How to apply more than one trigger on a single gamebject

I’m wanting to add more than one trigger on a single game object in different areas of the prefab. Should i use 3 box colliders? Can it be done?
Please give me guidance regarding this.

I have run into a dead end by trying this approach:

I have 3 spawners spawning 2 prefabs vertically down.
The spawning starts just above the view and when the object(moving down)exits the view…it re-spawns:
My problem is that the 2 spawning objects in the array overlaps.
Screen size = 768x1024…objects Size = 256x170.666667.
In other words…3 objects x 6.
I’m trying to either fix this…or go the other route…as above mentioned.

var enemies :GameObject; // Array of enemy prefabs. tag names go here
var spawnTime :float = 1.0f; // The amount of time between each spawn.
var spawnDelay :float = 1.0f; // The amount of time before spawning starts.
var enemySpeed :float = 5.0f;
var spawn :boolean = false;
var spawnPosition :Transform;
var randomLocation :Vector3;
var enemyIndex :int;

function Start()
{

	// Start calling the Spawn function repeatedly after a delay .
	InvokeRepeating("Spawn", spawnDelay, spawnTime);
	
	spawn = true; // make sure Invoke started only once
	randomLocation = Random.insideUnitSphere * 2; //2 is radius
	randomLocation.y = 0.0f;

}
function Spawn ()
{
// Instantiate(spawnObject[spawnObjectIndex],spawnPosition.position + randomLocation,spawnObject[spawnObjectIndex].transform.rotation);

	// Instantiate a random enemy.
	enemyIndex = Random.Range(0, enemies.Length);

	Instantiate(enemies[enemyIndex], transform.position, transform.rotation);

}

function Update ()
{

amtToMove = enemySpeed * Time.deltaTime;

transform.Translate(Vector3.down * amtToMove);

if(transform.position.y <=-6)            //when object reaches bottom of the view 
{

transform.position.y = 6;               // back to top of the view
enemySpeed *= 1.02f;			// increase my spawn speed with every cycle

}

I’m not really sure what you’re trying to do, but yes you can have multiple triggers. Just create a child gameobject with a trigger collider for each of the trigger areas. OnTriggerEnter() will fire in the parent object if any of the child colliders is triggered.