#SEQUENCE "stop";
# wait(.15);
# char_activate("player", 0);

  var func = nop;
  func = if(char_kill("kenki"), avar, nop);
  func("forest_kenki_active", 0);

  char_kill("landmine_blue");
  char_kill("landmine_purple");

  avar("forest_mountain_active", 0);
  obs_move_to("mountain", 134, 137);

# seq_jump(if(gvar("gfx_world_particles"), "particles", "check"));

#SEQUENCE "particles";
# var func = nop;
  func = if(geq(lvar("count"), 117), seq_jump, nop);
  func("check");
# particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  particle_make( "mist_02", rand(0,122), rand(0,150), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  lvar("count", add(lvar("count"), 10));
# wait( .0001 );

#SEQUENCE "check";
# var func = nop;
  func = if(or(eq(avar("forest_03_loaded"), 1), eq(avar("kenki_cin"), 1)), seq_jump, nop);
  func("kill");
# seq_jump("cinema");

#SEQUENCE "cinema";
# char_make("allies/mercenary_cin_dead", 25, 138);
  char_make("bosses/kenki_cin", 30, 129);
  char_make("landmine_blue", rand(500, 550), rand(500, 550), "landmine_blue", 1 );
  char_make("landmine_purple", rand(500, 550), rand(500, 550), "landmine_purple", 1 );
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
  indicator_char_make( "general", 2, 0, "mercenary_cin_dead", 1, colorRGB(0,0,1), .75, 1, 25, "indicator/general_01.tga");
# seq_jump("hold");
  
#SEQUENCE "hold";
# wait( 5 );
# var func = nop;
  func = if(eq(avar("kenki_cin"), 1), seq_jump, nop);
  func("kill");

#SEQUENCE "kill";
# char_activate("player", 1);
  avar("forest_03_loaded", 1);
  avar("loading", 0);
  screenFX_fade( "fade_black", .5, 0 );
# kill_this();
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );
