Here is yet another example. This explains how to create the outdoor special sounds used in Exile III. Here is the article: Outdoor Timed Sounds This article shows how to create the outdoor timed sounds used in Exile III. Flag List: 150,0 - Surface or Exile check 150,1 - Sound Flag Sound List: 76 - Chirp 1 77 - Chirp 2 78 - Drip 1 79 - Drip 2 The first is called whenever the party changes from the surface outdoors to the underground one. A special node must be placed when the party leaves the town (Exit Town Specials) or the sounds will be weird. Spyâs Quest starts on the surface so when you are on the surface 150,0 will equal 0. However, when you go into the underground, the flag will be 1. 150,1 alternates every from 0 to 1 via flip flag node. This determines which sound is played at that time. When SDF = 0 play sound 76 or 77; when SDF = 1 play sound 78 or 79. Have a scenario event timer spaced every 100 moves. Call the sequence below. Here is the sequence: 0: Combat Block (can enter) 1: Town Block (can enter) 2: If SDF 150,0 = 0 then (else goto 6) 3: If SDF 150,1 = 0 then (else goto 5) 4: Play Sound 76 (goto 9) 5: Play Sound 77 (goto 9) 6: If SDF,1 = 0 then (else goto 8) 7: Play Sound 78 (goto 9) 8: Play Sound 79 (goto 9) 9: Flip Flag 150,1 This sequence of nodes will decide whether the party is above or below the surface (0 = surface; 1 = underground). Then it alternates the sounds. This is called every 100 moves by scenario event timers. Town and combat blocks will ensure that the sounds do not appear in town or combat. Make sure they are set to can enter so the party is not blocked from moving! The other way is to replace the 150,1 flag with a random number? node. This will make it simpler but with less order. But is wildlife ordered? Well, it is the designers perceptions that count. - Brian ãStareyeä Kiedrowski