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This won't fix the underlying issue but MAY allow the level to be finished even if the issue occurs - I will need feedback on whether or not it has solved anything.
The music should still be playing even if they get stuck somewhere - the fact that the music stops means the enemies must logically have disappeared or been deleted without the game registering them as dying (because if they died the end event would trigger), and I have no idea what could cause this.
I'll keep working on trying to find out what's going wrong but at this point I am just guessing.
The way the script is structured, it really shouldn't be able to go wrong - it can't be that an enemy has failed to spawn, because all the spawners are just on a timer, they're not based on conditions that have the potential to fail.
It must be that an enemy is stuck or has disappeared somewhere without dying, because the event that triggers the end of the level is a simple condition that just triggers when all enemies are dead (except the mummies, which are automatically despawned when everything else dies, because the mummies very frequently get stuck on terrain).
I haven't been able to reproduce this issue and I don't know what could be causing it, but I have a few ideas and I have attempted to tackle those in an update I'll be publishing in a couple of minutes.