Flash drag and drop not finding targets in Captivate

I created a drag and drop game in Flash CS4 using Actionscript 2 which allows you to pull clothing onto a stick figure. If you get the clothes in the right place, over the target, then they stick, if not they return to their original position. It works fine but when I open it in Captivate 4 the targets no longer hold the objects. No matter where you place the clothes icons they will return to their original position.
I have captivate set up for the correct Actionscript and the fps in captivate and the swf are the same. I've included the code I wrote below. Please help if you have any answers as to why this is happening.
shirt_mc.onPress=function(){
startDrag(this);
shirt_mc.onRelease=shirt_mc.onReleaseOutside=function(){
stopDrag();
if (this._droptarget == "/targetShirt") {
this.onTarget=true;
_root.targetShirt.gotoAndStop(2);
}else{
this.onTarget=false;
_root.targetShirt.gotoAndStop(1)
shirt_mc.myHomeX=shirt_mc._x;
shirt_mc.myHomeY=shirt_mc._y;
shirt_mc.onMouseDown=function(){
//this variable tells us if the mouse is up or down
mousePressed=true;
shirt_mc.onMouseUp=function(){
mousePressed=false;
shirt_mc.onEnterFrame=function(){
//all these actions basically just say "if the mouse is up (in other words - the clip is not being dragged)
// then move the MC back to its original starting point (with a smooth motion)
if(mousePressed==false&&this.onTarget==false){
this._x-=(this._x-this.myHomeX)/5;
this._y-=(this._y-this.myHomeY)/5;
pants_mc.onPress=function(){
startDrag(this);
pants_mc.onRelease=pants_mc.onReleaseOutside=function(){
stopDrag();
if (this._droptarget == "/targetPants") {
this.onTarget=true;
_root.targetPants.gotoAndStop(2);
}else{
this.onTarget=false;
_root.targetPants.gotoAndStop(1)
pants_mc.myHomeX=pants_mc._x;
pants_mc.myHomeY=pants_mc._y;
pants_mc.onMouseDown=function(){
//this variable tells us if the mouse is up or down
mousePressed=true;
pants_mc.onMouseUp=function(){
mousePressed=false;
pants_mc.onEnterFrame=function(){
//all these actions basically just say "if the mouse is up (in other words - the clip is not being dragged)
// then move the MC back to its original starting point (with a smooth motion)
if(mousePressed==false&&this.onTarget==false){
this._x-=(this._x-this.myHomeX)/5;
this._y-=(this._y-this.myHomeY)/5;

Hi all,
Thanks for the informative replies.  My main issue seems to be when adding animations.  For example (I have included one below
).  I add this animation to my project and it runs perfectly.  I then add another, very similar animation, and the sound dissapears completely in the previous one! I remove the one added, preview the project again and the first animation works again!
The only access I make to Root is through the successful click on the otherTARGET, that tells captivate to move to the next slide.  Could this be the root (exuse the pun) of my problems?
Any help appreciated!
stop();
var target:Array=new Array(likelyTARGET,otherTARGET,other1TARGET);
addListners();
var more:Sound = new consequencefocuspeople();
var less:Sound = new consequencemoreserious();
function addListners(){
for (var i in target) {   
target[i].addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void
var item:String = event.target.name;
switch(item)
  case "otherTARGET":
     var mainmov:MovieClip = MovieClip(root);
      mainmov.rdcmndNextSlide = 1;
  break;
  case "other1TARGET":
  removeAllEventListner()
  var soundChannel:SoundChannel = more.play();
  soundChannel.addEventListener(Event.SOUND_COMPLETE, soundComplete);
  break;
  case "likelyTARGET":
  removeAllEventListner()  
  var soundChannel2:SoundChannel = less.play();
  soundChannel2.addEventListener(Event.SOUND_COMPLETE, soundComplete);
  break;
function soundComplete(event:Event):void {
addListners()
function removeAllEventListner()
for (var i in target)
  target[i].removeEventListener(MouseEvent.CLICK, onClick); 
thanks,
tristan

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      private function piecePosition9(piece:*):void
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       piece.y = 263.7;
       piece._origX = 50.2;
       piece._origY = 263.7;

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    this.mWhere.createEmptyMovieClip("activity_mc", this.mWhere.getNextHighestDepth());
    this.mWhere.createEmptyMovieClip("activityMask_mc", this.mWhere.getNextHighestDepth());
    this.mWhere.createEmptyMovieClip("toolbars_mc", this.mWhere.getNextHighestDepth());
    All the drags and drops are then created within this activity_mc. When I run the activity as standalone (where it works), and drag an item onto a drop zone, the traces I set up on the Drag and Drop items report back the following:
    DragObject: _level0.activity_mc.container_mc.dropItem2.dropSkin.greyBorder.whiteBG
    DropArea: _level0.activity_mc.container_mc.dropItem2.dropSkin.greyBorder
    When I run it embedded in the AS2 wrapper it then fires back the following after an attempted drop:
    DragObject: undefined
    DropArea: undefined
    ...and the item refuses to drop on the dropzone, returning to where it came from.
    The tiny amount of knowledge I have makes me (probably mistakenly) assume that if I could place the activity_mc layer on root, then everything would be contained within the embedded clip and the layering wouldn't go so wonky. But in reality I've got no idea! To make matters worse, the original drag and drop activity is itself inside another as2 wrapper which contains some navigation buttons...

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