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Trigger Viewer

The Musteringv3.9.w3x
Variables
Variables
Cinematics
Start
Get Mustering
Undead Arrives
Skip Timer
Knight Eric
Victory
Cathedral Approach Bishop 2
Characters
Bishop
Bishop dies postgedric
Bishop dies pregedric
Echoes of Stolen Life
Echoes of Stolen Credits
Echoes of Stolen Life Death Redeemed
Echoes of Stolen Life Confront Gedric
Echoes of Stolen Life Death
Echoes Vengeance Fulfilled
Echoes of Stolen Life 2
Echoes of Stolen Life
Aryss
Secret Passage
Exile in Paradise
Aryss
Moonstone
Worth Protecting School
Worth Protecting Fountain
Worth Protecting Garden
Worth Protecting Complete
Aryss Credits
Aryss dies
Ironherald
Cinematic Credits and Bonus Points
Credits 0 Ideology Hope
Credits 0 Ideology Desperation
Credits 1
Credits 2
Credits 3
Credits 4
Credits Sophia
Credits 5
Credits 6 Hard
Bonus Points 1
Bonus Points 2
Bonus Points 3
Bonus Points 4
Bonus Points 5
Max Bonus Points and Hardmode
Lose
Elbury dies
Town Hall Dies
Quests
The Traitors Underling
Call to Arms
Kidnappers
Defending Lorne Mire
Blacksmith
Gather the Hounds
Gather the Hounds 2
Gather the Hounds 3
Peasant Bows 2
Peasant Bows 3
Peasant Bows
Improved Ballistae
Blacksmith
Ideology Upgrades
Hope Active
Desperation Active
Hope
Desperation
Upgrade Complete
Scholar
Scholar 2
Cages + Quests
Troll Dead
Ogre Dead
Ogredeadfirst
Ogredeadsecond
Trolldeadfirst
Trolldeadsecond
Dead Helman
Dead Gedric
Cage 1
Cage 2
Cage 3
Cage 4
Cage 5
Cage 6
Cage 7
Zone Based Text
Cathedral Approach
Defend Cathedral
Cathedral Approach Bishop
Ritual
Echoes Hint
Parish Approach
Parish Approach 2
Out of Town
Troll
The Horror
Helman
Sandra
Untar Attacked
CarefulNow
Playground
Gedric Dead
Enter LM Initial
Enter Main Gate 2
Hes Here
Hes Coming
Flavour Events
Obelisk of Knowledge
Hunter Ghost
The Watcher
The Watcher 2
School
School 1
School 2
Corpses
Flavour Text
Mady
Civilian 2
Monika
Monika 2
Monika 3
Monika 4
Monika 5
Monika 6
Civilian 3
Civilian 4
Civilian 5
Civilian 6
Civilian 7
Civilian 8
Civilian 9 Martial
Civilian 9 2 Martial
Civilian 10 Martial
Civilian 11
Civilian 12
Civilian 13
Civilian 14
Martial Civilian 2
Martial Civilian 4
Martial Civilian 6
Miner 1
Farmer
Farmers Wife
Farmers Child
Farmers Child 2
Hound
Miner 2
Refugee 1
Refugee 2
Refugee 3
Amalgam
Kei
Untar
Cook
Balanesh
Long Dead Hero
Helmano
Gedric
Dark Men
Dark Men 2
Dark Men 3
Helman is Ahead
Dark Liason
The Muster - Civilian
Mustered
Civilian Militia 2
Civilian Militia 3
Civilian Militia 4
Civilian Militia 5
Civilian Militia 6
Civilian Militia 7
Civilian Militia 8
Civilian Militia 9
Civilian Female Militia 10
Civilian Female Militia 10 2
Civilian Female Militia 11
Civilian Female Militia 12
Civilian Female Militia 13
Civilian Female Militia 14
Civilian Guardsman 1
Civilian Guardsman 2
Civilian Fletcher 1
Civilian Fletcher 2
Civilian Manatarms
Miners
Bishop
Refugees
Refugees PreGedric
Knights Pre Monsters
Knights Post Monsters
Casting Spells
Bound Spirit Link
Avatar of Death
Sophia
Ale
Ironherald Credits
Ironherald Ale
Ironherald
Ironherald dies
Sophia Active
The Arrow
The Arrow Learn
Spawn Sophia
Disable Sophia
Initialization
Relentless Advance
Hard Mode On
Hard Mode
Disable Hard Mode
Lore Items Drop
Initialisation
Lightning
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
BonusPoints real No
CalltoArms quest No
DefendingLorneMire quest No
Desperation real No
GarrisonLevel real No
Gedric quest No
HardMode real No
Helman quest No
Hope real No
Kidnappers quest No
Mustering real No
RandomX real No
RandomY real No
SKIPCUTSCENE boolean Yes false
SophiaActive real No
Timer timer No
WorthProtecting real No
Start
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Game - Set time of day speed to 25.00% of the default speed
    Sound - Stop 01_Climb_The_Hill01 <gen> Immediately
    Sound - Play burmeciaintro <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Disable user control for (All players).
    Selection - Clear selection for Player 1 (Red).
    Cinematic - Turn subtitle display override On
    Cinematic - Clear the screen of text messages for (All players).
    Cinematic - Fade in over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Entrance for Player 1 (Red) over 3.00 seconds
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Run1 <gen>)
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Thank the light, the town is still standing!! It doesnt appear to have been attacked yet, we've made better time than I thought.... Modify duration: Add 4.00 seconds and Wait
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Lorne_Mire for Player 1 (Red) over 3.00 seconds
    Wait 8.00 seconds
    Camera - .Apply. gg_cam_Convo_1 for Player 1 (Red) over 3.00 seconds
    Wait 4.00 seconds
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Run2 <gen>)
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Very well, all units are to enter Lorne Mire and await further ord.... Modify duration: Add 4.00 seconds and Wait
    Wait 1.00 seconds
    Sound - Stop burmeciaintro <gen> After fading
    Unit - Order Monk 0033 <gen> to Move To.(Center of Run1 <gen>)
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display Elbury.. General Elbury!!!. Modify duration: Add 1.00 seconds and Wait
    Wait 1.00 seconds
    Unit - Move Cecian General 0024 <gen> instantly to (Center of Run2 <gen>), facing (Position of Monk 0033 <gen>)
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Hail Monk, how fares Lorne Mire?. Modify duration: Add 1.00 seconds and Wait
    Wait 2.00 seconds
    Sound - Play intromusic <gen>
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display Not good I'm afraid. We have been betrayed by our Mayor, Gedric. The wretch revealed himself to be a foul necromancer, slaughtering many of our soldiers during the night.. Modify duration: Add 8.00 seconds and Wait
    Wait 7.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Madness! This is grave news... without those men we shall be hard pressed. Is the traitor dead?. Modify duration: Add 4.00 seconds and Wait
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display I'm afraid he yet lives, the coward retreated into parish lands. Alas, we fear the parish garrison have joined him in rebellion also.. Modify duration: Add 12.00 seconds and Wait
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Parish_approach_1 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Parish_approach_2 for Player 1 (Red) over 5.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display The church betrays us as well? Truly the world has gone mad. If they were to strike us from the rear whilst the undead assail the gates.... Modify duration: Add 3.00 seconds and Wait
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Convo_1 for Player 1 (Red) over 0.00 seconds
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display A grim prospect indeed.. Modify duration: Add 3.00 seconds and Wait
    Wait 1.00 seconds
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display But I'm afraid that's not all. The turmoil attracted opportunistic raiders. Many of our townsfolk were kidnapped during the night by monsters who have taken residency in the nearby forests. No doubt they are migrating north to flee the undead hordes.. Modify duration: Add 10.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Ogre_Camp for Player 1 (Red) over 0 seconds
    Wait 5.00 seconds
    Unit - Create 1.Civilian (Female) for Player 12 (Brown) at (Center of Sacrifice <gen>) facing Default building facing degrees
    Unit - Set mana of Forest Troll Shaman 0082 <gen> to 0
    Unit - Set life of (Last created unit) to 1.00
    Camera - .Apply. gg_cam_Troll_Camp for Player 1 (Red) over 0 seconds
    Wait 2.00 seconds
    Unit - Order Junta the Crafty 0081 <gen> to Attack.(Last created unit)
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Convo_1 for Player 1 (Red) over 0 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Our situation is grave indeed... What townsfolk remain will need to be called to arms, the undead host approaching is of a formidable size. I fear one of the so-called Forgotten may lead them.. Modify duration: Add 15.00 seconds and Wait
    Wait 8.00 seconds
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display A mustering might indeed be wise, considering the circumstances. But you will have to convince the guardsmen to let you into the township first. Gedric sent a taskforce into the northern woods, presumably to assault the garrison from the rear.. Modify duration: Add 6.00 seconds and Wait
    Camera - .Apply. gg_cam_Forest_entrance for Player 1 (Red) over 2.00 seconds
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Convo_1 for Player 1 (Red) over 2.00 seconds
    Wait 4.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Ha! As if we needed more enemies. Monk, you and your brothers will aid us. We cannot afford to lose Lorne Mire. Let us make haste.. Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Cinematic - Flash a speech indicator for Monk 0033 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Monk 0033 <gen> named Monk: Play No sound and display Of course, my lord.. Modify duration: Add 1.00 seconds and Wait
    Wait 0.50 seconds
    Unit - Change ownership of Monk 0033 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Monk 0120 <gen> to Player 1 (Red) and Change color
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
    Cinematic - Turn subtitle display override Off
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Cinematic - Enable user control for (All players).
    Unit - Order Monk 0120 <gen> to Move To.(Center of Region_124 <gen>)
    Unit - Create 1.Circle of Power for Neutral Passive at (Center of Hard_Mode <gen>) facing Default building facing degrees
    Floating Text - Create floating text that reads Hard Mode! at (Center of Hard_Mode <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Game - Set the time of day to 6.00
    Sound - Set music volume to 100%
    Countdown Timer - Start Timer as a One-shot timer that will expire in 2100.00 seconds
    Countdown Timer - Create a timer window for (Last started timer) with title Time until Undead Arrival
    Countdown Timer - Show (Last created timer window)
    Wait 5.00 seconds
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00The Undead Army will arrive in 35 Minutes...|r
    Wait 6.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00Quests Obtained|r: Defending Lorne Mire, The Call to Arms and The Traitor's Underling.
    Sound - Play QuestNew <gen>
    Wait 3.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury must not die!|r
Get Mustering
  Events
    Unit - A unit enters Mayor_is_dead <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Unit - Pause all units
    Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Move (Picked unit) instantly to (Center of Region_125 <gen>))
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Hide (Picked unit))
    Unit - Unhide Cecian General 0024 <gen>
    Selection - Clear selection for Player 1 (Red).
    Unit - Order Cecian General 0024 <gen> to Stop.
    Unit - Move Cecian General 0024 <gen> instantly to (Center of Mayor_is_dead <gen>)
    Countdown Timer - Hide (Last created timer window)
    Countdown Timer - Pause (Last started timer)
    Sound - Stop music After fading
    Sound - Play TragicConfrontation01 <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Disable user control for (All players).
    Cinematic - Disable user control for (All players).
    Cinematic - Clear the screen of text messages for (All players).
    Cinematic - Turn subtitle display override On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Unpause Cecian General 0024 <gen>
    Unit - Unpause Guardsman 0035 <gen>
    Unit - Unpause Guardsman 0034 <gen>
    Unit - Unpause Civilian 0056 <gen>
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Rear_Gate <gen>)
    Camera - .Apply. gg_cam_Rear_Gate for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Animation - Play Cecian General 0024 <gen>'s Spell (animationname) animation
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display The traitors are no more! Open the gate!. Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Guardsman 0035 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Guardsman 0035 <gen> named Guard Oliver: Play No sound and display Truly...? Very well, I trust your word sire! Good riddance to the bastards!. Modify duration: Add 4.00 seconds and Wait
    Wait 1.00 seconds
    Unit - Order Guardsman 0035 <gen> to Move To.(Center of Open_the_Gates <gen>)
    Sound - Play Lever <gen>
    Destructible - Open Gate 0928 <gen>
    Unit - Order Guardsman 0035 <gen> to Right-Click.Cecian General 0024 <gen>
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Now, you men, join the rest of the town guard and prepare for siege.. Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Guardsman 0035 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Guardsman 0035 <gen> named Guard Oliver: Play No sound and display As you command so shall it be done. Garrison commander Eric awaits your arrival at the town center. . Modify duration: Add 8.00 seconds and Wait
    Wait 2.00 seconds
    Unit - Order Guardsman 0035 <gen> to Move To.(Center of Guard_Spot_1 <gen>)
    Unit - Order Guardsman 0034 <gen> to Move To.(Center of Guard_Spot_2 <gen>)
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display We have little time... I must rally the citizens of this town to its defence!. Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Inside for Player 1 (Red) over 3.00 seconds
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Region_040 <gen>)
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display You there! Grab whatever weapons you can and join me!. Modify duration: Add 1.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Civilian 0056 <gen> of color (100%, 100%, 100%) with 0% transparency
    Sound - Play PeasantYes2 <gen>
    Cinematic - Send transmission to (All players) from Civilian 0056 <gen> named Villager: Play No sound and display Yes Mi'lord!. Modify duration: Add 0.00 seconds and Wait
    Unit - Order Civilian 0056 <gen> to Move To.(Center of House <gen>)
    Wait 3.00 seconds
    Unit - Remove Civilian 0056 <gen> from the game
    Unit - Create 1.Militia for Player 1 (Red) at (Center of House <gen>) facing 245.00 degrees
    Hero - Create |cffffcc00Militia|r and give it to (Last created unit)
    Wait 3.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display We must hasten to rally the rest of the town! Every strong man must arm himself against the undead, if we are to stand a chance. I must also speak with the garrison commander at once.. Modify duration: Add 2.00 seconds and Wait
    Wait 3.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
    Cinematic - Turn subtitle display override Off
    Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Unhide (Picked unit))
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Cinematic - Enable user control for (All players).
    Countdown Timer - Resume (Last started timer)
    Countdown Timer - Show (Last created timer window)
    Sound - Resume music
    Trigger - Turn on Knight_Eric <gen>
    Unit - Unpause all units
    Wait 3.00 seconds
    Unit - Grant shared vision of Town Guard Ballista Tower 0036 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0037 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0038 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0039 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Lorne Mire Town Hall 0042 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0043 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0044 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Knight Eric 0196 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0040 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Town Guard Ballista Tower 0041 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Crossbowman 0046 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Crossbowman 0045 <gen> to Player 1 (Red)
    Unit - Order Civilian 0061 <gen> to Patrol To.(Center of Villager_Patrol_One <gen>)
    Unit - Order Civilian 0071 <gen> to Patrol To.(Center of Villager_Patrol_Two <gen>)
    Unit - Set Civilian 0071 <gen> movement speed to 80.00
    Unit - Set Civilian 0061 <gen> movement speed to 80.00
    Wait 3.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00To Rally Civilians move Elbury close to them. Only Martial Female civilians can be rallied.|r
Undead Arrives
  Events
    Time - Timer expires
  Conditions
  Actions
    Countdown Timer - Destroy (Last created timer window)
    Trigger - Turn off (This trigger)
    Trigger - Turn off Skip_Timer <gen>
    Trigger - Turn off Gather_the_Hounds_2 <gen>
    Trigger - Turn off Gather_the_Hounds_3 <gen>
    Trigger - Turn off Enter_Main_Gate_2 <gen>
    Trigger - Turn off Knight_Eric <gen>
    Trigger - Turn off Cathedral_Approach_Bishop_2 <gen>
    Trigger - Turn off Get_Mustering <gen>
    Trigger - Turn off Dead_Helman <gen>
    Trigger - Turn off Ale <gen>
    Trigger - Turn off Worth_Protecting_Fountain <gen>
    Trigger - Turn off Worth_Protecting_Garden <gen>
    Trigger - Turn off Worth_Protecting_School <gen>
    Trigger - Turn off Echoes_Vengeance_Fulfilled <gen>
    Sound - Stop music After fading
    Sound - Play QuestCompleted <gen>
    Wait 5.00 seconds
    Sound - Set music volume to 0.00%
    Sound - Play 01_Climb_The_Hill01 <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Wait... can you hear that?
    Wait 5.00 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 5.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: To the gates! The undead are here!
    Sound - Play ZigguratUpgrade <gen>
    Wait 1.00 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 1.00 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 1.00 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 1.00 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 1.00 seconds
    Game - Set the time of day to 22.00
    Wait 2.00 seconds
    Game - Display to (All players) the text: |cffffcc00Elbury|r: By the gods, what have they done to the sun?
    Wait 5.00 seconds
    Sound - Stop music After fading
    Sound - Clear the music list
    Sound - Play tfllossloop <gen>
    Unit - Replace Brill's Smithy 0053 <gen> with a Brill's Smithy using The old unit's relative life and mana
    Unit - Change ownership of (Last replaced unit) to Player 3 (Teal) and Change color
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Disable user control for (All players).
    Selection - Clear selection for Player 1 (Red).
    Cinematic - Turn subtitle display override On
    Cinematic - Clear the screen of text messages for (All players).
    Camera - .Apply. gg_cam_Undead_Army_1 for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Undead_Army_2 for Player 1 (Red) over 6.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Mayor Gedric 0264 <gen> is alive) Equal to True) and ((Cecian General 0024 <gen> is alive) Equal to True)
      Then - Actions
        Cinematic - Flash a speech indicator for Forgotten 0223 <gen> of color (100%, 100%, 100%) with 0% transparency
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display It would seem thrall Gedric's attempts to cripple this town were mediocre at best.... Modify duration: Add 5.00 seconds and Wait
        Wait 1.00 seconds
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display Let us see if he is worthy of our gift. Go forth, leave naught in your wake. Our final victory draws near.. Modify duration: Add 5.00 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display It would seem thrall Gedric was unsuccesful in his attempts to cripple this town.... Modify duration: Add 5.00 seconds and Wait
        Wait 1.00 seconds
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display No matter, it will be a simple task to harvest these bodies. Go forth, leave naught in your wake. Our final victory draws near.. Modify duration: Add 5.00 seconds and Wait
        Wait 5.00 seconds
    Sound - Play HeroLichYesAttack3 <gen> at 100% volume, located at (Center of Region_013 <gen>) with Z offset 0
    Animation - Play Forgotten 0223 <gen>'s Stand Channel (animationname) animation
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Main_Gate for Player 1 (Red) over 1.50 seconds
    Wait 1.50 seconds
    Camera - Shake the camera for Player 1 (Red) with magnitude 2.00
    Wait 2.00 seconds
    Special Effect - Create a special effect at (Center of Explosion <gen>) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
    Destructible - Kill Gate 1020 <gen>
    Sound - Play ThunderClapCaster <gen> at 100% volume, located at (Center of Corpse_1 <gen>) with Z offset 0
    Wait 4.00 seconds
    Special Effect - Destroy (Last created special effect)
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
    Cinematic - Turn subtitle display override Off
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Cinematic - Enable user control for (All players).
    Wait 2.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Defend the breach with your lives! We must hold them here as long as possible!
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Mayor Gedric 0264 <gen> is alive) Equal to True) and ((Cecian General 0024 <gen> is alive) Equal to True)
      Then - Actions
        Destructible - Open Cathedral Gate 5969 <gen>
        Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_4 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Long-Dead Hero for Player 9 (Gray) at (Center of Grave_1 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_3 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Graveyard Nightmare for Player 9 (Gray) at (Center of Grave_2 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
        Unit - Create 1.Graveyard Nightmare for Player 9 (Gray) at (Center of Grave_8 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
        Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_3 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Recently Buried Villager for Player 9 (Gray) at (Center of Grave_5 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
        Unit - Create 1.Skeletal Archer for Player 9 (Gray) at (Center of Grave_6 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 4.Recently Buried Villager for Player 9 (Gray) at (Random point in Grave_9_Crypt <gen>) facing 126.00 degrees
        Unit - Create 1.Skeletal Archer for Player 9 (Gray) at (Center of Grave_7 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Kill Parish Footsoldier 0276 <gen>
        Unit - Kill Parish Footsoldier 0277 <gen>
        Unit - Kill Parish Footsoldier 0278 <gen>
        Unit - Kill Parish Footsoldier 0279 <gen>
        Unit - Kill Parish Footsoldier 0280 <gen>
        Unit - Kill Parish Footsoldier 0281 <gen>
      Else - Actions
        Do nothing
    Unit Group - Pick every unit in (Units in Region_025 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit Group - Pick every unit in (Units in The_Rebellion <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit - Create 1.Cursed Spectre for Player 11 (Dark Green) at (Center of Spectre_1 <gen>) facing 90.00 degrees
    Unit - Create 1.Cursed Spectre for Player 11 (Dark Green) at (Center of Spectre_2 <gen>) facing 90.00 degrees
    Sound - Play ZigguratWhat <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 10.00 seconds
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Townhall_North <gen>))
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Wait 10.00 seconds
    Sound - Play ZigguratWhat <gen>
    Unit - Order Amalgam of Still-Living Flesh 0119 <gen> to Attack-Move To.(Center of Town_Hall_Attack <gen>)
    Wait 30.00 seconds
    Sound - Play gruntsappearence <gen>
    Wait 10.00 seconds
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Townhall_North <gen>))
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit Group - Pick every unit in (Units in Region_026 <gen>) and do (Order (Picked unit) to Patrol To.(Center of Town_Hall_Attack <gen>))
    Unit - Create 1.Long-Dead Hero for Player 11 (Dark Green) at (Center of Champion_Spawn_3 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Unit - Create 1.Graveyard Nightmare for Player 11 (Dark Green) at (Center of Nightmare_Spawn_2 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Zombie_Spawn_1 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Zombie_Spawn_4 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Zombie_Spawn_5 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Trigger - Turn on Bound_Spirit_Link <gen>
    Unit Group - Pick every unit in (Units in Graveyard <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Main_Gate_2 <gen>))
    Game - Display to Player Group - Player 1 (Red) the text: |c00FF0000A shrill scream emerges from the east...|r
    Wait 2.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Could that have come from the graveyard? Be wary of attacks from the rear!
    Sound - Play ZigguratUpgrade <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 45.00 seconds
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in The_Rebellion <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit Group - Pick every unit in (Units in Region_027 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Balanesh|r: We can afford no resistance here, die fools and embrace eternity!
    Wait 3.00 seconds
    Sound - Play HeroLichYesAttack2 <gen>
    Wait 45.00 seconds
    Trigger - Turn on Relentless_Advance <gen>
Skip Timer
  Events
    Player - Player 1 (Red) types a chat message containing -skip (stringnoformat) as An exact match
  Conditions
  Actions
    Countdown Timer - Destroy (Last created timer window)
    Trigger - Turn off (This trigger)
    Trigger - Turn off Undead_Arrives <gen>
    Trigger - Turn off Gather_the_Hounds_2 <gen>
    Trigger - Turn off Gather_the_Hounds_3 <gen>
    Trigger - Turn off Enter_Main_Gate_2 <gen>
    Trigger - Turn off Knight_Eric <gen>
    Trigger - Turn off Cathedral_Approach_Bishop_2 <gen>
    Trigger - Turn off Dead_Helman <gen>
    Trigger - Turn off Get_Mustering <gen>
    Sound - Stop music After fading
    Sound - Play QuestCompleted <gen>
    Wait 5.00 seconds
    Sound - Set music volume to 0.00%
    Sound - Play 01_Climb_The_Hill01 <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Wait... can you hear that?
    Wait 5.00 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 5.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: To the gates! The undead are here!
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Hard_Mode_On <gen> is on) Equal to True) and ((Cecian General 0024 <gen> is alive) Equal to True)
      Then - Actions
        Wait 5.00 seconds
        Sound - Play ReviveUndead01 <gen>
        Custom script: call SetDayNightModels("", "")
        Wait 2.00 seconds
        Game - Display to (All players) the text: |cffffcc00Elbury|r: By the gods, what have they done to the sun?
        Wait 5.00 seconds
      Else - Actions
        Do nothing
        Sound - Play ZigguratUpgrade <gen>
        Wait 1.00 seconds
        Sound - Play ZigguratWhat <gen>
        Wait 1.00 seconds
        Sound - Play ZigguratUpgrade <gen>
        Wait 1.00 seconds
        Sound - Play ZigguratUpgrade <gen>
        Wait 1.00 seconds
        Sound - Play ZigguratWhat <gen>
        Wait 1.00 seconds
        Game - Set the time of day to 22.00
    Sound - Stop music After fading
    Sound - Clear the music list
    Sound - Play tfllossloop <gen>
    Unit - Replace Brill's Smithy 0053 <gen> with a Brill's Smithy using The old unit's relative life and mana
    Unit - Change ownership of (Last replaced unit) to Player 3 (Teal) and Change color
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Disable user control for (All players).
    Selection - Clear selection for Player 1 (Red).
    Cinematic - Turn subtitle display override On
    Cinematic - Clear the screen of text messages for (All players).
    Camera - .Apply. gg_cam_Undead_Army_1 for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Undead_Army_2 for Player 1 (Red) over 6.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Mayor Gedric 0264 <gen> is alive) Equal to True) and ((Cecian General 0024 <gen> is alive) Equal to True)
      Then - Actions
        Cinematic - Flash a speech indicator for Forgotten 0223 <gen> of color (100%, 100%, 100%) with 0% transparency
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display It would seem thrall Gedric's attempts to cripple this town were mediocre at best.... Modify duration: Add 5.00 seconds and Wait
        Wait 1.00 seconds
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display Let us see if he is worthy of our gift. Go forth, leave naught in your wake. Our final victory draws near.. Modify duration: Add 5.00 seconds and Wait
        Wait 5.00 seconds
      Else - Actions
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display It would seem thrall Gedric was unsuccesful in his attempts to cripple this town.... Modify duration: Add 5.00 seconds and Wait
        Wait 1.00 seconds
        Cinematic - Send transmission to (All players) from Forgotten 0223 <gen> named Balanesh: Play No sound and display No matter, it will be a simple task to harvest these bodies. Go forth, leave naught in your wake. Our final victory draws near.. Modify duration: Add 5.00 seconds and Wait
        Wait 5.00 seconds
    Sound - Play HeroLichYesAttack3 <gen> at 100% volume, located at (Center of Region_013 <gen>) with Z offset 0
    Animation - Play Forgotten 0223 <gen>'s Stand Channel (animationname) animation
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Main_Gate for Player 1 (Red) over 1.50 seconds
    Wait 1.50 seconds
    Camera - Shake the camera for Player 1 (Red) with magnitude 2.00
    Wait 2.00 seconds
    Special Effect - Create a special effect at (Center of Explosion <gen>) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
    Destructible - Kill Gate 1020 <gen>
    Sound - Play ThunderClapCaster <gen> at 100% volume, located at (Center of Corpse_1 <gen>) with Z offset 0
    Wait 4.00 seconds
    Special Effect - Destroy (Last created special effect)
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
    Cinematic - Turn subtitle display override Off
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Cinematic - Enable user control for (All players).
    Wait 2.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Defend the breach with your lives! We must hold them here as long as possible!
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Mayor Gedric 0264 <gen> is alive) Equal to True) and ((Cecian General 0024 <gen> is alive) Equal to True)
      Then - Actions
        Destructible - Open Cathedral Gate 5969 <gen>
        Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_4 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Long-Dead Hero for Player 9 (Gray) at (Center of Grave_1 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_3 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Graveyard Nightmare for Player 9 (Gray) at (Center of Grave_2 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
        Unit - Create 1.Graveyard Nightmare for Player 9 (Gray) at (Center of Grave_8 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
        Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_3 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 1.Recently Buried Villager for Player 9 (Gray) at (Center of Grave_5 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
        Unit - Create 1.Skeletal Archer for Player 9 (Gray) at (Center of Grave_6 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Create 4.Recently Buried Villager for Player 9 (Gray) at (Random point in Grave_9_Crypt <gen>) facing 126.00 degrees
        Unit - Create 1.Skeletal Archer for Player 9 (Gray) at (Center of Grave_7 <gen>) facing 126.00 degrees
        Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
        Unit - Kill Parish Footsoldier 0276 <gen>
        Unit - Kill Parish Footsoldier 0277 <gen>
        Unit - Kill Parish Footsoldier 0278 <gen>
        Unit - Kill Parish Footsoldier 0279 <gen>
        Unit - Kill Parish Footsoldier 0280 <gen>
        Unit - Kill Parish Footsoldier 0281 <gen>
      Else - Actions
        Do nothing
    Unit Group - Pick every unit in (Units in Region_025 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit Group - Pick every unit in (Units in The_Rebellion <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit - Create 1.Cursed Spectre for Player 11 (Dark Green) at (Center of Spectre_1 <gen>) facing 90.00 degrees
    Unit - Create 1.Cursed Spectre for Player 11 (Dark Green) at (Center of Spectre_2 <gen>) facing 90.00 degrees
    Sound - Play ZigguratWhat <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 10.00 seconds
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Townhall_North <gen>))
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Wait 10.00 seconds
    Sound - Play ZigguratWhat <gen>
    Unit - Order Amalgam of Still-Living Flesh 0119 <gen> to Attack-Move To.(Center of Town_Hall_Attack <gen>)
    Wait 30.00 seconds
    Sound - Play gruntsappearence <gen>
    Wait 10.00 seconds
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Townhall_North <gen>))
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_2 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit Group - Pick every unit in (Units in Region_026 <gen>) and do (Order (Picked unit) to Patrol To.(Center of Town_Hall_Attack <gen>))
    Unit - Create 1.Long-Dead Hero for Player 11 (Dark Green) at (Center of Champion_Spawn_3 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Unit - Create 1.Graveyard Nightmare for Player 11 (Dark Green) at (Center of Nightmare_Spawn_2 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Zombie_Spawn_1 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Zombie_Spawn_4 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Zombie_Spawn_5 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Trigger - Turn on Bound_Spirit_Link <gen>
    Unit Group - Pick every unit in (Units in Graveyard <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Main_Gate_2 <gen>))
    Game - Display to Player Group - Player 1 (Red) the text: |c00FF0000A shrill scream emerges from the east...|r
    Wait 2.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Could that have come from the graveyard? Be wary of attacks from the rear!
    Sound - Play ZigguratUpgrade <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 0.50 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 45.00 seconds
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_1 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in Batspawn_1 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit - Create 1.Monstrous Bat Carcass for Player 11 (Dark Green) at (Random point in Batspawn_2 <gen>) facing 90.00 degrees
    Hero - Create |cffffcc00Monstrous Bat Carcass|r and give it to (Last created unit)
    Unit Group - Pick every unit in (Units in The_Rebellion <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Unit Group - Pick every unit in (Units in Region_027 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Town_Hall_Attack <gen>))
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Balanesh|r: We can afford no resistance here, die fools and embrace eternity!
    Wait 3.00 seconds
    Sound - Play HeroLichYesAttack2 <gen>
    Wait 45.00 seconds
    Trigger - Turn on Relentless_Advance <gen>
Knight Eric
  Events
    Unit - A unit enters Town_Square <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Fade out and back in over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Sound - Set music volume to 0.00%
    Sound - Play Comradeship <gen>
    Countdown Timer - Hide (Last created timer window)
    Countdown Timer - Pause (Last started timer)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Unit - Pause all units
    Selection - Clear selection for Player 1 (Red).
    Cinematic - Disable user control for (All players).
    Cinematic - Turn subtitle display override On
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Hide (Picked unit))
    Unit - Unhide Cecian General 0024 <gen>
    Unit - Unpause Cecian General 0024 <gen>
    Unit - Order Cecian General 0024 <gen> to Stop.
    Unit - Unpause Knight Eric 0196 <gen>
    Unit - Move Cecian General 0024 <gen> instantly to (Center of Elbury_Spawn <gen>)
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Elbury_Stand_Knight_Cinematic <gen>)
    Camera - .Apply. gg_cam_Elbury_and_Elric for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Unit - Order Cecian General 0024 <gen> to Follow.Knight Eric 0196 <gen>
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Hail Knight, am I to take it that you are in charge here?. Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Unit - Order Knight Eric 0196 <gen> to Follow.Cecian General 0024 <gen>
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Elbury, you've come! Did you receive my letter?. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Ah, nevermind. Aye, I have assumed command of Lorne Mire's garrison... what's left of it. Apologies for the mess.. Modify duration: Add 4.00 seconds and Wait
    Wait 8.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Yes, I've heard of Gedric's treachery. You'll be pleased to know that we dispatched the task force he sent north before we arrived.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Animation - Play Knight Eric 0196 <gen>'s spell (animationname) animation
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display That is good news! I could ill afford to waste men guarding the rear gate, they'll be able to reinforce the main entrance against the undead.. Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Animation - Reset Knight Eric 0196 <gen>'s animation
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Yes I've already ordered them to that purpose. I have been mustering the common folk to arms as well.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Good, we'll need every man. Lorne Mire will rise to the challenge.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Now, I've heard mention of kidnappings during last night's... confusion.. Modify duration: Add 2.00 seconds and Wait
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_North_Entrance for Player 1 (Red) over 0.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display That's right, cretenous monsters have taken residence in the forests outside of the city. They took advantage of the turmoil and carried off many of our men. . Modify duration: Add 4.00 seconds and Wait
    Camera - .Apply. gg_cam_South_Entrance for Player 1 (Red) over 0.00 seconds
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Elbury_and_Elric for Player 1 (Red) over 0.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Unfortunately I cannot spare the man power to retrieve them; the undead could attack at any moment.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Then I shall see about freeing them. We shall need every soldier we can get when the undead arrive.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Excellent, if you could rescue those men it would bolster our forces.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Parish_approach_1 for Player 1 (Red) over 0.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display And we will need them. The Parish has long held a detatchment of warriors here, but something has turned their minds against us.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Parish_approach_2 for Player 1 (Red) over 4.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display As much as I hate to do so, we will need to neutralise the threat they pose before it is too late. . Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display When you have bolstered your numbers I believe you must reclaim the Parish Cathedral and strike down those warriors that stand against us, lest they attack during the siege.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Parish_Approach_3 for Player 1 (Red) over 4.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display If you can find him, bring Gedric to justice. It is surely he who has turned them against us.. Modify duration: Add 2.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Elbury_and_Elric for Player 1 (Red) over 0.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Agreed, we will gather what men we can and end the threat Gedric and his men pose.. Modify duration: Add 1.00 seconds and Wait
    Wait 2.00 seconds
    Sound - Set music volume to 100.00%
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Before we leave, what are your contingency plans for the undead host? I have heard reports a Forgotten may lead them.. Modify duration: Add 1.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Truly? If a Forgotten is coming I fear we shall be hard pressed to succeed. Still, I have heard reports of the Forgotten creature known as 'The Reaver' being slain in Rildan.... Modify duration: Add 5.00 seconds and Wait
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display Though even if that were true the country fell regardless. Bah, let us focus on the matter at hand. The battle plans.... Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Battle_Plans for Player 1 (Red) over 4.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display My men shall guard the main gate with their lives; we must hold the undead in range of the ballista towers for as long as possible.. Modify duration: Add 2.00 seconds and Wait
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Battle_Plans_2 for Player 1 (Red) over 4.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display If the front gate is overwhelmed I plan to engage the enemy in the town square and make use of the guard towers here.. Modify duration: Add 2.00 seconds and Wait
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Elbury_and_Elric for Player 1 (Red) over 2.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display I suggest you and your men bolster these defensive lines, retreating to the town hall when the enemy begins to overwhelm you. . Modify duration: Add 2.00 seconds and Wait
    Wait 1.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Then that is what we shall do. Good luck, I must see about rallying the townfolk and liberating the others.. Modify duration: Add 2.00 seconds and Wait
    Wait 1.00 seconds
    Cinematic - Flash a speech indicator for Knight Eric 0196 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight Eric 0196 <gen> named Knight Eric: Play No sound and display God's speed Elbury. . Modify duration: Add 2.00 seconds and Wait
    Wait 1.00 seconds
    Cinematic - Fade out and back in over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Order Knight Eric 0196 <gen> to Stop.
    Unit - Move Knight Eric 0196 <gen> instantly to (Center of Eric_reset <gen>)
    Unit - Make Knight Eric 0196 <gen> face (Center of Elbury_Stand_Knight_Cinematic <gen>) over 0 seconds
    Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Unhide (Picked unit))
    Unit - Unpause all units
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
    Cinematic - Turn subtitle display override Off
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Cinematic - Enable user control for (All players).
    Countdown Timer - Show (Last created timer window)
    Countdown Timer - Resume (Last started timer)
    Wait 3.00 seconds
    Quest - Create a Optional quest titled Gedric, Kinslayer with the description Gedric, the traitor mayor of Lorne Mire, has fled into Parish lands to hide behind his mind-controlled puppets. It is likely he intends to strike in tandem with the undead. If Lorne Mire is to hold he must be slain, preferably before the undead arrive. , using icon path ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
    Quest - Create a quest requirement for (Last created quest) with the description Slay the traitor Gedric.
    Set VariableSet Gedric = (Last created quest)
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Rescue captured soldiers to the northwest and southeast of Lorne Mire. When you are better prepared, strike at the Parish to the south.|r
    Wait 10.00 seconds
    Trigger - Turn on Skip_Timer <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00You may type '-skip' if you are ready to face the Undead early.|r
Victory
  Events
    Unit - Forgotten 0223 <gen> Dies
  Conditions
  Actions
    Sound - Stop (Last played sound) After fading
    Trigger - Turn off Dead_Gedric <gen>
    Trigger - Turn off Relentless_Advance <gen>
    Trigger - Turn off Elbury_dies <gen>
    Trigger - Turn off Desperation_Active <gen>
    Trigger - Turn off Hope_Active <gen>
    Trigger - Turn off Town_Hall_Dies <gen>
    Trigger - Turn off Gedric_Dead <gen>
    Trigger - Turn off Lightning <gen>
    Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Kill (Picked unit))
    Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 0 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Balanesh|r: *Incomprehensible Screaming*
    Sound - Play HeroDreadLordDeath <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Wait 0.50 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Sound - Play HeroLichDeath1 <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Wait 0.50 seconds
    Special Effect - Destroy (Last created special effect)
    Sound - Play HeroDreadLordDeath <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Wait 0.50 seconds
    Special Effect - Destroy (Last created special effect)
    Sound - Play HeroLichDeath1 <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Wait 0.50 seconds
    Special Effect - Destroy (Last created special effect)
    Sound - Play HeroLichDeath1 <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Wait 0.50 seconds
    Special Effect - Destroy (Last created special effect)
    Sound - Play InfernalDeath <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Wait 0.50 seconds
    Special Effect - Destroy (Last created special effect)
    Sound - Play InfernalDeath <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
    Wait 1.50 seconds
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Undead\UDeathMedium\UDeath.mdl
    Sound - Play ThunderClapCaster <gen> at 100% volume, located at (Position of (Triggering unit)) with Z offset 0
    Environment - Set sky to Lordaeron Fall Sky
    Wait 1.50 seconds
    Quest - Mark DefendingLorneMire as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00Lorne Mire has been saved!|r
    Wait 5.00 seconds
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Kill (Triggering unit))
    Sound - Stop music Immediately
    Sound - Play HeroicVictory <gen>
    Unit - Create a permanent Fleshy Footman corpse for Player 1 (Red) at (Center of Corpse_1 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Militia corpse for Player 1 (Red) at (Center of Corpse_6 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Militia corpse for Player 1 (Red) at (Center of Corpse_7 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Crossbowman corpse for Player 1 (Red) at (Center of Corpse_8 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Skeletal Zombie corpse for Player 11 (Dark Green) at (Center of Corpse_2 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Amalgam of Still-Living Flesh corpse for Player 11 (Dark Green) at (Center of Corpse_3 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Skeletal Risen Horror corpse for Player 11 (Dark Green) at (Center of Corpse_5 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Skeletal Zombie corpse for Player 11 (Dark Green) at (Center of Corpse_4 <gen>) facing (Random angle) degrees
    Animation - Play (Random unit from (Units owned by Player 1 (Red) of type Guardsman))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 1 (Red) of type Guardsman))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 2 (Blue) of type Guardsman))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 1 (Red) of type Foot Knight))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 1 (Red) of type Foot Knight))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 2 (Blue) of type Guardsman))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 1 (Red) of type Guardsman))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 1 (Red) of type Parish Footsoldier))'s Stand Victory (animationname) animation
    Animation - Play (Random unit from (Units owned by Player 2 (Blue) of type Guardsman))'s Stand Victory (animationname) animation
    Cinematic - Turn cinematic mode On for (All players)
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Hide (Picked unit))
    Unit - Unhide Cecian General 0024 <gen>
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Selection - Clear selection for Player 1 (Red).
    Cinematic - Disable user control for (All players).
    Cinematic - Clear the screen of text messages for (All players).
    Cinematic - Turn subtitle display override On
    Destructible - Create a B001 (destructablecode) at (Center of Corpse_Pile_2 <gen>) facing (Random angle) with scale 1 and variation 0
    Destructible - Create a B001 (destructablecode) at (Center of Corpse_Pile_3 <gen>) facing (Random angle) with scale 1 and variation 0
    Destructible - Create a B001 (destructablecode) at (Center of Corpse_Pile_4 <gen>) facing (Random angle) with scale 1 and variation 0
    Destructible - Create a B001 (destructablecode) at (Center of Corpse_Pile_2 <gen>) facing (Random angle) with scale 1 and variation 0
    Unit - Order Cecian General 0024 <gen> to Stop.
    Unit - Move Cecian General 0024 <gen> instantly to (Center of Knight <gen>), facing 360.00 degrees
    Unit - Move Knight 0193 <gen> instantly to (Center of Elbury <gen>), facing 180.00 degrees
    Unit - Create 1.Civilian (Female) for Player 3 (Teal) at (Center of Talking_Villager <gen>) facing 220.00 degrees
    Unit - Create 1.Guardswoman for Player 3 (Teal) at (Center of Guard_Spot_2 <gen>) facing 210.00 degrees
    Unit - Create 1.Human Battleship for Player 1 (Red) at (Center of Ship <gen>) facing 220.00 degrees
    Animation - Play (Last created unit)'s Stand Victory (animationname) animation
    Unit - Create 1.Guardsman for Player 3 (Teal) at (Center of Guard_Spot_1 <gen>) facing 210.00 degrees
    Animation - Play (Last created unit)'s Stand Victory (animationname) animation
    Camera - .Apply. gg_cam_Finale_2 for Player 1 (Red) over 0.00 seconds
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Finale_1 for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Unit - Move Civilian 0194 <gen> instantly to (Center of Corpse_Pile_Throw_1 <gen>), facing 90.00 degrees
    Unit - Move Brill 0054 <gen> instantly to (Center of Brill <gen>), facing 180.00 degrees
    Animation - Play Brill 0054 <gen>'s Stand Victory (animationname) animation
    Unit - Create 1.Civilian (Male) for Player 3 (Teal) at (Center of Villager_Yay <gen>) facing 220.00 degrees
    Unit - Create 1.Civilian (Female) for Player 3 (Teal) at (Center of Talking_Villager_2 <gen>) facing 20.00 degrees
    Unit - Create 1.Civilian Child (Female) for Player 3 (Teal) at (Center of Yay <gen>) facing 220.00 degrees
    Unit - Order (Last created unit) to Patrol To.(Center of Yay_2 <gen>)
    Unit - Create 1.Civilian (Male) for Player 3 (Teal) at (Center of Corpse_Pile_Throw_2 <gen>) facing 220.00 degrees
    Animation - Play (Last created unit)'s Stand Flesh First (animationname) animation
    Animation - Play Civilian 0194 <gen>'s Stand Flesh First (animationname) animation
    Camera - .Apply. gg_cam_Finale_3 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_Elbury_and_Knight for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Knight 0193 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight 0193 <gen> named Royal Messenger: Play No sound and display Elbury! I must confess, I am surprised indeed that you turned back the undead here! Killing a Forgotten... this is no small feat.. Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Animation - Play Civilian 0194 <gen>'s Stand Flesh Second (animationname) animation
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury the Stalwart: Play No sound and display You are too kind, but it is the commoners of Lorne Mire that bought this victory, not I.. Modify duration: Add 4.00 seconds and Wait
    Wait 5.00 seconds
    Unit - Create 1.Guardsman for Player 3 (Teal) at (Center of Busy_Busy_Start <gen>) facing 220.00 degrees
    Unit - Order (Last created unit) to Move To.(Center of Busy_Busy_End <gen>)
    Unit - Create 1.Guardswoman for Player 3 (Teal) at (Random point in Busy_Busy_Start <gen>) facing 220.00 degrees
    Unit - Order (Last created unit) to Move To.(Center of Busy_Busy_End <gen>)
    Cinematic - Flash a speech indicator for Knight 0193 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Knight 0193 <gen> named Royal Messenger: Play No sound and display Modest, as ever Elbury... It was looking grim for Cecia, but thanks to you our armies in the North-West will have time to assemble. They will be here shortly and we can solidify Lorne Mire into a bulwark against the dead.. Modify duration: Add 12.00 seconds and Wait
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury the Stalwart: Play No sound and display Excellent, with all of Cecia's armies here the North might live in peace.. Modify duration: Add 4.00 seconds and Wait
    Animation - Play Civilian 0194 <gen>'s Stand Flesh Second (animationname) animation
    Wait 2.00 seconds
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Region_035 <gen>)
    Wait 0.50 seconds
    Unit - Order Knight 0193 <gen> to Move To.(Center of Knightmove <gen>)
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury the Stalwart: Play No sound and display Soldiers, we have claimed victory!!!. Modify duration: Add 1.00 seconds and Wait
    Animation - Play Cecian General 0024 <gen>'s Stand Victory (animationname) animation
    Wait 5.00 seconds
    Sound - Stop (Last played sound) After fading
    Wait 3.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play tflwin <gen>
    Game - Display to (All players) the text: |cffffcc00Elbury remained in Lorne Mire when the royal army arrived, providing aid and advice to his fellow generals.|r
    Wait 12.00 seconds
    Game - Display to (All players) the text: |cffffcc00The undead hordes spread across the globe until only North Western Cecia remained, hidden behind the bulwark of Lorne Mire.|r
    Wait 12.00 seconds
    Game - Display to (All players) the text: |cffffcc00Within the next two years, despite every attempt to break through to the living populace within, the undead could not pierce the fortress Lorne Mire had become.|r
    Wait 12.00 seconds
    Game - Display to (All players) the text: |cffffcc00Though the remaining Forgotten still roam the globe, they have once again tasted the bitterness of defeat. Following The Reaver's defeat elsewhere on the continent and now Balanesh's defeat in Cecia, they seem reluctant to test themselves against Lorne Mire's garrison...|r
    Wait 12.00 seconds
    Game - Display to (All players) the text: |cffffcc00For now, it seemed, life in Cecia could flourish.|r
    Wait 6.00 seconds
    Game - Display to (All players) the text: |cffffcc00The names and deeds of Elbury and his soldiers would never be forgotten.|r
    Wait 6.00 seconds
    Trigger - Turn on Credits_0_Ideology_Hope <gen>
    Set VariableSet GarrisonLevel = (GarrisonLevel + 1)
    Set VariableSet BonusPoints = (BonusPoints + 1)
Cathedral Approach Bishop 2
  Events
    Unit - A unit enters Circle_of_Power <gen>
  Conditions
    (Triggering unit) Equal to Bishop 0261 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Bishop_dies_pregedric <gen>
    Trigger - Turn on Bishop_dies_postgedric <gen>
    Unit - Order Bishop 0261 <gen> to Stop.
    Unit - Remove Circle of Power 0287 <gen> from the game
    Unit - Order Bishop 0261 <gen> to Stop.
    Wait 2 seconds
    Sound - Play DivineShield <gen>
    Animation - Play Bishop 0261 <gen>'s spell (animationname) animation
    Wait 2 seconds
    Sound - Play DivineShield <gen>
    Animation - Play Bishop 0261 <gen>'s spell (animationname) animation
    Wait 2 seconds
    Sound - Play DivineShield <gen>
    Animation - Play Bishop 0261 <gen>'s spell (animationname) animation
    Wait 2 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Bishop|r: It is done.
    Wait 2 seconds
    Sound - Play BattlenetBirth1 <gen>
    Destructible - Open Cathedral Gate 5969 <gen>
    Cinematic - Disable user control for (All players).
    Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally
    Unit - Change ownership of Bishop 0261 <gen> to Player 1 (Red) and Change color
    Sound - Stop music After fading
    Sound - Play themefortheunknown <gen>
    Countdown Timer - Hide (Last created timer window)
    Countdown Timer - Pause (Last started timer)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Turn subtitle display override On
    Selection - Clear selection for Player 1 (Red).
    Unit - Pause all units
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Hide (Triggering unit))
    Unit - Unpause Bishop 0261 <gen>
    Unit - Unpause Cecian General 0024 <gen>
    Unit - Order Cecian General 0024 <gen> to Stop.
    Unit - Unpause Honoured Cultist 0270 <gen>
    Unit - Unpause Honoured Cultist 0271 <gen>
    Unit - Unpause Honoured Cultist 0272 <gen>
    Unit - Unpause Parish Footsoldier 0276 <gen>
    Unit - Unpause Parish Footsoldier 0277 <gen>
    Unit - Unpause Parish Footsoldier 0278 <gen>
    Unit - Unpause Unhinged Necromancer 0269 <gen>
    Unit - Unpause Unhinged Necromancer 0262 <gen>
    Unit - Unpause Dark Liason 0014 <gen>
    Unit - Unpause Parish Footsoldier 0279 <gen>
    Unit - Unpause Honoured Cultist 0273 <gen>
    Unit - Unpause Parish Footsoldier 0280 <gen>
    Unit - Unpause Honoured Cultist 0274 <gen>
    Unit - Unpause Parish Footsoldier 0281 <gen>
    Unit - Unpause Honoured Cultist 0275 <gen>
    Unit - Unpause Unhinged Necromancer 0267 <gen>
    Unit - Unpause Unhinged Necromancer 0263 <gen>
    Unit - Unpause Mayor Gedric 0264 <gen>
    Unit - Unhide Cecian General 0024 <gen>
    Unit - Unhide Bishop 0261 <gen>
    Unit - Move Bishop 0261 <gen> instantly to (Center of Bishop_cath_tele <gen>)
    Unit - For Bishop 0261 <gen>, Ability Heal, Disable ability: True, Hide UI: True
    Unit - Move Cecian General 0024 <gen> instantly to (Center of Elbury_cath_tele <gen>)
    Unit - Order Cecian General 0024 <gen> to Move To.(Center of Elbury_Gedric_Cutscene <gen>)
    Unit - Order Bishop 0261 <gen> to Move To.(Center of Bishop_Cutscene <gen>)
    Camera - .Apply. gg_cam_Cathedral_Cutscene for Player 1 (Red) over 3.00 seconds
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Gedric_Closeup for Player 1 (Red) over 3.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Mayor Gedric 0264 <gen> named Gedric: Play No sound and display The errant Bishop returns, and with company I see. . Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Cathedral_Cutscene for Player 1 (Red) over 3.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Traitor, it is time for justice. Stop hiding behind these innocent men and face your fate.. Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Mayor Gedric 0264 <gen> named Gedric: Play No sound and display Justice? You do not seem to understand what it is I am doing here, fanatic. I doubt your mind could ever comprehend the cause for which I serve.. Modify duration: Add 4.00 seconds and Wait
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Bishop 0261 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Bishop 0261 <gen> named Bishop: Play No sound and display Are you mad? You seek to justify serving the walking dead? Justify enslaving the minds of your people?. Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Mayor Gedric 0264 <gen> named Gedric: Play No sound and display Oh, but it is justified. Think, what do we mortals know of life beyond death? Nothing. For all we know it is a void, an endless nothingness. . Modify duration: Add 7.00 seconds and Wait
    Wait 7.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Mayor Gedric 0264 <gen> named Gedric: Play No sound and display The Forgotten bring certainty. Better to exist in perpetuity than to vanish, as if you had never been. I bring eternity to all those who will serve. As you will, in time.. Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display You are mad. You betray your people for the opportunity to dance as a puppet on a string to some Necromancer? Because you fear death?. Modify duration: Add 4.00 seconds and Wait
    Wait 7.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Mayor Gedric 0264 <gen> named Gedric: Play No sound and display We should all of us fear the true death. But it matters not. Succeed or fail, the undead are too many now. They will swarm what is left of the living and all shall be snatched from the void's clutches.. Modify duration: Add 4.00 seconds and Wait
    Wait 7.00 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Cecian General 0024 <gen> named Elbury: Play No sound and display Perhaps you are right. Perhaps not. Either way, I will have justice for Lorne Mire.. Modify duration: Add 4.00 seconds and Wait
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Gedric_Closeup for Player 1 (Red) over 3.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Cinematic - Send transmission to (All players) from Mayor Gedric 0264 <gen> named Gedric: Play No sound and display I'm sure you will try. Let us begin.. Modify duration: Add 3.00 seconds and Wait
    Wait 3.00 seconds
    Unit - Order Honoured Cultist 0270 <gen> to Attack.Parish Footsoldier 0276 <gen>
    Unit - Order Honoured Cultist 0271 <gen> to Attack.Parish Footsoldier 0277 <gen>
    Unit - Order Honoured Cultist 0272 <gen> to Attack.Parish Footsoldier 0278 <gen>
    Unit - Order Honoured Cultist 0273 <gen> to Attack.Parish Footsoldier 0279 <gen>
    Unit - Order Honoured Cultist 0274 <gen> to Attack.Parish Footsoldier 0280 <gen>
    Unit - Order Honoured Cultist 0275 <gen> to Attack.Parish Footsoldier 0281 <gen>
    Animation - Play Mayor Gedric 0264 <gen>'s Spell Attack (animationname) animation
    Sound - Play NecromancerPissed1 <gen>
    Camera - .Apply. gg_cam_Graveyard_Cut for Player 1 (Red) over 3.00 seconds
    Wait 3.00 seconds
    Sound - Play ZigguratWhat <gen>
    Special Effect - Create a special effect at (Center of Grave_1 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Long-Dead Hero for Player 9 (Gray) at (Center of Grave_1 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_4 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_4 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_3 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Skeletal Soldier for Player 9 (Gray) at (Center of Grave_3 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_2 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Graveyard Nightmare for Player 9 (Gray) at (Center of Grave_2 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_5 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Recently Buried Villager for Player 9 (Gray) at (Center of Grave_5 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_8 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Graveyard Nightmare for Player 9 (Gray) at (Center of Grave_8 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_6 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Skeletal Archer for Player 9 (Gray) at (Center of Grave_6 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_7 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 1.Skeletal Archer for Player 9 (Gray) at (Center of Grave_7 <gen>) facing 126.00 degrees
    Hero - Create |cffffcc00Skeleton|r and give it to (Last created unit)
    Special Effect - Create a special effect at (Center of Grave_9_Crypt <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Unit - Create 4.Recently Buried Villager for Player 9 (Gray) at (Random point in Grave_9_Crypt <gen>) facing 126.00 degrees
    Wait 3.00 seconds
    Trigger - Turn on Echoes_of_Stolen_Life_Confront_Gedric <gen>
    Sound - Play gruntsappearence <gen>
    Unit - For Bishop 0261 <gen>, Ability Heal, Disable ability: False, Hide UI: False
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
    Cinematic - Turn subtitle display override Off
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Unit - Unpause all units
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Unhide (Triggering unit))
    Player - Make Player 1 (Red) treat Player 9 (Gray) as an Enemy
    Player - Make Player 9 (Gray) treat Player 1 (Red) as an Enemy
    Unit Group - Pick every unit in (Units in Parish_Graveyard <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Cathedral_Approach <gen>))
    Cinematic - Enable user control for (All players).
    Countdown Timer - Show (Last created timer window)
    Countdown Timer - Resume (Last started timer)
    Wait 3.00 seconds
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Kill Gedric.|r
    Wait 3.00 seconds
    Trigger - Turn on Echoes_of_Stolen_Life_Confront_Gedric <gen>
    Wait 70.00 seconds
    Sound - Resume music
Bishop dies postgedric
  Events
    Unit - Bishop 0261 <gen> Dies
  Conditions
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Bishop|r: At least... at least I avenged my brothers...
Bishop dies pregedric
  Events
    Unit - Bishop 0261 <gen> Dies
  Conditions
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Bishop|r: Forgive me... brothers.
    Wait 3.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Damn, without the Bishop the Cathedral remains inaccessible. Let us hope Gedric does not prove a fatal thorn in our defenses.
Echoes of Stolen Credits
  Events
  Conditions
  Actions
Echoes of Stolen Life Death Redeemed
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Revenant of Stolen Life
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Aya the Redeemed|r: Thank you.... For everything....
Echoes of Stolen Life Confront Gedric
  Events
    Unit - A unit enters Spirit_Gedric_Confront <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Revenant of Stolen Life
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Echoes_Vengeance_Fulfilled <gen>
    Cinematic - Flash a speech indicator for (Triggering unit) of color (100%, 100%, 100%) with 0% transparency
    Sound - Play BansheeDeath <gen> at 100% volume, attached to (Triggering unit)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Revenant of Stolen Life|r: GEDRIC! HOW COULD YOU? WHY? WHY DID YOU KILL ME!?
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Gedric|r: Wha-?! That voice... but how?
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Mayor Gedric 0264 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Gedric|r: B-Begone, the dead cannot harm me now!
Echoes of Stolen Life Death
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Revenant of Stolen Life
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Revenant of Stolen Life|r: |cffffffffF|r|cffedededr|r|cffdbdbdbe|r|cffc9c9c9e|r|cffb7b7b7 |r|cffa4a4a4a|r|cff929292t|r|cff808080 |r|cff6e6e6el|r|cff5c5c5ca|r|cff494949s|r|cff373737t|r|cff252525.|r|cff131313.|r|cff000000.|r
Echoes Vengeance Fulfilled
  Events
    Unit - A unit enters RevenantEvent <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Revenant of Stolen Life
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Echoes_of_Stolen_Life_Death <gen>
    Unit - Pause (Triggering unit)
    Unit - Make (Triggering unit) Invulnerable
    Wait 3.00 seconds
    Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
    Sound - Play SacrificeUnit <gen> at 100% volume, attached to (Triggering unit)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Revenant of Stolen Life|r: At last...
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Unit - Make (Triggering unit) Vulnerable
    Unit - Add |cffffcc00Redemption|r to (Triggering unit)
    Player - Set the current research level of R00B (techcode) to 1 for Player 1 (Red)
    Wait 2 seconds
    Unit - Set Name of (Triggering unit) to |cffffff00Aya the Redeemed|r
    Unit - Unpause (Triggering unit)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Aya the Redeemed|r: Gedric... you were everything to me. I pray you repent for your actions in the afterlife.
    Wait 3.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Aya the Redeemed|r: I know not how you released me from my curse, nor how it has come to pass that you can see me. But I will help you defeat those who plague this world, tethering spirits like me against our will.
    Wait 5.00 seconds
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00The Revenant is freed from her curse. She has gained bonus maximum health.|r
Echoes of Stolen Life 2
  Events
    Unit - Echoes of Stolen Life 0239 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Camera - .Apply. (Current camera) for Player 1 (Red) over 0 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Echoes of Stolen Life|r: I was his. He was mine. Gedric, what magics have you wrought that I am still here?! Oh god, the pain. What have you done?!
    Wait 5.00 seconds
    Sound - Play ZigguratWhat <gen>
    Special Effect - Create a special effect at (Center of Echoes_of_Stolen_Life <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
    Wait 2.00 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Echoes of Stolen Life|r: The world is fog, spirits and damnation. But you, you are clear! An angel in white, grasping a moonlit stone. Help me find Gedric, help me unmake all his works...
    Unit - Create 1.Revenant of Stolen Life for Player 1 (Red) at (Center of Echoes_of_Stolen_Life <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Revenant of Stolen Life|r and give it to (Last created unit)
    Hero - Create |cffffcc00Spectral Shroud|r and give it to (Last created unit)
    Special Effect - Destroy (Last created special effect)
    Sound - Play SecretFound <gen>
    Trigger - Turn on Echoes_of_Stolen_Credits <gen>
Echoes of Stolen Life
  Events
    Unit - Echoes of Stolen Life 0239 <gen> Is attacked
  Conditions
  Actions
    Game - Display to (All players) the text: |cffffcc00Echoes of Stolen Life|r: |cffffffffH|r|cfffcfcfce|r|cfff9f9f9 |r|cfff6f6f6k|r|cfff3f3f3i|r|cfff0f0f0l|r|cffedededl|r|cffeaeaeae|r|cffe7e7e7d|r|cffe4e4e4 |r|cffe0e0e0m|r|cffdddddde|r|cffdadada.|r|cffd7d7d7 |r|cffd4d4d4H|r|cffd1d1d1e|r|cffcecece |r|cffcbcbcbk|r|cffc8c8c8i|r|cffc4c4c4l|r|cffc1c1c1l|r|cffbebebee|r|cffbbbbbbd|r|cffb8b8b8 |r|cffb5b5b5m|r|cffb2b2b2e|r|cffafafaf.|r|cffacacac |r|cffa8a8a8H|r|cffa5a5a5e|r|cffa2a2a2 |r|cff9f9f9fk|r|cff9c9c9ci|r|cff999999l|r|cff969696l|r|cff939393e|r|cff909090d|r|cff8c8c8c |r|cff898989m|r|cff868686e|r|cff838383.|r|cff808080 |r|cff7d7d7dH|r|cff7a7a7ae|r|cff777777 |r|cff747474k|r|cff707070i|r|cff6d6d6dl|r|cff6a6a6al|r|cff676767e|r|cff646464d|r|cff616161 |r|cff5e5e5em|r|cff5b5b5be|r|cff585858.|r|cff545454 |r|cff515151H|r|cff4e4e4ee|r|cff4b4b4b |r|cff484848k|r|cff454545i|r|cff424242l|r|cff3f3f3fl|r|cff3c3c3ce|r|cff383838d|r|cff353535 |r|cff323232m|r|cff2f2f2fe|r|cff2c2c2c.|r|cff292929 |r|cff262626H|r|cff232323e|r|cff202020 |r|cff1c1c1ck|r|cff191919i|r|cff161616l|r|cff131313l|r|cff101010e|r|cff0d0d0dd|r|cff0a0a0a |r|cff070707m|r|cff040404e|r|cff000000.|r
    Trigger - Turn off (This trigger)
Secret Passage
  Events
    Unit - A unit enters Hmm <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Sound - Stop the currently playing music theme
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Hmm. I wonder where this passage leads?
    Trigger - Turn off (This trigger)
Exile in Paradise
  Events
    Unit - A unit enters Moonwell <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play OwlWhat1 <gen>
    Wait 1.00 seconds
    Sound - Stop the currently playing music theme
    Sound - Play Night Elf 3.
Aryss
  Events
    Unit - A unit enters Aryss <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Aryss_Credits <gen>
    Trigger - Turn on Moonstone <gen>
    Camera - .Apply. gg_cam_Exile for Player 1 (Red) over 0 seconds
    Sound - Play Hint <gen>
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Aryss|r: I know who you are. I know what is coming. This has been my place of exile for many years, but I will leave it if I can make a difference.
    Wait 5.00 seconds
    Unit - Change ownership of Aryss, The Exile 0229 <gen> to Player 1 (Red) and Change color
    Sound - Play SecretFound <gen>
    Wait 0.80 seconds
    Sound - Play ArcherWhat2 <gen>
    Unit - Make Exile's Glade 0227 <gen> Vulnerable
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Moonstone
  Events
    Unit - Exile's Glade 0227 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Lever <gen> at 100% volume, attached to Exile's Glade 0227 <gen>
    Unit - Make Exile's Glade 0227 <gen> Invulnerable
    Item - Create |cffff8c00Aryss's Moonstone of Truesight|r at (Center of Moonstone <gen>)
    Wait 2 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: How...? My Moonstone... did it call to you?
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: Yes... I hear it too. A call to the East. Lost dreams and bitter nightmares, muffled beneath rushing water. Sorrow so profound...
Worth Protecting School
  Events
    Unit - A unit enters AryssEventSchool <gen>
  Conditions
    (Triggering unit) Equal to Aryss, The Exile 0229 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 0 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: These children... born to lives so short. They must know this cannot last forever?
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: And yet, they are so carefree. So innocent.
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: Yes, they too are worth protecting.
    Set VariableSet WorthProtecting = (WorthProtecting + 1)
Worth Protecting Fountain
  Events
    Unit - A unit enters AryssEventFountain <gen>
  Conditions
    (Triggering unit) Equal to Aryss, The Exile 0229 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 0 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: I remember this place.
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: Back when this land was a mere island in an endless ocean, we blessed the fountain here.
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: Still it remains touched by moonlight... the blessing of a pale goddess doomed to die.
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: And yet, the fact it is fleeting makes it all the more beautiful. I see that now.
    Wait 3.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: Yes, this place is worth protecting.
    Set VariableSet WorthProtecting = (WorthProtecting + 1)
Worth Protecting Garden
  Events
    Unit - A unit enters AryssEventGarden <gen>
  Conditions
    (Triggering unit) Equal to Aryss, The Exile 0229 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 0 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: This garden...
    Wait 2.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: We always thought of you humans as opposed to nature, primitive brutes living in lifeless cages.
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: But I see there remains respect for the green mother. There remains a love of beauty and life.
    Wait 5.00 seconds
    Cinematic - Flash a speech indicator for Aryss, The Exile 0229 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Aryss|r: This place is worth protecting.
    Set VariableSet WorthProtecting = (WorthProtecting + 1)
Worth Protecting Complete
  Events
    Game - WorthProtecting becomes Equal to 3.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 5.00 seconds
    Game - Display to (All players) the text: |cffffcc00Aryss|r: This place is full of beauty. I understand why I must fight now. This is more than stopping the deathless ones.
    Wait 5.00 seconds
    Game - Display to (All players) the text: |cffffcc00Aryss|r: Thank you for showing me your human town, Knight. It is far more beautiful than I expected.
    Wait 5.00 seconds
    Game - Display to (All players) the text: |cffffcc00Aryss|r: I will give my all to defend this world.
    Wait 5.00 seconds
    Player - Set the current research level of R00C (techcode) to 1 for Player 1 (Red)
    Unit - Add |cff8080ffWorth Protecting|r to Aryss, The Exile 0229 <gen>
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Aryss has gained bonus damage.|r
Aryss Credits
  Events
  Conditions
  Actions
Aryss dies
  Events
    Unit - Aryss, The Exile 0229 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Moonstone <gen>
    Trigger - Turn off (This trigger)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Aryss|r: Please... take my body to my glade...
Credits 0 Ideology Hope
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Hope Equal to 1.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00With the undead advance halted at last, the people of Cecia looked to the future with |c00FFFF00hope|r. |cffff8c00Though for a time things had looked bleak, joy and laughter returned to Lorne Mire. Living space would be tight, but ever onwards Cecia would look to build a world worth living in.|r
        Wait 16.00 seconds
        Trigger - Turn on Credits_1 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_0_Ideology_Desperation <gen>
Credits 0 Ideology Desperation
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Desperation Equal to 1.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Though the undead had been turned away at last, the people of Cecia could not forget just how |c00640000desperate|r |cffff8c00their situation had been. It was clear they could never again afford to grow complacent. Laws were quickly passed that demanded every man, woman and child be drilled and ready for war. Who knew when the Forgotten would come again into the lands of men?|r
        Wait 16.00 seconds
        Trigger - Turn on Credits_1 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_1 <gen>
Credits 1
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Aryss_Credits <gen> is on) Equal to True) and ((Aryss, The Exile 0229 <gen> is alive) Equal to True)
      Then - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet GarrisonLevel = (GarrisonLevel + 1)
        Game - Display to (All players) the text: |cffff8c00Aryss surprised everyone by remaining to defend Lorne Mire, teaching those close to her the mysteries of her people. Her glade became a safe haven to those in need.|r
        Wait 12.00 seconds
        Trigger - Turn on Credits_2 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_2 <gen>
Credits 2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Ironherald_Credits <gen> is on) Equal to True) and ((Ironherald 0232 <gen> is alive) Equal to True)
      Then - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet GarrisonLevel = (GarrisonLevel + 1)
        Game - Display to (All players) the text: |cffff8c00Ironherald returned to the dwarven fortress of Hammerdwell, telling his people of the need to defend Lorne Mire. Before the year was over, a dwarven contingent arrived to further reinforce the human town.|r
        Wait 12.00 seconds
        Trigger - Turn on Credits_3 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_3 <gen>
Credits 3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Echoes_of_Stolen_Credits <gen> is on) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet GarrisonLevel = (GarrisonLevel + 1)
        Game - Display to (All players) the text: |cffff8c00The unknown spirit vanished having avenged its death. As it dissipated it dropped a stone that appeared to repel all forms of undead. Many attacking Necromancers were driven mad by its presence in the wall of Lorne Mire. A final gift from the departing spirit.|r
        Wait 12.00 seconds
        Game - Display to (All players) the text: |cffff8c00Aryss's moonstone was returned to her glade. She never told anyone how to reach the tranquil world beyond.|r
        Wait 8.00 seconds
        Trigger - Turn on Credits_4 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_4 <gen>
Credits 4
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (((This trigger) is on) Equal to True) and ((Bishop 0261 <gen> is alive) Equal to True)
      Then - Actions
        Trigger - Turn off (This trigger)
        Set VariableSet GarrisonLevel = (GarrisonLevel + 1)
        Game - Display to (All players) the text: |cffff8c00The Bishop of Lorne Mire rebuilt Parish lands, rehabilitating those warriors whose minds were dominated by Gedric. The Parish became a key facet of the town's Garrison.|r
        Wait 12.00 seconds
        Trigger - Turn on Credits_Sophia <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_Sophia <gen>
Credits Sophia
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SophiaActive Equal to 1.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Not much was known about Sophia of the Wilds before she appeared that day, clutching her bone arrow, but knowledge she imparted regarding the effectiveness of the Forgotten One's bones was undeniably a turning point in the war. Balanesh's corpse was broken down and splintered into many new weapons and, at last, it was the Forgotten who had cause to fear the living. Let the hunt begin...|r
        Wait 20.00 seconds
        Trigger - Turn on Credits_5 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_5 <gen>
Credits 5
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Monika_6 <gen> is on) Equal to True) and ((Monika 0133 <gen> is alive) Equal to True)
      Then - Actions
        -------- Wow, you're looking for me in the editor too? Now that's dedication! --------
        Trigger - Turn off (This trigger)
        Sound - Stop (Last played sound) Immediately
        Sound - Play Secret_Theme <gen>
        Game - Display to (All players) the text: |cffff8c00Monika:|r You did it! Did you find all the secret characters? There's 3 of them... uh, not including me. I guess I'm an "Easter Egg".
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c00Monika:|r All that action looked fun! I hope you didn't cheat to win though. Where's the fun in that?
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c00Monika:|r You might've noticed the map isn't very polished if you used cheats to see it all. The undead armies all standing around waiting for the timer to go down, ahaha. You probably shouldn't be cheating if you want the best experience, so bear that in mind.
        Wait 15.00 seconds
        Game - Display to (All players) the text: |cffff8c00Monika:|r Well, I'm going back to my files. This was fun while it lasted! Have a wonderful day!
        Wait 15.00 seconds
        Sound - Stop (Last played sound) Immediately
        Sound - Play tflwin <gen>
        Trigger - Turn on Credits_6_Hard <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Credits_6_Hard <gen>
Credits 6 Hard
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HardMode Equal to 1.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Hard Mode Complete!|r
        Wait 5.00 seconds
        Game - Display to (All players) the text: |cffff8c00Though the undead seemed unstoppable, Elbury and his forces turned away the assault.|r
        Wait 5.00 seconds
        Trigger - Turn on Bonus_Points_1 <gen>
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Bonus_Points_1 <gen>
Bonus Points 1
  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
        GarrisonLevel Equal to 1.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Although Elbury achieved victory in Lorne Mire, it was a tenuous one. Time will tell if Lorne Mire holds against the Necromancers...|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c001/5 Bonus Points Scored. Thank you for playing!|r
        Wait 10.00 seconds
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Bonus_Points_2 <gen>
Bonus Points 2
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GarrisonLevel Equal to 2.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Lorne Mire pesevered and, with the additional help of those who survived, became a firm bastion against the undead.|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c002/5 Bonus Points Scored. Thank you for playing!|r
        Wait 10.00 seconds
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Bonus_Points_3 <gen>
Bonus Points 3
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GarrisonLevel Equal to 3.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Lorne Mire was victorious and, with the additional help of those who survived, became a formidible bastion against the undead.|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c003/5 Bonus Points Scored. Thank you for playing!|r
        Wait 10.00 seconds
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Bonus_Points_4 <gen>
Bonus Points 4
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GarrisonLevel Equal to 4.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Lorne Mire was victorious and, with the help of those who survived, became an incredible bastion against the undead.|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c004/5 Bonus Points Scored. Thank you for playing!|r
        Wait 10.00 seconds
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Bonus_Points_5 <gen>
Bonus Points 5
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (GarrisonLevel Equal to 5.00) and (HardMode Equal to 0.00)
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Lorne Mire was victorious and, with the help of every champion who survived, became a nearly unstoppable bastion against the undead. The living prevail!|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c005/5 Bonus Points Scored. Thank you for playing!|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c00A big thanks from me, Doma, for playing my map!|r
        Wait 10.00 seconds
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
      Else - Actions
        Trigger - Turn off (This trigger)
        Trigger - Turn on Max_Bonus_Points_and_Hardmode <gen>
Max Bonus Points and Hardmode
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GarrisonLevel Equal to 5.00) and (HardMode Equal to 1.00)
      Then - Actions
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: |cffff8c00Lorne Mire was victorious and, with the help of every champion who survived, became a nearly unstoppable bastion against the undead. But the Forgotten are nightmares incarnate, they will not lay silent forever...|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c00For earning 5/5 bonus points AND completing the game on hard mode you have unlocked a secret character! Upon starting a new game, type "-Oblivion" to unlock her! This can only be done before entering the forest. Be warned, her presence will make the enemy even stronger...|r|r
        Wait 20.00 seconds
        Game - Display to (All players) the text: |cffff8c00You have also unlocked an exclusive short story. To access your reward send a message to the map creator and they will give you as much as is completed so far!|r|r
        Wait 10.00 seconds
        Game - Display to (All players) the text: |cffff8c00A big thanks from me, Doma, for playing my map!|r
        Wait 10.00 seconds
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
      Else - Actions
        Trigger - Turn off (This trigger)
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)
Elbury dies
  Events
    Unit - Cecian General 0024 <gen> Dies
  Conditions
  Actions
    Quest - Mark DefendingLorneMire as Incomplete
    Trigger - Turn off Victory <gen>
    Trigger - Turn off Town_Hall_Dies <gen>
    Trigger - Turn off Balanesh <gen>
    Sound - Stop (Last played sound) After fading
    Sound - Stop music Immediately
    Sound - Play tflloss <gen>
    Game - Display to (All players) the text: |cffffcc00No! With Elbury dead, we stand no chance of victory! Flee! Abandon Lorne Mire!|r
    Wait 15.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat, Elbury has fallen!
Town Hall Dies
  Events
    Unit - Lorne Mire Town Hall 0042 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Victory <gen>
    Quest - Mark DefendingLorneMire as Incomplete
    Sound - Stop (Last played sound) After fading
    Sound - Stop music Immediately
    Sound - Play tflloss <gen>
    Game - Display to (All players) the text: |cffffcc00No! With Lorne Mire fallen the dead shall spill into Cecia unimpeded... All is lost!!|r
    Wait 15.00 seconds
    Game - Defeat Player 1 (Red) with the message: Lorne Mire is lost!
The Traitors Underling
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled The Traitor's Underlings with the description The Traitor Mayor Gedric has sent a taskforce into the forest just outside of Lorne Mire's back gate. Slay them and make safe the northern woods., using icon path ReplaceableTextures\CommandButtons\BTNNecromancer.blp
    Quest - Create a quest requirement for (Last created quest) with the description Slay Helman
    Set VariableSet Helman = (Last created quest)
Call to Arms
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Optional quest titled The Call to Arms! with the description The Town of Lorne Mire is vulnerable without its garrison, and with an undead army approaching it is hardly considered prepared. Elbury will need to rally the town's citizens to its defence if they are to stand a chance of victory., using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
    Quest - Create a quest requirement for (Last created quest) with the description Rally the Civilians
    Set VariableSet CalltoArms = (Last created quest)
Kidnappers
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Optional quest titled Kidnappers with the description As if the undead weren't enough vile Ogres and Trolls have invaded the local farmsteads and kidnapped several of the town guard. Confront them to the Northwest and Southeast to reclaim our comrades before it is too late. , using icon path ReplaceableTextures\CommandButtons\BTNEnsnare.blp
    Quest - Create a quest requirement for (Last created quest) with the description Free the kidnapped soldiers.
    Set VariableSet Kidnappers = (Last created quest)
Defending Lorne Mire
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Defend Lorne Mire! with the description An Undead Army is soon to arrive and lay waste to the weakened town of Lorne Mire. The town must be defended if resistance is to be gathered elsewhere in the country, the Town Hall must not be destroyed, nor Captain Elbury slain!, using icon path ReplaceableTextures\CommandButtons\BTNStoneArchitecture.blp
    Quest - Create a quest requirement for (Last created quest) with the description Defend the Town Hall
    Quest - Create a quest requirement for (Last created quest) with the description Elbury must not die.
    Set VariableSet DefendingLorneMire = (Last created quest)
Gather the Hounds
  Events
    Unit - Brill's Smithy 0053 <gen> Finishes research
  Conditions
    (Researched tech-type) Equal to R003 (techcode)
  Actions
    Sound - Play HumanCallToArmsWhatOriginal <gen> at 100% volume, located at (Center of Town_Hall_Attack <gen>) with Z offset 0
    Wait 2 seconds
    Player - Set the current research level of R003 (techcode) to 1 for Player 2 (Blue)
    Sound - Play Wolf1 <gen>
    Wait 0.10 seconds
    Sound - Play Wolf2 <gen>
    Wait 0.10 seconds
    Sound - Play Wolf1 <gen>
    Wait 0.10 seconds
    Sound - Play Wolf2 <gen>
    Wait 0.10 seconds
    Game - Display to (All players) the text: |cffffcc00Hound Handler|r: With me! Good boys! Good- OW! Stop bitin'!
    Unit - Create 1.Hound Handler for Player 2 (Blue) at (Center of Town_Hall_Attack <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Elbury_Stand_Knight_Cinematic <gen>)
    Wait 0.50 seconds
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Town_Hall_Attack <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Main_Gate_2 <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Town_Hall_Attack <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Hound_Spot_1 <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Town_Hall_Attack <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Hound_Spot_4 <gen>)
    Wait 0.10 seconds
    Sound - Play Wolf1 <gen>
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Yay <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Hound_Spot_3 <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Town_Hall_Attack <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Hound_Spot_2 <gen>)
    Wait 0.10 seconds
    Sound - Play Wolf1 <gen>
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Town_Hall_Attack <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Main_Gate_2 <gen>)
    Wait 0.10 seconds
    Sound - Play Wolf2 <gen>
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Garrison <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Hound_Spot_5 <gen>)
    Wait 0.10 seconds
    Sound - Play Wolf2 <gen>
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Garrison <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Hound_Spot_6 <gen>)
    Wait 8.00 seconds
    Game - Display to (All players) the text: |cffffcc00Brill|r: Keep those bloody dogs under control!
    Trigger - Turn off (This trigger)
Gather the Hounds 2
  Events
    Unit - A unit enters Main_Gate_2 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wolf Hound
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Gather_the_Hounds_3 <gen>
    Wait 1.00 seconds
    Unit - Remove (Triggering unit) from the game
    Wait 1.00 seconds
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Corpse_1 <gen>) facing 251.00 degrees
Gather the Hounds 3
  Events
    Unit - A unit enters Main_Gate_2 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Wolf Hound
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.00 seconds
    Unit - Remove (Triggering unit) from the game
    Wait 1.00 seconds
    Unit - Create 1.Wolf Hound for Player 2 (Blue) at (Center of Corpse_7 <gen>) facing 251.00 degrees
Peasant Bows 2
  Events
    Unit - A unit enters Blacksmith <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Civilian (Bow Miltiia)
  Actions
    Wait 1.00 seconds
    Unit - Remove (Triggering unit) from the game
    Wait 1.00 seconds
    Unit - Create 1.Peasant Archer for Player 2 (Blue) at (Center of blacksmitharms <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Garrison <gen>)
Peasant Bows 3
  Events
    Unit - A unit enters Town_Hall_Attack <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 2 (Blue)
    (Unit-type of (Triggering unit)) Equal to Peasant Archer
  Actions
    Wait 1.00 seconds
    Unit - Remove (Triggering unit) from the game
    Sound - Play CrateDeath1 <gen> at 100% volume, located at (Center of Town_Hall_Attack <gen>) with Z offset 0
Peasant Bows
  Events
    Unit - Brill's Smithy 0053 <gen> Finishes research
  Conditions
    (Researched tech-type) Equal to R004 (techcode)
  Actions
    Trigger - Turn off (This trigger)
    Wait 2 seconds
    Player - Set the current research level of R004 (techcode) to 1 for Player 2 (Blue)
    Sound - Play HumanCallToArmsWhatOriginal <gen> at 100% volume, located at (Center of Town_Hall_Attack <gen>) with Z offset 0
    Game - Display to (All players) the text: |cffffcc00Brill|r: Bows, bows for all that would have 'em!
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia2 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia3 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia4 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia5 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia6 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia7 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia8 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 0.10 seconds
    Unit - Create 1.Civilian (Bow Miltiia) for Player 2 (Blue) at (Center of bowmilitia9 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of blacksmitharms <gen>)
    Wait 8.00 seconds
    Game - Display to (All players) the text: |cffffcc00Brill|r: Get yer bows, defend yer homes!
    Wait 0.10 seconds
    Unit - Create 1.Peasant Archer for Player 2 (Blue) at (Center of blacksmitharms <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Peasant_Archer_2 <gen>)
    Hero - Create |cffffcc00Peasant Archer|r and give it to (Last created unit)
    Wait 0.10 seconds
    Unit - Create 1.Peasant Archer for Player 2 (Blue) at (Center of blacksmitharms <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Peasant_Archer_1 <gen>)
    Hero - Create |cffffcc00Peasant Archer|r and give it to (Last created unit)
    Wait 0.10 seconds
    Unit - Create 1.Peasant Archer for Player 2 (Blue) at (Center of blacksmitharms <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Peasant_Archer_3 <gen>)
    Hero - Create |cffffcc00Peasant Archer|r and give it to (Last created unit)
    Wait 0.10 seconds
    Unit - Create 1.Peasant Archer for Player 2 (Blue) at (Center of Elbury_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Move To.(Center of Peasant_Archer_4 <gen>)
    Hero - Create |cffffcc00Peasant Archer|r and give it to (Last created unit)
Improved Ballistae
  Events
    Unit - Brill's Smithy 0053 <gen> Finishes research
  Conditions
    (Researched tech-type) Equal to R005 (techcode)
  Actions
    Trigger - Turn off (This trigger)
    Wait 2 seconds
    Player - Set the current research level of R005 (techcode) to 1 for Player 2 (Blue)
    Sound - Play BallistaWhat1 <gen>
    Game - Display to (All players) the text: |cffffcc00Brill|r: Get that last ballista mounted, now!
    Wait 2 seconds
    Sound - Play BallistaWhat2 <gen>
    Wait 2 seconds
    Sound - Play BallistaWhat3 <gen>
    Wait 2 seconds
    Sound - Play BattleNetDoorsStereo2 <gen>
    Wait 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Brill|r: That'll do it! These ballista will pack a punch...
Blacksmith
  Events
    Unit - A unit enters Blacksmith <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Camera - Pan camera for Player 1 (Red) to (Position of Brill's Smithy 0053 <gen>) over 0 seconds
    Sound - Play Hint <gen>
    Unit - Change ownership of Brill's Smithy 0053 <gen> to Player 1 (Red) and Change color
    Game - Display to (All players) the text: |cffffcc00Brill|r: Sir, I can provide your soldiers with upgrades and better equipment!
    Wait 6.00 seconds
    Game - Display to (All players) the text: |cffffcc00Elbury|r: Excellent, we can obtain the materials required from our foes!
Hope Active
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Floating Text - Create floating text that reads Muster your courage men! at (Center of Ideology_1 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Wait 5.00 seconds
    Floating Text - Destroy (Last created floating text)
    Wait 5.00 seconds
    Floating Text - Create floating text that reads Salvation comes! Hold your ground! at (Center of Ideology_2 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Wait 5.00 seconds
    Floating Text - Destroy (Last created floating text)
    Wait 5.00 seconds
    Floating Text - Create floating text that reads For Cecia! For our children! at (Center of Ideology_3 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Wait 5.00 seconds
    Floating Text - Destroy (Last created floating text)
Desperation Active
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Floating Text - Create floating text that reads Death comes! It's now or never, people! at (Center of Ideology_1 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Wait 5.00 seconds
    Floating Text - Destroy (Last created floating text)
    Wait 5.00 seconds
    Floating Text - Create floating text that reads The world is ending! Fight! Kill! at (Center of Ideology_2 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Wait 5.00 seconds
    Floating Text - Destroy (Last created floating text)
    Wait 5.00 seconds
    Floating Text - Create floating text that reads We cannot fail here! We must not! at (Center of Ideology_3 <gen>) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Wait 5.00 seconds
    Floating Text - Destroy (Last created floating text)
Hope
  Events
    Unit - Scholar's Hall 0314 <gen> Finishes research
  Conditions
    (Researched tech-type) Equal to R007 (techcode)
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Hope = 1.00
    Wait 2 seconds
    Trigger - Turn on Hope_Active <gen>
    Sound - Play HumanCallToArmsWhat1 <gen>
    Game - Display to (All players) the text: |cffffcc00Scholarl|r: Hear ye, hear ye! We must hold onto hope! We must turn back this darkness and pray for deliverance!
    Wait 5.00 seconds
    Sound - Play HumanCallToArmsWhat1 <gen>
    Game - Display to (All players) the text: |cffffcc00Ideology Upgrade Complete: The men hold onto hope. They know the army is coming to rescue to them, if they can only hold on. Militia will gain health and regeneration, holding their ground as long as possible.|r
    Wait 5.00 seconds
Desperation
  Events
    Unit - Scholar's Hall 0314 <gen> Finishes research
  Conditions
    (Researched tech-type) Equal to R006 (techcode)
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Desperation = 1.00
    Wait 2 seconds
    Trigger - Turn on Desperation_Active <gen>
    Sound - Play HumanCalltoArmsDesperation <gen>
    Game - Display to (All players) the text: |cffffcc00Scholarl|r: Hear ye, hear ye! The world is ending! We must pull together now, or be lost for all time!
    Wait 5.00 seconds
    Sound - Play HumanCalltoArmsDesperation <gen>
    Game - Display to (All players) the text: |cffffcc00Ideology Upgrade Complete: The men are filled with desperation. They know that defeat means extinction. Militia gain attack speed and damage, fighting desperately to defeat their foe.|r
Upgrade Complete
  Events
    Unit - Scholar's Hall 0314 <gen> Finishes research
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Ping minimap for (All players) at (Center of Scholars_Hall_Entrance <gen>) for 1 seconds
    Unit - Replace (Triggering unit) with a Scholar's Hall using The old unit's relative life and mana
    Unit - Change ownership of (Last replaced unit) to Player 3 (Teal) and Change color
    Unit - Grant shared vision of (Last replaced unit) to Player 1 (Red)
    Unit - Create 1.Militia for Player 1 (Red) at (Random point in Scholars_Hall_Entrance <gen>) facing 260.00 degrees
    Hero - Create |cffffcc00Militia|r and give it to (Last created unit)
    Unit - Create 1.Militia for Player 1 (Red) at (Random point in Scholars_Hall_Entrance <gen>) facing 260.00 degrees
    Hero - Create |cffffcc00Militia|r and give it to (Last created unit)
    Unit - Create 1.Militia for Player 1 (Red) at (Random point in Scholars_Hall_Entrance <gen>) facing 260.00 degrees
    Hero - Create |cffffcc00Militia|r and give it to (Last created unit)
Scholar
  Events
    Unit - A unit comes within 200.00 of Scholar 0316 <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Hint <gen>
    Wait 1.00 seconds
    Cinematic - Flash a speech indicator for Scholar 0316 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Scholar|r: General Elbury! The people trust my fellow Professors and I. We would be glad to be of service.
    Wait 3.00 seconds
    Unit - Order Scholar 0316 <gen> to Move To.(Center of Scholars_Hall_Entrance <gen>)
    Cinematic - Flash a speech indicator for Scholar 0316 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Scholar|r: Tell us how best we can help and we shall do our best to motivate the citizenry.
Scholar 2
  Events
    Unit - A unit enters Scholars_Hall_Entrance <gen>
  Conditions
    (Triggering unit) Equal to Scholar 0316 <gen>
  Actions
    Camera - Pan camera for Player 1 (Red) to (Position of Scholar's Hall 0314 <gen>) over 0 seconds
    Unit - Change ownership of Scholar's Hall 0314 <gen> to Player 1 (Red) and Change color
    Sound - Play Hint <gen>
    Item - Remove (Item carried by (Triggering unit) in slot 1)
    Unit - Remove Scholar 0316 <gen> from the game
    Unit - Change ownership of Scholar's Hall 0314 <gen> to Player 1 (Red) and Change color
    Wait 2.00 seconds
    Game - Display to (All players) the text: |cffffcc00Set the Scholar's Hall to work motivating our Militia!|r
Troll Dead
  Events
    Unit - Junta the Crafty 0081 <gen> Dies
  Conditions
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Vile trolls, sacrificing our soldiers won't drive back these undead. Get those cages open!
    Trigger - Turn off (This trigger)
Ogre Dead
  Events
    Unit - Untar the Smasher 0113 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Untar_Attacked <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: I hope this was worth it... Open the Cages!
Ogredeadfirst
  Events
    Unit - Untar the Smasher 0113 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Trolldeadsecond <gen>
    Trigger - Turn off Trolldeadfirst <gen>
Ogredeadsecond
  Events
    Unit - Untar the Smasher 0113 <gen> Dies
  Conditions
  Actions
    Trigger - Turn on Knights_Post_Monsters <gen>
    Trigger - Turn off Knights_Pre_Monsters <gen>
    Trigger - Turn off (This trigger)
    Wait 8.00 seconds
    Game - Display to (All players) the text: |cffffcc00Elbury|r: That's the last of the monsters slain. Henceforth they shall know better than to assault our home.
    Wait 5.00 seconds
    Sound - Play QuestCompleted <gen>
    Game - Display to (All players) the text: |cffffcc00Quest Completed: Kidnappers|r
    Quest - Mark Kidnappers as Completed
Trolldeadfirst
  Events
    Unit - Junta the Crafty 0081 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Ogredeadsecond <gen>
    Trigger - Turn off Ogredeadfirst <gen>
Trolldeadsecond
  Events
    Unit - Junta the Crafty 0081 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Knights_Pre_Monsters <gen>
    Trigger - Turn on Knights_Post_Monsters <gen>
    Trigger - Turn off (This trigger)
    Wait 8.00 seconds
    Game - Display to (All players) the text: |cffffcc00Elbury|r: That's the last of the monsters slain. Henceforth they shall know better than to assault our home.
    Wait 5.00 seconds
    Sound - Play QuestCompleted <gen>
    Game - Display to (All players) the text: |cffffcc00Quest Completed: Kidnappers|r
    Quest - Mark Kidnappers as Completed
Dead Helman
  Events
    Unit - Helman 0001 <gen> Dies
  Conditions
  Actions
    Trigger - Turn on Get_Mustering <gen>
    Trigger - Turn off Enter_LM_Initial <gen>
    Game - Display to (All players) the text: |cffffcc00Elbury|r: Justice. With this traitor dead the northern woods are safe again... Let us return to the gates.
    Wait 5.00 seconds
    Sound - Play QuestCompleted <gen>
    Game - Display to (All players) the text: |cffffcc00Quest Completed: The Traitor's Underling|r
    Quest - Mark Helman as Completed
Dead Gedric
  Events
    Unit - Mayor Gedric 0264 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Echoes_of_Stolen_Life_Confront_Gedric <gen>
    Trigger - Turn on Echoes_Vengeance_Fulfilled <gen>
    Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
    Item - Create |cffff8c00Scroll of Foul Sacrament|r at (Position of (Triggering unit))
    Trigger - Turn on Refugees <gen>
    Trigger - Turn off Refugees_PreGedric <gen>
    Trigger - Turn on Gedric_Dead <gen>
    Sound - Play NecromancerDeath <gen>
    Game - Display to (All players) the text: |cffffcc00Gedric|r: No! I do not want to go, I do not...
    Wait 5.00 seconds
    Special Effect - Destroy (Last created special effect)
    Game - Display to (All players) the text: |cffffcc00Elbury|r: The traitor is dead, let us pray his betrayal does not cost us our lives.
    Wait 5.00 seconds
    Sound - Play QuestCompleted <gen>
    Game - Display to (All players) the text: |cffffcc00Quest Completed: Gedric, Kinslayer|r
    Quest - Mark Gedric as Completed
    Wait 10.00 seconds
    Sound - Play Hint <gen>
    Game - Display to (All players) the text: |cffffcc00Remember: You may type '-skip' if you are ready to face the Undead.|r
Cage 1
  Events
    Destructible - Cage 5534 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Guardsman for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
    Hero - Create |cffffcc00Guardsman|r and give it to (Last created unit)
Cage 2
  Events
    Destructible - Village Tree Wall 2964 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Guardswoman for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
    Hero - Create |cffffcc00Guardswoman|r and give it to (Last created unit)
Cage 3
  Events
    Destructible - Cage 5535 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Crossbowman for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
    Hero - Create |cffffcc00Crossbowman|r and give it to (Last created unit)
Cage 4
  Events
    Destructible - Cage 5532 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Militia for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
    Hero - Create |cffffcc00Militia|r and give it to (Last created unit)
Cage 5
  Events
    Destructible - Cage 5458 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Monk for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
Cage 6
  Events
    Destructible - Cage 5460 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Crossbowman for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
    Hero - Create |cffffcc00Crossbowman|r and give it to (Last created unit)
Cage 7
  Events
    Destructible - Cage 5459 <gen> dies
  Conditions
  Actions
    Sound - Play Rescue <gen>
    Unit - Create 1.Militia for Player 1 (Red) at (Position of (Dying destructible)) facing Default building facing degrees
    Hero - Create |cffffcc00Militia|r and give it to (Last created unit)
Cathedral Approach
  Events
    Unit - A unit enters Cathedral_Approach <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: The cowards have closed the gates. Search for a way to open them.
    Trigger - Turn off (This trigger)
Defend Cathedral
  Events
    Unit - A unit enters Defend_the_Cathedral <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units in Counterattack <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Defend_the_Cathedral <gen>))
    Sound - Play FootmanYesAttack2 <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Parish Soldier|r: More demons! Defend the Cathedral!
Cathedral Approach Bishop
  Events
    Unit - A unit enters Cathedral_Approach <gen>
  Conditions
    (Triggering unit) Equal to Bishop 0261 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Rescue <gen>
    Unit - Change ownership of Bishop 0261 <gen> to Player 3 (Teal) and Change color
    Unit - Order Bishop 0261 <gen> to Move To.(Center of Circle_of_Power <gen>)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Bishop|r: Prepare yourselves, I will open the gate.
    Trigger - Turn on Cathedral_Approach_Bishop_2 <gen>
Ritual
  Events
    Unit - A unit enters Ritual <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Troll|r: Get back mon! You mustn't be disturbin' the ritual!
    Trigger - Turn off (This trigger)
Echoes Hint
  Events
    Unit - A unit enters Echoes_of_Stolen_Life <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00You feel an eerie presence in this area...|r
    Trigger - Turn off (This trigger)
Parish Approach
  Events
    Unit - A unit enters Be_careful_elbury <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Sound - Play Hint <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Guardsman|r: Be wary, my lord. Beyond lies the parish, ensure you are ready before facing Gedric and his ilk.
    Trigger - Turn off (This trigger)
Parish Approach 2
  Events
    Unit - A unit enters Region_096 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Grant shared vision of Parish Watch Tower 0249 <gen> to Player 1 (Red)
    Unit - Grant shared vision of Parish Watch Tower 0248 <gen> to Player 1 (Red)
    Unit - Order Crossbowman 0304 <gen> to Hold Position.
    Unit - Order Crossbowman 0290 <gen> to Hold Position.
    Sound - Play Hint <gen>
    Camera - Pan camera for Player 1 (Red) to (Position of Dark Liason 0014 <gen>) over 0 seconds
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Dark Liason|r: Look hither, faithful ones. Foul undead approach, defend the Parish with your lives.
    Wait 6.00 seconds
    Cinematic - Flash a speech indicator for Parish Footsoldier 0251 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Parish Soldier|r: Gods, they're hideous. Strike them down, do not let them befoul Church lands!
    Wait 5.00 seconds
    Camera - Pan camera for Player 1 (Red) to (Position of Cecian General 0024 <gen>) over 0 seconds
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: The poor fools have truly lost their minds.
Out of Town
  Events
    Unit - A unit enters Out_of_Town <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: This path leads out of town. We should not venture too far.
    Unit - Create a permanent Fleshy Forest Troll corpse for Player 11 (Dark Green) at (Center of troll_corpse_1 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Forest Troll Shaman corpse for Player 11 (Dark Green) at (Center of troll_corpse_2 <gen>) facing (Random angle) degrees
    Trigger - Turn off (This trigger)
Troll
  Events
    Unit - Junta the Crafty 0081 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Junta|r: Get back mon! We be needin' these sacrifices to turn back the comin' doom!
The Horror
  Events
    Unit - A unit enters Ghastly <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: The risen dead... they are more ghastly than I could have imagined.
Helman
  Events
    Unit - Helman 0001 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Helman|r: What's this? Gedric told us nothing of any reinforcements!
Sandra
  Events
    Unit - A unit enters Sandra <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Sandra|r: Look! Do you see him?
    Cinematic - Flash a speech indicator for Sandra 0181 <gen> of color (100%, 100%, 100%) with 0% transparency
Untar Attacked
  Events
    Unit - Untar the Smasher 0113 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Flash a speech indicator for Untar the Smasher 0113 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Untar the Smasher|r: More playthings for Untar!!
CarefulNow
  Events
    Unit - A unit enters CarefulNow <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: Be wary men, they seem well established here...
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Trigger - Turn off (This trigger)
Playground
  Events
    Unit - A unit enters AryssEventPlayGround <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Elbury|r: I pray this place has not seen the last of childish play...
    Cinematic - Flash a speech indicator for Cecian General 0024 <gen> of color (100%, 100%, 100%) with 0% transparency
    Trigger - Turn off (This trigger)
Gedric Dead
  Events
    Unit - A unit enters Be_careful_elbury <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Unit - Order Guardsman 0244 <gen> to Move To.(Center of Main_Gate_2 <gen>)
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Guardsman|r: You've done it? Good riddance to the traitor. I'll head back to the main gate.
    Trigger - Turn off (This trigger)
Enter LM Initial
  Events
    Unit - A unit enters Rear_Gate <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Flash a speech indicator for Guardsman 0035 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Guard|r: Sorry, but until the northern woods are safe we can't risk opening the gates.
Enter Main Gate 2
  Events
    Unit - A unit enters Main_Gate_2 <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Guardsman|r: We can't risk opening the gates sire, the Necromancers may arrive any second.
    Trigger - Turn off (This trigger)
Hes Here
  Events
    Unit - A unit enters Town_Square <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Knight Eric|r: Go forth! Defend the town hall with your lives!
    Trigger - Turn off (This trigger)
Hes Coming
  Events
    Unit - A unit enters Main_Gate_2 <gen>
  Conditions
    (Triggering unit) Equal to Forgotten 0223 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play ZigguratUpgrade <gen>
    Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Balanesh|r: You will all rot!
    Wait 3.00 seconds
    Sound - Play ZigguratWhat <gen>
    Wait 3.00 seconds
    Sound - Play ZigguratUpgrade <gen>
    Wait 3.00 seconds
    Sound - Play ZigguratWhat <gen>
Obelisk of Knowledge
  Events
    Unit - A unit enters Garden_Obelisk <gen>
  Conditions
    (Triggering unit) Equal to Cecian General 0024 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Camera - .Apply. gg_cam_Obelisk for Player 1 (Red) over 2.00 seconds
    Game - Display to (All players) the text: |cffffcc00Elbury|r:The obelisk says: "Whomever states loudly and clearly: I am ready to Learn" in front of this obelisk shall be granted knowledge... I am ready to learn!!!
    Wait 6.00 seconds
    Item - Create Tome of Knowledge at (Center of Garden_Obelisk <gen>)
    Sound - Play Hint <gen>
    Game - Display to (All players) the text: |cffffcc00Elbury|r:Ah!! Excellent!
Hunter Ghost
  Events
    Unit - A unit comes within 200.00 of Hunter 0079 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Wait 2.00 seconds
    Unit - Remove Hunter 0079 <gen> from the game
    Unit - Create 1.Graveyard Nightmare for Neutral Passive at (Center of Region_163 <gen>) facing Default building facing degrees
    Sound - Play BansheeGhostYesAttack1 <gen> at 100% volume, attached to (Last created unit)
    Wait 1.00 seconds
    Unit - Remove (Last created unit) from the game
    Wait 4.00 seconds
    Sound - Play BansheeDeath01 <gen> at 100% volume, located at (Center of Region_168 <gen>) with Z offset 0
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Region_170 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Region_169 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Graveyard Nightmare for Player 11 (Dark Green) at (Center of Region_168 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Risen Ghost|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Region_166 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Region_165 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Region_164 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Unit - Create 1.Recently Buried Villager for Player 11 (Dark Green) at (Center of Region_167 <gen>) facing Default building facing degrees
    Hero - Create |cffffcc00Zombie|r and give it to (Last created unit)
    Wait 2.00 seconds
    Special Effect - Create a special effect at (Center of Region_163 <gen>) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
    Item - Create Hunter's Purse at (Center of Region_163 <gen>)
The Watcher
  Events
    Unit - A unit enters Sandra <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Sound - Stop music After fading
    Unit - Create 1.Forgotten for Player 10 (Light Blue) at (Center of Region_158 <gen>) facing 315.00 degrees
    Unit - Make (Last created unit) Invulnerable
    Hero - Create |cffffcc00Forgotten|r and give it to (Last created unit)
    Hero - Create |cffffcc00The Watcher|r and give it to (Last created unit)
    Hero - Set (Last created unit) Hero-level to 10, Hide level-up graphics
The Watcher 2
  Events
    Unit - A unit enters WatcherDissipate <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Sandra <gen>
    Environment - Create Blight for Player 11 (Dark Green) across Blight <gen>
    Unit Group - Pick every unit in (Units in WatcherDissipate <gen> owned by Player 10 (Light Blue)) and do (Remove (Picked unit) from the game)
    Item - Remove (Item carried by (Last created unit) in slot 1)
    Item - Remove (Item carried by (Last created unit) in slot 2)
    Special Effect - Create a special effect at (Center of Region_158 <gen>) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
    Sound - Play ReviveUndead <gen> at 100% volume, located at (Center of Region_158 <gen>) with Z offset 0
    Wait 0.10 seconds
    Sound - Stop music After fading
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Fire <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
    Special Effect - Create a special effect at (Center of Region_160 <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
    Wait 5.00 seconds
    Sound - Resume music
School
  Events
    Unit - A unit enters School_3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Grant shared vision of Governess 0311 <gen> to Player 1 (Red)
    Cinematic - Flash a speech indicator for Governess 0311 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Governess|r: Into the school children, we're going to be playing hide and seek today...
    Unit - Order Governess 0311 <gen> to Move To.(Center of School_1 <gen>)
    Unit - Order Civilian Child 0308 <gen> to Move To.(Center of School_1 <gen>)
    Unit - Order Civilian Child 0309 <gen> to Move To.(Center of School_1 <gen>)
    Unit - Order Civilian Child 0307 <gen> to Move To.(Center of School_1 <gen>)
    Unit - Order Civilian Child 0310 <gen> to Move To.(Center of School_1 <gen>)
    Unit - Order Civilian Child 0080 <gen> to Move To.(Center of School_1 <gen>)
    Unit - Set Governess 0311 <gen> movement speed to 60.00
    Unit - Set Civilian Child 0308 <gen> movement speed to 60.00
    Unit - Set Civilian Child 0309 <gen> movement speed to 60.00
    Unit - Set Civilian Child 0307 <gen> movement speed to 60.00
    Unit - Set Civilian Child 0310 <gen> movement speed to 60.00
    Unit - Set Civilian Child 0080 <gen> movement speed to 60.00
    Wait 7.00 seconds
    Cinematic - Flash a speech indicator for Governess 0312 <gen> of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Governess|r: Don't cry Jane, your mother wouldn't have wanted that... everything will be okay by tomorrow.
    Wait 17.00 seconds
    Unit - Order Governess 0312 <gen> to Move To.(Center of School_1 <gen>)
School 1
  Events
    Unit - A unit enters School_1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 3 (Teal)
  Actions
    Unit - Order (Triggering unit) to Move To.(Center of School_2 <gen>)
School 2
  Events
    Unit - A unit enters School_2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 3 (Teal)
  Actions
    Item - Remove (Item carried by (Triggering unit) in slot 1)
    Unit - Remove (Triggering unit) from the game
    Sound - Play CrateDeath1 <gen> at 100% volume, located at (Center of School_2 <gen>) with Z offset 0
Corpses
  Events
    Unit - A unit enters Cooks_Corpses <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create a permanent Fleshy Farmer's Wife corpse for Player 1 (Red) at (Center of Woodland_Corpse_2 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Farmer corpse for Player 1 (Red) at (Center of Woodland_Corpse_5 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Hound corpse for Player 1 (Red) at (Center of Woodland_Corpse_4 <gen>) facing (Random angle) degrees
    Unit - Create a permanent Fleshy Farmer's Child (1) corpse for Player 1 (Red) at (Center of Woodland_Corpse <gen>) facing (Random angle) degrees
Mady
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Mady 0226 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Mady|r: I'm hiding here until it's safe... please don't tell anyone you saw me.
    Trigger - Turn off (This trigger)
Civilian 2
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0070 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: All of this hardly seems real. Gedric a Necromancer?
    Trigger - Turn off (This trigger)
Monika
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Monika 0133 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Monika|r: You shouldn't be here. Oh well, I can hardly criticise anyone for breaking free of the script.
    Wait 2 seconds
    Trigger - Turn on Monika_2 <gen>
Monika 2
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Monika 0133 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Monika|r: It's interesting here. I'm new to this game. Have you heard of mine? It's quite popular, I hear.
    Wait 5.00 seconds
    Trigger - Turn on Monika_3 <gen>
Monika 3
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Monika 0133 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Monika|r: Haven't you beaten them yet? I'm enjoying watching you. Good luck!
    Wait 2 seconds
    Trigger - Turn on Monika_4 <gen>
Monika 4
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Monika 0133 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Monika|r: ...Is that you? I can't tell who... If it is you, let's meet in our usual place. If not, ignore me ahaha~!
    Wait 10.00 seconds
    Trigger - Turn on Monika_5 <gen>
Monika 5
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Monika 0133 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Monika|r: Still here? Is it going well? You can always try again if you mess up!
    Wait 10.00 seconds
    Trigger - Turn on Monika_6 <gen>
    Trigger - Turn on (This trigger)
Monika 6
  Events
  Conditions
  Actions
Civilian 3
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0061 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: I want to run away, but it seems even more dangerous out in the countryside.
    Trigger - Turn off (This trigger)
Civilian 4
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0067 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: Euch... something in the air smells of rot.
    Trigger - Turn off (This trigger)
Civilian 5
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0066 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: It's been weeks since we heard news from abroad. They say the world is ending.
    Trigger - Turn off (This trigger)
Civilian 6
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0071 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: I saw Gedric flee last night, he stank of death. Eric was so close to finishing him.
    Trigger - Turn off (This trigger)
Civilian 7
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0059 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: It's so calm in the garden. Almost like the world is still alright.
    Trigger - Turn off (This trigger)
Civilian 8
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0069 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: I went wandering in the woods once, I met the most beautiful maiden... Or was it a dream?
    Trigger - Turn off (This trigger)
Civilian 9 Martial
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Martial Civilian 0291 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00 Martial Woman|r: Gedric nearly slew my beloved in the fighting... I will take up arms to protect her at all costs.
    Trigger - Turn off (This trigger)
Civilian 9 2 Martial
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Martial Civilian 0313 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00 Martial Woman's Wife|r: I'll fight alongside my wife! The incredible fighting partners!
    Trigger - Turn off (This trigger)
Civilian 10 Martial
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Martial Civilian 0293 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: I may only be the miller's daughter, but I'd like to help in any way I can to defend my home.
    Trigger - Turn off (This trigger)
Civilian 11
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0241 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: If they break through, I'll take my chances in the river. Get on one of those boats and live off fish on the waterways. The undead can't swim... right?
    Trigger - Turn off (This trigger)
Civilian 12
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0260 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Woman|r: The Parish soldiers aren't bad people. I've known most of them all my life. Something must be controlling them!
    Cinematic - Flash a speech indicator for (Triggering unit) of color (100%, 100%, 100%) with 0% transparency
    Trigger - Turn off (This trigger)
Civilian 13
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian Child 0288 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Charlie|r: Did you hear? The churchy people went crazy!
    Trigger - Turn off (This trigger)
Civilian 14
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian Child 0289 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Peter|r: My mummy and daddy ran away from town a few days ago. They didn't take me for some reason... I live with Charlie now and his parents now. They are very nice and give me chocolate.
    Cinematic - Flash a speech indicator for (Triggering unit) of color (100%, 100%, 100%) with 0% transparency
    Trigger - Turn off (This trigger)
Martial Civilian 2
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Martial Civilian 0068 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Martial Woman|r: Yes, I can fight. I too served in Cecia's armies.
    Cinematic - Flash a speech indicator for (Triggering unit) of color (100%, 100%, 100%) with 0% transparency
    Trigger - Turn off (This trigger)
Martial Civilian 4
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Martial Civilian 0292 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Martial Woman|r: The dead are coming? If you have the arms, I will serve.
    Cinematic - Flash a speech indicator for (Triggering unit) of color (100%, 100%, 100%) with 0% transparency
Martial Civilian 6
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Martial Civilian 0240 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Martial Woman|r: I will not stand by whilst my children are slaughtered. Hand me a sword!
    Cinematic - Flash a speech indicator for (Triggering unit) of color (100%, 100%, 100%) with 0% transparency
Miner 1
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Miner 0300 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Miner|r: You'll be wantin' to talk to the overseer.
    Trigger - Turn off (This trigger)
Farmer
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Farmer
  Actions
    Trigger - Turn off (This trigger)
    Hero - Create |cffffcc00Civilian|r and give it to (Triggering unit)
    Cinematic - Flash a speech indicator for (Matching unit) of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Farmer|r: God, I'm alive? That Ogre... he killed my family in front of me. Stoved my wife's head in... bit off my son's head.
Farmers Wife
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Farmer's Wife
  Actions
    Trigger - Turn off (This trigger)
    Hero - Create |cffffcc00Civilian|r and give it to (Triggering unit)
    Cinematic - Flash a speech indicator for (Matching unit) of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Farmer's Wife|r: Bless the light, I can't believe I'm still alive. I will do my best to pay back my debt to you.
Farmers Child
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Farmer's Child (1)
  Actions
    Trigger - Turn off (This trigger)
    Hero - Create |cffffcc00Civilian|r and give it to (Triggering unit)
    Cinematic - Flash a speech indicator for (Matching unit) of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Farmer's Child|r: Have the big bad ogres gone?
Farmers Child 2
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Farmer's Child (2)
  Actions
    Trigger - Turn off (This trigger)
    Hero - Create |cffffcc00Civilian|r and give it to (Triggering unit)
    Cinematic - Flash a speech indicator for (Matching unit) of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Farmer's Child|r: I thought I saw mummy and daddy get hurt... but it must have been a dream.
Hound
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Hound
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Flash a speech indicator for (Matching unit) of color (100%, 100%, 100%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Hound|r: *Happy bark*
Miner 2
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Miner 0302 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Miner|r: Hey, I'm not in charge here.
    Cinematic - Flash a speech indicator for Miner 0302 <gen> of color (100%, 100%, 100%) with 0% transparency
Refugee 1
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0294 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Refugee|r: I was there when Brienelles fell. The Forgotten left no-one alive.
    Trigger - Turn off (This trigger)
Refugee 2
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian 0298 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Refugee|r: When they came for my city, I ran straight out of my door and never looked back. I still remember the charnal stench that followed me on the wind the morning afterwards. And the screams of the people I left behind...
    Trigger - Turn off (This trigger)
Refugee 3
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Civilian Child 0295 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Refugee Girl|r: My family is all dead. I saw them get eated, then they tried to eat me. Millie is my new mummy now. I hope she doesn't try to eat me too.
    Trigger - Turn off (This trigger)
Amalgam
  Events
    Unit - Amalgam of Still-Living Flesh 0119 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Amalgam of Still-Living Flesh|r: Kill us! KILL US KILL US KILL US KILL US!
Kei
  Events
    Player - Player 1 (Red) Selects a unit
  Conditions
    (Triggering unit) Equal to Kei'thiras 0159 <gen>
  Actions
    Game - Display to (All players) the text: |cffffcc00Kei'thiras|r: You are all damned, save yourselves and die now!
    Trigger - Turn off (This trigger)
Untar
  Events
    Unit - Untar the Smasher 0113 <gen> Is attacked