<level>
	<triggers>
		<trigger i="START" >
			<focus>
				<group>Aggr1</group>
				<at_area>base1</at_area>
			</focus>
			<focus>
				<group>Aggr2</group>
				<at_area>base2</at_area>
			</focus>
			<join_group>
				<group>Wooden</group>
				<side>enemy</side>
				<building>StumpLair</building>
				<at_area>stump</at_area>
			</join_group>
			<focus>
				<group>Wooden</group>
				<at_area>stump</at_area>
			</focus>
			<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>
				<side>enemy</side>
				<building>IceArt04</building>
				<at_area name="ice" />
				<group name="Ice" />
			</join_group>
			<join_group>
				<group>Turtles1</group>
				<side>neutral</side>
				<unit>Turtle</unit>
				<at_area>turtles1</at_area>
			</join_group>
			<focus>
				<group>Turtles1</group>
				<at_area>turtles1</at_area>
			</focus>
			<join_group>
				<group>Turtles2</group>
				<side>neutral</side>
				<unit>Turtle</unit>
				<at_area>turtles2</at_area>
			</join_group>
			<focus>
				<group>Turtles2</group>
				<at_area>turtles2</at_area>
			</focus>
			<set_switch name="start" />
		</trigger>
		<trigger i="ARUKU" >
			<join_group>
				<unit>Aruku</unit>
				<side>player</side>
				<group>Aruku</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT ARUKU" >
			<if_group_empty name="Aruku" />
			<wait time="3000" />
			<defeat_aruku/>
		</trigger>
		<trigger i="GURO" >
			<join_group>
				<unit>Guro</unit>
				<side>player</side>
				<group>Guro</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT GURO" >
			<if_group_empty name="Guro" />
			<wait time="3000" />
			<defeat_guro/>
		</trigger>
		<trigger i="START2" >
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level6.BuildHuts" />
			<set_objective text="$hierarchy.Level6.TaskHuts" />
		</trigger>
		<trigger i="HAS 7 HUTS" >
			<if_has value="7" >
				<side>player</side>
				<building>Hut</building>
			</if_has>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Level6.HutsProgress" />
		</trigger>
		<trigger i="HAS 10 HUTS" >
			<if_has value="10" >
				<side>player</side>
				<building>Hut</building>
			</if_has>
			<set_switch name="huts_complete" />
			<set_objective/>
			<inc_quest_counter />
		</trigger>
		<trigger i="HUTS COMPLETE - GIVE TIME FOR EXPLORING - 2 min" >
			<if_switch name="huts_complete" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level6.HutsComplete" />
			<wait time="120000" />
			<set_switch name="wave1_prepare" />
		</trigger>
		<trigger i="GET READY FOR 1ST WAVE - 2 min" >
			<if_switch name="wave1_prepare" />
			<popup portrait="Wiseman" text="$hierarchy.Level6.Wave1" />
			<set_objective text="$hierarchy.Level6.TaskWave1Prepare" />
			<set_timer time="120000" />
			<wait time="120000" />
			<set_switch name="start_wave1" />
		</trigger>
		<trigger i="TEST WAVE 1" >
			<if_switch name="hint.Wave1" />
			<set_switch name="start_wave1" />
		</trigger>
		<trigger i="TEST WAVE 2" >
			<if_switch name="hint.Wave2" />
			<set_switch name="start_wave2" />
		</trigger>
		<trigger i="TEST WAVE 3" >
			<if_switch name="hint.Wave3" />
			<set_switch name="start_wave3" />
		</trigger>
		<trigger i="START WAVE 1" >
			<if_switch name="start_wave1" />
			<set_objective text="$hierarchy.Level6.TaskWave1" />
			<create>
				<count>4</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1</at_area>
			</create>
			<create>
				<count>3</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2</at_area>
			</create>
			<create>
				<count>3</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1_1</at_area>
			</create>
			<create>
				<count>3</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1_1</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2_1</at_area>
			</create>
			<create>
				<count>3</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2_1</at_area>
			</create>
			<set_switch name="wave1" />
		</trigger>
		<trigger i="AFTER WAVE1" >
			<if_switch name="wave1" />
			<if_group_empty name="Aggr1" />
			<if_group_empty name="Aggr2" />
			<set_objective/>
			<wait time="5000" />
			<set_switch name="wave2_prepare" />
		</trigger>
		<trigger i="GET READY FOR WAVE 2 - 3 min" >
			<if_switch name="wave2_prepare" />
			<popup portrait="Wiseman" text="$hierarchy.Level6.Wave2" />
			<set_objective text="$hierarchy.Level6.TaskWave2Prepare" />
			<unlock_building name="ArrowTower" />
			<set_timer time="180000" />
			<wait time="180000" />
			<set_switch name="start_wave2" />
		</trigger>
		<trigger i="START WAVE 2" >
			<if_switch name="start_wave2" />
			<set_objective text="$hierarchy.Level6.TaskWave2" />
			<create>
				<count>6</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_1</at_area>
			</create>
			<create>
				<count>1</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_1</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_2</at_area>
			</create>
			<create>
				<count>1</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_2</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_1</at_area>
			</create>
			<create>
				<count>1</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_1</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_2</at_area>
			</create>
			<create>
				<count>1</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_2</at_area>
			</create>
			<set_switch name="wave2" />
		</trigger>
		<trigger i="AFTER WAVE 2" >
			<if_switch name="wave2" />
			<if_group_empty name="Aggr1" />
			<if_group_empty name="Aggr2" />
			<set_objective/>
			<wait time="5000" />
			<set_switch name="wave3_prepare" />
		</trigger>
		<trigger i="GET READY FOR WAVE 3 - 2 min" >
			<if_switch name="wave3_prepare" />
			<popup portrait="Wiseman" text="$hierarchy.Level6.Wave3" />
			<set_objective text="$hierarchy.Level6.TaskWave3Prepare" />
			<set_timer time="120000" />
			<wait time="120000" />
			<set_switch name="start_wave3" />
		</trigger>
		<trigger i="START WAVE 3" >
			<if_switch name="start_wave3" />
			<set_objective text="$hierarchy.Level6.TaskWave3" />
			<create>
				<count>6</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1_1</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>land1_1</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2_1</at_area>
			</create>
			<create>
				<count>4</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>land2_1</at_area>
			</create>
			<create>
				<count>8</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_1</at_area>
			</create>
			<create>
				<count>1</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_1</at_area>
			</create>
			<create>
				<count>8</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_2</at_area>
			</create>
			<create>
				<count>2</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr1</group>
				<at_area>air1_2</at_area>
			</create>
			<create>
				<count>8</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_1</at_area>
			</create>
			<create>
				<count>1</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_1</at_area>
			</create>
			<create>
				<count>8</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_2</at_area>
			</create>
			<create>
				<count>2</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<group>Aggr2</group>
				<at_area>air2_2</at_area>
			</create>
			<set_switch name="wave3" />
		</trigger>
		<trigger i="AFTER WAVE 3" >
			<if_switch name="wave3" />
			<if_group_empty name="Aggr1" />
			<if_group_empty name="Aggr2" />
			<set_objective/>
			<wait time="5000" />
			<set_switch name="finish" />
		</trigger>
		<trigger i="FINISH" >
			<if_switch name="finish" />
			<popup portrait="Chief" text="$hierarchy.Level6.Final" />
			<inc_quest_counter />
			<wait time="3000" />
			<victory/>
			<complete_level id="6" />
			<unlock_level id="7" />
		</trigger>
		<trigger i="GAME ON" >
			<set_switch name="game_on" />
		</trigger>
		<trigger i="1 N->R" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head1n" />
			<destroy>
				<structure>StoneHead</structure>
				<at_area name="head1" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head1" />
				<hint>Head1r</hint>
			</create>
		</trigger>
		<trigger i="1 R->Y" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head1r" />
			<destroy>
				<structure>StoneHeadRed</structure>
				<at_area name="head1" />
			</destroy>
			<create>
				<structure>StoneHeadYellow</structure>
				<at_area name="head1" />
				<hint>Head1y</hint>
			</create>
			<set_switch name="hint.Head1r" state="false" />
		</trigger>
		<trigger i="1 Y->G" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head1y" />
			<destroy>
				<structure>StoneHeadYellow</structure>
				<at_area name="head1" />
			</destroy>
			<create>
				<structure>StoneHeadGreen</structure>
				<at_area name="head1" />
				<hint>Head1g</hint>
			</create>
			<set_switch name="hint.Head1y" state="false" />
		</trigger>
		<trigger i="1 G->B" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head1g" />
			<destroy>
				<structure>StoneHeadGreen</structure>
				<at_area name="head1" />
			</destroy>
			<create>
				<structure>StoneHeadBlue</structure>
				<at_area name="head1" />
				<hint>Head1b</hint>
			</create>
			<set_switch name="hint.Head1g" state="false" />
			<set_switch name="head1ok" />
		</trigger>
		<trigger i="1 B->V" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head1b" />
			<destroy>
				<structure>StoneHeadBlue</structure>
				<at_area name="head1" />
			</destroy>
			<create>
				<structure>StoneHeadViolet</structure>
				<at_area name="head1" />
				<hint>Head1v</hint>
			</create>
			<set_switch name="hint.Head1b" state="false" />
			<set_switch name="head1ok" state="false" />
		</trigger>
		<trigger i="1 V->R" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head1v" />
			<destroy>
				<structure>StoneHeadViolet</structure>
				<at_area name="head1" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head1" />
				<hint>Head1r</hint>
			</create>
			<set_switch name="hint.Head1v" state="false" />
		</trigger>
		<trigger i="2 N->R" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head2n" />
			<destroy>
				<structure>StoneHead</structure>
				<at_area name="head2" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head2" />
				<hint>Head2r</hint>
			</create>
		</trigger>
		<trigger i="2 R->Y" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head2r" />
			<destroy>
				<structure>StoneHeadRed</structure>
				<at_area name="head2" />
			</destroy>
			<create>
				<structure>StoneHeadYellow</structure>
				<at_area name="head2" />
				<hint>Head2y</hint>
			</create>
			<set_switch name="hint.Head2r" state="false" />
			<set_switch name="head2ok" />
		</trigger>
		<trigger i="2 Y->G" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head2y" />
			<destroy>
				<structure>StoneHeadYellow</structure>
				<at_area name="head2" />
			</destroy>
			<create>
				<structure>StoneHeadGreen</structure>
				<at_area name="head2" />
				<hint>Head2g</hint>
			</create>
			<set_switch name="hint.Head2y" state="false" />
			<set_switch name="head2ok" state="false" />
		</trigger>
		<trigger i="2 G->B" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head2g" />
			<destroy>
				<structure>StoneHeadGreen</structure>
				<at_area name="head2" />
			</destroy>
			<create>
				<structure>StoneHeadBlue</structure>
				<at_area name="head2" />
				<hint>Head2b</hint>
			</create>
			<set_switch name="hint.Head2g" state="false" />
		</trigger>
		<trigger i="2 B->V" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head2b" />
			<destroy>
				<structure>StoneHeadBlue</structure>
				<at_area name="head2" />
			</destroy>
			<create>
				<structure>StoneHeadViolet</structure>
				<at_area name="head2" />
				<hint>Head2v</hint>
			</create>
			<set_switch name="hint.Head2b" state="false" />
		</trigger>
		<trigger i="2 V->R" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head2v" />
			<destroy>
				<structure>StoneHeadViolet</structure>
				<at_area name="head2" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head2" />
				<hint>Head2r</hint>
			</create>
			<set_switch name="hint.Head2v" state="false" />
		</trigger>
		<trigger i="3 N->R" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head3n" />
			<destroy>
				<structure>StoneHead</structure>
				<at_area name="head3" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head3" />
				<hint>Head3r</hint>
			</create>
		</trigger>
		<trigger i="3 R->Y" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head3r" />
			<destroy>
				<structure>StoneHeadRed</structure>
				<at_area name="head3" />
			</destroy>
			<create>
				<structure>StoneHeadYellow</structure>
				<at_area name="head3" />
				<hint>Head3y</hint>
			</create>
			<set_switch name="hint.Head3r" state="false" />
		</trigger>
		<trigger i="3 Y->G" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head3y" />
			<destroy>
				<structure>StoneHeadYellow</structure>
				<at_area name="head3" />
			</destroy>
			<create>
				<structure>StoneHeadGreen</structure>
				<at_area name="head3" />
				<hint>Head3g</hint>
			</create>
			<set_switch name="hint.Head3y" state="false" />
		</trigger>
		<trigger i="3 G->B" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head3g" />
			<destroy>
				<structure>StoneHeadGreen</structure>
				<at_area name="head3" />
			</destroy>
			<create>
				<structure>StoneHeadBlue</structure>
				<at_area name="head3" />
				<hint>Head3b</hint>
			</create>
			<set_switch name="hint.Head3g" state="false" />
		</trigger>
		<trigger i="3 B->V" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head3b" />
			<destroy>
				<structure>StoneHeadBlue</structure>
				<at_area name="head3" />
			</destroy>
			<create>
				<structure>StoneHeadViolet</structure>
				<at_area name="head3" />
				<hint>Head3v</hint>
			</create>
			<set_switch name="hint.Head3b" state="false" />
			<set_switch name="head3ok" />
		</trigger>
		<trigger i="3 V->R" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head3v" />
			<destroy>
				<structure>StoneHeadViolet</structure>
				<at_area name="head3" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head3" />
				<hint>Head3r</hint>
			</create>
			<set_switch name="hint.Head3v" state="false" />
			<set_switch name="head3ok" state="false" />
		</trigger>
		<trigger i="4 N->R" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head4n" />
			<destroy>
				<structure>StoneHead</structure>
				<at_area name="head4" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head4" />
				<hint>Head4r</hint>
			</create>
		</trigger>
		<trigger i="4 R->Y" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head4r" />
			<destroy>
				<structure>StoneHeadRed</structure>
				<at_area name="head4" />
			</destroy>
			<create>
				<structure>StoneHeadYellow</structure>
				<at_area name="head4" />
				<hint>Head4y</hint>
			</create>
			<set_switch name="hint.Head4r" state="false" />
		</trigger>
		<trigger i="4 Y->G" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head4y" />
			<destroy>
				<structure>StoneHeadYellow</structure>
				<at_area name="head4" />
			</destroy>
			<create>
				<structure>StoneHeadGreen</structure>
				<at_area name="head4" />
				<hint>Head4g</hint>
			</create>
			<set_switch name="hint.Head4y" state="false" />
			<set_switch name="head4ok" />
		</trigger>
		<trigger i="4 G->B" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head4g" />
			<destroy>
				<structure>StoneHeadGreen</structure>
				<at_area name="head4" />
			</destroy>
			<create>
				<structure>StoneHeadBlue</structure>
				<at_area name="head4" />
				<hint>Head4b</hint>
			</create>
			<set_switch name="hint.Head4g" state="false" />
			<set_switch name="head4ok" state="false" />
		</trigger>
		<trigger i="4 B->V" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head4b" />
			<destroy>
				<structure>StoneHeadBlue</structure>
				<at_area name="head4" />
			</destroy>
			<create>
				<structure>StoneHeadViolet</structure>
				<at_area name="head4" />
				<hint>Head4v</hint>
			</create>
			<set_switch name="hint.Head4b" state="false" />
		</trigger>
		<trigger i="4 V->R" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head4v" />
			<destroy>
				<structure>StoneHeadViolet</structure>
				<at_area name="head4" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head4" />
				<hint>Head4r</hint>
			</create>
			<set_switch name="hint.Head4v" state="false" />
		</trigger>
		<trigger i="5 N->R" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head5n" />
			<destroy>
				<structure>StoneHead</structure>
				<at_area name="head5" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head5" />
				<hint>Head5r</hint>
			</create>
			<set_switch name="head5ok" />
		</trigger>
		<trigger i="5 R->Y" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head5r" />
			<destroy>
				<structure>StoneHeadRed</structure>
				<at_area name="head5" />
			</destroy>
			<create>
				<structure>StoneHeadYellow</structure>
				<at_area name="head5" />
				<hint>Head5y</hint>
			</create>
			<set_switch name="hint.Head5r" state="false" />
			<set_switch name="head5ok" state="false" />
		</trigger>
		<trigger i="5 Y->G" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head5y" />
			<destroy>
				<structure>StoneHeadYellow</structure>
				<at_area name="head5" />
			</destroy>
			<create>
				<structure>StoneHeadGreen</structure>
				<at_area name="head5" />
				<hint>Head5g</hint>
			</create>
			<set_switch name="hint.Head5y" state="false" />
		</trigger>
		<trigger i="5 G->B" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head5g" />
			<destroy>
				<structure>StoneHeadGreen</structure>
				<at_area name="head5" />
			</destroy>
			<create>
				<structure>StoneHeadBlue</structure>
				<at_area name="head5" />
				<hint>Head5b</hint>
			</create>
			<set_switch name="hint.Head5g" state="false" />
		</trigger>
		<trigger i="5 B->V" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head5b" />
			<destroy>
				<structure>StoneHeadBlue</structure>
				<at_area name="head5" />
			</destroy>
			<create>
				<structure>StoneHeadViolet</structure>
				<at_area name="head5" />
				<hint>Head5v</hint>
			</create>
			<set_switch name="hint.Head5b" state="false" />
		</trigger>
		<trigger i="5 V->R" repeat="1" >
			<if_switch name="game_on" />
			<if_switch name="hint.Head5v" />
			<destroy>
				<structure>StoneHeadViolet</structure>
				<at_area name="head5" />
			</destroy>
			<create>
				<structure>StoneHeadRed</structure>
				<at_area name="head5" />
				<hint>Head5r</hint>
			</create>
			<set_switch name="hint.Head5v" state="false" />
			<set_switch name="head5ok" />
		</trigger>
		<trigger i="WIN GAME" >
			<if_switch name="head1ok" />
			<if_switch name="head2ok" />
			<if_switch name="head3ok" />
			<if_switch name="head4ok" />
			<if_switch name="head5ok" />
			<set_switch name="game_on" state="false" />
			<set_switch name="reset_stone_hints" />
			<quest/>
			<inc_quest_counter />
			<set_hint>
				<building>MeteorShowerIdol</building>
				<at_area>idol</at_area>
			</set_hint>
			<set_owner>
				<building>MeteorShowerIdol</building>
				<at_area>idol</at_area>
				<side>player</side>
			</set_owner>
		</trigger>
		<trigger i="RESET_STONE_HINTS" >
			<if_switch name="reset_stone_hints" />
			<wait time="200" />
			<set_hint>
				<structure>StoneHeadRed</structure>
				<at_area name="heads" />
			</set_hint>
			<set_hint>
				<structure>StoneHeadYellow</structure>
				<at_area name="heads" />
			</set_hint>
			<set_hint>
				<structure>StoneHeadGreen</structure>
				<at_area name="heads" />
			</set_hint>
			<set_hint>
				<structure>StoneHeadBlue</structure>
				<at_area name="heads" />
			</set_hint>
			<set_hint>
				<structure>StoneHeadViolet</structure>
				<at_area name="heads" />
			</set_hint>
		</trigger>
		<trigger i="STUMP DESTROYED - CREATE COIN" >
			<if_group_empty name="Wooden" />
			<create>
				<item>Coin3</item>
				<at_area name="stump" />
			</create>
			<join_group>
				<item>Coin3</item>
				<group name="Coin" />
			</join_group>
			<set_switch name="coin_dropped" />
		</trigger>
		<trigger i="GOT COIN" >
			<if_switch name="coin_dropped" />
			<if_group_empty name="Coin" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level6.CoinFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="OPENED CHEST 1" >
			<if_group_empty name="Chest1" />
			<create>
				<item>OrangeGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="OPENED CHEST 2" >
			<if_group_empty name="Chest2" />
			<create>
				<item>RedGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>15</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="ICE MELTED - ART DROPPED" >
			<if_group_empty name="Ice" />
			<set_switch name="art_dropped" />
			<join_group>
				<item>Art04</item>
				<group name="Art" />
			</join_group>
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level6.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="NEAR IDOL" >
			<if_has>
				<unit/>
				<at_area>heads</at_area>
			</if_has>
			<reveal_map>
				<at_area name="idol" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="idol" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Wiseman" text="$hierarchy.Level6.Idol" />
		</trigger>
	</triggers>
	<options>
		<id>6</id>
	</options>
	<size x="3072" y="3072" />
	<player_base x="1116" y="1360" />
	<terrain>Sand128</terrain>
	<landmark type="Grass" x="1408" y="390" />
	<landmark type="Grass_free" x="1583" y="440" />
	<landmark type="Grass" x="1536" y="468" />
	<landmark type="Grass" x="1792" y="468" />
	<landmark type="Grass_free" x="1345" y="472" />
	<landmark type="Grass_free" x="1929" y="506" />
	<landmark type="Grass" x="1664" y="546" />
	<landmark type="Grass" x="1408" y="546" />
	<landmark type="Grass" x="1920" y="546" />
	<landmark type="Grass_free" x="1313" y="591" />
	<landmark type="Grass" x="2048" y="624" />
	<landmark type="Grass" x="1536" y="624" />
	<landmark type="Grass" x="1792" y="624" />
	<landmark type="Grass_free" x="1239" y="667" />
	<landmark type="Grass_free" x="2040" y="696" />
	<landmark type="Grass" x="1664" y="702" />
	<landmark type="Grass" x="1920" y="702" />
	<landmark type="Grass_free" x="1489" y="751" />
	<landmark type="Grass_free" x="1299" y="761" />
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	<landmark type="Grass_free" x="703" y="889" />
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	<landmark type="Grass" x="1024" y="936" />
	<landmark type="Grass_free" x="666" y="994" />
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	<landmark type="Grass_free" x="765" y="1038" />
	<landmark type="Grass2_free" x="1303" y="1154" />
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