<level>
	<triggers>
		<trigger i="START" >
			<add_item_use>
				<count>5</count>
				<item>WorkshopPart</item>
				<at_area name="workshop" />
				<switch>parts_given</switch>
			</add_item_use>
			<add_item_use>
				<count>12</count>
				<item>Pebble</item>
				<at_area name="hermit" />
				<switch>pebbles_given</switch>
			</add_item_use>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>gulls</at_area>
				<group>HermitGulls</group>
			</join_group>
			<focus>
				<group>HermitGulls</group>
				<at_area>gulls</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>crow1</at_area>
				<group>Crow1</group>
			</join_group>
			<focus>
				<group>Crow1</group>
				<at_area>crow1</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>crow2</at_area>
				<group>Crow2</group>
			</join_group>
			<focus>
				<group>Crow2</group>
				<at_area>crow2</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>crow3</at_area>
				<group>Crow3</group>
			</join_group>
			<focus>
				<group>Crow3</group>
				<at_area>crow3</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>crow4</at_area>
				<group>Crow4</group>
			</join_group>
			<focus>
				<group>Crow4</group>
				<at_area>crow4</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>crow5</at_area>
				<group>Crow5</group>
			</join_group>
			<focus>
				<group>Crow5</group>
				<at_area>crow5</at_area>
			</focus>
			<join_group>
				<side>neutral</side>
				<unit/>
				<at_area>crow6</at_area>
				<group>Crow6</group>
			</join_group>
			<focus>
				<group>Crow6</group>
				<at_area>crow6</at_area>
			</focus>
			<add_item_use>
				<count>1</count>
				<item>WoodcutterKey</item>
				<at_area name="chest" />
				<switch>key_given</switch>
			</add_item_use>
			<join_group>
				<item>Coin2</item>
				<group name="Coin" />
			</join_group>
			<set_switch name="start" />
		</trigger>
		<trigger i="START" >
			<if_switch name="start" />
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level5.Explore" />
			<set_objective text="$hierarchy.Level5.TaskExplore" />
		</trigger>
		<trigger i="SEEN CROWS 1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="near_crows_1" />
			</if_has>
			<set_switch name="seen_crows" />
		</trigger>
		<trigger i="SEEN CROWS 2" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="near_crows_2" />
			</if_has>
			<set_switch name="seen_crows" />
		</trigger>
		<trigger i="SEEN CROWS 3" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="near_crows_3" />
			</if_has>
			<set_switch name="seen_crows" />
		</trigger>
		<trigger i="LOTS OF CROWS" >
			<if_switch name="seen_crows" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level5.Crows" />
		</trigger>
		<trigger i="APPROACHING HERMIT" >
			<if_has>
				<unit/>
				<at_area>around_hermit</at_area>
			</if_has>
			<reveal_map>
				<at_area name="hermit" />
				<radius>100</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="hermit" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup text="$hierarchy.Level5.ApproachingHermit" />
			<set_switch name="hermit_found" />
		</trigger>
		<trigger i="HERMIT" >
			<if_switch name="hermit_found" />
			<if_has>
				<unit/>
				<at_area>near_hermit</at_area>
			</if_has>
			<reveal_map>
				<at_area name="hermit" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="hermit" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_switch name="hermit_speaks" />
		</trigger>
		<trigger i="HERMIT 1" >
			<if_switch name="hermit_speaks" />
			<set_item_hint>
				<item>WorkshopPart</item>
				<hint>$hierarchy.Hint.Level5.MashineryParts</hint>
			</set_item_hint>
			<set_item_hint>
				<item>Pebble</item>
				<hint>$hierarchy.Hint.Level5.PebblesForHermit</hint>
			</set_item_hint>
			<wait time="1" />
			<popup portrait="Hermit" text="$hierarchy.Level5.Hermit1" />
			<set_switch name="hermit_speaks_1" />
		</trigger>
		<trigger i="HERMIT 2" >
			<if_switch name="hermit_speaks_1" />
			<wait time="1" />
			<popup portrait="Hermit" text="$hierarchy.Level5.Hermit2" />
			<set_objective text="$hierarchy.Level5.TaskPebbles" />
			<unlock_building name="ArcheryRange" />
			<set_hint>
				<structure>GullHermitHouse</structure>
				<at_area>hermit</at_area>
				<hint>Level5.HermitNeedsPebbles</hint>
			</set_hint>
			<set_owner>
				<side>enemy</side>
				<unit>Crow</unit>
			</set_owner>
			<set_owner>
				<side>enemy</side>
				<unit>PebbleCrow</unit>
			</set_owner>
			<wait time="2000" />
			<set_switch name="met_hermit" />
		</trigger>
		<trigger i="HERMIT ABOUT WORKSHOP IF FOUND" >
			<if_switch name="met_hermit" />
			<if_not_switch name="hermit2" />
			<if_switch name="workshop_found" />
			<popup portrait="Hermit" text="$hierarchy.Level5.Hermit2_Found" />
			<set_switch name="hermit2" />
			<give>
				<item>WorkshopPart</item>
			</give>
		</trigger>
		<trigger i="HERMIT ABOUT WORKSHOP IF NOT FOUND" >
			<if_switch name="met_hermit" />
			<if_not_switch name="hermit2" />
			<popup portrait="Hermit" text="$hierarchy.Level5.Hermit2_NotFound" />
			<set_switch name="hermit2" />
			<give>
				<item>WorkshopPart</item>
			</give>
		</trigger>
		<trigger i="NEAR WORKSHOP" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="near_workshop" />
			</if_has>
			<reveal_map>
				<at_area name="workshop" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="workshop" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup text="$hierarchy.Level5.OldWorkshop" />
			<set_switch name="workshop_found" />
		</trigger>
		<trigger i="WORKSHOP" >
			<if_switch name="hint.Level5.DesertedWorkshop" />
			<set_item_hint>
				<item>WorkshopPart</item>
				<hint>$hierarchy.Hint.Level5.MashineryParts</hint>
			</set_item_hint>
		</trigger>
		<trigger i="PARTS USED ON WORKSHOP" >
			<if_switch name="parts_given" />
			<destroy>
				<struct name="DesertedWorkshop" />
				<at_area>workshop</at_area>
			</destroy>
			<create>
				<building name="Workshop" />
				<side>player</side>
				<at x="2101" y="1018" />
			</create>
			<effect name="workshop_fixed" />
			<inc_quest_counter/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level5.WorkshopFixed" />
			<unlock_building name="Workshop" />
			<unlock_research name="Archery1" />
			<unlock_research name="LightArmor1" />
			<set_switch name="workshop_fixed" />
		</trigger>
		<trigger i="PEBBLES USED ON HERMIT" >
			<if_switch name="pebbles_given" />
			<set_objective/>
			<quest/>
			<popup portrait="Hermit" text="$hierarchy.Level5.PebblesReturned" />
			<set_hint>
				<structure>GullHermitHouse</structure>
				<at_area>hermit</at_area>
				<hint>Level5.GullHermit</hint>
			</set_hint>
			<give>
				<item>SeagullTotem</item>
			</give>
			<inc_quest_counter/>
			<set_objective/>
			<wait time="2000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level5.TotemFound" />
			<wait time="3000" />
			<victory/>
			<complete_level id="5" />
			<unlock_level id="6" />
		</trigger>
		<trigger i="FIREPLACE 1" >
			<if_switch name="hint.Level5.Bonfire1" />
			<set_hint>
				<structure>Bonfire2</structure>
				<at_area>fireplace</at_area>
				<hint>Level5.Bonfire2</hint>
			</set_hint>
		</trigger>
		<trigger i="FIREPLACE 2" >
			<if_switch name="hint.Level5.Bonfire2" />
			<set_hint>
				<structure>Bonfire2</structure>
				<at_area>fireplace</at_area>
				<hint>Level5.Bonfire3</hint>
			</set_hint>
		</trigger>
		<trigger i="FIREPLACE 3" >
			<if_switch name="hint.Level5.Bonfire3" />
			<wait time="2000" />
			<give>
				<item>WoodcutterKey</item>
			</give>
			<wait time="3000" />
			<set_hint>
				<structure>Bonfire2</structure>
				<at_area>fireplace</at_area>
			</set_hint>
		</trigger>
		<trigger i="QUEST CHEST READ" >
			<if_switch name="hint.Level5.QuestChest" />
			<set_item_hint>
				<item>WoodcutterKey</item>
				<hint>$hierarchy.Hint.Level5.Key</hint>
			</set_item_hint>
		</trigger>
		<trigger i="KEY_GIVEN" >
			<if_switch name="key_given" />
			<wait time="500" />
			<quest/>
			<destroy>
				<item>QuestChest05</item>
				<at_area name="chest" />
			</destroy>
			<create>
				<item>Art03</item>
				<group name="Art" />
				<at_area name="chest" />
			</create>
			<set_switch name="art_dropped" />
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level5.ArtFound" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="GOT COIN" >
			<if_group_empty name="Coin" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level5.CoinFound" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="SEAGULLS RETURN" >
			<if_group_empty name="Crow1" />
			<if_group_empty name="Crow2" />
			<if_group_empty name="Crow3" />
			<if_group_empty name="Crow4" />
			<if_group_empty name="Crow5" />
			<if_group_empty name="Crow6" />
			<wait time="2000" />
			<create>
				<side>neutral</side>
				<unit>Gull</unit>
				<count>6</count>
				<at_area name="crow1" />
			</create>
			<create>
				<side>neutral</side>
				<unit>Gull</unit>
				<count>6</count>
				<at_area name="crow2" />
			</create>
			<create>
				<side>neutral</side>
				<unit>Gull</unit>
				<count>6</count>
				<at_area name="crow3" />
			</create>
			<create>
				<side>neutral</side>
				<unit>Gull</unit>
				<count>6</count>
				<at_area name="crow4" />
			</create>
			<create>
				<side>neutral</side>
				<unit>Gull</unit>
				<count>6</count>
				<at_area name="crow5" />
			</create>
			<create>
				<side>neutral</side>
				<unit>Gull</unit>
				<count>6</count>
				<at_area name="crow6" />
			</create>
			<defocus>
				<group name="HermitGulls" />
			</defocus>
		</trigger>
	</triggers>
	<options>
		<id>5</id>
		<randomize count="3" item="WorkshopPart" />
	</options>
	<size x="3072" y="3072" />
	<player_base x="1027" y="2325" />
	<terrain>Sand128</terrain>
	<landmark type="Grass2" x="640" y="546" />
	<landmark type="Grass2_free" x="502" y="547" />
	<landmark type="Grass2_free" x="1886" y="589" />
	<landmark type="Grass2_free" x="2187" y="597" />
	<landmark type="Grass1" x="2048" y="624" />
	<landmark type="Grass2_free" x="585" y="635" />
	<landmark type="Grass1_free" x="2227" y="662" />
	<landmark type="Grass2_free" x="1805" y="670" />
	<landmark type="Grass1" x="2176" y="702" />
	<landmark type="Grass2" x="640" y="702" />
	<landmark type="Grass1" x="1920" y="702" />
	<landmark type="Grass2_free" x="779" y="747" />
	<landmark type="Grass2_free" x="1655" y="748" />
	<landmark type="Grass2" x="2304" y="780" />
	<landmark type="Grass2" x="1792" y="780" />
	<landmark type="Grass1" x="2048" y="780" />
	<landmark type="Grass1" x="1536" y="780" />
	<landmark type="Grass2" x="1024" y="780" />
	<landmark type="Grass1_free" x="907" y="802" />
	<landmark type="Grass1_free" x="1527" y="836" />
	<landmark type="Grass2" x="1152" y="858" />
	<landmark type="Grass2" x="1920" y="858" />
	<landmark type="Grass1" x="2176" y="858" />
	<landmark type="Grass1" x="1664" y="858" />
	<landmark type="Grass2" x="896" y="858" />
	<landmark type="Grass2_free" x="2289" y="868" />
	<landmark type="Grass2_free" x="806" y="881" />
	<landmark type="Grass1_free" x="1127" y="919" />
	<landmark type="Grass2" x="1024" y="936" />
	<landmark type="Grass1" x="1792" y="936" />
	<landmark type="Grass1" x="1536" y="936" />
	<landmark type="Grass2" x="2048" y="936" />
	<landmark type="Grass2_free" x="2209" y="966" />
	<landmark type="Grass2" x="1920" y="1014" />
	<landmark type="Grass1" x="1664" y="1014" />
	<landmark type="Grass1_free" x="1490" y="1018" />
	<landmark type="Grass2_free" x="2243" y="1035" />
	<landmark type="Grass1" x="1792" y="1092" />
	<landmark type="Grass1" x="1536" y="1092" />
	<landmark type="Grass2" x="2048" y="1092" />
	<landmark type="Grass2_free" x="2200" y="1107" />
	<landmark type="Grass1" x="1664" y="1170" />
	<landmark type="Grass2" x="1920" y="1170" />
	<landmark type="Grass2_free" x="2061" y="1172" />
	<landmark type="Grass2_free" x="1785" y="1204" />
	<landmark type="Grass_free" x="1605" y="1444" />
	<landmark type="Grass_free" x="1526" y="1466" />
	<landmark type="Grass" x="1408" y="1482" />
	<landmark type="Grass_free" x="1292" y="1487" />
	<landmark type="Grass_free" x="1561" y="1508" />
	<landmark type="Grass_free" x="1155" y="1524" />
	<landmark type="Grass" x="1536" y="1560" />
	<landmark type="Grass" x="1280" y="1560" />
	<landmark type="Grass_free" x="1015" y="1584" />
	<landmark type="Grass_free" x="1504" y="1635" />
	<landmark type="Grass" x="1152" y="1638" />
	<landmark type="Grass" x="1408" y="1638" />
	<landmark type="Grass_free" x="978" y="1682" />
	<landmark type="Grass" x="1024" y="1716" />
	<landmark type="Grass" x="1280" y="1716" />
	<landmark type="Grass" x="896" y="1794" />
	<landmark type="Grass" x="1152" y="1794" />
	<landmark type="Grass_free" x="1233" y="1811" />
	<landmark type="Grass" x="1024" y="1872" />
	<landmark type="Grass_free" x="1172" y="1877" />
	<landmark type="Grass_free" x="867" y="1886" />
	<landmark type="Grass_free" x="1000" y="1937" />
	<landmark type="Grass" x="896" y="1950" />
	<landmark type="Grass2_free" x="1396" y="2143" />
	<landmark type="Grass2" x="1536" y="2184" />
	<landmark type="Grass2" x="1280" y="2184" />
	<landmark type="Grass1_free" x="1179" y="2202" />
	<landmark type="Grass1" x="1152" y="2262" />
	<landmark type="Grass2" x="1408" y="2262" />
	<landmark type="Grass2_free" x="1174" y="2326" />
	<landmark type="Grass2" x="1536" y="2340" />
	<landmark type="Grass1" x="1280" y="2340" />
	<landmark type="Grass2_free" x="1637" y="2354" />
	<landmark type="Grass1" x="1408" y="2418" />
	<landmark type="Grass2" x="1664" y="2418" />
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	<landmark type="Sand_free" x="295" y="546" />
	<landmark type="Sand_free" x="824" y="555" />
	<landmark type="Sand_free" x="1359" y="779" />
	<landmark type="Sand_free" x="624" y="837" />
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	<landmark type="Sand_free" x="864" y="998" />
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	<landmark type="Flowers3" x="589" y="569" />
	<landmark type="Flowers3" x="543" y="599" />
	<landmark type="Sandy3" x="1291" y="665" />
	<landmark type="Sandy1" x="1241" y="676" />
	<landmark type="Sandy2" x="1439" y="764" />
	<landmark type="Sandy1" x="1398" y="784" />
	<landmark type="Flowers2" x="2119" y="821" />
	<landmark type="Flowers2" x="1881" y="827" />
	<landmark type="Flowers3" x="2053" y="829" />
	<landmark type="Flowers3" x="1814" y="842" />
	<landmark type="Flowers1" x="2034" y="852" />
	<landmark type="Flowers1" x="2102" y="857" />
	<landmark type="Sandy2" x="1316" y="860" />
	<landmark type="Flowers3" x="1887" y="867" />
	<landmark type="Flowers3" x="2063" y="906" />
	<landmark type="Sandy3" x="1263" y="908" />
	<landmark type="Flowers2" x="1995" y="940" />
	<landmark type="Flowers2" x="1950" y="961" />
	<landmark type="Flowers3" x="1964" y="1004" />
	<landmark type="Sandy3" x="1291" y="1010" />
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