<?xml version="1.0" encoding="utf-8"?>
<Scenes>
  <S_2_PRISON Ambient="2_prison.ini">
    <Objects>
      <frame2>
        <States>
          <general X="0" Y="0" Width="1366" Height="800" Enabled="1" />
        </States>
        <Events>
          <SceneLoad act1="load" />
          <SceneEnter act1="enter" />
        </Events>
        <Actions>
          <load>
            <Operations>
              <ExecuteCustomCode type="Goal" action="complete" id1="TXT_GOAL_2"></ExecuteCustomCode>
              <MoveObjectToPosition X="700" Y="-700" obj="frame" />
              <Pause time="500" />
              <EnableObject value="1" obj="mask_rasp" />
              <ShowTextMessage Value="BBT_2_FIRST" img="IMAGE_UI_BBT_DETECTIVE" />
            </Operations>
          </load>
          <enter>
            <Operations>
              <ChangeObjectState state="off" obj="mask_rain"></ChangeObjectState>
              <ChangeObjectState state="general" obj="mask_rain">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                  <eq Arg1="#ObjectState:shackle" Arg2="$open" />
                </Conditions>
              </ChangeObjectState>
              <ChangeObjectState state="off" obj="S_2_PRISON_WINDOW.mask_rain"></ChangeObjectState>
              <ChangeObjectState state="general" obj="S_2_PRISON_WINDOW.mask_rain">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                </Conditions>
              </ChangeObjectState>
              <ChangeObjectState state="off" obj="S_2_PRISON_WINDOW.mask_drops"></ChangeObjectState>
              <ChangeObjectState state="general" obj="S_2_PRISON_WINDOW.mask_drops">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                </Conditions>
              </ChangeObjectState>
              <ChangeObjectState state="off" obj="S_2_PRISON_WINDOW.water_1"></ChangeObjectState>
              <ChangeObjectState state="off" obj="S_2_PRISON_WINDOW.water_2"></ChangeObjectState>
              <ChangeObjectState state="off" obj="S_2_PRISON_WINDOW.water_3"></ChangeObjectState>
              <ChangeObjectState state="off" obj="S_2_PRISON_WINDOW.water_4"></ChangeObjectState>
              <ChangeObjectState state="general" obj="S_2_PRISON_WINDOW.water_1">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                </Conditions>
              </ChangeObjectState>
              <ChangeObjectState state="general" obj="S_2_PRISON_WINDOW.water_2">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                </Conditions>
              </ChangeObjectState>
              <ChangeObjectState state="general" obj="S_2_PRISON_WINDOW.water_3">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                </Conditions>
              </ChangeObjectState>
              <ChangeObjectState state="general" obj="S_2_PRISON_WINDOW.water_4">
                <Conditions>
                  <eq Arg1="S_GLOBAL.rain.mode" Arg2="$2" />
                </Conditions>
              </ChangeObjectState>
              <ChangeVariableValue name="S_5_BRIDGE.mask_guard.show_vo" value="1" op="=" />
            </Operations>
          </enter>
        </Actions>
      </frame2>
      <frame>
        <States>
          <general X="700" Y="300" Width="1366" Height="1800" Enabled="1" CenterX="700" CenterY="300" />
        </States>
        <Objects>
          <back>
            <States>
              <general Image="IMAGE_2_PRISON_BACK" X="-700" Y="-300"></general>
            </States>
          </back>
          <back2>
            <States>
              <general Image="IMAGE_2_PRISON_BACK_2" X="-700" Y="500"></general>
              <off />
            </States>
          </back2>
          <fog1>
            <States>
              <general Image="IMAGE_2_PRISON_FOG" X="1590" Y="-296" Enabled="1" ClipRect="555,7,250,111" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_fog1"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_fog2" />
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </fog1>
          <fog2>
            <States>
              <general Image="IMAGE_2_PRISON_FOG" X="1590" Y="-296" Enabled="1" ClipRect="555,7,250,111" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_fog2" />
                  <MoveObjectByTrajectory Value="tr_fog1"></MoveObjectByTrajectory>
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </fog2>
          <mask_rain>
            <States>
              <off />
              <general X="0" Y="0" Width="1366" Height="800" ClipRect="600,0,200,120">
                <Effects>
                  <Rain file="effects/rain_2_wnd.xml" />
                </Effects>
              </general>
            </States>
          </mask_rain>
          <sky_patch>
            <States>
              <general Image="IMAGE_2_PRISON_SKY_PATCH" X="-147" Y="-300"></general>
            </States>
          </sky_patch>
          <window>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW" X="-45" Y="-300"></general>
              <off />
            </States>
          </window>
          <lattice3>
            <States>
              <general Image="IMAGE_2_PRISON_LATTICE_3" X="-39" Y="-300"></general>
              <off />
            </States>
          </lattice3>
          <lattice2>
            <States>
              <general Image="IMAGE_2_PRISON_LATTICE_2" X="24" Y="-237"></general>
              <off />
            </States>
          </lattice2>
          <lattice1>
            <States>
              <general Image="IMAGE_2_PRISON_LATTICE_1" X="-43" Y="-248"></general>
              <off />
            </States>
          </lattice1>
          <cap>
            <States>
              <general Image="IMAGE_2_PRISON_CLOSED" X="69" Y="-290"></general>
              <open Image="IMAGE_2_PRISON_OPEN" X="81" Y="-275" />
            </States>
          </cap>
          <drops>
            <States>
              <general ScaleY="1" ScaleX="0.8" CA="200" X="-700" Y="-300" Width="10" Height="10" Enabled="1">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="50" time_pause_min="300" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop1="555,-10,532,425,200" drop3="1024,-10,1020,500,200" />
                </Effects>
              </general>
            </States>
          </drops>
          <drops2>
            <States>
              <general ScaleY="1" ScaleX="0.8" CA="200" X="-700" Y="-300" Width="10" Height="10" Enabled="1">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="100" time_pause_min="1500" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop2="680,113,670,490,200" />
                </Effects>
              </general>
            </States>
          </drops2>
          <mg_part>
            <States>
              <off Image="IMAGE_2_PRISON_MG_PART_1" X="353" Y="107" />
              <general Image="IMAGE_2_PRISON_MG_PART" X="343" Y="166"></general>
            </States>
          </mg_part>
          <video_door>
            <Actions>
              <end_door>
                <Conditions>
                  <eq Arg1="$VIDEO_2_DOOR" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ChangeObjectState state="st_zoom" obj="mask_door"></ChangeObjectState>
                  <Pause time="2000" />
                  <ChangeScene Value="S_2_PRISON_DOOR"></ChangeScene>
                  <PlayMusic name="music_2" />
                </Operations>
              </end_door>
            </Actions>
            <Events>
              <VideoCompleted a2="end_door" />
            </Events>
            <States>
              <off />
              <v_door Movie="VIDEO_2_DOOR" Enabled="1" X="271" Y="-176" />
            </States>
          </video_door>
          <hinge>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_HINGE" X="347" Y="108"></general>
            </States>
          </hinge>
          <barrel_sh>
            <States>
              <general Image="IMAGE_2_PRISON_BARREL_SHADOW" CenterX="54" CenterY="182" X="161" Y="224"></general>
            </States>
            <Actions>
              <first>
                <Operations>
                  <MoveObjectByTrajectory Value="tr_barrel_f" />
                </Operations>
              </first>
              <move>
                <Operations>
                  <MoveObjectByTrajectory Value="tr_barrel_sh_move" />
                </Operations>
              </move>
              <move2>
                <Operations>
                  <MoveObjectByTrajectory Value="tr_barrel_sh_move2" />
                </Operations>
              </move2>
            </Actions>
          </barrel_sh>
          <barrel>
            <States>
              <general Image="IMAGE_2_PRISON_BARREL" CenterX="20" CenterY="164" X="157" Y="224"></general>
            </States>
            <Objects>
              <cork>
                <States>
                  <general Image="IMAGE_2_PRISON_CORK" X="25" Y="-67"></general>
                  <off />
                </States>
              </cork>
            </Objects>
          </barrel>
          <patch_barrel>
            <States>
              <general Image="IMAGE_2_PRISON_PATCH_BARREL" X="244" Y="22"></general>
            </States>
          </patch_barrel>
          <broom>
            <States>
              <general Image="IMAGE_2_PRISON_BROOM" X="284" Y="181"></general>
              <off />
            </States>
          </broom>
          <mouse>
            <States>
              <general Image="IMAGE_2_PRISON_MOUSE" X="367" Y="222">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="3000" scope="1111" bRand="0" bSmoth="1" />
                </Effects>
              </general>
              <off />
              <st_max CA="255"></st_max>
              <st_min CA="0" />
            </States>
          </mouse>
          <coin>
            <States>
              <general Image="IMAGE_2_PRISON_COIN" X="351" Y="248"></general>
              <off />
            </States>
          </coin>
          <web>
            <States>
              <general Image="IMAGE_2_PRISON_WEB" X="179" Y="-242"></general>
              <off />
            </States>
          </web>
          <video_fly>
            <States>
              <st_video Movie="VIDEO_2_FIREFLIES_IDLE" X="193" Y="-236" DrawMode="Add" ScaleX="0.7" ScaleY="0.7" />
              <off />
            </States>
          </video_fly>
          <rag_sh>
            <States>
              <general Image="IMAGE_2_PRISON_RAG_SHADOW" X="-330" Y="-290"></general>
              <off />
            </States>
          </rag_sh>
          <rag>
            <States>
              <general Image="IMAGE_2_PRISON_RAG" X="-319" Y="-297">
                <Effects>
                  <Grid arg="effects/grid_s2_rag.xml" />
                </Effects>
              </general>
              <off />
            </States>
          </rag>
          <patch_rag>
            <States>
              <general Image="IMAGE_2_PRISON_PATCH_RAG" X="-289" Y="-102"></general>
            </States>
          </patch_rag>
          <grill>
            <States>
              <general Image="IMAGE_2_PRISON_GRILL_CLOSED" X="-103" Y="226"></general>
              <open Image="IMAGE_2_PRISON_GRILL_OPEN" X="-187" Y="190" />
            </States>
          </grill>
          <stone_1>
            <States>
              <general X="-369" Y="-213" Image="IMAGE_2_PRISON_STONE_1" />
              <off />
            </States>
          </stone_1>
          <stone_2>
            <States>
              <general X="-363" Y="-172" Image="IMAGE_2_PRISON_STONE_2" />
              <off />
            </States>
          </stone_2>
          <stone_3>
            <States>
              <general X="-387" Y="-178" Image="IMAGE_2_PRISON_STONE_3" />
              <off />
            </States>
          </stone_3>
          <light_lantern_add>
            <States>
              <general X="-559" Y="-205" Image="IMAGE_2_PRISON_LANTERN_LIGHT_ADD" DrawMode="Add">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="3000" scope="1111" bRand="1" bSmoth="1" />
                </Effects>
              </general>
              <st_max CA="255" />
              <st_min CA="20" />
            </States>
          </light_lantern_add>
          <pillow_cut>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_PILLOW_CUT" X="-384" Y="120"></general>
            </States>
          </pillow_cut>
          <rope>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_ROPE" X="-375" Y="139"></general>
            </States>
          </rope>
          <bird>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_BIRD" X="-375" Y="136"></general>
            </States>
          </bird>
          <chain1>
            <States>
              <general X="-339" Y="-500" Image="IMAGE_2_PRISON_CHAIN_1" CenterX="70" CenterY="-200">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="3400" scope="1111" bRand="0" bSmoth="1" />
                </Effects>
              </general>
              <st_max Angle="-2" />
              <st_min Angle="2" />
            </States>
          </chain1>
          <chain2>
            <States>
              <general X="-321" Y="-500" Image="IMAGE_2_PRISON_CHAIN_2" CenterX="58" CenterY="-200">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="3000" scope="1111" bRand="0" bSmoth="1" />
                </Effects>
              </general>
              <st_max Angle="-2" />
              <st_min Angle="2" />
            </States>
          </chain2>
          <shackle>
            <States>
              <general Image="IMAGE_2_PRISON_SHACKLE" X="-85" Y="1066" Layer="2"></general>
              <open Image="IMAGE_2_PRISON_SHACKLE2" X="-122" Y="1076" />
            </States>
          </shackle>
          <leg_left>
            <States>
              <general Image="IMAGE_2_PRISON_LEG_LEFT" X="-487" Y="974" Layer="1"></general>
            </States>
          </leg_left>
          <leg_right>
            <States>
              <general Image="IMAGE_2_PRISON_LEG_RIGHT" X="113" Y="1152" Layer="1"></general>
            </States>
          </leg_right>
          <mask_pillow>
            <Actions>
              <goto>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_PILLOW"></ChangeScene>
                </Operations>
              </goto>
            </Actions>
            <Events>
              <LeftMouse act1="goto" />
            </Events>
            <States>
              <zoom X="-479" Y="18" Width="238" Height="164" Enabled="0" Cursor="Zoom" HintX="107" HintY="122" Angle="6" HitTest="Poly:0,0;227,30;307,160;142,230;-45,152;" />
            </States>
          </mask_pillow>
          <mask_ho>
            <Actions>
              <zoom>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_HO"></ChangeScene>
                </Operations>
              </zoom>
            </Actions>
            <Events>
              <LeftMouse act1="zoom" />
            </Events>
            <States>
              <st_go X="-430" Y="-263" Width="212" Height="224" HintX="73" HintY="160" Cursor="Zoom" Enabled="1"></st_go>
              <general X="-424" Y="-219" Width="127" Height="125" HintX="70" HintY="71" Cursor="Zoom" Enabled="1">
                <Effects>
                  <Sparkles />
                </Effects>
              </general>
            </States>
          </mask_ho>
          <mask_barrel>
            <Actions>
              <first>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$first" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_barrel_global_try" />
                  <ExecuteAction act="barrel_sh.first" />
                  <MoveObjectByTrajectory Value="tr_barrel_f" obj="barrel"></MoveObjectByTrajectory>
                  <ShowTextMessage Value="BBT_2_BARREL"></ShowTextMessage>
                  <Pause time="1000" />
                  <ChangeScene Value="S_2_PRISON_BARREL"></ChangeScene>
                  <ChangeObjectState state="st_go" />
                </Operations>
              </first>
              <goto>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_go" />
                </Conditions>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_BARREL"></ChangeScene>
                </Operations>
              </goto>
              <move>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_move" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_barrel_left"></PlaySoundSample>
                  <ExecuteAction act="barrel_sh.move"></ExecuteAction>
                  <MoveObjectByTrajectory Value="tr_barrel_move" obj="barrel" />
                  <ChangeObjectState state="st_zoom" obj="mask_window">
                    <Conditions>
                      <eq Arg1="mask_window.go" Arg2="$0" />
                    </Conditions>
                  </ChangeObjectState>
                  <ChangeObjectState state="st_go" obj="mask_window">
                    <Conditions>
                      <eq Arg1="mask_window.go" Arg2="$1" />
                    </Conditions>
                  </ChangeObjectState>
                  <ChangeObjectState state="st_msg" obj="mask_web">
                    <Conditions>
                      <eq Arg1="#ObjectState:S_2_PRISON_WEB.mask_use" Arg2="$general" />
                    </Conditions>
                  </ChangeObjectState>
                  <ChangeObjectState state="st_move2" />
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="0" op="=" />
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="1" op="=">
                    <Conditions>
                      <eq Arg1="#PanelItemCount:broom" Arg2="$1" />
                    </Conditions>
                  </ChangeVariableValue>
                  <ChangeVariableValue name="S_2_PRISON.mask_window.hint" value="1" op="=">
                    <Conditions>
                      <eq Arg1="S_2_PRISON_WINDOW.board.hint" Arg2="$1"></eq>
                      <eq Arg1="#PanelItemCount:broom" Arg2="$0" />
                    </Conditions>
                  </ChangeVariableValue>
                  <EnableObject value="0" obj="mask_barrel">
                    <Conditions>
                      <eq Arg1="#PanelItemCount:fish_tail" Arg2="$1" />
                    </Conditions>
                  </EnableObject>
                </Operations>
              </move>
              <move2>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_move2" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_barrel_right"></PlaySoundSample>
                  <ExecuteAction act="barrel_sh.move2" />
                  <MoveObjectByTrajectory Value="tr_barrel_move2" obj="barrel" />
                  <ChangeObjectState state="st_zoom" obj="mask_web" />
                  <ChangeObjectState state="st_msg" obj="mask_window" />
                  <ChangeObjectState state="st_move" />
                  <ChangeVariableValue name="S_2_PRISON.mask_web.hint" value="1" op="=">
                    <Conditions>
                      <eq Arg1="#PanelItemCount:broom" Arg2="$1" />
                    </Conditions>
                  </ChangeVariableValue>
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="0" op="=" />
                </Operations>
              </move2>
            </Actions>
            <Events>
              <LeftMouse act1="goto" a2="move" a3="first" a4="move2" />
            </Events>
            <States>
              <first X="148" Y="56" Width="128" Height="172" Enabled="1" Cursor="Hand" HintX="45" HintY="111" Angle="0" />
              <st_go X="146" Y="54" Width="134" Height="175" Enabled="1" Cursor="Zoom" HintX="47" HintY="112" />
              <st_move X="122" Y="55" Width="156" Height="172" Enabled="1" Cursor="Hand" HintX="72" HintY="111" Angle="0"></st_move>
              <st_move2 X="-95" Y="31" Width="204" Height="195" Enabled="1" Cursor="Hand" HintX="104" HintY="108" Angle="0" />
            </States>
            <Variables hint="0" t_var="0" />
          </mask_barrel>
          <mask_window>
            <Actions>
              <msg>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_msg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_2_WINDOW"></ShowTextMessage>
                </Operations>
              </msg>
              <zoom>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_zoom" />
                </Conditions>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_WINDOW"></ChangeScene>
                </Operations>
              </zoom>
              <go>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_go" />
                </Conditions>
                <Operations>
                  <ChangeScene Value="S_3_SQUARE"></ChangeScene>
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="0" op="=">
                    <Conditions>
                      <eq Arg1="#PanelItemCount:fish_tail" Arg2="$1" />
                    </Conditions>
                  </ChangeVariableValue>
                  <EnableObject value="0" obj="mask_barrel">
                    <Conditions>
                      <eq Arg1="#PanelItemCount:fish_tail" Arg2="$1" />
                    </Conditions>
                  </EnableObject>
                </Operations>
              </go>
            </Actions>
            <Events>
              <LeftMouse act1="msg" a2="zoom" a3="go" />
            </Events>
            <States>
              <st_msg X="-188" Y="-302" Width="332" Height="154" Enabled="1" Cursor="Zoom" HintX="197" HintY="92" />
              <st_zoom X="-106" Y="-306" Width="231" Height="160" Enabled="1" Cursor="Zoom" HintX="111" HintY="96" Angle="0" />
              <st_go X="-252" Y="-298" Width="392" Height="255" Enabled="1" Cursor="GoAway" HintX="257" HintY="89" Angle="0" />
            </States>
            <Variables hint="0" go="0" />
          </mask_window>
          <mask_door>
            <Actions>
              <video>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$general" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <ChangeObjectState state="v_door" obj="video_door" />
                  <ChangeVariableValue name="mask_door.hint" value="0" op="=" />
                  <PlaySoundSample name="s_2_bbt_door" />
                  <ShowTextMessage Value="BBT_2_VO_DOOR" img="IMAGE_UI_BBT_GUARD"></ShowTextMessage>
                </Operations>
              </video>
              <zoom>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_zoom" />
                </Conditions>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_DOOR"></ChangeScene>
                </Operations>
              </zoom>
            </Actions>
            <Events>
              <LeftMouse a2="zoom" a1="video" />
            </Events>
            <States>
              <general X="311" Y="-175" Width="144" Height="214" Enabled="1" Cursor="Zoom" HintX="66" HintY="207" Angle="6" HitTest="Poly:25,-21;107,-6;60,499;-82,418;-23,51;" />
              <st_zoom X="311" Y="-175" Width="144" Height="214" Enabled="1" Cursor="Zoom" HintX="93" HintY="333" Angle="6" HitTest="Poly:0,0;63,-13;78,51;73,493;5,460;-73,419;-23,71;" />
              <off />
            </States>
            <Variables hint="0" />
          </mask_door>
          <mask_web>
            <Actions>
              <msg>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_msg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_2_WEB_BARREL"></ShowTextMessage>
                </Operations>
              </msg>
              <zoom>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st_zoom" />
                </Conditions>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_WEB"></ChangeScene>
                </Operations>
              </zoom>
            </Actions>
            <Events>
              <LeftMouse act1="msg" a2="zoom" />
            </Events>
            <States>
              <st_zoom X="183" Y="-248" Width="109" Height="125" Enabled="1" Cursor="Zoom" HintX="51" HintY="80" Angle="0" />
              <st_msg X="170" Y="-248" Width="127" Height="131" Enabled="1" Cursor="Zoom" HintX="58" HintY="61" />
            </States>
            <Variables hint="0" />
          </mask_web>
          <mask_hatch>
            <Actions>
              <zoom>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_HATCH"></ChangeScene>
                </Operations>
              </zoom>
            </Actions>
            <Events>
              <LeftMouse a2="zoom" />
            </Events>
            <States>
              <st_zoom X="-92" Y="227" Width="251" Height="86" Enabled="1" Cursor="Zoom" HintX="131" HintY="42" />
              <off />
            </States>
          </mask_hatch>
          <mask_first>
            <Actions>
              <click>
                <Operations>
                  <PlaySoundSample name="s_2_scene_main_try" />
                  <MoveObjectByTrajectory Value="tr_drag" obj="frame" />
                  <ShowTextMessage Value="BBT_2_ZOOM">
                    <Conditions>
                      <neq Arg1="count" Arg2="$1" />
                    </Conditions>
                  </ShowTextMessage>
                  <ChangeVariableValue name="count" value="1" op="+" />
                  <ChangeObjectState state="st_boy" obj="S_2_PRISON_VIDEO.video" Time="100">
                    <Conditions>
                      <eq Arg1="count" Arg2="$2" />
                    </Conditions>
                  </ChangeObjectState>
                  <ChangeScene Value="S_2_PRISON_VIDEO">
                    <Conditions>
                      <eq Arg1="count" Arg2="$2" />
                    </Conditions>
                  </ChangeScene>
                  <EnableObject value="0">
                    <Conditions>
                      <eq Arg1="count" Arg2="$2" />
                    </Conditions>
                  </EnableObject>
                </Operations>
              </click>
            </Actions>
            <States>
              <general X="-612" Y="-268" Width="2" Height="2" HintX="626" HintY="260" Cursor="Zoom" Enabled="0"></general>
            </States>
            <Variables hint="1" count="0" />
            <Events>
              <PreSceneLeftMouse act1="click" />
            </Events>
          </mask_first>
          <mask_rasp>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$rasp" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <ClearCursorObject Time="0" argFly="0"></ClearCursorObject>
                  <ChangeObjectState state="off" obj="rasp" />
                  <ChangeObjectState state="v_rasp" obj="video_rasp" Time="300" />
                </Operations>
              </click>
              <click2>
                <Conditions>
                  <eq Arg1="$glass" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_2_GLASS_WRONG"></ShowTextMessage>
                </Operations>
              </click2>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_rasp_try" />
                  <ShowTextMessage Value="BBT_2_NEED_RASP"></ShowTextMessage>
                  <Pause time="1000">
                    <Conditions>
                      <eq Arg1="#ObjectState:mask_up" Arg2="$off" />
                    </Conditions>
                  </Pause>
                  <ChangeObjectState state="general" obj="mask_up">
                    <Conditions>
                      <eq Arg1="#ObjectState:mask_up" Arg2="$off" />
                    </Conditions>
                  </ChangeObjectState>
                  <ChangeVariableValue name="hint" value="0" op="=" />
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$rasp" Arg2="$arg"></neq>
                  <neq Arg1="$glass" Arg2="$arg"></neq>
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse a4="click2" act1="click" act2="about" act3="wrong" />
            </Events>
            <States>
              <general X="-437" Y="805" Width="590" Height="469" HintX="141" HintY="-10" Cursor="Gears" Enabled="0" HitTest="Poly:-38,25;102,-77;216,-74;435,-3;483,18;518,113;906,108;906,497;-38,497;">
                <Effects>
                  <Glint />
                </Effects>
              </general>
            </States>
            <Properties SceneClick="disable" DefaultClickSound="empty" />
            <Variables hint="1" />
          </mask_rasp>
          <mask_up>
            <Actions>
              <zoom>
                <Operations>
                  <Pause act="200" />
                  <ChangeObjectState state="off" obj="hover" Time="100" />
                  <PlaySoundSample name="s_2_scene_up" />
                  <MoveObjectByTrajectory Value="tr_up" obj="frame" />
                  <EnableObject value="1" obj="mask_return" />
                  <EnableObject value="1" obj="mask_pillow" />
                  <EnableObject value="1" obj="mask_first">
                    <Conditions>
                      <neq Arg1="mask_first.count" Arg2="$2" />
                    </Conditions>
                  </EnableObject>
                </Operations>
              </zoom>
              <show>
                <Operations>
                  <StopAction act="hide" />
                  <Pause act="200" />
                  <ChangeObjectState state="general" obj="hover" Time="200" />
                </Operations>
              </show>
              <hide Modal="0">
                <Operations>
                  <StopAction act="show" />
                  <Pause act="200" />
                  <ChangeObjectState state="off" obj="hover" Time="200" />
                </Operations>
              </hide>
            </Actions>
            <Events>
              <LeftMouse act1="zoom" />
              <MouseEnter act1="show" />
              <MouseLeave act1="hide" />
            </Events>
            <Objects>
              <hover>
                <States>
                  <off Image="IMAGE_PARTICLE_UP_LIGHT" X="-100" Y="0" CA="0" DrawMode="Add" />
                  <general Image="IMAGE_PARTICLE_UP_LIGHT" X="-100" Y="0" DrawMode="Add" Width="1092" Height="653"></general>
                </States>
              </hover>
            </Objects>
            <States>
              <off X="-611" Y="699" Width="1092" Height="200" HintX="603" HintY="44" Cursor="GoAway" Enabled="0" HitTest="Poly:-47,-4;1092,0;1090,195;690,195;668,123;579,79;303,42;163,98;-40,121;" CA="0"></off>
              <general X="-611" Y="699" Width="1092" Height="600" HintX="736" HintY="40" Cursor="GoAway" Enabled="1" HitTest="Rect"></general>
            </States>
            <Variables hint="1" />
            <Properties SceneClick="disable" />
          </mask_up>
          <mask_return>
            <Actions>
              <click>
                <Operations>
                  <PlaySoundSample name="s_2_scene_dn" />
                  <MoveObjectByTrajectory Value="tr_down" obj="frame" />
                  <EnableObject value="0" obj="mask_first"></EnableObject>
                  <ChangeObjectState state="general" obj="mask_up" />
                </Operations>
              </click>
            </Actions>
            <Events>
              <LeftMouse act1="click" />
            </Events>
            <States>
              <general X="-700" Y="300" Width="1366" Height="200" Cursor="GoAway" CursorDir="180" Enabled="0" HintX="671" HintY="5"></general>
              <off />
            </States>
            <Properties SceneClick="disable" />
          </mask_return>
          <video_rasp>
            <Actions>
              <end>
                <Conditions>
                  <eq Arg1="$VIDEO_2_USE_RASP" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ChangeObjectState state="open" obj="shackle"></ChangeObjectState>
                  <Pause time="500"></Pause>
                  <PlaySoundSample name="s_2_scene_up" />
                  <MoveObjectByTrajectory Value="tr_up" obj="frame" />
                  <ChangeObjectState state="off" obj="back2"></ChangeObjectState>
                  <EnableObject value="0" obj="mask_first" />
                  <ChangeObjectState state="off" obj="mask_return"></ChangeObjectState>
                  <ChangeVariableValue name="mask_door.hint" value="1" op="=" />
                  <ChangeObjectState state="off" obj="mask_up" />
                  <EnableObject value="0" obj="mask_up" />
                  <ChangeObjectState state="general" obj="mask_rain" />
                </Operations>
              </end>
            </Actions>
            <Events>
              <VideoCompleted act1="end" />
            </Events>
            <States>
              <off />
              <v_rasp X="-120" Y="994" Movie="VIDEO_2_USE_RASP" Enabled="1" Layer="3" />
            </States>
          </video_rasp>
          <rasp DisplayName="OBJ_2_RASP">
            <Actions>
              <take>
                <Operations>
                  <CaptureObjectToCursor />
                </Operations>
              </take>
            </Actions>
            <States>
              <off />
              <general X="172" Y="771" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_RASP" HitTest="Poly:-46,99;191,-52;242,27;5,182;" />
              <inventory Image="IMAGE_2_PRISON_RASP_INV" X="179" Y="902"></inventory>
            </States>
            <Events>
              <LeftMouseDown act1="take" />
            </Events>
            <Properties SceneClick="disable" />
          </rasp>
          <light_add>
            <States>
              <general X="-281" Y="-300" Image="IMAGE_2_PRISON_LIGHT_X2_ADD" DrawMode="Add" ScaleX="2" ScaleY="2">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="5000" scope="1111" bRand="0" bSmoth="1" />
                </Effects>
              </general>
              <st_max CA="255" />
              <st_min CA="100" />
            </States>
          </light_add>
        </Objects>
      </frame>
    </Objects>
    <Scenes>
      <S_2_PRISON_HOOK Border="button">
        <Objects>
          <frame>
            <States>
              <general X="350" Y="300" Width="800" Height="600" Enabled="1" CenterX="500" CenterY="300"></general>
            </States>
            <Objects>
              <hook_full DisplayName="OBJ_2_HOOK_ROPE">
                <States>
                  <general Image="IMAGE_2_PRISON_HOOK_HOOK" X="-100" Y="0" CenterX="0"></general>
                  <inventory Image="IMAGE_2_PRISON_HOOK_HOOK_ROPE_INV" />
                </States>
                <Objects>
                  <glow>
                    <States>
                      <general Image="IMAGE_2_PRISON_HOOK_GLOW" X="-20" Y="-235"></general>
                      <empty />
                    </States>
                    <Actions>
                      <hide>
                        <Operations>
                          <ChangeObjectState object="empty" Time="300" />
                        </Operations>
                      </hide>
                    </Actions>
                  </glow>
                  <rope>
                    <States>
                      <empty />
                      <general Image="IMAGE_2_PRISON_HOOK_ROPE" X="-20" Y="-235"></general>
                    </States>
                  </rope>
                </Objects>
                <Actions>
                  <take>
                    <Operations>
                      <RemoveInventoryItem cell="S_2_PRISON_HOOK" />
                      <AddInventoryItem cell="hook_full" obj="hook_full" fl="0" sc="1" />
                      <ChangeScene Value="CloseZoom" />
                      <ChangeVariableValue name="S_2_PRISON_DOOR.mask_hole.hint" value="1" op="=" />
                    </Operations>
                  </take>
                  <take2>
                    <Operations>
                      <AddInventoryItem cell="hook_full" />
                    </Operations>
                  </take2>
                </Actions>
              </hook_full>
              <mask>
                <Variables hint="0" />
                <Actions>
                  <click>
                    <Conditions>
                      <eq Arg1="$rope" Arg2="$arg" />
                      <eq Arg1="#ObjectState:" Arg2="$gears" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_hook_twine"></PlaySoundSample>
                      <ChangeObjectState object="empty" />
                      <RemoveInventoryItem argCell="rope" />
                      <ExecuteAction state="glow.hide" />
                      <ChangeObjectState state="general" Name="rope" Time="300" />
                      <ChangeObjectState state="hand" />
                      <ChangeVariableValue state="hint" obj="1" />
                    </Operations>
                  </click>
                  <take_click>
                    <Conditions>
                      <eq Arg1="#ObjectState:" Arg2="$hand" />
                    </Conditions>
                    <Operations>
                      <ChangeVariableValue object="hint" oj="0" />
                      <ChangeObjectState object="empty" />
                      <MoveObjectByTrajectory argCell="scale_in" Name="frame" />
                      <ExecuteAction state="hook_full.take" />
                    </Operations>
                  </take_click>
                  <about>
                    <Conditions>
                      <eq Arg1="$empty" Arg2="$arg" />
                      <eq Arg1="#ObjectState:" Arg2="$gears" />
                    </Conditions>
                    <Operations>
                      <ShowTextMessage Value="BBT_2_ROPE" />
                      <PlaySoundSample name="s_2_hook_try"></PlaySoundSample>
                    </Operations>
                  </about>
                  <wrong>
                    <Conditions>
                      <neq Arg1="$rope" Arg2="$arg" />
                      <neq Arg1="$empty" Arg2="$arg" />
                      <eq Arg1="#ObjectState:" Arg2="$gears" />
                    </Conditions>
                    <Operations>
                      <ShowTextMessage Name="BBT_CLICK_WRONG" />
                    </Operations>
                  </wrong>
                </Actions>
                <Events>
                  <LeftMouse act1="click" act2="about" act3="wrong" act4="take_click" />
                </Events>
                <States>
                  <gears X="-287" Y="-239" Width="700" Height="491" HintX="402" HintY="81" Cursor="Gears" Enabled="1" Angle="0">
                    <Effects>
                      <Glint />
                    </Effects>
                  </gears>
                  <hand X="-126" Y="-239" Width="558" Height="404" HintX="381" HintY="260" Cursor="Hand" Enabled="1" Angle="0">
                    <Effects>
                      <Glint />
                    </Effects>
                  </hand>
                  <empty></empty>
                </States>
                <Properties DefaultClickSound="empty"></Properties>
              </mask>
            </Objects>
          </frame>
        </Objects>
        <Trajectories>
          <scale_in>
            <TrajectoryPoints>
              <start Time="0" ScaleX="1.0" ScaleY="1.0"></start>
              <start Time="10" ScaleX="1.0" ScaleY="1.0"></start>
              <start Time="1000" ScaleX="1.2" ScaleY="1.2"></start>
            </TrajectoryPoints>
          </scale_in>
        </Trajectories>
      </S_2_PRISON_HOOK>
      <S_2_PRISON_ROLLE Border="button">
        <Objects>
          <frame>
            <Variables count_to_close="3" />
            <Actions>
              <try_close>
                <Operations>
                  <ChangeVariableValue Image="count_to_close" obj="1" op="-" />
                  <RemoveInventoryItem argCell="S_2_PRISON_ROLLE">
                    <Conditions>
                      <eq Arg1="count_to_close" Arg2="$0" />
                    </Conditions>
                  </RemoveInventoryItem>
                  <ChangeScene Image="CloseZoom">
                    <Conditions>
                      <eq Arg1="count_to_close" Arg2="$0" />
                    </Conditions>
                  </ChangeScene>
                </Operations>
              </try_close>
            </Actions>
            <States>
              <general X="-40" Y="50" Width="800" Height="600" Enabled="1"></general>
            </States>
            <Objects>
              <rolle_lock>
                <States>
                  <general Image="IMAGE_2_PRISON_ROLLE_ROLLE_LOCKED" X="110" Y="100"></general>
                  <off />
                </States>
              </rolle_lock>
              <rolle>
                <States>
                  <off />
                  <general Image="IMAGE_2_PRISON_ROLLE_ROLLE_UNLOCKED" X="110" Y="100"></general>
                  <st2 Image="IMAGE_2_PRISON_ROLLE_ROLLE_OPEN" X="0" Y="0" />
                </States>
              </rolle>
              <angel DisplayName="OBJ_2_ANGEL">
                <States>
                  <off />
                  <general Image="IMAGE_2_PRISON_ROLLE_ANGEL" X="461" Y="168" Enabled="0" Cursor="Hand" HitTest="Rect:0,0,215,118"></general>
                  <inventory Image="IMAGE_2_PRISON_ROLLE_ANGEL_INV" />
                </States>
                <Actions>
                  <take>
                    <Operations>
                      <AddInventoryItem cell="angel" obj="angel" fl="0" sc="1" />
                      <ExecuteAction act="frame.try_close" />
                    </Operations>
                  </take>
                  <show>
                    <Operations>
                      <ChangeObjectState state="general" Time="500" />
                    </Operations>
                  </show>
                </Actions>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </angel>
              <slingshot DisplayName="OBJ_2_SLINGSHOT">
                <States>
                  <off />
                  <general Image="IMAGE_2_PRISON_ROLLE_SLINGSHOT" X="372" Y="120" Enabled="0" Cursor="Hand" CenterX="50" HitTest="Rect:0,0,403,239"></general>
                  <inventory Image="IMAGE_2_PRISON_ROLLE_SLINGSHOT_INV" />
                </States>
                <Actions>
                  <take>
                    <Operations>
                      <AddInventoryItem cell="slingshot" obj="slingshot" fl="0" sc="1" />
                      <ExecuteAction act="frame.try_close" />
                      <ChangeVariableValue name="S_2_PRISON.mask_window.hint" value="1" op="=" />
                    </Operations>
                  </take>
                  <show>
                    <Operations>
                      <ChangeObjectState state="general" Time="500" />
                    </Operations>
                  </show>
                </Actions>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </slingshot>
              <map>
                <States>
                  <off />
                  <general Image="IMAGE_2_PRISON_ROLLE_MAP" X="320" Y="168" Enabled="1" Cursor="Hand" HitTest="Rect:0,-36,524,283"></general>
                </States>
                <Actions>
                  <take>
                    <Operations>
                      <PlaySoundSample name="s_2_map_pickup" />
                      <ChangeObjectState state="glint" obj="map_big" Time="200" />
                      <ChangeObjectState state="off" />
                    </Operations>
                  </take>
                  <show>
                    <Operations>
                      <ChangeObjectState state="general" Time="500" />
                    </Operations>
                  </show>
                </Actions>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
                <Variables hint="1" />
              </map>
              <mask>
                <Actions>
                  <click1>
                    <Conditions>
                      <eq Arg1="#ObjectState:" Arg2="$st1" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_roll_unlock" />
                      <ChangeObjectState state="general" obj="rolle" Time="300"></ChangeObjectState>
                      <ChangeObjectState state="off" obj="rolle_lock"></ChangeObjectState>
                      <ChangeObjectState state="st2" />
                    </Operations>
                  </click1>
                  <click2>
                    <Conditions>
                      <eq Arg1="#ObjectState:" Arg2="$st2" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_roll_open" />
                      <EnableObject value="0" />
                      <ExecuteAction act="angel.show"></ExecuteAction>
                      <ExecuteAction act="slingshot.show"></ExecuteAction>
                      <ExecuteAction act="map.show" />
                      <ChangeObjectState state="st2" obj="rolle" Time="500"></ChangeObjectState>
                    </Operations>
                  </click2>
                </Actions>
                <Events>
                  <LeftMouse act1="click2" a1="click1" />
                </Events>
                <States>
                  <st1 X="86" Y="226" Width="527" Height="232" Enabled="1" Cursor="Hand" HintX="355" HintY="185" Angle="18"></st1>
                  <st2 X="81" Y="218" Width="549" Height="381" Enabled="1" Cursor="Hand" HintX="390" HintY="260" Angle="16" HitTest="Poly:-8,-44;565,-32;572,220;423,240;424,322;314,340;250,238;-18,238;" />
                </States>
                <Variables hint="1" />
              </mask>
            </Objects>
          </frame>
          <map_big>
            <Variables hint="1" />
            <Actions>
              <tutor Modal="0">
                <Operations>
                  <ShowTutorialWindow Value="17_map"></ShowTutorialWindow>
                  <Pause time="100"></Pause>
                  <ExecuteAction act="frame.try_close" />
                </Operations>
              </tutor>
              <take>
                <Operations>
                  <ChangeObjectState obj="video"></ChangeObjectState>
                  <ShowObject value="0" obj="map" />
                  <Pause Value="1400" />
                  <MoveObjectByTrajectory Value="tr_fly" />
                </Operations>
              </take>
              <map_end>
                <Conditions>
                  <eq Arg1="$VIDEO_2_MAP" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_map_ui_set" />
                  <ChangeObjectState obj="empty" />
                  <EnableObject value="1" obj="angel"></EnableObject>
                  <EnableObject value="1" obj="slingshot" />
                  <ExecuteCustomCode arg="ChangeMap" act="unlock"></ExecuteCustomCode>
                  <Pause time="100"></Pause>
                  <ExecuteAction act="tutor" />
                </Operations>
              </map_end>
            </Actions>
            <Events>
              <LeftMouse act1="take" />
              <VideoCompleted act1="map_end" />
            </Events>
            <States>
              <empty />
              <glint X="394" Y="282" Width="684" Height="400" CenterX="342" CenterY="200" Image="IMAGE_2_PRISON_ROLLE_MAP_BIG" Enabled="1" Cursor="Hand" Layer="2">
                <Effects>
                  <Glint />
                </Effects>
              </glint>
              <video X="59" Y="63" Enabled="1" Movie="VIDEO_2_MAP" Layer="2"></video>
            </States>
          </map_big>
        </Objects>
        <Trajectories>
          <scale_in>
            <TrajectoryPoints>
              <start Time="0" ScaleX="1.0" ScaleY="1.0"></start>
              <start Time="10" ScaleX="1.0" ScaleY="1.0"></start>
              <start Time="1000" ScaleX="1.1" ScaleY="1.1"></start>
            </TrajectoryPoints>
          </scale_in>
          <tr_fly>
            <TrajectoryPoints>
              <start Time="0" X="59" Y="63" Angle="0" />
              <end Time="1200" X="-720+%LMARGIN%" Y="540-%BMARGIN%" Angle="0.0001" />
            </TrajectoryPoints>
          </tr_fly>
        </Trajectories>
      </S_2_PRISON_ROLLE>
      <S_2_PRISON_PILLOW>
        <Objects>
          <back>
            <States>
              <general X="0" Y="0" Image="IMAGE_2_PRISON_PILLOW_BACK" />
            </States>
            <Actions>
              <try_close>
                <Operations>
                  <ChangeVariableValue Image="count_to_close" obj="1" op="-"></ChangeVariableValue>
                  <EnableObject value="0" obj="S_2_PRISON.mask_pillow">
                    <Conditions>
                      <eq Arg1="count_to_close" Arg2="$0" />
                    </Conditions>
                  </EnableObject>
                  <ChangeScene Image="CloseZoom">
                    <Conditions>
                      <eq Arg1="count_to_close" Arg2="$0" />
                    </Conditions>
                  </ChangeScene>
                </Operations>
              </try_close>
            </Actions>
            <Variables count_to_close="1" />
          </back>
          <bug>
            <States>
              <general X="488" Y="0" Image="IMAGE_2_PRISON_PILLOW_BUG" Enabled="1" CenterX="10"></general>
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_bug" />
                  <ExecuteAction act="load" />
                </Operations>
              </load>
            </Actions>
            <Objects>
              <leg1>
                <States>
                  <general X="-4" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_1" CenterX="10" CenterY="20">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg1>
              <leg2>
                <States>
                  <general X="-5" Y="15" Image="IMAGE_2_PRISON_PILLOW_LEG_2" CenterX="14" CenterY="2">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="-50" />
                  <st_min Angle="0" />
                </States>
              </leg2>
              <leg3>
                <States>
                  <general X="-5" Y="24" Image="IMAGE_2_PRISON_PILLOW_LEG_3" CenterX="10" CenterY="4">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-40" />
                </States>
              </leg3>
              <leg4>
                <States>
                  <general X="5" Y="11" Image="IMAGE_2_PRISON_PILLOW_LEG_4" CenterX="2" CenterY="19">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-50" />
                </States>
              </leg4>
              <leg5>
                <States>
                  <general X="8" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="50" />
                </States>
              </leg5>
              <leg6>
                <States>
                  <general X="6" Y="27" Image="IMAGE_2_PRISON_PILLOW_LEG_6" CenterX="7" CenterY="5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg6>
              <bug_cap>
                <States>
                  <general X="0" Y="0" CenterX="10" Image="IMAGE_2_PRISON_PILLOW_BUG"></general>
                </States>
              </bug_cap>
            </Objects>
          </bug>
          <bug_2>
            <Actions>
              <move Modal="0">
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$empty" />
                </Conditions>
                <Operations>
                  <Pause time="100" />
                  <ChangeObjectState Value="general" />
                  <MoveObjectByTrajectory Value="tr_bug_2" />
                  <ShowObject Value="0" />
                </Operations>
              </move>
            </Actions>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <States>
              <empty X="100" Y="100" Image="IMAGE_2_PRISON_PILLOW_BUG" CenterX="10" CR="255" CB="155" CA="0" />
              <general X="100" Y="100" Image="IMAGE_2_PRISON_PILLOW_BUG" CenterX="10" CR="255" CB="10" CG="100" CA="255"></general>
            </States>
            <Objects>
              <leg1>
                <States>
                  <general X="-4" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_1" CenterX="10" CenterY="20">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="80" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg1>
              <leg2>
                <States>
                  <general X="-5" Y="15" Image="IMAGE_2_PRISON_PILLOW_LEG_2" CenterX="14" CenterY="2">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="80" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="-50" />
                  <st_min Angle="0" />
                </States>
              </leg2>
              <leg3>
                <States>
                  <general X="-5" Y="24" Image="IMAGE_2_PRISON_PILLOW_LEG_3" CenterX="10" CenterY="4">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="80" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-40" />
                </States>
              </leg3>
              <leg4>
                <States>
                  <general X="5" Y="11" Image="IMAGE_2_PRISON_PILLOW_LEG_4" CenterX="2" CenterY="19">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="80" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-50" />
                </States>
              </leg4>
              <leg5>
                <States>
                  <general X="8" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="80" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="50" />
                </States>
              </leg5>
              <leg6>
                <States>
                  <general X="6" Y="27" Image="IMAGE_2_PRISON_PILLOW_LEG_6" CenterX="7" CenterY="5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="80" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg6>
            </Objects>
          </bug_2>
          <bug_3>
            <Actions>
              <move Modal="0">
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$empty" />
                </Conditions>
                <Operations>
                  <Pause time="250" />
                  <ChangeObjectState Value="general" />
                  <MoveObjectByTrajectory Value="tr_bug_3" />
                  <ShowObject Value="0" />
                </Operations>
              </move>
            </Actions>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <States>
              <empty X="100" Y="100" Image="IMAGE_2_PRISON_PILLOW_BUG" CenterX="10" CR="155" CB="155" CA="0" />
              <general X="100" Y="100" Image="IMAGE_2_PRISON_PILLOW_BUG" CenterX="10" CR="255" CB="50" CG="150" CA="255"></general>
            </States>
            <Objects>
              <leg1>
                <States>
                  <general X="-4" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_1" CenterX="10" CenterY="20">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="70" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg1>
              <leg2>
                <States>
                  <general X="-5" Y="15" Image="IMAGE_2_PRISON_PILLOW_LEG_2" CenterX="14" CenterY="2">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="70" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="-50" />
                  <st_min Angle="0" />
                </States>
              </leg2>
              <leg3>
                <States>
                  <general X="-5" Y="24" Image="IMAGE_2_PRISON_PILLOW_LEG_3" CenterX="10" CenterY="4">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="70" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-40" />
                </States>
              </leg3>
              <leg4>
                <States>
                  <general X="5" Y="11" Image="IMAGE_2_PRISON_PILLOW_LEG_4" CenterX="2" CenterY="19">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="70" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-50" />
                </States>
              </leg4>
              <leg5>
                <States>
                  <general X="8" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="70" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="50" />
                </States>
              </leg5>
              <leg6>
                <States>
                  <general X="6" Y="27" Image="IMAGE_2_PRISON_PILLOW_LEG_6" CenterX="7" CenterY="5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="70" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg6>
              <bug_cap>
                <States>
                  <general X="0" Y="0" CenterX="10" Image="IMAGE_2_PRISON_PILLOW_BUG"></general>
                </States>
              </bug_cap>
            </Objects>
          </bug_3>
          <bug_4>
            <Actions>
              <move Modal="0">
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$empty" />
                </Conditions>
                <Operations>
                  <ChangeObjectState Value="general" />
                  <MoveObjectByTrajectory Value="tr_bug_4" />
                  <ShowObject Value="0" />
                </Operations>
              </move>
            </Actions>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <States>
              <empty X="100" Y="100" Image="IMAGE_2_PRISON_PILLOW_BUG" CenterX="10" CR="255" CB="100" CA="0" />
              <general X="100" Y="100" Image="IMAGE_2_PRISON_PILLOW_BUG" CenterX="10" CR="255" CB="100" CG="100"></general>
            </States>
            <Objects>
              <leg1>
                <States>
                  <general X="-4" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_1" CenterX="10" CenterY="20">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg1>
              <leg2>
                <States>
                  <general X="-5" Y="15" Image="IMAGE_2_PRISON_PILLOW_LEG_2" CenterX="14" CenterY="2">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="-50" />
                  <st_min Angle="0" />
                </States>
              </leg2>
              <leg3>
                <States>
                  <general X="-5" Y="24" Image="IMAGE_2_PRISON_PILLOW_LEG_3" CenterX="10" CenterY="4">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-40" />
                </States>
              </leg3>
              <leg4>
                <States>
                  <general X="5" Y="11" Image="IMAGE_2_PRISON_PILLOW_LEG_4" CenterX="2" CenterY="19">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="-50" />
                </States>
              </leg4>
              <leg5>
                <States>
                  <general X="8" Y="13" Image="IMAGE_2_PRISON_PILLOW_LEG_5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="0" />
                  <st_min Angle="50" />
                </States>
              </leg5>
              <leg6>
                <States>
                  <general X="6" Y="27" Image="IMAGE_2_PRISON_PILLOW_LEG_6" CenterX="7" CenterY="5">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="100" scope="1111" bRand="0" bSmoth="0" />
                    </Effects>
                  </general>
                  <st_max Angle="50" />
                  <st_min Angle="0" />
                </States>
              </leg6>
            </Objects>
          </bug_4>
          <bug_mask>
            <States>
              <general X="488" Y="0" Image="IMAGE_2_PRISON_PILLOW_BUG_MASK"></general>
            </States>
          </bug_mask>
          <patch_open>
            <States>
              <general X="183" Y="188" Image="IMAGE_2_PRISON_PILLOW_PATCH_1"></general>
              <st_open X="183" Y="188" Image="IMAGE_2_PRISON_PILLOW_PATCH_2" />
            </States>
          </patch_open>
          <patch_drag>
            <States>
              <off />
              <general X="207" Y="194" Image="IMAGE_2_PRISON_PILLOW_DRAG"></general>
            </States>
          </patch_drag>
          <rope DisplayName="OBJ_2_ROPE">
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_PILLOW_ROPE" X="271" Y="267" Enabled="1" Cursor="Hand" HitTest="Rect:-17,0,274,135"></general>
              <inventory Image="IMAGE_2_PRISON_PILLOW_ROPE_INV" />
            </States>
            <Actions>
              <show>
                <Operations>
                  <ChangeObjectState state="general" />
                  <ChangeObjectState state="general" obj="S_2_PRISON.rope" />
                </Operations>
              </show>
              <take>
                <Operations>
                  <AddInventoryItem cell="rope" obj="rope" noFly="0" scene="1" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.rope" />
                  <ExecuteAction act="back.try_close" />
                  <ExecuteAction act="S_2_PRISON_BARREL.hook.try_tutor" />
                </Operations>
              </take>
            </Actions>
            <Events>
              <LeftMouse act1="take" />
            </Events>
          </rope>
          <mask_use>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$glass" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <RemoveInventoryItem Time="0" argCell="glass" />
                  <ChangeObjectState state="st_video" obj="video" Time="300" />
                </Operations>
              </click>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_pillow_try" />
                  <ExecuteAction Value="bug_2.move"></ExecuteAction>
                  <ExecuteAction Value="bug_3.move"></ExecuteAction>
                  <ExecuteAction Value="bug_4.move" />
                  <ChangeObjectState state="general" obj="patch_drag" Time="100"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="patch_drag" Time="100" />
                  <ShowTextMessage Value="BBT_2_NEED_GLASS" />
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$glass" Arg2="$arg"></neq>
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse act1="click" act2="about" act3="wrong" />
            </Events>
            <States>
              <general X="56" Y="14" Width="394" Height="252" HintX="197" HintY="325" Cursor="Gears" Enabled="1" Angle="1" HitTest="Poly:0,0;477,-3;584,297;42,422;-36,310;">
                <Effects>
                  <Glint />
                </Effects>
              </general>
            </States>
            <Properties DefaultClickSound="empty"></Properties>
          </mask_use>
          <video>
            <Actions>
              <end>
                <Conditions>
                  <eq Arg1="$VIDEO_2_GLASS" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ExecuteAction act="rope.show" />
                  <ChangeObjectState state="st_open" obj="patch_open"></ChangeObjectState>
                  <EnableObject value="1" obj="rope" />
                  <ChangeObjectState state="general" obj="S_2_PRISON.pillow_cut" />
                </Operations>
              </end>
            </Actions>
            <Events>
              <VideoCompleted act1="end" />
            </Events>
            <States>
              <off />
              <st_video Movie="VIDEO_2_GLASS" Enabled="1" X="30" Y="38" />
            </States>
          </video>
        </Objects>
        <Trajectories>
          <tr_bug AutoRotate="1">
            <TrajectoryPoints>
              <start Time="0" X="530" Y="110"></start>
              <start Time="500" X="552" Y="135"></start>
              <start Time="1000" X="585" Y="120"></start>
              <start Time="1500" X="590" Y="87"></start>
              <start Time="2000" X="613" Y="45"></start>
              <start Time="2500" X="670" Y="30"></start>
              <start Time="3000" X="670" Y="40"></start>
              <start Time="4200" X="670" Y="-14"></start>
              <start Time="4500" X="610" Y="-24"></start>
              <start Time="5000" X="590" Y="35"></start>
              <start Time="5500" X="515" Y="70"></start>
            </TrajectoryPoints>
          </tr_bug>
          <tr_bug_2 AutoRotate="1">
            <TrajectoryPoints>
              <start Time="0" X="270" Y="331"></start>
              <start Time="1000" X="80" Y="530"></start>
            </TrajectoryPoints>
          </tr_bug_2>
          <tr_bug_3 AutoRotate="1">
            <TrajectoryPoints>
              <start Time="0" X="330" Y="331"></start>
              <start Time="1000" X="310" Y="530"></start>
            </TrajectoryPoints>
          </tr_bug_3>
          <tr_bug_4 AutoRotate="1">
            <TrajectoryPoints>
              <start Time="0" X="410" Y="301"></start>
              <start Time="1000" X="550" Y="530"></start>
            </TrajectoryPoints>
          </tr_bug_4>
        </Trajectories>
      </S_2_PRISON_PILLOW>
      <S_2_PRISON_BARREL>
        <Objects>
          <back>
            <States>
              <general Image="IMAGE_2_PRISON_BARREL_BACK" />
            </States>
          </back>
          <drop>
            <States>
              <general CA="200" ScaleX="1" ScaleY="1">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="100" time_pause_min="1500" time_pause_max="1700" image_drop="IMAGE_2_PRISON_BARREL_DROP" drop1="306,140,306,410,120" />
                </Effects>
              </general>
              <off />
            </States>
          </drop>
          <cork>
            <States>
              <general X="280" Y="65" Image="IMAGE_2_PRISON_BARREL_CORK" />
            </States>
          </cork>
          <cork_mask>
            <States>
              <general X="285" Y="57" Image="IMAGE_2_PRISON_BARREL_CORK_MASK" />
            </States>
          </cork_mask>
          <cork_sh>
            <States>
              <general X="268" Y="65" Image="IMAGE_2_PRISON_BARREL_CORK_SH" />
            </States>
          </cork_sh>
          <wet>
            <States>
              <off />
              <general X="152" Y="417" Image="IMAGE_2_PRISON_BARREL_FLOOR_WET" />
            </States>
          </wet>
          <hook DisplayName="OBJ_2_HOOK">
            <Actions>
              <take>
                <Operations>
                  <AddInventoryItem cell="S_2_PRISON_HOOK" obj="hook" nofly="0" scene="1" />
                  <ExecuteAction act="hook.try_tutor" />
                </Operations>
              </take>
              <try_tutor>
                <Operations>
                  <ChangeVariableValue name="var_t" value="1" op="+"></ChangeVariableValue>
                  <ShowTutorialWindow Value="10_item_plus" d="400">
                    <Conditions>
                      <eq Arg1="var_t" Arg2="$2" />
                    </Conditions>
                  </ShowTutorialWindow>
                </Operations>
              </try_tutor>
            </Actions>
            <States>
              <general X="98" Y="321" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_BARREL_HOOK" HitTest="Rect:0,0,151,69" />
              <inventory Image="IMAGE_2_PRISON_BARREL_HOOK_INV"></inventory>
            </States>
            <Events>
              <LeftMouse act1="take" />
            </Events>
            <Variables var_t="0" />
          </hook>
          <video>
            <Actions>
              <end>
                <Conditions>
                  <eq Arg1="$VIDEO_2_CORKSCREW" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ShowObject value="0" obj="cork"></ShowObject>
                  <ShowObject value="0" obj="cork_sh" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.cork" />
                  <ChangeObjectState state="general" obj="wet"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="drop"></ChangeObjectState>
                  <ChangeObjectState state="st_move" obj="S_2_PRISON.mask_barrel"></ChangeObjectState>
                  <ChangeScene Value="CloseZoom" />
                  <AddInventoryItem cell="corkscrew" obj="S_2_PRISON_DOOR_HOLE.corkscrew"></AddInventoryItem>
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="1" op="=">
                    <Conditions>
                      <eq Arg1="#PanelItemCount:broom" Arg2="$0" />
                    </Conditions>
                  </ChangeVariableValue>
                </Operations>
              </end>
            </Actions>
            <Events>
              <VideoCompleted act1="end" />
            </Events>
            <States>
              <off />
              <st_video Movie="VIDEO_2_CORKSCREW" Enabled="1" />
            </States>
          </video>
          <mask_use>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$corkscrew" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <RemoveInventoryItem Time="0" argCell="corkscrew" />
                  <ChangeObjectState state="st_video" obj="video" Time="300" />
                </Operations>
              </click>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_barrel_try" />
                  <MoveObjectByTrajectory Value="tr_cork" obj="cork" />
                  <ShowTextMessage Value="BBT_2_NEED_CORKSCREW" />
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$corkscrew" Arg2="$arg"></neq>
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse act1="click" act2="about" act3="wrong" />
            </Events>
            <States>
              <general X="116" Y="-5" Width="394" Height="370" HintX="193" HintY="131" Cursor="Gears" Enabled="1" HitTest="Poly:0,0;494,-1;467,358;260,399;138,374;134,318;64,318;">
                <Effects>
                  <Glint />
                </Effects>
              </general>
            </States>
            <Properties DefaultClickSound="empty"></Properties>
          </mask_use>
        </Objects>
        <Trajectories>
          <tr_cork>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="400" Angle="-2"></start>
              <start Time="600" Angle="0"></start>
            </TrajectoryPoints>
          </tr_cork>
        </Trajectories>
      </S_2_PRISON_BARREL>
      <S_2_PRISON_VIDEO Ambient="2_video.ini">
        <Objects>
          <frame>
            <States>
              <general X="0" Y="0" Width="1366" Height="800" />
            </States>
          </frame>
          <video>
            <Actions>
              <start>
                <Operations>
                  <ShowHud Value="0" val="0" time="0" />
                </Operations>
              </start>
              <end>
                <Conditions>
                  <eq Arg1="$VIDEO_1_OUTRO" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="st_look" />
                </Operations>
              </end>
              <end_boy>
                <Conditions>
                  <eq Arg1="$VIDEO_2_BOY" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowHud Value="1" val="1" />
                  <ChangeObjectState state="general" obj="S_2_PRISON.rasp"></ChangeObjectState>
                  <MoveObjectToPosition X="700" Y="-700" Obj="S_2_PRISON.frame" />
                  <EnableObject value="0" obj="S_2_PRISON.mask_up" />
                  <ExecuteCustomCode type="Goal" action="add" id1="TXT_GOAL_3"></ExecuteCustomCode>
                  <ChangeScene Value="S_2_PRISON"></ChangeScene>
                  <ShowTextMessage Value="BBT_2_BOY_RASP" img="IMAGE_UI_BBT_DETECTIVE"></ShowTextMessage>
                </Operations>
              </end_boy>
              <end_look>
                <Conditions>
                  <eq Arg1="$VIDEO_2_LOOK" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowHud Value="1" val="1" />
                  <ChangeScene Value="S_2_PRISON"></ChangeScene>
                </Operations>
              </end_look>
            </Actions>
            <States>
              <st_video Movie="VIDEO_1_OUTRO" Enabled="1" />
              <st_boy Movie="VIDEO_2_BOY" Enabled="1" />
              <st_look Movie="VIDEO_2_LOOK" Enabled="1" />
            </States>
            <Events>
              <VideoStarted act1="start" />
              <VideoCompleted act1="end" a2="end_boy" a3="end_look" />
            </Events>
          </video>
        </Objects>
      </S_2_PRISON_VIDEO>
      <S_2_PRISON_WINDOW Ambient="2_prison_window.ini">
        <Objects>
          <size>
            <States>
              <general X="0" Y="0" Width="1366" Height="800"></general>
            </States>
          </size>
          <back>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_BACK" X="192" Y="0" />
            </States>
          </back>
          <sky>
            <States>
              <general Image="IMAGE_3_SQUARE_SKY" X="1590" Y="336" Enabled="1" CenterX="1366" CenterY="336" ClipRect="314,0,725,270" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="S_3_SQUARE.tr_sky1"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="S_3_SQUARE.tr_sky2" />
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </sky>
          <sky2>
            <States>
              <general Image="IMAGE_3_SQUARE_SKY" X="1590" Y="336" Enabled="1" CenterX="1366" CenterY="336" ClipRect="314,0,725,270" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="S_3_SQUARE.tr_sky2"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="S_3_SQUARE.tr_sky1" />
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </sky2>
          <back_patch>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_BACK_PATCH" X="314" Y="0" />
            </States>
          </back_patch>
          <broken_board>
            <States>
              <off />
              <general X="161" Y="473" Image="IMAGE_2_PRISON_WINDOW_BROKEN_BOARD" />
            </States>
          </broken_board>
          <tube>
            <States>
              <off />
              <general X="719" Y="435" Image="IMAGE_2_PRISON_WINDOW_TUBE" />
            </States>
          </tube>
          <patch_home_l>
            <States>
              <general X="506" Y="123" Image="IMAGE_2_PRISON_WINDOW_PATCH_HOME_L" />
            </States>
          </patch_home_l>
          <video_small>
            <Actions>
              <end>
                <Conditions>
                  <eq Arg1="$VIDEO_2_WND_SHOW_BOY_OUT" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="st_boy_loop" />
                </Operations>
              </end>
              <msg_loop Modal="0">
                <Operations>
                  <Pause time="9000" />
                  <PlaySoundSample Value="s_2_bbt_show_boy" />
                  <ShowTextMessage Value="SUB_2_BOY2_1" img="IMAGE_UI_BBT_BOY"></ShowTextMessage>
                  <ExecuteAction act="msg_loop" />
                </Operations>
              </msg_loop>
            </Actions>
            <States>
              <off />
              <st_v Movie="VIDEO_2_WND_SHOW_BOY_OUT" Enabled="1" X="452" Y="298"></st_v>
              <st_boy_loop Movie="VIDEO_2_WND_SHOW_BOY" Enabled="0" X="452" Y="298" />
              <st_loop Movie="VIDEO_2_WND_LOOP" Enabled="0" X="388" Y="356" />
            </States>
            <Events>
              <VideoCompleted act1="end" />
            </Events>
          </video_small>
          <cart>
            <States>
              <general X="593" Y="215" Movie="VIDEO_2_HORSES_LOOP"></general>
              <off />
            </States>
          </cart>
          <rope1>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_ROPE_1" X="594" Y="385" />
            </States>
          </rope1>
          <fog_1_1>
            <States>
              <general X="878" Y="104" Image="IMAGE_2_PRISON_WINDOW_FOG_1" Enabled="1" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_fog_1_1"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_fog_1_2" />
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </fog_1_1>
          <fog_1_2>
            <States>
              <general X="878" Y="104" Image="IMAGE_2_PRISON_WINDOW_FOG_1" Enabled="1" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_fog_1_2" />
                  <MoveObjectByTrajectory Value="tr_fog_1_1"></MoveObjectByTrajectory>
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </fog_1_2>
          <mask_drops>
            <States>
              <general X="227" Y="332" Width="875" Height="255" Enabled="1" HitTest="Poly:0,0;227,10;260,81;305,74;311,0;822,0;866,240;0,255;">
                <Effects>
                  <Splash PerfBound="10" Count="50" ScaleMin="50" ScaleMax="70" TimeMin="300" TimeMax="700" ImageName="IMAGE_PARTICLE_RAINDROP" UseAlpha="0" UseCount="0" UseScale="0" UseScaleDependency="1" />
                </Effects>
              </general>
              <off />
            </States>
          </mask_drops>
          <water_1>
            <States>
              <general X="509" Y="233" Image="IMAGE_PARTICLE_WATER_1" HitTest="Rect" ScaleY="0.8"></general>
              <off ScaleY="0.8" ScaleX="0.8" CA="200">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="100" time_pause_min="1000" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop1="503,233,503,400,200" />
                </Effects>
              </off>
            </States>
          </water_1>
          <water_4>
            <States>
              <general X="275" Y="209" Image="IMAGE_PARTICLE_WATER_1" HitTest="Rect" ScaleY="0.7" Enabled="1"></general>
              <off ScaleY="0.8" ScaleX="0.8" CA="200">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="100" time_pause_min="1000" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop1="275,209,275,375,200" />
                </Effects>
              </off>
            </States>
          </water_4>
          <well>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_WELL" X="86" />
            </States>
          </well>
          <bucket>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_BUCKET" X="394" Y="221" Enabled="1" HintX="38" HintY="43" />
              <off />
            </States>
          </bucket>
          <water_2>
            <States>
              <general X="977" Y="46" Image="IMAGE_PARTICLE_WATER_2" Enabled="1" HitTest="Rect"></general>
              <off ScaleY="1" ScaleX="1" CA="200">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="100" time_pause_min="1000" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop1="977,46,977,340,200" />
                </Effects>
              </off>
            </States>
          </water_2>
          <water_3>
            <States>
              <general X="923" Y="3" Image="IMAGE_PARTICLE_WATER_1" Enabled="1" HitTest="Rect"></general>
              <off ScaleY="1" ScaleX="1" CA="200">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="100" time_pause_min="1000" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop1="923,3,923,340,200" />
                </Effects>
              </off>
            </States>
          </water_3>
          <patch_home_r>
            <States>
              <general X="915" Y="0" Image="IMAGE_2_PRISON_WINDOW_PATCH_HOME_R" />
            </States>
          </patch_home_r>
          <back_cart>
            <States>
              <general X="443" Y="83" Image="IMAGE_2_PRISON_WINDOW_BACK_CART" CA="150" />
              <off />
            </States>
          </back_cart>
          <grass_r>
            <States>
              <general X="899" Y="471" Image="IMAGE_2_PRISON_WINDOW_GRASS_R" />
            </States>
          </grass_r>
          <grass_l>
            <States>
              <general X="136" Y="368" Image="IMAGE_2_PRISON_WINDOW_GRASS_L" />
            </States>
          </grass_l>
          <fog_2_1>
            <States>
              <general X="878" Y="180" Image="IMAGE_2_PRISON_WINDOW_FOG_2" Enabled="1" ClipRect="220,290,880,300" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_fog_2_1"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_fog_2_2" />
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </fog_2_1>
          <fog_2_2>
            <States>
              <general X="878" Y="180" Image="IMAGE_2_PRISON_WINDOW_FOG_2" Enabled="1" ClipRect="220,290,880,300" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load Modal="0">
                <Operations>
                  <ExecuteAction act="loop" />
                </Operations>
              </load>
              <loop Modal="0">
                <Operations>
                  <MoveObjectByTrajectory Value="tr_fog_2_2" />
                  <MoveObjectByTrajectory Value="tr_fog_2_1"></MoveObjectByTrajectory>
                  <ExecuteAction act="loop" />
                </Operations>
              </loop>
            </Actions>
          </fog_2_2>
          <mask_rain>
            <States>
              <general X="0" Y="0" Width="1366" Height="800">
                <Effects>
                  <Rain file="effects/rain_2.xml" />
                </Effects>
              </general>
              <off />
            </States>
          </mask_rain>
          <frame>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_FRAME_FULL" />
              <st2 Image="IMAGE_2_PRISON_WINDOW_FRAME_BROKEN" />
            </States>
          </frame>
          <video_hook>
            <Actions>
              <start>
                <Operations>
                  <ShowObject value="0" obj="rope1" />
                  <ShowHud Value="0" val="0" time="0" />
                  <EnableObject value="0" obj="mask_return" />
                </Operations>
              </start>
              <end_hook>
                <Conditions>
                  <eq Arg1="$VIDEO_2_WND_HOOK" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowHud Value="1" val="1" />
                  <ShowObject value="0" obj="rope1" />
                  <ChangeObjectState state="general" obj="rope2" />
                  <ChangeObjectState state="off" Time="200" />
                  <EnableObject value="1" obj="mask_return" />
                </Operations>
              </end_hook>
            </Actions>
            <States>
              <off />
              <st_hook Movie="VIDEO_2_WND_HOOK" Enabled="1" X="470" Y="376" />
            </States>
            <Events>
              <VideoStarted act1="start" />
              <VideoCompleted a2="end_hook" />
            </Events>
          </video_hook>
          <grid_l_1>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_L_1" X="605" Y="653" CenterX="220" CenterY="330" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <ExecuteAction act="grid_l_sh_1_0.hide"></ExecuteAction>
                  <ExecuteAction act="grid_l_sh_1_1.hide" />
                  <MoveObjectByTrajectory Value="tr_g_l_1_0" obj="grid_l_1"></MoveObjectByTrajectory>
                  <ExecuteAction act="patch_grid_l_2.hide" />
                  <MoveObjectByTrajectory Value="tr_g_l_1_1" obj="grid_l_1" />
                </Operations>
              </hide>
            </Actions>
          </grid_l_1>
          <grid_l_2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_L_2" X="167" Y="185" />
            </States>
          </grid_l_2>
          <grid_r_1>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_R_1" X="904" Y="640" CenterX="90" CenterY="365" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <ExecuteAction act="grid_r_sh_1.hide"></ExecuteAction>
                  <MoveObjectByTrajectory Value="tr_g_l_1_0" obj="grid_r_1"></MoveObjectByTrajectory>
                  <ExecuteAction act="patch_grid_r_1.hide" />
                  <MoveObjectByTrajectory Value="tr_g_r_1_1" obj="grid_r_1" />
                </Operations>
              </hide>
            </Actions>
          </grid_r_1>
          <grid_r_2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_R_2" X="971" Y="410" />
            </States>
          </grid_r_2>
          <rope2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_ROPE_2" X="594" Y="378" Enabled="1" Cursor="Hand" HintX="134" HintY="187" HitTest="Rect:0,0,307,259" />
              <st2 Image="IMAGE_2_PRISON_WINDOW_ROPE_3" X="469" Y="340" />
            </States>
            <Events>
              <LeftMouse act1="click" />
            </Events>
            <Actions>
              <click>
                <Operations>
                  <PlaySoundSample name="s_2_window_hook"></PlaySoundSample>
                  <ChangeObjectState state="st2" Time="500" />
                  <ChangeObjectState state="st2" obj="mask_cart"></ChangeObjectState>
                  <Pause time="200" />
                  <ExecuteAction act="board.click">
                    <Conditions>
                      <eq Arg1="#ObjectState:board_sh" Arg2="$general" />
                    </Conditions>
                  </ExecuteAction>
                </Operations>
              </click>
            </Actions>
            <Variables hint="1" />
          </rope2>
          <patch_hook>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_PATCH_HOOK" X="582" Y="368" />
              <off />
            </States>
          </patch_hook>
          <patch_grid_l_1>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_PATCH_GRID_L_1" X="120" Y="345" />
            </States>
          </patch_grid_l_1>
          <patch_grid_l_2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_PATCH_GRID_L_2" X="396" Y="580" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <Pause time="1000"></Pause>
                  <ChangeObjectState state="off" />
                </Operations>
              </hide>
            </Actions>
          </patch_grid_l_2>
          <patch_grid_r_1>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_PATCH_GRID_R_1" X="871" Y="611" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <Pause time="1000"></Pause>
                  <ChangeObjectState state="off" />
                </Operations>
              </hide>
            </Actions>
          </patch_grid_r_1>
          <patch_grid_r_2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_PATCH_GRID_R_2" X="1131" Y="395" />
            </States>
          </patch_grid_r_2>
          <grid_l_sh_1_0>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_L_SH_1_0" X="416" Y="638" CenterX="88" CenterY="32" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <MoveObjectByTrajectory Value="tr_g_sh_1" />
                  <ChangeObjectState state="off" Time="600" />
                </Operations>
              </hide>
            </Actions>
          </grid_l_sh_1_0>
          <grid_l_sh_1_1>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_L_SH_1_1" X="605" Y="628" CenterX="75" CenterY="30" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <MoveObjectByTrajectory Value="tr_g_sh_1" />
                  <ChangeObjectState state="off" Time="600" />
                </Operations>
              </hide>
            </Actions>
          </grid_l_sh_1_1>
          <grid_l_sh_2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_L_SH_2" X="110" Y="464" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <ChangeObjectState state="off" Time="600" />
                </Operations>
              </hide>
            </Actions>
          </grid_l_sh_2>
          <grid_r_sh_1>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_R_SH_1" X="878" Y="598" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <MoveObjectByTrajectory Value="tr_g_sh_2" />
                  <ChangeObjectState state="off" Time="600" />
                </Operations>
              </hide>
            </Actions>
          </grid_r_sh_1>
          <grid_r_sh_2>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_WINDOW_GRID_R_SH_2" X="1122" Y="457" />
            </States>
            <Actions>
              <hide>
                <Operations>
                  <ChangeObjectState state="off" Time="500" />
                </Operations>
              </hide>
            </Actions>
          </grid_r_sh_2>
          <roll DisplayName="OBJ_2_PAPER_ROLL">
            <Actions>
              <take>
                <Operations>
                  <ShowGetObjectWindow object="roll" state="inventory" />
                  <AddInventoryItem cell="S_2_PRISON_PAPER_ROLL" />
                  <ChangeVariableValue name="S_2_PRISON.mask_window.hint" value="0" op="=" />
                  <ChangeVariableValue name="board.hint" value="-1" op="=" />
                </Operations>
              </take>
              <show>
                <Operations>
                  <ChangeObjectState state="general" Time="300" />
                </Operations>
              </show>
            </Actions>
            <States>
              <general X="1032" Y="54" Enabled="0" Cursor="Hand" Image="IMAGE_2_PRISON_WINDOW_ROLL" HitTest="Rect:-89,-52,259,211" />
              <inventory Image="IMAGE_2_PRISON_WINDOW_ROLL_INV"></inventory>
            </States>
            <Events>
              <LeftMouse act1="take" />
            </Events>
          </roll>
          <dust2>
            <Actions>
              <anim Modal="0">
                <Operations>
                  <ShowObject Value="1" />
                  <MoveObjectByTrajectory Value="dust2" />
                  <ShowObject Value="0" />
                </Operations>
              </anim>
            </Actions>
            <States>
              <general X="450" Y="235" Image="IMAGE_PARTICLE_DUST_MASS" Visible="0" Enabled="0" ScaleX="0.7" ScaleY="0.6" />
            </States>
          </dust2>
          <board_sh>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_BOARD_SH1" X="975" Y="0" />
              <off />
            </States>
            <Actions>
              <change>
                <Operations>
                  <ChangeObjectState state="off" Time="500" />
                </Operations>
              </change>
            </Actions>
          </board_sh>
          <board>
            <States>
              <general Image="IMAGE_2_PRISON_WINDOW_BOARD_NICHE" X="1162" Y="172" CenterX="51" CenterY="43" Angle="-148" Enabled="1" Cursor="Hand" />
            </States>
            <Events>
              <LeftMouse act1="click" />
            </Events>
            <Actions>
              <click>
                <Operations>
                  <PlaySoundSample name="s_2_window_board"></PlaySoundSample>
                  <ExecuteAction act="board_sh.change"></ExecuteAction>
                  <ExecuteAction act="board_sh2.change" />
                  <ExecuteAction act="drop1.start"></ExecuteAction>
                  <ExecuteAction act="drop2.start"></ExecuteAction>
                  <ExecuteAction act="drop3.start"></ExecuteAction>
                  <ExecuteAction act="dust2.anim" />
                  <MoveObjectByTrajectory Value="tr_move" obj="board" />
                  <EnableObject value="1" obj="roll" />
                  <EnableObject value="0" />
                  <ChangeObjectState state="open" obj="S_2_PRISON.cap" />
                </Operations>
              </click>
            </Actions>
            <Objects>
              <board_sh2>
                <States>
                  <off />
                  <general Image="IMAGE_2_PRISON_WINDOW_BOARD_SH2" X="-71" Y="-71" />
                </States>
                <Actions>
                  <change>
                    <Operations>
                      <ChangeObjectState state="general" Time="600" />
                    </Operations>
                  </change>
                </Actions>
              </board_sh2>
              <cap>
                <States>
                  <general Image="IMAGE_2_PRISON_WINDOW_BOARD_NICHE" X="-51" Y="-43" />
                </States>
              </cap>
            </Objects>
            <Variables hint="1" />
          </board>
          <drop1>
            <States>
              <general X="1016" Y="109" Image="IMAGE_2_PRISON_DOOR_PARTICLE_1"></general>
            </States>
            <Actions>
              <start>
                <Operations>
                  <Pause time="50" />
                  <MoveObjectByTrajectory Value="tr_drop"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_drop2" />
                </Operations>
              </start>
            </Actions>
          </drop1>
          <drop2>
            <States>
              <general X="1048" Y="152" Image="IMAGE_2_PRISON_DOOR_PARTICLE_2"></general>
            </States>
            <Actions>
              <start>
                <Operations>
                  <Pause time="200" />
                  <MoveObjectByTrajectory Value="tr_drop"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_drop2" />
                </Operations>
              </start>
            </Actions>
          </drop2>
          <drop3>
            <Actions>
              <start>
                <Operations>
                  <Pause time="400" />
                  <MoveObjectByTrajectory Value="tr_drop"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_drop2" />
                </Operations>
              </start>
            </Actions>
            <States>
              <general X="1145" Y="227" Image="IMAGE_2_PRISON_DOOR_PARTICLE_3"></general>
            </States>
          </drop3>
          <video>
            <Actions>
              <start>
                <Operations>
                  <ShowHud Value="0" val="0" time="0" />
                  <EnableObject value="0" obj="mask_return" />
                </Operations>
              </start>
              <end>
                <Conditions>
                  <eq Arg1="$VIDEO_2_WND_INTRO" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowHud Value="1" val="1" />
                  <ChangeObjectState state="off" Time="200" />
                  <EnableObject value="1" obj="mask_cart" />
                  <EnableObject value="1" obj="mask_return" />
                  <ShowTextMessage Value="BBT_2_DANGER" img="IMAGE_UI_BBT_DETECTIVE"></ShowTextMessage>
                </Operations>
              </end>
              <end_shot>
                <Conditions>
                  <eq Arg1="$VIDEO_2_WND_SHOT" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowHud Value="1" val="1"></ShowHud>
                  <ChangeObjectState state="general" obj="grid_l_1"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_l_2"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_l_sh_2"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_l_sh_1_1"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_l_sh_1_0"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_r_sh_1"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_r_sh_2"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_r_2"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="grid_r_1"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="patch_grid_l_1"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="patch_grid_l_2"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="patch_grid_r_1"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="patch_grid_r_2" />
                  <ChangeObjectState state="st2" obj="frame"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="broken_board"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="cart"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="back_cart"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="rope2"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="patch_hook" />
                  <ChangeObjectState state="off" Time="200"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="S_2_PRISON.window"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="S_2_PRISON.lattice3" />
                  <Pause time="300"></Pause>
                  <ShowTextMessage Value="BBT_2_FREEDOM" img="IMAGE_UI_BBT_DETECTIVE"></ShowTextMessage>
                  <Pause time="2500"></Pause>
                  <ChangeObjectState state="st_v" obj="video_small" Timer="350"></ChangeObjectState>
                  <Pause time="1400"></Pause>
                  <ExecuteAction act="video_small.msg_loop" />
                  <Pause time="1000"></Pause>
                  <EnableObject value="1" obj="mask_grid" />
                  <EnableObject value="1" obj="mask_return" />
                </Operations>
              </end_shot>
              <end_magic>
                <Conditions>
                  <eq Arg1="$VIDEO_2_WND_END" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState object="general" obj="tube"></ChangeObjectState>
                  <ChangeObjectState object="off" obj="bucket" />
                  <ChangeObjectState state="st_loop" obj="video_small" />
                  <ShowHud Value="1" val="1"></ShowHud>
                  <ChangeObjectState state="off" />
                  <Pause time="300"></Pause>
                  <ShowTextMessage Value="BBT_2_NEED_GO" img="IMAGE_UI_BBT_DETECTIVE"></ShowTextMessage>
                  <ChangeObjectState object="st2" obj="mask_grid" />
                  <ChangeVariableValue name="mask_grid.hint" value="1" op="="></ChangeVariableValue>
                  <EnableObject value="1" obj="mask_return"></EnableObject>
                  <Pause time="500" />
                  <ExecuteCustomCode type="Goal" action="add" id1="TXT_GOAL_4"></ExecuteCustomCode>
                </Operations>
              </end_magic>
            </Actions>
            <States>
              <st_intro Movie="VIDEO_2_WND_INTRO" Enabled="1" Layer="2" />
              <st_shot Movie="VIDEO_2_WND_SHOT" Enabled="1" Layer="2" />
              <st_magic Movie="VIDEO_2_WND_END" Enabled="1" Layer="2" />
              <off />
            </States>
            <Events>
              <VideoStarted act1="start" />
              <VideoCompleted act1="end" a3="end_shot" a4="end_magic" />
            </Events>
          </video>
          <mask_cart>
            <Actions>
              <click1>
                <Conditions>
                  <eq Arg1="$hook_full" Arg2="$arg" />
                  <eq Arg1="#ObjectState:" Arg2="$st1" />
                </Conditions>
                <Operations>
                  <RemoveInventoryItem argCell="hook_full" />
                  <ChangeObjectState object="off" />
                  <ChangeObjectState state="st_hook" object="video_hook" />
                </Operations>
              </click1>
              <about1>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                  <eq Arg1="#ObjectState:" Arg2="$st1" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_window_try" />
                  <ShowTextMessage Value="BBT_2_WND_NEED_HOOK" />
                </Operations>
              </about1>
              <wrong1>
                <Conditions>
                  <neq Arg1="$hook_full" Arg2="$arg" />
                  <neq Arg1="$empty" Arg2="$arg" />
                  <eq Arg1="#ObjectState:" Arg2="$st1" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Name="BBT_CLICK_WRONG" />
                </Operations>
              </wrong1>
              <about2>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                  <eq Arg1="#ObjectState:" Arg2="$st2" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_window_try" />
                  <ShowTextMessage Value="BBT_2_WND_NEED_SHOT" />
                </Operations>
              </about2>
              <wrong2>
                <Conditions>
                  <neq Arg1="$slingshot" Arg2="$arg" />
                  <neq Arg1="$empty" Arg2="$arg" />
                  <eq Arg1="#ObjectState:" Arg2="$st1" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Name="BBT_CLICK_WRONG" />
                </Operations>
              </wrong2>
              <click2>
                <Conditions>
                  <eq Arg1="$slingshot" Arg2="$arg" />
                  <eq Arg1="#ObjectState:" Arg2="$st2" />
                </Conditions>
                <Operations>
                  <ChangeObjectState object="off" />
                  <RemoveInventoryItem argCell="slingshot" />
                  <ChangeObjectState state="st_shot" object="video" />
                </Operations>
              </click2>
            </Actions>
            <Events>
              <LeftMouse act1="click1" act2="about1" act3="wrong1" a4="click2" a5="about2" a6="wrong2" />
            </Events>
            <States>
              <st1 X="521" Y="105" Width="452" Height="461" HintX="367" HintY="416" Cursor="Gears" Enabled="0" HitTest="Rect">
                <Effects>
                  <Glint />
                </Effects>
              </st1>
              <st2 X="420" Y="112" Width="566" Height="464" HintX="244" HintY="174" Cursor="Gears" Enabled="1" Angle="0">
                <Effects>
                  <Glint />
                </Effects>
              </st2>
              <off />
            </States>
            <Properties DefaultClickSound="empty"></Properties>
          </mask_cart>
          <mask_grid>
            <Actions>
              <click0>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st0" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_window_grid_1" />
                  <StopAction act="video_small.msg_loop" />
                  <ChangeVariableValue name="hint" value="0" op="="></ChangeVariableValue>
                  <EnableObject value="0" />
                  <ExecuteAction act="grid_l_1.hide"></ExecuteAction>
                  <Pause time="3000" />
                  <ChangeObjectState state="st_magic" object="video" Time="300" />
                </Operations>
              </click0>
              <click2>
                <Conditions>
                  <eq Arg1="#ObjectState:" Arg2="$st2" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_window_grid_2" />
                  <ChangeObjectState state="off" />
                  <ExecuteAction act="grid_r_1.hide"></ExecuteAction>
                  <ChangeObjectState state="general" obj="mask_go" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.lattice2" />
                </Operations>
              </click2>
            </Actions>
            <Events>
              <LeftMouse a4="click2" a3="click0" />
            </Events>
            <States>
              <st0 X="73" Y="25" Width="1099" Height="605" HintX="422" HintY="332" Cursor="Hand" Enabled="0">
                <Effects>
                  <Glint />
                </Effects>
              </st0>
              <st1 X="177" Y="159" Width="995" Height="471" HintX="422" HintY="332" Cursor="Hand" Enabled="1">
                <Effects>
                  <Glint />
                </Effects>
              </st1>
              <st2 X="202" Y="15" Width="995" Height="627" HintX="720" HintY="458" Cursor="Hand" Enabled="1" Angle="0">
                <Effects>
                  <Glint />
                </Effects>
              </st2>
              <st3 X="178" Y="108" Width="1019" Height="534" HintX="96" HintY="80" Cursor="Hand" Enabled="1" Angle="0">
                <Effects>
                  <Glint />
                </Effects>
              </st3>
              <off />
            </States>
            <Variables hint="1" />
          </mask_grid>
          <mask_go>
            <Actions>
              <goto>
                <Operations>
                  <ChangeObjectState state="st_go" obj="S_2_PRISON.mask_window" />
                  <ChangeScene Value="S_3_SQUARE"></ChangeScene>
                  <ChangeVariableValue name="S_2_PRISON.mask_window.hint" value="0" op="=" />
                  <ChangeVariableValue name="S_2_PRISON.mask_window.go" value="1" op="=" />
                  <ExecuteCustomCode type="Goal" action="complete" id1="TXT_GOAL_3"></ExecuteCustomCode>
                </Operations>
              </goto>
            </Actions>
            <Events>
              <LeftMouse act1="goto"></LeftMouse>
            </Events>
            <States>
              <off />
              <general X="270" Y="13" Width="816" Height="556" Cursor="GoAway" Enabled="1" HintX="401" HintY="332"></general>
            </States>
          </mask_go>
          <mask_return>
            <Actions>
              <goto>
                <Operations>
                  <ChangeScene Value="S_2_PRISON"></ChangeScene>
                </Operations>
              </goto>
            </Actions>
            <Events>
              <LeftMouse act1="goto"></LeftMouse>
            </Events>
            <States>
              <general X="9" Y="600" Width="1366" Height="167" Cursor="GoAway" CursorDir="180" Enabled="1" HintX="686" HintY="59">
                <Effects>
                  <Hover id_image="IMAGE_PARTICLE_BOTTOM_LIGHT" position="0,509" />
                </Effects>
              </general>
            </States>
          </mask_return>
        </Objects>
        <Trajectories>
          <tr_move>
            <TrajectoryPoints>
              <start Time="0" Angle="-148"></start>
              <start Time="300" Angle="-100"></start>
              <start Time="600" Angle="20"></start>
              <start Time="700" Angle="-10"></start>
              <start Time="900" Angle="0"></start>
            </TrajectoryPoints>
          </tr_move>
          <tr_g_l_1_0>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="400" Angle="-1"></start>
              <start Time="600" Angle="-1"></start>
              <start Time="1000" Angle="1"></start>
              <start Time="1200" Angle="0"></start>
            </TrajectoryPoints>
          </tr_g_l_1_0>
          <tr_g_l_1_1>
            <TrajectoryPoints>
              <start Time="0" X="605" Y="653" ScaleX="1" ScaleY="1"></start>
              <start Time="1000" X="592" Y="463" ScaleX="1.1" ScaleY="1.1"></start>
              <start Time="1700" X="592" Y="1150" ScaleX="1.1" ScaleY="1.1"></start>
            </TrajectoryPoints>
          </tr_g_l_1_1>
          <tr_g_r_1_1>
            <TrajectoryPoints>
              <start Time="0" X="904" Y="640" ScaleX="1" ScaleY="1"></start>
              <start Time="1000" X="904" Y="340" ScaleX="1.1" ScaleY="1.1"></start>
              <start Time="1700" X="920" Y="1150" ScaleX="1.1" ScaleY="1.1"></start>
            </TrajectoryPoints>
          </tr_g_r_1_1>
          <tr_g_sh_1>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="400" Angle="-1"></start>
              <start Time="600" Angle="-1"></start>
              <start Time="1000" Angle="1"></start>
              <start Time="1200" Angle="0"></start>
            </TrajectoryPoints>
          </tr_g_sh_1>
          <tr_g_sh_2>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="400" Angle="1"></start>
              <start Time="600" Angle="1"></start>
              <start Time="1000" Angle="-1"></start>
              <start Time="1200" Angle="0"></start>
            </TrajectoryPoints>
          </tr_g_sh_2>
          <tr_g_l_2>
            <TrajectoryPoints>
              <start Time="0" X="167" Y="185" CA="255"></start>
              <start Time="800" X="485" Y="171" CA="0"></start>
            </TrajectoryPoints>
          </tr_g_l_2>
          <tr_g_r_1>
            <TrajectoryPoints>
              <start Time="0" X="814" Y="275" CA="255"></start>
              <start Time="800" X="836" Y="-13" CA="0"></start>
            </TrajectoryPoints>
          </tr_g_r_1>
          <tr_g_r_2>
            <TrajectoryPoints>
              <start Time="0" X="971" Y="410" CA="255"></start>
              <start Time="800" X="685" Y="457" CA="0"></start>
            </TrajectoryPoints>
          </tr_g_r_2>
          <tr_drop Relative="1">
            <TrajectoryPoints>
              <point_1 Time="0" Y="0" CA="0"></point_1>
              <point_2 Time="200" Y="37" CA="255"></point_2>
              <point_2 Time="700" Y="400" CA="255"></point_2>
            </TrajectoryPoints>
          </tr_drop>
          <tr_drop2>
            <TrajectoryPoints>
              <point_1 Time="0" CA="255" />
              <point_2 Time="500" CA="0"></point_2>
            </TrajectoryPoints>
          </tr_drop2>
          <dust2>
            <TrajectoryPoints>
              <point_1 Time="0" X="1050" Y="0" CA="200" ScaleY="0.6" ScaleX="0.7" />
              <point_2 Time="2050" X="1000" Y="350" CA="0" ScaleY="1.5" ScaleX="1.5" />
            </TrajectoryPoints>
          </dust2>
          <tr_fog_1_1>
            <TrajectoryPoints>
              <start Time="0" X="1355"></start>
              <start Time="40000" X="427"></start>
            </TrajectoryPoints>
          </tr_fog_1_1>
          <tr_fog_1_2>
            <TrajectoryPoints>
              <start Time="0" X="427"></start>
              <start Time="40000" X="-500"></start>
            </TrajectoryPoints>
          </tr_fog_1_2>
          <tr_fog_2_1>
            <TrajectoryPoints>
              <start Time="0" X="1080"></start>
              <start Time="25000" X="125"></start>
            </TrajectoryPoints>
          </tr_fog_2_1>
          <tr_fog_2_2>
            <TrajectoryPoints>
              <start Time="0" X="125"></start>
              <start Time="25000" X="-830"></start>
            </TrajectoryPoints>
          </tr_fog_2_2>
        </Trajectories>
      </S_2_PRISON_WINDOW>
      <S_2_PRISON_DOOR>
        <Objects>
          <back>
            <States>
              <general Image="IMAGE_2_PRISON_DOOR_BACK" Enabled="1" />
            </States>
            <Events>
              <SceneLoad act1="load" />
            </Events>
            <Actions>
              <load>
                <Operations>
                  <Pause time="500" />
                  <ChangeObjectState state="v_intro" obj="video"></ChangeObjectState>
                </Operations>
              </load>
            </Actions>
          </back>
          <light_add>
            <States>
              <general X="116" Y="0" Image="IMAGE_2_PRISON_DOOR_LIGHT_ADD" DrawMode="Add">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="4500" scope="1111" bRand="0" bSmoth="1" />
                </Effects>
              </general>
              <st_max CA="100" />
              <st_min CA="255" />
            </States>
          </light_add>
          <video>
            <Actions>
              <end_intro>
                <Conditions>
                  <eq Arg1="$VIDEO_2_DOOR_INTRO" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="bottle"></ChangeObjectState>
                </Operations>
              </end_intro>
            </Actions>
            <Events>
              <VideoCompleted a2="end_intro" />
            </Events>
            <States>
              <off />
              <v_intro Movie="VIDEO_2_DOOR_INTRO" Enabled="1" Y="0" X="455" Layer="3" />
            </States>
          </video>
          <bottle>
            <States>
              <off />
              <general Image="IMAGE_2_PRISON_DOOR_BOTTLE" X="479" Y="169" />
            </States>
          </bottle>
          <door>
            <States>
              <general Image="IMAGE_2_PRISON_DOOR_DOOR" X="227" />
            </States>
          </door>
          <mg3_part DisplayName="OBJ_2_FLOWER">
            <Actions>
              <take>
                <Operations>
                  <ShowGetObjectWindow object="mg3_part" state="inventory" />
                  <AddInventoryItem cell="4_mg3_part" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.mg_part" />
                  <ExecuteAction act="S_3_SQUARE.mask_mg_hint.try_hint" />
                </Operations>
              </take>
              <drag>
                <Operations>
                  <Pause time="100" />
                  <MoveObjectByTrajectory Value="tr_drag" />
                </Operations>
              </drag>
            </Actions>
            <States>
              <general X="266" Y="65" Enabled="0" Image="IMAGE_2_PRISON_DOOR_MG_ITEM"></general>
              <st2 X="249" Y="175" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_DOOR_MG_ITEM_2" HitTest="Rect:-11,-21,142,113" />
              <inventory Image="IMAGE_2_PRISON_DOOR_MG_ITEM_INV"></inventory>
            </States>
            <Events>
              <LeftMouse act1="take" />
            </Events>
          </mg3_part>
          <drop1>
            <States>
              <general X="360" Y="120" Image="IMAGE_2_PRISON_DOOR_PARTICLE_1"></general>
            </States>
            <Actions>
              <start>
                <Operations>
                  <MoveObjectToPosition X="360" Y="120"></MoveObjectToPosition>
                  <MoveObjectByTrajectory Value="tr_drop"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_drop2" />
                </Operations>
              </start>
            </Actions>
          </drop1>
          <drop2>
            <States>
              <general X="350" Y="125" Image="IMAGE_2_PRISON_DOOR_PARTICLE_2"></general>
            </States>
            <Actions>
              <start>
                <Operations>
                  <MoveObjectToPosition X="350" Y="125"></MoveObjectToPosition>
                  <MoveObjectByTrajectory Value="tr_drop"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_drop2" />
                </Operations>
              </start>
            </Actions>
          </drop2>
          <drop3>
            <States>
              <general X="340" Y="115" Image="IMAGE_2_PRISON_DOOR_PARTICLE_3"></general>
            </States>
            <Actions>
              <start>
                <Operations>
                  <MoveObjectToPosition X="340" Y="115"></MoveObjectToPosition>
                  <MoveObjectByTrajectory Value="tr_drop"></MoveObjectByTrajectory>
                  <MoveObjectByTrajectory Value="tr_drop2" />
                </Operations>
              </start>
            </Actions>
          </drop3>
          <hinge>
            <States>
              <general X="217" Y="79" Image="IMAGE_2_PRISON_DOOR_HINGE_2" />
              <st2 X="214" Y="65" Image="IMAGE_2_PRISON_DOOR_HINGE_3" />
            </States>
          </hinge>
          <nail_1>
            <States>
              <general X="300" Y="90" Image="IMAGE_2_PRISON_DOOR_NAIL_1" />
              <off />
            </States>
          </nail_1>
          <nail_2>
            <States>
              <general X="202" Y="96" Image="IMAGE_2_PRISON_DOOR_NAIL_2" />
              <off />
            </States>
          </nail_2>
          <hinge_cap>
            <States>
              <general X="170" Y="56" Image="IMAGE_2_PRISON_DOOR_HINGE_MASK" />
            </States>
          </hinge_cap>
          <video_use>
            <Actions>
              <end_pliers>
                <Conditions>
                  <eq Arg1="$VIDEO_2_PLIERS" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off" obj="nail_1"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="nail_2"></ChangeObjectState>
                  <ChangeObjectState state="st2" obj="hinge"></ChangeObjectState>
                  <ChangeObjectState state="st2" obj="mg3_part"></ChangeObjectState>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ChangeObjectState state="general" obj="S_2_PRISON.hinge" />
                  <ChangeObjectState state="general" obj="S_2_PRISON.mg_part" />
                  <ExecuteAction act="S_4_OUTSKIRTS_HAY.pliers.try_add" />
                </Operations>
              </end_pliers>
            </Actions>
            <Events>
              <VideoCompleted act1="end_pliers" />
            </Events>
            <States>
              <off />
              <st_use Movie="VIDEO_2_PLIERS" X="0" Y="0" Enabled="1" />
            </States>
          </video_use>
          <drops>
            <States>
              <general ScaleY="1.3" ScaleX="1.3" CA="200">
                <Effects>
                  <Drop image_anim="NULL" time_drop_in_anim="50" time_pause_min="300" time_pause_max="2500" image_drop="IMAGE_PARTICLE_DROP" drop1="170,-100,180,254,200" />
                </Effects>
              </general>
            </States>
          </drops>
          <coin_silver DisplayName="OBJ_2_COIN">
            <Actions>
              <take>
                <Operations>
                  <ShowGetObjectWindow object="coin_silver" state="inventory" />
                  <AddInventoryItem cell="coin_silver" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.mask_door" />
                  <ChangeScene Value="CloseZoom" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.coin"></ChangeObjectState>
                </Operations>
              </take>
            </Actions>
            <States>
              <general X="378" Y="406" Enabled="0" Cursor="Hand" Image="IMAGE_2_PRISON_DOOR_COIN" HitTest="Rect:-35,-45,147,120" />
              <inventory Image="IMAGE_2_PRISON_DOOR_COIN_INV"></inventory>
            </States>
            <Events>
              <LeftMouse act1="take" />
            </Events>
          </coin_silver>
          <mouse>
            <States>
              <general Image="IMAGE_2_PRISON_DOOR_MOUSE" X="292" Y="298"></general>
              <off Image="IMAGE_2_PRISON_DOOR_MOUSE" X="292" Y="298" CA="0" />
            </States>
            <Objects Image="IMAGE_2_PRISON_DOOR_MOUSE" X="292" Y="298">
              <eyes>
                <States>
                  <general X="100" Y="44" Image="IMAGE_2_PRISON_DOOR_RED_EYES" DrawMode="Add">
                    <Effects>
                      <Oscillation st_min="st_min" st_max="st_max" time="3000" scope="1111" bRand="0" bSmoth="1" />
                    </Effects>
                  </general>
                  <st_max CA="255" />
                  <st_min CA="0" />
                </States>
              </eyes>
            </Objects>
          </mouse>
          <mouse_cap>
            <States>
              <general Image="IMAGE_2_PRISON_DOOR_MOUSE_MASK" X="333" Y="279" />
              <off />
            </States>
          </mouse_cap>
          <video_mouse>
            <Actions>
              <end_agr>
                <Conditions>
                  <eq Arg1="$VIDEO_2_RAT_AGR" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <ShowTextMessage Value="BBT_2_NEED_CHEESE" />
                </Operations>
              </end_agr>
              <end_use>
                <Conditions>
                  <eq Arg1="$VIDEO_2_RAT_DESTROY" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off" obj="mouse"></ChangeObjectState>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <EnableObject value="1" obj="coin_silver" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.mouse"></ChangeObjectState>
                </Operations>
              </end_use>
            </Actions>
            <Events>
              <VideoCompleted act1="end_agr" a2="end_use" />
            </Events>
            <States>
              <off />
              <st_agr Movie="VIDEO_2_RAT_AGR" X="304" Y="321" Enabled="1"></st_agr>
              <st_use Movie="VIDEO_2_RAT_DESTROY" X="304" Y="321" Enabled="1" />
            </States>
          </video_mouse>
          <web>
            <States>
              <general Image="IMAGE_2_PRISON_DOOR_WEB" X="465" Y="329"></general>
              <off />
            </States>
          </web>
          <broom DisplayName="OBJ_2_BROOM">
            <Actions>
              <take>
                <Operations>
                  <AddInventoryItem cell="broom" obj="broom" nofly="0" scene="1" />
                  <ShowObject value="0" obj="broom_add" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.broom" />
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="1" op="=">
                    <Conditions>
                      <eq Arg1="#ObjectState:S_2_PRISON.mask_barrel" Arg2="$st_move2" />
                    </Conditions>
                  </ChangeVariableValue>
                </Operations>
              </take>
            </Actions>
            <States>
              <general X="88" Y="218" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_DOOR_BROOM" CenterX="50" />
              <inventory Image="IMAGE_2_PRISON_DOOR_BROOM_INV"></inventory>
            </States>
            <Events>
              <LeftMouse act1="take" />
            </Events>
          </broom>
          <broom_add>
            <States>
              <general X="207" Y="212" Image="IMAGE_2_PRISON_DOOR_BROOM_ADD" DrawMode="Add">
                <Effects>
                  <Oscillation st_min="st_min" st_max="st_max" time="3000" scope="1111" bRand="0" bSmoth="1" />
                </Effects>
              </general>
              <st_max CA="255" />
              <st_min CA="100" />
            </States>
          </broom_add>
          <mask_use>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$cheese" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <RemoveInventoryItem Time="0" argCell="cheese" />
                  <ChangeObjectState state="st_use" obj="video_mouse" />
                </Operations>
              </click>
              <click2>
                <Conditions>
                  <eq Arg1="$scarecrow" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ClearCursorObject Time="0" argFly="0" />
                  <ShowTextMessage Value="BBT_2_MOUSE_SC" />
                </Operations>
              </click2>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="st_agr" obj="video_mouse" />
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$cheese" Arg2="$arg"></neq>
                  <neq Arg1="$scarecrow" Arg2="$arg"></neq>
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse a4="click2" act1="click" act2="about" act3="wrong" />
            </Events>
            <States>
              <general X="280" Y="300" Width="270" Height="172" HintX="130" HintY="123" Cursor="Gears" Enabled="1" Angle="0">
                <Effects>
                  <Glint />
                </Effects>
              </general>
            </States>
            <Properties DefaultClickSound="empty"></Properties>
          </mask_use>
          <mask_use_pliers>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$pliers" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <RemoveInventoryItem Time="0" argCell="pliers" />
                  <ChangeObjectState state="st_use" obj="video_use" />
                </Operations>
              </click>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_door_pliers_try"></PlaySoundSample>
                  <ExecuteAction act="mg3_part.drag"></ExecuteAction>
                  <ExecuteAction act="drop1.start"></ExecuteAction>
                  <Pause time="20" />
                  <ExecuteAction act="drop2.start"></ExecuteAction>
                  <Pause time="20" />
                  <ExecuteAction act="drop3.start" />
                  <MoveObjectByTrajectory Value="tr_drag" obj="hinge" />
                  <ShowTextMessage Value="BBT_2_NEED_PLIERS" />
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$pliers" Arg2="$arg"></neq>
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse act1="click" act2="about" act3="wrong" />
            </Events>
            <States>
              <general X="170" Y="32" Width="245" Height="182" HintX="138" HintY="93" Cursor="Gears" Enabled="1" Angle="0">
                <Effects>
                  <Glint />
                </Effects>
              </general>
            </States>
            <Properties DefaultClickSound="empty"></Properties>
          </mask_use_pliers>
          <mask_hole>
            <Actions>
              <zoom>
                <Operations>
                  <ChangeScene Value="S_2_PRISON_DOOR_HOLE" />
                </Operations>
              </zoom>
            </Actions>
            <Events>
              <LeftMouse act1="zoom" />
            </Events>
            <States>
              <general X="436" Y="-14" Width="330" Height="281" HintX="94" HintY="216" Cursor="Zoom" Enabled="1"></general>
            </States>
            <Variables hint="0" />
          </mask_hole>
        </Objects>
        <Scenes>
          <S_2_PRISON_DOOR_HOLE>
            <Objects>
              <frame>
                <States>
                  <general X="0" Y="0" Width="640" Height="480" Enabled="1" />
                </States>
                <Events>
                  <SceneLoad act1="load" />
                </Events>
                <Actions>
                  <load>
                    <Operations>
                      <Pause time="100"></Pause>
                      <PlaySoundSample name="s_2_hole_start"></PlaySoundSample>
                      <ExecuteAction act="door_l.zoom"></ExecuteAction>
                      <ExecuteAction act="door_r.zoom"></ExecuteAction>
                      <ExecuteAction act="back_blur.zoom" />
                      <Pause time="1200" />
                      <ChangeObjectState state="st_follow" obj="frame2" />
                    </Operations>
                  </load>
                </Actions>
              </frame>
              <frame2>
                <States>
                  <general X="0" Y="0" Width="640" Height="480" Enabled="1" ScaleY="1.1" ScaleX="1.1"></general>
                  <st_follow X="0" Y="0" Width="640" Height="480" Enabled="1" ScaleX="1.1" ScaleY="1.1">
                    <Effects>
                      <MouseFollow X="0" Y="0" Width="700" Height="0" CenterX="0" CenterY="0" bReverse="1" bUseFirst="1" FirstX1="70" FirstX2="-380"></MouseFollow>
                    </Effects>
                  </st_follow>
                </States>
                <Objects>
                  <back>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_BACK" />
                    </States>
                  </back>
                  <back_blur>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_BACK" X="325" Y="235" CA="180" CenterX="320" CenterY="240"></general>
                    </States>
                    <Actions>
                      <zoom>
                        <Operations>
                          <MoveObjectByTrajectory Value="tr_zoom_blur" />
                        </Operations>
                      </zoom>
                    </Actions>
                  </back_blur>
                  <hand_hub>
                    <States>
                      <general X="756" Y="0" CenterX="90" CenterY="-40" Width="100" Height="76">
                        <Effects>
                          <Oscillation st_min="st_min" st_max="st_max" time="3000" scope="1111" bSmoth="1" bRand="0" />
                        </Effects>
                      </general>
                      <st_2 X="756" Y="0" CenterX="90" CenterY="-40" Width="100" Height="76"></st_2>
                      <st_max Angle="-1"></st_max>
                      <st_min Angle="1" />
                    </States>
                    <Objects>
                      <finger>
                        <States>
                          <general Image="IMAGE_2_PRISON_DOOR_HOLE_FINGER" X="-8" Y="0"></general>
                          <st_2 Image="IMAGE_2_PRISON_DOOR_HOLE_FINGER" X="-8" Y="0" Angle="-10" />
                        </States>
                      </finger>
                      <item>
                        <States>
                          <general Image="IMAGE_2_PRISON_DOOR_HOLE_CORKSCREW_HAND" X="-10" Y="13"></general>
                          <off Image="IMAGE_2_PRISON_DOOR_HOLE_CORKSCREW_HAND" X="-10" Y="13" CA="0" />
                        </States>
                        <Actions>
                          <fall>
                            <Operations>
                              <Pause time="200" />
                              <PlaySoundSample name="s_2_hole_corkscrew"></PlaySoundSample>
                              <MoveObjectByTrajectory Value="tr_fall" obj="item"></MoveObjectByTrajectory>
                              <ExecuteAction act="corkscrew.show" />
                              <ChangeObjectState state="off" Time="200" />
                            </Operations>
                          </fall>
                        </Actions>
                      </item>
                      <hand>
                        <States>
                          <general Image="IMAGE_2_PRISON_DOOR_HOLE_HAND" X="0" Y="0"></general>
                        </States>
                      </hand>
                    </Objects>
                  </hand_hub>
                  <corkscrew DisplayName="OBJ_2_CORKSCREW">
                    <Actions>
                      <take>
                        <Operations>
                          <ShowGetObjectWindow object="corkscrew" state="inventory" />
                          <AddInventoryItem cell="corkscrew" />
                          <EnableObject value="0" obj="S_2_PRISON_DOOR.mask_hole" />
                          <ChangeScene Value="S_2_PRISON_DOOR" />
                        </Operations>
                      </take>
                      <show>
                        <Operations>
                          <ChangeObjectState state="general" Time="200" />
                          <ChangeObjectState state="general" obj="corkscrew_patch" />
                        </Operations>
                      </show>
                    </Actions>
                    <States>
                      <off />
                      <general X="707" Y="318" Enabled="0" Cursor="Hand" Image="IMAGE_2_PRISON_DOOR_HOLE_CORKSCREW" />
                      <inventory Image="IMAGE_2_PRISON_DOOR_HOLE_CORKSCREW_INV"></inventory>
                    </States>
                  </corkscrew>
                  <weapons>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_WEAPONS" X="805" />
                    </States>
                  </weapons>
                  <mask_hint>
                    <Actions>
                      <stop>
                        <Operations>
                          <ChangeVariableValue name="hint" value="-1" op="=" />
                          <EnableObject value="0" />
                          <ChangeVariableValue name="mask_stop.hint" value="1" op="=" />
                        </Operations>
                      </stop>
                    </Actions>
                    <Events>
                      <LeftMouseDown act1="stop" />
                      <MouseEnter act1="stop" />
                    </Events>
                    <States>
                      <general X="464" Y="-10" Width="49" Height="466" Enabled="1"></general>
                    </States>
                    <Variables hint="1" />
                  </mask_hint>
                  <mask_stop>
                    <Actions>
                      <stop>
                        <Operations>
                          <ChangeVariableValue name="hint" value="0" op="=" />
                          <ChangeObjectState state="st_2" obj="hand_hub"></ChangeObjectState>
                          <ChangeObjectState state="st_2" obj="finger"></ChangeObjectState>
                          <ExecuteAction act="item.fall"></ExecuteAction>
                          <ChangeTrajectoryPoint track="tr_end" point="0" scope="Object" obj="frame2" />
                          <ChangeObjectState state="general" obj="frame2" />
                          <MoveObjectByTrajectory Value="tr_end" obj="frame2" />
                          <EnableObject value="0" />
                          <EnableObject value="1" obj="mask_use"></EnableObject>
                          <EnableObject value="1" obj="mask_guard" />
                        </Operations>
                      </stop>
                    </Actions>
                    <Events>
                      <MouseEnter act1="stop" />
                      <LeftMouseDown act1="stop" />
                    </Events>
                    <States>
                      <general X="630" Y="0" Width="400" Height="466" Enabled="1" HintX="36" HintY="262"></general>
                    </States>
                    <Variables hint="0" />
                  </mask_stop>
                </Objects>
              </frame2>
              <door_l>
                <States>
                  <general Image="IMAGE_2_PRISON_DOOR_HOLE_DOOR_L" X="0" />
                </States>
                <Actions>
                  <zoom>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_zoom_l" />
                    </Operations>
                  </zoom>
                </Actions>
              </door_l>
              <door_r>
                <States>
                  <general Image="IMAGE_2_PRISON_DOOR_HOLE_DOOR_R" X="310" />
                </States>
                <Actions>
                  <zoom>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_zoom_r" />
                    </Operations>
                  </zoom>
                </Actions>
              </door_r>
              <mask_use>
                <Actions>
                  <click>
                    <Conditions>
                      <eq Arg1="$hook_full" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <RemoveInventoryItem argCell="hook_full" />
                      <ExecuteAction act="bar.start" />
                    </Operations>
                  </click>
                  <about>
                    <Conditions>
                      <eq Arg1="$empty" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <ShowTextMessage Value="BBT_2_NEED_HOOK" />
                      <PlaySoundSample name="s_2_hole_use_try"></PlaySoundSample>
                    </Operations>
                  </about>
                  <wrong>
                    <Conditions>
                      <neq Arg1="$hook_full" Arg2="$arg"></neq>
                      <neq Arg1="$empty" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                    </Operations>
                  </wrong>
                </Actions>
                <Events>
                  <LeftMouse act1="click" act2="about" act3="wrong" />
                </Events>
                <States>
                  <general X="247" Y="241" Width="243" Height="218" HintX="130" HintY="132" Cursor="Gears" Enabled="0">
                    <Effects>
                      <Glint />
                    </Effects>
                  </general>
                </States>
                <Properties DefaultClickSound="empty"></Properties>
              </mask_use>
              <mask_guard>
                <Actions>
                  <msg>
                    <Operations>
                      <ShowTextMessage Value="BBT_2_GUARD"></ShowTextMessage>
                      <PlaySoundSample name="s_2_hole_use_try"></PlaySoundSample>
                    </Operations>
                  </msg>
                </Actions>
                <Events>
                  <LeftMouse act1="msg" />
                </Events>
                <States>
                  <st_msg X="66" Y="-5" Width="437" Height="159" Enabled="0" Cursor="Zoom" HintX="167" HintY="59" />
                </States>
                <Properties DefaultClickSound="empty"></Properties>
              </mask_guard>
              <hub_hook>
                <States>
                  <general X="530" Y="490" Angle="10" />
                </States>
                <Actions>
                  <start>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_show" />
                      <ExecuteAction act="loop"></ExecuteAction>
                      <ExecuteAction act="rope.loop" />
                      <ExecuteAction act="shadow.loop" />
                    </Operations>
                  </start>
                  <loop Modal="0">
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_hook_loop" />
                      <MoveObjectByTrajectory Value="tr_hook_loop2"></MoveObjectByTrajectory>
                      <ExecuteAction act="loop" />
                    </Operations>
                  </loop>
                  <stop>
                    <Operations>
                      <ExecuteAction act="rope.stop"></ExecuteAction>
                      <ExecuteAction act="shadow.stop" />
                      <StopAction act="loop"></StopAction>
                      <ChangeTrajectoryPoint track="tr_hook_pr" point="0" scope="Object" />
                      <MoveObjectByTrajectory Value="tr_hook_pr" />
                    </Operations>
                  </stop>
                </Actions>
                <Objects>
                  <shadow>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_HOOK_SH" X="-35" Y="120" Angle="-10" />
                    </States>
                    <Actions>
                      <loop Modal="0">
                        <Operations>
                          <MoveObjectByTrajectory Value="tr_hook_sh_loop" />
                          <MoveObjectByTrajectory Value="tr_hook_sh_loop2"></MoveObjectByTrajectory>
                          <ExecuteAction act="loop" />
                        </Operations>
                      </loop>
                      <stop>
                        <Operations>
                          <StopAction act="loop"></StopAction>
                        </Operations>
                      </stop>
                    </Actions>
                  </shadow>
                  <hook>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_HOOK" X="0" Y="0" Angle="0.01" />
                    </States>
                  </hook>
                  <rope>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_ROPE" X="11" Y="113" CenterX="63" CenterY="2" Angle="0.01" />
                    </States>
                    <Actions>
                      <loop Modal="0">
                        <Operations>
                          <MoveObjectByTrajectory Value="tr_rope_loop" />
                          <MoveObjectByTrajectory Value="tr_rope_loop2"></MoveObjectByTrajectory>
                          <ExecuteAction act="loop" />
                        </Operations>
                      </loop>
                      <stop>
                        <Operations>
                          <StopAction act="loop"></StopAction>
                          <ChangeTrajectoryPoint track="tr_rope_pr" point="0" scope="Object" />
                          <MoveObjectByTrajectory Value="tr_rope_pr" />
                        </Operations>
                      </stop>
                    </Actions>
                  </rope>
                  <knot>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_KNOT" X="-2" Y="99" Angle="0.01" />
                    </States>
                  </knot>
                </Objects>
              </hub_hook>
              <video>
                <Actions>
                  <end>
                    <Conditions>
                      <eq Arg1="$VIDEO_2_USE_HOOK" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <Pause time="400" />
                      <ExecuteAction act="S_2_PRISON_HOOK.hook_full.take2" />
                      <EnableObject value="0" obj="mask_bar"></EnableObject>
                      <ChangeObjectState state="off"></ChangeObjectState>
                      <ExecuteAction act="corkscrew.take" />
                      <ChangeObjectState state="off" obj="corkscrew_patch" />
                    </Operations>
                  </end>
                  <end_wrong>
                    <Conditions>
                      <eq Arg1="$VIDEO_2_HOOK_WRONG" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <ChangeObjectState state="off"></ChangeObjectState>
                      <ShowTextMessage Value="BBT_2_HOOK_WRONG"></ShowTextMessage>
                      <Pause time="300" />
                      <ExecuteAction act="bar.start" />
                    </Operations>
                  </end_wrong>
                </Actions>
                <Events>
                  <VideoCompleted act1="end" a2="end_wrong" />
                </Events>
                <States>
                  <off />
                  <st_use Movie="VIDEO_2_USE_HOOK" Enabled="1" X="-79" Y="202"></st_use>
                  <st_wrong Movie="VIDEO_2_HOOK_WRONG" Enabled="1" X="-142" Y="195" />
                </States>
              </video>
              <corkscrew_patch>
                <States>
                  <off />
                  <general X="321" Y="351" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_DOOR_HOLE_CORKSCREW_PATCH" />
                </States>
              </corkscrew_patch>
              <bar>
                <States>
                  <off Image="IMAGE_2_PRISON_DOOR_HOLE_BAR" X="580" Y="17" CA="0" />
                  <general Image="IMAGE_2_PRISON_DOOR_HOLE_BAR" X="580" Y="17" CA="255" />
                </States>
                <Actions>
                  <start>
                    <Operations>
                      <EnableObject value="1" obj="mask_bar" />
                      <MoveObjectToPosition X="-3" Y="230" obj="thumb" />
                      <ChangeObjectState state="general" />
                      <ExecuteAction act="hub_hook.start"></ExecuteAction>
                      <Pause time="200" />
                      <ExecuteAction act="hint"></ExecuteAction>
                      <ExecuteAction act="loop"></ExecuteAction>
                      <ExecuteAction act="add.loop" />
                    </Operations>
                  </start>
                  <loop Modal="0">
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_bar_loop" obj="thumb" />
                      <ExecuteAction act="loop" />
                    </Operations>
                  </loop>
                  <stop>
                    <Operations>
                      <ExecuteAction act="hub_hook.stop" />
                      <StopAction act="cheat"></StopAction>
                      <ExecuteAction act="add.stop"></ExecuteAction>
                      <StopAction act="loop"></StopAction>
                      <ChangeTrajectoryPoint track="tr_bar_loop" point="3" scope="Object" obj="thumb" />
                      <ChangeObjectState state="off" />
                      <ChangeVariableValue name="mask_bar.hint" value="0" op="="></ChangeVariableValue>
                    </Operations>
                  </stop>
                  <cheat>
                    <Operations>
                      <EnableObject value="0" obj="mask_bar" />
                      <ReadProperty prop="Y" target="mask_bar.varY" obj="thumb" />
                      <ExecuteAction act="bar.stop">
                        <Conditions>
                          <and>
                            <gt Arg1="mask_bar.varY" Arg2="$190"></gt>
                            <ls Arg1="mask_bar.varY" Arg2="$260" />
                          </and>
                        </Conditions>
                      </ExecuteAction>
                      <ExecuteAction act="mask_bar.a_right">
                        <Conditions>
                          <and>
                            <gt Arg1="mask_bar.varY" Arg2="$190"></gt>
                            <ls Arg1="mask_bar.varY" Arg2="$260" />
                          </and>
                        </Conditions>
                      </ExecuteAction>
                      <Pause time="100" />
                      <ExecuteAction act="cheat"></ExecuteAction>
                    </Operations>
                  </cheat>
                  <hint Modal="0">
                    <Operations>
                      <Pause time="1180" />
                      <ChangeVariableValue name="mask_bar.hint" value="1" op="=" />
                    </Operations>
                  </hint>
                </Actions>
                <Objects>
                  <add>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_BAR_ADD" X="1" Y="0" CA="0" />
                    </States>
                    <Actions>
                      <loop Modal="0">
                        <Operations>
                          <MoveObjectByTrajectory Value="tr_bar_loop_add" />
                          <ExecuteAction act="loop" />
                        </Operations>
                      </loop>
                      <stop>
                        <Operations>
                          <StopAction act="loop"></StopAction>
                          <ChangeTrajectoryPoint track="tr_bar_loop_add" point="4" scope="Object" obj="add" />
                        </Operations>
                      </stop>
                    </Actions>
                  </add>
                  <thumb>
                    <States>
                      <general Image="IMAGE_2_PRISON_DOOR_HOLE_THUMB" X="-3" Y="-4" />
                    </States>
                  </thumb>
                </Objects>
                <Variables wrong_count="0" />
              </bar>
              <mask_bar>
                <Actions>
                  <click>
                    <Operations>
                      <ClearCursorObject Time="0" argFly="1" />
                      <ExecuteAction act="bar.stop">
                        <Conditions>
                          <ls Arg1="wrong_count" Arg2="$5" />
                        </Conditions>
                      </ExecuteAction>
                      <ExecuteAction act="bar.cheat">
                        <Conditions>
                          <gte Arg1="wrong_count" Arg2="$5" />
                        </Conditions>
                      </ExecuteAction>
                      <ReadProperty prop="Y" target="varY" obj="thumb"></ReadProperty>
                      <Pause time="200"></Pause>
                      <ExecuteAction act="a_wrong">
                        <Conditions>
                          <ls Arg1="wrong_count" Arg2="$5" />
                        </Conditions>
                      </ExecuteAction>
                      <ExecuteAction act="a_right" />
                      <Pause time="100" />
                      <MoveObjectToPosition X="150" Y="500" obj="hub_hook" />
                    </Operations>
                  </click>
                  <a_right>
                    <Conditions>
                      <and>
                        <gt Arg1="varY" Arg2="$190"></gt>
                        <ls Arg1="varY" Arg2="$260" />
                      </and>
                    </Conditions>
                    <Operations>
                      <EnableObject value="0" obj="mask_use" />
                      <ChangeObjectState state="st_use" obj="video" Time="200" />
                    </Operations>
                  </a_right>
                  <a_wrong>
                    <Conditions>
                      <or>
                        <lse Arg1="varY" Arg2="$190" />
                        <gte Arg1="varY" Arg2="$260" />
                      </or>
                    </Conditions>
                    <Operations>
                      <EnableObject value="0" obj="mask_use"></EnableObject>
                      <ChangeObjectState state="st_wrong" obj="video"></ChangeObjectState>
                      <Pause time="1500" />
                      <ChangeVariableValue name="wrong_count" value="1" op="+" />
                    </Operations>
                  </a_wrong>
                </Actions>
                <Events>
                  <LeftMouseDown act1="click" />
                </Events>
                <States>
                  <general X="-4" Y="3" Width="643" Height="480" Enabled="0" HintX="598" HintY="241"></general>
                </States>
                <Variables varY="-1" hint="0" wrong_count="0" />
              </mask_bar>
            </Objects>
            <Trajectories>
              <tr_zoom_r>
                <TrajectoryPoints>
                  <start Time="0" X="310"></start>
                  <start Time="1000" X="480"></start>
                </TrajectoryPoints>
              </tr_zoom_r>
              <tr_zoom_l>
                <TrajectoryPoints>
                  <start Time="0" X="0"></start>
                  <start Time="1000" X="-220"></start>
                </TrajectoryPoints>
              </tr_zoom_l>
              <tr_zoom_blur>
                <TrajectoryPoints>
                  <start Time="0" CA="255" ScaleX="0.85" ScaleY="0.85"></start>
                  <start Time="1100" CA="0" ScaleX="1.1" ScaleY="1.1"></start>
                </TrajectoryPoints>
              </tr_zoom_blur>
              <tr_end>
                <TrajectoryPoints>
                  <start Time="0" X="0"></start>
                  <start Time="300" X="-460"></start>
                </TrajectoryPoints>
              </tr_end>
              <tr_bar_loop>
                <TrajectoryPoints>
                  <start Time="0" Y="225"></start>
                  <start Time="750" Y="435"></start>
                  <start Time="2250" Y="15"></start>
                  <start Time="3000" Y="225"></start>
                </TrajectoryPoints>
              </tr_bar_loop>
              <tr_bar_loop_add>
                <TrajectoryPoints>
                  <start Time="0" CA="250"></start>
                  <start Time="750" CA="0"></start>
                  <start Time="1500" CA="250"></start>
                  <start Time="2250" CA="0"></start>
                  <start Time="3000" CA="250"></start>
                </TrajectoryPoints>
              </tr_bar_loop_add>
              <tr_fall Relative="1">
                <TrajectoryPoints>
                  <start Time="0" X="0" Y="0" Angle="0"></start>
                  <start Time="500" X="-5" Y="55" Angle="0"></start>
                  <start Time="750" X="-5" Y="150" Angle="30"></start>
                  <start Time="950" X="-20" Y="300" Angle="80"></start>
                </TrajectoryPoints>
              </tr_fall>
              <tr_show>
                <TrajectoryPoints>
                  <start Time="0" X="120" Y="500"></start>
                  <start Time="1000" X="150" Y="270"></start>
                  <start Time="1100" X="150" Y="275"></start>
                </TrajectoryPoints>
              </tr_show>
              <tr_hook_loop Relative="1">
                <TrajectoryPoints>
                  <start Time="0" X="0" Y="0"></start>
                  <start Time="100" X="0" Y="0"></start>
                  <start Time="700" X="25" Y="10"></start>
                  <start Time="1400" X="50" Y="-10"></start>
                  <start Time="1500" X="50" Y="-10"></start>
                </TrajectoryPoints>
              </tr_hook_loop>
              <tr_hook_sh_loop Relative="1">
                <TrajectoryPoints>
                  <start Time="0" Y="0" CA="200" ScaleX="1.05"></start>
                  <start Time="100" Y="0" CA="200" ScaleX="1.05"></start>
                  <start Time="700" Y="-6" CA="255" ScaleX="1"></start>
                  <start Time="1400" Y="7" CA="200" ScaleX="1.05"></start>
                  <start Time="1500" Y="7" CA="200" ScaleX="1.05"></start>
                </TrajectoryPoints>
              </tr_hook_sh_loop>
              <tr_hook_sh_loop2 Relative="1">
                <TrajectoryPoints>
                  <start Time="0" Y="7" CA="200" ScaleX="1.05"></start>
                  <start Time="100" Y="7" CA="200" ScaleX="1.05"></start>
                  <start Time="700" Y="-6" CA="255" ScaleX="1"></start>
                  <start Time="1400" Y="0" CA="200" ScaleX="1.05"></start>
                  <start Time="1500" Y="0" CA="200" ScaleX="1.05"></start>
                </TrajectoryPoints>
              </tr_hook_sh_loop2>
              <tr_hook_loop2 Relative="1">
                <TrajectoryPoints>
                  <start Time="0" X="0" Y="-10"></start>
                  <start Time="100" X="0" Y="-10"></start>
                  <start Time="700" X="-25" Y="10"></start>
                  <start Time="1400" X="-50" Y="0"></start>
                  <start Time="1500" X="-50" Y="0"></start>
                </TrajectoryPoints>
              </tr_hook_loop2>
              <tr_hook_pr>
                <TrajectoryPoints>
                  <start Time="0" X="0" Y="0"></start>
                  <start Time="200" X="150" Y="275"></start>
                </TrajectoryPoints>
              </tr_hook_pr>
              <tr_rope_loop>
                <TrajectoryPoints>
                  <start Time="0" Angle="0.01"></start>
                  <start Time="100" Angle="0.01"></start>
                  <start Time="1400" Angle="-10"></start>
                  <start Time="1500" Angle="-10"></start>
                </TrajectoryPoints>
              </tr_rope_loop>
              <tr_rope_loop2>
                <TrajectoryPoints>
                  <start Time="0" Angle="-10"></start>
                  <start Time="100" Angle="-10"></start>
                  <start Time="1400" Angle="0.01"></start>
                  <start Time="1500" Angle="0.01"></start>
                </TrajectoryPoints>
              </tr_rope_loop2>
              <tr_rope_pr>
                <TrajectoryPoints>
                  <start Time="0" Angle="0"></start>
                  <start Time="200" Angle="0.01"></start>
                </TrajectoryPoints>
              </tr_rope_pr>
            </Trajectories>
          </S_2_PRISON_DOOR_HOLE>
        </Scenes>
        <Trajectories>
          <tr_drag>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="100" Angle="1"></start>
              <start Time="300" Angle="0"></start>
            </TrajectoryPoints>
          </tr_drag>
          <tr_drop Relative="1">
            <TrajectoryPoints>
              <point_1 Time="0" Y="0" CA="0"></point_1>
              <point_2 Time="200" Y="37" CA="255"></point_2>
              <point_2 Time="350" Y="74" CA="255"></point_2>
              <point_3 Time="450" Y="111" CA="255" />
            </TrajectoryPoints>
          </tr_drop>
          <tr_drop2>
            <TrajectoryPoints>
              <point_1 Time="0" CA="255" />
              <point_2 Time="500" CA="0"></point_2>
            </TrajectoryPoints>
          </tr_drop2>
        </Trajectories>
      </S_2_PRISON_DOOR>
      <S_2_PRISON_WEB>
        <Objects>
          <back>
            <States>
              <general Image="IMAGE_2_PRISON_WEB_BACK" />
            </States>
          </back>
          <fish_tail DisplayName="OBJ_2_FIN">
            <Actions>
              <take>
                <Operations>
                  <ShowGetObjectWindow object="fish_tail" state="inventory" />
                  <AddInventoryItem cell="fish_tail" />
                  <EnableObject value="0" obj="S_2_PRISON.mask_web" />
                  <ChangeScene Value="CloseZoom"></ChangeScene>
                  <ChangeVariableValue name="S_2_PRISON.mask_barrel.hint" value="1" op="=">
                    <Conditions>
                      <neq Arg1="#ObjectState:S_2_PRISON.mask_barrel" Arg2="$first" />
                    </Conditions>
                  </ChangeVariableValue>
                </Operations>
              </take>
            </Actions>
            <States>
              <general X="180" Y="183" Enabled="0" Cursor="Hand" Image="IMAGE_2_PRISON_WEB_TAIL" />
              <inventory Image="IMAGE_2_PRISON_WEB_TAIL_INV"></inventory>
            </States>
            <Events>
              <LeftMouse act1="take" />
            </Events>
          </fish_tail>
          <video>
            <Actions>
              <end_use>
                <Conditions>
                  <eq Arg1="$VIDEO_2_WEB_REMOVE" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off"></ChangeObjectState>
                  <EnableObject value="1" obj="fish_tail" />
                  <ChangeObjectState state="off" obj="S_2_PRISON.video_fly"></ChangeObjectState>
                  <ChangeObjectState state="off" obj="S_2_PRISON.web" />
                  <ChangeVariableValue name="S_2_PRISON.mask_window.hint" value="0" op="="></ChangeVariableValue>
                </Operations>
              </end_use>
            </Actions>
            <Events>
              <VideoCompleted act1="end_use"></VideoCompleted>
            </Events>
            <States>
              <st_loop Movie="VIDEO_2_WEB_LOOP" Enabled="1" Y="0" X="0" />
              <st_use Movie="VIDEO_2_WEB_REMOVE" Enabled="1" Y="0" X="0" />
              <off />
            </States>
          </video>
          <mask_use>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$broom" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <RemoveInventoryItem Time="0" argCell="broom" />
                  <ChangeObjectState Value="st_use" object="video"></ChangeObjectState>
                  <ChangeObjectState Value="off" />
                </Operations>
              </click>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_2_WEB" />
                  <PlaySoundSample name="s_2_web_try"></PlaySoundSample>
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$broom" Arg2="$arg" />
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Name="BBT_CLICK_WRONG" />
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse act1="click" act2="about" act3="wrong" />
            </Events>
            <States>
              <general X="94" Y="77" Width="481" Height="346" HintX="199" HintY="212" Cursor="Gears" Enabled="1">
                <Effects>
                  <Glint />
                </Effects>
              </general>
              <off />
            </States>
            <Properties DefaultClickSound="empty"></Properties>
          </mask_use>
        </Objects>
      </S_2_PRISON_WEB>
      <S_2_PRISON_HATCH>
        <Objects>
          <frame>
            <States>
              <general X="0" Y="0" Width="800" Height="500" Enabled="1"></general>
            </States>
            <Objects>
              <back>
                <Variables items="2" />
                <States>
                  <general Image="IMAGE_2_PRISON_HATCH_BACK" />
                </States>
                <Actions>
                  <try_close>
                    <Operations>
                      <ChangeVariableValue name="items" value="1" op="-"></ChangeVariableValue>
                      <ExecuteAction act="close">
                        <Conditions>
                          <eq Arg1="items" Arg2="$0" />
                        </Conditions>
                      </ExecuteAction>
                    </Operations>
                  </try_close>
                  <close>
                    <Operations>
                      <ChangeObjectState state="off" obj="S_2_PRISON.mask_hatch" />
                      <ChangeScene Value="CloseZoom" />
                    </Operations>
                  </close>
                </Actions>
              </back>
              <skeleton>
                <States>
                  <general Image="IMAGE_2_PRISON_HATCH_SKELETON" X="449" Y="179" />
                  <off />
                </States>
              </skeleton>
              <bird_1 DisplayName="OBJ_2_BIRD">
                <States>
                  <general Image="IMAGE_2_PRISON_HATCH_BIRD" X="211" Y="109" Enabled="0" Cursor="Hand" Layer="1" HitTest="Rect:0,0,158,89"></general>
                  <inventory Image="IMAGE_2_PRISON_HATCH_BIRD_INV" />
                </States>
                <Actions>
                  <take>
                    <Operations>
                      <AddInventoryItem cell="bird_1" obj="bird_1" fl="0" sc="1" />
                      <ExecuteAction act="back.try_close" />
                      <ChangeObjectState state="off" obj="S_2_PRISON.bird" />
                    </Operations>
                  </take>
                </Actions>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </bird_1>
              <sh_r>
                <States>
                  <general Image="IMAGE_2_PRISON_HATCH_STAKE_RIGHT_SHADOW" X="713" Y="180" Layer="2"></general>
                  <off />
                </States>
                <Actions>
                  <move>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_drag2" />
                    </Operations>
                  </move>
                  <hide Modal="0">
                    <Operations>
                      <MoveObjectByTrajectory state="tr_sh_r" />
                    </Operations>
                  </hide>
                </Actions>
              </sh_r>
              <dark>
                <States>
                  <general Image="IMAGE_2_PRISON_HATCH_DARK" X="428" Y="0" CenterX="301" CenterY="-44" Layer="1" CA="200"></general>
                  <off />
                </States>
                <Actions>
                  <hide>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_move2" />
                    </Operations>
                  </hide>
                </Actions>
              </dark>
              <grill>
                <States>
                  <general X="428" Y="0" Image="IMAGE_2_PRISON_HATCH_GRILL" CenterX="380" Layer="2" Enabled="1"></general>
                  <st_2 Image="IMAGE_2_PRISON_HATCH_GRILL_2" X="0" Y="0" Layer="0" />
                </States>
                <Objects>
                  <stake_l>
                    <States>
                      <general Image="IMAGE_2_PRISON_HATCH_STAKE_LEFT" X="-416" Y="172" Enabled="1" Cursor="Hand" HitTest="Rect:-8,-32,163,167" />
                      <off />
                    </States>
                    <Actions>
                      <move>
                        <Operations>
                          <Pause time="100" />
                          <MoveObjectByTrajectory Value="tr_drag2" />
                        </Operations>
                      </move>
                      <click Modal="0">
                        <Operations>
                          <ExecuteAction act="mask_use.delay" />
                          <ChangeVariableValue name="hint" value="0" op="=" />
                          <PlaySoundSample name="s_2_hatch_stake_l"></PlaySoundSample>
                          <ExecuteAction act="sh_l.hide" />
                          <MoveObjectByTrajectory Value="tr_stake_l" />
                          <ChangeObjectState state="off" Time="500"></ChangeObjectState>
                          <ExecuteAction act="cap_l.hide" />
                          <ChangeObjectState state="st_hand" obj="mask_use">
                            <Conditions>
                              <eq Arg1="#ObjectState:stake_l" Arg2="$off"></eq>
                              <eq Arg1="#ObjectState:stake_r" Arg2="$off" />
                            </Conditions>
                          </ChangeObjectState>
                          <ChangeVariableValue name="mask_use.hint" value="1" op="=">
                            <Conditions>
                              <eq Arg1="#ObjectState:stake_l" Arg2="$off"></eq>
                              <eq Arg1="#ObjectState:stake_r" Arg2="$off" />
                            </Conditions>
                          </ChangeVariableValue>
                        </Operations>
                      </click>
                    </Actions>
                    <Events>
                      <LeftMouse act2="click" />
                    </Events>
                    <Variables hint="1" />
                  </stake_l>
                  <cap_l>
                    <States>
                      <general Image="IMAGE_2_PRISON_HATCH_CAP_L" X="-361" Y="200" Layer="2"></general>
                      <off />
                    </States>
                    <Actions>
                      <hide Modal="0">
                        <Operations>
                          <ChangeObjectState state="off" />
                        </Operations>
                      </hide>
                    </Actions>
                  </cap_l>
                  <stake_r>
                    <States>
                      <general Image="IMAGE_2_PRISON_HATCH_STAKE_RIGHT" X="254" Y="194" Enabled="1" Cursor="Hand" HitTest="Rect:-50,-47,163,176" />
                      <off />
                    </States>
                    <Actions>
                      <move>
                        <Operations>
                          <Pause time="50" />
                          <MoveObjectByTrajectory Value="tr_drag2" />
                        </Operations>
                      </move>
                      <click Modal="0">
                        <Operations>
                          <ExecuteAction act="mask_use.delay" />
                          <ChangeVariableValue name="hint" value="0" op="=" />
                          <PlaySoundSample name="s_2_hatch_stake_r"></PlaySoundSample>
                          <ExecuteAction act="sh_r.hide"></ExecuteAction>
                          <MoveObjectByTrajectory Value="tr_stake_r"></MoveObjectByTrajectory>
                          <ChangeObjectState state="off" Time="500"></ChangeObjectState>
                          <ExecuteAction act="cap_r.hide" />
                          <ChangeObjectState state="st_hand" obj="mask_use">
                            <Conditions>
                              <eq Arg1="#ObjectState:stake_l" Arg2="$off"></eq>
                              <eq Arg1="#ObjectState:stake_r" Arg2="$off" />
                            </Conditions>
                          </ChangeObjectState>
                          <ChangeVariableValue name="mask_use.hint" value="1" op="=">
                            <Conditions>
                              <eq Arg1="#ObjectState:stake_l" Arg2="$off"></eq>
                              <eq Arg1="#ObjectState:stake_r" Arg2="$off" />
                            </Conditions>
                          </ChangeVariableValue>
                        </Operations>
                      </click>
                    </Actions>
                    <Events>
                      <LeftMouse act2="click" />
                    </Events>
                    <Variables hint="1" />
                  </stake_r>
                  <cap_r>
                    <States>
                      <general Image="IMAGE_2_PRISON_HATCH_CAP_R" X="245" Y="228" Layer="2"></general>
                      <off />
                    </States>
                    <Actions>
                      <hide Modal="0">
                        <Operations>
                          <ChangeObjectState state="off" />
                        </Operations>
                      </hide>
                    </Actions>
                  </cap_r>
                </Objects>
              </grill>
              <box DisplayName="OBJ_2_BOX">
                <Actions>
                  <take>
                    <Operations>
                      <ShowGetObjectWindow object="box" state="inventory" />
                      <AddInventoryItem cell="S_2_PRISON_BOX" />
                      <ExecuteAction act="back.try_close" />
                    </Operations>
                  </take>
                </Actions>
                <States>
                  <off />
                  <general X="226" Y="153" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_HATCH_BOX_INV" Layer="1" />
                  <inventory Image="IMAGE_2_PRISON_HATCH_BOX_INV"></inventory>
                </States>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </box>
              <sh_l>
                <States>
                  <general Image="IMAGE_2_PRISON_HATCH_STAKE_LEFT_SHADOW" X="89" Y="213" Layer="2" CenterX="32" CenterY="73" ClipRect="0,0,322,209" />
                  <off />
                </States>
                <Actions>
                  <move>
                    <Operations>
                      <Pause time="50" />
                      <MoveObjectByTrajectory Value="tr_drag3" />
                    </Operations>
                  </move>
                  <hide Modal="0">
                    <Operations>
                      <MoveObjectByTrajectory state="tr_sh_l" />
                    </Operations>
                  </hide>
                </Actions>
              </sh_l>
              <video>
                <Actions>
                  <end2>
                    <Conditions>
                      <eq Arg1="$VIDEO_2_SCARECROW" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <ChangeObjectState state="off"></ChangeObjectState>
                      <ChangeObjectState state="off" obj="skeleton"></ChangeObjectState>
                      <ExecuteCustomCode arg="ChangeScarecrow" act="scarecrow" />
                      <ExecuteCustomCode arg="ApplyScarecrow" act="end" />
                      <ExecuteAction act="box.take" />
                    </Operations>
                  </end2>
                </Actions>
                <Events>
                  <VideoCompleted a2="end2" />
                </Events>
                <States>
                  <off />
                  <st_scarecrow Movie="VIDEO_2_SCARECROW" Enabled="1" X="0" Y="0" Layer="2" />
                </States>
              </video>
            </Objects>
          </frame>
          <mask_use>
            <Actions>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                  <eq Arg1="#ObjectState:stake_l" Arg2="$general"></eq>
                  <eq Arg1="#ObjectState:stake_r" Arg2="$general" />
                </Conditions>
                <Operations>
                  <PlaySoundSample name="s_2_hatch_try" />
                  <ExecuteAction act="stake_l.move"></ExecuteAction>
                  <ExecuteAction act="stake_r.move" />
                  <ExecuteAction act="sh_l.move"></ExecuteAction>
                  <ExecuteAction act="sh_r.move"></ExecuteAction>
                  <MoveObjectByTrajectory Value="tr_drag" obj="grill" />
                  <ShowTextMessage Value="BBT_2_NEED_REMOVE" />
                </Operations>
              </about>
              <about2>
                <Conditions>
                  <and>
                    <eq Arg1="#ObjectState:" Arg2="$general"></eq>
                    <eq Arg1="$empty" Arg2="$arg" />
                    <or>
                      <eq Arg1="#ObjectState:stake_l" Arg2="$off"></eq>
                      <eq Arg1="#ObjectState:stake_r" Arg2="$off" />
                    </or>
                  </and>
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_2_NEED_REMOVE_2" />
                </Operations>
              </about2>
              <click>
                <Conditions>
                  <and>
                    <eq Arg1="$empty" Arg2="$arg" />
                    <eq Arg1="#ObjectState:stake_l" Arg2="$off"></eq>
                    <eq Arg1="#ObjectState:stake_r" Arg2="$off" />
                  </and>
                </Conditions>
                <Operations>
                  <ChangeObjectState state="off" />
                  <PlaySoundSample name="s_2_hatch_open"></PlaySoundSample>
                  <ExecuteAction act="dark.hide" />
                  <MoveObjectByTrajectory Value="tr_move" obj="grill" />
                  <Pause time="500"></Pause>
                  <PlaySoundSample name="s_2_hatch_dramatic"></PlaySoundSample>
                  <ChangeObjectState state="st_2" obj="grill" />
                  <ChangeObjectState state="open" obj="S_2_PRISON.grill"></ChangeObjectState>
                  <MoveObjectByTrajectory Value="tr_frame" obj="frame" />
                  <ShowTextMessage Value="BBT_2_SHOW_SKELETON"></ShowTextMessage>
                  <Pause time="400" />
                  <MoveObjectByTrajectory Value="tr_frame_out" obj="frame" />
                  <EnableObject value="1" obj="mask_skeleton"></EnableObject>
                  <EnableObject value="1" obj="bird_1"></EnableObject>
                  <EnableObject value="1" obj="mask_down"></EnableObject>
                </Operations>
              </click>
              <delay>
                <Conditions>
                  <or>
                    <eq Arg1="stake_l.hint" Arg2="$0"></eq>
                    <eq Arg1="stake_r.hint" Arg2="$0"></eq>
                  </or>
                </Conditions>
                <Operations>
                  <Pause time="2000"></Pause>
                </Operations>
              </delay>
            </Actions>
            <Events>
              <LeftMouse act2="about" act3="about2" a4="click" />
            </Events>
            <States>
              <general X="173" Y="21" Width="489" Height="433" HintX="239" HintY="208" Cursor="Zoom" Enabled="1" HitTest="Poly:0,0;489,0;520,443;-84,410;">
                <Effects>
                  <Glint />
                </Effects>
              </general>
              <st_hand X="68" Y="18" Width="686" Height="458" HintX="385" HintY="218" Cursor="Hand" Enabled="1" HitTest="Poly:60,-2;644,15;660,124;707,236;666,344;671,436;-19,451;0,338;-27,159;40,112;">
                <Effects>
                  <Glint />
                </Effects>
              </st_hand>
              <off />
            </States>
            <Properties DefaultClickSound="empty"></Properties>
            <Variables hint="0" />
          </mask_use>
          <mask_skeleton>
            <Actions>
              <msg>
                <Operations>
                  <ShowTextMessage Value="BBT_2_SKELETON"></ShowTextMessage>
                </Operations>
              </msg>
            </Actions>
            <Events>
              <LeftMouse act1="msg" />
            </Events>
            <States>
              <st_msg X="327" Y="198" Width="272" Height="235" Enabled="0" Cursor="Zoom" HintX="161" HintY="136" Angle="-3" />
            </States>
          </mask_skeleton>
          <mask_down>
            <Actions>
              <click>
                <Conditions>
                  <eq Arg1="$scarecrow_lasso" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <EnableObject value="0" />
                  <ExecuteCustomCode arg="ApplyScarecrow" act="begin" />
                  <ChangeObjectState state="st_scarecrow" obj="video" />
                </Operations>
              </click>
              <about>
                <Conditions>
                  <eq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_2_BOX" />
                </Operations>
              </about>
              <wrong>
                <Conditions>
                  <neq Arg1="$scarecrow_lasso" Arg2="$arg"></neq>
                  <neq Arg1="$empty" Arg2="$arg" />
                </Conditions>
                <Operations>
                  <ShowTextMessage Value="BBT_CLICK_WRONG"></ShowTextMessage>
                </Operations>
              </wrong>
            </Actions>
            <Events>
              <LeftMouse act2="about" act3="wrong" a3="click" />
            </Events>
            <States>
              <general X="519" Y="116" Width="204" Height="248" HintX="160" HintY="147" Cursor="Gears" Enabled="0" Angle="-43">
                <Effects>
                  <Glint />
                </Effects>
              </general>
            </States>
          </mask_down>
        </Objects>
        <Trajectories>
          <tr_drag>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="200" Angle="-0.1"></start>
              <start Time="400" Angle="0.1"></start>
              <start Time="600" Angle="0"></start>
            </TrajectoryPoints>
          </tr_drag>
          <tr_drag2>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="200" Angle="0.3"></start>
              <start Time="400" Angle="-0.3"></start>
              <start Time="600" Angle="0"></start>
            </TrajectoryPoints>
          </tr_drag2>
          <tr_drag3>
            <TrajectoryPoints>
              <start Time="0" Angle="0"></start>
              <start Time="200" Angle="1.3"></start>
              <start Time="400" Angle="-1.3"></start>
              <start Time="600" Angle="0"></start>
            </TrajectoryPoints>
          </tr_drag3>
          <tr_move>
            <TrajectoryPoints>
              <start Time="0" Angle="0" X="433" Y="0" ScaleX="1" ScaleY="1"></start>
              <start Time="400" Angle="0" X="433" Y="-50" ScaleX="1.1" ScaleY="1.1"></start>
              <start Time="1500" Angle="-28" X="110" Y="-300" ScaleX="1" ScaleY="1"></start>
            </TrajectoryPoints>
          </tr_move>
          <tr_move2>
            <TrajectoryPoints>
              <start Time="0" Angle="0" X="433" Y="0" ScaleX="1" ScaleY="1" CA="200"></start>
              <start Time="400" Angle="0" X="433" Y="-50" ScaleX="1.1" ScaleY="1.1" CA="150"></start>
              <start Time="1500" Angle="-28" X="110" Y="-300" ScaleX="1" ScaleY="1" CA="60"></start>
            </TrajectoryPoints>
          </tr_move2>
          <tr_stake_l>
            <TrajectoryPoints>
              <start Time="0" X="-416" Y="172"></start>
              <start Time="600" X="-421" Y="165"></start>
              <start Time="800" X="-421" Y="165"></start>
              <start Time="1500" X="-605" Y="65"></start>
            </TrajectoryPoints>
          </tr_stake_l>
          <tr_sh_l>
            <TrajectoryPoints>
              <start Time="0" X="89" Y="213" CA="255"></start>
              <start Time="600" X="93" Y="199" CA="200"></start>
              <start Time="800" X="93" Y="199" CA="200"></start>
              <start Time="1500" X="235" Y="-5" CA="100"></start>
            </TrajectoryPoints>
          </tr_sh_l>
          <tr_stake_r>
            <TrajectoryPoints>
              <start Time="0" X="254" Y="194"></start>
              <start Time="600" X="260" Y="188"></start>
              <start Time="800" X="260" Y="188"></start>
              <start Time="1500" X="372" Y="76"></start>
            </TrajectoryPoints>
          </tr_stake_r>
          <tr_sh_r>
            <TrajectoryPoints>
              <start Time="0" X="713" Y="180" CA="255"></start>
              <start Time="600" X="718" Y="177" CA="200"></start>
              <start Time="800" X="718" Y="177" CA="200"></start>
              <start Time="1500" X="810" Y="150" CA="100"></start>
            </TrajectoryPoints>
          </tr_sh_r>
          <tr_frame>
            <TrajectoryPoints>
              <start Time="0" X="0" Y="0" ScaleX="1" ScaleY="1"></start>
              <start Time="400" X="-150" Y="-80" ScaleX="1.3" ScaleY="1.3"></start>
              <start Time="600" X="-150" Y="-80" ScaleX="1.3" ScaleY="1.3"></start>
            </TrajectoryPoints>
          </tr_frame>
          <tr_frame_out>
            <TrajectoryPoints>
              <start Time="0" X="-150" Y="-80" ScaleX="1.3" ScaleY="1.3"></start>
              <start Time="800" X="0" Y="0" ScaleX="1" ScaleY="1"></start>
            </TrajectoryPoints>
          </tr_frame_out>
        </Trajectories>
      </S_2_PRISON_HATCH>
      <S_2_PRISON_BOX Border="button">
        <Objects>
          <frame>
            <States>
              <general X="0" Y="0" Width="800" Height="600" Enabled="1"></general>
            </States>
            <Objects>
              <box>
                <States>
                  <general Image="IMAGE_2_PRISON_BOX_BOX" X="91" Y="221" Layer="1" />
                </States>
              </box>
              <shadow>
                <States>
                  <general Image="IMAGE_2_PRISON_BOX_CLOSED_BOTH" X="377" Y="190" Layer="1"></general>
                  <off Image="IMAGE_2_PRISON_BOX_CLOSED_BOTH" X="377" Y="190" Layer="1" CA="0" />
                </States>
                <Actions>
                  <hide>
                    <Operations>
                      <ChangeObjectState st="off" Time="500" />
                    </Operations>
                  </hide>
                </Actions>
              </shadow>
              <door_left>
                <States>
                  <general Image="IMAGE_2_PRISON_BOX_LEFT_1" X="89" Y="183" Layer="3" />
                  <st_open Image="IMAGE_2_PRISON_BOX_LEFT_2" X="189" Y="18" Layer="0" />
                </States>
              </door_left>
              <door_right>
                <States>
                  <general Image="IMAGE_2_PRISON_BOX_RIGHT_1" X="398" Y="180" Layer="3" />
                  <st_open Image="IMAGE_2_PRISON_BOX_RIGHT_2" X="406" Y="19" Layer="0" />
                </States>
              </door_right>
              <lock_left>
                <States>
                  <general Image="IMAGE_2_PRISON_BOX_LOCK_L_1" X="290" Y="321" Layer="3" />
                  <st_open Image="IMAGE_2_PRISON_BOX_LOCK_L_2" X="287" Y="320" Layer="3"></st_open>
                  <off Image="IMAGE_2_PRISON_BOX_LOCK_L_2" X="287" Y="320" Layer="3" CA="0" />
                </States>
                <Actions>
                  <hide>
                    <Operations>
                      <ChangeObjectState st="off" Time="500" />
                    </Operations>
                  </hide>
                  <move>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_drag" />
                    </Operations>
                  </move>
                </Actions>
              </lock_left>
              <lock_right>
                <States>
                  <general Image="IMAGE_2_PRISON_BOX_LOCK_R_1" X="459" Y="322" Layer="3" />
                  <st_open Image="IMAGE_2_PRISON_BOX_LOCK_R_2" X="457" Y="321" Layer="3"></st_open>
                  <off Image="IMAGE_2_PRISON_BOX_LOCK_R_2" X="457" Y="321" Layer="3" CA="0" />
                </States>
                <Actions>
                  <hide>
                    <Operations>
                      <ChangeObjectState st="off" Time="500" />
                    </Operations>
                  </hide>
                  <move>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_drag" />
                    </Operations>
                  </move>
                </Actions>
              </lock_right>
              <acid DisplayName="OBJ_2_ACID">
                <Actions>
                  <take>
                    <Operations>
                      <ShowGetObjectWindow object="acid" state="inventory" />
                      <AddInventoryItem cell="acid" />
                    </Operations>
                  </take>
                </Actions>
                <States>
                  <general X="184" Y="233" Enabled="0" Cursor="Hand" Image="IMAGE_2_PRISON_BOX_BOTTLE" Layer="1" HitTest="Rect:0,-13,215,111" />
                  <inventory Image="IMAGE_2_PRISON_BOX_BOTTLE_INV"></inventory>
                </States>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </acid>
              <lockpick DisplayName="OBJ_2_LOCKPICK">
                <Actions>
                  <take>
                    <Operations>
                      <AddInventoryItem cell="lockpick" obj="lockpick" fl="0" sc="1"></AddInventoryItem>
                      <Pause time="1000" />
                      <RemoveInventoryItem argCell="S_2_PRISON_BOX" />
                      <ChangeScene Value="CloseZoom" />
                    </Operations>
                  </take>
                </Actions>
                <States>
                  <general X="436" Y="241" Enabled="0" Cursor="Hand" Image="IMAGE_2_PRISON_BOX_LOCKPICK" Layer="1" HitTest="Rect:0,0,202,83" />
                  <inventory Image="IMAGE_2_PRISON_BOX_LOCKPICK_INV"></inventory>
                </States>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </lockpick>
              <mask1>
                <Actions>
                  <click>
                    <Conditions>
                      <eq Arg1="$angel" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_box_angel" />
                      <ChangeObjectState object="empty" />
                      <RemoveInventoryItem argCell="angel"></RemoveInventoryItem>
                      <ExecuteAction act="angel_sh.move" />
                      <MoveObjectByTrajectory Value="tr_angel" obj="angel" />
                      <Pause time="200"></Pause>
                      <ChangeObjectState st="st_open" object="lock_left" Time="300"></ChangeObjectState>
                      <Pause time="500"></Pause>
                      <ExecuteAction state="lock_left.hide"></ExecuteAction>
                      <ExecuteAction state="shadow.hide"></ExecuteAction>
                      <ChangeObjectState st="st_open" object="door_left" Time="500"></ChangeObjectState>
                      <EnableObject value="1" obj="acid" />
                      <EnableObject value="1" obj="mask2" />
                    </Operations>
                  </click>
                  <about>
                    <Conditions>
                      <eq Arg1="$empty" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_box_try" />
                      <ExecuteAction act="lock_left.move" />
                      <MoveObjectByTrajectory Value="tr_drag" obj="door_left" />
                      <ShowTextMessage Value="BBT_2_NEED_ANGEL" />
                    </Operations>
                  </about>
                  <wrong>
                    <Conditions>
                      <neq Arg1="$angel" Arg2="$arg" />
                      <neq Arg1="$empty" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <ShowTextMessage Name="BBT_CLICK_WRONG" />
                    </Operations>
                  </wrong>
                </Actions>
                <Events>
                  <LeftMouse act1="click" act2="about" act3="wrong" />
                </Events>
                <States>
                  <general X="80" Y="167" Width="671" Height="388" HintX="243" HintY="209" Cursor="Gears" Enabled="1" Layer="3">
                    <Effects>
                      <Glint />
                    </Effects>
                  </general>
                  <empty></empty>
                </States>
                <Properties SceneClick="disable" DefaultClickSound="empty" />
              </mask1>
              <mask2>
                <Actions>
                  <click>
                    <Conditions>
                      <eq Arg1="$demon" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_box_demon" />
                      <ChangeObjectState object="empty" />
                      <RemoveInventoryItem argCell="demon"></RemoveInventoryItem>
                      <ExecuteAction act="demon_sh.move"></ExecuteAction>
                      <MoveObjectByTrajectory Value="tr_demon" obj="demon" />
                      <Pause time="200"></Pause>
                      <ChangeObjectState st="st_open" object="lock_right" Time="300"></ChangeObjectState>
                      <Pause time="500"></Pause>
                      <ExecuteAction state="lock_right.hide"></ExecuteAction>
                      <ChangeObjectState st="st_open" object="door_right" Time="500"></ChangeObjectState>
                      <EnableObject value="1" obj="lockpick" />
                    </Operations>
                  </click>
                  <about>
                    <Conditions>
                      <eq Arg1="$empty" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <PlaySoundSample name="s_2_box_try" />
                      <ExecuteAction act="lock_right.move" />
                      <MoveObjectByTrajectory Value="tr_drag" obj="door_right" />
                      <ShowTextMessage Value="BBT_2_NEED_DEMON" />
                    </Operations>
                  </about>
                  <wrong>
                    <Conditions>
                      <neq Arg1="$demon" Arg2="$arg" />
                      <neq Arg1="$empty" Arg2="$arg" />
                    </Conditions>
                    <Operations>
                      <ShowTextMessage Name="BBT_CLICK_WRONG" />
                    </Operations>
                  </wrong>
                </Actions>
                <Events>
                  <LeftMouse act1="click" act2="about" act3="wrong" />
                </Events>
                <States>
                  <general X="80" Y="187" Width="601" Height="351" HintX="243" HintY="209" Cursor="Gears" Enabled="0" Layer="3" HitTest="Poly:339,5;638,-6;628,337;121,347;105,173;314,165;">
                    <Effects>
                      <Glint />
                    </Effects>
                  </general>
                  <empty></empty>
                </States>
                <Properties SceneClick="disable" DefaultClickSound="empty" />
              </mask2>
              <angel_sh>
                <States>
                  <off Image="IMAGE_2_PRISON_BOX_ANGEL_SH" X="268" Y="357" Layer="4" CA="0" />
                  <general Image="IMAGE_2_PRISON_BOX_ANGEL_SH" X="268" Y="357" Layer="4"></general>
                </States>
                <Actions>
                  <move>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_angel_sh" />
                    </Operations>
                  </move>
                </Actions>
              </angel_sh>
              <angel>
                <States>
                  <off Image="IMAGE_2_PRISON_BOX_ANGEL" X="268" Y="357" Layer="4" CA="0" />
                  <general Image="IMAGE_2_PRISON_BOX_ANGEL" X="268" Y="357" Layer="4"></general>
                </States>
              </angel>
              <demon_sh>
                <States>
                  <off Image="IMAGE_2_PRISON_BOX_DEMON_SH" X="268" Y="357" Layer="4" CA="0" />
                  <general Image="IMAGE_2_PRISON_BOX_DEMON_SH" X="268" Y="357" Layer="4"></general>
                </States>
                <Actions>
                  <move>
                    <Operations>
                      <MoveObjectByTrajectory Value="tr_demon_sh" />
                    </Operations>
                  </move>
                </Actions>
              </demon_sh>
              <demon>
                <States>
                  <off Image="IMAGE_2_PRISON_BOX_DEMON" X="443" Y="358" Layer="4" CA="0" />
                  <general Image="IMAGE_2_PRISON_BOX_DEMON" X="443" Y="358" Layer="4"></general>
                </States>
              </demon>
            </Objects>
          </frame>
        </Objects>
        <Trajectories>
          <tr_drag>
            <TrajectoryPoints>
              <start Time="0" ScaleY="1.0"></start>
              <start Time="100" ScaleY="0.99"></start>
              <start Time="250" ScaleY="1.0"></start>
            </TrajectoryPoints>
          </tr_drag>
          <tr_angel>
            <TrajectoryPoints>
              <start Time="0" X="145" Y="330" ScaleX="1.2" ScaleY="1.2" CA="0"></start>
              <start Time="400" X="145" Y="330" ScaleX="1.2" ScaleY="1.2" CA="255"></start>
              <start Time="1000" ScaleY="1" ScaleX="1" X="268" Y="357" CA="255"></start>
            </TrajectoryPoints>
          </tr_angel>
          <tr_angel_sh>
            <TrajectoryPoints>
              <start Time="0" X="411" Y="413" ScaleX="1.2" ScaleY="1.2" CA="0"></start>
              <start Time="400" X="411" Y="413" ScaleX="1.2" ScaleY="1.2" CA="100"></start>
              <start Time="1000" ScaleY="1" ScaleX="1" X="268" Y="362" CA="255"></start>
            </TrajectoryPoints>
          </tr_angel_sh>
          <tr_demon>
            <TrajectoryPoints>
              <start Time="0" X="298" Y="332" ScaleX="1.2" ScaleY="1.2" CA="0"></start>
              <start Time="400" X="298" Y="332" ScaleX="1.2" ScaleY="1.2" CA="255"></start>
              <start Time="1000" ScaleY="1" ScaleX="1" X="444" Y="358" CA="255"></start>
            </TrajectoryPoints>
          </tr_demon>
          <tr_demon_sh>
            <TrajectoryPoints>
              <start Time="0" X="589" Y="411" ScaleX="1.2" ScaleY="1.2" CA="0"></start>
              <start Time="400" X="589" Y="411" ScaleX="1.2" ScaleY="1.2" CA="100"></start>
              <start Time="1000" ScaleY="1" ScaleX="1" X="446" Y="362" CA="255"></start>
            </TrajectoryPoints>
          </tr_demon_sh>
        </Trajectories>
      </S_2_PRISON_BOX>
      <S_2_PRISON_PAPER_ROLL Border="button">
        <Objects>
          <frame>
            <Actions>
              <try_close>
                <Operations>
                  <RemoveInventoryItem argCell="S_2_PRISON_PAPER_ROLL"></RemoveInventoryItem>
                  <ChangeScene Image="CloseZoom"></ChangeScene>
                </Operations>
              </try_close>
            </Actions>
            <States>
              <general X="-40" Y="50" Width="800" Height="600" Enabled="1"></general>
            </States>
            <Objects>
              <rolle_lock>
                <States>
                  <general Image="IMAGE_2_PRISON_PAPER_ST1" X="180" Y="160"></general>
                  <off />
                </States>
              </rolle_lock>
              <rolle>
                <States>
                  <off Image="IMAGE_2_PRISON_PAPER_ST2" X="160" Y="60" CA="0" />
                  <general Image="IMAGE_2_PRISON_PAPER_ST2" X="160" Y="60"></general>
                </States>
                <Objects>
                  <text>
                    <States>
                      <general Image="IMAGE_2_PRISON_PAPER_ROLL_TEXT" X="96" Y="129"></general>
                    </States>
                  </text>
                </Objects>
              </rolle>
              <papers DisplayName="OBJ_2_PAPERS">
                <Actions>
                  <take>
                    <Operations>
                      <AddInventoryItem cell="papers" obj="papers" nofly="0" fromScene="1" />
                      <RemoveInventoryItem argCell="S_2_PRISON_PAPER_ROLL"></RemoveInventoryItem>
                      <Pause time="300" />
                      <ChangeScene Value="CloseZoom" />
                    </Operations>
                  </take>
                  <show>
                    <Operations>
                      <ChangeObjectState state="general" Time="500" />
                    </Operations>
                  </show>
                </Actions>
                <States>
                  <off />
                  <general X="364" Y="240" Enabled="1" Cursor="Hand" Image="IMAGE_2_PRISON_PAPER_PAPER" />
                  <inventory Image="IMAGE_2_PRISON_PAPER_PAPER_INV"></inventory>
                </States>
                <Events>
                  <LeftMouse act1="take" />
                </Events>
              </papers>
              <mask>
                <Actions>
                  <click>
                    <Operations>
                      <PlaySoundSample name="s_2_paper_roll_open" />
                      <EnableObject value="0" />
                      <ExecuteAction act="papers.show"></ExecuteAction>
                      <ChangeObjectState state="general" obj="rolle" Time="500"></ChangeObjectState>
                      <ChangeVariableValue name="hint" value="0" op="=" />
                      <ShowTextMessage Value="BBT_2_ROLL_PAPER" />
                    </Operations>
                  </click>
                </Actions>
                <Events>
                  <LeftMouse act1="click" />
                </Events>
                <States>
                  <st1 X="93" Y="106" Width="546" Height="258" Enabled="1" Cursor="Hand" HintX="283" HintY="118" Angle="0"></st1>
                </States>
                <Variables hint="1" />
              </mask>
            </Objects>
          </frame>
        </Objects>
        <Trajectories>
          <scale_in>
            <TrajectoryPoints>
              <start Time="0" ScaleX="1.0" ScaleY="1.0"></start>
              <start Time="10" ScaleX="1.0" ScaleY="1.0"></start>
              <start Time="1000" ScaleX="1.1" ScaleY="1.1"></start>
            </TrajectoryPoints>
          </scale_in>
        </Trajectories>
      </S_2_PRISON_PAPER_ROLL>
    </Scenes>
    <Trajectories>
      <tr_barrel_f>
        <TrajectoryPoints>
          <start Time="0" Angle="0"></start>
          <start Time="1400" Angle="2"></start>
          <start Time="1500" Angle="0"></start>
        </TrajectoryPoints>
      </tr_barrel_f>
      <tr_barrel_move Relative="1">
        <TrajectoryPoints>
          <start Time="0" X="0"></start>
          <start Time="500" X="-200"></start>
        </TrajectoryPoints>
      </tr_barrel_move>
      <tr_barrel_move2 Relative="1">
        <TrajectoryPoints>
          <start Time="0" X="0"></start>
          <start Time="500" X="200"></start>
        </TrajectoryPoints>
      </tr_barrel_move2>
      <tr_barrel_sh_move Relative="1">
        <TrajectoryPoints>
          <start Time="0" X="0"></start>
          <start Time="500" X="-210"></start>
        </TrajectoryPoints>
      </tr_barrel_sh_move>
      <tr_barrel_sh_move2 Relative="1">
        <TrajectoryPoints>
          <start Time="0" X="0"></start>
          <start Time="500" X="210"></start>
        </TrajectoryPoints>
      </tr_barrel_sh_move2>
      <tr_first_down Relative="1">
        <TrajectoryPoints>
          <start Time="0" Y="0"></start>
          <start Time="800" Y="-300"></start>
          <start Time="1500" Y="-100"></start>
          <start Time="2000" Y="-1000"></start>
        </TrajectoryPoints>
      </tr_first_down>
      <tr_up Relative="1">
        <TrajectoryPoints>
          <start Time="0" Y="-1000"></start>
          <start Time="600" Y="0"></start>
        </TrajectoryPoints>
      </tr_up>
      <tr_down Relative="1">
        <TrajectoryPoints>
          <start Time="0" Y="0"></start>
          <start Time="600" Y="-1000"></start>
        </TrajectoryPoints>
      </tr_down>
      <tr_drag>
        <TrajectoryPoints>
          <start Time="0" ScaleX="1" ScaleY="1"></start>
          <start Time="300" ScaleX="1.2" ScaleY="1.2"></start>
          <start Time="700" ScaleX="1" ScaleY="1"></start>
        </TrajectoryPoints>
      </tr_drag>
      <tr_fog1>
        <TrajectoryPoints>
          <start Time="0" X="130"></start>
          <start Time="10000" X="-90"></start>
        </TrajectoryPoints>
      </tr_fog1>
      <tr_fog2>
        <TrajectoryPoints>
          <start Time="0" X="-90"></start>
          <start Time="10000" X="-320"></start>
        </TrajectoryPoints>
      </tr_fog2>
    </Trajectories>
  </S_2_PRISON>
</Scenes>