Not sure I'm following totally, but if .pablo.'s sugg isn't working, what about grouping Adolf with the trigger? I know you're trying to avoid triggers, but what you really want to do is make game end whether Adolf is killed or escapes, right? so as long as the solution works...
A grouped trigger would work on this principle: if Adolf was not present (either dead or moved outside), then condition is met!
like this: group Adolf to the trigger (just choose Group and draw line to trg). Set condition to Not Present.
I've used it for destroying buildings (setdamge to .9 to the object, grooup to trigger, not present, bang, add-in multi explosions).
I think this will work. The only other thing i can think of is your init line logic, but I don't think conditional statements work in there...