<level>
	<triggers>
		<trigger i="TEST DESTRUCTION" repeat="1" >
			<if_switch name="hint.dec" />
			<set_switch name="hint.dec" state="false" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="TEST TOTAL DESTRUCTION" >
			<if_switch name="hint.boom" />
			<set_switch name="hint.boom" state="false" />
			<set_value name="#totems_left" value="0" />
		</trigger>
		<trigger i="ARUKU" >
			<join_group>
				<unit>ArukuScoutMortal</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>GuroScoutMortal</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="IDOL INIT" >
			<add_item_use>
				<item>RedCrystal</item>
				<count>5</count>
				<at_area>idol_red</at_area>
				<switch>red_cry_used</switch>
			</add_item_use>
			<add_item_use>
				<item>BlueCrystal</item>
				<count>7</count>
				<at_area>idol_blue</at_area>
				<switch>blue_cry_used</switch>
			</add_item_use>
			<add_item_use>
				<item>GreenCrystal</item>
				<count>9</count>
				<at_area>idol_green</at_area>
				<switch>green_cry_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="IDOL HINT RED" >
			<if_switch name="hint.Level19.IdolRed" />
			<set_item_hint>
				<item>RedCrystal</item>
				<hint>$hierarchy.Hint.Level19.CryForRedIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL HINT BLUE" >
			<if_switch name="hint.Level19.IdolBlue" />
			<set_item_hint>
				<item>BlueCrystal</item>
				<hint>$hierarchy.Hint.Level19.CryForBlueIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL HINT GREEN" >
			<if_switch name="hint.Level19.IdolGreen" />
			<set_item_hint>
				<item>GreenCrystal</item>
				<hint>$hierarchy.Hint.Level19.CryForGreenIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="CLAIM IDOL RED" >
			<if_switch name="red_cry_used" />
			<set_hint>
				<building>MeteorShowerIdol</building>
				<at_area>idol_red</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>MeteorShowerIdol</building>
				<at_area>idol_red</at_area>
				<side>player</side>
			</set_owner>
			<inc_quest_counter/>
		</trigger>
		<trigger i="CLAIM IDOL BLUE" >
			<if_switch name="blue_cry_used" />
			<set_hint>
				<building>IceTempestIdol</building>
				<at_area>idol_blue</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>IceTempestIdol</building>
				<at_area>idol_blue</at_area>
				<side>player</side>
			</set_owner>
			<inc_quest_counter/>
		</trigger>
		<trigger i="CLAIM IDOL GREEN" >
			<if_switch name="green_cry_used" />
			<set_hint>
				<building>ThunderStormIdol</building>
				<at_area>idol_green</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>ThunderStormIdol</building>
				<at_area>idol_green</at_area>
				<side>player</side>
			</set_owner>
			<inc_quest_counter/>
		</trigger>
		<trigger i="START" >
			<forbid_construction hint="$hierarchy.Level19.NoBuilding" />
			<set_value name="#totems_left" value="6" />
			<wait time="5000" />
			<set_switch name="start" />
		</trigger>
		<trigger i="START 2" >
			<if_switch name="start" />
			<reveal_map>
				<radius>256</radius>
				<at_area name="reveal_comet_1" />
			</reveal_map>
			<reveal_map>
				<radius>256</radius>
				<at_area name="reveal_comet_2" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="focus_comet" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Chief" text="$hierarchy.Level19.Comet" />
			<popup portrait="Wiseman" text="$hierarchy.Level19.Field" />
			<set_objective text="$hierarchy.Level19.TaskExplore" />
		</trigger>
		<trigger i="FIRST ACTIVATE" >
			<if_switch name="pedestal_on" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level19.Pedestal" />
			<popup portrait="TearOfHeaven" text="$hierarchy.Level19.Destroy" />
			<popup portrait="Chief" text="$hierarchy.Level19.DarkTotems" />
			<wait time="1000" />
			<set_objective text="$hierarchy.Level19.TaskDestroy" />
			<give_silent>
				<item>WolfTotemItem</item>
			</give_silent>
			<give_silent>
				<item>SerpentTotemItem</item>
			</give_silent>
			<give_silent>
				<item>BeetleTotemItem</item>
			</give_silent>
			<give_silent>
				<item>SharkTotemItem</item>
			</give_silent>
			<give_silent>
				<item>LionTotemItem</item>
			</give_silent>
			<give_silent>
				<item>CrowTotemItem</item>
			</give_silent>
		</trigger>
		<trigger i="NEAR DOLPHIN" >
			<if_has>
				<unit/>
				<at_area name="near_dolphin" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="ped_dolphin" />
			</reveal_map>
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>ped_dolphin</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_state>
				<structure>Pedestal2_Dolphin</structure>
				<at_area>ped_dolphin</at_area>
				<state>true</state>
			</set_state>
			<set_switch name="pedestal_on" />
			<add_item_use>
				<item>DarkTotem</item>
				<at_area>ped_dolphin</at_area>
				<switch name="destroy_dolphin" />
			</add_item_use>
		</trigger>
		<trigger i="NEAR WHALE" >
			<if_has>
				<unit/>
				<at_area name="near_whale" />
			</if_has>
			<give>
				<item>CursedCoin1</item>
				<count>3</count>
			</give>
			<give>
				<item>CursedCoin2</item>
				<count>3</count>
			</give>
			<set_item_hint>
				<item>CursedCoin1</item>
				<hint>$hierarchy.Hint.Level19.CursedCoin</hint>
			</set_item_hint>
			<set_item_hint>
				<item>CursedCoin2</item>
				<hint>$hierarchy.Hint.Level19.CursedCoin</hint>
			</set_item_hint>
			<set_hint>
				<structure>Well</structure>
				<at_area>well1</at_area>
				<hint>Level19.Well1</hint>
			</set_hint>
			<set_hint>
				<structure>Well</structure>
				<at_area>well2</at_area>
				<hint>Level19.Well2</hint>
			</set_hint>
			<set_hint>
				<structure>Well</structure>
				<at_area>well3</at_area>
				<hint>Level19.Well3</hint>
			</set_hint>
			<set_hint>
				<structure>Well</structure>
				<at_area>well4</at_area>
				<hint>Level19.Well4</hint>
			</set_hint>
			<set_switch name="coins_on" />
			<set_value name="#tin_coins" value="3" />
			<set_value name="#copper_coins" value="3" />
			<add_item_use>
				<item>CursedCoin2</item>
				<count>1</count>
				<at_area>well1</at_area>
				<switch>well1</switch>
			</add_item_use>
			<add_item_use>
				<item>CursedCoin2</item>
				<count>2</count>
				<at_area>well2</at_area>
				<switch>well2</switch>
			</add_item_use>
			<add_item_use>
				<item>CursedCoin1</item>
				<count>1</count>
				<at_area>well3</at_area>
				<switch>well3</switch>
			</add_item_use>
			<add_item_use>
				<item>CursedCoin1</item>
				<count>2</count>
				<at_area>well4</at_area>
				<switch>well4</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 1 X" repeat="1" >
			<if_switch name="well1" />
			<set_switch name="well1" state="false" />
			<if_value name="#tin_coins" sign="eq" value="0" />
			<if_value name="#copper_coins" sign="eq" value="1" />
			<give>
				<item>CursedCoin2</item>
			</give>
			<give>
				<item>CursedCoin1</item>
			</give>
			<dec_value name="#copper_coins" />
			<inc_value name="#copper_coins" />
			<inc_value name="#tin_coins" />
			<add_item_use>
				<item>CursedCoin2</item>
				<count>1</count>
				<at_area>well1</at_area>
				<switch>well1</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 1" repeat="1" >
			<if_switch name="well1" />
			<set_switch name="well1" state="false" />
			<give>
				<item>CursedCoin2</item>
			</give>
			<dec_value name="#copper_coins" />
			<inc_value name="#copper_coins" />
			<add_item_use>
				<item>CursedCoin2</item>
				<count>1</count>
				<at_area>well1</at_area>
				<switch>well1</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 2" repeat="1" >
			<if_switch name="well2" />
			<set_switch name="well2" state="false" />
			<dec_value name="#copper_coins" />
			<dec_value name="#copper_coins" />
			<add_item_use>
				<item>CursedCoin2</item>
				<count>2</count>
				<at_area>well2</at_area>
				<switch>well2</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 3 X" repeat="1" >
			<if_switch name="well3" />
			<set_switch name="well3" state="false" />
			<if_value name="#tin_coins" sign="ge" value="20" />
			<give>
				<item>CursedCoin1</item>
			</give>
			<dec_value name="#tin_coins" />
			<inc_value name="#tin_coins" />
			<add_item_use>
				<item>CursedCoin1</item>
				<count>1</count>
				<at_area>well3</at_area>
				<switch>well3</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 3" repeat="1" >
			<if_switch name="well3" />
			<set_switch name="well3" state="false" />
			<give>
				<item>CursedCoin1</item>
			</give>
			<give>
				<item>CursedCoin1</item>
			</give>
			<dec_value name="#tin_coins" />
			<inc_value name="#tin_coins" />
			<inc_value name="#tin_coins" />
			<add_item_use>
				<item>CursedCoin1</item>
				<count>1</count>
				<at_area>well3</at_area>
				<switch>well3</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 4 X" repeat="1" >
			<if_switch name="well4" />
			<set_switch name="well4" state="false" />
			<if_value name="#copper_coins" sign="ge" value="20" />
			<give>
				<item>CursedCoin1</item>
				<count>2</count>
			</give>
			<dec_value name="#tin_coins" />
			<dec_value name="#tin_coins" />
			<inc_value name="#tin_coins" />
			<inc_value name="#tin_coins" />
			<add_item_use>
				<item>CursedCoin1</item>
				<count>2</count>
				<at_area>well4</at_area>
				<switch>well4</switch>
			</add_item_use>
		</trigger>
		<trigger i="COIN WELL 4" repeat="1" >
			<if_switch name="well4" />
			<set_switch name="well4" state="false" />
			<give>
				<item>CursedCoin2</item>
			</give>
			<dec_value name="#tin_coins" />
			<dec_value name="#tin_coins" />
			<inc_value name="#copper_coins" />
			<add_item_use>
				<item>CursedCoin1</item>
				<count>2</count>
				<at_area>well4</at_area>
				<switch>well4</switch>
			</add_item_use>
		</trigger>
		<trigger i="COINS WIN" >
			<if_switch name="coins_on" />
			<if_value name="#tin_coins" sign="eq" value="0" />
			<if_value name="#copper_coins" sign="eq" value="0" />
			<set_hint>
				<structure>Well</structure>
				<at_area>wells</at_area>
			</set_hint>
			<quest/>
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>ped_whale</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_state>
				<structure>Pedestal2_Whale</structure>
				<at_area>ped_whale</at_area>
				<state>true</state>
			</set_state>
			<set_switch name="pedestal_on" />
			<add_item_use>
				<item>DarkTotem</item>
				<at_area>ped_whale</at_area>
				<switch name="destroy_whale" />
			</add_item_use>
			<inc_quest_counter/>
		</trigger>
		<trigger i="REVERSE INIT" >
			<set_switch name="rv_reset" />
		</trigger>
		<trigger i="REVERSE RESET INIT" repeat="1" >
			<if_switch name="hint.rv_reset" />
			<set_switch name="hint.rv_reset" state="false" />
			<set_switch name="rv_reset" />
		</trigger>
		<trigger i="REVERSE RESET" repeat="1" >
			<if_switch name="rv_reset" />
			<set_switch name="rv_reset" state="false" />
			<destroy>
				<group>RvGame</group>
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_1" />
				<hint>rv_1_b</hint>
				<group>RvGame</group>
			</create>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_2" />
				<hint>rv_2_b</hint>
				<group>RvGame</group>
			</create>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_3" />
				<hint>rv_3_b</hint>
				<group>RvGame</group>
			</create>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
			</create>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_5" />
				<hint>rv_5_w</hint>
				<group>RvGame</group>
			</create>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_6" />
				<hint>rv_6_w</hint>
				<group>RvGame</group>
			</create>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_7" />
				<hint>rv_7_w</hint>
				<group>RvGame</group>
			</create>
			<set_value name="#rv_1" value="-1" />
			<set_value name="#rv_2" value="-1" />
			<set_value name="#rv_3" value="-1" />
			<set_value name="#rv_4" value="0" />
			<set_value name="#rv_5" value="1" />
			<set_value name="#rv_6" value="1" />
			<set_value name="#rv_7" value="1" />
		</trigger>
		<trigger i="B 1 -> 2" repeat="1" >
			<if_switch name="hint.rv_1_b" />
			<if_value name="#rv_2" sign="eq" value="0" />
			<set_switch name="hint.rv_1_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_1" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_1" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_2" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_2" />
				<group>RvGame</group>
				<hint>rv_2_b</hint>
			</create>
			<set_value name="#rv_1" value="0" />
			<set_value name="#rv_2" value="-1" />
		</trigger>
		<trigger i="B 1 -> 3" repeat="1" >
			<if_switch name="hint.rv_1_b" />
			<if_value name="#rv_2" sign="eq" value="1" />
			<if_value name="#rv_3" sign="eq" value="0" />
			<set_switch name="hint.rv_1_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_1" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_1" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
				<hint>rv_3_b</hint>
			</create>
			<set_value name="#rv_1" value="0" />
			<set_value name="#rv_3" value="-1" />
		</trigger>
		<trigger i="B 1 RESET" repeat="1" >
			<if_switch name="hint.rv_1_b" />
			<set_switch name="hint.rv_1_b" state="false" />
		</trigger>
		<trigger i="B 2 -> 3" repeat="1" >
			<if_switch name="hint.rv_2_b" />
			<if_value name="#rv_3" sign="eq" value="0" />
			<set_switch name="hint.rv_2_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_2" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_2" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
				<hint>rv_3_b</hint>
			</create>
			<set_value name="#rv_2" value="0" />
			<set_value name="#rv_3" value="-1" />
		</trigger>
		<trigger i="B 2 -> 4" repeat="1" >
			<if_switch name="hint.rv_2_b" />
			<if_value name="#rv_3" sign="eq" value="1" />
			<if_value name="#rv_4" sign="eq" value="0" />
			<set_switch name="hint.rv_2_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_2" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_2" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
				<hint>rv_4_b</hint>
			</create>
			<set_value name="#rv_2" value="0" />
			<set_value name="#rv_4" value="-1" />
		</trigger>
		<trigger i="B 2 RESET" repeat="1" >
			<if_switch name="hint.rv_2_b" />
			<set_switch name="hint.rv_2_b" state="false" />
		</trigger>
		<trigger i="B 3 -> 4" repeat="1" >
			<if_switch name="hint.rv_3_b" />
			<if_value name="#rv_4" sign="eq" value="0" />
			<set_switch name="hint.rv_3_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
				<hint>rv_4_b</hint>
			</create>
			<set_value name="#rv_3" value="0" />
			<set_value name="#rv_4" value="-1" />
		</trigger>
		<trigger i="B 3 -> 5" repeat="1" >
			<if_switch name="hint.rv_3_b" />
			<if_value name="#rv_4" sign="eq" value="1" />
			<if_value name="#rv_5" sign="eq" value="0" />
			<set_switch name="hint.rv_3_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
				<hint>rv_5_b</hint>
			</create>
			<set_value name="#rv_3" value="0" />
			<set_value name="#rv_5" value="-1" />
		</trigger>
		<trigger i="B 3 RESET" repeat="1" >
			<if_switch name="hint.rv_3_b" />
			<set_switch name="hint.rv_3_b" state="false" />
		</trigger>
		<trigger i="B 4 -> 5" repeat="1" >
			<if_switch name="hint.rv_4_b" />
			<if_value name="#rv_5" sign="eq" value="0" />
			<set_switch name="hint.rv_4_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
				<hint>rv_5_b</hint>
			</create>
			<set_value name="#rv_4" value="0" />
			<set_value name="#rv_5" value="-1" />
		</trigger>
		<trigger i="B 4 -> 6" repeat="1" >
			<if_switch name="hint.rv_4_b" />
			<if_value name="#rv_5" sign="eq" value="1" />
			<if_value name="#rv_6" sign="eq" value="0" />
			<set_switch name="hint.rv_4_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_6" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_6" />
				<group>RvGame</group>
				<hint>rv_6_b</hint>
			</create>
			<set_value name="#rv_4" value="0" />
			<set_value name="#rv_6" value="-1" />
		</trigger>
		<trigger i="B 4 RESET" repeat="1" >
			<if_switch name="hint.rv_4_b" />
			<set_switch name="hint.rv_4_b" state="false" />
		</trigger>
		<trigger i="B 5 -> 6" repeat="1" >
			<if_switch name="hint.rv_5_b" />
			<if_value name="#rv_6" sign="eq" value="0" />
			<set_switch name="hint.rv_5_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_6" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_6" />
				<group>RvGame</group>
				<hint>rv_6_b</hint>
			</create>
			<set_value name="#rv_5" value="0" />
			<set_value name="#rv_6" value="-1" />
		</trigger>
		<trigger i="B 5 -> 7" repeat="1" >
			<if_switch name="hint.rv_5_b" />
			<if_value name="#rv_6" sign="eq" value="1" />
			<if_value name="#rv_7" sign="eq" value="0" />
			<set_switch name="hint.rv_5_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_7" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_7" />
				<group>RvGame</group>
				<hint>rv_7_b</hint>
			</create>
			<set_value name="#rv_5" value="0" />
			<set_value name="#rv_7" value="-1" />
		</trigger>
		<trigger i="B 5 RESET" repeat="1" >
			<if_switch name="hint.rv_5_b" />
			<set_switch name="hint.rv_5_b" state="false" />
		</trigger>
		<trigger i="B 6 -> 7" repeat="1" >
			<if_switch name="hint.rv_6_b" />
			<if_value name="#rv_7" sign="eq" value="0" />
			<set_switch name="hint.rv_6_b" state="false" />
			<destroy>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_6" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_6" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_7" />
			</destroy>
			<create>
				<structure>SkyGameBlack</structure>
				<at_area name="rv_7" />
				<group>RvGame</group>
				<hint>rv_7_b</hint>
			</create>
			<set_value name="#rv_6" value="0" />
			<set_value name="#rv_7" value="-1" />
		</trigger>
		<trigger i="B 6 RESET" repeat="1" >
			<if_switch name="hint.rv_6_b" />
			<set_switch name="hint.rv_6_b" state="false" />
		</trigger>
		<trigger i="B 7 RESET" repeat="1" >
			<if_switch name="hint.rv_7_b" />
			<set_switch name="hint.rv_7_b" state="false" />
		</trigger>
		<trigger i="W 7 -> 6" repeat="1" >
			<if_switch name="hint.rv_7_w" />
			<if_value name="#rv_6" sign="eq" value="0" />
			<set_switch name="hint.rv_7_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_7" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_7" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_6" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_6" />
				<group>RvGame</group>
				<hint>rv_6_w</hint>
			</create>
			<set_value name="#rv_7" value="0" />
			<set_value name="#rv_6" value="1" />
		</trigger>
		<trigger i="W 7 -> 5" repeat="1" >
			<if_switch name="hint.rv_7_w" />
			<if_value name="#rv_6" sign="eq" value="-1" />
			<if_value name="#rv_5" sign="eq" value="0" />
			<set_switch name="hint.rv_7_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_7" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_7" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
				<hint>rv_5_w</hint>
			</create>
			<set_value name="#rv_7" value="0" />
			<set_value name="#rv_5" value="1" />
		</trigger>
		<trigger i="W 7 RESET" repeat="1" >
			<if_switch name="hint.rv_7_w" />
			<set_switch name="hint.rv_7_w" state="false" />
		</trigger>
		<trigger i="W 6 -> 5" repeat="1" >
			<if_switch name="hint.rv_6_w" />
			<if_value name="#rv_5" sign="eq" value="0" />
			<set_switch name="hint.rv_6_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_6" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_6" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
				<hint>rv_5_w</hint>
			</create>
			<set_value name="#rv_6" value="0" />
			<set_value name="#rv_5" value="1" />
		</trigger>
		<trigger i="W 6 -> 4" repeat="1" >
			<if_switch name="hint.rv_6_w" />
			<if_value name="#rv_5" sign="eq" value="-1" />
			<if_value name="#rv_4" sign="eq" value="0" />
			<set_switch name="hint.rv_2_b" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_6" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_6" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
				<hint>rv_4_w</hint>
			</create>
			<set_value name="#rv_6" value="0" />
			<set_value name="#rv_4" value="1" />
		</trigger>
		<trigger i="W 6 RESET" repeat="1" >
			<if_switch name="hint.rv_6_w" />
			<set_switch name="hint.rv_6_w" state="false" />
		</trigger>
		<trigger i="W 5 -> 4" repeat="1" >
			<if_switch name="hint.rv_5_w" />
			<if_value name="#rv_4" sign="eq" value="0" />
			<set_switch name="hint.rv_5_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
				<hint>rv_4_w</hint>
			</create>
			<set_value name="#rv_5" value="0" />
			<set_value name="#rv_4" value="1" />
		</trigger>
		<trigger i="W 5 -> 3" repeat="1" >
			<if_switch name="hint.rv_5_w" />
			<if_value name="#rv_4" sign="eq" value="-1" />
			<if_value name="#rv_3" sign="eq" value="0" />
			<set_switch name="hint.rv_5_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_5" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_5" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
				<hint>rv_3_w</hint>
			</create>
			<set_value name="#rv_5" value="0" />
			<set_value name="#rv_3" value="1" />
		</trigger>
		<trigger i="W 5 RESET" repeat="1" >
			<if_switch name="hint.rv_5_w" />
			<set_switch name="hint.rv_5_w" state="false" />
		</trigger>
		<trigger i="W 4 -> 3" repeat="1" >
			<if_switch name="hint.rv_4_w" />
			<if_value name="#rv_3" sign="eq" value="0" />
			<set_switch name="hint.rv_4_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
				<hint>rv_3_w</hint>
			</create>
			<set_value name="#rv_4" value="0" />
			<set_value name="#rv_3" value="1" />
		</trigger>
		<trigger i="W 4 -> 2" repeat="1" >
			<if_switch name="hint.rv_4_w" />
			<if_value name="#rv_3" sign="eq" value="-1" />
			<if_value name="#rv_2" sign="eq" value="0" />
			<set_switch name="hint.rv_4_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_4" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_4" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_2" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_2" />
				<group>RvGame</group>
				<hint>rv_2_w</hint>
			</create>
			<set_value name="#rv_4" value="0" />
			<set_value name="#rv_2" value="1" />
		</trigger>
		<trigger i="W 4 RESET" repeat="1" >
			<if_switch name="hint.rv_4_w" />
			<set_switch name="hint.rv_4_w" state="false" />
		</trigger>
		<trigger i="W 3 -> 2" repeat="1" >
			<if_switch name="hint.rv_3_w" />
			<if_value name="#rv_2" sign="eq" value="0" />
			<set_switch name="hint.rv_3_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_2" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_2" />
				<group>RvGame</group>
				<hint>rv_2_w</hint>
			</create>
			<set_value name="#rv_3" value="0" />
			<set_value name="#rv_2" value="1" />
		</trigger>
		<trigger i="W 3 -> 1" repeat="1" >
			<if_switch name="hint.rv_3_w" />
			<if_value name="#rv_2" sign="eq" value="-1" />
			<if_value name="#rv_1" sign="eq" value="0" />
			<set_switch name="hint.rv_3_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_3" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_3" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_1" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_1" />
				<group>RvGame</group>
				<hint>rv_1_w</hint>
			</create>
			<set_value name="#rv_3" value="0" />
			<set_value name="#rv_1" value="1" />
		</trigger>
		<trigger i="W 3 RESET" repeat="1" >
			<if_switch name="hint.rv_3_w" />
			<set_switch name="hint.rv_3_w" state="false" />
		</trigger>
		<trigger i="W 2 -> 1" repeat="1" >
			<if_switch name="hint.rv_2_w" />
			<if_value name="#rv_1" sign="eq" value="0" />
			<set_switch name="hint.rv_2_w" state="false" />
			<destroy>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_2" />
			</destroy>
			<create>
				<structure>SkyGame</structure>
				<at_area name="rv_2" />
				<group>RvGame</group>
			</create>
			<destroy>
				<structure>SkyGame</structure>
				<at_area name="rv_1" />
			</destroy>
			<create>
				<structure>SkyGameWhite</structure>
				<at_area name="rv_1" />
				<group>RvGame</group>
				<hint>rv_1_w</hint>
			</create>
			<set_value name="#rv_2" value="0" />
			<set_value name="#rv_1" value="1" />
		</trigger>
		<trigger i="W 2 RESET" repeat="1" >
			<if_switch name="hint.rv_2_w" />
			<set_switch name="hint.rv_2_w" state="false" />
		</trigger>
		<trigger i="W 1 RESET" repeat="1" >
			<if_switch name="hint.rv_1_w" />
			<set_switch name="hint.rv_1_w" state="false" />
		</trigger>
		<trigger i="REVERSE WIN" >
			<if_value name="#rv_1" sign="eq" value="1" />
			<if_value name="#rv_2" sign="eq" value="1" />
			<if_value name="#rv_3" sign="eq" value="1" />
			<if_value name="#rv_4" sign="eq" value="0" />
			<if_value name="#rv_5" sign="eq" value="-1" />
			<if_value name="#rv_6" sign="eq" value="-1" />
			<if_value name="#rv_7" sign="eq" value="-1" />
			<quest/>
			<inc_quest_counter/>
			<set_hint>
				<structure>SkyGameWhite</structure>
				<count>3</count>
				<at_area name="rv_game" />
			</set_hint>
			<set_hint>
				<structure>SkyGameBlack</structure>
				<count>3</count>
				<at_area name="rv_game" />
			</set_hint>
			<set_hint>
				<structure>SkyBtn</structure>
				<at_area name="rv_reset" />
			</set_hint>
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>ped_bear</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_state>
				<structure>Pedestal2_Bear</structure>
				<at_area>ped_bear</at_area>
				<state>true</state>
			</set_state>
			<set_switch name="pedestal_on" />
			<add_item_use>
				<item>DarkTotem</item>
				<at_area>ped_bear</at_area>
				<switch name="destroy_bear" />
			</add_item_use>
		</trigger>
		<trigger i="MEMORY INIT" >
			<set_value name="#mm_left" value="20" />
		</trigger>
		<trigger i="MEMORY 01" repeat="1" >
			<if_switch name="hint.mm_01" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_01" />
			<set_switch name="mm_01" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_sun" />
			<activate>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_01" />
			</activate>
		</trigger>
		<trigger i="MEMORY 01 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_01" />
			<set_switch name="hint.mm_01" state="false" />
		</trigger>
		<trigger i="MEMORY 02" repeat="1" >
			<if_switch name="hint.mm_02" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_02" />
			<set_switch name="mm_02" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_water" />
			<activate>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_02" />
			</activate>
		</trigger>
		<trigger i="MEMORY 02 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_02" />
			<set_switch name="hint.mm_02" state="false" />
		</trigger>
		<trigger i="MEMORY 03" repeat="1" >
			<if_switch name="hint.mm_03" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_03" />
			<set_switch name="mm_03" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_thunder" />
			<activate>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_03" />
			</activate>
		</trigger>
		<trigger i="MEMORY 03 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_03" />
			<set_switch name="hint.mm_03" state="false" />
		</trigger>
		<trigger i="MEMORY 04" repeat="1" >
			<if_switch name="hint.mm_04" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_04" />
			<set_switch name="mm_04" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_thunder" />
			<activate>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_04" />
			</activate>
		</trigger>
		<trigger i="MEMORY 04 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_04" />
			<set_switch name="hint.mm_04" state="false" />
		</trigger>
		<trigger i="MEMORY 05" repeat="1" >
			<if_switch name="hint.mm_05" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_05" />
			<set_switch name="mm_05" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_fire" />
			<activate>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_05" />
			</activate>
		</trigger>
		<trigger i="MEMORY 05 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_05" />
			<set_switch name="hint.mm_05" state="false" />
		</trigger>
		<trigger i="MEMORY 06" repeat="1" >
			<if_switch name="hint.mm_06" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_06" />
			<set_switch name="mm_06" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_sun" />
			<activate>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_06" />
			</activate>
		</trigger>
		<trigger i="MEMORY 06 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_06" />
			<set_switch name="hint.mm_06" state="false" />
		</trigger>
		<trigger i="MEMORY 07" repeat="1" >
			<if_switch name="hint.mm_07" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_07" />
			<set_switch name="mm_07" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_fire" />
			<activate>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_07" />
			</activate>
		</trigger>
		<trigger i="MEMORY 07 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_07" />
			<set_switch name="hint.mm_07" state="false" />
		</trigger>
		<trigger i="MEMORY 08" repeat="1" >
			<if_switch name="hint.mm_08" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_08" />
			<set_switch name="mm_08" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_sun" />
			<activate>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_08" />
			</activate>
		</trigger>
		<trigger i="MEMORY 08 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_08" />
			<set_switch name="hint.mm_08" state="false" />
		</trigger>
		<trigger i="MEMORY 09" repeat="1" >
			<if_switch name="hint.mm_09" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_09" />
			<set_switch name="mm_09" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_fire" />
			<activate>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_09" />
			</activate>
		</trigger>
		<trigger i="MEMORY 09 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_09" />
			<set_switch name="hint.mm_09" state="false" />
		</trigger>
		<trigger i="MEMORY 10" repeat="1" >
			<if_switch name="hint.mm_10" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_10" />
			<set_switch name="mm_10" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_earth" />
			<activate>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_10" />
			</activate>
		</trigger>
		<trigger i="MEMORY 10 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_10" />
			<set_switch name="hint.mm_10" state="false" />
		</trigger>
		<trigger i="MEMORY 11" repeat="1" >
			<if_switch name="hint.mm_11" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_11" />
			<set_switch name="mm_11" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_water" />
			<activate>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_11" />
			</activate>
		</trigger>
		<trigger i="MEMORY 11 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_11" />
			<set_switch name="hint.mm_11" state="false" />
		</trigger>
		<trigger i="MEMORY 12" repeat="1" >
			<if_switch name="hint.mm_12" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_12" />
			<set_switch name="mm_12" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_fire" />
			<activate>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_12" />
			</activate>
		</trigger>
		<trigger i="MEMORY 12 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_12" />
			<set_switch name="hint.mm_12" state="false" />
		</trigger>
		<trigger i="MEMORY 13" repeat="1" >
			<if_switch name="hint.mm_13" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_13" />
			<set_switch name="mm_13" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_thunder" />
			<activate>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_13" />
			</activate>
		</trigger>
		<trigger i="MEMORY 13 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_13" />
			<set_switch name="hint.mm_13" state="false" />
		</trigger>
		<trigger i="MEMORY 14" repeat="1" >
			<if_switch name="hint.mm_14" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_14" />
			<set_switch name="mm_14" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_earth" />
			<activate>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_14" />
			</activate>
		</trigger>
		<trigger i="MEMORY 14 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_14" />
			<set_switch name="hint.mm_14" state="false" />
		</trigger>
		<trigger i="MEMORY 15" repeat="1" >
			<if_switch name="hint.mm_15" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_15" />
			<set_switch name="mm_15" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_thunder" />
			<activate>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_15" />
			</activate>
		</trigger>
		<trigger i="MEMORY 15 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_15" />
			<set_switch name="hint.mm_15" state="false" />
		</trigger>
		<trigger i="MEMORY 16" repeat="1" >
			<if_switch name="hint.mm_16" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_16" />
			<set_switch name="mm_16" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_water" />
			<activate>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_16" />
			</activate>
		</trigger>
		<trigger i="MEMORY 16 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_16" />
			<set_switch name="hint.mm_16" state="false" />
		</trigger>
		<trigger i="MEMORY 17" repeat="1" >
			<if_switch name="hint.mm_17" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_17" />
			<set_switch name="mm_17" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_earth" />
			<activate>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_17" />
			</activate>
		</trigger>
		<trigger i="MEMORY 17 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_17" />
			<set_switch name="hint.mm_17" state="false" />
		</trigger>
		<trigger i="MEMORY 18" repeat="1" >
			<if_switch name="hint.mm_18" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_18" />
			<set_switch name="mm_18" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_water" />
			<activate>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_18" />
			</activate>
		</trigger>
		<trigger i="MEMORY 18 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_18" />
			<set_switch name="hint.mm_18" state="false" />
		</trigger>
		<trigger i="MEMORY 19" repeat="1" >
			<if_switch name="hint.mm_19" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_19" />
			<set_switch name="mm_19" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_sun" />
			<activate>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_19" />
			</activate>
		</trigger>
		<trigger i="MEMORY 19 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_19" />
			<set_switch name="hint.mm_19" state="false" />
		</trigger>
		<trigger i="MEMORY 20" repeat="1" >
			<if_switch name="hint.mm_20" />
			<if_not_switch name="mm_busy" />
			<if_value name="#mm_shown" sign="le" value="1" />
			<if_not_switch name="mm_20" />
			<set_switch name="mm_20" />
			<inc_value name="#mm_shown" />
			<inc_value name="#mm_earth" />
			<activate>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_20" />
			</activate>
		</trigger>
		<trigger i="MEMORY 20 DROP FLAG" repeat="1" >
			<if_switch name="hint.mm_20" />
			<set_switch name="hint.mm_20" state="false" />
		</trigger>
		<trigger i="MEMORY CHECK SUN" repeat="1" >
			<if_value name="#mm_sun" sign="eq" value="2" />
			<if_not_switch name="mm_busy" />
			<set_switch name="mm_busy" />
			<wait time="1000" />
			<set_switch name="mm_remove" />
		</trigger>
		<trigger i="MEMORY CHECK WATER" repeat="1" >
			<if_value name="#mm_water" sign="eq" value="2" />
			<if_not_switch name="mm_busy" />
			<set_switch name="mm_busy" />
			<wait time="1000" />
			<set_switch name="mm_remove" />
		</trigger>
		<trigger i="MEMORY CHECK THUNDER" repeat="1" >
			<if_value name="#mm_thunder" sign="eq" value="2" />
			<if_not_switch name="mm_busy" />
			<set_switch name="mm_busy" />
			<wait time="1000" />
			<set_switch name="mm_remove" />
		</trigger>
		<trigger i="MEMORY CHECK FIRE" repeat="1" >
			<if_value name="#mm_fire" sign="eq" value="2" />
			<if_not_switch name="mm_busy" />
			<set_switch name="mm_busy" />
			<wait time="1000" />
			<set_switch name="mm_remove" />
		</trigger>
		<trigger i="MEMORY CHECK EARTH" repeat="1" >
			<if_value name="#mm_earth" sign="eq" value="2" />
			<if_not_switch name="mm_busy" />
			<set_switch name="mm_busy" />
			<wait time="1000" />
			<set_switch name="mm_remove" />
		</trigger>
		<trigger i="MEMORY CHECK RESET" repeat="1" >
			<if_value name="#mm_shown" sign="ge" value="2" />
			<if_not_switch name="mm_busy" />
			<set_switch name="mm_busy" />
			<wait time="1000" />
			<set_switch name="mm_reset" />
		</trigger>
		<trigger i="MEMORY REMOVE 01" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_01" />
			<destroy>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_01" />
			</destroy>
			<set_switch name="mm_01" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 02" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_02" />
			<destroy>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_02" />
			</destroy>
			<set_switch name="mm_02" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 03" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_03" />
			<destroy>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_03" />
			</destroy>
			<set_switch name="mm_03" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 04" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_04" />
			<destroy>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_04" />
			</destroy>
			<set_switch name="mm_04" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 05" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_05" />
			<destroy>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_05" />
			</destroy>
			<set_switch name="mm_05" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 06" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_06" />
			<destroy>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_06" />
			</destroy>
			<set_switch name="mm_06" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 07" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_07" />
			<destroy>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_07" />
			</destroy>
			<set_switch name="mm_07" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 08" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_08" />
			<destroy>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_08" />
			</destroy>
			<set_switch name="mm_08" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 09" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_09" />
			<destroy>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_09" />
			</destroy>
			<set_switch name="mm_09" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 10" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_10" />
			<destroy>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_10" />
			</destroy>
			<set_switch name="mm_10" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 11" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_11" />
			<destroy>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_11" />
			</destroy>
			<set_switch name="mm_11" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 12" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_12" />
			<destroy>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_12" />
			</destroy>
			<set_switch name="mm_12" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 13" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_13" />
			<destroy>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_13" />
			</destroy>
			<set_switch name="mm_13" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 14" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_14" />
			<destroy>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_14" />
			</destroy>
			<set_switch name="mm_14" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 15" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_15" />
			<destroy>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_15" />
			</destroy>
			<set_switch name="mm_15" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 16" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_16" />
			<destroy>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_16" />
			</destroy>
			<set_switch name="mm_16" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 17" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_17" />
			<destroy>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_17" />
			</destroy>
			<set_switch name="mm_17" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 18" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_18" />
			<destroy>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_18" />
			</destroy>
			<set_switch name="mm_18" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 19" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_19" />
			<destroy>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_19" />
			</destroy>
			<set_switch name="mm_19" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE 20" repeat="1" >
			<if_switch name="mm_remove" />
			<if_switch name="mm_20" />
			<destroy>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_20" />
			</destroy>
			<set_switch name="mm_20" state="false" />
		</trigger>
		<trigger i="MEMORY REMOVE" repeat="1" >
			<if_switch name="mm_remove" />
			<set_switch name="mm_remove" state="false" />
			<set_value name="#mm_sun" value="0" />
			<set_value name="#mm_water" value="0" />
			<set_value name="#mm_thunder" value="0" />
			<set_value name="#mm_fire" value="0" />
			<set_value name="#mm_earth" value="0" />
			<set_value name="#mm_shown" value="0" />
			<set_switch name="mm_busy" state="false" />
			<dec_value name="#mm_left" />
			<dec_value name="#mm_left" />
		</trigger>
		<trigger i="MEMORY RESET 01" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_01" />
			<set_state>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_01" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_01" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 02" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_02" />
			<set_state>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_02" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_02" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 03" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_03" />
			<set_state>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_03" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_03" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 04" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_04" />
			<set_state>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_04" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_04" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 05" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_05" />
			<set_state>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_05" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_05" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 06" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_06" />
			<set_state>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_06" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_06" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 07" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_07" />
			<set_state>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_07" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_07" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 08" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_08" />
			<set_state>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_08" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_08" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 09" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_09" />
			<set_state>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_09" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_09" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 10" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_10" />
			<set_state>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_10" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_10" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 11" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_11" />
			<set_state>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_11" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_11" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 12" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_12" />
			<set_state>
				<structure>SymbolPlateFire</structure>
				<at_area name="mm_12" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_12" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 13" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_13" />
			<set_state>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_13" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_13" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 14" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_14" />
			<set_state>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_14" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_14" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 15" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_15" />
			<set_state>
				<structure>SymbolPlateThunder</structure>
				<at_area name="mm_15" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_15" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 16" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_16" />
			<set_state>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_16" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_16" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 17" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_17" />
			<set_state>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_17" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_17" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 18" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_18" />
			<set_state>
				<structure>SymbolPlateWater</structure>
				<at_area name="mm_18" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_18" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 19" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_19" />
			<set_state>
				<structure>SymbolPlateSun</structure>
				<at_area name="mm_19" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_19" state="false" />
		</trigger>
		<trigger i="MEMORY RESET 20" repeat="1" >
			<if_switch name="mm_reset" />
			<if_switch name="mm_20" />
			<set_state>
				<structure>SymbolPlateEarth</structure>
				<at_area name="mm_20" />
				<state>false</state>
			</set_state>
			<set_switch name="mm_20" state="false" />
		</trigger>
		<trigger i="MEMORY RESET" repeat="1" >
			<if_switch name="mm_reset" />
			<set_switch name="mm_reset" state="false" />
			<set_value name="#mm_sun" value="0" />
			<set_value name="#mm_water" value="0" />
			<set_value name="#mm_thunder" value="0" />
			<set_value name="#mm_fire" value="0" />
			<set_value name="#mm_earth" value="0" />
			<set_value name="#mm_shown" value="0" />
			<set_switch name="mm_busy" state="false" />
		</trigger>
		<trigger i="MEMORY WIN" >
			<if_value name="#mm_left" sign="eq" value="0" />
			<quest/>
			<inc_quest_counter/>
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>ped_lizard</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_state>
				<structure>Pedestal2_Lizard</structure>
				<at_area>ped_lizard</at_area>
				<state>true</state>
			</set_state>
			<set_switch name="pedestal_on" />
			<add_item_use>
				<item>DarkTotem</item>
				<at_area>ped_lizard</at_area>
				<switch name="destroy_lizard" />
			</add_item_use>
		</trigger>
		<trigger i="CRYSTAL 1" repeat="1" >
			<if_switch name="hint.cr_1" />
			<set_switch name="hint.cr_1" state="false" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
			</set_hint>
			<activate>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
			</activate>
			<set_switch name="cr_1" />
			<wait time="7000" />
			<set_state>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
				<state>false</state>
			</set_state>
			<set_switch name="cr_1" state="false" />
			<set_switch name="restore_hint_cr_1" />
		</trigger>
		<trigger i="CRYSTAL 2" repeat="1" >
			<if_switch name="hint.cr_2" />
			<set_switch name="hint.cr_2" state="false" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
			</set_hint>
			<activate>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
			</activate>
			<set_switch name="cr_2" />
			<wait time="7000" />
			<set_state>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
				<state>false</state>
			</set_state>
			<set_switch name="cr_2" state="false" />
			<set_switch name="restore_hint_cr_2" />
		</trigger>
		<trigger i="CRYSTAL 3" repeat="1" >
			<if_switch name="hint.cr_3" />
			<set_switch name="hint.cr_3" state="false" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
			</set_hint>
			<activate>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
			</activate>
			<set_switch name="cr_3" />
			<wait time="7000" />
			<set_state>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
				<state>false</state>
			</set_state>
			<set_switch name="cr_3" state="false" />
			<set_switch name="restore_hint_cr_3" />
		</trigger>
		<trigger i="CRYSTAL 4" repeat="1" >
			<if_switch name="hint.cr_4" />
			<set_switch name="hint.cr_4" state="false" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
			</set_hint>
			<activate>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
			</activate>
			<set_switch name="cr_4" />
			<wait time="7000" />
			<set_state>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
				<state>false</state>
			</set_state>
			<set_switch name="cr_4" state="false" />
			<set_switch name="restore_hint_cr_4" />
		</trigger>
		<trigger i="CRYSTAL 5" repeat="1" >
			<if_switch name="hint.cr_5" />
			<set_switch name="hint.cr_5" state="false" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
			</set_hint>
			<activate>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
			</activate>
			<set_switch name="cr_5" />
			<wait time="7000" />
			<set_state>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
				<state>false</state>
			</set_state>
			<set_switch name="cr_5" state="false" />
			<set_switch name="restore_hint_cr_5" />
		</trigger>
		<trigger i="CRYSTAL WIN" >
			<if_switch name="cr_1" />
			<if_switch name="cr_2" />
			<if_switch name="cr_3" />
			<if_switch name="cr_4" />
			<if_switch name="cr_5" />
			<quest/>
			<inc_quest_counter/>
			<set_switch name="cr_off" />
			<wait time="1000" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
			</destroy>
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
			</destroy>
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
			</destroy>
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
			</destroy>
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
			</destroy>
			<wait time="1000" />
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>ped_seagull</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_state>
				<structure>Pedestal2_Seagull</structure>
				<at_area>ped_seagull</at_area>
				<state>true</state>
			</set_state>
			<set_switch name="pedestal_on" />
			<add_item_use>
				<item>DarkTotem</item>
				<at_area>ped_seagull</at_area>
				<switch name="destroy_seagull" />
			</add_item_use>
		</trigger>
		<trigger i="RESTORE HINT CRY 1" repeat="1" >
			<if_switch name="restore_hint_cr_1" />
			<if_not_switch name="cr_off" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
				<hint>cr_1</hint>
			</set_hint>
		</trigger>
		<trigger i="RESTORE HINT CRY 2" repeat="1" >
			<if_switch name="restore_hint_cr_2" />
			<if_not_switch name="cr_off" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
				<hint>cr_2</hint>
			</set_hint>
		</trigger>
		<trigger i="RESTORE HINT CRY 3" repeat="1" >
			<if_switch name="restore_hint_cr_3" />
			<if_not_switch name="cr_off" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
				<hint>cr_3</hint>
			</set_hint>
		</trigger>
		<trigger i="RESTORE HINT CRY 4" repeat="1" >
			<if_switch name="restore_hint_cr_4" />
			<if_not_switch name="cr_off" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
				<hint>cr_4</hint>
			</set_hint>
		</trigger>
		<trigger i="RESTORE HINT CRY 5" repeat="1" >
			<if_switch name="restore_hint_cr_5" />
			<if_not_switch name="cr_off" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
				<hint>cr_5</hint>
			</set_hint>
		</trigger>
		<trigger i="POWERHOUSE INIT" >
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_1" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_2" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_3" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_4" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_5" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_6" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_7" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_8" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_9" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_A" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_B" />
				<group>PwrLamps</group>
			</join_group>
			<join_group>
				<structure>MultiLamp0</structure>
				<at_area name="phl_C" />
				<group>PwrLamps</group>
			</join_group>
		</trigger>
		<trigger i="CHECK OL PH 1" repeat="1" >
			<if_switch name="hint.ph_1" />
			<if_not_switch name="ph_1" />
			<if_value name="#ph_on" sign="ge" value="3" />
			<set_switch name="ph_reset" />
		</trigger>
		<trigger i="CHECK OL PH 2" repeat="1" >
			<if_switch name="hint.ph_2" />
			<if_not_switch name="ph_2" />
			<if_value name="#ph_on" sign="ge" value="3" />
			<set_switch name="ph_reset" />
		</trigger>
		<trigger i="CHECK OL PH 3" repeat="1" >
			<if_switch name="hint.ph_3" />
			<if_not_switch name="ph_3" />
			<if_value name="#ph_on" sign="ge" value="3" />
			<set_switch name="ph_reset" />
		</trigger>
		<trigger i="CHECK OL PH 4" repeat="1" >
			<if_switch name="hint.ph_4" />
			<if_not_switch name="ph_4" />
			<if_value name="#ph_on" sign="ge" value="3" />
			<set_switch name="ph_reset" />
		</trigger>
		<trigger i="CHECK OL PH 5" repeat="1" >
			<if_switch name="hint.ph_5" />
			<if_not_switch name="ph_5" />
			<if_value name="#ph_on" sign="ge" value="3" />
			<set_switch name="ph_reset" />
		</trigger>
		<trigger i="CHECK OL PH 6" repeat="1" >
			<if_switch name="hint.ph_6" />
			<if_not_switch name="ph_6" />
			<if_value name="#ph_on" sign="ge" value="3" />
			<set_switch name="ph_reset" />
		</trigger>
		<trigger i="PH OVERLOADED - RESET" repeat="1" >
			<if_switch name="ph_reset" />
			<set_switch name="ph_reset" state="false" />
			<set_switch name="ph_1" state="false" />
			<set_switch name="ph_2" state="false" />
			<set_switch name="ph_3" state="false" />
			<set_switch name="ph_4" state="false" />
			<set_switch name="ph_5" state="false" />
			<set_switch name="ph_6" state="false" />
			<set_value name="#ph_on" value="0" />
			<set_value name="#phl_1" value="0" />
			<set_value name="#phl_2" value="0" />
			<set_value name="#phl_3" value="0" />
			<set_value name="#phl_4" value="0" />
			<set_value name="#phl_5" value="0" />
			<set_value name="#phl_6" value="0" />
			<set_value name="#phl_7" value="0" />
			<set_value name="#phl_8" value="0" />
			<set_value name="#phl_9" value="0" />
			<set_value name="#phl_A" value="0" />
			<set_value name="#phl_B" value="0" />
			<set_value name="#phl_C" value="0" />
			<set_switch name="ph_sync" />
			<set_state_massive>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph</at_area>
			</set_state_massive>
		</trigger>
		<trigger i="PH 1 ON" repeat="1" >
			<if_switch name="hint.ph_1" />
			<if_not_switch name="ph_1" />
			<set_switch name="hint.ph_1" state="false" />
			<set_switch name="ph_1" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>true</state>
				<at_area>ph_1</at_area>
			</set_state>
			<inc_value name="#ph_on" />
			<inc_value name="#phl_2" />
			<inc_value name="#phl_4" />
			<inc_value name="#phl_6" />
			<inc_value name="#phl_7" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 1 OFF" repeat="1" >
			<if_switch name="hint.ph_1" />
			<if_switch name="ph_1" />
			<set_switch name="hint.ph_1" state="false" />
			<set_switch name="ph_1" state="false" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph_1</at_area>
			</set_state>
			<dec_value name="#ph_on" />
			<dec_value name="#phl_2" />
			<dec_value name="#phl_4" />
			<dec_value name="#phl_6" />
			<dec_value name="#phl_7" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 2 ON" repeat="1" >
			<if_switch name="hint.ph_2" />
			<if_not_switch name="ph_2" />
			<set_switch name="hint.ph_2" state="false" />
			<set_switch name="ph_2" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>true</state>
				<at_area>ph_2</at_area>
			</set_state>
			<inc_value name="#ph_on" />
			<inc_value name="#phl_4" />
			<inc_value name="#phl_6" />
			<inc_value name="#phl_8" />
			<inc_value name="#phl_9" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 2 OFF" repeat="1" >
			<if_switch name="hint.ph_2" />
			<if_switch name="ph_2" />
			<set_switch name="hint.ph_2" state="false" />
			<set_switch name="ph_2" state="false" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph_2</at_area>
			</set_state>
			<dec_value name="#ph_on" />
			<dec_value name="#phl_4" />
			<dec_value name="#phl_6" />
			<dec_value name="#phl_8" />
			<dec_value name="#phl_9" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 3 ON" repeat="1" >
			<if_switch name="hint.ph_3" />
			<if_not_switch name="ph_3" />
			<set_switch name="hint.ph_3" state="false" />
			<set_switch name="ph_3" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>true</state>
				<at_area>ph_3</at_area>
			</set_state>
			<inc_value name="#ph_on" />
			<inc_value name="#phl_3" />
			<inc_value name="#phl_5" />
			<inc_value name="#phl_9" />
			<inc_value name="#phl_A" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 3 OFF" repeat="1" >
			<if_switch name="hint.ph_3" />
			<if_switch name="ph_3" />
			<set_switch name="hint.ph_3" state="false" />
			<set_switch name="ph_3" state="false" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph_3</at_area>
			</set_state>
			<dec_value name="#ph_on" />
			<dec_value name="#phl_3" />
			<dec_value name="#phl_5" />
			<dec_value name="#phl_9" />
			<dec_value name="#phl_A" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 4 ON" repeat="1" >
			<if_switch name="hint.ph_4" />
			<if_not_switch name="ph_4" />
			<set_switch name="hint.ph_4" state="false" />
			<set_switch name="ph_4" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>true</state>
				<at_area>ph_4</at_area>
			</set_state>
			<inc_value name="#ph_on" />
			<inc_value name="#phl_2" />
			<inc_value name="#phl_4" />
			<inc_value name="#phl_6" />
			<inc_value name="#phl_9" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 4 OFF" repeat="1" >
			<if_switch name="hint.ph_4" />
			<if_switch name="ph_4" />
			<set_switch name="hint.ph_4" state="false" />
			<set_switch name="ph_4" state="false" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph_4</at_area>
			</set_state>
			<dec_value name="#ph_on" />
			<dec_value name="#phl_2" />
			<dec_value name="#phl_4" />
			<dec_value name="#phl_6" />
			<dec_value name="#phl_9" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 5 ON" repeat="1" >
			<if_switch name="hint.ph_5" />
			<if_not_switch name="ph_5" />
			<set_switch name="hint.ph_5" state="false" />
			<set_switch name="ph_5" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>true</state>
				<at_area>ph_5</at_area>
			</set_state>
			<inc_value name="#ph_on" />
			<inc_value name="#phl_2" />
			<inc_value name="#phl_7" />
			<inc_value name="#phl_A" />
			<inc_value name="#phl_B" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 5 OFF" repeat="1" >
			<if_switch name="hint.ph_5" />
			<if_switch name="ph_5" />
			<set_switch name="hint.ph_5" state="false" />
			<set_switch name="ph_5" state="false" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph_5</at_area>
			</set_state>
			<dec_value name="#ph_on" />
			<dec_value name="#phl_2" />
			<dec_value name="#phl_7" />
			<dec_value name="#phl_A" />
			<dec_value name="#phl_B" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 6 ON" repeat="1" >
			<if_switch name="hint.ph_6" />
			<if_not_switch name="ph_6" />
			<set_switch name="hint.ph_6" state="false" />
			<set_switch name="ph_6" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>true</state>
				<at_area>ph_6</at_area>
			</set_state>
			<inc_value name="#ph_on" />
			<inc_value name="#phl_1" />
			<inc_value name="#phl_8" />
			<inc_value name="#phl_B" />
			<inc_value name="#phl_C" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH 6 OFF" repeat="1" >
			<if_switch name="hint.ph_6" />
			<if_switch name="ph_6" />
			<set_switch name="hint.ph_6" state="false" />
			<set_switch name="ph_6" state="false" />
			<set_state>
				<structure>PowerHouse2</structure>
				<state>false</state>
				<at_area>ph_6</at_area>
			</set_state>
			<dec_value name="#ph_on" />
			<dec_value name="#phl_1" />
			<dec_value name="#phl_8" />
			<dec_value name="#phl_B" />
			<dec_value name="#phl_C" />
			<set_switch name="ph_sync" />
		</trigger>
		<trigger i="PH SYNC - DESTROY" repeat="1" >
			<if_switch name="ph_sync" />
			<destroy>
				<group>PwrLamps</group>
			</destroy>
		</trigger>
		<trigger i="PH SYNC - PHL 1 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_1" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_1" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 1 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_1" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_1" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 1 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_1" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_1" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 1 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_1" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_1" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 2 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_2" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_2" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 2 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_2" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_2" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 2 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_2" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_2" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 2 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_2" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_2" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 3 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_3" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_3" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 3 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_3" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_3" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 3 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_3" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_3" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 3 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_3" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_3" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 4 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_4" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_4" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 4 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_4" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_4" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 4 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_4" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_4" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 4 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_4" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_4" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 5 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_5" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_5" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 5 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_5" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_5" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 5 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_5" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_5" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 5 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_5" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_5" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 6 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_6" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_6" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 6 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_6" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_6" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 6 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_6" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_6" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 6 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_6" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_6" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 7 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_7" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_7" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 7 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_7" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_7" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 7 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_7" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_7" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 7 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_7" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_7" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 8 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_8" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_8" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 8 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_8" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_8" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 8 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_8" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_8" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 8 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_8" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_8" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 9 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_9" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_9" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 9 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_9" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_9" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 9 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_9" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_9" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL 9 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_9" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_9" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL A 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_A" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_A" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL A 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_A" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_A" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL A 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_A" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_A" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL A 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_A" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_A" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL B 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_B" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_B" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL B 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_B" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_B" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL B 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_B" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_B" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL B 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_B" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_B" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL C 0" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_C" sign="eq" value="0" />
			<create>
				<structure>MultiLamp0</structure>
				<at_area name="phl_C" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL C 1" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_C" sign="eq" value="1" />
			<create>
				<structure>MultiLamp1</structure>
				<at_area name="phl_C" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL C 2" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_C" sign="eq" value="2" />
			<create>
				<structure>MultiLamp2</structure>
				<at_area name="phl_C" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - PHL C 3" repeat="1" >
			<if_switch name="ph_sync" />
			<if_value name="#phl_C" sign="eq" value="3" />
			<create>
				<structure>MultiLamp3</structure>
				<at_area name="phl_C" />
				<group>PwrLamps</group>
			</create>
		</trigger>
		<trigger i="PH SYNC - FINISH" repeat="1" >
			<if_switch name="ph_sync" />
			<set_switch name="ph_sync" state="false" />
		</trigger>
		<trigger i="PH WIN" >
			<if_value name="#phl_1" sign="eq" value="1" />
			<if_value name="#phl_2" sign="eq" value="1" />
			<if_value name="#phl_3" sign="eq" value="1" />
			<if_value name="#phl_4" sign="eq" value="1" />
			<if_value name="#phl_5" sign="eq" value="1" />
			<if_value name="#phl_6" sign="eq" value="1" />
			<if_value name="#phl_7" sign="eq" value="1" />
			<if_value name="#phl_8" sign="eq" value="1" />
			<if_value name="#phl_9" sign="eq" value="1" />
			<if_value name="#phl_A" sign="eq" value="1" />
			<if_value name="#phl_B" sign="eq" value="1" />
			<if_value name="#phl_C" sign="eq" value="1" />
			<inc_quest_counter/>
			<quest/>
			<set_hint>
				<count>6</count>
				<structure name="PowerHouse2" />
				<at_area name="ph" />
			</set_hint>
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>ped_monkey</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_state>
				<structure>Pedestal2_Monkey</structure>
				<at_area>ped_monkey</at_area>
				<state>true</state>
			</set_state>
			<set_switch name="pedestal_on" />
			<add_item_use>
				<item>DarkTotem</item>
				<at_area>ped_monkey</at_area>
				<switch name="destroy_monkey" />
			</add_item_use>
		</trigger>
		<trigger i="BALLISTA INIT" >
			<set_switch name="bl_m" />
			<set_switch name="bl_1" />
			<set_switch name="bl_loaded" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_1" />
				<state>true</state>
			</set_state>
			<join_group>
				<structure>BallistaMid</structure>
				<at_area>ballista</at_area>
				<group>Ballista</group>
			</join_group>
			<set_switch name="bl_l_hits_0" />
			<set_switch name="bl_m_hits_0" />
			<set_switch name="bl_r_hits_0" />
		</trigger>
		<trigger i="BALLISTA LEFT M->L" repeat="1" >
			<if_switch name="hint.bl_left" />
			<if_switch name="bl_m" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_m" state="false" />
			<set_switch name="bl_l" />
			<destroy>
				<group>Ballista</group>
			</destroy>
			<create>
				<structure>BallistaLeft</structure>
				<at_area>ballista</at_area>
				<group>Ballista</group>
				<hint>bl_fire</hint>
			</create>
		</trigger>
		<trigger i="BALLISTA LEFT R->M" repeat="1" >
			<if_switch name="hint.bl_left" />
			<if_switch name="bl_r" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_r" state="false" />
			<set_switch name="bl_m" />
			<destroy>
				<group>Ballista</group>
			</destroy>
			<create>
				<structure>BallistaMid</structure>
				<at_area>ballista</at_area>
				<group>Ballista</group>
				<hint>bl_fire</hint>
			</create>
		</trigger>
		<trigger i="BALLISTA RIGHT M->R" repeat="1" >
			<if_switch name="hint.bl_right" />
			<if_switch name="bl_m" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_m" state="false" />
			<set_switch name="bl_r" />
			<destroy>
				<group>Ballista</group>
			</destroy>
			<create>
				<structure>BallistaRight</structure>
				<at_area>ballista</at_area>
				<group>Ballista</group>
				<hint>bl_fire</hint>
			</create>
		</trigger>
		<trigger i="BALLISTA RIGHT L->M" repeat="1" >
			<if_switch name="hint.bl_right" />
			<if_switch name="bl_l" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_l" state="false" />
			<set_switch name="bl_m" />
			<destroy>
				<group>Ballista</group>
			</destroy>
			<create>
				<structure>BallistaMid</structure>
				<at_area>ballista</at_area>
				<group>Ballista</group>
				<hint>bl_fire</hint>
			</create>
		</trigger>
		<trigger i="BALLISTA PWR INC 4->5" repeat="1" >
			<if_switch name="hint.bl_pwr_inc" />
			<if_switch name="bl_4" />
			<set_switch name="bl_4" state="false" />
			<set_switch name="bl_5" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_5" />
				<state>true</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR INC 3->4" repeat="1" >
			<if_switch name="hint.bl_pwr_inc" />
			<if_switch name="bl_3" />
			<set_switch name="bl_3" state="false" />
			<set_switch name="bl_4" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_4" />
				<state>true</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR INC 2->3" repeat="1" >
			<if_switch name="hint.bl_pwr_inc" />
			<if_switch name="bl_2" />
			<set_switch name="bl_2" state="false" />
			<set_switch name="bl_3" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_3" />
				<state>true</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR INC 1->2" repeat="1" >
			<if_switch name="hint.bl_pwr_inc" />
			<if_switch name="bl_1" />
			<set_switch name="bl_1" state="false" />
			<set_switch name="bl_2" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_2" />
				<state>true</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR DEC 2->1" repeat="1" >
			<if_switch name="hint.bl_pwr_dec" />
			<if_switch name="bl_2" />
			<set_switch name="bl_2" state="false" />
			<set_switch name="bl_1" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_2" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR DEC 3->2" repeat="1" >
			<if_switch name="hint.bl_pwr_dec" />
			<if_switch name="bl_3" />
			<set_switch name="bl_3" state="false" />
			<set_switch name="bl_2" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_3" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR DEC 4->3" repeat="1" >
			<if_switch name="hint.bl_pwr_dec" />
			<if_switch name="bl_4" />
			<set_switch name="bl_4" state="false" />
			<set_switch name="bl_3" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_4" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA PWR DEC 5->4" repeat="1" >
			<if_switch name="hint.bl_pwr_dec" />
			<if_switch name="bl_5" />
			<set_switch name="bl_5" state="false" />
			<set_switch name="bl_4" />
			<set_state>
				<structure>MiniLamp</structure>
				<at_area name="bl_lmp_5" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="BALLISTA FIRE L" repeat="1" >
			<if_switch name="hint.bl_fire" />
			<if_switch name="bl_l" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_loaded" state="false" />
			<set_switch name="bl_fire_l" />
			<set_state>
				<structure>BallistaLeft</structure>
				<at_area name="ballista" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<effect name="fire_plasma" />
			<set_state>
				<structure>BallistaLeft</structure>
				<at_area name="ballista" />
				<state>false</state>
			</set_state>
			<wait time="500" />
			<set_switch name="bl_loaded" />
		</trigger>
		<trigger i="BALLISTA FIRE M" repeat="1" >
			<if_switch name="hint.bl_fire" />
			<if_switch name="bl_m" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_loaded" state="false" />
			<set_switch name="bl_fire_m" />
			<set_state>
				<structure>BallistaMid</structure>
				<at_area name="ballista" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<effect name="fire_plasma" />
			<set_state>
				<structure>BallistaMid</structure>
				<at_area name="ballista" />
				<state>false</state>
			</set_state>
			<wait time="500" />
			<set_switch name="bl_loaded" />
		</trigger>
		<trigger i="BALLISTA FIRE R" repeat="1" >
			<if_switch name="hint.bl_fire" />
			<if_switch name="bl_r" />
			<if_switch name="bl_loaded" />
			<set_switch name="bl_loaded" state="false" />
			<set_switch name="bl_fire_r" />
			<set_state>
				<structure>BallistaRight</structure>
				<at_area name="ballista" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<effect name="fire_plasma" />
			<set_state>
				<structure>BallistaRight</structure>
				<at_area name="ballista" />
				<state>false</state>
			</set_state>
			<wait time="500" />
			<set_switch name="bl_loaded" />
		</trigger>
		<trigger i="FIRE L 1" repeat="1" >
			<if_switch name="bl_fire_l" />
			<if_switch name="bl_1" />
			<set_switch name="bl_fire_l" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_l_1</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE L 2" repeat="1" >
			<if_switch name="bl_fire_l" />
			<if_switch name="bl_2" />
			<set_switch name="bl_fire_l" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_l_2</to>
			</create_projectile>
			<wait time="1200" />
			<set_switch name="bl_inc_l_hits" />
		</trigger>
		<trigger i="FIRE L 3" repeat="1" >
			<if_switch name="bl_fire_l" />
			<if_switch name="bl_3" />
			<set_switch name="bl_fire_l" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_l_3</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE L 4" repeat="1" >
			<if_switch name="bl_fire_l" />
			<if_switch name="bl_4" />
			<set_switch name="bl_fire_l" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_l_4</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE L 5" repeat="1" >
			<if_switch name="bl_fire_l" />
			<if_switch name="bl_5" />
			<set_switch name="bl_fire_l" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_l_5</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE M 1" repeat="1" >
			<if_switch name="bl_fire_m" />
			<if_switch name="bl_1" />
			<set_switch name="bl_fire_m" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_m_1</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE M 2" repeat="1" >
			<if_switch name="bl_fire_m" />
			<if_switch name="bl_2" />
			<set_switch name="bl_fire_m" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_m_2</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE M 3" repeat="1" >
			<if_switch name="bl_fire_m" />
			<if_switch name="bl_3" />
			<set_switch name="bl_fire_m" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_m_3</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE M 4" repeat="1" >
			<if_switch name="bl_fire_m" />
			<if_switch name="bl_4" />
			<set_switch name="bl_fire_m" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_m_4</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE M 5" repeat="1" >
			<if_switch name="bl_fire_m" />
			<if_switch name="bl_5" />
			<set_switch name="bl_fire_m" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_m_5</to>
			</create_projectile>
			<wait time="2212" />
			<set_switch name="bl_inc_m_hits" />
		</trigger>
		<trigger i="FIRE R 1" repeat="1" >
			<if_switch name="bl_fire_r" />
			<if_switch name="bl_1" />
			<set_switch name="bl_fire_r" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_r_1</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE R 2" repeat="1" >
			<if_switch name="bl_fire_r" />
			<if_switch name="bl_2" />
			<set_switch name="bl_fire_r" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_r_2</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE R 3" repeat="1" >
			<if_switch name="bl_fire_r" />
			<if_switch name="bl_3" />
			<set_switch name="bl_fire_r" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_r_3</to>
			</create_projectile>
			<wait time="1800" />
			<set_switch name="bl_inc_r_hits" />
		</trigger>
		<trigger i="FIRE R 4" repeat="1" >
			<if_switch name="bl_fire_r" />
			<if_switch name="bl_4" />
			<set_switch name="bl_fire_r" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_r_4</to>
			</create_projectile>
		</trigger>
		<trigger i="FIRE R 5" repeat="1" >
			<if_switch name="bl_fire_r" />
			<if_switch name="bl_5" />
			<set_switch name="bl_fire_r" state="false" />
			<wait time="500" />
			<create_projectile>
				<magic>Ballista</magic>
				<at_area name="ballista" />
				<z>32</z>
				<to>bl_r_5</to>
			</create_projectile>
		</trigger>
		<trigger i="HIT L 3RD" >
			<if_switch name="bl_inc_l_hits" />
			<if_switch name="bl_l_hits_2" />
			<set_switch name="bl_l_hits_2" state="false" />
			<destroy>
				<structure>CometCrystalL3</structure>
				<at_area name="bl_l_2" />
			</destroy>
			<quake_light/>
			<create>
				<item>BlueGem</item>
				<sub_id>60</sub_id>
				<force_random/>
				<at_area name="bl_l_2" />
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>61</sub_id>
				<force_random/>
				<at_area name="bl_l_2" />
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>62</sub_id>
				<force_random/>
				<at_area name="bl_l_2" />
			</create>
		</trigger>
		<trigger i="HIT L 2ND" >
			<if_switch name="bl_inc_l_hits" />
			<if_switch name="bl_l_hits_1" />
			<set_switch name="bl_l_hits_1" state="false" />
			<set_switch name="bl_l_hits_2" />
		</trigger>
		<trigger i="HIT L 1ST" >
			<if_switch name="bl_inc_l_hits" />
			<if_switch name="bl_l_hits_0" />
			<set_switch name="bl_l_hits_0" state="false" />
			<set_switch name="bl_l_hits_1" />
			<reveal_map>
				<radius>128</radius>
				<at_area name="bl_l_2" />
			</reveal_map>
		</trigger>
		<trigger i="HIT M 3RD" >
			<if_switch name="bl_inc_m_hits" />
			<if_switch name="bl_m_hits_2" />
			<set_switch name="bl_m_hits_2" state="false" />
			<destroy>
				<structure>CometCrystalL2</structure>
				<at_area name="bl_m_5" />
			</destroy>
			<quake_light/>
			<create>
				<item>GreenGem</item>
				<sub_id>60</sub_id>
				<force_random/>
				<at_area name="bl_m_5" />
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>61</sub_id>
				<force_random/>
				<at_area name="bl_m_5" />
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>62</sub_id>
				<force_random/>
				<at_area name="bl_m_5" />
			</create>
		</trigger>
		<trigger i="HIT M 2ND" >
			<if_switch name="bl_inc_m_hits" />
			<if_switch name="bl_m_hits_1" />
			<set_switch name="bl_m_hits_1" state="false" />
			<set_switch name="bl_m_hits_2" />
		</trigger>
		<trigger i="HIT M 1ST" >
			<if_switch name="bl_inc_m_hits" />
			<if_switch name="bl_m_hits_0" />
			<set_switch name="bl_m_hits_0" state="false" />
			<set_switch name="bl_m_hits_1" />
			<reveal_map>
				<radius>128</radius>
				<at_area name="bl_m_5" />
			</reveal_map>
		</trigger>
		<trigger i="HIT R 3RD" >
			<if_switch name="bl_inc_r_hits" />
			<if_switch name="bl_r_hits_2" />
			<set_switch name="bl_r_hits_2" state="false" />
			<destroy>
				<structure>CometCrystalL1</structure>
				<at_area name="bl_r_3" />
			</destroy>
			<quake_light/>
			<create>
				<item>OrangeGem</item>
				<sub_id>60</sub_id>
				<force_random/>
				<at_area name="bl_r_3" />
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>61</sub_id>
				<force_random/>
				<at_area name="bl_r_3" />
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>62</sub_id>
				<force_random/>
				<at_area name="bl_r_3" />
			</create>
		</trigger>
		<trigger i="HIT R 2ND" >
			<if_switch name="bl_inc_r_hits" />
			<if_switch name="bl_r_hits_1" />
			<set_switch name="bl_r_hits_1" state="false" />
			<set_switch name="bl_r_hits_2" />
		</trigger>
		<trigger i="HIT R 1ST" >
			<if_switch name="bl_inc_r_hits" />
			<if_switch name="bl_r_hits_0" />
			<set_switch name="bl_r_hits_0" state="false" />
			<set_switch name="bl_r_hits_1" />
			<reveal_map>
				<radius>128</radius>
				<at_area name="bl_r_3" />
			</reveal_map>
		</trigger>
		<trigger i="BALLISTA RESET FLAGS" repeat="1" >
			<set_switch name="hint.bl_left" state="false" />
			<set_switch name="hint.bl_right" state="false" />
			<set_switch name="hint.bl_pwr_inc" state="false" />
			<set_switch name="hint.bl_pwr_dec" state="false" />
			<set_switch name="hint.bl_fire" state="false" />
			<set_switch name="bl_inc_l_hits" state="false" />
			<set_switch name="bl_inc_m_hits" state="false" />
			<set_switch name="bl_inc_r_hits" state="false" />
		</trigger>
		<trigger i="DESTROY DOLPHIN" >
			<if_switch name="destroy_dolphin" />
			<destroy>
				<structure>Pedestal2_Dolphin</structure>
				<at_area name="ped_dolphin" />
			</destroy>
			<effect_object name="explode_crystal" >
				<at_area name="ped_dolphin" />
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_dolphin" />
				<z>40</z>
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_dolphin" />
				<z>80</z>
			</effect_object>
			<quake/>
			<wait time="1000" />
			<effect name="humming" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="DESTROY MONKEY" >
			<if_switch name="destroy_monkey" />
			<destroy>
				<structure>Pedestal2_Monkey</structure>
				<at_area name="ped_monkey" />
			</destroy>
			<effect_object name="explode_crystal" >
				<at_area name="ped_monkey" />
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_monkey" />
				<z>40</z>
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_monkey" />
				<z>80</z>
			</effect_object>
			<quake/>
			<wait time="1000" />
			<effect name="humming" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="DESTROY SEAGULL" >
			<if_switch name="destroy_seagull" />
			<destroy>
				<structure>Pedestal2_Seagull</structure>
				<at_area name="ped_seagull" />
			</destroy>
			<effect_object name="explode_crystal" >
				<at_area name="ped_seagull" />
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_seagull" />
				<z>40</z>
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_seagull" />
				<z>80</z>
			</effect_object>
			<quake/>
			<wait time="1000" />
			<effect name="humming" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="DESTROY LIZARD" >
			<if_switch name="destroy_lizard" />
			<destroy>
				<structure>Pedestal2_Lizard</structure>
				<at_area name="ped_lizard" />
			</destroy>
			<effect_object name="explode_crystal" >
				<at_area name="ped_lizard" />
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_lizard" />
				<z>40</z>
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_lizard" />
				<z>80</z>
			</effect_object>
			<quake/>
			<wait time="1000" />
			<effect name="humming" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="DESTROY BEAR" >
			<if_switch name="destroy_bear" />
			<destroy>
				<structure>Pedestal2_Bear</structure>
				<at_area name="ped_bear" />
			</destroy>
			<effect_object name="explode_crystal" >
				<at_area name="ped_bear" />
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_bear" />
				<z>40</z>
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_bear" />
				<z>80</z>
			</effect_object>
			<quake/>
			<wait time="1000" />
			<effect name="humming" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="DESTROY WHALE" >
			<if_switch name="destroy_whale" />
			<destroy>
				<structure>Pedestal2_Whale</structure>
				<at_area name="ped_whale" />
			</destroy>
			<effect_object name="explode_crystal" >
				<at_area name="ped_whale" />
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_whale" />
				<z>40</z>
			</effect_object>
			<effect_object name="explode_crystal" >
				<at_area name="ped_whale" />
				<z>80</z>
			</effect_object>
			<quake/>
			<wait time="1000" />
			<effect name="humming" />
			<dec_value name="#totems_left" />
		</trigger>
		<trigger i="1ST DESTROYED" >
			<if_value name="#totems_left" sign="eq" value="5" />
			<wait time="2000" />
			<popup portrait="TearOfHeaven" text="$hierarchy.Level19.Destroyed1st" />
			<popup portrait="Wiseman" text="$hierarchy.Level19.Destroyed1st2" />
		</trigger>
		<trigger i="2ND DESTROYED" >
			<if_value name="#totems_left" sign="eq" value="4" />
			<wait time="2000" />
			<popup portrait="TearOfHeaven" text="$hierarchy.Level19.Destroyed2nd" />
			<popup portrait="Chief" text="$hierarchy.Level19.Destroyed2nd2" />
		</trigger>
		<trigger i="3RD DESTROYED" >
			<if_value name="#totems_left" sign="eq" value="3" />
			<wait time="2000" />
			<popup portrait="TearOfHeaven" text="$hierarchy.Level19.Destroyed3rd" />
		</trigger>
		<trigger i="4TH DESTROYED" >
			<if_value name="#totems_left" sign="eq" value="2" />
			<wait time="2000" />
			<popup portrait="TearOfHeaven" text="$hierarchy.Level19.Destroyed4th" />
			<popup portrait="Wiseman" text="$hierarchy.Level19.Destroyed4th2" />
		</trigger>
		<trigger i="5TH DESTROYED" >
			<if_value name="#totems_left" sign="eq" value="1" />
			<wait time="2000" />
			<popup portrait="TearOfHeaven" text="$hierarchy.Level19.Destroyed5th" />
		</trigger>
		<trigger i="6TH DESTROYED" >
			<if_value name="#totems_left" sign="eq" value="0" />
			<inc_quest_counter/>
			<wait time="2000" />
			<set_theme theme="none" />
			<create>
				<magic>Inferno</magic>
			</create>
			<wait time="8000" />
			<replace>
				<landmark>Sand_free</landmark>
				<to>RedSandFree</to>
			</replace>
			<replace>
				<landmark>Sand</landmark>
				<to>RedSand</to>
			</replace>
			<replace>
				<landmark>SlowSand_free</landmark>
				<to>RedSandFree</to>
			</replace>
			<replace>
				<landmark>SlowSand</landmark>
				<to>RedSand</to>
			</replace>
			<replace_terrain>
				<to>DeadDark128</to>
			</replace_terrain>
			<activate_massive>
				<structure>Palms</structure>
			</activate_massive>
			<activate_massive>
				<structure>Palms2</structure>
			</activate_massive>
			<activate_massive>
				<structure>Palms2R</structure>
			</activate_massive>
			<activate_massive>
				<structure>Bush3</structure>
			</activate_massive>
			<activate_massive>
				<structure>Bush3Passable</structure>
			</activate_massive>
			<destroy>
				<structure>Flowers0</structure>
			</destroy>
			<destroy>
				<structure>Flowers1</structure>
			</destroy>
			<destroy>
				<structure>Flowers2</structure>
			</destroy>
			<destroy>
				<structure>Flowers3</structure>
			</destroy>
			<destroy>
				<structure>Flowers4</structure>
			</destroy>
			<destroy>
				<structure>Flowers5</structure>
			</destroy>
			<destroy>
				<structure>Flowers6</structure>
			</destroy>
			<destroy>
				<structure>Flowers7</structure>
			</destroy>
			<destroy>
				<structure>Flowers8</structure>
			</destroy>
			<destroy>
				<landmark>Flowers1</landmark>
			</destroy>
			<destroy>
				<landmark>Flowers2</landmark>
			</destroy>
			<destroy>
				<landmark>Flowers3</landmark>
			</destroy>
			<destroy>
				<magic>ForceField</magic>
				<side>enemy</side>
			</destroy>
			<wait time="4000" />
			<popup portrait="Chief" text="$hierarchy.Level19.Destroyed6th" />
			<set_objective name="$hierarchy.Level19.TaskComet" />
			<destroy>
				<building>ForceField</building>
				<side>enemy</side>
			</destroy>
			<destroy>
				<building>ForceFieldSmall</building>
				<side>enemy</side>
			</destroy>
		</trigger>
		<trigger i="NEAR ENTRANCE" >
			<if_has>
				<unit/>
				<at_area name="entrance" />
			</if_has>
			<inc_quest_counter/>
			<popup portrait="Chief" text="$hierarchy.Level19.Entrance" />
			<set_objective/>
			<wait time="3000" />
			<victory/>
			<complete_level id="19" />
			<unlock_level id="20" />
			<remove>
				<item name="WolfTotem" />
			</remove>
			<remove>
				<item name="BeetleTotem" />
			</remove>
			<remove>
				<item name="CrowTotem" />
			</remove>
			<remove>
				<item name="SerpentTotem" />
			</remove>
			<remove>
				<item name="SharkTotem" />
			</remove>
			<remove>
				<item name="LionTotem" />
			</remove>
		</trigger>
	</triggers>
	<options>
		<id>19</id>
	</options>
	<size x="3072" y="3072" />
	<start x="2212" y="2640" />
	<player_base x="-1" y="-1" />
	<terrain>Grass128</terrain>
	<landmark type="Comet1" x="1024" y="0" />
	<landmark type="Comet2_free" x="558" y="15" />
	<landmark type="Comet1_free" x="901" y="22" />
	<landmark type="Comet2_free" x="723" y="43" />
	<landmark type="Comet1" x="1152" y="78" />
	<landmark type="Comet1_free" x="1027" y="91" />
	<landmark type="Comet2_free" x="627" y="110" />
	<landmark type="Comet2_free" x="801" y="113" />
	<landmark type="Comet1" x="1280" y="156" />
	<landmark type="Comet1_free" x="1157" y="166" />
	<landmark type="Comet2_free" x="946" y="176" />
	<landmark type="Comet1_free" x="1680" y="206" />
	<landmark type="Comet2_free" x="713" y="206" />
	<landmark type="Comet1" x="1408" y="234" />
	<landmark type="Comet1_free" x="1304" y="245" />
	<landmark type="Comet2_free" x="1077" y="263" />
	<landmark type="Comet2_free" x="878" y="272" />
	<landmark type="Comet1_free" x="1428" y="295" />
	<landmark type="Comet1" x="1792" y="312" />
	<landmark type="Comet1" x="1536" y="312" />
	<landmark type="Comet2_free" x="1249" y="337" />
	<landmark type="Comet2_free" x="1005" y="356" />
	<landmark type="Comet1_free" x="1577" y="363" />
	<landmark type="Comet1" x="1920" y="390" />
	<landmark type="Comet1" x="1664" y="390" />
	<landmark type="Comet2_free" x="1120" y="403" />
	<landmark type="Comet2_free" x="1384" y="415" />
	<landmark type="Comet1" x="2048" y="468" />
	<landmark type="Comet1" x="1792" y="468" />
	<landmark type="Comet1" x="2304" y="468" />
	<landmark type="Comet2_free" x="1239" y="479" />
	<landmark type="Comet2_free" x="1563" y="487" />
	<landmark type="Comet2_free" x="1401" y="540" />
	<landmark type="Comet1" x="1920" y="546" />
	<landmark type="Comet1" x="2176" y="546" />
	<landmark type="Comet2_free" x="1699" y="564" />
	<landmark type="Comet1_free" x="2038" y="590" />
	<landmark type="Comet2_free" x="1520" y="613" />
	<landmark type="Comet1" x="2560" y="624" />
	<landmark type="Comet1" x="2304" y="624" />
	<landmark type="Comet2_free" x="1865" y="638" />
	<landmark type="Comet1_free" x="2197" y="638" />
	<landmark type="Comet2_free" x="1690" y="685" />
	<landmark type="Comet1_free" x="2340" y="688" />
	<landmark type="Comet1" x="2432" y="702" />
	<landmark type="Comet1" x="2688" y="702" />
	<landmark type="Comet2_free" x="2029" y="704" />
	<landmark type="Comet2_free" x="1844" y="759" />
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	<landmark type="Comet1" x="2560" y="780" />
	<landmark type="Comet1" x="2816" y="780" />
	<landmark type="Comet2_free" x="2018" y="807" />
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