<level>
	<triggers>
		<trigger i="START" >
			<reveal_map>
				<at_area name="startup" />
				<radius>384</radius>
			</reveal_map>
			<join_group>
				<item>Chest</item>
				<group>Chest1</group>
				<at_area>chest1</at_area>
			</join_group>
			<join_group>
				<item>Chest</item>
				<group>Chest2</group>
				<at_area>chest2</at_area>
			</join_group>
			<join_group>
				<item>TearOfHeaven</item>
				<group>Tear</group>
				<at_area>tear</at_area>
			</join_group>
			<wait time="5000" />
			<set_switch name="start" />
		</trigger>
		<trigger i="NEED_HUTS" >
			<if_switch name="start" />
			<if_not_switch name="huts_complete" />
			<if_not_switch name="art_found" />
			<popup portrait="Chief" text="$hierarchy.Level1.NeedHuts" />
			<unlock_building name="Hut" />
			<set_objective text="$hierarchy.Level1.TaskHuts" />
			<tutorial name="T_BUILD_HUT" />
		</trigger>
		<trigger i="1 HUT ORDERED - MORE TUTORIALS" >
			<if_has value="1" >
				<building>Hut</building>
				<at_area>all</at_area>
			</if_has>
			<tutorial name="T_DRAG_LAND" />
			<wait time="5000" />
			<tutorial name="T_GUIDE_STONE" />
		</trigger>
		<trigger i="FIRST GUIDE STONE READ" >
			<if_switch name="hint.Level1.Stone" />
			<complete_tutorial name="T_GUIDE_STONE" />
		</trigger>
		<trigger i="1 HUT IS BUILT - REPEAT BUILD TUTORIAL" >
			<if_has value="1" >
				<building>Hut</building>
			</if_has>
			<wait time="3000" />
			<tutorial name="T_BUILD_HUT2" />
		</trigger>
		<trigger i="2 HUT ORDERED" >
			<if_has value="2" >
				<building>Hut</building>
				<at_area>all</at_area>
			</if_has>
			<complete_tutorial name="T_BUILD_HUT2" />
		</trigger>
		<trigger i="HUTS ARE BUILT - UNLOCK SCOUT LODGE" >
			<if_has value="3" >
				<building>Hut</building>
			</if_has>
			<set_objective/>
			<wait time="2000" />
			<set_switch name="huts_complete" />
			<inc_quest_counter />
		</trigger>
		<trigger i="NEED SCOUTLODGE" >
			<if_switch name="huts_complete" />
			<if_not_switch name="scoutlodge_complete" />
			<if_not_switch name="art_found" />
			<popup portrait="Chief" text="$hierarchy.Level1.NeedScoutLodge" />
			<unlock_building name="ScoutLodge" />
			<set_objective text="$hierarchy.Level1.TaskScoutLodge" />
			<tutorial name="T_BUILD_SCOUTLODGE" />
		</trigger>
		<trigger i="SCOUTLODGE IS BUILT" >
			<if_has>
				<building>ScoutLodge</building>
			</if_has>
			<set_switch name="scoutlodge_complete" />
			<set_objective/>
			<inc_quest_counter />
		</trigger>
		<trigger i="SCOUT WAS TRAINED" >
			<if_has>
				<unit>Scout</unit>
			</if_has>
			<wait time="2000" />
			<set_switch name="has_scout" />
		</trigger>
		<trigger i="HAS SCOUT, TIME TO GO" >
			<if_switch name="has_scout" />
			<if_not_switch name="art_found" />
			<popup portrait="Chief" text="$hierarchy.Level1.GoExplore" />
			<set_objective text="$hierarchy.Level1.TaskArt" />
			<tutorial name="T_EXPLORE_FLAG" />
		</trigger>
		<trigger i="NEAR TEAR" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="near_tear" />
			</if_has>
			<if_not_switch name="art_found" />
			<reveal_map>
				<at_area name="tear" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="tear" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup text="$hierarchy.Level1.NearTear" />
			<tutorial name="T_ITEM" />
		</trigger>
		<trigger i="ART IS FOUND" >
			<if_group_empty name="Tear" />
			<complete_tutorial name="T_ITEM" />
			<set_switch name="art_found" />
			<set_objective/>
			<inc_quest_counter />
			<wait time="1000" />
			<kill_hint />
			<kill_explore_flag />
			<wait time="1000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level1.TearFound" />
			<wait time="3000" />
			<victory/>
			<complete_level id="1" />
			<unlock_level id="2" />
		</trigger>
		<trigger i="CHEST 1" >
			<if_group_empty name="Chest1" />
			<create>
				<item>RedGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>1</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 2" >
			<if_group_empty name="Chest2" />
			<create>
				<item>RedGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>2</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
		</trigger>
	</triggers>
	<options>
		<id>1</id>
	</options>
	<size x="2048" y="2048" />
	<player_base x="1101" y="1495" />
	<terrain>Sand128</terrain>
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	<landmark type="Grass_free" x="890" y="442" />
	<landmark type="Grass2_free" x="823" y="525" />
	<landmark type="Grass2_free" x="875" y="543" />
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	<landmark type="Grass2" x="1024" y="1092" />
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