STORY   LOOP   FURRY   PORN   GAMES
• C •   SERVICES [?] [R] RND   POPULAR
Archived flashes:
229456
/disc/ · /res/     /show/ · /fap/ · /gg/ · /swf/P0001 · P2574 · P5148

<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/10709969?noj=FRM10709969-5DC" width="1" height="1"></div>

Stranded Game.swf

This is the info page for
Flash #62489

(Click the ID number above for more basic data on this flash file.)


Text
Stranded

Start

Credits

RageAce

At 14:00 DarkFalcon Dropship was shot down over the
planet Pandora-11. The United Military Taskforce
previously believed the planet to be uninhabited. Due
to the nature of the crash the pilot did not have
time to send a distress signal. You are floating in
the cold waters of Pandora-11. Pieces of the
DarkFalcon are sinking around you.

Swim to the shore in the distance

Hang on to the ship's debris

Inventory

Scroll Over Me

This is the United Military Taskforce
survival guide.
Scroll over it for useful hints which will
help you survive
Chapter 1: Bailing Out
...It is common for crewmen to be tired as
they bail out...  swimming long distances
is not advised...

You swim towards the distant shoreline, but soon your arms grow
stiff and the cramp sets in. The cold water is seeping into your
armour.Your heart rate begins to drop and you begin to relax,
the water swallows you until you are engulfed in cold darkness.

Back

Game Over

United Military Taskforce armour is prone to
water
Damage, and may restrict movement if it
becomes saturated.
Crewmen who have recently bailed out
should avoid swimming long distances due
to the strain on their bodies. If you must
cross long stretches of water try to hang
onto something.

You hang on to what you believed to be part of the
engine. This keeps you afloat and you manage to keep
your upper body out of the water. The current pulls
you towards the shore. Lying on the sandy beach you
see a fellow soldier who wasn't lucky enough to find
some debris.

Head inland and look for help

Search the wreckage on the beach

Follow the shoreline and look for survivors

....Survival in harsh
environments will require tools
and equipment. Be sure to look
for weapons to fight off
hostiles.
... Falcon Dropships require
large amounts of highly
unstable fuel

You head into the dense jungle, surprised that even these trees
manage to live in this cold and unforgiving environment.  You hear
footsteps behind you and suddenly...

United Military Taskforce Armour should be
able to withstand a significant amount of
damage from plasma weaponry and limited
damages from blunt objects and ballistics.
However water damage severely reduces
these capabilities.
If you suspect your armour to be inadequate
avoid hostiles at all costs.

You pray that something useful has washed up from the
ship, the wreckage looks dangerous but you know that
finding a tool that will prolong your survival is
worth the risk. Be careful!

125-67

The crash site can present dangers to
survivors such as
Nuclear contamination from FusionShips and
fuel leakages.
...In March 2018 Thomas Friar crashed his
helicopter in enemy territory. In an interview
after his eventual rescue he told reporters
that he owed his survival to the 9mm pistol in
his survival kit.

Your shaking hands touch the smoking barrel. The fumes waft
over you, and you suddenly realise you have made  a terrible
mistake!

It is common for crashed vessels to carry
explosives and other dangerous cargo. It is
advisable to avoid going near the engine,
or any other mechanical parts of the
vessel.
Dark Falcon Drop ships use a highly
unstable fuel, which is known to explode
when in contact with water.

Inside the wreckage you have found a 125-67 standard
issue plasma pistol. You hope that you won't need to
use it, but things never seem to go as you plan.

Head inland and look for food

Wait until help arrives

Chances of rescue are slim if no distress signal
has been sent, however one may be lucky.
It is recommended not to leave the site of the
crash as the wreckage is easy to spot from the
air, however for a crash into water this is not
possible.
If you feel rescue is unlikely you should look for
food, water and shelter.

In the sky you see the familiar glow of a reconnaissance shuttle.
You fire your Plasma Pistol to draw attention to yourself; the
shuttle blinks its lights in acknowledgement. As it lands on the
beach you realise that you've been one of the lucky ones.

Rescue shuttles will be searching for heat
signals, and radio transmissions from your
body armour, providing it hasn't sustained
water damage.
The standard issue plasma pistol emits
large amounts of radiation which Rescue
Shuttles can detect.

You no longer have the strength to go inland, and you've realised
that you're not going to be rescued.  You bring your pistol to
your head...

You follow what at first you believe to be animal
tracks into the jungle, only to be confronted by a
tribe of sentient beings wielding spears and
crossbows.

Attack the tribesmen

Run Away

Attacking hostiles; especially
when tired is a real risk - even
with body armour.
Confrontation should be avoided,
especially if you are unarmed.
However sometimes you are left
with no choice but too...

Click the green button to disarm the trap.

Primitive hostiles are known for their use of
traps, some are surprisingly sophisticated and
show the legacy of an earlier civilization.
In these situations it is important to remain
calm and focus on what you have to do.
Don't rush in and make a mistake you will
regret.

Quickly shoot at the savages before they
attack you!

5

4

3

2

1

0

When engaging hostiles with a plasma
weapon it is advantageous to aim at the
largest part of their body. This gives you a
greater chance of getting a hit.
Systematically shooting from left to right is
a time efficient way of.

You follow the fleeing tribespeople through the
jungle and find yourself overlooking a stone temple.
Two pilots and a crewman from your ship are hanging
above a fire.

Stop the sacrifice

Watch in horror

Engaging hostiles whilst unarmed is
not advised, however sometimes
you are left with no choice. It is an
unnecessary risk.
Native tribes who you may
encounter place a huge importance
on their rituals and ceremonies...

The tribesmen flee from the fluorescent blue burst of
plasma. You climb up into the stone temple and untie
your comrades.  The pilots open a wooden chest next
to the fire which contains the weapons the tribesmen
confiscated off them.  Eventually you round up the
tribe's people with the help off your trusty plasma
weaponry.

Execute these Savages

Show them kindness and keep them prisoner

The United Military Taskforce states
that all prisoners must be treated in
accordance with the Galactic Charter.
This means humane treatment of
prisoners.
However sometimes in the field you
have no choice and must disobey the
Galactic Charter.

Your comrades have suffered enough, you have been
nominated to do the deed and execute the tribe's
people.

With the tribe's people gone you and your comrades take over
the island. You find edible fruit and drinking water and use the
tools and techniques of the ones you killed to keep you alive.
Inside the 'temple' you find writings in a familiar language about a
planet called Earth and the word 'Nuclear' occurs alot. You
don't understand what it says -none of you do. The years spent
on the island have forced you to forget the world you once knew.

Main Menu

It is common for survivors, particularly
genetically modified soldiers, to
experience hallucination and sickness after
intense trauma.
It is also common for these people to
forget the world they once lived in, and
even to forgot the lnaguage htey sopke
whit fluncy teh day bfeore

Game by
rageace from
rageace.com

One of the tribes people speaks to you in a familiar
language, English. His sentences seem fragmented, he
says:
"They’re a boat id, take off the island you. People
you like live mainland"

Take the Boat out to sea and look for civilisation

Ask to live with the tribes people

After sailing several miles you see something on the horizon..
but you'll have to wait until Stranded 2 to fight out what it is!

You live with the tribes people, finding out about their civilisation
and the ‘Earth’, which they speak so fondly of. Their stories
sound similar to the ones your grandparents told you when you
were a child.

You watch in horror, not at the pilots execution but
at the hail of arrows being fired at you!

Head to High Ground

Hide in the jungle

In the year 2089 Sgt. Walters defeated
10,000 hostiles with 500 men. His success
was due to utilising the environment; in
this case the mountain ranges...
When backup arrived they discovered
signs that hostiles had been hiding in the
jungle, they were presumably unable to
match Walters strategy and superiorly
trained men.

You head to high ground but the tribes people outnumber you.
Clouds of arrows land around you and..

From this height you pick off the tribes people with your trusty
plasma pistol. Near the shoreline you spot a boat and make your
way towards it. The motor on the boat works and you take the
boat out to sea, hoping to find rescue. You see something on the
horizon...

You hide in the bushes and the tribesmen run past you. From
your hiding spot you see what you hope is a motorboat on the
beach. It is. You don't ask how or why. You just get the hell off
this island!

You attempt to stop the sacrifice but your unarmed. Arrows
pierce through your skin and you shout in agony. Your trusted
body armour sparks...

Your attempt to disarm the trap failed, 20 000 volts of electricity
flows into your armour and subsequently into your veins...

Your pleased you managed to disarm the trap. As you
follow tracks through the jungle your careful not to
trigger another one. You soon find yourself
overlooking a stone temple. Two pilots and a crewman
from your ship are hanging above a fire.

Your attempt to kill the tribesmen failed. Perhaps a combination
of the cold seawater, the fear, and the strange feeling of taking a
life slowed you down. Perhaps you realised that you didn't have a
chance anyway.

You've tripped a trap. Your surprised to find that it
uses an Electrical circuit. Attempt to disarm the
trap by moving the mouse cursor to the green diode in
the center of the screen, avoid touching the black
walls.

Disarm

Your attempt to kill the tribesmen failed. Perhaps a combination
of the cold sea water, the fear, and the strange feeling of taking a
life slowed you down. Perhaps you realised that you didn't have a
chance anyway.

This game was designed by Rageace from www.rageace.com .
Sound effects are from:
www.flashkit.com/soundfx
www.freesfx.co.uk
Black Button Design From
www.bittbox.com
Music
Hans ZimmerMan Tribute From Flashkit by Edgen

ActionScript [AS1/AS2]

Frame 1
function __com_mochibot__(swfid, mc, lv, trk) { var x; var g; var s; var fv; var sb; var u; var res; var mb; var mbc; var pv; mb = "__mochibot__"; mbc = "mochibot.com"; g = (_global ? (_global) : (_level0._root)); if (g[mb + swfid]) { return(g[mb + swfid]); } s = System.security; x = mc._root.getSWFVersion; fv = (x ? (mc.getSWFVersion()) : ((_global ? 6 : 5))); if (!s) { s = {}; } sb = s.sandboxType; if (sb == "localWithFile") { return(null); } x = s.allowDomain; if (x) { s.allowDomain(mbc); } x = s.allowInsecureDomain; if (x) { s.allowInsecureDomain(mbc); } pv = ((fv == 5) ? (getVersion()) : (System.capabilities.version)); u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=8&fv=") + fv) + "&v=") + escape(pv)) + "&swfid=") + escape(swfid)) + "&l=") + lv) + "&f=") + mc) + (sb ? ("&sb=" + sb) : "")) + (trk ? "&t=1" : ""); lv = ((fv > 6) ? (mc.getNextHighestDepth()) : ((g[mb + "level"] ? (g[mb + "level"] + 1) : (lv)))); g[mb + "level"] = lv; if (fv == 5) { res = "_level" + lv; if (!eval (res)) { loadMovieNum (u, lv); } } else { res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); } return(res); } __com_mochibot__("b5a1bb72", this, 10301, true); MochiAd.showPreGameAd({id:"cab0afb86c0bb659", res:"550x400"}); stop();
Frame 2
onLoad = function () { var _local1 = new Sound(); _local1.attachSound("sound1a"); _local1.start(0, 99999); }; var waves = new Sound(); waves.attachSound("waves"); _root.waves.start(0, 1); _root.gun = 0; _root.execution = 0; _root.deadsavages = 0; stop(); startButton.onRelease = function () { _root.gotoAndStop("shipCrash"); _root.execution = 0; _root.deadsavages = 0; _root.gun = 0; }; creditBtn.onRelease = function () { _root.gotoAndStop("credits"); };
Frame 10
this.onEnterFrame = function () { if (_root.gun == 1) { _root.inventory.gotoAndStop(2); } }; swim.onRelease = function () { _root.gotoAndStop("drown"); }; hang.onRelease = function () { _root.gotoAndStop("debris"); };
Frame 20
var waves = new Sound(); waves.attachSound("waves"); _root.waves.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("shipCrash"); };
Frame 30
head.onRelease = function () { _root.gotoAndStop("killedArrows"); }; search.onRelease = function () { _root.gotoAndStop("searchWreckage"); }; shoreLine.onRelease = function () { _root.gotoAndStop("inlandtracks"); };
Frame 40
var footsteps = new Sound(); footsteps.attachSound("footsteps"); _root.footsteps.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("debris"); };
Frame 50
barrel.onRelease = function () { _root.gotoAndStop("barrelExplosion"); }; gunBox.onRelease = function () { _root.gotoAndStop("foundGun"); _root.gun = 1; };
Frame 60
var explosion = new Sound(); explosion.attachSound("explosion"); _root.explosion.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("searchWreckage"); };
Frame 71
headInland.onRelease = function () { _root.gotoAndStop("inlandTracks"); }; wait.onRelease = function () { luck = Math.ceil(Math.random() * 6); if (luck > 3) { _root.gotoAndStop("rescued"); } if (luck < 3) { _root.gotoAndStop("perish"); } };
Frame 81
gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 91
var gasp = new Sound(); gasp.attachSound("gasp"); _root.gasp.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("debris"); _root.gasp.stop(); };
Frame 101
oft.onRelease = function () { _root.gotoAndStop("shootSavages"); }; ra.onRelease = function () { _root.gotoAndStop("trapPrep"); };
Frame 111
var heartbeat = new Sound(); heartbeat.attachSound("heartbeat"); _root.heartbeat.start(0, 1); cursor_mc.startDrag("true"); _root.maze.onRollOver = function () { trace(test); _root.heartbeat.stop(); _root.gotoAndStop("trapDeath"); }; _root.disarmTrap.onRollOver = function () { _root.heartbeat.stop(); _root.gotoAndStop("sacrificeTrapped"); }; stop();
Frame 121
_root.plasma = 1; _root.deadsavages = 0; Mouse.hide(); crosshair.startDrag("true"); bulletholecount = 0; this.onMouseDown = function () { }; savage1.onRelease = function () { _root.deadsavages = _root.deadsavages + 1; savage1._visible = false; }; savage2.onRelease = function () { _root.deadsavages = _root.deadsavages + 1; savage2._visible = false; }; savage3.onRelease = function () { _root.deadsavages = _root.deadsavages + 1; savage3._visible = false; }; this.onEnterFrame = function () { if (_root.deadsavages == 3) { _root.gotoAndStop("sacrifice"); _root.deadsavages = 2; } }; stop();
Frame 131
var chant = new Sound(); chant.attachSound("chant"); _root.chant.start(0, 1); Mouse.show(); _root.plasma = 2; stopSacrifice.onRelease = function () { if (_root.gun == 1) { _root.gotoAndStop("stopSacrifice"); } else { _root.gotoAndStop("stopSacrificeUnarmed"); } }; watchSacrifice.onRelease = function () { _root.gotoAndStop("executeSpotted"); }; Mouse.show();
Frame 141
executeSavages.onRelease = function () { _root.gotoAndStop("executeSavages"); }; mercy.onRelease = function () { _root.gotoAndStop("mercy"); }; Mouse.show();
Frame 151
_root.execution = 0; head1.onRelease = function () { _root.blood1.gotoAndPlay(2); _root.execution++; }; head2.onRelease = function () { _root.blood2.gotoAndPlay(2); _root.execution++; }; head3.onRelease = function () { _root.blood3.gotoAndPlay(2); _root.execution++; }; head4.onRelease = function () { _root.blood4.gotoAndPlay(2); _root.execution++; }; this.onEnterFrame = function () { if (_root.execution == 4) { _root.gotoAndStop("afterExecute"); } };
Frame 161
gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 171
takeBoat.onRelease = function () { _root.gotoAndStop("boatEnd"); }; tribeLive.onRelease = function () { _root.gotoAndStop("tribesEnd"); };
Frame 181
root.waves.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 191
gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 201
headHigh.onRelease = function () { if (_root.gun == 0) { _root.gotoAndStop("highGroundDead"); } if (_root.gun == 1) { _root.gotoAndStop("highGroundLive"); } }; hideBush.onRelease = function () { _root.gotoAndStop("hideBush"); };
Frame 211
gameOver.onRelease = function () { _root.gotoAndStop("executeSpotted"); };
Frame 221
root.waves.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 231
root.waves.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 241
gameOver.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Frame 251
var electricity = new Sound(); electricity.attachSound("electricity"); _root.electricity.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("trapPrep"); };
Frame 261
var chant = new Sound(); chant.attachSound("chant"); _root.chant.start(0, 1); stopSacrifice.onRelease = function () { if (_root.gun == 1) { _root.gotoAndStop("stopSacrifice"); } else { _root.gotoAndStop("stopSacrificeUnarmed"); } }; watchSacrifice.onRelease = function () { _root.gotoAndStop("executeSpotted"); };
Frame 271
gameOver.onRelease = function () { _root.gotoAndStop("inlandtracks"); };
Frame 281
disarmPrep.onRelease = function () { _root.gotoAndStop("trappedFrame"); };
Frame 291
var gasp = new Sound(); gasp.attachSound("gasp"); _root.gasp.start(0, 1); gameOver.onRelease = function () { _root.gotoAndStop("inlandtracks"); }; stop();
Frame 301
returnMain.onRelease = function () { _root.gotoAndStop("mainMenu"); };
Symbol 11 MovieClip [bullet] Frame 51
removeMovieClip(this);
Symbol 255 MovieClip [__Packages.MochiAd] Frame 0
class MochiAd { function MochiAd () { } static function getVersion() { return("2.5"); } static function showPreGameAd(options) { var _local26 = {clip:_root, ad_timeout:3000, fadeout_time:250, regpt:"o", method:"showPreloaderAd", color:16747008, background:16777161, outline:13994812, no_progress_bar:false, ad_started:function () { this.clip.stop(); }, ad_finished:function () { this.clip.play(); }, ad_failed:function () { trace("[MochiAd] Couldn't load an ad, make sure that your game's local security sandbox is configured for Access Network Only and that you are not using ad blocking software"); }, ad_loaded:function (width, height) { }, ad_skipped:function () { }, ad_progress:function (percent) { }}; options = _parseOptions(options, _local26); if ("c862232051e0a94e1c3609b3916ddb17".substr(0) == "dfeada81ac97cde83665f81c12da7def") { options.ad_started(); options.ad_finished(); return(undefined); } var clip = options.clip; var _local22 = 11000; var _local25 = options.ad_timeout; delete options.ad_timeout; var fadeout_time = options.fadeout_time; delete options.fadeout_time; if (!load(options)) { options.ad_failed(); options.ad_finished(); return(undefined); } options.ad_started(); var mc = clip._mochiad; mc.onUnload = function () { options.ad_finished(); }; var _local14 = _getRes(options); var _local4 = _local14[0]; var _local13 = _local14[1]; mc._x = _local4 * 0.5; mc._y = _local13 * 0.5; var chk = mc.createEmptyMovieClip("_mochiad_wait", 3); chk._x = _local4 * -0.5; chk._y = _local13 * -0.5; var _local6 = chk.createEmptyMovieClip("_mochiad_bar", 4); if (options.no_progress_bar) { _local6._visible = false; delete options.no_progress_bar; } else { _local6._x = 10; _local6._y = _local13 - 20; } var _local21 = options.color; delete options.color; var _local19 = options.background; delete options.background; var _local23 = options.outline; delete options.outline; var _local5 = _local6.createEmptyMovieClip("_outline", 1); _local5.beginFill(_local19); _local5.moveTo(0, 0); _local5.lineTo(_local4 - 20, 0); _local5.lineTo(_local4 - 20, 10); _local5.lineTo(0, 10); _local5.lineTo(0, 0); _local5.endFill(); var _local3 = _local6.createEmptyMovieClip("_inside", 2); _local3.beginFill(_local21); _local3.moveTo(0, 0); _local3.lineTo(_local4 - 20, 0); _local3.lineTo(_local4 - 20, 10); _local3.lineTo(0, 10); _local3.lineTo(0, 0); _local3.endFill(); _local3._xscale = 0; var _local7 = _local6.createEmptyMovieClip("_outline", 3); _local7.lineStyle(0, _local23, 100); _local7.moveTo(0, 0); _local7.lineTo(_local4 - 20, 0); _local7.lineTo(_local4 - 20, 10); _local7.lineTo(0, 10); _local7.lineTo(0, 0); chk.ad_msec = _local22; chk.ad_timeout = _local25; chk.started = getTimer(); chk.showing = false; chk.last_pcnt = 0; chk.fadeout_time = fadeout_time; chk.fadeFunction = function () { var _local2 = 100 * (1 - ((getTimer() - this.fadeout_start) / this.fadeout_time)); if (_local2 > 0) { this._parent._alpha = _local2; } else { var _local3 = this._parent._parent; MochiAd.unload(_local3); delete this.onEnterFrame; } }; mc.lc.regContLC = function (lc_name) { mc._containerLCName = lc_name; }; var sendHostProgress = false; mc.lc.sendHostLoadProgress = function (lc_name) { sendHostProgress = true; }; mc.lc.adLoaded = options.ad_loaded; mc.lc.adSkipped = options.ad_skipped; mc.lc.adjustProgress = function (msec) { var _local2 = this.mc._mochiad_wait; _local2.server_control = true; _local2.started = getTimer(); _local2.ad_msec = msec; }; mc.lc.rpc = function (callbackID, arg) { MochiAd.rpc(clip, callbackID, arg); }; mc.rpcTestFn = function (s) { trace("[MOCHIAD rpcTestFn] " + s); return(s); }; chk.onEnterFrame = function () { var _local6 = this._parent._parent; var _local11 = this._parent._mochiad_ctr; var _local5 = getTimer() - this.started; var _local3 = false; var _local4 = _local6.getBytesTotal(); var _local8 = _local6.getBytesLoaded(); var _local2 = (100 * _local8) / _local4; var _local10 = (100 * _local5) / chk.ad_msec; var _local9 = this._mochiad_bar._inside; var _local13 = Math.min(100, Math.min(_local2 || 0, _local10)); _local13 = Math.max(this.last_pcnt, _local13); this.last_pcnt = _local13; _local9._xscale = _local13; options.ad_progress(_local13); if (sendHostProgress) { clip._mochiad.lc.send(clip._mochiad._containerLCName, "notify", {id:"hostLoadPcnt", pcnt:_local2}); if (_local2 == 100) { sendHostProgress = false; } } if (!chk.showing) { var _local7 = _local11.getBytesTotal(); if ((_local7 > 0) || (typeof(_local7) == "undefined")) { chk.showing = true; chk.started = getTimer(); } else if ((_local5 > chk.ad_timeout) && (_local2 == 100)) { options.ad_failed(); _local3 = true; } } if (_local5 > chk.ad_msec) { _local3 = true; } if (((_local4 > 0) && (_local8 >= _local4)) && (_local3)) { if (this.server_control) { delete this.onEnterFrame; } else { this.fadeout_start = getTimer(); this.onEnterFrame = chk.fadeFunction; } } }; } static function showClickAwayAd(options) { var _local9 = {clip:_root, ad_timeout:2000, fadeout_time:250, regpt:"o", method:"showClickAwayAd", res:"300x250", no_bg:true, ad_started:function () { }, ad_finished:function () { }, ad_loaded:function (width, height) { }, ad_failed:function () { trace("[MochiAd] Couldn't load an ad, make sure that your game's local security sandbox is configured for Access Network Only and that you are not using ad blocking software"); }, ad_skipped:function () { }}; options = _parseOptions(options, _local9); var clip = options.clip; var _local8 = options.ad_timeout; delete options.ad_timeout; if (!load(options)) { options.ad_failed(); options.ad_finished(); return(undefined); } options.ad_started(); var mc = clip._mochiad; mc.onUnload = function () { options.ad_finished(); }; var _local4 = _getRes(options); var _local10 = _local4[0]; var _local7 = _local4[1]; mc._x = _local10 * 0.5; mc._y = _local7 * 0.5; var chk = mc.createEmptyMovieClip("_mochiad_wait", 3); chk.ad_timeout = _local8; chk.started = getTimer(); chk.showing = false; mc.lc.adLoaded = options.ad_loaded; mc.lc.adSkipped = options.ad_skipped; mc.lc.rpc = function (callbackID, arg) { MochiAd.rpc(clip, callbackID, arg); }; mc.rpcTestFn = function (s) { trace("[MOCHIAD rpcTestFn] " + s); return(s); }; var _local20 = false; mc.lc.regContLC = function (lc_name) { mc._containerLCName = lc_name; }; chk.onEnterFrame = function () { var _local5 = this._parent._mochiad_ctr; var _local4 = getTimer() - this.started; var _local2 = false; if (!chk.showing) { var _local3 = _local5.getBytesTotal(); if ((_local3 > 0) || (typeof(_local3) == "undefined")) { _local2 = true; chk.showing = true; chk.started = getTimer(); } else if (_local4 > chk.ad_timeout) { options.ad_failed(); _local2 = true; } } if (_local2) { delete this.onEnterFrame; } }; } static function showInterLevelAd(options) { var _local13 = {clip:_root, ad_timeout:2000, fadeout_time:250, regpt:"o", method:"showTimedAd", ad_started:function () { this.clip.stop(); }, ad_finished:function () { this.clip.play(); }, ad_failed:function () { trace("[MochiAd] Couldn't load an ad, make sure that your game's local security sandbox is configured for Access Network Only and that you are not using ad blocking software"); }, ad_loaded:function (width, height) { }, ad_skipped:function () { }}; options = _parseOptions(options, _local13); var clip = options.clip; var _local10 = 11000; var _local12 = options.ad_timeout; delete options.ad_timeout; var fadeout_time = options.fadeout_time; delete options.fadeout_time; if (!load(options)) { options.ad_failed(); options.ad_finished(); return(undefined); } options.ad_started(); var mc = clip._mochiad; mc.onUnload = function () { options.ad_finished(); }; var _local5 = _getRes(options); var _local14 = _local5[0]; var _local11 = _local5[1]; mc._x = _local14 * 0.5; mc._y = _local11 * 0.5; var chk = mc.createEmptyMovieClip("_mochiad_wait", 3); chk.ad_msec = _local10; chk.ad_timeout = _local12; chk.started = getTimer(); chk.showing = false; chk.fadeout_time = fadeout_time; chk.fadeFunction = function () { var _local2 = 100 * (1 - ((getTimer() - this.fadeout_start) / this.fadeout_time)); if (_local2 > 0) { this._parent._alpha = _local2; } else { var _local3 = this._parent._parent; MochiAd.unload(_local3); delete this.onEnterFrame; } }; mc.lc.adLoaded = options.ad_loaded; mc.lc.adSkipped = options.ad_skipped; mc.lc.adjustProgress = function (msec) { var _local2 = this.mc._mochiad_wait; _local2.server_control = true; _local2.started = getTimer(); _local2.ad_msec = msec - 250; }; mc.lc.rpc = function (callbackID, arg) { MochiAd.rpc(clip, callbackID, arg); }; mc.rpcTestFn = function (s) { trace("[MOCHIAD rpcTestFn] " + s); return(s); }; chk.onEnterFrame = function () { var _local5 = this._parent._mochiad_ctr; var _local4 = getTimer() - this.started; var _local2 = false; if (!chk.showing) { var _local3 = _local5.getBytesTotal(); if ((_local3 > 0) || (typeof(_local3) == "undefined")) { chk.showing = true; chk.started = getTimer(); } else if (_local4 > chk.ad_timeout) { options.ad_failed(); _local2 = true; } } if (_local4 > chk.ad_msec) { _local2 = true; } if (_local2) { if (this.server_control) { delete this.onEnterFrame; } else { this.fadeout_start = getTimer(); this.onEnterFrame = this.fadeFunction; } } }; } static function showPreloaderAd(options) { trace("[MochiAd] DEPRECATED: showPreloaderAd was renamed to showPreGameAd in 2.0"); showPreGameAd(options); } static function showTimedAd(options) { trace("[MochiAd] DEPRECATED: showTimedAd was renamed to showInterLevelAd in 2.0"); showInterLevelAd(options); } static function _allowDomains(server) { var _local1 = server.split("/")[2].split(":")[0]; if (System.security) { if (System.security.allowDomain) { System.security.allowDomain("*"); System.security.allowDomain(_local1); } if (System.security.allowInsecureDomain) { System.security.allowInsecureDomain("*"); System.security.allowInsecureDomain(_local1); } } return(_local1); } static function load(options) { var _local13 = {clip:_root, server:"http://x.mochiads.com/srv/1/", method:"load", depth:10333, id:"_UNKNOWN_"}; options = _parseOptions(options, _local13); options.swfv = options.clip.getSWFVersion() || 6; options.mav = getVersion(); var _local9 = options.clip; if (!_isNetworkAvailable()) { return(null); } if (_local9._mochiad_loaded) { return(null); } var _local12 = options.depth; delete options.depth; var _local6 = _local9.createEmptyMovieClip("_mochiad", _local12); var _local11 = _getRes(options); options.res = (_local11[0] + "x") + _local11[1]; options.server = options.server + options.id; delete options.id; _local9._mochiad_loaded = true; var _local4 = _local6.createEmptyMovieClip("_mochiad_ctr", 1); for (var _local7 in options) { _local4[_local7] = options[_local7]; } var _local10 = _local4.server; delete _local4.server; var _local14 = _allowDomains(_local10); _local6.onEnterFrame = function () { if (this._mochiad_ctr._url != this._url) { this.onEnterFrame = function () { if (!this._mochiad_ctr) { delete this.onEnterFrame; MochiAd.unload(this._parent); } }; } }; var _local5 = new LocalConnection(); var _local8 = ["", Math.floor(new Date().getTime()), random(999999)].join("_"); _local5.mc = _local6; _local5.name = _local8; _local5.hostname = _local14; _local5.allowDomain = function (d) { return(true); }; _local5.allowInsecureDomain = _local5.allowDomain; _local5.connect(_local8); _local6.lc = _local5; _local4.lc = _local8; _local4.st = getTimer(); _local4.loadMovie(_local10 + ".swf", "POST"); return(_local6); } static function unload(clip) { if (typeof(clip) == "undefined") { clip = _root; } if (clip.clip && (clip.clip._mochiad)) { clip = clip.clip; } if (!clip._mochiad) { return(false); } if (clip._mochiad._containerLCName != undefined) { clip._mochiad.lc.send(clip._mochiad._containerLCName, "notify", {id:"unload"}); } clip._mochiad.removeMovieClip(); delete clip._mochiad_loaded; delete clip._mochiad; return(true); } static function _isNetworkAvailable() { if (System.security) { var _local1 = System.security; if (_local1.sandboxType == "localWithFile") { return(false); } } return(true); } static function _getRes(options) { var _local3 = options.clip.getBounds(); var _local2 = 0; var _local1 = 0; if (typeof(options.res) != "undefined") { var _local4 = options.res.split("x"); _local2 = parseFloat(_local4[0]); _local1 = parseFloat(_local4[1]); } else { _local2 = _local3.xMax - _local3.xMin; _local1 = _local3.yMax - _local3.yMin; } if ((_local2 == 0) || (_local1 == 0)) { _local2 = Stage.width; _local1 = Stage.height; } return([_local2, _local1]); } static function _parseOptions(options, defaults) { var _local4 = {}; for (var _local8 in defaults) { _local4[_local8] = defaults[_local8]; } if (options) { for (var _local8 in options) { _local4[_local8] = options[_local8]; } } if (_root.mochiad_options) { var _local5 = _root.mochiad_options.split("&"); var _local2 = 0; while (_local2 < _local5.length) { var _local3 = _local5[_local2].split("="); _local4[unescape(_local3[0])] = unescape(_local3[1]); _local2++; } } if (_local4.id == "test") { trace("[MochiAd] WARNING: Using the MochiAds test identifier, make sure to use the code from your dashboard, not this example!"); } return(_local4); } static function rpc(clip, callbackID, arg) { switch (arg.id) { case "setValue" : setValue(clip, arg.objectName, arg.value); break; case "getValue" : var _local4 = getValue(clip, arg.objectName); clip._mochiad.lc.send(clip._mochiad._containerLCName, "rpcResult", callbackID, _local4); break; case "runMethod" : var _local3 = runMethod(clip, arg.method, arg.args); clip._mochiad.lc.send(clip._mochiad._containerLCName, "rpcResult", callbackID, _local3); break; default : trace("[mochiads rpc] unknown rpc id: " + arg.id); } } static function setValue(base, objectName, value) { var _local2 = objectName.split("."); var _local1; _local1 = 0; while (_local1 < (_local2.length - 1)) { if ((base[_local2[_local1]] == undefined) || (base[_local2[_local1]] == null)) { return(undefined); } base = base[_local2[_local1]]; _local1++; } base[_local2[_local1]] = value; } static function getValue(base, objectName) { var _local2 = objectName.split("."); var _local1; _local1 = 0; while (_local1 < (_local2.length - 1)) { if ((base[_local2[_local1]] == undefined) || (base[_local2[_local1]] == null)) { return(undefined); } base = base[_local2[_local1]]; _local1++; } return(base[_local2[_local1]]); } static function runMethod(base, methodName, argsArray) { var _local2 = methodName.split("."); var _local1; _local1 = 0; while (_local1 < (_local2.length - 1)) { if ((base[_local2[_local1]] == undefined) || (base[_local2[_local1]] == null)) { return(undefined); } base = base[_local2[_local1]]; _local1++; } if (typeof(base[_local2[_local1]]) == "function") { return(base[_local2[_local1]].apply(base, argsArray)); } return(undefined); } }
Symbol 30 Button
on (release) { getURL ("www.rageace.com"); }
Symbol 50 MovieClip Frame 1
stop();
Symbol 50 MovieClip Frame 2
stop();
Symbol 108 MovieClip Frame 23
stop();
Symbol 111 MovieClip Frame 18
stop();
Symbol 148 MovieClip Frame 1
stop();
Symbol 170 MovieClip Frame 60
_root.gotoAndPlay("gamedeath");
Symbol 198 MovieClip Frame 1
stop();
Symbol 204 MovieClip Frame 1
stop();
Symbol 207 MovieClip Frame 1
stop();
Symbol 207 MovieClip Frame 2
stop();
Symbol 210 MovieClip Frame 1
stop();

Library Items

Symbol 1 Sound [electricity]
Symbol 2 Sound [chant]
Symbol 3 Sound [heartbeat]
Symbol 4 Sound [sound1a]
Symbol 5 Sound [gasp]
Symbol 6 Sound [footsteps]
Symbol 7 Sound [explosion]
Symbol 8 Sound [waves]
Symbol 9 ShapeTweeningUsed by:11
Symbol 10 ShapeTweeningUsed by:11
Symbol 11 MovieClip [bullet]Uses:9 10
Symbol 12 BitmapUsed by:13
Symbol 13 GraphicUses:12Used by:Timeline
Symbol 255 MovieClip [__Packages.MochiAd]
Symbol 14 FontUsed by:15 24 26 61 63 215
Symbol 15 TextUses:14Used by:Timeline
Symbol 16 ShapeTweeningUsed by:23
Symbol 17 ShapeTweeningUsed by:23
Symbol 18 ShapeTweeningUsed by:23
Symbol 19 ShapeTweeningUsed by:23
Symbol 20 ShapeTweeningUsed by:23
Symbol 21 ShapeTweeningUsed by:23
Symbol 22 GraphicUsed by:23
Symbol 23 MovieClipUses:16 17 18 19 20 21 22Used by:Timeline
Symbol 24 TextUses:14Used by:25
Symbol 25 ButtonUses:24Used by:Timeline
Symbol 26 TextUses:14Used by:27
Symbol 27 ButtonUses:26Used by:Timeline
Symbol 28 FontUsed by:29
Symbol 29 TextUses:28Used by:30
Symbol 30 ButtonUses:29Used by:Timeline
Symbol 31 BitmapUsed by:32
Symbol 32 GraphicUses:31Used by:Timeline
Symbol 33 FontUsed by:34 35 41 72 73 74 75 89 114 115 116 138 145 175 176 177 183 184 185 193 223 224 225 231 232 245 248 249
Symbol 34 TextUses:33Used by:Timeline
Symbol 35 TextUses:33Used by:Timeline
Symbol 36 BitmapUsed by:37 38
Symbol 37 GraphicUses:36Used by:40
Symbol 38 GraphicUses:36Used by:40
Symbol 39 GraphicUsed by:40
Symbol 40 ButtonUses:37 38 39Used by:Timeline
Symbol 41 TextUses:33Used by:Timeline
Symbol 42 GraphicUsed by:50
Symbol 43 FontUsed by:44
Symbol 44 TextUses:43Used by:50
Symbol 45 GraphicUsed by:46
Symbol 46 MovieClipUses:45Used by:50
Symbol 47 GraphicUsed by:50
Symbol 48 GraphicUsed by:49
Symbol 49 MovieClipUses:48Used by:50  Timeline
Symbol 50 MovieClipUses:42 44 46 47 49Used by:Timeline
Symbol 51 FontUsed by:52 55 67 76 85 100 112 117 122 131 143 171 178 186 217 235
Symbol 52 TextUses:51Used by:57
Symbol 53 BitmapUsed by:54
Symbol 54 GraphicUses:53Used by:57 86 123 133 144 172
Symbol 55 TextUses:51Used by:57
Symbol 56 GraphicUsed by:57
Symbol 57 ButtonUses:52 54 55 56Used by:Timeline
Symbol 58 GraphicUsed by:Timeline
Symbol 59 FontUsed by:60 80 104 121 124 214 227 229 238 240 241 242 244 247 251 252
Symbol 60 TextUses:59Used by:Timeline
Symbol 61 TextUses:14Used by:64
Symbol 62 GraphicUsed by:64 216
Symbol 63 TextUses:14Used by:64 216
Symbol 64 ButtonUses:61 62 63Used by:Timeline
Symbol 65 BitmapUsed by:66
Symbol 66 GraphicUses:65Used by:69 78 113 119 190
Symbol 67 TextUses:51Used by:69
Symbol 68 GraphicUsed by:69 86 113 123 144 172 220
Symbol 69 ButtonUses:66 67 68Used by:Timeline
Symbol 70 BitmapUsed by:71 87
Symbol 71 GraphicUses:70Used by:Timeline
Symbol 72 TextUses:33Used by:Timeline
Symbol 73 TextUses:33Used by:Timeline
Symbol 74 TextUses:33Used by:Timeline
Symbol 75 TextUses:33Used by:Timeline
Symbol 76 TextUses:51Used by:78
Symbol 77 GraphicUsed by:78
Symbol 78 ButtonUses:66 76 77Used by:Timeline
Symbol 79 GraphicUsed by:Timeline
Symbol 80 TextUses:59Used by:Timeline
Symbol 81 GraphicUsed by:82
Symbol 82 MovieClipUses:81Used by:Timeline
Symbol 83 GraphicUsed by:84
Symbol 84 MovieClipUses:83Used by:Timeline
Symbol 85 TextUses:51Used by:86
Symbol 86 ButtonUses:54 85 68Used by:Timeline
Symbol 87 GraphicUses:70Used by:88
Symbol 88 MovieClipUses:87Used by:Timeline
Symbol 89 TextUses:33Used by:Timeline
Symbol 90 GraphicUsed by:91
Symbol 91 ButtonUses:90Used by:Timeline
Symbol 92 GraphicUsed by:95
Symbol 93 FontUsed by:94
Symbol 94 TextUses:93Used by:95
Symbol 95 MovieClipUses:92 94Used by:Timeline
Symbol 96 GraphicUsed by:97
Symbol 97 ButtonUses:96Used by:Timeline
Symbol 98 BitmapUsed by:99
Symbol 99 GraphicUses:98Used by:102 180 220 237
Symbol 100 TextUses:51Used by:102
Symbol 101 GraphicUsed by:102
Symbol 102 ButtonUses:99 100 101Used by:Timeline
Symbol 103 GraphicUsed by:Timeline
Symbol 104 TextUses:59Used by:Timeline
Symbol 105 ShapeTweeningUsed by:107
Symbol 106 GraphicUsed by:107
Symbol 107 MovieClipUses:105 106Used by:108
Symbol 108 MovieClipUses:107Used by:Timeline
Symbol 109 GraphicUsed by:110
Symbol 110 MovieClipUses:109Used by:111
Symbol 111 MovieClipUses:110Used by:Timeline
Symbol 112 TextUses:51Used by:113
Symbol 113 ButtonUses:66 112 68Used by:Timeline
Symbol 114 TextUses:33Used by:Timeline
Symbol 115 TextUses:33Used by:Timeline
Symbol 116 TextUses:33Used by:Timeline
Symbol 117 TextUses:51Used by:119
Symbol 118 GraphicUsed by:119
Symbol 119 ButtonUses:66 117 118Used by:Timeline
Symbol 120 GraphicUsed by:Timeline
Symbol 121 TextUses:59Used by:Timeline
Symbol 122 TextUses:51Used by:123
Symbol 123 ButtonUses:54 122 68Used by:Timeline
Symbol 124 TextUses:59Used by:Timeline
Symbol 125 BitmapUsed by:126
Symbol 126 GraphicUses:125Used by:Timeline
Symbol 127 FontUsed by:128 129 130
Symbol 128 TextUses:127Used by:Timeline
Symbol 129 TextUses:127Used by:Timeline
Symbol 130 EditableTextUses:127Used by:Timeline
Symbol 131 TextUses:51Used by:133
Symbol 132 GraphicUsed by:133
Symbol 133 ButtonUses:54 131 132Used by:Timeline
Symbol 134 GraphicUsed by:135
Symbol 135 MovieClipUses:134Used by:Timeline
Symbol 136 BitmapUsed by:137
Symbol 137 GraphicUses:136Used by:Timeline
Symbol 138 TextUses:33Used by:Timeline
Symbol 139 GraphicUsed by:140
Symbol 140 ButtonUses:139Used by:Timeline
Symbol 141 GraphicUsed by:142
Symbol 142 ButtonUses:141Used by:Timeline
Symbol 143 TextUses:51Used by:144
Symbol 144 ButtonUses:54 143 68Used by:Timeline
Symbol 145 TextUses:33Used by:Timeline
Symbol 146 GraphicUsed by:Timeline
Symbol 147 GraphicUsed by:148
Symbol 148 MovieClipUses:147Used by:Timeline
Symbol 149 BitmapUsed by:150 151
Symbol 150 GraphicUses:149Used by:153
Symbol 151 GraphicUses:149Used by:153
Symbol 152 SoundUsed by:153 157 161 212
Symbol 153 ButtonUses:150 151 152Used by:Timeline
Symbol 154 BitmapUsed by:155 156
Symbol 155 GraphicUses:154Used by:157
Symbol 156 GraphicUses:154Used by:157
Symbol 157 ButtonUses:155 156 152Used by:Timeline
Symbol 158 BitmapUsed by:159 160
Symbol 159 GraphicUses:158Used by:161
Symbol 160 GraphicUses:158Used by:161
Symbol 161 ButtonUses:159 160 152Used by:Timeline
Symbol 162 FontUsed by:163 164 167 168
Symbol 163 TextUses:162Used by:170
Symbol 164 TextUses:162Used by:170
Symbol 165 FontUsed by:166 169
Symbol 166 TextUses:165Used by:170
Symbol 167 TextUses:162Used by:170
Symbol 168 TextUses:162Used by:170
Symbol 169 TextUses:165Used by:170
Symbol 170 MovieClipUses:163 164 166 167 168 169Used by:Timeline
Symbol 171 TextUses:51Used by:172
Symbol 172 ButtonUses:54 171 68Used by:Timeline
Symbol 173 BitmapUsed by:174
Symbol 174 GraphicUses:173Used by:Timeline
Symbol 175 TextUses:33Used by:Timeline
Symbol 176 TextUses:33Used by:Timeline
Symbol 177 TextUses:33Used by:Timeline
Symbol 178 TextUses:51Used by:180
Symbol 179 GraphicUsed by:180
Symbol 180 ButtonUses:99 178 179Used by:Timeline
Symbol 181 BitmapUsed by:182
Symbol 182 GraphicUses:181Used by:Timeline
Symbol 183 TextUses:33Used by:Timeline
Symbol 184 TextUses:33Used by:Timeline
Symbol 185 TextUses:33Used by:Timeline
Symbol 186 TextUses:51Used by:190
Symbol 187 BitmapUsed by:188
Symbol 188 GraphicUses:187Used by:190
Symbol 189 GraphicUsed by:190
Symbol 190 ButtonUses:66 186 188 189Used by:Timeline
Symbol 191 BitmapUsed by:192 230
Symbol 192 GraphicUses:191Used by:Timeline
Symbol 193 TextUses:33Used by:Timeline
Symbol 194 GraphicUsed by:198
Symbol 195 ShapeTweeningUsed by:198
Symbol 196 ShapeTweeningUsed by:198
Symbol 197 GraphicUsed by:198
Symbol 198 MovieClipUses:194 195 196 197Used by:Timeline
Symbol 199 GraphicUsed by:204
Symbol 200 GraphicUsed by:204
Symbol 201 GraphicUsed by:204
Symbol 202 GraphicUsed by:203
Symbol 203 MovieClipUses:202Used by:204
Symbol 204 MovieClipUses:199 200 201 203Used by:Timeline
Symbol 205 GraphicUsed by:207
Symbol 206 GraphicUsed by:207
Symbol 207 MovieClipUses:205 206Used by:Timeline
Symbol 208 GraphicUsed by:210
Symbol 209 GraphicUsed by:210
Symbol 210 MovieClipUses:208 209Used by:Timeline
Symbol 211 GraphicUsed by:212
Symbol 212 ButtonUses:211 152Used by:Timeline
Symbol 213 GraphicUsed by:Timeline
Symbol 214 TextUses:59Used by:Timeline
Symbol 215 TextUses:14Used by:216 254
Symbol 216 ButtonUses:215 62 63Used by:Timeline
Symbol 217 TextUses:51Used by:220
Symbol 218 FontUsed by:219
Symbol 219 TextUses:218Used by:220
Symbol 220 ButtonUses:99 217 219 68Used by:Timeline
Symbol 221 BitmapUsed by:222
Symbol 222 GraphicUses:221Used by:Timeline
Symbol 223 TextUses:33Used by:Timeline
Symbol 224 TextUses:33Used by:Timeline
Symbol 225 TextUses:33Used by:Timeline
Symbol 226 GraphicUsed by:Timeline
Symbol 227 TextUses:59Used by:Timeline
Symbol 228 GraphicUsed by:Timeline
Symbol 229 TextUses:59Used by:Timeline
Symbol 230 GraphicUses:191Used by:Timeline
Symbol 231 TextUses:33Used by:Timeline
Symbol 232 TextUses:33Used by:Timeline
Symbol 233 FontUsed by:234
Symbol 234 TextUses:233Used by:Timeline
Symbol 235 TextUses:51Used by:237
Symbol 236 GraphicUsed by:237
Symbol 237 ButtonUses:99 235 236Used by:Timeline
Symbol 238 TextUses:59Used by:Timeline
Symbol 239 GraphicUsed by:Timeline
Symbol 240 TextUses:59Used by:Timeline
Symbol 241 TextUses:59Used by:Timeline
Symbol 242 TextUses:59Used by:Timeline
Symbol 243 GraphicUsed by:Timeline
Symbol 244 TextUses:59Used by:Timeline
Symbol 245 TextUses:33Used by:Timeline
Symbol 246 GraphicUsed by:Timeline
Symbol 247 TextUses:59Used by:Timeline
Symbol 248 TextUses:33Used by:Timeline
Symbol 249 TextUses:33Used by:Timeline
Symbol 250 GraphicUsed by:Timeline
Symbol 251 TextUses:59Used by:Timeline
Symbol 252 TextUses:59Used by:Timeline
Symbol 253 GraphicUsed by:254
Symbol 254 ButtonUses:215 253Used by:Timeline

Instance Names

"startButton"Frame 2Symbol 25 Button
"creditBtn"Frame 2Symbol 27 Button
"swim"Frame 10Symbol 40 Button
"hang"Frame 10Symbol 40 Button
"inventory"Frame 10Symbol 50 MovieClip
"gameOver"Frame 20Symbol 64 Button
"head"Frame 30Symbol 40 Button
"search"Frame 30Symbol 40 Button
"shoreLine"Frame 30Symbol 40 Button
"gameOver"Frame 40Symbol 64 Button
"gunBox"Frame 50Symbol 91 Button
"barrel"Frame 50Symbol 97 Button
"gameOver"Frame 60Symbol 64 Button
"headInland"Frame 71Symbol 40 Button
"wait"Frame 71Symbol 40 Button
"gameOver"Frame 81Symbol 64 Button
"oft"Frame 101Symbol 40 Button
"ra"Frame 101Symbol 40 Button
"cursor_mc"Frame 111Symbol 135 MovieClip
"maze"Frame 111Symbol 140 Button
"disarmTrap"Frame 111Symbol 142 Button
"crosshair"Frame 121Symbol 148 MovieClip
"savage1"Frame 121Symbol 153 Button
"savage2"Frame 121Symbol 157 Button
"savage3"Frame 121Symbol 161 Button
"stopSacrifice"Frame 131Symbol 40 Button
"watchSacrifice"Frame 131Symbol 40 Button
"executeSavages"Frame 141Symbol 40 Button
"mercy"Frame 141Symbol 40 Button
"blood1"Frame 151Symbol 198 MovieClip
"blood2"Frame 151Symbol 204 MovieClip
"blood3"Frame 151Symbol 207 MovieClip
"blood4"Frame 151Symbol 210 MovieClip
"head1"Frame 151Symbol 212 Button
"head2"Frame 151Symbol 212 Button
"head3"Frame 151Symbol 212 Button
"head4"Frame 151Symbol 212 Button
"gameOver"Frame 161Symbol 216 Button
"takeBoat"Frame 171Symbol 40 Button
"tribeLive"Frame 171Symbol 40 Button
"gameOver"Frame 181Symbol 216 Button
"headHigh"Frame 201Symbol 40 Button
"hideBush"Frame 201Symbol 40 Button
"gameOver"Frame 211Symbol 64 Button
"gameOver"Frame 221Symbol 216 Button
"gameOver"Frame 241Symbol 64 Button
"stopSacrifice"Frame 261Symbol 40 Button
"watchSacrifice"Frame 261Symbol 40 Button
"gameOver"Frame 271Symbol 64 Button
"disarmPrep"Frame 281Symbol 40 Button
"gameOver"Frame 291Symbol 64 Button
"returnMain"Frame 301Symbol 254 Button

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 1 as "electricity"
ExportAssets (56)Timeline Frame 1Symbol 2 as "chant"
ExportAssets (56)Timeline Frame 1Symbol 3 as "heartbeat"
ExportAssets (56)Timeline Frame 1Symbol 4 as "sound1a"
ExportAssets (56)Timeline Frame 1Symbol 5 as "gasp"
ExportAssets (56)Timeline Frame 1Symbol 6 as "footsteps"
ExportAssets (56)Timeline Frame 1Symbol 7 as "explosion"
ExportAssets (56)Timeline Frame 1Symbol 8 as "waves"
ExportAssets (56)Timeline Frame 1Symbol 11 as "bullet"
ExportAssets (56)Timeline Frame 1Symbol 255 as "__Packages.MochiAd"

Labels

"mainMenu"Frame 2
"shipCrash"Frame 10
"drown"Frame 20
"debris"Frame 30
"killedArrows"Frame 40
"searchWreckage"Frame 50
"barrelExplosion"Frame 60
"foundGun"Frame 71
"rescued"Frame 81
"perish"Frame 91
"inlandtracks"Frame 101
"trappedFrame"Frame 111
"shootSavages"Frame 121
"sacrifice"Frame 131
"stopSacrifice"Frame 141
"executeSavages"Frame 151
"afterExecute"Frame 161
"mercy"Frame 171
"boatEnd"Frame 181
"tribesEnd"Frame 191
"executeSpotted"Frame 201
"highGroundDead"Frame 211
"highGroundLive"Frame 221
"hideBush"Frame 231
"stopSacrificeUnarmed"Frame 241
"trapDeath"Frame 251
"sacrificeTrapped"Frame 261
"savagesShot"Frame 271
"trapPrep"Frame 281
"gameDeath"Frame 291
"credits"Frame 301




http://swfchan.com/13/62489/info.shtml
Created: 14/4 -2019 06:11:40 Last modified: 14/4 -2019 06:11:40 Server time: 05/11 -2024 08:33:22