<level>
	<triggers>
		<trigger i="START" >
			<add_item_use>
				<count>9</count>
				<item>Chestnut</item>
				<at_area name="chestnut_chest" />
				<switch>chestnuts_given</switch>
			</add_item_use>
			<join_group>
				<item>Coin1</item>
				<group name="Coin" />
			</join_group>
			<unlock_building name="HunterCamp" />
			<focus>
				<group>Guardians</group>
				<at_area>guard</at_area>
			</focus>
			<focus>
				<group>Aggr</group>
				<at_area>startup</at_area>
			</focus>
			<focus>
				<group>Aggr2</group>
				<at_area>rescue_base</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit>LadyBug</unit>
				<at_area name="bug1" />
				<group name="Bug1" />
			</join_group>
			<focus>
				<group name="Bug1" />
				<at_area name="bug1" />
			</focus>
			<join_group>
				<side>neutral</side>
				<unit>LadyBug</unit>
				<at_area name="bug2" />
				<group name="Bug2" />
			</join_group>
			<focus>
				<group name="Bug2" />
				<at_area name="bug2" />
			</focus>
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level4.Start" />
			<set_objective text="$hierarchy.Level4.TaskDefense" />
		</trigger>
		<trigger i="ARUKU" >
			<join_group>
				<unit>Aruku</unit>
				<side>player</side>
				<group>Aruku</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT ARUKU" >
			<if_group_empty name="Aruku" />
			<wait time="3000" />
			<defeat_aruku/>
		</trigger>
		<trigger i="GURO" >
			<join_group>
				<unit>Guro</unit>
				<side>player</side>
				<group>Guro</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT GURO" >
			<if_group_empty name="Guro" />
			<wait time="3000" />
			<defeat_guro/>
		</trigger>
		<trigger i="START_ATTACK_ON_BASE 2:00 " >
			<if_time value="120000" />
			<set_switch name="attack_base" />
			<create>
				<count>12</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<group>Aggr</group>
				<at_area name="guard" />
			</create>
			<wait time="5000" />
			<set_objective text="$hierarchy.Level4.TaskWave1" />
			<popup portrait="Chief" text="$hierarchy.Level4.Wave" />
			<wait time="25000" />
			<create>
				<count>12</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<group>Aggr</group>
				<at_area name="guard" />
			</create>
			<wait time="20000" />
			<create>
				<count>10</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<group>Aggr</group>
				<at_area name="guard" />
			</create>
			<wait time="10000" />
			<create>
				<count>8</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<group>Aggr</group>
				<at_area name="guard" />
			</create>
			<set_switch name="stop_attack_base" />
		</trigger>
		<trigger i="GO FIND FRIENDS" >
			<if_switch name="stop_attack_base" />
			<if_group_empty name="Aggr" />
			<set_objective/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level4.AfterWave" />
			<wait time="20000" />
			<set_switch name="go_find_friends" />
		</trigger>
		<trigger i="TASK SEEK VILLAGE" >
			<if_switch name="go_find_friends" />
			<if_not_switch name="village_found" />
			<popup portrait="Wiseman" text="$hierarchy.Level4.Friends" />
			<set_objective text="$hierarchy.Level4.TaskSeekVillage" />
			<reveal_map>
				<at_area name="monkey" />
				<radius>150</radius>
			</reveal_map>
		</trigger>
		<trigger i="FOUND VILLAGE_1" >
			<if_not_switch name="village_found" />
			<if_has>
				<side>player</side>
				<unit/>
				<at_area name="resque1" />
			</if_has>
			<set_switch name="village_found" />
		</trigger>
		<trigger i="FOUND VILLAGE_2" >
			<if_not_switch name="village_found" />
			<if_has>
				<side>player</side>
				<unit/>
				<at_area name="resque2" />
			</if_has>
			<set_switch name="village_found" />
		</trigger>
		<trigger i="VILLAGE JOINS" >
			<if_switch name="village_found" />
			<inc_quest_counter />
			<reveal_map>
				<at_area name="rescue_base" />
				<radius>400</radius>
			</reveal_map>
			<focus_normal/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="rescue_base" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Wiseman" text="$hierarchy.Level4.MonkeyJoin" />
			<wait time="500" />
			<set_owner>
				<side>player</side>
				<unit>Worker</unit>
			</set_owner>
			<set_owner>
				<side>player</side>
				<unit>Fighter</unit>
			</set_owner>
			<set_owner>
				<side>player</side>
				<unit>Hunter</unit>
			</set_owner>
			<set_owner>
				<side>player</side>
				<building/>
			</set_owner>
			<set_objective/>
			<wait time="12000" />
			<set_switch name="shadow" />
		</trigger>
		<trigger i="SHADOW COMES" >
			<if_switch name="shadow" />
			<create>
				<unit>ShadeStill</unit>
				<side>neutral</side>
				<at_area>shadow</at_area>
			</create>
			<reveal_map>
				<at_area name="shadow" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="shadow" />
			</scroll_view>
			<wait_for_scroll/>
			<set_switch name="shadow_appeared" />
		</trigger>
		<trigger i="SHADOW" >
			<if_switch name="shadow_appeared" />
			<wait time="2000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level4.Shade" >
				<no_drama/>
			</cutscene>
			<wait time="3000" />
			<create>
				<unit>BubbleMonster</unit>
				<count>12</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="around_shadow" />
			</create>
			<create>
				<unit>ShadeFungus</unit>
				<count>16</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="around_shadow" />
			</create>
			<resume_scroll/>
			<set_switch name="attack_base2" />
			<wait time="2000" />
			<set_objective text="$hierarchy.Level4.TaskWave2" />
			<wait time="20000" />
			<create>
				<unit>ShadeFungus</unit>
				<count>8</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="wave" />
			</create>
			<create>
				<unit>BubbleMonster</unit>
				<count>6</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="wave" />
			</create>
			<create>
				<unit>ShadeFungus</unit>
				<count>4</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="wave1" />
			</create>
			<create>
				<unit>BubbleMonster</unit>
				<count>3</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="wave1" />
			</create>
			<create>
				<unit>ShadeFungus</unit>
				<count>4</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="wave2" />
			</create>
			<create>
				<unit>BubbleMonster</unit>
				<count>3</count>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area name="wave2" />
			</create>
			<set_switch name="wave2_spawned" />
			<wait time="120000" />
			<set_switch name="base2_saved" />
		</trigger>
		<trigger i="REMOVE SHADOW" >
			<if_switch name="shadow_appeared" />
			<wait time="10000" />
			<destroy>
				<unit>ShadeStill</unit>
				<side>neutral</side>
			</destroy>
		</trigger>
		<trigger i="BASE2 SAVED" >
			<if_switch name="wave2_spawned" />
			<if_group_empty name="Aggr2" />
			<set_switch name="base2_saved" />
		</trigger>
		<trigger i="ATTACK ON BASE2 IS BEATEN OUT" >
			<if_switch name="base2_saved" />
			<wait time="3000" />
			<popup portrait="Wiseman" text="$hierarchy.Level4.Final" />
			<inc_quest_counter />
			<set_objective/>
			<wait time="500" />
			<give>
				<item>MonkeyTotem</item>
			</give>
			<wait time="3000" />
			<victory/>
			<complete_level id="4" />
			<unlock_level id="5" />
		</trigger>
		<trigger i="QUESTCHEST READ" >
			<if_switch name="hint.Level4.QuestChest" />
			<set_item_hint>
				<item>Chestnut</item>
				<tag>0</tag>
				<hint>$hierarchy.Hint.Level4.ChestnutsForChest</hint>
			</set_item_hint>
		</trigger>
		<trigger i="CHESTNUTS_GIVEN" >
			<if_switch name="chestnuts_given" />
			<wait time="500" />
			<quest/>
			<destroy>
				<item>QuestChest04</item>
				<at_area name="chestnut_chest" />
			</destroy>
			<create>
				<item>Art02</item>
				<group name="Art" />
				<at_area name="chestnut_chest" />
			</create>
			<set_switch name="art_dropped" />
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<inc_quest_counter />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level4.ArtFound" />
		</trigger>
		<trigger i="GOT COIN" >
			<if_group_empty name="Coin" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level4.CoinFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="ORACLE READY" >
			<if_has_artifact>
				<item>Art05</item>
			</if_has_artifact>
			<destroy>
				<structure>Oracle</structure>
				<at_area name="oracle" />
			</destroy>
			<create>
				<structure>Oracle04</structure>
				<at_area name="oracle" />
				<hint>Level4.Oracle</hint>
			</create>
		</trigger>
		<trigger i="ORACLE USED" >
			<if_switch name="hint.Level4.Oracle" />
			<reveal_map>
				<at_area name="oracle" />
				<radius>128</radius>
			</reveal_map>
			<activate>
				<structure>Oracle04</structure>
				<at_area name="oracle" />
			</activate>
			<set_hint>
				<structure>Oracle04</structure>
				<at_area name="oracle" />
			</set_hint>
			<wait time="1500" />
			<popup text="$hierarchy.Level4.Oracle" />
			<wait time="1000" />
			<reveal_map>
				<at_area name="eye" />
				<radius>320</radius>
			</reveal_map>
			<inc_quest_counter />
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="eye" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
		</trigger>
	</triggers>
	<options>
		<id>4</id>
	</options>
	<size x="3072" y="3072" />
	<player_base x="1109" y="490" />
	<terrain>Sand128</terrain>
	<landmark type="Grass2_free" x="1046" y="522" />
	<landmark type="Grass1" x="1152" y="546" />
	<landmark type="Grass1" x="1024" y="624" />
	<landmark type="Grass1_free" x="1199" y="627" />
	<landmark type="Grass1" x="1152" y="702" />
	<landmark type="Grass1" x="1664" y="702" />
	<landmark type="Grass2_free" x="1748" y="708" />
	<landmark type="Grass2_free" x="988" y="709" />
	<landmark type="Grass2_free" x="1527" y="733" />
	<landmark type="Grass1" x="1024" y="780" />
	<landmark type="Grass2" x="1792" y="780" />
	<landmark type="Grass1" x="1536" y="780" />
	<landmark type="Grass2_free" x="916" y="804" />
	<landmark type="Grass1" x="1664" y="858" />
	<landmark type="Grass2_free" x="1647" y="894" />
	<landmark type="Grass2" x="1152" y="1014" />
	<landmark type="Grass1_free" x="1048" y="1031" />
	<landmark type="Grass2_free" x="1224" y="1036" />
	<landmark type="Grass1" x="1024" y="1092" />
	<landmark type="Grass2_free" x="1168" y="1131" />
	<landmark type="Grass2" x="1152" y="1170" />
	<landmark type="Grass1_free" x="978" y="1186" />
	<landmark type="Grass1" x="1280" y="1248" />
	<landmark type="Grass2" x="1024" y="1248" />
	<landmark type="Grass2" x="1152" y="1326" />
	<landmark type="Grass2_free" x="1237" y="1331" />
	<landmark type="Grass2_free" x="1024" y="1366" />
	<landmark type="Grass1" x="1024" y="1404" />
	<landmark type="Grass2_free" x="985" y="1469" />
	<landmark type="Grass1" x="896" y="1482" />
	<landmark type="Grass" x="768" y="1716" />
	<landmark type="Grass_free" x="862" y="1726" />
	<landmark type="Grass" x="896" y="1794" />
	<landmark type="Grass_free" x="790" y="1813" />
	<landmark type="Grass" x="768" y="1872" />
	<landmark type="Grass_free" x="936" y="1874" />
	<landmark type="Grass" x="896" y="1950" />
	<landmark type="Grass" x="1024" y="2028" />
	<landmark type="Grass" x="896" y="2106" />
	<landmark type="Grass_free" x="1024" y="2117" />
	<landmark type="Grass2_free" x="1966" y="2154" />
	<landmark type="Grass_free" x="809" y="2173" />
	<landmark type="Grass" x="1024" y="2184" />
	<landmark type="Grass_free" x="1107" y="2260" />
	<landmark type="Grass" x="896" y="2262" />
	<landmark type="Grass2" x="1920" y="2262" />
	<landmark type="Grass1_free" x="1964" y="2339" />
	<landmark type="Grass" x="1024" y="2340" />
	<landmark type="Grass2_free" x="1822" y="2358" />
	<landmark type="Grass2_free" x="2019" y="2409" />
	<landmark type="Grass2" x="1664" y="2418" />
	<landmark type="Grass2" x="1920" y="2418" />
	<landmark type="Grass" x="896" y="2418" />
	<landmark type="Grass_free" x="1035" y="2435" />
	<landmark type="Grass1_free" x="1566" y="2435" />
	<landmark type="Grass2_free" x="2013" y="2459" />
	<landmark type="Grass2_free" x="1908" y="2470" />
	<landmark type="Grass2" x="1792" y="2496" />
	<landmark type="Grass2" x="1536" y="2496" />
	<landmark type="Grass2_free" x="1681" y="2504" />
	<landmark type="Sand_free" x="878" y="540" />
	<landmark type="Sand_free" x="1364" y="713" />
	<landmark type="Sand_free" x="1207" y="812" />
	<landmark type="Sand_free" x="760" y="842" />
	<landmark type="Sand_free" x="1254" y="918" />
	<landmark type="Sand_free" x="1627" y="998" />
	<landmark type="Sand_free" x="846" y="1169" />
	<landmark type="Sand_free" x="736" y="1500" />
	<landmark type="Sand_free" x="618" y="1696" />
	<landmark type="Sand_free" x="602" y="1850" />
	<landmark type="Sand_free" x="1124" y="1916" />
	<landmark type="Sand_free" x="1791" y="2119" />
	<landmark type="Sand_free" x="2142" y="2155" />
	<landmark type="Sand_free" x="637" y="2161" />
	<landmark type="Sand_free" x="1359" y="2424" />
	<landmark type="Sand_free" x="2179" y="2484" />
	<landmark type="Sand_free" x="1998" y="2561" />
	<landmark type="Sand_free" x="1744" y="2614" />
	<landmark type="Sand_free" x="1528" y="2615" />
	<landmark type="Beachy2" x="1067" y="348" />
	<landmark type="Beachy3" x="1129" y="361" />
	<landmark type="Beachy3" x="848" y="378" />
	<landmark type="Beachy3" x="829" y="437" />
	<landmark type="Beachy2" x="1994" y="447" />
	<landmark type="Beachy2" x="2058" y="458" />
	<landmark type="Sandy2" x="1569" y="459" />
	<landmark type="Beachy2" x="857" y="488" />
	<landmark type="Beachy3" x="2110" y="489" />
	<landmark type="Beachy1" x="2055" y="496" />
	<landmark type="Sandy3" x="1991" y="504" />
	<landmark type="Sandy2" x="1474" y="519" />
	<landmark type="Sandy3" x="1423" y="540" />
	<landmark type="Sandy1" x="1568" y="587" />
	<landmark type="Flowers2" x="1189" y="595" />
	<landmark type="Beachy2" x="703" y="598" />
	<landmark type="Beachy1" x="737" y="624" />
	<landmark type="Flowers3" x="1142" y="630" />
	<landmark type="Beachy3" x="670" y="633" />
	<landmark type="Flowers3" x="975" y="635" />
	<landmark type="Sandy2" x="1395" y="640" />
	<landmark type="Flowers1" x="1177" y="653" />
	<landmark type="Flowers1" x="1105" y="659" />
	<landmark type="Sandy2" x="2057" y="664" />
	<landmark type="Beachy3" x="710" y="677" />
	<landmark type="Sandy3" x="1384" y="679" />
	<landmark type="Sandy1" x="1341" y="704" />
	<landmark type="Flowers2" x="1713" y="716" />
	<landmark type="Flowers3" x="1632" y="732" />
	<landmark type="Beachy2" x="2134" y="741" />
	<landmark type="Flowers2" x="1023" y="744" />
	<landmark type="Flowers2" x="1679" y="748" />
	<landmark type="Sandy2" x="1340" y="750" />
	<landmark type="Beachy1" x="2058" y="755" />
	<landmark type="Flowers1" x="1731" y="757" />
	<landmark type="Flowers3" x="1619" y="777" />
	<landmark type="Beachy3" x="2123" y="781" />
	<landmark type="Flowers1" x="1668" y="782" />
	<landmark type="Beachy2" x="2052" y="794" />
	<landmark type="Flowers2" x="1609" y="802" />
	<landmark type="Sandy1" x="1221" y="828" />
	<landmark type="Flowers2" x="1789" y="830" />
	<landmark type="Flowers2" x="1731" y="851" />
	<landmark type="Sandy3" x="1301" y="881" />
	<landmark type="Sandy2" x="1235" y="902" />
	<landmark type="Sandy1" x="1349" y="908" />
	<landmark type="Sandy2" x="1401" y="912" />
	<landmark type="Sandy3" x="1388" y="932" />
	<landmark type="Flowers2" x="1124" y="1038" />
	<landmark type="Flowers1" x="1044" y="1043" />
	<landmark type="Flowers1" x="1175" y="1052" />
	<landmark type="Flowers3" x="1123" y="1067" />
	<landmark type="Flowers1" x="1080" y="1073" />
	<landmark type="Flowers2" x="1138" y="1074" />
	<landmark type="Beachy2" x="1580" y="1371" />
	<landmark type="Beachy3" x="1593" y="1415" />
	<landmark type="Sandy3" x="1453" y="1455" />
	<landmark type="Beachy2" x="1606" y="1484" />
	<landmark type="Beachy2" x="2370" y="1494" />
	<landmark type="Beachy3" x="2451" y="1500" />
	<landmark type="Sandy2" x="1369" y="1513" />
	<landmark type="Sandy3" x="1273" y="1533" />
	<landmark type="Sandy3" x="1385" y="1536" />
	<landmark type="Sandy3" x="1318" y="1537" />
	<landmark type="Sandy3" x="1436" y="1554" />
	<landmark type="Beachy1" x="1584" y="1556" />
	<landmark type="Sandy2" x="1384" y="1565" />
	<landmark type="Sandy2" x="1334" y="1573" />
	<landmark type="Sandy1" x="1488" y="1574" />
	<landmark type="Sandy1" x="1167" y="1583" />
	<landmark type="Sandy2" x="1227" y="1595" />
	<landmark type="Sandy3" x="1436" y="1596" />
	<landmark type="Sandy3" x="1365" y="1597" />
	<landmark type="Sandy2" x="1031" y="1607" />
	<landmark type="Sandy1" x="1216" y="1608" />
	<landmark type="Sandy3" x="1083" y="1618" />
	<landmark type="Sandy2" x="1406" y="1625" />
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