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Trigger Viewer

2P Human10 v2.2.w3x
Variables
Map Init
Set Variables
Set Alliances
Set Quests
Custom Variables
Cinematics
Intro Setup
Intro Cinematic A
Intro Cinematic B
Intro Post
Intro Skip
Boat Setup
Boat Cinematic A
Boat Cinematic B
Boat Load Boat
Boat Post
Boat Skip
Deadeye Cinematic
Deadeye Boss Cinematic
Crystal Boss Cinematic
Bridge Cinematic A
Bridge Cinematic B
Duel Cinematic A
Duel Cinematic B
Duel Cinematic C
Duel Skip
Arthas Victory Cinematic 1
Arthas Victory Cinematic 2
Arthas Victory Cinematic 3
Captain Victory Cinematic 1
Captain Victory Cinematic 2
Captain Victory Cinematic 3
Captain Victory Cinematic 4
Captain Victory Cinematic 5
Part I
Quest Souls
Camp Unit Dies
Engage Camp 1
Engage Camp 2
Engage Camp 3
Camp 3 Boss
Camp 1 Defeated
Camp 2 Defeated
Camp 3 Defeated
Camp Wake Up
Marwyn Spell
Hint New Spells 1
Hint Supplies 1
Hint Supplies 2
Hint Merc Camps
Hint Barracks
Easter Egg 1
Easter Egg 2
Easter Egg Zeus
Easter Egg 3
Rescue Camp 1
Rescue Camp 2
Rescue Camp 3
Quest Rescue
Attack Waves
Lich Item Drop
Supplies Pickup
End Timer
Part II
Hint New Spells 2
Hint Lose Spells
Hint Save Game
Skeletons Setup
Skeleton Camp 1
Skeleton Camp 2
Skeleton Camp 3
Skeleton Camp 4
Skeleton Camp 5
Skeleton Camp 6
Skeleton Camp 7
Skeleton Camp 8
Skeleton Camp 9
Skeleton End 1
Skeleton End 2
Skeletons Awaken
Skeletons Spell 1
Skeletons Spell 2
Run Deadeye Cinematic
Cave 1
Cave 2
Cave 3
Cave 4
Switches
Lift 1
Lift 2
Lift 3
Lift 4
Lift 5
Deadeye Spell
Deadeye Random Blink
Deadeye Summon Insane
Deadeye Defeat 1
Crystal Battle
Crystal Orders
Crystal Stomp 1
Crystal Stomp 2
Crystal Sprites 1
Crystal Sprites 2
Crystal Death 1
Crystal Death 2
Crystal Tile Move
Spawn Rune 2
Crystal Spell
Crystal Death
Part III
Run Bridge
Ally Skeletons 1
Ally Skeletons 2
Ally Soldiers
End Region A
End Region B
Cave Battle
Ghost Orders
Ghost Orders Insane
Ghost Froststrike
Ghost Frostwave
Ghost Placerune
Spawn Rune 1
Frost Wave 1
Frost Wave 2
Arthas Dies
Captain Dies
Memories
Memories Init
Memory 1
Memory 2
Memory 3
Memory 4
Memory 5
Memory 6
Memory 7
Memory 8
Memory 9
Memory 10
Memory 11
Memory 12
Memory 13
Memory 14
Memory 15
Memory 16
Memory 17
Memory 18
Memory 19
Memory 20
Memory 21
Memory 22
Memory 23
Memory 24
Memory 25
Memory 26
Memory 27
Kill Memory
Spells
Command 1
Command 2
Artillery Strike 1
Artillery Strike 2
Shield Bash
Unatural Aura 1
Unatural Aura 2
Dark Ressurection
Soul Drain 1
Soul Drain 2
Soul Drain 3
Tainted Light 1
Tainted Light 2
Darkshot 1
Darkshot 2
Shield Smash 1
Shield Smash 2
Sword Smash 1
Sword Smash 2
Reinforcements
Defeat
Defeat Hero Death
Defeat Camp Quest
Defeat Buildings Die
Extra Triggers
Setup Insane
Leaves Game
Skip Cinematic
Gametext
Init Gametext
Endgame Text
Endgame Camera
Startgame Load
Startgame New
Startgame Text
Startgame Text 2
Startgame Text 3
function SaveLoad_InitialSetup takes nothing returns nothing
    local integer i = 0
    local integer j = 0

    loop
        set udg_SaveLoad_Compress[i + 48] = j
        set udg_SaveLoad_Uncompress[i] = i + 48
        set j = j + 1
        set i = i + 1
        exitwhen i >= 10
    endloop
    set i = 0
    loop
        set udg_SaveLoad_Compress[i + 97] = j
        set udg_SaveLoad_Compress[i + 65] = j + 26
        set udg_SaveLoad_Uncompress[i + 10] = i + 97
        set udg_SaveLoad_Uncompress[i + 26 + 10] = i + 65
        set j = j + 1
        set i = i + 1
        exitwhen i >= 26
    endloop
endfunction

function SaveLoad_Id2CId takes integer n returns integer
    local integer i = n / (256 * 256 * 256)
    local integer r
    set n = n - i * (256 * 256 * 256)
    set r = udg_SaveLoad_Compress[i]
    set i = n / (256 * 256)
    set n = n - i * (256 * 256)
    set r = r * 64 + udg_SaveLoad_Compress[i]
    set i = n / 256
    set r = r * 64 + udg_SaveLoad_Compress[i]
    return r * 64 + udg_SaveLoad_Compress[n - i * 256]
endfunction

function SaveLoad_CId2Id takes integer n returns integer
    local integer i = n / (64 * 64 * 64)
    local integer r
    set n = n - i * (64 * 64 * 64)
    set r = udg_SaveLoad_Uncompress[i]
    set i = n / (64 * 64)
    set n = n - i * (64 * 64)
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    set i = n / 64
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    return r * 256 + udg_SaveLoad_Uncompress[n - i * 64]
endfunction

function SaveLoad_Unit2Integer takes unit u returns integer
    local integer i = 0
    local integer n = GetUnitTypeId(u)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Heroes_LastIndex
        if udg_SaveLoad_Heroes[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Unit takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Heroes_LastIndex then
        return udg_SaveLoad_Heroes[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Item2Integer takes item t returns integer
    local integer i = 0
    local integer n = GetItemTypeId(t)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Items_LastIndex
        if udg_SaveLoad_Items[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Item takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Items_LastIndex then
        return udg_SaveLoad_Items[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Ability2Integer takes integer a returns integer
    local integer i = 0
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Abilities_LastIndex
        if udg_SaveLoad_Abilities[i] == a then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(a)
endfunction
function SaveLoad_Integer2Ability takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Abilities_LastIndex then
        return udg_SaveLoad_Abilities[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Color takes string s returns string
    local integer i = StringLength(s)
    local string c
    local string r = ""

    loop
        set i = i - 1
        set c = SubString(s,i,i + 1)
        if c == "0" or c == "1" or c == "2" or c == "3" or c == "4" or c == "5" or c == "6" or c == "7" or c == "8" or c == "9" then
            set r = "|cffff9999" + c + "|r" + r
        elseif c == "-" then
            set r = "|cffdddddd-|r" + r
        elseif c == "a" or c == "b" or c == "c" or c == "d" or c == "e" or c == "f" or c == "g" or c == "h" or c == "i" or c == "j" or c == "k" or c == "l" or c == "m" or c == "n" or c == "o" or c == "p" or c == "q" or c == "r" or c == "s" or c == "t" or c == "u" or c == "v" or c == "w" or c == "x" or c == "y" or c == "z" then
            set r = "|cff99ff99" + c + "|r" + r
        elseif c == "A" or c == "B" or c == "C" or c == "D" or c == "E" or c == "F" or c == "G" or c == "H" or c == "I" or c == "J" or c == "K" or c == "L" or c == "M" or c == "N" or c == "O" or c == "P" or c == "Q" or c == "R" or c == "S" or c == "T" or c == "U" or c == "V" or c == "W" or c == "X" or c == "Y" or c == "Z" then
            set r = "|cff9999ff" + c + "|r" + r
        else
            set r = c + r
        endif
        exitwhen i <= 0
    endloop
    return r
endfunction

function SaveLoad_EncodeChar takes string n returns integer
    local integer i = 0
    local string s1 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    local string s2 = "abcdefghijklmnopqrstuvwxyz"
    local string s3 = "0123456789"

    loop
        if SubString(s1,i,i + 1) == n then
            return i
        endif
        if SubString(s2,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 26
    endloop
    set i = 0
    loop
        if SubString(s3,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 10
    endloop
    return 0
endfunction

function SaveLoad_EncodeVerify takes string buffer returns integer
    local integer i = 0
    local integer j = 0
    local string name = GetPlayerName(GetTriggerPlayer())
    if udg_SaveLoad_UsePlayername == true then
        loop
            set j = j + SaveLoad_EncodeChar(SubString(name,i,i + 1))
            set i = i + 1
            exitwhen i >= StringLength(name)
        endloop
    endif
    set i = 0
    loop
        set j = j + SaveLoad_EncodeChar(SubString(buffer,i,i + 1))
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop
    return j
endfunction

function SaveLoad_EncodeValues takes nothing returns string
    local integer i
    local integer j
    local integer k
    local integer l
    local integer m
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer array a
    local string buffer = ""
    local string c = ""
    local integer skip = 0
    local integer CONST = 1000000
    local string abc = "0123456789"

    set i = 0
    loop
        set i = i + 1
        exitwhen i > udg_SaveCount
        set buffer = buffer + I2S(udg_Save[i]) + "-"
    endloop
    set buffer = buffer + I2S(SaveLoad_EncodeVerify(buffer))
    if udg_Save[1] == 0 then
        set buffer = "-" + buffer
    endif

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0
    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * 11
            set j = j + 1
            exitwhen j > m
        endloop

        set l = 0
        set c = SubString(buffer,i,i + 1)
        loop
            exitwhen SubString(abc,l,l + 1) == c
            set l = l + 1
            exitwhen l > 9
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set buffer = ""
    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / CodeLength
            set a[j - 1] = a[j - 1] + (a[j] - k * CodeLength) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / CodeLength
        set i = a[j] - k * CodeLength
        set buffer = buffer + SubString(udg_SaveLoad_Alphabet,i,i + 1)
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = StringLength(buffer)
    set skip = 0
    set c = ""
    loop
        set i = i - 1
        set c = c + SubString(buffer,i,i + 1)
        set skip = skip + 1
        if skip == 4 and i > 0 then
            set c = c + "-"
            set skip = 0
        endif
        exitwhen i <= 0
    endloop
    return c
endfunction

function SaveLoad_DecodeValues takes string s returns boolean
    local integer i
    local integer j
    local integer k
    local integer l
    local integer SaveCode = 0
    local integer m
    local integer array a
    local string buffer = ""
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer skip = -1
    local integer CONST = 1000000
    local string abc = "0123456789-"
    local string c

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0

    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * CodeLength
            set j = j + 1
            exitwhen j > m
        endloop

        set skip = skip + 1
        if skip == 4 then
            set skip = 0
            set i = i + 1
        endif

        set l = CodeLength
        set c = SubString(s,i,i + 1)
        loop
            set l = l - 1
            exitwhen l < 1
            exitwhen SubString(udg_SaveLoad_Alphabet,l,l + 1) == c
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(s)
    endloop

    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / 11
            set a[j - 1] = a[j - 1] + (a[j] - k * 11) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / 11
        set i = a[j] - k * 11
        set buffer = SubString(abc,i,i + 1) + buffer
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = 0
    set j = 0
    loop
        loop
            exitwhen i >= StringLength(buffer)
            exitwhen i > 0 and SubString(buffer,i,i + 1) == "-" and SubString(buffer,i - 1,i) != "-"
            set i = i + 1
        endloop
        if i < StringLength(buffer) then
            set k = i
        endif
        set SaveCode = SaveCode + 1
        set udg_Save[SaveCode] = S2I(SubString(buffer,j,i))
        set j = i + 1
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set j = SaveLoad_EncodeVerify(SubString(buffer,0,k))
    set udg_SaveCount = SaveCode - 1
    if j == udg_Save[SaveCode] then
        return true
    endif
    return false
endfunction

function SaveLoad_Encode takes nothing returns string
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
    endif
    return SaveLoad_Color(SaveLoad_EncodeValues())
endfunction

function SaveLoad_Decode takes string s returns boolean
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
        set s = StringCase(s,true)
    endif
    if SaveLoad_DecodeValues(s) then
        return true
    endif
    return false
endfunction
Name Type Is Array Initial Value
AllLevels boolean No
Arthas unit No
ArthasDefeatActive boolean No
AttackWaveNumber integer No
BaseCleared boolean Yes
BonusesFound integer No
BonusesTotal integer No
BuildingDefeatActive boolean No
CampaignScore integer No
CampsDefeated boolean No
CampsRescued integer No
Captain unit No
CaptainHitArthas boolean No
CaveActive boolean No true
Cinematic boolean No true
Code string No
CrystalDead boolean No
CrystalEffectInput effect No
CrystalEffectOutput effect Yes
CrystalGolem unit No
CrystalLightning lightning Yes
Crystals unit Yes
CrystalSpritesRegions rect Yes
CrystalStompDummy unit Yes
DarkshotAngle real No
DarkshotCollision boolean No
DarkshotEffect effect No
DarkshotPointCaster location No
DarkshotPointTarget location No
DarkshotSpeed real No
DarkshotTarget unit No
Deadeye unit No
DeadeyeSpawns group No
Endgame boolean No
EngageCamp group Yes
EnoughPlayers boolean No
EvilArthas unit No
ExchangeFail1 boolean No
ExchangeFail2 boolean No
ExchangeFail3 boolean No
ExchangeSelection1 group No
ExchangeSelection2 group No
ExchangeSuccess boolean No
Exchanging1 boolean No
Exchanging2 boolean No
Extra integer No
ExtraTotal integer No
Fade real No 100.00
FinalInventory string Yes
FinalRank string No
Footman unit No
Footman2 unit No
FrostWaveAngle real Yes
FrostWaveCasting boolean Yes
FrostWavePoint location Yes
FrostWaveUGroup group Yes
GameOver boolean No
GameSelection boolean No true
GhostInteger integer No
GhostRegion rect Yes
HandEffect effect No
INSANEMODE boolean No
Lich unit No
LifeMoving boolean Yes
LifeSteal real No
LiftCheck boolean No
LiftOn boolean Yes
Marwyn unit No
MissionNumber integer No
Muradin unit No
NewVote1 boolean No
NewVote1a boolean No
NewVote1b boolean No
NewVote2 boolean No
NewVote2a boolean No
NewVote2b boolean No
NorthrendGhost unit Yes
OverallGrade string No
OverallGradeInt integer No
Page integer No
Part1Timer timer No
Pathable boolean No
pointcheck location Yes
QuestBase quest No
QuestDefeat1 quest No
QuestDefeat2 quest No
QuestKill quest No
QuestScout quest No
QuestSouls quest No
QuestTravel1 quest No
QuestTravel2 quest No
ReachEnding boolean No
Reinforcements unit Yes
RequirementBasea questitem No
RequirementBaseb questitem No
RequirementDefeat1 questitem No
RequirementDefeat2 questitem No
RequirementKill questitem No
RequirementSoulsa questitem No
RequirementSoulsb questitem No
RequirementTravel1 questitem Yes
RequirementTravel2 questitem Yes
RequirementTroops1a questitem No
RequirementTroops1b questitem No
RequirementTroops2a questitem No
RequirementTroops2b questitem No
RequirementTroops2c questitem No
ResourceDropBuildings group No
ResourceDropHashtable hashtable No
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_Alphabet string No
SaveLoad_CaseSensitive boolean No
SaveLoad_Compress integer Yes
SaveLoad_Heroes unitcode Yes
SaveLoad_Heroes_LastIndex integer No
SaveLoad_Initialized boolean No
SaveLoad_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_TotalGrades integer Yes
SaveLoad_TotalTime integer No
SaveLoad_Uncompress integer Yes
SaveLoad_UsePlayername boolean No
ScoreBonuses integer No
ScoreExtra integer No
ScoreLimit integer Yes
ScoreMax integer No
ScoreSubquests integer No
ScoreTime integer No
SelectionGroup1 group No
SelectionGroup2 group No
ShieldSmashAngle real No
ShieldSmashCollision boolean No
ShieldSmashPointCaster location No
ShieldSmashPointTarget location No
ShieldSmashSpeed real No
ShieldSmashTarget unit No
SkeletonAwaken unit No
SkeletonCaveDefeated boolean No
SkipBoat boolean No
SkipDuel boolean No
SkipIntro boolean No
SkipVote1 boolean No
SkipVote2 boolean No
SoulDrainer unit No
Souls integer No
SpiritAngle real No
SpiritDistance real No
SpiritDummys unit Yes
SubquestsComplete integer No
SubquestsTotal integer No
SwordSmashAngle real No
SwordSmashCollision boolean No
SwordSmashPointCaster location No
SwordSmashPointTarget location No
SwordSmashSpeed real No
SwordSmashTarget unit No
TaintedPointCaster location No
TaintedPointHit location No
TaintedPointTarget location No
TaintedStrikes integer No
TaintedUGroup group No
temp_unit unit No
TempBoolean boolean No
TempInteger integer No
TempItem item No
TempItemType itemcode No
TempPGroup force No
TempPGroup2 force No
TempPlayer player No
TempPoint location No
TempPoint2 location No
TempReal real No
TempUGroup group No
TempUnit unit No
TempUnitType unitcode No
TimeHours integer No
TimeMax real No
TimeMin real No
TimeMins integer No
TimeRange real No
TimeSeconds integer No
TimeSecondsTotal integer No
TimeTakenString string No
TotalTimeTakenString string No
UnaturalAura group No
UnitGroup group No
Validate boolean No
VisibilityBoss fogmodifier Yes
WaveAttack timer No
x real No
y real No
Set Variables
  Events
    Map initialization
  Conditions
  Actions
    Player - Disable Skeleton Birth for Player 2 (Blue)
    Visibility - Enable black mask
    Game - Set the time of day to 18.00
    Game - Hide creep camps on the minimap.
    Set VariableSet NorthrendGhost[1] = Ghost of Northrend 0258 <gen>
    Set VariableSet NorthrendGhost[2] = Ghost of Northrend 0257 <gen>
    Set VariableSet NorthrendGhost[3] = Ghost of Northrend 0266 <gen>
    Set VariableSet NorthrendGhost[4] = Ghost of Northrend 0267 <gen>
    Set VariableSet Crystals[1] = Crystal 0263 <gen>
    Set VariableSet Crystals[2] = Crystal 0255 <gen>
    Set VariableSet Crystals[3] = Crystal 0265 <gen>
    Set VariableSet Crystals[4] = Crystal 0264 <gen>
    Set VariableSet Captain = Captain 0211 <gen>
    Set VariableSet Arthas = Paladin 0087 <gen>
    Set VariableSet Lich = Lich 0465 <gen>
    Set VariableSet Deadeye = Skeletal Ranger 0262 <gen>
    Set VariableSet CrystalSpritesRegions[1] = Crystal_Spawn_1A <gen>
    Set VariableSet CrystalSpritesRegions[2] = Crystal_Spawn_1B <gen>
    Set VariableSet CrystalSpritesRegions[3] = Crystal_Spawn_1C <gen>
    Set VariableSet CrystalSpritesRegions[4] = Crystal_Spawn_2C <gen>
    Set VariableSet CrystalSpritesRegions[5] = Crystal_Spawn_2A <gen>
    Set VariableSet CrystalSpritesRegions[6] = Crystal_Spawn_2B <gen>
    Set VariableSet CrystalSpritesRegions[7] = Crystal_Spawn_3B <gen>
    Set VariableSet CrystalSpritesRegions[8] = Crystal_Spawn_3A <gen>
    Set VariableSet CrystalSpritesRegions[9] = Crystal_Spawn_3C <gen>
    Set VariableSet CrystalSpritesRegions[10] = Crystal_Spawn_4A <gen>
    Set VariableSet CrystalSpritesRegions[11] = Crystal_Spawn_4B <gen>
    Set VariableSet CrystalSpritesRegions[12] = Crystal_Spawn_4C <gen>
    Set VariableSet GhostRegion[1] = Cave_Ghost_1 <gen>
    Set VariableSet GhostRegion[2] = Cave_Ghost_2 <gen>
    Set VariableSet GhostRegion[3] = Cave_Ghost_3 <gen>
    Set VariableSet GhostRegion[4] = Cave_Ghost_4 <gen>
    Set VariableSet EngageCamp[1] = (Units in Camp_Arthas_1 <gen> owned by Player 6 (Orange))
    Set VariableSet EngageCamp[2] = (Units in Camp_Arthas_2 <gen> owned by Player 6 (Orange))
    Set VariableSet EngageCamp[3] = (Units in Camp_Arthas_3 <gen> owned by Player 6 (Orange))
    Destructible - Set height of Elevator 1132 <gen> to 2
    Destructible - Set height of Elevator 1130 <gen> to 2
    Destructible - Set height of Elevator 1129 <gen> to 2
    Destructible - Set height of Elevator 2790 <gen> to 2
    Destructible - Close All walls of Elevator 1132 <gen>
    Destructible - Close All walls of Elevator 1130 <gen>
    Destructible - Close All walls of Elevator 1129 <gen>
    Destructible - Close All walls of Elevator 2790 <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Crystal_Boss_Fight_Arena <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Crystal_Boss_Fight_Arena <gen>
    Player - Set Player 2 (Blue).Food max to 50
    Player - Set Player 9 (Gray).Food max to 50
    Player - Set Player 2 (Blue).Current gold to 200
    Player - Set Player 2 (Blue).Current lumber to 100
    Player - Set Player 9 (Gray).Current gold to 400
    Player - Set Player 9 (Gray).Current lumber to 150
    Hero - Disable experience gain for Captain.
    Hero - Disable experience gain for Arthas.
    Hero - Disable experience gain for Lich.
    Hero - Disable experience gain for Marwyn.
    Unit - Change color of Scout Tower 0125 <gen> to Pink
    Unit - Change color of Barracks 0106 <gen> to Pink
    Player - Change color of Player 8 (Pink) to Gray, Changing color of existing units
    Player - Change color of Player 6 (Orange) to Gray, Changing color of existing units
    Player - Change color of Player 12 (Brown) to Gray, Retaining color of existing units
    Player - Change color of Player 5 (Yellow) to Purple, Changing color of existing units
    Player - Change color of Player 4 (Purple) to Purple, Changing color of existing units
    Destructible - Make Icy Gate 5081 <gen> Invulnerable
    Destructible - Make Icy Gate 5082 <gen> Invulnerable
    Destructible - Make Icy Gate 5100 <gen> Invulnerable
    Destructible - Make Ice Rock Gate 0091 <gen> Invulnerable
    Destructible - Make Ice Rock Gate 3147 <gen> Invulnerable
    Destructible - Make Ice Rock Gate 3148 <gen> Invulnerable
    Unit - Make Barracks 0106 <gen> Invulnerable
    Unit - Make Spirit Tower 0011 <gen> Invulnerable
    Unit - Make Spirit Tower 0012 <gen> Invulnerable
    Player - Set name of Player 12 (Brown) to ????
    Player - Disable See Invisables for Player 2 (Blue)
    Unit - Make Footman 0086 <gen> Invulnerable
    Unit - Make Footman 0084 <gen> Invulnerable
    Unit - Make Rifleman 0085 <gen> Invulnerable
    Unit - Pause Footman 0086 <gen>
    Unit - Pause Footman 0084 <gen>
    Unit - Pause Rifleman 0085 <gen>
    Animation - Play Footman 0086 <gen>'s death (animationname) animation
    Animation - Play Footman 0084 <gen>'s death (animationname) animation
    Animation - Play Rifleman 0085 <gen>'s death (animationname) animation
    Player - Disable sleeping for all creeps
    Unit - Pause Ship 0210 <gen>
    Unit - Make Tent 0044 <gen> Invulnerable
    Unit - Make Tent 0046 <gen> Invulnerable
    Unit - Make Scout Tower 0126 <gen> Invulnerable
    Unit - Make Tent 0024 <gen> Invulnerable
    Unit - Make Tent 0026 <gen> Invulnerable
    Unit - Make Tent 0025 <gen> Invulnerable
    Unit - Make Tent 0014 <gen> Invulnerable
    Unit - Make Tent 0013 <gen> Invulnerable
    Destructible - Open Invisible Platform 5117 <gen>
    Destructible - Open Invisible Platform 5118 <gen>
    Destructible - Open Invisible Platform 2776 <gen>
    Destructible - Open Invisible Platform 2777 <gen>
    Destructible - Open Invisible Platform 2772 <gen>
    Destructible - Open Invisible Platform 2771 <gen>
    Destructible - Open Invisible Platform 2774 <gen>
    Destructible - Open Invisible Platform 2773 <gen>
    Destructible - Open Invisible Platform 2786 <gen>
    Destructible - Open Invisible Platform 2787 <gen>
    Destructible - Open Invisible Platform 2784 <gen>
    Destructible - Open Invisible Platform 2785 <gen>
    Unit - Remove Unatural Aura from Skeleton King 0423 <gen>
    Unit - Remove Unatural Aura from Skeleton King 0346 <gen>
    Unit - Hide Ghost of Northrend 0260 <gen>
    Unit - Hide Ghost of Northrend 0261 <gen>
    Unit - Hide Ghost of Northrend 0259 <gen>
    Unit - Make Tent 0091 <gen> Invulnerable
    Unit - Make Tent 0090 <gen> Invulnerable
    Unit - Make Tent 0089 <gen> Invulnerable
    Unit - Make Tent 0104 <gen> Invulnerable
    Unit - Make Tent 0103 <gen> Invulnerable
    Unit - Make Tent 0105 <gen> Invulnerable
    Unit - Make Tent 0109 <gen> Invulnerable
    Unit - Make Tent 0111 <gen> Invulnerable
    Unit - Make Tent 0110 <gen> Invulnerable
    Player - Hide Player 5 (Yellow) in the post-game score screen
    Player - Hide Player 6 (Orange) in the post-game score screen
    Player - Hide Player 8 (Pink) in the post-game score screen
    Player - Hide Player 12 (Brown) in the post-game score screen
    Wait 0.50 seconds
    Trigger - Add to Deadeye_Spell <gen> the event (Deadeye Takes damage)
Set Alliances
  Events
    Map initialization
  Conditions
  Actions
    Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally
    Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally
    Player - Make Player 8 (Pink) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 8 (Pink) as an Ally
    Player - Make Player 6 (Orange) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 6 (Orange) as an Ally
    Player - Make Player 4 (Purple) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 4 (Purple) as an Ally
    Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Enemy
    Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Enemy
    Player - Make Player 12 (Brown) treat Neutral Hostile as an Ally
    Player - Make Neutral Hostile treat Player 12 (Brown) as an Ally
Set Quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Optional, undiscovered quest titled Last Defense with the description This Camp is the last organised Human base of operation in Northrend, and must be defended if there is any hope of the remaining humans returning home., using icon path ReplaceableTextures\CommandButtons\BTNHumanBarracks.blp
    Quest - Create a quest requirement for (Last created quest) with the description Defend the base for 25 minutes.
    Set VariableSet RequirementBasea = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description Captain Falric must survive.
    Set VariableSet RequirementBaseb = (Last created quest requirement)
    Set VariableSet QuestBase = (Last created quest)
    Quest - Create a Optional, undiscovered quest titled Rescue with the description There are several camps still lost; search Northrend for the lost troops., using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
    Quest - Create a quest requirement for (Last created quest) with the description Rescue the nearby troop camps:
    Set VariableSet RequirementTroops1a = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description 0/3 Camps Found.
    Set VariableSet RequirementTroops1b = (Last created quest requirement)
    Set VariableSet QuestScout = (Last created quest)
    Quest - Create a Required, undiscovered quest titled Dark Orders with the description The blade's voice has ordered you to slay your brethren. Destroy all the nearby Human camps., using icon path ReplaceableTextures\CommandButtons\BTNHumanCaptureFlag.blp
    Quest - Create a quest requirement for (Last created quest) with the description Destroy all nearby Human Camps in 25 minutes:
    Set VariableSet RequirementTroops2a = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description 0/3 Troop Camps destroyed.
    Set VariableSet RequirementTroops2b = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description Arthas must survive.
    Set VariableSet RequirementTroops2c = (Last created quest requirement)
    Set VariableSet QuestKill = (Last created quest)
    Quest - Create a Required, undiscovered quest titled Feed Frostmourne with the description Frostmourne still hungers for souls, claim victims to satisfy it's desire., using icon path ReplaceableTextures\CommandButtons\BTNFrostmourne.blp
    Quest - Create a quest requirement for (Last created quest) with the description Slay 80 enemies for Frostmourne:
    Set VariableSet RequirementSoulsa = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description No enemies killed.
    Set VariableSet RequirementSoulsb = (Last created quest requirement)
    Set VariableSet QuestSouls = (Last created quest)
    Quest - Create a Optional, undiscovered quest titled Last Venture with the description Arthas is acting very strangely, travel with him and convince him to return to Lordearon., using icon path ReplaceableTextures\CommandButtons\BTNArthas.blp
    Quest - Create a quest requirement for (Last created quest) with the description Travel with Arthas.
    Set VariableSet RequirementTravel2[1] = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description Both heroes must survive.
    Set VariableSet RequirementTravel2[2] = (Last created quest requirement)
    Set VariableSet QuestTravel2 = (Last created quest)
    Quest - Create a Required, undiscovered quest titled Ghosts of Northrend with the description The Blade's voice has told you to find the Ghosts of Northrend who can help you gain new power. Find their cave in the mountains., using icon path ReplaceableTextures\CommandButtons\BTNGlacier.blp
    Quest - Create a quest requirement for (Last created quest) with the description Search for the Cave.
    Set VariableSet RequirementTravel1[1] = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description Both heroes must survive.
    Set VariableSet RequirementTravel1[2] = (Last created quest requirement)
    Set VariableSet QuestTravel1 = (Last created quest)
    Quest - Create a Optional, undiscovered quest titled Final Showdown with the description Arthas has betrayed you and the rest of his men. Defeat him in this final battle., using icon path ReplaceableTextures\CommandButtons\BTNParry.blp
    Quest - Create a quest requirement for (Last created quest) with the description Defeat Arthas
    Set VariableSet RequirementDefeat2 = (Last created quest requirement)
    Set VariableSet QuestDefeat2 = (Last created quest)
    Quest - Create a Required, undiscovered quest titled Final Showdown with the description Captain Falric is preventing you from gaining your power, defeat him to continue your quest for power., using icon path ReplaceableTextures\CommandButtons\BTNThickFur.blp
    Quest - Create a quest requirement for (Last created quest) with the description Defeat Captain Falric
    Set VariableSet RequirementDefeat1 = (Last created quest requirement)
    Set VariableSet QuestDefeat1 = (Last created quest)
Custom Variables
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet MissionNumber = 10
    -------- Items To be Saved --------
    Set VariableSet SaveLoad_Items[1] = Potion of Healing
    Set VariableSet SaveLoad_Items[2] = Potion of Mana
    Set VariableSet SaveLoad_Items[3] = Scroll of Healing
    Set VariableSet SaveLoad_Items[4] = Scroll of Protection
    Set VariableSet SaveLoad_Items[5] = Ring of Protection +1
    Set VariableSet SaveLoad_Items[6] = Maul of Strength
    Set VariableSet SaveLoad_Items[7] = Wand of Negation
    Set VariableSet SaveLoad_Items[8] = Gauntlets of Ogre Strength +3
    Set VariableSet SaveLoad_Items[9] = Claws of Attack +3
    Set VariableSet SaveLoad_Items[10] = Orb of Fire
    Set VariableSet SaveLoad_Items[11] = Mantle of Intelligence +3
    Set VariableSet SaveLoad_Items[12] = Bracer of Agility
    Set VariableSet SaveLoad_Items[13] = Potion of Greater Healing
    Set VariableSet SaveLoad_Items[14] = Ring of Superiority
    Set VariableSet SaveLoad_Items[15] = Claws of Attack +6
    Set VariableSet SaveLoad_Items[16] = Ring of Protection +2
    Set VariableSet SaveLoad_Items[17] = Periapt of Vitality
    Set VariableSet SaveLoad_Items[18] = Scroll of Town Portal
    Set VariableSet SaveLoad_Items[19] = Medallion of Courage
    Set VariableSet SaveLoad_Items[20] = Boots of Speed
    Set VariableSet SaveLoad_Items[21] = Talisman of Evasion
    Set VariableSet SaveLoad_Items[22] = Orb of Frost
    Set VariableSet SaveLoad_Items[23] = Scroll of the Beast
    Set VariableSet SaveLoad_Items[24] = Goblin Night Scope
    Set VariableSet SaveLoad_Items[25] = Ring of Regeneration
    Set VariableSet SaveLoad_Items[26] = Claws of Attack +12
    Set VariableSet SaveLoad_Items[27] = Potion of Greater Mana
    Set VariableSet SaveLoad_Items[28] = Mana Stone
    Set VariableSet SaveLoad_Items[29] = Sobi Mask
    Set VariableSet SaveLoad_Items[30] = Pendant of Mana
    Set VariableSet SaveLoad_Items[31] = Amulet of Recall
    Set VariableSet SaveLoad_Items[32] = Healing Wards
    Set VariableSet SaveLoad_Items[33] = Ring of Protection +3
    Set VariableSet SaveLoad_Items[34] = Periapt of Vitality
    Set VariableSet SaveLoad_Items[35] = Slippers of Agility +3
    Set VariableSet SaveLoad_Items[36] = Health Stone
    Set VariableSet SaveLoad_Items_LastIndex = 36
    -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
    Set VariableSet SaveLoad_Alphabet = ABCDEFGHIJKLMNPQRSTUVWXYZ123456789abcdefghijklmnopqrstuvwxyz
    Set VariableSet SaveLoad_CaseSensitive = True
    Set VariableSet SaveLoad_UsePlayername = False
    -------- Required: false --------
    Set VariableSet SaveLoad_Initialized = False
    Set VariableSet Code = AceHart
    Set VariableSet Save[1] = 0
    Set VariableSet SaveCount = 1
    Set VariableSet Validate = False
    Set VariableSet SaveLoad_Compress[1] = 0
    Set VariableSet SaveLoad_Uncompress[1] = 0
Intro Setup
  Events
  Conditions
  Actions
    Unit - Change ownership of Captain 0211 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Tent 0009 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Tent 0488 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Tent 0010 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Tent 0007 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Tent 0008 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Barracks 0005 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Blacksmith 0006 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Guard Tower 0004 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Guard Tower 0003 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Guard Tower 0001 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Guard Tower 0002 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Rifleman 0051 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0049 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0050 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0047 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0048 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Rifleman 0054 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Ship 0210 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0131 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Knight 0217 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Knight 0256 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0445 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Footman 0446 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Rifleman 0447 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Paladin 0087 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Peasant 0516 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Peasant 0378 <gen> to Player 9 (Gray) and Change color
    Player - Set Player 2 (Blue).Food cap to 50
    Unit - Hide Footman 0050 <gen>
    Unit - Hide Footman 0049 <gen>
    Unit - Hide Rifleman 0051 <gen>
    Unit - Hide Footman 0047 <gen>
    Unit - Hide Footman 0048 <gen>
    Unit - Hide Rifleman 0054 <gen>
    Unit - Hide Peasant 0516 <gen>
    Unit - Hide Peasant 0378 <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Intro_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_01 for Player 9 (Gray) over 0 seconds
    Sound - Play Comradeship <gen>
    Environment - Set sky to Lordaeron Winter Sky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to False
      Then - Actions
        Unit - Remove Knight 0095 <gen> from the game
        Unit - Remove Blue Drake 0189 <gen> from the game
      Else - Actions
    Trigger - Run Intro_Cinematic_A <gen> (checking conditions)
Intro Cinematic A
  Events
  Conditions
  Actions
    Camera - .Apply. gg_cam_Intro_02 for Player 2 (Blue) over 8.00 seconds
    Camera - .Apply. gg_cam_Intro_02 for Player 9 (Gray) over 8.00 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play WaterWavesLoop1 <gen>
    Wait 2.00 seconds
    Trigger - Turn on Intro_Skip <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Wait 5.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Footman 0131 <gen> to Move To.(Center of Cinematic_Intro_Footman_1 <gen>)
    Camera - .Apply. gg_cam_Intro_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_03 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Captain?. Modify duration: Set to 3.00 seconds and Don't wait
    Unit - Make Captain face (Center of Cinematic_Intro_Footman_1 <gen>) over 0 seconds
    Wait 4.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Are you alright?. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display I'm fine, how are the defenses holding?. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display They're holding for the moment, but the undead are persistant, even without a leader.. Modify duration: Set to 5.00 seconds and Don't wait
    Player - Make Player 9 (Gray) treat Player 7 (Green) as an Enemy
    Player - Make Player 7 (Green) treat Player 9 (Gray) as an Enemy
    Unit - Order Guard Tower 0002 <gen> to Attack.Crypt Fiend 0450 <gen>
    Unit - Remove Cannibalize from Ghoul 0449 <gen>
    Unit - Remove Cannibalize from Ghoul 0449 <gen>
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_04 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_04 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Kill Ghoul 0448 <gen>
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Kill Crypt Fiend 0450 <gen>
    Wait 1.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_05 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_05 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Remove Rifleman 0447 <gen> from the game
    Unit - Remove Footman 0446 <gen> from the game
    Unit - Remove Footman 0445 <gen> from the game
    Unit - Remove Ghoul 0449 <gen> from the game
    Unit - Remove Ghoul 0448 <gen> from the game
    Unit - Remove Crypt Fiend 0450 <gen> from the game
    Camera - Set Player 2 (Blue)'s camera Rotation to 110.00 over 5.00 seconds
    Camera - Set Player 9 (Gray)'s camera Rotation to 110.00 over 5.00 seconds
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Footman 0131 <gen> named Footman: Play No sound and display The ship is packed and ready to leave at any time.. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 4.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_03 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Very well, but we will wait for the scouts to return before making a decision. They should be arriving shortly... Modify duration: Set to 4.00 seconds and Don't wait
    Wait 4.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_06 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_06 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.30 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Destructible - Open Icy Gate 0000 <gen>
    Unit - Order Knight 0217 <gen> to Move To.(Center of Cinematic_Intro_Scout_2 <gen>)
    Unit - Order Knight 0256 <gen> to Move To.(Center of Cinematic_Intro_Scout_1 <gen>)
    Sound - Play DoorSlam1 <gen>
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop3 <gen>
    Wait 1.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_07 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_07 for Player 9 (Gray) over 0 seconds
    Unit - Move Knight 0217 <gen> instantly to (Center of Cinematic_Intro_Scout_2 <gen>), facing (Center of Cinematic_Intro_Captain_1 <gen>)
    Unit - Move Knight 0256 <gen> instantly to (Center of Cinematic_Intro_Scout_1 <gen>), facing (Center of Cinematic_Intro_Captain_1 <gen>)
    Unit - Move Footman 0131 <gen> instantly to (Center of Cinematic_Intro_Footman_2 <gen>), facing (Center of Cinematic_Intro_Scout_1 <gen>)
    Unit - Move Captain 0211 <gen> instantly to (Center of Cinematic_Intro_Captain_1 <gen>), facing (Center of Cinematic_Intro_Scout_1 <gen>)
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Report.. Modify duration: Set to 1.50 seconds and Don't wait
    Wait 1.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Knight 0256 <gen> named Scout: Play No sound and display We've found several more of the lost troops, but there are still many missing.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 4.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display And what of Prince Arthas?. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Knight named Scout at (Center of (Playable map area)): Play No sound and display Still nothing, Captain.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Keep searching.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 3.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Knight 0217 <gen> to Move To.(Center of Cinematic_Intro_Scout_3 <gen>)
    Unit - Order Knight 0256 <gen> to Move To.(Center of Cinematic_Intro_Scout_4 <gen>)
    Sound - Play HorseLoop3 <gen>
    Wait 1.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_08 for Player 2 (Blue) over 3.00 seconds
    Camera - .Apply. gg_cam_Intro_08 for Player 9 (Gray) over 3.00 seconds
    Unit - Make Footman 0131 <gen> face Captain 0211 <gen> over 1.00 seconds
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Footman 0131 <gen> named Footman: Play No sound and display Perhaps it is time we stopped the search for Arthas. He's been missing for days now. Nobody could survive alone in this place.. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Captain face Footman 0131 <gen> over 0 seconds
    Wait 2.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display No, he's still alive. I'm sure of it.. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 5.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Intro_Cinematic_B <gen> (checking conditions)
Intro Cinematic B
  Events
  Conditions
  Actions
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_09 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_09 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play DarkAgents <gen>
    Wait 4.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Paladin 0087 <gen> to Move To.(Center of Cinematic_Intro_Arthas <gen>)
    Unit - Set Paladin 0087 <gen> movement speed to 150.00
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_10 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_10 for Player 9 (Gray) over 0.00 seconds
    Wait 2.00 seconds
    Wait 2.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_11 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_11 for Player 9 (Gray) over 0.00 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FrostmourneChant1 <gen>
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue).No unit-type named Voice at (Center of (Playable map area)): Play No sound and display I hunger.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_10 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_10 for Player 9 (Gray) over 0.00 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_12 for Player 2 (Blue) over 5.00 seconds
    Camera - .Apply. gg_cam_Intro_12 for Player 9 (Gray) over 5.00 seconds
    Wait 3.00 seconds
    If (SkipIntro Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Intro_Skip <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Trigger - Run Intro_Post <gen> (checking conditions)
Intro Post
  Events
  Conditions
  Actions
    Unit - Set Paladin 0087 <gen> movement speed to (Default movement speed of Paladin 0087 <gen>)
    Unit - Unhide Rifleman 0054 <gen>
    Unit - Unhide Footman 0048 <gen>
    Unit - Unhide Footman 0047 <gen>
    Unit - Unhide Rifleman 0051 <gen>
    Unit - Unhide Footman 0049 <gen>
    Unit - Unhide Footman 0050 <gen>
    Unit - Unhide Peasant 0378 <gen>
    Unit - Unhide Peasant 0516 <gen>
    Unit - Remove Knight 0256 <gen> from the game
    Unit - Remove Knight 0217 <gen> from the game
    Unit - Remove Footman from the game
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 9 (Gray) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Move Captain 0211 <gen> instantly to (Center of Cinematic_Intro_Captain_2 <gen>), facing (Center of Cinematic_Intro_Captain_3 <gen>)
    Selection - Select Paladin 0087 <gen> for Player 2 (Blue)
    Selection - Select Captain 0211 <gen> for Player 9 (Gray)
    Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Enemy
    Environment - Set sky to None
    Wait 0.50 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Intro_Reset_Arthas for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro_Reset_Captain for Player 9 (Gray) over 0 seconds
    Wait 2.50 seconds
    Quest - Mark QuestScout as Discovered
    Quest - Mark QuestSouls as Discovered
    Quest - Mark QuestBase as Discovered
    Quest - Mark QuestKill as Discovered
    Quest - Flash the quest dialog button
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rDark Orders - Destroy all nearby Human Camps in 25 minutes. - 0/3 Troop Camps destroyed. - Arthas must survive.|cFFFFCC00OPTIONAL QUEST|rFroustmourne Hungers - Claim 80 souls for Frostmourne.
    Game - Display to Player Group - Player 9 (Gray) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rLast Defense - Defend the base for 25 minutes. - Captain Falric must survive.|cFFFFCC00OPTIONAL QUEST|rRescue - Rescue the nearby troop camps: - 0/3 Camps Found.
    Sound - Play QuestNew <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Countdown Timer - Start Part1Timer as a One-shot timer that will expire in 1200.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Remaining:
        Countdown Timer - Show (Last created timer window)
        Countdown Timer - Start WaveAttack as a One-shot timer that will expire in 60.00 seconds
      Else - Actions
        Countdown Timer - Start Part1Timer as a One-shot timer that will expire in 1500.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Remaining:
        Countdown Timer - Show (Last created timer window)
        Countdown Timer - Start WaveAttack as a One-shot timer that will expire in 75.00 seconds
        Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of Camp_Arthas_1 <gen>) to a radius of 512.
        Visibility - Destroy (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of Camp_Arthas_2 <gen>) to a radius of 512.
        Visibility - Destroy (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of Camp_Arthas_3 <gen>) to a radius of 512.
        Visibility - Destroy (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility from (Center of Camp_Captain_1 <gen>) to a radius of 512.
        Visibility - Destroy (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility from (Center of Camp_Captain_2 <gen>) to a radius of 512.
        Visibility - Destroy (Last created visibility modifier)
        Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility from (Center of Camp_Captain_3 <gen>) to a radius of 512.
        Visibility - Destroy (Last created visibility modifier)
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Camp_Arthas_1 <gen>) for 10.00 seconds
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Camp_Arthas_2 <gen>) for 10.00 seconds
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Camp_Arthas_3 <gen>) for 10.00 seconds
        Cinematic - Ping minimap for Player Group - Player 9 (Gray) at (Center of Camp_Captain_1 <gen>) for 10.00 seconds
        Cinematic - Ping minimap for Player Group - Player 9 (Gray) at (Center of Camp_Captain_2 <gen>) for 10.00 seconds
        Cinematic - Ping minimap for Player Group - Player 9 (Gray) at (Center of Camp_Captain_3 <gen>) for 10.00 seconds
    Unit - Set Captain movement speed to (Default movement speed of Captain)
    Unit - Set Arthas movement speed to (Default movement speed of Arthas)
    Wait 10.00 seconds
    Trigger - Run Hint_New_Spells_1 <gen> (checking conditions)
    Wait 5.00 seconds
    Trigger - Run Hint_Barracks <gen> (checking conditions)
    Wait 5.00 seconds
    Trigger - Run Hint_Supplies_2 <gen> (checking conditions)
Intro Skip
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipIntro = True
    Wait 2 seconds
    Cinematic - Clear the screen of text messages for (All players).
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Move Arthas instantly to (Center of Cinematic_Intro_Arthas <gen>), facing (Center of Camp_Arthas_1 <gen>)
    Player - Make Player 7 (Green) treat Player 9 (Gray) as an Enemy
    Player - Make Player 9 (Gray) treat Player 7 (Green) as an Enemy
    Trigger - Run Intro_Post <gen> (checking conditions)
    Unit - Remove Rifleman 0447 <gen> from the game
    Unit - Remove Footman 0446 <gen> from the game
    Unit - Remove Footman 0445 <gen> from the game
    Unit - Remove Ghoul 0449 <gen> from the game
    Unit - Remove Ghoul 0448 <gen> from the game
    Unit - Remove Crypt Fiend 0450 <gen> from the game
    Destructible - Open Icy Gate 0000 <gen>
Boat Setup
  Events
  Conditions
  Actions
    Trigger - Turn off Defeat_Camp_Quest <gen>
    Player - Set Player 2 (Blue).Food cap to 0
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally
    Unit - Replace Captain with a Captain (Part 2) using The new unit's max life and mana
    Set VariableSet Captain = (Last replaced unit)
    Hero - Disable experience gain for (Last replaced unit).
    Trigger - Add to Skeletons_Spell_1 <gen> the event ((Last replaced unit) Takes damage)
    Trigger - Add to Skeletons_Spell_2 <gen> the event ((Last replaced unit) Takes damage)
    Unit - Change color of (Last replaced unit) to Gray
    Unit - Replace Arthas with a Paladin (Part 2) using The new unit's max life and mana
    Set VariableSet Arthas = (Last replaced unit)
    Hero - Disable experience gain for (Last replaced unit).
    Trigger - Add to Skeletons_Spell_1 <gen> the event ((Last replaced unit) Takes damage)
    Trigger - Add to Skeletons_Spell_2 <gen> the event ((Last replaced unit) Takes damage)
    Hero - Learn skill for Arthas: Tainted Light
    Hero - Learn skill for Arthas: Tainted Light
    Hero - Learn skill for Arthas: Tainted Light
    Hero - Learn skill for Arthas: Soul Drain
    Hero - Learn skill for Arthas: Soul Drain
    Hero - Learn skill for Arthas: Soul Drain
    Hero - Learn skill for Arthas: Human Paladin - Devotion Aura
    Hero - Learn skill for Arthas: Human Paladin - Devotion Aura
    Hero - Learn skill for Arthas: Human Paladin - Devotion Aura
    Hero - Modify unspent skill points of Arthas: Subtract 1 points
    Hero - Learn skill for Captain: Shield Smash
    Hero - Learn skill for Captain: Shield Smash
    Hero - Learn skill for Captain: Shield Smash
    Hero - Learn skill for Captain: Combat Ward
    Hero - Learn skill for Captain: Combat Ward
    Hero - Learn skill for Captain: Combat Ward
    Hero - Learn skill for Captain: Great Defense
    Hero - Learn skill for Captain: Great Defense
    Hero - Learn skill for Captain: Great Defense
    Hero - Modify unspent skill points of Captain: Subtract 1 points
    Player - Disable Dark Ressurection for Player 2 (Blue)
    Player - Disable Reinforcements for Player 9 (Gray)
    Unit - Change ownership of Ship 0210 <gen> to Neutral Passive and Change color
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to False).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A Hero) Equal to False).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit - Move Captain instantly to (Center of Cinematic_Boat_Captain_3 <gen>), facing (Center of Cinematic_Boat_Loading_3 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Boat_Arthas_2 <gen>), facing (Center of Cinematic_Boat_Captain_3 <gen>)
    Unit - Create 1 Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_3 <gen>) facing (Center of Cinematic_Boat_Captain_3 <gen>)
    Set VariableSet Footman = (Last created unit)
    Unit - Create 1 Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Footman_1 <gen>) facing (Center of Cinematic_Boat_Facing <gen>)
    Unit - Order (Last created unit) to Human Footman - Defend.
    Unit - Create 1 Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Footman_2 <gen>) facing (Center of Cinematic_Boat_Facing <gen>)
    Unit - Order (Last created unit) to Human Footman - Defend.
    Unit - Create 1 Rifleman for Player 9 (Gray) at (Center of Cinematic_Boat_Rifleman <gen>) facing (Center of Cinematic_Boat_Facing <gen>)
    Unit - Create 1.Guard Tower for Player 9 (Gray) at (Center of Cinematic_Boat_Guard_1 <gen>) facing Default building facing degrees
    Unit - Set life of (Last created unit) to 80.00%
    Unit - Make (Last created unit) Invulnerable
    Unit - Create 1.Guard Tower for Player 9 (Gray) at (Center of Cinematic_Boat_Guard_2 <gen>) facing Default building facing degrees
    Unit - Set life of (Last created unit) to 20.00%
    Unit - Make (Last created unit) Invulnerable
    Unit - Create 1.Tent (2) for Player 9 (Gray) at (Center of Cinematic_Boat_Tent_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Tent (1) for Player 9 (Gray) at (Center of Cinematic_Boat_Tent_1 <gen>) facing Default building facing degrees
    Unit - Create 1.Tent (1) for Player 9 (Gray) at (Center of Cinematic_Boat_Tent_3 <gen>) facing Default building facing degrees
    Unit - Create 5.Ghoul for Player 7 (Green) at (Center of Cinematic_Boat_Ghoul_1 <gen>) facing Default building facing degrees
    Unit - Create 5.Ghoul for Player 7 (Green) at (Center of Cinematic_Boat_Ghoul_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Abomination for Player 7 (Green) at (Center of Cinematic_Boat_Abomination_1 <gen>) facing Default building facing degrees
    Unit - Create 1.Abomination for Player 7 (Green) at (Center of Cinematic_Boat_Abomination_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Abomination for Player 7 (Green) at (Center of Cinematic_Boat_Abomination_3 <gen>) facing Default building facing degrees
    Unit - Create 3.Crypt Fiend for Player 7 (Green) at (Center of Cinematic_Boat_Crypt <gen>) facing Default building facing degrees
    Unit - Create 2.Necromancer for Player 7 (Green) at (Center of Cinematic_Boat_Necro_1 <gen>) facing Default building facing degrees
    Unit - Create 2.Necromancer for Player 7 (Green) at (Center of Cinematic_Boat_Necro_2 <gen>) facing Default building facing degrees
    Unit - Create 1.Meat Wagon for Player 7 (Green) at (Center of Cinematic_Boat_Wagon <gen>) facing Default building facing degrees
    Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally
    Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally
    Camera - .Apply. gg_cam_Boat_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_01 for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Play PursuitTheme <gen>
    Game - Set the time of day to 24.00
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 0.70 and color (100%, 100%, 100%)
    Environment - Set sky to Lordaeron Winter Sky
    Trigger - Turn on Boat_Load_Boat <gen>
    Trigger - Run Boat_Cinematic_A <gen> (checking conditions)
Boat Cinematic A
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (QuestSouls is completed) Equal to False
      Then - Actions
        Quest - Mark QuestSouls as Failed
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (QuestScout is completed) Equal to False
      Then - Actions
        Quest - Mark QuestScout as Failed
      Else - Actions
    Trigger - Turn off Defeat_Buildings_Die <gen>
    Trigger - Turn off Quest_Souls <gen>
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Turn on Boat_Skip <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Captain, the Undead are advancing, we can't hold the camp for any longer!. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 1.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Player - Make Player 9 (Gray) treat Player 7 (Green) as an Enemy
    Player - Make Player 7 (Green) treat Player 9 (Gray) as an Enemy
    Unit Group - Pick every unit in (Units in Cinematic_Boat_Order <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Attack_Waypoint <gen>))
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Boat_02 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_02 for Player 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_Boat_03 for Player 2 (Blue) over 4.00 seconds
    Camera - .Apply. gg_cam_Boat_03 for Player 9 (Gray) over 4.00 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Camera - .Apply. gg_cam_Boat_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_01 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Very well. Fall back to the ship!. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 2.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Move Captain instantly to (Center of Cinematic_Boat_Captain_1 <gen>), facing (Center of Weather_Rain <gen>)
    Unit - Remove Footman from the game
    Unit - Create 1.Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_1 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Unit - Create 1.Rifleman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_2 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Unit - Create 1.Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_3 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Unit - Create 1.Priest for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_3 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Camera - .Apply. gg_cam_Boat_04 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_04 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_3 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Rifleman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_3 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Priest for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_3 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Boat_Load <gen>)
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A structure) Equal to False)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit - Create 1 Footman for Player 9 (Gray) at (Center of Cinematic_Boat_Loading_1 <gen>) facing (Center of Cinematic_Boat_Captain_3 <gen>)
    Unit - Move Captain instantly to (Center of Cinematic_Boat_Captain_3 <gen>), facing (Center of Cinematic_Boat_Arthas_1 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Boat_Arthas_1 <gen>), facing (Center of Cinematic_Boat_Captain_3 <gen>)
    Camera - .Apply. gg_cam_Boat_05 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_05 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Captain, you must board the ship immediately!. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Captain?!. Modify duration: Set to 1.00 seconds and Don't wait
    Wait 2.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display It's him.... Modify duration: Set to 1.00 seconds and Don't wait
    Sound - Play ArthasTheme <gen>
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Boat_06 for Player 2 (Blue) over 3.00 seconds
    Camera - .Apply. gg_cam_Boat_06 for Player 9 (Gray) over 3.00 seconds
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unpause Ship 0210 <gen>
    Unit - Order Ship 0210 <gen> to Move To.(Center of Cinematic_Boat_Boat <gen>)
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Prince Arthas!. Modify duration: Set to 1.00 seconds and Don't wait
    Wait 1.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display Leave him Captain, he's lost it anyway.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Take the ship and leave, I will remain.. Modify duration: Set to 2.00 seconds and Don't wait
    Wait 2 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Boat_07 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_07 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Boat_09 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_09 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Move Captain instantly to (Center of Cinematic_Boat_Captain_4 <gen>), facing (Center of Cinematic_Boat_Arthas_1 <gen>)
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FrostmourneChant1 <gen>
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue).No unit-type named Voice at (Center of (Playable map area)): Play No sound and display Find the cave... Modify duration: Set to 1.50 seconds and Don't wait
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Cave_01 for Player 2 (Blue) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue).No unit-type named Voice at (Center of (Playable map area)): Play No sound and display ..the ghosts of Northrend.. Modify duration: Set to 1.50 seconds and Don't wait
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 0.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Boat_09 for Player 2 (Blue) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Boat_10 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_10 for Player 9 (Gray) over 0 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Arthas.... Modify duration: Set to 1.50 seconds and Don't wait
    Wait 1.00 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Arthas face (Center of Cinematic_Boat_Captain_4 <gen>) over 0 seconds
    Wait 1.50 seconds
    If (SkipBoat Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Boat_Skip <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Unit - Order Arthas to Move To.(Center of Cinematic_Boat_Arthas_2 <gen>)
    Unit - Make Captain face (Center of Cinematic_Boat_Arthas_2 <gen>) over 1.50 seconds
    Trigger - Turn on Boat_Cinematic_B <gen>
Boat Cinematic B
  Events
    Unit - A unit enters Cinematic_Boat_Arthas_2 <gen>
  Conditions
    (Triggering unit) Equal to Arthas
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Captain face (Center of Cinematic_Boat_Arthas_3 <gen>) over 1.50 seconds
    Unit - Order Arthas to Move To.(Center of Cinematic_Boat_Arthas_3 <gen>)
    Camera - .Apply. gg_cam_Boat_10 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Boat_10 for Player 9 (Gray) over 0 seconds
    Wait 1.00 seconds
    Trigger - Run Boat_Post <gen> (checking conditions)
Boat Load Boat
  Events
    Unit - A unit enters Cinematic_Boat_Load <gen>
  Conditions
    SkipBoat Equal to False
  Actions
    Sound - Play Loading <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Unit - Remove (Triggering unit) from the game
Boat Post
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A Hero) Equal to False).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 1.00 seconds
    Camera - Reset camera for Player 9 (Gray) to standard game-view over 1.00 seconds
    Camera - .Apply. gg_cam_Boat_Reset for Player 2 (Blue) over 1.00 seconds
    Camera - .Apply. gg_cam_Boat_Reset for Player 9 (Gray) over 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn cinematic mode Off for (All players)
    Environment - Set sky to None
    Environment - Reset fog to default values
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Trigger - Add to Crystal_Spell <gen> the event (Captain Takes damage)
    Trigger - Add to Crystal_Spell <gen> the event (Arthas Takes damage)
    Unit - Remove Ship 0210 <gen> from the game
    Unit - Set Captain movement speed to (Default movement speed of Captain)
    Unit - Set Arthas movement speed to (Default movement speed of Arthas)
    Wait 0.50 seconds
    Wait 1.50 seconds
    Quest - Mark QuestTravel1 as Discovered
    Quest - Mark QuestTravel2 as Discovered
    Quest - Flash the quest dialog button
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rGhosts of Northrend - Search for the Cave. - Both heroes must survive.
    Game - Display to Player Group - Player 9 (Gray) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rLast Venture - Travel with Arthas. - Both heroes must survive.
    Sound - Play QuestNew <gen>
    Wait 5.00 seconds
    Trigger - Run Hint_New_Spells_2 <gen> (checking conditions)
    Wait 5.00 seconds
    Trigger - Run Hint_Lose_Spells <gen> (checking conditions)
    Wait 5.00 seconds
    Trigger - Run Hint_Save_Game <gen> (checking conditions)
Boat Skip
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipBoat = True
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Clear the screen of text messages for (All players).
    Trigger - Run Boat_Post <gen> (checking conditions)
    Player - Make Player 9 (Gray) treat Player 7 (Green) as an Enemy
    Player - Make Player 7 (Green) treat Player 9 (Gray) as an Enemy
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A structure) Equal to False)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit - Remove Footman from the game
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Sound - Play ArthasTheme <gen>
    Unit - Move Captain instantly to (Center of Cinematic_Boat_Captain_4 <gen>), facing (Center of Cinematic_Boat_Arthas_3 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Boat_Arthas_2 <gen>), facing (Center of Cinematic_Boat_Arthas_3 <gen>)
    Unit - Order Arthas to Move To.(Center of Cinematic_Boat_Arthas_3 <gen>)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
Deadeye Cinematic
  Events
  Conditions
  Actions
    Camera - .Apply. gg_cam_Deadeye_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Deadeye_01 for Player 9 (Gray) over 0 seconds
    Unit - Move Captain instantly to (Center of Cinematic_Deadeye_Captain <gen>), facing (Center of Skeleton_Camp_2 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Deadeye_Arthas <gen>), facing (Center of Skeleton_Camp_2 <gen>)
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Selection - Clear selection for Player 2 (Blue).
    Selection - Clear selection for Player 9 (Gray).
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display You must be Ner'zhul's little prodigy.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 1.00 seconds
    Unit - Make Captain face (Center of Cinematic_Deadeye_Deadeye <gen>) over 0 seconds
    Unit - Make Arthas face (Center of Cinematic_Deadeye_Deadeye <gen>) over 0 seconds
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display He wants you to be his Death Knight? What is he thinking of... Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display I'll be waiting for you, Young Prince.. Modify duration: Set to 2.00 seconds and Don't wait
    Wait 1.50 seconds
    Unit - Order Deadeye to Move To.(Center of Cinematic_Deadeye_Deadeye <gen>)
    Wait 0.50 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit - Move Deadeye instantly to (Center of Cinematic_DeadeyeFight_Deadeye <gen>), facing (Center of Cinematic_DeadeyeFight_Arthas <gen>)
    Camera - .Apply. gg_cam_Deadeye_Reset for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Deadeye_Reset for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Wait 2.00 seconds
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rGhosts of Northrend - Find and defeat Deadeye.
    Game - Display to Player Group - Player 9 (Gray) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rLast Venture - Find and defeat Deadeye.
    Sound - Play QuestLog <gen>
    Quest - Mark RequirementTravel1[1] as Completed
    Quest - Mark RequirementTravel2[1] as Completed
    Quest - Create a quest requirement for QuestTravel1 with the description Find and defeat Deadeye.
    Set VariableSet RequirementTravel1[3] = (Last created quest requirement)
    Quest - Create a quest requirement for QuestTravel2 with the description Find and defeat Deadeye.
    Set VariableSet RequirementTravel2[3] = (Last created quest requirement)
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
    Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Enemy
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Enemy
Deadeye Boss Cinematic
  Events
  Conditions
  Actions
    Camera - .Apply. gg_cam_DeadeyeBoss_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_DeadeyeBoss_01 for Player 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_DeadeyeBoss_02 for Player 2 (Blue) over 10.00 seconds
    Camera - .Apply. gg_cam_DeadeyeBoss_02 for Player 9 (Gray) over 10.00 seconds
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally
    Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally
    Unit - Move Captain instantly to (Center of Cinematic_DeadeyeFight_Arthas <gen>), facing (Center of Cinematic_DeadeyeFight_Deadeye <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_DeadeyeFight_Captain <gen>), facing (Center of Cinematic_DeadeyeFight_Deadeye <gen>)
    Unit - Set life of Arthas to 100.00%
    Unit - Set life of Captain to 100.00%
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Play PursuitTheme <gen>
    Selection - Clear selection for Player 2 (Blue).
    Selection - Clear selection for Player 9 (Gray).
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Unit - Add Insane Life Bonus Deadeye to Deadeye
      Else - Actions
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display Nice to see you both again.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display You may have defeated all of my minions, but you will not defeat me.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 3.50 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_DeadeyeBoss_Reset for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_DeadeyeBoss_Reset for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Unit - Make Deadeye Vulnerable
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
    Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Enemy
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Enemy
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Deadeye_Boss_Fight_Arena <gen>
    Player - Enable Blink for Player 4 (Purple)
    Wait 0.50 seconds
    Unit - Order Deadeye to Night Elf Warden - Blink.(Center of Deadeye_Blink_4 <gen>)
    Wait 1.00 seconds
    Player - Disable Blink for Player 4 (Purple)
    Wait 2 seconds
    Unit - Order Deadeye to Human Paladin - Resurrection.
    Wait 2 seconds
    Unit - Order Deadeye to Human Paladin - Resurrection.
    Wait 2 seconds
    Unit - Order Deadeye to Human Paladin - Resurrection.
Crystal Boss Cinematic
  Events
  Conditions
  Actions
    Camera - .Apply. gg_cam_Crystal_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Crystal_01 for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple) matching (((Matching unit) is A Hero) Equal to False).) and do (Kill (Picked unit))
    Unit - Move Deadeye instantly to (Center of Cinematic_Crystal_Deadeye_1 <gen>), facing (Center of Cinematic_Crystal_Deadeye_2 <gen>)
    Unit - Move Captain instantly to (Center of Cinematic_DeadeyeFight_Captain <gen>), facing (Center of Cinematic_Crystal_Deadeye_1 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_DeadeyeFight_Arthas <gen>), facing (Center of Cinematic_Crystal_Deadeye_1 <gen>)
    Unit - Set life of Deadeye to 100.00%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Unit - Add Insane Life Bonus Deadeye to Deadeye
        Hero - Set Deadeye Hero-level to 14, Hide level-up graphics
      Else - Actions
        Hero - Set Deadeye Hero-level to 10, Hide level-up graphics
        Player - Disable Darkshot for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Clear selection for Player 2 (Blue).
    Selection - Clear selection for Player 9 (Gray).
    Wait 2 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display You think you've beaten me?. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 1.00 seconds
    Animation - Play Deadeye's spell (animationname) animation
    Wait 1.50 seconds
    Destructible - Kill Ice Rock Gate 3147 <gen>
    Wait 0.50 seconds
    Unit - Order Deadeye to Move To.(Center of Cinematic_Crystal_Deadeye_2 <gen>)
    Unit - Set Deadeye movement speed to 250.00
    Wait 1.00 seconds
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Unit - Move Deadeye instantly to (Center of Cinematic_Crystal_Deadeye_3 <gen>), facing (Center of Crystal_Golem_Spawn <gen>)
    Unit - Move Captain instantly to (Center of Cinematic_Crystal_Captain <gen>), facing (Center of Crystal_Golem_Spawn <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Crystal_Arthas <gen>), facing (Center of Crystal_Golem_Spawn <gen>)
    Camera - .Apply. gg_cam_Crystal_02 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Crystal_02 for Player 9 (Gray) over 0 seconds
    Wait 0.10 seconds
    Camera - Rotate camera 180.00 degrees around (Center of Crystal_Golem_Spawn <gen>) for Player 2 (Blue) over 10.00 seconds
    Camera - Rotate camera 180.00 degrees around (Center of Crystal_Golem_Spawn <gen>) for Player 9 (Gray) over 10.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display These Crystals contain strong magic, using their power I will defeat you.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 1.00 seconds
    Animation - Play Deadeye's spell (animationname) animation
    Camera - Shake the camera for Player 2 (Blue) with magnitude 1.00
    Camera - Shake the camera for Player 9 (Gray) with magnitude 1.00
    Wait 1.00 seconds
    Lightning - Create a Drain Mana lightning effect from source (Position of Crystals[1]) to target (Center of Crystal_Central_Rocks <gen>)
    Set VariableSet CrystalLightning[1] = (Last created lightning effect)
    Wait 1.00 seconds
    Player - Enable Blink for Player 4 (Purple)
    Wait 0.50 seconds
    Lightning - Create a Drain Mana lightning effect from source (Position of Crystals[2]) to target (Center of Crystal_Central_Rocks <gen>)
    Set VariableSet CrystalLightning[2] = (Last created lightning effect)
    Unit - Order Deadeye to Night Elf Warden - Blink.(Center of Crystal_Panel_2 <gen>)
    Wait 1.00 seconds
    Player - Disable Blink for Player 4 (Purple)
    Lightning - Create a Drain Mana lightning effect from source (Position of Crystals[3]) to target (Center of Crystal_Central_Rocks <gen>)
    Set VariableSet CrystalLightning[3] = (Last created lightning effect)
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Skeletal Ranger (Boss 1) named Deadeye at (Center of (Playable map area)): Play No sound and display Ner'zhul thinks you're worthy, lets find out.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 1.50 seconds
    Lightning - Create a Drain Mana lightning effect from source (Position of Crystals[4]) to target (Center of Crystal_Central_Rocks <gen>)
    Set VariableSet CrystalLightning[4] = (Last created lightning effect)
    Camera - Stop swaying/shaking the camera for Player 2 (Blue).
    Camera - Stop swaying/shaking the camera for Player 9 (Gray).
    Camera - Shake the camera for Player 2 (Blue) with magnitude 3.00
    Camera - Shake the camera for Player 9 (Gray) with magnitude 3.00
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Wait 0.50 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Wait 0.25 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Wait 0.25 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    -------- 8 seconds. --------
    Sound - Play FrostmourneDeath <gen> at 100% volume, located at (Center of Crystal_Golem_Spawn <gen>) with Z offset 0
    Wait 0.10 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Wait 0.10 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Wait 0.10 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Wait 0.10 seconds
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Random point in Crystal_Central_Rocks <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Create 1.Dummy (Explosion) for Neutral Passive at (Center of Crystal_Golem_Spawn <gen>) facing Default building facing degrees
    Unit - Kill (Last created unit)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Crystal_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Crystal_03 for Player 9 (Gray) over 0 seconds
    Destructible - Remove Cripple 1565 <gen>
    Destructible - Remove Cripple 1564 <gen>
    Destructible - Remove Cripple 1563 <gen>
    Destructible - Close Ice Rock Gate 3147 <gen>
    Destructible - Make Ice Rock Gate 3147 <gen> Invulnerable
    Lightning - Destroy CrystalLightning[1]
    Lightning - Destroy CrystalLightning[2]
    Lightning - Destroy CrystalLightning[3]
    Lightning - Destroy CrystalLightning[4]
    Unit - Create 1.Crystal Golem for Player 3 (Teal) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Unit - Add Insane Life Bonus Crystal to (Last created unit)
      Else - Actions
    Unit - Turn collision for (Last created unit) Off.
    Sound - Play DarkVictory <gen>
    Set VariableSet CrystalGolem = (Last created unit)
    Set VariableSet x = (X of (Center of Crystal_Golem_Spawn <gen>))
    Set VariableSet y = (Y of (Center of Crystal_Golem_Spawn <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Cinematic_Crystal_Deadeye_3 <gen>)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Crystal_Boss_Fight_Arena <gen>
    Set VariableSet VisibilityBoss[1] = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Crystal_Boss_Fight_Arena <gen>
    Set VariableSet VisibilityBoss[2] = (Last created visibility modifier)
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - .Apply. gg_cam_Crystal_Reset_Arthas for Player 2 (Blue) over 1.00 seconds
    Camera - .Apply. gg_cam_Crystal_Reset_Captain for Player 9 (Gray) over 1.00 seconds
    Camera - Stop swaying/shaking the camera for Player 2 (Blue).
    Camera - Stop swaying/shaking the camera for Player 9 (Gray).
    Cinematic - Turn cinematic mode Off for (All players)
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Trigger - Run Crystal_Orders <gen> (checking conditions)
    Trigger - Turn on Crystal_Tile_Move <gen>
    Unit - Set Deadeye movement speed to 1.00
    Unit - Make Deadeye Vulnerable
    Unit - Make Captain Vulnerable
    Unit - Make Arthas Vulnerable
    Wait 0.50 seconds
    Unit - Turn collision for CrystalGolem On.
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
    Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Enemy
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Enemy
Bridge Cinematic A
  Events
  Conditions
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Wait 1.00 seconds
    Selection - Clear selection for Player 2 (Blue).
    Selection - Clear selection for Player 9 (Gray).
    Unit - Set life of Arthas to 100.00%
    Unit - Set life of Captain to 100.00%
    Unit - Move Captain instantly to (Center of Cinematic_Bridge_Captain_1 <gen>), facing (Center of Cinematic_Bridge_Arthas_2 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Bridge_Arthas_1 <gen>), facing (Center of Cinematic_Bridge_Arthas_2 <gen>)
    Unit - Turn collision for Arthas Off.
    Unit - Turn collision for Captain Off.
    Unit - Order Arthas to Move To.(Center of Cinematic_Bridge_Arthas_2 <gen>)
    Unit - Order Captain to Move To.(Center of Cinematic_Bridge_Captain_2 <gen>)
    Unit - Set Captain movement speed to 200.00
    Camera - .Apply. gg_cam_Bridge_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Bridge_01 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
Bridge Cinematic B
  Events
    Unit - A unit enters Cinematic_Bridge_Arthas_2 <gen>
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Camera - .Apply. gg_cam_Bridge_02 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Bridge_02 for Player 9 (Gray) over 0 seconds
    Wait 0.10 seconds
    Unit - Make Arthas face (Center of Cinematic_Bridge_Captain_2 <gen>) over 0 seconds
    Sound - Play FrostmourneChant1 <gen>
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue).No unit-type named Voice at (Center of (Playable map area)): Play No sound and display Crumble.. Modify duration: Set to 1.50 seconds and Don't wait
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Bridge_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Bridge_03 for Player 9 (Gray) over 0 seconds
    Sound - Play Earthquake <gen>
    Wait 0.50 seconds
    Camera - Shake the camera for Player 2 (Blue) with magnitude 3
    Camera - Shake the camera for Player 9 (Gray) with magnitude 3
    Wait 1.00 seconds
    Destructible - Kill Parasite 2817 <gen>
    Destructible - Kill Parasite 2820 <gen>
    Destructible - Kill Parasite 2830 <gen>
    Cinematic - Fade out over 2.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    Destructible - Kill Extra Wide Natural Bridge 1127 <gen>
    Destructible - Kill Parasite 2824 <gen>
    Destructible - Kill Parasite 2819 <gen>
    Destructible - Kill Parasite 2830 <gen>
    Destructible - Kill Parasite 2818 <gen>
    Destructible - Kill Parasite 2822 <gen>
    Animation - Play Captain's death (animationname) animation
    Unit - Order Arthas to Move To.(Center of Cinematic_Bridge_Arthas_3 <gen>)
    Wait 1.50 seconds
    Unit - Set Captain movement speed to (Default movement speed of Captain)
    Destructible - Remove Extra Wide Natural Bridge 1127 <gen>
    Destructible - Remove Parasite 2820 <gen>
    Destructible - Remove Parasite 2821 <gen>
    Destructible - Remove Parasite 2830 <gen>
    Camera - .Apply. gg_cam_Bridge_Reset_Arthas for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Bridge_Reset_Captain for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Unit - Turn collision for Arthas On.
    Unit - Turn collision for Captain On.
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Wait 2 seconds
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rGhosts of Northrend - Continue searching for the cave.
    Game - Display to Player Group - Player 9 (Gray) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rLast Venture - Find a way back to Arthas
    Sound - Play QuestLog <gen>
    Quest - Create a quest requirement for QuestTravel1 with the description Continue searching for the cave.
    Set VariableSet RequirementTravel1[4] = (Last created quest requirement)
    Quest - Create a quest requirement for QuestTravel2 with the description Find a way back to Arthas
    Set VariableSet RequirementTravel2[4] = (Last created quest requirement)
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Enemy
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Enemy
    Destructible - Make Ice Rock Gate 0091 <gen> Vulnerable
    Unit Group - Pick every unit in (Units in Camp_Arthas_1 <gen> matching (((Matching unit) is A structure) Equal to True)) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in Camp_Arthas_1 <gen> owned by Player 8 (Pink)) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in Camp_Arthas_1 <gen> owned by Player 6 (Orange)) and do (Remove (Picked unit) from the game)
    Unit - Create 1.Tent (1) for Player 8 (Pink) at (Center of Cinematic_Duel_Tent_1 <gen>) facing Default building facing degrees
    Unit - Create 1.Tent (2) for Player 8 (Pink) at (Center of Cinematic_Duel_Tent_2 <gen>) facing Default building facing degrees
    Special Effect - Create a special effect at (Center of Cinematic_Duel_Tent_1 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Center of Cinematic_Duel_Tent_2 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Unit - Create 1 Footman for Player 8 (Pink) at (Center of Cinematic_Duel_Dead_3 <gen>) facing (Center of Cinematic_Duel_Footman_2 <gen>)
    Animation - Play (Last created unit)'s death (animationname) animation
    Unit - Create 1 Footman for Player 8 (Pink) at (Center of Cinematic_Duel_Dead_1 <gen>) facing (Center of Cinematic_Duel_Footman_2 <gen>)
    Animation - Play (Last created unit)'s death (animationname) animation
    Unit - Create 1 Knight for Player 8 (Pink) at (Center of Cinematic_Duel_Dead_4 <gen>) facing (Center of Cinematic_Duel_Footman_2 <gen>)
    Animation - Play (Last created unit)'s death (animationname) animation
    Unit Group - Pick every unit in (Units in Skeleton_Rescue_Group_1 <gen>) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color
    Unit Group - Pick every unit in (Units in Skeleton_Rescue_Group_2 <gen>) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color
    Unit - Remove Dummy 0100 <gen> from the game
    Unit - Remove Dummy 0098 <gen> from the game
    Unit - Remove Dummy 0094 <gen> from the game
    Camera - Stop swaying/shaking the camera for Player 2 (Blue).
    Camera - Stop swaying/shaking the camera for Player 9 (Gray).
Duel Cinematic A
  Events
  Conditions
  Actions
    Quest - Mark QuestTravel1 as Completed
    Quest - Mark QuestTravel2 as Completed
    Quest - Mark RequirementTravel1[2] as Completed
    Quest - Mark RequirementTravel2[2] as Completed
    Quest - Mark RequirementTravel1[4] as Completed
    Quest - Mark RequirementTravel2[4] as Completed
    Quest - Mark QuestDefeat1 as Discovered
    Quest - Mark QuestDefeat2 as Discovered
    Quest - Flash the quest dialog button
    Camera - .Apply. gg_cam_Duel_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_01 for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Selection - Clear selection for Player 2 (Blue).
    Selection - Clear selection for Player 9 (Gray).
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to False).) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A Hero) Equal to False).) and do (Remove (Picked unit) from the game)
    Unit - Move Captain instantly to (Center of Cinematic_Duel_Captain_1 <gen>), facing (Center of Cinematic_Duel_Dead_3 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Duel_Arthas_1 <gen>), facing (Center of Cinematic_Duel_Arthas_2 <gen>)
    Unit - Create 1 Footman for Player 9 (Gray) at (Center of Cinematic_Duel_Footman_2 <gen>) facing (Center of Cinematic_Duel_Footman_Facing_1 <gen>)
    Set VariableSet Footman = (Last created unit)
    Unit - Create 1 Footman for Player 9 (Gray) at (Center of Cinematic_Duel_Footman_1 <gen>) facing (Center of Cinematic_Duel_Tent_1 <gen>)
    Set VariableSet Footman2 = (Last created unit)
    Sound - Play Mainscreen <gen>
    Hero - Enable experience gain for Arthas.
    Hero - Set Arthas Hero-level to ((Hero level of Arthas) + 1), Hide level-up graphics
    Hero - Disable experience gain for Arthas.
    Hero - Enable experience gain for Captain.
    Hero - Set Captain Hero-level to ((Hero level of Captain) + 1), Hide level-up graphics
    Hero - Disable experience gain for Captain.
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Turn on Duel_Skip <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Search for survivors!. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Duel_02 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_02 for Player 9 (Gray) over 0 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display *cough* ... Captain.... Modify duration: Set to 2.00 seconds and Don't wait
    Wait 2.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Duel_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_03 for Player 9 (Gray) over 0 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Quickly, over there!. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Captain to Move To.(Center of Cinematic_Duel_Captain_2 <gen>)
    Unit - Order Footman to Move To.(Center of Cinematic_Duel_Footman_4 <gen>)
    Unit - Order Footman2 to Move To.(Center of Cinematic_Duel_Footman_3 <gen>)
    Wait 3.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display What happened here?. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display He betrayed us... killed all of us.. Modify duration: Set to 2.00 seconds and Don't wait
    Wait 2.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Who was it?!. Modify duration: Set to 1.50 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Footman named Footman at (Center of (Playable map area)): Play No sound and display ...Ar...thas.. Modify duration: Set to 2.00 seconds and Don't wait
    Wait 3.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Captain to Move To.(Center of Cinematic_Duel_Captain_3 <gen>)
    Unit - Set Captain movement speed to 150.00
    Camera - .Apply. gg_cam_Duel_04 for Player 2 (Blue) over 4.00 seconds
    Camera - .Apply. gg_cam_Duel_04 for Player 9 (Gray) over 4.00 seconds
    Wait 5.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display It really was him... he really did betray us.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 4.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Duel_Cinematic_B <gen> (checking conditions)
Duel Cinematic B
  Events
  Conditions
  Actions
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Cave_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Cave_01 for Player 9 (Gray) over 0 seconds
    Sound - Stop music After fading
    Sound - Play UndeadGlueScreenLoop1 <gen>
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FrostmourneChant1 <gen>
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue).No unit-type named Voice at (Center of (Playable map area)): Play No sound and display Enter.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play ArthasTheme <gen>
    Unit - Order Arthas to Move To.(Center of Cinematic_Duel_Arthas_2 <gen>)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Duel_05 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_05 for Player 9 (Gray) over 0 seconds
    Animation - Change Ghost of Northrend 0259 <gen>'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Animation - Change Ghost of Northrend 0260 <gen>'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Animation - Change Ghost of Northrend 0261 <gen>'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Move Captain instantly to (Center of Cinematic_Duel_Captain_4 <gen>), facing (Center of Cinematic_Duel_Ghost_Facing <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Duel_Arthas_3 <gen>), facing (Center of Cinematic_Duel_Arthas_4 <gen>)
    Unit - Order Arthas to Move To.(Center of Cinematic_Duel_Arthas_4 <gen>)
    Wait 3.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FrostmourneChant1 <gen>
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from a Player 2 (Blue).No unit-type named Voice at (Center of (Playable map area)): Play No sound and display Reveal yourselves.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Duel_06 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_06 for Player 9 (Gray) over 0 seconds
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn on Duel_Cinematic_C <gen>
    Unit - Unhide Ghost of Northrend 0260 <gen>
    Unit - Unhide Ghost of Northrend 0261 <gen>
    Unit - Unhide Ghost of Northrend 0259 <gen>
    Sound - Play FlashBack1Second <gen>
    Wait 2.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Duel_Cinematic_C <gen>
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0261 <gen> named Ghost of Northrend: Play No sound and display Welcome to our cave, Human. We are the Ghosts of Northrend.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 3.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Ghost of Northrend 0259 <gen> face (Center of Cinematic_Duel_Ghost_Facing <gen>) over 0 seconds
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0259 <gen> named Ghost of Northrend: Play No sound and display The boy has Frostmourne.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Ghost of Northrend 0260 <gen> face (Center of Cinematic_Duel_Ghost_Facing <gen>) over 0 seconds
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0259 <gen> named Ghost of Northrend: Play No sound and display We are to give our powers to him?. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Ghost of Northrend 0261 <gen>'s spell (animationname) animation
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0261 <gen> named Ghost of Northrend: Play No sound and display Silence!. Modify duration: Set to 1.50 seconds and Don't wait
    Wait 2.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Ghost of Northrend 0261 <gen>'s animation
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0261 <gen> named Ghost of Northrend: Play No sound and display We do not know what this one is capable of Ner'zhul. We cannot grant him power until we know.. Modify duration: Set to 3.50 seconds and Don't wait
    Wait 3.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Ghost of Northrend 0259 <gen> face (Center of Cinematic_Duel_Captain_4 <gen>) over 0 seconds
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0259 <gen> named Ghost of Northrend: Play No sound and display It looks like we have company.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 0.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Ghost of Northrend 0260 <gen> face (Center of Cinematic_Duel_Captain_4 <gen>) over 0 seconds
    Unit - Make Ghost of Northrend 0261 <gen> face (Center of Cinematic_Duel_Captain_4 <gen>) over 0 seconds
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Duel_07 for Player 2 (Blue) over 2.00 seconds
    Camera - .Apply. gg_cam_Duel_07 for Player 9 (Gray) over 2.00 seconds
    Wait 1.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Arthas.. Modify duration: Set to 1.50 seconds and Don't wait
    Wait 1.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 10 (Light Blue).Ghost of Northrend (Ground) named Ghost of Northrend at (Center of (Playable map area)): Play No sound and display Who is this?. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display You have deceived, murdered and betrayed your own people. It must end here.. Modify duration: Set to 3.00 seconds and Don't wait
    Unit - Order Captain to Move To.(Center of Cinematic_Duel_Captain_5 <gen>)
    Unit - Set Captain movement speed to (Default movement speed of Captain)
    Unit - Make Ghost of Northrend 0259 <gen> face (Center of Cinematic_Duel_Captain_5 <gen>) over 2.00 seconds
    Unit - Make Ghost of Northrend 0260 <gen> face (Center of Cinematic_Duel_Captain_5 <gen>) over 2.00 seconds
    Unit - Make Ghost of Northrend 0261 <gen> face (Center of Cinematic_Duel_Captain_5 <gen>) over 2.00 seconds
    Wait 3.00 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Ghost of Northrend 0261 <gen> face (Center of Cinematic_Duel_Arthas_4 <gen>) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Ghost of Northrend 0259 <gen> named Ghost of Northrend: Play No sound and display I see, this is your Captain. Kill him and we will grant you the powers of the Death Knight.. Modify duration: Set to 3.50 seconds and Don't wait
    Camera - .Apply. gg_cam_Duel_06 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_06 for Player 9 (Gray) over 0 seconds
    Wait 0.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Ghost of Northrend 0259 <gen> face (Center of Cinematic_Duel_Arthas_4 <gen>) over 0.00 seconds
    Unit - Make Ghost of Northrend 0260 <gen> face (Center of Cinematic_Duel_Arthas_4 <gen>) over 0.00 seconds
    Wait 1.50 seconds
    If (SkipDuel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Intro_Skip <gen>
    Trigger - Turn off Duel_Skip <gen>
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Unit - Set Captain movement speed to (Default movement speed of Captain)
    Unit - Set Arthas movement speed to (Default movement speed of Arthas)
    Unit - Move Captain instantly to (Center of Cinematic_Duel_Captain_6 <gen>), facing (Center of Cave_Battle_Mid <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Duel_Arthas_5 <gen>), facing (Center of Cave_Battle_Mid <gen>)
    Camera - .Apply. gg_cam_Duel_Reset_Arthas for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_Reset_Captain for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Set life of Arthas to 100.00%
    Unit - Set life of Captain to 100.00%
    Unit - Set mana of Arthas to 100%
    Unit - Set mana of Captain to 100%
    Unit - Make Arthas Vulnerable
    Unit - Make Captain Vulnerable
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Cave_Battle_Entire <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Cave_Battle_Entire <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Cave_Battle_Entire <gen>
    Trigger - Turn off Defeat_Hero_Death <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Trigger - Turn on Ghost_Orders_Insane <gen>
      Else - Actions
        Trigger - Turn on Ghost_Orders <gen>
    Trigger - Turn on Arthas_Dies <gen>
    Trigger - Turn on Captain_Dies <gen>
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Enemy
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Enemy
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Sound - Play Dark_Chest_loop <gen>
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A structure) Equal to False)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A structure) Equal to False)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit - Reset ability cooldowns for Arthas.
    Unit - Reset ability cooldowns for Captain.
    Wait 2.50 seconds
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rFinal Showdown - Defeat Captain Falric
    Game - Display to Player Group - Player 9 (Gray) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rFinal Showdown - Defeat Arthas
    Sound - Play QuestNew <gen>
Duel Cinematic C
  Events
    Time - Every 0.10 seconds of game time
  Conditions
    SkipDuel Equal to False
  Actions
    Set VariableSet Fade = (Fade - 5.00)
    Animation - Change Ghost of Northrend 0259 <gen>'s vertex coloring to (100%, 100%, 100%) with Fade% transparency
    Animation - Change Ghost of Northrend 0260 <gen>'s vertex coloring to (100%, 100%, 100%) with Fade% transparency
    Animation - Change Ghost of Northrend 0261 <gen>'s vertex coloring to (100%, 100%, 100%) with Fade% transparency
Duel Skip
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipDuel = True
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Unit - Set Captain movement speed to (Default movement speed of Captain)
    Unit - Set Arthas movement speed to (Default movement speed of Arthas)
    Unit - Make Arthas Vulnerable
    Unit - Make Captain Vulnerable
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move Captain instantly to (Center of Cinematic_Duel_Captain_6 <gen>), facing (Center of Cave_Battle_Mid <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Duel_Arthas_5 <gen>), facing (Center of Cave_Battle_Mid <gen>)
    Camera - .Apply. gg_cam_Duel_Reset_Arthas for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Duel_Reset_Captain for Player 9 (Gray) over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Set life of Arthas to 100.00%
    Unit - Set life of Captain to 100.00%
    Unit - Set mana of Arthas to 100%
    Unit - Set mana of Captain to 100%
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Cave_Battle_Entire <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Cave_Battle_Entire <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Cave_Battle_Entire <gen>
    Trigger - Turn off Defeat_Hero_Death <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Trigger - Turn on Ghost_Orders_Insane <gen>
      Else - Actions
        Trigger - Turn on Ghost_Orders <gen>
    Trigger - Turn on Arthas_Dies <gen>
    Trigger - Turn on Captain_Dies <gen>
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Enemy
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Enemy
    Selection - Select Arthas for Player 2 (Blue)
    Selection - Select Captain for Player 9 (Gray)
    Sound - Play Dark_Chest_loop <gen>
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A structure) Equal to False)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching ((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A structure) Equal to False)).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit - Reset ability cooldowns for Arthas.
    Unit - Reset ability cooldowns for Captain.
    Wait 2.50 seconds
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rFinal Showdown - Defeat Captain Falric
    Game - Display to Player Group - Player 9 (Gray) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rFinal Showdown - Defeat Arthas
    Sound - Play QuestNew <gen>
Arthas Victory Cinematic 1
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Cave_Battle_Entire <gen>) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Item - Pick every item in Cave_Battle_Entire <gen> and do (Remove (Picked item))
    Sound - Play Mainscreen <gen>
    Unit - Create 1 Captain (Part 1) for Player 9 (Gray) at (Center of Cinematic_Arthas_Captain_1 <gen>) facing (Center of Cinematic_Captain_Captain_1 <gen>)
    Set VariableSet Captain = (Last created unit)
    Unit - Change color of Captain to Gray
    Animation - Play Captain's death (animationname) animation
    Unit - Create 1 Paladin (Part 2) for Player 2 (Blue) at (Center of Cave_Battle_Mid <gen>) facing (Center of Cinematic_Arthas_Arthas_1 <gen>)
    Set VariableSet Arthas = (Last created unit)
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Arthas_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Arthas_01 for Player 9 (Gray) over 0 seconds
    Wait 1.00 seconds
    Camera - Rotate camera 270.00 degrees around (Center of Cave_Battle_Mid <gen>) for Player 2 (Blue) over 18.00 seconds
    Camera - Rotate camera 270.00 degrees around (Center of Cave_Battle_Mid <gen>) for Player 9 (Gray) over 18.00 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from a Player 10 (Light Blue).Ghost of Northrend (Ground) named Ghost of Northrend at (Center of (Playable map area)): Play No sound and display Very well, Arthas Menethil of Lordearon will become a Death Knight.. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 1.00 seconds
    Camera - Shake the camera for Player 2 (Blue) with magnitude 3
    Camera - Shake the camera for Player 9 (Gray) with magnitude 3
    Wait 2.00 seconds
    Set VariableSet SpiritDistance = 400.00
    Set VariableSet SpiritAngle = 18.00
    Set VariableSet TempPoint = (Position of Arthas)
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet TempPoint2 = (TempPoint offset by 400.00 towards (((Real((Integer A))) x 36.00) + 18.00) degrees.)
        Unit - Create 1.Dummy (Soul) for Player 2 (Blue) at TempPoint facing Default building facing degrees
        Set VariableSet SpiritDummys[(Integer A)] = (Last created unit)
        Custom script: call RemoveLocation (udg_TempPoint2)
    Custom script: call RemoveLocation (udg_TempPoint)
    Trigger - Turn on Arthas_Victory_Cinematic_2 <gen>
Arthas Victory Cinematic 2
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SpiritDistance Greater than 20.00
      Then - Actions
        Set VariableSet SpiritDistance = (SpiritDistance - 5.00)
        Set VariableSet SpiritAngle = (SpiritAngle + 16.00)
        Set VariableSet TempPoint = (Position of Arthas)
        For each (Integer A) from 1 to 10, do (Actions)
          Loop - Actions
            Set VariableSet TempPoint2 = (TempPoint offset by SpiritDistance towards (((Real((Integer A))) x 36.00) + SpiritAngle) degrees.)
            Unit - Move SpiritDummys[(Integer A)] instantly to TempPoint2
            Custom script: call RemoveLocation (udg_TempPoint2)
        Special Effect - Create a special effect at (Random point in Cinematic_Arthas_Area <gen>) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation (udg_TempPoint)
      Else - Actions
        Trigger - Turn off (This trigger)
        For each (Integer A) from 1 to 10, do (Actions)
          Loop - Actions
            Unit - Kill SpiritDummys[(Integer A)]
        Special Effect - Create a special effect at (Center of Cave_Battle_Mid <gen>) using Objects\Spawnmodels\Undead\UDeathMedium\UDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
        Wait 0.50 seconds
        Camera - Stop swaying/shaking the camera for Player 2 (Blue).
        Camera - Stop swaying/shaking the camera for Player 9 (Gray).
        Trigger - Run Arthas_Victory_Cinematic_3 <gen> (checking conditions)
Arthas Victory Cinematic 3
  Events
  Conditions
  Actions
    Unit - Remove Arthas from the game
    Unit - Remove Captain from the game
    Camera - .Apply. gg_cam_Arthas_02 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Arthas_02 for Player 9 (Gray) over 0 seconds
    Unit - Create 1 Death Knight for Player 4 (Purple) at (Center of Cinematic_Arthas_Arthas_2 <gen>) facing (Center of Cinematic_Arthas_Facing <gen>)
    Set VariableSet Arthas = (Last created unit)
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally
    Wait 1.00 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Death Knight named Arthas at (Center of (Playable map area)): Play No sound and display It is time to return home.. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Arthas_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Arthas_03 for Player 9 (Gray) over 0 seconds
    Wait 1.50 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).No unit-type named ???? at (Center of (Playable map area)): Play No sound and display Yes, my master.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 1.00 seconds
    Unit - Create 1 Death Knight for Player 9 (Gray) at (Center of Cinematic_Duel_Arthas_2 <gen>) facing (Center of Cinematic_Arthas_Captain_2 <gen>)
    Set VariableSet Captain = (Last created unit)
    Unit - Order Captain to Move To.(Center of Cinematic_Arthas_Captain_2 <gen>)
    Wait 4.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Trigger - Run Endgame_Text <gen> (checking conditions)
    Unit - Pause Captain
    Unit - Hide Captain
    Unit - Pause Arthas
    Unit - Hide Arthas
Captain Victory Cinematic 1
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Cave_Battle_Entire <gen>) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Item - Pick every item in Cave_Battle_Entire <gen> and do (Remove (Picked item))
    Sound - Play Mainscreen <gen>
    Unit - Create 1 Captain (Part 2) for Player 9 (Gray) at (Random point in Cinematic_Captain_Captain_1 <gen>) facing (Center of Cinematic_Captain_Captain_2 <gen>)
    Set VariableSet Captain = (Last created unit)
    Unit - Change color of Captain to Gray
    Unit - Remove Arthas from the game
    Unit - Create 1 Paladin (Dummy) for Player 2 (Blue) at (Center of Cinematic_Captain_Arthas_1 <gen>) facing (Center of Cinematic_Captain_Captain_1 <gen>)
    Set VariableSet Arthas = (Last created unit)
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally
    Cinematic - Turn cinematic mode On for (All players)
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Captain_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Captain_01 for Player 9 (Gray) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Arthas, I must end this.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2 seconds
    Custom script: call AddUnitAnimationProperties(udg_Captain,"Defend",true)
    Sound - Play DefendCaster <gen>
    Wait 2 seconds
    Unit - Set Captain movement speed to 150.00
    Unit - Order Captain to Move To.(Center of Cinematic_Captain_Arthas_1 <gen>)
    Trigger - Turn on Captain_Victory_Cinematic_2 <gen>
    Trigger - Turn on Captain_Victory_Cinematic_3 <gen>
    Wait 0.50 seconds
    Camera - .Apply. gg_cam_Captain_02 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Captain_02 for Player 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_Captain_03 for Player 2 (Blue) over 3.00 seconds
    Camera - .Apply. gg_cam_Captain_03 for Player 9 (Gray) over 3.00 seconds
    Animation - Play Arthas's stand ready (animationname) animation
Captain Victory Cinematic 2
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Unit - Set Captain movement speed to ((Current movement speed of Captain) + 20.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CaptainHitArthas Equal to True
      Then - Actions
        Unit - Set Captain movement speed to 552.00
        Set VariableSet TempPoint = (Position of Captain)
        Set VariableSet TempPoint2 = (TempPoint offset by 75.00 towards (Facing of Captain) degrees.)
        Set VariableSet x = (X of TempPoint2)
        Set VariableSet y = (Y of TempPoint2)
        Special Effect - Create a special effect at TempPoint2 using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call SetUnitX(udg_Arthas ,udg_x)
        Custom script: call SetUnitY(udg_Arthas ,udg_y)
        Custom script: call RemoveLocation (udg_TempPoint)
        Custom script: call RemoveLocation (udg_TempPoint2)
      Else - Actions
Captain Victory Cinematic 3
  Events
    Unit - A unit enters Cinematic_Captain_Arthas_1 <gen>
  Conditions
    (Triggering unit) Equal to Captain
  Actions
    Set VariableSet CaptainHitArthas = True
    Sound - Play MetalHeavyBashFlesh2 <gen> at 100% volume, located at (Center of Cinematic_Captain_Arthas_1 <gen>) with Z offset 0
    Special Effect - Create a special effect at (Position of Arthas) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Arthas using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
    Special Effect - Destroy (Last created special effect)
    Animation - Play Arthas's death (animationname) animation
    Animation - Change Arthas's animation speed to 30.00% of its original speed
    Trigger - Turn off (This trigger)
    Unit - Order Captain to Move To.(Center of Cinematic_Captain_Arthas_2 <gen>)
    Wait 0.20 seconds
    Trigger - Turn on Captain_Victory_Cinematic_4 <gen>
    Animation - Change Arthas's animation speed to 0.00% of its original speed
Captain Victory Cinematic 4
  Events
    Unit - A unit enters Cinematic_Captain_Captain_2 <gen>
  Conditions
    (Triggering unit) Equal to Captain
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play ImpaleHit <gen> at 100% volume, located at (Center of Cinematic_Captain_Arthas_2 <gen>) with Z offset 0
    Special Effect - Create a special effect at TempPoint2 using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Position of Arthas) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Cinematic - Fade out over 0.30 seconds using texture White Mask and color (40.00%, 0%, 0%) with 0% transparency
    Wait 0.30 seconds
    Trigger - Turn off Captain_Victory_Cinematic_2 <gen>
    Unit - Move Captain instantly to (Center of Cinematic_Captain_Captain_2 <gen>)
    Unit - Move Arthas instantly to (Center of Cinematic_Captain_Arthas_2 <gen>)
    Cinematic - Fade in over 0.30 seconds using texture White Mask and color (40.00%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Captain_04 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Captain_04 for Player 9 (Gray) over 0 seconds
    Wait 1.00 seconds
    Custom script: call AddUnitAnimationProperties(udg_Captain,"Defend",false)
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display I'm sorry Arthas.. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 2 seconds
    Camera - .Apply. gg_cam_Captain_05 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Captain_05 for Player 9 (Gray) over 0 seconds
    Wait 0.50 seconds
    Cinematic - Send transmission to (All players) from a Player 2 (Blue).Paladin (Part 2) named Arthas at (Center of (Playable map area)): Play No sound and display ..no.. Modify duration: Set to 0.30 seconds and Don't wait
    Wait 0.20 seconds
    Animation - Play Captain's attack 2 (animationname) animation
    Sound - Play MetalHeavySliceFlesh1 <gen> at 100% volume, located at (Center of Cinematic_Captain_Arthas_2 <gen>) with Z offset 0
    Cinematic - Fade out over 0.30 seconds using texture White Mask and color (40.00%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Move Captain instantly to (Center of Cinematic_Captain_Arthas_1 <gen>), facing (Center of Cinematic_Captain_Captain_1 <gen>)
    Camera - .Apply. gg_cam_Captain_06 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Captain_06 for Player 9 (Gray) over 0 seconds
    Unit - Set Captain movement speed to 150.00
    Wait 2.00 seconds
    Unit - Order Captain to Move To.(Center of Cinematic_Captain_Captain_3 <gen>)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 0% transparency
    Trigger - Turn on Captain_Victory_Cinematic_5 <gen>
Captain Victory Cinematic 5
  Events
    Unit - A unit enters Cinematic_Captain_Captain_3 <gen>
  Conditions
    (Triggering unit) Equal to Captain
  Actions
    Unit - Order Captain to Stop.
    Sound - Play FrostmourneChant1 <gen>
    Wait 1.50 seconds
    Unit - Make Captain face (Center of Cinematic_Captain_Arthas_2 <gen>) over 1.50 seconds
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from a Player 9 (Gray).Captain (Part 1) named Captain Falric at (Center of (Playable map area)): Play No sound and display Frostmourne?. Modify duration: Set to 2.50 seconds and Don't wait
    Wait 3.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Trigger - Run Endgame_Text <gen> (checking conditions)
    Unit - Pause Captain
    Unit - Hide Captain
Quest Souls
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Killing unit)) Equal to Player 2 (Blue)
  Actions
    Set VariableSet Souls = (Souls + 1)
    Quest - Change the description of RequirementSoulsb to ((String(Souls)) + enemies killed.)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Souls Equal to 20
      Then - Actions
        Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00OPTIONAL QUEST|rFroustmourne Hungers - Claim 80 souls for Frostmourne. - 20 enemies killed.
        Custom script: if GetLocalPlayer() == Player(1) then
        Sound - Play QuestLog <gen>
        Custom script: endif
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Souls Equal to 40
      Then - Actions
        Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00OPTIONAL QUEST|rFroustmourne Hungers - Claim 80 souls for Frostmourne. - 40 enemies killed.
        Custom script: if GetLocalPlayer() == Player(1) then
        Sound - Play QuestLog <gen>
        Custom script: endif
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Souls Equal to 60
      Then - Actions
        Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00OPTIONAL QUEST|rFroustmourne Hungers - Claim 80 souls for Frostmourne. - 60 enemies killed.
        Custom script: if GetLocalPlayer() == Player(1) then
        Sound - Play QuestLog <gen>
        Custom script: endif
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Souls Equal to 80
      Then - Actions
        Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00OPTIONAL QUEST COMPLETED|rFroustmourne Hungers
        Quest - Mark RequirementSoulsa as Completed
        Quest - Mark RequirementSoulsb as Completed
        Quest - Mark QuestSouls as Completed
        Hero - Enable experience gain for Arthas.
        Hero - Set Arthas Hero-level to ((Hero level of Arthas) + 1), Show level-up graphics
        Hero - Disable experience gain for Arthas.
        Custom script: if GetLocalPlayer() == Player(1) then
        Sound - Play QuestCompleted <gen>
        Custom script: endif
        Trigger - Turn off (This trigger)
      Else - Actions
Camp Unit Dies
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        ((Dying unit) is in EngageCamp[1].) Equal to True
        ((Dying unit) is in EngageCamp[2].) Equal to True
        ((Dying unit) is in EngageCamp[3].) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from EngageCamp[1].
    Unit Group - Remove (Dying unit) from EngageCamp[2].
    Unit Group - Remove (Dying unit) from EngageCamp[3].
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Captain
      Then - Actions
        Floating Text - Create floating text that reads "What happened to you?" above Marwyn with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
Engage Camp 1
  Events
    Unit - Knight 0095 <gen> Takes damage
    Unit - Footman 0097 <gen> Takes damage
    Unit - Footman 0096 <gen> Takes damage
  Conditions
    (Owner of (Damage source)) Equal to Player 2 (Blue)
    ((Triggering unit) is in EngageCamp[1].) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet TempInteger = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 1
      Then - Actions
        Floating Text - Create floating text that reads "Prince Arthas, what are you-?" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 2
      Then - Actions
        Floating Text - Create floating text that reads "You traitor!" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 3
      Then - Actions
        Floating Text - Create floating text that reads "Why are you doing this?" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
    Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
    Unit Group - Pick every unit in EngageCamp[1] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 8 (Pink) and Change color
    Wait 3.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[1]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0090 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0090 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_1B <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to False
      Then - Actions
        Unit - Remove Dummy 0094 <gen> from the game
        Unit - Make Tent 0090 <gen> Vulnerable
      Else - Actions
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[1]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0091 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0091 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_1A <gen>)
    Unit - Remove Dummy 0100 <gen> from the game
    Unit - Make Tent 0091 <gen> Vulnerable
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Wait 2.00 seconds
        Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
        Unit Group - Add (Last created unit) to EngageCamp[1]
        Unit - Turn collision for (Last created unit) Off.
        Unit - Make (Last created unit) Invulnerable
        Set VariableSet x = (X of (Position of Tent 0089 <gen>))
        Set VariableSet y = (Y of (Position of Tent 0089 <gen>))
        Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
        Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
        Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_1C <gen>)
        Unit - Remove Dummy 0098 <gen> from the game
        Unit - Make Tent 0089 <gen> Vulnerable
        Wait 2.00 seconds
        Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
        Unit Group - Add (Last created unit) to EngageCamp[1]
        Unit - Turn collision for (Last created unit) Off.
        Unit - Make (Last created unit) Invulnerable
        Set VariableSet x = (X of (Position of Tent 0090 <gen>))
        Set VariableSet y = (Y of (Position of Tent 0090 <gen>))
        Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
        Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
        Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_1B <gen>)
        Unit - Remove Dummy 0094 <gen> from the game
        Unit - Make Tent 0090 <gen> Vulnerable
        Trigger - Turn on Camp_1_Defeated <gen>
      Else - Actions
        Unit - Remove Dummy 0098 <gen> from the game
        Unit - Make Tent 0089 <gen> Vulnerable
        Trigger - Turn on Camp_1_Defeated <gen>
Engage Camp 2
  Events
    Unit - Footman 0115 <gen> Takes damage
    Unit - Footman 0114 <gen> Takes damage
    Unit - Rifleman 0112 <gen> Takes damage
    Unit - Rifleman 0113 <gen> Takes damage
  Conditions
    (Owner of (Damage source)) Equal to Player 2 (Blue)
    ((Triggering unit) is in EngageCamp[2].) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet TempInteger = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 1
      Then - Actions
        Floating Text - Create floating text that reads "Prince Arthas, what are you-?" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 2
      Then - Actions
        Floating Text - Create floating text that reads "You traitor!" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 3
      Then - Actions
        Floating Text - Create floating text that reads "Why are you doing this?" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
    Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
    Unit Group - Pick every unit in EngageCamp[2] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 8 (Pink) and Change color
    Wait 1.00 seconds
    Unit - Create 1.Rifleman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[2]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0103 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0103 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_2B <gen>)
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[2]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0105 <gen>))
    Set VariableSet y = (Y of (Position of Dummy 0375 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_2D <gen>)
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[2]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0104 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0104 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_2A <gen>)
    Unit - Remove Dummy 0381 <gen> from the game
    Unit - Make Tent 0104 <gen> Vulnerable
    Wait 2.00 seconds
    Unit - Create 1.Rifleman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[2]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0103 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0103 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_2B <gen>)
    Unit - Remove Dummy 0380 <gen> from the game
    Unit - Make Tent 0103 <gen> Vulnerable
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[2]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0105 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0105 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_2D <gen>)
    Unit - Remove Dummy 0375 <gen> from the game
    Unit - Make Tent 0105 <gen> Vulnerable
    Trigger - Turn on Camp_2_Defeated <gen>
Engage Camp 3
  Events
    Unit - Knight 0120 <gen> Takes damage
    Unit - Knight 0121 <gen> Takes damage
    Unit - Rifleman 0122 <gen> Takes damage
    Unit - Rifleman 0124 <gen> Takes damage
    Unit - Priest 0045 <gen> Takes damage
  Conditions
    (Owner of (Damage source)) Equal to Player 2 (Blue)
    ((Triggering unit) is in EngageCamp[3].) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet TempInteger = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 1
      Then - Actions
        Floating Text - Create floating text that reads "Prince Arthas, what are you-?" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 2
      Then - Actions
        Floating Text - Create floating text that reads "You traitor!" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 3
      Then - Actions
        Floating Text - Create floating text that reads "Why are you doing this?" above (Attacked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
      Else - Actions
    Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
    Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
    Unit Group - Pick every unit in EngageCamp[3] and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 8 (Pink) and Change color
    Wait 1.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0109 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0109 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3E <gen>)
    Wait 2.00 seconds
    Unit - Create 1.Rifleman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0110 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0110 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3B <gen>)
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0109 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0109 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3E <gen>)
    Wait 2.00 seconds
    Unit - Create 1.Rifleman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0111 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0111 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3C <gen>)
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0110 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0110 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3B <gen>)
    Unit - Remove Dummy 0387 <gen> from the game
    Wait 2.00 seconds
    Unit - Create 1.Footman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0110 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0110 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3B <gen>)
    Unit - Make Tent 0110 <gen> Vulnerable
    Unit - Remove Dummy 0387 <gen> from the game
    Wait 2.00 seconds
    Unit - Create 1.Priest for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0111 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0111 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3D <gen>)
    Unit - Make Tent 0111 <gen> Vulnerable
    Unit - Remove Dummy 0382 <gen> from the game
    Wait 2.00 seconds
    Unit - Create 1.Rifleman for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Tent 0109 <gen>))
    Set VariableSet y = (Y of (Position of Tent 0109 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3E <gen>)
    Unit - Make Tent 0109 <gen> Vulnerable
    Unit - Remove Dummy 0384 <gen> from the game
Camp 3 Boss
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in EngageCamp[3]) Equal to 4
  Actions
    Trigger - Turn off (This trigger)
    Wait 3.00 seconds
    Unit - Create 1.Captain for Player 6 (Orange) at (Center of Camp_Temp_Spawn <gen>) facing Default building facing degrees
    Set VariableSet Marwyn = (Last created unit)
    Trigger - Add to Marwyn_Spell <gen> the event (Marwyn Takes damage)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        INSANEMODE Equal to True
      Then - Actions
        Hero - Set (Last created unit) Hero-level to 8, Hide level-up graphics
        Hero - Learn skill for (Last created unit): Command Ward
      Else - Actions
        Hero - Set (Last created unit) Hero-level to 6, Hide level-up graphics
        Hero - Learn skill for (Last created unit): Command Ward
        Player - Disable Sword Smash for Player 8 (Pink)
    Unit - Change color of (Last created unit) to Gray
    Hero - Learn skill for (Last created unit): Command Ward
    Hero - Learn skill for (Last created unit): Command Ward
    Unit Group - Add (Last created unit) to EngageCamp[3]
    Hero - Disable experience gain for Marwyn.
    Unit - Turn collision for (Last created unit) Off.
    Unit - Make (Last created unit) Invulnerable
    Set VariableSet x = (X of (Position of Barracks 0106 <gen>))
    Set VariableSet y = (Y of (Position of Barracks 0106 <gen>))
    Custom script: call SetUnitX(GetLastCreatedUnit() ,udg_x)
    Custom script: call SetUnitY(GetLastCreatedUnit() ,udg_y)
    Unit - Order (Last created unit) to Move To.(Center of Camp_Tent_3A <gen>)
    Trigger - Turn on Camp_3_Defeated <gen>
Camp 1 Defeated
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in EngageCamp[1]) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.00 seconds
    Destructible - Open Icy Gate 5081 <gen>
    Destructible - Open Icy Gate 5100 <gen>
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rDark Orders - Destroy all nearby Human Camps. - 1/3 Troop Camps destroyed.
    Quest - Change the description of RequirementTroops2b to 1/3 Troop Camps destroyed.
    Custom script: if GetLocalPlayer() == Player(1) then
    Sound - Play QuestLog <gen>
    Custom script: endif
    Wait 5.00 seconds
    Trigger - Run Hint_Supplies_1 <gen> (checking conditions)
    Wait 6.00 seconds
    Trigger - Run Hint_Merc_Camps <gen> (checking conditions)
Camp 2 Defeated
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in EngageCamp[2]) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.00 seconds
    Destructible - Open Icy Gate 5082 <gen>
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST|rDark Orders - Destroy all nearby Human Camps. - 2/3 Troop Camps destroyed.
    Quest - Change the description of RequirementTroops2b to 2/3 Troop Camps destroyed.
    Custom script: if GetLocalPlayer() == Player(1) then
    Sound - Play QuestLog <gen>
    Custom script: endif
Camp 3 Defeated
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in EngageCamp[3]) Equal to 0
  Actions
    Set VariableSet CampsDefeated = True
    Trigger - Turn off (This trigger)
    Wait 1.00 seconds
    Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: |cFFFFCC00MAIN QUEST COMPLETED|rDark Orders
    Quest - Change the description of RequirementTroops2b to 3/3 Troop Camps destroyed.
    Quest - Mark RequirementTroops2a as Completed
    Quest - Mark RequirementTroops2b as Completed
    Quest - Mark RequirementTroops2c as Completed
    Quest - Mark QuestKill as Completed
    Custom script: if GetLocalPlayer() == Player(1) then
    Sound - Play QuestCompleted <gen>
    Custom script: endif
    Hero - Enable experience gain for Arthas.
    Hero - Set Arthas Hero-level to ((Hero level of Arthas) + 1), Show level-up graphics
    Hero - Disable experience gain for Arthas.
Camp Wake Up
  Events
    Unit - A unit enters Camp_Tent_1A <gen>
    Unit - A unit enters Camp_Tent_1B <gen>
    Unit - A unit enters Camp_Tent_1C <gen>
    Unit - A unit enters Camp_Tent_2A <gen>
    Unit - A unit enters Camp_Tent_2C <gen>
    Unit - A unit enters Camp_Tent_2D <gen>
    Unit - A unit enters Camp_Tent_3E <gen>
    Unit - A unit enters Camp_Tent_3C <gen>
    Unit - A unit enters Camp_Tent_3B <gen>
    Unit - A unit enters Camp_Tent_2B <gen>
    Unit - A unit enters Camp_Tent_3A <gen>
    Unit - A unit enters Camp_Tent_3D <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 6 (Orange)
  Actions
    Unit - Change ownership of (Triggering unit) to Player 8 (Pink) and Change color
    Unit - Make (Triggering unit) Vulnerable
    Unit - Turn collision for (Triggering unit) On.
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Captain
      Then - Actions
        Floating Text - Create floating text that reads "Arthas, you've betrayed us all!" above (Last created unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
Marwyn Spell
  Events
  Conditions
  Actions
    Set VariableSet TempInteger = (Random integer number between 1 and 4)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 1
        INSANEMODE Equal to True
      Then - Actions
        Unit - Order Marwyn to Human Mountain King - Storm Bolt.(Damage source)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 2
      Then - Actions
        Unit - Order Marwyn to Orc Shadow Hunter - Serpent Ward.((Position of Marwyn) offset by 125.00 towards (Random angle) degrees.)
      Else - Actions
Hint New Spells 1
  Events
  Conditions
  Actions
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 2 (Blue) the text: |cff32cd32HINT|r - Arthas has lost the ability to cast Divine Shield. Instead can now use Soul Drain which takes health from the target and gives it to Arthas.
    Game - Display to Player Group - Player 9 (Gray) the text: |cff32cd32HINT|r - Falric's Command Ward spell has been upgraded to Combat Ward, which has additional health, and a light attack.
Hint Supplies 1
  Events
  Conditions
  Actions
    Custom script: if GetLocalPlayer() == Player(1) then
    Sound - Play Hint <gen>
    Custom script: endif
    Game - Display to Player Group - Player 2 (Blue) the text: |cff32cd32HINT|r - Look for Crates of supplies around Human Camps which contain valuable resources.
    Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Position of gg_item_I000_0483) for 3.00 seconds
Hint Supplies 2
  Events
  Conditions
  Actions
    Custom script: if GetLocalPlayer() == Player(8) then
    Sound - Play Hint <gen>
    Custom script: endif
    Game - Display to Player Group - Player 9 (Gray) the text: |cff32cd32HINT|r - Look for Crates of supplies around Human Camps which contain valuable resources.
    Cinematic - Ping minimap for Player Group - Player 9 (Gray) at (Position of gg_item_I000_0477) for 3.00 seconds
Hint Merc Camps
  Events
  Conditions
  Actions
    Custom script: if GetLocalPlayer() == Player(1) then
    Sound - Play Hint <gen>
    Custom script: endif
    Game - Display to Player Group - Player 2 (Blue) the text: |cff32cd32HINT|r - You will need to find support to defeat more foes. Hire creeps from the Mercenary Camps.
    Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Position of Mercenary Camp 0092 <gen>) for 10.00 seconds
    Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Position of Mercenary Camp 0464 <gen>) for 10.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Position of Mercenary Camp 0092 <gen>) to a radius of 512.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Position of Mercenary Camp 0464 <gen>) to a radius of 512.00.
    Visibility - Destroy (Last created visibility modifier)
Hint Barracks
  Events
  Conditions
  Actions
    Custom script: if GetLocalPlayer() == Player(8) then
    Sound - Play Hint <gen>
    Custom script: endif
    Game - Display to Player Group - Player 9 (Gray) the text: |cff32cd32HINT|r - Train and upgrade troops at the camp using the resources you find.
    Cinematic - Ping minimap for Player Group - Player 9 (Gray) at (Position of Barracks 0005 <gen>) for 10.00 seconds
    Cinematic - Ping minimap for Player Group - Player 9 (Gray) at (Position of Blacksmith 0006 <gen>) for 10.00 seconds
Easter Egg 1
  Events
    Time - Every 4.00 seconds of game time
  Conditions
    (Number of units in (Units in Easter_Egg_Area <gen> owned by Player 2 (Blue))) Greater than or equal to 1
  Actions
    Set VariableSet TempInteger = (Random integer number between 1 and 5)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 1
      Then - Actions
        Floating Text - Create floating text that reads *Groans* above Tent 0107 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 2
      Then - Actions
        Floating Text - Create floating text that reads "Yes! YES!" above Tent 0107 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 3
      Then - Actions
        Floating Text - Create floating text that reads "Faster! Stronger!" above Tent 0107 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 4
      Then - Actions
        Floating Text - Create floating text that reads "Oooh!" above Tent 0107 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 5
      Then - Actions
        Floating Text - Create floating text that reads "You're so dirty!" above Tent 0107 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
Easter Egg 2
  Events
    Unit - Tent 0107 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Easter_Egg_1 <gen>
    Unit - Create 1 Sorceress for Player 8 (Pink) at (Center of Easter_Egg_Spawn_1 <gen>) facing (Center of Easter_Egg_Spawn_2 <gen>)
    Unit - Create 1 Footman for Player 8 (Pink) at (Center of Easter_Egg_Spawn_2 <gen>) facing (Center of Easter_Egg_Spawn_1 <gen>)
    Floating Text - Create floating text that reads "This isn't what it looks like!" above (Last created unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
    Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
Easter Egg Zeus
  Events
    Unit - A unit leaves Easter_Egg_Zeus <gen>
  Conditions
    (Triggering unit) Equal to Zeus 0518 <gen>
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Easter_Egg_Zeus <gen>)
Easter Egg 3
  Events
    Player - Player 9 (Gray) Selects a unit
  Conditions
    (Triggering unit) Equal to The-Spoon 0069 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet TempInteger = (Random integer number between 1 and 5)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 1
      Then - Actions
        Floating Text - Create floating text that reads "Oh, hello, didn't think anyone would find me." above The-Spoon 0069 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 2
      Then - Actions
        Floating Text - Create floating text that reads "Wish I thought up this campaign sooner." above The-Spoon 0069 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 3
      Then - Actions
        Floating Text - Create floating text that reads "I'm chieftain of Clan Void on Northrend" above The-Spoon 0069 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 4
      Then - Actions
        Floating Text - Create floating text that reads "Zeus is my pet Tortoise : >" above The-Spoon 0069 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TempInteger Equal to 5
      Then - Actions
        Floating Text - Create floating text that reads "Enjoying the map so far?" above The-Spoon 0069 <gen> with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      Else - Actions
    Wait 1.00 seconds
    Trigger - Turn on (This trigger)
Rescue Camp 1
  Events
    Unit - A unit enters Camp_Captain_1 <gen>
  Conditions
    (Triggering unit) Equal to Captain
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet CampsRescued = (CampsRescued + 1)
    Trigger - Run Quest_Rescue <gen> (checking conditions)
    Unit Group - Pick every unit in (Units in Camp_Captain_1 <gen> owned by Player 8 (Pink)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 9 (Gray) and Change color
        Unit - Make (Picked unit) face Captain over 0 seconds
        Set VariableSet TempInteger = (Random integer number between 1 and 6)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Equal to 1
          Then - Actions
            Floating Text - Create floating text that reads "Captain! Its good to see you." above (Picked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Equal to 2
          Then - Actions
            Floating Text - Create floating text that reads "Finally, we've been rescued." above (Picked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Equal to 3
          Then - Actions
            Floating Text - Create floating text that reads "We're following you Captain Falric." above (Picked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          Else - Actions
Rescue Camp 2
  Events
    Unit - A unit enters Camp_Captain_2 <gen>
  Conditions
    (Triggering unit) Equal to Captain
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet CampsRescued = (CampsRescued + 1)
    Trigger - Run Quest_Rescue <gen> (checking conditions)
    Unit Group - Pick every unit in (Units in Camp_Captain_2 <gen> owned by Player 8 (Pink)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 9 (Gray) and Change color
        Unit - Make (Picked unit) face Captain over 0 seconds
        Set VariableSet TempInteger = (Random integer number between 1 and 6)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Equal to 1
          Then - Actions
            Floating Text - Create floating text that reads "Captain! Its good to see you." above (Picked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Equal to 2
          Then - Actions
            Floating Text - Create floating text that reads "Finally, we've been rescued." above (Picked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            TempInteger Equal to 3
          Then - Actions
            Floating Text - Create floating text that reads "We're following you Captain Falric." above (Picked unit) with Z offset 0, using font size 8.00, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
          Else - Actions
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