New scene on damage receiver

I have a damage receiver script, here

var hitPoints = 100.0;

var detonationDelay = 0.0;
var explosion : Transform;
var deadReplacement : Rigidbody;

function ApplyDamage (damage : float) {
// We already have less than 0 hitpoints, maybe we got killed already?
if (hitPoints <= 0.0)
return;

hitPoints -= damage;
if (hitPoints <= 0.0) {
	// Start emitting particles
	var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
	if (emitter)
		emitter.emit = true;

	Invoke("DelayedDetonate", detonationDelay);
}

}

function DelayedDetonate () {
BroadcastMessage (“Detonate”);
}

function Detonate () {
// Destroy ourselves
Destroy(gameObject);

// Create the explosion
if (explosion)
	Instantiate (explosion, transform.position, transform.rotation);

// If we have a dead barrel then replace ourselves with it!
if (deadReplacement) {
	var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

	// For better effect we assign the same velocity to the exploded barrel
	dead.rigidbody.velocity = rigidbody.velocity;
	dead.angularVelocity = rigidbody.angularVelocity;
}

// If there is a particle emitter stop emitting and detach so it doesnt get destroyed
// right away
var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
if (emitter) {
	emitter.emit = false;
	emitter.transform.parent = null;
}

}

// We require the barrel to be a rigidbody, so that it can do nice physics
@script RequireComponent (Rigidbody)

I want to set it so when the thing its attach to dies it goes to a new scene. The new scene is called failed1 if you were wondering or need it.

fucntion OnDestroy()
{
Application.LoadLevel(“failed1”);
}