haha guys, ya, I do have some waits under my first condition, because it's an "intro" set of animations that play to sort of show the player the beginning story plot. So it's probably the waits that cause any later empty conditions blocks to just execute in parallel instead of "waiting" for the entire first condition to finish.
It's ok, just have to learn a different way of thinking.
im sure there are more proper ways of doing it then what I will suggest, but you could create animated sequences with timers (global vars, set time, every tick change time, or base it on current time, etc), and ignore the waits. It would have the same result, slightly more work but without the confusion/issues of wait.