########################
##                    ##
## MAIN CONFIGURATION ##
##                    ##
########################

MainCfg
GameData = Equinox.dat
SPStage_Start = G0
TitlePicsMode = User
TitlePicsName = EQUTITLE
TitlePicsScale = 6
DemoDelayTime = 20*TICRATE
IntroToPlay = 15
NumDemos = 0
CustomVersion = v1.0
CreditsCutscene = 17
Clear All

ConditionSet 1
Condition1 = MapBeaten 317

ConditionSet 2
Condition1 = MapBeaten 318

ConditionSet 3
Condition1 = MapBeaten 319

ConditionSet 4
Condition1 = MapBeaten 316

ConditionSet 5
Condition1 = MapBeaten 320

Unlockable 1
Name = Icelandic Tempest
Objective = Beat Shadow of Atlantis
Type = Warp
Var = 748
Height = 10
ConditionSet = 1

Unlockable 2
Name = Aztlan Alpha
Objective = Beat Shadow of Aztlan
Type = Warp
Var = 749
Height = 40
ConditionSet = 2

Unlockable 3
Name = Scorched Caves
Objective = Beat Shadow of Artemis
Type = Warp
Var = 750
Height = 60
ConditionSet = 3

Unlockable 4
Name = King's Gambit
Objective = Beat Prelude to Atlantis
Height = 80
ConditionSet = 4
Type = Warp
Var = 751

Unlockable 5
Name = Burger King
Objective = Beat Equinox
Height = 70
ConditionSet = 5
Type = Warp
Var = 752

FREESLOT
MT_OLME
MT_USSR
MT_OLMA
MT_CAMB
MT_LSUF
MT_JAST
S_JAST
S_OLME1
S_OLME2
S_OLME4
S_OLME3
S_OLMA1
S_OLMA2
S_USSR1
SPR_OLMA
SPR_OLME
SPR_USSR
MT_SATU
S_SATU1
SPR_SATU
MT_EART
S_EART1
SPR_EART
MT_VENU
S_VENU1
SPR_VENU
MT_MERC
S_MERC1
SPR_MERC
MT_BYBL
S_BYBL1
S_BYBL2
SPR_BYBL
MT_SSUN
S_SSUN1
SPR_SSUN
MT_HORS
S_HORS1
SPR_HORS
MT_RHOR
S_RHOR1
S_RHOR2
S_RHOR3
S_RHOR4
S_RHOR5
S_RHOR6
S_RHOR7
S_RHORDEATH1
S_RHORDEATH2
S_RHORDEATH3
S_RHORDEATH4
S_RHORDEATH5
SPR_RHOR
MT_PUCK
S_PUCK1
SPR_PUCK
MT_BRNC
S_BRNC1
SPR_BRNC
MT_ACRS
S_ACRS1
SPR_ACRSL
MT_ARPL
MT_ARPL2
S_ARPL1
S_ARPL2
S_ARPL3
SPR_ARPL
MT_AZTR
S_AZTR
SPR_AZTR
MT_SAGE
S_SAGEA1
SPR_SAGE
MT_SOYUZ
S_SOYUZ1
SPR_SOYZ
MT_BKTY
S_BKTY
SPR_BKTY
MT_CHAR
S_CHAR
SPR_CHAR
MT_RMIN
S_RMIN1
S_RMIN2
S_RMIN3
S_RMIN4
MT_SOLO
MT_SOLO2
S_SOLO1
S_SOLO2
S_SOLO3
S_SOLO4
S_SOLO5
S_SOLO6
SPR_SOLO
MT_BKLI
S_BKLI1
SPR_BKLI
MT_DRAK
S_DRAK1
S_DRAK2
S_DRAK3
S_DRAK4
S_DRAK5
S_DRAK6
S_DRAK7
S_DRAK8
S_DRAK9
S_DRAK10
S_DRAK11
S_DRAK12
S_DRAK13
S_DRAK14
SPR_DRAK
MT_CHAL
S_CHAL1
SPR_CHAL
MT_WSEP
S_WSEP1
S_WSEP2
SPR_WSEP
S_RASP1
S_RASP2
S_RASP3
S_RASP4
S_RASP5
S_RASP6
S_RASP7
S_RASP8
S_RASP9
S_RASP10
S_RASP11
S_RASP12
S_RASP13
S_RASP14
S_RASP15
S_RASP16
S_RASP17
S_RASP18
S_RASP19
S_RASP21
S_RASP22
S_RASP23
S_RASP24
S_RASP25
S_RASP26
S_RASP27
S_RASP28
S_RASP29
S_RASP30
S_RASP31
S_RASPDIE1
S_RASPDIE2
S_RASPDIE3
S_RASPDIE4
S_RASPDIE5
S_RASPDIE6
S_RASPDIE7
S_RASPDIE8
S_RASPDIE9
S_RASPDIE10
SPR_RASP
MT_CHAD
S_CHADA1
SPR_CHAD
MT_DINO
S_DINOA1
SPR_DINO
MT_KBPN
S_KBPN1
SPR_KBPN
MT_WMILL
S_WMILL
SPR_WMIL
MT_ECAC
S_ECAC1
MT_BSAGE
S_BSAGEA1
SPR_BSAGE
MT_HEAD
S_HEAD1
SPR_HEAD
MT_INFO
S_INFO1
SPR_INFO
MT_SOYU
S_SOYU1
SPR_SOYU
MT_BLDE
S_BLDE1
S_BLDE2
S_BLDE3
S_BLDE4
S_BLDE5
S_BLDE6
S_BLDE7
S_BLDE8
S_BLDEDELAY
SPR_BLDE
MT_FIRESPAWN
S_FIRESPAWN1
S_FIRESPAWN2
S_FIRESPAWN3
S_FIRESPAWN4
S_FIRESPAWN5
MT_ARFIRE
S_ARFIRE1
S_ARFIRE2
S_ARFIRE3
S_ARFIRE4
S_ARFIRE5
SPR_ATFR
MT_OCSP
S_OCSPA1
SPR_OCSP
MT_HEE
S_HEE1
S_HEE2
SPR_HEEH
MT_RFOT
S_RFOT
SPR_RFOT
MT_LFOT
S_LFOT
SPR_LFOT
MT_ATLIT
S_ATLIT1
SPR_ATLI
MT_ATPL
S_ATPLA1
SPR_ATPL
S_MJAC1
S_MJAC2
S_MJAC3
S_MJAC4
SPR_MJAC
MT_SPHI
S_SPHIA1
SPR_SPHI
MT_SAFR
S_SAFRA1
SPR_SAFR
MT_ATRS
S_ATRSA1
SPR_ATRS
MT_ATSU
S_ATSUA1
SPR_ATSU
MT_RSPO
S_RSPOA1
S_RSPOB1
S_RSPOC1
S_RSPOD1
S_RSPOE1
S_RSPOF1
SPR_RSPO
MT_COOK
S_COOK1
SPR_COOK
MT_FOOD
S_FOOD1
SPR_FOOD
MT_GUARD
S_GUARA1
S_GUARA2
S_GUARA3
S_GUARA4
S_GUARA5
S_GUARA6
S_GUARA7
MT_MONK
SPR_GUAR
MT_BZRO
S_BZRO1
S_BZRO2
S_BZRO3
S_BZRO4
S_BZRO5
S_BZRO6
S_BZRO7
S_BZRO8
S_BZRO9
SPR_BZRO
MT_BYBZ
S_BYBZ1
S_BYBZ2
S_BYBZ3
S_BYBZ4
S_BYBZ5
S_BYBZ6
S_BYBZ7
SPR_BYBZ
MT_SKYLA
S_SKYLA1
S_SKYLA2
S_SKYLA3
SPR_SKYL
MT_MARX
S_MARX1
S_MARX2
SPR_MARX
MT_SUIT
S_SUIT1
S_SUIT2
S_SUIT3
S_SUIT4
SPR_TANZ
S_MONKA1
S_MONK_RUN1
S_MONK_RUN2
S_MONK_RUN3
S_MONK_RUN4
S_MONK_FIRE1
S_MONK_FIRE2
S_MONK_FIRE3
S_MONK_FIRE4
S_MONK_FIRE5
S_MONK_DIE1
S_MONK_DIE2
S_MONK_DIE3
S_CSPIN
S_DSPIN
S_ESPIN
S_SSPIN
SPR_MONK
MT_AKIRA
S_AKIRAIDLE
SPR_AKIR
sfx_horse
sfx_holod
sfx_tngdor
sfx_first
sfx_art01
sfx_art02
sfx_art03
sfx_ghost
sfx_skyler
sfx_tawa1
sfx_tawa2
sfx_skel

Sound sfx_horse
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp1
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp2
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp3
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp4
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp5
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp6
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp7
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp8
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND|SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp9
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_skel
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_tawa1
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_rasp1
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_tawa2
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_ghost
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_skyler
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_art03
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_first
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_holod
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_tngdor
Singular = 0
Priority = 64
Flags = SF_NOMULTIPLESOUND

Sound sfx_art01
Singular = 0
Priority = 64
Flags = SF_X8AWAYSOUND

Sound sfx_art02
Singular = 0
Priority = 64
Flags = SF_X8AWAYSOUND

Sound sfx_mjack
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_hock
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Sound sfx_heehee
Singular = 0
Priority = 64
Flags = SF_X4AWAYSOUND|SF_X8AWAYSOUND

Object MT_BZRO
MapThingNum = 1681
SpawnState = S_BZRO1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_BZRO1
SeeSound = 	sfx_KC4D
AttackSound = sfx_KC3D
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
Speed = 32
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = 	S_BZRO2
XDeathState = S_NULL
DeathSound = sfx_skel
Radius = 44*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_BZRO1
SpriteName = BZRO
SpriteFrame = FF_ANIMATE|B
Duration = 15
Var1 = 5
Var2 = 3
Action = A_Chase
Next = S_BZRO1

State S_BZRO2
SpriteName = BZRO
SpriteFrame = G
Duration = 2
Action = A_Scream
Next = S_BZRO3

State S_BZRO3
SpriteName = BZRO
SpriteFrame = H
Duration = 2
Next = S_BZRO4

State S_BZRO4
SpriteName = BZRO
SpriteFrame = I
Duration = 2
Next = S_BZRO5

State S_BZRO5
SpriteName = BZRO
SpriteFrame = J
Duration = 2
Next = S_BZRO6

State S_BZRO6
SpriteName = BZRO
SpriteFrame = K
Duration = 2
Next = S_BZRO7

State S_BZRO7
SpriteName = BZRO
SpriteFrame = L
Duration = 2
Next = S_BZRO8

State S_BZRO8
SpriteName = BZRO
SpriteFrame = M
Duration = -1
Next = S_BZRO8

State S_MJAC1
SpriteName = MJAC
SpriteFrame = A
Duration = 35
Next = S_MJAC2

State S_MJAC2
SpriteName = MJAC
SpriteFrame = FF_ANIMATE|B
Var1 = 9
Var2 = 6
Duration = 260
Next = S_MJAC3

State S_MJAC3
SpriteName = MJAC
SpriteFrame = M
Duration = 10
Action = A_ZThrust
Var1 = 8
Var2 = (1<<0)+0
Next = S_MJAC4

State S_MJAC4
SpriteName = MJAC
SpriteFrame = L
Duration = 45
Action = A_DanceBomb
Var1 = 0
Var2 = 0
Next = S_PLAY_STND

State S_CSPIN
SpriteName = GUAR
SpriteFrame = A
Duration = 5
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Next = S_CSPIN

State S_DSPIN
SpriteName = MONK
SpriteFrame = A
Duration = 5
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Next = S_DSPIN

State S_ESPIN
SpriteName = BYBZ
SpriteFrame = A
Duration = 5
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Next = S_ESPIN

State S_SSPIN
SpriteName = BZRO
SpriteFrame = B
Duration = 5
Action = A_ChangeAngleAbsolute
Var1 = 0
Var2 = 360
Next = S_SSPIN

Object MT_BYBZ
MapThingNum = 1695
SpawnState = S_BYBZ1
SpawnHealth = 2
ReactionTime = 32
SeeState = S_BYBZ2
SeeSound = 	sfx_kc67
AttackSound = sfx_None
PainState = S_BYBZ3
PainChance = 200
PainSound = sfx_None
Speed = 16
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = 	S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_kc67
Radius = 44*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_BYBZ1
SpriteName = BYBZ
SpriteFrame = A
Duration = 5
Action = A_Look
Var1 = (0<<64)+0
Var2 = 0
Next = S_BYBZ1

State S_BYBZ2
SpriteName = BYBZ
SpriteFrame = A
Duration = 1
Action = A_Chase
Next = S_BYBZ2

State S_BYBZ3
SpriteName = BYBZ
SpriteFrame = A
Duration = 1
Next = S_BYBZ4
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_BYBZ4
SpriteName = BYBZ
SpriteFrame = A
Duration = 1
Next = S_BYBZ5
Action = A_PlaySound
Var1 = sfx_CDFM28
Var2 = 0

State S_BYBZ5
SpriteName = BYBZ
SpriteFrame = A
Duration = 17
Next = S_BYBZ6
Action = A_BunnyHop
Var1 = 0
Var2 = -16

State S_BYBZ6
SpriteName = BYBZ
SpriteFrame = A
Duration = 1
NEXT = S_BYBZ1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

Object MT_SKYLA
MapThingNum = 1689
SpawnState = S_SKYLA1
SpawnHealth = 1
ReactionTime = 2
SeeState = S_SKYLA2
SeeSound = 	sfx_skyler
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
Speed = 8*FRACUNIT
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
DeathSound = sfx_pop
Radius = 50*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY
RaiseState = S_NULL

State S_SKYLA1
SpriteName = SKYL
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Action = A_Look
Var1 = 0
Var2 = 0
Next =S_SKYLA1

State S_SKYLA2
SpriteName = SKYL
SpriteFrame = FF_FULLBRIGHT|A
Action = A_BuzzFly
Duration = 2
Var1 = sfx_skyler
Var2 = 60
Next =S_SKYLA2

State S_SKYLA3
SpriteName = SKYL
SpriteFrame = FF_FULLBRIGHT|A
Action = A_RemoteDamage
Duration = 2
Var1 = 2
Var2 = 2
Next =S_XPLD1

Object MT_MARX
MapThingNum = 1690
SpawnState = S_MARX1
SpawnHealth = 1
ReactionTime = 1
SeeState = S_MARX2
SeeSound = 	sfx_s3k86
AttackSound = sfx_deton
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
Speed = 10*FRACUNIT
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = S_NULL
XDeathState = S_DETON16
DeathSound = sfx_pop
Radius = 50*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_PAIN|MF_NOGRAVITY|MF_MISSILE
RaiseState = ANG15

State S_MARX1
SpriteName = MARX
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Action = A_Look
Var1 = 0
Var2 = 0
Next =S_MARX1

State S_MARX2
SpriteName = MARX
SpriteFrame = FF_FULLBRIGHT|A
Action = A_DetonChase
Duration = 2
Var1 = 0
Var2 = 0
Next = S_MARX2

Object MT_SUIT
MapThingNum = 1691
SpawnState = S_SUIT1
SpawnHealth = 1
ReactionTime = 2
SeeState = S_NULL
SeeSound = 	sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 3072
PainSound = sfx_None
Speed = 10*FRACUNIT
MeleeState = S_NULL
MissileState = S_NULL
DeathState =S_SUIT2
XDeathState = S_BALLOONPOP1
DeathSound = sfx_pop
Radius = 10*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SPECIAL|MF_NOBLOCKMAP
RaiseState = S_NULL

State S_SUIT1
SpriteName = TANZ
SpriteFrame = A
Duration = -1
Next = S_SUIT1

State S_SUIT2
SpriteName = TANZ
SpriteFrame = TR_TRANS40|A
Action = A_CustomPower
Duration = 0
Var1 =7
Var2 =65535
Next = S_SUIT3

State S_SUIT3
SpriteName = TANZ
SpriteFrame = TR_TRANS40|A
Action = A_CapeChase
Duration = 1
Var1 = (8<<16)+0
Var2 =(-8<<16)+0
Next = S_SUIT2

State S_SUIT4
SpriteName = TANZ
SpriteFrame = TR_TRANS40|A
Action = A_CustomPower
Duration = 1
Var1 =7
Var2 =5
Next = S_XPLD1

Object MT_AKIRA
MapThingNum = 1677
SpawnState = S_AKIRAIDLE
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 24*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_AKIRAIDLE
SpriteName = AKIR
SpriteFrame = A

Object MT_COOK
MapThingNum = 1679
SpawnState = S_COOK1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 4*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_COOK1
SpriteName = COOK
SpriteFrame = A

Object MT_FOOD
MapThingNum = 1680
SpawnState = S_FOOD1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 4*FRACUNIT
Height = 30*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_FOOD1
SpriteName = FOOD
SpriteFrame = A

Object MT_SATU
MapThingNum = 1670
SpawnState = S_SATU1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_SATU1
SpriteName = SATU
SpriteFrame = A
Next = S_SATU1
Duration = 3

Object MT_EART
MapThingNum = 1682
SpawnState = S_EART1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_EART1
SpriteName = EART
SpriteFrame = A
Next = S_EART1
Duration = 3

Object MT_VENU
MapThingNum = 1683
SpawnState = S_VENU1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_VENU1
SpriteName = VENU
SpriteFrame = A
Next = S_VENU1
Duration = 3

Object MT_MERC
MapThingNum = 1684
SpawnState = S_MERC1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_MERC1
SpriteName = MERC
SpriteFrame = A
Next = S_MERC1
Duration = 3

Object MT_OLMA
MapThingNum = 1678
SpawnState = S_OLMA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_SOLID

State S_OLMA1
SpriteName = OLMA
SpriteFrame = A
Next = S_OLMA2
Duration = 10

State S_OLMA2
SpriteName = OLMA
SpriteFrame = A
Next = S_OLMA1
Duration = 2
Action = A_TrapShot 
Speed = 14
Var1 =  (32<<16)+217
Var2 = (16<<16)+0

Object MT_CAMB
MapThingNum = 1686
SpawnState = S_INVISIBLE
SeeState = S_NULL
PainState = S_NULL
SpawnHealth = 1
SeeSound = sfx_art01
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
Flags = MF_AMBIENT|MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY

Object MT_LSUF
MapThingNum = 1687
SpawnState = S_INVISIBLE
SeeState = S_NULL
PainState = S_NULL
SpawnHealth = 1
SeeSound = sfx_art02
Radius = 8*FRACUNIT
Height = 16*FRACUNIT
Flags = MF_AMBIENT|MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY

Object MT_BYBL
MapThingNum = 1685
SpawnState = S_BYBL1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
DeathState = S_XPLD_FLICKY
XDeathState = S_NULL
DeathSound = sfx_KC68
Flags = MF_SOLID|MF_BOSS|MF_SHOOTABLE|MF_SPECIAL

State S_BYBL1
SpriteName = BYBL
SpriteFrame = A
Next = S_BYBL2
Duration = 80

State S_BYBL2
SpriteName = BYBL
SpriteFrame = B
Next = S_BYBL1
Duration = 45
Action = A_Boss1Laser
Var1 =  MT_LASER
Var2 = 1

Object MT_OLME
MapThingNum = 1675
SpawnState = S_OLME1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY|MF_SOLID

State S_OLME1
SpriteName = OLME
SpriteFrame = A
Next = S_OLME1
Duration = 1

State S_OLME2
SpriteName = OLME
SpriteFrame = A
Duration = 2
Next = S_OLME3
Action = A_TrapShot 
Speed = 14
Var1 =  (64<<16)+222
Var2 = (16<<16)+0

State S_OLME3
SpriteName = OLME
SpriteFrame = A
Duration = 1
Next = S_OLME4
Action = A_TrapShot 
Speed = 14
Var1 =  (64<<16)+222
Var2 = (16<<16)+0

State S_OLME4
SpriteName = OLME
SpriteFrame = A
Duration = 3
Next = S_OLME1
Action = A_TrapShot 
Speed = 14
Var1 =  (64<<16)+222
Var2 = (16<<16)+0

Object MT_SSUN
MapThingNum = 1671
SpawnState = S_SSUN1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_SSUN1
SpriteName = SSUN
SpriteFrame = A

Object MT_USSR
MapThingNum = 1688
SpawnState = S_USSR1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 10*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_USSR1
SpriteName = USSR
SpriteFrame = A

Object MT_KBPN
MapThingNum = 1641
SpawnState = S_KBPN1
SpawnHealth = 1000
ReactionTime = 140
Speed = 8
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_PUSHABLE

State S_KBPN1
SpriteName = KBPN
SpriteFrame = A

Object MT_HORS
MapThingNum = 1672
SpawnState = S_HORS1
SpawnHealth = 1000
ReactionTime = 140
Speed = 8
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_PUSHABLE

State S_HORS1
SpriteName = HORS
SpriteFrame = A

Object MT_RHOR
MapThingNum = 1667
SpawnState = S_RHOR1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_RHOR2
SeeSound = 	sfx_KC57
AttackSound = sfx_None
PainState = S_GUARA2
PainChance = 200
PainSound = sfx_None
Speed = 16
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = S_RHORDEATH1
XDeathState = S_NULL
DeathSound = sfx_horse
ReactionTime = 140
Speed = 8
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_NOGRAVITY|MF_SPECIAL|MF_SHOOTABLE

State S_RHORDEATH1
SpriteName = RHOR
SpriteFrame = A
Duration = 35
Action = A_Scream
Var1 = 0
Var2 = 0
Next = S_RHORDEATH2

State S_RHORDEATH2
SpriteName = RHOR
SpriteFrame = A
Duration = 10
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RHORDEATH3

State S_RHORDEATH3
SpriteName = RHOR
SpriteFrame = A
Duration = 10
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RHORDEATH4

State S_RHORDEATH5
SpriteName = RHOR
SpriteFrame = A
Duration = 10
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_NULL

State S_RHOR1
SpriteName = RHOR
SpriteFrame = A
Duration = 5
Action = A_Look
Var1 = (2048*FRACUNIT<<64)+0
Var2 = 0
Next = S_RHOR1

State S_RHOR2
SpriteName = RHOR
SpriteFrame = FF_FULLBRIGHT|B
Duration = 60
Action = A_ZThrust
Var1 = 5
Var2 = (0<<1)+0
Next = S_RHOR3

State S_RHOR3
SpriteName = RHOR
SpriteFrame =FF_FULLBRIGHT|C
Duration = 5
Action = A_ForceStop
Var1 = 0
Var2 = 0
Next = S_RHOR4

State S_RHOR4
SpriteName = RHOR
SpriteFrame = FF_FULLBRIGHT|D
Duration = 70
Action = A_VileTarget
Var1 = 97
Var2 = (0<<64)+0
Next = S_RHOR5

State S_RHOR5
SpriteName = RHOR
SpriteFrame = FF_FULLBRIGHT|B
Duration = 5
Action = A_VileAttack
Var1 = 0
Var2 = (0<<16)+0
Next = S_RHOR6

State S_RHOR6
SpriteName = RHOR
SpriteFrame = FF_FULLBRIGHT|D
Duration = 70
Action = A_ZThrust
Var1 = -4
Var2 = (0<<16)+0
Next = S_RHOR7

State S_RHOR7
SpriteName = RHOR
SpriteFrame = A
Duration = 65
Next = S_RHOR1

Object MT_PUCK
MapThingNum = 1653
SpawnState = S_PUCK1
SpawnHealth = 1000
ReactionTime = 140
Speed = 10000*FRACUNIT
Radius = 40*FRACUNIT
Height = 100*FRACUNIT
DispOffset = 0
Mass = 50
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SLIDEME|MF_SOLID|MF_PUSHABLE

State S_PUCK1
SpriteName = PUCK
SpriteFrame = A

Object MT_BRNC
MapThingNum = 1654
SpawnState = S_BRNC1
SeeState = S_BRNC1
PainState = S_NULL
MeleeState = S_NULL
DeathState = S_NULL	
XDeateState = S_NULL
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 64*FRACUNIT
Radius = 16*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 50
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_NOGRAVITY

State S_BRNC1
SpriteName = BRNC
SpriteFrame = A

Object MT_ACRS
MapThingNum = 1657
SpawnState = S_ACRS1
SeeState = S_ACRS1
PainState = S_NULL
MeleeState = S_NULL
DeathState = S_NULL	
XDeateState = S_NULL
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 64*FRACUNIT
Radius = 64*FRACUNIT
Height = 128*FRACUNIT
DispOffset = 0
Mass = 50
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_ACRS1
SpriteName = ACRS
SpriteFrame = TR_TRANS50|A
Duration = -1

Object MT_ARPL2
MapThingNum = 1656
SpawnState = S_ARPL2
SeeState = S_ARPL2
PainState = S_NULL
MeleeState = S_NULL
DeathState = S_NULL	
XDeateState = S_NULL
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 64*FRACUNIT
Radius = 64*FRACUNIT
Height = 256*FRACUNIT
DispOffset = 0
Mass = 50
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_ARPL2
SpriteName = ARPL
SpriteFrame = A
Duration = -1

Object MT_ARPL
MapThingNum = 1655
SpawnState = S_ARPL1
SeeState = S_ARPL1
PainState = S_NULL
MeleeState = S_NULL
DeathState = S_NULL	
XDeateState = S_NULL
RaiseState = S_NULL
SpawnHealth = 1000
ReactionTime = 8
PainChance = 0
Speed = 64*FRACUNIT
Radius = 64*FRACUNIT
Height = 256*FRACUNIT
DispOffset = 0
Mass = 50
Damage = 1
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_ARPL1
SpriteName = ARPL
SpriteFrame = FF_PAPERSPRITE|A
Duration = 35
Action = A_SpawnObjectRelative
Var1 = (-32<<64)+0
Var2 = MT_ARPL2
Next = S_ARPL2


Object MT_SAGE
MapThingNum = 1673
SpawnState = S_SAGEA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_SAGEA1
SpriteName = SAGE
SpriteFrame = A

Object MT_AZTR
MapThingNum = 2316
SpawnState = S_AZTR
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_AZTR
SpriteName = AZTR
SpriteFrame = A

Object MT_CHAR
MapThingNum = 2315
SpawnState = S_CHAR
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_CHAR
SpriteName = CHAR
SpriteFrame = A

Object MT_BKTY
MapThingNum = 2314
SpawnState = S_BKTY
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_BKTY
SpriteName = BKTY
SpriteFrame = A

Object MT_SOYUZ
MapThingNum = 2313
SpawnState = S_SOYUZ1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_NOGRAVITY

State S_SOYUZ1
SpriteName = SOYZ
SpriteFrame = FF_ANIMATE|A
Duration = -1
Var1 = 15
Var2 = 4

Object MT_RMIN
MapThingNum = 1643
SpawnState = S_RMIN1
SpawnHealth = 1
ReactionTime = 2
SeeState = S_RMIN3
SeeSound = 	sfx_None
AttackSound = sfx_None
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
Speed = 16
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_None
Radius = 16*FRACUNIT
Height = 16*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SHOOTABLE|MF_NOGRAVITY|MF_MISSILE
RaiseState = S_NULL

State S_RMIN1
SpriteName = SFLM
SpriteFrame = A
Duration = 5
Action = A_FindTarget
Var1 = 0
Var2 = 0
Next = S_RMIN1

State S_RMIN3
SpriteName = MARX
SpriteFrame = A
Duration = 2
Action = A_SkullAttack
Var1 = 0
Var2 = 0
Next = S_RMIN3

Object MT_SOLO
MapThingNum = 1649
SpawnState = S_SOLO1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_NOGRAVITY

State S_SOLO1
SpriteName = SOLO
Duration = 1
Action = A_VileFire
Var1 = sfx_s3k53
Var2 = 	MT_NULL
SpriteFrame = FF_FULLBRIGHT|FF_TRANS50|A
Next = S_SOLO2

State S_SOLO2
SpriteName = SOLO
Duration = 1
Action = A_VileFire
Var1 = 0
Var2 = 	MT_NULL
SpriteFrame = FF_FULLBRIGHT|FF_TRANS50|A
Next = S_SOLO3

State S_SOLO3
SpriteName = SOLO
Duration = 1
Action = A_Repeat
Var1 = 68
Var2 = S_SOLO2
SpriteFrame = FF_FULLBRIGHT|FF_TRANS50|A
Next = S_NULL

Object MT_SOLO2
MapThingNum = 1639
SpawnState = S_SOLO4
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_NOGRAVITY

State S_SOLO4
SpriteName = SPR_NULL
Duration = 10
Action = A_VileFire
Var1 = sfx_s3k53
Var2 = 	MT_MARX
Next = S_SOLO5

State S_SOLO5
SpriteName = SPR_NULL
Duration = 10
Action = A_VileFire
Var1 = 0
Var2 = 	MT_MARX
Next = S_SOLO6

State S_SOLO6
SpriteName = SPR_NULL
Duration = 10
Action = A_Repeat
Var1 = 7
Var2 = S_SOLO4
Next = S_NULL

Object MT_BKLI
MapThingNum = 1648
SpawnState = S_BKLI1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 16*FRACUNIT
Height = 150*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_NOGRAVITY

State S_BKLI1
SpriteName = BKLI
SpriteFrame =FF_FULLBRIGHT|A

Object MT_DRAK
MapThingNum = 1647
SpawnState = S_DRAK1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 155*FRACUNIT
Height = 198*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIP

State S_DRAK1
SpriteName = DRAK
SpriteFrame = FF_PAPERSPRITE|A
Duration = -1
Next = S_DRAK1

State S_DRAK2
SpriteName = DRAK
SpriteFrame = A
Duration = 35
Action = A_ZThrust
Var1 = -32
Var2 = (0<<0)+0
Next = S_DRAK3

State S_DRAK3
SpriteName = DRAK
SpriteFrame = A
Duration = 70
Action = A_MoveRelative
Var1 = 0
Var2 = 8
Next = S_DRAK4

State S_DRAK4
SpriteName = DRAK
SpriteFrame = A
Action = A_ForceStop
Var1 = 0
Var2 = 0
Duration = 14
Next = S_DRAK5

#Regular movement cycle
State S_DRAK5
SpriteName = DRAK
Duration = 1
Action = A_ZThrust
Var1 = 2
Var2 = (1<<0)+0
Next = S_DRAK6

State S_DRAK6
SpriteName = DRAK
Duration = 15
Action = A_MoveAbsolute
Var1 = 180
Var2 = 16
Next = S_DRAK7

State S_DRAK7
SpriteName = DRAK
Duration = 16
Action = A_ZThrust
Var1 = -4
Var2 = (0<<0)+0
Next = S_DRAK8

State S_DRAK8
SpriteName = DRAK
Duration = 15
Action = A_MoveAbsolute
Var1 = 0
Var2 = 16
Next = S_DRAK9

State S_DRAK9
SpriteName = DRAK
Duration = 36
Action = A_ZThrust
Var1 = 4
Var2 = (0<<0)+0
Next = S_DRAK10

State S_DRAK10
SpriteName = DRAK
Duration = 15
Action = A_ZThrust
Var1 = -4
Var2 = (0<<0)+0
Next = S_DRAK11

State S_DRAK11
SpriteName = DRAK
Duration = 15
Action = A_MoveAbsolute
Var1 = 180
Var2 = 16
Next = S_DRAK12

State S_DRAK12
SpriteName = DRAK
Duration = 15
Action = A_ZThrust
Var1 = 4
Var2 = (0<<0)+0
Next = S_DRAK4

Object MT_CHAL
MapThingNum = 1646
SpawnState = S_CHAL1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 16*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_PUSHABLE

State S_CHAL1
SpriteName = CHAL
SpriteFrame = A

Object MT_WSEP
MapThingNum = 1645
SpawnState = S_WSEP1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 14*FRACUNIT
Height = 167*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_PUSHABLE

State S_WSEP1
SpriteName = WSEP
SpriteFrame = FF_FULLBRIGHT|A

Object MT_RASP
MapThingNum = 1644
SpawnState = S_RASP1
SpawnHealth = 10
ReactionTime = 17
SeeState = S_RASP2
SeeSound = 	sfx_None
AttackSound = sfx_None
PainState = S_RASP6
PainChance = 0
PainSound = sfx_rasp2
ActiveSound = sfx_heehee
Speed = 25
MeleeState = S_RASP15
MissileState =  S_RASP7
RaiseState = S_RASP20
DeathState = S_RASPDIE1
XDeathState =  S_NULL
DeathSound = sfx_rasp9
Radius = 40*FRACUNIT
Height = 223*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 5
ActiveSound = sfx_null
Flags =	MF_SPECIAL|MF_BOSS|MF_PAIN

State S_RASPFLEE1
SpriteName = RASP
SpriteFrame = A
Duration = 1
Action = A_FindTarget
Var1 = MT_CHAD
Var2 = 0
Next = S_RASPFLEE2

State S_RASPFLEE2
SpriteName = RASP
SpriteFrame = A
Duration = 70
Action = A_BrakChase
Var1 = 0
Var2 = 0
Next = S_RASP1

State S_RASP20
SpriteName = RASP
SpriteFrame = H
Duration = 8
Action = A_ZThrust
Var1 = 8
Var2 = 0
Next = S_RASP21

State S_RASP21
SpriteName = RASP
SpriteFrame = I
Duration = 5
Action = A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 2
Next = S_RASP22

State S_RASP22
SpriteName = RASP
SpriteFrame = J
Duration = 5
Next = S_RASP23

State S_RASP23
SpriteName = RASP
SpriteFrame = K
Duration = 5
Next = S_RASP24

State S_RASP24
SpriteName = RASP
SpriteFrame = K
Duration = 5
Next = S_RASP25

State S_RASP25
SpriteName = RASP
SpriteFrame = L
Duration = 5
Action = A_ForceStop
Var1 = 0
Var2 = 0
Next = S_RASP26

State S_RASP26
SpriteName = RASP
SpriteFrame = FF_ANIMATE|L
Duration = 35
Var1 = 2
Var2 = 4
Next = S_RASP27

State S_RASP27
SpriteName = RASP
SpriteFrame = N
Duration = 40
Action = A_SkullAttack
Var1 = 0
Var2 = 0
Next = S_RASP27

State S_RASP28
SpriteName = RASP
SpriteFrame = A
Duration = 1
Next = S_RASP29

State S_RASP29
SpriteName = RASP
SpriteFrame = A
Duration = 1
Action = A_SetObjectFlags
Var1 = MF_NOGRAVITY
Var2 = 1
Next = S_RASP30

State S_RASP30
SpriteName = RASP
SpriteFrame = A
Duration = 1
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1
Next = S_RASP1

State S_RASP31
SpriteName = RASP
SpriteFrame = A
Duration = 5
Action = A_Look
Var1 = 0
Var2 = 0
Next = S_RASP31

State S_RASPDIE1
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE2

State S_RASPDIE2
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE3

State S_RASPDIE3
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE4

State S_RASPDIE4
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE5

State S_RASPDIE5
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE6

State S_RASPDIE6
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE7

State S_RASPDIE7
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE8

State S_RASPDIE8
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE9

State S_RASPDIE9
SpriteName = RASP
SpriteFrame = K
Duration = 8
Action = A_BossScream
Var1 = 0
Var2 = 0
Next = S_RASPDIE10

State S_RASPDIE10
SpriteName = RASP
SpriteFrame = K
Duration = -1
Action = A_BossDeath
Var1 = 0
Var2 = MT_SONIC3KBOSSEXPLODE
Next = S_NULL

State S_RASP1
SpriteName = RASP
SpriteFrame = A
Duration = 5
Action = A_Look
Var1 = (2048*FRACUNIT<<64)+0
Var2 = 0
Next = S_RASP17

State S_RASP17
SpriteName = RASP
SpriteFrame = A
Duration = 1
Action = A_ChangeAngleRelative
Var1 = 45
Var2 = 45
Next = S_RASP1

State S_RASP18
SpriteName = RASP
SpriteFrame = A
Duration = 1
Action = A_RestoreRARaid
Var1 = 0
Var2 = 0
Next = S_RASP16

State S_RASP2
SpriteName = RASP
Action  = A_BrakChase
Duration =3
SpriteFrame = B
Var1 = 0
Var2 = 0
Next = S_RASP3

State S_RASP3
SpriteName = RASP
Action  = A_BrakChase
Duration = 3
SpriteFrame = C
Var1 = 0
Var2 = 0
Next = S_RASP4

State S_RASP4
SpriteName = RASP
Action = A_BrakChase
Duration = 3
SpriteFrame = D
Var1 = 0
Var2 = 0
Next = S_RASP2

State S_RASP5
SpriteName = RASP
Action = A_RaspPrime
Duration = 70
SpriteFrame = A
Var1 = 0
Var2 = 	0
Next = S_RASP1

State S_RASP6
SpriteName = RASP
Action = A_PushAway
Duration = 5
SpriteFrame = A
Var1 = 20
Var2 = 0
Next = S_RASP8

State S_RASP8
SpriteName = RASP
Action = A_Pain
Duration = 24
SpriteFrame = A
Var1 = 0
Var2 = 0
Next = S_RASP14

State S_RASP14
SpriteName = RASP
Action = A_RestoreRAShield
Duration = 1
SpriteFrame = A
Var1 = 0
Var2 = 0
Next = S_RASP1

State S_RASP7
SpriteName = RASP
Duration = 8
SpriteFrame = E
Next = S_RASP10

#MELEE RAID
State S_RASP15
SpriteName = RASP
Duration = 8
SpriteFrame = G
Action = A_Look
Var1 = 0
Var2 = 0
Next = S_RASP18

State S_RASP16
SpriteName = RASP
Duration = 35
SpriteFrame = G
Action = A_RAID
Var1 = 0
Var2 = 0
Next = S_RASP1

#MISSLE
State S_RASP10
SpriteName = RASP
Duration = 8
SpriteFrame = F
Next = S_RASP11

State S_RASP11
SpriteName = RASP
Duration = 8
SpriteFrame = G
Action = A_FindTarget
Var1 = 1
Var2 = 0
Next = S_RASP12

State S_RASP12
SpriteName = RASP
Duration = 70
SpriteFrame = G
Action = A_VileTarget
Var1 = MT_SOLO
Var2 = (0<<64)+0
Next = S_RASP13

State S_RASP13
SpriteName = RASP
Duration = 1
SpriteFrame = G
#Action = A_VileAttack
#Var1 = sfx_S3K79
#Var2 = (MT_SONIC3KBOSSEXPLODE<<64)+0
Next = S_RASP5

State S_RASP9 
SpriteName = RASP
Action = A_BossDeath
Duration = 70
SpriteFrame = A
Var1 = 0
Var2 = 0
Next = S_NULL

Object MT_CHAD
MapThingNum = 1642
SpawnState = S_CHADA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY

State S_CHADA1
SpriteName = CHAD
SpriteFrame = FF_FULLBRIGHT|A

Object MT_DINO
MapThingNum = 1640
SpawnState = S_DINOA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_DINOA1
SpriteName = DINO
SpriteFrame = A

Object MT_WMILL
MapThingNum = 1668
SpawnState = S_WMILL
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_NOGRAVITY

State S_WMILL
SpriteName = WMIL
SpriteFrame = FF_ANIMATE|FF_PAPERSPRITE|A
Var1 = 2
Var2 = 3

Object MT_ECAC
MapThingNum = 1666
SpawnState = S_ECAC1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 46*FRACUNIT
Height = 292*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_PAIN

State S_ECAC1
SpriteName = CACT
SpriteFrame = N


Object MT_BSAGE
MapThingNum = 1665
SpawnState = S_BSAGEA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_BSAGEA1
SpriteName = SAGE
SpriteFrame = B

Object MT_HEAD
MapThingNum = 1663
SpawnState = S_HEAD1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 150*FRACUNIT
Height = 256*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_HEAD1
SpriteName = HEAD
SpriteFrame = A

Object MT_JAST
MapThingNum = 1664
SpawnState = S_JAST
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_JAST
SpriteName = MJACK
SpriteFrame = N

Object MT_INFO
MapThingNum = 1662
SpawnState = S_INFO1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_INFO1
SpriteName = INFO
SpriteFrame = A

Object MT_SOYU
MapThingNum = 1661
SpawnState = S_SOYU1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 64*FRACUNIT
Height = 512*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_SOYU1
SpriteName = SOYU
SpriteFrame = A


Object MT_BLDE
MapThingNum = 1660
SpawnState = S_BLDE1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 64*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID|MF_NOGRAVITY|MF_PAIN

State S_BLDEDELAY
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|C
Action = A_Delay
Var1 = 0
Var2 = 0
Duration = 1
Next = S_BLDEDELAY

State S_BLDE1
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|C
Action = A_DualAction
Var1 = S_BLDE5
Var2 = S_BLDE6
Duration = 5
Next = S_BLDE2

State S_BLDE2
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|D
Action = A_DualAction
Var1 = S_BLDE7
Var2 = S_BLDE8
Duration = 35
Next = S_BLDE3

State S_BLDE3
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|C
Action = A_DualAction
Var1 = S_BLDE5
Var2 = S_BLDE6
Duration = 35
Next = S_BLDE4

State S_BLDE4
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|D
Action = A_DualAction
Var1 = S_BLDE7
Var2 = S_BLDE8
Duration = 35
Next = S_BLDE1

State S_BLDE5
Duration = 35
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|D
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_BLDE6
Duration = 35
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|D
Action = A_ChangeAngleRelative
Var1 = 180
Var2 = 180

State S_BLDE7
Duration = 35
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|D
Action = A_Thrust
Var1 = 48
Var2 = 2

State S_BLDE8
Duration = 35
SpriteName = BLDE
SpriteFrame = FF_PAPERSPRITE|D
Action = A_PlaySound
Var1 = 631
Var2 = 1

Object MT_FIRESPAWN
MapThingNum = 1658
SpawnState = S_FIRESPAWN1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_PAIN|MF_FIRE

State S_FIRESPAWN1
Duration = 3
Action = A_SpawnObjectRelative
Var1 = 0
Var2 =  MT_ARFIRE
Next = S_FIRESPAWN2

State S_FIRESPAWN2
Duration = 3
Action = A_SpawnObjectRelative
Var1 = (32<<64)+0
Var2 =  MT_ARFIRE
Next = S_FIRESPAWN3

State S_FIRESPAWN3
Duration = 3
Action = A_SpawnObjectRelative
Var1 = (-32<<64)+0
Var2 =  MT_ARFIRE
Next = S_FIRESPAWN4

State S_FIRESPAWN4
Duration = 3
Action = A_SpawnObjectRelative
Var1 = (16<<64)+64
Var2 =  MT_ARFIRE
Next = S_FIRESPAWN5

State S_FIRESPAWN5
Duration = 3
Action = A_SpawnObjectRelative
Var1 = (-16<<64)-64
Var2 =  MT_ARFIRE
Next = S_FIRESPAWN1

Object MT_ARFIRE
MapThingNum = 1659
SpawnState = S_ARFIRE1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 63*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_NOGRAVITY

State S_ARFIRE1
Duration = 5
SpriteName = ATFR
SpriteFrame = FF_FULLBRIGHT|FF_TRANS20|A
Next = S_ARFIRE2

State S_ARFIRE2
Duration = 5
SpriteName = ATFR
SpriteFrame = FF_FULLBRIGHT|FF_TRANS40|B
Action = A_BubbleRise
Var1 = 1
Var2 = 8*FRACUNIT
Next = S_ARFIRE3

State S_ARFIRE3
Duration = 5
SpriteName = ATFR
SpriteFrame = FF_FULLBRIGHT|FF_TRANS50|C
Next = S_ARFIRE4

State S_ARFIRE4
Duration = 5
SpriteName = ATFR
SpriteFrame = FF_FULLBRIGHT|FF_TRANS70|D
Next = S_ARFIRE5

State S_ARFIRE5
Duration = 5
SpriteName = ATFR
SpriteFrame = FF_FULLBRIGHT|FF_TRANS90|E
Next = S_NULL

Object MT_OCSP
MapThingNum = 1650
SpawnState = S_OCSPA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_OCSPA1
SpriteName = OCSP
SpriteFrame = A

Object MT_RFOT
MapThingNum = 1650
SpawnState = S_RFOTA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_RFOTA1
SpriteName = RFOT
SpriteFrame = A
Duration = 280
Next = S_NULL

Object MT_LFOT
MapThingNum = 1651
SpawnState = S_LFOTA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_LFOTA1
SpriteName = LFOT
SpriteFrame = A
Duration = 280
Next = S_NULL

Object MT_HEE
MapThingNum = 1652
SpawnState = S_HEE1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
DeathState = S_HEE2
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SPECIAL|MF_NOGRAVITY

State S_HEE1
SpriteName = HEEH
SpriteFrame = FF_FULLBRIGHT|FF_PAPERSPRITE|A
Duration = 1
Action = A_ChangeAngleRelative
Var1 = 3
Var2 = 3
Next = S_HEE1

State S_HEE2
SpriteName = HEEH
SpriteFrame = FF_TRANS90|FF_PAPERSPRITE|A
Duration = 35
Action = A_HeeHee
Var1 = 0
Var2 = 0
Next = S_NULL

Object MT_ATLIT
MapThingNum = 1697
SpawnState = S_ATLIT1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 32*FRACUNIT
Height = 64*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY|MF_NOGRAVITY|MF_NOBLOCKMAP

State S_ATLIT1
SpriteName = ATLI
SpriteFrame = FF_FULLBRIGHT|TR_TRANS30|A

Object MT_ATPL
MapThingNum = 1696
SpawnState = S_ATPLA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 20*FRACUNIT
Height = 192*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_ATPLA1
SpriteName = ATPL
SpriteFrame = A

Object MT_SPHI
MapThingNum = 1693
SpawnState = S_SPHIA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SOLID

State S_SPHIA1
SpriteName = SPHI
SpriteFrame = A

Object MT_SAFR
MapThingNum = 1694
SpawnState = S_SAFRA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_SAFRA1
SpriteName = SAFR
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 3

Object MT_ATSU
MapThingNum = 1698
SpawnState = S_ATSUA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_ATSUA1
SpriteName = ATSU
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 3

Object MT_ATRS
MapThingNum = 1699
SpawnState = S_ATRSA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY

State S_ATRSA1
SpriteName = ATRS
SpriteFrame = FF_ANIMATE|A
Var1 = 3
Var2 = 3

Object MT_RSPO
MapThingNum = 1692
SpawnState = S_RSPOA1
SpawnHealth = 1000
ReactionTime = 140
Speed = 0
Radius = 40*FRACUNIT
Height = 160*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 3
ActiveSound = sfx_None
Flags =	MF_SCENERY
LightType = 29

State S_RSPOA1
SpriteName = RSPO
SpriteFrame = FF_FULLBRIGHT|A
Duration = 2
Next = S_RSPOB1
LightType = 29

State S_RSPOB1
SpriteName = RSPO
SpriteFrame = FF_FULLBRIGHT|B
Duration = 2
Next = S_RSPOC1
LightType = 29

State S_RSPOC1
SpriteName = RSPO
SpriteFrame = FF_FULLBRIGHT|C
Duration = 2
Next = S_RSPOD1
LightType = 29

State S_RSPOD1
SpriteName = RSPO
SpriteFrame = FF_FULLBRIGHT|D
Duration = 2
Next = S_RSPOE1
LightType = 29

State S_RSPOE1
SpriteName = RSPO
SpriteFrame = FF_FULLBRIGHT|E
Duration = 2
Next = S_RSPOA1
LightType = 29


Sprite 273
LightType = 8

Light 29 
Type = 3 
DynamicColor = 4294967040
DynamicRadius = 150
CoronaColor = 4294967040
CoronaRadius = 
OffsetX = 
OffsetY = 

Object MT_GUARD
MapThingNum = 1676
SpawnState = S_GUARA1
SpawnHealth = 3
ReactionTime = 32
SeeState = S_GUARA5
SeeSound = 	sfx_None
AttackSound = sfx_None
PainState = S_GUARA2
PainChance = 200
PainSound = sfx_None
Speed = 16
MeleeState = S_NULL
MissileState =  S_NULL
DeathState = S_GUARA6
XDeathState = S_NULL
DeathSound = sfx_ghost
Radius = 44*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_GUARA1
SpriteName = GUAR
SpriteFrame = A
Duration = 5
Action = A_Chase
Speed = 16
Next =S_GUARA1

State S_GUARA5
SpriteName = GUAR
SpriteFrame = A
Duration = 1
Next = S_GUARA2
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 1

State S_GUARA2
SpriteName = GUAR
SpriteFrame = A
Duration = 1
Next = S_GUARA3
Action = A_PlaySound
Var1 = sfx_dmpain
Var2 = 0

State S_GUARA3
SpriteName = GUAR
SpriteFrame = A
Duration = 17
Next = S_GUARA4
Action = A_BunnyHop
Var1 = 0
Var2 = -16

State S_GUARA4
SpriteName = GUAR
SpriteFrame = A
Duration = 1
NEXT = S_GUARA1
Action = A_SetObjectFlags
Var1 = MF_SHOOTABLE
Var2 = 2

State S_GUARA6
SpriteName = GUAR
SpriteFrame = TR_TRANS90|A
Duration = 1
NEXT = S_GUARA7
Action = A_PlaySound
Var1 =  sfx_ghost
Var2 = 0

State S_GUARA7
SpriteName = GUAR
SpriteFrame = TR_TRANS60|A
Duration = 15
NEXT = S_NULL
Action = A_BubbleRise
Var1 = 1
Var2 = 16*FRACUNIT


Object MT_MONK
MapThingNum = 1674
SpawnState = S_MONK_RUN1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_MONK_RUN1
SeeSound = 	sfx_skyler
AttackSound = S_NULL
PainState = S_NULL
PainChance = 200
PainSound = sfx_None
Speed = 8
MeleeState = S_NULL
MissileState =  S_MONK_FIRE1
DeathState = 	S_MONK_DIE1
XDeathState = S_NULL
DeathSound = sfx_art03
Radius = 16*FRACUNIT
Height = 90*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_None
Flags =	MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE
RaiseState = S_NULL

State S_MONKA1
SpriteName = MONK
SpriteFrame = A
Duration = 5
Next = S_MONKA1

State S_MONK_RUN1
SpriteName = MONK
SpriteFrame = E
Duration = 3
Next = S_MONK_RUN2
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_RUN2
SpriteName = MONK
SpriteFrame = F
Duration = 3
Next = S_MONK_RUN3
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_RUN3
SpriteName = MONK
SpriteFrame = G
Duration = 3
Next = S_MONK_RUN4
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_RUN4
SpriteName = MONK
SpriteFrame = H
Duration = 3
Next = S_MONK_RUN1
Action = A_Chase
Var1 = 0
Var2 = 0

State S_MONK_FIRE1
SpriteName = MONK
SpriteFrame = B
Duration = 3
Next = S_MONK_FIRE2
Var1 = 0
Var2 = 0

State S_MONK_FIRE2
SpriteName = MONK
SpriteFrame = C
Duration = 3
Next = S_MONK_FIRE3
Var1 = 0
Var2 = 0

State S_MONK_FIRE3
SpriteName = MONK
SpriteFrame = D
Duration = 3
Action = A_FireShot
Next = S_MONK_FIRE4
Var1 = 222
Var2 = 0

State S_MONK_FIRE4
SpriteName = MONK
SpriteFrame = C
Duration = 3
Next = S_MONK_FIRE5
Var1 = 0
Var2 = 0

State S_MONK_FIRE5
SpriteName = MONK
SpriteFrame = B
Duration = 3
Next = S_SEESTATE
Var1 = 0
Var2 = 0

State S_MONK_DIE1
SpriteName = MONK
SpriteFrame = I
Duration = 2
Action = A_Scream
Next = S_MONK_DIE2

State S_MONK_DIE2
SpriteName = MONK
SpriteFrame = FF_ANIMATE|I
Duration = 22
Next = S_MONK_DIE3
Var1 = 11
Var2 = 2

State S_MONK_DIE3
SpriteName = MONK
SpriteFrame = S
Duration = -1
Next = S_MONK_DIE3
Var1 = 0
Var2 = 0


#TitleMap = G2
Level 99
SkyNum = 21

Level G0
Levelname = Prelude to Atlantis
Music = PREATL
TypeOfLevel = Singleplayer,Co-op,Competition
NextLevel = G1
SkyNum = 190
RecordAttack = true
LevelSelect = 2
SaveGame = true
SkyboxScale = 1
FlickyList = Bluebird,Chipmunk
SkyboxScale = 3
NoAct = True
NoZone = True
NoTitleCard = True
PreCutsceneNum = 13
SelectHeading = Equinox

# "Cutscene"

Cutscene 13
NumScenes 4
Scene 1
NumberOfPics = 1
Pic1Name = PRCUT01
Pic1Hires = true
Pic1Duration = 800
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 4
TextYPos = 95
Music = PRIN
SceneText = \A8In the beginning there was Tawa the sun god
and Spider Woman. Tawa had a vision one day 
of a world filed with living creatures. He
created the first world whose inhabitants 
lived in caves. They were unhappy so he
called upon Spider Woman to lead them 
to a new second world. It was a harmonious
life for a short time.
	#
Scene 2
NumberOfPics = 1
Pic1Name = PRCUT02
Pic1Hires = true
Pic1Duration = 800
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 4
TextYPos = 4
Music = PRIN
SceneText = \A8The people became
more concerned with material 
gain and quarreled with one 
another. Tawa  choose to start
again and froze the planet. 
Those still faithful to 
Tawa were saved and brought
to the new third world.

Overtime mankind became
wicked again. Tawa destroyed
the world with fire. We live
today in the fourth world.
	#
Scene 3
NumberOfPics = 1
Pic1Name = PRCUT03
Pic1Hires = true
Pic1Duration = 800
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 4
TextYPos = 4
SceneText = \A8Our adventure begins
shortly after the 
events of Sonic Robo
Blast 2. A wave of 
energy is released 
after the destruction 
of the black rock 
which envelopes 
the escape pod and 
hurtles our heroes into 
the past. They arrive 
near a mysterious
islandin the late 19th
century.
	#
Scene 4
NumberOfPics = 1
Pic1Name = ARSCE03
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
      #
	  
	  # "Cutscene"

Cutscene 16
NumScenes 6
Scene 1
NumberOfPics = 1
Music = APOC
Pic1Name = NEWS2
Pic1Hires = false
Pic1Duration = 250
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
      #
Scene 2
NumberOfPics = 1
Pic1Name = NEWS1
Pic1Hires = false
Pic1Duration = 250
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
      #
Scene 3
NumberOfPics = 1
Pic1Name = NEWS3
Pic1Hires = false
Pic1Duration = 250
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
      #
Scene 4
NumberOfPics = 1
Pic1Name = MAASAW
Pic1Hires = true
Pic1Duration = 700
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
Music = PRIN
SceneText = \A8Upon creation of the 
fourth world, Tawa choose
the guardian Maasaw to 
watch over the people. He 
gave them sacred 
knowledge on how to 
be self-sufficient.
They were ordered 
to respect the land 
and natural world.

Maasaw watched as
Rasputin and his legion
took over the world.
	#
Scene 5
NumberOfPics = 1
Pic1Name = MAASAW
Pic1Hires = true
Pic1Duration = 700
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
Music = PRIN
SceneText = \A8
They exhausted
natural resources 
and left the world
a poluted wasteland. 

Maasaw informed Tawa 
that the time had come. 
The fourth world must
end.
	#
Scene 6
NumberOfPics = 1
Pic1Name = ETITLE
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
      #
	  
	  	  # "Cutscene"

Cutscene 17
NumScenes 5
Scene 1
NumberOfPics = 1
Pic1Name = PRCUT03
Pic1Hires = true
Pic1Duration = 600
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
Music = SSAL01
SceneText = \A8
With the defeat of Rasputin,
Tawa kept his promise and
neutralized the blue star.
Now a smoldering black rock,
it was no  longer a threat
to the world.

The Sonic heroes were
transported back to
their last position 
at Zvezda base. 
	#
Scene 2
NumberOfPics = 1
Pic1Name = PRCUT03
Pic1Hires = true
Pic1Duration = 700
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
SceneText = \A8
Tails sent the black
rock through a portal
loop to reduce the 
chance that it's 
residual energy would
ever be weaponized. 
It would only appear 
above the planet every
five years for a short
time. Now the question
remained.

How would our heroes
return home? When and
where is their home?
	#
Scene 3
NumberOfPics = 1
Pic1Name = JLPROVO
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
	#
Scene 4
NumberOfPics = 1
Pic1Name = GSMILEY
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
	#
Scene 5
NumberOfPics = 1
Pic1Name = ZODIAC
Pic1Hires = true
Pic1Duration = 300
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 0
TextYPos = 0
#

Level S0
Levelname = Icelandic Tempest
Subtitle = 2011 OLDC Entry
Music = MP_ICE
TypeOfLevel = Singleplayer,Co-op,Competition
NextLevel = TITLE
SkyNum = 2
RecordAttack = true
LevelSelect = 2
NoAct = True
Hidden = true
SelectHeading = Archives

Level G1
Levelname = Shadow of Atlantis
Act = 0
Music = ATLANT
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = G2
SkyNum = 159
RecordAttack = true
LevelSelect = 2
SaveGame = true
SkyboxScale = 8
NoTitleCard = true
FlickyList = Fish, Fish, Fish, Seal, Penguin
PreCutsceneNum = 12
SelectHeading = Equinox

# "Cutscene"

Cutscene 12
NumScenes 7
Scene 1
NumberOfPics = 1
Pic1Name = ATCUT01
Pic1Hires = true
Pic1Duration = 635
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 130
Music = ECCO
SceneText = \A8Centuries ago Thera was home to an
advanced race known as the Atlantians. 
Tawa entrusted them with a portal
technology that would allow them to 
easily trade with the other races of men.
	#
Scene 2
NumberOfPics = 1
Pic1Name = ATCUT02
Pic1Hires = true
Pic1Duration = 800
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 2
TextYPos = 4
Music = ECCO
SceneText = \A8They abused their access 
to the portals and used 
them for military conquest. 
Angered  by this, Tawa sent
a great cataclysm to punish
the people of Atlantis. 
A great volcanic eruption 
triggered earthquakes and
tsunamis that dragged the
Atlantian cities into the
deep ocean. Robotic
sentinels continue to 
dwell within the 
submerged ruins.
	#
Scene 3
NumberOfPics = 8
Music = ECCO2
Pic1Name = ATSC01
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = ATSC02
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = ATSC03
Pic3Hires = false
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = ATSC04
Pic4Hires = false
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = ATSC05
Pic5Hires = false
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = ATSC06
Pic6Hires = false
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = ATSC07
Pic7Hires = false
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = ATSC08
Pic8Hires = false
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = 15
FadeOutID = 1
TextXPos = 1
TextYPos = 320
SceneText =
	#
Scene 4
NumberOfPics = 8
Pic1Name = ATSC09
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = ATSC10
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = ATSC11
Pic3Hires = false
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = ATSC12
Pic4Hires = false
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = ATSC13
Pic5Hires = false
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = ATSC14
Pic6Hires = false
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = ATSC15
Pic7Hires = false
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = ATSC16
Pic8Hires = false
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = 1
FadeOutID = 1
TextXPos = 1
TextYPos = 320
SceneText =
	#
Scene 5
NumberOfPics = 8
Pic1Name = ATSC17
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = ATSC18
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = ATSC19
Pic3Hires = false
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = ATSC20
Pic4Hires = false
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = ATSC21
Pic5Hires = false
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = ATSC22
Pic6Hires = false
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = ATSC23
Pic7Hires = false
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = ATSC24
Pic8Hires = false
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = 1
FadeOutID = 1
TextXPos = 1
TextYPos = 320
SceneText =
	#
Scene 6
NumberOfPics = 8
Pic1Name = ATSC25
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = ATSC26
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = ATSC27
Pic3Hires = false
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = ATSC28
Pic4Hires = false
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = ATSC29
Pic5Hires = false
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = ATSC30
Pic6Hires = false
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = ATSC31
Pic7Hires = false
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = ATSC32
Pic8Hires = false
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = 1
FadeOutID = 1
TextXPos = 1
TextYPos = 320
SceneText =
	#
Scene 7
NumberOfPics = 3
Pic1Name = ATSC33
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = ATSC34
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = ATCUT03
Pic3Hires = true
Pic3Duration = 400
Pic3XCoord = 0
Pic3YCoord = 0
FadeInID = 1
FadeOutID = 1
TextXPos = 1
TextYPos = 320
SceneText =
	#


#

Level S1
Levelname = Aztlan Alpha
Subtitle =  build 20200807
Music = SPEC5
TypeOfLevel = Singleplayer,Co-op,Competition
Act = 0
NextLevel = TITLE
SkyNum = 15
RecordAttack = true
LevelSelect = 2
SaveGame = true
NoZone = true
Weather = 0
SelectHeading = Archives

Level S2
Levelname = Scorched Caves
Subtitle =  1.08 era map
Music = RVZALT	
TypeOfLevel = Singleplayer,Co-op,Competition
Act = 0
NextLevel = TITLE
SkyNum = 20
RecordAttack = true
LevelSelect = 2
SaveGame = true
NoZone = false
Weather = 0
SelectHeading = Archives

Level S3
Levelname = King's Gambit
Music = cez1
TypeOfLevel = Singleplayer,Co-op,Competition
Act = 0
NextLevel = TITLE
SkyNum = 20
RecordAttack = true
LevelSelect = 2
SaveGame = true
NoZone = false
Weather = 0
SelectHeading = Archives

Level S4
Levelname = Burger King
Music = MP_COA
TypeOfLevel = Co-op
Act = 0
NextLevel = S0
SkyNum = 14
RecordAttack = true
LevelSelect = 1
SaveGame = true
NoZone = false
Weather = 0
Lua.bk = true

Level G3
Levelname = Shadow of Artemis
Music = ARTEMI
TypeOfLevel = Singleplayer,Co-op,Competition
Act = 0
NextLevel = G4
SkyNum = 161
RecordAttack = true
LevelSelect = 2
SkyboxScale = 9
SaveGame = true
Weather = 0
PreCutsceneNum = 11
NoTitleCard = true
NoReload = true
Lua.lunarcitadel = true
SelectHeading = Equinox

PROMPT 1
NumPages 4
PAGE 1
Tag = EXAMPLE6
Name = Michael_Jackson
TimeToNext = 0
Icon = MJACK
IconAlign = Left
Lines = 4
PageText = This is it! This is where all those doo doo heads are hiding.
#
PAGE 2
MetaPage = 1
Icon = MJACK
TimeToNext = 0
PageText = Ahead of you lies the old Soviet luner base, Zvezda. It was abandoned during the collapse of the union.
#
PAGE 3
MetaPage = 1
Icon = MJACK
TimeToNext = 0
PageText = It is now occupied by the Rasputin cult. They have taken technology from Atlantis and Aztlan here.
#
PAGE 4
MetaPage = 1
Icon = MJACK
TimeToNext = 0
PageText = Our worst fears have been realized. They have recreated the ancient portal tech. Stop them!
#

PROMPT 2
NumPages 1
PAGE 1
Tag = AIRTANKE
Name = Michael_Jackson
TimeToNext = 0
Icon = MJACK
IconAlign = Left
Lines = 4
PageText = Hee hee. Be careful. If you're hit by an enemy you will lose your oxygen tank.
#

PROMPT 3
NumPages 2
PAGE 1
Tag = BOSSWAR
Name = Tawa_the_Creator
TimeToNext = 0
Icon = TAWAP
IconAlign = Left
Lines = 4
PageText = The celestial temple has been desecrated. The land ravaged by pollution.
#
PAGE 2
Tag = BOSSWAR
Name = Tawa_the_Creator
TimeToNext = 0
Icon = TAWAP
IconAlign = Left
Lines = 4
PageText = The sins of humanity are too great. The blue star will wipe this fourth world clean.
#

PROMPT 4
NumPages 1
PAGE 1
Tag = BOSSWAR
Name = The_Controller
TimeToNext = 200
Icon = CONTROL
IconAlign = Left
Lines = 3
PageText = Intruder has been detected. Activating defense grid.
#

PROMPT 5
NumPages 1
PAGE 1
Tag = BOSSWAR
Name = The_Controller
TimeToNext = 200
Icon = CONTROL
IconAlign = Left
Lines = 3
PageText = Enemy has been seen in reactor 2 exclusion zone.
#

PROMPT 6
NumPages 1
PAGE 1
Tag = APOPHIS
Name = Rasputin
TimeToNext = 200
Icon = RASPPR
IconAlign = Left
Lines = 1
PageText =  Apophis... lend me your power...
#

PROMPT 7
NumPages 2
PAGE 1
Tag = TAWA2
Name = Tawa_the_Creator
TimeToNext = 0
Icon = TAWAP
IconAlign = Left
Lines = 4
PageText = The power you possess is
incredible. I will grant you 
one opportunity. Destroy the 
#
PAGE 2
Tag = TAWA2
Name = Tawa_the_Creator
TimeToNext = 0
Icon = TAWAP
IconAlign = Left
Lines = 4
PageText = impurity and
I will spare this world.
#

# "Cutscene"

Cutscene 11
NumScenes 15
Scene 1
NumberOfPics = 8
Pic1Name = SLS01
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS02
Pic2Hires = false
Pic2Duration = 1
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = SLS03
Pic3Hires = false
Pic3Duration = 1
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = SLS04
Pic4Hires = false
Pic4Duration = 1
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = SLS05
Pic5Hires = false
Pic5Duration = 1
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = SLS06
Pic6Hires = false
Pic6Duration = 1
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = SLS07
Pic7Hires = false
Pic7Duration = 1
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = SLS08
Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
Music = ART3
MusicLoop = true
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 2
NumberOfPics = 8
Pic1Name = SLS09
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS10
Pic2Hires = false
Pic2Duration = 1
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Pic2YCoord = 0
Pic3Name = SLS11
Pic3Hires = false
Pic3Duration = 1
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Pic3YCoord = 0
Pic4Name = SLS12
Pic4Hires = false
Pic4Duration = 1
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Pic5Name = SLS13
Pic5Hires = false
Pic5Duration = 1
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Pic5YCoord = 0
Pic6Name = SLS14
Pic6Hires = false
Pic6Duration = 1
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Pic8Name = SLS16
Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 3
NumberOfPics = 8
Pic1Name = SLS17
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS18
Pic2Hires = false
Pic2Duration = 1
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Pic6Duration = 1
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Pic8Name = SLS24
Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 4
NumberOfPics = 8
Pic1Name = SLS25
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS26
Pic2Hires = false
Pic2Duration = 1
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Pic3Hires = false
Pic3Duration = 1
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Pic3YCoord = 0
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Pic4Hires = false
Pic4Duration = 1
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Pic5Hires = false
Pic5Duration = 1
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Pic5YCoord = 0
Pic6Name = SLS30
Pic6Hires = false
Pic6Duration = 1
Pic6XCoord = 0
Pic6YCoord = 0
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Pic7Hires = false
Pic7Duration = 1
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Pic8Name = SLS32
Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 5
NumberOfPics = 8
Pic1Name = SLS33
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS34
Pic2Hires = false
Pic2Duration = 1
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Pic3Hires = false
Pic3Duration = 1
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Pic3YCoord = 0
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Pic4Hires = false
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Pic5Hires = false
Pic5Duration = 1
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Pic6Hires = false
Pic6Duration = 1
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Pic6YCoord = 0
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Pic7Hires = false
Pic7Duration = 1
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Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 6
NumberOfPics = 8
Pic1Name = SLS41
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
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Pic2Hires = false
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Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
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Scene 7
NumberOfPics = 8
Pic1Name = SLS49
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
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Pic2Hires = false
Pic2Duration = 1
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Pic3Hires = false
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Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
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TextXPos = 1
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Scene 8
NumberOfPics = 8
Pic1Name = SLS57
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
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Pic2Hires = false
Pic2Duration = 1
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Pic3Hires = false
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Pic4Hires = false
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Pic5Hires = false
Pic5Duration = 1
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Pic6Hires = false
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Pic7Hires = false
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Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 9
NumberOfPics = 8
Pic1Name = SLS65
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
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Pic2Hires = false
Pic2Duration = 1
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Pic3Hires = false
Pic3Duration = 1
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Pic4Hires = false
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Pic5Hires = false
Pic5Duration = 1
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Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
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Scene 10
NumberOfPics = 8
Pic1Name = SLS73
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS74
Pic2Hires = false
Pic2Duration = 1
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Pic3Duration = 1
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Pic5Hires = false
Pic5Duration = 1
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Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
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FadeInID = -1
FadeOutID = -1
TextXPos = 1
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Scene 11
NumberOfPics = 8
Pic1Name = SLS81
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS82
Pic2Hires = false
Pic2Duration = 1
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Pic3Hires = false
Pic3Duration = 1
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Pic5Duration = 1
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Pic6Hires = false
Pic6Duration = 1
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Pic6YCoord = 0
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Pic7Hires = false
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Pic8Name = SLS88
Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 12
NumberOfPics = 8
Pic1Name = SLS89
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS90
Pic2Hires = false
Pic2Duration = 1
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = SLS91
Pic3Hires = false
Pic3Duration = 1
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = SLS92
Pic4Hires = false
Pic4Duration = 1
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = SLS93
Pic5Hires = false
Pic5Duration = 1
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = SLS94
Pic6Hires = false
Pic6Duration = 1
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = SLS95
Pic7Hires = false
Pic7Duration = 1
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = SLS96
Pic8Hires = false
Pic8Duration = 1
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 13
NumberOfPics = 4
Pic1Name = SLS97
Pic1Hires = false
Pic1Duration = 1
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = SLS98
Pic2Hires = false
Pic2Duration = 1
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = SLS99
Pic3Hires = false
Pic3Duration = 1
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = SLS100
Pic4Hires = false
Pic4Duration = 1
Pic4XCoord = 0
Pic4YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 14
NumberOfPics = 1
Pic1Name = ARCUT01
Pic1Hires = true
Pic1Duration = 850
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 2
TextYPos = 2
Music = ECCO
SceneText = \A8The Sonic heroes board
Artemis 3 as it lifts off. 
Unbeknownst to many, the 
Soviet Union had sent men
to the moon in the early 
days of the space race and 
established a military
research outpost known 
as Zvezda. Rasputin and 
his loyal followers
reactivated Zvezda 
and made it their 
primary base of operations
as they continue to 
establish their plans
for world dominition.
	#
Scene 15
NumberOfPics = 1
Pic1Name = ARSCE01
Pic1Hires = true
Pic1Duration = 200
Pic1XCoord = 0
Pic1YCoord = 0
FadeInID = 1
FadeOutID = 1
TextXPos = 2
TextYPos = 2
SceneText = 
	#

Level G2
Levelname = Shadow of Aztlan
Act = 0
Music = SSAL01
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = G3
SkyNum = 160
RecordAttack = true
LevelSelect = 2
SaveGame = true
FlickyList = Rabbit, Bear, Ram, Cow
SkyboxScale = 3
Weather = 5
MusicInterFadeOut = 600
Lua.desolatedustbowl = true
PreCutsceneNum = 10
NoTitleCard = true
NoZone = true
SelectHeading = Equinox

Level G4
Levelname = Equinox
Act = 0
Music = TAWA
ForceResetMusic = On
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = CREDITS
SkyNum = 193
RecordAttack = true
LevelSelect = 2
SaveGame = true
FlickyList = Rabbit, Bear, Ram, Cow
SkyboxScale = 8
Weather = 5
MusicInterFadeOut = 600
NoTitleCard = true
NoZone = true
PreCutsceneNum = 16
NoReload = false
SelectHeading = Equinox

# "Cutscene"

Cutscene 14
NumScenes 1
Scene 1
NumberOfPics = 1
Pic1Name = SSTITLE
Pic1Hires = false
Pic1Duration = 250
Pic1XCoord = 0
Pic1YCoord = 0
FadeInID = 1
FadeOutID = 1
	#

Emblem
Hint = Have you ever heard\\that jerboas break the floor\\for fun and profit?
Type = Global
Tag = 0
MapNum = 1
Sprite = A
Color = SKINCOLOR_BLUE

# "Cutscene"

Cutscene 10
NumScenes 5
Scene 1
NumberOfPics = 1
Pic1Name = AZCUT01
Pic1Hires = true
Pic1Duration = 800
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 2
TextYPos = 2
Music = RASP
SceneText = \A8In the early 20th 
century a secret 
society was formed 
with the purpose 
of creating a one
world government. 
Many high ranking 
military officials
and wealthy elite
secretly supported 
this organization. 
It was led by holy 
man Grigori Rasputin. 
After his death in 
1916 the group sought
to resurrect him.
	#
Scene 2
NumberOfPics = 1
Pic1Name = AZCUT02
Pic1Hires = true
Pic1Duration = 800
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 130
TextYPos = 2
Music = RASP
SceneText = \A8Using the portals found
at Atlantis they were 
able to accomplish 
this by going back
in time and retrieving
him. They have setup
base in the southwestern 
United States where 
they continue to 
pillage technologies 
left behind by the 
ancients.
	#
Scene 3
NumberOfPics = 8
Pic1Name = WHOLE1
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = WHOLE2
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = WHOLE3
Pic3Hires = false
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = WHOLE4
Pic4Hires = false
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = WHOLE5
Pic5Hires = false
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = WHOLE6
Pic6Hires = false
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = WHOLE7
Pic7Hires = false
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = WHOLE8
Pic8Hires = false
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
Music = ART3
MusicLoop = true
FadeInID = 2
FadeOutID = 2
TextXPos = 1
TextYPos = 320
SceneText = 
	#
Scene 4
NumberOfPics = 5
Pic1Name = WHOLE9
Pic1Hires = false
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = WHOLE10
Pic2Hires = false
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = WHOLE11
Pic3Hires = false
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = WHOLE12
Pic4Hires = false
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = WHOLE13
Pic5Hires = false
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
FadeInID = 2
FadeOutID = 2
TextXPos = 1
TextYPos = 320
SceneText = 
	#
Scene 5
NumberOfPics = 1
FadeOutID = 0
Pic1Name = WHOLE14
Pic1Hires = true
Pic1Duration = 140
Pic1XCoord = 0
Pic1YCoord = 0
FadeInID = 0
FadeOutID = 0
TextXPos = 1
TextYPos = 320
SceneText = 
	#
# "Cutscene"

Cutscene 15
NumScenes 9
Scene 1
NumberOfPics = 8
Pic1Name = AKIR01
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR02
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR03
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR04
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR05
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR06
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR07
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR08
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
Music = METRO
MusicLoop = false
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 2
NumberOfPics = 8
Pic1Name = AKIR09
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR10
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR11
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR12
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR13
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR14
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR15
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR16
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 3
NumberOfPics = 8
Pic1Name = AKIR17
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR18
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR19
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR20
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR21
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR22
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR23
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR24
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 4
NumberOfPics = 8
Pic1Name = AKIR25
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR26
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR27
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR28
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR29
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR30
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR31
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR32
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 5
NumberOfPics = 8
Pic1Name = AKIR33
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR34
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR35
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR36
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR37
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR38
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR39
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR40
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 6
NumberOfPics = 8
Pic1Name = AKIR41
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR42
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR43
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR44
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR45
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR46
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR47
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR48
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 7
NumberOfPics = 8
Pic1Name = AKIR49
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR50
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR51
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR52
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR53
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR54
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR55
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR56
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 8
NumberOfPics = 8
Pic1Name = AKIR57
Pic1Hires = true
Pic1Duration = 2
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR58
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR59
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR60
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR61
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR62
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR63
Pic7Hires = true
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR64
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 8
NumberOfPics = 8
Pic1Name = AKIR65
Pic1Hires = true
Pic1Duration = 70
Pic1XCoord = 0
Pic1YCoord = 0
Pic2Name = AKIR66
Pic2Hires = true
Pic2Duration = 2
Pic2XCoord = 0
Pic2YCoord = 0
Pic3Name = AKIR67
Pic3Hires = true
Pic3Duration = 2
Pic3XCoord = 0
Pic3YCoord = 0
Pic4Name = AKIR68
Pic4Hires = true
Pic4Duration = 2
Pic4XCoord = 0
Pic4YCoord = 0
Pic5Name = AKIR69
Pic5Hires = true
Pic5Duration = 2
Pic5XCoord = 0
Pic5YCoord = 0
Pic6Name = AKIR70
Pic6Hires = true
Pic6Duration = 2
Pic6XCoord = 0
Pic6YCoord = 0
Pic7Name = AKIR71
Pic7Hires = false
Pic7Duration = 2
Pic7XCoord = 0
Pic7YCoord = 0
Pic8Name = AKIR72
Pic8Hires = true
Pic8Duration = 2
Pic8XCoord = 0
Pic8YCoord = 0
FadeInID = -1
FadeOutID = -1
TextXPos = 1
TextYPos = 320

Scene 9
NumberOfPics = 1
Pic1Name = WINNERS
Pic1Hires = false
Pic1Duration = 120
Pic1XCoord = 0
Pic1YCoord = 0
#