<level>
	<triggers>
		<trigger i="START" >
			<join_group>
				<side>neutral</side>
				<unit>Gull</unit>
				<at_area>gulls</at_area>
				<group>Gulls</group>
			</join_group>
			<focus>
				<group>Gulls</group>
				<at_area>gulls</at_area>
			</focus>
			<join_group>
				<side>enemy</side>
				<unit>Shark</unit>
				<at_area>sharks</at_area>
				<group>Sharks</group>
			</join_group>
			<focus>
				<group>Sharks</group>
				<at_area>sharks</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit>Penguin</unit>
				<at_area>penguins</at_area>
				<group>Penguins</group>
			</join_group>
			<focus>
				<group>Penguins</group>
				<at_area>penguins</at_area>
			</focus>
			<set_hint>
				<struct>Seal</struct>
				<at_area>seal</at_area>
				<hint>Level11.SealSilent</hint>
			</set_hint>
		</trigger>
		<trigger i="ARUKU" >
			<join_group>
				<unit>Aruku</unit>
				<side>player</side>
				<group>Aruku</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT ARUKU" >
			<if_group_empty name="Aruku" />
			<set_switch name="hero_fallen" />
			<wait time="3000" />
			<defeat_aruku/>
		</trigger>
		<trigger i="GURO" >
			<join_group>
				<unit>Guro</unit>
				<side>player</side>
				<group>Guro</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT GURO" >
			<if_group_empty name="Guro" />
			<set_switch name="hero_fallen" />
			<wait time="3000" />
			<defeat_guro/>
		</trigger>
		<trigger i="START2" >
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level11.Start" />
			<set_objective text="$hierarchy.Level11.TaskSeal" />
		</trigger>
		<trigger i="NEAR SEAL" >
			<if_has>
				<unit/>
				<at_area>near_seal</at_area>
			</if_has>
			<reveal_map>
				<at_area name="seal" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="seal_focus" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Wiseman" text="$hierarchy.Level11.WorldSeal" />
			<popup portrait="Chief" text="$hierarchy.Level11.Hints" />
			<set_switch name="give_totems" />
			<set_objective text="$hierarchy.Level11.TaskTotems" />
		</trigger>
		<trigger i="SEAL READY" >
			<if_switch name="dolphin_active" />
			<if_switch name="monkey_active" />
			<if_switch name="seagull_active" />
			<if_switch name="lizard_active" />
			<if_switch name="bear_active" />
			<if_switch name="whale_active" />
			<inc_quest_counter />
			<wait time="4000" />
			<set_hint>
				<structure>Seal</structure>
				<at_area>seal</at_area>
				<hint>Level11.SealActive</hint>
			</set_hint>
			<popup portrait="Chief" text="$hierarchy.Level11.SealReady" />
			<set_objective text="$hierarchy.Level11.TaskActivate" />
		</trigger>
		<trigger>
			<if_switch name="hint.Level11.SealActive" />
			<set_objective/>
			<quest/>
			<suspend_scroll/>
			<scroll_view>
				<at_area>seal_focus</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="3000" />
			<set_switch name="~hint.Level11.SealActive" />
			<set_theme theme="none" />
		</trigger>
		<trigger>
			<if_switch name="~hint.Level11.SealActive" />
			<inc_quest_counter />
			<effect name="humming" />
			<effect name="humming" />
			<kill_hint/>
			<set_hint>
				<structure>Seal</structure>
				<at_area>seal</at_area>
				<hint/>
			</set_hint>
			<suspend_scroll/>
			<scroll_view>
				<at_area>seal_focus</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<magic>SealBreak</magic>
				<at_area name="seal" />
			</create>
			<wait time="7000" />
			<effect name="humming" />
			<destroy>
				<magic>SealSphere</magic>
				<at_area name="seal" />
			</destroy>
			<destroy>
				<magic>SealRay</magic>
				<count>6</count>
			</destroy>
			<set_switch name="pedestals_off" />
			<wait time="3000" />
			<effect name="humming" />
			<destroy>
				<structure>Seal</structure>
				<at_area>seal</at_area>
			</destroy>
			<create>
				<structure>SealBroken</structure>
				<at_area>seal</at_area>
			</create>
			<wait time="5000" />
			<effect name="humming" />
			<create>
				<count>3</count>
				<side>enemy</side>
				<unit>Shade</unit>
				<at_area>near_seal</at_area>
				<group>Shades</group>
			</create>
			<wait time="7000" />
			<resume_scroll/>
			<wait time="3000" />
			<set_switch name="seal_destroyed" />
		</trigger>
		<trigger i="PEDESTALS_OFF" >
			<if_switch name="pedestals_off" />
			<destroy>
				<structure>PedestalSeagull</structure>
				<at_area name="seagull_place" />
			</destroy>
			<create>
				<structure>PedestalOff</structure>
				<at_area name="seagull_place" />
			</create>
			<destroy>
				<structure>PedestalBear</structure>
				<at_area name="bear_place" />
			</destroy>
			<create>
				<structure>PedestalOff</structure>
				<at_area name="bear_place" />
			</create>
			<destroy>
				<structure>PedestalLizard</structure>
				<at_area name="lizard_place" />
			</destroy>
			<create>
				<structure>PedestalOff</structure>
				<at_area name="lizard_place" />
			</create>
			<destroy>
				<structure>PedestalDolphin</structure>
				<at_area name="dolphin_place" />
			</destroy>
			<create>
				<structure>PedestalOff</structure>
				<at_area name="dolphin_place" />
			</create>
			<destroy>
				<structure>PedestalWhale</structure>
				<at_area name="whale_place" />
			</destroy>
			<create>
				<structure>PedestalOff</structure>
				<at_area name="whale_place" />
			</create>
			<destroy>
				<structure>PedestalMonkey</structure>
				<at_area name="monkey_place" />
			</destroy>
			<create>
				<structure>PedestalOff</structure>
				<at_area name="monkey_place" />
			</create>
		</trigger>
		<trigger i="SEAL DESTROYED" >
			<if_switch name="seal_destroyed" />
			<focus>
				<group>Shades</group>
				<at_area>startup</at_area>
			</focus>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level11.Shades" />
			<set_objective text="$hierarchy.Level11.TaskDefend" />
		</trigger>
		<trigger i="SHADES DESTROYED" >
			<if_switch name="seal_destroyed" />
			<if_group_empty name="Shades" />
			<set_objective/>
			<inc_quest_counter />
			<wait time="2000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level11.Final" />
			<wait time="3000" />
			<victory/>
			<complete_level id="11" />
			<unlock_level id="12" />
			<set_event name="GE_SKY_ISLAND_UNLOCKED" />
			<remove>
				<item name="DolphinTotem" />
			</remove>
			<remove>
				<item name="BearTotem" />
			</remove>
			<remove>
				<item name="LizardTotem" />
			</remove>
			<remove>
				<item name="SeagullTotem" />
			</remove>
			<remove>
				<item name="WhaleTotem" />
			</remove>
			<remove>
				<item name="MonkeyTotem" />
			</remove>
		</trigger>
		<trigger i="APPROACHING KEEPER" >
			<if_has>
				<side>player</side>
				<unit/>
				<at_area name="near_keeper" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="keeper" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="keeper" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="1000" />
			<popup portrait="Keeper" text="$hierarchy.Level11.Keeper" />
			<resume_scroll/>
			<set_hint>
				<structure>Keeper</structure>
				<at_area name="keeper" />
				<hint>Level11.Keeper</hint>
			</set_hint>
		</trigger>
		<trigger>
			<if_group_empty name="Sharks" />
			<quest/>
			<wait time="2000" />
			<popup portrait="Keeper" text="$hierarchy.Level11.Shamans" />
			<unlock_building name="ShamanTent" />
			<give>
				<item>Mask1</item>
			</give>
			<set_hint>
				<structure>Keeper</structure>
				<at_area name="keeper" />
				<hint>Level11.Keeper2</hint>
			</set_hint>
			<inc_quest_counter />
		</trigger>
		<trigger i="IDOLS" >
			<add_item_use>
				<item>IceCrystal</item>
				<count>25</count>
				<at_area>idol1</at_area>
				<switch>ice_given_1</switch>
			</add_item_use>
			<add_item_use>
				<item>IceCrystal</item>
				<count>25</count>
				<at_area>idol2</at_area>
				<switch>ice_given_2</switch>
			</add_item_use>
			<set_hint>
				<side>neutral</side>
				<building>ShieldIdol</building>
				<at_area>idol1</at_area>
				<hint>Level11.Idol1</hint>
			</set_hint>
			<set_hint>
				<side>neutral</side>
				<building>ThunderStormIdol</building>
				<at_area>idol2</at_area>
				<hint>Level11.Idol2</hint>
			</set_hint>
		</trigger>
		<trigger i="IDOL 1" >
			<if_switch name="hint.Level11.Idol1" />
			<set_item_hint>
				<item>IceCrystal</item>
				<tag>0</tag>
				<hint>$hierarchy.Hint.Level11.CrystalsForIdol1</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL 2" >
			<if_switch name="hint.Level11.Idol2" />
			<set_item_hint>
				<item>IceCrystal</item>
				<tag>1</tag>
				<hint>$hierarchy.Hint.Level11.CrystalsForIdol2</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL 1 JOIN" >
			<if_switch name="ice_given_1" />
			<set_item_hint>
				<item>IceCrystal</item>
				<tag>0</tag>
			</set_item_hint>
			<set_hint>
				<side>neutral</side>
				<building>ShieldIdol</building>
				<at_area>idol1</at_area>
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>ShieldIdol</building>
				<at_area>idol1</at_area>
			</set_owner>
			<inc_quest_counter />
		</trigger>
		<trigger i="IDOL 2 JOIN" >
			<if_switch name="ice_given_2" />
			<set_item_hint>
				<item>IceCrystal</item>
				<tag>1</tag>
			</set_item_hint>
			<set_hint>
				<side>neutral</side>
				<building>ThunderStormIdol</building>
				<at_area>idol2</at_area>
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>ThunderStormIdol</building>
				<at_area>idol2</at_area>
			</set_owner>
			<inc_quest_counter />
		</trigger>
		<trigger i="CHESTS" >
			<join_group>
				<item>Chest</item>
				<at_area name="chest1" />
				<group name="Chest1" />
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest2" />
				<group name="Chest2" />
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest3" />
				<group name="Chest3" />
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest4" />
				<group name="Chest4" />
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest5" />
				<group name="Chest5" />
			</join_group>
		</trigger>
		<trigger i="CHEST1" >
			<if_group_empty name="Chest1" />
			<set_switch name="art_dropped" />
			<create>
				<item>Art09</item>
				<group name="Art" />
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>RedGem</item>
				<sub_id>33</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>33</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>33</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level11.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="CHEST2" >
			<if_group_empty name="Chest2" />
			<create>
				<item>GreenGem</item>
				<sub_id>33</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>33</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>RedGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST3" >
			<if_group_empty name="Chest3" />
			<create>
				<item>YellowGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST4" >
			<if_group_empty name="Chest4" />
			<create>
				<item>GreenGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest4" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest4" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>34</sub_id>
				<at_area name="chest4" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST5" >
			<if_group_empty name="Chest5" />
			<create>
				<item>BlueGem</item>
				<sub_id>35</sub_id>
				<at_area name="chest5" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>35</sub_id>
				<at_area name="chest5" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>35</sub_id>
				<at_area name="chest5" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="START: GIVE ITEMS" >
			<if_switch name="give_totems" />
			<give_silent>
				<item name="DolphinTotemItem" />
			</give_silent>
			<give_silent>
				<item name="BearTotemItem" />
			</give_silent>
			<give_silent>
				<item name="LizardTotemItem" />
			</give_silent>
			<give_silent>
				<item name="SeagullTotemItem" />
			</give_silent>
			<give_silent>
				<item name="WhaleTotemItem" />
			</give_silent>
			<give_silent>
				<item name="MonkeyTotemItem" />
			</give_silent>
		</trigger>
		<trigger i="START: TOTEM USE DOLPHIN" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="dolphin" />
				<switch name="dolphin_active" />
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="dolphin" />
				<switch name="wrong_dolphin" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="dolphin" />
				<switch name="wrong_dolphin" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="dolphin" />
				<switch name="wrong_dolphin" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="dolphin" />
				<switch name="wrong_dolphin" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="dolphin" />
				<switch name="wrong_dolphin" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE MONKEY" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="monkey" />
				<switch name="wrong_monkey" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="monkey" />
				<switch name="monkey_active" />
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="monkey" />
				<switch name="wrong_monkey" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="monkey" />
				<switch name="wrong_monkey" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="monkey" />
				<switch name="wrong_monkey" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="monkey" />
				<switch name="wrong_monkey" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE SEAGULL" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="seagull" />
				<switch name="wrong_seagull" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="seagull" />
				<switch name="wrong_seagull" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="seagull" />
				<switch name="seagull_active" />
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="seagull" />
				<switch name="wrong_seagull" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="seagull" />
				<switch name="wrong_seagull" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="seagull" />
				<switch name="wrong_seagull" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE LIZARD" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="lizard" />
				<switch name="wrong_lizard" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="lizard" />
				<switch name="wrong_lizard" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="lizard" />
				<switch name="wrong_lizard" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="lizard" />
				<switch name="lizard_active" />
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="lizard" />
				<switch name="wrong_lizard" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="lizard" />
				<switch name="wrong_lizard" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE BEAR" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="bear" />
				<switch name="wrong_bear" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="bear" />
				<switch name="wrong_bear" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="bear" />
				<switch name="wrong_bear" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="bear" />
				<switch name="wrong_bear" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="bear" />
				<switch name="bear_active" />
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="bear" />
				<switch name="wrong_bear" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE WHALE" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="whale" />
				<switch name="wrong_whale" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="whale" />
				<switch name="wrong_whale" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="whale" />
				<switch name="wrong_whale" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="whale" />
				<switch name="wrong_whale" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="whale" />
				<switch name="wrong_whale" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="whale" />
				<switch name="whale_active" />
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE FRAUD 1" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="fraud1" />
				<switch name="wrong_fraud1" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="fraud1" />
				<switch name="wrong_fraud1" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="fraud1" />
				<switch name="wrong_fraud1" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="fraud1" />
				<switch name="wrong_fraud1" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="fraud1" />
				<switch name="wrong_fraud1" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="fraud1" />
				<switch name="wrong_fraud1" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE FRAUD 2" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="fraud2" />
				<switch name="wrong_fraud2" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="fraud2" />
				<switch name="wrong_fraud2" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="fraud2" />
				<switch name="wrong_fraud2" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="fraud2" />
				<switch name="wrong_fraud2" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="fraud2" />
				<switch name="wrong_fraud2" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="fraud2" />
				<switch name="wrong_fraud2" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE FRAUD 3" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="fraud3" />
				<switch name="wrong_fraud3" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="fraud3" />
				<switch name="wrong_fraud3" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="fraud3" />
				<switch name="wrong_fraud3" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="fraud3" />
				<switch name="wrong_fraud3" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="fraud3" />
				<switch name="wrong_fraud3" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="fraud3" />
				<switch name="wrong_fraud3" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE FRAUD 4" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="fraud4" />
				<switch name="wrong_fraud4" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="fraud4" />
				<switch name="wrong_fraud4" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="fraud4" />
				<switch name="wrong_fraud4" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="fraud4" />
				<switch name="wrong_fraud4" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="fraud4" />
				<switch name="wrong_fraud4" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="fraud4" />
				<switch name="wrong_fraud4" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE FRAUD 5" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="fraud5" />
				<switch name="wrong_fraud5" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="fraud5" />
				<switch name="wrong_fraud5" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="fraud5" />
				<switch name="wrong_fraud5" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="fraud5" />
				<switch name="wrong_fraud5" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="fraud5" />
				<switch name="wrong_fraud5" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="fraud5" />
				<switch name="wrong_fraud5" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="START: TOTEM USE FRAUD 6" >
			<add_item_use>
				<item name="DolphinTotemItem" />
				<at_area name="fraud6" />
				<switch name="wrong_fraud6" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="MonkeyTotemItem" />
				<at_area name="fraud6" />
				<switch name="wrong_fraud6" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="SeagullTotemItem" />
				<at_area name="fraud6" />
				<switch name="wrong_fraud6" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="LizardTotemItem" />
				<at_area name="fraud6" />
				<switch name="wrong_fraud6" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="BearTotemItem" />
				<at_area name="fraud6" />
				<switch name="wrong_fraud6" />
				<false/>
			</add_item_use>
			<add_item_use>
				<item name="WhaleTotemItem" />
				<at_area name="fraud6" />
				<switch name="wrong_fraud6" />
				<false/>
			</add_item_use>
		</trigger>
		<trigger i="DOLPHIN" >
			<if_switch name="dolphin_active" />
			<destroy>
				<structure>Pedestal</structure>
				<at_area name="dolphin_place" />
			</destroy>
			<create>
				<structure>PedestalDolphin</structure>
				<at_area name="dolphin_place" />
			</create>
			<create>
				<side>player</side>
				<magic>SealRay</magic>
				<at_area name="dolphin" />
			</create>
			<set_switch name="totem_used" />
		</trigger>
		<trigger i="WRONG USE DOLPHIN" repeat="true" >
			<if_not_switch name="dolphin_active" />
			<if_switch name="wrong_dolphin" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_dolphin" state="false" />
		</trigger>
		<trigger i="MONKEY" >
			<if_switch name="monkey_active" />
			<destroy>
				<structure>Pedestal</structure>
				<at_area name="monkey_place" />
			</destroy>
			<create>
				<structure>PedestalMonkey</structure>
				<at_area name="monkey_place" />
			</create>
			<create>
				<side>player</side>
				<magic>SealRay</magic>
				<at_area name="monkey" />
			</create>
			<set_switch name="totem_used" />
		</trigger>
		<trigger i="WRONG USE MONKEY" repeat="true" >
			<if_not_switch name="monkey_active" />
			<if_switch name="wrong_monkey" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_monkey" state="false" />
		</trigger>
		<trigger i="SEAGULL" >
			<if_switch name="seagull_active" />
			<destroy>
				<structure>Pedestal</structure>
				<at_area name="seagull_place" />
			</destroy>
			<create>
				<structure>PedestalSeagull</structure>
				<at_area name="seagull_place" />
			</create>
			<create>
				<side>player</side>
				<magic>SealRay</magic>
				<at_area name="seagull" />
			</create>
			<set_switch name="totem_used" />
		</trigger>
		<trigger i="WRONG USE SEAGULL" repeat="true" >
			<if_not_switch name="seagull_active" />
			<if_switch name="wrong_seagull" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_seagull" state="false" />
		</trigger>
		<trigger i="LIZARD" >
			<if_switch name="lizard_active" />
			<destroy>
				<structure>Pedestal</structure>
				<at_area name="lizard_place" />
			</destroy>
			<create>
				<structure>PedestalLizard</structure>
				<at_area name="lizard_place" />
			</create>
			<create>
				<side>player</side>
				<magic>SealRay</magic>
				<at_area name="lizard" />
			</create>
			<set_switch name="totem_used" />
		</trigger>
		<trigger i="WRONG USE LIZARD" repeat="true" >
			<if_not_switch name="lizard_active" />
			<if_switch name="wrong_lizard" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_lizard" state="false" />
		</trigger>
		<trigger i="BEAR" >
			<if_switch name="bear_active" />
			<destroy>
				<structure>Pedestal</structure>
				<at_area name="bear_place" />
			</destroy>
			<create>
				<structure>PedestalBear</structure>
				<at_area name="bear_place" />
			</create>
			<create>
				<side>player</side>
				<magic>SealRay</magic>
				<at_area name="bear" />
			</create>
			<set_switch name="totem_used" />
		</trigger>
		<trigger i="WRONG USE BEAR" repeat="true" >
			<if_not_switch name="bear_active" />
			<if_switch name="wrong_bear" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_bear" state="false" />
		</trigger>
		<trigger i="WHALE" >
			<if_switch name="whale_active" />
			<destroy>
				<structure>Pedestal</structure>
				<at_area name="whale_place" />
			</destroy>
			<create>
				<structure>PedestalWhale</structure>
				<at_area name="whale_place" />
			</create>
			<create>
				<side>player</side>
				<magic>SealRay</magic>
				<at_area name="whale_place" />
			</create>
			<set_switch name="totem_used" />
		</trigger>
		<trigger i="WRONG USE WHALE" repeat="true" >
			<if_not_switch name="whale_active" />
			<if_switch name="wrong_whale" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_whale" state="false" />
		</trigger>
		<trigger i="WRONG USE FRAUD 1" repeat="true" >
			<if_switch name="wrong_fraud1" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_fraud1" state="false" />
		</trigger>
		<trigger i="WRONG USE FRAUD 2" repeat="true" >
			<if_switch name="wrong_fraud2" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_fraud2" state="false" />
		</trigger>
		<trigger i="WRONG USE FRAUD 3" repeat="true" >
			<if_switch name="wrong_fraud3" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_fraud3" state="false" />
		</trigger>
		<trigger i="WRONG USE FRAUD 4" repeat="true" >
			<if_switch name="wrong_fraud4" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_fraud4" state="false" />
		</trigger>
		<trigger i="WRONG USE FRAUD 5" repeat="true" >
			<if_switch name="wrong_fraud5" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_fraud5" state="false" />
		</trigger>
		<trigger i="WRONG USE FRAUD 6" repeat="true" >
			<if_switch name="wrong_fraud6" />
			<set_switch name="wrong_totem" />
			<set_switch name="wrong_fraud6" state="false" />
		</trigger>
		<trigger i="WRONG TOTEM 2" repeat="1" >
			<if_switch name="wrong_totem" />
			<if_switch name="wrong_totem2" />
			<set_switch name="wrong_totem" state="false" />
			<create>
				<side>enemy</side>
				<magic>PedestalAnger</magic>
				<at_area name="seal" />
			</create>
			<focus_danger/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="startup" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="1000" />
			<set_switch name="oh_no2" />
		</trigger>
		<trigger i="OH NO 2" repeat="1" >
			<if_switch name="oh_no2" />
			<set_switch name="oh_no2" state="false" />
			<if_not_switch name="hero_fallen" />
			<popup portrait="Chief" text="$hierarchy.Level11.OhNo2" />
		</trigger>
		<trigger i="WRONG TOTEM" >
			<if_switch name="wrong_totem" />
			<set_switch name="wrong_totem" state="false" />
			<set_switch name="wrong_totem2" />
			<create>
				<side>enemy</side>
				<magic>PedestalAnger</magic>
				<at_area name="seal" />
			</create>
			<focus_danger/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="startup" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="1000" />
			<set_switch name="oh_no" />
		</trigger>
		<trigger i="OH NO" >
			<if_switch name="oh_no" />
			<if_not_switch name="hero_fallen" />
			<popup portrait="Chief" text="$hierarchy.Level11.OhNo" />
			<popup portrait="Wiseman" text="$hierarchy.Level11.Pedestals" />
		</trigger>
		<trigger i="FIRST TOTEM" >
			<if_switch name="totem_used" />
			<create>
				<magic>SealSphere</magic>
				<at_area name="seal" />
			</create>
		</trigger>
	</triggers>
	<options>
		<id>11</id>
		<music>winter</music>
	</options>
	<size x="3072" y="3072" />
	<player_base x="1432" y="2652" />
	<terrain>Snow128</terrain>
	<landmark type="IcyBeachFree" x="136" y="249" />
	<landmark type="IcyBeachFree" x="200" y="326" />
	<landmark type="IcyBeach" x="2432" y="702" />
	<landmark type="IcyBeachFree" x="2306" y="731" />
	<landmark type="IcyBeach" x="2304" y="780" />
	<landmark type="IcyBeach" x="2560" y="780" />
	<landmark type="IcyBeach" x="2432" y="858" />
	<landmark type="IcyBeach" x="256" y="1248" />
	<landmark type="IcyBeachFree" x="2757" y="1304" />
	<landmark type="IcyBeach" x="384" y="1326" />
	<landmark type="IcyBeach" x="128" y="1326" />
	<landmark type="IcyBeachFree" x="2624" y="1360" />
	<landmark type="IcyBeachFree" x="607" y="1384" />
	<landmark type="IcyBeach" x="512" y="1404" />
	<landmark type="IcyBeachFree" x="2593" y="1455" />
	<landmark type="IcyBeachFree" x="760" y="1455" />
	<landmark type="IcyBeachFree" x="2152" y="1472" />
	<landmark type="IcyBeachFree" x="2254" y="1491" />
	<landmark type="IcyBeachFree" x="2050" y="1508" />
	<landmark type="IcyBeachFree" x="2444" y="1525" />
	<landmark type="IcyBeachFree" x="797" y="1530" />
	<landmark type="IcyBeach" x="2432" y="1638" />
	<landmark type="IcyBeach" x="2560" y="1716" />
	<landmark type="IcyBeachFree" x="1840" y="1766" />
	<landmark type="IcyBeach" x="2688" y="1794" />
	<landmark type="IcyBeach" x="2432" y="1794" />
	<landmark type="IcyBeach" x="1792" y="1872" />
	<landmark type="IcyBeach" x="2560" y="1872" />
	<landmark type="IcyBeach" x="1920" y="1950" />
	<landmark type="IcyBeachFree" x="1849" y="2006" />
	<landmark type="IcyBeachFree" x="1949" y="2053" />
	<landmark type="IcyBeach" x="2688" y="2106" />
	<landmark type="IcyBeachFree" x="2391" y="2354" />
	<landmark type="IcyBeach" x="2432" y="2418" />
	<landmark type="IcyBeach" x="2560" y="2496" />
	<landmark type="IcyBeachFree" x="2538" y="2568" />
	<landmark type="IcyBeach" x="2560" y="2652" />
	<landmark type="IcyBeachFree" x="436" y="2669" />
	<landmark type="IcyBeachFree" x="1083" y="2679" />
	<landmark type="IcyBeachFree" x="1154" y="2686" />
	<landmark type="IcyBeachFree" x="987" y="2704" />
	<landmark type="IcyBeachFree" x="840" y="2709" />
	<landmark type="IcyBeachFree" x="719" y="2715" />
	<landmark type="IcyBeach" x="2432" y="2730" />
	<landmark type="IcyBeachFree" x="591" y="2741" />
	<landmark type="IcyBeachFree" x="1687" y="2745" />
	<landmark type="IcyBeachFree" x="1920" y="2769" />
	<landmark type="IcyBeachFree" x="2166" y="2783" />
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