<level>
	<triggers>
		<trigger i="START" >
			<forbid_construction hint="$hierarchy.Secret3.NoBuilding" />
			<wait time="5000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Start" />
			<set_objective text="$hierarchy.Secret3.TaskExplore" />
		</trigger>
		<trigger i="ITEM_USE" >
			<add_item_use>
				<item>EnergySphere</item>
				<at_area name="ph_1" />
				<switch name="ph_1_on" />
			</add_item_use>
			<add_item_use>
				<item>EnergySphere</item>
				<at_area name="ph_2" />
				<switch name="ph_2_on" />
			</add_item_use>
			<add_item_use>
				<item>EnergySphere</item>
				<at_area name="ph_3" />
				<switch name="ph_3_on" />
			</add_item_use>
			<add_item_use>
				<item>EnergySphere</item>
				<at_area name="ph_4" />
				<switch name="ph_4_on" />
			</add_item_use>
			<add_item_use>
				<item>LightningTrap</item>
				<at_area name="lt_1" />
				<switch name="lt_1_on" />
			</add_item_use>
			<add_item_use>
				<item>LightningTrap</item>
				<at_area name="lt_2" />
				<switch name="lt_2_on" />
			</add_item_use>
			<add_item_use>
				<item>LightningTrap</item>
				<at_area name="lt_3" />
				<switch name="lt_3_on" />
			</add_item_use>
			<add_item_use>
				<item>LightningTrap</item>
				<at_area name="lt_4" />
				<switch name="lt_4_on" />
			</add_item_use>
		</trigger>
		<trigger i="LT 1" >
			<if_switch name="lt_1_on" />
			<create>
				<structure>LightningTrap</structure>
				<at_area name="lt_1" />
			</create>
			<wait time="1000" />
			<set_switch name="ch_1_on" />
		</trigger>
		<trigger i="LT 2" >
			<if_switch name="lt_2_on" />
			<create>
				<structure>LightningTrap</structure>
				<at_area name="lt_2" />
			</create>
			<wait time="1000" />
			<set_switch name="ch_2_on" />
		</trigger>
		<trigger i="LT 3" >
			<if_switch name="lt_3_on" />
			<create>
				<structure>LightningTrap</structure>
				<at_area name="lt_3" />
			</create>
			<wait time="1000" />
			<set_switch name="ch_3_on" />
		</trigger>
		<trigger i="LT 4" >
			<if_switch name="lt_4_on" />
			<create>
				<structure>LightningTrap</structure>
				<at_area name="lt_4" />
			</create>
			<wait time="1000" />
			<set_switch name="ch_4_on" />
		</trigger>
		<trigger i="CH 1 ON" >
			<if_switch name="ch_1_on" />
			<suspend_scroll/>
			<reveal_map>
				<radius>100</radius>
				<at_area name="charger_1" />
			</reveal_map>
			<scroll_view>
				<at_area name="charger_1" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="500" />
			<set_state>
				<structure>SkyGameBlue</structure>
				<at_area name="charger_1" />
			</set_state>
			<resume_scroll/>
		</trigger>
		<trigger i="CH 2 ON" >
			<if_switch name="ch_2_on" />
			<suspend_scroll/>
			<reveal_map>
				<radius>100</radius>
				<at_area name="charger_2" />
			</reveal_map>
			<scroll_view>
				<at_area name="charger_2" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="500" />
			<set_state>
				<structure>SkyGameBlue</structure>
				<at_area name="charger_2" />
			</set_state>
			<resume_scroll/>
		</trigger>
		<trigger i="CH 3 ON" >
			<if_switch name="ch_3_on" />
			<suspend_scroll/>
			<reveal_map>
				<radius>100</radius>
				<at_area name="charger_3" />
			</reveal_map>
			<scroll_view>
				<at_area name="charger_3" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="500" />
			<set_state>
				<structure>SkyGameBlue</structure>
				<at_area name="charger_3" />
			</set_state>
			<resume_scroll/>
		</trigger>
		<trigger i="CH 4 ON" >
			<if_switch name="ch_4_on" />
			<suspend_scroll/>
			<reveal_map>
				<radius>100</radius>
				<at_area name="charger_4" />
			</reveal_map>
			<scroll_view>
				<at_area name="charger_4" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="500" />
			<set_state>
				<structure>SkyGameBlue</structure>
				<at_area name="charger_4" />
			</set_state>
			<resume_scroll/>
		</trigger>
		<trigger i="CHARGER ON" >
			<if_switch name="ch_1_on" />
			<if_switch name="ch_2_on" />
			<if_switch name="ch_3_on" />
			<if_switch name="ch_4_on" />
			<wait time="2500" />
			<quest/>
			<inc_quest_counter/>
			<add_item_use>
				<item>DischargedSphere</item>
				<at_area name="charger" />
				<switch name="use_charge" />
			</add_item_use>
		</trigger>
		<trigger i="CHARGE" repeat="1" >
			<if_switch name="use_charge" />
			<set_switch name="use_charge" state="false" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="charger" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="charger" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="charger" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="charger" />
				<state>true</state>
			</set_state>
			<wait time="500" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="charger" />
				<state>false</state>
			</set_state>
			<give>
				<item>EnergySphere</item>
			</give>
			<add_item_use>
				<item>DischargedSphere</item>
				<at_area name="charger" />
				<switch name="use_charge" />
			</add_item_use>
		</trigger>
		<trigger i="PH 1 ON" >
			<if_switch name="ph_1_on" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="ph_1" />
				<state>true</state>
			</set_state>
			<wait time="1000" />
			<set_switch name="lh_1_on" />
		</trigger>
		<trigger i="LH 1 ON" >
			<if_switch name="lh_1_on" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="mist_1" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="mist_1" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<effect name="light_sphere" />
			<set_state>
				<structure>LightHousePlanetOff</structure>
				<at_area name="lh_1" />
				<state>true</state>
			</set_state>
			<destroy>
				<structure>Mist1</structure>
				<at_area name="mist_1" />
			</destroy>
			<destroy>
				<structure>Mist2</structure>
				<at_area name="mist_1" />
			</destroy>
			<destroy>
				<structure>Mist3</structure>
				<at_area name="mist_1" />
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp1_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<no_sync/>
				<at_area>wp1_2</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp1_3</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="PH 2 ON" >
			<if_switch name="ph_2_on" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="ph_2" />
				<state>true</state>
			</set_state>
			<wait time="1000" />
			<set_switch name="lh_2_on" />
		</trigger>
		<trigger i="LH 2 ON" >
			<if_switch name="lh_2_on" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="mist_2" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="mist_2" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<effect name="light_sphere" />
			<set_state>
				<structure>LightHousePlanetOff</structure>
				<at_area name="lh_2" />
				<state>true</state>
			</set_state>
			<destroy>
				<structure>Mist1</structure>
				<at_area name="mist_2" />
			</destroy>
			<destroy>
				<structure>Mist2</structure>
				<at_area name="mist_2" />
			</destroy>
			<destroy>
				<structure>Mist3</structure>
				<at_area name="mist_2" />
			</destroy>
			<add_waypoint>
				<at_area>wp2_1</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="PH 3 ON" >
			<if_switch name="ph_3_on" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="ph_3" />
				<state>true</state>
			</set_state>
			<wait time="1000" />
			<set_switch name="lh_3_on" />
		</trigger>
		<trigger i="LH 3 ON" >
			<if_switch name="lh_3_on" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="mist_3" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="mist_3" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<effect name="light_sphere" />
			<set_state>
				<structure>LightHousePlanetOff</structure>
				<at_area name="lh_3" />
				<state>true</state>
			</set_state>
			<destroy>
				<structure>Mist1</structure>
				<at_area name="mist_3" />
			</destroy>
			<destroy>
				<structure>Mist2</structure>
				<at_area name="mist_3" />
			</destroy>
			<destroy>
				<structure>Mist3</structure>
				<at_area name="mist_3" />
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp3_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp3_2</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="PH 4 ON" >
			<if_switch name="ph_4_on" />
			<set_state>
				<structure>PowerHouse</structure>
				<at_area name="ph_4" />
				<state>true</state>
			</set_state>
			<wait time="1000" />
			<set_switch name="lh_4_on" />
		</trigger>
		<trigger i="LH 4 ON" >
			<if_switch name="lh_4_on" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="mist_4" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="mist_4" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<effect name="light_sphere" />
			<set_state>
				<structure>LightHousePlanetOff</structure>
				<at_area name="lh_4" />
				<state>true</state>
			</set_state>
			<destroy>
				<structure>Mist1</structure>
				<at_area name="mist_4" />
			</destroy>
			<destroy>
				<structure>Mist2</structure>
				<at_area name="mist_4" />
			</destroy>
			<destroy>
				<structure>Mist3</structure>
				<at_area name="mist_4" />
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp4_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp4_2</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="GAME INIT" >
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h29" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h39" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h59" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h18" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h28" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h38" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelExit</to>
				<at_area name="h48" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h58" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h68" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h17" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h27" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h37" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h47" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h57" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h67" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h77" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h06" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h16" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h26" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h36" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h46" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h56" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h66" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h76" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h05" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h15" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h25" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h35" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h45" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h55" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h65" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h75" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h04" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h14" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h24" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h34" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h44" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h54" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h64" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h13" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h23" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h33" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h43" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h53" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h63" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h22" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h32" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h42" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelPass</to>
				<at_area name="h52" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h62" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h31" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelNode</to>
				<at_area name="h41" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h51" />
			</replace>
			<replace>
				<structure>SkyPanel</structure>
				<to>SkyPanelWall</to>
				<at_area name="h40" />
			</replace>
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h41" />
				<group>MazeAruku</group>
			</create>
			<set_value name="#h_x" value="4" />
			<set_value name="#h_y" value="1" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h41" />
			</set_state>
			<set_value name="#h_turns" value="3" />
			<set_switch name="h_sync_turns" />
		</trigger>
		<trigger i="MAZE LEFT" repeat="1" >
			<if_switch name="hint.h_left" />
			<set_switch name="hint.h_left" state="false" />
			<copy_value name="#h_x" to="#h_new_x" />
			<copy_value name="#h_y" to="#h_new_y" />
			<dec_value name="#h_new_x" />
			<set_switch name="h_try_move" />
		</trigger>
		<trigger i="MAZE UP" repeat="1" >
			<if_switch name="hint.h_up" />
			<set_switch name="hint.h_up" state="false" />
			<copy_value name="#h_x" to="#h_new_x" />
			<copy_value name="#h_y" to="#h_new_y" />
			<inc_value name="#h_new_y" />
			<set_switch name="h_try_move" />
		</trigger>
		<trigger i="MAZE RIGHT" repeat="1" >
			<if_switch name="hint.h_right" />
			<set_switch name="hint.h_right" state="false" />
			<copy_value name="#h_x" to="#h_new_x" />
			<copy_value name="#h_y" to="#h_new_y" />
			<inc_value name="#h_new_x" />
			<set_switch name="h_try_move" />
		</trigger>
		<trigger i="MAZE DOWN" repeat="1" >
			<if_switch name="hint.h_down" />
			<set_switch name="hint.h_down" state="false" />
			<copy_value name="#h_x" to="#h_new_x" />
			<copy_value name="#h_y" to="#h_new_y" />
			<dec_value name="#h_new_y" />
			<set_switch name="h_try_move" />
		</trigger>
		<trigger i="CHECK TURNS" repeat="1" >
			<if_switch name="h_try_move" />
			<if_switch name="h_no_turns" />
			<set_switch name="h_try_move" state="false" />
		</trigger>
		<trigger i="MAZE TURN" repeat="1" >
			<if_switch name="h_try_move" />
			<set_value name="#h_trg" value="0" />
		</trigger>
		<trigger i="MAZE MOVE 4 0" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="0" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h40" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 1" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="1" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h31" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 1" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="1" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h41" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 1" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="1" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h51" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 2" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="2" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h22" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 2" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="2" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h32" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 2" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="2" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h42" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 2" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="2" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h52" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 2" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="2" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h62" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 1 3" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="1" />
			<if_value name="#h_new_y" sign="eq" value="3" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h13" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 3" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="3" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h23" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 3" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="3" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h33" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 3" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="3" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h43" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 3" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="3" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h53" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 3" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="3" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h63" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 0 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="0" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h04" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 1 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="1" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h14" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h24" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h34" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h44" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h54" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 4" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="4" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h64" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 0 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="0" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h05" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 1 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="1" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h15" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h25" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h35" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h45" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h55" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h65" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 7 5" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="7" />
			<if_value name="#h_new_y" sign="eq" value="5" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h75" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 0 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="0" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h06" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 1 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="1" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h16" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h26" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h36" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h46" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h56" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h66" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 7 6" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="7" />
			<if_value name="#h_new_y" sign="eq" value="6" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h76" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 1 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="1" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h17" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h27" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h37" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h47" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h57" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_value name="#h_trg" value="2" />
			<set_state>
				<structure>SkyPanelNode</structure>
				<at_area name="h67" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 7 7" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="7" />
			<if_value name="#h_new_y" sign="eq" value="7" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h77" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 1 8" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="1" />
			<if_value name="#h_new_y" sign="eq" value="8" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h18" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 8" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="8" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h28" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 8" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="8" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h38" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 4 8" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="4" />
			<if_value name="#h_new_y" sign="eq" value="8" />
			<set_value name="#h_trg" value="3" />
			<set_state>
				<structure>SkyPanelExit</structure>
				<at_area name="h48" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 8" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="8" />
			<set_value name="#h_trg" value="1" />
			<set_state>
				<structure>SkyPanelPass</structure>
				<at_area name="h58" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 6 8" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="6" />
			<if_value name="#h_new_y" sign="eq" value="8" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h68" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 2 9" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="2" />
			<if_value name="#h_new_y" sign="eq" value="9" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h29" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 3 9" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="3" />
			<if_value name="#h_new_y" sign="eq" value="9" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h39" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE 5 9" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_new_x" sign="eq" value="5" />
			<if_value name="#h_new_y" sign="eq" value="9" />
			<set_state>
				<structure>SkyPanelWall</structure>
				<at_area name="h59" />
			</set_state>
		</trigger>
		<trigger i="MAZE MOVE WALL" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_trg" sign="eq" value="0" />
			<set_switch name="h_try_move" state="false" />
		</trigger>
		<trigger i="MAZE MOVE PASS" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_trg" sign="eq" value="1" />
			<destroy>
				<group>MazeAruku</group>
			</destroy>
			<copy_value name="#h_new_x" to="#h_x" />
			<copy_value name="#h_new_y" to="#h_y" />
			<set_switch name="h_try_move" state="false" />
			<set_switch name="h_sync" />
			<dec_value name="#h_turns" />
			<set_switch name="h_sync_turns" />
		</trigger>
		<trigger i="MAZE MOVE NODE" repeat="1" >
			<if_switch name="h_try_move" />
			<if_value name="#h_trg" sign="eq" value="2" />
			<destroy>
				<group>MazeAruku</group>
			</destroy>
			<copy_value name="#h_new_x" to="#h_x" />
			<copy_value name="#h_new_y" to="#h_y" />
			<set_switch name="h_try_move" state="false" />
			<set_switch name="h_sync" />
			<set_value name="#h_turns" value="3" />
			<set_switch name="h_sync_turns" />
		</trigger>
		<trigger i="MAZE MOVE EXIT" >
			<if_switch name="h_try_move" />
			<if_value name="#h_trg" sign="eq" value="3" />
			<destroy>
				<group>MazeAruku</group>
			</destroy>
			<copy_value name="#h_new_x" to="#h_x" />
			<copy_value name="#h_new_y" to="#h_y" />
			<set_switch name="h_try_move" state="false" />
			<set_switch name="h_sync" />
			<set_value name="#h_turns" value="3" />
			<set_switch name="h_sync_turns" />
			<quest/>
			<inc_quest_counter/>
			<create>
				<item>EnergySphere</item>
				<at_area name="h_exit" />
			</create>
			<set_hint>
				<structure>SkyBtn</structure>
				<count>4</count>
				<at_area name="h_buttons" />
			</set_hint>
			<set_switch name="h_off" />
		</trigger>
		<trigger i="MAZE SYNC 4 1" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="4" />
			<if_value name="#h_y" sign="eq" value="1" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h41" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 3 2" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="3" />
			<if_value name="#h_y" sign="eq" value="2" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h32" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 4 2" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="4" />
			<if_value name="#h_y" sign="eq" value="2" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h42" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 5 2" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="5" />
			<if_value name="#h_y" sign="eq" value="2" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h52" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 2 3" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="2" />
			<if_value name="#h_y" sign="eq" value="3" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h23" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 3 3" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="3" />
			<if_value name="#h_y" sign="eq" value="3" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h33" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 4 3" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="4" />
			<if_value name="#h_y" sign="eq" value="3" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h43" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 5 3" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="5" />
			<if_value name="#h_y" sign="eq" value="3" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h53" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 1 4" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="1" />
			<if_value name="#h_y" sign="eq" value="4" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h14" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 2 4" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="2" />
			<if_value name="#h_y" sign="eq" value="4" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h24" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 3 4" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="3" />
			<if_value name="#h_y" sign="eq" value="4" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h34" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 4 4" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="4" />
			<if_value name="#h_y" sign="eq" value="4" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h44" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 1 5" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="1" />
			<if_value name="#h_y" sign="eq" value="5" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h15" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 5 5" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="5" />
			<if_value name="#h_y" sign="eq" value="5" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h55" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 6 5" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="6" />
			<if_value name="#h_y" sign="eq" value="5" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h65" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 1 6" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="1" />
			<if_value name="#h_y" sign="eq" value="6" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h16" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 2 6" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="2" />
			<if_value name="#h_y" sign="eq" value="6" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h26" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 3 6" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="3" />
			<if_value name="#h_y" sign="eq" value="6" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h36" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 4 6" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="4" />
			<if_value name="#h_y" sign="eq" value="6" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h46" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 5 6" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="5" />
			<if_value name="#h_y" sign="eq" value="6" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h56" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 6 6" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="6" />
			<if_value name="#h_y" sign="eq" value="6" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h66" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 2 7" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="2" />
			<if_value name="#h_y" sign="eq" value="7" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h27" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 5 7" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="5" />
			<if_value name="#h_y" sign="eq" value="7" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h57" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 6 7" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="6" />
			<if_value name="#h_y" sign="eq" value="7" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h67" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 2 8" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="2" />
			<if_value name="#h_y" sign="eq" value="8" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h28" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 4 8" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="4" />
			<if_value name="#h_y" sign="eq" value="8" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h48" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE SYNC 5 8" repeat="1" >
			<if_switch name="h_sync" />
			<if_value name="#h_x" sign="eq" value="5" />
			<if_value name="#h_y" sign="eq" value="8" />
			<create>
				<structure>ArukuImage</structure>
				<at_area name="h58" />
				<group>MazeAruku</group>
			</create>
			<set_switch name="h_sync" state="false" />
		</trigger>
		<trigger i="MAZE OFF" >
			<if_switch name="h_off" />
			<wait time="1000" />
			<destroy>
				<group>MazeAruku</group>
			</destroy>
		</trigger>
		<trigger i="MAZE SYNC TURNS 3" repeat="1" >
			<if_switch name="h_sync_turns" />
			<if_value name="#h_turns" sign="eq" value="3" />
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_3" />
				<state>true</state>
			</set_state>
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_2" />
				<state>true</state>
			</set_state>
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_1" />
				<state>true</state>
			</set_state>
			<set_switch name="h_sync_turns" state="false" />
			<set_switch name="h_no_turns" state="false" />
		</trigger>
		<trigger i="MAZE SYNC TURNS 2" repeat="1" >
			<if_switch name="h_sync_turns" />
			<if_value name="#h_turns" sign="eq" value="2" />
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_3" />
				<state>false</state>
			</set_state>
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_2" />
				<state>true</state>
			</set_state>
			<set_switch name="h_sync_turns" state="false" />
		</trigger>
		<trigger i="MAZE SYNC TURNS 1" repeat="1" >
			<if_switch name="h_sync_turns" />
			<if_value name="#h_turns" sign="eq" value="1" />
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_2" />
				<state>false</state>
			</set_state>
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_1" />
				<state>true</state>
			</set_state>
			<set_switch name="h_sync_turns" state="false" />
		</trigger>
		<trigger i="MAZE SYNC TURNS 0" repeat="1" >
			<if_switch name="h_sync_turns" />
			<set_state>
				<structure>SkyGame</structure>
				<at_area name="h_turns_1" />
				<state>false</state>
			</set_state>
			<set_switch name="h_sync_turns" state="false" />
			<set_switch name="h_no_turns" />
		</trigger>
		<trigger i="MAZE NO TURNS" repeat="1" >
			<if_switch name="h_no_turns" />
			<wait time="1000" />
			<destroy>
				<group>MazeAruku</group>
			</destroy>
			<set_value name="#h_x" value="4" />
			<set_value name="#h_y" value="1" />
			<set_switch name="h_sync" />
			<set_value name="#h_turns" value="3" />
			<set_switch name="h_sync_turns" />
		</trigger>
		<trigger i="NEAR MAZE" >
			<if_has>
				<unit/>
				<at_area name="near_maze" />
			</if_has>
			<reveal_map>
				<radius>256</radius>
				<at_area name="near_maze" />
			</reveal_map>
		</trigger>
		<trigger i="LAKE 1" >
			<if_has>
				<unit/>
				<at_area name="near_lake_1" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_1" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_1" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake1</landmark>
				<at_area name="lake_1" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake1" />
		</trigger>
		<trigger i="LAKE 2" >
			<if_has>
				<unit/>
				<at_area name="near_lake_2" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_2" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_2" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake2</landmark>
				<at_area name="lake_2" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake2" />
		</trigger>
		<trigger i="LAKE 3" >
			<if_has>
				<unit/>
				<at_area name="near_lake_3" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_3" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_3" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake3</landmark>
				<at_area name="lake_3" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake3" />
		</trigger>
		<trigger i="LAKE 4" >
			<if_has>
				<unit/>
				<at_area name="near_lake_4" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_4" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_4" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake4</landmark>
				<at_area name="lake_4" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake4" />
		</trigger>
		<trigger i="LAKE 5" >
			<if_has>
				<unit/>
				<at_area name="near_lake_5" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_5" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_5" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake5</landmark>
				<at_area name="lake_5" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake5" />
		</trigger>
		<trigger i="LAKE 6" >
			<if_has>
				<unit/>
				<at_area name="near_lake_6" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_6" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_6" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake6</landmark>
				<at_area name="lake_6" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake6" />
		</trigger>
		<trigger i="LAKE 7" >
			<if_has>
				<unit/>
				<at_area name="near_lake_7" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_7" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_7" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake7</landmark>
				<at_area name="lake_7" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake7" />
		</trigger>
		<trigger i="LAKE 8" >
			<if_has>
				<unit/>
				<at_area name="near_lake_8" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_8" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_8" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake8</landmark>
				<at_area name="lake_8" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake8" />
		</trigger>
		<trigger i="LAKE 9" >
			<if_has>
				<unit/>
				<at_area name="near_lake_9" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_9" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_9" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLake9</landmark>
				<at_area name="lake_9" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Lake9" />
		</trigger>
		<trigger i="LAKE A" >
			<if_has>
				<unit/>
				<at_area name="near_lake_A" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake_A" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="lake_A" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<landmark>PlanetLakeA</landmark>
				<at_area name="lake_A" />
			</create>
			<wait time="3000" />
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.LakeA" />
		</trigger>
		<trigger i="NEAR POOL" >
			<if_has>
				<unit/>
				<at_area name="near_pool" />
			</if_has>
			<reveal_map>
				<at_area name="pool_reveal" />
				<radius>512</radius>
			</reveal_map>
			<focus_riddle/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="pool_focus" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Pool" />
			<give_silent>
				<item>TearOfHeavenItem</item>
			</give_silent>
			<add_item_use>
				<item>TearOfHeavenItem</item>
				<at_area name="pool" />
				<switch name="tear_used" />
			</add_item_use>
			<add_item_use>
				<item>TearOfHeavenItem</item>
				<at_area name="pool1" />
				<switch name="tear_used" />
			</add_item_use>
			<add_item_use>
				<item>TearOfHeavenItem</item>
				<at_area name="pool2" />
				<switch name="tear_used" />
			</add_item_use>
			<set_objective text="$hierarchy.Secret3.TaskTear" />
		</trigger>
		<trigger i="TEAR IN POOL" >
			<if_switch name="tear_used" />
			<wait time="1000" />
			<remove>
				<item>TearOfHeaven</item>
			</remove>
			<give>
				<item>PureTearOfHeaven</item>
			</give>
			<inc_quest_counter/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.Purify" />
			<wait time="3000" />
			<victory/>
			<set_event name="GE_TEAR_PURIFIED" />
			<complete_level id="27" />
		</trigger>
		<trigger i="NEAR GAME" >
			<if_has>
				<unit/>
				<at_area name="near_game" />
			</if_has>
			<focus_riddle/>
			<reveal_map>
				<radius>384</radius>
				<at_area name="chest" />
			</reveal_map>
		</trigger>
		<trigger i="GAME INIT" >
			<set_switch name="g11" state="false" />
			<set_switch name="g12" />
			<set_switch name="g13" state="false" />
			<set_switch name="g14" />
			<random_switch name="g21" />
			<random_switch name="g22" />
			<random_switch name="g23" />
			<random_switch name="g24" />
			<random_switch name="g31" />
			<random_switch name="g32" />
			<random_switch name="g33" />
			<random_switch name="g34" />
			<random_switch name="g41" />
			<random_switch name="g42" />
			<random_switch name="g43" />
			<random_switch name="g44" />
			<set_switch name="sync_g11" />
			<set_switch name="sync_g12" />
			<set_switch name="sync_g13" />
			<set_switch name="sync_g14" />
			<set_switch name="sync_g21" />
			<set_switch name="sync_g22" />
			<set_switch name="sync_g23" />
			<set_switch name="sync_g24" />
			<set_switch name="sync_g31" />
			<set_switch name="sync_g32" />
			<set_switch name="sync_g33" />
			<set_switch name="sync_g34" />
			<set_switch name="sync_g41" />
			<set_switch name="sync_g42" />
			<set_switch name="sync_g43" />
			<set_switch name="sync_g44" />
		</trigger>
		<trigger i="GAME 11" repeat="1" >
			<if_switch name="hint.g11" />
			<set_switch name="hint.g11" state="false" />
			<invert_switch name="g11" />
			<invert_switch name="g12" />
			<invert_switch name="g13" />
			<invert_switch name="g14" />
			<invert_switch name="g21" />
			<invert_switch name="g31" />
			<invert_switch name="g41" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_v1" />
		</trigger>
		<trigger i="GAME 12" repeat="1" >
			<if_switch name="hint.g12" />
			<set_switch name="hint.g12" state="false" />
			<invert_switch name="g11" />
			<invert_switch name="g12" />
			<invert_switch name="g13" />
			<invert_switch name="g14" />
			<invert_switch name="g22" />
			<invert_switch name="g32" />
			<invert_switch name="g42" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_v2" />
		</trigger>
		<trigger i="GAME 13" repeat="1" >
			<if_switch name="hint.g13" />
			<set_switch name="hint.g13" state="false" />
			<invert_switch name="g11" />
			<invert_switch name="g12" />
			<invert_switch name="g13" />
			<invert_switch name="g14" />
			<invert_switch name="g23" />
			<invert_switch name="g33" />
			<invert_switch name="g43" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_v3" />
		</trigger>
		<trigger i="GAME 14" repeat="1" >
			<if_switch name="hint.g14" />
			<set_switch name="hint.g14" state="false" />
			<invert_switch name="g11" />
			<invert_switch name="g12" />
			<invert_switch name="g13" />
			<invert_switch name="g14" />
			<invert_switch name="g24" />
			<invert_switch name="g34" />
			<invert_switch name="g44" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_v4" />
		</trigger>
		<trigger i="GAME 21" repeat="1" >
			<if_switch name="hint.g21" />
			<set_switch name="hint.g21" state="false" />
			<invert_switch name="g21" />
			<invert_switch name="g22" />
			<invert_switch name="g23" />
			<invert_switch name="g24" />
			<invert_switch name="g11" />
			<invert_switch name="g31" />
			<invert_switch name="g41" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_v1" />
		</trigger>
		<trigger i="GAME 22" repeat="1" >
			<if_switch name="hint.g22" />
			<set_switch name="hint.g22" state="false" />
			<invert_switch name="g21" />
			<invert_switch name="g22" />
			<invert_switch name="g23" />
			<invert_switch name="g24" />
			<invert_switch name="g12" />
			<invert_switch name="g32" />
			<invert_switch name="g42" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_v2" />
		</trigger>
		<trigger i="GAME 23" repeat="1" >
			<if_switch name="hint.g23" />
			<set_switch name="hint.g23" state="false" />
			<invert_switch name="g21" />
			<invert_switch name="g22" />
			<invert_switch name="g23" />
			<invert_switch name="g24" />
			<invert_switch name="g13" />
			<invert_switch name="g33" />
			<invert_switch name="g43" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_v3" />
		</trigger>
		<trigger i="GAME 24" repeat="1" >
			<if_switch name="hint.g24" />
			<set_switch name="hint.g24" state="false" />
			<invert_switch name="g21" />
			<invert_switch name="g22" />
			<invert_switch name="g23" />
			<invert_switch name="g24" />
			<invert_switch name="g14" />
			<invert_switch name="g34" />
			<invert_switch name="g44" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_v4" />
		</trigger>
		<trigger i="GAME 31" repeat="1" >
			<if_switch name="hint.g31" />
			<set_switch name="hint.g31" state="false" />
			<invert_switch name="g31" />
			<invert_switch name="g32" />
			<invert_switch name="g33" />
			<invert_switch name="g34" />
			<invert_switch name="g11" />
			<invert_switch name="g21" />
			<invert_switch name="g41" />
			<set_switch name="sync_h3" />
			<set_switch name="sync_v1" />
		</trigger>
		<trigger i="GAME 32" repeat="1" >
			<if_switch name="hint.g32" />
			<set_switch name="hint.g32" state="false" />
			<invert_switch name="g31" />
			<invert_switch name="g32" />
			<invert_switch name="g33" />
			<invert_switch name="g34" />
			<invert_switch name="g12" />
			<invert_switch name="g22" />
			<invert_switch name="g42" />
			<set_switch name="sync_h3" />
			<set_switch name="sync_v2" />
		</trigger>
		<trigger i="GAME 33" repeat="1" >
			<if_switch name="hint.g33" />
			<set_switch name="hint.g33" state="false" />
			<invert_switch name="g31" />
			<invert_switch name="g32" />
			<invert_switch name="g33" />
			<invert_switch name="g34" />
			<invert_switch name="g13" />
			<invert_switch name="g23" />
			<invert_switch name="g43" />
			<set_switch name="sync_h3" />
			<set_switch name="sync_v3" />
		</trigger>
		<trigger i="GAME 34" repeat="1" >
			<if_switch name="hint.g34" />
			<set_switch name="hint.g34" state="false" />
			<invert_switch name="g31" />
			<invert_switch name="g32" />
			<invert_switch name="g33" />
			<invert_switch name="g34" />
			<invert_switch name="g14" />
			<invert_switch name="g24" />
			<invert_switch name="g44" />
			<set_switch name="sync_h3" />
			<set_switch name="sync_v4" />
		</trigger>
		<trigger i="GAME 41" repeat="1" >
			<if_switch name="hint.g41" />
			<set_switch name="hint.g41" state="false" />
			<invert_switch name="g41" />
			<invert_switch name="g42" />
			<invert_switch name="g43" />
			<invert_switch name="g44" />
			<invert_switch name="g11" />
			<invert_switch name="g21" />
			<invert_switch name="g31" />
			<set_switch name="sync_h4" />
			<set_switch name="sync_v1" />
		</trigger>
		<trigger i="GAME 42" repeat="1" >
			<if_switch name="hint.g42" />
			<set_switch name="hint.g42" state="false" />
			<invert_switch name="g41" />
			<invert_switch name="g42" />
			<invert_switch name="g43" />
			<invert_switch name="g44" />
			<invert_switch name="g12" />
			<invert_switch name="g22" />
			<invert_switch name="g32" />
			<set_switch name="sync_h4" />
			<set_switch name="sync_v2" />
		</trigger>
		<trigger i="GAME 43" repeat="1" >
			<if_switch name="hint.g43" />
			<set_switch name="hint.g43" state="false" />
			<invert_switch name="g41" />
			<invert_switch name="g42" />
			<invert_switch name="g43" />
			<invert_switch name="g44" />
			<invert_switch name="g13" />
			<invert_switch name="g23" />
			<invert_switch name="g33" />
			<set_switch name="sync_h4" />
			<set_switch name="sync_v3" />
		</trigger>
		<trigger i="GAME 44" repeat="1" >
			<if_switch name="hint.g44" />
			<set_switch name="hint.g44" state="false" />
			<invert_switch name="g41" />
			<invert_switch name="g42" />
			<invert_switch name="g43" />
			<invert_switch name="g44" />
			<invert_switch name="g14" />
			<invert_switch name="g24" />
			<invert_switch name="g34" />
			<set_switch name="sync_h4" />
			<set_switch name="sync_v4" />
		</trigger>
		<trigger i="SYNC GAME H 1" repeat="1" >
			<if_switch name="sync_h1" />
			<set_switch name="sync_h1" state="false" />
			<set_switch name="sync_g11" />
			<set_switch name="sync_g12" />
			<set_switch name="sync_g13" />
			<set_switch name="sync_g14" />
		</trigger>
		<trigger i="SYNC GAME H 2" repeat="1" >
			<if_switch name="sync_h2" />
			<set_switch name="sync_h2" state="false" />
			<set_switch name="sync_g21" />
			<set_switch name="sync_g22" />
			<set_switch name="sync_g23" />
			<set_switch name="sync_g24" />
		</trigger>
		<trigger i="SYNC GAME H 3" repeat="1" >
			<if_switch name="sync_h3" />
			<set_switch name="sync_h3" state="false" />
			<set_switch name="sync_g31" />
			<set_switch name="sync_g32" />
			<set_switch name="sync_g33" />
			<set_switch name="sync_g34" />
		</trigger>
		<trigger i="SYNC GAME H 4" repeat="1" >
			<if_switch name="sync_h4" />
			<set_switch name="sync_h4" state="false" />
			<set_switch name="sync_g41" />
			<set_switch name="sync_g42" />
			<set_switch name="sync_g43" />
			<set_switch name="sync_g44" />
		</trigger>
		<trigger i="SYNC GAME V 1" repeat="1" >
			<if_switch name="sync_v1" />
			<set_switch name="sync_v1" state="false" />
			<set_switch name="sync_g11" />
			<set_switch name="sync_g21" />
			<set_switch name="sync_g31" />
			<set_switch name="sync_g41" />
		</trigger>
		<trigger i="SYNC GAME V 2" repeat="1" >
			<if_switch name="sync_v2" />
			<set_switch name="sync_v2" state="false" />
			<set_switch name="sync_g12" />
			<set_switch name="sync_g22" />
			<set_switch name="sync_g32" />
			<set_switch name="sync_g42" />
		</trigger>
		<trigger i="SYNC GAME V 3" repeat="1" >
			<if_switch name="sync_v3" />
			<set_switch name="sync_v3" state="false" />
			<set_switch name="sync_g13" />
			<set_switch name="sync_g23" />
			<set_switch name="sync_g33" />
			<set_switch name="sync_g43" />
		</trigger>
		<trigger i="SYNC GAME V 4" repeat="1" >
			<if_switch name="sync_v4" />
			<set_switch name="sync_v4" state="false" />
			<set_switch name="sync_g14" />
			<set_switch name="sync_g24" />
			<set_switch name="sync_g34" />
			<set_switch name="sync_g44" />
		</trigger>
		<trigger i="SYNC GAME 11 TRUE" repeat="1" >
			<if_switch name="sync_g11" />
			<if_switch name="g11" />
			<set_switch name="sync_g11" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g11</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 11 FALSE" repeat="1" >
			<if_switch name="sync_g11" />
			<if_not_switch name="g11" />
			<set_switch name="sync_g11" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g11</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 12 TRUE" repeat="1" >
			<if_switch name="sync_g12" />
			<if_switch name="g12" />
			<set_switch name="sync_g12" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g12</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 12 FALSE" repeat="1" >
			<if_switch name="sync_g12" />
			<if_not_switch name="g12" />
			<set_switch name="sync_g12" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g12</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 13 TRUE" repeat="1" >
			<if_switch name="sync_g13" />
			<if_switch name="g13" />
			<set_switch name="sync_g13" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g13</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 13 FALSE" repeat="1" >
			<if_switch name="sync_g13" />
			<if_not_switch name="g13" />
			<set_switch name="sync_g13" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g13</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 14 TRUE" repeat="1" >
			<if_switch name="sync_g14" />
			<if_switch name="g14" />
			<set_switch name="sync_g14" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g14</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 14 FALSE" repeat="1" >
			<if_switch name="sync_g14" />
			<if_not_switch name="g14" />
			<set_switch name="sync_g14" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g14</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 21 TRUE" repeat="1" >
			<if_switch name="sync_g21" />
			<if_switch name="g21" />
			<set_switch name="sync_g21" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g21</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 21 FALSE" repeat="1" >
			<if_switch name="sync_g21" />
			<if_not_switch name="g21" />
			<set_switch name="sync_g21" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g21</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 22 TRUE" repeat="1" >
			<if_switch name="sync_g22" />
			<if_switch name="g22" />
			<set_switch name="sync_g22" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g22</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 22 FALSE" repeat="1" >
			<if_switch name="sync_g22" />
			<if_not_switch name="g22" />
			<set_switch name="sync_g22" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g22</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 23 TRUE" repeat="1" >
			<if_switch name="sync_g23" />
			<if_switch name="g23" />
			<set_switch name="sync_g23" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g23</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 23 FALSE" repeat="1" >
			<if_switch name="sync_g23" />
			<if_not_switch name="g23" />
			<set_switch name="sync_g23" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g23</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 24 TRUE" repeat="1" >
			<if_switch name="sync_g24" />
			<if_switch name="g24" />
			<set_switch name="sync_g24" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g24</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 24 FALSE" repeat="1" >
			<if_switch name="sync_g24" />
			<if_not_switch name="g24" />
			<set_switch name="sync_g24" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g24</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 31 TRUE" repeat="1" >
			<if_switch name="sync_g31" />
			<if_switch name="g31" />
			<set_switch name="sync_g31" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g31</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 31 FALSE" repeat="1" >
			<if_switch name="sync_g31" />
			<if_not_switch name="g31" />
			<set_switch name="sync_g31" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g31</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 32 TRUE" repeat="1" >
			<if_switch name="sync_g32" />
			<if_switch name="g32" />
			<set_switch name="sync_g32" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g32</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 32 FALSE" repeat="1" >
			<if_switch name="sync_g32" />
			<if_not_switch name="g32" />
			<set_switch name="sync_g32" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g32</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 33 TRUE" repeat="1" >
			<if_switch name="sync_g33" />
			<if_switch name="g33" />
			<set_switch name="sync_g33" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g33</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 33 FALSE" repeat="1" >
			<if_switch name="sync_g33" />
			<if_not_switch name="g33" />
			<set_switch name="sync_g33" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g33</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 34 TRUE" repeat="1" >
			<if_switch name="sync_g34" />
			<if_switch name="g34" />
			<set_switch name="sync_g34" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g34</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 34 FALSE" repeat="1" >
			<if_switch name="sync_g34" />
			<if_not_switch name="g34" />
			<set_switch name="sync_g34" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g34</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 41 TRUE" repeat="1" >
			<if_switch name="sync_g41" />
			<if_switch name="g41" />
			<set_switch name="sync_g41" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g41</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 41 FALSE" repeat="1" >
			<if_switch name="sync_g41" />
			<if_not_switch name="g41" />
			<set_switch name="sync_g41" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g41</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 42 TRUE" repeat="1" >
			<if_switch name="sync_g42" />
			<if_switch name="g42" />
			<set_switch name="sync_g42" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g42</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 42 FALSE" repeat="1" >
			<if_switch name="sync_g42" />
			<if_not_switch name="g42" />
			<set_switch name="sync_g42" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g42</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 43 TRUE" repeat="1" >
			<if_switch name="sync_g43" />
			<if_switch name="g43" />
			<set_switch name="sync_g43" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g43</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 43 FALSE" repeat="1" >
			<if_switch name="sync_g43" />
			<if_not_switch name="g43" />
			<set_switch name="sync_g43" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g43</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 44 TRUE" repeat="1" >
			<if_switch name="sync_g44" />
			<if_switch name="g44" />
			<set_switch name="sync_g44" state="false" />
			<set_state>
				<state>true</state>
				<structure>SkyGameBlue</structure>
				<at_area>g44</at_area>
			</set_state>
		</trigger>
		<trigger i="SYNC GAME 44 FALSE" repeat="1" >
			<if_switch name="sync_g44" />
			<if_not_switch name="g44" />
			<set_switch name="sync_g44" state="false" />
			<set_state>
				<state>false</state>
				<structure>SkyGameBlue</structure>
				<at_area>g44</at_area>
			</set_state>
		</trigger>
		<trigger i="GAME WIN" >
			<if_switch name="g11" />
			<if_switch name="g12" />
			<if_switch name="g13" />
			<if_switch name="g14" />
			<if_switch name="g21" />
			<if_switch name="g22" />
			<if_switch name="g23" />
			<if_switch name="g24" />
			<if_switch name="g31" />
			<if_switch name="g32" />
			<if_switch name="g33" />
			<if_switch name="g34" />
			<if_switch name="g41" />
			<if_switch name="g42" />
			<if_switch name="g43" />
			<if_switch name="g44" />
			<set_hint>
				<structure>SkyGameBlue</structure>
				<count>16</count>
			</set_hint>
			<quest/>
			<destroy>
				<item>QuestChestS3</item>
				<at_area name="chest" />
			</destroy>
			<create>
				<item>Art17</item>
				<at_area name="chest" />
				<group>Art</group>
			</create>
			<set_switch name="art_dropped" />
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Secret3.ArtFound" />
			<inc_quest_counter/>
		</trigger>
	</triggers>
	<options>
		<id>27</id>
		<music>mystic</music>
	</options>
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