do vehicle/entity graphical action $10 
CB/E073: E0            Pause for 4 * 1 (4) frames
CB/E075: 11            Do vehicle/entity graphical action $11 
CB/E076: E0            Pause for 4 * 1 (4) frames
CB/E078: FF            End queue
CB/E079: B1        End block of repeating commands
CB/E07A: 93    Pause for 45 units
CB/E07B: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/E07D: CC        Turn vehicle/entity up
CB/E07E: FF        End queue
CB/E07F: 25    Begin action queue for character $25 (NPC $25), 2 bytes long 
CB/E081: CC        Turn vehicle/entity up
CB/E082: FF        End queue
CB/E083: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/E085: 17        Do vehicle/entity graphical action $17 
CB/E086: FF        End queue
CB/E087: F4    Play sound effect 1
CB/E089: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/E08B: D5        Set vehicle/entity's position to (41, 23)
CB/E08E: FF        End queue
CB/E08F: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/E091: D5        Set vehicle/entity's position to (41, 23)
CB/E094: FF        End queue
CB/E095: 41    Show object $1C
CB/E097: 41    Show object $1E
CB/E099: 4B    Display dialogue message $07C7, wait for button press
               Flames be GONE!!! 
CB/E09C: 91    Pause for 15 units
CB/E09D: F4    Play sound effect 23
CB/E09F: 38    Hold screen
CB/E0A0: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/E0A2: C2        Set vehicle/entity's event speed to normal
CB/E0A3: 8C        Move vehicle/entity up 4 tiles
CB/E0A4: FF        End queue
CB/E0A5: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/E0A7: C3        Set vehicle/entity's event speed to fast
CB/E0A8: 90        Move vehicle/entity up 5 tiles
CB/E0A9: FF        End queue
CB/E0AA: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/E0AC: E0        Pause for 4 * 2 (8) frames
CB/E0AE: C3        Set vehicle/entity's event speed to fast
CB/E0AF: 90        Move vehicle/entity up 5 tiles
CB/E0B0: FF        End queue
CB/E0B1: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CB/E0B3: D5        Set vehicle/entity's position to (41, 18)
CB/E0B6: FF        End queue
CB/E0B7: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CB/E0B9: D5        Set vehicle/entity's position to (41, 18)
CB/E0BC: FF        End queue
CB/E0BD: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CB/E0BF: D5        Set vehicle/entity's position to (41, 18)
CB/E0C2: FF        End queue
CB/E0C3: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CB/E0C5: D5        Set vehicle/entity's position to (41, 18)
CB/E0C8: FF        End queue
CB/E0C9: 22    Begin action queue for character $22 (NPC $22), 4 bytes long 
CB/E0CB: D5        Set vehicle/entity's position to (41, 18)
CB/E0CE: FF        End queue
CB/E0CF: 23    Begin action queue for character $23 (NPC $23), 4 bytes long 
CB/E0D1: D5        Set vehicle/entity's position to (41, 18)
CB/E0D4: FF        End queue
CB/E0D5: 24    Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/E0D7: D5        Set vehicle/entity's position to (41, 18)
CB/E0DA: FF        End queue
CB/E0DB: 41    Show object $1F
CB/E0DD: 41    Show object $20
CB/E0DF: 41    Show object $21
CB/E0E1: 41    Show object $22
CB/E0E3: 41    Show object $23
CB/E0E5: 41    Show object $24
CB/E0E7: 91    Pause for 15 units
CB/E0E8: F4    Play sound effect 24
CB/E0EA: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/E0EC: C3        Set vehicle/entity's event speed to fast
CB/E0ED: DD        Make vehicle/entity jump (high)
CB/E0EE: 84        Move vehicle/entity up 2 tiles
CB/E0EF: E0        Pause for 4 * 1 (4) frames
CB/E0F1: D1        Make vehicle/entity disappear
CB/E0F2: FF        End queue
CB/E0F3: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CB/E0F5: C3        Set vehicle/entity's event speed to fast
CB/E0F6: DD        Make vehicle/entity jump (high)
CB/E0F7: A6        Move vehicle/entity right/down 2x1 tiles
CB/E0F8: E0        Pause for 4 * 1 (4) frames
CB/E0FA: D1        Make vehicle/entity disappear
CB/E0FB: FF        End queue
CB/E0FC: 22    Begin action queue for character $22 (NPC $22), 7 bytes long 
CB/E0FE: C3        Set vehicle/entity's event speed to fast
CB/E0FF: DD        Make vehicle/entity jump (high)
CB/E100: A9        Move vehicle/entity left/down 2x1 tiles
CB/E101: E0        Pause for 4 * 1 (4) frames
CB/E103: D1        Make vehicle/entity disappear
CB/E104: FF        End queue
CB/E105: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CB/E107: E0        Pause for 4 * 1 (4) frames
CB/E109: C3        Set vehicle/entity's event speed to fast
CB/E10A: DD        Make vehicle/entity jump (high)
CB/E10B: 84        Move vehicle/entity up 2 tiles
CB/E10C: E0        Pause for 4 * 1 (4) frames
CB/E10E: D1        Make vehicle/entity disappear
CB/E10F: FF        End queue
CB/E110: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/E112: E0        Pause for 4 * 1 (4) frames
CB/E114: C3        Set vehicle/entity's event speed to fast
CB/E115: DD        Make vehicle/entity jump (high)
CB/E116: A6        Move vehicle/entity right/down 2x1 tiles
CB/E117: E0        Pause for 4 * 1 (4) frames
CB/E119: D1        Make vehicle/entity disappear
CB/E11A: FF        End queue
CB/E11B: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CB/E11D: E0        Pause for 4 * 1 (4) frames
CB/E11F: C3        Set vehicle/entity's event speed to fast
CB/E120: DD        Make vehicle/entity jump (high)
CB/E121: A9        Move vehicle/entity left/down 2x1 tiles
CB/E122: E0        Pause for 4 * 1 (4) frames
CB/E124: D1        Make vehicle/entity disappear
CB/E125: FF        End queue
CB/E126: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CB/E128: E0        Pause for 4 * 1 (4) frames
CB/E12A: C2        Set vehicle/entity's event speed to normal
CB/E12B: DD        Make vehicle/entity jump (high)
CB/E12C: 84        Move vehicle/entity up 2 tiles
CB/E12D: FF        End queue
CB/E12E: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CB/E130: E0        Pause for 4 * 1 (4) frames
CB/E132: C2        Set vehicle/entity's event speed to normal
CB/E133: DD        Make vehicle/entity jump (high)
CB/E134: A6        Move vehicle/entity right/down 2x1 tiles
CB/E135: FF        End queue
CB/E136: 24    Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete)
CB/E138: E0        Pause for 4 * 1 (4) frames
CB/E13A: C2        Set vehicle/entity's event speed to normal
CB/E13B: DD        Make vehicle/entity jump (high)
CB/E13C: A9        Move vehicle/entity left/down 2x1 tiles
CB/E13D: FF        End queue
CB/E13E: 92    Pause for 30 units
CB/E13F: 42    Hide object $1E
CB/E141: 42    Hide object $21
CB/E143: 42    Hide object $24
CB/E145: 45    Refresh objects
CB/E146: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/E148: C2        Set vehicle/entity's event speed to normal
CB/E149: 8E        Move vehicle/entity down 4 tiles
CB/E14A: FF        End queue
CB/E14B: 92    Pause for 30 units
CB/E14C: 25    Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete)
CB/E14E: C3        Set vehicle/entity's event speed to fast
CB/E14F: 8F        Move vehicle/entity left 4 tiles
CB/E150: FF        End queue
CB/E151: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/E153: CF        Turn vehicle/entity left
CB/E154: FF        End queue
CB/E155: 92    Pause for 30 units
CB/E156: 4B    Display dialogue message $07CA, wait for button press
               Mayor!!
CB/E159: 93    Pause for 45 units
CB/E15A: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CB/E15C: E0        Pause for 4 * 3 (12) frames
CB/E15E: C2        Set vehicle/entity's event speed to normal
CB/E15F: 85        Move vehicle/entity right 2 tiles
CB/E160: FF        End queue
CB/E161: 4B    Display dialogue message $07CB, wait for button press
               MAYOR: All right.
               We really have no choice.
CB/E164: 92    Pause for 30 units
CB/E165: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/E167: CC        Turn vehicle/entity up
CB/E168: FF        End queue
CB/E169: 4B    Display dialogue message $07CC, wait for button press
               MAYOR: Stand back.
CB/E16C: 92    Pause for 30 units
CB/E16D: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/E16F: C3        Set vehicle/entity's event speed to fast
CB/E170: 8A        Move vehicle/entity down 3 tiles
CB/E171: 8B        Move vehicle/entity left 3 tiles
CB/E172: CD        Turn vehicle/entity right
CB/E173: FF        End queue
CB/E174: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CB/E176: C3        Set vehicle/entity's event speed to fast
CB/E177: 87        Move vehicle/entity left 2 tiles
CB/E178: 86        Move vehicle/entity down 2 tiles
CB/E179: 87        Move vehicle/entity left 2 tiles
CB/E17A: CD        Turn vehicle/entity right
CB/E17B: FF        End queue
CB/E17C: 92    Pause for 30 units
CB/E17D: 17    Begin action queue for character $17 (NPC $17), 8 bytes long 
CB/E17F: C2        Set vehicle/entity's event speed to normal
CB/E180: E0        Pause for 4 * 4 (16) frames
CB/E182: 91        Move vehicle/entity right 5 tiles
CB/E183: 82        Move vehicle/entity down 1 tile
CB/E184: 85        Move vehicle/entity right 2 tiles
CB/E185: CC        Turn vehicle/entity up
CB/E186: FF        End queue
CB/E187: 25    Begin action queue for character $25 (NPC $25), 4 bytes long 
CB/E189: C2        Set vehicle/entity's event speed to normal
CB/E18A: 89        Move vehicle/entity right 3 tiles
CB/E18B: CC        Turn vehicle/entity up
CB/E18C: FF        End queue
CB/E18D: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/E18F: C2        Set vehicle/entity's event speed to normal
CB/E190: 80        Move vehicle/entity up 1 tile
CB/E191: FF        End queue
CB/E192: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long 
CB/E194: C2        Set vehicle/entity's event speed to normal
CB/E195: 81        Move vehicle/entity right 1 tile
CB/E196: CC        Turn vehicle/entity up
CB/E197: FF        End queue
CB/E198: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CB/E19A: C2        Set vehicle/entity's event speed to normal
CB/E19B: 81        Move vehicle/entity right 1 tile
CB/E19C: 86        Move vehicle/entity down 2 tiles
CB/E19D: CC        Turn vehicle/entity up
CB/E19E: FF        End queue
CB/E19F: 26    Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete)
CB/E1A1: C2        Set vehicle/entity's event speed to normal
CB/E1A2: 85        Move vehicle/entity right 2 tiles
CB/E1A3: 8A        Move vehicle/entity down 3 tiles
CB/E1A4: CC        Turn vehicle/entity up
CB/E1A5: FF        End queue
CB/E1A6: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CB/E1A8: 26    Begin action queue for character $26 (NPC $26), 5 bytes long (Wait until complete)
CB/E1AA: C2        Set vehicle/entity's event speed to normal
CB/E1AB: 80        Move vehicle/entity up 1 tile
CB/E1AC: 81        Move vehicle/entity right 1 tile
CB/E1AD: CC        Turn vehicle/entity up
CB/E1AE: FF        End queue
CB/E1AF: 92    Pause for 30 units
CB/E1B0: 41    Show object $1B
CB/E1B2: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/E1B4: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete)
CB/E1B6: C3        Set vehicle/entity's event speed to fast
CB/E1B7: 91        Move vehicle/entity right 5 tiles
CB/E1B8: A1        Move vehicle/entity right/down 1x1 tiles
CB/E1B9: 89        Move vehicle/entity right 3 tiles
CB/E1BA: A1        Move vehicle/entity right/down 1x1 tiles
CB/E1BB: 86        Move vehicle/entity down 2 tiles
CB/E1BC: 85        Move vehicle/entity right 2 tiles
CB/E1BD: CC        Turn vehicle/entity up
CB/E1BE: FF        End queue
CB/E1BF: B0    Execute the following commands until $B1 4 times
CB/E1C1: 14        Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete)
CB/E1C3: 10            Do vehicle/entity graphical action $10 
CB/E1C4: E0            Pause for 4 * 1 (4) frames
CB/E1C6: 11            Do vehicle/entity graphical action $11 
CB/E1C7: E0            Pause for 4 * 1 (4) frames
CB/E1C9: FF            End queue
CB/E1CA: B1        End block of repeating commands
CB/E1CB: 93    Pause for 45 units
CB/E1CC: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/E1CE: 17        Do vehicle/entity graphical action $17 
CB/E1CF: FF        End queue
CB/E1D0: F4    Play sound effect 1
CB/E1D2: 3D    Create object $1C
CB/E1D4: 3D    Create object $1E
CB/E1D6: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/E1D8: D5        Set vehicle/entity's position to (41, 22)
CB/E1DB: FF        End queue
CB/E1DC: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/E1DE: D5        Set vehicle/entity's position to (41, 22)
CB/E1E1: FF        End queue
CB/E1E2: 41    Show object $1C
CB/E1E4: 41    Show object $1E
CB/E1E6: 4B    Display dialogue message $07C7, wait for button press
               Flames be GONE!!! 
CB/E1E9: 91    Pause for 15 units
CB/E1EA: F4    Play sound effect 23
CB/E1EC: 38    Hold screen
CB/E1ED: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CB/E1EF: C2        Set vehicle/entity's event speed to normal
CB/E1F0: A0        Move vehicle/entity right/up 1x1 tiles
CB/E1F1: A0        Move vehicle/entity right/up 1x1 tiles
CB/E1F2: 81        Move vehicle/entity right 1 tile
CB/E1F3: 84        Move vehicle/entity up 2 tiles
CB/E1F4: FF        End queue
CB/E1F5: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/E1F7: C3        Set vehicle/entity's event speed to fast
CB/E1F8: 90        Move vehicle/entity up 5 tiles
CB/E1F9: FF        End queue
CB/E1FA: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/E1FC: E0        Pause for 4 * 2 (8) frames
CB/E1FE: C3        Set vehicle/entity's event speed to fast
CB/E1FF: 90        Move vehicle/entity up 5 tiles
CB/E200: FF        End queue
CB/E201: 3D    Create object $1D
CB/E203: 3D    Create object $1F
CB/E205: 3D    Create object $20
CB/E207: 3D    Create object $21
CB/E209: 3D    Create object $22
CB/E20B: 3D    Create object $23
CB/E20D: 3D    Create object $24
CB/E20F: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CB/E211: D5        Set vehicle/entity's position to (41, 17)
CB/E214: FF        End queue
CB/E215: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CB/E217: D5        Set vehicle/entity's position to (41, 17)
CB/E21A: FF        End queue
CB/E21B: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CB/E21D: D5        Set vehicle/entity's position to (41, 17)
CB/E220: FF        End queue
CB/E221: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CB/E223: D5        Set vehicle/entity's position to (41, 17)
CB/E226: FF        End queue
CB/E227: 22    Begin action queue for character $22 (NPC $22), 4 bytes long 
CB/E229: D5        Set vehicle/entity's position to (41, 17)
CB/E22C: FF        End queue
CB/E22D: 23    Begin action queue for character $23 (NPC $23), 4 bytes long 
CB/E22F: D5        Set vehicle/entity's position to (41, 17)
CB/E232: FF        End queue
CB/E233: 24    Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/E235: D5        Set vehicle/entity's position to (41, 17)
CB/E238: FF        End queue
CB/E239: 41    Show object $1F
CB/E23B: 41    Show object $20
CB/E23D: 41    Show object $21
CB/E23F: 41    Show object $22
CB/E241: 41    Show object $23
CB/E243: 41    Show object $24
CB/E245: 91    Pause for 15 units
CB/E246: F4    Play sound effect 24
CB/E248: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/E24A: C3        Set vehicle/entity's event speed to fast
CB/E24B: DD        Make vehicle/entity jump (high)
CB/E24C: 84        Move vehicle/entity up 2 tiles
CB/E24D: E0        Pause for 4 * 1 (4) frames
CB/E24F: D1        Make vehicle/entity disappear
CB/E250: FF        End queue
CB/E251: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CB/E253: C3        Set vehicle/entity's event speed to fast
CB/E254: DD        Make vehicle/entity jump (high)
CB/E255: A6        Move vehicle/entity right/down 2x1 tiles
CB/E256: E0        Pause for 4 * 1 (4) frames
CB/E258: D1        Make vehicle/entity disappear
CB/E259: FF        End queue
CB/E25A: 22    Begin action queue for character $22 (NPC $22), 7 bytes long 
CB/E25C: C3        Set vehicle/entity's event speed to fast
CB/E25D: DD        Make vehicle/entity jump (high)
CB/E25E: A9        Move vehicle/entity left/down 2x1 tiles
CB/E25F: E0        Pause for 4 * 1 (4) frames
CB/E261: D1        Make vehicle/entity disappear
CB/E262: FF        End queue
CB/E263: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CB/E265: E0        Pause for 4 * 1 (4) frames
CB/E267: C3        Set vehicle/entity's event speed to fast
CB/E268: DD        Make vehicle/entity jump (high)
CB/E269: 84        Move vehicle/entity up 2 tiles
CB/E26A: E0        Pause for 4 * 1 (4) frames
CB/E26C: D1        Make vehicle/entity disappear
CB/E26D: FF        End queue
CB/E26E: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/E270: E0        Pause for 4 * 1 (4) frames
CB/E272: C3        Set vehicle/entity's event speed to fast
CB/E273: DD        Make vehicle/entity jump (high)
CB/E274: A6        Move vehicle/entity right/down 2x1 tiles
CB/E275: E0        Pause for 4 * 1 (4) frames
CB/E277: D1        Make vehicle/entity disappear
CB/E278: FF        End queue
CB/E279: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CB/E27B: E0        Pause for 4 * 1 (4) frames
CB/E27D: C3        Set vehicle/entity's event speed to fast
CB/E27E: DD        Make vehicle/entity jump (high)
CB/E27F: A9        Move vehicle/entity left/down 2x1 tiles
CB/E280: E0        Pause for 4 * 1 (4) frames
CB/E282: D1        Make vehicle/entity disappear
CB/E283: FF        End queue
CB/E284: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CB/E286: E0        Pause for 4 * 1 (4) frames
CB/E288: C2        Set vehicle/entity's event speed to normal
CB/E289: DD        Make vehicle/entity jump (high)
CB/E28A: 84        Move vehicle/entity up 2 tiles
CB/E28B: FF        End queue
CB/E28C: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CB/E28E: E0        Pause for 4 * 1 (4) frames
CB/E290: C2        Set vehicle/entity's event speed to normal
CB/E291: DD        Make vehicle/entity jump (high)
CB/E292: A6        Move vehicle/entity right/down 2x1 tiles
CB/E293: FF        End queue
CB/E294: 24    Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete)
CB/E296: E0        Pause for 4 * 1 (4) frames
CB/E298: C2        Set vehicle/entity's event speed to normal
CB/E299: DD        Make vehicle/entity jump (high)
CB/E29A: A9        Move vehicle/entity left/down 2x1 tiles
CB/E29B: FF        End queue
CB/E29C: 92    Pause for 30 units
CB/E29D: 42    Hide object $1E
CB/E29F: 42    Hide object $21
CB/E2A1: 42    Hide object $24
CB/E2A3: 45    Refresh objects
CB/E2A4: F4    Play sound effect 1
CB/E2A6: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/E2A8: D5        Set vehicle/entity's position to (40, 23)
CB/E2AB: FF        End queue
CB/E2AC: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/E2AE: D5        Set vehicle/entity's position to (40, 23)
CB/E2B1: FF        End queue
CB/E2B2: 41    Show object $1C
CB/E2B4: 41    Show object $1E
CB/E2B6: 4B    Display dialogue message $07C7, wait for button press
               Flames be GONE!!! 
CB/E2B9: 91    Pause for 15 units
CB/E2BA: F4    Play sound effect 23
CB/E2BC: 38    Hold screen
CB/E2BD: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/E2BF: C3        Set vehicle/entity's event speed to fast
CB/E2C0: 90        Move vehicle/entity up 5 tiles
CB/E2C1: FF        End queue
CB/E2C2: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/E2C4: E0        Pause for 4 * 2 (8) frames
CB/E2C6: C3        Set vehicle/entity's event speed to fast
CB/E2C7: 90        Move vehicle/entity up 5 tiles
CB/E2C8: FF        End queue
CB/E2C9: 3D    Create object $1D
CB/E2CB: 3D    Create object $1F
CB/E2CD: 3D    Create object $20
CB/E2CF: 3D    Create object $21
CB/E2D1: 3D    Create object $22
CB/E2D3: 3D    Create object $23
CB/E2D5: 3D    Create object $24
CB/E2D7: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CB/E2D9: D5        Set vehicle/entity's position to (40, 18)
CB/E2DC: FF        End queue
CB/E2DD: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CB/E2DF: D5        Set vehicle/entity's position to (40, 18)
CB/E2E2: FF        End queue
CB/E2E3: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CB/E2E5: D5        Set vehicle/entity's position to (40, 18)
CB/E2E8: FF        End queue
CB/E2E9: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CB/E2EB: D5        Set vehicle/entity's position to (40, 18)
CB/E2EE: FF        End queue
CB/E2EF: 22    Begin action queue for character $22 (NPC $22), 4 bytes long 
CB/E2F1: D5        Set vehicle/entity's position to (40, 18)
CB/E2F4: FF        End queue
CB/E2F5: 23    Begin action queue for character $23 (NPC $23), 4 bytes long 
CB/E2F7: D5        Set vehicle/entity's position to (40, 18)
CB/E2FA: FF        End queue
CB/E2FB: 24    Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/E2FD: D5        Set vehicle/entity's position to (40, 18)
CB/E300: FF        End queue
CB/E301: 41    Show object $1F
CB/E303: 41    Show object $20
CB/E305: 41    Show object $21
CB/E307: 41    Show object $22
CB/E309: 41    Show object $23
CB/E30B: 41    Show object $24
CB/E30D: 91    Pause for 15 units
CB/E30E: F4    Play sound effect 24
CB/E310: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/E312: C3        Set vehicle/entity's event speed to fast
CB/E313: DD        Make vehicle/entity jump (high)
CB/E314: 84        Move vehicle/entity up 2 tiles
CB/E315: E0        Pause for 4 * 1 (4) frames
CB/E317: D1        Make vehicle/entity disappear
CB/E318: FF        End queue
CB/E319: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CB/E31B: C3        Set vehicle/entity's event speed to fast
CB/E31C: DD        Make vehicle/entity jump (high)
CB/E31D: A6        Move vehicle/entity right/down 2x1 tiles
CB/E31E: E0        Pause for 4 * 1 (4) frames
CB/E320: D1        Make vehicle/entity disappear
CB/E321: FF        End queue
CB/E322: 22    Begin action queue for character $22 (NPC $22), 7 bytes long 
CB/E324: C3        Set vehicle/entity's event speed to fast
CB/E325: DD        Make vehicle/entity jump (high)
CB/E326: A9        Move vehicle/entity left/down 2x1 tiles
CB/E327: E0        Pause for 4 * 1 (4) frames
CB/E329: D1        Make vehicle/entity disappear
CB/E32A: FF        End queue
CB/E32B: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CB/E32D: E0        Pause for 4 * 1 (4) frames
CB/E32F: C3        Set vehicle/entity's event speed to fast
CB/E330: DD        Make vehicle/entity jump (high)
CB/E331: 84        Move vehicle/entity up 2 tiles
CB/E332: E0        Pause for 4 * 1 (4) frames
CB/E334: D1        Make vehicle/entity disappear
CB/E335: FF        End queue
CB/E336: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/E338: E0        Pause for 4 * 1 (4) frames
CB/E33A: C3        Set vehicle/entity's event speed to fast
CB/E33B: DD        Make vehicle/entity jump (high)
CB/E33C: A6        Move vehicle/entity right/down 2x1 tiles
CB/E33D: E0        Pause for 4 * 1 (4) frames
CB/E33F: D1        Make vehicle/entity disappear
CB/E340: FF        End queue
CB/E341: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CB/E343: E0        Pause for 4 * 1 (4) frames
CB/E345: C3        Set vehicle/entity's event speed to fast
CB/E346: DD        Make vehicle/entity jump (high)
CB/E347: A9        Move vehicle/entity left/down 2x1 tiles
CB/E348: E0        Pause for 4 * 1 (4) frames
CB/E34A: D1        Make vehicle/entity disappear
CB/E34B: FF        End queue
CB/E34C: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CB/E34E: E0        Pause for 4 * 1 (4) frames
CB/E350: C2        Set vehicle/entity's event speed to normal
CB/E351: DD        Make vehicle/entity jump (high)
CB/E352: 84        Move vehicle/entity up 2 tiles
CB/E353: FF        End queue
CB/E354: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CB/E356: E0        Pause for 4 * 1 (4) frames
CB/E358: C2        Set vehicle/entity's event speed to normal
CB/E359: DD        Make vehicle/entity jump (high)
CB/E35A: A6        Move vehicle/entity right/down 2x1 tiles
CB/E35B: FF        End queue
CB/E35C: 24    Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete)
CB/E35E: E0        Pause for 4 * 1 (4) frames
CB/E360: C2        Set vehicle/entity's event speed to normal
CB/E361: DD        Make vehicle/entity jump (high)
CB/E362: A9        Move vehicle/entity left/down 2x1 tiles
CB/E363: FF        End queue
CB/E364: 92    Pause for 30 units
CB/E365: 42    Hide object $1E
CB/E367: 42    Hide object $21
CB/E369: 42    Hide object $24
CB/E36B: 45    Refresh objects
CB/E36C: F4    Play sound effect 1
CB/E36E: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/E370: D5        Set vehicle/entity's position to (43, 24)
CB/E373: FF        End queue
CB/E374: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CB/E376: D5        Set vehicle/entity's position to (43, 24)
CB/E379: FF        End queue
CB/E37A: 41    Show object $1C
CB/E37C: 41    Show object $1E
CB/E37E: 4B    Display dialogue message $07C7, wait for button press
               Flames be GONE!!! 
CB/E381: 91    Pause for 15 units
CB/E382: F4    Play sound effect 23
CB/E384: 38    Hold screen
CB/E385: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CB/E387: C3        Set vehicle/entity's event speed to fast
CB/E388: 90        Move vehicle/entity up 5 tiles
CB/E389: FF        End queue
CB/E38A: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CB/E38C: E0        Pause for 4 * 2 (8) frames
CB/E38E: C3        Set vehicle/entity's event speed to fast
CB/E38F: 90        Move vehicle/entity up 5 tiles
CB/E390: FF        End queue
CB/E391: 3D    Create object $1D
CB/E393: 3D    Create object $1F
CB/E395: 3D    Create object $20
CB/E397: 3D    Create object $21
CB/E399: 3D    Create object $22
CB/E39B: 3D    Create object $23
CB/E39D: 3D    Create object $24
CB/E39F: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CB/E3A1: D5        Set vehicle/entity's position to (43, 19)
CB/E3A4: FF        End queue
CB/E3A5: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CB/E3A7: D5        Set vehicle/entity's position to (43, 19)
CB/E3AA: FF        End queue
CB/E3AB: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CB/E3AD: D5        Set vehicle/entity's position to (43, 19)
CB/E3B0: FF        End queue
CB/E3B1: 21    Begin action queue for character $21 (NPC $21), 4 bytes long 
CB/E3B3: D5        Set vehicle/entity's position to (43, 19)
CB/E3B6: FF        End queue
CB/E3B7: 22    Begin action queue for character $22 (NPC $22), 4 bytes long 
CB/E3B9: D5        Set vehicle/entity's position to (43, 19)
CB/E3BC: FF        End queue
CB/E3BD: 23    Begin action queue for character $23 (NPC $23), 4 bytes long 
CB/E3BF: D5        Set vehicle/entity's position to (43, 19)
CB/E3C2: FF        End queue
CB/E3C3: 24    Begin action queue for character $24 (NPC $24), 4 bytes long (Wait until complete)
CB/E3C5: D5        Set vehicle/entity's position to (43, 19)
CB/E3C8: FF        End queue
CB/E3C9: 41    Show object $1F
CB/E3CB: 41    Show object $20
CB/E3CD: 41    Show object $21
CB/E3CF: 41    Show object $22
CB/E3D1: 41    Show object $23
CB/E3D3: 41    Show object $24
CB/E3D5: 91    Pause for 15 units
CB/E3D6: F4    Play sound effect 24
CB/E3D8: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/E3DA: C3        Set vehicle/entity's event speed to fast
CB/E3DB: DD        Make vehicle/entity jump (high)
CB/E3DC: 84        Move vehicle/entity up 2 tiles
CB/E3DD: E0        Pause for 4 * 1 (4) frames
CB/E3DF: D1        Make vehicle/entity disappear
CB/E3E0: FF        End queue
CB/E3E1: 1F    Begin action queue for character $1F (NPC $1F), 7 bytes long 
CB/E3E3: C3        Set vehicle/entity's event speed to fast
CB/E3E4: DD        Make vehicle/entity jump (high)
CB/E3E5: A6        Move vehicle/entity right/down 2x1 tiles
CB/E3E6: E0        Pause for 4 * 1 (4) frames
CB/E3E8: D1        Make vehicle/entity disappear
CB/E3E9: FF        End queue
CB/E3EA: 22    Begin action queue for character $22 (NPC $22), 7 bytes long 
CB/E3EC: C3        Set vehicle/entity's event speed to fast
CB/E3ED: DD        Make vehicle/entity jump (high)
CB/E3EE: A9        Move vehicle/entity left/down 2x1 tiles
CB/E3EF: E0        Pause for 4 * 1 (4) frames
CB/E3F1: D1        Make vehicle/entity disappear
CB/E3F2: FF        End queue
CB/E3F3: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CB/E3F5: E0        Pause for 4 * 1 (4) frames
CB/E3F7: C3        Set vehicle/entity's event speed to fast
CB/E3F8: DD        Make vehicle/entity jump (high)
CB/E3F9: 84        Move vehicle/entity up 2 tiles
CB/E3FA: E0        Pause for 4 * 1 (4) frames
CB/E3FC: D1        Make vehicle/entity disappear
CB/E3FD: FF        End queue
CB/E3FE: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CB/E400: E0        Pause for 4 * 1 (4) frames
CB/E402: C3        Set vehicle/entity's event speed to fast
CB/E403: DD        Make vehicle/entity jump (high)
CB/E404: A6        Move vehicle/entity right/down 2x1 tiles
CB/E405: E0        Pause for 4 * 1 (4) frames
CB/E407: D1        Make vehicle/entity disappear
CB/E408: FF        End queue
CB/E409: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CB/E40B: E0        Pause for 4 * 1 (4) frames
CB/E40D: C3        Set vehicle/entity's event speed to fast
CB/E40E: DD        Make vehicle/entity jump (high)
CB/E40F: A9        Move vehicle/entity left/down 2x1 tiles
CB/E410: E0        Pause for 4 * 1 (4) frames
CB/E412: D1        Make vehicle/entity disappear
CB/E413: FF        End queue
CB/E414: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CB/E416: E0        Pause for 4 * 1 (4) frames
CB/E418: C2        Set vehicle/entity's event speed to normal
CB/E419: DD        Make vehicle/entity jump (high)
CB/E41A: 84        Move vehicle/entity up 2 tiles
CB/E41B: FF        End queue
CB/E41C: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CB/E41E: E0        Pause for 4 * 1 (4) frames
CB/E420: C2        Set vehicle/entity's event speed to normal
CB/E421: DD        Make vehicle/entity jump (high)
CB/E422: A6        Move vehicle/entity right/down 2x1 tiles
CB/E423: FF        End queue
CB/E424: 24    Begin action queue for character $24 (NPC $24), 6 bytes long (Wait until complete)
CB/E426: E0        Pause for 4 * 1 (4) frames
CB/E428: C2        Set vehicle/entity's event speed to normal
CB/E429: DD        Make vehicle/entity jump (high)
CB/E42A: A9        Move vehicle/entity left/down 2x1 tiles
CB/E42B: FF        End queue
CB/E42C: 92    Pause for 30 units
CB/E42D: 42    Hide object $1E
CB/E42F: 42    Hide object $21
CB/E431: 42    Hide object $24
CB/E433: 45    Refresh objects
CB/E434: 36    Disable ability to pass through other objects for object $1C (NPC $1C)
CB/E436: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CB/E438: 36    Disable ability to pass through other objects for object $1E (NPC $1E)
CB/E43A: 36    Disable ability to pass through other objects for object $1F (NPC $1F)
CB/E43C: 36    Disable ability to pass through other objects for object $20 (NPC $20)
CB/E43E: 36    Disable ability to pass through other objects for object $21 (NPC $21)
CB/E440: 36    Disable ability to pass through other objects for object $22 (NPC $22)
CB/E442: 36    Disable ability to pass through other objects for object $23 (NPC $23)
CB/E444: 36    Disable ability to pass through other objects for object $24 (NPC $24)
CB/E446: 94    Pause for 60 units
CB/E447: F4    Play sound effect 137
CB/E449: 58    Shake screen ($FF): 
               (Intensity: 3)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E44B: 74    Replace current map's Layer 2 at (35, 139) with the following (9 x 13) chunk
CB/E450:       $00, $00, $00, $00, $01, $00, $00, $00, $00
CB/E459:       $00, $00, $00, $00, $00, $00, $00, $42, $04
CB/E462:       $00, $00, $41, $02, $42, $41, $00, $00, $00
CB/E46B:       $41, $00, $00, $00, $43, $01, $44, $00, $00
CB/E474:       $44, $01, $00, $01, $44, $43, $02, $01, $42
CB/E47D:       $41, $02, $02, $03, $00, $04, $00, $04, $00
CB/E486:       $00, $05, $04, $03, $44, $05, $45, $41, $01
CB/E48F:       $00, $41, $83, $03, $41, $00, $43, $01, $03
CB/E498:       $43, $00, $00, $04, $43, $44, $00, $01, $44
CB/E4A1:       $43, $42, $04, $02, $43, $41, $03, $00, $41
CB/E4AA:       $C3, $00, $04, $81, $00, $82, $03, $00, $01
CB/E4B3:       $44, $01, $03, $44, $00, $00, $03, $00, $00
CB/E4BC:       $00, $00, $00, $04, $43, $04, $00, $03, $00
CB/E4C5: 75    Refresh map after alteration
CB/E4C6: 58    Shake screen ($FC): 
               (Intensity: 0)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E4C8: F4    Play sound effect 137
CB/E4CA: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/E4CC: DD        Make vehicle/entity jump (high)
CB/E4CD: FF        End queue
CB/E4CE: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/E4D0: DD        Make vehicle/entity jump (high)
CB/E4D1: FF        End queue
CB/E4D2: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/E4D4: DD        Make vehicle/entity jump (high)
CB/E4D5: FF        End queue
CB/E4D6: 25    Begin action queue for character $25 (NPC $25), 2 bytes long 
CB/E4D8: DD        Make vehicle/entity jump (high)
CB/E4D9: FF        End queue
CB/E4DA: 26    Begin action queue for character $26 (NPC $26), 2 bytes long 
CB/E4DC: DD        Make vehicle/entity jump (high)
CB/E4DD: FF        End queue
CB/E4DE: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/E4E0: DD        Make vehicle/entity jump (high)
CB/E4E1: FF        End queue
CB/E4E2: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CB/E4E4: DD        Make vehicle/entity jump (high)
CB/E4E5: FF        End queue
CB/E4E6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/E4E8: DD        Make vehicle/entity jump (high)
CB/E4E9: FF        End queue
CB/E4EA: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/E4EC: DD        Make vehicle/entity jump (high)
CB/E4ED: FF        End queue
CB/E4EE: F4    Play sound effect 137
CB/E4F0: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E4F2: B5    Pause for 15 * 5 (75) units
CB/E4F4: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E4F6: 92    Pause for 30 units
CB/E4F7: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/E4F9: C1        Set vehicle/entity's event speed to slow
CB/E4FA: 8A        Move vehicle/entity down 3 tiles
CB/E4FB: FF        End queue
CB/E4FC: 93    Pause for 45 units
CB/E4FD: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/E4FF: CE        Turn vehicle/entity down
CB/E500: FF        End queue
CB/E501: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CB/E503: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/E504: E0        Pause for 4 * 1 (4) frames
CB/E506: CE        Turn vehicle/entity down
CB/E507: E0        Pause for 4 * 1 (4) frames
CB/E509: FC        Branch 6 bytes backwards ($CBE503)
CB/E50B: FF        End queue
CB/E50C: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/E50E: CD        Turn vehicle/entity right
CB/E50F: FF        End queue
CB/E510: 4B    Display dialogue message $07CD, wait for button press
               STRAGO: It's no use.
               The fire's too strong!
               MAYOR: I think that's because they keep so many Fire Rods in here
CB/E513: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/E515: C2        Set vehicle/entity's event speed to normal
CB/E516: CC        Turn vehicle/entity up
CB/E517: 80        Move vehicle/entity up 1 tile
CB/E518: FF        End queue
CB/E519: 4B    Display dialogue message $07CE, wait for button press
               STRAGO: I'm going in!
CB/E51C: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CB/E51E: C3        Set vehicle/entity's event speed to fast
CB/E51F: 84        Move vehicle/entity up 2 tiles
CB/E520: 95        Move vehicle/entity right 6 tiles
CB/E521: 80        Move vehicle/entity up 1 tile
CB/E522: CF        Turn vehicle/entity left
CB/E523: FF        End queue
CB/E524: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete)
CB/E526: C3        Set vehicle/entity's event speed to fast
CB/E527: E0        Pause for 4 * 3 (12) frames
CB/E529: 85        Move vehicle/entity right 2 tiles
CB/E52A: 88        Move vehicle/entity up 3 tiles
CB/E52B: 89        Move vehicle/entity right 3 tiles
CB/E52C: 80        Move vehicle/entity up 1 tile
CB/E52D: CD        Turn vehicle/entity right
CB/E52E: FF        End queue
CB/E52F: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/E531: CC        Turn vehicle/entity up
CB/E532: FF        End queue
CB/E533: 92    Pause for 30 units
CB/E534: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CB/E536: E0        Pause for 4 * 5 (20) frames
CB/E538: CD        Turn vehicle/entity right
CB/E539: E0        Pause for 4 * 2 (8) frames
CB/E53B: CF        Turn vehicle/entity left
CB/E53C: E0        Pause for 4 * 2 (8) frames
CB/E53E: FC        Branch 6 bytes backwards ($CBE538)
CB/E540: FF        End queue
CB/E541: 4B    Display dialogue message $07CF, wait for button press (At bottom of screen)
               TERRA: WaitI'm going too.
               LOCKE: Count me in. You'd better stay out here, gramps.
               STRAGO: Fool!
               I may be old, but I'm not powerless!
CB/E544: 92    Pause for 30 units
CB/E545: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CB/E547: 78    Enable ability to pass through other objects for object $00 (TERRA )
CB/E549: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/E54B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/E54D: 83        Move vehicle/entity left 1 tile
CB/E54E: FF        End queue
CB/E54F: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/E551: 81        Move vehicle/entity right 1 tile
CB/E552: FF        End queue
CB/E553: 42    Hide object $14
CB/E555: 45    Refresh objects
CB/E556: B2    Call subroutine $CACB95
CB/E55A: 3B    Position character in a "ready-to-go" stance
CB/E55B: 40    Assign properties $07 to character $07 (Actor in stot 7)
CB/E55E: 3D    Create object $07
CB/E560: 37    Assign graphics $07 to object $07 (Actor in stot 7)
CB/E563: 43    Assign palette $03 to character $07 (Actor in stot 7)
CB/E566: 3F    Assign character $07 (Actor in stot 7) to party 1
CB/E569: 45    Refresh objects
CB/E56A: D4    Set event bit $1E80($2E7) [$1EDC, bit 7]
CB/E56C: D4    Set event bit $1E80($2F7) [$1EDE, bit 7]
CB/E56E: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/E572: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CB/E575: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CB/E578: 45    Refresh objects
CB/E579: F4    Play sound effect 137
CB/E57B: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E57D: 94    Pause for 60 units
CB/E57E: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E580: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/E582: DD        Make vehicle/entity jump (high)
CB/E583: FF        End queue
CB/E584: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/E586: DD        Make vehicle/entity jump (high)
CB/E587: FF        End queue
CB/E588: 25    Begin action queue for character $25 (NPC $25), 2 bytes long 
CB/E58A: DD        Make vehicle/entity jump (high)
CB/E58B: FF        End queue
CB/E58C: 26    Begin action queue for character $26 (NPC $26), 2 bytes long 
CB/E58E: DD        Make vehicle/entity jump (high)
CB/E58F: FF        End queue
CB/E590: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/E592: DD        Make vehicle/entity jump (high)
CB/E593: FF        End queue
CB/E594: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CB/E596: DD        Make vehicle/entity jump (high)
CB/E597: FF        End queue
CB/E598: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/E59A: 1F        Do vehicle/entity graphical action $1F 
CB/E59B: C7        Set vehicle/entity to stay still when moving
CB/E59C: DD        Make vehicle/entity jump (high)
CB/E59D: C6        Set vehicle/entity to walk when moving
CB/E59E: FF        End queue
CB/E59F: 93    Pause for 45 units
CB/E5A0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/E5A2: CC        Turn vehicle/entity up
CB/E5A3: FF        End queue
CB/E5A4: 4B    Display dialogue message $07D0, wait for button press (At bottom of screen)
               Quickly!
CB/E5A7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/E5A9: C3        Set vehicle/entity's event speed to fast
CB/E5AA: 84        Move vehicle/entity up 2 tiles
CB/E5AB: FF        End queue
CB/E5AC: F4    Play sound effect 44
CB/E5AE: 73    Replace current map's Layer 1 at (41, 18) with the following (2 x 1) chunk, refresh immediately
CB/E5B3:       $04, $14
CB/E5B5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/E5B7: 80        Move vehicle/entity up 1 tile
CB/E5B8: FF        End queue
CB/E5B9: 97    Fade screen to black
CB/E5BA: 39    Free screen
CB/E5BB: DB    Clear event bit $1E80($509) [$1F21, bit 1]
CB/E5BD: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/E5BF: DA    Set event bit $1E80($518) [$1F23, bit 0]
CB/E5C1: 6B    Load map $015F (Thamasa, inside the burning house) instantly, (upper bits $0000), place party at (4, 11), facing up
CB/E5C7: F0    Play song 74 (Inside the Burning House), (high bit clear), full volume
CB/E5C9: 3A    Enable player to move while event commands execute
CB/E5CA: FE    Return

CB/E5CB: 7C    Enable activation of event for object $10 (NPC $10) if it comes into contact with any party
CB/E5CD: 7C    Enable activation of event for object $11 (NPC $11) if it comes into contact with any party
CB/E5CF: 7C    Enable activation of event for object $12 (NPC $12) if it comes into contact with any party
CB/E5D1: 7C    Enable activation of event for object $17 (NPC $17) if it comes into contact with any party
CB/E5D3: 7C    Enable activation of event for object $19 (NPC $19) if it comes into contact with any party
CB/E5D5: 7C    Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party
CB/E5D7: 7C    Enable activation of event for object $1E (NPC $1E) if it comes into contact with any party
CB/E5D9: 7C    Enable activation of event for object $1F (NPC $1F) if it comes into contact with any party
CB/E5DB: 7C    Enable activation of event for object $20 (NPC $20) if it comes into contact with any party
CB/E5DD: 7C    Enable activation of event for object $21 (NPC $21) if it comes into contact with any party
CB/E5DF: 7C    Enable activation of event for object $22 (NPC $22) if it comes into contact with any party
CB/E5E1: 7C    Enable activation of event for object $23 (NPC $23) if it comes into contact with any party
CB/E5E3: FE    Return

CB/E5E4: DB    Clear event bit $1E80($50A) [$1F21, bit 2]
CB/E5E6: C0    If ($1E80($190) [$1EB2, bit 0] is clear), branch to $CA5EB3 (simply returns)
CB/E5EC: B2    Call subroutine $CAC6AC
CB/E5F0: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $FF (<Invalid Character>)
CB/E5F5: 45    Refresh objects
CB/E5F6: B2    Call subroutine $CB2E34
CB/E5FA: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/E5FC: CC        Turn vehicle/entity up
CB/E5FD: FF        End queue
CB/E5FE: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/E600: C2        Set vehicle/entity's event speed to normal
CB/E601: A0        Move vehicle/entity right/up 1x1 tiles
CB/E602: CE        Turn vehicle/entity down
CB/E603: FF        End queue
CB/E604: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CB/E606: C2        Set vehicle/entity's event speed to normal
CB/E607: A3        Move vehicle/entity left/up 1x1 tiles
CB/E608: CE        Turn vehicle/entity down
CB/E609: FF        End queue
CB/E60A: 4B    Display dialogue message $07D2, wait for button press
               LOCKE: Try to avoid the flames.
               TERRA: Easier said than done.
               STRAGO: Hurry!
               We have to find RELM!
CB/E60D: D3    Clear event bit $1E80($190) [$1EB2, bit 0]
CB/E60F: D0    Set event bit $1E80($08F) [$1E91, bit 7]
CB/E611: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/E613: A2        Move vehicle/entity left/down 1x1 tiles
CB/E614: FF        End queue
CB/E615: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/E617: A1        Move vehicle/entity right/down 1x1 tiles
CB/E618: FF        End queue
CB/E619: B2    Call subroutine $CB2E2B
CB/E61D: B2    Call subroutine $CACB95
CB/E621: FE    Return

CB/E622: DA    Set event bit $1E80($50A) [$1F21, bit 2]
CB/E624: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CB/E626: 48    Display dialogue message $07D4, continue executing commands (At bottom of screen)
               Huh!? 
CB/E629: F4    Play sound effect 137
CB/E62B: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/E62D: C7        Set vehicle/entity to stay still when moving
CB/E62E: DD        Make vehicle/entity jump (high)
CB/E62F: 86        Move vehicle/entity down 2 tiles
CB/E630: C6        Set vehicle/entity to walk when moving
CB/E631: FF        End queue
CB/E632: 3D    Create object $13
CB/E634: 3D    Create object $14
CB/E636: 3D    Create object $15
CB/E638: 3D    Create object $16
CB/E63A: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/E63C: D5        Set vehicle/entity's position to (21, 21)
CB/E63F: FF        End queue
CB/E640: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/E642: D5        Set vehicle/entity's position to (21, 21)
CB/E645: FF        End queue
CB/E646: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/E648: D5        Set vehicle/entity's position to (21, 21)
CB/E64B: FF        End queue
CB/E64C: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CB/E64E: D5        Set vehicle/entity's position to (21, 21)
CB/E651: FF        End queue
CB/E652: 41    Show object $13
CB/E654: 41    Show object $14
CB/E656: 41    Show object $15
CB/E658: 41    Show object $16
CB/E65A: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CB/E65C: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CB/E65E: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/E660: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CB/E662: 92    Pause for 30 units
CB/E663: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/E665: C3        Set vehicle/entity's event speed to fast
CB/E666: DD        Make vehicle/entity jump (high)
CB/E667: 86        Move vehicle/entity down 2 tiles
CB/E668: FF        End queue
CB/E669: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/E66B: C3        Set vehicle/entity's event speed to fast
CB/E66C: DD        Make vehicle/entity jump (high)
CB/E66D: 86        Move vehicle/entity down 2 tiles
CB/E66E: FF        End queue
CB/E66F: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/E671: C3        Set vehicle/entity's event speed to fast
CB/E672: DD        Make vehicle/entity jump (high)
CB/E673: 86        Move vehicle/entity down 2 tiles
CB/E674: FF        End queue
CB/E675: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CB/E677: C3        Set vehicle/entity's event speed to fast
CB/E678: DD        Make vehicle/entity jump (high)
CB/E679: 86        Move vehicle/entity down 2 tiles
CB/E67A: FF        End queue
CB/E67B: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CB/E67D: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/E67F: 35    Pause execution until action queue for object $15 (NPC $15) is complete
CB/E681: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CB/E683: 92    Pause for 30 units
CB/E684: F4    Play sound effect 137
CB/E686: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CB/E688: C3        Set vehicle/entity's event speed to fast
CB/E689: DD        Make vehicle/entity jump (high)
CB/E68A: 86        Move vehicle/entity down 2 tiles
CB/E68B: FF        End queue
CB/E68C: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CB/E68E: C3        Set vehicle/entity's event speed to fast
CB/E68F: DD        Make vehicle/entity jump (high)
CB/E690: A1        Move vehicle/entity right/down 1x1 tiles
CB/E691: FF        End queue
CB/E692: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CB/E694: C3        Set vehicle/entity's event speed to fast
CB/E695: DD        Make vehicle/entity jump (high)
CB/E696: A2        Move vehicle/entity left/down 1x1 tiles
CB/E697: FF        End queue
CB/E698: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/E69A: C3        Set vehicle/entity's event speed to fast
CB/E69B: DD        Make vehicle/entity jump (high)
CB/E69C: FF        End queue
CB/E69D: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CB/E69F: 35    Pause execution until action queue for object $14 (NPC $14) is complete
CB/E6A1: 35    Pause execution until action queue for object $15 (NPC $15) is complete
CB/E6A3: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CB/E6A5: 93    Pause for 45 units
CB/E6A6: 4D    Invoke battle, enemy set $2D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E6A9: B2    Call subroutine $CA5EA9
CB/E6AD: 42    Hide object $13
CB/E6AF: 42    Hide object $14
CB/E6B1: 42    Hide object $15
CB/E6B3: 42    Hide object $16
CB/E6B5: 3E    Delete object $13
CB/E6B7: 3E    Delete object $14
CB/E6B9: 3E    Delete object $15
CB/E6BB: 3E    Delete object $16
CB/E6BD: 36    Disable ability to pass through other objects for object $13 (NPC $13)
CB/E6BF: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CB/E6C1: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CB/E6C3: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CB/E6C5: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CB/E6C7: 96    Restore screen from fade
CB/E6C8: DB    Clear event bit $1E80($50A) [$1F21, bit 2]
CB/E6CA: FE    Return

CB/E6CB: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E6CE: B2    Call subroutine $CA5EA9
CB/E6D2: 42    Hide object $10
CB/E6D4: 3E    Delete object $10
CB/E6D6: 96    Restore screen from fade
CB/E6D7: FE    Return

CB/E6D8: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E6DB: B2    Call subroutine $CA5EA9
CB/E6DF: 42    Hide object $11
CB/E6E1: 3E    Delete object $11
CB/E6E3: 96    Restore screen from fade
CB/E6E4: FE    Return

CB/E6E5: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E6E8: B2    Call subroutine $CA5EA9
CB/E6EC: 42    Hide object $12
CB/E6EE: 3E    Delete object $12
CB/E6F0: 96    Restore screen from fade
CB/E6F1: FE    Return

CB/E6F2: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E6F5: B2    Call subroutine $CA5EA9
CB/E6F9: 42    Hide object $17
CB/E6FB: 3E    Delete object $17
CB/E6FD: 96    Restore screen from fade
CB/E6FE: FE    Return

CB/E6FF: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E702: B2    Call subroutine $CA5EA9
CB/E706: 42    Hide object $19
CB/E708: 3E    Delete object $19
CB/E70A: 96    Restore screen from fade
CB/E70B: FE    Return

CB/E70C: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E70F: B2    Call subroutine $CA5EA9
CB/E713: 42    Hide object $1A
CB/E715: 3E    Delete object $1A
CB/E717: 96    Restore screen from fade
CB/E718: FE    Return

CB/E719: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E71C: B2    Call subroutine $CA5EA9
CB/E720: 42    Hide object $1E
CB/E722: 3E    Delete object $1E
CB/E724: 96    Restore screen from fade
CB/E725: FE    Return

CB/E726: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E729: B2    Call subroutine $CA5EA9
CB/E72D: 42    Hide object $1F
CB/E72F: 3E    Delete object $1F
CB/E731: 96    Restore screen from fade
CB/E732: FE    Return

CB/E733: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E736: B2    Call subroutine $CA5EA9
CB/E73A: 42    Hide object $20
CB/E73C: 3E    Delete object $20
CB/E73E: 96    Restore screen from fade
CB/E73F: FE    Return

CB/E740: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E743: B2    Call subroutine $CA5EA9
CB/E747: 42    Hide object $21
CB/E749: 3E    Delete object $21
CB/E74B: 96    Restore screen from fade
CB/E74C: FE    Return

CB/E74D: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E750: B2    Call subroutine $CA5EA9
CB/E754: 42    Hide object $22
CB/E756: 3E    Delete object $22
CB/E758: 96    Restore screen from fade
CB/E759: FE    Return

CB/E75A: 4D    Invoke battle, enemy set $1F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E75D: B2    Call subroutine $CA5EA9
CB/E761: 42    Hide object $23
CB/E763: 3E    Delete object $23
CB/E765: 96    Restore screen from fade
CB/E766: FE    Return

CB/E767: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/E769: C2        Set vehicle/entity's event speed to normal
CB/E76A: 80        Move vehicle/entity up 1 tile
CB/E76B: FF        End queue
CB/E76C: B2    Call subroutine $CAC6AC
CB/E770: 3C    Set up the party as follows: $07 (Actor in stot 7), $00 (Actor in stot 0), $01 (Actor in stot 1), $FF (<Invalid Character>)
CB/E775: B2    Call subroutine $CB2E34
CB/E779: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/E77B: CC        Turn vehicle/entity up
CB/E77C: FF        End queue
CB/E77D: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/E77F: C2        Set vehicle/entity's event speed to normal
CB/E780: 81        Move vehicle/entity right 1 tile
CB/E781: CC        Turn vehicle/entity up
CB/E782: FF        End queue
CB/E783: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/E785: C2        Set vehicle/entity's event speed to normal
CB/E786: 83        Move vehicle/entity left 1 tile
CB/E787: CC        Turn vehicle/entity up
CB/E788: FF        End queue
CB/E789: 91    Pause for 15 units
CB/E78A: 4B    Display dialogue message $07D1, wait for button press (At bottom of screen)
               Is this the source of our blaze?
CB/E78D: 92    Pause for 30 units
CB/E78E: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/E790: C2        Set vehicle/entity's event speed to normal
CB/E791: 86        Move vehicle/entity down 2 tiles
CB/E792: FF        End queue
CB/E793: 4D    Invoke battle, enemy set $4F, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/E796: B2    Call subroutine $CA5EA9
CB/E79A: 42    Hide object $18
CB/E79C: 3E    Delete object $18
CB/E79E: 96    Restore screen from fade
CB/E79F: D0    Set event bit $1E80($090) [$1E92, bit 0]
CB/E7A1: 07    Begin action queue for character $07 (Actor in stot 7), 18 bytes long (Wait until complete)
CB/E7A3: C3        Set vehicle/entity's event speed to fast
CB/E7A4: 84        Move vehicle/entity up 2 tiles
CB/E7A5: E0        Pause for 4 * 1 (4) frames
CB/E7A7: CE        Turn vehicle/entity down
CB/E7A8: E0        Pause for 4 * 1 (4) frames
CB/E7AA: CF        Turn vehicle/entity left
CB/E7AB: E0        Pause for 4 * 1 (4) frames
CB/E7AD: CC        Turn vehicle/entity up
CB/E7AE: E0        Pause for 4 * 1 (4) frames
CB/E7B0: CD        Turn vehicle/entity right
CB/E7B1: E0        Pause for 4 * 1 (4) frames
CB/E7B3: CE        Turn vehicle/entity down
CB/E7B4: FF        End queue
CB/E7B5: 38    Hold screen
CB/E7B6: 07    Begin action queue for character $07 (Actor in stot 7), 18 bytes long (Wait until complete)
CB/E7B8: DD        Make vehicle/entity jump (high)
CB/E7B9: 85        Move vehicle/entity right 2 tiles
CB/E7BA: E0        Pause for 4 * 1 (4) frames
CB/E7BC: CE        Turn vehicle/entity down
CB/E7BD: E0        Pause for 4 * 1 (4) frames
CB/E7BF: CF        Turn vehicle/entity left
CB/E7C0: E0        Pause for 4 * 1 (4) frames
CB/E7C2: CC        Turn vehicle/entity up
CB/E7C3: E0        Pause for 4 * 1 (4) frames
CB/E7C5: CD        Turn vehicle/entity right
CB/E7C6: E0        Pause for 4 * 1 (4) frames
CB/E7C8: CE        Turn vehicle/entity down
CB/E7C9: FF        End queue
CB/E7CA: 93    Pause for 45 units
CB/E7CB: 07    Begin action queue for character $07 (Actor in stot 7), 23 bytes long (Wait until complete)
CB/E7CD: DD        Make vehicle/entity jump (high)
CB/E7CE: 87        Move vehicle/entity left 2 tiles
CB/E7CF: CE        Turn vehicle/entity down
CB/E7D0: E0        Pause for 4 * 4 (16) frames
CB/E7D2: DD        Make vehicle/entity jump (high)
CB/E7D3: 87        Move vehicle/entity left 2 tiles
CB/E7D4: E0        Pause for 4 * 1 (4) frames
CB/E7D6: CC        Turn vehicle/entity up
CB/E7D7: E0        Pause for 4 * 1 (4) frames
CB/E7D9: CD        Turn vehicle/entity right
CB/E7DA: E0        Pause for 4 * 1 (4) frames
CB/E7DC: CE        Turn vehicle/entity down
CB/E7DD: E0        Pause for 4 * 1 (4) frames
CB/E7DF: CF        Turn vehicle/entity left
CB/E7E0: E0        Pause for 4 * 1 (4) frames
CB/E7E2: CE        Turn vehicle/entity down
CB/E7E3: FF        End queue
CB/E7E4: 92    Pause for 30 units
CB/E7E5: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CB/E7E7: DD        Make vehicle/entity jump (high)
CB/E7E8: 85        Move vehicle/entity right 2 tiles
CB/E7E9: CE        Turn vehicle/entity down
CB/E7EA: FF        End queue
CB/E7EB: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long 
CB/E7ED: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/E7EE: E0        Pause for 4 * 1 (4) frames
CB/E7F0: CE        Turn vehicle/entity down
CB/E7F1: E0        Pause for 4 * 1 (4) frames
CB/E7F3: FC        Branch 6 bytes backwards ($CBE7ED)
CB/E7F5: FF        End queue
CB/E7F6: 4B    Display dialogue message $07D5, wait for button press
               STRAGO: RELM!!!
               Where are you?!
CB/E7F9: 93    Pause for 45 units
CB/E7FA: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CB/E7FC: 28        Do vehicle/entity graphical action $28 
CB/E7FD: FF        End queue
CB/E7FE: B2    Call subroutine $CB6ABF
CB/E802: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/E804: C2        Set vehicle/entity's event speed to normal
CB/E805: 90        Move vehicle/entity up 5 tiles
CB/E806: FF        End queue
CB/E807: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/E809: C2        Set vehicle/entity's event speed to normal
CB/E80A: 80        Move vehicle/entity up 1 tile
CB/E80B: FF        End queue
CB/E80C: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/E80E: C2        Set vehicle/entity's event speed to normal
CB/E80F: 80        Move vehicle/entity up 1 tile
CB/E810: FF        End queue
CB/E811: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/E813: CC        Turn vehicle/entity up
CB/E814: FF        End queue
CB/E815: 94    Pause for 60 units
CB/E816: 92    Pause for 30 units
CB/E817: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CB/E819: C7        Set vehicle/entity to stay still when moving
CB/E81A: C0        Set vehicle/entity's event speed to slowest
CB/E81B: 81        Move vehicle/entity right 1 tile
CB/E81C: FF        End queue
CB/E81D: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long 
CB/E81F: C7        Set vehicle/entity to stay still when moving
CB/E820: C1        Set vehicle/entity's event speed to slow
CB/E821: E0        Pause for 4 * 4 (16) frames
CB/E823: 81        Move vehicle/entity right 1 tile
CB/E824: FF        End queue
CB/E825: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/E827: 1F        Do vehicle/entity graphical action $1F 
CB/E828: E0        Pause for 4 * 19 (76) frames
CB/E82A: CC        Turn vehicle/entity up
CB/E82B: FF        End queue
CB/E82C: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CB/E82E: 1F        Do vehicle/entity graphical action $1F 
CB/E82F: E0        Pause for 4 * 19 (76) frames
CB/E831: CC        Turn vehicle/entity up
CB/E832: FF        End queue
CB/E833: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/E835: 1F        Do vehicle/entity graphical action $1F 
CB/E836: E0        Pause for 4 * 19 (76) frames
CB/E838: CC        Turn vehicle/entity up
CB/E839: FF        End queue
CB/E83A: 35    Pause execution until action queue for object $1B (NPC $1B) is complete
CB/E83C: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/E83E: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CB/E840: C7        Set vehicle/entity to stay still when moving
CB/E841: C0        Set vehicle/entity's event speed to slowest
CB/E842: 81        Move vehicle/entity right 1 tile
CB/E843: FF        End queue
CB/E844: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/E846: C7        Set vehicle/entity to stay still when moving
CB/E847: C1        Set vehicle/entity's event speed to slow
CB/E848: E0        Pause for 4 * 4 (16) frames
CB/E84A: 81        Move vehicle/entity right 1 tile
CB/E84B: C6        Set vehicle/entity to walk when moving
CB/E84C: FF        End queue
CB/E84D: 35    Pause execution until action queue for object $1B (NPC $1B) is complete
CB/E84F: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/E851: 92    Pause for 30 units
CB/E852: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/E854: C3        Set vehicle/entity's event speed to fast
CB/E855: 8B        Move vehicle/entity left 3 tiles
CB/E856: CE        Turn vehicle/entity down
CB/E857: FF        End queue
CB/E858: 92    Pause for 30 units
CB/E859: B3    Call subroutine $CB6ABF, 2 times
CB/E85E: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/E860: C2        Set vehicle/entity's event speed to normal
CB/E861: 89        Move vehicle/entity right 3 tiles
CB/E862: CF        Turn vehicle/entity left
CB/E863: FF        End queue
CB/E864: 07    Begin action queue for character $07 (Actor in stot 7), 7 bytes long 
CB/E866: C3        Set vehicle/entity's event speed to fast
CB/E867: 90        Move vehicle/entity up 5 tiles
CB/E868: C2        Set vehicle/entity's event speed to normal
CB/E869: 84        Move vehicle/entity up 2 tiles
CB/E86A: 85        Move vehicle/entity right 2 tiles
CB/E86B: CC        Turn vehicle/entity up
CB/E86C: FF        End queue
CB/E86D: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/E86F: C2        Set vehicle/entity's event speed to normal
CB/E870: 84        Move vehicle/entity up 2 tiles
CB/E871: FF        End queue
CB/E872: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long 
CB/E874: C2        Set vehicle/entity's event speed to normal
CB/E875: 84        Move vehicle/entity up 2 tiles
CB/E876: A0        Move vehicle/entity right/up 1x1 tiles
CB/E877: 98        Move vehicle/entity up 7 tiles
CB/E878: CD        Turn vehicle/entity right
CB/E879: FF        End queue
CB/E87A: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CB/E87C: E0        Pause for 4 * 6 (24) frames
CB/E87E: C2        Set vehicle/entity's event speed to normal
CB/E87F: 84        Move vehicle/entity up 2 tiles
CB/E880: A3        Move vehicle/entity left/up 1x1 tiles
CB/E881: 90        Move vehicle/entity up 5 tiles
CB/E882: CD        Turn vehicle/entity right
CB/E883: FF        End queue
CB/E884: 92    Pause for 30 units
CB/E885: 48    Display dialogue message $07C5, continue executing commands (At bottom of screen)
               STRAGO: RELM!!!!!
CB/E888: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long 
CB/E88A: 17        Do vehicle/entity graphical action $17 
CB/E88B: E0        Pause for 4 * 1 (4) frames
CB/E88D: CC        Turn vehicle/entity up
CB/E88E: E0        Pause for 4 * 1 (4) frames
CB/E890: FC        Branch 6 bytes backwards ($CBE88A)
CB/E892: FF        End queue
CB/E893: B5    Pause for 15 * 6 (90) units
CB/E895: 49    If dialogue window is up, wait for keypress then dismiss
CB/E896: F4    Play sound effect 137
CB/E898: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/E89A: 1F        Do vehicle/entity graphical action $1F 
CB/E89B: FF        End queue
CB/E89C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/E89E: 1F        Do vehicle/entity graphical action $1F 
CB/E89F: FF        End queue
CB/E8A0: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/E8A2: 1F        Do vehicle/entity graphical action $1F 
CB/E8A3: FF        End queue
CB/E8A4: 48    Display dialogue message $07D3, continue executing commands (At bottom of screen)
               Uwaaa!!
               Too late! 
CB/E8A7: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E8A9: B5    Pause for 15 * 10 (150) units
CB/E8AB: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E8AD: F4    Play sound effect 137
CB/E8AF: 5A    Fade screen at speed $08
CB/E8B1: F0    Play song 0 (Silence), (high bit clear), full volume
CB/E8B3: F4    Play sound effect 137
CB/E8B5: F4    Play sound effect 137
CB/E8B7: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E8B9: B5    Pause for 15 * 10 (150) units
CB/E8BB: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/E8BD: 5C    Pause execution until fade in or fade out is complete
CB/E8BE: DA    Set event bit $1E80($562) [$1F2C, bit 2]
CB/E8C0: 3D    Create object $1D
CB/E8C2: 45    Refresh objects
CB/E8C3: 41    Show object $1D
CB/E8C5: B5    Pause for 15 * 15 (225) units
CB/E8C7: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/E8C9: 85        Move vehicle/entity right 2 tiles
CB/E8CA: 28        Do vehicle/entity graphical action $28 
CB/E8CB: FF        End queue
CB/E8CC: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/E8CE: 85        Move vehicle/entity right 2 tiles
CB/E8CF: 28        Do vehicle/entity graphical action $28 
CB/E8D0: FF        End queue
CB/E8D1: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CB/E8D3: 81        Move vehicle/entity right 1 tile
CB/E8D4: 28        Do vehicle/entity graphical action $28 
CB/E8D5: FF        End queue
CB/E8D6: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/E8D8: 81        Move vehicle/entity right 1 tile
CB/E8D9: 28        Do vehicle/entity graphical action $28 
CB/E8DA: FF        End queue
CB/E8DB: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CB/E8DD: D5        Set vehicle/entity's position to (45, 41)
CB/E8E0: FF        End queue
CB/E8E1: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/E8E3: D5        Set vehicle/entity's position to (45, 42)
CB/E8E6: FF        End queue
CB/E8E7: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/E8E9: D5        Set vehicle/entity's position to (46, 44)
CB/E8EC: FF        End queue
CB/E8ED: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CB/E8EF: D5        Set vehicle/entity's position to (44, 43)
CB/E8F2: FF        End queue
CB/E8F3: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CB/E8F5: D5        Set vehicle/entity's position to (43, 41)
CB/E8F8: FF        End queue
CB/E8F9: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/E8FB: D5        Set vehicle/entity's position to (47, 42)
CB/E8FE: CF        Turn vehicle/entity left
CB/E8FF: FF        End queue
CB/E900: B2    Call subroutine $CB6ABF
CB/E904: 59    Unfade screen at speed $04
CB/E906: F0    Play song 74 (Inside the Burning House), (high bit clear), full volume
CB/E908: 5C    Pause execution until fade in or fade out is complete
CB/E909: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/E90B: C2        Set vehicle/entity's event speed to normal
CB/E90C: DC        Make vehicle/entity jump (low)
CB/E90D: 83        Move vehicle/entity left 1 tile
CB/E90E: FF        End queue
CB/E90F: B2    Call subroutine $CB6ABF
CB/E913: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/E915: 92    Pause for 30 units
CB/E916: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/E918: C2        Set vehicle/entity's event speed to normal
CB/E919: 81        Move vehicle/entity right 1 tile
CB/E91A: FF        End queue
CB/E91B: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long 
CB/E91D: C2        Set vehicle/entity's event speed to normal
CB/E91E: C7        Set vehicle/entity to stay still when moving
CB/E91F: DC        Make vehicle/entity jump (low)
CB/E920: 81        Move vehicle/entity right 1 tile
CB/E921: C6        Set vehicle/entity to walk when moving
CB/E922: FF        End queue
CB/E923: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/E925: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/E927: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/E929: C1        Set vehicle/entity's event speed to slow
CB/E92A: 81        Move vehicle/entity right 1 tile
CB/E92B: FF        End queue
CB/E92C: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/E92E: C3        Set vehicle/entity's event speed to fast
CB/E92F: 82        Move vehicle/entity down 1 tile
CB/E930: 83        Move vehicle/entity left 1 tile
CB/E931: FF        End queue
CB/E932: B2    Call subroutine $CB6ABF
CB/E936: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CB/E938: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/E93A: C2        Set vehicle/entity's event speed to normal
CB/E93B: DC        Make vehicle/entity jump (low)
CB/E93C: 80        Move vehicle/entity up 1 tile
CB/E93D: FF        End queue
CB/E93E: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CB/E940: C2        Set vehicle/entity's event speed to normal
CB/E941: C7        Set vehicle/entity to stay still when moving
CB/E942: DC        Make vehicle/entity jump (low)
CB/E943: 81        Move vehicle/entity right 1 tile
CB/E944: C6        Set vehicle/entity to walk when moving
CB/E945: FF        End queue
CB/E946: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long (Wait until complete)
CB/E948: E0        Pause for 4 * 8 (32) frames
CB/E94A: 80        Move vehicle/entity up 1 tile
CB/E94B: CF        Turn vehicle/entity left
CB/E94C: E0        Pause for 4 * 6 (24) frames
CB/E94E: FF        End queue
CB/E94F: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/E951: 81        Move vehicle/entity right 1 tile
CB/E952: FF        End queue
CB/E953: B2    Call subroutine $CB6ABF
CB/E957: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/E959: 81        Move vehicle/entity right 1 tile
CB/E95A: FF        End queue
CB/E95B: B5    Pause for 15 * 5 (75) units
CB/E95D: F4    Play sound effect 154
CB/E95F: 92    Pause for 30 units
CB/E960: F4    Play sound effect 186
CB/E962: 1D    Begin action queue for character $1D (NPC $1D), 8 bytes long (Wait until complete)
CB/E964: 19        Do vehicle/entity graphical action $19 
CB/E965: C7        Set vehicle/entity to stay still when moving
CB/E966: C3        Set vehicle/entity's event speed to fast
CB/E967: 8E        Move vehicle/entity down 4 tiles
CB/E968: C2        Set vehicle/entity's event speed to normal
CB/E969: 8A        Move vehicle/entity down 3 tiles
CB/E96A: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/E96B: FF        End queue
CB/E96C: F4    Play sound effect 181
CB/E96E: 94    Pause for 60 units
CB/E96F: 1D    Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete)
CB/E971: E0        Pause for 4 * 3 (12) frames
CB/E973: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/E974: E0        Pause for 4 * 1 (4) frames
CB/E976: CD        Turn vehicle/entity right
CB/E977: FF        End queue
CB/E978: 92    Pause for 30 units
CB/E979: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long 
CB/E97B: C7        Set vehicle/entity to stay still when moving
CB/E97C: DC        Make vehicle/entity jump (low)
CB/E97D: E0        Pause for 4 * 2 (8) frames
CB/E97F: DC        Make vehicle/entity jump (low)
CB/E980: E0        Pause for 4 * 2 (8) frames
CB/E982: FF        End queue
CB/E983: B3    Call subroutine $CB6ABF, 2 times
CB/E988: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/E98A: 92    Pause for 30 units
CB/E98B: 1D    Begin action queue for character $1D (NPC $1D), 13 bytes long (Wait until complete)
CB/E98D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/E98E: E0        Pause for 4 * 2 (8) frames
CB/E990: CD        Turn vehicle/entity right
CB/E991: E0        Pause for 4 * 2 (8) frames
CB/E993: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/E994: E0        Pause for 4 * 2 (8) frames
CB/E996: CD        Turn vehicle/entity right
CB/E997: E0        Pause for 4 * 2 (8) frames
CB/E999: FF        End queue
CB/E99A: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/E99C: 83        Move vehicle/entity left 1 tile
CB/E99D: FF        End queue
CB/E99E: 92    Pause for 30 units
CB/E99F: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/E9A1: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/E9A2: FF        End queue
CB/E9A3: 95    Pause for 120 units
CB/E9A4: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CB/E9A6: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CB/E9A8: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CB/E9AA: C7        Set vehicle/entity to stay still when moving
CB/E9AB: C3        Set vehicle/entity's event speed to fast
CB/E9AC: 8D        Move vehicle/entity right 4 tiles
CB/E9AD: FF        End queue
CB/E9AE: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CB/E9B0: C2        Set vehicle/entity's event speed to normal
CB/E9B1: 8B        Move vehicle/entity left 3 tiles
CB/E9B2: FF        End queue
CB/E9B3: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/E9B5: C2        Set vehicle/entity's event speed to normal
CB/E9B6: 8B        Move vehicle/entity left 3 tiles
CB/E9B7: FF        End queue
CB/E9B8: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CB/E9BA: C2        Set vehicle/entity's event speed to normal
CB/E9BB: 8B        Move vehicle/entity left 3 tiles
CB/E9BC: FF        End queue
CB/E9BD: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/E9BF: C2        Set vehicle/entity's event speed to normal
CB/E9C0: 8B        Move vehicle/entity left 3 tiles
CB/E9C1: FF        End queue
CB/E9C2: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CB/E9C4: C2        Set vehicle/entity's event speed to normal
CB/E9C5: 8B        Move vehicle/entity left 3 tiles
CB/E9C6: FF        End queue
CB/E9C7: F4    Play sound effect 164
CB/E9C9: 91    Pause for 15 units
CB/E9CA: F4    Play sound effect 164
CB/E9CC: 91    Pause for 15 units
CB/E9CD: F4    Play sound effect 164
CB/E9CF: 95    Pause for 120 units
CB/E9D0: F4    Play sound effect 45
CB/E9D2: 42    Hide object $19
CB/E9D4: 93    Pause for 45 units
CB/E9D5: F4    Play sound effect 45
CB/E9D7: 42    Hide object $11
CB/E9D9: 91    Pause for 15 units
CB/E9DA: F4    Play sound effect 45
CB/E9DC: 42    Hide object $12
CB/E9DE: 91    Pause for 15 units
CB/E9DF: F4    Play sound effect 45
CB/E9E1: 42    Hide object $10
CB/E9E3: 91    Pause for 15 units
CB/E9E4: F4    Play sound effect 45
CB/E9E6: 42    Hide object $17
CB/E9E8: B5    Pause for 15 * 6 (90) units
CB/E9EA: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CB/E9EC: C6        Set vehicle/entity to walk when moving
CB/E9ED: CD        Turn vehicle/entity right
CB/E9EE: E0        Pause for 4 * 1 (4) frames
CB/E9F0: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/E9F1: FF        End queue
CB/E9F2: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long 
CB/E9F4: C6        Set vehicle/entity to walk when moving
CB/E9F5: DC        Make vehicle/entity jump (low)
CB/E9F6: E0        Pause for 4 * 2 (8) frames
CB/E9F8: 82        Move vehicle/entity down 1 tile
CB/E9F9: 87        Move vehicle/entity left 2 tiles
CB/E9FA: CC        Turn vehicle/entity up
CB/E9FB: FF        End queue
CB/E9FC: B2    Call subroutine $CB6ABF
CB/EA00: 35    Pause execution until action queue for object $1C (NPC $1C) is complete
CB/EA02: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CB/EA04: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/EA05: FF        End queue
CB/EA06: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CB/EA08: DC        Make vehicle/entity jump (low)
CB/EA09: E0        Pause for 4 * 2 (8) frames
CB/EA0B: DC        Make vehicle/entity jump (low)
CB/EA0C: E0        Pause for 4 * 2 (8) frames
CB/EA0E: FF        End queue
CB/EA0F: 95    Pause for 120 units
CB/EA10: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CB/EA12: E0        Pause for 4 * 15 (60) frames
CB/EA14: 81        Move vehicle/entity right 1 tile
CB/EA15: FF        End queue
CB/EA16: 1D    Begin action queue for character $1D (NPC $1D), 20 bytes long (Wait until complete)
CB/EA18: CE        Turn vehicle/entity down
CB/EA19: E0        Pause for 4 * 1 (4) frames
CB/EA1B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/EA1C: E0        Pause for 4 * 1 (4) frames
CB/EA1E: CD        Turn vehicle/entity right
CB/EA1F: E0        Pause for 4 * 3 (12) frames
CB/EA21: C1        Set vehicle/entity's event speed to slow
CB/EA22: 85        Move vehicle/entity right 2 tiles
CB/EA23: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/EA24: E0        Pause for 4 * 15 (60) frames
CB/EA26: CE        Turn vehicle/entity down
CB/EA27: E0        Pause for 4 * 4 (16) frames
CB/EA29: 83        Move vehicle/entity left 1 tile
CB/EA2A: CE        Turn vehicle/entity down
CB/EA2B: FF        End queue
CB/EA2C: 4B    Display dialogue message $07D6, wait for button press (At bottom of screen)
               SHADOW: Let's get outta here! I'll use a Smoke Bomb!!
CB/EA2F: 1D    Begin action queue for character $1D (NPC $1D), 8 bytes long (Wait until complete)
CB/EA31: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/EA32: E0        Pause for 4 * 1 (4) frames
CB/EA34: 19        Do vehicle/entity graphical action $19 
CB/EA35: E0        Pause for 4 * 5 (20) frames
CB/EA37: CE        Turn vehicle/entity down
CB/EA38: FF        End queue
CB/EA39: 62    Mosaic screen, speed 5
CB/EA3B: F4    Play sound effect 133
CB/EA3D: 5A    Fade screen at speed $05
CB/EA3F: 5C    Pause execution until fade in or fade out is complete
CB/EA40: DB    Clear event bit $1E80($507) [$1F20, bit 7]
CB/EA42: DB    Clear event bit $1E80($506) [$1F20, bit 6]
CB/EA44: DA    Set event bit $1E80($516) [$1F22, bit 6]
CB/EA46: DA    Set event bit $1E80($50A) [$1F21, bit 2]
CB/EA48: 39    Free screen
CB/EA49: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/EA4B: D5        Set vehicle/entity's position to (51, 34)
CB/EA4E: FF        End queue
CB/EA4F: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CB/EA51: D5        Set vehicle/entity's position to (51, 34)
CB/EA54: FF        End queue
CB/EA55: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/EA57: D5        Set vehicle/entity's position to (51, 34)
CB/EA5A: FF        End queue
CB/EA5B: B2    Call subroutine $CB2E2B
CB/EA5F: B2    Call subroutine $CACB95
CB/EA63: 3B    Position character in a "ready-to-go" stance
CB/EA64: 92    Pause for 30 units
CB/EA65: 6B    Load map $015D (Thamasa, both floors of Strago's house (always)) instantly, (upper bits $0000), place party at (64, 16), facing up
CB/EA6B: F0    Play song 0 (Silence), (high bit clear), full volume
CB/EA6D: B2    Call subroutine $CAC6AC
CB/EA71: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $FF (<Invalid Character>)
CB/EA76: 45    Refresh objects
CB/EA77: 38    Hold screen
CB/EA78: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/EA7A: D5        Set vehicle/entity's position to (65, 13)
CB/EA7D: CE        Turn vehicle/entity down
CB/EA7E: FF        End queue
CB/EA7F: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/EA81: C2        Set vehicle/entity's event speed to normal
CB/EA82: 88        Move vehicle/entity up 3 tiles
CB/EA83: FF        End queue
CB/EA84: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/EA86: CC        Turn vehicle/entity up
CB/EA87: FF        End queue
CB/EA88: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/EA8A: C3        Set vehicle/entity's event speed to fast
CB/EA8B: 87        Move vehicle/entity left 2 tiles
CB/EA8C: CC        Turn vehicle/entity up
CB/EA8D: FF        End queue
CB/EA8E: 07    Begin action queue for character $07 (Actor in stot 7), 7 bytes long (Wait until complete)
CB/EA90: C3        Set vehicle/entity's event speed to fast
CB/EA91: 83        Move vehicle/entity left 1 tile
CB/EA92: 88        Move vehicle/entity up 3 tiles
CB/EA93: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/EA94: C8        Set object layering priority to 2 (low nibble 2)
CB/EA96: FF        End queue
CB/EA97: 59    Unfade screen at speed $04
CB/EA99: 5C    Pause execution until fade in or fade out is complete
CB/EA9A: B5    Pause for 15 * 6 (90) units
CB/EA9C: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CB/EA9E: E0        Pause for 4 * 15 (60) frames
CB/EAA0: 22        Do vehicle/entity graphical action $22 
CB/EAA1: FF        End queue
CB/EAA2: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CB/EAA4: C0        Set vehicle/entity's event speed to slowest
CB/EAA5: CF        Turn vehicle/entity left
CB/EAA6: E0        Pause for 4 * 10 (40) frames
CB/EAA8: CD        Turn vehicle/entity right
CB/EAA9: E0        Pause for 4 * 10 (40) frames
CB/EAAB: CF        Turn vehicle/entity left
CB/EAAC: FF        End queue
CB/EAAD: 92    Pause for 30 units
CB/EAAE: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/EAB0: CD        Turn vehicle/entity right
CB/EAB1: FF        End queue
CB/EAB2: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CB/EAB4: C1        Set vehicle/entity's event speed to slow
CB/EAB5: 83        Move vehicle/entity left 1 tile
CB/EAB6: FF        End queue
CB/EAB7: 92    Pause for 30 units
CB/EAB8: 11    Begin action queue for character $11 (NPC $11), 11 bytes long 
CB/EABA: E0        Pause for 4 * 5 (20) frames
CB/EABC: 22        Do vehicle/entity graphical action $22 
CB/EABD: E0        Pause for 4 * 1 (4) frames
CB/EABF: CF        Turn vehicle/entity left
CB/EAC0: E0        Pause for 4 * 3 (12) frames
CB/EAC2: FC        Branch 6 bytes backwards ($CBEABC)
CB/EAC4: FF        End queue
CB/EAC5: 4B    Display dialogue message $07D7, wait for button press
               STRAGO: Are you okay?
               RELM: Yes. Thanks, Grandpa!
CB/EAC8: 92    Pause for 30 units
CB/EAC9: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/EACB: CE        Turn vehicle/entity down
CB/EACC: FF        End queue
CB/EACD: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/EACF: CE        Turn vehicle/entity down
CB/EAD0: FF        End queue
CB/EAD1: 92    Pause for 30 units
CB/EAD2: 4B    Display dialogue message $07D8, wait for button press
               STRAGO: Save your thanks for these people.
               RELM: Thank you
CB/EAD5: 92    Pause for 30 units
CB/EAD6: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/EAD8: 20        Do vehicle/entity graphical action $20 
CB/EAD9: E0        Pause for 4 * 3 (12) frames
CB/EADB: CE        Turn vehicle/entity down
CB/EADC: FF        End queue
CB/EADD: B5    Pause for 15 * 5 (75) units
CB/EADF: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/EAE1: 23        Do vehicle/entity graphical action $23 
CB/EAE2: FF        End queue
CB/EAE3: 94    Pause for 60 units
CB/EAE4: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/EAE6: CE        Turn vehicle/entity down
CB/EAE7: FF        End queue
CB/EAE8: 4B    Display dialogue message $07D9, wait for button press
               STRAGO: I guess our town's little secret is out now
CB/EAEB: 92    Pause for 30 units
CB/EAEC: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/EAEE: C1        Set vehicle/entity's event speed to slow
CB/EAEF: 80        Move vehicle/entity up 1 tile
CB/EAF0: FF        End queue
CB/EAF1: 4B    Display dialogue message $07DA, wait for button press
               LOCKE: Can everyone here use magic? What's going on here?
CB/EAF4: 93    Pause for 45 units
CB/EAF5: F0    Play song 23 (The Mines of Narshe), (high bit clear), full volume
CB/EAF7: 07    Begin action queue for character $07 (Actor in stot 7), 12 bytes long (Wait until complete)
CB/EAF9: 20        Do vehicle/entity graphical action $20 
CB/EAFA: E0        Pause for 4 * 6 (24) frames
CB/EAFC: C0        Set vehicle/entity's event speed to slowest
CB/EAFD: 83        Move vehicle/entity left 1 tile
CB/EAFE: E0        Pause for 4 * 3 (12) frames
CB/EB00: 22        Do vehicle/entity graphical action $22 
CB/EB01: E0        Pause for 4 * 8 (32) frames
CB/EB03: CF        Turn vehicle/entity left
CB/EB04: FF        End queue
CB/EB05: 4B    Display dialogue message $07DB, wait for button press
               STRAGO: This is
               the village of the Mage Warriors
CB/EB08: 92    Pause for 30 units
CB/EB09: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/EB0B: CF        Turn vehicle/entity left
CB/EB0C: FF        End queue
CB/EB0D: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/EB0F: 1F        Do vehicle/entity graphical action $1F 
CB/EB10: E0        Pause for 4 * 6 (24) frames
CB/EB12: CC        Turn vehicle/entity up
CB/EB13: FF        End queue
CB/EB14: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/EB16: 1F        Do vehicle/entity graphical action $1F 
CB/EB17: E0        Pause for 4 * 6 (24) frames
CB/EB19: CC        Turn vehicle/entity up
CB/EB1A: FF        End queue
CB/EB1B: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/EB1D: E0        Pause for 4 * 5 (20) frames
CB/EB1F: CE        Turn vehicle/entity down
CB/EB20: FF        End queue
CB/EB21: 4B    Display dialogue message $07DC, wait for button press
               STRAGO: Long ago humans used Magicite to gain magical powers. They came to be known as Mage Warriors.
CB/EB24: 92    Pause for 30 units
CB/EB25: B0    Execute the following commands until $B1 2 times
CB/EB27: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/EB29: 13            Do vehicle/entity graphical action $13 
CB/EB2A: FF            End queue
CB/EB2B: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/EB2D: CE            Turn vehicle/entity down
CB/EB2E: FF            End queue
CB/EB2F: B1        End block of repeating commands
CB/EB30: 93    Pause for 45 units
CB/EB31: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/EB33: CC        Turn vehicle/entity up
CB/EB34: FF        End queue
CB/EB35: 4B    Display dialogue message $07DD, wait for button press
               LOCKE: But I thought they perished centuries ago
CB/EB38: 92    Pause for 30 units
CB/EB39: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CB/EB3B: 20        Do vehicle/entity graphical action $20 
CB/EB3C: E0        Pause for 4 * 3 (12) frames
CB/EB3E: CE        Turn vehicle/entity down
CB/EB3F: FF        End queue
CB/EB40: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/EB42: CF        Turn vehicle/entity left
CB/EB43: FF        End queue
CB/EB44: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/EB46: 22        Do vehicle/entity graphical action $22 
CB/EB47: FF        End queue
CB/EB48: 07    Begin action queue for character $07 (Actor in stot 7), 12 bytes long 
CB/EB4A: C0        Set vehicle/entity's event speed to slowest
CB/EB4B: 80        Move vehicle/entity up 1 tile
CB/EB4C: CD        Turn vehicle/entity right
CB/EB4D: 85        Move vehicle/entity right 2 tiles
CB/EB4E: CE        Turn vehicle/entity down
CB/EB4F: E0        Pause for 4 * 6 (24) frames
CB/EB51: CF        Turn vehicle/entity left
CB/EB52: 87        Move vehicle/entity left 2 tiles
CB/EB53: CE        Turn vehicle/entity down
CB/EB54: 82        Move vehicle/entity down 1 tile
CB/EB55: FF        End queue
CB/EB56: 4B    Display dialogue message $07DE, wait for button press
               STRAGO: After the War of the Magi, the Espers fled to their new world behind the sealed gate.
               They wished to live peacefully, without fear of being used by humans. They left us here to fend for ourselves
               But we were despised by normal people. Everyone felt we had begun that war
CB/EB59: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EB5B: 07    Begin action queue for character $07 (Actor in stot 7), 8 bytes long 
CB/EB5D: 81        Move vehicle/entity right 1 tile
CB/EB5E: E0        Pause for 4 * 4 (16) frames
CB/EB60: CC        Turn vehicle/entity up
CB/EB61: E0        Pause for 4 * 4 (16) frames
CB/EB63: 21        Do vehicle/entity graphical action $21 
CB/EB64: FF        End queue
CB/EB65: 4B    Display dialogue message $07DF, wait for button press
               STRAGO: They sent people to hunt us down like animals.
               There weren't even any trials
               TERRA: Even though the only difference was that you could use magic?
CB/EB68: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EB6A: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CB/EB6C: 83        Move vehicle/entity left 1 tile
CB/EB6D: E0        Pause for 4 * 2 (8) frames
CB/EB6F: CE        Turn vehicle/entity down
CB/EB70: FF        End queue
CB/EB71: 4B    Display dialogue message $07E0, wait for button press
               STRAGO: A few Mage Warriors escaped and found their way here. They were our ancestors.
               Our powers have weakened over time, but some of it remains.
CB/EB74: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EB76: B5    Pause for 15 * 6 (90) units
CB/EB78: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/EB7A: C1        Set vehicle/entity's event speed to slow
CB/EB7B: 80        Move vehicle/entity up 1 tile
CB/EB7C: FF        End queue
CB/EB7D: 4B    Display dialogue message $07E1, wait for button press
               TERRA: Look, if you're up to it, we could use your help. 
               STRAGO: So, you're after the Espers, eh?
CB/EB80: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/EB82: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/EB84: 20        Do vehicle/entity graphical action $20 
CB/EB85: FF        End queue
CB/EB86: B5    Pause for 15 * 5 (75) units
CB/EB88: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CB/EB8A: 80        Move vehicle/entity up 1 tile
CB/EB8B: E0        Pause for 4 * 4 (16) frames
CB/EB8D: CE        Turn vehicle/entity down
CB/EB8E: FF        End queue
CB/EB8F: 4B    Display dialogue message $07E2, wait for button press
               STRAGO: Well, I owe you for saving RELM. I'll help you find your Espers.
CB/EB92: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EB94: 92    Pause for 30 units
CB/EB95: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CB/EB97: C2        Set vehicle/entity's event speed to normal
CB/EB98: DC        Make vehicle/entity jump (low)
CB/EB99: 83        Move vehicle/entity left 1 tile
CB/EB9A: 0F        Do vehicle/entity graphical action $0F 
CB/EB9B: E0        Pause for 4 * 1 (4) frames
CB/EB9D: CF        Turn vehicle/entity left
CB/EB9E: E0        Pause for 4 * 1 (4) frames
CB/EBA0: FC        Branch 6 bytes backwards ($CBEB9A)
CB/EBA2: FF        End queue
CB/EBA3: 07    Begin action queue for character $07 (Actor in stot 7), 11 bytes long 
CB/EBA5: E0        Pause for 4 * 13 (52) frames
CB/EBA7: 23        Do vehicle/entity graphical action $23 
CB/EBA8: E0        Pause for 4 * 2 (8) frames
CB/EBAA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/EBAB: E0        Pause for 4 * 2 (8) frames
CB/EBAD: FC        Branch 6 bytes backwards ($CBEBA7)
CB/EBAF: FF        End queue
CB/EBB0: 4B    Display dialogue message $07E3, wait for button press
               RELM: Me too! 
               STRAGO: I don't think so.
CB/EBB3: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/EBB5: CE        Turn vehicle/entity down
CB/EBB6: FF        End queue
CB/EBB7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/EBB9: CF        Turn vehicle/entity left
CB/EBBA: FF        End queue
CB/EBBB: 94    Pause for 60 units
CB/EBBC: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/EBBE: CE        Turn vehicle/entity down
CB/EBBF: E0        Pause for 4 * 4 (16) frames
CB/EBC1: 20        Do vehicle/entity graphical action $20 
CB/EBC2: FF        End queue
CB/EBC3: 4B    Display dialogue message $07E4, wait for button press
               RELM: What a fuddy duddy
CB/EBC6: 94    Pause for 60 units
CB/EBC7: 4B    Display dialogue message $07E5, wait for button press
               LOCKE: Butwhere do we start looking?
               STRAGO: Hmm
               If they're here, they must be  hiding in the mountains to the west.
CB/EBCA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/EBCC: CC        Turn vehicle/entity up
CB/EBCD: FF        End queue
CB/EBCE: 94    Pause for 60 units
CB/EBCF: 11    Begin action queue for character $11 (NPC $11), 17 bytes long 
CB/EBD1: E0        Pause for 4 * 26 (104) frames
CB/EBD3: C1        Set vehicle/entity's event speed to slow
CB/EBD4: 81        Move vehicle/entity right 1 tile
CB/EBD5: E0        Pause for 4 * 21 (84) frames
CB/EBD7: 80        Move vehicle/entity up 1 tile
CB/EBD8: E0        Pause for 4 * 21 (84) frames
CB/EBDA: 80        Move vehicle/entity up 1 tile
CB/EBDB: E0        Pause for 4 * 15 (60) frames
CB/EBDD: 85        Move vehicle/entity right 2 tiles
CB/EBDE: E0        Pause for 4 * 15 (60) frames
CB/EBE0: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/EBE1: FF        End queue
CB/EBE2: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/EBE4: 82        Move vehicle/entity down 1 tile
CB/EBE5: FF        End queue
CB/EBE6: 4B    Display dialogue message $07E6, wait for button press
               LOCKE: Why there?
               STRAGO: Those mountains have powerful magical properties.
               They say the Espers were created there
CB/EBE9: 16    Begin action queue for character $16 (NPC $16), 12 bytes long 
CB/EBEB: E0        Pause for 4 * 29 (116) frames
CB/EBED: C2        Set vehicle/entity's event speed to normal
CB/EBEE: 81        Move vehicle/entity right 1 tile
CB/EBEF: 92        Move vehicle/entity down 5 tiles
CB/EBF0: 89        Move vehicle/entity right 3 tiles
CB/EBF1: 82        Move vehicle/entity down 1 tile
CB/EBF2: 83        Move vehicle/entity left 1 tile
CB/EBF3: A2        Move vehicle/entity left/down 1x1 tiles
CB/EBF4: A2        Move vehicle/entity left/down 1x1 tiles
CB/EBF5: D1        Make vehicle/entity disappear
CB/EBF6: FF        End queue
CB/EBF7: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CB/EBF9: E0        Pause for 4 * 40 (160) frames
CB/EBFB: C2        Set vehicle/entity's event speed to normal
CB/EBFC: 81        Move vehicle/entity right 1 tile
CB/EBFD: 8A        Move vehicle/entity down 3 tiles
CB/EBFE: 89        Move vehicle/entity right 3 tiles
CB/EBFF: 86        Move vehicle/entity down 2 tiles
CB/EC00: 83        Move vehicle/entity left 1 tile
CB/EC01: A2        Move vehicle/entity left/down 1x1 tiles
CB/EC02: A2        Move vehicle/entity left/down 1x1 tiles
CB/EC03: D1        Make vehicle/entity disappear
CB/EC04: FF        End queue
CB/EC05: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/EC07: CD        Turn vehicle/entity right
CB/EC08: FF        End queue
CB/EC09: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/EC0B: CF        Turn vehicle/entity left
CB/EC0C: FF        End queue
CB/EC0D: 07    Begin action queue for character $07 (Actor in stot 7), 11 bytes long 
CB/EC0F: E0        Pause for 4 * 4 (16) frames
CB/EC11: 20        Do vehicle/entity graphical action $20 
CB/EC12: E0        Pause for 4 * 2 (8) frames
CB/EC14: CE        Turn vehicle/entity down
CB/EC15: E0        Pause for 4 * 4 (16) frames
CB/EC17: FC        Branch 6 bytes backwards ($CBEC11)
CB/EC19: FF        End queue
CB/EC1A: 4B    Display dialogue message $07E7, wait for button press
               TERRA: Maybe they're drawn to that place?
CB/EC1D: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/EC1F: CE        Turn vehicle/entity down
CB/EC20: FF        End queue
CB/EC21: 93    Pause for 45 units
CB/EC22: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/EC24: C2        Set vehicle/entity's event speed to normal
CB/EC25: 84        Move vehicle/entity up 2 tiles
CB/EC26: CF        Turn vehicle/entity left
CB/EC27: FF        End queue
CB/EC28: 4B    Display dialogue message $07E8, wait for button press
               LOCKE: I think it's worth a look.
CB/EC2B: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long 
CB/EC2D: 22        Do vehicle/entity graphical action $22 
CB/EC2E: E0        Pause for 4 * 2 (8) frames
CB/EC30: CF        Turn vehicle/entity left
CB/EC31: E0        Pause for 4 * 2 (8) frames
CB/EC33: 22        Do vehicle/entity graphical action $22 
CB/EC34: E0        Pause for 4 * 2 (8) frames
CB/EC36: CF        Turn vehicle/entity left
CB/EC37: FF        End queue
CB/EC38: 00    Begin action queue for character $00 (Actor in stot 0), 11 bytes long 
CB/EC3A: 21        Do vehicle/entity graphical action $21 
CB/EC3B: E0        Pause for 4 * 2 (8) frames
CB/EC3D: CC        Turn vehicle/entity up
CB/EC3E: E0        Pause for 4 * 2 (8) frames
CB/EC40: 21        Do vehicle/entity graphical action $21 
CB/EC41: E0        Pause for 4 * 2 (8) frames
CB/EC43: CC        Turn vehicle/entity up
CB/EC44: FF        End queue
CB/EC45: 07    Begin action queue for character $07 (Actor in stot 7), 11 bytes long (Wait until complete)
CB/EC47: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/EC48: E0        Pause for 4 * 2 (8) frames
CB/EC4A: CD        Turn vehicle/entity right
CB/EC4B: E0        Pause for 4 * 2 (8) frames
CB/EC4D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/EC4E: E0        Pause for 4 * 2 (8) frames
CB/EC50: CD        Turn vehicle/entity right
CB/EC51: FF        End queue
CB/EC52: 93    Pause for 45 units
CB/EC53: B2    Call subroutine $CB2E34
CB/EC57: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CB/EC59: C2        Set vehicle/entity's event speed to normal
CB/EC5A: 85        Move vehicle/entity right 2 tiles
CB/EC5B: FF        End queue
CB/EC5C: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/EC5E: C2        Set vehicle/entity's event speed to normal
CB/EC5F: A0        Move vehicle/entity right/up 1x1 tiles
CB/EC60: A0        Move vehicle/entity right/up 1x1 tiles
CB/EC61: FF        End queue
CB/EC62: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EC64: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/EC66: B2    Call subroutine $CB2E2B
CB/EC6A: B2    Call subroutine $CB6A37
CB/EC6E: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/EC72: B2    Call subroutine $CACB95
CB/EC76: 3B    Position character in a "ready-to-go" stance
CB/EC77: DA    Set event bit $1E80($519) [$1F23, bit 1]
CB/EC79: DB    Clear event bit $1E80($508) [$1F21, bit 0]
CB/EC7B: DB    Clear event bit $1E80($516) [$1F22, bit 6]
CB/EC7D: DB    Clear event bit $1E80($50A) [$1F21, bit 2]
CB/EC7F: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/EC81: DA    Set event bit $1E80($51A) [$1F23, bit 2]
CB/EC83: D0    Set event bit $1E80($091) [$1E92, bit 1]
CB/EC85: D0    Set event bit $1E80($098) [$1E93, bit 0]
CB/EC87: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/EC89: CE        Turn vehicle/entity down
CB/EC8A: FF        End queue
CB/EC8B: 39    Free screen
CB/EC8C: 3A    Enable player to move while event commands execute
CB/EC8D: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CB/EC8F: 35    Pause execution until action queue for object $17 (NPC $17) is complete
CB/EC91: FE    Return

CB/EC92: C0    If ($1E80($099) [$1E93, bit 1] is set), branch to $CBD3D2
CB/EC98: C0    If ($1E80($092) [$1E92, bit 2] is set), branch to $CA5EB3 (simply returns)
CB/EC9E: C0    If ($1E80($091) [$1E92, bit 1] is clear), branch to $CA5EB3 (simply returns)
CB/ECA4: 97    Fade screen to black
CB/ECA5: 5C    Pause execution until fade in or fade out is complete
CB/ECA6: 6B    Load map $0157 (Thamasa, outdoors (WoB pre-Espers / Shadow's last dream / "That evening")) instantly, (upper bits $2000), place party at (29, 15), facing down
CB/ECAC: F0    Play song 7 (Shadow), (high bit clear), full volume
CB/ECAE: 8D    Remove all equipment from character $03 (Actor in stot 3)
CB/ECB0: 28    Begin action queue for character $28 (NPC $28), 5 bytes long (Wait until complete)
CB/ECB2: D5        Set vehicle/entity's position to (25, 18)
CB/ECB5: CE        Turn vehicle/entity down
CB/ECB6: FF        End queue
CB/ECB7: 95    Pause for 120 units
CB/ECB8: 59    Unfade screen at speed $04
CB/ECBA: 5C    Pause execution until fade in or fade out is complete
CB/ECBB: 38    Hold screen
CB/ECBC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/ECBE: 82        Move vehicle/entity down 1 tile
CB/ECBF: FF        End queue
CB/ECC0: B2    Call subroutine $CAC6AC
CB/ECC4: 3C    Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $07 (Actor in stot 7), $FF (<Invalid Character>)
CB/ECC9: 78    Enable ability to pass through other objects for object $27 (NPC $27)
CB/ECCB: 78    Enable ability to pass through other objects for object $28 (NPC $28)
CB/ECCD: B2    Call subroutine $CB2E34
CB/ECD1: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/ECD3: C2        Set vehicle/entity's event speed to normal
CB/ECD4: 83        Move vehicle/entity left 1 tile
CB/ECD5: CE        Turn vehicle/entity down
CB/ECD6: FF        End queue
CB/ECD7: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/ECD9: CE        Turn vehicle/entity down
CB/ECDA: FF        End queue
CB/ECDB: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/ECDD: C2        Set vehicle/entity's event speed to normal
CB/ECDE: 81        Move vehicle/entity right 1 tile
CB/ECDF: CE        Turn vehicle/entity down
CB/ECE0: FF        End queue
CB/ECE1: 5C    Pause execution until fade in or fade out is complete
CB/ECE2: 92    Pause for 30 units
CB/ECE3: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/ECE5: C2        Set vehicle/entity's event speed to normal
CB/ECE6: A2        Move vehicle/entity left/down 1x1 tiles
CB/ECE7: A2        Move vehicle/entity left/down 1x1 tiles
CB/ECE8: FF        End queue
CB/ECE9: 93    Pause for 45 units
CB/ECEA: 07    Begin action queue for character $07 (Actor in stot 7), 10 bytes long (Wait until complete)
CB/ECEC: C2        Set vehicle/entity's event speed to normal
CB/ECED: 8A        Move vehicle/entity down 3 tiles
CB/ECEE: CF        Turn vehicle/entity left
CB/ECEF: E0        Pause for 4 * 2 (8) frames
CB/ECF1: 0F        Do vehicle/entity graphical action $0F 
CB/ECF2: E0        Pause for 4 * 4 (16) frames
CB/ECF4: CF        Turn vehicle/entity left
CB/ECF5: FF        End queue
CB/ECF6: 93    Pause for 45 units
CB/ECF7: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CB/ECF9: CD        Turn vehicle/entity right
CB/ECFA: FF        End queue
CB/ECFB: B5    Pause for 15 * 5 (75) units
CB/ECFD: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CB/ECFF: 22        Do vehicle/entity graphical action $22 
CB/ED00: E0        Pause for 4 * 6 (24) frames
CB/ED02: CF        Turn vehicle/entity left
CB/ED03: FF        End queue
CB/ED04: B5    Pause for 15 * 5 (75) units
CB/ED06: 27    Begin action queue for character $27 (NPC $27), 13 bytes long (Wait until complete)
CB/ED08: 24        Do vehicle/entity graphical action $24 
CB/ED09: E0        Pause for 4 * 2 (8) frames
CB/ED0B: 25        Do vehicle/entity graphical action $25 
CB/ED0C: E0        Pause for 4 * 2 (8) frames
CB/ED0E: 24        Do vehicle/entity graphical action $24 
CB/ED0F: E0        Pause for 4 * 2 (8) frames
CB/ED11: 25        Do vehicle/entity graphical action $25 
CB/ED12: E0        Pause for 4 * 2 (8) frames
CB/ED14: FF        End queue
CB/ED15: 28    Begin action queue for character $28 (NPC $28), 4 bytes long 
CB/ED17: C2        Set vehicle/entity's event speed to normal
CB/ED18: 82        Move vehicle/entity down 1 tile
CB/ED19: CD        Turn vehicle/entity right
CB/ED1A: FF        End queue
CB/ED1B: 27    Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete)
CB/ED1D: C1        Set vehicle/entity's event speed to slow
CB/ED1E: 80        Move vehicle/entity up 1 tile
CB/ED1F: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/ED20: FF        End queue
CB/ED21: B5    Pause for 15 * 5 (75) units
CB/ED23: 4B    Display dialogue message $07E9, wait for button press
               SHADOW: Don't misunderstand me. I just wanted my dog back.
CB/ED26: 93    Pause for 45 units
CB/ED27: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/ED29: C2        Set vehicle/entity's event speed to normal
CB/ED2A: 87        Move vehicle/entity left 2 tiles
CB/ED2B: CE        Turn vehicle/entity down
CB/ED2C: FF        End queue
CB/ED2D: 91    Pause for 15 units
CB/ED2E: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long 
CB/ED30: E0        Pause for 4 * 8 (32) frames
CB/ED32: C1        Set vehicle/entity's event speed to slow
CB/ED33: 86        Move vehicle/entity down 2 tiles
CB/ED34: 83        Move vehicle/entity left 1 tile
CB/ED35: FF        End queue
CB/ED36: 27    Begin action queue for character $27 (NPC $27), 6 bytes long (Wait until complete)
CB/ED38: CE        Turn vehicle/entity down
CB/ED39: E0        Pause for 4 * 2 (8) frames
CB/ED3B: CD        Turn vehicle/entity right
CB/ED3C: CC        Turn vehicle/entity up
CB/ED3D: FF        End queue
CB/ED3E: 92    Pause for 30 units
CB/ED3F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/ED41: 20        Do vehicle/entity graphical action $20 
CB/ED42: FF        End queue
CB/ED43: 95    Pause for 120 units
CB/ED44: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/ED46: CE        Turn vehicle/entity down
CB/ED47: FF        End queue
CB/ED48: 4B    Display dialogue message $07EA, wait for button press
               LOCKE: Going somewhere?
               SHADOW: I'll search for the Espers in my own way.
CB/ED4B: 93    Pause for 45 units
CB/ED4C: F4    Play sound effect 44
CB/ED4E: 73    Replace current map's Layer 1 at (29, 12) with the following (2 x 1) chunk, refresh immediately
CB/ED53:       $04, $14
CB/ED55: 91    Pause for 15 units
CB/ED56: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/ED58: 3D    Create object $29
CB/ED5A: 41    Show object $29
CB/ED5C: 78    Enable ability to pass through other objects for object $29 (NPC $29)
CB/ED5E: 45    Refresh objects
CB/ED5F: 28    Begin action queue for character $28 (NPC $28), 4 bytes long 
CB/ED61: E0        Pause for 4 * 10 (40) frames
CB/ED63: CC        Turn vehicle/entity up
CB/ED64: FF        End queue
CB/ED65: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/ED67: E0        Pause for 4 * 11 (44) frames
CB/ED69: CF        Turn vehicle/entity left
CB/ED6A: FF        End queue
CB/ED6B: 29    Begin action queue for character $29 (NPC $29), 12 bytes long (Wait until complete)
CB/ED6D: C2        Set vehicle/entity's event speed to normal
CB/ED6E: 86        Move vehicle/entity down 2 tiles
CB/ED6F: E0        Pause for 4 * 2 (8) frames
CB/ED71: 1F        Do vehicle/entity graphical action $1F 
CB/ED72: E0        Pause for 4 * 4 (16) frames
CB/ED74: C3        Set vehicle/entity's event speed to fast
CB/ED75: 8F        Move vehicle/entity left 4 tiles
CB/ED76: 86        Move vehicle/entity down 2 tiles
CB/ED77: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/ED78: FF        End queue
CB/ED79: 91    Pause for 15 units
CB/ED7A: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CB/ED7C: CF        Turn vehicle/entity left
CB/ED7D: FF        End queue
CB/ED7E: 95    Pause for 120 units
CB/ED7F: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/ED81: E0        Pause for 4 * 6 (24) frames
CB/ED83: CE        Turn vehicle/entity down
CB/ED84: FF        End queue
CB/ED85: 27    Begin action queue for character $27 (NPC $27), 8 bytes long (Wait until complete)
CB/ED87: CD        Turn vehicle/entity right
CB/ED88: E0        Pause for 4 * 7 (28) frames
CB/ED8A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/ED8B: E0        Pause for 4 * 2 (8) frames
CB/ED8D: CD        Turn vehicle/entity right
CB/ED8E: FF        End queue
CB/ED8F: B5    Pause for 15 * 6 (90) units
CB/ED91: 00    Begin action queue for character $00 (Actor in stot 0), 11 bytes long 
CB/ED93: 22        Do vehicle/entity graphical action $22 
CB/ED94: E0        Pause for 4 * 2 (8) frames
CB/ED96: CF        Turn vehicle/entity left
CB/ED97: E0        Pause for 4 * 2 (8) frames
CB/ED99: 22        Do vehicle/entity graphical action $22 
CB/ED9A: E0        Pause for 4 * 2 (8) frames
CB/ED9C: CF        Turn vehicle/entity left
CB/ED9D: FF        End queue
CB/ED9E: 07    Begin action queue for character $07 (Actor in stot 7), 11 bytes long 
CB/EDA0: 22        Do vehicle/entity graphical action $22 
CB/EDA1: E0        Pause for 4 * 2 (8) frames
CB/EDA3: CF        Turn vehicle/entity left
CB/EDA4: E0        Pause for 4 * 2 (8) frames
CB/EDA6: 22        Do vehicle/entity graphical action $22 
CB/EDA7: E0        Pause for 4 * 2 (8) frames
CB/EDA9: CF        Turn vehicle/entity left
CB/EDAA: FF        End queue
CB/EDAB: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete)
CB/EDAD: 20        Do vehicle/entity graphical action $20 
CB/EDAE: E0        Pause for 4 * 2 (8) frames
CB/EDB0: CE        Turn vehicle/entity down
CB/EDB1: E0        Pause for 4 * 2 (8) frames
CB/EDB3: 20        Do vehicle/entity graphical action $20 
CB/EDB4: E0        Pause for 4 * 2 (8) frames
CB/EDB6: CE        Turn vehicle/entity down
CB/EDB7: FF        End queue
CB/EDB8: B5    Pause for 15 * 6 (90) units
CB/EDBA: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/EDBC: E0        Pause for 4 * 5 (20) frames
CB/EDBE: CE        Turn vehicle/entity down
CB/EDBF: FF        End queue
CB/EDC0: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/EDC2: E0        Pause for 4 * 2 (8) frames
CB/EDC4: CE        Turn vehicle/entity down
CB/EDC5: FF        End queue
CB/EDC6: 27    Begin action queue for character $27 (NPC $27), 6 bytes long (Wait until complete)
CB/EDC8: C2        Set vehicle/entity's event speed to normal
CB/EDC9: 8A        Move vehicle/entity down 3 tiles
CB/EDCA: E0        Pause for 4 * 3 (12) frames
CB/EDCC: 23        Do vehicle/entity graphical action $23 
CB/EDCD: FF        End queue
CB/EDCE: 4B    Display dialogue message $07B9, wait for button press
               SHADOW: Interceptor!
               Come!
CB/EDD1: 93    Pause for 45 units
CB/EDD2: 29    Begin action queue for character $29 (NPC $29), 4 bytes long 
CB/EDD4: E0        Pause for 4 * 4 (16) frames
CB/EDD6: CE        Turn vehicle/entity down
CB/EDD7: FF        End queue
CB/EDD8: 28    Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CB/EDDA: CE        Turn vehicle/entity down
CB/EDDB: FF        End queue
CB/EDDC: B5    Pause for 15 * 5 (75) units
CB/EDDE: 29    Begin action queue for character $29 (NPC $29), 2 bytes long 
CB/EDE0: 20        Do vehicle/entity graphical action $20 
CB/EDE1: FF        End queue
CB/EDE2: 28    Begin action queue for character $28 (NPC $28), 5 bytes long 
CB/EDE4: C2        Set vehicle/entity's event speed to normal
CB/EDE5: 82        Move vehicle/entity down 1 tile
CB/EDE6: A1        Move vehicle/entity right/down 1x1 tiles
CB/EDE7: 86        Move vehicle/entity down 2 tiles
CB/EDE8: FF        End queue
CB/EDE9: 27    Begin action queue for character $27 (NPC $27), 4 bytes long (Wait until complete)
CB/EDEB: C2        Set vehicle/entity's event speed to normal
CB/EDEC: 8E        Move vehicle/entity down 4 tiles
CB/EDED: D1        Make vehicle/entity disappear
CB/EDEE: FF        End queue
CB/EDEF: 93    Pause for 45 units
CB/EDF0: 28    Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CB/EDF2: 84        Move vehicle/entity up 2 tiles
CB/EDF3: FF        End queue
CB/EDF4: 92    Pause for 30 units
CB/EDF5: F4    Play sound effect 151
CB/EDF7: B5    Pause for 15 * 5 (75) units
CB/EDF9: 28    Begin action queue for character $28 (NPC $28), 4 bytes long (Wait until complete)
CB/EDFB: C3        Set vehicle/entity's event speed to fast
CB/EDFC: 8E        Move vehicle/entity down 4 tiles
CB/EDFD: D1        Make vehicle/entity disappear
CB/EDFE: FF        End queue
CB/EDFF: B5    Pause for 15 * 5 (75) units
CB/EE01: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/EE03: E0        Pause for 4 * 3 (12) frames
CB/EE05: CC        Turn vehicle/entity up
CB/EE06: FF        End queue
CB/EE07: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/EE09: E0        Pause for 4 * 1 (4) frames
CB/EE0B: CC        Turn vehicle/entity up
CB/EE0C: FF        End queue
CB/EE0D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/EE0F: E0        Pause for 4 * 5 (20) frames
CB/EE11: CC        Turn vehicle/entity up
CB/EE12: FF        End queue
CB/EE13: 29    Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete)
CB/EE15: C3        Set vehicle/entity's event speed to fast
CB/EE16: 84        Move vehicle/entity up 2 tiles
CB/EE17: 8D        Move vehicle/entity right 4 tiles
CB/EE18: 84        Move vehicle/entity up 2 tiles
CB/EE19: FF        End queue
CB/EE1A: 73    Replace current map's Layer 1 at (29, 12) with the following (2 x 1) chunk, refresh immediately
CB/EE1F:       $05, $15
CB/EE21: F4    Play sound effect 44
CB/EE23: 42    Hide object $29
CB/EE25: 45    Refresh objects
CB/EE26: B5    Pause for 15 * 5 (75) units
CB/EE28: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/EE2A: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/EE2C: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EE2E: 93    Pause for 45 units
CB/EE2F: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/EE31: C2        Set vehicle/entity's event speed to normal
CB/EE32: AA        Move vehicle/entity left/up 2x1 tiles
CB/EE33: FF        End queue
CB/EE34: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CB/EE36: C2        Set vehicle/entity's event speed to normal
CB/EE37: AB        Move vehicle/entity left/up 1x2 tiles
CB/EE38: FF        End queue
CB/EE39: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/EE3B: C2        Set vehicle/entity's event speed to normal
CB/EE3C: 82        Move vehicle/entity down 1 tile
CB/EE3D: FF        End queue
CB/EE3E: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/EE40: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/EE42: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/EE44: B2    Call subroutine $CACB95
CB/EE48: 3B    Position character in a "ready-to-go" stance
CB/EE49: D0    Set event bit $1E80($092) [$1E92, bit 2]
CB/EE4B: DB    Clear event bit $1E80($51A) [$1F23, bit 2]
CB/EE4D: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/EE4F: 36    Disable ability to pass through other objects for object $27 (NPC $27)
CB/EE51: 36    Disable ability to pass through other objects for object $28 (NPC $28)
CB/EE53: 36    Disable ability to pass through other objects for object $29 (NPC $29)
CB/EE55: B2    Call subroutine $CB2E2B
CB/EE59: 39    Free screen
CB/EE5A: F0    Play song 8 (Strago), (high bit clear), full volume
CB/EE5C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/EE5E: CE        Turn vehicle/entity down
CB/EE5F: FF        End queue
CB/EE60: 3A    Enable player to move while event commands execute
CB/EE61: FE    Return

CB/EE62: F4    Play sound effect 106
CB/EE64: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/EE66: C2        Set vehicle/entity's event speed to normal
CB/EE67: C7        Set vehicle/entity to stay still when moving
CB/EE68: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/EE69: DC        Make vehicle/entity jump (low)
CB/EE6A: 81        Move vehicle/entity right 1 tile
CB/EE6B: C3        Set vehicle/entity's event speed to fast
CB/EE6C: 86        Move vehicle/entity down 2 tiles
CB/EE6D: C6        Set vehicle/entity to walk when moving
CB/EE6E: CD        Turn vehicle/entity right
CB/EE6F: FF        End queue
CB/EE70: FE    Return

CB/EE71: F4    Play sound effect 106
CB/EE73: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/EE75: C2        Set vehicle/entity's event speed to normal
CB/EE76: C7        Set vehicle/entity to stay still when moving
CB/EE77: 0F        Do vehicle/entity graphical action $0F 
CB/EE78: DC        Make vehicle/entity jump (low)
CB/EE79: 83        Move vehicle/entity left 1 tile
CB/EE7A: C3        Set vehicle/entity's event speed to fast
CB/EE7B: 86        Move vehicle/entity down 2 tiles
CB/EE7C: C6        Set vehicle/entity to walk when moving
CB/EE7D: CF        Turn vehicle/entity left
CB/EE7E: FF        End queue
CB/EE7F: FE    Return

CB/EE80: F4    Play sound effect 106
CB/EE82: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CB/EE84: C2        Set vehicle/entity's event speed to normal
CB/EE85: C7        Set vehicle/entity to stay still when moving
CB/EE86: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/EE87: DC        Make vehicle/entity jump (low)
CB/EE88: 81        Move vehicle/entity right 1 tile
CB/EE89: C3        Set vehicle/entity's event speed to fast
CB/EE8A: 86        Move vehicle/entity down 2 tiles
CB/EE8B: C6        Set vehicle/entity to walk when moving
CB/EE8C: CD        Turn vehicle/entity right
CB/EE8D: FF        End queue
CB/EE8E: FE    Return

CB/EE8F: C0    If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/EE95: F4    Play sound effect 169
CB/EE97: 74    Replace current map's Layer 2 at (11, 51) with the following (3 x 1) chunk
CB/EE9C:       $55, $01, $DC
CB/EE9F: 74    Replace current map's Layer 2 at (11, 115) with the following (3 x 1) chunk
CB/EEA4:       $A2, $DE, $32
CB/EEA7: 75    Refresh map after alteration
CB/EEA8: B2    Call subroutine $CB6A83
CB/EEAC: 6B    Load map $0177 (Espers' Gathering Place, most caves) instantly, (upper bits $2000), place party at (39, 51), facing down
CB/EEB2: 38    Hold screen
CB/EEB3: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/EEB5: D5        Set vehicle/entity's position to (39, 43)
CB/EEB8: FF        End queue
CB/EEB9: B2    Call subroutine $CB6A9F
CB/EEBD: FE    Return

CB/EEBE: C0    If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/EEC4: F4    Play sound effect 169
CB/EEC6: 74    Replace current map's Layer 2 at (12, 46) with the following (3 x 1) chunk
CB/EECB:       $55, $01, $40
CB/EECE: 74    Replace current map's Layer 2 at (12, 110) with the following (3 x 1) chunk
CB/EED3:       $A2, $DE, $32
CB/EED6: 75    Refresh map after alteration
CB/EED7: B2    Call subroutine $CB6A83
CB/EEDB: 6B    Load map $0177 (Espers' Gathering Place, most caves) instantly, (upper bits $2000), place party at (39, 46), facing down
CB/EEE1: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/EEE3: D5        Set vehicle/entity's position to (39, 38)
CB/EEE6: FF        End queue
CB/EEE7: B2    Call subroutine $CB6A9F
CB/EEEB: FE    Return

CB/EEEC: C0    If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/EEF2: F4    Play sound effect 169
CB/EEF4: 74    Replace current map's Layer 2 at (17, 49) with the following (3 x 1) chunk
CB/EEF9:       $55, $01, $DA
CB/EEFC: 74    Replace current map's Layer 2 at (17, 113) with the following (3 x 1) chunk
CB/EF01:       $A2, $DE, $32
CB/EF04: 75    Refresh map after alteration
CB/EF05: B2    Call subroutine $CB6A83
CB/EF09: 6B    Load map $0177 (Espers' Gathering Place, most caves) instantly, (upper bits $2000), place party at (44, 49), facing down
CB/EF0F: 38    Hold screen
CB/EF10: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CB/EF12: D5        Set vehicle/entity's position to (44, 41)
CB/EF15: FF        End queue
CB/EF16: B2    Call subroutine $CB6A9F
CB/EF1A: FE    Return

CB/EF1B: C0    If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/EF21: C0    If ($1E80($17B) [$1EAF, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/EF27: 3A    Enable player to move while event commands execute
CB/EF28: DA    Set event bit $1E80($521) [$1F24, bit 1]
CB/EF2A: 3D    Create object $1C
CB/EF2C: 45    Refresh objects
CB/EF2D: 41    Show object $1C
CB/EF2F: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/EF31: 1C    Begin action queue for character $1C (NPC $1C), 9 bytes long (Wait until complete)
CB/EF33: C3        Set vehicle/entity's event speed to fast
CB/EF34: 8A        Move vehicle/entity down 3 tiles
CB/EF35: 85        Move vehicle/entity right 2 tiles
CB/EF36: 8A        Move vehicle/entity down 3 tiles
CB/EF37: 88        Move vehicle/entity up 3 tiles
CB/EF38: 87        Move vehicle/entity left 2 tiles
CB/EF39: 88        Move vehicle/entity up 3 tiles
CB/EF3A: D1        Make vehicle/entity disappear
CB/EF3B: FF        End queue
CB/EF3C: 36    Disable ability to pass through other objects for object $1C (NPC $1C)
CB/EF3E: D2    Set event bit $1E80($17B) [$1EAF, bit 3]
CB/EF40: DB    Clear event bit $1E80($521) [$1F24, bit 1]
CB/EF42: FE    Return

CB/EF43: C0    If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/EF49: C0    If ($1E80($17C) [$1EAF, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/EF4F: 3A    Enable player to move while event commands execute
CB/EF50: DA    Set event bit $1E80($521) [$1F24, bit 1]
CB/EF52: 3D    Create object $10
CB/EF54: 45    Refresh objects
CB/EF55: 41    Show object $10
CB/EF57: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/EF59: 10    Begin action queue for character $10 (NPC $10), 15 bytes long (Wait until complete)
CB/EF5B: 83        Move vehicle/entity left 1 tile
CB/EF5C: E0        Pause for 4 * 2 (8) frames
CB/EF5E: CC        Turn vehicle/entity up
CB/EF5F: E0        Pause for 4 * 2 (8) frames
CB/EF61: CD        Turn vehicle/entity right
CB/EF62: E0        Pause for 4 * 2 (8) frames
CB/EF64: CE        Turn vehicle/entity down
CB/EF65: E0        Pause for 4 * 2 (8) frames
CB/EF67: 81        Move vehicle/entity right 1 tile
CB/EF68: D1        Make vehicle/entity disappear
CB/EF69: FF        End queue
CB/EF6A: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CB/EF6C: D2    Set event bit $1E80($17C) [$1EAF, bit 4]
CB/EF6E: DB    Clear event bit $1E80($521) [$1F24, bit 1]
CB/EF70: FE    Return

CB/EF71: C0    If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/EF77: C0    If ($1E80($17D) [$1EAF, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/EF7D: 3A    Enable player to move while event commands execute
CB/EF7E: DA    Set event bit $1E80($521) [$1F24, bit 1]
CB/EF80: 3D    Create object $1C
CB/EF82: 45    Refresh objects
CB/EF83: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CB/EF85: D5        Set vehicle/entity's position to (53, 61)
CB/EF88: CC        Turn vehicle/entity up
CB/EF89: FF        End queue
CB/EF8A: 41    Show object $1C
CB/EF8C: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/EF8E: 1C    Begin action queue for character $1C (NPC $1C), 14 bytes long (Wait until complete)
CB/EF90: C3        Set vehicle/entity's event speed to fast
CB/EF91: 84        Move vehicle/entity up 2 tiles
CB/EF92: 83        Move vehicle/entity left 1 tile
CB/EF93: 80        Move vehicle/entity up 1 tile
CB/EF94: E0        Pause for 4 * 2 (8) frames
CB/EF96: 1F        Do vehicle/entity graphical action $1F 
CB/EF97: E0        Pause for 4 * 3 (12) frames
CB/EF99: 82        Move vehicle/entity down 1 tile
CB/EF9A: 81        Move vehicle/entity right 1 tile
CB/EF9B: 86        Move vehicle/entity down 2 tiles
CB/EF9C: D1        Make vehicle/entity disappear
CB/EF9D: FF        End queue
CB/EF9E: 36    Disable ability to pass through other objects for object $1C (NPC $1C)
CB/EFA0: D2    Set event bit $1E80($17D) [$1EAF, bit 5]
CB/EFA2: DB    Clear event bit $1E80($521) [$1F24, bit 1]
CB/EFA4: FE    Return

CB/EFA5: C0    If ($1E80($097) [$1E92, bit 7] is clear), branch to $CA5EB3 (simply returns)
CB/EFAB: C0    If ($1E80($095) [$1E92, bit 5] is set), branch to $CA5EB3 (simply returns)
CB/EFB1: DA    Set event bit $1E80($521) [$1F24, bit 1]
CB/EFB3: 3D    Create object $10
CB/EFB5: 45    Refresh objects
CB/EFB6: 41    Show object $10
CB/EFB8: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CB/EFBA: F4    Play sound effect 186
CB/EFBC: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/EFBE: C4        Set vehicle/entity's event speed to faster
CB/EFBF: 9E        Move vehicle/entity down 8 tiles
CB/EFC0: FF        End queue
CB/EFC1: 38    Hold screen
CB/EFC2: B2    Call subroutine $CAC6AC
CB/EFC6: 58    Shake screen ($FB): 
               (Intensity: 3)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/EFC8: F4    Play sound effect 187
CB/EFCA: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long 
CB/EFCC: C2        Set vehicle/entity's event speed to normal
CB/EFCD: C7        Set vehicle/entity to stay still when moving
CB/EFCE: 28        Do vehicle/entity graphical action $28 
CB/EFCF: DC        Make vehicle/entity jump (low)
CB/EFD0: 81        Move vehicle/entity right 1 tile
CB/EFD1: DC        Make vehicle/entity jump (low)
CB/EFD2: A1        Move vehicle/entity right/down 1x1 tiles
CB/EFD3: C6        Set vehicle/entity to walk when moving
CB/EFD4: FF        End queue
CB/EFD5: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long 
CB/EFD7: C3        Set vehicle/entity's event speed to fast
CB/EFD8: C7        Set vehicle/entity to stay still when moving
CB/EFD9: 1F        Do vehicle/entity graphical action $1F 
CB/EFDA: A1        Move vehicle/entity right/down 1x1 tiles
CB/EFDB: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/EFDC: DC        Make vehicle/entity jump (low)
CB/EFDD: 82        Move vehicle/entity down 1 tile
CB/EFDE: C6        Set vehicle/entity to walk when moving
CB/EFDF: FF        End queue
CB/EFE0: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long 
CB/EFE2: C2        Set vehicle/entity's event speed to normal
CB/EFE3: C7        Set vehicle/entity to stay still when moving
CB/EFE4: 28        Do vehicle/entity graphical action $28 
CB/EFE5: DD        Make vehicle/entity jump (high)
CB/EFE6: 86        Move vehicle/entity down 2 tiles
CB/EFE7: DC        Make vehicle/entity jump (low)
CB/EFE8: 82        Move vehicle/entity down 1 tile
CB/EFE9: C6        Set vehicle/entity to walk when moving
CB/EFEA: FF        End queue
CB/EFEB: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CB/EFED: 82        Move vehicle/entity down 1 tile
CB/EFEE: DC        Make vehicle/entity jump (low)
CB/EFEF: E0        Pause for 4 * 5 (20) frames
CB/EFF1: FC        Branch 3 bytes backwards ($CBEFEE)
CB/EFF3: FF        End queue
CB/EFF4: 94    Pause for 60 units
CB/EFF5: 58    Shake screen ($38): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 unaffected) 
               (Sprite layer unaffected)
CB/EFF7: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/EFF9: CE        Turn vehicle/entity down
CB/EFFA: FF        End queue
CB/EFFB: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/EFFD: 28        Do vehicle/entity graphical action $28 
CB/EFFE: FF        End queue
CB/EFFF: 93    Pause for 45 units
CB/F000: 10    Begin action queue for character $10 (NPC $10), 19 bytes long (Wait until complete)
CB/F002: C2        Set vehicle/entity's event speed to normal
CB/F003: DC        Make vehicle/entity jump (low)
CB/F004: 81        Move vehicle/entity right 1 tile
CB/F005: DC        Make vehicle/entity jump (low)
CB/F006: 81        Move vehicle/entity right 1 tile
CB/F007: CE        Turn vehicle/entity down
CB/F008: E0        Pause for 4 * 2 (8) frames
CB/F00A: DC        Make vehicle/entity jump (low)
CB/F00B: E0        Pause for 4 * 2 (8) frames
CB/F00D: DC        Make vehicle/entity jump (low)
CB/F00E: E0        Pause for 4 * 2 (8) frames
CB/F010: DC        Make vehicle/entity jump (low)
CB/F011: E0        Pause for 4 * 5 (20) frames
CB/F013: 83        Move vehicle/entity left 1 tile
CB/F014: FF        End queue
CB/F015: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/F017: C2        Set vehicle/entity's event speed to normal
CB/F018: 88        Move vehicle/entity up 3 tiles
CB/F019: FF        End queue
CB/F01A: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CB/F01C: C2        Set vehicle/entity's event speed to normal
CB/F01D: 83        Move vehicle/entity left 1 tile
CB/F01E: 94        Move vehicle/entity up 6 tiles
CB/F01F: FF        End queue
CB/F020: B5    Pause for 15 * 6 (90) units
CB/F022: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/F024: CE        Turn vehicle/entity down
CB/F025: FF        End queue
CB/F026: 4B    Display dialogue message $07EB, wait for button press (At bottom of screen)
               ULTROS: G'heh, hehthese shiny statues are all mine!
               These'll get Ziegfried's attention!
CB/F029: 93    Pause for 45 units
CB/F02A: 10    Begin action queue for character $10 (NPC $10), 20 bytes long 
CB/F02C: C3        Set vehicle/entity's event speed to fast
CB/F02D: 82        Move vehicle/entity down 1 tile
CB/F02E: 83        Move vehicle/entity left 1 tile
CB/F02F: CC        Turn vehicle/entity up
CB/F030: DC        Make vehicle/entity jump (low)
CB/F031: E0        Pause for 4 * 2 (8) frames
CB/F033: DC        Make vehicle/entity jump (low)
CB/F034: E0        Pause for 4 * 2 (8) frames
CB/F036: 83        Move vehicle/entity left 1 tile
CB/F037: 80        Move vehicle/entity up 1 tile
CB/F038: CD        Turn vehicle/entity right
CB/F039: DC        Make vehicle/entity jump (low)
CB/F03A: E0        Pause for 4 * 2 (8) frames
CB/F03C: DC        Make vehicle/entity jump (low)
CB/F03D: E0        Pause for 4 * 2 (8) frames
CB/F03F: FF        End queue
CB/F040: 92    Pause for 30 units
CB/F041: 4B    Display dialogue message $07EC, wait for button press (At bottom of screen)
               ULTROS: Oh!
               They're glowing!!
               They'rebeautiful!
CB/F044: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/F046: 01    Begin action queue for character $01 (Actor in stot 1), 20 bytes long 
CB/F048: 23        Do vehicle/entity graphical action $23 
CB/F049: E0        Pause for 4 * 1 (4) frames
CB/F04B: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F04C: E0        Pause for 4 * 1 (4) frames
CB/F04E: 23        Do vehicle/entity graphical action $23 
CB/F04F: E0        Pause for 4 * 1 (4) frames
CB/F051: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F052: E0        Pause for 4 * 1 (4) frames
CB/F054: 23        Do vehicle/entity graphical action $23 
CB/F055: E0        Pause for 4 * 1 (4) frames
CB/F057: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F058: E0        Pause for 4 * 1 (4) frames
CB/F05A: CE        Turn vehicle/entity down
CB/F05B: FF        End queue
CB/F05C: 00    Begin action queue for character $00 (Actor in stot 0), 20 bytes long 
CB/F05E: 23        Do vehicle/entity graphical action $23 
CB/F05F: E0        Pause for 4 * 1 (4) frames
CB/F061: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F062: E0        Pause for 4 * 1 (4) frames
CB/F064: 23        Do vehicle/entity graphical action $23 
CB/F065: E0        Pause for 4 * 1 (4) frames
CB/F067: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F068: E0        Pause for 4 * 1 (4) frames
CB/F06A: 23        Do vehicle/entity graphical action $23 
CB/F06B: E0        Pause for 4 * 1 (4) frames
CB/F06D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F06E: E0        Pause for 4 * 1 (4) frames
CB/F070: CE        Turn vehicle/entity down
CB/F071: FF        End queue
CB/F072: 07    Begin action queue for character $07 (Actor in stot 7), 20 bytes long (Wait until complete)
CB/F074: 23        Do vehicle/entity graphical action $23 
CB/F075: E0        Pause for 4 * 1 (4) frames
CB/F077: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F078: E0        Pause for 4 * 1 (4) frames
CB/F07A: 23        Do vehicle/entity graphical action $23 
CB/F07B: E0        Pause for 4 * 1 (4) frames
CB/F07D: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F07E: E0        Pause for 4 * 1 (4) frames
CB/F080: 23        Do vehicle/entity graphical action $23 
CB/F081: E0        Pause for 4 * 1 (4) frames
CB/F083: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F084: E0        Pause for 4 * 1 (4) frames
CB/F086: CE        Turn vehicle/entity down
CB/F087: FF        End queue
CB/F088: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F08A: CC        Turn vehicle/entity up
CB/F08B: FF        End queue
CB/F08C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/F08E: CC        Turn vehicle/entity up
CB/F08F: FF        End queue
CB/F090: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F092: CC        Turn vehicle/entity up
CB/F093: FF        End queue
CB/F094: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CB/F096: C2        Set vehicle/entity's event speed to normal
CB/F097: 86        Move vehicle/entity down 2 tiles
CB/F098: 85        Move vehicle/entity right 2 tiles
CB/F099: CE        Turn vehicle/entity down
CB/F09A: FF        End queue
CB/F09B: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/F09D: C2        Set vehicle/entity's event speed to normal
CB/F09E: 80        Move vehicle/entity up 1 tile
CB/F09F: 87        Move vehicle/entity left 2 tiles
CB/F0A0: CC        Turn vehicle/entity up
CB/F0A1: FF        End queue
CB/F0A2: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/F0A4: 4B    Display dialogue message $07ED, wait for button press
               LOCKE: Hey, squidball!
               Don't you ever learn?
               ULTROS: Uh, well they always said I was a slow learner
               but I eat FAST!!
CB/F0A7: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CB/F0A9: C2        Set vehicle/entity's event speed to normal
CB/F0AA: DC        Make vehicle/entity jump (low)
CB/F0AB: 82        Move vehicle/entity down 1 tile
CB/F0AC: DC        Make vehicle/entity jump (low)
CB/F0AD: 82        Move vehicle/entity down 1 tile
CB/F0AE: FF        End queue
CB/F0AF: 40    Assign properties $08 to character $08 (Actor in stot 8)
CB/F0B2: 88    Remove the following status ailments from character $08 (Actor in stot 8): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark
CB/F0B6: 8B    For character $08 (Actor in stot 8), take HP and set to maximum
CB/F0B9: 8C    For character $08 (Actor in stot 8), take MP and set to maximum
CB/F0BC: 3D    Create object $08
CB/F0BE: 3F    Assign character $08 (Actor in stot 8) to party 1
CB/F0C1: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CB/F0C3: D4    Set event bit $1E80($2E8) [$1EDD, bit 0]
CB/F0C5: D4    Set event bit $1E80($2F8) [$1EDF, bit 0]
CB/F0C7: 4D    Invoke battle, enemy set $7D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CB/F0CA: B2    Call subroutine $CA5EA9
CB/F0CE: DB    Clear event bit $1E80($521) [$1F24, bit 1]
CB/F0D0: 6B    Load map $0173 (Espers' Gathering Place, cave with statues) instantly, (upper bits $2000), place party at (16, 22), facing down
CB/F0D6: 39    Free screen
CB/F0D7: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CB/F0D9: B2    Call subroutine $CAC6AC
CB/F0DD: 3C    Set up the party as follows: $07 (Actor in stot 7), $00 (Actor in stot 0), $01 (Actor in stot 1), $08 (Actor in stot 8)
CB/F0E2: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/F0E4: CD        Turn vehicle/entity right
CB/F0E5: FF        End queue
CB/F0E6: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/F0E8: D5        Set vehicle/entity's position to (15, 21)
CB/F0EB: CD        Turn vehicle/entity right
CB/F0EC: FF        End queue
CB/F0ED: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/F0EF: D5        Set vehicle/entity's position to (15, 22)
CB/F0F2: CD        Turn vehicle/entity right
CB/F0F3: FF        End queue
CB/F0F4: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CB/F0F6: D5        Set vehicle/entity's position to (18, 22)
CB/F0F9: CF        Turn vehicle/entity left
CB/F0FA: FF        End queue
CB/F0FB: 08    Begin action queue for character $08 (Actor in stot 8), 9 bytes long 
CB/F0FD: 0F        Do vehicle/entity graphical action $0F 
CB/F0FE: E0        Pause for 4 * 1 (4) frames
CB/F100: CF        Turn vehicle/entity left
CB/F101: E0        Pause for 4 * 1 (4) frames
CB/F103: FC        Branch 6 bytes backwards ($CBF0FD)
CB/F105: FF        End queue
CB/F106: 96    Restore screen from fade
CB/F107: 5C    Pause execution until fade in or fade out is complete
CB/F108: 4B    Display dialogue message $07EE, wait for button press (At bottom of screen)
               RELM: Hey! Did you see me? I was awesome!
               Wouldn't I be more helpful than Gramps?
               STRAGO: GGRAMPS!!?
CB/F10B: 92    Pause for 30 units
CB/F10C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/F10E: 4D        Do vehicle/entity graphical action $0D, flipped horizontally
CB/F10F: FF        End queue
CB/F110: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/F112: 4C        Do vehicle/entity graphical action $0C, flipped horizontally
CB/F113: FF        End queue
CB/F114: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/F116: 4D        Do vehicle/entity graphical action $0D, flipped horizontally
CB/F117: FF        End queue
CB/F118: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/F11A: 4C        Do vehicle/entity graphical action $0C, flipped horizontally
CB/F11B: FF        End queue
CB/F11C: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/F11E: CF        Turn vehicle/entity left
CB/F11F: FF        End queue
CB/F120: 92    Pause for 30 units
CB/F121: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F123: CF        Turn vehicle/entity left
CB/F124: FF        End queue
CB/F125: 92    Pause for 30 units
CB/F126: 4B    Display dialogue message $07EF, wait for button press (At bottom of screen)
               TERRA: I suppose it wouldn't hurt to have you along
CB/F129: 93    Pause for 45 units
CB/F12A: 07    Begin action queue for character $07 (Actor in stot 7), 10 bytes long (Wait until complete)
CB/F12C: CE        Turn vehicle/entity down
CB/F12D: E0        Pause for 4 * 5 (20) frames
CB/F12F: 20        Do vehicle/entity graphical action $20 
CB/F130: E0        Pause for 4 * 5 (20) frames
CB/F132: CE        Turn vehicle/entity down
CB/F133: E0        Pause for 4 * 2 (8) frames
CB/F135: FF        End queue
CB/F136: 4B    Display dialogue message $0842, wait for button press (At bottom of screen)
               STRAGO: All right all ready!
               If you insist
               RELM: That's better!
CB/F139: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/F13B: CE        Turn vehicle/entity down
CB/F13C: FF        End queue
CB/F13D: 92    Pause for 30 units
CB/F13E: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/F140: 13        Do vehicle/entity graphical action $13 
CB/F141: FF        End queue
CB/F142: 92    Pause for 30 units
CB/F143: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/F145: CE        Turn vehicle/entity down
CB/F146: FF        End queue
CB/F147: 92    Pause for 30 units
CB/F148: B2    Call subroutine $CB2E34
CB/F14C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F14E: 81        Move vehicle/entity right 1 tile
CB/F14F: FF        End queue
CB/F150: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/F152: A1        Move vehicle/entity right/down 1x1 tiles
CB/F153: FF        End queue
CB/F154: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete)
CB/F156: C3        Set vehicle/entity's event speed to fast
CB/F157: 87        Move vehicle/entity left 2 tiles
CB/F158: FF        End queue
CB/F159: DB    Clear event bit $1E80($519) [$1F23, bit 1]
CB/F15B: B2    Call subroutine $CACB95
CB/F15F: 3B    Position character in a "ready-to-go" stance
CB/F160: D0    Set event bit $1E80($095) [$1E92, bit 5]
CB/F162: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CB/F164: CE        Turn vehicle/entity down
CB/F165: FF        End queue
CB/F166: 3A    Enable player to move while event commands execute
CB/F167: FE    Return

CB/F168: C0    If ($1E80($097) [$1E92, bit 7] is set), branch to $CA5EB3 (simply returns)
CB/F16E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CB/F170: C2        Set vehicle/entity's event speed to normal
CB/F171: 80        Move vehicle/entity up 1 tile
CB/F172: FF        End queue
CB/F173: B2    Call subroutine $CAC6AC
CB/F177: 38    Hold screen
CB/F178: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CB/F17A: C2        Set vehicle/entity's event speed to normal
CB/F17B: 80        Move vehicle/entity up 1 tile
CB/F17C: FF        End queue
CB/F17D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F17F: C2        Set vehicle/entity's event speed to normal
CB/F180: 81        Move vehicle/entity right 1 tile
CB/F181: CC        Turn vehicle/entity up
CB/F182: FF        End queue
CB/F183: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CB/F185: C2        Set vehicle/entity's event speed to normal
CB/F186: 83        Move vehicle/entity left 1 tile
CB/F187: CC        Turn vehicle/entity up
CB/F188: FF        End queue
CB/F189: 93    Pause for 45 units
CB/F18A: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete)
CB/F18C: 1F        Do vehicle/entity graphical action $1F 
CB/F18D: C7        Set vehicle/entity to stay still when moving
CB/F18E: E0        Pause for 4 * 3 (12) frames
CB/F190: DD        Make vehicle/entity jump (high)
CB/F191: FF        End queue
CB/F192: 4B    Display dialogue message $07F0, wait for button press (At bottom of screen)
               STRAGO: I can't believe it
               The Statues!
               TERRA: The Statues?!
CB/F195: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F197: E0        Pause for 4 * 8 (32) frames
CB/F199: CC        Turn vehicle/entity up
CB/F19A: FF        End queue
CB/F19B: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CB/F19D: C2        Set vehicle/entity's event speed to normal
CB/F19E: 84        Move vehicle/entity up 2 tiles
CB/F19F: 21        Do vehicle/entity graphical action $21 
CB/F1A0: E0        Pause for 4 * 5 (20) frames
CB/F1A2: 83        Move vehicle/entity left 1 tile
CB/F1A3: 80        Move vehicle/entity up 1 tile
CB/F1A4: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/F1A5: FF        End queue
CB/F1A6: 4B    Display dialogue message $07F2, wait for button press (At bottom of screen)
               LOCKE: Some faint letters are carved on the back of the stone figures
CB/F1A9: 93    Pause for 45 units
CB/F1AA: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F1AC: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/F1AE: 86        Move vehicle/entity down 2 tiles
CB/F1AF: CD        Turn vehicle/entity right
CB/F1B0: FF        End queue
CB/F1B1: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F1B3: E0        Pause for 4 * 4 (16) frames
CB/F1B5: CF        Turn vehicle/entity left
CB/F1B6: FF        End queue
CB/F1B7: 4B    Display dialogue message $07F3, wait for button press (At bottom of screen)
               LOCKE: Say, old man, what else can you tell us about these goddesses?
CB/F1BA: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F1BC: DA    Set event bit $1E80($521) [$1F24, bit 1]
CB/F1BE: 3D    Create object $11
CB/F1C0: 45    Refresh objects
CB/F1C1: 41    Show object $11
CB/F1C3: 11    Begin action queue for character $11 (NPC $11), 13 bytes long 
CB/F1C5: C2        Set vehicle/entity's event speed to normal
CB/F1C6: 86        Move vehicle/entity down 2 tiles
CB/F1C7: 81        Move vehicle/entity right 1 tile
CB/F1C8: 8A        Move vehicle/entity down 3 tiles
CB/F1C9: 1F        Do vehicle/entity graphical action $1F 
CB/F1CA: E0        Pause for 4 * 5 (20) frames
CB/F1CC: C3        Set vehicle/entity's event speed to fast
CB/F1CD: 88        Move vehicle/entity up 3 tiles
CB/F1CE: 83        Move vehicle/entity left 1 tile
CB/F1CF: 84        Move vehicle/entity up 2 tiles
CB/F1D0: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/F1D1: FF        End queue
CB/F1D2: 07    Begin action queue for character $07 (Actor in stot 7), 7 bytes long 
CB/F1D4: C6        Set vehicle/entity to walk when moving
CB/F1D5: C1        Set vehicle/entity's event speed to slow
CB/F1D6: 80        Move vehicle/entity up 1 tile
CB/F1D7: E0        Pause for 4 * 8 (32) frames
CB/F1D9: CE        Turn vehicle/entity down
CB/F1DA: FF        End queue
CB/F1DB: 4B    Display dialogue message $07F4, wait for button press (At bottom of screen)
               STRAGO: They quite literally created magic, as we know it.
               LOCKE: So, they're the goddesses of magic, then?
               STRAGO: You could say that.
CB/F1DE: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F1E0: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete)
CB/F1E2: C2        Set vehicle/entity's event speed to normal
CB/F1E3: 84        Move vehicle/entity up 2 tiles
CB/F1E4: 21        Do vehicle/entity graphical action $21 
CB/F1E5: E0        Pause for 4 * 5 (20) frames
CB/F1E7: 81        Move vehicle/entity right 1 tile
CB/F1E8: 80        Move vehicle/entity up 1 tile
CB/F1E9: 22        Do vehicle/entity graphical action $22 
CB/F1EA: FF        End queue
CB/F1EB: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/F1ED: 81        Move vehicle/entity right 1 tile
CB/F1EE: FF        End queue
CB/F1EF: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/F1F1: CD        Turn vehicle/entity right
CB/F1F2: FF        End queue
CB/F1F3: 4B    Display dialogue message $07F5, wait for button press (At bottom of screen)
               TERRA: I can feel their power
               STRAGO: The Statues are the source of all magic.
               It's said the Espers made these images, and put them in a very special place.
               These represent power beyond all comprehension
CB/F1F6: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/F1F8: C2        Set vehicle/entity's event speed to normal
CB/F1F9: 86        Move vehicle/entity down 2 tiles
CB/F1FA: CF        Turn vehicle/entity left
CB/F1FB: FF        End queue
CB/F1FC: 4B    Display dialogue message $07F6, wait for button press (At bottom of screen)
               TERRA: Our Espers no doubt came to this island to bask in all this magical power!
CB/F1FF: 01    Begin action queue for character $01 (Actor in stot 1), 14 bytes long (Wait until complete)
CB/F201: 19        Do vehicle/entity graphical action $19 
CB/F202: E0        Pause for 4 * 3 (12) frames
CB/F204: 1A        Do vehicle/entity graphical action $1A 
CB/F205: E0        Pause for 4 * 3 (12) frames
CB/F207: 19        Do vehicle/entity graphical action $19 
CB/F208: E0        Pause for 4 * 3 (12) frames
CB/F20A: 1A        Do vehicle/entity graphical action $1A 
CB/F20B: E0        Pause for 4 * 3 (12) frames
CB/F20D: CD        Turn vehicle/entity right
CB/F20E: FF        End queue
CB/F20F: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F211: E0        Pause for 4 * 3 (12) frames
CB/F213: CE        Turn vehicle/entity down
CB/F214: FF        End queue
CB/F215: 4B    Display dialogue message $07FA, wait for button press (At bottom of screen)
               LOCKE: Say, old timer,
               what happened to the stone goddesses?
               STRAGO: Legend has it that they're hidden somewhere beyond the reach of humans.
               I'd say they're beyond the sealed gate
CB/F218: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/F21A: 83        Move vehicle/entity left 1 tile
CB/F21B: FF        End queue
CB/F21C: 4B    Display dialogue message $07FB, wait for button press (At bottom of screen)
               TERRA: I wonder if the barrier that protects that place is generated by those stone goddesses?
CB/F21F: 01    Begin action queue for character $01 (Actor in stot 1), 14 bytes long (Wait until complete)
CB/F221: CE        Turn vehicle/entity down
CB/F222: E0        Pause for 4 * 3 (12) frames
CB/F224: 20        Do vehicle/entity graphical action $20 
CB/F225: E0        Pause for 4 * 2 (8) frames
CB/F227: CE        Turn vehicle/entity down
CB/F228: E0        Pause for 4 * 2 (8) frames
CB/F22A: 20        Do vehicle/entity graphical action $20 
CB/F22B: E0        Pause for 4 * 2 (8) frames
CB/F22D: CE        Turn vehicle/entity down
CB/F22E: FF        End queue
CB/F22F: 4B    Display dialogue message $07F9, wait for button press (At bottom of screen)
               LOCKE: Phewwhat a story.
               TERRA: If the Espers were attracted here by these statues, they must be around here somewhere!
CB/F232: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F234: CF        Turn vehicle/entity left
CB/F235: FF        End queue
CB/F236: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/F238: CF        Turn vehicle/entity left
CB/F239: FF        End queue
CB/F23A: 30    Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete)
CB/F23C: C2        Set vehicle/entity's event speed to normal
CB/F23D: A3        Move vehicle/entity left/up 1x1 tiles
CB/F23E: A3        Move vehicle/entity left/up 1x1 tiles
CB/F23F: A3        Move vehicle/entity left/up 1x1 tiles
CB/F240: A3        Move vehicle/entity left/up 1x1 tiles
CB/F241: 84        Move vehicle/entity up 2 tiles
CB/F242: E0        Pause for 4 * 5 (20) frames
CB/F244: 86        Move vehicle/entity down 2 tiles
CB/F245: 81        Move vehicle/entity right 1 tile
CB/F246: A1        Move vehicle/entity right/down 1x1 tiles
CB/F247: A1        Move vehicle/entity right/down 1x1 tiles
CB/F248: A1        Move vehicle/entity right/down 1x1 tiles
CB/F249: FF        End queue
CB/F24A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/F24C: CD        Turn vehicle/entity right
CB/F24D: FF        End queue
CB/F24E: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F250: CE        Turn vehicle/entity down
CB/F251: FF        End queue
CB/F252: 4B    Display dialogue message $07E8, wait for button press (At bottom of screen)
               LOCKE: I think it's worth a look.
CB/F255: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/F257: C1        Set vehicle/entity's event speed to slow
CB/F258: 82        Move vehicle/entity down 1 tile
CB/F259: E0        Pause for 4 * 2 (8) frames
CB/F25B: FF        End queue
CB/F25C: B2    Call subroutine $CB2E34
CB/F260: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/F262: C2        Set vehicle/entity's event speed to normal
CB/F263: 81        Move vehicle/entity right 1 tile
CB/F264: FF        End queue
CB/F265: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/F267: C2        Set vehicle/entity's event speed to normal
CB/F268: 83        Move vehicle/entity left 1 tile
CB/F269: FF        End queue
CB/F26A: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete)
CB/F26C: C2        Set vehicle/entity's event speed to normal
CB/F26D: 82        Move vehicle/entity down 1 tile
CB/F26E: FF        End queue
CB/F26F: B2    Call subroutine $CB2E2B
CB/F273: B2    Call subroutine $CACB95
CB/F277: 3B    Position character in a "ready-to-go" stance
CB/F278: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CB/F27A: CE        Turn vehicle/entity down
CB/F27B: FF        End queue
CB/F27C: B0    Execute the following commands until $B1 3 times
CB/F27E: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/F280: 13            Do vehicle/entity graphical action $13 
CB/F281: FF            End queue
CB/F282: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/F284: CE            Turn vehicle/entity down
CB/F285: FF            End queue
CB/F286: B1        End block of repeating commands
CB/F287: D0    Set event bit $1E80($096) [$1E92, bit 6]
CB/F289: D0    Set event bit $1E80($097) [$1E92, bit 7]
CB/F28B: DB    Clear event bit $1E80($521) [$1F24, bit 1]
CB/F28D: 39    Free screen
CB/F28E: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/F290: C2        Set vehicle/entity's event speed to normal
CB/F291: 80        Move vehicle/entity up 1 tile
CB/F292: D1        Make vehicle/entity disappear
CB/F293: FF        End queue
CB/F294: 3A    Enable player to move while event commands execute
CB/F295: FE    Return

CB/F296: 4B    Display dialogue message $07F1, wait for button press (Show text only) (At bottom of screen)
               The birth of magic
               3 goddesses were banished here. In time they began quarreling, which led to all-out war.
               Those unlucky humans who got in the way were transformed into Espers, and used as living war machines
CB/F299: FE    Return

CB/F29A: 4B    Display dialogue message $07F7, wait for button press (Show text only) (At bottom of screen)
               The goddesses finally realized that they were being laughed at by those who had banished them here.
               In a rare moment of mutual clarity, they agreed to seal themselves away from the world.
               With their last ounce of energy they gave the Espers back their own free will, and then transformed themselves
               into stone.
               Their only request was that the Espers keep them sealed away for all eternity.
CB/F29D: FE    Return

CB/F29E: 4B    Display dialogue message $07F8, wait for button press (Show text only) (At bottom of screen)
               The Espers created these statues as a symbol of their vow to let the goddesses sleep in peace.
               The Espers have sworn to keep the goddesses' power from being abused.
CB/F2A1: FE    Return

CB/F2A2: 12    Begin action queue for character $12 (NPC $12), 16 bytes long 
CB/F2A4: C1        Set vehicle/entity's event speed to slow
CB/F2A5: 00        Do vehicle/entity graphical action $00 
CB/F2A6: E0        Pause for 4 * 2 (8) frames
CB/F2A8: 01        Do vehicle/entity graphical action $01 
CB/F2A9: E0        Pause for 4 * 2 (8) frames
CB/F2AB: 02        Do vehicle/entity graphical action $02 
CB/F2AC: E0        Pause for 4 * 2 (8) frames
CB/F2AE: 01        Do vehicle/entity graphical action $01 
CB/F2AF: E0        Pause for 4 * 2 (8) frames
CB/F2B1: FC        Branch 12 bytes backwards ($CBF2A5)
CB/F2B3: FF        End queue
CB/F2B4: FE    Return

CB/F2B5: C0    If ($1E80($099) [$1E93, bit 1] is set), branch to $CA5EB3 (simply returns)
CB/F2BB: D3    Clear event bit $1E80($17B) [$1EAF, bit 3]
CB/F2BD: D3    Clear event bit $1E80($17C) [$1EAF, bit 4]
CB/F2BF: D3    Clear event bit $1E80($17D) [$1EAF, bit 5]
CB/F2C1: D3    Clear event bit $1E80($184) [$1EB0, bit 4]
CB/F2C3: 38    Hold screen
CB/F2C4: F2    Fade out current song with transition time 80
CB/F2C6: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CB/F2C8: C1        Set vehicle/entity's event speed to slow
CB/F2C9: 81        Move vehicle/entity right 1 tile
CB/F2CA: 82        Move vehicle/entity down 1 tile
CB/F2CB: FF        End queue
CB/F2CC: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/F2CE: C2        Set vehicle/entity's event speed to normal
CB/F2CF: 82        Move vehicle/entity down 1 tile
CB/F2D0: 81        Move vehicle/entity right 1 tile
CB/F2D1: 8A        Move vehicle/entity down 3 tiles
CB/F2D2: FF        End queue
CB/F2D3: B2    Call subroutine $CAC6AC
CB/F2D7: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $08 (Actor in stot 8)
CB/F2DC: 45    Refresh objects
CB/F2DD: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/F2DF: B2    Call subroutine $CB2E34
CB/F2E3: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/F2E5: C2        Set vehicle/entity's event speed to normal
CB/F2E6: 80        Move vehicle/entity up 1 tile
CB/F2E7: CE        Turn vehicle/entity down
CB/F2E8: FF        End queue
CB/F2E9: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F2EB: C2        Set vehicle/entity's event speed to normal
CB/F2EC: A0        Move vehicle/entity right/up 1x1 tiles
CB/F2ED: CE        Turn vehicle/entity down
CB/F2EE: FF        End queue
CB/F2EF: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long 
CB/F2F1: CE        Turn vehicle/entity down
CB/F2F2: FF        End queue
CB/F2F3: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F2F5: C2        Set vehicle/entity's event speed to normal
CB/F2F6: 81        Move vehicle/entity right 1 tile
CB/F2F7: CE        Turn vehicle/entity down
CB/F2F8: FF        End queue
CB/F2F9: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/F2FB: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F2FD: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F2FF: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F301: 94    Pause for 60 units
CB/F302: 48    Display dialogue message $07FC, continue executing commands
               RELM: Are theseEspers?!
CB/F305: B5    Pause for 15 * 6 (90) units
CB/F307: F1    Fade in song 33 (Another World of Beasts) (high bit clear) with transition time 240
CB/F30A: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete)
CB/F30C: C1        Set vehicle/entity's event speed to slow
CB/F30D: 86        Move vehicle/entity down 2 tiles
CB/F30E: CD        Turn vehicle/entity right
CB/F30F: E0        Pause for 4 * 5 (20) frames
CB/F311: 4D        Do vehicle/entity graphical action $0D, flipped horizontally
CB/F312: FF        End queue
CB/F313: 49    If dialogue window is up, wait for keypress then dismiss
CB/F314: 94    Pause for 60 units
CB/F315: F4    Play sound effect 195
CB/F317: 12    Begin action queue for character $12 (NPC $12), 17 bytes long 
CB/F319: CF        Turn vehicle/entity left
CB/F31A: C1        Set vehicle/entity's event speed to slow
CB/F31B: 06        Do vehicle/entity graphical action $06 
CB/F31C: E0        Pause for 4 * 2 (8) frames
CB/F31E: 07        Do vehicle/entity graphical action $07 
CB/F31F: E0        Pause for 4 * 2 (8) frames
CB/F321: 08        Do vehicle/entity graphical action $08 
CB/F322: E0        Pause for 4 * 2 (8) frames
CB/F324: 07        Do vehicle/entity graphical action $07 
CB/F325: E0        Pause for 4 * 2 (8) frames
CB/F327: FC        Branch 12 bytes backwards ($CBF31B)
CB/F329: FF        End queue
CB/F32A: 08    Begin action queue for character $08 (Actor in stot 8), 10 bytes long (Wait until complete)
CB/F32C: C2        Set vehicle/entity's event speed to normal
CB/F32D: 1F        Do vehicle/entity graphical action $1F 
CB/F32E: E0        Pause for 4 * 4 (16) frames
CB/F330: C7        Set vehicle/entity to stay still when moving
CB/F331: DD        Make vehicle/entity jump (high)
CB/F332: 84        Move vehicle/entity up 2 tiles
CB/F333: 09        Do vehicle/entity graphical action $09 (kneeling)
CB/F334: C6        Set vehicle/entity to walk when moving
CB/F335: FF        End queue
CB/F336: 91    Pause for 15 units
CB/F337: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CB/F339: C3        Set vehicle/entity's event speed to fast
CB/F33A: A2        Move vehicle/entity left/down 1x1 tiles
CB/F33B: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CB/F33C: FF        End queue
CB/F33D: 91    Pause for 15 units
CB/F33E: 12    Begin action queue for character $12 (NPC $12), 19 bytes long 
CB/F340: E0        Pause for 4 * 2 (8) frames
CB/F342: CC        Turn vehicle/entity up
CB/F343: C1        Set vehicle/entity's event speed to slow
CB/F344: 03        Do vehicle/entity graphical action $03 
CB/F345: E0        Pause for 4 * 2 (8) frames
CB/F347: 04        Do vehicle/entity graphical action $04 
CB/F348: E0        Pause for 4 * 2 (8) frames
CB/F34A: 05        Do vehicle/entity graphical action $05 
CB/F34B: E0        Pause for 4 * 2 (8) frames
CB/F34D: 04        Do vehicle/entity graphical action $04 
CB/F34E: E0        Pause for 4 * 2 (8) frames
CB/F350: FC        Branch 12 bytes backwards ($CBF344)
CB/F352: FF        End queue
CB/F353: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CB/F355: C2        Set vehicle/entity's event speed to normal
CB/F356: DC        Make vehicle/entity jump (low)
CB/F357: A1        Move vehicle/entity right/down 1x1 tiles
CB/F358: 18        Do vehicle/entity graphical action $18 
CB/F359: FF        End queue
CB/F35A: 95    Pause for 120 units
CB/F35B: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CB/F35D: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CB/F35F: C1        Set vehicle/entity's event speed to slow
CB/F360: 83        Move vehicle/entity left 1 tile
CB/F361: E0        Pause for 4 * 4 (16) frames
CB/F363: 83        Move vehicle/entity left 1 tile
CB/F364: FF        End queue
CB/F365: 14    Begin action queue for character $14 (NPC $14), 12 bytes long (Wait until complete)
CB/F367: C1        Set vehicle/entity's event speed to slow
CB/F368: 84        Move vehicle/entity up 2 tiles
CB/F369: E0        Pause for 4 * 1 (4) frames
CB/F36B: 80        Move vehicle/entity up 1 tile
CB/F36C: E0        Pause for 4 * 1 (4) frames
CB/F36E: 80        Move vehicle/entity up 1 tile
CB/F36F: E0        Pause for 4 * 3 (12) frames
CB/F371: CF        Turn vehicle/entity left
CB/F372: FF        End queue
CB/F373: 14    Begin action queue for character $14 (NPC $14), 16 bytes long 
CB/F375: C1        Set vehicle/entity's event speed to slow
CB/F376: 06        Do vehicle/entity graphical action $06 
CB/F377: E0        Pause for 4 * 3 (12) frames
CB/F379: 07        Do vehicle/entity graphical action $07 
CB/F37A: E0        Pause for 4 * 3 (12) frames
CB/F37C: 08        Do vehicle/entity graphical action $08 
CB/F37D: E0        Pause for 4 * 3 (12) frames
CB/F37F: 07        Do vehicle/entity graphical action $07 
CB/F380: E0        Pause for 4 * 3 (12) frames
CB/F382: FC        Branch 12 bytes backwards ($CBF376)
CB/F384: FF        End queue
CB/F385: 15    Begin action queue for character $15 (NPC $15), 12 bytes long (Wait until complete)
CB/F387: C1        Set vehicle/entity's event speed to slow
CB/F388: 80        Move vehicle/entity up 1 tile
CB/F389: E0        Pause for 4 * 1 (4) frames
CB/F38B: 80        Move vehicle/entity up 1 tile
CB/F38C: E0        Pause for 4 * 1 (4) frames
CB/F38E: 80        Move vehicle/entity up 1 tile
CB/F38F: E0        Pause for 4 * 1 (4) frames
CB/F391: CD        Turn vehicle/entity right
CB/F392: FF        End queue
CB/F393: 15    Begin action queue for character $15 (NPC $15), 16 bytes long 
CB/F395: C1        Set vehicle/entity's event speed to slow
CB/F396: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F397: E0        Pause for 4 * 3 (12) frames
CB/F399: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F39A: E0        Pause for 4 * 3 (12) frames
CB/F39C: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F39D: E0        Pause for 4 * 3 (12) frames
CB/F39F: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F3A0: E0        Pause for 4 * 3 (12) frames
CB/F3A2: FC        Branch 12 bytes backwards ($CBF396)
CB/F3A4: FF        End queue
CB/F3A5: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long 
CB/F3A7: C2        Set vehicle/entity's event speed to normal
CB/F3A8: 84        Move vehicle/entity up 2 tiles
CB/F3A9: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/F3AA: FF        End queue
CB/F3AB: 07    Begin action queue for character $07 (Actor in stot 7), 8 bytes long 
CB/F3AD: E0        Pause for 4 * 5 (20) frames
CB/F3AF: C1        Set vehicle/entity's event speed to slow
CB/F3B0: 80        Move vehicle/entity up 1 tile
CB/F3B1: E0        Pause for 4 * 1 (4) frames
CB/F3B3: CE        Turn vehicle/entity down
CB/F3B4: FF        End queue
CB/F3B5: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/F3B7: C1        Set vehicle/entity's event speed to slow
CB/F3B8: 80        Move vehicle/entity up 1 tile
CB/F3B9: FF        End queue
CB/F3BA: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CB/F3BC: C1        Set vehicle/entity's event speed to slow
CB/F3BD: 88        Move vehicle/entity up 3 tiles
CB/F3BE: E0        Pause for 4 * 1 (4) frames
CB/F3C0: 80        Move vehicle/entity up 1 tile
CB/F3C1: FF        End queue
CB/F3C2: 16    Begin action queue for character $16 (NPC $16), 16 bytes long 
CB/F3C4: C1        Set vehicle/entity's event speed to slow
CB/F3C5: 03        Do vehicle/entity graphical action $03 
CB/F3C6: E0        Pause for 4 * 3 (12) frames
CB/F3C8: 04        Do vehicle/entity graphical action $04 
CB/F3C9: E0        Pause for 4 * 3 (12) frames
CB/F3CB: 05        Do vehicle/entity graphical action $05 
CB/F3CC: E0        Pause for 4 * 3 (12) frames
CB/F3CE: 04        Do vehicle/entity graphical action $04 
CB/F3CF: E0        Pause for 4 * 3 (12) frames
CB/F3D1: FC        Branch 12 bytes backwards ($CBF3C5)
CB/F3D3: FF        End queue
CB/F3D4: 93    Pause for 45 units
CB/F3D5: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/F3D7: 1F        Do vehicle/entity graphical action $1F 
CB/F3D8: FF        End queue
CB/F3D9: 4B    Display dialogue message $07FE, wait for button press
               STRAGO: What about you?
CB/F3DC: 3D    Create object $18
CB/F3DE: 3D    Create object $19
CB/F3E0: 45    Refresh objects
CB/F3E1: 41    Show object $18
CB/F3E3: 41    Show object $19
CB/F3E5: 18    Begin action queue for character $18 (NPC $18), 16 bytes long 
CB/F3E7: C1        Set vehicle/entity's event speed to slow
CB/F3E8: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F3E9: E0        Pause for 4 * 2 (8) frames
CB/F3EB: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F3EC: E0        Pause for 4 * 2 (8) frames
CB/F3EE: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F3EF: E0        Pause for 4 * 2 (8) frames
CB/F3F1: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F3F2: E0        Pause for 4 * 2 (8) frames
CB/F3F4: FC        Branch 12 bytes backwards ($CBF3E8)
CB/F3F6: FF        End queue
CB/F3F7: 92    Pause for 30 units
CB/F3F8: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CB/F3FA: C2        Set vehicle/entity's event speed to normal
CB/F3FB: 8E        Move vehicle/entity down 4 tiles
CB/F3FC: FF        End queue
CB/F3FD: B5    Pause for 15 * 6 (90) units
CB/F3FF: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/F401: C2        Set vehicle/entity's event speed to normal
CB/F402: 81        Move vehicle/entity right 1 tile
CB/F403: CE        Turn vehicle/entity down
CB/F404: FF        End queue
CB/F405: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/F407: E0        Pause for 4 * 10 (40) frames
CB/F409: CF        Turn vehicle/entity left
CB/F40A: FF        End queue
CB/F40B: 4B    Display dialogue message $07FD, wait for button press (At bottom of screen)
               TERRA: I didn't think they'd look so 
               LOCKE: Gramps, take RELM and clear outta here!
CB/F40E: 92    Pause for 30 units
CB/F40F: 07    Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete)
CB/F411: CD        Turn vehicle/entity right
CB/F412: E0        Pause for 4 * 6 (24) frames
CB/F414: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/F415: E0        Pause for 4 * 2 (8) frames
CB/F417: CD        Turn vehicle/entity right
CB/F418: FF        End queue
CB/F419: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long 
CB/F41B: C2        Set vehicle/entity's event speed to normal
CB/F41C: 81        Move vehicle/entity right 1 tile
CB/F41D: CF        Turn vehicle/entity left
CB/F41E: FF        End queue
CB/F41F: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F421: C2        Set vehicle/entity's event speed to normal
CB/F422: 84        Move vehicle/entity up 2 tiles
CB/F423: CD        Turn vehicle/entity right
CB/F424: FF        End queue
CB/F425: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F427: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F429: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F42B: 4D        Do vehicle/entity graphical action $0D, flipped horizontally
CB/F42C: FF        End queue
CB/F42D: 91    Pause for 15 units
CB/F42E: 08    Begin action queue for character $08 (Actor in stot 8), 11 bytes long (Wait until complete)
CB/F430: 22        Do vehicle/entity graphical action $22 
CB/F431: E0        Pause for 4 * 1 (4) frames
CB/F433: CF        Turn vehicle/entity left
CB/F434: E0        Pause for 4 * 1 (4) frames
CB/F436: 22        Do vehicle/entity graphical action $22 
CB/F437: E0        Pause for 4 * 1 (4) frames
CB/F439: CF        Turn vehicle/entity left
CB/F43A: FF        End queue
CB/F43B: 93    Pause for 45 units
CB/F43C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F43E: 18        Do vehicle/entity graphical action $18 
CB/F43F: FF        End queue
CB/F440: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CB/F442: C2        Set vehicle/entity's event speed to normal
CB/F443: 84        Move vehicle/entity up 2 tiles
CB/F444: 87        Move vehicle/entity left 2 tiles
CB/F445: 84        Move vehicle/entity up 2 tiles
CB/F446: FF        End queue
CB/F447: 08    Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete)
CB/F449: E0        Pause for 4 * 5 (20) frames
CB/F44B: C2        Set vehicle/entity's event speed to normal
CB/F44C: 83        Move vehicle/entity left 1 tile
CB/F44D: 84        Move vehicle/entity up 2 tiles
CB/F44E: 87        Move vehicle/entity left 2 tiles
CB/F44F: 84        Move vehicle/entity up 2 tiles
CB/F450: FF        End queue
CB/F451: 93    Pause for 45 units
CB/F452: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete)
CB/F454: C2        Set vehicle/entity's event speed to normal
CB/F455: 1F        Do vehicle/entity graphical action $1F 
CB/F456: C7        Set vehicle/entity to stay still when moving
CB/F457: DD        Make vehicle/entity jump (high)
CB/F458: 86        Move vehicle/entity down 2 tiles
CB/F459: C6        Set vehicle/entity to walk when moving
CB/F45A: FF        End queue
CB/F45B: 93    Pause for 45 units
CB/F45C: 3D    Create object $1A
CB/F45E: 45    Refresh objects
CB/F45F: 3D    Create object $1B
CB/F461: 45    Refresh objects
CB/F462: 41    Show object $1A
CB/F464: 41    Show object $1B
CB/F466: 08    Begin action queue for character $08 (Actor in stot 8), 13 bytes long 
CB/F468: C3        Set vehicle/entity's event speed to fast
CB/F469: 85        Move vehicle/entity right 2 tiles
CB/F46A: 8A        Move vehicle/entity down 3 tiles
CB/F46B: CD        Turn vehicle/entity right
CB/F46C: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/F46D: E0        Pause for 4 * 1 (4) frames
CB/F46F: CD        Turn vehicle/entity right
CB/F470: E0        Pause for 4 * 1 (4) frames
CB/F472: FC        Branch 6 bytes backwards ($CBF46C)
CB/F474: FF        End queue
CB/F475: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F477: E0        Pause for 4 * 15 (60) frames
CB/F479: CF        Turn vehicle/entity left
CB/F47A: FF        End queue
CB/F47B: 07    Begin action queue for character $07 (Actor in stot 7), 21 bytes long (Wait until complete)
CB/F47D: C2        Set vehicle/entity's event speed to normal
CB/F47E: 82        Move vehicle/entity down 1 tile
CB/F47F: CC        Turn vehicle/entity up
CB/F480: E0        Pause for 4 * 3 (12) frames
CB/F482: 81        Move vehicle/entity right 1 tile
CB/F483: CF        Turn vehicle/entity left
CB/F484: E0        Pause for 4 * 1 (4) frames
CB/F486: 0A        Do vehicle/entity graphical action $0A 
CB/F487: E0        Pause for 4 * 4 (16) frames
CB/F489: 86        Move vehicle/entity down 2 tiles
CB/F48A: 81        Move vehicle/entity right 1 tile
CB/F48B: 82        Move vehicle/entity down 1 tile
CB/F48C: 81        Move vehicle/entity right 1 tile
CB/F48D: CF        Turn vehicle/entity left
CB/F48E: E0        Pause for 4 * 1 (4) frames
CB/F490: 0A        Do vehicle/entity graphical action $0A 
CB/F491: FF        End queue
CB/F492: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long 
CB/F494: E0        Pause for 4 * 12 (48) frames
CB/F496: 1F        Do vehicle/entity graphical action $1F 
CB/F497: E0        Pause for 4 * 4 (16) frames
CB/F499: CC        Turn vehicle/entity up
CB/F49A: FF        End queue
CB/F49B: 1A    Begin action queue for character $1A (NPC $1A), 23 bytes long 
CB/F49D: C1        Set vehicle/entity's event speed to slow
CB/F49E: 8A        Move vehicle/entity down 3 tiles
CB/F49F: E0        Pause for 4 * 1 (4) frames
CB/F4A1: 81        Move vehicle/entity right 1 tile
CB/F4A2: E0        Pause for 4 * 1 (4) frames
CB/F4A4: 81        Move vehicle/entity right 1 tile
CB/F4A5: 00        Do vehicle/entity graphical action $00 
CB/F4A6: E0        Pause for 4 * 2 (8) frames
CB/F4A8: 01        Do vehicle/entity graphical action $01 
CB/F4A9: E0        Pause for 4 * 2 (8) frames
CB/F4AB: 02        Do vehicle/entity graphical action $02 
CB/F4AC: E0        Pause for 4 * 2 (8) frames
CB/F4AE: 01        Do vehicle/entity graphical action $01 
CB/F4AF: E0        Pause for 4 * 2 (8) frames
CB/F4B1: FC        Branch 12 bytes backwards ($CBF4A5)
CB/F4B3: FF        End queue
CB/F4B4: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CB/F4B6: C1        Set vehicle/entity's event speed to slow
CB/F4B7: E0        Pause for 4 * 9 (36) frames
CB/F4B9: 8E        Move vehicle/entity down 4 tiles
CB/F4BA: FF        End queue
CB/F4BB: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F4BD: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F4BF: CE        Turn vehicle/entity down
CB/F4C0: FF        End queue
CB/F4C1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/F4C3: CC        Turn vehicle/entity up
CB/F4C4: FF        End queue
CB/F4C5: 93    Pause for 45 units
CB/F4C6: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CB/F4C8: C2        Set vehicle/entity's event speed to normal
CB/F4C9: 80        Move vehicle/entity up 1 tile
CB/F4CA: 0A        Do vehicle/entity graphical action $0A 
CB/F4CB: FF        End queue
CB/F4CC: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete)
CB/F4CE: C3        Set vehicle/entity's event speed to fast
CB/F4CF: 85        Move vehicle/entity right 2 tiles
CB/F4D0: CF        Turn vehicle/entity left
CB/F4D1: FF        End queue
CB/F4D2: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete)
CB/F4D4: C2        Set vehicle/entity's event speed to normal
CB/F4D5: 82        Move vehicle/entity down 1 tile
CB/F4D6: 0A        Do vehicle/entity graphical action $0A 
CB/F4D7: FF        End queue
CB/F4D8: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CB/F4DA: C2        Set vehicle/entity's event speed to normal
CB/F4DB: 81        Move vehicle/entity right 1 tile
CB/F4DC: CE        Turn vehicle/entity down
CB/F4DD: E0        Pause for 4 * 3 (12) frames
CB/F4DF: 18        Do vehicle/entity graphical action $18 
CB/F4E0: FF        End queue
CB/F4E1: 92    Pause for 30 units
CB/F4E2: 14    Begin action queue for character $14 (NPC $14), 18 bytes long 
CB/F4E4: E0        Pause for 4 * 8 (32) frames
CB/F4E6: CC        Turn vehicle/entity up
CB/F4E7: 03        Do vehicle/entity graphical action $03 
CB/F4E8: E0        Pause for 4 * 2 (8) frames
CB/F4EA: 04        Do vehicle/entity graphical action $04 
CB/F4EB: E0        Pause for 4 * 2 (8) frames
CB/F4ED: 05        Do vehicle/entity graphical action $05 
CB/F4EE: E0        Pause for 4 * 2 (8) frames
CB/F4F0: 04        Do vehicle/entity graphical action $04 
CB/F4F1: E0        Pause for 4 * 2 (8) frames
CB/F4F3: FC        Branch 12 bytes backwards ($CBF4E7)
CB/F4F5: FF        End queue
CB/F4F6: 15    Begin action queue for character $15 (NPC $15), 20 bytes long 
CB/F4F8: C1        Set vehicle/entity's event speed to slow
CB/F4F9: 80        Move vehicle/entity up 1 tile
CB/F4FA: E0        Pause for 4 * 1 (4) frames
CB/F4FC: CD        Turn vehicle/entity right
CB/F4FD: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F4FE: E0        Pause for 4 * 2 (8) frames
CB/F500: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F501: E0        Pause for 4 * 2 (8) frames
CB/F503: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F504: E0        Pause for 4 * 2 (8) frames
CB/F506: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F507: E0        Pause for 4 * 2 (8) frames
CB/F509: FC        Branch 12 bytes backwards ($CBF4FD)
CB/F50B: FF        End queue
CB/F50C: 16    Begin action queue for character $16 (NPC $16), 19 bytes long 
CB/F50E: C1        Set vehicle/entity's event speed to slow
CB/F50F: E0        Pause for 4 * 4 (16) frames
CB/F511: 80        Move vehicle/entity up 1 tile
CB/F512: 03        Do vehicle/entity graphical action $03 
CB/F513: E0        Pause for 4 * 2 (8) frames
CB/F515: 04        Do vehicle/entity graphical action $04 
CB/F516: E0        Pause for 4 * 2 (8) frames
CB/F518: 05        Do vehicle/entity graphical action $05 
CB/F519: E0        Pause for 4 * 2 (8) frames
CB/F51B: 04        Do vehicle/entity graphical action $04 
CB/F51C: E0        Pause for 4 * 2 (8) frames
CB/F51E: FC        Branch 12 bytes backwards ($CBF512)
CB/F520: FF        End queue
CB/F521: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CB/F523: C1        Set vehicle/entity's event speed to slow
CB/F524: E0        Pause for 4 * 6 (24) frames
CB/F526: A0        Move vehicle/entity right/up 1x1 tiles
CB/F527: CC        Turn vehicle/entity up
CB/F528: FF        End queue
CB/F529: 18    Begin action queue for character $18 (NPC $18), 20 bytes long 
CB/F52B: C1        Set vehicle/entity's event speed to slow
CB/F52C: A0        Move vehicle/entity right/up 1x1 tiles
CB/F52D: E0        Pause for 4 * 1 (4) frames
CB/F52F: 80        Move vehicle/entity up 1 tile
CB/F530: 03        Do vehicle/entity graphical action $03 
CB/F531: E0        Pause for 4 * 2 (8) frames
CB/F533: 04        Do vehicle/entity graphical action $04 
CB/F534: E0        Pause for 4 * 2 (8) frames
CB/F536: 05        Do vehicle/entity graphical action $05 
CB/F537: E0        Pause for 4 * 2 (8) frames
CB/F539: 04        Do vehicle/entity graphical action $04 
CB/F53A: E0        Pause for 4 * 2 (8) frames
CB/F53C: FC        Branch 12 bytes backwards ($CBF530)
CB/F53E: FF        End queue
CB/F53F: 19    Begin action queue for character $19 (NPC $19), 6 bytes long 
CB/F541: E0        Pause for 4 * 8 (32) frames
CB/F543: C1        Set vehicle/entity's event speed to slow
CB/F544: A0        Move vehicle/entity right/up 1x1 tiles
CB/F545: CC        Turn vehicle/entity up
CB/F546: FF        End queue
CB/F547: 1A    Begin action queue for character $1A (NPC $1A), 22 bytes long 
CB/F549: E0        Pause for 4 * 6 (24) frames
CB/F54B: C1        Set vehicle/entity's event speed to slow
CB/F54C: 82        Move vehicle/entity down 1 tile
CB/F54D: E0        Pause for 4 * 1 (4) frames
CB/F54F: CE        Turn vehicle/entity down
CB/F550: 00        Do vehicle/entity graphical action $00 
CB/F551: E0        Pause for 4 * 2 (8) frames
CB/F553: 01        Do vehicle/entity graphical action $01 
CB/F554: E0        Pause for 4 * 2 (8) frames
CB/F556: 02        Do vehicle/entity graphical action $02 
CB/F557: E0        Pause for 4 * 2 (8) frames
CB/F559: 01        Do vehicle/entity graphical action $01 
CB/F55A: E0        Pause for 4 * 2 (8) frames
CB/F55C: FC        Branch 12 bytes backwards ($CBF550)
CB/F55E: FF        End queue
CB/F55F: 1B    Begin action queue for character $1B (NPC $1B), 6 bytes long 
CB/F561: E0        Pause for 4 * 14 (56) frames
CB/F563: C1        Set vehicle/entity's event speed to slow
CB/F564: A1        Move vehicle/entity right/down 1x1 tiles
CB/F565: CE        Turn vehicle/entity down
CB/F566: FF        End queue
CB/F567: B5    Pause for 15 * 15 (225) units
CB/F569: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long 
CB/F56B: 10        Do vehicle/entity graphical action $10 
CB/F56C: E0        Pause for 4 * 1 (4) frames
CB/F56E: 11        Do vehicle/entity graphical action $11 
CB/F56F: E0        Pause for 4 * 1 (4) frames
CB/F571: FC        Branch 6 bytes backwards ($CBF56B)
CB/F573: FF        End queue
CB/F574: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long 
CB/F576: 10        Do vehicle/entity graphical action $10 
CB/F577: E0        Pause for 4 * 1 (4) frames
CB/F579: 11        Do vehicle/entity graphical action $11 
CB/F57A: E0        Pause for 4 * 1 (4) frames
CB/F57C: FC        Branch 6 bytes backwards ($CBF576)
CB/F57E: FF        End queue
CB/F57F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/F581: 0A        Do vehicle/entity graphical action $0A 
CB/F582: FF        End queue
CB/F583: 95    Pause for 120 units
CB/F584: 4B    Display dialogue message $07FF, wait for button press (At bottom of screen)
               YURA: Halt!
CB/F587: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F589: E0        Pause for 4 * 3 (12) frames
CB/F58B: CE        Turn vehicle/entity down
CB/F58C: FF        End queue
CB/F58D: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F58F: E0        Pause for 4 * 3 (12) frames
CB/F591: CE        Turn vehicle/entity down
CB/F592: FF        End queue
CB/F593: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CB/F595: E0        Pause for 4 * 3 (12) frames
CB/F597: CE        Turn vehicle/entity down
CB/F598: FF        End queue
CB/F599: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CB/F59B: C2        Set vehicle/entity's event speed to normal
CB/F59C: 84        Move vehicle/entity up 2 tiles
CB/F59D: 89        Move vehicle/entity right 3 tiles
CB/F59E: 80        Move vehicle/entity up 1 tile
CB/F59F: FF        End queue
CB/F5A0: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CB/F5A2: C2        Set vehicle/entity's event speed to normal
CB/F5A3: 81        Move vehicle/entity right 1 tile
CB/F5A4: 88        Move vehicle/entity up 3 tiles
CB/F5A5: C1        Set vehicle/entity's event speed to slow
CB/F5A6: 88        Move vehicle/entity up 3 tiles
CB/F5A7: FF        End queue
CB/F5A8: 12    Begin action queue for character $12 (NPC $12), 24 bytes long 
CB/F5AA: CE        Turn vehicle/entity down
CB/F5AB: E0        Pause for 4 * 2 (8) frames
CB/F5AD: C1        Set vehicle/entity's event speed to slow
CB/F5AE: 82        Move vehicle/entity down 1 tile
CB/F5AF: CF        Turn vehicle/entity left
CB/F5B0: E0        Pause for 4 * 8 (32) frames
CB/F5B2: CC        Turn vehicle/entity up
CB/F5B3: 03        Do vehicle/entity graphical action $03 
CB/F5B4: E0        Pause for 4 * 2 (8) frames
CB/F5B6: 04        Do vehicle/entity graphical action $04 
CB/F5B7: E0        Pause for 4 * 2 (8) frames
CB/F5B9: 05        Do vehicle/entity graphical action $05 
CB/F5BA: E0        Pause for 4 * 2 (8) frames
CB/F5BC: 04        Do vehicle/entity graphical action $04 
CB/F5BD: E0        Pause for 4 * 2 (8) frames
CB/F5BF: FC        Branch 12 bytes backwards ($CBF5B3)
CB/F5C1: FF        End queue
CB/F5C2: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CB/F5C4: E0        Pause for 4 * 5 (20) frames
CB/F5C6: C1        Set vehicle/entity's event speed to slow
CB/F5C7: A0        Move vehicle/entity right/up 1x1 tiles
CB/F5C8: CF        Turn vehicle/entity left
CB/F5C9: FF        End queue
CB/F5CA: 14    Begin action queue for character $14 (NPC $14), 24 bytes long 
CB/F5CC: CF        Turn vehicle/entity left
CB/F5CD: E0        Pause for 4 * 8 (32) frames
CB/F5CF: 81        Move vehicle/entity right 1 tile
CB/F5D0: DC        Make vehicle/entity jump (low)
CB/F5D1: 81        Move vehicle/entity right 1 tile
CB/F5D2: DC        Make vehicle/entity jump (low)
CB/F5D3: A1        Move vehicle/entity right/down 1x1 tiles
CB/F5D4: CF        Turn vehicle/entity left
CB/F5D5: 06        Do vehicle/entity graphical action $06 
CB/F5D6: E0        Pause for 4 * 2 (8) frames
CB/F5D8: 07        Do vehicle/entity graphical action $07 
CB/F5D9: E0        Pause for 4 * 2 (8) frames
CB/F5DB: 08        Do vehicle/entity graphical action $08 
CB/F5DC: E0        Pause for 4 * 2 (8) frames
CB/F5DE: 07        Do vehicle/entity graphical action $07 
CB/F5DF: E0        Pause for 4 * 2 (8) frames
CB/F5E1: FC        Branch 12 bytes backwards ($CBF5D5)
CB/F5E3: FF        End queue
CB/F5E4: 15    Begin action queue for character $15 (NPC $15), 19 bytes long 
CB/F5E6: CE        Turn vehicle/entity down
CB/F5E7: E0        Pause for 4 * 8 (32) frames
CB/F5E9: CD        Turn vehicle/entity right
CB/F5EA: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F5EB: E0        Pause for 4 * 2 (8) frames
CB/F5ED: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F5EE: E0        Pause for 4 * 2 (8) frames
CB/F5F0: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F5F1: E0        Pause for 4 * 2 (8) frames
CB/F5F3: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F5F4: E0        Pause for 4 * 2 (8) frames
CB/F5F6: FC        Branch 12 bytes backwards ($CBF5EA)
CB/F5F8: FF        End queue
CB/F5F9: 16    Begin action queue for character $16 (NPC $16), 22 bytes long 
CB/F5FB: C2        Set vehicle/entity's event speed to normal
CB/F5FC: 83        Move vehicle/entity left 1 tile
CB/F5FD: 82        Move vehicle/entity down 1 tile
CB/F5FE: CF        Turn vehicle/entity left
CB/F5FF: DC        Make vehicle/entity jump (low)
CB/F600: 83        Move vehicle/entity left 1 tile
CB/F601: CD        Turn vehicle/entity right
CB/F602: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F603: E0        Pause for 4 * 2 (8) frames
CB/F605: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F606: E0        Pause for 4 * 2 (8) frames
CB/F608: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F609: E0        Pause for 4 * 2 (8) frames
CB/F60B: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F60C: E0        Pause for 4 * 2 (8) frames
CB/F60E: FC        Branch 12 bytes backwards ($CBF602)
CB/F610: FF        End queue
CB/F611: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CB/F613: CF        Turn vehicle/entity left
CB/F614: E0        Pause for 4 * 10 (40) frames
CB/F616: CC        Turn vehicle/entity up
CB/F617: FF        End queue
CB/F618: 18    Begin action queue for character $18 (NPC $18), 22 bytes long 
CB/F61A: CE        Turn vehicle/entity down
CB/F61B: E0        Pause for 4 * 5 (20) frames
CB/F61D: CD        Turn vehicle/entity right
CB/F61E: E0        Pause for 4 * 6 (24) frames
CB/F620: CC        Turn vehicle/entity up
CB/F621: 03        Do vehicle/entity graphical action $03 
CB/F622: E0        Pause for 4 * 2 (8) frames
CB/F624: 04        Do vehicle/entity graphical action $04 
CB/F625: E0        Pause for 4 * 2 (8) frames
CB/F627: 05        Do vehicle/entity graphical action $05 
CB/F628: E0        Pause for 4 * 2 (8) frames
CB/F62A: 04        Do vehicle/entity graphical action $04 
CB/F62B: E0        Pause for 4 * 2 (8) frames
CB/F62D: FC        Branch 12 bytes backwards ($CBF621)
CB/F62F: FF        End queue
CB/F630: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/F632: CF        Turn vehicle/entity left
CB/F633: E0        Pause for 4 * 5 (20) frames
CB/F635: CC        Turn vehicle/entity up
CB/F636: FF        End queue
CB/F637: 1A    Begin action queue for character $1A (NPC $1A), 19 bytes long 
CB/F639: E0        Pause for 4 * 6 (24) frames
CB/F63B: 80        Move vehicle/entity up 1 tile
CB/F63C: CE        Turn vehicle/entity down
CB/F63D: 00        Do vehicle/entity graphical action $00 
CB/F63E: E0        Pause for 4 * 2 (8) frames
CB/F640: 01        Do vehicle/entity graphical action $01 
CB/F641: E0        Pause for 4 * 2 (8) frames
CB/F643: 02        Do vehicle/entity graphical action $02 
CB/F644: E0        Pause for 4 * 2 (8) frames
CB/F646: 01        Do vehicle/entity graphical action $01 
CB/F647: E0        Pause for 4 * 2 (8) frames
CB/F649: FC        Branch 12 bytes backwards ($CBF63D)
CB/F64B: FF        End queue
CB/F64C: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CB/F64E: 80        Move vehicle/entity up 1 tile
CB/F64F: CE        Turn vehicle/entity down
CB/F650: FF        End queue
CB/F651: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/F653: 95    Pause for 120 units
CB/F654: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CB/F656: C2        Set vehicle/entity's event speed to normal
CB/F657: 8B        Move vehicle/entity left 3 tiles
CB/F658: 86        Move vehicle/entity down 2 tiles
CB/F659: CD        Turn vehicle/entity right
CB/F65A: FF        End queue
CB/F65B: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CB/F65D: E0        Pause for 4 * 5 (20) frames
CB/F65F: C2        Set vehicle/entity's event speed to normal
CB/F660: 81        Move vehicle/entity right 1 tile
CB/F661: CF        Turn vehicle/entity left
CB/F662: FF        End queue
CB/F663: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long 
CB/F665: C2        Set vehicle/entity's event speed to normal
CB/F666: 1F        Do vehicle/entity graphical action $1F 
CB/F667: C7        Set vehicle/entity to stay still when moving
CB/F668: DC        Make vehicle/entity jump (low)
CB/F669: 80        Move vehicle/entity up 1 tile
CB/F66A: C6        Set vehicle/entity to walk when moving
CB/F66B: FF        End queue
CB/F66C: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long 
CB/F66E: C2        Set vehicle/entity's event speed to normal
CB/F66F: 1F        Do vehicle/entity graphical action $1F 
CB/F670: C7        Set vehicle/entity to stay still when moving
CB/F671: DC        Make vehicle/entity jump (low)
CB/F672: 80        Move vehicle/entity up 1 tile
CB/F673: C6        Set vehicle/entity to walk when moving
CB/F674: FF        End queue
CB/F675: 07    Begin action queue for character $07 (Actor in stot 7), 7 bytes long 
CB/F677: C2        Set vehicle/entity's event speed to normal
CB/F678: 1F        Do vehicle/entity graphical action $1F 
CB/F679: C7        Set vehicle/entity to stay still when moving
CB/F67A: DC        Make vehicle/entity jump (low)
CB/F67B: 80        Move vehicle/entity up 1 tile
CB/F67C: C6        Set vehicle/entity to walk when moving
CB/F67D: FF        End queue
CB/F67E: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F680: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/F682: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F684: 95    Pause for 120 units
CB/F685: F4    Play sound effect 24
CB/F687: 93    Pause for 45 units
CB/F688: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F68A: CE        Turn vehicle/entity down
CB/F68B: FF        End queue
CB/F68C: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long 
CB/F68E: CE        Turn vehicle/entity down
CB/F68F: FF        End queue
CB/F690: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F692: CE        Turn vehicle/entity down
CB/F693: FF        End queue
CB/F694: 07    Begin action queue for character $07 (Actor in stot 7), 11 bytes long 
CB/F696: CF        Turn vehicle/entity left
CB/F697: E0        Pause for 4 * 4 (16) frames
CB/F699: CD        Turn vehicle/entity right
CB/F69A: E0        Pause for 4 * 4 (16) frames
CB/F69C: CC        Turn vehicle/entity up
CB/F69D: E0        Pause for 4 * 4 (16) frames
CB/F69F: CE        Turn vehicle/entity down
CB/F6A0: FF        End queue
CB/F6A1: 08    Begin action queue for character $08 (Actor in stot 8), 11 bytes long 
CB/F6A3: CC        Turn vehicle/entity up
CB/F6A4: E0        Pause for 4 * 4 (16) frames
CB/F6A6: CE        Turn vehicle/entity down
CB/F6A7: E0        Pause for 4 * 4 (16) frames
CB/F6A9: CD        Turn vehicle/entity right
CB/F6AA: E0        Pause for 4 * 4 (16) frames
CB/F6AC: CF        Turn vehicle/entity left
CB/F6AD: FF        End queue
CB/F6AE: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete)
CB/F6B0: CD        Turn vehicle/entity right
CB/F6B1: E0        Pause for 4 * 4 (16) frames
CB/F6B3: CF        Turn vehicle/entity left
CB/F6B4: E0        Pause for 4 * 4 (16) frames
CB/F6B6: CE        Turn vehicle/entity down
CB/F6B7: E0        Pause for 4 * 4 (16) frames
CB/F6B9: CC        Turn vehicle/entity up
CB/F6BA: FF        End queue
CB/F6BB: 92    Pause for 30 units
CB/F6BC: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F6BE: CE        Turn vehicle/entity down
CB/F6BF: FF        End queue
CB/F6C0: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F6C2: CE        Turn vehicle/entity down
CB/F6C3: FF        End queue
CB/F6C4: 91    Pause for 15 units
CB/F6C5: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/F6C7: C0        Set vehicle/entity's event speed to slowest
CB/F6C8: 82        Move vehicle/entity down 1 tile
CB/F6C9: FF        End queue
CB/F6CA: 4B    Display dialogue message $0800, wait for button press (At bottom of screen)
               RELM: What is it?
               STRAGO: I sense some immense magical power in TERRA Itfrightens me
CB/F6CD: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/F6CF: F4    Play sound effect 23
CB/F6D1: B5    Pause for 15 * 5 (75) units
CB/F6D3: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/F6D5: F4    Play sound effect 23
CB/F6D7: B5    Pause for 15 * 6 (90) units
CB/F6D9: 54    End effects of commands for modifed color components and screen flashes
CB/F6DA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F6DC: 1F        Do vehicle/entity graphical action $1F 
CB/F6DD: FF        End queue
CB/F6DE: 4B    Display dialogue message $0801, wait for button press (At bottom of screen)
               LOCKE: I wonder if she's gonna go ballistic again?!
CB/F6E1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F6E3: CE        Turn vehicle/entity down
CB/F6E4: FF        End queue
CB/F6E5: 93    Pause for 45 units
CB/F6E6: 56    Increase color component(s) 154 (Blue), at intensity 10
CB/F6E8: F4    Play sound effect 54
CB/F6EA: B5    Pause for 15 * 6 (90) units
CB/F6EC: 54    End effects of commands for modifed color components and screen flashes
CB/F6ED: 93    Pause for 45 units
CB/F6EE: 56    Increase color component(s) 157 (Blue), at intensity 13
CB/F6F0: F4    Play sound effect 54
CB/F6F2: 95    Pause for 120 units
CB/F6F3: 54    End effects of commands for modifed color components and screen flashes
CB/F6F4: 93    Pause for 45 units
CB/F6F5: 56    Increase color component(s) 159 (Blue), at intensity 15
CB/F6F7: F4    Play sound effect 54
CB/F6F9: 94    Pause for 60 units
CB/F6FA: F4    Play sound effect 70
CB/F6FC: 92    Pause for 30 units
CB/F6FD: 5A    Fade screen at speed $02
CB/F6FF: 5C    Pause execution until fade in or fade out is complete
CB/F700: 54    End effects of commands for modifed color components and screen flashes
CB/F701: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/F703: C2        Set vehicle/entity's event speed to normal
CB/F704: 80        Move vehicle/entity up 1 tile
CB/F705: FF        End queue
CB/F706: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/F708: D5        Set vehicle/entity's position to (17, 19)
CB/F70B: CE        Turn vehicle/entity down
CB/F70C: FF        End queue
CB/F70D: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/F70F: D5        Set vehicle/entity's position to (17, 21)
CB/F712: CE        Turn vehicle/entity down
CB/F713: FF        End queue
CB/F714: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CB/F716: D5        Set vehicle/entity's position to (18, 19)
CB/F719: CE        Turn vehicle/entity down
CB/F71A: FF        End queue
CB/F71B: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CB/F71D: D5        Set vehicle/entity's position to (16, 19)
CB/F720: CE        Turn vehicle/entity down
CB/F721: FF        End queue
CB/F722: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/F724: D5        Set vehicle/entity's position to (17, 24)
CB/F727: CC        Turn vehicle/entity up
CB/F728: FF        End queue
CB/F729: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CB/F72B: D5        Set vehicle/entity's position to (18, 26)
CB/F72E: CC        Turn vehicle/entity up
CB/F72F: FF        End queue
CB/F730: 13    Begin action queue for character $13 (NPC $13), 7 bytes long 
CB/F732: D5        Set vehicle/entity's position to (21, 27)
CB/F735: CC        Turn vehicle/entity up
CB/F736: C8        Set object layering priority to 0 (low nibble 0)
CB/F738: FF        End queue
CB/F739: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CB/F73B: D5        Set vehicle/entity's position to (20, 26)
CB/F73E: CF        Turn vehicle/entity left
CB/F73F: FF        End queue
CB/F740: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CB/F742: D5        Set vehicle/entity's position to (13, 23)
CB/F745: CD        Turn vehicle/entity right
CB/F746: FF        End queue
CB/F747: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/F749: D5        Set vehicle/entity's position to (22, 23)
CB/F74C: CF        Turn vehicle/entity left
CB/F74D: FF        End queue
CB/F74E: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CB/F750: D5        Set vehicle/entity's position to (14, 26)
CB/F753: CD        Turn vehicle/entity right
CB/F754: FF        End queue
CB/F755: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CB/F757: D5        Set vehicle/entity's position to (12, 25)
CB/F75A: CD        Turn vehicle/entity right
CB/F75B: FF        End queue
CB/F75C: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/F75E: D5        Set vehicle/entity's position to (13, 28)
CB/F761: CC        Turn vehicle/entity up
CB/F762: FF        End queue
CB/F763: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/F765: D5        Set vehicle/entity's position to (9, 27)
CB/F768: CD        Turn vehicle/entity right
CB/F769: FF        End queue
CB/F76A: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CB/F76C: D5        Set vehicle/entity's position to (16, 27)
CB/F76F: CC        Turn vehicle/entity up
CB/F770: FF        End queue
CB/F771: B5    Pause for 15 * 5 (75) units
CB/F773: 12    Begin action queue for character $12 (NPC $12), 16 bytes long 
CB/F775: C1        Set vehicle/entity's event speed to slow
CB/F776: 03        Do vehicle/entity graphical action $03 
CB/F777: E0        Pause for 4 * 2 (8) frames
CB/F779: 04        Do vehicle/entity graphical action $04 
CB/F77A: E0        Pause for 4 * 2 (8) frames
CB/F77C: 05        Do vehicle/entity graphical action $05 
CB/F77D: E0        Pause for 4 * 2 (8) frames
CB/F77F: 04        Do vehicle/entity graphical action $04 
CB/F780: E0        Pause for 4 * 2 (8) frames
CB/F782: FC        Branch 12 bytes backwards ($CBF776)
CB/F784: FF        End queue
CB/F785: 14    Begin action queue for character $14 (NPC $14), 16 bytes long 
CB/F787: C1        Set vehicle/entity's event speed to slow
CB/F788: 06        Do vehicle/entity graphical action $06 
CB/F789: E0        Pause for 4 * 2 (8) frames
CB/F78B: 07        Do vehicle/entity graphical action $07 
CB/F78C: E0        Pause for 4 * 2 (8) frames
CB/F78E: 08        Do vehicle/entity graphical action $08 
CB/F78F: E0        Pause for 4 * 2 (8) frames
CB/F791: 07        Do vehicle/entity graphical action $07 
CB/F792: E0        Pause for 4 * 2 (8) frames
CB/F794: FC        Branch 12 bytes backwards ($CBF788)
CB/F796: FF        End queue
CB/F797: 15    Begin action queue for character $15 (NPC $15), 16 bytes long 
CB/F799: C1        Set vehicle/entity's event speed to slow
CB/F79A: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F79B: E0        Pause for 4 * 2 (8) frames
CB/F79D: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F79E: E0        Pause for 4 * 2 (8) frames
CB/F7A0: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F7A1: E0        Pause for 4 * 2 (8) frames
CB/F7A3: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F7A4: E0        Pause for 4 * 2 (8) frames
CB/F7A6: FC        Branch 12 bytes backwards ($CBF79A)
CB/F7A8: FF        End queue
CB/F7A9: 16    Begin action queue for character $16 (NPC $16), 16 bytes long 
CB/F7AB: C1        Set vehicle/entity's event speed to slow
CB/F7AC: 06        Do vehicle/entity graphical action $06 
CB/F7AD: E0        Pause for 4 * 2 (8) frames
CB/F7AF: 07        Do vehicle/entity graphical action $07 
CB/F7B0: E0        Pause for 4 * 2 (8) frames
CB/F7B2: 08        Do vehicle/entity graphical action $08 
CB/F7B3: E0        Pause for 4 * 2 (8) frames
CB/F7B5: 07        Do vehicle/entity graphical action $07 
CB/F7B6: E0        Pause for 4 * 2 (8) frames
CB/F7B8: FC        Branch 12 bytes backwards ($CBF7AC)
CB/F7BA: FF        End queue
CB/F7BB: 18    Begin action queue for character $18 (NPC $18), 16 bytes long 
CB/F7BD: C1        Set vehicle/entity's event speed to slow
CB/F7BE: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F7BF: E0        Pause for 4 * 2 (8) frames
CB/F7C1: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F7C2: E0        Pause for 4 * 2 (8) frames
CB/F7C4: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F7C5: E0        Pause for 4 * 2 (8) frames
CB/F7C7: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F7C8: E0        Pause for 4 * 2 (8) frames
CB/F7CA: FC        Branch 12 bytes backwards ($CBF7BE)
CB/F7CC: FF        End queue
CB/F7CD: 1A    Begin action queue for character $1A (NPC $1A), 16 bytes long 
CB/F7CF: C1        Set vehicle/entity's event speed to slow
CB/F7D0: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F7D1: E0        Pause for 4 * 2 (8) frames
CB/F7D3: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F7D4: E0        Pause for 4 * 2 (8) frames
CB/F7D6: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F7D7: E0        Pause for 4 * 2 (8) frames
CB/F7D9: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F7DA: E0        Pause for 4 * 2 (8) frames
CB/F7DC: FC        Branch 12 bytes backwards ($CBF7D0)
CB/F7DE: FF        End queue
CB/F7DF: 93    Pause for 45 units
CB/F7E0: 59    Unfade screen at speed $04
CB/F7E2: 5C    Pause execution until fade in or fade out is complete
CB/F7E3: B5    Pause for 15 * 5 (75) units
CB/F7E5: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CB/F7E7: C1        Set vehicle/entity's event speed to slow
CB/F7E8: 80        Move vehicle/entity up 1 tile
CB/F7E9: FF        End queue
CB/F7EA: 00    Begin action queue for character $00 (Actor in stot 0), 13 bytes long 
CB/F7EC: E0        Pause for 4 * 8 (32) frames
CB/F7EE: 20        Do vehicle/entity graphical action $20 
CB/F7EF: E0        Pause for 4 * 2 (8) frames
CB/F7F1: CE        Turn vehicle/entity down
CB/F7F2: E0        Pause for 4 * 2 (8) frames
CB/F7F4: 20        Do vehicle/entity graphical action $20 
CB/F7F5: E0        Pause for 4 * 2 (8) frames
CB/F7F7: CE        Turn vehicle/entity down
CB/F7F8: FF        End queue
CB/F7F9: 4B    Display dialogue message $0802, wait for button press (At bottom of screen)
               YURA: You're somehow different
               I sense a familiar power radiating from you
               TERRA: Yes.
CB/F7FC: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F7FE: 92    Pause for 30 units
CB/F7FF: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete)
CB/F801: C2        Set vehicle/entity's event speed to normal
CB/F802: 82        Move vehicle/entity down 1 tile
CB/F803: A2        Move vehicle/entity left/down 1x1 tiles
CB/F804: 82        Move vehicle/entity down 1 tile
CB/F805: CD        Turn vehicle/entity right
CB/F806: FF        End queue
CB/F807: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/F809: E0        Pause for 4 * 9 (36) frames
CB/F80B: CF        Turn vehicle/entity left
CB/F80C: FF        End queue
CB/F80D: 4B    Display dialogue message $0803, wait for button press (At bottom of screen)
               STRAGO: You're the Espers that fled through the sealed gate?
               YURA: As a rule, we are not allowed to visit to your world.
               We few had gathered near the gate, and were wondering how we could save the Espers that had been kidnapped.
               It was just a coincidence that TERRA appeared when she did
CB/F810: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/F812: 91    Pause for 15 units
CB/F813: 00    Begin action queue for character $00 (Actor in stot 0), 13 bytes long 
CB/F815: E0        Pause for 4 * 8 (32) frames
CB/F817: 20        Do vehicle/entity graphical action $20 
CB/F818: E0        Pause for 4 * 2 (8) frames
CB/F81A: CE        Turn vehicle/entity down
CB/F81B: E0        Pause for 4 * 2 (8) frames
CB/F81D: 20        Do vehicle/entity graphical action $20 
CB/F81E: E0        Pause for 4 * 2 (8) frames
CB/F820: CE        Turn vehicle/entity down
CB/F821: FF        End queue
CB/F822: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/F824: E0        Pause for 4 * 10 (40) frames
CB/F826: CC        Turn vehicle/entity up
CB/F827: FF        End queue
CB/F828: 4B    Display dialogue message $0804, wait for button press (At bottom of screen)
               TERRA: I felt
               your presence
               through the gate.
               YURA: We bolted the moment TERRA opened the gate.
               But once in your world, we lost control of our powers.
CB/F82B: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F82D: 93    Pause for 45 units
CB/F82E: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/F830: E0        Pause for 4 * 10 (40) frames
CB/F832: CE        Turn vehicle/entity down
CB/F833: FF        End queue
CB/F834: 4B    Display dialogue message $0805, wait for button press (At bottom of screen)
               YURA: We completely leveled a cityand took some innocent lives
CB/F837: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/F839: 93    Pause for 45 units
CB/F83A: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F83C: E0        Pause for 4 * 3 (12) frames
CB/F83E: 20        Do vehicle/entity graphical action $20 
CB/F83F: FF        End queue
CB/F840: 4B    Display dialogue message $0806, wait for button press (At bottom of screen)
               TERRA: That's what happened to me! I lost all control of my power
CB/F843: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F845: 92    Pause for 30 units
CB/F846: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long 
CB/F848: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/F849: E0        Pause for 4 * 3 (12) frames
CB/F84B: CD        Turn vehicle/entity right
CB/F84C: E0        Pause for 4 * 3 (12) frames
CB/F84E: FC        Branch 6 bytes backwards ($CBF848)
CB/F850: FF        End queue
CB/F851: 4B    Display dialogue message $0807, wait for button press (At bottom of screen)
               STRAGO: There must be something in your world that allows you to focus your power differently.
               You must use caution while in our world
CB/F854: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/F856: CD        Turn vehicle/entity right
CB/F857: FF        End queue
CB/F858: 93    Pause for 45 units
CB/F859: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F85B: E0        Pause for 4 * 4 (16) frames
CB/F85D: CE        Turn vehicle/entity down
CB/F85E: FF        End queue
CB/F85F: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/F861: E0        Pause for 4 * 5 (20) frames
CB/F863: CC        Turn vehicle/entity up
CB/F864: FF        End queue
CB/F865: 4B    Display dialogue message $0808, wait for button press (At bottom of screen)
               YURA: We are deeply sorry to have caused you humans such suffering and pain.
CB/F868: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/F86A: 93    Pause for 45 units
CB/F86B: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CB/F86D: C2        Set vehicle/entity's event speed to normal
CB/F86E: 81        Move vehicle/entity right 1 tile
CB/F86F: CE        Turn vehicle/entity down
CB/F870: FF        End queue
CB/F871: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/F873: C2        Set vehicle/entity's event speed to normal
CB/F874: 86        Move vehicle/entity down 2 tiles
CB/F875: FF        End queue
CB/F876: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F878: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/F87A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CB/F87C: E0        Pause for 4 * 5 (20) frames
CB/F87E: CC        Turn vehicle/entity up
CB/F87F: FF        End queue
CB/F880: 4B    Display dialogue message $0809, wait for button press (At bottom of screen)
               LOCKE: The past is history. The Empire seems to want to talk peace with you. Why not come with us?
               YURA: They would forgive us so easily?
CB/F883: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/F885: 92    Pause for 30 units
CB/F886: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete)
CB/F888: 20        Do vehicle/entity graphical action $20 
CB/F889: E0        Pause for 4 * 2 (8) frames
CB/F88B: CE        Turn vehicle/entity down
CB/F88C: E0        Pause for 4 * 2 (8) frames
CB/F88E: 20        Do vehicle/entity graphical action $20 
CB/F88F: E0        Pause for 4 * 2 (8) frames
CB/F891: CE        Turn vehicle/entity down
CB/F892: FF        End queue
CB/F893: 94    Pause for 60 units
CB/F894: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F896: CD        Turn vehicle/entity right
CB/F897: FF        End queue
CB/F898: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/F89A: CF        Turn vehicle/entity left
CB/F89B: FF        End queue
CB/F89C: 4B    Display dialogue message $080A, wait for button press (At bottom of screen)
               LOCKE: Let's go to Thamasa and talk with General Leo.
               TERRA: Right!
CB/F89F: D0    Set event bit $1E80($099) [$1E93, bit 1]
CB/F8A1: 5A    Fade screen at speed $02
CB/F8A3: 5C    Pause execution until fade in or fade out is complete
CB/F8A4: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CB/F8A6: C3        Set vehicle/entity's event speed to fast
CB/F8A7: 81        Move vehicle/entity right 1 tile
CB/F8A8: FF        End queue
CB/F8A9: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CB/F8AB: C3        Set vehicle/entity's event speed to fast
CB/F8AC: A2        Move vehicle/entity left/down 1x1 tiles
CB/F8AD: FF        End queue
CB/F8AE: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CB/F8B0: C3        Set vehicle/entity's event speed to fast
CB/F8B1: A9        Move vehicle/entity left/down 2x1 tiles
CB/F8B2: FF        End queue
CB/F8B3: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long 
CB/F8B5: C3        Set vehicle/entity's event speed to fast
CB/F8B6: 87        Move vehicle/entity left 2 tiles
CB/F8B7: 8A        Move vehicle/entity down 3 tiles
CB/F8B8: FF        End queue
CB/F8B9: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F8BB: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/F8BD: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F8BF: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F8C1: B2    Call subroutine $CB2E34
CB/F8C5: B2    Call subroutine $CACB95
CB/F8C9: 3B    Position character in a "ready-to-go" stance
CB/F8CA: DA    Set event bit $1E80($51F) [$1F23, bit 7]
CB/F8CC: DB    Clear event bit $1E80($51B) [$1F23, bit 3]
CB/F8CE: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/F8D0: 39    Free screen
CB/F8D1: 6B    Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) instantly, (upper bits $0000), place party at (24, 27), facing up
CB/F8D7: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CB/F8D9: B2    Call subroutine $CAC6AC
CB/F8DD: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $08 (Actor in stot 8)
CB/F8E2: 45    Refresh objects
CB/F8E3: B2    Call subroutine $CB2E34
CB/F8E7: 38    Hold screen
CB/F8E8: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/F8EA: C2        Set vehicle/entity's event speed to normal
CB/F8EB: 85        Move vehicle/entity right 2 tiles
CB/F8EC: FF        End queue
CB/F8ED: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CB/F8EF: D5        Set vehicle/entity's position to (24, 31)
CB/F8F2: CC        Turn vehicle/entity up
CB/F8F3: FF        End queue
CB/F8F4: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CB/F8F6: D5        Set vehicle/entity's position to (25, 31)
CB/F8F9: CC        Turn vehicle/entity up
CB/F8FA: FF        End queue
CB/F8FB: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/F8FD: D5        Set vehicle/entity's position to (24, 28)
CB/F900: CD        Turn vehicle/entity right
CB/F901: FF        End queue
CB/F902: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/F904: D5        Set vehicle/entity's position to (23, 29)
CB/F907: CD        Turn vehicle/entity right
CB/F908: FF        End queue
CB/F909: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/F90B: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/F90D: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/F90F: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F911: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F913: 14    Begin action queue for character $14 (NPC $14), 16 bytes long 
CB/F915: C1        Set vehicle/entity's event speed to slow
CB/F916: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F917: E0        Pause for 4 * 2 (8) frames
CB/F919: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F91A: E0        Pause for 4 * 2 (8) frames
CB/F91C: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F91D: E0        Pause for 4 * 2 (8) frames
CB/F91F: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F920: E0        Pause for 4 * 2 (8) frames
CB/F922: FC        Branch 12 bytes backwards ($CBF916)
CB/F924: FF        End queue
CB/F925: 15    Begin action queue for character $15 (NPC $15), 16 bytes long 
CB/F927: C1        Set vehicle/entity's event speed to slow
CB/F928: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/F929: E0        Pause for 4 * 2 (8) frames
CB/F92B: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F92C: E0        Pause for 4 * 2 (8) frames
CB/F92E: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/F92F: E0        Pause for 4 * 2 (8) frames
CB/F931: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/F932: E0        Pause for 4 * 2 (8) frames
CB/F934: FC        Branch 12 bytes backwards ($CBF928)
CB/F936: FF        End queue
CB/F937: 59    Unfade screen at speed $02
CB/F939: B5    Pause for 15 * 5 (75) units
CB/F93B: 10    Begin action queue for character $10 (NPC $10), 13 bytes long 
CB/F93D: E0        Pause for 4 * 5 (20) frames
CB/F93F: 22        Do vehicle/entity graphical action $22 
CB/F940: E0        Pause for 4 * 2 (8) frames
CB/F942: CF        Turn vehicle/entity left
CB/F943: E0        Pause for 4 * 2 (8) frames
CB/F945: 22        Do vehicle/entity graphical action $22 
CB/F946: E0        Pause for 4 * 2 (8) frames
CB/F948: CF        Turn vehicle/entity left
CB/F949: FF        End queue
CB/F94A: 4B    Display dialogue message $080B, wait for button press
               LOCKE: General Leo.
               LEO: LOCKEyou're back! And you've made the Espers understand our desire for peace!
CB/F94D: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/F94F: 94    Pause for 60 units
CB/F950: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long 
CB/F952: C2        Set vehicle/entity's event speed to normal
CB/F953: 85        Move vehicle/entity right 2 tiles
CB/F954: CC        Turn vehicle/entity up
CB/F955: FF        End queue
CB/F956: 07    Begin action queue for character $07 (Actor in stot 7), 4 bytes long 
CB/F958: C2        Set vehicle/entity's event speed to normal
CB/F959: 81        Move vehicle/entity right 1 tile
CB/F95A: CC        Turn vehicle/entity up
CB/F95B: FF        End queue
CB/F95C: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CB/F95E: C2        Set vehicle/entity's event speed to normal
CB/F95F: 86        Move vehicle/entity down 2 tiles
CB/F960: 85        Move vehicle/entity right 2 tiles
CB/F961: CC        Turn vehicle/entity up
CB/F962: FF        End queue
CB/F963: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/F965: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/F967: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/F969: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CB/F96B: C2        Set vehicle/entity's event speed to normal
CB/F96C: 82        Move vehicle/entity down 1 tile
CB/F96D: 85        Move vehicle/entity right 2 tiles
CB/F96E: CC        Turn vehicle/entity up
CB/F96F: FF        End queue
CB/F970: B5    Pause for 15 * 6 (90) units
CB/F972: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/F974: 22        Do vehicle/entity graphical action $22 
CB/F975: E0        Pause for 4 * 5 (20) frames
CB/F977: CF        Turn vehicle/entity left
CB/F978: FF        End queue
CB/F979: 4B    Display dialogue message $080C, wait for button press
               LEO: I am General Leo.
               May I have your name, please?
               YURA: I am called Yura.
CB/F97C: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CB/F97E: C1        Set vehicle/entity's event speed to slow
CB/F97F: 81        Move vehicle/entity right 1 tile
CB/F980: FF        End queue
CB/F981: 4B    Display dialogue message $080D, wait for button press
               YURA: We have done something inexcusable to your people.
               YURA: This probably isn't the time or place to ask for your forgiveness, but
CB/F984: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/F986: 93    Pause for 45 units
CB/F987: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CB/F989: 22        Do vehicle/entity graphical action $22 
CB/F98A: E0        Pause for 4 * 2 (8) frames
CB/F98C: CF        Turn vehicle/entity left
CB/F98D: E0        Pause for 4 * 2 (8) frames
CB/F98F: 22        Do vehicle/entity graphical action $22 
CB/F990: E0        Pause for 4 * 2 (8) frames
CB/F992: CF        Turn vehicle/entity left
CB/F993: FF        End queue
CB/F994: 4B    Display dialogue message $080E, wait for button press
               LEO: Speak no further.
               It is we who owe you an apology. We hungered for your power
               How close we came to reenacting the War of the Magi!!!
               YURA: We must put this all behind us.
CB/F997: 94    Pause for 60 units
CB/F998: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CB/F99A: C2        Set vehicle/entity's event speed to normal
CB/F99B: 82        Move vehicle/entity down 1 tile
CB/F99C: CF        Turn vehicle/entity left
CB/F99D: FF        End queue
CB/F99E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CB/F9A0: A0        Move vehicle/entity right/up 1x1 tiles
CB/F9A1: CD        Turn vehicle/entity right
CB/F9A2: FF        End queue
CB/F9A3: 4B    Display dialogue message $0810, wait for button press
               LOCKE: I believe our job is finally over! I, for one, could use some peace and quiet
               CELES: Let's return to Vector.
CB/F9A6: 94    Pause for 60 units
CB/F9A7: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/F9A9: 62        Do vehicle/entity graphical action $22, flipped horizontally
CB/F9AA: FF        End queue
CB/F9AB: 4B    Display dialogue message $0763, wait for button press
               LOCKE: CELES
CB/F9AE: 92    Pause for 30 units
CB/F9AF: 11    Begin action queue for character $11 (NPC $11), 11 bytes long (Wait until complete)
CB/F9B1: 23        Do vehicle/entity graphical action $23 
CB/F9B2: E0        Pause for 4 * 2 (8) frames
CB/F9B4: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F9B5: E0        Pause for 4 * 2 (8) frames
CB/F9B7: 23        Do vehicle/entity graphical action $23 
CB/F9B8: E0        Pause for 4 * 2 (8) frames
CB/F9BA: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F9BB: FF        End queue
CB/F9BC: 4B    Display dialogue message $0811, wait for button press
               CELES: Please, not another word.
CB/F9BF: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CB/F9C1: CF        Turn vehicle/entity left
CB/F9C2: FF        End queue
CB/F9C3: 95    Pause for 120 units
CB/F9C4: F2    Fade out current song with transition time 240
CB/F9C6: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/F9C8: CE        Turn vehicle/entity down
CB/F9C9: FF        End queue
CB/F9CA: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CB/F9CC: 80        Move vehicle/entity up 1 tile
CB/F9CD: CD        Turn vehicle/entity right
CB/F9CE: FF        End queue
CB/F9CF: 93    Pause for 45 units
CB/F9D0: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete)
CB/F9D2: C0        Set vehicle/entity's event speed to slowest
CB/F9D3: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F9D4: FF        End queue
CB/F9D5: 92    Pause for 30 units
CB/F9D6: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete)
CB/F9D8: C0        Set vehicle/entity's event speed to slowest
CB/F9D9: 23        Do vehicle/entity graphical action $23 
CB/F9DA: FF        End queue
CB/F9DB: 93    Pause for 45 units
CB/F9DC: 4B    Display dialogue message $0812, wait for button press
               RELM: I'm too hot, Grandpa.
               STRAGO: Kids!!
CB/F9DF: B5    Pause for 15 * 5 (75) units
CB/F9E1: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CB/F9E3: CC        Turn vehicle/entity up
CB/F9E4: E0        Pause for 4 * 3 (12) frames
CB/F9E6: CF        Turn vehicle/entity left
CB/F9E7: E0        Pause for 4 * 5 (20) frames
CB/F9E9: CD        Turn vehicle/entity right
CB/F9EA: FF        End queue
CB/F9EB: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CB/F9ED: CE        Turn vehicle/entity down
CB/F9EE: E0        Pause for 4 * 5 (20) frames
CB/F9F0: CD        Turn vehicle/entity right
CB/F9F1: E0        Pause for 4 * 6 (24) frames
CB/F9F3: CF        Turn vehicle/entity left
CB/F9F4: FF        End queue
CB/F9F5: 95    Pause for 120 units
CB/F9F6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/F9F8: 1F        Do vehicle/entity graphical action $1F 
CB/F9F9: FF        End queue
CB/F9FA: 91    Pause for 15 units
CB/F9FB: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/F9FD: 63        Do vehicle/entity graphical action $23, flipped horizontally
CB/F9FE: FF        End queue
CB/F9FF: 94    Pause for 60 units
CB/FA00: B0    Execute the following commands until $B1 5 times
CB/FA02: 07        Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/FA04: 1D            Do vehicle/entity graphical action $1D 
CB/FA05: FF            End queue
CB/FA06: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/FA08: 1D            Do vehicle/entity graphical action $1D 
CB/FA09: FF            End queue
CB/FA0A: 07        Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/FA0C: 1E            Do vehicle/entity graphical action $1E 
CB/FA0D: FF            End queue
CB/FA0E: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/FA10: 1E            Do vehicle/entity graphical action $1E 
CB/FA11: FF            End queue
CB/FA12: B1        End block of repeating commands
CB/FA13: 92    Pause for 30 units
CB/FA14: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long 
CB/FA16: 19        Do vehicle/entity graphical action $19 
CB/FA17: E0        Pause for 4 * 1 (4) frames
CB/FA19: 1A        Do vehicle/entity graphical action $1A 
CB/FA1A: E0        Pause for 4 * 1 (4) frames
CB/FA1C: FC        Branch 6 bytes backwards ($CBFA16)
CB/FA1E: FF        End queue
CB/FA1F: B0    Execute the following commands until $B1 3 times
CB/FA21: 00        Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/FA23: 1D            Do vehicle/entity graphical action $1D 
CB/FA24: FF            End queue
CB/FA25: 10        Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/FA27: 1D            Do vehicle/entity graphical action $1D 
CB/FA28: FF            End queue
CB/FA29: 19        Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/FA2B: 1D            Do vehicle/entity graphical action $1D 
CB/FA2C: FF            End queue
CB/FA2D: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/FA2F: 1D            Do vehicle/entity graphical action $1D 
CB/FA30: FF            End queue
CB/FA31: 07        Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/FA33: 1D            Do vehicle/entity graphical action $1D 
CB/FA34: FF            End queue
CB/FA35: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/FA37: 1D            Do vehicle/entity graphical action $1D 
CB/FA38: FF            End queue
CB/FA39: 00        Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/FA3B: 1E            Do vehicle/entity graphical action $1E 
CB/FA3C: FF            End queue
CB/FA3D: 10        Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/FA3F: 1E            Do vehicle/entity graphical action $1E 
CB/FA40: FF            End queue
CB/FA41: 19        Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/FA43: 1E            Do vehicle/entity graphical action $1E 
CB/FA44: FF            End queue
CB/FA45: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/FA47: 1E            Do vehicle/entity graphical action $1E 
CB/FA48: FF            End queue
CB/FA49: 07        Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/FA4B: 1E            Do vehicle/entity graphical action $1E 
CB/FA4C: FF            End queue
CB/FA4D: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/FA4F: 1E            Do vehicle/entity graphical action $1E 
CB/FA50: FF            End queue
CB/FA51: B1        End block of repeating commands
CB/FA52: DA    Set event bit $1E80($51D) [$1F23, bit 5]
CB/FA54: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CB/FA56: B5    Pause for 15 * 5 (75) units
CB/FA58: F4    Play sound effect 205
CB/FA5A: B5    Pause for 15 * 5 (75) units
CB/FA5C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CB/FA5E: CE        Turn vehicle/entity down
CB/FA5F: FF        End queue
CB/FA60: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CB/FA62: CE        Turn vehicle/entity down
CB/FA63: FF        End queue
CB/FA64: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CB/FA66: CE        Turn vehicle/entity down
CB/FA67: FF        End queue
CB/FA68: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long 
CB/FA6A: CE        Turn vehicle/entity down
CB/FA6B: FF        End queue
CB/FA6C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/FA6E: CE        Turn vehicle/entity down
CB/FA6F: FF        End queue
CB/FA70: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CB/FA72: CE        Turn vehicle/entity down
CB/FA73: FF        End queue
CB/FA74: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/FA76: CE        Turn vehicle/entity down
CB/FA77: FF        End queue
CB/FA78: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CB/FA7A: CE        Turn vehicle/entity down
CB/FA7B: FF        End queue
CB/FA7C: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CB/FA7E: CE        Turn vehicle/entity down
CB/FA7F: FF        End queue
CB/FA80: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CB/FA82: CE        Turn vehicle/entity down
CB/FA83: FF        End queue
CB/FA84: B0    Execute the following commands until $B1 3 times
CB/FA86: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/FA88: 13            Do vehicle/entity graphical action $13 
CB/FA89: FF            End queue
CB/FA8A: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/FA8C: CE            Turn vehicle/entity down
CB/FA8D: FF            End queue
CB/FA8E: B1        End block of repeating commands
CB/FA8F: 93    Pause for 45 units
CB/FA90: F0    Play song 22 (Kefka), (high bit clear), full volume
CB/FA92: 3D    Create object $12
CB/FA94: 45    Refresh objects
CB/FA95: 41    Show object $12
CB/FA97: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/FA99: C2        Set vehicle/entity's event speed to normal
CB/FA9A: 94        Move vehicle/entity up 6 tiles
CB/FA9B: FF        End queue
CB/FA9C: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CB/FA9E: CC        Turn vehicle/entity up
CB/FA9F: FF        End queue
CB/FAA0: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CB/FAA2: CC        Turn vehicle/entity up
CB/FAA3: FF        End queue
CB/FAA4: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CB/FAA6: CC        Turn vehicle/entity up
CB/FAA7: FF        End queue
CB/FAA8: 15    Begin action queue for character $15 (NPC $15), 16 bytes long 
CB/FAAA: C1        Set vehicle/entity's event speed to slow
CB/FAAB: 03        Do vehicle/entity graphical action $03 
CB/FAAC: E0        Pause for 4 * 2 (8) frames
CB/FAAE: 04        Do vehicle/entity graphical action $04 
CB/FAAF: E0        Pause for 4 * 2 (8) frames
CB/FAB1: 05        Do vehicle/entity graphical action $05 
CB/FAB2: E0        Pause for 4 * 2 (8) frames
CB/FAB4: 04        Do vehicle/entity graphical action $04 
CB/FAB5: E0        Pause for 4 * 2 (8) frames
CB/FAB7: FC        Branch 12 bytes backwards ($CBFAAB)
CB/FAB9: FF        End queue
CB/FABA: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CB/FABC: CC        Turn vehicle/entity up
CB/FABD: FF        End queue
CB/FABE: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CB/FAC0: CC        Turn vehicle/entity up
CB/FAC1: FF        End queue
CB/FAC2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/FAC4: CC        Turn vehicle/entity up
CB/FAC5: FF        End queue
CB/FAC6: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CB/FAC8: CC        Turn vehicle/entity up
CB/FAC9: FF        End queue
CB/FACA: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CB/FACC: CC        Turn vehicle/entity up
CB/FACD: FF        End queue
CB/FACE: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CB/FAD0: CC        Turn vehicle/entity up
CB/FAD1: FF        End queue
CB/FAD2: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CB/FAD4: CC        Turn vehicle/entity up
CB/FAD5: FF        End queue
CB/FAD6: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CB/FAD8: CC        Turn vehicle/entity up
CB/FAD9: FF        End queue
CB/FADA: 14    Begin action queue for character $14 (NPC $14), 16 bytes long 
CB/FADC: C1        Set vehicle/entity's event speed to slow
CB/FADD: 03        Do vehicle/entity graphical action $03 
CB/FADE: E0        Pause for 4 * 2 (8) frames
CB/FAE0: 04        Do vehicle/entity graphical action $04 
CB/FAE1: E0        Pause for 4 * 2 (8) frames
CB/FAE3: 05        Do vehicle/entity graphical action $05 
CB/FAE4: E0        Pause for 4 * 2 (8) frames
CB/FAE6: 04        Do vehicle/entity graphical action $04 
CB/FAE7: E0        Pause for 4 * 2 (8) frames
CB/FAE9: FC        Branch 12 bytes backwards ($CBFADD)
CB/FAEB: FF        End queue
CB/FAEC: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/FAEE: 93    Pause for 45 units
CB/FAEF: F4    Play sound effect 106
CB/FAF1: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CB/FAF3: DD        Make vehicle/entity jump (high)
CB/FAF4: 86        Move vehicle/entity down 2 tiles
CB/FAF5: FF        End queue
CB/FAF6: F4    Play sound effect 106
CB/FAF8: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CB/FAFA: DD        Make vehicle/entity jump (high)
CB/FAFB: 86        Move vehicle/entity down 2 tiles
CB/FAFC: FF        End queue
CB/FAFD: 92    Pause for 30 units
CB/FAFE: B0    Execute the following commands until $B1 8 times
CB/FB00: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FB02: 1D            Do vehicle/entity graphical action $1D 
CB/FB03: FF            End queue
CB/FB04: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FB06: 1E            Do vehicle/entity graphical action $1E 
CB/FB07: FF            End queue
CB/FB08: B1        End block of repeating commands
CB/FB09: B5    Pause for 15 * 6 (90) units
CB/FB0B: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/FB0D: CE        Turn vehicle/entity down
CB/FB0E: FF        End queue
CB/FB0F: 93    Pause for 45 units
CB/FB10: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FB12: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FB13: FF        End queue
CB/FB14: 94    Pause for 60 units
CB/FB15: 3D    Create object $16
CB/FB17: 45    Refresh objects
CB/FB18: 3D    Create object $17
CB/FB1A: 45    Refresh objects
CB/FB1B: 3D    Create object $18
CB/FB1D: 45    Refresh objects
CB/FB1E: 41    Show object $16
CB/FB20: 41    Show object $17
CB/FB22: 41    Show object $18
CB/FB24: B0    Execute the following commands until $B1 9 times
CB/FB26: F4        Play sound effect 120
CB/FB28: 16        Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FB2A: C2            Set vehicle/entity's event speed to normal
CB/FB2B: 82            Move vehicle/entity down 1 tile
CB/FB2C: FF            End queue
CB/FB2D: 17        Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/FB2F: C2            Set vehicle/entity's event speed to normal
CB/FB30: 82            Move vehicle/entity down 1 tile
CB/FB31: FF            End queue
CB/FB32: 18        Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FB34: C2            Set vehicle/entity's event speed to normal
CB/FB35: 82            Move vehicle/entity down 1 tile
CB/FB36: FF            End queue
CB/FB37: B1        End block of repeating commands
CB/FB38: F4    Play sound effect 120
CB/FB3A: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FB3C: C2        Set vehicle/entity's event speed to normal
CB/FB3D: 83        Move vehicle/entity left 1 tile
CB/FB3E: FF        End queue
CB/FB3F: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/FB41: C2        Set vehicle/entity's event speed to normal
CB/FB42: 82        Move vehicle/entity down 1 tile
CB/FB43: FF        End queue
CB/FB44: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FB46: C2        Set vehicle/entity's event speed to normal
CB/FB47: 82        Move vehicle/entity down 1 tile
CB/FB48: FF        End queue
CB/FB49: F4    Play sound effect 45
CB/FB4B: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CB/FB4D: 28        Do vehicle/entity graphical action $28 
CB/FB4E: C7        Set vehicle/entity to stay still when moving
CB/FB4F: DD        Make vehicle/entity jump (high)
CB/FB50: A2        Move vehicle/entity left/down 1x1 tiles
CB/FB51: 82        Move vehicle/entity down 1 tile
CB/FB52: FF        End queue
CB/FB53: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FB55: C2        Set vehicle/entity's event speed to normal
CB/FB56: 83        Move vehicle/entity left 1 tile
CB/FB57: FF        End queue
CB/FB58: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/FB5A: C2        Set vehicle/entity's event speed to normal
CB/FB5B: 82        Move vehicle/entity down 1 tile
CB/FB5C: FF        End queue
CB/FB5D: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FB5F: C2        Set vehicle/entity's event speed to normal
CB/FB60: 82        Move vehicle/entity down 1 tile
CB/FB61: FF        End queue
CB/FB62: B0    Execute the following commands until $B1 2 times
CB/FB64: F4        Play sound effect 120
CB/FB66: 16        Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FB68: C2            Set vehicle/entity's event speed to normal
CB/FB69: 83            Move vehicle/entity left 1 tile
CB/FB6A: FF            End queue
CB/FB6B: 17        Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/FB6D: C2            Set vehicle/entity's event speed to normal
CB/FB6E: 83            Move vehicle/entity left 1 tile
CB/FB6F: FF            End queue
CB/FB70: 18        Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FB72: C2            Set vehicle/entity's event speed to normal
CB/FB73: 82            Move vehicle/entity down 1 tile
CB/FB74: FF            End queue
CB/FB75: B1        End block of repeating commands
CB/FB76: F4    Play sound effect 120
CB/FB78: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FB7A: C2        Set vehicle/entity's event speed to normal
CB/FB7B: CE        Turn vehicle/entity down
CB/FB7C: FF        End queue
CB/FB7D: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/FB7F: C2        Set vehicle/entity's event speed to normal
CB/FB80: CE        Turn vehicle/entity down
CB/FB81: FF        End queue
CB/FB82: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FB84: C2        Set vehicle/entity's event speed to normal
CB/FB85: CE        Turn vehicle/entity down
CB/FB86: FF        End queue
CB/FB87: 94    Pause for 60 units
CB/FB88: F4    Play sound effect 120
CB/FB8A: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FB8C: C2        Set vehicle/entity's event speed to normal
CB/FB8D: 82        Move vehicle/entity down 1 tile
CB/FB8E: FF        End queue
CB/FB8F: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CB/FB91: C2        Set vehicle/entity's event speed to normal
CB/FB92: 82        Move vehicle/entity down 1 tile
CB/FB93: FF        End queue
CB/FB94: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FB96: C2        Set vehicle/entity's event speed to normal
CB/FB97: 82        Move vehicle/entity down 1 tile
CB/FB98: FF        End queue
CB/FB99: F4    Play sound effect 120
CB/FB9B: 92    Pause for 30 units
CB/FB9C: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CB/FB9E: C6        Set vehicle/entity to walk when moving
CB/FB9F: DC        Make vehicle/entity jump (low)
CB/FBA0: CE        Turn vehicle/entity down
CB/FBA1: FF        End queue
CB/FBA2: 91    Pause for 15 units
CB/FBA3: B0    Execute the following commands until $B1 4 times
CB/FBA5: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FBA7: 23            Do vehicle/entity graphical action $23 
CB/FBA8: FF            End queue
CB/FBA9: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FBAB: 63            Do vehicle/entity graphical action $23, flipped horizontally
CB/FBAC: FF            End queue
CB/FBAD: B1        End block of repeating commands
CB/FBAE: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FBB0: CE        Turn vehicle/entity down
CB/FBB1: FF        End queue
CB/FBB2: 94    Pause for 60 units
CB/FBB3: 48    Display dialogue message $0819, continue executing commands (At bottom of screen)
               KEFKA: Hee, hee!
               How 'bout a little Magitek mayhem!
CB/FBB6: B0    Execute the following commands until $B1 8 times
CB/FBB8: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FBBA: 1D            Do vehicle/entity graphical action $1D 
CB/FBBB: FF            End queue
CB/FBBC: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FBBE: 1E            Do vehicle/entity graphical action $1E 
CB/FBBF: FF            End queue
CB/FBC0: B1        End block of repeating commands
CB/FBC1: 49    If dialogue window is up, wait for keypress then dismiss
CB/FBC2: 93    Pause for 45 units
CB/FBC3: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FBC5: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FBC6: FF        End queue
CB/FBC7: 93    Pause for 45 units
CB/FBC8: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/FBCA: CD        Turn vehicle/entity right
CB/FBCB: E0        Pause for 4 * 4 (16) frames
CB/FBCD: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CB/FBCE: FF        End queue
CB/FBCF: 93    Pause for 45 units
CB/FBD0: F4    Play sound effect 120
CB/FBD2: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/FBD4: 81        Move vehicle/entity right 1 tile
CB/FBD5: FF        End queue
CB/FBD6: F4    Play sound effect 120
CB/FBD8: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/FBDA: 81        Move vehicle/entity right 1 tile
CB/FBDB: FF        End queue
CB/FBDC: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/FBDE: CD        Turn vehicle/entity right
CB/FBDF: FF        End queue
CB/FBE0: B0    Execute the following commands until $B1 3 times
CB/FBE2: F4        Play sound effect 120
CB/FBE4: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/FBE6: 82            Move vehicle/entity down 1 tile
CB/FBE7: FF            End queue
CB/FBE8: B1        End block of repeating commands
CB/FBE9: 92    Pause for 30 units
CB/FBEA: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/FBEC: C2        Set vehicle/entity's event speed to normal
CB/FBED: A1        Move vehicle/entity right/down 1x1 tiles
CB/FBEE: A1        Move vehicle/entity right/down 1x1 tiles
CB/FBEF: FF        End queue
CB/FBF0: 92    Pause for 30 units
CB/FBF1: 12    Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete)
CB/FBF3: CE        Turn vehicle/entity down
CB/FBF4: E0        Pause for 4 * 3 (12) frames
CB/FBF6: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FBF7: E0        Pause for 4 * 10 (40) frames
CB/FBF9: CE        Turn vehicle/entity down
CB/FBFA: FF        End queue
CB/FBFB: 93    Pause for 45 units
CB/FBFC: F4    Play sound effect 21
CB/FBFE: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FC00: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FC02: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FC04: 92    Pause for 30 units
CB/FC05: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CB/FC07: 0B        Do vehicle/entity graphical action $0B 
CB/FC08: C7        Set vehicle/entity to stay still when moving
CB/FC09: C2        Set vehicle/entity's event speed to normal
CB/FC0A: DD        Make vehicle/entity jump (high)
CB/FC0B: A5        Move vehicle/entity right/up 2x1 tiles
CB/FC0C: DC        Make vehicle/entity jump (low)
CB/FC0D: 81        Move vehicle/entity right 1 tile
CB/FC0E: 28        Do vehicle/entity graphical action $28 
CB/FC0F: FF        End queue
CB/FC10: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long 
CB/FC12: 1F        Do vehicle/entity graphical action $1F 
CB/FC13: C7        Set vehicle/entity to stay still when moving
CB/FC14: E0        Pause for 4 * 4 (16) frames
CB/FC16: 28        Do vehicle/entity graphical action $28 
CB/FC17: FF        End queue
CB/FC18: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FC1A: 35    Pause execution until action queue for object $19 (NPC $19) is complete
CB/FC1C: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CB/FC1E: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FC20: 92    Pause for 30 units
CB/FC21: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CB/FC23: C0        Set vehicle/entity's event speed to slowest
CB/FC24: 18        Do vehicle/entity graphical action $18 
CB/FC25: C7        Set vehicle/entity to stay still when moving
CB/FC26: DD        Make vehicle/entity jump (high)
CB/FC27: E0        Pause for 4 * 5 (20) frames
CB/FC29: FC        Branch 3 bytes backwards ($CBFC26)
CB/FC2B: FF        End queue
CB/FC2C: 92    Pause for 30 units
CB/FC2D: F4    Play sound effect 120
CB/FC2F: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/FC31: 83        Move vehicle/entity left 1 tile
CB/FC32: FF        End queue
CB/FC33: F4    Play sound effect 120
CB/FC35: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/FC37: 82        Move vehicle/entity down 1 tile
CB/FC38: FF        End queue
CB/FC39: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FC3B: CE        Turn vehicle/entity down
CB/FC3C: FF        End queue
CB/FC3D: 93    Pause for 45 units
CB/FC3E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FC40: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FC41: FF        End queue
CB/FC42: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/FC44: C2        Set vehicle/entity's event speed to normal
CB/FC45: 86        Move vehicle/entity down 2 tiles
CB/FC46: FF        End queue
CB/FC47: F4    Play sound effect 21
CB/FC49: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FC4B: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FC4D: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FC4F: 92    Pause for 30 units
CB/FC50: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CB/FC52: C2        Set vehicle/entity's event speed to normal
CB/FC53: C7        Set vehicle/entity to stay still when moving
CB/FC54: 0B        Do vehicle/entity graphical action $0B 
CB/FC55: DD        Make vehicle/entity jump (high)
CB/FC56: 28        Do vehicle/entity graphical action $28 
CB/FC57: FF        End queue
CB/FC58: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CB/FC5A: C2        Set vehicle/entity's event speed to normal
CB/FC5B: C7        Set vehicle/entity to stay still when moving
CB/FC5C: 1F        Do vehicle/entity graphical action $1F 
CB/FC5D: DC        Make vehicle/entity jump (low)
CB/FC5E: 82        Move vehicle/entity down 1 tile
CB/FC5F: 28        Do vehicle/entity graphical action $28 
CB/FC60: FF        End queue
CB/FC61: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long 
CB/FC63: C2        Set vehicle/entity's event speed to normal
CB/FC64: 1F        Do vehicle/entity graphical action $1F 
CB/FC65: C7        Set vehicle/entity to stay still when moving
CB/FC66: DC        Make vehicle/entity jump (low)
CB/FC67: 82        Move vehicle/entity down 1 tile
CB/FC68: FF        End queue
CB/FC69: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long 
CB/FC6B: C2        Set vehicle/entity's event speed to normal
CB/FC6C: 0B        Do vehicle/entity graphical action $0B 
CB/FC6D: C7        Set vehicle/entity to stay still when moving
CB/FC6E: DD        Make vehicle/entity jump (high)
CB/FC6F: A1        Move vehicle/entity right/down 1x1 tiles
CB/FC70: A1        Move vehicle/entity right/down 1x1 tiles
CB/FC71: FF        End queue
CB/FC72: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long 
CB/FC74: C2        Set vehicle/entity's event speed to normal
CB/FC75: 0B        Do vehicle/entity graphical action $0B 
CB/FC76: C7        Set vehicle/entity to stay still when moving
CB/FC77: DC        Make vehicle/entity jump (low)
CB/FC78: 83        Move vehicle/entity left 1 tile
CB/FC79: 28        Do vehicle/entity graphical action $28 
CB/FC7A: FF        End queue
CB/FC7B: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FC7D: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CB/FC7F: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CB/FC81: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CB/FC83: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CB/FC85: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CB/FC87: 91    Pause for 15 units
CB/FC88: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FC8A: 93    Pause for 45 units
CB/FC8B: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CB/FC8D: C2        Set vehicle/entity's event speed to normal
CB/FC8E: 1F        Do vehicle/entity graphical action $1F 
CB/FC8F: E0        Pause for 4 * 4 (16) frames
CB/FC91: 82        Move vehicle/entity down 1 tile
CB/FC92: 49        Do vehicle/entity graphical action $09, flipped horizontally
CB/FC93: E0        Pause for 4 * 4 (16) frames
CB/FC95: 83        Move vehicle/entity left 1 tile
CB/FC96: 22        Do vehicle/entity graphical action $22 
CB/FC97: FF        End queue
CB/FC98: B0    Execute the following commands until $B1 12 times
CB/FC9A: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FC9C: 1D            Do vehicle/entity graphical action $1D 
CB/FC9D: FF            End queue
CB/FC9E: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FCA0: 1E            Do vehicle/entity graphical action $1E 
CB/FCA1: FF            End queue
CB/FCA2: B1        End block of repeating commands
CB/FCA3: B5    Pause for 15 * 5 (75) units
CB/FCA5: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CB/FCA7: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CB/FCA9: C3        Set vehicle/entity's event speed to fast
CB/FCAA: 84        Move vehicle/entity up 2 tiles
CB/FCAB: 8B        Move vehicle/entity left 3 tiles
CB/FCAC: 84        Move vehicle/entity up 2 tiles
CB/FCAD: FF        End queue
CB/FCAE: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/FCB0: C3        Set vehicle/entity's event speed to fast
CB/FCB1: 84        Move vehicle/entity up 2 tiles
CB/FCB2: 8B        Move vehicle/entity left 3 tiles
CB/FCB3: 88        Move vehicle/entity up 3 tiles
CB/FCB4: FF        End queue
CB/FCB5: 12    Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete)
CB/FCB7: C2        Set vehicle/entity's event speed to normal
CB/FCB8: C6        Set vehicle/entity to walk when moving
CB/FCB9: DC        Make vehicle/entity jump (low)
CB/FCBA: A2        Move vehicle/entity left/down 1x1 tiles
CB/FCBB: DC        Make vehicle/entity jump (low)
CB/FCBC: A2        Move vehicle/entity left/down 1x1 tiles
CB/FCBD: CE        Turn vehicle/entity down
CB/FCBE: FF        End queue
CB/FCBF: 4B    Display dialogue message $0813, wait for button press
               LEO: Kefka! What ARE you doing?!
               KEFKA: G'ha, ha, ha! Emperor's orders!
               I'm to bring the Magicite remains of these Espers to his excellency! Behold! A Magicite mother lode!!
CB/FCC2: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CB/FCC4: C2        Set vehicle/entity's event speed to normal
CB/FCC5: 86        Move vehicle/entity down 2 tiles
CB/FCC6: A2        Move vehicle/entity left/down 1x1 tiles
CB/FCC7: FF        End queue
CB/FCC8: 92    Pause for 30 units
CB/FCC9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FCCB: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FCCC: FF        End queue
CB/FCCD: 92    Pause for 30 units
CB/FCCE: F4    Play sound effect 1
CB/FCD0: 3D    Create object $1B
CB/FCD2: 45    Refresh objects
CB/FCD3: 41    Show object $1B
CB/FCD5: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CB/FCD7: 93    Pause for 45 units
CB/FCD8: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/FCDA: CE        Turn vehicle/entity down
CB/FCDB: FF        End queue
CB/FCDC: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/FCDE: C4        Set vehicle/entity's event speed to faster
CB/FCDF: A7        Move vehicle/entity right/down 1x2 tiles
CB/FCE0: 92        Move vehicle/entity down 5 tiles
CB/FCE1: FF        End queue
CB/FCE2: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FCE4: 91    Pause for 15 units
CB/FCE5: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FCE7: 91    Pause for 15 units
CB/FCE8: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FCEA: 42    Hide object $13
CB/FCEC: 3E    Delete object $13
CB/FCEE: 45    Refresh objects
CB/FCEF: F4    Play sound effect 109
CB/FCF1: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FCF3: 3D    Create object $1C
CB/FCF5: 41    Show object $1C
CB/FCF7: 45    Refresh objects
CB/FCF8: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FCFA: 42    Hide object $1B
CB/FCFC: 3E    Delete object $1B
CB/FCFE: 45    Refresh objects
CB/FCFF: F4    Play sound effect 109
CB/FD01: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FD03: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CB/FD05: 91    Pause for 15 units
CB/FD06: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CB/FD08: 91    Pause for 15 units
CB/FD09: 14    Begin action queue for character $14 (NPC $14), 17 bytes long 
CB/FD0B: CD        Turn vehicle/entity right
CB/FD0C: C1        Set vehicle/entity's event speed to slow
CB/FD0D: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/FD0E: E0        Pause for 4 * 2 (8) frames
CB/FD10: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/FD11: E0        Pause for 4 * 2 (8) frames
CB/FD13: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/FD14: E0        Pause for 4 * 2 (8) frames
CB/FD16: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/FD17: E0        Pause for 4 * 2 (8) frames
CB/FD19: FC        Branch 12 bytes backwards ($CBFD0D)
CB/FD1B: FF        End queue
CB/FD1C: 15    Begin action queue for character $15 (NPC $15), 17 bytes long 
CB/FD1E: CD        Turn vehicle/entity right
CB/FD1F: C1        Set vehicle/entity's event speed to slow
CB/FD20: 46        Do vehicle/entity graphical action $06, flipped horizontally
CB/FD21: E0        Pause for 4 * 2 (8) frames
CB/FD23: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/FD24: E0        Pause for 4 * 2 (8) frames
CB/FD26: 48        Do vehicle/entity graphical action $08, flipped horizontally
CB/FD27: E0        Pause for 4 * 2 (8) frames
CB/FD29: 47        Do vehicle/entity graphical action $07, flipped horizontally
CB/FD2A: E0        Pause for 4 * 2 (8) frames
CB/FD2C: FC        Branch 12 bytes backwards ($CBFD20)
CB/FD2E: FF        End queue
CB/FD2F: 92    Pause for 30 units
CB/FD30: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CB/FD32: CE        Turn vehicle/entity down
CB/FD33: E0        Pause for 4 * 2 (8) frames
CB/FD35: 1F        Do vehicle/entity graphical action $1F 
CB/FD36: FF        End queue
CB/FD37: 92    Pause for 30 units
CB/FD38: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FD3A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FD3B: FF        End queue
CB/FD3C: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/FD3E: C4        Set vehicle/entity's event speed to faster
CB/FD3F: 90        Move vehicle/entity up 5 tiles
CB/FD40: AB        Move vehicle/entity left/up 1x2 tiles
CB/FD41: FF        End queue
CB/FD42: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CB/FD44: CC        Turn vehicle/entity up
CB/FD45: FF        End queue
CB/FD46: 91    Pause for 15 units
CB/FD47: 42    Hide object $1C
CB/FD49: 3E    Delete object $1C
CB/FD4B: 94    Pause for 60 units
CB/FD4C: B0    Execute the following commands until $B1 8 times
CB/FD4E: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FD50: 1D            Do vehicle/entity graphical action $1D 
CB/FD51: FF            End queue
CB/FD52: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FD54: 1E            Do vehicle/entity graphical action $1E 
CB/FD55: FF            End queue
CB/FD56: B1        End block of repeating commands
CB/FD57: 93    Pause for 45 units
CB/FD58: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FD5A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FD5B: FF        End queue
CB/FD5C: 92    Pause for 30 units
CB/FD5D: F4    Play sound effect 1
CB/FD5F: 3D    Create object $1B
CB/FD61: 45    Refresh objects
CB/FD62: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/FD64: D5        Set vehicle/entity's position to (22, 21)
CB/FD67: FF        End queue
CB/FD68: 41    Show object $1B
CB/FD6A: 93    Pause for 45 units
CB/FD6B: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/FD6D: CE        Turn vehicle/entity down
CB/FD6E: FF        End queue
CB/FD6F: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/FD71: C4        Set vehicle/entity's event speed to faster
CB/FD72: A8        Move vehicle/entity left/down 1x2 tiles
CB/FD73: 96        Move vehicle/entity down 6 tiles
CB/FD74: FF        End queue
CB/FD75: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD77: 91    Pause for 15 units
CB/FD78: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD7A: 91    Pause for 15 units
CB/FD7B: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD7D: 42    Hide object $15
CB/FD7F: 3E    Delete object $15
CB/FD81: 45    Refresh objects
CB/FD82: F4    Play sound effect 109
CB/FD84: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD86: 3D    Create object $1C
CB/FD88: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/FD8A: D5        Set vehicle/entity's position to (21, 29)
CB/FD8D: FF        End queue
CB/FD8E: 41    Show object $1C
CB/FD90: 45    Refresh objects
CB/FD91: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD93: 42    Hide object $1B
CB/FD95: 3E    Delete object $1B
CB/FD97: 45    Refresh objects
CB/FD98: F4    Play sound effect 109
CB/FD9A: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD9C: 91    Pause for 15 units
CB/FD9D: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CB/FD9F: 91    Pause for 15 units
CB/FDA0: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/FDA2: CE        Turn vehicle/entity down
CB/FDA3: FF        End queue
CB/FDA4: 92    Pause for 30 units
CB/FDA5: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FDA7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FDA8: FF        End queue
CB/FDA9: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/FDAB: C4        Set vehicle/entity's event speed to faster
CB/FDAC: 94        Move vehicle/entity up 6 tiles
CB/FDAD: A4        Move vehicle/entity right/up 1x2 tiles
CB/FDAE: FF        End queue
CB/FDAF: 14    Begin action queue for character $14 (NPC $14), 16 bytes long 
CB/FDB1: C1        Set vehicle/entity's event speed to slow
CB/FDB2: 03        Do vehicle/entity graphical action $03 
CB/FDB3: E0        Pause for 4 * 2 (8) frames
CB/FDB5: 04        Do vehicle/entity graphical action $04 
CB/FDB6: E0        Pause for 4 * 2 (8) frames
CB/FDB8: 05        Do vehicle/entity graphical action $05 
CB/FDB9: E0        Pause for 4 * 2 (8) frames
CB/FDBB: 04        Do vehicle/entity graphical action $04 
CB/FDBC: E0        Pause for 4 * 2 (8) frames
CB/FDBE: FC        Branch 12 bytes backwards ($CBFDB2)
CB/FDC0: FF        End queue
CB/FDC1: 91    Pause for 15 units
CB/FDC2: 42    Hide object $1C
CB/FDC4: 3E    Delete object $1C
CB/FDC6: 94    Pause for 60 units
CB/FDC7: B0    Execute the following commands until $B1 8 times
CB/FDC9: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FDCB: 1D            Do vehicle/entity graphical action $1D 
CB/FDCC: FF            End queue
CB/FDCD: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FDCF: 1E            Do vehicle/entity graphical action $1E 
CB/FDD0: FF            End queue
CB/FDD1: B1        End block of repeating commands
CB/FDD2: 93    Pause for 45 units
CB/FDD3: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CB/FDD5: C1        Set vehicle/entity's event speed to slow
CB/FDD6: 8A        Move vehicle/entity down 3 tiles
CB/FDD7: FF        End queue
CB/FDD8: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FDDA: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FDDB: FF        End queue
CB/FDDC: 92    Pause for 30 units
CB/FDDD: F4    Play sound effect 1
CB/FDDF: 3D    Create object $1B
CB/FDE1: 45    Refresh objects
CB/FDE2: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/FDE4: D5        Set vehicle/entity's position to (22, 21)
CB/FDE7: FF        End queue
CB/FDE8: 41    Show object $1B
CB/FDEA: 91    Pause for 15 units
CB/FDEB: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/FDED: CE        Turn vehicle/entity down
CB/FDEE: FF        End queue
CB/FDEF: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CB/FDF1: C4        Set vehicle/entity's event speed to faster
CB/FDF2: A8        Move vehicle/entity left/down 1x2 tiles
CB/FDF3: 9A        Move vehicle/entity down 7 tiles
CB/FDF4: FF        End queue
CB/FDF5: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FDF7: 91    Pause for 15 units
CB/FDF8: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FDFA: 91    Pause for 15 units
CB/FDFB: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FDFD: 42    Hide object $14
CB/FDFF: 3E    Delete object $14
CB/FE01: 45    Refresh objects
CB/FE02: F4    Play sound effect 109
CB/FE04: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE06: 3D    Create object $1C
CB/FE08: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/FE0A: D5        Set vehicle/entity's position to (21, 30)
CB/FE0D: FF        End queue
CB/FE0E: 41    Show object $1C
CB/FE10: 45    Refresh objects
CB/FE11: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE13: 42    Hide object $1B
CB/FE15: 3E    Delete object $1B
CB/FE17: 45    Refresh objects
CB/FE18: F4    Play sound effect 109
CB/FE1A: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE1C: 91    Pause for 15 units
CB/FE1D: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE1F: 91    Pause for 15 units
CB/FE20: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/FE22: CE        Turn vehicle/entity down
CB/FE23: FF        End queue
CB/FE24: 92    Pause for 30 units
CB/FE25: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FE27: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CB/FE28: FF        End queue
CB/FE29: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CB/FE2B: C4        Set vehicle/entity's event speed to faster
CB/FE2C: 98        Move vehicle/entity up 7 tiles
CB/FE2D: A4        Move vehicle/entity right/up 1x2 tiles
CB/FE2E: FF        End queue
CB/FE2F: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CB/FE31: CC        Turn vehicle/entity up
CB/FE32: FF        End queue
CB/FE33: 91    Pause for 15 units
CB/FE34: 42    Hide object $1C
CB/FE36: 3E    Delete object $1C
CB/FE38: 94    Pause for 60 units
CB/FE39: B0    Execute the following commands until $B1 8 times
CB/FE3B: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FE3D: 1D            Do vehicle/entity graphical action $1D 
CB/FE3E: FF            End queue
CB/FE3F: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FE41: 1E            Do vehicle/entity graphical action $1E 
CB/FE42: FF            End queue
CB/FE43: B1        End block of repeating commands
CB/FE44: B5    Pause for 15 * 10 (150) units
CB/FE46: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FE48: 18        Do vehicle/entity graphical action $18 
CB/FE49: FF        End queue
CB/FE4A: 4B    Display dialogue message $007A, wait for button press (At bottom of screen)
               KEFKA: Idiots!
CB/FE4D: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CB/FE4F: C2        Set vehicle/entity's event speed to normal
CB/FE50: 8C        Move vehicle/entity up 4 tiles
CB/FE51: FF        End queue
CB/FE52: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CB/FE54: C2        Set vehicle/entity's event speed to normal
CB/FE55: 84        Move vehicle/entity up 2 tiles
CB/FE56: 85        Move vehicle/entity right 2 tiles
CB/FE57: 17        Do vehicle/entity graphical action $17 
CB/FE58: FF        End queue
CB/FE59: 35    Pause execution until action queue for object $30 (Camera) is complete
CB/FE5B: 4B    Display dialogue message $080F, wait for button press (At bottom of screen)
               KEFKA: I don't care for the appearance of this pitiful little hamlet
               So burn it!!
CB/FE5E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FE60: CC        Turn vehicle/entity up
CB/FE61: FF        End queue
CB/FE62: F4    Play sound effect 120
CB/FE64: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CB/FE66: C2        Set vehicle/entity's event speed to normal
CB/FE67: 83        Move vehicle/entity left 1 tile
CB/FE68: FF        End queue
CB/FE69: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CB/FE6B: C2        Set vehicle/entity's event speed to normal
CB/FE6C: 82        Move vehicle/entity down 1 tile
CB/FE6D: FF        End queue
CB/FE6E: F4    Play sound effect 120
CB/FE70: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/FE72: 83        Move vehicle/entity left 1 tile
CB/FE73: FF        End queue
CB/FE74: B0    Execute the following commands until $B1 4 times
CB/FE76: F4        Play sound effect 120
CB/FE78: 16        Begin action queue for character $16 (NPC $16), 2 bytes long 
CB/FE7A: 83            Move vehicle/entity left 1 tile
CB/FE7B: FF            End queue
CB/FE7C: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CB/FE7E: 82            Move vehicle/entity down 1 tile
CB/FE7F: FF            End queue
CB/FE80: B1        End block of repeating commands
CB/FE81: F4    Play sound effect 120
CB/FE83: 94    Pause for 60 units
CB/FE84: B0    Execute the following commands until $B1 2 times
CB/FE86: F4        Play sound effect 21
CB/FE88: 55        Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE8A: 58        Shake screen ($FE): 
               (Intensity: 2)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FE8C: 55        Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE8E: 94        Pause for 60 units
CB/FE8F: 55        Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE91: 58        Shake screen ($FC): 
               (Intensity: 0)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FE93: F4        Play sound effect 25
CB/FE95: 55        Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE97: 94        Pause for 60 units
CB/FE98: B1        End block of repeating commands
CB/FE99: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FE9B: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FE9D: F4    Play sound effect 25
CB/FE9F: 58    Shake screen ($FC): 
               (Intensity: 0)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FEA1: B0    Execute the following commands until $B1 6 times
CB/FEA3: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FEA5: 1D            Do vehicle/entity graphical action $1D 
CB/FEA6: FF            End queue
CB/FEA7: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FEA9: 1E            Do vehicle/entity graphical action $1E 
CB/FEAA: FF            End queue
CB/FEAB: B1        End block of repeating commands
CB/FEAC: 48    Display dialogue message $0814, continue executing commands
               LEO: Kefka! No!
CB/FEAF: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CB/FEB1: C2        Set vehicle/entity's event speed to normal
CB/FEB2: 80        Move vehicle/entity up 1 tile
CB/FEB3: FF        End queue
CB/FEB4: 49    If dialogue window is up, wait for keypress then dismiss
CB/FEB5: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FEB7: F4    Play sound effect 25
CB/FEB9: 58    Shake screen ($FC): 
               (Intensity: 0)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FEBB: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/FEBD: C2        Set vehicle/entity's event speed to normal
CB/FEBE: 87        Move vehicle/entity left 2 tiles
CB/FEBF: CE        Turn vehicle/entity down
CB/FEC0: FF        End queue
CB/FEC1: 91    Pause for 15 units
CB/FEC2: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FEC4: 18        Do vehicle/entity graphical action $18 
CB/FEC5: FF        End queue
CB/FEC6: 4B    Display dialogue message $0815, wait for button press
               KEFKA: Shut up!
CB/FEC9: 92    Pause for 30 units
CB/FECA: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CB/FECC: C2        Set vehicle/entity's event speed to normal
CB/FECD: 85        Move vehicle/entity right 2 tiles
CB/FECE: 17        Do vehicle/entity graphical action $17 
CB/FECF: FF        End queue
CB/FED0: F4    Play sound effect 120
CB/FED2: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/FED4: C2        Set vehicle/entity's event speed to normal
CB/FED5: 83        Move vehicle/entity left 1 tile
CB/FED6: FF        End queue
CB/FED7: F4    Play sound effect 120
CB/FED9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CB/FEDB: CE        Turn vehicle/entity down
CB/FEDC: FF        End queue
CB/FEDD: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CB/FEDF: C2        Set vehicle/entity's event speed to normal
CB/FEE0: 83        Move vehicle/entity left 1 tile
CB/FEE1: FF        End queue
CB/FEE2: F4    Play sound effect 120
CB/FEE4: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CB/FEE6: 82        Move vehicle/entity down 1 tile
CB/FEE7: FF        End queue
CB/FEE8: 94    Pause for 60 units
CB/FEE9: F4    Play sound effect 21
CB/FEEB: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FEED: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FEEF: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CB/FEF1: 94    Pause for 60 units
CB/FEF2: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CB/FEF4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CB/FEF6: 28        Do vehicle/entity graphical action $28 
CB/FEF7: FF        End queue
CB/FEF8: 92    Pause for 30 units
CB/FEF9: 12    Begin action queue for character $12 (NPC $12), 7 bytes long (Wait until complete)
CB/FEFB: C2        Set vehicle/entity's event speed to normal
CB/FEFC: DC        Make vehicle/entity jump (low)
CB/FEFD: A2        Move vehicle/entity left/down 1x1 tiles
CB/FEFE: DC        Make vehicle/entity jump (low)
CB/FEFF: A2        Move vehicle/entity left/down 1x1 tiles
CB/FF00: CE        Turn vehicle/entity down
CB/FF01: FF        End queue
CB/FF02: 94    Pause for 60 units
CB/FF03: 5A    Fade screen at speed $02
CB/FF05: F4    Play sound effect 205
CB/FF07: B0    Execute the following commands until $B1 8 times
CB/FF09: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FF0B: 1D            Do vehicle/entity graphical action $1D 
CB/FF0C: FF            End queue
CB/FF0D: 12        Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CB/FF0F: 1E            Do vehicle/entity graphical action $1E 
CB/FF10: FF            End queue
CB/FF11: B1        End block of repeating commands
CB/FF12: D2    Set event bit $1E80($18A) [$1EB1, bit 2]
CB/FF14: DB    Clear event bit $1E80($51F) [$1F23, bit 7]
CB/FF16: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CB/FF18: DA    Set event bit $1E80($51E) [$1F23, bit 6]
CB/FF1A: 5C    Pause execution until fade in or fade out is complete
CB/FF1B: 45    Refresh objects
CB/FF1C: 93    Pause for 45 units
CB/FF1D: 39    Free screen
CB/FF1E: B2    Call subroutine $CB2E2B
CB/FF22: 3F    Remove character $01 (Actor in stot 1) from the party
CB/FF25: 3F    Remove character $00 (Actor in stot 0) from the party
CB/FF28: 45    Refresh objects
CB/FF29: 3E    Delete object $01
CB/FF2B: 3E    Delete object $00
CB/FF2D: 45    Refresh objects
CB/FF2E: 40    Assign properties $0F to character $0E (Actor in stot 14)
CB/FF31: 3D    Create object $0E
CB/FF33: 3F    Assign character $0E (Actor in stot 14) to party 1
CB/FF36: 37    Assign graphics $10 to object $0E (Actor in stot 14)
CB/FF39: 43    Assign palette $00 to character $0E (Actor in stot 14)
CB/FF3C: 7F    Change character $0E's name to $0F (LEO   )
CB/FF3F: 45    Refresh objects
CB/FF40: 3F    Remove character $08 (Actor in stot 8) from the party
CB/FF43: 3F    Remove character $07 (Actor in stot 7) from the party
CB/FF46: 45    Refresh objects
CB/FF47: 3E    Delete object $08
CB/FF49: 3E    Delete object $07
CB/FF4B: 45    Refresh objects
CB/FF4C: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CB/FF50: 47    Make character in slot 0 the lead character
CB/FF51: 6B    Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)) instantly, (upper bits $2000), place party at (22, 22), facing down
CB/FF57: 39    Free screen
CB/FF58: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CB/FF5A: D5        Set vehicle/entity's position to (22, 22)
CB/FF5D: 28        Do vehicle/entity graphical action $28 
CB/FF5E: FF        End queue
CB/FF5F: 45    Refresh objects
CB/FF60: 36    Disable ability to pass through other objects for object $1C (NPC $1C)
CB/FF62: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CB/FF64: 59    Unfade screen at speed $04
CB/FF66: 92    Pause for 30 units
CB/FF67: B2    Call subroutine $CB6A37
CB/FF6B: B2    Call subroutine $CB6A09
CB/FF6F: FE    Return

CB/FF70: 74    Replace current map's Layer 2 at (54, 81) with the following (1 x 1) chunk
CB/FF75:       $22
CB/FF76: 74    Replace current map's Layer 2 at (50, 18) with the following (7 x 2) chunk
CB/FF7B:       $02, $02, $02, $02, $02, $02, $3D
CB/FF82:       $3D, $F0, $F0, $F0, $3B, $F0, $F0
CB/FF89: 74    Replace current map's Layer 2 at (50, 82) with the following (7 x 2) chunk
CB/FF8E:       $CF, $AE, $9F, $BE, $C9, $CD, $99
CB/FF95:       $9D, $A9, $AD, $B9, $BD, $C9, $C9
CB/FF9C: 75    Refresh map after alteration
CB/FF9D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CB/FFA3: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CB/FFA5: FE    Return

CB/FFA6: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CB/FFA8: 28        Do vehicle/entity graphical action $28 
CB/FFA9: FF        End queue
CB/FFAA: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CB/FFAC: 28        Do vehicle/entity graphical action $28 
CB/FFAD: FF        End queue
CB/FFAE: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CB/FFB0: 28        Do vehicle/entity graphical action $28 
CB/FFB1: FF        End queue
CB/FFB2: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CB/FFB4: 28        Do vehicle/entity graphical action $28 
CB/FFB5: FF        End queue
CB/FFB6: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CB/FFB8: D5        Set vehicle/entity's position to (28, 30)
CB/FFBB: 28        Do vehicle/entity graphical action $28 
CB/FFBC: FF        End queue
CB/FFBD: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CB/FFBF: D5        Set vehicle/entity's position to (33, 26)
CB/FFC2: 28        Do vehicle/entity graphical action $28 
CB/FFC3: FF        End queue
CB/FFC4: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CB/FFC6: D5        Set vehicle/entity's position to (30, 29)
CB/FFC9: 28        Do vehicle/entity graphical action $28 
CB/FFCA: FF        End queue
CB/FFCB: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CB/FFCD: D5        Set vehicle/entity's position to (9, 30)
CB/FFD0: CD        Turn vehicle/entity right
CB/FFD1: FF        End queue
CB/FFD2: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CB/FFD4: D5        Set vehicle/entity's position to (23, 45)
CB/FFD7: CC        Turn vehicle/entity up
CB/FFD8: FF        End queue
CB/FFD9: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CB/FFDB: D5        Set vehicle/entity's position to (26, 16)
CB/FFDE: CE        Turn vehicle/entity down
CB/FFDF: FF        End queue
CB/FFE0: 21    Begin action queue for character $21 (NPC $21), 9 bytes long 
CB/FFE2: 1D        Do vehicle/entity graphical action $1D 
CB/FFE3: E0        Pause for 4 * 1 (4) frames
CB/FFE5: 1E        Do vehicle/entity graphical action $1E 
CB/FFE6: E0        Pause for 4 * 1 (4) frames
CB/FFE8: FC        Branch 6 bytes backwards ($CBFFE2)
CB/FFEA: FF        End queue
CB/FFEB: C0    If ($1E80($09B) [$1E93, bit 3] is set), branch to $CA5EB3 (simply returns)
CB/FFF1: F0    Play song 22 (Kefka), (high bit clear), full volume
CB/FFF3: FE    Return

CB/FFF4: B2    Call subroutine $CACA8D
CB/FFF8: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CB/FFFA: CE        Turn vehicle/entity down
CB/FFFB: FF        End queue
CB/FFFC: 4B    Display dialogue message $0818, wait for button press (At bottom of screen)
               LEO: Kefka!
               Your behavior is dishonorable!
               I can't allow this!
CB/FFFF: 40    Assign properties $2C to character $0F (Actor in stot 15)
CC/0002: 3D    Create object $0F
CC/0004: 45    Refresh objects
CC/0005: 7F    Change character $0F's name to $2C (KEFKA )
CC/0008: 37    Assign graphics $15 to object $0F (Actor in stot 15)
CC/000B: 43    Assign palette $03 to character $0F (Actor in stot 15)
CC/000E: 88    Remove the following status ailments from character $0F (Actor in stot 15): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/0012: 8B    For character $0F (Actor in stot 15), take HP and set to maximum
CC/0015: 8C    For character $0F (Actor in stot 15), take MP and set to maximum
CC/0018: 4D    Invoke battle, enemy set $7C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/001B: B2    Call subroutine $CA5EA9
CC/001F: F0    Play song 0 (Silence), (high bit clear), full volume
CC/0021: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/0023: 28        Do vehicle/entity graphical action $28 
CC/0024: FF        End queue
CC/0025: 96    Restore screen from fade
CC/0026: 38    Hold screen
CC/0027: 5C    Pause execution until fade in or fade out is complete
CC/0028: 94    Pause for 60 units
CC/0029: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/002B: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/002C: FF        End queue
CC/002D: B5    Pause for 15 * 5 (75) units
CC/002F: 21    Begin action queue for character $21 (NPC $21), 2 bytes long 
CC/0031: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0032: FF        End queue
CC/0033: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/0035: C7        Set vehicle/entity to stay still when moving
CC/0036: DC        Make vehicle/entity jump (low)
CC/0037: A2        Move vehicle/entity left/down 1x1 tiles
CC/0038: C6        Set vehicle/entity to walk when moving
CC/0039: FF        End queue
CC/003A: 35    Pause execution until action queue for object $21 (NPC $21) is complete
CC/003C: 93    Pause for 45 units
CC/003D: F4    Play sound effect 106
CC/003F: 21    Begin action queue for character $21 (NPC $21), 4 bytes long (Wait until complete)
CC/0041: C1        Set vehicle/entity's event speed to slow
CC/0042: DD        Make vehicle/entity jump (high)
CC/0043: 82        Move vehicle/entity down 1 tile
CC/0044: FF        End queue
CC/0045: 93    Pause for 45 units
CC/0046: F4    Play sound effect 205
CC/0048: B0    Execute the following commands until $B1 9 times
CC/004A: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/004C: 1D            Do vehicle/entity graphical action $1D 
CC/004D: FF            End queue
CC/004E: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0050: 1E            Do vehicle/entity graphical action $1E 
CC/0051: FF            End queue
CC/0052: B1        End block of repeating commands
CC/0053: 95    Pause for 120 units
CC/0054: F4    Play sound effect 24
CC/0056: B3    Call subroutine $CB6A03, 2 times
CC/005B: F4    Play sound effect 24
CC/005D: 50    Tint screen (cumulative) with color $FB
CC/005F: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0061: CE        Turn vehicle/entity down
CC/0062: FF        End queue
CC/0063: 92    Pause for 30 units
CC/0064: B0    Execute the following commands until $B1 2 times
CC/0066: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0068: CD            Turn vehicle/entity right
CC/0069: FF            End queue
CC/006A: 91        Pause for 15 units
CC/006B: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/006D: CF            Turn vehicle/entity left
CC/006E: FF            End queue
CC/006F: 91        Pause for 15 units
CC/0070: B1        End block of repeating commands
CC/0071: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0073: CE        Turn vehicle/entity down
CC/0074: FF        End queue
CC/0075: 92    Pause for 30 units
CC/0076: B0    Execute the following commands until $B1 3 times
CC/0078: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/007A: 13            Do vehicle/entity graphical action $13 
CC/007B: FF            End queue
CC/007C: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/007E: CE            Turn vehicle/entity down
CC/007F: FF            End queue
CC/0080: B1        End block of repeating commands
CC/0081: 94    Pause for 60 units
CC/0082: F4    Play sound effect 24
CC/0084: B3    Call subroutine $CB6A03, 2 times
CC/0089: 50    Tint screen (cumulative) with color $FF
CC/008B: B3    Call subroutine $CB6A03, 2 times
CC/0090: F4    Play sound effect 24
CC/0092: 50    Tint screen (cumulative) with color $FF
CC/0094: 94    Pause for 60 units
CC/0095: 21    Begin action queue for character $21 (NPC $21), 9 bytes long 
CC/0097: 1F        Do vehicle/entity graphical action $1F 
CC/0098: C7        Set vehicle/entity to stay still when moving
CC/0099: DD        Make vehicle/entity jump (high)
CC/009A: E0        Pause for 4 * 3 (12) frames
CC/009C: DD        Make vehicle/entity jump (high)
CC/009D: E0        Pause for 4 * 3 (12) frames
CC/009F: FF        End queue
CC/00A0: F4    Play sound effect 163
CC/00A2: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/00A4: 91    Pause for 15 units
CC/00A5: F4    Play sound effect 163
CC/00A7: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CC/00A9: 91    Pause for 15 units
CC/00AA: F4    Play sound effect 163
CC/00AC: 55    Flash screen with color component(s) 12 (Cyan [Green + Blue]), at intensity 0
CC/00AE: 91    Pause for 15 units
CC/00AF: F4    Play sound effect 163
CC/00B1: 55    Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0
CC/00B3: 91    Pause for 15 units
CC/00B4: F4    Play sound effect 163
CC/00B6: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/00B8: 91    Pause for 15 units
CC/00B9: 35    Pause execution until action queue for object $21 (NPC $21) is complete
CC/00BB: 58    Shake screen ($FE): 
               (Intensity: 2)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/00BD: F4    Play sound effect 165
CC/00BF: 21    Begin action queue for character $21 (NPC $21), 10 bytes long 
CC/00C1: DC        Make vehicle/entity jump (low)
CC/00C2: 80        Move vehicle/entity up 1 tile
CC/00C3: C6        Set vehicle/entity to walk when moving
CC/00C4: C3        Set vehicle/entity's event speed to fast
CC/00C5: 81        Move vehicle/entity right 1 tile
CC/00C6: 87        Move vehicle/entity left 2 tiles
CC/00C7: 81        Move vehicle/entity right 1 tile
CC/00C8: FC        Branch 3 bytes backwards ($CC00C5)
CC/00CA: FF        End queue
CC/00CB: 4B    Display dialogue message $081B, wait for button press (At bottom of screen)
               KEFKA: Whoa! Yes, I feel some incredible magic power here, today! Wave after wave of pure, magical energy
CC/00CE: 5A    Fade screen at speed $02
CC/00D0: F6    Subcommand $82: Change volume of currently playing sound effect to $00, transition time 90
CC/00D4: 95    Pause for 120 units
CC/00D5: 5C    Pause execution until fade in or fade out is complete
CC/00D6: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/00D8: CE        Turn vehicle/entity down
CC/00D9: FF        End queue
CC/00DA: 58    Shake screen ($FC): 
               (Intensity: 0)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/00DC: 39    Free screen
CC/00DD: D0    Set event bit $1E80($09B) [$1E93, bit 3]
CC/00DF: B5    Pause for 15 * 6 (90) units
CC/00E1: B2    Call subroutine $CB3F08
CC/00E5: 4D    Invoke battle, enemy set $69, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled)
CC/00E8: 6B    Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (181, 197), facing down, party is in the airship
CC/00EE: D1        Hide vehicle
CC/00EF: DD        Hide mini-map
CC/00F0: C1        Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) 
CC/00F3: C2        Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/00F6: 20        Move vehicle as follows: (go up), 48 units
CC/00F8: E0        Pause for 3 units
CC/00FA: 08        Move vehicle as follows: (turn right), 32 units
CC/00FC: E0        Pause for 8 units
CC/00FE: 04        Move vehicle as follows: (move forward), 32 units
CC/0100: E0        Pause for 16 units
CC/0102: 40        Move vehicle as follows: (go down), 48 units
CC/0104: 08        Move vehicle as follows: (turn right), 88 units
CC/0106: E0        Pause for 16 units
CC/0108: 20        Move vehicle as follows: (go up), 80 units
CC/010A: E0        Pause for 17 units
CC/010C: 10        Move vehicle as follows: (turn left), 32 units
CC/010E: E0        Pause for 5 units
CC/0110: 40        Move vehicle as follows: (go down), 80 units
CC/0112: 02        Move vehicle as follows: (decrease speed by $100), 16 units
CC/0114: E0        Pause for 5 units
CC/0116: 20        Move vehicle as follows: (go up), 64 units
CC/0118: 08        Move vehicle as follows: (turn right), 16 units
CC/011A: 04        Move vehicle as follows: (move forward), 2 units
CC/011C: 40        Move vehicle as follows: (go down), 48 units
CC/011E: D2        Load map $0155 (Thamasa, outdoors (WoB, during Esper visit and Kefka scenes)), position (24, 19), mode $C0
CC/0124: 42    Hide object $1D
CC/0126: 42    Hide object $1E
CC/0128: 42    Hide object $1F
CC/012A: 42    Hide object $20
CC/012C: 42    Hide object $11
CC/012E: 42    Hide object $19
CC/0130: 42    Hide object $1A
CC/0132: 3E    Delete object $12
CC/0134: 3E    Delete object $1D
CC/0136: 3E    Delete object $1E
CC/0138: 3E    Delete object $1F
CC/013A: 3E    Delete object $20
CC/013C: 3E    Delete object $11
CC/013E: 3E    Delete object $19
CC/0140: 3E    Delete object $1A
CC/0142: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CC/0144: D5        Set vehicle/entity's position to (18, 21)
CC/0147: FF        End queue
CC/0148: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CC/014A: D5        Set vehicle/entity's position to (27, 24)
CC/014D: FF        End queue
CC/014E: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CC/0150: C2        Set vehicle/entity's event speed to normal
CC/0151: 83        Move vehicle/entity left 1 tile
CC/0152: 85        Move vehicle/entity right 2 tiles
CC/0153: 83        Move vehicle/entity left 1 tile
CC/0154: FC        Branch 3 bytes backwards ($CC0151)
CC/0156: FF        End queue
CC/0157: 17    Begin action queue for character $17 (NPC $17), 7 bytes long 
CC/0159: C2        Set vehicle/entity's event speed to normal
CC/015A: 80        Move vehicle/entity up 1 tile
CC/015B: 86        Move vehicle/entity down 2 tiles
CC/015C: 80        Move vehicle/entity up 1 tile
CC/015D: FC        Branch 3 bytes backwards ($CC015A)
CC/015F: FF        End queue
CC/0160: 18    Begin action queue for character $18 (NPC $18), 7 bytes long 
CC/0162: C2        Set vehicle/entity's event speed to normal
CC/0163: 81        Move vehicle/entity right 1 tile
CC/0164: 87        Move vehicle/entity left 2 tiles
CC/0165: 81        Move vehicle/entity right 1 tile
CC/0166: FC        Branch 3 bytes backwards ($CC0163)
CC/0168: FF        End queue
CC/0169: 58    Shake screen ($FE): 
               (Intensity: 2)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/016B: 59    Unfade screen at speed $02
CC/016D: 5C    Pause execution until fade in or fade out is complete
CC/016E: 93    Pause for 45 units
CC/016F: 4B    Display dialogue message $081C, wait for button press (At bottom of screen)
               KEFKA: I'd say you're all charged up, boys and girlsor whatever
               Say, remind me to show you my Magicite collection someday! You might see a few familiar faces!!!
CC/0172: B5    Pause for 15 * 5 (75) units
CC/0174: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0176: 18        Do vehicle/entity graphical action $18 
CC/0177: FF        End queue
CC/0178: 4B    Display dialogue message $081A, wait for button press (At bottom of screen)
               KEFKA: Now for a little Magicite hocus-pocus!
CC/017B: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CC/017D: 21    Begin action queue for character $21 (NPC $21), 6 bytes long (Wait until complete)
CC/017F: C1        Set vehicle/entity's event speed to slow
CC/0180: 82        Move vehicle/entity down 1 tile
CC/0181: E0        Pause for 4 * 5 (20) frames
CC/0183: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0184: FF        End queue
CC/0185: 4B    Display dialogue message $081D, wait for button press (At bottom of screen)
               KEFKA: First, let's neutralize your abilities.
CC/0188: 93    Pause for 45 units
CC/0189: F4    Play sound effect 11
CC/018B: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/018D: 92    Pause for 30 units
CC/018E: F4    Play sound effect 11
CC/0190: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0192: 92    Pause for 30 units
CC/0193: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/0195: CD        Turn vehicle/entity right
CC/0196: FF        End queue
CC/0197: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/0199: CC        Turn vehicle/entity up
CC/019A: FF        End queue
CC/019B: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/019D: CE        Turn vehicle/entity down
CC/019E: FF        End queue
CC/019F: 91    Pause for 15 units
CC/01A0: F4    Play sound effect 11
CC/01A2: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/01A4: 42    Hide object $16
CC/01A6: 42    Hide object $17
CC/01A8: 42    Hide object $18
CC/01AA: B4    Pause for 5 units
CC/01AC: 41    Show object $16
CC/01AE: 41    Show object $17
CC/01B0: 41    Show object $18
CC/01B2: 91    Pause for 15 units
CC/01B3: 93    Pause for 45 units
CC/01B4: 56    Increase color component(s) 253 (White [Red + Green + Blue]), at intensity 13
CC/01B6: F4    Play sound effect 11
CC/01B8: B0    Execute the following commands until $B1 2 times
CC/01BA: 42        Hide object $16
CC/01BC: 42        Hide object $17
CC/01BE: 42        Hide object $18
CC/01C0: B4        Pause for 5 units
CC/01C2: 41        Show object $16
CC/01C4: 41        Show object $17
CC/01C6: 41        Show object $18
CC/01C8: 91        Pause for 15 units
CC/01C9: B1        End block of repeating commands
CC/01CA: 54    End effects of commands for modifed color components and screen flashes
CC/01CB: 92    Pause for 30 units
CC/01CC: 56    Increase color component(s) 253 (White [Red + Green + Blue]), at intensity 13
CC/01CE: F4    Play sound effect 11
CC/01D0: B0    Execute the following commands until $B1 2 times
CC/01D2: 42        Hide object $16
CC/01D4: 42        Hide object $17
CC/01D6: 42        Hide object $18
CC/01D8: B4        Pause for 5 units
CC/01DA: 41        Show object $16
CC/01DC: 41        Show object $17
CC/01DE: 41        Show object $18
CC/01E0: 91        Pause for 15 units
CC/01E1: B1        End block of repeating commands
CC/01E2: 42    Hide object $16
CC/01E4: 42    Hide object $17
CC/01E6: 42    Hide object $18
CC/01E8: 3E    Delete object $16
CC/01EA: 3E    Delete object $17
CC/01EC: 3E    Delete object $18
CC/01EE: 45    Refresh objects
CC/01EF: 92    Pause for 30 units
CC/01F0: F4    Play sound effect 11
CC/01F2: 54    End effects of commands for modifed color components and screen flashes
CC/01F3: 91    Pause for 15 units
CC/01F4: F4    Play sound effect 11
CC/01F6: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/01F8: 92    Pause for 30 units
CC/01F9: 58    Shake screen ($FD): 
               (Intensity: 1)) 
               (Permanance and ???: 3)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/01FB: 92    Pause for 30 units
CC/01FC: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/01FE: CE        Turn vehicle/entity down
CC/01FF: FF        End queue
CC/0200: B5    Pause for 15 * 5 (75) units
CC/0202: B0    Execute the following commands until $B1 4 times
CC/0204: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0206: 1D            Do vehicle/entity graphical action $1D 
CC/0207: FF            End queue
CC/0208: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/020A: 1E            Do vehicle/entity graphical action $1E 
CC/020B: FF            End queue
CC/020C: B1        End block of repeating commands
CC/020D: 21    Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete)
CC/020F: CE        Turn vehicle/entity down
CC/0210: E0        Pause for 4 * 5 (20) frames
CC/0212: 18        Do vehicle/entity graphical action $18 
CC/0213: FF        End queue
CC/0214: 4B    Display dialogue message $081E, wait for button press (At bottom of screen)
               KEFKA: Now, little Espers
               Let's see whatcha got!
CC/0217: 92    Pause for 30 units
CC/0218: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/021A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/021B: FF        End queue
CC/021C: 92    Pause for 30 units
CC/021D: F4    Play sound effect 1
CC/021F: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CC/0221: 3D    Create object $1B
CC/0223: 45    Refresh objects
CC/0224: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CC/0226: D5        Set vehicle/entity's position to (24, 18)
CC/0229: FF        End queue
CC/022A: 41    Show object $1B
CC/022C: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/022E: 93    Pause for 45 units
CC/022F: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0231: CE        Turn vehicle/entity down
CC/0232: FF        End queue
CC/0233: 1B    Begin action queue for character $1B (NPC $1B), 10 bytes long (Wait until complete)
CC/0235: C4        Set vehicle/entity's event speed to faster
CC/0236: A7        Move vehicle/entity right/down 1x2 tiles
CC/0237: A6        Move vehicle/entity right/down 2x1 tiles
CC/0238: A5        Move vehicle/entity right/up 2x1 tiles
CC/0239: A4        Move vehicle/entity right/up 1x2 tiles
CC/023A: 88        Move vehicle/entity up 3 tiles
CC/023B: AB        Move vehicle/entity left/up 1x2 tiles
CC/023C: AA        Move vehicle/entity left/up 2x1 tiles
CC/023D: AA        Move vehicle/entity left/up 2x1 tiles
CC/023E: FF        End queue
CC/023F: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CC/0241: 91    Pause for 15 units
CC/0242: B0    Execute the following commands until $B1 2 times
CC/0244: F4        Play sound effect 109
CC/0246: 55        Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CC/0248: 91        Pause for 15 units
CC/0249: B1        End block of repeating commands
CC/024A: 3D    Create object $1C
CC/024C: 45    Refresh objects
CC/024D: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/024F: D5        Set vehicle/entity's position to (25, 11)
CC/0252: FF        End queue
CC/0253: 41    Show object $1C
CC/0255: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0257: 1B        Do vehicle/entity graphical action $1B 
CC/0258: FF        End queue
CC/0259: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete)
CC/025B: C4        Set vehicle/entity's event speed to faster
CC/025C: A6        Move vehicle/entity right/down 2x1 tiles
CC/025D: A6        Move vehicle/entity right/down 2x1 tiles
CC/025E: A7        Move vehicle/entity right/down 1x2 tiles
CC/025F: 8A        Move vehicle/entity down 3 tiles
CC/0260: A8        Move vehicle/entity left/down 1x2 tiles
CC/0261: A9        Move vehicle/entity left/down 2x1 tiles
CC/0262: AA        Move vehicle/entity left/up 2x1 tiles
CC/0263: AB        Move vehicle/entity left/up 1x2 tiles
CC/0264: FF        End queue
CC/0265: 91    Pause for 15 units
CC/0266: 42    Hide object $1C
CC/0268: 94    Pause for 60 units
CC/0269: B0    Execute the following commands until $B1 4 times
CC/026B: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/026D: 1D            Do vehicle/entity graphical action $1D 
CC/026E: FF            End queue
CC/026F: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0271: 1E            Do vehicle/entity graphical action $1E 
CC/0272: FF            End queue
CC/0273: B1        End block of repeating commands
CC/0274: 93    Pause for 45 units
CC/0275: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0277: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0278: FF        End queue
CC/0279: 92    Pause for 30 units
CC/027A: F4    Play sound effect 1
CC/027C: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CC/027E: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CC/0280: D5        Set vehicle/entity's position to (24, 18)
CC/0283: FF        End queue
CC/0284: 41    Show object $1B
CC/0286: 93    Pause for 45 units
CC/0287: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0289: CE        Turn vehicle/entity down
CC/028A: FF        End queue
CC/028B: 1B    Begin action queue for character $1B (NPC $1B), 16 bytes long (Wait until complete)
CC/028D: C4        Set vehicle/entity's event speed to faster
CC/028E: A8        Move vehicle/entity left/down 1x2 tiles
CC/028F: AA        Move vehicle/entity left/up 2x1 tiles
CC/0290: AB        Move vehicle/entity left/up 1x2 tiles
CC/0291: A4        Move vehicle/entity right/up 1x2 tiles
CC/0292: A5        Move vehicle/entity right/up 2x1 tiles
CC/0293: 85        Move vehicle/entity right 2 tiles
CC/0294: A6        Move vehicle/entity right/down 2x1 tiles
CC/0295: A6        Move vehicle/entity right/down 2x1 tiles
CC/0296: A7        Move vehicle/entity right/down 1x2 tiles
CC/0297: 86        Move vehicle/entity down 2 tiles
CC/0298: A8        Move vehicle/entity left/down 1x2 tiles
CC/0299: A8        Move vehicle/entity left/down 1x2 tiles
CC/029A: A9        Move vehicle/entity left/down 2x1 tiles
CC/029B: A9        Move vehicle/entity left/down 2x1 tiles
CC/029C: FF        End queue
CC/029D: 92    Pause for 30 units
CC/029E: 55    Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0
CC/02A0: 91    Pause for 15 units
CC/02A1: B0    Execute the following commands until $B1 2 times
CC/02A3: F4        Play sound effect 109
CC/02A5: 55        Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0
CC/02A7: 91        Pause for 15 units
CC/02A8: B1        End block of repeating commands
CC/02A9: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/02AB: D5        Set vehicle/entity's position to (24, 26)
CC/02AE: FF        End queue
CC/02AF: 41    Show object $1C
CC/02B1: 92    Pause for 30 units
CC/02B2: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/02B4: 19        Do vehicle/entity graphical action $19 
CC/02B5: FF        End queue
CC/02B6: 1C    Begin action queue for character $1C (NPC $1C), 16 bytes long (Wait until complete)
CC/02B8: C4        Set vehicle/entity's event speed to faster
CC/02B9: A5        Move vehicle/entity right/up 2x1 tiles
CC/02BA: A5        Move vehicle/entity right/up 2x1 tiles
CC/02BB: A4        Move vehicle/entity right/up 1x2 tiles
CC/02BC: A4        Move vehicle/entity right/up 1x2 tiles
CC/02BD: 84        Move vehicle/entity up 2 tiles
CC/02BE: AB        Move vehicle/entity left/up 1x2 tiles
CC/02BF: AA        Move vehicle/entity left/up 2x1 tiles
CC/02C0: AA        Move vehicle/entity left/up 2x1 tiles
CC/02C1: 87        Move vehicle/entity left 2 tiles
CC/02C2: A9        Move vehicle/entity left/down 2x1 tiles
CC/02C3: A8        Move vehicle/entity left/down 1x2 tiles
CC/02C4: A7        Move vehicle/entity right/down 1x2 tiles
CC/02C5: A6        Move vehicle/entity right/down 2x1 tiles
CC/02C6: A4        Move vehicle/entity right/up 1x2 tiles
CC/02C7: FF        End queue
CC/02C8: 91    Pause for 15 units
CC/02C9: 42    Hide object $1C
CC/02CB: 94    Pause for 60 units
CC/02CC: B0    Execute the following commands until $B1 4 times
CC/02CE: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/02D0: 1D            Do vehicle/entity graphical action $1D 
CC/02D1: FF            End queue
CC/02D2: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/02D4: 1E            Do vehicle/entity graphical action $1E 
CC/02D5: FF            End queue
CC/02D6: B1        End block of repeating commands
CC/02D7: 94    Pause for 60 units
CC/02D8: F4    Play sound effect 163
CC/02DA: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/02DC: 91    Pause for 15 units
CC/02DD: F4    Play sound effect 163
CC/02DF: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CC/02E1: 91    Pause for 15 units
CC/02E2: F4    Play sound effect 163
CC/02E4: 55    Flash screen with color component(s) 12 (Cyan [Green + Blue]), at intensity 0
CC/02E6: 91    Pause for 15 units
CC/02E7: F4    Play sound effect 163
CC/02E9: 55    Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0
CC/02EB: 91    Pause for 15 units
CC/02EC: F4    Play sound effect 163
CC/02EE: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/02F0: 94    Pause for 60 units
CC/02F1: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/02F3: CE        Turn vehicle/entity down
CC/02F4: FF        End queue
CC/02F5: 4B    Display dialogue message $0820, wait for button press (At bottom of screen)
               KEFKA: Eh?!
               You wanna take me on?
               Fine. Here I am
CC/02F8: 40    Assign properties $2B to character $0F (Actor in stot 15)
CC/02FB: 3D    Create object $0F
CC/02FD: 45    Refresh objects
CC/02FE: 7F    Change character $0F's name to $2B (KEFKA )
CC/0301: 37    Assign graphics $15 to object $0F (Actor in stot 15)
CC/0304: 43    Assign palette $03 to character $0F (Actor in stot 15)
CC/0307: 88    Remove the following status ailments from character $0F (Actor in stot 15): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/030B: 8B    For character $0F (Actor in stot 15), take HP and set to maximum
CC/030E: 8C    For character $0F (Actor in stot 15), take MP and set to maximum
CC/0311: 4D    Invoke battle, enemy set $61, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/0314: 59    Unfade screen at speed $04
CC/0316: 5C    Pause execution until fade in or fade out is complete
CC/0317: 94    Pause for 60 units
CC/0318: 4B    Display dialogue message $081F, wait for button press (At bottom of screen)
               KEFKA: This is ridiculous!
               I had no idea you were such wimps! Time to put a stop to all of this.
CC/031B: B5    Pause for 15 * 5 (75) units
CC/031D: B0    Execute the following commands until $B1 7 times
CC/031F: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0321: 10            Do vehicle/entity graphical action $10 
CC/0322: FF            End queue
CC/0323: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0325: 11            Do vehicle/entity graphical action $11 
CC/0326: FF            End queue
CC/0327: B1        End block of repeating commands
CC/0328: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/032A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/032B: FF        End queue
CC/032C: 3D    Create object $22
CC/032E: 3D    Create object $23
CC/0330: 3D    Create object $24
CC/0332: 3D    Create object $25
CC/0334: 3D    Create object $2A
CC/0336: 3D    Create object $2C
CC/0338: 45    Refresh objects
CC/0339: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long (Wait until complete)
CC/033B: D5        Set vehicle/entity's position to (24, 18)
CC/033E: FF        End queue
CC/033F: F4    Play sound effect 1
CC/0341: 41    Show object $1B
CC/0343: 41    Show object $22
CC/0345: 41    Show object $23
CC/0347: 41    Show object $24
CC/0349: 41    Show object $25
CC/034B: 41    Show object $2A
CC/034D: 41    Show object $2C
CC/034F: B5    Pause for 15 * 5 (75) units
CC/0351: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0353: CE        Turn vehicle/entity down
CC/0354: FF        End queue
CC/0355: F4    Play sound effect 70
CC/0357: 1B    Begin action queue for character $1B (NPC $1B), 10 bytes long 
CC/0359: C4        Set vehicle/entity's event speed to faster
CC/035A: A7        Move vehicle/entity right/down 1x2 tiles
CC/035B: A6        Move vehicle/entity right/down 2x1 tiles
CC/035C: A5        Move vehicle/entity right/up 2x1 tiles
CC/035D: A4        Move vehicle/entity right/up 1x2 tiles
CC/035E: 88        Move vehicle/entity up 3 tiles
CC/035F: AB        Move vehicle/entity left/up 1x2 tiles
CC/0360: AA        Move vehicle/entity left/up 2x1 tiles
CC/0361: AA        Move vehicle/entity left/up 2x1 tiles
CC/0362: FF        End queue
CC/0363: 22    Begin action queue for character $22 (NPC $22), 10 bytes long 
CC/0365: C4        Set vehicle/entity's event speed to faster
CC/0366: A8        Move vehicle/entity left/down 1x2 tiles
CC/0367: A7        Move vehicle/entity right/down 1x2 tiles
CC/0368: A6        Move vehicle/entity right/down 2x1 tiles
CC/0369: A6        Move vehicle/entity right/down 2x1 tiles
CC/036A: A5        Move vehicle/entity right/up 2x1 tiles
CC/036B: A4        Move vehicle/entity right/up 1x2 tiles
CC/036C: A4        Move vehicle/entity right/up 1x2 tiles
CC/036D: 88        Move vehicle/entity up 3 tiles
CC/036E: FF        End queue
CC/036F: 23    Begin action queue for character $23 (NPC $23), 10 bytes long 
CC/0371: C4        Set vehicle/entity's event speed to faster
CC/0372: A9        Move vehicle/entity left/down 2x1 tiles
CC/0373: A8        Move vehicle/entity left/down 1x2 tiles
CC/0374: A7        Move vehicle/entity right/down 1x2 tiles
CC/0375: A7        Move vehicle/entity right/down 1x2 tiles
CC/0376: A6        Move vehicle/entity right/down 2x1 tiles
CC/0377: 89        Move vehicle/entity right 3 tiles
CC/0378: A5        Move vehicle/entity right/up 2x1 tiles
CC/0379: A5        Move vehicle/entity right/up 2x1 tiles
CC/037A: FF        End queue
CC/037B: 24    Begin action queue for character $24 (NPC $24), 10 bytes long 
CC/037D: C4        Set vehicle/entity's event speed to faster
CC/037E: AA        Move vehicle/entity left/up 2x1 tiles
CC/037F: A9        Move vehicle/entity left/down 2x1 tiles
CC/0380: A8        Move vehicle/entity left/down 1x2 tiles
CC/0381: A8        Move vehicle/entity left/down 1x2 tiles
CC/0382: A7        Move vehicle/entity right/down 1x2 tiles
CC/0383: A6        Move vehicle/entity right/down 2x1 tiles
CC/0384: A6        Move vehicle/entity right/down 2x1 tiles
CC/0385: 85        Move vehicle/entity right 2 tiles
CC/0386: FF        End queue
CC/0387: 25    Begin action queue for character $25 (NPC $25), 10 bytes long 
CC/0389: C4        Set vehicle/entity's event speed to faster
CC/038A: AB        Move vehicle/entity left/up 1x2 tiles
CC/038B: AB        Move vehicle/entity left/up 1x2 tiles
CC/038C: AA        Move vehicle/entity left/up 2x1 tiles
CC/038D: A9        Move vehicle/entity left/down 2x1 tiles
CC/038E: 82        Move vehicle/entity down 1 tile
CC/038F: A8        Move vehicle/entity left/down 1x2 tiles
CC/0390: A8        Move vehicle/entity left/down 1x2 tiles
CC/0391: 8B        Move vehicle/entity left 3 tiles
CC/0392: FF        End queue
CC/0393: 2A    Begin action queue for character $2A (NPC $2A), 10 bytes long 
CC/0395: C4        Set vehicle/entity's event speed to faster
CC/0396: A4        Move vehicle/entity right/up 1x2 tiles
CC/0397: 80        Move vehicle/entity up 1 tile
CC/0398: AB        Move vehicle/entity left/up 1x2 tiles
CC/0399: AA        Move vehicle/entity left/up 2x1 tiles
CC/039A: AA        Move vehicle/entity left/up 2x1 tiles
CC/039B: 87        Move vehicle/entity left 2 tiles
CC/039C: A9        Move vehicle/entity left/down 2x1 tiles
CC/039D: A9        Move vehicle/entity left/down 2x1 tiles
CC/039E: FF        End queue
CC/039F: 2C    Begin action queue for character $2C (NPC $2C), 10 bytes long (Wait until complete)
CC/03A1: C4        Set vehicle/entity's event speed to faster
CC/03A2: A5        Move vehicle/entity right/up 2x1 tiles
CC/03A3: A5        Move vehicle/entity right/up 2x1 tiles
CC/03A4: A4        Move vehicle/entity right/up 1x2 tiles
CC/03A5: 84        Move vehicle/entity up 2 tiles
CC/03A6: AB        Move vehicle/entity left/up 1x2 tiles
CC/03A7: AB        Move vehicle/entity left/up 1x2 tiles
CC/03A8: AA        Move vehicle/entity left/up 2x1 tiles
CC/03A9: AA        Move vehicle/entity left/up 2x1 tiles
CC/03AA: FF        End queue
CC/03AB: 92    Pause for 30 units
CC/03AC: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/03AE: F4    Play sound effect 109
CC/03B0: 91    Pause for 15 units
CC/03B1: 55    Flash screen with color component(s) 4 (Green), at intensity 0
CC/03B3: F4    Play sound effect 109
CC/03B5: 91    Pause for 15 units
CC/03B6: 55    Flash screen with color component(s) 6 (Yellow [Red + Green]), at intensity 0
CC/03B8: F4    Play sound effect 109
CC/03BA: 91    Pause for 15 units
CC/03BB: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/03BD: F4    Play sound effect 109
CC/03BF: 91    Pause for 15 units
CC/03C0: 55    Flash screen with color component(s) 10 (Magenta [Red + Blue]), at intensity 0
CC/03C2: F4    Play sound effect 109
CC/03C4: 91    Pause for 15 units
CC/03C5: 55    Flash screen with color component(s) 12 (Cyan [Green + Blue]), at intensity 0
CC/03C7: F4    Play sound effect 109
CC/03C9: 91    Pause for 15 units
CC/03CA: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/03CC: F4    Play sound effect 109
CC/03CE: 93    Pause for 45 units
CC/03CF: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/03D1: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/03D3: 17        Do vehicle/entity graphical action $17 
CC/03D4: FF        End queue
CC/03D5: 42    Hide object $1B
CC/03D7: 42    Hide object $22
CC/03D9: 42    Hide object $23
CC/03DB: 42    Hide object $24
CC/03DD: 42    Hide object $25
CC/03DF: 42    Hide object $2A
CC/03E1: 42    Hide object $2C
CC/03E3: 3E    Delete object $1B
CC/03E5: 3E    Delete object $22
CC/03E7: 3E    Delete object $23
CC/03E9: 3E    Delete object $24
CC/03EB: 3E    Delete object $25
CC/03ED: 3E    Delete object $2A
CC/03EF: 3E    Delete object $2C
CC/03F1: 45    Refresh objects
CC/03F2: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/03F4: D5        Set vehicle/entity's position to (25, 11)
CC/03F7: FF        End queue
CC/03F8: 41    Show object $1C
CC/03FA: 3D    Create object $26
CC/03FC: 3D    Create object $27
CC/03FE: 3D    Create object $28
CC/0400: 3D    Create object $29
CC/0402: 3D    Create object $2B
CC/0404: 3D    Create object $2D
CC/0406: 45    Refresh objects
CC/0407: 41    Show object $26
CC/0409: 41    Show object $27
CC/040B: 41    Show object $28
CC/040D: 41    Show object $29
CC/040F: 41    Show object $2B
CC/0411: 41    Show object $2D
CC/0413: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long 
CC/0415: C4        Set vehicle/entity's event speed to faster
CC/0416: A6        Move vehicle/entity right/down 2x1 tiles
CC/0417: A6        Move vehicle/entity right/down 2x1 tiles
CC/0418: A7        Move vehicle/entity right/down 1x2 tiles
CC/0419: 8A        Move vehicle/entity down 3 tiles
CC/041A: A8        Move vehicle/entity left/down 1x2 tiles
CC/041B: A9        Move vehicle/entity left/down 2x1 tiles
CC/041C: AA        Move vehicle/entity left/up 2x1 tiles
CC/041D: AB        Move vehicle/entity left/up 1x2 tiles
CC/041E: FF        End queue
CC/041F: 26    Begin action queue for character $26 (NPC $26), 10 bytes long 
CC/0421: C4        Set vehicle/entity's event speed to faster
CC/0422: 8A        Move vehicle/entity down 3 tiles
CC/0423: A8        Move vehicle/entity left/down 1x2 tiles
CC/0424: A8        Move vehicle/entity left/down 1x2 tiles
CC/0425: A9        Move vehicle/entity left/down 2x1 tiles
CC/0426: AA        Move vehicle/entity left/up 2x1 tiles
CC/0427: AA        Move vehicle/entity left/up 2x1 tiles
CC/0428: AB        Move vehicle/entity left/up 1x2 tiles
CC/0429: A4        Move vehicle/entity right/up 1x2 tiles
CC/042A: FF        End queue
CC/042B: 27    Begin action queue for character $27 (NPC $27), 10 bytes long 
CC/042D: C4        Set vehicle/entity's event speed to faster
CC/042E: A9        Move vehicle/entity left/down 2x1 tiles
CC/042F: A9        Move vehicle/entity left/down 2x1 tiles
CC/0430: 8B        Move vehicle/entity left 3 tiles
CC/0431: AA        Move vehicle/entity left/up 2x1 tiles
CC/0432: AB        Move vehicle/entity left/up 1x2 tiles
CC/0433: AB        Move vehicle/entity left/up 1x2 tiles
CC/0434: A4        Move vehicle/entity right/up 1x2 tiles
CC/0435: A5        Move vehicle/entity right/up 2x1 tiles
CC/0436: FF        End queue
CC/0437: 28    Begin action queue for character $28 (NPC $28), 10 bytes long 
CC/0439: C4        Set vehicle/entity's event speed to faster
CC/043A: 87        Move vehicle/entity left 2 tiles
CC/043B: AA        Move vehicle/entity left/up 2x1 tiles
CC/043C: AA        Move vehicle/entity left/up 2x1 tiles
CC/043D: AB        Move vehicle/entity left/up 1x2 tiles
CC/043E: A4        Move vehicle/entity right/up 1x2 tiles
CC/043F: A4        Move vehicle/entity right/up 1x2 tiles
CC/0440: A5        Move vehicle/entity right/up 2x1 tiles
CC/0441: A6        Move vehicle/entity right/down 2x1 tiles
CC/0442: FF        End queue
CC/0443: 29    Begin action queue for character $29 (NPC $29), 10 bytes long 
CC/0445: C4        Set vehicle/entity's event speed to faster
CC/0446: 89        Move vehicle/entity right 3 tiles
CC/0447: A4        Move vehicle/entity right/up 1x2 tiles
CC/0448: A4        Move vehicle/entity right/up 1x2 tiles
CC/0449: 80        Move vehicle/entity up 1 tile
CC/044A: A5        Move vehicle/entity right/up 2x1 tiles
CC/044B: A6        Move vehicle/entity right/down 2x1 tiles
CC/044C: A7        Move vehicle/entity right/down 1x2 tiles
CC/044D: A7        Move vehicle/entity right/down 1x2 tiles
CC/044E: FF        End queue
CC/044F: 2B    Begin action queue for character $2B (NPC $2B), 10 bytes long 
CC/0451: C4        Set vehicle/entity's event speed to faster
CC/0452: A5        Move vehicle/entity right/up 2x1 tiles
CC/0453: A5        Move vehicle/entity right/up 2x1 tiles
CC/0454: 85        Move vehicle/entity right 2 tiles
CC/0455: A6        Move vehicle/entity right/down 2x1 tiles
CC/0456: A6        Move vehicle/entity right/down 2x1 tiles
CC/0457: A7        Move vehicle/entity right/down 1x2 tiles
CC/0458: 82        Move vehicle/entity down 1 tile
CC/0459: A8        Move vehicle/entity left/down 1x2 tiles
CC/045A: FF        End queue
CC/045B: 2D    Begin action queue for character $2D (NPC $2D), 10 bytes long (Wait until complete)
CC/045D: C4        Set vehicle/entity's event speed to faster
CC/045E: A6        Move vehicle/entity right/down 2x1 tiles
CC/045F: A6        Move vehicle/entity right/down 2x1 tiles
CC/0460: A7        Move vehicle/entity right/down 1x2 tiles
CC/0461: A7        Move vehicle/entity right/down 1x2 tiles
CC/0462: 86        Move vehicle/entity down 2 tiles
CC/0463: A8        Move vehicle/entity left/down 1x2 tiles
CC/0464: A9        Move vehicle/entity left/down 2x1 tiles
CC/0465: A9        Move vehicle/entity left/down 2x1 tiles
CC/0466: FF        End queue
CC/0467: B5    Pause for 15 * 5 (75) units
CC/0469: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/046B: F4    Play sound effect 23
CC/046D: 42    Hide object $1C
CC/046F: 42    Hide object $26
CC/0471: 42    Hide object $27
CC/0473: 42    Hide object $28
CC/0475: 42    Hide object $29
CC/0477: 42    Hide object $2B
CC/0479: 42    Hide object $2D
CC/047B: 94    Pause for 60 units
CC/047C: 48    Display dialogue message $0821, continue executing commands (At bottom of screen)
               KEFKA: Phew
               I think I have plenty of Magicite for the time being
               that is, until I make my way through your precious sealed gate!!
CC/047F: B0    Execute the following commands until $B1 9 times
CC/0481: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0483: 1D            Do vehicle/entity graphical action $1D 
CC/0484: FF            End queue
CC/0485: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0487: 1E            Do vehicle/entity graphical action $1E 
CC/0488: FF            End queue
CC/0489: B1        End block of repeating commands
CC/048A: 49    If dialogue window is up, wait for keypress then dismiss
CC/048B: 93    Pause for 45 units
CC/048C: B0    Execute the following commands until $B1 3 times
CC/048E: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0490: 13            Do vehicle/entity graphical action $13 
CC/0491: FF            End queue
CC/0492: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/0494: CE            Turn vehicle/entity down
CC/0495: FF            End queue
CC/0496: B1        End block of repeating commands
CC/0497: 93    Pause for 45 units
CC/0498: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/049A: 1F        Do vehicle/entity graphical action $1F 
CC/049B: FF        End queue
CC/049C: 4B    Display dialogue message $06B5, wait for button press (At bottom of screen)
               KEFKA: I don't believe this!
CC/049F: 5A    Fade screen at speed $02
CC/04A1: F4    Play sound effect 205
CC/04A3: B0    Execute the following commands until $B1 9 times
CC/04A5: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/04A7: 1D            Do vehicle/entity graphical action $1D 
CC/04A8: FF            End queue
CC/04A9: 21        Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/04AB: 1E            Do vehicle/entity graphical action $1E 
CC/04AC: FF            End queue
CC/04AD: B1        End block of repeating commands
CC/04AE: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/04B0: 5C    Pause execution until fade in or fade out is complete
CC/04B1: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CC/04B3: DB    Clear event bit $1E80($51D) [$1F23, bit 5]
CC/04B5: DD    Clear event bit $1E80($636) [$1F46, bit 6]
CC/04B7: DD    Clear event bit $1E80($637) [$1F46, bit 7]
CC/04B9: DD    Clear event bit $1E80($639) [$1F47, bit 1]
CC/04BB: DD    Clear event bit $1E80($63A) [$1F47, bit 2]
CC/04BD: DD    Clear event bit $1E80($638) [$1F47, bit 0]
CC/04BF: 39    Free screen
CC/04C0: 3D    Create object $01
CC/04C2: 3D    Create object $00
CC/04C4: 45    Refresh objects
CC/04C5: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/04C8: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/04CB: 45    Refresh objects
CC/04CC: 3F    Remove character $0E (Actor in stot 14) from the party
CC/04CF: 3E    Delete object $0E
CC/04D1: 45    Refresh objects
CC/04D2: 3D    Create object $08
CC/04D4: 3D    Create object $07
CC/04D6: 45    Refresh objects
CC/04D7: 3F    Assign character $08 (Actor in stot 8) to party 1
CC/04DA: 3F    Assign character $07 (Actor in stot 7) to party 1
CC/04DD: 45    Refresh objects
CC/04DE: B2    Call subroutine $CACB95
CC/04E2: 3B    Position character in a "ready-to-go" stance
CC/04E3: F2    Fade out current song with transition time 24
CC/04E5: FA    Stop temporarily played song
CC/04E6: 95    Pause for 120 units
CC/04E7: 6B    Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)) instantly, (upper bits $2000), place party at (54, 19), facing down
CC/04ED: 74    Replace current map's Layer 2 at (50, 18) with the following (7 x 2) chunk
CC/04F2:       $02, $02, $02, $02, $02, $02, $3D
CC/04F9:       $3D, $F0, $F0, $F0, $3B, $F0, $F0
CC/0500: 74    Replace current map's Layer 2 at (50, 82) with the following (7 x 2) chunk
CC/0505:       $CF, $AE, $9F, $BE, $C9, $CD, $99
CC/050C:       $9D, $A9, $AD, $B9, $BD, $C9, $C9
CC/0513: 75    Refresh map after alteration
CC/0514: F0    Play song 5 (Awakening), (high bit clear), full volume
CC/0516: B2    Call subroutine $CAC6AC
CC/051A: B2    Call subroutine $CB2E34
CC/051E: 41    Show object $31
CC/0520: 41    Show object $00
CC/0522: 41    Show object $01
CC/0524: 41    Show object $08
CC/0526: 41    Show object $07
CC/0528: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/052A: C6        Set vehicle/entity to walk when moving
CC/052B: CC        Turn vehicle/entity up
CC/052C: FF        End queue
CC/052D: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/052F: C6        Set vehicle/entity to walk when moving
CC/0530: C2        Set vehicle/entity's event speed to normal
CC/0531: A2        Move vehicle/entity left/down 1x1 tiles
CC/0532: CC        Turn vehicle/entity up
CC/0533: FF        End queue
CC/0534: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CC/0536: C6        Set vehicle/entity to walk when moving
CC/0537: C2        Set vehicle/entity's event speed to normal
CC/0538: 86        Move vehicle/entity down 2 tiles
CC/0539: CC        Turn vehicle/entity up
CC/053A: FF        End queue
CC/053B: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete)
CC/053D: C6        Set vehicle/entity to walk when moving
CC/053E: C2        Set vehicle/entity's event speed to normal
CC/053F: 82        Move vehicle/entity down 1 tile
CC/0540: CC        Turn vehicle/entity up
CC/0541: FF        End queue
CC/0542: 59    Unfade screen at speed $04
CC/0544: 5C    Pause execution until fade in or fade out is complete
CC/0545: 38    Hold screen
CC/0546: 95    Pause for 120 units
CC/0547: 4B    Display dialogue message $0826, wait for button press (At bottom of screen)
               TERRA: General Leo
CC/054A: D0    Set event bit $1E80($09C) [$1E93, bit 4]
CC/054C: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/054E: C1        Set vehicle/entity's event speed to slow
CC/054F: 80        Move vehicle/entity up 1 tile
CC/0550: FF        End queue
CC/0551: 73    Replace current map's Layer 1 at (54, 81) with the following (1 x 1) chunk, refresh immediately
CC/0556:       $22
CC/0557: B5    Pause for 15 * 5 (75) units
CC/0559: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/055B: 82        Move vehicle/entity down 1 tile
CC/055C: CC        Turn vehicle/entity up
CC/055D: E0        Pause for 4 * 8 (32) frames
CC/055F: 21        Do vehicle/entity graphical action $21 
CC/0560: FF        End queue
CC/0561: B5    Pause for 15 * 6 (90) units
CC/0563: 39    Free screen
CC/0564: 4B    Display dialogue message $0827, wait for button press (At bottom of screen)
               TERRA: People only seem to want power. Do they really want to be like me?
CC/0567: 95    Pause for 120 units
CC/0568: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/056A: CC        Turn vehicle/entity up
CC/056B: FF        End queue
CC/056C: 4B    Display dialogue message $0828, wait for button press (At bottom of screen)
               TERRA: II wanted to learn so much more from you
CC/056F: B5    Pause for 15 * 5 (75) units
CC/0571: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/0573: 21        Do vehicle/entity graphical action $21 
CC/0574: FF        End queue
CC/0575: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/0577: 21        Do vehicle/entity graphical action $21 
CC/0578: FF        End queue
CC/0579: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/057B: 21        Do vehicle/entity graphical action $21 
CC/057C: FF        End queue
CC/057D: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/057F: 21        Do vehicle/entity graphical action $21 
CC/0580: FF        End queue
CC/0581: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/0583: 21        Do vehicle/entity graphical action $21 
CC/0584: FF        End queue
CC/0585: B5    Pause for 15 * 12 (180) units
CC/0587: B0    Execute the following commands until $B1 7 times
CC/0589: 12        Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/058B: C2            Set vehicle/entity's event speed to normal
CC/058C: 81            Move vehicle/entity right 1 tile
CC/058D: E0            Pause for 4 * 1 (4) frames
CC/058F: FF            End queue
CC/0590: B1        End block of repeating commands
CC/0591: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/0593: CF        Turn vehicle/entity left
CC/0594: FF        End queue
CC/0595: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/0597: CF        Turn vehicle/entity left
CC/0598: FF        End queue
CC/0599: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/059B: CF        Turn vehicle/entity left
CC/059C: FF        End queue
CC/059D: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/059F: CF        Turn vehicle/entity left
CC/05A0: FF        End queue
CC/05A1: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/05A3: CF        Turn vehicle/entity left
CC/05A4: FF        End queue
CC/05A5: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/05A7: C1        Set vehicle/entity's event speed to slow
CC/05A8: 80        Move vehicle/entity up 1 tile
CC/05A9: CD        Turn vehicle/entity right
CC/05AA: FF        End queue
CC/05AB: F4    Play sound effect 151
CC/05AD: 92    Pause for 30 units
CC/05AE: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/05B0: 1F        Do vehicle/entity graphical action $1F 
CC/05B1: FF        End queue
CC/05B2: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/05B4: 1F        Do vehicle/entity graphical action $1F 
CC/05B5: FF        End queue
CC/05B6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/05B8: 1F        Do vehicle/entity graphical action $1F 
CC/05B9: FF        End queue
CC/05BA: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/05BC: 1F        Do vehicle/entity graphical action $1F 
CC/05BD: FF        End queue
CC/05BE: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/05C0: 1F        Do vehicle/entity graphical action $1F 
CC/05C1: FF        End queue
CC/05C2: 4B    Display dialogue message $0829, wait for button press
               Interceptor!?
               That's a nasty wound!
CC/05C5: 93    Pause for 45 units
CC/05C6: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/05C8: CF        Turn vehicle/entity left
CC/05C9: FF        End queue
CC/05CA: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/05CC: CF        Turn vehicle/entity left
CC/05CD: FF        End queue
CC/05CE: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/05D0: CF        Turn vehicle/entity left
CC/05D1: FF        End queue
CC/05D2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/05D4: CF        Turn vehicle/entity left
CC/05D5: FF        End queue
CC/05D6: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long 
CC/05D8: CF        Turn vehicle/entity left
CC/05D9: FF        End queue
CC/05DA: 4B    Display dialogue message $082A, wait for button press
               LOCKE: We not only lost Leo, but SHADOW, too
               Curse the Empire!
CC/05DD: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/05DF: C2        Set vehicle/entity's event speed to normal
CC/05E0: 84        Move vehicle/entity up 2 tiles
CC/05E1: 8B        Move vehicle/entity left 3 tiles
CC/05E2: CE        Turn vehicle/entity down
CC/05E3: FF        End queue
CC/05E4: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/05E6: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/05E7: FF        End queue
CC/05E8: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long 
CC/05EA: C2        Set vehicle/entity's event speed to normal
CC/05EB: 82        Move vehicle/entity down 1 tile
CC/05EC: 87        Move vehicle/entity left 2 tiles
CC/05ED: CC        Turn vehicle/entity up
CC/05EE: FF        End queue
CC/05EF: B5    Pause for 15 * 10 (150) units
CC/05F1: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/05F3: CF        Turn vehicle/entity left
CC/05F4: E0        Pause for 4 * 3 (12) frames
CC/05F6: 22        Do vehicle/entity graphical action $22 
CC/05F7: FF        End queue
CC/05F8: 4B    Display dialogue message $082B, wait for button press
               LOCKE: This'll have to do
CC/05FB: 07    Begin action queue for character $07 (Actor in stot 7), 6 bytes long 
CC/05FD: E0        Pause for 4 * 8 (32) frames
CC/05FF: C1        Set vehicle/entity's event speed to slow
CC/0600: 82        Move vehicle/entity down 1 tile
CC/0601: CF        Turn vehicle/entity left
CC/0602: FF        End queue
CC/0603: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/0605: C2        Set vehicle/entity's event speed to normal
CC/0606: 81        Move vehicle/entity right 1 tile
CC/0607: CE        Turn vehicle/entity down
CC/0608: FF        End queue
CC/0609: 4B    Display dialogue message $082C, wait for button press
               CELES: He was so gentle
CC/060C: 92    Pause for 30 units
CC/060D: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/060F: CE        Turn vehicle/entity down
CC/0610: FF        End queue
CC/0611: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete)
CC/0613: C1        Set vehicle/entity's event speed to slow
CC/0614: 80        Move vehicle/entity up 1 tile
CC/0615: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0616: FF        End queue
CC/0617: 4B    Display dialogue message $082D, wait for button press
               RELM: I'll go with you.
CC/061A: 93    Pause for 45 units
CC/061B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/061D: CF        Turn vehicle/entity left
CC/061E: FF        End queue
CC/061F: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CC/0621: E0        Pause for 4 * 4 (16) frames
CC/0623: CE        Turn vehicle/entity down
CC/0624: FF        End queue
CC/0625: 4B    Display dialogue message $082E, wait for button press
               LOCKE: Now I'm worried about EDGAR and the others
               TERRA: I wish I could say they were safe
CC/0628: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CC/062A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/062C: 22        Do vehicle/entity graphical action $22 
CC/062D: FF        End queue
CC/062E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/0630: 20        Do vehicle/entity graphical action $20 
CC/0631: FF        End queue
CC/0632: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/0634: 20        Do vehicle/entity graphical action $20 
CC/0635: FF        End queue
CC/0636: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/0638: 22        Do vehicle/entity graphical action $22 
CC/0639: FF        End queue
CC/063A: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CC/063C: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CC/063E: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CC/0640: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CC/0642: 5A    Fade screen at speed $04
CC/0644: 5C    Pause execution until fade in or fade out is complete
CC/0645: 94    Pause for 60 units
CC/0646: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CC/0648: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/064A: 6B    Load map $0000 (World of Balance) instantly, (upper bits $1400), place party at (211, 170), facing right, party is in the airship
CC/0650: 04        Move vehicle as follows: (move forward), 15 units
CC/0652: E0        Pause for 5 units
CC/0654: 08        Move vehicle as follows: (turn right), 18 units
CC/0656: E0        Pause for 43 units
CC/0658: 02        Move vehicle as follows: (decrease speed by $100), 15 units
CC/065A: E0        Pause for 2 units
CC/065C: D9        Fade screen
CC/065D: E0        Pause for 2 units
CC/065F: D2        Load map $0154 (Thamasa, outdoors (WoB, after Leo dies / WoR, Relm and Gungho talk)), position (22, 28), mode $C0
CC/0665: 38    Hold screen
CC/0666: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/0668: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/066A: 85        Move vehicle/entity right 2 tiles
CC/066B: FF        End queue
CC/066C: B2    Call subroutine $CAC6AC
CC/0670: 3C    Set up the party as follows: $00 (Actor in stot 0), $01 (Actor in stot 1), $07 (Actor in stot 7), $08 (Actor in stot 8)
CC/0675: 45    Refresh objects
CC/0676: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/0678: CF        Turn vehicle/entity left
CC/0679: FF        End queue
CC/067A: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CC/067C: 82        Move vehicle/entity down 1 tile
CC/067D: CF        Turn vehicle/entity left
CC/067E: FF        End queue
CC/067F: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long 
CC/0681: 81        Move vehicle/entity right 1 tile
CC/0682: CF        Turn vehicle/entity left
CC/0683: FF        End queue
CC/0684: 08    Begin action queue for character $08 (Actor in stot 8), 3 bytes long 
CC/0686: A1        Move vehicle/entity right/down 1x1 tiles
CC/0687: CF        Turn vehicle/entity left
CC/0688: FF        End queue
CC/0689: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CC/068B: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CC/068D: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CC/068F: 35    Pause execution until action queue for object $08 (Actor in stot 8) is complete
CC/0691: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/0693: D5        Set vehicle/entity's position to (26, 30)
CC/0696: CF        Turn vehicle/entity left
CC/0697: FF        End queue
CC/0698: DA    Set event bit $1E80($5F7) [$1F3E, bit 7]
CC/069A: 3D    Create object $10
CC/069C: 45    Refresh objects
CC/069D: 59    Unfade screen at speed $04
CC/069F: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/06A1: C2        Set vehicle/entity's event speed to normal
CC/06A2: 95        Move vehicle/entity right 6 tiles
CC/06A3: FF        End queue
CC/06A4: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CC/06A6: C2        Set vehicle/entity's event speed to normal
CC/06A7: 95        Move vehicle/entity right 6 tiles
CC/06A8: FF        End queue
CC/06A9: 15    Begin action queue for character $15 (NPC $15), 3 bytes long 
CC/06AB: C2        Set vehicle/entity's event speed to normal
CC/06AC: 95        Move vehicle/entity right 6 tiles
CC/06AD: FF        End queue
CC/06AE: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/06B0: C2        Set vehicle/entity's event speed to normal
CC/06B1: 95        Move vehicle/entity right 6 tiles
CC/06B2: FF        End queue
CC/06B3: 93    Pause for 45 units
CC/06B4: 4B    Display dialogue message $082F, wait for button press
               SETZER: We've been had!!
               The Emperor is a liar!
CC/06B7: 92    Pause for 30 units
CC/06B8: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/06BA: C2        Set vehicle/entity's event speed to normal
CC/06BB: A0        Move vehicle/entity right/up 1x1 tiles
CC/06BC: 89        Move vehicle/entity right 3 tiles
CC/06BD: CE        Turn vehicle/entity down
CC/06BE: FF        End queue
CC/06BF: 4B    Display dialogue message $0830, wait for button press (At bottom of screen)
               CYAN: Thanks to EDGAR, we escaped before anything bad happened
CC/06C2: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long 
CC/06C4: 22        Do vehicle/entity graphical action $22 
CC/06C5: E0        Pause for 4 * 3 (12) frames
CC/06C7: CF        Turn vehicle/entity left
CC/06C8: E0        Pause for 4 * 5 (20) frames
CC/06CA: FC        Branch 6 bytes backwards ($CC06C4)
CC/06CC: FF        End queue
CC/06CD: 4B    Display dialogue message $0831, wait for button press (At bottom of screen)
               LOCKE: Way to go, EDGAR!
CC/06D0: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/06D2: CF        Turn vehicle/entity left
CC/06D3: FF        End queue
CC/06D4: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CC/06D6: C2        Set vehicle/entity's event speed to normal
CC/06D7: 82        Move vehicle/entity down 1 tile
CC/06D8: 89        Move vehicle/entity right 3 tiles
CC/06D9: FF        End queue
CC/06DA: 4B    Display dialogue message $0832, wait for button press
               EDGAR: I got to know the gal who brought us tea.
               After a while, she just blurted out the whole crooked plan.
CC/06DD: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CC/06DF: B0    Execute the following commands until $B1 5 times
CC/06E1: 16        Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/06E3: 1D            Do vehicle/entity graphical action $1D 
CC/06E4: FF            End queue
CC/06E5: 16        Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/06E7: 1E            Do vehicle/entity graphical action $1E 
CC/06E8: FF            End queue
CC/06E9: B1        End block of repeating commands
CC/06EA: B5    Pause for 15 * 5 (75) units
CC/06EC: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/06EE: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/06EF: FF        End queue
CC/06F0: 4B    Display dialogue message $0833, wait for button press
               SABIN: Soyou finally hit pay dirt, eh?
CC/06F3: 92    Pause for 30 units
CC/06F4: B0    Execute the following commands until $B1 4 times
CC/06F6: 16        Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete)
CC/06F8: 24            Do vehicle/entity graphical action $24 
CC/06F9: E0            Pause for 4 * 1 (4) frames
CC/06FB: 25            Do vehicle/entity graphical action $25 
CC/06FC: E0            Pause for 4 * 1 (4) frames
CC/06FE: FF            End queue
CC/06FF: B1        End block of repeating commands
CC/0700: 4B    Display dialogue message $0834, wait for button press
               EDGAR: Watch your mouth!
               There're ladies present!
               I was a perfect gentleman.
CC/0703: 92    Pause for 30 units
CC/0704: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/0706: CD        Turn vehicle/entity right
CC/0707: FF        End queue
CC/0708: 94    Pause for 60 units
CC/0709: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/070B: C1        Set vehicle/entity's event speed to slow
CC/070C: 83        Move vehicle/entity left 1 tile
CC/070D: E0        Pause for 4 * 3 (12) frames
CC/070F: 23        Do vehicle/entity graphical action $23 
CC/0710: FF        End queue
CC/0711: 4B    Display dialogue message $0835, wait for button press
               LOCKE: General Leo's gone
               Kefka did him in 
CC/0714: 92    Pause for 30 units
CC/0715: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/0717: CD        Turn vehicle/entity right
CC/0718: FF        End queue
CC/0719: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/071B: 1F        Do vehicle/entity graphical action $1F 
CC/071C: E0        Pause for 4 * 5 (20) frames
CC/071E: 20        Do vehicle/entity graphical action $20 
CC/071F: FF        End queue
CC/0720: 4B    Display dialogue message $0836, wait for button press (At bottom of screen)
               CYAN: Sir Leo?! Gone?!
               What a waste
               He was their finest soldier
CC/0723: 92    Pause for 30 units
CC/0724: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CC/0726: C1        Set vehicle/entity's event speed to slow
CC/0727: 82        Move vehicle/entity down 1 tile
CC/0728: E0        Pause for 4 * 2 (8) frames
CC/072A: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/072B: FF        End queue
CC/072C: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/072E: CE        Turn vehicle/entity down
CC/072F: FF        End queue
CC/0730: 4B    Display dialogue message $0837, wait for button press
               EDGAR: We need to rethink our plans. Let's return to the airship.
CC/0733: 93    Pause for 45 units
CC/0734: 07    Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete)
CC/0736: C1        Set vehicle/entity's event speed to slow
CC/0737: 83        Move vehicle/entity left 1 tile
CC/0738: FF        End queue
CC/0739: B0    Execute the following commands until $B1 2 times
CC/073B: 07        Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CC/073D: 0D            Do vehicle/entity graphical action $0D 
CC/073E: FF            End queue
CC/073F: 07        Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CC/0741: 0C            Do vehicle/entity graphical action $0C 
CC/0742: FF            End queue
CC/0743: B1        End block of repeating commands
CC/0744: 92    Pause for 30 units
CC/0745: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0747: CD        Turn vehicle/entity right
CC/0748: FF        End queue
CC/0749: 92    Pause for 30 units
CC/074A: 4B    Display dialogue message $0838, wait for button press
               STRAGO: May I accompany you?
CC/074D: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CC/074F: C2        Set vehicle/entity's event speed to normal
CC/0750: 80        Move vehicle/entity up 1 tile
CC/0751: 81        Move vehicle/entity right 1 tile
CC/0752: FF        End queue
CC/0753: 4B    Display dialogue message $0839, wait for button press
               EDGAR: Who're you?
CC/0756: 92    Pause for 30 units
CC/0757: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0759: CE        Turn vehicle/entity down
CC/075A: FF        End queue
CC/075B: 4B    Display dialogue message $083A, wait for button press
               LOCKE: He's one of this town's citizens.
CC/075E: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/0760: C2        Set vehicle/entity's event speed to normal
CC/0761: 82        Move vehicle/entity down 1 tile
CC/0762: CF        Turn vehicle/entity left
CC/0763: FF        End queue
CC/0764: 4B    Display dialogue message $083B, wait for button press
               TERRA: He's descended from the Mage Warriors of yore
               I think he can be a big help.
CC/0767: 92    Pause for 30 units
CC/0768: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/076A: CE        Turn vehicle/entity down
CC/076B: FF        End queue
CC/076C: 91    Pause for 15 units
CC/076D: B2    Call subroutine $CB6A22
CC/0771: 93    Pause for 45 units
CC/0772: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/0774: CD        Turn vehicle/entity right
CC/0775: FF        End queue
CC/0776: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CC/0778: 20        Do vehicle/entity graphical action $20 
CC/0779: E0        Pause for 4 * 10 (40) frames
CC/077B: CE        Turn vehicle/entity down
CC/077C: FF        End queue
CC/077D: 4B    Display dialogue message $083C, wait for button press
               STRAGO: We must expect the Empire to flex its new-found muscle soon.
CC/0780: 35    Pause execution until action queue for object $07 (Actor in stot 7) is complete
CC/0782: 08    Begin action queue for character $08 (Actor in stot 8), 9 bytes long 
CC/0784: 0F        Do vehicle/entity graphical action $0F 
CC/0785: E0        Pause for 4 * 1 (4) frames
CC/0787: CF        Turn vehicle/entity left
CC/0788: E0        Pause for 4 * 1 (4) frames
CC/078A: FC        Branch 6 bytes backwards ($CC0784)
CC/078C: FF        End queue
CC/078D: 07    Begin action queue for character $07 (Actor in stot 7), 11 bytes long 
CC/078F: E0        Pause for 4 * 13 (52) frames
CC/0791: 23        Do vehicle/entity graphical action $23 
CC/0792: E0        Pause for 4 * 3 (12) frames
CC/0794: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/0795: E0        Pause for 4 * 3 (12) frames
CC/0797: FC        Branch 6 bytes backwards ($CC0791)
CC/0799: FF        End queue
CC/079A: 4B    Display dialogue message $07E3, wait for button press
               RELM: Me too! 
               STRAGO: I don't think so.
CC/079D: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CC/079F: C2        Set vehicle/entity's event speed to normal
CC/07A0: A0        Move vehicle/entity right/up 1x1 tiles
CC/07A1: 85        Move vehicle/entity right 2 tiles
CC/07A2: CE        Turn vehicle/entity down
CC/07A3: FF        End queue
CC/07A4: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/07A6: 23        Do vehicle/entity graphical action $23 
CC/07A7: FF        End queue
CC/07A8: B0    Execute the following commands until $B1 5 times
CC/07AA: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/07AC: 1D            Do vehicle/entity graphical action $1D 
CC/07AD: FF            End queue
CC/07AE: 14        Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/07B0: 1E            Do vehicle/entity graphical action $1E 
CC/07B1: FF            End queue
CC/07B2: B1        End block of repeating commands
CC/07B3: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/07B5: CE        Turn vehicle/entity down
CC/07B6: FF        End queue
CC/07B7: 4B    Display dialogue message $083E, wait for button press
               SABIN: Yeah, right kid!
CC/07BA: 08    Begin action queue for character $08 (Actor in stot 8), 11 bytes long 
CC/07BC: C3        Set vehicle/entity's event speed to fast
CC/07BD: 8F        Move vehicle/entity left 4 tiles
CC/07BE: CC        Turn vehicle/entity up
CC/07BF: E0        Pause for 4 * 1 (4) frames
CC/07C1: 17        Do vehicle/entity graphical action $17 
CC/07C2: E0        Pause for 4 * 1 (4) frames
CC/07C4: FC        Branch 6 bytes backwards ($CC07BE)
CC/07C6: FF        End queue
CC/07C7: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CC/07C9: E0        Pause for 4 * 13 (52) frames
CC/07CB: 18        Do vehicle/entity graphical action $18 
CC/07CC: FF        End queue
CC/07CD: 4B    Display dialogue message $083F, wait for button press
               RELM: What?
               Who is this puffed up aerobics instructor, anyway?
               SABIN: Kid's got quite a lip!
CC/07D0: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CC/07D2: CE        Turn vehicle/entity down
CC/07D3: E0        Pause for 4 * 5 (20) frames
CC/07D5: 18        Do vehicle/entity graphical action $18 
CC/07D6: FF        End queue
CC/07D7: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/07D9: CE        Turn vehicle/entity down
CC/07DA: FF        End queue
CC/07DB: 4B    Display dialogue message $0840, wait for button press
               RELM: Aaack!
               I'm gonna paint your portrait!
CC/07DE: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/07E0: 1F        Do vehicle/entity graphical action $1F 
CC/07E1: FF        End queue
CC/07E2: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/07E4: 1F        Do vehicle/entity graphical action $1F 
CC/07E5: FF        End queue
CC/07E6: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CC/07E8: 1F        Do vehicle/entity graphical action $1F 
CC/07E9: FF        End queue
CC/07EA: B5    Pause for 15 * 5 (75) units
CC/07EC: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long 
CC/07EE: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/07EF: E0        Pause for 4 * 1 (4) frames
CC/07F1: CE        Turn vehicle/entity down
CC/07F2: E0        Pause for 4 * 1 (4) frames
CC/07F4: FC        Branch 6 bytes backwards ($CC07EE)
CC/07F6: FF        End queue
CC/07F7: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long 
CC/07F9: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/07FA: E0        Pause for 4 * 1 (4) frames
CC/07FC: CE        Turn vehicle/entity down
CC/07FD: E0        Pause for 4 * 1 (4) frames
CC/07FF: FC        Branch 6 bytes backwards ($CC07F9)
CC/0801: FF        End queue
CC/0802: 07    Begin action queue for character $07 (Actor in stot 7), 9 bytes long 
CC/0804: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0805: E0        Pause for 4 * 1 (4) frames
CC/0807: CE        Turn vehicle/entity down
CC/0808: E0        Pause for 4 * 1 (4) frames
CC/080A: FC        Branch 6 bytes backwards ($CC0804)
CC/080C: FF        End queue
CC/080D: 4B    Display dialogue message $0841, wait for button press
               Uwaaa! Sstop!
CC/0810: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/0812: CE        Turn vehicle/entity down
CC/0813: FF        End queue
CC/0814: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/0816: CE        Turn vehicle/entity down
CC/0817: FF        End queue
CC/0818: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete)
CC/081A: CE        Turn vehicle/entity down
CC/081B: FF        End queue
CC/081C: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/081E: D5        Set vehicle/entity's position to (21, 26)
CC/0821: FF        End queue
CC/0822: B2    Call subroutine $CB6A22
CC/0826: 93    Pause for 45 units
CC/0827: 07    Begin action queue for character $07 (Actor in stot 7), 2 bytes long 
CC/0829: 20        Do vehicle/entity graphical action $20 
CC/082A: FF        End queue
CC/082B: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long 
CC/082D: E0        Pause for 4 * 5 (20) frames
CC/082F: 1D        Do vehicle/entity graphical action $1D 
CC/0830: FF        End queue
CC/0831: 4B    Display dialogue message $0842, wait for button press
               STRAGO: All right all ready!
               If you insist
               RELM: That's better!
CC/0834: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CC/0836: E0        Pause for 4 * 3 (12) frames
CC/0838: 18        Do vehicle/entity graphical action $18 
CC/0839: FF        End queue
CC/083A: 4B    Display dialogue message $0322, wait for button press
               SABIN: Let's go!
CC/083D: B2    Call subroutine $CB2E34
CC/0841: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/0843: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/0845: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/0847: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/0849: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/084B: C2        Set vehicle/entity's event speed to normal
CC/084C: 9F        Move vehicle/entity left 8 tiles
CC/084D: 8F        Move vehicle/entity left 4 tiles
CC/084E: FF        End queue
CC/084F: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CC/0851: C2        Set vehicle/entity's event speed to normal
CC/0852: 9F        Move vehicle/entity left 8 tiles
CC/0853: 93        Move vehicle/entity left 5 tiles
CC/0854: FF        End queue
CC/0855: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CC/0857: C2        Set vehicle/entity's event speed to normal
CC/0858: 9F        Move vehicle/entity left 8 tiles
CC/0859: 97        Move vehicle/entity left 6 tiles
CC/085A: FF        End queue
CC/085B: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CC/085D: C2        Set vehicle/entity's event speed to normal
CC/085E: 9F        Move vehicle/entity left 8 tiles
CC/085F: 97        Move vehicle/entity left 6 tiles
CC/0860: 86        Move vehicle/entity down 2 tiles
CC/0861: FF        End queue
CC/0862: 07    Begin action queue for character $07 (Actor in stot 7), 5 bytes long 
CC/0864: C2        Set vehicle/entity's event speed to normal
CC/0865: 9F        Move vehicle/entity left 8 tiles
CC/0866: 9B        Move vehicle/entity left 7 tiles
CC/0867: 86        Move vehicle/entity down 2 tiles
CC/0868: FF        End queue
CC/0869: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CC/086B: C2        Set vehicle/entity's event speed to normal
CC/086C: 9F        Move vehicle/entity left 8 tiles
CC/086D: 9B        Move vehicle/entity left 7 tiles
CC/086E: FF        End queue
CC/086F: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/0871: C2        Set vehicle/entity's event speed to normal
CC/0872: 9F        Move vehicle/entity left 8 tiles
CC/0873: 9F        Move vehicle/entity left 8 tiles
CC/0874: FF        End queue
CC/0875: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CC/0877: C1        Set vehicle/entity's event speed to slow
CC/0878: 80        Move vehicle/entity up 1 tile
CC/0879: CF        Turn vehicle/entity left
CC/087A: E0        Pause for 4 * 4 (16) frames
CC/087C: 22        Do vehicle/entity graphical action $22 
CC/087D: FF        End queue
CC/087E: 08    Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete)
CC/0880: C2        Set vehicle/entity's event speed to normal
CC/0881: E0        Pause for 4 * 4 (16) frames
CC/0883: 97        Move vehicle/entity left 6 tiles
CC/0884: E0        Pause for 4 * 4 (16) frames
CC/0886: 91        Move vehicle/entity right 5 tiles
CC/0887: FF        End queue
CC/0888: 4B    Display dialogue message $0843, wait for button press
               RELM: What's wrong, lover boy?
               EDGAR: How old are you?
               RELM: 10why?
CC/088B: 16    Begin action queue for character $16 (NPC $16), 14 bytes long (Wait until complete)
CC/088D: CE        Turn vehicle/entity down
CC/088E: E0        Pause for 4 * 3 (12) frames
CC/0890: 19        Do vehicle/entity graphical action $19 
CC/0891: E0        Pause for 4 * 3 (12) frames
CC/0893: 1A        Do vehicle/entity graphical action $1A 
CC/0894: E0        Pause for 4 * 3 (12) frames
CC/0896: 19        Do vehicle/entity graphical action $19 
CC/0897: E0        Pause for 4 * 3 (12) frames
CC/0899: 1A        Do vehicle/entity graphical action $1A 
CC/089A: FF        End queue
CC/089B: 3D    Create object $10
CC/089D: 45    Refresh objects
CC/089E: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/08A0: D5        Set vehicle/entity's position to (20, 28)
CC/08A3: FF        End queue
CC/08A4: B2    Call subroutine $CB6A22
CC/08A8: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/08AA: CD        Turn vehicle/entity right
CC/08AB: FF        End queue
CC/08AC: 4B    Display dialogue message $083D, wait for button press
               RELM: I'm coming along, too.
CC/08AF: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CC/08B1: C3        Set vehicle/entity's event speed to fast
CC/08B2: 9F        Move vehicle/entity left 8 tiles
CC/08B3: 8B        Move vehicle/entity left 3 tiles
CC/08B4: 82        Move vehicle/entity down 1 tile
CC/08B5: FF        End queue
CC/08B6: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CC/08B8: CE        Turn vehicle/entity down
CC/08B9: E0        Pause for 4 * 3 (12) frames
CC/08BB: 20        Do vehicle/entity graphical action $20 
CC/08BC: FF        End queue
CC/08BD: 4B    Display dialogue message $0844, wait for button press (At bottom of screen)
               EDGAR: You've grown up entirely too fast!
               Lighten up, okay?!
CC/08C0: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/08C2: C2        Set vehicle/entity's event speed to normal
CC/08C3: 9F        Move vehicle/entity left 8 tiles
CC/08C4: FF        End queue
CC/08C5: B2    Call subroutine $CB2E2B
CC/08C9: 39    Free screen
CC/08CA: 5A    Fade screen at speed $04
CC/08CC: 35    Pause execution until action queue for object $16 (NPC $16) is complete
CC/08CE: 5C    Pause execution until fade in or fade out is complete
CC/08CF: 3E    Delete object $10
CC/08D1: 45    Refresh objects
CC/08D2: DB    Clear event bit $1E80($5F7) [$1F3E, bit 7]
CC/08D4: D5    Clear event bit $1E80($2F2) [$1EDE, bit 2]
CC/08D6: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CC/08D8: D5    Clear event bit $1E80($2F4) [$1EDE, bit 4]
CC/08DA: D5    Clear event bit $1E80($2F5) [$1EDE, bit 5]
CC/08DC: D5    Clear event bit $1E80($2F9) [$1EDF, bit 1]
CC/08DE: D5    Clear event bit $1E80($2FB) [$1EDF, bit 3]
CC/08E0: D5    Clear event bit $1E80($2F6) [$1EDE, bit 6]
CC/08E2: 77    Perform level averaging on character $02 (CYAN  ) and calculate new maximum HP/MP
CC/08E4: 77    Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP
CC/08E6: 77    Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP
CC/08E8: 77    Perform level averaging on character $05 (SABIN ) and calculate new maximum HP/MP
CC/08EA: 77    Perform level averaging on character $09 (SETZER) and calculate new maximum HP/MP
CC/08EC: 77    Perform level averaging on character $0B (GAU   ) and calculate new maximum HP/MP
CC/08EE: 77    Perform level averaging on character $06 (CELES ) and calculate new maximum HP/MP
CC/08F0: D4    Set event bit $1E80($2F2) [$1EDE, bit 2]
CC/08F2: D4    Set event bit $1E80($2F4) [$1EDE, bit 4]
CC/08F4: D4    Set event bit $1E80($2F5) [$1EDE, bit 5]
CC/08F6: D4    Set event bit $1E80($2F9) [$1EDF, bit 1]
CC/08F8: D4    Set event bit $1E80($2FB) [$1EDF, bit 3]
CC/08FA: D4    Set event bit $1E80($2F6) [$1EDE, bit 6]
CC/08FC: B2    Call subroutine $CC0935
CC/0900: 88    Remove the following status ailments from character $03 (Actor in stot 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/0904: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/0906: D0    Set event bit $1E80($09D) [$1E93, bit 5]
CC/0908: D2    Set event bit $1E80($1BA) [$1EB7, bit 2]
CC/090A: DA    Set event bit $1E80($55A) [$1F2B, bit 2]
CC/090C: DA    Set event bit $1E80($559) [$1F2B, bit 1]
CC/090E: DB    Clear event bit $1E80($520) [$1F24, bit 0]
CC/0910: DA    Set event bit $1E80($568) [$1F2D, bit 0]
CC/0912: B2    Call subroutine $CC6928
CC/0916: B2    Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block)
CC/091A: B2    Call subroutine $CB6A37
CC/091E: B2    Call subroutine $CACB95
CC/0922: 3B    Position character in a "ready-to-go" stance
CC/0923: 36    Disable ability to pass through other objects for object $13 (NPC $13)
CC/0925: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CC/0927: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CC/0929: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/092B: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (249, 128), facing up
CC/0931: C7        Map command $C7, $F9, $7F
CC/0934: FF        End map script

CC/0935: C0    If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/093B: D5    Clear event bit $1E80($2FA) [$1EDF, bit 2]
CC/093D: 77    Perform level averaging on character $0A (MOG   ) and calculate new maximum HP/MP
CC/093F: D4    Set event bit $1E80($2FA) [$1EDF, bit 2]
CC/0941: FE    Return

CC/0942: B2    Call subroutine $CC0960
CC/0946: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/0948: C2        Set vehicle/entity's event speed to normal
CC/0949: 85        Move vehicle/entity right 2 tiles
CC/094A: FF        End queue
CC/094B: FE    Return

CC/094C: B2    Call subroutine $CC0960
CC/0950: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/0952: C2        Set vehicle/entity's event speed to normal
CC/0953: 84        Move vehicle/entity up 2 tiles
CC/0954: FF        End queue
CC/0955: FE    Return

CC/0956: B2    Call subroutine $CC0960
CC/095A: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/095C: C2        Set vehicle/entity's event speed to normal
CC/095D: 82        Move vehicle/entity down 1 tile
CC/095E: FF        End queue
CC/095F: FE    Return

CC/0960: C1    If ($1E80($09B) [$1E93, bit 3] is set) or ($1E80($18A) [$1EB1, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/0968: 4B    Display dialogue message $0816, wait for button press
               M.TEK TROOPER: General Leo, prepare yourself!
CC/096B: 4D    Invoke battle, enemy set $4B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/096E: B2    Call subroutine $CA5EA9
CC/0972: 96    Restore screen from fade
CC/0973: 4B    Display dialogue message $0817, wait for button press
               LEO: No.
               I won't let this happen!
CC/0976: FE    Return

CC/0977: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/097F: 4B    Display dialogue message $0845, wait for button press (At bottom of screen)
               General Leo
CC/0982: FE    Return

CC/0983: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7D83
CC/0989: 4B    Display dialogue message $0823, wait for button press
               Curse the EmpireCurse Kefka!
CC/098C: FE    Return

CC/098D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7562
CC/0993: 4B    Display dialogue message $0822, wait for button press
               It hurts
CC/0996: FE    Return

CC/0997: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB7566
CC/099D: 4B    Display dialogue message $0824, wait for button press
               The Espersare they all?
CC/09A0: FE    Return

CC/09A1: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB756A
CC/09A7: 4B    Display dialogue message $0825, wait for button press
               MAYOR: I can only take some comfort in the fact that there were so few casualties.
CC/09AA: FE    Return

CC/09AB: 4B    Display dialogue message $09E9, wait for button press
               I've learned a lot about our new world from the thieves and travelers that have come through here.
               What shall I talk about?
               ^ (Narshe)
               ^ (The Veldt)
               ^ (Doma Castle)
               ^ (Nothing, thanks!)
CC/09AE: B6    Indexed branch based on prior dialogue selection [$CC09BC, $CC09DE, $CC0A00, $CA5EB3]
CC/09BB: FE    Return

CC/09BC: 92    Pause for 30 units
CC/09BD: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/09BF: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (115, 36), facing up, party is in the airship
CC/09C5: D1        Hide vehicle
CC/09C6: 20        Move vehicle as follows: (go up), 64 units
CC/09C8: E0        Pause for 64 units
CC/09CA: D9        Fade screen
CC/09CB: E0        Pause for 2 units
CC/09CD: D2        Load map $011C (Maranda, outdoors (always)), position (14, 10), mode $C0
CC/09D3: 47    Make character in slot 0 the lead character
CC/09D4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/09D6: CC        Turn vehicle/entity up
CC/09D7: FF        End queue
CC/09D8: 96    Restore screen from fade
CC/09D9: 5C    Pause execution until fade in or fade out is complete
CC/09DA: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/09DC: 3A    Enable player to move while event commands execute
CC/09DD: FE    Return

CC/09DE: 92    Pause for 30 units
CC/09DF: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/09E1: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (207, 92), facing up, party is in the airship
CC/09E7: D1        Hide vehicle
CC/09E8: 20        Move vehicle as follows: (go up), 64 units
CC/09EA: E0        Pause for 64 units
CC/09EC: D9        Fade screen
CC/09ED: E0        Pause for 2 units
CC/09EF: D2        Load map $011C (Maranda, outdoors (always)), position (14, 10), mode $C0
CC/09F5: 47    Make character in slot 0 the lead character
CC/09F6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/09F8: CC        Turn vehicle/entity up
CC/09F9: FF        End queue
CC/09FA: 96    Restore screen from fade
CC/09FB: 5C    Pause execution until fade in or fade out is complete
CC/09FC: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/09FE: 3A    Enable player to move while event commands execute
CC/09FF: FE    Return

CC/0A00: 92    Pause for 30 units
CC/0A01: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/0A03: 6A    Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (171, 78), facing up, party is in the airship
CC/0A09: D1        Hide vehicle
CC/0A0A: 20        Move vehicle as follows: (go up), 64 units
CC/0A0C: E0        Pause for 64 units
CC/0A0E: D9        Fade screen
CC/0A0F: E0        Pause for 2 units
CC/0A11: D2        Load map $011C (Maranda, outdoors (always)), position (14, 10), mode $C0
CC/0A17: 47    Make character in slot 0 the lead character
CC/0A18: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/0A1A: CC        Turn vehicle/entity up
CC/0A1B: FF        End queue
CC/0A1C: 96    Restore screen from fade
CC/0A1D: 5C    Pause execution until fade in or fade out is complete
CC/0A1E: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/0A20: 3A    Enable player to move while event commands execute
CC/0A21: FE    Return

CC/0A22: B2    Call subroutine $CAC6AC
CC/0A26: B2    Call subroutine $CB2E34
CC/0A2A: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/0A2F: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/0A31: C2        Set vehicle/entity's event speed to normal
CC/0A32: A2        Move vehicle/entity left/down 1x1 tiles
CC/0A33: CC        Turn vehicle/entity up
CC/0A34: FF        End queue
CC/0A35: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/0A37: C2        Set vehicle/entity's event speed to normal
CC/0A38: 82        Move vehicle/entity down 1 tile
CC/0A39: CC        Turn vehicle/entity up
CC/0A3A: FF        End queue
CC/0A3B: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/0A3D: C2        Set vehicle/entity's event speed to normal
CC/0A3E: A1        Move vehicle/entity right/down 1x1 tiles
CC/0A3F: CC        Turn vehicle/entity up
CC/0A40: FF        End queue
CC/0A41: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/0A43: C2        Set vehicle/entity's event speed to normal
CC/0A44: CC        Turn vehicle/entity up
CC/0A45: E0        Pause for 4 * 8 (32) frames
CC/0A47: FF        End queue
CC/0A48: B0    Execute the following commands until $B1 2 times
CC/0A4A: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0A4C: 1B            Do vehicle/entity graphical action $1B 
CC/0A4D: FF            End queue
CC/0A4E: B4        Pause for 2 units
CC/0A50: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0A52: 1C            Do vehicle/entity graphical action $1C 
CC/0A53: FF            End queue
CC/0A54: B4        Pause for 2 units
CC/0A56: B1        End block of repeating commands
CC/0A57: F4    Play sound effect 166
CC/0A59: 91    Pause for 15 units
CC/0A5A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0A5C: CC        Turn vehicle/entity up
CC/0A5D: FF        End queue
CC/0A5E: 91    Pause for 15 units
CC/0A5F: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/0A61: CD        Turn vehicle/entity right
CC/0A62: E0        Pause for 4 * 1 (4) frames
CC/0A64: CE        Turn vehicle/entity down
CC/0A65: FF        End queue
CC/0A66: 92    Pause for 30 units
CC/0A67: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0A69: 14        Do vehicle/entity graphical action $14 
CC/0A6A: FF        End queue
CC/0A6B: 91    Pause for 15 units
CC/0A6C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/0A6E: CE        Turn vehicle/entity down
CC/0A6F: FF        End queue
CC/0A70: 92    Pause for 30 units
CC/0A71: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/0A73: C2        Set vehicle/entity's event speed to normal
CC/0A74: A0        Move vehicle/entity right/up 1x1 tiles
CC/0A75: CE        Turn vehicle/entity down
CC/0A76: FF        End queue
CC/0A77: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/0A79: C2        Set vehicle/entity's event speed to normal
CC/0A7A: 80        Move vehicle/entity up 1 tile
CC/0A7B: CE        Turn vehicle/entity down
CC/0A7C: FF        End queue
CC/0A7D: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/0A7F: C2        Set vehicle/entity's event speed to normal
CC/0A80: A3        Move vehicle/entity left/up 1x1 tiles
CC/0A81: CE        Turn vehicle/entity down
CC/0A82: FF        End queue
CC/0A83: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/0A85: E0        Pause for 4 * 6 (24) frames
CC/0A87: FF        End queue
CC/0A88: B2    Call subroutine $CACB95
CC/0A8C: 3B    Position character in a "ready-to-go" stance
CC/0A8D: B2    Call subroutine $CB2E2B
CC/0A91: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/0A93: CD        Turn vehicle/entity right
CC/0A94: E0        Pause for 4 * 1 (4) frames
CC/0A96: CC        Turn vehicle/entity up
CC/0A97: FF        End queue
CC/0A98: 3A    Enable player to move while event commands execute
CC/0A99: FE    Return

CC/0A9A: 4B    Display dialogue message $0A09, wait for button press
               Locked!
CC/0A9D: FE    Return

CC/0A9E: DE    Load CaseWord with the characters in the currently active party?
CC/0A9F: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0AA5: B2    Call subroutine $CC0A22
CC/0AA9: 42    Hide object $11
CC/0AAB: DD    Clear event bit $1E80($6C0) [$1F58, bit 0]
CC/0AAD: FE    Return

CC/0AAE: DE    Load CaseWord with the characters in the currently active party?
CC/0AAF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0AB5: B2    Call subroutine $CC0A22
CC/0AB9: 42    Hide object $12
CC/0ABB: DD    Clear event bit $1E80($6C1) [$1F58, bit 1]
CC/0ABD: FE    Return

CC/0ABE: DE    Load CaseWord with the characters in the currently active party?
CC/0ABF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0AC5: B2    Call subroutine $CC0A22
CC/0AC9: 42    Hide object $13
CC/0ACB: DD    Clear event bit $1E80($6C2) [$1F58, bit 2]
CC/0ACD: FE    Return

CC/0ACE: DE    Load CaseWord with the characters in the currently active party?
CC/0ACF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0AD5: B2    Call subroutine $CC0A22
CC/0AD9: 42    Hide object $14
CC/0ADB: DD    Clear event bit $1E80($6C3) [$1F58, bit 3]
CC/0ADD: FE    Return

CC/0ADE: DE    Load CaseWord with the characters in the currently active party?
CC/0ADF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0AE5: B2    Call subroutine $CC0A22
CC/0AE9: 42    Hide object $15
CC/0AEB: DD    Clear event bit $1E80($6C4) [$1F58, bit 4]
CC/0AED: FE    Return

CC/0AEE: DE    Load CaseWord with the characters in the currently active party?
CC/0AEF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0AF5: B2    Call subroutine $CC0A22
CC/0AF9: 42    Hide object $16
CC/0AFB: DD    Clear event bit $1E80($6C5) [$1F58, bit 5]
CC/0AFD: FE    Return

CC/0AFE: DE    Load CaseWord with the characters in the currently active party?
CC/0AFF: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0B05: B2    Call subroutine $CC0A22
CC/0B09: 42    Hide object $17
CC/0B0B: DD    Clear event bit $1E80($6C6) [$1F58, bit 6]
CC/0B0D: FE    Return

CC/0B0E: DE    Load CaseWord with the characters in the currently active party?
CC/0B0F: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC0A9A
CC/0B15: B2    Call subroutine $CC0A22
CC/0B19: 42    Hide object $18
CC/0B1B: DD    Clear event bit $1E80($6C7) [$1F58, bit 7]
CC/0B1D: FE    Return

CC/0B1E: C0    If ($1E80($0B6) [$1E96, bit 6] is set), branch to $CC0B6C
CC/0B24: 4B    Display dialogue message $05ED, wait for button press
               I've been waiting for you! 
               I wanted to give you this.
CC/0B27: 3D    Create object $11
CC/0B29: 45    Refresh objects
CC/0B2A: 92    Pause for 30 units
CC/0B2B: F4    Play sound effect 103
CC/0B2D: B2    Call subroutine $CC9AD5
CC/0B31: 41    Show object $11
CC/0B33: B2    Call subroutine $CC9AD5
CC/0B37: 4B    Display dialogue message $05EF, wait for button press
               I ran a Weapon Shop for 70 years!
               This stone gives off an eerie aura!
               If I melted it, and forged a sword, it'd be powerful!
               Well?
               Make this stone into a sword?
               ^ Leave it the stone Ragnarok
               ^ Make it the sword Ragnarok
CC/0B3A: B6    Indexed branch based on prior dialogue selection [$CC0B42, $CC0B58]
CC/0B41: FE    Return

CC/0B42: 4B    Display dialogue message $05F0, wait for button press
               Right.
CC/0B45: F4    Play sound effect 103
CC/0B47: B2    Call subroutine $CC9AD5
CC/0B4B: 42    Hide object $11
CC/0B4D: B2    Call subroutine $CC9AD5
CC/0B51: F4    Play sound effect 141
CC/0B53: 86    Give esper $46 (Ragnarok) to party
CC/0B55: D0    Set event bit $1E80($0B6) [$1E96, bit 6]
CC/0B57: FE    Return

CC/0B58: 4B    Display dialogue message $05F0, wait for button press
               Right.
CC/0B5B: F4    Play sound effect 103
CC/0B5D: B2    Call subroutine $CC9AD5
CC/0B61: 42    Hide object $11
CC/0B63: B2    Call subroutine $CC9AD5
CC/0B67: 80    Add item $1B (<D9>Ragnarok    ) to inventory
CC/0B69: D0    Set event bit $1E80($0B6) [$1E96, bit 6]
CC/0B6B: FE    Return

CC/0B6C: 4B    Display dialogue message $05F1, wait for button press
               I'll stay here.
               This is my home.
CC/0B6F: FE    Return

CC/0B70: C0    If ($1E80($0B8) [$1E97, bit 0] is set), branch to $CC0B88
CC/0B76: 4B    Display dialogue message $05F2, wait for button press
               Cough
               Takethis
CC/0B79: 92    Pause for 30 units
CC/0B7A: F4    Play sound effect 103
CC/0B7C: B2    Call subroutine $CC9AE0
CC/0B80: 4B    Display dialogue message $05F3, wait for button press
               Cursed Shld
               If we could break its curse
               Imagine its defensive power!
CC/0B83: D0    Set event bit $1E80($0B8) [$1E97, bit 0]
CC/0B85: 80    Add item $66 (<E2>Cursed Shld ) to inventory
CC/0B87: FE    Return

CC/0B88: 4B    Display dialogue message $05F3, wait for button press
               Cursed Shld
               If we could break its curse
               Imagine its defensive power!
CC/0B8B: FE    Return

CC/0B8C: C0    If ($1E80($2AF) [$1ED5, bit 7] is set), branch to $CC0BCF
CC/0B92: 10    Begin action queue for character $10 (NPC $10), 58 bytes long 
CC/0B94: C7        Set vehicle/entity to stay still when moving
CC/0B95: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/0B96: E0        Pause for 4 * 8 (32) frames
CC/0B98: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CC/0B99: DD        Make vehicle/entity jump (high)
CC/0B9A: 85        Move vehicle/entity right 2 tiles
CC/0B9B: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/0B9C: E0        Pause for 4 * 4 (16) frames
CC/0B9E: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/0B9F: E0        Pause for 4 * 8 (32) frames
CC/0BA1: 64        Do vehicle/entity graphical action $24, flipped horizontally
CC/0BA2: DD        Make vehicle/entity jump (high)
CC/0BA3: 85        Move vehicle/entity right 2 tiles
CC/0BA4: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/0BA5: E0        Pause for 4 * 4 (16) frames
CC/0BA7: CD        Turn vehicle/entity right
CC/0BA8: E0        Pause for 4 * 4 (16) frames
CC/0BAA: CE        Turn vehicle/entity down
CC/0BAB: E0        Pause for 4 * 1 (4) frames
CC/0BAD: CF        Turn vehicle/entity left
CC/0BAE: E0        Pause for 4 * 8 (32) frames
CC/0BB0: 0A        Do vehicle/entity graphical action $0A 
CC/0BB1: E0        Pause for 4 * 8 (32) frames
CC/0BB3: 0F        Do vehicle/entity graphical action $0F 
CC/0BB4: DD        Make vehicle/entity jump (high)
CC/0BB5: 87        Move vehicle/entity left 2 tiles
CC/0BB6: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0BB7: E0        Pause for 4 * 4 (16) frames
CC/0BB9: 0A        Do vehicle/entity graphical action $0A 
CC/0BBA: E0        Pause for 4 * 8 (32) frames
CC/0BBC: 1E        Do vehicle/entity graphical action $1E 
CC/0BBD: DD        Make vehicle/entity jump (high)
CC/0BBE: 87        Move vehicle/entity left 2 tiles
CC/0BBF: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0BC0: E0        Pause for 4 * 4 (16) frames
CC/0BC2: CF        Turn vehicle/entity left
CC/0BC3: E0        Pause for 4 * 4 (16) frames
CC/0BC5: CE        Turn vehicle/entity down
CC/0BC6: E0        Pause for 4 * 1 (4) frames
CC/0BC8: CD        Turn vehicle/entity right
CC/0BC9: E0        Pause for 4 * 8 (32) frames
CC/0BCB: FC        Branch 55 bytes backwards ($CC0B94)
CC/0BCD: FF        End queue
CC/0BCE: FE    Return

CC/0BCF: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/0BD1: 18        Do vehicle/entity graphical action $18 
CC/0BD2: FF        End queue
CC/0BD3: FE    Return

CC/0BD4: 4B    Display dialogue message $05E3, wait for button press
               DUNCAN: Look out! Move!
               Coughwheeze
               Darn this old body
               Heyyou deaf?
CC/0BD7: FE    Return

CC/0BD8: DE    Load CaseWord with the characters in the currently active party?
CC/0BD9: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA5EB3 (simply returns)
CC/0BDF: C0    If ($1E80($2AF) [$1ED5, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/0BE5: F2    Fade out current song with transition time 160
CC/0BE7: 3D    Create object $10
CC/0BE9: 45    Refresh objects
CC/0BEA: F4    Play sound effect 44
CC/0BEC: 73    Replace current map's Layer 1 at (7, 8) with the following (2 x 1) chunk, refresh immediately
CC/0BF1:       $04, $14
CC/0BF3: 41    Show object $10
CC/0BF5: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/0BF7: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/0BF9: C2        Set vehicle/entity's event speed to normal
CC/0BFA: 86        Move vehicle/entity down 2 tiles
CC/0BFB: FF        End queue
CC/0BFC: 92    Pause for 30 units
CC/0BFD: B2    Call subroutine $CAC6AC
CC/0C01: B2    Call subroutine $CB2E34
CC/0C05: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/0C0A: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/0C0C: C3        Set vehicle/entity's event speed to fast
CC/0C0D: A8        Move vehicle/entity left/down 1x2 tiles
CC/0C0E: CC        Turn vehicle/entity up
CC/0C0F: FF        End queue
CC/0C10: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/0C12: C3        Set vehicle/entity's event speed to fast
CC/0C13: 86        Move vehicle/entity down 2 tiles
CC/0C14: CC        Turn vehicle/entity up
CC/0C15: FF        End queue
CC/0C16: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/0C18: C3        Set vehicle/entity's event speed to fast
CC/0C19: A7        Move vehicle/entity right/down 1x2 tiles
CC/0C1A: CC        Turn vehicle/entity up
CC/0C1B: FF        End queue
CC/0C1C: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CC/0C1E: C3        Set vehicle/entity's event speed to fast
CC/0C1F: CC        Turn vehicle/entity up
CC/0C20: C7        Set vehicle/entity to stay still when moving
CC/0C21: 86        Move vehicle/entity down 2 tiles
CC/0C22: C6        Set vehicle/entity to walk when moving
CC/0C23: 80        Move vehicle/entity up 1 tile
CC/0C24: FF        End queue
CC/0C25: 4B    Display dialogue message $05E4, wait for button press
               SABIN: Duncan!!
CC/0C28: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C2A: 1F        Do vehicle/entity graphical action $1F 
CC/0C2B: FF        End queue
CC/0C2C: 94    Pause for 60 units
CC/0C2D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C2F: CE        Turn vehicle/entity down
CC/0C30: FF        End queue
CC/0C31: 92    Pause for 30 units
CC/0C32: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/0C34: A2        Move vehicle/entity left/down 1x1 tiles
CC/0C35: CD        Turn vehicle/entity right
CC/0C36: FF        End queue
CC/0C37: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0C39: C3        Set vehicle/entity's event speed to fast
CC/0C3A: 80        Move vehicle/entity up 1 tile
CC/0C3B: CF        Turn vehicle/entity left
CC/0C3C: E0        Pause for 4 * 8 (32) frames
CC/0C3E: FF        End queue
CC/0C3F: B5    Pause for 15 * 6 (90) units
CC/0C41: B0    Execute the following commands until $B1 8 times
CC/0C43: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C45: 5D            Do vehicle/entity graphical action $1D, flipped horizontally
CC/0C46: FF            End queue
CC/0C47: B4        Pause for 2 units
CC/0C49: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C4B: 5E            Do vehicle/entity graphical action $1E, flipped horizontally
CC/0C4C: FF            End queue
CC/0C4D: B4        Pause for 2 units
CC/0C4F: B1        End block of repeating commands
CC/0C50: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C52: CD        Turn vehicle/entity right
CC/0C53: FF        End queue
CC/0C54: 4B    Display dialogue message $05E5, wait for button press
               DUNCAN: Wa, ha, ha
               Why the surprised face?
               Did you think I'dgone?
CC/0C57: 92    Pause for 30 units
CC/0C58: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0C5A: 22        Do vehicle/entity graphical action $22 
CC/0C5B: FF        End queue
CC/0C5C: B5    Pause for 15 * 6 (90) units
CC/0C5E: 4B    Display dialogue message $05E6, wait for button press
               SABIN: Duncan
               I'm so glad you're safe!!!
CC/0C61: 94    Pause for 60 units
CC/0C62: F4    Play sound effect 106
CC/0C64: 10    Begin action queue for character $10 (NPC $10), 9 bytes long (Wait until complete)
CC/0C66: C2        Set vehicle/entity's event speed to normal
CC/0C67: C8        Set object layering priority to 2 (low nibble 2)
CC/0C69: C7        Set vehicle/entity to stay still when moving
CC/0C6A: 1F        Do vehicle/entity graphical action $1F 
CC/0C6B: DC        Make vehicle/entity jump (low)
CC/0C6C: A1        Move vehicle/entity right/down 1x1 tiles
CC/0C6D: CC        Turn vehicle/entity up
CC/0C6E: FF        End queue
CC/0C6F: 92    Pause for 30 units
CC/0C70: F4    Play sound effect 106
CC/0C72: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/0C74: 1E        Do vehicle/entity graphical action $1E 
CC/0C75: DC        Make vehicle/entity jump (low)
CC/0C76: A0        Move vehicle/entity right/up 1x1 tiles
CC/0C77: CF        Turn vehicle/entity left
CC/0C78: FF        End queue
CC/0C79: 92    Pause for 30 units
CC/0C7A: F4    Play sound effect 106
CC/0C7C: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/0C7E: 14        Do vehicle/entity graphical action $14 
CC/0C7F: DC        Make vehicle/entity jump (low)
CC/0C80: A2        Move vehicle/entity left/down 1x1 tiles
CC/0C81: CC        Turn vehicle/entity up
CC/0C82: FF        End queue
CC/0C83: 92    Pause for 30 units
CC/0C84: F4    Play sound effect 106
CC/0C86: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/0C88: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0C89: DC        Make vehicle/entity jump (low)
CC/0C8A: A3        Move vehicle/entity left/up 1x1 tiles
CC/0C8B: CD        Turn vehicle/entity right
CC/0C8C: FF        End queue
CC/0C8D: 92    Pause for 30 units
CC/0C8E: 4B    Display dialogue message $05E7, wait for button press
               DUNCAN: Whoa?!
               SABIN, this can't be
               Tears??
CC/0C91: 94    Pause for 60 units
CC/0C92: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C94: CE        Turn vehicle/entity down
CC/0C95: FF        End queue
CC/0C96: 92    Pause for 30 units
CC/0C97: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0C99: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0C9A: FF        End queue
CC/0C9B: 91    Pause for 15 units
CC/0C9C: F4    Play sound effect 106
CC/0C9E: 10    Begin action queue for character $10 (NPC $10), 11 bytes long (Wait until complete)
CC/0CA0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0CA1: C4        Set vehicle/entity's event speed to faster
CC/0CA2: 8C        Move vehicle/entity up 4 tiles
CC/0CA3: C3        Set vehicle/entity's event speed to fast
CC/0CA4: 80        Move vehicle/entity up 1 tile
CC/0CA5: E0        Pause for 4 * 2 (8) frames
CC/0CA7: C2        Set vehicle/entity's event speed to normal
CC/0CA8: 82        Move vehicle/entity down 1 tile
CC/0CA9: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0CAA: FF        End queue
CC/0CAB: 92    Pause for 30 units
CC/0CAC: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0CAE: CC        Turn vehicle/entity up
CC/0CAF: FF        End queue
CC/0CB0: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/0CB2: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0CB3: C2        Set vehicle/entity's event speed to normal
CC/0CB4: DC        Make vehicle/entity jump (low)
CC/0CB5: A0        Move vehicle/entity right/up 1x1 tiles
CC/0CB6: CE        Turn vehicle/entity down
CC/0CB7: FF        End queue
CC/0CB8: 92    Pause for 30 units
CC/0CB9: B0    Execute the following commands until $B1 8 times
CC/0CBB: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0CBD: 5D            Do vehicle/entity graphical action $1D, flipped horizontally
CC/0CBE: FF            End queue
CC/0CBF: B4        Pause for 2 units
CC/0CC1: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0CC3: 5E            Do vehicle/entity graphical action $1E, flipped horizontally
CC/0CC4: FF            End queue
CC/0CC5: B4        Pause for 2 units
CC/0CC7: B1        End block of repeating commands
CC/0CC8: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0CCA: CE        Turn vehicle/entity down
CC/0CCB: FF        End queue
CC/0CCC: 92    Pause for 30 units
CC/0CCD: 4B    Display dialogue message $05E8, wait for button press (At bottom of screen)
               DUNCAN: Wa, ha, ha Nothing happened to me! The earth yawned right open to take me but I scrambled to safety!
CC/0CD0: F0    Play song 10 (Edgar and Sabin), (high bit clear), full volume
CC/0CD2: 94    Pause for 60 units
CC/0CD3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0CD5: 18        Do vehicle/entity graphical action $18 
CC/0CD6: FF        End queue
CC/0CD7: 95    Pause for 120 units
CC/0CD8: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/0CDA: 21        Do vehicle/entity graphical action $21 
CC/0CDB: E0        Pause for 4 * 4 (16) frames
CC/0CDD: CC        Turn vehicle/entity up
CC/0CDE: FF        End queue
CC/0CDF: 92    Pause for 30 units
CC/0CE0: 4B    Display dialogue message $05E9, wait for button press (At bottom of screen)
               DUNCAN: SABIN!!
               It is now time to complete your training. Use these new skills to smash Kefka!
CC/0CE3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0CE5: CE        Turn vehicle/entity down
CC/0CE6: FF        End queue
CC/0CE7: 92    Pause for 30 units
CC/0CE8: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/0CEA: 21        Do vehicle/entity graphical action $21 
CC/0CEB: E0        Pause for 4 * 2 (8) frames
CC/0CED: CC        Turn vehicle/entity up
CC/0CEE: FF        End queue
CC/0CEF: 92    Pause for 30 units
CC/0CF0: 4B    Display dialogue message $05EA, wait for button press (At bottom of screen)
               Put 'em up!
CC/0CF3: 94    Pause for 60 units
CC/0CF4: 38    Hold screen
CC/0CF5: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CC/0CF7: C3        Set vehicle/entity's event speed to fast
CC/0CF8: 89        Move vehicle/entity right 3 tiles
CC/0CF9: CC        Turn vehicle/entity up
CC/0CFA: C7        Set vehicle/entity to stay still when moving
CC/0CFB: FF        End queue
CC/0CFC: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CC/0CFE: C7        Set vehicle/entity to stay still when moving
CC/0CFF: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/0D00: C3        Set vehicle/entity's event speed to fast
CC/0D01: A1        Move vehicle/entity right/down 1x1 tiles
CC/0D02: A1        Move vehicle/entity right/down 1x1 tiles
CC/0D03: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CC/0D04: DC        Make vehicle/entity jump (low)
CC/0D05: A7        Move vehicle/entity right/down 1x2 tiles
CC/0D06: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/0D07: FF        End queue
CC/0D08: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/0D0A: C1        Set vehicle/entity's event speed to slow
CC/0D0B: 85        Move vehicle/entity right 2 tiles
CC/0D0C: FF        End queue
CC/0D0D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0D0F: CE        Turn vehicle/entity down
CC/0D10: FF        End queue
CC/0D11: 92    Pause for 30 units
CC/0D12: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0D14: F4    Play sound effect 96
CC/0D16: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/0D18: 1F        Do vehicle/entity graphical action $1F 
CC/0D19: FF        End queue
CC/0D1A: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/0D1C: 1F        Do vehicle/entity graphical action $1F 
CC/0D1D: FF        End queue
CC/0D1E: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/0D20: 1F        Do vehicle/entity graphical action $1F 
CC/0D21: FF        End queue
CC/0D22: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CC/0D24: 0B        Do vehicle/entity graphical action $0B 
CC/0D25: C3        Set vehicle/entity's event speed to fast
CC/0D26: 84        Move vehicle/entity up 2 tiles
CC/0D27: E0        Pause for 4 * 2 (8) frames
CC/0D29: CE        Turn vehicle/entity down
CC/0D2A: FF        End queue
CC/0D2B: 05    Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CC/0D2D: 0B        Do vehicle/entity graphical action $0B 
CC/0D2E: C3        Set vehicle/entity's event speed to fast
CC/0D2F: 86        Move vehicle/entity down 2 tiles
CC/0D30: E0        Pause for 4 * 2 (8) frames
CC/0D32: CC        Turn vehicle/entity up
CC/0D33: FF        End queue
CC/0D34: 92    Pause for 30 units
CC/0D35: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CC/0D37: C6        Set vehicle/entity to walk when moving
CC/0D38: C3        Set vehicle/entity's event speed to fast
CC/0D39: 88        Move vehicle/entity up 3 tiles
CC/0D3A: FF        End queue
CC/0D3B: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/0D3D: C8        Set object layering priority to 2 (low nibble 2)
CC/0D3F: FF        End queue
CC/0D40: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CC/0D42: C8        Set object layering priority to 2 (low nibble 2)
CC/0D44: FF        End queue
CC/0D45: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CC/0D47: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0D48: DC        Make vehicle/entity jump (low)
CC/0D49: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D4A: E0        Pause for 4 * 2 (8) frames
CC/0D4C: CE        Turn vehicle/entity down
CC/0D4D: FF        End queue
CC/0D4E: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CC/0D50: C7        Set vehicle/entity to stay still when moving
CC/0D51: 17        Do vehicle/entity graphical action $17 
CC/0D52: DC        Make vehicle/entity jump (low)
CC/0D53: AB        Move vehicle/entity left/up 1x2 tiles
CC/0D54: E0        Pause for 4 * 2 (8) frames
CC/0D56: CC        Turn vehicle/entity up
CC/0D57: FF        End queue
CC/0D58: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/0D5A: C1        Set vehicle/entity's event speed to slow
CC/0D5B: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D5C: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D5D: FF        End queue
CC/0D5E: 92    Pause for 30 units
CC/0D5F: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0D61: B0    Execute the following commands until $B1 12 times
CC/0D63: B2        Call subroutine $CC0F2E
CC/0D67: B1        End block of repeating commands
CC/0D68: 92    Pause for 30 units
CC/0D69: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/0D6B: C3        Set vehicle/entity's event speed to fast
CC/0D6C: C6        Set vehicle/entity to walk when moving
CC/0D6D: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D6E: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D6F: CE        Turn vehicle/entity down
CC/0D70: FF        End queue
CC/0D71: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0D73: C3        Set vehicle/entity's event speed to fast
CC/0D74: C6        Set vehicle/entity to walk when moving
CC/0D75: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D76: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D77: CC        Turn vehicle/entity up
CC/0D78: FF        End queue
CC/0D79: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/0D7B: C1        Set vehicle/entity's event speed to slow
CC/0D7C: A3        Move vehicle/entity left/up 1x1 tiles
CC/0D7D: FF        End queue
CC/0D7E: 92    Pause for 30 units
CC/0D7F: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0D81: B0    Execute the following commands until $B1 12 times
CC/0D83: B2        Call subroutine $CC0F3D
CC/0D87: B1        End block of repeating commands
CC/0D88: 92    Pause for 30 units
CC/0D89: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/0D8B: C3        Set vehicle/entity's event speed to fast
CC/0D8C: C6        Set vehicle/entity to walk when moving
CC/0D8D: A2        Move vehicle/entity left/down 1x1 tiles
CC/0D8E: A2        Move vehicle/entity left/down 1x1 tiles
CC/0D8F: CE        Turn vehicle/entity down
CC/0D90: FF        End queue
CC/0D91: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0D93: C3        Set vehicle/entity's event speed to fast
CC/0D94: C6        Set vehicle/entity to walk when moving
CC/0D95: A2        Move vehicle/entity left/down 1x1 tiles
CC/0D96: A2        Move vehicle/entity left/down 1x1 tiles
CC/0D97: CC        Turn vehicle/entity up
CC/0D98: FF        End queue
CC/0D99: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/0D9B: C1        Set vehicle/entity's event speed to slow
CC/0D9C: A2        Move vehicle/entity left/down 1x1 tiles
CC/0D9D: FF        End queue
CC/0D9E: 92    Pause for 30 units
CC/0D9F: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0DA1: B0    Execute the following commands until $B1 20 times
CC/0DA3: B2        Call subroutine $CC0F2E
CC/0DA7: B1        End block of repeating commands
CC/0DA8: 92    Pause for 30 units
CC/0DA9: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/0DAB: C3        Set vehicle/entity's event speed to fast
CC/0DAC: C6        Set vehicle/entity to walk when moving
CC/0DAD: A0        Move vehicle/entity right/up 1x1 tiles
CC/0DAE: A0        Move vehicle/entity right/up 1x1 tiles
CC/0DAF: CE        Turn vehicle/entity down
CC/0DB0: FF        End queue
CC/0DB1: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0DB3: C3        Set vehicle/entity's event speed to fast
CC/0DB4: C6        Set vehicle/entity to walk when moving
CC/0DB5: A0        Move vehicle/entity right/up 1x1 tiles
CC/0DB6: A0        Move vehicle/entity right/up 1x1 tiles
CC/0DB7: CC        Turn vehicle/entity up
CC/0DB8: FF        End queue
CC/0DB9: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/0DBB: C1        Set vehicle/entity's event speed to slow
CC/0DBC: 85        Move vehicle/entity right 2 tiles
CC/0DBD: FF        End queue
CC/0DBE: 92    Pause for 30 units
CC/0DBF: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0DC1: 18        Do vehicle/entity graphical action $18 
CC/0DC2: FF        End queue
CC/0DC3: 94    Pause for 60 units
CC/0DC4: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/0DC6: 21        Do vehicle/entity graphical action $21 
CC/0DC7: E0        Pause for 4 * 2 (8) frames
CC/0DC9: CC        Turn vehicle/entity up
CC/0DCA: FF        End queue
CC/0DCB: 94    Pause for 60 units
CC/0DCC: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/0DCE: 21        Do vehicle/entity graphical action $21 
CC/0DCF: E0        Pause for 4 * 2 (8) frames
CC/0DD1: CC        Turn vehicle/entity up
CC/0DD2: FF        End queue
CC/0DD3: 91    Pause for 15 units
CC/0DD4: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/0DD6: 21        Do vehicle/entity graphical action $21 
CC/0DD7: E0        Pause for 4 * 2 (8) frames
CC/0DD9: CC        Turn vehicle/entity up
CC/0DDA: FF        End queue
CC/0DDB: 95    Pause for 120 units
CC/0DDC: B0    Execute the following commands until $B1 2 times
CC/0DDE: 10        Begin action queue for character $10 (NPC $10), 7 bytes long 
CC/0DE0: C4            Set vehicle/entity's event speed to faster
CC/0DE1: C6            Set vehicle/entity to walk when moving
CC/0DE2: DC            Make vehicle/entity jump (low)
CC/0DE3: A1            Move vehicle/entity right/down 1x1 tiles
CC/0DE4: A1            Move vehicle/entity right/down 1x1 tiles
CC/0DE5: CE            Turn vehicle/entity down
CC/0DE6: FF            End queue
CC/0DE7: 05        Begin action queue for character $05 (Actor in stot 5), 7 bytes long (Wait until complete)
CC/0DE9: C4            Set vehicle/entity's event speed to faster
CC/0DEA: C6            Set vehicle/entity to walk when moving
CC/0DEB: DC            Make vehicle/entity jump (low)
CC/0DEC: A1            Move vehicle/entity right/down 1x1 tiles
CC/0DED: A1            Move vehicle/entity right/down 1x1 tiles
CC/0DEE: CC            Turn vehicle/entity up
CC/0DEF: FF            End queue
CC/0DF0: 55        Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0DF2: B0        Execute the following commands until $B1 2 times
CC/0DF4: B2        Call subroutine $CC0F2E
CC/0DF8: B1        End block of repeating commands
CC/0DF9: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/0DFB: C4        Set vehicle/entity's event speed to faster
CC/0DFC: C6        Set vehicle/entity to walk when moving
CC/0DFD: A3        Move vehicle/entity left/up 1x1 tiles
CC/0DFE: A3        Move vehicle/entity left/up 1x1 tiles
CC/0DFF: CE        Turn vehicle/entity down
CC/0E00: FF        End queue
CC/0E01: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0E03: C4        Set vehicle/entity's event speed to faster
CC/0E04: C6        Set vehicle/entity to walk when moving
CC/0E05: A3        Move vehicle/entity left/up 1x1 tiles
CC/0E06: A3        Move vehicle/entity left/up 1x1 tiles
CC/0E07: CC        Turn vehicle/entity up
CC/0E08: FF        End queue
CC/0E09: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0E0B: B0    Execute the following commands until $B1 2 times
CC/0E0D: B2        Call subroutine $CC0F3D
CC/0E11: B1        End block of repeating commands
CC/0E12: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/0E14: C4        Set vehicle/entity's event speed to faster
CC/0E15: C6        Set vehicle/entity to walk when moving
CC/0E16: A2        Move vehicle/entity left/down 1x1 tiles
CC/0E17: A2        Move vehicle/entity left/down 1x1 tiles
CC/0E18: CE        Turn vehicle/entity down
CC/0E19: FF        End queue
CC/0E1A: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0E1C: C4        Set vehicle/entity's event speed to faster
CC/0E1D: C6        Set vehicle/entity to walk when moving
CC/0E1E: A2        Move vehicle/entity left/down 1x1 tiles
CC/0E1F: A2        Move vehicle/entity left/down 1x1 tiles
CC/0E20: CC        Turn vehicle/entity up
CC/0E21: FF        End queue
CC/0E22: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0E24: B0    Execute the following commands until $B1 2 times
CC/0E26: B2        Call subroutine $CC0F2E
CC/0E2A: B1        End block of repeating commands
CC/0E2B: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/0E2D: C4        Set vehicle/entity's event speed to faster
CC/0E2E: C6        Set vehicle/entity to walk when moving
CC/0E2F: A0        Move vehicle/entity right/up 1x1 tiles
CC/0E30: A0        Move vehicle/entity right/up 1x1 tiles
CC/0E31: CE        Turn vehicle/entity down
CC/0E32: FF        End queue
CC/0E33: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0E35: C4        Set vehicle/entity's event speed to faster
CC/0E36: C6        Set vehicle/entity to walk when moving
CC/0E37: A0        Move vehicle/entity right/up 1x1 tiles
CC/0E38: A0        Move vehicle/entity right/up 1x1 tiles
CC/0E39: CC        Turn vehicle/entity up
CC/0E3A: FF        End queue
CC/0E3B: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0E3D: B0    Execute the following commands until $B1 2 times
CC/0E3F: B2        Call subroutine $CC0F3D
CC/0E43: B1        End block of repeating commands
CC/0E44: B1    End block of repeating commands
CC/0E45: 92    Pause for 30 units
CC/0E46: F4    Play sound effect 106
CC/0E48: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CC/0E4A: C2        Set vehicle/entity's event speed to normal
CC/0E4B: 8C        Move vehicle/entity up 4 tiles
CC/0E4C: FF        End queue
CC/0E4D: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CC/0E4F: CE        Turn vehicle/entity down
CC/0E50: E0        Pause for 4 * 1 (4) frames
CC/0E52: C7        Set vehicle/entity to stay still when moving
CC/0E53: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0E54: C4        Set vehicle/entity's event speed to faster
CC/0E55: 9C        Move vehicle/entity up 8 tiles
CC/0E56: 8C        Move vehicle/entity up 4 tiles
CC/0E57: FF        End queue
CC/0E58: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long (Wait until complete)
CC/0E5A: CC        Turn vehicle/entity up
CC/0E5B: E0        Pause for 4 * 1 (4) frames
CC/0E5D: C7        Set vehicle/entity to stay still when moving
CC/0E5E: 17        Do vehicle/entity graphical action $17 
CC/0E5F: C4        Set vehicle/entity's event speed to faster
CC/0E60: 9C        Move vehicle/entity up 8 tiles
CC/0E61: 8C        Move vehicle/entity up 4 tiles
CC/0E62: E0        Pause for 4 * 4 (16) frames
CC/0E64: FF        End queue
CC/0E65: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0E67: B0    Execute the following commands until $B1 16 times
CC/0E69: F4        Play sound effect 96
CC/0E6B: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0E6D: 03            Do vehicle/entity graphical action $03 
CC/0E6E: FF            End queue
CC/0E6F: 05        Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0E71: 05            Do vehicle/entity graphical action $05 
CC/0E72: FF            End queue
CC/0E73: B1        End block of repeating commands
CC/0E74: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/0E76: F4    Play sound effect 66
CC/0E78: 94    Pause for 60 units
CC/0E79: F4    Play sound effect 186
CC/0E7B: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CC/0E7D: C8        Set object layering priority to 2 (low nibble 2)
CC/0E7F: C7        Set vehicle/entity to stay still when moving
CC/0E80: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/0E81: C3        Set vehicle/entity's event speed to fast
CC/0E82: 9E        Move vehicle/entity down 8 tiles
CC/0E83: 8E        Move vehicle/entity down 4 tiles
CC/0E84: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0E85: FF        End queue
CC/0E86: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete)
CC/0E88: C8        Set object layering priority to 2 (low nibble 2)
CC/0E8A: C7        Set vehicle/entity to stay still when moving
CC/0E8B: 17        Do vehicle/entity graphical action $17 
CC/0E8C: C3        Set vehicle/entity's event speed to fast
CC/0E8D: 9E        Move vehicle/entity down 8 tiles
CC/0E8E: 8E        Move vehicle/entity down 4 tiles
CC/0E8F: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/0E90: FF        End queue
CC/0E91: F4    Play sound effect 181
CC/0E93: 92    Pause for 30 units
CC/0E94: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CC/0E96: C6        Set vehicle/entity to walk when moving
CC/0E97: C3        Set vehicle/entity's event speed to fast
CC/0E98: A2        Move vehicle/entity left/down 1x1 tiles
CC/0E99: A2        Move vehicle/entity left/down 1x1 tiles
CC/0E9A: DC        Make vehicle/entity jump (low)
CC/0E9B: A9        Move vehicle/entity left/down 2x1 tiles
CC/0E9C: CE        Turn vehicle/entity down
CC/0E9D: FF        End queue
CC/0E9E: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CC/0EA0: C6        Set vehicle/entity to walk when moving
CC/0EA1: C3        Set vehicle/entity's event speed to fast
CC/0EA2: A1        Move vehicle/entity right/down 1x1 tiles
CC/0EA3: A1        Move vehicle/entity right/down 1x1 tiles
CC/0EA4: DC        Make vehicle/entity jump (low)
CC/0EA5: A7        Move vehicle/entity right/down 1x2 tiles
CC/0EA6: CE        Turn vehicle/entity down
CC/0EA7: FF        End queue
CC/0EA8: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/0EAA: C2        Set vehicle/entity's event speed to normal
CC/0EAB: 96        Move vehicle/entity down 6 tiles
CC/0EAC: FF        End queue
CC/0EAD: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/0EAF: CC        Turn vehicle/entity up
CC/0EB0: FF        End queue
CC/0EB1: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/0EB3: CC        Turn vehicle/entity up
CC/0EB4: FF        End queue
CC/0EB5: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/0EB7: CC        Turn vehicle/entity up
CC/0EB8: FF        End queue
CC/0EB9: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CC/0EBB: C3        Set vehicle/entity's event speed to fast
CC/0EBC: 8A        Move vehicle/entity down 3 tiles
CC/0EBD: 89        Move vehicle/entity right 3 tiles
CC/0EBE: FF        End queue
CC/0EBF: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/0EC1: C3        Set vehicle/entity's event speed to fast
CC/0EC2: 82        Move vehicle/entity down 1 tile
CC/0EC3: 8B        Move vehicle/entity left 3 tiles
CC/0EC4: E0        Pause for 4 * 8 (32) frames
CC/0EC6: FF        End queue
CC/0EC7: 92    Pause for 30 units
CC/0EC8: 4B    Display dialogue message $05EB, wait for button press
               I call this the Bum Rush!!
CC/0ECB: 92    Pause for 30 units
CC/0ECC: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/0ECE: 22        Do vehicle/entity graphical action $22 
CC/0ECF: E0        Pause for 4 * 4 (16) frames
CC/0ED1: CF        Turn vehicle/entity left
CC/0ED2: FF        End queue
CC/0ED3: 94    Pause for 60 units
CC/0ED4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0ED6: CE        Turn vehicle/entity down
CC/0ED7: FF        End queue
CC/0ED8: 92    Pause for 30 units
CC/0ED9: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0EDB: 18        Do vehicle/entity graphical action $18 
CC/0EDC: FF        End queue
CC/0EDD: 92    Pause for 30 units
CC/0EDE: 4B    Display dialogue message $05EC, wait for button press
               DUNCAN: Go!
               Give Kefka the boot!
CC/0EE1: 94    Pause for 60 units
CC/0EE2: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/0EE4: CE        Turn vehicle/entity down
CC/0EE5: FF        End queue
CC/0EE6: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/0EE8: CE        Turn vehicle/entity down
CC/0EE9: FF        End queue
CC/0EEA: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/0EEC: CE        Turn vehicle/entity down
CC/0EED: FF        End queue
CC/0EEE: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0EF0: CE        Turn vehicle/entity down
CC/0EF1: FF        End queue
CC/0EF2: 93    Pause for 45 units
CC/0EF3: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/0EF5: 18        Do vehicle/entity graphical action $18 
CC/0EF6: FF        End queue
CC/0EF7: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/0EF9: 18        Do vehicle/entity graphical action $18 
CC/0EFA: FF        End queue
CC/0EFB: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/0EFD: 18        Do vehicle/entity graphical action $18 
CC/0EFE: FF        End queue
CC/0EFF: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0F01: 18        Do vehicle/entity graphical action $18 
CC/0F02: FF        End queue
CC/0F03: 95    Pause for 120 units
CC/0F04: F2    Fade out current song with transition time 160
CC/0F06: 5A    Fade screen at speed $04
CC/0F08: 5C    Pause execution until fade in or fade out is complete
CC/0F09: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CC/0F0B: C8        Set object layering priority to 0 (low nibble 0)
CC/0F0D: C6        Set vehicle/entity to walk when moving
CC/0F0E: FF        End queue
CC/0F0F: B2    Call subroutine $CACB95
CC/0F13: 3B    Position character in a "ready-to-go" stance
CC/0F14: B2    Call subroutine $CB2E2B
CC/0F18: 39    Free screen
CC/0F19: 42    Hide object $10
CC/0F1B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/0F1D: C2        Set vehicle/entity's event speed to normal
CC/0F1E: 82        Move vehicle/entity down 1 tile
CC/0F1F: FF        End queue
CC/0F20: 59    Unfade screen at speed $04
CC/0F22: 5C    Pause execution until fade in or fade out is complete
CC/0F23: F0    Play song 35 (Mt. Koltz), (high bit clear), full volume
CC/0F25: D4    Set event bit $1E80($2AF) [$1ED5, bit 7]
CC/0F27: DD    Clear event bit $1E80($6B5) [$1F56, bit 5]
CC/0F29: DC    Set event bit $1E80($6BF) [$1F57, bit 7]
CC/0F2B: 90    Grant Sabin the Bum Rush
CC/0F2C: 3A    Enable player to move while event commands execute
CC/0F2D: FE    Return

CC/0F2E: F4    Play sound effect 96
CC/0F30: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/0F32: 0B        Do vehicle/entity graphical action $0B 
CC/0F33: FF        End queue
CC/0F34: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0F36: 00        Do vehicle/entity graphical action $00 
CC/0F37: FF        End queue
CC/0F38: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/0F3A: 02        Do vehicle/entity graphical action $02 
CC/0F3B: FF        End queue
CC/0F3C: FE    Return

CC/0F3D: F4    Play sound effect 96
CC/0F3F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/0F41: 0B        Do vehicle/entity graphical action $0B 
CC/0F42: FF        End queue
CC/0F43: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0F45: 03        Do vehicle/entity graphical action $03 
CC/0F46: FF        End queue
CC/0F47: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/0F49: 05        Do vehicle/entity graphical action $05 
CC/0F4A: FF        End queue
CC/0F4B: FE    Return

CC/0F4C: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/0F4E: 1D        Do vehicle/entity graphical action $1D 
CC/0F4F: FF        End queue
CC/0F50: 94    Pause for 60 units
CC/0F51: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/0F53: CE        Turn vehicle/entity down
CC/0F54: FF        End queue
CC/0F55: 4B    Display dialogue message $05EE, wait for button press
               DUNCAN: Coughwheeze 
               Don't worry about me! Go!
               Destroy Kefka!
CC/0F58: 91    Pause for 15 units
CC/0F59: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/0F5B: 18        Do vehicle/entity graphical action $18 
CC/0F5C: FF        End queue
CC/0F5D: FE    Return

CC/0F5E: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/0F60: E0        Pause for 4 * 4 (16) frames
CC/0F62: FF        End queue
CC/0F63: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/0F65: C7        Set vehicle/entity to stay still when moving
CC/0F66: 1C        Do vehicle/entity graphical action $1C 
CC/0F67: C8        Set object layering priority to 2 (low nibble 2)
CC/0F69: FF        End queue
CC/0F6A: 38    Hold screen
CC/0F6B: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/0F6D: C2        Set vehicle/entity's event speed to normal
CC/0F6E: 9C        Move vehicle/entity up 8 tiles
CC/0F6F: FF        End queue
CC/0F70: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/0F72: C2        Set vehicle/entity's event speed to normal
CC/0F73: 9C        Move vehicle/entity up 8 tiles
CC/0F74: FF        End queue
CC/0F75: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/0F77: C8        Set object layering priority to 0 (low nibble 0)
CC/0F79: C6        Set vehicle/entity to walk when moving
CC/0F7A: FF        End queue
CC/0F7B: 97    Fade screen to black
CC/0F7C: 5C    Pause execution until fade in or fade out is complete
CC/0F7D: D1    Clear event bit $1E80($071) [$1E8E, bit 1]
CC/0F7F: D1    Clear event bit $1E80($067) [$1E8C, bit 7]
CC/0F81: D1    Clear event bit $1E80($066) [$1E8C, bit 6]
CC/0F83: D1    Clear event bit $1E80($065) [$1E8C, bit 5]
CC/0F85: D1    Clear event bit $1E80($064) [$1E8C, bit 4]
CC/0F87: D1    Clear event bit $1E80($063) [$1E8C, bit 3]
CC/0F89: D1    Clear event bit $1E80($062) [$1E8C, bit 2]
CC/0F8B: D1    Clear event bit $1E80($080) [$1E90, bit 0]
CC/0F8D: D1    Clear event bit $1E80($07F) [$1E8F, bit 7]
CC/0F8F: D1    Clear event bit $1E80($0D0) [$1E9A, bit 0]
CC/0F91: DC    Set event bit $1E80($6A5) [$1F54, bit 5]
CC/0F93: DC    Set event bit $1E80($6A7) [$1F54, bit 7]
CC/0F95: DD    Clear event bit $1E80($6AA) [$1F55, bit 2]
CC/0F97: DD    Clear event bit $1E80($6AB) [$1F55, bit 3]
CC/0F99: DC    Set event bit $1E80($6A6) [$1F54, bit 6]
CC/0F9B: D5    Clear event bit $1E80($2C4) [$1ED8, bit 4]
CC/0F9D: D5    Clear event bit $1E80($2C5) [$1ED8, bit 5]
CC/0F9F: D5    Clear event bit $1E80($2C6) [$1ED8, bit 6]
CC/0FA1: D5    Clear event bit $1E80($2C7) [$1ED8, bit 7]
CC/0FA3: D5    Clear event bit $1E80($2C8) [$1ED9, bit 0]
CC/0FA5: D5    Clear event bit $1E80($2C9) [$1ED9, bit 1]
CC/0FA7: D5    Clear event bit $1E80($2CA) [$1ED9, bit 2]
CC/0FA9: D5    Clear event bit $1E80($2CB) [$1ED9, bit 3]
CC/0FAB: D5    Clear event bit $1E80($2CC) [$1ED9, bit 4]
CC/0FAD: D5    Clear event bit $1E80($2CD) [$1ED9, bit 5]
CC/0FAF: D5    Clear event bit $1E80($2CE) [$1ED9, bit 6]
CC/0FB1: D5    Clear event bit $1E80($2CF) [$1ED9, bit 7]
CC/0FB3: D5    Clear event bit $1E80($2BE) [$1ED7, bit 6]
CC/0FB5: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/0FB7: C0    If ($1E80($074) [$1E8E, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/0FBD: DC    Set event bit $1E80($6AF) [$1F55, bit 7]
CC/0FBF: DD    Clear event bit $1E80($6B2) [$1F56, bit 2]
CC/0FC1: 39    Free screen
CC/0FC2: FE    Return

CC/0FC3: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/0FCB: B2    Call subroutine $CC0F5E
CC/0FCF: B2    Call subroutine $CC2109
CC/0FD3: FE    Return

CC/0FD4: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/0FDC: B2    Call subroutine $CC0F5E
CC/0FE0: B2    Call subroutine $CC2109
CC/0FE4: FE    Return

CC/0FE5: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/0FED: B2    Call subroutine $CC0F5E
CC/0FF1: B2    Call subroutine $CC2109
CC/0FF5: FE    Return

CC/0FF6: B2    Call subroutine $CC0F7D
CC/0FFA: B2    Call subroutine $CC2109
CC/0FFE: D5    Clear event bit $1E80($2BE) [$1ED7, bit 6]
CC/1000: FE    Return

CC/1001: B2    Call subroutine $CC2109
CC/1005: D5    Clear event bit $1E80($2BF) [$1ED7, bit 7]
CC/1007: FE    Return

CC/1008: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/100A: C7        Set vehicle/entity to stay still when moving
CC/100B: 24        Do vehicle/entity graphical action $24 
CC/100C: C2        Set vehicle/entity's event speed to normal
CC/100D: 80        Move vehicle/entity up 1 tile
CC/100E: C6        Set vehicle/entity to walk when moving
CC/100F: CE        Turn vehicle/entity down
CC/1010: FF        End queue
CC/1011: FE    Return

CC/1012: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/1014: C7        Set vehicle/entity to stay still when moving
CC/1015: 17        Do vehicle/entity graphical action $17 
CC/1016: C2        Set vehicle/entity's event speed to normal
CC/1017: 82        Move vehicle/entity down 1 tile
CC/1018: C6        Set vehicle/entity to walk when moving
CC/1019: CC        Turn vehicle/entity up
CC/101A: FF        End queue
CC/101B: FE    Return

CC/101C: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/101E: C7        Set vehicle/entity to stay still when moving
CC/101F: 86        Move vehicle/entity down 2 tiles
CC/1020: C6        Set vehicle/entity to walk when moving
CC/1021: FF        End queue
CC/1022: FE    Return

CC/1023: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1025: C7        Set vehicle/entity to stay still when moving
CC/1026: 84        Move vehicle/entity up 2 tiles
CC/1027: C6        Set vehicle/entity to walk when moving
CC/1028: FF        End queue
CC/1029: FE    Return

CC/102A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/102C: C7        Set vehicle/entity to stay still when moving
CC/102D: 8A        Move vehicle/entity down 3 tiles
CC/102E: C6        Set vehicle/entity to walk when moving
CC/102F: FF        End queue
CC/1030: FE    Return

CC/1031: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1033: C7        Set vehicle/entity to stay still when moving
CC/1034: 88        Move vehicle/entity up 3 tiles
CC/1035: C6        Set vehicle/entity to walk when moving
CC/1036: FF        End queue
CC/1037: FE    Return

CC/1038: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/103A: C7        Set vehicle/entity to stay still when moving
CC/103B: 94        Move vehicle/entity up 6 tiles
CC/103C: C6        Set vehicle/entity to walk when moving
CC/103D: FF        End queue
CC/103E: FE    Return

CC/103F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1041: C7        Set vehicle/entity to stay still when moving
CC/1042: 92        Move vehicle/entity down 5 tiles
CC/1043: C6        Set vehicle/entity to walk when moving
CC/1044: FF        End queue
CC/1045: FE    Return

CC/1046: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1048: C7        Set vehicle/entity to stay still when moving
CC/1049: 90        Move vehicle/entity up 5 tiles
CC/104A: C6        Set vehicle/entity to walk when moving
CC/104B: FF        End queue
CC/104C: FE    Return

CC/104D: 73    Replace current map's Layer 1 at (92, 5) with the following (21 x 7) chunk, refresh immediately
CC/1052:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/1067:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/107C:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/1091:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/10A6:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/10BB:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/10D0:       $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E, $00, $00, $00, $00, $00, $00, $0E
CC/10E5: FE    Return

CC/10E6: 60    Change background layer $0E to palette $0C
CC/10E9: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/10EF: 13    Begin action queue for character $13 (NPC $13), 69 bytes long 
CC/10F1: C2        Set vehicle/entity's event speed to normal
CC/10F2: D5        Set vehicle/entity's position to (69, 10)
CC/10F5: 9F        Move vehicle/entity left 8 tiles
CC/10F6: A2        Move vehicle/entity left/down 1x1 tiles
CC/10F7: A2        Move vehicle/entity left/down 1x1 tiles
CC/10F8: A2        Move vehicle/entity left/down 1x1 tiles
CC/10F9: A2        Move vehicle/entity left/down 1x1 tiles
CC/10FA: C1        Set vehicle/entity's event speed to slow
CC/10FB: A2        Move vehicle/entity left/down 1x1 tiles
CC/10FC: E2        Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/10FE: E0        Pause for 4 * 10 (40) frames
CC/1100: E5        Clear event bit $1E80($1F0) [$1EBE, bit 0]
CC/1102: C2        Set vehicle/entity's event speed to normal
CC/1103: A3        Move vehicle/entity left/up 1x1 tiles
CC/1104: A3        Move vehicle/entity left/up 1x1 tiles
CC/1105: A3        Move vehicle/entity left/up 1x1 tiles
CC/1106: A3        Move vehicle/entity left/up 1x1 tiles
CC/1107: A3        Move vehicle/entity left/up 1x1 tiles
CC/1108: 9F        Move vehicle/entity left 8 tiles
CC/1109: 83        Move vehicle/entity left 1 tile
CC/110A: C1        Set vehicle/entity's event speed to slow
CC/110B: A2        Move vehicle/entity left/down 1x1 tiles
CC/110C: E2        Set event bit $1E80($1F1) [$1EBE, bit 1]
CC/110E: E0        Pause for 4 * 10 (40) frames
CC/1110: E5        Clear event bit $1E80($1F1) [$1EBE, bit 1]
CC/1112: C2        Set vehicle/entity's event speed to normal
CC/1113: A3        Move vehicle/entity left/up 1x1 tiles
CC/1114: A3        Move vehicle/entity left/up 1x1 tiles
CC/1115: A3        Move vehicle/entity left/up 1x1 tiles
CC/1116: 9C        Move vehicle/entity up 8 tiles
CC/1117: 90        Move vehicle/entity up 5 tiles
CC/1118: C3        Set vehicle/entity's event speed to fast
CC/1119: 9F        Move vehicle/entity left 8 tiles
CC/111A: 9F        Move vehicle/entity left 8 tiles
CC/111B: A2        Move vehicle/entity left/down 1x1 tiles
CC/111C: A2        Move vehicle/entity left/down 1x1 tiles
CC/111D: A2        Move vehicle/entity left/down 1x1 tiles
CC/111E: A2        Move vehicle/entity left/down 1x1 tiles
CC/111F: A2        Move vehicle/entity left/down 1x1 tiles
CC/1120: C2        Set vehicle/entity's event speed to normal
CC/1121: 9A        Move vehicle/entity down 7 tiles
CC/1122: A2        Move vehicle/entity left/down 1x1 tiles
CC/1123: A2        Move vehicle/entity left/down 1x1 tiles
CC/1124: C1        Set vehicle/entity's event speed to slow
CC/1125: A2        Move vehicle/entity left/down 1x1 tiles
CC/1126: E2        Set event bit $1E80($1F2) [$1EBE, bit 2]
CC/1128: E0        Pause for 4 * 10 (40) frames
CC/112A: E5        Clear event bit $1E80($1F2) [$1EBE, bit 2]
CC/112C: C2        Set vehicle/entity's event speed to normal
CC/112D: A3        Move vehicle/entity left/up 1x1 tiles
CC/112E: A3        Move vehicle/entity left/up 1x1 tiles
CC/112F: A3        Move vehicle/entity left/up 1x1 tiles
CC/1130: A3        Move vehicle/entity left/up 1x1 tiles
CC/1131: A3        Move vehicle/entity left/up 1x1 tiles
CC/1132: 8C        Move vehicle/entity up 4 tiles
CC/1133: FC        Branch 66 bytes backwards ($CC10F1)
CC/1135: FF        End queue
CC/1136: FE    Return

CC/1137: 73    Replace current map's Layer 1 at (87, 30) with the following (4 x 1) chunk, refresh immediately
CC/113C:       $65, $75, $74, $71
CC/1140: FE    Return

CC/1141: 60    Change background layer $0F to palette $10
CC/1144: 73    Replace current map's Layer 1 at (77, 30) with the following (4 x 1) chunk, refresh immediately
CC/1149:       $65, $75, $75, $71
CC/114D: FE    Return

CC/114E: 60    Change background layer $0F to palette $10
CC/1151: C0    If ($1E80($071) [$1E8E, bit 1] is clear), branch to $CC115F
CC/1157: B2    Call subroutine $CC12B1
CC/115B: B2    Call subroutine $CC12DB
CC/115F: C0    If ($1E80($067) [$1E8C, bit 7] is clear), branch to $CC116D
CC/1165: B2    Call subroutine $CC1275
CC/1169: B2    Call subroutine $CC1293
CC/116D: C0    If ($1E80($065) [$1E8C, bit 5] is clear), branch to $CC1182
CC/1173: 74    Replace current map's Layer 2 at (36, 7) with the following (3 x 1) chunk
CC/1178:       $45, $45, $45
CC/117B: 74    Replace current map's Layer 2 at (36, 73) with the following (1 x 1) chunk
CC/1180:       $11
CC/1181: 75    Refresh map after alteration
CC/1182: C0    If ($1E80($066) [$1E8C, bit 6] is clear), branch to $CC1197
CC/1188: 74    Replace current map's Layer 2 at (42, 7) with the following (3 x 1) chunk
CC/118D:       $44, $44, $44
CC/1190: 74    Replace current map's Layer 2 at (42, 73) with the following (1 x 1) chunk
CC/1195:       $11
CC/1196: 75    Refresh map after alteration
CC/1197: FE    Return

CC/1198: 60    Change background layer $0F to palette $10
CC/119B: B2    Call subroutine $CC11AE
CC/119F: B2    Call subroutine $CC10E6
CC/11A3: C0    If ($1E80($07F) [$1E8F, bit 7] is clear), branch to $CA5EB3 (simply returns)
CC/11A9: B2    Call subroutine $CC14A6
CC/11AD: FE    Return

CC/11AE: B0    Execute the following commands until $B1 31 times
CC/11B0: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/11B4: B1        End block of repeating commands
CC/11B5: B0    Execute the following commands until $B1 10 times
CC/11B7: 51        Modify background color range from [05, 07]: Add (Black) at intensity 3
CC/11BB: B1        End block of repeating commands
CC/11BC: B0    Execute the following commands until $B1 4 times
CC/11BE: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/11C2: B1        End block of repeating commands
CC/11C3: B0    Execute the following commands until $B1 2 times
CC/11C5: 51        Modify background color range from [05, 06]: Do <unknown operation> (Black) at intensity 3
CC/11C9: B1        End block of repeating commands
CC/11CA: B0    Execute the following commands until $B1 2 times
CC/11CC: 51        Modify background color range from [05, 05]: Do <unknown operation> (Black) at intensity 3
CC/11D0: B1        End block of repeating commands
CC/11D1: FE    Return

CC/11D2: 60    Change background layer $0F to palette $0D
CC/11D5: FE    Return

CC/11D6: 74    Replace current map's Layer 2 at (86, 46) with the following (3 x 1) chunk
CC/11DB:       $03, $05, $15
CC/11DE: 74    Replace current map's Layer 2 at (86, 110) with the following (3 x 1) chunk
CC/11E3:       $65, $11, $36
CC/11E6: 75    Refresh map after alteration
CC/11E7: FE    Return

CC/11E8: C0    If ($1E80($0D0) [$1E9A, bit 0] is clear), branch to $CC120A
CC/11EE: 74    Replace current map's Layer 2 at (14, 4) with the following (2 x 1) chunk
CC/11F3:       $05, $15
CC/11F5: 74    Replace current map's Layer 2 at (14, 68) with the following (1 x 1) chunk
CC/11FA:       $01
CC/11FB: 75    Refresh map after alteration
CC/11FC: 74    Replace current map's Layer 2 at (2, 4) with the following (2 x 1) chunk
CC/1201:       $05, $15
CC/1203: 74    Replace current map's Layer 2 at (2, 68) with the following (1 x 1) chunk
CC/1208:       $01
CC/1209: 75    Refresh map after alteration
CC/120A: C0    If ($1E80($063) [$1E8C, bit 3] is clear), branch to $CC1214
CC/1210: B2    Call subroutine $CC1241
CC/1214: C0    If ($1E80($064) [$1E8C, bit 4] is clear), branch to $CC121E
CC/121A: B2    Call subroutine $CC125B
CC/121E: C0    If ($1E80($080) [$1E90, bit 0] is clear), branch to $CC1228
CC/1224: B2    Call subroutine $CC1229
CC/1228: FE    Return

CC/1229: 74    Replace current map's Layer 2 at (7, 10) with the following (2 x 3) chunk
CC/122E:       $08, $09
CC/1230:       $0A, $18
CC/1232:       $19, $1A
CC/1234: 74    Replace current map's Layer 2 at (7, 74) with the following (2 x 3) chunk
CC/1239:       $07, $07
CC/123B:       $07, $E2
CC/123D:       $E2, $E2
CC/123F: 75    Refresh map after alteration
CC/1240: FE    Return

CC/1241: 74    Replace current map's Layer 2 at (7, 15) with the following (4 x 1) chunk
CC/1246:       $55, $65, $CE, $35
CC/124A: 74    Replace current map's Layer 2 at (7, 79) with the following (4 x 1) chunk
CC/124F:       $E7, $E7, $8C, $E7
CC/1253: 74    Replace current map's Layer 2 at (8, 17) with the following (1 x 1) chunk
CC/1258:       $CF
CC/1259: 75    Refresh map after alteration
CC/125A: FE    Return

CC/125B: 74    Replace current map's Layer 2 at (9, 15) with the following (4 x 1) chunk
CC/1260:       $52, $62, $CE, $32
CC/1264: 74    Replace current map's Layer 2 at (9, 79) with the following (4 x 1) chunk
CC/1269:       $D7, $D7, $8B, $E7
CC/126D: 74    Replace current map's Layer 2 at (8, 17) with the following (1 x 1) chunk
CC/1272:       $CF
CC/1273: 75    Refresh map after alteration
CC/1274: FE    Return

CC/1275: 74    Replace current map's Layer 2 at (38, 6) with the following (3 x 3) chunk
CC/127A:       $45, $37, $74
CC/127D:       $55, $37, $54
CC/1280:       $65, $37, $64
CC/1283: 74    Replace current map's Layer 2 at (38, 70) with the following (3 x 3) chunk
CC/1288:       $DD, $01, $14
CC/128B:       $ED, $01, $FC
CC/128E:       $DD, $DC, $DC
CC/1291: 75    Refresh map after alteration
CC/1292: FE    Return

CC/1293: 74    Replace current map's Layer 2 at (38, 3) with the following (3 x 3) chunk
CC/1298:       $08, $05, $06
CC/129B:       $19, $15, $1C
CC/129E:       $45, $37, $44
CC/12A1: 74    Replace current map's Layer 2 at (38, 67) with the following (3 x 3) chunk
CC/12A6:       $DD, $00, $AD
CC/12A9:       $ED, $00, $AD
CC/12AC:       $FD, $01, $BD
CC/12AF: 75    Refresh map after alteration
CC/12B0: FE    Return

CC/12B1: 74    Replace current map's Layer 2 at (38, 14) with the following (5 x 3) chunk
CC/12B6:       $44, $62, $45, $44, $52
CC/12BB:       $45, $E2, $62, $E2, $02
CC/12C0:       $52, $02, $02, $62, $02
CC/12C5: 74    Replace current map's Layer 2 at (38, 78) with the following (5 x 3) chunk
CC/12CA:       $11, $00, $11, $21, $00
CC/12CF:       $21, $BE, $00, $BF, $CE
CC/12D4:       $00, $CF, $DE, $00, $DF
CC/12D9: 75    Refresh map after alteration
CC/12DA: FE    Return

CC/12DB: 74    Replace current map's Layer 2 at (38, 10) with the following (4 x 3) chunk
CC/12E0:       $1C, $62, $19, $44
CC/12E4:       $52, $45, $44, $62
CC/12E8:       $45, $44, $52, $45
CC/12EC: 74    Replace current map's Layer 2 at (38, 74) with the following (4 x 3) chunk
CC/12F1:       $11, $21, $11, $21
CC/12F5:       $00, $21, $11, $00
CC/12F9:       $11, $21, $00, $21
CC/12FD: 75    Refresh map after alteration
CC/12FE: FE    Return

CC/12FF: C0    If ($1E80($062) [$1E8C, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/1305: 74    Replace current map's Layer 2 at (81, 13) with the following (3 x 4) chunk
CC/130A:       $20, $22, $C4
CC/130D:       $C5, $07, $07
CC/1310:       $D4, $D5, $69
CC/1313:       $69, $42, $40
CC/1316: 74    Replace current map's Layer 2 at (82, 77) with the following (3 x 3) chunk
CC/131B:       $4D, $4E, $3E
CC/131E:       $4A, $4D, $4E
CC/1321:       $6E, $00, $00
CC/1324: 75    Refresh map after alteration
CC/1325: FE    Return

CC/1326: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1328: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/1329: FF        End queue
CC/132A: 73    Replace current map's Layer 1 at (82, 110) with the following (2 x 1) chunk, refresh immediately
CC/132F:       $1D, $1E
CC/1331: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/1333: C7        Set vehicle/entity to stay still when moving
CC/1334: C8        Set object layering priority to 3 (low nibble 3)
CC/1336: C3        Set vehicle/entity's event speed to fast
CC/1337: 86        Move vehicle/entity down 2 tiles
CC/1338: FF        End queue
CC/1339: 6A    Load map $019B (Kefka's Tower, teleporters to Kefka) after fade out, (upper bits $2000), place party at (109, 42), facing down
CC/133F: 38    Hold screen
CC/1340: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/1342: C4        Set vehicle/entity's event speed to faster
CC/1343: 9C        Move vehicle/entity up 8 tiles
CC/1344: C7        Set vehicle/entity to stay still when moving
CC/1345: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/1346: C8        Set object layering priority to 2 (low nibble 2)
CC/1348: FF        End queue
CC/1349: F4    Play sound effect 186
CC/134B: 59    Unfade screen at speed $08
CC/134D: 5C    Pause execution until fade in or fade out is complete
CC/134E: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/1350: C3        Set vehicle/entity's event speed to fast
CC/1351: 9E        Move vehicle/entity down 8 tiles
CC/1352: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/1353: C6        Set vehicle/entity to walk when moving
CC/1354: C8        Set object layering priority to 0 (low nibble 0)
CC/1356: FF        End queue
CC/1357: F4    Play sound effect 181
CC/1359: 39    Free screen
CC/135A: 3A    Enable player to move while event commands execute
CC/135B: FE    Return

CC/135C: 6A    Load map $0149 (Kefka's Tower, second group metal area (door in mid-air)) after fade out, (upper bits $2000), place party at (112, 7), facing down
CC/1362: 73    Replace current map's Layer 1 at (112, 5) with the following (2 x 1) chunk, refresh immediately
CC/1367:       $04, $14
CC/1369: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/136B: 1F        Do vehicle/entity graphical action $1F 
CC/136C: FF        End queue
CC/136D: 91    Pause for 15 units
CC/136E: B0    Execute the following commands until $B1 3 times
CC/1370: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1372: 16            Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/1373: FF            End queue
CC/1374: B4        Pause for 2 units
CC/1376: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1378: 1F            Do vehicle/entity graphical action $1F 
CC/1379: FF            End queue
CC/137A: B4        Pause for 2 units
CC/137C: B1        End block of repeating commands
CC/137D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/137F: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/1380: FF        End queue
CC/1381: B4    Pause for 4 units
CC/1383: F4    Play sound effect 186
CC/1385: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/1387: C8        Set object layering priority to 2 (low nibble 2)
CC/1389: C7        Set vehicle/entity to stay still when moving
CC/138A: C4        Set vehicle/entity's event speed to faster
CC/138B: 96        Move vehicle/entity down 6 tiles
CC/138C: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/138D: FF        End queue
CC/138E: F4    Play sound effect 181
CC/1390: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1392: C8        Set object layering priority to 0 (low nibble 0)
CC/1394: C6        Set vehicle/entity to walk when moving
CC/1395: FF        End queue
CC/1396: 3A    Enable player to move while event commands execute
CC/1397: FE    Return

CC/1398: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/139E: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/13A0: C2        Set vehicle/entity's event speed to normal
CC/13A1: DC        Make vehicle/entity jump (low)
CC/13A2: 80        Move vehicle/entity up 1 tile
CC/13A3: C7        Set vehicle/entity to stay still when moving
CC/13A4: FF        End queue
CC/13A5: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/13A7: C8        Set object layering priority to 3 (low nibble 3)
CC/13A9: 88        Move vehicle/entity up 3 tiles
CC/13AA: FF        End queue
CC/13AB: 6A    Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $0000), place party at (36, 46), facing up
CC/13B1: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/13B3: 9C        Move vehicle/entity up 8 tiles
CC/13B4: 84        Move vehicle/entity up 2 tiles
CC/13B5: FF        End queue
CC/13B6: 6A    Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $0000), place party at (48, 27), facing up
CC/13BC: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/13BE: 84        Move vehicle/entity up 2 tiles
CC/13BF: C6        Set vehicle/entity to walk when moving
CC/13C0: DC        Make vehicle/entity jump (low)
CC/13C1: 80        Move vehicle/entity up 1 tile
CC/13C2: C8        Set object layering priority to 0 (low nibble 0)
CC/13C4: FF        End queue
CC/13C5: FE    Return

CC/13C6: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/13CC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/13CE: 1F        Do vehicle/entity graphical action $1F 
CC/13CF: FF        End queue
CC/13D0: 91    Pause for 15 units
CC/13D1: B0    Execute the following commands until $B1 3 times
CC/13D3: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/13D5: 16            Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/13D6: FF            End queue
CC/13D7: B4        Pause for 2 units
CC/13D9: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/13DB: 1F            Do vehicle/entity graphical action $1F 
CC/13DC: FF            End queue
CC/13DD: B4        Pause for 2 units
CC/13DF: B1        End block of repeating commands
CC/13E0: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/13E2: C3        Set vehicle/entity's event speed to fast
CC/13E3: C8        Set object layering priority to 3 (low nibble 3)
CC/13E5: C7        Set vehicle/entity to stay still when moving
CC/13E6: 86        Move vehicle/entity down 2 tiles
CC/13E7: FF        End queue
CC/13E8: 6A    Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $2000), place party at (30, 37), facing down
CC/13EE: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/13F0: C3        Set vehicle/entity's event speed to fast
CC/13F1: 9E        Move vehicle/entity down 8 tiles
CC/13F2: 82        Move vehicle/entity down 1 tile
CC/13F3: FF        End queue
CC/13F4: 6A    Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) after fade out, (upper bits $2000), place party at (3, 15), facing down
CC/13FA: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/13FC: C8        Set object layering priority to 2 (low nibble 2)
CC/13FE: C4        Set vehicle/entity's event speed to faster
CC/13FF: 80        Move vehicle/entity up 1 tile
CC/1400: 82        Move vehicle/entity down 1 tile
CC/1401: 1F        Do vehicle/entity graphical action $1F 
CC/1402: FF        End queue
CC/1403: 96    Restore screen from fade
CC/1404: 5C    Pause execution until fade in or fade out is complete
CC/1405: 91    Pause for 15 units
CC/1406: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1408: C3        Set vehicle/entity's event speed to fast
CC/1409: 86        Move vehicle/entity down 2 tiles
CC/140A: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/140B: FF        End queue
CC/140C: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/140E: C2        Set vehicle/entity's event speed to normal
CC/140F: 85        Move vehicle/entity right 2 tiles
CC/1410: C6        Set vehicle/entity to walk when moving
CC/1411: DC        Make vehicle/entity jump (low)
CC/1412: 81        Move vehicle/entity right 1 tile
CC/1413: C8        Set object layering priority to 0 (low nibble 0)
CC/1415: FF        End queue
CC/1416: 3A    Enable player to move while event commands execute
CC/1417: FE    Return

CC/1418: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/141A: 1F        Do vehicle/entity graphical action $1F 
CC/141B: FF        End queue
CC/141C: 91    Pause for 15 units
CC/141D: B0    Execute the following commands until $B1 3 times
CC/141F: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1421: 16            Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/1422: FF            End queue
CC/1423: B4        Pause for 2 units
CC/1425: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1427: 1F            Do vehicle/entity graphical action $1F 
CC/1428: FF            End queue
CC/1429: B4        Pause for 2 units
CC/142B: B1        End block of repeating commands
CC/142C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/142E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/142F: FF        End queue
CC/1430: B4    Pause for 4 units
CC/1432: F4    Play sound effect 186
CC/1434: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/1436: C8        Set object layering priority to 2 (low nibble 2)
CC/1438: C7        Set vehicle/entity to stay still when moving
CC/1439: C4        Set vehicle/entity's event speed to faster
CC/143A: 86        Move vehicle/entity down 2 tiles
CC/143B: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/143C: FF        End queue
CC/143D: F4    Play sound effect 181
CC/143F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1441: C8        Set object layering priority to 0 (low nibble 0)
CC/1443: C6        Set vehicle/entity to walk when moving
CC/1444: FF        End queue
CC/1445: 3A    Enable player to move while event commands execute
CC/1446: FE    Return

CC/1447: C0    If ($1E80($062) [$1E8C, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/144D: F4    Play sound effect 150
CC/144F: 92    Pause for 30 units
CC/1450: C0    If ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/1456: 74    Replace current map's Layer 2 at (81, 13) with the following (3 x 3) chunk
CC/145B:       $20, $C4, $C5
CC/145E:       $07, $D4, $D5
CC/1461:       $69, $42, $40
CC/1464: 74    Replace current map's Layer 2 at (81, 77) with the following (3 x 3) chunk
CC/1469:       $4C, $4D, $4E
CC/146C:       $4D, $4A, $4D
CC/146F:       $6D, $00, $00
CC/1472: 75    Refresh map after alteration
CC/1473: F4    Play sound effect 187
CC/1475: B4    Pause for 2 units
CC/1477: B2    Call subroutine $CC1305
CC/147B: F4    Play sound effect 187
CC/147D: D0    Set event bit $1E80($062) [$1E8C, bit 2]
CC/147F: FE    Return

CC/1480: C2    If ($1E80($07F) [$1E8F, bit 7] is set) or ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/148A: B2    Call subroutine $CC14A6
CC/148E: F4    Play sound effect 187
CC/1490: D0    Set event bit $1E80($07F) [$1E8F, bit 7]
CC/1492: FE    Return

CC/1493: C2    If ($1E80($07F) [$1E8F, bit 7] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/149D: B2    Call subroutine $CC14A6
CC/14A1: F4    Play sound effect 187
CC/14A3: D0    Set event bit $1E80($07F) [$1E8F, bit 7]
CC/14A5: FE    Return

CC/14A6: 74    Replace current map's Layer 2 at (30, 50) with the following (2 x 1) chunk
CC/14AB:       $45, $45
CC/14AD: 75    Refresh map after alteration
CC/14AE: FE    Return

CC/14AF: C0    If ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/14B5: F4    Play sound effect 150
CC/14B7: D4    Set event bit $1E80($2C8) [$1ED9, bit 0]
CC/14B9: B2    Call subroutine $CC14CD
CC/14BD: FE    Return

CC/14BE: C0    If ($1E80($2CC) [$1ED9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/14C4: F4    Play sound effect 150
CC/14C6: D4    Set event bit $1E80($2CC) [$1ED9, bit 4]
CC/14C8: B2    Call subroutine $CC14CD
CC/14CC: FE    Return

CC/14CD: C2    If ($1E80($080) [$1E90, bit 0] is set) or ($1E80($2C8) [$1ED9, bit 0] is clear) or ($1E80($2CC) [$1ED9, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/14D7: 92    Pause for 30 units
CC/14D8: B2    Call subroutine $CC1229
CC/14DC: F4    Play sound effect 187
CC/14DE: 42    Hide object $16
CC/14E0: DD    Clear event bit $1E80($6A6) [$1F54, bit 6]
CC/14E2: D0    Set event bit $1E80($080) [$1E90, bit 0]
CC/14E4: C0    If ($1E80($074) [$1E8E, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/14EA: DD    Clear event bit $1E80($6AF) [$1F55, bit 7]
CC/14EC: DC    Set event bit $1E80($6B2) [$1F56, bit 2]
CC/14EE: 3A    Enable player to move while event commands execute
CC/14EF: FE    Return

CC/14F0: 4B    Display dialogue message $0A09, wait for button press
               Locked!
CC/14F3: FE    Return

CC/14F4: C0    If ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CC1544
CC/14FA: B2    Call subroutine $CB2E34
CC/14FE: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/1500: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/1502: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/1504: C7        Set vehicle/entity to stay still when moving
CC/1505: 18        Do vehicle/entity graphical action $18 
CC/1506: FF        End queue
CC/1507: 92    Pause for 30 units
CC/1508: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CC/150A: C0        Set vehicle/entity's event speed to slowest
CC/150B: 82        Move vehicle/entity down 1 tile
CC/150C: FF        End queue
CC/150D: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/150F: C0        Set vehicle/entity's event speed to slowest
CC/1510: 82        Move vehicle/entity down 1 tile
CC/1511: FF        End queue
CC/1512: F4    Play sound effect 186
CC/1514: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/1516: C3        Set vehicle/entity's event speed to fast
CC/1517: 8E        Move vehicle/entity down 4 tiles
CC/1518: FF        End queue
CC/1519: F4    Play sound effect 187
CC/151B: 3D    Create object $14
CC/151D: 45    Refresh objects
CC/151E: 41    Show object $14
CC/1520: 42    Hide object $12
CC/1522: DC    Set event bit $1E80($6AA) [$1F55, bit 2]
CC/1524: DD    Clear event bit $1E80($6A5) [$1F54, bit 5]
CC/1526: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1528: C6        Set vehicle/entity to walk when moving
CC/1529: FF        End queue
CC/152A: 38    Hold screen
CC/152B: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/152D: C2        Set vehicle/entity's event speed to normal
CC/152E: 9E        Move vehicle/entity down 8 tiles
CC/152F: FF        End queue
CC/1530: B2    Call subroutine $CC1241
CC/1534: F4    Play sound effect 187
CC/1536: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/1538: C2        Set vehicle/entity's event speed to normal
CC/1539: 9C        Move vehicle/entity up 8 tiles
CC/153A: FF        End queue
CC/153B: 39    Free screen
CC/153C: B2    Call subroutine $CB2E2B
CC/1540: D0    Set event bit $1E80($063) [$1E8C, bit 3]
CC/1542: 3A    Enable player to move while event commands execute
CC/1543: FE    Return

CC/1544: 4B    Display dialogue message $06DA, wait for button press
               Look out!
               Get outta the way!
CC/1547: FE    Return

CC/1548: C0    If ($1E80($2CC) [$1ED9, bit 4] is set), branch to $CC1544
CC/154E: B2    Call subroutine $CB2E34
CC/1552: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/1554: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/1556: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/1558: C7        Set vehicle/entity to stay still when moving
CC/1559: 18        Do vehicle/entity graphical action $18 
CC/155A: FF        End queue
CC/155B: 92    Pause for 30 units
CC/155C: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/155E: C0        Set vehicle/entity's event speed to slowest
CC/155F: 82        Move vehicle/entity down 1 tile
CC/1560: FF        End queue
CC/1561: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/1563: C0        Set vehicle/entity's event speed to slowest
CC/1564: 82        Move vehicle/entity down 1 tile
CC/1565: FF        End queue
CC/1566: F4    Play sound effect 186
CC/1568: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/156A: C3        Set vehicle/entity's event speed to fast
CC/156B: 8E        Move vehicle/entity down 4 tiles
CC/156C: FF        End queue
CC/156D: F4    Play sound effect 187
CC/156F: 3D    Create object $15
CC/1571: 45    Refresh objects
CC/1572: 41    Show object $15
CC/1574: 42    Hide object $13
CC/1576: DC    Set event bit $1E80($6AB) [$1F55, bit 3]
CC/1578: DD    Clear event bit $1E80($6A7) [$1F54, bit 7]
CC/157A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/157C: C6        Set vehicle/entity to walk when moving
CC/157D: FF        End queue
CC/157E: 38    Hold screen
CC/157F: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/1581: C2        Set vehicle/entity's event speed to normal
CC/1582: 9E        Move vehicle/entity down 8 tiles
CC/1583: FF        End queue
CC/1584: B2    Call subroutine $CC125B
CC/1588: F4    Play sound effect 187
CC/158A: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/158C: C2        Set vehicle/entity's event speed to normal
CC/158D: 9C        Move vehicle/entity up 8 tiles
CC/158E: FF        End queue
CC/158F: 39    Free screen
CC/1590: B2    Call subroutine $CB2E2B
CC/1594: D0    Set event bit $1E80($064) [$1E8C, bit 4]
CC/1596: 3A    Enable player to move while event commands execute
CC/1597: FE    Return

CC/1598: C0    If ($1E80($065) [$1E8C, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/159E: 74    Replace current map's Layer 2 at (36, 7) with the following (3 x 1) chunk
CC/15A3:       $45, $45, $45
CC/15A6: 74    Replace current map's Layer 2 at (36, 73) with the following (1 x 1) chunk
CC/15AB:       $11
CC/15AC: 75    Refresh map after alteration
CC/15AD: F4    Play sound effect 187
CC/15AF: D0    Set event bit $1E80($065) [$1E8C, bit 5]
CC/15B1: FE    Return

CC/15B2: C0    If ($1E80($066) [$1E8C, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/15B8: 74    Replace current map's Layer 2 at (42, 7) with the following (3 x 1) chunk
CC/15BD:       $44, $44, $44
CC/15C0: 74    Replace current map's Layer 2 at (42, 73) with the following (1 x 1) chunk
CC/15C5:       $11
CC/15C6: 75    Refresh map after alteration
CC/15C7: F4    Play sound effect 187
CC/15C9: D0    Set event bit $1E80($066) [$1E8C, bit 6]
CC/15CB: FE    Return

CC/15CC: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/15CD: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C5) [$1ED8, bit 5] is set), branch to $CC15D9
CC/15D5: F4    Play sound effect 150
CC/15D7: D4    Set event bit $1E80($2C5) [$1ED8, bit 5]
CC/15D9: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/15DA: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C9) [$1ED9, bit 1] is set), branch to $CC15E6
CC/15E2: F4    Play sound effect 150
CC/15E4: D4    Set event bit $1E80($2C9) [$1ED9, bit 1]
CC/15E6: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/15E7: C1    If ($1E80($1A3) [$1EB4, bit 3] is clear) or ($1E80($2CD) [$1ED9, bit 5] is set), branch to $CC15F3
CC/15EF: F4    Play sound effect 150
CC/15F1: D4    Set event bit $1E80($2CD) [$1ED9, bit 5]
CC/15F3: B2    Call subroutine $CC15F8
CC/15F7: FE    Return

CC/15F8: C2    If ($1E80($2C5) [$1ED8, bit 5] is clear) or ($1E80($2C9) [$1ED9, bit 1] is clear) or ($1E80($2CD) [$1ED9, bit 5] is clear), branch to $CA5EB3 (simply returns)
CC/1602: C0    If ($1E80($067) [$1E8C, bit 7] is set), branch to $CC1618
CC/1608: B2    Call subroutine $CC1275
CC/160C: F4    Play sound effect 187
CC/160E: 91    Pause for 15 units
CC/160F: B2    Call subroutine $CC1293
CC/1613: F4    Play sound effect 187
CC/1615: 92    Pause for 30 units
CC/1616: D0    Set event bit $1E80($067) [$1E8C, bit 7]
CC/1618: C0    If ($1E80($071) [$1E8E, bit 1] is set), branch to $CC1636
CC/161E: B2    Call subroutine $CC12B1
CC/1622: F4    Play sound effect 187
CC/1624: 92    Pause for 30 units
CC/1625: B2    Call subroutine $CC12DB
CC/1629: F4    Play sound effect 187
CC/162B: 92    Pause for 30 units
CC/162C: D0    Set event bit $1E80($071) [$1E8E, bit 1]
CC/162E: D5    Clear event bit $1E80($2C5) [$1ED8, bit 5]
CC/1630: D5    Clear event bit $1E80($2C9) [$1ED9, bit 1]
CC/1632: D5    Clear event bit $1E80($2CD) [$1ED9, bit 5]
CC/1634: 3A    Enable player to move while event commands execute
CC/1635: FE    Return

CC/1636: D5    Clear event bit $1E80($2C5) [$1ED8, bit 5]
CC/1638: D5    Clear event bit $1E80($2C9) [$1ED9, bit 1]
CC/163A: D5    Clear event bit $1E80($2CD) [$1ED9, bit 5]
CC/163C: C0    If ($1E80($0D0) [$1E9A, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/1642: 74    Replace current map's Layer 2 at (38, 10) with the following (4 x 3) chunk
CC/1647:       $16, $17, $18, $26
CC/164B:       $37, $28, $26, $37
CC/164F:       $28, $36, $37, $38
CC/1653: 74    Replace current map's Layer 2 at (38, 74) with the following (4 x 3) chunk
CC/1658:       $11, $21, $11, $00
CC/165C:       $00, $00, $00, $00
CC/1660:       $00, $00, $00, $00
CC/1664: 75    Refresh map after alteration
CC/1665: F4    Play sound effect 187
CC/1667: 91    Pause for 15 units
CC/1668: 74    Replace current map's Layer 2 at (38, 14) with the following (5 x 3) chunk
CC/166D:       $46, $47, $48, $60, $60
CC/1672:       $60, $E2, $60, $E2, $01
CC/1677:       $60, $01, $02, $60, $02
CC/167C: 74    Replace current map's Layer 2 at (38, 78) with the following (5 x 3) chunk
CC/1681:       $00, $00, $00, $00, $00
CC/1686:       $00, $BE, $00, $BF, $CE
CC/168B:       $00, $CF, $DE, $00, $DF
CC/1690: 75    Refresh map after alteration
CC/1691: F4    Play sound effect 187
CC/1693: 92    Pause for 30 units
CC/1694: D1    Clear event bit $1E80($071) [$1E8E, bit 1]
CC/1696: 3A    Enable player to move while event commands execute
CC/1697: FE    Return

CC/1698: C0    If ($1E80($071) [$1E8E, bit 1] is set), branch to $CC16A5
CC/169E: 6A    Load map $0151 (Kefka's Tower, switches and weights room) after fade out, (upper bits $2000), place party at (8, 12), facing down
CC/16A4: FE    Return

CC/16A5: 6A    Load map $0151 (Kefka's Tower, switches and weights room) after fade out, (upper bits $2000), place party at (8, 5), facing down
CC/16AB: FE    Return

CC/16AC: C0    If ($1E80($0D0) [$1E9A, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/16B2: 74    Replace current map's Layer 2 at (14, 4) with the following (2 x 1) chunk
CC/16B7:       $05, $15
CC/16B9: 74    Replace current map's Layer 2 at (14, 68) with the following (1 x 1) chunk
CC/16BE:       $01
CC/16BF: 75    Refresh map after alteration
CC/16C0: F4    Play sound effect 187
CC/16C2: 92    Pause for 30 units
CC/16C3: 74    Replace current map's Layer 2 at (2, 4) with the following (2 x 1) chunk
CC/16C8:       $05, $15
CC/16CA: 74    Replace current map's Layer 2 at (2, 68) with the following (1 x 1) chunk
CC/16CF:       $01
CC/16D0: 75    Refresh map after alteration
CC/16D1: F4    Play sound effect 187
CC/16D3: D0    Set event bit $1E80($0D0) [$1E9A, bit 0]
CC/16D5: FE    Return

CC/16D6: C0    If ($1E80($072) [$1E8E, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/16DC: 4D    Invoke battle, enemy set $62, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/16DF: B2    Call subroutine $CA5EA9
CC/16E3: 3D    Create object $16
CC/16E5: 45    Refresh objects
CC/16E6: 96    Restore screen from fade
CC/16E7: 5C    Pause execution until fade in or fade out is complete
CC/16E8: B2    Call subroutine $CC17B2
CC/16EC: 42    Hide object $13
CC/16EE: 42    Hide object $14
CC/16F0: 42    Hide object $15
CC/16F2: DD    Clear event bit $1E80($6B0) [$1F56, bit 0]
CC/16F4: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/16F6: C2        Set vehicle/entity's event speed to normal
CC/16F7: CC        Turn vehicle/entity up
CC/16F8: DC        Make vehicle/entity jump (low)
CC/16F9: A0        Move vehicle/entity right/up 1x1 tiles
CC/16FA: FF        End queue
CC/16FB: 92    Pause for 30 units
CC/16FC: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CC/16FE: CD        Turn vehicle/entity right
CC/16FF: E0        Pause for 4 * 1 (4) frames
CC/1701: CE        Turn vehicle/entity down
CC/1702: E0        Pause for 4 * 3 (12) frames
CC/1704: 0A        Do vehicle/entity graphical action $0A 
CC/1705: C6        Set vehicle/entity to walk when moving
CC/1706: FF        End queue
CC/1707: 92    Pause for 30 units
CC/1708: F4    Play sound effect 141
CC/170A: 41    Show object $16
CC/170C: DC    Set event bit $1E80($6B8) [$1F57, bit 0]
CC/170E: D0    Set event bit $1E80($072) [$1E8E, bit 2]
CC/1710: B2    Call subroutine $CC17DF
CC/1714: 3A    Enable player to move while event commands execute
CC/1715: FE    Return

CC/1716: C0    If ($1E80($073) [$1E8E, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/171C: 4D    Invoke battle, enemy set $63, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/171F: B2    Call subroutine $CA5EA9
CC/1723: 3D    Create object $13
CC/1725: 45    Refresh objects
CC/1726: 96    Restore screen from fade
CC/1727: 5C    Pause execution until fade in or fade out is complete
CC/1728: B2    Call subroutine $CC17B2
CC/172C: 42    Hide object $10
CC/172E: 42    Hide object $11
CC/1730: 42    Hide object $12
CC/1732: DD    Clear event bit $1E80($6B1) [$1F56, bit 1]
CC/1734: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1736: C2        Set vehicle/entity's event speed to normal
CC/1737: CE        Turn vehicle/entity down
CC/1738: DC        Make vehicle/entity jump (low)
CC/1739: 82        Move vehicle/entity down 1 tile
CC/173A: FF        End queue
CC/173B: 92    Pause for 30 units
CC/173C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/173E: 0A        Do vehicle/entity graphical action $0A 
CC/173F: FF        End queue
CC/1740: 92    Pause for 30 units
CC/1741: F4    Play sound effect 141
CC/1743: 41    Show object $13
CC/1745: DC    Set event bit $1E80($6B9) [$1F57, bit 1]
CC/1747: D0    Set event bit $1E80($073) [$1E8E, bit 3]
CC/1749: B2    Call subroutine $CC17DF
CC/174D: 3A    Enable player to move while event commands execute
CC/174E: FE    Return

CC/174F: C0    If ($1E80($074) [$1E8E, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/1755: 4D    Invoke battle, enemy set $64, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/1758: B2    Call subroutine $CA5EA9
CC/175C: 96    Restore screen from fade
CC/175D: 5C    Pause execution until fade in or fade out is complete
CC/175E: F4    Play sound effect 187
CC/1760: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1762: 92    Pause for 30 units
CC/1763: F4    Play sound effect 187
CC/1765: B0    Execute the following commands until $B1 24 times
CC/1767: 53        Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3
CC/176B: F4        Play sound effect 10
CC/176D: B4        Pause for 8 units
CC/176F: B1        End block of repeating commands
CC/1770: B0    Execute the following commands until $B1 31 times
CC/1772: 53        Modify object color range from [F0, FF]: Add (Black) at intensity 3
CC/1776: B1        End block of repeating commands
CC/1777: B4    Pause for 8 units
CC/1779: B0    Execute the following commands until $B1 31 times
CC/177B: 53        Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3
CC/177F: B1        End block of repeating commands
CC/1780: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1782: 42    Hide object $10
CC/1784: 42    Hide object $11
CC/1786: 42    Hide object $12
CC/1788: DD    Clear event bit $1E80($6B2) [$1F56, bit 2]
CC/178A: B2    Call subroutine $CC11AE
CC/178E: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CC/1790: C7        Set vehicle/entity to stay still when moving
CC/1791: C8        Set object layering priority to 2 (low nibble 2)
CC/1793: C2        Set vehicle/entity's event speed to normal
CC/1794: CF        Turn vehicle/entity left
CC/1795: DC        Make vehicle/entity jump (low)
CC/1796: 83        Move vehicle/entity left 1 tile
CC/1797: 24        Do vehicle/entity graphical action $24 
CC/1798: FF        End queue
CC/1799: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/179B: C3        Set vehicle/entity's event speed to fast
CC/179C: 8A        Move vehicle/entity down 3 tiles
CC/179D: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/179E: DC        Make vehicle/entity jump (low)
CC/179F: A1        Move vehicle/entity right/down 1x1 tiles
CC/17A0: FF        End queue
CC/17A1: 92    Pause for 30 units
CC/17A2: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/17A4: 0A        Do vehicle/entity graphical action $0A 
CC/17A5: C6        Set vehicle/entity to walk when moving
CC/17A6: C8        Set object layering priority to 0 (low nibble 0)
CC/17A8: FF        End queue
CC/17A9: 92    Pause for 30 units
CC/17AA: D0    Set event bit $1E80($074) [$1E8E, bit 4]
CC/17AC: B2    Call subroutine $CC17DF
CC/17B0: 3A    Enable player to move while event commands execute
CC/17B1: FE    Return

CC/17B2: F4    Play sound effect 187
CC/17B4: B2    Call subroutine $CC9AE0
CC/17B8: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/17BA: 92    Pause for 30 units
CC/17BB: F4    Play sound effect 187
CC/17BD: B2    Call subroutine $CC9AE0
CC/17C1: B0    Execute the following commands until $B1 24 times
CC/17C3: 53        Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3
CC/17C7: F4        Play sound effect 10
CC/17C9: B4        Pause for 8 units
CC/17CB: B1        End block of repeating commands
CC/17CC: B0    Execute the following commands until $B1 31 times
CC/17CE: 53        Modify object color range from [F0, FF]: Add (Black) at intensity 3
CC/17D2: B1        End block of repeating commands
CC/17D3: B4    Pause for 8 units
CC/17D5: B0    Execute the following commands until $B1 31 times
CC/17D7: 53        Modify object color range from [F0, FF]: Do unknown operation (Black) at intensity 3
CC/17DB: B1        End block of repeating commands
CC/17DC: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/17DE: FE    Return

CC/17DF: C2    If ($1E80($072) [$1E8E, bit 2] is clear) or ($1E80($073) [$1E8E, bit 3] is clear) or ($1E80($074) [$1E8E, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/17E9: 92    Pause for 30 units
CC/17EA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/17EC: CE        Turn vehicle/entity down
CC/17ED: FF        End queue
CC/17EE: 92    Pause for 30 units
CC/17EF: B0    Execute the following commands until $B1 3 times
CC/17F1: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/17F3: 13            Do vehicle/entity graphical action $13 
CC/17F4: FF            End queue
CC/17F5: B4        Pause for 2 units
CC/17F7: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/17F9: CE            Turn vehicle/entity down
CC/17FA: FF            End queue
CC/17FB: B4        Pause for 2 units
CC/17FD: B1        End block of repeating commands
CC/17FE: 92    Pause for 30 units
CC/17FF: 4B    Display dialogue message $06DB, wait for button press
               Defeat the Statues, and magical power will not disappear
               Kefka drained the Statues' power, the source of magic?
CC/1802: FE    Return

CC/1803: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/1809: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CC/180B: C2        Set vehicle/entity's event speed to normal
CC/180C: C7        Set vehicle/entity to stay still when moving
CC/180D: 1C        Do vehicle/entity graphical action $1C 
CC/180E: 80        Move vehicle/entity up 1 tile
CC/180F: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CC/1810: 80        Move vehicle/entity up 1 tile
CC/1811: CC        Turn vehicle/entity up
CC/1812: C6        Set vehicle/entity to walk when moving
CC/1813: FF        End queue
CC/1814: FE    Return

CC/1815: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/181B: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CC/181D: C2        Set vehicle/entity's event speed to normal
CC/181E: C7        Set vehicle/entity to stay still when moving
CC/181F: 1C        Do vehicle/entity graphical action $1C 
CC/1820: 82        Move vehicle/entity down 1 tile
CC/1821: 5C        Do vehicle/entity graphical action $1C, flipped horizontally
CC/1822: 82        Move vehicle/entity down 1 tile
CC/1823: CE        Turn vehicle/entity down
CC/1824: C6        Set vehicle/entity to walk when moving
CC/1825: FF        End queue
CC/1826: FE    Return

CC/1827: C0    If ($1E80($0BC) [$1E97, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/182D: F4    Play sound effect 108
CC/182F: B2    Call subroutine $CC9AE0
CC/1833: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/1835: C0        Set vehicle/entity's event speed to slowest
CC/1836: 82        Move vehicle/entity down 1 tile
CC/1837: FF        End queue
CC/1838: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/183A: C0        Set vehicle/entity's event speed to slowest
CC/183B: 82        Move vehicle/entity down 1 tile
CC/183C: FF        End queue
CC/183D: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/183F: C0        Set vehicle/entity's event speed to slowest
CC/1840: 82        Move vehicle/entity down 1 tile
CC/1841: FF        End queue
CC/1842: 92    Pause for 30 units
CC/1843: F4    Play sound effect 108
CC/1845: B2    Call subroutine $CC9AE0
CC/1849: 92    Pause for 30 units
CC/184A: 4D    Invoke battle, enemy set $8C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/184D: B2    Call subroutine $CA5EA9
CC/1851: 42    Hide object $10
CC/1853: 42    Hide object $11
CC/1855: 42    Hide object $12
CC/1857: 42    Hide object $13
CC/1859: 42    Hide object $14
CC/185B: 42    Hide object $15
CC/185D: 42    Hide object $16
CC/185F: 42    Hide object $17
CC/1861: 42    Hide object $18
CC/1863: 3D    Create object $19
CC/1865: 45    Refresh objects
CC/1866: 41    Show object $19
CC/1868: DD    Clear event bit $1E80($6BB) [$1F57, bit 3]
CC/186A: DC    Set event bit $1E80($6BA) [$1F57, bit 2]
CC/186C: 96    Restore screen from fade
CC/186D: 5C    Pause execution until fade in or fade out is complete
CC/186E: D0    Set event bit $1E80($0BC) [$1E97, bit 4]
CC/1870: 3A    Enable player to move while event commands execute
CC/1871: FE    Return

CC/1872: C0    If ($1E80($0BD) [$1E97, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/1878: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/187A: C2        Set vehicle/entity's event speed to normal
CC/187B: 8E        Move vehicle/entity down 4 tiles
CC/187C: FF        End queue
CC/187D: 91    Pause for 15 units
CC/187E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1880: CE        Turn vehicle/entity down
CC/1881: FF        End queue
CC/1882: 92    Pause for 30 units
CC/1883: B0    Execute the following commands until $B1 2 times
CC/1885: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1887: 13            Do vehicle/entity graphical action $13 
CC/1888: FF            End queue
CC/1889: B4        Pause for 2 units
CC/188B: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/188D: CE            Turn vehicle/entity down
CC/188E: FF            End queue
CC/188F: B4        Pause for 2 units
CC/1891: B1        End block of repeating commands
CC/1892: 94    Pause for 60 units
CC/1893: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1895: CC        Turn vehicle/entity up
CC/1896: FF        End queue
CC/1897: F4    Play sound effect 186
CC/1899: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/189B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/189D: C3        Set vehicle/entity's event speed to fast
CC/189E: DC        Make vehicle/entity jump (low)
CC/189F: A1        Move vehicle/entity right/down 1x1 tiles
CC/18A0: 86        Move vehicle/entity down 2 tiles
CC/18A1: FF        End queue
CC/18A2: 91    Pause for 15 units
CC/18A3: 4D    Invoke battle, enemy set $72, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/18A6: B2    Call subroutine $CA5EA9
CC/18AA: 42    Hide object $10
CC/18AC: DD    Clear event bit $1E80($6BC) [$1F57, bit 4]
CC/18AE: 96    Restore screen from fade
CC/18AF: 5C    Pause execution until fade in or fade out is complete
CC/18B0: D0    Set event bit $1E80($0BD) [$1E97, bit 5]
CC/18B2: 3A    Enable player to move while event commands execute
CC/18B3: FE    Return

CC/18B4: 4D    Invoke battle, enemy set $70, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/18B7: B2    Call subroutine $CA5EA9
CC/18BB: 3D    Create object $11
CC/18BD: 45    Refresh objects
CC/18BE: 42    Hide object $10
CC/18C0: DD    Clear event bit $1E80($6BD) [$1F57, bit 5]
CC/18C2: 96    Restore screen from fade
CC/18C3: 5C    Pause execution until fade in or fade out is complete
CC/18C4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/18C6: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/18C7: FF        End queue
CC/18C8: B4    Pause for 4 units
CC/18CA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/18CC: 0A        Do vehicle/entity graphical action $0A 
CC/18CD: FF        End queue
CC/18CE: 92    Pause for 30 units
CC/18CF: B2    Call subroutine $CC9AD5
CC/18D3: 41    Show object $11
CC/18D5: DC    Set event bit $1E80($6BE) [$1F57, bit 6]
CC/18D7: 3A    Enable player to move while event commands execute
CC/18D8: FE    Return

CC/18D9: B2    Call subroutine $CACA8D
CC/18DD: B0    Execute the following commands until $B1 4 times
CC/18DF: 10        Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/18E1: C3            Set vehicle/entity's event speed to fast
CC/18E2: A2            Move vehicle/entity left/down 1x1 tiles
CC/18E3: A1            Move vehicle/entity right/down 1x1 tiles
CC/18E4: A0            Move vehicle/entity right/up 1x1 tiles
CC/18E5: A3            Move vehicle/entity left/up 1x1 tiles
CC/18E6: FF            End queue
CC/18E7: F4        Play sound effect 239
CC/18E9: B1        End block of repeating commands
CC/18EA: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/18EC: C2        Set vehicle/entity's event speed to normal
CC/18ED: CE        Turn vehicle/entity down
CC/18EE: DC        Make vehicle/entity jump (low)
CC/18EF: CE        Turn vehicle/entity down
CC/18F0: E0        Pause for 4 * 8 (32) frames
CC/18F2: FF        End queue
CC/18F3: 4D    Invoke battle, enemy set $87, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/18F6: B2    Call subroutine $CA5EA9
CC/18FA: 42    Hide object $10
CC/18FC: DD    Clear event bit $1E80($6B3) [$1F56, bit 3]
CC/18FE: 96    Restore screen from fade
CC/18FF: 5C    Pause execution until fade in or fade out is complete
CC/1900: B2    Call subroutine $CC1F9F
CC/1904: 3A    Enable player to move while event commands execute
CC/1905: FE    Return

CC/1906: B2    Call subroutine $CACA8D
CC/190A: B0    Execute the following commands until $B1 4 times
CC/190C: 14        Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CC/190E: C3            Set vehicle/entity's event speed to fast
CC/190F: A2            Move vehicle/entity left/down 1x1 tiles
CC/1910: A1            Move vehicle/entity right/down 1x1 tiles
CC/1911: A0            Move vehicle/entity right/up 1x1 tiles
CC/1912: A3            Move vehicle/entity left/up 1x1 tiles
CC/1913: FF            End queue
CC/1914: F4        Play sound effect 239
CC/1916: B1        End block of repeating commands
CC/1917: 14    Begin action queue for character $14 (NPC $14), 7 bytes long (Wait until complete)
CC/1919: C2        Set vehicle/entity's event speed to normal
CC/191A: CE        Turn vehicle/entity down
CC/191B: DC        Make vehicle/entity jump (low)
CC/191C: CE        Turn vehicle/entity down
CC/191D: E0        Pause for 4 * 8 (32) frames
CC/191F: FF        End queue
CC/1920: 4D    Invoke battle, enemy set $88, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/1923: B2    Call subroutine $CA5EA9
CC/1927: 42    Hide object $14
CC/1929: DD    Clear event bit $1E80($6B4) [$1F56, bit 4]
CC/192B: 96    Restore screen from fade
CC/192C: 5C    Pause execution until fade in or fade out is complete
CC/192D: B2    Call subroutine $CC1F9F
CC/1931: 3A    Enable player to move while event commands execute
CC/1932: FE    Return

CC/1933: B0    Execute the following commands until $B1 31 times
CC/1935: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/1939: 51        Modify background color range from [09, 0B]: Do <unknown operation> (Black) at intensity 3
CC/193D: B1        End block of repeating commands
CC/193E: FE    Return

CC/193F: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/1940: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C6) [$1ED8, bit 6] is set), branch to $CC194C
CC/1948: F4    Play sound effect 150
CC/194A: D4    Set event bit $1E80($2C6) [$1ED8, bit 6]
CC/194C: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/194D: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2CA) [$1ED9, bit 2] is set), branch to $CC1959
CC/1955: F4    Play sound effect 150
CC/1957: D4    Set event bit $1E80($2CA) [$1ED9, bit 2]
CC/1959: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/195A: C1    If ($1E80($1A3) [$1EB4, bit 3] is clear) or ($1E80($2CE) [$1ED9, bit 6] is set), branch to $CC1966
CC/1962: F4    Play sound effect 150
CC/1964: D4    Set event bit $1E80($2CE) [$1ED9, bit 6]
CC/1966: C2    If ($1E80($2C6) [$1ED8, bit 6] is clear) or ($1E80($2CA) [$1ED9, bit 2] is clear) or ($1E80($2CE) [$1ED9, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/1970: F2    Fade out current song with transition time 192
CC/1972: F4    Play sound effect 103
CC/1974: B2    Call subroutine $CC9AD5
CC/1978: 5F    Scroll Layer 3, speed 0 x 246
CC/197B: B0    Execute the following commands until $B1 31 times
CC/197D: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/1981: 51        Modify background color range from [09, 0B]: Do <unknown operation> (Black) at intensity 3
CC/1985: B1        End block of repeating commands
CC/1986: B5    Pause for 15 * 4 (60) units
CC/1988: B0    Execute the following commands until $B1 1 times
CC/198A: 51        Modify background color range from [05, 07]: Add (Black) at intensity 3
CC/198E: 51        Modify background color range from [09, 0B]: Add (Black) at intensity 3
CC/1992: 91        Pause for 15 units
CC/1993: B1        End block of repeating commands
CC/1994: B0    Execute the following commands until $B1 3 times
CC/1996: 51        Modify background color range from [05, 07]: Add (Black) at intensity 3
CC/199A: 51        Modify background color range from [09, 0B]: Add (Black) at intensity 3
CC/199E: 91        Pause for 15 units
CC/199F: B1        End block of repeating commands
CC/19A0: B0    Execute the following commands until $B1 2 times
CC/19A2: 51        Modify background color range from [06, 07]: Add (Black) at intensity 3
CC/19A6: 51        Modify background color range from [09, 0B]: Add (Black) at intensity 3
CC/19AA: 91        Pause for 15 units
CC/19AB: B1        End block of repeating commands
CC/19AC: B0    Execute the following commands until $B1 1 times
CC/19AE: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/19B2: 51        Modify background color range from [09, 0B]: Add (Black) at intensity 3
CC/19B6: 91        Pause for 15 units
CC/19B7: B1        End block of repeating commands
CC/19B8: B0    Execute the following commands until $B1 3 times
CC/19BA: 51        Modify background color range from [0A, 0B]: Add (Black) at intensity 3
CC/19BE: 91        Pause for 15 units
CC/19BF: B1        End block of repeating commands
CC/19C0: B0    Execute the following commands until $B1 3 times
CC/19C2: 51        Modify background color range from [0B, 0B]: Add (Black) at intensity 3
CC/19C6: 91        Pause for 15 units
CC/19C7: B1        End block of repeating commands
CC/19C8: 5F    Scroll Layer 3, speed 0 x 0
CC/19CB: 92    Pause for 30 units
CC/19CC: F4    Play sound effect 103
CC/19CE: B0    Execute the following commands until $B1 8 times
CC/19D0: 51        Modify background color range from [01, 03]: Do <unknown operation> (Black) at intensity 3
CC/19D4: 51        Modify background color range from [0C, 7F]: Do <unknown operation> (Black) at intensity 3
CC/19D8: 91        Pause for 15 units
CC/19D9: B1        End block of repeating commands
CC/19DA: F4    Play sound effect 39
CC/19DC: 92    Pause for 30 units
CC/19DD: 5A    Fade screen at speed $02
CC/19DF: 5C    Pause execution until fade in or fade out is complete
CC/19E0: F0    Play song 0 (Silence), (high bit clear), full volume
CC/19E2: D5    Clear event bit $1E80($2C6) [$1ED8, bit 6]
CC/19E4: D5    Clear event bit $1E80($2CA) [$1ED9, bit 2]
CC/19E6: D5    Clear event bit $1E80($2CE) [$1ED9, bit 6]
CC/19E8: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CA057D
CC/19EE: FE    Return

CC/19EF: B0    Execute the following commands until $B1 4 times
CC/19F1: 50        Tint screen (cumulative) with color $9F
CC/19F3: B1        End block of repeating commands
CC/19F4: FE    Return

CC/19F5: 60    Change background layer $0E to palette $15
CC/19F8: 61    Colorize color range [$E0, $EF] to color $07
CC/19FC: FE    Return

CC/19FD: 60    Change background layer $0F to palette $00
CC/1A00: 61    Colorize color range [$F0, $FF] to color $07
CC/1A04: 7C    Enable activation of event for object $13 (NPC $13) if it comes into contact with any party
CC/1A06: C0    If ($1E80($2DE) [$1EDB, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/1A0C: 74    Replace current map's Layer 2 at (31, 47) with the following (5 x 5) chunk
CC/1A11:       $9C, $6E, $4A, $4A, $30
CC/1A16:       $1E, $48, $49, $4F, $30
CC/1A1B:       $2A, $58, $59, $49, $30
CC/1A20:       $0F, $68, $0F, $6A, $0F
CC/1A25:       $0F, $01, $01, $0F, $6A
CC/1A2A: 74    Replace current map's Layer 2 at (31, 110) with the following (4 x 4) chunk
CC/1A2F:       $DA, $9B, $DA, $DA
CC/1A33:       $DA, $8C, $8C, $8C
CC/1A37:       $C3, $C4, $48, $DA
CC/1A3B:       $8C, $89, $48, $99
CC/1A3F: 75    Refresh map after alteration
CC/1A40: FE    Return

CC/1A41: C0    If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/1A47: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1A49: C2        Set vehicle/entity's event speed to normal
CC/1A4A: 83        Move vehicle/entity left 1 tile
CC/1A4B: CC        Turn vehicle/entity up
CC/1A4C: FF        End queue
CC/1A4D: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC1A60
CC/1A53: FE    Return

CC/1A54: C0    If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/1A5A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1A5C: C2        Set vehicle/entity's event speed to normal
CC/1A5D: 81        Move vehicle/entity right 1 tile
CC/1A5E: CC        Turn vehicle/entity up
CC/1A5F: FF        End queue
CC/1A60: C0    If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/1A66: B2    Call subroutine $CAC6AC
CC/1A6A: B2    Call subroutine $CB2E34
CC/1A6E: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/1A70: C2        Set vehicle/entity's event speed to normal
CC/1A71: 83        Move vehicle/entity left 1 tile
CC/1A72: CC        Turn vehicle/entity up
CC/1A73: FF        End queue
CC/1A74: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/1A76: C2        Set vehicle/entity's event speed to normal
CC/1A77: CC        Turn vehicle/entity up
CC/1A78: FF        End queue
CC/1A79: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/1A7B: C2        Set vehicle/entity's event speed to normal
CC/1A7C: 81        Move vehicle/entity right 1 tile
CC/1A7D: CC        Turn vehicle/entity up
CC/1A7E: FF        End queue
CC/1A7F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1A81: C2        Set vehicle/entity's event speed to normal
CC/1A82: 80        Move vehicle/entity up 1 tile
CC/1A83: E0        Pause for 4 * 8 (32) frames
CC/1A85: FF        End queue
CC/1A86: 92    Pause for 30 units
CC/1A87: 4B    Display dialogue message $0964, wait for button press
               What the?
CC/1A8A: 38    Hold screen
CC/1A8B: 92    Pause for 30 units
CC/1A8C: F2    Fade out current song with transition time 240
CC/1A8E: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/1A90: C2        Set vehicle/entity's event speed to normal
CC/1A91: 9C        Move vehicle/entity up 8 tiles
CC/1A92: 9C        Move vehicle/entity up 8 tiles
CC/1A93: FF        End queue
CC/1A94: 92    Pause for 30 units
CC/1A95: B0    Execute the following commands until $B1 2 times
CC/1A97: 50        Tint screen (cumulative) with color $9F
CC/1A99: B4        Pause for 12 units
CC/1A9B: B1        End block of repeating commands
CC/1A9C: 50    Tint screen (cumulative) with color $3B
CC/1A9E: 50    Tint screen (cumulative) with color $87
CC/1AA0: B4    Pause for 12 units
CC/1AA2: B0    Execute the following commands until $B1 8 times
CC/1AA4: 50        Tint screen (cumulative) with color $87
CC/1AA6: B4        Pause for 12 units
CC/1AA8: B1        End block of repeating commands
CC/1AA9: B5    Pause for 15 * 6 (90) units
CC/1AAB: 3D    Create object $10
CC/1AAD: 3D    Create object $11
CC/1AAF: 3D    Create object $12
CC/1AB1: 3D    Create object $13
CC/1AB3: 3D    Create object $14
CC/1AB5: 3D    Create object $15
CC/1AB7: 3D    Create object $16
CC/1AB9: 3D    Create object $17
CC/1ABB: 3D    Create object $18
CC/1ABD: 45    Refresh objects
CC/1ABE: 94    Pause for 60 units
CC/1ABF: F1    Fade in song 72 (Fire!) (high bit clear) with transition time 128
CC/1AC2: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1AC4: 95    Pause for 120 units
CC/1AC5: 73    Replace current map's Layer 1 at (14, 10) with the following (2 x 3) chunk, refresh immediately
CC/1ACA:       $08, $09
CC/1ACC:       $0A, $18
CC/1ACE:       $19, $1A
CC/1AD0: 92    Pause for 30 units
CC/1AD1: 41    Show object $10
CC/1AD3: 41    Show object $11
CC/1AD5: 41    Show object $12
CC/1AD7: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/1AD9: C3        Set vehicle/entity's event speed to fast
CC/1ADA: 8E        Move vehicle/entity down 4 tiles
CC/1ADB: FF        End queue
CC/1ADC: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/1ADE: C3        Set vehicle/entity's event speed to fast
CC/1ADF: 8E        Move vehicle/entity down 4 tiles
CC/1AE0: 83        Move vehicle/entity left 1 tile
CC/1AE1: CE        Turn vehicle/entity down
CC/1AE2: FF        End queue
CC/1AE3: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/1AE5: C3        Set vehicle/entity's event speed to fast
CC/1AE6: 8E        Move vehicle/entity down 4 tiles
CC/1AE7: A1        Move vehicle/entity right/down 1x1 tiles
CC/1AE8: CE        Turn vehicle/entity down
CC/1AE9: FF        End queue
CC/1AEA: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/1AEC: 92    Pause for 30 units
CC/1AED: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/1AEF: CF        Turn vehicle/entity left
CC/1AF0: FF        End queue
CC/1AF1: 92    Pause for 30 units
CC/1AF2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/1AF4: CF        Turn vehicle/entity left
CC/1AF5: FF        End queue
CC/1AF6: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/1AF8: CF        Turn vehicle/entity left
CC/1AF9: FF        End queue
CC/1AFA: 41    Show object $13
CC/1AFC: 41    Show object $14
CC/1AFE: 41    Show object $15
CC/1B00: 41    Show object $16
CC/1B02: 41    Show object $17
CC/1B04: F4    Play sound effect 26
CC/1B06: 13    Begin action queue for character $13 (NPC $13), 11 bytes long 
CC/1B08: C4        Set vehicle/entity's event speed to faster
CC/1B09: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B0A: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B0B: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B0C: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B0D: E0        Pause for 4 * 4 (16) frames
CC/1B0F: D5        Set vehicle/entity's position to (7, 9)
CC/1B12: FF        End queue
CC/1B13: B4    Pause for 12 units
CC/1B15: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/1B17: C4        Set vehicle/entity's event speed to faster
CC/1B18: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B19: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B1A: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B1B: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B1C: E0        Pause for 4 * 4 (16) frames
CC/1B1E: D5        Set vehicle/entity's position to (7, 10)
CC/1B21: FF        End queue
CC/1B22: B4    Pause for 15 units
CC/1B24: 15    Begin action queue for character $15 (NPC $15), 11 bytes long 
CC/1B26: C4        Set vehicle/entity's event speed to faster
CC/1B27: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B28: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B29: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B2A: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B2B: E0        Pause for 4 * 4 (16) frames
CC/1B2D: D5        Set vehicle/entity's position to (7, 11)
CC/1B30: FF        End queue
CC/1B31: B4    Pause for 1 units
CC/1B33: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/1B35: C4        Set vehicle/entity's event speed to faster
CC/1B36: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B37: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B38: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B39: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B3A: E0        Pause for 4 * 4 (16) frames
CC/1B3C: D5        Set vehicle/entity's position to (6, 9)
CC/1B3F: FF        End queue
CC/1B40: B4    Pause for 8 units
CC/1B42: 17    Begin action queue for character $17 (NPC $17), 11 bytes long 
CC/1B44: C4        Set vehicle/entity's event speed to faster
CC/1B45: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B46: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B47: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B48: A6        Move vehicle/entity right/down 2x1 tiles
CC/1B49: E0        Pause for 4 * 4 (16) frames
CC/1B4B: D5        Set vehicle/entity's position to (6, 11)
CC/1B4E: FF        End queue
CC/1B4F: B4    Pause for 8 units
CC/1B51: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/1B53: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CC/1B55: C2        Set vehicle/entity's event speed to normal
CC/1B56: C7        Set vehicle/entity to stay still when moving
CC/1B57: 0B        Do vehicle/entity graphical action $0B 
CC/1B58: DD        Make vehicle/entity jump (high)
CC/1B59: 8A        Move vehicle/entity down 3 tiles
CC/1B5A: 28        Do vehicle/entity graphical action $28 
CC/1B5B: FF        End queue
CC/1B5C: 11    Begin action queue for character $11 (NPC $11), 8 bytes long 
CC/1B5E: C2        Set vehicle/entity's event speed to normal
CC/1B5F: C7        Set vehicle/entity to stay still when moving
CC/1B60: 0B        Do vehicle/entity graphical action $0B 
CC/1B61: DD        Make vehicle/entity jump (high)
CC/1B62: A2        Move vehicle/entity left/down 1x1 tiles
CC/1B63: A2        Move vehicle/entity left/down 1x1 tiles
CC/1B64: 28        Do vehicle/entity graphical action $28 
CC/1B65: FF        End queue
CC/1B66: 12    Begin action queue for character $12 (NPC $12), 8 bytes long (Wait until complete)
CC/1B68: C2        Set vehicle/entity's event speed to normal
CC/1B69: C7        Set vehicle/entity to stay still when moving
CC/1B6A: 0B        Do vehicle/entity graphical action $0B 
CC/1B6B: DD        Make vehicle/entity jump (high)
CC/1B6C: A1        Move vehicle/entity right/down 1x1 tiles
CC/1B6D: A7        Move vehicle/entity right/down 1x2 tiles
CC/1B6E: 28        Do vehicle/entity graphical action $28 
CC/1B6F: FF        End queue
CC/1B70: 91    Pause for 15 units
CC/1B71: B0    Execute the following commands until $B1 3 times
CC/1B73: F4        Play sound effect 26
CC/1B75: 13        Begin action queue for character $13 (NPC $13), 10 bytes long 
CC/1B77: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B78: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B79: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B7A: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B7B: E0            Pause for 4 * 4 (16) frames
CC/1B7D: D5            Set vehicle/entity's position to (7, 9)
CC/1B80: FF            End queue
CC/1B81: B4        Pause for 12 units
CC/1B83: 14        Begin action queue for character $14 (NPC $14), 10 bytes long 
CC/1B85: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B86: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B87: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B88: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B89: E0            Pause for 4 * 4 (16) frames
CC/1B8B: D5            Set vehicle/entity's position to (7, 10)
CC/1B8E: FF            End queue
CC/1B8F: B4        Pause for 15 units
CC/1B91: 15        Begin action queue for character $15 (NPC $15), 10 bytes long 
CC/1B93: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B94: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B95: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B96: A6            Move vehicle/entity right/down 2x1 tiles
CC/1B97: E0            Pause for 4 * 4 (16) frames
CC/1B99: D5            Set vehicle/entity's position to (7, 11)
CC/1B9C: FF            End queue
CC/1B9D: B4        Pause for 1 units
CC/1B9F: 16        Begin action queue for character $16 (NPC $16), 10 bytes long 
CC/1BA1: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BA2: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BA3: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BA4: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BA5: E0            Pause for 4 * 4 (16) frames
CC/1BA7: D5            Set vehicle/entity's position to (6, 9)
CC/1BAA: FF            End queue
CC/1BAB: B4        Pause for 8 units
CC/1BAD: 17        Begin action queue for character $17 (NPC $17), 10 bytes long 
CC/1BAF: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BB0: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BB1: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BB2: A6            Move vehicle/entity right/down 2x1 tiles
CC/1BB3: E0            Pause for 4 * 4 (16) frames
CC/1BB5: D5            Set vehicle/entity's position to (6, 11)
CC/1BB8: FF            End queue
CC/1BB9: 55        Flash screen with color component(s) 2 (Red), at intensity 0
CC/1BBB: 92        Pause for 30 units
CC/1BBC: B1        End block of repeating commands
CC/1BBD: 41    Show object $18
CC/1BBF: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/1BC1: C3        Set vehicle/entity's event speed to fast
CC/1BC2: 8E        Move vehicle/entity down 4 tiles
CC/1BC3: FF        End queue
CC/1BC4: B4    Pause for 4 units
CC/1BC6: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/1BC8: 1F        Do vehicle/entity graphical action $1F 
CC/1BC9: FF        End queue
CC/1BCA: B4    Pause for 8 units
CC/1BCC: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/1BCE: CE        Turn vehicle/entity down
CC/1BCF: FF        End queue
CC/1BD0: 91    Pause for 15 units
CC/1BD1: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/1BD3: 19        Do vehicle/entity graphical action $19 
CC/1BD4: FF        End queue
CC/1BD5: B4    Pause for 8 units
CC/1BD7: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/1BD9: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/1BDA: FF        End queue
CC/1BDB: B4    Pause for 8 units
CC/1BDD: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/1BDF: 18        Do vehicle/entity graphical action $18 
CC/1BE0: FF        End queue
CC/1BE1: 92    Pause for 30 units
CC/1BE2: 4B    Display dialogue message $0965, wait for button press (Show text only) (At bottom of screen)
               It's an Esper attack!
               Let's show him some of OUR Esper magic!
CC/1BE5: 92    Pause for 30 units
CC/1BE6: F2    Fade out current song with transition time 128
CC/1BE8: 5A    Fade screen at speed $04
CC/1BEA: 5C    Pause execution until fade in or fade out is complete
CC/1BEB: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/1BED: C4        Set vehicle/entity's event speed to faster
CC/1BEE: 9E        Move vehicle/entity down 8 tiles
CC/1BEF: 9E        Move vehicle/entity down 8 tiles
CC/1BF0: FF        End queue
CC/1BF1: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1BF3: 50    Tint screen (cumulative) with color $FF
CC/1BF5: B0    Execute the following commands until $B1 6 times
CC/1BF7: 50        Tint screen (cumulative) with color $9F
CC/1BF9: B1        End block of repeating commands
CC/1BFA: F0    Play song 0 (Silence), (high bit clear), full volume
CC/1BFC: 59    Unfade screen at speed $08
CC/1BFE: 5C    Pause execution until fade in or fade out is complete
CC/1BFF: 92    Pause for 30 units
CC/1C00: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1C02: CD        Turn vehicle/entity right
CC/1C03: E0        Pause for 4 * 2 (8) frames
CC/1C05: CE        Turn vehicle/entity down
CC/1C06: FF        End queue
CC/1C07: 92    Pause for 30 units
CC/1C08: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1C0A: 13        Do vehicle/entity graphical action $13 
CC/1C0B: FF        End queue
CC/1C0C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1C0E: CE        Turn vehicle/entity down
CC/1C0F: FF        End queue
CC/1C10: 92    Pause for 30 units
CC/1C11: 4B    Display dialogue message $0966, wait for button press
               A 1000 years in the past, a battle was waged here
CC/1C14: 94    Pause for 60 units
CC/1C15: 5A    Fade screen at speed $08
CC/1C17: 5C    Pause execution until fade in or fade out is complete
CC/1C18: DC    Set event bit $1E80($69B) [$1F53, bit 3]
CC/1C1A: 6B    Load map $0196 (Ancient Castle, all rooms except library and basement) instantly, (upper bits $0000), place party at (52, 43), facing up
CC/1C20: F1    Fade in song 72 (Fire!) (high bit clear) with transition time 128
CC/1C23: 42    Hide object $31
CC/1C25: B0    Execute the following commands until $B1 6 times
CC/1C27: 50        Tint screen (cumulative) with color $9F
CC/1C29: B1        End block of repeating commands
CC/1C2A: B0    Execute the following commands until $B1 1 times
CC/1C2C: 50        Tint screen (cumulative) with color $3B
CC/1C2E: 50        Tint screen (cumulative) with color $87
CC/1C30: B1        End block of repeating commands
CC/1C31: B0    Execute the following commands until $B1 8 times
CC/1C33: 50        Tint screen (cumulative) with color $87
CC/1C35: B1        End block of repeating commands
CC/1C36: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1C38: 59    Unfade screen at speed $04
CC/1C3A: 5C    Pause execution until fade in or fade out is complete
CC/1C3B: 94    Pause for 60 units
CC/1C3C: 4B    Display dialogue message $0967, wait for button press (Show text only)
               Only Odin is here!
               Are your wounds healed?
CC/1C3F: 92    Pause for 30 units
CC/1C40: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/1C42: C0        Set vehicle/entity's event speed to slowest
CC/1C43: 82        Move vehicle/entity down 1 tile
CC/1C44: FF        End queue
CC/1C45: 92    Pause for 30 units
CC/1C46: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/1C48: 21        Do vehicle/entity graphical action $21 
CC/1C49: FF        End queue
CC/1C4A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/1C4C: 21        Do vehicle/entity graphical action $21 
CC/1C4D: FF        End queue
CC/1C4E: 94    Pause for 60 units
CC/1C4F: 4B    Display dialogue message $0968, wait for button press (Show text only)
               We're fresh outta options.
               We'll have to leave this battle in Odin's hands
CC/1C52: 92    Pause for 30 units
CC/1C53: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/1C55: CC        Turn vehicle/entity up
CC/1C56: FF        End queue
CC/1C57: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/1C59: CC        Turn vehicle/entity up
CC/1C5A: FF        End queue
CC/1C5B: 94    Pause for 60 units
CC/1C5C: F2    Fade out current song with transition time 128
CC/1C5E: 5A    Fade screen at speed $04
CC/1C60: 5C    Pause execution until fade in or fade out is complete
CC/1C61: 50    Tint screen (cumulative) with color $FF
CC/1C63: B0    Execute the following commands until $B1 6 times
CC/1C65: 50        Tint screen (cumulative) with color $9F
CC/1C67: B1        End block of repeating commands
CC/1C68: 6B    Load map $0197 (Ancient Castle, exterior) instantly, (upper bits $0000), place party at (16, 32), facing up
CC/1C6E: F0    Play song 0 (Silence), (high bit clear), full volume
CC/1C70: 41    Show object $31
CC/1C72: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/1C74: C2        Set vehicle/entity's event speed to normal
CC/1C75: CC        Turn vehicle/entity up
CC/1C76: FF        End queue
CC/1C77: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/1C79: C2        Set vehicle/entity's event speed to normal
CC/1C7A: CC        Turn vehicle/entity up
CC/1C7B: FF        End queue
CC/1C7C: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/1C7E: C2        Set vehicle/entity's event speed to normal
CC/1C7F: CC        Turn vehicle/entity up
CC/1C80: FF        End queue
CC/1C81: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1C83: C2        Set vehicle/entity's event speed to normal
CC/1C84: CC        Turn vehicle/entity up
CC/1C85: E0        Pause for 4 * 8 (32) frames
CC/1C87: FF        End queue
CC/1C88: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1C8A: 94    Pause for 60 units
CC/1C8B: 59    Unfade screen at speed $08
CC/1C8D: 5C    Pause execution until fade in or fade out is complete
CC/1C8E: 94    Pause for 60 units
CC/1C8F: 39    Free screen
CC/1C90: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/1C92: C0        Set vehicle/entity's event speed to slowest
CC/1C93: 84        Move vehicle/entity up 2 tiles
CC/1C94: FF        End queue
CC/1C95: 92    Pause for 30 units
CC/1C96: 4B    Display dialogue message $0969, wait for button press
               A city, ruined during the War of the Magi
CC/1C99: 5A    Fade screen at speed $04
CC/1C9B: 5C    Pause execution until fade in or fade out is complete
CC/1C9C: DC    Set event bit $1E80($69B) [$1F53, bit 3]
CC/1C9E: 6B    Load map $0196 (Ancient Castle, all rooms except library and basement) instantly, (upper bits $0000), place party at (34, 14), facing up
CC/1CA4: F1    Fade in song 72 (Fire!) (high bit clear) with transition time 128
CC/1CA7: 42    Hide object $31
CC/1CA9: B0    Execute the following commands until $B1 6 times
CC/1CAB: 50        Tint screen (cumulative) with color $9F
CC/1CAD: B1        End block of repeating commands
CC/1CAE: B0    Execute the following commands until $B1 1 times
CC/1CB0: 50        Tint screen (cumulative) with color $3B
CC/1CB2: 50        Tint screen (cumulative) with color $87
CC/1CB4: B1        End block of repeating commands
CC/1CB5: B0    Execute the following commands until $B1 8 times
CC/1CB7: 50        Tint screen (cumulative) with color $87
CC/1CB9: B1        End block of repeating commands
CC/1CBA: 58    Shake screen ($F5): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1CBC: 60    Change background layer $0E to palette $15
CC/1CBF: 59    Unfade screen at speed $04
CC/1CC1: 5C    Pause execution until fade in or fade out is complete
CC/1CC2: 95    Pause for 120 units
CC/1CC3: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/1CC5: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/1CC7: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/1CC9: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/1CCB: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/1CCD: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/1CCF: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CC/1CD1: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CC/1CD3: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/1CD5: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/1CD7: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/1CD9: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/1CDB: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CC/1CDD: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CC/1CDF: 48    Display dialogue message $0972, continue executing commands (Show text only)
               Atom Edge! 
CC/1CE2: 93    Pause for 45 units
CC/1CE3: F4    Play sound effect 127
CC/1CE5: 94    Pause for 60 units
CC/1CE6: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/1CE8: C4        Set vehicle/entity's event speed to faster
CC/1CE9: 96        Move vehicle/entity down 6 tiles
CC/1CEA: FF        End queue
CC/1CEB: 92    Pause for 30 units
CC/1CEC: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/1CEE: C2        Set vehicle/entity's event speed to normal
CC/1CEF: 94        Move vehicle/entity up 6 tiles
CC/1CF0: FF        End queue
CC/1CF1: 92    Pause for 30 units
CC/1CF2: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CC/1CF4: C0        Set vehicle/entity's event speed to slowest
CC/1CF5: A2        Move vehicle/entity left/down 1x1 tiles
CC/1CF6: FF        End queue
CC/1CF7: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/1CF9: C0        Set vehicle/entity's event speed to slowest
CC/1CFA: A0        Move vehicle/entity right/up 1x1 tiles
CC/1CFB: FF        End queue
CC/1CFC: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CC/1CFE: C0        Set vehicle/entity's event speed to slowest
CC/1CFF: A2        Move vehicle/entity left/down 1x1 tiles
CC/1D00: FF        End queue
CC/1D01: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CC/1D03: C0        Set vehicle/entity's event speed to slowest
CC/1D04: A2        Move vehicle/entity left/down 1x1 tiles
CC/1D05: FF        End queue
CC/1D06: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long 
CC/1D08: C0        Set vehicle/entity's event speed to slowest
CC/1D09: A0        Move vehicle/entity right/up 1x1 tiles
CC/1D0A: FF        End queue
CC/1D0B: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CC/1D0D: C0        Set vehicle/entity's event speed to slowest
CC/1D0E: A0        Move vehicle/entity right/up 1x1 tiles
CC/1D0F: E0        Pause for 4 * 2 (8) frames
CC/1D11: FF        End queue
CC/1D12: 92    Pause for 30 units
CC/1D13: F4    Play sound effect 103
CC/1D15: B0    Execute the following commands until $B1 31 times
CC/1D17: 53        Modify object color range from [C5, C5]: Add (Black) at intensity 3
CC/1D1B: B1        End block of repeating commands
CC/1D1C: 92    Pause for 30 units
CC/1D1D: B0    Execute the following commands until $B1 31 times
CC/1D1F: 53        Modify object color range from [C5, C5]: Do unknown operation (Black) at intensity 3
CC/1D23: B1        End block of repeating commands
CC/1D24: 94    Pause for 60 units
CC/1D25: 42    Hide object $14
CC/1D27: 42    Hide object $15
CC/1D29: F4    Play sound effect 45
CC/1D2B: B4    Pause for 5 units
CC/1D2D: 42    Hide object $16
CC/1D2F: 42    Hide object $17
CC/1D31: F4    Play sound effect 45
CC/1D33: B4    Pause for 5 units
CC/1D35: 42    Hide object $18
CC/1D37: 42    Hide object $19
CC/1D39: F4    Play sound effect 45
CC/1D3B: B4    Pause for 5 units
CC/1D3D: 42    Hide object $1A
CC/1D3F: 42    Hide object $1B
CC/1D41: F4    Play sound effect 45
CC/1D43: B4    Pause for 5 units
CC/1D45: 42    Hide object $1C
CC/1D47: 42    Hide object $1D
CC/1D49: F4    Play sound effect 45
CC/1D4B: B4    Pause for 5 units
CC/1D4D: 42    Hide object $1E
CC/1D4F: 42    Hide object $1F
CC/1D51: F4    Play sound effect 45
CC/1D53: B5    Pause for 15 * 6 (90) units
CC/1D55: 20    Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete)
CC/1D57: C3        Set vehicle/entity's event speed to fast
CC/1D58: 9C        Move vehicle/entity up 8 tiles
CC/1D59: FF        End queue
CC/1D5A: 92    Pause for 30 units
CC/1D5B: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/1D5D: C3        Set vehicle/entity's event speed to fast
CC/1D5E: A6        Move vehicle/entity right/down 2x1 tiles
CC/1D5F: A1        Move vehicle/entity right/down 1x1 tiles
CC/1D60: FF        End queue
CC/1D61: 20    Begin action queue for character $20 (NPC $20), 6 bytes long (Wait until complete)
CC/1D63: C7        Set vehicle/entity to stay still when moving
CC/1D64: CD        Turn vehicle/entity right
CC/1D65: AA        Move vehicle/entity left/up 2x1 tiles
CC/1D66: E0        Pause for 4 * 8 (32) frames
CC/1D68: FF        End queue
CC/1D69: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1D6B: 4E        Do vehicle/entity graphical action $0E, flipped horizontally
CC/1D6C: FF        End queue
CC/1D6D: B4    Pause for 5 units
CC/1D6F: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1D71: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/1D72: FF        End queue
CC/1D73: 94    Pause for 60 units
CC/1D74: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/1D76: C4        Set vehicle/entity's event speed to faster
CC/1D77: 87        Move vehicle/entity left 2 tiles
CC/1D78: FF        End queue
CC/1D79: 20    Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete)
CC/1D7B: C4        Set vehicle/entity's event speed to faster
CC/1D7C: 85        Move vehicle/entity right 2 tiles
CC/1D7D: FF        End queue
CC/1D7E: F4    Play sound effect 101
CC/1D80: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/1D82: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/1D84: C3        Set vehicle/entity's event speed to fast
CC/1D85: A0        Move vehicle/entity right/up 1x1 tiles
CC/1D86: A0        Move vehicle/entity right/up 1x1 tiles
CC/1D87: FF        End queue
CC/1D88: 20    Begin action queue for character $20 (NPC $20), 8 bytes long (Wait until complete)
CC/1D8A: 0B        Do vehicle/entity graphical action $0B 
CC/1D8B: C3        Set vehicle/entity's event speed to fast
CC/1D8C: A3        Move vehicle/entity left/up 1x1 tiles
CC/1D8D: A3        Move vehicle/entity left/up 1x1 tiles
CC/1D8E: E0        Pause for 4 * 4 (16) frames
CC/1D90: CD        Turn vehicle/entity right
CC/1D91: FF        End queue
CC/1D92: B5    Pause for 15 * 6 (90) units
CC/1D94: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1D96: 4E        Do vehicle/entity graphical action $0E, flipped horizontally
CC/1D97: FF        End queue
CC/1D98: B4    Pause for 5 units
CC/1D9A: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1D9C: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/1D9D: FF        End queue
CC/1D9E: 94    Pause for 60 units
CC/1D9F: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/1DA1: C4        Set vehicle/entity's event speed to faster
CC/1DA2: 87        Move vehicle/entity left 2 tiles
CC/1DA3: FF        End queue
CC/1DA4: 20    Begin action queue for character $20 (NPC $20), 3 bytes long (Wait until complete)
CC/1DA6: C4        Set vehicle/entity's event speed to faster
CC/1DA7: 85        Move vehicle/entity right 2 tiles
CC/1DA8: FF        End queue
CC/1DA9: F4    Play sound effect 101
CC/1DAB: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/1DAD: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/1DAF: C3        Set vehicle/entity's event speed to fast
CC/1DB0: A3        Move vehicle/entity left/up 1x1 tiles
CC/1DB1: FF        End queue
CC/1DB2: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CC/1DB4: 0B        Do vehicle/entity graphical action $0B 
CC/1DB5: C3        Set vehicle/entity's event speed to fast
CC/1DB6: 8A        Move vehicle/entity down 3 tiles
CC/1DB7: CC        Turn vehicle/entity up
CC/1DB8: FF        End queue
CC/1DB9: B5    Pause for 15 * 6 (90) units
CC/1DBB: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/1DBD: C3        Set vehicle/entity's event speed to fast
CC/1DBE: 82        Move vehicle/entity down 1 tile
CC/1DBF: FF        End queue
CC/1DC0: 48    Display dialogue message $0972, continue executing commands (Show text only)
               Atom Edge! 
CC/1DC3: 93    Pause for 45 units
CC/1DC4: F4    Play sound effect 127
CC/1DC6: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/1DC8: C4        Set vehicle/entity's event speed to faster
CC/1DC9: 8E        Move vehicle/entity down 4 tiles
CC/1DCA: FF        End queue
CC/1DCB: F4    Play sound effect 13
CC/1DCD: 92    Pause for 30 units
CC/1DCE: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/1DD0: C2        Set vehicle/entity's event speed to normal
CC/1DD1: 8C        Move vehicle/entity up 4 tiles
CC/1DD2: FF        End queue
CC/1DD3: 94    Pause for 60 units
CC/1DD4: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CC/1DD6: CD        Turn vehicle/entity right
CC/1DD7: E0        Pause for 4 * 1 (4) frames
CC/1DD9: CE        Turn vehicle/entity down
CC/1DDA: FF        End queue
CC/1DDB: 92    Pause for 30 units
CC/1DDC: B0    Execute the following commands until $B1 6 times
CC/1DDE: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1DE0: 1D            Do vehicle/entity graphical action $1D 
CC/1DE1: FF            End queue
CC/1DE2: B4        Pause for 5 units
CC/1DE4: 20        Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1DE6: 1E            Do vehicle/entity graphical action $1E 
CC/1DE7: FF            End queue
CC/1DE8: B4        Pause for 5 units
CC/1DEA: B1        End block of repeating commands
CC/1DEB: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1DED: CE        Turn vehicle/entity down
CC/1DEE: FF        End queue
CC/1DEF: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CC/1DF1: CD        Turn vehicle/entity right
CC/1DF2: E0        Pause for 4 * 1 (4) frames
CC/1DF4: CC        Turn vehicle/entity up
CC/1DF5: FF        End queue
CC/1DF6: 92    Pause for 30 units
CC/1DF7: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1DF9: 1B        Do vehicle/entity graphical action $1B 
CC/1DFA: FF        End queue
CC/1DFB: B4    Pause for 8 units
CC/1DFD: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/1DFF: 17        Do vehicle/entity graphical action $17 
CC/1E00: FF        End queue
CC/1E01: 92    Pause for 30 units
CC/1E02: F4    Play sound effect 101
CC/1E04: 20    Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CC/1E06: C4        Set vehicle/entity's event speed to faster
CC/1E07: C7        Set vehicle/entity to stay still when moving
CC/1E08: 84        Move vehicle/entity up 2 tiles
CC/1E09: FF        End queue
CC/1E0A: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/1E0C: 92    Pause for 30 units
CC/1E0D: 20    Begin action queue for character $20 (NPC $20), 4 bytes long (Wait until complete)
CC/1E0F: C2        Set vehicle/entity's event speed to normal
CC/1E10: C7        Set vehicle/entity to stay still when moving
CC/1E11: 8A        Move vehicle/entity down 3 tiles
CC/1E12: FF        End queue
CC/1E13: 94    Pause for 60 units
CC/1E14: F4    Play sound effect 9
CC/1E16: 61    Colorize color range [$E0, $E1] to color $07
CC/1E1A: 91    Pause for 15 units
CC/1E1B: F4    Play sound effect 9
CC/1E1D: 61    Colorize color range [$E2, $E3] to color $07
CC/1E21: 91    Pause for 15 units
CC/1E22: F4    Play sound effect 9
CC/1E24: 61    Colorize color range [$E4, $E5] to color $07
CC/1E28: 91    Pause for 15 units
CC/1E29: F4    Play sound effect 9
CC/1E2B: 61    Colorize color range [$E6, $E7] to color $07
CC/1E2F: 91    Pause for 15 units
CC/1E30: F4    Play sound effect 9
CC/1E32: 61    Colorize color range [$E8, $E9] to color $07
CC/1E36: 91    Pause for 15 units
CC/1E37: F4    Play sound effect 9
CC/1E39: 61    Colorize color range [$EA, $EB] to color $07
CC/1E3D: 91    Pause for 15 units
CC/1E3E: F4    Play sound effect 9
CC/1E40: 61    Colorize color range [$EC, $ED] to color $07
CC/1E44: 91    Pause for 15 units
CC/1E45: F4    Play sound effect 9
CC/1E47: 61    Colorize color range [$EE, $EF] to color $07
CC/1E4B: 94    Pause for 60 units
CC/1E4C: 4B    Display dialogue message $096A, wait for button press (Show text only) (At bottom of screen)
               ODIN: Don't do it
               You can't turn me into Magicite
CC/1E4F: 94    Pause for 60 units
CC/1E50: F2    Fade out current song with transition time 128
CC/1E52: 5A    Fade screen at speed $04
CC/1E54: 5C    Pause execution until fade in or fade out is complete
CC/1E55: DD    Clear event bit $1E80($69B) [$1F53, bit 3]
CC/1E57: 6B    Load map $0197 (Ancient Castle, exterior) instantly, (upper bits $0000), place party at (16, 30), facing up
CC/1E5D: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1E5F: 41    Show object $31
CC/1E61: 39    Free screen
CC/1E62: 94    Pause for 60 units
CC/1E63: 59    Unfade screen at speed $04
CC/1E65: 5C    Pause execution until fade in or fade out is complete
CC/1E66: 92    Pause for 30 units
CC/1E67: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1E69: CD        Turn vehicle/entity right
CC/1E6A: E0        Pause for 4 * 1 (4) frames
CC/1E6C: CE        Turn vehicle/entity down
CC/1E6D: FF        End queue
CC/1E6E: 94    Pause for 60 units
CC/1E6F: 4B    Display dialogue message $096B, wait for button press
               There's an ancient legend
               It tells of a battle between
               Odin and a powerful sorcerer
               that took place in a great
               hall of the castle
CC/1E72: 92    Pause for 30 units
CC/1E73: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CC/1E75: C2        Set vehicle/entity's event speed to normal
CC/1E76: 84        Move vehicle/entity up 2 tiles
CC/1E77: A0        Move vehicle/entity right/up 1x1 tiles
CC/1E78: CE        Turn vehicle/entity down
CC/1E79: FF        End queue
CC/1E7A: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/1E7C: C2        Set vehicle/entity's event speed to normal
CC/1E7D: 88        Move vehicle/entity up 3 tiles
CC/1E7E: CE        Turn vehicle/entity down
CC/1E7F: FF        End queue
CC/1E80: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CC/1E82: C2        Set vehicle/entity's event speed to normal
CC/1E83: 84        Move vehicle/entity up 2 tiles
CC/1E84: A3        Move vehicle/entity left/up 1x1 tiles
CC/1E85: CE        Turn vehicle/entity down
CC/1E86: FF        End queue
CC/1E87: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/1E89: CE        Turn vehicle/entity down
CC/1E8A: E0        Pause for 4 * 16 (64) frames
CC/1E8C: FF        End queue
CC/1E8D: B2    Call subroutine $CACB95
CC/1E91: 3B    Position character in a "ready-to-go" stance
CC/1E92: B2    Call subroutine $CB2E2B
CC/1E96: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1E98: CD        Turn vehicle/entity right
CC/1E99: E0        Pause for 4 * 1 (4) frames
CC/1E9B: CC        Turn vehicle/entity up
CC/1E9C: FF        End queue
CC/1E9D: D4    Set event bit $1E80($2DF) [$1EDB, bit 7]
CC/1E9F: DC    Set event bit $1E80($6A0) [$1F54, bit 0]
CC/1EA1: DC    Set event bit $1E80($6A1) [$1F54, bit 1]
CC/1EA3: 3A    Enable player to move while event commands execute
CC/1EA4: FE    Return

CC/1EA5: F4    Play sound effect 103
CC/1EA7: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/1EA9: 94    Pause for 60 units
CC/1EAA: B0    Execute the following commands until $B1 24 times
CC/1EAC: 53        Modify object color range from [E0, EF]: Do unknown operation (Black) at intensity 3
CC/1EB0: F4        Play sound effect 10
CC/1EB2: B4        Pause for 8 units
CC/1EB4: B1        End block of repeating commands
CC/1EB5: B0    Execute the following commands until $B1 31 times
CC/1EB7: 53        Modify object color range from [E0, EF]: Add (Black) at intensity 3
CC/1EBB: B1        End block of repeating commands
CC/1EBC: B4    Pause for 8 units
CC/1EBE: B0    Execute the following commands until $B1 31 times
CC/1EC0: 53        Modify object color range from [E0, EF]: Do unknown operation (Black) at intensity 3
CC/1EC4: B1        End block of repeating commands
CC/1EC5: DD    Clear event bit $1E80($696) [$1F52, bit 6]
CC/1EC7: 42    Hide object $13
CC/1EC9: 42    Hide object $21
CC/1ECB: 42    Hide object $22
CC/1ECD: 92    Pause for 30 units
CC/1ECE: 4B    Display dialogue message $0971, wait for button press (At bottom of screen)
               
               Odin turned into a
               Magicite shard
CC/1ED1: 86    Give esper $41 (Odin    ) to party
CC/1ED3: D0    Set event bit $1E80($0C8) [$1E99, bit 0]
CC/1ED5: 92    Pause for 30 units
CC/1ED6: F4    Play sound effect 141
CC/1ED8: B2    Call subroutine $CC9AD5
CC/1EDC: 3A    Enable player to move while event commands execute
CC/1EDD: FE    Return

CC/1EDE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1EE0: 1C        Do vehicle/entity graphical action $1C 
CC/1EE1: FF        End queue
CC/1EE2: B4    Pause for 8 units
CC/1EE4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1EE6: 17        Do vehicle/entity graphical action $17 
CC/1EE7: FF        End queue
CC/1EE8: 91    Pause for 15 units
CC/1EE9: 42    Hide object $12
CC/1EEB: DD    Clear event bit $1E80($6A0) [$1F54, bit 0]
CC/1EED: 91    Pause for 15 units
CC/1EEE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/1EF0: CC        Turn vehicle/entity up
CC/1EF1: FF        End queue
CC/1EF2: 92    Pause for 30 units
CC/1EF3: 4B    Display dialogue message $096C, wait for button press
               A book,
               with a gem-
               encrusted cover
               Queen's Diary
               I realize, now, that I am in love with Odin
               Thisbreaks every rule of our society.
               But my heart longs for this noble, elegant man.
               How could anyone blame me?
               After the fighting is over I'm going to bare my soul to him
CC/1EF6: 92    Pause for 30 units
CC/1EF7: DE    Load CaseWord with the characters in the currently active party?
CC/1EF8: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/1EFE: 92    Pause for 30 units
CC/1EFF: B2    Call subroutine $CAC6AC
CC/1F03: B2    Call subroutine $CB2E34
CC/1F07: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/1F0C: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/1F0E: C2        Set vehicle/entity's event speed to normal
CC/1F0F: CE        Turn vehicle/entity down
CC/1F10: FF        End queue
CC/1F11: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/1F13: C2        Set vehicle/entity's event speed to normal
CC/1F14: 81        Move vehicle/entity right 1 tile
CC/1F15: CE        Turn vehicle/entity down
CC/1F16: FF        End queue
CC/1F17: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/1F19: C2        Set vehicle/entity's event speed to normal
CC/1F1A: 82        Move vehicle/entity down 1 tile
CC/1F1B: CD        Turn vehicle/entity right
CC/1F1C: FF        End queue
CC/1F1D: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/1F1F: C2        Set vehicle/entity's event speed to normal
CC/1F20: A1        Move vehicle/entity right/down 1x1 tiles
CC/1F21: CF        Turn vehicle/entity left
CC/1F22: E0        Pause for 4 * 8 (32) frames
CC/1F24: FF        End queue
CC/1F25: 92    Pause for 30 units
CC/1F26: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/1F28: 22        Do vehicle/entity graphical action $22 
CC/1F29: FF        End queue
CC/1F2A: 94    Pause for 60 units
CC/1F2B: 4B    Display dialogue message $096D, wait for button press
               TERRA: Love between a human and an Esper
CC/1F2E: 92    Pause for 30 units
CC/1F2F: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/1F31: 83        Move vehicle/entity left 1 tile
CC/1F32: CE        Turn vehicle/entity down
CC/1F33: FF        End queue
CC/1F34: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/1F36: 80        Move vehicle/entity up 1 tile
CC/1F37: CE        Turn vehicle/entity down
CC/1F38: FF        End queue
CC/1F39: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/1F3B: A3        Move vehicle/entity left/up 1x1 tiles
CC/1F3C: CE        Turn vehicle/entity down
CC/1F3D: E0        Pause for 4 * 8 (32) frames
CC/1F3F: FF        End queue
CC/1F40: B2    Call subroutine $CB2E2B
CC/1F44: B2    Call subroutine $CACB95
CC/1F48: FE    Return

CC/1F49: C1    If ($1E80($0C8) [$1E99, bit 0] is clear) or ($1E80($2DD) [$1EDB, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/1F51: B2    Call subroutine $CACA8D
CC/1F55: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/1F57: C1        Set vehicle/entity's event speed to slow
CC/1F58: C7        Set vehicle/entity to stay still when moving
CC/1F59: 82        Move vehicle/entity down 1 tile
CC/1F5A: C6        Set vehicle/entity to walk when moving
CC/1F5B: FF        End queue
CC/1F5C: 92    Pause for 30 units
CC/1F5D: 4B    Display dialogue message $096E, wait for button press (At bottom of screen)
               Even the Queen was turned to stone
CC/1F60: 92    Pause for 30 units
CC/1F61: 3D    Create object $10
CC/1F63: 45    Refresh objects
CC/1F64: 41    Show object $10
CC/1F66: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/1F68: 93    Pause for 45 units
CC/1F69: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/1F6B: C4        Set vehicle/entity's event speed to faster
CC/1F6C: 82        Move vehicle/entity down 1 tile
CC/1F6D: FF        End queue
CC/1F6E: F4    Play sound effect 141
CC/1F70: 42    Hide object $10
CC/1F72: 92    Pause for 30 units
CC/1F73: 4B    Display dialogue message $096F, wait for button press (At bottom of screen)
               A tear comes
               From the stone?
CC/1F76: 94    Pause for 60 units
CC/1F77: F4    Play sound effect 103
CC/1F79: B2    Call subroutine $CC9AD5
CC/1F7D: 94    Pause for 60 units
CC/1F7E: 4B    Display dialogue message $0970, wait for button press (At bottom of screen)
               
                  The Magicite Odin gains
               a level
               
                  and becomes the Magicite
               Raiden!
CC/1F81: 87    Take esper $41 (Odin    ) from party
CC/1F83: F4    Play sound effect 141
CC/1F85: 86    Give esper $42 (Raiden  ) to party
CC/1F87: D4    Set event bit $1E80($2DD) [$1EDB, bit 5]
CC/1F89: 3A    Enable player to move while event commands execute
CC/1F8A: FE    Return

CC/1F8B: C0    If ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/1F91: F4    Play sound effect 150
CC/1F93: 93    Pause for 45 units
CC/1F94: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1F96: F4    Play sound effect 187
CC/1F98: 92    Pause for 30 units
CC/1F99: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/1F9B: D4    Set event bit $1E80($2DE) [$1EDB, bit 6]
CC/1F9D: 3A    Enable player to move while event commands execute
CC/1F9E: FE    Return

CC/1F9F: EB    Compare word $1FC2($06) [$1FCE] to $0008, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/1FA3: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FB1
CC/1FA9: 4B    Display dialogue message $05DA, wait for button press (Show text only) (At bottom of screen)
               7 dragons left.
CC/1FAC: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/1FB0: FE    Return

CC/1FB1: EB    Compare word $1FC2($06) [$1FCE] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/1FB5: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FC3
CC/1FBB: 4B    Display dialogue message $05DB, wait for button press (Show text only) (At bottom of screen)
               6 dragons left.
CC/1FBE: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/1FC2: FE    Return

CC/1FC3: EB    Compare word $1FC2($06) [$1FCE] to $0006, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/1FC7: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FD5
CC/1FCD: 4B    Display dialogue message $05DC, wait for button press (Show text only) (At bottom of screen)
               5 dragons left.
CC/1FD0: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/1FD4: FE    Return

CC/1FD5: EB    Compare word $1FC2($06) [$1FCE] to $0005, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/1FD9: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FE7
CC/1FDF: 4B    Display dialogue message $05DD, wait for button press (Show text only) (At bottom of screen)
               4 dragons left.
CC/1FE2: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/1FE6: FE    Return

CC/1FE7: EB    Compare word $1FC2($06) [$1FCE] to $0004, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/1FEB: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC1FF9
CC/1FF1: 4B    Display dialogue message $05DE, wait for button press (Show text only) (At bottom of screen)
               3 dragons left.
CC/1FF4: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/1FF8: FE    Return

CC/1FF9: EB    Compare word $1FC2($06) [$1FCE] to $0003, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/1FFD: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC200B
CC/2003: 4B    Display dialogue message $05DF, wait for button press (Show text only) (At bottom of screen)
               2 dragons left.
CC/2006: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/200A: FE    Return

CC/200B: EB    Compare word $1FC2($06) [$1FCE] to $0002, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/200F: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC201D
CC/2015: 4B    Display dialogue message $05E0, wait for button press (Show text only) (At bottom of screen)
               1 dragon left.
CC/2018: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/201C: FE    Return

CC/201D: EB    Compare word $1FC2($06) [$1FCE] to $0001, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/2021: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/2027: 4B    Display dialogue message $05E1, wait for button press (Show text only) (At bottom of screen)
                 Defeated all 8 dragons
                   Dragon Seal broken!!
CC/202A: EA    Decrement word $1FC2($06) [$1FCE] by $0001
CC/202E: 94    Pause for 60 units
CC/202F: F4    Play sound effect 134
CC/2031: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2033: B0    Execute the following commands until $B1 3 times
CC/2035: B2        Call subroutine $CC9AE0
CC/2039: 92        Pause for 30 units
CC/203A: B1        End block of repeating commands
CC/203B: 92    Pause for 30 units
CC/203C: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/203E: 92    Pause for 30 units
CC/203F: 4B    Display dialogue message $05E2, wait for button press (Show text only) (At bottom of screen)
               
               Received the Magicite
               Crusader!!
CC/2042: F4    Play sound effect 141
CC/2044: 86    Give esper $45 (Crusader) to party
CC/2046: 3A    Enable player to move while event commands execute
CC/2047: FE    Return

CC/2048: 4D    Invoke battle, enemy set $8A, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/204B: B2    Call subroutine $CA5EA9
CC/204F: 42    Hide object $10
CC/2051: DD    Clear event bit $1E80($69C) [$1F53, bit 4]
CC/2053: 96    Restore screen from fade
CC/2054: 5C    Pause execution until fade in or fade out is complete
CC/2055: B2    Call subroutine $CC1F9F
CC/2059: 3A    Enable player to move while event commands execute
CC/205A: FE    Return

CC/205B: 4D    Invoke battle, enemy set $89, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/205E: B2    Call subroutine $CA5EA9
CC/2062: 42    Hide object $13
CC/2064: DD    Clear event bit $1E80($6A1) [$1F54, bit 1]
CC/2066: 96    Restore screen from fade
CC/2067: 5C    Pause execution until fade in or fade out is complete
CC/2068: B2    Call subroutine $CC1F9F
CC/206C: 3A    Enable player to move while event commands execute
CC/206D: FE    Return

CC/206E: 60    Change background layer $0E to palette $0C
CC/2071: 74    Replace current map's Layer 2 at (9, 7) with the following (1 x 1) chunk
CC/2076:       $17
CC/2077: 74    Replace current map's Layer 2 at (6, 6) with the following (2 x 2) chunk
CC/207C:       $2D, $2E
CC/207E:       $3D, $3E
CC/2080: 75    Refresh map after alteration
CC/2081: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/2087: 10    Begin action queue for character $10 (NPC $10), 6 bytes long 
CC/2089: C0        Set vehicle/entity's event speed to slowest
CC/208A: 82        Move vehicle/entity down 1 tile
CC/208B: 80        Move vehicle/entity up 1 tile
CC/208C: FC        Branch 2 bytes backwards ($CC208A)
CC/208E: FF        End queue
CC/208F: FE    Return

CC/2090: 38    Hold screen
CC/2091: 79    Place party 1 on map $013E (Phoenix Cave, outside entrance)
CC/2095: 79    Place party 2 on map $013E (Phoenix Cave, outside entrance)
CC/2099: 46    Make party 2 the current party
CC/209B: 45    Refresh objects
CC/209C: 47    Make character in slot 0 the lead character
CC/209D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/209F: D5        Set vehicle/entity's position to (6, 0)
CC/20A2: FF        End queue
CC/20A3: 41    Show object $31
CC/20A5: 47    Make character in slot 0 the lead character
CC/20A6: 46    Make party 1 the current party
CC/20A8: 45    Refresh objects
CC/20A9: 47    Make character in slot 0 the lead character
CC/20AA: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/20AC: D5        Set vehicle/entity's position to (8, 0)
CC/20AF: FF        End queue
CC/20B0: 41    Show object $31
CC/20B2: 47    Make character in slot 0 the lead character
CC/20B3: 96    Restore screen from fade
CC/20B4: 5C    Pause execution until fade in or fade out is complete
CC/20B5: F4    Play sound effect 186
CC/20B7: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/20B9: C4        Set vehicle/entity's event speed to faster
CC/20BA: C7        Set vehicle/entity to stay still when moving
CC/20BB: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/20BC: 9A        Move vehicle/entity down 7 tiles
CC/20BD: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/20BE: C6        Set vehicle/entity to walk when moving
CC/20BF: C2        Set vehicle/entity's event speed to normal
CC/20C0: FF        End queue
CC/20C1: F4    Play sound effect 181
CC/20C3: 92    Pause for 30 units
CC/20C4: 47    Make character in slot 0 the lead character
CC/20C5: 46    Make party 2 the current party
CC/20C7: 45    Refresh objects
CC/20C8: 47    Make character in slot 0 the lead character
CC/20C9: F4    Play sound effect 186
CC/20CB: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/20CD: C4        Set vehicle/entity's event speed to faster
CC/20CE: C7        Set vehicle/entity to stay still when moving
CC/20CF: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/20D0: 96        Move vehicle/entity down 6 tiles
CC/20D1: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/20D2: C6        Set vehicle/entity to walk when moving
CC/20D3: C2        Set vehicle/entity's event speed to normal
CC/20D4: FF        End queue
CC/20D5: F4    Play sound effect 181
CC/20D7: 47    Make character in slot 0 the lead character
CC/20D8: 46    Make party 1 the current party
CC/20DA: 45    Refresh objects
CC/20DB: 47    Make character in slot 0 the lead character
CC/20DC: 92    Pause for 30 units
CC/20DD: 39    Free screen
CC/20DE: 4B    Display dialogue message $0A37, wait for button press (Show text only) (At bottom of screen)
               Split up into 2 parties.
               Use the Y Button to switch between groups.
CC/20E1: D2    Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button)
CC/20E3: 3A    Enable player to move while event commands execute
CC/20E4: FE    Return

CC/20E5: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/20ED: 38    Hold screen
CC/20EE: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/20F0: C2        Set vehicle/entity's event speed to normal
CC/20F1: DC        Make vehicle/entity jump (low)
CC/20F2: A3        Move vehicle/entity left/up 1x1 tiles
CC/20F3: C7        Set vehicle/entity to stay still when moving
CC/20F4: 0F        Do vehicle/entity graphical action $0F 
CC/20F5: FF        End queue
CC/20F6: 92    Pause for 30 units
CC/20F7: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/20F9: C1        Set vehicle/entity's event speed to slow
CC/20FA: 98        Move vehicle/entity up 7 tiles
CC/20FB: FF        End queue
CC/20FC: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/20FE: C1        Set vehicle/entity's event speed to slow
CC/20FF: 98        Move vehicle/entity up 7 tiles
CC/2100: E0        Pause for 4 * 4 (16) frames
CC/2102: FF        End queue
CC/2103: 97    Fade screen to black
CC/2104: 5C    Pause execution until fade in or fade out is complete
CC/2105: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/2107: C6        Set vehicle/entity to walk when moving
CC/2108: FF        End queue
CC/2109: 46    Make party 1 the current party
CC/210B: 45    Refresh objects
CC/210C: B2    Call subroutine $CACB25
CC/2110: 3D    Create object $09
CC/2112: 45    Refresh objects
CC/2113: 3F    Assign character $09 (Actor in stot 9) to party 1
CC/2116: 3F    Remove character $00 (Actor in stot 0) from the party
CC/2119: 3F    Remove character $01 (Actor in stot 1) from the party
CC/211C: 3F    Remove character $04 (Actor in stot 4) from the party
CC/211F: 3F    Remove character $05 (Actor in stot 5) from the party
CC/2122: 3F    Remove character $06 (Actor in stot 6) from the party
CC/2125: 3F    Remove character $02 (Actor in stot 2) from the party
CC/2128: 3F    Remove character $03 (Actor in stot 3) from the party
CC/212B: 3F    Remove character $0B (Actor in stot 11) from the party
CC/212E: 3F    Remove character $07 (Actor in stot 7) from the party
CC/2131: 3F    Remove character $08 (Actor in stot 8) from the party
CC/2134: 3F    Remove character $0A (Actor in stot 10) from the party
CC/2137: 3F    Remove character $0C (Actor in stot 12) from the party
CC/213A: 3F    Remove character $0D (Actor in stot 13) from the party
CC/213D: 45    Refresh objects
CC/213E: 47    Make character in slot 0 the lead character
CC/213F: B2    Call subroutine $CACCA4
CC/2143: 6B    Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $2000), place party at (16, 8), facing down
CC/2149: 47    Make character in slot 0 the lead character
CC/214A: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/214E: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/2150: D5    Clear event bit $1E80($2BF) [$1ED7, bit 7]
CC/2152: D5    Clear event bit $1E80($2A2) [$1ED4, bit 2]
CC/2154: D5    Clear event bit $1E80($2A6) [$1ED4, bit 6]
CC/2156: D5    Clear event bit $1E80($2A3) [$1ED4, bit 3]
CC/2158: D5    Clear event bit $1E80($2A7) [$1ED4, bit 7]
CC/215A: 96    Restore screen from fade
CC/215B: 5C    Pause execution until fade in or fade out is complete
CC/215C: 39    Free screen
CC/215D: FE    Return

CC/215E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/2160: CC        Turn vehicle/entity up
CC/2161: FF        End queue
CC/2162: 92    Pause for 30 units
CC/2163: F4    Play sound effect 81
CC/2165: 62    Mosaic screen, speed 4
CC/2167: 94    Pause for 60 units
CC/2168: 97    Fade screen to black
CC/2169: 5C    Pause execution until fade in or fade out is complete
CC/216A: B2    Call subroutine $CC2109
CC/216E: FE    Return

CC/216F: C1    If ($1E80($2A8) [$1ED5, bit 0] is clear) or ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/2177: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2179: C8        Set object layering priority to 2 (low nibble 2)
CC/217B: FF        End queue
CC/217C: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/217E: C2        Set vehicle/entity's event speed to normal
CC/217F: DD        Make vehicle/entity jump (high)
CC/2180: 81        Move vehicle/entity right 1 tile
CC/2181: A1        Move vehicle/entity right/down 1x1 tiles
CC/2182: DD        Make vehicle/entity jump (high)
CC/2183: 85        Move vehicle/entity right 2 tiles
CC/2184: DD        Make vehicle/entity jump (high)
CC/2185: 85        Move vehicle/entity right 2 tiles
CC/2186: DD        Make vehicle/entity jump (high)
CC/2187: A0        Move vehicle/entity right/up 1x1 tiles
CC/2188: 81        Move vehicle/entity right 1 tile
CC/2189: FF        End queue
CC/218A: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/218C: C8        Set object layering priority to 0 (low nibble 0)
CC/218E: FF        End queue
CC/218F: 3A    Enable player to move while event commands execute
CC/2190: FE    Return

CC/2191: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/2197: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2199: C8        Set object layering priority to 2 (low nibble 2)
CC/219B: FF        End queue
CC/219C: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/219E: C2        Set vehicle/entity's event speed to normal
CC/219F: DD        Make vehicle/entity jump (high)
CC/21A0: 81        Move vehicle/entity right 1 tile
CC/21A1: A1        Move vehicle/entity right/down 1x1 tiles
CC/21A2: DD        Make vehicle/entity jump (high)
CC/21A3: 85        Move vehicle/entity right 2 tiles
CC/21A4: DD        Make vehicle/entity jump (high)
CC/21A5: 85        Move vehicle/entity right 2 tiles
CC/21A6: DD        Make vehicle/entity jump (high)
CC/21A7: A0        Move vehicle/entity right/up 1x1 tiles
CC/21A8: 81        Move vehicle/entity right 1 tile
CC/21A9: FF        End queue
CC/21AA: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/21AC: C8        Set object layering priority to 0 (low nibble 0)
CC/21AE: FF        End queue
CC/21AF: 3A    Enable player to move while event commands execute
CC/21B0: FE    Return

CC/21B1: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/21B7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/21B9: C8        Set object layering priority to 2 (low nibble 2)
CC/21BB: FF        End queue
CC/21BC: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/21BE: C2        Set vehicle/entity's event speed to normal
CC/21BF: DD        Make vehicle/entity jump (high)
CC/21C0: 83        Move vehicle/entity left 1 tile
CC/21C1: A2        Move vehicle/entity left/down 1x1 tiles
CC/21C2: DD        Make vehicle/entity jump (high)
CC/21C3: 87        Move vehicle/entity left 2 tiles
CC/21C4: DD        Make vehicle/entity jump (high)
CC/21C5: 87        Move vehicle/entity left 2 tiles
CC/21C6: DD        Make vehicle/entity jump (high)
CC/21C7: A3        Move vehicle/entity left/up 1x1 tiles
CC/21C8: 83        Move vehicle/entity left 1 tile
CC/21C9: FF        End queue
CC/21CA: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/21CC: C8        Set object layering priority to 0 (low nibble 0)
CC/21CE: FF        End queue
CC/21CF: 3A    Enable player to move while event commands execute
CC/21D0: FE    Return

CC/21D1: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/21D7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/21D9: C8        Set object layering priority to 2 (low nibble 2)
CC/21DB: FF        End queue
CC/21DC: 31    Begin action queue for character $31 (Party Character 0), 20 bytes long 
CC/21DE: C2        Set vehicle/entity's event speed to normal
CC/21DF: DD        Make vehicle/entity jump (high)
CC/21E0: 83        Move vehicle/entity left 1 tile
CC/21E1: A2        Move vehicle/entity left/down 1x1 tiles
CC/21E2: DD        Make vehicle/entity jump (high)
CC/21E3: 87        Move vehicle/entity left 2 tiles
CC/21E4: DD        Make vehicle/entity jump (high)
CC/21E5: 87        Move vehicle/entity left 2 tiles
CC/21E6: DD        Make vehicle/entity jump (high)
CC/21E7: 87        Move vehicle/entity left 2 tiles
CC/21E8: DD        Make vehicle/entity jump (high)
CC/21E9: 87        Move vehicle/entity left 2 tiles
CC/21EA: DD        Make vehicle/entity jump (high)
CC/21EB: 87        Move vehicle/entity left 2 tiles
CC/21EC: DD        Make vehicle/entity jump (high)
CC/21ED: 87        Move vehicle/entity left 2 tiles
CC/21EE: DD        Make vehicle/entity jump (high)
CC/21EF: A3        Move vehicle/entity left/up 1x1 tiles
CC/21F0: 83        Move vehicle/entity left 1 tile
CC/21F1: FF        End queue
CC/21F2: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CC/21F4: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/21F6: C8        Set object layering priority to 0 (low nibble 0)
CC/21F8: FF        End queue
CC/21F9: 3A    Enable player to move while event commands execute
CC/21FA: FE    Return

CC/21FB: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/2201: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2203: C8        Set object layering priority to 2 (low nibble 2)
CC/2205: FF        End queue
CC/2206: 31    Begin action queue for character $31 (Party Character 0), 20 bytes long 
CC/2208: C2        Set vehicle/entity's event speed to normal
CC/2209: DD        Make vehicle/entity jump (high)
CC/220A: 81        Move vehicle/entity right 1 tile
CC/220B: A1        Move vehicle/entity right/down 1x1 tiles
CC/220C: DD        Make vehicle/entity jump (high)
CC/220D: 85        Move vehicle/entity right 2 tiles
CC/220E: DD        Make vehicle/entity jump (high)
CC/220F: 85        Move vehicle/entity right 2 tiles
CC/2210: DD        Make vehicle/entity jump (high)
CC/2211: 85        Move vehicle/entity right 2 tiles
CC/2212: DD        Make vehicle/entity jump (high)
CC/2213: 85        Move vehicle/entity right 2 tiles
CC/2214: DD        Make vehicle/entity jump (high)
CC/2215: 85        Move vehicle/entity right 2 tiles
CC/2216: DD        Make vehicle/entity jump (high)
CC/2217: 85        Move vehicle/entity right 2 tiles
CC/2218: DD        Make vehicle/entity jump (high)
CC/2219: A0        Move vehicle/entity right/up 1x1 tiles
CC/221A: 81        Move vehicle/entity right 1 tile
CC/221B: FF        End queue
CC/221C: 35    Pause execution until action queue for object $31 (Party Character 0) is complete
CC/221E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2220: C8        Set object layering priority to 0 (low nibble 0)
CC/2222: FF        End queue
CC/2223: 3A    Enable player to move while event commands execute
CC/2224: FE    Return

CC/2225: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/222B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/222D: C8        Set object layering priority to 2 (low nibble 2)
CC/222F: FF        End queue
CC/2230: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/2232: C2        Set vehicle/entity's event speed to normal
CC/2233: DD        Make vehicle/entity jump (high)
CC/2234: 86        Move vehicle/entity down 2 tiles
CC/2235: DD        Make vehicle/entity jump (high)
CC/2236: 8A        Move vehicle/entity down 3 tiles
CC/2237: FF        End queue
CC/2238: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/223A: C8        Set object layering priority to 0 (low nibble 0)
CC/223C: FF        End queue
CC/223D: 3A    Enable player to move while event commands execute
CC/223E: FE    Return

CC/223F: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/2245: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2247: C8        Set object layering priority to 2 (low nibble 2)
CC/2249: FF        End queue
CC/224A: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/224C: C2        Set vehicle/entity's event speed to normal
CC/224D: DD        Make vehicle/entity jump (high)
CC/224E: 84        Move vehicle/entity up 2 tiles
CC/224F: DD        Make vehicle/entity jump (high)
CC/2250: 84        Move vehicle/entity up 2 tiles
CC/2251: FF        End queue
CC/2252: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2254: C8        Set object layering priority to 0 (low nibble 0)
CC/2256: FF        End queue
CC/2257: 3A    Enable player to move while event commands execute
CC/2258: FE    Return

CC/2259: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/225F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2261: C8        Set object layering priority to 2 (low nibble 2)
CC/2263: FF        End queue
CC/2264: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/2266: C2        Set vehicle/entity's event speed to normal
CC/2267: DD        Make vehicle/entity jump (high)
CC/2268: 81        Move vehicle/entity right 1 tile
CC/2269: A1        Move vehicle/entity right/down 1x1 tiles
CC/226A: DD        Make vehicle/entity jump (high)
CC/226B: 85        Move vehicle/entity right 2 tiles
CC/226C: DD        Make vehicle/entity jump (high)
CC/226D: 85        Move vehicle/entity right 2 tiles
CC/226E: DD        Make vehicle/entity jump (high)
CC/226F: A0        Move vehicle/entity right/up 1x1 tiles
CC/2270: 81        Move vehicle/entity right 1 tile
CC/2271: FF        End queue
CC/2272: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2274: C8        Set object layering priority to 0 (low nibble 0)
CC/2276: FF        End queue
CC/2277: 3A    Enable player to move while event commands execute
CC/2278: FE    Return

CC/2279: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/227F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2281: C8        Set object layering priority to 2 (low nibble 2)
CC/2283: FF        End queue
CC/2284: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/2286: C2        Set vehicle/entity's event speed to normal
CC/2287: DD        Make vehicle/entity jump (high)
CC/2288: 83        Move vehicle/entity left 1 tile
CC/2289: A2        Move vehicle/entity left/down 1x1 tiles
CC/228A: DD        Make vehicle/entity jump (high)
CC/228B: 87        Move vehicle/entity left 2 tiles
CC/228C: DD        Make vehicle/entity jump (high)
CC/228D: 87        Move vehicle/entity left 2 tiles
CC/228E: DD        Make vehicle/entity jump (high)
CC/228F: A3        Move vehicle/entity left/up 1x1 tiles
CC/2290: 83        Move vehicle/entity left 1 tile
CC/2291: FF        End queue
CC/2292: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2294: C8        Set object layering priority to 0 (low nibble 0)
CC/2296: FF        End queue
CC/2297: 3A    Enable player to move while event commands execute
CC/2298: FE    Return

CC/2299: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/229F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22A1: C8        Set object layering priority to 2 (low nibble 2)
CC/22A3: FF        End queue
CC/22A4: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/22A6: C2        Set vehicle/entity's event speed to normal
CC/22A7: DD        Make vehicle/entity jump (high)
CC/22A8: 84        Move vehicle/entity up 2 tiles
CC/22A9: DD        Make vehicle/entity jump (high)
CC/22AA: 84        Move vehicle/entity up 2 tiles
CC/22AB: DD        Make vehicle/entity jump (high)
CC/22AC: 84        Move vehicle/entity up 2 tiles
CC/22AD: DD        Make vehicle/entity jump (high)
CC/22AE: 84        Move vehicle/entity up 2 tiles
CC/22AF: FF        End queue
CC/22B0: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22B2: C8        Set object layering priority to 0 (low nibble 0)
CC/22B4: FF        End queue
CC/22B5: 3A    Enable player to move while event commands execute
CC/22B6: FE    Return

CC/22B7: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/22BD: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22BF: C8        Set object layering priority to 2 (low nibble 2)
CC/22C1: FF        End queue
CC/22C2: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/22C4: C2        Set vehicle/entity's event speed to normal
CC/22C5: DD        Make vehicle/entity jump (high)
CC/22C6: 86        Move vehicle/entity down 2 tiles
CC/22C7: DD        Make vehicle/entity jump (high)
CC/22C8: 86        Move vehicle/entity down 2 tiles
CC/22C9: DD        Make vehicle/entity jump (high)
CC/22CA: 86        Move vehicle/entity down 2 tiles
CC/22CB: DD        Make vehicle/entity jump (high)
CC/22CC: 8E        Move vehicle/entity down 4 tiles
CC/22CD: FF        End queue
CC/22CE: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22D0: C8        Set object layering priority to 0 (low nibble 0)
CC/22D2: FF        End queue
CC/22D3: 3A    Enable player to move while event commands execute
CC/22D4: FE    Return

CC/22D5: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/22DB: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22DD: C8        Set object layering priority to 2 (low nibble 2)
CC/22DF: FF        End queue
CC/22E0: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/22E2: C2        Set vehicle/entity's event speed to normal
CC/22E3: DD        Make vehicle/entity jump (high)
CC/22E4: 84        Move vehicle/entity up 2 tiles
CC/22E5: DD        Make vehicle/entity jump (high)
CC/22E6: 84        Move vehicle/entity up 2 tiles
CC/22E7: DD        Make vehicle/entity jump (high)
CC/22E8: 84        Move vehicle/entity up 2 tiles
CC/22E9: FF        End queue
CC/22EA: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22EC: C8        Set object layering priority to 0 (low nibble 0)
CC/22EE: FF        End queue
CC/22EF: 3A    Enable player to move while event commands execute
CC/22F0: FE    Return

CC/22F1: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/22F7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/22F9: C8        Set object layering priority to 2 (low nibble 2)
CC/22FB: FF        End queue
CC/22FC: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/22FE: C2        Set vehicle/entity's event speed to normal
CC/22FF: DD        Make vehicle/entity jump (high)
CC/2300: 86        Move vehicle/entity down 2 tiles
CC/2301: DD        Make vehicle/entity jump (high)
CC/2302: 86        Move vehicle/entity down 2 tiles
CC/2303: DD        Make vehicle/entity jump (high)
CC/2304: 8E        Move vehicle/entity down 4 tiles
CC/2305: FF        End queue
CC/2306: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2308: C8        Set object layering priority to 0 (low nibble 0)
CC/230A: FF        End queue
CC/230B: 3A    Enable player to move while event commands execute
CC/230C: FE    Return

CC/230D: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($2D4) [$1EDA, bit 4] is clear), branch to $CC232D
CC/2315: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2317: C8        Set object layering priority to 2 (low nibble 2)
CC/2319: FF        End queue
CC/231A: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/231C: C2        Set vehicle/entity's event speed to normal
CC/231D: DD        Make vehicle/entity jump (high)
CC/231E: 81        Move vehicle/entity right 1 tile
CC/231F: A1        Move vehicle/entity right/down 1x1 tiles
CC/2320: DD        Make vehicle/entity jump (high)
CC/2321: 85        Move vehicle/entity right 2 tiles
CC/2322: DD        Make vehicle/entity jump (high)
CC/2323: A0        Move vehicle/entity right/up 1x1 tiles
CC/2324: 81        Move vehicle/entity right 1 tile
CC/2325: FF        End queue
CC/2326: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2328: C8        Set object layering priority to 0 (low nibble 0)
CC/232A: FF        End queue
CC/232B: 3A    Enable player to move while event commands execute
CC/232C: FE    Return

CC/232D: C1    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($2D5) [$1EDA, bit 5] is clear), branch to $CA5EB3 (simply returns)
CC/2335: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2337: C8        Set object layering priority to 2 (low nibble 2)
CC/2339: FF        End queue
CC/233A: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/233C: C2        Set vehicle/entity's event speed to normal
CC/233D: DD        Make vehicle/entity jump (high)
CC/233E: 81        Move vehicle/entity right 1 tile
CC/233F: A1        Move vehicle/entity right/down 1x1 tiles
CC/2340: DD        Make vehicle/entity jump (high)
CC/2341: 85        Move vehicle/entity right 2 tiles
CC/2342: DD        Make vehicle/entity jump (high)
CC/2343: A0        Move vehicle/entity right/up 1x1 tiles
CC/2344: 81        Move vehicle/entity right 1 tile
CC/2345: FF        End queue
CC/2346: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2348: C8        Set object layering priority to 0 (low nibble 0)
CC/234A: FF        End queue
CC/234B: 3A    Enable player to move while event commands execute
CC/234C: FE    Return

CC/234D: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($2D4) [$1EDA, bit 4] is clear), branch to $CC236D
CC/2355: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2357: C8        Set object layering priority to 2 (low nibble 2)
CC/2359: FF        End queue
CC/235A: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/235C: C2        Set vehicle/entity's event speed to normal
CC/235D: DD        Make vehicle/entity jump (high)
CC/235E: A2        Move vehicle/entity left/down 1x1 tiles
CC/235F: 83        Move vehicle/entity left 1 tile
CC/2360: DD        Make vehicle/entity jump (high)
CC/2361: 87        Move vehicle/entity left 2 tiles
CC/2362: DD        Make vehicle/entity jump (high)
CC/2363: A3        Move vehicle/entity left/up 1x1 tiles
CC/2364: 83        Move vehicle/entity left 1 tile
CC/2365: FF        End queue
CC/2366: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2368: C8        Set object layering priority to 0 (low nibble 0)
CC/236A: FF        End queue
CC/236B: 3A    Enable player to move while event commands execute
CC/236C: FE    Return

CC/236D: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($2D5) [$1EDA, bit 5] is clear), branch to $CA5EB3 (simply returns)
CC/2375: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2377: C8        Set object layering priority to 2 (low nibble 2)
CC/2379: FF        End queue
CC/237A: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/237C: C2        Set vehicle/entity's event speed to normal
CC/237D: DD        Make vehicle/entity jump (high)
CC/237E: A2        Move vehicle/entity left/down 1x1 tiles
CC/237F: 83        Move vehicle/entity left 1 tile
CC/2380: DD        Make vehicle/entity jump (high)
CC/2381: 87        Move vehicle/entity left 2 tiles
CC/2382: DD        Make vehicle/entity jump (high)
CC/2383: A3        Move vehicle/entity left/up 1x1 tiles
CC/2384: 83        Move vehicle/entity left 1 tile
CC/2385: FF        End queue
CC/2386: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2388: C8        Set object layering priority to 0 (low nibble 0)
CC/238A: FF        End queue
CC/238B: 3A    Enable player to move while event commands execute
CC/238C: FE    Return

CC/238D: C0    If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/2393: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CC/2395: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2397: C8        Set object layering priority to 2 (low nibble 2)
CC/2399: FF        End queue
CC/239A: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/239C: C2        Set vehicle/entity's event speed to normal
CC/239D: DD        Make vehicle/entity jump (high)
CC/239E: 81        Move vehicle/entity right 1 tile
CC/239F: A1        Move vehicle/entity right/down 1x1 tiles
CC/23A0: DD        Make vehicle/entity jump (high)
CC/23A1: 85        Move vehicle/entity right 2 tiles
CC/23A2: DD        Make vehicle/entity jump (high)
CC/23A3: A0        Move vehicle/entity right/up 1x1 tiles
CC/23A4: 81        Move vehicle/entity right 1 tile
CC/23A5: FF        End queue
CC/23A6: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/23A8: C8        Set object layering priority to 0 (low nibble 0)
CC/23AA: FF        End queue
CC/23AB: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CC/23AD: 3A    Enable player to move while event commands execute
CC/23AE: FE    Return

CC/23AF: C0    If ($1E80($1B3) [$1EB6, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/23B5: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CC/23B7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/23B9: C8        Set object layering priority to 2 (low nibble 2)
CC/23BB: FF        End queue
CC/23BC: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/23BE: C2        Set vehicle/entity's event speed to normal
CC/23BF: DD        Make vehicle/entity jump (high)
CC/23C0: 83        Move vehicle/entity left 1 tile
CC/23C1: A2        Move vehicle/entity left/down 1x1 tiles
CC/23C2: DD        Make vehicle/entity jump (high)
CC/23C3: 87        Move vehicle/entity left 2 tiles
CC/23C4: DD        Make vehicle/entity jump (high)
CC/23C5: A3        Move vehicle/entity left/up 1x1 tiles
CC/23C6: 83        Move vehicle/entity left 1 tile
CC/23C7: FF        End queue
CC/23C8: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/23CA: C8        Set object layering priority to 0 (low nibble 0)
CC/23CC: FF        End queue
CC/23CD: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CC/23CF: 3A    Enable player to move while event commands execute
CC/23D0: FE    Return

CC/23D1: C0    If ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/23D7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/23D9: 8A        Move vehicle/entity down 3 tiles
CC/23DA: FF        End queue
CC/23DB: FE    Return

CC/23DC: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/23E2: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/23E4: 88        Move vehicle/entity up 3 tiles
CC/23E5: FF        End queue
CC/23E6: FE    Return

CC/23E7: C0    If ($1E80($2D0) [$1EDA, bit 0] is set), branch to $CC23FA
CC/23ED: B0    Execute the following commands until $B1 31 times
CC/23EF: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/23F3: B1        End block of repeating commands
CC/23F4: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC241D
CC/23FA: B0    Execute the following commands until $B1 31 times
CC/23FC: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/2400: B1        End block of repeating commands
CC/2401: B0    Execute the following commands until $B1 2 times
CC/2403: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/2407: B1        End block of repeating commands
CC/2408: B0    Execute the following commands until $B1 3 times
CC/240A: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/240E: B1        End block of repeating commands
CC/240F: B0    Execute the following commands until $B1 4 times
CC/2411: 51        Modify background color range from [05, 05]: Add (Black) at intensity 3
CC/2415: B1        End block of repeating commands
CC/2416: B0    Execute the following commands until $B1 24 times
CC/2418: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CC/241C: B1        End block of repeating commands
CC/241D: C0    If ($1E80($2A8) [$1ED5, bit 0] is clear), branch to $CC2427
CC/2423: B2    Call subroutine $CC2570
CC/2427: C0    If ($1E80($2AA) [$1ED5, bit 2] is clear), branch to $CC2437
CC/242D: B2    Call subroutine $CC25FE
CC/2431: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC243B
CC/2437: B2    Call subroutine $CC25CE
CC/243B: FE    Return

CC/243C: C0    If ($1E80($2D0) [$1EDA, bit 0] is set), branch to $CC244F
CC/2442: B0    Execute the following commands until $B1 6 times
CC/2444: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/2448: B1        End block of repeating commands
CC/2449: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2458
CC/244F: 7C    Enable activation of event for object $10 (NPC $10) if it comes into contact with any party
CC/2451: B0    Execute the following commands until $B1 31 times
CC/2453: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/2457: B1        End block of repeating commands
CC/2458: C0    If ($1E80($2A2) [$1ED4, bit 2] is set), branch to $CC246E
CC/245E: C0    If ($1E80($2A6) [$1ED4, bit 6] is set), branch to $CC246E
CC/2464: B2    Call subroutine $CC2523
CC/2468: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2472
CC/246E: B2    Call subroutine $CC251B
CC/2472: C0    If ($1E80($2A3) [$1ED4, bit 3] is set), branch to $CC2488
CC/2478: C0    If ($1E80($2A7) [$1ED4, bit 7] is set), branch to $CC2488
CC/247E: B2    Call subroutine $CC2533
CC/2482: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC248C
CC/2488: B2    Call subroutine $CC252B
CC/248C: C0    If ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CC249C
CC/2492: B2    Call subroutine $CC254D
CC/2496: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24A0
CC/249C: B2    Call subroutine $CC253B
CC/24A0: C0    If ($1E80($2A5) [$1ED4, bit 5] is clear), branch to $CC24AA
CC/24A6: B2    Call subroutine $CC255F
CC/24AA: C0    If ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CC24BA
CC/24B0: B2    Call subroutine $CC2596
CC/24B4: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24BE
CC/24BA: B2    Call subroutine $CC25B2
CC/24BE: C0    If ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CC24CE
CC/24C4: B2    Call subroutine $CC262E
CC/24C8: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24D2
CC/24CE: B2    Call subroutine $CC264F
CC/24D2: C0    If ($1E80($2D2) [$1EDA, bit 2] is set), branch to $CC24E8
CC/24D8: C0    If ($1E80($2D3) [$1EDA, bit 3] is set), branch to $CC24E8
CC/24DE: B2    Call subroutine $CC268E
CC/24E2: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC24EC
CC/24E8: B2    Call subroutine $CC2670
CC/24EC: C0    If ($1E80($2D4) [$1EDA, bit 4] is set), branch to $CC2502
CC/24F2: C0    If ($1E80($2D5) [$1EDA, bit 5] is set), branch to $CC2502
CC/24F8: B2    Call subroutine $CC26B9
CC/24FC: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2506
CC/2502: B2    Call subroutine $CC26AC
CC/2506: C0    If ($1E80($2D0) [$1EDA, bit 0] is clear), branch to $CC2510
CC/250C: B2    Call subroutine $CC26C6
CC/2510: C0    If ($1E80($2D6) [$1EDA, bit 6] is clear), branch to $CC251A
CC/2516: B2    Call subroutine $CC26DB
CC/251A: FE    Return

CC/251B: 73    Replace current map's Layer 1 at (32, 52) with the following (2 x 1) chunk, refresh immediately
CC/2520:       $C6, $7B
CC/2522: FE    Return

CC/2523: 73    Replace current map's Layer 1 at (32, 52) with the following (2 x 1) chunk, refresh immediately
CC/2528:       $06, $16
CC/252A: FE    Return

CC/252B: 73    Replace current map's Layer 1 at (38, 52) with the following (2 x 1) chunk, refresh immediately
CC/2530:       $C6, $7B
CC/2532: FE    Return

CC/2533: 73    Replace current map's Layer 1 at (38, 52) with the following (2 x 1) chunk, refresh immediately
CC/2538:       $06, $16
CC/253A: FE    Return

CC/253B: 73    Replace current map's Layer 1 at (33, 37) with the following (6 x 2) chunk, refresh immediately
CC/2540:       $6D, $02, $02, $6D, $6D, $02
CC/2546:       $02, $6D, $6D, $02, $02, $6D
CC/254C: FE    Return

CC/254D: 73    Replace current map's Layer 1 at (33, 37) with the following (6 x 2) chunk, refresh immediately
CC/2552:       $6D, $03, $03, $6D, $6D, $03
CC/2558:       $03, $6D, $6D, $03, $03, $6D
CC/255E: FE    Return

CC/255F: 73    Replace current map's Layer 1 at (24, 46) with the following (2 x 1) chunk, refresh immediately
CC/2564:       $6E, $7E
CC/2566: 73    Replace current map's Layer 1 at (24, 44) with the following (4 x 1) chunk, refresh immediately
CC/256B:       $6E, $7E, $6E, $6E
CC/256F: FE    Return

CC/2570: 74    Replace current map's Layer 2 at (38, 35) with the following (1 x 1) chunk
CC/2575:       $34
CC/2576: 74    Replace current map's Layer 2 at (38, 99) with the following (1 x 1) chunk
CC/257B:       $AF
CC/257C: 74    Replace current map's Layer 2 at (40, 35) with the following (1 x 1) chunk
CC/2581:       $34
CC/2582: 74    Replace current map's Layer 2 at (40, 99) with the following (1 x 1) chunk
CC/2587:       $AF
CC/2588: 74    Replace current map's Layer 2 at (42, 35) with the following (1 x 1) chunk
CC/258D:       $34
CC/258E: 74    Replace current map's Layer 2 at (42, 99) with the following (1 x 1) chunk
CC/2593:       $AF
CC/2594: 75    Refresh map after alteration
CC/2595: FE    Return

CC/2596: 74    Replace current map's Layer 2 at (42, 41) with the following (5 x 2) chunk
CC/259B:       $76, $03, $03, $5C, $0C
CC/25A0:       $03, $03, $6D, $56, $03
CC/25A5: 74    Replace current map's Layer 2 at (49, 38) with the following (2 x 3) chunk
CC/25AA:       $03, $92
CC/25AC:       $03, $96
CC/25AE:       $03, $52
CC/25B0: 75    Refresh map after alteration
CC/25B1: FE    Return

CC/25B2: 74    Replace current map's Layer 2 at (42, 41) with the following (5 x 2) chunk
CC/25B7:       $76, $02, $02, $5C, $0C
CC/25BC:       $02, $02, $6D, $56, $02
CC/25C1: 74    Replace current map's Layer 2 at (49, 38) with the following (2 x 3) chunk
CC/25C6:       $02, $92
CC/25C8:       $02, $96
CC/25CA:       $02, $52
CC/25CC: 75    Refresh map after alteration
CC/25CD: FE    Return

CC/25CE: 73    Replace current map's Layer 1 at (43, 20) with the following (6 x 7) chunk, refresh immediately
CC/25D3:       $5F, $30, $31, $31, $31, $31
CC/25D9:       $A4, $5F, $5A, $92, $96, $96
CC/25DF:       $92, $5C, $5F, $6A, $6B, $6B
CC/25E5:       $6B, $6B, $6C, $5F, $73, $30
CC/25EB:       $31, $32, $54, $66, $5F, $83
CC/25F1:       $6D, $6D, $6D, $64, $76, $6D
CC/25F7:       $93, $5F, $6D, $5F, $95, $95
CC/25FD: FE    Return

CC/25FE: 73    Replace current map's Layer 1 at (43, 20) with the following (6 x 7) chunk, refresh immediately
CC/2603:       $A2, $31, $31, $31, $31, $32
CC/2609:       $5F, $5A, $92, $96, $96, $92
CC/260F:       $5C, $5F, $6A, $6B, $6B, $6B
CC/2615:       $6B, $6C, $5F, $73, $74, $30
CC/261B:       $31, $32, $66, $5F, $83, $84
CC/2621:       $6D, $6D, $6D, $76, $5F, $93
CC/2627:       $94, $5F, $6D, $5F, $95, $6D
CC/262D: FE    Return

CC/262E: 73    Replace current map's Layer 1 at (36, 9) with the following (3 x 9) chunk, refresh immediately
CC/2633:       $6D, $03, $6D
CC/2636:       $03, $6D, $03
CC/2639:       $6D, $03, $82
CC/263C:       $03, $6D, $03
CC/263F:       $6D, $03, $6D
CC/2642:       $03, $6D, $03
CC/2645:       $6D, $03, $6D
CC/2648:       $03, $6D, $03
CC/264B:       $6D, $03, $96
CC/264E: FE    Return

CC/264F: 73    Replace current map's Layer 1 at (36, 9) with the following (3 x 9) chunk, refresh immediately
CC/2654:       $6D, $02, $6D
CC/2657:       $02, $6D, $02
CC/265A:       $6D, $02, $82
CC/265D:       $02, $6D, $02
CC/2660:       $6D, $02, $6D
CC/2663:       $02, $6D, $02
CC/2666:       $6D, $02, $6D
CC/2669:       $02, $6D, $02
CC/266C:       $6D, $02, $96
CC/266F: FE    Return

CC/2670: 74    Replace current map's Layer 2 at (18, 22) with the following (3 x 3) chunk
CC/2675:       $11, $1C, $11
CC/2678:       $11, $1C, $11
CC/267B:       $11, $1C, $11
CC/267E: 74    Replace current map's Layer 2 at (18, 86) with the following (3 x 3) chunk
CC/2683:       $34, $96, $34
CC/2686:       $34, $96, $34
CC/2689:       $34, $96, $34
CC/268C: 75    Refresh map after alteration
CC/268D: FE    Return

CC/268E: 74    Replace current map's Layer 2 at (18, 22) with the following (3 x 3) chunk
CC/2693:       $11, $11, $11
CC/2696:       $1C, $1C, $1C
CC/2699:       $11, $11, $11
CC/269C: 74    Replace current map's Layer 2 at (18, 86) with the following (3 x 3) chunk
CC/26A1:       $34, $34, $34
CC/26A4:       $92, $96, $92
CC/26A7:       $34, $34, $34
CC/26AA: 75    Refresh map after alteration
CC/26AB: FE    Return

CC/26AC: 73    Replace current map's Layer 1 at (8, 88) with the following (1 x 1) chunk, refresh immediately
CC/26B1:       $34
CC/26B2: 73    Replace current map's Layer 1 at (6, 88) with the following (1 x 1) chunk, refresh immediately
CC/26B7:       $34
CC/26B8: FE    Return

CC/26B9: 73    Replace current map's Layer 1 at (8, 88) with the following (1 x 1) chunk, refresh immediately
CC/26BE:       $96
CC/26BF: 73    Replace current map's Layer 1 at (6, 88) with the following (1 x 1) chunk, refresh immediately
CC/26C4:       $67
CC/26C5: FE    Return

CC/26C6: 74    Replace current map's Layer 2 at (19, 15) with the following (1 x 1) chunk
CC/26CB:       $1C
CC/26CC: 74    Replace current map's Layer 2 at (24, 26) with the following (1 x 1) chunk
CC/26D1:       $1C
CC/26D2: 75    Refresh map after alteration
CC/26D3: B0    Execute the following commands until $B1 31 times
CC/26D5: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/26D9: B1        End block of repeating commands
CC/26DA: FE    Return

CC/26DB: 74    Replace current map's Layer 2 at (10, 35) with the following (5 x 3) chunk
CC/26E0:       $1C, $1C, $1C, $1C, $1C
CC/26E5:       $1C, $1C, $1C, $1C, $1C
CC/26EA:       $1C, $1C, $1C, $1C, $1C
CC/26EF: 74    Replace current map's Layer 2 at (10, 99) with the following (5 x 3) chunk
CC/26F4:       $6B, $6B, $6B, $30, $31
CC/26F9:       $32, $5A, $96, $5C, $4C
CC/26FE:       $96, $4A, $96, $4B, $96
CC/2703: 75    Refresh map after alteration
CC/2704: FE    Return

CC/2705: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2706: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A2) [$1ED4, bit 2] is set), branch to $CC2717
CC/270E: D4    Set event bit $1E80($2A2) [$1ED4, bit 2]
CC/2710: F4    Play sound effect 187
CC/2712: B2    Call subroutine $CC251B
CC/2716: FE    Return

CC/2717: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2718: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A6) [$1ED4, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/2720: D4    Set event bit $1E80($2A6) [$1ED4, bit 6]
CC/2722: F4    Play sound effect 187
CC/2724: B2    Call subroutine $CC251B
CC/2728: FE    Return

CC/2729: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/272A: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A2) [$1ED4, bit 2] is clear), branch to $CC273B
CC/2732: F4    Play sound effect 187
CC/2734: B2    Call subroutine $CC2523
CC/2738: D5    Clear event bit $1E80($2A2) [$1ED4, bit 2]
CC/273A: FE    Return

CC/273B: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/273C: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A6) [$1ED4, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/2744: F4    Play sound effect 187
CC/2746: B2    Call subroutine $CC2523
CC/274A: D5    Clear event bit $1E80($2A6) [$1ED4, bit 6]
CC/274C: FE    Return

CC/274D: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/274E: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A3) [$1ED4, bit 3] is set), branch to $CC275F
CC/2756: D4    Set event bit $1E80($2A3) [$1ED4, bit 3]
CC/2758: F4    Play sound effect 187
CC/275A: B2    Call subroutine $CC252B
CC/275E: FE    Return

CC/275F: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2760: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A7) [$1ED4, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/2768: D4    Set event bit $1E80($2A7) [$1ED4, bit 7]
CC/276A: F4    Play sound effect 187
CC/276C: B2    Call subroutine $CC252B
CC/2770: FE    Return

CC/2771: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2772: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2A3) [$1ED4, bit 3] is clear), branch to $CC2783
CC/277A: F4    Play sound effect 187
CC/277C: B2    Call subroutine $CC2533
CC/2780: D5    Clear event bit $1E80($2A3) [$1ED4, bit 3]
CC/2782: FE    Return

CC/2783: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2784: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2A7) [$1ED4, bit 7] is clear), branch to $CA5EB3 (simply returns)
CC/278C: F4    Play sound effect 187
CC/278E: B2    Call subroutine $CC2533
CC/2792: D5    Clear event bit $1E80($2A7) [$1ED4, bit 7]
CC/2794: FE    Return

CC/2795: C0    If ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/279B: D4    Set event bit $1E80($2A4) [$1ED4, bit 4]
CC/279D: F4    Play sound effect 46
CC/279F: B2    Call subroutine $CC253B
CC/27A3: FE    Return

CC/27A4: C0    If ($1E80($2A4) [$1ED4, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/27AA: D5    Clear event bit $1E80($2A4) [$1ED4, bit 4]
CC/27AC: F4    Play sound effect 46
CC/27AE: B2    Call subroutine $CC254D
CC/27B2: FE    Return

CC/27B3: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/27B4: C2    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set) or ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CC27C4
CC/27BE: B2    Call subroutine $CC27D7
CC/27C2: D4    Set event bit $1E80($2C4) [$1ED8, bit 4]
CC/27C4: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/27C5: C2    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set) or ($1E80($2A4) [$1ED4, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/27CF: B2    Call subroutine $CC27D7
CC/27D3: D4    Set event bit $1E80($2C8) [$1ED9, bit 0]
CC/27D5: 3A    Enable player to move while event commands execute
CC/27D6: FE    Return

CC/27D7: F4    Play sound effect 139
CC/27D9: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/27DB: C7        Set vehicle/entity to stay still when moving
CC/27DC: DC        Make vehicle/entity jump (low)
CC/27DD: 1F        Do vehicle/entity graphical action $1F 
CC/27DE: E0        Pause for 4 * 1 (4) frames
CC/27E0: CE        Turn vehicle/entity down
CC/27E1: C6        Set vehicle/entity to walk when moving
CC/27E2: FF        End queue
CC/27E3: B0    Execute the following commands until $B1 3 times
CC/27E5: 8B        For character $31 (Party Character 0), take HP and subtract 128 (set to 1 if that would put HP below 0)
CC/27E8: 8B        For character $32 (Party Character 1), take HP and subtract 128 (set to 1 if that would put HP below 0)
CC/27EB: 8B        For character $33 (Party Character 2), take HP and subtract 128 (set to 1 if that would put HP below 0)
CC/27EE: 8B        For character $34 (Party Character 3), take HP and subtract 128 (set to 1 if that would put HP below 0)
CC/27F1: 8B        For character $31 (Party Character 0), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/27F4: 8B        For character $32 (Party Character 1), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/27F7: 8B        For character $33 (Party Character 2), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/27FA: 8B        For character $34 (Party Character 3), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/27FD: B1        End block of repeating commands
CC/27FE: B0    Execute the following commands until $B1 5 times
CC/2800: 8B        For character $31 (Party Character 0), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/2803: 8B        For character $32 (Party Character 1), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/2806: 8B        For character $33 (Party Character 2), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/2809: 8B        For character $34 (Party Character 3), take HP and subtract 2 (set to 1 if that would put HP below 0)
CC/280C: B1        End block of repeating commands
CC/280D: FE    Return

CC/280E: C0    If ($1E80($2A5) [$1ED4, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/2814: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2816: F4    Play sound effect 169
CC/2818: 74    Replace current map's Layer 2 at (24, 44) with the following (1 x 1) chunk
CC/281D:       $F1
CC/281E: 74    Replace current map's Layer 2 at (24, 109) with the following (1 x 1) chunk
CC/2823:       $10
CC/2824: 75    Refresh map after alteration
CC/2825: B2    Call subroutine $CCD994
CC/2829: 6A    Load map $0139 (Phoenix Cave, downstairs) after fade out, (upper bits $2000), place party at (25, 44), facing down
CC/282F: 38    Hold screen
CC/2830: 41    Show object $31
CC/2832: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/2834: C4        Set vehicle/entity's event speed to faster
CC/2835: 9C        Move vehicle/entity up 8 tiles
CC/2836: FF        End queue
CC/2837: 96    Restore screen from fade
CC/2838: 5C    Pause execution until fade in or fade out is complete
CC/2839: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CC/283B: C8        Set object layering priority to 2 (low nibble 2)
CC/283D: C7        Set vehicle/entity to stay still when moving
CC/283E: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/283F: C4        Set vehicle/entity's event speed to faster
CC/2840: 9E        Move vehicle/entity down 8 tiles
CC/2841: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/2842: C6        Set vehicle/entity to walk when moving
CC/2843: C8        Set object layering priority to 0 (low nibble 0)
CC/2845: FF        End queue
CC/2846: 39    Free screen
CC/2847: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/2849: 3A    Enable player to move while event commands execute
CC/284A: FE    Return

CC/284B: C0    If ($1E80($2A5) [$1ED4, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/2851: D4    Set event bit $1E80($2A5) [$1ED4, bit 5]
CC/2853: F4    Play sound effect 169
CC/2855: 73    Replace current map's Layer 1 at (24, 46) with the following (2 x 1) chunk, refresh immediately
CC/285A:       $6E, $7E
CC/285C: 91    Pause for 15 units
CC/285D: F4    Play sound effect 169
CC/285F: 73    Replace current map's Layer 1 at (24, 44) with the following (4 x 1) chunk, refresh immediately
CC/2864:       $6E, $7E, $6E, $6E
CC/2868: 3A    Enable player to move while event commands execute
CC/2869: FE    Return

CC/286A: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/286B: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set), branch to $CC2879
CC/2873: B2    Call subroutine $CC27D7
CC/2877: D4    Set event bit $1E80($2C4) [$1ED8, bit 4]
CC/2879: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/287A: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/2882: B2    Call subroutine $CC27D7
CC/2886: D4    Set event bit $1E80($2C8) [$1ED9, bit 0]
CC/2888: 3A    Enable player to move while event commands execute
CC/2889: FE    Return

CC/288A: C0    If ($1E80($2A8) [$1ED5, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/2890: D4    Set event bit $1E80($2A8) [$1ED5, bit 0]
CC/2892: 74    Replace current map's Layer 2 at (38, 35) with the following (1 x 1) chunk
CC/2897:       $34
CC/2898: 74    Replace current map's Layer 2 at (38, 99) with the following (1 x 1) chunk
CC/289D:       $AF
CC/289E: 75    Refresh map after alteration
CC/289F: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/28A1: F4    Play sound effect 187
CC/28A3: 92    Pause for 30 units
CC/28A4: 74    Replace current map's Layer 2 at (40, 35) with the following (1 x 1) chunk
CC/28A9:       $34
CC/28AA: 74    Replace current map's Layer 2 at (40, 99) with the following (1 x 1) chunk
CC/28AF:       $AF
CC/28B0: 75    Refresh map after alteration
CC/28B1: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/28B3: F4    Play sound effect 187
CC/28B5: 92    Pause for 30 units
CC/28B6: 74    Replace current map's Layer 2 at (42, 35) with the following (1 x 1) chunk
CC/28BB:       $34
CC/28BC: 74    Replace current map's Layer 2 at (42, 99) with the following (1 x 1) chunk
CC/28C1:       $AF
CC/28C2: 75    Refresh map after alteration
CC/28C3: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/28C5: F4    Play sound effect 187
CC/28C7: 3A    Enable player to move while event commands execute
CC/28C8: FE    Return

CC/28C9: C0    If ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/28CF: D4    Set event bit $1E80($2A9) [$1ED5, bit 1]
CC/28D1: F4    Play sound effect 46
CC/28D3: B2    Call subroutine $CC25B2
CC/28D7: FE    Return

CC/28D8: C0    If ($1E80($2A9) [$1ED5, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/28DE: D5    Clear event bit $1E80($2A9) [$1ED5, bit 1]
CC/28E0: F4    Play sound effect 46
CC/28E2: B2    Call subroutine $CC2596
CC/28E6: FE    Return

CC/28E7: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/28E8: C2    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set) or ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CC28F8
CC/28F2: B2    Call subroutine $CC27D7
CC/28F6: D4    Set event bit $1E80($2C4) [$1ED8, bit 4]
CC/28F8: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/28F9: C2    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set) or ($1E80($2A9) [$1ED5, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/2903: B2    Call subroutine $CC27D7
CC/2907: D4    Set event bit $1E80($2C8) [$1ED9, bit 0]
CC/2909: 3A    Enable player to move while event commands execute
CC/290A: FE    Return

CC/290B: C0    If ($1E80($2C7) [$1ED8, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/2911: C0    If ($1E80($2CB) [$1ED9, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/2917: C0    If ($1E80($2AA) [$1ED5, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/291D: D4    Set event bit $1E80($2AA) [$1ED5, bit 2]
CC/291F: B2    Call subroutine $CC25FE
CC/2923: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2925: F4    Play sound effect 187
CC/2927: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2928: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC2931
CC/292E: D4    Set event bit $1E80($2C7) [$1ED8, bit 7]
CC/2930: FE    Return

CC/2931: D4    Set event bit $1E80($2CB) [$1ED9, bit 3]
CC/2933: FE    Return

CC/2934: C0    If ($1E80($2AA) [$1ED5, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/293A: D5    Clear event bit $1E80($2AA) [$1ED5, bit 2]
CC/293C: B2    Call subroutine $CC25CE
CC/2940: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2942: F4    Play sound effect 187
CC/2944: FE    Return

CC/2945: C0    If ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/294B: D4    Set event bit $1E80($2D1) [$1EDA, bit 1]
CC/294D: F4    Play sound effect 46
CC/294F: B2    Call subroutine $CC264F
CC/2953: FE    Return

CC/2954: C0    If ($1E80($2D1) [$1EDA, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/295A: D5    Clear event bit $1E80($2D1) [$1EDA, bit 1]
CC/295C: F4    Play sound effect 46
CC/295E: B2    Call subroutine $CC262E
CC/2962: FE    Return

CC/2963: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2964: C2    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C4) [$1ED8, bit 4] is set) or ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CC2974
CC/296E: B2    Call subroutine $CC27D7
CC/2972: D4    Set event bit $1E80($2C4) [$1ED8, bit 4]
CC/2974: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2975: C2    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C8) [$1ED9, bit 0] is set) or ($1E80($2D1) [$1EDA, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/297F: B2    Call subroutine $CC27D7
CC/2983: D4    Set event bit $1E80($2C8) [$1ED9, bit 0]
CC/2985: 3A    Enable player to move while event commands execute
CC/2986: FE    Return

CC/2987: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2988: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D2) [$1EDA, bit 2] is set), branch to $CC2999
CC/2990: D4    Set event bit $1E80($2D2) [$1EDA, bit 2]
CC/2992: F4    Play sound effect 187
CC/2994: B2    Call subroutine $CC2670
CC/2998: FE    Return

CC/2999: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/299A: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D3) [$1EDA, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/29A2: D4    Set event bit $1E80($2D3) [$1EDA, bit 3]
CC/29A4: F4    Play sound effect 187
CC/29A6: B2    Call subroutine $CC2670
CC/29AA: FE    Return

CC/29AB: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/29AC: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D2) [$1EDA, bit 2] is clear), branch to $CC29BD
CC/29B4: F4    Play sound effect 187
CC/29B6: B2    Call subroutine $CC268E
CC/29BA: D5    Clear event bit $1E80($2D2) [$1EDA, bit 2]
CC/29BC: FE    Return

CC/29BD: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/29BE: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D3) [$1EDA, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/29C6: F4    Play sound effect 187
CC/29C8: B2    Call subroutine $CC268E
CC/29CC: D5    Clear event bit $1E80($2D3) [$1EDA, bit 3]
CC/29CE: FE    Return

CC/29CF: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/29D0: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D4) [$1EDA, bit 4] is set), branch to $CC29E3
CC/29D8: D4    Set event bit $1E80($2D4) [$1EDA, bit 4]
CC/29DA: D4    Set event bit $1E80($2AA) [$1ED5, bit 2]
CC/29DC: F4    Play sound effect 187
CC/29DE: B2    Call subroutine $CC26AC
CC/29E2: FE    Return

CC/29E3: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/29E4: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D5) [$1EDA, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/29EC: D4    Set event bit $1E80($2D5) [$1EDA, bit 5]
CC/29EE: D4    Set event bit $1E80($2AA) [$1ED5, bit 2]
CC/29F0: F4    Play sound effect 187
CC/29F2: B2    Call subroutine $CC26AC
CC/29F6: FE    Return

CC/29F7: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/29F8: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2D4) [$1EDA, bit 4] is clear), branch to $CC2A0B
CC/2A00: F4    Play sound effect 187
CC/2A02: B2    Call subroutine $CC26B9
CC/2A06: D5    Clear event bit $1E80($2D4) [$1EDA, bit 4]
CC/2A08: D5    Clear event bit $1E80($2AA) [$1ED5, bit 2]
CC/2A0A: FE    Return

CC/2A0B: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2A0C: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2D5) [$1EDA, bit 5] is clear), branch to $CA5EB3 (simply returns)
CC/2A14: F4    Play sound effect 187
CC/2A16: B2    Call subroutine $CC26B9
CC/2A1A: D5    Clear event bit $1E80($2D5) [$1EDA, bit 5]
CC/2A1C: D5    Clear event bit $1E80($2AA) [$1ED5, bit 2]
CC/2A1E: FE    Return

CC/2A1F: C2    If ($1E80($2D0) [$1EDA, bit 0] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/2A29: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/2A2B: 17        Do vehicle/entity graphical action $17 
CC/2A2C: FF        End queue
CC/2A2D: F4    Play sound effect 150
CC/2A2F: 38    Hold screen
CC/2A30: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/2A32: C2        Set vehicle/entity's event speed to normal
CC/2A33: 9E        Move vehicle/entity down 8 tiles
CC/2A34: 82        Move vehicle/entity down 1 tile
CC/2A35: FF        End queue
CC/2A36: F4    Play sound effect 234
CC/2A38: B0    Execute the following commands until $B1 8 times
CC/2A3A: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/2A3E: 91        Pause for 15 units
CC/2A3F: B1        End block of repeating commands
CC/2A40: B0    Execute the following commands until $B1 24 times
CC/2A42: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/2A46: B1        End block of repeating commands
CC/2A47: 74    Replace current map's Layer 2 at (19, 15) with the following (1 x 1) chunk
CC/2A4C:       $1C
CC/2A4D: 74    Replace current map's Layer 2 at (24, 26) with the following (1 x 1) chunk
CC/2A52:       $1C
CC/2A53: 74    Replace current map's Layer 2 at (13, 29) with the following (1 x 4) chunk
CC/2A58:       $5F
CC/2A59:       $AF
CC/2A5A:       $AF
CC/2A5B:       $5F
CC/2A5C: 75    Refresh map after alteration
CC/2A5D: 39    Free screen
CC/2A5E: 6A    Load map $0139 (Phoenix Cave, downstairs) after fade out, (upper bits $0000), place party at (10, 16), facing up
CC/2A64: 42    Hide object $31
CC/2A66: 96    Restore screen from fade
CC/2A67: 5C    Pause execution until fade in or fade out is complete
CC/2A68: F4    Play sound effect 95
CC/2A6A: B0    Execute the following commands until $B1 8 times
CC/2A6C: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CC/2A70: 91        Pause for 15 units
CC/2A71: B1        End block of repeating commands
CC/2A72: B0    Execute the following commands until $B1 16 times
CC/2A74: 51        Modify background color range from [60, 6F]: Do <unknown operation> (Black) at intensity 3
CC/2A78: B4        Pause for 8 units
CC/2A7A: B1        End block of repeating commands
CC/2A7B: B0    Execute the following commands until $B1 2 times
CC/2A7D: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/2A81: B4        Pause for 8 units
CC/2A83: B1        End block of repeating commands
CC/2A84: B0    Execute the following commands until $B1 3 times
CC/2A86: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/2A8A: B4        Pause for 8 units
CC/2A8C: B1        End block of repeating commands
CC/2A8D: B0    Execute the following commands until $B1 4 times
CC/2A8F: 51        Modify background color range from [05, 05]: Add (Black) at intensity 3
CC/2A93: B4        Pause for 8 units
CC/2A95: B1        End block of repeating commands
CC/2A96: 95    Pause for 120 units
CC/2A97: D4    Set event bit $1E80($2D0) [$1EDA, bit 0]
CC/2A99: DC    Set event bit $1E80($69C) [$1F53, bit 4]
CC/2A9B: 6A    Load map $013B (Phoenix Cave, upstairs) after fade out, (upper bits $2000), place party at (19, 10), facing down
CC/2AA1: 41    Show object $31
CC/2AA3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/2AA5: CE        Turn vehicle/entity down
CC/2AA6: FF        End queue
CC/2AA7: 59    Unfade screen at speed $08
CC/2AA9: 5C    Pause execution until fade in or fade out is complete
CC/2AAA: 3A    Enable player to move while event commands execute
CC/2AAB: FE    Return

CC/2AAC: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2AAD: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C5) [$1ED8, bit 5] is set), branch to $CC2ABF
CC/2AB5: D4    Set event bit $1E80($2C5) [$1ED8, bit 5]
CC/2AB7: F4    Play sound effect 150
CC/2AB9: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2ACC
CC/2ABF: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2AC0: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2C9) [$1ED9, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/2AC8: D4    Set event bit $1E80($2C9) [$1ED9, bit 1]
CC/2ACA: F4    Play sound effect 150
CC/2ACC: C0    If ($1E80($2C6) [$1ED8, bit 6] is clear), branch to $CC2ADE
CC/2AD2: B2    Call subroutine $CC26DB
CC/2AD6: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2AD8: F4    Play sound effect 187
CC/2ADA: D4    Set event bit $1E80($2D6) [$1EDA, bit 6]
CC/2ADC: 3A    Enable player to move while event commands execute
CC/2ADD: FE    Return

CC/2ADE: C0    If ($1E80($2CA) [$1ED9, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/2AE4: B2    Call subroutine $CC26DB
CC/2AE8: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2AEA: F4    Play sound effect 187
CC/2AEC: D4    Set event bit $1E80($2D6) [$1EDA, bit 6]
CC/2AEE: 3A    Enable player to move while event commands execute
CC/2AEF: FE    Return

CC/2AF0: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2AF1: C1    If ($1E80($1A1) [$1EB4, bit 1] is clear) or ($1E80($2C6) [$1ED8, bit 6] is set), branch to $CC2B03
CC/2AF9: D4    Set event bit $1E80($2C6) [$1ED8, bit 6]
CC/2AFB: F4    Play sound effect 150
CC/2AFD: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC2B10
CC/2B03: E4    Set CaseWord bit corresponding to the number of the currently active party
CC/2B04: C1    If ($1E80($1A2) [$1EB4, bit 2] is clear) or ($1E80($2CA) [$1ED9, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/2B0C: D4    Set event bit $1E80($2CA) [$1ED9, bit 2]
CC/2B0E: F4    Play sound effect 150
CC/2B10: C0    If ($1E80($2C5) [$1ED8, bit 5] is clear), branch to $CC2B22
CC/2B16: B2    Call subroutine $CC26DB
CC/2B1A: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2B1C: F4    Play sound effect 187
CC/2B1E: D4    Set event bit $1E80($2D6) [$1EDA, bit 6]
CC/2B20: 3A    Enable player to move while event commands execute
CC/2B21: FE    Return

CC/2B22: C0    If ($1E80($2C9) [$1ED9, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/2B28: B2    Call subroutine $CC26DB
CC/2B2C: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/2B2E: F4    Play sound effect 187
CC/2B30: D4    Set event bit $1E80($2D6) [$1EDA, bit 6]
CC/2B32: 3A    Enable player to move while event commands execute
CC/2B33: FE    Return

CC/2B34: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/2B3A: DC    Set event bit $1E80($698) [$1F53, bit 0]
CC/2B3C: 3D    Create object $10
CC/2B3E: 41    Show object $10
CC/2B40: 45    Refresh objects
CC/2B41: 3A    Enable player to move while event commands execute
CC/2B42: FE    Return

CC/2B43: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/2B49: DD    Clear event bit $1E80($698) [$1F53, bit 0]
CC/2B4B: D0    Set event bit $1E80($0D7) [$1E9A, bit 7]
CC/2B4D: 3D    Create object $11
CC/2B4F: 45    Refresh objects
CC/2B50: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/2B52: 80        Move vehicle/entity up 1 tile
CC/2B53: FF        End queue
CC/2B54: B2    Call subroutine $CAC6AC
CC/2B58: B2    Call subroutine $CB2E34
CC/2B5C: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/2B5E: C2        Set vehicle/entity's event speed to normal
CC/2B5F: 83        Move vehicle/entity left 1 tile
CC/2B60: CC        Turn vehicle/entity up
CC/2B61: FF        End queue
CC/2B62: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/2B64: C2        Set vehicle/entity's event speed to normal
CC/2B65: CC        Turn vehicle/entity up
CC/2B66: FF        End queue
CC/2B67: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/2B69: C2        Set vehicle/entity's event speed to normal
CC/2B6A: 81        Move vehicle/entity right 1 tile
CC/2B6B: CC        Turn vehicle/entity up
CC/2B6C: FF        End queue
CC/2B6D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/2B6F: C2        Set vehicle/entity's event speed to normal
CC/2B70: 80        Move vehicle/entity up 1 tile
CC/2B71: E0        Pause for 4 * 6 (24) frames
CC/2B73: FF        End queue
CC/2B74: B5    Pause for 15 * 6 (90) units
CC/2B76: F4    Play sound effect 166
CC/2B78: 73    Replace current map's Layer 1 at (6, 47) with the following (1 x 1) chunk, refresh immediately
CC/2B7D:       $12
CC/2B7E: 92    Pause for 30 units
CC/2B7F: F4    Play sound effect 103
CC/2B81: 94    Pause for 60 units
CC/2B82: 4B    Display dialogue message $0A20, wait for button press (At bottom of screen)
               LOCKE!!
CC/2B85: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/2B87: 1F        Do vehicle/entity graphical action $1F 
CC/2B88: FF        End queue
CC/2B89: 92    Pause for 30 units
CC/2B8A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/2B8C: CE        Turn vehicle/entity down
CC/2B8D: FF        End queue
CC/2B8E: 92    Pause for 30 units
CC/2B8F: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/2B91: C2        Set vehicle/entity's event speed to normal
CC/2B92: 82        Move vehicle/entity down 1 tile
CC/2B93: FF        End queue
CC/2B94: 92    Pause for 30 units
CC/2B95: 4B    Display dialogue message $0A21, wait for button press (At bottom of screen)
               LOCKE: You're all safe!  Behold
               A legendary relic that can restore life
CC/2B98: 92    Pause for 30 units
CC/2B99: 41    Show object $11
CC/2B9B: F4    Play sound effect 103
CC/2B9D: 94    Pause for 60 units
CC/2B9E: 4B    Display dialogue message $0A22, wait for button press (At bottom of screen)
               That looks like 
               Magicite
               LOCKE: Correct!
               Legend has it that ages ago the Phoenix was turned to stone
               And many legends are based on facts
               This has some major cracks in it though
               I fear it may have lost its power over time
CC/2BA1: 92    Pause for 30 units
CC/2BA2: 42    Hide object $11
CC/2BA4: 92    Pause for 30 units
CC/2BA5: DE    Load CaseWord with the characters in the currently active party?
CC/2BA6: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC2BAF
CC/2BAC: 4B    Display dialogue message $0A23, wait for button press (At bottom of screen)
               CELES: LOCKE
               That's for Rachel, isn't it?
CC/2BAF: 92    Pause for 30 units
CC/2BB0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/2BB2: 20        Do vehicle/entity graphical action $20 
CC/2BB3: FF        End queue
CC/2BB4: B5    Pause for 15 * 6 (90) units
CC/2BB6: 4B    Display dialogue message $0A24, wait for button press (At bottom of screen)
               LOCKE: I wasn't able to save Rachel
               I've lost all sense of purpose
               My life will have no meaning until I can right this terrible wrong
CC/2BB9: B5    Pause for 15 * 6 (90) units
CC/2BBB: 4B    Display dialogue message $0A25, wait for button press (At bottom of screen)
               Will you come with us?
               Only as far as Kohlingen
CC/2BBE: 94    Pause for 60 units
CC/2BBF: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/2BC1: CE        Turn vehicle/entity down
CC/2BC2: FF        End queue
CC/2BC3: 94    Pause for 60 units
CC/2BC4: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/2BC6: 20        Do vehicle/entity graphical action $20 
CC/2BC7: E0        Pause for 4 * 4 (16) frames
CC/2BC9: CE        Turn vehicle/entity down
CC/2BCA: FF        End queue
CC/2BCB: 94    Pause for 60 units
CC/2BCC: F2    Fade out current song with transition time 160
CC/2BCE: 5A    Fade screen at speed $04
CC/2BD0: 5C    Pause execution until fade in or fade out is complete
CC/2BD1: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/2BD3: 95    Pause for 120 units
CC/2BD4: F0    Play song 0 (Silence), (high bit clear), full volume
CC/2BD6: 6B    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $3000), place party at (8, 7), facing left
CC/2BDC: 42    Hide object $10
CC/2BDE: 45    Refresh objects
CC/2BDF: 46    Make party 2 the current party
CC/2BE1: 45    Refresh objects
CC/2BE2: 47    Make character in slot 0 the lead character
CC/2BE3: 42    Hide object $31
CC/2BE5: 42    Hide object $32
CC/2BE7: 42    Hide object $33
CC/2BE9: 42    Hide object $34
CC/2BEB: 46    Make party 1 the current party
CC/2BED: 45    Refresh objects
CC/2BEE: 47    Make character in slot 0 the lead character
CC/2BEF: 42    Hide object $31
CC/2BF1: 42    Hide object $32
CC/2BF3: 42    Hide object $33
CC/2BF5: 42    Hide object $34
CC/2BF7: 48    Display dialogue message $0A26, continue executing commands (Show text only)
               
               
               
                  The village of Kohlingen 
CC/2BFA: 94    Pause for 60 units
CC/2BFB: 59    Unfade screen at speed $02
CC/2BFD: 5C    Pause execution until fade in or fade out is complete
CC/2BFE: 95    Pause for 120 units
CC/2BFF: 5A    Fade screen at speed $02
CC/2C01: 5C    Pause execution until fade in or fade out is complete
CC/2C02: B2    Call subroutine $CACB25
CC/2C06: 3D    Create object $06
CC/2C08: 45    Refresh objects
CC/2C09: 3F    Assign character $06 (Actor in stot 6) to party 1
CC/2C0C: 3F    Remove character $09 (Actor in stot 9) from the party
CC/2C0F: 3F    Remove character $00 (Actor in stot 0) from the party
CC/2C12: 3F    Remove character $01 (Actor in stot 1) from the party
CC/2C15: 3F    Remove character $04 (Actor in stot 4) from the party
CC/2C18: 3F    Remove character $05 (Actor in stot 5) from the party
CC/2C1B: 3F    Remove character $02 (Actor in stot 2) from the party
CC/2C1E: 3F    Remove character $03 (Actor in stot 3) from the party
CC/2C21: 3F    Remove character $0B (Actor in stot 11) from the party
CC/2C24: 3F    Remove character $07 (Actor in stot 7) from the party
CC/2C27: 3F    Remove character $08 (Actor in stot 8) from the party
CC/2C2A: 3F    Remove character $0A (Actor in stot 10) from the party
CC/2C2D: 3F    Remove character $0C (Actor in stot 12) from the party
CC/2C30: 3F    Remove character $0D (Actor in stot 13) from the party
CC/2C33: 45    Refresh objects
CC/2C34: B2    Call subroutine $CACCA4
CC/2C38: 47    Make character in slot 0 the lead character
CC/2C39: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/2C3B: F0    Play song 0 (Silence), (high bit clear), full volume
CC/2C3D: DC    Set event bit $1E80($687) [$1F50, bit 7]
CC/2C3F: 6B    Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $3000), place party at (10, 57), facing left
CC/2C45: 42    Hide object $31
CC/2C47: 3D    Create object $01
CC/2C49: 45    Refresh objects
CC/2C4A: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/2C4C: C7        Set vehicle/entity to stay still when moving
CC/2C4D: 2D        Do vehicle/entity graphical action $2D 
CC/2C4E: FF        End queue
CC/2C4F: 38    Hold screen
CC/2C50: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CC/2C52: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/2C54: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/2C56: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/2C58: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/2C5A: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/2C5C: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/2C5E: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/2C60: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CC/2C62: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CC/2C64: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/2C66: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/2C68: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/2C6A: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/2C6C: C3        Set vehicle/entity's event speed to fast
CC/2C6D: FF        End queue
CC/2C6E: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/2C70: C3        Set vehicle/entity's event speed to fast
CC/2C71: FF        End queue
CC/2C72: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/2C74: C3        Set vehicle/entity's event speed to fast
CC/2C75: FF        End queue
CC/2C76: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/2C78: C3        Set vehicle/entity's event speed to fast
CC/2C79: FF        End queue
CC/2C7A: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CC/2C7C: C3        Set vehicle/entity's event speed to fast
CC/2C7D: FF        End queue
CC/2C7E: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/2C80: C3        Set vehicle/entity's event speed to fast
CC/2C81: FF        End queue
CC/2C82: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CC/2C84: C3        Set vehicle/entity's event speed to fast
CC/2C85: FF        End queue
CC/2C86: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CC/2C88: C3        Set vehicle/entity's event speed to fast
CC/2C89: FF        End queue
CC/2C8A: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/2C8C: C3        Set vehicle/entity's event speed to fast
CC/2C8D: FF        End queue
CC/2C8E: 59    Unfade screen at speed $02
CC/2C90: 5C    Pause execution until fade in or fade out is complete
CC/2C91: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CC/2C93: D5        Set vehicle/entity's position to (15, 55)
CC/2C96: C2        Set vehicle/entity's event speed to normal
CC/2C97: CF        Turn vehicle/entity left
CC/2C98: C6        Set vehicle/entity to walk when moving
CC/2C99: C8        Set object layering priority to 0 (low nibble 0)
CC/2C9B: FF        End queue
CC/2C9C: 41    Show object $01
CC/2C9E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/2CA0: A2        Move vehicle/entity left/down 1x1 tiles
CC/2CA1: A2        Move vehicle/entity left/down 1x1 tiles
CC/2CA2: FF        End queue
CC/2CA3: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/2CA5: C2        Set vehicle/entity's event speed to normal
CC/2CA6: 86        Move vehicle/entity down 2 tiles
CC/2CA7: 89        Move vehicle/entity right 3 tiles
CC/2CA8: FF        End queue
CC/2CA9: 92    Pause for 30 units
CC/2CAA: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/2CAC: 80        Move vehicle/entity up 1 tile
CC/2CAD: CE        Turn vehicle/entity down
CC/2CAE: FF        End queue
CC/2CAF: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CB1: 87        Move vehicle/entity left 2 tiles
CC/2CB2: FF        End queue
CC/2CB3: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/2CB5: CF        Turn vehicle/entity left
CC/2CB6: FF        End queue
CC/2CB7: 92    Pause for 30 units
CC/2CB8: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CC/2CBA: C1        Set vehicle/entity's event speed to slow
CC/2CBB: 87        Move vehicle/entity left 2 tiles
CC/2CBC: FF        End queue
CC/2CBD: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/2CBF: C0        Set vehicle/entity's event speed to slowest
CC/2CC0: 87        Move vehicle/entity left 2 tiles
CC/2CC1: E0        Pause for 4 * 8 (32) frames
CC/2CC3: FF        End queue
CC/2CC4: 94    Pause for 60 units
CC/2CC5: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CC7: CE        Turn vehicle/entity down
CC/2CC8: FF        End queue
CC/2CC9: 92    Pause for 30 units
CC/2CCA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CCC: 18        Do vehicle/entity graphical action $18 
CC/2CCD: FF        End queue
CC/2CCE: F4    Play sound effect 141
CC/2CD0: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/2CD2: D5        Set vehicle/entity's position to (9, 57)
CC/2CD5: C1        Set vehicle/entity's event speed to slow
CC/2CD6: FF        End queue
CC/2CD7: 94    Pause for 60 units
CC/2CD8: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/2CDA: CF        Turn vehicle/entity left
CC/2CDB: FF        End queue
CC/2CDC: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/2CDE: 83        Move vehicle/entity left 1 tile
CC/2CDF: FF        End queue
CC/2CE0: 94    Pause for 60 units
CC/2CE1: B5    Pause for 15 * 6 (90) units
CC/2CE3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CE5: 15        Do vehicle/entity graphical action $15 
CC/2CE6: FF        End queue
CC/2CE7: B4    Pause for 3 units
CC/2CE9: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CEB: CF        Turn vehicle/entity left
CC/2CEC: FF        End queue
CC/2CED: 92    Pause for 30 units
CC/2CEE: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CF0: 15        Do vehicle/entity graphical action $15 
CC/2CF1: FF        End queue
CC/2CF2: B4    Pause for 3 units
CC/2CF4: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CF6: CF        Turn vehicle/entity left
CC/2CF7: FF        End queue
CC/2CF8: B5    Pause for 15 * 12 (180) units
CC/2CFA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2CFC: 22        Do vehicle/entity graphical action $22 
CC/2CFD: FF        End queue
CC/2CFE: 95    Pause for 120 units
CC/2CFF: 92    Pause for 30 units
CC/2D00: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/2D02: 87        Move vehicle/entity left 2 tiles
CC/2D03: FF        End queue
CC/2D04: 94    Pause for 60 units
CC/2D05: 4B    Display dialogue message $0A27, wait for button press
               PATRIARCH: If only the Magicite didn't bear those deep cracks
               I think you've been wasting your time, young man!
CC/2D08: 92    Pause for 30 units
CC/2D09: F4    Play sound effect 103
CC/2D0B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/2D0D: CF        Turn vehicle/entity left
CC/2D0E: FF        End queue
CC/2D0F: B0    Execute the following commands until $B1 31 times
CC/2D11: 53        Modify object color range from [20, 2F]: Add (Black) at intensity 3
CC/2D15: B1        End block of repeating commands
CC/2D16: B0    Execute the following commands until $B1 31 times
CC/2D18: 53        Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3
CC/2D1C: B1        End block of repeating commands
CC/2D1D: 92    Pause for 30 units
CC/2D1E: F4    Play sound effect 103
CC/2D20: B0    Execute the following commands until $B1 31 times
CC/2D22: 53        Modify object color range from [20, 2F]: Add (Black) at intensity 3
CC/2D26: B1        End block of repeating commands
CC/2D27: B0    Execute the following commands until $B1 31 times
CC/2D29: 53        Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3
CC/2D2D: B1        End block of repeating commands
CC/2D2E: 94    Pause for 60 units
CC/2D2F: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/2D31: CC        Turn vehicle/entity up
CC/2D32: FF        End queue
CC/2D33: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/2D35: CC        Turn vehicle/entity up
CC/2D36: FF        End queue
CC/2D37: 1D    Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete)
CC/2D39: C3        Set vehicle/entity's event speed to fast
CC/2D3A: 84        Move vehicle/entity up 2 tiles
CC/2D3B: C1        Set vehicle/entity's event speed to slow
CC/2D3C: 80        Move vehicle/entity up 1 tile
CC/2D3D: C0        Set vehicle/entity's event speed to slowest
CC/2D3E: 80        Move vehicle/entity up 1 tile
CC/2D3F: FF        End queue
CC/2D40: 94    Pause for 60 units
CC/2D41: F4    Play sound effect 103
CC/2D43: B2    Call subroutine $CC3297
CC/2D47: 91    Pause for 15 units
CC/2D48: B2    Call subroutine $CC32B9
CC/2D4C: 94    Pause for 60 units
CC/2D4D: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CC/2D4F: C7        Set vehicle/entity to stay still when moving
CC/2D50: DC        Make vehicle/entity jump (low)
CC/2D51: 81        Move vehicle/entity right 1 tile
CC/2D52: CF        Turn vehicle/entity left
CC/2D53: FF        End queue
CC/2D54: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CC/2D56: D5        Set vehicle/entity's position to (8, 53)
CC/2D59: FF        End queue
CC/2D5A: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CC/2D5C: D5        Set vehicle/entity's position to (0, 0)
CC/2D5F: FF        End queue
CC/2D60: 91    Pause for 15 units
CC/2D61: F4    Play sound effect 108
CC/2D63: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CC/2D65: D5        Set vehicle/entity's position to (8, 53)
CC/2D68: DC        Make vehicle/entity jump (low)
CC/2D69: 82        Move vehicle/entity down 1 tile
CC/2D6A: FF        End queue
CC/2D6B: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CC/2D6D: D5        Set vehicle/entity's position to (8, 53)
CC/2D70: DC        Make vehicle/entity jump (low)
CC/2D71: A3        Move vehicle/entity left/up 1x1 tiles
CC/2D72: FF        End queue
CC/2D73: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long 
CC/2D75: D5        Set vehicle/entity's position to (8, 53)
CC/2D78: DC        Make vehicle/entity jump (low)
CC/2D79: A0        Move vehicle/entity right/up 1x1 tiles
CC/2D7A: FF        End queue
CC/2D7B: B4    Pause for 14 units
CC/2D7D: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/2D7F: D5        Set vehicle/entity's position to (8, 54)
CC/2D82: 86        Move vehicle/entity down 2 tiles
CC/2D83: FF        End queue
CC/2D84: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/2D86: D5        Set vehicle/entity's position to (7, 52)
CC/2D89: 86        Move vehicle/entity down 2 tiles
CC/2D8A: FF        End queue
CC/2D8B: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/2D8D: D5        Set vehicle/entity's position to (9, 52)
CC/2D90: 86        Move vehicle/entity down 2 tiles
CC/2D91: FF        End queue
CC/2D92: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2D94: D5        Set vehicle/entity's position to (8, 54)
CC/2D97: 8A        Move vehicle/entity down 3 tiles
CC/2D98: FF        End queue
CC/2D99: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2D9B: D5        Set vehicle/entity's position to (7, 52)
CC/2D9E: 8A        Move vehicle/entity down 3 tiles
CC/2D9F: FF        End queue
CC/2DA0: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2DA2: D5        Set vehicle/entity's position to (9, 52)
CC/2DA5: 8A        Move vehicle/entity down 3 tiles
CC/2DA6: FF        End queue
CC/2DA7: B4    Pause for 14 units
CC/2DA9: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/2DAB: 82        Move vehicle/entity down 1 tile
CC/2DAC: D5        Set vehicle/entity's position to (0, 0)
CC/2DAF: FF        End queue
CC/2DB0: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CC/2DB2: 82        Move vehicle/entity down 1 tile
CC/2DB3: D5        Set vehicle/entity's position to (0, 0)
CC/2DB6: FF        End queue
CC/2DB7: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CC/2DB9: 82        Move vehicle/entity down 1 tile
CC/2DBA: D5        Set vehicle/entity's position to (0, 0)
CC/2DBD: FF        End queue
CC/2DBE: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/2DC0: 82        Move vehicle/entity down 1 tile
CC/2DC1: D5        Set vehicle/entity's position to (8, 55)
CC/2DC4: FF        End queue
CC/2DC5: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/2DC7: 82        Move vehicle/entity down 1 tile
CC/2DC8: D5        Set vehicle/entity's position to (7, 53)
CC/2DCB: FF        End queue
CC/2DCC: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/2DCE: 82        Move vehicle/entity down 1 tile
CC/2DCF: D5        Set vehicle/entity's position to (9, 53)
CC/2DD2: FF        End queue
CC/2DD3: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2DD5: 82        Move vehicle/entity down 1 tile
CC/2DD6: D5        Set vehicle/entity's position to (8, 56)
CC/2DD9: FF        End queue
CC/2DDA: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2DDC: 82        Move vehicle/entity down 1 tile
CC/2DDD: D5        Set vehicle/entity's position to (7, 54)
CC/2DE0: FF        End queue
CC/2DE1: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2DE3: 82        Move vehicle/entity down 1 tile
CC/2DE4: D5        Set vehicle/entity's position to (9, 54)
CC/2DE7: FF        End queue
CC/2DE8: B4    Pause for 5 units
CC/2DEA: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/2DEC: 82        Move vehicle/entity down 1 tile
CC/2DED: D5        Set vehicle/entity's position to (0, 0)
CC/2DF0: FF        End queue
CC/2DF1: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/2DF3: 82        Move vehicle/entity down 1 tile
CC/2DF4: D5        Set vehicle/entity's position to (0, 0)
CC/2DF7: FF        End queue
CC/2DF8: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/2DFA: 82        Move vehicle/entity down 1 tile
CC/2DFB: D5        Set vehicle/entity's position to (0, 0)
CC/2DFE: FF        End queue
CC/2DFF: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2E01: 82        Move vehicle/entity down 1 tile
CC/2E02: D5        Set vehicle/entity's position to (8, 56)
CC/2E05: FF        End queue
CC/2E06: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2E08: 82        Move vehicle/entity down 1 tile
CC/2E09: D5        Set vehicle/entity's position to (7, 54)
CC/2E0C: FF        End queue
CC/2E0D: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2E0F: 82        Move vehicle/entity down 1 tile
CC/2E10: D5        Set vehicle/entity's position to (9, 54)
CC/2E13: FF        End queue
CC/2E14: B4    Pause for 5 units
CC/2E16: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2E18: 82        Move vehicle/entity down 1 tile
CC/2E19: D5        Set vehicle/entity's position to (0, 0)
CC/2E1C: FF        End queue
CC/2E1D: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2E1F: 82        Move vehicle/entity down 1 tile
CC/2E20: D5        Set vehicle/entity's position to (0, 0)
CC/2E23: FF        End queue
CC/2E24: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2E26: 82        Move vehicle/entity down 1 tile
CC/2E27: D5        Set vehicle/entity's position to (0, 0)
CC/2E2A: FF        End queue
CC/2E2B: B4    Pause for 5 units
CC/2E2D: 94    Pause for 60 units
CC/2E2E: 4B    Display dialogue message $0A29, wait for button press (At bottom of screen)
               PATRIARCH: Uwaaaaaa!
               The Magicite's gonna shatter!
CC/2E31: 94    Pause for 60 units
CC/2E32: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2E34: 21        Do vehicle/entity graphical action $21 
CC/2E35: FF        End queue
CC/2E36: B5    Pause for 15 * 12 (180) units
CC/2E38: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/2E3A: CE        Turn vehicle/entity down
CC/2E3B: FF        End queue
CC/2E3C: 91    Pause for 15 units
CC/2E3D: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/2E3F: 2D        Do vehicle/entity graphical action $2D 
CC/2E40: FF        End queue
CC/2E41: 94    Pause for 60 units
CC/2E42: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/2E44: CE        Turn vehicle/entity down
CC/2E45: FF        End queue
CC/2E46: 92    Pause for 30 units
CC/2E47: 4B    Display dialogue message $0A2A, wait for button press (At bottom of screen)
               RACHEL: LOCKE
CC/2E4A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2E4C: CF        Turn vehicle/entity left
CC/2E4D: FF        End queue
CC/2E4E: 92    Pause for 30 units
CC/2E4F: 4B    Display dialogue message $0A28, wait for button press (At bottom of screen)
               LOCKE: Rachel!!!
CC/2E52: 94    Pause for 60 units
CC/2E53: F0    Play song 14 (Forever Rachel), (high bit clear), full volume
CC/2E55: 95    Pause for 120 units
CC/2E56: F4    Play sound effect 103
CC/2E58: B0    Execute the following commands until $B1 2 times
CC/2E5A: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/2E5E: B1        End block of repeating commands
CC/2E5F: 91    Pause for 15 units
CC/2E60: B0    Execute the following commands until $B1 2 times
CC/2E62: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/2E66: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/2E6A: B1        End block of repeating commands
CC/2E6B: 91    Pause for 15 units
CC/2E6C: B0    Execute the following commands until $B1 6 times
CC/2E6E: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/2E72: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/2E76: 51        Modify background color range from [05, 05]: Add (Black) at intensity 3
CC/2E7A: B1        End block of repeating commands
CC/2E7B: 95    Pause for 120 units
CC/2E7C: 4B    Display dialogue message $0A2C, wait for button press (At bottom of screen)
               RACHEL: LOCKE
               I've dreamed of seeing you.
               I wanted to hear your voice.
               LOCKE: Rachel
               RACHEL: The Phoenix has given me so little time
               I have to leave again soon
               But I have something I must tell you
CC/2E7F: 92    Pause for 30 units
CC/2E80: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2E82: 15        Do vehicle/entity graphical action $15 
CC/2E83: FF        End queue
CC/2E84: B4    Pause for 3 units
CC/2E86: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2E88: CF        Turn vehicle/entity left
CC/2E89: FF        End queue
CC/2E8A: 92    Pause for 30 units
CC/2E8B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2E8D: 15        Do vehicle/entity graphical action $15 
CC/2E8E: FF        End queue
CC/2E8F: B4    Pause for 3 units
CC/2E91: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2E93: CF        Turn vehicle/entity left
CC/2E94: FF        End queue
CC/2E95: 92    Pause for 30 units
CC/2E96: 4B    Display dialogue message $0A2D, wait for button press (At bottom of screen)
               LOCKE: 
               RACHEL: LOCKE  
               With you I was so happy
               In the instant that the accident occurred, I thought only of you 
               And about the joy you brought me. Thank you, LOCKE
               I'll never forget you 
CC/2E99: 95    Pause for 120 units
CC/2E9A: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/2E9C: 2D        Do vehicle/entity graphical action $2D 
CC/2E9D: FF        End queue
CC/2E9E: 92    Pause for 30 units
CC/2E9F: F4    Play sound effect 103
CC/2EA1: B2    Call subroutine $CC32B9
CC/2EA5: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/2EA7: C3        Set vehicle/entity's event speed to fast
CC/2EA8: 84        Move vehicle/entity up 2 tiles
CC/2EA9: 87        Move vehicle/entity left 2 tiles
CC/2EAA: 86        Move vehicle/entity down 2 tiles
CC/2EAB: CD        Turn vehicle/entity right
CC/2EAC: FF        End queue
CC/2EAD: 4B    Display dialogue message $0A2E, wait for button press (At bottom of screen)
               LOCKE: RACHEL!!!!
               RACHEL: I have to go now 
               I'll always love you
               You must now cast off the anguish you've been harboring inside for so long
               Today I set your heart free.
               You must learn to love yourself again, and regain your self respect.
                Phoenix!
               Be reborn again!!
               And give your powerto LOCKE!!
CC/2EB0: 94    Pause for 60 units
CC/2EB1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/2EB3: CC        Turn vehicle/entity up
CC/2EB4: FF        End queue
CC/2EB5: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/2EB7: C2        Set vehicle/entity's event speed to normal
CC/2EB8: 83        Move vehicle/entity left 1 tile
CC/2EB9: CF        Turn vehicle/entity left
CC/2EBA: FF        End queue
CC/2EBB: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/2EBD: C0        Set vehicle/entity's event speed to slowest
CC/2EBE: 88        Move vehicle/entity up 3 tiles
CC/2EBF: FF        End queue
CC/2EC0: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/2EC2: CC        Turn vehicle/entity up
CC/2EC3: FF        End queue
CC/2EC4: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/2EC6: C3        Set vehicle/entity's event speed to fast
CC/2EC7: 80        Move vehicle/entity up 1 tile
CC/2EC8: FF        End queue
CC/2EC9: 92    Pause for 30 units
CC/2ECA: 4B    Display dialogue message $0A28, wait for button press (At bottom of screen)
               LOCKE: Rachel!!!
CC/2ECD: B5    Pause for 15 * 6 (90) units
CC/2ECF: 92    Pause for 30 units
CC/2ED0: 42    Hide object $13
CC/2ED2: B4    Pause for 14 units
CC/2ED4: 41    Show object $13
CC/2ED6: B4    Pause for 14 units
CC/2ED8: 42    Hide object $13
CC/2EDA: B4    Pause for 8 units
CC/2EDC: 41    Show object $13
CC/2EDE: B4    Pause for 8 units
CC/2EE0: B0    Execute the following commands until $B1 2 times
CC/2EE2: 42        Hide object $13
CC/2EE4: B4        Pause for 6 units
CC/2EE6: 41        Show object $13
CC/2EE8: B4        Pause for 6 units
CC/2EEA: B1        End block of repeating commands
CC/2EEB: B0    Execute the following commands until $B1 4 times
CC/2EED: 42        Hide object $13
CC/2EEF: B4        Pause for 3 units
CC/2EF1: 41        Show object $13
CC/2EF3: B4        Pause for 3 units
CC/2EF5: B1        End block of repeating commands
CC/2EF6: B0    Execute the following commands until $B1 4 times
CC/2EF8: 42        Hide object $13
CC/2EFA: B4        Pause for 1 units
CC/2EFC: 41        Show object $13
CC/2EFE: B4        Pause for 1 units
CC/2F00: B1        End block of repeating commands
CC/2F01: 42    Hide object $13
CC/2F03: F4    Play sound effect 39
CC/2F05: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CC/2F07: D5        Set vehicle/entity's position to (8, 54)
CC/2F0A: FF        End queue
CC/2F0B: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/2F0D: C3        Set vehicle/entity's event speed to fast
CC/2F0E: A0        Move vehicle/entity right/up 1x1 tiles
CC/2F0F: CC        Turn vehicle/entity up
CC/2F10: FF        End queue
CC/2F11: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/2F13: C0        Set vehicle/entity's event speed to slowest
CC/2F14: 80        Move vehicle/entity up 1 tile
CC/2F15: FF        End queue
CC/2F16: 95    Pause for 120 units
CC/2F17: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/2F19: C3        Set vehicle/entity's event speed to fast
CC/2F1A: FF        End queue
CC/2F1B: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CC/2F1D: D5        Set vehicle/entity's position to (0, 0)
CC/2F20: FF        End queue
CC/2F21: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CC/2F23: D5        Set vehicle/entity's position to (8, 53)
CC/2F26: DC        Make vehicle/entity jump (low)
CC/2F27: 82        Move vehicle/entity down 1 tile
CC/2F28: FF        End queue
CC/2F29: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CC/2F2B: D5        Set vehicle/entity's position to (8, 53)
CC/2F2E: DC        Make vehicle/entity jump (low)
CC/2F2F: A3        Move vehicle/entity left/up 1x1 tiles
CC/2F30: FF        End queue
CC/2F31: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long 
CC/2F33: D5        Set vehicle/entity's position to (8, 53)
CC/2F36: DC        Make vehicle/entity jump (low)
CC/2F37: A0        Move vehicle/entity right/up 1x1 tiles
CC/2F38: FF        End queue
CC/2F39: B4    Pause for 8 units
CC/2F3B: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/2F3D: D5        Set vehicle/entity's position to (8, 54)
CC/2F40: 86        Move vehicle/entity down 2 tiles
CC/2F41: FF        End queue
CC/2F42: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/2F44: D5        Set vehicle/entity's position to (7, 52)
CC/2F47: 86        Move vehicle/entity down 2 tiles
CC/2F48: FF        End queue
CC/2F49: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/2F4B: D5        Set vehicle/entity's position to (9, 52)
CC/2F4E: 86        Move vehicle/entity down 2 tiles
CC/2F4F: FF        End queue
CC/2F50: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2F52: D5        Set vehicle/entity's position to (8, 54)
CC/2F55: 8A        Move vehicle/entity down 3 tiles
CC/2F56: FF        End queue
CC/2F57: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2F59: D5        Set vehicle/entity's position to (7, 52)
CC/2F5C: 8A        Move vehicle/entity down 3 tiles
CC/2F5D: FF        End queue
CC/2F5E: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2F60: D5        Set vehicle/entity's position to (9, 52)
CC/2F63: 8A        Move vehicle/entity down 3 tiles
CC/2F64: FF        End queue
CC/2F65: B4    Pause for 14 units
CC/2F67: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/2F69: 82        Move vehicle/entity down 1 tile
CC/2F6A: D5        Set vehicle/entity's position to (0, 0)
CC/2F6D: FF        End queue
CC/2F6E: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CC/2F70: 82        Move vehicle/entity down 1 tile
CC/2F71: D5        Set vehicle/entity's position to (0, 0)
CC/2F74: FF        End queue
CC/2F75: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CC/2F77: 82        Move vehicle/entity down 1 tile
CC/2F78: D5        Set vehicle/entity's position to (0, 0)
CC/2F7B: FF        End queue
CC/2F7C: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/2F7E: 82        Move vehicle/entity down 1 tile
CC/2F7F: D5        Set vehicle/entity's position to (8, 55)
CC/2F82: FF        End queue
CC/2F83: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/2F85: 82        Move vehicle/entity down 1 tile
CC/2F86: D5        Set vehicle/entity's position to (7, 53)
CC/2F89: FF        End queue
CC/2F8A: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/2F8C: 82        Move vehicle/entity down 1 tile
CC/2F8D: D5        Set vehicle/entity's position to (9, 53)
CC/2F90: FF        End queue
CC/2F91: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2F93: 82        Move vehicle/entity down 1 tile
CC/2F94: D5        Set vehicle/entity's position to (8, 56)
CC/2F97: FF        End queue
CC/2F98: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2F9A: 82        Move vehicle/entity down 1 tile
CC/2F9B: D5        Set vehicle/entity's position to (7, 54)
CC/2F9E: FF        End queue
CC/2F9F: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2FA1: 82        Move vehicle/entity down 1 tile
CC/2FA2: D5        Set vehicle/entity's position to (9, 54)
CC/2FA5: FF        End queue
CC/2FA6: B4    Pause for 5 units
CC/2FA8: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/2FAA: 82        Move vehicle/entity down 1 tile
CC/2FAB: D5        Set vehicle/entity's position to (0, 0)
CC/2FAE: FF        End queue
CC/2FAF: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/2FB1: 82        Move vehicle/entity down 1 tile
CC/2FB2: D5        Set vehicle/entity's position to (0, 0)
CC/2FB5: FF        End queue
CC/2FB6: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/2FB8: 82        Move vehicle/entity down 1 tile
CC/2FB9: D5        Set vehicle/entity's position to (0, 0)
CC/2FBC: FF        End queue
CC/2FBD: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/2FBF: 82        Move vehicle/entity down 1 tile
CC/2FC0: D5        Set vehicle/entity's position to (8, 56)
CC/2FC3: FF        End queue
CC/2FC4: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/2FC6: 82        Move vehicle/entity down 1 tile
CC/2FC7: D5        Set vehicle/entity's position to (7, 54)
CC/2FCA: FF        End queue
CC/2FCB: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/2FCD: 82        Move vehicle/entity down 1 tile
CC/2FCE: D5        Set vehicle/entity's position to (9, 54)
CC/2FD1: FF        End queue
CC/2FD2: B4    Pause for 5 units
CC/2FD4: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/2FD6: 82        Move vehicle/entity down 1 tile
CC/2FD7: FF        End queue
CC/2FD8: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/2FDA: 82        Move vehicle/entity down 1 tile
CC/2FDB: FF        End queue
CC/2FDC: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/2FDE: 82        Move vehicle/entity down 1 tile
CC/2FDF: FF        End queue
CC/2FE0: 94    Pause for 60 units
CC/2FE1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/2FE3: 21        Do vehicle/entity graphical action $21 
CC/2FE4: FF        End queue
CC/2FE5: B5    Pause for 15 * 12 (180) units
CC/2FE7: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/2FE9: C0        Set vehicle/entity's event speed to slowest
CC/2FEA: FF        End queue
CC/2FEB: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/2FED: C0        Set vehicle/entity's event speed to slowest
CC/2FEE: FF        End queue
CC/2FEF: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/2FF1: C0        Set vehicle/entity's event speed to slowest
CC/2FF2: FF        End queue
CC/2FF3: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/2FF5: 90        Move vehicle/entity up 5 tiles
CC/2FF6: FF        End queue
CC/2FF7: 19    Begin action queue for character $19 (NPC $19), 6 bytes long 
CC/2FF9: 87        Move vehicle/entity left 2 tiles
CC/2FFA: A3        Move vehicle/entity left/up 1x1 tiles
CC/2FFB: A3        Move vehicle/entity left/up 1x1 tiles
CC/2FFC: A3        Move vehicle/entity left/up 1x1 tiles
CC/2FFD: A3        Move vehicle/entity left/up 1x1 tiles
CC/2FFE: FF        End queue
CC/2FFF: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CC/3001: 85        Move vehicle/entity right 2 tiles
CC/3002: A0        Move vehicle/entity right/up 1x1 tiles
CC/3003: A0        Move vehicle/entity right/up 1x1 tiles
CC/3004: A0        Move vehicle/entity right/up 1x1 tiles
CC/3005: A0        Move vehicle/entity right/up 1x1 tiles
CC/3006: FF        End queue
CC/3007: B2    Call subroutine $CC3297
CC/300B: 92    Pause for 30 units
CC/300C: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/300E: C3        Set vehicle/entity's event speed to fast
CC/300F: FF        End queue
CC/3010: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/3012: C3        Set vehicle/entity's event speed to fast
CC/3013: FF        End queue
CC/3014: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/3016: C3        Set vehicle/entity's event speed to fast
CC/3017: FF        End queue
CC/3018: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CC/301A: D5        Set vehicle/entity's position to (8, 53)
CC/301D: FF        End queue
CC/301E: 17    Begin action queue for character $17 (NPC $17), 4 bytes long 
CC/3020: D5        Set vehicle/entity's position to (1, 52)
CC/3023: FF        End queue
CC/3024: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long 
CC/3026: D5        Set vehicle/entity's position to (15, 52)
CC/3029: FF        End queue
CC/302A: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/302C: D5        Set vehicle/entity's position to (8, 53)
CC/302F: 82        Move vehicle/entity down 1 tile
CC/3030: FF        End queue
CC/3031: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/3033: D5        Set vehicle/entity's position to (1, 52)
CC/3036: 82        Move vehicle/entity down 1 tile
CC/3037: FF        End queue
CC/3038: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/303A: D5        Set vehicle/entity's position to (15, 52)
CC/303D: 82        Move vehicle/entity down 1 tile
CC/303E: FF        End queue
CC/303F: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/3041: D5        Set vehicle/entity's position to (8, 53)
CC/3044: 86        Move vehicle/entity down 2 tiles
CC/3045: FF        End queue
CC/3046: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/3048: D5        Set vehicle/entity's position to (1, 52)
CC/304B: 86        Move vehicle/entity down 2 tiles
CC/304C: FF        End queue
CC/304D: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/304F: D5        Set vehicle/entity's position to (15, 52)
CC/3052: 86        Move vehicle/entity down 2 tiles
CC/3053: FF        End queue
CC/3054: B4    Pause for 14 units
CC/3056: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/3058: 82        Move vehicle/entity down 1 tile
CC/3059: D5        Set vehicle/entity's position to (0, 0)
CC/305C: FF        End queue
CC/305D: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CC/305F: 82        Move vehicle/entity down 1 tile
CC/3060: D5        Set vehicle/entity's position to (0, 0)
CC/3063: FF        End queue
CC/3064: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CC/3066: 82        Move vehicle/entity down 1 tile
CC/3067: D5        Set vehicle/entity's position to (0, 0)
CC/306A: FF        End queue
CC/306B: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/306D: 82        Move vehicle/entity down 1 tile
CC/306E: D5        Set vehicle/entity's position to (8, 54)
CC/3071: FF        End queue
CC/3072: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/3074: 82        Move vehicle/entity down 1 tile
CC/3075: D5        Set vehicle/entity's position to (1, 53)
CC/3078: FF        End queue
CC/3079: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/307B: 82        Move vehicle/entity down 1 tile
CC/307C: D5        Set vehicle/entity's position to (15, 53)
CC/307F: FF        End queue
CC/3080: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/3082: 82        Move vehicle/entity down 1 tile
CC/3083: D5        Set vehicle/entity's position to (8, 55)
CC/3086: FF        End queue
CC/3087: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/3089: 82        Move vehicle/entity down 1 tile
CC/308A: D5        Set vehicle/entity's position to (1, 54)
CC/308D: FF        End queue
CC/308E: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/3090: 82        Move vehicle/entity down 1 tile
CC/3091: D5        Set vehicle/entity's position to (15, 54)
CC/3094: FF        End queue
CC/3095: B4    Pause for 5 units
CC/3097: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/3099: 82        Move vehicle/entity down 1 tile
CC/309A: D5        Set vehicle/entity's position to (0, 0)
CC/309D: FF        End queue
CC/309E: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/30A0: 82        Move vehicle/entity down 1 tile
CC/30A1: D5        Set vehicle/entity's position to (0, 0)
CC/30A4: FF        End queue
CC/30A5: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/30A7: 82        Move vehicle/entity down 1 tile
CC/30A8: D5        Set vehicle/entity's position to (0, 0)
CC/30AB: FF        End queue
CC/30AC: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/30AE: 82        Move vehicle/entity down 1 tile
CC/30AF: D5        Set vehicle/entity's position to (8, 55)
CC/30B2: FF        End queue
CC/30B3: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/30B5: 82        Move vehicle/entity down 1 tile
CC/30B6: D5        Set vehicle/entity's position to (1, 54)
CC/30B9: FF        End queue
CC/30BA: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/30BC: 82        Move vehicle/entity down 1 tile
CC/30BD: D5        Set vehicle/entity's position to (15, 54)
CC/30C0: FF        End queue
CC/30C1: B4    Pause for 5 units
CC/30C3: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/30C5: 82        Move vehicle/entity down 1 tile
CC/30C6: D5        Set vehicle/entity's position to (0, 0)
CC/30C9: FF        End queue
CC/30CA: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/30CC: 82        Move vehicle/entity down 1 tile
CC/30CD: D5        Set vehicle/entity's position to (0, 0)
CC/30D0: FF        End queue
CC/30D1: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/30D3: 82        Move vehicle/entity down 1 tile
CC/30D4: D5        Set vehicle/entity's position to (0, 0)
CC/30D7: FF        End queue
CC/30D8: 94    Pause for 60 units
CC/30D9: B2    Call subroutine $CC32DB
CC/30DD: 95    Pause for 120 units
CC/30DE: 5F    Scroll Layer 3, speed 0 x 10
CC/30E1: B5    Pause for 15 * 20 (300) units
CC/30E3: B2    Call subroutine $CC32B9
CC/30E7: 94    Pause for 60 units
CC/30E8: 5F    Scroll Layer 3, speed 0 x 0
CC/30EB: B5    Pause for 15 * 6 (90) units
CC/30ED: F2    Fade out current song with transition time 240
CC/30EF: 5A    Fade screen at speed $02
CC/30F1: 5C    Pause execution until fade in or fade out is complete
CC/30F2: B5    Pause for 15 * 16 (240) units
CC/30F4: DD    Clear event bit $1E80($687) [$1F50, bit 7]
CC/30F6: 39    Free screen
CC/30F7: 6B    Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $3000), place party at (37, 57), facing left
CC/30FD: F0    Play song 0 (Silence), (high bit clear), full volume
CC/30FF: 42    Hide object $31
CC/3101: 3D    Create object $01
CC/3103: 3D    Create object $06
CC/3105: 45    Refresh objects
CC/3106: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/3108: D5        Set vehicle/entity's position to (32, 58)
CC/310B: CD        Turn vehicle/entity right
CC/310C: C1        Set vehicle/entity's event speed to slow
CC/310D: FF        End queue
CC/310E: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/3110: D5        Set vehicle/entity's position to (34, 55)
CC/3113: CE        Turn vehicle/entity down
CC/3114: C2        Set vehicle/entity's event speed to normal
CC/3115: FF        End queue
CC/3116: 41    Show object $01
CC/3118: 41    Show object $06
CC/311A: 38    Hold screen
CC/311B: 59    Unfade screen at speed $04
CC/311D: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/311F: A0        Move vehicle/entity right/up 1x1 tiles
CC/3120: 89        Move vehicle/entity right 3 tiles
CC/3121: FF        End queue
CC/3122: 5C    Pause execution until fade in or fade out is complete
CC/3123: 94    Pause for 60 units
CC/3124: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/3126: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/3127: FF        End queue
CC/3128: B5    Pause for 15 * 6 (90) units
CC/312A: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/312C: 86        Move vehicle/entity down 2 tiles
CC/312D: CD        Turn vehicle/entity right
CC/312E: FF        End queue
CC/312F: 94    Pause for 60 units
CC/3130: 4B    Display dialogue message $0A30, wait for button press
               CELES: LOCKE
CC/3133: 94    Pause for 60 units
CC/3134: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/3136: CD        Turn vehicle/entity right
CC/3137: FF        End queue
CC/3138: 94    Pause for 60 units
CC/3139: 4B    Display dialogue message $0A31, wait for button press
               LOCKE: Thanks, I'm okay 
               I feel lighter than air
               From here on 
               I'll be all right.
               Let's go!
               We have work to do!!
CC/313C: 94    Pause for 60 units
CC/313D: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/313F: CE        Turn vehicle/entity down
CC/3140: E0        Pause for 4 * 1 (4) frames
CC/3142: CF        Turn vehicle/entity left
CC/3143: FF        End queue
CC/3144: 92    Pause for 30 units
CC/3145: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/3147: F0    Play song 13 (Locke), (high bit clear), full volume
CC/3149: B5    Pause for 15 * 6 (90) units
CC/314B: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/314D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/314E: E0        Pause for 4 * 4 (16) frames
CC/3150: CD        Turn vehicle/entity right
CC/3151: FF        End queue
CC/3152: B5    Pause for 15 * 6 (90) units
CC/3154: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/3156: C2        Set vehicle/entity's event speed to normal
CC/3157: 81        Move vehicle/entity right 1 tile
CC/3158: FF        End queue
CC/3159: B5    Pause for 15 * 12 (180) units
CC/315B: 5A    Fade screen at speed $02
CC/315D: 5C    Pause execution until fade in or fade out is complete
CC/315E: B2    Call subroutine $CB2E2B
CC/3162: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CC/3164: DD    Clear event bit $1E80($687) [$1F50, bit 7]
CC/3166: DD    Clear event bit $1E80($68E) [$1F51, bit 6]
CC/3168: DC    Set event bit $1E80($68F) [$1F51, bit 7]
CC/316A: D0    Set event bit $1E80($0D7) [$1E9A, bit 7]
CC/316C: 86    Give esper $50 (Phoenix ) to party
CC/316E: DE    Load CaseWord with the characters in the currently active party?
CC/316F: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CC3178
CC/3175: 3E    Delete object $06
CC/3177: 45    Refresh objects
CC/3178: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/317C: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3188
CC/3182: 3D    Create object $01
CC/3184: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/3187: 45    Refresh objects
CC/3188: 77    Perform level averaging on character $01 (LOCKE ) and calculate new maximum HP/MP
CC/318A: 8B    For character $01 (Actor in stot 1), take HP and set to maximum
CC/318D: 8C    For character $01 (Actor in stot 1), take MP and set to maximum
CC/3190: 88    Remove the following status ailments from character $01 (Actor in stot 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/3194: D4    Set event bit $1E80($2F1) [$1EDE, bit 1]
CC/3196: 42    Hide object $01
CC/3198: 42    Hide object $06
CC/319A: 45    Refresh objects
CC/319B: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (38, 46), facing up, party is in the airship
CC/31A1: C7        Place airship at position (38, 48)
CC/31A4: D2        Load map $00BD (Kohlingen, outdoors (WoR / ending)), position (26, 06), mode $40
CC/31AA: 73    Replace current map's Layer 1 at (26, 6) with the following (2 x 1) chunk, refresh immediately
CC/31AF:       $04, $14
CC/31B1: 47    Make character in slot 0 the lead character
CC/31B2: 41    Show object $31
CC/31B4: 45    Refresh objects
CC/31B5: 39    Free screen
CC/31B6: 96    Restore screen from fade
CC/31B7: 5C    Pause execution until fade in or fade out is complete
CC/31B8: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/31BA: C2        Set vehicle/entity's event speed to normal
CC/31BB: 96        Move vehicle/entity down 6 tiles
CC/31BC: FF        End queue
CC/31BD: 38    Hold screen
CC/31BE: B2    Call subroutine $CAC6AC
CC/31C2: B2    Call subroutine $CB2E34
CC/31C6: 3C    Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/31CB: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long 
CC/31CD: C2        Set vehicle/entity's event speed to normal
CC/31CE: CE        Turn vehicle/entity down
CC/31CF: FF        End queue
CC/31D0: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/31D2: C2        Set vehicle/entity's event speed to normal
CC/31D3: 8A        Move vehicle/entity down 3 tiles
CC/31D4: FF        End queue
CC/31D5: 92    Pause for 30 units
CC/31D6: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/31D8: CD        Turn vehicle/entity right
CC/31D9: E0        Pause for 4 * 1 (4) frames
CC/31DB: CC        Turn vehicle/entity up
CC/31DC: FF        End queue
CC/31DD: 92    Pause for 30 units
CC/31DE: 4B    Display dialogue message $0A32, wait for button press
               CELES: What's up?
CC/31E1: 92    Pause for 30 units
CC/31E2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/31E4: 02        Do vehicle/entity graphical action $02 
CC/31E5: FF        End queue
CC/31E6: B4    Pause for 8 units
CC/31E8: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/31EA: 1A        Do vehicle/entity graphical action $1A 
CC/31EB: FF        End queue
CC/31EC: 94    Pause for 60 units
CC/31ED: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/31EF: CE        Turn vehicle/entity down
CC/31F0: FF        End queue
CC/31F1: 92    Pause for 30 units
CC/31F2: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/31F4: C3        Set vehicle/entity's event speed to fast
CC/31F5: 94        Move vehicle/entity up 6 tiles
CC/31F6: FF        End queue
CC/31F7: 42    Hide object $01
CC/31F9: 45    Refresh objects
CC/31FA: 94    Pause for 60 units
CC/31FB: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/31FD: CD        Turn vehicle/entity right
CC/31FE: E0        Pause for 4 * 1 (4) frames
CC/3200: CE        Turn vehicle/entity down
CC/3201: FF        End queue
CC/3202: 94    Pause for 60 units
CC/3203: B0    Execute the following commands until $B1 3 times
CC/3205: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/3207: 13            Do vehicle/entity graphical action $13 
CC/3208: FF            End queue
CC/3209: 06        Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/320B: CE            Turn vehicle/entity down
CC/320C: FF            End queue
CC/320D: 91        Pause for 15 units
CC/320E: B1        End block of repeating commands
CC/320F: 95    Pause for 120 units
CC/3210: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/3212: CE        Turn vehicle/entity down
CC/3213: FF        End queue
CC/3214: 41    Show object $01
CC/3216: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/3218: CD        Turn vehicle/entity right
CC/3219: E0        Pause for 4 * 1 (4) frames
CC/321B: CC        Turn vehicle/entity up
CC/321C: FF        End queue
CC/321D: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/321F: C3        Set vehicle/entity's event speed to fast
CC/3220: 8E        Move vehicle/entity down 4 tiles
CC/3221: FF        End queue
CC/3222: 92    Pause for 30 units
CC/3223: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/3225: C2        Set vehicle/entity's event speed to normal
CC/3226: 84        Move vehicle/entity up 2 tiles
CC/3227: FF        End queue
CC/3228: 92    Pause for 30 units
CC/3229: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/322B: C2        Set vehicle/entity's event speed to normal
CC/322C: 82        Move vehicle/entity down 1 tile
CC/322D: FF        End queue
CC/322E: 92    Pause for 30 units
CC/322F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/3231: 1A        Do vehicle/entity graphical action $1A 
CC/3232: FF        End queue
CC/3233: B4    Pause for 8 units
CC/3235: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/3237: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/3238: FF        End queue
CC/3239: B4    Pause for 8 units
CC/323B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/323D: 24        Do vehicle/entity graphical action $24 
CC/323E: FF        End queue
CC/323F: 92    Pause for 30 units
CC/3240: 4B    Display dialogue message $0A33, wait for button press
               
               X-Potion!
               
               Fenix Down!
               
               X-Ether!
               
               Elixir!
               
               Flame Shld!
               
               ValiantKnife!
CC/3243: 92    Pause for 30 units
CC/3244: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/3246: C1        Set vehicle/entity's event speed to slow
CC/3247: 82        Move vehicle/entity down 1 tile
CC/3248: FF        End queue
CC/3249: 92    Pause for 30 units
CC/324A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/324C: 14        Do vehicle/entity graphical action $14 
CC/324D: FF        End queue
CC/324E: 91    Pause for 15 units
CC/324F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/3251: CE        Turn vehicle/entity down
CC/3252: FF        End queue
CC/3253: 92    Pause for 30 units
CC/3254: 4B    Display dialogue message $0A34, wait for button press
               LOCKE: The treasures of the Phoenix Cave!
CC/3257: 94    Pause for 60 units
CC/3258: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/325A: 24        Do vehicle/entity graphical action $24 
CC/325B: FF        End queue
CC/325C: 92    Pause for 30 units
CC/325D: 4B    Display dialogue message $0A35, wait for button press
               LOCKE: Right, let's move out! We have an appointment with Kefka!
CC/3260: 93    Pause for 45 units
CC/3261: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/3263: C6        Set vehicle/entity to walk when moving
CC/3264: 21        Do vehicle/entity graphical action $21 
CC/3265: E0        Pause for 4 * 1 (4) frames
CC/3267: CC        Turn vehicle/entity up
CC/3268: FF        End queue
CC/3269: 93    Pause for 45 units
CC/326A: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/326C: C6        Set vehicle/entity to walk when moving
CC/326D: 20        Do vehicle/entity graphical action $20 
CC/326E: E0        Pause for 4 * 1 (4) frames
CC/3270: CE        Turn vehicle/entity down
CC/3271: FF        End queue
CC/3272: 94    Pause for 60 units
CC/3273: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CC/3275: C2        Set vehicle/entity's event speed to normal
CC/3276: 80        Move vehicle/entity up 1 tile
CC/3277: CE        Turn vehicle/entity down
CC/3278: FF        End queue
CC/3279: 39    Free screen
CC/327A: B2    Call subroutine $CB2E2B
CC/327E: B2    Call subroutine $CACB95
CC/3282: 80    Add item $EA ( X-Potion    ) to inventory
CC/3284: 80    Add item $F0 ( Fenix Down  ) to inventory
CC/3286: 80    Add item $ED ( X-Ether     ) to inventory
CC/3288: 80    Add item $EE ( Elixir      ) to inventory
CC/328A: 80    Add item $60 (<E2>Flame Shld  ) to inventory
CC/328C: 80    Add item $09 (<D8>ValiantKnife) to inventory
CC/328E: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/3290: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/3292: D5    Clear event bit $1E80($2BF) [$1ED7, bit 7]
CC/3294: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/3296: FE    Return

CC/3297: B0    Execute the following commands until $B1 2 times
CC/3299: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/329D: B1        End block of repeating commands
CC/329E: B0    Execute the following commands until $B1 2 times
CC/32A0: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/32A4: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/32A8: B1        End block of repeating commands
CC/32A9: B0    Execute the following commands until $B1 14 times
CC/32AB: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/32AF: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/32B3: 51        Modify background color range from [05, 05]: Add (Black) at intensity 3
CC/32B7: B1        End block of repeating commands
CC/32B8: FE    Return

CC/32B9: B0    Execute the following commands until $B1 2 times
CC/32BB: 51        Modify background color range from [07, 07]: Do <unknown operation> (Black) at intensity 3
CC/32BF: B1        End block of repeating commands
CC/32C0: B0    Execute the following commands until $B1 2 times
CC/32C2: 51        Modify background color range from [07, 07]: Do <unknown operation> (Black) at intensity 3
CC/32C6: 51        Modify background color range from [06, 06]: Do <unknown operation> (Black) at intensity 3
CC/32CA: B1        End block of repeating commands
CC/32CB: B0    Execute the following commands until $B1 31 times
CC/32CD: 51        Modify background color range from [07, 07]: Do <unknown operation> (Black) at intensity 3
CC/32D1: 51        Modify background color range from [06, 06]: Do <unknown operation> (Black) at intensity 3
CC/32D5: 51        Modify background color range from [05, 05]: Do <unknown operation> (Black) at intensity 3
CC/32D9: B1        End block of repeating commands
CC/32DA: FE    Return

CC/32DB: B0    Execute the following commands until $B1 2 times
CC/32DD: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/32E1: 92        Pause for 30 units
CC/32E2: B1        End block of repeating commands
CC/32E3: B0    Execute the following commands until $B1 2 times
CC/32E5: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/32E9: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/32ED: 92        Pause for 30 units
CC/32EE: B1        End block of repeating commands
CC/32EF: B0    Execute the following commands until $B1 8 times
CC/32F1: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/32F5: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/32F9: 51        Modify background color range from [05, 05]: Add (Black) at intensity 3
CC/32FD: 92        Pause for 30 units
CC/32FE: B1        End block of repeating commands
CC/32FF: FE    Return

CC/3300: 4B    Display dialogue message $0A36, wait for button press
               Have you heard of something called the Exp. Egg?
               Huh? Have ya?
               Long ago it was buried in a tomb to the west.
CC/3303: FE    Return

CC/3304: C0    If ($1E80($134) [$1EA6, bit 4] is set), branch to $CC330F
CC/330A: B2    Call subroutine $CCD2E4
CC/330E: 92    Pause for 30 units
CC/330F: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CC3332
CC/3315: 4B    Display dialogue message $06D8, wait for button press
               The Chocobo is the noblest of creatures!
CC/3318: 91    Pause for 15 units
CC/3319: F4    Play sound effect 106
CC/331B: 11    Begin action queue for character $11 (NPC $11), 18 bytes long 
CC/331D: C8        Set object layering priority to 2 (low nibble 2)
CC/331F: DD        Make vehicle/entity jump (high)
CC/3320: CC        Turn vehicle/entity up
CC/3321: E0        Pause for 4 * 1 (4) frames
CC/3323: CF        Turn vehicle/entity left
CC/3324: E0        Pause for 4 * 1 (4) frames
CC/3326: CE        Turn vehicle/entity down
CC/3327: E0        Pause for 4 * 1 (4) frames
CC/3329: CD        Turn vehicle/entity right
CC/332A: E0        Pause for 4 * 6 (24) frames
CC/332C: C8        Set object layering priority to 0 (low nibble 0)
CC/332E: FF        End queue
CC/332F: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CC/3331: 92    Pause for 30 units
CC/3332: 4B    Display dialogue message $03A7, wait for button press (At bottom of screen)
               Chocobo ride, 100 GP!
               How about it?
               ^ Yes
               ^ No
CC/3335: B6    Indexed branch based on prior dialogue selection [$CC333D, $CA5EB3]
CC/333C: FE    Return

CC/333D: 85    Take 100 GP from party
CC/3340: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/3346: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/3348: C3        Set vehicle/entity's event speed to fast
CC/3349: 81        Move vehicle/entity right 1 tile
CC/334A: 8A        Move vehicle/entity down 3 tiles
CC/334B: FF        End queue
CC/334C: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CC335F
CC/3352: 6A    Load map $0010 (Hidden chocobo stables, outdoors (WoR)) after fade out, (upper bits $2000), place party at (8, 8), facing down
CC/3358: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC3365
CC/335E: FE    Return

CC/335F: 6B    Load map $000E (Hidden chocobo stables, outdoors (WoB)) instantly, (upper bits $2000), place party at (8, 8), facing down
CC/3365: 44    Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown)
CC/3368: 96    Restore screen from fade
CC/3369: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/336B: C1        Set vehicle/entity's event speed to slow
CC/336C: 8A        Move vehicle/entity down 3 tiles
CC/336D: 81        Move vehicle/entity right 1 tile
CC/336E: C2        Set vehicle/entity's event speed to normal
CC/336F: A1        Move vehicle/entity right/down 1x1 tiles
CC/3370: A2        Move vehicle/entity left/down 1x1 tiles
CC/3371: 87        Move vehicle/entity left 2 tiles
CC/3372: A3        Move vehicle/entity left/up 1x1 tiles
CC/3373: A0        Move vehicle/entity right/up 1x1 tiles
CC/3374: 81        Move vehicle/entity right 1 tile
CC/3375: CE        Turn vehicle/entity down
CC/3376: FF        End queue
CC/3377: 92    Pause for 30 units
CC/3378: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/337A: C3        Set vehicle/entity's event speed to fast
CC/337B: 96        Move vehicle/entity down 6 tiles
CC/337C: FF        End queue
CC/337D: 97    Fade screen to black
CC/337E: 5C    Pause execution until fade in or fade out is complete
CC/337F: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CC/3382: 3A    Enable player to move while event commands execute
CC/3383: 6B    Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode
CC/3389: FF        End vehicle script

CC/338A: FE    Return

CC/338B: F4    Play sound effect 217
CC/338D: 92    Pause for 30 units
CC/338E: FE    Return

CC/338F: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3395: 6A    Load map $0010 (Hidden chocobo stables, outdoors (WoR)) after fade out, (upper bits $2000), place party at (8, 9), facing down
CC/339B: FE    Return

CC/339C: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC33A6
CC/33A2: 4B    Display dialogue message $0257, wait for button press
               This is a classroom for the beginner. Here we answer your questions about the world.
               Think of us as your advisors
CC/33A5: FE    Return

CC/33A6: 4B    Display dialogue message $0258, wait for button press
               Welcome to this classroom.
               We'll be here for you even if the world should crumble.
CC/33A9: FE    Return

CC/33AA: 4B    Display dialogue message $0259, wait for button press
               This is water from a recovery spring. It'll restore your HP and MP. Such springs are located throughout the world.
CC/33AD: FE    Return

CC/33AE: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/33B0: F4    Play sound effect 233
CC/33B2: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/33B6: 3A    Enable player to move while event commands execute
CC/33B7: FE    Return

CC/33B8: B2    Call subroutine $CACA8D
CC/33BC: 2A    Begin action queue for character $2A (NPC $2A), 2 bytes long (Wait until complete)
CC/33BE: CE        Turn vehicle/entity down
CC/33BF: FF        End queue
CC/33C0: 4B    Display dialogue message $0257, wait for button press
               This is a classroom for the beginner. Here we answer your questions about the world.
               Think of us as your advisors
CC/33C3: 92    Pause for 30 units
CC/33C4: 2A    Begin action queue for character $2A (NPC $2A), 5 bytes long (Wait until complete)
CC/33C6: CD        Turn vehicle/entity right
CC/33C7: E0        Pause for 4 * 1 (4) frames
CC/33C9: CC        Turn vehicle/entity up
CC/33CA: FF        End queue
CC/33CB: 91    Pause for 15 units
CC/33CC: F4    Play sound effect 44
CC/33CE: 73    Replace current map's Layer 1 at (33, 54) with the following (2 x 1) chunk, refresh immediately
CC/33D3:       $04, $14
CC/33D5: 92    Pause for 30 units
CC/33D6: 2A    Begin action queue for character $2A (NPC $2A), 3 bytes long (Wait until complete)
CC/33D8: C2        Set vehicle/entity's event speed to normal
CC/33D9: 88        Move vehicle/entity up 3 tiles
CC/33DA: FF        End queue
CC/33DB: 42    Hide object $2A
CC/33DD: DD    Clear event bit $1E80($6A2) [$1F54, bit 2]
CC/33DF: 3A    Enable player to move while event commands execute
CC/33E0: FE    Return

CC/33E1: 4B    Display dialogue message $025A, wait for button press
               This is a Save Point.
CC/33E4: 4B    Display dialogue message $06D4, wait for button press
               At Save Points you can use a Sleeping Bag or Tent, and also save a game.
               If you should perish, you'll automatically be able to play from your last save.
               Though any GP, treasures, etc. you found will have to be found again, your Level and Exp. data will be retained.
               You can save a game anywhere on the world map.
CC/33E7: FE    Return

CC/33E8: 4B    Display dialogue message $025B, wait for button press
               Valuables are often hidden in pots such as this one.
CC/33EB: FE    Return

CC/33EC: 4B    Display dialogue message $025C, wait for button press
               Use curative items to restore your HP. Staying at an Inn will revive your party in full.
CC/33EF: FE    Return

CC/33F0: 4B    Display dialogue message $025D, wait for button press
               Ha!
               Sometimes monsters lurk inside of treasure chests!
CC/33F3: FE    Return

CC/33F4: 4B    Display dialogue message $025E, wait for button press
               Heard about Relics?
CC/33F7: 4B    Display dialogue message $06D2, wait for button press
               Relics give your party members a variety of abilities.
               For example
               Sprint Shoes double your speed.
               True Knight lets you shield others during battle.
               Dragoon Boots add the Jump command to your battle list.
               Gauntlet allows you to hold a sword with both hands.
               Use the Main Menu to equip up to 2 relics per person.
CC/33FA: FE    Return

CC/33FB: 4B    Display dialogue message $025F, wait for button press
               Choose with the A Button. Cancel a choice with the B Button. View the Main Menu with the X Button.
CC/33FE: FE    Return

CC/33FF: 4B    Display dialogue message $0260, wait for button press
               When buying armor and weapons you'll see some symbols next to your characters:
               Triangles pointing up indicate increasing battle power.
               Triangles pointing down indicate decreasing battle power.
               = indicates no change in battle power.
               E means the item is already equipped on that character.
               A symbol under a character means that person is now in your party.
CC/3402: FE    Return

CC/3403: 4B    Display dialogue message $0261, wait for button press
               If you select the Wait Battle Mode from the Config Menu
               You can take all the time you need to select spells or items without being attacked.
CC/3406: FE    Return

CC/3407: 4B    Display dialogue message $0262, wait for button press
               Run from some battles by pressing (and holding) both the L and R Buttons.
CC/340A: FE    Return

CC/340B: 4B    Display dialogue message $0263, wait for button press
               A full meter in the lower right means that character will be next to accept battle commands.
               Press the X or Y button to pass that character's battle opportunity to the next character.
CC/340E: FE    Return

CC/340F: 4B    Display dialogue message $0264, wait for button press
               When selecting a spell, press the L or R Button to select multiple targets.
CC/3412: FE    Return

CC/3413: 4B    Display dialogue message $0265, wait for button press
               During a battle, press left or right on the control pad to select Row or Defense.
               Defense cuts received damage in half, and works until your next command input.
CC/3416: FE    Return

CC/3417: 4B    Display dialogue message $0266, wait for button press
               Damage is more severe when caught in a pincer attack!
               Use care when running!
CC/341A: FE    Return

CC/341B: 4B    Display dialogue message $0267, wait for button press
               White numerals appearing during battle are damage points. Green numerals are recovery points.
CC/341E: FE    Return

CC/341F: 4B    Display dialogue message $0268, wait for button press
               In the back row, damage and attack power are halved.
               Change rows using the Main Menu: press left on the Control Pad, then press the A Button.
CC/3422: FE    Return

CC/3423: 4B    Display dialogue message $0277, wait for button press
               Color changes indicate changes in status.
CC/3426: 48    Display dialogue message $0278, continue executing commands (Show text only) (At bottom of screen)
               Blue = Rflect
               
               Spells are reflected. 
CC/3429: B0    Execute the following commands until $B1 31 times
CC/342B: 53        Modify object color range from [01, 01]: Add (Black) at intensity 3
CC/342F: 53        Modify object color range from [11, 11]: Add (Black) at intensity 3
CC/3433: 53        Modify object color range from [21, 21]: Add (Black) at intensity 3
CC/3437: 53        Modify object color range from [31, 31]: Add (Black) at intensity 3
CC/343B: 53        Modify object color range from [41, 41]: Add (Black) at intensity 3
CC/343F: 53        Modify object color range from [51, 51]: Add (Black) at intensity 3
CC/3443: B1        End block of repeating commands
CC/3444: B2    Call subroutine $CC34F3
CC/3448: 48    Display dialogue message $0279, continue executing commands (Show text only) (At bottom of screen)
               Yellow = Safe
               
               Defense up! 
CC/344B: B0    Execute the following commands until $B1 31 times
CC/344D: 53        Modify object color range from [01, 01]: Add (Black) at intensity 3
CC/3451: 53        Modify object color range from [11, 11]: Add (Black) at intensity 3
CC/3455: 53        Modify object color range from [21, 21]: Add (Black) at intensity 3
CC/3459: 53        Modify object color range from [31, 31]: Add (Black) at intensity 3
CC/345D: 53        Modify object color range from [41, 41]: Add (Black) at intensity 3
CC/3461: 53        Modify object color range from [51, 51]: Add (Black) at intensity 3
CC/3465: B1        End block of repeating commands
CC/3466: B2    Call subroutine $CC34F3
CC/346A: 48    Display dialogue message $027A, continue executing commands (Show text only) (At bottom of screen)
               Green = Shell
               
               Magic defense up! 
CC/346D: B0    Execute the following commands until $B1 31 times
CC/346F: 53        Modify object color range from [01, 01]: Add (Black) at intensity 3
CC/3473: 53        Modify object color range from [11, 11]: Add (Black) at intensity 3
CC/3477: 53        Modify object color range from [21, 21]: Add (Black) at intensity 3
CC/347B: 53        Modify object color range from [31, 31]: Add (Black) at intensity 3
CC/347F: 53        Modify object color range from [41, 41]: Add (Black) at intensity 3
CC/3483: 53        Modify object color range from [51, 51]: Add (Black) at intensity 3
CC/3487: B1        End block of repeating commands
CC/3488: B2    Call subroutine $CC34F3
CC/348C: 48    Display dialogue message $027B, continue executing commands (Show text only) (At bottom of screen)
               Red = Haste
               
               Speed up! 
CC/348F: B0    Execute the following commands until $B1 31 times
CC/3491: 53        Modify object color range from [01, 01]: Add (Black) at intensity 3
CC/3495: 53        Modify object color range from [11, 11]: Add (Black) at intensity 3
CC/3499: 53        Modify object color range from [21, 21]: Add (Black) at intensity 3
CC/349D: 53        Modify object color range from [31, 31]: Add (Black) at intensity 3
CC/34A1: 53        Modify object color range from [41, 41]: Add (Black) at intensity 3
CC/34A5: 53        Modify object color range from [51, 51]: Add (Black) at intensity 3
CC/34A9: B1        End block of repeating commands
CC/34AA: B2    Call subroutine $CC34F3
CC/34AE: 48    Display dialogue message $027C, continue executing commands (Show text only) (At bottom of screen)
               White = Slow
               
               Speed way down! 
CC/34B1: B0    Execute the following commands until $B1 31 times
CC/34B3: 53        Modify object color range from [01, 01]: Add (Black) at intensity 3
CC/34B7: 53        Modify object color range from [11, 11]: Add (Black) at intensity 3
CC/34BB: 53        Modify object color range from [21, 21]: Add (Black) at intensity 3
CC/34BF: 53        Modify object color range from [31, 31]: Add (Black) at intensity 3
CC/34C3: 53        Modify object color range from [41, 41]: Add (Black) at intensity 3
CC/34C7: 53        Modify object color range from [51, 51]: Add (Black) at intensity 3
CC/34CB: B1        End block of repeating commands
CC/34CC: B2    Call subroutine $CC34F3
CC/34D0: 48    Display dialogue message $027D, continue executing commands (Show text only) (At bottom of screen)
               Pink = Stop
               
               Time stops! 
CC/34D3: B0    Execute the following commands until $B1 31 times
CC/34D5: 53        Modify object color range from [01, 01]: Add (Black) at intensity 3
CC/34D9: 53        Modify object color range from [11, 11]: Add (Black) at intensity 3
CC/34DD: 53        Modify object color range from [21, 21]: Add (Black) at intensity 3
CC/34E1: 53        Modify object color range from [31, 31]: Add (Black) at intensity 3
CC/34E5: 53        Modify object color range from [41, 41]: Add (Black) at intensity 3
CC/34E9: 53        Modify object color range from [51, 51]: Add (Black) at intensity 3
CC/34ED: B1        End block of repeating commands
CC/34EE: B2    Call subroutine $CC34F3
CC/34F2: FE    Return

CC/34F3: 53    Modify object color range from [01, 01]: Do unknown operation (Black) at intensity 3
CC/34F7: 53    Modify object color range from [11, 11]: Do unknown operation (Black) at intensity 3
CC/34FB: 53    Modify object color range from [21, 21]: Do unknown operation (Black) at intensity 3
CC/34FF: 53    Modify object color range from [31, 31]: Do unknown operation (Black) at intensity 3
CC/3503: 53    Modify object color range from [41, 41]: Do unknown operation (Black) at intensity 3
CC/3507: 53    Modify object color range from [51, 51]: Do unknown operation (Black) at intensity 3
CC/350B: FE    Return

CC/350C: 60    Change background layer $0E to palette $01
CC/350F: FE    Return

CC/3510: 4B    Display dialogue message $06DC, wait for button press
               Unequip some party members?
               ^ Those not now in your party.
               ^ All members.
               ^ Don't do a thing!
CC/3513: B6    Indexed branch based on prior dialogue selection [$CC359D, $CC351E, $CA5EB3]
CC/351D: FE    Return

CC/351E: 3B    Position character in a "ready-to-go" stance
CC/351F: F4    Play sound effect 79
CC/3521: 92    Pause for 30 units
CC/3522: F4    Play sound effect 79
CC/3524: 92    Pause for 30 units
CC/3525: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3526: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC352E
CC/352C: 8D    Remove all equipment from character $00 (Actor in stot 0)
CC/352E: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/352F: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC3537
CC/3535: 8D    Remove all equipment from character $01 (Actor in stot 1)
CC/3537: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3538: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CC3540
CC/353E: 8D    Remove all equipment from character $04 (Actor in stot 4)
CC/3540: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3541: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC3549
CC/3547: 8D    Remove all equipment from character $05 (Actor in stot 5)
CC/3549: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/354A: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC3552
CC/3550: 8D    Remove all equipment from character $02 (Actor in stot 2)
CC/3552: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3553: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC355B
CC/3559: 8D    Remove all equipment from character $0B (Actor in stot 11)
CC/355B: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/355C: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC3564
CC/3562: 8D    Remove all equipment from character $06 (Actor in stot 6)
CC/3564: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3565: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CC356D
CC/356B: 8D    Remove all equipment from character $09 (Actor in stot 9)
CC/356D: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/356E: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CC3576
CC/3574: 8D    Remove all equipment from character $07 (Actor in stot 7)
CC/3576: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3577: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CC357F
CC/357D: 8D    Remove all equipment from character $08 (Actor in stot 8)
CC/357F: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3580: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CC3588
CC/3586: 8D    Remove all equipment from character $03 (Actor in stot 3)
CC/3588: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3589: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC3591
CC/358F: 8D    Remove all equipment from character $0A (Actor in stot 10)
CC/3591: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3592: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3598: 8D    Remove all equipment from character $0C (Actor in stot 12)
CC/359A: 92    Pause for 30 units
CC/359B: 3A    Enable player to move while event commands execute
CC/359C: FE    Return

CC/359D: 3B    Position character in a "ready-to-go" stance
CC/359E: F4    Play sound effect 79
CC/35A0: 92    Pause for 30 units
CC/35A1: F4    Play sound effect 79
CC/35A3: 92    Pause for 30 units
CC/35A4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35A5: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC35B4
CC/35AB: DE    Load CaseWord with the characters in the currently active party?
CC/35AC: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC35B4
CC/35B2: 8D    Remove all equipment from character $00 (Actor in stot 0)
CC/35B4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35B5: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC35C4
CC/35BB: DE    Load CaseWord with the characters in the currently active party?
CC/35BC: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CC35C4
CC/35C2: 8D    Remove all equipment from character $01 (Actor in stot 1)
CC/35C4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35C5: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CC35D4
CC/35CB: DE    Load CaseWord with the characters in the currently active party?
CC/35CC: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CC35D4
CC/35D2: 8D    Remove all equipment from character $04 (Actor in stot 4)
CC/35D4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35D5: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC35E4
CC/35DB: DE    Load CaseWord with the characters in the currently active party?
CC/35DC: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CC35E4
CC/35E2: 8D    Remove all equipment from character $05 (Actor in stot 5)
CC/35E4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35E5: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC35F4
CC/35EB: DE    Load CaseWord with the characters in the currently active party?
CC/35EC: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CC35F4
CC/35F2: 8D    Remove all equipment from character $02 (Actor in stot 2)
CC/35F4: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/35F5: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC3604
CC/35FB: DE    Load CaseWord with the characters in the currently active party?
CC/35FC: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CC3604
CC/3602: 8D    Remove all equipment from character $0B (Actor in stot 11)
CC/3604: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3605: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC3614
CC/360B: DE    Load CaseWord with the characters in the currently active party?
CC/360C: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CC3614
CC/3612: 8D    Remove all equipment from character $06 (Actor in stot 6)
CC/3614: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3615: C0    If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CC3624
CC/361B: DE    Load CaseWord with the characters in the currently active party?
CC/361C: C0    If ($1E80($1A9) [$1EB5, bit 1] is set), branch to $CC3624
CC/3622: 8D    Remove all equipment from character $09 (Actor in stot 9)
CC/3624: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3625: C0    If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CC3634
CC/362B: DE    Load CaseWord with the characters in the currently active party?
CC/362C: C0    If ($1E80($1A7) [$1EB4, bit 7] is set), branch to $CC3634
CC/3632: 8D    Remove all equipment from character $07 (Actor in stot 7)
CC/3634: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3635: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CC3644
CC/363B: DE    Load CaseWord with the characters in the currently active party?
CC/363C: C0    If ($1E80($1A8) [$1EB5, bit 0] is set), branch to $CC3644
CC/3642: 8D    Remove all equipment from character $08 (Actor in stot 8)
CC/3644: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3645: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CC3654
CC/364B: DE    Load CaseWord with the characters in the currently active party?
CC/364C: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3654
CC/3652: 8D    Remove all equipment from character $03 (Actor in stot 3)
CC/3654: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3655: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC3664
CC/365B: DE    Load CaseWord with the characters in the currently active party?
CC/365C: C0    If ($1E80($1AA) [$1EB5, bit 2] is set), branch to $CC3664
CC/3662: 8D    Remove all equipment from character $0A (Actor in stot 10)
CC/3664: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/3665: C0    If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/366B: DE    Load CaseWord with the characters in the currently active party?
CC/366C: C0    If ($1E80($1AC) [$1EB5, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/3672: 8D    Remove all equipment from character $0C (Actor in stot 12)
CC/3674: 92    Pause for 30 units
CC/3675: 3A    Enable player to move while event commands execute
CC/3676: FE    Return

CC/3677: 4B    Display dialogue message $0269, wait for button press
               Need status info?
               ^ Yes
               ^ No
CC/367A: B6    Indexed branch based on prior dialogue selection [$CC3682, $CA5EB3]
CC/3681: FE    Return

CC/3682: 4B    Display dialogue message $026A, wait for button press
               Clear
               Enemy can't strike you, but you're an easy target for spells.
               You'll revert to normal if a spell hits you.
               Imp
               Lose use of spells and commands.
               Zombie
               HP drops to 0, and you attack party members. Use Revivify to reverse.
               For Muddled and Psyche
               You'll revert to normal when struck by a weapon.
CC/3685: FE    Return

CC/3686: 4B    Display dialogue message $026B, wait for button press
               Use a curative spell or item on an undead creature for maximum damage.
CC/3689: FE    Return

CC/368A: 4B    Display dialogue message $026C, wait for button press
               Life 3
               Automatically brought back even if status is affected.
               Regen
               HP gradually come back.
CC/368D: FE    Return

CC/368E: 4B    Display dialogue message $026D, wait for button press
               3-way attack indicates a fire, ice and lightning attack.
CC/3691: FE    Return

CC/3692: 4B    Display dialogue message $026E, wait for button press
               Rflect spells will fade over time, and can't block certain magic attacks.
CC/3695: FE    Return

CC/3696: 4B    Display dialogue message $026F, wait for button press
               Runic
               Turns many magic attacks into MP! Can be used repeatedly.
               Morph
               Increases Attack and Magic power. Duration increases with battles fought.
               Dance and Rage
               Once selected, will continue until the battle is over.
CC/3699: FE    Return

CC/369A: 4B    Display dialogue message $0270, wait for button press
               When multiple images of your characters flash on the screen, weapons won't touch you.
CC/369D: FE    Return

CC/369E: 4B    Display dialogue message $0271, wait for button press
               Might want to go out and get some experience in the world before coming in here!
CC/36A1: FE    Return

CC/36A2: 4B    Display dialogue message $0272, wait for button press
               Near-fatal status can result in special hidden skills. See what happens if you select command Fight
CC/36A5: FE    Return

CC/36A6: 4B    Display dialogue message $0273, wait for button press
               Seems you have a piece of Magicite.
               Want to learn more about Espers?
               ^ Yes
               ^ No
CC/36A9: B6    Indexed branch based on prior dialogue selection [$CC36B1, $CA5EB3]
CC/36B0: FE    Return

CC/36B1: 4B    Display dialogue message $0274, wait for button press
               To use an Esper it must be equipped. Choose Skills from the menu, then select Espers.
               During battle, select Magic, and press up on the Control Pad. Press the A Button to use the Esper.
               Remember, an Esper can only be used once per battle.
               
               Learning Magic
               Learn new spells by equipping Espers. Switch Espers to learn different sets of spells.
               The higher the Learning Speed the faster a spell is learned.
               When equipped, some Espers will raise qualities (Strength, HP, MP etc.) to their maximum limits at the next level up.
CC/36B4: FE    Return

CC/36B5: 4B    Display dialogue message $0275, wait for button press
               Each SwdTech sword has its own unique name.
               You'll gain more SwdTech skills over time.
CC/36B8: FE    Return

CC/36B9: 4B    Display dialogue message $0276, wait for button press
               About Rflect
               Rflect doesn't block spells that have been Rflected off others.
               Enemy protected by Rflect?
               Try bouncing an attack off a Rflect-protected individual in your party!
CC/36BC: FE    Return

CC/36BD: D4    Set event bit $1E80($2A0) [$1ED4, bit 0]
CC/36BF: B0    Execute the following commands until $B1 31 times
CC/36C1: 51        Modify background color range from [05, 07]: Do <unknown operation> (Black) at intensity 3
CC/36C5: B1        End block of repeating commands
CC/36C6: B0    Execute the following commands until $B1 2 times
CC/36C8: 51        Modify background color range from [07, 07]: Add (Black) at intensity 3
CC/36CC: B1        End block of repeating commands
CC/36CD: B0    Execute the following commands until $B1 3 times
CC/36CF: 51        Modify background color range from [06, 06]: Add (Black) at intensity 3
CC/36D3: B1        End block of repeating commands
CC/36D4: B0    Execute the following commands until $B1 4 times
CC/36D6: 51        Modify background color range from [05, 05]: Add (Black) at intensity 3
CC/36DA: B1        End block of repeating commands
CC/36DB: FE    Return

CC/36DC: 7C    Enable activation of event for object $11 (NPC $11) if it comes into contact with any party
CC/36DE: FE    Return

CC/36DF: 4D    Invoke battle, enemy set $84, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/36E2: B2    Call subroutine $CA5EA9
CC/36E6: 42    Hide object $11
CC/36E8: DD    Clear event bit $1E80($695) [$1F52, bit 5]
CC/36EA: 96    Restore screen from fade
CC/36EB: 5C    Pause execution until fade in or fade out is complete
CC/36EC: B2    Call subroutine $CC1F9F
CC/36F0: 3A    Enable player to move while event commands execute
CC/36F1: FE    Return

CC/36F2: C0    If ($1E80($29B) [$1ED3, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/36F8: 3D    Create object $10
CC/36FA: 45    Refresh objects
CC/36FB: 41    Show object $10
CC/36FD: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/36FF: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/3701: C3        Set vehicle/entity's event speed to fast
CC/3702: 8A        Move vehicle/entity down 3 tiles
CC/3703: FF        End queue
CC/3704: 92    Pause for 30 units
CC/3705: 4B    Display dialogue message $0A38, wait for button press
               PICKPOCKET: Eh!?
               What're you doing here? 
               Doesn't matter, really
               nothing left anyway
               There's only one Moogle still around, and only a treasure hunter could pick that lock
CC/3708: 92    Pause for 30 units
CC/3709: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/370B: C2        Set vehicle/entity's event speed to normal
CC/370C: DD        Make vehicle/entity jump (high)
CC/370D: 86        Move vehicle/entity down 2 tiles
CC/370E: C3        Set vehicle/entity's event speed to fast
CC/370F: 9E        Move vehicle/entity down 8 tiles
CC/3710: 8E        Move vehicle/entity down 4 tiles
CC/3711: FF        End queue
CC/3712: 42    Hide object $10
CC/3714: 45    Refresh objects
CC/3715: D4    Set event bit $1E80($29B) [$1ED3, bit 3]
CC/3717: 3A    Enable player to move while event commands execute
CC/3718: FE    Return

CC/3719: C0    If ($1E80($29E) [$1ED3, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/371F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3721: CC        Turn vehicle/entity up
CC/3722: FF        End queue
CC/3723: F4    Play sound effect 103
CC/3725: B2    Call subroutine $CC9AD5
CC/3729: B5    Pause for 15 * 6 (90) units
CC/372B: F4    Play sound effect 103
CC/372D: B2    Call subroutine $CC9AD5
CC/3731: F4    Play sound effect 103
CC/3733: B0    Execute the following commands until $B1 20 times
CC/3735: 50        Tint screen (cumulative) with color $27
CC/3737: B1        End block of repeating commands
CC/3738: B5    Pause for 15 * 12 (180) units
CC/373A: 4D    Invoke battle, enemy set $77, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/373D: B2    Call subroutine $CA5EA9
CC/3741: 73    Replace current map's Layer 1 at (8, 137) with the following (4 x 3) chunk, refresh immediately
CC/3746:       $00, $00, $00, $00
CC/374A:       $00, $00, $00, $00
CC/374E:       $00, $00, $00, $00
CC/3752: 3D    Create object $11
CC/3754: 45    Refresh objects
CC/3755: B0    Execute the following commands until $B1 20 times
CC/3757: 50        Tint screen (cumulative) with color $27
CC/3759: B1        End block of repeating commands
CC/375A: 59    Unfade screen at speed $08
CC/375C: 5C    Pause execution until fade in or fade out is complete
CC/375D: 92    Pause for 30 units
CC/375E: 4B    Display dialogue message $0A39, wait for button press (At bottom of screen)
               ESPER: You HUMANS freed me from that prison of ice?
               You possess Magicite?!
               Who are you?!
               I sense war and destruction
               Could that stupid war possibly have lasted a thousand years?
               I can tell that you want to put a stop to the madness
               Let's see if you are worthy!
CC/3761: B5    Pause for 15 * 6 (90) units
CC/3763: F4    Play sound effect 103
CC/3765: B0    Execute the following commands until $B1 20 times
CC/3767: 50        Tint screen (cumulative) with color $67
CC/3769: B1        End block of repeating commands
CC/376A: 41    Show object $11
CC/376C: 42    Hide object $10
CC/376E: B5    Pause for 15 * 6 (90) units
CC/3770: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/3772: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/3774: C0        Set vehicle/entity's event speed to slowest
CC/3775: 82        Move vehicle/entity down 1 tile
CC/3776: C2        Set vehicle/entity's event speed to normal
CC/3777: 86        Move vehicle/entity down 2 tiles
CC/3778: FF        End queue
CC/3779: F4    Play sound effect 103
CC/377B: B2    Call subroutine $CC9AD5
CC/377F: 42    Hide object $11
CC/3781: 94    Pause for 60 units
CC/3782: 4B    Display dialogue message $0A3A, wait for button press (At bottom of screen)
               
               Received the Magicite
               Tritoch!
CC/3785: 92    Pause for 30 units
CC/3786: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/3788: CD        Turn vehicle/entity right
CC/3789: E0        Pause for 4 * 1 (4) frames
CC/378B: CE        Turn vehicle/entity down
CC/378C: FF        End queue
CC/378D: 94    Pause for 60 units
CC/378E: F4    Play sound effect 187
CC/3790: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/3792: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3794: 1F        Do vehicle/entity graphical action $1F 
CC/3795: FF        End queue
CC/3796: B2    Call subroutine $CC37C3
CC/379A: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/379C: 92    Pause for 30 units
CC/379D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/379F: CD        Turn vehicle/entity right
CC/37A0: E0        Pause for 4 * 1 (4) frames
CC/37A2: CC        Turn vehicle/entity up
CC/37A3: FF        End queue
CC/37A4: DD    Clear event bit $1E80($68C) [$1F51, bit 4]
CC/37A6: D4    Set event bit $1E80($29E) [$1ED3, bit 6]
CC/37A8: 86    Give esper $40 (Tritoch ) to party
CC/37AA: 3A    Enable player to move while event commands execute
CC/37AB: FE    Return

CC/37AC: C0    If ($1E80($29E) [$1ED3, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/37B2: 73    Replace current map's Layer 1 at (8, 137) with the following (4 x 3) chunk, refresh immediately
CC/37B7:       $00, $00, $00, $00
CC/37BB:       $00, $00, $00, $00
CC/37BF:       $00, $00, $00, $00
CC/37C3: 73    Replace current map's Layer 1 at (7, 8) with the following (6 x 5) chunk, refresh immediately
CC/37C8:       $00, $00, $00, $00, $00, $00
CC/37CE:       $00, $00, $00, $00, $09, $09
CC/37D4:       $09, $09, $09, $55, $18, $19
CC/37DA:       $A6, $6C, $65, $92, $92, $92
CC/37E0:       $D4, $F4, $92, $92, $92, $D4
CC/37E6: FE    Return

CC/37E7: C0    If ($1E80($29E) [$1ED3, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/37ED: 4B    Display dialogue message $0A3B, wait for button press
               There's an opening in the cliff. Hop into it?
               ^ Yes
               ^ No
CC/37F0: B6    Indexed branch based on prior dialogue selection [$CC37FE, $CC37F8]
CC/37F7: FE    Return

CC/37F8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/37FA: 82        Move vehicle/entity down 1 tile
CC/37FB: FF        End queue
CC/37FC: 3A    Enable player to move while event commands execute
CC/37FD: FE    Return

CC/37FE: 92    Pause for 30 units
CC/37FF: 38    Hold screen
CC/3800: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3802: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/3803: FF        End queue
CC/3804: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/3806: C7        Set vehicle/entity to stay still when moving
CC/3807: C2        Set vehicle/entity's event speed to normal
CC/3808: 17        Do vehicle/entity graphical action $17 
CC/3809: DC        Make vehicle/entity jump (low)
CC/380A: 80        Move vehicle/entity up 1 tile
CC/380B: C8        Set object layering priority to 3 (low nibble 3)
CC/380D: FF        End queue
CC/380E: 73    Replace current map's Layer 1 at (9, 12) with the following (3 x 1) chunk, refresh immediately
CC/3813:       $82, $1A, $1A
CC/3816: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/3818: C4        Set vehicle/entity's event speed to faster
CC/3819: 86        Move vehicle/entity down 2 tiles
CC/381A: FF        End queue
CC/381B: 42    Hide object $31
CC/381D: 45    Refresh objects
CC/381E: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/3820: F2    Fade out current song with transition time 128
CC/3822: F4    Play sound effect 186
CC/3824: 5A    Fade screen at speed $08
CC/3826: 5C    Pause execution until fade in or fade out is complete
CC/3827: B5    Pause for 15 * 16 (240) units
CC/3829: 6B    Load map $0119 (Umaro's Cave, first cave and bridges cave) instantly, (upper bits $2000), place party at (14, 55), facing down
CC/382F: F4    Play sound effect 186
CC/3831: B2    Call subroutine $CCD9A6
CC/3835: 92    Pause for 30 units
CC/3836: F0    Play song 48 (Umaro), (high bit clear), full volume
CC/3838: FE    Return

CC/3839: 6A    Load map $0021 (Narshe, upper town (WoR)) after fade out, (upper bits $2000), place party at (35, 17), facing down
CC/383F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/3841: C8        Set object layering priority to 2 (low nibble 2)
CC/3843: FF        End queue
CC/3844: 96    Restore screen from fade
CC/3845: 5C    Pause execution until fade in or fade out is complete
CC/3846: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/3848: C3        Set vehicle/entity's event speed to fast
CC/3849: 82        Move vehicle/entity down 1 tile
CC/384A: 1F        Do vehicle/entity graphical action $1F 
CC/384B: FF        End queue
CC/384C: B0    Execute the following commands until $B1 4 times
CC/384E: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3850: 1F            Do vehicle/entity graphical action $1F 
CC/3851: FF            End queue
CC/3852: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3854: CE            Turn vehicle/entity down
CC/3855: FF            End queue
CC/3856: B1        End block of repeating commands
CC/3857: F4    Play sound effect 186
CC/3859: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/385B: C7        Set vehicle/entity to stay still when moving
CC/385C: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/385D: C4        Set vehicle/entity's event speed to faster
CC/385E: 96        Move vehicle/entity down 6 tiles
CC/385F: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/3860: FF        End queue
CC/3861: F4    Play sound effect 181
CC/3863: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/3865: C6        Set vehicle/entity to walk when moving
CC/3866: C8        Set object layering priority to 0 (low nibble 0)
CC/3868: FF        End queue
CC/3869: 3A    Enable player to move while event commands execute
CC/386A: FE    Return

CC/386B: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/3871: 11    Begin action queue for character $11 (NPC $11), 27 bytes long 
CC/3873: E0        Pause for 4 * 64 (256) frames
CC/3875: C3        Set vehicle/entity's event speed to fast
CC/3876: 82        Move vehicle/entity down 1 tile
CC/3877: E0        Pause for 4 * 6 (24) frames
CC/3879: 18        Do vehicle/entity graphical action $18 
CC/387A: E0        Pause for 4 * 1 (4) frames
CC/387C: CE        Turn vehicle/entity down
CC/387D: E0        Pause for 4 * 1 (4) frames
CC/387F: 18        Do vehicle/entity graphical action $18 
CC/3880: E0        Pause for 4 * 1 (4) frames
CC/3882: CE        Turn vehicle/entity down
CC/3883: E0        Pause for 4 * 1 (4) frames
CC/3885: E0        Pause for 4 * 4 (16) frames
CC/3887: 80        Move vehicle/entity up 1 tile
CC/3888: CE        Turn vehicle/entity down
CC/3889: E0        Pause for 4 * 96 (384) frames
CC/388B: FC        Branch 24 bytes backwards ($CC3873)
CC/388D: FF        End queue
CC/388E: FE    Return

CC/388F: C2    If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/3899: 74    Replace current map's Layer 2 at (14, 54) with the following (3 x 3) chunk
CC/389E:       $F6, $F7, $D2
CC/38A1:       $52, $00, $F8
CC/38A4:       $62, $00, $61
CC/38A7: 74    Replace current map's Layer 2 at (14, 118) with the following (3 x 3) chunk
CC/38AC:       $DB, $DB, $01
CC/38AF:       $DB, $DB, $DB
CC/38B2:       $DB, $FB, $F0
CC/38B5: 75    Refresh map after alteration
CC/38B6: F4    Play sound effect 187
CC/38B8: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/38BA: 92    Pause for 30 units
CC/38BB: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/38BD: FE    Return

CC/38BE: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/38C4: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (32, 32), facing down
CC/38CA: FE    Return

CC/38CB: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/38D1: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (46, 12), facing down
CC/38D7: FE    Return

CC/38D8: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/38DE: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (43, 13), facing down
CC/38E4: FE    Return

CC/38E5: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/38EB: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (41, 24), facing down
CC/38F1: FE    Return

CC/38F2: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/38F8: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (29, 27), facing down
CC/38FE: FE    Return

CC/38FF: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3905: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (41, 38), facing down
CC/390B: FE    Return

CC/390C: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3912: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (18, 24), facing down
CC/3918: FE    Return

CC/3919: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/391F: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (49, 14), facing down
CC/3925: FE    Return

CC/3926: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/392C: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (53, 8), facing down
CC/3932: FE    Return

CC/3933: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3939: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (52, 39), facing down
CC/393F: FE    Return

CC/3940: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3946: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (33, 56), facing down
CC/394C: FE    Return

CC/394D: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3953: 6A    Load map $0020 (Narshe, lower town (WoR)) after fade out, (upper bits $2000), place party at (32, 18), facing down
CC/3959: FE    Return

CC/395A: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/3960: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC3969
CC/3966: F0    Play song 23 (The Mines of Narshe), (high bit clear), full volume
CC/3968: FE    Return

CC/3969: F0    Play song 79 (Dark World), (high bit clear), full volume
CC/396B: FE    Return

CC/396C: B2    Call subroutine $CACA8D
CC/3970: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/3972: F0    Play song 49 (Mog), (high bit clear), full volume
CC/3974: C0    If ($1E80($29F) [$1ED3, bit 7] is clear), branch to $CC3A4C
CC/397A: 92    Pause for 30 units
CC/397B: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/397D: 1F        Do vehicle/entity graphical action $1F 
CC/397E: FF        End queue
CC/397F: 94    Pause for 60 units
CC/3980: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3982: CE        Turn vehicle/entity down
CC/3983: FF        End queue
CC/3984: 92    Pause for 30 units
CC/3985: 4B    Display dialogue message $0A3C, wait for button press
               MOG: Kupoppo! You're alive!
               I thought you were all feeding the worms, kupo!
               Kupohoho! Let's go!
CC/3988: 92    Pause for 30 units
CC/3989: F4    Play sound effect 220
CC/398B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/398D: CF        Turn vehicle/entity left
CC/398E: FF        End queue
CC/398F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/3991: C2        Set vehicle/entity's event speed to normal
CC/3992: DC        Make vehicle/entity jump (low)
CC/3993: A2        Move vehicle/entity left/down 1x1 tiles
CC/3994: FF        End queue
CC/3995: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/3997: CE        Turn vehicle/entity down
CC/3998: FF        End queue
CC/3999: F4    Play sound effect 220
CC/399B: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/399D: DC        Make vehicle/entity jump (low)
CC/399E: A1        Move vehicle/entity right/down 1x1 tiles
CC/399F: FF        End queue
CC/39A0: F4    Play sound effect 220
CC/39A2: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/39A4: DC        Make vehicle/entity jump (low)
CC/39A5: A0        Move vehicle/entity right/up 1x1 tiles
CC/39A6: FF        End queue
CC/39A7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/39A9: CC        Turn vehicle/entity up
CC/39AA: FF        End queue
CC/39AB: F4    Play sound effect 220
CC/39AD: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/39AF: DC        Make vehicle/entity jump (low)
CC/39B0: 80        Move vehicle/entity up 1 tile
CC/39B1: CE        Turn vehicle/entity down
CC/39B2: FF        End queue
CC/39B3: 94    Pause for 60 units
CC/39B4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39B6: 1A        Do vehicle/entity graphical action $1A 
CC/39B7: FF        End queue
CC/39B8: B4    Pause for 12 units
CC/39BA: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39BC: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/39BD: FF        End queue
CC/39BE: B4    Pause for 12 units
CC/39C0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39C2: 18        Do vehicle/entity graphical action $18 
CC/39C3: FF        End queue
CC/39C4: 92    Pause for 30 units
CC/39C5: F4    Play sound effect 220
CC/39C7: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/39C9: C7        Set vehicle/entity to stay still when moving
CC/39CA: 1D        Do vehicle/entity graphical action $1D 
CC/39CB: DC        Make vehicle/entity jump (low)
CC/39CC: E0        Pause for 4 * 8 (32) frames
CC/39CE: C6        Set vehicle/entity to walk when moving
CC/39CF: FF        End queue
CC/39D0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39D2: CE        Turn vehicle/entity down
CC/39D3: FF        End queue
CC/39D4: 92    Pause for 30 units
CC/39D5: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39D7: 14        Do vehicle/entity graphical action $14 
CC/39D8: FF        End queue
CC/39D9: 92    Pause for 30 units
CC/39DA: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39DC: CE        Turn vehicle/entity down
CC/39DD: FF        End queue
CC/39DE: 92    Pause for 30 units
CC/39DF: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39E1: 24        Do vehicle/entity graphical action $24 
CC/39E2: FF        End queue
CC/39E3: 92    Pause for 30 units
CC/39E4: 4B    Display dialogue message $0A3D, wait for button press
               MOG: Say, we could use some sasquatch muscle!!
               Besides, he'd be helpless here without me!
               He's somewhere in the mines. Once we find him, I'll order him to join us!
CC/39E7: 92    Pause for 30 units
CC/39E8: F4    Play sound effect 220
CC/39EA: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/39EC: C7        Set vehicle/entity to stay still when moving
CC/39ED: 1D        Do vehicle/entity graphical action $1D 
CC/39EE: DC        Make vehicle/entity jump (low)
CC/39EF: E0        Pause for 4 * 8 (32) frames
CC/39F1: C6        Set vehicle/entity to walk when moving
CC/39F2: FF        End queue
CC/39F3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/39F5: CE        Turn vehicle/entity down
CC/39F6: FF        End queue
CC/39F7: 92    Pause for 30 units
CC/39F8: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/39FA: CD        Turn vehicle/entity right
CC/39FB: FF        End queue
CC/39FC: F4    Play sound effect 220
CC/39FE: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/3A00: C2        Set vehicle/entity's event speed to normal
CC/3A01: DC        Make vehicle/entity jump (low)
CC/3A02: 82        Move vehicle/entity down 1 tile
CC/3A03: FF        End queue
CC/3A04: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/3A06: CE        Turn vehicle/entity down
CC/3A07: FF        End queue
CC/3A08: F4    Play sound effect 220
CC/3A0A: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/3A0C: DC        Make vehicle/entity jump (low)
CC/3A0D: A2        Move vehicle/entity left/down 1x1 tiles
CC/3A0E: CC        Turn vehicle/entity up
CC/3A0F: FF        End queue
CC/3A10: F4    Play sound effect 220
CC/3A12: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/3A14: C7        Set vehicle/entity to stay still when moving
CC/3A15: DC        Make vehicle/entity jump (low)
CC/3A16: 82        Move vehicle/entity down 1 tile
CC/3A17: FF        End queue
CC/3A18: 92    Pause for 30 units
CC/3A19: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/3A1B: C6        Set vehicle/entity to walk when moving
CC/3A1C: 17        Do vehicle/entity graphical action $17 
CC/3A1D: FF        End queue
CC/3A1E: 94    Pause for 60 units
CC/3A1F: 5A    Fade screen at speed $08
CC/3A21: 5C    Pause execution until fade in or fade out is complete
CC/3A22: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/3A26: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3A32
CC/3A2C: 3D    Create object $0A
CC/3A2E: 3F    Assign character $0A (Actor in stot 10) to party 1
CC/3A31: 45    Refresh objects
CC/3A32: 77    Perform level averaging on character $0A (MOG   ) and calculate new maximum HP/MP
CC/3A34: 8B    For character $0A (Actor in stot 10), take HP and set to maximum
CC/3A37: 8C    For character $0A (Actor in stot 10), take MP and set to maximum
CC/3A3A: 88    Remove the following status ailments from character $0A (Actor in stot 10): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/3A3E: D4    Set event bit $1E80($2FA) [$1EDF, bit 2]
CC/3A40: 42    Hide object $10
CC/3A42: 45    Refresh objects
CC/3A43: DD    Clear event bit $1E80($68D) [$1F51, bit 5]
CC/3A45: 94    Pause for 60 units
CC/3A46: 96    Restore screen from fade
CC/3A47: 5C    Pause execution until fade in or fade out is complete
CC/3A48: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/3A4A: 3A    Enable player to move while event commands execute
CC/3A4B: FE    Return

CC/3A4C: 40    Assign properties $0A to character $0A (Actor in stot 10)
CC/3A4F: 3D    Create object $0A
CC/3A51: 37    Assign graphics $0A to object $0A (Actor in stot 10)
CC/3A54: 43    Assign palette $05 to character $0A (Actor in stot 10)
CC/3A57: D4    Set event bit $1E80($2FA) [$1EDF, bit 2]
CC/3A59: D4    Set event bit $1E80($2EA) [$1EDD, bit 2]
CC/3A5B: 45    Refresh objects
CC/3A5C: 92    Pause for 30 units
CC/3A5D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3A5F: 1F        Do vehicle/entity graphical action $1F 
CC/3A60: FF        End queue
CC/3A61: 94    Pause for 60 units
CC/3A62: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3A64: CE        Turn vehicle/entity down
CC/3A65: FF        End queue
CC/3A66: 4B    Display dialogue message $0A3E, wait for button press
               Kupo!!!
               Don't scare me like that!
CC/3A69: 92    Pause for 30 units
CC/3A6A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3A6C: 1F        Do vehicle/entity graphical action $1F 
CC/3A6D: FF        End queue
CC/3A6E: 94    Pause for 60 units
CC/3A6F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3A71: CC        Turn vehicle/entity up
CC/3A72: FF        End queue
CC/3A73: 92    Pause for 30 units
CC/3A74: 4B    Display dialogue message $06DF, wait for button press
               Can you talk?!
CC/3A77: 92    Pause for 30 units
CC/3A78: B0    Execute the following commands until $B1 12 times
CC/3A7A: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3A7C: 1D            Do vehicle/entity graphical action $1D 
CC/3A7D: FF            End queue
CC/3A7E: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3A80: 1E            Do vehicle/entity graphical action $1E 
CC/3A81: FF            End queue
CC/3A82: B1        End block of repeating commands
CC/3A83: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3A85: 1D        Do vehicle/entity graphical action $1D 
CC/3A86: FF        End queue
CC/3A87: 42    Hide object $31
CC/3A89: B2    Call subroutine $CAD00F
CC/3A8D: 38    Hold screen
CC/3A8E: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/3A90: C2        Set vehicle/entity's event speed to normal
CC/3A91: 8E        Move vehicle/entity down 4 tiles
CC/3A92: FF        End queue
CC/3A93: 94    Pause for 60 units
CC/3A94: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/3A96: C4        Set vehicle/entity's event speed to faster
CC/3A97: 8C        Move vehicle/entity up 4 tiles
CC/3A98: FF        End queue
CC/3A99: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3A9B: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/3A9C: FF        End queue
CC/3A9D: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/3A9F: 92    Pause for 30 units
CC/3AA0: 4B    Display dialogue message $06E0, wait for button press (Show text only) (At bottom of screen)
               Human-loving, fast-talking,
               street-smart, SLAM-dancing
               Moogle
CC/3AA3: 92    Pause for 30 units
CC/3AA4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3AA6: 1D        Do vehicle/entity graphical action $1D 
CC/3AA7: FF        End queue
CC/3AA8: 94    Pause for 60 units
CC/3AA9: 97    Fade screen to black
CC/3AAA: 5C    Pause execution until fade in or fade out is complete
CC/3AAB: 39    Free screen
CC/3AAC: 7F    Change character $0A's name to $0A (MOG   )
CC/3AAF: 98    Invoke name change screen for character $0A (Actor in stot 10)
CC/3AB1: 41    Show object $31
CC/3AB3: 45    Refresh objects
CC/3AB4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3AB6: CC        Turn vehicle/entity up
CC/3AB7: FF        End queue
CC/3AB8: 96    Restore screen from fade
CC/3AB9: 5C    Pause execution until fade in or fade out is complete
CC/3ABA: B2    Call subroutine $CAD015
CC/3ABE: 92    Pause for 30 units
CC/3ABF: 4B    Display dialogue message $06E1, wait for button press
               That old psycho, Ramuh, came to me in a dream and told me to be expectin' you!
               And now  I'm 
               gonna join your party!
CC/3AC2: 94    Pause for 60 units
CC/3AC3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/3AC5: 24        Do vehicle/entity graphical action $24 
CC/3AC6: FF        End queue
CC/3AC7: 92    Pause for 30 units
CC/3AC8: 4B    Display dialogue message $0A3D, wait for button press
               MOG: Say, we could use some sasquatch muscle!!
               Besides, he'd be helpless here without me!
               He's somewhere in the mines. Once we find him, I'll order him to join us!
CC/3ACB: 3E    Delete object $0A
CC/3ACD: 45    Refresh objects
CC/3ACE: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/3AD2: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3ADE
CC/3AD8: 3D    Create object $0A
CC/3ADA: 3F    Assign character $0A (Actor in stot 10) to party 1
CC/3ADD: 45    Refresh objects
CC/3ADE: 8B    For character $0A (Actor in stot 10), take HP and set to maximum
CC/3AE1: 8C    For character $0A (Actor in stot 10), take MP and set to maximum
CC/3AE4: 88    Remove the following status ailments from character $0A (Actor in stot 10): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/3AE8: 97    Fade screen to black
CC/3AE9: 5C    Pause execution until fade in or fade out is complete
CC/3AEA: 42    Hide object $10
CC/3AEC: 45    Refresh objects
CC/3AED: DD    Clear event bit $1E80($68D) [$1F51, bit 5]
CC/3AEF: 92    Pause for 30 units
CC/3AF0: 96    Restore screen from fade
CC/3AF1: 5C    Pause execution until fade in or fade out is complete
CC/3AF2: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/3AF4: F0    Play song 79 (Dark World), (high bit clear), full volume
CC/3AF6: 3A    Enable player to move while event commands execute
CC/3AF7: FE    Return

CC/3AF8: 4B    Display dialogue message $0A2B, wait for button press
               I'm an Imperial Trooper! 
               Probably, the last of 'em
               I have some valuable information for you!
               Talk to the Emperor twice.
               Use this when you've found the place where the Emperor hid a secret treasure.
CC/3AFB: FE    Return

CC/3AFC: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CC3B0B
CC/3B02: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E
CC/3B08: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/3B0A: FE    Return

CC/3B0B: F0    Play song 13 (Locke), (high bit clear), full volume
CC/3B0D: FE    Return

CC/3B0E: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/3B10: FE    Return

CC/3B11: 4B    Display dialogue message $0985, wait for button press
               Those beautiful days will never return
CC/3B14: 92    Pause for 30 units
CC/3B15: 62    Mosaic screen, speed 4
CC/3B17: 5A    Fade screen at speed $04
CC/3B19: 5C    Pause execution until fade in or fade out is complete
CC/3B1A: DC    Set event bit $1E80($680) [$1F50, bit 0]
CC/3B1C: 6B    Load map $00BC (Kohlingen, outdoors (WoB, including Locke's flashback)) instantly, (upper bits $0000), place party at (22, 22), facing up
CC/3B22: F0    Play song 0 (Silence), (high bit clear), full volume
CC/3B24: 42    Hide object $31
CC/3B26: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/3B28: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CC/3B2A: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CC/3B2C: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CC/3B2E: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CC/3B30: 78    Enable ability to pass through other objects for object $23 (NPC $23)
CC/3B32: 78    Enable ability to pass through other objects for object $24 (NPC $24)
CC/3B34: 59    Unfade screen at speed $04
CC/3B36: 5C    Pause execution until fade in or fade out is complete
CC/3B37: B5    Pause for 15 * 6 (90) units
CC/3B39: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long 
CC/3B3B: C2        Set vehicle/entity's event speed to normal
CC/3B3C: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B3D: FC        Branch 1 bytes backwards ($CC3B3C)
CC/3B3F: FF        End queue
CC/3B40: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long 
CC/3B42: C2        Set vehicle/entity's event speed to normal
CC/3B43: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B44: FC        Branch 1 bytes backwards ($CC3B43)
CC/3B46: FF        End queue
CC/3B47: 20    Begin action queue for character $20 (NPC $20), 5 bytes long 
CC/3B49: C2        Set vehicle/entity's event speed to normal
CC/3B4A: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B4B: FC        Branch 1 bytes backwards ($CC3B4A)
CC/3B4D: FF        End queue
CC/3B4E: 21    Begin action queue for character $21 (NPC $21), 9 bytes long 
CC/3B50: C2        Set vehicle/entity's event speed to normal
CC/3B51: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B52: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B53: C1        Set vehicle/entity's event speed to slow
CC/3B54: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B55: C2        Set vehicle/entity's event speed to normal
CC/3B56: FC        Branch 2 bytes backwards ($CC3B54)
CC/3B58: FF        End queue
CC/3B59: 22    Begin action queue for character $22 (NPC $22), 5 bytes long 
CC/3B5B: C2        Set vehicle/entity's event speed to normal
CC/3B5C: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B5D: FC        Branch 1 bytes backwards ($CC3B5C)
CC/3B5F: FF        End queue
CC/3B60: 23    Begin action queue for character $23 (NPC $23), 8 bytes long 
CC/3B62: C2        Set vehicle/entity's event speed to normal
CC/3B63: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B64: C1        Set vehicle/entity's event speed to slow
CC/3B65: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B66: C2        Set vehicle/entity's event speed to normal
CC/3B67: FC        Branch 2 bytes backwards ($CC3B65)
CC/3B69: FF        End queue
CC/3B6A: 24    Begin action queue for character $24 (NPC $24), 10 bytes long 
CC/3B6C: C2        Set vehicle/entity's event speed to normal
CC/3B6D: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B6E: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B6F: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B70: C1        Set vehicle/entity's event speed to slow
CC/3B71: AB        Move vehicle/entity left/up 1x2 tiles
CC/3B72: C2        Set vehicle/entity's event speed to normal
CC/3B73: FC        Branch 2 bytes backwards ($CC3B71)
CC/3B75: FF        End queue
CC/3B76: 92    Pause for 30 units
CC/3B77: F4    Play sound effect 192
CC/3B79: 91    Pause for 15 units
CC/3B7A: F4    Play sound effect 192
CC/3B7C: 94    Pause for 60 units
CC/3B7D: F4    Play sound effect 192
CC/3B7F: 91    Pause for 15 units
CC/3B80: F4    Play sound effect 192
CC/3B82: 91    Pause for 15 units
CC/3B83: F4    Play sound effect 192
CC/3B85: 92    Pause for 30 units
CC/3B86: F4    Play sound effect 192
CC/3B88: 91    Pause for 15 units
CC/3B89: F4    Play sound effect 192
CC/3B8B: B5    Pause for 15 * 6 (90) units
CC/3B8D: 5A    Fade screen at speed $04
CC/3B8F: 5C    Pause execution until fade in or fade out is complete
CC/3B90: DD    Clear event bit $1E80($680) [$1F50, bit 0]
CC/3B92: 95    Pause for 120 units
CC/3B93: 6B    Load map $00BD (Kohlingen, outdoors (WoR / ending)) instantly, (upper bits $0000), place party at (22, 22), facing up
CC/3B99: 41    Show object $31
CC/3B9B: 62    Mosaic screen, speed 8
CC/3B9D: 59    Unfade screen at speed $04
CC/3B9F: 5C    Pause execution until fade in or fade out is complete
CC/3BA0: 3A    Enable player to move while event commands execute
CC/3BA1: FE    Return

CC/3BA2: C0    If ($1E80($0CA) [$1E99, bit 2] is set), branch to $CC3BAC
CC/3BA8: 4B    Display dialogue message $0986, wait for button press
               Narshe is filled with monsters. I don't have any place to go home to
CC/3BAB: FE    Return

CC/3BAC: 4B    Display dialogue message $0987, wait for button press
               But I refuse to give up!
               I'm going back to Narshe.
               There's that frozen Esper
               With you guys along, we'll be able to wake that thing up!
CC/3BAF: FE    Return

CC/3BB0: 4B    Display dialogue message $0988, wait for button press
               LOCKE just left here a while ago. He was happy
               saying something about learning where some mystic treasure was
CC/3BB3: DE    Load CaseWord with the characters in the currently active party?
CC/3BB4: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/3BBA: B2    Call subroutine $CC3BBF
CC/3BBE: FE    Return

CC/3BBF: 92    Pause for 30 units
CC/3BC0: 4B    Display dialogue message $0989, wait for button press
               CELES: LOCKE
               He's alive!!
CC/3BC3: FE    Return

CC/3BC4: 4B    Display dialogue message $098A, wait for button press
               We planted some seeds, but nothing's growing
CC/3BC7: FE    Return

CC/3BC8: 4B    Display dialogue message $098B, wait for button press
               It's as if the plants have lost their will to live
CC/3BCB: FE    Return

CC/3BCC: C0    If ($1E80($0A3) [$1E94, bit 3] is set), branch to $CC3BD6
CC/3BD2: 4B    Display dialogue message $098C, wait for button press
               There's a real mean guy fighting at the colosseum. Seems he's looking for a weapon called the Striker
CC/3BD5: FE    Return

CC/3BD6: 4B    Display dialogue message $098D, wait for button press
               Unless life begins to flourish again, it doesn't matter how beautifully we restore our village.
CC/3BD9: FE    Return

CC/3BDA: 4B    Display dialogue message $098E, wait for button press
               A handsome man with a quaint way of talking visited our village recently. He kept saying, Thou to everyone!
CC/3BDD: FE    Return

CC/3BDE: 4B    Display dialogue message $0995, wait for button press
               There're still some people with vision, even in this world.
               Like my brother up north.
CC/3BE1: FE    Return

CC/3BE2: 4B    Display dialogue message $0996, wait for button press
               Don't step there!
               Give the seedlings a chance!
CC/3BE5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3BE7: CE        Turn vehicle/entity down
CC/3BE8: FF        End queue
CC/3BE9: 92    Pause for 30 units
CC/3BEA: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/3BEC: C2        Set vehicle/entity's event speed to normal
CC/3BED: C7        Set vehicle/entity to stay still when moving
CC/3BEE: DC        Make vehicle/entity jump (low)
CC/3BEF: 80        Move vehicle/entity up 1 tile
CC/3BF0: CE        Turn vehicle/entity down
CC/3BF1: E0        Pause for 4 * 2 (8) frames
CC/3BF3: 20        Do vehicle/entity graphical action $20 
CC/3BF4: C6        Set vehicle/entity to walk when moving
CC/3BF5: FF        End queue
CC/3BF6: 3A    Enable player to move while event commands execute
CC/3BF7: FE    Return

CC/3BF8: B2    Call subroutine $CACA8D
CC/3BFC: 92    Pause for 30 units
CC/3BFD: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3BFF: 13        Do vehicle/entity graphical action $13 
CC/3C00: FF        End queue
CC/3C01: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C03: CE        Turn vehicle/entity down
CC/3C04: FF        End queue
CC/3C05: 92    Pause for 30 units
CC/3C06: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C08: 13        Do vehicle/entity graphical action $13 
CC/3C09: FF        End queue
CC/3C0A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C0C: CE        Turn vehicle/entity down
CC/3C0D: FF        End queue
CC/3C0E: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C10: 13        Do vehicle/entity graphical action $13 
CC/3C11: FF        End queue
CC/3C12: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C14: CE        Turn vehicle/entity down
CC/3C15: FF        End queue
CC/3C16: 92    Pause for 30 units
CC/3C17: 4B    Display dialogue message $098F, wait for button press
               CELES: SETZER!
               SETZER: You're alive!?
CC/3C1A: 92    Pause for 30 units
CC/3C1B: B2    Call subroutine $CAC6AC
CC/3C1F: B2    Call subroutine $CB2E34
CC/3C23: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/3C28: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/3C2A: C2        Set vehicle/entity's event speed to normal
CC/3C2B: A2        Move vehicle/entity left/down 1x1 tiles
CC/3C2C: CC        Turn vehicle/entity up
CC/3C2D: FF        End queue
CC/3C2E: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/3C30: C2        Set vehicle/entity's event speed to normal
CC/3C31: 82        Move vehicle/entity down 1 tile
CC/3C32: CC        Turn vehicle/entity up
CC/3C33: FF        End queue
CC/3C34: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/3C36: C2        Set vehicle/entity's event speed to normal
CC/3C37: A1        Move vehicle/entity right/down 1x1 tiles
CC/3C38: CC        Turn vehicle/entity up
CC/3C39: FF        End queue
CC/3C3A: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/3C3C: C2        Set vehicle/entity's event speed to normal
CC/3C3D: CC        Turn vehicle/entity up
CC/3C3E: E0        Pause for 4 * 8 (32) frames
CC/3C40: FF        End queue
CC/3C41: 4B    Display dialogue message $0990, wait for button press
               CELES: Come along with us!
               We're after Kefka!
               SETZER: Phew
               I don't know if I have it in me anymore
               CELES: What are you saying?!
               SETZER: I'm just a gambler
               I just want to be left alone
               This world is too chaotic for me. What's worse, I've lost my wings
CC/3C44: 92    Pause for 30 units
CC/3C45: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C47: 20        Do vehicle/entity graphical action $20 
CC/3C48: FF        End queue
CC/3C49: 94    Pause for 60 units
CC/3C4A: 15    Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete)
CC/3C4C: C0        Set vehicle/entity's event speed to slowest
CC/3C4D: CD        Turn vehicle/entity right
CC/3C4E: E0        Pause for 4 * 1 (4) frames
CC/3C50: 84        Move vehicle/entity up 2 tiles
CC/3C51: FF        End queue
CC/3C52: B5    Pause for 15 * 6 (90) units
CC/3C54: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C56: 21        Do vehicle/entity graphical action $21 
CC/3C57: FF        End queue
CC/3C58: B5    Pause for 15 * 6 (90) units
CC/3C5A: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CC/3C5C: A3        Move vehicle/entity left/up 1x1 tiles
CC/3C5D: 84        Move vehicle/entity up 2 tiles
CC/3C5E: CD        Turn vehicle/entity right
CC/3C5F: FF        End queue
CC/3C60: 92    Pause for 30 units
CC/3C61: 4B    Display dialogue message $0991, wait for button press
               CELES: But before the world collapsed, you fought with all your heart! You were absolutely fearless
               SETZER: That was then
               We can never have that world back!
               CELES: You want to live in this world as it is?
               No?
               Then do something about it!
CC/3C64: F2    Fade out current song with transition time 160
CC/3C66: 95    Pause for 120 units
CC/3C67: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C69: CC        Turn vehicle/entity up
CC/3C6A: FF        End queue
CC/3C6B: B5    Pause for 15 * 6 (90) units
CC/3C6D: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C6F: CF        Turn vehicle/entity left
CC/3C70: FF        End queue
CC/3C71: 94    Pause for 60 units
CC/3C72: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C74: CE        Turn vehicle/entity down
CC/3C75: FF        End queue
CC/3C76: 95    Pause for 120 units
CC/3C77: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3C79: 23        Do vehicle/entity graphical action $23 
CC/3C7A: FF        End queue
CC/3C7B: 92    Pause for 30 units
CC/3C7C: 4B    Display dialogue message $0992, wait for button press
               SETZER: Mwa ha!
               All rightyou win!
               I'm starting to feel lucky!!
CC/3C7F: F0    Play song 16 (Setzer), (high bit clear), full volume
CC/3C81: 92    Pause for 30 units
CC/3C82: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/3C84: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/3C85: E0        Pause for 4 * 4 (16) frames
CC/3C87: CD        Turn vehicle/entity right
CC/3C88: FF        End queue
CC/3C89: 94    Pause for 60 units
CC/3C8A: 4B    Display dialogue message $0993, wait for button press
               SETZER: Thanks
               I needed that.
               Now, let's go visit Daryl's Tomb.
CC/3C8D: 92    Pause for 30 units
CC/3C8E: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/3C90: CE        Turn vehicle/entity down
CC/3C91: FF        End queue
CC/3C92: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CC/3C94: C2        Set vehicle/entity's event speed to normal
CC/3C95: A2        Move vehicle/entity left/down 1x1 tiles
CC/3C96: FF        End queue
CC/3C97: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/3C99: CF        Turn vehicle/entity left
CC/3C9A: FF        End queue
CC/3C9B: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/3C9D: CF        Turn vehicle/entity left
CC/3C9E: FF        End queue
CC/3C9F: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/3CA1: CF        Turn vehicle/entity left
CC/3CA2: FF        End queue
CC/3CA3: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/3CA5: CF        Turn vehicle/entity left
CC/3CA6: FF        End queue
CC/3CA7: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CC/3CA9: 93        Move vehicle/entity left 5 tiles
CC/3CAA: 82        Move vehicle/entity down 1 tile
CC/3CAB: FF        End queue
CC/3CAC: 91    Pause for 15 units
CC/3CAD: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3CAF: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/3CB0: FF        End queue
CC/3CB1: 93    Pause for 45 units
CC/3CB2: 38    Hold screen
CC/3CB3: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/3CB5: C1        Set vehicle/entity's event speed to slow
CC/3CB6: 93        Move vehicle/entity left 5 tiles
CC/3CB7: FF        End queue
CC/3CB8: 92    Pause for 30 units
CC/3CB9: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/3CBB: 24        Do vehicle/entity graphical action $24 
CC/3CBC: FF        End queue
CC/3CBD: 92    Pause for 30 units
CC/3CBE: 4B    Display dialogue message $0994, wait for button press
               SETZER: 
               We're gonna get us another one 
               Airship, that is!
CC/3CC1: 94    Pause for 60 units
CC/3CC2: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/3CC4: 80        Move vehicle/entity up 1 tile
CC/3CC5: A3        Move vehicle/entity left/up 1x1 tiles
CC/3CC6: 8B        Move vehicle/entity left 3 tiles
CC/3CC7: FF        End queue
CC/3CC8: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/3CCA: 80        Move vehicle/entity up 1 tile
CC/3CCB: A3        Move vehicle/entity left/up 1x1 tiles
CC/3CCC: 8B        Move vehicle/entity left 3 tiles
CC/3CCD: FF        End queue
CC/3CCE: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CC/3CD0: 80        Move vehicle/entity up 1 tile
CC/3CD1: 83        Move vehicle/entity left 1 tile
CC/3CD2: A3        Move vehicle/entity left/up 1x1 tiles
CC/3CD3: 87        Move vehicle/entity left 2 tiles
CC/3CD4: FF        End queue
CC/3CD5: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long 
CC/3CD7: C2        Set vehicle/entity's event speed to normal
CC/3CD8: A2        Move vehicle/entity left/down 1x1 tiles
CC/3CD9: 8F        Move vehicle/entity left 4 tiles
CC/3CDA: CE        Turn vehicle/entity down
CC/3CDB: E0        Pause for 4 * 8 (32) frames
CC/3CDD: FF        End queue
CC/3CDE: 94    Pause for 60 units
CC/3CDF: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CC/3CE1: C1        Set vehicle/entity's event speed to slow
CC/3CE2: 80        Move vehicle/entity up 1 tile
CC/3CE3: C2        Set vehicle/entity's event speed to normal
CC/3CE4: 8C        Move vehicle/entity up 4 tiles
CC/3CE5: FF        End queue
CC/3CE6: 92    Pause for 30 units
CC/3CE7: 5A    Fade screen at speed $04
CC/3CE9: 5C    Pause execution until fade in or fade out is complete
CC/3CEA: 92    Pause for 30 units
CC/3CEB: 35    Pause execution until action queue for object $30 (Camera) is complete
CC/3CED: 39    Free screen
CC/3CEE: B2    Call subroutine $CB2E2B
CC/3CF2: 42    Hide object $31
CC/3CF4: 42    Hide object $32
CC/3CF6: 42    Hide object $33
CC/3CF8: 42    Hide object $34
CC/3CFA: 42    Hide object $15
CC/3CFC: 47    Make character in slot 0 the lead character
CC/3CFD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3CFF: CE        Turn vehicle/entity down
CC/3D00: FF        End queue
CC/3D01: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/3D03: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (38, 48), facing up, party is in the airship
CC/3D09: D1        Hide vehicle
CC/3D0A: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CC/3D0D: C0        Modify vehicle script behavior ($20):  Allow ship to propel without changing direction facing
CC/3D0F: C1        Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) 
CC/3D12: C2        Set vehicle's propulsion direction to $005A (90 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/3D15: E0        Pause for 16 units
CC/3D17: C6        Propel vehicle at speed $0100
CC/3D1A: E0        Pause for 8 units
CC/3D1C: C2        Set vehicle's propulsion direction to $0082 (130 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/3D1F: E0        Pause for 48 units
CC/3D21: C6        Propel vehicle at speed $0000
CC/3D24: E0        Pause for 4 units
CC/3D26: C2        Set vehicle's propulsion direction to $0000 (0 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/3D29: C6        Propel vehicle at speed $0060
CC/3D2C: 40        Move vehicle as follows: (go down), 32 units
CC/3D2E: E0        Pause for 8 units
CC/3D30: C6        Propel vehicle at speed $0000
CC/3D33: E0        Pause for 20 units
CC/3D35: D9        Fade screen
CC/3D36: E0        Pause for 6 units
CC/3D38: D2        Load map $00BD (Kohlingen, outdoors (WoR / ending)), position (16, 25), mode $C0
CC/3D3E: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/3D40: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/3D42: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/3D46: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC3D52
CC/3D4C: 3D    Create object $09
CC/3D4E: 3F    Assign character $09 (Actor in stot 9) to party 1
CC/3D51: 45    Refresh objects
CC/3D52: 77    Perform level averaging on character $09 (SETZER) and calculate new maximum HP/MP
CC/3D54: 8B    For character $09 (Actor in stot 9), take HP and set to maximum
CC/3D57: 8C    For character $09 (Actor in stot 9), take MP and set to maximum
CC/3D5A: 88    Remove the following status ailments from character $09 (Actor in stot 9): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/3D5E: D4    Set event bit $1E80($2F9) [$1EDF, bit 1]
CC/3D60: B5    Pause for 15 * 12 (180) units
CC/3D62: 47    Make character in slot 0 the lead character
CC/3D63: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3D65: CE        Turn vehicle/entity down
CC/3D66: FF        End queue
CC/3D67: 59    Unfade screen at speed $08
CC/3D69: 5C    Pause execution until fade in or fade out is complete
CC/3D6A: 92    Pause for 30 units
CC/3D6B: DD    Clear event bit $1E80($67F) [$1F4F, bit 7]
CC/3D6D: DD    Clear event bit $1E80($6B6) [$1F56, bit 6]
CC/3D6F: D0    Set event bit $1E80($0CA) [$1E99, bit 2]
CC/3D71: 3A    Enable player to move while event commands execute
CC/3D72: FE    Return

CC/3D73: C0    If ($1E80($29C) [$1ED3, bit 4] is set), branch to $CC3EEB
CC/3D79: C0    If ($1E80($0D2) [$1E9A, bit 2] is set), branch to $CC3E45
CC/3D7F: C0    If ($1E80($296) [$1ED2, bit 6] is set), branch to $CC3DFC
CC/3D85: C0    If ($1E80($295) [$1ED2, bit 5] is set), branch to $CC3DBC
CC/3D8B: 4B    Display dialogue message $09EE, wait for button press
               LOLA: Look!
               My boyfriend in Mobliz sent me all these flowers!
               They're all hand-made of silk. And these are letters he has written to me
CC/3D8E: 92    Pause for 30 units
CC/3D8F: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/3D91: CF        Turn vehicle/entity left
CC/3D92: FF        End queue
CC/3D93: 92    Pause for 30 units
CC/3D94: 3D    Create object $12
CC/3D96: 45    Refresh objects
CC/3D97: 41    Show object $12
CC/3D99: DC    Set event bit $1E80($6A8) [$1F55, bit 0]
CC/3D9B: C0    If ($1E80($294) [$1ED2, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/3DA1: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/3DA3: CF        Turn vehicle/entity left
CC/3DA4: E0        Pause for 4 * 1 (4) frames
CC/3DA6: CE        Turn vehicle/entity down
CC/3DA7: FF        End queue
CC/3DA8: 92    Pause for 30 units
CC/3DA9: B0    Execute the following commands until $B1 4 times
CC/3DAB: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3DAD: 13            Do vehicle/entity graphical action $13 
CC/3DAE: FF            End queue
CC/3DAF: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3DB1: CE            Turn vehicle/entity down
CC/3DB2: FF            End queue
CC/3DB3: B1        End block of repeating commands
CC/3DB4: 92    Pause for 30 units
CC/3DB5: 4B    Display dialogue message $09EF, wait for button press
               ???
               But wasn't Mobliz demolished by Kefka? Somebody else must have written these
CC/3DB8: D4    Set event bit $1E80($294) [$1ED2, bit 4]
CC/3DBA: 3A    Enable player to move while event commands execute
CC/3DBB: FE    Return

CC/3DBC: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CC3DD4
CC/3DC2: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/3DC4: DC        Make vehicle/entity jump (low)
CC/3DC5: CE        Turn vehicle/entity down
CC/3DC6: E0        Pause for 4 * 4 (16) frames
CC/3DC8: FF        End queue
CC/3DC9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3DCB: CC        Turn vehicle/entity up
CC/3DCC: FF        End queue
CC/3DCD: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC3DDF
CC/3DD3: FE    Return

CC/3DD4: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/3DD6: DC        Make vehicle/entity jump (low)
CC/3DD7: CF        Turn vehicle/entity left
CC/3DD8: E0        Pause for 4 * 4 (16) frames
CC/3DDA: FF        End queue
CC/3DDB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3DDD: CD        Turn vehicle/entity right
CC/3DDE: FF        End queue
CC/3DDF: 92    Pause for 30 units
CC/3DE0: 4B    Display dialogue message $09F3, wait for button press
               LOLA: Could you please attach this reply to a carrier pigeon?
               Do this favor for Lola?
               ^ Yes
               ^ No
CC/3DE3: B6    Indexed branch based on prior dialogue selection [$CC3DEB, $CA5EB3]
CC/3DEA: FE    Return

CC/3DEB: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/3DED: DC        Make vehicle/entity jump (low)
CC/3DEE: CE        Turn vehicle/entity down
CC/3DEF: E0        Pause for 4 * 4 (16) frames
CC/3DF1: FF        End queue
CC/3DF2: 92    Pause for 30 units
CC/3DF3: 4B    Display dialogue message $09F4, wait for button press
               LOLA: Thank you.
CC/3DF6: D4    Set event bit $1E80($296) [$1ED2, bit 6]
CC/3DF8: D2    Set event bit $1E80($1D7) [$1EBA, bit 7]
CC/3DFA: 3A    Enable player to move while event commands execute
CC/3DFB: FE    Return

CC/3DFC: 4B    Display dialogue message $09F5, wait for button press
               LOLA: I hope his reply comes soon!
CC/3DFF: FE    Return

CC/3E00: C0    If ($1E80($0D2) [$1E9A, bit 2] is set), branch to $CC3EEF
CC/3E06: C0    If ($1E80($294) [$1ED2, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/3E0C: 4B    Display dialogue message $09F0, wait for button press
               Read the letter?
               ^ Yes
               ^ No
CC/3E0F: B6    Indexed branch based on prior dialogue selection [$CC3E17, $CA5EB3]
CC/3E16: FE    Return

CC/3E17: 4B    Display dialogue message $09F1, wait for button press
               My beloved Lola,
               We're still busy trying to rebuild this town
               If all goes well I'll be able to come home to you soon
CC/3E1A: C0    If ($1E80($295) [$1ED2, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/3E20: 92    Pause for 30 units
CC/3E21: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/3E23: CF        Turn vehicle/entity left
CC/3E24: E0        Pause for 4 * 1 (4) frames
CC/3E26: CE        Turn vehicle/entity down
CC/3E27: FF        End queue
CC/3E28: 92    Pause for 30 units
CC/3E29: B0    Execute the following commands until $B1 4 times
CC/3E2B: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3E2D: 13            Do vehicle/entity graphical action $13 
CC/3E2E: FF            End queue
CC/3E2F: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3E31: CE            Turn vehicle/entity down
CC/3E32: FF            End queue
CC/3E33: B1        End block of repeating commands
CC/3E34: 92    Pause for 30 units
CC/3E35: 4B    Display dialogue message $09F2, wait for button press
               this handwriting
               It looks a lot like CYAN's But where is he mailing them from?
CC/3E38: D4    Set event bit $1E80($295) [$1ED2, bit 5]
CC/3E3A: 94    Pause for 60 units
CC/3E3B: B2    Call subroutine $CC3DBC
CC/3E3F: 3A    Enable player to move while event commands execute
CC/3E40: FE    Return

CC/3E41: 4B    Display dialogue message $09F6, wait for button press
               Silk flowers
               Beautifully made, too
CC/3E44: FE    Return

CC/3E45: B2    Call subroutine $CACA8D
CC/3E49: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/3E4B: CE        Turn vehicle/entity down
CC/3E4C: FF        End queue
CC/3E4D: 4B    Display dialogue message $09F7, wait for button press
               LOLA: I knew that these flowers and letters weren't sent by my boyfriend. I just didn't want to admit it.
               I was lying to myself
               But I'm all right now.
               As I read those letters
               the pain I felt in my heart became bearable
               I'm sure whoever wrote them has suffered greatly 
               I wish I could meet him
CC/3E50: DE    Load CaseWord with the characters in the currently active party?
CC/3E51: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/3E57: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/3E5B: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/3E61: 92    Pause for 30 units
CC/3E62: B2    Call subroutine $CAC6AC
CC/3E66: B2    Call subroutine $CB2E34
CC/3E6A: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/3E6F: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/3E71: C2        Set vehicle/entity's event speed to normal
CC/3E72: CC        Turn vehicle/entity up
CC/3E73: FF        End queue
CC/3E74: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/3E76: C2        Set vehicle/entity's event speed to normal
CC/3E77: A1        Move vehicle/entity right/down 1x1 tiles
CC/3E78: CC        Turn vehicle/entity up
CC/3E79: FF        End queue
CC/3E7A: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/3E7C: C2        Set vehicle/entity's event speed to normal
CC/3E7D: 82        Move vehicle/entity down 1 tile
CC/3E7E: CC        Turn vehicle/entity up
CC/3E7F: FF        End queue
CC/3E80: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/3E82: C2        Set vehicle/entity's event speed to normal
CC/3E83: A2        Move vehicle/entity left/down 1x1 tiles
CC/3E84: CC        Turn vehicle/entity up
CC/3E85: E0        Pause for 4 * 4 (16) frames
CC/3E87: FF        End queue
CC/3E88: 4B    Display dialogue message $09F8, wait for button press
               Actually, 
CC/3E8B: 92    Pause for 30 units
CC/3E8C: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CC/3E8E: 80        Move vehicle/entity up 1 tile
CC/3E8F: CD        Turn vehicle/entity right
CC/3E90: FF        End queue
CC/3E91: 92    Pause for 30 units
CC/3E92: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CC/3E94: C7        Set vehicle/entity to stay still when moving
CC/3E95: 81        Move vehicle/entity right 1 tile
CC/3E96: CF        Turn vehicle/entity left
CC/3E97: C6        Set vehicle/entity to walk when moving
CC/3E98: FF        End queue
CC/3E99: 02    Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CC/3E9B: 81        Move vehicle/entity right 1 tile
CC/3E9C: E0        Pause for 4 * 2 (8) frames
CC/3E9E: CE        Turn vehicle/entity down
CC/3E9F: E0        Pause for 4 * 4 (16) frames
CC/3EA1: FF        End queue
CC/3EA2: 92    Pause for 30 units
CC/3EA3: 02    Begin action queue for character $02 (Actor in stot 2), 7 bytes long (Wait until complete)
CC/3EA5: 23        Do vehicle/entity graphical action $23 
CC/3EA6: E0        Pause for 4 * 2 (8) frames
CC/3EA8: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/3EA9: E0        Pause for 4 * 2 (8) frames
CC/3EAB: FF        End queue
CC/3EAC: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete)
CC/3EAE: 23        Do vehicle/entity graphical action $23 
CC/3EAF: E0        Pause for 4 * 2 (8) frames
CC/3EB1: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/3EB2: E0        Pause for 4 * 2 (8) frames
CC/3EB4: CE        Turn vehicle/entity down
CC/3EB5: FF        End queue
CC/3EB6: 92    Pause for 30 units
CC/3EB7: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CC/3EB9: CD        Turn vehicle/entity right
CC/3EBA: E0        Pause for 4 * 1 (4) frames
CC/3EBC: CC        Turn vehicle/entity up
CC/3EBD: FF        End queue
CC/3EBE: 92    Pause for 30 units
CC/3EBF: 4B    Display dialogue message $09F9, wait for button press
               CYAN: Look to the future
               We have a lot of life left to live
CC/3EC2: 92    Pause for 30 units
CC/3EC3: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CC/3EC5: 21        Do vehicle/entity graphical action $21 
CC/3EC6: E0        Pause for 4 * 3 (12) frames
CC/3EC8: CC        Turn vehicle/entity up
CC/3EC9: FF        End queue
CC/3ECA: 94    Pause for 60 units
CC/3ECB: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/3ECD: A2        Move vehicle/entity left/down 1x1 tiles
CC/3ECE: CC        Turn vehicle/entity up
CC/3ECF: FF        End queue
CC/3ED0: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/3ED2: 83        Move vehicle/entity left 1 tile
CC/3ED3: CC        Turn vehicle/entity up
CC/3ED4: FF        End queue
CC/3ED5: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/3ED7: CC        Turn vehicle/entity up
CC/3ED8: FF        End queue
CC/3ED9: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/3EDB: 82        Move vehicle/entity down 1 tile
CC/3EDC: CC        Turn vehicle/entity up
CC/3EDD: E0        Pause for 4 * 4 (16) frames
CC/3EDF: FF        End queue
CC/3EE0: B2    Call subroutine $CB2E2B
CC/3EE4: B2    Call subroutine $CACB95
CC/3EE8: D4    Set event bit $1E80($29C) [$1ED3, bit 4]
CC/3EEA: FE    Return

CC/3EEB: 4B    Display dialogue message $09FA, wait for button press
               I feel like I have a future now! I'll take your words to heart 
               I'll be okay.
CC/3EEE: FE    Return

CC/3EEF: C0    If ($1E80($29D) [$1ED3, bit 5] is set), branch to $CC3F03
CC/3EF5: DE    Load CaseWord with the characters in the currently active party?
CC/3EF6: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC3E06
CC/3EFC: 4B    Display dialogue message $09FB, wait for button press
               CYAN exchanged the letters
CC/3EFF: D4    Set event bit $1E80($29D) [$1ED3, bit 5]
CC/3F01: 3A    Enable player to move while event commands execute
CC/3F02: FE    Return

CC/3F03: 4B    Display dialogue message $09F0, wait for button press
               Read the letter?
               ^ Yes
               ^ No
CC/3F06: B6    Indexed branch based on prior dialogue selection [$CC3F0E, $CA5EB3]
CC/3F0D: FE    Return

CC/3F0E: 4B    Display dialogue message $0A08, wait for button press
               Dear Lola,
               I am writing to beg for your forgiveness. I am guilty of perpetuating a terrible lie
               I have only now realized the error of my ways. I hope I can correct a great wrong.
               Your boyfriend, who you thought was in Mobliz, passed away some time ago. I have been writing in his stead
               We humans tend to allow the past to destroy our lives.
               I implore you not to let this happen.
               It is time to look forward, to rediscover love, and embrace the beauty of life.
               You have so much of life left to live
               CYAN
CC/3F11: FE    Return

CC/3F12: C0    If ($1E80($1D7) [$1EBA, bit 7] is clear), branch to $CC6761
CC/3F18: D3    Clear event bit $1E80($1D7) [$1EBA, bit 7]
CC/3F1A: D4    Set event bit $1E80($298) [$1ED3, bit 0]
CC/3F1C: D6    Set event bit $1E80($384) [$1EF0, bit 4]
CC/3F1E: F4    Play sound effect 192
CC/3F20: 91    Pause for 15 units
CC/3F21: F4    Play sound effect 192
CC/3F23: 91    Pause for 15 units
CC/3F24: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CC/3F26: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CC/3F28: 21    Begin action queue for character $21 (NPC $21), 8 bytes long (Wait until complete)
CC/3F2A: CF        Turn vehicle/entity left
CC/3F2B: E0        Pause for 4 * 2 (8) frames
CC/3F2D: C7        Set vehicle/entity to stay still when moving
CC/3F2E: C2        Set vehicle/entity's event speed to normal
CC/3F2F: DC        Make vehicle/entity jump (low)
CC/3F30: 80        Move vehicle/entity up 1 tile
CC/3F31: FF        End queue
CC/3F32: 3D    Create object $22
CC/3F34: 45    Refresh objects
CC/3F35: 41    Show object $22
CC/3F37: 42    Hide object $21
CC/3F39: 78    Enable ability to pass through other objects for object $22 (NPC $22)
CC/3F3B: 92    Pause for 30 units
CC/3F3C: 38    Hold screen
CC/3F3D: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CC/3F3F: CF        Turn vehicle/entity left
CC/3F40: E0        Pause for 4 * 2 (8) frames
CC/3F42: 83        Move vehicle/entity left 1 tile
CC/3F43: FF        End queue
CC/3F44: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CC/3F46: C1        Set vehicle/entity's event speed to slow
CC/3F47: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F48: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F49: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F4A: FF        End queue
CC/3F4B: 22    Begin action queue for character $22 (NPC $22), 12 bytes long (Wait until complete)
CC/3F4D: C3        Set vehicle/entity's event speed to fast
CC/3F4E: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F4F: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F50: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F51: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F52: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F53: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F54: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F55: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F56: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F57: A3        Move vehicle/entity left/up 1x1 tiles
CC/3F58: FF        End queue
CC/3F59: 92    Pause for 30 units
CC/3F5A: 5A    Fade screen at speed $08
CC/3F5C: 5C    Pause execution until fade in or fade out is complete
CC/3F5D: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/3F5F: F0    Play song 57 (Wind), (high bit clear), full volume
CC/3F61: 6B    Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (69, 184), facing up, party is in the airship
CC/3F67: F7        Change graphic to pidgeon
CC/3F68: 30        Move vehicle as follows: (go up, turn left), 238 units
CC/3F6A: E0        Pause for 16 units
CC/3F6C: C6        Propel vehicle at speed $0280
CC/3F6F: 20        Move vehicle as follows: (go up), 96 units
CC/3F71: 08        Move vehicle as follows: (turn right), 16 units
CC/3F73: 20        Move vehicle as follows: (go up), 16 units
CC/3F75: 08        Move vehicle as follows: (turn right), 16 units
CC/3F77: 20        Move vehicle as follows: (go up), 144 units
CC/3F79: 20        Move vehicle as follows: (go up), 144 units
CC/3F7B: 08        Move vehicle as follows: (turn right), 34 units
CC/3F7D: 20        Move vehicle as follows: (go up), 180 units
CC/3F7F: C6        Propel vehicle at speed $0300
CC/3F82: 10        Move vehicle as follows: (turn left), 128 units
CC/3F84: C6        Propel vehicle at speed $0000
CC/3F87: 50        Move vehicle as follows: (go down, turn left), 112 units
CC/3F89: E0        Pause for 8 units
CC/3F8B: D9        Fade screen
CC/3F8C: E0        Pause for 6 units
CC/3F8E: D2        Load map $011C (Maranda, outdoors (always)), position (23, 10), mode $C0
CC/3F94: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/3F96: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/3F98: DD    Clear event bit $1E80($67C) [$1F4F, bit 4]
CC/3F9A: 42    Hide object $21
CC/3F9C: 45    Refresh objects
CC/3F9D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/3F9F: CF        Turn vehicle/entity left
CC/3FA0: FF        End queue
CC/3FA1: 39    Free screen
CC/3FA2: 59    Unfade screen at speed $08
CC/3FA4: 5C    Pause execution until fade in or fade out is complete
CC/3FA5: 3A    Enable player to move while event commands execute
CC/3FA6: FE    Return

CC/3FA7: C0    If ($1E80($0D2) [$1E9A, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/3FAD: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/3FAF: DC    Set event bit $1E80($682) [$1F50, bit 2]
CC/3FB1: 6A    Load map $00B5 (Mt. Zozo, Cyan's cliff overlook) after fade out, (upper bits $0000), place party at (14, 20), facing up
CC/3FB7: F0    Play song 0 (Silence), (high bit clear), full volume
CC/3FB9: 59    Unfade screen at speed $08
CC/3FBB: 5C    Pause execution until fade in or fade out is complete
CC/3FBC: 38    Hold screen
CC/3FBD: 3D    Create object $11
CC/3FBF: 45    Refresh objects
CC/3FC0: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/3FC2: C1        Set vehicle/entity's event speed to slow
CC/3FC3: 8C        Move vehicle/entity up 4 tiles
CC/3FC4: FF        End queue
CC/3FC5: 92    Pause for 30 units
CC/3FC6: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/3FC8: 11        Do vehicle/entity graphical action $11 
CC/3FC9: FF        End queue
CC/3FCA: 94    Pause for 60 units
CC/3FCB: F4    Play sound effect 192
CC/3FCD: 91    Pause for 15 units
CC/3FCE: F4    Play sound effect 192
CC/3FD0: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/3FD2: C2        Set vehicle/entity's event speed to normal
CC/3FD3: DC        Make vehicle/entity jump (low)
CC/3FD4: 80        Move vehicle/entity up 1 tile
CC/3FD5: FF        End queue
CC/3FD6: 41    Show object $11
CC/3FD8: 42    Hide object $10
CC/3FDA: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/3FDC: CF        Turn vehicle/entity left
CC/3FDD: FF        End queue
CC/3FDE: 91    Pause for 15 units
CC/3FDF: F4    Play sound effect 192
CC/3FE1: 91    Pause for 15 units
CC/3FE2: F4    Play sound effect 192
CC/3FE4: 11    Begin action queue for character $11 (NPC $11), 6 bytes long 
CC/3FE6: C2        Set vehicle/entity's event speed to normal
CC/3FE7: 94        Move vehicle/entity up 6 tiles
CC/3FE8: A4        Move vehicle/entity right/up 1x2 tiles
CC/3FE9: FC        Branch 1 bytes backwards ($CC3FE8)
CC/3FEB: FF        End queue
CC/3FEC: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CC/3FEE: E0        Pause for 4 * 2 (8) frames
CC/3FF0: CC        Turn vehicle/entity up
CC/3FF1: E0        Pause for 4 * 2 (8) frames
CC/3FF3: C0        Set vehicle/entity's event speed to slowest
CC/3FF4: 80        Move vehicle/entity up 1 tile
CC/3FF5: FF        End queue
CC/3FF6: 30    Begin action queue for character $30 (Camera), 9 bytes long (Wait until complete)
CC/3FF8: C1        Set vehicle/entity's event speed to slow
CC/3FF9: 88        Move vehicle/entity up 3 tiles
CC/3FFA: A4        Move vehicle/entity right/up 1x2 tiles
CC/3FFB: A4        Move vehicle/entity right/up 1x2 tiles
CC/3FFC: A0        Move vehicle/entity right/up 1x1 tiles
CC/3FFD: A0        Move vehicle/entity right/up 1x1 tiles
CC/3FFE: A0        Move vehicle/entity right/up 1x1 tiles
CC/3FFF: A0        Move vehicle/entity right/up 1x1 tiles
CC/4000: FF        End queue
CC/4001: F4    Play sound effect 192
CC/4003: 91    Pause for 15 units
CC/4004: F4    Play sound effect 192
CC/4006: 94    Pause for 60 units
CC/4007: F0    Play song 12 (Cyan), (high bit clear), full volume
CC/4009: B5    Pause for 15 * 10 (150) units
CC/400B: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/400D: CD        Turn vehicle/entity right
CC/400E: FF        End queue
CC/400F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/4011: C2        Set vehicle/entity's event speed to normal
CC/4012: 8C        Move vehicle/entity up 4 tiles
CC/4013: FF        End queue
CC/4014: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/4016: C1        Set vehicle/entity's event speed to slow
CC/4017: 96        Move vehicle/entity down 6 tiles
CC/4018: FF        End queue
CC/4019: 92    Pause for 30 units
CC/401A: 48    Display dialogue message $09FC, continue executing commands (Show text only) (At bottom of screen)
               
                 The world before the fall
               Delightful is the light of dawn
                 Noble is the heart of man 
CC/401D: B5    Pause for 15 * 32 (480) units
CC/401F: 30    Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete)
CC/4021: C1        Set vehicle/entity's event speed to slow
CC/4022: A2        Move vehicle/entity left/down 1x1 tiles
CC/4023: A2        Move vehicle/entity left/down 1x1 tiles
CC/4024: A2        Move vehicle/entity left/down 1x1 tiles
CC/4025: A2        Move vehicle/entity left/down 1x1 tiles
CC/4026: A2        Move vehicle/entity left/down 1x1 tiles
CC/4027: A2        Move vehicle/entity left/down 1x1 tiles
CC/4028: FF        End queue
CC/4029: 94    Pause for 60 units
CC/402A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/402C: 80        Move vehicle/entity up 1 tile
CC/402D: FF        End queue
CC/402E: 4B    Display dialogue message $09FD, wait for button press (At bottom of screen)
               CYAN!!
CC/4031: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/4033: 1F        Do vehicle/entity graphical action $1F 
CC/4034: FF        End queue
CC/4035: 94    Pause for 60 units
CC/4036: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/4038: CE        Turn vehicle/entity down
CC/4039: FF        End queue
CC/403A: 92    Pause for 30 units
CC/403B: 4B    Display dialogue message $09FE, wait for button press (At bottom of screen)
               CYAN: Hey!!
               You're alive!?
CC/403E: 92    Pause for 30 units
CC/403F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/4041: 80        Move vehicle/entity up 1 tile
CC/4042: FF        End queue
CC/4043: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/4045: C2        Set vehicle/entity's event speed to normal
CC/4046: DC        Make vehicle/entity jump (low)
CC/4047: 8E        Move vehicle/entity down 4 tiles
CC/4048: FF        End queue
CC/4049: B2    Call subroutine $CAC6AC
CC/404D: B2    Call subroutine $CB2E34
CC/4051: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/4053: C2        Set vehicle/entity's event speed to normal
CC/4054: A2        Move vehicle/entity left/down 1x1 tiles
CC/4055: CC        Turn vehicle/entity up
CC/4056: FF        End queue
CC/4057: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/4059: C2        Set vehicle/entity's event speed to normal
CC/405A: 82        Move vehicle/entity down 1 tile
CC/405B: CC        Turn vehicle/entity up
CC/405C: FF        End queue
CC/405D: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/405F: C2        Set vehicle/entity's event speed to normal
CC/4060: A1        Move vehicle/entity right/down 1x1 tiles
CC/4061: CC        Turn vehicle/entity up
CC/4062: FF        End queue
CC/4063: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4065: C2        Set vehicle/entity's event speed to normal
CC/4066: CC        Turn vehicle/entity up
CC/4067: E0        Pause for 4 * 8 (32) frames
CC/4069: FF        End queue
CC/406A: 92    Pause for 30 units
CC/406B: 4B    Display dialogue message $09FF, wait for button press (At bottom of screen)
               CYAN
CC/406E: 94    Pause for 60 units
CC/406F: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/4071: 20        Do vehicle/entity graphical action $20 
CC/4072: E0        Pause for 4 * 4 (16) frames
CC/4074: CE        Turn vehicle/entity down
CC/4075: FF        End queue
CC/4076: 92    Pause for 30 units
CC/4077: 4B    Display dialogue message $0A00, wait for button press
               CYAN: I shall go with you!
               I shan't leave the world as it is!
               But how did you find me? 
               Wwait!
               Tell me you didn't read my letters!!
CC/407A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/407C: 1F        Do vehicle/entity graphical action $1F 
CC/407D: FF        End queue
CC/407E: 94    Pause for 60 units
CC/407F: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/4081: CE        Turn vehicle/entity down
CC/4082: FF        End queue
CC/4083: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/4085: CE        Turn vehicle/entity down
CC/4086: FF        End queue
CC/4087: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/4089: CE        Turn vehicle/entity down
CC/408A: FF        End queue
CC/408B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/408D: CE        Turn vehicle/entity down
CC/408E: FF        End queue
CC/408F: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/4091: C3        Set vehicle/entity's event speed to fast
CC/4092: A2        Move vehicle/entity left/down 1x1 tiles
CC/4093: A2        Move vehicle/entity left/down 1x1 tiles
CC/4094: 96        Move vehicle/entity down 6 tiles
CC/4095: FF        End queue
CC/4096: DD    Clear event bit $1E80($682) [$1F50, bit 2]
CC/4098: DD    Clear event bit $1E80($683) [$1F50, bit 3]
CC/409A: 6A    Load map $00B4 (Mt. Zozo, Cyan's cave) after fade out, (upper bits $3000), place party at (40, 56), facing left
CC/40A0: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/40A2: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/40A4: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/40A6: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/40A8: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/40AA: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/40AC: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/40AE: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/40B0: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/40B2: 47    Make character in slot 0 the lead character
CC/40B3: 42    Hide object $31
CC/40B5: 42    Hide object $32
CC/40B7: 42    Hide object $33
CC/40B9: 42    Hide object $34
CC/40BB: 45    Refresh objects
CC/40BC: 38    Hold screen
CC/40BD: 3D    Create object $18
CC/40BF: 59    Unfade screen at speed $08
CC/40C1: 5C    Pause execution until fade in or fade out is complete
CC/40C2: 94    Pause for 60 units
CC/40C3: 41    Show object $18
CC/40C5: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/40C7: C3        Set vehicle/entity's event speed to fast
CC/40C8: 87        Move vehicle/entity left 2 tiles
CC/40C9: FF        End queue
CC/40CA: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CC/40CC: C1        Set vehicle/entity's event speed to slow
CC/40CD: 81        Move vehicle/entity right 1 tile
CC/40CE: FF        End queue
CC/40CF: 42    Hide object $15
CC/40D1: 92    Pause for 30 units
CC/40D2: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/40D4: 83        Move vehicle/entity left 1 tile
CC/40D5: FF        End queue
CC/40D6: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CC/40D8: C1        Set vehicle/entity's event speed to slow
CC/40D9: 81        Move vehicle/entity right 1 tile
CC/40DA: FF        End queue
CC/40DB: 42    Hide object $14
CC/40DD: 92    Pause for 30 units
CC/40DE: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/40E0: 87        Move vehicle/entity left 2 tiles
CC/40E1: FF        End queue
CC/40E2: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/40E4: C1        Set vehicle/entity's event speed to slow
CC/40E5: 81        Move vehicle/entity right 1 tile
CC/40E6: FF        End queue
CC/40E7: 42    Hide object $13
CC/40E9: 92    Pause for 30 units
CC/40EA: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CC/40EC: 83        Move vehicle/entity left 1 tile
CC/40ED: 82        Move vehicle/entity down 1 tile
CC/40EE: CD        Turn vehicle/entity right
CC/40EF: FF        End queue
CC/40F0: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CC/40F2: C1        Set vehicle/entity's event speed to slow
CC/40F3: 83        Move vehicle/entity left 1 tile
CC/40F4: FF        End queue
CC/40F5: 42    Hide object $17
CC/40F7: 94    Pause for 60 units
CC/40F8: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/40FA: CE        Turn vehicle/entity down
CC/40FB: E0        Pause for 4 * 1 (4) frames
CC/40FD: CF        Turn vehicle/entity left
CC/40FE: FF        End queue
CC/40FF: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/4101: C1        Set vehicle/entity's event speed to slow
CC/4102: 81        Move vehicle/entity right 1 tile
CC/4103: FF        End queue
CC/4104: 42    Hide object $16
CC/4106: 94    Pause for 60 units
CC/4107: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/4109: CE        Turn vehicle/entity down
CC/410A: FF        End queue
CC/410B: 94    Pause for 60 units
CC/410C: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/410E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/410F: FF        End queue
CC/4110: 94    Pause for 60 units
CC/4111: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/4113: 1F        Do vehicle/entity graphical action $1F 
CC/4114: FF        End queue
CC/4115: 94    Pause for 60 units
CC/4116: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CC/4118: 80        Move vehicle/entity up 1 tile
CC/4119: 81        Move vehicle/entity right 1 tile
CC/411A: CC        Turn vehicle/entity up
CC/411B: FF        End queue
CC/411C: 91    Pause for 15 units
CC/411D: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/411F: C7        Set vehicle/entity to stay still when moving
CC/4120: DC        Make vehicle/entity jump (low)
CC/4121: 17        Do vehicle/entity graphical action $17 
CC/4122: E0        Pause for 4 * 4 (16) frames
CC/4124: FF        End queue
CC/4125: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/4127: DC        Make vehicle/entity jump (low)
CC/4128: 17        Do vehicle/entity graphical action $17 
CC/4129: E0        Pause for 4 * 4 (16) frames
CC/412B: FF        End queue
CC/412C: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/412E: C1        Set vehicle/entity's event speed to slow
CC/412F: 82        Move vehicle/entity down 1 tile
CC/4130: FF        End queue
CC/4131: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/4133: DC        Make vehicle/entity jump (low)
CC/4134: 17        Do vehicle/entity graphical action $17 
CC/4135: E0        Pause for 4 * 4 (16) frames
CC/4137: FF        End queue
CC/4138: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/413A: C1        Set vehicle/entity's event speed to slow
CC/413B: 82        Move vehicle/entity down 1 tile
CC/413C: FF        End queue
CC/413D: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/413F: DC        Make vehicle/entity jump (low)
CC/4140: 17        Do vehicle/entity graphical action $17 
CC/4141: E0        Pause for 4 * 4 (16) frames
CC/4143: C6        Set vehicle/entity to walk when moving
CC/4144: FF        End queue
CC/4145: 42    Hide object $10
CC/4147: 92    Pause for 30 units
CC/4148: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/414A: 81        Move vehicle/entity right 1 tile
CC/414B: FF        End queue
CC/414C: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/414E: C7        Set vehicle/entity to stay still when moving
CC/414F: DC        Make vehicle/entity jump (low)
CC/4150: 17        Do vehicle/entity graphical action $17 
CC/4151: E0        Pause for 4 * 4 (16) frames
CC/4153: FF        End queue
CC/4154: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/4156: DC        Make vehicle/entity jump (low)
CC/4157: 17        Do vehicle/entity graphical action $17 
CC/4158: E0        Pause for 4 * 4 (16) frames
CC/415A: FF        End queue
CC/415B: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CC/415D: C1        Set vehicle/entity's event speed to slow
CC/415E: 82        Move vehicle/entity down 1 tile
CC/415F: FF        End queue
CC/4160: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/4162: DC        Make vehicle/entity jump (low)
CC/4163: 17        Do vehicle/entity graphical action $17 
CC/4164: E0        Pause for 4 * 4 (16) frames
CC/4166: FF        End queue
CC/4167: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CC/4169: C1        Set vehicle/entity's event speed to slow
CC/416A: 82        Move vehicle/entity down 1 tile
CC/416B: FF        End queue
CC/416C: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/416E: DC        Make vehicle/entity jump (low)
CC/416F: 17        Do vehicle/entity graphical action $17 
CC/4170: E0        Pause for 4 * 4 (16) frames
CC/4172: C6        Set vehicle/entity to walk when moving
CC/4173: FF        End queue
CC/4174: 42    Hide object $11
CC/4176: 92    Pause for 30 units
CC/4177: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/4179: 81        Move vehicle/entity right 1 tile
CC/417A: FF        End queue
CC/417B: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/417D: C7        Set vehicle/entity to stay still when moving
CC/417E: DC        Make vehicle/entity jump (low)
CC/417F: 17        Do vehicle/entity graphical action $17 
CC/4180: E0        Pause for 4 * 4 (16) frames
CC/4182: FF        End queue
CC/4183: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/4185: DC        Make vehicle/entity jump (low)
CC/4186: 17        Do vehicle/entity graphical action $17 
CC/4187: E0        Pause for 4 * 4 (16) frames
CC/4189: C6        Set vehicle/entity to walk when moving
CC/418A: FF        End queue
CC/418B: 38    Hold screen
CC/418C: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/418E: D5        Set vehicle/entity's position to (44, 55)
CC/4191: C2        Set vehicle/entity's event speed to normal
CC/4192: CF        Turn vehicle/entity left
CC/4193: FF        End queue
CC/4194: 41    Show object $31
CC/4196: 45    Refresh objects
CC/4197: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4199: 83        Move vehicle/entity left 1 tile
CC/419A: FF        End queue
CC/419B: 92    Pause for 30 units
CC/419C: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/419E: 1F        Do vehicle/entity graphical action $1F 
CC/419F: FF        End queue
CC/41A0: 94    Pause for 60 units
CC/41A1: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/41A3: CD        Turn vehicle/entity right
CC/41A4: FF        End queue
CC/41A5: 92    Pause for 30 units
CC/41A6: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/41A8: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/41A9: FF        End queue
CC/41AA: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/41AC: CD        Turn vehicle/entity right
CC/41AD: FF        End queue
CC/41AE: 91    Pause for 15 units
CC/41AF: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/41B1: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/41B2: FF        End queue
CC/41B3: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/41B5: CD        Turn vehicle/entity right
CC/41B6: FF        End queue
CC/41B7: 91    Pause for 15 units
CC/41B8: 4B    Display dialogue message $0A01, wait for button press (At bottom of screen)
               CYAN: These 
               they're um 
               Merely a diversion of mine
CC/41BB: 92    Pause for 30 units
CC/41BC: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/41BE: C1        Set vehicle/entity's event speed to slow
CC/41BF: DC        Make vehicle/entity jump (low)
CC/41C0: A3        Move vehicle/entity left/up 1x1 tiles
CC/41C1: CF        Turn vehicle/entity left
CC/41C2: FF        End queue
CC/41C3: 92    Pause for 30 units
CC/41C4: 4B    Display dialogue message $0A02, wait for button press (At bottom of screen)
               CYAN.
               These flowers are gorgeous!
CC/41C7: 92    Pause for 30 units
CC/41C8: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/41CA: C2        Set vehicle/entity's event speed to normal
CC/41CB: 83        Move vehicle/entity left 1 tile
CC/41CC: FF        End queue
CC/41CD: 91    Pause for 15 units
CC/41CE: 18    Begin action queue for character $18 (NPC $18), 8 bytes long (Wait until complete)
CC/41D0: C8        Set object layering priority to 2 (low nibble 2)
CC/41D2: DC        Make vehicle/entity jump (low)
CC/41D3: 82        Move vehicle/entity down 1 tile
CC/41D4: E0        Pause for 4 * 4 (16) frames
CC/41D6: 18        Do vehicle/entity graphical action $18 
CC/41D7: FF        End queue
CC/41D8: 94    Pause for 60 units
CC/41D9: 4B    Display dialogue message $0A03, wait for button press (At bottom of screen)
               CYAN: Mmm!?
               This is an outrage!
CC/41DC: 94    Pause for 60 units
CC/41DD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/41DF: 1F        Do vehicle/entity graphical action $1F 
CC/41E0: FF        End queue
CC/41E1: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CC/41E3: DC        Make vehicle/entity jump (low)
CC/41E4: 85        Move vehicle/entity right 2 tiles
CC/41E5: 80        Move vehicle/entity up 1 tile
CC/41E6: FF        End queue
CC/41E7: B5    Pause for 15 * 6 (90) units
CC/41E9: 4B    Display dialogue message $0A04, wait for button press (At bottom of screen)
               CYAN: Seriously?
CC/41EC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/41EE: CE        Turn vehicle/entity down
CC/41EF: FF        End queue
CC/41F0: 92    Pause for 30 units
CC/41F1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/41F3: 13        Do vehicle/entity graphical action $13 
CC/41F4: FF        End queue
CC/41F5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/41F7: CE        Turn vehicle/entity down
CC/41F8: FF        End queue
CC/41F9: 92    Pause for 30 units
CC/41FA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/41FC: 13        Do vehicle/entity graphical action $13 
CC/41FD: FF        End queue
CC/41FE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4200: CE        Turn vehicle/entity down
CC/4201: FF        End queue
CC/4202: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4204: 13        Do vehicle/entity graphical action $13 
CC/4205: FF        End queue
CC/4206: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4208: CE        Turn vehicle/entity down
CC/4209: FF        End queue
CC/420A: 92    Pause for 30 units
CC/420B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/420D: 1E        Do vehicle/entity graphical action $1E 
CC/420E: FF        End queue
CC/420F: 92    Pause for 30 units
CC/4210: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/4212: C1        Set vehicle/entity's event speed to slow
CC/4213: 82        Move vehicle/entity down 1 tile
CC/4214: FF        End queue
CC/4215: 94    Pause for 60 units
CC/4216: B0    Execute the following commands until $B1 12 times
CC/4218: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/421A: 1D            Do vehicle/entity graphical action $1D 
CC/421B: FF            End queue
CC/421C: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/421E: 1E            Do vehicle/entity graphical action $1E 
CC/421F: FF            End queue
CC/4220: B1        End block of repeating commands
CC/4221: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/4223: CE        Turn vehicle/entity down
CC/4224: FF        End queue
CC/4225: 95    Pause for 120 units
CC/4226: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/4228: C0        Set vehicle/entity's event speed to slowest
CC/4229: 82        Move vehicle/entity down 1 tile
CC/422A: FF        End queue
CC/422B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/422D: CE        Turn vehicle/entity down
CC/422E: FF        End queue
CC/422F: 95    Pause for 120 units
CC/4230: 4B    Display dialogue message $0A05, wait for button press (At bottom of screen)
               CYAN: I learned of that poor girl when I passed through Maranda.
               When I heard that she sent a letter each day, but never received any replies
               Something inside me snapped
CC/4233: 92    Pause for 30 units
CC/4234: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/4236: C0        Set vehicle/entity's event speed to slowest
CC/4237: 83        Move vehicle/entity left 1 tile
CC/4238: FF        End queue
CC/4239: 94    Pause for 60 units
CC/423A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CC/423C: C2        Set vehicle/entity's event speed to normal
CC/423D: DC        Make vehicle/entity jump (low)
CC/423E: 82        Move vehicle/entity down 1 tile
CC/423F: FF        End queue
CC/4240: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/4242: 22        Do vehicle/entity graphical action $22 
CC/4243: FF        End queue
CC/4244: 4B    Display dialogue message $0A06, wait for button press (At bottom of screen)
               CYAN: As I wrote to that girl, I realized I was very much like her.
               I was looking behindfull of despair. My eyes were closed
               And then something changed
CC/4247: 92    Pause for 30 units
CC/4248: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/424A: CF        Turn vehicle/entity left
CC/424B: FF        End queue
CC/424C: 92    Pause for 30 units
CC/424D: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/424F: CE        Turn vehicle/entity down
CC/4250: E0        Pause for 4 * 1 (4) frames
CC/4252: CD        Turn vehicle/entity right
CC/4253: FF        End queue
CC/4254: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CC/4256: C1        Set vehicle/entity's event speed to slow
CC/4257: 86        Move vehicle/entity down 2 tiles
CC/4258: FF        End queue
CC/4259: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/425B: 86        Move vehicle/entity down 2 tiles
CC/425C: CF        Turn vehicle/entity left
CC/425D: E0        Pause for 4 * 8 (32) frames
CC/425F: FF        End queue
CC/4260: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4262: 22        Do vehicle/entity graphical action $22 
CC/4263: E0        Pause for 4 * 4 (16) frames
CC/4265: CF        Turn vehicle/entity left
CC/4266: FF        End queue
CC/4267: 94    Pause for 60 units
CC/4268: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/426A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/426B: E0        Pause for 4 * 4 (16) frames
CC/426D: CD        Turn vehicle/entity right
CC/426E: FF        End queue
CC/426F: 94    Pause for 60 units
CC/4270: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/4271: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CC427B
CC/4277: 4B    Display dialogue message $0A07, wait for button press (At bottom of screen)
               I bumped into Sir GAU in Maranda. He said he had to become stronger if he was to face Kefka.
               He probably returned to the Veldt.
CC/427A: 92    Pause for 30 units
CC/427B: F2    Fade out current song with transition time 160
CC/427D: 5A    Fade screen at speed $04
CC/427F: 5C    Pause execution until fade in or fade out is complete
CC/4280: B5    Pause for 15 * 6 (90) units
CC/4282: 39    Free screen
CC/4283: B2    Call subroutine $CB2E2B
CC/4287: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/4289: D0    Set event bit $1E80($0D2) [$1E9A, bit 2]
CC/428B: D7    Clear event bit $1E80($384) [$1EF0, bit 4]
CC/428D: DD    Clear event bit $1E80($681) [$1F50, bit 1]
CC/428F: DC    Set event bit $1E80($685) [$1F50, bit 5]
CC/4291: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/4295: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC42A1
CC/429B: 3D    Create object $02
CC/429D: 3F    Assign character $02 (Actor in stot 2) to party 1
CC/42A0: 45    Refresh objects
CC/42A1: 77    Perform level averaging on character $02 (CYAN  ) and calculate new maximum HP/MP
CC/42A3: 8B    For character $02 (Actor in stot 2), take HP and set to maximum
CC/42A6: 8C    For character $02 (Actor in stot 2), take MP and set to maximum
CC/42A9: 88    Remove the following status ailments from character $02 (Actor in stot 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/42AD: D4    Set event bit $1E80($2F2) [$1EDE, bit 2]
CC/42AF: 6B    Load map $00B4 (Mt. Zozo, Cyan's cave) instantly, (upper bits $2000), place party at (42, 56), facing down
CC/42B5: 47    Make character in slot 0 the lead character
CC/42B6: 59    Unfade screen at speed $08
CC/42B8: 5C    Pause execution until fade in or fade out is complete
CC/42B9: 3A    Enable player to move while event commands execute
CC/42BA: FE    Return

CC/42BB: 4B    Display dialogue message $0A08, wait for button press (Show text only) (At bottom of screen)
               Dear Lola,
               I am writing to beg for your forgiveness. I am guilty of perpetuating a terrible lie
               I have only now realized the error of my ways. I hope I can correct a great wrong.
               Your boyfriend, who you thought was in Mobliz, passed away some time ago. I have been writing in his stead
               We humans tend to allow the past to destroy our lives.
               I implore you not to let this happen.
               It is time to look forward, to rediscover love, and embrace the beauty of life.
               You have so much of life left to live
               CYAN
CC/42BE: FE    Return

CC/42BF: C0    If ($1E80($297) [$1ED2, bit 7] is set), branch to $CC42C9
CC/42C5: 4B    Display dialogue message $0A09, wait for button press
               Locked!
CC/42C8: FE    Return

CC/42C9: B2    Call subroutine $CACA8D
CC/42CD: F4    Play sound effect 166
CC/42CF: 73    Replace current map's Layer 1 at (42, 54) with the following (1 x 1) chunk, refresh immediately
CC/42D4:       $12
CC/42D5: 92    Pause for 30 units
CC/42D6: 4B    Display dialogue message $0A0A, wait for button press
               Wwhy
               A child could use this machine!
               This is a joke! I'll never be afraid of machines again!
               Found Machinery Manual
               and 
               Book of Secrets.
CC/42D9: DE    Load CaseWord with the characters in the currently active party?
CC/42DA: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC434C
CC/42E0: B2    Call subroutine $CAC6AC
CC/42E4: B2    Call subroutine $CB2E34
CC/42E8: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/42ED: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/42EF: C2        Set vehicle/entity's event speed to normal
CC/42F0: CC        Turn vehicle/entity up
CC/42F1: FF        End queue
CC/42F2: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/42F4: C2        Set vehicle/entity's event speed to normal
CC/42F5: 82        Move vehicle/entity down 1 tile
CC/42F6: CC        Turn vehicle/entity up
CC/42F7: FF        End queue
CC/42F8: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/42FA: C2        Set vehicle/entity's event speed to normal
CC/42FB: A1        Move vehicle/entity right/down 1x1 tiles
CC/42FC: CC        Turn vehicle/entity up
CC/42FD: FF        End queue
CC/42FE: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/4300: C2        Set vehicle/entity's event speed to normal
CC/4301: A2        Move vehicle/entity left/down 1x1 tiles
CC/4302: CC        Turn vehicle/entity up
CC/4303: E0        Pause for 4 * 4 (16) frames
CC/4305: FF        End queue
CC/4306: 92    Pause for 30 units
CC/4307: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/4309: 80        Move vehicle/entity up 1 tile
CC/430A: CD        Turn vehicle/entity right
CC/430B: FF        End queue
CC/430C: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/430E: CF        Turn vehicle/entity left
CC/430F: FF        End queue
CC/4310: 92    Pause for 30 units
CC/4311: 4B    Display dialogue message $0A0B, wait for button press
               CYAN: No!
               That's mine!!!
CC/4314: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4316: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/4317: FF        End queue
CC/4318: 94    Pause for 60 units
CC/4319: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/431B: 81        Move vehicle/entity right 1 tile
CC/431C: FF        End queue
CC/431D: 42    Hide object $32
CC/431F: 92    Pause for 30 units
CC/4320: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4322: CE        Turn vehicle/entity down
CC/4323: FF        End queue
CC/4324: B5    Pause for 15 * 6 (90) units
CC/4326: B0    Execute the following commands until $B1 10 times
CC/4328: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/432A: 24            Do vehicle/entity graphical action $24 
CC/432B: FF            End queue
CC/432C: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/432E: 25            Do vehicle/entity graphical action $25 
CC/432F: FF            End queue
CC/4330: B1        End block of repeating commands
CC/4331: B5    Pause for 15 * 6 (90) units
CC/4333: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/4335: 80        Move vehicle/entity up 1 tile
CC/4336: CE        Turn vehicle/entity down
CC/4337: FF        End queue
CC/4338: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/433A: A3        Move vehicle/entity left/up 1x1 tiles
CC/433B: CE        Turn vehicle/entity down
CC/433C: FF        End queue
CC/433D: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/433F: CE        Turn vehicle/entity down
CC/4340: E0        Pause for 4 * 8 (32) frames
CC/4342: FF        End queue
CC/4343: B2    Call subroutine $CACB95
CC/4347: 3B    Position character in a "ready-to-go" stance
CC/4348: B2    Call subroutine $CB2E2B
CC/434C: D2    Set event bit $1E80($1D9) [$1EBB, bit 1]
CC/434E: 42    Hide object $19
CC/4350: 45    Refresh objects
CC/4351: DD    Clear event bit $1E80($684) [$1F50, bit 4]
CC/4353: 3A    Enable player to move while event commands execute
CC/4354: FE    Return

CC/4355: F4    Play sound effect 141
CC/4357: 4B    Display dialogue message $0A0C, wait for button press
               Found the key to CYAN's treasure chest.
CC/435A: 42    Hide object $13
CC/435C: DD    Clear event bit $1E80($685) [$1F50, bit 5]
CC/435E: D4    Set event bit $1E80($297) [$1ED2, bit 7]
CC/4360: 3A    Enable player to move while event commands execute
CC/4361: FE    Return

CC/4362: C1    If ($1E80($299) [$1ED3, bit 1] is set) or ($1E80($29A) [$1ED3, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/436A: F4    Play sound effect 166
CC/436C: 73    Replace current map's Layer 1 at (47, 6) with the following (1 x 1) chunk, refresh immediately
CC/4371:       $12
CC/4372: 3D    Create object $10
CC/4374: 45    Refresh objects
CC/4375: 92    Pause for 30 units
CC/4376: 41    Show object $10
CC/4378: F4    Play sound effect 141
CC/437A: DC    Set event bit $1E80($686) [$1F50, bit 6]
CC/437C: D4    Set event bit $1E80($299) [$1ED3, bit 1]
CC/437E: 94    Pause for 60 units
CC/437F: B2    Call subroutine $CC439F
CC/4383: 3A    Enable player to move while event commands execute
CC/4384: FE    Return

CC/4385: C0    If ($1E80($299) [$1ED3, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/438B: 73    Replace current map's Layer 1 at (47, 6) with the following (1 x 1) chunk, refresh immediately
CC/4390:       $12
CC/4391: C1    If ($1E80($299) [$1ED3, bit 1] is clear) or ($1E80($29A) [$1ED3, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/4399: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/439F: D2    Set event bit $1E80($1CA) [$1EB9, bit 2]
CC/43A1: 7C    Enable activation of event for object $10 (NPC $10) if it comes into contact with any party
CC/43A3: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/43A5: 10    Begin action queue for character $10 (NPC $10), 37 bytes long 
CC/43A7: C5        Set vehicle/entity's event speed to fastest
CC/43A8: 89        Move vehicle/entity right 3 tiles
CC/43A9: A1        Move vehicle/entity right/down 1x1 tiles
CC/43AA: A1        Move vehicle/entity right/down 1x1 tiles
CC/43AB: A1        Move vehicle/entity right/down 1x1 tiles
CC/43AC: A8        Move vehicle/entity left/down 1x2 tiles
CC/43AD: A8        Move vehicle/entity left/down 1x2 tiles
CC/43AE: A8        Move vehicle/entity left/down 1x2 tiles
CC/43AF: A8        Move vehicle/entity left/down 1x2 tiles
CC/43B0: 8A        Move vehicle/entity down 3 tiles
CC/43B1: A2        Move vehicle/entity left/down 1x1 tiles
CC/43B2: A2        Move vehicle/entity left/down 1x1 tiles
CC/43B3: A2        Move vehicle/entity left/down 1x1 tiles
CC/43B4: A1        Move vehicle/entity right/down 1x1 tiles
CC/43B5: A1        Move vehicle/entity right/down 1x1 tiles
CC/43B6: A1        Move vehicle/entity right/down 1x1 tiles
CC/43B7: 96        Move vehicle/entity down 6 tiles
CC/43B8: A2        Move vehicle/entity left/down 1x1 tiles
CC/43B9: AB        Move vehicle/entity left/up 1x2 tiles
CC/43BA: AB        Move vehicle/entity left/up 1x2 tiles
CC/43BB: AB        Move vehicle/entity left/up 1x2 tiles
CC/43BC: AB        Move vehicle/entity left/up 1x2 tiles
CC/43BD: AB        Move vehicle/entity left/up 1x2 tiles
CC/43BE: AB        Move vehicle/entity left/up 1x2 tiles
CC/43BF: AB        Move vehicle/entity left/up 1x2 tiles
CC/43C0: AB        Move vehicle/entity left/up 1x2 tiles
CC/43C1: 94        Move vehicle/entity up 6 tiles
CC/43C2: A0        Move vehicle/entity right/up 1x1 tiles
CC/43C3: A0        Move vehicle/entity right/up 1x1 tiles
CC/43C4: A0        Move vehicle/entity right/up 1x1 tiles
CC/43C5: A0        Move vehicle/entity right/up 1x1 tiles
CC/43C6: A0        Move vehicle/entity right/up 1x1 tiles
CC/43C7: A0        Move vehicle/entity right/up 1x1 tiles
CC/43C8: 81        Move vehicle/entity right 1 tile
CC/43C9: FC        Branch 34 bytes backwards ($CC43A7)
CC/43CB: FF        End queue
CC/43CC: FE    Return

CC/43CD: 4D    Invoke battle, enemy set $85, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/43D0: B2    Call subroutine $CA5EA9
CC/43D4: 42    Hide object $10
CC/43D6: DD    Clear event bit $1E80($686) [$1F50, bit 6]
CC/43D8: D4    Set event bit $1E80($29A) [$1ED3, bit 2]
CC/43DA: 96    Restore screen from fade
CC/43DB: 5C    Pause execution until fade in or fade out is complete
CC/43DC: B2    Call subroutine $CC1F9F
CC/43E0: 3A    Enable player to move while event commands execute
CC/43E1: FE    Return

CC/43E2: C0    If ($1E80($291) [$1ED2, bit 1] is set), branch to $CC4AF0
CC/43E8: C0    If ($1E80($28E) [$1ED1, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/43EE: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/43F0: CF        Turn vehicle/entity left
CC/43F1: FF        End queue
CC/43F2: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/43F4: C3        Set vehicle/entity's event speed to fast
CC/43F5: 8E        Move vehicle/entity down 4 tiles
CC/43F6: CD        Turn vehicle/entity right
CC/43F7: FF        End queue
CC/43F8: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/43FA: C3        Set vehicle/entity's event speed to fast
CC/43FB: 86        Move vehicle/entity down 2 tiles
CC/43FC: A1        Move vehicle/entity right/down 1x1 tiles
CC/43FD: 85        Move vehicle/entity right 2 tiles
CC/43FE: FF        End queue
CC/43FF: F4    Play sound effect 151
CC/4401: 92    Pause for 30 units
CC/4402: F4    Play sound effect 151
CC/4404: 91    Pause for 15 units
CC/4405: F4    Play sound effect 151
CC/4407: F4    Play sound effect 151
CC/4409: 38    Hold screen
CC/440A: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/440C: C1        Set vehicle/entity's event speed to slow
CC/440D: 8B        Move vehicle/entity left 3 tiles
CC/440E: FF        End queue
CC/440F: 92    Pause for 30 units
CC/4410: 73    Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately
CC/4415:       $04, $14
CC/4417: F4    Play sound effect 44
CC/4419: 3D    Create object $12
CC/441B: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/441D: D5        Set vehicle/entity's position to (16, 16)
CC/4420: CE        Turn vehicle/entity down
CC/4421: C3        Set vehicle/entity's event speed to fast
CC/4422: FF        End queue
CC/4423: 41    Show object $12
CC/4425: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/4427: 8E        Move vehicle/entity down 4 tiles
CC/4428: 91        Move vehicle/entity right 5 tiles
CC/4429: FF        End queue
CC/442A: 92    Pause for 30 units
CC/442B: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/442D: DC        Make vehicle/entity jump (low)
CC/442E: CD        Turn vehicle/entity right
CC/442F: E0        Pause for 4 * 2 (8) frames
CC/4431: FF        End queue
CC/4432: 4B    Display dialogue message $08CC, wait for button press
               Uwaaa!
               Someone's coming!!
CC/4435: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CC/4437: C1        Set vehicle/entity's event speed to slow
CC/4438: 89        Move vehicle/entity right 3 tiles
CC/4439: FF        End queue
CC/443A: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/443C: C3        Set vehicle/entity's event speed to fast
CC/443D: 93        Move vehicle/entity left 5 tiles
CC/443E: 8C        Move vehicle/entity up 4 tiles
CC/443F: FF        End queue
CC/4440: 42    Hide object $12
CC/4442: 39    Free screen
CC/4443: D4    Set event bit $1E80($28E) [$1ED1, bit 6]
CC/4445: 3A    Enable player to move while event commands execute
CC/4446: FE    Return

CC/4447: C0    If ($1E80($28F) [$1ED1, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/444D: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/444F: C2        Set vehicle/entity's event speed to normal
CC/4450: 81        Move vehicle/entity right 1 tile
CC/4451: CE        Turn vehicle/entity down
CC/4452: FF        End queue
CC/4453: 92    Pause for 30 units
CC/4454: 4B    Display dialogue message $08CD, wait for button press
               You're gonna have to fight your way in here, chumps!!
CC/4457: 94    Pause for 60 units
CC/4458: 4B    Display dialogue message $08CE, wait for button press (Show text only)
               
               Wait!
CC/445B: 92    Pause for 30 units
CC/445C: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/445E: C2        Set vehicle/entity's event speed to normal
CC/445F: 9A        Move vehicle/entity down 7 tiles
CC/4460: FF        End queue
CC/4461: 73    Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately
CC/4466:       $04, $14
CC/4468: F4    Play sound effect 44
CC/446A: 91    Pause for 15 units
CC/446B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/446D: 86        Move vehicle/entity down 2 tiles
CC/446E: FF        End queue
CC/446F: 92    Pause for 30 units
CC/4470: 4B    Display dialogue message $08CF, wait for button press (At bottom of screen)
               TERRA!!
CC/4473: 92    Pause for 30 units
CC/4474: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/4476: 87        Move vehicle/entity left 2 tiles
CC/4477: 84        Move vehicle/entity up 2 tiles
CC/4478: FF        End queue
CC/4479: 92    Pause for 30 units
CC/447A: 4B    Display dialogue message $08D0, wait for button press (At bottom of screen)
               Mama!
               Are these your friends?!
CC/447D: 92    Pause for 30 units
CC/447E: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/4480: 20        Do vehicle/entity graphical action $20 
CC/4481: E0        Pause for 4 * 3 (12) frames
CC/4483: CE        Turn vehicle/entity down
CC/4484: FF        End queue
CC/4485: 94    Pause for 60 units
CC/4486: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CC/4488: 81        Move vehicle/entity right 1 tile
CC/4489: 82        Move vehicle/entity down 1 tile
CC/448A: FF        End queue
CC/448B: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/448D: CD        Turn vehicle/entity right
CC/448E: FF        End queue
CC/448F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4491: C2        Set vehicle/entity's event speed to normal
CC/4492: 80        Move vehicle/entity up 1 tile
CC/4493: 83        Move vehicle/entity left 1 tile
CC/4494: 80        Move vehicle/entity up 1 tile
CC/4495: FF        End queue
CC/4496: 92    Pause for 30 units
CC/4497: B2    Call subroutine $CB2E34
CC/449B: B2    Call subroutine $CAC6AC
CC/449F: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/44A1: C2        Set vehicle/entity's event speed to normal
CC/44A2: A2        Move vehicle/entity left/down 1x1 tiles
CC/44A3: CC        Turn vehicle/entity up
CC/44A4: FF        End queue
CC/44A5: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/44A7: C2        Set vehicle/entity's event speed to normal
CC/44A8: 82        Move vehicle/entity down 1 tile
CC/44A9: CC        Turn vehicle/entity up
CC/44AA: FF        End queue
CC/44AB: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/44AD: C2        Set vehicle/entity's event speed to normal
CC/44AE: A1        Move vehicle/entity right/down 1x1 tiles
CC/44AF: CC        Turn vehicle/entity up
CC/44B0: FF        End queue
CC/44B1: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/44B3: C2        Set vehicle/entity's event speed to normal
CC/44B4: CC        Turn vehicle/entity up
CC/44B5: E0        Pause for 4 * 6 (24) frames
CC/44B7: FF        End queue
CC/44B8: 92    Pause for 30 units
CC/44B9: 4B    Display dialogue message $08D1, wait for button press (At bottom of screen)
               TERRA: Oh! I'm so glad to see that you're safe!
               I've missed you!
CC/44BC: 94    Pause for 60 units
CC/44BD: 4B    Display dialogue message $08D2, wait for button press (At bottom of screen)
               TERRAcome one, let's go! Unless we stop Kefka, all's lost
               TERRA: I
CC/44C0: 92    Pause for 30 units
CC/44C1: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/44C3: 20        Do vehicle/entity graphical action $20 
CC/44C4: FF        End queue
CC/44C5: B5    Pause for 15 * 12 (180) units
CC/44C7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/44C9: CE        Turn vehicle/entity down
CC/44CA: FF        End queue
CC/44CB: 91    Pause for 15 units
CC/44CC: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/44CE: A3        Move vehicle/entity left/up 1x1 tiles
CC/44CF: 9C        Move vehicle/entity up 8 tiles
CC/44D0: 80        Move vehicle/entity up 1 tile
CC/44D1: FF        End queue
CC/44D2: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/44D4: 86        Move vehicle/entity down 2 tiles
CC/44D5: 81        Move vehicle/entity right 1 tile
CC/44D6: FF        End queue
CC/44D7: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/44D9: C2        Set vehicle/entity's event speed to normal
CC/44DA: A0        Move vehicle/entity right/up 1x1 tiles
CC/44DB: CC        Turn vehicle/entity up
CC/44DC: FF        End queue
CC/44DD: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/44DF: C2        Set vehicle/entity's event speed to normal
CC/44E0: 80        Move vehicle/entity up 1 tile
CC/44E1: CC        Turn vehicle/entity up
CC/44E2: FF        End queue
CC/44E3: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/44E5: C2        Set vehicle/entity's event speed to normal
CC/44E6: A3        Move vehicle/entity left/up 1x1 tiles
CC/44E7: CC        Turn vehicle/entity up
CC/44E8: FF        End queue
CC/44E9: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/44EB: C2        Set vehicle/entity's event speed to normal
CC/44EC: CC        Turn vehicle/entity up
CC/44ED: E0        Pause for 4 * 6 (24) frames
CC/44EF: FF        End queue
CC/44F0: B2    Call subroutine $CACB95
CC/44F4: B2    Call subroutine $CB2E2B
CC/44F8: D4    Set event bit $1E80($28F) [$1ED1, bit 7]
CC/44FA: FE    Return

CC/44FB: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC505A
CC/4501: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B37
CC/4507: 4B    Display dialogue message $08FD, wait for button press
               Our papas and mamas are gone
CC/450A: FE    Return

CC/450B: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B37
CC/4511: 4B    Display dialogue message $08FE, wait for button press
               But we'll be happy,
               if TERRA'll come back to us!
CC/4514: FE    Return

CC/4515: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B3B
CC/451B: 4B    Display dialogue message $08FF, wait for button press
               A badly wounded soldier passed away here in Mobliz.
CC/451E: FE    Return

CC/451F: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B3F
CC/4525: 4B    Display dialogue message $0900, wait for button press
               Everyone here calls TERRA, Mama.
CC/4528: FE    Return

CC/4529: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC505E
CC/452F: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B43
CC/4535: 4B    Display dialogue message $0901, wait for button press
               Duane and Katarin are the oldest ones here.
CC/4538: FE    Return

CC/4539: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC5062
CC/453F: 4B    Display dialogue message $0902, wait for button press
               I saw Duane kissing Katarin!
CC/4542: FE    Return

CC/4543: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC5066
CC/4549: 4B    Display dialogue message $0903, wait for button press
               You're not gonna take TERRA away, are you?
CC/454C: FE    Return

CC/454D: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC506A
CC/4553: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CC4B37
CC/4559: 4B    Display dialogue message $0904, wait for button press
               The light took everyone
               everyone  
               DadMom
CC/455C: FE    Return

CC/455D: 4B    Display dialogue message $0905, wait for button press
               DUANE: This is our village.
               You can't just waltz in here and start barking out orders!
CC/4560: FE    Return

CC/4561: 4B    Display dialogue message $0906, wait for button press
               KATARIN: TERRA's helped us all to survive. Ever since she's been here, we've felt hopeful for the future.
CC/4564: FE    Return

CC/4565: C0    If ($1E80($290) [$1ED2, bit 0] is set), branch to $CC498C
CC/456B: B2    Call subroutine $CACA8D
CC/456F: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/4571: CE        Turn vehicle/entity down
CC/4572: FF        End queue
CC/4573: 92    Pause for 30 units
CC/4574: 4B    Display dialogue message $08D3, wait for button press
               TERRA: That is I um
               I can't fight any longer
CC/4577: 92    Pause for 30 units
CC/4578: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/457A: 20        Do vehicle/entity graphical action $20 
CC/457B: FF        End queue
CC/457C: F2    Fade out current song with transition time 160
CC/457E: 95    Pause for 120 units
CC/457F: 4B    Display dialogue message $08D4, wait for button press
               TERRA: The very day the world fell, Kefka turned some kind of beam on this town.
               Almost all of the adults perished trying to save their children
CC/4582: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/4584: F0    Play song 0 (Silence), (high bit clear), full volume
CC/4586: 62    Mosaic screen, speed 4
CC/4588: 5A    Fade screen at speed $04
CC/458A: 5C    Pause execution until fade in or fade out is complete
CC/458B: 95    Pause for 120 units
CC/458C: 6B    Load map $0094 (Mobliz, outdoors, Light of Judgement attack (Terra's flashback in WoR)) instantly, (upper bits $0000), place party at (22, 40), facing up
CC/4592: 61    Colorize color range [$04, $77] to color $03
CC/4596: 61    Colorize color range [$78, $7F] to color $03
CC/459A: 61    Colorize color range [$80, $FF] to color $03
CC/459E: F0    Play song 0 (Silence), (high bit clear), full volume
CC/45A0: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/45A2: 42    Hide object $31
CC/45A4: 38    Hold screen
CC/45A5: 59    Unfade screen at speed $04
CC/45A7: 5C    Pause execution until fade in or fade out is complete
CC/45A8: 94    Pause for 60 units
CC/45A9: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/45AB: 95    Pause for 120 units
CC/45AC: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/45AE: 92    Pause for 30 units
CC/45AF: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/45B1: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/45B3: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/45B5: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/45B7: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/45B9: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/45BB: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/45BD: C8        Set object layering priority to 2 (low nibble 2)
CC/45BF: FF        End queue
CC/45C0: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/45C2: C8        Set object layering priority to 2 (low nibble 2)
CC/45C4: FF        End queue
CC/45C5: 11    Begin action queue for character $11 (NPC $11), 14 bytes long 
CC/45C7: C3        Set vehicle/entity's event speed to fast
CC/45C8: A1        Move vehicle/entity right/down 1x1 tiles
CC/45C9: A1        Move vehicle/entity right/down 1x1 tiles
CC/45CA: A1        Move vehicle/entity right/down 1x1 tiles
CC/45CB: A1        Move vehicle/entity right/down 1x1 tiles
CC/45CC: A1        Move vehicle/entity right/down 1x1 tiles
CC/45CD: A1        Move vehicle/entity right/down 1x1 tiles
CC/45CE: A1        Move vehicle/entity right/down 1x1 tiles
CC/45CF: A1        Move vehicle/entity right/down 1x1 tiles
CC/45D0: A1        Move vehicle/entity right/down 1x1 tiles
CC/45D1: A1        Move vehicle/entity right/down 1x1 tiles
CC/45D2: A1        Move vehicle/entity right/down 1x1 tiles
CC/45D3: CE        Turn vehicle/entity down
CC/45D4: FF        End queue
CC/45D5: 12    Begin action queue for character $12 (NPC $12), 14 bytes long 
CC/45D7: C3        Set vehicle/entity's event speed to fast
CC/45D8: A1        Move vehicle/entity right/down 1x1 tiles
CC/45D9: A1        Move vehicle/entity right/down 1x1 tiles
CC/45DA: A1        Move vehicle/entity right/down 1x1 tiles
CC/45DB: A1        Move vehicle/entity right/down 1x1 tiles
CC/45DC: A1        Move vehicle/entity right/down 1x1 tiles
CC/45DD: A1        Move vehicle/entity right/down 1x1 tiles
CC/45DE: A1        Move vehicle/entity right/down 1x1 tiles
CC/45DF: A1        Move vehicle/entity right/down 1x1 tiles
CC/45E0: A1        Move vehicle/entity right/down 1x1 tiles
CC/45E1: A1        Move vehicle/entity right/down 1x1 tiles
CC/45E2: A1        Move vehicle/entity right/down 1x1 tiles
CC/45E3: CE        Turn vehicle/entity down
CC/45E4: FF        End queue
CC/45E5: 13    Begin action queue for character $13 (NPC $13), 14 bytes long 
CC/45E7: C3        Set vehicle/entity's event speed to fast
CC/45E8: A1        Move vehicle/entity right/down 1x1 tiles
CC/45E9: A1        Move vehicle/entity right/down 1x1 tiles
CC/45EA: A1        Move vehicle/entity right/down 1x1 tiles
CC/45EB: A1        Move vehicle/entity right/down 1x1 tiles
CC/45EC: A1        Move vehicle/entity right/down 1x1 tiles
CC/45ED: A1        Move vehicle/entity right/down 1x1 tiles
CC/45EE: A1        Move vehicle/entity right/down 1x1 tiles
CC/45EF: A1        Move vehicle/entity right/down 1x1 tiles
CC/45F0: A1        Move vehicle/entity right/down 1x1 tiles
CC/45F1: A1        Move vehicle/entity right/down 1x1 tiles
CC/45F2: A1        Move vehicle/entity right/down 1x1 tiles
CC/45F3: CE        Turn vehicle/entity down
CC/45F4: FF        End queue
CC/45F5: 14    Begin action queue for character $14 (NPC $14), 14 bytes long 
CC/45F7: C3        Set vehicle/entity's event speed to fast
CC/45F8: A1        Move vehicle/entity right/down 1x1 tiles
CC/45F9: A1        Move vehicle/entity right/down 1x1 tiles
CC/45FA: A1        Move vehicle/entity right/down 1x1 tiles
CC/45FB: A1        Move vehicle/entity right/down 1x1 tiles
CC/45FC: A1        Move vehicle/entity right/down 1x1 tiles
CC/45FD: A1        Move vehicle/entity right/down 1x1 tiles
CC/45FE: A1        Move vehicle/entity right/down 1x1 tiles
CC/45FF: A1        Move vehicle/entity right/down 1x1 tiles
CC/4600: A1        Move vehicle/entity right/down 1x1 tiles
CC/4601: A1        Move vehicle/entity right/down 1x1 tiles
CC/4602: A1        Move vehicle/entity right/down 1x1 tiles
CC/4603: CE        Turn vehicle/entity down
CC/4604: FF        End queue
CC/4605: 15    Begin action queue for character $15 (NPC $15), 14 bytes long 
CC/4607: C3        Set vehicle/entity's event speed to fast
CC/4608: A1        Move vehicle/entity right/down 1x1 tiles
CC/4609: A1        Move vehicle/entity right/down 1x1 tiles
CC/460A: A1        Move vehicle/entity right/down 1x1 tiles
CC/460B: A1        Move vehicle/entity right/down 1x1 tiles
CC/460C: A1        Move vehicle/entity right/down 1x1 tiles
CC/460D: A1        Move vehicle/entity right/down 1x1 tiles
CC/460E: A1        Move vehicle/entity right/down 1x1 tiles
CC/460F: A1        Move vehicle/entity right/down 1x1 tiles
CC/4610: A1        Move vehicle/entity right/down 1x1 tiles
CC/4611: A1        Move vehicle/entity right/down 1x1 tiles
CC/4612: A1        Move vehicle/entity right/down 1x1 tiles
CC/4613: CE        Turn vehicle/entity down
CC/4614: FF        End queue
CC/4615: 10    Begin action queue for character $10 (NPC $10), 16 bytes long 
CC/4617: C3        Set vehicle/entity's event speed to fast
CC/4618: A1        Move vehicle/entity right/down 1x1 tiles
CC/4619: A1        Move vehicle/entity right/down 1x1 tiles
CC/461A: A1        Move vehicle/entity right/down 1x1 tiles
CC/461B: A1        Move vehicle/entity right/down 1x1 tiles
CC/461C: A1        Move vehicle/entity right/down 1x1 tiles
CC/461D: A1        Move vehicle/entity right/down 1x1 tiles
CC/461E: A1        Move vehicle/entity right/down 1x1 tiles
CC/461F: A1        Move vehicle/entity right/down 1x1 tiles
CC/4620: A1        Move vehicle/entity right/down 1x1 tiles
CC/4621: A1        Move vehicle/entity right/down 1x1 tiles
CC/4622: A1        Move vehicle/entity right/down 1x1 tiles
CC/4623: CE        Turn vehicle/entity down
CC/4624: E0        Pause for 4 * 2 (8) frames
CC/4626: FF        End queue
CC/4627: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CC/4629: C0        Set vehicle/entity's event speed to slowest
CC/462A: A1        Move vehicle/entity right/down 1x1 tiles
CC/462B: A1        Move vehicle/entity right/down 1x1 tiles
CC/462C: FF        End queue
CC/462D: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/462F: 92    Pause for 30 units
CC/4630: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4632: 91    Pause for 15 units
CC/4633: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4635: 92    Pause for 30 units
CC/4636: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4638: 91    Pause for 15 units
CC/4639: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/463B: 35    Pause execution until action queue for object $10 (NPC $10) is complete
CC/463D: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/463F: C2        Set vehicle/entity's event speed to normal
CC/4640: CF        Turn vehicle/entity left
CC/4641: E0        Pause for 4 * 2 (8) frames
CC/4643: 87        Move vehicle/entity left 2 tiles
CC/4644: FF        End queue
CC/4645: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4647: CF        Turn vehicle/entity left
CC/4648: FF        End queue
CC/4649: 92    Pause for 30 units
CC/464A: 4B    Display dialogue message $0911, wait for button press (Show text only)
               It's heading this way!
               Protect the kids!!!
CC/464D: 92    Pause for 30 units
CC/464E: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4650: 92    Pause for 30 units
CC/4651: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/4653: C2        Set vehicle/entity's event speed to normal
CC/4654: 81        Move vehicle/entity right 1 tile
CC/4655: CC        Turn vehicle/entity up
CC/4656: FF        End queue
CC/4657: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/4659: C2        Set vehicle/entity's event speed to normal
CC/465A: 83        Move vehicle/entity left 1 tile
CC/465B: CC        Turn vehicle/entity up
CC/465C: FF        End queue
CC/465D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/465F: 84        Move vehicle/entity up 2 tiles
CC/4660: FF        End queue
CC/4661: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/4663: 84        Move vehicle/entity up 2 tiles
CC/4664: FF        End queue
CC/4665: 12    Begin action queue for character $12 (NPC $12), 6 bytes long 
CC/4667: C2        Set vehicle/entity's event speed to normal
CC/4668: C7        Set vehicle/entity to stay still when moving
CC/4669: E0        Pause for 4 * 2 (8) frames
CC/466B: 84        Move vehicle/entity up 2 tiles
CC/466C: FF        End queue
CC/466D: 13    Begin action queue for character $13 (NPC $13), 6 bytes long 
CC/466F: C2        Set vehicle/entity's event speed to normal
CC/4670: C7        Set vehicle/entity to stay still when moving
CC/4671: E0        Pause for 4 * 2 (8) frames
CC/4673: 84        Move vehicle/entity up 2 tiles
CC/4674: FF        End queue
CC/4675: 14    Begin action queue for character $14 (NPC $14), 6 bytes long 
CC/4677: C2        Set vehicle/entity's event speed to normal
CC/4678: C7        Set vehicle/entity to stay still when moving
CC/4679: E0        Pause for 4 * 2 (8) frames
CC/467B: 84        Move vehicle/entity up 2 tiles
CC/467C: FF        End queue
CC/467D: 15    Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete)
CC/467F: C2        Set vehicle/entity's event speed to normal
CC/4680: 83        Move vehicle/entity left 1 tile
CC/4681: CD        Turn vehicle/entity right
CC/4682: E0        Pause for 4 * 8 (32) frames
CC/4684: FF        End queue
CC/4685: 94    Pause for 60 units
CC/4686: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/4688: CF        Turn vehicle/entity left
CC/4689: FF        End queue
CC/468A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/468C: C3        Set vehicle/entity's event speed to fast
CC/468D: 82        Move vehicle/entity down 1 tile
CC/468E: CF        Turn vehicle/entity left
CC/468F: FF        End queue
CC/4690: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4692: 91    Pause for 15 units
CC/4693: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4695: 91    Pause for 15 units
CC/4696: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4698: 74    Replace current map's Layer 2 at (16, 47) with the following (6 x 6) chunk
CC/469D:       $F0, $F0, $F0, $F0, $6D, $CC
CC/46A3:       $F0, $F0, $F0, $6D, $CC, $EF
CC/46A9:       $F0, $F0, $6D, $CC, $CF, $DB
CC/46AF:       $F0, $6D, $CC, $CF, $DF, $CF
CC/46B5:       $6D, $CC, $EF, $CF, $BE, $FC
CC/46BB:       $CC, $CF, $CF, $DF, $FD, $31
CC/46C1: 74    Replace current map's Layer 2 at (16, 111) with the following (6 x 7) chunk
CC/46C6:       $00, $00, $00, $00, $00, $73
CC/46CC:       $70, $00, $00, $00, $00, $73
CC/46D2:       $70, $22, $00, $00, $00, $73
CC/46D8:       $70, $22, $22, $00, $00, $73
CC/46DE:       $70, $22, $22, $22, $00, $73
CC/46E4:       $70, $22, $22, $22, $22, $73
CC/46EA:       $70, $22, $22, $22, $22, $22
CC/46F0: 74    Replace current map's Layer 2 at (21, 46) with the following (1 x 1) chunk
CC/46F5:       $6D
CC/46F6: 75    Refresh map after alteration
CC/46F7: 91    Pause for 15 units
CC/46F8: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/46FA: 74    Replace current map's Layer 2 at (22, 41) with the following (6 x 10) chunk
CC/46FF:       $F0, $F0, $F0, $F0, $6D, $CC
CC/4705:       $DB, $EF, $FC, $31, $F0, $F0
CC/470B:       $F0, $6D, $CC, $EF, $EF, $DC
CC/4711:       $31, $31, $F0, $F0, $6D, $CC
CC/4717:       $CF, $DF, $EF, $FD, $31, $31
CC/471D:       $F0, $6D, $CC, $EF, $DB, $EF
CC/4723:       $CF, $9E, $31, $31, $6D, $CC
CC/4729:       $DB, $DF, $EF, $FF, $FC, $31
CC/472F:       $31, $31, $CC, $CF, $CF, $FF
CC/4735:       $FC, $31, $31, $31, $31, $31
CC/473B: 74    Replace current map's Layer 2 at (22, 105) with the following (6 x 10) chunk
CC/4740:       $00, $00, $00, $00, $00, $73
CC/4746:       $70, $22, $22, $22, $00, $00
CC/474C:       $00, $00, $73, $70, $22, $22
CC/4752:       $22, $22, $00, $00, $00, $73
CC/4758:       $70, $22, $22, $22, $22, $22
CC/475E:       $00, $00, $73, $70, $22, $22
CC/4764:       $22, $22, $22, $22, $00, $73
CC/476A:       $70, $22, $22, $22, $22, $22
CC/4770:       $22, $22, $73, $70, $22, $22
CC/4776:       $22, $22, $22, $22, $22, $22
CC/477C: 75    Refresh map after alteration
CC/477D: 91    Pause for 15 units
CC/477E: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4780: 74    Replace current map's Layer 2 at (27, 35) with the following (6 x 5) chunk
CC/4785:       $CB, $CB, $6C, $F0, $6D, $DB
CC/478B:       $DB, $CA, $CB, $CC, $EB, $EB
CC/4791:       $DA, $DB, $CF, $F0, $F0, $D9
CC/4797:       $68, $DF, $F0, $6D, $CC, $78
CC/479D:       $EF, $6D, $CC, $DF, $DC, $FF
CC/47A3: 74    Replace current map's Layer 2 at (28, 100) with the following (5 x 4) chunk
CC/47A8:       $00, $00, $00, $73, $00
CC/47AD:       $00, $10, $70, $00, $82
CC/47B2:       $DE, $DF, $00, $DD, $52
CC/47B7:       $53, $73, $FD, $FE, $FF
CC/47BC: 74    Replace current map's Layer 2 at (16, 89) with the following (9 x 16) chunk
CC/47C1:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/47CA:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/47D3:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/47DC:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/47E5:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/47EE:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/47F7:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4800:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4809:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4812:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/481B:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4824:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/482D:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4836:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/483F:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4848:       $00, $00, $00, $00, $00, $00, $00, $00, $00
CC/4851: 75    Refresh map after alteration
CC/4852: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CC/4854: C8        Set object layering priority to 3 (low nibble 3)
CC/4856: C4        Set vehicle/entity's event speed to faster
CC/4857: CC        Turn vehicle/entity up
CC/4858: C7        Set vehicle/entity to stay still when moving
CC/4859: 82        Move vehicle/entity down 1 tile
CC/485A: FF        End queue
CC/485B: 10    Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/485D: C8        Set object layering priority to 3 (low nibble 3)
CC/485F: C4        Set vehicle/entity's event speed to faster
CC/4860: CC        Turn vehicle/entity up
CC/4861: C7        Set vehicle/entity to stay still when moving
CC/4862: 82        Move vehicle/entity down 1 tile
CC/4863: FF        End queue
CC/4864: 5E    Scroll Layer 2, speed 0 x 246
CC/4867: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CC/4869: C2        Set vehicle/entity's event speed to normal
CC/486A: C7        Set vehicle/entity to stay still when moving
CC/486B: DC        Make vehicle/entity jump (low)
CC/486C: A0        Move vehicle/entity right/up 1x1 tiles
CC/486D: FF        End queue
CC/486E: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CC/4870: C2        Set vehicle/entity's event speed to normal
CC/4871: C7        Set vehicle/entity to stay still when moving
CC/4872: DC        Make vehicle/entity jump (low)
CC/4873: 80        Move vehicle/entity up 1 tile
CC/4874: FF        End queue
CC/4875: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CC/4877: C2        Set vehicle/entity's event speed to normal
CC/4878: C7        Set vehicle/entity to stay still when moving
CC/4879: DC        Make vehicle/entity jump (low)
CC/487A: A3        Move vehicle/entity left/up 1x1 tiles
CC/487B: FF        End queue
CC/487C: 93    Pause for 45 units
CC/487D: 5E    Scroll Layer 2, speed 0 x 0
CC/4880: 92    Pause for 30 units
CC/4881: 5E    Scroll Layer 2, speed 0 x 253
CC/4884: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CC/4886: C3        Set vehicle/entity's event speed to fast
CC/4887: C6        Set vehicle/entity to walk when moving
CC/4888: 86        Move vehicle/entity down 2 tiles
CC/4889: CE        Turn vehicle/entity down
CC/488A: FF        End queue
CC/488B: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/488D: C3        Set vehicle/entity's event speed to fast
CC/488E: C6        Set vehicle/entity to walk when moving
CC/488F: 86        Move vehicle/entity down 2 tiles
CC/4890: FF        End queue
CC/4891: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/4893: C3        Set vehicle/entity's event speed to fast
CC/4894: C6        Set vehicle/entity to walk when moving
CC/4895: A1        Move vehicle/entity right/down 1x1 tiles
CC/4896: 86        Move vehicle/entity down 2 tiles
CC/4897: FF        End queue
CC/4898: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CC/489A: C3        Set vehicle/entity's event speed to fast
CC/489B: 86        Move vehicle/entity down 2 tiles
CC/489C: CE        Turn vehicle/entity down
CC/489D: FF        End queue
CC/489E: 94    Pause for 60 units
CC/489F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/48A1: C7        Set vehicle/entity to stay still when moving
CC/48A2: C1        Set vehicle/entity's event speed to slow
CC/48A3: 82        Move vehicle/entity down 1 tile
CC/48A4: FF        End queue
CC/48A5: 93    Pause for 45 units
CC/48A6: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/48A8: C3        Set vehicle/entity's event speed to fast
CC/48A9: 92        Move vehicle/entity down 5 tiles
CC/48AA: FF        End queue
CC/48AB: 92    Pause for 30 units
CC/48AC: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/48AE: C3        Set vehicle/entity's event speed to fast
CC/48AF: 8B        Move vehicle/entity left 3 tiles
CC/48B0: 86        Move vehicle/entity down 2 tiles
CC/48B1: FF        End queue
CC/48B2: 15    Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete)
CC/48B4: C2        Set vehicle/entity's event speed to normal
CC/48B5: DC        Make vehicle/entity jump (low)
CC/48B6: CE        Turn vehicle/entity down
CC/48B7: E0        Pause for 4 * 4 (16) frames
CC/48B9: FF        End queue
CC/48BA: 94    Pause for 60 units
CC/48BB: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/48BD: C2        Set vehicle/entity's event speed to normal
CC/48BE: 82        Move vehicle/entity down 1 tile
CC/48BF: FF        End queue
CC/48C0: 5E    Scroll Layer 2, speed 0 x 254
CC/48C3: 94    Pause for 60 units
CC/48C4: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/48C6: C3        Set vehicle/entity's event speed to fast
CC/48C7: 96        Move vehicle/entity down 6 tiles
CC/48C8: FF        End queue
CC/48C9: 48    Display dialogue message $0912, continue executing commands (Show text only)
               Papa!!
               Mama!!!
CC/48CC: B5    Pause for 15 * 6 (90) units
CC/48CE: F2    Fade out current song with transition time 128
CC/48D0: 5A    Fade screen at speed $04
CC/48D2: 5C    Pause execution until fade in or fade out is complete
CC/48D3: 5E    Scroll Layer 2, speed 0 x 0
CC/48D6: 58    Shake screen ($F0): 
               (Intensity: 0)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/48D8: 39    Free screen
CC/48D9: 6B    Load map $009A (Mobliz, children's cave under mailman's house (WoR only)) instantly, (upper bits $0000), place party at (50, 45), facing up
CC/48DF: 41    Show object $31
CC/48E1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/48E3: CC        Turn vehicle/entity up
CC/48E4: FF        End queue
CC/48E5: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/48E7: 20        Do vehicle/entity graphical action $20 
CC/48E8: FF        End queue
CC/48E9: 95    Pause for 120 units
CC/48EA: F1    Fade in song 5 (Awakening) (high bit clear) with transition time 160
CC/48ED: 59    Unfade screen at speed $02
CC/48EF: 5C    Pause execution until fade in or fade out is complete
CC/48F0: 92    Pause for 30 units
CC/48F1: 4B    Display dialogue message $08D5, wait for button press
               TERRA: There were only children here 
               The moment I arrived, I felt needed
CC/48F4: 38    Hold screen
CC/48F5: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CC/48F7: CD        Turn vehicle/entity right
CC/48F8: FF        End queue
CC/48F9: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/48FB: C1        Set vehicle/entity's event speed to slow
CC/48FC: 8A        Move vehicle/entity down 3 tiles
CC/48FD: FF        End queue
CC/48FE: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/4900: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/4902: 1E    Begin action queue for character $1E (NPC $1E), 7 bytes long 
CC/4904: C2        Set vehicle/entity's event speed to normal
CC/4905: CE        Turn vehicle/entity down
CC/4906: E0        Pause for 4 * 6 (24) frames
CC/4908: 86        Move vehicle/entity down 2 tiles
CC/4909: CD        Turn vehicle/entity right
CC/490A: FF        End queue
CC/490B: 1D    Begin action queue for character $1D (NPC $1D), 7 bytes long (Wait until complete)
CC/490D: C2        Set vehicle/entity's event speed to normal
CC/490E: 86        Move vehicle/entity down 2 tiles
CC/490F: 91        Move vehicle/entity right 5 tiles
CC/4910: DC        Make vehicle/entity jump (low)
CC/4911: 81        Move vehicle/entity right 1 tile
CC/4912: CC        Turn vehicle/entity up
CC/4913: FF        End queue
CC/4914: 91    Pause for 15 units
CC/4915: 73    Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately
CC/491A:       $04, $14
CC/491C: F4    Play sound effect 44
CC/491E: 91    Pause for 15 units
CC/491F: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CC/4921: C1        Set vehicle/entity's event speed to slow
CC/4922: 88        Move vehicle/entity up 3 tiles
CC/4923: FF        End queue
CC/4924: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CC/4926: 98        Move vehicle/entity up 7 tiles
CC/4927: A0        Move vehicle/entity right/up 1x1 tiles
CC/4928: CF        Turn vehicle/entity left
CC/4929: E0        Pause for 4 * 6 (24) frames
CC/492B: FF        End queue
CC/492C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/492E: CD        Turn vehicle/entity right
CC/492F: FF        End queue
CC/4930: 92    Pause for 30 units
CC/4931: 4B    Display dialogue message $08D6, wait for button press
               DUANE: You can't take TERRA away!
CC/4934: 92    Pause for 30 units
CC/4935: 1E    Begin action queue for character $1E (NPC $1E), 8 bytes long (Wait until complete)
CC/4937: D5        Set vehicle/entity's position to (50, 48)
CC/493A: C2        Set vehicle/entity's event speed to normal
CC/493B: 80        Move vehicle/entity up 1 tile
CC/493C: A0        Move vehicle/entity right/up 1x1 tiles
CC/493D: CC        Turn vehicle/entity up
CC/493E: FF        End queue
CC/493F: 92    Pause for 30 units
CC/4940: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/4942: CE        Turn vehicle/entity down
CC/4943: FF        End queue
CC/4944: 94    Pause for 60 units
CC/4945: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/4947: CE        Turn vehicle/entity down
CC/4948: FF        End queue
CC/4949: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/494B: CE        Turn vehicle/entity down
CC/494C: FF        End queue
CC/494D: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/494F: C3        Set vehicle/entity's event speed to fast
CC/4950: DC        Make vehicle/entity jump (low)
CC/4951: A2        Move vehicle/entity left/down 1x1 tiles
CC/4952: 86        Move vehicle/entity down 2 tiles
CC/4953: FF        End queue
CC/4954: 42    Hide object $1D
CC/4956: 94    Pause for 60 units
CC/4957: 4B    Display dialogue message $08D7, wait for button press
               KATARIN: Duane 
               Please excuse him. It's just that if TERRA goes, she takes with her the very spirit of our survival
CC/495A: 92    Pause for 30 units
CC/495B: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/495D: C1        Set vehicle/entity's event speed to slow
CC/495E: 81        Move vehicle/entity right 1 tile
CC/495F: FF        End queue
CC/4960: 92    Pause for 30 units
CC/4961: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4963: CD        Turn vehicle/entity right
CC/4964: E0        Pause for 4 * 1 (4) frames
CC/4966: CC        Turn vehicle/entity up
CC/4967: FF        End queue
CC/4968: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CC/496A: CC        Turn vehicle/entity up
CC/496B: FF        End queue
CC/496C: 95    Pause for 120 units
CC/496D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/496F: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/4970: FF        End queue
CC/4971: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/4973: CD        Turn vehicle/entity right
CC/4974: FF        End queue
CC/4975: 94    Pause for 60 units
CC/4976: 4B    Display dialogue message $08D8, wait for button press
               TERRA: I don't know why these kids need me
               But they've made me feel things I've never felt before.
               The moment I sensed this, I lost my will to fight.
CC/4979: B5    Pause for 15 * 6 (90) units
CC/497B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/497D: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/497E: FF        End queue
CC/497F: F2    Fade out current song with transition time 240
CC/4981: 95    Pause for 120 units
CC/4982: 4B    Display dialogue message $08D9, wait for button press
               TERRA: I can honestly say I don't know what's going on inside of me
               And the more I try to understand it, the less inclined I am to fight.
CC/4985: F0    Play song 0 (Silence), (high bit clear), full volume
CC/4987: D4    Set event bit $1E80($290) [$1ED2, bit 0]
CC/4989: 39    Free screen
CC/498A: 3A    Enable player to move while event commands execute
CC/498B: FE    Return

CC/498C: 4B    Display dialogue message $08D9, wait for button press
               TERRA: I can honestly say I don't know what's going on inside of me
               And the more I try to understand it, the less inclined I am to fight.
CC/498F: FE    Return

CC/4990: C1    If ($1E80($290) [$1ED2, bit 0] is clear) or ($1E80($291) [$1ED2, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/4998: 38    Hold screen
CC/4999: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/499B: C2        Set vehicle/entity's event speed to normal
CC/499C: 86        Move vehicle/entity down 2 tiles
CC/499D: FF        End queue
CC/499E: 42    Hide object $31
CC/49A0: 45    Refresh objects
CC/49A1: 94    Pause for 60 units
CC/49A2: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/49A4: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/49A5: FF        End queue
CC/49A6: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/49A8: C1        Set vehicle/entity's event speed to slow
CC/49A9: 9C        Move vehicle/entity up 8 tiles
CC/49AA: 90        Move vehicle/entity up 5 tiles
CC/49AB: FF        End queue
CC/49AC: 95    Pause for 120 units
CC/49AD: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/49AF: D5        Set vehicle/entity's position to (50, 48)
CC/49B2: C3        Set vehicle/entity's event speed to fast
CC/49B3: FF        End queue
CC/49B4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/49B6: 84        Move vehicle/entity up 2 tiles
CC/49B7: FF        End queue
CC/49B8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/49BA: CE        Turn vehicle/entity down
CC/49BB: FF        End queue
CC/49BC: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CC/49BE: CE        Turn vehicle/entity down
CC/49BF: FF        End queue
CC/49C0: 91    Pause for 15 units
CC/49C1: 4B    Display dialogue message $08DA, wait for button press (At bottom of screen)
               Help!!! Run!!!
               Phunbaba's coming!!
CC/49C4: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/49C6: C3        Set vehicle/entity's event speed to fast
CC/49C7: A2        Move vehicle/entity left/down 1x1 tiles
CC/49C8: CE        Turn vehicle/entity down
CC/49C9: FF        End queue
CC/49CA: 91    Pause for 15 units
CC/49CB: F0    Play song 50 (The Unforgiven), (high bit clear), full volume
CC/49CD: 94    Pause for 60 units
CC/49CE: 97    Fade screen to black
CC/49CF: 5C    Pause execution until fade in or fade out is complete
CC/49D0: 3D    Create object $00
CC/49D2: 3F    Assign character $00 (Actor in stot 0) to party 2
CC/49D5: 45    Refresh objects
CC/49D6: 46    Make party 2 the current party
CC/49D8: 45    Refresh objects
CC/49D9: 8D    Remove all equipment from character $00 (Actor in stot 0)
CC/49DB: B0    Execute the following commands until $B1 10 times
CC/49DD: 8B        For character $00 (Actor in stot 0), take HP and add 1
CC/49E0: B1        End block of repeating commands
CC/49E1: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/49E5: 6B    Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $0000), place party at (16, 20), facing up
CC/49EB: 47    Make character in slot 0 the lead character
CC/49EC: 38    Hold screen
CC/49ED: 42    Hide object $31
CC/49EF: 96    Restore screen from fade
CC/49F0: 5C    Pause execution until fade in or fade out is complete
CC/49F1: B0    Execute the following commands until $B1 4 times
CC/49F3: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/49F5: F4        Play sound effect 232
CC/49F7: 94        Pause for 60 units
CC/49F8: B1        End block of repeating commands
CC/49F9: 73    Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately
CC/49FE:       $04, $14
CC/4A00: 3D    Create object $00
CC/4A02: 45    Refresh objects
CC/4A03: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/4A05: D5        Set vehicle/entity's position to (16, 16)
CC/4A08: C2        Set vehicle/entity's event speed to normal
CC/4A09: CE        Turn vehicle/entity down
CC/4A0A: FF        End queue
CC/4A0B: 41    Show object $00
CC/4A0D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/4A0F: C3        Set vehicle/entity's event speed to fast
CC/4A10: 8E        Move vehicle/entity down 4 tiles
CC/4A11: 18        Do vehicle/entity graphical action $18 
CC/4A12: FF        End queue
CC/4A13: 94    Pause for 60 units
CC/4A14: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4A16: F4    Play sound effect 232
CC/4A18: 94    Pause for 60 units
CC/4A19: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4A1B: F4    Play sound effect 232
CC/4A1D: 94    Pause for 60 units
CC/4A1E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4A20: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/4A21: FF        End queue
CC/4A22: 94    Pause for 60 units
CC/4A23: 4B    Display dialogue message $08DB, wait for button press
               TERRA: Phunbaba's an ancient demon who was released when the world was undone.
CC/4A26: 92    Pause for 30 units
CC/4A27: 4D    Invoke battle, enemy set $80, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/4A2A: 3F    Remove character $00 (Actor in stot 0) from the party
CC/4A2D: 45    Refresh objects
CC/4A2E: 46    Make party 1 the current party
CC/4A30: 6B    Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $0000), place party at (16, 20), facing up
CC/4A36: 47    Make character in slot 0 the lead character
CC/4A37: 3D    Create object $00
CC/4A39: 45    Refresh objects
CC/4A3A: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/4A3C: D5        Set vehicle/entity's position to (16, 20)
CC/4A3F: C2        Set vehicle/entity's event speed to normal
CC/4A40: 28        Do vehicle/entity graphical action $28 
CC/4A41: FF        End queue
CC/4A42: 41    Show object $00
CC/4A44: 45    Refresh objects
CC/4A45: 38    Hold screen
CC/4A46: 47    Make character in slot 0 the lead character
CC/4A47: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/4A49: D5        Set vehicle/entity's position to (24, 16)
CC/4A4C: CF        Turn vehicle/entity left
CC/4A4D: C3        Set vehicle/entity's event speed to fast
CC/4A4E: C6        Set vehicle/entity to walk when moving
CC/4A4F: FF        End queue
CC/4A50: 96    Restore screen from fade
CC/4A51: 5C    Pause execution until fade in or fade out is complete
CC/4A52: 94    Pause for 60 units
CC/4A53: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4A55: C3        Set vehicle/entity's event speed to fast
CC/4A56: 87        Move vehicle/entity left 2 tiles
CC/4A57: 8E        Move vehicle/entity down 4 tiles
CC/4A58: 93        Move vehicle/entity left 5 tiles
CC/4A59: FF        End queue
CC/4A5A: 92    Pause for 30 units
CC/4A5B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4A5D: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/4A5E: FF        End queue
CC/4A5F: 92    Pause for 30 units
CC/4A60: 4B    Display dialogue message $08DC, wait for button press
               TERRA!!
               Wake up!
               Uh, ohhere it comes!!
CC/4A63: 92    Pause for 30 units
CC/4A64: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4A66: CE        Turn vehicle/entity down
CC/4A67: FF        End queue
CC/4A68: 92    Pause for 30 units
CC/4A69: 4D    Invoke battle, enemy set $81, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/4A6C: B2    Call subroutine $CA5EA9
CC/4A70: F0    Play song 0 (Silence), (high bit clear), full volume
CC/4A72: DC    Set event bit $1E80($670) [$1F4E, bit 0]
CC/4A74: DD    Clear event bit $1E80($671) [$1F4E, bit 1]
CC/4A76: DD    Clear event bit $1E80($675) [$1F4E, bit 5]
CC/4A78: 42    Hide object $00
CC/4A7A: 3E    Delete object $00
CC/4A7C: 45    Refresh objects
CC/4A7D: 91    Pause for 15 units
CC/4A7E: 6B    Load map $009A (Mobliz, children's cave under mailman's house (WoR only)) instantly, (upper bits $0000), place party at (54, 43), facing up
CC/4A84: 47    Make character in slot 0 the lead character
CC/4A85: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4A87: CD        Turn vehicle/entity right
CC/4A88: FF        End queue
CC/4A89: 59    Unfade screen at speed $02
CC/4A8B: 5C    Pause execution until fade in or fade out is complete
CC/4A8C: 95    Pause for 120 units
CC/4A8D: 4B    Display dialogue message $08DD, wait for button press
               TERRA: I've really lost it
               My fighting edge
CC/4A90: 92    Pause for 30 units
CC/4A91: 14    Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete)
CC/4A93: DC        Make vehicle/entity jump (low)
CC/4A94: CF        Turn vehicle/entity left
CC/4A95: E0        Pause for 4 * 2 (8) frames
CC/4A97: FF        End queue
CC/4A98: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/4A9A: DC        Make vehicle/entity jump (low)
CC/4A9B: CC        Turn vehicle/entity up
CC/4A9C: E0        Pause for 4 * 2 (8) frames
CC/4A9E: FF        End queue
CC/4A9F: 92    Pause for 30 units
CC/4AA0: 4B    Display dialogue message $08DE, wait for button press
               Mama!
               Are you okay?!
CC/4AA3: 92    Pause for 30 units
CC/4AA4: 4B    Display dialogue message $08DF, wait for button press
               TERRA: I'm staying here.
               As you can see, I can't be of any help to you.
               And besides, the children really need me.
               But TERRA!
CC/4AA7: 92    Pause for 30 units
CC/4AA8: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/4AAA: CE        Turn vehicle/entity down
CC/4AAB: E0        Pause for 4 * 4 (16) frames
CC/4AAD: CD        Turn vehicle/entity right
CC/4AAE: FF        End queue
CC/4AAF: 94    Pause for 60 units
CC/4AB0: 4B    Display dialogue message $08E0, wait for button press
               TERRA: Maybe after a little more time passes
               I need to understand what's happening to me
CC/4AB3: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/4AB5: F1    Fade in song 52 (The Day After) (high bit clear) with transition time 240
CC/4AB8: D4    Set event bit $1E80($291) [$1ED2, bit 1]
CC/4ABA: 39    Free screen
CC/4ABB: 3A    Enable player to move while event commands execute
CC/4ABC: FE    Return

CC/4ABD: C1    If ($1E80($291) [$1ED2, bit 1] is clear) or ($1E80($2D7) [$1EDA, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/4AC5: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/4AC7: C3        Set vehicle/entity's event speed to fast
CC/4AC8: 80        Move vehicle/entity up 1 tile
CC/4AC9: A3        Move vehicle/entity left/up 1x1 tiles
CC/4ACA: CC        Turn vehicle/entity up
CC/4ACB: FF        End queue
CC/4ACC: 92    Pause for 30 units
CC/4ACD: 4B    Display dialogue message $08E1, wait for button press
               Thanks for scaring Phunbaba away! In his haste, he dropped this. Here!
               
               Received the Magicite
               Fenrir.
CC/4AD0: F4    Play sound effect 141
CC/4AD2: 92    Pause for 30 units
CC/4AD3: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/4AD5: C3        Set vehicle/entity's event speed to fast
CC/4AD6: A1        Move vehicle/entity right/down 1x1 tiles
CC/4AD7: 82        Move vehicle/entity down 1 tile
CC/4AD8: CC        Turn vehicle/entity up
CC/4AD9: FF        End queue
CC/4ADA: 86    Give esper $4E (Fenrir  ) to party
CC/4ADC: D4    Set event bit $1E80($2D7) [$1EDA, bit 7]
CC/4ADE: 3A    Enable player to move while event commands execute
CC/4ADF: FE    Return

CC/4AE0: 4B    Display dialogue message $08E2, wait for button press
               Mamaare you all right?
CC/4AE3: FE    Return

CC/4AE4: 4B    Display dialogue message $08E3, wait for button press
               You can't take Mama away!
CC/4AE7: FE    Return

CC/4AE8: 4B    Display dialogue message $08E4, wait for button press
               I'll have you if something happens to Mama!!
CC/4AEB: FE    Return

CC/4AEC: 4B    Display dialogue message $08E5, wait for button press
               TERRA: I'm sorry
               I'm staying!
               The children need me.
CC/4AEF: FE    Return

CC/4AF0: C1    If ($1E80($0CD) [$1E99, bit 5] is clear) or ($1E80($291) [$1ED2, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/4AF8: C0    If ($1E80($0BE) [$1E97, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/4AFE: DD    Clear event bit $1E80($670) [$1F4E, bit 0]
CC/4B00: DC    Set event bit $1E80($671) [$1F4E, bit 1]
CC/4B02: DD    Clear event bit $1E80($672) [$1F4E, bit 2]
CC/4B04: DD    Clear event bit $1E80($673) [$1F4E, bit 3]
CC/4B06: DC    Set event bit $1E80($674) [$1F4E, bit 4]
CC/4B08: D0    Set event bit $1E80($0BE) [$1E97, bit 6]
CC/4B0A: 3A    Enable player to move while event commands execute
CC/4B0B: FE    Return

CC/4B0C: C1    If ($1E80($0BE) [$1E97, bit 6] is clear) or ($1E80($0BF) [$1E97, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/4B14: C0    If ($1E80($293) [$1ED2, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/4B1A: 3A    Enable player to move while event commands execute
CC/4B1B: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/4B1D: C2        Set vehicle/entity's event speed to normal
CC/4B1E: 9C        Move vehicle/entity up 8 tiles
CC/4B1F: 88        Move vehicle/entity up 3 tiles
CC/4B20: 8F        Move vehicle/entity left 4 tiles
CC/4B21: 86        Move vehicle/entity down 2 tiles
CC/4B22: FF        End queue
CC/4B23: 42    Hide object $13
CC/4B25: 45    Refresh objects
CC/4B26: D4    Set event bit $1E80($293) [$1ED2, bit 3]
CC/4B28: FE    Return

CC/4B29: C0    If ($1E80($0BE) [$1E97, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/4B2F: 6A    Load map $0096 (Mobliz, cave under soldier's house (only after first Phunbaba fights)) after fade out, (upper bits $2000), place party at (40, 50), facing down
CC/4B35: 3A    Enable player to move while event commands execute
CC/4B36: FE    Return

CC/4B37: 4B    Display dialogue message $08E6, wait for button press
               Katarin's gone
CC/4B3A: FE    Return

CC/4B3B: 4B    Display dialogue message $08E8, wait for button press
               Katarin's belly's growing bigger!
CC/4B3E: FE    Return

CC/4B3F: 4B    Display dialogue message $08E7, wait for button press
               Duane was being mean to her, so Katarin took off!
CC/4B42: FE    Return

CC/4B43: 4B    Display dialogue message $08E9, wait for button press
               I know! Katarin's gonna have a baby! My Mom looked like that before my brother appeared!
CC/4B46: FE    Return

CC/4B47: 4B    Display dialogue message $08EA, wait for button press
               DUANE: Idon't know what to do. Katarin's pregnant
CC/4B4A: FE    Return

CC/4B4B: C0    If ($1E80($292) [$1ED2, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/4B51: 3D    Create object $12
CC/4B53: 45    Refresh objects
CC/4B54: 38    Hold screen
CC/4B55: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/4B57: C1        Set vehicle/entity's event speed to slow
CC/4B58: A2        Move vehicle/entity left/down 1x1 tiles
CC/4B59: A2        Move vehicle/entity left/down 1x1 tiles
CC/4B5A: A2        Move vehicle/entity left/down 1x1 tiles
CC/4B5B: FF        End queue
CC/4B5C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4B5E: CD        Turn vehicle/entity right
CC/4B5F: FF        End queue
CC/4B60: 92    Pause for 30 units
CC/4B61: 4B    Display dialogue message $08EB, wait for button press
               TERRA: Hey you guys!
CC/4B64: 92    Pause for 30 units
CC/4B65: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/4B67: C2        Set vehicle/entity's event speed to normal
CC/4B68: 8A        Move vehicle/entity down 3 tiles
CC/4B69: 8B        Move vehicle/entity left 3 tiles
CC/4B6A: FF        End queue
CC/4B6B: 39    Free screen
CC/4B6C: 92    Pause for 30 units
CC/4B6D: 4B    Display dialogue message $08EC, wait for button press
               TERRA: Katarin's having a baby.
CC/4B70: 92    Pause for 30 units
CC/4B71: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/4B73: CE        Turn vehicle/entity down
CC/4B74: E0        Pause for 4 * 1 (4) frames
CC/4B76: CD        Turn vehicle/entity right
CC/4B77: FF        End queue
CC/4B78: 92    Pause for 30 units
CC/4B79: 4B    Display dialogue message $08ED, wait for button press
               KATARIN: I'm so happy to have had a child
               But Duane seems miserable
CC/4B7C: 92    Pause for 30 units
CC/4B7D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/4B7F: CE        Turn vehicle/entity down
CC/4B80: FF        End queue
CC/4B81: 95    Pause for 120 units
CC/4B82: 41    Show object $12
CC/4B84: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/4B86: C2        Set vehicle/entity's event speed to normal
CC/4B87: 8E        Move vehicle/entity down 4 tiles
CC/4B88: FF        End queue
CC/4B89: 94    Pause for 60 units
CC/4B8A: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/4B8C: 82        Move vehicle/entity down 1 tile
CC/4B8D: 93        Move vehicle/entity left 5 tiles
CC/4B8E: CE        Turn vehicle/entity down
CC/4B8F: FF        End queue
CC/4B90: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/4B92: A3        Move vehicle/entity left/up 1x1 tiles
CC/4B93: CF        Turn vehicle/entity left
CC/4B94: FF        End queue
CC/4B95: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4B97: CC        Turn vehicle/entity up
CC/4B98: FF        End queue
CC/4B99: 92    Pause for 30 units
CC/4B9A: 4B    Display dialogue message $08EE, wait for button press
               DUANE: Katarin  
               I'm sorry.
               I didn't know how to handle this.
               I've been an awful husband
               But I'm learning.
               Please, come back with me.
CC/4B9D: 95    Pause for 120 units
CC/4B9E: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/4BA0: CD        Turn vehicle/entity right
CC/4BA1: E0        Pause for 4 * 4 (16) frames
CC/4BA3: CC        Turn vehicle/entity up
CC/4BA4: FF        End queue
CC/4BA5: F2    Fade out current song with transition time 160
CC/4BA7: 95    Pause for 120 units
CC/4BA8: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4BAA: F4    Play sound effect 232
CC/4BAC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4BAE: 1F        Do vehicle/entity graphical action $1F 
CC/4BAF: FF        End queue
CC/4BB0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4BB2: 1F        Do vehicle/entity graphical action $1F 
CC/4BB3: FF        End queue
CC/4BB4: 94    Pause for 60 units
CC/4BB5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4BB7: CD        Turn vehicle/entity right
CC/4BB8: FF        End queue
CC/4BB9: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4BBB: CD        Turn vehicle/entity right
CC/4BBC: FF        End queue
CC/4BBD: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/4BBF: CD        Turn vehicle/entity right
CC/4BC0: FF        End queue
CC/4BC1: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/4BC3: CD        Turn vehicle/entity right
CC/4BC4: FF        End queue
CC/4BC5: B0    Execute the following commands until $B1 2 times
CC/4BC7: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4BC9: F4        Play sound effect 232
CC/4BCB: 94        Pause for 60 units
CC/4BCC: B1        End block of repeating commands
CC/4BCD: 91    Pause for 15 units
CC/4BCE: 3D    Create object $13
CC/4BD0: 45    Refresh objects
CC/4BD1: 41    Show object $13
CC/4BD3: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CC/4BD5: C3        Set vehicle/entity's event speed to fast
CC/4BD6: 92        Move vehicle/entity down 5 tiles
CC/4BD7: 8B        Move vehicle/entity left 3 tiles
CC/4BD8: FF        End queue
CC/4BD9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4BDB: CD        Turn vehicle/entity right
CC/4BDC: FF        End queue
CC/4BDD: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4BDF: CD        Turn vehicle/entity right
CC/4BE0: FF        End queue
CC/4BE1: 92    Pause for 30 units
CC/4BE2: 4B    Display dialogue message $08EF, wait for button press
               Waaaaa!
               Phunbaba's back again!
CC/4BE5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4BE7: 1F        Do vehicle/entity graphical action $1F 
CC/4BE8: FF        End queue
CC/4BE9: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4BEB: 1F        Do vehicle/entity graphical action $1F 
CC/4BEC: FF        End queue
CC/4BED: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/4BEF: F0    Play song 50 (The Unforgiven), (high bit clear), full volume
CC/4BF1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4BF3: CD        Turn vehicle/entity right
CC/4BF4: FF        End queue
CC/4BF5: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/4BF7: CD        Turn vehicle/entity right
CC/4BF8: FF        End queue
CC/4BF9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/4BFB: CD        Turn vehicle/entity right
CC/4BFC: FF        End queue
CC/4BFD: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/4BFF: CD        Turn vehicle/entity right
CC/4C00: FF        End queue
CC/4C01: 92    Pause for 30 units
CC/4C02: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/4C04: 80        Move vehicle/entity up 1 tile
CC/4C05: CE        Turn vehicle/entity down
CC/4C06: FF        End queue
CC/4C07: D4    Set event bit $1E80($292) [$1ED2, bit 2]
CC/4C09: 3A    Enable player to move while event commands execute
CC/4C0A: FE    Return

CC/4C0B: 4B    Display dialogue message $08F0, wait for button press
               TERRA: Please!
               Save this village!
               I simply can't fight
CC/4C0E: FE    Return

CC/4C0F: 4B    Display dialogue message $08F1, wait for button press
               DUANE: I'll keep Katarin safe.
CC/4C12: FE    Return

CC/4C13: 4B    Display dialogue message $08F2, wait for button press
               KATARIN: I feel safe when Duane's around.
CC/4C16: FE    Return

CC/4C17: 4B    Display dialogue message $08F3, wait for button press
               Please!!
               Rid us of Phunbaba once and for all!
CC/4C1A: FE    Return

CC/4C1B: C1    If ($1E80($0BF) [$1E97, bit 7] is set) or ($1E80($292) [$1ED2, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/4C23: 39    Free screen
CC/4C24: 6A    Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (6, 20), facing down
CC/4C2A: 42    Hide object $31
CC/4C2C: 96    Restore screen from fade
CC/4C2D: 5C    Pause execution until fade in or fade out is complete
CC/4C2E: 92    Pause for 30 units
CC/4C2F: B0    Execute the following commands until $B1 4 times
CC/4C31: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4C33: F4        Play sound effect 232
CC/4C35: 94        Pause for 60 units
CC/4C36: B1        End block of repeating commands
CC/4C37: 92    Pause for 30 units
CC/4C38: 73    Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately
CC/4C3D:       $04, $14
CC/4C3F: 41    Show object $31
CC/4C41: 45    Refresh objects
CC/4C42: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/4C44: C3        Set vehicle/entity's event speed to fast
CC/4C45: 82        Move vehicle/entity down 1 tile
CC/4C46: A6        Move vehicle/entity right/down 2x1 tiles
CC/4C47: A6        Move vehicle/entity right/down 2x1 tiles
CC/4C48: A1        Move vehicle/entity right/down 1x1 tiles
CC/4C49: CE        Turn vehicle/entity down
CC/4C4A: FF        End queue
CC/4C4B: 92    Pause for 30 units
CC/4C4C: B0    Execute the following commands until $B1 2 times
CC/4C4E: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4C50: F4        Play sound effect 232
CC/4C52: 94        Pause for 60 units
CC/4C53: B1        End block of repeating commands
CC/4C54: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/4C56: 4D    Invoke battle, enemy set $82, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/4C59: B2    Call subroutine $CA5EA9
CC/4C5D: 47    Make character in slot 0 the lead character
CC/4C5E: 73    Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately
CC/4C63:       $04, $14
CC/4C65: 3D    Create object $1D
CC/4C67: 3D    Create object $1C
CC/4C69: 45    Refresh objects
CC/4C6A: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CC/4C6C: D5        Set vehicle/entity's position to (10, 24)
CC/4C6F: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/4C70: C2        Set vehicle/entity's event speed to normal
CC/4C71: FF        End queue
CC/4C72: 60    Change background layer $0F to palette $08
CC/4C75: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4C77: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/4C78: FF        End queue
CC/4C79: 96    Restore screen from fade
CC/4C7A: 5C    Pause execution until fade in or fade out is complete
CC/4C7B: 94    Pause for 60 units
CC/4C7C: 41    Show object $1D
CC/4C7E: 45    Refresh objects
CC/4C7F: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CC/4C81: C3        Set vehicle/entity's event speed to fast
CC/4C82: 8A        Move vehicle/entity down 3 tiles
CC/4C83: A6        Move vehicle/entity right/down 2x1 tiles
CC/4C84: A6        Move vehicle/entity right/down 2x1 tiles
CC/4C85: CE        Turn vehicle/entity down
CC/4C86: FF        End queue
CC/4C87: 92    Pause for 30 units
CC/4C88: 4B    Display dialogue message $08CF, wait for button press
               TERRA!!
CC/4C8B: 92    Pause for 30 units
CC/4C8C: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/4C8E: 24        Do vehicle/entity graphical action $24 
CC/4C8F: FF        End queue
CC/4C90: B4    Pause for 10 units
CC/4C92: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/4C94: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/4C95: FF        End queue
CC/4C96: 92    Pause for 30 units
CC/4C97: B0    Execute the following commands until $B1 2 times
CC/4C99: F4        Play sound effect 103
CC/4C9B: B0        Execute the following commands until $B1 31 times
CC/4C9D: 53        Modify object color range from [20, 2F]: Add (Black) at intensity 3
CC/4CA1: B1        End block of repeating commands
CC/4CA2: B0    Execute the following commands until $B1 31 times
CC/4CA4: 53        Modify object color range from [20, 2F]: Do unknown operation (Black) at intensity 3
CC/4CA8: B1        End block of repeating commands
CC/4CA9: 92    Pause for 30 units
CC/4CAA: B1    End block of repeating commands
CC/4CAB: 91    Pause for 15 units
CC/4CAC: F4    Play sound effect 81
CC/4CAE: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/4CB0: 41    Show object $1C
CC/4CB2: 42    Hide object $1D
CC/4CB4: 95    Pause for 120 units
CC/4CB5: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4CB7: CD        Turn vehicle/entity right
CC/4CB8: FF        End queue
CC/4CB9: 92    Pause for 30 units
CC/4CBA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4CBC: CF        Turn vehicle/entity left
CC/4CBD: FF        End queue
CC/4CBE: 92    Pause for 30 units
CC/4CBF: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4CC1: CE        Turn vehicle/entity down
CC/4CC2: FF        End queue
CC/4CC3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4CC5: CE        Turn vehicle/entity down
CC/4CC6: FF        End queue
CC/4CC7: 92    Pause for 30 units
CC/4CC8: 97    Fade screen to black
CC/4CC9: 5C    Pause execution until fade in or fade out is complete
CC/4CCA: B2    Call subroutine $CACB25
CC/4CCE: 3D    Create object $00
CC/4CD0: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/4CD3: 45    Refresh objects
CC/4CD4: 77    Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP
CC/4CD6: 9C    Place optimum equipment on character $00 (Actor in stot 0)
CC/4CD8: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CC/4CDA: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CC/4CDD: 8C    For character $00 (Actor in stot 0), take MP and set to maximum
CC/4CE0: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/4CE4: 89    Inflict the following status ailments on character $00 (Actor in stot 0): Morph (Esper-form)
CC/4CE8: B8    Set bit $1DC9($3A) [$1DD0, bit 2]
CC/4CEA: B8    Set bit $1DC9($39) [$1DD0, bit 1]
CC/4CEC: 4D    Invoke battle, enemy set $83, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/4CEF: B2    Call subroutine $CA5EA9
CC/4CF3: 3E    Delete object $00
CC/4CF5: 3F    Remove character $00 (Actor in stot 0) from the party
CC/4CF8: 45    Refresh objects
CC/4CF9: D5    Clear event bit $1E80($2F0) [$1EDE, bit 0]
CC/4CFB: 47    Make character in slot 0 the lead character
CC/4CFC: B9    Clear bit $1DC9($3A) [$1DD0, bit 2]
CC/4CFE: 6B    Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $2000), place party at (11, 21), facing down
CC/4D04: 47    Make character in slot 0 the lead character
CC/4D05: F0    Play song 57 (Wind), (high bit clear), full volume
CC/4D07: 38    Hold screen
CC/4D08: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/4D0A: 8A        Move vehicle/entity down 3 tiles
CC/4D0B: CE        Turn vehicle/entity down
CC/4D0C: FF        End queue
CC/4D0D: 59    Unfade screen at speed $04
CC/4D0F: 5C    Pause execution until fade in or fade out is complete
CC/4D10: 95    Pause for 120 units
CC/4D11: 73    Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately
CC/4D16:       $04, $14
CC/4D18: F4    Play sound effect 44
CC/4D1A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4D1C: CC        Turn vehicle/entity up
CC/4D1D: FF        End queue
CC/4D1E: 3D    Create object $12
CC/4D20: 3D    Create object $13
CC/4D22: 3D    Create object $14
CC/4D24: 3D    Create object $15
CC/4D26: 45    Refresh objects
CC/4D27: 41    Show object $12
CC/4D29: 41    Show object $13
CC/4D2B: 41    Show object $14
CC/4D2D: 41    Show object $15
CC/4D2F: 12    Begin action queue for character $12 (NPC $12), 7 bytes long 
CC/4D31: C3        Set vehicle/entity's event speed to fast
CC/4D32: 8E        Move vehicle/entity down 4 tiles
CC/4D33: A2        Move vehicle/entity left/down 1x1 tiles
CC/4D34: A2        Move vehicle/entity left/down 1x1 tiles
CC/4D35: 86        Move vehicle/entity down 2 tiles
CC/4D36: 87        Move vehicle/entity left 2 tiles
CC/4D37: FF        End queue
CC/4D38: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CC/4D3A: C3        Set vehicle/entity's event speed to fast
CC/4D3B: E0        Pause for 4 * 2 (8) frames
CC/4D3D: 8E        Move vehicle/entity down 4 tiles
CC/4D3E: 83        Move vehicle/entity left 1 tile
CC/4D3F: A2        Move vehicle/entity left/down 1x1 tiles
CC/4D40: A2        Move vehicle/entity left/down 1x1 tiles
CC/4D41: A2        Move vehicle/entity left/down 1x1 tiles
CC/4D42: CE        Turn vehicle/entity down
CC/4D43: FF        End queue
CC/4D44: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CC/4D46: C3        Set vehicle/entity's event speed to fast
CC/4D47: E0        Pause for 4 * 4 (16) frames
CC/4D49: 8E        Move vehicle/entity down 4 tiles
CC/4D4A: 8B        Move vehicle/entity left 3 tiles
CC/4D4B: 86        Move vehicle/entity down 2 tiles
CC/4D4C: 87        Move vehicle/entity left 2 tiles
CC/4D4D: 82        Move vehicle/entity down 1 tile
CC/4D4E: FF        End queue
CC/4D4F: 15    Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete)
CC/4D51: C3        Set vehicle/entity's event speed to fast
CC/4D52: E0        Pause for 4 * 6 (24) frames
CC/4D54: 8E        Move vehicle/entity down 4 tiles
CC/4D55: 93        Move vehicle/entity left 5 tiles
CC/4D56: 86        Move vehicle/entity down 2 tiles
CC/4D57: FF        End queue
CC/4D58: 73    Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately
CC/4D5D:       $04, $14
CC/4D5F: F4    Play sound effect 44
CC/4D61: 3D    Create object $16
CC/4D63: 3D    Create object $17
CC/4D65: 3D    Create object $18
CC/4D67: 45    Refresh objects
CC/4D68: 41    Show object $16
CC/4D6A: 41    Show object $17
CC/4D6C: 41    Show object $18
CC/4D6E: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/4D70: C3        Set vehicle/entity's event speed to fast
CC/4D71: 86        Move vehicle/entity down 2 tiles
CC/4D72: 8D        Move vehicle/entity right 4 tiles
CC/4D73: CE        Turn vehicle/entity down
CC/4D74: FF        End queue
CC/4D75: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CC/4D77: C3        Set vehicle/entity's event speed to fast
CC/4D78: E0        Pause for 4 * 2 (8) frames
CC/4D7A: 8E        Move vehicle/entity down 4 tiles
CC/4D7B: 8D        Move vehicle/entity right 4 tiles
CC/4D7C: FF        End queue
CC/4D7D: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/4D7F: C3        Set vehicle/entity's event speed to fast
CC/4D80: E0        Pause for 4 * 4 (16) frames
CC/4D82: 8A        Move vehicle/entity down 3 tiles
CC/4D83: 8D        Move vehicle/entity right 4 tiles
CC/4D84: FF        End queue
CC/4D85: 95    Pause for 120 units
CC/4D86: F6    Subcommand $82: Change volume of currently playing sound effect to $40, transition time 1
CC/4D8A: F4    Play sound effect 185
CC/4D8C: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/4D8E: CC        Turn vehicle/entity up
CC/4D8F: FF        End queue
CC/4D90: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/4D92: CC        Turn vehicle/entity up
CC/4D93: FF        End queue
CC/4D94: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/4D96: CC        Turn vehicle/entity up
CC/4D97: FF        End queue
CC/4D98: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/4D9A: CC        Turn vehicle/entity up
CC/4D9B: FF        End queue
CC/4D9C: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/4D9E: CC        Turn vehicle/entity up
CC/4D9F: FF        End queue
CC/4DA0: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/4DA2: CC        Turn vehicle/entity up
CC/4DA3: FF        End queue
CC/4DA4: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/4DA6: CC        Turn vehicle/entity up
CC/4DA7: FF        End queue
CC/4DA8: F6    Subcommand $82: Change volume of currently playing sound effect to $60, transition time 1
CC/4DAC: 91    Pause for 15 units
CC/4DAD: F6    Subcommand $82: Change volume of currently playing sound effect to $80, transition time 1
CC/4DB1: 91    Pause for 15 units
CC/4DB2: F6    Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1
CC/4DB6: 91    Pause for 15 units
CC/4DB7: F6    Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 1
CC/4DBB: 91    Pause for 15 units
CC/4DBC: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 1
CC/4DC0: 91    Pause for 15 units
CC/4DC1: 60    Change background layer $0F to palette $08
CC/4DC4: 3D    Create object $1C
CC/4DC6: 45    Refresh objects
CC/4DC7: 41    Show object $1C
CC/4DC9: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete)
CC/4DCB: C7        Set vehicle/entity to stay still when moving
CC/4DCC: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/4DCD: C3        Set vehicle/entity's event speed to fast
CC/4DCE: 8A        Move vehicle/entity down 3 tiles
CC/4DCF: C2        Set vehicle/entity's event speed to normal
CC/4DD0: 86        Move vehicle/entity down 2 tiles
CC/4DD1: C1        Set vehicle/entity's event speed to slow
CC/4DD2: 82        Move vehicle/entity down 1 tile
CC/4DD3: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/4DD4: FF        End queue
CC/4DD5: 58    Shake screen ($F1): 
               (Intensity: 1)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/4DD7: 94    Pause for 60 units
CC/4DD8: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4DDA: CE        Turn vehicle/entity down
CC/4DDB: FF        End queue
CC/4DDC: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/4DDE: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/4DE0: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/4DE2: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/4DE4: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/4DE6: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/4DE8: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/4DEA: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/4DEC: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CC/4DEE: C3        Set vehicle/entity's event speed to fast
CC/4DEF: DC        Make vehicle/entity jump (low)
CC/4DF0: A0        Move vehicle/entity right/up 1x1 tiles
CC/4DF1: A0        Move vehicle/entity right/up 1x1 tiles
CC/4DF2: A0        Move vehicle/entity right/up 1x1 tiles
CC/4DF3: 80        Move vehicle/entity up 1 tile
CC/4DF4: CF        Turn vehicle/entity left
CC/4DF5: FF        End queue
CC/4DF6: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CC/4DF8: C3        Set vehicle/entity's event speed to fast
CC/4DF9: DC        Make vehicle/entity jump (low)
CC/4DFA: 81        Move vehicle/entity right 1 tile
CC/4DFB: A0        Move vehicle/entity right/up 1x1 tiles
CC/4DFC: 80        Move vehicle/entity up 1 tile
CC/4DFD: A0        Move vehicle/entity right/up 1x1 tiles
CC/4DFE: A0        Move vehicle/entity right/up 1x1 tiles
CC/4DFF: 81        Move vehicle/entity right 1 tile
CC/4E00: CF        Turn vehicle/entity left
CC/4E01: FF        End queue
CC/4E02: 15    Begin action queue for character $15 (NPC $15), 11 bytes long 
CC/4E04: C3        Set vehicle/entity's event speed to fast
CC/4E05: 81        Move vehicle/entity right 1 tile
CC/4E06: DC        Make vehicle/entity jump (low)
CC/4E07: 81        Move vehicle/entity right 1 tile
CC/4E08: A0        Move vehicle/entity right/up 1x1 tiles
CC/4E09: 80        Move vehicle/entity up 1 tile
CC/4E0A: DC        Make vehicle/entity jump (low)
CC/4E0B: 80        Move vehicle/entity up 1 tile
CC/4E0C: 88        Move vehicle/entity up 3 tiles
CC/4E0D: CE        Turn vehicle/entity down
CC/4E0E: FF        End queue
CC/4E0F: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CC/4E11: C3        Set vehicle/entity's event speed to fast
CC/4E12: 83        Move vehicle/entity left 1 tile
CC/4E13: DC        Make vehicle/entity jump (low)
CC/4E14: 8B        Move vehicle/entity left 3 tiles
CC/4E15: A3        Move vehicle/entity left/up 1x1 tiles
CC/4E16: 80        Move vehicle/entity up 1 tile
CC/4E17: CD        Turn vehicle/entity right
CC/4E18: FF        End queue
CC/4E19: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/4E1B: C3        Set vehicle/entity's event speed to fast
CC/4E1C: 93        Move vehicle/entity left 5 tiles
CC/4E1D: A3        Move vehicle/entity left/up 1x1 tiles
CC/4E1E: CD        Turn vehicle/entity right
CC/4E1F: FF        End queue
CC/4E20: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/4E22: C3        Set vehicle/entity's event speed to fast
CC/4E23: 8F        Move vehicle/entity left 4 tiles
CC/4E24: A2        Move vehicle/entity left/down 1x1 tiles
CC/4E25: CD        Turn vehicle/entity right
CC/4E26: FF        End queue
CC/4E27: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CC/4E29: C3        Set vehicle/entity's event speed to fast
CC/4E2A: DC        Make vehicle/entity jump (low)
CC/4E2B: 8F        Move vehicle/entity left 4 tiles
CC/4E2C: CD        Turn vehicle/entity right
CC/4E2D: E0        Pause for 4 * 8 (32) frames
CC/4E2F: FF        End queue
CC/4E30: B2    Call subroutine $CB2E34
CC/4E34: B2    Call subroutine $CAC6AC
CC/4E38: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/4E3A: C2        Set vehicle/entity's event speed to normal
CC/4E3B: 83        Move vehicle/entity left 1 tile
CC/4E3C: CC        Turn vehicle/entity up
CC/4E3D: FF        End queue
CC/4E3E: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/4E40: C2        Set vehicle/entity's event speed to normal
CC/4E41: CC        Turn vehicle/entity up
CC/4E42: FF        End queue
CC/4E43: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/4E45: C2        Set vehicle/entity's event speed to normal
CC/4E46: 81        Move vehicle/entity right 1 tile
CC/4E47: CC        Turn vehicle/entity up
CC/4E48: FF        End queue
CC/4E49: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4E4B: C2        Set vehicle/entity's event speed to normal
CC/4E4C: 80        Move vehicle/entity up 1 tile
CC/4E4D: E0        Pause for 4 * 4 (16) frames
CC/4E4F: FF        End queue
CC/4E50: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/4E52: CF        Turn vehicle/entity left
CC/4E53: FF        End queue
CC/4E54: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/4E56: CD        Turn vehicle/entity right
CC/4E57: FF        End queue
CC/4E58: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/4E5A: CD        Turn vehicle/entity right
CC/4E5B: FF        End queue
CC/4E5C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4E5E: CF        Turn vehicle/entity left
CC/4E5F: FF        End queue
CC/4E60: 92    Pause for 30 units
CC/4E61: 4B    Display dialogue message $08F4, wait for button press (At bottom of screen)
               Monster again
               I'm afraid
               I'm always afraid
CC/4E64: 92    Pause for 30 units
CC/4E65: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E67: 23        Do vehicle/entity graphical action $23 
CC/4E68: FF        End queue
CC/4E69: 94    Pause for 60 units
CC/4E6A: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E6C: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/4E6D: FF        End queue
CC/4E6E: 94    Pause for 60 units
CC/4E6F: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E71: 23        Do vehicle/entity graphical action $23 
CC/4E72: FF        End queue
CC/4E73: 94    Pause for 60 units
CC/4E74: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E76: CE        Turn vehicle/entity down
CC/4E77: FF        End queue
CC/4E78: 92    Pause for 30 units
CC/4E79: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E7B: 13        Do vehicle/entity graphical action $13 
CC/4E7C: FF        End queue
CC/4E7D: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E7F: CE        Turn vehicle/entity down
CC/4E80: FF        End queue
CC/4E81: 94    Pause for 60 units
CC/4E82: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E84: 13        Do vehicle/entity graphical action $13 
CC/4E85: FF        End queue
CC/4E86: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E88: CE        Turn vehicle/entity down
CC/4E89: FF        End queue
CC/4E8A: 92    Pause for 30 units
CC/4E8B: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E8D: 13        Do vehicle/entity graphical action $13 
CC/4E8E: FF        End queue
CC/4E8F: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E91: CE        Turn vehicle/entity down
CC/4E92: FF        End queue
CC/4E93: B5    Pause for 15 * 6 (90) units
CC/4E95: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4E97: 20        Do vehicle/entity graphical action $20 
CC/4E98: FF        End queue
CC/4E99: B5    Pause for 15 * 16 (240) units
CC/4E9B: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CC/4E9D: C1        Set vehicle/entity's event speed to slow
CC/4E9E: 82        Move vehicle/entity down 1 tile
CC/4E9F: CD        Turn vehicle/entity right
CC/4EA0: FF        End queue
CC/4EA1: F2    Fade out current song with transition time 160
CC/4EA3: 95    Pause for 120 units
CC/4EA4: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CC/4EA6: 81        Move vehicle/entity right 1 tile
CC/4EA7: A0        Move vehicle/entity right/up 1x1 tiles
CC/4EA8: A0        Move vehicle/entity right/up 1x1 tiles
CC/4EA9: FF        End queue
CC/4EAA: 95    Pause for 120 units
CC/4EAB: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/4EAD: CC        Turn vehicle/entity up
CC/4EAE: FF        End queue
CC/4EAF: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/4EB1: CC        Turn vehicle/entity up
CC/4EB2: FF        End queue
CC/4EB3: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/4EB5: CC        Turn vehicle/entity up
CC/4EB6: FF        End queue
CC/4EB7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/4EB9: CC        Turn vehicle/entity up
CC/4EBA: FF        End queue
CC/4EBB: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CC/4EBD: C0        Set vehicle/entity's event speed to slowest
CC/4EBE: 81        Move vehicle/entity right 1 tile
CC/4EBF: FF        End queue
CC/4EC0: 92    Pause for 30 units
CC/4EC1: 4B    Display dialogue message $08F5, wait for button press
               Mama 
               It is you, isn't it! 
               I can tell
CC/4EC4: F1    Fade in song 5 (Awakening) (high bit clear) with transition time 160
CC/4EC7: 94    Pause for 60 units
CC/4EC8: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4ECA: CE        Turn vehicle/entity down
CC/4ECB: FF        End queue
CC/4ECC: 92    Pause for 30 units
CC/4ECD: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4ECF: 23        Do vehicle/entity graphical action $23 
CC/4ED0: FF        End queue
CC/4ED1: 94    Pause for 60 units
CC/4ED2: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4ED4: CF        Turn vehicle/entity left
CC/4ED5: FF        End queue
CC/4ED6: 94    Pause for 60 units
CC/4ED7: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/4ED9: C1        Set vehicle/entity's event speed to slow
CC/4EDA: A2        Move vehicle/entity left/down 1x1 tiles
CC/4EDB: FF        End queue
CC/4EDC: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/4EDE: C1        Set vehicle/entity's event speed to slow
CC/4EDF: 83        Move vehicle/entity left 1 tile
CC/4EE0: A2        Move vehicle/entity left/down 1x1 tiles
CC/4EE1: FF        End queue
CC/4EE2: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CC/4EE4: C1        Set vehicle/entity's event speed to slow
CC/4EE5: A2        Move vehicle/entity left/down 1x1 tiles
CC/4EE6: 82        Move vehicle/entity down 1 tile
CC/4EE7: FF        End queue
CC/4EE8: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CC/4EEA: C1        Set vehicle/entity's event speed to slow
CC/4EEB: A1        Move vehicle/entity right/down 1x1 tiles
CC/4EEC: 85        Move vehicle/entity right 2 tiles
CC/4EED: FF        End queue
CC/4EEE: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CC/4EF0: C1        Set vehicle/entity's event speed to slow
CC/4EF1: 8D        Move vehicle/entity right 4 tiles
CC/4EF2: CC        Turn vehicle/entity up
CC/4EF3: FF        End queue
CC/4EF4: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CC/4EF6: C1        Set vehicle/entity's event speed to slow
CC/4EF7: 85        Move vehicle/entity right 2 tiles
CC/4EF8: A0        Move vehicle/entity right/up 1x1 tiles
CC/4EF9: CC        Turn vehicle/entity up
CC/4EFA: E0        Pause for 4 * 4 (16) frames
CC/4EFC: FF        End queue
CC/4EFD: 92    Pause for 30 units
CC/4EFE: 4B    Display dialogue message $08F6, wait for button press (At bottom of screen)
               Huh? Mama?
               TERRA?
CC/4F01: 92    Pause for 30 units
CC/4F02: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4F04: CE        Turn vehicle/entity down
CC/4F05: FF        End queue
CC/4F06: 94    Pause for 60 units
CC/4F07: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/4F09: C3        Set vehicle/entity's event speed to fast
CC/4F0A: 87        Move vehicle/entity left 2 tiles
CC/4F0B: FF        End queue
CC/4F0C: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/4F0E: C3        Set vehicle/entity's event speed to fast
CC/4F0F: 8B        Move vehicle/entity left 3 tiles
CC/4F10: CC        Turn vehicle/entity up
CC/4F11: FF        End queue
CC/4F12: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/4F14: C3        Set vehicle/entity's event speed to fast
CC/4F15: DC        Make vehicle/entity jump (low)
CC/4F16: 83        Move vehicle/entity left 1 tile
CC/4F17: 82        Move vehicle/entity down 1 tile
CC/4F18: FF        End queue
CC/4F19: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CC/4F1B: C3        Set vehicle/entity's event speed to fast
CC/4F1C: 81        Move vehicle/entity right 1 tile
CC/4F1D: A0        Move vehicle/entity right/up 1x1 tiles
CC/4F1E: 80        Move vehicle/entity up 1 tile
CC/4F1F: DC        Make vehicle/entity jump (low)
CC/4F20: A0        Move vehicle/entity right/up 1x1 tiles
CC/4F21: CE        Turn vehicle/entity down
CC/4F22: FF        End queue
CC/4F23: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/4F25: C3        Set vehicle/entity's event speed to fast
CC/4F26: 80        Move vehicle/entity up 1 tile
CC/4F27: A0        Move vehicle/entity right/up 1x1 tiles
CC/4F28: 80        Move vehicle/entity up 1 tile
CC/4F29: FF        End queue
CC/4F2A: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CC/4F2C: C3        Set vehicle/entity's event speed to fast
CC/4F2D: 84        Move vehicle/entity up 2 tiles
CC/4F2E: CD        Turn vehicle/entity right
CC/4F2F: FF        End queue
CC/4F30: 4B    Display dialogue message $08F7, wait for button press (At bottom of screen)
               Mama!!
               TERRA!!!
CC/4F33: 92    Pause for 30 units
CC/4F34: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/4F36: C2        Set vehicle/entity's event speed to normal
CC/4F37: 84        Move vehicle/entity up 2 tiles
CC/4F38: FF        End queue
CC/4F39: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/4F3B: C2        Set vehicle/entity's event speed to normal
CC/4F3C: 84        Move vehicle/entity up 2 tiles
CC/4F3D: FF        End queue
CC/4F3E: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/4F40: C2        Set vehicle/entity's event speed to normal
CC/4F41: 84        Move vehicle/entity up 2 tiles
CC/4F42: FF        End queue
CC/4F43: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/4F45: C2        Set vehicle/entity's event speed to normal
CC/4F46: 84        Move vehicle/entity up 2 tiles
CC/4F47: E0        Pause for 4 * 4 (16) frames
CC/4F49: FF        End queue
CC/4F4A: 94    Pause for 60 units
CC/4F4B: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CC/4F4D: CE        Turn vehicle/entity down
CC/4F4E: E0        Pause for 4 * 2 (8) frames
CC/4F50: 23        Do vehicle/entity graphical action $23 
CC/4F51: FF        End queue
CC/4F52: 92    Pause for 30 units
CC/4F53: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CC/4F55: CE        Turn vehicle/entity down
CC/4F56: E0        Pause for 4 * 2 (8) frames
CC/4F58: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/4F59: FF        End queue
CC/4F5A: 92    Pause for 30 units
CC/4F5B: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CC/4F5D: CE        Turn vehicle/entity down
CC/4F5E: E0        Pause for 4 * 2 (8) frames
CC/4F60: 23        Do vehicle/entity graphical action $23 
CC/4F61: FF        End queue
CC/4F62: 92    Pause for 30 units
CC/4F63: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4F65: CE        Turn vehicle/entity down
CC/4F66: FF        End queue
CC/4F67: 92    Pause for 30 units
CC/4F68: 4B    Display dialogue message $08F8, wait for button press (At bottom of screen)
               TERRA: II can fight!
CC/4F6B: 92    Pause for 30 units
CC/4F6C: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/4F6E: 20        Do vehicle/entity graphical action $20 
CC/4F6F: FF        End queue
CC/4F70: 92    Pause for 30 units
CC/4F71: 4B    Display dialogue message $08F9, wait for button press (At bottom of screen)
               TERRA: Finally
               I understand that feeling
               Even though I kept it buried for so long.
               I'm sure it's called
                 
               Love!
               I now realize that we must fight for the future of our children.
CC/4F74: 94    Pause for 60 units
CC/4F75: F4    Play sound effect 39
CC/4F77: 3D    Create object $10
CC/4F79: 3D    Create object $1A
CC/4F7B: 3D    Create object $1B
CC/4F7D: 45    Refresh objects
CC/4F7E: B0    Execute the following commands until $B1 10 times
CC/4F80: 50        Tint screen (cumulative) with color $93
CC/4F82: 91        Pause for 15 units
CC/4F83: B1        End block of repeating commands
CC/4F84: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/4F86: CC        Turn vehicle/entity up
CC/4F87: FF        End queue
CC/4F88: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/4F8A: CC        Turn vehicle/entity up
CC/4F8B: FF        End queue
CC/4F8C: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/4F8E: CC        Turn vehicle/entity up
CC/4F8F: FF        End queue
CC/4F90: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/4F92: CC        Turn vehicle/entity up
CC/4F93: FF        End queue
CC/4F94: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/4F96: CC        Turn vehicle/entity up
CC/4F97: FF        End queue
CC/4F98: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CC/4F9A: CC        Turn vehicle/entity up
CC/4F9B: FF        End queue
CC/4F9C: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/4F9E: CC        Turn vehicle/entity up
CC/4F9F: FF        End queue
CC/4FA0: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CC/4FA2: C0        Set vehicle/entity's event speed to slowest
CC/4FA3: E0        Pause for 4 * 2 (8) frames
CC/4FA5: 84        Move vehicle/entity up 2 tiles
CC/4FA6: FF        End queue
CC/4FA7: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CC/4FA9: C0        Set vehicle/entity's event speed to slowest
CC/4FAA: C7        Set vehicle/entity to stay still when moving
CC/4FAB: CE        Turn vehicle/entity down
CC/4FAC: 88        Move vehicle/entity up 3 tiles
CC/4FAD: FF        End queue
CC/4FAE: 41    Show object $19
CC/4FB0: 41    Show object $1A
CC/4FB2: 41    Show object $1B
CC/4FB4: F4    Play sound effect 39
CC/4FB6: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CC/4FB8: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CC/4FBA: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/4FBC: 19    Begin action queue for character $19 (NPC $19), 8 bytes long 
CC/4FBE: C1        Set vehicle/entity's event speed to slow
CC/4FBF: 82        Move vehicle/entity down 1 tile
CC/4FC0: D5        Set vehicle/entity's position to (11, 17)
CC/4FC3: FC        Branch 4 bytes backwards ($CC4FBF)
CC/4FC5: FF        End queue
CC/4FC6: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CC/4FC8: C2        Set vehicle/entity's event speed to normal
CC/4FC9: 86        Move vehicle/entity down 2 tiles
CC/4FCA: D5        Set vehicle/entity's position to (11, 17)
CC/4FCD: FC        Branch 4 bytes backwards ($CC4FC9)
CC/4FCF: FF        End queue
CC/4FD0: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long 
CC/4FD2: C3        Set vehicle/entity's event speed to fast
CC/4FD3: 8A        Move vehicle/entity down 3 tiles
CC/4FD4: D5        Set vehicle/entity's position to (11, 17)
CC/4FD7: FC        Branch 4 bytes backwards ($CC4FD3)
CC/4FD9: FF        End queue
CC/4FDA: B5    Pause for 15 * 10 (150) units
CC/4FDC: 4B    Display dialogue message $08FA, wait for button press (At bottom of screen)
               TERRA: Duane
               Katarin needs your help
               so does your new baby.
               Listen children, your Mama has to go away for a while.
               I'll return when I feel your future's guaranteed!
CC/4FDF: 92    Pause for 30 units
CC/4FE0: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/4FE2: C2        Set vehicle/entity's event speed to normal
CC/4FE3: 80        Move vehicle/entity up 1 tile
CC/4FE4: CC        Turn vehicle/entity up
CC/4FE5: FF        End queue
CC/4FE6: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/4FE8: C2        Set vehicle/entity's event speed to normal
CC/4FE9: 80        Move vehicle/entity up 1 tile
CC/4FEA: CC        Turn vehicle/entity up
CC/4FEB: FF        End queue
CC/4FEC: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CC/4FEE: C2        Set vehicle/entity's event speed to normal
CC/4FEF: 80        Move vehicle/entity up 1 tile
CC/4FF0: CC        Turn vehicle/entity up
CC/4FF1: FF        End queue
CC/4FF2: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CC/4FF4: C2        Set vehicle/entity's event speed to normal
CC/4FF5: 80        Move vehicle/entity up 1 tile
CC/4FF6: CF        Turn vehicle/entity left
CC/4FF7: FF        End queue
CC/4FF8: 16    Begin action queue for character $16 (NPC $16), 4 bytes long 
CC/4FFA: C2        Set vehicle/entity's event speed to normal
CC/4FFB: 80        Move vehicle/entity up 1 tile
CC/4FFC: CD        Turn vehicle/entity right
CC/4FFD: FF        End queue
CC/4FFE: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CC/5000: C2        Set vehicle/entity's event speed to normal
CC/5001: 80        Move vehicle/entity up 1 tile
CC/5002: CC        Turn vehicle/entity up
CC/5003: FF        End queue
CC/5004: 17    Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete)
CC/5006: C2        Set vehicle/entity's event speed to normal
CC/5007: 80        Move vehicle/entity up 1 tile
CC/5008: CC        Turn vehicle/entity up
CC/5009: E0        Pause for 4 * 2 (8) frames
CC/500B: FF        End queue
CC/500C: 92    Pause for 30 units
CC/500D: 4B    Display dialogue message $08FB, wait for button press (At bottom of screen)
               Mama
               I'm not gonna cry!
               Me either!
               TERRA: I'll be back.
               I promise!
               Till thenyou behave!
CC/5010: 92    Pause for 30 units
CC/5011: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/5013: 20        Do vehicle/entity graphical action $20 
CC/5014: FF        End queue
CC/5015: 94    Pause for 60 units
CC/5016: 4B    Display dialogue message $08FC, wait for button press (At bottom of screen)
               TERRA: Thank you
               You helped me to understand a part of myself.
               Now I must go to war. We must all believe we have a future. We must fight for those who aren't even born yet!
CC/5019: 94    Pause for 60 units
CC/501A: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/501C: CE        Turn vehicle/entity down
CC/501D: FF        End queue
CC/501E: 95    Pause for 120 units
CC/501F: 5A    Fade screen at speed $02
CC/5021: 5C    Pause execution until fade in or fade out is complete
CC/5022: 42    Hide object $31
CC/5024: 42    Hide object $32
CC/5026: 42    Hide object $33
CC/5028: 42    Hide object $34
CC/502A: 45    Refresh objects
CC/502B: DD    Clear event bit $1E80($671) [$1F4E, bit 1]
CC/502D: DC    Set event bit $1E80($677) [$1F4E, bit 7]
CC/502F: DD    Clear event bit $1E80($66E) [$1F4D, bit 6]
CC/5031: DC    Set event bit $1E80($676) [$1F4E, bit 6]
CC/5033: DD    Clear event bit $1E80($674) [$1F4E, bit 4]
CC/5035: D0    Set event bit $1E80($0BF) [$1E97, bit 7]
CC/5037: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/5039: 6B    Load map $009E (Mobliz, outdoors (WoR)) instantly, (upper bits $2000), place party at (11, 21), facing down
CC/503F: 3D    Create object $00
CC/5041: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/5044: 45    Refresh objects
CC/5045: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CC/5047: 77    Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP
CC/5049: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CC/504C: 8C    For character $00 (Actor in stot 0), take MP and set to maximum
CC/504F: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/5053: 47    Make character in slot 0 the lead character
CC/5054: 59    Unfade screen at speed $04
CC/5056: 5C    Pause execution until fade in or fade out is complete
CC/5057: 39    Free screen
CC/5058: 3A    Enable player to move while event commands execute
CC/5059: FE    Return

CC/505A: 4B    Display dialogue message $0907, wait for button press
               I wanna see Katarin's baby!
CC/505D: FE    Return

CC/505E: 4B    Display dialogue message $0908, wait for button press
               We'll be okay 'till mama comes back!
CC/5061: FE    Return

CC/5062: 4B    Display dialogue message $0909, wait for button press
               Mama
               Don't feel sad.
               We'll be okay.
CC/5065: FE    Return

CC/5066: 4B    Display dialogue message $090A, wait for button press
               Duane and Katarin'll take good care of us.
CC/5069: FE    Return

CC/506A: 4B    Display dialogue message $090B, wait for button press
               I'm not gonna cry.
               If I do, TERRA'll feel sad
CC/506D: FE    Return

CC/506E: 4B    Display dialogue message $090C, wait for button press
               The baby in Katarin's belly is kicking!
CC/5071: FE    Return

CC/5072: 4B    Display dialogue message $090D, wait for button press
               See!
               It just did it again!
CC/5075: FE    Return

CC/5076: 4B    Display dialogue message $090E, wait for button press
               Say, Katarin.
               What're you gonna name the baby?
CC/5079: FE    Return

CC/507A: 4B    Display dialogue message $090F, wait for button press
               DUANE: A new life
               I've got to do my best to help make the world a safer place
CC/507D: FE    Return

CC/507E: 4B    Display dialogue message $0910, wait for button press
               KATARIN: We'll be okay.
               Just make sure these kids'll have a world to grow up in!
CC/5081: FE    Return

CC/5082: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC508F
CC/5088: 6A    Load map $009D (Mobliz, outdoors (WoB)) after fade out, (upper bits $2000), place party at (13, 12), facing down
CC/508E: FE    Return

CC/508F: 6A    Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (13, 12), facing down
CC/5095: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5099: FE    Return

CC/509A: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC50A7
CC/50A0: 6A    Load map $009D (Mobliz, outdoors (WoB)) after fade out, (upper bits $2000), place party at (16, 18), facing down
CC/50A6: FE    Return

CC/50A7: 6A    Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (16, 18), facing down
CC/50AD: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/50B1: FE    Return

CC/50B2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC50BF
CC/50B8: 6A    Load map $009D (Mobliz, outdoors (WoB)) after fade out, (upper bits $2000), place party at (6, 22), facing down
CC/50BE: FE    Return

CC/50BF: 6A    Load map $009E (Mobliz, outdoors (WoR)) after fade out, (upper bits $2000), place party at (6, 22), facing down
CC/50C5: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/50C9: FE    Return

CC/50CA: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/50D0: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC50DD
CC/50D6: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 128
CC/50DA: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/50DC: FE    Return

CC/50DD: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/50E3: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 128
CC/50E7: F0    Play song 5 (Awakening), (high bit clear), full volume
CC/50E9: FE    Return

CC/50EA: B2    Call subroutine $CC5136
CC/50EE: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/50F4: 74    Replace current map's Layer 2 at (10, 43) with the following (3 x 3) chunk
CC/50F9:       $07, $A0, $A0
CC/50FC:       $17, $B0, $B0
CC/50FF:       $D3, $E0, $E0
CC/5102: 74    Replace current map's Layer 2 at (10, 106) with the following (4 x 3) chunk
CC/5107:       $C4, $BA, $BA, $BC
CC/510B:       $BA, $BA, $BC, $44
CC/510F:       $44, $44, $44, $44
CC/5113: 75    Refresh map after alteration
CC/5114: C0    If ($1E80($0BE) [$1E97, bit 6] is clear), branch to $CA5EB3 (simply returns)
CC/511A: 74    Replace current map's Layer 2 at (6, 15) with the following (4 x 2) chunk
CC/511F:       $01, $08, $08, $E0
CC/5123:       $08, $E0, $01, $08
CC/5127: 74    Replace current map's Layer 2 at (6, 79) with the following (4 x 2) chunk
CC/512C:       $01, $43, $01, $43
CC/5130:       $01, $53, $01, $23
CC/5134: 75    Refresh map after alteration
CC/5135: FE    Return

CC/5136: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/513C: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5145
CC/5142: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/5144: FE    Return

CC/5145: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC5152
CC/514B: F0    Play song 57 (Wind), (high bit clear), full volume
CC/514D: F6    Subcommand $81: Change volume of currently playing song to $80, transition time 1
CC/5151: FE    Return

CC/5152: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 128
CC/5156: F0    Play song 5 (Awakening), (high bit clear), full volume
CC/5158: FE    Return

CC/5159: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/515F: C0    If ($1E80($0BF) [$1E97, bit 7] is set), branch to $CC516C
CC/5165: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 128
CC/5169: F0    Play song 57 (Wind), (high bit clear), full volume
CC/516B: FE    Return

CC/516C: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 128
CC/5170: F0    Play song 5 (Awakening), (high bit clear), full volume
CC/5172: FE    Return

CC/5173: B8    Set bit $1DC9($38) [$1DD0, bit 0]
CC/5175: C0    If ($1E80($2DC) [$1EDB, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/517B: 73    Replace current map's Layer 1 at (10, 12) with the following (3 x 1) chunk, refresh immediately
CC/5180:       $05, $15, $45
CC/5183: 73    Replace current map's Layer 1 at (10, 76) with the following (3 x 1) chunk, refresh immediately
CC/5188:       $13, $01, $F3
CC/518B: FE    Return

CC/518C: B9    Clear bit $1DC9($38) [$1DD0, bit 0]
CC/518E: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/5194: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/5196: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/5198: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/519A: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/519C: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/519E: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/51A0: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CC/51A2: 8D        Move vehicle/entity right 4 tiles
CC/51A3: 80        Move vehicle/entity up 1 tile
CC/51A4: 9F        Move vehicle/entity left 8 tiles
CC/51A5: 8F        Move vehicle/entity left 4 tiles
CC/51A6: 82        Move vehicle/entity down 1 tile
CC/51A7: 9D        Move vehicle/entity right 8 tiles
CC/51A8: FC        Branch 6 bytes backwards ($CC51A2)
CC/51AA: FF        End queue
CC/51AB: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CC/51AD: 91        Move vehicle/entity right 5 tiles
CC/51AE: 80        Move vehicle/entity up 1 tile
CC/51AF: 9F        Move vehicle/entity left 8 tiles
CC/51B0: 8F        Move vehicle/entity left 4 tiles
CC/51B1: 82        Move vehicle/entity down 1 tile
CC/51B2: 99        Move vehicle/entity right 7 tiles
CC/51B3: FC        Branch 6 bytes backwards ($CC51AD)
CC/51B5: FF        End queue
CC/51B6: C0    If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CC51C7
CC/51BC: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CC/51BE: 95        Move vehicle/entity right 6 tiles
CC/51BF: 80        Move vehicle/entity up 1 tile
CC/51C0: 9F        Move vehicle/entity left 8 tiles
CC/51C1: 8F        Move vehicle/entity left 4 tiles
CC/51C2: 82        Move vehicle/entity down 1 tile
CC/51C3: 95        Move vehicle/entity right 6 tiles
CC/51C4: FC        Branch 6 bytes backwards ($CC51BE)
CC/51C6: FF        End queue
CC/51C7: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CC/51C9: 99        Move vehicle/entity right 7 tiles
CC/51CA: 80        Move vehicle/entity up 1 tile
CC/51CB: 9F        Move vehicle/entity left 8 tiles
CC/51CC: 8F        Move vehicle/entity left 4 tiles
CC/51CD: 82        Move vehicle/entity down 1 tile
CC/51CE: 91        Move vehicle/entity right 5 tiles
CC/51CF: FC        Branch 6 bytes backwards ($CC51C9)
CC/51D1: FF        End queue
CC/51D2: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CC/51D4: 9D        Move vehicle/entity right 8 tiles
CC/51D5: 80        Move vehicle/entity up 1 tile
CC/51D6: 9F        Move vehicle/entity left 8 tiles
CC/51D7: 8F        Move vehicle/entity left 4 tiles
CC/51D8: 82        Move vehicle/entity down 1 tile
CC/51D9: 8D        Move vehicle/entity right 4 tiles
CC/51DA: FC        Branch 6 bytes backwards ($CC51D4)
CC/51DC: FF        End queue
CC/51DD: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CC/51DF: 9D        Move vehicle/entity right 8 tiles
CC/51E0: 81        Move vehicle/entity right 1 tile
CC/51E1: 80        Move vehicle/entity up 1 tile
CC/51E2: 9F        Move vehicle/entity left 8 tiles
CC/51E3: 8F        Move vehicle/entity left 4 tiles
CC/51E4: 82        Move vehicle/entity down 1 tile
CC/51E5: 89        Move vehicle/entity right 3 tiles
CC/51E6: FC        Branch 7 bytes backwards ($CC51DF)
CC/51E8: FF        End queue
CC/51E9: 17    Begin action queue for character $17 (NPC $17), 11 bytes long 
CC/51EB: DC        Make vehicle/entity jump (low)
CC/51EC: CC        Turn vehicle/entity up
CC/51ED: E0        Pause for 4 * 4 (16) frames
CC/51EF: DC        Make vehicle/entity jump (low)
CC/51F0: CC        Turn vehicle/entity up
CC/51F1: E0        Pause for 4 * 16 (64) frames
CC/51F3: FC        Branch 8 bytes backwards ($CC51EB)
CC/51F5: FF        End queue
CC/51F6: FE    Return

CC/51F7: 4B    Display dialogue message $08C6, wait for button press
               The members of the Cult of Kefka live in this tower.
               There's something wondrous atop it!
               You can only use magic attacks inside, so unless your magic's strong, you'll never make it to the top!
CC/51FA: FE    Return

CC/51FB: 4B    Display dialogue message $08C7, wait for button press
               Treasuretreasure
CC/51FE: FE    Return

CC/51FF: 4B    Display dialogue message $08C8, wait for button press
               For 100000 GP I'll tell ya 'bout a secret treasure!
               ^ (Hand over 100000 GP!)
               ^ (No way!)
CC/5202: B6    Indexed branch based on prior dialogue selection [$CC520A, $CA5EB3]
CC/5209: FE    Return

CC/520A: 85    Take 60000 GP from party
CC/520D: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/5213: 85    Take 40000 GP from party
CC/5216: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CC5220
CC/521C: 4B    Display dialogue message $08C9, wait for button press
               Hooey!!!! 
               Right, here's the scoop:
               Beneath the Desert of Figaro lies an ancient castle
               loaded with treasure.
               By the way, an old man who lives in the Weapon Shop in Narshe is looking for you
CC/521F: FE    Return

CC/5220: 84    Give 60000 GP to party
CC/5223: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CB69FF
CC/5229: FE    Return

CC/522A: 4B    Display dialogue message $08CA, wait for button press
               No use talking to them. They've sold their hearts to Kefka.
               All they do is mope around, thinking of him
CC/522D: FE    Return

CC/522E: C0    If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/5234: DE    Load CaseWord with the characters in the currently active party?
CC/5235: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/523B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/523D: C2        Set vehicle/entity's event speed to normal
CC/523E: A0        Move vehicle/entity right/up 1x1 tiles
CC/523F: CC        Turn vehicle/entity up
CC/5240: FF        End queue
CC/5241: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5275
CC/5247: FE    Return

CC/5248: C0    If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/524E: DE    Load CaseWord with the characters in the currently active party?
CC/524F: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/5255: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/5257: C2        Set vehicle/entity's event speed to normal
CC/5258: A3        Move vehicle/entity left/up 1x1 tiles
CC/5259: CC        Turn vehicle/entity up
CC/525A: FF        End queue
CC/525B: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5275
CC/5261: FE    Return

CC/5262: C0    If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/5268: DE    Load CaseWord with the characters in the currently active party?
CC/5269: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/526F: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/5271: C2        Set vehicle/entity's event speed to normal
CC/5272: 84        Move vehicle/entity up 2 tiles
CC/5273: CC        Turn vehicle/entity up
CC/5274: FF        End queue
CC/5275: C0    If ($1E80($0BA) [$1E97, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/527B: DE    Load CaseWord with the characters in the currently active party?
CC/527C: C0    If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/5282: 92    Pause for 30 units
CC/5283: B2    Call subroutine $CAC6AC
CC/5287: B2    Call subroutine $CB2E34
CC/528B: 3C    Set up the party as follows: $08 (Actor in stot 8), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/5290: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/5292: C2        Set vehicle/entity's event speed to normal
CC/5293: A2        Move vehicle/entity left/down 1x1 tiles
CC/5294: CC        Turn vehicle/entity up
CC/5295: FF        End queue
CC/5296: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/5298: C2        Set vehicle/entity's event speed to normal
CC/5299: 82        Move vehicle/entity down 1 tile
CC/529A: CC        Turn vehicle/entity up
CC/529B: FF        End queue
CC/529C: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/529E: C2        Set vehicle/entity's event speed to normal
CC/529F: A1        Move vehicle/entity right/down 1x1 tiles
CC/52A0: CC        Turn vehicle/entity up
CC/52A1: FF        End queue
CC/52A2: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/52A4: C2        Set vehicle/entity's event speed to normal
CC/52A5: CC        Turn vehicle/entity up
CC/52A6: E0        Pause for 4 * 8 (32) frames
CC/52A8: FF        End queue
CC/52A9: 92    Pause for 30 units
CC/52AA: 08    Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete)
CC/52AC: C3        Set vehicle/entity's event speed to fast
CC/52AD: DD        Make vehicle/entity jump (high)
CC/52AE: 94        Move vehicle/entity up 6 tiles
CC/52AF: FF        End queue
CC/52B0: 91    Pause for 15 units
CC/52B1: 08    Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete)
CC/52B3: CD        Turn vehicle/entity right
CC/52B4: E0        Pause for 4 * 1 (4) frames
CC/52B6: CE        Turn vehicle/entity down
CC/52B7: FF        End queue
CC/52B8: 92    Pause for 30 units
CC/52B9: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/52BB: 19        Do vehicle/entity graphical action $19 
CC/52BC: FF        End queue
CC/52BD: B4    Pause for 8 units
CC/52BF: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/52C1: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/52C2: FF        End queue
CC/52C3: B4    Pause for 8 units
CC/52C5: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/52C7: 18        Do vehicle/entity graphical action $18 
CC/52C8: FF        End queue
CC/52C9: 92    Pause for 30 units
CC/52CA: 4B    Display dialogue message $08C1, wait for button press
               RELM: You!!
               You old fool!!!
               You're still standing?!
CC/52CD: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/52CF: E0        Pause for 4 * 1 (4) frames
CC/52D1: FC        Branch 2 bytes backwards ($CC52CF)
CC/52D3: FF        End queue
CC/52D4: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/52D6: E0        Pause for 4 * 1 (4) frames
CC/52D8: FC        Branch 2 bytes backwards ($CC52D6)
CC/52DA: FF        End queue
CC/52DB: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CC/52DD: E0        Pause for 4 * 1 (4) frames
CC/52DF: FC        Branch 2 bytes backwards ($CC52DD)
CC/52E1: FF        End queue
CC/52E2: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/52E4: E0        Pause for 4 * 1 (4) frames
CC/52E6: FC        Branch 2 bytes backwards ($CC52E4)
CC/52E8: FF        End queue
CC/52E9: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/52EB: E0        Pause for 4 * 1 (4) frames
CC/52ED: FC        Branch 2 bytes backwards ($CC52EB)
CC/52EF: FF        End queue
CC/52F0: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CC/52F2: 1F        Do vehicle/entity graphical action $1F 
CC/52F3: E0        Pause for 4 * 8 (32) frames
CC/52F5: FF        End queue
CC/52F6: 91    Pause for 15 units
CC/52F7: F2    Fade out current song with transition time 128
CC/52F9: F4    Play sound effect 106
CC/52FB: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/52FD: C3        Set vehicle/entity's event speed to fast
CC/52FE: C7        Set vehicle/entity to stay still when moving
CC/52FF: DD        Make vehicle/entity jump (high)
CC/5300: 9C        Move vehicle/entity up 8 tiles
CC/5301: 84        Move vehicle/entity up 2 tiles
CC/5302: FF        End queue
CC/5303: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5305: CC        Turn vehicle/entity up
CC/5306: FF        End queue
CC/5307: 92    Pause for 30 units
CC/5308: F4    Play sound effect 186
CC/530A: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/530C: D5        Set vehicle/entity's position to (7, 0)
CC/530F: 96        Move vehicle/entity down 6 tiles
CC/5310: C6        Set vehicle/entity to walk when moving
CC/5311: FF        End queue
CC/5312: F4    Play sound effect 25
CC/5314: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/5316: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5318: CF        Turn vehicle/entity left
CC/5319: FF        End queue
CC/531A: 94    Pause for 60 units
CC/531B: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/531D: C2        Set vehicle/entity's event speed to normal
CC/531E: DC        Make vehicle/entity jump (low)
CC/531F: CD        Turn vehicle/entity right
CC/5320: E0        Pause for 4 * 6 (24) frames
CC/5322: FF        End queue
CC/5323: 92    Pause for 30 units
CC/5324: 4B    Display dialogue message $08C2, wait for button press
               STRAGO: RELM!
               Is that you, my dear?
               You're alive!!
CC/5327: F0    Play song 15 (Relm), (high bit clear), full volume
CC/5329: 94    Pause for 60 units
CC/532A: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/532C: 22        Do vehicle/entity graphical action $22 
CC/532D: FF        End queue
CC/532E: B5    Pause for 15 * 6 (90) units
CC/5330: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5332: CC        Turn vehicle/entity up
CC/5333: FF        End queue
CC/5334: 91    Pause for 15 units
CC/5335: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5337: 21        Do vehicle/entity graphical action $21 
CC/5338: FF        End queue
CC/5339: 95    Pause for 120 units
CC/533A: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/533C: CC        Turn vehicle/entity up
CC/533D: FF        End queue
CC/533E: 92    Pause for 30 units
CC/533F: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5341: CF        Turn vehicle/entity left
CC/5342: FF        End queue
CC/5343: 92    Pause for 30 units
CC/5344: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5346: 0A        Do vehicle/entity graphical action $0A 
CC/5347: FF        End queue
CC/5348: 94    Pause for 60 units
CC/5349: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/534B: CF        Turn vehicle/entity left
CC/534C: FF        End queue
CC/534D: 92    Pause for 30 units
CC/534E: 4B    Display dialogue message $08C3, wait for button press
               RELM: Idiot!
               Of course I'm all right!
               STRAGO: Oh
               I'm so happy
               RELM: Did you think I was gonna check out before you, old man?! Ah, ha, ha
CC/5351: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/5353: 1F        Do vehicle/entity graphical action $1F 
CC/5354: FF        End queue
CC/5355: 91    Pause for 15 units
CC/5356: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5358: CE        Turn vehicle/entity down
CC/5359: FF        End queue
CC/535A: 91    Pause for 15 units
CC/535B: B0    Execute the following commands until $B1 4 times
CC/535D: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/535F: 1D            Do vehicle/entity graphical action $1D 
CC/5360: FF            End queue
CC/5361: B4        Pause for 4 units
CC/5363: 08        Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5365: 1E            Do vehicle/entity graphical action $1E 
CC/5366: FF            End queue
CC/5367: B4        Pause for 4 units
CC/5369: B1        End block of repeating commands
CC/536A: 92    Pause for 30 units
CC/536B: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/536D: CE        Turn vehicle/entity down
CC/536E: FF        End queue
CC/536F: 91    Pause for 15 units
CC/5370: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/5372: CD        Turn vehicle/entity right
CC/5373: FF        End queue
CC/5374: 92    Pause for 30 units
CC/5375: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5377: CF        Turn vehicle/entity left
CC/5378: FF        End queue
CC/5379: 92    Pause for 30 units
CC/537A: 4B    Display dialogue message $08C4, wait for button press
               STRAGO: You're as foul-mouthed as ever, bless your heart!
               RELM: Come along now
               We're all glad to see you!
CC/537D: 92    Pause for 30 units
CC/537E: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5380: 0F        Do vehicle/entity graphical action $0F 
CC/5381: FF        End queue
CC/5382: 94    Pause for 60 units
CC/5383: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/5385: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/5386: E0        Pause for 4 * 3 (12) frames
CC/5388: CD        Turn vehicle/entity right
CC/5389: FF        End queue
CC/538A: 92    Pause for 30 units
CC/538B: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/538D: CE        Turn vehicle/entity down
CC/538E: FF        End queue
CC/538F: 92    Pause for 30 units
CC/5390: F4    Play sound effect 106
CC/5392: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/5394: CF        Turn vehicle/entity left
CC/5395: FF        End queue
CC/5396: 13    Begin action queue for character $13 (NPC $13), 7 bytes long (Wait until complete)
CC/5398: C3        Set vehicle/entity's event speed to fast
CC/5399: C8        Set object layering priority to 2 (low nibble 2)
CC/539B: DD        Make vehicle/entity jump (high)
CC/539C: A9        Move vehicle/entity left/down 2x1 tiles
CC/539D: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/539E: FF        End queue
CC/539F: 92    Pause for 30 units
CC/53A0: F4    Play sound effect 106
CC/53A2: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/53A4: CE        Turn vehicle/entity down
CC/53A5: FF        End queue
CC/53A6: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/53A8: C3        Set vehicle/entity's event speed to fast
CC/53A9: DD        Make vehicle/entity jump (high)
CC/53AA: A6        Move vehicle/entity right/down 2x1 tiles
CC/53AB: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/53AC: FF        End queue
CC/53AD: 92    Pause for 30 units
CC/53AE: F4    Play sound effect 106
CC/53B0: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/53B2: C4        Set vehicle/entity's event speed to faster
CC/53B3: DD        Make vehicle/entity jump (high)
CC/53B4: A7        Move vehicle/entity right/down 1x2 tiles
CC/53B5: 82        Move vehicle/entity down 1 tile
CC/53B6: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/53B7: FF        End queue
CC/53B8: 92    Pause for 30 units
CC/53B9: F4    Play sound effect 106
CC/53BB: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/53BD: C3        Set vehicle/entity's event speed to fast
CC/53BE: DD        Make vehicle/entity jump (high)
CC/53BF: A2        Move vehicle/entity left/down 1x1 tiles
CC/53C0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/53C1: FF        End queue
CC/53C2: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/53C4: C6        Set vehicle/entity to walk when moving
CC/53C5: C8        Set object layering priority to 0 (low nibble 0)
CC/53C7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/53C8: FF        End queue
CC/53C9: 92    Pause for 30 units
CC/53CA: 4B    Display dialogue message $08C5, wait for button press
               STRAGO: Whoa!
               Well I'll be
               All right, make room for me!
CC/53CD: 92    Pause for 30 units
CC/53CE: 08    Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete)
CC/53D0: C3        Set vehicle/entity's event speed to fast
CC/53D1: DD        Make vehicle/entity jump (high)
CC/53D2: 8A        Move vehicle/entity down 3 tiles
CC/53D3: DD        Make vehicle/entity jump (high)
CC/53D4: 8A        Move vehicle/entity down 3 tiles
CC/53D5: FF        End queue
CC/53D6: 92    Pause for 30 units
CC/53D7: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/53D9: CD        Turn vehicle/entity right
CC/53DA: FF        End queue
CC/53DB: 08    Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete)
CC/53DD: CF        Turn vehicle/entity left
CC/53DE: FF        End queue
CC/53DF: 94    Pause for 60 units
CC/53E0: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/53E2: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/53E3: E0        Pause for 4 * 3 (12) frames
CC/53E5: CD        Turn vehicle/entity right
CC/53E6: FF        End queue
CC/53E7: 92    Pause for 30 units
CC/53E8: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CC/53EA: 21        Do vehicle/entity graphical action $21 
CC/53EB: E0        Pause for 4 * 3 (12) frames
CC/53ED: CC        Turn vehicle/entity up
CC/53EE: FF        End queue
CC/53EF: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CC/53F1: 21        Do vehicle/entity graphical action $21 
CC/53F2: E0        Pause for 4 * 3 (12) frames
CC/53F4: CC        Turn vehicle/entity up
CC/53F5: FF        End queue
CC/53F6: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CC/53F8: 21        Do vehicle/entity graphical action $21 
CC/53F9: E0        Pause for 4 * 3 (12) frames
CC/53FB: CC        Turn vehicle/entity up
CC/53FC: FF        End queue
CC/53FD: 08    Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete)
CC/53FF: 22        Do vehicle/entity graphical action $22 
CC/5400: E0        Pause for 4 * 3 (12) frames
CC/5402: CF        Turn vehicle/entity left
CC/5403: E0        Pause for 4 * 4 (16) frames
CC/5405: FF        End queue
CC/5406: 92    Pause for 30 units
CC/5407: F2    Fade out current song with transition time 128
CC/5409: 5A    Fade screen at speed $04
CC/540B: 5C    Pause execution until fade in or fade out is complete
CC/540C: 95    Pause for 120 units
CC/540D: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/5411: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC541D
CC/5417: 3D    Create object $07
CC/5419: 3F    Assign character $07 (Actor in stot 7) to party 1
CC/541C: 45    Refresh objects
CC/541D: 77    Perform level averaging on character $07 (STRAGO) and calculate new maximum HP/MP
CC/541F: 8B    For character $07 (Actor in stot 7), take HP and set to maximum
CC/5422: 8C    For character $07 (Actor in stot 7), take MP and set to maximum
CC/5425: 88    Remove the following status ailments from character $07 (Actor in stot 7): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/5429: D4    Set event bit $1E80($2F7) [$1EDE, bit 7]
CC/542B: B2    Call subroutine $CACB95
CC/542F: 3B    Position character in a "ready-to-go" stance
CC/5430: B2    Call subroutine $CB2E2B
CC/5434: D0    Set event bit $1E80($0BA) [$1E97, bit 2]
CC/5436: DD    Clear event bit $1E80($679) [$1F4F, bit 1]
CC/5438: 6B    Load map $016A (Fanatics' Tower, ground level) instantly, (upper bits $0000), place party at (8, 13), facing up
CC/543E: 3A    Enable player to move while event commands execute
CC/543F: FE    Return

CC/5440: D4    Set event bit $1E80($2DA) [$1EDB, bit 2]
CC/5442: C0    If ($1E80($2DB) [$1EDB, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/5448: DC    Set event bit $1E80($699) [$1F53, bit 1]
CC/544A: FE    Return

CC/544B: C0    If ($1E80($2DB) [$1EDB, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/5451: C0    If ($1E80($2DA) [$1EDB, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/5457: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5459: 13        Do vehicle/entity graphical action $13 
CC/545A: FF        End queue
CC/545B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/545D: CE        Turn vehicle/entity down
CC/545E: FF        End queue
CC/545F: 92    Pause for 30 units
CC/5460: B0    Execute the following commands until $B1 2 times
CC/5462: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5464: 13            Do vehicle/entity graphical action $13 
CC/5465: FF            End queue
CC/5466: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5468: CE            Turn vehicle/entity down
CC/5469: FF            End queue
CC/546A: 91        Pause for 15 units
CC/546B: B1        End block of repeating commands
CC/546C: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/546E: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/5470: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/5472: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/5474: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/5476: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/5478: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/547A: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/547C: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/547E: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CC/5480: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CC/5482: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/5484: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/5486: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/5488: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/548A: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CC/548C: 78    Enable ability to pass through other objects for object $20 (NPC $20)
CC/548E: 78    Enable ability to pass through other objects for object $21 (NPC $21)
CC/5490: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CC/5492: 80        Move vehicle/entity up 1 tile
CC/5493: A0        Move vehicle/entity right/up 1x1 tiles
CC/5494: A0        Move vehicle/entity right/up 1x1 tiles
CC/5495: A0        Move vehicle/entity right/up 1x1 tiles
CC/5496: 80        Move vehicle/entity up 1 tile
CC/5497: 97        Move vehicle/entity left 6 tiles
CC/5498: 84        Move vehicle/entity up 2 tiles
CC/5499: FF        End queue
CC/549A: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CC/549C: 80        Move vehicle/entity up 1 tile
CC/549D: A0        Move vehicle/entity right/up 1x1 tiles
CC/549E: A0        Move vehicle/entity right/up 1x1 tiles
CC/549F: A0        Move vehicle/entity right/up 1x1 tiles
CC/54A0: 80        Move vehicle/entity up 1 tile
CC/54A1: 97        Move vehicle/entity left 6 tiles
CC/54A2: 80        Move vehicle/entity up 1 tile
CC/54A3: CD        Turn vehicle/entity right
CC/54A4: FF        End queue
CC/54A5: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CC/54A7: 84        Move vehicle/entity up 2 tiles
CC/54A8: A0        Move vehicle/entity right/up 1x1 tiles
CC/54A9: A0        Move vehicle/entity right/up 1x1 tiles
CC/54AA: A0        Move vehicle/entity right/up 1x1 tiles
CC/54AB: 80        Move vehicle/entity up 1 tile
CC/54AC: 97        Move vehicle/entity left 6 tiles
CC/54AD: CD        Turn vehicle/entity right
CC/54AE: FF        End queue
CC/54AF: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CC/54B1: 88        Move vehicle/entity up 3 tiles
CC/54B2: A0        Move vehicle/entity right/up 1x1 tiles
CC/54B3: A0        Move vehicle/entity right/up 1x1 tiles
CC/54B4: A0        Move vehicle/entity right/up 1x1 tiles
CC/54B5: 80        Move vehicle/entity up 1 tile
CC/54B6: 93        Move vehicle/entity left 5 tiles
CC/54B7: 80        Move vehicle/entity up 1 tile
CC/54B8: CD        Turn vehicle/entity right
CC/54B9: FF        End queue
CC/54BA: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CC/54BC: 8C        Move vehicle/entity up 4 tiles
CC/54BD: A0        Move vehicle/entity right/up 1x1 tiles
CC/54BE: A0        Move vehicle/entity right/up 1x1 tiles
CC/54BF: A0        Move vehicle/entity right/up 1x1 tiles
CC/54C0: 80        Move vehicle/entity up 1 tile
CC/54C1: 93        Move vehicle/entity left 5 tiles
CC/54C2: CD        Turn vehicle/entity right
CC/54C3: FF        End queue
CC/54C4: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CC/54C6: 90        Move vehicle/entity up 5 tiles
CC/54C7: A0        Move vehicle/entity right/up 1x1 tiles
CC/54C8: A0        Move vehicle/entity right/up 1x1 tiles
CC/54C9: A0        Move vehicle/entity right/up 1x1 tiles
CC/54CA: 80        Move vehicle/entity up 1 tile
CC/54CB: 8F        Move vehicle/entity left 4 tiles
CC/54CC: 80        Move vehicle/entity up 1 tile
CC/54CD: CC        Turn vehicle/entity up
CC/54CE: FF        End queue
CC/54CF: 16    Begin action queue for character $16 (NPC $16), 8 bytes long 
CC/54D1: 94        Move vehicle/entity up 6 tiles
CC/54D2: A0        Move vehicle/entity right/up 1x1 tiles
CC/54D3: A0        Move vehicle/entity right/up 1x1 tiles
CC/54D4: A0        Move vehicle/entity right/up 1x1 tiles
CC/54D5: 80        Move vehicle/entity up 1 tile
CC/54D6: 8F        Move vehicle/entity left 4 tiles
CC/54D7: CC        Turn vehicle/entity up
CC/54D8: FF        End queue
CC/54D9: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CC/54DB: 98        Move vehicle/entity up 7 tiles
CC/54DC: A0        Move vehicle/entity right/up 1x1 tiles
CC/54DD: A0        Move vehicle/entity right/up 1x1 tiles
CC/54DE: A0        Move vehicle/entity right/up 1x1 tiles
CC/54DF: 80        Move vehicle/entity up 1 tile
CC/54E0: 8B        Move vehicle/entity left 3 tiles
CC/54E1: 80        Move vehicle/entity up 1 tile
CC/54E2: CC        Turn vehicle/entity up
CC/54E3: FF        End queue
CC/54E4: 18    Begin action queue for character $18 (NPC $18), 8 bytes long 
CC/54E6: 9C        Move vehicle/entity up 8 tiles
CC/54E7: A0        Move vehicle/entity right/up 1x1 tiles
CC/54E8: A0        Move vehicle/entity right/up 1x1 tiles
CC/54E9: A0        Move vehicle/entity right/up 1x1 tiles
CC/54EA: 80        Move vehicle/entity up 1 tile
CC/54EB: 8B        Move vehicle/entity left 3 tiles
CC/54EC: CC        Turn vehicle/entity up
CC/54ED: FF        End queue
CC/54EE: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CC/54F0: 9C        Move vehicle/entity up 8 tiles
CC/54F1: 80        Move vehicle/entity up 1 tile
CC/54F2: A0        Move vehicle/entity right/up 1x1 tiles
CC/54F3: A0        Move vehicle/entity right/up 1x1 tiles
CC/54F4: A0        Move vehicle/entity right/up 1x1 tiles
CC/54F5: 80        Move vehicle/entity up 1 tile
CC/54F6: 87        Move vehicle/entity left 2 tiles
CC/54F7: CC        Turn vehicle/entity up
CC/54F8: FF        End queue
CC/54F9: 1A    Begin action queue for character $1A (NPC $1A), 10 bytes long 
CC/54FB: 9C        Move vehicle/entity up 8 tiles
CC/54FC: 84        Move vehicle/entity up 2 tiles
CC/54FD: A0        Move vehicle/entity right/up 1x1 tiles
CC/54FE: A0        Move vehicle/entity right/up 1x1 tiles
CC/54FF: A0        Move vehicle/entity right/up 1x1 tiles
CC/5500: 80        Move vehicle/entity up 1 tile
CC/5501: 83        Move vehicle/entity left 1 tile
CC/5502: 80        Move vehicle/entity up 1 tile
CC/5503: CC        Turn vehicle/entity up
CC/5504: FF        End queue
CC/5505: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long 
CC/5507: 9C        Move vehicle/entity up 8 tiles
CC/5508: 88        Move vehicle/entity up 3 tiles
CC/5509: A0        Move vehicle/entity right/up 1x1 tiles
CC/550A: A0        Move vehicle/entity right/up 1x1 tiles
CC/550B: A0        Move vehicle/entity right/up 1x1 tiles
CC/550C: 80        Move vehicle/entity up 1 tile
CC/550D: 83        Move vehicle/entity left 1 tile
CC/550E: CC        Turn vehicle/entity up
CC/550F: FF        End queue
CC/5510: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long 
CC/5512: 9C        Move vehicle/entity up 8 tiles
CC/5513: 8C        Move vehicle/entity up 4 tiles
CC/5514: A0        Move vehicle/entity right/up 1x1 tiles
CC/5515: A0        Move vehicle/entity right/up 1x1 tiles
CC/5516: A0        Move vehicle/entity right/up 1x1 tiles
CC/5517: 80        Move vehicle/entity up 1 tile
CC/5518: 81        Move vehicle/entity right 1 tile
CC/5519: 84        Move vehicle/entity up 2 tiles
CC/551A: CF        Turn vehicle/entity left
CC/551B: FF        End queue
CC/551C: 1D    Begin action queue for character $1D (NPC $1D), 10 bytes long 
CC/551E: 9C        Move vehicle/entity up 8 tiles
CC/551F: 90        Move vehicle/entity up 5 tiles
CC/5520: A0        Move vehicle/entity right/up 1x1 tiles
CC/5521: A0        Move vehicle/entity right/up 1x1 tiles
CC/5522: A0        Move vehicle/entity right/up 1x1 tiles
CC/5523: 80        Move vehicle/entity up 1 tile
CC/5524: 81        Move vehicle/entity right 1 tile
CC/5525: 80        Move vehicle/entity up 1 tile
CC/5526: CF        Turn vehicle/entity left
CC/5527: FF        End queue
CC/5528: 1E    Begin action queue for character $1E (NPC $1E), 9 bytes long 
CC/552A: 9C        Move vehicle/entity up 8 tiles
CC/552B: 94        Move vehicle/entity up 6 tiles
CC/552C: A0        Move vehicle/entity right/up 1x1 tiles
CC/552D: A0        Move vehicle/entity right/up 1x1 tiles
CC/552E: A0        Move vehicle/entity right/up 1x1 tiles
CC/552F: 80        Move vehicle/entity up 1 tile
CC/5530: 81        Move vehicle/entity right 1 tile
CC/5531: CF        Turn vehicle/entity left
CC/5532: FF        End queue
CC/5533: 1F    Begin action queue for character $1F (NPC $1F), 9 bytes long 
CC/5535: 9C        Move vehicle/entity up 8 tiles
CC/5536: 98        Move vehicle/entity up 7 tiles
CC/5537: A0        Move vehicle/entity right/up 1x1 tiles
CC/5538: A0        Move vehicle/entity right/up 1x1 tiles
CC/5539: A0        Move vehicle/entity right/up 1x1 tiles
CC/553A: 80        Move vehicle/entity up 1 tile
CC/553B: 80        Move vehicle/entity up 1 tile
CC/553C: CF        Turn vehicle/entity left
CC/553D: FF        End queue
CC/553E: 20    Begin action queue for character $20 (NPC $20), 8 bytes long (Wait until complete)
CC/5540: 9C        Move vehicle/entity up 8 tiles
CC/5541: 9C        Move vehicle/entity up 8 tiles
CC/5542: A0        Move vehicle/entity right/up 1x1 tiles
CC/5543: A0        Move vehicle/entity right/up 1x1 tiles
CC/5544: A0        Move vehicle/entity right/up 1x1 tiles
CC/5545: 80        Move vehicle/entity up 1 tile
CC/5546: CF        Turn vehicle/entity left
CC/5547: FF        End queue
CC/5548: 48    Display dialogue message $08CB, continue executing commands (Show text only)
                  Master Kefka's treasure
               Return it   Now!
CC/554B: 92    Pause for 30 units
CC/554C: 3A    Enable player to move while event commands execute
CC/554D: B5    Pause for 15 * 32 (480) units
CC/554F: 21    Begin action queue for character $21 (NPC $21), 7 bytes long (Wait until complete)
CC/5551: 80        Move vehicle/entity up 1 tile
CC/5552: A0        Move vehicle/entity right/up 1x1 tiles
CC/5553: A0        Move vehicle/entity right/up 1x1 tiles
CC/5554: A0        Move vehicle/entity right/up 1x1 tiles
CC/5555: 80        Move vehicle/entity up 1 tile
CC/5556: CC        Turn vehicle/entity up
CC/5557: FF        End queue
CC/5558: 92    Pause for 30 units
CC/5559: 21    Begin action queue for character $21 (NPC $21), 19 bytes long 
CC/555B: C2        Set vehicle/entity's event speed to normal
CC/555C: A0        Move vehicle/entity right/up 1x1 tiles
CC/555D: A0        Move vehicle/entity right/up 1x1 tiles
CC/555E: 88        Move vehicle/entity up 3 tiles
CC/555F: A3        Move vehicle/entity left/up 1x1 tiles
CC/5560: A3        Move vehicle/entity left/up 1x1 tiles
CC/5561: 87        Move vehicle/entity left 2 tiles
CC/5562: A3        Move vehicle/entity left/up 1x1 tiles
CC/5563: 83        Move vehicle/entity left 1 tile
CC/5564: A2        Move vehicle/entity left/down 1x1 tiles
CC/5565: 83        Move vehicle/entity left 1 tile
CC/5566: A2        Move vehicle/entity left/down 1x1 tiles
CC/5567: 86        Move vehicle/entity down 2 tiles
CC/5568: A0        Move vehicle/entity right/up 1x1 tiles
CC/5569: 85        Move vehicle/entity right 2 tiles
CC/556A: A0        Move vehicle/entity right/up 1x1 tiles
CC/556B: 81        Move vehicle/entity right 1 tile
CC/556C: 86        Move vehicle/entity down 2 tiles
CC/556D: FF        End queue
CC/556E: 35    Pause execution until action queue for object $21 (NPC $21) is complete
CC/5570: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/5572: CD        Turn vehicle/entity right
CC/5573: E0        Pause for 4 * 1 (4) frames
CC/5575: CC        Turn vehicle/entity up
CC/5576: FF        End queue
CC/5577: 92    Pause for 30 units
CC/5578: 4D    Invoke battle, enemy set $91, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/557B: B2    Call subroutine $CA5EA9
CC/557F: D4    Set event bit $1E80($2DB) [$1EDB, bit 3]
CC/5581: DD    Clear event bit $1E80($699) [$1F53, bit 1]
CC/5583: 6B    Load map $016C (Fanatics' Tower, top of tower, outdoors) instantly, (upper bits $2000), place party at (8, 8), facing down
CC/5589: 3A    Enable player to move while event commands execute
CC/558A: FE    Return

CC/558B: 4D    Invoke battle, enemy set $8B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/558E: B2    Call subroutine $CA5EA9
CC/5592: 42    Hide object $10
CC/5594: DD    Clear event bit $1E80($694) [$1F52, bit 4]
CC/5596: 96    Restore screen from fade
CC/5597: 5C    Pause execution until fade in or fade out is complete
CC/5598: 4B    Display dialogue message $06DD, wait for button press
               
               Got Pearl Lance!
CC/559B: 80    Add item $21 (<DA>Pearl Lance ) to inventory
CC/559D: B2    Call subroutine $CC1F9F
CC/55A1: 3A    Enable player to move while event commands execute
CC/55A2: FE    Return

CC/55A3: 7C    Enable activation of event for object $10 (NPC $10) if it comes into contact with any party
CC/55A5: FE    Return

CC/55A6: C2    If ($1E80($2DC) [$1EDB, bit 4] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/55B0: F4    Play sound effect 150
CC/55B2: 93    Pause for 45 units
CC/55B3: F4    Play sound effect 187
CC/55B5: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/55B7: D4    Set event bit $1E80($2DC) [$1EDB, bit 4]
CC/55B9: 3A    Enable player to move while event commands execute
CC/55BA: FE    Return

CC/55BB: 74    Replace current map's Layer 2 at (5, 4) with the following (8 x 8) chunk
CC/55C0:       $38, $38, $38, $E9, $ED, $ED, $ED, $ED
CC/55C8:       $79, $50, $50, $72, $50, $BD, $ED, $50
CC/55D0:       $ED, $71, $ED, $07, $ED, $ED, $ED, $BD
CC/55D8:       $BD, $ED, $07, $07, $ED, $EE, $DD, $12
CC/55E0:       $BD, $00, $50, $ED, $50, $26, $DD, $67
CC/55E8:       $FE, $24, $BD, $DD, $BD, $ED, $47, $35
CC/55F0:       $E9, $BD, $FE, $91, $DE, $DD, $57, $07
CC/55F8:       $E9, $DD, $35, $ED, $EE, $36, $FE, $3E
CC/5600: 74    Replace current map's Layer 2 at (14, 9) with the following (1 x 2) chunk
CC/5605:       $C1
CC/5606:       $3E
CC/5607: 74    Replace current map's Layer 2 at (5, 66) with the following (10 x 8) chunk
CC/560C:       $E2, $00, $00, $00, $00, $00, $00, $00, $F2, $00
CC/5616:       $00, $00, $00, $00, $00, $00, $D5, $FE, $CA, $CA
CC/5620:       $00, $00, $00, $00, $00, $2B, $DC, $CD, $00, $00
CC/562A:       $00, $00, $00, $CD, $50, $85, $00, $00, $00, $00
CC/5634:       $00, $50, $90, $74, $00, $82, $00, $35, $00, $BF
CC/563E:       $BD, $D0, $D0, $93, $51, $25, $00, $BD, $00, $00
CC/5648:       $D0, $00, $BE, $51, $00, $D0, $D0, $D0, $00, $82
CC/5652:       $94, $BE, $00, $D0, $D0, $D0, $00, $00, $EF, $93
CC/565C: 75    Refresh map after alteration
CC/565D: FE    Return

CC/565E: 74    Replace current map's Layer 2 at (13, 2) with the following (8 x 7) chunk
CC/5663:       $1E, $C9, $E9, $DA, $E9, $E9, $CB, $5D
CC/566B:       $D9, $DB, $D0, $D9, $E9, $CB, $ED, $D0
CC/5673:       $D0, $D0, $D0, $D9, $CB, $ED, $ED, $E9
CC/567B:       $E9, $D3, $D3, $ED, $DD, $E9, $E9, $E9
CC/5683:       $E9, $E9, $ED, $59, $E9, $E9, $ED, $E9
CC/568B:       $DD, $ED, $8F, $BD, $DD, $FE, $ED, $36
CC/5693:       $07, $6D, $C1, $3E, $08, $C3, $3E, $3E
CC/569B: 74    Replace current map's Layer 2 at (13, 66) with the following (8 x 7) chunk
CC/56A0:       $D0, $D0, $00, $D0, $00, $00, $93, $D0
CC/56A8:       $D0, $D0, $00, $D0, $00, $93, $00, $00
CC/56B0:       $00, $00, $00, $D0, $D0, $D0, $00, $64
CC/56B8:       $75, $FE, $CA, $D0, $2D, $64, $20, $74
CC/56C0:       $21, $DC, $D0, $35, $DC, $BD, $00, $BE
CC/56C8:       $00, $51, $D0, $62, $00, $00, $00, $00
CC/56D0:       $BE, $D0, $7D, $EA, $D0, $D0, $D0, $D0
CC/56D8: 75    Refresh map after alteration
CC/56D9: FE    Return

CC/56DA: C0    If ($1E80($28A) [$1ED1, bit 2] is clear), branch to $CC56EF
CC/56E0: B2    Call subroutine $CC55BB
CC/56E4: B2    Call subroutine $CC565E
CC/56E8: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC57B9
CC/56EE: FE    Return

CC/56EF: 74    Replace current map's Layer 2 at (5, 5) with the following (7 x 7) chunk
CC/56F4:       $BD, $50, $50, $72, $50, $82, $35
CC/56FB:       $BD, $71, $44, $45, $46, $26, $47
CC/5702:       $FE, $BD, $54, $55, $56, $DD, $57
CC/5709:       $24, $FE, $50, $DE, $50, $26, $23
CC/5710:       $34, $24, $71, $07, $BD, $ED, $76
CC/5717:       $E9, $24, $90, $91, $DE, $DD, $18
CC/571E:       $E9, $34, $35, $BD, $FE, $36, $08
CC/5725: 74    Replace current map's Layer 2 at (11, 4) with the following (5 x 9) chunk
CC/572A:       $E9, $E9, $00, $E9, $E9
CC/572F:       $50, $E9, $E9, $ED, $35
CC/5734:       $50, $35, $07, $DD, $71
CC/5739:       $EE, $07, $ED, $47, $BD
CC/573E:       $25, $07, $BD, $07, $22
CC/5743:       $07, $DE, $57, $12, $59
CC/5748:       $BD, $ED, $05, $DE, $26
CC/574D:       $36, $23, $25, $8F, $EE
CC/5752:       $DD, $15, $ED, $36, $C3
CC/5757: 74    Replace current map's Layer 2 at (5, 66) with the following (8 x 7) chunk
CC/575C:       $64, $64, $64, $75, $64, $64, $CA, $42
CC/5764:       $42, $20, $85, $21, $2B, $42, $DC, $CE
CC/576C:       $BF, $74, $41, $21, $31, $00, $90, $60
CC/5774:       $00, $BE, $CF, $00, $00, $BD, $25, $57
CC/577C:       $25, $BE, $25, $00, $D0, $25, $01, $25
CC/5784:       $82, $61, $00, $D0, $D0, $D0, $D0, $93
CC/578C:       $EF, $00, $00, $00, $53, $D0, $00, $54
CC/5794: 74    Replace current map's Layer 2 at (12, 66) with the following (4 x 8) chunk
CC/5799:       $FE, $64, $64, $64
CC/579D:       $75, $FE, $CA, $93
CC/57A1:       $1B, $42, $1B, $20
CC/57A5:       $74, $21, $DC, $93
CC/57A9:       $DC, $CE, $20, $BD
CC/57AD:       $00, $61, $21, $93
CC/57B1:       $00, $D0, $62, $00
CC/57B5:       $00, $00, $BE, $D0
CC/57B9: 74    Replace current map's Layer 2 at (16, 17) with the following (5 x 3) chunk
CC/57BE:       $3E, $C3, $C3, $C3, $18
CC/57C3:       $18, $BD, $ED, $ED, $BD
CC/57C8:       $BD, $35, $FE, $DD, $24
CC/57CD: 74    Replace current map's Layer 2 at (16, 81) with the following (3 x 3) chunk
CC/57D2:       $64, $FE, $CA
CC/57D5:       $CD, $CD, $CE
CC/57D8:       $00, $00, $50
CC/57DB: 75    Refresh map after alteration
CC/57DC: C0    If ($1E80($28A) [$1ED1, bit 2] is clear), branch to $CC5829
CC/57E2: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/57E8: 10    Begin action queue for character $10 (NPC $10), 21 bytes long 
CC/57EA: 83        Move vehicle/entity left 1 tile
CC/57EB: E0        Pause for 4 * 2 (8) frames
CC/57ED: 81        Move vehicle/entity right 1 tile
CC/57EE: E0        Pause for 4 * 2 (8) frames
CC/57F0: 83        Move vehicle/entity left 1 tile
CC/57F1: E0        Pause for 4 * 2 (8) frames
CC/57F3: 81        Move vehicle/entity right 1 tile
CC/57F4: E0        Pause for 4 * 2 (8) frames
CC/57F6: 87        Move vehicle/entity left 2 tiles
CC/57F7: E0        Pause for 4 * 2 (8) frames
CC/57F9: 85        Move vehicle/entity right 2 tiles
CC/57FA: E0        Pause for 4 * 2 (8) frames
CC/57FC: FC        Branch 18 bytes backwards ($CC57EA)
CC/57FE: FF        End queue
CC/57FF: 1E    Begin action queue for character $1E (NPC $1E), 9 bytes long 
CC/5801: E0        Pause for 4 * 20 (80) frames
CC/5803: 2D        Do vehicle/entity graphical action $2D 
CC/5804: E0        Pause for 4 * 8 (32) frames
CC/5806: CE        Turn vehicle/entity down
CC/5807: FC        Branch 6 bytes backwards ($CC5801)
CC/5809: FF        End queue
CC/580A: 1D    Begin action queue for character $1D (NPC $1D), 12 bytes long 
CC/580C: C0        Set vehicle/entity's event speed to slowest
CC/580D: 91        Move vehicle/entity right 5 tiles
CC/580E: CE        Turn vehicle/entity down
CC/580F: E0        Pause for 4 * 12 (48) frames
CC/5811: 93        Move vehicle/entity left 5 tiles
CC/5812: CE        Turn vehicle/entity down
CC/5813: E0        Pause for 4 * 12 (48) frames
CC/5815: FC        Branch 9 bytes backwards ($CC580C)
CC/5817: FF        End queue
CC/5818: 19    Begin action queue for character $19 (NPC $19), 15 bytes long 
CC/581A: 83        Move vehicle/entity left 1 tile
CC/581B: CE        Turn vehicle/entity down
CC/581C: E0        Pause for 4 * 4 (16) frames
CC/581E: 2C        Do vehicle/entity graphical action $2C 
CC/581F: E0        Pause for 4 * 8 (32) frames
CC/5821: 85        Move vehicle/entity right 2 tiles
CC/5822: CE        Turn vehicle/entity down
CC/5823: E0        Pause for 4 * 8 (32) frames
CC/5825: 83        Move vehicle/entity left 1 tile
CC/5826: FC        Branch 12 bytes backwards ($CC581A)
CC/5828: FF        End queue
CC/5829: C0    If ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/582F: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5831: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/5832: FF        End queue
CC/5833: C1    If ($1E80($27D) [$1ECF, bit 5] is clear) or ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/583B: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/583D: FE    Return

CC/583E: C0    If ($1E80($27D) [$1ECF, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/5844: F0    Play song 0 (Silence), (high bit clear), full volume
CC/5846: B0    Execute the following commands until $B1 3 times
CC/5848: 55        Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/584A: F4        Play sound effect 183
CC/584C: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/584E: 91        Pause for 15 units
CC/584F: 15        Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/5851: CC            Turn vehicle/entity up
CC/5852: FF            End queue
CC/5853: 17        Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/5855: CC            Turn vehicle/entity up
CC/5856: FF            End queue
CC/5857: 19        Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/5859: CC            Turn vehicle/entity up
CC/585A: FF            End queue
CC/585B: 1B        Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CC/585D: CC            Turn vehicle/entity up
CC/585E: FF            End queue
CC/585F: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5861: 1F            Do vehicle/entity graphical action $1F 
CC/5862: FF            End queue
CC/5863: 55        Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/5865: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/5867: 91        Pause for 15 units
CC/5868: 55        Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/586A: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/586C: B1        End block of repeating commands
CC/586D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/586F: CC        Turn vehicle/entity up
CC/5870: FF        End queue
CC/5871: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/5873: 92    Pause for 30 units
CC/5874: F0    Play song 50 (The Unforgiven), (high bit clear), full volume
CC/5876: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/5878: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/587A: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CC/587C: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/587E: 15    Begin action queue for character $15 (NPC $15), 4 bytes long 
CC/5880: C3        Set vehicle/entity's event speed to fast
CC/5881: 83        Move vehicle/entity left 1 tile
CC/5882: 94        Move vehicle/entity up 6 tiles
CC/5883: FF        End queue
CC/5884: 17    Begin action queue for character $17 (NPC $17), 6 bytes long 
CC/5886: C3        Set vehicle/entity's event speed to fast
CC/5887: 87        Move vehicle/entity left 2 tiles
CC/5888: 90        Move vehicle/entity up 5 tiles
CC/5889: 89        Move vehicle/entity right 3 tiles
CC/588A: 94        Move vehicle/entity up 6 tiles
CC/588B: FF        End queue
CC/588C: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CC/588E: C3        Set vehicle/entity's event speed to fast
CC/588F: 8B        Move vehicle/entity left 3 tiles
CC/5890: 94        Move vehicle/entity up 6 tiles
CC/5891: FF        End queue
CC/5892: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete)
CC/5894: C3        Set vehicle/entity's event speed to fast
CC/5895: 86        Move vehicle/entity down 2 tiles
CC/5896: 85        Move vehicle/entity right 2 tiles
CC/5897: 94        Move vehicle/entity up 6 tiles
CC/5898: 81        Move vehicle/entity right 1 tile
CC/5899: 9C        Move vehicle/entity up 8 tiles
CC/589A: E0        Pause for 4 * 1 (4) frames
CC/589C: FF        End queue
CC/589D: 42    Hide object $13
CC/589F: 42    Hide object $15
CC/58A1: 42    Hide object $17
CC/58A3: 42    Hide object $19
CC/58A5: 42    Hide object $1B
CC/58A7: 42    Hide object $1C
CC/58A9: 42    Hide object $1D
CC/58AB: 42    Hide object $1E
CC/58AD: 42    Hide object $1F
CC/58AF: 3D    Create object $12
CC/58B1: 3D    Create object $14
CC/58B3: 3D    Create object $16
CC/58B5: 3D    Create object $18
CC/58B7: 3D    Create object $1A
CC/58B9: 41    Show object $12
CC/58BB: 41    Show object $14
CC/58BD: 41    Show object $16
CC/58BF: 41    Show object $18
CC/58C1: 41    Show object $1A
CC/58C3: 45    Refresh objects
CC/58C4: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/58C6: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/58C8: D4    Set event bit $1E80($27D) [$1ECF, bit 5]
CC/58CA: DD    Clear event bit $1E80($668) [$1F4D, bit 0]
CC/58CC: DC    Set event bit $1E80($66A) [$1F4D, bit 2]
CC/58CE: DC    Set event bit $1E80($66D) [$1F4D, bit 5]
CC/58D0: DD    Clear event bit $1E80($667) [$1F4C, bit 7]
CC/58D2: 3A    Enable player to move while event commands execute
CC/58D3: FE    Return

CC/58D4: C1    If ($1E80($27D) [$1ECF, bit 5] is clear) or ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/58DC: 3D    Create object $20
CC/58DE: 41    Show object $20
CC/58E0: 45    Refresh objects
CC/58E1: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/58E3: 96        Move vehicle/entity down 6 tiles
CC/58E4: FF        End queue
CC/58E5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/58E7: CC        Turn vehicle/entity up
CC/58E8: FF        End queue
CC/58E9: 92    Pause for 30 units
CC/58EA: 4B    Display dialogue message $08B2, wait for button press
               Come on!!
               Please help!
CC/58ED: 92    Pause for 30 units
CC/58EE: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/58F0: 94        Move vehicle/entity up 6 tiles
CC/58F1: FF        End queue
CC/58F2: 42    Hide object $20
CC/58F4: 45    Refresh objects
CC/58F5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/58F7: 80        Move vehicle/entity up 1 tile
CC/58F8: FF        End queue
CC/58F9: 3A    Enable player to move while event commands execute
CC/58FA: FE    Return

CC/58FB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/58FD: CC        Turn vehicle/entity up
CC/58FE: FF        End queue
CC/58FF: C0    If ($1E80($28B) [$1ED1, bit 3] is set), branch to $CC5980
CC/5905: C0    If ($1E80($28C) [$1ED1, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/590B: DE    Load CaseWord with the characters in the currently active party?
CC/590C: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC591C
CC/5912: 4B    Display dialogue message $08A7, wait for button press
               CELES: SABIN!
               SABIN: Hey! CELES!
               CELES: Let's head in!
               SABIN: Wait!!
CC/5915: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC591F
CC/591B: FE    Return

CC/591C: 4B    Display dialogue message $08A8, wait for button press
               SABIN!!
               SABIN: Hey! You're alive!!!
               Get in there, quick!
CC/591F: 92    Pause for 30 units
CC/5920: 4B    Display dialogue message $08A9, wait for button press
               SABIN: If I move
               The whole house'll collapse. First save the child that's in there
               I can't hold this up forever, so
               Get out on the humurgh
CC/5923: 92    Pause for 30 units
CC/5924: A0    Set timer 0 to $5460 [6m: 00s: 00j], jump to subroutine $CC592E if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown shown while walking [must have tiles for it, only timer 0 can use]) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown overrides the game clock display)
CC/592A: D4    Set event bit $1E80($28C) [$1ED1, bit 4]
CC/592C: 3A    Enable player to move while event commands execute
CC/592D: FE    Return

CC/592E: DD    Clear event bit $1E80($66A) [$1F4D, bit 2]
CC/5930: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $0000), place party at (15, 9), facing up
CC/5936: 42    Hide object $31
CC/5938: 45    Refresh objects
CC/5939: 59    Unfade screen at speed $04
CC/593B: 5C    Pause execution until fade in or fade out is complete
CC/593C: 94    Pause for 60 units
CC/593D: 48    Display dialogue message $08AA, continue executing commands (Show text only)
               SABIN: II
               I'm losing my grip
               Keep up the fight, brother!
CC/5940: 94    Pause for 60 units
CC/5941: B2    Call subroutine $CAD00F
CC/5945: 94    Pause for 60 units
CC/5946: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5948: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/5949: FF        End queue
CC/594A: 95    Pause for 120 units
CC/594B: 49    If dialogue window is up, wait for keypress then dismiss
CC/594C: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/594E: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/5950: 5A    Fade screen at speed $04
CC/5952: 5C    Pause execution until fade in or fade out is complete
CC/5953: B2    Call subroutine $CCE566
CC/5957: FE    Return

CC/5958: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($28B) [$1ED1, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/5962: 4B    Display dialogue message $08B4, wait for button press (At bottom of screen)
               I'm scared!
               Don't worry, you're safe now.
CC/5965: 92    Pause for 30 units
CC/5966: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/5968: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/596A: C2        Set vehicle/entity's event speed to normal
CC/596B: DC        Make vehicle/entity jump (low)
CC/596C: 86        Move vehicle/entity down 2 tiles
CC/596D: FF        End queue
CC/596E: 42    Hide object $11
CC/5970: 45    Refresh objects
CC/5971: DD    Clear event bit $1E80($66D) [$1F4D, bit 5]
CC/5973: D4    Set event bit $1E80($28B) [$1ED1, bit 3]
CC/5975: FE    Return

CC/5976: C0    If ($1E80($28B) [$1ED1, bit 3] is set), branch to $CC5980
CC/597C: 4B    Display dialogue message $08A9, wait for button press
               SABIN: If I move
               The whole house'll collapse. First save the child that's in there
               I can't hold this up forever, so
               Get out on the humurgh
CC/597F: FE    Return

CC/5980: C0    If ($1E80($28A) [$1ED1, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/5986: A1    Reset timer 0
CC/5988: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/598A: CF        Turn vehicle/entity left
CC/598B: FF        End queue
CC/598C: 4B    Display dialogue message $08AB, wait for button press
               SABIN: Wait!
CC/598F: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CC/5991: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/5993: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/5995: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/5997: 81        Move vehicle/entity right 1 tile
CC/5998: FF        End queue
CC/5999: 11    Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete)
CC/599B: C8        Set object layering priority to 2 (low nibble 2)
CC/599D: C7        Set vehicle/entity to stay still when moving
CC/599E: C2        Set vehicle/entity's event speed to normal
CC/599F: DC        Make vehicle/entity jump (low)
CC/59A0: 8A        Move vehicle/entity down 3 tiles
CC/59A1: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/59A2: E0        Pause for 4 * 2 (8) frames
CC/59A4: FF        End queue
CC/59A5: 38    Hold screen
CC/59A6: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long 
CC/59A8: C7        Set vehicle/entity to stay still when moving
CC/59A9: C2        Set vehicle/entity's event speed to normal
CC/59AA: DC        Make vehicle/entity jump (low)
CC/59AB: A1        Move vehicle/entity right/down 1x1 tiles
CC/59AC: 82        Move vehicle/entity down 1 tile
CC/59AD: DC        Make vehicle/entity jump (low)
CC/59AE: 82        Move vehicle/entity down 1 tile
CC/59AF: CC        Turn vehicle/entity up
CC/59B0: C6        Set vehicle/entity to walk when moving
CC/59B1: FF        End queue
CC/59B2: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CC/59B4: C7        Set vehicle/entity to stay still when moving
CC/59B5: C2        Set vehicle/entity's event speed to normal
CC/59B6: DC        Make vehicle/entity jump (low)
CC/59B7: A1        Move vehicle/entity right/down 1x1 tiles
CC/59B8: 82        Move vehicle/entity down 1 tile
CC/59B9: DC        Make vehicle/entity jump (low)
CC/59BA: 82        Move vehicle/entity down 1 tile
CC/59BB: CC        Turn vehicle/entity up
CC/59BC: C6        Set vehicle/entity to walk when moving
CC/59BD: FF        End queue
CC/59BE: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CC/59C0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/59C1: C2        Set vehicle/entity's event speed to normal
CC/59C2: DC        Make vehicle/entity jump (low)
CC/59C3: 8A        Move vehicle/entity down 3 tiles
CC/59C4: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/59C5: C6        Set vehicle/entity to walk when moving
CC/59C6: FF        End queue
CC/59C7: 14    Begin action queue for character $14 (NPC $14), 3 bytes long 
CC/59C9: C0        Set vehicle/entity's event speed to slowest
CC/59CA: CC        Turn vehicle/entity up
CC/59CB: FF        End queue
CC/59CC: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/59CE: C0        Set vehicle/entity's event speed to slowest
CC/59CF: CC        Turn vehicle/entity up
CC/59D0: FF        End queue
CC/59D1: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CC/59D3: C0        Set vehicle/entity's event speed to slowest
CC/59D4: CC        Turn vehicle/entity up
CC/59D5: FF        End queue
CC/59D6: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CC/59D8: C0        Set vehicle/entity's event speed to slowest
CC/59D9: CC        Turn vehicle/entity up
CC/59DA: FF        End queue
CC/59DB: 30    Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete)
CC/59DD: C1        Set vehicle/entity's event speed to slow
CC/59DE: A3        Move vehicle/entity left/up 1x1 tiles
CC/59DF: 83        Move vehicle/entity left 1 tile
CC/59E0: 83        Move vehicle/entity left 1 tile
CC/59E1: E0        Pause for 4 * 10 (40) frames
CC/59E3: FF        End queue
CC/59E4: B2    Call subroutine $CC55BB
CC/59E8: F4    Play sound effect 165
CC/59EA: 58    Shake screen ($F7): 
               (Intensity: 3)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/59EC: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/59EE: 95    Pause for 120 units
CC/59EF: B2    Call subroutine $CC565E
CC/59F3: F4    Play sound effect 165
CC/59F5: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/59F7: 95    Pause for 120 units
CC/59F8: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/59FA: 92    Pause for 30 units
CC/59FB: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/59FF: 58    Shake screen ($F0): 
               (Intensity: 0)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/5A01: F2    Fade out current song with transition time 160
CC/5A03: 95    Pause for 120 units
CC/5A04: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long 
CC/5A06: 84        Move vehicle/entity up 2 tiles
CC/5A07: 87        Move vehicle/entity left 2 tiles
CC/5A08: A2        Move vehicle/entity left/down 1x1 tiles
CC/5A09: A2        Move vehicle/entity left/down 1x1 tiles
CC/5A0A: 83        Move vehicle/entity left 1 tile
CC/5A0B: 86        Move vehicle/entity down 2 tiles
CC/5A0C: 81        Move vehicle/entity right 1 tile
CC/5A0D: FF        End queue
CC/5A0E: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/5A10: C1        Set vehicle/entity's event speed to slow
CC/5A11: 96        Move vehicle/entity down 6 tiles
CC/5A12: E0        Pause for 4 * 8 (32) frames
CC/5A14: FF        End queue
CC/5A15: 39    Free screen
CC/5A16: DE    Load CaseWord with the characters in the currently active party?
CC/5A17: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC5A27
CC/5A1D: 4B    Display dialogue message $08AC, wait for button press
               CELES: SABIN!
               You're alive!
CC/5A20: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5A2A
CC/5A26: FE    Return

CC/5A27: 4B    Display dialogue message $08AD, wait for button press
               SABIN!
               You're alive!
CC/5A2A: 92    Pause for 30 units
CC/5A2B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A2D: CE        Turn vehicle/entity down
CC/5A2E: FF        End queue
CC/5A2F: 94    Pause for 60 units
CC/5A30: B0    Execute the following commands until $B1 10 times
CC/5A32: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A34: 1D            Do vehicle/entity graphical action $1D 
CC/5A35: FF            End queue
CC/5A36: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A38: 1E            Do vehicle/entity graphical action $1E 
CC/5A39: FF            End queue
CC/5A3A: B1        End block of repeating commands
CC/5A3B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A3D: CE        Turn vehicle/entity down
CC/5A3E: FF        End queue
CC/5A3F: 91    Pause for 15 units
CC/5A40: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A42: CF        Turn vehicle/entity left
CC/5A43: FF        End queue
CC/5A44: 92    Pause for 30 units
CC/5A45: 4B    Display dialogue message $08AE, wait for button press
               SABIN: But of course!
               You think a minor thing like the end of the world was gonna do me in?
CC/5A48: F0    Play song 10 (Edgar and Sabin), (high bit clear), full volume
CC/5A4A: 92    Pause for 30 units
CC/5A4B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A4D: 0A        Do vehicle/entity graphical action $0A 
CC/5A4E: FF        End queue
CC/5A4F: 95    Pause for 120 units
CC/5A50: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5A52: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/5A53: FF        End queue
CC/5A54: 94    Pause for 60 units
CC/5A55: DE    Load CaseWord with the characters in the currently active party?
CC/5A56: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC5A67
CC/5A5C: 92    Pause for 30 units
CC/5A5D: 4B    Display dialogue message $08AF, wait for button press
               CELES: I thought everyone was gone
               I had given up all hope
               But fortunately, I was wrong! Now I know they're all alive! We need to find everyone! Then
CC/5A60: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC5A6B
CC/5A66: FE    Return

CC/5A67: 92    Pause for 30 units
CC/5A68: 4B    Display dialogue message $08B0, wait for button press
               We thought everyone was gone
               We'd given up all hope
               But fortunately, I was wrong! Now I know they're all alive! We need to find everyone! Then
CC/5A6B: 92    Pause for 30 units
CC/5A6C: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/5A6E: CF        Turn vehicle/entity left
CC/5A6F: FF        End queue
CC/5A70: 94    Pause for 60 units
CC/5A71: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/5A73: 22        Do vehicle/entity graphical action $22 
CC/5A74: E0        Pause for 4 * 2 (8) frames
CC/5A76: CF        Turn vehicle/entity left
CC/5A77: FF        End queue
CC/5A78: 92    Pause for 30 units
CC/5A79: 4B    Display dialogue message $08B1, wait for button press
               SABIN: I know, I know
               We smash Kefka, and deliver peace unto the world
CC/5A7C: 92    Pause for 30 units
CC/5A7D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5A7F: CD        Turn vehicle/entity right
CC/5A80: FF        End queue
CC/5A81: B5    Pause for 15 * 6 (90) units
CC/5A83: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/5A85: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/5A86: E0        Pause for 4 * 2 (8) frames
CC/5A88: CD        Turn vehicle/entity right
CC/5A89: FF        End queue
CC/5A8A: 95    Pause for 120 units
CC/5A8B: D4    Set event bit $1E80($28A) [$1ED1, bit 2]
CC/5A8D: F2    Fade out current song with transition time 160
CC/5A8F: 5A    Fade screen at speed $04
CC/5A91: 5C    Pause execution until fade in or fade out is complete
CC/5A92: 95    Pause for 120 units
CC/5A93: DC    Set event bit $1E80($668) [$1F4D, bit 0]
CC/5A95: DD    Clear event bit $1E80($66C) [$1F4D, bit 4]
CC/5A97: DD    Clear event bit $1E80($66A) [$1F4D, bit 2]
CC/5A99: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/5A9B: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/5A9D: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/5AA1: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC5AAD
CC/5AA7: 3D    Create object $05
CC/5AA9: 3F    Assign character $05 (Actor in stot 5) to party 1
CC/5AAC: 45    Refresh objects
CC/5AAD: 77    Perform level averaging on character $05 (SABIN ) and calculate new maximum HP/MP
CC/5AAF: 8B    For character $05 (Actor in stot 5), take HP and set to maximum
CC/5AB2: 8C    For character $05 (Actor in stot 5), take MP and set to maximum
CC/5AB5: 88    Remove the following status ailments from character $05 (Actor in stot 5): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/5AB9: D4    Set event bit $1E80($2F5) [$1EDE, bit 5]
CC/5ABB: 6B    Load map $0131 (Tzen, outdoors (WoR)) instantly, (upper bits $2000), place party at (15, 14), facing down
CC/5AC1: 47    Make character in slot 0 the lead character
CC/5AC2: 59    Unfade screen at speed $04
CC/5AC4: 5C    Pause execution until fade in or fade out is complete
CC/5AC5: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CC/5AC7: 3A    Enable player to move while event commands execute
CC/5AC8: FE    Return

CC/5AC9: 4B    Display dialogue message $08A2, wait for button press
               My child's inside!
               Do something!
CC/5ACC: FE    Return

CC/5ACD: 4B    Display dialogue message $08A3, wait for button press
               Must have irritated Kefka
CC/5AD0: FE    Return

CC/5AD1: 4B    Display dialogue message $08A4, wait for button press
               There are monsters inside! They keep petrifying everyone who goes in to help. You using suitable Relics?
CC/5AD4: FE    Return

CC/5AD5: 4B    Display dialogue message $08A5, wait for button press
               We resisted Kefka, so he unleashed his Light of Judgment on us!
CC/5AD8: FE    Return

CC/5AD9: 4B    Display dialogue message $08A6, wait for button press
               Hurry, or the house'll collapse!
CC/5ADC: FE    Return

CC/5ADD: 4B    Display dialogue message $0899, wait for button press
               Thanks for saving the child!
CC/5AE0: FE    Return

CC/5AE1: 4B    Display dialogue message $089B, wait for button press
               Anyone who opposes Kefka is doomed. He uses his Light of Judgment from high atop his tower to burn whole towns.
CC/5AE4: FE    Return

CC/5AE5: 4B    Display dialogue message $089A, wait for button press
               I was on lookout duty for Kefka
               But I lost my nerve
CC/5AE8: FE    Return

CC/5AE9: 4B    Display dialogue message $089C, wait for button press
               I saw it! Kefka used a light beam to burn the village of Mobliz, to the east.
               Most of the adults there perished trying to save their children
CC/5AEC: FE    Return

CC/5AED: 4B    Display dialogue message $089D, wait for button press
               The Serpent Trench used to be deep under water.
               Now it's above sea level.
               Some Cult of Kefka members have built a tower there
CC/5AF0: FE    Return

CC/5AF1: 4B    Display dialogue message $089E, wait for button press
               Many monsters nowadays attack with Zombie, Petrify and the like. Have you equipped suitable Relics?
CC/5AF4: FE    Return

CC/5AF5: 4B    Display dialogue message $089F, wait for button press
               To the east you'll find the Serpent Trench. Further east you'll find the village of Mobliz.
               Boy, the Light of Judgment really fried that town
CC/5AF8: FE    Return

CC/5AF9: 4B    Display dialogue message $08A0, wait for button press
               Head north on the Serpent Trench and you'll reach Nikeah. Ships still sail from there.
CC/5AFC: FE    Return

CC/5AFD: 4B    Display dialogue message $08A1, wait for button press
               Heeeeee
               I've never been more frightened!
CC/5B00: FE    Return

CC/5B01: 74    Replace current map's Layer 2 at (19, 8) with the following (3 x 2) chunk
CC/5B06:       $ED, $ED, $BD
CC/5B09:       $DD, $DE, $26
CC/5B0C: 74    Replace current map's Layer 2 at (12, 9) with the following (3 x 2) chunk
CC/5B11:       $ED, $ED, $FE
CC/5B14:       $BD, $ED, $42
CC/5B17: 74    Replace current map's Layer 2 at (12, 71) with the following (3 x 3) chunk
CC/5B1C:       $40, $CF, $41
CC/5B1F:       $BD, $61, $CF
CC/5B22:       $01, $01, $72
CC/5B25: 74    Replace current map's Layer 2 at (49, 8) with the following (1 x 2) chunk
CC/5B2A:       $DE
CC/5B2B:       $BD
CC/5B2C: 74    Replace current map's Layer 2 at (48, 70) with the following (3 x 4) chunk
CC/5B31:       $CA, $64, $FE
CC/5B34:       $64, $DC, $CD
CC/5B37:       $CD, $CE, $A2
CC/5B3A:       $00, $00, $A2
CC/5B3D: 74    Replace current map's Layer 2 at (37, 5) with the following (4 x 4) chunk
CC/5B42:       $ED, $ED, $ED, $07
CC/5B46:       $DD, $FE, $50, $DD
CC/5B4A:       $ED, $BD, $ED, $25
CC/5B4E:       $DD, $EE, $ED, $72
CC/5B52: 74    Replace current map's Layer 2 at (37, 68) with the following (2 x 4) chunk
CC/5B57:       $DC, $CD
CC/5B59:       $CE, $42
CC/5B5B:       $01, $01
CC/5B5D:       $01, $CE
CC/5B5F: 75    Refresh map after alteration
CC/5B60: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/5B66: 11    Begin action queue for character $11 (NPC $11), 16 bytes long 
CC/5B68: 8F        Move vehicle/entity left 4 tiles
CC/5B69: E0        Pause for 4 * 8 (32) frames
CC/5B6B: CE        Turn vehicle/entity down
CC/5B6C: E0        Pause for 4 * 4 (16) frames
CC/5B6E: 2C        Do vehicle/entity graphical action $2C 
CC/5B6F: E0        Pause for 4 * 32 (128) frames
CC/5B71: CE        Turn vehicle/entity down
CC/5B72: E0        Pause for 4 * 4 (16) frames
CC/5B74: 8D        Move vehicle/entity right 4 tiles
CC/5B75: FC        Branch 13 bytes backwards ($CC5B68)
CC/5B77: FF        End queue
CC/5B78: FE    Return

CC/5B79: 4B    Display dialogue message $08BF, wait for button press
               OhI think back on how nice the world used to be
CC/5B7C: 92    Pause for 30 units
CC/5B7D: 62    Mosaic screen, speed 2
CC/5B7F: 92    Pause for 30 units
CC/5B80: F2    Fade out current song with transition time 160
CC/5B82: 5A    Fade screen at speed $04
CC/5B84: 5C    Pause execution until fade in or fade out is complete
CC/5B85: DC    Set event bit $1E80($661) [$1F4C, bit 1]
CC/5B87: 6B    Load map $014A (Albrook, cafe / relic shop (always)) instantly, (upper bits $0000), place party at (12, 20), facing up
CC/5B8D: F1    Fade in song 21 (Johnny C. Bad) (high bit clear) with transition time 160
CC/5B90: B2    Call subroutine $CC5E72
CC/5B94: 42    Hide object $31
CC/5B96: 45    Refresh objects
CC/5B97: 38    Hold screen
CC/5B98: 61    Colorize color range [$04, $77] to color $03
CC/5B9C: 61    Colorize color range [$80, $FF] to color $03
CC/5BA0: 59    Unfade screen at speed $04
CC/5BA2: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/5BA4: C1        Set vehicle/entity's event speed to slow
CC/5BA5: 9C        Move vehicle/entity up 8 tiles
CC/5BA6: 8C        Move vehicle/entity up 4 tiles
CC/5BA7: FF        End queue
CC/5BA8: B5    Pause for 15 * 32 (480) units
CC/5BAA: F2    Fade out current song with transition time 160
CC/5BAC: 94    Pause for 60 units
CC/5BAD: 5A    Fade screen at speed $02
CC/5BAF: 5C    Pause execution until fade in or fade out is complete
CC/5BB0: 94    Pause for 60 units
CC/5BB1: DD    Clear event bit $1E80($661) [$1F4C, bit 1]
CC/5BB3: 6B    Load map $014A (Albrook, cafe / relic shop (always)) instantly, (upper bits $0000), place party at (12, 20), facing up
CC/5BB9: 41    Show object $31
CC/5BBB: 45    Refresh objects
CC/5BBC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/5BBE: CD        Turn vehicle/entity right
CC/5BBF: FF        End queue
CC/5BC0: 39    Free screen
CC/5BC1: 59    Unfade screen at speed $04
CC/5BC3: 5C    Pause execution until fade in or fade out is complete
CC/5BC4: 92    Pause for 30 units
CC/5BC5: 4B    Display dialogue message $08C0, wait for button press
               and realize it'll never be the same again
CC/5BC8: 3A    Enable player to move while event commands execute
CC/5BC9: FE    Return

CC/5BCA: F4    Play sound effect 22
CC/5BCC: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CC/5BCE: C7        Set vehicle/entity to stay still when moving
CC/5BCF: 1F        Do vehicle/entity graphical action $1F 
CC/5BD0: DC        Make vehicle/entity jump (low)
CC/5BD1: 82        Move vehicle/entity down 1 tile
CC/5BD2: E0        Pause for 4 * 1 (4) frames
CC/5BD4: C6        Set vehicle/entity to walk when moving
CC/5BD5: CC        Turn vehicle/entity up
CC/5BD6: FF        End queue
CC/5BD7: 3A    Enable player to move while event commands execute
CC/5BD8: FE    Return

CC/5BD9: 4B    Display dialogue message $08B5, wait for button press
               Did you see that tower?
CC/5BDC: FE    Return

CC/5BDD: 4B    Display dialogue message $08B6, wait for button press
               Kefka's up there, 'n he's using the power of the Statues
               He's like a god
CC/5BE0: FE    Return

CC/5BE1: 4B    Display dialogue message $08B7, wait for button press
               Everything changed on that day
CC/5BE4: FE    Return

CC/5BE5: 4B    Display dialogue message $08B8, wait for button press
               Anyone who opposes Kefka gets his or her town fried by the Light of Judgment.
CC/5BE8: FE    Return

CC/5BE9: 4B    Display dialogue message $08B9, wait for button press
               On THAT day, debris from all over the world floated eerily to the center of this land mass, and formed that tower
CC/5BEC: FE    Return

CC/5BED: 4B    Display dialogue message $08BA, wait for button press
               How can ya make a GP in a world like this?
CC/5BF0: FE    Return

CC/5BF1: 4B    Display dialogue message $08BB, wait for button press
               When the world was ripped apart, many long-sealed monsters were released
               PhunbabaDoom Gaze
               And the 8 Dragons
CC/5BF4: FE    Return

CC/5BF5: 4B    Display dialogue message $08BC, wait for button press
               I saw Doom Gaze soaring through the sky!
               I'd rather take an acid bath than fight that thing!
CC/5BF8: FE    Return

CC/5BF9: 4B    Display dialogue message $08BD, wait for button press
               Uh? You again?
               Oh, sorry. You look just like a man who was here searching for his friends
               He said he was going north, to Tzen.
CC/5BFC: FE    Return

CC/5BFD: 4B    Display dialogue message $08BE, wait for button press
               Youthe sparkle in your eye
               You're the spittin' image of a man who came through here recently.
CC/5C00: FE    Return

CC/5C01: 4B    Display dialogue message $0639, wait for button press
               I found this in a 1000 year-old text:
               8 dragons seal away this awesome beast.
               Its name is Crusader
               Defeat these dragons, and its power can be released
CC/5C04: FE    Return

CC/5C05: 4B    Display dialogue message $063A, wait for button press
               I'm a scholar of weapons. 1000 years ago, during the War of the Magi, 2 so-called Atma Weapons existed.
               One changed a person's power into a sword, the other was an monster, bred for mass destruction.
CC/5C08: FE    Return

CC/5C09: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C16
CC/5C0F: 6A    Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (21, 23), facing down
CC/5C15: FE    Return

CC/5C16: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (21, 23), facing down
CC/5C1C: FE    Return

CC/5C1D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C2A
CC/5C23: 6A    Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (28, 20), facing down
CC/5C29: FE    Return

CC/5C2A: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (28, 20), facing down
CC/5C30: FE    Return

CC/5C31: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C3E
CC/5C37: 6A    Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (6, 24), facing down
CC/5C3D: FE    Return

CC/5C3E: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (6, 24), facing down
CC/5C44: FE    Return

CC/5C45: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C52
CC/5C4B: 6A    Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (8, 19), facing down
CC/5C51: FE    Return

CC/5C52: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (8, 19), facing down
CC/5C58: FE    Return

CC/5C59: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C66
CC/5C5F: 6A    Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (16, 9), facing down
CC/5C65: FE    Return

CC/5C66: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (16, 9), facing down
CC/5C6C: FE    Return

CC/5C6D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C7A
CC/5C73: 6A    Load map $0132 (Tzen, outdoors (WoB)) after fade out, (upper bits $2000), place party at (25, 9), facing down
CC/5C79: FE    Return

CC/5C7A: 6A    Load map $0131 (Tzen, outdoors (WoR)) after fade out, (upper bits $2000), place party at (25, 9), facing down
CC/5C80: FE    Return

CC/5C81: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5C8A
CC/5C87: 9B    Invoke shop $1F
CC/5C89: FE    Return

CC/5C8A: 9B    Invoke shop $36
CC/5C8C: FE    Return

CC/5C8D: C1    If ($1E80($27D) [$1ECF, bit 5] is clear) or ($1E80($28A) [$1ED1, bit 2] is set), branch to $CC5CA3
CC/5C95: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/5C97: F4    Play sound effect 233
CC/5C99: 92    Pause for 30 units
CC/5C9A: 4B    Display dialogue message $08B3, wait for button press
               All I can do now is restore your health.
               Pleasego back inside and save that child!!
CC/5C9D: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/5CA1: 3A    Enable player to move while event commands execute
CC/5CA2: FE    Return

CC/5CA3: 4B    Display dialogue message $062A, wait for button press (At bottom of screen)
               350 GP per night!
               Rest a while?
               ^ Yes
               ^ No
CC/5CA6: B6    Indexed branch based on prior dialogue selection [$CC5CAE, $CA5EB3]
CC/5CAD: FE    Return

CC/5CAE: 85    Take 350 GP from party
CC/5CB1: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/5CB7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/5CB9: 8D        Move vehicle/entity right 4 tiles
CC/5CBA: 84        Move vehicle/entity up 2 tiles
CC/5CBB: FF        End queue
CC/5CBC: 73    Replace current map's Layer 1 at (18, 51) with the following (2 x 1) chunk, refresh immediately
CC/5CC1:       $04, $14
CC/5CC3: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/5CC5: 94        Move vehicle/entity up 6 tiles
CC/5CC6: 93        Move vehicle/entity left 5 tiles
CC/5CC7: 8C        Move vehicle/entity up 4 tiles
CC/5CC8: CE        Turn vehicle/entity down
CC/5CC9: FF        End queue
CC/5CCA: 92    Pause for 30 units
CC/5CCB: B2    Call subroutine $CACD3C
CC/5CCF: 6B    Load map $0134 (Tzen, inn (always)) instantly, (upper bits $2400), place party at (13, 43), facing down
CC/5CD5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/5CD7: D5        Set vehicle/entity's position to (15, 41)
CC/5CDA: CE        Turn vehicle/entity down
CC/5CDB: FF        End queue
CC/5CDC: B2    Call subroutine $CACF96
CC/5CE0: 3A    Enable player to move while event commands execute
CC/5CE1: FE    Return

CC/5CE2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5CEB
CC/5CE8: 9B    Invoke shop $1D
CC/5CEA: FE    Return

CC/5CEB: 9B    Invoke shop $34
CC/5CED: FE    Return

CC/5CEE: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5CF7
CC/5CF4: 9B    Invoke shop $1E
CC/5CF6: FE    Return

CC/5CF7: 9B    Invoke shop $35
CC/5CF9: FE    Return

CC/5CFA: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5D03
CC/5D00: 9B    Invoke shop $20
CC/5D02: FE    Return

CC/5D03: 9B    Invoke shop $37
CC/5D05: FE    Return

CC/5D06: B2    Call subroutine $CC5D68
CC/5D0A: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/5D10: 15    Begin action queue for character $15 (NPC $15), 30 bytes long 
CC/5D12: C2        Set vehicle/entity's event speed to normal
CC/5D13: E0        Pause for 4 * 6 (24) frames
CC/5D15: 80        Move vehicle/entity up 1 tile
CC/5D16: 83        Move vehicle/entity left 1 tile
CC/5D17: A3        Move vehicle/entity left/up 1x1 tiles
CC/5D18: A3        Move vehicle/entity left/up 1x1 tiles
CC/5D19: CE        Turn vehicle/entity down
CC/5D1A: E0        Pause for 4 * 2 (8) frames
CC/5D1C: C8        Set object layering priority to 2 (low nibble 2)
CC/5D1E: DC        Make vehicle/entity jump (low)
CC/5D1F: 82        Move vehicle/entity down 1 tile
CC/5D20: CC        Turn vehicle/entity up
CC/5D21: C7        Set vehicle/entity to stay still when moving
CC/5D22: E0        Pause for 4 * 1 (4) frames
CC/5D24: C3        Set vehicle/entity's event speed to fast
CC/5D25: A1        Move vehicle/entity right/down 1x1 tiles
CC/5D26: A1        Move vehicle/entity right/down 1x1 tiles
CC/5D27: DC        Make vehicle/entity jump (low)
CC/5D28: CE        Turn vehicle/entity down
CC/5D29: 81        Move vehicle/entity right 1 tile
CC/5D2A: C6        Set vehicle/entity to walk when moving
CC/5D2B: C8        Set object layering priority to 0 (low nibble 0)
CC/5D2D: FC        Branch 27 bytes backwards ($CC5D12)
CC/5D2F: FF        End queue
CC/5D30: 16    Begin action queue for character $16 (NPC $16), 21 bytes long 
CC/5D32: 83        Move vehicle/entity left 1 tile
CC/5D33: E0        Pause for 4 * 2 (8) frames
CC/5D35: 81        Move vehicle/entity right 1 tile
CC/5D36: E0        Pause for 4 * 2 (8) frames
CC/5D38: 83        Move vehicle/entity left 1 tile
CC/5D39: E0        Pause for 4 * 2 (8) frames
CC/5D3B: 81        Move vehicle/entity right 1 tile
CC/5D3C: E0        Pause for 4 * 2 (8) frames
CC/5D3E: 87        Move vehicle/entity left 2 tiles
CC/5D3F: E0        Pause for 4 * 2 (8) frames
CC/5D41: 85        Move vehicle/entity right 2 tiles
CC/5D42: E0        Pause for 4 * 2 (8) frames
CC/5D44: FC        Branch 18 bytes backwards ($CC5D32)
CC/5D46: FF        End queue
CC/5D47: 14    Begin action queue for character $14 (NPC $14), 21 bytes long 
CC/5D49: CD        Turn vehicle/entity right
CC/5D4A: E0        Pause for 4 * 2 (8) frames
CC/5D4C: CE        Turn vehicle/entity down
CC/5D4D: E0        Pause for 4 * 1 (4) frames
CC/5D4F: CF        Turn vehicle/entity left
CC/5D50: E0        Pause for 4 * 2 (8) frames
CC/5D52: CF        Turn vehicle/entity left
CC/5D53: E0        Pause for 4 * 2 (8) frames
CC/5D55: CE        Turn vehicle/entity down
CC/5D56: E0        Pause for 4 * 1 (4) frames
CC/5D58: CD        Turn vehicle/entity right
CC/5D59: E0        Pause for 4 * 2 (8) frames
CC/5D5B: FC        Branch 18 bytes backwards ($CC5D49)
CC/5D5D: FF        End queue
CC/5D5E: 19    Begin action queue for character $19 (NPC $19), 7 bytes long 
CC/5D60: 8A        Move vehicle/entity down 3 tiles
CC/5D61: 8D        Move vehicle/entity right 4 tiles
CC/5D62: 88        Move vehicle/entity up 3 tiles
CC/5D63: 8F        Move vehicle/entity left 4 tiles
CC/5D64: FC        Branch 4 bytes backwards ($CC5D60)
CC/5D66: FF        End queue
CC/5D67: FE    Return

CC/5D68: C0    If ($1E80($1CC) [$1EB9, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/5D6E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5D86
CC/5D74: C0    If ($1E80($09B) [$1E93, bit 3] is set), branch to $CC5D83
CC/5D7A: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CC5D83
CC/5D80: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/5D82: FE    Return

CC/5D83: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CC/5D85: FE    Return

CC/5D86: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/5D88: FE    Return

CC/5D89: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DC5
CC/5D8F: 4B    Display dialogue message $0615, wait for button press
               Most of the town's youths were led off to serve as Imperial troopers.
CC/5D92: FE    Return

CC/5D93: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DC9
CC/5D99: 4B    Display dialogue message $0617, wait for button press
               I heard there's a huge gate deep inside a cave to the east.
CC/5D9C: FE    Return

CC/5D9D: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DCD
CC/5DA3: 4B    Display dialogue message $0619, wait for button press
               Our royal family was slaughtered by the Empire.
CC/5DA6: FE    Return

CC/5DA7: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DD1
CC/5DAD: 4B    Display dialogue message $061B, wait for button press
               Some friendly advice! There's a weapon called the Guardian.
               It can't move, but it's very powerful. Run, if you meet it!
CC/5DB0: FE    Return

CC/5DB1: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DD5
CC/5DB7: 4B    Display dialogue message $061D, wait for button press
               I said it's dangerous outside,
               so you can't go out!
CC/5DBA: FE    Return

CC/5DBB: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5DD9
CC/5DC1: 4B    Display dialogue message $061F, wait for button press
               Our kid's still not home.
               Even though we said it was dangerous outside!
CC/5DC4: FE    Return

CC/5DC5: 4B    Display dialogue message $0616, wait for button press
               Our poor kids'll be back soon, won't they?
CC/5DC8: FE    Return

CC/5DC9: 4B    Display dialogue message $0618, wait for button press
               Time to put Tzen back together!
CC/5DCC: FE    Return

CC/5DCD: 4B    Display dialogue message $061A, wait for button press
               Thanks to you people peace has been achieved!
CC/5DD0: FE    Return

CC/5DD1: 4B    Display dialogue message $061C, wait for button press
               The world seems to be getting back to normal
CC/5DD4: FE    Return

CC/5DD5: 4B    Display dialogue message $061E, wait for button press
               Waaah! I wanna play outside!
CC/5DD8: FE    Return

CC/5DD9: 4B    Display dialogue message $0620, wait for button press
               The Imperial troopers are gone. Now we can live in peace.
CC/5DDC: FE    Return

CC/5DDD: C0    If ($1E80($27C) [$1ECF, bit 4] is set), branch to $CC5E27
CC/5DE3: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5DF4
CC/5DE9: 4B    Display dialogue message $0621, wait for button press
               Oh, NO! 
               Whewdon't SCARE people like that! I thought you were a trooper!
               A while ago someone broke into the Magitek Research Facility, and raised a ruckus! I took the opportunity to grab this.
               For 3000 GP this glowing stone's yours.
               ^ Yes
               ^ No
CC/5DEC: B6    Indexed branch based on prior dialogue selection [$CC5DFF, $CA5EB3]
CC/5DF3: FE    Return

CC/5DF4: 4B    Display dialogue message $0622, wait for button press
               The world's going to heck in a hand basketjust look at this weird stone!
               If you want it, just give me 10 GP.
               ^ Yes
               ^ No
CC/5DF7: B6    Indexed branch based on prior dialogue selection [$CC5E13, $CA5EB3]
CC/5DFE: FE    Return

CC/5DFF: 85    Take 3000 GP from party
CC/5E02: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/5E08: 86    Give esper $4B (Sraphim ) to party
CC/5E0A: D4    Set event bit $1E80($27C) [$1ECF, bit 4]
CC/5E0C: F4    Play sound effect 141
CC/5E0E: 4B    Display dialogue message $0624, wait for button press
               
               Received the Magicite
               Sraphim.
CC/5E11: 3A    Enable player to move while event commands execute
CC/5E12: FE    Return

CC/5E13: 85    Take 10 GP from party
CC/5E16: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/5E1C: 86    Give esper $4B (Sraphim ) to party
CC/5E1E: D4    Set event bit $1E80($27C) [$1ECF, bit 4]
CC/5E20: F4    Play sound effect 141
CC/5E22: 4B    Display dialogue message $0624, wait for button press
               
               Received the Magicite
               Sraphim.
CC/5E25: 3A    Enable player to move while event commands execute
CC/5E26: FE    Return

CC/5E27: 4B    Display dialogue message $0623, wait for button press
               Got any juicy gossip?!
CC/5E2A: FE    Return

CC/5E2B: 4B    Display dialogue message $0625, wait for button press
               The Empire strings up anyone who opposes it.
CC/5E2E: FE    Return

CC/5E2F: 4B    Display dialogue message $0626, wait for button press
               3 cheers for the Empire!
CC/5E32: FE    Return

CC/5E33: 4B    Display dialogue message $0627, wait for button press
               You're in the way! Git!
CC/5E36: FE    Return

CC/5E37: 4B    Display dialogue message $0628, wait for button press
               Everything belongs to the Empire!
CC/5E3A: FE    Return

CC/5E3B: 4B    Display dialogue message $0629, wait for button press
               Mess with the Empire and!
CC/5E3E: FE    Return

CC/5E3F: B2    Call subroutine $CC5F09
CC/5E43: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5E54
CC/5E49: C0    If ($1E80($09E) [$1E93, bit 6] is clear), branch to $CC5E54
CC/5E4F: B0    Execute the following commands until $B1 6 times
CC/5E51: 50        Tint screen (cumulative) with color $9F
CC/5E53: B1        End block of repeating commands
CC/5E54: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/5E5A: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/5E5C: C2        Set vehicle/entity's event speed to normal
CC/5E5D: 92        Move vehicle/entity down 5 tiles
CC/5E5E: E0        Pause for 4 * 16 (64) frames
CC/5E60: 90        Move vehicle/entity up 5 tiles
CC/5E61: CE        Turn vehicle/entity down
CC/5E62: E0        Pause for 4 * 16 (64) frames
CC/5E64: FC        Branch 8 bytes backwards ($CC5E5C)
CC/5E66: FF        End queue
CC/5E67: FE    Return

CC/5E68: B2    Call subroutine $CC5F36
CC/5E6C: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/5E72: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CC/5E74: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/5E75: E0        Pause for 4 * 8 (32) frames
CC/5E77: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CC/5E78: E0        Pause for 4 * 8 (32) frames
CC/5E7A: FC        Branch 6 bytes backwards ($CC5E74)
CC/5E7C: FF        End queue
CC/5E7D: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CC/5E7F: 0E        Do vehicle/entity graphical action $0E 
CC/5E80: E0        Pause for 4 * 4 (16) frames
CC/5E82: CF        Turn vehicle/entity left
CC/5E83: E0        Pause for 4 * 8 (32) frames
CC/5E85: FC        Branch 6 bytes backwards ($CC5E7F)
CC/5E87: FF        End queue
CC/5E88: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CC/5E8A: 50        Do vehicle/entity graphical action $10, flipped horizontally
CC/5E8B: E0        Pause for 4 * 8 (32) frames
CC/5E8D: 51        Do vehicle/entity graphical action $11, flipped horizontally
CC/5E8E: E0        Pause for 4 * 8 (32) frames
CC/5E90: FC        Branch 6 bytes backwards ($CC5E8A)
CC/5E92: FF        End queue
CC/5E93: 15    Begin action queue for character $15 (NPC $15), 21 bytes long 
CC/5E95: 22        Do vehicle/entity graphical action $22 
CC/5E96: E0        Pause for 4 * 2 (8) frames
CC/5E98: CF        Turn vehicle/entity left
CC/5E99: E0        Pause for 4 * 4 (16) frames
CC/5E9B: 22        Do vehicle/entity graphical action $22 
CC/5E9C: E0        Pause for 4 * 2 (8) frames
CC/5E9E: CF        Turn vehicle/entity left
CC/5E9F: E0        Pause for 4 * 8 (32) frames
CC/5EA1: 1F        Do vehicle/entity graphical action $1F 
CC/5EA2: E0        Pause for 4 * 4 (16) frames
CC/5EA4: CF        Turn vehicle/entity left
CC/5EA5: E0        Pause for 4 * 8 (32) frames
CC/5EA7: FC        Branch 18 bytes backwards ($CC5E95)
CC/5EA9: FF        End queue
CC/5EAA: 1C    Begin action queue for character $1C (NPC $1C), 45 bytes long 
CC/5EAC: CE        Turn vehicle/entity down
CC/5EAD: E0        Pause for 4 * 1 (4) frames
CC/5EAF: CF        Turn vehicle/entity left
CC/5EB0: E0        Pause for 4 * 1 (4) frames
CC/5EB2: CC        Turn vehicle/entity up
CC/5EB3: E0        Pause for 4 * 1 (4) frames
CC/5EB5: CD        Turn vehicle/entity right
CC/5EB6: E0        Pause for 4 * 1 (4) frames
CC/5EB8: CE        Turn vehicle/entity down
CC/5EB9: E0        Pause for 4 * 1 (4) frames
CC/5EBB: CF        Turn vehicle/entity left
CC/5EBC: E0        Pause for 4 * 1 (4) frames
CC/5EBE: CC        Turn vehicle/entity up
CC/5EBF: E0        Pause for 4 * 1 (4) frames
CC/5EC1: CD        Turn vehicle/entity right
CC/5EC2: E0        Pause for 4 * 1 (4) frames
CC/5EC4: CE        Turn vehicle/entity down
CC/5EC5: E0        Pause for 4 * 1 (4) frames
CC/5EC7: CF        Turn vehicle/entity left
CC/5EC8: E0        Pause for 4 * 1 (4) frames
CC/5ECA: CC        Turn vehicle/entity up
CC/5ECB: E0        Pause for 4 * 1 (4) frames
CC/5ECD: CD        Turn vehicle/entity right
CC/5ECE: E0        Pause for 4 * 1 (4) frames
CC/5ED0: CE        Turn vehicle/entity down
CC/5ED1: E0        Pause for 4 * 4 (16) frames
CC/5ED3: 2D        Do vehicle/entity graphical action $2D 
CC/5ED4: E0        Pause for 4 * 16 (64) frames
CC/5ED6: FC        Branch 42 bytes backwards ($CC5EAC)
CC/5ED8: FF        End queue
CC/5ED9: 1D    Begin action queue for character $1D (NPC $1D), 45 bytes long 
CC/5EDB: CE        Turn vehicle/entity down
CC/5EDC: E0        Pause for 4 * 1 (4) frames
CC/5EDE: CF        Turn vehicle/entity left
CC/5EDF: E0        Pause for 4 * 1 (4) frames
CC/5EE1: CC        Turn vehicle/entity up
CC/5EE2: E0        Pause for 4 * 1 (4) frames
CC/5EE4: CD        Turn vehicle/entity right
CC/5EE5: E0        Pause for 4 * 1 (4) frames
CC/5EE7: CE        Turn vehicle/entity down
CC/5EE8: E0        Pause for 4 * 1 (4) frames
CC/5EEA: CF        Turn vehicle/entity left
CC/5EEB: E0        Pause for 4 * 1 (4) frames
CC/5EED: CC        Turn vehicle/entity up
CC/5EEE: E0        Pause for 4 * 1 (4) frames
CC/5EF0: CD        Turn vehicle/entity right
CC/5EF1: E0        Pause for 4 * 1 (4) frames
CC/5EF3: CE        Turn vehicle/entity down
CC/5EF4: E0        Pause for 4 * 1 (4) frames
CC/5EF6: CF        Turn vehicle/entity left
CC/5EF7: E0        Pause for 4 * 1 (4) frames
CC/5EF9: CC        Turn vehicle/entity up
CC/5EFA: E0        Pause for 4 * 1 (4) frames
CC/5EFC: CD        Turn vehicle/entity right
CC/5EFD: E0        Pause for 4 * 1 (4) frames
CC/5EFF: CE        Turn vehicle/entity down
CC/5F00: E0        Pause for 4 * 4 (16) frames
CC/5F02: 2D        Do vehicle/entity graphical action $2D 
CC/5F03: E0        Pause for 4 * 16 (64) frames
CC/5F05: FC        Branch 42 bytes backwards ($CC5EDB)
CC/5F07: FF        End queue
CC/5F08: FE    Return

CC/5F09: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5F2F
CC/5F0F: C0    If ($1E80($09B) [$1E93, bit 3] is set), branch to $CC5F28
CC/5F15: C0    If ($1E80($09A) [$1E93, bit 2] is set), branch to $CBCCDE
CC/5F1B: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CC5F28
CC/5F21: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5F25: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/5F27: FE    Return

CC/5F28: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5F2C: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CC/5F2E: FE    Return

CC/5F2F: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5F33: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/5F35: FE    Return

CC/5F36: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5F5D
CC/5F3C: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC5F56
CC/5F42: C0    If ($1E80($27B) [$1ECF, bit 3] is set), branch to $CC5F4F
CC/5F48: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5F4C: F0    Play song 21 (Johnny C. Bad), (high bit clear), full volume
CC/5F4E: FE    Return

CC/5F4F: F6    Subcommand $81: Change volume of currently playing song to $80, transition time 1
CC/5F53: F0    Play song 21 (Johnny C. Bad), (high bit clear), full volume
CC/5F55: FE    Return

CC/5F56: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5F5A: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CC/5F5C: FE    Return

CC/5F5D: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5F61: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/5F63: FE    Return

CC/5F64: 73    Replace current map's Layer 1 at (44, 68) with the following (1 x 1) chunk, refresh immediately
CC/5F69:       $D3
CC/5F6A: B2    Call subroutine $CC5F7A
CC/5F6E: FE    Return

CC/5F6F: 73    Replace current map's Layer 1 at (54, 76) with the following (1 x 1) chunk, refresh immediately
CC/5F74:       $D2
CC/5F75: B2    Call subroutine $CC5F7A
CC/5F79: FE    Return

CC/5F7A: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5F92
CC/5F80: C0    If ($1E80($09B) [$1E93, bit 3] is set), branch to $CC5F8F
CC/5F86: C0    If ($1E80($07D) [$1E8F, bit 5] is clear), branch to $CC5F8F
CC/5F8C: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/5F8E: FE    Return

CC/5F8F: F0    Play song 29 (Under Martial Law), (high bit clear), full volume
CC/5F91: FE    Return

CC/5F92: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/5F94: FE    Return

CC/5F95: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/5F9B: F6    Subcommand $81: Change volume of currently playing song to $80, transition time 1
CC/5F9F: D4    Set event bit $1E80($27B) [$1ECF, bit 3]
CC/5FA1: FE    Return

CC/5FA2: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/5FA8: F6    Subcommand $81: Change volume of currently playing song to $FF, transition time 1
CC/5FAC: D5    Clear event bit $1E80($27B) [$1ECF, bit 3]
CC/5FAE: FE    Return

CC/5FAF: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5FB9
CC/5FB5: 4B    Display dialogue message $06D6, wait for button press
               Emperor Gestahl himself asked me to do his portrait
               What if he doesn't like it?
CC/5FB8: FE    Return

CC/5FB9: 4B    Display dialogue message $06D7, wait for button press
               I finished the Emperor's portrait. It was a true representation of the Emperor but he hated it.
               I ended selling it to Owzer, a rich man who lives in Jidoor.
CC/5FBC: FE    Return

CC/5FBD: C0    If ($1E80($09E) [$1E93, bit 6] is set), branch to $CC600F
CC/5FC3: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6003
CC/5FC9: 4B    Display dialogue message $062B, wait for button press
               This is Albrook, the occupied city
CC/5FCC: FE    Return

CC/5FCD: C0    If ($1E80($09E) [$1E93, bit 6] is set), branch to $CC6013
CC/5FD3: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6007
CC/5FD9: 4B    Display dialogue message $062E, wait for button press
               They say there's something valuable to the east
               The Empire built a base there, and no one may enter.
CC/5FDC: FE    Return

CC/5FDD: C0    If ($1E80($09E) [$1E93, bit 6] is set), branch to $CC6017
CC/5FE3: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC600B
CC/5FE9: 4B    Display dialogue message $0631, wait for button press
               We have to bribe the troopers to do business here
CC/5FEC: FE    Return

CC/5FED: 4B    Display dialogue message $0635, wait for button press
               Vector, capital of the Empire, is at the center of this continent.
CC/5FF0: FE    Return

CC/5FF1: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CC5FFB
CC/5FF7: 4B    Display dialogue message $0636, wait for button press
               You'll find some good weapons and items in Tzen and Maranda.
CC/5FFA: FE    Return

CC/5FFB: 4B    Display dialogue message $0637, wait for button press
               Some strange guy's tryin' to sell glowing stones
               When I wouldn't take one, he said he was going to Tzen.
CC/5FFE: FE    Return

CC/5FFF: 4B    Display dialogue message $0638, wait for button press
               I'm a scholar of magic. Monsters on this continent have only weak magical power.
CC/6002: FE    Return

CC/6003: 4B    Display dialogue message $062C, wait for button press
               Business is picking up in the port! Maybe economy will make a recovery!
CC/6006: FE    Return

CC/6007: 4B    Display dialogue message $062F, wait for button press
               I heard some Espers flew outta the mountains near the base and thrashed the troopers there!
CC/600A: FE    Return

CC/600B: 4B    Display dialogue message $0632, wait for button press
               And they're such TIGHTWADS!
               They're raking in the cash!
CC/600E: FE    Return

CC/600F: 4B    Display dialogue message $062D, wait for button press
               How could an island float in the sky?!
CC/6012: FE    Return

CC/6013: 4B    Display dialogue message $0634, wait for button press
               People're disappearing,
               islands are flying
               I have a bad feeling about this
CC/6016: FE    Return

CC/6017: 4B    Display dialogue message $0630, wait for button press
               Yeah, thanks to that flying island, this town was shrouded in darkness!
CC/601A: FE    Return

CC/601B: 4B    Display dialogue message $063B, wait for button press
               No entry into the port!
CC/601E: FE    Return

CC/601F: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6051
CC/6025: 4B    Display dialogue message $0625, wait for button press
               The Empire strings up anyone who opposes it.
CC/6028: FE    Return

CC/6029: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6055
CC/602F: 4B    Display dialogue message $0626, wait for button press
               3 cheers for the Empire!
CC/6032: FE    Return

CC/6033: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6059
CC/6039: 4B    Display dialogue message $0627, wait for button press
               You're in the way! Git!
CC/603C: FE    Return

CC/603D: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC605D
CC/6043: 4B    Display dialogue message $0628, wait for button press
               Everything belongs to the Empire!
CC/6046: FE    Return

CC/6047: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6061
CC/604D: 4B    Display dialogue message $0629, wait for button press
               Mess with the Empire and!
CC/6050: FE    Return

CC/6051: 4B    Display dialogue message $0640, wait for button press
               Look out if you're caught working with the Returners.
CC/6054: FE    Return

CC/6055: 4B    Display dialogue message $0641, wait for button press
               Now maybe we can get on with our lives.
CC/6058: FE    Return

CC/6059: 4B    Display dialogue message $0642, wait for button press
               I heard that Espers attacked the Empire
CC/605C: FE    Return

CC/605D: 4B    Display dialogue message $0643, wait for button press
               All's well!
CC/6060: FE    Return

CC/6061: 4B    Display dialogue message $0633, wait for button press
               Wouldn't want to be in their shoes, though!
CC/6064: FE    Return

CC/6065: 4B    Display dialogue message $063C, wait for button press
               Ahwelcome!
CC/6068: FE    Return

CC/6069: 4B    Display dialogue message $063D, wait for button press
               Heyyou're not of the Empire!
               Get outta here!
CC/606C: FE    Return

CC/606D: 4B    Display dialogue message $063E, wait for button press
               In any case, you're probably broke!
CC/6070: FE    Return

CC/6071: 4B    Display dialogue message $063F, wait for button press
               Ahaaa!!
               Whooopie!
CC/6074: FE    Return

CC/6075: FE    Return

CC/6076: 4B    Display dialogue message $0645, wait for button press
               Nuts!
               These soldiers are absolutely insane!
CC/6079: FE    Return

CC/607A: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC5B79
CC/6080: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC608A
CC/6086: 4B    Display dialogue message $0646, wait for button press
               This cafe is like an Imperial soldiers' dormitory!
CC/6089: FE    Return

CC/608A: 4B    Display dialogue message $0647, wait for button press
               Since the soldiers are leaving, business is bound to pick up. Oopsbetter keep my mouth shut.
CC/608D: FE    Return

CC/608E: F4    Play sound effect 184
CC/6090: 4B    Display dialogue message $0648, wait for button press
               Sure! No problem!
CC/6093: F4    Play sound effect 184
CC/6095: FE    Return

CC/6096: 4B    Display dialogue message $076E, wait for button press
               LOCKE: Come on! 
               Why won't you speak to me?
CC/6099: 4B    Display dialogue message $076F, wait for button press
               LOCKE: CELES
CC/609C: 4B    Display dialogue message $0770, wait for button press
               LOCKE: Even if it was only a little
               I doubted you 
               But I'm still your friend
CC/609F: 4B    Display dialogue message $0771, wait for button press
               LOCKE: CELES!
CC/60A2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60AB
CC/60A8: 9B    Invoke shop $19
CC/60AA: FE    Return

CC/60AB: 9B    Invoke shop $31
CC/60AD: FE    Return

CC/60AE: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60B7
CC/60B4: 9B    Invoke shop $28
CC/60B6: FE    Return

CC/60B7: 9B    Invoke shop $33
CC/60B9: FE    Return

CC/60BA: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60C3
CC/60C0: 9B    Invoke shop $18
CC/60C2: FE    Return

CC/60C3: 9B    Invoke shop $30
CC/60C5: FE    Return

CC/60C6: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60CF
CC/60CC: 9B    Invoke shop $1A
CC/60CE: FE    Return

CC/60CF: 9B    Invoke shop $32
CC/60D1: FE    Return

CC/60D2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60DF
CC/60D8: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (54, 14), facing down
CC/60DE: FE    Return

CC/60DF: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (54, 14), facing down
CC/60E5: FE    Return

CC/60E6: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC60F3
CC/60EC: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (23, 21), facing down
CC/60F2: FE    Return

CC/60F3: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (23, 21), facing down
CC/60F9: FE    Return

CC/60FA: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6107
CC/6100: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (39, 21), facing down
CC/6106: FE    Return

CC/6107: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (39, 21), facing down
CC/610D: FE    Return

CC/610E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC611B
CC/6114: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (7, 15), facing down
CC/611A: FE    Return

CC/611B: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (7, 15), facing down
CC/6121: FE    Return

CC/6122: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC612F
CC/6128: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (18, 13), facing down
CC/612E: FE    Return

CC/612F: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (18, 13), facing down
CC/6135: FE    Return

CC/6136: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6143
CC/613C: 6A    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) after fade out, (upper bits $2000), place party at (44, 14), facing down
CC/6142: FE    Return

CC/6143: 6A    Load map $0144 (Albrook, outdoors (WoR)) after fade out, (upper bits $2000), place party at (44, 14), facing down
CC/6149: FE    Return

CC/614A: C0    If ($1E80($085) [$1E90, bit 5] is clear), branch to $CC62A6
CC/6150: C0    If ($1E80($087) [$1E90, bit 7] is set), branch to $CC62A6
CC/6156: 4B    Display dialogue message $064A, wait for button press
               General Leo told us about you. By all means
CC/6159: 92    Pause for 30 units
CC/615A: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CC6166
CC/6160: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/6162: C3        Set vehicle/entity's event speed to fast
CC/6163: 85        Move vehicle/entity right 2 tiles
CC/6164: 84        Move vehicle/entity up 2 tiles
CC/6165: FF        End queue
CC/6166: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/6168: C3        Set vehicle/entity's event speed to fast
CC/6169: A0        Move vehicle/entity right/up 1x1 tiles
CC/616A: 80        Move vehicle/entity up 1 tile
CC/616B: FF        End queue
CC/616C: 73    Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately
CC/6171:       $04, $14
CC/6173: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/6175: 9C        Move vehicle/entity up 8 tiles
CC/6176: 84        Move vehicle/entity up 2 tiles
CC/6177: 8F        Move vehicle/entity left 4 tiles
CC/6178: CE        Turn vehicle/entity down
CC/6179: FF        End queue
CC/617A: 92    Pause for 30 units
CC/617B: B2    Call subroutine $CAC6AC
CC/617F: 3C    Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/6184: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CC/6186: C2        Set vehicle/entity's event speed to normal
CC/6187: A0        Move vehicle/entity right/up 1x1 tiles
CC/6188: 80        Move vehicle/entity up 1 tile
CC/6189: 81        Move vehicle/entity right 1 tile
CC/618A: FF        End queue
CC/618B: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/618D: C2        Set vehicle/entity's event speed to normal
CC/618E: A3        Move vehicle/entity left/up 1x1 tiles
CC/618F: 80        Move vehicle/entity up 1 tile
CC/6190: 83        Move vehicle/entity left 1 tile
CC/6191: FF        End queue
CC/6192: F2    Fade out current song with transition time 128
CC/6194: 5A    Fade screen at speed $04
CC/6196: 5C    Pause execution until fade in or fade out is complete
CC/6197: 95    Pause for 120 units
CC/6198: 73    Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately
CC/619D:       $05, $15
CC/619F: B0    Execute the following commands until $B1 10 times
CC/61A1: 50        Tint screen (cumulative) with color $9B
CC/61A3: B1        End block of repeating commands
CC/61A4: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/61A6: F0    Play song 0 (Silence), (high bit clear), full volume
CC/61A8: DD    Clear event bit $1E80($65E) [$1F4B, bit 6]
CC/61AA: DD    Clear event bit $1E80($65F) [$1F4B, bit 7]
CC/61AC: DC    Set event bit $1E80($660) [$1F4C, bit 0]
CC/61AE: 42    Hide object $10
CC/61B0: 59    Unfade screen at speed $08
CC/61B2: 5C    Pause execution until fade in or fade out is complete
CC/61B3: 95    Pause for 120 units
CC/61B4: 01    Begin action queue for character $01 (Actor in stot 1), 13 bytes long (Wait until complete)
CC/61B6: C2        Set vehicle/entity's event speed to normal
CC/61B7: 83        Move vehicle/entity left 1 tile
CC/61B8: E0        Pause for 4 * 8 (32) frames
CC/61BA: 86        Move vehicle/entity down 2 tiles
CC/61BB: E0        Pause for 4 * 5 (20) frames
CC/61BD: 23        Do vehicle/entity graphical action $23 
CC/61BE: E0        Pause for 4 * 8 (32) frames
CC/61C0: 89        Move vehicle/entity right 3 tiles
CC/61C1: 9E        Move vehicle/entity down 8 tiles
CC/61C2: FF        End queue
CC/61C3: 73    Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately
CC/61C8:       $04, $14
CC/61CA: 91    Pause for 15 units
CC/61CB: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/61CD: C2        Set vehicle/entity's event speed to normal
CC/61CE: 96        Move vehicle/entity down 6 tiles
CC/61CF: 83        Move vehicle/entity left 1 tile
CC/61D0: 8E        Move vehicle/entity down 4 tiles
CC/61D1: FF        End queue
CC/61D2: 97    Fade screen to black
CC/61D3: 5C    Pause execution until fade in or fade out is complete
CC/61D4: 6B    Load map $0143 (Albrook, outdoors (WoB, including shadowed by Floating Island)) instantly, (upper bits $2000), place party at (54, 14), facing down
CC/61DA: 42    Hide object $00
CC/61DC: 41    Show object $01
CC/61DE: 45    Refresh objects
CC/61DF: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/61E1: D7        Center screen on vehicle/entity
CC/61E2: CE        Turn vehicle/entity down
CC/61E3: FF        End queue
CC/61E4: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/61E6: C2        Set vehicle/entity's event speed to normal
CC/61E7: 20        Do vehicle/entity graphical action $20 
CC/61E8: FF        End queue
CC/61E9: B0    Execute the following commands until $B1 7 times
CC/61EB: 50        Tint screen (cumulative) with color $9B
CC/61ED: B1        End block of repeating commands
CC/61EE: 38    Hold screen
CC/61EF: 96    Restore screen from fade
CC/61F0: 5C    Pause execution until fade in or fade out is complete
CC/61F1: 94    Pause for 60 units
CC/61F2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/61F4: 23        Do vehicle/entity graphical action $23 
CC/61F5: FF        End queue
CC/61F6: F0    Play song 18 (Celes), (high bit clear), full volume
CC/61F8: B5    Pause for 15 * 6 (90) units
CC/61FA: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/61FC: C1        Set vehicle/entity's event speed to slow
CC/61FD: 8F        Move vehicle/entity left 4 tiles
CC/61FE: FF        End queue
CC/61FF: B5    Pause for 15 * 6 (90) units
CC/6201: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/6203: 8F        Move vehicle/entity left 4 tiles
CC/6204: CE        Turn vehicle/entity down
CC/6205: FF        End queue
CC/6206: 39    Free screen
CC/6207: B5    Pause for 15 * 6 (90) units
CC/6209: 4B    Display dialogue message $076F, wait for button press
               LOCKE: CELES
CC/620C: B5    Pause for 15 * 6 (90) units
CC/620E: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/6210: CE        Turn vehicle/entity down
CC/6211: FF        End queue
CC/6212: B5    Pause for 15 * 6 (90) units
CC/6214: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/6216: 23        Do vehicle/entity graphical action $23 
CC/6217: FF        End queue
CC/6218: 95    Pause for 120 units
CC/6219: 4B    Display dialogue message $076E, wait for button press
               LOCKE: Come on! 
               Why won't you speak to me?
CC/621C: 94    Pause for 60 units
CC/621D: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/621F: 82        Move vehicle/entity down 1 tile
CC/6220: CF        Turn vehicle/entity left
CC/6221: FF        End queue
CC/6222: 95    Pause for 120 units
CC/6223: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6225: 22        Do vehicle/entity graphical action $22 
CC/6226: FF        End queue
CC/6227: 94    Pause for 60 units
CC/6228: 4B    Display dialogue message $0770, wait for button press
               LOCKE: Even if it was only a little
               I doubted you 
               But I'm still your friend
CC/622B: 94    Pause for 60 units
CC/622C: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/622E: 8B        Move vehicle/entity left 3 tiles
CC/622F: FF        End queue
CC/6230: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6232: 83        Move vehicle/entity left 1 tile
CC/6233: FF        End queue
CC/6234: 91    Pause for 15 units
CC/6235: 4B    Display dialogue message $0771, wait for button press
               LOCKE: CELES!
CC/6238: 94    Pause for 60 units
CC/6239: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/623B: 15        Do vehicle/entity graphical action $15 
CC/623C: FF        End queue
CC/623D: 95    Pause for 120 units
CC/623E: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/6240: CF        Turn vehicle/entity left
CC/6241: FF        End queue
CC/6242: 94    Pause for 60 units
CC/6243: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/6245: C3        Set vehicle/entity's event speed to fast
CC/6246: 87        Move vehicle/entity left 2 tiles
CC/6247: 9E        Move vehicle/entity down 8 tiles
CC/6248: FF        End queue
CC/6249: B5    Pause for 15 * 6 (90) units
CC/624B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/624D: 22        Do vehicle/entity graphical action $22 
CC/624E: FF        End queue
CC/624F: B5    Pause for 15 * 16 (240) units
CC/6251: F2    Fade out current song with transition time 160
CC/6253: 5A    Fade screen at speed $04
CC/6255: 5C    Pause execution until fade in or fade out is complete
CC/6256: B5    Pause for 15 * 16 (240) units
CC/6258: DC    Set event bit $1E80($65E) [$1F4B, bit 6]
CC/625A: DC    Set event bit $1E80($65F) [$1F4B, bit 7]
CC/625C: DD    Clear event bit $1E80($660) [$1F4C, bit 0]
CC/625E: 6B    Load map $0145 (Albrook, inn (always)) instantly, (upper bits $2000), place party at (55, 39), facing down
CC/6264: 47    Make character in slot 0 the lead character
CC/6265: 38    Hold screen
CC/6266: 41    Show object $00
CC/6268: 41    Show object $01
CC/626A: 45    Refresh objects
CC/626B: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/626D: C2        Set vehicle/entity's event speed to normal
CC/626E: D5        Set vehicle/entity's position to (57, 37)
CC/6271: CE        Turn vehicle/entity down
CC/6272: FF        End queue
CC/6273: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/6275: C2        Set vehicle/entity's event speed to normal
CC/6276: D5        Set vehicle/entity's position to (53, 37)
CC/6279: CE        Turn vehicle/entity down
CC/627A: FF        End queue
CC/627B: B2    Call subroutine $CB2E34
CC/627F: 96    Restore screen from fade
CC/6280: 5C    Pause execution until fade in or fade out is complete
CC/6281: 94    Pause for 60 units
CC/6282: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CC/6284: 83        Move vehicle/entity left 1 tile
CC/6285: 82        Move vehicle/entity down 1 tile
CC/6286: A2        Move vehicle/entity left/down 1x1 tiles
CC/6287: CE        Turn vehicle/entity down
CC/6288: FF        End queue
CC/6289: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/628B: 81        Move vehicle/entity right 1 tile
CC/628C: 82        Move vehicle/entity down 1 tile
CC/628D: A1        Move vehicle/entity right/down 1x1 tiles
CC/628E: CE        Turn vehicle/entity down
CC/628F: FF        End queue
CC/6290: B2    Call subroutine $CACB95
CC/6294: 3B    Position character in a "ready-to-go" stance
CC/6295: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/6299: B2    Call subroutine $CB2E2B
CC/629D: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/629F: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/62A1: D0    Set event bit $1E80($087) [$1E90, bit 7]
CC/62A3: 39    Free screen
CC/62A4: 3A    Enable player to move while event commands execute
CC/62A5: FE    Return

CC/62A6: 4B    Display dialogue message $0649, wait for button press
               300 GP if you wanna stay.
               How 'bout it?
               ^ Yes
               ^ No
CC/62A9: B6    Indexed branch based on prior dialogue selection [$CC62B1, $CA5EB3]
CC/62B0: FE    Return

CC/62B1: 85    Take 300 GP from party
CC/62B4: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/62BA: C0    If ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CC62C6
CC/62C0: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/62C2: C3        Set vehicle/entity's event speed to fast
CC/62C3: 85        Move vehicle/entity right 2 tiles
CC/62C4: 84        Move vehicle/entity up 2 tiles
CC/62C5: FF        End queue
CC/62C6: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/62C8: C3        Set vehicle/entity's event speed to fast
CC/62C9: A0        Move vehicle/entity right/up 1x1 tiles
CC/62CA: 80        Move vehicle/entity up 1 tile
CC/62CB: FF        End queue
CC/62CC: 73    Replace current map's Layer 1 at (59, 47) with the following (2 x 1) chunk, refresh immediately
CC/62D1:       $04, $14
CC/62D3: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/62D5: 9C        Move vehicle/entity up 8 tiles
CC/62D6: 84        Move vehicle/entity up 2 tiles
CC/62D7: 8F        Move vehicle/entity left 4 tiles
CC/62D8: CE        Turn vehicle/entity down
CC/62D9: FF        End queue
CC/62DA: 92    Pause for 30 units
CC/62DB: B2    Call subroutine $CACD3C
CC/62DF: 6B    Load map $0145 (Albrook, inn (always)) instantly, (upper bits $2400), place party at (55, 39), facing down
CC/62E5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/62E7: D5        Set vehicle/entity's position to (57, 37)
CC/62EA: CE        Turn vehicle/entity down
CC/62EB: FF        End queue
CC/62EC: B2    Call subroutine $CACF96
CC/62F0: 3A    Enable player to move while event commands execute
CC/62F1: FE    Return

CC/62F2: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/62F8: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/62FA: CF        Turn vehicle/entity left
CC/62FB: FF        End queue
CC/62FC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/62FE: CD        Turn vehicle/entity right
CC/62FF: FF        End queue
CC/6300: 92    Pause for 30 units
CC/6301: 15    Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete)
CC/6303: CC        Turn vehicle/entity up
CC/6304: E0        Pause for 4 * 1 (4) frames
CC/6306: CD        Turn vehicle/entity right
CC/6307: E0        Pause for 4 * 1 (4) frames
CC/6309: CE        Turn vehicle/entity down
CC/630A: E0        Pause for 4 * 1 (4) frames
CC/630C: CF        Turn vehicle/entity left
CC/630D: FF        End queue
CC/630E: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/6310: F4    Play sound effect 45
CC/6312: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/6314: C2        Set vehicle/entity's event speed to normal
CC/6315: C7        Set vehicle/entity to stay still when moving
CC/6316: 4B        Do vehicle/entity graphical action $0B, flipped horizontally
CC/6317: DC        Make vehicle/entity jump (low)
CC/6318: 80        Move vehicle/entity up 1 tile
CC/6319: FF        End queue
CC/631A: 92    Pause for 30 units
CC/631B: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/631D: CC        Turn vehicle/entity up
CC/631E: FF        End queue
CC/631F: 92    Pause for 30 units
CC/6320: 4B    Display dialogue message $063B, wait for button press
               No entry into the port!
CC/6323: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/6325: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/6326: E0        Pause for 4 * 4 (16) frames
CC/6328: CE        Turn vehicle/entity down
CC/6329: C6        Set vehicle/entity to walk when moving
CC/632A: FF        End queue
CC/632B: 3A    Enable player to move while event commands execute
CC/632C: FE    Return

CC/632D: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/6333: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/6335: CD        Turn vehicle/entity right
CC/6336: FF        End queue
CC/6337: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/6339: CF        Turn vehicle/entity left
CC/633A: FF        End queue
CC/633B: 92    Pause for 30 units
CC/633C: 15    Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete)
CC/633E: CC        Turn vehicle/entity up
CC/633F: E0        Pause for 4 * 1 (4) frames
CC/6341: CF        Turn vehicle/entity left
CC/6342: E0        Pause for 4 * 1 (4) frames
CC/6344: CE        Turn vehicle/entity down
CC/6345: E0        Pause for 4 * 1 (4) frames
CC/6347: CD        Turn vehicle/entity right
CC/6348: FF        End queue
CC/6349: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/634B: F4    Play sound effect 45
CC/634D: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/634F: C2        Set vehicle/entity's event speed to normal
CC/6350: C7        Set vehicle/entity to stay still when moving
CC/6351: 0B        Do vehicle/entity graphical action $0B 
CC/6352: DC        Make vehicle/entity jump (low)
CC/6353: 80        Move vehicle/entity up 1 tile
CC/6354: FF        End queue
CC/6355: 92    Pause for 30 units
CC/6356: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/6358: CC        Turn vehicle/entity up
CC/6359: FF        End queue
CC/635A: 92    Pause for 30 units
CC/635B: 4B    Display dialogue message $063B, wait for button press
               No entry into the port!
CC/635E: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/6360: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/6361: E0        Pause for 4 * 4 (16) frames
CC/6363: CE        Turn vehicle/entity down
CC/6364: C6        Set vehicle/entity to walk when moving
CC/6365: FF        End queue
CC/6366: 3A    Enable player to move while event commands execute
CC/6367: FE    Return

CC/6368: B2    Call subroutine $CC5F7A
CC/636C: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/6372: 10    Begin action queue for character $10 (NPC $10), 8 bytes long 
CC/6374: 83        Move vehicle/entity left 1 tile
CC/6375: 84        Move vehicle/entity up 2 tiles
CC/6376: 85        Move vehicle/entity right 2 tiles
CC/6377: 86        Move vehicle/entity down 2 tiles
CC/6378: 83        Move vehicle/entity left 1 tile
CC/6379: FC        Branch 5 bytes backwards ($CC6374)
CC/637B: FF        End queue
CC/637C: 1D    Begin action queue for character $1D (NPC $1D), 25 bytes long 
CC/637E: E0        Pause for 4 * 32 (128) frames
CC/6380: 84        Move vehicle/entity up 2 tiles
CC/6381: E0        Pause for 4 * 8 (32) frames
CC/6383: CE        Turn vehicle/entity down
CC/6384: E0        Pause for 4 * 16 (64) frames
CC/6386: 80        Move vehicle/entity up 1 tile
CC/6387: CF        Turn vehicle/entity left
CC/6388: E0        Pause for 4 * 16 (64) frames
CC/638A: CE        Turn vehicle/entity down
CC/638B: E0        Pause for 4 * 8 (32) frames
CC/638D: 8A        Move vehicle/entity down 3 tiles
CC/638E: E0        Pause for 4 * 4 (16) frames
CC/6390: CD        Turn vehicle/entity right
CC/6391: E0        Pause for 4 * 8 (32) frames
CC/6393: CE        Turn vehicle/entity down
CC/6394: FC        Branch 22 bytes backwards ($CC637E)
CC/6396: FF        End queue
CC/6397: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/639D: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CC/639F: 87        Move vehicle/entity left 2 tiles
CC/63A0: 84        Move vehicle/entity up 2 tiles
CC/63A1: 85        Move vehicle/entity right 2 tiles
CC/63A2: 86        Move vehicle/entity down 2 tiles
CC/63A3: FC        Branch 4 bytes backwards ($CC639F)
CC/63A5: FF        End queue
CC/63A6: 13    Begin action queue for character $13 (NPC $13), 20 bytes long 
CC/63A8: E0        Pause for 4 * 6 (24) frames
CC/63AA: DC        Make vehicle/entity jump (low)
CC/63AB: 81        Move vehicle/entity right 1 tile
CC/63AC: E0        Pause for 4 * 16 (64) frames
CC/63AE: C7        Set vehicle/entity to stay still when moving
CC/63AF: DC        Make vehicle/entity jump (low)
CC/63B0: 83        Move vehicle/entity left 1 tile
CC/63B1: E0        Pause for 4 * 8 (32) frames
CC/63B3: C6        Set vehicle/entity to walk when moving
CC/63B4: 81        Move vehicle/entity right 1 tile
CC/63B5: E0        Pause for 4 * 8 (32) frames
CC/63B7: 83        Move vehicle/entity left 1 tile
CC/63B8: CD        Turn vehicle/entity right
CC/63B9: FC        Branch 17 bytes backwards ($CC63A8)
CC/63BB: FF        End queue
CC/63BC: 14    Begin action queue for character $14 (NPC $14), 35 bytes long 
CC/63BE: 83        Move vehicle/entity left 1 tile
CC/63BF: E0        Pause for 4 * 32 (128) frames
CC/63C1: C7        Set vehicle/entity to stay still when moving
CC/63C2: DC        Make vehicle/entity jump (low)
CC/63C3: 81        Move vehicle/entity right 1 tile
CC/63C4: E0        Pause for 4 * 4 (16) frames
CC/63C6: DC        Make vehicle/entity jump (low)
CC/63C7: 83        Move vehicle/entity left 1 tile
CC/63C8: E0        Pause for 4 * 4 (16) frames
CC/63CA: C6        Set vehicle/entity to walk when moving
CC/63CB: DC        Make vehicle/entity jump (low)
CC/63CC: 81        Move vehicle/entity right 1 tile
CC/63CD: E0        Pause for 4 * 4 (16) frames
CC/63CF: DC        Make vehicle/entity jump (low)
CC/63D0: 83        Move vehicle/entity left 1 tile
CC/63D1: E0        Pause for 4 * 4 (16) frames
CC/63D3: DC        Make vehicle/entity jump (low)
CC/63D4: 81        Move vehicle/entity right 1 tile
CC/63D5: E0        Pause for 4 * 4 (16) frames
CC/63D7: 83        Move vehicle/entity left 1 tile
CC/63D8: E0        Pause for 4 * 16 (64) frames
CC/63DA: 81        Move vehicle/entity right 1 tile
CC/63DB: CF        Turn vehicle/entity left
CC/63DC: E0        Pause for 4 * 16 (64) frames
CC/63DE: FC        Branch 32 bytes backwards ($CC63BE)
CC/63E0: FF        End queue
CC/63E1: 15    Begin action queue for character $15 (NPC $15), 48 bytes long 
CC/63E3: 19        Do vehicle/entity graphical action $19 
CC/63E4: E0        Pause for 4 * 4 (16) frames
CC/63E6: CE        Turn vehicle/entity down
CC/63E7: E0        Pause for 4 * 4 (16) frames
CC/63E9: 19        Do vehicle/entity graphical action $19 
CC/63EA: E0        Pause for 4 * 4 (16) frames
CC/63EC: CE        Turn vehicle/entity down
CC/63ED: E0        Pause for 4 * 8 (32) frames
CC/63EF: 1F        Do vehicle/entity graphical action $1F 
CC/63F0: E0        Pause for 4 * 6 (24) frames
CC/63F2: CE        Turn vehicle/entity down
CC/63F3: E0        Pause for 4 * 4 (16) frames
CC/63F5: 1D        Do vehicle/entity graphical action $1D 
CC/63F6: E0        Pause for 4 * 1 (4) frames
CC/63F8: 1E        Do vehicle/entity graphical action $1E 
CC/63F9: E0        Pause for 4 * 1 (4) frames
CC/63FB: 1D        Do vehicle/entity graphical action $1D 
CC/63FC: E0        Pause for 4 * 1 (4) frames
CC/63FE: 1E        Do vehicle/entity graphical action $1E 
CC/63FF: E0        Pause for 4 * 1 (4) frames
CC/6401: 1D        Do vehicle/entity graphical action $1D 
CC/6402: E0        Pause for 4 * 1 (4) frames
CC/6404: 1E        Do vehicle/entity graphical action $1E 
CC/6405: E0        Pause for 4 * 1 (4) frames
CC/6407: 1D        Do vehicle/entity graphical action $1D 
CC/6408: E0        Pause for 4 * 1 (4) frames
CC/640A: 1E        Do vehicle/entity graphical action $1E 
CC/640B: E0        Pause for 4 * 1 (4) frames
CC/640D: CE        Turn vehicle/entity down
CC/640E: E0        Pause for 4 * 8 (32) frames
CC/6410: FC        Branch 45 bytes backwards ($CC63E3)
CC/6412: FF        End queue
CC/6413: 19    Begin action queue for character $19 (NPC $19), 51 bytes long 
CC/6415: 23        Do vehicle/entity graphical action $23 
CC/6416: E0        Pause for 4 * 1 (4) frames
CC/6418: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/6419: E0        Pause for 4 * 1 (4) frames
CC/641B: 23        Do vehicle/entity graphical action $23 
CC/641C: E0        Pause for 4 * 1 (4) frames
CC/641E: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/641F: E0        Pause for 4 * 1 (4) frames
CC/6421: 23        Do vehicle/entity graphical action $23 
CC/6422: E0        Pause for 4 * 1 (4) frames
CC/6424: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/6425: E0        Pause for 4 * 1 (4) frames
CC/6427: CE        Turn vehicle/entity down
CC/6428: E0        Pause for 4 * 16 (64) frames
CC/642A: 24        Do vehicle/entity graphical action $24 
CC/642B: E0        Pause for 4 * 1 (4) frames
CC/642D: 25        Do vehicle/entity graphical action $25 
CC/642E: E0        Pause for 4 * 1 (4) frames
CC/6430: 24        Do vehicle/entity graphical action $24 
CC/6431: E0        Pause for 4 * 1 (4) frames
CC/6433: 25        Do vehicle/entity graphical action $25 
CC/6434: E0        Pause for 4 * 1 (4) frames
CC/6436: 24        Do vehicle/entity graphical action $24 
CC/6437: E0        Pause for 4 * 1 (4) frames
CC/6439: 25        Do vehicle/entity graphical action $25 
CC/643A: E0        Pause for 4 * 1 (4) frames
CC/643C: 24        Do vehicle/entity graphical action $24 
CC/643D: E0        Pause for 4 * 1 (4) frames
CC/643F: 25        Do vehicle/entity graphical action $25 
CC/6440: E0        Pause for 4 * 1 (4) frames
CC/6442: CE        Turn vehicle/entity down
CC/6443: E0        Pause for 4 * 16 (64) frames
CC/6445: FC        Branch 48 bytes backwards ($CC6415)
CC/6447: FF        End queue
CC/6448: 1E    Begin action queue for character $1E (NPC $1E), 39 bytes long 
CC/644A: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CC/644B: E0        Pause for 4 * 1 (4) frames
CC/644D: CD        Turn vehicle/entity right
CC/644E: E0        Pause for 4 * 1 (4) frames
CC/6450: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CC/6451: E0        Pause for 4 * 1 (4) frames
CC/6453: CD        Turn vehicle/entity right
CC/6454: E0        Pause for 4 * 1 (4) frames
CC/6456: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/6457: E0        Pause for 4 * 8 (32) frames
CC/6459: CD        Turn vehicle/entity right
CC/645A: E0        Pause for 4 * 4 (16) frames
CC/645C: 50        Do vehicle/entity graphical action $10, flipped horizontally
CC/645D: E0        Pause for 4 * 1 (4) frames
CC/645F: 51        Do vehicle/entity graphical action $11, flipped horizontally
CC/6460: E0        Pause for 4 * 1 (4) frames
CC/6462: 50        Do vehicle/entity graphical action $10, flipped horizontally
CC/6463: E0        Pause for 4 * 1 (4) frames
CC/6465: 51        Do vehicle/entity graphical action $11, flipped horizontally
CC/6466: E0        Pause for 4 * 1 (4) frames
CC/6468: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/6469: E0        Pause for 4 * 8 (32) frames
CC/646B: CD        Turn vehicle/entity right
CC/646C: E0        Pause for 4 * 4 (16) frames
CC/646E: FC        Branch 36 bytes backwards ($CC644A)
CC/6470: FF        End queue
CC/6471: 1F    Begin action queue for character $1F (NPC $1F), 33 bytes long 
CC/6473: CC        Turn vehicle/entity up
CC/6474: E0        Pause for 4 * 8 (32) frames
CC/6476: 21        Do vehicle/entity graphical action $21 
CC/6477: E0        Pause for 4 * 1 (4) frames
CC/6479: CC        Turn vehicle/entity up
CC/647A: E0        Pause for 4 * 1 (4) frames
CC/647C: 21        Do vehicle/entity graphical action $21 
CC/647D: E0        Pause for 4 * 1 (4) frames
CC/647F: CC        Turn vehicle/entity up
CC/6480: E0        Pause for 4 * 1 (4) frames
CC/6482: 17        Do vehicle/entity graphical action $17 
CC/6483: E0        Pause for 4 * 8 (32) frames
CC/6485: 1B        Do vehicle/entity graphical action $1B 
CC/6486: E0        Pause for 4 * 1 (4) frames
CC/6488: CC        Turn vehicle/entity up
CC/6489: E0        Pause for 4 * 1 (4) frames
CC/648B: 1B        Do vehicle/entity graphical action $1B 
CC/648C: E0        Pause for 4 * 1 (4) frames
CC/648E: CC        Turn vehicle/entity up
CC/648F: E0        Pause for 4 * 1 (4) frames
CC/6491: FC        Branch 30 bytes backwards ($CC6473)
CC/6493: FF        End queue
CC/6494: 16    Begin action queue for character $16 (NPC $16), 23 bytes long 
CC/6496: DC        Make vehicle/entity jump (low)
CC/6497: CD        Turn vehicle/entity right
CC/6498: E0        Pause for 4 * 2 (8) frames
CC/649A: E0        Pause for 4 * 16 (64) frames
CC/649C: DC        Make vehicle/entity jump (low)
CC/649D: CD        Turn vehicle/entity right
CC/649E: E0        Pause for 4 * 2 (8) frames
CC/64A0: DC        Make vehicle/entity jump (low)
CC/64A1: CD        Turn vehicle/entity right
CC/64A2: E0        Pause for 4 * 2 (8) frames
CC/64A4: DC        Make vehicle/entity jump (low)
CC/64A5: CD        Turn vehicle/entity right
CC/64A6: E0        Pause for 4 * 2 (8) frames
CC/64A8: E0        Pause for 4 * 16 (64) frames
CC/64AA: FC        Branch 20 bytes backwards ($CC6496)
CC/64AC: FF        End queue
CC/64AD: FE    Return

CC/64AE: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC64C2
CC/64B4: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC64BE
CC/64BA: 4B    Display dialogue message $0601, wait for button press
               Say, you wanna get hitched?
CC/64BD: FE    Return

CC/64BE: 4B    Display dialogue message $0614, wait for button press
               I feel a little down
CC/64C1: FE    Return

CC/64C2: 4B    Display dialogue message $09ED, wait for button press
               Recently Lola has been receiving a lot of letters.
               Must be from that guy in Mobliz?
CC/64C5: FE    Return

CC/64C6: 4B    Display dialogue message $0602, wait for button press
               Aishya, no!!
CC/64C9: FE    Return

CC/64CA: 4B    Display dialogue message $0603, wait for button press
               You should hear the gossip floating around here!
CC/64CD: FE    Return

CC/64CE: 4B    Display dialogue message $0604, wait for button press
               Phew!
CC/64D1: FE    Return

CC/64D2: 4B    Display dialogue message $0605, wait for button press
               My dog's the fiercest!
CC/64D5: FE    Return

CC/64D6: 4B    Display dialogue message $0606, wait for button press
               Place all bets here!
CC/64D9: FE    Return

CC/64DA: 4B    Display dialogue message $0607, wait for button press
               Scram!!
CC/64DD: FE    Return

CC/64DE: 4B    Display dialogue message $0608, wait for button press
               This is our only means of recreation.
CC/64E1: FE    Return

CC/64E2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC64F6
CC/64E8: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC64F2
CC/64EE: 4B    Display dialogue message $0609, wait for button press
               Maranda used to be this continent's most beautiful town! Look what the Empire's done to it!
CC/64F1: FE    Return

CC/64F2: 4B    Display dialogue message $060F, wait for button press
               We must begin to rebuild!
CC/64F5: FE    Return

CC/64F6: 4B    Display dialogue message $09E4, wait for button press
               A Knight came through here recently
               He was amazing! But his heart was full of chaos
               When he can cope with his pain, he'll be the mightiest warrior alive.
CC/64F9: FE    Return

CC/64FA: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC09AB
CC/6500: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC650A
CC/6506: 4B    Display dialogue message $060A, wait for button press
               My son's being forced to serve in the Empire's army.
CC/6509: FE    Return

CC/650A: 4B    Display dialogue message $0610, wait for button press
               That boy made to serve as a soldier has returned!
CC/650D: FE    Return

CC/650E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6522
CC/6514: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC651E
CC/651A: 4B    Display dialogue message $060B, wait for button press
               These troopers are crazy!
               How long can things keep going on like this?
CC/651D: FE    Return

CC/651E: 4B    Display dialogue message $0611, wait for button press
               When peace was reached, the soldiers left our town.
CC/6521: FE    Return

CC/6522: 4B    Display dialogue message $09E8, wait for button press
               A spell ago, some oddball came strolling through here.
               Kept callin' people thou.
CC/6525: FE    Return

CC/6526: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC653A
CC/652C: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC6536
CC/6532: 4B    Display dialogue message $060C, wait for button press
               Tzen and Albrook, too, fell to the Empire.
CC/6535: FE    Return

CC/6536: 4B    Display dialogue message $0612, wait for button press
               The Imperial troopers are gone! Let's dance! Let's sing!
CC/6539: FE    Return

CC/653A: DC    Set event bit $1E80($69A) [$1F53, bit 2]
CC/653C: 4B    Display dialogue message $09EB, wait for button press
               Your own past can be your worst enemy. Friendsfamilygotta let 'em all go
CC/653F: 92    Pause for 30 units
CC/6540: DE    Load CaseWord with the characters in the currently active party?
CC/6541: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/6547: C0    If ($1E80($0DA) [$1E9B, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/654D: 4B    Display dialogue message $09EC, wait for button press
               Could that have been you,
               CYAN?
               You look so confused, maybe
               you'd better go back home.
CC/6550: FE    Return

CC/6551: 4B    Display dialogue message $060E, wait for button press
               Hee, hee
               This town is ours to play with!
CC/6554: FE    Return

CC/6555: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC655F
CC/655B: 4B    Display dialogue message $0613, wait for button press
               I was forced into the Empire's army. They made me do some awful things
CC/655E: FE    Return

CC/655F: 4B    Display dialogue message $09EA, wait for button press
               You know that guy in Zozo who says,
               This place is dangerous!?
               He's the only one guy in that town who tells the truth.
               Maybe he can help you.
CC/6562: FE    Return

CC/6563: 4B    Display dialogue message $09E5, wait for button press
               I used to be a thief.
               But one day I uncovered a secret so awesome, I had to run and hide!
CC/6566: FE    Return

CC/6567: 4B    Display dialogue message $09E6, wait for button press
               I'm a former thief. My old accomplice used to mumble this in his sleep, To the right of the treasure chest
CC/656A: FE    Return

CC/656B: 4B    Display dialogue message $09E7, wait for button press
               I used to be a thief. I climbed the tower of Kefka's followers, in spite of the danger.
               But I got hurt, and had to turn back after the first treasure room
CC/656E: FE    Return

CC/656F: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6578
CC/6575: 9B    Invoke shop $25
CC/6577: FE    Return

CC/6578: 9B    Invoke shop $50
CC/657A: FE    Return

CC/657B: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6584
CC/6581: 9B    Invoke shop $26
CC/6583: FE    Return

CC/6584: 9B    Invoke shop $51
CC/6586: FE    Return

CC/6587: 4B    Display dialogue message $060D, wait for button press
               200 GP per night!
               Need a rest?
               ^ Sure
               ^ Nope
CC/658A: B6    Indexed branch based on prior dialogue selection [$CC6592, $CA5EB3]
CC/6591: FE    Return

CC/6592: 85    Take 200 GP from party
CC/6595: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/659B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/659D: C3        Set vehicle/entity's event speed to fast
CC/659E: 93        Move vehicle/entity left 5 tiles
CC/659F: 84        Move vehicle/entity up 2 tiles
CC/65A0: FF        End queue
CC/65A1: 73    Replace current map's Layer 1 at (41, 46) with the following (2 x 1) chunk, refresh immediately
CC/65A6:       $04, $14
CC/65A8: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/65AA: 9C        Move vehicle/entity up 8 tiles
CC/65AB: 8D        Move vehicle/entity right 4 tiles
CC/65AC: CE        Turn vehicle/entity down
CC/65AD: FF        End queue
CC/65AE: 92    Pause for 30 units
CC/65AF: B2    Call subroutine $CACD3C
CC/65B3: 6B    Load map $0120 (Maranda, inn (always)) instantly, (upper bits $2400), place party at (45, 40), facing down
CC/65B9: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/65BB: D5        Set vehicle/entity's position to (47, 38)
CC/65BE: CE        Turn vehicle/entity down
CC/65BF: FF        End queue
CC/65C0: B2    Call subroutine $CACF96
CC/65C4: 3A    Enable player to move while event commands execute
CC/65C5: FE    Return

CC/65C6: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/65C8: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/65CE: 11    Begin action queue for character $11 (NPC $11), 40 bytes long 
CC/65D0: 82        Move vehicle/entity down 1 tile
CC/65D1: 8F        Move vehicle/entity left 4 tiles
CC/65D2: 8A        Move vehicle/entity down 3 tiles
CC/65D3: 9B        Move vehicle/entity left 7 tiles
CC/65D4: 80        Move vehicle/entity up 1 tile
CC/65D5: E0        Pause for 4 * 16 (64) frames
CC/65D7: 82        Move vehicle/entity down 1 tile
CC/65D8: 99        Move vehicle/entity right 7 tiles
CC/65D9: 88        Move vehicle/entity up 3 tiles
CC/65DA: 8D        Move vehicle/entity right 4 tiles
CC/65DB: 80        Move vehicle/entity up 1 tile
CC/65DC: CD        Turn vehicle/entity right
CC/65DD: E0        Pause for 4 * 16 (64) frames
CC/65DF: 9E        Move vehicle/entity down 8 tiles
CC/65E0: 86        Move vehicle/entity down 2 tiles
CC/65E1: A1        Move vehicle/entity right/down 1x1 tiles
CC/65E2: 82        Move vehicle/entity down 1 tile
CC/65E3: A2        Move vehicle/entity left/down 1x1 tiles
CC/65E4: 92        Move vehicle/entity down 5 tiles
CC/65E5: A1        Move vehicle/entity right/down 1x1 tiles
CC/65E6: 8D        Move vehicle/entity right 4 tiles
CC/65E7: CC        Turn vehicle/entity up
CC/65E8: E0        Pause for 4 * 16 (64) frames
CC/65EA: 8F        Move vehicle/entity left 4 tiles
CC/65EB: A3        Move vehicle/entity left/up 1x1 tiles
CC/65EC: 90        Move vehicle/entity up 5 tiles
CC/65ED: A0        Move vehicle/entity right/up 1x1 tiles
CC/65EE: 80        Move vehicle/entity up 1 tile
CC/65EF: A3        Move vehicle/entity left/up 1x1 tiles
CC/65F0: 84        Move vehicle/entity up 2 tiles
CC/65F1: 9C        Move vehicle/entity up 8 tiles
CC/65F2: CD        Turn vehicle/entity right
CC/65F3: E0        Pause for 4 * 16 (64) frames
CC/65F5: FC        Branch 37 bytes backwards ($CC65D0)
CC/65F7: FF        End queue
CC/65F8: 1A    Begin action queue for character $1A (NPC $1A), 16 bytes long 
CC/65FA: CF        Turn vehicle/entity left
CC/65FB: E0        Pause for 4 * 16 (64) frames
CC/65FD: 86        Move vehicle/entity down 2 tiles
CC/65FE: 85        Move vehicle/entity right 2 tiles
CC/65FF: 88        Move vehicle/entity up 3 tiles
CC/6600: 87        Move vehicle/entity left 2 tiles
CC/6601: 82        Move vehicle/entity down 1 tile
CC/6602: 86        Move vehicle/entity down 2 tiles
CC/6603: 85        Move vehicle/entity right 2 tiles
CC/6604: 88        Move vehicle/entity up 3 tiles
CC/6605: 87        Move vehicle/entity left 2 tiles
CC/6606: 82        Move vehicle/entity down 1 tile
CC/6607: FC        Branch 13 bytes backwards ($CC65FA)
CC/6609: FF        End queue
CC/660A: 1C    Begin action queue for character $1C (NPC $1C), 30 bytes long 
CC/660C: C1        Set vehicle/entity's event speed to slow
CC/660D: 87        Move vehicle/entity left 2 tiles
CC/660E: E0        Pause for 4 * 12 (48) frames
CC/6610: 8D        Move vehicle/entity right 4 tiles
CC/6611: E0        Pause for 4 * 12 (48) frames
CC/6613: 82        Move vehicle/entity down 1 tile
CC/6614: E0        Pause for 4 * 16 (64) frames
CC/6616: 80        Move vehicle/entity up 1 tile
CC/6617: E0        Pause for 4 * 12 (48) frames
CC/6619: 84        Move vehicle/entity up 2 tiles
CC/661A: E0        Pause for 4 * 16 (64) frames
CC/661C: 86        Move vehicle/entity down 2 tiles
CC/661D: C2        Set vehicle/entity's event speed to normal
CC/661E: 83        Move vehicle/entity left 1 tile
CC/661F: DC        Make vehicle/entity jump (low)
CC/6620: 87        Move vehicle/entity left 2 tiles
CC/6621: E0        Pause for 4 * 12 (48) frames
CC/6623: C1        Set vehicle/entity's event speed to slow
CC/6624: 81        Move vehicle/entity right 1 tile
CC/6625: E0        Pause for 4 * 12 (48) frames
CC/6627: FC        Branch 27 bytes backwards ($CC660C)
CC/6629: FF        End queue
CC/662A: 1E    Begin action queue for character $1E (NPC $1E), 24 bytes long 
CC/662C: CF        Turn vehicle/entity left
CC/662D: E0        Pause for 4 * 16 (64) frames
CC/662F: CE        Turn vehicle/entity down
CC/6630: E0        Pause for 4 * 32 (128) frames
CC/6632: CD        Turn vehicle/entity right
CC/6633: E0        Pause for 4 * 32 (128) frames
CC/6635: CE        Turn vehicle/entity down
CC/6636: E0        Pause for 4 * 8 (32) frames
CC/6638: CD        Turn vehicle/entity right
CC/6639: E0        Pause for 4 * 16 (64) frames
CC/663B: CE        Turn vehicle/entity down
CC/663C: E0        Pause for 4 * 4 (16) frames
CC/663E: CF        Turn vehicle/entity left
CC/663F: E0        Pause for 4 * 32 (128) frames
CC/6641: FC        Branch 21 bytes backwards ($CC662C)
CC/6643: FF        End queue
CC/6644: FE    Return

CC/6645: 9B    Invoke shop $09
CC/6647: B2    Call subroutine $CC6928
CC/664B: FE    Return

CC/664C: 9B    Invoke shop $0A
CC/664E: B2    Call subroutine $CC6928
CC/6652: FE    Return

CC/6653: 4B    Display dialogue message $064B, wait for button press
               You look tired!
               100 GP for a snooze.
               ^ Yes
               ^ No
CC/6656: B6    Indexed branch based on prior dialogue selection [$CC665E, $CA5EB3]
CC/665D: FE    Return

CC/665E: 85    Take 100 GP from party
CC/6661: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/6667: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/6669: C3        Set vehicle/entity's event speed to fast
CC/666A: 8B        Move vehicle/entity left 3 tiles
CC/666B: 84        Move vehicle/entity up 2 tiles
CC/666C: 93        Move vehicle/entity left 5 tiles
CC/666D: 82        Move vehicle/entity down 1 tile
CC/666E: 8B        Move vehicle/entity left 3 tiles
CC/666F: CE        Turn vehicle/entity down
CC/6670: FF        End queue
CC/6671: 92    Pause for 30 units
CC/6672: B2    Call subroutine $CACD3C
CC/6676: 6B    Load map $00A0 (Mobliz, inn (WoB only)) instantly, (upper bits $2400), place party at (13, 16), facing down
CC/667C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/667E: D5        Set vehicle/entity's position to (15, 14)
CC/6681: CE        Turn vehicle/entity down
CC/6682: FF        End queue
CC/6683: B2    Call subroutine $CACF96
CC/6687: B2    Call subroutine $CC6928
CC/668B: 3A    Enable player to move while event commands execute
CC/668C: FE    Return

CC/668D: 9B    Invoke shop $0C
CC/668F: B2    Call subroutine $CC6928
CC/6693: FE    Return

CC/6694: 9B    Invoke shop $0B
CC/6696: B2    Call subroutine $CC6928
CC/669A: FE    Return

CC/669B: 4B    Display dialogue message $02E8, wait for button press
               You came via Baren Falls?
               Unbelievable! It's flowing like there's no tomorrow!
CC/669E: FE    Return

CC/669F: 4B    Display dialogue message $02E9, wait for button press
               Only carrier pigeons link our village to the outside.
CC/66A2: FE    Return

CC/66A3: 4B    Display dialogue message $02EA, wait for button press
               Letters tell us that war has broken out!
CC/66A6: FE    Return

CC/66A7: 4B    Display dialogue message $02EB, wait for button press
               Duane and Katrin are both 16 and in love!
CC/66AA: FE    Return

CC/66AB: 4B    Display dialogue message $02ED, wait for button press
               DUANE: 
CC/66AE: FE    Return

CC/66AF: 4B    Display dialogue message $02EC, wait for button press
               KATARIN: 
CC/66B2: FE    Return

CC/66B3: 4B    Display dialogue message $02EE, wait for button press
               You stop by the house up in the far north? The guy there's a tad psycho.
               Threw his own kid out, thinking it was a monster!
CC/66B6: FE    Return

CC/66B7: 4B    Display dialogue message $02EF, wait for button press
               This region's called the Veldt. Monsters from all over the world migrate here.
CC/66BA: FE    Return

CC/66BB: 4B    Display dialogue message $02F0, wait for button press
               Out hunting, I noticed a kid running with a herd of beasts!
               His parents know where he is?
CC/66BE: FE    Return

CC/66BF: 4B    Display dialogue message $02F4, wait for button press
               Some soldier wandered here. Busted up pretty bad, too.
               It doesn't look good
               Only the letters coming from the town of Maranda are keeping him going
CC/66C2: FE    Return

CC/66C3: 4B    Display dialogue message $02F5, wait for button press
               The soldier in here is hurt pretty bad.
CC/66C6: FE    Return

CC/66C7: 4B    Display dialogue message $02F1, wait for button press
               Strong currents run through the Serpent Trench.
               Heard about it?
               ^ Yes
               ^ No
CC/66CA: B6    Indexed branch based on prior dialogue selection [$CC66F1, $CC66D2]
CC/66D1: FE    Return

CC/66D2: F2    Fade out current song with transition time 128
CC/66D4: 94    Pause for 60 units
CC/66D5: F0    Play song 58 (Windy Shores), (high bit clear), full volume
CC/66D7: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/66D9: B2    Call subroutine $CC66F5
CC/66DD: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/66DF: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/66E1: D2    Set event bit $1E80($1BB) [$1EB7, bit 3]
CC/66E3: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/66E5: CE        Turn vehicle/entity down
CC/66E6: FF        End queue
CC/66E7: 92    Pause for 30 units
CC/66E8: 4B    Display dialogue message $02F3, wait for button press
               Hop into the current, and you'll be swept to Nikeah!
               Too bad our under water breathing device was stolen!
CC/66EB: B2    Call subroutine $CC6928
CC/66EF: 3A    Enable player to move while event commands execute
CC/66F0: FE    Return

CC/66F1: 4B    Display dialogue message $02F2, wait for button press
               If you had a helmet you could make it to Nikeah.
CC/66F4: FE    Return

CC/66F5: 6A    Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (213, 149), facing up, party is in the airship
CC/66FB: D1        Hide vehicle
CC/66FC: C5        Set vehicle height to $7E (max is $7E), (unknown byte $00)
CC/66FF: C0        Modify vehicle script behavior ($20):  Allow ship to propel without changing direction facing
CC/6701: C1        Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) 
CC/6704: C2        Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/6707: E0        Pause for 16 units
CC/6709: C6        Propel vehicle at speed $0100
CC/670C: E0        Pause for 32 units
CC/670E: C6        Propel vehicle at speed $0400
CC/6711: C2        Set vehicle's propulsion direction to $0050 (80 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/6714: E0        Pause for 28 units
CC/6716: C2        Set vehicle's propulsion direction to $003C (60 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/6719: E0        Pause for 16 units
CC/671B: C2        Set vehicle's propulsion direction to $001E (30 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/671E: E0        Pause for 16 units
CC/6720: C2        Set vehicle's propulsion direction to $0005 (5 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/6723: E0        Pause for 52 units
CC/6725: C2        Set vehicle's propulsion direction to $0050 (80 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/6728: E0        Pause for 8 units
CC/672A: C2        Set vehicle's propulsion direction to $0046 (70 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/672D: E0        Pause for 8 units
CC/672F: C6        Propel vehicle at speed $0300
CC/6732: C2        Set vehicle's propulsion direction to $0050 (80 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/6735: E0        Pause for 16 units
CC/6737: C6        Propel vehicle at speed $0000
CC/673A: E0        Pause for 4 units
CC/673C: C2        Set vehicle's propulsion direction to $0000 (0 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required
CC/673F: C6        Propel vehicle at speed $0060
CC/6742: 40        Move vehicle as follows: (go down), 32 units
CC/6744: E0        Pause for 8 units
CC/6746: C6        Propel vehicle at speed $0000
CC/6749: E0        Pause for 20 units
CC/674B: D9        Fade screen
CC/674C: E0        Pause for 6 units
CC/674E: D2        Load map $009D (Mobliz, outdoors (WoB)), position (22, 18), mode $80
CC/6754: FE    Return

CC/6755: 4B    Display dialogue message $02F6, wait for button press
               Keep your voices down!
CC/6758: FE    Return

CC/6759: 4B    Display dialogue message $02F7, wait for button press
               I threw some Dried Meat into a herd of hungry animals, and some kid emerged and grabbed it!
CC/675C: FE    Return

CC/675D: 4B    Display dialogue message $02F9, wait for button press
               The entrance to the Serpent Trench is south of Crescent Mountain.
CC/6760: FE    Return

CC/6761: F4    Play sound effect 192
CC/6763: 91    Pause for 15 units
CC/6764: F4    Play sound effect 192
CC/6766: 91    Pause for 15 units
CC/6767: FE    Return

CC/6768: D4    Set event bit $1E80($27E) [$1ECF, bit 6]
CC/676A: C0    If ($1E80($27F) [$1ECF, bit 7] is set), branch to $CC6780
CC/6770: C0    If ($1E80($289) [$1ED1, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/6776: B2    Call subroutine $CC67C0
CC/677A: 4B    Display dialogue message $02FB, wait for button press
               I can't get used to Imperial troopers walking the streets of Maranda, but otherwise things are okay.
               Flowers are blooming in the garden, telling me spring is here.
               How are you doing?
               I'm so worried. I wish I could fly to your side!
               Rest, and know that I think about you constantly.
               Come back to me.
               Lola
CC/677D: D4    Set event bit $1E80($27F) [$1ECF, bit 7]
CC/677F: FE    Return

CC/6780: C0    If ($1E80($280) [$1ED0, bit 0] is set), branch to $CC6790
CC/6786: B2    Call subroutine $CC67C0
CC/678A: 4B    Display dialogue message $0300, wait for button press
               I can't find your favorite record
               I thought I'd play it and you'd be with me, but
CC/678D: D4    Set event bit $1E80($280) [$1ED0, bit 0]
CC/678F: FE    Return

CC/6790: C0    If ($1E80($281) [$1ED0, bit 1] is set), branch to $CC67A0
CC/6796: B2    Call subroutine $CC67C0
CC/679A: 4B    Display dialogue message $0302, wait for button press
               Mother's taken ill. We can't afford medicine.
               If only we had some Tonic
CC/679D: D4    Set event bit $1E80($281) [$1ED0, bit 1]
CC/679F: FE    Return

CC/67A0: C0    If ($1E80($282) [$1ED0, bit 2] is set), branch to $CC67B0
CC/67A6: B2    Call subroutine $CC67C0
CC/67AA: 4B    Display dialogue message $0304, wait for button press
               I haven't heard from you.
               I'm so worried
CC/67AD: D4    Set event bit $1E80($282) [$1ED0, bit 2]
CC/67AF: FE    Return

CC/67B0: C0    If ($1E80($283) [$1ED0, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/67B6: B2    Call subroutine $CC67C0
CC/67BA: 4B    Display dialogue message $0306, wait for button press
               You said you were reading a book. If only I could read it, too
CC/67BD: D4    Set event bit $1E80($283) [$1ED0, bit 3]
CC/67BF: FE    Return

CC/67C0: 42    Hide object $12
CC/67C2: 45    Refresh objects
CC/67C3: DD    Clear event bit $1E80($654) [$1F4A, bit 4]
CC/67C5: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/67C7: 86        Move vehicle/entity down 2 tiles
CC/67C8: 85        Move vehicle/entity right 2 tiles
CC/67C9: A1        Move vehicle/entity right/down 1x1 tiles
CC/67CA: A0        Move vehicle/entity right/up 1x1 tiles
CC/67CB: CD        Turn vehicle/entity right
CC/67CC: FF        End queue
CC/67CD: 92    Pause for 30 units
CC/67CE: FE    Return

CC/67CF: C1    If ($1E80($27F) [$1ECF, bit 7] is clear) or ($1E80($284) [$1ED0, bit 4] is set), branch to $CC67F0
CC/67D7: 4B    Display dialogue message $02FD, wait for button press
               Postage to Maranda is 500 GP.
               Gonna send a letter for that soldier, right?
               ^ (Send it)
               ^ (Forget it)
CC/67DA: B6    Indexed branch based on prior dialogue selection [$CC67E2, $CA5EB3]
CC/67E1: FE    Return

CC/67E2: 85    Take 500 GP from party
CC/67E5: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/67EB: D4    Set event bit $1E80($284) [$1ED0, bit 4]
CC/67ED: D5    Clear event bit $1E80($27E) [$1ECF, bit 6]
CC/67EF: FE    Return

CC/67F0: C1    If ($1E80($280) [$1ED0, bit 0] is clear) or ($1E80($285) [$1ED0, bit 5] is set), branch to $CC6811
CC/67F8: 4B    Display dialogue message $0301, wait for button press
               For 500 GP you can send a record.
               ^ (Send it)
               ^ (Forget it)
CC/67FB: B6    Indexed branch based on prior dialogue selection [$CC6803, $CA5EB3]
CC/6802: FE    Return

CC/6803: 85    Take 500 GP from party
CC/6806: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/680C: D4    Set event bit $1E80($285) [$1ED0, bit 5]
CC/680E: D5    Clear event bit $1E80($27E) [$1ECF, bit 6]
CC/6810: FE    Return

CC/6811: C1    If ($1E80($281) [$1ED0, bit 1] is clear) or ($1E80($286) [$1ED0, bit 6] is set), branch to $CC6832
CC/6819: 4B    Display dialogue message $0303, wait for button press
               For 500 GP you can send Tonic.
               ^ (Send it)
               ^ (Forget it)
CC/681C: B6    Indexed branch based on prior dialogue selection [$CC6824, $CA5EB3]
CC/6823: FE    Return

CC/6824: 85    Take 500 GP from party
CC/6827: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/682D: D4    Set event bit $1E80($286) [$1ED0, bit 6]
CC/682F: D5    Clear event bit $1E80($27E) [$1ECF, bit 6]
CC/6831: FE    Return

CC/6832: C1    If ($1E80($282) [$1ED0, bit 2] is clear) or ($1E80($287) [$1ED0, bit 7] is set), branch to $CC6853
CC/683A: 4B    Display dialogue message $0305, wait for button press
               For 500 GP you can send a letter.
               ^ (Send it)
               ^ (Forget it)
CC/683D: B6    Indexed branch based on prior dialogue selection [$CC6845, $CA5EB3]
CC/6844: FE    Return

CC/6845: 85    Take 500 GP from party
CC/6848: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/684E: D4    Set event bit $1E80($287) [$1ED0, bit 7]
CC/6850: D5    Clear event bit $1E80($27E) [$1ECF, bit 6]
CC/6852: FE    Return

CC/6853: C1    If ($1E80($283) [$1ED0, bit 3] is clear) or ($1E80($288) [$1ED1, bit 0] is set), branch to $CC6874
CC/685B: 4B    Display dialogue message $0307, wait for button press
               For 500 GP you can send a book.
               ^ (Send it)
               ^ (Forget it)
CC/685E: B6    Indexed branch based on prior dialogue selection [$CC6866, $CA5EB3]
CC/6865: FE    Return

CC/6866: 85    Take 500 GP from party
CC/6869: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/686F: D4    Set event bit $1E80($288) [$1ED1, bit 0]
CC/6871: D5    Clear event bit $1E80($27E) [$1ECF, bit 6]
CC/6873: FE    Return

CC/6874: 4B    Display dialogue message $02F8, wait for button press
               I am at your service.
               I send things all over the world.
CC/6877: FE    Return

CC/6878: C1    If ($1E80($288) [$1ED1, bit 0] is clear) or ($1E80($28D) [$1ED1, bit 5] is set), branch to $CC6888
CC/6880: 4B    Display dialogue message $030E, wait for button press
               I heard
               In my name you send Lola many things
               I wish to thank you.
               Please accept this as a token of my appreciation.
               
               Received Tintinabar.
CC/6883: 80    Add item $E5 (<E7>Tintinabar  ) to inventory
CC/6885: D4    Set event bit $1E80($28D) [$1ED1, bit 5]
CC/6887: FE    Return

CC/6888: C0    If ($1E80($27F) [$1ECF, bit 7] is set), branch to $CC6894
CC/688E: 4B    Display dialogue message $02FA, wait for button press
               INJURED LAD: I'm from Maranda. The Empire invaded, and made me join their army.
               I fled when I heard we were making for Doma.
               They caught meand did this
               Now I can't even move. 
               I'll never see Lola again
               On the desk is a letter.
               Will you please read it?
CC/6891: D4    Set event bit $1E80($289) [$1ED1, bit 1]
CC/6893: FE    Return

CC/6894: C0    If ($1E80($284) [$1ED0, bit 4] is set), branch to $CC689E
CC/689A: 4B    Display dialogue message $02FC, wait for button press
               I'd like to write her back, but I can't even pick up a pen.
CC/689D: FE    Return

CC/689E: C1    If ($1E80($27F) [$1ECF, bit 7] is clear) or ($1E80($284) [$1ED0, bit 4] is set), branch to $CC68AA
CC/68A6: 4B    Display dialogue message $030D, wait for button press
               I'd give Lola everything
               If only I could move
CC/68A9: FE    Return

CC/68AA: C1    If ($1E80($280) [$1ED0, bit 0] is clear) or ($1E80($285) [$1ED0, bit 5] is set), branch to $CC68B6
CC/68B2: 4B    Display dialogue message $030D, wait for button press
               I'd give Lola everything
               If only I could move
CC/68B5: FE    Return

CC/68B6: C1    If ($1E80($281) [$1ED0, bit 1] is clear) or ($1E80($286) [$1ED0, bit 6] is set), branch to $CC68C2
CC/68BE: 4B    Display dialogue message $030D, wait for button press
               I'd give Lola everything
               If only I could move
CC/68C1: FE    Return

CC/68C2: C1    If ($1E80($282) [$1ED0, bit 2] is clear) or ($1E80($287) [$1ED0, bit 7] is set), branch to $CC68CE
CC/68CA: 4B    Display dialogue message $030D, wait for button press
               I'd give Lola everything
               If only I could move
CC/68CD: FE    Return

CC/68CE: C1    If ($1E80($283) [$1ED0, bit 3] is clear) or ($1E80($288) [$1ED1, bit 0] is set), branch to $CC68DA
CC/68D6: 4B    Display dialogue message $030D, wait for button press
               I'd give Lola everything
               If only I could move
CC/68D9: FE    Return

CC/68DA: C0    If ($1E80($27E) [$1ECF, bit 6] is clear), branch to $CC68E4
CC/68E0: 4B    Display dialogue message $02FF, wait for button press
               Another letter has arrived. Could you read it?
CC/68E3: FE    Return

CC/68E4: 4B    Display dialogue message $02FE, wait for button press
               I want to get better!
               I want to see Lola
CC/68E7: FE    Return

CC/68E8: C1    If ($1E80($288) [$1ED1, bit 0] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC68F4
CC/68F0: 4B    Display dialogue message $030B, wait for button press
               He sent that book!
               I'll read it every evening, before bed!
CC/68F3: FE    Return

CC/68F4: C1    If ($1E80($287) [$1ED0, bit 7] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC6900
CC/68FC: 4B    Display dialogue message $0308, wait for button press
               A letter came from him!
               He's all right!
CC/68FF: FE    Return

CC/6900: C1    If ($1E80($286) [$1ED0, bit 6] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC690C
CC/6908: 4B    Display dialogue message $030A, wait for button press
               He sent some Tonic for Mom!
               He's so kind!
CC/690B: FE    Return

CC/690C: C1    If ($1E80($285) [$1ED0, bit 5] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC6918
CC/6914: 4B    Display dialogue message $0309, wait for button press
               He sent me a record!
               I'm so happy!
CC/6917: FE    Return

CC/6918: C1    If ($1E80($284) [$1ED0, bit 4] is clear) or ($1E80($27E) [$1ECF, bit 6] is set), branch to $CC6924
CC/6920: 4B    Display dialogue message $0308, wait for button press
               A letter came from him!
               He's all right!
CC/6923: FE    Return

CC/6924: 4B    Display dialogue message $030C, wait for button press
               My love hasn't sent me back any letters since he's been gone. I'm sick with worry
CC/6927: FE    Return

CC/6928: C1    If ($1E80($27E) [$1ECF, bit 6] is set) or ($1E80($288) [$1ED1, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/6930: D4    Set event bit $1E80($27E) [$1ECF, bit 6]
CC/6932: DC    Set event bit $1E80($654) [$1F4A, bit 4]
CC/6934: FE    Return

CC/6935: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/693B: 12    Begin action queue for character $12 (NPC $12), 26 bytes long 
CC/693D: C3        Set vehicle/entity's event speed to fast
CC/693E: 8A        Move vehicle/entity down 3 tiles
CC/693F: 8D        Move vehicle/entity right 4 tiles
CC/6940: 88        Move vehicle/entity up 3 tiles
CC/6941: 8F        Move vehicle/entity left 4 tiles
CC/6942: 8A        Move vehicle/entity down 3 tiles
CC/6943: 8D        Move vehicle/entity right 4 tiles
CC/6944: 88        Move vehicle/entity up 3 tiles
CC/6945: 8F        Move vehicle/entity left 4 tiles
CC/6946: 8A        Move vehicle/entity down 3 tiles
CC/6947: 8D        Move vehicle/entity right 4 tiles
CC/6948: 88        Move vehicle/entity up 3 tiles
CC/6949: 8F        Move vehicle/entity left 4 tiles
CC/694A: E0        Pause for 4 * 4 (16) frames
CC/694C: C1        Set vehicle/entity's event speed to slow
CC/694D: 81        Move vehicle/entity right 1 tile
CC/694E: A1        Move vehicle/entity right/down 1x1 tiles
CC/694F: CE        Turn vehicle/entity down
CC/6950: E0        Pause for 4 * 8 (32) frames
CC/6952: A3        Move vehicle/entity left/up 1x1 tiles
CC/6953: 83        Move vehicle/entity left 1 tile
CC/6954: FC        Branch 23 bytes backwards ($CC693D)
CC/6956: FF        End queue
CC/6957: FE    Return

CC/6958: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/695E: 6A    Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (4, 9), facing down
CC/6964: FE    Return

CC/6965: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/696B: 6A    Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (26, 9), facing down
CC/6971: FE    Return

CC/6972: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/6978: 6A    Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (26, 3), facing down
CC/697E: FE    Return

CC/697F: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/6985: 6A    Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (14, 15), facing down
CC/698B: FE    Return

CC/698C: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/6992: 6A    Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (11, 13), facing down
CC/6998: FE    Return

CC/6999: C0    If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/699F: 6A    Load map $00BD (Kohlingen, outdoors (WoR / ending)) after fade out, (upper bits $2000), place party at (16, 24), facing down
CC/69A5: FE    Return

CC/69A6: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC69AF
CC/69AC: 9B    Invoke shop $11
CC/69AE: FE    Return

CC/69AF: 9B    Invoke shop $41
CC/69B1: FE    Return

CC/69B2: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC69BB
CC/69B8: 9B    Invoke shop $12
CC/69BA: FE    Return

CC/69BB: 9B    Invoke shop $42
CC/69BD: FE    Return

CC/69BE: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC69C7
CC/69C4: 9B    Invoke shop $13
CC/69C6: FE    Return

CC/69C7: 9B    Invoke shop $43
CC/69C9: FE    Return

CC/69CA: 4B    Display dialogue message $060D, wait for button press
               200 GP per night!
               Need a rest?
               ^ Sure
               ^ Nope
CC/69CD: B6    Indexed branch based on prior dialogue selection [$CC69D5, $CA5EB3]
CC/69D4: FE    Return

CC/69D5: 85    Take 200 GP from party
CC/69D8: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/69DE: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/69E0: C3        Set vehicle/entity's event speed to fast
CC/69E1: 97        Move vehicle/entity left 6 tiles
CC/69E2: CE        Turn vehicle/entity down
CC/69E3: FF        End queue
CC/69E4: B2    Call subroutine $CACD3C
CC/69E8: 6B    Load map $00BF (Kohlingen, inn (always)) instantly, (upper bits $2400), place party at (11, 13), facing down
CC/69EE: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/69F0: D5        Set vehicle/entity's position to (13, 11)
CC/69F3: CE        Turn vehicle/entity down
CC/69F4: FF        End queue
CC/69F5: B2    Call subroutine $CACF96
CC/69F9: FE    Return

CC/69FA: 4B    Display dialogue message $03DC, wait for button press
               That shining creature!
               So frightening to us all!
               But I found it beautiful!
CC/69FD: FE    Return

CC/69FE: 4B    Display dialogue message $03DA, wait for button press
               Oh!  It came to my house!
               A monster of light
               Looked somehow human!
CC/6A01: B2    Call subroutine $CC6A2D
CC/6A05: FE    Return

CC/6A06: 4B    Display dialogue message $03DB, wait for button press
               Everyone was scared when the glowing creature stopped here.
               It left to the south, toward Jidoor.
CC/6A09: FE    Return

CC/6A0A: 4B    Display dialogue message $03DC, wait for button press
               That shining creature!
               So frightening to us all!
               But I found it beautiful!
CC/6A0D: FE    Return

CC/6A0E: 4B    Display dialogue message $03DD, wait for button press
               My dream is to see an opera at the opera house south of Jidoor. I'd wear a sequined dress
               And bring a handsome escort!
CC/6A11: FE    Return

CC/6A12: DE    Load CaseWord with the characters in the currently active party?
CC/6A13: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC6A1D
CC/6A19: 4B    Display dialogue message $03DE, wait for button press
               Hey, 'zat you, LOCKE?
               Have you stopped to see Rachel?
CC/6A1C: FE    Return

CC/6A1D: 4B    Display dialogue message $03DF, wait for button press
               You a friend of LOCKE's?
               He always stops by Rachel's house when he comes here!
CC/6A20: FE    Return

CC/6A21: 4B    Display dialogue message $03E0, wait for button press
               Best stay away from the house on the eastern edge of town.
               The old coot there spends his days mixing curious herbs.
               I heard he keeps ghosts under his house!
CC/6A24: FE    Return

CC/6A25: 4B    Display dialogue message $03E1, wait for button press
               My brother's a bittouched.
               Lives alone to the north, and dreams of building a colosseum!
CC/6A28: FE    Return

CC/6A29: 4B    Display dialogue message $03E2, wait for button press
               Was it really a ghost?
               It stopped right in front of me. I could see it had gentle eyes
CC/6A2C: FE    Return

CC/6A2D: FE    Return

CC/6A2E: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/6A34: C0    If ($1E80($04D) [$1E89, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/6A3A: DE    Load CaseWord with the characters in the currently active party?
CC/6A3B: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/6A41: D4    Set event bit $1E80($2D9) [$1EDB, bit 1]
CC/6A43: F2    Fade out current song with transition time 128
CC/6A45: B2    Call subroutine $CAC6AC
CC/6A49: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/6A4E: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/6A50: C2        Set vehicle/entity's event speed to normal
CC/6A51: CC        Turn vehicle/entity up
CC/6A52: FF        End queue
CC/6A53: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/6A55: C2        Set vehicle/entity's event speed to normal
CC/6A56: 81        Move vehicle/entity right 1 tile
CC/6A57: CC        Turn vehicle/entity up
CC/6A58: FF        End queue
CC/6A59: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/6A5B: C2        Set vehicle/entity's event speed to normal
CC/6A5C: 83        Move vehicle/entity left 1 tile
CC/6A5D: CC        Turn vehicle/entity up
CC/6A5E: FF        End queue
CC/6A5F: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/6A61: C1        Set vehicle/entity's event speed to slow
CC/6A62: 80        Move vehicle/entity up 1 tile
CC/6A63: FF        End queue
CC/6A64: 94    Pause for 60 units
CC/6A65: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6A67: 80        Move vehicle/entity up 1 tile
CC/6A68: FF        End queue
CC/6A69: 94    Pause for 60 units
CC/6A6A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6A6C: 21        Do vehicle/entity graphical action $21 
CC/6A6D: FF        End queue
CC/6A6E: 94    Pause for 60 units
CC/6A6F: 4B    Display dialogue message $03E8, wait for button press
               LOCKE: wasn't able to 
               save her when she needed me
CC/6A72: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/6A74: F0    Play song 14 (Forever Rachel), (high bit clear), full volume
CC/6A76: B5    Pause for 15 * 6 (90) units
CC/6A78: 62    Mosaic screen, speed 2
CC/6A7A: 95    Pause for 120 units
CC/6A7B: 97    Fade screen to black
CC/6A7C: 5C    Pause execution until fade in or fade out is complete
CC/6A7D: 6B    Load map $0064 (Mt. Kolts, all caves except save point (inc. Locke & Rachel flashback)) instantly, (upper bits $2000), place party at (30, 54), facing down
CC/6A83: 42    Hide object $32
CC/6A85: 42    Hide object $33
CC/6A87: 42    Hide object $34
CC/6A89: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/6A8E: 41    Show object $01
CC/6A90: 45    Refresh objects
CC/6A91: 3D    Create object $10
CC/6A93: 41    Show object $10
CC/6A95: 45    Refresh objects
CC/6A96: 61    Colorize color range [$04, $77] to color $03
CC/6A9A: 61    Colorize color range [$80, $FF] to color $03
CC/6A9E: 96    Restore screen from fade
CC/6A9F: 5C    Pause execution until fade in or fade out is complete
CC/6AA0: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CC/6AA2: C2        Set vehicle/entity's event speed to normal
CC/6AA3: 86        Move vehicle/entity down 2 tiles
CC/6AA4: CD        Turn vehicle/entity right
CC/6AA5: FF        End queue
CC/6AA6: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/6AA8: C2        Set vehicle/entity's event speed to normal
CC/6AA9: 82        Move vehicle/entity down 1 tile
CC/6AAA: 89        Move vehicle/entity right 3 tiles
CC/6AAB: FF        End queue
CC/6AAC: 4B    Display dialogue message $03E9, wait for button press
               RACHEL: LOCKE!
               What are we off to find today?
CC/6AAF: 92    Pause for 30 units
CC/6AB0: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/6AB2: CE        Turn vehicle/entity down
CC/6AB3: E0        Pause for 4 * 1 (4) frames
CC/6AB5: CF        Turn vehicle/entity left
CC/6AB6: FF        End queue
CC/6AB7: 92    Pause for 30 units
CC/6AB8: 4B    Display dialogue message $03EA, wait for button press
               LOCKE: Soon, you'll
CC/6ABB: 91    Pause for 15 units
CC/6ABC: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6ABE: CE        Turn vehicle/entity down
CC/6ABF: FF        End queue
CC/6AC0: 92    Pause for 30 units
CC/6AC1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AC3: 1A        Do vehicle/entity graphical action $1A 
CC/6AC4: FF        End queue
CC/6AC5: 94    Pause for 60 units
CC/6AC6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AC8: CE        Turn vehicle/entity down
CC/6AC9: FF        End queue
CC/6ACA: 92    Pause for 30 units
CC/6ACB: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6ACD: CD        Turn vehicle/entity right
CC/6ACE: FF        End queue
CC/6ACF: 92    Pause for 30 units
CC/6AD0: 4B    Display dialogue message $03EB, wait for button press
               LOCKE: You're not going to believe what awaits us up here!
               Come on, it's worth a fortune!
CC/6AD3: 92    Pause for 30 units
CC/6AD4: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CC/6AD6: E0        Pause for 4 * 4 (16) frames
CC/6AD8: 89        Move vehicle/entity right 3 tiles
CC/6AD9: FF        End queue
CC/6ADA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6ADC: 91        Move vehicle/entity right 5 tiles
CC/6ADD: FF        End queue
CC/6ADE: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/6AE0: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AE2: CE        Turn vehicle/entity down
CC/6AE3: FF        End queue
CC/6AE4: 92    Pause for 30 units
CC/6AE5: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AE7: 13        Do vehicle/entity graphical action $13 
CC/6AE8: FF        End queue
CC/6AE9: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AEB: CE        Turn vehicle/entity down
CC/6AEC: FF        End queue
CC/6AED: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AEF: 13        Do vehicle/entity graphical action $13 
CC/6AF0: FF        End queue
CC/6AF1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6AF3: CE        Turn vehicle/entity down
CC/6AF4: FF        End queue
CC/6AF5: 92    Pause for 30 units
CC/6AF6: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/6AF8: 92    Pause for 30 units
CC/6AF9: 4B    Display dialogue message $03EC, wait for button press
               RACHEL: LOCKE!
               Look out!
CC/6AFC: 92    Pause for 30 units
CC/6AFD: 38    Hold screen
CC/6AFE: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/6B00: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/6B02: C3        Set vehicle/entity's event speed to fast
CC/6B03: 8D        Move vehicle/entity right 4 tiles
CC/6B04: FF        End queue
CC/6B05: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/6B07: 81        Move vehicle/entity right 1 tile
CC/6B08: FF        End queue
CC/6B09: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/6B0B: C7        Set vehicle/entity to stay still when moving
CC/6B0C: 0B        Do vehicle/entity graphical action $0B 
CC/6B0D: C3        Set vehicle/entity's event speed to fast
CC/6B0E: 8D        Move vehicle/entity right 4 tiles
CC/6B0F: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/6B10: FF        End queue
CC/6B11: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/6B13: 73    Replace current map's Layer 1 at (37, 53) with the following (4 x 3) chunk, refresh immediately
CC/6B18:       $01, $50, $01, $0B
CC/6B1C:       $60, $0B, $4D, $0B
CC/6B20:       $2A, $0B, $01, $3A
CC/6B24: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/6B26: C7        Set vehicle/entity to stay still when moving
CC/6B27: CE        Turn vehicle/entity down
CC/6B28: C4        Set vehicle/entity's event speed to faster
CC/6B29: 9E        Move vehicle/entity down 8 tiles
CC/6B2A: FF        End queue
CC/6B2B: 94    Pause for 60 units
CC/6B2C: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/6B2E: C6        Set vehicle/entity to walk when moving
CC/6B2F: C3        Set vehicle/entity's event speed to fast
CC/6B30: A2        Move vehicle/entity left/down 1x1 tiles
CC/6B31: 83        Move vehicle/entity left 1 tile
CC/6B32: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/6B33: FF        End queue
CC/6B34: 92    Pause for 30 units
CC/6B35: 4B    Display dialogue message $03ED, wait for button press
               LOCKE: RACHEL!!
CC/6B38: 94    Pause for 60 units
CC/6B39: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CC/6B3B: C7        Set vehicle/entity to stay still when moving
CC/6B3C: 0F        Do vehicle/entity graphical action $0F 
CC/6B3D: DC        Make vehicle/entity jump (low)
CC/6B3E: 83        Move vehicle/entity left 1 tile
CC/6B3F: C4        Set vehicle/entity's event speed to faster
CC/6B40: 9E        Move vehicle/entity down 8 tiles
CC/6B41: FF        End queue
CC/6B42: 94    Pause for 60 units
CC/6B43: 5A    Fade screen at speed $08
CC/6B45: 5C    Pause execution until fade in or fade out is complete
CC/6B46: 6B    Load map $00C5 (Kohlingen, Rachel's house (always)) instantly, (upper bits $2000), place party at (38, 11), facing down
CC/6B4C: 42    Hide object $32
CC/6B4E: 42    Hide object $33
CC/6B50: 42    Hide object $34
CC/6B52: 41    Show object $01
CC/6B54: 45    Refresh objects
CC/6B55: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/6B57: C2        Set vehicle/entity's event speed to normal
CC/6B58: C6        Set vehicle/entity to walk when moving
CC/6B59: 22        Do vehicle/entity graphical action $22 
CC/6B5A: FF        End queue
CC/6B5B: 39    Free screen
CC/6B5C: 3D    Create object $10
CC/6B5E: 41    Show object $10
CC/6B60: 45    Refresh objects
CC/6B61: 61    Colorize color range [$04, $77] to color $03
CC/6B65: 61    Colorize color range [$80, $FF] to color $03
CC/6B69: 59    Unfade screen at speed $04
CC/6B6B: 5C    Pause execution until fade in or fade out is complete
CC/6B6C: B5    Pause for 15 * 12 (180) units
CC/6B6E: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/6B70: CE        Turn vehicle/entity down
CC/6B71: E0        Pause for 4 * 4 (16) frames
CC/6B73: CD        Turn vehicle/entity right
CC/6B74: FF        End queue
CC/6B75: 92    Pause for 30 units
CC/6B76: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6B78: CF        Turn vehicle/entity left
CC/6B79: FF        End queue
CC/6B7A: 92    Pause for 30 units
CC/6B7B: 4B    Display dialogue message $03EE, wait for button press
               LOCKE: Rachel!
               Are you awake?
CC/6B7E: 94    Pause for 60 units
CC/6B7F: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/6B81: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/6B83: C2        Set vehicle/entity's event speed to normal
CC/6B84: C7        Set vehicle/entity to stay still when moving
CC/6B85: 81        Move vehicle/entity right 1 tile
CC/6B86: FF        End queue
CC/6B87: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/6B89: C1        Set vehicle/entity's event speed to slow
CC/6B8A: 81        Move vehicle/entity right 1 tile
CC/6B8B: FF        End queue
CC/6B8C: B5    Pause for 15 * 6 (90) units
CC/6B8E: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/6B90: CE        Turn vehicle/entity down
CC/6B91: FF        End queue
CC/6B92: 94    Pause for 60 units
CC/6B93: 4B    Display dialogue message $03EF, wait for button press
               RACHEL:  
               ? 
               I 
               I can't remember anything
CC/6B96: 92    Pause for 30 units
CC/6B97: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6B99: 1F        Do vehicle/entity graphical action $1F 
CC/6B9A: FF        End queue
CC/6B9B: 91    Pause for 15 units
CC/6B9C: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/6B9E: C6        Set vehicle/entity to walk when moving
CC/6B9F: C3        Set vehicle/entity's event speed to fast
CC/6BA0: 82        Move vehicle/entity down 1 tile
CC/6BA1: 83        Move vehicle/entity left 1 tile
CC/6BA2: CC        Turn vehicle/entity up
CC/6BA3: FF        End queue
CC/6BA4: 95    Pause for 120 units
CC/6BA5: 5A    Fade screen at speed $04
CC/6BA7: 5C    Pause execution until fade in or fade out is complete
CC/6BA8: DD    Clear event bit $1E80($64F) [$1F49, bit 7]
CC/6BAA: 6B    Load map $00BC (Kohlingen, outdoors (WoB, including Locke's flashback)) instantly, (upper bits $0000), place party at (4, 7), facing up
CC/6BB0: B2    Call subroutine $CC6CE4
CC/6BB4: 38    Hold screen
CC/6BB5: 42    Hide object $32
CC/6BB7: 42    Hide object $33
CC/6BB9: 42    Hide object $34
CC/6BBB: 42    Hide object $01
CC/6BBD: 45    Refresh objects
CC/6BBE: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/6BC0: D5        Set vehicle/entity's position to (4, 7)
CC/6BC3: FF        End queue
CC/6BC4: 61    Colorize color range [$04, $77] to color $03
CC/6BC8: 61    Colorize color range [$80, $FF] to color $03
CC/6BCC: 59    Unfade screen at speed $08
CC/6BCE: 5C    Pause execution until fade in or fade out is complete
CC/6BCF: 94    Pause for 60 units
CC/6BD0: 73    Replace current map's Layer 1 at (4, 6) with the following (2 x 1) chunk, refresh immediately
CC/6BD5:       $04, $14
CC/6BD7: 41    Show object $01
CC/6BD9: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/6BDB: C7        Set vehicle/entity to stay still when moving
CC/6BDC: 0B        Do vehicle/entity graphical action $0B 
CC/6BDD: C3        Set vehicle/entity's event speed to fast
CC/6BDE: 92        Move vehicle/entity down 5 tiles
CC/6BDF: FF        End queue
CC/6BE0: 91    Pause for 15 units
CC/6BE1: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6BE3: CC        Turn vehicle/entity up
CC/6BE4: FF        End queue
CC/6BE5: 94    Pause for 60 units
CC/6BE6: 3D    Create object $1B
CC/6BE8: 41    Show object $1B
CC/6BEA: 45    Refresh objects
CC/6BEB: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CC/6BED: 86        Move vehicle/entity down 2 tiles
CC/6BEE: FF        End queue
CC/6BEF: 92    Pause for 30 units
CC/6BF0: 4B    Display dialogue message $03F0, wait for button press
               RACHEL'S DAD: Get outta here!
               It's your fault she's lost her memory!
               LOCKE: Wait a minute!
               She said Yes! We were gonna
CC/6BF3: 92    Pause for 30 units
CC/6BF4: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CC/6BF6: 82        Move vehicle/entity down 1 tile
CC/6BF7: FF        End queue
CC/6BF8: 3D    Create object $18
CC/6BFA: 41    Show object $18
CC/6BFC: 45    Refresh objects
CC/6BFD: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CC/6BFF: 86        Move vehicle/entity down 2 tiles
CC/6C00: A2        Move vehicle/entity left/down 1x1 tiles
CC/6C01: CE        Turn vehicle/entity down
CC/6C02: FF        End queue
CC/6C03: 92    Pause for 30 units
CC/6C04: 4B    Display dialogue message $03F1, wait for button press
               RACHEL: Go!
               I don't know who you are, but ever since you came here my parents have been upset!
CC/6C07: 94    Pause for 60 units
CC/6C08: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6C0A: 21        Do vehicle/entity graphical action $21 
CC/6C0B: FF        End queue
CC/6C0C: B5    Pause for 15 * 6 (90) units
CC/6C0E: 5A    Fade screen at speed $08
CC/6C10: 5C    Pause execution until fade in or fade out is complete
CC/6C11: 6B    Load map $00BC (Kohlingen, outdoors (WoB, including Locke's flashback)) instantly, (upper bits $0000), place party at (4, 11), facing up
CC/6C17: B2    Call subroutine $CC6CE4
CC/6C1B: 42    Hide object $32
CC/6C1D: 42    Hide object $33
CC/6C1F: 42    Hide object $34
CC/6C21: 41    Show object $01
CC/6C23: 42    Hide object $1D
CC/6C25: 45    Refresh objects
CC/6C26: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/6C28: C6        Set vehicle/entity to walk when moving
CC/6C29: C3        Set vehicle/entity's event speed to fast
CC/6C2A: CC        Turn vehicle/entity up
CC/6C2B: FF        End queue
CC/6C2C: 3D    Create object $19
CC/6C2E: 41    Show object $19
CC/6C30: 45    Refresh objects
CC/6C31: 61    Colorize color range [$04, $77] to color $03
CC/6C35: 61    Colorize color range [$80, $FF] to color $03
CC/6C39: 59    Unfade screen at speed $08
CC/6C3B: 5C    Pause execution until fade in or fade out is complete
CC/6C3C: B5    Pause for 15 * 12 (180) units
CC/6C3E: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CC/6C40: 94        Move vehicle/entity up 6 tiles
CC/6C41: 8F        Move vehicle/entity left 4 tiles
CC/6C42: 80        Move vehicle/entity up 1 tile
CC/6C43: FF        End queue
CC/6C44: 92    Pause for 30 units
CC/6C45: 19    Begin action queue for character $19 (NPC $19), 3 bytes long (Wait until complete)
CC/6C47: 84        Move vehicle/entity up 2 tiles
CC/6C48: CF        Turn vehicle/entity left
CC/6C49: FF        End queue
CC/6C4A: 94    Pause for 60 units
CC/6C4B: 4B    Display dialogue message $03F2, wait for button press
               You'd best leave Rachel alone.
               She's going to have to make a new start of it.
               LOCKE
               Your being here doesn't help.
CC/6C4E: 94    Pause for 60 units
CC/6C4F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6C51: 21        Do vehicle/entity graphical action $21 
CC/6C52: FF        End queue
CC/6C53: 95    Pause for 120 units
CC/6C54: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6C56: CE        Turn vehicle/entity down
CC/6C57: FF        End queue
CC/6C58: 94    Pause for 60 units
CC/6C59: 38    Hold screen
CC/6C5A: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/6C5C: C1        Set vehicle/entity's event speed to slow
CC/6C5D: 8E        Move vehicle/entity down 4 tiles
CC/6C5E: A2        Move vehicle/entity left/down 1x1 tiles
CC/6C5F: 8B        Move vehicle/entity left 3 tiles
CC/6C60: FF        End queue
CC/6C61: 5A    Fade screen at speed $04
CC/6C63: 5C    Pause execution until fade in or fade out is complete
CC/6C64: 42    Hide object $01
CC/6C66: 47    Make character in slot 0 the lead character
CC/6C67: DC    Set event bit $1E80($64F) [$1F49, bit 7]
CC/6C69: 6B    Load map $00C5 (Kohlingen, Rachel's house (always)) instantly, (upper bits $0000), place party at (39, 17), facing up
CC/6C6F: 39    Free screen
CC/6C70: B2    Call subroutine $CAC6AC
CC/6C74: B2    Call subroutine $CB2E34
CC/6C78: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/6C7D: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/6C7F: C2        Set vehicle/entity's event speed to normal
CC/6C80: CC        Turn vehicle/entity up
CC/6C81: FF        End queue
CC/6C82: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/6C84: C2        Set vehicle/entity's event speed to normal
CC/6C85: 81        Move vehicle/entity right 1 tile
CC/6C86: CC        Turn vehicle/entity up
CC/6C87: FF        End queue
CC/6C88: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/6C8A: C2        Set vehicle/entity's event speed to normal
CC/6C8B: 83        Move vehicle/entity left 1 tile
CC/6C8C: CC        Turn vehicle/entity up
CC/6C8D: FF        End queue
CC/6C8E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/6C90: C2        Set vehicle/entity's event speed to normal
CC/6C91: 84        Move vehicle/entity up 2 tiles
CC/6C92: FF        End queue
CC/6C93: 59    Unfade screen at speed $08
CC/6C95: 5C    Pause execution until fade in or fade out is complete
CC/6C96: 94    Pause for 60 units
CC/6C97: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6C99: 21        Do vehicle/entity graphical action $21 
CC/6C9A: FF        End queue
CC/6C9B: 94    Pause for 60 units
CC/6C9C: 4B    Display dialogue message $03F3, wait for button press
               A year passed
               When I returned here, I learned that Rachel had perished in an Imperial attack.
               Her memory returned just before she passed away.
               The last thing she uttered was my name
               I should never have left her side.
               I 
               I failed her
CC/6C9F: F2    Fade out current song with transition time 160
CC/6CA1: 94    Pause for 60 units
CC/6CA2: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/6CA4: C1        Set vehicle/entity's event speed to slow
CC/6CA5: 84        Move vehicle/entity up 2 tiles
CC/6CA6: CF        Turn vehicle/entity left
CC/6CA7: FF        End queue
CC/6CA8: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/6CAA: C1        Set vehicle/entity's event speed to slow
CC/6CAB: 84        Move vehicle/entity up 2 tiles
CC/6CAC: CD        Turn vehicle/entity right
CC/6CAD: FF        End queue
CC/6CAE: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/6CB0: C1        Set vehicle/entity's event speed to slow
CC/6CB1: 80        Move vehicle/entity up 1 tile
CC/6CB2: FF        End queue
CC/6CB3: B5    Pause for 15 * 6 (90) units
CC/6CB5: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6CB7: CC        Turn vehicle/entity up
CC/6CB8: FF        End queue
CC/6CB9: 92    Pause for 30 units
CC/6CBA: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/6CBC: CD        Turn vehicle/entity right
CC/6CBD: E0        Pause for 4 * 1 (4) frames
CC/6CBF: CE        Turn vehicle/entity down
CC/6CC0: FF        End queue
CC/6CC1: B5    Pause for 15 * 6 (90) units
CC/6CC3: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/6CC5: C2        Set vehicle/entity's event speed to normal
CC/6CC6: 83        Move vehicle/entity left 1 tile
CC/6CC7: FF        End queue
CC/6CC8: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/6CCA: C2        Set vehicle/entity's event speed to normal
CC/6CCB: 81        Move vehicle/entity right 1 tile
CC/6CCC: FF        End queue
CC/6CCD: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/6CCF: C2        Set vehicle/entity's event speed to normal
CC/6CD0: 80        Move vehicle/entity up 1 tile
CC/6CD1: FF        End queue
CC/6CD2: 94    Pause for 60 units
CC/6CD3: D5    Clear event bit $1E80($2D9) [$1EDB, bit 1]
CC/6CD5: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/6CD7: D0    Set event bit $1E80($04D) [$1E89, bit 5]
CC/6CD9: B2    Call subroutine $CB2E2B
CC/6CDD: B2    Call subroutine $CACB95
CC/6CE1: F0    Play song 0 (Silence), (high bit clear), full volume
CC/6CE3: FE    Return

CC/6CE4: 73    Replace current map's Layer 1 at (4, 17) with the following (1 x 1) chunk, refresh immediately
CC/6CE9:       $A2
CC/6CEA: 73    Replace current map's Layer 1 at (6, 16) with the following (3 x 3) chunk, refresh immediately
CC/6CEF:       $42, $43, $44
CC/6CF2:       $47, $05, $C1
CC/6CF5:       $A2, $15, $79
CC/6CF8: 73    Replace current map's Layer 1 at (1, 79) with the following (4 x 2) chunk, refresh immediately
CC/6CFD:       $99, $99, $A9, $A9
CC/6D01:       $B9, $B9, $C9, $C9
CC/6D05: 73    Replace current map's Layer 1 at (3, 78) with the following (4 x 3) chunk, refresh immediately
CC/6D0A:       $99, $26, $1B, $A9
CC/6D0E:       $14, $2B, $B9, $0B
CC/6D12:       $0C, $C9, $26, $26
CC/6D16: 73    Replace current map's Layer 1 at (6, 79) with the following (1 x 2) chunk, refresh immediately
CC/6D1B:       $27
CC/6D1C:       $28
CC/6D1D: FE    Return

CC/6D1E: C0    If ($1E80($04D) [$1E89, bit 5] is set), branch to $CC6D28
CC/6D24: 4B    Display dialogue message $03F4, wait for button press
               A girl named Rachel used to live in that house.
               Now it's deserted.
CC/6D27: FE    Return

CC/6D28: 4B    Display dialogue message $03F5, wait for button press
               Rachel's 
               memory returned just before she passed away.
               She said, If a man named LOCKE returns, please tell him I love him
CC/6D2B: FE    Return

CC/6D2C: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/6D2E: 2D        Do vehicle/entity graphical action $2D 
CC/6D2F: FF        End queue
CC/6D30: FE    Return

CC/6D31: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/6D37: C1    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/6D3F: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/6D41: 82        Move vehicle/entity down 1 tile
CC/6D42: 89        Move vehicle/entity right 3 tiles
CC/6D43: FF        End queue
CC/6D44: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6D6B
CC/6D4A: DE    Load CaseWord with the characters in the currently active party?
CC/6D4B: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CC6D5E
CC/6D51: 4B    Display dialogue message $03FA, wait for button press
               Oh! Is that you, LOCKE?
               It's been a while!
               Uh? Oh, that?! Worry not!
               Your treasure's quite safe!
               Uwa, ha, ha!
CC/6D54: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/6D56: 3A    Enable player to move while event commands execute
CC/6D57: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/6D59: 8B        Move vehicle/entity left 3 tiles
CC/6D5A: 80        Move vehicle/entity up 1 tile
CC/6D5B: CE        Turn vehicle/entity down
CC/6D5C: FF        End queue
CC/6D5D: FE    Return

CC/6D5E: 4B    Display dialogue message $0404, wait for button press
               That?
               Oh, that's LOCKE's
               Dear, me! Almost spilled the beans! Kwa, ha!
CC/6D61: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/6D63: 3A    Enable player to move while event commands execute
CC/6D64: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/6D66: 8B        Move vehicle/entity left 3 tiles
CC/6D67: 80        Move vehicle/entity up 1 tile
CC/6D68: CE        Turn vehicle/entity down
CC/6D69: FF        End queue
CC/6D6A: FE    Return

CC/6D6B: 4B    Display dialogue message $0984, wait for button press
               Huh?!
               LOCKE?
               He must be searching the world over for that fabled treasure
               Find the treasure, and you'll find LOCKE!
CC/6D6E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/6D70: 3A    Enable player to move while event commands execute
CC/6D71: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/6D73: 8B        Move vehicle/entity left 3 tiles
CC/6D74: 80        Move vehicle/entity up 1 tile
CC/6D75: CE        Turn vehicle/entity down
CC/6D76: FF        End queue
CC/6D77: FE    Return

CC/6D78: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6D82
CC/6D7E: 4B    Display dialogue message $03FB, wait for button press
               Are we through here?
               All done? Finished?
               Mwa, ha, ha!
CC/6D81: FE    Return

CC/6D82: DE    Load CaseWord with the characters in the currently active party?
CC/6D83: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CC6D8D
CC/6D89: 4B    Display dialogue message $0984, wait for button press
               Huh?!
               LOCKE?
               He must be searching the world over for that fabled treasure
               Find the treasure, and you'll find LOCKE!
CC/6D8C: FE    Return

CC/6D8D: 4B    Display dialogue message $03FB, wait for button press
               Are we through here?
               All done? Finished?
               Mwa, ha, ha!
CC/6D90: FE    Return

CC/6D91: DE    Load CaseWord with the characters in the currently active party?
CC/6D92: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/6D98: 92    Pause for 30 units
CC/6D99: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/6D9B: DC        Make vehicle/entity jump (low)
CC/6D9C: CE        Turn vehicle/entity down
CC/6D9D: E0        Pause for 4 * 6 (24) frames
CC/6D9F: FF        End queue
CC/6DA0: 4B    Display dialogue message $03FD, wait for button press (At bottom of screen)
               I used some herbs to put her into suspended animation.
               She won't age a day! Uwaa, ha!
               That's what you wanted, right?
               Had to use my herbs, I did!
CC/6DA3: C0    If ($1E80($04F) [$1E89, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/6DA9: F2    Fade out current song with transition time 160
CC/6DAB: B5    Pause for 15 * 6 (90) units
CC/6DAD: 62    Mosaic screen, speed 2
CC/6DAF: B5    Pause for 15 * 6 (90) units
CC/6DB1: 5A    Fade screen at speed $04
CC/6DB3: 5C    Pause execution until fade in or fade out is complete
CC/6DB4: F0    Play song 0 (Silence), (high bit clear), full volume
CC/6DB6: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/6DB8: 6B    Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $2000), place party at (9, 57), facing down
CC/6DBE: 47    Make character in slot 0 the lead character
CC/6DBF: 42    Hide object $31
CC/6DC1: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/6DC6: 41    Show object $01
CC/6DC8: 42    Hide object $12
CC/6DCA: 45    Refresh objects
CC/6DCB: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/6DCD: 22        Do vehicle/entity graphical action $22 
CC/6DCE: C2        Set vehicle/entity's event speed to normal
CC/6DCF: FF        End queue
CC/6DD0: 61    Colorize color range [$04, $77] to color $03
CC/6DD4: 61    Colorize color range [$80, $FF] to color $03
CC/6DD8: 59    Unfade screen at speed $08
CC/6DDA: 5C    Pause execution until fade in or fade out is complete
CC/6DDB: 94    Pause for 60 units
CC/6DDC: 4B    Display dialogue message $03FC, wait for button press
               LOCKE: Rachel
CC/6DDF: 3D    Create object $12
CC/6DE1: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/6DE3: D5        Set vehicle/entity's position to (15, 55)
CC/6DE6: CF        Turn vehicle/entity left
CC/6DE7: C2        Set vehicle/entity's event speed to normal
CC/6DE8: FF        End queue
CC/6DE9: 41    Show object $12
CC/6DEB: 45    Refresh objects
CC/6DEC: 12    Begin action queue for character $12 (NPC $12), 7 bytes long (Wait until complete)
CC/6DEE: A2        Move vehicle/entity left/down 1x1 tiles
CC/6DEF: 8F        Move vehicle/entity left 4 tiles
CC/6DF0: A3        Move vehicle/entity left/up 1x1 tiles
CC/6DF1: 87        Move vehicle/entity left 2 tiles
CC/6DF2: 86        Move vehicle/entity down 2 tiles
CC/6DF3: CD        Turn vehicle/entity right
CC/6DF4: FF        End queue
CC/6DF5: 92    Pause for 30 units
CC/6DF6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6DF8: CF        Turn vehicle/entity left
CC/6DF9: FF        End queue
CC/6DFA: 92    Pause for 30 units
CC/6DFB: 4B    Display dialogue message $03FE, wait for button press
               LOCKE: You mean those herbs have actually saved her?
CC/6DFE: 92    Pause for 30 units
CC/6DFF: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/6E01: DC        Make vehicle/entity jump (low)
CC/6E02: CD        Turn vehicle/entity right
CC/6E03: FF        End queue
CC/6E04: 91    Pause for 15 units
CC/6E05: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/6E07: DC        Make vehicle/entity jump (low)
CC/6E08: CD        Turn vehicle/entity right
CC/6E09: FF        End queue
CC/6E0A: 92    Pause for 30 units
CC/6E0B: 4B    Display dialogue message $03FF, wait for button press
               Of course!
               The love of your life will sleep here like this forever.
               Kwa, ha, ha!
CC/6E0E: 94    Pause for 60 units
CC/6E0F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/6E11: 22        Do vehicle/entity graphical action $22 
CC/6E12: FF        End queue
CC/6E13: 95    Pause for 120 units
CC/6E14: 4B    Display dialogue message $0400, wait for button press
               LOCKE: What if there were some way tocall her back?
CC/6E17: 92    Pause for 30 units
CC/6E18: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/6E1A: 86        Move vehicle/entity down 2 tiles
CC/6E1B: 85        Move vehicle/entity right 2 tiles
CC/6E1C: CC        Turn vehicle/entity up
CC/6E1D: FF        End queue
CC/6E1E: 92    Pause for 30 units
CC/6E1F: 4B    Display dialogue message $0401, wait for button press
               If you could call her back
               she'd come back!
               Wah, ha, ha!
               I'm sure you'll find something that'll bring her around!
               Kuha, ha, ha!!
CC/6E22: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/6E24: DC        Make vehicle/entity jump (low)
CC/6E25: CD        Turn vehicle/entity right
CC/6E26: FF        End queue
CC/6E27: 91    Pause for 15 units
CC/6E28: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/6E2A: DC        Make vehicle/entity jump (low)
CC/6E2B: CD        Turn vehicle/entity right
CC/6E2C: FF        End queue
CC/6E2D: 91    Pause for 15 units
CC/6E2E: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/6E30: DC        Make vehicle/entity jump (low)
CC/6E31: CD        Turn vehicle/entity right
CC/6E32: FF        End queue
CC/6E33: 91    Pause for 15 units
CC/6E34: D0    Set event bit $1E80($04F) [$1E89, bit 7]
CC/6E36: 5A    Fade screen at speed $08
CC/6E38: 5C    Pause execution until fade in or fade out is complete
CC/6E39: 6B    Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $2000), place party at (9, 57), facing down
CC/6E3F: 47    Make character in slot 0 the lead character
CC/6E40: B2    Call subroutine $CAC6AC
CC/6E44: DE    Load CaseWord with the characters in the currently active party?
CC/6E45: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC6E5C
CC/6E4B: 3C    Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $0F (Actor in stot 15), $0F (Actor in stot 15)
CC/6E50: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC6E5C
CC/6E56: FE    Return

CC/6E57: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/6E5C: B2    Call subroutine $CB2E34
CC/6E60: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long (Wait until complete)
CC/6E62: C2        Set vehicle/entity's event speed to normal
CC/6E63: A0        Move vehicle/entity right/up 1x1 tiles
CC/6E64: CF        Turn vehicle/entity left
CC/6E65: FF        End queue
CC/6E66: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete)
CC/6E68: C2        Set vehicle/entity's event speed to normal
CC/6E69: 81        Move vehicle/entity right 1 tile
CC/6E6A: CF        Turn vehicle/entity left
CC/6E6B: FF        End queue
CC/6E6C: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete)
CC/6E6E: C2        Set vehicle/entity's event speed to normal
CC/6E6F: A1        Move vehicle/entity right/down 1x1 tiles
CC/6E70: CF        Turn vehicle/entity left
CC/6E71: FF        End queue
CC/6E72: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/6E74: C2        Set vehicle/entity's event speed to normal
CC/6E75: 22        Do vehicle/entity graphical action $22 
CC/6E76: FF        End queue
CC/6E77: 59    Unfade screen at speed $08
CC/6E79: 5C    Pause execution until fade in or fade out is complete
CC/6E7A: B5    Pause for 15 * 6 (90) units
CC/6E7C: 4B    Display dialogue message $0402, wait for button press
               I 
               failed her
CC/6E7F: 95    Pause for 120 units
CC/6E80: 38    Hold screen
CC/6E81: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/6E83: A1        Move vehicle/entity right/down 1x1 tiles
CC/6E84: CC        Turn vehicle/entity up
CC/6E85: FF        End queue
CC/6E86: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/6E88: CC        Turn vehicle/entity up
CC/6E89: FF        End queue
CC/6E8A: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/6E8C: CE        Turn vehicle/entity down
CC/6E8D: FF        End queue
CC/6E8E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/6E90: 89        Move vehicle/entity right 3 tiles
CC/6E91: FF        End queue
CC/6E92: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/6E94: A0        Move vehicle/entity right/up 1x1 tiles
CC/6E95: FF        End queue
CC/6E96: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/6E98: A0        Move vehicle/entity right/up 1x1 tiles
CC/6E99: FF        End queue
CC/6E9A: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/6E9C: 82        Move vehicle/entity down 1 tile
CC/6E9D: CD        Turn vehicle/entity right
CC/6E9E: FF        End queue
CC/6E9F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/6EA1: 81        Move vehicle/entity right 1 tile
CC/6EA2: FF        End queue
CC/6EA3: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CC/6EA5: 81        Move vehicle/entity right 1 tile
CC/6EA6: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EA7: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EA8: D1        Make vehicle/entity disappear
CC/6EA9: FF        End queue
CC/6EAA: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CC/6EAC: 85        Move vehicle/entity right 2 tiles
CC/6EAD: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EAE: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EAF: D1        Make vehicle/entity disappear
CC/6EB0: FF        End queue
CC/6EB1: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CC/6EB3: 89        Move vehicle/entity right 3 tiles
CC/6EB4: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EB5: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EB6: D1        Make vehicle/entity disappear
CC/6EB7: FF        End queue
CC/6EB8: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/6EBA: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EBB: A0        Move vehicle/entity right/up 1x1 tiles
CC/6EBC: D1        Make vehicle/entity disappear
CC/6EBD: E0        Pause for 4 * 10 (40) frames
CC/6EBF: FF        End queue
CC/6EC0: 95    Pause for 120 units
CC/6EC1: DE    Load CaseWord with the characters in the currently active party?
CC/6EC2: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CC6EEE
CC/6EC8: 94    Pause for 60 units
CC/6EC9: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/6ECB: D5        Set vehicle/entity's position to (15, 55)
CC/6ECE: CF        Turn vehicle/entity left
CC/6ECF: C2        Set vehicle/entity's event speed to normal
CC/6ED0: FF        End queue
CC/6ED1: 41    Show object $06
CC/6ED3: 45    Refresh objects
CC/6ED4: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CC/6ED6: A2        Move vehicle/entity left/down 1x1 tiles
CC/6ED7: A2        Move vehicle/entity left/down 1x1 tiles
CC/6ED8: 8B        Move vehicle/entity left 3 tiles
CC/6ED9: FF        End queue
CC/6EDA: 94    Pause for 60 units
CC/6EDB: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/6EDD: 83        Move vehicle/entity left 1 tile
CC/6EDE: FF        End queue
CC/6EDF: 94    Pause for 60 units
CC/6EE0: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/6EE2: 22        Do vehicle/entity graphical action $22 
CC/6EE3: FF        End queue
CC/6EE4: 95    Pause for 120 units
CC/6EE5: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/6EE7: CF        Turn vehicle/entity left
CC/6EE8: FF        End queue
CC/6EE9: 94    Pause for 60 units
CC/6EEA: 4B    Display dialogue message $0403, wait for button press
               CELES: LOCKE
CC/6EED: 94    Pause for 60 units
CC/6EEE: 5A    Fade screen at speed $04
CC/6EF0: 5C    Pause execution until fade in or fade out is complete
CC/6EF1: 6B    Load map $00C3 (Kohlingen, crazy man's house, both floors (always)) instantly, (upper bits $1000), place party at (34, 57), facing right
CC/6EF7: B2    Call subroutine $CACB95
CC/6EFB: 39    Free screen
CC/6EFC: 96    Restore screen from fade
CC/6EFD: 5C    Pause execution until fade in or fade out is complete
CC/6EFE: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/6F00: F0    Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume
CC/6F02: B2    Call subroutine $CB2E2B
CC/6F06: FE    Return

CC/6F07: C0    If ($1E80($0CA) [$1E99, bit 2] is set), branch to $CC6F25
CC/6F0D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F21
CC/6F13: C0    If ($1E80($18E) [$1EB1, bit 6] is set), branch to $CC6F1D
CC/6F19: 4B    Display dialogue message $03F6, wait for button press
               Stay away from that guy.
               He's an assasin!
CC/6F1C: FE    Return

CC/6F1D: 4B    Display dialogue message $03F7, wait for button press
               I never want to return to Zozo! Phew!
CC/6F20: FE    Return

CC/6F21: 4B    Display dialogue message $0997, wait for button press
               Cough
               This world's already on the heap!
CC/6F24: FE    Return

CC/6F25: 4B    Display dialogue message $0998, wait for button press
               I overheard your conversation
               I, too, still have faith in this world!
CC/6F28: FE    Return

CC/6F29: C0    If ($1E80($0CA) [$1E99, bit 2] is set), branch to $CC6F47
CC/6F2F: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F43
CC/6F35: C0    If ($1E80($18E) [$1EB1, bit 6] is set), branch to $CC6F3F
CC/6F3B: 4B    Display dialogue message $03F8, wait for button press
               Some pretty bad sorts come in here. That guy's an assasin!
CC/6F3E: FE    Return

CC/6F3F: 4B    Display dialogue message $03F9, wait for button press
               'Till a moment ago, an assasin sat over there!
CC/6F42: FE    Return

CC/6F43: 4B    Display dialogue message $0999, wait for button press
               Hope
CC/6F46: FE    Return

CC/6F47: 4B    Display dialogue message $099A, wait for button press
               Hope
               We must never give up hope!
CC/6F4A: FE    Return

CC/6F4B: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E
CC/6F51: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F7B
CC/6F57: C0    If ($1E80($18E) [$1EB1, bit 6] is set), branch to $CC6F66
CC/6F5D: C0    If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CC6F66
CC/6F63: F0    Play song 7 (Shadow), (high bit clear), full volume
CC/6F65: FE    Return

CC/6F66: C0    If ($1E80($2D9) [$1EDB, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/6F6C: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E
CC/6F72: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CC6F7B
CC/6F78: F0    Play song 42 (Kids Run Through the City Corner), (high bit clear), full volume
CC/6F7A: FE    Return

CC/6F7B: F0    Play song 52 (The Day After), (high bit clear), full volume
CC/6F7D: FE    Return

CC/6F7E: C0    If ($1E80($0D7) [$1E9A, bit 7] is set), branch to $CC3B0E
CC/6F84: C0    If ($1E80($00B) [$1E81, bit 3] is set), branch to $CC6FE2
CC/6F8A: D0    Set event bit $1E80($00B) [$1E81, bit 3]
CC/6F8C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/6F8E: CE        Turn vehicle/entity down
CC/6F8F: FF        End queue
CC/6F90: 4B    Display dialogue message $03E4, wait for button press
               I've forsaken the world.
               Some people call me
CC/6F93: 92    Pause for 30 units
CC/6F94: 42    Hide object $11
CC/6F96: 42    Hide object $13
CC/6F98: 42    Hide object $14
CC/6F9A: 42    Hide object $12
CC/6F9C: 42    Hide object $31
CC/6F9E: 45    Refresh objects
CC/6F9F: B2    Call subroutine $CAD00F
CC/6FA3: 93    Pause for 45 units
CC/6FA4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/6FA6: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/6FA7: FF        End queue
CC/6FA8: 4B    Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen)
               He owes allegiance to no one, 
               and will do anything for money.
               He comes and goes like the wind
CC/6FAB: 92    Pause for 30 units
CC/6FAC: 97    Fade screen to black
CC/6FAD: 5C    Pause execution until fade in or fade out is complete
CC/6FAE: 40    Assign properties $03 to character $03 (Actor in stot 3)
CC/6FB1: 3D    Create object $03
CC/6FB3: 37    Assign graphics $03 to object $03 (Actor in stot 3)
CC/6FB6: 43    Assign palette $04 to character $03 (Actor in stot 3)
CC/6FB9: 45    Refresh objects
CC/6FBA: 7F    Change character $03's name to $03 (SHADOW)
CC/6FBD: 98    Invoke name change screen for character $03 (Actor in stot 3)
CC/6FBF: 41    Show object $12
CC/6FC1: 41    Show object $14
CC/6FC3: 41    Show object $13
CC/6FC5: 41    Show object $11
CC/6FC7: 41    Show object $31
CC/6FC9: 45    Refresh objects
CC/6FCA: 96    Restore screen from fade
CC/6FCB: 5C    Pause execution until fade in or fade out is complete
CC/6FCC: B2    Call subroutine $CAD015
CC/6FD0: 92    Pause for 30 units
CC/6FD1: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/6FD3: CF        Turn vehicle/entity left
CC/6FD4: FF        End queue
CC/6FD5: 94    Pause for 60 units
CC/6FD6: 4B    Display dialogue message $03E6, wait for button press
               People call me
               SHADOW
CC/6FD9: 92    Pause for 30 units
CC/6FDA: 3E    Delete object $03
CC/6FDC: 45    Refresh objects
CC/6FDD: B2    Call subroutine $CC6FEB
CC/6FE1: FE    Return

CC/6FE2: 4B    Display dialogue message $03E3, wait for button press
               SHADOW: We meet again
CC/6FE5: 94    Pause for 60 units
CC/6FE6: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/6FE8: CF        Turn vehicle/entity left
CC/6FE9: FF        End queue
CC/6FEA: 92    Pause for 30 units
CC/6FEB: B2    Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party)
CC/6FEF: C0    If ($1E80($1A3) [$1EB4, bit 3] is set), branch to $CC707B
CC/6FF5: 94    Pause for 60 units
CC/6FF6: 4B    Display dialogue message $03E7, wait for button press
               SHADOW: Just need 'nough to feed my dog.
               Say, oh3000 GP.
               Buy SHADOW's help?
                ^ Yes
                ^ No
CC/6FF9: B6    Indexed branch based on prior dialogue selection [$CC7001, $CA5EB3]
CC/7000: FE    Return

CC/7001: 85    Take 3000 GP from party
CC/7004: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/700A: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/700C: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/700E: C0    If ($1E80($1B2) [$1EB6, bit 2] is set), branch to $CC7021
CC/7014: C0    If ($1E80($1B0) [$1EB6, bit 0] is set), branch to $CC7031
CC/701A: C0    If ($1E80($1B3) [$1EB6, bit 3] is set), branch to $CC7040
CC/7020: FE    Return

CC/7021: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/7023: C2        Set vehicle/entity's event speed to normal
CC/7024: 80        Move vehicle/entity up 1 tile
CC/7025: FF        End queue
CC/7026: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/7028: C2        Set vehicle/entity's event speed to normal
CC/7029: 84        Move vehicle/entity up 2 tiles
CC/702A: 83        Move vehicle/entity left 1 tile
CC/702B: FF        End queue
CC/702C: B2    Call subroutine $CC704F
CC/7030: FE    Return

CC/7031: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/7033: C2        Set vehicle/entity's event speed to normal
CC/7034: 82        Move vehicle/entity down 1 tile
CC/7035: FF        End queue
CC/7036: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/7038: C2        Set vehicle/entity's event speed to normal
CC/7039: 83        Move vehicle/entity left 1 tile
CC/703A: FF        End queue
CC/703B: B2    Call subroutine $CC704F
CC/703F: FE    Return

CC/7040: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/7042: C2        Set vehicle/entity's event speed to normal
CC/7043: 81        Move vehicle/entity right 1 tile
CC/7044: FF        End queue
CC/7045: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/7047: C2        Set vehicle/entity's event speed to normal
CC/7048: 80        Move vehicle/entity up 1 tile
CC/7049: FF        End queue
CC/704A: B2    Call subroutine $CC704F
CC/704E: FE    Return

CC/704F: 42    Hide object $10
CC/7051: 42    Hide object $11
CC/7053: 45    Refresh objects
CC/7054: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CC/7056: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/7058: 3D    Create object $03
CC/705A: 3F    Assign character $03 (Actor in stot 3) to party 1
CC/705D: 45    Refresh objects
CC/705E: 77    Perform level averaging on character $03 (SHADOW) and calculate new maximum HP/MP
CC/7060: D4    Set event bit $1E80($2E3) [$1EDC, bit 3]
CC/7062: D4    Set event bit $1E80($2F3) [$1EDE, bit 3]
CC/7064: 88    Remove the following status ailments from character $03 (Actor in stot 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/7068: 89    Inflict the following status ailments on character $03 (Actor in stot 3): Dog Block
CC/706C: 8B    For character $03 (Actor in stot 3), take HP and set to maximum
CC/706F: 8C    For character $03 (Actor in stot 3), take MP and set to maximum
CC/7072: 47    Make character in slot 0 the lead character
CC/7073: DD    Clear event bit $1E80($651) [$1F4A, bit 1]
CC/7075: D2    Set event bit $1E80($18E) [$1EB1, bit 6]
CC/7077: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/7079: 3A    Enable player to move while event commands execute
CC/707A: FE    Return

CC/707B: 4B    Display dialogue message $03E5, wait for button press
               SHADOW: Leave me alone
CC/707E: FE    Return

CC/707F: F4    Play sound effect 151
CC/7081: 91    Pause for 15 units
CC/7082: FE    Return

CC/7083: C1    If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/708B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/708D: 81        Move vehicle/entity right 1 tile
CC/708E: CC        Turn vehicle/entity up
CC/708F: FF        End queue
CC/7090: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC70AB
CC/7096: FE    Return

CC/7097: C1    If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/709F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/70A1: 83        Move vehicle/entity left 1 tile
CC/70A2: CC        Turn vehicle/entity up
CC/70A3: FF        End queue
CC/70A4: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC70AB
CC/70AA: FE    Return

CC/70AB: C1    If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/70B3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/70B5: CC        Turn vehicle/entity up
CC/70B6: FF        End queue
CC/70B7: 3D    Create object $16
CC/70B9: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CC/70BB: D5        Set vehicle/entity's position to (38, 46)
CC/70BE: CE        Turn vehicle/entity down
CC/70BF: C2        Set vehicle/entity's event speed to normal
CC/70C0: FF        End queue
CC/70C1: 41    Show object $16
CC/70C3: 45    Refresh objects
CC/70C4: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/70C6: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/70C8: 8E        Move vehicle/entity down 4 tiles
CC/70C9: FF        End queue
CC/70CA: 92    Pause for 30 units
CC/70CB: 4B    Display dialogue message $064C, wait for button press
               We've been waiting for you.
               This way, please
CC/70CE: 92    Pause for 30 units
CC/70CF: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/70D1: C1        Set vehicle/entity's event speed to slow
CC/70D2: 8C        Move vehicle/entity up 4 tiles
CC/70D3: FF        End queue
CC/70D4: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/70D6: C1        Set vehicle/entity's event speed to slow
CC/70D7: E0        Pause for 4 * 4 (16) frames
CC/70D9: 8C        Move vehicle/entity up 4 tiles
CC/70DA: FF        End queue
CC/70DB: 5A    Fade screen at speed $08
CC/70DD: 5C    Pause execution until fade in or fade out is complete
CC/70DE: DC    Set event bit $1E80($64E) [$1F49, bit 6]
CC/70E0: DD    Clear event bit $1E80($602) [$1F40, bit 2]
CC/70E2: 6B    Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $0000), place party at (110, 26), facing up
CC/70E8: 96    Restore screen from fade
CC/70E9: 5C    Pause execution until fade in or fade out is complete
CC/70EA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/70EC: C2        Set vehicle/entity's event speed to normal
CC/70ED: 94        Move vehicle/entity up 6 tiles
CC/70EE: 87        Move vehicle/entity left 2 tiles
CC/70EF: 80        Move vehicle/entity up 1 tile
CC/70F0: FF        End queue
CC/70F1: 38    Hold screen
CC/70F2: B2    Call subroutine $CAC6AC
CC/70F6: DE    Load CaseWord with the characters in the currently active party?
CC/70F7: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CC7120
CC/70FD: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/7102: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/7104: C2        Set vehicle/entity's event speed to normal
CC/7105: CC        Turn vehicle/entity up
CC/7106: FF        End queue
CC/7107: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/7109: C2        Set vehicle/entity's event speed to normal
CC/710A: 83        Move vehicle/entity left 1 tile
CC/710B: CC        Turn vehicle/entity up
CC/710C: FF        End queue
CC/710D: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/710F: C2        Set vehicle/entity's event speed to normal
CC/7110: 82        Move vehicle/entity down 1 tile
CC/7111: CC        Turn vehicle/entity up
CC/7112: FF        End queue
CC/7113: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/7115: C2        Set vehicle/entity's event speed to normal
CC/7116: 81        Move vehicle/entity right 1 tile
CC/7117: CC        Turn vehicle/entity up
CC/7118: FF        End queue
CC/7119: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7137
CC/711F: FE    Return

CC/7120: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/7122: C2        Set vehicle/entity's event speed to normal
CC/7123: CC        Turn vehicle/entity up
CC/7124: FF        End queue
CC/7125: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/7127: C2        Set vehicle/entity's event speed to normal
CC/7128: 83        Move vehicle/entity left 1 tile
CC/7129: CC        Turn vehicle/entity up
CC/712A: FF        End queue
CC/712B: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/712D: C2        Set vehicle/entity's event speed to normal
CC/712E: 82        Move vehicle/entity down 1 tile
CC/712F: CC        Turn vehicle/entity up
CC/7130: FF        End queue
CC/7131: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7133: C2        Set vehicle/entity's event speed to normal
CC/7134: 81        Move vehicle/entity right 1 tile
CC/7135: CC        Turn vehicle/entity up
CC/7136: FF        End queue
CC/7137: 92    Pause for 30 units
CC/7138: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/713A: 82        Move vehicle/entity down 1 tile
CC/713B: FF        End queue
CC/713C: 92    Pause for 30 units
CC/713D: 4B    Display dialogue message $064D, wait for button press (At bottom of screen)
               BANON: Oh, you're here!
               The people of Narshe have finally decided to battle the Empire.
               How did it go at Vector?
CC/7140: 92    Pause for 30 units
CC/7141: B0    Execute the following commands until $B1 2 times
CC/7143: 27        Begin action queue for character $27 (NPC $27), 7 bytes long (Wait until complete)
CC/7145: 20            Do vehicle/entity graphical action $20 
CC/7146: E0            Pause for 4 * 2 (8) frames
CC/7148: CE            Turn vehicle/entity down
CC/7149: E0            Pause for 4 * 2 (8) frames
CC/714B: FF            End queue
CC/714C: 27        Begin action queue for character $27 (NPC $27), 7 bytes long (Wait until complete)
CC/714E: 20            Do vehicle/entity graphical action $20 
CC/714F: E0            Pause for 4 * 2 (8) frames
CC/7151: CE            Turn vehicle/entity down
CC/7152: E0            Pause for 4 * 2 (8) frames
CC/7154: FF            End queue
CC/7155: 27        Begin action queue for character $27 (NPC $27), 5 bytes long (Wait until complete)
CC/7157: 20            Do vehicle/entity graphical action $20 
CC/7158: E0            Pause for 4 * 2 (8) frames
CC/715A: CE            Turn vehicle/entity down
CC/715B: FF            End queue
CC/715C: 94        Pause for 60 units
CC/715D: B1        End block of repeating commands
CC/715E: 92    Pause for 30 units
CC/715F: 4B    Display dialogue message $064E, wait for button press (At bottom of screen)
               ARVIS: I see Your plan would combine Narshe's money with Figaro's machinery to storm the Empire
               not enough manpower, though
CC/7162: 94    Pause for 60 units
CC/7163: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/7165: 20        Do vehicle/entity graphical action $20 
CC/7166: FF        End queue
CC/7167: B5    Pause for 15 * 6 (90) units
CC/7169: 4B    Display dialogue message $064F, wait for button press (At bottom of screen)
               BANON: We have to open the sealed gate
CC/716C: 92    Pause for 30 units
CC/716D: DE    Load CaseWord with the characters in the currently active party?
CC/716E: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC71AB
CC/7174: 3D    Create object $00
CC/7176: 45    Refresh objects
CC/7177: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/7179: D5        Set vehicle/entity's position to (110, 26)
CC/717C: C2        Set vehicle/entity's event speed to normal
CC/717D: CC        Turn vehicle/entity up
CC/717E: FF        End queue
CC/717F: 41    Show object $00
CC/7181: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/7183: 9C        Move vehicle/entity up 8 tiles
CC/7184: CF        Turn vehicle/entity left
CC/7185: FF        End queue
CC/7186: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/7188: CD        Turn vehicle/entity right
CC/7189: FF        End queue
CC/718A: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/718C: CD        Turn vehicle/entity right
CC/718D: FF        End queue
CC/718E: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/7190: CD        Turn vehicle/entity right
CC/7191: FF        End queue
CC/7192: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7194: CD        Turn vehicle/entity right
CC/7195: FF        End queue
CC/7196: 26    Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CC/7198: CD        Turn vehicle/entity right
CC/7199: FF        End queue
CC/719A: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/719C: CD        Turn vehicle/entity right
CC/719D: FF        End queue
CC/719E: 28    Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CC/71A0: CE        Turn vehicle/entity down
CC/71A1: FF        End queue
CC/71A2: 4B    Display dialogue message $0657, wait for button press (At bottom of screen)
               TERRA!?
CC/71A5: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC71C9
CC/71AB: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/71AD: 81        Move vehicle/entity right 1 tile
CC/71AE: 80        Move vehicle/entity up 1 tile
CC/71AF: CF        Turn vehicle/entity left
CC/71B0: FF        End queue
CC/71B1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/71B3: CD        Turn vehicle/entity right
CC/71B4: FF        End queue
CC/71B5: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/71B7: CD        Turn vehicle/entity right
CC/71B8: FF        End queue
CC/71B9: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/71BB: CD        Turn vehicle/entity right
CC/71BC: FF        End queue
CC/71BD: 26    Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CC/71BF: CD        Turn vehicle/entity right
CC/71C0: FF        End queue
CC/71C1: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/71C3: CD        Turn vehicle/entity right
CC/71C4: FF        End queue
CC/71C5: 28    Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CC/71C7: CE        Turn vehicle/entity down
CC/71C8: FF        End queue
CC/71C9: B5    Pause for 15 * 6 (90) units
CC/71CB: 4B    Display dialogue message $0650, wait for button press (At bottom of screen)
               TERRA: To the Esper World?
CC/71CE: 94    Pause for 60 units
CC/71CF: 28    Begin action queue for character $28 (NPC $28), 2 bytes long (Wait until complete)
CC/71D1: 82        Move vehicle/entity down 1 tile
CC/71D2: FF        End queue
CC/71D3: 92    Pause for 30 units
CC/71D4: 4B    Display dialogue message $0651, wait for button press (At bottom of screen)
               ARVIS: We'll never beat the Empire without them.
CC/71D7: 92    Pause for 30 units
CC/71D8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/71DA: CC        Turn vehicle/entity up
CC/71DB: FF        End queue
CC/71DC: 94    Pause for 60 units
CC/71DD: 4B    Display dialogue message $0652, wait for button press (At bottom of screen)
               BANON: When the gate has been opened, the Espers can attack from the east.
               We'll storm in at the same time, from the north.
CC/71E0: 92    Pause for 30 units
CC/71E1: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/71E3: CF        Turn vehicle/entity left
CC/71E4: FF        End queue
CC/71E5: 94    Pause for 60 units
CC/71E6: DE    Load CaseWord with the characters in the currently active party?
CC/71E7: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC71F1
CC/71ED: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/71EF: CC        Turn vehicle/entity up
CC/71F0: FF        End queue
CC/71F1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/71F3: CC        Turn vehicle/entity up
CC/71F4: FF        End queue
CC/71F5: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/71F7: CC        Turn vehicle/entity up
CC/71F8: FF        End queue
CC/71F9: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/71FB: CC        Turn vehicle/entity up
CC/71FC: FF        End queue
CC/71FD: 4B    Display dialogue message $0658, wait for button press (At bottom of screen)
               No way around it.
CC/7200: 92    Pause for 30 units
CC/7201: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/7203: CE        Turn vehicle/entity down
CC/7204: FF        End queue
CC/7205: 94    Pause for 60 units
CC/7206: 27    Begin action queue for character $27 (NPC $27), 5 bytes long (Wait until complete)
CC/7208: 20        Do vehicle/entity graphical action $20 
CC/7209: E0        Pause for 4 * 2 (8) frames
CC/720B: CE        Turn vehicle/entity down
CC/720C: FF        End queue
CC/720D: 94    Pause for 60 units
CC/720E: 4B    Display dialogue message $0653, wait for button press (At bottom of screen)
               BANON: We MUST get the Espers to understand.
               We have to establish a bond of trust between humans and Espers. Only one person can do this
CC/7211: F2    Fade out current song with transition time 128
CC/7213: 92    Pause for 30 units
CC/7214: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/7216: CD        Turn vehicle/entity right
CC/7217: FF        End queue
CC/7218: 92    Pause for 30 units
CC/7219: DE    Load CaseWord with the characters in the currently active party?
CC/721A: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC7224
CC/7220: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7222: CD        Turn vehicle/entity right
CC/7223: FF        End queue
CC/7224: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/7226: CD        Turn vehicle/entity right
CC/7227: FF        End queue
CC/7228: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/722A: CD        Turn vehicle/entity right
CC/722B: FF        End queue
CC/722C: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/722E: CD        Turn vehicle/entity right
CC/722F: FF        End queue
CC/7230: 94    Pause for 60 units
CC/7231: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/7233: 22        Do vehicle/entity graphical action $22 
CC/7234: FF        End queue
CC/7235: B5    Pause for 15 * 6 (90) units
CC/7237: F0    Play song 5 (Awakening), (high bit clear), full volume
CC/7239: 95    Pause for 120 units
CC/723A: 4B    Display dialogue message $0655, wait for button press (At bottom of screen)
               TERRA
CC/723D: B5    Pause for 15 * 14 (210) units
CC/723F: 4B    Display dialogue message $0654, wait for button press (Show text only)
               Half human, half Esper
               My existence is proof
               that such a bond CAN exist
CC/7242: 95    Pause for 120 units
CC/7243: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/7245: CF        Turn vehicle/entity left
CC/7246: FF        End queue
CC/7247: B5    Pause for 15 * 6 (90) units
CC/7249: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/724B: 22        Do vehicle/entity graphical action $22 
CC/724C: E0        Pause for 4 * 2 (8) frames
CC/724E: CF        Turn vehicle/entity left
CC/724F: FF        End queue
CC/7250: B5    Pause for 15 * 6 (90) units
CC/7252: 4B    Display dialogue message $0656, wait for button press (At bottom of screen)
               TERRA: I'll do it.
               I'm the only one who can!
CC/7255: B5    Pause for 15 * 6 (90) units
CC/7257: 5A    Fade screen at speed $02
CC/7259: 5C    Pause execution until fade in or fade out is complete
CC/725A: DC    Set event bit $1E80($64E) [$1F49, bit 6]
CC/725C: DE    Load CaseWord with the characters in the currently active party?
CC/725D: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CC7268
CC/7263: 42    Hide object $00
CC/7265: 3E    Delete object $00
CC/7267: 45    Refresh objects
CC/7268: B2    Call subroutine $CB2E34
CC/726C: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/726E: D5        Set vehicle/entity's position to (108, 19)
CC/7271: FF        End queue
CC/7272: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long (Wait until complete)
CC/7274: D5        Set vehicle/entity's position to (108, 19)
CC/7277: FF        End queue
CC/7278: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete)
CC/727A: D5        Set vehicle/entity's position to (108, 19)
CC/727D: FF        End queue
CC/727E: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete)
CC/7280: D5        Set vehicle/entity's position to (108, 19)
CC/7283: FF        End queue
CC/7284: B2    Call subroutine $CACB95
CC/7288: 3B    Position character in a "ready-to-go" stance
CC/7289: 47    Make character in slot 0 the lead character
CC/728A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/728C: CC        Turn vehicle/entity up
CC/728D: FF        End queue
CC/728E: B2    Call subroutine $CB2E2B
CC/7292: 28    Begin action queue for character $28 (NPC $28), 3 bytes long (Wait until complete)
CC/7294: 80        Move vehicle/entity up 1 tile
CC/7295: CE        Turn vehicle/entity down
CC/7296: FF        End queue
CC/7297: 27    Begin action queue for character $27 (NPC $27), 2 bytes long (Wait until complete)
CC/7299: CE        Turn vehicle/entity down
CC/729A: FF        End queue
CC/729B: 26    Begin action queue for character $26 (NPC $26), 2 bytes long (Wait until complete)
CC/729D: CE        Turn vehicle/entity down
CC/729E: FF        End queue
CC/729F: 96    Restore screen from fade
CC/72A0: 5C    Pause execution until fade in or fade out is complete
CC/72A1: D0    Set event bit $1E80($076) [$1E8E, bit 6]
CC/72A3: D9    Clear event bit $1E80($45E) [$1F0B, bit 6]
CC/72A5: D9    Clear event bit $1E80($45F) [$1F0B, bit 7]
CC/72A7: D9    Clear event bit $1E80($460) [$1F0C, bit 0]
CC/72A9: D9    Clear event bit $1E80($461) [$1F0C, bit 1]
CC/72AB: D9    Clear event bit $1E80($462) [$1F0C, bit 2]
CC/72AD: D9    Clear event bit $1E80($463) [$1F0C, bit 3]
CC/72AF: D9    Clear event bit $1E80($464) [$1F0C, bit 4]
CC/72B1: D9    Clear event bit $1E80($465) [$1F0C, bit 5]
CC/72B3: D9    Clear event bit $1E80($466) [$1F0C, bit 6]
CC/72B5: D9    Clear event bit $1E80($467) [$1F0C, bit 7]
CC/72B7: 39    Free screen
CC/72B8: 3A    Enable player to move while event commands execute
CC/72B9: FE    Return

CC/72BA: 4B    Display dialogue message $0659, wait for button press
               NARSHE'S ELDER: Our battle lies before us. We must make ourselves ready.
CC/72BD: FE    Return

CC/72BE: 4B    Display dialogue message $065A, wait for button press
               BANON: Get the Espers to understand, and we can bring this war to a screeching halt.
               TERRA
               I know you can do this
CC/72C1: FE    Return

CC/72C2: 4B    Display dialogue message $065B, wait for button press
               ARVIS: The sealed gate stands at the eastern edge of the Empire.
               There's a base there, but somehow we'll have to slip through
CC/72C5: FE    Return

CC/72C6: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/72C8: FE    Return

CC/72C9: C0    If ($1E80($069) [$1E8D, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/72CF: 6A    Load map $00F0 (Vector, outdoors (during escape from Magitek factory)) after fade out, (upper bits $2000), place party at (58, 3), facing down
CC/72D5: FE    Return

CC/72D6: 60    Change background layer $0E to palette $0C
CC/72D9: 60    Change background layer $0F to palette $0A
CC/72DC: C0    If ($1E80($069) [$1E8D, bit 1] is clear), branch to $CC7316
CC/72E2: 58    Shake screen ($F6): 
               (Intensity: 2)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/72E4: 73    Replace current map's Layer 1 at (18, 22) with the following (4 x 5) chunk, refresh immediately
CC/72E9:       $51, $D0, $51, $D0
CC/72ED:       $51, $60, $51, $60
CC/72F1:       $02, $60, $94, $D0
CC/72F5:       $94, $F0, $94, $D1
CC/72F9:       $69, $03, $02, $A5
CC/72FD: 73    Replace current map's Layer 1 at (18, 86) with the following (4 x 5) chunk, refresh immediately
CC/7302:       $C4, $01, $C4, $C5
CC/7306:       $C6, $D4, $01, $D4
CC/730A:       $D5, $D6, $B0, $71
CC/730E:       $B0, $01, $B1, $80
CC/7312:       $81, $82, $F2, $7D
CC/7316: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/731C: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CC/731E: 8A        Move vehicle/entity down 3 tiles
CC/731F: 8A        Move vehicle/entity down 3 tiles
CC/7320: 8A        Move vehicle/entity down 3 tiles
CC/7321: 8A        Move vehicle/entity down 3 tiles
CC/7322: D5        Set vehicle/entity's position to (24, 25)
CC/7325: FC        Branch 7 bytes backwards ($CC731E)
CC/7327: FF        End queue
CC/7328: 11    Begin action queue for character $11 (NPC $11), 10 bytes long 
CC/732A: 8A        Move vehicle/entity down 3 tiles
CC/732B: 8A        Move vehicle/entity down 3 tiles
CC/732C: 8A        Move vehicle/entity down 3 tiles
CC/732D: D5        Set vehicle/entity's position to (24, 25)
CC/7330: 8A        Move vehicle/entity down 3 tiles
CC/7331: FC        Branch 7 bytes backwards ($CC732A)
CC/7333: FF        End queue
CC/7334: 12    Begin action queue for character $12 (NPC $12), 10 bytes long 
CC/7336: 8A        Move vehicle/entity down 3 tiles
CC/7337: 8A        Move vehicle/entity down 3 tiles
CC/7338: D5        Set vehicle/entity's position to (24, 25)
CC/733B: 8A        Move vehicle/entity down 3 tiles
CC/733C: 8A        Move vehicle/entity down 3 tiles
CC/733D: FC        Branch 7 bytes backwards ($CC7336)
CC/733F: FF        End queue
CC/7340: 13    Begin action queue for character $13 (NPC $13), 10 bytes long 
CC/7342: 8A        Move vehicle/entity down 3 tiles
CC/7343: D5        Set vehicle/entity's position to (24, 25)
CC/7346: 8A        Move vehicle/entity down 3 tiles
CC/7347: 8A        Move vehicle/entity down 3 tiles
CC/7348: 8A        Move vehicle/entity down 3 tiles
CC/7349: FC        Branch 7 bytes backwards ($CC7342)
CC/734B: FF        End queue
CC/734C: 14    Begin action queue for character $14 (NPC $14), 17 bytes long 
CC/734E: 89        Move vehicle/entity right 3 tiles
CC/734F: E3        Set event bit $1E80($271) [$1ECE, bit 1]
CC/7351: E0        Pause for 4 * 2 (8) frames
CC/7353: E6        Clear event bit $1E80($271) [$1ECE, bit 1]
CC/7355: 8B        Move vehicle/entity left 3 tiles
CC/7356: E3        Set event bit $1E80($270) [$1ECE, bit 0]
CC/7358: E0        Pause for 4 * 2 (8) frames
CC/735A: E6        Clear event bit $1E80($270) [$1ECE, bit 0]
CC/735C: FC        Branch 14 bytes backwards ($CC734E)
CC/735E: FF        End queue
CC/735F: FE    Return

CC/7360: 60    Change background layer $0E to palette $0C
CC/7363: 60    Change background layer $0F to palette $0A
CC/7366: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/736C: 10    Begin action queue for character $10 (NPC $10), 15 bytes long 
CC/736E: C0        Set vehicle/entity's event speed to slowest
CC/736F: 88        Move vehicle/entity up 3 tiles
CC/7370: E0        Pause for 4 * 4 (16) frames
CC/7372: C3        Set vehicle/entity's event speed to fast
CC/7373: 84        Move vehicle/entity up 2 tiles
CC/7374: C2        Set vehicle/entity's event speed to normal
CC/7375: 9D        Move vehicle/entity right 8 tiles
CC/7376: 95        Move vehicle/entity right 6 tiles
CC/7377: D5        Set vehicle/entity's position to (25, 22)
CC/737A: FC        Branch 13 bytes backwards ($CC736D)
CC/737C: FF        End queue
CC/737D: 11    Begin action queue for character $11 (NPC $11), 14 bytes long 
CC/737F: 8F        Move vehicle/entity left 4 tiles
CC/7380: A2        Move vehicle/entity left/down 1x1 tiles
CC/7381: A2        Move vehicle/entity left/down 1x1 tiles
CC/7382: A2        Move vehicle/entity left/down 1x1 tiles
CC/7383: A2        Move vehicle/entity left/down 1x1 tiles
CC/7384: A2        Move vehicle/entity left/down 1x1 tiles
CC/7385: A2        Move vehicle/entity left/down 1x1 tiles
CC/7386: D5        Set vehicle/entity's position to (32, 27)
CC/7389: 87        Move vehicle/entity left 2 tiles
CC/738A: FC        Branch 11 bytes backwards ($CC737F)
CC/738C: FF        End queue
CC/738D: 12    Begin action queue for character $12 (NPC $12), 14 bytes long 
CC/738F: 87        Move vehicle/entity left 2 tiles
CC/7390: A2        Move vehicle/entity left/down 1x1 tiles
CC/7391: A2        Move vehicle/entity left/down 1x1 tiles
CC/7392: A2        Move vehicle/entity left/down 1x1 tiles
CC/7393: A2        Move vehicle/entity left/down 1x1 tiles
CC/7394: A2        Move vehicle/entity left/down 1x1 tiles
CC/7395: A2        Move vehicle/entity left/down 1x1 tiles
CC/7396: D5        Set vehicle/entity's position to (32, 27)
CC/7399: 8F        Move vehicle/entity left 4 tiles
CC/739A: FC        Branch 11 bytes backwards ($CC738F)
CC/739C: FF        End queue
CC/739D: 13    Begin action queue for character $13 (NPC $13), 13 bytes long 
CC/739F: A2        Move vehicle/entity left/down 1x1 tiles
CC/73A0: A2        Move vehicle/entity left/down 1x1 tiles
CC/73A1: A2        Move vehicle/entity left/down 1x1 tiles
CC/73A2: A2        Move vehicle/entity left/down 1x1 tiles
CC/73A3: A2        Move vehicle/entity left/down 1x1 tiles
CC/73A4: A2        Move vehicle/entity left/down 1x1 tiles
CC/73A5: D5        Set vehicle/entity's position to (32, 27)
CC/73A8: 97        Move vehicle/entity left 6 tiles
CC/73A9: FC        Branch 10 bytes backwards ($CC739F)
CC/73AB: FF        End queue
CC/73AC: 14    Begin action queue for character $14 (NPC $14), 13 bytes long 
CC/73AE: A2        Move vehicle/entity left/down 1x1 tiles
CC/73AF: A2        Move vehicle/entity left/down 1x1 tiles
CC/73B0: A2        Move vehicle/entity left/down 1x1 tiles
CC/73B1: A2        Move vehicle/entity left/down 1x1 tiles
CC/73B2: D5        Set vehicle/entity's position to (32, 27)
CC/73B5: 97        Move vehicle/entity left 6 tiles
CC/73B6: A2        Move vehicle/entity left/down 1x1 tiles
CC/73B7: A2        Move vehicle/entity left/down 1x1 tiles
CC/73B8: FC        Branch 10 bytes backwards ($CC73AE)
CC/73BA: FF        End queue
CC/73BB: 15    Begin action queue for character $15 (NPC $15), 13 bytes long 
CC/73BD: A2        Move vehicle/entity left/down 1x1 tiles
CC/73BE: A2        Move vehicle/entity left/down 1x1 tiles
CC/73BF: D5        Set vehicle/entity's position to (32, 27)
CC/73C2: 97        Move vehicle/entity left 6 tiles
CC/73C3: A2        Move vehicle/entity left/down 1x1 tiles
CC/73C4: A2        Move vehicle/entity left/down 1x1 tiles
CC/73C5: A2        Move vehicle/entity left/down 1x1 tiles
CC/73C6: A2        Move vehicle/entity left/down 1x1 tiles
CC/73C7: FC        Branch 10 bytes backwards ($CC73BD)
CC/73C9: FF        End queue
CC/73CA: 16    Begin action queue for character $16 (NPC $16), 13 bytes long 
CC/73CC: 97        Move vehicle/entity left 6 tiles
CC/73CD: A2        Move vehicle/entity left/down 1x1 tiles
CC/73CE: A2        Move vehicle/entity left/down 1x1 tiles
CC/73CF: A2        Move vehicle/entity left/down 1x1 tiles
CC/73D0: A2        Move vehicle/entity left/down 1x1 tiles
CC/73D1: A2        Move vehicle/entity left/down 1x1 tiles
CC/73D2: A2        Move vehicle/entity left/down 1x1 tiles
CC/73D3: D5        Set vehicle/entity's position to (32, 27)
CC/73D6: FC        Branch 10 bytes backwards ($CC73CC)
CC/73D8: FF        End queue
CC/73D9: FE    Return

CC/73DA: 60    Change background layer $0E to palette $0C
CC/73DD: 60    Change background layer $0F to palette $0A
CC/73E0: FE    Return

CC/73E1: C0    If ($1E80($05F) [$1E8B, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/73E7: F4    Play sound effect 205
CC/73E9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/73EB: CE        Turn vehicle/entity down
CC/73EC: FF        End queue
CC/73ED: 92    Pause for 30 units
CC/73EE: B0    Execute the following commands until $B1 2 times
CC/73F0: 31        Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/73F2: 1F            Do vehicle/entity graphical action $1F 
CC/73F3: E0            Pause for 4 * 1 (4) frames
CC/73F5: FF            End queue
CC/73F6: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/73F8: CE            Turn vehicle/entity down
CC/73F9: FF            End queue
CC/73FA: B1        End block of repeating commands
CC/73FB: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/73FD: C3        Set vehicle/entity's event speed to fast
CC/73FE: 83        Move vehicle/entity left 1 tile
CC/73FF: A3        Move vehicle/entity left/up 1x1 tiles
CC/7400: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/7401: FF        End queue
CC/7402: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7451
CC/7408: FE    Return

CC/7409: C0    If ($1E80($05F) [$1E8B, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/740F: F4    Play sound effect 205
CC/7411: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7413: CE        Turn vehicle/entity down
CC/7414: FF        End queue
CC/7415: 92    Pause for 30 units
CC/7416: B0    Execute the following commands until $B1 2 times
CC/7418: 31        Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/741A: 1F            Do vehicle/entity graphical action $1F 
CC/741B: E0            Pause for 4 * 1 (4) frames
CC/741D: FF            End queue
CC/741E: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7420: CE            Turn vehicle/entity down
CC/7421: FF            End queue
CC/7422: B1        End block of repeating commands
CC/7423: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7425: C3        Set vehicle/entity's event speed to fast
CC/7426: 87        Move vehicle/entity left 2 tiles
CC/7427: A3        Move vehicle/entity left/up 1x1 tiles
CC/7428: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/7429: FF        End queue
CC/742A: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7451
CC/7430: FE    Return

CC/7431: C0    If ($1E80($05F) [$1E8B, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/7437: F4    Play sound effect 205
CC/7439: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/743B: CE        Turn vehicle/entity down
CC/743C: FF        End queue
CC/743D: 92    Pause for 30 units
CC/743E: B0    Execute the following commands until $B1 2 times
CC/7440: 31        Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7442: 1F            Do vehicle/entity graphical action $1F 
CC/7443: E0            Pause for 4 * 1 (4) frames
CC/7445: FF            End queue
CC/7446: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7448: CE            Turn vehicle/entity down
CC/7449: FF            End queue
CC/744A: B1        End block of repeating commands
CC/744B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/744D: C3        Set vehicle/entity's event speed to fast
CC/744E: A3        Move vehicle/entity left/up 1x1 tiles
CC/744F: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/7450: FF        End queue
CC/7451: 94    Pause for 60 units
CC/7452: 3D    Create object $17
CC/7454: 41    Show object $17
CC/7456: 45    Refresh objects
CC/7457: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7459: 8C        Move vehicle/entity up 4 tiles
CC/745A: FF        End queue
CC/745B: 95    Pause for 120 units
CC/745C: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CC/745E: CD        Turn vehicle/entity right
CC/745F: E0        Pause for 4 * 1 (4) frames
CC/7461: CE        Turn vehicle/entity down
CC/7462: FF        End queue
CC/7463: 93    Pause for 45 units
CC/7464: 48    Display dialogue message $055C, continue executing commands
               KEFKA: I'm all-powerful!
               Hee, hee, haw!
               I'm collecting Espers!
               I'm extracting magic!
               And   
               I'll restore theStatues!
CC/7467: F4    Play sound effect 205
CC/7469: B0    Execute the following commands until $B1 12 times
CC/746B: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/746D: 1D            Do vehicle/entity graphical action $1D 
CC/746E: FF            End queue
CC/746F: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7471: 1E            Do vehicle/entity graphical action $1E 
CC/7472: FF            End queue
CC/7473: B1        End block of repeating commands
CC/7474: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7476: CE        Turn vehicle/entity down
CC/7477: FF        End queue
CC/7478: 49    If dialogue window is up, wait for keypress then dismiss
CC/7479: F4    Play sound effect 205
CC/747B: B0    Execute the following commands until $B1 6 times
CC/747D: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/747F: 1D            Do vehicle/entity graphical action $1D 
CC/7480: FF            End queue
CC/7481: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7483: 1E            Do vehicle/entity graphical action $1E 
CC/7484: FF            End queue
CC/7485: B1        End block of repeating commands
CC/7486: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7488: CE        Turn vehicle/entity down
CC/7489: FF        End queue
CC/748A: 91    Pause for 15 units
CC/748B: F4    Play sound effect 205
CC/748D: B0    Execute the following commands until $B1 12 times
CC/748F: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7491: 1D            Do vehicle/entity graphical action $1D 
CC/7492: FF            End queue
CC/7493: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7495: 1E            Do vehicle/entity graphical action $1E 
CC/7496: FF            End queue
CC/7497: B1        End block of repeating commands
CC/7498: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/749A: CE        Turn vehicle/entity down
CC/749B: FF        End queue
CC/749C: 94    Pause for 60 units
CC/749D: 3D    Create object $18
CC/749F: 3D    Create object $19
CC/74A1: 41    Show object $18
CC/74A3: 41    Show object $19
CC/74A5: 45    Refresh objects
CC/74A6: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CC/74A8: 82        Move vehicle/entity down 1 tile
CC/74A9: 83        Move vehicle/entity left 1 tile
CC/74AA: FF        End queue
CC/74AB: 38    Hold screen
CC/74AC: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CC/74AE: 8E        Move vehicle/entity down 4 tiles
CC/74AF: 83        Move vehicle/entity left 1 tile
CC/74B0: FF        End queue
CC/74B1: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/74B3: C1        Set vehicle/entity's event speed to slow
CC/74B4: A2        Move vehicle/entity left/down 1x1 tiles
CC/74B5: 9A        Move vehicle/entity down 7 tiles
CC/74B6: FF        End queue
CC/74B7: 92    Pause for 30 units
CC/74B8: 4B    Display dialogue message $055D, wait for button press
               KEFKA: You've been completely drained of your powers!
               Now you're useless to me!
CC/74BB: 92    Pause for 30 units
CC/74BC: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/74BE: 0E        Do vehicle/entity graphical action $0E 
CC/74BF: FF        End queue
CC/74C0: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CC/74C2: C3        Set vehicle/entity's event speed to fast
CC/74C3: DC        Make vehicle/entity jump (low)
CC/74C4: 83        Move vehicle/entity left 1 tile
CC/74C5: FF        End queue
CC/74C6: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/74C8: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CC/74CA: C3        Set vehicle/entity's event speed to fast
CC/74CB: DC        Make vehicle/entity jump (low)
CC/74CC: A1        Move vehicle/entity right/down 1x1 tiles
CC/74CD: FF        End queue
CC/74CE: 92    Pause for 30 units
CC/74CF: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CC/74D1: 83        Move vehicle/entity left 1 tile
CC/74D2: CE        Turn vehicle/entity down
CC/74D3: FF        End queue
CC/74D4: 92    Pause for 30 units
CC/74D5: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/74D7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/74D8: FF        End queue
CC/74D9: 19    Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete)
CC/74DB: C4        Set vehicle/entity's event speed to faster
CC/74DC: DC        Make vehicle/entity jump (low)
CC/74DD: 9A        Move vehicle/entity down 7 tiles
CC/74DE: FF        End queue
CC/74DF: 42    Hide object $19
CC/74E1: 92    Pause for 30 units
CC/74E2: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/74E4: CE        Turn vehicle/entity down
CC/74E5: FF        End queue
CC/74E6: 92    Pause for 30 units
CC/74E7: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CC/74E9: 82        Move vehicle/entity down 1 tile
CC/74EA: A2        Move vehicle/entity left/down 1x1 tiles
CC/74EB: CC        Turn vehicle/entity up
CC/74EC: FF        End queue
CC/74ED: 94    Pause for 60 units
CC/74EE: 4B    Display dialogue message $055E, wait for button press
               KEFKA: And you! Take a hike!
CC/74F1: 92    Pause for 30 units
CC/74F2: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/74F4: 17        Do vehicle/entity graphical action $17 
CC/74F5: FF        End queue
CC/74F6: 92    Pause for 30 units
CC/74F7: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/74F9: 0A        Do vehicle/entity graphical action $0A 
CC/74FA: FF        End queue
CC/74FB: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/74FD: C3        Set vehicle/entity's event speed to fast
CC/74FE: A1        Move vehicle/entity right/down 1x1 tiles
CC/74FF: FF        End queue
CC/7500: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/7502: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7503: FF        End queue
CC/7504: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/7506: A2        Move vehicle/entity left/down 1x1 tiles
CC/7507: FF        End queue
CC/7508: 30    Begin action queue for character $30 (Camera), 9 bytes long 
CC/750A: C4        Set vehicle/entity's event speed to faster
CC/750B: 82        Move vehicle/entity down 1 tile
CC/750C: C3        Set vehicle/entity's event speed to fast
CC/750D: 82        Move vehicle/entity down 1 tile
CC/750E: C2        Set vehicle/entity's event speed to normal
CC/750F: 86        Move vehicle/entity down 2 tiles
CC/7510: C1        Set vehicle/entity's event speed to slow
CC/7511: 82        Move vehicle/entity down 1 tile
CC/7512: FF        End queue
CC/7513: 18    Begin action queue for character $18 (NPC $18), 9 bytes long (Wait until complete)
CC/7515: C4        Set vehicle/entity's event speed to faster
CC/7516: 82        Move vehicle/entity down 1 tile
CC/7517: C3        Set vehicle/entity's event speed to fast
CC/7518: 82        Move vehicle/entity down 1 tile
CC/7519: C2        Set vehicle/entity's event speed to normal
CC/751A: 82        Move vehicle/entity down 1 tile
CC/751B: C1        Set vehicle/entity's event speed to slow
CC/751C: 82        Move vehicle/entity down 1 tile
CC/751D: FF        End queue
CC/751E: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7520: CE        Turn vehicle/entity down
CC/7521: FF        End queue
CC/7522: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CC/7524: C1        Set vehicle/entity's event speed to slow
CC/7525: A2        Move vehicle/entity left/down 1x1 tiles
CC/7526: A2        Move vehicle/entity left/down 1x1 tiles
CC/7527: 82        Move vehicle/entity down 1 tile
CC/7528: FF        End queue
CC/7529: 18    Begin action queue for character $18 (NPC $18), 7 bytes long (Wait until complete)
CC/752B: C1        Set vehicle/entity's event speed to slow
CC/752C: 87        Move vehicle/entity left 2 tiles
CC/752D: A2        Move vehicle/entity left/down 1x1 tiles
CC/752E: A2        Move vehicle/entity left/down 1x1 tiles
CC/752F: A2        Move vehicle/entity left/down 1x1 tiles
CC/7530: 83        Move vehicle/entity left 1 tile
CC/7531: FF        End queue
CC/7532: F4    Play sound effect 186
CC/7534: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/7536: C4        Set vehicle/entity's event speed to faster
CC/7537: 82        Move vehicle/entity down 1 tile
CC/7538: FF        End queue
CC/7539: 42    Hide object $18
CC/753B: 45    Refresh objects
CC/753C: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/753E: C1        Set vehicle/entity's event speed to slow
CC/753F: 90        Move vehicle/entity up 5 tiles
CC/7540: FF        End queue
CC/7541: F4    Play sound effect 205
CC/7543: B0    Execute the following commands until $B1 12 times
CC/7545: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/7547: 1D            Do vehicle/entity graphical action $1D 
CC/7548: FF            End queue
CC/7549: 17        Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/754B: 1E            Do vehicle/entity graphical action $1E 
CC/754C: FF            End queue
CC/754D: B1        End block of repeating commands
CC/754E: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CC/7550: CE        Turn vehicle/entity down
CC/7551: E0        Pause for 4 * 6 (24) frames
CC/7553: FF        End queue
CC/7554: 95    Pause for 120 units
CC/7555: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CC/7557: C2        Set vehicle/entity's event speed to normal
CC/7558: 9C        Move vehicle/entity up 8 tiles
CC/7559: A0        Move vehicle/entity right/up 1x1 tiles
CC/755A: A0        Move vehicle/entity right/up 1x1 tiles
CC/755B: A0        Move vehicle/entity right/up 1x1 tiles
CC/755C: FF        End queue
CC/755D: 42    Hide object $17
CC/755F: 45    Refresh objects
CC/7560: D0    Set event bit $1E80($05F) [$1E8B, bit 7]
CC/7562: 39    Free screen
CC/7563: 3A    Enable player to move while event commands execute
CC/7564: FE    Return

CC/7565: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7567: C7        Set vehicle/entity to stay still when moving
CC/7568: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7569: C2        Set vehicle/entity's event speed to normal
CC/756A: A1        Move vehicle/entity right/down 1x1 tiles
CC/756B: FF        End queue
CC/756C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7588
CC/7572: FE    Return

CC/7573: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7575: C7        Set vehicle/entity to stay still when moving
CC/7576: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7577: C2        Set vehicle/entity's event speed to normal
CC/7578: A2        Move vehicle/entity left/down 1x1 tiles
CC/7579: FF        End queue
CC/757A: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7588
CC/7580: FE    Return

CC/7581: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7583: C7        Set vehicle/entity to stay still when moving
CC/7584: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7585: C2        Set vehicle/entity's event speed to normal
CC/7586: 82        Move vehicle/entity down 1 tile
CC/7587: FF        End queue
CC/7588: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/758A: 86        Move vehicle/entity down 2 tiles
CC/758B: 8B        Move vehicle/entity left 3 tiles
CC/758C: A2        Move vehicle/entity left/down 1x1 tiles
CC/758D: A2        Move vehicle/entity left/down 1x1 tiles
CC/758E: A2        Move vehicle/entity left/down 1x1 tiles
CC/758F: 83        Move vehicle/entity left 1 tile
CC/7590: FF        End queue
CC/7591: F4    Play sound effect 186
CC/7593: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7595: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7596: C4        Set vehicle/entity's event speed to faster
CC/7597: 82        Move vehicle/entity down 1 tile
CC/7598: FF        End queue
CC/7599: 42    Hide object $31
CC/759B: 45    Refresh objects
CC/759C: B5    Pause for 15 * 6 (90) units
CC/759E: 6A    Load map $0108 (Magitek Factory, garbage dump) after fade out, (upper bits $2000), place party at (14, 0), facing down
CC/75A4: 41    Show object $31
CC/75A6: 45    Refresh objects
CC/75A7: 96    Restore screen from fade
CC/75A8: 5C    Pause execution until fade in or fade out is complete
CC/75A9: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CC/75AB: C7        Set vehicle/entity to stay still when moving
CC/75AC: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/75AD: C4        Set vehicle/entity's event speed to faster
CC/75AE: 8A        Move vehicle/entity down 3 tiles
CC/75AF: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/75B0: C1        Set vehicle/entity's event speed to slow
CC/75B1: A2        Move vehicle/entity left/down 1x1 tiles
CC/75B2: A2        Move vehicle/entity left/down 1x1 tiles
CC/75B3: A2        Move vehicle/entity left/down 1x1 tiles
CC/75B4: C6        Set vehicle/entity to walk when moving
CC/75B5: C2        Set vehicle/entity's event speed to normal
CC/75B6: DC        Make vehicle/entity jump (low)
CC/75B7: A2        Move vehicle/entity left/down 1x1 tiles
CC/75B8: FF        End queue
CC/75B9: 3A    Enable player to move while event commands execute
CC/75BA: FE    Return

CC/75BB: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/75BD: C2        Set vehicle/entity's event speed to normal
CC/75BE: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/75BF: C7        Set vehicle/entity to stay still when moving
CC/75C0: A1        Move vehicle/entity right/down 1x1 tiles
CC/75C1: FF        End queue
CC/75C2: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC75D0
CC/75C8: FE    Return

CC/75C9: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/75CB: C2        Set vehicle/entity's event speed to normal
CC/75CC: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/75CD: C7        Set vehicle/entity to stay still when moving
CC/75CE: 81        Move vehicle/entity right 1 tile
CC/75CF: FF        End queue
CC/75D0: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/75D2: C8        Set object layering priority to 3 (low nibble 3)
CC/75D4: 9D        Move vehicle/entity right 8 tiles
CC/75D5: 99        Move vehicle/entity right 7 tiles
CC/75D6: FF        End queue
CC/75D7: 42    Hide object $31
CC/75D9: 38    Hold screen
CC/75DA: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/75DC: C2        Set vehicle/entity's event speed to normal
CC/75DD: 9E        Move vehicle/entity down 8 tiles
CC/75DE: FF        End queue
CC/75DF: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/75E1: D5        Set vehicle/entity's position to (40, 26)
CC/75E4: C2        Set vehicle/entity's event speed to normal
CC/75E5: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/75E6: FF        End queue
CC/75E7: 39    Free screen
CC/75E8: 41    Show object $31
CC/75EA: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/75EC: 8A        Move vehicle/entity down 3 tiles
CC/75ED: C6        Set vehicle/entity to walk when moving
CC/75EE: DC        Make vehicle/entity jump (low)
CC/75EF: 82        Move vehicle/entity down 1 tile
CC/75F0: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/75F1: C8        Set object layering priority to 0 (low nibble 0)
CC/75F3: FF        End queue
CC/75F4: 3A    Enable player to move while event commands execute
CC/75F5: FE    Return

CC/75F6: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/75FE: C0    If ($1E80($273) [$1ECE, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/7604: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/7606: C2        Set vehicle/entity's event speed to normal
CC/7607: DC        Make vehicle/entity jump (low)
CC/7608: 80        Move vehicle/entity up 1 tile
CC/7609: C7        Set vehicle/entity to stay still when moving
CC/760A: 1C        Do vehicle/entity graphical action $1C 
CC/760B: FF        End queue
CC/760C: F4    Play sound effect 223
CC/760E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CC/7610: C1        Set vehicle/entity's event speed to slow
CC/7611: 90        Move vehicle/entity up 5 tiles
CC/7612: FF        End queue
CC/7613: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/7615: C1        Set vehicle/entity's event speed to slow
CC/7616: 90        Move vehicle/entity up 5 tiles
CC/7617: FF        End queue
CC/7618: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/761C: 6A    Load map $0107 (Magitek Factory, second area (only before subway ride)) after fade out, (upper bits $2000), place party at (17, 30), facing down
CC/7622: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CC/7624: C3        Set vehicle/entity's event speed to fast
CC/7625: 86        Move vehicle/entity down 2 tiles
CC/7626: FF        End queue
CC/7627: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CC/7629: C3        Set vehicle/entity's event speed to fast
CC/762A: 86        Move vehicle/entity down 2 tiles
CC/762B: FF        End queue
CC/762C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/762E: C8        Set object layering priority to 3 (low nibble 3)
CC/7630: C7        Set vehicle/entity to stay still when moving
CC/7631: 1C        Do vehicle/entity graphical action $1C 
CC/7632: FF        End queue
CC/7633: 96    Restore screen from fade
CC/7634: 5C    Pause execution until fade in or fade out is complete
CC/7635: F4    Play sound effect 223
CC/7637: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CC/7639: C1        Set vehicle/entity's event speed to slow
CC/763A: 84        Move vehicle/entity up 2 tiles
CC/763B: FF        End queue
CC/763C: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CC/763E: C1        Set vehicle/entity's event speed to slow
CC/763F: 84        Move vehicle/entity up 2 tiles
CC/7640: FF        End queue
CC/7641: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/7643: C1        Set vehicle/entity's event speed to slow
CC/7644: 84        Move vehicle/entity up 2 tiles
CC/7645: C2        Set vehicle/entity's event speed to normal
CC/7646: C6        Set vehicle/entity to walk when moving
CC/7647: CE        Turn vehicle/entity down
CC/7648: C8        Set object layering priority to 0 (low nibble 0)
CC/764A: FF        End queue
CC/764B: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/764F: 3A    Enable player to move while event commands execute
CC/7650: FE    Return

CC/7651: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7653: C2        Set vehicle/entity's event speed to normal
CC/7654: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7655: C7        Set vehicle/entity to stay still when moving
CC/7656: A2        Move vehicle/entity left/down 1x1 tiles
CC/7657: FF        End queue
CC/7658: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC7666
CC/765E: FE    Return

CC/765F: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7661: C2        Set vehicle/entity's event speed to normal
CC/7662: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7663: C7        Set vehicle/entity to stay still when moving
CC/7664: 83        Move vehicle/entity left 1 tile
CC/7665: FF        End queue
CC/7666: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7668: A2        Move vehicle/entity left/down 1x1 tiles
CC/7669: A2        Move vehicle/entity left/down 1x1 tiles
CC/766A: 8B        Move vehicle/entity left 3 tiles
CC/766B: 8E        Move vehicle/entity down 4 tiles
CC/766C: FF        End queue
CC/766D: 6A    Load map $0107 (Magitek Factory, second area (only before subway ride)) after fade out, (upper bits $2000), place party at (16, 9), facing down
CC/7673: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CC/7675: C7        Set vehicle/entity to stay still when moving
CC/7676: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/7677: 96        Move vehicle/entity down 6 tiles
CC/7678: 89        Move vehicle/entity right 3 tiles
CC/7679: A1        Move vehicle/entity right/down 1x1 tiles
CC/767A: A1        Move vehicle/entity right/down 1x1 tiles
CC/767B: CD        Turn vehicle/entity right
CC/767C: C6        Set vehicle/entity to walk when moving
CC/767D: DC        Make vehicle/entity jump (low)
CC/767E: A1        Move vehicle/entity right/down 1x1 tiles
CC/767F: FF        End queue
CC/7680: 3A    Enable player to move while event commands execute
CC/7681: FE    Return

CC/7682: F4    Play sound effect 223
CC/7684: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CC/7686: C7        Set vehicle/entity to stay still when moving
CC/7687: C1        Set vehicle/entity's event speed to slow
CC/7688: 8A        Move vehicle/entity down 3 tiles
CC/7689: FF        End queue
CC/768A: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CC/768C: C1        Set vehicle/entity's event speed to slow
CC/768D: 8A        Move vehicle/entity down 3 tiles
CC/768E: FF        End queue
CC/768F: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/7693: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7695: C2        Set vehicle/entity's event speed to normal
CC/7696: C6        Set vehicle/entity to walk when moving
CC/7697: DC        Make vehicle/entity jump (low)
CC/7698: 82        Move vehicle/entity down 1 tile
CC/7699: FF        End queue
CC/769A: F4    Play sound effect 223
CC/769C: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CC/769E: C2        Set vehicle/entity's event speed to normal
CC/769F: 88        Move vehicle/entity up 3 tiles
CC/76A0: FF        End queue
CC/76A1: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/76A5: 3A    Enable player to move while event commands execute
CC/76A6: FE    Return

CC/76A7: F4    Play sound effect 223
CC/76A9: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CC/76AB: C7        Set vehicle/entity to stay still when moving
CC/76AC: C1        Set vehicle/entity's event speed to slow
CC/76AD: 88        Move vehicle/entity up 3 tiles
CC/76AE: FF        End queue
CC/76AF: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CC/76B1: C1        Set vehicle/entity's event speed to slow
CC/76B2: 88        Move vehicle/entity up 3 tiles
CC/76B3: FF        End queue
CC/76B4: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/76B8: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/76BA: C2        Set vehicle/entity's event speed to normal
CC/76BB: C6        Set vehicle/entity to walk when moving
CC/76BC: DC        Make vehicle/entity jump (low)
CC/76BD: 80        Move vehicle/entity up 1 tile
CC/76BE: FF        End queue
CC/76BF: F4    Play sound effect 223
CC/76C1: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CC/76C3: C2        Set vehicle/entity's event speed to normal
CC/76C4: 8A        Move vehicle/entity down 3 tiles
CC/76C5: FF        End queue
CC/76C6: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/76CA: 3A    Enable player to move while event commands execute
CC/76CB: FE    Return

CC/76CC: C2    If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($270) [$1ECE, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/76D6: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/76D8: C2        Set vehicle/entity's event speed to normal
CC/76D9: C8        Set object layering priority to 2 (low nibble 2)
CC/76DB: DC        Make vehicle/entity jump (low)
CC/76DC: 81        Move vehicle/entity right 1 tile
CC/76DD: C7        Set vehicle/entity to stay still when moving
CC/76DE: 4F        Do vehicle/entity graphical action $0F, flipped horizontally
CC/76DF: FF        End queue
CC/76E0: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/76E2: C1        Set vehicle/entity's event speed to slow
CC/76E3: 89        Move vehicle/entity right 3 tiles
CC/76E4: FF        End queue
CC/76E5: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/76E7: C2        Set vehicle/entity's event speed to normal
CC/76E8: DC        Make vehicle/entity jump (low)
CC/76E9: 81        Move vehicle/entity right 1 tile
CC/76EA: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/76EB: C6        Set vehicle/entity to walk when moving
CC/76EC: C8        Set object layering priority to 0 (low nibble 0)
CC/76EE: FF        End queue
CC/76EF: 3A    Enable player to move while event commands execute
CC/76F0: FE    Return

CC/76F1: C2    If ($1E80($1B3) [$1EB6, bit 3] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($271) [$1ECE, bit 1] is clear), branch to $CA5EB3 (simply returns)
CC/76FB: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/76FD: C2        Set vehicle/entity's event speed to normal
CC/76FE: C8        Set object layering priority to 2 (low nibble 2)
CC/7700: DC        Make vehicle/entity jump (low)
CC/7701: 83        Move vehicle/entity left 1 tile
CC/7702: C7        Set vehicle/entity to stay still when moving
CC/7703: 0F        Do vehicle/entity graphical action $0F 
CC/7704: FF        End queue
CC/7705: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/7707: C1        Set vehicle/entity's event speed to slow
CC/7708: 8B        Move vehicle/entity left 3 tiles
CC/7709: FF        End queue
CC/770A: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/770C: C2        Set vehicle/entity's event speed to normal
CC/770D: DC        Make vehicle/entity jump (low)
CC/770E: 83        Move vehicle/entity left 1 tile
CC/770F: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7710: C6        Set vehicle/entity to walk when moving
CC/7711: C8        Set object layering priority to 0 (low nibble 0)
CC/7713: FF        End queue
CC/7714: 3A    Enable player to move while event commands execute
CC/7715: FE    Return

CC/7716: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/7718: C2        Set vehicle/entity's event speed to normal
CC/7719: DC        Make vehicle/entity jump (low)
CC/771A: A2        Move vehicle/entity left/down 1x1 tiles
CC/771B: C7        Set vehicle/entity to stay still when moving
CC/771C: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/771D: C8        Set object layering priority to 3 (low nibble 3)
CC/771F: FF        End queue
CC/7720: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/7722: 9E        Move vehicle/entity down 8 tiles
CC/7723: C6        Set vehicle/entity to walk when moving
CC/7724: DC        Make vehicle/entity jump (low)
CC/7725: 82        Move vehicle/entity down 1 tile
CC/7726: C8        Set object layering priority to 0 (low nibble 0)
CC/7728: FF        End queue
CC/7729: A2    Command $A2
CC/772A: 3A    Enable player to move while event commands execute
CC/772B: FE    Return

CC/772C: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/772E: C7        Set vehicle/entity to stay still when moving
CC/772F: 17        Do vehicle/entity graphical action $17 
CC/7730: 82        Move vehicle/entity down 1 tile
CC/7731: C6        Set vehicle/entity to walk when moving
CC/7732: FF        End queue
CC/7733: 3A    Enable player to move while event commands execute
CC/7734: FE    Return

CC/7735: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/773B: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/7741: 74    Replace current map's Layer 2 at (19, 24) with the following (2 x 1) chunk
CC/7746:       $F0, $02
CC/7748: 74    Replace current map's Layer 2 at (19, 88) with the following (2 x 1) chunk
CC/774D:       $01, $F2
CC/774F: 75    Refresh map after alteration
CC/7750: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/7752: FE    Return

CC/7753: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/7759: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/775F: 74    Replace current map's Layer 2 at (19, 24) with the following (2 x 1) chunk
CC/7764:       $33, $02
CC/7766: 74    Replace current map's Layer 2 at (19, 88) with the following (2 x 1) chunk
CC/776B:       $CA, $DA
CC/776D: 75    Refresh map after alteration
CC/776E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/7770: FE    Return

CC/7771: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/7777: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CC/7779: C3        Set vehicle/entity's event speed to fast
CC/777A: C7        Set vehicle/entity to stay still when moving
CC/777B: 1B        Do vehicle/entity graphical action $1B 
CC/777C: 82        Move vehicle/entity down 1 tile
CC/777D: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CC/777E: 82        Move vehicle/entity down 1 tile
CC/777F: 1B        Do vehicle/entity graphical action $1B 
CC/7780: 82        Move vehicle/entity down 1 tile
CC/7781: C8        Set object layering priority to 3 (low nibble 3)
CC/7783: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CC/7784: 86        Move vehicle/entity down 2 tiles
CC/7785: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7786: FF        End queue
CC/7787: 74    Replace current map's Layer 2 at (19, 24) with the following (2 x 1) chunk
CC/778C:       $33, $02
CC/778E: 74    Replace current map's Layer 2 at (19, 88) with the following (2 x 1) chunk
CC/7793:       $CA, $DA
CC/7795: 75    Refresh map after alteration
CC/7796: 31    Begin action queue for character $31 (Party Character 0), 17 bytes long (Wait until complete)
CC/7798: C2        Set vehicle/entity's event speed to normal
CC/7799: 8F        Move vehicle/entity left 4 tiles
CC/779A: C8        Set object layering priority to 2 (low nibble 2)
CC/779C: 83        Move vehicle/entity left 1 tile
CC/779D: A2        Move vehicle/entity left/down 1x1 tiles
CC/779E: A2        Move vehicle/entity left/down 1x1 tiles
CC/779F: A2        Move vehicle/entity left/down 1x1 tiles
CC/77A0: 83        Move vehicle/entity left 1 tile
CC/77A1: C8        Set object layering priority to 3 (low nibble 3)
CC/77A3: 9E        Move vehicle/entity down 8 tiles
CC/77A4: 8A        Move vehicle/entity down 3 tiles
CC/77A5: C6        Set vehicle/entity to walk when moving
CC/77A6: DC        Make vehicle/entity jump (low)
CC/77A7: 82        Move vehicle/entity down 1 tile
CC/77A8: FF        End queue
CC/77A9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/77AB: C8        Set object layering priority to 0 (low nibble 0)
CC/77AD: FF        End queue
CC/77AE: 3A    Enable player to move while event commands execute
CC/77AF: FE    Return

CC/77B0: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/77B6: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/77BC: 74    Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk
CC/77C1:       $F0, $02
CC/77C3: 74    Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk
CC/77C8:       $01, $F2
CC/77CA: 75    Refresh map after alteration
CC/77CB: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/77CD: FE    Return

CC/77CE: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/77D4: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/77DA: 74    Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk
CC/77DF:       $33, $02
CC/77E1: 74    Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk
CC/77E6:       $CA, $DA
CC/77E8: 75    Refresh map after alteration
CC/77E9: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/77EB: FE    Return

CC/77EC: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/77F2: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/77F8: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/77FA: C3        Set vehicle/entity's event speed to fast
CC/77FB: C7        Set vehicle/entity to stay still when moving
CC/77FC: 1B        Do vehicle/entity graphical action $1B 
CC/77FD: 82        Move vehicle/entity down 1 tile
CC/77FE: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CC/77FF: 82        Move vehicle/entity down 1 tile
CC/7800: FF        End queue
CC/7801: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/7803: CD        Turn vehicle/entity right
CC/7804: E0        Pause for 4 * 1 (4) frames
CC/7806: CE        Turn vehicle/entity down
CC/7807: C6        Set vehicle/entity to walk when moving
CC/7808: FF        End queue
CC/7809: 74    Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk
CC/780E:       $33, $02
CC/7810: 74    Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk
CC/7815:       $CA, $DA
CC/7817: 75    Refresh map after alteration
CC/7818: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/781A: FE    Return

CC/781B: C0    If ($1E80($069) [$1E8D, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/7821: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/7829: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/782B: C3        Set vehicle/entity's event speed to fast
CC/782C: C7        Set vehicle/entity to stay still when moving
CC/782D: 1B        Do vehicle/entity graphical action $1B 
CC/782E: 80        Move vehicle/entity up 1 tile
CC/782F: FF        End queue
CC/7830: 74    Replace current map's Layer 2 at (21, 24) with the following (2 x 1) chunk
CC/7835:       $F0, $02
CC/7837: 74    Replace current map's Layer 2 at (21, 88) with the following (2 x 1) chunk
CC/783C:       $01, $F2
CC/783E: 75    Refresh map after alteration
CC/783F: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/7841: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CC/7842: 80        Move vehicle/entity up 1 tile
CC/7843: C2        Set vehicle/entity's event speed to normal
CC/7844: C6        Set vehicle/entity to walk when moving
CC/7845: 80        Move vehicle/entity up 1 tile
CC/7846: FF        End queue
CC/7847: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/7849: FE    Return

CC/784A: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/7850: 74    Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk
CC/7855:       $F0, $02
CC/7857: 74    Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk
CC/785C:       $01, $F2
CC/785E: 75    Refresh map after alteration
CC/785F: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/7861: FE    Return

CC/7862: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/7868: 74    Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk
CC/786D:       $02, $02
CC/786F: 74    Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk
CC/7874:       $CA, $DA
CC/7876: 75    Refresh map after alteration
CC/7877: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/7879: FE    Return

CC/787A: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/7880: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete)
CC/7882: C2        Set vehicle/entity's event speed to normal
CC/7883: C7        Set vehicle/entity to stay still when moving
CC/7884: 1B        Do vehicle/entity graphical action $1B 
CC/7885: 82        Move vehicle/entity down 1 tile
CC/7886: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CC/7887: 82        Move vehicle/entity down 1 tile
CC/7888: 1B        Do vehicle/entity graphical action $1B 
CC/7889: 82        Move vehicle/entity down 1 tile
CC/788A: FF        End queue
CC/788B: 74    Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk
CC/7890:       $02, $02
CC/7892: 74    Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk
CC/7897:       $CA, $DA
CC/7899: 75    Refresh map after alteration
CC/789A: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/789C: CD        Turn vehicle/entity right
CC/789D: E0        Pause for 4 * 1 (4) frames
CC/789F: CE        Turn vehicle/entity down
CC/78A0: C6        Set vehicle/entity to walk when moving
CC/78A1: FF        End queue
CC/78A2: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/78A4: FE    Return

CC/78A5: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/78AD: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/78AF: C2        Set vehicle/entity's event speed to normal
CC/78B0: C7        Set vehicle/entity to stay still when moving
CC/78B1: 1B        Do vehicle/entity graphical action $1B 
CC/78B2: 80        Move vehicle/entity up 1 tile
CC/78B3: FF        End queue
CC/78B4: 74    Replace current map's Layer 2 at (11, 17) with the following (2 x 1) chunk
CC/78B9:       $F0, $02
CC/78BB: 74    Replace current map's Layer 2 at (11, 81) with the following (2 x 1) chunk
CC/78C0:       $01, $F2
CC/78C2: 75    Refresh map after alteration
CC/78C3: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/78C5: 5B        Do vehicle/entity graphical action $1B, flipped horizontally
CC/78C6: 80        Move vehicle/entity up 1 tile
CC/78C7: 1B        Do vehicle/entity graphical action $1B 
CC/78C8: 80        Move vehicle/entity up 1 tile
CC/78C9: C2        Set vehicle/entity's event speed to normal
CC/78CA: C6        Set vehicle/entity to walk when moving
CC/78CB: 80        Move vehicle/entity up 1 tile
CC/78CC: FF        End queue
CC/78CD: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/78CF: FE    Return

CC/78D0: 31    Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete)
CC/78D2: C8        Set object layering priority to 2 (low nibble 2)
CC/78D4: C3        Set vehicle/entity's event speed to fast
CC/78D5: C7        Set vehicle/entity to stay still when moving
CC/78D6: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/78D7: 9D        Move vehicle/entity right 8 tiles
CC/78D8: C6        Set vehicle/entity to walk when moving
CC/78D9: DC        Make vehicle/entity jump (low)
CC/78DA: 81        Move vehicle/entity right 1 tile
CC/78DB: C8        Set object layering priority to 0 (low nibble 0)
CC/78DD: FF        End queue
CC/78DE: 3A    Enable player to move while event commands execute
CC/78DF: FE    Return

CC/78E0: F4    Play sound effect 223
CC/78E2: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CC/78E4: C7        Set vehicle/entity to stay still when moving
CC/78E5: C1        Set vehicle/entity's event speed to slow
CC/78E6: 84        Move vehicle/entity up 2 tiles
CC/78E7: FF        End queue
CC/78E8: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/78EA: C1        Set vehicle/entity's event speed to slow
CC/78EB: 84        Move vehicle/entity up 2 tiles
CC/78EC: FF        End queue
CC/78ED: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/78F1: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/78F3: C2        Set vehicle/entity's event speed to normal
CC/78F4: C6        Set vehicle/entity to walk when moving
CC/78F5: DC        Make vehicle/entity jump (low)
CC/78F6: 80        Move vehicle/entity up 1 tile
CC/78F7: FF        End queue
CC/78F8: F4    Play sound effect 223
CC/78FA: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/78FC: C2        Set vehicle/entity's event speed to normal
CC/78FD: 86        Move vehicle/entity down 2 tiles
CC/78FE: FF        End queue
CC/78FF: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/7903: 3A    Enable player to move while event commands execute
CC/7904: FE    Return

CC/7905: F4    Play sound effect 186
CC/7907: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7909: C7        Set vehicle/entity to stay still when moving
CC/790A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/790B: C4        Set vehicle/entity's event speed to faster
CC/790C: 8E        Move vehicle/entity down 4 tiles
CC/790D: FF        End queue
CC/790E: 6A    Load map $0107 (Magitek Factory, second area (only before subway ride)) after fade out, (upper bits $2000), place party at (22, 16), facing down
CC/7914: 42    Hide object $31
CC/7916: 45    Refresh objects
CC/7917: 96    Restore screen from fade
CC/7918: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/791A: C1        Set vehicle/entity's event speed to slow
CC/791B: 9C        Move vehicle/entity up 8 tiles
CC/791C: 84        Move vehicle/entity up 2 tiles
CC/791D: FF        End queue
CC/791E: 91    Pause for 15 units
CC/791F: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/7921: C3        Set vehicle/entity's event speed to fast
CC/7922: 86        Move vehicle/entity down 2 tiles
CC/7923: C7        Set vehicle/entity to stay still when moving
CC/7924: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7925: C8        Set object layering priority to 2 (low nibble 2)
CC/7927: FF        End queue
CC/7928: 41    Show object $31
CC/792A: 45    Refresh objects
CC/792B: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/792D: C4        Set vehicle/entity's event speed to faster
CC/792E: DC        Make vehicle/entity jump (low)
CC/792F: 92        Move vehicle/entity down 5 tiles
CC/7930: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7931: C6        Set vehicle/entity to walk when moving
CC/7932: C8        Set object layering priority to 0 (low nibble 0)
CC/7934: FF        End queue
CC/7935: 3A    Enable player to move while event commands execute
CC/7936: FE    Return

CC/7937: C0    If ($1E80($060) [$1E8C, bit 0] is set), branch to $CC7986
CC/793D: F4    Play sound effect 245
CC/793F: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/7941: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CC/7943: 31    Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete)
CC/7945: C7        Set vehicle/entity to stay still when moving
CC/7946: 0B        Do vehicle/entity graphical action $0B 
CC/7947: C4        Set vehicle/entity's event speed to faster
CC/7948: 81        Move vehicle/entity right 1 tile
CC/7949: C3        Set vehicle/entity's event speed to fast
CC/794A: 81        Move vehicle/entity right 1 tile
CC/794B: C2        Set vehicle/entity's event speed to normal
CC/794C: 81        Move vehicle/entity right 1 tile
CC/794D: C1        Set vehicle/entity's event speed to slow
CC/794E: 81        Move vehicle/entity right 1 tile
CC/794F: C0        Set vehicle/entity's event speed to slowest
CC/7950: 81        Move vehicle/entity right 1 tile
CC/7951: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7952: FF        End queue
CC/7953: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CC/7955: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/7957: 94    Pause for 60 units
CC/7958: 4D    Invoke battle, enemy set $46, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/795B: B2    Call subroutine $CA5EA9
CC/795F: 96    Restore screen from fade
CC/7960: 5C    Pause execution until fade in or fade out is complete
CC/7961: 94    Pause for 60 units
CC/7962: 4B    Display dialogue message $055F, wait for button press
               IFRIT: Hmmm
               SHIVA: Well, Ramuh DID entrust them with his power.
CC/7965: 92    Pause for 30 units
CC/7966: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/7968: C6        Set vehicle/entity to walk when moving
CC/7969: CF        Turn vehicle/entity left
CC/796A: FF        End queue
CC/796B: 92    Pause for 30 units
CC/796C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/796E: 15        Do vehicle/entity graphical action $15 
CC/796F: FF        End queue
CC/7970: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7972: CF        Turn vehicle/entity left
CC/7973: FF        End queue
CC/7974: 92    Pause for 30 units
CC/7975: B0    Execute the following commands until $B1 2 times
CC/7977: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/7979: 15            Do vehicle/entity graphical action $15 
CC/797A: FF            End queue
CC/797B: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/797D: CF            Turn vehicle/entity left
CC/797E: FF            End queue
CC/797F: B1        End block of repeating commands
CC/7980: D0    Set event bit $1E80($060) [$1E8C, bit 0]
CC/7982: D4    Set event bit $1E80($273) [$1ECE, bit 3]
CC/7984: 3A    Enable player to move while event commands execute
CC/7985: FE    Return

CC/7986: 4B    Display dialogue message $0560, wait for button press
               IFRIT: Gestahl has grabbed our friends and is trying to drain them of their power.
               I, too, suffered my turn in one of the glass tubes
CC/7989: D4    Set event bit $1E80($272) [$1ECE, bit 2]
CC/798B: C0    If ($1E80($274) [$1ECE, bit 4] is set), branch to $CC79A4
CC/7991: FE    Return

CC/7992: C0    If ($1E80($060) [$1E8C, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/7998: 4B    Display dialogue message $0561, wait for button press
               SHIVA: They drained our powers, then threw us away to
               We haven't long to live
CC/799B: D4    Set event bit $1E80($274) [$1ECE, bit 4]
CC/799D: C0    If ($1E80($272) [$1ECE, bit 2] is set), branch to $CC79A4
CC/79A3: FE    Return

CC/79A4: 92    Pause for 30 units
CC/79A5: 4B    Display dialogue message $0562, wait for button press
               We will follow Ramuh's lead, and give to you our power
CC/79A8: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/79AA: F4    Play sound effect 80
CC/79AC: 3D    Create object $16
CC/79AE: 42    Hide object $14
CC/79B0: 41    Show object $16
CC/79B2: 45    Refresh objects
CC/79B3: 94    Pause for 60 units
CC/79B4: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/79B6: F4    Play sound effect 80
CC/79B8: 3D    Create object $17
CC/79BA: 41    Show object $17
CC/79BC: 42    Hide object $15
CC/79BE: 45    Refresh objects
CC/79BF: 94    Pause for 60 units
CC/79C0: 4B    Display dialogue message $0563, wait for button press (Show text only)
               Our friends are all gone
               We haven't much time left
               No choice but to entrust you with our essences
CC/79C3: DD    Clear event bit $1E80($646) [$1F48, bit 6]
CC/79C5: DC    Set event bit $1E80($647) [$1F48, bit 7]
CC/79C7: DC    Set event bit $1E80($648) [$1F49, bit 0]
CC/79C9: D5    Clear event bit $1E80($273) [$1ECE, bit 3]
CC/79CB: 3A    Enable player to move while event commands execute
CC/79CC: FE    Return

CC/79CD: 4B    Display dialogue message $0564, wait for button press
               
               Received the Magicite
               Ifrit.
CC/79D0: F4    Play sound effect 141
CC/79D2: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/79D4: DD    Clear event bit $1E80($647) [$1F48, bit 7]
CC/79D6: 42    Hide object $16
CC/79D8: 45    Refresh objects
CC/79D9: 86    Give esper $37 (Ifrit   ) to party
CC/79DB: 3A    Enable player to move while event commands execute
CC/79DC: FE    Return

CC/79DD: 4B    Display dialogue message $0565, wait for button press
               
               Received the Magicite
               Shiva.
CC/79E0: F4    Play sound effect 141
CC/79E2: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/79E4: DD    Clear event bit $1E80($648) [$1F49, bit 0]
CC/79E6: 42    Hide object $17
CC/79E8: 45    Refresh objects
CC/79E9: 86    Give esper $38 (Shiva   ) to party
CC/79EB: 3A    Enable player to move while event commands execute
CC/79EC: FE    Return

CC/79ED: 4D    Invoke battle, enemy set $48, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/79F0: B2    Call subroutine $CA5EA9
CC/79F4: 42    Hide object $10
CC/79F6: 45    Refresh objects
CC/79F7: DD    Clear event bit $1E80($649) [$1F49, bit 1]
CC/79F9: 96    Restore screen from fade
CC/79FA: 5C    Pause execution until fade in or fade out is complete
CC/79FB: FE    Return

CC/79FC: 60    Change background layer $0E to palette $0C
CC/79FF: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/7A01: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/7A03: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/7A05: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/7A07: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/7A09: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/7A0B: C0    If ($1E80($068) [$1E8D, bit 0] is set), branch to $CC7A17
CC/7A11: 73    Replace current map's Layer 1 at (20, 14) with the following (1 x 1) chunk, refresh immediately
CC/7A16:       $02
CC/7A17: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/7A1D: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CC/7A1F: 80        Move vehicle/entity up 1 tile
CC/7A20: E0        Pause for 4 * 2 (8) frames
CC/7A22: 82        Move vehicle/entity down 1 tile
CC/7A23: E0        Pause for 4 * 4 (16) frames
CC/7A25: FC        Branch 6 bytes backwards ($CC7A1F)
CC/7A27: FF        End queue
CC/7A28: 11    Begin action queue for character $11 (NPC $11), 9 bytes long 
CC/7A2A: 80        Move vehicle/entity up 1 tile
CC/7A2B: E0        Pause for 4 * 3 (12) frames
CC/7A2D: 82        Move vehicle/entity down 1 tile
CC/7A2E: E0        Pause for 4 * 2 (8) frames
CC/7A30: FC        Branch 6 bytes backwards ($CC7A2A)
CC/7A32: FF        End queue
CC/7A33: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CC/7A35: 80        Move vehicle/entity up 1 tile
CC/7A36: E0        Pause for 4 * 1 (4) frames
CC/7A38: 82        Move vehicle/entity down 1 tile
CC/7A39: E0        Pause for 4 * 1 (4) frames
CC/7A3B: FC        Branch 6 bytes backwards ($CC7A35)
CC/7A3D: FF        End queue
CC/7A3E: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CC/7A40: 80        Move vehicle/entity up 1 tile
CC/7A41: E0        Pause for 4 * 1 (4) frames
CC/7A43: 82        Move vehicle/entity down 1 tile
CC/7A44: E0        Pause for 4 * 1 (4) frames
CC/7A46: FC        Branch 6 bytes backwards ($CC7A40)
CC/7A48: FF        End queue
CC/7A49: 14    Begin action queue for character $14 (NPC $14), 9 bytes long 
CC/7A4B: 80        Move vehicle/entity up 1 tile
CC/7A4C: E0        Pause for 4 * 2 (8) frames
CC/7A4E: 82        Move vehicle/entity down 1 tile
CC/7A4F: E0        Pause for 4 * 6 (24) frames
CC/7A51: FC        Branch 6 bytes backwards ($CC7A4B)
CC/7A53: FF        End queue
CC/7A54: 15    Begin action queue for character $15 (NPC $15), 9 bytes long 
CC/7A56: 80        Move vehicle/entity up 1 tile
CC/7A57: E0        Pause for 4 * 6 (24) frames
CC/7A59: 82        Move vehicle/entity down 1 tile
CC/7A5A: E0        Pause for 4 * 2 (8) frames
CC/7A5C: FC        Branch 6 bytes backwards ($CC7A56)
CC/7A5E: FF        End queue
CC/7A5F: FE    Return

CC/7A60: C2    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($068) [$1E8D, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/7A6A: F4    Play sound effect 150
CC/7A6C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/7A6E: C2        Set vehicle/entity's event speed to normal
CC/7A6F: FF        End queue
CC/7A70: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/7A72: C2        Set vehicle/entity's event speed to normal
CC/7A73: FF        End queue
CC/7A74: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/7A76: C2        Set vehicle/entity's event speed to normal
CC/7A77: FF        End queue
CC/7A78: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/7A7A: C2        Set vehicle/entity's event speed to normal
CC/7A7B: FF        End queue
CC/7A7C: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/7A7E: C2        Set vehicle/entity's event speed to normal
CC/7A7F: FF        End queue
CC/7A80: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/7A82: C2        Set vehicle/entity's event speed to normal
CC/7A83: FF        End queue
CC/7A84: 4B    Display dialogue message $0566, wait for button press
               ESPER: You want to help me
               But I haven't long to live.
               Just as Ifrit did before me,
               I'll give to you my power
CC/7A87: B5    Pause for 15 * 6 (90) units
CC/7A89: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/7A8B: F4    Play sound effect 80
CC/7A8D: 3D    Create object $16
CC/7A8F: 3D    Create object $17
CC/7A91: 3D    Create object $18
CC/7A93: 3D    Create object $19
CC/7A95: 3D    Create object $1A
CC/7A97: 3D    Create object $1B
CC/7A99: 42    Hide object $10
CC/7A9B: 42    Hide object $11
CC/7A9D: 42    Hide object $12
CC/7A9F: 42    Hide object $13
CC/7AA1: 42    Hide object $14
CC/7AA3: 42    Hide object $15
CC/7AA5: 41    Show object $16
CC/7AA7: 41    Show object $17
CC/7AA9: 41    Show object $18
CC/7AAB: 41    Show object $19
CC/7AAD: 41    Show object $1A
CC/7AAF: 41    Show object $1B
CC/7AB1: 3E    Delete object $10
CC/7AB3: 3E    Delete object $11
CC/7AB5: 3E    Delete object $12
CC/7AB7: 3E    Delete object $13
CC/7AB9: 3E    Delete object $14
CC/7ABB: 3E    Delete object $15
CC/7ABD: 45    Refresh objects
CC/7ABE: 94    Pause for 60 units
CC/7ABF: 4B    Display dialogue message $0567, wait for button press
               CID: What are you doing there?
CC/7AC2: 38    Hold screen
CC/7AC3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/7AC5: CD        Turn vehicle/entity right
CC/7AC6: FF        End queue
CC/7AC7: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CC/7AC9: C1        Set vehicle/entity's event speed to slow
CC/7ACA: A1        Move vehicle/entity right/down 1x1 tiles
CC/7ACB: A1        Move vehicle/entity right/down 1x1 tiles
CC/7ACC: A1        Move vehicle/entity right/down 1x1 tiles
CC/7ACD: 85        Move vehicle/entity right 2 tiles
CC/7ACE: FF        End queue
CC/7ACF: 22    Begin action queue for character $22 (NPC $22), 3 bytes long 
CC/7AD1: C1        Set vehicle/entity's event speed to slow
CC/7AD2: 88        Move vehicle/entity up 3 tiles
CC/7AD3: FF        End queue
CC/7AD4: 1C    Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete)
CC/7AD6: C1        Set vehicle/entity's event speed to slow
CC/7AD7: CF        Turn vehicle/entity left
CC/7AD8: C7        Set vehicle/entity to stay still when moving
CC/7AD9: 88        Move vehicle/entity up 3 tiles
CC/7ADA: C3        Set vehicle/entity's event speed to fast
CC/7ADB: C6        Set vehicle/entity to walk when moving
CC/7ADC: DC        Make vehicle/entity jump (low)
CC/7ADD: 84        Move vehicle/entity up 2 tiles
CC/7ADE: 93        Move vehicle/entity left 5 tiles
CC/7ADF: FF        End queue
CC/7AE0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/7AE2: CE        Turn vehicle/entity down
CC/7AE3: FF        End queue
CC/7AE4: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long 
CC/7AE6: C3        Set vehicle/entity's event speed to fast
CC/7AE7: 93        Move vehicle/entity left 5 tiles
CC/7AE8: CC        Turn vehicle/entity up
CC/7AE9: FF        End queue
CC/7AEA: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CC/7AEC: C1        Set vehicle/entity's event speed to slow
CC/7AED: 87        Move vehicle/entity left 2 tiles
CC/7AEE: A3        Move vehicle/entity left/up 1x1 tiles
CC/7AEF: A3        Move vehicle/entity left/up 1x1 tiles
CC/7AF0: A3        Move vehicle/entity left/up 1x1 tiles
CC/7AF1: FF        End queue
CC/7AF2: 42    Hide object $22
CC/7AF4: 3E    Delete object $22
CC/7AF6: 45    Refresh objects
CC/7AF7: 92    Pause for 30 units
CC/7AF8: B0    Execute the following commands until $B1 2 times
CC/7AFA: 1C        Begin action queue for character $1C (NPC $1C), 10 bytes long (Wait until complete)
CC/7AFC: CF            Turn vehicle/entity left
CC/7AFD: E0            Pause for 4 * 6 (24) frames
CC/7AFF: CE            Turn vehicle/entity down
CC/7B00: E0            Pause for 4 * 1 (4) frames
CC/7B02: CD            Turn vehicle/entity right
CC/7B03: E0            Pause for 4 * 6 (24) frames
CC/7B05: FF            End queue
CC/7B06: B1        End block of repeating commands
CC/7B07: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/7B09: CE        Turn vehicle/entity down
CC/7B0A: FF        End queue
CC/7B0B: 4B    Display dialogue message $0568, wait for button press
               CID: Wwhat's this!?
CC/7B0E: 1C    Begin action queue for character $1C (NPC $1C), 11 bytes long 
CC/7B10: C3        Set vehicle/entity's event speed to fast
CC/7B11: 93        Move vehicle/entity left 5 tiles
CC/7B12: A2        Move vehicle/entity left/down 1x1 tiles
CC/7B13: CE        Turn vehicle/entity down
CC/7B14: E0        Pause for 4 * 16 (64) frames
CC/7B16: A0        Move vehicle/entity right/up 1x1 tiles
CC/7B17: 8D        Move vehicle/entity right 4 tiles
CC/7B18: 96        Move vehicle/entity down 6 tiles
CC/7B19: 83        Move vehicle/entity left 1 tile
CC/7B1A: FF        End queue
CC/7B1B: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/7B1D: C1        Set vehicle/entity's event speed to slow
CC/7B1E: 9E        Move vehicle/entity down 8 tiles
CC/7B1F: 86        Move vehicle/entity down 2 tiles
CC/7B20: FF        End queue
CC/7B21: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long 
CC/7B23: 8D        Move vehicle/entity right 4 tiles
CC/7B24: E0        Pause for 4 * 6 (24) frames
CC/7B26: 83        Move vehicle/entity left 1 tile
CC/7B27: 94        Move vehicle/entity up 6 tiles
CC/7B28: 8D        Move vehicle/entity right 4 tiles
CC/7B29: 82        Move vehicle/entity down 1 tile
CC/7B2A: FF        End queue
CC/7B2B: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/7B2D: C1        Set vehicle/entity's event speed to slow
CC/7B2E: 9C        Move vehicle/entity up 8 tiles
CC/7B2F: 84        Move vehicle/entity up 2 tiles
CC/7B30: FF        End queue
CC/7B31: B5    Pause for 15 * 6 (90) units
CC/7B33: 4B    Display dialogue message $0569, wait for button press
               CID: SoEsper magical power can only truly be transferred when one of them passes away
CC/7B36: 94    Pause for 60 units
CC/7B37: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/7B39: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/7B3B: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/7B3D: 78    Enable ability to pass through other objects for object $19 (NPC $19)
CC/7B3F: 78    Enable ability to pass through other objects for object $1A (NPC $1A)
CC/7B41: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/7B43: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/7B45: C0        Set vehicle/entity's event speed to slowest
CC/7B46: 80        Move vehicle/entity up 1 tile
CC/7B47: FF        End queue
CC/7B48: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CC/7B4A: C0        Set vehicle/entity's event speed to slowest
CC/7B4B: 80        Move vehicle/entity up 1 tile
CC/7B4C: FF        End queue
CC/7B4D: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CC/7B4F: C0        Set vehicle/entity's event speed to slowest
CC/7B50: 80        Move vehicle/entity up 1 tile
CC/7B51: FF        End queue
CC/7B52: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CC/7B54: C0        Set vehicle/entity's event speed to slowest
CC/7B55: 80        Move vehicle/entity up 1 tile
CC/7B56: FF        End queue
CC/7B57: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CC/7B59: C0        Set vehicle/entity's event speed to slowest
CC/7B5A: 80        Move vehicle/entity up 1 tile
CC/7B5B: FF        End queue
CC/7B5C: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete)
CC/7B5E: C0        Set vehicle/entity's event speed to slowest
CC/7B5F: 80        Move vehicle/entity up 1 tile
CC/7B60: FF        End queue
CC/7B61: 74    Replace current map's Layer 2 at (3, 133) with the following (17 x 3) chunk
CC/7B66:       $0D, $0E, $0F, $18, $19, $00, $02, $03, $04, $05, $06, $07, $08, $09, $0A, $00, $00
CC/7B77:       $00, $17, $00, $01, $0D, $0E, $0F, $10, $11, $12, $13, $14, $15, $05, $06, $07, $08
CC/7B88:       $09, $0A, $00, $00, $00, $17, $00, $01, $0D, $0E, $0F, $18, $19, $00, $02, $03, $04
CC/7B99: 74    Replace current map's Layer 2 at (14, 133) with the following (17 x 3) chunk
CC/7B9E:       $02, $03, $04, $93, $94, $95, $90, $91, $12, $05, $06, $07, $08, $09, $0A, $00, $00
CC/7BAF:       $00, $17, $00, $01, $02, $03, $04, $82, $83, $84, $98, $99, $9A, $05, $06, $07, $08
CC/7BC0:       $09, $0A, $00, $00, $00, $17, $00, $01, $0D, $0E, $0F, $10, $11, $12, $13, $14, $15
CC/7BD1: 75    Refresh map after alteration
CC/7BD2: F4    Play sound effect 21
CC/7BD4: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/7BD6: 94    Pause for 60 units
CC/7BD7: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/7BD9: F4    Play sound effect 201
CC/7BDB: 94    Pause for 60 units
CC/7BDC: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/7BDE: C2        Set vehicle/entity's event speed to normal
CC/7BDF: 80        Move vehicle/entity up 1 tile
CC/7BE0: 8B        Move vehicle/entity left 3 tiles
CC/7BE1: CC        Turn vehicle/entity up
CC/7BE2: FF        End queue
CC/7BE3: 16    Begin action queue for character $16 (NPC $16), 7 bytes long 
CC/7BE5: C8        Set object layering priority to 2 (low nibble 2)
CC/7BE7: C3        Set vehicle/entity's event speed to fast
CC/7BE8: 89        Move vehicle/entity right 3 tiles
CC/7BE9: A1        Move vehicle/entity right/down 1x1 tiles
CC/7BEA: A1        Move vehicle/entity right/down 1x1 tiles
CC/7BEB: FF        End queue
CC/7BEC: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CC/7BEE: C8        Set object layering priority to 2 (low nibble 2)
CC/7BF0: C3        Set vehicle/entity's event speed to fast
CC/7BF1: 81        Move vehicle/entity right 1 tile
CC/7BF2: A0        Move vehicle/entity right/up 1x1 tiles
CC/7BF3: A0        Move vehicle/entity right/up 1x1 tiles
CC/7BF4: A0        Move vehicle/entity right/up 1x1 tiles
CC/7BF5: 80        Move vehicle/entity up 1 tile
CC/7BF6: FF        End queue
CC/7BF7: 18    Begin action queue for character $18 (NPC $18), 10 bytes long 
CC/7BF9: C8        Set object layering priority to 2 (low nibble 2)
CC/7BFB: C4        Set vehicle/entity's event speed to faster
CC/7BFC: 81        Move vehicle/entity right 1 tile
CC/7BFD: A0        Move vehicle/entity right/up 1x1 tiles
CC/7BFE: A0        Move vehicle/entity right/up 1x1 tiles
CC/7BFF: A0        Move vehicle/entity right/up 1x1 tiles
CC/7C00: A0        Move vehicle/entity right/up 1x1 tiles
CC/7C01: 94        Move vehicle/entity up 6 tiles
CC/7C02: FF        End queue
CC/7C03: 19    Begin action queue for character $19 (NPC $19), 7 bytes long 
CC/7C05: C8        Set object layering priority to 2 (low nibble 2)
CC/7C07: C3        Set vehicle/entity's event speed to fast
CC/7C08: 87        Move vehicle/entity left 2 tiles
CC/7C09: A2        Move vehicle/entity left/down 1x1 tiles
CC/7C0A: A2        Move vehicle/entity left/down 1x1 tiles
CC/7C0B: FF        End queue
CC/7C0C: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CC/7C0E: C8        Set object layering priority to 2 (low nibble 2)
CC/7C10: C3        Set vehicle/entity's event speed to fast
CC/7C11: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C12: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C13: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C14: 80        Move vehicle/entity up 1 tile
CC/7C15: FF        End queue
CC/7C16: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long (Wait until complete)
CC/7C18: C8        Set object layering priority to 2 (low nibble 2)
CC/7C1A: C4        Set vehicle/entity's event speed to faster
CC/7C1B: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C1C: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C1D: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C1E: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C1F: 94        Move vehicle/entity up 6 tiles
CC/7C20: FF        End queue
CC/7C21: 94    Pause for 60 units
CC/7C22: 16    Begin action queue for character $16 (NPC $16), 3 bytes long 
CC/7C24: C0        Set vehicle/entity's event speed to slowest
CC/7C25: A1        Move vehicle/entity right/down 1x1 tiles
CC/7C26: FF        End queue
CC/7C27: 17    Begin action queue for character $17 (NPC $17), 3 bytes long 
CC/7C29: C0        Set vehicle/entity's event speed to slowest
CC/7C2A: 85        Move vehicle/entity right 2 tiles
CC/7C2B: FF        End queue
CC/7C2C: 18    Begin action queue for character $18 (NPC $18), 3 bytes long 
CC/7C2E: C0        Set vehicle/entity's event speed to slowest
CC/7C2F: A0        Move vehicle/entity right/up 1x1 tiles
CC/7C30: FF        End queue
CC/7C31: 19    Begin action queue for character $19 (NPC $19), 3 bytes long 
CC/7C33: C0        Set vehicle/entity's event speed to slowest
CC/7C34: A2        Move vehicle/entity left/down 1x1 tiles
CC/7C35: FF        End queue
CC/7C36: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long 
CC/7C38: C0        Set vehicle/entity's event speed to slowest
CC/7C39: 87        Move vehicle/entity left 2 tiles
CC/7C3A: FF        End queue
CC/7C3B: 1B    Begin action queue for character $1B (NPC $1B), 3 bytes long 
CC/7C3D: C0        Set vehicle/entity's event speed to slowest
CC/7C3E: A3        Move vehicle/entity left/up 1x1 tiles
CC/7C3F: FF        End queue
CC/7C40: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CC/7C42: C0        Set vehicle/entity's event speed to slowest
CC/7C43: 87        Move vehicle/entity left 2 tiles
CC/7C44: FF        End queue
CC/7C45: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/7C47: C2        Set vehicle/entity's event speed to normal
CC/7C48: 83        Move vehicle/entity left 1 tile
CC/7C49: CC        Turn vehicle/entity up
CC/7C4A: FF        End queue
CC/7C4B: 93    Pause for 45 units
CC/7C4C: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/7C4E: F4    Play sound effect 141
CC/7C50: 42    Hide object $16
CC/7C52: 42    Hide object $17
CC/7C54: 42    Hide object $18
CC/7C56: 42    Hide object $19
CC/7C58: 42    Hide object $1A
CC/7C5A: 42    Hide object $1B
CC/7C5C: 3E    Delete object $16
CC/7C5E: 3E    Delete object $17
CC/7C60: 3E    Delete object $18
CC/7C62: 3E    Delete object $19
CC/7C64: 3E    Delete object $1A
CC/7C66: 3E    Delete object $1B
CC/7C68: 45    Refresh objects
CC/7C69: 92    Pause for 30 units
CC/7C6A: 4B    Display dialogue message $056A, wait for button press
               
               Received Magicite!
CC/7C6D: 86    Give esper $3C (Maduin  ) to party
CC/7C6F: 86    Give esper $4A (Phantom ) to party
CC/7C71: 86    Give esper $4D (Unicorn ) to party
CC/7C73: 86    Give esper $3D (Bismark ) to party
CC/7C75: 86    Give esper $49 (Carbunkl) to party
CC/7C77: 86    Give esper $3B (Shoat   ) to party
CC/7C79: 39    Free screen
CC/7C7A: 94    Pause for 60 units
CC/7C7B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7C7D: C2        Set vehicle/entity's event speed to normal
CC/7C7E: 8A        Move vehicle/entity down 3 tiles
CC/7C7F: CD        Turn vehicle/entity right
CC/7C80: FF        End queue
CC/7C81: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/7C83: CF        Turn vehicle/entity left
CC/7C84: FF        End queue
CC/7C85: 47    Make character in slot 0 the lead character
CC/7C86: B2    Call subroutine $CAC6AC
CC/7C8A: B2    Call subroutine $CB2E34
CC/7C8E: 3C    Set up the party as follows: $01 (Actor in stot 1), $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/7C93: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/7C95: C2        Set vehicle/entity's event speed to normal
CC/7C96: 82        Move vehicle/entity down 1 tile
CC/7C97: CD        Turn vehicle/entity right
CC/7C98: FF        End queue
CC/7C99: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/7C9B: C2        Set vehicle/entity's event speed to normal
CC/7C9C: 83        Move vehicle/entity left 1 tile
CC/7C9D: CD        Turn vehicle/entity right
CC/7C9E: FF        End queue
CC/7C9F: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/7CA1: C2        Set vehicle/entity's event speed to normal
CC/7CA2: 80        Move vehicle/entity up 1 tile
CC/7CA3: CD        Turn vehicle/entity right
CC/7CA4: FF        End queue
CC/7CA5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/7CA7: C2        Set vehicle/entity's event speed to normal
CC/7CA8: CD        Turn vehicle/entity right
CC/7CA9: E0        Pause for 4 * 6 (24) frames
CC/7CAB: FF        End queue
CC/7CAC: 92    Pause for 30 units
CC/7CAD: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/7CAF: 81        Move vehicle/entity right 1 tile
CC/7CB0: CC        Turn vehicle/entity up
CC/7CB1: FF        End queue
CC/7CB2: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/7CB4: CE        Turn vehicle/entity down
CC/7CB5: FF        End queue
CC/7CB6: 92    Pause for 30 units
CC/7CB7: 4B    Display dialogue message $056B, wait for button press
               CELES: Professor Cid.
               CID: General CELES!
               And who might these dubious characters be? Your troops?
CC/7CBA: 92    Pause for 30 units
CC/7CBB: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/7CBD: 21        Do vehicle/entity graphical action $21 
CC/7CBE: FF        End queue
CC/7CBF: 94    Pause for 60 units
CC/7CC0: 4B    Display dialogue message $056C, wait for button press
               CELES: No
               You see, 
               CID: Can it be true that you came here as a spy, seeking to cause an uprising?!
CC/7CC3: 92    Pause for 30 units
CC/7CC4: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7CC6: 1F        Do vehicle/entity graphical action $1F 
CC/7CC7: FF        End queue
CC/7CC8: 94    Pause for 60 units
CC/7CC9: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/7CCB: 82        Move vehicle/entity down 1 tile
CC/7CCC: CD        Turn vehicle/entity right
CC/7CCD: FF        End queue
CC/7CCE: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/7CD0: CF        Turn vehicle/entity left
CC/7CD1: FF        End queue
CC/7CD2: 4B    Display dialogue message $056E, wait for button press
               LOCKE: !?
               CELES?
CC/7CD5: B5    Pause for 15 * 6 (90) units
CC/7CD7: F4    Play sound effect 205
CC/7CD9: 94    Pause for 60 units
CC/7CDA: F4    Play sound effect 205
CC/7CDC: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/7CDE: CE        Turn vehicle/entity down
CC/7CDF: FF        End queue
CC/7CE0: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/7CE2: CE        Turn vehicle/entity down
CC/7CE3: FF        End queue
CC/7CE4: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/7CE6: CE        Turn vehicle/entity down
CC/7CE7: FF        End queue
CC/7CE8: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/7CEA: CE        Turn vehicle/entity down
CC/7CEB: FF        End queue
CC/7CEC: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/7CEE: 81        Move vehicle/entity right 1 tile
CC/7CEF: CE        Turn vehicle/entity down
CC/7CF0: FF        End queue
CC/7CF1: 3D    Create object $1D
CC/7CF3: 41    Show object $1D
CC/7CF5: 45    Refresh objects
CC/7CF6: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long (Wait until complete)
CC/7CF8: C2        Set vehicle/entity's event speed to normal
CC/7CF9: 94        Move vehicle/entity up 6 tiles
CC/7CFA: FF        End queue
CC/7CFB: 92    Pause for 30 units
CC/7CFC: 4B    Display dialogue message $056F, wait for button press
               KEFKA: So that's it!
               Magicite
               Cid, you miserable blockhead! Now
CC/7CFF: 92    Pause for 30 units
CC/7D00: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/7D02: C7        Set vehicle/entity to stay still when moving
CC/7D03: DC        Make vehicle/entity jump (low)
CC/7D04: 81        Move vehicle/entity right 1 tile
CC/7D05: C6        Set vehicle/entity to walk when moving
CC/7D06: FF        End queue
CC/7D07: 92    Pause for 30 units
CC/7D08: 4B    Display dialogue message $0570, wait for button press
               KEFKA: General CELES!! 
               The game's over.
               Bring me those Magicite shards!
CC/7D0B: 92    Pause for 30 units
CC/7D0C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7D0E: 1F        Do vehicle/entity graphical action $1F 
CC/7D0F: FF        End queue
CC/7D10: 94    Pause for 60 units
CC/7D11: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7D13: CD        Turn vehicle/entity right
CC/7D14: FF        End queue
CC/7D15: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/7D17: CF        Turn vehicle/entity left
CC/7D18: FF        End queue
CC/7D19: 92    Pause for 30 units
CC/7D1A: 4B    Display dialogue message $0571, wait for button press
               LOCKE: CELES!
               Youdeceived me?!
               CELES: Of course not!
               Have a little faith!
CC/7D1D: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC7D27
CC/7D23: 94    Pause for 60 units
CC/7D24: 4B    Display dialogue message $0572, wait for button press
               CYAN: See!
               I knew she couldn't be trusted!
CC/7D27: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long (Wait until complete)
CC/7D29: DC        Make vehicle/entity jump (low)
CC/7D2A: A2        Move vehicle/entity left/down 1x1 tiles
CC/7D2B: CE        Turn vehicle/entity down
CC/7D2C: FF        End queue
CC/7D2D: 92    Pause for 30 units
CC/7D2E: F4    Play sound effect 205
CC/7D30: B0    Execute the following commands until $B1 12 times
CC/7D32: 1D        Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/7D34: 1D            Do vehicle/entity graphical action $1D 
CC/7D35: FF            End queue
CC/7D36: 1D        Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/7D38: 1E            Do vehicle/entity graphical action $1E 
CC/7D39: FF            End queue
CC/7D3A: B1        End block of repeating commands
CC/7D3B: 92    Pause for 30 units
CC/7D3C: 4B    Display dialogue message $0573, wait for button press
               KEFKA: G'hee, hee, hee!
               She has tricked you all!
               CELES, that's soYOU!
CC/7D3F: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/7D41: A1        Move vehicle/entity right/down 1x1 tiles
CC/7D42: CD        Turn vehicle/entity right
CC/7D43: FF        End queue
CC/7D44: 94    Pause for 60 units
CC/7D45: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/7D47: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/7D48: FF        End queue
CC/7D49: 92    Pause for 30 units
CC/7D4A: 4B    Display dialogue message $0574, wait for button press
               CELES: LOCKE
               Please believe me
               LOCKE: I  
CC/7D4D: 92    Pause for 30 units
CC/7D4E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7D50: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/7D51: FF        End queue
CC/7D52: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/7D54: CE        Turn vehicle/entity down
CC/7D55: FF        End queue
CC/7D56: 92    Pause for 30 units
CC/7D57: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/7D59: CD        Turn vehicle/entity right
CC/7D5A: E0        Pause for 4 * 1 (4) frames
CC/7D5C: CC        Turn vehicle/entity up
CC/7D5D: FF        End queue
CC/7D5E: 92    Pause for 30 units
CC/7D5F: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/7D61: 1B        Do vehicle/entity graphical action $1B 
CC/7D62: FF        End queue
CC/7D63: 92    Pause for 30 units
CC/7D64: 4B    Display dialogue message $0575, wait for button press
               KEFKA: NOW!!
CC/7D67: 3D    Create object $1E
CC/7D69: 3D    Create object $1F
CC/7D6B: 41    Show object $1E
CC/7D6D: 41    Show object $1F
CC/7D6F: 45    Refresh objects
CC/7D70: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CC/7D72: C3        Set vehicle/entity's event speed to fast
CC/7D73: 94        Move vehicle/entity up 6 tiles
CC/7D74: FF        End queue
CC/7D75: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CC/7D77: C3        Set vehicle/entity's event speed to fast
CC/7D78: 94        Move vehicle/entity up 6 tiles
CC/7D79: FF        End queue
CC/7D7A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7D7C: CE        Turn vehicle/entity down
CC/7D7D: FF        End queue
CC/7D7E: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/7D80: CE        Turn vehicle/entity down
CC/7D81: FF        End queue
CC/7D82: 4B    Display dialogue message $0576, wait for button press
               KEFKA: Exterminate all of them!
CC/7D85: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/7D87: 17        Do vehicle/entity graphical action $17 
CC/7D88: FF        End queue
CC/7D89: F4    Play sound effect 43
CC/7D8B: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/7D8D: B5    Pause for 15 * 6 (90) units
CC/7D8F: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CC/7D91: CC        Turn vehicle/entity up
CC/7D92: C7        Set vehicle/entity to stay still when moving
CC/7D93: C3        Set vehicle/entity's event speed to fast
CC/7D94: DD        Make vehicle/entity jump (high)
CC/7D95: 95        Move vehicle/entity right 6 tiles
CC/7D96: C6        Set vehicle/entity to walk when moving
CC/7D97: FF        End queue
CC/7D98: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long 
CC/7D9A: 17        Do vehicle/entity graphical action $17 
CC/7D9B: C7        Set vehicle/entity to stay still when moving
CC/7D9C: C2        Set vehicle/entity's event speed to normal
CC/7D9D: DC        Make vehicle/entity jump (low)
CC/7D9E: 81        Move vehicle/entity right 1 tile
CC/7D9F: FF        End queue
CC/7DA0: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CC/7DA2: C4        Set vehicle/entity's event speed to faster
CC/7DA3: 88        Move vehicle/entity up 3 tiles
CC/7DA4: FF        End queue
CC/7DA5: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CC/7DA7: C4        Set vehicle/entity's event speed to faster
CC/7DA8: 88        Move vehicle/entity up 3 tiles
CC/7DA9: FF        End queue
CC/7DAA: F4    Play sound effect 114
CC/7DAC: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/7DAE: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/7DB0: B2    Call subroutine $CB2E34
CC/7DB4: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/7DB6: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CC/7DB8: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/7DBA: CC        Turn vehicle/entity up
CC/7DBB: FF        End queue
CC/7DBC: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long 
CC/7DBE: C4        Set vehicle/entity's event speed to faster
CC/7DBF: C7        Set vehicle/entity to stay still when moving
CC/7DC0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7DC1: 88        Move vehicle/entity up 3 tiles
CC/7DC2: 28        Do vehicle/entity graphical action $28 
CC/7DC3: FF        End queue
CC/7DC4: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CC/7DC6: C4        Set vehicle/entity's event speed to faster
CC/7DC7: C7        Set vehicle/entity to stay still when moving
CC/7DC8: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7DC9: 84        Move vehicle/entity up 2 tiles
CC/7DCA: 28        Do vehicle/entity graphical action $28 
CC/7DCB: FF        End queue
CC/7DCC: 34    Begin action queue for character $34 (Party Character 3), 7 bytes long 
CC/7DCE: C4        Set vehicle/entity's event speed to faster
CC/7DCF: C7        Set vehicle/entity to stay still when moving
CC/7DD0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7DD1: 80        Move vehicle/entity up 1 tile
CC/7DD2: A0        Move vehicle/entity right/up 1x1 tiles
CC/7DD3: 28        Do vehicle/entity graphical action $28 
CC/7DD4: FF        End queue
CC/7DD5: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/7DD7: 84        Move vehicle/entity up 2 tiles
CC/7DD8: FF        End queue
CC/7DD9: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CC/7DDB: 84        Move vehicle/entity up 2 tiles
CC/7DDC: FF        End queue
CC/7DDD: B0    Execute the following commands until $B1 2 times
CC/7DDF: 55        Flash screen with color component(s) 2 (Red), at intensity 0
CC/7DE1: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/7DE3: F4        Play sound effect 25
CC/7DE5: 91        Pause for 15 units
CC/7DE6: B1        End block of repeating commands
CC/7DE7: B0    Execute the following commands until $B1 31 times
CC/7DE9: 50        Tint screen (cumulative) with color $8B
CC/7DEB: 52        Tint characters (cumulative) with color $8B
CC/7DED: B1        End block of repeating commands
CC/7DEE: 94    Pause for 60 units
CC/7DEF: 38    Hold screen
CC/7DF0: F2    Fade out current song with transition time 128
CC/7DF2: 30    Begin action queue for character $30 (Camera), 3 bytes long 
CC/7DF4: C0        Set vehicle/entity's event speed to slowest
CC/7DF5: 92        Move vehicle/entity down 5 tiles
CC/7DF6: FF        End queue
CC/7DF7: 95    Pause for 120 units
CC/7DF8: 4B    Display dialogue message $0577, wait for button press (At bottom of screen)
               CELES: LOCKE 
               Let me protect you for once 
               Maybe now 
               Now you'll believe me
CC/7DFB: 35    Pause execution until action queue for object $30 (Camera) is complete
CC/7DFD: 92    Pause for 30 units
CC/7DFE: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CC/7E00: C6        Set vehicle/entity to walk when moving
CC/7E01: DC        Make vehicle/entity jump (low)
CC/7E02: 83        Move vehicle/entity left 1 tile
CC/7E03: C1        Set vehicle/entity's event speed to slow
CC/7E04: 87        Move vehicle/entity left 2 tiles
CC/7E05: CC        Turn vehicle/entity up
CC/7E06: FF        End queue
CC/7E07: 92    Pause for 30 units
CC/7E08: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete)
CC/7E0A: CD        Turn vehicle/entity right
CC/7E0B: E0        Pause for 4 * 1 (4) frames
CC/7E0D: CE        Turn vehicle/entity down
CC/7E0E: FF        End queue
CC/7E0F: 92    Pause for 30 units
CC/7E10: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/7E12: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/7E13: FF        End queue
CC/7E14: F4    Play sound effect 2
CC/7E16: B0    Execute the following commands until $B1 31 times
CC/7E18: 50        Tint screen (cumulative) with color $CF
CC/7E1A: 52        Tint characters (cumulative) with color $CF
CC/7E1C: B1        End block of repeating commands
CC/7E1D: B0    Execute the following commands until $B1 31 times
CC/7E1F: 50        Tint screen (cumulative) with color $93
CC/7E21: 52        Tint characters (cumulative) with color $93
CC/7E23: B1        End block of repeating commands
CC/7E24: 94    Pause for 60 units
CC/7E25: 4B    Display dialogue message $056D, wait for button press
               KEFKA: CELES!
               Wwhat are you doing?
               Stop it!!!
CC/7E28: B5    Pause for 15 * 6 (90) units
CC/7E2A: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/7E2C: F4    Play sound effect 81
CC/7E2E: 62    Mosaic screen, speed 1
CC/7E30: B5    Pause for 15 * 6 (90) units
CC/7E32: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/7E34: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CC/7E36: C7        Set vehicle/entity to stay still when moving
CC/7E37: C4        Set vehicle/entity's event speed to faster
CC/7E38: 94        Move vehicle/entity up 6 tiles
CC/7E39: FF        End queue
CC/7E3A: 1E    Begin action queue for character $1E (NPC $1E), 3 bytes long 
CC/7E3C: C4        Set vehicle/entity's event speed to faster
CC/7E3D: 90        Move vehicle/entity up 5 tiles
CC/7E3E: FF        End queue
CC/7E3F: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long 
CC/7E41: C4        Set vehicle/entity's event speed to faster
CC/7E42: 90        Move vehicle/entity up 5 tiles
CC/7E43: FF        End queue
CC/7E44: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CC/7E46: C7        Set vehicle/entity to stay still when moving
CC/7E47: 1F        Do vehicle/entity graphical action $1F 
CC/7E48: C4        Set vehicle/entity's event speed to faster
CC/7E49: 9C        Move vehicle/entity up 8 tiles
CC/7E4A: 88        Move vehicle/entity up 3 tiles
CC/7E4B: FF        End queue
CC/7E4C: 42    Hide object $06
CC/7E4E: 42    Hide object $1E
CC/7E50: 42    Hide object $1F
CC/7E52: 42    Hide object $1D
CC/7E54: 3E    Delete object $06
CC/7E56: 3E    Delete object $1E
CC/7E58: 3E    Delete object $1F
CC/7E5A: 3E    Delete object $1D
CC/7E5C: 45    Refresh objects
CC/7E5D: 3E    Delete object $06
CC/7E5F: 3F    Remove character $06 (Actor in stot 6) from the party
CC/7E62: 45    Refresh objects
CC/7E63: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/7E68: D5    Clear event bit $1E80($2F6) [$1EDE, bit 6]
CC/7E6A: 8D    Remove all equipment from character $06 (Actor in stot 6)
CC/7E6C: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/7E70: B0    Execute the following commands until $B1 31 times
CC/7E72: 50        Tint screen (cumulative) with color $D3
CC/7E74: 52        Tint characters (cumulative) with color $D3
CC/7E76: B1        End block of repeating commands
CC/7E77: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/7E79: C0        Set vehicle/entity's event speed to slowest
CC/7E7A: 90        Move vehicle/entity up 5 tiles
CC/7E7B: FF        End queue
CC/7E7C: 94    Pause for 60 units
CC/7E7D: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/7E7F: C6        Set vehicle/entity to walk when moving
CC/7E80: FF        End queue
CC/7E81: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/7E83: C6        Set vehicle/entity to walk when moving
CC/7E84: FF        End queue
CC/7E85: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/7E87: C1        Set vehicle/entity's event speed to slow
CC/7E88: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7E89: FF        End queue
CC/7E8A: B5    Pause for 15 * 6 (90) units
CC/7E8C: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/7E8E: C6        Set vehicle/entity to walk when moving
CC/7E8F: CE        Turn vehicle/entity down
CC/7E90: FF        End queue
CC/7E91: 93    Pause for 45 units
CC/7E92: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7E94: 82        Move vehicle/entity down 1 tile
CC/7E95: FF        End queue
CC/7E96: 94    Pause for 60 units
CC/7E97: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7E99: 20        Do vehicle/entity graphical action $20 
CC/7E9A: FF        End queue
CC/7E9B: 94    Pause for 60 units
CC/7E9C: 4B    Display dialogue message $0578, wait for button press
               LOCKE: CELES
CC/7E9F: B5    Pause for 15 * 6 (90) units
CC/7EA1: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete)
CC/7EA3: C1        Set vehicle/entity's event speed to slow
CC/7EA4: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7EA5: FF        End queue
CC/7EA6: 92    Pause for 30 units
CC/7EA7: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/7EA9: CE        Turn vehicle/entity down
CC/7EAA: FF        End queue
CC/7EAB: 92    Pause for 30 units
CC/7EAC: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete)
CC/7EAE: 82        Move vehicle/entity down 1 tile
CC/7EAF: CD        Turn vehicle/entity right
CC/7EB0: FF        End queue
CC/7EB1: 92    Pause for 30 units
CC/7EB2: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long (Wait until complete)
CC/7EB4: C1        Set vehicle/entity's event speed to slow
CC/7EB5: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/7EB6: FF        End queue
CC/7EB7: 92    Pause for 30 units
CC/7EB8: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/7EBA: CE        Turn vehicle/entity down
CC/7EBB: FF        End queue
CC/7EBC: 92    Pause for 30 units
CC/7EBD: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long (Wait until complete)
CC/7EBF: 86        Move vehicle/entity down 2 tiles
CC/7EC0: CF        Turn vehicle/entity left
CC/7EC1: FF        End queue
CC/7EC2: B5    Pause for 15 * 6 (90) units
CC/7EC4: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/7EC6: C2        Set vehicle/entity's event speed to normal
CC/7EC7: 97        Move vehicle/entity left 6 tiles
CC/7EC8: FF        End queue
CC/7EC9: 4B    Display dialogue message $0579, wait for button press
               CID: Ooh, ooh
               What happened?
CC/7ECC: 95    Pause for 120 units
CC/7ECD: F4    Play sound effect 165
CC/7ECF: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/7ED1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/7ED3: CE        Turn vehicle/entity down
CC/7ED4: FF        End queue
CC/7ED5: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/7ED7: CE        Turn vehicle/entity down
CC/7ED8: FF        End queue
CC/7ED9: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/7EDB: CE        Turn vehicle/entity down
CC/7EDC: FF        End queue
CC/7EDD: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/7EDF: C3        Set vehicle/entity's event speed to fast
CC/7EE0: 87        Move vehicle/entity left 2 tiles
CC/7EE1: CE        Turn vehicle/entity down
CC/7EE2: FF        End queue
CC/7EE3: 92    Pause for 30 units
CC/7EE4: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/7EE6: CF        Turn vehicle/entity left
CC/7EE7: FF        End queue
CC/7EE8: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/7EEA: CF        Turn vehicle/entity left
CC/7EEB: FF        End queue
CC/7EEC: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/7EEE: CF        Turn vehicle/entity left
CC/7EEF: FF        End queue
CC/7EF0: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/7EF2: 97        Move vehicle/entity left 6 tiles
CC/7EF3: 82        Move vehicle/entity down 1 tile
CC/7EF4: FF        End queue
CC/7EF5: 92    Pause for 30 units
CC/7EF6: 4B    Display dialogue message $057A, wait for button press
               CID: This is a disaster!
               Your fighting has caused the capsules to rupture! Their contents are spilling out!
CC/7EF9: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/7EFB: 92    Pause for 30 units
CC/7EFC: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/7EFE: 80        Move vehicle/entity up 1 tile
CC/7EFF: 9D        Move vehicle/entity right 8 tiles
CC/7F00: 81        Move vehicle/entity right 1 tile
CC/7F01: CF        Turn vehicle/entity left
CC/7F02: FF        End queue
CC/7F03: 92    Pause for 30 units
CC/7F04: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/7F06: C2        Set vehicle/entity's event speed to normal
CC/7F07: 81        Move vehicle/entity right 1 tile
CC/7F08: FF        End queue
CC/7F09: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long (Wait until complete)
CC/7F0B: C2        Set vehicle/entity's event speed to normal
CC/7F0C: 83        Move vehicle/entity left 1 tile
CC/7F0D: FF        End queue
CC/7F0E: B2    Call subroutine $CACB95
CC/7F12: 3B    Position character in a "ready-to-go" stance
CC/7F13: B2    Call subroutine $CB2E2B
CC/7F17: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7F19: C2        Set vehicle/entity's event speed to normal
CC/7F1A: 82        Move vehicle/entity down 1 tile
CC/7F1B: CD        Turn vehicle/entity right
CC/7F1C: FF        End queue
CC/7F1D: 4B    Display dialogue message $057B, wait for button press
               CID: Quick! Over here!
CC/7F20: B2    Call subroutine $CB2E2B
CC/7F24: 39    Free screen
CC/7F25: 3D    Create object $20
CC/7F27: 41    Show object $20
CC/7F29: 45    Refresh objects
CC/7F2A: DC    Set event bit $1E80($64B) [$1F49, bit 3]
CC/7F2C: D0    Set event bit $1E80($068) [$1E8D, bit 0]
CC/7F2E: 73    Replace current map's Layer 1 at (20, 14) with the following (1 x 1) chunk, refresh immediately
CC/7F33:       $01
CC/7F34: 3D    Create object $22
CC/7F36: 41    Show object $22
CC/7F38: 45    Refresh objects
CC/7F39: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/7F3B: 3A    Enable player to move while event commands execute
CC/7F3C: 1C    Begin action queue for character $1C (NPC $1C), 4 bytes long (Wait until complete)
CC/7F3E: 9D        Move vehicle/entity right 8 tiles
CC/7F3F: 86        Move vehicle/entity down 2 tiles
CC/7F40: CF        Turn vehicle/entity left
CC/7F41: FF        End queue
CC/7F42: FE    Return

CC/7F43: C0    If ($1E80($068) [$1E8D, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/7F49: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/7F4B: 82        Move vehicle/entity down 1 tile
CC/7F4C: CD        Turn vehicle/entity right
CC/7F4D: FF        End queue
CC/7F4E: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long 
CC/7F50: C1        Set vehicle/entity's event speed to slow
CC/7F51: C7        Set vehicle/entity to stay still when moving
CC/7F52: 82        Move vehicle/entity down 1 tile
CC/7F53: C8        Set object layering priority to 3 (low nibble 3)
CC/7F55: 8A        Move vehicle/entity down 3 tiles
CC/7F56: FF        End queue
CC/7F57: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long 
CC/7F59: C1        Set vehicle/entity's event speed to slow
CC/7F5A: C7        Set vehicle/entity to stay still when moving
CC/7F5B: 82        Move vehicle/entity down 1 tile
CC/7F5C: C8        Set object layering priority to 3 (low nibble 3)
CC/7F5E: 8A        Move vehicle/entity down 3 tiles
CC/7F5F: FF        End queue
CC/7F60: 22    Begin action queue for character $22 (NPC $22), 6 bytes long (Wait until complete)
CC/7F62: C1        Set vehicle/entity's event speed to slow
CC/7F63: 82        Move vehicle/entity down 1 tile
CC/7F64: C8        Set object layering priority to 3 (low nibble 3)
CC/7F66: 8A        Move vehicle/entity down 3 tiles
CC/7F67: FF        End queue
CC/7F68: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/7F6A: F0    Play song 0 (Silence), (high bit clear), full volume
CC/7F6C: 6A    Load map $010A (Magitek Research Facility, descending elevator (with Cid)) after fade out, (upper bits $1000), place party at (7, 0), facing right
CC/7F72: F6    Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 16
CC/7F76: F4    Play sound effect 165
CC/7F78: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/7F7A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7F7C: C8        Set object layering priority to 0 (low nibble 0)
CC/7F7E: C7        Set vehicle/entity to stay still when moving
CC/7F7F: FF        End queue
CC/7F80: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/7F82: C7        Set vehicle/entity to stay still when moving
CC/7F83: FF        End queue
CC/7F84: 60    Change background layer $0E to palette $0C
CC/7F87: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CC/7F89: C2        Set vehicle/entity's event speed to normal
CC/7F8A: 82        Move vehicle/entity down 1 tile
CC/7F8B: FC        Branch 1 bytes backwards ($CC7F8A)
CC/7F8D: FF        End queue
CC/7F8E: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/7F90: C2        Set vehicle/entity's event speed to normal
CC/7F91: 82        Move vehicle/entity down 1 tile
CC/7F92: FC        Branch 1 bytes backwards ($CC7F91)
CC/7F94: FF        End queue
CC/7F95: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/7F97: C2        Set vehicle/entity's event speed to normal
CC/7F98: 82        Move vehicle/entity down 1 tile
CC/7F99: FC        Branch 1 bytes backwards ($CC7F98)
CC/7F9B: FF        End queue
CC/7F9C: 59    Unfade screen at speed $08
CC/7F9E: 5C    Pause execution until fade in or fade out is complete
CC/7F9F: 95    Pause for 120 units
CC/7FA0: 4B    Display dialogue message $057C, wait for button press
               CID: Kefka has used me
               used the Empire.
               What have I done?
CC/7FA3: 94    Pause for 60 units
CC/7FA4: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/7FA6: CE        Turn vehicle/entity down
CC/7FA7: 82        Move vehicle/entity down 1 tile
CC/7FA8: FC        Branch 1 bytes backwards ($CC7FA7)
CC/7FAA: FF        End queue
CC/7FAB: 94    Pause for 60 units
CC/7FAC: 4B    Display dialogue message $057D, wait for button press
               CID: The life-energy of those Espers
CC/7FAF: 94    Pause for 60 units
CC/7FB0: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/7FB2: CD        Turn vehicle/entity right
CC/7FB3: 82        Move vehicle/entity down 1 tile
CC/7FB4: FC        Branch 1 bytes backwards ($CC7FB3)
CC/7FB6: FF        End queue
CC/7FB7: 94    Pause for 60 units
CC/7FB8: 4B    Display dialogue message $057E, wait for button press
               CID: You've helped me come to a decision. I'm going to talk to the Emperor and have this stupid war stopped!
CC/7FBB: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/7FBD: CF        Turn vehicle/entity left
CC/7FBE: 82        Move vehicle/entity down 1 tile
CC/7FBF: FC        Branch 1 bytes backwards ($CC7FBE)
CC/7FC1: FF        End queue
CC/7FC2: 95    Pause for 120 units
CC/7FC3: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/7FC5: 6A    Load map $0110 (Magitek Research Facility, subway station) after fade out, (upper bits $1000), place party at (8, 46), facing right
CC/7FCB: F0    Play song 0 (Silence), (high bit clear), full volume
CC/7FCD: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 1
CC/7FD1: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/7FD5: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/7FD7: CD        Turn vehicle/entity right
CC/7FD8: C1        Set vehicle/entity's event speed to slow
CC/7FD9: C7        Set vehicle/entity to stay still when moving
CC/7FDA: FF        End queue
CC/7FDB: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/7FDD: D5        Set vehicle/entity's position to (9, 46)
CC/7FE0: CF        Turn vehicle/entity left
CC/7FE1: C7        Set vehicle/entity to stay still when moving
CC/7FE2: FF        End queue
CC/7FE3: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/7FE5: D5        Set vehicle/entity's position to (8, 46)
CC/7FE8: FF        End queue
CC/7FE9: 60    Change background layer $0F to palette $0C
CC/7FEC: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CC/7FEE: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/7FF0: F4    Play sound effect 223
CC/7FF2: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/7FF4: 8E        Move vehicle/entity down 4 tiles
CC/7FF5: FF        End queue
CC/7FF6: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/7FF8: 8E        Move vehicle/entity down 4 tiles
CC/7FF9: FF        End queue
CC/7FFA: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/7FFC: 8E        Move vehicle/entity down 4 tiles
CC/7FFD: FF        End queue
CC/7FFE: 96    Restore screen from fade
CC/7FFF: 5C    Pause execution until fade in or fade out is complete
CC/8000: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CC/8002: F6    Subcommand $F2: Stop currently playing sound effect, unused bytes $00, $00
CC/8006: 92    Pause for 30 units
CC/8007: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/8009: C6        Set vehicle/entity to walk when moving
CC/800A: DC        Make vehicle/entity jump (low)
CC/800B: 82        Move vehicle/entity down 1 tile
CC/800C: FF        End queue
CC/800D: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/800F: C6        Set vehicle/entity to walk when moving
CC/8010: DC        Make vehicle/entity jump (low)
CC/8011: 82        Move vehicle/entity down 1 tile
CC/8012: FF        End queue
CC/8013: 92    Pause for 30 units
CC/8014: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/8016: C2        Set vehicle/entity's event speed to normal
CC/8017: 8E        Move vehicle/entity down 4 tiles
CC/8018: CF        Turn vehicle/entity left
CC/8019: FF        End queue
CC/801A: 3A    Enable player to move while event commands execute
CC/801B: FE    Return

CC/801C: 60    Change background layer $0F to palette $0C
CC/801F: F0    Play song 0 (Silence), (high bit clear), full volume
CC/8021: FE    Return

CC/8022: B2    Call subroutine $CACA8D
CC/8026: 92    Pause for 30 units
CC/8027: 4B    Display dialogue message $057F, wait for button press
               CID: CELES
               I've known her since she was a baby. I raised her as if she was my own daughter!
               But she was forced to become a Magitek Knight, and has done some awful things.
               If I could only talk to her
               I'd apologize for the way her life has turned out.
CC/802A: 92    Pause for 30 units
CC/802B: F4    Play sound effect 205
CC/802D: 92    Pause for 30 units
CC/802E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CC/8030: C3        Set vehicle/entity's event speed to fast
CC/8031: 82        Move vehicle/entity down 1 tile
CC/8032: FF        End queue
CC/8033: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/8035: C3        Set vehicle/entity's event speed to fast
CC/8036: 83        Move vehicle/entity left 1 tile
CC/8037: 8E        Move vehicle/entity down 4 tiles
CC/8038: FF        End queue
CC/8039: 92    Pause for 30 units
CC/803A: 4B    Display dialogue message $0580, wait for button press
               CID: No! It's Kefka!
CC/803D: 92    Pause for 30 units
CC/803E: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/8040: C3        Set vehicle/entity's event speed to fast
CC/8041: 84        Move vehicle/entity up 2 tiles
CC/8042: CD        Turn vehicle/entity right
CC/8043: FF        End queue
CC/8044: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8046: CF        Turn vehicle/entity left
CC/8047: FF        End queue
CC/8048: 92    Pause for 30 units
CC/8049: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/804B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/804D: C3        Set vehicle/entity's event speed to fast
CC/804E: 85        Move vehicle/entity right 2 tiles
CC/804F: E0        Pause for 4 * 6 (24) frames
CC/8051: FF        End queue
CC/8052: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/8054: C3        Set vehicle/entity's event speed to fast
CC/8055: E0        Pause for 4 * 1 (4) frames
CC/8057: C7        Set vehicle/entity to stay still when moving
CC/8058: 81        Move vehicle/entity right 1 tile
CC/8059: DC        Make vehicle/entity jump (low)
CC/805A: 85        Move vehicle/entity right 2 tiles
CC/805B: FF        End queue
CC/805C: 4B    Display dialogue message $0581, wait for button press
               CID: GO!!
CC/805F: 92    Pause for 30 units
CC/8060: F4    Play sound effect 214
CC/8062: 15    Begin action queue for character $15 (NPC $15), 11 bytes long 
CC/8064: C0        Set vehicle/entity's event speed to slowest
CC/8065: 81        Move vehicle/entity right 1 tile
CC/8066: C1        Set vehicle/entity's event speed to slow
CC/8067: 81        Move vehicle/entity right 1 tile
CC/8068: C2        Set vehicle/entity's event speed to normal
CC/8069: 81        Move vehicle/entity right 1 tile
CC/806A: C3        Set vehicle/entity's event speed to fast
CC/806B: 89        Move vehicle/entity right 3 tiles
CC/806C: C4        Set vehicle/entity's event speed to faster
CC/806D: 81        Move vehicle/entity right 1 tile
CC/806E: FF        End queue
CC/806F: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/8071: C0        Set vehicle/entity's event speed to slowest
CC/8072: 81        Move vehicle/entity right 1 tile
CC/8073: C1        Set vehicle/entity's event speed to slow
CC/8074: 81        Move vehicle/entity right 1 tile
CC/8075: C2        Set vehicle/entity's event speed to normal
CC/8076: 81        Move vehicle/entity right 1 tile
CC/8077: C3        Set vehicle/entity's event speed to fast
CC/8078: 89        Move vehicle/entity right 3 tiles
CC/8079: C4        Set vehicle/entity's event speed to faster
CC/807A: 81        Move vehicle/entity right 1 tile
CC/807B: FF        End queue
CC/807C: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/807E: C0        Set vehicle/entity's event speed to slowest
CC/807F: 81        Move vehicle/entity right 1 tile
CC/8080: C1        Set vehicle/entity's event speed to slow
CC/8081: 81        Move vehicle/entity right 1 tile
CC/8082: C2        Set vehicle/entity's event speed to normal
CC/8083: 81        Move vehicle/entity right 1 tile
CC/8084: C3        Set vehicle/entity's event speed to fast
CC/8085: 89        Move vehicle/entity right 3 tiles
CC/8086: C4        Set vehicle/entity's event speed to faster
CC/8087: 81        Move vehicle/entity right 1 tile
CC/8088: FF        End queue
CC/8089: 13    Begin action queue for character $13 (NPC $13), 11 bytes long 
CC/808B: C0        Set vehicle/entity's event speed to slowest
CC/808C: 81        Move vehicle/entity right 1 tile
CC/808D: C1        Set vehicle/entity's event speed to slow
CC/808E: 81        Move vehicle/entity right 1 tile
CC/808F: C2        Set vehicle/entity's event speed to normal
CC/8090: 81        Move vehicle/entity right 1 tile
CC/8091: C3        Set vehicle/entity's event speed to fast
CC/8092: 89        Move vehicle/entity right 3 tiles
CC/8093: C4        Set vehicle/entity's event speed to faster
CC/8094: 81        Move vehicle/entity right 1 tile
CC/8095: FF        End queue
CC/8096: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CC/8098: C0        Set vehicle/entity's event speed to slowest
CC/8099: 81        Move vehicle/entity right 1 tile
CC/809A: C1        Set vehicle/entity's event speed to slow
CC/809B: 81        Move vehicle/entity right 1 tile
CC/809C: C2        Set vehicle/entity's event speed to normal
CC/809D: 81        Move vehicle/entity right 1 tile
CC/809E: C3        Set vehicle/entity's event speed to fast
CC/809F: 89        Move vehicle/entity right 3 tiles
CC/80A0: C4        Set vehicle/entity's event speed to faster
CC/80A1: 85        Move vehicle/entity right 2 tiles
CC/80A2: FF        End queue
CC/80A3: 36    Disable ability to pass through other objects for object $31 (Party Character 0)
CC/80A5: 5A    Fade screen at speed $08
CC/80A7: 5C    Pause execution until fade in or fade out is complete
CC/80A8: F0    Play song 26 (Save Them!), (high bit clear), full volume
CC/80AA: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/80AC: AE    Show train car ride out of Magitek Factory
CC/80AD: B2    Call subroutine $CA5EA9
CC/80B1: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/80B3: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/80B5: DC    Set event bit $1E80($6A3) [$1F54, bit 3]
CC/80B7: DD    Clear event bit $1E80($6AE) [$1F55, bit 6]
CC/80B9: 6B    Load map $00F0 (Vector, outdoors (during escape from Magitek factory)) instantly, (upper bits $3400), place party at (64, 13), facing left
CC/80BF: 60    Change background layer $0E to palette $0C
CC/80C2: 78    Enable ability to pass through other objects for object $31 (Party Character 0)
CC/80C4: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/80C6: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/80C8: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/80CA: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/80CC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/80CE: C7        Set vehicle/entity to stay still when moving
CC/80CF: FF        End queue
CC/80D0: 96    Restore screen from fade
CC/80D1: 5C    Pause execution until fade in or fade out is complete
CC/80D2: F4    Play sound effect 222
CC/80D4: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/80D6: C3        Set vehicle/entity's event speed to fast
CC/80D7: FF        End queue
CC/80D8: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/80DA: C3        Set vehicle/entity's event speed to fast
CC/80DB: 9F        Move vehicle/entity left 8 tiles
CC/80DC: 87        Move vehicle/entity left 2 tiles
CC/80DD: FF        End queue
CC/80DE: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/80E0: C3        Set vehicle/entity's event speed to fast
CC/80E1: 9F        Move vehicle/entity left 8 tiles
CC/80E2: 87        Move vehicle/entity left 2 tiles
CC/80E3: FF        End queue
CC/80E4: 14    Begin action queue for character $14 (NPC $14), 4 bytes long 
CC/80E6: C3        Set vehicle/entity's event speed to fast
CC/80E7: 9F        Move vehicle/entity left 8 tiles
CC/80E8: 87        Move vehicle/entity left 2 tiles
CC/80E9: FF        End queue
CC/80EA: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/80EC: C3        Set vehicle/entity's event speed to fast
CC/80ED: 9F        Move vehicle/entity left 8 tiles
CC/80EE: 87        Move vehicle/entity left 2 tiles
CC/80EF: FF        End queue
CC/80F0: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/80F2: C3        Set vehicle/entity's event speed to fast
CC/80F3: 9F        Move vehicle/entity left 8 tiles
CC/80F4: 87        Move vehicle/entity left 2 tiles
CC/80F5: FF        End queue
CC/80F6: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/80F8: F4    Play sound effect 25
CC/80FA: 3D    Create object $19
CC/80FC: 45    Refresh objects
CC/80FD: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/80FF: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long 
CC/8101: 0B        Do vehicle/entity graphical action $0B 
CC/8102: C3        Set vehicle/entity's event speed to fast
CC/8103: DD        Make vehicle/entity jump (high)
CC/8104: 85        Move vehicle/entity right 2 tiles
CC/8105: 28        Do vehicle/entity graphical action $28 
CC/8106: FF        End queue
CC/8107: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/8109: C4        Set vehicle/entity's event speed to faster
CC/810A: DD        Make vehicle/entity jump (high)
CC/810B: 8B        Move vehicle/entity left 3 tiles
CC/810C: 9E        Move vehicle/entity down 8 tiles
CC/810D: FF        End queue
CC/810E: 12    Begin action queue for character $12 (NPC $12), 8 bytes long 
CC/8110: C4        Set vehicle/entity's event speed to faster
CC/8111: A3        Move vehicle/entity left/up 1x1 tiles
CC/8112: A3        Move vehicle/entity left/up 1x1 tiles
CC/8113: A3        Move vehicle/entity left/up 1x1 tiles
CC/8114: 83        Move vehicle/entity left 1 tile
CC/8115: 9E        Move vehicle/entity down 8 tiles
CC/8116: 9E        Move vehicle/entity down 8 tiles
CC/8117: FF        End queue
CC/8118: 13    Begin action queue for character $13 (NPC $13), 8 bytes long 
CC/811A: C4        Set vehicle/entity's event speed to faster
CC/811B: A3        Move vehicle/entity left/up 1x1 tiles
CC/811C: A3        Move vehicle/entity left/up 1x1 tiles
CC/811D: A3        Move vehicle/entity left/up 1x1 tiles
CC/811E: 83        Move vehicle/entity left 1 tile
CC/811F: 9E        Move vehicle/entity down 8 tiles
CC/8120: 9E        Move vehicle/entity down 8 tiles
CC/8121: FF        End queue
CC/8122: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CC/8124: C4        Set vehicle/entity's event speed to faster
CC/8125: A3        Move vehicle/entity left/up 1x1 tiles
CC/8126: A3        Move vehicle/entity left/up 1x1 tiles
CC/8127: A3        Move vehicle/entity left/up 1x1 tiles
CC/8128: 83        Move vehicle/entity left 1 tile
CC/8129: 9E        Move vehicle/entity down 8 tiles
CC/812A: 9E        Move vehicle/entity down 8 tiles
CC/812B: FF        End queue
CC/812C: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CC/812E: C4        Set vehicle/entity's event speed to faster
CC/812F: A3        Move vehicle/entity left/up 1x1 tiles
CC/8130: A3        Move vehicle/entity left/up 1x1 tiles
CC/8131: A3        Move vehicle/entity left/up 1x1 tiles
CC/8132: 83        Move vehicle/entity left 1 tile
CC/8133: 9E        Move vehicle/entity down 8 tiles
CC/8134: 9E        Move vehicle/entity down 8 tiles
CC/8135: FF        End queue
CC/8136: 42    Hide object $10
CC/8138: 42    Hide object $11
CC/813A: 42    Hide object $12
CC/813C: 42    Hide object $13
CC/813E: 42    Hide object $14
CC/8140: 45    Refresh objects
CC/8141: DD    Clear event bit $1E80($6A3) [$1F54, bit 3]
CC/8143: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8145: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/8146: C6        Set vehicle/entity to walk when moving
CC/8147: FF        End queue
CC/8148: D0    Set event bit $1E80($069) [$1E8D, bit 1]
CC/814A: DC    Set event bit $1E80($666) [$1F4C, bit 6]
CC/814C: 60    Change background layer $0E to palette $06
CC/814F: 41    Show object $19
CC/8151: DC    Set event bit $1E80($6AE) [$1F55, bit 6]
CC/8153: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/8155: 3A    Enable player to move while event commands execute
CC/8156: FE    Return

CC/8157: C1    If ($1E80($069) [$1E8D, bit 1] is clear) or ($1E80($06B) [$1E8D, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/815F: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8161: A2        Move vehicle/entity left/down 1x1 tiles
CC/8162: CE        Turn vehicle/entity down
CC/8163: FF        End queue
CC/8164: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC818C
CC/816A: FE    Return

CC/816B: C1    If ($1E80($069) [$1E8D, bit 1] is clear) or ($1E80($06B) [$1E8D, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/8173: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8175: A3        Move vehicle/entity left/up 1x1 tiles
CC/8176: CE        Turn vehicle/entity down
CC/8177: FF        End queue
CC/8178: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC818C
CC/817E: FE    Return

CC/817F: C1    If ($1E80($069) [$1E8D, bit 1] is clear) or ($1E80($06B) [$1E8D, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/8187: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8189: 83        Move vehicle/entity left 1 tile
CC/818A: CE        Turn vehicle/entity down
CC/818B: FF        End queue
CC/818C: F0    Play song 26 (Save Them!), (high bit clear), full volume
CC/818E: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/8190: 18    Begin action queue for character $18 (NPC $18), 4 bytes long (Wait until complete)
CC/8192: 9C        Move vehicle/entity up 8 tiles
CC/8193: 84        Move vehicle/entity up 2 tiles
CC/8194: CD        Turn vehicle/entity right
CC/8195: FF        End queue
CC/8196: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8198: CF        Turn vehicle/entity left
CC/8199: FF        End queue
CC/819A: 92    Pause for 30 units
CC/819B: 4B    Display dialogue message $0582, wait for button press
               SETZER: I was starting to worry
CC/819E: 92    Pause for 30 units
CC/819F: B2    Call subroutine $CAC6AC
CC/81A3: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/81A8: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CC/81AA: C6        Set vehicle/entity to walk when moving
CC/81AB: C2        Set vehicle/entity's event speed to normal
CC/81AC: A0        Move vehicle/entity right/up 1x1 tiles
CC/81AD: CF        Turn vehicle/entity left
CC/81AE: FF        End queue
CC/81AF: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CC/81B1: C6        Set vehicle/entity to walk when moving
CC/81B2: C2        Set vehicle/entity's event speed to normal
CC/81B3: A1        Move vehicle/entity right/down 1x1 tiles
CC/81B4: CF        Turn vehicle/entity left
CC/81B5: FF        End queue
CC/81B6: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/81B8: C6        Set vehicle/entity to walk when moving
CC/81B9: C2        Set vehicle/entity's event speed to normal
CC/81BA: CF        Turn vehicle/entity left
CC/81BB: FF        End queue
CC/81BC: 4B    Display dialogue message $0583, wait for button press
               SETZER: ?
               What's up with CELES?
               LOCKE: 
CC/81BF: 92    Pause for 30 units
CC/81C0: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/81C2: 22        Do vehicle/entity graphical action $22 
CC/81C3: FF        End queue
CC/81C4: 92    Pause for 30 units
CC/81C5: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/81C7: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/81C8: FF        End queue
CC/81C9: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/81CB: CD        Turn vehicle/entity right
CC/81CC: FF        End queue
CC/81CD: 92    Pause for 30 units
CC/81CE: B0    Execute the following commands until $B1 3 times
CC/81D0: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/81D2: 55            Do vehicle/entity graphical action $15, flipped horizontally
CC/81D3: FF            End queue
CC/81D4: 18        Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/81D6: CD            Turn vehicle/entity right
CC/81D7: FF            End queue
CC/81D8: B1        End block of repeating commands
CC/81D9: 92    Pause for 30 units
CC/81DA: 4B    Display dialogue message $0586, wait for button press
               SETZER: We'll talk later.
               Let's get outta here!
CC/81DD: 92    Pause for 30 units
CC/81DE: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/81E0: CF        Turn vehicle/entity left
CC/81E1: FF        End queue
CC/81E2: 93    Pause for 45 units
CC/81E3: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/81E5: 22        Do vehicle/entity graphical action $22 
CC/81E6: FF        End queue
CC/81E7: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/81E9: 22        Do vehicle/entity graphical action $22 
CC/81EA: FF        End queue
CC/81EB: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/81ED: 22        Do vehicle/entity graphical action $22 
CC/81EE: FF        End queue
CC/81EF: 91    Pause for 15 units
CC/81F0: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/81F2: CF        Turn vehicle/entity left
CC/81F3: FF        End queue
CC/81F4: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/81F6: CF        Turn vehicle/entity left
CC/81F7: FF        End queue
CC/81F8: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/81FA: CF        Turn vehicle/entity left
CC/81FB: FF        End queue
CC/81FC: 92    Pause for 30 units
CC/81FD: 38    Hold screen
CC/81FE: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long (Wait until complete)
CC/8200: C3        Set vehicle/entity's event speed to fast
CC/8201: 83        Move vehicle/entity left 1 tile
CC/8202: FF        End queue
CC/8203: 18    Begin action queue for character $18 (NPC $18), 4 bytes long 
CC/8205: C3        Set vehicle/entity's event speed to fast
CC/8206: 9E        Move vehicle/entity down 8 tiles
CC/8207: 8E        Move vehicle/entity down 4 tiles
CC/8208: FF        End queue
CC/8209: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/820B: 87        Move vehicle/entity left 2 tiles
CC/820C: 9E        Move vehicle/entity down 8 tiles
CC/820D: 8A        Move vehicle/entity down 3 tiles
CC/820E: FF        End queue
CC/820F: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CC/8211: C3        Set vehicle/entity's event speed to fast
CC/8212: 80        Move vehicle/entity up 1 tile
CC/8213: 83        Move vehicle/entity left 1 tile
CC/8214: 9E        Move vehicle/entity down 8 tiles
CC/8215: 8A        Move vehicle/entity down 3 tiles
CC/8216: FF        End queue
CC/8217: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/8219: C3        Set vehicle/entity's event speed to fast
CC/821A: 83        Move vehicle/entity left 1 tile
CC/821B: 9E        Move vehicle/entity down 8 tiles
CC/821C: 8A        Move vehicle/entity down 3 tiles
CC/821D: FF        End queue
CC/821E: 97    Fade screen to black
CC/821F: 5C    Pause execution until fade in or fade out is complete
CC/8220: 42    Hide object $31
CC/8222: 42    Hide object $32
CC/8224: 42    Hide object $33
CC/8226: 45    Refresh objects
CC/8227: D0    Set event bit $1E80($06A) [$1E8D, bit 2]
CC/8229: 39    Free screen
CC/822A: 6B    Load map $00F4 (Imperial Castle, outdoors, rooftop (including prologue and flashbacks)) instantly, (upper bits $0000), place party at (18, 16), facing up
CC/8230: 47    Make character in slot 0 the lead character
CC/8231: 42    Hide object $31
CC/8233: 45    Refresh objects
CC/8234: 3D    Create object $10
CC/8236: 41    Show object $10
CC/8238: 45    Refresh objects
CC/8239: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/823B: D5        Set vehicle/entity's position to (18, 24)
CC/823E: C3        Set vehicle/entity's event speed to fast
CC/823F: CC        Turn vehicle/entity up
CC/8240: FF        End queue
CC/8241: 96    Restore screen from fade
CC/8242: 5C    Pause execution until fade in or fade out is complete
CC/8243: 92    Pause for 30 units
CC/8244: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/8246: 9C        Move vehicle/entity up 8 tiles
CC/8247: 80        Move vehicle/entity up 1 tile
CC/8248: 93        Move vehicle/entity left 5 tiles
CC/8249: DC        Make vehicle/entity jump (low)
CC/824A: 83        Move vehicle/entity left 1 tile
CC/824B: FF        End queue
CC/824C: 92    Pause for 30 units
CC/824D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/824F: 18        Do vehicle/entity graphical action $18 
CC/8250: FF        End queue
CC/8251: 4B    Display dialogue message $0585, wait for button press
               KEFKA: Crud!
               What a mess!!
CC/8254: 92    Pause for 30 units
CC/8255: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/8257: DC        Make vehicle/entity jump (low)
CC/8258: 81        Move vehicle/entity right 1 tile
CC/8259: 91        Move vehicle/entity right 5 tiles
CC/825A: 84        Move vehicle/entity up 2 tiles
CC/825B: FF        End queue
CC/825C: 73    Replace current map's Layer 1 at (17, 11) with the following (2 x 3) chunk, refresh immediately
CC/8261:       $08, $09
CC/8263:       $0A, $18
CC/8265:       $19, $1A
CC/8267: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8269: 84        Move vehicle/entity up 2 tiles
CC/826A: FF        End queue
CC/826B: 6A    Load map $00FA (Imperial Castle, most rooms (including Terra's flashback)) after fade out, (upper bits $0000), place party at (112, 49), facing up
CC/8271: 42    Hide object $31
CC/8273: 45    Refresh objects
CC/8274: 3D    Create object $1A
CC/8276: 41    Show object $1A
CC/8278: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CC/827A: D5        Set vehicle/entity's position to (110, 54)
CC/827D: C2        Set vehicle/entity's event speed to normal
CC/827E: CE        Turn vehicle/entity down
CC/827F: FF        End queue
CC/8280: 1A    Begin action queue for character $1A (NPC $1A), 7 bytes long 
CC/8282: C3        Set vehicle/entity's event speed to fast
CC/8283: 88        Move vehicle/entity up 3 tiles
CC/8284: 81        Move vehicle/entity right 1 tile
CC/8285: 80        Move vehicle/entity up 1 tile
CC/8286: 81        Move vehicle/entity right 1 tile
CC/8287: CE        Turn vehicle/entity down
CC/8288: FF        End queue
CC/8289: 96    Restore screen from fade
CC/828A: 5C    Pause execution until fade in or fade out is complete
CC/828B: 35    Pause execution until action queue for object $1A (NPC $1A) is complete
CC/828D: 93    Pause for 45 units
CC/828E: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8290: 18        Do vehicle/entity graphical action $18 
CC/8291: FF        End queue
CC/8292: 92    Pause for 30 units
CC/8293: 4B    Display dialogue message $0587, wait for button press
               KEFKA: I don't think so!
               You won't get away!
CC/8296: 92    Pause for 30 units
CC/8297: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/8299: CD        Turn vehicle/entity right
CC/829A: E0        Pause for 4 * 1 (4) frames
CC/829C: CC        Turn vehicle/entity up
CC/829D: FF        End queue
CC/829E: 92    Pause for 30 units
CC/829F: 1A    Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete)
CC/82A1: C1        Set vehicle/entity's event speed to slow
CC/82A2: 80        Move vehicle/entity up 1 tile
CC/82A3: FF        End queue
CC/82A4: 92    Pause for 30 units
CC/82A5: F4    Play sound effect 150
CC/82A7: 92    Pause for 30 units
CC/82A8: F6    Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1
CC/82AC: F4    Play sound effect 165
CC/82AE: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/82B0: 94    Pause for 60 units
CC/82B1: 6A    Load map $00F1 (Imperial Castle, outdoors, rooftop (cranes rising in the distance)) after fade out, (upper bits $0000), place party at (18, 7), facing up
CC/82B7: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 1
CC/82BB: F0    Play song 0 (Silence), (high bit clear), full volume
CC/82BD: 58    Shake screen ($FA): 
               (Intensity: 2)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/82BF: 60    Change background layer $0E to palette $0F
CC/82C2: 42    Hide object $31
CC/82C4: 45    Refresh objects
CC/82C5: 96    Restore screen from fade
CC/82C6: 5C    Pause execution until fade in or fade out is complete
CC/82C7: 94    Pause for 60 units
CC/82C8: F0    Play song 73 (Machine Running), (high bit clear), full volume
CC/82CA: 94    Pause for 60 units
CC/82CB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/82CD: 80        Move vehicle/entity up 1 tile
CC/82CE: FF        End queue
CC/82CF: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/82D1: 80        Move vehicle/entity up 1 tile
CC/82D2: FF        End queue
CC/82D3: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/82D5: 88        Move vehicle/entity up 3 tiles
CC/82D6: FF        End queue
CC/82D7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/82D9: 88        Move vehicle/entity up 3 tiles
CC/82DA: FF        End queue
CC/82DB: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/82DD: 88        Move vehicle/entity up 3 tiles
CC/82DE: FF        End queue
CC/82DF: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/82E1: 88        Move vehicle/entity up 3 tiles
CC/82E2: FF        End queue
CC/82E3: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/82E5: 88        Move vehicle/entity up 3 tiles
CC/82E6: FF        End queue
CC/82E7: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/82E9: 88        Move vehicle/entity up 3 tiles
CC/82EA: FF        End queue
CC/82EB: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/82ED: 88        Move vehicle/entity up 3 tiles
CC/82EE: FF        End queue
CC/82EF: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/82F1: 88        Move vehicle/entity up 3 tiles
CC/82F2: FF        End queue
CC/82F3: B5    Pause for 15 * 16 (240) units
CC/82F5: 97    Fade screen to black
CC/82F6: 5C    Pause execution until fade in or fade out is complete
CC/82F7: 77    Perform level averaging on character $09 (SETZER) and calculate new maximum HP/MP
CC/82F9: 3D    Create object $09
CC/82FB: 3F    Assign character $09 (Actor in stot 9) to party 1
CC/82FE: 45    Refresh objects
CC/82FF: D4    Set event bit $1E80($2E9) [$1EDD, bit 1]
CC/8301: D4    Set event bit $1E80($2F9) [$1EDF, bit 1]
CC/8303: DD    Clear event bit $1E80($62B) [$1F45, bit 3]
CC/8305: DD    Clear event bit $1E80($645) [$1F48, bit 5]
CC/8307: DC    Set event bit $1E80($64D) [$1F49, bit 5]
CC/8309: DC    Set event bit $1E80($64C) [$1F49, bit 4]
CC/830B: DD    Clear event bit $1E80($63B) [$1F47, bit 3]
CC/830D: D0    Set event bit $1E80($06B) [$1E8D, bit 3]
CC/830F: 58    Shake screen ($F8): 
               (Intensity: 0)) 
               (Permanance and ???: 2)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/8311: 39    Free screen
CC/8312: 47    Make character in slot 0 the lead character
CC/8313: 41    Show object $31
CC/8315: B2    Call subroutine $CB3FF1
CC/8319: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CAC3C7
CC/831F: FE    Return

CC/8320: FE    Return

CC/8321: C1    If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/8329: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/832B: 58    Shake screen ($85): 
               (Intensity: 1)) 
               (Permanance and ???: 1)) 
               (Layer 1 unaffected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CC/832D: F4    Play sound effect 50
CC/832F: 94    Pause for 60 units
CC/8330: 4D    Invoke battle, enemy set $4B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/8333: B2    Call subroutine $CA5EA9
CC/8337: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8339: 82        Move vehicle/entity down 1 tile
CC/833A: CC        Turn vehicle/entity up
CC/833B: FF        End queue
CC/833C: 58    Shake screen ($84): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 unaffected) 
               (Layer 2 unaffected) 
               (Layer 3 unaffected) 
               (Sprite layer affected)
CC/833E: 96    Restore screen from fade
CC/833F: 5C    Pause execution until fade in or fade out is complete
CC/8340: 3A    Enable player to move while event commands execute
CC/8341: FE    Return

CC/8342: C1    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/834A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/834C: DC        Make vehicle/entity jump (low)
CC/834D: 80        Move vehicle/entity up 1 tile
CC/834E: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/834F: FF        End queue
CC/8350: 95    Pause for 120 units
CC/8351: F4    Play sound effect 95
CC/8353: 94    Pause for 60 units
CC/8354: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8356: DC        Make vehicle/entity jump (low)
CC/8357: 82        Move vehicle/entity down 1 tile
CC/8358: FF        End queue
CC/8359: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/835B: FE    Return

CC/835C: C0    If ($1E80($13A) [$1EA7, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/8362: 3D    Create object $12
CC/8364: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/8366: D5        Set vehicle/entity's position to (10, 10)
CC/8369: C2        Set vehicle/entity's event speed to normal
CC/836A: FF        End queue
CC/836B: 41    Show object $12
CC/836D: 45    Refresh objects
CC/836E: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/8370: 9E        Move vehicle/entity down 8 tiles
CC/8371: CF        Turn vehicle/entity left
CC/8372: FF        End queue
CC/8373: 92    Pause for 30 units
CC/8374: 4B    Display dialogue message $06A6, wait for button press
               The Emperor's expecting you.
               This way
CC/8377: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/8379: 3A    Enable player to move while event commands execute
CC/837A: 92    Pause for 30 units
CC/837B: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/837D: 94        Move vehicle/entity up 6 tiles
CC/837E: A0        Move vehicle/entity right/up 1x1 tiles
CC/837F: A0        Move vehicle/entity right/up 1x1 tiles
CC/8380: 89        Move vehicle/entity right 3 tiles
CC/8381: CC        Turn vehicle/entity up
CC/8382: FF        End queue
CC/8383: 92    Pause for 30 units
CC/8384: 73    Replace current map's Layer 1 at (14, 8) with the following (2 x 3) chunk, refresh immediately
CC/8389:       $08, $09
CC/838B:       $0A, $18
CC/838D:       $19, $1A
CC/838F: 92    Pause for 30 units
CC/8390: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/8392: 84        Move vehicle/entity up 2 tiles
CC/8393: FF        End queue
CC/8394: 42    Hide object $12
CC/8396: 45    Refresh objects
CC/8397: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CC/8399: D2    Set event bit $1E80($13A) [$1EA7, bit 2]
CC/839B: DC    Set event bit $1E80($62F) [$1F45, bit 7]
CC/839D: FE    Return

CC/839E: C1    If ($1E80($13A) [$1EA7, bit 2] is clear) or ($1E80($13B) [$1EA7, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/83A6: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/83AC: 14    Begin action queue for character $14 (NPC $14), 8 bytes long 
CC/83AE: CC        Turn vehicle/entity up
CC/83AF: E0        Pause for 4 * 4 (16) frames
CC/83B1: 9C        Move vehicle/entity up 8 tiles
CC/83B2: 98        Move vehicle/entity up 7 tiles
CC/83B3: 83        Move vehicle/entity left 1 tile
CC/83B4: CD        Turn vehicle/entity right
CC/83B5: FF        End queue
CC/83B6: 73    Replace current map's Layer 1 at (22, 29) with the following (2 x 3) chunk, refresh immediately
CC/83BB:       $08, $09
CC/83BD:       $0A, $18
CC/83BF:       $19, $1A
CC/83C1: D2    Set event bit $1E80($13B) [$1EA7, bit 3]
CC/83C3: DD    Clear event bit $1E80($62D) [$1F45, bit 5]
CC/83C5: FE    Return

CC/83C6: 4B    Display dialogue message $06A7, wait for button press
               Emperor Gestahl waits inside.
CC/83C9: FE    Return

CC/83CA: C0    If ($1E80($07C) [$1E8F, bit 4] is set), branch to $CC83DE
CC/83D0: 4B    Display dialogue message $06AC, wait for button press
               The power of the Espers
               Phenomenal
CC/83D3: FE    Return

CC/83D4: C0    If ($1E80($07C) [$1E8F, bit 4] is set), branch to $CC83DE
CC/83DA: 4B    Display dialogue message $06AE, wait for button press
               Peace at last
CC/83DD: FE    Return

CC/83DE: C0    If ($1E80($13C) [$1EA7, bit 4] is set), branch to $CC8673
CC/83E4: 4B    Display dialogue message $06C4, wait for button press
               Dinner preparations underway.
               One moment, please.
CC/83E7: FE    Return

CC/83E8: C0    If ($1E80($09C) [$1E93, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/83EE: C0    If ($1E80($09D) [$1E93, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/83F4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/83F6: CC        Turn vehicle/entity up
CC/83F7: FF        End queue
CC/83F8: 38    Hold screen
CC/83F9: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/83FB: C2        Set vehicle/entity's event speed to normal
CC/83FC: 90        Move vehicle/entity up 5 tiles
CC/83FD: FF        End queue
CC/83FE: 94    Pause for 60 units
CC/83FF: 1A    Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CC/8401: DC        Make vehicle/entity jump (low)
CC/8402: A3        Move vehicle/entity left/up 1x1 tiles
CC/8403: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/8404: FF        End queue
CC/8405: B5    Pause for 15 * 6 (90) units
CC/8407: 4B    Display dialogue message $06B4, wait for button press (At bottom of screen)
               KEFKA: Grrr!
               How DARE they put me in a place like this!
CC/840A: 92    Pause for 30 units
CC/840B: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/840D: DD        Make vehicle/entity jump (high)
CC/840E: 86        Move vehicle/entity down 2 tiles
CC/840F: A1        Move vehicle/entity right/down 1x1 tiles
CC/8410: CE        Turn vehicle/entity down
CC/8411: FF        End queue
CC/8412: 92    Pause for 30 units
CC/8413: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CC/8415: 24        Do vehicle/entity graphical action $24 
CC/8416: E0        Pause for 4 * 1 (4) frames
CC/8418: 25        Do vehicle/entity graphical action $25 
CC/8419: E0        Pause for 4 * 1 (4) frames
CC/841B: FC        Branch 6 bytes backwards ($CC8415)
CC/841D: 4B    Display dialogue message $06B5, wait for button press (At bottom of screen)
               KEFKA: I don't believe this!
CC/8420: 92    Pause for 30 units
CC/8421: B0    Execute the following commands until $B1 3 times
CC/8423: 1A        Begin action queue for character $1A (NPC $1A), 4 bytes long (Wait until complete)
CC/8425: CE            Turn vehicle/entity down
CC/8426: E0            Pause for 4 * 2 (8) frames
CC/8428: FF            End queue
CC/8429: F4        Play sound effect 205
CC/842B: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/842D: 1D            Do vehicle/entity graphical action $1D 
CC/842E: FF            End queue
CC/842F: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8431: 1E            Do vehicle/entity graphical action $1E 
CC/8432: FF            End queue
CC/8433: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8435: 1D            Do vehicle/entity graphical action $1D 
CC/8436: FF            End queue
CC/8437: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8439: 1E            Do vehicle/entity graphical action $1E 
CC/843A: FF            End queue
CC/843B: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/843D: 1D            Do vehicle/entity graphical action $1D 
CC/843E: FF            End queue
CC/843F: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8441: 1E            Do vehicle/entity graphical action $1E 
CC/8442: FF            End queue
CC/8443: B1        End block of repeating commands
CC/8444: B0    Execute the following commands until $B1 9 times
CC/8446: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8448: 1D            Do vehicle/entity graphical action $1D 
CC/8449: FF            End queue
CC/844A: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/844C: 1E            Do vehicle/entity graphical action $1E 
CC/844D: FF            End queue
CC/844E: B1        End block of repeating commands
CC/844F: 94    Pause for 60 units
CC/8450: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/8452: CD        Turn vehicle/entity right
CC/8453: E0        Pause for 4 * 1 (4) frames
CC/8455: 84        Move vehicle/entity up 2 tiles
CC/8456: FF        End queue
CC/8457: 94    Pause for 60 units
CC/8458: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/845A: CD        Turn vehicle/entity right
CC/845B: E0        Pause for 4 * 1 (4) frames
CC/845D: CE        Turn vehicle/entity down
CC/845E: FF        End queue
CC/845F: 92    Pause for 30 units
CC/8460: B0    Execute the following commands until $B1 2 times
CC/8462: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8464: 13            Do vehicle/entity graphical action $13 
CC/8465: FF            End queue
CC/8466: 1A        Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/8468: CE            Turn vehicle/entity down
CC/8469: FF            End queue
CC/846A: B1        End block of repeating commands
CC/846B: 92    Pause for 30 units
CC/846C: 4B    Display dialogue message $06B6, wait for button press (At bottom of screen)
               KEFKA: What a bore.
CC/846F: 92    Pause for 30 units
CC/8470: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CC/8472: C2        Set vehicle/entity's event speed to normal
CC/8473: 82        Move vehicle/entity down 1 tile
CC/8474: FF        End queue
CC/8475: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/8477: C3        Set vehicle/entity's event speed to fast
CC/8478: 96        Move vehicle/entity down 6 tiles
CC/8479: FF        End queue
CC/847A: 39    Free screen
CC/847B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/847D: 13        Do vehicle/entity graphical action $13 
CC/847E: FF        End queue
CC/847F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8481: CE        Turn vehicle/entity down
CC/8482: FF        End queue
CC/8483: 92    Pause for 30 units
CC/8484: B0    Execute the following commands until $B1 2 times
CC/8486: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8488: 13            Do vehicle/entity graphical action $13 
CC/8489: FF            End queue
CC/848A: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/848C: CE            Turn vehicle/entity down
CC/848D: FF            End queue
CC/848E: B1        End block of repeating commands
CC/848F: FE    Return

CC/8490: C2    If ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($07C) [$1E8F, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/849A: B2    Call subroutine $CB2E34
CC/849E: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/84A0: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/84A2: 4B    Display dialogue message $06BB, wait for button press (At bottom of screen)
               GESTAHL: I've lost my will to fight
CC/84A5: 92    Pause for 30 units
CC/84A6: 38    Hold screen
CC/84A7: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/84A9: C1        Set vehicle/entity's event speed to slow
CC/84AA: 84        Move vehicle/entity up 2 tiles
CC/84AB: FF        End queue
CC/84AC: 92    Pause for 30 units
CC/84AD: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/84AF: 2C        Do vehicle/entity graphical action $2C 
CC/84B0: FF        End queue
CC/84B1: B5    Pause for 15 * 6 (90) units
CC/84B3: F4    Play sound effect 44
CC/84B5: 73    Replace current map's Layer 1 at (53, 9) with the following (2 x 1) chunk, refresh immediately
CC/84BA:       $04, $14
CC/84BC: 3D    Create object $16
CC/84BE: 41    Show object $16
CC/84C0: 45    Refresh objects
CC/84C1: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/84C3: 8E        Move vehicle/entity down 4 tiles
CC/84C4: FF        End queue
CC/84C5: 45    Refresh objects
CC/84C6: 4B    Display dialogue message $06BC, wait for button press (At bottom of screen)
               CID: The Emperor's had a change of heart
CC/84C9: B2    Call subroutine $CAC6AC
CC/84CD: B2    Call subroutine $CB2E34
CC/84D1: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/84D3: C2        Set vehicle/entity's event speed to normal
CC/84D4: A1        Move vehicle/entity right/down 1x1 tiles
CC/84D5: CC        Turn vehicle/entity up
CC/84D6: FF        End queue
CC/84D7: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/84D9: C2        Set vehicle/entity's event speed to normal
CC/84DA: A2        Move vehicle/entity left/down 1x1 tiles
CC/84DB: CC        Turn vehicle/entity up
CC/84DC: FF        End queue
CC/84DD: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/84DF: C2        Set vehicle/entity's event speed to normal
CC/84E0: 82        Move vehicle/entity down 1 tile
CC/84E1: CC        Turn vehicle/entity up
CC/84E2: FF        End queue
CC/84E3: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/84E5: C2        Set vehicle/entity's event speed to normal
CC/84E6: CC        Turn vehicle/entity up
CC/84E7: E0        Pause for 4 * 6 (24) frames
CC/84E9: FF        End queue
CC/84EA: 4B    Display dialogue message $06BD, wait for button press (At bottom of screen)
               Cid!!
CC/84ED: 92    Pause for 30 units
CC/84EE: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/84F0: 82        Move vehicle/entity down 1 tile
CC/84F1: FF        End queue
CC/84F2: 92    Pause for 30 units
CC/84F3: 4B    Display dialogue message $06BE, wait for button press (At bottom of screen)
               CID: The Espers came to save their friends. When they learned the others had perished, they went berserk,
               and trashed the town
               Never will I forget their shrieks of rage
CC/84F6: B5    Pause for 15 * 6 (90) units
CC/84F8: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/84FA: 82        Move vehicle/entity down 1 tile
CC/84FB: FF        End queue
CC/84FC: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/84FE: 82        Move vehicle/entity down 1 tile
CC/84FF: FF        End queue
CC/8500: 4B    Display dialogue message $06BF, wait for button press (At bottom of screen)
               SENTRY: We're hanging up our weapons and armor for good.
CC/8503: 94    Pause for 60 units
CC/8504: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/8506: CE        Turn vehicle/entity down
CC/8507: FF        End queue
CC/8508: 94    Pause for 60 units
CC/8509: 4B    Display dialogue message $06C0, wait for button press (At bottom of screen)
               GESTAHL: The power of those Espers
               I had no idea
               They'll shred the world!
               We must get them to understand that we are no longer at war.
CC/850C: 92    Pause for 30 units
CC/850D: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/850F: 80        Move vehicle/entity up 1 tile
CC/8510: 83        Move vehicle/entity left 1 tile
CC/8511: FF        End queue
CC/8512: B5    Pause for 15 * 6 (90) units
CC/8514: 4B    Display dialogue message $06C1, wait for button press (At bottom of screen)
               CID: No human's going to make them sit down and listen
CC/8517: 94    Pause for 60 units
CC/8518: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CC/851A: 81        Move vehicle/entity right 1 tile
CC/851B: 8C        Move vehicle/entity up 4 tiles
CC/851C: FF        End queue
CC/851D: 92    Pause for 30 units
CC/851E: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/8520: CD        Turn vehicle/entity right
CC/8521: E0        Pause for 4 * 1 (4) frames
CC/8523: CE        Turn vehicle/entity down
CC/8524: FF        End queue
CC/8525: 92    Pause for 30 units
CC/8526: 4B    Display dialogue message $06C2, wait for button press (At bottom of screen)
               GESTAHL: But for now my friends
               Let us feast and rejoice!
CC/8529: 92    Pause for 30 units
CC/852A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/852C: CC        Turn vehicle/entity up
CC/852D: FF        End queue
CC/852E: 92    Pause for 30 units
CC/852F: F4    Play sound effect 44
CC/8531: 73    Replace current map's Layer 1 at (55, 9) with the following (2 x 1) chunk, refresh immediately
CC/8536:       $04, $14
CC/8538: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/853A: 84        Move vehicle/entity up 2 tiles
CC/853B: FF        End queue
CC/853C: 42    Hide object $15
CC/853E: 45    Refresh objects
CC/853F: F4    Play sound effect 44
CC/8541: 73    Replace current map's Layer 1 at (55, 9) with the following (2 x 1) chunk, refresh immediately
CC/8546:       $05, $15
CC/8548: 92    Pause for 30 units
CC/8549: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/854B: 81        Move vehicle/entity right 1 tile
CC/854C: CE        Turn vehicle/entity down
CC/854D: FF        End queue
CC/854E: 92    Pause for 30 units
CC/854F: 4B    Display dialogue message $06C3, wait for button press (At bottom of screen)
               CID: There're some people here who'd prefer to keep fighting.
               Please, before we dine, talk to as many soldiers as you can! Make them understand!
CC/8552: 92    Pause for 30 units
CC/8553: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/8555: 8C        Move vehicle/entity up 4 tiles
CC/8556: FF        End queue
CC/8557: 42    Hide object $16
CC/8559: 45    Refresh objects
CC/855A: F4    Play sound effect 44
CC/855C: 73    Replace current map's Layer 1 at (53, 9) with the following (2 x 1) chunk, refresh immediately
CC/8561:       $05, $15
CC/8563: 92    Pause for 30 units
CC/8564: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/8566: C1        Set vehicle/entity's event speed to slow
CC/8567: 86        Move vehicle/entity down 2 tiles
CC/8568: FF        End queue
CC/8569: 39    Free screen
CC/856A: 4B    Display dialogue message $06C5, wait for button press
               TROOPER: Please talk to as many soldiers as you can. You have 4 minutes until dinner.
CC/856D: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/856F: A3        Move vehicle/entity left/up 1x1 tiles
CC/8570: FF        End queue
CC/8571: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/8573: A0        Move vehicle/entity right/up 1x1 tiles
CC/8574: FF        End queue
CC/8575: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/8577: 80        Move vehicle/entity up 1 tile
CC/8578: FF        End queue
CC/8579: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/857B: CC        Turn vehicle/entity up
CC/857C: E0        Pause for 4 * 8 (32) frames
CC/857E: FF        End queue
CC/857F: B2    Call subroutine $CACB95
CC/8583: 3B    Position character in a "ready-to-go" stance
CC/8584: B2    Call subroutine $CB2E2B
CC/8588: 92    Pause for 30 units
CC/8589: DD    Clear event bit $1E80($62E) [$1F45, bit 6]
CC/858B: DD    Clear event bit $1E80($630) [$1F46, bit 0]
CC/858D: DC    Set event bit $1E80($634) [$1F46, bit 4]
CC/858F: B2    Call subroutine $CB2E2B
CC/8593: D0    Set event bit $1E80($07C) [$1E8F, bit 4]
CC/8595: E8    Set word $1FC2($00) [$1FC2] to $0000
CC/8599: A0    Set timer 0 to $3840 [4m: 00s: 00j], jump to subroutine $CC8A96 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown shown while walking [must have tiles for it, only timer 0 can use]) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown overrides the game clock display)
CC/859F: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CC85BC
CC/85A5: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CC/85A7: 80        Move vehicle/entity up 1 tile
CC/85A8: CE        Turn vehicle/entity down
CC/85A9: FF        End queue
CC/85AA: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CC85D5
CC/85B0: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/85B2: 80        Move vehicle/entity up 1 tile
CC/85B3: CE        Turn vehicle/entity down
CC/85B4: FF        End queue
CC/85B5: 3A    Enable player to move while event commands execute
CC/85B6: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CC/85B8: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CC/85BA: 3A    Enable player to move while event commands execute
CC/85BB: FE    Return

CC/85BC: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CC/85BE: 83        Move vehicle/entity left 1 tile
CC/85BF: 82        Move vehicle/entity down 1 tile
CC/85C0: FF        End queue
CC/85C1: D3    Clear event bit $1E80($1F0) [$1EBE, bit 0]
CC/85C3: C0    If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CC85D5
CC/85C9: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/85CB: 80        Move vehicle/entity up 1 tile
CC/85CC: CE        Turn vehicle/entity down
CC/85CD: FF        End queue
CC/85CE: 3A    Enable player to move while event commands execute
CC/85CF: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CC/85D1: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CC/85D3: 3A    Enable player to move while event commands execute
CC/85D4: FE    Return

CC/85D5: 18    Begin action queue for character $18 (NPC $18), 3 bytes long (Wait until complete)
CC/85D7: 81        Move vehicle/entity right 1 tile
CC/85D8: 82        Move vehicle/entity down 1 tile
CC/85D9: FF        End queue
CC/85DA: D3    Clear event bit $1E80($1F1) [$1EBE, bit 1]
CC/85DC: 3A    Enable player to move while event commands execute
CC/85DD: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CC/85DF: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CC/85E1: 3A    Enable player to move while event commands execute
CC/85E2: FE    Return

CC/85E3: C1    If ($1E80($13C) [$1EA7, bit 4] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/85EB: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/85ED: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/85EF: 84        Move vehicle/entity up 2 tiles
CC/85F0: FF        End queue
CC/85F1: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/85F3: CF        Turn vehicle/entity left
CC/85F4: FF        End queue
CC/85F5: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/85F7: CD        Turn vehicle/entity right
CC/85F8: FF        End queue
CC/85F9: 92    Pause for 30 units
CC/85FA: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CC/85FC: C7        Set vehicle/entity to stay still when moving
CC/85FD: 81        Move vehicle/entity right 1 tile
CC/85FE: C6        Set vehicle/entity to walk when moving
CC/85FF: CF        Turn vehicle/entity left
CC/8600: FF        End queue
CC/8601: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CC/8603: 81        Move vehicle/entity right 1 tile
CC/8604: E0        Pause for 4 * 3 (12) frames
CC/8606: CE        Turn vehicle/entity down
CC/8607: FF        End queue
CC/8608: 36    Disable ability to pass through other objects for object $17 (NPC $17)
CC/860A: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/860C: FE    Return

CC/860D: C1    If ($1E80($13C) [$1EA7, bit 4] is set) or ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/8615: 78    Enable ability to pass through other objects for object $18 (NPC $18)
CC/8617: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/8619: 84        Move vehicle/entity up 2 tiles
CC/861A: FF        End queue
CC/861B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/861D: CD        Turn vehicle/entity right
CC/861E: FF        End queue
CC/861F: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/8621: CF        Turn vehicle/entity left
CC/8622: FF        End queue
CC/8623: 92    Pause for 30 units
CC/8624: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CC/8626: C7        Set vehicle/entity to stay still when moving
CC/8627: 83        Move vehicle/entity left 1 tile
CC/8628: C6        Set vehicle/entity to walk when moving
CC/8629: CD        Turn vehicle/entity right
CC/862A: FF        End queue
CC/862B: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/862D: 83        Move vehicle/entity left 1 tile
CC/862E: E0        Pause for 4 * 3 (12) frames
CC/8630: CE        Turn vehicle/entity down
CC/8631: FF        End queue
CC/8632: 36    Disable ability to pass through other objects for object $18 (NPC $18)
CC/8634: D2    Set event bit $1E80($1F1) [$1EBE, bit 1]
CC/8636: FE    Return

CC/8637: 4B    Display dialogue message $06A8, wait for button press
               The Espers that emerged from the gate are terrifying the Empire!
CC/863A: C2    If ($1E80($217) [$1EC2, bit 7] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8644: B2    Call subroutine $CC88BF
CC/8648: D4    Set event bit $1E80($217) [$1EC2, bit 7]
CC/864A: FE    Return

CC/864B: 4B    Display dialogue message $06A9, wait for button press
               We've lost our will to fight.
CC/864E: C2    If ($1E80($218) [$1EC3, bit 0] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8658: B2    Call subroutine $CC88BF
CC/865C: D4    Set event bit $1E80($218) [$1EC3, bit 0]
CC/865E: FE    Return

CC/865F: 4B    Display dialogue message $06AA, wait for button press
               Kefka's been imprisoned for unspeakable war crimes.
               He's on his last legs
CC/8662: C2    If ($1E80($219) [$1EC3, bit 1] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/866C: B2    Call subroutine $CC88BF
CC/8670: D4    Set event bit $1E80($219) [$1EC3, bit 1]
CC/8672: FE    Return

CC/8673: 4B    Display dialogue message $06AB, wait for button press
               The war's over
CC/8676: C2    If ($1E80($21A) [$1EC3, bit 2] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8680: B2    Call subroutine $CC88BF
CC/8684: D4    Set event bit $1E80($21A) [$1EC3, bit 2]
CC/8686: FE    Return

CC/8687: 4B    Display dialogue message $06AD, wait for button press
               The Espers surely came to free their friends
CC/868A: C2    If ($1E80($21B) [$1EC3, bit 3] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8694: B2    Call subroutine $CC88BF
CC/8698: D4    Set event bit $1E80($21B) [$1EC3, bit 3]
CC/869A: FE    Return

CC/869B: 4B    Display dialogue message $06AF, wait for button press
               The Magitek Research Facility's been dismantled.
CC/869E: C2    If ($1E80($21C) [$1EC3, bit 4] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/86A8: B2    Call subroutine $CC88BF
CC/86AC: D4    Set event bit $1E80($21C) [$1EC3, bit 4]
CC/86AE: FE    Return

CC/86AF: 4B    Display dialogue message $06B1, wait for button press
               The Empire's talking peace now!
CC/86B2: C2    If ($1E80($21D) [$1EC3, bit 5] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/86BC: B2    Call subroutine $CC88BF
CC/86C0: D4    Set event bit $1E80($21D) [$1EC3, bit 5]
CC/86C2: FE    Return

CC/86C3: 4B    Display dialogue message $06B2, wait for button press
               When the Emperor learned that Kefka used poison in battle, he imprisoned the fiend!
CC/86C6: C2    If ($1E80($21E) [$1EC3, bit 6] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/86D0: B2    Call subroutine $CC88BF
CC/86D4: D4    Set event bit $1E80($21E) [$1EC3, bit 6]
CC/86D6: FE    Return

CC/86D7: 4B    Display dialogue message $06B3, wait for button press
               Kefka! Using poison
               how low can you get?!
               I've always hated you!
CC/86DA: C2    If ($1E80($21F) [$1EC3, bit 7] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/86E4: B2    Call subroutine $CC88BF
CC/86E8: D4    Set event bit $1E80($21F) [$1EC3, bit 7]
CC/86EA: FE    Return

CC/86EB: 4B    Display dialogue message $06B7, wait for button press
               Kefka's scum
               It serves him right!
CC/86EE: C2    If ($1E80($220) [$1EC4, bit 0] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/86F8: B2    Call subroutine $CC88BF
CC/86FC: D4    Set event bit $1E80($220) [$1EC4, bit 0]
CC/86FE: FE    Return

CC/86FF: 4B    Display dialogue message $06B8, wait for button press
               My whole family was lost in the war
CC/8702: C2    If ($1E80($221) [$1EC4, bit 1] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/870C: B2    Call subroutine $CC88BF
CC/8710: D4    Set event bit $1E80($221) [$1EC4, bit 1]
CC/8712: FE    Return

CC/8713: 4B    Display dialogue message $06B9, wait for button press
               The war ended before we could use this machine
CC/8716: C2    If ($1E80($222) [$1EC4, bit 2] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8720: B2    Call subroutine $CC88BF
CC/8724: D4    Set event bit $1E80($222) [$1EC4, bit 2]
CC/8726: FE    Return

CC/8727: 4B    Display dialogue message $06BA, wait for button press
               Kefka's in jail!
CC/872A: C2    If ($1E80($223) [$1EC4, bit 3] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8734: B2    Call subroutine $CC88BF
CC/8738: D4    Set event bit $1E80($223) [$1EC4, bit 3]
CC/873A: FE    Return

CC/873B: 4B    Display dialogue message $0748, wait for button press
               I heard you're the strongest of the Returnersso just how strong are you?
CC/873E: C2    If ($1E80($22B) [$1EC5, bit 3] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/8748: 4D    Invoke battle, enemy set $1A, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/874B: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8758
CC/8750: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/8752: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8776
CC/8758: B7    If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC8765
CC/875D: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/875F: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8776
CC/8765: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC8772
CC/876A: 55    Flash screen with color component(s) 4 (Green), at intensity 0
CC/876C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8776
CC/8772: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8776: 96    Restore screen from fade
CC/8777: 5C    Pause execution until fade in or fade out is complete
CC/8778: 4B    Display dialogue message $0749, wait for button press
               Not badpretty strong!
CC/877B: B2    Call subroutine $CC88BF
CC/877F: D4    Set event bit $1E80($22B) [$1EC5, bit 3]
CC/8781: FE    Return

CC/8782: 4B    Display dialogue message $074A, wait for button press
               Someone outta thrash ya!
CC/8785: C2    If ($1E80($22C) [$1EC5, bit 4] is set) or ($1E80($07C) [$1E8F, bit 4] is clear) or ($1E80($13C) [$1EA7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/878F: B2    Call subroutine $CC88BF
CC/8793: D4    Set event bit $1E80($22C) [$1EC5, bit 4]
CC/8795: FE    Return

CC/8796: 4B    Display dialogue message $073F, wait for button press
               I've slain too many people.
               I'll never live a normal life.
CC/8799: C0    If ($1E80($224) [$1EC4, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/879F: B2    Call subroutine $CC88BF
CC/87A3: D4    Set event bit $1E80($224) [$1EC4, bit 4]
CC/87A5: FE    Return

CC/87A6: 4B    Display dialogue message $0740, wait for button press
               You're not wanted!
CC/87A9: C0    If ($1E80($225) [$1EC4, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/87AF: B2    Call subroutine $CC88BF
CC/87B3: D4    Set event bit $1E80($225) [$1EC4, bit 5]
CC/87B5: FE    Return

CC/87B6: 4B    Display dialogue message $0741, wait for button press
               I oppose peace!
CC/87B9: C0    If ($1E80($226) [$1EC4, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/87BF: 4D    Invoke battle, enemy set $1B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/87C2: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC87CF
CC/87C7: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/87C9: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC87ED
CC/87CF: B7    If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC87DC
CC/87D4: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/87D6: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC87ED
CC/87DC: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC87E9
CC/87E1: 55    Flash screen with color component(s) 4 (Green), at intensity 0
CC/87E3: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC87ED
CC/87E9: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/87ED: 96    Restore screen from fade
CC/87EE: 5C    Pause execution until fade in or fade out is complete
CC/87EF: 4B    Display dialogue message $0742, wait for button press
               Some people fight harder after they're cast down!
CC/87F2: B2    Call subroutine $CC88BF
CC/87F6: D4    Set event bit $1E80($226) [$1EC4, bit 6]
CC/87F8: FE    Return

CC/87F9: 4B    Display dialogue message $0743, wait for button press
               The Empire'll never die!
CC/87FC: C0    If ($1E80($227) [$1EC4, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/8802: B2    Call subroutine $CC88BF
CC/8806: D4    Set event bit $1E80($227) [$1EC4, bit 7]
CC/8808: FE    Return

CC/8809: 4B    Display dialogue message $0744, wait for button press
               You deserve a thrashing!
CC/880C: C0    If ($1E80($228) [$1EC5, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/8812: 4D    Invoke battle, enemy set $1B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/8815: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8822
CC/881A: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/881C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8840
CC/8822: B7    If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC882F
CC/8827: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/8829: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8840
CC/882F: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC883C
CC/8834: 55    Flash screen with color component(s) 4 (Green), at intensity 0
CC/8836: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8840
CC/883C: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8840: 96    Restore screen from fade
CC/8841: 5C    Pause execution until fade in or fade out is complete
CC/8842: 4B    Display dialogue message $0745, wait for button press
               You're strong
               Maybe you really CAN defeat the Espers
CC/8845: B2    Call subroutine $CC88BF
CC/8849: D4    Set event bit $1E80($228) [$1EC5, bit 0]
CC/884B: FE    Return

CC/884C: 4B    Display dialogue message $0746, wait for button press
               Espers
               Who'd have dreamed they were that powerful
CC/884F: C0    If ($1E80($229) [$1EC5, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/8855: B2    Call subroutine $CC88BF
CC/8859: D4    Set event bit $1E80($229) [$1EC5, bit 1]
CC/885B: FE    Return

CC/885C: 4B    Display dialogue message $0747, wait for button press
               We'll never knuckle under
CC/885F: C0    If ($1E80($22A) [$1EC5, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/8865: B2    Call subroutine $CC88BF
CC/8869: D4    Set event bit $1E80($22A) [$1EC5, bit 2]
CC/886B: FE    Return

CC/886C: 4B    Display dialogue message $074B, wait for button press
               Phepppp. Returner scum!
CC/886F: C0    If ($1E80($22D) [$1EC5, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/8875: 4D    Invoke battle, enemy set $1B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/8878: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8885
CC/887D: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/887F: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC88A3
CC/8885: B7    If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC8892
CC/888A: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/888C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC88A3
CC/8892: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC889F
CC/8897: 55    Flash screen with color component(s) 4 (Green), at intensity 0
CC/8899: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC88A3
CC/889F: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/88A3: 96    Restore screen from fade
CC/88A4: 5C    Pause execution until fade in or fade out is complete
CC/88A5: 4B    Display dialogue message $074C, wait for button press
               Hm.
               Not bad!
CC/88A8: B2    Call subroutine $CC88BF
CC/88AC: D4    Set event bit $1E80($22D) [$1EC5, bit 5]
CC/88AE: FE    Return

CC/88AF: 4B    Display dialogue message $074D, wait for button press
               Everything'll be settled after the banquet
CC/88B2: C0    If ($1E80($22E) [$1EC5, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/88B8: B2    Call subroutine $CC88BF
CC/88BC: D4    Set event bit $1E80($22E) [$1EC5, bit 6]
CC/88BE: FE    Return

CC/88BF: C0    If ($1E80($14F) [$1EA9, bit 7] is set), branch to $CC88CF
CC/88C5: D2    Set event bit $1E80($14F) [$1EA9, bit 7]
CC/88C7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/88CB: 4B    Display dialogue message $0727, wait for button press (Show text only)
               1 person
CC/88CE: FE    Return

CC/88CF: C0    If ($1E80($200) [$1EC0, bit 0] is set), branch to $CC88DF
CC/88D5: D4    Set event bit $1E80($200) [$1EC0, bit 0]
CC/88D7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/88DB: 4B    Display dialogue message $0728, wait for button press (Show text only)
               2 people
CC/88DE: FE    Return

CC/88DF: C0    If ($1E80($201) [$1EC0, bit 1] is set), branch to $CC88EF
CC/88E5: D4    Set event bit $1E80($201) [$1EC0, bit 1]
CC/88E7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/88EB: 4B    Display dialogue message $0729, wait for button press (Show text only)
               3 people
CC/88EE: FE    Return

CC/88EF: C0    If ($1E80($202) [$1EC0, bit 2] is set), branch to $CC88FF
CC/88F5: D4    Set event bit $1E80($202) [$1EC0, bit 2]
CC/88F7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/88FB: 4B    Display dialogue message $072A, wait for button press (Show text only)
               4 people
CC/88FE: FE    Return

CC/88FF: C0    If ($1E80($203) [$1EC0, bit 3] is set), branch to $CC890F
CC/8905: D4    Set event bit $1E80($203) [$1EC0, bit 3]
CC/8907: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/890B: 4B    Display dialogue message $072B, wait for button press (Show text only)
               5 people
CC/890E: FE    Return

CC/890F: C0    If ($1E80($204) [$1EC0, bit 4] is set), branch to $CC891F
CC/8915: D4    Set event bit $1E80($204) [$1EC0, bit 4]
CC/8917: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/891B: 4B    Display dialogue message $072C, wait for button press (Show text only)
               6 people
CC/891E: FE    Return

CC/891F: C0    If ($1E80($205) [$1EC0, bit 5] is set), branch to $CC892F
CC/8925: D4    Set event bit $1E80($205) [$1EC0, bit 5]
CC/8927: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/892B: 4B    Display dialogue message $072D, wait for button press (Show text only)
               7 people
CC/892E: FE    Return

CC/892F: C0    If ($1E80($206) [$1EC0, bit 6] is set), branch to $CC893F
CC/8935: D4    Set event bit $1E80($206) [$1EC0, bit 6]
CC/8937: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/893B: 4B    Display dialogue message $072E, wait for button press (Show text only)
               8 people
CC/893E: FE    Return

CC/893F: C0    If ($1E80($207) [$1EC0, bit 7] is set), branch to $CC894F
CC/8945: D4    Set event bit $1E80($207) [$1EC0, bit 7]
CC/8947: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/894B: 4B    Display dialogue message $072F, wait for button press (Show text only)
               9 people
CC/894E: FE    Return

CC/894F: C0    If ($1E80($208) [$1EC1, bit 0] is set), branch to $CC895F
CC/8955: D4    Set event bit $1E80($208) [$1EC1, bit 0]
CC/8957: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/895B: 4B    Display dialogue message $0730, wait for button press (Show text only)
               10 people
CC/895E: FE    Return

CC/895F: C0    If ($1E80($209) [$1EC1, bit 1] is set), branch to $CC896F
CC/8965: D4    Set event bit $1E80($209) [$1EC1, bit 1]
CC/8967: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/896B: 4B    Display dialogue message $0731, wait for button press (Show text only)
               11 people
CC/896E: FE    Return

CC/896F: C0    If ($1E80($20A) [$1EC1, bit 2] is set), branch to $CC897F
CC/8975: D4    Set event bit $1E80($20A) [$1EC1, bit 2]
CC/8977: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/897B: 4B    Display dialogue message $0732, wait for button press (Show text only)
               12 people
CC/897E: FE    Return

CC/897F: C0    If ($1E80($20B) [$1EC1, bit 3] is set), branch to $CC898F
CC/8985: D4    Set event bit $1E80($20B) [$1EC1, bit 3]
CC/8987: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/898B: 4B    Display dialogue message $0733, wait for button press (Show text only)
               13 people
CC/898E: FE    Return

CC/898F: C0    If ($1E80($20C) [$1EC1, bit 4] is set), branch to $CC899F
CC/8995: D4    Set event bit $1E80($20C) [$1EC1, bit 4]
CC/8997: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/899B: 4B    Display dialogue message $0734, wait for button press (Show text only)
               14 people
CC/899E: FE    Return

CC/899F: C0    If ($1E80($20D) [$1EC1, bit 5] is set), branch to $CC89AF
CC/89A5: D4    Set event bit $1E80($20D) [$1EC1, bit 5]
CC/89A7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/89AB: 4B    Display dialogue message $0735, wait for button press (Show text only)
               15 people
CC/89AE: FE    Return

CC/89AF: C0    If ($1E80($20E) [$1EC1, bit 6] is set), branch to $CC89BF
CC/89B5: D4    Set event bit $1E80($20E) [$1EC1, bit 6]
CC/89B7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/89BB: 4B    Display dialogue message $0736, wait for button press (Show text only)
               16 people
CC/89BE: FE    Return

CC/89BF: C0    If ($1E80($20F) [$1EC1, bit 7] is set), branch to $CC89CF
CC/89C5: D4    Set event bit $1E80($20F) [$1EC1, bit 7]
CC/89C7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/89CB: 4B    Display dialogue message $0737, wait for button press (Show text only)
               17 people
CC/89CE: FE    Return

CC/89CF: C0    If ($1E80($210) [$1EC2, bit 0] is set), branch to $CC89DF
CC/89D5: D4    Set event bit $1E80($210) [$1EC2, bit 0]
CC/89D7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/89DB: 4B    Display dialogue message $0738, wait for button press (Show text only)
               18 people
CC/89DE: FE    Return

CC/89DF: C0    If ($1E80($211) [$1EC2, bit 1] is set), branch to $CC89EF
CC/89E5: D4    Set event bit $1E80($211) [$1EC2, bit 1]
CC/89E7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/89EB: 4B    Display dialogue message $0739, wait for button press (Show text only)
               19 people
CC/89EE: FE    Return

CC/89EF: C0    If ($1E80($212) [$1EC2, bit 2] is set), branch to $CC89FF
CC/89F5: D4    Set event bit $1E80($212) [$1EC2, bit 2]
CC/89F7: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/89FB: 4B    Display dialogue message $073A, wait for button press (Show text only)
               20 people
CC/89FE: FE    Return

CC/89FF: C0    If ($1E80($213) [$1EC2, bit 3] is set), branch to $CC8A0F
CC/8A05: D4    Set event bit $1E80($213) [$1EC2, bit 3]
CC/8A07: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8A0B: 4B    Display dialogue message $073B, wait for button press (Show text only)
               21 people
CC/8A0E: FE    Return

CC/8A0F: C0    If ($1E80($214) [$1EC2, bit 4] is set), branch to $CC8A1F
CC/8A15: D4    Set event bit $1E80($214) [$1EC2, bit 4]
CC/8A17: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8A1B: 4B    Display dialogue message $073C, wait for button press (Show text only)
               22 people
CC/8A1E: FE    Return

CC/8A1F: C0    If ($1E80($215) [$1EC2, bit 5] is set), branch to $CC8A2F
CC/8A25: D4    Set event bit $1E80($215) [$1EC2, bit 5]
CC/8A27: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8A2B: 4B    Display dialogue message $073D, wait for button press (Show text only)
               23 people
CC/8A2E: FE    Return

CC/8A2F: C0    If ($1E80($216) [$1EC2, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/8A35: D4    Set event bit $1E80($216) [$1EC2, bit 6]
CC/8A37: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8A3B: 4B    Display dialogue message $073E, wait for button press (Show text only)
               24 people
CC/8A3E: FE    Return

CC/8A3F: 4B    Display dialogue message $0709, wait for button press
               GESTAHL: 
CC/8A42: FE    Return

CC/8A43: 4B    Display dialogue message $070A, wait for button press
               CID: All will be put right if we can achieve peace!
CC/8A46: FE    Return

CC/8A47: C0    If ($1E80($237) [$1EC6, bit 7] is set), branch to $CC8A92
CC/8A4D: 4B    Display dialogue message $070B, wait for button press
               TROOPERS: We want to test your strength!
               Won't you fight with us for a couple of minutes?
               ^ Sure
               ^ Sorry
CC/8A50: B6    Indexed branch based on prior dialogue selection [$CC8A58, $CA5EB3]
CC/8A57: FE    Return

CC/8A58: A0    Set timer 0 to $1C20 [2m: 00s: 00j], jump to subroutine $CA5EB3 if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown shown while walking [must have tiles for it, only timer 0 can use]) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown overrides the game clock display)
CC/8A5E: 4D    Invoke battle, enemy set $1E, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/8A61: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CC8A6E
CC/8A66: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/8A68: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8A8C
CC/8A6E: B7    If bit $1DC9($45) [$1DD1, bit 5] is clear, branch to $CC8A7B
CC/8A73: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/8A75: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8A8C
CC/8A7B: B7    If bit $1DC9($44) [$1DD1, bit 4] is clear, branch to $CC8A88
CC/8A80: 55    Flash screen with color component(s) 4 (Green), at intensity 0
CC/8A82: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8A8C
CC/8A88: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8A8C: A1    Reset timer 0
CC/8A8E: 96    Restore screen from fade
CC/8A8F: 5C    Pause execution until fade in or fade out is complete
CC/8A90: D4    Set event bit $1E80($237) [$1EC6, bit 7]
CC/8A92: 4B    Display dialogue message $070C, wait for button press
               TROOPER: Just as we thought
CC/8A95: FE    Return

CC/8A96: A1    Reset timer 0
CC/8A98: D2    Set event bit $1E80($13C) [$1EA7, bit 4]
CC/8A9A: 7A    Change event address for object $00 to address $CA5EB3
CC/8A9F: 7A    Change event address for object $01 to address $CA5EB3
CC/8AA4: 7A    Change event address for object $04 to address $CA5EB3
CC/8AA9: 7A    Change event address for object $05 to address $CA5EB3
CC/8AAE: 7A    Change event address for object $02 to address $CA5EB3
CC/8AB3: 7A    Change event address for object $0B to address $CA5EB3
CC/8AB8: 7A    Change event address for object $09 to address $CA5EB3
CC/8ABD: 6A    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left
CC/8AC3: 42    Hide object $31
CC/8AC5: 45    Refresh objects
CC/8AC6: 96    Restore screen from fade
CC/8AC7: 5C    Pause execution until fade in or fade out is complete
CC/8AC8: 4B    Display dialogue message $06E7, wait for button press (Show text only)
               
               That evening, the banquet
               with the Emperor took place
CC/8ACB: 92    Pause for 30 units
CC/8ACC: DC    Set event bit $1E80($62C) [$1F45, bit 4]
CC/8ACE: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/8AD0: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/8AD2: F0    Play song 46 (Returners), (high bit clear), full volume
CC/8AD4: 6A    Load map $00FB (Imperial Castle, banquet hall) after fade out, (upper bits $0000), place party at (80, 25), facing up
CC/8ADA: 47    Make character in slot 0 the lead character
CC/8ADB: 59    Unfade screen at speed $04
CC/8ADD: 5C    Pause execution until fade in or fade out is complete
CC/8ADE: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CC/8AE0: 85        Move vehicle/entity right 2 tiles
CC/8AE1: A1        Move vehicle/entity right/down 1x1 tiles
CC/8AE2: A1        Move vehicle/entity right/down 1x1 tiles
CC/8AE3: 85        Move vehicle/entity right 2 tiles
CC/8AE4: A1        Move vehicle/entity right/down 1x1 tiles
CC/8AE5: CD        Turn vehicle/entity right
CC/8AE6: FF        End queue
CC/8AE7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8AE9: C2        Set vehicle/entity's event speed to normal
CC/8AEA: CF        Turn vehicle/entity left
CC/8AEB: FF        End queue
CC/8AEC: 92    Pause for 30 units
CC/8AED: 4B    Display dialogue message $06E8, wait for button press
               TROOPER: This way, please.
CC/8AF0: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/8AF2: 17    Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete)
CC/8AF4: 8C        Move vehicle/entity up 4 tiles
CC/8AF5: CE        Turn vehicle/entity down
CC/8AF6: E0        Pause for 4 * 2 (8) frames
CC/8AF8: 59        Do vehicle/entity graphical action $19, flipped horizontally
CC/8AF9: FF        End queue
CC/8AFA: 92    Pause for 30 units
CC/8AFB: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/8AFD: 88        Move vehicle/entity up 3 tiles
CC/8AFE: A0        Move vehicle/entity right/up 1x1 tiles
CC/8AFF: CC        Turn vehicle/entity up
CC/8B00: FF        End queue
CC/8B01: B2    Call subroutine $CAC6AC
CC/8B05: B2    Call subroutine $CB2E34
CC/8B09: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CC/8B0B: C2        Set vehicle/entity's event speed to normal
CC/8B0C: 80        Move vehicle/entity up 1 tile
CC/8B0D: 83        Move vehicle/entity left 1 tile
CC/8B0E: CC        Turn vehicle/entity up
CC/8B0F: FF        End queue
CC/8B10: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long 
CC/8B12: C2        Set vehicle/entity's event speed to normal
CC/8B13: 83        Move vehicle/entity left 1 tile
CC/8B14: A3        Move vehicle/entity left/up 1x1 tiles
CC/8B15: 83        Move vehicle/entity left 1 tile
CC/8B16: CC        Turn vehicle/entity up
CC/8B17: FF        End queue
CC/8B18: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CC/8B1A: C2        Set vehicle/entity's event speed to normal
CC/8B1B: 81        Move vehicle/entity right 1 tile
CC/8B1C: A0        Move vehicle/entity right/up 1x1 tiles
CC/8B1D: 83        Move vehicle/entity left 1 tile
CC/8B1E: CC        Turn vehicle/entity up
CC/8B1F: FF        End queue
CC/8B20: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long 
CC/8B22: C2        Set vehicle/entity's event speed to normal
CC/8B23: 89        Move vehicle/entity right 3 tiles
CC/8B24: A0        Move vehicle/entity right/up 1x1 tiles
CC/8B25: 83        Move vehicle/entity left 1 tile
CC/8B26: CC        Turn vehicle/entity up
CC/8B27: FF        End queue
CC/8B28: 17    Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete)
CC/8B2A: 96        Move vehicle/entity down 6 tiles
CC/8B2B: E0        Pause for 4 * 6 (24) frames
CC/8B2D: FF        End queue
CC/8B2E: 42    Hide object $17
CC/8B30: 45    Refresh objects
CC/8B31: 36    Disable ability to pass through other objects for object $17 (NPC $17)
CC/8B33: B2    Call subroutine $CB2E2B
CC/8B37: 92    Pause for 30 units
CC/8B38: 38    Hold screen
CC/8B39: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/8B3B: 89        Move vehicle/entity right 3 tiles
CC/8B3C: FF        End queue
CC/8B3D: 92    Pause for 30 units
CC/8B3E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8B40: CF        Turn vehicle/entity left
CC/8B41: FF        End queue
CC/8B42: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/8B44: CF        Turn vehicle/entity left
CC/8B45: FF        End queue
CC/8B46: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/8B48: CF        Turn vehicle/entity left
CC/8B49: FF        End queue
CC/8B4A: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/8B4C: CF        Turn vehicle/entity left
CC/8B4D: FF        End queue
CC/8B4E: 92    Pause for 30 units
CC/8B4F: 4B    Display dialogue message $06E9, wait for button press
               CID: You can count me in as a Returner!
CC/8B52: 92    Pause for 30 units
CC/8B53: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/8B55: 85        Move vehicle/entity right 2 tiles
CC/8B56: CC        Turn vehicle/entity up
CC/8B57: FF        End queue
CC/8B58: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8B5A: CC        Turn vehicle/entity up
CC/8B5B: FF        End queue
CC/8B5C: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/8B5E: CC        Turn vehicle/entity up
CC/8B5F: FF        End queue
CC/8B60: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/8B62: CC        Turn vehicle/entity up
CC/8B63: FF        End queue
CC/8B64: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/8B66: CC        Turn vehicle/entity up
CC/8B67: FF        End queue
CC/8B68: 92    Pause for 30 units
CC/8B69: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/8B6B: C1        Set vehicle/entity's event speed to slow
CC/8B6C: 90        Move vehicle/entity up 5 tiles
CC/8B6D: FF        End queue
CC/8B6E: 94    Pause for 60 units
CC/8B6F: 4B    Display dialogue message $06EA, wait for button press
               GESTAHL: Imagine!
               All of us here together, sharing a meal! First we must have a toast!
CC/8B72: 92    Pause for 30 units
CC/8B73: 4B    Display dialogue message $06EB, wait for button press
               ^ To the Empire
               ^ To the Returners
               ^ To our hometowns
CC/8B76: B6    Indexed branch based on prior dialogue selection [$CC8B81, $CC8B93, $CC8BA5]
CC/8B80: FE    Return

CC/8B81: 4B    Display dialogue message $06ED, wait for button press
               GESTAHL: Well then
               To the Empire!
CC/8B84: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8B88: B2    Call subroutine $CC8BB7
CC/8B8C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8BE3
CC/8B92: FE    Return

CC/8B93: 4B    Display dialogue message $06EE, wait for button press
               GESTAHL: Well then
               To the Returners!
CC/8B96: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8B9A: B2    Call subroutine $CC8BB7
CC/8B9E: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8BE3
CC/8BA4: FE    Return

CC/8BA5: 4B    Display dialogue message $06EC, wait for button press
               GESTAHL: Well then
               To our hometowns!
CC/8BA8: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8BAC: B2    Call subroutine $CC8BB7
CC/8BB0: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8BE3
CC/8BB6: FE    Return

CC/8BB7: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8BB9: 2A        Do vehicle/entity graphical action $2A 
CC/8BBA: FF        End queue
CC/8BBB: 92    Pause for 30 units
CC/8BBC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8BBE: 1B        Do vehicle/entity graphical action $1B 
CC/8BBF: FF        End queue
CC/8BC0: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/8BC2: 1B        Do vehicle/entity graphical action $1B 
CC/8BC3: FF        End queue
CC/8BC4: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/8BC6: 1B        Do vehicle/entity graphical action $1B 
CC/8BC7: FF        End queue
CC/8BC8: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/8BCA: 1B        Do vehicle/entity graphical action $1B 
CC/8BCB: FF        End queue
CC/8BCC: 95    Pause for 120 units
CC/8BCD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/8BCF: CC        Turn vehicle/entity up
CC/8BD0: FF        End queue
CC/8BD1: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/8BD3: CC        Turn vehicle/entity up
CC/8BD4: FF        End queue
CC/8BD5: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/8BD7: CC        Turn vehicle/entity up
CC/8BD8: FF        End queue
CC/8BD9: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/8BDB: CC        Turn vehicle/entity up
CC/8BDC: FF        End queue
CC/8BDD: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8BDF: CE        Turn vehicle/entity down
CC/8BE0: FF        End queue
CC/8BE1: 92    Pause for 30 units
CC/8BE2: FE    Return

CC/8BE3: 4B    Display dialogue message $06EF, wait for button press
               GESTAHL: As you know, Kefka's in jail for war crimes.
               What shall we do with him?
CC/8BE6: 92    Pause for 30 units
CC/8BE7: 4B    Display dialogue message $06F0, wait for button press
               ^ Leave him in jail
               ^ Pardon him
               ^ Execute him
CC/8BEA: B6    Indexed branch based on prior dialogue selection [$CC8BF5, $CC8C00, $CC8C0B]
CC/8BF4: FE    Return

CC/8BF5: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8BF9: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C16
CC/8BFF: FE    Return

CC/8C00: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8C04: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C16
CC/8C0A: FE    Return

CC/8C0B: E9    Increment word $1FC2($00) [$1FC2] by $0003
CC/8C0F: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C16
CC/8C15: FE    Return

CC/8C16: 92    Pause for 30 units
CC/8C17: 4B    Display dialogue message $06F7, wait for button press
               GESTAHL: Hmm
               Well, let's let him stew in his cell for a while. Then we'll decide what to do.
CC/8C1A: 94    Pause for 60 units
CC/8C1B: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8C1D: 2C        Do vehicle/entity graphical action $2C 
CC/8C1E: FF        End queue
CC/8C1F: B5    Pause for 15 * 6 (90) units
CC/8C21: 4B    Display dialogue message $0721, wait for button press
               GESTAHL: I truly apologize about the poisoning of Doma.
               No one dreamed Kefka would use poison.
CC/8C24: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8C26: CE        Turn vehicle/entity down
CC/8C27: FF        End queue
CC/8C28: 92    Pause for 30 units
CC/8C29: 4B    Display dialogue message $0722, wait for button press
               ^ What's done is done
               ^ That was inexcusable.
               ^ Apologize again!!
CC/8C2C: B6    Indexed branch based on prior dialogue selection [$CC8C37, $CC8C42, $CC8C4D]
CC/8C36: FE    Return

CC/8C37: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8C3B: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C58
CC/8C41: FE    Return

CC/8C42: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8C46: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C58
CC/8C4C: FE    Return

CC/8C4D: E9    Increment word $1FC2($00) [$1FC2] by $0003
CC/8C51: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C58
CC/8C57: FE    Return

CC/8C58: 92    Pause for 30 units
CC/8C59: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8C5B: 2C        Do vehicle/entity graphical action $2C 
CC/8C5C: FF        End queue
CC/8C5D: 94    Pause for 60 units
CC/8C5E: 4B    Display dialogue message $0723, wait for button press
               GESTAHL: I'm so terribly sorry! Kefka's being severely punished, and we're cleaning up the poison.
CC/8C61: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8C63: CE        Turn vehicle/entity down
CC/8C64: FF        End queue
CC/8C65: 92    Pause for 30 units
CC/8C66: 4B    Display dialogue message $0724, wait for button press
               GESTAHL: By the way
               With regard to General CELES
CC/8C69: 93    Pause for 45 units
CC/8C6A: 4B    Display dialogue message $0725, wait for button press
               ^ Was she an Imperial spy?
               ^ CELES is one of us!
               ^ We trust CELES!
CC/8C6D: B6    Indexed branch based on prior dialogue selection [$CC8C78, $CC8C83, $CC8C8E]
CC/8C77: FE    Return

CC/8C78: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8C7C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C99
CC/8C82: FE    Return

CC/8C83: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8C87: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C99
CC/8C8D: FE    Return

CC/8C8E: E9    Increment word $1FC2($00) [$1FC2] by $0003
CC/8C92: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8C99
CC/8C98: FE    Return

CC/8C99: 4B    Display dialogue message $0726, wait for button press
               GESTAHL: Kefka was lying.
               General CELES realized the war was stupid before anyone else.
               That's why she joined the returners. Any other questions for me?
CC/8C9C: 93    Pause for 45 units
CC/8C9D: 4B    Display dialogue message $06F8, wait for button press
               ^ Why'd you start the war?
               ^ Why do you want peace now?
               ^ Why'd we have to talk to 
               your men?
CC/8CA0: B6    Indexed branch based on prior dialogue selection [$CC8CAB, $CC8CC5, $CC8CDF]
CC/8CAA: FE    Return

CC/8CAB: 4B    Display dialogue message $06F9, wait for button press
               GESTAHL: My desire for power got the best of me.
               Now I've come to my senses.
CC/8CAE: D4    Set event bit $1E80($234) [$1EC6, bit 4]
CC/8CB0: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8CB4: C0    If ($1E80($230) [$1EC6, bit 0] is set), branch to $CC8CBE
CC/8CBA: D4    Set event bit $1E80($230) [$1EC6, bit 0]
CC/8CBC: D4    Set event bit $1E80($231) [$1EC6, bit 1]
CC/8CBE: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8CF9
CC/8CC4: FE    Return

CC/8CC5: 4B    Display dialogue message $06FA, wait for button press
               GESTAHL: I feel we need each other's help at this time
CC/8CC8: D4    Set event bit $1E80($235) [$1EC6, bit 5]
CC/8CCA: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8CCE: C0    If ($1E80($230) [$1EC6, bit 0] is set), branch to $CC8CD8
CC/8CD4: D4    Set event bit $1E80($230) [$1EC6, bit 0]
CC/8CD6: D4    Set event bit $1E80($232) [$1EC6, bit 2]
CC/8CD8: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8CF9
CC/8CDE: FE    Return

CC/8CDF: 4B    Display dialogue message $06FB, wait for button press
               GESTAHL: Some of my men refuse to embrace peace. I felt they'd understand if they actually met you face to face.
CC/8CE2: D4    Set event bit $1E80($236) [$1EC6, bit 6]
CC/8CE4: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8CE8: C0    If ($1E80($230) [$1EC6, bit 0] is set), branch to $CC8CF2
CC/8CEE: D4    Set event bit $1E80($230) [$1EC6, bit 0]
CC/8CF0: D4    Set event bit $1E80($233) [$1EC6, bit 3]
CC/8CF2: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8CF9
CC/8CF8: FE    Return

CC/8CF9: 94    Pause for 60 units
CC/8CFA: 4B    Display dialogue message $06FC, wait for button press
               GESTAHL: With your permission, I'd like to talk about the Espers
CC/8CFD: 92    Pause for 30 units
CC/8CFE: 4B    Display dialogue message $06FD, wait for button press
               ^ One more question please!
               ^ Okay.
CC/8D01: B6    Indexed branch based on prior dialogue selection [$CC8D09, $CC8D7D]
CC/8D08: FE    Return

CC/8D09: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/8D0B: 2A        Do vehicle/entity graphical action $2A 
CC/8D0C: E0        Pause for 4 * 3 (12) frames
CC/8D0E: CE        Turn vehicle/entity down
CC/8D0F: FF        End queue
CC/8D10: 94    Pause for 60 units
CC/8D11: 4B    Display dialogue message $06F8, wait for button press
               ^ Why'd you start the war?
               ^ Why do you want peace now?
               ^ Why'd we have to talk to 
               your men?
CC/8D14: B6    Indexed branch based on prior dialogue selection [$CC8D1F, $CC8D35, $CC8D4B]
CC/8D1E: FE    Return

CC/8D1F: C0    If ($1E80($234) [$1EC6, bit 4] is set), branch to $CC8D61
CC/8D25: 4B    Display dialogue message $06F9, wait for button press
               GESTAHL: My desire for power got the best of me.
               Now I've come to my senses.
CC/8D28: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8D2C: D4    Set event bit $1E80($234) [$1EC6, bit 4]
CC/8D2E: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71
CC/8D34: FE    Return

CC/8D35: C0    If ($1E80($235) [$1EC6, bit 5] is set), branch to $CC8D61
CC/8D3B: 4B    Display dialogue message $06FA, wait for button press
               GESTAHL: I feel we need each other's help at this time
CC/8D3E: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8D42: D4    Set event bit $1E80($235) [$1EC6, bit 5]
CC/8D44: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71
CC/8D4A: FE    Return

CC/8D4B: C0    If ($1E80($236) [$1EC6, bit 6] is set), branch to $CC8D61
CC/8D51: 4B    Display dialogue message $06FB, wait for button press
               GESTAHL: Some of my men refuse to embrace peace. I felt they'd understand if they actually met you face to face.
CC/8D54: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8D58: D4    Set event bit $1E80($236) [$1EC6, bit 6]
CC/8D5A: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71
CC/8D60: FE    Return

CC/8D61: 92    Pause for 30 units
CC/8D62: 4B    Display dialogue message $06FF, wait for button press
               GESTAHL: I assure you, I have answered your questions truthfully.
CC/8D65: 92    Pause for 30 units
CC/8D66: EA    Decrement word $1FC2($00) [$1FC2] by $000A
CC/8D6A: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8D71
CC/8D70: FE    Return

CC/8D71: 92    Pause for 30 units
CC/8D72: 4B    Display dialogue message $06FE, wait for button press
               ^ One more question please!
               ^ Let's talk about Espers
CC/8D75: B6    Indexed branch based on prior dialogue selection [$CC8D09, $CC8D7D]
CC/8D7C: FE    Return

CC/8D7D: 92    Pause for 30 units
CC/8D7E: 4B    Display dialogue message $0700, wait for button press
               GESTAHL: My Empire's been decimated by the Espers that emerged from the sealed gate.
               They're acting spiteful. Unless they're stopped, they'll rip the world asunder!
CC/8D81: 92    Pause for 30 units
CC/8D82: 4B    Display dialogue message $0701, wait for button press
               ^ Yes, the Espers have gone
               too far.
               ^ But you unleashed their
               power!!
CC/8D85: B6    Indexed branch based on prior dialogue selection [$CC8D8D, $CC8D98]
CC/8D8C: FE    Return

CC/8D8D: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8D91: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DA3
CC/8D97: FE    Return

CC/8D98: E9    Increment word $1FC2($00) [$1FC2] by $0002
CC/8D9C: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DA3
CC/8DA2: FE    Return

CC/8DA3: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/8DA5: 2C        Do vehicle/entity graphical action $2C 
CC/8DA6: E0        Pause for 4 * 12 (48) frames
CC/8DA8: CE        Turn vehicle/entity down
CC/8DA9: FF        End queue
CC/8DAA: 92    Pause for 30 units
CC/8DAB: 4B    Display dialogue message $0702, wait for button press
               GESTAHL: After the Espers went on their rampage, I knew I couldn't go on with my war.
               I asked myself why I had started it in the first place.
               By the way
               About those questions you asked me
               which did you ask first?
CC/8DAE: 4B    Display dialogue message $06F8, wait for button press
               ^ Why'd you start the war?
               ^ Why do you want peace now?
               ^ Why'd we have to talk to 
               your men?
CC/8DB1: B6    Indexed branch based on prior dialogue selection [$CC8DBC, $CC8DCD, $CC8DDE]
CC/8DBB: FE    Return

CC/8DBC: C0    If ($1E80($231) [$1EC6, bit 1] is clear), branch to $CC8DEF
CC/8DC2: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8DC6: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DEF
CC/8DCC: FE    Return

CC/8DCD: C0    If ($1E80($232) [$1EC6, bit 2] is clear), branch to $CC8DEF
CC/8DD3: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8DD7: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DEF
CC/8DDD: FE    Return

CC/8DDE: C0    If ($1E80($233) [$1EC6, bit 3] is clear), branch to $CC8DEF
CC/8DE4: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8DE8: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8DEF
CC/8DEE: FE    Return

CC/8DEF: 92    Pause for 30 units
CC/8DF0: 4B    Display dialogue message $0703, wait for button press
               GESTAHL: Right. Anyway, more than anything I want peace. That's my true dream. I want you to understand that!
CC/8DF3: 92    Pause for 30 units
CC/8DF4: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/8DF6: 83        Move vehicle/entity left 1 tile
CC/8DF7: CD        Turn vehicle/entity right
CC/8DF8: FF        End queue
CC/8DF9: 92    Pause for 30 units
CC/8DFA: 4B    Display dialogue message $0704, wait for button press
               CID: You seem a bit tired.
               Care for a rest break?
CC/8DFD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/8DFF: CF        Turn vehicle/entity left
CC/8E00: FF        End queue
CC/8E01: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/8E03: CF        Turn vehicle/entity left
CC/8E04: FF        End queue
CC/8E05: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/8E07: CF        Turn vehicle/entity left
CC/8E08: FF        End queue
CC/8E09: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/8E0B: CF        Turn vehicle/entity left
CC/8E0C: FF        End queue
CC/8E0D: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8E0F: CF        Turn vehicle/entity left
CC/8E10: FF        End queue
CC/8E11: 94    Pause for 60 units
CC/8E12: 4B    Display dialogue message $0705, wait for button press
               ^ Yes, let's take a break.
               ^ Let's keep talking.
CC/8E15: B6    Indexed branch based on prior dialogue selection [$CC8E1D, $CC8EB5]
CC/8E1C: FE    Return

CC/8E1D: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/8E1F: 81        Move vehicle/entity right 1 tile
CC/8E20: CC        Turn vehicle/entity up
CC/8E21: FF        End queue
CC/8E22: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8E24: CE        Turn vehicle/entity down
CC/8E25: FF        End queue
CC/8E26: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8E28: CC        Turn vehicle/entity up
CC/8E29: FF        End queue
CC/8E2A: B2    Call subroutine $CB2E34
CC/8E2E: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/8E30: C2        Set vehicle/entity's event speed to normal
CC/8E31: 87        Move vehicle/entity left 2 tiles
CC/8E32: CC        Turn vehicle/entity up
CC/8E33: FF        End queue
CC/8E34: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/8E36: C2        Set vehicle/entity's event speed to normal
CC/8E37: 85        Move vehicle/entity right 2 tiles
CC/8E38: CC        Turn vehicle/entity up
CC/8E39: FF        End queue
CC/8E3A: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/8E3C: C2        Set vehicle/entity's event speed to normal
CC/8E3D: 8F        Move vehicle/entity left 4 tiles
CC/8E3E: CC        Turn vehicle/entity up
CC/8E3F: FF        End queue
CC/8E40: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/8E42: CC        Turn vehicle/entity up
CC/8E43: E0        Pause for 4 * 16 (64) frames
CC/8E45: FF        End queue
CC/8E46: 42    Hide object $32
CC/8E48: 42    Hide object $33
CC/8E4A: 42    Hide object $34
CC/8E4C: 45    Refresh objects
CC/8E4D: 47    Make character in slot 0 the lead character
CC/8E4E: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/8E50: C2        Set vehicle/entity's event speed to normal
CC/8E51: 92        Move vehicle/entity down 5 tiles
CC/8E52: FF        End queue
CC/8E53: 92    Pause for 30 units
CC/8E54: 39    Free screen
CC/8E55: 3A    Enable player to move while event commands execute
CC/8E56: B2    Call subroutine $CB2E2B
CC/8E5A: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/8E5C: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/8E5E: 81        Move vehicle/entity right 1 tile
CC/8E5F: CE        Turn vehicle/entity down
CC/8E60: FF        End queue
CC/8E61: 3A    Enable player to move while event commands execute
CC/8E62: FE    Return

CC/8E63: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/8E69: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/8E6F: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/8E71: 4B    Display dialogue message $0706, wait for button press
               Shall we begin again?
               ^ Yes
               ^ No
CC/8E74: B6    Indexed branch based on prior dialogue selection [$CC8E7C, $CA5EB3]
CC/8E7B: FE    Return

CC/8E7C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8E7E: CC        Turn vehicle/entity up
CC/8E7F: FF        End queue
CC/8E80: B2    Call subroutine $CB2E34
CC/8E84: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8E86: CC        Turn vehicle/entity up
CC/8E87: FF        End queue
CC/8E88: B2    Call subroutine $CAC6AC
CC/8E8C: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/8E8E: C2        Set vehicle/entity's event speed to normal
CC/8E8F: 87        Move vehicle/entity left 2 tiles
CC/8E90: CC        Turn vehicle/entity up
CC/8E91: FF        End queue
CC/8E92: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/8E94: C2        Set vehicle/entity's event speed to normal
CC/8E95: 85        Move vehicle/entity right 2 tiles
CC/8E96: CC        Turn vehicle/entity up
CC/8E97: FF        End queue
CC/8E98: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/8E9A: C2        Set vehicle/entity's event speed to normal
CC/8E9B: 8D        Move vehicle/entity right 4 tiles
CC/8E9C: CC        Turn vehicle/entity up
CC/8E9D: FF        End queue
CC/8E9E: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/8EA0: CC        Turn vehicle/entity up
CC/8EA1: E0        Pause for 4 * 16 (64) frames
CC/8EA3: FF        End queue
CC/8EA4: 38    Hold screen
CC/8EA5: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/8EA7: C2        Set vehicle/entity's event speed to normal
CC/8EA8: 90        Move vehicle/entity up 5 tiles
CC/8EA9: FF        End queue
CC/8EAA: B2    Call subroutine $CB2E2B
CC/8EAE: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8ECE
CC/8EB4: FE    Return

CC/8EB5: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8EB7: CE        Turn vehicle/entity down
CC/8EB8: FF        End queue
CC/8EB9: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long 
CC/8EBB: CC        Turn vehicle/entity up
CC/8EBC: FF        End queue
CC/8EBD: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/8EBF: CC        Turn vehicle/entity up
CC/8EC0: FF        End queue
CC/8EC1: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long 
CC/8EC3: CC        Turn vehicle/entity up
CC/8EC4: FF        End queue
CC/8EC5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8EC7: CC        Turn vehicle/entity up
CC/8EC8: FF        End queue
CC/8EC9: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/8ECB: 81        Move vehicle/entity right 1 tile
CC/8ECC: CC        Turn vehicle/entity up
CC/8ECD: FF        End queue
CC/8ECE: 92    Pause for 30 units
CC/8ECF: 4B    Display dialogue message $0707, wait for button press
               GESTAHL: Is there anything you wish to hear me say?
CC/8ED2: 92    Pause for 30 units
CC/8ED3: 4B    Display dialogue message $0708, wait for button press
               ^ That all you really want
               is peace.
               ^ That your war's truly over.
               ^ That you're sorry
CC/8ED6: B6    Indexed branch based on prior dialogue selection [$CC8EE1, $CC8EEF, $CC8EFD]
CC/8EE0: FE    Return

CC/8EE1: 4B    Display dialogue message $070D, wait for button press
               GESTAHL: I understand.
               My only dream in life ispeace! Now I must ask for a favor
CC/8EE4: E9    Increment word $1FC2($00) [$1FC2] by $0003
CC/8EE8: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8F0B
CC/8EEE: FE    Return

CC/8EEF: 4B    Display dialogue message $070E, wait for button press
               GESTAHL: I understand.
               I've ordered this war to be over! Now I must ask for a favor
CC/8EF2: E9    Increment word $1FC2($00) [$1FC2] by $0005
CC/8EF6: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8F0B
CC/8EFC: FE    Return

CC/8EFD: 4B    Display dialogue message $070F, wait for button press
               GESTAHL: I understand.
               I'm truly sorry for what I've done! Now I must ask for a favor
CC/8F00: E9    Increment word $1FC2($00) [$1FC2] by $0001
CC/8F04: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CC8F0B
CC/8F0A: FE    Return

CC/8F0B: 94    Pause for 60 units
CC/8F0C: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/8F0E: 81        Move vehicle/entity right 1 tile
CC/8F0F: 80        Move vehicle/entity up 1 tile
CC/8F10: FF        End queue
CC/8F11: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/8F13: CD        Turn vehicle/entity right
CC/8F14: FF        End queue
CC/8F15: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/8F17: CD        Turn vehicle/entity right
CC/8F18: FF        End queue
CC/8F19: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/8F1B: CF        Turn vehicle/entity left
CC/8F1C: FF        End queue
CC/8F1D: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/8F1F: CF        Turn vehicle/entity left
CC/8F20: FF        End queue
CC/8F21: 94    Pause for 60 units
CC/8F22: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/8F24: CD        Turn vehicle/entity right
CC/8F25: E0        Pause for 4 * 1 (4) frames
CC/8F27: CE        Turn vehicle/entity down
CC/8F28: FF        End queue
CC/8F29: 94    Pause for 60 units
CC/8F2A: 4B    Display dialogue message $0710, wait for button press
               GESTAHL: After they devastated my Empire, the Espers headed northward, toward Crescent Island.
               They must be found!
               We must tell them we're no longer their enemy.
               After all that I have put them through, it is up to me to set things right.
               That is why 
               I need to borrow TERRA's power.
CC/8F2D: 92    Pause for 30 units
CC/8F2E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/8F30: CE        Turn vehicle/entity down
CC/8F31: FF        End queue
CC/8F32: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/8F34: CE        Turn vehicle/entity down
CC/8F35: FF        End queue
CC/8F36: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/8F38: CE        Turn vehicle/entity down
CC/8F39: FF        End queue
CC/8F3A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/8F3C: CE        Turn vehicle/entity down
CC/8F3D: FF        End queue
CC/8F3E: 92    Pause for 30 units
CC/8F3F: 4B    Display dialogue message $0711, wait for button press
               Only TERRA can bridge the gap between Esper and human.
CC/8F42: 92    Pause for 30 units
CC/8F43: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/8F45: 82        Move vehicle/entity down 1 tile
CC/8F46: FF        End queue
CC/8F47: 92    Pause for 30 units
CC/8F48: 4B    Display dialogue message $0712, wait for button press
               GESTAHL: We must make for Crescent Island aboard the freighter from Albrook.
               Will you accompany me?
               ^ Yes
               ^ No
CC/8F4B: B6    Indexed branch based on prior dialogue selection [$CC8F5E, $CC8F53]
CC/8F52: FE    Return

CC/8F53: 4B    Display dialogue message $0713, wait for button press
               GESTAHL: We cannot simply ignore the Espers!!
               Pleasecome with me!
               ^ Yes
               ^ No
CC/8F56: B6    Indexed branch based on prior dialogue selection [$CC8F62, $CC8F53]
CC/8F5D: FE    Return

CC/8F5E: E9    Increment word $1FC2($00) [$1FC2] by $0003
CC/8F62: 4B    Display dialogue message $0714, wait for button press
               GESTAHL: I'll have my finest warrior accompany us!
               General Leo!
CC/8F65: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/8F67: 80        Move vehicle/entity up 1 tile
CC/8F68: CF        Turn vehicle/entity left
CC/8F69: FF        End queue
CC/8F6A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/8F6C: CF        Turn vehicle/entity left
CC/8F6D: FF        End queue
CC/8F6E: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/8F70: CF        Turn vehicle/entity left
CC/8F71: FF        End queue
CC/8F72: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/8F74: CF        Turn vehicle/entity left
CC/8F75: FF        End queue
CC/8F76: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/8F78: CF        Turn vehicle/entity left
CC/8F79: FF        End queue
CC/8F7A: 3D    Create object $11
CC/8F7C: 41    Show object $11
CC/8F7E: 45    Refresh objects
CC/8F7F: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/8F81: 89        Move vehicle/entity right 3 tiles
CC/8F82: A0        Move vehicle/entity right/up 1x1 tiles
CC/8F83: 8D        Move vehicle/entity right 4 tiles
CC/8F84: FF        End queue
CC/8F85: 92    Pause for 30 units
CC/8F86: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/8F88: CE        Turn vehicle/entity down
CC/8F89: FF        End queue
CC/8F8A: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/8F8C: CE        Turn vehicle/entity down
CC/8F8D: FF        End queue
CC/8F8E: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/8F90: CE        Turn vehicle/entity down
CC/8F91: FF        End queue
CC/8F92: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/8F94: CE        Turn vehicle/entity down
CC/8F95: FF        End queue
CC/8F96: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/8F98: CE        Turn vehicle/entity down
CC/8F99: FF        End queue
CC/8F9A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/8F9C: CE        Turn vehicle/entity down
CC/8F9D: FF        End queue
CC/8F9E: 92    Pause for 30 units
CC/8F9F: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/8FA1: 20        Do vehicle/entity graphical action $20 
CC/8FA2: E0        Pause for 4 * 7 (28) frames
CC/8FA4: CE        Turn vehicle/entity down
CC/8FA5: FF        End queue
CC/8FA6: 92    Pause for 30 units
CC/8FA7: 4B    Display dialogue message $0715, wait for button press
               LEO: I'm General Leo
               Nice to meet you.
CC/8FAA: DE    Load CaseWord with the characters in the currently active party?
CC/8FAB: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CC8FB5
CC/8FB1: 94    Pause for 60 units
CC/8FB2: 4B    Display dialogue message $0716, wait for button press (At bottom of screen)
               SABIN: Didn't I see you at Doma?
               I'm SURE I did
               So that was General Leo
CC/8FB5: DE    Load CaseWord with the characters in the currently active party?
CC/8FB6: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CC8FC1
CC/8FBC: B5    Pause for 15 * 6 (90) units
CC/8FBE: 4B    Display dialogue message $0717, wait for button press
               LEO: You! You're CYAN, liege to the king of Doma!
               Please forgive me for not being there to stop Kefka
               CYAN: 
               That wasn't your fault.
CC/8FC1: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/8FC3: 93        Move vehicle/entity left 5 tiles
CC/8FC4: 92        Move vehicle/entity down 5 tiles
CC/8FC5: CD        Turn vehicle/entity right
CC/8FC6: FF        End queue
CC/8FC7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8FC9: CF        Turn vehicle/entity left
CC/8FCA: FF        End queue
CC/8FCB: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/8FCD: CF        Turn vehicle/entity left
CC/8FCE: FF        End queue
CC/8FCF: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/8FD1: CF        Turn vehicle/entity left
CC/8FD2: FF        End queue
CC/8FD3: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/8FD5: CF        Turn vehicle/entity left
CC/8FD6: FF        End queue
CC/8FD7: 92    Pause for 30 units
CC/8FD8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/8FDA: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/8FDB: FF        End queue
CC/8FDC: 4B    Display dialogue message $0718, wait for button press
               LEO: I'll be waiting for you in Albrook.
CC/8FDF: 92    Pause for 30 units
CC/8FE0: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/8FE2: CD        Turn vehicle/entity right
CC/8FE3: FF        End queue
CC/8FE4: 92    Pause for 30 units
CC/8FE5: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CC/8FE7: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FE8: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FE9: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FEA: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FEB: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FEC: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FED: A1        Move vehicle/entity right/down 1x1 tiles
CC/8FEE: FF        End queue
CC/8FEF: 42    Hide object $11
CC/8FF1: 45    Refresh objects
CC/8FF2: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/8FF4: CC        Turn vehicle/entity up
CC/8FF5: FF        End queue
CC/8FF6: 32    Begin action queue for character $32 (Party Character 1), 2 bytes long (Wait until complete)
CC/8FF8: CC        Turn vehicle/entity up
CC/8FF9: FF        End queue
CC/8FFA: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long (Wait until complete)
CC/8FFC: CC        Turn vehicle/entity up
CC/8FFD: FF        End queue
CC/8FFE: 34    Begin action queue for character $34 (Party Character 3), 2 bytes long (Wait until complete)
CC/9000: CC        Turn vehicle/entity up
CC/9001: FF        End queue
CC/9002: 92    Pause for 30 units
CC/9003: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9005: 82        Move vehicle/entity down 1 tile
CC/9006: 83        Move vehicle/entity left 1 tile
CC/9007: CE        Turn vehicle/entity down
CC/9008: FF        End queue
CC/9009: 92    Pause for 30 units
CC/900A: 4B    Display dialogue message $0719, wait for button press
               GESTAHL: We must find the Espers and come to terms with them! You are our last hope!
CC/900D: 94    Pause for 60 units
CC/900E: 5A    Fade screen at speed $04
CC/9010: 5C    Pause execution until fade in or fade out is complete
CC/9011: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/9013: C3        Set vehicle/entity's event speed to fast
CC/9014: 92        Move vehicle/entity down 5 tiles
CC/9015: FF        End queue
CC/9016: 42    Hide object $31
CC/9018: 42    Hide object $32
CC/901A: 42    Hide object $33
CC/901C: 42    Hide object $34
CC/901E: 45    Refresh objects
CC/901F: 42    Hide object $10
CC/9021: 42    Hide object $12
CC/9023: 42    Hide object $13
CC/9025: 42    Hide object $14
CC/9027: 42    Hide object $15
CC/9029: 42    Hide object $16
CC/902B: 45    Refresh objects
CC/902C: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/902D: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC9042
CC/9033: 3D    Create object $0B
CC/9035: 45    Refresh objects
CC/9036: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/9038: C2        Set vehicle/entity's event speed to normal
CC/9039: D5        Set vehicle/entity's position to (77, 23)
CC/903C: CD        Turn vehicle/entity right
CC/903D: FF        End queue
CC/903E: 41    Show object $0B
CC/9040: 8D    Remove all equipment from character $0B (Actor in stot 11)
CC/9042: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/9043: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC9058
CC/9049: 3D    Create object $0A
CC/904B: 45    Refresh objects
CC/904C: 0A    Begin action queue for character $0A (Actor in stot 10), 6 bytes long (Wait until complete)
CC/904E: C2        Set vehicle/entity's event speed to normal
CC/904F: D5        Set vehicle/entity's position to (77, 21)
CC/9052: CD        Turn vehicle/entity right
CC/9053: FF        End queue
CC/9054: 41    Show object $0A
CC/9056: 8D    Remove all equipment from character $0A (Actor in stot 10)
CC/9058: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CC/905A: D4    Set event bit $1E80($2F1) [$1EDE, bit 1]
CC/905C: D4    Set event bit $1E80($2F2) [$1EDE, bit 2]
CC/905E: D4    Set event bit $1E80($2F4) [$1EDE, bit 4]
CC/9060: D4    Set event bit $1E80($2F5) [$1EDE, bit 5]
CC/9062: D4    Set event bit $1E80($2F9) [$1EDF, bit 1]
CC/9064: D5    Clear event bit $1E80($2F6) [$1EDE, bit 6]
CC/9066: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CC/9068: D5    Clear event bit $1E80($2F7) [$1EDE, bit 7]
CC/906A: D5    Clear event bit $1E80($2F8) [$1EDF, bit 0]
CC/906C: 77    Perform level averaging on character $01 (LOCKE ) and calculate new maximum HP/MP
CC/906E: 77    Perform level averaging on character $00 (TERRA ) and calculate new maximum HP/MP
CC/9070: 3D    Create object $00
CC/9072: 3D    Create object $01
CC/9074: 3D    Create object $04
CC/9076: 3D    Create object $05
CC/9078: 3D    Create object $02
CC/907A: 3D    Create object $09
CC/907C: 45    Refresh objects
CC/907D: 8D    Remove all equipment from character $02 (Actor in stot 2)
CC/907F: 8D    Remove all equipment from character $04 (Actor in stot 4)
CC/9081: 8D    Remove all equipment from character $05 (Actor in stot 5)
CC/9083: 8D    Remove all equipment from character $09 (Actor in stot 9)
CC/9085: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/9087: C2        Set vehicle/entity's event speed to normal
CC/9088: D5        Set vehicle/entity's position to (81, 23)
CC/908B: CF        Turn vehicle/entity left
CC/908C: FF        End queue
CC/908D: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/908F: C2        Set vehicle/entity's event speed to normal
CC/9090: D5        Set vehicle/entity's position to (79, 22)
CC/9093: CD        Turn vehicle/entity right
CC/9094: FF        End queue
CC/9095: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/9097: C2        Set vehicle/entity's event speed to normal
CC/9098: D5        Set vehicle/entity's position to (79, 23)
CC/909B: CD        Turn vehicle/entity right
CC/909C: FF        End queue
CC/909D: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/909F: C2        Set vehicle/entity's event speed to normal
CC/90A0: D5        Set vehicle/entity's position to (80, 25)
CC/90A3: CC        Turn vehicle/entity up
CC/90A4: FF        End queue
CC/90A5: 09    Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete)
CC/90A7: C2        Set vehicle/entity's event speed to normal
CC/90A8: D5        Set vehicle/entity's position to (80, 21)
CC/90AB: CE        Turn vehicle/entity down
CC/90AC: FF        End queue
CC/90AD: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/90AF: C2        Set vehicle/entity's event speed to normal
CC/90B0: D5        Set vehicle/entity's position to (78, 24)
CC/90B3: CD        Turn vehicle/entity right
CC/90B4: FF        End queue
CC/90B5: 41    Show object $00
CC/90B7: 41    Show object $01
CC/90B9: 41    Show object $04
CC/90BB: 41    Show object $05
CC/90BD: 41    Show object $02
CC/90BF: 41    Show object $09
CC/90C1: 59    Unfade screen at speed $08
CC/90C3: 5C    Pause execution until fade in or fade out is complete
CC/90C4: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/90C6: 81        Move vehicle/entity right 1 tile
CC/90C7: CE        Turn vehicle/entity down
CC/90C8: FF        End queue
CC/90C9: 92    Pause for 30 units
CC/90CA: 4B    Display dialogue message $071A, wait for button press
               LOCKE: If TERRA goes, I'll go.
CC/90CD: 92    Pause for 30 units
CC/90CE: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/90D0: CC        Turn vehicle/entity up
CC/90D1: FF        End queue
CC/90D2: 92    Pause for 30 units
CC/90D3: 4B    Display dialogue message $071B, wait for button press
               TERRA: LOCKE
               Thank you
CC/90D6: 92    Pause for 30 units
CC/90D7: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/90D9: 82        Move vehicle/entity down 1 tile
CC/90DA: CF        Turn vehicle/entity left
CC/90DB: FF        End queue
CC/90DC: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/90DE: CF        Turn vehicle/entity left
CC/90DF: FF        End queue
CC/90E0: 92    Pause for 30 units
CC/90E1: 4B    Display dialogue message $071C, wait for button press
               LOCKE: The rest of you wait here. I smell a rat
CC/90E4: 92    Pause for 30 units
CC/90E5: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/90E7: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/90E8: E0        Pause for 4 * 4 (16) frames
CC/90EA: CD        Turn vehicle/entity right
CC/90EB: FF        End queue
CC/90EC: 92    Pause for 30 units
CC/90ED: 4B    Display dialogue message $071D, wait for button press
               EDGAR: Agreed
               It's hard to trust the Emperor just like that
CC/90F0: 92    Pause for 30 units
CC/90F1: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/90F3: 81        Move vehicle/entity right 1 tile
CC/90F4: FF        End queue
CC/90F5: 92    Pause for 30 units
CC/90F6: 4B    Display dialogue message $071E, wait for button press
               CYAN: We'll stay here and investigate.
CC/90F9: 92    Pause for 30 units
CC/90FA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/90FC: CE        Turn vehicle/entity down
CC/90FD: FF        End queue
CC/90FE: 92    Pause for 30 units
CC/90FF: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/9101: 20        Do vehicle/entity graphical action $20 
CC/9102: E0        Pause for 4 * 4 (16) frames
CC/9104: CE        Turn vehicle/entity down
CC/9105: FF        End queue
CC/9106: 92    Pause for 30 units
CC/9107: 4B    Display dialogue message $071F, wait for button press
               LOCKE: Please do.
               Leave no stone unturned!
CC/910A: 09    Begin action queue for character $09 (Actor in stot 9), 2 bytes long 
CC/910C: 82        Move vehicle/entity down 1 tile
CC/910D: FF        End queue
CC/910E: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/9110: 80        Move vehicle/entity up 1 tile
CC/9111: FF        End queue
CC/9112: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/9114: CF        Turn vehicle/entity left
CC/9115: FF        End queue
CC/9116: 92    Pause for 30 units
CC/9117: 4B    Display dialogue message $0720, wait for button press
               EDGAR: Right.
               And you be careful!
CC/911A: 92    Pause for 30 units
CC/911B: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/911D: 22        Do vehicle/entity graphical action $22 
CC/911E: E0        Pause for 4 * 4 (16) frames
CC/9120: CF        Turn vehicle/entity left
CC/9121: FF        End queue
CC/9122: 92    Pause for 30 units
CC/9123: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/9125: CD        Turn vehicle/entity right
CC/9126: FF        End queue
CC/9127: 94    Pause for 60 units
CC/9128: 5A    Fade screen at speed $08
CC/912A: 5C    Pause execution until fade in or fade out is complete
CC/912B: B2    Call subroutine $CACB25
CC/912F: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/9132: 3F    Remove character $04 (Actor in stot 4) from the party
CC/9135: 3F    Remove character $05 (Actor in stot 5) from the party
CC/9138: 3F    Remove character $02 (Actor in stot 2) from the party
CC/913B: 3F    Remove character $06 (Actor in stot 6) from the party
CC/913E: 3F    Remove character $09 (Actor in stot 9) from the party
CC/9141: 3F    Remove character $03 (Actor in stot 3) from the party
CC/9144: 45    Refresh objects
CC/9145: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/9146: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC9154
CC/914C: 3F    Remove character $0B (Actor in stot 11) from the party
CC/914F: 42    Hide object $0B
CC/9151: 3E    Delete object $0B
CC/9153: 45    Refresh objects
CC/9154: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/9155: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC9163
CC/915B: 3F    Remove character $0A (Actor in stot 10) from the party
CC/915E: 42    Hide object $0A
CC/9160: 3E    Delete object $0A
CC/9162: 45    Refresh objects
CC/9163: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/9166: 45    Refresh objects
CC/9167: 3E    Delete object $04
CC/9169: 3E    Delete object $05
CC/916B: 3E    Delete object $02
CC/916D: 3E    Delete object $09
CC/916F: 45    Refresh objects
CC/9170: 42    Hide object $00
CC/9172: 42    Hide object $01
CC/9174: 42    Hide object $04
CC/9176: 42    Hide object $05
CC/9178: 42    Hide object $02
CC/917A: 42    Hide object $09
CC/917C: 47    Make character in slot 0 the lead character
CC/917D: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/9181: DD    Clear event bit $1E80($62C) [$1F45, bit 4]
CC/9183: DD    Clear event bit $1E80($634) [$1F46, bit 4]
CC/9185: DC    Set event bit $1E80($636) [$1F46, bit 6]
CC/9187: DC    Set event bit $1E80($63C) [$1F47, bit 4]
CC/9189: DD    Clear event bit $1E80($64E) [$1F49, bit 6]
CC/918B: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/918C: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC919C
CC/9192: DC    Set event bit $1E80($637) [$1F46, bit 7]
CC/9194: 3F    Remove character $0B (Actor in stot 11) from the party
CC/9197: 42    Hide object $0B
CC/9199: 3E    Delete object $0B
CC/919B: 45    Refresh objects
CC/919C: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/919D: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CC91A5
CC/91A3: DC    Set event bit $1E80($638) [$1F47, bit 0]
CC/91A5: D0    Set event bit $1E80($07D) [$1E8F, bit 5]
CC/91A7: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/91A9: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/91AB: DB    Clear event bit $1E80($514) [$1F22, bit 4]
CC/91AD: DA    Set event bit $1E80($515) [$1F22, bit 5]
CC/91AF: DD    Clear event bit $1E80($65C) [$1F4B, bit 4]
CC/91B1: DC    Set event bit $1E80($65D) [$1F4B, bit 5]
CC/91B3: DD    Clear event bit $1E80($661) [$1F4C, bit 1]
CC/91B5: DD    Clear event bit $1E80($663) [$1F4C, bit 3]
CC/91B7: 6B    Load map $00FB (Imperial Castle, banquet hall) instantly, (upper bits $2000), place party at (80, 25), facing down
CC/91BD: 39    Free screen
CC/91BE: 3A    Enable player to move while event commands execute
CC/91BF: FE    Return

CC/91C0: C1    If ($1E80($07D) [$1E8F, bit 5] is clear) or ($1E80($238) [$1EC7, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/91C8: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/91C9: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CC91D9
CC/91CF: DC    Set event bit $1E80($637) [$1F46, bit 7]
CC/91D1: 3F    Remove character $0B (Actor in stot 11) from the party
CC/91D4: 42    Hide object $0B
CC/91D6: 3E    Delete object $0B
CC/91D8: 45    Refresh objects
CC/91D9: 3D    Create object $14
CC/91DB: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CC/91DD: C2        Set vehicle/entity's event speed to normal
CC/91DE: D5        Set vehicle/entity's position to (23, 20)
CC/91E1: CC        Turn vehicle/entity up
CC/91E2: FF        End queue
CC/91E3: 41    Show object $14
CC/91E5: 45    Refresh objects
CC/91E6: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/91E8: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/91EA: 98        Move vehicle/entity up 7 tiles
CC/91EB: FF        End queue
CC/91EC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/91EE: 13        Do vehicle/entity graphical action $13 
CC/91EF: FF        End queue
CC/91F0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/91F2: CE        Turn vehicle/entity down
CC/91F3: FF        End queue
CC/91F4: 92    Pause for 30 units
CC/91F5: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/91F7: 13        Do vehicle/entity graphical action $13 
CC/91F8: FF        End queue
CC/91F9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/91FB: CE        Turn vehicle/entity down
CC/91FC: FF        End queue
CC/91FD: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/91FF: 13        Do vehicle/entity graphical action $13 
CC/9200: FF        End queue
CC/9201: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9203: CE        Turn vehicle/entity down
CC/9204: FF        End queue
CC/9205: 92    Pause for 30 units
CC/9206: 4B    Display dialogue message $074E, wait for button press
               A message from the Emperor
               Because you were able to talk to so many soldiers, you are to be rewarded as follows.
CC/9209: 92    Pause for 30 units
CC/920A: 4B    Display dialogue message $074F, wait for button press
               Imperial troops have withdrawn from South Figaro.
CC/920D: B2    Call subroutine $CAC7F1
CC/9211: D4    Set event bit $1E80($276) [$1ECE, bit 6]
CC/9213: EB    Compare word $1FC2($00) [$1FC2] to $0032, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/9217: BE    If $02 is in the current CaseWord, jump to subroutine $CC926E; else
               If $00 is in the current CaseWord, jump to subroutine $CC9223; else
               If $01 is in the current CaseWord, jump to subroutine $CC9223
CC/9222: FE    Return

CC/9223: 4B    Display dialogue message $0750, wait for button press
               In addition, our troops have also pulled out of Doma.
CC/9226: DB    Clear event bit $1E80($512) [$1F22, bit 2]
CC/9228: D4    Set event bit $1E80($277) [$1ECE, bit 7]
CC/922A: EB    Compare word $1FC2($00) [$1FC2] to $0043, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/922E: BE    If $02 is in the current CaseWord, jump to subroutine $CC926E; else
               If $00 is in the current CaseWord, jump to subroutine $CC923B; else
               If $01 is in the current CaseWord, jump to subroutine $CC923B
CC/9239: FE    Return

CC/923A: 92    Pause for 30 units
CC/923B: 4B    Display dialogue message $0751, wait for button press
               We hereby give you the right to take any weapons you desire from the Imperial base to the east, near the sealed gate.
CC/923E: B2    Call subroutine $CB2566
CC/9242: D4    Set event bit $1E80($278) [$1ECF, bit 0]
CC/9244: EB    Compare word $1FC2($00) [$1FC2] to $004D, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/9248: BE    If $02 is in the current CaseWord, jump to subroutine $CC926E; else
               If $00 is in the current CaseWord, jump to subroutine $CC9254; else
               If $01 is in the current CaseWord, jump to subroutine $CC9254
CC/9253: FE    Return

CC/9254: 4B    Display dialogue message $0752, wait for button press
               And this is from the Emperor himself
               
               Received Tintinabar.
CC/9257: 80    Add item $E5 (<E7>Tintinabar  ) to inventory
CC/9259: EB    Compare word $1FC2($00) [$1FC2] to $005A, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/925D: BE    If $02 is in the current CaseWord, jump to subroutine $CC926E; else
               If $00 is in the current CaseWord, jump to subroutine $CC9269; else
               If $01 is in the current CaseWord, jump to subroutine $CC9269
CC/9268: FE    Return

CC/9269: 4B    Display dialogue message $0754, wait for button press
               Your behavior at the banquet was impeccable. Please take this as well!
               
               Received Charm Bangle.
CC/926C: 80    Add item $DF (<E7>Charm Bangle) to inventory
CC/926E: 92    Pause for 30 units
CC/926F: 4B    Display dialogue message $0756, wait for button press
               Well
CC/9272: 92    Pause for 30 units
CC/9273: 14    Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete)
CC/9275: 9A        Move vehicle/entity down 7 tiles
CC/9276: FF        End queue
CC/9277: 42    Hide object $14
CC/9279: 45    Refresh objects
CC/927A: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CC/927C: E8    Set word $1FC2($00) [$1FC2] to $0000
CC/9280: D4    Set event bit $1E80($238) [$1EC7, bit 0]
CC/9282: 3A    Enable player to move while event commands execute
CC/9283: FE    Return

CC/9284: 4B    Display dialogue message $06F1, wait for button press
               EDGAR: Albrook's a port to the south of the Empire.
               A Magitek Armor hauling ship plies the waters between
               there and Crescent Island
               We'll penetrate the Imperial base. You deal with the Espers!
CC/9287: 3E    Delete object $04
CC/9289: 45    Refresh objects
CC/928A: 42    Hide object $04
CC/928C: FE    Return

CC/928D: 4B    Display dialogue message $06F2, wait for button press
               SABIN: Can we really trust the Empire?! I have an awful feeling about this
CC/9290: 3E    Delete object $05
CC/9292: 45    Refresh objects
CC/9293: 42    Hide object $05
CC/9295: FE    Return

CC/9296: 4B    Display dialogue message $06F3, wait for button press
               CYAN: Never will I be able to forgive Kefka
CC/9299: 3E    Delete object $02
CC/929B: 45    Refresh objects
CC/929C: 42    Hide object $02
CC/929E: FE    Return

CC/929F: 4B    Display dialogue message $06F4, wait for button press
               GAU: Smells like parents' house herewhy so familiar?
CC/92A2: 3E    Delete object $0B
CC/92A4: 45    Refresh objects
CC/92A5: 42    Hide object $0B
CC/92A7: FE    Return

CC/92A8: 4B    Display dialogue message $06F5, wait for button press
               MOG: Kupo!
CC/92AB: 3E    Delete object $0A
CC/92AD: 45    Refresh objects
CC/92AE: 42    Hide object $0A
CC/92B0: FE    Return

CC/92B1: 4B    Display dialogue message $06F6, wait for button press
               MAJESTY: General Leo's waiting in Albrook. Please head for Crescent Island and look for the Espers
CC/92B4: FE    Return

CC/92B5: C0    If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92BF
CC/92BB: 4B    Display dialogue message $0543, wait for button press
               BANON: What ARE you talking about?!
               !!
               Talking withEspers?
CC/92BE: FE    Return

CC/92BF: 4B    Display dialogue message $0546, wait for button press
               BANON: Could Gestahl have meant such a thing? Team up with the Empire to track down an Esper  Hmm
CC/92C2: FE    Return

CC/92C3: C0    If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92CD
CC/92C9: 4B    Display dialogue message $0544, wait for button press
               ARVIS: It was like this when we got here.
CC/92CC: FE    Return

CC/92CD: 4B    Display dialogue message $0547, wait for button press
               ARVIS: Makes sense.
               Can't just forget about Espers
CC/92D0: FE    Return

CC/92D1: C0    If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92DB
CC/92D7: 4B    Display dialogue message $0545, wait for button press
               RETURNER: What on earth
CC/92DA: FE    Return

CC/92DB: 4B    Display dialogue message $0548, wait for button press
               RETURNER: The war
               It's overright?
CC/92DE: FE    Return

CC/92DF: C0    If ($1E80($238) [$1EC7, bit 0] is set), branch to $CC92E9
CC/92E5: 4B    Display dialogue message $054A, wait for button press
               NARSHE GUARD: What's going on?
CC/92E8: FE    Return

CC/92E9: 4B    Display dialogue message $0549, wait for button press
               NARSHE GUARD: We didn't have to do a thing!
               The Empire's troops just ran away in terror!
CC/92EC: FE    Return

CC/92ED: B0    Execute the following commands until $B1 3 times
CC/92EF: 50        Tint screen (cumulative) with color $8F
CC/92F1: 52        Tint characters (cumulative) with color $8F
CC/92F3: B1        End block of repeating commands
CC/92F4: FE    Return

CC/92F5: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9302
CC/92FB: 6A    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (30, 52), facing down
CC/9301: FE    Return

CC/9302: 6A    Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (30, 52), facing down
CC/9308: FE    Return

CC/9309: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9316
CC/930F: 6A    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (17, 56), facing down
CC/9315: FE    Return

CC/9316: 6A    Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (17, 56), facing down
CC/931C: FE    Return

CC/931D: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC932A
CC/9323: 6A    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (11, 54), facing down
CC/9329: FE    Return

CC/932A: 6A    Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (11, 54), facing down
CC/9330: FE    Return

CC/9331: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC933E
CC/9337: 6A    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (11, 43), facing down
CC/933D: FE    Return

CC/933E: 6A    Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (11, 43), facing down
CC/9344: FE    Return

CC/9345: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9352
CC/934B: 6A    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (10, 26), facing down
CC/9351: FE    Return

CC/9352: 6A    Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (10, 26), facing down
CC/9358: FE    Return

CC/9359: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC9366
CC/935F: 6A    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) after fade out, (upper bits $2000), place party at (29, 2), facing down
CC/9365: FE    Return

CC/9366: 6A    Load map $00FD (Vector, outdoors, trashed (after the Esper attack)) after fade out, (upper bits $2000), place party at (29, 2), facing down
CC/936C: FE    Return

CC/936D: 4B    Display dialogue message $0531, wait for button press
               Ugly brute
               Better make tracks!
CC/9370: FE    Return

CC/9371: C0    If ($1E80($136) [$1EA6, bit 6] is set), branch to $CC93C0
CC/9377: 4B    Display dialogue message $0532, wait for button press
               Pledge your allegiance to the Empire?
               ^ Yes
               ^ No
CC/937A: B6    Indexed branch based on prior dialogue selection [$CC93BC, $CC9382]
CC/9381: FE    Return

CC/9382: 4B    Display dialogue message $0533, wait for button press
               What!!
CC/9385: 3D    Create object $11
CC/9387: 3D    Create object $12
CC/9389: 41    Show object $11
CC/938B: 41    Show object $12
CC/938D: 45    Refresh objects
CC/938E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/9390: 1F        Do vehicle/entity graphical action $1F 
CC/9391: FF        End queue
CC/9392: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/9394: 81        Move vehicle/entity right 1 tile
CC/9395: FF        End queue
CC/9396: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/9398: 83        Move vehicle/entity left 1 tile
CC/9399: FF        End queue
CC/939A: 93    Pause for 45 units
CC/939B: 4D    Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/939E: B2    Call subroutine $CA5EA9
CC/93A2: 42    Hide object $11
CC/93A4: 42    Hide object $12
CC/93A6: 45    Refresh objects
CC/93A7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/93A9: CE        Turn vehicle/entity down
CC/93AA: FF        End queue
CC/93AB: 96    Restore screen from fade
CC/93AC: 5C    Pause execution until fade in or fade out is complete
CC/93AD: 92    Pause for 30 units
CC/93AE: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/93B0: CD        Turn vehicle/entity right
CC/93B1: E0        Pause for 4 * 1 (4) frames
CC/93B3: CC        Turn vehicle/entity up
CC/93B4: FF        End queue
CC/93B5: 92    Pause for 30 units
CC/93B6: 4B    Display dialogue message $0553, wait for button press
               Right
               I'm sure you can do it!
CC/93B9: D2    Set event bit $1E80($136) [$1EA6, bit 6]
CC/93BB: FE    Return

CC/93BC: 4B    Display dialogue message $0534, wait for button press
               Fine.
CC/93BF: FE    Return

CC/93C0: 4B    Display dialogue message $0554, wait for button press
               Young people
               Hang in there!
CC/93C3: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/93C5: F4    Play sound effect 233
CC/93C7: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/93CB: 92    Pause for 30 units
CC/93CC: 54    End effects of commands for modifed color components and screen flashes
CC/93CD: FE    Return

CC/93CE: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC93D8
CC/93D4: 4B    Display dialogue message $0535, wait for button press
               Magitek Research Facility.
               No Entry!
CC/93D7: FE    Return

CC/93D8: 4B    Display dialogue message $06AF, wait for button press
               The Magitek Research Facility's been dismantled.
CC/93DB: FE    Return

CC/93DC: 4B    Display dialogue message $06B0, wait for button press
               You!?
               How'd you get in here?
CC/93DF: B2    Call subroutine $CC93F1
CC/93E3: FE    Return

CC/93E4: 4B    Display dialogue message $0536, wait for button press
               Cid, the director of Magitek research, is a genius! He gave my child the gift of cure magic!
CC/93E7: FE    Return

CC/93E8: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC941A
CC/93EE: 4B    Display dialogue message $0537, wait for button press
               Hey, YOU! 
CC/93F1: 4D    Invoke battle, enemy set $1D, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/93F4: B2    Call subroutine $CA5EA9
CC/93F8: 6B    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) instantly, (upper bits $0000), place party at (34, 58), facing up
CC/93FE: 47    Make character in slot 0 the lead character
CC/93FF: 38    Hold screen
CC/9400: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/9402: D5        Set vehicle/entity's position to (39, 49)
CC/9405: C2        Set vehicle/entity's event speed to normal
CC/9406: FF        End queue
CC/9407: 96    Restore screen from fade
CC/9408: 5C    Pause execution until fade in or fade out is complete
CC/9409: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/940B: A2        Move vehicle/entity left/down 1x1 tiles
CC/940C: A2        Move vehicle/entity left/down 1x1 tiles
CC/940D: A2        Move vehicle/entity left/down 1x1 tiles
CC/940E: A2        Move vehicle/entity left/down 1x1 tiles
CC/940F: A2        Move vehicle/entity left/down 1x1 tiles
CC/9410: 8E        Move vehicle/entity down 4 tiles
CC/9411: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/9412: FF        End queue
CC/9413: 92    Pause for 30 units
CC/9414: 4B    Display dialogue message $0555, wait for button press
               Dangerdanger
CC/9417: 39    Free screen
CC/9418: 3A    Enable player to move while event commands execute
CC/9419: FE    Return

CC/941A: 4B    Display dialogue message $0538, wait for button press
               Peaceful times are here
CC/941D: FE    Return

CC/941E: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC941A
CC/9424: 4B    Display dialogue message $0537, wait for button press
               Hey, YOU! 
CC/9427: 4D    Invoke battle, enemy set $1C, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/942A: B2    Call subroutine $CC93F4
CC/942E: FE    Return

CC/942F: 4B    Display dialogue message $0539, wait for button press
               AndCURE!!!
CC/9432: F4    Play sound effect 41
CC/9434: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/9436: 8B    For character $31 (Party Character 0), take HP and add 1
CC/9439: 8B    For character $32 (Party Character 1), take HP and add 1
CC/943C: 8B    For character $33 (Party Character 2), take HP and add 1
CC/943F: 8B    For character $34 (Party Character 3), take HP and add 1
CC/9442: FE    Return

CC/9443: 4B    Display dialogue message $0540, wait for button press
               General Leo refused a Magitek infusion! He's a warrior's warrior!
CC/9446: FE    Return

CC/9447: C0    If ($1E80($07D) [$1E8F, bit 5] is set), branch to $CC9451
CC/944D: 4B    Display dialogue message $0541, wait for button press
               General CELES turned traitor! Why? The other side's sure to lose!
CC/9450: FE    Return

CC/9451: 4B    Display dialogue message $0542, wait for button press
               Your friends
               They're in the cafe.
CC/9454: FE    Return

CC/9455: 4B    Display dialogue message $0557, wait for button press
               Guess I'll stay here and volunteer to be a soldier
CC/9458: FE    Return

CC/9459: 4B    Display dialogue message $0558, wait for button press
               In the army that destroyed our village??? What about your promise to begin anew in Maranda?
CC/945C: FE    Return

CC/945D: 4B    Display dialogue message $0559, wait for button press
               It's on the house.
               Have a snooze!
               ^ Yes
               ^ No
CC/9460: B6    Indexed branch based on prior dialogue selection [$CC9468, $CA5EB3]
CC/9467: FE    Return

CC/9468: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/946A: 8B        Move vehicle/entity left 3 tiles
CC/946B: A3        Move vehicle/entity left/up 1x1 tiles
CC/946C: 9C        Move vehicle/entity up 8 tiles
CC/946D: 80        Move vehicle/entity up 1 tile
CC/946E: 8D        Move vehicle/entity right 4 tiles
CC/946F: CE        Turn vehicle/entity down
CC/9470: FF        End queue
CC/9471: 38    Hold screen
CC/9472: B2    Call subroutine $CB2E34
CC/9476: B2    Call subroutine $CAC6AC
CC/947A: 34    Begin action queue for character $34 (Party Character 3), 5 bytes long 
CC/947C: C2        Set vehicle/entity's event speed to normal
CC/947D: A0        Move vehicle/entity right/up 1x1 tiles
CC/947E: 80        Move vehicle/entity up 1 tile
CC/947F: 81        Move vehicle/entity right 1 tile
CC/9480: FF        End queue
CC/9481: 32    Begin action queue for character $32 (Party Character 1), 5 bytes long 
CC/9483: C2        Set vehicle/entity's event speed to normal
CC/9484: A1        Move vehicle/entity right/down 1x1 tiles
CC/9485: 82        Move vehicle/entity down 1 tile
CC/9486: 81        Move vehicle/entity right 1 tile
CC/9487: FF        End queue
CC/9488: 33    Begin action queue for character $33 (Party Character 2), 5 bytes long 
CC/948A: C2        Set vehicle/entity's event speed to normal
CC/948B: A3        Move vehicle/entity left/up 1x1 tiles
CC/948C: 80        Move vehicle/entity up 1 tile
CC/948D: 83        Move vehicle/entity left 1 tile
CC/948E: FF        End queue
CC/948F: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/9491: C2        Set vehicle/entity's event speed to normal
CC/9492: A2        Move vehicle/entity left/down 1x1 tiles
CC/9493: 82        Move vehicle/entity down 1 tile
CC/9494: 83        Move vehicle/entity left 1 tile
CC/9495: E0        Pause for 4 * 6 (24) frames
CC/9497: FF        End queue
CC/9498: 5A    Fade screen at speed $04
CC/949A: 5C    Pause execution until fade in or fade out is complete
CC/949B: F2    Fade out current song with transition time 8
CC/949D: 94    Pause for 60 units
CC/949E: F0    Play song 56 (Nighty Night), (high bit clear), full volume
CC/94A0: FA    Stop temporarily played song
CC/94A1: BD    Pseudo-randomly jump to $CC94F2 50% of the time
CC/94A5: 57    Decrease color component(s) 126 (Yellow [Red + Green]), at intensity 14
CC/94A7: 92    Pause for 30 units
CC/94A8: 96    Restore screen from fade
CC/94A9: 5C    Pause execution until fade in or fade out is complete
CC/94AA: 94    Pause for 60 units
CC/94AB: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/94AD: C2        Set vehicle/entity's event speed to normal
CC/94AE: 8A        Move vehicle/entity down 3 tiles
CC/94AF: FF        End queue
CC/94B0: 12    Begin action queue for character $12 (NPC $12), 9 bytes long (Wait until complete)
CC/94B2: C3        Set vehicle/entity's event speed to fast
CC/94B3: 83        Move vehicle/entity left 1 tile
CC/94B4: DC        Make vehicle/entity jump (low)
CC/94B5: 8B        Move vehicle/entity left 3 tiles
CC/94B6: 9C        Move vehicle/entity up 8 tiles
CC/94B7: 91        Move vehicle/entity right 5 tiles
CC/94B8: 84        Move vehicle/entity up 2 tiles
CC/94B9: CD        Turn vehicle/entity right
CC/94BA: FF        End queue
CC/94BB: 92    Pause for 30 units
CC/94BC: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/94BE: 8E        Move vehicle/entity down 4 tiles
CC/94BF: CD        Turn vehicle/entity right
CC/94C0: FF        End queue
CC/94C1: 92    Pause for 30 units
CC/94C2: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/94C4: 87        Move vehicle/entity left 2 tiles
CC/94C5: CF        Turn vehicle/entity left
CC/94C6: FF        End queue
CC/94C7: 92    Pause for 30 units
CC/94C8: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/94CA: 8C        Move vehicle/entity up 4 tiles
CC/94CB: CF        Turn vehicle/entity left
CC/94CC: FF        End queue
CC/94CD: 92    Pause for 30 units
CC/94CE: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/94D0: 81        Move vehicle/entity right 1 tile
CC/94D1: 86        Move vehicle/entity down 2 tiles
CC/94D2: FF        End queue
CC/94D3: 92    Pause for 30 units
CC/94D4: 85    Take 1000 GP from party
CC/94D7: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CC94E1
CC/94DD: 4B    Display dialogue message $055A, wait for button press
               1000 GP stolen!
CC/94E0: 92    Pause for 30 units
CC/94E1: 12    Begin action queue for character $12 (NPC $12), 7 bytes long (Wait until complete)
CC/94E3: 8F        Move vehicle/entity left 4 tiles
CC/94E4: 9E        Move vehicle/entity down 8 tiles
CC/94E5: 81        Move vehicle/entity right 1 tile
CC/94E6: DC        Make vehicle/entity jump (low)
CC/94E7: 89        Move vehicle/entity right 3 tiles
CC/94E8: CE        Turn vehicle/entity down
CC/94E9: FF        End queue
CC/94EA: 97    Fade screen to black
CC/94EB: 5C    Pause execution until fade in or fade out is complete
CC/94EC: 54    End effects of commands for modifed color components and screen flashes
CC/94ED: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/94EF: C2        Set vehicle/entity's event speed to normal
CC/94F0: 88        Move vehicle/entity up 3 tiles
CC/94F1: FF        End queue
CC/94F2: 59    Unfade screen at speed $04
CC/94F4: 5C    Pause execution until fade in or fade out is complete
CC/94F5: 34    Begin action queue for character $34 (Party Character 3), 6 bytes long 
CC/94F7: C2        Set vehicle/entity's event speed to normal
CC/94F8: 83        Move vehicle/entity left 1 tile
CC/94F9: A2        Move vehicle/entity left/down 1x1 tiles
CC/94FA: 82        Move vehicle/entity down 1 tile
CC/94FB: CE        Turn vehicle/entity down
CC/94FC: FF        End queue
CC/94FD: 32    Begin action queue for character $32 (Party Character 1), 6 bytes long 
CC/94FF: C2        Set vehicle/entity's event speed to normal
CC/9500: 83        Move vehicle/entity left 1 tile
CC/9501: A3        Move vehicle/entity left/up 1x1 tiles
CC/9502: 80        Move vehicle/entity up 1 tile
CC/9503: CE        Turn vehicle/entity down
CC/9504: FF        End queue
CC/9505: 33    Begin action queue for character $33 (Party Character 2), 6 bytes long 
CC/9507: C2        Set vehicle/entity's event speed to normal
CC/9508: 81        Move vehicle/entity right 1 tile
CC/9509: A1        Move vehicle/entity right/down 1x1 tiles
CC/950A: 82        Move vehicle/entity down 1 tile
CC/950B: CE        Turn vehicle/entity down
CC/950C: FF        End queue
CC/950D: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/950F: C2        Set vehicle/entity's event speed to normal
CC/9510: 81        Move vehicle/entity right 1 tile
CC/9511: A0        Move vehicle/entity right/up 1x1 tiles
CC/9512: 80        Move vehicle/entity up 1 tile
CC/9513: CE        Turn vehicle/entity down
CC/9514: E0        Pause for 4 * 6 (24) frames
CC/9516: FF        End queue
CC/9517: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/951B: B2    Call subroutine $CB2E2B
CC/951F: B2    Call subroutine $CACB95
CC/9523: F3    Fade in previously faded out song with transition time 64
CC/9525: 39    Free screen
CC/9526: FE    Return

CC/9527: C0    If ($1E80($079) [$1E8F, bit 1] is clear), branch to $CC9534
CC/952D: B0    Execute the following commands until $B1 31 times
CC/952F: 50        Tint screen (cumulative) with color $CF
CC/9531: 52        Tint characters (cumulative) with color $CF
CC/9533: B1        End block of repeating commands
CC/9534: C1    If ($1E80($06B) [$1E8D, bit 3] is clear) or ($1E80($079) [$1E8F, bit 1] is set), branch to $CC9540
CC/953C: 60    Change background layer $0E to palette $0D
CC/953F: FE    Return

CC/9540: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/9546: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CC955C
CC/954C: D2    Set event bit $1E80($1CA) [$1EB9, bit 2]
CC/954E: 7C    Enable activation of event for object $15 (NPC $15) if it comes into contact with any party
CC/9550: 7C    Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party
CC/9552: 7C    Enable activation of event for object $1B (NPC $1B) if it comes into contact with any party
CC/9554: 7C    Enable activation of event for object $1C (NPC $1C) if it comes into contact with any party
CC/9556: 7C    Enable activation of event for object $1D (NPC $1D) if it comes into contact with any party
CC/9558: 7C    Enable activation of event for object $1E (NPC $1E) if it comes into contact with any party
CC/955A: 7C    Enable activation of event for object $1F (NPC $1F) if it comes into contact with any party
CC/955C: 14    Begin action queue for character $14 (NPC $14), 32 bytes long 
CC/955E: E0        Pause for 4 * 6 (24) frames
CC/9560: 81        Move vehicle/entity right 1 tile
CC/9561: 86        Move vehicle/entity down 2 tiles
CC/9562: 87        Move vehicle/entity left 2 tiles
CC/9563: 86        Move vehicle/entity down 2 tiles
CC/9564: 87        Move vehicle/entity left 2 tiles
CC/9565: 82        Move vehicle/entity down 1 tile
CC/9566: 9F        Move vehicle/entity left 8 tiles
CC/9567: 8F        Move vehicle/entity left 4 tiles
CC/9568: 88        Move vehicle/entity up 3 tiles
CC/9569: 83        Move vehicle/entity left 1 tile
CC/956A: 9C        Move vehicle/entity up 8 tiles
CC/956B: 81        Move vehicle/entity right 1 tile
CC/956C: 83        Move vehicle/entity left 1 tile
CC/956D: 9E        Move vehicle/entity down 8 tiles
CC/956E: 81        Move vehicle/entity right 1 tile
CC/956F: 8A        Move vehicle/entity down 3 tiles
CC/9570: 8D        Move vehicle/entity right 4 tiles
CC/9571: 9D        Move vehicle/entity right 8 tiles
CC/9572: 80        Move vehicle/entity up 1 tile
CC/9573: 85        Move vehicle/entity right 2 tiles
CC/9574: 84        Move vehicle/entity up 2 tiles
CC/9575: 85        Move vehicle/entity right 2 tiles
CC/9576: 84        Move vehicle/entity up 2 tiles
CC/9577: 83        Move vehicle/entity left 1 tile
CC/9578: CE        Turn vehicle/entity down
CC/9579: E0        Pause for 4 * 6 (24) frames
CC/957B: FC        Branch 29 bytes backwards ($CC955E)
CC/957D: FF        End queue
CC/957E: 16    Begin action queue for character $16 (NPC $16), 25 bytes long 
CC/9580: E0        Pause for 4 * 20 (80) frames
CC/9582: CD        Turn vehicle/entity right
CC/9583: E0        Pause for 4 * 1 (4) frames
CC/9585: CE        Turn vehicle/entity down
CC/9586: E0        Pause for 4 * 4 (16) frames
CC/9588: 8E        Move vehicle/entity down 4 tiles
CC/9589: E0        Pause for 4 * 4 (16) frames
CC/958B: 8A        Move vehicle/entity down 3 tiles
CC/958C: E0        Pause for 4 * 4 (16) frames
CC/958E: 8A        Move vehicle/entity down 3 tiles
CC/958F: E0        Pause for 4 * 4 (16) frames
CC/9591: 83        Move vehicle/entity left 1 tile
CC/9592: 9C        Move vehicle/entity up 8 tiles
CC/9593: 84        Move vehicle/entity up 2 tiles
CC/9594: 81        Move vehicle/entity right 1 tile
CC/9595: CC        Turn vehicle/entity up
CC/9596: FC        Branch 22 bytes backwards ($CC9580)
CC/9598: FF        End queue
CC/9599: 18    Begin action queue for character $18 (NPC $18), 7 bytes long 
CC/959B: 9D        Move vehicle/entity right 8 tiles
CC/959C: 82        Move vehicle/entity down 1 tile
CC/959D: 9F        Move vehicle/entity left 8 tiles
CC/959E: 80        Move vehicle/entity up 1 tile
CC/959F: FC        Branch 4 bytes backwards ($CC959B)
CC/95A1: FF        End queue
CC/95A2: 1A    Begin action queue for character $1A (NPC $1A), 15 bytes long 
CC/95A4: E0        Pause for 4 * 6 (24) frames
CC/95A6: 8D        Move vehicle/entity right 4 tiles
CC/95A7: E0        Pause for 4 * 1 (4) frames
CC/95A9: CE        Turn vehicle/entity down
CC/95AA: E0        Pause for 4 * 6 (24) frames
CC/95AC: 8F        Move vehicle/entity left 4 tiles
CC/95AD: E0        Pause for 4 * 1 (4) frames
CC/95AF: CE        Turn vehicle/entity down
CC/95B0: FC        Branch 12 bytes backwards ($CC95A4)
CC/95B2: FF        End queue
CC/95B3: 1B    Begin action queue for character $1B (NPC $1B), 15 bytes long 
CC/95B5: E0        Pause for 4 * 6 (24) frames
CC/95B7: 8F        Move vehicle/entity left 4 tiles
CC/95B8: E0        Pause for 4 * 1 (4) frames
CC/95BA: CE        Turn vehicle/entity down
CC/95BB: E0        Pause for 4 * 6 (24) frames
CC/95BD: 8D        Move vehicle/entity right 4 tiles
CC/95BE: E0        Pause for 4 * 1 (4) frames
CC/95C0: CE        Turn vehicle/entity down
CC/95C1: FC        Branch 12 bytes backwards ($CC95B5)
CC/95C3: FF        End queue
CC/95C4: 1C    Begin action queue for character $1C (NPC $1C), 21 bytes long 
CC/95C6: 8E        Move vehicle/entity down 4 tiles
CC/95C7: E0        Pause for 4 * 4 (16) frames
CC/95C9: CD        Turn vehicle/entity right
CC/95CA: E0        Pause for 4 * 1 (4) frames
CC/95CC: CC        Turn vehicle/entity up
CC/95CD: E0        Pause for 4 * 2 (8) frames
CC/95CF: 8C        Move vehicle/entity up 4 tiles
CC/95D0: E0        Pause for 4 * 1 (4) frames
CC/95D2: CD        Turn vehicle/entity right
CC/95D3: E0        Pause for 4 * 1 (4) frames
CC/95D5: CE        Turn vehicle/entity down
CC/95D6: E0        Pause for 4 * 4 (16) frames
CC/95D8: FC        Branch 18 bytes backwards ($CC95C6)
CC/95DA: FF        End queue
CC/95DB: 1D    Begin action queue for character $1D (NPC $1D), 21 bytes long 
CC/95DD: 8E        Move vehicle/entity down 4 tiles
CC/95DE: E0        Pause for 4 * 4 (16) frames
CC/95E0: CD        Turn vehicle/entity right
CC/95E1: E0        Pause for 4 * 1 (4) frames
CC/95E3: CC        Turn vehicle/entity up
CC/95E4: E0        Pause for 4 * 2 (8) frames
CC/95E6: 8C        Move vehicle/entity up 4 tiles
CC/95E7: E0        Pause for 4 * 1 (4) frames
CC/95E9: CD        Turn vehicle/entity right
CC/95EA: E0        Pause for 4 * 1 (4) frames
CC/95EC: CE        Turn vehicle/entity down
CC/95ED: E0        Pause for 4 * 4 (16) frames
CC/95EF: FC        Branch 18 bytes backwards ($CC95DD)
CC/95F1: FF        End queue
CC/95F2: FE    Return

CC/95F3: 4B    Display dialogue message $054B, wait for button press
               Is it true they extract magic from monsters inside the facility?
CC/95F6: FE    Return

CC/95F7: 4B    Display dialogue message $053A, wait for button press
               General Leo's a good man.
               Compared to him, Kefka's a 
               Oh! What am I saying?!
CC/95FA: FE    Return

CC/95FB: 4B    Display dialogue message $053B, wait for button press
               TzenMarandaAlbrook
               They're all controlled by the Empire. It's all because of the Returners
CC/95FE: FE    Return

CC/95FF: 4B    Display dialogue message $053C, wait for button press
               You're Returners?
CC/9602: 91    Pause for 15 units
CC/9603: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9605: 1F        Do vehicle/entity graphical action $1F 
CC/9606: FF        End queue
CC/9607: 92    Pause for 30 units
CC/9608: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/960A: CF        Turn vehicle/entity left
CC/960B: FF        End queue
CC/960C: 4B    Display dialogue message $053D, wait for button press
               Not a problem by me. Shall I tell you something neat?
               ^ Yes
               ^ No
CC/960F: B6    Indexed branch based on prior dialogue selection [$CC9617, $CC961F]
CC/9616: FE    Return

CC/9617: 4B    Display dialogue message $053E, wait for button press
               All the soldiers in the Magitek Research Facility can use magic! That Prof. Cid is truly a genius!
CC/961A: 93    Pause for 45 units
CC/961B: 4B    Display dialogue message $053F, wait for button press
               Here's one for you 
               That guy Kefka? He was Cid's first experimental Magitek Knight.
               But the process wasn't perfected yet. Something in Kefka's mind snapped that day!
CC/961E: FE    Return

CC/961F: 4B    Display dialogue message $0552, wait for button press
               Phew!
CC/9622: FE    Return

CC/9623: 4B    Display dialogue message $054F, wait for button press
               Who goes there?!
               This is off-limits!
CC/9626: FE    Return

CC/9627: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CC96C5
CC/962D: 4B    Display dialogue message $054C, wait for button press
               Shh!
               I'm a Returner sympathizer!
               I've heard of you!
CC/9630: 91    Pause for 15 units
CC/9631: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9633: 1F        Do vehicle/entity graphical action $1F 
CC/9634: FF        End queue
CC/9635: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/9637: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9639: 80        Move vehicle/entity up 1 tile
CC/963A: 87        Move vehicle/entity left 2 tiles
CC/963B: CE        Turn vehicle/entity down
CC/963C: FF        End queue
CC/963D: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/963F: CF        Turn vehicle/entity left
CC/9640: FF        End queue
CC/9641: 92    Pause for 30 units
CC/9642: 4B    Display dialogue message $054D, wait for button press
               While I distract the soldiers, climb onto the steel tower from this box, and enter the facility!
CC/9645: 92    Pause for 30 units
CC/9646: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/9648: 22        Do vehicle/entity graphical action $22 
CC/9649: E0        Pause for 4 * 2 (8) frames
CC/964B: CF        Turn vehicle/entity left
CC/964C: FF        End queue
CC/964D: 92    Pause for 30 units
CC/964E: 4B    Display dialogue message $054E, wait for button press
               All ready?
               ^ Yes
               ^ No
CC/9651: B6    Indexed branch based on prior dialogue selection [$CC9659, $CC96BD]
CC/9658: FE    Return

CC/9659: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/965B: 8D        Move vehicle/entity right 4 tiles
CC/965C: 86        Move vehicle/entity down 2 tiles
CC/965D: CD        Turn vehicle/entity right
CC/965E: FF        End queue
CC/965F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9661: CD        Turn vehicle/entity right
CC/9662: FF        End queue
CC/9663: 92    Pause for 30 units
CC/9664: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/9666: C7        Set vehicle/entity to stay still when moving
CC/9667: C1        Set vehicle/entity's event speed to slow
CC/9668: FF        End queue
CC/9669: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/966B: 2A        Do vehicle/entity graphical action $2A 
CC/966C: DC        Make vehicle/entity jump (low)
CC/966D: 81        Move vehicle/entity right 1 tile
CC/966E: FF        End queue
CC/966F: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9671: 29        Do vehicle/entity graphical action $29 
CC/9672: DC        Make vehicle/entity jump (low)
CC/9673: 81        Move vehicle/entity right 1 tile
CC/9674: FF        End queue
CC/9675: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9677: 2B        Do vehicle/entity graphical action $2B 
CC/9678: DC        Make vehicle/entity jump (low)
CC/9679: 81        Move vehicle/entity right 1 tile
CC/967A: FF        End queue
CC/967B: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/967D: 2C        Do vehicle/entity graphical action $2C 
CC/967E: DC        Make vehicle/entity jump (low)
CC/967F: 81        Move vehicle/entity right 1 tile
CC/9680: FF        End queue
CC/9681: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9683: 29        Do vehicle/entity graphical action $29 
CC/9684: DC        Make vehicle/entity jump (low)
CC/9685: 81        Move vehicle/entity right 1 tile
CC/9686: FF        End queue
CC/9687: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9689: CD        Turn vehicle/entity right
CC/968A: DC        Make vehicle/entity jump (low)
CC/968B: 81        Move vehicle/entity right 1 tile
CC/968C: FF        End queue
CC/968D: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/968F: C6        Set vehicle/entity to walk when moving
CC/9690: CD        Turn vehicle/entity right
CC/9691: FF        End queue
CC/9692: 38    Hold screen
CC/9693: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/9695: C2        Set vehicle/entity's event speed to normal
CC/9696: 8D        Move vehicle/entity right 4 tiles
CC/9697: FF        End queue
CC/9698: B0    Execute the following commands until $B1 5 times
CC/969A: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/969C: DC            Make vehicle/entity jump (low)
CC/969D: FF            End queue
CC/969E: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/96A0: 2A            Do vehicle/entity graphical action $2A 
CC/96A1: FF            End queue
CC/96A2: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/96A4: 29            Do vehicle/entity graphical action $29 
CC/96A5: FF            End queue
CC/96A6: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/96A8: 2B            Do vehicle/entity graphical action $2B 
CC/96A9: FF            End queue
CC/96AA: B1        End block of repeating commands
CC/96AB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/96AD: CD        Turn vehicle/entity right
CC/96AE: FF        End queue
CC/96AF: 4B    Display dialogue message $0550, wait for button press
               MAN: II'm gonna be sick!
               SOLDIER: Get outta here!
CC/96B2: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/96B4: C2        Set vehicle/entity's event speed to normal
CC/96B5: 8F        Move vehicle/entity left 4 tiles
CC/96B6: FF        End queue
CC/96B7: 39    Free screen
CC/96B8: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CC/96BA: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/96BC: FE    Return

CC/96BD: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/96BF: 85        Move vehicle/entity right 2 tiles
CC/96C0: 82        Move vehicle/entity down 1 tile
CC/96C1: FF        End queue
CC/96C2: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CC/96C4: FE    Return

CC/96C5: 4B    Display dialogue message $0550, wait for button press
               MAN: II'm gonna be sick!
               SOLDIER: Get outta here!
CC/96C8: FE    Return

CC/96C9: C1    If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/96D1: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/96D3: DC        Make vehicle/entity jump (low)
CC/96D4: CE        Turn vehicle/entity down
CC/96D5: C7        Set vehicle/entity to stay still when moving
CC/96D6: C8        Set object layering priority to 2 (low nibble 2)
CC/96D8: FF        End queue
CC/96D9: 92    Pause for 30 units
CC/96DA: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/96DC: CF        Turn vehicle/entity left
CC/96DD: FF        End queue
CC/96DE: 92    Pause for 30 units
CC/96DF: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/96E1: DC        Make vehicle/entity jump (low)
CC/96E2: 83        Move vehicle/entity left 1 tile
CC/96E3: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/96E4: FF        End queue
CC/96E5: 94    Pause for 60 units
CC/96E6: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/96E8: C6        Set vehicle/entity to walk when moving
CC/96E9: C3        Set vehicle/entity's event speed to fast
CC/96EA: 83        Move vehicle/entity left 1 tile
CC/96EB: 88        Move vehicle/entity up 3 tiles
CC/96EC: 9D        Move vehicle/entity right 8 tiles
CC/96ED: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/96EE: FF        End queue
CC/96EF: 94    Pause for 60 units
CC/96F0: 4B    Display dialogue message $0551, wait for button press
               MAN: Urghh
               Gonna 
CC/96F3: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/96F5: C1        Set vehicle/entity's event speed to slow
CC/96F6: 82        Move vehicle/entity down 1 tile
CC/96F7: FF        End queue
CC/96F8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/96FA: CE        Turn vehicle/entity down
CC/96FB: FF        End queue
CC/96FC: 92    Pause for 30 units
CC/96FD: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/96FF: 2C        Do vehicle/entity graphical action $2C 
CC/9700: FF        End queue
CC/9701: 92    Pause for 30 units
CC/9702: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/9704: 87        Move vehicle/entity left 2 tiles
CC/9705: 86        Move vehicle/entity down 2 tiles
CC/9706: CD        Turn vehicle/entity right
CC/9707: FF        End queue
CC/9708: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/970A: 80        Move vehicle/entity up 1 tile
CC/970B: 91        Move vehicle/entity right 5 tiles
CC/970C: 82        Move vehicle/entity down 1 tile
CC/970D: 89        Move vehicle/entity right 3 tiles
CC/970E: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/970F: FF        End queue
CC/9710: 94    Pause for 60 units
CC/9711: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/9713: C2        Set vehicle/entity's event speed to normal
CC/9714: C7        Set vehicle/entity to stay still when moving
CC/9715: 4E        Do vehicle/entity graphical action $0E, flipped horizontally
CC/9716: DC        Make vehicle/entity jump (low)
CC/9717: 80        Move vehicle/entity up 1 tile
CC/9718: C8        Set object layering priority to 3 (low nibble 3)
CC/971A: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/971B: C6        Set vehicle/entity to walk when moving
CC/971C: FF        End queue
CC/971D: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/971F: C8        Set object layering priority to 0 (low nibble 0)
CC/9721: FF        End queue
CC/9722: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/9724: 84        Move vehicle/entity up 2 tiles
CC/9725: 85        Move vehicle/entity right 2 tiles
CC/9726: CF        Turn vehicle/entity left
CC/9727: FF        End queue
CC/9728: D3    Clear event bit $1E80($1F0) [$1EBE, bit 0]
CC/972A: 3A    Enable player to move while event commands execute
CC/972B: FE    Return

CC/972C: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/9732: 3D    Create object $10
CC/9734: 41    Show object $10
CC/9736: 45    Refresh objects
CC/9737: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9739: C3        Set vehicle/entity's event speed to fast
CC/973A: 91        Move vehicle/entity right 5 tiles
CC/973B: 86        Move vehicle/entity down 2 tiles
CC/973C: FF        End queue
CC/973D: 31    Begin action queue for character $31 (Party Character 0), 9 bytes long 
CC/973F: 1F        Do vehicle/entity graphical action $1F 
CC/9740: E0        Pause for 4 * 2 (8) frames
CC/9742: C3        Set vehicle/entity's event speed to fast
CC/9743: 82        Move vehicle/entity down 1 tile
CC/9744: 9D        Move vehicle/entity right 8 tiles
CC/9745: 80        Move vehicle/entity up 1 tile
CC/9746: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/9747: FF        End queue
CC/9748: 10    Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete)
CC/974A: 95        Move vehicle/entity right 6 tiles
CC/974B: CE        Turn vehicle/entity down
CC/974C: E0        Pause for 4 * 6 (24) frames
CC/974E: 8A        Move vehicle/entity down 3 tiles
CC/974F: 8D        Move vehicle/entity right 4 tiles
CC/9750: CD        Turn vehicle/entity right
CC/9751: FF        End queue
CC/9752: 94    Pause for 60 units
CC/9753: B0    Execute the following commands until $B1 2 times
CC/9755: 10        Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/9757: CE            Turn vehicle/entity down
CC/9758: E0            Pause for 4 * 1 (4) frames
CC/975A: CF            Turn vehicle/entity left
CC/975B: E0            Pause for 4 * 4 (16) frames
CC/975D: FF            End queue
CC/975E: 10        Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete)
CC/9760: CE            Turn vehicle/entity down
CC/9761: E0            Pause for 4 * 1 (4) frames
CC/9763: CD            Turn vehicle/entity right
CC/9764: E0            Pause for 4 * 4 (16) frames
CC/9766: FF            End queue
CC/9767: B1        End block of repeating commands
CC/9768: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/976A: CE        Turn vehicle/entity down
CC/976B: FF        End queue
CC/976C: B5    Pause for 15 * 6 (90) units
CC/976E: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/9770: C2        Set vehicle/entity's event speed to normal
CC/9771: 8F        Move vehicle/entity left 4 tiles
CC/9772: FF        End queue
CC/9773: 42    Hide object $10
CC/9775: 45    Refresh objects
CC/9776: 3A    Enable player to move while event commands execute
CC/9777: D2    Set event bit $1E80($137) [$1EA6, bit 7]
CC/9779: 3A    Enable player to move while event commands execute
CC/977A: FE    Return

CC/977B: C0    If ($1E80($138) [$1EA7, bit 0] is set), branch to $CC984A
CC/9781: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/9787: C0    If ($1E80($137) [$1EA6, bit 7] is clear), branch to $CA5EB3 (simply returns)
CC/978D: B0    Execute the following commands until $B1 3 times
CC/978F: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9791: 1F            Do vehicle/entity graphical action $1F 
CC/9792: FF            End queue
CC/9793: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9795: CE            Turn vehicle/entity down
CC/9796: FF            End queue
CC/9797: B1        End block of repeating commands
CC/9798: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/979A: CC        Turn vehicle/entity up
CC/979B: FF        End queue
CC/979C: 3D    Create object $12
CC/979E: 41    Show object $12
CC/97A0: 45    Refresh objects
CC/97A1: 38    Hold screen
CC/97A2: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/97A4: C4        Set vehicle/entity's event speed to faster
CC/97A5: 9C        Move vehicle/entity up 8 tiles
CC/97A6: 84        Move vehicle/entity up 2 tiles
CC/97A7: FF        End queue
CC/97A8: 92    Pause for 30 units
CC/97A9: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/97AB: 82        Move vehicle/entity down 1 tile
CC/97AC: FF        End queue
CC/97AD: 92    Pause for 30 units
CC/97AE: 4B    Display dialogue message $0556, wait for button press (At bottom of screen)
               SOLDIER: Returner scum!
CC/97B1: 92    Pause for 30 units
CC/97B2: 3D    Create object $11
CC/97B4: 3D    Create object $15
CC/97B6: 41    Show object $11
CC/97B8: 41    Show object $15
CC/97BA: 45    Refresh objects
CC/97BB: 44    Place character $13 (NPC $13) on vehicle $40 (Magitek Armor) (Character is not shown)
CC/97BE: 44    Place character $14 (NPC $14) on vehicle $40 (Magitek Armor) (Character is not shown)
CC/97C1: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/97C3: C1        Set vehicle/entity's event speed to slow
CC/97C4: C7        Set vehicle/entity to stay still when moving
CC/97C5: C8        Set object layering priority to 2 (low nibble 2)
CC/97C7: FF        End queue
CC/97C8: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/97CA: C1        Set vehicle/entity's event speed to slow
CC/97CB: C7        Set vehicle/entity to stay still when moving
CC/97CC: C8        Set object layering priority to 2 (low nibble 2)
CC/97CE: FF        End queue
CC/97CF: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/97D1: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/97D2: DD        Make vehicle/entity jump (high)
CC/97D3: 83        Move vehicle/entity left 1 tile
CC/97D4: FF        End queue
CC/97D5: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CC/97D7: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/97D8: DD        Make vehicle/entity jump (high)
CC/97D9: 81        Move vehicle/entity right 1 tile
CC/97DA: FF        End queue
CC/97DB: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/97DD: C6        Set vehicle/entity to walk when moving
CC/97DE: C3        Set vehicle/entity's event speed to fast
CC/97DF: CE        Turn vehicle/entity down
CC/97E0: FF        End queue
CC/97E1: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CC/97E3: C6        Set vehicle/entity to walk when moving
CC/97E4: C3        Set vehicle/entity's event speed to fast
CC/97E5: CE        Turn vehicle/entity down
CC/97E6: FF        End queue
CC/97E7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/97E9: 82        Move vehicle/entity down 1 tile
CC/97EA: FF        End queue
CC/97EB: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/97ED: 82        Move vehicle/entity down 1 tile
CC/97EE: FF        End queue
CC/97EF: 92    Pause for 30 units
CC/97F0: 11    Begin action queue for character $11 (NPC $11), 7 bytes long 
CC/97F2: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/97F3: C7        Set vehicle/entity to stay still when moving
CC/97F4: DD        Make vehicle/entity jump (high)
CC/97F5: 86        Move vehicle/entity down 2 tiles
CC/97F6: C4        Set vehicle/entity's event speed to faster
CC/97F7: 86        Move vehicle/entity down 2 tiles
CC/97F8: FF        End queue
CC/97F9: 15    Begin action queue for character $15 (NPC $15), 7 bytes long (Wait until complete)
CC/97FB: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/97FC: C7        Set vehicle/entity to stay still when moving
CC/97FD: DD        Make vehicle/entity jump (high)
CC/97FE: 86        Move vehicle/entity down 2 tiles
CC/97FF: C4        Set vehicle/entity's event speed to faster
CC/9800: 86        Move vehicle/entity down 2 tiles
CC/9801: FF        End queue
CC/9802: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/9804: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/9805: FF        End queue
CC/9806: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/9808: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/9809: FF        End queue
CC/980A: 92    Pause for 30 units
CC/980B: 11    Begin action queue for character $11 (NPC $11), 4 bytes long 
CC/980D: C6        Set vehicle/entity to walk when moving
CC/980E: C2        Set vehicle/entity's event speed to normal
CC/980F: 83        Move vehicle/entity left 1 tile
CC/9810: FF        End queue
CC/9811: 15    Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete)
CC/9813: C6        Set vehicle/entity to walk when moving
CC/9814: C2        Set vehicle/entity's event speed to normal
CC/9815: 81        Move vehicle/entity right 1 tile
CC/9816: FF        End queue
CC/9817: 92    Pause for 30 units
CC/9818: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/981A: 10        Do vehicle/entity graphical action $10 
CC/981B: FF        End queue
CC/981C: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/981E: 50        Do vehicle/entity graphical action $10, flipped horizontally
CC/981F: FF        End queue
CC/9820: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9822: CC        Turn vehicle/entity up
CC/9823: FF        End queue
CC/9824: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/9826: C2        Set vehicle/entity's event speed to normal
CC/9827: 9E        Move vehicle/entity down 8 tiles
CC/9828: FF        End queue
CC/9829: 4D    Invoke battle, enemy set $4B, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/982C: B2    Call subroutine $CA5EA9
CC/9830: 6B    Load map $00F2 (Vector, outdoors, intact (before the Esper attack)) instantly, (upper bits $0000), place party at (29, 0), facing up
CC/9836: 39    Free screen
CC/9837: 59    Unfade screen at speed $08
CC/9839: 5C    Pause execution until fade in or fade out is complete
CC/983A: B5    Pause for 15 * 6 (90) units
CC/983C: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/983E: C1        Set vehicle/entity's event speed to slow
CC/983F: 86        Move vehicle/entity down 2 tiles
CC/9840: A2        Move vehicle/entity left/down 1x1 tiles
CC/9841: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/9842: C2        Set vehicle/entity's event speed to normal
CC/9843: FF        End queue
CC/9844: 3A    Enable player to move while event commands execute
CC/9845: D3    Clear event bit $1E80($137) [$1EA6, bit 7]
CC/9847: D2    Set event bit $1E80($138) [$1EA7, bit 0]
CC/9849: FE    Return

CC/984A: C0    If ($1E80($138) [$1EA7, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/9850: C0    If ($1E80($07B) [$1E8F, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/9856: B2    Call subroutine $CC9798
CC/985A: FE    Return

CC/985B: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/985D: F0    Play song 0 (Silence), (high bit clear), full volume
CC/985F: 6B    Load map $0017 (Narshe, mountaintop (WoB / "Long ago, the War of the Magi...")) instantly, (upper bits $2000), place party at (18, 25), facing down
CC/9865: 38    Hold screen
CC/9866: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/9868: C4        Set vehicle/entity's event speed to faster
CC/9869: 9C        Move vehicle/entity up 8 tiles
CC/986A: 9C        Move vehicle/entity up 8 tiles
CC/986B: 84        Move vehicle/entity up 2 tiles
CC/986C: FF        End queue
CC/986D: 48    Display dialogue message $0006, continue executing commands (Show text only)
                Long ago, the War of the Magi
                    reduced the world to a
               scorched wasteland, and magic
               simply ceased to exist. 
CC/9870: 42    Hide object $31
CC/9872: 45    Refresh objects
CC/9873: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CC/9875: C1        Set vehicle/entity's event speed to slow
CC/9876: FF        End queue
CC/9877: 92    Pause for 30 units
CC/9878: F0    Play song 3 (Opening Theme #2), (high bit clear), full volume
CC/987A: 92    Pause for 30 units
CC/987B: 59    Unfade screen at speed $02
CC/987D: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CC/987F: 9E        Move vehicle/entity down 8 tiles
CC/9880: 9E        Move vehicle/entity down 8 tiles
CC/9881: 86        Move vehicle/entity down 2 tiles
CC/9882: FF        End queue
CC/9883: B5    Pause for 15 * 36 (540) units
CC/9885: 5A    Fade screen at speed $08
CC/9887: 35    Pause execution until action queue for object $30 (Camera) is complete
CC/9889: DC    Set event bit $1E80($62A) [$1F45, bit 2]
CC/988B: 6B    Load map $0014 (Narshe, lower town (WoB)) instantly, (upper bits $2000), place party at (38, 54), facing down
CC/9891: 42    Hide object $31
CC/9893: 45    Refresh objects
CC/9894: 38    Hold screen
CC/9895: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CC/9897: C1        Set vehicle/entity's event speed to slow
CC/9898: FF        End queue
CC/9899: 48    Display dialogue message $0007, continue executing commands (Show text only)
               1000 years have passed Iron,
               gunpowder, and steam engines
                 have been rediscovered, and
               high technology reigns 
CC/989C: B5    Pause for 15 * 6 (90) units
CC/989E: 59    Unfade screen at speed $02
CC/98A0: 30    Begin action queue for character $30 (Camera), 4 bytes long 
CC/98A2: 9C        Move vehicle/entity up 8 tiles
CC/98A3: 9C        Move vehicle/entity up 8 tiles
CC/98A4: 9C        Move vehicle/entity up 8 tiles
CC/98A5: FF        End queue
CC/98A6: 27    Begin action queue for character $27 (NPC $27), 6 bytes long 
CC/98A8: 86        Move vehicle/entity down 2 tiles
CC/98A9: A1        Move vehicle/entity right/down 1x1 tiles
CC/98AA: 8A        Move vehicle/entity down 3 tiles
CC/98AB: A2        Move vehicle/entity left/down 1x1 tiles
CC/98AC: 86        Move vehicle/entity down 2 tiles
CC/98AD: FF        End queue
CC/98AE: 28    Begin action queue for character $28 (NPC $28), 2 bytes long 
CC/98B0: 9E        Move vehicle/entity down 8 tiles
CC/98B1: FF        End queue
CC/98B2: B5    Pause for 15 * 49 (735) units
CC/98B4: 5A    Fade screen at speed $08
CC/98B6: 35    Pause execution until action queue for object $30 (Camera) is complete
CC/98B8: 6B    Load map $00F4 (Imperial Castle, outdoors, rooftop (including prologue and flashbacks)) instantly, (upper bits $2000), place party at (7, 27), facing down
CC/98BE: 42    Hide object $31
CC/98C0: 45    Refresh objects
CC/98C1: 38    Hold screen
CC/98C2: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CC/98C4: C1        Set vehicle/entity's event speed to slow
CC/98C5: FF        End queue
CC/98C6: 48    Display dialogue message $0008, continue executing commands (Show text only)
                   But there are some who
                 would enslave the world by
               reviving the dread destructive
                   force known as magic. 
CC/98C9: 95    Pause for 120 units
CC/98CA: 59    Unfade screen at speed $02
CC/98CC: 30    Begin action queue for character $30 (Camera), 14 bytes long 
CC/98CE: 9C        Move vehicle/entity up 8 tiles
CC/98CF: 88        Move vehicle/entity up 3 tiles
CC/98D0: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D1: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D2: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D3: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D4: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D5: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D6: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D7: A0        Move vehicle/entity right/up 1x1 tiles
CC/98D8: 89        Move vehicle/entity right 3 tiles
CC/98D9: 9E        Move vehicle/entity down 8 tiles
CC/98DA: 96        Move vehicle/entity down 6 tiles
CC/98DB: FF        End queue
CC/98DC: B5    Pause for 15 * 27 (405) units
CC/98DE: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CC/98E0: 9E        Move vehicle/entity down 8 tiles
CC/98E1: 9E        Move vehicle/entity down 8 tiles
CC/98E2: 86        Move vehicle/entity down 2 tiles
CC/98E3: FF        End queue
CC/98E4: B5    Pause for 15 * 48 (720) units
CC/98E6: 5A    Fade screen at speed $08
CC/98E8: 35    Pause execution until action queue for object $30 (Camera) is complete
CC/98EA: DD    Clear event bit $1E80($62A) [$1F45, bit 2]
CC/98EC: 6B    Load map $0012 (Narshe, mountaintop (Terra / Vicks / Wedge in Magitek armor)) instantly, (upper bits $0000), place party at (11, 7), facing up
CC/98F2: 42    Hide object $31
CC/98F4: 45    Refresh objects
CC/98F5: 38    Hold screen
CC/98F6: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CC/98F8: C1        Set vehicle/entity's event speed to slow
CC/98F9: FF        End queue
CC/98FA: 48    Display dialogue message $0009, continue executing commands (Show text only)
               Can it be that those
                 in power are on the verge of
               repeating a senseless
               and deadly mistake? 
CC/98FD: 95    Pause for 120 units
CC/98FE: 59    Unfade screen at speed $02
CC/9900: B5    Pause for 15 * 20 (300) units
CC/9902: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CC/9904: 92        Move vehicle/entity down 5 tiles
CC/9905: FF        End queue
CC/9906: 5C    Pause execution until fade in or fade out is complete
CC/9907: B5    Pause for 15 * 40 (600) units
CC/9909: F1    Fade in song 57 (Wind) (high bit clear) with transition time 160
CC/990C: B5    Pause for 15 * 16 (240) units
CC/990E: 3D    Create object $00
CC/9910: 3D    Create object $0E
CC/9912: 3D    Create object $0F
CC/9914: 45    Refresh objects
CC/9915: 0E    Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete)
CC/9917: D5        Set vehicle/entity's position to (12, 21)
CC/991A: FF        End queue
CC/991B: 3C    Set up the party as follows: $0E (Actor in stot 14), $0F (Actor in stot 15), $00 (Actor in stot 0), $FF (<Invalid Character>)
CC/9920: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9922: D5        Set vehicle/entity's position to (10, 21)
CC/9925: FF        End queue
CC/9926: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/9928: D5        Set vehicle/entity's position to (11, 23)
CC/992B: FF        End queue
CC/992C: 41    Show object $00
CC/992E: 41    Show object $0E
CC/9930: 41    Show object $0F
CC/9932: 45    Refresh objects
CC/9933: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/9935: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9937: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9939: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/993B: CC        Turn vehicle/entity up
CC/993C: C2        Set vehicle/entity's event speed to normal
CC/993D: FF        End queue
CC/993E: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete)
CC/9940: CC        Turn vehicle/entity up
CC/9941: C2        Set vehicle/entity's event speed to normal
CC/9942: FF        End queue
CC/9943: 0F    Begin action queue for character $0F (Actor in stot 15), 3 bytes long (Wait until complete)
CC/9945: CC        Turn vehicle/entity up
CC/9946: C2        Set vehicle/entity's event speed to normal
CC/9947: FF        End queue
CC/9948: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/994B: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/994E: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9951: 0F    Begin action queue for character $0F (Actor in stot 15), 7 bytes long 
CC/9953: E0        Pause for 4 * 4 (16) frames
CC/9955: 90        Move vehicle/entity up 5 tiles
CC/9956: C1        Set vehicle/entity's event speed to slow
CC/9957: 84        Move vehicle/entity up 2 tiles
CC/9958: CF        Turn vehicle/entity left
CC/9959: FF        End queue
CC/995A: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long 
CC/995C: E0        Pause for 4 * 4 (16) frames
CC/995E: 94        Move vehicle/entity up 6 tiles
CC/995F: C1        Set vehicle/entity's event speed to slow
CC/9960: A0        Move vehicle/entity right/up 1x1 tiles
CC/9961: 80        Move vehicle/entity up 1 tile
CC/9962: 84        Move vehicle/entity up 2 tiles
CC/9963: CF        Turn vehicle/entity left
CC/9964: FF        End queue
CC/9965: 0E    Begin action queue for character $0E (Actor in stot 14), 9 bytes long 
CC/9967: E0        Pause for 4 * 4 (16) frames
CC/9969: 9C        Move vehicle/entity up 8 tiles
CC/996A: C1        Set vehicle/entity's event speed to slow
CC/996B: 80        Move vehicle/entity up 1 tile
CC/996C: 83        Move vehicle/entity left 1 tile
CC/996D: E0        Pause for 4 * 16 (64) frames
CC/996F: FF        End queue
CC/9970: B0    Execute the following commands until $B1 6 times
CC/9972: F4        Play sound effect 153
CC/9974: 91        Pause for 15 units
CC/9975: B1        End block of repeating commands
CC/9976: B0    Execute the following commands until $B1 4 times
CC/9978: F4        Play sound effect 153
CC/997A: 92        Pause for 30 units
CC/997B: B1        End block of repeating commands
CC/997C: F4    Play sound effect 153
CC/997E: 93    Pause for 45 units
CC/997F: F4    Play sound effect 153
CC/9981: 35    Pause execution until action queue for object $0E (Actor in stot 14) is complete
CC/9983: 94    Pause for 60 units
CC/9984: 39    Free screen
CC/9985: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long 
CC/9987: C2        Set vehicle/entity's event speed to normal
CC/9988: 83        Move vehicle/entity left 1 tile
CC/9989: C1        Set vehicle/entity's event speed to slow
CC/998A: 83        Move vehicle/entity left 1 tile
CC/998B: FF        End queue
CC/998C: F4    Play sound effect 153
CC/998E: 93    Pause for 45 units
CC/998F: F4    Play sound effect 153
CC/9991: 35    Pause execution until action queue for object $0E (Actor in stot 14) is complete
CC/9993: B5    Pause for 15 * 6 (90) units
CC/9995: 38    Hold screen
CC/9996: 4B    Display dialogue message $0001, wait for button press
               VICKS: There's the town
               WEDGE: Hard to believe an Esper's been found intact there, 1000 years after the War of the Magi
CC/9999: 94    Pause for 60 units
CC/999A: 0F    Begin action queue for character $0F (Actor in stot 15), 3 bytes long 
CC/999C: C1        Set vehicle/entity's event speed to slow
CC/999D: 83        Move vehicle/entity left 1 tile
CC/999E: FF        End queue
CC/999F: F4    Play sound effect 153
CC/99A1: 91    Pause for 15 units
CC/99A2: F4    Play sound effect 153
CC/99A4: 35    Pause execution until action queue for object $0F (Actor in stot 15) is complete
CC/99A6: 94    Pause for 60 units
CC/99A7: 4B    Display dialogue message $0002, wait for button press
               VICKS: Think it's still alive?
               WEDGE: Probably
               judging from the urgency of our orders. 
CC/99AA: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/99AC: CE        Turn vehicle/entity down
CC/99AD: E0        Pause for 4 * 1 (4) frames
CC/99AF: CD        Turn vehicle/entity right
CC/99B0: FF        End queue
CC/99B1: 92    Pause for 30 units
CC/99B2: 0F    Begin action queue for character $0F (Actor in stot 15), 5 bytes long (Wait until complete)
CC/99B4: CE        Turn vehicle/entity down
CC/99B5: E0        Pause for 4 * 1 (4) frames
CC/99B7: CD        Turn vehicle/entity right
CC/99B8: FF        End queue
CC/99B9: 94    Pause for 60 units
CC/99BA: 0F    Begin action queue for character $0F (Actor in stot 15), 2 bytes long 
CC/99BC: 85        Move vehicle/entity right 2 tiles
CC/99BD: FF        End queue
CC/99BE: F4    Play sound effect 153
CC/99C0: 92    Pause for 30 units
CC/99C1: F4    Play sound effect 153
CC/99C3: 92    Pause for 30 units
CC/99C4: F4    Play sound effect 153
CC/99C6: 35    Pause execution until action queue for object $0F (Actor in stot 15) is complete
CC/99C8: 92    Pause for 30 units
CC/99C9: 4B    Display dialogue message $0003, wait for button press
               VICKS: And this woman, thissorcerer. Why's she here?
               I heard she fried 50 of our Magitek Armored soldiers in under 3 minutes.
CC/99CC: 94    Pause for 60 units
CC/99CD: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long 
CC/99CF: 81        Move vehicle/entity right 1 tile
CC/99D0: FF        End queue
CC/99D1: F4    Play sound effect 153
CC/99D3: 35    Pause execution until action queue for object $0E (Actor in stot 14) is complete
CC/99D5: 92    Pause for 30 units
CC/99D6: 4B    Display dialogue message $0004, wait for button press
               WEDGE: Not to worry. The Slave Crown on her head robs her of all conscious thought. She'll follow orders.
CC/99D9: 94    Pause for 60 units
CC/99DA: 0E    Begin action queue for character $0E (Actor in stot 14), 9 bytes long 
CC/99DC: C2        Set vehicle/entity's event speed to normal
CC/99DD: CE        Turn vehicle/entity down
CC/99DE: E0        Pause for 4 * 1 (4) frames
CC/99E0: A2        Move vehicle/entity left/down 1x1 tiles
CC/99E1: 8A        Move vehicle/entity down 3 tiles
CC/99E2: C1        Set vehicle/entity's event speed to slow
CC/99E3: 82        Move vehicle/entity down 1 tile
CC/99E4: FF        End queue
CC/99E5: B0    Execute the following commands until $B1 4 times
CC/99E7: F4        Play sound effect 153
CC/99E9: 91        Pause for 15 units
CC/99EA: B1        End block of repeating commands
CC/99EB: 92    Pause for 30 units
CC/99EC: F4    Play sound effect 153
CC/99EE: 35    Pause execution until action queue for object $0E (Actor in stot 14) is complete
CC/99F0: 92    Pause for 30 units
CC/99F1: 4B    Display dialogue message $0005, wait for button press
               WEDGE: We'll approach from the east.
               Move out!
CC/99F4: 92    Pause for 30 units
CC/99F5: 0F    Begin action queue for character $0F (Actor in stot 15), 2 bytes long (Wait until complete)
CC/99F7: CE        Turn vehicle/entity down
CC/99F8: FF        End queue
CC/99F9: 92    Pause for 30 units
CC/99FA: 0F    Begin action queue for character $0F (Actor in stot 15), 5 bytes long 
CC/99FC: C2        Set vehicle/entity's event speed to normal
CC/99FD: 86        Move vehicle/entity down 2 tiles
CC/99FE: A1        Move vehicle/entity right/down 1x1 tiles
CC/99FF: 8E        Move vehicle/entity down 4 tiles
CC/9A00: FF        End queue
CC/9A01: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long 
CC/9A03: E0        Pause for 4 * 3 (12) frames
CC/9A05: 86        Move vehicle/entity down 2 tiles
CC/9A06: C2        Set vehicle/entity's event speed to normal
CC/9A07: 8A        Move vehicle/entity down 3 tiles
CC/9A08: FF        End queue
CC/9A09: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long 
CC/9A0B: C2        Set vehicle/entity's event speed to normal
CC/9A0C: 83        Move vehicle/entity left 1 tile
CC/9A0D: CE        Turn vehicle/entity down
CC/9A0E: E0        Pause for 4 * 1 (4) frames
CC/9A10: 9E        Move vehicle/entity down 8 tiles
CC/9A11: 86        Move vehicle/entity down 2 tiles
CC/9A12: FF        End queue
CC/9A13: F4    Play sound effect 153
CC/9A15: F4    Play sound effect 153
CC/9A17: B0    Execute the following commands until $B1 14 times
CC/9A19: F4        Play sound effect 153
CC/9A1B: 91        Pause for 15 units
CC/9A1C: B1        End block of repeating commands
CC/9A1D: F6    Subcommand $82: Change volume of currently playing sound effect to $80, transition time 32
CC/9A21: F4    Play sound effect 153
CC/9A23: 91    Pause for 15 units
CC/9A24: F4    Play sound effect 153
CC/9A26: 91    Pause for 15 units
CC/9A27: F6    Subcommand $82: Change volume of currently playing sound effect to $40, transition time 32
CC/9A2B: F4    Play sound effect 153
CC/9A2D: 91    Pause for 15 units
CC/9A2E: F4    Play sound effect 153
CC/9A30: 91    Pause for 15 units
CC/9A31: F6    Subcommand $82: Change volume of currently playing sound effect to $10, transition time 16
CC/9A35: F4    Play sound effect 153
CC/9A37: 91    Pause for 15 units
CC/9A38: F4    Play sound effect 153
CC/9A3A: 35    Pause execution until action queue for object $00 (Actor in stot 0) is complete
CC/9A3C: 42    Hide object $00
CC/9A3E: 42    Hide object $0E
CC/9A40: 42    Hide object $0F
CC/9A42: 45    Refresh objects
CC/9A43: F2    Fade out current song with transition time 160
CC/9A45: 5A    Fade screen at speed $02
CC/9A47: 5C    Pause execution until fade in or fade out is complete
CC/9A48: 95    Pause for 120 units
CC/9A49: 39    Free screen
CC/9A4A: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CC/9A4E: FE    Return

CC/9A4F: 6B    Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) instantly, (upper bits $0000), place party at (38, 58), facing up
CC/9A55: 92    Pause for 30 units
CC/9A56: F1    Fade in song 57 (Wind) (high bit clear) with transition time 160
CC/9A59: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/9A5B: F6    Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0
CC/9A5F: 92    Pause for 30 units
CC/9A60: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9A62: D7        Center screen on vehicle/entity
CC/9A63: FF        End queue
CC/9A64: 3C    Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF (<Invalid Character>)
CC/9A69: 41    Show object $00
CC/9A6B: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/9A6D: D5        Set vehicle/entity's position to (37, 60)
CC/9A70: C2        Set vehicle/entity's event speed to normal
CC/9A71: FF        End queue
CC/9A72: 0F    Begin action queue for character $0F (Actor in stot 15), 5 bytes long (Wait until complete)
CC/9A74: D5        Set vehicle/entity's position to (39, 60)
CC/9A77: C2        Set vehicle/entity's event speed to normal
CC/9A78: FF        End queue
CC/9A79: 41    Show object $0E
CC/9A7B: 41    Show object $0F
CC/9A7D: 45    Refresh objects
CC/9A7E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9A80: CC        Turn vehicle/entity up
CC/9A81: FF        End queue
CC/9A82: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9A84: CC        Turn vehicle/entity up
CC/9A85: FF        End queue
CC/9A86: 0F    Begin action queue for character $0F (Actor in stot 15), 2 bytes long 
CC/9A88: CC        Turn vehicle/entity up
CC/9A89: FF        End queue
CC/9A8A: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A8D: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A90: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9A93: 84    Give 3000 GP to party
CC/9A96: 39    Free screen
CC/9A97: 59    Unfade screen at speed $04
CC/9A99: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/9A9B: 9C        Move vehicle/entity up 8 tiles
CC/9A9C: FF        End queue
CC/9A9D: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long 
CC/9A9F: 94        Move vehicle/entity up 6 tiles
CC/9AA0: 81        Move vehicle/entity right 1 tile
CC/9AA1: 80        Move vehicle/entity up 1 tile
CC/9AA2: FF        End queue
CC/9AA3: 0E    Begin action queue for character $0E (Actor in stot 14), 8 bytes long (Wait until complete)
CC/9AA5: 88        Move vehicle/entity up 3 tiles
CC/9AA6: CF        Turn vehicle/entity left
CC/9AA7: E0        Pause for 4 * 10 (40) frames
CC/9AA9: 88        Move vehicle/entity up 3 tiles
CC/9AAA: 81        Move vehicle/entity right 1 tile
CC/9AAB: CC        Turn vehicle/entity up
CC/9AAC: FF        End queue
CC/9AAD: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9AAF: E0        Pause for 4 * 8 (32) frames
CC/9AB1: CF        Turn vehicle/entity left
CC/9AB2: FF        End queue
CC/9AB3: 4B    Display dialogue message $000B, wait for button press
               WEDGE: Let's put her on point.
               No sense taking any risks.
               Forward!
CC/9AB6: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9AB8: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9ABA: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9ABC: 80        Move vehicle/entity up 1 tile
CC/9ABD: FF        End queue
CC/9ABE: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/9AC0: 88        Move vehicle/entity up 3 tiles
CC/9AC1: D1        Make vehicle/entity disappear
CC/9AC2: FF        End queue
CC/9AC3: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9AC5: 87        Move vehicle/entity left 2 tiles
CC/9AC6: 88        Move vehicle/entity up 3 tiles
CC/9AC7: D1        Make vehicle/entity disappear
CC/9AC8: FF        End queue
CC/9AC9: 45    Refresh objects
CC/9ACA: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9ACC: 80        Move vehicle/entity up 1 tile
CC/9ACD: FF        End queue
CC/9ACE: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9AD0: 36    Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9AD2: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CC/9AD4: FE    Return

CC/9AD5: B0    Execute the following commands until $B1 20 times
CC/9AD7: 50        Tint screen (cumulative) with color $27
CC/9AD9: B1        End block of repeating commands
CC/9ADA: B0    Execute the following commands until $B1 20 times
CC/9ADC: 50        Tint screen (cumulative) with color $67
CC/9ADE: B1        End block of repeating commands
CC/9ADF: FE    Return

CC/9AE0: B0    Execute the following commands until $B1 20 times
CC/9AE2: 50        Tint screen (cumulative) with color $33
CC/9AE4: B1        End block of repeating commands
CC/9AE5: B0    Execute the following commands until $B1 20 times
CC/9AE7: 50        Tint screen (cumulative) with color $73
CC/9AE9: B1        End block of repeating commands
CC/9AEA: FE    Return

CC/9AEB: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/9AF1: C0    If ($1E80($133) [$1EA6, bit 3] is clear), branch to $CC9B01
CC/9AF7: F4    Play sound effect 209
CC/9AF9: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/9AFB: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/9AFD: D2    Set event bit $1E80($1BF) [$1EB7, bit 7]
CC/9AFF: 3A    Enable player to move while event commands execute
CC/9B00: FE    Return

CC/9B01: F4    Play sound effect 209
CC/9B03: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/9B05: 94    Pause for 60 units
CC/9B06: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/9B08: D2    Set event bit $1E80($133) [$1EA6, bit 3]
CC/9B0A: D2    Set event bit $1E80($1BF) [$1EB7, bit 7]
CC/9B0C: 4B    Display dialogue message $000A, wait for button press
               An eerie glow surrounds you.
               Want info about Save Points?
                ^ Yes
                ^ No
CC/9B0F: B6    Indexed branch based on prior dialogue selection [$CC9B18, $CA5EB3]
CC/9B16: 3A    Enable player to move while event commands execute
CC/9B17: FE    Return

CC/9B18: 4B    Display dialogue message $06D4, wait for button press
               At Save Points you can use a Sleeping Bag or Tent, and also save a game.
               If you should perish, you'll automatically be able to play from your last save.
               Though any GP, treasures, etc. you found will have to be found again, your Level and Exp. data will be retained.
               You can save a game anywhere on the world map.
CC/9B1B: 3A    Enable player to move while event commands execute
CC/9B1C: FE    Return

CC/9B1D: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9B1F: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9B21: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9B23: D7        Center screen on vehicle/entity
CC/9B24: FF        End queue
CC/9B25: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/9B2A: 41    Show object $00
CC/9B2C: 45    Refresh objects
CC/9B2D: 3D    Create object $0E
CC/9B2F: 3D    Create object $0F
CC/9B31: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete)
CC/9B33: D5        Set vehicle/entity's position to (38, 50)
CC/9B36: CE        Turn vehicle/entity down
CC/9B37: C2        Set vehicle/entity's event speed to normal
CC/9B38: FF        End queue
CC/9B39: 0F    Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete)
CC/9B3B: D5        Set vehicle/entity's position to (38, 50)
CC/9B3E: CE        Turn vehicle/entity down
CC/9B3F: C2        Set vehicle/entity's event speed to normal
CC/9B40: FF        End queue
CC/9B41: 41    Show object $0E
CC/9B43: 41    Show object $0F
CC/9B45: 45    Refresh objects
CC/9B46: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/9B48: 86        Move vehicle/entity down 2 tiles
CC/9B49: CC        Turn vehicle/entity up
CC/9B4A: FF        End queue
CC/9B4B: 0F    Begin action queue for character $0F (Actor in stot 15), 7 bytes long (Wait until complete)
CC/9B4D: 82        Move vehicle/entity down 1 tile
CC/9B4E: 85        Move vehicle/entity right 2 tiles
CC/9B4F: CE        Turn vehicle/entity down
CC/9B50: E0        Pause for 4 * 2 (8) frames
CC/9B52: CF        Turn vehicle/entity left
CC/9B53: FF        End queue
CC/9B54: 4B    Display dialogue message $000C, wait for button press
               WEDGE: The Esper's gotta be in here.
               Move out!
CC/9B57: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/9B59: 84        Move vehicle/entity up 2 tiles
CC/9B5A: D1        Make vehicle/entity disappear
CC/9B5B: FF        End queue
CC/9B5C: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9B5E: 87        Move vehicle/entity left 2 tiles
CC/9B5F: 80        Move vehicle/entity up 1 tile
CC/9B60: D1        Make vehicle/entity disappear
CC/9B61: FF        End queue
CC/9B62: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete)
CC/9B64: CD        Turn vehicle/entity right
CC/9B65: E0        Pause for 4 * 2 (8) frames
CC/9B67: CC        Turn vehicle/entity up
CC/9B68: E0        Pause for 4 * 6 (24) frames
CC/9B6A: 80        Move vehicle/entity up 1 tile
CC/9B6B: FF        End queue
CC/9B6C: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9B6E: 36    Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9B70: FE    Return

CC/9B71: C0    If ($1E80($128) [$1EA5, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/9B77: 3D    Create object $10
CC/9B79: 3D    Create object $11
CC/9B7B: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/9B7D: D5        Set vehicle/entity's position to (37, 32)
CC/9B80: FF        End queue
CC/9B81: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/9B83: D5        Set vehicle/entity's position to (39, 32)
CC/9B86: FF        End queue
CC/9B87: 41    Show object $10
CC/9B89: 41    Show object $11
CC/9B8B: 45    Refresh objects
CC/9B8C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9B8E: 8A        Move vehicle/entity down 3 tiles
CC/9B8F: FF        End queue
CC/9B90: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/9B92: 8A        Move vehicle/entity down 3 tiles
CC/9B93: FF        End queue
CC/9B94: 4B    Display dialogue message $000D, wait for button press (At bottom of screen)
               GUARD: Imperial Magitek Armor?
               Not even Narshe's safe anymore!
CC/9B97: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/9B99: 8A        Move vehicle/entity down 3 tiles
CC/9B9A: CD        Turn vehicle/entity right
CC/9B9B: FF        End queue
CC/9B9C: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/9B9E: 8A        Move vehicle/entity down 3 tiles
CC/9B9F: CF        Turn vehicle/entity left
CC/9BA0: FF        End queue
CC/9BA1: 4D    Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9BA4: B2    Call subroutine $CA5EA9
CC/9BA8: 42    Hide object $10
CC/9BAA: 42    Hide object $11
CC/9BAC: 45    Refresh objects
CC/9BAD: 96    Restore screen from fade
CC/9BAE: 5C    Pause execution until fade in or fade out is complete
CC/9BAF: D2    Set event bit $1E80($128) [$1EA5, bit 0]
CC/9BB1: 3A    Enable player to move while event commands execute
CC/9BB2: FE    Return

CC/9BB3: C0    If ($1E80($129) [$1EA5, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/9BB9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9BBB: CD        Turn vehicle/entity right
CC/9BBC: FF        End queue
CC/9BBD: 3D    Create object $10
CC/9BBF: 3D    Create object $12
CC/9BC1: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/9BC3: D5        Set vehicle/entity's position to (46, 30)
CC/9BC6: CE        Turn vehicle/entity down
CC/9BC7: FF        End queue
CC/9BC8: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/9BCA: D5        Set vehicle/entity's position to (46, 31)
CC/9BCD: CE        Turn vehicle/entity down
CC/9BCE: FF        End queue
CC/9BCF: 41    Show object $10
CC/9BD1: 41    Show object $12
CC/9BD3: 45    Refresh objects
CC/9BD4: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9BD6: 8E        Move vehicle/entity down 4 tiles
CC/9BD7: FF        End queue
CC/9BD8: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/9BDA: 8E        Move vehicle/entity down 4 tiles
CC/9BDB: FF        End queue
CC/9BDC: 4B    Display dialogue message $000E, wait for button press (At bottom of screen)
               GUARD: Machine-riding,
               self-important swine!
               Take this!
CC/9BDF: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/9BE1: 82        Move vehicle/entity down 1 tile
CC/9BE2: A2        Move vehicle/entity left/down 1x1 tiles
CC/9BE3: 83        Move vehicle/entity left 1 tile
CC/9BE4: 86        Move vehicle/entity down 2 tiles
CC/9BE5: CF        Turn vehicle/entity left
CC/9BE6: FF        End queue
CC/9BE7: 92    Pause for 30 units
CC/9BE8: F4    Play sound effect 151
CC/9BEA: 91    Pause for 15 units
CC/9BEB: F4    Play sound effect 151
CC/9BED: 12    Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete)
CC/9BEF: 87        Move vehicle/entity left 2 tiles
CC/9BF0: FF        End queue
CC/9BF1: 4D    Invoke battle, enemy set $00, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9BF4: B2    Call subroutine $CA5EA9
CC/9BF8: 42    Hide object $12
CC/9BFA: 45    Refresh objects
CC/9BFB: 96    Restore screen from fade
CC/9BFC: 5C    Pause execution until fade in or fade out is complete
CC/9BFD: 92    Pause for 30 units
CC/9BFE: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/9C00: 8C        Move vehicle/entity up 4 tiles
CC/9C01: D1        Make vehicle/entity disappear
CC/9C02: FF        End queue
CC/9C03: 45    Refresh objects
CC/9C04: D2    Set event bit $1E80($129) [$1EA5, bit 1]
CC/9C06: 3A    Enable player to move while event commands execute
CC/9C07: FE    Return

CC/9C08: C0    If ($1E80($12A) [$1EA5, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/9C0E: 3D    Create object $10
CC/9C10: 3D    Create object $11
CC/9C12: 3D    Create object $12
CC/9C14: 3D    Create object $13
CC/9C16: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/9C18: D5        Set vehicle/entity's position to (44, 19)
CC/9C1B: CE        Turn vehicle/entity down
CC/9C1C: FF        End queue
CC/9C1D: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/9C1F: D5        Set vehicle/entity's position to (45, 19)
CC/9C22: CE        Turn vehicle/entity down
CC/9C23: FF        End queue
CC/9C24: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/9C26: D5        Set vehicle/entity's position to (44, 20)
CC/9C29: CE        Turn vehicle/entity down
CC/9C2A: FF        End queue
CC/9C2B: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/9C2D: D5        Set vehicle/entity's position to (45, 20)
CC/9C30: CE        Turn vehicle/entity down
CC/9C31: FF        End queue
CC/9C32: 41    Show object $10
CC/9C34: 41    Show object $11
CC/9C36: 41    Show object $12
CC/9C38: 41    Show object $13
CC/9C3A: 45    Refresh objects
CC/9C3B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9C3D: CD        Turn vehicle/entity right
CC/9C3E: FF        End queue
CC/9C3F: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CC/9C41: 96        Move vehicle/entity down 6 tiles
CC/9C42: 83        Move vehicle/entity left 1 tile
CC/9C43: FF        End queue
CC/9C44: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/9C46: 8E        Move vehicle/entity down 4 tiles
CC/9C47: A2        Move vehicle/entity left/down 1x1 tiles
CC/9C48: 83        Move vehicle/entity left 1 tile
CC/9C49: FF        End queue
CC/9C4A: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/9C4C: 9A        Move vehicle/entity down 7 tiles
CC/9C4D: CF        Turn vehicle/entity left
CC/9C4E: FF        End queue
CC/9C4F: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/9C51: 96        Move vehicle/entity down 6 tiles
CC/9C52: 83        Move vehicle/entity left 1 tile
CC/9C53: FF        End queue
CC/9C54: 4B    Display dialogue message $000F, wait for button press
               GUARD: Narshe's freedom depends on us!
CC/9C57: 92    Pause for 30 units
CC/9C58: F4    Play sound effect 151
CC/9C5A: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/9C5C: 8F        Move vehicle/entity left 4 tiles
CC/9C5D: FF        End queue
CC/9C5E: 13    Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete)
CC/9C60: 8F        Move vehicle/entity left 4 tiles
CC/9C61: FF        End queue
CC/9C62: 4D    Invoke battle, enemy set $02, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9C65: B2    Call subroutine $CA5EA9
CC/9C69: 42    Hide object $12
CC/9C6B: 42    Hide object $13
CC/9C6D: 45    Refresh objects
CC/9C6E: 96    Restore screen from fade
CC/9C6F: 5C    Pause execution until fade in or fade out is complete
CC/9C70: 92    Pause for 30 units
CC/9C71: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9C73: 83        Move vehicle/entity left 1 tile
CC/9C74: FF        End queue
CC/9C75: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/9C77: 83        Move vehicle/entity left 1 tile
CC/9C78: FF        End queue
CC/9C79: 92    Pause for 30 units
CC/9C7A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9C7C: 8F        Move vehicle/entity left 4 tiles
CC/9C7D: FF        End queue
CC/9C7E: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/9C80: 8F        Move vehicle/entity left 4 tiles
CC/9C81: FF        End queue
CC/9C82: 4D    Invoke battle, enemy set $01, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9C85: B2    Call subroutine $CA5EA9
CC/9C89: 42    Hide object $10
CC/9C8B: 42    Hide object $11
CC/9C8D: 45    Refresh objects
CC/9C8E: 96    Restore screen from fade
CC/9C8F: 5C    Pause execution until fade in or fade out is complete
CC/9C90: D2    Set event bit $1E80($12A) [$1EA5, bit 2]
CC/9C92: 3A    Enable player to move while event commands execute
CC/9C93: FE    Return

CC/9C94: C0    If ($1E80($130) [$1EA6, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/9C9A: 3D    Create object $10
CC/9C9C: 3D    Create object $11
CC/9C9E: 3D    Create object $12
CC/9CA0: 3D    Create object $13
CC/9CA2: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/9CA4: D5        Set vehicle/entity's position to (38, 9)
CC/9CA7: CE        Turn vehicle/entity down
CC/9CA8: C3        Set vehicle/entity's event speed to fast
CC/9CA9: FF        End queue
CC/9CAA: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/9CAC: D5        Set vehicle/entity's position to (38, 10)
CC/9CAF: CE        Turn vehicle/entity down
CC/9CB0: C3        Set vehicle/entity's event speed to fast
CC/9CB1: FF        End queue
CC/9CB2: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/9CB4: D5        Set vehicle/entity's position to (38, 24)
CC/9CB7: CC        Turn vehicle/entity up
CC/9CB8: C3        Set vehicle/entity's event speed to fast
CC/9CB9: FF        End queue
CC/9CBA: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/9CBC: D5        Set vehicle/entity's position to (38, 25)
CC/9CBF: CC        Turn vehicle/entity up
CC/9CC0: C3        Set vehicle/entity's event speed to fast
CC/9CC1: FF        End queue
CC/9CC2: 41    Show object $10
CC/9CC4: 41    Show object $11
CC/9CC6: 41    Show object $12
CC/9CC8: 41    Show object $13
CC/9CCA: 45    Refresh objects
CC/9CCB: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/9CCD: 86        Move vehicle/entity down 2 tiles
CC/9CCE: FF        End queue
CC/9CCF: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9CD1: 86        Move vehicle/entity down 2 tiles
CC/9CD2: FF        End queue
CC/9CD3: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/9CD5: 84        Move vehicle/entity up 2 tiles
CC/9CD6: FF        End queue
CC/9CD7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/9CD9: 84        Move vehicle/entity up 2 tiles
CC/9CDA: FF        End queue
CC/9CDB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9CDD: CD        Turn vehicle/entity right
CC/9CDE: FF        End queue
CC/9CDF: 4B    Display dialogue message $0012, wait for button press
               GUARD: We've got 'em trapped, now!
CC/9CE2: F4    Play sound effect 151
CC/9CE4: 91    Pause for 15 units
CC/9CE5: F4    Play sound effect 151
CC/9CE7: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/9CE9: 8A        Move vehicle/entity down 3 tiles
CC/9CEA: FF        End queue
CC/9CEB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9CED: 8A        Move vehicle/entity down 3 tiles
CC/9CEE: FF        End queue
CC/9CEF: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/9CF1: 88        Move vehicle/entity up 3 tiles
CC/9CF2: FF        End queue
CC/9CF3: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/9CF5: 88        Move vehicle/entity up 3 tiles
CC/9CF6: FF        End queue
CC/9CF7: 4D    Invoke battle, enemy set $03, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9CFA: B2    Call subroutine $CA5EA9
CC/9CFE: 42    Hide object $12
CC/9D00: 42    Hide object $13
CC/9D02: 42    Hide object $10
CC/9D04: 42    Hide object $11
CC/9D06: 45    Refresh objects
CC/9D07: 96    Restore screen from fade
CC/9D08: 5C    Pause execution until fade in or fade out is complete
CC/9D09: D2    Set event bit $1E80($130) [$1EA6, bit 0]
CC/9D0B: 3A    Enable player to move while event commands execute
CC/9D0C: FE    Return

CC/9D0D: C0    If ($1E80($131) [$1EA6, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/9D13: 3D    Create object $10
CC/9D15: 3D    Create object $11
CC/9D17: 3D    Create object $12
CC/9D19: 3D    Create object $13
CC/9D1B: 45    Refresh objects
CC/9D1C: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/9D1E: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/9D20: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/9D22: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/9D24: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/9D26: D5        Set vehicle/entity's position to (29, 30)
CC/9D29: CE        Turn vehicle/entity down
CC/9D2A: C3        Set vehicle/entity's event speed to fast
CC/9D2B: FF        End queue
CC/9D2C: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/9D2E: D5        Set vehicle/entity's position to (29, 29)
CC/9D31: CE        Turn vehicle/entity down
CC/9D32: C3        Set vehicle/entity's event speed to fast
CC/9D33: FF        End queue
CC/9D34: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/9D36: D5        Set vehicle/entity's position to (29, 28)
CC/9D39: CE        Turn vehicle/entity down
CC/9D3A: C3        Set vehicle/entity's event speed to fast
CC/9D3B: FF        End queue
CC/9D3C: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/9D3E: D5        Set vehicle/entity's position to (29, 27)
CC/9D41: CE        Turn vehicle/entity down
CC/9D42: C3        Set vehicle/entity's event speed to fast
CC/9D43: FF        End queue
CC/9D44: 41    Show object $10
CC/9D46: 41    Show object $11
CC/9D48: 41    Show object $12
CC/9D4A: 41    Show object $13
CC/9D4C: 45    Refresh objects
CC/9D4D: 4B    Display dialogue message $0013, wait for button press
               GUARD: We must defend the mines!
CC/9D50: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9D52: CC        Turn vehicle/entity up
CC/9D53: FF        End queue
CC/9D54: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/9D56: 8A        Move vehicle/entity down 3 tiles
CC/9D57: A1        Move vehicle/entity right/down 1x1 tiles
CC/9D58: CE        Turn vehicle/entity down
CC/9D59: FF        End queue
CC/9D5A: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/9D5C: 92        Move vehicle/entity down 5 tiles
CC/9D5D: FF        End queue
CC/9D5E: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CC/9D60: 8E        Move vehicle/entity down 4 tiles
CC/9D61: A1        Move vehicle/entity right/down 1x1 tiles
CC/9D62: CE        Turn vehicle/entity down
CC/9D63: FF        End queue
CC/9D64: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/9D66: 96        Move vehicle/entity down 6 tiles
CC/9D67: FF        End queue
CC/9D68: 93    Pause for 45 units
CC/9D69: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/9D6B: C1        Set vehicle/entity's event speed to slow
CC/9D6C: DD        Make vehicle/entity jump (high)
CC/9D6D: 82        Move vehicle/entity down 1 tile
CC/9D6E: FF        End queue
CC/9D6F: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/9D71: C1        Set vehicle/entity's event speed to slow
CC/9D72: DD        Make vehicle/entity jump (high)
CC/9D73: 82        Move vehicle/entity down 1 tile
CC/9D74: FF        End queue
CC/9D75: 10    Begin action queue for character $10 (NPC $10), 4 bytes long 
CC/9D77: C1        Set vehicle/entity's event speed to slow
CC/9D78: DD        Make vehicle/entity jump (high)
CC/9D79: 82        Move vehicle/entity down 1 tile
CC/9D7A: FF        End queue
CC/9D7B: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/9D7D: C1        Set vehicle/entity's event speed to slow
CC/9D7E: DD        Make vehicle/entity jump (high)
CC/9D7F: 82        Move vehicle/entity down 1 tile
CC/9D80: FF        End queue
CC/9D81: 4D    Invoke battle, enemy set $04, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9D84: B2    Call subroutine $CA5EA9
CC/9D88: 42    Hide object $12
CC/9D8A: 42    Hide object $13
CC/9D8C: 42    Hide object $10
CC/9D8E: 42    Hide object $11
CC/9D90: 45    Refresh objects
CC/9D91: 96    Restore screen from fade
CC/9D92: 5C    Pause execution until fade in or fade out is complete
CC/9D93: D2    Set event bit $1E80($131) [$1EA6, bit 1]
CC/9D95: 3A    Enable player to move while event commands execute
CC/9D96: FE    Return

CC/9D97: C0    If ($1E80($12B) [$1EA5, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/9D9D: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/9D9F: 83        Move vehicle/entity left 1 tile
CC/9DA0: CC        Turn vehicle/entity up
CC/9DA1: FF        End queue
CC/9DA2: B2    Call subroutine $CC9DB2
CC/9DA6: FE    Return

CC/9DA7: C0    If ($1E80($12B) [$1EA5, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/9DAD: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/9DAF: 81        Move vehicle/entity right 1 tile
CC/9DB0: CC        Turn vehicle/entity up
CC/9DB1: FF        End queue
CC/9DB2: C0    If ($1E80($12B) [$1EA5, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/9DB8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9DBA: D7        Center screen on vehicle/entity
CC/9DBB: FF        End queue
CC/9DBC: 3C    Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF (<Invalid Character>)
CC/9DC1: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9DC4: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9DC6: CC        Turn vehicle/entity up
CC/9DC7: FF        End queue
CC/9DC8: 41    Show object $00
CC/9DCA: 3D    Create object $0E
CC/9DCC: 3D    Create object $0F
CC/9DCE: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9DD0: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9DD2: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete)
CC/9DD4: D5        Set vehicle/entity's position to (31, 22)
CC/9DD7: C2        Set vehicle/entity's event speed to normal
CC/9DD8: CC        Turn vehicle/entity up
CC/9DD9: FF        End queue
CC/9DDA: 0F    Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete)
CC/9DDC: D5        Set vehicle/entity's position to (31, 22)
CC/9DDF: C2        Set vehicle/entity's event speed to normal
CC/9DE0: CC        Turn vehicle/entity up
CC/9DE1: FF        End queue
CC/9DE2: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9DE5: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9DE8: 41    Show object $0E
CC/9DEA: 41    Show object $0F
CC/9DEC: 45    Refresh objects
CC/9DED: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9DEF: 82        Move vehicle/entity down 1 tile
CC/9DF0: FF        End queue
CC/9DF1: 0E    Begin action queue for character $0E (Actor in stot 14), 4 bytes long 
CC/9DF3: 82        Move vehicle/entity down 1 tile
CC/9DF4: 83        Move vehicle/entity left 1 tile
CC/9DF5: CE        Turn vehicle/entity down
CC/9DF6: FF        End queue
CC/9DF7: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9DF9: 86        Move vehicle/entity down 2 tiles
CC/9DFA: 81        Move vehicle/entity right 1 tile
CC/9DFB: CE        Turn vehicle/entity down
CC/9DFC: FF        End queue
CC/9DFD: 93    Pause for 45 units
CC/9DFE: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long 
CC/9E00: CD        Turn vehicle/entity right
CC/9E01: FF        End queue
CC/9E02: 0F    Begin action queue for character $0F (Actor in stot 15), 2 bytes long 
CC/9E04: CF        Turn vehicle/entity left
CC/9E05: FF        End queue
CC/9E06: 92    Pause for 30 units
CC/9E07: 4B    Display dialogue message $0010, wait for button press
               WEDGE: According to our source, the frozen Esper was found in a new mine shaft.
               Maybe this one
CC/9E0A: 94    Pause for 60 units
CC/9E0B: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete)
CC/9E0D: 81        Move vehicle/entity right 1 tile
CC/9E0E: 80        Move vehicle/entity up 1 tile
CC/9E0F: FF        End queue
CC/9E10: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/9E12: 80        Move vehicle/entity up 1 tile
CC/9E13: D1        Make vehicle/entity disappear
CC/9E14: FF        End queue
CC/9E15: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long (Wait until complete)
CC/9E17: 83        Move vehicle/entity left 1 tile
CC/9E18: 84        Move vehicle/entity up 2 tiles
CC/9E19: D1        Make vehicle/entity disappear
CC/9E1A: FF        End queue
CC/9E1B: 45    Refresh objects
CC/9E1C: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9E1E: 36    Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9E20: D2    Set event bit $1E80($12B) [$1EA5, bit 3]
CC/9E22: FE    Return

CC/9E23: C0    If ($1E80($12C) [$1EA5, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/9E29: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9E2B: CC        Turn vehicle/entity up
CC/9E2C: FF        End queue
CC/9E2D: 91    Pause for 15 units
CC/9E2E: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9E30: D7        Center screen on vehicle/entity
CC/9E31: FF        End queue
CC/9E32: 3C    Set up the party as follows: $0E (Actor in stot 14), $0F (Actor in stot 15), $00 (Actor in stot 0), $FF (<Invalid Character>)
CC/9E37: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9E3A: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/9E3C: CC        Turn vehicle/entity up
CC/9E3D: FF        End queue
CC/9E3E: 41    Show object $0E
CC/9E40: 3D    Create object $0F
CC/9E42: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/9E44: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9E46: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/9E48: D5        Set vehicle/entity's position to (42, 9)
CC/9E4B: C2        Set vehicle/entity's event speed to normal
CC/9E4C: CC        Turn vehicle/entity up
CC/9E4D: FF        End queue
CC/9E4E: 0F    Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete)
CC/9E50: D5        Set vehicle/entity's position to (42, 9)
CC/9E53: C2        Set vehicle/entity's event speed to normal
CC/9E54: CC        Turn vehicle/entity up
CC/9E55: FF        End queue
CC/9E56: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9E59: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9E5C: 41    Show object $00
CC/9E5E: 41    Show object $0F
CC/9E60: 45    Refresh objects
CC/9E61: 0F    Begin action queue for character $0F (Actor in stot 15), 3 bytes long 
CC/9E63: 82        Move vehicle/entity down 1 tile
CC/9E64: CC        Turn vehicle/entity up
CC/9E65: FF        End queue
CC/9E66: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CC/9E68: 86        Move vehicle/entity down 2 tiles
CC/9E69: 87        Move vehicle/entity left 2 tiles
CC/9E6A: CE        Turn vehicle/entity down
CC/9E6B: E0        Pause for 4 * 2 (8) frames
CC/9E6D: CD        Turn vehicle/entity right
CC/9E6E: FF        End queue
CC/9E6F: 93    Pause for 45 units
CC/9E70: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/9E72: CD        Turn vehicle/entity right
CC/9E73: E0        Pause for 4 * 2 (8) frames
CC/9E75: CE        Turn vehicle/entity down
CC/9E76: FF        End queue
CC/9E77: 92    Pause for 30 units
CC/9E78: 4B    Display dialogue message $0011, wait for button press
               VICKS: I'll handle this.
               Stand back!
CC/9E7B: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long 
CC/9E7D: CD        Turn vehicle/entity right
CC/9E7E: E0        Pause for 4 * 2 (8) frames
CC/9E80: CC        Turn vehicle/entity up
CC/9E81: FF        End queue
CC/9E82: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long 
CC/9E84: 8B        Move vehicle/entity left 3 tiles
CC/9E85: 82        Move vehicle/entity down 1 tile
CC/9E86: CD        Turn vehicle/entity right
CC/9E87: FF        End queue
CC/9E88: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CC/9E8A: 83        Move vehicle/entity left 1 tile
CC/9E8B: 86        Move vehicle/entity down 2 tiles
CC/9E8C: CD        Turn vehicle/entity right
CC/9E8D: E0        Pause for 4 * 2 (8) frames
CC/9E8F: CC        Turn vehicle/entity up
CC/9E90: FF        End queue
CC/9E91: 94    Pause for 60 units
CC/9E92: 0E    Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete)
CC/9E94: C2        Set vehicle/entity's event speed to normal
CC/9E95: 86        Move vehicle/entity down 2 tiles
CC/9E96: CC        Turn vehicle/entity up
CC/9E97: FF        End queue
CC/9E98: B5    Pause for 15 * 6 (90) units
CC/9E9A: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete)
CC/9E9C: C3        Set vehicle/entity's event speed to fast
CC/9E9D: 88        Move vehicle/entity up 3 tiles
CC/9E9E: FF        End queue
CC/9E9F: 74    Replace current map's Layer 2 at (41, 5) with the following (4 x 3) chunk
CC/9EA4:       $11, $0D, $11, $11
CC/9EA8:       $92, $11, $92, $92
CC/9EAC:       $92, $92, $92, $92
CC/9EB0: 74    Replace current map's Layer 2 at (41, 69) with the following (3 x 3) chunk
CC/9EB5:       $1C, $87, $0C
CC/9EB8:       $87, $87, $1C
CC/9EBB:       $92, $92, $92
CC/9EBE: F4    Play sound effect 25
CC/9EC0: 75    Refresh map after alteration
CC/9EC1: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/9EC3: 0F    Begin action queue for character $0F (Actor in stot 15), 4 bytes long 
CC/9EC5: 80        Move vehicle/entity up 1 tile
CC/9EC6: 89        Move vehicle/entity right 3 tiles
CC/9EC7: 84        Move vehicle/entity up 2 tiles
CC/9EC8: FF        End queue
CC/9EC9: 45    Refresh objects
CC/9ECA: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/9ECC: 88        Move vehicle/entity up 3 tiles
CC/9ECD: 89        Move vehicle/entity right 3 tiles
CC/9ECE: 84        Move vehicle/entity up 2 tiles
CC/9ECF: FF        End queue
CC/9ED0: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9ED2: D7        Center screen on vehicle/entity
CC/9ED3: FF        End queue
CC/9ED4: 3C    Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF (<Invalid Character>)
CC/9ED9: 42    Hide object $0E
CC/9EDB: 42    Hide object $0F
CC/9EDD: 45    Refresh objects
CC/9EDE: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CC/9EE0: 36    Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9EE2: D2    Set event bit $1E80($12C) [$1EA5, bit 4]
CC/9EE4: FE    Return

CC/9EE5: C0    If ($1E80($12C) [$1EA5, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/9EEB: 6A    Load map $0029 (Narshe, Whelk cave (Magitek attack), secret entrance / north caves (WoB)) after fade out, (upper bits $0000), place party at (38, 33), facing up
CC/9EF1: FE    Return

CC/9EF2: C0    If ($1E80($12C) [$1EA5, bit 4] is set), branch to $CC9F1A
CC/9EF8: 73    Replace current map's Layer 1 at (41, 5) with the following (4 x 3) chunk, refresh immediately
CC/9EFD:       $1D, $0D, $0D, $96
CC/9F01:       $92, $0C, $5B, $5B
CC/9F05:       $5B, $11, $11, $11
CC/9F09: 73    Replace current map's Layer 1 at (41, 69) with the following (4 x 3) chunk, refresh immediately
CC/9F0E:       $5F, $5F, $5F, $5F
CC/9F12:       $5F, $5F, $92, $92
CC/9F16:       $92, $92, $92, $92
CC/9F1A: C0    If ($1E80($001) [$1E80, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/9F20: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9F23: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9F26: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9F29: FE    Return

CC/9F2A: C0    If ($1E80($001) [$1E80, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/9F30: 6A    Load map $0027 (Narshe, upper town (Magitek attack)) after fade out, (upper bits $2000), place party at (31, 22), facing down
CC/9F36: FE    Return

CC/9F37: C0    If ($1E80($135) [$1EA6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/9F3D: 3D    Create object $10
CC/9F3F: 41    Show object $10
CC/9F41: 45    Refresh objects
CC/9F42: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/9F44: 82        Move vehicle/entity down 1 tile
CC/9F45: FF        End queue
CC/9F46: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/9F48: C7        Set vehicle/entity to stay still when moving
CC/9F49: 86        Move vehicle/entity down 2 tiles
CC/9F4A: CC        Turn vehicle/entity up
CC/9F4B: FF        End queue
CC/9F4C: 92    Pause for 30 units
CC/9F4D: 4B    Display dialogue message $0B6E, wait for button press
               GUARD: We won't hand over the Esper!!
CC/9F50: 92    Pause for 30 units
CC/9F51: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/9F53: 80        Move vehicle/entity up 1 tile
CC/9F54: FF        End queue
CC/9F55: 42    Hide object $10
CC/9F57: 45    Refresh objects
CC/9F58: 4B    Display dialogue message $0B6F, wait for button press
               GUARD: Whelk! Get them!
CC/9F5B: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/9F5D: 4D    Invoke battle, enemy set $40, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/9F60: B2    Call subroutine $CA5EA9
CC/9F64: 96    Restore screen from fade
CC/9F65: 5C    Pause execution until fade in or fade out is complete
CC/9F66: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/9F68: C6        Set vehicle/entity to walk when moving
CC/9F69: FF        End queue
CC/9F6A: D2    Set event bit $1E80($135) [$1EA6, bit 5]
CC/9F6C: FE    Return

CC/9F6D: C0    If ($1E80($001) [$1E80, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/9F73: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9F75: D7        Center screen on vehicle/entity
CC/9F76: FF        End queue
CC/9F77: 3C    Set up the party as follows: $00 (Actor in stot 0), $0E (Actor in stot 14), $0F (Actor in stot 15), $FF (<Invalid Character>)
CC/9F7C: 44    Place character $00 (Actor in stot 0) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9F7F: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/9F81: CC        Turn vehicle/entity up
CC/9F82: FF        End queue
CC/9F83: 41    Show object $00
CC/9F85: 3D    Create object $0E
CC/9F87: 3D    Create object $0F
CC/9F89: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9F8B: 78    Enable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9F8D: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete)
CC/9F8F: D5        Set vehicle/entity's position to (87, 12)
CC/9F92: C2        Set vehicle/entity's event speed to normal
CC/9F93: CC        Turn vehicle/entity up
CC/9F94: FF        End queue
CC/9F95: 0F    Begin action queue for character $0F (Actor in stot 15), 6 bytes long (Wait until complete)
CC/9F97: D5        Set vehicle/entity's position to (87, 12)
CC/9F9A: C2        Set vehicle/entity's event speed to normal
CC/9F9B: CC        Turn vehicle/entity up
CC/9F9C: FF        End queue
CC/9F9D: 44    Place character $0E (Actor in stot 14) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9FA0: 44    Place character $0F (Actor in stot 15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/9FA3: 41    Show object $0E
CC/9FA5: 41    Show object $0F
CC/9FA7: 45    Refresh objects
CC/9FA8: 38    Hold screen
CC/9FA9: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CC/9FAB: C7        Set vehicle/entity to stay still when moving
CC/9FAC: 82        Move vehicle/entity down 1 tile
CC/9FAD: C6        Set vehicle/entity to walk when moving
CC/9FAE: CC        Turn vehicle/entity up
CC/9FAF: FF        End queue
CC/9FB0: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long 
CC/9FB2: C7        Set vehicle/entity to stay still when moving
CC/9FB3: 82        Move vehicle/entity down 1 tile
CC/9FB4: C6        Set vehicle/entity to walk when moving
CC/9FB5: 87        Move vehicle/entity left 2 tiles
CC/9FB6: 80        Move vehicle/entity up 1 tile
CC/9FB7: FF        End queue
CC/9FB8: 0F    Begin action queue for character $0F (Actor in stot 15), 6 bytes long 
CC/9FBA: C7        Set vehicle/entity to stay still when moving
CC/9FBB: 82        Move vehicle/entity down 1 tile
CC/9FBC: C6        Set vehicle/entity to walk when moving
CC/9FBD: 85        Move vehicle/entity right 2 tiles
CC/9FBE: 80        Move vehicle/entity up 1 tile
CC/9FBF: FF        End queue
CC/9FC0: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/9FC2: C1        Set vehicle/entity's event speed to slow
CC/9FC3: 8C        Move vehicle/entity up 4 tiles
CC/9FC4: FF        End queue
CC/9FC5: 95    Pause for 120 units
CC/9FC6: 4B    Display dialogue message $0B6D, wait for button press (At bottom of screen)
               This is the frozen Esper
CC/9FC9: 94    Pause for 60 units
CC/9FCA: F4    Play sound effect 103
CC/9FCC: B2    Call subroutine $CC9AD5
CC/9FD0: 92    Pause for 30 units
CC/9FD1: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/9FD3: 81        Move vehicle/entity right 1 tile
CC/9FD4: CC        Turn vehicle/entity up
CC/9FD5: FF        End queue
CC/9FD6: 0F    Begin action queue for character $0F (Actor in stot 15), 3 bytes long (Wait until complete)
CC/9FD8: 83        Move vehicle/entity left 1 tile
CC/9FD9: CC        Turn vehicle/entity up
CC/9FDA: FF        End queue
CC/9FDB: 92    Pause for 30 units
CC/9FDC: F4    Play sound effect 103
CC/9FDE: B2    Call subroutine $CC9AD5
CC/9FE2: 92    Pause for 30 units
CC/9FE3: 54    End effects of commands for modifed color components and screen flashes
CC/9FE4: F4    Play sound effect 103
CC/9FE6: B0    Execute the following commands until $B1 28 times
CC/9FE8: 50        Tint screen (cumulative) with color $27
CC/9FEA: B1        End block of repeating commands
CC/9FEB: 95    Pause for 120 units
CC/9FEC: F0    Play song 0 (Silence), (high bit clear), full volume
CC/9FEE: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/9FF0: 91    Pause for 15 units
CC/9FF1: 4D    Invoke battle, enemy set $4D, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled)
CC/9FF4: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/9FF6: 36    Disable ability to pass through other objects for object $0F (Actor in stot 15)
CC/9FF8: 88    Remove the following status ailments from character $0E (Actor in stot 14): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/9FFC: 88    Remove the following status ailments from character $0F (Actor in stot 15): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/A000: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/A004: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CC/A007: 8C    For character $00 (Actor in stot 0), take MP and set to maximum
CC/A00A: 80    Add item $F6 ( Sleeping Bag) to inventory
CC/A00C: 80    Add item $F6 ( Sleeping Bag) to inventory
CC/A00E: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CC/A010: 44    Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown)
CC/A013: 44    Place character $0E (Actor in stot 14) on vehicle $00 (No vehicle) (Character is not shown)
CC/A016: 44    Place character $0F (Actor in stot 15) on vehicle $00 (No vehicle) (Character is not shown)
CC/A019: 42    Hide object $0E
CC/A01B: 42    Hide object $0F
CC/A01D: 45    Refresh objects
CC/A01E: 3F    Remove character $0E (Actor in stot 14) from the party
CC/A021: 3F    Remove character $0F (Actor in stot 15) from the party
CC/A024: 3E    Delete object $0E
CC/A026: 3E    Delete object $0F
CC/A028: 45    Refresh objects
CC/A029: B2    Call subroutine $CACB95
CC/A02D: 3B    Position character in a "ready-to-go" stance
CC/A02E: 39    Free screen
CC/A02F: 6B    Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $3400), place party at (61, 29), facing left
CC/A035: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A037: CF        Turn vehicle/entity left
CC/A038: C2        Set vehicle/entity's event speed to normal
CC/A039: FF        End queue
CC/A03A: 3D    Create object $11
CC/A03C: 41    Show object $11
CC/A03E: 45    Refresh objects
CC/A03F: 95    Pause for 120 units
CC/A040: 59    Unfade screen at speed $01
CC/A042: 5C    Pause execution until fade in or fade out is complete
CC/A043: F1    Fade in song 5 (Awakening) (high bit clear) with transition time 128
CC/A046: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A048: 84        Move vehicle/entity up 2 tiles
CC/A049: FF        End queue
CC/A04A: F4    Play sound effect 44
CC/A04C: 73    Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately
CC/A051:       $04, $14
CC/A053: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/A055: 94        Move vehicle/entity up 6 tiles
CC/A056: 87        Move vehicle/entity left 2 tiles
CC/A057: FF        End queue
CC/A058: FE    Return

CC/A059: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/A05B: C1        Set vehicle/entity's event speed to slow
CC/A05C: A2        Move vehicle/entity left/down 1x1 tiles
CC/A05D: CD        Turn vehicle/entity right
CC/A05E: FF        End queue
CC/A05F: FE    Return

CC/A060: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/A062: C1        Set vehicle/entity's event speed to slow
CC/A063: A3        Move vehicle/entity left/up 1x1 tiles
CC/A064: CD        Turn vehicle/entity right
CC/A065: FF        End queue
CC/A066: FE    Return

CC/A067: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/A069: C1        Set vehicle/entity's event speed to slow
CC/A06A: A2        Move vehicle/entity left/down 1x1 tiles
CC/A06B: A3        Move vehicle/entity left/up 1x1 tiles
CC/A06C: CD        Turn vehicle/entity right
CC/A06D: FF        End queue
CC/A06E: FE    Return

CC/A06F: B2    Call subroutine $CACA64 (set CaseWord bit based on facing: 0:down, 1:left, 2:up, 3:right)
CC/A073: BE    If $02 is in the current CaseWord, jump to subroutine $CCA059; else
               If $00 is in the current CaseWord, jump to subroutine $CCA060; else
               If $03 is in the current CaseWord, jump to subroutine $CCA067
CC/A07E: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A080: CF        Turn vehicle/entity left
CC/A081: FF        End queue
CC/A082: C0    If ($1E80($001) [$1E80, bit 1] is set), branch to $CCA274
CC/A088: 8B    For character $31 (Party Character 0), take HP and set to maximum
CC/A08B: 8B    For character $32 (Party Character 1), take HP and set to maximum
CC/A08E: 8B    For character $33 (Party Character 2), take HP and set to maximum
CC/A091: 8B    For character $34 (Party Character 3), take HP and set to maximum
CC/A094: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/A096: 4B    Display dialogue message $0015, wait for button press
               GIRL: Where am I?
CC/A099: 92    Pause for 30 units
CC/A09A: 62    Mosaic screen, speed 15
CC/A09C: 92    Pause for 30 units
CC/A09D: 4B    Display dialogue message $0016, wait for button press
               OLD MAN: Whoa!
               And I only just removed the crown!
               
               GIRL: headhurts
CC/A0A0: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A0A2: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/A0A3: FF        End queue
CC/A0A4: 92    Pause for 30 units
CC/A0A5: B0    Execute the following commands until $B1 3 times
CC/A0A7: 62        Mosaic screen, speed 15
CC/A0A9: 92        Pause for 30 units
CC/A0AA: B1        End block of repeating commands
CC/A0AB: 92    Pause for 30 units
CC/A0AC: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/A0AE: 8D        Move vehicle/entity right 4 tiles
CC/A0AF: CE        Turn vehicle/entity down
CC/A0B0: E0        Pause for 4 * 8 (32) frames
CC/A0B2: FF        End queue
CC/A0B3: 3D    Create object $14
CC/A0B5: 41    Show object $14
CC/A0B7: 45    Refresh objects
CC/A0B8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/A0BA: CF        Turn vehicle/entity left
CC/A0BB: FF        End queue
CC/A0BC: 14    Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete)
CC/A0BE: A3        Move vehicle/entity left/up 1x1 tiles
CC/A0BF: E0        Pause for 4 * 4 (16) frames
CC/A0C1: FF        End queue
CC/A0C2: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/A0C4: 83        Move vehicle/entity left 1 tile
CC/A0C5: FF        End queue
CC/A0C6: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A0C8: 83        Move vehicle/entity left 1 tile
CC/A0C9: FF        End queue
CC/A0CA: 94    Pause for 60 units
CC/A0CB: 4B    Display dialogue message $0017, wait for button press
               OLD MAN: Easy! This is a Slave Crown. The others had complete control over you while you were wearing it.
CC/A0CE: 00    Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete)
CC/A0D0: 01        Do vehicle/entity graphical action $01 
CC/A0D1: E0        Pause for 4 * 8 (32) frames
CC/A0D3: 20        Do vehicle/entity graphical action $20 
CC/A0D4: E0        Pause for 4 * 8 (32) frames
CC/A0D6: FF        End queue
CC/A0D7: 4B    Display dialogue message $0018, wait for button press
               GIRL: I can't remember a thing
               OLD MAN: Don't worry.
               It'll all come back to youin time, that is.
               
CC/A0DA: 95    Pause for 120 units
CC/A0DB: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/A0DD: 01        Do vehicle/entity graphical action $01 
CC/A0DE: E0        Pause for 4 * 8 (32) frames
CC/A0E0: FF        End queue
CC/A0E1: B0    Execute the following commands until $B1 3 times
CC/A0E3: 00        Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/A0E5: 23            Do vehicle/entity graphical action $23 
CC/A0E6: E0            Pause for 4 * 1 (4) frames
CC/A0E8: FF            End queue
CC/A0E9: 00        Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/A0EB: 63            Do vehicle/entity graphical action $23, flipped horizontally
CC/A0EC: E0            Pause for 4 * 1 (4) frames
CC/A0EE: FF            End queue
CC/A0EF: B1        End block of repeating commands
CC/A0F0: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/A0F2: 01        Do vehicle/entity graphical action $01 
CC/A0F3: E0        Pause for 4 * 4 (16) frames
CC/A0F5: 20        Do vehicle/entity graphical action $20 
CC/A0F6: FF        End queue
CC/A0F7: 94    Pause for 60 units
CC/A0F8: 42    Hide object $11
CC/A0FA: 42    Hide object $14
CC/A0FC: 45    Refresh objects
CC/A0FD: B2    Call subroutine $CAD00F
CC/A101: 4B    Display dialogue message $001F, wait for button press (Show text only) (At bottom of screen)
               A mysterious young woman, controlled by the Empire, and born with the gift of magic
CC/A104: 92    Pause for 30 units
CC/A105: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A107: CE        Turn vehicle/entity down
CC/A108: FF        End queue
CC/A109: 92    Pause for 30 units
CC/A10A: 97    Fade screen to black
CC/A10B: 5C    Pause execution until fade in or fade out is complete
CC/A10C: 7F    Change character $00's name to $00 (TERRA )
CC/A10F: 98    Invoke name change screen for character $00 (Actor in stot 0)
CC/A111: 3D    Create object $11
CC/A113: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/A115: D5        Set vehicle/entity's position to (66, 29)
CC/A118: C3        Set vehicle/entity's event speed to fast
CC/A119: CF        Turn vehicle/entity left
CC/A11A: FF        End queue
CC/A11B: 41    Show object $11
CC/A11D: 45    Refresh objects
CC/A11E: 96    Restore screen from fade
CC/A11F: 5C    Pause execution until fade in or fade out is complete
CC/A120: B2    Call subroutine $CAD015
CC/A124: 92    Pause for 30 units
CC/A125: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A127: CD        Turn vehicle/entity right
CC/A128: C2        Set vehicle/entity's event speed to normal
CC/A129: FF        End queue
CC/A12A: 92    Pause for 30 units
CC/A12B: 4B    Display dialogue message $0019, wait for button press
               My name
               isTERRA
               OLD MAN: Impressive!
               I've never heard of anyone recovering this fast!
CC/A12E: 94    Pause for 60 units
CC/A12F: 5A    Fade screen at speed $08
CC/A131: 5C    Pause execution until fade in or fade out is complete
CC/A132: 6B    Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) instantly, (upper bits $3400), place party at (50, 15), facing left
CC/A138: 42    Hide object $00
CC/A13A: 59    Unfade screen at speed $08
CC/A13C: 5C    Pause execution until fade in or fade out is complete
CC/A13D: B5    Pause for 15 * 6 (90) units
CC/A13F: 3D    Create object $12
CC/A141: 3D    Create object $13
CC/A143: 3D    Create object $10
CC/A145: 3D    Create object $11
CC/A147: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/A149: D5        Set vehicle/entity's position to (50, 22)
CC/A14C: CC        Turn vehicle/entity up
CC/A14D: FF        End queue
CC/A14E: 13    Begin action queue for character $13 (NPC $13), 5 bytes long (Wait until complete)
CC/A150: D5        Set vehicle/entity's position to (50, 23)
CC/A153: CC        Turn vehicle/entity up
CC/A154: FF        End queue
CC/A155: 41    Show object $12
CC/A157: 41    Show object $13
CC/A159: 45    Refresh objects
CC/A15A: 12    Begin action queue for character $12 (NPC $12), 15 bytes long 
CC/A15C: C3        Set vehicle/entity's event speed to fast
CC/A15D: 98        Move vehicle/entity up 7 tiles
CC/A15E: DC        Make vehicle/entity jump (low)
CC/A15F: CC        Turn vehicle/entity up
CC/A160: E0        Pause for 4 * 1 (4) frames
CC/A162: DC        Make vehicle/entity jump (low)
CC/A163: CC        Turn vehicle/entity up
CC/A164: E0        Pause for 4 * 1 (4) frames
CC/A166: DC        Make vehicle/entity jump (low)
CC/A167: CC        Turn vehicle/entity up
CC/A168: E0        Pause for 4 * 1 (4) frames
CC/A16A: FF        End queue
CC/A16B: 13    Begin action queue for character $13 (NPC $13), 29 bytes long 
CC/A16D: C3        Set vehicle/entity's event speed to fast
CC/A16E: 8C        Move vehicle/entity up 4 tiles
CC/A16F: 85        Move vehicle/entity right 2 tiles
CC/A170: 82        Move vehicle/entity down 1 tile
CC/A171: E0        Pause for 4 * 4 (16) frames
CC/A173: CC        Turn vehicle/entity up
CC/A174: E0        Pause for 4 * 2 (8) frames
CC/A176: 84        Move vehicle/entity up 2 tiles
CC/A177: 83        Move vehicle/entity left 1 tile
CC/A178: CC        Turn vehicle/entity up
CC/A179: DC        Make vehicle/entity jump (low)
CC/A17A: CC        Turn vehicle/entity up
CC/A17B: E0        Pause for 4 * 1 (4) frames
CC/A17D: DC        Make vehicle/entity jump (low)
CC/A17E: CC        Turn vehicle/entity up
CC/A17F: E0        Pause for 4 * 1 (4) frames
CC/A181: DC        Make vehicle/entity jump (low)
CC/A182: CC        Turn vehicle/entity up
CC/A183: E0        Pause for 4 * 1 (4) frames
CC/A185: DC        Make vehicle/entity jump (low)
CC/A186: CC        Turn vehicle/entity up
CC/A187: E0        Pause for 4 * 4 (16) frames
CC/A189: FF        End queue
CC/A18A: 94    Pause for 60 units
CC/A18B: F4    Play sound effect 151
CC/A18D: 91    Pause for 15 units
CC/A18E: F4    Play sound effect 151
CC/A190: 94    Pause for 60 units
CC/A191: F4    Play sound effect 151
CC/A193: 91    Pause for 15 units
CC/A194: F4    Play sound effect 151
CC/A196: 91    Pause for 15 units
CC/A197: F4    Play sound effect 151
CC/A199: 35    Pause execution until action queue for object $13 (NPC $13) is complete
CC/A19B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/A19D: D5        Set vehicle/entity's position to (50, 22)
CC/A1A0: CC        Turn vehicle/entity up
CC/A1A1: FF        End queue
CC/A1A2: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/A1A4: D5        Set vehicle/entity's position to (50, 23)
CC/A1A7: CC        Turn vehicle/entity up
CC/A1A8: FF        End queue
CC/A1A9: 41    Show object $10
CC/A1AB: 41    Show object $11
CC/A1AD: 45    Refresh objects
CC/A1AE: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/A1B0: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/A1B2: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/A1B4: C2        Set vehicle/entity's event speed to normal
CC/A1B5: 94        Move vehicle/entity up 6 tiles
CC/A1B6: A3        Move vehicle/entity left/up 1x1 tiles
CC/A1B7: 80        Move vehicle/entity up 1 tile
CC/A1B8: FF        End queue
CC/A1B9: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/A1BB: C2        Set vehicle/entity's event speed to normal
CC/A1BC: 98        Move vehicle/entity up 7 tiles
CC/A1BD: E0        Pause for 4 * 4 (16) frames
CC/A1BF: FF        End queue
CC/A1C0: F4    Play sound effect 230
CC/A1C2: 91    Pause for 15 units
CC/A1C3: F4    Play sound effect 230
CC/A1C5: 91    Pause for 15 units
CC/A1C6: F4    Play sound effect 230
CC/A1C8: 4B    Display dialogue message $001A, wait for button press
               SOLDIER: Open up!
               Give us back the girl and the Empire's Magitek Armor!!
CC/A1CB: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CC/A1CD: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/A1CF: 6A    Load map $001E (Narshe, all non-shop buildings except classroom (always)) after fade out, (upper bits $3400), place party at (63, 29), facing left
CC/A1D5: B2    Call subroutine $CACB95
CC/A1D9: 3B    Position character in a "ready-to-go" stance
CC/A1DA: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A1DC: CD        Turn vehicle/entity right
CC/A1DD: C2        Set vehicle/entity's event speed to normal
CC/A1DE: FF        End queue
CC/A1DF: 3D    Create object $11
CC/A1E1: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/A1E3: D5        Set vehicle/entity's position to (66, 29)
CC/A1E6: C3        Set vehicle/entity's event speed to fast
CC/A1E7: CF        Turn vehicle/entity left
CC/A1E8: FF        End queue
CC/A1E9: 41    Show object $11
CC/A1EB: 45    Refresh objects
CC/A1EC: 96    Restore screen from fade
CC/A1ED: 5C    Pause execution until fade in or fade out is complete
CC/A1EE: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A1F0: 8E        Move vehicle/entity down 4 tiles
CC/A1F1: FF        End queue
CC/A1F2: F4    Play sound effect 44
CC/A1F4: 73    Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately
CC/A1F9:       $04, $14
CC/A1FB: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/A1FD: 86        Move vehicle/entity down 2 tiles
CC/A1FE: A2        Move vehicle/entity left/down 1x1 tiles
CC/A1FF: FF        End queue
CC/A200: 38    Hold screen
CC/A201: 30    Begin action queue for character $30 (Camera), 6 bytes long 
CC/A203: C2        Set vehicle/entity's event speed to normal
CC/A204: A2        Move vehicle/entity left/down 1x1 tiles
CC/A205: A2        Move vehicle/entity left/down 1x1 tiles
CC/A206: A2        Move vehicle/entity left/down 1x1 tiles
CC/A207: A2        Move vehicle/entity left/down 1x1 tiles
CC/A208: FF        End queue
CC/A209: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A20B: 97        Move vehicle/entity left 6 tiles
CC/A20C: FF        End queue
CC/A20D: F4    Play sound effect 230
CC/A20F: 91    Pause for 15 units
CC/A210: F4    Play sound effect 230
CC/A212: 91    Pause for 15 units
CC/A213: F4    Play sound effect 230
CC/A215: 4B    Display dialogue message $001B, wait for button press
               SOLDIER: Open this door!
               We want that girl!
               She's an officer of the Empire!
CC/A218: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/A21A: 89        Move vehicle/entity right 3 tiles
CC/A21B: 96        Move vehicle/entity down 6 tiles
CC/A21C: A2        Move vehicle/entity left/down 1x1 tiles
CC/A21D: 83        Move vehicle/entity left 1 tile
CC/A21E: FF        End queue
CC/A21F: 4B    Display dialogue message $001C, wait for button press
               TERRA: Empire?
               Magitek Armor?
CC/A222: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A224: 8D        Move vehicle/entity right 4 tiles
CC/A225: FF        End queue
CC/A226: 4B    Display dialogue message $001D, wait for button press
               OLD MAN: Look,
               I have to get you out of here!
               I don't have time to explain!
CC/A229: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CC/A22B: CE        Turn vehicle/entity down
CC/A22C: E0        Pause for 4 * 2 (8) frames
CC/A22E: CD        Turn vehicle/entity right
CC/A22F: FF        End queue
CC/A230: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/A232: A1        Move vehicle/entity right/down 1x1 tiles
CC/A233: 85        Move vehicle/entity right 2 tiles
CC/A234: 80        Move vehicle/entity up 1 tile
CC/A235: CF        Turn vehicle/entity left
CC/A236: FF        End queue
CC/A237: 30    Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete)
CC/A239: A1        Move vehicle/entity right/down 1x1 tiles
CC/A23A: A1        Move vehicle/entity right/down 1x1 tiles
CC/A23B: A1        Move vehicle/entity right/down 1x1 tiles
CC/A23C: 85        Move vehicle/entity right 2 tiles
CC/A23D: E0        Pause for 4 * 4 (16) frames
CC/A23F: FF        End queue
CC/A240: 39    Free screen
CC/A241: 4B    Display dialogue message $001E, wait for button press
               OLD MAN: Over here!
CC/A244: 3A    Enable player to move while event commands execute
CC/A245: 92    Pause for 30 units
CC/A246: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/A248: C2        Set vehicle/entity's event speed to normal
CC/A249: 98        Move vehicle/entity up 7 tiles
CC/A24A: A0        Move vehicle/entity right/up 1x1 tiles
CC/A24B: 81        Move vehicle/entity right 1 tile
CC/A24C: CF        Turn vehicle/entity left
CC/A24D: FF        End queue
CC/A24E: DD    Clear event bit $1E80($605) [$1F40, bit 5]
CC/A250: DD    Clear event bit $1E80($606) [$1F40, bit 6]
CC/A252: DC    Set event bit $1E80($608) [$1F41, bit 0]
CC/A254: 42    Hide object $12
CC/A256: 45    Refresh objects
CC/A257: D0    Set event bit $1E80($001) [$1E80, bit 1]
CC/A259: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/A25B: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/A25D: FE    Return

CC/A25E: C0    If ($1E80($001) [$1E80, bit 1] is set), branch to $CCA268
CC/A264: 4B    Display dialogue message $0014, wait for button press
               Locked.
CC/A267: FE    Return

CC/A268: F4    Play sound effect 230
CC/A26A: 91    Pause for 15 units
CC/A26B: F4    Play sound effect 230
CC/A26D: 91    Pause for 15 units
CC/A26E: F4    Play sound effect 230
CC/A270: 4B    Display dialogue message $001B, wait for button press
               SOLDIER: Open this door!
               We want that girl!
               She's an officer of the Empire!
CC/A273: FE    Return

CC/A274: 4B    Display dialogue message $0021, wait for button press
               OLD MAN: Make your way out through the mines! I'll keep these brutes occupied!
CC/A277: FE    Return

CC/A278: FE    Return

CC/A279: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/A27F: C0    If ($1E80($12D) [$1EA5, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/A285: 3D    Create object $1D
CC/A287: 3D    Create object $1E
CC/A289: 3D    Create object $1F
CC/A28B: 3D    Create object $20
CC/A28D: 41    Show object $1D
CC/A28F: 41    Show object $1E
CC/A291: 41    Show object $1F
CC/A293: 41    Show object $20
CC/A295: 45    Refresh objects
CC/A296: 4B    Display dialogue message $0023, wait for button press
               She's up there!
CC/A299: 20    Begin action queue for character $20 (NPC $20), 4 bytes long 
CC/A29B: 8E        Move vehicle/entity down 4 tiles
CC/A29C: A2        Move vehicle/entity left/down 1x1 tiles
CC/A29D: CE        Turn vehicle/entity down
CC/A29E: FF        End queue
CC/A29F: 1F    Begin action queue for character $1F (NPC $1F), 4 bytes long 
CC/A2A1: 8A        Move vehicle/entity down 3 tiles
CC/A2A2: A1        Move vehicle/entity right/down 1x1 tiles
CC/A2A3: CE        Turn vehicle/entity down
CC/A2A4: FF        End queue
CC/A2A5: 1D    Begin action queue for character $1D (NPC $1D), 4 bytes long 
CC/A2A7: 88        Move vehicle/entity up 3 tiles
CC/A2A8: A3        Move vehicle/entity left/up 1x1 tiles
CC/A2A9: CC        Turn vehicle/entity up
CC/A2AA: FF        End queue
CC/A2AB: 1E    Begin action queue for character $1E (NPC $1E), 4 bytes long (Wait until complete)
CC/A2AD: 8C        Move vehicle/entity up 4 tiles
CC/A2AE: A0        Move vehicle/entity right/up 1x1 tiles
CC/A2AF: CC        Turn vehicle/entity up
CC/A2B0: FF        End queue
CC/A2B1: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A2B3: CE        Turn vehicle/entity down
CC/A2B4: FF        End queue
CC/A2B5: 91    Pause for 15 units
CC/A2B6: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A2B8: CC        Turn vehicle/entity up
CC/A2B9: FF        End queue
CC/A2BA: 91    Pause for 15 units
CC/A2BB: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A2BD: CE        Turn vehicle/entity down
CC/A2BE: FF        End queue
CC/A2BF: 94    Pause for 60 units
CC/A2C0: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/A2C2: 20    Begin action queue for character $20 (NPC $20), 2 bytes long 
CC/A2C4: 90        Move vehicle/entity up 5 tiles
CC/A2C5: FF        End queue
CC/A2C6: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CC/A2C8: 92        Move vehicle/entity down 5 tiles
CC/A2C9: FF        End queue
CC/A2CA: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/A2CC: 92        Move vehicle/entity down 5 tiles
CC/A2CD: FF        End queue
CC/A2CE: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CC/A2D0: DC        Make vehicle/entity jump (low)
CC/A2D1: 94        Move vehicle/entity up 6 tiles
CC/A2D2: FF        End queue
CC/A2D3: 42    Hide object $1D
CC/A2D5: 42    Hide object $1E
CC/A2D7: 42    Hide object $1F
CC/A2D9: 42    Hide object $20
CC/A2DB: 45    Refresh objects
CC/A2DC: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CC/A2DE: D2    Set event bit $1E80($12D) [$1EA5, bit 5]
CC/A2E0: DD    Clear event bit $1E80($606) [$1F40, bit 6]
CC/A2E2: DD    Clear event bit $1E80($688) [$1F51, bit 0]
CC/A2E4: FE    Return

CC/A2E5: C0    If ($1E80($12E) [$1EA5, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/A2EB: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A2ED: C2        Set vehicle/entity's event speed to normal
CC/A2EE: 84        Move vehicle/entity up 2 tiles
CC/A2EF: FF        End queue
CC/A2F0: 4B    Display dialogue message $0022, wait for button press (At bottom of screen)
               Got her!
CC/A2F3: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/A2F5: CF        Turn vehicle/entity left
CC/A2F6: E0        Pause for 4 * 1 (4) frames
CC/A2F8: CE        Turn vehicle/entity down
CC/A2F9: FF        End queue
CC/A2FA: 3D    Create object $10
CC/A2FC: 3D    Create object $11
CC/A2FE: 41    Show object $10
CC/A300: 41    Show object $11
CC/A302: 45    Refresh objects
CC/A303: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/A305: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/A307: 10    Begin action queue for character $10 (NPC $10), 7 bytes long 
CC/A309: C3        Set vehicle/entity's event speed to fast
CC/A30A: 88        Move vehicle/entity up 3 tiles
CC/A30B: A3        Move vehicle/entity left/up 1x1 tiles
CC/A30C: A3        Move vehicle/entity left/up 1x1 tiles
CC/A30D: 83        Move vehicle/entity left 1 tile
CC/A30E: CC        Turn vehicle/entity up
CC/A30F: FF        End queue
CC/A310: 11    Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete)
CC/A312: C3        Set vehicle/entity's event speed to fast
CC/A313: 8C        Move vehicle/entity up 4 tiles
CC/A314: A3        Move vehicle/entity left/up 1x1 tiles
CC/A315: A3        Move vehicle/entity left/up 1x1 tiles
CC/A316: CC        Turn vehicle/entity up
CC/A317: E0        Pause for 4 * 1 (4) frames
CC/A319: FF        End queue
CC/A31A: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/A31C: A3        Move vehicle/entity left/up 1x1 tiles
CC/A31D: CC        Turn vehicle/entity up
CC/A31E: FF        End queue
CC/A31F: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CC/A321: C3        Set vehicle/entity's event speed to fast
CC/A322: 80        Move vehicle/entity up 1 tile
CC/A323: CE        Turn vehicle/entity down
CC/A324: FF        End queue
CC/A325: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/A327: 80        Move vehicle/entity up 1 tile
CC/A328: 83        Move vehicle/entity left 1 tile
CC/A329: CC        Turn vehicle/entity up
CC/A32A: E0        Pause for 4 * 1 (4) frames
CC/A32C: FF        End queue
CC/A32D: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A32F: C3        Set vehicle/entity's event speed to fast
CC/A330: 8B        Move vehicle/entity left 3 tiles
CC/A331: FF        End queue
CC/A332: 3D    Create object $12
CC/A334: 3D    Create object $13
CC/A336: 41    Show object $12
CC/A338: 41    Show object $13
CC/A33A: 45    Refresh objects
CC/A33B: 12    Begin action queue for character $12 (NPC $12), 4 bytes long 
CC/A33D: C3        Set vehicle/entity's event speed to fast
CC/A33E: 84        Move vehicle/entity up 2 tiles
CC/A33F: A0        Move vehicle/entity right/up 1x1 tiles
CC/A340: FF        End queue
CC/A341: 13    Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete)
CC/A343: C3        Set vehicle/entity's event speed to fast
CC/A344: 88        Move vehicle/entity up 3 tiles
CC/A345: 81        Move vehicle/entity right 1 tile
CC/A346: FF        End queue
CC/A347: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/A349: 81        Move vehicle/entity right 1 tile
CC/A34A: FF        End queue
CC/A34B: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/A34D: 81        Move vehicle/entity right 1 tile
CC/A34E: FF        End queue
CC/A34F: 00    Begin action queue for character $00 (Actor in stot 0), 9 bytes long (Wait until complete)
CC/A351: E0        Pause for 4 * 1 (4) frames
CC/A353: 85        Move vehicle/entity right 2 tiles
CC/A354: CF        Turn vehicle/entity left
CC/A355: E0        Pause for 4 * 1 (4) frames
CC/A357: 80        Move vehicle/entity up 1 tile
CC/A358: CE        Turn vehicle/entity down
CC/A359: FF        End queue
CC/A35A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/A35C: 80        Move vehicle/entity up 1 tile
CC/A35D: FF        End queue
CC/A35E: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/A360: 80        Move vehicle/entity up 1 tile
CC/A361: FF        End queue
CC/A362: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A364: 80        Move vehicle/entity up 1 tile
CC/A365: CE        Turn vehicle/entity down
CC/A366: FF        End queue
CC/A367: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/A369: 85        Move vehicle/entity right 2 tiles
CC/A36A: FF        End queue
CC/A36B: 13    Begin action queue for character $13 (NPC $13), 4 bytes long 
CC/A36D: E0        Pause for 4 * 1 (4) frames
CC/A36F: 85        Move vehicle/entity right 2 tiles
CC/A370: FF        End queue
CC/A371: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/A373: E0        Pause for 4 * 2 (8) frames
CC/A375: 81        Move vehicle/entity right 1 tile
CC/A376: CF        Turn vehicle/entity left
CC/A377: FF        End queue
CC/A378: 92    Pause for 30 units
CC/A379: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/A37B: 80        Move vehicle/entity up 1 tile
CC/A37C: FF        End queue
CC/A37D: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/A37F: 80        Move vehicle/entity up 1 tile
CC/A380: FF        End queue
CC/A381: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CC/A383: 80        Move vehicle/entity up 1 tile
CC/A384: CD        Turn vehicle/entity right
CC/A385: FF        End queue
CC/A386: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/A388: 80        Move vehicle/entity up 1 tile
CC/A389: CD        Turn vehicle/entity right
CC/A38A: FF        End queue
CC/A38B: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A38D: CE        Turn vehicle/entity down
CC/A38E: FF        End queue
CC/A38F: 92    Pause for 30 units
CC/A390: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A392: A0        Move vehicle/entity right/up 1x1 tiles
CC/A393: CE        Turn vehicle/entity down
CC/A394: FF        End queue
CC/A395: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/A397: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A399: 1F        Do vehicle/entity graphical action $1F 
CC/A39A: FF        End queue
CC/A39B: 74    Replace current map's Layer 2 at (55, 5) with the following (3 x 3) chunk
CC/A3A0:       $94, $27, $27
CC/A3A3:       $92, $01, $01
CC/A3A6:       $96, $7C, $33
CC/A3A9: 74    Replace current map's Layer 2 at (55, 69) with the following (3 x 3) chunk
CC/A3AE:       $A4, $DE, $DE
CC/A3B1:       $92, $A4, $B2
CC/A3B4:       $92, $92, $92
CC/A3B7: 75    Refresh map after alteration
CC/A3B8: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/A3BA: F4    Play sound effect 240
CC/A3BC: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/A3BE: C4        Set vehicle/entity's event speed to faster
CC/A3BF: C7        Set vehicle/entity to stay still when moving
CC/A3C0: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/A3C1: 82        Move vehicle/entity down 1 tile
CC/A3C2: C6        Set vehicle/entity to walk when moving
CC/A3C3: FF        End queue
CC/A3C4: 42    Hide object $00
CC/A3C6: 45    Refresh objects
CC/A3C7: 5A    Fade screen at speed $04
CC/A3C9: 38    Hold screen
CC/A3CA: 10    Begin action queue for character $10 (NPC $10), 3 bytes long 
CC/A3CC: 80        Move vehicle/entity up 1 tile
CC/A3CD: CD        Turn vehicle/entity right
CC/A3CE: FF        End queue
CC/A3CF: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CC/A3D1: 84        Move vehicle/entity up 2 tiles
CC/A3D2: CD        Turn vehicle/entity right
CC/A3D3: FF        End queue
CC/A3D4: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CC/A3D6: A0        Move vehicle/entity right/up 1x1 tiles
CC/A3D7: CD        Turn vehicle/entity right
CC/A3D8: FF        End queue
CC/A3D9: 13    Begin action queue for character $13 (NPC $13), 3 bytes long 
CC/A3DB: A0        Move vehicle/entity right/up 1x1 tiles
CC/A3DC: CD        Turn vehicle/entity right
CC/A3DD: FF        End queue
CC/A3DE: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/A3E0: C3        Set vehicle/entity's event speed to fast
CC/A3E1: 9E        Move vehicle/entity down 8 tiles
CC/A3E2: FF        End queue
CC/A3E3: 5C    Pause execution until fade in or fade out is complete
CC/A3E4: 39    Free screen
CC/A3E5: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CC/A3E7: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/A3E9: 42    Hide object $10
CC/A3EB: 42    Hide object $11
CC/A3ED: 42    Hide object $12
CC/A3EF: 42    Hide object $13
CC/A3F1: 45    Refresh objects
CC/A3F2: 92    Pause for 30 units
CC/A3F3: 6B    Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 11), facing down
CC/A3F9: 38    Hold screen
CC/A3FA: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/A3FC: C3        Set vehicle/entity's event speed to fast
CC/A3FD: D5        Set vehicle/entity's position to (14, 4)
CC/A400: FF        End queue
CC/A401: 59    Unfade screen at speed $02
CC/A403: 41    Show object $00
CC/A405: 45    Refresh objects
CC/A406: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/A408: 28        Do vehicle/entity graphical action $28 
CC/A409: C7        Set vehicle/entity to stay still when moving
CC/A40A: C8        Set object layering priority to 2 (low nibble 2)
CC/A40C: 9A        Move vehicle/entity down 7 tiles
CC/A40D: FF        End queue
CC/A40E: 5C    Pause execution until fade in or fade out is complete
CC/A40F: 95    Pause for 120 units
CC/A410: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/A412: C6        Set vehicle/entity to walk when moving
CC/A413: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/A414: C8        Set object layering priority to 3 (low nibble 3)
CC/A416: FF        End queue
CC/A417: 94    Pause for 60 units
CC/A418: 39    Free screen
CC/A419: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/A41B: C1        Set vehicle/entity's event speed to slow
CC/A41C: 82        Move vehicle/entity down 1 tile
CC/A41D: FF        End queue
CC/A41E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A420: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/A421: FF        End queue
CC/A422: 95    Pause for 120 units
CC/A423: 62    Mosaic screen, speed 15
CC/A425: 94    Pause for 60 units
CC/A426: 62    Mosaic screen, speed 15
CC/A428: 94    Pause for 60 units
CC/A429: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A42B: 28        Do vehicle/entity graphical action $28 
CC/A42C: FF        End queue
CC/A42D: 92    Pause for 30 units
CC/A42E: 62    Mosaic screen, speed 1
CC/A430: 94    Pause for 60 units
CC/A431: F2    Fade out current song with transition time 160
CC/A433: 5A    Fade screen at speed $02
CC/A435: 5C    Pause execution until fade in or fade out is complete
CC/A436: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/A438: F0    Play song 0 (Silence), (high bit clear), full volume
CC/A43A: 6B    Load map $00FA (Imperial Castle, most rooms (including Terra's flashback)) instantly, (upper bits $2000), place party at (112, 49), facing down
CC/A440: 42    Hide object $31
CC/A442: 45    Refresh objects
CC/A443: 38    Hold screen
CC/A444: F1    Fade in song 27 (The Empire Gestahl) (high bit clear) with transition time 64
CC/A447: 61    Colorize color range [$04, $77] to color $03
CC/A44B: 61    Colorize color range [$80, $FF] to color $03
CC/A44F: 3D    Create object $1D
CC/A451: 3D    Create object $1A
CC/A453: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CC/A455: D5        Set vehicle/entity's position to (112, 49)
CC/A458: CC        Turn vehicle/entity up
CC/A459: C2        Set vehicle/entity's event speed to normal
CC/A45A: FF        End queue
CC/A45B: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/A45D: 20        Do vehicle/entity graphical action $20 
CC/A45E: FF        End queue
CC/A45F: 41    Show object $1D
CC/A461: 41    Show object $1A
CC/A463: 45    Refresh objects
CC/A464: 59    Unfade screen at speed $04
CC/A466: 5C    Pause execution until fade in or fade out is complete
CC/A467: 4B    Display dialogue message $0024, wait for button press (Show text only)
               KEFKA: My sweet little magic 
               user! Uweee, he, he! With this Slave Crown I'll practically OWN you!!
CC/A46A: 92    Pause for 30 units
CC/A46B: 1A    Begin action queue for character $1A (NPC $1A), 6 bytes long (Wait until complete)
CC/A46D: 86        Move vehicle/entity down 2 tiles
CC/A46E: 85        Move vehicle/entity right 2 tiles
CC/A46F: 8A        Move vehicle/entity down 3 tiles
CC/A470: 87        Move vehicle/entity left 2 tiles
CC/A471: CC        Turn vehicle/entity up
CC/A472: FF        End queue
CC/A473: 94    Pause for 60 units
CC/A474: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/A476: 80        Move vehicle/entity up 1 tile
CC/A477: FF        End queue
CC/A478: 92    Pause for 30 units
CC/A479: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/A47B: 17        Do vehicle/entity graphical action $17 
CC/A47C: FF        End queue
CC/A47D: 95    Pause for 120 units
CC/A47E: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/A480: CC        Turn vehicle/entity up
CC/A481: FF        End queue
CC/A482: 94    Pause for 60 units
CC/A483: 55    Flash screen with color component(s) 2 (Red), at intensity 0
CC/A485: 94    Pause for 60 units
CC/A486: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/A488: CE        Turn vehicle/entity down
CC/A489: FF        End queue
CC/A48A: 94    Pause for 60 units
CC/A48B: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/A48D: 21        Do vehicle/entity graphical action $21 
CC/A48E: E0        Pause for 4 * 2 (8) frames
CC/A490: CC        Turn vehicle/entity up
CC/A491: FF        End queue
CC/A492: 94    Pause for 60 units
CC/A493: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/A495: 20        Do vehicle/entity graphical action $20 
CC/A496: E0        Pause for 4 * 1 (4) frames
CC/A498: CE        Turn vehicle/entity down
CC/A499: FF        End queue
CC/A49A: B5    Pause for 15 * 6 (90) units
CC/A49C: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/A49E: CD        Turn vehicle/entity right
CC/A49F: E0        Pause for 4 * 1 (4) frames
CC/A4A1: CE        Turn vehicle/entity down
CC/A4A2: FF        End queue
CC/A4A3: 92    Pause for 30 units
CC/A4A4: 1A    Begin action queue for character $1A (NPC $1A), 8 bytes long 
CC/A4A6: 1D        Do vehicle/entity graphical action $1D 
CC/A4A7: E0        Pause for 4 * 1 (4) frames
CC/A4A9: 1E        Do vehicle/entity graphical action $1E 
CC/A4AA: E0        Pause for 4 * 1 (4) frames
CC/A4AC: FC        Branch 6 bytes backwards ($CCA4A6)
CC/A4AE: B5    Pause for 15 * 12 (180) units
CC/A4B0: 5A    Fade screen at speed $04
CC/A4B2: 5C    Pause execution until fade in or fade out is complete
CC/A4B3: 6B    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $3000), place party at (8, 7), facing left
CC/A4B9: 42    Hide object $31
CC/A4BB: 45    Refresh objects
CC/A4BC: 96    Restore screen from fade
CC/A4BD: 5C    Pause execution until fade in or fade out is complete
CC/A4BE: 7F    Change character $0F's name to $29 (KEFKA )
CC/A4C1: 40    Assign properties $29 to character $0F (Actor in stot 15)
CC/A4C4: 3D    Create object $0F
CC/A4C6: 37    Assign graphics $15 to object $0F (Actor in stot 15)
CC/A4C9: 43    Assign palette $03 to character $0F (Actor in stot 15)
CC/A4CC: 3F    Assign character $0F (Actor in stot 15) to party 1
CC/A4CF: 45    Refresh objects
CC/A4D0: 89    Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek
CC/A4D4: 4D    Invoke battle, enemy set $73, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled)
CC/A4D7: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/A4DB: F0    Play song 27 (The Empire Gestahl), (high bit clear), full volume
CC/A4DD: 3F    Remove character $0F (Actor in stot 15) from the party
CC/A4E0: 45    Refresh objects
CC/A4E1: 3E    Delete object $0F
CC/A4E3: 45    Refresh objects
CC/A4E4: 97    Fade screen to black
CC/A4E5: 5C    Pause execution until fade in or fade out is complete
CC/A4E6: DC    Set event bit $1E80($62C) [$1F45, bit 4]
CC/A4E8: 6B    Load map $00F4 (Imperial Castle, outdoors, rooftop (including prologue and flashbacks)) instantly, (upper bits $2000), place party at (18, 7), facing down
CC/A4EE: 42    Hide object $31
CC/A4F0: 45    Refresh objects
CC/A4F1: 38    Hold screen
CC/A4F2: 3D    Create object $10
CC/A4F4: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/A4F6: D5        Set vehicle/entity's position to (16, 14)
CC/A4F9: CE        Turn vehicle/entity down
CC/A4FA: C2        Set vehicle/entity's event speed to normal
CC/A4FB: FF        End queue
CC/A4FC: 41    Show object $10
CC/A4FE: 45    Refresh objects
CC/A4FF: 61    Colorize color range [$04, $77] to color $03
CC/A503: 61    Colorize color range [$80, $FF] to color $03
CC/A507: 59    Unfade screen at speed $04
CC/A509: 5C    Pause execution until fade in or fade out is complete
CC/A50A: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/A50C: C1        Set vehicle/entity's event speed to slow
CC/A50D: 9E        Move vehicle/entity down 8 tiles
CC/A50E: 86        Move vehicle/entity down 2 tiles
CC/A50F: FF        End queue
CC/A510: 92    Pause for 30 units
CC/A511: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A513: 82        Move vehicle/entity down 1 tile
CC/A514: FF        End queue
CC/A515: 92    Pause for 30 units
CC/A516: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A518: 2A        Do vehicle/entity graphical action $2A 
CC/A519: FF        End queue
CC/A51A: 92    Pause for 30 units
CC/A51B: 4B    Display dialogue message $0026, wait for button press (Show text only)
               GESTAHL: We stand on the brink of a major breakthrough! In the days to come, we'll witness a total revival of magic!
               GESTAHL: It is our destiny, and ours alone, to take this mystic force and claim what is rightfully ours!
CC/A51E: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A520: CE        Turn vehicle/entity down
CC/A521: FF        End queue
CC/A522: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/A524: 86        Move vehicle/entity down 2 tiles
CC/A525: FF        End queue
CC/A526: 12    Begin action queue for character $12 (NPC $12), 3 bytes long 
CC/A528: A1        Move vehicle/entity right/down 1x1 tiles
CC/A529: 82        Move vehicle/entity down 1 tile
CC/A52A: FF        End queue
CC/A52B: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/A52D: A1        Move vehicle/entity right/down 1x1 tiles
CC/A52E: 82        Move vehicle/entity down 1 tile
CC/A52F: E0        Pause for 4 * 2 (8) frames
CC/A531: FF        End queue
CC/A532: 92    Pause for 30 units
CC/A533: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A535: 2A        Do vehicle/entity graphical action $2A 
CC/A536: FF        End queue
CC/A537: 92    Pause for 30 units
CC/A538: 48    Display dialogue message $0028, continue executing commands (Show text only)
               GESTAHL: With our new-found power, nothing can stand in our way!
               Hurrah!!!
               Long live Emperor Gestahl!!!
CC/A53B: 12    Begin action queue for character $12 (NPC $12), 9 bytes long 
CC/A53D: 19        Do vehicle/entity graphical action $19 
CC/A53E: E0        Pause for 4 * 4 (16) frames
CC/A540: CE        Turn vehicle/entity down
CC/A541: E0        Pause for 4 * 4 (16) frames
CC/A543: FC        Branch 6 bytes backwards ($CCA53D)
CC/A545: FF        End queue
CC/A546: 10    Begin action queue for character $10 (NPC $10), 9 bytes long 
CC/A548: 19        Do vehicle/entity graphical action $19 
CC/A549: E0        Pause for 4 * 4 (16) frames
CC/A54B: CE        Turn vehicle/entity down
CC/A54C: E0        Pause for 4 * 4 (16) frames
CC/A54E: FC        Branch 6 bytes backwards ($CCA548)
CC/A550: FF        End queue
CC/A551: 13    Begin action queue for character $13 (NPC $13), 9 bytes long 
CC/A553: 19        Do vehicle/entity graphical action $19 
CC/A554: E0        Pause for 4 * 4 (16) frames
CC/A556: CE        Turn vehicle/entity down
CC/A557: E0        Pause for 4 * 4 (16) frames
CC/A559: FC        Branch 6 bytes backwards ($CCA553)
CC/A55B: FF        End queue
CC/A55C: 16    Begin action queue for character $16 (NPC $16), 9 bytes long 
CC/A55E: 1B        Do vehicle/entity graphical action $1B 
CC/A55F: E0        Pause for 4 * 4 (16) frames
CC/A561: CC        Turn vehicle/entity up
CC/A562: E0        Pause for 4 * 4 (16) frames
CC/A564: FC        Branch 6 bytes backwards ($CCA55E)
CC/A566: FF        End queue
CC/A567: 17    Begin action queue for character $17 (NPC $17), 9 bytes long 
CC/A569: 1B        Do vehicle/entity graphical action $1B 
CC/A56A: E0        Pause for 4 * 4 (16) frames
CC/A56C: CC        Turn vehicle/entity up
CC/A56D: E0        Pause for 4 * 4 (16) frames
CC/A56F: FC        Branch 6 bytes backwards ($CCA569)
CC/A571: FF        End queue
CC/A572: 18    Begin action queue for character $18 (NPC $18), 9 bytes long 
CC/A574: 1B        Do vehicle/entity graphical action $1B 
CC/A575: E0        Pause for 4 * 4 (16) frames
CC/A577: CC        Turn vehicle/entity up
CC/A578: E0        Pause for 4 * 4 (16) frames
CC/A57A: FC        Branch 6 bytes backwards ($CCA574)
CC/A57C: FF        End queue
CC/A57D: 19    Begin action queue for character $19 (NPC $19), 9 bytes long 
CC/A57F: 1B        Do vehicle/entity graphical action $1B 
CC/A580: E0        Pause for 4 * 4 (16) frames
CC/A582: CC        Turn vehicle/entity up
CC/A583: E0        Pause for 4 * 4 (16) frames
CC/A585: FC        Branch 6 bytes backwards ($CCA57F)
CC/A587: FF        End queue
CC/A588: 1A    Begin action queue for character $1A (NPC $1A), 9 bytes long 
CC/A58A: 1B        Do vehicle/entity graphical action $1B 
CC/A58B: E0        Pause for 4 * 4 (16) frames
CC/A58D: CC        Turn vehicle/entity up
CC/A58E: E0        Pause for 4 * 4 (16) frames
CC/A590: FC        Branch 6 bytes backwards ($CCA58A)
CC/A592: FF        End queue
CC/A593: 1B    Begin action queue for character $1B (NPC $1B), 9 bytes long 
CC/A595: 1B        Do vehicle/entity graphical action $1B 
CC/A596: E0        Pause for 4 * 4 (16) frames
CC/A598: CC        Turn vehicle/entity up
CC/A599: E0        Pause for 4 * 4 (16) frames
CC/A59B: FC        Branch 6 bytes backwards ($CCA595)
CC/A59D: FF        End queue
CC/A59E: 1C    Begin action queue for character $1C (NPC $1C), 9 bytes long 
CC/A5A0: 1B        Do vehicle/entity graphical action $1B 
CC/A5A1: E0        Pause for 4 * 4 (16) frames
CC/A5A3: CC        Turn vehicle/entity up
CC/A5A4: E0        Pause for 4 * 4 (16) frames
CC/A5A6: FC        Branch 6 bytes backwards ($CCA5A0)
CC/A5A8: FF        End queue
CC/A5A9: 1D    Begin action queue for character $1D (NPC $1D), 9 bytes long 
CC/A5AB: 1B        Do vehicle/entity graphical action $1B 
CC/A5AC: E0        Pause for 4 * 4 (16) frames
CC/A5AE: CC        Turn vehicle/entity up
CC/A5AF: E0        Pause for 4 * 4 (16) frames
CC/A5B1: FC        Branch 6 bytes backwards ($CCA5AB)
CC/A5B3: FF        End queue
CC/A5B4: 1E    Begin action queue for character $1E (NPC $1E), 9 bytes long 
CC/A5B6: 1B        Do vehicle/entity graphical action $1B 
CC/A5B7: E0        Pause for 4 * 4 (16) frames
CC/A5B9: CC        Turn vehicle/entity up
CC/A5BA: E0        Pause for 4 * 4 (16) frames
CC/A5BC: FC        Branch 6 bytes backwards ($CCA5B6)
CC/A5BE: FF        End queue
CC/A5BF: 1F    Begin action queue for character $1F (NPC $1F), 9 bytes long 
CC/A5C1: 1B        Do vehicle/entity graphical action $1B 
CC/A5C2: E0        Pause for 4 * 4 (16) frames
CC/A5C4: CC        Turn vehicle/entity up
CC/A5C5: E0        Pause for 4 * 4 (16) frames
CC/A5C7: FC        Branch 6 bytes backwards ($CCA5C1)
CC/A5C9: FF        End queue
CC/A5CA: 20    Begin action queue for character $20 (NPC $20), 9 bytes long 
CC/A5CC: 1B        Do vehicle/entity graphical action $1B 
CC/A5CD: E0        Pause for 4 * 4 (16) frames
CC/A5CF: CC        Turn vehicle/entity up
CC/A5D0: E0        Pause for 4 * 4 (16) frames
CC/A5D2: FC        Branch 6 bytes backwards ($CCA5CC)
CC/A5D4: FF        End queue
CC/A5D5: 21    Begin action queue for character $21 (NPC $21), 9 bytes long 
CC/A5D7: 1B        Do vehicle/entity graphical action $1B 
CC/A5D8: E0        Pause for 4 * 4 (16) frames
CC/A5DA: CC        Turn vehicle/entity up
CC/A5DB: E0        Pause for 4 * 4 (16) frames
CC/A5DD: FC        Branch 6 bytes backwards ($CCA5D7)
CC/A5DF: FF        End queue
CC/A5E0: 22    Begin action queue for character $22 (NPC $22), 9 bytes long 
CC/A5E2: 1B        Do vehicle/entity graphical action $1B 
CC/A5E3: E0        Pause for 4 * 4 (16) frames
CC/A5E5: CC        Turn vehicle/entity up
CC/A5E6: E0        Pause for 4 * 4 (16) frames
CC/A5E8: FC        Branch 6 bytes backwards ($CCA5E2)
CC/A5EA: FF        End queue
CC/A5EB: 23    Begin action queue for character $23 (NPC $23), 9 bytes long 
CC/A5ED: 1B        Do vehicle/entity graphical action $1B 
CC/A5EE: E0        Pause for 4 * 4 (16) frames
CC/A5F0: CC        Turn vehicle/entity up
CC/A5F1: E0        Pause for 4 * 4 (16) frames
CC/A5F3: FC        Branch 6 bytes backwards ($CCA5ED)
CC/A5F5: FF        End queue
CC/A5F6: 49    If dialogue window is up, wait for keypress then dismiss
CC/A5F7: B5    Pause for 15 * 16 (240) units
CC/A5F9: F2    Fade out current song with transition time 160
CC/A5FB: 5A    Fade screen at speed $02
CC/A5FD: 5C    Pause execution until fade in or fade out is complete
CC/A5FE: 39    Free screen
CC/A5FF: DD    Clear event bit $1E80($62C) [$1F45, bit 4]
CC/A601: 6B    Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 12), facing down
CC/A607: 41    Show object $00
CC/A609: 45    Refresh objects
CC/A60A: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/A60C: C8        Set object layering priority to 0 (low nibble 0)
CC/A60E: 28        Do vehicle/entity graphical action $28 
CC/A60F: FF        End queue
CC/A610: 59    Unfade screen at speed $02
CC/A612: 5C    Pause execution until fade in or fade out is complete
CC/A613: B5    Pause for 15 * 16 (240) units
CC/A615: 5A    Fade screen at speed $04
CC/A617: 5C    Pause execution until fade in or fade out is complete
CC/A618: F0    Play song 0 (Silence), (high bit clear), full volume
CC/A61A: 95    Pause for 120 units
CC/A61B: 6B    Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (64, 33), facing down
CC/A621: 40    Assign properties $01 to character $01 (Actor in stot 1)
CC/A624: 3D    Create object $01
CC/A626: 37    Assign graphics $01 to object $01 (Actor in stot 1)
CC/A629: 43    Assign palette $01 to character $01 (Actor in stot 1)
CC/A62C: 45    Refresh objects
CC/A62D: D4    Set event bit $1E80($2E1) [$1EDC, bit 1]
CC/A62F: D4    Set event bit $1E80($2F1) [$1EDE, bit 1]
CC/A631: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/A634: 3F    Remove character $00 (Actor in stot 0) from the party
CC/A637: 3F    Remove character $0E (Actor in stot 14) from the party
CC/A63A: 3F    Remove character $0F (Actor in stot 15) from the party
CC/A63D: 45    Refresh objects
CC/A63E: 3E    Delete object $00
CC/A640: 45    Refresh objects
CC/A641: 44    Place character $01 (Actor in stot 1) on vehicle $00 (No vehicle) (Character is not shown)
CC/A644: B2    Call subroutine $CACB95
CC/A648: 3B    Position character in a "ready-to-go" stance
CC/A649: 42    Hide object $00
CC/A64B: 45    Refresh objects
CC/A64C: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/A650: 38    Hold screen
CC/A651: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/A653: D5        Set vehicle/entity's position to (67, 25)
CC/A656: C2        Set vehicle/entity's event speed to normal
CC/A657: CE        Turn vehicle/entity down
CC/A658: FF        End queue
CC/A659: 3D    Create object $11
CC/A65B: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/A65D: D5        Set vehicle/entity's position to (61, 36)
CC/A660: C2        Set vehicle/entity's event speed to normal
CC/A661: CC        Turn vehicle/entity up
CC/A662: FF        End queue
CC/A663: 41    Show object $11
CC/A665: 42    Hide object $12
CC/A667: 45    Refresh objects
CC/A668: 59    Unfade screen at speed $04
CC/A66A: 5C    Pause execution until fade in or fade out is complete
CC/A66B: B5    Pause for 15 * 6 (90) units
CC/A66D: F4    Play sound effect 44
CC/A66F: 73    Replace current map's Layer 1 at (67, 26) with the following (2 x 1) chunk, refresh immediately
CC/A674:       $04, $14
CC/A676: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/A678: 8E        Move vehicle/entity down 4 tiles
CC/A679: A2        Move vehicle/entity left/down 1x1 tiles
CC/A67A: 8A        Move vehicle/entity down 3 tiles
CC/A67B: FF        End queue
CC/A67C: F4    Play sound effect 44
CC/A67E: 73    Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately
CC/A683:       $04, $14
CC/A685: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/A687: CD        Turn vehicle/entity right
CC/A688: FF        End queue
CC/A689: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/A68B: 8A        Move vehicle/entity down 3 tiles
CC/A68C: CF        Turn vehicle/entity left
CC/A68D: FF        End queue
CC/A68E: 92    Pause for 30 units
CC/A68F: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A691: 81        Move vehicle/entity right 1 tile
CC/A692: FF        End queue
CC/A693: 4B    Display dialogue message $0029, wait for button press
               OLD MAN: Took you long enough!
               How goes the robbing and plundering trade?
CC/A696: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A698: 1F        Do vehicle/entity graphical action $1F 
CC/A699: FF        End queue
CC/A69A: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A69C: 01        Do vehicle/entity graphical action $01 
CC/A69D: FF        End queue
CC/A69E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6A0: 1F        Do vehicle/entity graphical action $1F 
CC/A6A1: FF        End queue
CC/A6A2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6A4: 01        Do vehicle/entity graphical action $01 
CC/A6A5: FF        End queue
CC/A6A6: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6A8: 1F        Do vehicle/entity graphical action $1F 
CC/A6A9: FF        End queue
CC/A6AA: 92    Pause for 30 units
CC/A6AB: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/A6AD: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/A6AF: F0    Play song 13 (Locke), (high bit clear), full volume
CC/A6B1: 42    Hide object $11
CC/A6B3: 45    Refresh objects
CC/A6B4: B2    Call subroutine $CAD00F
CC/A6B8: 38    Hold screen
CC/A6B9: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/A6BB: C1        Set vehicle/entity's event speed to slow
CC/A6BC: A1        Move vehicle/entity right/down 1x1 tiles
CC/A6BD: A1        Move vehicle/entity right/down 1x1 tiles
CC/A6BE: FF        End queue
CC/A6BF: 4B    Display dialogue message $0030, wait for button press (Show text only) (At bottom of screen)
               Treasure hunter and trail-worn traveler, searching the world over for relics of the past
CC/A6C2: 92    Pause for 30 units
CC/A6C3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6C5: CE        Turn vehicle/entity down
CC/A6C6: FF        End queue
CC/A6C7: 92    Pause for 30 units
CC/A6C8: 97    Fade screen to black
CC/A6C9: 5C    Pause execution until fade in or fade out is complete
CC/A6CA: 7F    Change character $01's name to $01 (LOCKE )
CC/A6CD: 98    Invoke name change screen for character $01 (Actor in stot 1)
CC/A6CF: 3D    Create object $11
CC/A6D1: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/A6D3: D5        Set vehicle/entity's position to (62, 36)
CC/A6D6: C2        Set vehicle/entity's event speed to normal
CC/A6D7: CD        Turn vehicle/entity right
CC/A6D8: FF        End queue
CC/A6D9: 41    Show object $11
CC/A6DB: 42    Hide object $12
CC/A6DD: 45    Refresh objects
CC/A6DE: 96    Restore screen from fade
CC/A6DF: 5C    Pause execution until fade in or fade out is complete
CC/A6E0: B2    Call subroutine $CAD015
CC/A6E4: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A6E6: CF        Turn vehicle/entity left
CC/A6E7: FF        End queue
CC/A6E8: 45    Refresh objects
CC/A6E9: 92    Pause for 30 units
CC/A6EA: 4B    Display dialogue message $002A, wait for button press
               LOCKE: I PREFER the term treasure hunting!
               OLD MAN: Ha!
               Semantic nonsense!
               LOCKE: There's a HUGE difference!
CC/A6ED: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/A6EF: CE        Turn vehicle/entity down
CC/A6F0: E0        Pause for 4 * 2 (8) frames
CC/A6F2: FF        End queue
CC/A6F3: B0    Execute the following commands until $B1 4 times
CC/A6F5: 01        Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/A6F7: 24            Do vehicle/entity graphical action $24 
CC/A6F8: E0            Pause for 4 * 1 (4) frames
CC/A6FA: FF            End queue
CC/A6FB: 01        Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/A6FD: 25            Do vehicle/entity graphical action $25 
CC/A6FE: E0            Pause for 4 * 1 (4) frames
CC/A700: FF            End queue
CC/A701: B1        End block of repeating commands
CC/A702: 92    Pause for 30 units
CC/A703: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A705: CE        Turn vehicle/entity down
CC/A706: FF        End queue
CC/A707: 92    Pause for 30 units
CC/A708: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A70A: 83        Move vehicle/entity left 1 tile
CC/A70B: FF        End queue
CC/A70C: 4B    Display dialogue message $002B, wait for button press
               LOCKE: Anyway, were you the one who sent for me?
               OLD MAN: Yeah.
               There's a girl I'd like you to meet.
CC/A70F: 92    Pause for 30 units
CC/A710: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/A712: C3        Set vehicle/entity's event speed to fast
CC/A713: 87        Move vehicle/entity left 2 tiles
CC/A714: C2        Set vehicle/entity's event speed to normal
CC/A715: FF        End queue
CC/A716: 92    Pause for 30 units
CC/A717: 4B    Display dialogue message $002C, wait for button press
               LOCKE: !?
               This better not have anything to do with that Magitek-riding, imperialwitch!!!
CC/A71A: 92    Pause for 30 units
CC/A71B: 11    Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete)
CC/A71D: 83        Move vehicle/entity left 1 tile
CC/A71E: CE        Turn vehicle/entity down
CC/A71F: E0        Pause for 4 * 2 (8) frames
CC/A721: 2D        Do vehicle/entity graphical action $2D 
CC/A722: E0        Pause for 4 * 2 (8) frames
CC/A724: CE        Turn vehicle/entity down
CC/A725: FF        End queue
CC/A726: 92    Pause for 30 units
CC/A727: 4B    Display dialogue message $002D, wait for button press
               OLD MAN: Imperial troops are pursuing her even as we speak.
               This town is no match for the Empire.
               Our independence can only be assured if we join forces with the Returners, an underground resistance movement.
               That girl wasn't responsible for her actions. We must get her to understand our dilemma!
CC/A72A: 92    Pause for 30 units
CC/A72B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A72D: 2D        Do vehicle/entity graphical action $2D 
CC/A72E: FF        End queue
CC/A72F: 92    Pause for 30 units
CC/A730: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/A732: A1        Move vehicle/entity right/down 1x1 tiles
CC/A733: CE        Turn vehicle/entity down
CC/A734: FF        End queue
CC/A735: 91    Pause for 15 units
CC/A736: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/A738: 20        Do vehicle/entity graphical action $20 
CC/A739: E0        Pause for 4 * 2 (8) frames
CC/A73B: CE        Turn vehicle/entity down
CC/A73C: FF        End queue
CC/A73D: 92    Pause for 30 units
CC/A73E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A740: CF        Turn vehicle/entity left
CC/A741: FF        End queue
CC/A742: 4B    Display dialogue message $002E, wait for button press
               LOCKE: All right
               I think we'd better help her
CC/A745: 92    Pause for 30 units
CC/A746: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/A748: 82        Move vehicle/entity down 1 tile
CC/A749: CD        Turn vehicle/entity right
CC/A74A: FF        End queue
CC/A74B: 92    Pause for 30 units
CC/A74C: 4B    Display dialogue message $002F, wait for button press
               OLD MAN: Agreed.
               Make your way first to Figaro, and talk to the king.
CC/A74F: 39    Free screen
CC/A750: 5A    Fade screen at speed $04
CC/A752: 5C    Pause execution until fade in or fade out is complete
CC/A753: B5    Pause for 15 * 6 (90) units
CC/A755: 6B    Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 11), facing down
CC/A75B: 3D    Create object $00
CC/A75D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/A75F: D5        Set vehicle/entity's position to (14, 12)
CC/A762: FF        End queue
CC/A763: 41    Show object $00
CC/A765: 45    Refresh objects
CC/A766: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/A768: 28        Do vehicle/entity graphical action $28 
CC/A769: FF        End queue
CC/A76A: 38    Hold screen
CC/A76B: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete)
CC/A76D: D5        Set vehicle/entity's position to (13, 2)
CC/A770: C3        Set vehicle/entity's event speed to fast
CC/A771: CE        Turn vehicle/entity down
CC/A772: C8        Set object layering priority to 2 (low nibble 2)
CC/A774: FF        End queue
CC/A775: 59    Unfade screen at speed $02
CC/A777: 5C    Pause execution until fade in or fade out is complete
CC/A778: 95    Pause for 120 units
CC/A779: F4    Play sound effect 186
CC/A77B: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/A77D: 19        Do vehicle/entity graphical action $19 
CC/A77E: C7        Set vehicle/entity to stay still when moving
CC/A77F: 9E        Move vehicle/entity down 8 tiles
CC/A780: C6        Set vehicle/entity to walk when moving
CC/A781: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/A782: FF        End queue
CC/A783: F4    Play sound effect 181
CC/A785: 93    Pause for 45 units
CC/A786: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/A788: C2        Set vehicle/entity's event speed to normal
CC/A789: CE        Turn vehicle/entity down
CC/A78A: C8        Set object layering priority to 0 (low nibble 0)
CC/A78C: CE        Turn vehicle/entity down
CC/A78D: FF        End queue
CC/A78E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A790: CE        Turn vehicle/entity down
CC/A791: FF        End queue
CC/A792: 92    Pause for 30 units
CC/A793: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/A795: 86        Move vehicle/entity down 2 tiles
CC/A796: CD        Turn vehicle/entity right
CC/A797: FF        End queue
CC/A798: 92    Pause for 30 units
CC/A799: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A79B: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/A79C: FF        End queue
CC/A79D: B5    Pause for 15 * 6 (90) units
CC/A79F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A7A1: CE        Turn vehicle/entity down
CC/A7A2: FF        End queue
CC/A7A3: 94    Pause for 60 units
CC/A7A4: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A7A6: 13        Do vehicle/entity graphical action $13 
CC/A7A7: FF        End queue
CC/A7A8: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A7AA: CE        Turn vehicle/entity down
CC/A7AB: FF        End queue
CC/A7AC: 92    Pause for 30 units
CC/A7AD: B0    Execute the following commands until $B1 3 times
CC/A7AF: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A7B1: 13            Do vehicle/entity graphical action $13 
CC/A7B2: FF            End queue
CC/A7B3: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/A7B5: CE            Turn vehicle/entity down
CC/A7B6: FF            End queue
CC/A7B7: B1        End block of repeating commands
CC/A7B8: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/A7BA: C3        Set vehicle/entity's event speed to fast
CC/A7BB: 82        Move vehicle/entity down 1 tile
CC/A7BC: 81        Move vehicle/entity right 1 tile
CC/A7BD: 82        Move vehicle/entity down 1 tile
CC/A7BE: FF        End queue
CC/A7BF: 38    Hold screen
CC/A7C0: 30    Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete)
CC/A7C2: C4        Set vehicle/entity's event speed to faster
CC/A7C3: 9E        Move vehicle/entity down 8 tiles
CC/A7C4: 9E        Move vehicle/entity down 8 tiles
CC/A7C5: 9E        Move vehicle/entity down 8 tiles
CC/A7C6: 82        Move vehicle/entity down 1 tile
CC/A7C7: FF        End queue
CC/A7C8: 3D    Create object $12
CC/A7CA: 3D    Create object $13
CC/A7CC: 3D    Create object $14
CC/A7CE: 3D    Create object $15
CC/A7D0: 3D    Create object $16
CC/A7D2: 3D    Create object $17
CC/A7D4: 3D    Create object $18
CC/A7D6: 45    Refresh objects
CC/A7D7: 12    Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete)
CC/A7D9: D5        Set vehicle/entity's position to (20, 34)
CC/A7DC: CE        Turn vehicle/entity down
CC/A7DD: C2        Set vehicle/entity's event speed to normal
CC/A7DE: FF        End queue
CC/A7DF: 41    Show object $12
CC/A7E1: 12    Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete)
CC/A7E3: 92        Move vehicle/entity down 5 tiles
CC/A7E4: A2        Move vehicle/entity left/down 1x1 tiles
CC/A7E5: 8F        Move vehicle/entity left 4 tiles
CC/A7E6: CC        Turn vehicle/entity up
CC/A7E7: FF        End queue
CC/A7E8: 92    Pause for 30 units
CC/A7E9: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/A7EB: C3        Set vehicle/entity's event speed to fast
CC/A7EC: 94        Move vehicle/entity up 6 tiles
CC/A7ED: FF        End queue
CC/A7EE: 4B    Display dialogue message $0031, wait for button press (At bottom of screen)
               GUARD: Now we gotcha!
CC/A7F1: 13    Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete)
CC/A7F3: D5        Set vehicle/entity's position to (20, 33)
CC/A7F6: CE        Turn vehicle/entity down
CC/A7F7: C3        Set vehicle/entity's event speed to fast
CC/A7F8: FF        End queue
CC/A7F9: 14    Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete)
CC/A7FB: D5        Set vehicle/entity's position to (21, 33)
CC/A7FE: CE        Turn vehicle/entity down
CC/A7FF: C3        Set vehicle/entity's event speed to fast
CC/A800: FF        End queue
CC/A801: 15    Begin action queue for character $15 (NPC $15), 6 bytes long (Wait until complete)
CC/A803: D5        Set vehicle/entity's position to (22, 33)
CC/A806: CE        Turn vehicle/entity down
CC/A807: C3        Set vehicle/entity's event speed to fast
CC/A808: FF        End queue
CC/A809: 16    Begin action queue for character $16 (NPC $16), 6 bytes long (Wait until complete)
CC/A80B: D5        Set vehicle/entity's position to (23, 33)
CC/A80E: CE        Turn vehicle/entity down
CC/A80F: C3        Set vehicle/entity's event speed to fast
CC/A810: FF        End queue
CC/A811: 17    Begin action queue for character $17 (NPC $17), 6 bytes long (Wait until complete)
CC/A813: D5        Set vehicle/entity's position to (24, 33)
CC/A816: CE        Turn vehicle/entity down
CC/A817: C3        Set vehicle/entity's event speed to fast
CC/A818: FF        End queue
CC/A819: 18    Begin action queue for character $18 (NPC $18), 6 bytes long (Wait until complete)
CC/A81B: D5        Set vehicle/entity's position to (25, 33)
CC/A81E: CE        Turn vehicle/entity down
CC/A81F: C3        Set vehicle/entity's event speed to fast
CC/A820: FF        End queue
CC/A821: 41    Show object $13
CC/A823: 41    Show object $14
CC/A825: 41    Show object $15
CC/A827: 41    Show object $16
CC/A829: 41    Show object $17
CC/A82B: 41    Show object $18
CC/A82D: 45    Refresh objects
CC/A82E: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CC/A830: 9A        Move vehicle/entity down 7 tiles
CC/A831: 8F        Move vehicle/entity left 4 tiles
CC/A832: A3        Move vehicle/entity left/up 1x1 tiles
CC/A833: 80        Move vehicle/entity up 1 tile
CC/A834: FF        End queue
CC/A835: 14    Begin action queue for character $14 (NPC $14), 7 bytes long 
CC/A837: 83        Move vehicle/entity left 1 tile
CC/A838: 9A        Move vehicle/entity down 7 tiles
CC/A839: 8F        Move vehicle/entity left 4 tiles
CC/A83A: A3        Move vehicle/entity left/up 1x1 tiles
CC/A83B: 83        Move vehicle/entity left 1 tile
CC/A83C: CC        Turn vehicle/entity up
CC/A83D: FF        End queue
CC/A83E: 15    Begin action queue for character $15 (NPC $15), 6 bytes long 
CC/A840: 87        Move vehicle/entity left 2 tiles
CC/A841: 9A        Move vehicle/entity down 7 tiles
CC/A842: 8F        Move vehicle/entity left 4 tiles
CC/A843: A3        Move vehicle/entity left/up 1x1 tiles
CC/A844: CC        Turn vehicle/entity up
CC/A845: FF        End queue
CC/A846: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/A848: 8B        Move vehicle/entity left 3 tiles
CC/A849: 9A        Move vehicle/entity down 7 tiles
CC/A84A: 8F        Move vehicle/entity left 4 tiles
CC/A84B: 80        Move vehicle/entity up 1 tile
CC/A84C: FF        End queue
CC/A84D: 17    Begin action queue for character $17 (NPC $17), 7 bytes long (Wait until complete)
CC/A84F: 8F        Move vehicle/entity left 4 tiles
CC/A850: 9A        Move vehicle/entity down 7 tiles
CC/A851: 93        Move vehicle/entity left 5 tiles
CC/A852: CC        Turn vehicle/entity up
CC/A853: E0        Pause for 4 * 4 (16) frames
CC/A855: FF        End queue
CC/A856: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/A858: C4        Set vehicle/entity's event speed to faster
CC/A859: 9C        Move vehicle/entity up 8 tiles
CC/A85A: 9C        Move vehicle/entity up 8 tiles
CC/A85B: 94        Move vehicle/entity up 6 tiles
CC/A85C: FF        End queue
CC/A85D: 39    Free screen
CC/A85E: 92    Pause for 30 units
CC/A85F: 4B    Display dialogue message $0032, wait for button press
               LOCKE: Wonderful
               There's a whole bunch of 'em
CC/A862: B5    Pause for 15 * 6 (90) units
CC/A864: 4B    Display dialogue message $0033, wait for button press (Show text only)
               
               Kupo
CC/A867: 92    Pause for 30 units
CC/A868: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/A86A: CD        Turn vehicle/entity right
CC/A86B: E0        Pause for 4 * 1 (4) frames
CC/A86D: CC        Turn vehicle/entity up
CC/A86E: FF        End queue
CC/A86F: 92    Pause for 30 units
CC/A870: 3D    Create object $10
CC/A872: 3D    Create object $11
CC/A874: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/A876: D5        Set vehicle/entity's position to (14, 7)
CC/A879: FF        End queue
CC/A87A: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/A87C: D5        Set vehicle/entity's position to (14, 7)
CC/A87F: FF        End queue
CC/A880: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/A882: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/A884: 41    Show object $10
CC/A886: 41    Show object $11
CC/A888: 45    Refresh objects
CC/A889: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/A88B: 82        Move vehicle/entity down 1 tile
CC/A88C: FF        End queue
CC/A88D: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/A88F: 82        Move vehicle/entity down 1 tile
CC/A890: DC        Make vehicle/entity jump (low)
CC/A891: A2        Move vehicle/entity left/down 1x1 tiles
CC/A892: 82        Move vehicle/entity down 1 tile
CC/A893: FF        End queue
CC/A894: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/A896: 86        Move vehicle/entity down 2 tiles
CC/A897: DC        Make vehicle/entity jump (low)
CC/A898: A1        Move vehicle/entity right/down 1x1 tiles
CC/A899: 82        Move vehicle/entity down 1 tile
CC/A89A: FF        End queue
CC/A89B: 92    Pause for 30 units
CC/A89C: 10    Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete)
CC/A89E: 82        Move vehicle/entity down 1 tile
CC/A89F: CD        Turn vehicle/entity right
CC/A8A0: E0        Pause for 4 * 1 (4) frames
CC/A8A2: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/A8A3: FF        End queue
CC/A8A4: 92    Pause for 30 units
CC/A8A5: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/A8A7: 82        Move vehicle/entity down 1 tile
CC/A8A8: CF        Turn vehicle/entity left
CC/A8A9: FF        End queue
CC/A8AA: 92    Pause for 30 units
CC/A8AB: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/A8AD: A2        Move vehicle/entity left/down 1x1 tiles
CC/A8AE: E0        Pause for 4 * 2 (8) frames
CC/A8B0: 19        Do vehicle/entity graphical action $19 
CC/A8B1: FF        End queue
CC/A8B2: 92    Pause for 30 units
CC/A8B3: 4B    Display dialogue message $0034, wait for button press (At bottom of screen)
               LOCKE: Moogles!
               Are you saying you want to help me?
CC/A8B6: 92    Pause for 30 units
CC/A8B7: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/A8B9: CE        Turn vehicle/entity down
CC/A8BA: FF        End queue
CC/A8BB: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8BD: CE        Turn vehicle/entity down
CC/A8BE: FF        End queue
CC/A8BF: 94    Pause for 60 units
CC/A8C0: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/A8C2: 20        Do vehicle/entity graphical action $20 
CC/A8C3: FF        End queue
CC/A8C4: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8C6: 20        Do vehicle/entity graphical action $20 
CC/A8C7: FF        End queue
CC/A8C8: 91    Pause for 15 units
CC/A8C9: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/A8CB: CE        Turn vehicle/entity down
CC/A8CC: FF        End queue
CC/A8CD: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8CF: CE        Turn vehicle/entity down
CC/A8D0: FF        End queue
CC/A8D1: 94    Pause for 60 units
CC/A8D2: 48    Display dialogue message $0035, continue executing commands (At bottom of screen)
               Kupo!!!
CC/A8D5: 10    Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete)
CC/A8D7: DD        Make vehicle/entity jump (high)
CC/A8D8: CD        Turn vehicle/entity right
CC/A8D9: FF        End queue
CC/A8DA: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/A8DC: CC        Turn vehicle/entity up
CC/A8DD: FF        End queue
CC/A8DE: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/A8E0: CF        Turn vehicle/entity left
CC/A8E1: FF        End queue
CC/A8E2: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/A8E4: CE        Turn vehicle/entity down
CC/A8E5: FF        End queue
CC/A8E6: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/A8E8: 19        Do vehicle/entity graphical action $19 
CC/A8E9: FF        End queue
CC/A8EA: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/A8EC: DD        Make vehicle/entity jump (high)
CC/A8ED: CD        Turn vehicle/entity right
CC/A8EE: FF        End queue
CC/A8EF: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8F1: CC        Turn vehicle/entity up
CC/A8F2: FF        End queue
CC/A8F3: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8F5: CF        Turn vehicle/entity left
CC/A8F6: FF        End queue
CC/A8F7: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8F9: CE        Turn vehicle/entity down
CC/A8FA: FF        End queue
CC/A8FB: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/A8FD: 19        Do vehicle/entity graphical action $19 
CC/A8FE: FF        End queue
CC/A8FF: 92    Pause for 30 units
CC/A900: 36    Disable ability to pass through other objects for object $10 (NPC $10)
CC/A902: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/A904: 49    If dialogue window is up, wait for keypress then dismiss
CC/A905: 6A    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left
CC/A90B: 42    Hide object $31
CC/A90D: 42    Hide object $00
CC/A90F: 45    Refresh objects
CC/A910: 3D    Create object $10
CC/A912: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/A914: D5        Set vehicle/entity's position to (16, 7)
CC/A917: C2        Set vehicle/entity's event speed to normal
CC/A918: FF        End queue
CC/A919: 41    Show object $10
CC/A91B: 45    Refresh objects
CC/A91C: 96    Restore screen from fade
CC/A91D: 5C    Pause execution until fade in or fade out is complete
CC/A91E: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/A920: C3        Set vehicle/entity's event speed to fast
CC/A921: 9F        Move vehicle/entity left 8 tiles
CC/A922: CE        Turn vehicle/entity down
CC/A923: FF        End queue
CC/A924: 92    Pause for 30 units
CC/A925: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/A927: 20        Do vehicle/entity graphical action $20 
CC/A928: E0        Pause for 4 * 3 (12) frames
CC/A92A: CE        Turn vehicle/entity down
CC/A92B: FF        End queue
CC/A92C: 92    Pause for 30 units
CC/A92D: 4B    Display dialogue message $0036, wait for button press
               MOOGLE: Use us to save TERRA from the guards!
               Need more information?
               ^ Yes
               ^ No
CC/A930: B6    Indexed branch based on prior dialogue selection [$CCA938, $CCA93D]
CC/A937: FE    Return

CC/A938: 4B    Display dialogue message $0037, wait for button press
               You'll fight using 3 different groups. Press the Y Button to switch between them.
               Your job is to defeat the commander of the guards before his men reach TERRA. Save her, or else
CC/A93B: 97    Fade screen to black
CC/A93C: 5C    Pause execution until fade in or fade out is complete
CC/A93D: 7F    Change character $0A's name to $0A (MOG   )
CC/A940: 40    Assign properties $0A to character $0A (Actor in stot 10)
CC/A943: 3D    Create object $0A
CC/A945: 37    Assign graphics $0A to object $0A (Actor in stot 10)
CC/A948: 43    Assign palette $05 to character $0A (Actor in stot 10)
CC/A94B: 7F    Change character $02's name to $12 (KUPEK )
CC/A94E: 40    Assign properties $12 to character $02 (Actor in stot 2)
CC/A951: 3D    Create object $02
CC/A953: 37    Assign graphics $0A to object $02 (Actor in stot 2)
CC/A956: 43    Assign palette $05 to character $02 (Actor in stot 2)
CC/A959: 7F    Change character $03's name to $13 (KUPOP )
CC/A95C: 40    Assign properties $13 to character $03 (Actor in stot 3)
CC/A95F: 3D    Create object $03
CC/A961: 37    Assign graphics $0A to object $03 (Actor in stot 3)
CC/A964: 43    Assign palette $05 to character $03 (Actor in stot 3)
CC/A967: 7F    Change character $04's name to $14 (KUMAMA)
CC/A96A: 40    Assign properties $14 to character $04 (Actor in stot 4)
CC/A96D: 3D    Create object $04
CC/A96F: 37    Assign graphics $0A to object $04 (Actor in stot 4)
CC/A972: 43    Assign palette $05 to character $04 (Actor in stot 4)
CC/A975: 7F    Change character $05's name to $15 (KUKU  )
CC/A978: 40    Assign properties $15 to character $05 (Actor in stot 5)
CC/A97B: 3D    Create object $05
CC/A97D: 37    Assign graphics $0A to object $05 (Actor in stot 5)
CC/A980: 43    Assign palette $05 to character $05 (Actor in stot 5)
CC/A983: 7F    Change character $06's name to $16 (KUTAN )
CC/A986: 40    Assign properties $16 to character $06 (Actor in stot 6)
CC/A989: 3D    Create object $06
CC/A98B: 37    Assign graphics $0A to object $06 (Actor in stot 6)
CC/A98E: 43    Assign palette $05 to character $06 (Actor in stot 6)
CC/A991: 7F    Change character $07's name to $17 (KUPAN )
CC/A994: 40    Assign properties $17 to character $07 (Actor in stot 7)
CC/A997: 3D    Create object $07
CC/A999: 37    Assign graphics $0A to object $07 (Actor in stot 7)
CC/A99C: 43    Assign palette $05 to character $07 (Actor in stot 7)
CC/A99F: 7F    Change character $08's name to $18 (KUSHU )
CC/A9A2: 40    Assign properties $18 to character $08 (Actor in stot 8)
CC/A9A5: 3D    Create object $08
CC/A9A7: 37    Assign graphics $0A to object $08 (Actor in stot 8)
CC/A9AA: 43    Assign palette $05 to character $08 (Actor in stot 8)
CC/A9AD: 7F    Change character $09's name to $19 (KURIN )
CC/A9B0: 40    Assign properties $19 to character $09 (Actor in stot 9)
CC/A9B3: 3D    Create object $09
CC/A9B5: 37    Assign graphics $0A to object $09 (Actor in stot 9)
CC/A9B8: 43    Assign palette $05 to character $09 (Actor in stot 9)
CC/A9BB: 7F    Change character $0B's name to $1A (KURU  )
CC/A9BE: 40    Assign properties $1A to character $0B (Actor in stot 11)
CC/A9C1: 3D    Create object $0B
CC/A9C3: 37    Assign graphics $0A to object $0B (Actor in stot 11)
CC/A9C6: 43    Assign palette $05 to character $0B (Actor in stot 11)
CC/A9C9: 7F    Change character $0C's name to $1B (KAMOG )
CC/A9CC: 40    Assign properties $1B to character $0C (Actor in stot 12)
CC/A9CF: 3D    Create object $0C
CC/A9D1: 37    Assign graphics $0A to object $0C (Actor in stot 12)
CC/A9D4: 43    Assign palette $05 to character $0C (Actor in stot 12)
CC/A9D7: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/A9DA: 3F    Remove character $0E (Actor in stot 14) from the party
CC/A9DD: 3F    Remove character $0F (Actor in stot 15) from the party
CC/A9E0: 3F    Remove character $00 (Actor in stot 0) from the party
CC/A9E3: 3F    Assign character $02 (Actor in stot 2) to party 1
CC/A9E6: 3F    Assign character $03 (Actor in stot 3) to party 1
CC/A9E9: 3F    Assign character $04 (Actor in stot 4) to party 1
CC/A9EC: 3F    Assign character $0A (Actor in stot 10) to party 2
CC/A9EF: 3F    Assign character $05 (Actor in stot 5) to party 2
CC/A9F2: 3F    Assign character $06 (Actor in stot 6) to party 2
CC/A9F5: 3F    Assign character $07 (Actor in stot 7) to party 2
CC/A9F8: 3F    Assign character $08 (Actor in stot 8) to party 3
CC/A9FB: 3F    Assign character $09 (Actor in stot 9) to party 3
CC/A9FE: 3F    Assign character $0B (Actor in stot 11) to party 3
CC/AA01: 3F    Assign character $0C (Actor in stot 12) to party 3
CC/AA04: 45    Refresh objects
CC/AA05: DD    Clear event bit $1E80($609) [$1F41, bit 1]
CC/AA07: DC    Set event bit $1E80($631) [$1F46, bit 1]
CC/AA09: DC    Set event bit $1E80($60A) [$1F41, bit 2]
CC/AA0B: DC    Set event bit $1E80($60B) [$1F41, bit 3]
CC/AA0D: DC    Set event bit $1E80($60C) [$1F41, bit 4]
CC/AA0F: DC    Set event bit $1E80($60D) [$1F41, bit 5]
CC/AA11: DC    Set event bit $1E80($60E) [$1F41, bit 6]
CC/AA13: DC    Set event bit $1E80($60F) [$1F41, bit 7]
CC/AA15: DC    Set event bit $1E80($610) [$1F42, bit 0]
CC/AA17: D2    Set event bit $1E80($12F) [$1EA5, bit 7]
CC/AA19: 6B    Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 13), facing down
CC/AA1F: 79    Place party 1 on map $0033 (Narshe, moogle 3-party battle area (WoB))
CC/AA23: 79    Place party 2 on map $0033 (Narshe, moogle 3-party battle area (WoB))
CC/AA27: 79    Place party 3 on map $0033 (Narshe, moogle 3-party battle area (WoB))
CC/AA2B: 45    Refresh objects
CC/AA2C: 46    Make party 1 the current party
CC/AA2E: 45    Refresh objects
CC/AA2F: 47    Make character in slot 0 the lead character
CC/AA30: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/AA32: D5        Set vehicle/entity's position to (14, 14)
CC/AA35: CE        Turn vehicle/entity down
CC/AA36: FF        End queue
CC/AA37: 41    Show object $31
CC/AA39: 47    Make character in slot 0 the lead character
CC/AA3A: 46    Make party 2 the current party
CC/AA3C: 45    Refresh objects
CC/AA3D: 47    Make character in slot 0 the lead character
CC/AA3E: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/AA40: D5        Set vehicle/entity's position to (13, 13)
CC/AA43: CE        Turn vehicle/entity down
CC/AA44: C2        Set vehicle/entity's event speed to normal
CC/AA45: FF        End queue
CC/AA46: 41    Show object $31
CC/AA48: 47    Make character in slot 0 the lead character
CC/AA49: 46    Make party 3 the current party
CC/AA4B: 45    Refresh objects
CC/AA4C: 47    Make character in slot 0 the lead character
CC/AA4D: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/AA4F: D5        Set vehicle/entity's position to (15, 13)
CC/AA52: CE        Turn vehicle/entity down
CC/AA53: C2        Set vehicle/entity's event speed to normal
CC/AA54: FF        End queue
CC/AA55: 41    Show object $31
CC/AA57: 47    Make character in slot 0 the lead character
CC/AA58: 46    Make party 1 the current party
CC/AA5A: 45    Refresh objects
CC/AA5B: 47    Make character in slot 0 the lead character
CC/AA5C: 7A    Change event address for object $01 to address $CA5EB3
CC/AA61: 7A    Change event address for object $0A to address $CA5EB3
CC/AA66: 7A    Change event address for object $02 to address $CA5EB3
CC/AA6B: 7A    Change event address for object $03 to address $CA5EB3
CC/AA70: 7A    Change event address for object $04 to address $CA5EB3
CC/AA75: 7A    Change event address for object $05 to address $CA5EB3
CC/AA7A: 7A    Change event address for object $06 to address $CA5EB3
CC/AA7F: 7A    Change event address for object $07 to address $CA5EB3
CC/AA84: 7A    Change event address for object $08 to address $CA5EB3
CC/AA89: 7A    Change event address for object $09 to address $CA5EB3
CC/AA8E: 7A    Change event address for object $0B to address $CA5EB3
CC/AA93: 7A    Change event address for object $0C to address $CA5EB3
CC/AA98: 82    Store party 1 as backup party (in $055D)
CC/AA99: D2    Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button)
CC/AA9B: D2    Set event bit $1E80($1CA) [$1EB9, bit 2]
CC/AA9D: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CC/AA9F: 7C    Enable activation of event for object $13 (NPC $13) if it comes into contact with any party
CC/AAA1: 7C    Enable activation of event for object $14 (NPC $14) if it comes into contact with any party
CC/AAA3: 7C    Enable activation of event for object $15 (NPC $15) if it comes into contact with any party
CC/AAA5: 7C    Enable activation of event for object $16 (NPC $16) if it comes into contact with any party
CC/AAA7: 7C    Enable activation of event for object $17 (NPC $17) if it comes into contact with any party
CC/AAA9: 7C    Enable activation of event for object $18 (NPC $18) if it comes into contact with any party
CC/AAAB: D2    Set event bit $1E80($12E) [$1EA5, bit 6]
CC/AAAD: D0    Set event bit $1E80($003) [$1E80, bit 3]
CC/AAAF: 96    Restore screen from fade
CC/AAB0: 5C    Pause execution until fade in or fade out is complete
CC/AAB1: 3A    Enable player to move while event commands execute
CC/AAB2: FE    Return

CC/AAB3: 47    Make character in slot 0 the lead character
CC/AAB4: FE    Return

CC/AAB5: 48    Display dialogue message $0038, continue executing commands
               TERRA: Unh
CC/AAB8: FE    Return

CC/AAB9: FE    Return

CC/AABA: 8B    For character $31 (Party Character 0), take HP and add 1
CC/AABD: 8B    For character $32 (Party Character 1), take HP and add 1
CC/AAC0: 8B    For character $33 (Party Character 2), take HP and add 1
CC/AAC3: 8B    For character $34 (Party Character 3), take HP and add 1
CC/AAC6: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AACA: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AACE: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AAD2: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/AAD6: 7E    Move characters to (14, 11)
CC/AAD9: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/AADB: 28        Do vehicle/entity graphical action $28 
CC/AADC: FF        End queue
CC/AADD: 7B    Restore backup party (in $055D) to active status
CC/AADE: FE    Return

CC/AADF: 4C    Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AAE2: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAAEC
CC/AAE7: B2    Call subroutine $CCAABA
CC/AAEB: FE    Return

CC/AAEC: 96    Restore screen from fade
CC/AAED: 5C    Pause execution until fade in or fade out is complete
CC/AAEE: F4    Play sound effect 45
CC/AAF0: 42    Hide object $13
CC/AAF2: 45    Refresh objects
CC/AAF3: DD    Clear event bit $1E80($60A) [$1F41, bit 2]
CC/AAF5: 7B    Restore backup party (in $055D) to active status
CC/AAF6: FE    Return

CC/AAF7: 4C    Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AAFA: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB04
CC/AAFF: B2    Call subroutine $CCAABA
CC/AB03: FE    Return

CC/AB04: 96    Restore screen from fade
CC/AB05: 5C    Pause execution until fade in or fade out is complete
CC/AB06: F4    Play sound effect 45
CC/AB08: 42    Hide object $14
CC/AB0A: 45    Refresh objects
CC/AB0B: DD    Clear event bit $1E80($60B) [$1F41, bit 3]
CC/AB0D: 7B    Restore backup party (in $055D) to active status
CC/AB0E: FE    Return

CC/AB0F: 4C    Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AB12: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB1C
CC/AB17: B2    Call subroutine $CCAABA
CC/AB1B: FE    Return

CC/AB1C: 96    Restore screen from fade
CC/AB1D: 5C    Pause execution until fade in or fade out is complete
CC/AB1E: F4    Play sound effect 45
CC/AB20: 42    Hide object $15
CC/AB22: 45    Refresh objects
CC/AB23: DD    Clear event bit $1E80($60C) [$1F41, bit 4]
CC/AB25: 7B    Restore backup party (in $055D) to active status
CC/AB26: FE    Return

CC/AB27: 4C    Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AB2A: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB34
CC/AB2F: B2    Call subroutine $CCAABA
CC/AB33: FE    Return

CC/AB34: 96    Restore screen from fade
CC/AB35: 5C    Pause execution until fade in or fade out is complete
CC/AB36: F4    Play sound effect 45
CC/AB38: 42    Hide object $16
CC/AB3A: 45    Refresh objects
CC/AB3B: DD    Clear event bit $1E80($60D) [$1F41, bit 5]
CC/AB3D: 7B    Restore backup party (in $055D) to active status
CC/AB3E: FE    Return

CC/AB3F: 4C    Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AB42: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB4C
CC/AB47: B2    Call subroutine $CCAABA
CC/AB4B: FE    Return

CC/AB4C: 96    Restore screen from fade
CC/AB4D: 5C    Pause execution until fade in or fade out is complete
CC/AB4E: F4    Play sound effect 45
CC/AB50: 42    Hide object $17
CC/AB52: 45    Refresh objects
CC/AB53: DD    Clear event bit $1E80($60E) [$1F41, bit 6]
CC/AB55: 7B    Restore backup party (in $055D) to active status
CC/AB56: FE    Return

CC/AB57: 4C    Center screen on party and invoke battle, enemy set $05, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/AB5A: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCAB64
CC/AB5F: B2    Call subroutine $CCAABA
CC/AB63: FE    Return

CC/AB64: 96    Restore screen from fade
CC/AB65: 5C    Pause execution until fade in or fade out is complete
CC/AB66: F4    Play sound effect 45
CC/AB68: 42    Hide object $18
CC/AB6A: 45    Refresh objects
CC/AB6B: DD    Clear event bit $1E80($60F) [$1F41, bit 7]
CC/AB6D: 7B    Restore backup party (in $055D) to active status
CC/AB6E: FE    Return

CC/AB6F: C0    If ($1E80($12F) [$1EA5, bit 7] is clear), branch to $CA5EB3 (simply returns)
CC/AB75: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/AB7B: 13    Begin action queue for character $13 (NPC $13), 92 bytes long 
CC/AB7D: C0        Set vehicle/entity's event speed to slowest
CC/AB7E: 88        Move vehicle/entity up 3 tiles
CC/AB7F: 81        Move vehicle/entity right 1 tile
CC/AB80: E0        Pause for 4 * 1 (4) frames
CC/AB82: 81        Move vehicle/entity right 1 tile
CC/AB83: E0        Pause for 4 * 1 (4) frames
CC/AB85: 81        Move vehicle/entity right 1 tile
CC/AB86: E0        Pause for 4 * 1 (4) frames
CC/AB88: 81        Move vehicle/entity right 1 tile
CC/AB89: E0        Pause for 4 * 1 (4) frames
CC/AB8B: 80        Move vehicle/entity up 1 tile
CC/AB8C: E0        Pause for 4 * 1 (4) frames
CC/AB8E: 80        Move vehicle/entity up 1 tile
CC/AB8F: E0        Pause for 4 * 1 (4) frames
CC/AB91: 80        Move vehicle/entity up 1 tile
CC/AB92: E0        Pause for 4 * 1 (4) frames
CC/AB94: 80        Move vehicle/entity up 1 tile
CC/AB95: E0        Pause for 4 * 1 (4) frames
CC/AB97: 81        Move vehicle/entity right 1 tile
CC/AB98: E0        Pause for 4 * 1 (4) frames
CC/AB9A: 81        Move vehicle/entity right 1 tile
CC/AB9B: E0        Pause for 4 * 1 (4) frames
CC/AB9D: 80        Move vehicle/entity up 1 tile
CC/AB9E: E0        Pause for 4 * 1 (4) frames
CC/ABA0: 80        Move vehicle/entity up 1 tile
CC/ABA1: E0        Pause for 4 * 1 (4) frames
CC/ABA3: 80        Move vehicle/entity up 1 tile
CC/ABA4: E0        Pause for 4 * 1 (4) frames
CC/ABA6: 80        Move vehicle/entity up 1 tile
CC/ABA7: E0        Pause for 4 * 1 (4) frames
CC/ABA9: 83        Move vehicle/entity left 1 tile
CC/ABAA: E0        Pause for 4 * 1 (4) frames
CC/ABAC: 80        Move vehicle/entity up 1 tile
CC/ABAD: E0        Pause for 4 * 1 (4) frames
CC/ABAF: 80        Move vehicle/entity up 1 tile
CC/ABB0: E0        Pause for 4 * 1 (4) frames
CC/ABB2: 80        Move vehicle/entity up 1 tile
CC/ABB3: E0        Pause for 4 * 1 (4) frames
CC/ABB5: 80        Move vehicle/entity up 1 tile
CC/ABB6: E0        Pause for 4 * 1 (4) frames
CC/ABB8: 80        Move vehicle/entity up 1 tile
CC/ABB9: E0        Pause for 4 * 1 (4) frames
CC/ABBB: 83        Move vehicle/entity left 1 tile
CC/ABBC: E0        Pause for 4 * 1 (4) frames
CC/ABBE: 83        Move vehicle/entity left 1 tile
CC/ABBF: E0        Pause for 4 * 1 (4) frames
CC/ABC1: 83        Move vehicle/entity left 1 tile
CC/ABC2: E0        Pause for 4 * 1 (4) frames
CC/ABC4: 83        Move vehicle/entity left 1 tile
CC/ABC5: E0        Pause for 4 * 1 (4) frames
CC/ABC7: 83        Move vehicle/entity left 1 tile
CC/ABC8: E0        Pause for 4 * 1 (4) frames
CC/ABCA: 80        Move vehicle/entity up 1 tile
CC/ABCB: E0        Pause for 4 * 1 (4) frames
CC/ABCD: 80        Move vehicle/entity up 1 tile
CC/ABCE: E0        Pause for 4 * 1 (4) frames
CC/ABD0: 83        Move vehicle/entity left 1 tile
CC/ABD1: E0        Pause for 4 * 1 (4) frames
CC/ABD3: 88        Move vehicle/entity up 3 tiles
CC/ABD4: F9        Branch out of queue to $CCCB82
CC/ABD8: FF        End queue
CC/ABD9: 14    Begin action queue for character $14 (NPC $14), 82 bytes long 
CC/ABDB: C0        Set vehicle/entity's event speed to slowest
CC/ABDC: E0        Pause for 4 * 32 (128) frames
CC/ABDE: 8C        Move vehicle/entity up 4 tiles
CC/ABDF: 81        Move vehicle/entity right 1 tile
CC/ABE0: E0        Pause for 4 * 1 (4) frames
CC/ABE2: 81        Move vehicle/entity right 1 tile
CC/ABE3: E0        Pause for 4 * 1 (4) frames
CC/ABE5: 81        Move vehicle/entity right 1 tile
CC/ABE6: E0        Pause for 4 * 1 (4) frames
CC/ABE8: 81        Move vehicle/entity right 1 tile
CC/ABE9: E0        Pause for 4 * 1 (4) frames
CC/ABEB: 80        Move vehicle/entity up 1 tile
CC/ABEC: E0        Pause for 4 * 1 (4) frames
CC/ABEE: 80        Move vehicle/entity up 1 tile
CC/ABEF: E0        Pause for 4 * 1 (4) frames
CC/ABF1: 80        Move vehicle/entity up 1 tile
CC/ABF2: E0        Pause for 4 * 1 (4) frames
CC/ABF4: 80        Move vehicle/entity up 1 tile
CC/ABF5: E0        Pause for 4 * 1 (4) frames
CC/ABF7: 83        Move vehicle/entity left 1 tile
CC/ABF8: E0        Pause for 4 * 1 (4) frames
CC/ABFA: 83        Move vehicle/entity left 1 tile
CC/ABFB: E0        Pause for 4 * 1 (4) frames
CC/ABFD: 80        Move vehicle/entity up 1 tile
CC/ABFE: E0        Pause for 4 * 1 (4) frames
CC/AC00: 80        Move vehicle/entity up 1 tile
CC/AC01: E0        Pause for 4 * 1 (4) frames
CC/AC03: 80        Move vehicle/entity up 1 tile
CC/AC04: E0        Pause for 4 * 1 (4) frames
CC/AC06: 80        Move vehicle/entity up 1 tile
CC/AC07: E0        Pause for 4 * 1 (4) frames
CC/AC09: 83        Move vehicle/entity left 1 tile
CC/AC0A: E0        Pause for 4 * 1 (4) frames
CC/AC0C: 83        Move vehicle/entity left 1 tile
CC/AC0D: E0        Pause for 4 * 1 (4) frames
CC/AC0F: 80        Move vehicle/entity up 1 tile
CC/AC10: E0        Pause for 4 * 1 (4) frames
CC/AC12: 80        Move vehicle/entity up 1 tile
CC/AC13: E0        Pause for 4 * 1 (4) frames
CC/AC15: 80        Move vehicle/entity up 1 tile
CC/AC16: E0        Pause for 4 * 1 (4) frames
CC/AC18: 80        Move vehicle/entity up 1 tile
CC/AC19: E0        Pause for 4 * 1 (4) frames
CC/AC1B: 80        Move vehicle/entity up 1 tile
CC/AC1C: E0        Pause for 4 * 1 (4) frames
CC/AC1E: 80        Move vehicle/entity up 1 tile
CC/AC1F: E0        Pause for 4 * 1 (4) frames
CC/AC21: 80        Move vehicle/entity up 1 tile
CC/AC22: E0        Pause for 4 * 1 (4) frames
CC/AC24: 83        Move vehicle/entity left 1 tile
CC/AC25: E0        Pause for 4 * 1 (4) frames
CC/AC27: 88        Move vehicle/entity up 3 tiles
CC/AC28: F9        Branch out of queue to $CCCB82
CC/AC2C: FF        End queue
CC/AC2D: 15    Begin action queue for character $15 (NPC $15), 88 bytes long 
CC/AC2F: C0        Set vehicle/entity's event speed to slowest
CC/AC30: E0        Pause for 4 * 64 (256) frames
CC/AC32: 90        Move vehicle/entity up 5 tiles
CC/AC33: 83        Move vehicle/entity left 1 tile
CC/AC34: E0        Pause for 4 * 1 (4) frames
CC/AC36: 83        Move vehicle/entity left 1 tile
CC/AC37: E0        Pause for 4 * 1 (4) frames
CC/AC39: 83        Move vehicle/entity left 1 tile
CC/AC3A: E0        Pause for 4 * 1 (4) frames
CC/AC3C: 80        Move vehicle/entity up 1 tile
CC/AC3D: E0        Pause for 4 * 1 (4) frames
CC/AC3F: 80        Move vehicle/entity up 1 tile
CC/AC40: E0        Pause for 4 * 1 (4) frames
CC/AC42: 80        Move vehicle/entity up 1 tile
CC/AC43: E0        Pause for 4 * 1 (4) frames
CC/AC45: 80        Move vehicle/entity up 1 tile
CC/AC46: E0        Pause for 4 * 1 (4) frames
CC/AC48: 81        Move vehicle/entity right 1 tile
CC/AC49: E0        Pause for 4 * 1 (4) frames
CC/AC4B: 81        Move vehicle/entity right 1 tile
CC/AC4C: E0        Pause for 4 * 1 (4) frames
CC/AC4E: 81        Move vehicle/entity right 1 tile
CC/AC4F: E0        Pause for 4 * 1 (4) frames
CC/AC51: 81        Move vehicle/entity right 1 tile
CC/AC52: E0        Pause for 4 * 1 (4) frames
CC/AC54: 81        Move vehicle/entity right 1 tile
CC/AC55: E0        Pause for 4 * 1 (4) frames
CC/AC57: 80        Move vehicle/entity up 1 tile
CC/AC58: E0        Pause for 4 * 1 (4) frames
CC/AC5A: 80        Move vehicle/entity up 1 tile
CC/AC5B: E0        Pause for 4 * 1 (4) frames
CC/AC5D: 80        Move vehicle/entity up 1 tile
CC/AC5E: E0        Pause for 4 * 1 (4) frames
CC/AC60: 80        Move vehicle/entity up 1 tile
CC/AC61: E0        Pause for 4 * 1 (4) frames
CC/AC63: 83        Move vehicle/entity left 1 tile
CC/AC64: E0        Pause for 4 * 1 (4) frames
CC/AC66: 83        Move vehicle/entity left 1 tile
CC/AC67: E0        Pause for 4 * 1 (4) frames
CC/AC69: 80        Move vehicle/entity up 1 tile
CC/AC6A: E0        Pause for 4 * 1 (4) frames
CC/AC6C: 80        Move vehicle/entity up 1 tile
CC/AC6D: E0        Pause for 4 * 1 (4) frames
CC/AC6F: 80        Move vehicle/entity up 1 tile
CC/AC70: E0        Pause for 4 * 1 (4) frames
CC/AC72: 80        Move vehicle/entity up 1 tile
CC/AC73: E0        Pause for 4 * 1 (4) frames
CC/AC75: 80        Move vehicle/entity up 1 tile
CC/AC76: E0        Pause for 4 * 1 (4) frames
CC/AC78: 80        Move vehicle/entity up 1 tile
CC/AC79: E0        Pause for 4 * 1 (4) frames
CC/AC7B: 80        Move vehicle/entity up 1 tile
CC/AC7C: E0        Pause for 4 * 1 (4) frames
CC/AC7E: 83        Move vehicle/entity left 1 tile
CC/AC7F: E0        Pause for 4 * 1 (4) frames
CC/AC81: 88        Move vehicle/entity up 3 tiles
CC/AC82: F9        Branch out of queue to $CCCB82
CC/AC86: FF        End queue
CC/AC87: 16    Begin action queue for character $16 (NPC $16), 88 bytes long 
CC/AC89: C0        Set vehicle/entity's event speed to slowest
CC/AC8A: E0        Pause for 4 * 128 (512) frames
CC/AC8C: 94        Move vehicle/entity up 6 tiles
CC/AC8D: 83        Move vehicle/entity left 1 tile
CC/AC8E: E0        Pause for 4 * 1 (4) frames
CC/AC90: 83        Move vehicle/entity left 1 tile
CC/AC91: E0        Pause for 4 * 1 (4) frames
CC/AC93: 83        Move vehicle/entity left 1 tile
CC/AC94: E0        Pause for 4 * 1 (4) frames
CC/AC96: 80        Move vehicle/entity up 1 tile
CC/AC97: E0        Pause for 4 * 1 (4) frames
CC/AC99: 80        Move vehicle/entity up 1 tile
CC/AC9A: E0        Pause for 4 * 1 (4) frames
CC/AC9C: 80        Move vehicle/entity up 1 tile
CC/AC9D: E0        Pause for 4 * 1 (4) frames
CC/AC9F: 80        Move vehicle/entity up 1 tile
CC/ACA0: E0        Pause for 4 * 1 (4) frames
CC/ACA2: 80        Move vehicle/entity up 1 tile
CC/ACA3: E0        Pause for 4 * 1 (4) frames
CC/ACA5: 80        Move vehicle/entity up 1 tile
CC/ACA6: E0        Pause for 4 * 1 (4) frames
CC/ACA8: 83        Move vehicle/entity left 1 tile
CC/ACA9: E0        Pause for 4 * 1 (4) frames
CC/ACAB: 80        Move vehicle/entity up 1 tile
CC/ACAC: E0        Pause for 4 * 1 (4) frames
CC/ACAE: 83        Move vehicle/entity left 1 tile
CC/ACAF: E0        Pause for 4 * 1 (4) frames
CC/ACB1: 80        Move vehicle/entity up 1 tile
CC/ACB2: E0        Pause for 4 * 1 (4) frames
CC/ACB4: 80        Move vehicle/entity up 1 tile
CC/ACB5: E0        Pause for 4 * 1 (4) frames
CC/ACB7: 80        Move vehicle/entity up 1 tile
CC/ACB8: E0        Pause for 4 * 1 (4) frames
CC/ACBA: 80        Move vehicle/entity up 1 tile
CC/ACBB: E0        Pause for 4 * 1 (4) frames
CC/ACBD: 80        Move vehicle/entity up 1 tile
CC/ACBE: E0        Pause for 4 * 1 (4) frames
CC/ACC0: 81        Move vehicle/entity right 1 tile
CC/ACC1: E0        Pause for 4 * 1 (4) frames
CC/ACC3: 81        Move vehicle/entity right 1 tile
CC/ACC4: E0        Pause for 4 * 1 (4) frames
CC/ACC6: 81        Move vehicle/entity right 1 tile
CC/ACC7: E0        Pause for 4 * 1 (4) frames
CC/ACC9: 81        Move vehicle/entity right 1 tile
CC/ACCA: E0        Pause for 4 * 1 (4) frames
CC/ACCC: 81        Move vehicle/entity right 1 tile
CC/ACCD: E0        Pause for 4 * 1 (4) frames
CC/ACCF: 80        Move vehicle/entity up 1 tile
CC/ACD0: E0        Pause for 4 * 1 (4) frames
CC/ACD2: 80        Move vehicle/entity up 1 tile
CC/ACD3: E0        Pause for 4 * 1 (4) frames
CC/ACD5: 80        Move vehicle/entity up 1 tile
CC/ACD6: E0        Pause for 4 * 1 (4) frames
CC/ACD8: 83        Move vehicle/entity left 1 tile
CC/ACD9: E0        Pause for 4 * 1 (4) frames
CC/ACDB: 88        Move vehicle/entity up 3 tiles
CC/ACDC: F9        Branch out of queue to $CCCB82
CC/ACE0: FF        End queue
CC/ACE1: 17    Begin action queue for character $17 (NPC $17), 100 bytes long 
CC/ACE3: C0        Set vehicle/entity's event speed to slowest
CC/ACE4: E0        Pause for 4 * 192 (768) frames
CC/ACE6: 98        Move vehicle/entity up 7 tiles
CC/ACE7: 83        Move vehicle/entity left 1 tile
CC/ACE8: E0        Pause for 4 * 1 (4) frames
CC/ACEA: 83        Move vehicle/entity left 1 tile
CC/ACEB: E0        Pause for 4 * 1 (4) frames
CC/ACED: 83        Move vehicle/entity left 1 tile
CC/ACEE: E0        Pause for 4 * 1 (4) frames
CC/ACF0: 80        Move vehicle/entity up 1 tile
CC/ACF1: E0        Pause for 4 * 1 (4) frames
CC/ACF3: 80        Move vehicle/entity up 1 tile
CC/ACF4: E0        Pause for 4 * 1 (4) frames
CC/ACF6: 80        Move vehicle/entity up 1 tile
CC/ACF7: E0        Pause for 4 * 1 (4) frames
CC/ACF9: 83        Move vehicle/entity left 1 tile
CC/ACFA: E0        Pause for 4 * 1 (4) frames
CC/ACFC: 83        Move vehicle/entity left 1 tile
CC/ACFD: E0        Pause for 4 * 1 (4) frames
CC/ACFF: 83        Move vehicle/entity left 1 tile
CC/AD00: E0        Pause for 4 * 1 (4) frames
CC/AD02: 83        Move vehicle/entity left 1 tile
CC/AD03: E0        Pause for 4 * 1 (4) frames
CC/AD05: 80        Move vehicle/entity up 1 tile
CC/AD06: E0        Pause for 4 * 1 (4) frames
CC/AD08: 80        Move vehicle/entity up 1 tile
CC/AD09: E0        Pause for 4 * 1 (4) frames
CC/AD0B: 80        Move vehicle/entity up 1 tile
CC/AD0C: E0        Pause for 4 * 1 (4) frames
CC/AD0E: 80        Move vehicle/entity up 1 tile
CC/AD0F: E0        Pause for 4 * 1 (4) frames
CC/AD11: 81        Move vehicle/entity right 1 tile
CC/AD12: E0        Pause for 4 * 1 (4) frames
CC/AD14: 80        Move vehicle/entity up 1 tile
CC/AD15: E0        Pause for 4 * 1 (4) frames
CC/AD17: 81        Move vehicle/entity right 1 tile
CC/AD18: E0        Pause for 4 * 1 (4) frames
CC/AD1A: 80        Move vehicle/entity up 1 tile
CC/AD1B: E0        Pause for 4 * 1 (4) frames
CC/AD1D: 80        Move vehicle/entity up 1 tile
CC/AD1E: E0        Pause for 4 * 1 (4) frames
CC/AD20: 80        Move vehicle/entity up 1 tile
CC/AD21: E0        Pause for 4 * 1 (4) frames
CC/AD23: 80        Move vehicle/entity up 1 tile
CC/AD24: E0        Pause for 4 * 1 (4) frames
CC/AD26: 81        Move vehicle/entity right 1 tile
CC/AD27: E0        Pause for 4 * 1 (4) frames
CC/AD29: 81        Move vehicle/entity right 1 tile
CC/AD2A: E0        Pause for 4 * 1 (4) frames
CC/AD2C: 81        Move vehicle/entity right 1 tile
CC/AD2D: E0        Pause for 4 * 1 (4) frames
CC/AD2F: 81        Move vehicle/entity right 1 tile
CC/AD30: E0        Pause for 4 * 1 (4) frames
CC/AD32: 81        Move vehicle/entity right 1 tile
CC/AD33: E0        Pause for 4 * 1 (4) frames
CC/AD35: 80        Move vehicle/entity up 1 tile
CC/AD36: E0        Pause for 4 * 1 (4) frames
CC/AD38: 80        Move vehicle/entity up 1 tile
CC/AD39: E0        Pause for 4 * 1 (4) frames
CC/AD3B: 80        Move vehicle/entity up 1 tile
CC/AD3C: E0        Pause for 4 * 1 (4) frames
CC/AD3E: 83        Move vehicle/entity left 1 tile
CC/AD3F: E0        Pause for 4 * 1 (4) frames
CC/AD41: 88        Move vehicle/entity up 3 tiles
CC/AD42: F9        Branch out of queue to $CCCB82
CC/AD46: FF        End queue
CC/AD47: 18    Begin action queue for character $18 (NPC $18), 94 bytes long 
CC/AD49: C0        Set vehicle/entity's event speed to slowest
CC/AD4A: E0        Pause for 4 * 240 (960) frames
CC/AD4C: 9C        Move vehicle/entity up 8 tiles
CC/AD4D: 81        Move vehicle/entity right 1 tile
CC/AD4E: E0        Pause for 4 * 1 (4) frames
CC/AD50: 81        Move vehicle/entity right 1 tile
CC/AD51: E0        Pause for 4 * 1 (4) frames
CC/AD53: 81        Move vehicle/entity right 1 tile
CC/AD54: E0        Pause for 4 * 1 (4) frames
CC/AD56: 81        Move vehicle/entity right 1 tile
CC/AD57: E0        Pause for 4 * 1 (4) frames
CC/AD59: 80        Move vehicle/entity up 1 tile
CC/AD5A: E0        Pause for 4 * 1 (4) frames
CC/AD5C: 80        Move vehicle/entity up 1 tile
CC/AD5D: E0        Pause for 4 * 1 (4) frames
CC/AD5F: 80        Move vehicle/entity up 1 tile
CC/AD60: E0        Pause for 4 * 1 (4) frames
CC/AD62: 80        Move vehicle/entity up 1 tile
CC/AD63: E0        Pause for 4 * 1 (4) frames
CC/AD65: 81        Move vehicle/entity right 1 tile
CC/AD66: E0        Pause for 4 * 1 (4) frames
CC/AD68: 81        Move vehicle/entity right 1 tile
CC/AD69: E0        Pause for 4 * 1 (4) frames
CC/AD6B: 80        Move vehicle/entity up 1 tile
CC/AD6C: E0        Pause for 4 * 1 (4) frames
CC/AD6E: 80        Move vehicle/entity up 1 tile
CC/AD6F: E0        Pause for 4 * 1 (4) frames
CC/AD71: 80        Move vehicle/entity up 1 tile
CC/AD72: E0        Pause for 4 * 1 (4) frames
CC/AD74: 80        Move vehicle/entity up 1 tile
CC/AD75: E0        Pause for 4 * 1 (4) frames
CC/AD77: 83        Move vehicle/entity left 1 tile
CC/AD78: E0        Pause for 4 * 1 (4) frames
CC/AD7A: 80        Move vehicle/entity up 1 tile
CC/AD7B: E0        Pause for 4 * 1 (4) frames
CC/AD7D: 80        Move vehicle/entity up 1 tile
CC/AD7E: E0        Pause for 4 * 1 (4) frames
CC/AD80: 80        Move vehicle/entity up 1 tile
CC/AD81: E0        Pause for 4 * 1 (4) frames
CC/AD83: 80        Move vehicle/entity up 1 tile
CC/AD84: E0        Pause for 4 * 1 (4) frames
CC/AD86: 80        Move vehicle/entity up 1 tile
CC/AD87: E0        Pause for 4 * 1 (4) frames
CC/AD89: 83        Move vehicle/entity left 1 tile
CC/AD8A: E0        Pause for 4 * 1 (4) frames
CC/AD8C: 83        Move vehicle/entity left 1 tile
CC/AD8D: E0        Pause for 4 * 1 (4) frames
CC/AD8F: 83        Move vehicle/entity left 1 tile
CC/AD90: E0        Pause for 4 * 1 (4) frames
CC/AD92: 83        Move vehicle/entity left 1 tile
CC/AD93: E0        Pause for 4 * 1 (4) frames
CC/AD95: 83        Move vehicle/entity left 1 tile
CC/AD96: E0        Pause for 4 * 1 (4) frames
CC/AD98: 80        Move vehicle/entity up 1 tile
CC/AD99: E0        Pause for 4 * 1 (4) frames
CC/AD9B: 80        Move vehicle/entity up 1 tile
CC/AD9C: E0        Pause for 4 * 1 (4) frames
CC/AD9E: 83        Move vehicle/entity left 1 tile
CC/AD9F: E0        Pause for 4 * 1 (4) frames
CC/ADA1: 88        Move vehicle/entity up 3 tiles
CC/ADA2: F9        Branch out of queue to $CCCB82
CC/ADA6: FF        End queue
CC/ADA7: FE    Return

CC/ADA8: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/ADAA: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/ADAC: 4D    Invoke battle, enemy set $06, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/ADAF: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCADBF
CC/ADB4: F0    Play song 13 (Locke), (high bit clear), full volume
CC/ADB6: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/ADB8: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/ADBA: B2    Call subroutine $CCAABA
CC/ADBE: FE    Return

CC/ADBF: 42    Hide object $12
CC/ADC1: 42    Hide object $13
CC/ADC3: 42    Hide object $14
CC/ADC5: 42    Hide object $15
CC/ADC7: 42    Hide object $16
CC/ADC9: 42    Hide object $17
CC/ADCB: 42    Hide object $18
CC/ADCD: 42    Hide object $19
CC/ADCF: 42    Hide object $1A
CC/ADD1: 45    Refresh objects
CC/ADD2: 96    Restore screen from fade
CC/ADD3: 5C    Pause execution until fade in or fade out is complete
CC/ADD4: DD    Clear event bit $1E80($631) [$1F46, bit 1]
CC/ADD6: DD    Clear event bit $1E80($60A) [$1F41, bit 2]
CC/ADD8: DD    Clear event bit $1E80($60B) [$1F41, bit 3]
CC/ADDA: DD    Clear event bit $1E80($60C) [$1F41, bit 4]
CC/ADDC: DD    Clear event bit $1E80($60D) [$1F41, bit 5]
CC/ADDE: DD    Clear event bit $1E80($60E) [$1F41, bit 6]
CC/ADE0: DD    Clear event bit $1E80($60F) [$1F41, bit 7]
CC/ADE2: DD    Clear event bit $1E80($610) [$1F42, bit 0]
CC/ADE4: 38    Hold screen
CC/ADE5: 5A    Fade screen at speed $02
CC/ADE7: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/ADE9: C1        Set vehicle/entity's event speed to slow
CC/ADEA: 94        Move vehicle/entity up 6 tiles
CC/ADEB: FF        End queue
CC/ADEC: 5C    Pause execution until fade in or fade out is complete
CC/ADED: 6B    Load map $0033 (Narshe, moogle 3-party battle area (WoB)) instantly, (upper bits $2000), place party at (14, 11), facing down
CC/ADF3: 46    Make party 2 the current party
CC/ADF5: 45    Refresh objects
CC/ADF6: 42    Hide object $31
CC/ADF8: 45    Refresh objects
CC/ADF9: 46    Make party 3 the current party
CC/ADFB: 45    Refresh objects
CC/ADFC: 42    Hide object $31
CC/ADFE: 45    Refresh objects
CC/ADFF: 46    Make party 1 the current party
CC/AE01: 45    Refresh objects
CC/AE02: 3D    Create object $01
CC/AE04: 3D    Create object $00
CC/AE06: 3F    Remove character $02 (Actor in stot 2) from the party
CC/AE09: 3F    Remove character $03 (Actor in stot 3) from the party
CC/AE0C: 3F    Remove character $04 (Actor in stot 4) from the party
CC/AE0F: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/AE12: 3F    Remove character $0A (Actor in stot 10) from the party
CC/AE15: 3F    Remove character $05 (Actor in stot 5) from the party
CC/AE18: 3F    Remove character $06 (Actor in stot 6) from the party
CC/AE1B: 3F    Remove character $07 (Actor in stot 7) from the party
CC/AE1E: 3F    Remove character $08 (Actor in stot 8) from the party
CC/AE21: 3F    Remove character $09 (Actor in stot 9) from the party
CC/AE24: 3F    Remove character $0B (Actor in stot 11) from the party
CC/AE27: 3F    Remove character $0C (Actor in stot 12) from the party
CC/AE2A: 45    Refresh objects
CC/AE2B: 3E    Delete object $0A
CC/AE2D: 3E    Delete object $02
CC/AE2F: 3E    Delete object $03
CC/AE31: 3E    Delete object $04
CC/AE33: 3E    Delete object $05
CC/AE35: 3E    Delete object $06
CC/AE37: 3E    Delete object $07
CC/AE39: 3E    Delete object $08
CC/AE3B: 3E    Delete object $09
CC/AE3D: 3E    Delete object $0B
CC/AE3F: 3E    Delete object $0C
CC/AE41: 45    Refresh objects
CC/AE42: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AE44: D7        Center screen on vehicle/entity
CC/AE45: FF        End queue
CC/AE46: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/AE4B: 38    Hold screen
CC/AE4C: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/AE4E: D5        Set vehicle/entity's position to (13, 12)
CC/AE51: C3        Set vehicle/entity's event speed to fast
CC/AE52: CD        Turn vehicle/entity right
CC/AE53: FF        End queue
CC/AE54: 41    Show object $01
CC/AE56: 45    Refresh objects
CC/AE57: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/AE59: D5        Set vehicle/entity's position to (14, 12)
CC/AE5C: FF        End queue
CC/AE5D: 41    Show object $00
CC/AE5F: 45    Refresh objects
CC/AE60: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AE62: 28        Do vehicle/entity graphical action $28 
CC/AE63: FF        End queue
CC/AE64: 59    Unfade screen at speed $08
CC/AE66: 5C    Pause execution until fade in or fade out is complete
CC/AE67: 92    Pause for 30 units
CC/AE68: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AE6A: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/AE6B: FF        End queue
CC/AE6C: 94    Pause for 60 units
CC/AE6D: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/AE6F: CD        Turn vehicle/entity right
CC/AE70: E0        Pause for 4 * 2 (8) frames
CC/AE72: CE        Turn vehicle/entity down
CC/AE73: FF        End queue
CC/AE74: 94    Pause for 60 units
CC/AE75: 4B    Display dialogue message $0039, wait for button press
               LOCKE: Thanks, Moogles!
               We're in your debt!
CC/AE78: 92    Pause for 30 units
CC/AE79: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/AE7B: 20        Do vehicle/entity graphical action $20 
CC/AE7C: E0        Pause for 4 * 2 (8) frames
CC/AE7E: CE        Turn vehicle/entity down
CC/AE7F: FF        End queue
CC/AE80: 94    Pause for 60 units
CC/AE81: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CC/AE83: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/AE85: 80        Move vehicle/entity up 1 tile
CC/AE86: 81        Move vehicle/entity right 1 tile
CC/AE87: CE        Turn vehicle/entity down
CC/AE88: FF        End queue
CC/AE89: 91    Pause for 15 units
CC/AE8A: 38    Hold screen
CC/AE8B: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/AE8D: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/AE8F: C7        Set vehicle/entity to stay still when moving
CC/AE90: 80        Move vehicle/entity up 1 tile
CC/AE91: C6        Set vehicle/entity to walk when moving
CC/AE92: FF        End queue
CC/AE93: 42    Hide object $00
CC/AE95: 45    Refresh objects
CC/AE96: 39    Free screen
CC/AE97: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CC/AE99: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CC/AE9B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AE9D: 8C        Move vehicle/entity up 4 tiles
CC/AE9E: FF        End queue
CC/AE9F: 97    Fade screen to black
CC/AEA0: 5C    Pause execution until fade in or fade out is complete
CC/AEA1: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/AEA3: D3    Clear event bit $1E80($1CA) [$1EB9, bit 2]
CC/AEA5: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CC/AEA7: 6B    Load map $0029 (Narshe, Whelk cave (Magitek attack), secret entrance / north caves (WoB)) instantly, (upper bits $3000), place party at (21, 9), facing left
CC/AEAD: 42    Hide object $00
CC/AEAF: 45    Refresh objects
CC/AEB0: 3D    Create object $01
CC/AEB2: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AEB4: D7        Center screen on vehicle/entity
CC/AEB5: FF        End queue
CC/AEB6: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/AEBB: 39    Free screen
CC/AEBC: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/AEBE: C3        Set vehicle/entity's event speed to fast
CC/AEBF: CF        Turn vehicle/entity left
CC/AEC0: FF        End queue
CC/AEC1: 41    Show object $01
CC/AEC3: 45    Refresh objects
CC/AEC4: 96    Restore screen from fade
CC/AEC5: 5C    Pause execution until fade in or fade out is complete
CC/AEC6: 01    Begin action queue for character $01 (Actor in stot 1), 19 bytes long (Wait until complete)
CC/AEC8: 8B        Move vehicle/entity left 3 tiles
CC/AEC9: 82        Move vehicle/entity down 1 tile
CC/AECA: A2        Move vehicle/entity left/down 1x1 tiles
CC/AECB: 86        Move vehicle/entity down 2 tiles
CC/AECC: DC        Make vehicle/entity jump (low)
CC/AECD: 92        Move vehicle/entity down 5 tiles
CC/AECE: 83        Move vehicle/entity left 1 tile
CC/AECF: 92        Move vehicle/entity down 5 tiles
CC/AED0: 83        Move vehicle/entity left 1 tile
CC/AED1: 82        Move vehicle/entity down 1 tile
CC/AED2: 83        Move vehicle/entity left 1 tile
CC/AED3: 86        Move vehicle/entity down 2 tiles
CC/AED4: 87        Move vehicle/entity left 2 tiles
CC/AED5: 8A        Move vehicle/entity down 3 tiles
CC/AED6: 83        Move vehicle/entity left 1 tile
CC/AED7: 86        Move vehicle/entity down 2 tiles
CC/AED8: 93        Move vehicle/entity left 5 tiles
CC/AED9: CD        Turn vehicle/entity right
CC/AEDA: FF        End queue
CC/AEDB: 94    Pause for 60 units
CC/AEDC: 3D    Create object $00
CC/AEDE: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/AEE0: D5        Set vehicle/entity's position to (6, 31)
CC/AEE3: 28        Do vehicle/entity graphical action $28 
CC/AEE4: C1        Set vehicle/entity's event speed to slow
CC/AEE5: FF        End queue
CC/AEE6: 41    Show object $00
CC/AEE8: 45    Refresh objects
CC/AEE9: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/AEEB: C7        Set vehicle/entity to stay still when moving
CC/AEEC: 81        Move vehicle/entity right 1 tile
CC/AEED: FF        End queue
CC/AEEE: 94    Pause for 60 units
CC/AEEF: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AEF1: 49        Do vehicle/entity graphical action $09, flipped horizontally
CC/AEF2: FF        End queue
CC/AEF3: 95    Pause for 120 units
CC/AEF4: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AEF6: CD        Turn vehicle/entity right
CC/AEF7: FF        End queue
CC/AEF8: 94    Pause for 60 units
CC/AEF9: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/AEFB: C2        Set vehicle/entity's event speed to normal
CC/AEFC: 83        Move vehicle/entity left 1 tile
CC/AEFD: 84        Move vehicle/entity up 2 tiles
CC/AEFE: FF        End queue
CC/AEFF: 94    Pause for 60 units
CC/AF00: 4B    Display dialogue message $003A, wait for button press
               LOCKE: I think this switch'll
CC/AF03: 92    Pause for 30 units
CC/AF04: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF06: 17        Do vehicle/entity graphical action $17 
CC/AF07: FF        End queue
CC/AF08: 92    Pause for 30 units
CC/AF09: F4    Play sound effect 150
CC/AF0B: 6A    Load map $0014 (Narshe, lower town (WoB)) after fade out, (upper bits $2000), place party at (15, 55), facing down
CC/AF11: 42    Hide object $31
CC/AF13: 45    Refresh objects
CC/AF14: 96    Restore screen from fade
CC/AF15: 5C    Pause execution until fade in or fade out is complete
CC/AF16: 94    Pause for 60 units
CC/AF17: B2    Call subroutine $CCB1E7
CC/AF1B: F4    Play sound effect 187
CC/AF1D: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/AF1F: 94    Pause for 60 units
CC/AF20: 6A    Load map $0029 (Narshe, Whelk cave (Magitek attack), secret entrance / north caves (WoB)) after fade out, (upper bits $2000), place party at (5, 29), facing down
CC/AF26: 38    Hold screen
CC/AF27: 3D    Create object $01
CC/AF29: 3D    Create object $00
CC/AF2B: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/AF2D: D5        Set vehicle/entity's position to (7, 31)
CC/AF30: 28        Do vehicle/entity graphical action $28 
CC/AF31: C2        Set vehicle/entity's event speed to normal
CC/AF32: FF        End queue
CC/AF33: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/AF35: D5        Set vehicle/entity's position to (5, 29)
CC/AF38: 17        Do vehicle/entity graphical action $17 
CC/AF39: C2        Set vehicle/entity's event speed to normal
CC/AF3A: FF        End queue
CC/AF3B: 41    Show object $00
CC/AF3D: 41    Show object $01
CC/AF3F: 45    Refresh objects
CC/AF40: 96    Restore screen from fade
CC/AF41: 5C    Pause execution until fade in or fade out is complete
CC/AF42: 92    Pause for 30 units
CC/AF43: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF45: CC        Turn vehicle/entity up
CC/AF46: FF        End queue
CC/AF47: 92    Pause for 30 units
CC/AF48: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AF4A: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/AF4B: FF        End queue
CC/AF4C: B5    Pause for 15 * 6 (90) units
CC/AF4E: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF50: CE        Turn vehicle/entity down
CC/AF51: FF        End queue
CC/AF52: 91    Pause for 15 units
CC/AF53: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/AF55: 86        Move vehicle/entity down 2 tiles
CC/AF56: 81        Move vehicle/entity right 1 tile
CC/AF57: FF        End queue
CC/AF58: 4B    Display dialogue message $003B, wait for button press
               LOCKE: Eh?
               You back with us now?!
CC/AF5B: 92    Pause for 30 units
CC/AF5C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AF5E: 22        Do vehicle/entity graphical action $22 
CC/AF5F: FF        End queue
CC/AF60: 94    Pause for 60 units
CC/AF61: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AF63: CF        Turn vehicle/entity left
CC/AF64: FF        End queue
CC/AF65: 4B    Display dialogue message $003C, wait for button press
               TERRA: Yousaved me?
               LOCKE: Save your thanks for the Moogles!
CC/AF68: 92    Pause for 30 units
CC/AF69: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AF6B: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/AF6C: FF        End queue
CC/AF6D: 4B    Display dialogue message $003D, wait for button press
               TERRA: UhhI can't remember anythingpast or present
CC/AF70: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF72: 1F        Do vehicle/entity graphical action $1F 
CC/AF73: FF        End queue
CC/AF74: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF76: CE        Turn vehicle/entity down
CC/AF77: FF        End queue
CC/AF78: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF7A: 1F        Do vehicle/entity graphical action $1F 
CC/AF7B: FF        End queue
CC/AF7C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF7E: CE        Turn vehicle/entity down
CC/AF7F: FF        End queue
CC/AF80: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF82: 1F        Do vehicle/entity graphical action $1F 
CC/AF83: FF        End queue
CC/AF84: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF86: CE        Turn vehicle/entity down
CC/AF87: FF        End queue
CC/AF88: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF8A: 1F        Do vehicle/entity graphical action $1F 
CC/AF8B: FF        End queue
CC/AF8C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF8E: CE        Turn vehicle/entity down
CC/AF8F: FF        End queue
CC/AF90: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AF92: CD        Turn vehicle/entity right
CC/AF93: FF        End queue
CC/AF94: 4B    Display dialogue message $003E, wait for button press
               LOCKE: You have amnesia?!
CC/AF97: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AF99: 20        Do vehicle/entity graphical action $20 
CC/AF9A: FF        End queue
CC/AF9B: 94    Pause for 60 units
CC/AF9C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AF9E: CE        Turn vehicle/entity down
CC/AF9F: FF        End queue
CC/AFA0: 92    Pause for 30 units
CC/AFA1: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AFA3: CF        Turn vehicle/entity left
CC/AFA4: FF        End queue
CC/AFA5: 94    Pause for 60 units
CC/AFA6: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/AFA8: 22        Do vehicle/entity graphical action $22 
CC/AFA9: E0        Pause for 4 * 2 (8) frames
CC/AFAB: CF        Turn vehicle/entity left
CC/AFAC: FF        End queue
CC/AFAD: 91    Pause for 15 units
CC/AFAE: 4B    Display dialogue message $003F, wait for button press
               TERRA: A man said my memory would come back
               LOCKE: Give it time. You're safe with me! I give you my word!
               TERRA: ???
               LOCKE: I won't leave you until your memory returns!!
               By the way, this secret entrance might be useful some day.
               Don't forget about it!
CC/AFB1: 94    Pause for 60 units
CC/AFB2: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AFB4: 15        Do vehicle/entity graphical action $15 
CC/AFB5: FF        End queue
CC/AFB6: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AFB8: CF        Turn vehicle/entity left
CC/AFB9: FF        End queue
CC/AFBA: 92    Pause for 30 units
CC/AFBB: B0    Execute the following commands until $B1 4 times
CC/AFBD: 00        Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AFBF: 15            Do vehicle/entity graphical action $15 
CC/AFC0: FF            End queue
CC/AFC1: 00        Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/AFC3: CF            Turn vehicle/entity left
CC/AFC4: FF            End queue
CC/AFC5: B1        End block of repeating commands
CC/AFC6: 92    Pause for 30 units
CC/AFC7: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AFC9: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/AFCA: FF        End queue
CC/AFCB: 94    Pause for 60 units
CC/AFCC: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AFCE: CD        Turn vehicle/entity right
CC/AFCF: FF        End queue
CC/AFD0: 94    Pause for 60 units
CC/AFD1: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CC/AFD3: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/AFD5: C6        Set vehicle/entity to walk when moving
CC/AFD6: 81        Move vehicle/entity right 1 tile
CC/AFD7: C8        Set object layering priority to 0 (low nibble 0)
CC/AFD9: FF        End queue
CC/AFDA: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/AFDC: C6        Set vehicle/entity to walk when moving
CC/AFDD: C8        Set object layering priority to 0 (low nibble 0)
CC/AFDF: FF        End queue
CC/AFE0: 42    Hide object $00
CC/AFE2: 45    Refresh objects
CC/AFE3: 3C    Set up the party as follows: $01 (Actor in stot 1), $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/AFE8: 39    Free screen
CC/AFE9: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/AFEB: 8A        Move vehicle/entity down 3 tiles
CC/AFEC: FF        End queue
CC/AFED: 97    Fade screen to black
CC/AFEE: 42    Hide object $01
CC/AFF0: 45    Refresh objects
CC/AFF1: 6B    Load map $0014 (Narshe, lower town (WoB)) instantly, (upper bits $2000), place party at (15, 56), facing down
CC/AFF7: 47    Make character in slot 0 the lead character
CC/AFF8: 42    Hide object $31
CC/AFFA: 45    Refresh objects
CC/AFFB: B2    Call subroutine $CCB1E7
CC/AFFF: 59    Unfade screen at speed $08
CC/B001: 5C    Pause execution until fade in or fade out is complete
CC/B002: 92    Pause for 30 units
CC/B003: 41    Show object $31
CC/B005: 45    Refresh objects
CC/B006: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B008: 86        Move vehicle/entity down 2 tiles
CC/B009: FF        End queue
CC/B00A: 92    Pause for 30 units
CC/B00B: 74    Replace current map's Layer 2 at (14, 54) with the following (3 x 3) chunk
CC/B010:       $E4, $B1, $B2
CC/B013:       $F5, $E4, $E1
CC/B016:       $D1, $C2, $D2
CC/B019: 74    Replace current map's Layer 2 at (14, 118) with the following (3 x 3) chunk
CC/B01E:       $DB, $F0, $F0
CC/B021:       $DB, $DB, $DB
CC/B024:       $DB, $FB, $F0
CC/B027: 75    Refresh map after alteration
CC/B028: F4    Play sound effect 187
CC/B02A: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/B02C: 94    Pause for 60 units
CC/B02D: D2    Set event bit $1E80($12F) [$1EA5, bit 7]
CC/B02F: 8B    For character $00 (Actor in stot 0), take HP and set to maximum
CC/B032: 8B    For character $01 (Actor in stot 1), take HP and set to maximum
CC/B035: 8B    For character $0A (Actor in stot 10), take HP and set to maximum
CC/B038: 88    Remove the following status ailments from character $00 (Actor in stot 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/B03C: 88    Remove the following status ailments from character $01 (Actor in stot 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/B040: 88    Remove the following status ailments from character $0A (Actor in stot 10): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/B044: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CC/B046: 31    Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete)
CC/B048: C3        Set vehicle/entity's event speed to fast
CC/B049: 86        Move vehicle/entity down 2 tiles
CC/B04A: 9D        Move vehicle/entity right 8 tiles
CC/B04B: 9D        Move vehicle/entity right 8 tiles
CC/B04C: 99        Move vehicle/entity right 7 tiles
CC/B04D: CE        Turn vehicle/entity down
CC/B04E: C2        Set vehicle/entity's event speed to normal
CC/B04F: FF        End queue
CC/B050: 3A    Enable player to move while event commands execute
CC/B051: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/B053: FE    Return

CC/B054: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/B05A: C0    If ($1E80($003) [$1E80, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/B060: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B062: 81        Move vehicle/entity right 1 tile
CC/B063: CC        Turn vehicle/entity up
CC/B064: FF        End queue
CC/B065: B2    Call subroutine $CCB07B
CC/B069: FE    Return

CC/B06A: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/B070: C0    If ($1E80($003) [$1E80, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/B076: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B078: 83        Move vehicle/entity left 1 tile
CC/B079: CC        Turn vehicle/entity up
CC/B07A: FF        End queue
CC/B07B: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/B081: C0    If ($1E80($003) [$1E80, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/B087: 38    Hold screen
CC/B088: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/B08A: C3        Set vehicle/entity's event speed to fast
CC/B08B: 9C        Move vehicle/entity up 8 tiles
CC/B08C: 80        Move vehicle/entity up 1 tile
CC/B08D: FF        End queue
CC/B08E: 3D    Create object $16
CC/B090: 45    Refresh objects
CC/B091: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/B093: B2    Call subroutine $CB2E34
CC/B097: 16    Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete)
CC/B099: D5        Set vehicle/entity's position to (39, 32)
CC/B09C: FF        End queue
CC/B09D: 41    Show object $16
CC/B09F: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CC/B0A1: C3        Set vehicle/entity's event speed to fast
CC/B0A2: 9A        Move vehicle/entity down 7 tiles
CC/B0A3: A2        Move vehicle/entity left/down 1x1 tiles
CC/B0A4: CE        Turn vehicle/entity down
CC/B0A5: FF        End queue
CC/B0A6: 4B    Display dialogue message $0B6B, wait for button press
               Eh?
               Who 
CC/B0A9: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/B0AB: C3        Set vehicle/entity's event speed to fast
CC/B0AC: 9E        Move vehicle/entity down 8 tiles
CC/B0AD: 82        Move vehicle/entity down 1 tile
CC/B0AE: FF        End queue
CC/B0AF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B0B1: 1F        Do vehicle/entity graphical action $1F 
CC/B0B2: FF        End queue
CC/B0B3: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B0B5: CE        Turn vehicle/entity down
CC/B0B6: FF        End queue
CC/B0B7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B0B9: 1F        Do vehicle/entity graphical action $1F 
CC/B0BA: FF        End queue
CC/B0BB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B0BD: CE        Turn vehicle/entity down
CC/B0BE: FF        End queue
CC/B0BF: 39    Free screen
CC/B0C0: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/B0C2: C3        Set vehicle/entity's event speed to fast
CC/B0C3: 81        Move vehicle/entity right 1 tile
CC/B0C4: 86        Move vehicle/entity down 2 tiles
CC/B0C5: 81        Move vehicle/entity right 1 tile
CC/B0C6: CE        Turn vehicle/entity down
CC/B0C7: FF        End queue
CC/B0C8: 93    Pause for 45 units
CC/B0C9: C0    If ($1E80($004) [$1E80, bit 4] is set), branch to $CCB10B
CC/B0CF: B2    Call subroutine $CAC6AC
CC/B0D3: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/B0D5: C2        Set vehicle/entity's event speed to normal
CC/B0D6: 82        Move vehicle/entity down 1 tile
CC/B0D7: CC        Turn vehicle/entity up
CC/B0D8: FF        End queue
CC/B0D9: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/B0DB: C2        Set vehicle/entity's event speed to normal
CC/B0DC: 81        Move vehicle/entity right 1 tile
CC/B0DD: CF        Turn vehicle/entity left
CC/B0DE: FF        End queue
CC/B0DF: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/B0E1: C2        Set vehicle/entity's event speed to normal
CC/B0E2: A1        Move vehicle/entity right/down 1x1 tiles
CC/B0E3: CC        Turn vehicle/entity up
CC/B0E4: FF        End queue
CC/B0E5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/B0E7: C2        Set vehicle/entity's event speed to normal
CC/B0E8: CE        Turn vehicle/entity down
CC/B0E9: E0        Pause for 4 * 6 (24) frames
CC/B0EB: FF        End queue
CC/B0EC: 4B    Display dialogue message $0B6C, wait for button press
               LOCKE: This is the pits.
               We'd better hightail it southward, to Figaro.
CC/B0EF: 92    Pause for 30 units
CC/B0F0: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/B0F2: C2        Set vehicle/entity's event speed to normal
CC/B0F3: 80        Move vehicle/entity up 1 tile
CC/B0F4: FF        End queue
CC/B0F5: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/B0F7: C2        Set vehicle/entity's event speed to normal
CC/B0F8: 83        Move vehicle/entity left 1 tile
CC/B0F9: FF        End queue
CC/B0FA: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/B0FC: C2        Set vehicle/entity's event speed to normal
CC/B0FD: A3        Move vehicle/entity left/up 1x1 tiles
CC/B0FE: FF        End queue
CC/B0FF: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/B101: C2        Set vehicle/entity's event speed to normal
CC/B102: CE        Turn vehicle/entity down
CC/B103: E0        Pause for 4 * 6 (24) frames
CC/B105: FF        End queue
CC/B106: B2    Call subroutine $CACB95
CC/B10A: 3B    Position character in a "ready-to-go" stance
CC/B10B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B10D: CE        Turn vehicle/entity down
CC/B10E: FF        End queue
CC/B10F: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B111: 13        Do vehicle/entity graphical action $13 
CC/B112: FF        End queue
CC/B113: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B115: CE        Turn vehicle/entity down
CC/B116: FF        End queue
CC/B117: 92    Pause for 30 units
CC/B118: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B11A: 13        Do vehicle/entity graphical action $13 
CC/B11B: FF        End queue
CC/B11C: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B11E: CE        Turn vehicle/entity down
CC/B11F: FF        End queue
CC/B120: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B122: 13        Do vehicle/entity graphical action $13 
CC/B123: FF        End queue
CC/B124: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B126: CE        Turn vehicle/entity down
CC/B127: FF        End queue
CC/B128: 42    Hide object $16
CC/B12A: 45    Refresh objects
CC/B12B: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CC/B12D: B2    Call subroutine $CB2E2B
CC/B131: 3A    Enable player to move while event commands execute
CC/B132: FE    Return

CC/B133: C3    If ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($020) [$1E84, bit 0] is clear), branch to $CCB154
CC/B13F: C1    If ($1E80($076) [$1E8E, bit 6] is set) or ($1E80($06B) [$1E8D, bit 3] is clear), branch to $CCB148
CC/B147: FE    Return

CC/B148: B2    Call subroutine $CCB1E7
CC/B14C: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/B14E: F4    Play sound effect 187
CC/B150: 92    Pause for 30 units
CC/B151: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/B153: FE    Return

CC/B154: C3    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns)
CC/B160: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CC/B162: D7        Center screen on vehicle/entity
CC/B163: C2        Set vehicle/entity's event speed to normal
CC/B164: FF        End queue
CC/B165: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete)
CC/B167: D7        Center screen on vehicle/entity
CC/B168: C2        Set vehicle/entity's event speed to normal
CC/B169: FF        End queue
CC/B16A: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/B16C: D7        Center screen on vehicle/entity
CC/B16D: C2        Set vehicle/entity's event speed to normal
CC/B16E: FF        End queue
CC/B16F: 3C    Set up the party as follows: $04 (Actor in stot 4), $00 (Actor in stot 0), $0E (Actor in stot 14), $FF (<Invalid Character>)
CC/B174: 41    Show object $00
CC/B176: 41    Show object $04
CC/B178: 41    Show object $0E
CC/B17A: 45    Refresh objects
CC/B17B: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/B17D: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/B17F: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B181: CC        Turn vehicle/entity up
CC/B182: FF        End queue
CC/B183: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CC/B185: 82        Move vehicle/entity down 1 tile
CC/B186: CC        Turn vehicle/entity up
CC/B187: FF        End queue
CC/B188: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/B18A: C8        Set object layering priority to 2 (low nibble 2)
CC/B18C: A2        Move vehicle/entity left/down 1x1 tiles
CC/B18D: CC        Turn vehicle/entity up
CC/B18E: FF        End queue
CC/B18F: 92    Pause for 30 units
CC/B190: 4B    Display dialogue message $01AA, wait for button press
               TERRA: When LOCKE first helped me, he fiddled with somethihg right around here.
CC/B193: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B195: CD        Turn vehicle/entity right
CC/B196: FF        End queue
CC/B197: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B199: CE        Turn vehicle/entity down
CC/B19A: FF        End queue
CC/B19B: 92    Pause for 30 units
CC/B19C: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/B19E: 20        Do vehicle/entity graphical action $20 
CC/B19F: E0        Pause for 4 * 2 (8) frames
CC/B1A1: CE        Turn vehicle/entity down
CC/B1A2: FF        End queue
CC/B1A3: 92    Pause for 30 units
CC/B1A4: 4B    Display dialogue message $01AB, wait for button press
               EDGAR: Knowing him there's probably some secret switch in this rock wall
CC/B1A7: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B1A9: CD        Turn vehicle/entity right
CC/B1AA: FF        End queue
CC/B1AB: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B1AD: CC        Turn vehicle/entity up
CC/B1AE: FF        End queue
CC/B1AF: 92    Pause for 30 units
CC/B1B0: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/B1B2: 1C        Do vehicle/entity graphical action $1C 
CC/B1B3: E0        Pause for 4 * 1 (4) frames
CC/B1B5: 1B        Do vehicle/entity graphical action $1B 
CC/B1B6: FF        End queue
CC/B1B7: 92    Pause for 30 units
CC/B1B8: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/B1BA: 1C        Do vehicle/entity graphical action $1C 
CC/B1BB: E0        Pause for 4 * 1 (4) frames
CC/B1BD: 1B        Do vehicle/entity graphical action $1B 
CC/B1BE: FF        End queue
CC/B1BF: 92    Pause for 30 units
CC/B1C0: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B1C2: CC        Turn vehicle/entity up
CC/B1C3: FF        End queue
CC/B1C4: 92    Pause for 30 units
CC/B1C5: B2    Call subroutine $CCB1E7
CC/B1C9: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/B1CB: F4    Play sound effect 187
CC/B1CD: 92    Pause for 30 units
CC/B1CE: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/B1D0: 80        Move vehicle/entity up 1 tile
CC/B1D1: FF        End queue
CC/B1D2: 0E    Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete)
CC/B1D4: A0        Move vehicle/entity right/up 1x1 tiles
CC/B1D5: C8        Set object layering priority to 0 (low nibble 0)
CC/B1D7: FF        End queue
CC/B1D8: B2    Call subroutine $CACB95
CC/B1DC: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CC/B1DE: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/B1E0: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/B1E2: D0    Set event bit $1E80($020) [$1E84, bit 0]
CC/B1E4: DD    Clear event bit $1E80($608) [$1F41, bit 0]
CC/B1E6: FE    Return

CC/B1E7: 74    Replace current map's Layer 2 at (14, 54) with the following (3 x 3) chunk
CC/B1EC:       $F6, $F7, $D2
CC/B1EF:       $52, $00, $F8
CC/B1F2:       $62, $00, $61
CC/B1F5: 74    Replace current map's Layer 2 at (14, 118) with the following (3 x 3) chunk
CC/B1FA:       $DB, $DB, $01
CC/B1FD:       $DB, $DB, $DB
CC/B200:       $DB, $FB, $F0
CC/B203: 75    Refresh map after alteration
CC/B204: FE    Return

CC/B205: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/B20B: C1    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is set), branch to $CCB35C
CC/B213: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B215: 81        Move vehicle/entity right 1 tile
CC/B216: CC        Turn vehicle/entity up
CC/B217: FF        End queue
CC/B218: B2    Call subroutine $CCB230
CC/B21C: FE    Return

CC/B21D: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/B223: C1    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is set), branch to $CCB370
CC/B22B: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B22D: 83        Move vehicle/entity left 1 tile
CC/B22E: CC        Turn vehicle/entity up
CC/B22F: FF        End queue
CC/B230: C0    If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/B236: C1    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is set), branch to $CCB37F
CC/B23E: 3D    Create object $1D
CC/B240: 3D    Create object $1E
CC/B242: 3D    Create object $1F
CC/B244: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CC/B246: D5        Set vehicle/entity's position to (37, 46)
CC/B249: CE        Turn vehicle/entity down
CC/B24A: C2        Set vehicle/entity's event speed to normal
CC/B24B: FF        End queue
CC/B24C: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete)
CC/B24E: D5        Set vehicle/entity's position to (38, 46)
CC/B251: CE        Turn vehicle/entity down
CC/B252: C2        Set vehicle/entity's event speed to normal
CC/B253: FF        End queue
CC/B254: 1F    Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete)
CC/B256: D5        Set vehicle/entity's position to (39, 46)
CC/B259: CE        Turn vehicle/entity down
CC/B25A: C2        Set vehicle/entity's event speed to normal
CC/B25B: FF        End queue
CC/B25C: 41    Show object $1D
CC/B25E: 41    Show object $1E
CC/B260: 41    Show object $1F
CC/B262: 45    Refresh objects
CC/B263: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/B265: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/B267: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CC/B269: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CC/B26B: 82        Move vehicle/entity down 1 tile
CC/B26C: FF        End queue
CC/B26D: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/B26F: 86        Move vehicle/entity down 2 tiles
CC/B270: FF        End queue
CC/B271: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CC/B273: 82        Move vehicle/entity down 1 tile
CC/B274: FF        End queue
CC/B275: 4B    Display dialogue message $01A0, wait for button press (At bottom of screen)
               Hey, ladydidn't you just bust in here wearing Magitek armor?
CC/B278: 47    Make character in slot 0 the lead character
CC/B279: 42    Hide object $31
CC/B27B: 41    Show object $00
CC/B27D: 41    Show object $04
CC/B27F: 41    Show object $0E
CC/B281: 45    Refresh objects
CC/B282: 38    Hold screen
CC/B283: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/B285: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CC/B287: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/B289: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/B28B: C2        Set vehicle/entity's event speed to normal
CC/B28C: CC        Turn vehicle/entity up
CC/B28D: FF        End queue
CC/B28E: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CC/B290: C2        Set vehicle/entity's event speed to normal
CC/B291: 81        Move vehicle/entity right 1 tile
CC/B292: CC        Turn vehicle/entity up
CC/B293: FF        End queue
CC/B294: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/B296: C2        Set vehicle/entity's event speed to normal
CC/B297: 83        Move vehicle/entity left 1 tile
CC/B298: CC        Turn vehicle/entity up
CC/B299: FF        End queue
CC/B29A: 94    Pause for 60 units
CC/B29B: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B29D: 80        Move vehicle/entity up 1 tile
CC/B29E: FF        End queue
CC/B29F: 92    Pause for 30 units
CC/B2A0: 4B    Display dialogue message $01A1, wait for button press (At bottom of screen)
               BANON: Wait a sec!
CC/B2A3: 92    Pause for 30 units
CC/B2A4: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CC/B2A6: 82        Move vehicle/entity down 1 tile
CC/B2A7: FF        End queue
CC/B2A8: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CC/B2AA: 82        Move vehicle/entity down 1 tile
CC/B2AB: FF        End queue
CC/B2AC: 92    Pause for 30 units
CC/B2AD: 4B    Display dialogue message $01A2, wait for button press (At bottom of screen)
               Get out of here!
               If you don't
CC/B2B0: 92    Pause for 30 units
CC/B2B1: F4    Play sound effect 230
CC/B2B3: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete)
CC/B2B5: C7        Set vehicle/entity to stay still when moving
CC/B2B6: 0B        Do vehicle/entity graphical action $0B 
CC/B2B7: C4        Set vehicle/entity's event speed to faster
CC/B2B8: 96        Move vehicle/entity down 6 tiles
CC/B2B9: C2        Set vehicle/entity's event speed to normal
CC/B2BA: FF        End queue
CC/B2BB: 94    Pause for 60 units
CC/B2BC: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CC/B2BE: 83        Move vehicle/entity left 1 tile
CC/B2BF: 80        Move vehicle/entity up 1 tile
CC/B2C0: FF        End queue
CC/B2C1: 92    Pause for 30 units
CC/B2C2: 4B    Display dialogue message $01A3, wait for button press (At bottom of screen)
               EDGAR: Hold on.
               I'm King EDGAR of Figaro
               GUARD: Liar!!!
CC/B2C5: 92    Pause for 30 units
CC/B2C6: F4    Play sound effect 230
CC/B2C8: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/B2CA: C7        Set vehicle/entity to stay still when moving
CC/B2CB: 0B        Do vehicle/entity graphical action $0B 
CC/B2CC: C4        Set vehicle/entity's event speed to faster
CC/B2CD: 92        Move vehicle/entity down 5 tiles
CC/B2CE: C2        Set vehicle/entity's event speed to normal
CC/B2CF: FF        End queue
CC/B2D0: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/B2D2: A1        Move vehicle/entity right/down 1x1 tiles
CC/B2D3: A1        Move vehicle/entity right/down 1x1 tiles
CC/B2D4: 86        Move vehicle/entity down 2 tiles
CC/B2D5: CF        Turn vehicle/entity left
CC/B2D6: FF        End queue
CC/B2D7: 92    Pause for 30 units
CC/B2D8: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete)
CC/B2DA: C6        Set vehicle/entity to walk when moving
CC/B2DB: CC        Turn vehicle/entity up
CC/B2DC: FF        End queue
CC/B2DD: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CC/B2DF: C6        Set vehicle/entity to walk when moving
CC/B2E0: CE        Turn vehicle/entity down
CC/B2E1: FF        End queue
CC/B2E2: 92    Pause for 30 units
CC/B2E3: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/B2E5: CD        Turn vehicle/entity right
CC/B2E6: E0        Pause for 4 * 4 (16) frames
CC/B2E8: CE        Turn vehicle/entity down
CC/B2E9: FF        End queue
CC/B2EA: 92    Pause for 30 units
CC/B2EB: 4B    Display dialogue message $01A4, wait for button press
               BANON: Aye yai yai
               EDGAR: That kind of attitude is deadly!
               He won't even listen!
               TERRA: It's all my fault
CC/B2EE: 92    Pause for 30 units
CC/B2EF: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B2F1: 22        Do vehicle/entity graphical action $22 
CC/B2F2: FF        End queue
CC/B2F3: 92    Pause for 30 units
CC/B2F4: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B2F6: CD        Turn vehicle/entity right
CC/B2F7: FF        End queue
CC/B2F8: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long (Wait until complete)
CC/B2FA: 81        Move vehicle/entity right 1 tile
CC/B2FB: CC        Turn vehicle/entity up
CC/B2FC: FF        End queue
CC/B2FD: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CC/B2FF: 88        Move vehicle/entity up 3 tiles
CC/B300: FF        End queue
CC/B301: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/B303: 88        Move vehicle/entity up 3 tiles
CC/B304: FF        End queue
CC/B305: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long (Wait until complete)
CC/B307: 88        Move vehicle/entity up 3 tiles
CC/B308: FF        End queue
CC/B309: 42    Hide object $1D
CC/B30B: 42    Hide object $1E
CC/B30D: 42    Hide object $1F
CC/B30F: 45    Refresh objects
CC/B310: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/B312: 80        Move vehicle/entity up 1 tile
CC/B313: 81        Move vehicle/entity right 1 tile
CC/B314: CE        Turn vehicle/entity down
CC/B315: FF        End queue
CC/B316: 92    Pause for 30 units
CC/B317: B0    Execute the following commands until $B1 2 times
CC/B319: 04        Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/B31B: 23            Do vehicle/entity graphical action $23 
CC/B31C: E0            Pause for 4 * 1 (4) frames
CC/B31E: FF            End queue
CC/B31F: 04        Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/B321: 63            Do vehicle/entity graphical action $23, flipped horizontally
CC/B322: E0            Pause for 4 * 1 (4) frames
CC/B324: FF            End queue
CC/B325: B1        End block of repeating commands
CC/B326: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B328: CE        Turn vehicle/entity down
CC/B329: FF        End queue
CC/B32A: 94    Pause for 60 units
CC/B32B: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/B32D: CF        Turn vehicle/entity left
CC/B32E: E0        Pause for 4 * 4 (16) frames
CC/B330: CC        Turn vehicle/entity up
CC/B331: FF        End queue
CC/B332: 92    Pause for 30 units
CC/B333: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CC/B335: 80        Move vehicle/entity up 1 tile
CC/B336: CE        Turn vehicle/entity down
CC/B337: FF        End queue
CC/B338: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/B33A: 84        Move vehicle/entity up 2 tiles
CC/B33B: CE        Turn vehicle/entity down
CC/B33C: FF        End queue
CC/B33D: 30    Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete)
CC/B33F: C2        Set vehicle/entity's event speed to normal
CC/B340: A1        Move vehicle/entity right/down 1x1 tiles
CC/B341: 82        Move vehicle/entity down 1 tile
CC/B342: FF        End queue
CC/B343: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/B348: B2    Call subroutine $CACB95
CC/B34C: 39    Free screen
CC/B34D: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CC/B34F: 36    Disable ability to pass through other objects for object $1E (NPC $1E)
CC/B351: 36    Disable ability to pass through other objects for object $1F (NPC $1F)
CC/B353: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CC/B355: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CC/B357: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/B359: D0    Set event bit $1E80($01F) [$1E83, bit 7]
CC/B35B: FE    Return

CC/B35C: C2    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/B366: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B368: 81        Move vehicle/entity right 1 tile
CC/B369: CC        Turn vehicle/entity up
CC/B36A: FF        End queue
CC/B36B: B2    Call subroutine $CCB37F
CC/B36F: FE    Return

CC/B370: C2    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/B37A: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B37C: 83        Move vehicle/entity left 1 tile
CC/B37D: CC        Turn vehicle/entity up
CC/B37E: FF        End queue
CC/B37F: C2    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($01F) [$1E83, bit 7] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/B389: 3D    Create object $1D
CC/B38B: 3D    Create object $1E
CC/B38D: 3D    Create object $1F
CC/B38F: 1D    Begin action queue for character $1D (NPC $1D), 6 bytes long (Wait until complete)
CC/B391: D5        Set vehicle/entity's position to (37, 46)
CC/B394: CE        Turn vehicle/entity down
CC/B395: C2        Set vehicle/entity's event speed to normal
CC/B396: FF        End queue
CC/B397: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete)
CC/B399: D5        Set vehicle/entity's position to (38, 46)
CC/B39C: CE        Turn vehicle/entity down
CC/B39D: C2        Set vehicle/entity's event speed to normal
CC/B39E: FF        End queue
CC/B39F: 1F    Begin action queue for character $1F (NPC $1F), 6 bytes long (Wait until complete)
CC/B3A1: D5        Set vehicle/entity's position to (39, 46)
CC/B3A4: CE        Turn vehicle/entity down
CC/B3A5: C2        Set vehicle/entity's event speed to normal
CC/B3A6: FF        End queue
CC/B3A7: 41    Show object $1D
CC/B3A9: 41    Show object $1E
CC/B3AB: 41    Show object $1F
CC/B3AD: 45    Refresh objects
CC/B3AE: 78    Enable ability to pass through other objects for object $1D (NPC $1D)
CC/B3B0: 78    Enable ability to pass through other objects for object $1E (NPC $1E)
CC/B3B2: 78    Enable ability to pass through other objects for object $1F (NPC $1F)
CC/B3B4: 1D    Begin action queue for character $1D (NPC $1D), 3 bytes long 
CC/B3B6: 8E        Move vehicle/entity down 4 tiles
CC/B3B7: CD        Turn vehicle/entity right
CC/B3B8: FF        End queue
CC/B3B9: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/B3BB: 8A        Move vehicle/entity down 3 tiles
CC/B3BC: FF        End queue
CC/B3BD: 1F    Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete)
CC/B3BF: 8E        Move vehicle/entity down 4 tiles
CC/B3C0: CF        Turn vehicle/entity left
CC/B3C1: FF        End queue
CC/B3C2: 4B    Display dialogue message $01A2, wait for button press
               Get out of here!
               If you don't
CC/B3C5: 92    Pause for 30 units
CC/B3C6: 38    Hold screen
CC/B3C7: F4    Play sound effect 230
CC/B3C9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B3CB: C7        Set vehicle/entity to stay still when moving
CC/B3CC: 0B        Do vehicle/entity graphical action $0B 
CC/B3CD: FF        End queue
CC/B3CE: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B3D0: C4        Set vehicle/entity's event speed to faster
CC/B3D1: 92        Move vehicle/entity down 5 tiles
CC/B3D2: FF        End queue
CC/B3D3: 94    Pause for 60 units
CC/B3D4: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/B3D6: C6        Set vehicle/entity to walk when moving
CC/B3D7: CE        Turn vehicle/entity down
CC/B3D8: FF        End queue
CC/B3D9: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long 
CC/B3DB: 8C        Move vehicle/entity up 4 tiles
CC/B3DC: FF        End queue
CC/B3DD: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long 
CC/B3DF: 88        Move vehicle/entity up 3 tiles
CC/B3E0: FF        End queue
CC/B3E1: 1F    Begin action queue for character $1F (NPC $1F), 2 bytes long 
CC/B3E3: 8C        Move vehicle/entity up 4 tiles
CC/B3E4: FF        End queue
CC/B3E5: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/B3E7: C2        Set vehicle/entity's event speed to normal
CC/B3E8: 92        Move vehicle/entity down 5 tiles
CC/B3E9: FF        End queue
CC/B3EA: 36    Disable ability to pass through other objects for object $1D (NPC $1D)
CC/B3EC: 36    Disable ability to pass through other objects for object $1E (NPC $1E)
CC/B3EE: 36    Disable ability to pass through other objects for object $1F (NPC $1F)
CC/B3F0: 42    Hide object $1D
CC/B3F2: 42    Hide object $1E
CC/B3F4: 42    Hide object $1F
CC/B3F6: 45    Refresh objects
CC/B3F7: 39    Free screen
CC/B3F8: 3A    Enable player to move while event commands execute
CC/B3F9: FE    Return

CC/B3FA: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/B400: C1    If ($1E80($019) [$1E83, bit 1] is clear) or ($1E80($021) [$1E84, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/B408: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/B40A: C2        Set vehicle/entity's event speed to normal
CC/B40B: 82        Move vehicle/entity down 1 tile
CC/B40C: CF        Turn vehicle/entity left
CC/B40D: FF        End queue
CC/B40E: 3D    Create object $11
CC/B410: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/B412: D5        Set vehicle/entity's position to (55, 31)
CC/B415: C2        Set vehicle/entity's event speed to normal
CC/B416: CC        Turn vehicle/entity up
CC/B417: FF        End queue
CC/B418: 41    Show object $11
CC/B41A: 45    Refresh objects
CC/B41B: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/B41D: C3        Set vehicle/entity's event speed to fast
CC/B41E: A1        Move vehicle/entity right/down 1x1 tiles
CC/B41F: A1        Move vehicle/entity right/down 1x1 tiles
CC/B420: A1        Move vehicle/entity right/down 1x1 tiles
CC/B421: FF        End queue
CC/B422: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/B424: 86        Move vehicle/entity down 2 tiles
CC/B425: 89        Move vehicle/entity right 3 tiles
CC/B426: C2        Set vehicle/entity's event speed to normal
CC/B427: FF        End queue
CC/B428: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/B42A: 83        Move vehicle/entity left 1 tile
CC/B42B: FF        End queue
CC/B42C: B2    Call subroutine $CAC6AC
CC/B430: 38    Hold screen
CC/B431: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/B433: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CC/B435: 78    Enable ability to pass through other objects for object $0E (Actor in stot 14)
CC/B437: 0E    Begin action queue for character $0E (Actor in stot 14), 3 bytes long 
CC/B439: C2        Set vehicle/entity's event speed to normal
CC/B43A: CF        Turn vehicle/entity left
CC/B43B: FF        End queue
CC/B43C: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CC/B43E: C2        Set vehicle/entity's event speed to normal
CC/B43F: 82        Move vehicle/entity down 1 tile
CC/B440: CF        Turn vehicle/entity left
CC/B441: FF        End queue
CC/B442: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/B444: C2        Set vehicle/entity's event speed to normal
CC/B445: 86        Move vehicle/entity down 2 tiles
CC/B446: CF        Turn vehicle/entity left
CC/B447: FF        End queue
CC/B448: 4B    Display dialogue message $01A5, wait for button press
               ARVIS: Banon! King EDGAR!
               and TERRA!!!
CC/B44B: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/B44D: 85        Move vehicle/entity right 2 tiles
CC/B44E: FF        End queue
CC/B44F: 92    Pause for 30 units
CC/B450: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B452: 83        Move vehicle/entity left 1 tile
CC/B453: FF        End queue
CC/B454: 92    Pause for 30 units
CC/B455: 4B    Display dialogue message $01A6, wait for button press
               BANON: Arvis!
               What's happening here in Narshe?
               ARVIS: The town's neutral.
               I've tried to get the people to side with the Returners, but
               Anyway, why on earth have you come here?
CC/B458: 94    Pause for 60 units
CC/B459: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CC/B45B: 87        Move vehicle/entity left 2 tiles
CC/B45C: CC        Turn vehicle/entity up
CC/B45D: FF        End queue
CC/B45E: 94    Pause for 60 units
CC/B45F: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/B461: CE        Turn vehicle/entity down
CC/B462: FF        End queue
CC/B463: 92    Pause for 30 units
CC/B464: 4B    Display dialogue message $01A7, wait for button press
               EDGAR: First, how are your people doing?
               ARVIS: They all wentslightly berserk when the Esper was discovered.
CC/B467: 92    Pause for 30 units
CC/B468: 0E    Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete)
CC/B46A: 85        Move vehicle/entity right 2 tiles
CC/B46B: 86        Move vehicle/entity down 2 tiles
CC/B46C: CF        Turn vehicle/entity left
CC/B46D: FF        End queue
CC/B46E: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CC/B470: CE        Turn vehicle/entity down
CC/B471: E0        Pause for 4 * 1 (4) frames
CC/B473: CD        Turn vehicle/entity right
CC/B474: FF        End queue
CC/B475: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/B477: A0        Move vehicle/entity right/up 1x1 tiles
CC/B478: CE        Turn vehicle/entity down
CC/B479: E0        Pause for 4 * 8 (32) frames
CC/B47B: FF        End queue
CC/B47C: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B47E: 0A        Do vehicle/entity graphical action $0A 
CC/B47F: FF        End queue
CC/B480: 94    Pause for 60 units
CC/B481: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B483: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/B484: FF        End queue
CC/B485: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B487: CD        Turn vehicle/entity right
CC/B488: FF        End queue
CC/B489: 91    Pause for 15 units
CC/B48A: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B48C: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/B48D: FF        End queue
CC/B48E: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B490: CD        Turn vehicle/entity right
CC/B491: FF        End queue
CC/B492: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B494: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/B495: FF        End queue
CC/B496: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B498: CD        Turn vehicle/entity right
CC/B499: FF        End queue
CC/B49A: 92    Pause for 30 units
CC/B49B: 4B    Display dialogue message $01A8, wait for button press
               BANON: We believe this young woman is our only hope of reaching out to that Esper.
               ARVIS: My people are dying to know what the Esper looks like.
               Maybe TERRA can help restore some order to our town?
CC/B49E: 92    Pause for 30 units
CC/B49F: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B4A1: 81        Move vehicle/entity right 1 tile
CC/B4A2: FF        End queue
CC/B4A3: 91    Pause for 15 units
CC/B4A4: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B4A6: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/B4A7: FF        End queue
CC/B4A8: B5    Pause for 15 * 6 (90) units
CC/B4AA: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B4AC: CD        Turn vehicle/entity right
CC/B4AD: FF        End queue
CC/B4AE: 94    Pause for 60 units
CC/B4AF: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B4B1: CE        Turn vehicle/entity down
CC/B4B2: FF        End queue
CC/B4B3: 94    Pause for 60 units
CC/B4B4: 4B    Display dialogue message $01A9, wait for button press
               EDGAR: That Esper is either going to save usor dig us an early grave
CC/B4B7: 94    Pause for 60 units
CC/B4B8: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CC/B4BA: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CC/B4BC: 36    Disable ability to pass through other objects for object $0E (Actor in stot 14)
CC/B4BE: 5A    Fade screen at speed $04
CC/B4C0: 5C    Pause execution until fade in or fade out is complete
CC/B4C1: D0    Set event bit $1E80($021) [$1E84, bit 1]
CC/B4C3: DD    Clear event bit $1E80($629) [$1F45, bit 1]
CC/B4C5: 42    Hide object $31
CC/B4C7: 42    Hide object $32
CC/B4C9: 42    Hide object $33
CC/B4CB: 42    Hide object $34
CC/B4CD: 45    Refresh objects
CC/B4CE: 39    Free screen
CC/B4CF: D7    Clear event bit $1E80($32B) [$1EE5, bit 3]
CC/B4D1: D7    Clear event bit $1E80($32C) [$1EE5, bit 4]
CC/B4D3: D7    Clear event bit $1E80($32D) [$1EE5, bit 5]
CC/B4D5: B2    Call subroutine $CAAD4C
CC/B4D9: FE    Return

CC/B4DA: 6A    Load map $001E (Narshe, all non-shop buildings except classroom (always)) after fade out, (upper bits $2000), place party at (108, 17), facing down
CC/B4E0: F6    Subcommand $80: Set volume of currently playing song and sound effects to $FF, transistion time 1
CC/B4E4: F0    Play song 23 (The Mines of Narshe), (high bit clear), full volume
CC/B4E6: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/B4E8: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/B4EA: 3E    Delete object $0D
CC/B4EC: 3D    Create object $00
CC/B4EE: 3D    Create object $04
CC/B4F0: 3D    Create object $0E
CC/B4F2: 3D    Create object $05
CC/B4F4: 3D    Create object $02
CC/B4F6: 3D    Create object $0B
CC/B4F8: 3D    Create object $01
CC/B4FA: 3D    Create object $06
CC/B4FC: 45    Refresh objects
CC/B4FD: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/B500: 3F    Remove character $0D (Actor in stot 13) from the party
CC/B503: 45    Refresh objects
CC/B504: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B506: D7        Center screen on vehicle/entity
CC/B507: FF        End queue
CC/B508: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/B50D: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/B50F: D5        Set vehicle/entity's position to (108, 20)
CC/B512: C2        Set vehicle/entity's event speed to normal
CC/B513: CC        Turn vehicle/entity up
CC/B514: FF        End queue
CC/B515: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/B517: D5        Set vehicle/entity's position to (108, 19)
CC/B51A: C2        Set vehicle/entity's event speed to normal
CC/B51B: CC        Turn vehicle/entity up
CC/B51C: FF        End queue
CC/B51D: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete)
CC/B51F: D5        Set vehicle/entity's position to (107, 19)
CC/B522: C2        Set vehicle/entity's event speed to normal
CC/B523: CC        Turn vehicle/entity up
CC/B524: FF        End queue
CC/B525: 41    Show object $00
CC/B527: 41    Show object $04
CC/B529: 41    Show object $0E
CC/B52B: 45    Refresh objects
CC/B52C: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/B530: 3D    Create object $11
CC/B532: 3D    Create object $15
CC/B534: 3D    Create object $16
CC/B536: 3D    Create object $17
CC/B538: 3D    Create object $18
CC/B53A: 3D    Create object $19
CC/B53C: 45    Refresh objects
CC/B53D: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/B53F: D5        Set vehicle/entity's position to (109, 19)
CC/B542: CC        Turn vehicle/entity up
CC/B543: FF        End queue
CC/B544: 41    Show object $11
CC/B546: 41    Show object $15
CC/B548: 41    Show object $16
CC/B54A: 41    Show object $17
CC/B54C: 41    Show object $18
CC/B54E: 41    Show object $19
CC/B550: 59    Unfade screen at speed $04
CC/B552: 5C    Pause execution until fade in or fade out is complete
CC/B553: 95    Pause for 120 units
CC/B554: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/B556: 2C        Do vehicle/entity graphical action $2C 
CC/B557: E0        Pause for 4 * 2 (8) frames
CC/B559: CE        Turn vehicle/entity down
CC/B55A: FF        End queue
CC/B55B: 92    Pause for 30 units
CC/B55C: 4B    Display dialogue message $0345, wait for button press
               ELDER: I understand all of it Except
               How can WE be encouraging bloodshed?
               ARVIS: I never saidthat!
               ELDER: Something like it.
CC/B55F: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B561: 87        Move vehicle/entity left 2 tiles
CC/B562: FF        End queue
CC/B563: 92    Pause for 30 units
CC/B564: 4B    Display dialogue message $0346, wait for button press
               BANON: Ha! He's right you know!
CC/B567: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B569: CF        Turn vehicle/entity left
CC/B56A: FF        End queue
CC/B56B: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B56D: CF        Turn vehicle/entity left
CC/B56E: FF        End queue
CC/B56F: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/B571: 82        Move vehicle/entity down 1 tile
CC/B572: A2        Move vehicle/entity left/down 1x1 tiles
CC/B573: A3        Move vehicle/entity left/up 1x1 tiles
CC/B574: 87        Move vehicle/entity left 2 tiles
CC/B575: CC        Turn vehicle/entity up
CC/B576: FF        End queue
CC/B577: 92    Pause for 30 units
CC/B578: 4B    Display dialogue message $0347, wait for button press
               ARVIS: Banon!
               BANON: Our blood will spill because of you.
CC/B57B: 0E    Begin action queue for character $0E (Actor in stot 14), 4 bytes long (Wait until complete)
CC/B57D: 85        Move vehicle/entity right 2 tiles
CC/B57E: A0        Move vehicle/entity right/up 1x1 tiles
CC/B57F: CC        Turn vehicle/entity up
CC/B580: FF        End queue
CC/B581: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B583: CC        Turn vehicle/entity up
CC/B584: FF        End queue
CC/B585: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B587: CC        Turn vehicle/entity up
CC/B588: FF        End queue
CC/B589: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/B58B: 80        Move vehicle/entity up 1 tile
CC/B58C: CD        Turn vehicle/entity right
CC/B58D: FF        End queue
CC/B58E: 92    Pause for 30 units
CC/B58F: 4B    Display dialogue message $0348, wait for button press
               BANON: Emperor Gestahl's racing to acquire Magitek power. He's set his sights on the Esper that was found here!
               The increased use of magitek power'll surely lead to global destruction
CC/B592: 92    Pause for 30 units
CC/B593: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/B595: 2C        Do vehicle/entity graphical action $2C 
CC/B596: FF        End queue
CC/B597: 95    Pause for 120 units
CC/B598: 4B    Display dialogue message $0349, wait for button press
               ELDER: The War of the Magi
CC/B59B: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/B59D: CD        Turn vehicle/entity right
CC/B59E: FF        End queue
CC/B59F: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/B5A1: CF        Turn vehicle/entity left
CC/B5A2: FF        End queue
CC/B5A3: 92    Pause for 30 units
CC/B5A4: 4B    Display dialogue message $034A, wait for button press
               The mythical battle that set mankind back a thousand years
               Can this really be happening?
               ELDER: People will never learn
CC/B5A7: 95    Pause for 120 units
CC/B5A8: F4    Play sound effect 44
CC/B5AA: 92    Pause for 30 units
CC/B5AB: 4B    Display dialogue message $0365, wait for button press
               SABIN: Brother!
CC/B5AE: 92    Pause for 30 units
CC/B5AF: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B5B1: CD        Turn vehicle/entity right
CC/B5B2: FF        End queue
CC/B5B3: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/B5B5: CD        Turn vehicle/entity right
CC/B5B6: FF        End queue
CC/B5B7: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long 
CC/B5B9: CD        Turn vehicle/entity right
CC/B5BA: FF        End queue
CC/B5BB: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/B5BD: CD        Turn vehicle/entity right
CC/B5BE: FF        End queue
CC/B5BF: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/B5C1: D5        Set vehicle/entity's position to (110, 25)
CC/B5C4: C2        Set vehicle/entity's event speed to normal
CC/B5C5: CC        Turn vehicle/entity up
CC/B5C6: FF        End queue
CC/B5C7: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/B5C9: D5        Set vehicle/entity's position to (110, 26)
CC/B5CC: C2        Set vehicle/entity's event speed to normal
CC/B5CD: CC        Turn vehicle/entity up
CC/B5CE: FF        End queue
CC/B5CF: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/B5D1: D5        Set vehicle/entity's position to (110, 27)
CC/B5D4: C2        Set vehicle/entity's event speed to normal
CC/B5D5: CC        Turn vehicle/entity up
CC/B5D6: FF        End queue
CC/B5D7: 41    Show object $05
CC/B5D9: 41    Show object $02
CC/B5DB: 41    Show object $0B
CC/B5DD: 45    Refresh objects
CC/B5DE: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long 
CC/B5E0: 94        Move vehicle/entity up 6 tiles
CC/B5E1: CF        Turn vehicle/entity left
CC/B5E2: FF        End queue
CC/B5E3: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CC/B5E5: 94        Move vehicle/entity up 6 tiles
CC/B5E6: CF        Turn vehicle/entity left
CC/B5E7: FF        End queue
CC/B5E8: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/B5EA: 94        Move vehicle/entity up 6 tiles
CC/B5EB: CF        Turn vehicle/entity left
CC/B5EC: FF        End queue
CC/B5ED: 92    Pause for 30 units
CC/B5EE: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B5F0: 81        Move vehicle/entity right 1 tile
CC/B5F1: FF        End queue
CC/B5F2: 92    Pause for 30 units
CC/B5F3: 4B    Display dialogue message $0366, wait for button press
               EDGAR: SABIN!
               You're all right!
CC/B5F6: 92    Pause for 30 units
CC/B5F7: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete)
CC/B5F9: 22        Do vehicle/entity graphical action $22 
CC/B5FA: E0        Pause for 4 * 2 (8) frames
CC/B5FC: CF        Turn vehicle/entity left
CC/B5FD: FF        End queue
CC/B5FE: 92    Pause for 30 units
CC/B5FF: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B601: CE        Turn vehicle/entity down
CC/B602: FF        End queue
CC/B603: 92    Pause for 30 units
CC/B604: 4B    Display dialogue message $0367, wait for button press
               EDGAR: Who's with you?
CC/B607: 92    Pause for 30 units
CC/B608: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CC/B60A: 80        Move vehicle/entity up 1 tile
CC/B60B: CE        Turn vehicle/entity down
CC/B60C: FF        End queue
CC/B60D: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CC/B60F: 80        Move vehicle/entity up 1 tile
CC/B610: CF        Turn vehicle/entity left
CC/B611: FF        End queue
CC/B612: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B614: CD        Turn vehicle/entity right
CC/B615: FF        End queue
CC/B616: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/B618: 80        Move vehicle/entity up 1 tile
CC/B619: CF        Turn vehicle/entity left
CC/B61A: FF        End queue
CC/B61B: 92    Pause for 30 units
CC/B61C: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete)
CC/B61E: 22        Do vehicle/entity graphical action $22 
CC/B61F: E0        Pause for 4 * 6 (24) frames
CC/B621: CF        Turn vehicle/entity left
CC/B622: FF        End queue
CC/B623: 4B    Display dialogue message $034B, wait for button press
               CYAN: I'm CYAN,
               retainer to the lord of Doma!
CC/B626: 92    Pause for 30 units
CC/B627: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/B629: DD        Make vehicle/entity jump (high)
CC/B62A: CE        Turn vehicle/entity down
CC/B62B: FF        End queue
CC/B62C: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B62E: 1D        Do vehicle/entity graphical action $1D 
CC/B62F: FF        End queue
CC/B630: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B632: 1E        Do vehicle/entity graphical action $1E 
CC/B633: FF        End queue
CC/B634: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B636: CF        Turn vehicle/entity left
CC/B637: FF        End queue
CC/B638: 92    Pause for 30 units
CC/B639: 4B    Display dialogue message $034C, wait for button press
               GAU: GAUGAU!
CC/B63C: 94    Pause for 60 units
CC/B63D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/B63F: 20        Do vehicle/entity graphical action $20 
CC/B640: FF        End queue
CC/B641: 93    Pause for 45 units
CC/B642: 4B    Display dialogue message $034D, wait for button press
               SABIN: The people of Doma were wiped out by the Empire
CC/B645: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B647: 22        Do vehicle/entity graphical action $22 
CC/B648: FF        End queue
CC/B649: B5    Pause for 15 * 6 (90) units
CC/B64B: 4B    Display dialogue message $034E, wait for button press
               CYAN: Kefka poisonedeveryone
CC/B64E: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/B650: CE        Turn vehicle/entity down
CC/B651: FF        End queue
CC/B652: 92    Pause for 30 units
CC/B653: 4B    Display dialogue message $034F, wait for button press
               ELDER: Barbaric!
CC/B656: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B658: 80        Move vehicle/entity up 1 tile
CC/B659: FF        End queue
CC/B65A: 92    Pause for 30 units
CC/B65B: 4B    Display dialogue message $0350, wait for button press
               BANON: Elder!
               ELDER: Butthat was only because Doma was collaborating with the Returners!
               If we make that mistake
CC/B65E: 92    Pause for 30 units
CC/B65F: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/B661: 2C        Do vehicle/entity graphical action $2C 
CC/B662: FF        End queue
CC/B663: 95    Pause for 120 units
CC/B664: F4    Play sound effect 44
CC/B666: 92    Pause for 30 units
CC/B667: 4B    Display dialogue message $0351, wait for button press
               LOCKE: That's nonsense!!
CC/B66A: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/B66C: CE        Turn vehicle/entity down
CC/B66D: FF        End queue
CC/B66E: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/B670: CE        Turn vehicle/entity down
CC/B671: FF        End queue
CC/B672: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/B674: CE        Turn vehicle/entity down
CC/B675: FF        End queue
CC/B676: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B678: CE        Turn vehicle/entity down
CC/B679: FF        End queue
CC/B67A: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CC/B67C: CE        Turn vehicle/entity down
CC/B67D: FF        End queue
CC/B67E: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CC/B680: CE        Turn vehicle/entity down
CC/B681: FF        End queue
CC/B682: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/B684: CE        Turn vehicle/entity down
CC/B685: FF        End queue
CC/B686: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long 
CC/B688: CE        Turn vehicle/entity down
CC/B689: FF        End queue
CC/B68A: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/B68C: 85        Move vehicle/entity right 2 tiles
CC/B68D: CE        Turn vehicle/entity down
CC/B68E: E0        Pause for 4 * 2 (8) frames
CC/B690: FF        End queue
CC/B691: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/B693: D5        Set vehicle/entity's position to (110, 25)
CC/B696: C2        Set vehicle/entity's event speed to normal
CC/B697: CC        Turn vehicle/entity up
CC/B698: FF        End queue
CC/B699: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/B69B: D5        Set vehicle/entity's position to (110, 26)
CC/B69E: C2        Set vehicle/entity's event speed to normal
CC/B69F: CC        Turn vehicle/entity up
CC/B6A0: FF        End queue
CC/B6A1: 41    Show object $01
CC/B6A3: 41    Show object $06
CC/B6A5: 45    Refresh objects
CC/B6A6: 38    Hold screen
CC/B6A7: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long 
CC/B6A9: 88        Move vehicle/entity up 3 tiles
CC/B6AA: A3        Move vehicle/entity left/up 1x1 tiles
CC/B6AB: CC        Turn vehicle/entity up
CC/B6AC: FF        End queue
CC/B6AD: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/B6AF: 8C        Move vehicle/entity up 4 tiles
CC/B6B0: FF        End queue
CC/B6B1: 30    Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete)
CC/B6B3: C1        Set vehicle/entity's event speed to slow
CC/B6B4: A1        Move vehicle/entity right/down 1x1 tiles
CC/B6B5: A1        Move vehicle/entity right/down 1x1 tiles
CC/B6B6: A1        Move vehicle/entity right/down 1x1 tiles
CC/B6B7: E0        Pause for 4 * 6 (24) frames
CC/B6B9: FF        End queue
CC/B6BA: 4B    Display dialogue message $0352, wait for button press
               TERRA: LOCKE!
               LOCKE: The Empire's poised to attack Narshe right now!
               EDGAR: What?!
CC/B6BD: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B6BF: 1F        Do vehicle/entity graphical action $1F 
CC/B6C0: FF        End queue
CC/B6C1: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CC/B6C3: 1F        Do vehicle/entity graphical action $1F 
CC/B6C4: FF        End queue
CC/B6C5: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/B6C7: 1F        Do vehicle/entity graphical action $1F 
CC/B6C8: FF        End queue
CC/B6C9: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B6CB: 1F        Do vehicle/entity graphical action $1F 
CC/B6CC: FF        End queue
CC/B6CD: 91    Pause for 15 units
CC/B6CE: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B6D0: CE        Turn vehicle/entity down
CC/B6D1: FF        End queue
CC/B6D2: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CC/B6D4: CE        Turn vehicle/entity down
CC/B6D5: FF        End queue
CC/B6D6: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/B6D8: CE        Turn vehicle/entity down
CC/B6D9: FF        End queue
CC/B6DA: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B6DC: CE        Turn vehicle/entity down
CC/B6DD: FF        End queue
CC/B6DE: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B6E0: 82        Move vehicle/entity down 1 tile
CC/B6E1: FF        End queue
CC/B6E2: 92    Pause for 30 units
CC/B6E3: 4B    Display dialogue message $0353, wait for button press
               BANON: LOCKE.
               Where'd you hear that?
               LOCKE: CELES, here, was one of the Empire's generals
CC/B6E6: 92    Pause for 30 units
CC/B6E7: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/B6E9: CD        Turn vehicle/entity right
CC/B6EA: FF        End queue
CC/B6EB: 92    Pause for 30 units
CC/B6EC: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B6EE: 1F        Do vehicle/entity graphical action $1F 
CC/B6EF: FF        End queue
CC/B6F0: 4B    Display dialogue message $0354, wait for button press
               CYAN: Grrr!
               I knew she seemed familiar.
               Sir GAU, out of my way!
CC/B6F3: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B6F5: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/B6F6: FF        End queue
CC/B6F7: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/B6F9: 1F        Do vehicle/entity graphical action $1F 
CC/B6FA: C7        Set vehicle/entity to stay still when moving
CC/B6FB: FF        End queue
CC/B6FC: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CC/B6FE: D5        Set vehicle/entity's position to (109, 20)
CC/B701: FF        End queue
CC/B702: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete)
CC/B704: 1F        Do vehicle/entity graphical action $1F 
CC/B705: D5        Set vehicle/entity's position to (108, 19)
CC/B708: FF        End queue
CC/B709: F4    Play sound effect 219
CC/B70B: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/B70D: C4        Set vehicle/entity's event speed to faster
CC/B70E: 93        Move vehicle/entity left 5 tiles
CC/B70F: FF        End queue
CC/B710: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/B712: C6        Set vehicle/entity to walk when moving
CC/B713: CE        Turn vehicle/entity down
CC/B714: FF        End queue
CC/B715: B0    Execute the following commands until $B1 7 times
CC/B717: 0B        Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B719: 23            Do vehicle/entity graphical action $23 
CC/B71A: FF            End queue
CC/B71B: 0B        Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B71D: 63            Do vehicle/entity graphical action $23, flipped horizontally
CC/B71E: FF            End queue
CC/B71F: B1        End block of repeating commands
CC/B720: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B722: CE        Turn vehicle/entity down
CC/B723: FF        End queue
CC/B724: 92    Pause for 30 units
CC/B725: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/B727: CD        Turn vehicle/entity right
CC/B728: FF        End queue
CC/B729: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B72B: CD        Turn vehicle/entity right
CC/B72C: FF        End queue
CC/B72D: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long 
CC/B72F: CD        Turn vehicle/entity right
CC/B730: FF        End queue
CC/B731: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/B733: CD        Turn vehicle/entity right
CC/B734: FF        End queue
CC/B735: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B737: 85        Move vehicle/entity right 2 tiles
CC/B738: FF        End queue
CC/B739: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CC/B73B: 82        Move vehicle/entity down 1 tile
CC/B73C: CD        Turn vehicle/entity right
CC/B73D: FF        End queue
CC/B73E: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/B740: A0        Move vehicle/entity right/up 1x1 tiles
CC/B741: A0        Move vehicle/entity right/up 1x1 tiles
CC/B742: CF        Turn vehicle/entity left
CC/B743: E0        Pause for 4 * 8 (32) frames
CC/B745: FF        End queue
CC/B746: 4B    Display dialogue message $0355, wait for button press
               CYAN: This's General CELES! She torched Maranda! She's an Imperial spy! Now, stand aside!
CC/B749: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CC/B74B: C3        Set vehicle/entity's event speed to fast
CC/B74C: 81        Move vehicle/entity right 1 tile
CC/B74D: A0        Move vehicle/entity right/up 1x1 tiles
CC/B74E: CF        Turn vehicle/entity left
CC/B74F: 0E        Do vehicle/entity graphical action $0E 
CC/B750: C2        Set vehicle/entity's event speed to normal
CC/B751: FF        End queue
CC/B752: 92    Pause for 30 units
CC/B753: 4B    Display dialogue message $0356, wait for button press
               LOCKE: WAIT!
               CELES has joined the Returners! She's fighting with us, now!
               CYAN: But!
               LOCKE: I promised I'd protect her. I WILL NOT back out on my word.
CC/B756: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/B758: 82        Move vehicle/entity down 1 tile
CC/B759: A1        Move vehicle/entity right/down 1x1 tiles
CC/B75A: CD        Turn vehicle/entity right
CC/B75B: FF        End queue
CC/B75C: 92    Pause for 30 units
CC/B75D: 4B    Display dialogue message $0357, wait for button press
               EDGAR: LOCKE
               Are you still thinking about
               that?
CC/B760: 92    Pause for 30 units
CC/B761: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B763: 20        Do vehicle/entity graphical action $20 
CC/B764: FF        End queue
CC/B765: B5    Pause for 15 * 6 (90) units
CC/B767: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B769: 82        Move vehicle/entity down 1 tile
CC/B76A: FF        End queue
CC/B76B: 92    Pause for 30 units
CC/B76C: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B76E: CD        Turn vehicle/entity right
CC/B76F: FF        End queue
CC/B770: 4B    Display dialogue message $0358, wait for button press
               TERRA: I was also an Imperial soldier.
               CYAN: WHAT!!
CC/B773: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B775: 1F        Do vehicle/entity graphical action $1F 
CC/B776: FF        End queue
CC/B777: 94    Pause for 60 units
CC/B778: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B77A: CF        Turn vehicle/entity left
CC/B77B: FF        End queue
CC/B77C: 92    Pause for 30 units
CC/B77D: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/B77F: CF        Turn vehicle/entity left
CC/B780: FF        End queue
CC/B781: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B783: CF        Turn vehicle/entity left
CC/B784: FF        End queue
CC/B785: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B787: 83        Move vehicle/entity left 1 tile
CC/B788: FF        End queue
CC/B789: 92    Pause for 30 units
CC/B78A: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B78C: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/B78D: FF        End queue
CC/B78E: 94    Pause for 60 units
CC/B78F: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B791: 82        Move vehicle/entity down 1 tile
CC/B792: FF        End queue
CC/B793: 92    Pause for 30 units
CC/B794: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B796: 20        Do vehicle/entity graphical action $20 
CC/B797: FF        End queue
CC/B798: 94    Pause for 60 units
CC/B799: 4B    Display dialogue message $0359, wait for button press
               EDGAR: The Empire's evil.
               But not ALL of its citizens are!
CC/B79C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/B79E: CE        Turn vehicle/entity down
CC/B79F: FF        End queue
CC/B7A0: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/B7A2: CE        Turn vehicle/entity down
CC/B7A3: FF        End queue
CC/B7A4: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CC/B7A6: CE        Turn vehicle/entity down
CC/B7A7: FF        End queue
CC/B7A8: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/B7AA: CE        Turn vehicle/entity down
CC/B7AB: FF        End queue
CC/B7AC: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long 
CC/B7AE: CE        Turn vehicle/entity down
CC/B7AF: FF        End queue
CC/B7B0: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B7B2: CE        Turn vehicle/entity down
CC/B7B3: FF        End queue
CC/B7B4: 92    Pause for 30 units
CC/B7B5: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B7B7: CE        Turn vehicle/entity down
CC/B7B8: FF        End queue
CC/B7B9: 92    Pause for 30 units
CC/B7BA: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/B7BC: CD        Turn vehicle/entity right
CC/B7BD: E0        Pause for 4 * 1 (4) frames
CC/B7BF: CC        Turn vehicle/entity up
CC/B7C0: FF        End queue
CC/B7C1: 92    Pause for 30 units
CC/B7C2: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CC/B7C4: 86        Move vehicle/entity down 2 tiles
CC/B7C5: CF        Turn vehicle/entity left
CC/B7C6: FF        End queue
CC/B7C7: 92    Pause for 30 units
CC/B7C8: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/B7CA: 10        Do vehicle/entity graphical action $10 
CC/B7CB: FF        End queue
CC/B7CC: 92    Pause for 30 units
CC/B7CD: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B7CF: CD        Turn vehicle/entity right
CC/B7D0: FF        End queue
CC/B7D1: 94    Pause for 60 units
CC/B7D2: 4B    Display dialogue message $0368, wait for button press
               SABIN: Oh, this is
CC/B7D5: B5    Pause for 15 * 11 (165) units
CC/B7D7: 3D    Create object $1A
CC/B7D9: 41    Show object $1A
CC/B7DB: 45    Refresh objects
CC/B7DC: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CC/B7DE: E0        Pause for 4 * 4 (16) frames
CC/B7E0: 83        Move vehicle/entity left 1 tile
CC/B7E1: CD        Turn vehicle/entity right
CC/B7E2: FF        End queue
CC/B7E3: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/B7E5: 8C        Move vehicle/entity up 4 tiles
CC/B7E6: FF        End queue
CC/B7E7: 4B    Display dialogue message $035A, wait for button press
               Emergency!!
               The Empire cometh!!
CC/B7EA: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/B7EC: 1F        Do vehicle/entity graphical action $1F 
CC/B7ED: FF        End queue
CC/B7EE: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CC/B7F0: 1F        Do vehicle/entity graphical action $1F 
CC/B7F1: FF        End queue
CC/B7F2: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/B7F4: 1F        Do vehicle/entity graphical action $1F 
CC/B7F5: FF        End queue
CC/B7F6: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long 
CC/B7F8: 1F        Do vehicle/entity graphical action $1F 
CC/B7F9: FF        End queue
CC/B7FA: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/B7FC: 1F        Do vehicle/entity graphical action $1F 
CC/B7FD: FF        End queue
CC/B7FE: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/B800: 1F        Do vehicle/entity graphical action $1F 
CC/B801: FF        End queue
CC/B802: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CC/B804: 1F        Do vehicle/entity graphical action $1F 
CC/B805: FF        End queue
CC/B806: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/B808: CE        Turn vehicle/entity down
CC/B809: FF        End queue
CC/B80A: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B80C: 1F        Do vehicle/entity graphical action $1F 
CC/B80D: FF        End queue
CC/B80E: 94    Pause for 60 units
CC/B80F: F2    Fade out current song with transition time 64
CC/B811: 5A    Fade screen at speed $04
CC/B813: 5C    Pause execution until fade in or fade out is complete
CC/B814: B5    Pause for 15 * 6 (90) units
CC/B816: DC    Set event bit $1E80($611) [$1F42, bit 1]
CC/B818: 6B    Load map $0038 (Empty desert (fleeing on chocobos / Imperials en route to Narshe)) instantly, (upper bits $0000), place party at (16, 39), facing up
CC/B81E: F1    Fade in song 28 (Troops March On) (high bit clear) with transition time 64
CC/B821: B5    Pause for 15 * 6 (90) units
CC/B823: 42    Hide object $31
CC/B825: 42    Hide object $00
CC/B827: 42    Hide object $04
CC/B829: 42    Hide object $0E
CC/B82B: 42    Hide object $05
CC/B82D: 42    Hide object $02
CC/B82F: 42    Hide object $0B
CC/B831: 42    Hide object $01
CC/B833: 42    Hide object $06
CC/B835: 44    Place character $11 (NPC $11) on vehicle $40 (Magitek Armor) (Character is shown)
CC/B838: 44    Place character $13 (NPC $13) on vehicle $40 (Magitek Armor) (Character is shown)
CC/B83B: 44    Place character $15 (NPC $15) on vehicle $40 (Magitek Armor) (Character is shown)
CC/B83E: 44    Place character $1C (NPC $1C) on vehicle $40 (Magitek Armor) (Character is shown)
CC/B841: 59    Unfade screen at speed $04
CC/B843: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/B845: C2        Set vehicle/entity's event speed to normal
CC/B846: 81        Move vehicle/entity right 1 tile
CC/B847: FC        Branch 1 bytes backwards ($CCB846)
CC/B849: FF        End queue
CC/B84A: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/B84C: C2        Set vehicle/entity's event speed to normal
CC/B84D: 81        Move vehicle/entity right 1 tile
CC/B84E: FC        Branch 1 bytes backwards ($CCB84D)
CC/B850: FF        End queue
CC/B851: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CC/B853: C2        Set vehicle/entity's event speed to normal
CC/B854: 81        Move vehicle/entity right 1 tile
CC/B855: FC        Branch 1 bytes backwards ($CCB854)
CC/B857: FF        End queue
CC/B858: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CC/B85A: C2        Set vehicle/entity's event speed to normal
CC/B85B: 81        Move vehicle/entity right 1 tile
CC/B85C: FC        Branch 1 bytes backwards ($CCB85B)
CC/B85E: FF        End queue
CC/B85F: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/B861: C2        Set vehicle/entity's event speed to normal
CC/B862: 81        Move vehicle/entity right 1 tile
CC/B863: FC        Branch 1 bytes backwards ($CCB862)
CC/B865: FF        End queue
CC/B866: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/B868: C2        Set vehicle/entity's event speed to normal
CC/B869: 81        Move vehicle/entity right 1 tile
CC/B86A: FC        Branch 1 bytes backwards ($CCB869)
CC/B86C: FF        End queue
CC/B86D: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/B86F: C2        Set vehicle/entity's event speed to normal
CC/B870: 81        Move vehicle/entity right 1 tile
CC/B871: FC        Branch 1 bytes backwards ($CCB870)
CC/B873: FF        End queue
CC/B874: 17    Begin action queue for character $17 (NPC $17), 5 bytes long 
CC/B876: C2        Set vehicle/entity's event speed to normal
CC/B877: 81        Move vehicle/entity right 1 tile
CC/B878: FC        Branch 1 bytes backwards ($CCB877)
CC/B87A: FF        End queue
CC/B87B: 18    Begin action queue for character $18 (NPC $18), 5 bytes long 
CC/B87D: C2        Set vehicle/entity's event speed to normal
CC/B87E: 81        Move vehicle/entity right 1 tile
CC/B87F: FC        Branch 1 bytes backwards ($CCB87E)
CC/B881: FF        End queue
CC/B882: 19    Begin action queue for character $19 (NPC $19), 5 bytes long 
CC/B884: C2        Set vehicle/entity's event speed to normal
CC/B885: 81        Move vehicle/entity right 1 tile
CC/B886: FC        Branch 1 bytes backwards ($CCB885)
CC/B888: FF        End queue
CC/B889: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long 
CC/B88B: C2        Set vehicle/entity's event speed to normal
CC/B88C: 81        Move vehicle/entity right 1 tile
CC/B88D: FC        Branch 1 bytes backwards ($CCB88C)
CC/B88F: FF        End queue
CC/B890: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long 
CC/B892: C2        Set vehicle/entity's event speed to normal
CC/B893: 81        Move vehicle/entity right 1 tile
CC/B894: FC        Branch 1 bytes backwards ($CCB893)
CC/B896: FF        End queue
CC/B897: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/B899: C2        Set vehicle/entity's event speed to normal
CC/B89A: 81        Move vehicle/entity right 1 tile
CC/B89B: FC        Branch 1 bytes backwards ($CCB89A)
CC/B89D: FF        End queue
CC/B89E: 30    Begin action queue for character $30 (Camera), 5 bytes long 
CC/B8A0: C2        Set vehicle/entity's event speed to normal
CC/B8A1: 81        Move vehicle/entity right 1 tile
CC/B8A2: FC        Branch 1 bytes backwards ($CCB8A1)
CC/B8A4: FF        End queue
CC/B8A5: 4B    Display dialogue message $035B, wait for button press
               KEFKA: I don't care what you do here, JUST GET ME THAT ESPER!!
CC/B8A8: B5    Pause for 15 * 6 (90) units
CC/B8AA: 4B    Display dialogue message $035C, wait for button press
               SOLDIER: Lord Kefka!
               There're civilians here!
               KEFKA: Exterminate everyone!
               SOLDIER: But Narshe is neutral
               KEFKA: Idiot!!
CC/B8AD: 10    Begin action queue for character $10 (NPC $10), 10 bytes long 
CC/B8AF: C7        Set vehicle/entity to stay still when moving
CC/B8B0: 1F        Do vehicle/entity graphical action $1F 
CC/B8B1: DC        Make vehicle/entity jump (low)
CC/B8B2: 81        Move vehicle/entity right 1 tile
CC/B8B3: 18        Do vehicle/entity graphical action $18 
CC/B8B4: DC        Make vehicle/entity jump (low)
CC/B8B5: 81        Move vehicle/entity right 1 tile
CC/B8B6: FC        Branch 6 bytes backwards ($CCB8B0)
CC/B8B8: FF        End queue
CC/B8B9: 4B    Display dialogue message $035D, wait for button press
               KEFKA: Read my lips!!
               Dispose of any who oppose us!
               March!
CC/B8BC: 94    Pause for 60 units
CC/B8BD: 10    Begin action queue for character $10 (NPC $10), 5 bytes long 
CC/B8BF: C6        Set vehicle/entity to walk when moving
CC/B8C0: 81        Move vehicle/entity right 1 tile
CC/B8C1: FC        Branch 1 bytes backwards ($CCB8C0)
CC/B8C3: FF        End queue
CC/B8C4: 95    Pause for 120 units
CC/B8C5: 5A    Fade screen at speed $02
CC/B8C7: 5C    Pause execution until fade in or fade out is complete
CC/B8C8: 10    Begin action queue for character $10 (NPC $10), 2 bytes long 
CC/B8CA: 81        Move vehicle/entity right 1 tile
CC/B8CB: FF        End queue
CC/B8CC: 11    Begin action queue for character $11 (NPC $11), 2 bytes long 
CC/B8CE: 81        Move vehicle/entity right 1 tile
CC/B8CF: FF        End queue
CC/B8D0: 12    Begin action queue for character $12 (NPC $12), 2 bytes long 
CC/B8D2: 81        Move vehicle/entity right 1 tile
CC/B8D3: FF        End queue
CC/B8D4: 13    Begin action queue for character $13 (NPC $13), 2 bytes long 
CC/B8D6: 81        Move vehicle/entity right 1 tile
CC/B8D7: FF        End queue
CC/B8D8: 14    Begin action queue for character $14 (NPC $14), 2 bytes long 
CC/B8DA: 81        Move vehicle/entity right 1 tile
CC/B8DB: FF        End queue
CC/B8DC: 15    Begin action queue for character $15 (NPC $15), 2 bytes long 
CC/B8DE: 81        Move vehicle/entity right 1 tile
CC/B8DF: FF        End queue
CC/B8E0: 16    Begin action queue for character $16 (NPC $16), 2 bytes long 
CC/B8E2: 81        Move vehicle/entity right 1 tile
CC/B8E3: FF        End queue
CC/B8E4: 17    Begin action queue for character $17 (NPC $17), 2 bytes long 
CC/B8E6: 81        Move vehicle/entity right 1 tile
CC/B8E7: FF        End queue
CC/B8E8: 18    Begin action queue for character $18 (NPC $18), 2 bytes long 
CC/B8EA: 81        Move vehicle/entity right 1 tile
CC/B8EB: FF        End queue
CC/B8EC: 19    Begin action queue for character $19 (NPC $19), 2 bytes long 
CC/B8EE: 81        Move vehicle/entity right 1 tile
CC/B8EF: FF        End queue
CC/B8F0: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CC/B8F2: 81        Move vehicle/entity right 1 tile
CC/B8F3: FF        End queue
CC/B8F4: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long 
CC/B8F6: 81        Move vehicle/entity right 1 tile
CC/B8F7: FF        End queue
CC/B8F8: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long 
CC/B8FA: 81        Move vehicle/entity right 1 tile
CC/B8FB: FF        End queue
CC/B8FC: 30    Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete)
CC/B8FE: 81        Move vehicle/entity right 1 tile
CC/B8FF: FF        End queue
CC/B900: 6B    Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (108, 17), facing down
CC/B906: DD    Clear event bit $1E80($611) [$1F42, bit 1]
CC/B908: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B90A: D7        Center screen on vehicle/entity
CC/B90B: FF        End queue
CC/B90C: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/B911: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/B913: D5        Set vehicle/entity's position to (111, 16)
CC/B916: C2        Set vehicle/entity's event speed to normal
CC/B917: CF        Turn vehicle/entity left
CC/B918: FF        End queue
CC/B919: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/B91B: D5        Set vehicle/entity's position to (108, 20)
CC/B91E: C2        Set vehicle/entity's event speed to normal
CC/B91F: CF        Turn vehicle/entity left
CC/B920: FF        End queue
CC/B921: 0E    Begin action queue for character $0E (Actor in stot 14), 6 bytes long (Wait until complete)
CC/B923: D5        Set vehicle/entity's position to (108, 18)
CC/B926: C2        Set vehicle/entity's event speed to normal
CC/B927: CF        Turn vehicle/entity left
CC/B928: FF        End queue
CC/B929: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/B92B: D5        Set vehicle/entity's position to (109, 18)
CC/B92E: C2        Set vehicle/entity's event speed to normal
CC/B92F: CF        Turn vehicle/entity left
CC/B930: FF        End queue
CC/B931: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/B933: D5        Set vehicle/entity's position to (109, 17)
CC/B936: C2        Set vehicle/entity's event speed to normal
CC/B937: CF        Turn vehicle/entity left
CC/B938: FF        End queue
CC/B939: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/B93B: D5        Set vehicle/entity's position to (110, 17)
CC/B93E: C2        Set vehicle/entity's event speed to normal
CC/B93F: CF        Turn vehicle/entity left
CC/B940: FF        End queue
CC/B941: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/B943: D5        Set vehicle/entity's position to (111, 18)
CC/B946: C2        Set vehicle/entity's event speed to normal
CC/B947: CF        Turn vehicle/entity left
CC/B948: FF        End queue
CC/B949: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/B94B: D5        Set vehicle/entity's position to (111, 19)
CC/B94E: C2        Set vehicle/entity's event speed to normal
CC/B94F: CF        Turn vehicle/entity left
CC/B950: FF        End queue
CC/B951: 3D    Create object $00
CC/B953: 3D    Create object $04
CC/B955: 3D    Create object $0E
CC/B957: 3D    Create object $05
CC/B959: 3D    Create object $02
CC/B95B: 3D    Create object $0B
CC/B95D: 3D    Create object $01
CC/B95F: 3D    Create object $06
CC/B961: 41    Show object $00
CC/B963: 41    Show object $04
CC/B965: 41    Show object $0E
CC/B967: 41    Show object $05
CC/B969: 41    Show object $02
CC/B96B: 41    Show object $0B
CC/B96D: 41    Show object $01
CC/B96F: 41    Show object $06
CC/B971: 45    Refresh objects
CC/B972: 3D    Create object $11
CC/B974: 3D    Create object $15
CC/B976: 3D    Create object $16
CC/B978: 3D    Create object $17
CC/B97A: 3D    Create object $18
CC/B97C: 3D    Create object $19
CC/B97E: 3D    Create object $1A
CC/B980: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/B982: D5        Set vehicle/entity's position to (108, 17)
CC/B985: CF        Turn vehicle/entity left
CC/B986: FF        End queue
CC/B987: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/B989: D5        Set vehicle/entity's position to (107, 18)
CC/B98C: CD        Turn vehicle/entity right
CC/B98D: FF        End queue
CC/B98E: 16    Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete)
CC/B990: D5        Set vehicle/entity's position to (105, 17)
CC/B993: CD        Turn vehicle/entity right
CC/B994: FF        End queue
CC/B995: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CC/B997: D5        Set vehicle/entity's position to (105, 18)
CC/B99A: CD        Turn vehicle/entity right
CC/B99B: FF        End queue
CC/B99C: 18    Begin action queue for character $18 (NPC $18), 5 bytes long (Wait until complete)
CC/B99E: D5        Set vehicle/entity's position to (105, 19)
CC/B9A1: CD        Turn vehicle/entity right
CC/B9A2: FF        End queue
CC/B9A3: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CC/B9A5: D5        Set vehicle/entity's position to (106, 17)
CC/B9A8: CD        Turn vehicle/entity right
CC/B9A9: FF        End queue
CC/B9AA: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/B9AC: D5        Set vehicle/entity's position to (106, 19)
CC/B9AF: CD        Turn vehicle/entity right
CC/B9B0: FF        End queue
CC/B9B1: 41    Show object $11
CC/B9B3: 41    Show object $15
CC/B9B5: 41    Show object $16
CC/B9B7: 41    Show object $17
CC/B9B9: 41    Show object $18
CC/B9BB: 41    Show object $19
CC/B9BD: 41    Show object $1A
CC/B9BF: 45    Refresh objects
CC/B9C0: 59    Unfade screen at speed $08
CC/B9C2: 5C    Pause execution until fade in or fade out is complete
CC/B9C3: 4B    Display dialogue message $035E, wait for button press
               ELDER: We really have no choice.
               Let's make ready for war!
CC/B9C6: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long (Wait until complete)
CC/B9C8: 22        Do vehicle/entity graphical action $22 
CC/B9C9: E0        Pause for 4 * 2 (8) frames
CC/B9CB: CF        Turn vehicle/entity left
CC/B9CC: FF        End queue
CC/B9CD: 92    Pause for 30 units
CC/B9CE: 4B    Display dialogue message $035F, wait for button press
               BANON: They're after the Esper.
               ELDER: We moved it into the hills.
CC/B9D1: 92    Pause for 30 units
CC/B9D2: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CC/B9D4: A1        Move vehicle/entity right/down 1x1 tiles
CC/B9D5: CC        Turn vehicle/entity up
CC/B9D6: FF        End queue
CC/B9D7: 92    Pause for 30 units
CC/B9D8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/B9DA: CE        Turn vehicle/entity down
CC/B9DB: FF        End queue
CC/B9DC: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/B9DE: CE        Turn vehicle/entity down
CC/B9DF: FF        End queue
CC/B9E0: 0E    Begin action queue for character $0E (Actor in stot 14), 2 bytes long (Wait until complete)
CC/B9E2: CE        Turn vehicle/entity down
CC/B9E3: FF        End queue
CC/B9E4: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/B9E6: CE        Turn vehicle/entity down
CC/B9E7: FF        End queue
CC/B9E8: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/B9EA: CE        Turn vehicle/entity down
CC/B9EB: FF        End queue
CC/B9EC: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/B9EE: CE        Turn vehicle/entity down
CC/B9EF: FF        End queue
CC/B9F0: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/B9F2: CE        Turn vehicle/entity down
CC/B9F3: FF        End queue
CC/B9F4: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/B9F6: CE        Turn vehicle/entity down
CC/B9F7: FF        End queue
CC/B9F8: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/B9FA: CE        Turn vehicle/entity down
CC/B9FB: FF        End queue
CC/B9FC: 15    Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete)
CC/B9FE: CE        Turn vehicle/entity down
CC/B9FF: FF        End queue
CC/BA00: 16    Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete)
CC/BA02: CE        Turn vehicle/entity down
CC/BA03: FF        End queue
CC/BA04: 17    Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete)
CC/BA06: CE        Turn vehicle/entity down
CC/BA07: FF        End queue
CC/BA08: 18    Begin action queue for character $18 (NPC $18), 2 bytes long (Wait until complete)
CC/BA0A: CE        Turn vehicle/entity down
CC/BA0B: FF        End queue
CC/BA0C: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CC/BA0E: CE        Turn vehicle/entity down
CC/BA0F: FF        End queue
CC/BA10: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/BA12: CE        Turn vehicle/entity down
CC/BA13: FF        End queue
CC/BA14: 92    Pause for 30 units
CC/BA15: 4B    Display dialogue message $0360, wait for button press
               EDGAR: Then we're going up after it!
CC/BA18: 00    Begin action queue for character $00 (Actor in stot 0), 5 bytes long 
CC/BA1A: 20        Do vehicle/entity graphical action $20 
CC/BA1B: E0        Pause for 4 * 2 (8) frames
CC/BA1D: CE        Turn vehicle/entity down
CC/BA1E: FF        End queue
CC/BA1F: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long 
CC/BA21: 20        Do vehicle/entity graphical action $20 
CC/BA22: E0        Pause for 4 * 2 (8) frames
CC/BA24: CE        Turn vehicle/entity down
CC/BA25: FF        End queue
CC/BA26: 0E    Begin action queue for character $0E (Actor in stot 14), 5 bytes long 
CC/BA28: 20        Do vehicle/entity graphical action $20 
CC/BA29: E0        Pause for 4 * 2 (8) frames
CC/BA2B: CE        Turn vehicle/entity down
CC/BA2C: FF        End queue
CC/BA2D: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CC/BA2F: 20        Do vehicle/entity graphical action $20 
CC/BA30: E0        Pause for 4 * 2 (8) frames
CC/BA32: CE        Turn vehicle/entity down
CC/BA33: FF        End queue
CC/BA34: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CC/BA36: 20        Do vehicle/entity graphical action $20 
CC/BA37: E0        Pause for 4 * 2 (8) frames
CC/BA39: CE        Turn vehicle/entity down
CC/BA3A: FF        End queue
CC/BA3B: 0B    Begin action queue for character $0B (Actor in stot 11), 5 bytes long 
CC/BA3D: 20        Do vehicle/entity graphical action $20 
CC/BA3E: E0        Pause for 4 * 2 (8) frames
CC/BA40: CE        Turn vehicle/entity down
CC/BA41: FF        End queue
CC/BA42: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CC/BA44: 20        Do vehicle/entity graphical action $20 
CC/BA45: E0        Pause for 4 * 2 (8) frames
CC/BA47: CE        Turn vehicle/entity down
CC/BA48: FF        End queue
CC/BA49: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CC/BA4B: 20        Do vehicle/entity graphical action $20 
CC/BA4C: E0        Pause for 4 * 2 (8) frames
CC/BA4E: CE        Turn vehicle/entity down
CC/BA4F: FF        End queue
CC/BA50: 11    Begin action queue for character $11 (NPC $11), 5 bytes long 
CC/BA52: 2D        Do vehicle/entity graphical action $2D 
CC/BA53: E0        Pause for 4 * 2 (8) frames
CC/BA55: CE        Turn vehicle/entity down
CC/BA56: FF        End queue
CC/BA57: 15    Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete)
CC/BA59: 2C        Do vehicle/entity graphical action $2C 
CC/BA5A: E0        Pause for 4 * 2 (8) frames
CC/BA5C: CE        Turn vehicle/entity down
CC/BA5D: FF        End queue
CC/BA5E: 39    Free screen
CC/BA5F: 6A    Load map $0013 (Narshe, lower town (Magitek attack / guards seek Terra / party files out)) after fade out, (upper bits $2000), place party at (23, 20), facing down
CC/BA65: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/BA67: D7        Center screen on vehicle/entity
CC/BA68: C2        Set vehicle/entity's event speed to normal
CC/BA69: CE        Turn vehicle/entity down
CC/BA6A: FF        End queue
CC/BA6B: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/BA70: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/BA72: D5        Set vehicle/entity's position to (23, 21)
CC/BA75: C2        Set vehicle/entity's event speed to normal
CC/BA76: CE        Turn vehicle/entity down
CC/BA77: FF        End queue
CC/BA78: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/BA7A: D5        Set vehicle/entity's position to (23, 22)
CC/BA7D: C2        Set vehicle/entity's event speed to normal
CC/BA7E: CE        Turn vehicle/entity down
CC/BA7F: FF        End queue
CC/BA80: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/BA82: D5        Set vehicle/entity's position to (23, 23)
CC/BA85: C2        Set vehicle/entity's event speed to normal
CC/BA86: CE        Turn vehicle/entity down
CC/BA87: FF        End queue
CC/BA88: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/BA8A: D5        Set vehicle/entity's position to (23, 24)
CC/BA8D: C2        Set vehicle/entity's event speed to normal
CC/BA8E: CE        Turn vehicle/entity down
CC/BA8F: FF        End queue
CC/BA90: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/BA92: D5        Set vehicle/entity's position to (23, 19)
CC/BA95: C2        Set vehicle/entity's event speed to normal
CC/BA96: CE        Turn vehicle/entity down
CC/BA97: FF        End queue
CC/BA98: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/BA9A: D5        Set vehicle/entity's position to (23, 18)
CC/BA9D: C2        Set vehicle/entity's event speed to normal
CC/BA9E: CE        Turn vehicle/entity down
CC/BA9F: FF        End queue
CC/BAA0: 41    Show object $00
CC/BAA2: 41    Show object $04
CC/BAA4: 41    Show object $05
CC/BAA6: 41    Show object $02
CC/BAA8: 41    Show object $0B
CC/BAAA: 41    Show object $01
CC/BAAC: 41    Show object $06
CC/BAAE: 45    Refresh objects
CC/BAAF: 78    Enable ability to pass through other objects for object $06 (CELES )
CC/BAB1: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CC/BAB3: 78    Enable ability to pass through other objects for object $00 (TERRA )
CC/BAB5: 78    Enable ability to pass through other objects for object $05 (SABIN )
CC/BAB7: 78    Enable ability to pass through other objects for object $02 (CYAN  )
CC/BAB9: 78    Enable ability to pass through other objects for object $0B (GAU   )
CC/BABB: 78    Enable ability to pass through other objects for object $01 (LOCKE )
CC/BABD: 59    Unfade screen at speed $04
CC/BABF: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long 
CC/BAC1: 9E        Move vehicle/entity down 8 tiles
CC/BAC2: 82        Move vehicle/entity down 1 tile
CC/BAC3: 9D        Move vehicle/entity right 8 tiles
CC/BAC4: 80        Move vehicle/entity up 1 tile
CC/BAC5: 99        Move vehicle/entity right 7 tiles
CC/BAC6: 9C        Move vehicle/entity up 8 tiles
CC/BAC7: 9C        Move vehicle/entity up 8 tiles
CC/BAC8: 9C        Move vehicle/entity up 8 tiles
CC/BAC9: FF        End queue
CC/BACA: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CC/BACC: 9E        Move vehicle/entity down 8 tiles
CC/BACD: 81        Move vehicle/entity right 1 tile
CC/BACE: 9D        Move vehicle/entity right 8 tiles
CC/BACF: 80        Move vehicle/entity up 1 tile
CC/BAD0: 99        Move vehicle/entity right 7 tiles
CC/BAD1: 9C        Move vehicle/entity up 8 tiles
CC/BAD2: 9C        Move vehicle/entity up 8 tiles
CC/BAD3: 9C        Move vehicle/entity up 8 tiles
CC/BAD4: FF        End queue
CC/BAD5: 00    Begin action queue for character $00 (Actor in stot 0), 8 bytes long 
CC/BAD7: 9A        Move vehicle/entity down 7 tiles
CC/BAD8: 9D        Move vehicle/entity right 8 tiles
CC/BAD9: 80        Move vehicle/entity up 1 tile
CC/BADA: 99        Move vehicle/entity right 7 tiles
CC/BADB: 9C        Move vehicle/entity up 8 tiles
CC/BADC: 9C        Move vehicle/entity up 8 tiles
CC/BADD: 9C        Move vehicle/entity up 8 tiles
CC/BADE: FF        End queue
CC/BADF: 05    Begin action queue for character $05 (Actor in stot 5), 8 bytes long 
CC/BAE1: 96        Move vehicle/entity down 6 tiles
CC/BAE2: 9D        Move vehicle/entity right 8 tiles
CC/BAE3: 80        Move vehicle/entity up 1 tile
CC/BAE4: 99        Move vehicle/entity right 7 tiles
CC/BAE5: 9C        Move vehicle/entity up 8 tiles
CC/BAE6: 9C        Move vehicle/entity up 8 tiles
CC/BAE7: 9C        Move vehicle/entity up 8 tiles
CC/BAE8: FF        End queue
CC/BAE9: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long 
CC/BAEB: 92        Move vehicle/entity down 5 tiles
CC/BAEC: 9D        Move vehicle/entity right 8 tiles
CC/BAED: 80        Move vehicle/entity up 1 tile
CC/BAEE: 99        Move vehicle/entity right 7 tiles
CC/BAEF: 9C        Move vehicle/entity up 8 tiles
CC/BAF0: 9C        Move vehicle/entity up 8 tiles
CC/BAF1: 9C        Move vehicle/entity up 8 tiles
CC/BAF2: FF        End queue
CC/BAF3: 0B    Begin action queue for character $0B (Actor in stot 11), 8 bytes long 
CC/BAF5: 8E        Move vehicle/entity down 4 tiles
CC/BAF6: 9D        Move vehicle/entity right 8 tiles
CC/BAF7: 80        Move vehicle/entity up 1 tile
CC/BAF8: 99        Move vehicle/entity right 7 tiles
CC/BAF9: 9C        Move vehicle/entity up 8 tiles
CC/BAFA: 9C        Move vehicle/entity up 8 tiles
CC/BAFB: 9C        Move vehicle/entity up 8 tiles
CC/BAFC: FF        End queue
CC/BAFD: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CC/BAFF: 8A        Move vehicle/entity down 3 tiles
CC/BB00: 9D        Move vehicle/entity right 8 tiles
CC/BB01: 80        Move vehicle/entity up 1 tile
CC/BB02: 99        Move vehicle/entity right 7 tiles
CC/BB03: 9C        Move vehicle/entity up 8 tiles
CC/BB04: 9C        Move vehicle/entity up 8 tiles
CC/BB05: 9C        Move vehicle/entity up 8 tiles
CC/BB06: FF        End queue
CC/BB07: B5    Pause for 15 * 6 (90) units
CC/BB09: 4B    Display dialogue message $0361, wait for button press
               EDGAR: LOCKE has a complicated past. I wouldn't go thinking he's fallen for you or something! 
CC/BB0C: 4B    Display dialogue message $0362, wait for button press
               CELES: I'm a soldier, not some love-starved twit!
               EDGAR: Cold as ice 
CC/BB0F: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CC/BB11: 6A    Load map $0015 (Narshe, upper town (WoB)) after fade out, (upper bits $0000), place party at (21, 19), facing up
CC/BB17: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/BB19: D7        Center screen on vehicle/entity
CC/BB1A: C2        Set vehicle/entity's event speed to normal
CC/BB1B: CE        Turn vehicle/entity down
CC/BB1C: FF        End queue
CC/BB1D: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/BB22: 38    Hold screen
CC/BB23: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/BB25: D5        Set vehicle/entity's position to (21, 26)
CC/BB28: C2        Set vehicle/entity's event speed to normal
CC/BB29: CC        Turn vehicle/entity up
CC/BB2A: FF        End queue
CC/BB2B: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/BB2D: D5        Set vehicle/entity's position to (21, 27)
CC/BB30: C2        Set vehicle/entity's event speed to normal
CC/BB31: CC        Turn vehicle/entity up
CC/BB32: FF        End queue
CC/BB33: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/BB35: D5        Set vehicle/entity's position to (21, 28)
CC/BB38: C2        Set vehicle/entity's event speed to normal
CC/BB39: CC        Turn vehicle/entity up
CC/BB3A: FF        End queue
CC/BB3B: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/BB3D: D5        Set vehicle/entity's position to (21, 29)
CC/BB40: C2        Set vehicle/entity's event speed to normal
CC/BB41: CC        Turn vehicle/entity up
CC/BB42: FF        End queue
CC/BB43: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/BB45: D5        Set vehicle/entity's position to (21, 30)
CC/BB48: C2        Set vehicle/entity's event speed to normal
CC/BB49: CC        Turn vehicle/entity up
CC/BB4A: FF        End queue
CC/BB4B: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/BB4D: D5        Set vehicle/entity's position to (21, 31)
CC/BB50: C2        Set vehicle/entity's event speed to normal
CC/BB51: CC        Turn vehicle/entity up
CC/BB52: FF        End queue
CC/BB53: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/BB55: D5        Set vehicle/entity's position to (21, 32)
CC/BB58: C2        Set vehicle/entity's event speed to normal
CC/BB59: CC        Turn vehicle/entity up
CC/BB5A: FF        End queue
CC/BB5B: 41    Show object $00
CC/BB5D: 41    Show object $04
CC/BB5F: 41    Show object $05
CC/BB61: 41    Show object $02
CC/BB63: 41    Show object $0B
CC/BB65: 41    Show object $01
CC/BB67: 41    Show object $06
CC/BB69: 45    Refresh objects
CC/BB6A: 59    Unfade screen at speed $04
CC/BB6C: 05    Begin action queue for character $05 (Actor in stot 5), 5 bytes long 
CC/BB6E: 9C        Move vehicle/entity up 8 tiles
CC/BB6F: 90        Move vehicle/entity up 5 tiles
CC/BB70: 85        Move vehicle/entity right 2 tiles
CC/BB71: 84        Move vehicle/entity up 2 tiles
CC/BB72: FF        End queue
CC/BB73: 02    Begin action queue for character $02 (Actor in stot 2), 5 bytes long 
CC/BB75: 9C        Move vehicle/entity up 8 tiles
CC/BB76: 94        Move vehicle/entity up 6 tiles
CC/BB77: 81        Move vehicle/entity right 1 tile
CC/BB78: 84        Move vehicle/entity up 2 tiles
CC/BB79: FF        End queue
CC/BB7A: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CC/BB7C: 9C        Move vehicle/entity up 8 tiles
CC/BB7D: 98        Move vehicle/entity up 7 tiles
CC/BB7E: 8C        Move vehicle/entity up 4 tiles
CC/BB7F: FF        End queue
CC/BB80: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long 
CC/BB82: 9C        Move vehicle/entity up 8 tiles
CC/BB83: 98        Move vehicle/entity up 7 tiles
CC/BB84: 81        Move vehicle/entity right 1 tile
CC/BB85: 84        Move vehicle/entity up 2 tiles
CC/BB86: FF        End queue
CC/BB87: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long 
CC/BB89: 9C        Move vehicle/entity up 8 tiles
CC/BB8A: 9C        Move vehicle/entity up 8 tiles
CC/BB8B: 84        Move vehicle/entity up 2 tiles
CC/BB8C: FF        End queue
CC/BB8D: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long 
CC/BB8F: 9C        Move vehicle/entity up 8 tiles
CC/BB90: 8C        Move vehicle/entity up 4 tiles
CC/BB91: FF        End queue
CC/BB92: 06    Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete)
CC/BB94: 9C        Move vehicle/entity up 8 tiles
CC/BB95: 8C        Move vehicle/entity up 4 tiles
CC/BB96: E0        Pause for 4 * 4 (16) frames
CC/BB98: CD        Turn vehicle/entity right
CC/BB99: E0        Pause for 4 * 6 (24) frames
CC/BB9B: CE        Turn vehicle/entity down
CC/BB9C: FF        End queue
CC/BB9D: 4B    Display dialogue message $0363, wait for button press
               CELES: So, you were born with the power of magic!?
               Isn't it a lovely gift
               TERRA: Youcan use magic, too?
               
               CELES: When I was a baby I was artificially infused with magic, and raised as a Magitek Knight.
               TERRA: Have youloved anyone?
               CELES: ???
               What's that supposed to mean?!
CC/BBA0: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/BBA2: 8C        Move vehicle/entity up 4 tiles
CC/BBA3: FF        End queue
CC/BBA4: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/BBA6: 84        Move vehicle/entity up 2 tiles
CC/BBA7: FF        End queue
CC/BBA8: 6A    Load map $0015 (Narshe, upper town (WoB)) after fade out, (upper bits $0000), place party at (34, 9), facing up
CC/BBAE: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/BBB0: D7        Center screen on vehicle/entity
CC/BBB1: C2        Set vehicle/entity's event speed to normal
CC/BBB2: CE        Turn vehicle/entity down
CC/BBB3: FF        End queue
CC/BBB4: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/BBB9: 38    Hold screen
CC/BBBA: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/BBBC: D5        Set vehicle/entity's position to (35, 6)
CC/BBBF: C2        Set vehicle/entity's event speed to normal
CC/BBC0: CC        Turn vehicle/entity up
CC/BBC1: FF        End queue
CC/BBC2: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/BBC4: D5        Set vehicle/entity's position to (34, 7)
CC/BBC7: C2        Set vehicle/entity's event speed to normal
CC/BBC8: CC        Turn vehicle/entity up
CC/BBC9: FF        End queue
CC/BBCA: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/BBCC: D5        Set vehicle/entity's position to (34, 8)
CC/BBCF: C2        Set vehicle/entity's event speed to normal
CC/BBD0: CC        Turn vehicle/entity up
CC/BBD1: FF        End queue
CC/BBD2: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/BBD4: D5        Set vehicle/entity's position to (34, 9)
CC/BBD7: C2        Set vehicle/entity's event speed to normal
CC/BBD8: CC        Turn vehicle/entity up
CC/BBD9: FF        End queue
CC/BBDA: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/BBDC: D5        Set vehicle/entity's position to (34, 10)
CC/BBDF: C2        Set vehicle/entity's event speed to normal
CC/BBE0: CC        Turn vehicle/entity up
CC/BBE1: FF        End queue
CC/BBE2: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/BBE4: D5        Set vehicle/entity's position to (33, 11)
CC/BBE7: C2        Set vehicle/entity's event speed to normal
CC/BBE8: CC        Turn vehicle/entity up
CC/BBE9: FF        End queue
CC/BBEA: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/BBEC: D5        Set vehicle/entity's position to (32, 11)
CC/BBEF: C2        Set vehicle/entity's event speed to normal
CC/BBF0: CC        Turn vehicle/entity up
CC/BBF1: FF        End queue
CC/BBF2: 41    Show object $00
CC/BBF4: 41    Show object $04
CC/BBF6: 41    Show object $05
CC/BBF8: 41    Show object $02
CC/BBFA: 41    Show object $0B
CC/BBFC: 41    Show object $01
CC/BBFE: 41    Show object $06
CC/BC00: 45    Refresh objects
CC/BC01: 59    Unfade screen at speed $04
CC/BC03: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/BC05: 8C        Move vehicle/entity up 4 tiles
CC/BC06: FF        End queue
CC/BC07: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long 
CC/BC09: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC0A: 8C        Move vehicle/entity up 4 tiles
CC/BC0B: FF        End queue
CC/BC0C: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long 
CC/BC0E: 80        Move vehicle/entity up 1 tile
CC/BC0F: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC10: 8C        Move vehicle/entity up 4 tiles
CC/BC11: FF        End queue
CC/BC12: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long 
CC/BC14: 84        Move vehicle/entity up 2 tiles
CC/BC15: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC16: 8C        Move vehicle/entity up 4 tiles
CC/BC17: FF        End queue
CC/BC18: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long 
CC/BC1A: 88        Move vehicle/entity up 3 tiles
CC/BC1B: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC1C: 8C        Move vehicle/entity up 4 tiles
CC/BC1D: FF        End queue
CC/BC1E: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CC/BC20: 81        Move vehicle/entity right 1 tile
CC/BC21: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC22: 80        Move vehicle/entity up 1 tile
CC/BC23: FF        End queue
CC/BC24: 02    Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete)
CC/BC26: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC27: 84        Move vehicle/entity up 2 tiles
CC/BC28: E0        Pause for 4 * 8 (32) frames
CC/BC2A: CD        Turn vehicle/entity right
CC/BC2B: E0        Pause for 4 * 2 (8) frames
CC/BC2D: CE        Turn vehicle/entity down
CC/BC2E: FF        End queue
CC/BC2F: 92    Pause for 30 units
CC/BC30: 4B    Display dialogue message $0364, wait for button press
               CYAN: Don't think for a moment I trust you!
               CELES: Fine. Use your own eyes, then decide.
CC/BC33: 92    Pause for 30 units
CC/BC34: F2    Fade out current song with transition time 128
CC/BC36: 5A    Fade screen at speed $04
CC/BC38: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CC/BC3A: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC3B: 8C        Move vehicle/entity up 4 tiles
CC/BC3C: FF        End queue
CC/BC3D: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long 
CC/BC3F: 80        Move vehicle/entity up 1 tile
CC/BC40: A0        Move vehicle/entity right/up 1x1 tiles
CC/BC41: 88        Move vehicle/entity up 3 tiles
CC/BC42: FF        End queue
CC/BC43: 5C    Pause execution until fade in or fade out is complete
CC/BC44: 42    Hide object $01
CC/BC46: 42    Hide object $04
CC/BC48: 42    Hide object $05
CC/BC4A: 42    Hide object $02
CC/BC4C: 42    Hide object $06
CC/BC4E: 42    Hide object $0B
CC/BC50: 42    Hide object $0E
CC/BC52: 3E    Delete object $0E
CC/BC54: 45    Refresh objects
CC/BC55: 6B    Load map $0016 (Narshe, hills maze (WoB)) instantly, (upper bits $2000), place party at (20, 9), facing down
CC/BC5B: 3D    Create object $00
CC/BC5D: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/BC60: 45    Refresh objects
CC/BC61: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/BC63: D7        Center screen on vehicle/entity
CC/BC64: CE        Turn vehicle/entity down
CC/BC65: FF        End queue
CC/BC66: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/BC6B: 41    Show object $00
CC/BC6D: 45    Refresh objects
CC/BC6E: 39    Free screen
CC/BC6F: 3F    Remove character $01 (Actor in stot 1) from the party
CC/BC72: 3F    Remove character $04 (Actor in stot 4) from the party
CC/BC75: 3F    Remove character $05 (Actor in stot 5) from the party
CC/BC78: 3F    Remove character $02 (Actor in stot 2) from the party
CC/BC7B: 3F    Remove character $0B (Actor in stot 11) from the party
CC/BC7E: 3F    Remove character $06 (Actor in stot 6) from the party
CC/BC81: 45    Refresh objects
CC/BC82: D0    Set event bit $1E80($045) [$1E88, bit 5]
CC/BC84: F1    Fade in song 57 (Wind) (high bit clear) with transition time 240
CC/BC87: 59    Unfade screen at speed $04
CC/BC89: 5C    Pause execution until fade in or fade out is complete
CC/BC8A: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/BC8E: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CC/BC90: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CC/BC92: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CC/BC94: 36    Disable ability to pass through other objects for object $00 (Actor in stot 0)
CC/BC96: 36    Disable ability to pass through other objects for object $05 (Actor in stot 5)
CC/BC98: 36    Disable ability to pass through other objects for object $02 (Actor in stot 2)
CC/BC9A: 36    Disable ability to pass through other objects for object $0B (Actor in stot 11)
CC/BC9C: 36    Disable ability to pass through other objects for object $01 (Actor in stot 1)
CC/BC9E: 3A    Enable player to move while event commands execute
CC/BC9F: FE    Return

CC/BCA0: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/BCA2: 4D    Invoke battle, enemy set $39, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/BCA5: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCBCB1
CC/BCAA: B2    Call subroutine $CCC8E7
CC/BCAE: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/BCB0: FE    Return

CC/BCB1: F2    Fade out current song with transition time 8
CC/BCB3: 96    Restore screen from fade
CC/BCB4: 5C    Pause execution until fade in or fade out is complete
CC/BCB5: 4B    Display dialogue message $0377, wait for button press
               KEFKA: Aack!!
               I won't forget this!
CC/BCB8: B0    Execute the following commands until $B1 6 times
CC/BCBA: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/BCBC: CE            Turn vehicle/entity down
CC/BCBD: FF            End queue
CC/BCBE: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/BCC0: CD            Turn vehicle/entity right
CC/BCC1: FF            End queue
CC/BCC2: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/BCC4: CC            Turn vehicle/entity up
CC/BCC5: FF            End queue
CC/BCC6: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/BCC8: CF            Turn vehicle/entity left
CC/BCC9: FF            End queue
CC/BCCA: B1        End block of repeating commands
CC/BCCB: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/BCCD: CE        Turn vehicle/entity down
CC/BCCE: FF        End queue
CC/BCCF: F4    Play sound effect 45
CC/BCD1: 42    Hide object $10
CC/BCD3: 92    Pause for 30 units
CC/BCD4: F4    Play sound effect 45
CC/BCD6: 42    Hide object $19
CC/BCD8: 42    Hide object $1A
CC/BCDA: 42    Hide object $1B
CC/BCDC: 42    Hide object $1C
CC/BCDE: 42    Hide object $1D
CC/BCE0: 42    Hide object $1E
CC/BCE2: 42    Hide object $1F
CC/BCE4: 42    Hide object $20
CC/BCE6: 42    Hide object $21
CC/BCE8: 42    Hide object $22
CC/BCEA: 42    Hide object $23
CC/BCEC: 42    Hide object $24
CC/BCEE: 45    Refresh objects
CC/BCEF: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/BCF1: 0A        Do vehicle/entity graphical action $0A 
CC/BCF2: FF        End queue
CC/BCF3: B5    Pause for 15 * 6 (90) units
CC/BCF5: F0    Play song 0 (Silence), (high bit clear), full volume
CC/BCF7: 4B    Display dialogue message $0378, wait for button press
               EDGAR: Where's the Esper?
               LOCKE: Is it okay?
CC/BCFA: 92    Pause for 30 units
CC/BCFB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/BCFD: CC        Turn vehicle/entity up
CC/BCFE: FF        End queue
CC/BCFF: B5    Pause for 15 * 6 (90) units
CC/BD01: 5A    Fade screen at speed $04
CC/BD03: 5C    Pause execution until fade in or fade out is complete
CC/BD04: 3D    Create object $00
CC/BD06: 45    Refresh objects
CC/BD07: 46    Make party 1 the current party
CC/BD09: 45    Refresh objects
CC/BD0A: B2    Call subroutine $CACB25
CC/BD0E: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/BD11: 3F    Remove character $01 (Actor in stot 1) from the party
CC/BD14: 3F    Remove character $04 (Actor in stot 4) from the party
CC/BD17: 3F    Remove character $05 (Actor in stot 5) from the party
CC/BD1A: 3F    Remove character $02 (Actor in stot 2) from the party
CC/BD1D: 3F    Remove character $0B (Actor in stot 11) from the party
CC/BD20: 3F    Remove character $06 (Actor in stot 6) from the party
CC/BD23: 45    Refresh objects
CC/BD24: 47    Make character in slot 0 the lead character
CC/BD25: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/BD29: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/BD2B: D3    Clear event bit $1E80($1CA) [$1EB9, bit 2]
CC/BD2D: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CC/BD2F: 6B    Load map $0017 (Narshe, mountaintop (WoB / "Long ago, the War of the Magi...")) instantly, (upper bits $0000), place party at (25, 25), facing up
CC/BD35: 41    Show object $31
CC/BD37: 38    Hold screen
CC/BD38: 00    Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete)
CC/BD3A: D5        Set vehicle/entity's position to (9, 16)
CC/BD3D: C2        Set vehicle/entity's event speed to normal
CC/BD3E: CC        Turn vehicle/entity up
CC/BD3F: FF        End queue
CC/BD40: 01    Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete)
CC/BD42: D5        Set vehicle/entity's position to (7, 13)
CC/BD45: C2        Set vehicle/entity's event speed to normal
CC/BD46: CD        Turn vehicle/entity right
CC/BD47: FF        End queue
CC/BD48: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/BD4A: D5        Set vehicle/entity's position to (8, 15)
CC/BD4D: C2        Set vehicle/entity's event speed to normal
CC/BD4E: CC        Turn vehicle/entity up
CC/BD4F: FF        End queue
CC/BD50: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/BD52: D5        Set vehicle/entity's position to (10, 15)
CC/BD55: C2        Set vehicle/entity's event speed to normal
CC/BD56: CC        Turn vehicle/entity up
CC/BD57: FF        End queue
CC/BD58: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/BD5A: D5        Set vehicle/entity's position to (11, 14)
CC/BD5D: C2        Set vehicle/entity's event speed to normal
CC/BD5E: CF        Turn vehicle/entity left
CC/BD5F: FF        End queue
CC/BD60: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/BD62: D5        Set vehicle/entity's position to (12, 13)
CC/BD65: C2        Set vehicle/entity's event speed to normal
CC/BD66: CF        Turn vehicle/entity left
CC/BD67: FF        End queue
CC/BD68: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/BD6A: D5        Set vehicle/entity's position to (6, 14)
CC/BD6D: C2        Set vehicle/entity's event speed to normal
CC/BD6E: CD        Turn vehicle/entity right
CC/BD6F: FF        End queue
CC/BD70: 41    Show object $00
CC/BD72: 41    Show object $01
CC/BD74: 41    Show object $04
CC/BD76: 41    Show object $05
CC/BD78: 41    Show object $02
CC/BD7A: 41    Show object $0B
CC/BD7C: 41    Show object $06
CC/BD7E: F1    Fade in song 57 (Wind) (high bit clear) with transition time 160
CC/BD81: 59    Unfade screen at speed $02
CC/BD83: 30    Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete)
CC/BD85: C2        Set vehicle/entity's event speed to normal
CC/BD86: 8F        Move vehicle/entity left 4 tiles
CC/BD87: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD88: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD89: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD8A: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD8B: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD8C: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD8D: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD8E: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD8F: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD90: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD91: A3        Move vehicle/entity left/up 1x1 tiles
CC/BD92: FF        End queue
CC/BD93: 95    Pause for 120 units
CC/BD94: 4B    Display dialogue message $0379, wait for button press
               EDGAR: That was a close call!
               CYAN: Can it still be alive?
               SABIN: Impossibleright?!
CC/BD97: 95    Pause for 120 units
CC/BD98: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/BD9A: C7        Set vehicle/entity to stay still when moving
CC/BD9B: 82        Move vehicle/entity down 1 tile
CC/BD9C: C6        Set vehicle/entity to walk when moving
CC/BD9D: FF        End queue
CC/BD9E: 04    Begin action queue for character $04 (Actor in stot 4), 11 bytes long 
CC/BDA0: CD        Turn vehicle/entity right
CC/BDA1: E0        Pause for 4 * 1 (4) frames
CC/BDA3: CE        Turn vehicle/entity down
CC/BDA4: E0        Pause for 4 * 2 (8) frames
CC/BDA6: C3        Set vehicle/entity's event speed to fast
CC/BDA7: 86        Move vehicle/entity down 2 tiles
CC/BDA8: CD        Turn vehicle/entity right
CC/BDA9: C2        Set vehicle/entity's event speed to normal
CC/BDAA: FF        End queue
CC/BDAB: 05    Begin action queue for character $05 (Actor in stot 5), 11 bytes long 
CC/BDAD: CF        Turn vehicle/entity left
CC/BDAE: E0        Pause for 4 * 1 (4) frames
CC/BDB0: CE        Turn vehicle/entity down
CC/BDB1: E0        Pause for 4 * 2 (8) frames
CC/BDB3: C3        Set vehicle/entity's event speed to fast
CC/BDB4: 86        Move vehicle/entity down 2 tiles
CC/BDB5: CF        Turn vehicle/entity left
CC/BDB6: C2        Set vehicle/entity's event speed to normal
CC/BDB7: FF        End queue
CC/BDB8: 01    Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete)
CC/BDBA: CE        Turn vehicle/entity down
CC/BDBB: E0        Pause for 4 * 2 (8) frames
CC/BDBD: A1        Move vehicle/entity right/down 1x1 tiles
CC/BDBE: A1        Move vehicle/entity right/down 1x1 tiles
CC/BDBF: CE        Turn vehicle/entity down
CC/BDC0: E0        Pause for 4 * 6 (24) frames
CC/BDC2: FF        End queue
CC/BDC3: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/BDC5: CE        Turn vehicle/entity down
CC/BDC6: FF        End queue
CC/BDC7: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/BDC9: CE        Turn vehicle/entity down
CC/BDCA: FF        End queue
CC/BDCB: 4B    Display dialogue message $037A, wait for button press
               LOCKE: TERRA!!
               What is it!?
CC/BDCE: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/BDD0: 21        Do vehicle/entity graphical action $21 
CC/BDD1: FF        End queue
CC/BDD2: B5    Pause for 15 * 6 (90) units
CC/BDD4: F4    Play sound effect 103
CC/BDD6: B2    Call subroutine $CC9AD5
CC/BDDA: 92    Pause for 30 units
CC/BDDB: F4    Play sound effect 245
CC/BDDD: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/BDDF: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long 
CC/BDE1: C7        Set vehicle/entity to stay still when moving
CC/BDE2: 0B        Do vehicle/entity graphical action $0B 
CC/BDE3: C4        Set vehicle/entity's event speed to faster
CC/BDE4: 8F        Move vehicle/entity left 4 tiles
CC/BDE5: E0        Pause for 4 * 1 (4) frames
CC/BDE7: 17        Do vehicle/entity graphical action $17 
CC/BDE8: C3        Set vehicle/entity's event speed to fast
CC/BDE9: 82        Move vehicle/entity down 1 tile
CC/BDEA: C2        Set vehicle/entity's event speed to normal
CC/BDEB: FF        End queue
CC/BDEC: 35    Pause execution until action queue for object $01 (Actor in stot 1) is complete
CC/BDEE: F4    Play sound effect 103
CC/BDF0: B2    Call subroutine $CC9AD5
CC/BDF4: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/BDF6: 82        Move vehicle/entity down 1 tile
CC/BDF7: CF        Turn vehicle/entity left
CC/BDF8: FF        End queue
CC/BDF9: 94    Pause for 60 units
CC/BDFA: 01    Begin action queue for character $01 (Actor in stot 1), 8 bytes long 
CC/BDFC: C6        Set vehicle/entity to walk when moving
CC/BDFD: DC        Make vehicle/entity jump (low)
CC/BDFE: A0        Move vehicle/entity right/up 1x1 tiles
CC/BDFF: CD        Turn vehicle/entity right
CC/BE00: E0        Pause for 4 * 2 (8) frames
CC/BE02: CE        Turn vehicle/entity down
CC/BE03: FF        End queue
CC/BE04: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete)
CC/BE06: C7        Set vehicle/entity to stay still when moving
CC/BE07: 81        Move vehicle/entity right 1 tile
CC/BE08: C6        Set vehicle/entity to walk when moving
CC/BE09: E0        Pause for 4 * 8 (32) frames
CC/BE0B: CE        Turn vehicle/entity down
CC/BE0C: FF        End queue
CC/BE0D: 91    Pause for 15 units
CC/BE0E: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long 
CC/BE10: A2        Move vehicle/entity left/down 1x1 tiles
CC/BE11: CE        Turn vehicle/entity down
CC/BE12: FF        End queue
CC/BE13: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CC/BE15: DC        Make vehicle/entity jump (low)
CC/BE16: A2        Move vehicle/entity left/down 1x1 tiles
CC/BE17: CE        Turn vehicle/entity down
CC/BE18: FF        End queue
CC/BE19: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CC/BE1B: A1        Move vehicle/entity right/down 1x1 tiles
CC/BE1C: CD        Turn vehicle/entity right
CC/BE1D: FF        End queue
CC/BE1E: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/BE20: 89        Move vehicle/entity right 3 tiles
CC/BE21: CE        Turn vehicle/entity down
CC/BE22: FF        End queue
CC/BE23: B5    Pause for 15 * 6 (90) units
CC/BE25: F2    Fade out current song with transition time 64
CC/BE27: 4B    Display dialogue message $037B, wait for button press
               TERRA: Nooo!!
CC/BE2A: 94    Pause for 60 units
CC/BE2B: F0    Play song 0 (Silence), (high bit clear), full volume
CC/BE2D: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/BE2F: CC        Turn vehicle/entity up
CC/BE30: FF        End queue
CC/BE31: 94    Pause for 60 units
CC/BE32: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/BE34: F4    Play sound effect 245
CC/BE36: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/BE38: 05    Begin action queue for character $05 (Actor in stot 5), 9 bytes long 
CC/BE3A: C7        Set vehicle/entity to stay still when moving
CC/BE3B: 0B        Do vehicle/entity graphical action $0B 
CC/BE3C: C4        Set vehicle/entity's event speed to faster
CC/BE3D: DC        Make vehicle/entity jump (low)
CC/BE3E: A1        Move vehicle/entity right/down 1x1 tiles
CC/BE3F: DC        Make vehicle/entity jump (low)
CC/BE40: A1        Move vehicle/entity right/down 1x1 tiles
CC/BE41: 28        Do vehicle/entity graphical action $28 
CC/BE42: FF        End queue
CC/BE43: 04    Begin action queue for character $04 (Actor in stot 4), 9 bytes long 
CC/BE45: C7        Set vehicle/entity to stay still when moving
CC/BE46: 0B        Do vehicle/entity graphical action $0B 
CC/BE47: C4        Set vehicle/entity's event speed to faster
CC/BE48: DC        Make vehicle/entity jump (low)
CC/BE49: 87        Move vehicle/entity left 2 tiles
CC/BE4A: C3        Set vehicle/entity's event speed to fast
CC/BE4B: 82        Move vehicle/entity down 1 tile
CC/BE4C: 17        Do vehicle/entity graphical action $17 
CC/BE4D: FF        End queue
CC/BE4E: 0B    Begin action queue for character $0B (Actor in stot 11), 11 bytes long 
CC/BE50: C8        Set object layering priority to 2 (low nibble 2)
CC/BE52: C7        Set vehicle/entity to stay still when moving
CC/BE53: 0B        Do vehicle/entity graphical action $0B 
CC/BE54: C4        Set vehicle/entity's event speed to faster
CC/BE55: DC        Make vehicle/entity jump (low)
CC/BE56: 85        Move vehicle/entity right 2 tiles
CC/BE57: C3        Set vehicle/entity's event speed to fast
CC/BE58: 82        Move vehicle/entity down 1 tile
CC/BE59: 19        Do vehicle/entity graphical action $19 
CC/BE5A: FF        End queue
CC/BE5B: 06    Begin action queue for character $06 (Actor in stot 6), 7 bytes long 
CC/BE5D: C7        Set vehicle/entity to stay still when moving
CC/BE5E: 0B        Do vehicle/entity graphical action $0B 
CC/BE5F: C4        Set vehicle/entity's event speed to faster
CC/BE60: DC        Make vehicle/entity jump (low)
CC/BE61: 87        Move vehicle/entity left 2 tiles
CC/BE62: 28        Do vehicle/entity graphical action $28 
CC/BE63: FF        End queue
CC/BE64: 02    Begin action queue for character $02 (Actor in stot 2), 8 bytes long 
CC/BE66: C7        Set vehicle/entity to stay still when moving
CC/BE67: 0B        Do vehicle/entity graphical action $0B 
CC/BE68: C4        Set vehicle/entity's event speed to faster
CC/BE69: DC        Make vehicle/entity jump (low)
CC/BE6A: A0        Move vehicle/entity right/up 1x1 tiles
CC/BE6B: A0        Move vehicle/entity right/up 1x1 tiles
CC/BE6C: 28        Do vehicle/entity graphical action $28 
CC/BE6D: FF        End queue
CC/BE6E: 01    Begin action queue for character $01 (Actor in stot 1), 11 bytes long (Wait until complete)
CC/BE70: C7        Set vehicle/entity to stay still when moving
CC/BE71: 0B        Do vehicle/entity graphical action $0B 
CC/BE72: C4        Set vehicle/entity's event speed to faster
CC/BE73: DC        Make vehicle/entity jump (low)
CC/BE74: 8F        Move vehicle/entity left 4 tiles
CC/BE75: E0        Pause for 4 * 1 (4) frames
CC/BE77: 17        Do vehicle/entity graphical action $17 
CC/BE78: C3        Set vehicle/entity's event speed to fast
CC/BE79: 82        Move vehicle/entity down 1 tile
CC/BE7A: FF        End queue
CC/BE7B: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/BE7D: F4    Play sound effect 25
CC/BE7F: 55    Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0
CC/BE81: B5    Pause for 15 * 6 (90) units
CC/BE83: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/BE85: C1        Set vehicle/entity's event speed to slow
CC/BE86: 80        Move vehicle/entity up 1 tile
CC/BE87: FF        End queue
CC/BE88: F4    Play sound effect 103
CC/BE8A: B2    Call subroutine $CC9AD5
CC/BE8E: 92    Pause for 30 units
CC/BE8F: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/BE91: C1        Set vehicle/entity's event speed to slow
CC/BE92: 80        Move vehicle/entity up 1 tile
CC/BE93: FF        End queue
CC/BE94: F4    Play sound effect 103
CC/BE96: B2    Call subroutine $CC9AD5
CC/BE9A: 92    Pause for 30 units
CC/BE9B: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/BE9D: C1        Set vehicle/entity's event speed to slow
CC/BE9E: 80        Move vehicle/entity up 1 tile
CC/BE9F: FF        End queue
CC/BEA0: F4    Play sound effect 103
CC/BEA2: B2    Call subroutine $CC9AD5
CC/BEA6: 94    Pause for 60 units
CC/BEA7: 4B    Display dialogue message $037C, wait for button press
               SABIN: TERRA 'n the Esper
               EDGAR: There'ssome kinda reaction!
CC/BEAA: 39    Free screen
CC/BEAB: F0    Play song 33 (Another World of Beasts), (high bit clear), full volume
CC/BEAD: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/BEAF: 94    Pause for 60 units
CC/BEB0: F4    Play sound effect 103
CC/BEB2: B2    Call subroutine $CC9AD5
CC/BEB6: 94    Pause for 60 units
CC/BEB7: 4D    Invoke battle, enemy set $4E, background $3F (Default for this area), (mosaic effect disabled), (swoosh sound enabled)
CC/BEBA: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/BEBC: F2    Fade out current song with transition time 160
CC/BEBE: 92    Pause for 30 units
CC/BEBF: 42    Hide object $00
CC/BEC1: 45    Refresh objects
CC/BEC2: 3D    Create object $11
CC/BEC4: 41    Show object $11
CC/BEC6: 45    Refresh objects
CC/BEC7: 60    Change background layer $0E to palette $08
CC/BECA: 96    Restore screen from fade
CC/BECB: 5C    Pause execution until fade in or fade out is complete
CC/BECC: B0    Execute the following commands until $B1 10 times
CC/BECE: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/BED0: CF            Turn vehicle/entity left
CC/BED1: FF            End queue
CC/BED2: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/BED4: CE            Turn vehicle/entity down
CC/BED5: FF            End queue
CC/BED6: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/BED8: CD            Turn vehicle/entity right
CC/BED9: FF            End queue
CC/BEDA: 11        Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/BEDC: CC            Turn vehicle/entity up
CC/BEDD: FF            End queue
CC/BEDE: B1        End block of repeating commands
CC/BEDF: F0    Play song 0 (Silence), (high bit clear), full volume
CC/BEE1: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/BEE3: F4    Play sound effect 185
CC/BEE5: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CC/BEE7: C4        Set vehicle/entity's event speed to faster
CC/BEE8: 98        Move vehicle/entity up 7 tiles
CC/BEE9: FF        End queue
CC/BEEA: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CC/BEEC: B5    Pause for 15 * 6 (90) units
CC/BEEE: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/BEF0: 60    Change background layer $0E to palette $06
CC/BEF3: 3D    Create object $12
CC/BEF5: 41    Show object $12
CC/BEF7: 45    Refresh objects
CC/BEF8: B5    Pause for 15 * 12 (180) units
CC/BEFA: 12    Begin action queue for character $12 (NPC $12), 11 bytes long (Wait until complete)
CC/BEFC: C2        Set vehicle/entity's event speed to normal
CC/BEFD: A1        Move vehicle/entity right/down 1x1 tiles
CC/BEFE: A1        Move vehicle/entity right/down 1x1 tiles
CC/BEFF: A1        Move vehicle/entity right/down 1x1 tiles
CC/BF00: C1        Set vehicle/entity's event speed to slow
CC/BF01: A1        Move vehicle/entity right/down 1x1 tiles
CC/BF02: A1        Move vehicle/entity right/down 1x1 tiles
CC/BF03: 8E        Move vehicle/entity down 4 tiles
CC/BF04: A2        Move vehicle/entity left/down 1x1 tiles
CC/BF05: 87        Move vehicle/entity left 2 tiles
CC/BF06: FF        End queue
CC/BF07: 42    Hide object $12
CC/BF09: 45    Refresh objects
CC/BF0A: 95    Pause for 120 units
CC/BF0B: 12    Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete)
CC/BF0D: D5        Set vehicle/entity's position to (4, 17)
CC/BF10: FF        End queue
CC/BF11: 41    Show object $12
CC/BF13: 45    Refresh objects
CC/BF14: 12    Begin action queue for character $12 (NPC $12), 12 bytes long (Wait until complete)
CC/BF16: 83        Move vehicle/entity left 1 tile
CC/BF17: E0        Pause for 4 * 4 (16) frames
CC/BF19: C1        Set vehicle/entity's event speed to slow
CC/BF1A: 80        Move vehicle/entity up 1 tile
CC/BF1B: C2        Set vehicle/entity's event speed to normal
CC/BF1C: 80        Move vehicle/entity up 1 tile
CC/BF1D: C3        Set vehicle/entity's event speed to fast
CC/BF1E: 84        Move vehicle/entity up 2 tiles
CC/BF1F: C4        Set vehicle/entity's event speed to faster
CC/BF20: 9C        Move vehicle/entity up 8 tiles
CC/BF21: FF        End queue
CC/BF22: 97    Fade screen to black
CC/BF23: 5C    Pause execution until fade in or fade out is complete
CC/BF24: 00    Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete)
CC/BF26: C6        Set vehicle/entity to walk when moving
CC/BF27: C8        Set object layering priority to 0 (low nibble 0)
CC/BF29: FF        End queue
CC/BF2A: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/BF2C: C6        Set vehicle/entity to walk when moving
CC/BF2D: C8        Set object layering priority to 0 (low nibble 0)
CC/BF2F: FF        End queue
CC/BF30: 06    Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete)
CC/BF32: C6        Set vehicle/entity to walk when moving
CC/BF33: C8        Set object layering priority to 0 (low nibble 0)
CC/BF35: FF        End queue
CC/BF36: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/BF38: C6        Set vehicle/entity to walk when moving
CC/BF39: C8        Set object layering priority to 0 (low nibble 0)
CC/BF3B: FF        End queue
CC/BF3C: 05    Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete)
CC/BF3E: C6        Set vehicle/entity to walk when moving
CC/BF3F: C8        Set object layering priority to 0 (low nibble 0)
CC/BF41: FF        End queue
CC/BF42: 02    Begin action queue for character $02 (Actor in stot 2), 4 bytes long (Wait until complete)
CC/BF44: C6        Set vehicle/entity to walk when moving
CC/BF45: C8        Set object layering priority to 0 (low nibble 0)
CC/BF47: FF        End queue
CC/BF48: 0B    Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete)
CC/BF4A: C6        Set vehicle/entity to walk when moving
CC/BF4B: C8        Set object layering priority to 0 (low nibble 0)
CC/BF4D: FF        End queue
CC/BF4E: 95    Pause for 120 units
CC/BF4F: D0    Set event bit $1E80($046) [$1E88, bit 6]
CC/BF51: D2    Set event bit $1E80($139) [$1EA7, bit 1]
CC/BF53: DD    Clear event bit $1E80($612) [$1F42, bit 2]
CC/BF55: DD    Clear event bit $1E80($61D) [$1F43, bit 5]
CC/BF57: DD    Clear event bit $1E80($61E) [$1F43, bit 6]
CC/BF59: DD    Clear event bit $1E80($61F) [$1F43, bit 7]
CC/BF5B: DD    Clear event bit $1E80($620) [$1F44, bit 0]
CC/BF5D: DD    Clear event bit $1E80($621) [$1F44, bit 1]
CC/BF5F: DD    Clear event bit $1E80($622) [$1F44, bit 2]
CC/BF61: DD    Clear event bit $1E80($623) [$1F44, bit 3]
CC/BF63: DD    Clear event bit $1E80($624) [$1F44, bit 4]
CC/BF65: DD    Clear event bit $1E80($625) [$1F44, bit 5]
CC/BF67: DD    Clear event bit $1E80($626) [$1F44, bit 6]
CC/BF69: DD    Clear event bit $1E80($627) [$1F44, bit 7]
CC/BF6B: DD    Clear event bit $1E80($61C) [$1F43, bit 4]
CC/BF6D: DD    Clear event bit $1E80($628) [$1F45, bit 0]
CC/BF6F: DD    Clear event bit $1E80($606) [$1F40, bit 6]
CC/BF71: DD    Clear event bit $1E80($688) [$1F51, bit 0]
CC/BF73: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/BF75: F0    Play song 57 (Wind), (high bit clear), full volume
CC/BF77: 6B    Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (84, 34), facing up, party is in the airship
CC/BF7D: FD        Change graphic to Esper Terra
CC/BF7E: 29        Move vehicle as follows: (go up, turn right, double speed of turns), 88 units
CC/BF80: 0C        Move vehicle as follows: (turn right, move forward), 48 units
CC/BF82: 4C        Move vehicle as follows: (go down, turn right, move forward), 32 units
CC/BF84: 2C        Move vehicle as follows: (go up, turn right, move forward), 16 units
CC/BF86: 24        Move vehicle as follows: (go up, move forward), 16 units
CC/BF88: 34        Move vehicle as follows: (go up, turn left, move forward), 16 units
CC/BF8A: 54        Move vehicle as follows: (go down, turn left, move forward), 16 units
CC/BF8C: 49        Move vehicle as follows: (go down, turn right, double speed of turns), 36 units
CC/BF8E: 40        Move vehicle as follows: (go down), 160 units
CC/BF90: 24        Move vehicle as follows: (go up, move forward), 48 units
CC/BF92: 34        Move vehicle as follows: (go up, turn left, move forward), 64 units
CC/BF94: 54        Move vehicle as follows: (go down, turn left, move forward), 48 units
CC/BF96: 49        Move vehicle as follows: (go down, turn right, double speed of turns), 96 units
CC/BF98: 40        Move vehicle as follows: (go down), 128 units
CC/BF9A: D9        Fade screen
CC/BF9B: E0        Pause for 6 units
CC/BF9D: D2        Load map $001E (Narshe, all non-shop buildings except classroom (always)), position (61, 29), mode $C0
CC/BFA3: F2    Fade out current song with transition time 8
CC/BFA5: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/BFA7: D5    Clear event bit $1E80($2BC) [$1ED7, bit 4]
CC/BFA9: 39    Free screen
CC/BFAA: 3D    Create object $00
CC/BFAC: 3D    Create object $01
CC/BFAE: 3D    Create object $04
CC/BFB0: 3D    Create object $05
CC/BFB2: 3D    Create object $02
CC/BFB4: 3D    Create object $0B
CC/BFB6: 3D    Create object $06
CC/BFB8: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/BFBB: 45    Refresh objects
CC/BFBC: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/BFBE: D7        Center screen on vehicle/entity
CC/BFBF: FF        End queue
CC/BFC0: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/BFC5: 41    Show object $01
CC/BFC7: 45    Refresh objects
CC/BFC8: 3F    Remove character $04 (Actor in stot 4) from the party
CC/BFCB: 3F    Remove character $06 (Actor in stot 6) from the party
CC/BFCE: 3F    Remove character $00 (Actor in stot 0) from the party
CC/BFD1: 3F    Remove character $05 (Actor in stot 5) from the party
CC/BFD4: 3F    Remove character $02 (Actor in stot 2) from the party
CC/BFD7: 3F    Remove character $0B (Actor in stot 11) from the party
CC/BFDA: 45    Refresh objects
CC/BFDB: 3E    Delete object $00
CC/BFDD: 42    Hide object $00
CC/BFDF: 45    Refresh objects
CC/BFE0: 8D    Remove all equipment from character $00 (Actor in stot 0)
CC/BFE2: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/BFE4: C2        Set vehicle/entity's event speed to normal
CC/BFE5: CF        Turn vehicle/entity left
CC/BFE6: FF        End queue
CC/BFE7: 06    Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete)
CC/BFE9: D5        Set vehicle/entity's position to (66, 31)
CC/BFEC: C2        Set vehicle/entity's event speed to normal
CC/BFED: CC        Turn vehicle/entity up
CC/BFEE: FF        End queue
CC/BFEF: 04    Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete)
CC/BFF1: D5        Set vehicle/entity's position to (66, 37)
CC/BFF4: C2        Set vehicle/entity's event speed to normal
CC/BFF5: CC        Turn vehicle/entity up
CC/BFF6: FF        End queue
CC/BFF7: 05    Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete)
CC/BFF9: D5        Set vehicle/entity's position to (63, 36)
CC/BFFC: C2        Set vehicle/entity's event speed to normal
CC/BFFD: CE        Turn vehicle/entity down
CC/BFFE: FF        End queue
CC/BFFF: 02    Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete)
CC/C001: D5        Set vehicle/entity's position to (63, 37)
CC/C004: C2        Set vehicle/entity's event speed to normal
CC/C005: CC        Turn vehicle/entity up
CC/C006: FF        End queue
CC/C007: 0B    Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete)
CC/C009: D5        Set vehicle/entity's position to (61, 36)
CC/C00C: C2        Set vehicle/entity's event speed to normal
CC/C00D: CC        Turn vehicle/entity up
CC/C00E: FF        End queue
CC/C00F: 41    Show object $04
CC/C011: 41    Show object $05
CC/C013: 41    Show object $02
CC/C015: 41    Show object $0B
CC/C017: 41    Show object $06
CC/C019: 45    Refresh objects
CC/C01A: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/C01E: B5    Pause for 15 * 10 (150) units
CC/C020: F1    Fade in song 5 (Awakening) (high bit clear) with transition time 160
CC/C023: 59    Unfade screen at speed $02
CC/C025: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/C027: 84        Move vehicle/entity up 2 tiles
CC/C028: 87        Move vehicle/entity left 2 tiles
CC/C029: FF        End queue
CC/C02A: 5C    Pause execution until fade in or fade out is complete
CC/C02B: 92    Pause for 30 units
CC/C02C: 4B    Display dialogue message $037D, wait for button press
               LOCKE: Unhh
               CELES: You're awake?
CC/C02F: 94    Pause for 60 units
CC/C030: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/C032: DC        Make vehicle/entity jump (low)
CC/C033: 85        Move vehicle/entity right 2 tiles
CC/C034: FF        End queue
CC/C035: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C037: CE        Turn vehicle/entity down
CC/C038: FF        End queue
CC/C039: 92    Pause for 30 units
CC/C03A: B0    Execute the following commands until $B1 4 times
CC/C03C: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C03E: 23            Do vehicle/entity graphical action $23 
CC/C03F: FF            End queue
CC/C040: 01        Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C042: 63            Do vehicle/entity graphical action $23, flipped horizontally
CC/C043: FF            End queue
CC/C044: B1        End block of repeating commands
CC/C045: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C047: CD        Turn vehicle/entity right
CC/C048: FF        End queue
CC/C049: 4B    Display dialogue message $037E, wait for button press
               LOCKE: 
               Where's TERRA?!
CC/C04C: 92    Pause for 30 units
CC/C04D: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C04F: 22        Do vehicle/entity graphical action $22 
CC/C050: FF        End queue
CC/C051: 94    Pause for 60 units
CC/C052: 4B    Display dialogue message $037F, wait for button press
               CELES: She changed into asomething, andtook off.
               She looked like
CC/C055: 92    Pause for 30 units
CC/C056: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/C058: 81        Move vehicle/entity right 1 tile
CC/C059: CE        Turn vehicle/entity down
CC/C05A: FF        End queue
CC/C05B: B5    Pause for 15 * 6 (90) units
CC/C05D: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C05F: 20        Do vehicle/entity graphical action $20 
CC/C060: FF        End queue
CC/C061: B5    Pause for 15 * 6 (90) units
CC/C063: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C065: CE        Turn vehicle/entity down
CC/C066: FF        End queue
CC/C067: 92    Pause for 30 units
CC/C068: 4B    Display dialogue message $0380, wait for button press
               CELES: She looked like
               an Esper
CC/C06B: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CC/C06D: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/C06E: E0        Pause for 4 * 1 (4) frames
CC/C070: CD        Turn vehicle/entity right
CC/C071: E0        Pause for 4 * 2 (8) frames
CC/C073: FF        End queue
CC/C074: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CC/C076: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/C077: E0        Pause for 4 * 1 (4) frames
CC/C079: CD        Turn vehicle/entity right
CC/C07A: E0        Pause for 4 * 1 (4) frames
CC/C07C: FF        End queue
CC/C07D: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CC/C07F: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/C080: E0        Pause for 4 * 1 (4) frames
CC/C082: CD        Turn vehicle/entity right
CC/C083: E0        Pause for 4 * 4 (16) frames
CC/C085: FF        End queue
CC/C086: 01    Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete)
CC/C088: 55        Do vehicle/entity graphical action $15, flipped horizontally
CC/C089: E0        Pause for 4 * 1 (4) frames
CC/C08B: CD        Turn vehicle/entity right
CC/C08C: E0        Pause for 4 * 1 (4) frames
CC/C08E: FF        End queue
CC/C08F: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C091: 84        Move vehicle/entity up 2 tiles
CC/C092: FF        End queue
CC/C093: F4    Play sound effect 44
CC/C095: 73    Replace current map's Layer 1 at (66, 33) with the following (2 x 1) chunk, refresh immediately
CC/C09A:       $04, $14
CC/C09C: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/C09E: 90        Move vehicle/entity up 5 tiles
CC/C09F: 83        Move vehicle/entity left 1 tile
CC/C0A0: A3        Move vehicle/entity left/up 1x1 tiles
CC/C0A1: FF        End queue
CC/C0A2: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C0A4: CF        Turn vehicle/entity left
CC/C0A5: FF        End queue
CC/C0A6: 4B    Display dialogue message $0381, wait for button press
               EDGAR: LOCKE!
               You okay?
CC/C0A9: 92    Pause for 30 units
CC/C0AA: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/C0AC: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/C0AD: E0        Pause for 4 * 2 (8) frames
CC/C0AF: CD        Turn vehicle/entity right
CC/C0B0: FF        End queue
CC/C0B1: 92    Pause for 30 units
CC/C0B2: 04    Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete)
CC/C0B4: CE        Turn vehicle/entity down
CC/C0B5: E0        Pause for 4 * 2 (8) frames
CC/C0B7: 23        Do vehicle/entity graphical action $23 
CC/C0B8: FF        End queue
CC/C0B9: 94    Pause for 60 units
CC/C0BA: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C0BC: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/C0BD: FF        End queue
CC/C0BE: 94    Pause for 60 units
CC/C0BF: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C0C1: 23        Do vehicle/entity graphical action $23 
CC/C0C2: FF        End queue
CC/C0C3: 94    Pause for 60 units
CC/C0C4: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C0C6: CE        Turn vehicle/entity down
CC/C0C7: FF        End queue
CC/C0C8: 92    Pause for 30 units
CC/C0C9: 4B    Display dialogue message $0382, wait for button press
               EDGAR: Something happened to TERRA There seems to be some connection between Espers and her
               Anyway, we need to find her.
               Witnesses saw her screaming across the sky to the west.
CC/C0CC: 92    Pause for 30 units
CC/C0CD: 01    Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete)
CC/C0CF: A1        Move vehicle/entity right/down 1x1 tiles
CC/C0D0: 85        Move vehicle/entity right 2 tiles
CC/C0D1: 86        Move vehicle/entity down 2 tiles
CC/C0D2: FF        End queue
CC/C0D3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/C0D5: 92        Move vehicle/entity down 5 tiles
CC/C0D6: FF        End queue
CC/C0D7: 78    Enable ability to pass through other objects for object $06 (CELES )
CC/C0D9: 78    Enable ability to pass through other objects for object $04 (EDGAR )
CC/C0DB: 06    Begin action queue for character $06 (Actor in stot 6), 5 bytes long 
CC/C0DD: E0        Pause for 4 * 2 (8) frames
CC/C0DF: 81        Move vehicle/entity right 1 tile
CC/C0E0: 92        Move vehicle/entity down 5 tiles
CC/C0E1: FF        End queue
CC/C0E2: 04    Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete)
CC/C0E4: A1        Move vehicle/entity right/down 1x1 tiles
CC/C0E5: 81        Move vehicle/entity right 1 tile
CC/C0E6: 92        Move vehicle/entity down 5 tiles
CC/C0E7: FF        End queue
CC/C0E8: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CC/C0EA: CD        Turn vehicle/entity right
CC/C0EB: FF        End queue
CC/C0EC: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/C0EE: CD        Turn vehicle/entity right
CC/C0EF: FF        End queue
CC/C0F0: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/C0F2: CD        Turn vehicle/entity right
CC/C0F3: FF        End queue
CC/C0F4: 93    Pause for 45 units
CC/C0F5: 01    Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete)
CC/C0F7: CD        Turn vehicle/entity right
CC/C0F8: E0        Pause for 4 * 1 (4) frames
CC/C0FA: CC        Turn vehicle/entity up
CC/C0FB: FF        End queue
CC/C0FC: 92    Pause for 30 units
CC/C0FD: 4B    Display dialogue message $0383, wait for button press
               LOCKE: Let's go!
               I promised her I'd
CC/C100: 92    Pause for 30 units
CC/C101: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long 
CC/C103: 85        Move vehicle/entity right 2 tiles
CC/C104: FF        End queue
CC/C105: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/C107: 85        Move vehicle/entity right 2 tiles
CC/C108: FF        End queue
CC/C109: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long 
CC/C10B: 82        Move vehicle/entity down 1 tile
CC/C10C: FF        End queue
CC/C10D: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long 
CC/C10F: A1        Move vehicle/entity right/down 1x1 tiles
CC/C110: 82        Move vehicle/entity down 1 tile
CC/C111: FF        End queue
CC/C112: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/C114: 89        Move vehicle/entity right 3 tiles
CC/C115: FF        End queue
CC/C116: 36    Disable ability to pass through other objects for object $06 (Actor in stot 6)
CC/C118: 36    Disable ability to pass through other objects for object $04 (Actor in stot 4)
CC/C11A: 92    Pause for 30 units
CC/C11B: 4B    Display dialogue message $0384, wait for button press
               CELES: LOCKE
               EDGAR: Think, people!
               The Empire still wants that Esper.
               SABIN: Banon needs our help, too
CC/C11E: 92    Pause for 30 units
CC/C11F: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C121: 20        Do vehicle/entity graphical action $20 
CC/C122: FF        End queue
CC/C123: 94    Pause for 60 units
CC/C124: 4B    Display dialogue message $0387, wait for button press
               CYAN: A former Imperial soldier
               But we've no choice.
               We must help her!
CC/C127: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/C129: CE        Turn vehicle/entity down
CC/C12A: FF        End queue
CC/C12B: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C12D: CF        Turn vehicle/entity left
CC/C12E: FF        End queue
CC/C12F: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C131: CF        Turn vehicle/entity left
CC/C132: FF        End queue
CC/C133: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C135: CF        Turn vehicle/entity left
CC/C136: FF        End queue
CC/C137: 94    Pause for 60 units
CC/C138: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/C13A: 20        Do vehicle/entity graphical action $20 
CC/C13B: FF        End queue
CC/C13C: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/C13E: 22        Do vehicle/entity graphical action $22 
CC/C13F: FF        End queue
CC/C140: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/C142: 22        Do vehicle/entity graphical action $22 
CC/C143: FF        End queue
CC/C144: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CC/C146: 62        Do vehicle/entity graphical action $22, flipped horizontally
CC/C147: FF        End queue
CC/C148: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C14A: 22        Do vehicle/entity graphical action $22 
CC/C14B: FF        End queue
CC/C14C: 91    Pause for 15 units
CC/C14D: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long 
CC/C14F: CE        Turn vehicle/entity down
CC/C150: FF        End queue
CC/C151: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long 
CC/C153: CF        Turn vehicle/entity left
CC/C154: FF        End queue
CC/C155: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long 
CC/C157: CF        Turn vehicle/entity left
CC/C158: FF        End queue
CC/C159: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long 
CC/C15B: CD        Turn vehicle/entity right
CC/C15C: FF        End queue
CC/C15D: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C15F: CF        Turn vehicle/entity left
CC/C160: FF        End queue
CC/C161: 94    Pause for 60 units
CC/C162: 4B    Display dialogue message $0385, wait for button press
               EDGAR: Let's split up.
               Those who aren't searching for TERRA will stay and guard Narshe.
               Figaro Castle can shuttle us to the western province.
               Then we'll make for Kohlingen or Jidoor.
CC/C165: D4    Set event bit $1E80($2F1) [$1EDE, bit 1]
CC/C167: D4    Set event bit $1E80($2F2) [$1EDE, bit 2]
CC/C169: D4    Set event bit $1E80($2F4) [$1EDE, bit 4]
CC/C16B: D4    Set event bit $1E80($2F5) [$1EDE, bit 5]
CC/C16D: D4    Set event bit $1E80($2F6) [$1EDE, bit 6]
CC/C16F: D4    Set event bit $1E80($2FB) [$1EDF, bit 3]
CC/C171: D5    Clear event bit $1E80($2F0) [$1EDE, bit 0]
CC/C173: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CC/C175: D5    Clear event bit $1E80($2F7) [$1EDE, bit 7]
CC/C177: D5    Clear event bit $1E80($2F8) [$1EDF, bit 0]
CC/C179: D5    Clear event bit $1E80($2F9) [$1EDF, bit 1]
CC/C17B: D5    Clear event bit $1E80($2FA) [$1EDF, bit 2]
CC/C17D: D5    Clear event bit $1E80($2FC) [$1EDF, bit 4]
CC/C17F: D5    Clear event bit $1E80($2FD) [$1EDF, bit 5]
CC/C181: 97    Fade screen to black
CC/C182: 5C    Pause execution until fade in or fade out is complete
CC/C183: 42    Hide object $01
CC/C185: 42    Hide object $06
CC/C187: 42    Hide object $02
CC/C189: 42    Hide object $04
CC/C18B: 42    Hide object $05
CC/C18D: 42    Hide object $0B
CC/C18F: 45    Refresh objects
CC/C190: B2    Call subroutine $CCC1B5
CC/C194: DC    Set event bit $1E80($602) [$1F40, bit 2]
CC/C196: 3D    Create object $1B
CC/C198: 3D    Create object $1C
CC/C19A: 3D    Create object $10
CC/C19C: 41    Show object $1B
CC/C19E: 41    Show object $1C
CC/C1A0: 41    Show object $10
CC/C1A2: 45    Refresh objects
CC/C1A3: D2    Set event bit $1E80($10B) [$1EA1, bit 3]
CC/C1A5: D7    Clear event bit $1E80($31D) [$1EE3, bit 5]
CC/C1A7: D0    Set event bit $1E80($048) [$1E89, bit 0]
CC/C1A9: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/C1AB: 6C    Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down
CC/C1B1: 3A    Enable player to move while event commands execute
CC/C1B2: FE    Return

CC/C1B3: 97    Fade screen to black
CC/C1B4: 5C    Pause execution until fade in or fade out is complete
CC/C1B5: 42    Hide object $31
CC/C1B7: 42    Hide object $32
CC/C1B9: 42    Hide object $33
CC/C1BB: 42    Hide object $34
CC/C1BD: 45    Refresh objects
CC/C1BE: B2    Call subroutine $CACB9F
CC/C1C2: 3B    Position character in a "ready-to-go" stance
CC/C1C3: DD    Clear event bit $1E80($615) [$1F42, bit 5]
CC/C1C5: DD    Clear event bit $1E80($616) [$1F42, bit 6]
CC/C1C7: DD    Clear event bit $1E80($61A) [$1F43, bit 2]
CC/C1C9: DD    Clear event bit $1E80($617) [$1F42, bit 7]
CC/C1CB: DD    Clear event bit $1E80($618) [$1F43, bit 0]
CC/C1CD: DD    Clear event bit $1E80($619) [$1F43, bit 1]
CC/C1CF: 42    Hide object $1D
CC/C1D1: 42    Hide object $1E
CC/C1D3: 42    Hide object $1F
CC/C1D5: 42    Hide object $20
CC/C1D7: 42    Hide object $21
CC/C1D9: 42    Hide object $22
CC/C1DB: 45    Refresh objects
CC/C1DC: DE    Load CaseWord with the characters in the currently active party?
CC/C1DD: C0    If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CCC1EA
CC/C1E3: 3D    Create object $1D
CC/C1E5: 41    Show object $1D
CC/C1E7: 45    Refresh objects
CC/C1E8: DC    Set event bit $1E80($615) [$1F42, bit 5]
CC/C1EA: C0    If ($1E80($1A6) [$1EB4, bit 6] is set), branch to $CCC1F7
CC/C1F0: 3D    Create object $1E
CC/C1F2: 41    Show object $1E
CC/C1F4: 45    Refresh objects
CC/C1F5: DC    Set event bit $1E80($616) [$1F42, bit 6]
CC/C1F7: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CCC204
CC/C1FD: 3D    Create object $1F
CC/C1FF: 41    Show object $1F
CC/C201: 45    Refresh objects
CC/C202: DC    Set event bit $1E80($61A) [$1F43, bit 2]
CC/C204: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CCC211
CC/C20A: 3D    Create object $20
CC/C20C: 41    Show object $20
CC/C20E: 45    Refresh objects
CC/C20F: DC    Set event bit $1E80($617) [$1F42, bit 7]
CC/C211: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CCC21E
CC/C217: 3D    Create object $21
CC/C219: 41    Show object $21
CC/C21B: 45    Refresh objects
CC/C21C: DC    Set event bit $1E80($618) [$1F43, bit 0]
CC/C21E: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CCC232
CC/C224: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/C225: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CCC232
CC/C22B: 3D    Create object $22
CC/C22D: 41    Show object $22
CC/C22F: 45    Refresh objects
CC/C230: DC    Set event bit $1E80($619) [$1F43, bit 1]
CC/C232: 6B    Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (60, 37), facing down
CC/C238: 47    Make character in slot 0 the lead character
CC/C239: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/C23B: CE        Turn vehicle/entity down
CC/C23C: FF        End queue
CC/C23D: 59    Unfade screen at speed $08
CC/C23F: 5C    Pause execution until fade in or fade out is complete
CC/C240: FE    Return

CC/C241: 4B    Display dialogue message $0386, wait for button press
               Change group members?
               ^ Yes
               ^ No
CC/C244: B6    Indexed branch based on prior dialogue selection [$CCC24D, $CA5EB3]
CC/C24B: 3A    Enable player to move while event commands execute
CC/C24C: FE    Return

CC/C24D: B2    Call subroutine $CCC1B3
CC/C251: 3A    Enable player to move while event commands execute
CC/C252: FE    Return

CC/C253: 4B    Display dialogue message $0388, wait for button press
               LOCKE: I promised TERRA I'dkeep her safe
CC/C256: B2    Call subroutine $CCC241
CC/C25A: FE    Return

CC/C25B: 4B    Display dialogue message $0389, wait for button press
               CELES: She ripped outta here!
               Looked just likean Esper
CC/C25E: B2    Call subroutine $CCC241
CC/C262: FE    Return

CC/C263: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC29B
CC/C269: 4B    Display dialogue message $038A, wait for button press
               CYAN: We have to help her!
CC/C26C: B2    Call subroutine $CCC241
CC/C270: FE    Return

CC/C271: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC2A3
CC/C277: 4B    Display dialogue message $038B, wait for button press
               EDGAR: Find TERRA!
CC/C27A: B2    Call subroutine $CCC241
CC/C27E: FE    Return

CC/C27F: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC2AB
CC/C285: 4B    Display dialogue message $038C, wait for button press
               SABIN: I'll watch over Narshe!
               Go quickly!
CC/C288: B2    Call subroutine $CCC241
CC/C28C: FE    Return

CC/C28D: C0    If ($1E80($054) [$1E8A, bit 4] is set), branch to $CCC2B3
CC/C293: 4B    Display dialogue message $038D, wait for button press
               GAU: GAU
               GAU do his best!
CC/C296: B2    Call subroutine $CCC241
CC/C29A: FE    Return

CC/C29B: 4B    Display dialogue message $038E, wait for button press
               CYAN: Can we just march right into the Empire?
CC/C29E: B2    Call subroutine $CCC2BB
CC/C2A2: FE    Return

CC/C2A3: 4B    Display dialogue message $038F, wait for button press
               EDGAR: The Empire's Magitek Research Facility
               Could the secret lie therein?
CC/C2A6: B2    Call subroutine $CCC2BB
CC/C2AA: FE    Return

CC/C2AB: 4B    Display dialogue message $0390, wait for button press
               SABIN: Leave Narshe to me!
CC/C2AE: B2    Call subroutine $CCC2BB
CC/C2B2: FE    Return

CC/C2B3: 4B    Display dialogue message $0391, wait for button press
               GAU: GAU
               GAU do his best!
CC/C2B6: B2    Call subroutine $CCC2BB
CC/C2BA: FE    Return

CC/C2BB: 4B    Display dialogue message $0386, wait for button press
               Change group members?
               ^ Yes
               ^ No
CC/C2BE: B6    Indexed branch based on prior dialogue selection [$CCC2C7, $CA5EB3]
CC/C2C5: 3A    Enable player to move while event commands execute
CC/C2C6: FE    Return

CC/C2C7: B2    Call subroutine $CCC2CD
CC/C2CB: 3A    Enable player to move while event commands execute
CC/C2CC: FE    Return

CC/C2CD: 97    Fade screen to black
CC/C2CE: 5C    Pause execution until fade in or fade out is complete
CC/C2CF: 42    Hide object $31
CC/C2D1: 42    Hide object $32
CC/C2D3: 42    Hide object $33
CC/C2D5: 42    Hide object $34
CC/C2D7: 45    Refresh objects
CC/C2D8: B2    Call subroutine $CACB25
CC/C2DC: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/C2DF: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C2E2: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C2E5: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C2E8: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C2EB: 3F    Assign character $06 (Actor in stot 6) to party 1
CC/C2EE: 45    Refresh objects
CC/C2EF: B2    Call subroutine $CACBAF
CC/C2F3: 99    Invoke party selection screen (1 groups) (force characters: [$0042] (LOCKE ), (CELES ))
CC/C2F7: 46    Make party 1 the current party
CC/C2F9: 45    Refresh objects
CC/C2FA: B2    Call subroutine $CACCA4
CC/C2FE: DD    Clear event bit $1E80($61A) [$1F43, bit 2]
CC/C300: DD    Clear event bit $1E80($617) [$1F42, bit 7]
CC/C302: DD    Clear event bit $1E80($618) [$1F43, bit 0]
CC/C304: DD    Clear event bit $1E80($619) [$1F43, bit 1]
CC/C306: 42    Hide object $1F
CC/C308: 42    Hide object $20
CC/C30A: 42    Hide object $21
CC/C30C: 42    Hide object $22
CC/C30E: 45    Refresh objects
CC/C30F: DE    Load CaseWord with the characters in the currently active party?
CC/C310: C0    If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CCC31D
CC/C316: 3D    Create object $1F
CC/C318: 41    Show object $1F
CC/C31A: 45    Refresh objects
CC/C31B: DC    Set event bit $1E80($61A) [$1F43, bit 2]
CC/C31D: C0    If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CCC32A
CC/C323: 3D    Create object $20
CC/C325: 41    Show object $20
CC/C327: 45    Refresh objects
CC/C328: DC    Set event bit $1E80($617) [$1F42, bit 7]
CC/C32A: C0    If ($1E80($1A5) [$1EB4, bit 5] is set), branch to $CCC337
CC/C330: 3D    Create object $21
CC/C332: 41    Show object $21
CC/C334: 45    Refresh objects
CC/C335: DC    Set event bit $1E80($618) [$1F43, bit 0]
CC/C337: C0    If ($1E80($1AB) [$1EB5, bit 3] is set), branch to $CCC34B
CC/C33D: E1    Load CaseWord with characters who are collected (excludes Veldt-jumped Gau)
CC/C33E: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CCC34B
CC/C344: 3D    Create object $22
CC/C346: 41    Show object $22
CC/C348: 45    Refresh objects
CC/C349: DC    Set event bit $1E80($619) [$1F43, bit 1]
CC/C34B: 6B    Load map $001E (Narshe, all non-shop buildings except classroom (always)) instantly, (upper bits $2000), place party at (60, 37), facing down
CC/C351: 47    Make character in slot 0 the lead character
CC/C352: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/C354: CE        Turn vehicle/entity down
CC/C355: FF        End queue
CC/C356: 59    Unfade screen at speed $08
CC/C358: 5C    Pause execution until fade in or fade out is complete
CC/C359: 3A    Enable player to move while event commands execute
CC/C35A: FE    Return

CC/C35B: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/C35D: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/C35F: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/C361: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/C363: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/C365: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/C367: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/C369: FE    Return

CC/C36A: 36    Disable ability to pass through other objects for object $11 (NPC $11)
CC/C36C: 36    Disable ability to pass through other objects for object $12 (NPC $12)
CC/C36E: 36    Disable ability to pass through other objects for object $15 (NPC $15)
CC/C370: 36    Disable ability to pass through other objects for object $13 (NPC $13)
CC/C372: 36    Disable ability to pass through other objects for object $16 (NPC $16)
CC/C374: 36    Disable ability to pass through other objects for object $14 (NPC $14)
CC/C376: 36    Disable ability to pass through other objects for object $17 (NPC $17)
CC/C378: FE    Return

CC/C379: DE    Load CaseWord with the characters in the currently active party?
CC/C37A: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCC38A
CC/C380: 3D    Create object $11
CC/C382: 11    Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete)
CC/C384: D7        Center screen on vehicle/entity
CC/C385: 82        Move vehicle/entity down 1 tile
CC/C386: FF        End queue
CC/C387: 41    Show object $11
CC/C389: 45    Refresh objects
CC/C38A: C0    If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CCC39A
CC/C390: 3D    Create object $12
CC/C392: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/C394: D7        Center screen on vehicle/entity
CC/C395: 82        Move vehicle/entity down 1 tile
CC/C396: FF        End queue
CC/C397: 41    Show object $12
CC/C399: 45    Refresh objects
CC/C39A: C0    If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CCC3AA
CC/C3A0: 3D    Create object $13
CC/C3A2: 13    Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete)
CC/C3A4: D7        Center screen on vehicle/entity
CC/C3A5: 82        Move vehicle/entity down 1 tile
CC/C3A6: FF        End queue
CC/C3A7: 41    Show object $13
CC/C3A9: 45    Refresh objects
CC/C3AA: C0    If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CCC3BA
CC/C3B0: 3D    Create object $15
CC/C3B2: 15    Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete)
CC/C3B4: D7        Center screen on vehicle/entity
CC/C3B5: 82        Move vehicle/entity down 1 tile
CC/C3B6: FF        End queue
CC/C3B7: 41    Show object $15
CC/C3B9: 45    Refresh objects
CC/C3BA: C0    If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CCC3CA
CC/C3C0: 3D    Create object $16
CC/C3C2: 16    Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete)
CC/C3C4: D7        Center screen on vehicle/entity
CC/C3C5: 82        Move vehicle/entity down 1 tile
CC/C3C6: FF        End queue
CC/C3C7: 41    Show object $16
CC/C3C9: 45    Refresh objects
CC/C3CA: C0    If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CCC3DA
CC/C3D0: 3D    Create object $14
CC/C3D2: 14    Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete)
CC/C3D4: D7        Center screen on vehicle/entity
CC/C3D5: 82        Move vehicle/entity down 1 tile
CC/C3D6: FF        End queue
CC/C3D7: 41    Show object $14
CC/C3D9: 45    Refresh objects
CC/C3DA: C0    If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CCC3EA
CC/C3E0: 3D    Create object $17
CC/C3E2: 17    Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete)
CC/C3E4: D7        Center screen on vehicle/entity
CC/C3E5: 82        Move vehicle/entity down 1 tile
CC/C3E6: FF        End queue
CC/C3E7: 41    Show object $17
CC/C3E9: 45    Refresh objects
CC/C3EA: FE    Return

CC/C3EB: B2    Call subroutine $CCC35B
CC/C3EF: B2    Call subroutine $CCC379
CC/C3F3: 42    Hide object $31
CC/C3F5: 45    Refresh objects
CC/C3F6: 3D    Create object $01
CC/C3F8: 3F    Assign character $01 (Actor in stot 1) to party 1
CC/C3FB: 45    Refresh objects
CC/C3FC: 01    Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete)
CC/C3FE: D7        Center screen on vehicle/entity
CC/C3FF: CE        Turn vehicle/entity down
CC/C400: FF        End queue
CC/C401: 3C    Set up the party as follows: $01 (Actor in stot 1), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C406: 41    Show object $01
CC/C408: 45    Refresh objects
CC/C409: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C40C: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C40F: 3F    Remove character $00 (Actor in stot 0) from the party
CC/C412: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C415: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C418: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C41B: 45    Refresh objects
CC/C41C: 42    Hide object $12
CC/C41E: 45    Refresh objects
CC/C41F: B2    Call subroutine $CCC36A
CC/C423: 3A    Enable player to move while event commands execute
CC/C424: FE    Return

CC/C425: B2    Call subroutine $CCC35B
CC/C429: B2    Call subroutine $CCC379
CC/C42D: 42    Hide object $31
CC/C42F: 45    Refresh objects
CC/C430: 3D    Create object $04
CC/C432: 3F    Assign character $04 (Actor in stot 4) to party 1
CC/C435: 45    Refresh objects
CC/C436: 04    Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete)
CC/C438: D7        Center screen on vehicle/entity
CC/C439: CE        Turn vehicle/entity down
CC/C43A: FF        End queue
CC/C43B: 3C    Set up the party as follows: $04 (Actor in stot 4), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C440: 41    Show object $04
CC/C442: 45    Refresh objects
CC/C443: 3F    Remove character $00 (Actor in stot 0) from the party
CC/C446: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C449: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C44C: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C44F: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C452: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C455: 45    Refresh objects
CC/C456: 42    Hide object $15
CC/C458: 45    Refresh objects
CC/C459: B2    Call subroutine $CCC36A
CC/C45D: 3A    Enable player to move while event commands execute
CC/C45E: FE    Return

CC/C45F: B2    Call subroutine $CCC35B
CC/C463: B2    Call subroutine $CCC379
CC/C467: 42    Hide object $31
CC/C469: 45    Refresh objects
CC/C46A: 3D    Create object $05
CC/C46C: 3F    Assign character $05 (Actor in stot 5) to party 1
CC/C46F: 45    Refresh objects
CC/C470: 05    Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete)
CC/C472: D7        Center screen on vehicle/entity
CC/C473: CE        Turn vehicle/entity down
CC/C474: FF        End queue
CC/C475: 3C    Set up the party as follows: $05 (Actor in stot 5), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C47A: 41    Show object $05
CC/C47C: 45    Refresh objects
CC/C47D: 3F    Remove character $00 (Actor in stot 0) from the party
CC/C480: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C483: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C486: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C489: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C48C: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C48F: 45    Refresh objects
CC/C490: 42    Hide object $16
CC/C492: 45    Refresh objects
CC/C493: B2    Call subroutine $CCC36A
CC/C497: 3A    Enable player to move while event commands execute
CC/C498: FE    Return

CC/C499: B2    Call subroutine $CCC35B
CC/C49D: B2    Call subroutine $CCC379
CC/C4A1: 42    Hide object $31
CC/C4A3: 45    Refresh objects
CC/C4A4: 3D    Create object $02
CC/C4A6: 3F    Assign character $02 (Actor in stot 2) to party 1
CC/C4A9: 45    Refresh objects
CC/C4AA: 02    Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete)
CC/C4AC: D7        Center screen on vehicle/entity
CC/C4AD: CE        Turn vehicle/entity down
CC/C4AE: FF        End queue
CC/C4AF: 3C    Set up the party as follows: $02 (Actor in stot 2), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C4B4: 41    Show object $02
CC/C4B6: 45    Refresh objects
CC/C4B7: 3F    Remove character $00 (Actor in stot 0) from the party
CC/C4BA: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C4BD: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C4C0: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C4C3: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C4C6: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C4C9: 45    Refresh objects
CC/C4CA: 42    Hide object $14
CC/C4CC: 45    Refresh objects
CC/C4CD: B2    Call subroutine $CCC36A
CC/C4D1: 3A    Enable player to move while event commands execute
CC/C4D2: FE    Return

CC/C4D3: B2    Call subroutine $CCC35B
CC/C4D7: B2    Call subroutine $CCC379
CC/C4DB: 42    Hide object $31
CC/C4DD: 45    Refresh objects
CC/C4DE: 3D    Create object $06
CC/C4E0: 3F    Assign character $06 (Actor in stot 6) to party 1
CC/C4E3: 45    Refresh objects
CC/C4E4: 06    Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete)
CC/C4E6: D7        Center screen on vehicle/entity
CC/C4E7: CE        Turn vehicle/entity down
CC/C4E8: FF        End queue
CC/C4E9: 3C    Set up the party as follows: $06 (Actor in stot 6), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C4EE: 41    Show object $06
CC/C4F0: 45    Refresh objects
CC/C4F1: 3F    Remove character $00 (Actor in stot 0) from the party
CC/C4F4: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C4F7: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C4FA: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C4FD: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C500: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C503: 45    Refresh objects
CC/C504: 42    Hide object $13
CC/C506: 45    Refresh objects
CC/C507: B2    Call subroutine $CCC36A
CC/C50B: 3A    Enable player to move while event commands execute
CC/C50C: FE    Return

CC/C50D: B2    Call subroutine $CCC35B
CC/C511: B2    Call subroutine $CCC379
CC/C515: 42    Hide object $31
CC/C517: 45    Refresh objects
CC/C518: 3D    Create object $0B
CC/C51A: 3F    Assign character $0B (Actor in stot 11) to party 1
CC/C51D: 45    Refresh objects
CC/C51E: 0B    Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete)
CC/C520: D7        Center screen on vehicle/entity
CC/C521: CE        Turn vehicle/entity down
CC/C522: FF        End queue
CC/C523: 3C    Set up the party as follows: $0B (Actor in stot 11), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C528: 41    Show object $0B
CC/C52A: 45    Refresh objects
CC/C52B: 3F    Remove character $00 (Actor in stot 0) from the party
CC/C52E: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C531: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C534: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C537: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C53A: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C53D: 45    Refresh objects
CC/C53E: 42    Hide object $17
CC/C540: 45    Refresh objects
CC/C541: B2    Call subroutine $CCC36A
CC/C545: 3A    Enable player to move while event commands execute
CC/C546: FE    Return

CC/C547: B2    Call subroutine $CCC35B
CC/C54B: B2    Call subroutine $CCC379
CC/C54F: 42    Hide object $31
CC/C551: 45    Refresh objects
CC/C552: 3D    Create object $00
CC/C554: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/C557: 45    Refresh objects
CC/C558: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/C55A: D7        Center screen on vehicle/entity
CC/C55B: CE        Turn vehicle/entity down
CC/C55C: FF        End queue
CC/C55D: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C562: 41    Show object $00
CC/C564: 45    Refresh objects
CC/C565: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C568: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C56B: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C56E: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C571: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C574: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C577: 45    Refresh objects
CC/C578: 42    Hide object $11
CC/C57A: 45    Refresh objects
CC/C57B: B2    Call subroutine $CCC36A
CC/C57F: 3A    Enable player to move while event commands execute
CC/C580: FE    Return

CC/C581: C0    If ($1E80($132) [$1EA6, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/C587: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/C58D: F4    Play sound effect 209
CC/C58F: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/C591: 42    Hide object $31
CC/C593: 45    Refresh objects
CC/C594: 3D    Create object $12
CC/C596: 3D    Create object $13
CC/C598: 3D    Create object $14
CC/C59A: 3D    Create object $15
CC/C59C: 3D    Create object $16
CC/C59E: 3D    Create object $17
CC/C5A0: 41    Show object $12
CC/C5A2: 41    Show object $13
CC/C5A4: 41    Show object $14
CC/C5A6: 41    Show object $15
CC/C5A8: 41    Show object $16
CC/C5AA: 41    Show object $17
CC/C5AC: 42    Hide object $11
CC/C5AE: 45    Refresh objects
CC/C5AF: 12    Begin action queue for character $12 (NPC $12), 5 bytes long 
CC/C5B1: D5        Set vehicle/entity's position to (18, 11)
CC/C5B4: CE        Turn vehicle/entity down
CC/C5B5: FF        End queue
CC/C5B6: 13    Begin action queue for character $13 (NPC $13), 5 bytes long 
CC/C5B8: D5        Set vehicle/entity's position to (19, 11)
CC/C5BB: CE        Turn vehicle/entity down
CC/C5BC: FF        End queue
CC/C5BD: 14    Begin action queue for character $14 (NPC $14), 5 bytes long 
CC/C5BF: D5        Set vehicle/entity's position to (20, 11)
CC/C5C2: CE        Turn vehicle/entity down
CC/C5C3: FF        End queue
CC/C5C4: 15    Begin action queue for character $15 (NPC $15), 5 bytes long 
CC/C5C6: D5        Set vehicle/entity's position to (21, 11)
CC/C5C9: CE        Turn vehicle/entity down
CC/C5CA: FF        End queue
CC/C5CB: 16    Begin action queue for character $16 (NPC $16), 5 bytes long 
CC/C5CD: D5        Set vehicle/entity's position to (22, 11)
CC/C5D0: CE        Turn vehicle/entity down
CC/C5D1: FF        End queue
CC/C5D2: 17    Begin action queue for character $17 (NPC $17), 5 bytes long (Wait until complete)
CC/C5D4: D5        Set vehicle/entity's position to (23, 11)
CC/C5D7: CE        Turn vehicle/entity down
CC/C5D8: FF        End queue
CC/C5D9: 3D    Create object $00
CC/C5DB: 3F    Assign character $00 (Actor in stot 0) to party 1
CC/C5DE: 45    Refresh objects
CC/C5DF: 00    Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete)
CC/C5E1: D7        Center screen on vehicle/entity
CC/C5E2: CE        Turn vehicle/entity down
CC/C5E3: FF        End queue
CC/C5E4: 3C    Set up the party as follows: $00 (Actor in stot 0), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/C5E9: 41    Show object $00
CC/C5EB: 45    Refresh objects
CC/C5EC: 3F    Remove character $04 (Actor in stot 4) from the party
CC/C5EF: 3F    Remove character $06 (Actor in stot 6) from the party
CC/C5F2: 3F    Remove character $01 (Actor in stot 1) from the party
CC/C5F5: 3F    Remove character $05 (Actor in stot 5) from the party
CC/C5F8: 3F    Remove character $02 (Actor in stot 2) from the party
CC/C5FB: 3F    Remove character $0B (Actor in stot 11) from the party
CC/C5FE: 45    Refresh objects
CC/C5FF: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/C601: D2    Set event bit $1E80($1BF) [$1EB7, bit 7]
CC/C603: 3A    Enable player to move while event commands execute
CC/C604: FE    Return

CC/C605: 4B    Display dialogue message $036A, wait for button press
               BANON: Prepared?
               ^ Yes
               ^ No
CC/C608: B6    Indexed branch based on prior dialogue selection [$CCC611, $CA5EB3]
CC/C60F: 3A    Enable player to move while event commands execute
CC/C610: FE    Return

CC/C611: 6A    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left
CC/C617: 42    Hide object $31
CC/C619: 45    Refresh objects
CC/C61A: 3D    Create object $10
CC/C61C: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/C61E: D5        Set vehicle/entity's position to (16, 7)
CC/C621: C2        Set vehicle/entity's event speed to normal
CC/C622: FF        End queue
CC/C623: 41    Show object $10
CC/C625: 45    Refresh objects
CC/C626: 96    Restore screen from fade
CC/C627: 5C    Pause execution until fade in or fade out is complete
CC/C628: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/C62A: C3        Set vehicle/entity's event speed to fast
CC/C62B: 9F        Move vehicle/entity left 8 tiles
CC/C62C: CE        Turn vehicle/entity down
CC/C62D: FF        End queue
CC/C62E: 92    Pause for 30 units
CC/C62F: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/C631: 20        Do vehicle/entity graphical action $20 
CC/C632: E0        Pause for 4 * 3 (12) frames
CC/C634: CE        Turn vehicle/entity down
CC/C635: FF        End queue
CC/C636: 92    Pause for 30 units
CC/C637: 4B    Display dialogue message $036D, wait for button press
               Save the Esper from Kefka!
               Need some info?
               ^ Yes
               ^ No
CC/C63A: B6    Indexed branch based on prior dialogue selection [$CCC642, $CCC645]
CC/C641: FE    Return

CC/C642: 4B    Display dialogue message $036E, wait for button press
               You'll fight in 3 groups.
               Use the Y Button to switch between them.
               Defeat Kefka before his men reach Banon. Otherwise, you lose!
CC/C645: D4    Set event bit $1E80($2F1) [$1EDE, bit 1]
CC/C647: D4    Set event bit $1E80($2F2) [$1EDE, bit 2]
CC/C649: D4    Set event bit $1E80($2F4) [$1EDE, bit 4]
CC/C64B: D4    Set event bit $1E80($2F5) [$1EDE, bit 5]
CC/C64D: D4    Set event bit $1E80($2F6) [$1EDE, bit 6]
CC/C64F: D4    Set event bit $1E80($2FB) [$1EDF, bit 3]
CC/C651: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]
CC/C653: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CC/C655: D5    Clear event bit $1E80($2F7) [$1EDE, bit 7]
CC/C657: D5    Clear event bit $1E80($2F8) [$1EDF, bit 0]
CC/C659: D5    Clear event bit $1E80($2F9) [$1EDF, bit 1]
CC/C65B: D5    Clear event bit $1E80($2FA) [$1EDF, bit 2]
CC/C65D: D5    Clear event bit $1E80($2FC) [$1EDF, bit 4]
CC/C65F: D5    Clear event bit $1E80($2FD) [$1EDF, bit 5]
CC/C661: B2    Call subroutine $CACBAF
CC/C665: 99    Invoke party selection screen (3 groups) (force characters: [$0000] ()
CC/C669: 46    Make party 1 the current party
CC/C66B: B2    Call subroutine $CACCA4
CC/C66F: DD    Clear event bit $1E80($61B) [$1F43, bit 3]
CC/C671: DC    Set event bit $1E80($628) [$1F45, bit 0]
CC/C673: 6B    Load map $0016 (Narshe, hills maze (WoB)) instantly, (upper bits $3000), place party at (20, 10), facing left
CC/C679: 3D    Create object $00
CC/C67B: 3D    Create object $01
CC/C67D: 3D    Create object $06
CC/C67F: 3D    Create object $04
CC/C681: 3D    Create object $05
CC/C683: 3D    Create object $02
CC/C685: 3D    Create object $0B
CC/C687: 45    Refresh objects
CC/C688: 79    Place party 1 on map $0016 (Narshe, hills maze (WoB))
CC/C68C: 79    Place party 2 on map $0016 (Narshe, hills maze (WoB))
CC/C690: 79    Place party 3 on map $0016 (Narshe, hills maze (WoB))
CC/C694: 45    Refresh objects
CC/C695: 46    Make party 1 the current party
CC/C697: 45    Refresh objects
CC/C698: 47    Make character in slot 0 the lead character
CC/C699: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/C69B: D5        Set vehicle/entity's position to (20, 10)
CC/C69E: CE        Turn vehicle/entity down
CC/C69F: C2        Set vehicle/entity's event speed to normal
CC/C6A0: FF        End queue
CC/C6A1: 41    Show object $31
CC/C6A3: 47    Make character in slot 0 the lead character
CC/C6A4: 46    Make party 2 the current party
CC/C6A6: 45    Refresh objects
CC/C6A7: 47    Make character in slot 0 the lead character
CC/C6A8: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/C6AA: D5        Set vehicle/entity's position to (18, 10)
CC/C6AD: CE        Turn vehicle/entity down
CC/C6AE: C2        Set vehicle/entity's event speed to normal
CC/C6AF: FF        End queue
CC/C6B0: 41    Show object $31
CC/C6B2: 47    Make character in slot 0 the lead character
CC/C6B3: 46    Make party 3 the current party
CC/C6B5: 45    Refresh objects
CC/C6B6: 47    Make character in slot 0 the lead character
CC/C6B7: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/C6B9: D5        Set vehicle/entity's position to (22, 10)
CC/C6BC: CE        Turn vehicle/entity down
CC/C6BD: C2        Set vehicle/entity's event speed to normal
CC/C6BE: FF        End queue
CC/C6BF: 41    Show object $31
CC/C6C1: 47    Make character in slot 0 the lead character
CC/C6C2: 46    Make party 1 the current party
CC/C6C4: 45    Refresh objects
CC/C6C5: 47    Make character in slot 0 the lead character
CC/C6C6: 7A    Change event address for object $00 to address $CCC8AB
CC/C6CB: 7A    Change event address for object $01 to address $CCC8B3
CC/C6D0: 7A    Change event address for object $04 to address $CCC8C3
CC/C6D5: 7A    Change event address for object $05 to address $CCC8CB
CC/C6DA: 7A    Change event address for object $02 to address $CCC8D3
CC/C6DF: 7A    Change event address for object $0B to address $CCC8DB
CC/C6E4: 7A    Change event address for object $06 to address $CCC8BB
CC/C6E9: 59    Unfade screen at speed $04
CC/C6EB: 5C    Pause execution until fade in or fade out is complete
CC/C6EC: F2    Fade out current song with transition time 128
CC/C6EE: 4B    Display dialogue message $0369, wait for button press
               BANON: They're coming!
CC/C6F1: F0    Play song 26 (Save Them!), (high bit clear), full volume
CC/C6F3: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/C6F5: D4    Set event bit $1E80($2BC) [$1ED7, bit 4]
CC/C6F7: 92    Pause for 30 units
CC/C6F8: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/C6FA: 0A        Do vehicle/entity graphical action $0A 
CC/C6FB: FF        End queue
CC/C6FC: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/C6FE: 0A        Do vehicle/entity graphical action $0A 
CC/C6FF: FF        End queue
CC/C700: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C702: 0A        Do vehicle/entity graphical action $0A 
CC/C703: FF        End queue
CC/C704: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/C706: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/C707: FF        End queue
CC/C708: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/C70A: 0A        Do vehicle/entity graphical action $0A 
CC/C70B: FF        End queue
CC/C70C: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C70E: 0A        Do vehicle/entity graphical action $0A 
CC/C70F: FF        End queue
CC/C710: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C712: 4A        Do vehicle/entity graphical action $0A, flipped horizontally
CC/C713: FF        End queue
CC/C714: 38    Hold screen
CC/C715: 95    Pause for 120 units
CC/C716: 30    Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete)
CC/C718: C4        Set vehicle/entity's event speed to faster
CC/C719: 9E        Move vehicle/entity down 8 tiles
CC/C71A: 9E        Move vehicle/entity down 8 tiles
CC/C71B: 96        Move vehicle/entity down 6 tiles
CC/C71C: FF        End queue
CC/C71D: 92    Pause for 30 units
CC/C71E: 3D    Create object $10
CC/C720: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/C722: D5        Set vehicle/entity's position to (19, 39)
CC/C725: C2        Set vehicle/entity's event speed to normal
CC/C726: FF        End queue
CC/C727: 41    Show object $10
CC/C729: 45    Refresh objects
CC/C72A: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/C72C: 84        Move vehicle/entity up 2 tiles
CC/C72D: CC        Turn vehicle/entity up
CC/C72E: A0        Move vehicle/entity right/up 1x1 tiles
CC/C72F: 88        Move vehicle/entity up 3 tiles
CC/C730: FF        End queue
CC/C731: 92    Pause for 30 units
CC/C732: 4B    Display dialogue message $036B, wait for button press
               KEFKA: Oho!!
               It's General CELES, the traitor!
               How delightful! This'll be fun!
CC/C735: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/C737: CD        Turn vehicle/entity right
CC/C738: E0        Pause for 4 * 1 (4) frames
CC/C73A: CE        Turn vehicle/entity down
CC/C73B: FF        End queue
CC/C73C: F4    Play sound effect 205
CC/C73E: B0    Execute the following commands until $B1 12 times
CC/C740: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/C742: 1D            Do vehicle/entity graphical action $1D 
CC/C743: FF            End queue
CC/C744: 10        Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/C746: 1E            Do vehicle/entity graphical action $1E 
CC/C747: FF            End queue
CC/C748: B1        End block of repeating commands
CC/C749: 92    Pause for 30 units
CC/C74A: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/C74C: CE        Turn vehicle/entity down
CC/C74D: FF        End queue
CC/C74E: 92    Pause for 30 units
CC/C74F: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/C751: 1A        Do vehicle/entity graphical action $1A 
CC/C752: FF        End queue
CC/C753: 3D    Create object $19
CC/C755: 3D    Create object $1A
CC/C757: 3D    Create object $1B
CC/C759: 3D    Create object $1C
CC/C75B: 3D    Create object $1D
CC/C75D: 3D    Create object $1E
CC/C75F: 3D    Create object $1F
CC/C761: 3D    Create object $20
CC/C763: 3D    Create object $21
CC/C765: 3D    Create object $22
CC/C767: 3D    Create object $23
CC/C769: 3D    Create object $24
CC/C76B: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CC/C76D: D5        Set vehicle/entity's position to (19, 39)
CC/C770: C3        Set vehicle/entity's event speed to fast
CC/C771: FF        End queue
CC/C772: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/C774: D5        Set vehicle/entity's position to (19, 40)
CC/C777: C3        Set vehicle/entity's event speed to fast
CC/C778: FF        End queue
CC/C779: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CC/C77B: D5        Set vehicle/entity's position to (19, 41)
CC/C77E: C3        Set vehicle/entity's event speed to fast
CC/C77F: FF        End queue
CC/C780: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CC/C782: D5        Set vehicle/entity's position to (19, 42)
CC/C785: C3        Set vehicle/entity's event speed to fast
CC/C786: FF        End queue
CC/C787: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/C789: D5        Set vehicle/entity's position to (19, 43)
CC/C78C: C3        Set vehicle/entity's event speed to fast
CC/C78D: FF        End queue
CC/C78E: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CC/C790: D5        Set vehicle/entity's position to (19, 44)
CC/C793: C3        Set vehicle/entity's event speed to fast
CC/C794: FF        End queue
CC/C795: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long (Wait until complete)
CC/C797: D5        Set vehicle/entity's position to (19, 45)
CC/C79A: C3        Set vehicle/entity's event speed to fast
CC/C79B: FF        End queue
CC/C79C: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CC/C79E: D5        Set vehicle/entity's position to (19, 46)
CC/C7A1: C3        Set vehicle/entity's event speed to fast
CC/C7A2: FF        End queue
CC/C7A3: 21    Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete)
CC/C7A5: D5        Set vehicle/entity's position to (19, 47)
CC/C7A8: C3        Set vehicle/entity's event speed to fast
CC/C7A9: FF        End queue
CC/C7AA: 22    Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete)
CC/C7AC: D5        Set vehicle/entity's position to (19, 48)
CC/C7AF: C3        Set vehicle/entity's event speed to fast
CC/C7B0: FF        End queue
CC/C7B1: 23    Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete)
CC/C7B3: D5        Set vehicle/entity's position to (19, 49)
CC/C7B6: C3        Set vehicle/entity's event speed to fast
CC/C7B7: FF        End queue
CC/C7B8: 24    Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete)
CC/C7BA: D5        Set vehicle/entity's position to (19, 50)
CC/C7BD: C3        Set vehicle/entity's event speed to fast
CC/C7BE: FF        End queue
CC/C7BF: 41    Show object $19
CC/C7C1: 41    Show object $1A
CC/C7C3: 41    Show object $1B
CC/C7C5: 41    Show object $1C
CC/C7C7: 41    Show object $1D
CC/C7C9: 41    Show object $1E
CC/C7CB: 41    Show object $1F
CC/C7CD: 41    Show object $20
CC/C7CF: 41    Show object $21
CC/C7D1: 41    Show object $22
CC/C7D3: 41    Show object $23
CC/C7D5: 41    Show object $24
CC/C7D7: 45    Refresh objects
CC/C7D8: 19    Begin action queue for character $19 (NPC $19), 4 bytes long 
CC/C7DA: 8C        Move vehicle/entity up 4 tiles
CC/C7DB: A3        Move vehicle/entity left/up 1x1 tiles
CC/C7DC: CC        Turn vehicle/entity up
CC/C7DD: FF        End queue
CC/C7DE: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long 
CC/C7E0: 94        Move vehicle/entity up 6 tiles
CC/C7E1: FF        End queue
CC/C7E2: 1B    Begin action queue for character $1B (NPC $1B), 4 bytes long 
CC/C7E4: 94        Move vehicle/entity up 6 tiles
CC/C7E5: A0        Move vehicle/entity right/up 1x1 tiles
CC/C7E6: CC        Turn vehicle/entity up
CC/C7E7: FF        End queue
CC/C7E8: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long 
CC/C7EA: 98        Move vehicle/entity up 7 tiles
CC/C7EB: 81        Move vehicle/entity right 1 tile
CC/C7EC: A0        Move vehicle/entity right/up 1x1 tiles
CC/C7ED: CC        Turn vehicle/entity up
CC/C7EE: FF        End queue
CC/C7EF: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long 
CC/C7F1: 9C        Move vehicle/entity up 8 tiles
CC/C7F2: 85        Move vehicle/entity right 2 tiles
CC/C7F3: A0        Move vehicle/entity right/up 1x1 tiles
CC/C7F4: CC        Turn vehicle/entity up
CC/C7F5: FF        End queue
CC/C7F6: 1E    Begin action queue for character $1E (NPC $1E), 6 bytes long 
CC/C7F8: 9C        Move vehicle/entity up 8 tiles
CC/C7F9: 80        Move vehicle/entity up 1 tile
CC/C7FA: 89        Move vehicle/entity right 3 tiles
CC/C7FB: A0        Move vehicle/entity right/up 1x1 tiles
CC/C7FC: CC        Turn vehicle/entity up
CC/C7FD: FF        End queue
CC/C7FE: 1F    Begin action queue for character $1F (NPC $1F), 5 bytes long 
CC/C800: 9C        Move vehicle/entity up 8 tiles
CC/C801: 80        Move vehicle/entity up 1 tile
CC/C802: A3        Move vehicle/entity left/up 1x1 tiles
CC/C803: CC        Turn vehicle/entity up
CC/C804: FF        End queue
CC/C805: 20    Begin action queue for character $20 (NPC $20), 3 bytes long 
CC/C807: 9C        Move vehicle/entity up 8 tiles
CC/C808: 88        Move vehicle/entity up 3 tiles
CC/C809: FF        End queue
CC/C80A: 21    Begin action queue for character $21 (NPC $21), 6 bytes long 
CC/C80C: 9C        Move vehicle/entity up 8 tiles
CC/C80D: 88        Move vehicle/entity up 3 tiles
CC/C80E: 85        Move vehicle/entity right 2 tiles
CC/C80F: A0        Move vehicle/entity right/up 1x1 tiles
CC/C810: CC        Turn vehicle/entity up
CC/C811: FF        End queue
CC/C812: 22    Begin action queue for character $22 (NPC $22), 6 bytes long 
CC/C814: 9C        Move vehicle/entity up 8 tiles
CC/C815: 8C        Move vehicle/entity up 4 tiles
CC/C816: 81        Move vehicle/entity right 1 tile
CC/C817: A0        Move vehicle/entity right/up 1x1 tiles
CC/C818: CC        Turn vehicle/entity up
CC/C819: FF        End queue
CC/C81A: 23    Begin action queue for character $23 (NPC $23), 5 bytes long 
CC/C81C: 9C        Move vehicle/entity up 8 tiles
CC/C81D: 90        Move vehicle/entity up 5 tiles
CC/C81E: A0        Move vehicle/entity right/up 1x1 tiles
CC/C81F: CC        Turn vehicle/entity up
CC/C820: FF        End queue
CC/C821: 24    Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete)
CC/C823: 9C        Move vehicle/entity up 8 tiles
CC/C824: 94        Move vehicle/entity up 6 tiles
CC/C825: E0        Pause for 4 * 4 (16) frames
CC/C827: FF        End queue
CC/C828: 94    Pause for 60 units
CC/C829: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/C82B: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/C82C: FF        End queue
CC/C82D: 92    Pause for 30 units
CC/C82E: 4B    Display dialogue message $036C, wait for button press
               KEFKA: Go!!
               Get those vile insects!
CC/C831: 94    Pause for 60 units
CC/C832: DC    Set event bit $1E80($612) [$1F42, bit 2]
CC/C834: D2    Set event bit $1E80($132) [$1EA6, bit 2]
CC/C836: DD    Clear event bit $1E80($633) [$1F46, bit 3]
CC/C838: DC    Set event bit $1E80($61D) [$1F43, bit 5]
CC/C83A: DC    Set event bit $1E80($61E) [$1F43, bit 6]
CC/C83C: DC    Set event bit $1E80($61F) [$1F43, bit 7]
CC/C83E: DC    Set event bit $1E80($620) [$1F44, bit 0]
CC/C840: DC    Set event bit $1E80($621) [$1F44, bit 1]
CC/C842: DC    Set event bit $1E80($622) [$1F44, bit 2]
CC/C844: DC    Set event bit $1E80($623) [$1F44, bit 3]
CC/C846: DC    Set event bit $1E80($624) [$1F44, bit 4]
CC/C848: DC    Set event bit $1E80($625) [$1F44, bit 5]
CC/C84A: DC    Set event bit $1E80($626) [$1F44, bit 6]
CC/C84C: DC    Set event bit $1E80($627) [$1F44, bit 7]
CC/C84E: DC    Set event bit $1E80($61C) [$1F43, bit 4]
CC/C850: 6A    Load map $0016 (Narshe, hills maze (WoB)) after fade out, (upper bits $3000), place party at (20, 10), facing left
CC/C856: 39    Free screen
CC/C857: 46    Make party 1 the current party
CC/C859: 45    Refresh objects
CC/C85A: 47    Make character in slot 0 the lead character
CC/C85B: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/C85D: D5        Set vehicle/entity's position to (20, 10)
CC/C860: CE        Turn vehicle/entity down
CC/C861: C2        Set vehicle/entity's event speed to normal
CC/C862: FF        End queue
CC/C863: 41    Show object $31
CC/C865: 47    Make character in slot 0 the lead character
CC/C866: 46    Make party 2 the current party
CC/C868: 45    Refresh objects
CC/C869: 47    Make character in slot 0 the lead character
CC/C86A: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/C86C: D5        Set vehicle/entity's position to (18, 10)
CC/C86F: CE        Turn vehicle/entity down
CC/C870: C2        Set vehicle/entity's event speed to normal
CC/C871: FF        End queue
CC/C872: 41    Show object $31
CC/C874: 47    Make character in slot 0 the lead character
CC/C875: 46    Make party 3 the current party
CC/C877: 45    Refresh objects
CC/C878: 47    Make character in slot 0 the lead character
CC/C879: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/C87B: D5        Set vehicle/entity's position to (22, 10)
CC/C87E: CE        Turn vehicle/entity down
CC/C87F: C2        Set vehicle/entity's event speed to normal
CC/C880: FF        End queue
CC/C881: 41    Show object $31
CC/C883: 47    Make character in slot 0 the lead character
CC/C884: 46    Make party 1 the current party
CC/C886: 45    Refresh objects
CC/C887: 47    Make character in slot 0 the lead character
CC/C888: 82    Store party 1 as backup party (in $055D)
CC/C889: D2    Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button)
CC/C88B: D2    Set event bit $1E80($1CA) [$1EB9, bit 2]
CC/C88D: D2    Set event bit $1E80($1C1) [$1EB8, bit 1]
CC/C88F: 7C    Enable activation of event for object $19 (NPC $19) if it comes into contact with any party
CC/C891: 7C    Enable activation of event for object $1A (NPC $1A) if it comes into contact with any party
CC/C893: 7C    Enable activation of event for object $1B (NPC $1B) if it comes into contact with any party
CC/C895: 7C    Enable activation of event for object $1C (NPC $1C) if it comes into contact with any party
CC/C897: 7C    Enable activation of event for object $1D (NPC $1D) if it comes into contact with any party
CC/C899: 7C    Enable activation of event for object $1E (NPC $1E) if it comes into contact with any party
CC/C89B: 7C    Enable activation of event for object $1F (NPC $1F) if it comes into contact with any party
CC/C89D: 7C    Enable activation of event for object $20 (NPC $20) if it comes into contact with any party
CC/C89F: 7C    Enable activation of event for object $21 (NPC $21) if it comes into contact with any party
CC/C8A1: 7C    Enable activation of event for object $22 (NPC $22) if it comes into contact with any party
CC/C8A3: 7C    Enable activation of event for object $23 (NPC $23) if it comes into contact with any party
CC/C8A5: 7C    Enable activation of event for object $24 (NPC $24) if it comes into contact with any party
CC/C8A7: 96    Restore screen from fade
CC/C8A8: 5C    Pause execution until fade in or fade out is complete
CC/C8A9: 3A    Enable player to move while event commands execute
CC/C8AA: FE    Return

CC/C8AB: 00    Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete)
CC/C8AD: 20        Do vehicle/entity graphical action $20 
CC/C8AE: FF        End queue
CC/C8AF: 48    Display dialogue message $036F, continue executing commands
               TERRA: Kefka
               He stuck that crown on me?
CC/C8B2: FE    Return

CC/C8B3: 01    Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete)
CC/C8B5: 24        Do vehicle/entity graphical action $24 
CC/C8B6: FF        End queue
CC/C8B7: 48    Display dialogue message $0370, continue executing commands
               LOCKE: Bloody Empire!!
               We are your worst enemy!
CC/C8BA: FE    Return

CC/C8BB: 06    Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete)
CC/C8BD: 18        Do vehicle/entity graphical action $18 
CC/C8BE: FF        End queue
CC/C8BF: 48    Display dialogue message $0371, continue executing commands
               CELES: I'm free
               The Empire can't control me!
CC/C8C2: FE    Return

CC/C8C3: 04    Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete)
CC/C8C5: 23        Do vehicle/entity graphical action $23 
CC/C8C6: FF        End queue
CC/C8C7: 48    Display dialogue message $0372, continue executing commands
               EDGAR: Kefkagrr
               What's he up to?
CC/C8CA: FE    Return

CC/C8CB: 05    Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete)
CC/C8CD: 0A        Do vehicle/entity graphical action $0A 
CC/C8CE: FF        End queue
CC/C8CF: 48    Display dialogue message $0373, continue executing commands
               SABIN: Master Duncan's techniques mustn't fail me.
CC/C8D2: FE    Return

CC/C8D3: 02    Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete)
CC/C8D5: 0A        Do vehicle/entity graphical action $0A 
CC/C8D6: FF        End queue
CC/C8D7: 48    Display dialogue message $0374, continue executing commands
               CYAN: I will avenge the people of Doma!!
CC/C8DA: FE    Return

CC/C8DB: 0B    Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete)
CC/C8DD: 0A        Do vehicle/entity graphical action $0A 
CC/C8DE: FF        End queue
CC/C8DF: 48    Display dialogue message $0375, continue executing commands
               GAU: GAU hit hard!!!
CC/C8E2: FE    Return

CC/C8E3: 48    Display dialogue message $0376, continue executing commands
               BANON: We're history if they reach me!
               Good luck!
CC/C8E6: FE    Return

CC/C8E7: 8B    For character $31 (Party Character 0), take HP and add 1
CC/C8EA: 8B    For character $32 (Party Character 1), take HP and add 1
CC/C8ED: 8B    For character $33 (Party Character 2), take HP and add 1
CC/C8F0: 8B    For character $34 (Party Character 3), take HP and add 1
CC/C8F3: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/C8F7: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/C8FB: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/C8FF: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/C903: 7E    Move characters to (25, 5)
CC/C906: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/C908: 28        Do vehicle/entity graphical action $28 
CC/C909: FF        End queue
CC/C90A: 7B    Restore backup party (in $055D) to active status
CC/C90B: FE    Return

CC/C90C: 4C    Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/C90F: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC919
CC/C914: B2    Call subroutine $CCC8E7
CC/C918: FE    Return

CC/C919: C0    If ($1E80($13E) [$1EA7, bit 6] is set), branch to $CCC935
CC/C91F: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CC/C921: 28        Do vehicle/entity graphical action $28 
CC/C922: FF        End queue
CC/C923: 96    Restore screen from fade
CC/C924: 5C    Pause execution until fade in or fade out is complete
CC/C925: 92    Pause for 30 units
CC/C926: 19    Begin action queue for character $19 (NPC $19), 5 bytes long (Wait until complete)
CC/C928: D5        Set vehicle/entity's position to (18, 33)
CC/C92B: CC        Turn vehicle/entity up
CC/C92C: FF        End queue
CC/C92D: B2    Call subroutine $CCCC3E
CC/C931: D2    Set event bit $1E80($13E) [$1EA7, bit 6]
CC/C933: 7B    Restore backup party (in $055D) to active status
CC/C934: FE    Return

CC/C935: 19    Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete)
CC/C937: 28        Do vehicle/entity graphical action $28 
CC/C938: FF        End queue
CC/C939: 96    Restore screen from fade
CC/C93A: 5C    Pause execution until fade in or fade out is complete
CC/C93B: 92    Pause for 30 units
CC/C93C: 42    Hide object $19
CC/C93E: 45    Refresh objects
CC/C93F: DD    Clear event bit $1E80($61D) [$1F43, bit 5]
CC/C941: 7B    Restore backup party (in $055D) to active status
CC/C942: FE    Return

CC/C943: 4C    Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/C946: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC950
CC/C94B: B2    Call subroutine $CCC8E7
CC/C94F: FE    Return

CC/C950: C0    If ($1E80($13F) [$1EA7, bit 7] is set), branch to $CCC96C
CC/C956: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/C958: 28        Do vehicle/entity graphical action $28 
CC/C959: FF        End queue
CC/C95A: 96    Restore screen from fade
CC/C95B: 5C    Pause execution until fade in or fade out is complete
CC/C95C: 92    Pause for 30 units
CC/C95D: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/C95F: D5        Set vehicle/entity's position to (19, 33)
CC/C962: CC        Turn vehicle/entity up
CC/C963: FF        End queue
CC/C964: B2    Call subroutine $CCCC9D
CC/C968: D2    Set event bit $1E80($13F) [$1EA7, bit 7]
CC/C96A: 7B    Restore backup party (in $055D) to active status
CC/C96B: FE    Return

CC/C96C: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/C96E: 28        Do vehicle/entity graphical action $28 
CC/C96F: FF        End queue
CC/C970: 96    Restore screen from fade
CC/C971: 5C    Pause execution until fade in or fade out is complete
CC/C972: 92    Pause for 30 units
CC/C973: 42    Hide object $1A
CC/C975: 45    Refresh objects
CC/C976: DD    Clear event bit $1E80($61E) [$1F43, bit 6]
CC/C978: 7B    Restore backup party (in $055D) to active status
CC/C979: FE    Return

CC/C97A: 4C    Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/C97D: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC987
CC/C982: B2    Call subroutine $CCC8E7
CC/C986: FE    Return

CC/C987: C0    If ($1E80($140) [$1EA8, bit 0] is set), branch to $CCC9A3
CC/C98D: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CC/C98F: 28        Do vehicle/entity graphical action $28 
CC/C990: FF        End queue
CC/C991: 96    Restore screen from fade
CC/C992: 5C    Pause execution until fade in or fade out is complete
CC/C993: 92    Pause for 30 units
CC/C994: 1B    Begin action queue for character $1B (NPC $1B), 5 bytes long (Wait until complete)
CC/C996: D5        Set vehicle/entity's position to (20, 33)
CC/C999: CC        Turn vehicle/entity up
CC/C99A: FF        End queue
CC/C99B: B2    Call subroutine $CCCD07
CC/C99F: D2    Set event bit $1E80($140) [$1EA8, bit 0]
CC/C9A1: 7B    Restore backup party (in $055D) to active status
CC/C9A2: FE    Return

CC/C9A3: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CC/C9A5: 28        Do vehicle/entity graphical action $28 
CC/C9A6: FF        End queue
CC/C9A7: 96    Restore screen from fade
CC/C9A8: 5C    Pause execution until fade in or fade out is complete
CC/C9A9: 92    Pause for 30 units
CC/C9AA: 42    Hide object $1B
CC/C9AC: 45    Refresh objects
CC/C9AD: DD    Clear event bit $1E80($61F) [$1F43, bit 7]
CC/C9AF: 7B    Restore backup party (in $055D) to active status
CC/C9B0: FE    Return

CC/C9B1: 4C    Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/C9B4: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC9BE
CC/C9B9: B2    Call subroutine $CCC8E7
CC/C9BD: FE    Return

CC/C9BE: C0    If ($1E80($141) [$1EA8, bit 1] is set), branch to $CCC9DA
CC/C9C4: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/C9C6: 28        Do vehicle/entity graphical action $28 
CC/C9C7: FF        End queue
CC/C9C8: 96    Restore screen from fade
CC/C9C9: 5C    Pause execution until fade in or fade out is complete
CC/C9CA: 92    Pause for 30 units
CC/C9CB: 1C    Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete)
CC/C9CD: D5        Set vehicle/entity's position to (21, 33)
CC/C9D0: CC        Turn vehicle/entity up
CC/C9D1: FF        End queue
CC/C9D2: B2    Call subroutine $CCCD72
CC/C9D6: D2    Set event bit $1E80($141) [$1EA8, bit 1]
CC/C9D8: 7B    Restore backup party (in $055D) to active status
CC/C9D9: FE    Return

CC/C9DA: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/C9DC: 28        Do vehicle/entity graphical action $28 
CC/C9DD: FF        End queue
CC/C9DE: 96    Restore screen from fade
CC/C9DF: 5C    Pause execution until fade in or fade out is complete
CC/C9E0: 92    Pause for 30 units
CC/C9E1: 42    Hide object $1C
CC/C9E3: 45    Refresh objects
CC/C9E4: DD    Clear event bit $1E80($620) [$1F44, bit 0]
CC/C9E6: 7B    Restore backup party (in $055D) to active status
CC/C9E7: FE    Return

CC/C9E8: 4C    Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/C9EB: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCC9F5
CC/C9F0: B2    Call subroutine $CCC8E7
CC/C9F4: FE    Return

CC/C9F5: C0    If ($1E80($142) [$1EA8, bit 2] is set), branch to $CCCA11
CC/C9FB: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/C9FD: 28        Do vehicle/entity graphical action $28 
CC/C9FE: FF        End queue
CC/C9FF: 96    Restore screen from fade
CC/CA00: 5C    Pause execution until fade in or fade out is complete
CC/CA01: 92    Pause for 30 units
CC/CA02: 1D    Begin action queue for character $1D (NPC $1D), 5 bytes long (Wait until complete)
CC/CA04: D5        Set vehicle/entity's position to (22, 33)
CC/CA07: CC        Turn vehicle/entity up
CC/CA08: FF        End queue
CC/CA09: B2    Call subroutine $CCCDE0
CC/CA0D: D2    Set event bit $1E80($142) [$1EA8, bit 2]
CC/CA0F: 7B    Restore backup party (in $055D) to active status
CC/CA10: FE    Return

CC/CA11: 1D    Begin action queue for character $1D (NPC $1D), 2 bytes long (Wait until complete)
CC/CA13: 28        Do vehicle/entity graphical action $28 
CC/CA14: FF        End queue
CC/CA15: 96    Restore screen from fade
CC/CA16: 5C    Pause execution until fade in or fade out is complete
CC/CA17: 92    Pause for 30 units
CC/CA18: 42    Hide object $1D
CC/CA1A: 45    Refresh objects
CC/CA1B: DD    Clear event bit $1E80($621) [$1F44, bit 1]
CC/CA1D: 7B    Restore backup party (in $055D) to active status
CC/CA1E: FE    Return

CC/CA1F: 4C    Center screen on party and invoke battle, enemy set $16, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CA22: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCA2C
CC/CA27: B2    Call subroutine $CCC8E7
CC/CA2B: FE    Return

CC/CA2C: C0    If ($1E80($143) [$1EA8, bit 3] is set), branch to $CCCA48
CC/CA32: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CC/CA34: 28        Do vehicle/entity graphical action $28 
CC/CA35: FF        End queue
CC/CA36: 96    Restore screen from fade
CC/CA37: 5C    Pause execution until fade in or fade out is complete
CC/CA38: 92    Pause for 30 units
CC/CA39: 1E    Begin action queue for character $1E (NPC $1E), 5 bytes long (Wait until complete)
CC/CA3B: D5        Set vehicle/entity's position to (23, 33)
CC/CA3E: CC        Turn vehicle/entity up
CC/CA3F: FF        End queue
CC/CA40: B2    Call subroutine $CCCE49
CC/CA44: D2    Set event bit $1E80($143) [$1EA8, bit 3]
CC/CA46: 7B    Restore backup party (in $055D) to active status
CC/CA47: FE    Return

CC/CA48: 1E    Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete)
CC/CA4A: 28        Do vehicle/entity graphical action $28 
CC/CA4B: FF        End queue
CC/CA4C: 96    Restore screen from fade
CC/CA4D: 5C    Pause execution until fade in or fade out is complete
CC/CA4E: 92    Pause for 30 units
CC/CA4F: 42    Hide object $1E
CC/CA51: 45    Refresh objects
CC/CA52: DD    Clear event bit $1E80($622) [$1F44, bit 2]
CC/CA54: 7B    Restore backup party (in $055D) to active status
CC/CA55: FE    Return

CC/CA56: 4C    Center screen on party and invoke battle, enemy set $18, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CA59: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCA63
CC/CA5E: B2    Call subroutine $CCC8E7
CC/CA62: FE    Return

CC/CA63: 96    Restore screen from fade
CC/CA64: 5C    Pause execution until fade in or fade out is complete
CC/CA65: 92    Pause for 30 units
CC/CA66: F4    Play sound effect 45
CC/CA68: 42    Hide object $1F
CC/CA6A: 45    Refresh objects
CC/CA6B: DD    Clear event bit $1E80($623) [$1F44, bit 3]
CC/CA6D: 7B    Restore backup party (in $055D) to active status
CC/CA6E: FE    Return

CC/CA6F: 4C    Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CA72: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCA7C
CC/CA77: B2    Call subroutine $CCC8E7
CC/CA7B: FE    Return

CC/CA7C: C0    If ($1E80($144) [$1EA8, bit 4] is set), branch to $CCCA98
CC/CA82: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/CA84: 28        Do vehicle/entity graphical action $28 
CC/CA85: FF        End queue
CC/CA86: 96    Restore screen from fade
CC/CA87: 5C    Pause execution until fade in or fade out is complete
CC/CA88: 92    Pause for 30 units
CC/CA89: 20    Begin action queue for character $20 (NPC $20), 5 bytes long (Wait until complete)
CC/CA8B: D5        Set vehicle/entity's position to (19, 34)
CC/CA8E: CC        Turn vehicle/entity up
CC/CA8F: FF        End queue
CC/CA90: B2    Call subroutine $CCCED5
CC/CA94: D2    Set event bit $1E80($144) [$1EA8, bit 4]
CC/CA96: 7B    Restore backup party (in $055D) to active status
CC/CA97: FE    Return

CC/CA98: 20    Begin action queue for character $20 (NPC $20), 2 bytes long (Wait until complete)
CC/CA9A: 28        Do vehicle/entity graphical action $28 
CC/CA9B: FF        End queue
CC/CA9C: 96    Restore screen from fade
CC/CA9D: 5C    Pause execution until fade in or fade out is complete
CC/CA9E: 92    Pause for 30 units
CC/CA9F: 42    Hide object $20
CC/CAA1: 45    Refresh objects
CC/CAA2: DD    Clear event bit $1E80($624) [$1F44, bit 4]
CC/CAA4: 7B    Restore backup party (in $055D) to active status
CC/CAA5: FE    Return

CC/CAA6: 4C    Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CAA9: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCAB3
CC/CAAE: B2    Call subroutine $CCC8E7
CC/CAB2: FE    Return

CC/CAB3: C0    If ($1E80($145) [$1EA8, bit 5] is set), branch to $CCCACF
CC/CAB9: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/CABB: 28        Do vehicle/entity graphical action $28 
CC/CABC: FF        End queue
CC/CABD: 96    Restore screen from fade
CC/CABE: 5C    Pause execution until fade in or fade out is complete
CC/CABF: 92    Pause for 30 units
CC/CAC0: 21    Begin action queue for character $21 (NPC $21), 5 bytes long (Wait until complete)
CC/CAC2: D5        Set vehicle/entity's position to (20, 34)
CC/CAC5: CC        Turn vehicle/entity up
CC/CAC6: FF        End queue
CC/CAC7: B2    Call subroutine $CCCF36
CC/CACB: D2    Set event bit $1E80($145) [$1EA8, bit 5]
CC/CACD: 7B    Restore backup party (in $055D) to active status
CC/CACE: FE    Return

CC/CACF: 21    Begin action queue for character $21 (NPC $21), 2 bytes long (Wait until complete)
CC/CAD1: 28        Do vehicle/entity graphical action $28 
CC/CAD2: FF        End queue
CC/CAD3: 96    Restore screen from fade
CC/CAD4: 5C    Pause execution until fade in or fade out is complete
CC/CAD5: 92    Pause for 30 units
CC/CAD6: 42    Hide object $21
CC/CAD8: 45    Refresh objects
CC/CAD9: DD    Clear event bit $1E80($625) [$1F44, bit 5]
CC/CADB: 7B    Restore backup party (in $055D) to active status
CC/CADC: FE    Return

CC/CADD: 4C    Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CAE0: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCAEA
CC/CAE5: B2    Call subroutine $CCC8E7
CC/CAE9: FE    Return

CC/CAEA: C0    If ($1E80($146) [$1EA8, bit 6] is set), branch to $CCCB06
CC/CAF0: 22    Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete)
CC/CAF2: 28        Do vehicle/entity graphical action $28 
CC/CAF3: FF        End queue
CC/CAF4: 96    Restore screen from fade
CC/CAF5: 5C    Pause execution until fade in or fade out is complete
CC/CAF6: 92    Pause for 30 units
CC/CAF7: 22    Begin action queue for character $22 (NPC $22), 5 bytes long (Wait until complete)
CC/CAF9: D5        Set vehicle/entity's position to (21, 34)
CC/CAFC: CC        Turn vehicle/entity up
CC/CAFD: FF        End queue
CC/CAFE: B2    Call subroutine $CCCF94
CC/CB02: D2    Set event bit $1E80($146) [$1EA8, bit 6]
CC/CB04: 7B    Restore backup party (in $055D) to active status
CC/CB05: FE    Return

CC/CB06: 22    Begin action queue for character $22 (NPC $22), 2 bytes long (Wait until complete)
CC/CB08: 28        Do vehicle/entity graphical action $28 
CC/CB09: FF        End queue
CC/CB0A: 96    Restore screen from fade
CC/CB0B: 5C    Pause execution until fade in or fade out is complete
CC/CB0C: 92    Pause for 30 units
CC/CB0D: 42    Hide object $22
CC/CB0F: 45    Refresh objects
CC/CB10: DD    Clear event bit $1E80($626) [$1F44, bit 6]
CC/CB12: 7B    Restore backup party (in $055D) to active status
CC/CB13: FE    Return

CC/CB14: 4C    Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CB17: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCB21
CC/CB1C: B2    Call subroutine $CCC8E7
CC/CB20: FE    Return

CC/CB21: C0    If ($1E80($147) [$1EA8, bit 7] is set), branch to $CCCB3D
CC/CB27: 23    Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete)
CC/CB29: 28        Do vehicle/entity graphical action $28 
CC/CB2A: FF        End queue
CC/CB2B: 96    Restore screen from fade
CC/CB2C: 5C    Pause execution until fade in or fade out is complete
CC/CB2D: 92    Pause for 30 units
CC/CB2E: 23    Begin action queue for character $23 (NPC $23), 5 bytes long (Wait until complete)
CC/CB30: D5        Set vehicle/entity's position to (22, 34)
CC/CB33: CC        Turn vehicle/entity up
CC/CB34: FF        End queue
CC/CB35: B2    Call subroutine $CCCFFF
CC/CB39: D2    Set event bit $1E80($147) [$1EA8, bit 7]
CC/CB3B: 7B    Restore backup party (in $055D) to active status
CC/CB3C: FE    Return

CC/CB3D: 23    Begin action queue for character $23 (NPC $23), 2 bytes long (Wait until complete)
CC/CB3F: 28        Do vehicle/entity graphical action $28 
CC/CB40: FF        End queue
CC/CB41: 96    Restore screen from fade
CC/CB42: 5C    Pause execution until fade in or fade out is complete
CC/CB43: 92    Pause for 30 units
CC/CB44: 42    Hide object $23
CC/CB46: 45    Refresh objects
CC/CB47: DD    Clear event bit $1E80($627) [$1F44, bit 7]
CC/CB49: 7B    Restore backup party (in $055D) to active status
CC/CB4A: FE    Return

CC/CB4B: 4C    Center screen on party and invoke battle, enemy set $17, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/CB4E: B7    If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CCCB58
CC/CB53: B2    Call subroutine $CCC8E7
CC/CB57: FE    Return

CC/CB58: C0    If ($1E80($148) [$1EA9, bit 0] is set), branch to $CCCB74
CC/CB5E: 24    Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CC/CB60: 28        Do vehicle/entity graphical action $28 
CC/CB61: FF        End queue
CC/CB62: 96    Restore screen from fade
CC/CB63: 5C    Pause execution until fade in or fade out is complete
CC/CB64: 92    Pause for 30 units
CC/CB65: 24    Begin action queue for character $24 (NPC $24), 5 bytes long (Wait until complete)
CC/CB67: D5        Set vehicle/entity's position to (23, 34)
CC/CB6A: CC        Turn vehicle/entity up
CC/CB6B: FF        End queue
CC/CB6C: B2    Call subroutine $CCD070
CC/CB70: D2    Set event bit $1E80($148) [$1EA9, bit 0]
CC/CB72: 7B    Restore backup party (in $055D) to active status
CC/CB73: FE    Return

CC/CB74: 24    Begin action queue for character $24 (NPC $24), 2 bytes long (Wait until complete)
CC/CB76: 28        Do vehicle/entity graphical action $28 
CC/CB77: FF        End queue
CC/CB78: 96    Restore screen from fade
CC/CB79: 5C    Pause execution until fade in or fade out is complete
CC/CB7A: 92    Pause for 30 units
CC/CB7B: 42    Hide object $24
CC/CB7D: 45    Refresh objects
CC/CB7E: DD    Clear event bit $1E80($61C) [$1F43, bit 4]
CC/CB80: 7B    Restore backup party (in $055D) to active status
CC/CB81: FE    Return

CC/CB82: F2    Fade out current song with transition time 128
CC/CB84: 92    Pause for 30 units
CC/CB85: 97    Fade screen to black
CC/CB86: 5C    Pause execution until fade in or fade out is complete
CC/CB87: 7E    Move characters to (15, 12)
CC/CB8A: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/CB8C: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/CB8E: D3    Clear event bit $1E80($1CA) [$1EB9, bit 2]
CC/CB90: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CC/CB92: 7B    Restore backup party (in $055D) to active status
CC/CB93: 92    Pause for 30 units
CC/CB94: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/CB96: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/CB97: FF        End queue
CC/CB98: B5    Pause for 15 * 6 (90) units
CC/CB9A: 4B    Display dialogue message $06D0, wait for button press
               LOCKE: Couldn't hold out?!
               Uh oh
CC/CB9D: 92    Pause for 30 units
CC/CB9E: 5A    Fade screen at speed $08
CC/CBA0: 5C    Pause execution until fade in or fade out is complete
CC/CBA1: B2    Call subroutine $CCCBD2
CC/CBA5: B2    Call subroutine $CCE566
CC/CBA9: FE    Return

CC/CBAA: F2    Fade out current song with transition time 128
CC/CBAC: 92    Pause for 30 units
CC/CBAD: 97    Fade screen to black
CC/CBAE: 5C    Pause execution until fade in or fade out is complete
CC/CBAF: 7E    Move characters to (21, 7)
CC/CBB2: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/CBB4: D3    Clear event bit $1E80($1CE) [$1EB9, bit 6] (Disables party switching with the Y button)
CC/CBB6: D3    Clear event bit $1E80($1CA) [$1EB9, bit 2]
CC/CBB8: D3    Clear event bit $1E80($1C1) [$1EB8, bit 1]
CC/CBBA: 7B    Restore backup party (in $055D) to active status
CC/CBBB: 92    Pause for 30 units
CC/CBBC: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/CBBE: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/CBBF: FF        End queue
CC/CBC0: B5    Pause for 15 * 6 (90) units
CC/CBC2: 4B    Display dialogue message $06D1, wait for button press
               BANON: Couldn't hold out!?
               I have a bad feeling about this
CC/CBC5: 92    Pause for 30 units
CC/CBC6: 5A    Fade screen at speed $08
CC/CBC8: 5C    Pause execution until fade in or fade out is complete
CC/CBC9: B2    Call subroutine $CCCBD2
CC/CBCD: B2    Call subroutine $CCE566
CC/CBD1: FE    Return

CC/CBD2: 46    Make party 1 the current party
CC/CBD4: 45    Refresh objects
CC/CBD5: 42    Hide object $31
CC/CBD7: 42    Hide object $32
CC/CBD9: 42    Hide object $33
CC/CBDB: 42    Hide object $34
CC/CBDD: 45    Refresh objects
CC/CBDE: 46    Make party 2 the current party
CC/CBE0: 45    Refresh objects
CC/CBE1: 42    Hide object $31
CC/CBE3: 42    Hide object $32
CC/CBE5: 42    Hide object $33
CC/CBE7: 42    Hide object $34
CC/CBE9: 45    Refresh objects
CC/CBEA: 46    Make party 3 the current party
CC/CBEC: 45    Refresh objects
CC/CBED: 42    Hide object $31
CC/CBEF: 42    Hide object $32
CC/CBF1: 42    Hide object $33
CC/CBF3: 42    Hide object $34
CC/CBF5: 45    Refresh objects
CC/CBF6: 46    Make party 1 the current party
CC/CBF8: 45    Refresh objects
CC/CBF9: 47    Make character in slot 0 the lead character
CC/CBFA: FE    Return

CC/CBFB: C0    If ($1E80($132) [$1EA6, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/CC01: C0    If ($1E80($139) [$1EA7, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/CC07: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/CC0D: B2    Call subroutine $CCCC3E
CC/CC11: B2    Call subroutine $CCCC9D
CC/CC15: B2    Call subroutine $CCCD07
CC/CC19: B2    Call subroutine $CCCD72
CC/CC1D: B2    Call subroutine $CCCDE0
CC/CC21: B2    Call subroutine $CCCE49
CC/CC25: B2    Call subroutine $CCCEC5
CC/CC29: B2    Call subroutine $CCCED5
CC/CC2D: B2    Call subroutine $CCCF36
CC/CC31: B2    Call subroutine $CCCF94
CC/CC35: B2    Call subroutine $CCCFFF
CC/CC39: B2    Call subroutine $CCD070
CC/CC3D: FE    Return

CC/CC3E: 19    Begin action queue for character $19 (NPC $19), 92 bytes long 
CC/CC40: 90        Move vehicle/entity up 5 tiles
CC/CC41: E0        Pause for 4 * 8 (32) frames
CC/CC43: 83        Move vehicle/entity left 1 tile
CC/CC44: E0        Pause for 4 * 8 (32) frames
CC/CC46: 83        Move vehicle/entity left 1 tile
CC/CC47: E0        Pause for 4 * 8 (32) frames
CC/CC49: 83        Move vehicle/entity left 1 tile
CC/CC4A: E0        Pause for 4 * 8 (32) frames
CC/CC4C: 80        Move vehicle/entity up 1 tile
CC/CC4D: E0        Pause for 4 * 8 (32) frames
CC/CC4F: 80        Move vehicle/entity up 1 tile
CC/CC50: E0        Pause for 4 * 8 (32) frames
CC/CC52: 83        Move vehicle/entity left 1 tile
CC/CC53: E0        Pause for 4 * 8 (32) frames
CC/CC55: 83        Move vehicle/entity left 1 tile
CC/CC56: E0        Pause for 4 * 8 (32) frames
CC/CC58: 80        Move vehicle/entity up 1 tile
CC/CC59: E0        Pause for 4 * 8 (32) frames
CC/CC5B: 80        Move vehicle/entity up 1 tile
CC/CC5C: E0        Pause for 4 * 8 (32) frames
CC/CC5E: 80        Move vehicle/entity up 1 tile
CC/CC5F: E0        Pause for 4 * 8 (32) frames
CC/CC61: 81        Move vehicle/entity right 1 tile
CC/CC62: E0        Pause for 4 * 8 (32) frames
CC/CC64: 80        Move vehicle/entity up 1 tile
CC/CC65: E0        Pause for 4 * 8 (32) frames
CC/CC67: 81        Move vehicle/entity right 1 tile
CC/CC68: E0        Pause for 4 * 8 (32) frames
CC/CC6A: 81        Move vehicle/entity right 1 tile
CC/CC6B: E0        Pause for 4 * 8 (32) frames
CC/CC6D: 80        Move vehicle/entity up 1 tile
CC/CC6E: E0        Pause for 4 * 8 (32) frames
CC/CC70: 80        Move vehicle/entity up 1 tile
CC/CC71: E0        Pause for 4 * 8 (32) frames
CC/CC73: 81        Move vehicle/entity right 1 tile
CC/CC74: E0        Pause for 4 * 8 (32) frames
CC/CC76: 80        Move vehicle/entity up 1 tile
CC/CC77: E0        Pause for 4 * 8 (32) frames
CC/CC79: 80        Move vehicle/entity up 1 tile
CC/CC7A: E0        Pause for 4 * 8 (32) frames
CC/CC7C: 80        Move vehicle/entity up 1 tile
CC/CC7D: E0        Pause for 4 * 8 (32) frames
CC/CC7F: 81        Move vehicle/entity right 1 tile
CC/CC80: E0        Pause for 4 * 8 (32) frames
CC/CC82: 80        Move vehicle/entity up 1 tile
CC/CC83: E0        Pause for 4 * 8 (32) frames
CC/CC85: 80        Move vehicle/entity up 1 tile
CC/CC86: E0        Pause for 4 * 8 (32) frames
CC/CC88: 80        Move vehicle/entity up 1 tile
CC/CC89: E0        Pause for 4 * 8 (32) frames
CC/CC8B: 80        Move vehicle/entity up 1 tile
CC/CC8C: E0        Pause for 4 * 8 (32) frames
CC/CC8E: 80        Move vehicle/entity up 1 tile
CC/CC8F: E0        Pause for 4 * 8 (32) frames
CC/CC91: 80        Move vehicle/entity up 1 tile
CC/CC92: E0        Pause for 4 * 8 (32) frames
CC/CC94: 80        Move vehicle/entity up 1 tile
CC/CC95: 81        Move vehicle/entity right 1 tile
CC/CC96: 84        Move vehicle/entity up 2 tiles
CC/CC97: F9        Branch out of queue to $CCCBAA
CC/CC9B: FF        End queue
CC/CC9C: FE    Return

CC/CC9D: 1A    Begin action queue for character $1A (NPC $1A), 103 bytes long 
CC/CC9F: E0        Pause for 4 * 4 (16) frames
CC/CCA1: 83        Move vehicle/entity left 1 tile
CC/CCA2: E0        Pause for 4 * 8 (32) frames
CC/CCA4: 84        Move vehicle/entity up 2 tiles
CC/CCA5: E0        Pause for 4 * 8 (32) frames
CC/CCA7: 88        Move vehicle/entity up 3 tiles
CC/CCA8: E0        Pause for 4 * 8 (32) frames
CC/CCAA: 81        Move vehicle/entity right 1 tile
CC/CCAB: E0        Pause for 4 * 8 (32) frames
CC/CCAD: 80        Move vehicle/entity up 1 tile
CC/CCAE: E0        Pause for 4 * 8 (32) frames
CC/CCB0: 81        Move vehicle/entity right 1 tile
CC/CCB1: E0        Pause for 4 * 8 (32) frames
CC/CCB3: 80        Move vehicle/entity up 1 tile
CC/CCB4: E0        Pause for 4 * 8 (32) frames
CC/CCB6: 80        Move vehicle/entity up 1 tile
CC/CCB7: E0        Pause for 4 * 8 (32) frames
CC/CCB9: 80        Move vehicle/entity up 1 tile
CC/CCBA: E0        Pause for 4 * 8 (32) frames
CC/CCBC: 80        Move vehicle/entity up 1 tile
CC/CCBD: E0        Pause for 4 * 8 (32) frames
CC/CCBF: 83        Move vehicle/entity left 1 tile
CC/CCC0: E0        Pause for 4 * 8 (32) frames
CC/CCC2: 83        Move vehicle/entity left 1 tile
CC/CCC3: E0        Pause for 4 * 8 (32) frames
CC/CCC5: 80        Move vehicle/entity up 1 tile
CC/CCC6: E0        Pause for 4 * 8 (32) frames
CC/CCC8: 83        Move vehicle/entity left 1 tile
CC/CCC9: E0        Pause for 4 * 8 (32) frames
CC/CCCB: 83        Move vehicle/entity left 1 tile
CC/CCCC: E0        Pause for 4 * 8 (32) frames
CC/CCCE: 80        Move vehicle/entity up 1 tile
CC/CCCF: E0        Pause for 4 * 8 (32) frames
CC/CCD1: 80        Move vehicle/entity up 1 tile
CC/CCD2: E0        Pause for 4 * 8 (32) frames
CC/CCD4: 81        Move vehicle/entity right 1 tile
CC/CCD5: E0        Pause for 4 * 8 (32) frames
CC/CCD7: 81        Move vehicle/entity right 1 tile
CC/CCD8: E0        Pause for 4 * 8 (32) frames
CC/CCDA: 81        Move vehicle/entity right 1 tile
CC/CCDB: E0        Pause for 4 * 8 (32) frames
CC/CCDD: 81        Move vehicle/entity right 1 tile
CC/CCDE: E0        Pause for 4 * 8 (32) frames
CC/CCE0: 81        Move vehicle/entity right 1 tile
CC/CCE1: E0        Pause for 4 * 8 (32) frames
CC/CCE3: 81        Move vehicle/entity right 1 tile
CC/CCE4: E0        Pause for 4 * 8 (32) frames
CC/CCE6: 90        Move vehicle/entity up 5 tiles
CC/CCE7: E0        Pause for 4 * 8 (32) frames
CC/CCE9: 81        Move vehicle/entity right 1 tile
CC/CCEA: E0        Pause for 4 * 8 (32) frames
CC/CCEC: 80        Move vehicle/entity up 1 tile
CC/CCED: E0        Pause for 4 * 8 (32) frames
CC/CCEF: 80        Move vehicle/entity up 1 tile
CC/CCF0: E0        Pause for 4 * 8 (32) frames
CC/CCF2: 80        Move vehicle/entity up 1 tile
CC/CCF3: E0        Pause for 4 * 8 (32) frames
CC/CCF5: 83        Move vehicle/entity left 1 tile
CC/CCF6: E0        Pause for 4 * 8 (32) frames
CC/CCF8: 83        Move vehicle/entity left 1 tile
CC/CCF9: E0        Pause for 4 * 8 (32) frames
CC/CCFB: 80        Move vehicle/entity up 1 tile
CC/CCFC: E0        Pause for 4 * 8 (32) frames
CC/CCFE: 83        Move vehicle/entity left 1 tile
CC/CCFF: 80        Move vehicle/entity up 1 tile
CC/CD00: 84        Move vehicle/entity up 2 tiles
CC/CD01: F9        Branch out of queue to $CCCBAA
CC/CD05: FF        End queue
CC/CD06: FE    Return

CC/CD07: 1B    Begin action queue for character $1B (NPC $1B), 104 bytes long 
CC/CD09: E0        Pause for 4 * 12 (48) frames
CC/CD0B: 89        Move vehicle/entity right 3 tiles
CC/CD0C: E0        Pause for 4 * 8 (32) frames
CC/CD0E: 84        Move vehicle/entity up 2 tiles
CC/CD0F: E0        Pause for 4 * 8 (32) frames
CC/CD11: 83        Move vehicle/entity left 1 tile
CC/CD12: E0        Pause for 4 * 8 (32) frames
CC/CD14: 8C        Move vehicle/entity up 4 tiles
CC/CD15: E0        Pause for 4 * 8 (32) frames
CC/CD17: 81        Move vehicle/entity right 1 tile
CC/CD18: E0        Pause for 4 * 8 (32) frames
CC/CD1A: 80        Move vehicle/entity up 1 tile
CC/CD1B: E0        Pause for 4 * 8 (32) frames
CC/CD1D: 81        Move vehicle/entity right 1 tile
CC/CD1E: E0        Pause for 4 * 8 (32) frames
CC/CD20: 80        Move vehicle/entity up 1 tile
CC/CD21: E0        Pause for 4 * 8 (32) frames
CC/CD23: 80        Move vehicle/entity up 1 tile
CC/CD24: E0        Pause for 4 * 8 (32) frames
CC/CD26: 80        Move vehicle/entity up 1 tile
CC/CD27: E0        Pause for 4 * 8 (32) frames
CC/CD29: 81        Move vehicle/entity right 1 tile
CC/CD2A: E0        Pause for 4 * 8 (32) frames
CC/CD2C: 80        Move vehicle/entity up 1 tile
CC/CD2D: E0        Pause for 4 * 8 (32) frames
CC/CD2F: 80        Move vehicle/entity up 1 tile
CC/CD30: E0        Pause for 4 * 8 (32) frames
CC/CD32: 80        Move vehicle/entity up 1 tile
CC/CD33: E0        Pause for 4 * 8 (32) frames
CC/CD35: 83        Move vehicle/entity left 1 tile
CC/CD36: E0        Pause for 4 * 8 (32) frames
CC/CD38: 83        Move vehicle/entity left 1 tile
CC/CD39: E0        Pause for 4 * 8 (32) frames
CC/CD3B: 83        Move vehicle/entity left 1 tile
CC/CD3C: E0        Pause for 4 * 8 (32) frames
CC/CD3E: 80        Move vehicle/entity up 1 tile
CC/CD3F: E0        Pause for 4 * 8 (32) frames
CC/CD41: 80        Move vehicle/entity up 1 tile
CC/CD42: E0        Pause for 4 * 8 (32) frames
CC/CD44: 80        Move vehicle/entity up 1 tile
CC/CD45: E0        Pause for 4 * 8 (32) frames
CC/CD47: 80        Move vehicle/entity up 1 tile
CC/CD48: E0        Pause for 4 * 8 (32) frames
CC/CD4A: 83        Move vehicle/entity left 1 tile
CC/CD4B: E0        Pause for 4 * 8 (32) frames
CC/CD4D: 83        Move vehicle/entity left 1 tile
CC/CD4E: E0        Pause for 4 * 8 (32) frames
CC/CD50: 83        Move vehicle/entity left 1 tile
CC/CD51: E0        Pause for 4 * 8 (32) frames
CC/CD53: 83        Move vehicle/entity left 1 tile
CC/CD54: E0        Pause for 4 * 8 (32) frames
CC/CD56: 80        Move vehicle/entity up 1 tile
CC/CD57: E0        Pause for 4 * 8 (32) frames
CC/CD59: 80        Move vehicle/entity up 1 tile
CC/CD5A: E0        Pause for 4 * 8 (32) frames
CC/CD5C: 80        Move vehicle/entity up 1 tile
CC/CD5D: E0        Pause for 4 * 8 (32) frames
CC/CD5F: 80        Move vehicle/entity up 1 tile
CC/CD60: E0        Pause for 4 * 8 (32) frames
CC/CD62: 81        Move vehicle/entity right 1 tile
CC/CD63: E0        Pause for 4 * 8 (32) frames
CC/CD65: 81        Move vehicle/entity right 1 tile
CC/CD66: E0        Pause for 4 * 8 (32) frames
CC/CD68: 80        Move vehicle/entity up 1 tile
CC/CD69: E0        Pause for 4 * 8 (32) frames
CC/CD6B: 88        Move vehicle/entity up 3 tiles
CC/CD6C: F9        Branch out of queue to $CCCBAA
CC/CD70: FF        End queue
CC/CD71: FE    Return

CC/CD72: 1C    Begin action queue for character $1C (NPC $1C), 107 bytes long 
CC/CD74: E0        Pause for 4 * 8 (32) frames
CC/CD76: 85        Move vehicle/entity right 2 tiles
CC/CD77: E0        Pause for 4 * 8 (32) frames
CC/CD79: 84        Move vehicle/entity up 2 tiles
CC/CD7A: E0        Pause for 4 * 8 (32) frames
CC/CD7C: 83        Move vehicle/entity left 1 tile
CC/CD7D: E0        Pause for 4 * 8 (32) frames
CC/CD7F: 8C        Move vehicle/entity up 4 tiles
CC/CD80: E0        Pause for 4 * 8 (32) frames
CC/CD82: 81        Move vehicle/entity right 1 tile
CC/CD83: E0        Pause for 4 * 8 (32) frames
CC/CD85: 80        Move vehicle/entity up 1 tile
CC/CD86: E0        Pause for 4 * 8 (32) frames
CC/CD88: 81        Move vehicle/entity right 1 tile
CC/CD89: E0        Pause for 4 * 8 (32) frames
CC/CD8B: 80        Move vehicle/entity up 1 tile
CC/CD8C: E0        Pause for 4 * 8 (32) frames
CC/CD8E: 80        Move vehicle/entity up 1 tile
CC/CD8F: E0        Pause for 4 * 8 (32) frames
CC/CD91: 83        Move vehicle/entity left 1 tile
CC/CD92: E0        Pause for 4 * 8 (32) frames
CC/CD94: 83        Move vehicle/entity left 1 tile
CC/CD95: E0        Pause for 4 * 8 (32) frames
CC/CD97: 83        Move vehicle/entity left 1 tile
CC/CD98: E0        Pause for 4 * 8 (32) frames
CC/CD9A: 83        Move vehicle/entity left 1 tile
CC/CD9B: E0        Pause for 4 * 8 (32) frames
CC/CD9D: 80        Move vehicle/entity up 1 tile
CC/CD9E: E0        Pause for 4 * 8 (32) frames
CC/CDA0: 83        Move vehicle/entity left 1 tile
CC/CDA1: E0        Pause for 4 * 8 (32) frames
CC/CDA3: 83        Move vehicle/entity left 1 tile
CC/CDA4: E0        Pause for 4 * 8 (32) frames
CC/CDA6: 80        Move vehicle/entity up 1 tile
CC/CDA7: E0        Pause for 4 * 8 (32) frames
CC/CDA9: 83        Move vehicle/entity left 1 tile
CC/CDAA: E0        Pause for 4 * 8 (32) frames
CC/CDAC: 83        Move vehicle/entity left 1 tile
CC/CDAD: E0        Pause for 4 * 8 (32) frames
CC/CDAF: 80        Move vehicle/entity up 1 tile
CC/CDB0: E0        Pause for 4 * 8 (32) frames
CC/CDB2: 80        Move vehicle/entity up 1 tile
CC/CDB3: E0        Pause for 4 * 8 (32) frames
CC/CDB5: 81        Move vehicle/entity right 1 tile
CC/CDB6: E0        Pause for 4 * 8 (32) frames
CC/CDB8: 80        Move vehicle/entity up 1 tile
CC/CDB9: E0        Pause for 4 * 8 (32) frames
CC/CDBB: 80        Move vehicle/entity up 1 tile
CC/CDBC: E0        Pause for 4 * 8 (32) frames
CC/CDBE: 80        Move vehicle/entity up 1 tile
CC/CDBF: E0        Pause for 4 * 8 (32) frames
CC/CDC1: 81        Move vehicle/entity right 1 tile
CC/CDC2: E0        Pause for 4 * 8 (32) frames
CC/CDC4: 80        Move vehicle/entity up 1 tile
CC/CDC5: E0        Pause for 4 * 8 (32) frames
CC/CDC7: 80        Move vehicle/entity up 1 tile
CC/CDC8: E0        Pause for 4 * 8 (32) frames
CC/CDCA: 80        Move vehicle/entity up 1 tile
CC/CDCB: E0        Pause for 4 * 8 (32) frames
CC/CDCD: 80        Move vehicle/entity up 1 tile
CC/CDCE: E0        Pause for 4 * 8 (32) frames
CC/CDD0: 80        Move vehicle/entity up 1 tile
CC/CDD1: E0        Pause for 4 * 8 (32) frames
CC/CDD3: 81        Move vehicle/entity right 1 tile
CC/CDD4: E0        Pause for 4 * 8 (32) frames
CC/CDD6: 80        Move vehicle/entity up 1 tile
CC/CDD7: E0        Pause for 4 * 8 (32) frames
CC/CDD9: 88        Move vehicle/entity up 3 tiles
CC/CDDA: F9        Branch out of queue to $CCCBAA
CC/CDDE: FF        End queue
CC/CDDF: FE    Return

CC/CDE0: 1D    Begin action queue for character $1D (NPC $1D), 102 bytes long 
CC/CDE2: E0        Pause for 4 * 4 (16) frames
CC/CDE4: 81        Move vehicle/entity right 1 tile
CC/CDE5: E0        Pause for 4 * 8 (32) frames
CC/CDE7: 84        Move vehicle/entity up 2 tiles
CC/CDE8: E0        Pause for 4 * 8 (32) frames
CC/CDEA: 83        Move vehicle/entity left 1 tile
CC/CDEB: E0        Pause for 4 * 8 (32) frames
CC/CDED: 8C        Move vehicle/entity up 4 tiles
CC/CDEE: E0        Pause for 4 * 8 (32) frames
CC/CDF0: 81        Move vehicle/entity right 1 tile
CC/CDF1: E0        Pause for 4 * 8 (32) frames
CC/CDF3: 80        Move vehicle/entity up 1 tile
CC/CDF4: E0        Pause for 4 * 8 (32) frames
CC/CDF6: 81        Move vehicle/entity right 1 tile
CC/CDF7: E0        Pause for 4 * 8 (32) frames
CC/CDF9: 88        Move vehicle/entity up 3 tiles
CC/CDFA: E0        Pause for 4 * 8 (32) frames
CC/CDFC: 81        Move vehicle/entity right 1 tile
CC/CDFD: E0        Pause for 4 * 8 (32) frames
CC/CDFF: 80        Move vehicle/entity up 1 tile
CC/CE00: E0        Pause for 4 * 8 (32) frames
CC/CE02: 80        Move vehicle/entity up 1 tile
CC/CE03: E0        Pause for 4 * 8 (32) frames
CC/CE05: 80        Move vehicle/entity up 1 tile
CC/CE06: E0        Pause for 4 * 8 (32) frames
CC/CE08: 81        Move vehicle/entity right 1 tile
CC/CE09: E0        Pause for 4 * 8 (32) frames
CC/CE0B: 81        Move vehicle/entity right 1 tile
CC/CE0C: E0        Pause for 4 * 8 (32) frames
CC/CE0E: 81        Move vehicle/entity right 1 tile
CC/CE0F: E0        Pause for 4 * 8 (32) frames
CC/CE11: 80        Move vehicle/entity up 1 tile
CC/CE12: E0        Pause for 4 * 8 (32) frames
CC/CE14: 80        Move vehicle/entity up 1 tile
CC/CE15: E0        Pause for 4 * 8 (32) frames
CC/CE17: 83        Move vehicle/entity left 1 tile
CC/CE18: E0        Pause for 4 * 8 (32) frames
CC/CE1A: 80        Move vehicle/entity up 1 tile
CC/CE1B: E0        Pause for 4 * 8 (32) frames
CC/CE1D: 80        Move vehicle/entity up 1 tile
CC/CE1E: E0        Pause for 4 * 8 (32) frames
CC/CE20: 81        Move vehicle/entity right 1 tile
CC/CE21: E0        Pause for 4 * 8 (32) frames
CC/CE23: 81        Move vehicle/entity right 1 tile
CC/CE24: E0        Pause for 4 * 8 (32) frames
CC/CE26: 81        Move vehicle/entity right 1 tile
CC/CE27: E0        Pause for 4 * 8 (32) frames
CC/CE29: 80        Move vehicle/entity up 1 tile
CC/CE2A: E0        Pause for 4 * 8 (32) frames
CC/CE2C: 80        Move vehicle/entity up 1 tile
CC/CE2D: E0        Pause for 4 * 8 (32) frames
CC/CE2F: 80        Move vehicle/entity up 1 tile
CC/CE30: E0        Pause for 4 * 8 (32) frames
CC/CE32: 83        Move vehicle/entity left 1 tile
CC/CE33: E0        Pause for 4 * 8 (32) frames
CC/CE35: 80        Move vehicle/entity up 1 tile
CC/CE36: E0        Pause for 4 * 8 (32) frames
CC/CE38: 83        Move vehicle/entity left 1 tile
CC/CE39: E0        Pause for 4 * 8 (32) frames
CC/CE3B: 93        Move vehicle/entity left 5 tiles
CC/CE3C: E0        Pause for 4 * 8 (32) frames
CC/CE3E: 80        Move vehicle/entity up 1 tile
CC/CE3F: E0        Pause for 4 * 8 (32) frames
CC/CE41: 87        Move vehicle/entity left 2 tiles
CC/CE42: 88        Move vehicle/entity up 3 tiles
CC/CE43: F9        Branch out of queue to $CCCBAA
CC/CE47: FF        End queue
CC/CE48: FE    Return

CC/CE49: 1E    Begin action queue for character $1E (NPC $1E), 121 bytes long 
CC/CE4B: 84        Move vehicle/entity up 2 tiles
CC/CE4C: E0        Pause for 4 * 8 (32) frames
CC/CE4E: 83        Move vehicle/entity left 1 tile
CC/CE4F: E0        Pause for 4 * 8 (32) frames
CC/CE51: 8C        Move vehicle/entity up 4 tiles
CC/CE52: E0        Pause for 4 * 8 (32) frames
CC/CE54: 81        Move vehicle/entity right 1 tile
CC/CE55: E0        Pause for 4 * 8 (32) frames
CC/CE57: 80        Move vehicle/entity up 1 tile
CC/CE58: E0        Pause for 4 * 8 (32) frames
CC/CE5A: 81        Move vehicle/entity right 1 tile
CC/CE5B: E0        Pause for 4 * 8 (32) frames
CC/CE5D: 88        Move vehicle/entity up 3 tiles
CC/CE5E: E0        Pause for 4 * 8 (32) frames
CC/CE60: 81        Move vehicle/entity right 1 tile
CC/CE61: E0        Pause for 4 * 8 (32) frames
CC/CE63: 88        Move vehicle/entity up 3 tiles
CC/CE64: E0        Pause for 4 * 8 (32) frames
CC/CE66: 89        Move vehicle/entity right 3 tiles
CC/CE67: E0        Pause for 4 * 8 (32) frames
CC/CE69: 84        Move vehicle/entity up 2 tiles
CC/CE6A: E0        Pause for 4 * 8 (32) frames
CC/CE6C: 83        Move vehicle/entity left 1 tile
CC/CE6D: E0        Pause for 4 * 8 (32) frames
CC/CE6F: 80        Move vehicle/entity up 1 tile
CC/CE70: E0        Pause for 4 * 8 (32) frames
CC/CE72: 80        Move vehicle/entity up 1 tile
CC/CE73: E0        Pause for 4 * 8 (32) frames
CC/CE75: 81        Move vehicle/entity right 1 tile
CC/CE76: E0        Pause for 4 * 8 (32) frames
CC/CE78: 81        Move vehicle/entity right 1 tile
CC/CE79: E0        Pause for 4 * 8 (32) frames
CC/CE7B: 81        Move vehicle/entity right 1 tile
CC/CE7C: E0        Pause for 4 * 8 (32) frames
CC/CE7E: 82        Move vehicle/entity down 1 tile
CC/CE7F: E0        Pause for 4 * 8 (32) frames
CC/CE81: 82        Move vehicle/entity down 1 tile
CC/CE82: E0        Pause for 4 * 8 (32) frames
CC/CE84: 83        Move vehicle/entity left 1 tile
CC/CE85: E0        Pause for 4 * 8 (32) frames
CC/CE87: 83        Move vehicle/entity left 1 tile
CC/CE88: E0        Pause for 4 * 8 (32) frames
CC/CE8A: 83        Move vehicle/entity left 1 tile
CC/CE8B: E0        Pause for 4 * 8 (32) frames
CC/CE8D: 80        Move vehicle/entity up 1 tile
CC/CE8E: E0        Pause for 4 * 8 (32) frames
CC/CE90: 80        Move vehicle/entity up 1 tile
CC/CE91: E0        Pause for 4 * 8 (32) frames
CC/CE93: 81        Move vehicle/entity right 1 tile
CC/CE94: E0        Pause for 4 * 8 (32) frames
CC/CE96: 81        Move vehicle/entity right 1 tile
CC/CE97: E0        Pause for 4 * 8 (32) frames
CC/CE99: 81        Move vehicle/entity right 1 tile
CC/CE9A: E0        Pause for 4 * 8 (32) frames
CC/CE9C: 82        Move vehicle/entity down 1 tile
CC/CE9D: E0        Pause for 4 * 8 (32) frames
CC/CE9F: 82        Move vehicle/entity down 1 tile
CC/CEA0: E0        Pause for 4 * 8 (32) frames
CC/CEA2: 8B        Move vehicle/entity left 3 tiles
CC/CEA3: E0        Pause for 4 * 8 (32) frames
CC/CEA5: 84        Move vehicle/entity up 2 tiles
CC/CEA6: E0        Pause for 4 * 8 (32) frames
CC/CEA8: 89        Move vehicle/entity right 3 tiles
CC/CEA9: E0        Pause for 4 * 8 (32) frames
CC/CEAB: 88        Move vehicle/entity up 3 tiles
CC/CEAC: E0        Pause for 4 * 8 (32) frames
CC/CEAE: 83        Move vehicle/entity left 1 tile
CC/CEAF: E0        Pause for 4 * 8 (32) frames
CC/CEB1: 80        Move vehicle/entity up 1 tile
CC/CEB2: E0        Pause for 4 * 8 (32) frames
CC/CEB4: 83        Move vehicle/entity left 1 tile
CC/CEB5: E0        Pause for 4 * 8 (32) frames
CC/CEB7: 97        Move vehicle/entity left 6 tiles
CC/CEB8: E0        Pause for 4 * 8 (32) frames
CC/CEBA: 80        Move vehicle/entity up 1 tile
CC/CEBB: E0        Pause for 4 * 8 (32) frames
CC/CEBD: 83        Move vehicle/entity left 1 tile
CC/CEBE: 88        Move vehicle/entity up 3 tiles
CC/CEBF: F9        Branch out of queue to $CCCBAA
CC/CEC3: FF        End queue
CC/CEC4: FE    Return

CC/CEC5: 1F    Begin action queue for character $1F (NPC $1F), 13 bytes long 
CC/CEC7: C3        Set vehicle/entity's event speed to fast
CC/CEC8: 82        Move vehicle/entity down 1 tile
CC/CEC9: 8D        Move vehicle/entity right 4 tiles
CC/CECA: CC        Turn vehicle/entity up
CC/CECB: E0        Pause for 4 * 4 (16) frames
CC/CECD: 8F        Move vehicle/entity left 4 tiles
CC/CECE: CC        Turn vehicle/entity up
CC/CECF: E0        Pause for 4 * 4 (16) frames
CC/CED1: FC        Branch 8 bytes backwards ($CCCEC9)
CC/CED3: FF        End queue
CC/CED4: FE    Return

CC/CED5: 20    Begin action queue for character $20 (NPC $20), 94 bytes long 
CC/CED7: E0        Pause for 4 * 240 (960) frames
CC/CED9: 80        Move vehicle/entity up 1 tile
CC/CEDA: E0        Pause for 4 * 12 (48) frames
CC/CEDC: 83        Move vehicle/entity left 1 tile
CC/CEDD: E0        Pause for 4 * 12 (48) frames
CC/CEDF: 90        Move vehicle/entity up 5 tiles
CC/CEE0: E0        Pause for 4 * 12 (48) frames
CC/CEE2: 81        Move vehicle/entity right 1 tile
CC/CEE3: E0        Pause for 4 * 12 (48) frames
CC/CEE5: 80        Move vehicle/entity up 1 tile
CC/CEE6: E0        Pause for 4 * 12 (48) frames
CC/CEE8: 81        Move vehicle/entity right 1 tile
CC/CEE9: E0        Pause for 4 * 12 (48) frames
CC/CEEB: 8C        Move vehicle/entity up 4 tiles
CC/CEEC: E0        Pause for 4 * 12 (48) frames
CC/CEEE: 83        Move vehicle/entity left 1 tile
CC/CEEF: E0        Pause for 4 * 12 (48) frames
CC/CEF1: 83        Move vehicle/entity left 1 tile
CC/CEF2: E0        Pause for 4 * 12 (48) frames
CC/CEF4: 80        Move vehicle/entity up 1 tile
CC/CEF5: E0        Pause for 4 * 12 (48) frames
CC/CEF7: 83        Move vehicle/entity left 1 tile
CC/CEF8: E0        Pause for 4 * 12 (48) frames
CC/CEFA: 83        Move vehicle/entity left 1 tile
CC/CEFB: E0        Pause for 4 * 12 (48) frames
CC/CEFD: 80        Move vehicle/entity up 1 tile
CC/CEFE: E0        Pause for 4 * 12 (48) frames
CC/CF00: 80        Move vehicle/entity up 1 tile
CC/CF01: E0        Pause for 4 * 12 (48) frames
CC/CF03: 81        Move vehicle/entity right 1 tile
CC/CF04: E0        Pause for 4 * 12 (48) frames
CC/CF06: 81        Move vehicle/entity right 1 tile
CC/CF07: E0        Pause for 4 * 12 (48) frames
CC/CF09: 81        Move vehicle/entity right 1 tile
CC/CF0A: E0        Pause for 4 * 12 (48) frames
CC/CF0C: 81        Move vehicle/entity right 1 tile
CC/CF0D: E0        Pause for 4 * 12 (48) frames
CC/CF0F: 81        Move vehicle/entity right 1 tile
CC/CF10: E0        Pause for 4 * 12 (48) frames
CC/CF12: 81        Move vehicle/entity right 1 tile
CC/CF13: E0        Pause for 4 * 12 (48) frames
CC/CF15: 90        Move vehicle/entity up 5 tiles
CC/CF16: E0        Pause for 4 * 12 (48) frames
CC/CF18: 81        Move vehicle/entity right 1 tile
CC/CF19: E0        Pause for 4 * 12 (48) frames
CC/CF1B: 80        Move vehicle/entity up 1 tile
CC/CF1C: E0        Pause for 4 * 12 (48) frames
CC/CF1E: 80        Move vehicle/entity up 1 tile
CC/CF1F: E0        Pause for 4 * 12 (48) frames
CC/CF21: 80        Move vehicle/entity up 1 tile
CC/CF22: E0        Pause for 4 * 12 (48) frames
CC/CF24: 83        Move vehicle/entity left 1 tile
CC/CF25: E0        Pause for 4 * 12 (48) frames
CC/CF27: 83        Move vehicle/entity left 1 tile
CC/CF28: E0        Pause for 4 * 12 (48) frames
CC/CF2A: 80        Move vehicle/entity up 1 tile
CC/CF2B: E0        Pause for 4 * 12 (48) frames
CC/CF2D: 80        Move vehicle/entity up 1 tile
CC/CF2E: 83        Move vehicle/entity left 1 tile
CC/CF2F: 84        Move vehicle/entity up 2 tiles
CC/CF30: F9        Branch out of queue to $CCCBAA
CC/CF34: FF        End queue
CC/CF35: FE    Return

CC/CF36: 21    Begin action queue for character $21 (NPC $21), 91 bytes long 
CC/CF38: E0        Pause for 4 * 240 (960) frames
CC/CF3A: 80        Move vehicle/entity up 1 tile
CC/CF3B: E0        Pause for 4 * 12 (48) frames
CC/CF3D: 83        Move vehicle/entity left 1 tile
CC/CF3E: E0        Pause for 4 * 12 (48) frames
CC/CF40: 83        Move vehicle/entity left 1 tile
CC/CF41: E0        Pause for 4 * 12 (48) frames
CC/CF43: 90        Move vehicle/entity up 5 tiles
CC/CF44: E0        Pause for 4 * 12 (48) frames
CC/CF46: 8B        Move vehicle/entity left 3 tiles
CC/CF47: E0        Pause for 4 * 12 (48) frames
CC/CF49: 84        Move vehicle/entity up 2 tiles
CC/CF4A: E0        Pause for 4 * 12 (48) frames
CC/CF4C: 87        Move vehicle/entity left 2 tiles
CC/CF4D: E0        Pause for 4 * 12 (48) frames
CC/CF4F: 80        Move vehicle/entity up 1 tile
CC/CF50: E0        Pause for 4 * 12 (48) frames
CC/CF52: 80        Move vehicle/entity up 1 tile
CC/CF53: E0        Pause for 4 * 12 (48) frames
CC/CF55: 80        Move vehicle/entity up 1 tile
CC/CF56: E0        Pause for 4 * 12 (48) frames
CC/CF58: 81        Move vehicle/entity right 1 tile
CC/CF59: E0        Pause for 4 * 12 (48) frames
CC/CF5B: 80        Move vehicle/entity up 1 tile
CC/CF5C: E0        Pause for 4 * 12 (48) frames
CC/CF5E: 81        Move vehicle/entity right 1 tile
CC/CF5F: E0        Pause for 4 * 12 (48) frames
CC/CF61: 81        Move vehicle/entity right 1 tile
CC/CF62: E0        Pause for 4 * 12 (48) frames
CC/CF64: 80        Move vehicle/entity up 1 tile
CC/CF65: E0        Pause for 4 * 12 (48) frames
CC/CF67: 80        Move vehicle/entity up 1 tile
CC/CF68: E0        Pause for 4 * 12 (48) frames
CC/CF6A: 81        Move vehicle/entity right 1 tile
CC/CF6B: E0        Pause for 4 * 12 (48) frames
CC/CF6D: 80        Move vehicle/entity up 1 tile
CC/CF6E: E0        Pause for 4 * 12 (48) frames
CC/CF70: 80        Move vehicle/entity up 1 tile
CC/CF71: E0        Pause for 4 * 12 (48) frames
CC/CF73: 80        Move vehicle/entity up 1 tile
CC/CF74: E0        Pause for 4 * 12 (48) frames
CC/CF76: 81        Move vehicle/entity right 1 tile
CC/CF77: E0        Pause for 4 * 12 (48) frames
CC/CF79: 80        Move vehicle/entity up 1 tile
CC/CF7A: E0        Pause for 4 * 12 (48) frames
CC/CF7C: 80        Move vehicle/entity up 1 tile
CC/CF7D: E0        Pause for 4 * 12 (48) frames
CC/CF7F: 80        Move vehicle/entity up 1 tile
CC/CF80: E0        Pause for 4 * 12 (48) frames
CC/CF82: 80        Move vehicle/entity up 1 tile
CC/CF83: E0        Pause for 4 * 12 (48) frames
CC/CF85: 80        Move vehicle/entity up 1 tile
CC/CF86: E0        Pause for 4 * 12 (48) frames
CC/CF88: 80        Move vehicle/entity up 1 tile
CC/CF89: E0        Pause for 4 * 12 (48) frames
CC/CF8B: 84        Move vehicle/entity up 2 tiles
CC/CF8C: 81        Move vehicle/entity right 1 tile
CC/CF8D: 80        Move vehicle/entity up 1 tile
CC/CF8E: F9        Branch out of queue to $CCCBAA
CC/CF92: FF        End queue
CC/CF93: FE    Return

CC/CF94: 22    Begin action queue for character $22 (NPC $22), 104 bytes long 
CC/CF96: E0        Pause for 4 * 240 (960) frames
CC/CF98: 85        Move vehicle/entity right 2 tiles
CC/CF99: E0        Pause for 4 * 12 (48) frames
CC/CF9B: 88        Move vehicle/entity up 3 tiles
CC/CF9C: E0        Pause for 4 * 12 (48) frames
CC/CF9E: 83        Move vehicle/entity left 1 tile
CC/CF9F: E0        Pause for 4 * 12 (48) frames
CC/CFA1: 8C        Move vehicle/entity up 4 tiles
CC/CFA2: E0        Pause for 4 * 12 (48) frames
CC/CFA4: 81        Move vehicle/entity right 1 tile
CC/CFA5: E0        Pause for 4 * 12 (48) frames
CC/CFA7: 80        Move vehicle/entity up 1 tile
CC/CFA8: E0        Pause for 4 * 12 (48) frames
CC/CFAA: 81        Move vehicle/entity right 1 tile
CC/CFAB: E0        Pause for 4 * 12 (48) frames
CC/CFAD: 80        Move vehicle/entity up 1 tile
CC/CFAE: E0        Pause for 4 * 12 (48) frames
CC/CFB0: 80        Move vehicle/entity up 1 tile
CC/CFB1: E0        Pause for 4 * 12 (48) frames
CC/CFB3: 80        Move vehicle/entity up 1 tile
CC/CFB4: E0        Pause for 4 * 12 (48) frames
CC/CFB6: 81        Move vehicle/entity right 1 tile
CC/CFB7: E0        Pause for 4 * 12 (48) frames
CC/CFB9: 80        Move vehicle/entity up 1 tile
CC/CFBA: E0        Pause for 4 * 12 (48) frames
CC/CFBC: 80        Move vehicle/entity up 1 tile
CC/CFBD: E0        Pause for 4 * 12 (48) frames
CC/CFBF: 80        Move vehicle/entity up 1 tile
CC/CFC0: E0        Pause for 4 * 12 (48) frames
CC/CFC2: 83        Move vehicle/entity left 1 tile
CC/CFC3: E0        Pause for 4 * 12 (48) frames
CC/CFC5: 83        Move vehicle/entity left 1 tile
CC/CFC6: E0        Pause for 4 * 12 (48) frames
CC/CFC8: 83        Move vehicle/entity left 1 tile
CC/CFC9: E0        Pause for 4 * 12 (48) frames
CC/CFCB: 80        Move vehicle/entity up 1 tile
CC/CFCC: E0        Pause for 4 * 12 (48) frames
CC/CFCE: 80        Move vehicle/entity up 1 tile
CC/CFCF: E0        Pause for 4 * 12 (48) frames
CC/CFD1: 80        Move vehicle/entity up 1 tile
CC/CFD2: E0        Pause for 4 * 12 (48) frames
CC/CFD4: 80        Move vehicle/entity up 1 tile
CC/CFD5: E0        Pause for 4 * 12 (48) frames
CC/CFD7: 83        Move vehicle/entity left 1 tile
CC/CFD8: E0        Pause for 4 * 12 (48) frames
CC/CFDA: 83        Move vehicle/entity left 1 tile
CC/CFDB: E0        Pause for 4 * 12 (48) frames
CC/CFDD: 83        Move vehicle/entity left 1 tile
CC/CFDE: E0        Pause for 4 * 12 (48) frames
CC/CFE0: 83        Move vehicle/entity left 1 tile
CC/CFE1: E0        Pause for 4 * 12 (48) frames
CC/CFE3: 80        Move vehicle/entity up 1 tile
CC/CFE4: E0        Pause for 4 * 12 (48) frames
CC/CFE6: 80        Move vehicle/entity up 1 tile
CC/CFE7: E0        Pause for 4 * 12 (48) frames
CC/CFE9: 80        Move vehicle/entity up 1 tile
CC/CFEA: E0        Pause for 4 * 12 (48) frames
CC/CFEC: 80        Move vehicle/entity up 1 tile
CC/CFED: E0        Pause for 4 * 12 (48) frames
CC/CFEF: 81        Move vehicle/entity right 1 tile
CC/CFF0: E0        Pause for 4 * 12 (48) frames
CC/CFF2: 81        Move vehicle/entity right 1 tile
CC/CFF3: E0        Pause for 4 * 12 (48) frames
CC/CFF5: 80        Move vehicle/entity up 1 tile
CC/CFF6: E0        Pause for 4 * 12 (48) frames
CC/CFF8: 88        Move vehicle/entity up 3 tiles
CC/CFF9: F9        Branch out of queue to $CCCBAA
CC/CFFD: FF        End queue
CC/CFFE: FE    Return

CC/CFFF: 23    Begin action queue for character $23 (NPC $23), 110 bytes long 
CC/D001: E0        Pause for 4 * 240 (960) frames
CC/D003: 80        Move vehicle/entity up 1 tile
CC/D004: E0        Pause for 4 * 12 (48) frames
CC/D006: 81        Move vehicle/entity right 1 tile
CC/D007: E0        Pause for 4 * 12 (48) frames
CC/D009: 84        Move vehicle/entity up 2 tiles
CC/D00A: E0        Pause for 4 * 12 (48) frames
CC/D00C: 83        Move vehicle/entity left 1 tile
CC/D00D: E0        Pause for 4 * 12 (48) frames
CC/D00F: 8C        Move vehicle/entity up 4 tiles
CC/D010: E0        Pause for 4 * 12 (48) frames
CC/D012: 81        Move vehicle/entity right 1 tile
CC/D013: E0        Pause for 4 * 12 (48) frames
CC/D015: 80        Move vehicle/entity up 1 tile
CC/D016: E0        Pause for 4 * 12 (48) frames
CC/D018: 81        Move vehicle/entity right 1 tile
CC/D019: E0        Pause for 4 * 12 (48) frames
CC/D01B: 80        Move vehicle/entity up 1 tile
CC/D01C: E0        Pause for 4 * 12 (48) frames
CC/D01E: 80        Move vehicle/entity up 1 tile
CC/D01F: E0        Pause for 4 * 12 (48) frames
CC/D021: 83        Move vehicle/entity left 1 tile
CC/D022: E0        Pause for 4 * 12 (48) frames
CC/D024: 83        Move vehicle/entity left 1 tile
CC/D025: E0        Pause for 4 * 12 (48) frames
CC/D027: 83        Move vehicle/entity left 1 tile
CC/D028: E0        Pause for 4 * 12 (48) frames
CC/D02A: 83        Move vehicle/entity left 1 tile
CC/D02B: E0        Pause for 4 * 12 (48) frames
CC/D02D: 80        Move vehicle/entity up 1 tile
CC/D02E: E0        Pause for 4 * 12 (48) frames
CC/D030: 83        Move vehicle/entity left 1 tile
CC/D031: E0        Pause for 4 * 12 (48) frames
CC/D033: 83        Move vehicle/entity left 1 tile
CC/D034: E0        Pause for 4 * 12 (48) frames
CC/D036: 80        Move vehicle/entity up 1 tile
CC/D037: E0        Pause for 4 * 12 (48) frames
CC/D039: 83        Move vehicle/entity left 1 tile
CC/D03A: E0        Pause for 4 * 12 (48) frames
CC/D03C: 83        Move vehicle/entity left 1 tile
CC/D03D: E0        Pause for 4 * 12 (48) frames
CC/D03F: 80        Move vehicle/entity up 1 tile
CC/D040: E0        Pause for 4 * 12 (48) frames
CC/D042: 80        Move vehicle/entity up 1 tile
CC/D043: E0        Pause for 4 * 12 (48) frames
CC/D045: 81        Move vehicle/entity right 1 tile
CC/D046: E0        Pause for 4 * 12 (48) frames
CC/D048: 80        Move vehicle/entity up 1 tile
CC/D049: E0        Pause for 4 * 12 (48) frames
CC/D04B: 80        Move vehicle/entity up 1 tile
CC/D04C: E0        Pause for 4 * 12 (48) frames
CC/D04E: 80        Move vehicle/entity up 1 tile
CC/D04F: E0        Pause for 4 * 12 (48) frames
CC/D051: 81        Move vehicle/entity right 1 tile
CC/D052: E0        Pause for 4 * 12 (48) frames
CC/D054: 80        Move vehicle/entity up 1 tile
CC/D055: E0        Pause for 4 * 12 (48) frames
CC/D057: 80        Move vehicle/entity up 1 tile
CC/D058: E0        Pause for 4 * 12 (48) frames
CC/D05A: 80        Move vehicle/entity up 1 tile
CC/D05B: E0        Pause for 4 * 12 (48) frames
CC/D05D: 80        Move vehicle/entity up 1 tile
CC/D05E: E0        Pause for 4 * 12 (48) frames
CC/D060: 80        Move vehicle/entity up 1 tile
CC/D061: E0        Pause for 4 * 12 (48) frames
CC/D063: 81        Move vehicle/entity right 1 tile
CC/D064: E0        Pause for 4 * 12 (48) frames
CC/D066: 80        Move vehicle/entity up 1 tile
CC/D067: E0        Pause for 4 * 12 (48) frames
CC/D069: 88        Move vehicle/entity up 3 tiles
CC/D06A: F9        Branch out of queue to $CCCBAA
CC/D06E: FF        End queue
CC/D06F: FE    Return

CC/D070: 24    Begin action queue for character $24 (NPC $24), 115 bytes long 
CC/D072: E0        Pause for 4 * 240 (960) frames
CC/D074: 80        Move vehicle/entity up 1 tile
CC/D075: E0        Pause for 4 * 12 (48) frames
CC/D077: 80        Move vehicle/entity up 1 tile
CC/D078: E0        Pause for 4 * 12 (48) frames
CC/D07A: 80        Move vehicle/entity up 1 tile
CC/D07B: E0        Pause for 4 * 12 (48) frames
CC/D07D: 83        Move vehicle/entity left 1 tile
CC/D07E: E0        Pause for 4 * 12 (48) frames
CC/D080: 8C        Move vehicle/entity up 4 tiles
CC/D081: E0        Pause for 4 * 12 (48) frames
CC/D083: 81        Move vehicle/entity right 1 tile
CC/D084: E0        Pause for 4 * 12 (48) frames
CC/D086: 80        Move vehicle/entity up 1 tile
CC/D087: E0        Pause for 4 * 12 (48) frames
CC/D089: 81        Move vehicle/entity right 1 tile
CC/D08A: E0        Pause for 4 * 12 (48) frames
CC/D08C: 88        Move vehicle/entity up 3 tiles
CC/D08D: E0        Pause for 4 * 12 (48) frames
CC/D08F: 81        Move vehicle/entity right 1 tile
CC/D090: E0        Pause for 4 * 12 (48) frames
CC/D092: 88        Move vehicle/entity up 3 tiles
CC/D093: E0        Pause for 4 * 12 (48) frames
CC/D095: 89        Move vehicle/entity right 3 tiles
CC/D096: E0        Pause for 4 * 12 (48) frames
CC/D098: 80        Move vehicle/entity up 1 tile
CC/D099: E0        Pause for 4 * 12 (48) frames
CC/D09B: 80        Move vehicle/entity up 1 tile
CC/D09C: E0        Pause for 4 * 12 (48) frames
CC/D09E: 83        Move vehicle/entity left 1 tile
CC/D09F: E0        Pause for 4 * 12 (48) frames
CC/D0A1: 84        Move vehicle/entity up 2 tiles
CC/D0A2: E0        Pause for 4 * 12 (48) frames
CC/D0A4: 81        Move vehicle/entity right 1 tile
CC/D0A5: E0        Pause for 4 * 12 (48) frames
CC/D0A7: 81        Move vehicle/entity right 1 tile
CC/D0A8: E0        Pause for 4 * 12 (48) frames
CC/D0AA: 81        Move vehicle/entity right 1 tile
CC/D0AB: E0        Pause for 4 * 12 (48) frames
CC/D0AD: 82        Move vehicle/entity down 1 tile
CC/D0AE: E0        Pause for 4 * 12 (48) frames
CC/D0B0: 82        Move vehicle/entity down 1 tile
CC/D0B1: E0        Pause for 4 * 12 (48) frames
CC/D0B3: 83        Move vehicle/entity left 1 tile
CC/D0B4: E0        Pause for 4 * 12 (48) frames
CC/D0B6: 83        Move vehicle/entity left 1 tile
CC/D0B7: E0        Pause for 4 * 12 (48) frames
CC/D0B9: 83        Move vehicle/entity left 1 tile
CC/D0BA: E0        Pause for 4 * 12 (48) frames
CC/D0BC: 84        Move vehicle/entity up 2 tiles
CC/D0BD: E0        Pause for 4 * 12 (48) frames
CC/D0BF: 89        Move vehicle/entity right 3 tiles
CC/D0C0: E0        Pause for 4 * 12 (48) frames
CC/D0C2: 86        Move vehicle/entity down 2 tiles
CC/D0C3: E0        Pause for 4 * 12 (48) frames
CC/D0C5: 8B        Move vehicle/entity left 3 tiles
CC/D0C6: E0        Pause for 4 * 12 (48) frames
CC/D0C8: 84        Move vehicle/entity up 2 tiles
CC/D0C9: E0        Pause for 4 * 12 (48) frames
CC/D0CB: 89        Move vehicle/entity right 3 tiles
CC/D0CC: E0        Pause for 4 * 12 (48) frames
CC/D0CE: 88        Move vehicle/entity up 3 tiles
CC/D0CF: E0        Pause for 4 * 12 (48) frames
CC/D0D1: 83        Move vehicle/entity left 1 tile
CC/D0D2: E0        Pause for 4 * 12 (48) frames
CC/D0D4: 80        Move vehicle/entity up 1 tile
CC/D0D5: E0        Pause for 4 * 12 (48) frames
CC/D0D7: 83        Move vehicle/entity left 1 tile
CC/D0D8: 83        Move vehicle/entity left 1 tile
CC/D0D9: 93        Move vehicle/entity left 5 tiles
CC/D0DA: 80        Move vehicle/entity up 1 tile
CC/D0DB: E0        Pause for 4 * 12 (48) frames
CC/D0DD: 80        Move vehicle/entity up 1 tile
CC/D0DE: 83        Move vehicle/entity left 1 tile
CC/D0DF: 84        Move vehicle/entity up 2 tiles
CC/D0E0: F9        Branch out of queue to $CCCBAA
CC/D0E4: FF        End queue
CC/D0E5: FE    Return

CC/D0E6: FE    Return

CC/D0E7: C0    If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CCD109
CC/D0ED: 73    Replace current map's Layer 1 at (14, 54) with the following (3 x 3) chunk, refresh immediately
CC/D0F2:       $F6, $F7, $D2
CC/D0F5:       $52, $00, $F8
CC/D0F8:       $62, $00, $61
CC/D0FB: 73    Replace current map's Layer 1 at (14, 118) with the following (3 x 3) chunk, refresh immediately
CC/D100:       $DB, $DB, $01
CC/D103:       $DB, $DB, $DB
CC/D106:       $DB, $FB, $F0
CC/D109: C0    If ($1E80($1B6) [$1EB6, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/D10F: 10    Begin action queue for character $10 (NPC $10), 21 bytes long 
CC/D111: 2C        Do vehicle/entity graphical action $2C 
CC/D112: E0        Pause for 4 * 32 (128) frames
CC/D114: CE        Turn vehicle/entity down
CC/D115: E0        Pause for 4 * 16 (64) frames
CC/D117: 89        Move vehicle/entity right 3 tiles
CC/D118: 86        Move vehicle/entity down 2 tiles
CC/D119: 87        Move vehicle/entity left 2 tiles
CC/D11A: CC        Turn vehicle/entity up
CC/D11B: E0        Pause for 4 * 32 (128) frames
CC/D11D: 85        Move vehicle/entity right 2 tiles
CC/D11E: 84        Move vehicle/entity up 2 tiles
CC/D11F: 8B        Move vehicle/entity left 3 tiles
CC/D120: CE        Turn vehicle/entity down
CC/D121: E0        Pause for 4 * 16 (64) frames
CC/D123: FC        Branch 18 bytes backwards ($CCD111)
CC/D125: FF        End queue
CC/D126: 11    Begin action queue for character $11 (NPC $11), 25 bytes long 
CC/D128: 2C        Do vehicle/entity graphical action $2C 
CC/D129: E0        Pause for 4 * 32 (128) frames
CC/D12B: 85        Move vehicle/entity right 2 tiles
CC/D12C: 8A        Move vehicle/entity down 3 tiles
CC/D12D: A2        Move vehicle/entity left/down 1x1 tiles
CC/D12E: A2        Move vehicle/entity left/down 1x1 tiles
CC/D12F: 8F        Move vehicle/entity left 4 tiles
CC/D130: 8C        Move vehicle/entity up 4 tiles
CC/D131: 8B        Move vehicle/entity left 3 tiles
CC/D132: E0        Pause for 4 * 32 (128) frames
CC/D134: 89        Move vehicle/entity right 3 tiles
CC/D135: 8E        Move vehicle/entity down 4 tiles
CC/D136: 8D        Move vehicle/entity right 4 tiles
CC/D137: A0        Move vehicle/entity right/up 1x1 tiles
CC/D138: A0        Move vehicle/entity right/up 1x1 tiles
CC/D139: 88        Move vehicle/entity up 3 tiles
CC/D13A: 87        Move vehicle/entity left 2 tiles
CC/D13B: CE        Turn vehicle/entity down
CC/D13C: E0        Pause for 4 * 4 (16) frames
CC/D13E: FC        Branch 22 bytes backwards ($CCD128)
CC/D140: FF        End queue
CC/D141: 12    Begin action queue for character $12 (NPC $12), 27 bytes long 
CC/D143: E0        Pause for 4 * 48 (192) frames
CC/D145: CD        Turn vehicle/entity right
CC/D146: E0        Pause for 4 * 48 (192) frames
CC/D148: 86        Move vehicle/entity down 2 tiles
CC/D149: 85        Move vehicle/entity right 2 tiles
CC/D14A: E0        Pause for 4 * 16 (64) frames
CC/D14C: CC        Turn vehicle/entity up
CC/D14D: E0        Pause for 4 * 32 (128) frames
CC/D14F: CD        Turn vehicle/entity right
CC/D150: E0        Pause for 4 * 16 (64) frames
CC/D152: CC        Turn vehicle/entity up
CC/D153: E0        Pause for 4 * 32 (128) frames
CC/D155: CD        Turn vehicle/entity right
CC/D156: CC        Turn vehicle/entity up
CC/D157: E0        Pause for 4 * 32 (128) frames
CC/D159: 87        Move vehicle/entity left 2 tiles
CC/D15A: 84        Move vehicle/entity up 2 tiles
CC/D15B: FC        Branch 24 bytes backwards ($CCD143)
CC/D15D: FF        End queue
CC/D15E: 13    Begin action queue for character $13 (NPC $13), 24 bytes long 
CC/D160: 2C        Do vehicle/entity graphical action $2C 
CC/D161: E0        Pause for 4 * 48 (192) frames
CC/D163: CE        Turn vehicle/entity down
CC/D164: E0        Pause for 4 * 16 (64) frames
CC/D166: 82        Move vehicle/entity down 1 tile
CC/D167: E0        Pause for 4 * 32 (128) frames
CC/D169: 2C        Do vehicle/entity graphical action $2C 
CC/D16A: E0        Pause for 4 * 48 (192) frames
CC/D16C: CE        Turn vehicle/entity down
CC/D16D: E0        Pause for 4 * 16 (64) frames
CC/D16F: 80        Move vehicle/entity up 1 tile
CC/D170: E0        Pause for 4 * 4 (16) frames
CC/D172: CE        Turn vehicle/entity down
CC/D173: E0        Pause for 4 * 16 (64) frames
CC/D175: FC        Branch 21 bytes backwards ($CCD160)
CC/D177: FF        End queue
CC/D178: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/D17A: 93        Move vehicle/entity left 5 tiles
CC/D17B: 80        Move vehicle/entity up 1 tile
CC/D17C: E0        Pause for 4 * 64 (256) frames
CC/D17E: 82        Move vehicle/entity down 1 tile
CC/D17F: 91        Move vehicle/entity right 5 tiles
CC/D180: E0        Pause for 4 * 48 (192) frames
CC/D182: FC        Branch 8 bytes backwards ($CCD17A)
CC/D184: FF        End queue
CC/D185: 15    Begin action queue for character $15 (NPC $15), 25 bytes long 
CC/D187: 85        Move vehicle/entity right 2 tiles
CC/D188: 86        Move vehicle/entity down 2 tiles
CC/D189: 81        Move vehicle/entity right 1 tile
CC/D18A: 82        Move vehicle/entity down 1 tile
CC/D18B: 81        Move vehicle/entity right 1 tile
CC/D18C: 82        Move vehicle/entity down 1 tile
CC/D18D: 85        Move vehicle/entity right 2 tiles
CC/D18E: CC        Turn vehicle/entity up
CC/D18F: E0        Pause for 4 * 16 (64) frames
CC/D191: CE        Turn vehicle/entity down
CC/D192: E0        Pause for 4 * 16 (64) frames
CC/D194: 87        Move vehicle/entity left 2 tiles
CC/D195: 80        Move vehicle/entity up 1 tile
CC/D196: 83        Move vehicle/entity left 1 tile
CC/D197: 80        Move vehicle/entity up 1 tile
CC/D198: 83        Move vehicle/entity left 1 tile
CC/D199: 84        Move vehicle/entity up 2 tiles
CC/D19A: 87        Move vehicle/entity left 2 tiles
CC/D19B: E0        Pause for 4 * 47 (188) frames
CC/D19D: FC        Branch 22 bytes backwards ($CCD187)
CC/D19F: FF        End queue
CC/D1A0: 25    Begin action queue for character $25 (NPC $25), 31 bytes long 
CC/D1A2: C2        Set vehicle/entity's event speed to normal
CC/D1A3: 80        Move vehicle/entity up 1 tile
CC/D1A4: 95        Move vehicle/entity right 6 tiles
CC/D1A5: CC        Turn vehicle/entity up
CC/D1A6: E0        Pause for 4 * 8 (32) frames
CC/D1A8: CD        Turn vehicle/entity right
CC/D1A9: E0        Pause for 4 * 8 (32) frames
CC/D1AB: CE        Turn vehicle/entity down
CC/D1AC: E0        Pause for 4 * 8 (32) frames
CC/D1AE: 2C        Do vehicle/entity graphical action $2C 
CC/D1AF: E0        Pause for 4 * 2 (8) frames
CC/D1B1: CE        Turn vehicle/entity down
CC/D1B2: E0        Pause for 4 * 2 (8) frames
CC/D1B4: 2C        Do vehicle/entity graphical action $2C 
CC/D1B5: E0        Pause for 4 * 2 (8) frames
CC/D1B7: CE        Turn vehicle/entity down
CC/D1B8: E0        Pause for 4 * 2 (8) frames
CC/D1BA: 97        Move vehicle/entity left 6 tiles
CC/D1BB: 82        Move vehicle/entity down 1 tile
CC/D1BC: E0        Pause for 4 * 8 (32) frames
CC/D1BE: FC        Branch 27 bytes backwards ($CCD1A3)
CC/D1C0: FF        End queue
CC/D1C1: 26    Begin action queue for character $26 (NPC $26), 15 bytes long 
CC/D1C3: C2        Set vehicle/entity's event speed to normal
CC/D1C4: 87        Move vehicle/entity left 2 tiles
CC/D1C5: 98        Move vehicle/entity up 7 tiles
CC/D1C6: 83        Move vehicle/entity left 1 tile
CC/D1C7: CE        Turn vehicle/entity down
CC/D1C8: E0        Pause for 4 * 32 (128) frames
CC/D1CA: 81        Move vehicle/entity right 1 tile
CC/D1CB: 9A        Move vehicle/entity down 7 tiles
CC/D1CC: 85        Move vehicle/entity right 2 tiles
CC/D1CD: E0        Pause for 4 * 16 (64) frames
CC/D1CF: FC        Branch 12 bytes backwards ($CCD1C3)
CC/D1D1: FF        End queue
CC/D1D2: 23    Begin action queue for character $23 (NPC $23), 14 bytes long 
CC/D1D4: C2        Set vehicle/entity's event speed to normal
CC/D1D5: E0        Pause for 4 * 16 (64) frames
CC/D1D7: 86        Move vehicle/entity down 2 tiles
CC/D1D8: 91        Move vehicle/entity right 5 tiles
CC/D1D9: 8E        Move vehicle/entity down 4 tiles
CC/D1DA: E0        Pause for 4 * 16 (64) frames
CC/D1DC: 8C        Move vehicle/entity up 4 tiles
CC/D1DD: 93        Move vehicle/entity left 5 tiles
CC/D1DE: 84        Move vehicle/entity up 2 tiles
CC/D1DF: FC        Branch 10 bytes backwards ($CCD1D5)
CC/D1E1: FF        End queue
CC/D1E2: FE    Return

CC/D1E3: 4B    Display dialogue message $0392, wait for button press
               BANON: Go find TERRA!
               She holds the future to our survival.
CC/D1E6: FE    Return

CC/D1E7: 4B    Display dialogue message $0393, wait for button press
               ARVIS: Heard TERRA turned into light and streaked away toward the west.
               Make your way to Figaro Castle.
               Maybe they can help you, there.
CC/D1EA: FE    Return

CC/D1EB: 4B    Display dialogue message $0394, wait for button press
               ELDER: I'm troubled
               I want to avoid fighting
               But
CC/D1EE: FE    Return

CC/D1EF: 4B    Display dialogue message $03A3, wait for button press
               I saw some Moogles walkin' with a sasquatch.
CC/D1F2: FE    Return

CC/D1F3: 4B    Display dialogue message $03A4, wait for button press
               Geothermal devices keep this town warm!
CC/D1F6: FE    Return

CC/D1F7: 4B    Display dialogue message $0395, wait for button press
               Moogles live deep within the mines!
CC/D1FA: FE    Return

CC/D1FB: 4B    Display dialogue message $0396, wait for button press
               We follow our Elder's advice!
CC/D1FE: FE    Return

CC/D1FF: 4B    Display dialogue message $0397, wait for button press
               Somagic really DOES exist!?
CC/D202: FE    Return

CC/D203: 4B    Display dialogue message $0398, wait for button press
               Magic?!
               Pshaw! What nonsense!
CC/D206: FE    Return

CC/D207: C0    If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD211
CC/D20D: 4B    Display dialogue message $0399, wait for button press
               Narshe is a neutral city.
               We want no war here.
               But that #@%!* Empire won't
               listen
CC/D210: FE    Return

CC/D211: 4B    Display dialogue message $039E, wait for button press
               Looks like war's a'comin'!
CC/D214: FE    Return

CC/D215: C0    If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD21F
CC/D21B: 4B    Display dialogue message $039A, wait for button press
               Figaro Castle can burrow under the desert, and take you to Kohlingen!
CC/D21E: FE    Return

CC/D21F: 4B    Display dialogue message $039F, wait for button press
               There's a sasquatch that lives inside the mineor so I heard.
CC/D222: FE    Return

CC/D223: C0    If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD22D
CC/D229: 4B    Display dialogue message $039B, wait for button press
               The house to the far right contains the treasures I've collected! Take them, before the Empire does!
               Only one of them is locked. Now what do ya suppose is inside?!
CC/D22C: FE    Return

CC/D22D: 4B    Display dialogue message $03A0, wait for button press
               Lone Wolf, the infamous thief, has been sighted here.
               Are my treasures safe?
CC/D230: FE    Return

CC/D231: C0    If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD23B
CC/D237: 4B    Display dialogue message $039C, wait for button press
               A glowing form soared off toward Figaro Castle.
               It seemed almosthuman.
CC/D23A: FE    Return

CC/D23B: 4B    Display dialogue message $03A1, wait for button press
               Weapon and Armor shops are selling some new stuff for the coming war.
CC/D23E: FE    Return

CC/D23F: C0    If ($1E80($076) [$1E8E, bit 6] is set), branch to $CCD249
CC/D245: 4B    Display dialogue message $039D, wait for button press
               Curse the day we dug up that Esper! That's what brought the Empire here!
CC/D248: FE    Return

CC/D249: 4B    Display dialogue message $03A2, wait for button press
               Can we harness the Esper's power? I think not!
CC/D24C: FE    Return

CC/D24D: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD25F
CC/D253: C0    If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD25C
CC/D259: 9B    Invoke shop $00
CC/D25B: FE    Return

CC/D25C: 9B    Invoke shop $29
CC/D25E: FE    Return

CC/D25F: 9B    Invoke shop $44
CC/D261: FE    Return

CC/D262: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD274
CC/D268: C0    If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD271
CC/D26E: 9B    Invoke shop $01
CC/D270: FE    Return

CC/D271: 9B    Invoke shop $2A
CC/D273: FE    Return

CC/D274: 9B    Invoke shop $45
CC/D276: FE    Return

CC/D277: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD289
CC/D27D: C0    If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD286
CC/D283: 9B    Invoke shop $02
CC/D285: FE    Return

CC/D286: 9B    Invoke shop $2B
CC/D288: FE    Return

CC/D289: 9B    Invoke shop $46
CC/D28B: FE    Return

CC/D28C: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CCD29E
CC/D292: C0    If ($1E80($06B) [$1E8D, bit 3] is set), branch to $CCD29B
CC/D298: 9B    Invoke shop $03
CC/D29A: FE    Return

CC/D29B: 9B    Invoke shop $2C
CC/D29D: FE    Return

CC/D29E: 9B    Invoke shop $47
CC/D2A0: FE    Return

CC/D2A1: 9B    Invoke shop $1B
CC/D2A3: FE    Return

CC/D2A4: 9B    Invoke shop $1C
CC/D2A6: FE    Return

CC/D2A7: 4B    Display dialogue message $060D, wait for button press
               200 GP per night!
               Need a rest?
               ^ Sure
               ^ Nope
CC/D2AA: B6    Indexed branch based on prior dialogue selection [$CCD2B2, $CA5EB3]
CC/D2B1: FE    Return

CC/D2B2: 85    Take 200 GP from party
CC/D2B5: C0    If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF
CC/D2BB: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D2BD: 8F        Move vehicle/entity left 4 tiles
CC/D2BE: 84        Move vehicle/entity up 2 tiles
CC/D2BF: FF        End queue
CC/D2C0: 73    Replace current map's Layer 1 at (4, 36) with the following (2 x 1) chunk, refresh immediately
CC/D2C5:       $04, $14
CC/D2C7: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D2C9: 9C        Move vehicle/entity up 8 tiles
CC/D2CA: 8D        Move vehicle/entity right 4 tiles
CC/D2CB: FF        End queue
CC/D2CC: 92    Pause for 30 units
CC/D2CD: B2    Call subroutine $CACD3C
CC/D2D1: 6B    Load map $001C (Narshe, inn (always)) instantly, (upper bits $2400), place party at (8, 30), facing down
CC/D2D7: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/D2D9: D5        Set vehicle/entity's position to (10, 28)
CC/D2DC: CE        Turn vehicle/entity down
CC/D2DD: FF        End queue
CC/D2DE: B2    Call subroutine $CACF96
CC/D2E2: 3A    Enable player to move while event commands execute
CC/D2E3: FE    Return

CC/D2E4: 4B    Display dialogue message $03A5, wait for button press
               Wanna know how to ride a chocobo?
CC/D2E7: 92    Pause for 30 units
CC/D2E8: 4B    Display dialogue message $03A6, wait for button press
               Press the A Button, or up on the Control Pad, to go forward.
               Steer with the Control Pad.
               Press the B Button to dismount. Careful! Once you get off, the bird'll return to its pen!
CC/D2EB: D2    Set event bit $1E80($134) [$1EA6, bit 4]
CC/D2ED: FE    Return

CC/D2EE: 4B    Display dialogue message $03A5, wait for button press
               Wanna know how to ride a chocobo?
CC/D2F1: 92    Pause for 30 units
CC/D2F2: 4B    Display dialogue message $03A6, wait for button press
               Press the A Button, or up on the Control Pad, to go forward.
               Steer with the Control Pad.
               Press the B Button to dismount. Careful! Once you get off, the bird'll return to its pen!
CC/D2F5: FE    Return

CC/D2F6: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/D2F8: 6A    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) after fade out, (upper bits $3000), place party at (8, 7), facing left
CC/D2FE: 42    Hide object $31
CC/D300: 45    Refresh objects
CC/D301: 3D    Create object $10
CC/D303: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/D305: D5        Set vehicle/entity's position to (16, 7)
CC/D308: FF        End queue
CC/D309: 41    Show object $10
CC/D30B: 45    Refresh objects
CC/D30C: 96    Restore screen from fade
CC/D30D: 5C    Pause execution until fade in or fade out is complete
CC/D30E: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/D310: C3        Set vehicle/entity's event speed to fast
CC/D311: 9F        Move vehicle/entity left 8 tiles
CC/D312: CE        Turn vehicle/entity down
CC/D313: FF        End queue
CC/D314: 92    Pause for 30 units
CC/D315: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/D317: 20        Do vehicle/entity graphical action $20 
CC/D318: E0        Pause for 4 * 3 (12) frames
CC/D31A: CE        Turn vehicle/entity down
CC/D31B: FF        End queue
CC/D31C: 92    Pause for 30 units
CC/D31D: 4B    Display dialogue message $06D2, wait for button press
               Relics give your party members a variety of abilities.
               For example
               Sprint Shoes double your speed.
               True Knight lets you shield others during battle.
               Dragoon Boots add the Jump command to your battle list.
               Gauntlet allows you to hold a sword with both hands.
               Use the Main Menu to equip up to 2 relics per person.
CC/D320: 92    Pause for 30 units
CC/D321: 6A    Load map $004C (South Figaro, inn and relic shop (always)) after fade out, (upper bits $2000), place party at (51, 12), facing down
CC/D327: 47    Make character in slot 0 the lead character
CC/D328: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D32A: CE        Turn vehicle/entity down
CC/D32B: FF        End queue
CC/D32C: 96    Restore screen from fade
CC/D32D: 5C    Pause execution until fade in or fade out is complete
CC/D32E: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/D330: FE    Return

CC/D331: DE    Load CaseWord with the characters in the currently active party?
CC/D332: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/D338: C0    If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/D33E: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D340: 81        Move vehicle/entity right 1 tile
CC/D341: CE        Turn vehicle/entity down
CC/D342: FF        End queue
CC/D343: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CCD35C
CC/D349: FE    Return

CC/D34A: DE    Load CaseWord with the characters in the currently active party?
CC/D34B: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/D351: C0    If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/D357: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D359: 83        Move vehicle/entity left 1 tile
CC/D35A: CE        Turn vehicle/entity down
CC/D35B: FF        End queue
CC/D35C: DE    Load CaseWord with the characters in the currently active party?
CC/D35D: C0    If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA5EB3 (simply returns)
CC/D363: C0    If ($1E80($05D) [$1E8B, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/D369: 47    Make character in slot 0 the lead character
CC/D36A: B2    Call subroutine $CAC6AC
CC/D36E: 3C    Set up the party as follows: $FF (<Invalid Character>), $03 (Actor in stot 3), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/D373: B2    Call subroutine $CB2E34
CC/D377: 38    Hold screen
CC/D378: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long 
CC/D37A: C2        Set vehicle/entity's event speed to normal
CC/D37B: CE        Turn vehicle/entity down
CC/D37C: FF        End queue
CC/D37D: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/D37F: C2        Set vehicle/entity's event speed to normal
CC/D380: 81        Move vehicle/entity right 1 tile
CC/D381: CE        Turn vehicle/entity down
CC/D382: FF        End queue
CC/D383: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/D385: C2        Set vehicle/entity's event speed to normal
CC/D386: 83        Move vehicle/entity left 1 tile
CC/D387: CE        Turn vehicle/entity down
CC/D388: FF        End queue
CC/D389: 03    Begin action queue for character $03 (Actor in stot 3), 4 bytes long (Wait until complete)
CC/D38B: C2        Set vehicle/entity's event speed to normal
CC/D38C: 82        Move vehicle/entity down 1 tile
CC/D38D: CC        Turn vehicle/entity up
CC/D38E: FF        End queue
CC/D38F: 92    Pause for 30 units
CC/D390: 4B    Display dialogue message $06D3, wait for button press
               SHADOW: I've worn out my welcome
CC/D393: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CC/D395: 8A        Move vehicle/entity down 3 tiles
CC/D396: FF        End queue
CC/D397: 94    Pause for 60 units
CC/D398: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CC/D39A: 63        Do vehicle/entity graphical action $23, flipped horizontally
CC/D39B: FF        End queue
CC/D39C: 94    Pause for 60 units
CC/D39D: 03    Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete)
CC/D39F: 9A        Move vehicle/entity down 7 tiles
CC/D3A0: FF        End queue
CC/D3A1: 42    Hide object $03
CC/D3A3: 45    Refresh objects
CC/D3A4: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/D3A6: 83        Move vehicle/entity left 1 tile
CC/D3A7: CE        Turn vehicle/entity down
CC/D3A8: FF        End queue
CC/D3A9: 34    Begin action queue for character $34 (Party Character 3), 3 bytes long 
CC/D3AB: 81        Move vehicle/entity right 1 tile
CC/D3AC: CE        Turn vehicle/entity down
CC/D3AD: FF        End queue
CC/D3AE: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/D3B0: CE        Turn vehicle/entity down
CC/D3B1: E0        Pause for 4 * 8 (32) frames
CC/D3B3: FF        End queue
CC/D3B4: 3F    Remove character $03 (Actor in stot 3) from the party
CC/D3B7: 3E    Delete object $03
CC/D3B9: 45    Refresh objects
CC/D3BA: D5    Clear event bit $1E80($2F3) [$1EDE, bit 3]
CC/D3BC: B2    Call subroutine $CACB95
CC/D3C0: B2    Call subroutine $CCE499 (heals all HP/MP/Statuses except Dog Block)
CC/D3C4: 39    Free screen
CC/D3C5: FE    Return

CC/D3C6: 4B    Display dialogue message $06C6, wait for button press
               Only the chest in the back is locked. Can it be opened?
CC/D3C9: FE    Return

CC/D3CA: 4B    Display dialogue message $06E4, wait for button press
               Locked
CC/D3CD: FE    Return

CC/D3CE: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/D3D4: C1    If ($1E80($070) [$1E8E, bit 0] is clear) or ($1E80($239) [$1EC7, bit 1] is set), branch to $CA5EB3 (simply returns)
CC/D3DC: 42    Hide object $23
CC/D3DE: 42    Hide object $24
CC/D3E0: 45    Refresh objects
CC/D3E1: 3D    Create object $25
CC/D3E3: 41    Show object $25
CC/D3E5: 45    Refresh objects
CC/D3E6: 78    Enable ability to pass through other objects for object $25 (NPC $25)
CC/D3E8: 25    Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete)
CC/D3EA: DC        Make vehicle/entity jump (low)
CC/D3EB: CE        Turn vehicle/entity down
CC/D3EC: E0        Pause for 4 * 4 (16) frames
CC/D3EE: FF        End queue
CC/D3EF: 4B    Display dialogue message $06C7, wait for button press
               G'whoa! I've been made!
CC/D3F2: 3A    Enable player to move while event commands execute
CC/D3F3: B5    Pause for 15 * 6 (90) units
CC/D3F5: 25    Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete)
CC/D3F7: C8        Set object layering priority to 2 (low nibble 2)
CC/D3F9: DC        Make vehicle/entity jump (low)
CC/D3FA: 83        Move vehicle/entity left 1 tile
CC/D3FB: FF        End queue
CC/D3FC: 91    Pause for 15 units
CC/D3FD: 25    Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete)
CC/D3FF: DD        Make vehicle/entity jump (high)
CC/D400: 86        Move vehicle/entity down 2 tiles
CC/D401: FF        End queue
CC/D402: 95    Pause for 120 units
CC/D403: 25    Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete)
CC/D405: CD        Turn vehicle/entity right
CC/D406: FF        End queue
CC/D407: 4B    Display dialogue message $06C8, wait for button press
               I am Lone Wolf, the pickpocket! I wanted that treasure!
CC/D40A: 25    Begin action queue for character $25 (NPC $25), 5 bytes long (Wait until complete)
CC/D40C: CE        Turn vehicle/entity down
CC/D40D: E0        Pause for 4 * 1 (4) frames
CC/D40F: CF        Turn vehicle/entity left
CC/D410: FF        End queue
CC/D411: 92    Pause for 30 units
CC/D412: 25    Begin action queue for character $25 (NPC $25), 3 bytes long (Wait until complete)
CC/D414: DD        Make vehicle/entity jump (high)
CC/D415: 87        Move vehicle/entity left 2 tiles
CC/D416: FF        End queue
CC/D417: 42    Hide object $25
CC/D419: 45    Refresh objects
CC/D41A: 36    Disable ability to pass through other objects for object $25 (NPC $25)
CC/D41C: D4    Set event bit $1E80($239) [$1EC7, bit 1]
CC/D41E: DD    Clear event bit $1E80($63D) [$1F47, bit 5]
CC/D420: DC    Set event bit $1E80($63F) [$1F47, bit 7]
CC/D422: 3A    Enable player to move while event commands execute
CC/D423: FE    Return

CC/D424: C1    If ($1E80($239) [$1EC7, bit 1] is clear) or ($1E80($23A) [$1EC7, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/D42C: 78    Enable ability to pass through other objects for object $29 (NPC $29)
CC/D42E: 29    Begin action queue for character $29 (NPC $29), 7 bytes long (Wait until complete)
CC/D430: C8        Set object layering priority to 2 (low nibble 2)
CC/D432: CD        Turn vehicle/entity right
CC/D433: E0        Pause for 4 * 1 (4) frames
CC/D435: CE        Turn vehicle/entity down
CC/D436: FF        End queue
CC/D437: 4B    Display dialogue message $06C9, wait for button press (At bottom of screen)
               G'heh!
CC/D43A: 92    Pause for 30 units
CC/D43B: 29    Begin action queue for character $29 (NPC $29), 4 bytes long (Wait until complete)
CC/D43D: 80        Move vehicle/entity up 1 tile
CC/D43E: DD        Make vehicle/entity jump (high)
CC/D43F: 87        Move vehicle/entity left 2 tiles
CC/D440: FF        End queue
CC/D441: 3A    Enable player to move while event commands execute
CC/D442: 94    Pause for 60 units
CC/D443: 29    Begin action queue for character $29 (NPC $29), 7 bytes long (Wait until complete)
CC/D445: C8        Set object layering priority to 3 (low nibble 3)
CC/D447: 88        Move vehicle/entity up 3 tiles
CC/D448: A3        Move vehicle/entity left/up 1x1 tiles
CC/D449: 9F        Move vehicle/entity left 8 tiles
CC/D44A: 8F        Move vehicle/entity left 4 tiles
CC/D44B: FF        End queue
CC/D44C: 42    Hide object $29
CC/D44E: 45    Refresh objects
CC/D44F: DD    Clear event bit $1E80($63F) [$1F47, bit 7]
CC/D451: D4    Set event bit $1E80($23A) [$1EC7, bit 2]
CC/D453: 36    Disable ability to pass through other objects for object $29 (NPC $29)
CC/D455: FE    Return

CC/D456: C1    If ($1E80($23A) [$1EC7, bit 2] is clear) or ($1E80($23B) [$1EC7, bit 3] is set), branch to $CA5EB3 (simply returns)
CC/D45E: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D460: CC        Turn vehicle/entity up
CC/D461: FF        End queue
CC/D462: 3D    Create object $29
CC/D464: 78    Enable ability to pass through other objects for object $29 (NPC $29)
CC/D466: 29    Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete)
CC/D468: D5        Set vehicle/entity's position to (38, 13)
CC/D46B: C3        Set vehicle/entity's event speed to fast
CC/D46C: FF        End queue
CC/D46D: 41    Show object $29
CC/D46F: 45    Refresh objects
CC/D470: 29    Begin action queue for character $29 (NPC $29), 2 bytes long (Wait until complete)
CC/D472: 8A        Move vehicle/entity down 3 tiles
CC/D473: FF        End queue
CC/D474: 92    Pause for 30 units
CC/D475: 29    Begin action queue for character $29 (NPC $29), 5 bytes long (Wait until complete)
CC/D477: DC        Make vehicle/entity jump (low)
CC/D478: CE        Turn vehicle/entity down
CC/D479: E0        Pause for 4 * 4 (16) frames
CC/D47B: FF        End queue
CC/D47C: 29    Begin action queue for character $29 (NPC $29), 3 bytes long (Wait until complete)
CC/D47E: C4        Set vehicle/entity's event speed to faster
CC/D47F: 88        Move vehicle/entity up 3 tiles
CC/D480: FF        End queue
CC/D481: 42    Hide object $29
CC/D483: 36    Disable ability to pass through other objects for object $29 (NPC $29)
CC/D485: D4    Set event bit $1E80($23B) [$1EC7, bit 3]
CC/D487: 45    Refresh objects
CC/D488: 3A    Enable player to move while event commands execute
CC/D489: FE    Return

CC/D48A: C1    If ($1E80($23B) [$1EC7, bit 3] is clear) or ($1E80($23C) [$1EC7, bit 4] is set), branch to $CA5EB3 (simply returns)
CC/D492: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D494: CD        Turn vehicle/entity right
CC/D495: FF        End queue
CC/D496: 3D    Create object $10
CC/D498: 41    Show object $10
CC/D49A: 45    Refresh objects
CC/D49B: 92    Pause for 30 units
CC/D49C: 10    Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete)
CC/D49E: 87        Move vehicle/entity left 2 tiles
CC/D49F: FF        End queue
CC/D4A0: 92    Pause for 30 units
CC/D4A1: 4B    Display dialogue message $06CA, wait for button press (At bottom of screen)
               Persistent, aren't you!
CC/D4A4: D4    Set event bit $1E80($23C) [$1EC7, bit 4]
CC/D4A6: 3A    Enable player to move while event commands execute
CC/D4A7: FE    Return

CC/D4A8: C1    If ($1E80($23C) [$1EC7, bit 4] is clear) or ($1E80($23D) [$1EC7, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/D4B0: 3D    Create object $1A
CC/D4B2: 41    Show object $1A
CC/D4B4: 45    Refresh objects
CC/D4B5: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/D4B7: 89        Move vehicle/entity right 3 tiles
CC/D4B8: FF        End queue
CC/D4B9: 1A    Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete)
CC/D4BB: DC        Make vehicle/entity jump (low)
CC/D4BC: CD        Turn vehicle/entity right
CC/D4BD: E0        Pause for 4 * 4 (16) frames
CC/D4BF: FF        End queue
CC/D4C0: 1A    Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete)
CC/D4C2: 8B        Move vehicle/entity left 3 tiles
CC/D4C3: FF        End queue
CC/D4C4: 42    Hide object $1A
CC/D4C6: 45    Refresh objects
CC/D4C7: D4    Set event bit $1E80($23D) [$1EC7, bit 5]
CC/D4C9: DC    Set event bit $1E80($640) [$1F48, bit 0]
CC/D4CB: 3D    Create object $1C
CC/D4CD: 3D    Create object $1B
CC/D4CF: 41    Show object $1C
CC/D4D1: 41    Show object $1B
CC/D4D3: 45    Refresh objects
CC/D4D4: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/D4D6: C7        Set vehicle/entity to stay still when moving
CC/D4D7: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D4D8: FF        End queue
CC/D4D9: DD    Clear event bit $1E80($643) [$1F48, bit 3]
CC/D4DB: 3A    Enable player to move while event commands execute
CC/D4DC: FE    Return

CC/D4DD: C1    If ($1E80($23D) [$1EC7, bit 5] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/D4E5: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D4E7: 81        Move vehicle/entity right 1 tile
CC/D4E8: CC        Turn vehicle/entity up
CC/D4E9: FF        End queue
CC/D4EA: C0    If ($1E80($22F) [$1EC5, bit 7] is clear), branch to $CCD4FE
CC/D4F0: FE    Return

CC/D4F1: C1    If ($1E80($23D) [$1EC7, bit 5] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/D4F9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D4FB: 83        Move vehicle/entity left 1 tile
CC/D4FC: CC        Turn vehicle/entity up
CC/D4FD: FF        End queue
CC/D4FE: C1    If ($1E80($23D) [$1EC7, bit 5] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/D506: 92    Pause for 30 units
CC/D507: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/D509: C2        Set vehicle/entity's event speed to normal
CC/D50A: C7        Set vehicle/entity to stay still when moving
CC/D50B: 82        Move vehicle/entity down 1 tile
CC/D50C: C6        Set vehicle/entity to walk when moving
CC/D50D: CC        Turn vehicle/entity up
CC/D50E: FF        End queue
CC/D50F: 92    Pause for 30 units
CC/D510: 4B    Display dialogue message $06CB, wait for button press
               Halt!
               Don't move or this one's dust!
CC/D513: 92    Pause for 30 units
CC/D514: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/D516: C7        Set vehicle/entity to stay still when moving
CC/D517: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D518: FF        End queue
CC/D519: 3A    Enable player to move while event commands execute
CC/D51A: D4    Set event bit $1E80($23E) [$1EC7, bit 6]
CC/D51C: A0    Set timer 0 to $00F0 [0m: 04s: 00j], jump to subroutine $CCD52D if it expires. Flags:  
               (Countdown continues in menu and battle) 
               (Countdown not shown while walking) 
               (Unknown flag enabled 0x20 on event bank byte) 
               (Countdown does not override the game clock display)
CC/D522: FE    Return

CC/D523: C0    If ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/D529: A1    Reset timer 0
CC/D52B: 3A    Enable player to move while event commands execute
CC/D52C: FE    Return

CC/D52D: C1    If ($1E80($23E) [$1EC7, bit 6] is clear) or ($1E80($23F) [$1EC7, bit 7] is set), branch to $CA5EB3 (simply returns)
CC/D535: 3B    Position character in a "ready-to-go" stance
CC/D536: A1    Reset timer 0
CC/D538: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D53A: CE        Turn vehicle/entity down
CC/D53B: FF        End queue
CC/D53C: 92    Pause for 30 units
CC/D53D: B0    Execute the following commands until $B1 4 times
CC/D53F: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D541: 23            Do vehicle/entity graphical action $23 
CC/D542: FF            End queue
CC/D543: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D545: 63            Do vehicle/entity graphical action $23, flipped horizontally
CC/D546: FF            End queue
CC/D547: B1        End block of repeating commands
CC/D548: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D54A: CE        Turn vehicle/entity down
CC/D54B: FF        End queue
CC/D54C: 4B    Display dialogue message $06CC, wait for button press (At bottom of screen)
               Kupo!!
CC/D54F: 1C    Begin action queue for character $1C (NPC $1C), 15 bytes long 
CC/D551: 1A        Do vehicle/entity graphical action $1A 
CC/D552: E0        Pause for 4 * 1 (4) frames
CC/D554: 4D        Do vehicle/entity graphical action $0D, flipped horizontally
CC/D555: E0        Pause for 4 * 1 (4) frames
CC/D557: 1C        Do vehicle/entity graphical action $1C 
CC/D558: E0        Pause for 4 * 1 (4) frames
CC/D55A: 0E        Do vehicle/entity graphical action $0E 
CC/D55B: E0        Pause for 4 * 1 (4) frames
CC/D55D: FC        Branch 12 bytes backwards ($CCD551)
CC/D55F: FF        End queue
CC/D560: 4B    Display dialogue message $06CD, wait for button press (At bottom of screen)
               G'heh!
               Got a wild one, here!
               Uwaaa!
CC/D563: B5    Pause for 15 * 6 (90) units
CC/D565: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/D567: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/D569: 1B    Begin action queue for character $1B (NPC $1B), 8 bytes long 
CC/D56B: C7        Set vehicle/entity to stay still when moving
CC/D56C: CF        Turn vehicle/entity left
CC/D56D: C4        Set vehicle/entity's event speed to faster
CC/D56E: DC        Make vehicle/entity jump (low)
CC/D56F: 89        Move vehicle/entity right 3 tiles
CC/D570: CC        Turn vehicle/entity up
CC/D571: C7        Set vehicle/entity to stay still when moving
CC/D572: FF        End queue
CC/D573: 1C    Begin action queue for character $1C (NPC $1C), 8 bytes long (Wait until complete)
CC/D575: C7        Set vehicle/entity to stay still when moving
CC/D576: 1F        Do vehicle/entity graphical action $1F 
CC/D577: C4        Set vehicle/entity's event speed to faster
CC/D578: DC        Make vehicle/entity jump (low)
CC/D579: 8F        Move vehicle/entity left 4 tiles
CC/D57A: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D57B: C7        Set vehicle/entity to stay still when moving
CC/D57C: FF        End queue
CC/D57D: F4    Play sound effect 187
CC/D57F: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D581: 94    Pause for 60 units
CC/D582: 4B    Display dialogue message $06E5, wait for button press (Show text only) (At bottom of screen)
               
               Grrrr
               You'll never get this
               Gold Hairpin!
CC/D585: DC    Set event bit $1E80($641) [$1F48, bit 1]
CC/D587: 3D    Create object $1D
CC/D589: 41    Show object $1D
CC/D58B: 45    Refresh objects
CC/D58C: D4    Set event bit $1E80($23F) [$1EC7, bit 7]
CC/D58E: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CC/D590: 36    Disable ability to pass through other objects for object $1C (NPC $1C)
CC/D592: 3A    Enable player to move while event commands execute
CC/D593: FE    Return

CC/D594: C0    If ($1E80($23F) [$1EC7, bit 7] is clear), branch to $CA5EB3 (simply returns)
CC/D59A: 4B    Display dialogue message $06CE, wait for button press
               Took the treasure from Lone Wolf, the pickpocket!
               
               Got Gold Hairpin!
CC/D59D: 92    Pause for 30 units
CC/D59E: 80    Add item $CD (<E7>Gold Hairpin) to inventory
CC/D5A0: 4B    Display dialogue message $06CF, wait for button press (Show text only) (At bottom of screen)
               
               
               
               Kupo
CC/D5A3: 92    Pause for 30 units
CC/D5A4: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D5A6: 83        Move vehicle/entity left 1 tile
CC/D5A7: FF        End queue
CC/D5A8: 92    Pause for 30 units
CC/D5A9: F4    Play sound effect 186
CC/D5AB: 1C    Begin action queue for character $1C (NPC $1C), 7 bytes long (Wait until complete)
CC/D5AD: C8        Set object layering priority to 2 (low nibble 2)
CC/D5AF: C4        Set vehicle/entity's event speed to faster
CC/D5B0: C7        Set vehicle/entity to stay still when moving
CC/D5B1: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/D5B2: 9E        Move vehicle/entity down 8 tiles
CC/D5B3: FF        End queue
CC/D5B4: 42    Hide object $1C
CC/D5B6: 45    Refresh objects
CC/D5B7: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/D5B9: C3        Set vehicle/entity's event speed to fast
CC/D5BA: 8F        Move vehicle/entity left 4 tiles
CC/D5BB: C2        Set vehicle/entity's event speed to normal
CC/D5BC: FF        End queue
CC/D5BD: 94    Pause for 60 units
CC/D5BE: 4B    Display dialogue message $06D9, wait for button press
               WOLF: Hmmmif this is how it's gonna be thentake this!
CC/D5C1: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/D5C3: F4    Play sound effect 186
CC/D5C5: 1B    Begin action queue for character $1B (NPC $1B), 10 bytes long (Wait until complete)
CC/D5C7: C8        Set object layering priority to 3 (low nibble 3)
CC/D5C9: C7        Set vehicle/entity to stay still when moving
CC/D5CA: C3        Set vehicle/entity's event speed to fast
CC/D5CB: CD        Turn vehicle/entity right
CC/D5CC: DD        Make vehicle/entity jump (high)
CC/D5CD: 85        Move vehicle/entity right 2 tiles
CC/D5CE: C4        Set vehicle/entity's event speed to faster
CC/D5CF: 8E        Move vehicle/entity down 4 tiles
CC/D5D0: FF        End queue
CC/D5D1: 42    Hide object $1B
CC/D5D3: 45    Refresh objects
CC/D5D4: 42    Hide object $1D
CC/D5D6: 45    Refresh objects
CC/D5D7: DD    Clear event bit $1E80($640) [$1F48, bit 0]
CC/D5D9: DD    Clear event bit $1E80($641) [$1F48, bit 1]
CC/D5DB: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CC/D5DD: 3A    Enable player to move while event commands execute
CC/D5DE: FE    Return

CC/D5DF: C0    If ($1E80($23F) [$1EC7, bit 7] is clear), branch to $CA5EB3 (simply returns)
CC/D5E5: 40    Assign properties $0A to character $0A (Actor in stot 10)
CC/D5E8: 3D    Create object $0A
CC/D5EA: 37    Assign graphics $0A to object $0A (Actor in stot 10)
CC/D5ED: 43    Assign palette $05 to character $0A (Actor in stot 10)
CC/D5F0: D4    Set event bit $1E80($2FA) [$1EDF, bit 2]
CC/D5F2: D4    Set event bit $1E80($2EA) [$1EDD, bit 2]
CC/D5F4: 45    Refresh objects
CC/D5F5: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long 
CC/D5F7: C7        Set vehicle/entity to stay still when moving
CC/D5F8: 81        Move vehicle/entity right 1 tile
CC/D5F9: CF        Turn vehicle/entity left
CC/D5FA: C6        Set vehicle/entity to walk when moving
CC/D5FB: FF        End queue
CC/D5FC: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CC/D5FE: C6        Set vehicle/entity to walk when moving
CC/D5FF: DC        Make vehicle/entity jump (low)
CC/D600: 81        Move vehicle/entity right 1 tile
CC/D601: E0        Pause for 4 * 6 (24) frames
CC/D603: FF        End queue
CC/D604: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/D606: F0    Play song 49 (Mog), (high bit clear), full volume
CC/D608: 4B    Display dialogue message $06DE, wait for button press
               Thankupo!
CC/D60B: 92    Pause for 30 units
CC/D60C: B0    Execute the following commands until $B1 6 times
CC/D60E: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D610: 1F            Do vehicle/entity graphical action $1F 
CC/D611: FF            End queue
CC/D612: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D614: CE            Turn vehicle/entity down
CC/D615: FF            End queue
CC/D616: B1        End block of repeating commands
CC/D617: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D619: CF        Turn vehicle/entity left
CC/D61A: FF        End queue
CC/D61B: 4B    Display dialogue message $06DF, wait for button press
               Can you talk?!
CC/D61E: 92    Pause for 30 units
CC/D61F: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D621: CE        Turn vehicle/entity down
CC/D622: FF        End queue
CC/D623: 92    Pause for 30 units
CC/D624: B0    Execute the following commands until $B1 12 times
CC/D626: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D628: 1D            Do vehicle/entity graphical action $1D 
CC/D629: FF            End queue
CC/D62A: 1C        Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D62C: 1E            Do vehicle/entity graphical action $1E 
CC/D62D: FF            End queue
CC/D62E: B1        End block of repeating commands
CC/D62F: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D631: 1D        Do vehicle/entity graphical action $1D 
CC/D632: FF        End queue
CC/D633: 42    Hide object $31
CC/D635: 42    Hide object $1B
CC/D637: 42    Hide object $10
CC/D639: 45    Refresh objects
CC/D63A: B2    Call subroutine $CAD00F
CC/D63E: 38    Hold screen
CC/D63F: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/D641: C1        Set vehicle/entity's event speed to slow
CC/D642: 87        Move vehicle/entity left 2 tiles
CC/D643: FF        End queue
CC/D644: 4B    Display dialogue message $06E0, wait for button press (Show text only) (At bottom of screen)
               Human-loving, fast-talking,
               street-smart, SLAM-dancing
               Moogle
CC/D647: 92    Pause for 30 units
CC/D648: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D64A: CE        Turn vehicle/entity down
CC/D64B: FF        End queue
CC/D64C: 92    Pause for 30 units
CC/D64D: 97    Fade screen to black
CC/D64E: 5C    Pause execution until fade in or fade out is complete
CC/D64F: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/D651: C3        Set vehicle/entity's event speed to fast
CC/D652: 85        Move vehicle/entity right 2 tiles
CC/D653: FF        End queue
CC/D654: 39    Free screen
CC/D655: 7F    Change character $0A's name to $0A (MOG   )
CC/D658: 98    Invoke name change screen for character $0A (Actor in stot 10)
CC/D65A: 3D    Create object $10
CC/D65C: 3D    Create object $1B
CC/D65E: 41    Show object $31
CC/D660: 41    Show object $1B
CC/D662: 41    Show object $10
CC/D664: 45    Refresh objects
CC/D665: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D667: CF        Turn vehicle/entity left
CC/D668: FF        End queue
CC/D669: 1B    Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete)
CC/D66B: CC        Turn vehicle/entity up
CC/D66C: FF        End queue
CC/D66D: 96    Restore screen from fade
CC/D66E: 5C    Pause execution until fade in or fade out is complete
CC/D66F: B2    Call subroutine $CAD015
CC/D673: 92    Pause for 30 units
CC/D674: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D676: CD        Turn vehicle/entity right
CC/D677: FF        End queue
CC/D678: 92    Pause for 30 units
CC/D679: 4B    Display dialogue message $06E1, wait for button press
               That old psycho, Ramuh, came to me in a dream and told me to be expectin' you!
               And now  I'm 
               gonna join your party!
CC/D67C: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/D67E: DD        Make vehicle/entity jump (high)
CC/D67F: CD        Turn vehicle/entity right
CC/D680: FF        End queue
CC/D681: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D683: CC        Turn vehicle/entity up
CC/D684: FF        End queue
CC/D685: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D687: CF        Turn vehicle/entity left
CC/D688: FF        End queue
CC/D689: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D68B: CE        Turn vehicle/entity down
CC/D68C: FF        End queue
CC/D68D: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D68F: 19        Do vehicle/entity graphical action $19 
CC/D690: FF        End queue
CC/D691: B5    Pause for 15 * 6 (90) units
CC/D693: 4B    Display dialogue message $06D9, wait for button press
               WOLF: Hmmmif this is how it's gonna be thentake this!
CC/D696: 78    Enable ability to pass through other objects for object $1B (NPC $1B)
CC/D698: F4    Play sound effect 186
CC/D69A: 1B    Begin action queue for character $1B (NPC $1B), 10 bytes long (Wait until complete)
CC/D69C: C8        Set object layering priority to 3 (low nibble 3)
CC/D69E: C7        Set vehicle/entity to stay still when moving
CC/D69F: C3        Set vehicle/entity's event speed to fast
CC/D6A0: CD        Turn vehicle/entity right
CC/D6A1: DD        Make vehicle/entity jump (high)
CC/D6A2: 85        Move vehicle/entity right 2 tiles
CC/D6A3: C4        Set vehicle/entity's event speed to faster
CC/D6A4: 8E        Move vehicle/entity down 4 tiles
CC/D6A5: FF        End queue
CC/D6A6: 42    Hide object $1B
CC/D6A8: 45    Refresh objects
CC/D6A9: 36    Disable ability to pass through other objects for object $1B (NPC $1B)
CC/D6AB: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long 
CC/D6AD: C2        Set vehicle/entity's event speed to normal
CC/D6AE: A1        Move vehicle/entity right/down 1x1 tiles
CC/D6AF: 85        Move vehicle/entity right 2 tiles
CC/D6B0: FF        End queue
CC/D6B1: 1C    Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete)
CC/D6B3: C2        Set vehicle/entity's event speed to normal
CC/D6B4: 8D        Move vehicle/entity right 4 tiles
CC/D6B5: FF        End queue
CC/D6B6: 95    Pause for 120 units
CC/D6B7: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long 
CC/D6B9: CC        Turn vehicle/entity up
CC/D6BA: FF        End queue
CC/D6BB: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D6BD: CE        Turn vehicle/entity down
CC/D6BE: FF        End queue
CC/D6BF: 92    Pause for 30 units
CC/D6C0: 4B    Display dialogue message $06E2, wait for button press
               I'll wait in the airship, kupo!
CC/D6C3: 92    Pause for 30 units
CC/D6C4: 1C    Begin action queue for character $1C (NPC $1C), 2 bytes long (Wait until complete)
CC/D6C6: 19        Do vehicle/entity graphical action $19 
CC/D6C7: FF        End queue
CC/D6C8: 94    Pause for 60 units
CC/D6C9: 78    Enable ability to pass through other objects for object $1C (NPC $1C)
CC/D6CB: 1C    Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete)
CC/D6CD: C3        Set vehicle/entity's event speed to fast
CC/D6CE: 83        Move vehicle/entity left 1 tile
CC/D6CF: 8E        Move vehicle/entity down 4 tiles
CC/D6D0: 9D        Move vehicle/entity right 8 tiles
CC/D6D1: 85        Move vehicle/entity right 2 tiles
CC/D6D2: FF        End queue
CC/D6D3: 42    Hide object $1C
CC/D6D5: 45    Refresh objects
CC/D6D6: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/D6D8: D4    Set event bit $1E80($29F) [$1ED3, bit 7]
CC/D6DA: 42    Hide object $1D
CC/D6DC: 45    Refresh objects
CC/D6DD: DD    Clear event bit $1E80($640) [$1F48, bit 0]
CC/D6DF: DD    Clear event bit $1E80($641) [$1F48, bit 1]
CC/D6E1: 3A    Enable player to move while event commands execute
CC/D6E2: FE    Return

CC/D6E3: 4B    Display dialogue message $06E3, wait for button press
               Kupo!
CC/D6E6: FE    Return

CC/D6E7: 4B    Display dialogue message $06E6, wait for button press
               Kupo    po!
CC/D6EA: FE    Return

CC/D6EB: C0    If ($1E80($27A) [$1ECF, bit 2] is set), branch to $CA5EB3 (simply returns)
CC/D6F1: B2    Call subroutine $CACA8D
CC/D6F5: 4B    Display dialogue message $05F4, wait for button press
               What's with this carving?
               Looks like bone
               Somethingin that eye
                Magicite?!
CC/D6F8: 92    Pause for 30 units
CC/D6F9: F4    Play sound effect 103
CC/D6FB: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/D6FD: 94    Pause for 60 units
CC/D6FE: 4B    Display dialogue message $05F5, wait for button press
               Remove the Magicite from the eye of the carving?
               ^ Yes
               ^ No
CC/D701: B6    Indexed branch based on prior dialogue selection [$CCD709, $CA5EB3]
CC/D708: FE    Return

CC/D709: 92    Pause for 30 units
CC/D70A: 3D    Create object $12
CC/D70C: 41    Show object $12
CC/D70E: 45    Refresh objects
CC/D70F: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/D711: F4    Play sound effect 103
CC/D713: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/D715: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/D717: C2        Set vehicle/entity's event speed to normal
CC/D718: 84        Move vehicle/entity up 2 tiles
CC/D719: FF        End queue
CC/D71A: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D71C: 17        Do vehicle/entity graphical action $17 
CC/D71D: FF        End queue
CC/D71E: F4    Play sound effect 103
CC/D720: 55    Flash screen with color component(s) 8 (Blue), at intensity 0
CC/D722: 12    Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete)
CC/D724: C3        Set vehicle/entity's event speed to fast
CC/D725: 86        Move vehicle/entity down 2 tiles
CC/D726: FF        End queue
CC/D727: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D729: 17        Do vehicle/entity graphical action $17 
CC/D72A: FF        End queue
CC/D72B: 42    Hide object $12
CC/D72D: 45    Refresh objects
CC/D72E: 92    Pause for 30 units
CC/D72F: F4    Play sound effect 141
CC/D731: 4B    Display dialogue message $05F6, wait for button press
               
               Received the Magicite
               Terrato
CC/D734: 92    Pause for 30 units
CC/D735: F4    Play sound effect 187
CC/D737: 58    Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D739: 31    Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete)
CC/D73B: C2        Set vehicle/entity's event speed to normal
CC/D73C: C7        Set vehicle/entity to stay still when moving
CC/D73D: 1F        Do vehicle/entity graphical action $1F 
CC/D73E: DC        Make vehicle/entity jump (low)
CC/D73F: CE        Turn vehicle/entity down
CC/D740: E0        Pause for 4 * 4 (16) frames
CC/D742: C6        Set vehicle/entity to walk when moving
CC/D743: CE        Turn vehicle/entity down
CC/D744: FF        End queue
CC/D745: 94    Pause for 60 units
CC/D746: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D748: CC        Turn vehicle/entity up
CC/D749: FF        End queue
CC/D74A: 92    Pause for 30 units
CC/D74B: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/D74D: A0        Move vehicle/entity right/up 1x1 tiles
CC/D74E: A3        Move vehicle/entity left/up 1x1 tiles
CC/D74F: 80        Move vehicle/entity up 1 tile
CC/D750: FF        End queue
CC/D751: B0    Execute the following commands until $B1 4 times
CC/D753: F4        Play sound effect 187
CC/D755: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D757: 93        Pause for 45 units
CC/D758: B1        End block of repeating commands
CC/D759: B5    Pause for 15 * 6 (90) units
CC/D75B: 3D    Create object $11
CC/D75D: 11    Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete)
CC/D75F: D5        Set vehicle/entity's position to (57, 7)
CC/D762: FF        End queue
CC/D763: 41    Show object $11
CC/D765: 45    Refresh objects
CC/D766: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/D768: 11    Begin action queue for character $11 (NPC $11), 3 bytes long 
CC/D76A: C1        Set vehicle/entity's event speed to slow
CC/D76B: 92        Move vehicle/entity down 5 tiles
CC/D76C: FF        End queue
CC/D76D: B0    Execute the following commands until $B1 6 times
CC/D76F: F4        Play sound effect 187
CC/D771: 58        Shake screen ($F3): 
               (Intensity: 3)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D773: 92        Pause for 30 units
CC/D774: B1        End block of repeating commands
CC/D775: 35    Pause execution until action queue for object $11 (NPC $11) is complete
CC/D777: 4D    Invoke battle, enemy set $75, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/D77A: B2    Call subroutine $CA5EA9
CC/D77E: 11    Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/D780: D5        Set vehicle/entity's position to (59, 13)
CC/D783: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D784: FF        End queue
CC/D785: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D787: CD        Turn vehicle/entity right
CC/D788: FF        End queue
CC/D789: 96    Restore screen from fade
CC/D78A: 5C    Pause execution until fade in or fade out is complete
CC/D78B: D4    Set event bit $1E80($27A) [$1ECF, bit 2]
CC/D78D: DC    Set event bit $1E80($65B) [$1F4B, bit 3]
CC/D78F: 86    Give esper $3A (Terrato ) to party
CC/D791: 3A    Enable player to move while event commands execute
CC/D792: FE    Return

CC/D793: DE    Load CaseWord with the characters in the currently active party?
CC/D794: C0    If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CCD88E
CC/D79A: 40    Assign properties $0D to character $0D (Actor in stot 13)
CC/D79D: 3D    Create object $0D
CC/D79F: 37    Assign graphics $0D to object $0D (Actor in stot 13)
CC/D7A2: 43    Assign palette $05 to character $0D (Actor in stot 13)
CC/D7A5: D4    Set event bit $1E80($2ED) [$1EDD, bit 5]
CC/D7A7: D4    Set event bit $1E80($2FD) [$1EDF, bit 5]
CC/D7A9: 45    Refresh objects
CC/D7AA: B2    Call subroutine $CACA8D
CC/D7AE: B2    Call subroutine $CAC6AC
CC/D7B2: 3C    Set up the party as follows: $0A (Actor in stot 10), $FF (<Invalid Character>), $FF (<Invalid Character>), $FF (<Invalid Character>)
CC/D7B7: B2    Call subroutine $CB2E34
CC/D7BB: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/D7BD: C2        Set vehicle/entity's event speed to normal
CC/D7BE: CC        Turn vehicle/entity up
CC/D7BF: FF        End queue
CC/D7C0: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long 
CC/D7C2: C2        Set vehicle/entity's event speed to normal
CC/D7C3: 83        Move vehicle/entity left 1 tile
CC/D7C4: CC        Turn vehicle/entity up
CC/D7C5: FF        End queue
CC/D7C6: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/D7C8: C2        Set vehicle/entity's event speed to normal
CC/D7C9: 82        Move vehicle/entity down 1 tile
CC/D7CA: CC        Turn vehicle/entity up
CC/D7CB: FF        End queue
CC/D7CC: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/D7CE: C2        Set vehicle/entity's event speed to normal
CC/D7CF: A3        Move vehicle/entity left/up 1x1 tiles
CC/D7D0: CD        Turn vehicle/entity right
CC/D7D1: FF        End queue
CC/D7D2: 92    Pause for 30 units
CC/D7D3: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D7D5: CF        Turn vehicle/entity left
CC/D7D6: FF        End queue
CC/D7D7: 92    Pause for 30 units
CC/D7D8: 4B    Display dialogue message $05F8, wait for button press
               MOG: I'm your boss, kupo!
               You're gonna join us, kupo!!!
CC/D7DB: 92    Pause for 30 units
CC/D7DC: B0    Execute the following commands until $B1 2 times
CC/D7DE: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D7E0: 4F            Do vehicle/entity graphical action $0F, flipped horizontally
CC/D7E1: FF            End queue
CC/D7E2: 91        Pause for 15 units
CC/D7E3: 31        Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D7E5: CD            Turn vehicle/entity right
CC/D7E6: FF            End queue
CC/D7E7: 91        Pause for 15 units
CC/D7E8: B1        End block of repeating commands
CC/D7E9: 92    Pause for 30 units
CC/D7EA: B0    Execute the following commands until $B1 4 times
CC/D7EC: 11        Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete)
CC/D7EE: 22            Do vehicle/entity graphical action $22 
CC/D7EF: E0            Pause for 4 * 2 (8) frames
CC/D7F1: CF            Turn vehicle/entity left
CC/D7F2: FF            End queue
CC/D7F3: 91        Pause for 15 units
CC/D7F4: B1        End block of repeating commands
CC/D7F5: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D7F7: CE        Turn vehicle/entity down
CC/D7F8: FF        End queue
CC/D7F9: 92    Pause for 30 units
CC/D7FA: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/D7FC: 42    Hide object $31
CC/D7FE: 42    Hide object $32
CC/D800: 42    Hide object $33
CC/D802: 42    Hide object $34
CC/D804: 42    Hide object $10
CC/D806: 45    Refresh objects
CC/D807: B2    Call subroutine $CAD00F
CC/D80B: 38    Hold screen
CC/D80C: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/D80E: C0        Set vehicle/entity's event speed to slowest
CC/D80F: 81        Move vehicle/entity right 1 tile
CC/D810: FF        End queue
CC/D811: 4B    Display dialogue message $05F9, wait for button press (Show text only) (At bottom of screen)
               Admirer of bone-carvings, 
               as strong as a gigas, 
               a sasquatch pal with muscle!
CC/D814: 92    Pause for 30 units
CC/D815: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D817: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/D818: FF        End queue
CC/D819: 92    Pause for 30 units
CC/D81A: 97    Fade screen to black
CC/D81B: 5C    Pause execution until fade in or fade out is complete
CC/D81C: 7F    Change character $0D's name to $0D (UMARO )
CC/D81F: 98    Invoke name change screen for character $0D (Actor in stot 13)
CC/D821: 3D    Create object $10
CC/D823: 41    Show object $10
CC/D825: 41    Show object $31
CC/D827: 41    Show object $32
CC/D829: 41    Show object $33
CC/D82B: 41    Show object $34
CC/D82D: 45    Refresh objects
CC/D82E: 96    Restore screen from fade
CC/D82F: 5C    Pause execution until fade in or fade out is complete
CC/D830: B2    Call subroutine $CAD015
CC/D834: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/D836: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D838: CF        Turn vehicle/entity left
CC/D839: FF        End queue
CC/D83A: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/D83C: C1        Set vehicle/entity's event speed to slow
CC/D83D: 83        Move vehicle/entity left 1 tile
CC/D83E: FF        End queue
CC/D83F: 39    Free screen
CC/D840: 92    Pause for 30 units
CC/D841: 4B    Display dialogue message $05FA, wait for button press
               Oohme UMARO
               Yes, boss
               Me join you!
               MOG: UMARO!
               No slouching, now!
CC/D844: 92    Pause for 30 units
CC/D845: B0    Execute the following commands until $B1 2 times
CC/D847: 31        Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/D849: 62            Do vehicle/entity graphical action $22, flipped horizontally
CC/D84A: E0            Pause for 4 * 2 (8) frames
CC/D84C: CD            Turn vehicle/entity right
CC/D84D: FF            End queue
CC/D84E: 92        Pause for 30 units
CC/D84F: B1        End block of repeating commands
CC/D850: 94    Pause for 60 units
CC/D851: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/D853: A3        Move vehicle/entity left/up 1x1 tiles
CC/D854: CE        Turn vehicle/entity down
CC/D855: FF        End queue
CC/D856: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/D858: 80        Move vehicle/entity up 1 tile
CC/D859: CE        Turn vehicle/entity down
CC/D85A: FF        End queue
CC/D85B: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long 
CC/D85D: A3        Move vehicle/entity left/up 1x1 tiles
CC/D85E: 80        Move vehicle/entity up 1 tile
CC/D85F: CE        Turn vehicle/entity down
CC/D860: FF        End queue
CC/D861: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/D863: CE        Turn vehicle/entity down
CC/D864: E0        Pause for 4 * 8 (32) frames
CC/D866: FF        End queue
CC/D867: B2    Call subroutine $CACB95
CC/D86B: 3B    Position character in a "ready-to-go" stance
CC/D86C: B2    Call subroutine $CB2E2B
CC/D870: 11    Begin action queue for character $11 (NPC $11), 6 bytes long (Wait until complete)
CC/D872: C2        Set vehicle/entity's event speed to normal
CC/D873: 82        Move vehicle/entity down 1 tile
CC/D874: 87        Move vehicle/entity left 2 tiles
CC/D875: 80        Move vehicle/entity up 1 tile
CC/D876: CD        Turn vehicle/entity right
CC/D877: FF        End queue
CC/D878: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/D87A: CF        Turn vehicle/entity left
CC/D87B: FF        End queue
CC/D87C: 92    Pause for 30 units
CC/D87D: 4B    Display dialogue message $05FB, wait for button press
               Ooome wait for you in big airship!
CC/D880: 92    Pause for 30 units
CC/D881: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D883: 94        Move vehicle/entity up 6 tiles
CC/D884: FF        End queue
CC/D885: 42    Hide object $11
CC/D887: 45    Refresh objects
CC/D888: DD    Clear event bit $1E80($65B) [$1F4B, bit 3]
CC/D88A: D0    Set event bit $1E80($07E) [$1E8F, bit 6]
CC/D88C: 3A    Enable player to move while event commands execute
CC/D88D: FE    Return

CC/D88E: 4B    Display dialogue message $05F7, wait for button press
               Ooh
CC/D891: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D893: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D894: FF        End queue
CC/D895: FE    Return

CC/D896: C0    If ($1E80($27A) [$1ECF, bit 2] is clear), branch to $CA5EB3 (simply returns)
CC/D89C: C0    If ($1E80($07E) [$1E8F, bit 6] is set), branch to $CA5EB3 (simply returns)
CC/D8A2: 11    Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete)
CC/D8A4: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D8A5: FF        End queue
CC/D8A6: FE    Return

CC/D8A7: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/D8AD: D4    Set event bit $1E80($279) [$1ECF, bit 1]
CC/D8AF: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/D8B1: FE    Return

CC/D8B2: F4    Play sound effect 169
CC/D8B4: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D8B6: 74    Replace current map's Layer 2 at (10, 54) with the following (2 x 1) chunk
CC/D8BB:       $F1, $92
CC/D8BD: 74    Replace current map's Layer 2 at (10, 118) with the following (2 x 1) chunk
CC/D8C2:       $11, $10
CC/D8C4: 75    Refresh map after alteration
CC/D8C5: B2    Call subroutine $CCD994
CC/D8C9: 6A    Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (48, 50), facing down
CC/D8CF: B2    Call subroutine $CCD9A6
CC/D8D3: FE    Return

CC/D8D4: F4    Play sound effect 169
CC/D8D6: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D8D8: 74    Replace current map's Layer 2 at (11, 53) with the following (2 x 1) chunk
CC/D8DD:       $F1, $92
CC/D8DF: 74    Replace current map's Layer 2 at (11, 117) with the following (2 x 1) chunk
CC/D8E4:       $11, $10
CC/D8E6: 75    Refresh map after alteration
CC/D8E7: B2    Call subroutine $CCD994
CC/D8EB: 6A    Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (49, 49), facing down
CC/D8F1: B2    Call subroutine $CCD9A6
CC/D8F5: FE    Return

CC/D8F6: F4    Play sound effect 169
CC/D8F8: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D8FA: 74    Replace current map's Layer 2 at (14, 30) with the following (2 x 1) chunk
CC/D8FF:       $F1, $92
CC/D901: 74    Replace current map's Layer 2 at (14, 94) with the following (2 x 1) chunk
CC/D906:       $11, $10
CC/D908: 75    Refresh map after alteration
CC/D909: B2    Call subroutine $CCD994
CC/D90D: 6A    Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (42, 53), facing down
CC/D913: B2    Call subroutine $CCD9A6
CC/D917: FE    Return

CC/D918: F4    Play sound effect 169
CC/D91A: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D91C: 74    Replace current map's Layer 2 at (33, 26) with the following (2 x 1) chunk
CC/D921:       $F1, $92
CC/D923: 74    Replace current map's Layer 2 at (33, 90) with the following (2 x 1) chunk
CC/D928:       $11, $10
CC/D92A: 75    Refresh map after alteration
CC/D92B: B2    Call subroutine $CCD994
CC/D92F: 6A    Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (60, 50), facing down
CC/D935: B2    Call subroutine $CCD9A6
CC/D939: FE    Return

CC/D93A: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/D942: F4    Play sound effect 150
CC/D944: 92    Pause for 30 units
CC/D945: F4    Play sound effect 169
CC/D947: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D949: 74    Replace current map's Layer 2 at (31, 9) with the following (2 x 1) chunk
CC/D94E:       $F1, $92
CC/D950: 74    Replace current map's Layer 2 at (31, 73) with the following (2 x 1) chunk
CC/D955:       $11, $10
CC/D957: 75    Refresh map after alteration
CC/D958: B2    Call subroutine $CCD994
CC/D95C: 6A    Load map $0119 (Umaro's Cave, first cave and bridges cave) after fade out, (upper bits $2000), place party at (59, 38), facing down
CC/D962: B2    Call subroutine $CCD9A6
CC/D966: FE    Return

CC/D967: C1    If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns)
CC/D96F: F4    Play sound effect 150
CC/D971: 92    Pause for 30 units
CC/D972: F4    Play sound effect 169
CC/D974: 58    Shake screen ($F2): 
               (Intensity: 2)) 
               (Permanance and ???: 0)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/D976: 74    Replace current map's Layer 2 at (40, 12) with the following (2 x 1) chunk
CC/D97B:       $F1, $92
CC/D97D: 74    Replace current map's Layer 2 at (40, 76) with the following (2 x 1) chunk
CC/D982:       $11, $10
CC/D984: 75    Refresh map after alteration
CC/D985: B2    Call subroutine $CCD994
CC/D989: 6A    Load map $011B (Umaro's Cave, Umaro's lair) after fade out, (upper bits $2000), place party at (58, 21), facing down
CC/D98F: B2    Call subroutine $CCD9A6
CC/D993: FE    Return

CC/D994: 31    Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete)
CC/D996: C3        Set vehicle/entity's event speed to fast
CC/D997: C8        Set object layering priority to 3 (low nibble 3)
CC/D999: C7        Set vehicle/entity to stay still when moving
CC/D99A: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/D99B: 82        Move vehicle/entity down 1 tile
CC/D99C: FF        End queue
CC/D99D: 42    Hide object $31
CC/D99F: 45    Refresh objects
CC/D9A0: D2    Set event bit $1E80($1CC) [$1EB9, bit 4]
CC/D9A2: F4    Play sound effect 186
CC/D9A4: 91    Pause for 15 units
CC/D9A5: FE    Return

CC/D9A6: 38    Hold screen
CC/D9A7: 41    Show object $31
CC/D9A9: 31    Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete)
CC/D9AB: C4        Set vehicle/entity's event speed to faster
CC/D9AC: 9C        Move vehicle/entity up 8 tiles
CC/D9AD: FF        End queue
CC/D9AE: 96    Restore screen from fade
CC/D9AF: 5C    Pause execution until fade in or fade out is complete
CC/D9B0: 31    Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete)
CC/D9B2: C8        Set object layering priority to 2 (low nibble 2)
CC/D9B4: C7        Set vehicle/entity to stay still when moving
CC/D9B5: 16        Do vehicle/entity graphical action $16 (facing forward, head cocked left)
CC/D9B6: C4        Set vehicle/entity's event speed to faster
CC/D9B7: 9E        Move vehicle/entity down 8 tiles
CC/D9B8: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/D9B9: C6        Set vehicle/entity to walk when moving
CC/D9BA: C8        Set object layering priority to 0 (low nibble 0)
CC/D9BC: FF        End queue
CC/D9BD: F4    Play sound effect 181
CC/D9BF: 39    Free screen
CC/D9C0: D3    Clear event bit $1E80($1CC) [$1EB9, bit 4]
CC/D9C2: 3A    Enable player to move while event commands execute
CC/D9C3: FE    Return

CC/D9C4: C0    If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/D9CA: 38    Hold screen
CC/D9CB: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/D9CD: C3        Set vehicle/entity's event speed to fast
CC/D9CE: 98        Move vehicle/entity up 7 tiles
CC/D9CF: FF        End queue
CC/D9D0: 92    Pause for 30 units
CC/D9D1: F4    Play sound effect 141
CC/D9D3: 10    Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete)
CC/D9D5: D5        Set vehicle/entity's position to (111, 24)
CC/D9D8: C3        Set vehicle/entity's event speed to fast
CC/D9D9: FF        End queue
CC/D9DA: B5    Pause for 15 * 6 (90) units
CC/D9DC: 10    Begin action queue for character $10 (NPC $10), 16 bytes long (Wait until complete)
CC/D9DE: 83        Move vehicle/entity left 1 tile
CC/D9DF: 80        Move vehicle/entity up 1 tile
CC/D9E0: 8F        Move vehicle/entity left 4 tiles
CC/D9E1: 88        Move vehicle/entity up 3 tiles
CC/D9E2: 89        Move vehicle/entity right 3 tiles
CC/D9E3: 88        Move vehicle/entity up 3 tiles
CC/D9E4: 89        Move vehicle/entity right 3 tiles
CC/D9E5: 8A        Move vehicle/entity down 3 tiles
CC/D9E6: 81        Move vehicle/entity right 1 tile
CC/D9E7: 8A        Move vehicle/entity down 3 tiles
CC/D9E8: 89        Move vehicle/entity right 3 tiles
CC/D9E9: 98        Move vehicle/entity up 7 tiles
CC/D9EA: 8F        Move vehicle/entity left 4 tiles
CC/D9EB: 88        Move vehicle/entity up 3 tiles
CC/D9EC: 83        Move vehicle/entity left 1 tile
CC/D9ED: FF        End queue
CC/D9EE: B5    Pause for 15 * 6 (90) units
CC/D9F0: 10    Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete)
CC/D9F2: D5        Set vehicle/entity's position to (0, 0)
CC/D9F5: FF        End queue
CC/D9F6: F4    Play sound effect 141
CC/D9F8: 92    Pause for 30 units
CC/D9F9: 30    Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete)
CC/D9FB: C3        Set vehicle/entity's event speed to fast
CC/D9FC: 9A        Move vehicle/entity down 7 tiles
CC/D9FD: FF        End queue
CC/D9FE: 39    Free screen
CC/D9FF: D2    Set event bit $1E80($1F0) [$1EBE, bit 0]
CC/DA01: E8    Set word $1FC2($00) [$1FC2] to $0000
CC/DA05: E8    Set word $1FC2($01) [$1FC4] to $0000
CC/DA09: C0    If ($1E80($2D8) [$1EDB, bit 0] is set), branch to $CA5EB3 (simply returns)
CC/DA0F: B2    Call subroutine $CAC6AC
CC/DA13: B2    Call subroutine $CB2E34
CC/DA17: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long 
CC/DA19: C2        Set vehicle/entity's event speed to normal
CC/DA1A: A3        Move vehicle/entity left/up 1x1 tiles
CC/DA1B: CE        Turn vehicle/entity down
CC/DA1C: FF        End queue
CC/DA1D: 33    Begin action queue for character $33 (Party Character 2), 3 bytes long 
CC/DA1F: C2        Set vehicle/entity's event speed to normal
CC/DA20: CC        Turn vehicle/entity up
CC/DA21: FF        End queue
CC/DA22: 31    Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete)
CC/DA24: C2        Set vehicle/entity's event speed to normal
CC/DA25: 80        Move vehicle/entity up 1 tile
CC/DA26: CE        Turn vehicle/entity down
CC/DA27: E0        Pause for 4 * 4 (16) frames
CC/DA29: FF        End queue
CC/DA2A: 92    Pause for 30 units
CC/DA2B: 4B    Display dialogue message $01AC, wait for button press
               EDGAR: Goodness
               TERRA: What's that?
               EDGAR: I think this's a security check point. If we follow the light exactly, we'll probably be okay.
               If we make a mistake, the light'll surround us.
               To proceed safely we must tag the glimmering light.
CC/DA2E: 92    Pause for 30 units
CC/DA2F: 32    Begin action queue for character $32 (Party Character 1), 3 bytes long 
CC/DA31: A1        Move vehicle/entity right/down 1x1 tiles
CC/DA32: CC        Turn vehicle/entity up
CC/DA33: FF        End queue
CC/DA34: 33    Begin action queue for character $33 (Party Character 2), 2 bytes long 
CC/DA36: CC        Turn vehicle/entity up
CC/DA37: FF        End queue
CC/DA38: 31    Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete)
CC/DA3A: 82        Move vehicle/entity down 1 tile
CC/DA3B: CC        Turn vehicle/entity up
CC/DA3C: E0        Pause for 4 * 4 (16) frames
CC/DA3E: FF        End queue
CC/DA3F: B2    Call subroutine $CB2E2B
CC/DA43: B2    Call subroutine $CACB95
CC/DA47: D4    Set event bit $1E80($2D8) [$1EDB, bit 0]
CC/DA49: FE    Return

CC/DA4A: EB    Compare word $1FC2($00) [$1FC2] to $0000, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DA4E: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDACD
CC/DA54: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DA5A: B2    Call subroutine $CCE405
CC/DA5E: F4    Play sound effect 223
CC/DA60: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DA62: D5        Set vehicle/entity's position to (109, 22)
CC/DA65: C3        Set vehicle/entity's event speed to fast
CC/DA66: 85        Move vehicle/entity right 2 tiles
CC/DA67: 86        Move vehicle/entity down 2 tiles
CC/DA68: 87        Move vehicle/entity left 2 tiles
CC/DA69: 84        Move vehicle/entity up 2 tiles
CC/DA6A: FC        Branch 4 bytes backwards ($CCDA66)
CC/DA6C: FF        End queue
CC/DA6D: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DA6F: D5        Set vehicle/entity's position to (110, 22)
CC/DA72: C3        Set vehicle/entity's event speed to fast
CC/DA73: 81        Move vehicle/entity right 1 tile
CC/DA74: 86        Move vehicle/entity down 2 tiles
CC/DA75: 87        Move vehicle/entity left 2 tiles
CC/DA76: 84        Move vehicle/entity up 2 tiles
CC/DA77: 81        Move vehicle/entity right 1 tile
CC/DA78: FC        Branch 5 bytes backwards ($CCDA73)
CC/DA7A: FF        End queue
CC/DA7B: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DA7D: D5        Set vehicle/entity's position to (111, 22)
CC/DA80: C3        Set vehicle/entity's event speed to fast
CC/DA81: 86        Move vehicle/entity down 2 tiles
CC/DA82: 87        Move vehicle/entity left 2 tiles
CC/DA83: 84        Move vehicle/entity up 2 tiles
CC/DA84: 85        Move vehicle/entity right 2 tiles
CC/DA85: FC        Branch 4 bytes backwards ($CCDA81)
CC/DA87: FF        End queue
CC/DA88: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DA8A: D5        Set vehicle/entity's position to (111, 23)
CC/DA8D: C3        Set vehicle/entity's event speed to fast
CC/DA8E: 82        Move vehicle/entity down 1 tile
CC/DA8F: 87        Move vehicle/entity left 2 tiles
CC/DA90: 84        Move vehicle/entity up 2 tiles
CC/DA91: 85        Move vehicle/entity right 2 tiles
CC/DA92: 82        Move vehicle/entity down 1 tile
CC/DA93: FC        Branch 5 bytes backwards ($CCDA8E)
CC/DA95: FF        End queue
CC/DA96: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DA98: D5        Set vehicle/entity's position to (111, 24)
CC/DA9B: C3        Set vehicle/entity's event speed to fast
CC/DA9C: 87        Move vehicle/entity left 2 tiles
CC/DA9D: 84        Move vehicle/entity up 2 tiles
CC/DA9E: 85        Move vehicle/entity right 2 tiles
CC/DA9F: 86        Move vehicle/entity down 2 tiles
CC/DAA0: FC        Branch 4 bytes backwards ($CCDA9C)
CC/DAA2: FF        End queue
CC/DAA3: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DAA5: D5        Set vehicle/entity's position to (110, 24)
CC/DAA8: C3        Set vehicle/entity's event speed to fast
CC/DAA9: 83        Move vehicle/entity left 1 tile
CC/DAAA: 84        Move vehicle/entity up 2 tiles
CC/DAAB: 85        Move vehicle/entity right 2 tiles
CC/DAAC: 86        Move vehicle/entity down 2 tiles
CC/DAAD: 83        Move vehicle/entity left 1 tile
CC/DAAE: FC        Branch 5 bytes backwards ($CCDAA9)
CC/DAB0: FF        End queue
CC/DAB1: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DAB3: D5        Set vehicle/entity's position to (109, 24)
CC/DAB6: C3        Set vehicle/entity's event speed to fast
CC/DAB7: 84        Move vehicle/entity up 2 tiles
CC/DAB8: 85        Move vehicle/entity right 2 tiles
CC/DAB9: 86        Move vehicle/entity down 2 tiles
CC/DABA: 87        Move vehicle/entity left 2 tiles
CC/DABB: FC        Branch 4 bytes backwards ($CCDAB7)
CC/DABD: FF        End queue
CC/DABE: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DAC0: D5        Set vehicle/entity's position to (109, 23)
CC/DAC3: C3        Set vehicle/entity's event speed to fast
CC/DAC4: 80        Move vehicle/entity up 1 tile
CC/DAC5: 85        Move vehicle/entity right 2 tiles
CC/DAC6: 86        Move vehicle/entity down 2 tiles
CC/DAC7: 87        Move vehicle/entity left 2 tiles
CC/DAC8: 80        Move vehicle/entity up 1 tile
CC/DAC9: FC        Branch 5 bytes backwards ($CCDAC4)
CC/DACB: FF        End queue
CC/DACC: 92    Pause for 30 units
CC/DACD: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DACF: E8    Set word $1FC2($00) [$1FC2] to $0001
CC/DAD3: 3A    Enable player to move while event commands execute
CC/DAD4: FE    Return

CC/DAD5: EB    Compare word $1FC2($00) [$1FC2] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DAD9: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDB58
CC/DADF: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DAE5: B2    Call subroutine $CCE405
CC/DAE9: F4    Play sound effect 223
CC/DAEB: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DAED: D5        Set vehicle/entity's position to (112, 22)
CC/DAF0: C3        Set vehicle/entity's event speed to fast
CC/DAF1: 85        Move vehicle/entity right 2 tiles
CC/DAF2: 86        Move vehicle/entity down 2 tiles
CC/DAF3: 87        Move vehicle/entity left 2 tiles
CC/DAF4: 84        Move vehicle/entity up 2 tiles
CC/DAF5: FC        Branch 4 bytes backwards ($CCDAF1)
CC/DAF7: FF        End queue
CC/DAF8: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DAFA: D5        Set vehicle/entity's position to (113, 22)
CC/DAFD: C3        Set vehicle/entity's event speed to fast
CC/DAFE: 81        Move vehicle/entity right 1 tile
CC/DAFF: 86        Move vehicle/entity down 2 tiles
CC/DB00: 87        Move vehicle/entity left 2 tiles
CC/DB01: 84        Move vehicle/entity up 2 tiles
CC/DB02: 81        Move vehicle/entity right 1 tile
CC/DB03: FC        Branch 5 bytes backwards ($CCDAFE)
CC/DB05: FF        End queue
CC/DB06: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DB08: D5        Set vehicle/entity's position to (114, 22)
CC/DB0B: C3        Set vehicle/entity's event speed to fast
CC/DB0C: 86        Move vehicle/entity down 2 tiles
CC/DB0D: 87        Move vehicle/entity left 2 tiles
CC/DB0E: 84        Move vehicle/entity up 2 tiles
CC/DB0F: 85        Move vehicle/entity right 2 tiles
CC/DB10: FC        Branch 4 bytes backwards ($CCDB0C)
CC/DB12: FF        End queue
CC/DB13: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DB15: D5        Set vehicle/entity's position to (114, 23)
CC/DB18: C3        Set vehicle/entity's event speed to fast
CC/DB19: 82        Move vehicle/entity down 1 tile
CC/DB1A: 87        Move vehicle/entity left 2 tiles
CC/DB1B: 84        Move vehicle/entity up 2 tiles
CC/DB1C: 85        Move vehicle/entity right 2 tiles
CC/DB1D: 82        Move vehicle/entity down 1 tile
CC/DB1E: FC        Branch 5 bytes backwards ($CCDB19)
CC/DB20: FF        End queue
CC/DB21: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DB23: D5        Set vehicle/entity's position to (114, 24)
CC/DB26: C3        Set vehicle/entity's event speed to fast
CC/DB27: 87        Move vehicle/entity left 2 tiles
CC/DB28: 84        Move vehicle/entity up 2 tiles
CC/DB29: 85        Move vehicle/entity right 2 tiles
CC/DB2A: 86        Move vehicle/entity down 2 tiles
CC/DB2B: FC        Branch 4 bytes backwards ($CCDB27)
CC/DB2D: FF        End queue
CC/DB2E: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DB30: D5        Set vehicle/entity's position to (113, 24)
CC/DB33: C3        Set vehicle/entity's event speed to fast
CC/DB34: 83        Move vehicle/entity left 1 tile
CC/DB35: 84        Move vehicle/entity up 2 tiles
CC/DB36: 85        Move vehicle/entity right 2 tiles
CC/DB37: 86        Move vehicle/entity down 2 tiles
CC/DB38: 83        Move vehicle/entity left 1 tile
CC/DB39: FC        Branch 5 bytes backwards ($CCDB34)
CC/DB3B: FF        End queue
CC/DB3C: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DB3E: D5        Set vehicle/entity's position to (112, 24)
CC/DB41: C3        Set vehicle/entity's event speed to fast
CC/DB42: 84        Move vehicle/entity up 2 tiles
CC/DB43: 85        Move vehicle/entity right 2 tiles
CC/DB44: 86        Move vehicle/entity down 2 tiles
CC/DB45: 87        Move vehicle/entity left 2 tiles
CC/DB46: FC        Branch 4 bytes backwards ($CCDB42)
CC/DB48: FF        End queue
CC/DB49: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DB4B: D5        Set vehicle/entity's position to (112, 23)
CC/DB4E: C3        Set vehicle/entity's event speed to fast
CC/DB4F: 80        Move vehicle/entity up 1 tile
CC/DB50: 85        Move vehicle/entity right 2 tiles
CC/DB51: 86        Move vehicle/entity down 2 tiles
CC/DB52: 87        Move vehicle/entity left 2 tiles
CC/DB53: 80        Move vehicle/entity up 1 tile
CC/DB54: FC        Branch 5 bytes backwards ($CCDB4F)
CC/DB56: FF        End queue
CC/DB57: 92    Pause for 30 units
CC/DB58: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DB5A: E8    Set word $1FC2($00) [$1FC2] to $0002
CC/DB5E: 3A    Enable player to move while event commands execute
CC/DB5F: FE    Return

CC/DB60: EB    Compare word $1FC2($00) [$1FC2] to $0001, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DB64: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDBE3
CC/DB6A: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DB70: B2    Call subroutine $CCE405
CC/DB74: F4    Play sound effect 223
CC/DB76: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DB78: D5        Set vehicle/entity's position to (105, 19)
CC/DB7B: C3        Set vehicle/entity's event speed to fast
CC/DB7C: 85        Move vehicle/entity right 2 tiles
CC/DB7D: 86        Move vehicle/entity down 2 tiles
CC/DB7E: 87        Move vehicle/entity left 2 tiles
CC/DB7F: 84        Move vehicle/entity up 2 tiles
CC/DB80: FC        Branch 4 bytes backwards ($CCDB7C)
CC/DB82: FF        End queue
CC/DB83: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DB85: D5        Set vehicle/entity's position to (106, 19)
CC/DB88: C3        Set vehicle/entity's event speed to fast
CC/DB89: 81        Move vehicle/entity right 1 tile
CC/DB8A: 86        Move vehicle/entity down 2 tiles
CC/DB8B: 87        Move vehicle/entity left 2 tiles
CC/DB8C: 84        Move vehicle/entity up 2 tiles
CC/DB8D: 81        Move vehicle/entity right 1 tile
CC/DB8E: FC        Branch 5 bytes backwards ($CCDB89)
CC/DB90: FF        End queue
CC/DB91: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DB93: D5        Set vehicle/entity's position to (107, 19)
CC/DB96: C3        Set vehicle/entity's event speed to fast
CC/DB97: 86        Move vehicle/entity down 2 tiles
CC/DB98: 87        Move vehicle/entity left 2 tiles
CC/DB99: 84        Move vehicle/entity up 2 tiles
CC/DB9A: 85        Move vehicle/entity right 2 tiles
CC/DB9B: FC        Branch 4 bytes backwards ($CCDB97)
CC/DB9D: FF        End queue
CC/DB9E: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DBA0: D5        Set vehicle/entity's position to (107, 20)
CC/DBA3: C3        Set vehicle/entity's event speed to fast
CC/DBA4: 82        Move vehicle/entity down 1 tile
CC/DBA5: 87        Move vehicle/entity left 2 tiles
CC/DBA6: 84        Move vehicle/entity up 2 tiles
CC/DBA7: 85        Move vehicle/entity right 2 tiles
CC/DBA8: 82        Move vehicle/entity down 1 tile
CC/DBA9: FC        Branch 5 bytes backwards ($CCDBA4)
CC/DBAB: FF        End queue
CC/DBAC: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DBAE: D5        Set vehicle/entity's position to (107, 21)
CC/DBB1: C3        Set vehicle/entity's event speed to fast
CC/DBB2: 87        Move vehicle/entity left 2 tiles
CC/DBB3: 84        Move vehicle/entity up 2 tiles
CC/DBB4: 85        Move vehicle/entity right 2 tiles
CC/DBB5: 86        Move vehicle/entity down 2 tiles
CC/DBB6: FC        Branch 4 bytes backwards ($CCDBB2)
CC/DBB8: FF        End queue
CC/DBB9: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DBBB: D5        Set vehicle/entity's position to (106, 21)
CC/DBBE: C3        Set vehicle/entity's event speed to fast
CC/DBBF: 83        Move vehicle/entity left 1 tile
CC/DBC0: 84        Move vehicle/entity up 2 tiles
CC/DBC1: 85        Move vehicle/entity right 2 tiles
CC/DBC2: 86        Move vehicle/entity down 2 tiles
CC/DBC3: 83        Move vehicle/entity left 1 tile
CC/DBC4: FC        Branch 5 bytes backwards ($CCDBBF)
CC/DBC6: FF        End queue
CC/DBC7: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DBC9: D5        Set vehicle/entity's position to (105, 21)
CC/DBCC: C3        Set vehicle/entity's event speed to fast
CC/DBCD: 84        Move vehicle/entity up 2 tiles
CC/DBCE: 85        Move vehicle/entity right 2 tiles
CC/DBCF: 86        Move vehicle/entity down 2 tiles
CC/DBD0: 87        Move vehicle/entity left 2 tiles
CC/DBD1: FC        Branch 4 bytes backwards ($CCDBCD)
CC/DBD3: FF        End queue
CC/DBD4: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DBD6: D5        Set vehicle/entity's position to (105, 20)
CC/DBD9: C3        Set vehicle/entity's event speed to fast
CC/DBDA: 80        Move vehicle/entity up 1 tile
CC/DBDB: 85        Move vehicle/entity right 2 tiles
CC/DBDC: 86        Move vehicle/entity down 2 tiles
CC/DBDD: 87        Move vehicle/entity left 2 tiles
CC/DBDE: 80        Move vehicle/entity up 1 tile
CC/DBDF: FC        Branch 5 bytes backwards ($CCDBDA)
CC/DBE1: FF        End queue
CC/DBE2: 92    Pause for 30 units
CC/DBE3: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DBE5: E8    Set word $1FC2($00) [$1FC2] to $0003
CC/DBE9: 3A    Enable player to move while event commands execute
CC/DBEA: FE    Return

CC/DBEB: EB    Compare word $1FC2($00) [$1FC2] to $0003, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DBEF: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDC6E
CC/DBF5: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DBFB: B2    Call subroutine $CCE405
CC/DBFF: F4    Play sound effect 223
CC/DC01: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DC03: D5        Set vehicle/entity's position to (108, 19)
CC/DC06: C3        Set vehicle/entity's event speed to fast
CC/DC07: 85        Move vehicle/entity right 2 tiles
CC/DC08: 86        Move vehicle/entity down 2 tiles
CC/DC09: 87        Move vehicle/entity left 2 tiles
CC/DC0A: 84        Move vehicle/entity up 2 tiles
CC/DC0B: FC        Branch 4 bytes backwards ($CCDC07)
CC/DC0D: FF        End queue
CC/DC0E: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DC10: D5        Set vehicle/entity's position to (109, 19)
CC/DC13: C3        Set vehicle/entity's event speed to fast
CC/DC14: 81        Move vehicle/entity right 1 tile
CC/DC15: 86        Move vehicle/entity down 2 tiles
CC/DC16: 87        Move vehicle/entity left 2 tiles
CC/DC17: 84        Move vehicle/entity up 2 tiles
CC/DC18: 81        Move vehicle/entity right 1 tile
CC/DC19: FC        Branch 5 bytes backwards ($CCDC14)
CC/DC1B: FF        End queue
CC/DC1C: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DC1E: D5        Set vehicle/entity's position to (110, 19)
CC/DC21: C3        Set vehicle/entity's event speed to fast
CC/DC22: 86        Move vehicle/entity down 2 tiles
CC/DC23: 87        Move vehicle/entity left 2 tiles
CC/DC24: 84        Move vehicle/entity up 2 tiles
CC/DC25: 85        Move vehicle/entity right 2 tiles
CC/DC26: FC        Branch 4 bytes backwards ($CCDC22)
CC/DC28: FF        End queue
CC/DC29: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DC2B: D5        Set vehicle/entity's position to (110, 20)
CC/DC2E: C3        Set vehicle/entity's event speed to fast
CC/DC2F: 82        Move vehicle/entity down 1 tile
CC/DC30: 87        Move vehicle/entity left 2 tiles
CC/DC31: 84        Move vehicle/entity up 2 tiles
CC/DC32: 85        Move vehicle/entity right 2 tiles
CC/DC33: 82        Move vehicle/entity down 1 tile
CC/DC34: FC        Branch 5 bytes backwards ($CCDC2F)
CC/DC36: FF        End queue
CC/DC37: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DC39: D5        Set vehicle/entity's position to (110, 21)
CC/DC3C: C3        Set vehicle/entity's event speed to fast
CC/DC3D: 87        Move vehicle/entity left 2 tiles
CC/DC3E: 84        Move vehicle/entity up 2 tiles
CC/DC3F: 85        Move vehicle/entity right 2 tiles
CC/DC40: 86        Move vehicle/entity down 2 tiles
CC/DC41: FC        Branch 4 bytes backwards ($CCDC3D)
CC/DC43: FF        End queue
CC/DC44: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DC46: D5        Set vehicle/entity's position to (109, 21)
CC/DC49: C3        Set vehicle/entity's event speed to fast
CC/DC4A: 83        Move vehicle/entity left 1 tile
CC/DC4B: 84        Move vehicle/entity up 2 tiles
CC/DC4C: 85        Move vehicle/entity right 2 tiles
CC/DC4D: 86        Move vehicle/entity down 2 tiles
CC/DC4E: 83        Move vehicle/entity left 1 tile
CC/DC4F: FC        Branch 5 bytes backwards ($CCDC4A)
CC/DC51: FF        End queue
CC/DC52: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DC54: D5        Set vehicle/entity's position to (108, 21)
CC/DC57: C3        Set vehicle/entity's event speed to fast
CC/DC58: 84        Move vehicle/entity up 2 tiles
CC/DC59: 85        Move vehicle/entity right 2 tiles
CC/DC5A: 86        Move vehicle/entity down 2 tiles
CC/DC5B: 87        Move vehicle/entity left 2 tiles
CC/DC5C: FC        Branch 4 bytes backwards ($CCDC58)
CC/DC5E: FF        End queue
CC/DC5F: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DC61: D5        Set vehicle/entity's position to (108, 20)
CC/DC64: C3        Set vehicle/entity's event speed to fast
CC/DC65: 80        Move vehicle/entity up 1 tile
CC/DC66: 85        Move vehicle/entity right 2 tiles
CC/DC67: 86        Move vehicle/entity down 2 tiles
CC/DC68: 87        Move vehicle/entity left 2 tiles
CC/DC69: 80        Move vehicle/entity up 1 tile
CC/DC6A: FC        Branch 5 bytes backwards ($CCDC65)
CC/DC6C: FF        End queue
CC/DC6D: 92    Pause for 30 units
CC/DC6E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DC70: E8    Set word $1FC2($00) [$1FC2] to $0004
CC/DC74: 3A    Enable player to move while event commands execute
CC/DC75: FE    Return

CC/DC76: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DC7C: B2    Call subroutine $CCE405
CC/DC80: F4    Play sound effect 223
CC/DC82: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DC84: D5        Set vehicle/entity's position to (109, 19)
CC/DC87: C3        Set vehicle/entity's event speed to fast
CC/DC88: 85        Move vehicle/entity right 2 tiles
CC/DC89: 86        Move vehicle/entity down 2 tiles
CC/DC8A: 87        Move vehicle/entity left 2 tiles
CC/DC8B: 84        Move vehicle/entity up 2 tiles
CC/DC8C: FC        Branch 4 bytes backwards ($CCDC88)
CC/DC8E: FF        End queue
CC/DC8F: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DC91: D5        Set vehicle/entity's position to (110, 19)
CC/DC94: C3        Set vehicle/entity's event speed to fast
CC/DC95: 81        Move vehicle/entity right 1 tile
CC/DC96: 86        Move vehicle/entity down 2 tiles
CC/DC97: 87        Move vehicle/entity left 2 tiles
CC/DC98: 84        Move vehicle/entity up 2 tiles
CC/DC99: 81        Move vehicle/entity right 1 tile
CC/DC9A: FC        Branch 5 bytes backwards ($CCDC95)
CC/DC9C: FF        End queue
CC/DC9D: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DC9F: D5        Set vehicle/entity's position to (111, 19)
CC/DCA2: C3        Set vehicle/entity's event speed to fast
CC/DCA3: 86        Move vehicle/entity down 2 tiles
CC/DCA4: 87        Move vehicle/entity left 2 tiles
CC/DCA5: 84        Move vehicle/entity up 2 tiles
CC/DCA6: 85        Move vehicle/entity right 2 tiles
CC/DCA7: FC        Branch 4 bytes backwards ($CCDCA3)
CC/DCA9: FF        End queue
CC/DCAA: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DCAC: D5        Set vehicle/entity's position to (111, 20)
CC/DCAF: C3        Set vehicle/entity's event speed to fast
CC/DCB0: 82        Move vehicle/entity down 1 tile
CC/DCB1: 87        Move vehicle/entity left 2 tiles
CC/DCB2: 84        Move vehicle/entity up 2 tiles
CC/DCB3: 85        Move vehicle/entity right 2 tiles
CC/DCB4: 82        Move vehicle/entity down 1 tile
CC/DCB5: FC        Branch 5 bytes backwards ($CCDCB0)
CC/DCB7: FF        End queue
CC/DCB8: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DCBA: D5        Set vehicle/entity's position to (111, 21)
CC/DCBD: C3        Set vehicle/entity's event speed to fast
CC/DCBE: 87        Move vehicle/entity left 2 tiles
CC/DCBF: 84        Move vehicle/entity up 2 tiles
CC/DCC0: 85        Move vehicle/entity right 2 tiles
CC/DCC1: 86        Move vehicle/entity down 2 tiles
CC/DCC2: FC        Branch 4 bytes backwards ($CCDCBE)
CC/DCC4: FF        End queue
CC/DCC5: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DCC7: D5        Set vehicle/entity's position to (110, 21)
CC/DCCA: C3        Set vehicle/entity's event speed to fast
CC/DCCB: 83        Move vehicle/entity left 1 tile
CC/DCCC: 84        Move vehicle/entity up 2 tiles
CC/DCCD: 85        Move vehicle/entity right 2 tiles
CC/DCCE: 86        Move vehicle/entity down 2 tiles
CC/DCCF: 83        Move vehicle/entity left 1 tile
CC/DCD0: FC        Branch 5 bytes backwards ($CCDCCB)
CC/DCD2: FF        End queue
CC/DCD3: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DCD5: D5        Set vehicle/entity's position to (109, 21)
CC/DCD8: C3        Set vehicle/entity's event speed to fast
CC/DCD9: 84        Move vehicle/entity up 2 tiles
CC/DCDA: 85        Move vehicle/entity right 2 tiles
CC/DCDB: 86        Move vehicle/entity down 2 tiles
CC/DCDC: 87        Move vehicle/entity left 2 tiles
CC/DCDD: FC        Branch 4 bytes backwards ($CCDCD9)
CC/DCDF: FF        End queue
CC/DCE0: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DCE2: D5        Set vehicle/entity's position to (109, 20)
CC/DCE5: C3        Set vehicle/entity's event speed to fast
CC/DCE6: 80        Move vehicle/entity up 1 tile
CC/DCE7: 85        Move vehicle/entity right 2 tiles
CC/DCE8: 86        Move vehicle/entity down 2 tiles
CC/DCE9: 87        Move vehicle/entity left 2 tiles
CC/DCEA: 80        Move vehicle/entity up 1 tile
CC/DCEB: FC        Branch 5 bytes backwards ($CCDCE6)
CC/DCED: FF        End queue
CC/DCEE: 92    Pause for 30 units
CC/DCEF: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DCF1: E8    Set word $1FC2($00) [$1FC2] to $0005
CC/DCF5: 3A    Enable player to move while event commands execute
CC/DCF6: FE    Return

CC/DCF7: EB    Compare word $1FC2($00) [$1FC2] to $0010, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DCFB: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDD7A
CC/DD01: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DD07: B2    Call subroutine $CCE405
CC/DD0B: F4    Play sound effect 223
CC/DD0D: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DD0F: D5        Set vehicle/entity's position to (111, 19)
CC/DD12: C3        Set vehicle/entity's event speed to fast
CC/DD13: 85        Move vehicle/entity right 2 tiles
CC/DD14: 86        Move vehicle/entity down 2 tiles
CC/DD15: 87        Move vehicle/entity left 2 tiles
CC/DD16: 84        Move vehicle/entity up 2 tiles
CC/DD17: FC        Branch 4 bytes backwards ($CCDD13)
CC/DD19: FF        End queue
CC/DD1A: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DD1C: D5        Set vehicle/entity's position to (112, 19)
CC/DD1F: C3        Set vehicle/entity's event speed to fast
CC/DD20: 81        Move vehicle/entity right 1 tile
CC/DD21: 86        Move vehicle/entity down 2 tiles
CC/DD22: 87        Move vehicle/entity left 2 tiles
CC/DD23: 84        Move vehicle/entity up 2 tiles
CC/DD24: 81        Move vehicle/entity right 1 tile
CC/DD25: FC        Branch 5 bytes backwards ($CCDD20)
CC/DD27: FF        End queue
CC/DD28: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DD2A: D5        Set vehicle/entity's position to (113, 19)
CC/DD2D: C3        Set vehicle/entity's event speed to fast
CC/DD2E: 86        Move vehicle/entity down 2 tiles
CC/DD2F: 87        Move vehicle/entity left 2 tiles
CC/DD30: 84        Move vehicle/entity up 2 tiles
CC/DD31: 85        Move vehicle/entity right 2 tiles
CC/DD32: FC        Branch 4 bytes backwards ($CCDD2E)
CC/DD34: FF        End queue
CC/DD35: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DD37: D5        Set vehicle/entity's position to (113, 20)
CC/DD3A: C3        Set vehicle/entity's event speed to fast
CC/DD3B: 82        Move vehicle/entity down 1 tile
CC/DD3C: 87        Move vehicle/entity left 2 tiles
CC/DD3D: 84        Move vehicle/entity up 2 tiles
CC/DD3E: 85        Move vehicle/entity right 2 tiles
CC/DD3F: 82        Move vehicle/entity down 1 tile
CC/DD40: FC        Branch 5 bytes backwards ($CCDD3B)
CC/DD42: FF        End queue
CC/DD43: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DD45: D5        Set vehicle/entity's position to (113, 21)
CC/DD48: C3        Set vehicle/entity's event speed to fast
CC/DD49: 87        Move vehicle/entity left 2 tiles
CC/DD4A: 84        Move vehicle/entity up 2 tiles
CC/DD4B: 85        Move vehicle/entity right 2 tiles
CC/DD4C: 86        Move vehicle/entity down 2 tiles
CC/DD4D: FC        Branch 4 bytes backwards ($CCDD49)
CC/DD4F: FF        End queue
CC/DD50: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DD52: D5        Set vehicle/entity's position to (112, 21)
CC/DD55: C3        Set vehicle/entity's event speed to fast
CC/DD56: 83        Move vehicle/entity left 1 tile
CC/DD57: 84        Move vehicle/entity up 2 tiles
CC/DD58: 85        Move vehicle/entity right 2 tiles
CC/DD59: 86        Move vehicle/entity down 2 tiles
CC/DD5A: 83        Move vehicle/entity left 1 tile
CC/DD5B: FC        Branch 5 bytes backwards ($CCDD56)
CC/DD5D: FF        End queue
CC/DD5E: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DD60: D5        Set vehicle/entity's position to (111, 21)
CC/DD63: C3        Set vehicle/entity's event speed to fast
CC/DD64: 84        Move vehicle/entity up 2 tiles
CC/DD65: 85        Move vehicle/entity right 2 tiles
CC/DD66: 86        Move vehicle/entity down 2 tiles
CC/DD67: 87        Move vehicle/entity left 2 tiles
CC/DD68: FC        Branch 4 bytes backwards ($CCDD64)
CC/DD6A: FF        End queue
CC/DD6B: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DD6D: D5        Set vehicle/entity's position to (111, 20)
CC/DD70: C3        Set vehicle/entity's event speed to fast
CC/DD71: 80        Move vehicle/entity up 1 tile
CC/DD72: 85        Move vehicle/entity right 2 tiles
CC/DD73: 86        Move vehicle/entity down 2 tiles
CC/DD74: 87        Move vehicle/entity left 2 tiles
CC/DD75: 80        Move vehicle/entity up 1 tile
CC/DD76: FC        Branch 5 bytes backwards ($CCDD71)
CC/DD78: FF        End queue
CC/DD79: 92    Pause for 30 units
CC/DD7A: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DD7C: E8    Set word $1FC2($00) [$1FC2] to $0006
CC/DD80: 3A    Enable player to move while event commands execute
CC/DD81: FE    Return

CC/DD82: EB    Compare word $1FC2($00) [$1FC2] to $0006, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DD86: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDE05
CC/DD8C: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DD92: B2    Call subroutine $CCE405
CC/DD96: F4    Play sound effect 223
CC/DD98: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DD9A: D5        Set vehicle/entity's position to (112, 19)
CC/DD9D: C3        Set vehicle/entity's event speed to fast
CC/DD9E: 85        Move vehicle/entity right 2 tiles
CC/DD9F: 86        Move vehicle/entity down 2 tiles
CC/DDA0: 87        Move vehicle/entity left 2 tiles
CC/DDA1: 84        Move vehicle/entity up 2 tiles
CC/DDA2: FC        Branch 4 bytes backwards ($CCDD9E)
CC/DDA4: FF        End queue
CC/DDA5: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DDA7: D5        Set vehicle/entity's position to (113, 19)
CC/DDAA: C3        Set vehicle/entity's event speed to fast
CC/DDAB: 81        Move vehicle/entity right 1 tile
CC/DDAC: 86        Move vehicle/entity down 2 tiles
CC/DDAD: 87        Move vehicle/entity left 2 tiles
CC/DDAE: 84        Move vehicle/entity up 2 tiles
CC/DDAF: 81        Move vehicle/entity right 1 tile
CC/DDB0: FC        Branch 5 bytes backwards ($CCDDAB)
CC/DDB2: FF        End queue
CC/DDB3: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DDB5: D5        Set vehicle/entity's position to (114, 19)
CC/DDB8: C3        Set vehicle/entity's event speed to fast
CC/DDB9: 86        Move vehicle/entity down 2 tiles
CC/DDBA: 87        Move vehicle/entity left 2 tiles
CC/DDBB: 84        Move vehicle/entity up 2 tiles
CC/DDBC: 85        Move vehicle/entity right 2 tiles
CC/DDBD: FC        Branch 4 bytes backwards ($CCDDB9)
CC/DDBF: FF        End queue
CC/DDC0: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DDC2: D5        Set vehicle/entity's position to (114, 20)
CC/DDC5: C3        Set vehicle/entity's event speed to fast
CC/DDC6: 82        Move vehicle/entity down 1 tile
CC/DDC7: 87        Move vehicle/entity left 2 tiles
CC/DDC8: 84        Move vehicle/entity up 2 tiles
CC/DDC9: 85        Move vehicle/entity right 2 tiles
CC/DDCA: 82        Move vehicle/entity down 1 tile
CC/DDCB: FC        Branch 5 bytes backwards ($CCDDC6)
CC/DDCD: FF        End queue
CC/DDCE: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DDD0: D5        Set vehicle/entity's position to (114, 21)
CC/DDD3: C3        Set vehicle/entity's event speed to fast
CC/DDD4: 87        Move vehicle/entity left 2 tiles
CC/DDD5: 84        Move vehicle/entity up 2 tiles
CC/DDD6: 85        Move vehicle/entity right 2 tiles
CC/DDD7: 86        Move vehicle/entity down 2 tiles
CC/DDD8: FC        Branch 4 bytes backwards ($CCDDD4)
CC/DDDA: FF        End queue
CC/DDDB: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DDDD: D5        Set vehicle/entity's position to (113, 21)
CC/DDE0: C3        Set vehicle/entity's event speed to fast
CC/DDE1: 83        Move vehicle/entity left 1 tile
CC/DDE2: 84        Move vehicle/entity up 2 tiles
CC/DDE3: 85        Move vehicle/entity right 2 tiles
CC/DDE4: 86        Move vehicle/entity down 2 tiles
CC/DDE5: 83        Move vehicle/entity left 1 tile
CC/DDE6: FC        Branch 5 bytes backwards ($CCDDE1)
CC/DDE8: FF        End queue
CC/DDE9: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DDEB: D5        Set vehicle/entity's position to (112, 21)
CC/DDEE: C3        Set vehicle/entity's event speed to fast
CC/DDEF: 84        Move vehicle/entity up 2 tiles
CC/DDF0: 85        Move vehicle/entity right 2 tiles
CC/DDF1: 86        Move vehicle/entity down 2 tiles
CC/DDF2: 87        Move vehicle/entity left 2 tiles
CC/DDF3: FC        Branch 4 bytes backwards ($CCDDEF)
CC/DDF5: FF        End queue
CC/DDF6: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DDF8: D5        Set vehicle/entity's position to (112, 20)
CC/DDFB: C3        Set vehicle/entity's event speed to fast
CC/DDFC: 80        Move vehicle/entity up 1 tile
CC/DDFD: 85        Move vehicle/entity right 2 tiles
CC/DDFE: 86        Move vehicle/entity down 2 tiles
CC/DDFF: 87        Move vehicle/entity left 2 tiles
CC/DE00: 80        Move vehicle/entity up 1 tile
CC/DE01: FC        Branch 5 bytes backwards ($CCDDFC)
CC/DE03: FF        End queue
CC/DE04: 92    Pause for 30 units
CC/DE05: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DE07: E8    Set word $1FC2($00) [$1FC2] to $0007
CC/DE0B: E8    Set word $1FC2($01) [$1FC4] to $0007
CC/DE0F: 3A    Enable player to move while event commands execute
CC/DE10: FE    Return

CC/DE11: EB    Compare word $1FC2($01) [$1FC4] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DE15: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCDE25
CC/DE1B: EB    Compare word $1FC2($00) [$1FC2] to $0015, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DE1F: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDE9E
CC/DE25: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DE2B: B2    Call subroutine $CCE405
CC/DE2F: F4    Play sound effect 223
CC/DE31: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DE33: D5        Set vehicle/entity's position to (115, 19)
CC/DE36: C3        Set vehicle/entity's event speed to fast
CC/DE37: 85        Move vehicle/entity right 2 tiles
CC/DE38: 86        Move vehicle/entity down 2 tiles
CC/DE39: 87        Move vehicle/entity left 2 tiles
CC/DE3A: 84        Move vehicle/entity up 2 tiles
CC/DE3B: FC        Branch 4 bytes backwards ($CCDE37)
CC/DE3D: FF        End queue
CC/DE3E: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DE40: D5        Set vehicle/entity's position to (116, 19)
CC/DE43: C3        Set vehicle/entity's event speed to fast
CC/DE44: 81        Move vehicle/entity right 1 tile
CC/DE45: 86        Move vehicle/entity down 2 tiles
CC/DE46: 87        Move vehicle/entity left 2 tiles
CC/DE47: 84        Move vehicle/entity up 2 tiles
CC/DE48: 81        Move vehicle/entity right 1 tile
CC/DE49: FC        Branch 5 bytes backwards ($CCDE44)
CC/DE4B: FF        End queue
CC/DE4C: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DE4E: D5        Set vehicle/entity's position to (117, 19)
CC/DE51: C3        Set vehicle/entity's event speed to fast
CC/DE52: 86        Move vehicle/entity down 2 tiles
CC/DE53: 87        Move vehicle/entity left 2 tiles
CC/DE54: 84        Move vehicle/entity up 2 tiles
CC/DE55: 85        Move vehicle/entity right 2 tiles
CC/DE56: FC        Branch 4 bytes backwards ($CCDE52)
CC/DE58: FF        End queue
CC/DE59: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DE5B: D5        Set vehicle/entity's position to (117, 20)
CC/DE5E: C3        Set vehicle/entity's event speed to fast
CC/DE5F: 82        Move vehicle/entity down 1 tile
CC/DE60: 87        Move vehicle/entity left 2 tiles
CC/DE61: 84        Move vehicle/entity up 2 tiles
CC/DE62: 85        Move vehicle/entity right 2 tiles
CC/DE63: 82        Move vehicle/entity down 1 tile
CC/DE64: FC        Branch 5 bytes backwards ($CCDE5F)
CC/DE66: FF        End queue
CC/DE67: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DE69: D5        Set vehicle/entity's position to (117, 21)
CC/DE6C: C3        Set vehicle/entity's event speed to fast
CC/DE6D: 87        Move vehicle/entity left 2 tiles
CC/DE6E: 84        Move vehicle/entity up 2 tiles
CC/DE6F: 85        Move vehicle/entity right 2 tiles
CC/DE70: 86        Move vehicle/entity down 2 tiles
CC/DE71: FC        Branch 4 bytes backwards ($CCDE6D)
CC/DE73: FF        End queue
CC/DE74: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DE76: D5        Set vehicle/entity's position to (116, 21)
CC/DE79: C3        Set vehicle/entity's event speed to fast
CC/DE7A: 83        Move vehicle/entity left 1 tile
CC/DE7B: 84        Move vehicle/entity up 2 tiles
CC/DE7C: 85        Move vehicle/entity right 2 tiles
CC/DE7D: 86        Move vehicle/entity down 2 tiles
CC/DE7E: 83        Move vehicle/entity left 1 tile
CC/DE7F: FC        Branch 5 bytes backwards ($CCDE7A)
CC/DE81: FF        End queue
CC/DE82: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DE84: D5        Set vehicle/entity's position to (115, 21)
CC/DE87: C3        Set vehicle/entity's event speed to fast
CC/DE88: 84        Move vehicle/entity up 2 tiles
CC/DE89: 85        Move vehicle/entity right 2 tiles
CC/DE8A: 86        Move vehicle/entity down 2 tiles
CC/DE8B: 87        Move vehicle/entity left 2 tiles
CC/DE8C: FC        Branch 4 bytes backwards ($CCDE88)
CC/DE8E: FF        End queue
CC/DE8F: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DE91: D5        Set vehicle/entity's position to (115, 20)
CC/DE94: C3        Set vehicle/entity's event speed to fast
CC/DE95: 80        Move vehicle/entity up 1 tile
CC/DE96: 85        Move vehicle/entity right 2 tiles
CC/DE97: 86        Move vehicle/entity down 2 tiles
CC/DE98: 87        Move vehicle/entity left 2 tiles
CC/DE99: 80        Move vehicle/entity up 1 tile
CC/DE9A: FC        Branch 5 bytes backwards ($CCDE95)
CC/DE9C: FF        End queue
CC/DE9D: 92    Pause for 30 units
CC/DE9E: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DEA0: E8    Set word $1FC2($00) [$1FC2] to $0008
CC/DEA4: 3A    Enable player to move while event commands execute
CC/DEA5: FE    Return

CC/DEA6: EB    Compare word $1FC2($00) [$1FC2] to $0004, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DEAA: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDF29
CC/DEB0: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DEB6: B2    Call subroutine $CCE405
CC/DEBA: F4    Play sound effect 223
CC/DEBC: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DEBE: D5        Set vehicle/entity's position to (108, 16)
CC/DEC1: C3        Set vehicle/entity's event speed to fast
CC/DEC2: 85        Move vehicle/entity right 2 tiles
CC/DEC3: 86        Move vehicle/entity down 2 tiles
CC/DEC4: 87        Move vehicle/entity left 2 tiles
CC/DEC5: 84        Move vehicle/entity up 2 tiles
CC/DEC6: FC        Branch 4 bytes backwards ($CCDEC2)
CC/DEC8: FF        End queue
CC/DEC9: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DECB: D5        Set vehicle/entity's position to (109, 16)
CC/DECE: C3        Set vehicle/entity's event speed to fast
CC/DECF: 81        Move vehicle/entity right 1 tile
CC/DED0: 86        Move vehicle/entity down 2 tiles
CC/DED1: 87        Move vehicle/entity left 2 tiles
CC/DED2: 84        Move vehicle/entity up 2 tiles
CC/DED3: 81        Move vehicle/entity right 1 tile
CC/DED4: FC        Branch 5 bytes backwards ($CCDECF)
CC/DED6: FF        End queue
CC/DED7: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DED9: D5        Set vehicle/entity's position to (110, 16)
CC/DEDC: C3        Set vehicle/entity's event speed to fast
CC/DEDD: 86        Move vehicle/entity down 2 tiles
CC/DEDE: 87        Move vehicle/entity left 2 tiles
CC/DEDF: 84        Move vehicle/entity up 2 tiles
CC/DEE0: 85        Move vehicle/entity right 2 tiles
CC/DEE1: FC        Branch 4 bytes backwards ($CCDEDD)
CC/DEE3: FF        End queue
CC/DEE4: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DEE6: D5        Set vehicle/entity's position to (110, 17)
CC/DEE9: C3        Set vehicle/entity's event speed to fast
CC/DEEA: 82        Move vehicle/entity down 1 tile
CC/DEEB: 87        Move vehicle/entity left 2 tiles
CC/DEEC: 84        Move vehicle/entity up 2 tiles
CC/DEED: 85        Move vehicle/entity right 2 tiles
CC/DEEE: 82        Move vehicle/entity down 1 tile
CC/DEEF: FC        Branch 5 bytes backwards ($CCDEEA)
CC/DEF1: FF        End queue
CC/DEF2: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DEF4: D5        Set vehicle/entity's position to (110, 18)
CC/DEF7: C3        Set vehicle/entity's event speed to fast
CC/DEF8: 87        Move vehicle/entity left 2 tiles
CC/DEF9: 84        Move vehicle/entity up 2 tiles
CC/DEFA: 85        Move vehicle/entity right 2 tiles
CC/DEFB: 86        Move vehicle/entity down 2 tiles
CC/DEFC: FC        Branch 4 bytes backwards ($CCDEF8)
CC/DEFE: FF        End queue
CC/DEFF: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DF01: D5        Set vehicle/entity's position to (109, 18)
CC/DF04: C3        Set vehicle/entity's event speed to fast
CC/DF05: 83        Move vehicle/entity left 1 tile
CC/DF06: 84        Move vehicle/entity up 2 tiles
CC/DF07: 85        Move vehicle/entity right 2 tiles
CC/DF08: 86        Move vehicle/entity down 2 tiles
CC/DF09: 83        Move vehicle/entity left 1 tile
CC/DF0A: FC        Branch 5 bytes backwards ($CCDF05)
CC/DF0C: FF        End queue
CC/DF0D: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DF0F: D5        Set vehicle/entity's position to (108, 18)
CC/DF12: C3        Set vehicle/entity's event speed to fast
CC/DF13: 84        Move vehicle/entity up 2 tiles
CC/DF14: 85        Move vehicle/entity right 2 tiles
CC/DF15: 86        Move vehicle/entity down 2 tiles
CC/DF16: 87        Move vehicle/entity left 2 tiles
CC/DF17: FC        Branch 4 bytes backwards ($CCDF13)
CC/DF19: FF        End queue
CC/DF1A: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DF1C: D5        Set vehicle/entity's position to (108, 17)
CC/DF1F: C3        Set vehicle/entity's event speed to fast
CC/DF20: 80        Move vehicle/entity up 1 tile
CC/DF21: 85        Move vehicle/entity right 2 tiles
CC/DF22: 86        Move vehicle/entity down 2 tiles
CC/DF23: 87        Move vehicle/entity left 2 tiles
CC/DF24: 80        Move vehicle/entity up 1 tile
CC/DF25: FC        Branch 5 bytes backwards ($CCDF20)
CC/DF27: FF        End queue
CC/DF28: 92    Pause for 30 units
CC/DF29: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DF2B: E8    Set word $1FC2($00) [$1FC2] to $0009
CC/DF2F: 3A    Enable player to move while event commands execute
CC/DF30: FE    Return

CC/DF31: EB    Compare word $1FC2($00) [$1FC2] to $0009, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DF35: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCDFB4
CC/DF3B: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DF41: B2    Call subroutine $CCE405
CC/DF45: F4    Play sound effect 223
CC/DF47: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DF49: D5        Set vehicle/entity's position to (111, 16)
CC/DF4C: C3        Set vehicle/entity's event speed to fast
CC/DF4D: 85        Move vehicle/entity right 2 tiles
CC/DF4E: 86        Move vehicle/entity down 2 tiles
CC/DF4F: 87        Move vehicle/entity left 2 tiles
CC/DF50: 84        Move vehicle/entity up 2 tiles
CC/DF51: FC        Branch 4 bytes backwards ($CCDF4D)
CC/DF53: FF        End queue
CC/DF54: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DF56: D5        Set vehicle/entity's position to (112, 16)
CC/DF59: C3        Set vehicle/entity's event speed to fast
CC/DF5A: 81        Move vehicle/entity right 1 tile
CC/DF5B: 86        Move vehicle/entity down 2 tiles
CC/DF5C: 87        Move vehicle/entity left 2 tiles
CC/DF5D: 84        Move vehicle/entity up 2 tiles
CC/DF5E: 81        Move vehicle/entity right 1 tile
CC/DF5F: FC        Branch 5 bytes backwards ($CCDF5A)
CC/DF61: FF        End queue
CC/DF62: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DF64: D5        Set vehicle/entity's position to (113, 16)
CC/DF67: C3        Set vehicle/entity's event speed to fast
CC/DF68: 86        Move vehicle/entity down 2 tiles
CC/DF69: 87        Move vehicle/entity left 2 tiles
CC/DF6A: 84        Move vehicle/entity up 2 tiles
CC/DF6B: 85        Move vehicle/entity right 2 tiles
CC/DF6C: FC        Branch 4 bytes backwards ($CCDF68)
CC/DF6E: FF        End queue
CC/DF6F: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DF71: D5        Set vehicle/entity's position to (113, 17)
CC/DF74: C3        Set vehicle/entity's event speed to fast
CC/DF75: 82        Move vehicle/entity down 1 tile
CC/DF76: 87        Move vehicle/entity left 2 tiles
CC/DF77: 84        Move vehicle/entity up 2 tiles
CC/DF78: 85        Move vehicle/entity right 2 tiles
CC/DF79: 82        Move vehicle/entity down 1 tile
CC/DF7A: FC        Branch 5 bytes backwards ($CCDF75)
CC/DF7C: FF        End queue
CC/DF7D: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/DF7F: D5        Set vehicle/entity's position to (113, 18)
CC/DF82: C3        Set vehicle/entity's event speed to fast
CC/DF83: 87        Move vehicle/entity left 2 tiles
CC/DF84: 84        Move vehicle/entity up 2 tiles
CC/DF85: 85        Move vehicle/entity right 2 tiles
CC/DF86: 86        Move vehicle/entity down 2 tiles
CC/DF87: FC        Branch 4 bytes backwards ($CCDF83)
CC/DF89: FF        End queue
CC/DF8A: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/DF8C: D5        Set vehicle/entity's position to (112, 18)
CC/DF8F: C3        Set vehicle/entity's event speed to fast
CC/DF90: 83        Move vehicle/entity left 1 tile
CC/DF91: 84        Move vehicle/entity up 2 tiles
CC/DF92: 85        Move vehicle/entity right 2 tiles
CC/DF93: 86        Move vehicle/entity down 2 tiles
CC/DF94: 83        Move vehicle/entity left 1 tile
CC/DF95: FC        Branch 5 bytes backwards ($CCDF90)
CC/DF97: FF        End queue
CC/DF98: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/DF9A: D5        Set vehicle/entity's position to (111, 18)
CC/DF9D: C3        Set vehicle/entity's event speed to fast
CC/DF9E: 84        Move vehicle/entity up 2 tiles
CC/DF9F: 85        Move vehicle/entity right 2 tiles
CC/DFA0: 86        Move vehicle/entity down 2 tiles
CC/DFA1: 87        Move vehicle/entity left 2 tiles
CC/DFA2: FC        Branch 4 bytes backwards ($CCDF9E)
CC/DFA4: FF        End queue
CC/DFA5: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/DFA7: D5        Set vehicle/entity's position to (111, 17)
CC/DFAA: C3        Set vehicle/entity's event speed to fast
CC/DFAB: 80        Move vehicle/entity up 1 tile
CC/DFAC: 85        Move vehicle/entity right 2 tiles
CC/DFAD: 86        Move vehicle/entity down 2 tiles
CC/DFAE: 87        Move vehicle/entity left 2 tiles
CC/DFAF: 80        Move vehicle/entity up 1 tile
CC/DFB0: FC        Branch 5 bytes backwards ($CCDFAB)
CC/DFB2: FF        End queue
CC/DFB3: 92    Pause for 30 units
CC/DFB4: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/DFB6: E8    Set word $1FC2($00) [$1FC2] to $0010
CC/DFBA: 3A    Enable player to move while event commands execute
CC/DFBB: FE    Return

CC/DFBC: EB    Compare word $1FC2($00) [$1FC2] to $0012, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/DFC0: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE03F
CC/DFC6: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/DFCC: B2    Call subroutine $CCE405
CC/DFD0: F4    Play sound effect 223
CC/DFD2: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/DFD4: D5        Set vehicle/entity's position to (111, 15)
CC/DFD7: C3        Set vehicle/entity's event speed to fast
CC/DFD8: 85        Move vehicle/entity right 2 tiles
CC/DFD9: 86        Move vehicle/entity down 2 tiles
CC/DFDA: 87        Move vehicle/entity left 2 tiles
CC/DFDB: 84        Move vehicle/entity up 2 tiles
CC/DFDC: FC        Branch 4 bytes backwards ($CCDFD8)
CC/DFDE: FF        End queue
CC/DFDF: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/DFE1: D5        Set vehicle/entity's position to (112, 15)
CC/DFE4: C3        Set vehicle/entity's event speed to fast
CC/DFE5: 81        Move vehicle/entity right 1 tile
CC/DFE6: 86        Move vehicle/entity down 2 tiles
CC/DFE7: 87        Move vehicle/entity left 2 tiles
CC/DFE8: 84        Move vehicle/entity up 2 tiles
CC/DFE9: 81        Move vehicle/entity right 1 tile
CC/DFEA: FC        Branch 5 bytes backwards ($CCDFE5)
CC/DFEC: FF        End queue
CC/DFED: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/DFEF: D5        Set vehicle/entity's position to (113, 15)
CC/DFF2: C3        Set vehicle/entity's event speed to fast
CC/DFF3: 86        Move vehicle/entity down 2 tiles
CC/DFF4: 87        Move vehicle/entity left 2 tiles
CC/DFF5: 84        Move vehicle/entity up 2 tiles
CC/DFF6: 85        Move vehicle/entity right 2 tiles
CC/DFF7: FC        Branch 4 bytes backwards ($CCDFF3)
CC/DFF9: FF        End queue
CC/DFFA: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/DFFC: D5        Set vehicle/entity's position to (113, 16)
CC/DFFF: C3        Set vehicle/entity's event speed to fast
CC/E000: 82        Move vehicle/entity down 1 tile
CC/E001: 87        Move vehicle/entity left 2 tiles
CC/E002: 84        Move vehicle/entity up 2 tiles
CC/E003: 85        Move vehicle/entity right 2 tiles
CC/E004: 82        Move vehicle/entity down 1 tile
CC/E005: FC        Branch 5 bytes backwards ($CCE000)
CC/E007: FF        End queue
CC/E008: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E00A: D5        Set vehicle/entity's position to (113, 17)
CC/E00D: C3        Set vehicle/entity's event speed to fast
CC/E00E: 87        Move vehicle/entity left 2 tiles
CC/E00F: 84        Move vehicle/entity up 2 tiles
CC/E010: 85        Move vehicle/entity right 2 tiles
CC/E011: 86        Move vehicle/entity down 2 tiles
CC/E012: FC        Branch 4 bytes backwards ($CCE00E)
CC/E014: FF        End queue
CC/E015: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E017: D5        Set vehicle/entity's position to (112, 17)
CC/E01A: C3        Set vehicle/entity's event speed to fast
CC/E01B: 83        Move vehicle/entity left 1 tile
CC/E01C: 84        Move vehicle/entity up 2 tiles
CC/E01D: 85        Move vehicle/entity right 2 tiles
CC/E01E: 86        Move vehicle/entity down 2 tiles
CC/E01F: 83        Move vehicle/entity left 1 tile
CC/E020: FC        Branch 5 bytes backwards ($CCE01B)
CC/E022: FF        End queue
CC/E023: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E025: D5        Set vehicle/entity's position to (111, 17)
CC/E028: C3        Set vehicle/entity's event speed to fast
CC/E029: 84        Move vehicle/entity up 2 tiles
CC/E02A: 85        Move vehicle/entity right 2 tiles
CC/E02B: 86        Move vehicle/entity down 2 tiles
CC/E02C: 87        Move vehicle/entity left 2 tiles
CC/E02D: FC        Branch 4 bytes backwards ($CCE029)
CC/E02F: FF        End queue
CC/E030: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E032: D5        Set vehicle/entity's position to (111, 16)
CC/E035: C3        Set vehicle/entity's event speed to fast
CC/E036: 80        Move vehicle/entity up 1 tile
CC/E037: 85        Move vehicle/entity right 2 tiles
CC/E038: 86        Move vehicle/entity down 2 tiles
CC/E039: 87        Move vehicle/entity left 2 tiles
CC/E03A: 80        Move vehicle/entity up 1 tile
CC/E03B: FC        Branch 5 bytes backwards ($CCE036)
CC/E03D: FF        End queue
CC/E03E: 92    Pause for 30 units
CC/E03F: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E041: E8    Set word $1FC2($00) [$1FC2] to $0011
CC/E045: 3A    Enable player to move while event commands execute
CC/E046: FE    Return

CC/E047: EB    Compare word $1FC2($01) [$1FC4] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/E04B: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCE05B
CC/E051: EB    Compare word $1FC2($00) [$1FC2] to $0008, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/E055: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE0D4
CC/E05B: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E061: B2    Call subroutine $CCE405
CC/E065: F4    Play sound effect 223
CC/E067: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E069: D5        Set vehicle/entity's position to (115, 15)
CC/E06C: C3        Set vehicle/entity's event speed to fast
CC/E06D: 85        Move vehicle/entity right 2 tiles
CC/E06E: 86        Move vehicle/entity down 2 tiles
CC/E06F: 87        Move vehicle/entity left 2 tiles
CC/E070: 84        Move vehicle/entity up 2 tiles
CC/E071: FC        Branch 4 bytes backwards ($CCE06D)
CC/E073: FF        End queue
CC/E074: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E076: D5        Set vehicle/entity's position to (116, 15)
CC/E079: C3        Set vehicle/entity's event speed to fast
CC/E07A: 81        Move vehicle/entity right 1 tile
CC/E07B: 86        Move vehicle/entity down 2 tiles
CC/E07C: 87        Move vehicle/entity left 2 tiles
CC/E07D: 84        Move vehicle/entity up 2 tiles
CC/E07E: 81        Move vehicle/entity right 1 tile
CC/E07F: FC        Branch 5 bytes backwards ($CCE07A)
CC/E081: FF        End queue
CC/E082: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E084: D5        Set vehicle/entity's position to (117, 15)
CC/E087: C3        Set vehicle/entity's event speed to fast
CC/E088: 86        Move vehicle/entity down 2 tiles
CC/E089: 87        Move vehicle/entity left 2 tiles
CC/E08A: 84        Move vehicle/entity up 2 tiles
CC/E08B: 85        Move vehicle/entity right 2 tiles
CC/E08C: FC        Branch 4 bytes backwards ($CCE088)
CC/E08E: FF        End queue
CC/E08F: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E091: D5        Set vehicle/entity's position to (117, 16)
CC/E094: C3        Set vehicle/entity's event speed to fast
CC/E095: 82        Move vehicle/entity down 1 tile
CC/E096: 87        Move vehicle/entity left 2 tiles
CC/E097: 84        Move vehicle/entity up 2 tiles
CC/E098: 85        Move vehicle/entity right 2 tiles
CC/E099: 82        Move vehicle/entity down 1 tile
CC/E09A: FC        Branch 5 bytes backwards ($CCE095)
CC/E09C: FF        End queue
CC/E09D: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E09F: D5        Set vehicle/entity's position to (117, 17)
CC/E0A2: C3        Set vehicle/entity's event speed to fast
CC/E0A3: 87        Move vehicle/entity left 2 tiles
CC/E0A4: 84        Move vehicle/entity up 2 tiles
CC/E0A5: 85        Move vehicle/entity right 2 tiles
CC/E0A6: 86        Move vehicle/entity down 2 tiles
CC/E0A7: FC        Branch 4 bytes backwards ($CCE0A3)
CC/E0A9: FF        End queue
CC/E0AA: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E0AC: D5        Set vehicle/entity's position to (116, 17)
CC/E0AF: C3        Set vehicle/entity's event speed to fast
CC/E0B0: 83        Move vehicle/entity left 1 tile
CC/E0B1: 84        Move vehicle/entity up 2 tiles
CC/E0B2: 85        Move vehicle/entity right 2 tiles
CC/E0B3: 86        Move vehicle/entity down 2 tiles
CC/E0B4: 83        Move vehicle/entity left 1 tile
CC/E0B5: FC        Branch 5 bytes backwards ($CCE0B0)
CC/E0B7: FF        End queue
CC/E0B8: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E0BA: D5        Set vehicle/entity's position to (115, 17)
CC/E0BD: C3        Set vehicle/entity's event speed to fast
CC/E0BE: 84        Move vehicle/entity up 2 tiles
CC/E0BF: 85        Move vehicle/entity right 2 tiles
CC/E0C0: 86        Move vehicle/entity down 2 tiles
CC/E0C1: 87        Move vehicle/entity left 2 tiles
CC/E0C2: FC        Branch 4 bytes backwards ($CCE0BE)
CC/E0C4: FF        End queue
CC/E0C5: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E0C7: D5        Set vehicle/entity's position to (115, 16)
CC/E0CA: C3        Set vehicle/entity's event speed to fast
CC/E0CB: 80        Move vehicle/entity up 1 tile
CC/E0CC: 85        Move vehicle/entity right 2 tiles
CC/E0CD: 86        Move vehicle/entity down 2 tiles
CC/E0CE: 87        Move vehicle/entity left 2 tiles
CC/E0CF: 80        Move vehicle/entity up 1 tile
CC/E0D0: FC        Branch 5 bytes backwards ($CCE0CB)
CC/E0D2: FF        End queue
CC/E0D3: 92    Pause for 30 units
CC/E0D4: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E0D6: E8    Set word $1FC2($00) [$1FC2] to $0012
CC/E0DA: 3A    Enable player to move while event commands execute
CC/E0DB: FE    Return

CC/E0DC: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E0E2: B2    Call subroutine $CCE405
CC/E0E6: F4    Play sound effect 223
CC/E0E8: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E0EA: D5        Set vehicle/entity's position to (108, 14)
CC/E0ED: C3        Set vehicle/entity's event speed to fast
CC/E0EE: 85        Move vehicle/entity right 2 tiles
CC/E0EF: 86        Move vehicle/entity down 2 tiles
CC/E0F0: 87        Move vehicle/entity left 2 tiles
CC/E0F1: 84        Move vehicle/entity up 2 tiles
CC/E0F2: FC        Branch 4 bytes backwards ($CCE0EE)
CC/E0F4: FF        End queue
CC/E0F5: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E0F7: D5        Set vehicle/entity's position to (109, 14)
CC/E0FA: C3        Set vehicle/entity's event speed to fast
CC/E0FB: 81        Move vehicle/entity right 1 tile
CC/E0FC: 86        Move vehicle/entity down 2 tiles
CC/E0FD: 87        Move vehicle/entity left 2 tiles
CC/E0FE: 84        Move vehicle/entity up 2 tiles
CC/E0FF: 81        Move vehicle/entity right 1 tile
CC/E100: FC        Branch 5 bytes backwards ($CCE0FB)
CC/E102: FF        End queue
CC/E103: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E105: D5        Set vehicle/entity's position to (110, 14)
CC/E108: C3        Set vehicle/entity's event speed to fast
CC/E109: 86        Move vehicle/entity down 2 tiles
CC/E10A: 87        Move vehicle/entity left 2 tiles
CC/E10B: 84        Move vehicle/entity up 2 tiles
CC/E10C: 85        Move vehicle/entity right 2 tiles
CC/E10D: FC        Branch 4 bytes backwards ($CCE109)
CC/E10F: FF        End queue
CC/E110: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E112: D5        Set vehicle/entity's position to (110, 15)
CC/E115: C3        Set vehicle/entity's event speed to fast
CC/E116: 82        Move vehicle/entity down 1 tile
CC/E117: 87        Move vehicle/entity left 2 tiles
CC/E118: 84        Move vehicle/entity up 2 tiles
CC/E119: 85        Move vehicle/entity right 2 tiles
CC/E11A: 82        Move vehicle/entity down 1 tile
CC/E11B: FC        Branch 5 bytes backwards ($CCE116)
CC/E11D: FF        End queue
CC/E11E: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E120: D5        Set vehicle/entity's position to (110, 16)
CC/E123: C3        Set vehicle/entity's event speed to fast
CC/E124: 87        Move vehicle/entity left 2 tiles
CC/E125: 84        Move vehicle/entity up 2 tiles
CC/E126: 85        Move vehicle/entity right 2 tiles
CC/E127: 86        Move vehicle/entity down 2 tiles
CC/E128: FC        Branch 4 bytes backwards ($CCE124)
CC/E12A: FF        End queue
CC/E12B: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E12D: D5        Set vehicle/entity's position to (109, 16)
CC/E130: C3        Set vehicle/entity's event speed to fast
CC/E131: 83        Move vehicle/entity left 1 tile
CC/E132: 84        Move vehicle/entity up 2 tiles
CC/E133: 85        Move vehicle/entity right 2 tiles
CC/E134: 86        Move vehicle/entity down 2 tiles
CC/E135: 83        Move vehicle/entity left 1 tile
CC/E136: FC        Branch 5 bytes backwards ($CCE131)
CC/E138: FF        End queue
CC/E139: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E13B: D5        Set vehicle/entity's position to (108, 16)
CC/E13E: C3        Set vehicle/entity's event speed to fast
CC/E13F: 84        Move vehicle/entity up 2 tiles
CC/E140: 85        Move vehicle/entity right 2 tiles
CC/E141: 86        Move vehicle/entity down 2 tiles
CC/E142: 87        Move vehicle/entity left 2 tiles
CC/E143: FC        Branch 4 bytes backwards ($CCE13F)
CC/E145: FF        End queue
CC/E146: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E148: D5        Set vehicle/entity's position to (108, 15)
CC/E14B: C3        Set vehicle/entity's event speed to fast
CC/E14C: 80        Move vehicle/entity up 1 tile
CC/E14D: 85        Move vehicle/entity right 2 tiles
CC/E14E: 86        Move vehicle/entity down 2 tiles
CC/E14F: 87        Move vehicle/entity left 2 tiles
CC/E150: 80        Move vehicle/entity up 1 tile
CC/E151: FC        Branch 5 bytes backwards ($CCE14C)
CC/E153: FF        End queue
CC/E154: 92    Pause for 30 units
CC/E155: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E157: E8    Set word $1FC2($00) [$1FC2] to $0013
CC/E15B: 3A    Enable player to move while event commands execute
CC/E15C: FE    Return

CC/E15D: EB    Compare word $1FC2($00) [$1FC2] to $0011, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/E161: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE1E0
CC/E167: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E16D: B2    Call subroutine $CCE405
CC/E171: F4    Play sound effect 223
CC/E173: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E175: D5        Set vehicle/entity's position to (111, 12)
CC/E178: C3        Set vehicle/entity's event speed to fast
CC/E179: 85        Move vehicle/entity right 2 tiles
CC/E17A: 86        Move vehicle/entity down 2 tiles
CC/E17B: 87        Move vehicle/entity left 2 tiles
CC/E17C: 84        Move vehicle/entity up 2 tiles
CC/E17D: FC        Branch 4 bytes backwards ($CCE179)
CC/E17F: FF        End queue
CC/E180: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E182: D5        Set vehicle/entity's position to (112, 12)
CC/E185: C3        Set vehicle/entity's event speed to fast
CC/E186: 81        Move vehicle/entity right 1 tile
CC/E187: 86        Move vehicle/entity down 2 tiles
CC/E188: 87        Move vehicle/entity left 2 tiles
CC/E189: 84        Move vehicle/entity up 2 tiles
CC/E18A: 81        Move vehicle/entity right 1 tile
CC/E18B: FC        Branch 5 bytes backwards ($CCE186)
CC/E18D: FF        End queue
CC/E18E: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E190: D5        Set vehicle/entity's position to (113, 12)
CC/E193: C3        Set vehicle/entity's event speed to fast
CC/E194: 86        Move vehicle/entity down 2 tiles
CC/E195: 87        Move vehicle/entity left 2 tiles
CC/E196: 84        Move vehicle/entity up 2 tiles
CC/E197: 85        Move vehicle/entity right 2 tiles
CC/E198: FC        Branch 4 bytes backwards ($CCE194)
CC/E19A: FF        End queue
CC/E19B: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E19D: D5        Set vehicle/entity's position to (113, 13)
CC/E1A0: C3        Set vehicle/entity's event speed to fast
CC/E1A1: 82        Move vehicle/entity down 1 tile
CC/E1A2: 87        Move vehicle/entity left 2 tiles
CC/E1A3: 84        Move vehicle/entity up 2 tiles
CC/E1A4: 85        Move vehicle/entity right 2 tiles
CC/E1A5: 82        Move vehicle/entity down 1 tile
CC/E1A6: FC        Branch 5 bytes backwards ($CCE1A1)
CC/E1A8: FF        End queue
CC/E1A9: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E1AB: D5        Set vehicle/entity's position to (113, 14)
CC/E1AE: C3        Set vehicle/entity's event speed to fast
CC/E1AF: 87        Move vehicle/entity left 2 tiles
CC/E1B0: 84        Move vehicle/entity up 2 tiles
CC/E1B1: 85        Move vehicle/entity right 2 tiles
CC/E1B2: 86        Move vehicle/entity down 2 tiles
CC/E1B3: FC        Branch 4 bytes backwards ($CCE1AF)
CC/E1B5: FF        End queue
CC/E1B6: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E1B8: D5        Set vehicle/entity's position to (112, 14)
CC/E1BB: C3        Set vehicle/entity's event speed to fast
CC/E1BC: 83        Move vehicle/entity left 1 tile
CC/E1BD: 84        Move vehicle/entity up 2 tiles
CC/E1BE: 85        Move vehicle/entity right 2 tiles
CC/E1BF: 86        Move vehicle/entity down 2 tiles
CC/E1C0: 83        Move vehicle/entity left 1 tile
CC/E1C1: FC        Branch 5 bytes backwards ($CCE1BC)
CC/E1C3: FF        End queue
CC/E1C4: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E1C6: D5        Set vehicle/entity's position to (111, 14)
CC/E1C9: C3        Set vehicle/entity's event speed to fast
CC/E1CA: 84        Move vehicle/entity up 2 tiles
CC/E1CB: 85        Move vehicle/entity right 2 tiles
CC/E1CC: 86        Move vehicle/entity down 2 tiles
CC/E1CD: 87        Move vehicle/entity left 2 tiles
CC/E1CE: FC        Branch 4 bytes backwards ($CCE1CA)
CC/E1D0: FF        End queue
CC/E1D1: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E1D3: D5        Set vehicle/entity's position to (111, 13)
CC/E1D6: C3        Set vehicle/entity's event speed to fast
CC/E1D7: 80        Move vehicle/entity up 1 tile
CC/E1D8: 85        Move vehicle/entity right 2 tiles
CC/E1D9: 86        Move vehicle/entity down 2 tiles
CC/E1DA: 87        Move vehicle/entity left 2 tiles
CC/E1DB: 80        Move vehicle/entity up 1 tile
CC/E1DC: FC        Branch 5 bytes backwards ($CCE1D7)
CC/E1DE: FF        End queue
CC/E1DF: 92    Pause for 30 units
CC/E1E0: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E1E2: E8    Set word $1FC2($00) [$1FC2] to $0014
CC/E1E6: 3A    Enable player to move while event commands execute
CC/E1E7: FE    Return

CC/E1E8: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E1EE: B2    Call subroutine $CCE405
CC/E1F2: F4    Play sound effect 223
CC/E1F4: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E1F6: D5        Set vehicle/entity's position to (108, 12)
CC/E1F9: C3        Set vehicle/entity's event speed to fast
CC/E1FA: 85        Move vehicle/entity right 2 tiles
CC/E1FB: 86        Move vehicle/entity down 2 tiles
CC/E1FC: 87        Move vehicle/entity left 2 tiles
CC/E1FD: 84        Move vehicle/entity up 2 tiles
CC/E1FE: FC        Branch 4 bytes backwards ($CCE1FA)
CC/E200: FF        End queue
CC/E201: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E203: D5        Set vehicle/entity's position to (109, 12)
CC/E206: C3        Set vehicle/entity's event speed to fast
CC/E207: 81        Move vehicle/entity right 1 tile
CC/E208: 86        Move vehicle/entity down 2 tiles
CC/E209: 87        Move vehicle/entity left 2 tiles
CC/E20A: 84        Move vehicle/entity up 2 tiles
CC/E20B: 81        Move vehicle/entity right 1 tile
CC/E20C: FC        Branch 5 bytes backwards ($CCE207)
CC/E20E: FF        End queue
CC/E20F: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E211: D5        Set vehicle/entity's position to (110, 12)
CC/E214: C3        Set vehicle/entity's event speed to fast
CC/E215: 86        Move vehicle/entity down 2 tiles
CC/E216: 87        Move vehicle/entity left 2 tiles
CC/E217: 84        Move vehicle/entity up 2 tiles
CC/E218: 85        Move vehicle/entity right 2 tiles
CC/E219: FC        Branch 4 bytes backwards ($CCE215)
CC/E21B: FF        End queue
CC/E21C: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E21E: D5        Set vehicle/entity's position to (110, 13)
CC/E221: C3        Set vehicle/entity's event speed to fast
CC/E222: 82        Move vehicle/entity down 1 tile
CC/E223: 87        Move vehicle/entity left 2 tiles
CC/E224: 84        Move vehicle/entity up 2 tiles
CC/E225: 85        Move vehicle/entity right 2 tiles
CC/E226: 82        Move vehicle/entity down 1 tile
CC/E227: FC        Branch 5 bytes backwards ($CCE222)
CC/E229: FF        End queue
CC/E22A: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E22C: D5        Set vehicle/entity's position to (110, 14)
CC/E22F: C3        Set vehicle/entity's event speed to fast
CC/E230: 87        Move vehicle/entity left 2 tiles
CC/E231: 84        Move vehicle/entity up 2 tiles
CC/E232: 85        Move vehicle/entity right 2 tiles
CC/E233: 86        Move vehicle/entity down 2 tiles
CC/E234: FC        Branch 4 bytes backwards ($CCE230)
CC/E236: FF        End queue
CC/E237: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E239: D5        Set vehicle/entity's position to (109, 14)
CC/E23C: C3        Set vehicle/entity's event speed to fast
CC/E23D: 83        Move vehicle/entity left 1 tile
CC/E23E: 84        Move vehicle/entity up 2 tiles
CC/E23F: 85        Move vehicle/entity right 2 tiles
CC/E240: 86        Move vehicle/entity down 2 tiles
CC/E241: 83        Move vehicle/entity left 1 tile
CC/E242: FC        Branch 5 bytes backwards ($CCE23D)
CC/E244: FF        End queue
CC/E245: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E247: D5        Set vehicle/entity's position to (108, 14)
CC/E24A: C3        Set vehicle/entity's event speed to fast
CC/E24B: 84        Move vehicle/entity up 2 tiles
CC/E24C: 85        Move vehicle/entity right 2 tiles
CC/E24D: 86        Move vehicle/entity down 2 tiles
CC/E24E: 87        Move vehicle/entity left 2 tiles
CC/E24F: FC        Branch 4 bytes backwards ($CCE24B)
CC/E251: FF        End queue
CC/E252: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E254: D5        Set vehicle/entity's position to (108, 13)
CC/E257: C3        Set vehicle/entity's event speed to fast
CC/E258: 80        Move vehicle/entity up 1 tile
CC/E259: 85        Move vehicle/entity right 2 tiles
CC/E25A: 86        Move vehicle/entity down 2 tiles
CC/E25B: 87        Move vehicle/entity left 2 tiles
CC/E25C: 80        Move vehicle/entity up 1 tile
CC/E25D: FC        Branch 5 bytes backwards ($CCE258)
CC/E25F: FF        End queue
CC/E260: 92    Pause for 30 units
CC/E261: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E263: 3A    Enable player to move while event commands execute
CC/E264: FE    Return

CC/E265: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E26B: B2    Call subroutine $CCE405
CC/E26F: F4    Play sound effect 223
CC/E271: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E273: D5        Set vehicle/entity's position to (115, 12)
CC/E276: C3        Set vehicle/entity's event speed to fast
CC/E277: 85        Move vehicle/entity right 2 tiles
CC/E278: 86        Move vehicle/entity down 2 tiles
CC/E279: 87        Move vehicle/entity left 2 tiles
CC/E27A: 84        Move vehicle/entity up 2 tiles
CC/E27B: FC        Branch 4 bytes backwards ($CCE277)
CC/E27D: FF        End queue
CC/E27E: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E280: D5        Set vehicle/entity's position to (116, 12)
CC/E283: C3        Set vehicle/entity's event speed to fast
CC/E284: 81        Move vehicle/entity right 1 tile
CC/E285: 86        Move vehicle/entity down 2 tiles
CC/E286: 87        Move vehicle/entity left 2 tiles
CC/E287: 84        Move vehicle/entity up 2 tiles
CC/E288: 81        Move vehicle/entity right 1 tile
CC/E289: FC        Branch 5 bytes backwards ($CCE284)
CC/E28B: FF        End queue
CC/E28C: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E28E: D5        Set vehicle/entity's position to (117, 12)
CC/E291: C3        Set vehicle/entity's event speed to fast
CC/E292: 86        Move vehicle/entity down 2 tiles
CC/E293: 87        Move vehicle/entity left 2 tiles
CC/E294: 84        Move vehicle/entity up 2 tiles
CC/E295: 85        Move vehicle/entity right 2 tiles
CC/E296: FC        Branch 4 bytes backwards ($CCE292)
CC/E298: FF        End queue
CC/E299: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E29B: D5        Set vehicle/entity's position to (117, 13)
CC/E29E: C3        Set vehicle/entity's event speed to fast
CC/E29F: 82        Move vehicle/entity down 1 tile
CC/E2A0: 87        Move vehicle/entity left 2 tiles
CC/E2A1: 84        Move vehicle/entity up 2 tiles
CC/E2A2: 85        Move vehicle/entity right 2 tiles
CC/E2A3: 82        Move vehicle/entity down 1 tile
CC/E2A4: FC        Branch 5 bytes backwards ($CCE29F)
CC/E2A6: FF        End queue
CC/E2A7: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E2A9: D5        Set vehicle/entity's position to (117, 14)
CC/E2AC: C3        Set vehicle/entity's event speed to fast
CC/E2AD: 87        Move vehicle/entity left 2 tiles
CC/E2AE: 84        Move vehicle/entity up 2 tiles
CC/E2AF: 85        Move vehicle/entity right 2 tiles
CC/E2B0: 86        Move vehicle/entity down 2 tiles
CC/E2B1: FC        Branch 4 bytes backwards ($CCE2AD)
CC/E2B3: FF        End queue
CC/E2B4: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E2B6: D5        Set vehicle/entity's position to (116, 14)
CC/E2B9: C3        Set vehicle/entity's event speed to fast
CC/E2BA: 83        Move vehicle/entity left 1 tile
CC/E2BB: 84        Move vehicle/entity up 2 tiles
CC/E2BC: 85        Move vehicle/entity right 2 tiles
CC/E2BD: 86        Move vehicle/entity down 2 tiles
CC/E2BE: 83        Move vehicle/entity left 1 tile
CC/E2BF: FC        Branch 5 bytes backwards ($CCE2BA)
CC/E2C1: FF        End queue
CC/E2C2: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E2C4: D5        Set vehicle/entity's position to (115, 14)
CC/E2C7: C3        Set vehicle/entity's event speed to fast
CC/E2C8: 84        Move vehicle/entity up 2 tiles
CC/E2C9: 85        Move vehicle/entity right 2 tiles
CC/E2CA: 86        Move vehicle/entity down 2 tiles
CC/E2CB: 87        Move vehicle/entity left 2 tiles
CC/E2CC: FC        Branch 4 bytes backwards ($CCE2C8)
CC/E2CE: FF        End queue
CC/E2CF: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E2D1: D5        Set vehicle/entity's position to (115, 13)
CC/E2D4: C3        Set vehicle/entity's event speed to fast
CC/E2D5: 80        Move vehicle/entity up 1 tile
CC/E2D6: 85        Move vehicle/entity right 2 tiles
CC/E2D7: 86        Move vehicle/entity down 2 tiles
CC/E2D8: 87        Move vehicle/entity left 2 tiles
CC/E2D9: 80        Move vehicle/entity up 1 tile
CC/E2DA: FC        Branch 5 bytes backwards ($CCE2D5)
CC/E2DC: FF        End queue
CC/E2DD: 92    Pause for 30 units
CC/E2DE: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E2E0: 3A    Enable player to move while event commands execute
CC/E2E1: FE    Return

CC/E2E2: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E2E8: B2    Call subroutine $CCE405
CC/E2EC: F4    Play sound effect 223
CC/E2EE: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E2F0: D5        Set vehicle/entity's position to (105, 14)
CC/E2F3: C3        Set vehicle/entity's event speed to fast
CC/E2F4: 85        Move vehicle/entity right 2 tiles
CC/E2F5: 86        Move vehicle/entity down 2 tiles
CC/E2F6: 87        Move vehicle/entity left 2 tiles
CC/E2F7: 84        Move vehicle/entity up 2 tiles
CC/E2F8: FC        Branch 4 bytes backwards ($CCE2F4)
CC/E2FA: FF        End queue
CC/E2FB: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E2FD: D5        Set vehicle/entity's position to (106, 14)
CC/E300: C3        Set vehicle/entity's event speed to fast
CC/E301: 81        Move vehicle/entity right 1 tile
CC/E302: 86        Move vehicle/entity down 2 tiles
CC/E303: 87        Move vehicle/entity left 2 tiles
CC/E304: 84        Move vehicle/entity up 2 tiles
CC/E305: 81        Move vehicle/entity right 1 tile
CC/E306: FC        Branch 5 bytes backwards ($CCE301)
CC/E308: FF        End queue
CC/E309: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E30B: D5        Set vehicle/entity's position to (107, 14)
CC/E30E: C3        Set vehicle/entity's event speed to fast
CC/E30F: 86        Move vehicle/entity down 2 tiles
CC/E310: 87        Move vehicle/entity left 2 tiles
CC/E311: 84        Move vehicle/entity up 2 tiles
CC/E312: 85        Move vehicle/entity right 2 tiles
CC/E313: FC        Branch 4 bytes backwards ($CCE30F)
CC/E315: FF        End queue
CC/E316: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E318: D5        Set vehicle/entity's position to (107, 15)
CC/E31B: C3        Set vehicle/entity's event speed to fast
CC/E31C: 82        Move vehicle/entity down 1 tile
CC/E31D: 87        Move vehicle/entity left 2 tiles
CC/E31E: 84        Move vehicle/entity up 2 tiles
CC/E31F: 85        Move vehicle/entity right 2 tiles
CC/E320: 82        Move vehicle/entity down 1 tile
CC/E321: FC        Branch 5 bytes backwards ($CCE31C)
CC/E323: FF        End queue
CC/E324: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E326: D5        Set vehicle/entity's position to (107, 16)
CC/E329: C3        Set vehicle/entity's event speed to fast
CC/E32A: 87        Move vehicle/entity left 2 tiles
CC/E32B: 84        Move vehicle/entity up 2 tiles
CC/E32C: 85        Move vehicle/entity right 2 tiles
CC/E32D: 86        Move vehicle/entity down 2 tiles
CC/E32E: FC        Branch 4 bytes backwards ($CCE32A)
CC/E330: FF        End queue
CC/E331: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E333: D5        Set vehicle/entity's position to (106, 16)
CC/E336: C3        Set vehicle/entity's event speed to fast
CC/E337: 83        Move vehicle/entity left 1 tile
CC/E338: 84        Move vehicle/entity up 2 tiles
CC/E339: 85        Move vehicle/entity right 2 tiles
CC/E33A: 86        Move vehicle/entity down 2 tiles
CC/E33B: 83        Move vehicle/entity left 1 tile
CC/E33C: FC        Branch 5 bytes backwards ($CCE337)
CC/E33E: FF        End queue
CC/E33F: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E341: D5        Set vehicle/entity's position to (105, 16)
CC/E344: C3        Set vehicle/entity's event speed to fast
CC/E345: 84        Move vehicle/entity up 2 tiles
CC/E346: 85        Move vehicle/entity right 2 tiles
CC/E347: 86        Move vehicle/entity down 2 tiles
CC/E348: 87        Move vehicle/entity left 2 tiles
CC/E349: FC        Branch 4 bytes backwards ($CCE345)
CC/E34B: FF        End queue
CC/E34C: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E34E: D5        Set vehicle/entity's position to (105, 15)
CC/E351: C3        Set vehicle/entity's event speed to fast
CC/E352: 80        Move vehicle/entity up 1 tile
CC/E353: 85        Move vehicle/entity right 2 tiles
CC/E354: 86        Move vehicle/entity down 2 tiles
CC/E355: 87        Move vehicle/entity left 2 tiles
CC/E356: 80        Move vehicle/entity up 1 tile
CC/E357: FC        Branch 5 bytes backwards ($CCE352)
CC/E359: FF        End queue
CC/E35A: 92    Pause for 30 units
CC/E35B: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E35D: 3A    Enable player to move while event commands execute
CC/E35E: FE    Return

CC/E35F: EB    Compare word $1FC2($01) [$1FC4] to $0007, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/E363: C0    If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CCE373
CC/E369: EB    Compare word $1FC2($00) [$1FC2] to $0002, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than
CC/E36D: C0    If ($1E80($1A0) [$1EB4, bit 0] is set), branch to $CCE3EC
CC/E373: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E379: B2    Call subroutine $CCE405
CC/E37D: F4    Play sound effect 223
CC/E37F: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E381: D5        Set vehicle/entity's position to (115, 22)
CC/E384: C3        Set vehicle/entity's event speed to fast
CC/E385: 85        Move vehicle/entity right 2 tiles
CC/E386: 86        Move vehicle/entity down 2 tiles
CC/E387: 87        Move vehicle/entity left 2 tiles
CC/E388: 84        Move vehicle/entity up 2 tiles
CC/E389: FC        Branch 4 bytes backwards ($CCE385)
CC/E38B: FF        End queue
CC/E38C: 11    Begin action queue for character $11 (NPC $11), 12 bytes long 
CC/E38E: D5        Set vehicle/entity's position to (116, 22)
CC/E391: C3        Set vehicle/entity's event speed to fast
CC/E392: 81        Move vehicle/entity right 1 tile
CC/E393: 86        Move vehicle/entity down 2 tiles
CC/E394: 87        Move vehicle/entity left 2 tiles
CC/E395: 84        Move vehicle/entity up 2 tiles
CC/E396: 81        Move vehicle/entity right 1 tile
CC/E397: FC        Branch 5 bytes backwards ($CCE392)
CC/E399: FF        End queue
CC/E39A: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E39C: D5        Set vehicle/entity's position to (117, 22)
CC/E39F: C3        Set vehicle/entity's event speed to fast
CC/E3A0: 86        Move vehicle/entity down 2 tiles
CC/E3A1: 87        Move vehicle/entity left 2 tiles
CC/E3A2: 84        Move vehicle/entity up 2 tiles
CC/E3A3: 85        Move vehicle/entity right 2 tiles
CC/E3A4: FC        Branch 4 bytes backwards ($CCE3A0)
CC/E3A6: FF        End queue
CC/E3A7: 13    Begin action queue for character $13 (NPC $13), 12 bytes long 
CC/E3A9: D5        Set vehicle/entity's position to (117, 23)
CC/E3AC: C3        Set vehicle/entity's event speed to fast
CC/E3AD: 82        Move vehicle/entity down 1 tile
CC/E3AE: 87        Move vehicle/entity left 2 tiles
CC/E3AF: 84        Move vehicle/entity up 2 tiles
CC/E3B0: 85        Move vehicle/entity right 2 tiles
CC/E3B1: 82        Move vehicle/entity down 1 tile
CC/E3B2: FC        Branch 5 bytes backwards ($CCE3AD)
CC/E3B4: FF        End queue
CC/E3B5: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E3B7: D5        Set vehicle/entity's position to (117, 24)
CC/E3BA: C3        Set vehicle/entity's event speed to fast
CC/E3BB: 87        Move vehicle/entity left 2 tiles
CC/E3BC: 84        Move vehicle/entity up 2 tiles
CC/E3BD: 85        Move vehicle/entity right 2 tiles
CC/E3BE: 86        Move vehicle/entity down 2 tiles
CC/E3BF: FC        Branch 4 bytes backwards ($CCE3BB)
CC/E3C1: FF        End queue
CC/E3C2: 15    Begin action queue for character $15 (NPC $15), 12 bytes long 
CC/E3C4: D5        Set vehicle/entity's position to (116, 24)
CC/E3C7: C3        Set vehicle/entity's event speed to fast
CC/E3C8: 83        Move vehicle/entity left 1 tile
CC/E3C9: 84        Move vehicle/entity up 2 tiles
CC/E3CA: 85        Move vehicle/entity right 2 tiles
CC/E3CB: 86        Move vehicle/entity down 2 tiles
CC/E3CC: 83        Move vehicle/entity left 1 tile
CC/E3CD: FC        Branch 5 bytes backwards ($CCE3C8)
CC/E3CF: FF        End queue
CC/E3D0: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E3D2: D5        Set vehicle/entity's position to (115, 24)
CC/E3D5: C3        Set vehicle/entity's event speed to fast
CC/E3D6: 84        Move vehicle/entity up 2 tiles
CC/E3D7: 85        Move vehicle/entity right 2 tiles
CC/E3D8: 86        Move vehicle/entity down 2 tiles
CC/E3D9: 87        Move vehicle/entity left 2 tiles
CC/E3DA: FC        Branch 4 bytes backwards ($CCE3D6)
CC/E3DC: FF        End queue
CC/E3DD: 17    Begin action queue for character $17 (NPC $17), 12 bytes long 
CC/E3DF: D5        Set vehicle/entity's position to (115, 23)
CC/E3E2: C3        Set vehicle/entity's event speed to fast
CC/E3E3: 80        Move vehicle/entity up 1 tile
CC/E3E4: 85        Move vehicle/entity right 2 tiles
CC/E3E5: 86        Move vehicle/entity down 2 tiles
CC/E3E6: 87        Move vehicle/entity left 2 tiles
CC/E3E7: 80        Move vehicle/entity up 1 tile
CC/E3E8: FC        Branch 5 bytes backwards ($CCE3E3)
CC/E3EA: FF        End queue
CC/E3EB: 92    Pause for 30 units
CC/E3EC: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E3EE: E8    Set word $1FC2($00) [$1FC2] to $0015
CC/E3F2: 3A    Enable player to move while event commands execute
CC/E3F3: FE    Return

CC/E3F4: C0    If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns)
CC/E3FA: E8    Set word $1FC2($00) [$1FC2] to $0000
CC/E3FE: E8    Set word $1FC2($01) [$1FC4] to $0000
CC/E402: D2    Set event bit $1E80($1B5) [$1EB6, bit 5]
CC/E404: FE    Return

CC/E405: 78    Enable ability to pass through other objects for object $10 (NPC $10)
CC/E407: 78    Enable ability to pass through other objects for object $11 (NPC $11)
CC/E409: 78    Enable ability to pass through other objects for object $12 (NPC $12)
CC/E40B: 78    Enable ability to pass through other objects for object $13 (NPC $13)
CC/E40D: 78    Enable ability to pass through other objects for object $14 (NPC $14)
CC/E40F: 78    Enable ability to pass through other objects for object $15 (NPC $15)
CC/E411: 78    Enable ability to pass through other objects for object $16 (NPC $16)
CC/E413: 78    Enable ability to pass through other objects for object $17 (NPC $17)
CC/E415: FE    Return

CC/E416: F4    Play sound effect 204
CC/E418: 10    Begin action queue for character $10 (NPC $10), 11 bytes long 
CC/E41A: 82        Move vehicle/entity down 1 tile
CC/E41B: C3        Set vehicle/entity's event speed to fast
CC/E41C: A1        Move vehicle/entity right/down 1x1 tiles
CC/E41D: A1        Move vehicle/entity right/down 1x1 tiles
CC/E41E: C2        Set vehicle/entity's event speed to normal
CC/E41F: A1        Move vehicle/entity right/down 1x1 tiles
CC/E420: A1        Move vehicle/entity right/down 1x1 tiles
CC/E421: D5        Set vehicle/entity's position to (0, 0)
CC/E424: FF        End queue
CC/E425: 11    Begin action queue for character $11 (NPC $11), 11 bytes long 
CC/E427: 83        Move vehicle/entity left 1 tile
CC/E428: C3        Set vehicle/entity's event speed to fast
CC/E429: 82        Move vehicle/entity down 1 tile
CC/E42A: 82        Move vehicle/entity down 1 tile
CC/E42B: C2        Set vehicle/entity's event speed to normal
CC/E42C: 82        Move vehicle/entity down 1 tile
CC/E42D: 82        Move vehicle/entity down 1 tile
CC/E42E: D5        Set vehicle/entity's position to (0, 0)
CC/E431: FF        End queue
CC/E432: 12    Begin action queue for character $12 (NPC $12), 11 bytes long 
CC/E434: 83        Move vehicle/entity left 1 tile
CC/E435: C3        Set vehicle/entity's event speed to fast
CC/E436: A2        Move vehicle/entity left/down 1x1 tiles
CC/E437: A2        Move vehicle/entity left/down 1x1 tiles
CC/E438: C2        Set vehicle/entity's event speed to normal
CC/E439: A2        Move vehicle/entity left/down 1x1 tiles
CC/E43A: A2        Move vehicle/entity left/down 1x1 tiles
CC/E43B: D5        Set vehicle/entity's position to (0, 0)
CC/E43E: FF        End queue
CC/E43F: 13    Begin action queue for character $13 (NPC $13), 11 bytes long 
CC/E441: 80        Move vehicle/entity up 1 tile
CC/E442: C3        Set vehicle/entity's event speed to fast
CC/E443: 83        Move vehicle/entity left 1 tile
CC/E444: 83        Move vehicle/entity left 1 tile
CC/E445: C2        Set vehicle/entity's event speed to normal
CC/E446: 83        Move vehicle/entity left 1 tile
CC/E447: 83        Move vehicle/entity left 1 tile
CC/E448: D5        Set vehicle/entity's position to (0, 0)
CC/E44B: FF        End queue
CC/E44C: 14    Begin action queue for character $14 (NPC $14), 11 bytes long 
CC/E44E: 80        Move vehicle/entity up 1 tile
CC/E44F: C3        Set vehicle/entity's event speed to fast
CC/E450: A3        Move vehicle/entity left/up 1x1 tiles
CC/E451: A3        Move vehicle/entity left/up 1x1 tiles
CC/E452: C2        Set vehicle/entity's event speed to normal
CC/E453: A3        Move vehicle/entity left/up 1x1 tiles
CC/E454: A3        Move vehicle/entity left/up 1x1 tiles
CC/E455: D5        Set vehicle/entity's position to (0, 0)
CC/E458: FF        End queue
CC/E459: 15    Begin action queue for character $15 (NPC $15), 11 bytes long 
CC/E45B: 81        Move vehicle/entity right 1 tile
CC/E45C: C3        Set vehicle/entity's event speed to fast
CC/E45D: 80        Move vehicle/entity up 1 tile
CC/E45E: 80        Move vehicle/entity up 1 tile
CC/E45F: C2        Set vehicle/entity's event speed to normal
CC/E460: 80        Move vehicle/entity up 1 tile
CC/E461: 80        Move vehicle/entity up 1 tile
CC/E462: D5        Set vehicle/entity's position to (0, 0)
CC/E465: FF        End queue
CC/E466: 16    Begin action queue for character $16 (NPC $16), 11 bytes long 
CC/E468: 81        Move vehicle/entity right 1 tile
CC/E469: C3        Set vehicle/entity's event speed to fast
CC/E46A: A0        Move vehicle/entity right/up 1x1 tiles
CC/E46B: A0        Move vehicle/entity right/up 1x1 tiles
CC/E46C: C2        Set vehicle/entity's event speed to normal
CC/E46D: A0        Move vehicle/entity right/up 1x1 tiles
CC/E46E: A0        Move vehicle/entity right/up 1x1 tiles
CC/E46F: D5        Set vehicle/entity's position to (0, 0)
CC/E472: FF        End queue
CC/E473: 17    Begin action queue for character $17 (NPC $17), 13 bytes long (Wait until complete)
CC/E475: 82        Move vehicle/entity down 1 tile
CC/E476: C3        Set vehicle/entity's event speed to fast
CC/E477: 81        Move vehicle/entity right 1 tile
CC/E478: 81        Move vehicle/entity right 1 tile
CC/E479: C2        Set vehicle/entity's event speed to normal
CC/E47A: 81        Move vehicle/entity right 1 tile
CC/E47B: 81        Move vehicle/entity right 1 tile
CC/E47C: D5        Set vehicle/entity's position to (0, 0)
CC/E47F: E0        Pause for 4 * 1 (4) frames
CC/E481: FF        End queue
CC/E482: F4    Play sound effect 141
CC/E484: 3A    Enable player to move while event commands execute
CC/E485: FE    Return

CC/E486: 4D    Invoke battle, enemy set $26, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled)
CC/E489: B2    Call subroutine $CA5EA9
CC/E48D: D3    Clear event bit $1E80($1B5) [$1EB6, bit 5]
CC/E48F: 6B    Load map $0031 (Narshe, security checkpoint cave (WoB)) instantly, (upper bits $0000), place party at (111, 27), facing up
CC/E495: 96    Restore screen from fade
CC/E496: 5C    Pause execution until fade in or fade out is complete
CC/E497: 3B    Position character in a "ready-to-go" stance
CC/E498: FE    Return

CC/E499: 8B    For character $31 (Party Character 0), take HP and set to maximum
CC/E49C: 8B    For character $32 (Party Character 1), take HP and set to maximum
CC/E49F: 8B    For character $33 (Party Character 2), take HP and set to maximum
CC/E4A2: 8B    For character $34 (Party Character 3), take HP and set to maximum
CC/E4A5: 8C    For character $31 (Party Character 0), take MP and set to maximum
CC/E4A8: 8C    For character $32 (Party Character 1), take MP and set to maximum
CC/E4AB: 8C    For character $33 (Party Character 2), take MP and set to maximum
CC/E4AE: 8C    For character $34 (Party Character 3), take MP and set to maximum
CC/E4B1: 88    Remove the following status ailments from character $31 (Party Character 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/E4B5: 88    Remove the following status ailments from character $32 (Party Character 1): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/E4B9: 88    Remove the following status ailments from character $33 (Party Character 2): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/E4BD: 88    Remove the following status ailments from character $34 (Party Character 3): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark
CC/E4C1: FE    Return

CC/E4C2: DD    Clear event bit $1E80($636) [$1F46, bit 6]
CC/E4C4: DD    Clear event bit $1E80($62B) [$1F45, bit 3]
CC/E4C6: DD    Clear event bit $1E80($62F) [$1F45, bit 7]
CC/E4C8: DD    Clear event bit $1E80($630) [$1F46, bit 0]
CC/E4CA: DD    Clear event bit $1E80($634) [$1F46, bit 4]
CC/E4CC: DD    Clear event bit $1E80($652) [$1F4A, bit 2]
CC/E4CE: DD    Clear event bit $1E80($65F) [$1F4B, bit 7]
CC/E4D0: DD    Clear event bit $1E80($661) [$1F4C, bit 1]
CC/E4D2: DD    Clear event bit $1E80($63C) [$1F47, bit 4]
CC/E4D4: DD    Clear event bit $1E80($637) [$1F46, bit 7]
CC/E4D6: DD    Clear event bit $1E80($638) [$1F47, bit 0]
CC/E4D8: FE    Return

CC/E4D9: E8    Set word $1FC2($06) [$1FCE] to $0008
CC/E4DD: 7A    Change event address for object $00 to address $CA5EB3
CC/E4E2: 7A    Change event address for object $01 to address $CA5EB3
CC/E4E7: 7A    Change event address for object $06 to address $CA5EB3
CC/E4EC: 7A    Change event address for object $04 to address $CA5EB3
CC/E4F1: 7A    Change event address for object $05 to address $CA5EB3
CC/E4F6: 7A    Change event address for object $02 to address $CA5EB3
CC/E4FB: 7A    Change event address for object $0B to address $CA5EB3
CC/E500: 7A    Change event address for object $09 to address $CA5EB3
CC/E505: 7A    Change event address for object $07 to address $CA5EB3
CC/E50A: 7A    Change event address for object $08 to address $CA5EB3
CC/E50F: 7A    Change event address for object $03 to address $CA5EB3
CC/E514: 7A    Change event address for object $0D to address $CA5EB3
CC/E519: 7A    Change event address for object $0C to address $CA5EB3
CC/E51E: 7A    Change event address for object $0A to address $CA5EB3
CC/E523: DC    Set event bit $1E80($69A) [$1F53, bit 2]
CC/E525: DD    Clear event bit $1E80($636) [$1F46, bit 6]
CC/E527: DD    Clear event bit $1E80($637) [$1F46, bit 7]
CC/E529: DD    Clear event bit $1E80($638) [$1F47, bit 0]
CC/E52B: DD    Clear event bit $1E80($652) [$1F4A, bit 2]
CC/E52D: DD    Clear event bit $1E80($661) [$1F4C, bit 1]
CC/E52F: DD    Clear event bit $1E80($667) [$1F4C, bit 7]
CC/E531: DD    Clear event bit $1E80($653) [$1F4A, bit 3]
CC/E533: DD    Clear event bit $1E80($654) [$1F4A, bit 4]
CC/E535: DD    Clear event bit $1E80($67A) [$1F4F, bit 2]
CC/E537: DC    Set event bit $1E80($67B) [$1F4F, bit 3]
CC/E539: DC    Set event bit $1E80($67C) [$1F4F, bit 4]
CC/E53B: DD    Clear event bit $1E80($651) [$1F4A, bit 1]
CC/E53D: DC    Set event bit $1E80($67F) [$1F4F, bit 7]
CC/E53F: DC    Set event bit $1E80($67E) [$1F4F, bit 6]
CC/E541: DD    Clear event bit $1E80($600) [$1F40, bit 0]
CC/E543: DD    Clear event bit $1E80($606) [$1F40, bit 6]
CC/E545: DD    Clear event bit $1E80($688) [$1F51, bit 0]
CC/E547: DD    Clear event bit $1E80($602) [$1F40, bit 2]
CC/E549: DD    Clear event bit $1E80($603) [$1F40, bit 3]
CC/E54B: DD    Clear event bit $1E80($607) [$1F40, bit 7]
CC/E54D: DD    Clear event bit $1E80($615) [$1F42, bit 5]
CC/E54F: DD    Clear event bit $1E80($616) [$1F42, bit 6]
CC/E551: DD    Clear event bit $1E80($61A) [$1F43, bit 2]
CC/E553: DD    Clear event bit $1E80($617) [$1F42, bit 7]
CC/E555: DD    Clear event bit $1E80($618) [$1F43, bit 0]
CC/E557: DD    Clear event bit $1E80($619) [$1F43, bit 1]
CC/E559: DD    Clear event bit $1E80($63D) [$1F47, bit 5]
CC/E55B: DD    Clear event bit $1E80($63E) [$1F47, bit 6]
CC/E55D: DD    Clear event bit $1E80($64E) [$1F49, bit 6]
CC/E55F: DC    Set event bit $1E80($68B) [$1F51, bit 3]
CC/E561: DC    Set event bit $1E80($6AD) [$1F55, bit 5]
CC/E563: DD    Clear event bit $1E80($654) [$1F4A, bit 4]
CC/E565: FE    Return

CC/E566: 6B    Load map $0005 (Darkness (Mog explains 3-party battles / various narration)) instantly, (upper bits $3000), place party at (8, 7), facing left
CC/E56C: F2    Fade out current song with transition time 160
CC/E56E: 44    Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown)
CC/E571: 44    Place character $32 (Party Character 1) on vehicle $00 (No vehicle) (Character is not shown)
CC/E574: 44    Place character $33 (Party Character 2) on vehicle $00 (No vehicle) (Character is not shown)
CC/E577: 44    Place character $34 (Party Character 3) on vehicle $00 (No vehicle) (Character is not shown)
CC/E57A: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CC/E57C: C6        Set vehicle/entity to walk when moving
CC/E57D: C8        Set object layering priority to 0 (low nibble 0)
CC/E57F: FF        End queue
CC/E580: 32    Begin action queue for character $32 (Party Character 1), 4 bytes long (Wait until complete)
CC/E582: C6        Set vehicle/entity to walk when moving
CC/E583: C8        Set object layering priority to 0 (low nibble 0)
CC/E585: FF        End queue
CC/E586: 33    Begin action queue for character $33 (Party Character 2), 4 bytes long (Wait until complete)
CC/E588: C6        Set vehicle/entity to walk when moving
CC/E589: C8        Set object layering priority to 0 (low nibble 0)
CC/E58B: FF        End queue
CC/E58C: 34    Begin action queue for character $34 (Party Character 3), 4 bytes long (Wait until complete)
CC/E58E: C6        Set vehicle/entity to walk when moving
CC/E58F: C8        Set object layering priority to 0 (low nibble 0)
CC/E591: FF        End queue
CC/E592: 41    Show object $31
CC/E594: 42    Hide object $32
CC/E596: 42    Hide object $33
CC/E598: 42    Hide object $34
CC/E59A: 47    Make character in slot 0 the lead character
CC/E59B: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/E59D: CF        Turn vehicle/entity left
CC/E59E: FF        End queue
CC/E59F: A2    Command $A2
CC/E5A0: 58    Shake screen ($F4): 
               (Intensity: 0)) 
               (Permanance and ???: 1)) 
               (Layer 1 affected) 
               (Layer 2 affected) 
               (Layer 3 affected) 
               (Sprite layer affected)
CC/E5A2: C0    If ($1E80($2AB) [$1ED5, bit 3] is set), branch to $CCE5C2
CC/E5A8: C0    If ($1E80($2AC) [$1ED5, bit 4] is set), branch to $CCE5C2
CC/E5AE: C0    If ($1E80($2AD) [$1ED5, bit 5] is set), branch to $CCE5C2
CC/E5B4: C0    If ($1E80($2AE) [$1ED5, bit 6] is set), branch to $CCE5C2
CC/E5BA: A1    Reset timer 0
CC/E5BC: A1    Reset timer 1
CC/E5BE: A1    Reset timer 2
CC/E5C0: A1    Reset timer 3
CC/E5C2: 59    Unfade screen at speed $04
CC/E5C4: 5C    Pause execution until fade in or fade out is complete
CC/E5C5: 94    Pause for 60 units
CC/E5C6: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/E5C8: 15        Do vehicle/entity graphical action $15 
CC/E5C9: FF        End queue
CC/E5CA: 92    Pause for 30 units
CC/E5CB: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/E5CD: 22        Do vehicle/entity graphical action $22 
CC/E5CE: FF        End queue
CC/E5CF: 91    Pause for 15 units
CC/E5D0: 31    Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete)
CC/E5D2: 09        Do vehicle/entity graphical action $09 (kneeling)
CC/E5D3: FF        End queue
CC/E5D4: 94    Pause for 60 units
CC/E5D5: F0    Play song 62 (Rest in Peace), (high bit clear), full volume
CC/E5D7: 94    Pause for 60 units
CC/E5D8: 4B    Display dialogue message $06D5, wait for button press (Show text only) (At bottom of screen)
               
CC/E5DB: F2    Fade out current song with transition time 128
CC/E5DD: 5A    Fade screen at speed $04
CC/E5DF: 5C    Pause execution until fade in or fade out is complete
CC/E5E0: B5    Pause for 15 * 6 (90) units
CC/E5E2: 42    Hide object $31
CC/E5E4: 42    Hide object $32
CC/E5E6: 42    Hide object $33
CC/E5E8: 42    Hide object $34
CC/E5EA: 45    Refresh objects
CC/E5EB: 39    Free screen
CC/E5EC: 4F    Exit the current location
CC/E5ED: FE    Return

CC/E5EE: FF    
