<level>
	<triggers>
		<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="START" >
			<add_item_use>
				<item>EarthRune</item>
				<at_area>gate</at_area>
				<switch>rune_used</switch>
			</add_item_use>
			<set_event name="GE_WITCH" />
		</trigger>
		<trigger i="RUNE_USED" >
			<if_switch name="rune_used" />
			<activate>
				<struct>EarthGate</struct>
				<at_area>gate</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>EarthGate</struct>
				<at_area>gate</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="START" >
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level15.Start" />
			<set_objective text="$hierarchy.Level15.TaskBeetle" />
			<unlock_research name="Archery3" />
			<unlock_research name="LightArmor3" />
		</trigger>
		<trigger i="START BEETLE BOSS" >
			<join_group>
				<side>enemy</side>
				<unit>BeetleBoss</unit>
				<group>Boss</group>
			</join_group>
			<set_switch name="need_retarget" />
		</trigger>
		<trigger i="ENTERING LAIR" >
			<if_has>
				<unit/>
				<at_area name="enter_lair" />
			</if_has>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Level15.Beetle" />
		</trigger>
		<trigger i="BOSS KILLED" >
			<if_group_empty name="Boss" />
			<set_objective/>
			<give>
				<item>BeetleTotem</item>
			</give>
			<inc_quest_counter />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level15.Final" />
			<wait time="3000" />
			<victory/>
			<complete_level id="15" />
			<unlock_level id="16" />
		</trigger>
		<trigger i="NEAR GAME" >
			<if_has>
				<side>player</side>
				<unit/>
				<at_area>near_game</at_area>
			</if_has>
			<suspend_scroll/>
			<focus_riddle/>
			<reveal_map>
				<radius>200</radius>
				<at_area>firewall</at_area>
			</reveal_map>
			<scroll_view>
				<at_area>near_game</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Chief" text="$hierarchy.Level15.FireGame" />
		</trigger>
		<trigger i="NEAR WITCH" >
			<if_has>
				<side>player</side>
				<unit/>
				<at_area>near_witch</at_area>
			</if_has>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area>near_witch</at_area>
			</scroll_view>
			<reveal_map>
				<radius>200</radius>
				<at_area>witch</at_area>
			</reveal_map>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Witch" text="$hierarchy.Level15.Witch" />
			<popup portrait="Witch" text="$hierarchy.Level15.Witch2" />
			<wait time="500" />
			<give>
				<item>Seed</item>
			</give>
			<add_item_use>
				<item>Seed</item>
				<at_area>fertile_land</at_area>
				<switch>seed_sown</switch>
			</add_item_use>
			<set_item_hint>
				<item>Seed</item>
				<hint>$hierarchy.Hint.Level15.Seed</hint>
			</set_item_hint>
			<add_item_use>
				<count>3</count>
				<item>Fruit</item>
				<at_area>witch</at_area>
				<switch>fruits_given</switch>
			</add_item_use>
			<set_item_hint>
				<item>Fruit</item>
				<hint>$hierarchy.Hint.Level15.Fruit</hint>
			</set_item_hint>
			<set_hint>
				<structure>SwampWitchHut</structure>
				<at_area>witch</at_area>
				<hint>Level15.WitchFruits</hint>
			</set_hint>
		</trigger>
		<trigger i="SPRINGS" >
			<add_item_use>
				<item>EmptyBowl</item>
				<at_area name="spring1" />
				<switch>bowl_used_1</switch>
			</add_item_use>
			<add_item_use>
				<item>EmptyBowl</item>
				<at_area name="spring2" />
				<switch>bowl_used_2</switch>
			</add_item_use>
			<add_item_use>
				<item>EmptyBowl</item>
				<at_area name="spring3" />
				<switch>bowl_used_3</switch>
			</add_item_use>
		</trigger>
		<trigger i="BOWL 1" >
			<if_switch name="bowl_used_1" />
			<give>
				<item>WaterBowl</item>
			</give>
			<activate>
				<structure>Palms3</structure>
				<at_area name="spring1" />
			</activate>
		</trigger>
		<trigger i="BOWL 2" >
			<if_switch name="bowl_used_2" />
			<give>
				<item>WaterBowl</item>
			</give>
			<activate>
				<structure>Palms3</structure>
				<at_area name="spring2" />
			</activate>
		</trigger>
		<trigger i="BOWL 3" >
			<if_switch name="bowl_used_3" />
			<give>
				<item>WaterBowl</item>
			</give>
			<activate>
				<structure>Palms3</structure>
				<at_area name="spring3" />
			</activate>
		</trigger>
		<trigger i="SEED SOWN" >
			<if_switch name="seed_sown" />
			<wait time="500" />
			<quest/>
			<create>
				<struct>MedicinalBush1</struct>
				<at_area name="fertile_land" />
				<hint>Level15.Bush1</hint>
			</create>
			<add_item_use>
				<item>WaterBowl</item>
				<at_area name="fertile_land" />
				<switch>water_given_1</switch>
			</add_item_use>
		</trigger>
		<trigger i="WATERED 1" >
			<if_switch name="water_given_1" />
			<destroy>
				<struct>MedicinalBush1</struct>
				<at_area name="fertile_land" />
			</destroy>
			<create>
				<struct>MedicinalBush2</struct>
				<at_area name="fertile_land" />
				<hint>Level15.Bush2</hint>
			</create>
			<give_silent>
				<item>EmptyBowl</item>
			</give_silent>
			<add_item_use>
				<item>WaterBowl</item>
				<at_area name="fertile_land" />
				<switch>water_given_2</switch>
			</add_item_use>
		</trigger>
		<trigger i="WATERED 2" >
			<if_switch name="water_given_2" />
			<destroy>
				<struct>MedicinalBush2</struct>
				<at_area name="fertile_land" />
			</destroy>
			<create>
				<struct>MedicinalBush3</struct>
				<at_area name="fertile_land" />
				<hint>Level15.Bush3</hint>
			</create>
			<give_silent>
				<item>EmptyBowl</item>
			</give_silent>
			<add_item_use>
				<item>WaterBowl</item>
				<at_area name="fertile_land" />
				<switch>water_given_3</switch>
			</add_item_use>
		</trigger>
		<trigger i="WATERED 3" >
			<if_switch name="water_given_3" />
			<destroy>
				<struct>MedicinalBush3</struct>
				<at_area name="fertile_land" />
			</destroy>
			<create>
				<struct>MedicinalBush4</struct>
				<at_area name="fertile_land" />
				<hint>Fruit3</hint>
			</create>
			<quest/>
		</trigger>
		<trigger i="FRUIT 3" >
			<if_switch name="hint.Fruit3" />
			<set_hint>
				<struct>MedicinalBush4</struct>
				<at_area name="fertile_land" />
				<hint>Fruit2</hint>
			</set_hint>
			<give>
				<item>Fruit</item>
			</give>
		</trigger>
		<trigger i="FRUIT 2" >
			<if_switch name="hint.Fruit2" />
			<set_hint>
				<struct>MedicinalBush4</struct>
				<at_area name="fertile_land" />
				<hint>Fruit1</hint>
			</set_hint>
			<give>
				<item>Fruit</item>
			</give>
		</trigger>
		<trigger i="FRUIT 1" >
			<if_switch name="hint.Fruit1" />
			<destroy>
				<struct>MedicinalBush4</struct>
				<at_area name="fertile_land" />
			</destroy>
			<create>
				<struct>MedicinalBush4Inactive</struct>
				<at_area name="fertile_land" />
				<hint>Level15.NoMoreFruits</hint>
			</create>
			<give>
				<item>Fruit</item>
			</give>
		</trigger>
		<trigger i="FRUITS GIVEN" >
			<if_switch name="fruits_given" />
			<quest/>
			<popup portrait="Witch" text="$hierarchy.Level15.WitchGarden" />
			<unlock_building name="HerbGarden" />
			<unlock_research name="WitchAttack" />
			<unlock_research name="BoostHP" />
			<set_hint>
				<structure>SwampWitchHut</structure>
				<at_area>witch</at_area>
				<hint>Level15.WitchSilent</hint>
			</set_hint>
			<inc_quest_counter />
		</trigger>
		<trigger i="GAME_INIT" >
			<set_switch name="set1" state="false" />
			<set_switch name="sync1" />
			<random_switch name="set2" />
			<set_switch name="sync2" />
			<random_switch name="set3" />
			<set_switch name="sync3" />
			<random_switch name="set4" />
			<set_switch name="sync4" />
			<random_switch name="set5" />
			<set_switch name="sync5" />
			<random_switch name="set6" />
			<set_switch name="sync6" />
			<random_switch name="set7" />
			<set_switch name="sync7" />
			<set_switch name="game_on" />
		</trigger>
		<trigger i="GAME_WIN" >
			<if_switch name="set1" />
			<if_switch name="set2" />
			<if_switch name="set3" />
			<if_switch name="set4" />
			<if_switch name="set5" />
			<if_switch name="set6" />
			<if_switch name="set7" />
			<quest/>
			<create>
				<item>EarthRune</item>
				<at_area>firewall</at_area>
			</create>
			<destroy>
				<struct>BigFire</struct>
				<at_area>firewall</at_area>
			</destroy>
			<add_waypoint>
				<at_area>firewall</at_area>
			</add_waypoint>
			<set_switch name="game_on" state="false" />
			<set_hint>
				<count>7</count>
				<structure>Burner</structure>
				<at_area name="game" />
			</set_hint>
			<inc_quest_counter />
		</trigger>
		<trigger i="GAME PRESS 1" repeat="1" >
			<if_switch name="hint.sw1" />
			<if_switch name="game_on" />
			<set_switch name="change1.1" />
			<set_switch name="change4.1" />
			<set_switch name="change5.1" />
			<set_switch name="hint.sw1" state="false" />
		</trigger>
		<trigger i="GAME PRESS 2" repeat="1" >
			<if_switch name="hint.sw2" />
			<if_switch name="game_on" />
			<set_switch name="change2.2" />
			<set_switch name="change5.2" />
			<set_switch name="change6.2" />
			<set_switch name="hint.sw2" state="false" />
		</trigger>
		<trigger i="GAME PRESS 3" repeat="1" >
			<if_switch name="hint.sw3" />
			<if_switch name="game_on" />
			<set_switch name="change3.3" />
			<set_switch name="change6.3" />
			<set_switch name="change7.3" />
			<set_switch name="hint.sw3" state="false" />
		</trigger>
		<trigger i="GAME PRESS 4" repeat="1" >
			<if_switch name="hint.sw4" />
			<if_switch name="game_on" />
			<set_switch name="change4.4" />
			<set_switch name="change7.4" />
			<set_switch name="change1.4" />
			<set_switch name="hint.sw4" state="false" />
		</trigger>
		<trigger i="GAME PRESS 5" repeat="1" >
			<if_switch name="hint.sw5" />
			<if_switch name="game_on" />
			<set_switch name="change5.5" />
			<set_switch name="change1.5" />
			<set_switch name="change2.5" />
			<set_switch name="hint.sw5" state="false" />
		</trigger>
		<trigger i="GAME PRESS 6" repeat="1" >
			<if_switch name="hint.sw6" />
			<if_switch name="game_on" />
			<set_switch name="change6.6" />
			<set_switch name="change2.6" />
			<set_switch name="change3.6" />
			<set_switch name="hint.sw6" state="false" />
		</trigger>
		<trigger i="GAME PRESS 7" repeat="1" >
			<if_switch name="hint.sw7" />
			<if_switch name="game_on" />
			<set_switch name="change7.7" />
			<set_switch name="change3.7" />
			<set_switch name="change4.7" />
			<set_switch name="hint.sw7" state="false" />
		</trigger>
		<trigger i="GAME 1 1" repeat="1" >
			<if_switch name="change1.1" />
			<invert_switch name="set1" />
			<set_switch name="sync1" />
			<set_switch name="change1.1" state="false" />
		</trigger>
		<trigger i="GAME 1 4" repeat="1" >
			<if_switch name="change1.4" />
			<invert_switch name="set1" />
			<set_switch name="sync1" />
			<set_switch name="change1.4" state="false" />
		</trigger>
		<trigger i="GAME 1 5" repeat="1" >
			<if_switch name="change1.5" />
			<invert_switch name="set1" />
			<set_switch name="sync1" />
			<set_switch name="change1.5" state="false" />
		</trigger>
		<trigger i="GAME 2 2" repeat="1" >
			<if_switch name="change2.2" />
			<invert_switch name="set2" />
			<set_switch name="sync2" />
			<set_switch name="change2.2" state="false" />
		</trigger>
		<trigger i="GAME 2 5" repeat="1" >
			<if_switch name="change2.5" />
			<invert_switch name="set2" />
			<set_switch name="sync2" />
			<set_switch name="change2.5" state="false" />
		</trigger>
		<trigger i="GAME 2 6" repeat="1" >
			<if_switch name="change2.6" />
			<invert_switch name="set2" />
			<set_switch name="sync2" />
			<set_switch name="change2.6" state="false" />
		</trigger>
		<trigger i="GAME 3 3" repeat="1" >
			<if_switch name="change3.3" />
			<invert_switch name="set3" />
			<set_switch name="sync3" />
			<set_switch name="change3.3" state="false" />
		</trigger>
		<trigger i="GAME 3 6" repeat="1" >
			<if_switch name="change3.6" />
			<invert_switch name="set3" />
			<set_switch name="sync3" />
			<set_switch name="change3.6" state="false" />
		</trigger>
		<trigger i="GAME 3 7" repeat="1" >
			<if_switch name="change3.7" />
			<invert_switch name="set3" />
			<set_switch name="sync3" />
			<set_switch name="change3.7" state="false" />
		</trigger>
		<trigger i="GAME 4 4" repeat="1" >
			<if_switch name="change4.4" />
			<invert_switch name="set4" />
			<set_switch name="sync4" />
			<set_switch name="change4.4" state="false" />
		</trigger>
		<trigger i="GAME 4 7" repeat="1" >
			<if_switch name="change4.7" />
			<invert_switch name="set4" />
			<set_switch name="sync4" />
			<set_switch name="change4.7" state="false" />
		</trigger>
		<trigger i="GAME 4 1" repeat="1" >
			<if_switch name="change4.1" />
			<invert_switch name="set4" />
			<set_switch name="sync4" />
			<set_switch name="change4.1" state="false" />
		</trigger>
		<trigger i="GAME 5 5" repeat="1" >
			<if_switch name="change5.5" />
			<invert_switch name="set5" />
			<set_switch name="sync5" />
			<set_switch name="change5.5" state="false" />
		</trigger>
		<trigger i="GAME 5 1" repeat="1" >
			<if_switch name="change5.1" />
			<invert_switch name="set5" />
			<set_switch name="sync5" />
			<set_switch name="change5.1" state="false" />
		</trigger>
		<trigger i="GAME 5 2" repeat="1" >
			<if_switch name="change5.2" />
			<invert_switch name="set5" />
			<set_switch name="sync5" />
			<set_switch name="change5.2" state="false" />
		</trigger>
		<trigger i="GAME 6 6" repeat="1" >
			<if_switch name="change6.6" />
			<invert_switch name="set6" />
			<set_switch name="sync6" />
			<set_switch name="change6.6" state="false" />
		</trigger>
		<trigger i="GAME 6 2" repeat="1" >
			<if_switch name="change6.2" />
			<invert_switch name="set6" />
			<set_switch name="sync6" />
			<set_switch name="change6.2" state="false" />
		</trigger>
		<trigger i="GAME 6 3" repeat="1" >
			<if_switch name="change6.3" />
			<invert_switch name="set6" />
			<set_switch name="sync6" />
			<set_switch name="change6.3" state="false" />
		</trigger>
		<trigger i="GAME 7 7" repeat="1" >
			<if_switch name="change7.7" />
			<invert_switch name="set7" />
			<set_switch name="sync7" />
			<set_switch name="change7.7" state="false" />
		</trigger>
		<trigger i="GAME 7 3" repeat="1" >
			<if_switch name="change7.3" />
			<invert_switch name="set7" />
			<set_switch name="sync7" />
			<set_switch name="change7.3" state="false" />
		</trigger>
		<trigger i="GAME 7 4" repeat="1" >
			<if_switch name="change7.4" />
			<invert_switch name="set7" />
			<set_switch name="sync7" />
			<set_switch name="change7.4" state="false" />
		</trigger>
		<trigger i="SYNC 1 TRUE" repeat="1" >
			<if_switch name="sync1" />
			<if_switch name="set1" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw1</at_area>
			</set_state>
			<set_switch name="sync1" state="false" />
		</trigger>
		<trigger i="SYNC 1 FALSE" repeat="1" >
			<if_switch name="sync1" />
			<if_not_switch name="set1" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw1</at_area>
			</set_state>
			<set_switch name="sync1" state="false" />
		</trigger>
		<trigger i="SYNC 2 TRUE" repeat="1" >
			<if_switch name="sync2" />
			<if_switch name="set2" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw2</at_area>
			</set_state>
			<set_switch name="sync2" state="false" />
		</trigger>
		<trigger i="SYNC 2 FALSE" repeat="1" >
			<if_switch name="sync2" />
			<if_not_switch name="set2" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw2</at_area>
			</set_state>
			<set_switch name="sync2" state="false" />
		</trigger>
		<trigger i="SYNC 3 TRUE" repeat="1" >
			<if_switch name="sync3" />
			<if_switch name="set3" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw3</at_area>
			</set_state>
			<set_switch name="sync3" state="false" />
		</trigger>
		<trigger i="SYNC 3 FALSE" repeat="1" >
			<if_switch name="sync3" />
			<if_not_switch name="set3" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw3</at_area>
			</set_state>
			<set_switch name="sync3" state="false" />
		</trigger>
		<trigger i="SYNC 4 TRUE" repeat="1" >
			<if_switch name="sync4" />
			<if_switch name="set4" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw4</at_area>
			</set_state>
			<set_switch name="sync4" state="false" />
		</trigger>
		<trigger i="SYNC 4 FALSE" repeat="1" >
			<if_switch name="sync4" />
			<if_not_switch name="set4" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw4</at_area>
			</set_state>
			<set_switch name="sync4" state="false" />
		</trigger>
		<trigger i="SYNC 5 TRUE" repeat="1" >
			<if_switch name="sync5" />
			<if_switch name="set5" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw5</at_area>
			</set_state>
			<set_switch name="sync5" state="false" />
		</trigger>
		<trigger i="SYNC 5 FALSE" repeat="1" >
			<if_switch name="sync5" />
			<if_not_switch name="set5" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw5</at_area>
			</set_state>
			<set_switch name="sync5" state="false" />
		</trigger>
		<trigger i="SYNC 6 TRUE" repeat="1" >
			<if_switch name="sync6" />
			<if_switch name="set6" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw6</at_area>
			</set_state>
			<set_switch name="sync6" state="false" />
		</trigger>
		<trigger i="SYNC 6 FALSE" repeat="1" >
			<if_switch name="sync6" />
			<if_not_switch name="set6" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw6</at_area>
			</set_state>
			<set_switch name="sync6" state="false" />
		</trigger>
		<trigger i="SYNC 7 TRUE" repeat="1" >
			<if_switch name="sync7" />
			<if_switch name="set7" />
			<set_state>
				<state>true</state>
				<struct>Burner</struct>
				<at_area>sw7</at_area>
			</set_state>
			<set_switch name="sync7" state="false" />
		</trigger>
		<trigger i="SYNC 7 FALSE" repeat="1" >
			<if_switch name="sync7" />
			<if_not_switch name="set7" />
			<set_state>
				<state>false</state>
				<struct>Burner</struct>
				<at_area>sw7</at_area>
			</set_state>
			<set_switch name="sync7" state="false" />
		</trigger>
		<trigger i="RETARGET" repeat="1" >
			<if_switch name="need_retarget" />
			<random_switch name="goto_left" />
			<random_switch name="goto_top" />
			<set_switch name="retarget" />
			<set_switch name="need_retarget" state="false" />
		</trigger>
		<trigger i="BLOCKED_NW" repeat="1" >
			<if_switch name="forbid_nw" />
			<if_switch name="retarget" />
			<if_switch name="goto_left" />
			<if_switch name="goto_top" />
			<set_switch name="retarget" state="false" />
			<set_switch name="need_retarget" />
		</trigger>
		<trigger i="BLOCKED_NE" repeat="1" >
			<if_switch name="forbid_ne" />
			<if_switch name="retarget" />
			<if_not_switch name="goto_left" />
			<if_switch name="goto_top" />
			<set_switch name="retarget" state="false" />
			<set_switch name="need_retarget" />
		</trigger>
		<trigger i="BLOCKED_SW" repeat="1" >
			<if_switch name="forbid_sw" />
			<if_switch name="retarget" />
			<if_switch name="goto_left" />
			<if_not_switch name="goto_top" />
			<set_switch name="retarget" state="false" />
			<set_switch name="need_retarget" />
		</trigger>
		<trigger i="BLOCKED_SE" repeat="1" >
			<if_switch name="forbid_se" />
			<if_switch name="retarget" />
			<if_not_switch name="goto_left" />
			<if_not_switch name="goto_top" />
			<set_switch name="retarget" state="false" />
			<set_switch name="need_retarget" />
		</trigger>
		<trigger i="NEED_RETARGET_NW" repeat="1" >
			<if_switch name="retarget" />
			<if_switch name="goto_left" />
			<if_switch name="goto_top" />
			<set_switch name="goto1" />
			<focus>
				<group>Boss</group>
				<at_area name="hole1" />
			</focus>
			<focus>
				<group>Beetles</group>
				<at_area name="hole1" />
			</focus>
			<set_switch name="retarget" state="false" />
			<set_switch name="clear_forbid" />
		</trigger>
		<trigger i="NEED_RETARGET_NE" repeat="1" >
			<if_switch name="retarget" />
			<if_not_switch name="goto_left" />
			<if_switch name="goto_top" />
			<set_switch name="goto2" />
			<focus>
				<group>Boss</group>
				<at_area name="hole2" />
			</focus>
			<focus>
				<group>Beetles</group>
				<at_area name="hole2" />
			</focus>
			<set_switch name="retarget" state="false" />
			<set_switch name="clear_forbid" />
		</trigger>
		<trigger i="NEED_RETARGET_SW" repeat="1" >
			<if_switch name="retarget" />
			<if_switch name="goto_left" />
			<if_not_switch name="goto_top" />
			<set_switch name="goto3" />
			<focus>
				<group>Boss</group>
				<at_area name="hole3" />
			</focus>
			<focus>
				<group>Beetles</group>
				<at_area name="hole3" />
			</focus>
			<set_switch name="retarget" state="false" />
			<set_switch name="clear_forbid" />
		</trigger>
		<trigger i="NEED_RETARGET_SE" repeat="1" >
			<if_switch name="retarget" />
			<if_not_switch name="goto_left" />
			<if_not_switch name="goto_top" />
			<set_switch name="goto4" />
			<focus>
				<group>Boss</group>
				<at_area name="hole4" />
			</focus>
			<focus>
				<group>Beetles</group>
				<at_area name="hole4" />
			</focus>
			<set_switch name="retarget" state="false" />
			<set_switch name="clear_forbid" />
		</trigger>
		<trigger i="CLEAR_FORBID" repeat="1" >
			<if_switch name="clear_forbid" />
			<set_switch name="forbid_nw" state="false" />
			<set_switch name="forbid_ne" state="false" />
			<set_switch name="forbid_sw" state="false" />
			<set_switch name="forbid_se" state="false" />
			<set_switch name="clear_forbid" state="false" />
		</trigger>
		<trigger i="GOTO 1" repeat="1" >
			<if_switch name="goto1" />
			<if_has>
				<side>enemy</side>
				<unit>BeetleBoss</unit>
				<at_area>hole1</at_area>
			</if_has>
			<hide>
				<group>Boss</group>
			</hide>
			<set_switch name="goto1" state="false" />
			<set_switch name="need_respawn" />
		</trigger>
		<trigger i="GOTO 2" repeat="1" >
			<if_switch name="goto2" />
			<if_has>
				<side>enemy</side>
				<unit>BeetleBoss</unit>
				<at_area>hole2</at_area>
			</if_has>
			<hide>
				<group>Boss</group>
			</hide>
			<set_switch name="goto2" state="false" />
			<set_switch name="need_respawn" />
		</trigger>
		<trigger i="GOTO 3" repeat="1" >
			<if_switch name="goto3" />
			<if_has>
				<side>enemy</side>
				<unit>BeetleBoss</unit>
				<at_area>hole3</at_area>
			</if_has>
			<hide>
				<group>Boss</group>
			</hide>
			<set_switch name="goto3" state="false" />
			<set_switch name="need_respawn" />
		</trigger>
		<trigger i="GOTO 4" repeat="1" >
			<if_switch name="goto4" />
			<if_has>
				<side>enemy</side>
				<unit>BeetleBoss</unit>
				<at_area>hole4</at_area>
			</if_has>
			<hide>
				<group>Boss</group>
			</hide>
			<set_switch name="goto4" state="false" />
			<set_switch name="need_respawn" />
		</trigger>
		<trigger i="BEETLE BOSS IN HOLE" repeat="1" >
			<if_switch name="need_respawn" />
			<set_switch name="respawn_beetles" />
			<set_switch name="respawn_beetles2" />
			<set_switch name="need_respawn" state="false" />
			<wait time="60000" />
			<defocus>
				<group>Boss</group>
			</defocus>
			<random_switch name="resp_left" />
			<random_switch name="resp_top" />
			<set_switch name="respawn" />
		</trigger>
		<trigger i="RESPAWN NW" repeat="1" >
			<if_switch name="respawn" />
			<if_switch name="resp_left" />
			<if_switch name="resp_top" />
			<unhide>
				<group>Boss</group>
				<at_area name="hole1" />
			</unhide>
			<defocus>
				<group>Boss</group>
			</defocus>
			<set_switch name="respawn" state="false" />
			<set_switch name="need_retarget" />
			<set_switch name="forbid_nw" />
		</trigger>
		<trigger i="RESPAWN NE" repeat="1" >
			<if_switch name="respawn" />
			<if_not_switch name="resp_left" />
			<if_switch name="resp_top" />
			<unhide>
				<group>Boss</group>
				<at_area name="hole2" />
			</unhide>
			<defocus>
				<group>Boss</group>
			</defocus>
			<set_switch name="respawn" state="false" />
			<set_switch name="need_retarget" />
			<set_switch name="forbid_ne" />
		</trigger>
		<trigger i="RESPAWN SW" repeat="1" >
			<if_switch name="respawn" />
			<if_switch name="resp_left" />
			<if_not_switch name="resp_top" />
			<unhide>
				<group>Boss</group>
				<at_area name="hole3" />
			</unhide>
			<defocus>
				<group>Boss</group>
			</defocus>
			<set_switch name="respawn" state="false" />
			<set_switch name="need_retarget" />
			<set_switch name="forbid_sw" />
		</trigger>
		<trigger i="RESPAWN SE" repeat="1" >
			<if_switch name="respawn" />
			<if_not_switch name="resp_left" />
			<if_not_switch name="resp_top" />
			<defocus>
				<group>Boss</group>
			</defocus>
			<unhide>
				<group>Boss</group>
				<at_area name="hole4" />
			</unhide>
			<set_switch name="respawn" state="false" />
			<set_switch name="need_retarget" />
			<set_switch name="forbid_se" />
		</trigger>
		<trigger i="RESPAWN_BEETLES" repeat="1" >
			<if_switch name="respawn_beetles" />
			<if_has sign="le" value="4" >
				<side>enemy</side>
				<unit>BeetleMeele</unit>
				<at_area>lair</at_area>
			</if_has>
			<set_switch name="respawn_beetles" state="false" />
			<wait time="3000" />
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleMeele</unit>
				<at_area>hole1</at_area>
				<group>Beetles</group>
			</create>
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleMeele</unit>
				<at_area>hole2</at_area>
				<group>Beetles</group>
			</create>
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleMeele</unit>
				<at_area>hole3</at_area>
				<group>Beetles</group>
			</create>
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleMeele</unit>
				<at_area>hole4</at_area>
				<group>Beetles</group>
			</create>
		</trigger>
		<trigger i="RESPAWN_BEETLES2" repeat="1" >
			<if_switch name="respawn_beetles2" />
			<if_has sign="le" value="4" >
				<side>enemy</side>
				<unit>BeetleShooter</unit>
				<at_area>lair</at_area>
			</if_has>
			<set_switch name="respawn_beetles2" state="false" />
			<wait time="3000" />
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleShooter</unit>
				<at_area>hole1</at_area>
				<group>Beetles</group>
			</create>
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleShooter</unit>
				<at_area>hole2</at_area>
				<group>Beetles</group>
			</create>
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleShooter</unit>
				<at_area>hole3</at_area>
				<group>Beetles</group>
			</create>
			<create>
				<side>enemy</side>
				<count>4</count>
				<unit>BeetleShooter</unit>
				<at_area>hole4</at_area>
				<group>Beetles</group>
			</create>
		</trigger>
		<trigger i="CHESTS" >
			<join_group>
				<item>Chest</item>
				<at_area name="chest1" />
				<group>Chest1</group>
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest2" />
				<group>Chest2</group>
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest3" />
				<group>Chest3</group>
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest4" />
				<group>Chest4</group>
			</join_group>
		</trigger>
		<trigger i="CHEST 1" >
			<if_group_empty name="Chest1" />
			<create>
				<item>VioletGem</item>
				<sub_id>45</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>46</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>47</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 2" >
			<if_group_empty name="Chest2" />
			<create>
				<item>YellowGem</item>
				<sub_id>47</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>47</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 3" >
			<if_group_empty name="Chest3" />
			<create>
				<item>RedGem</item>
				<sub_id>47</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>47</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 4" >
			<if_group_empty name="Chest4" />
			<create>
				<item>WhiteGem</item>
				<sub_id>46</sub_id>
				<at_area name="chest4" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>47</sub_id>
				<at_area name="chest4" />
				<force_random/>
			</create>
			<create>
				<item>Art13</item>
				<group>Art</group>
				<at_area name="chest4" />
				<force_random/>
			</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.Level15.ArtFound" />
			<inc_quest_counter />
		</trigger>
	</triggers>
	<options>
		<id>15</id>
		<music>dark</music>
	</options>
	<size x="3072" y="3072" />
	<player_base x="423" y="2469" />
	<terrain>Dead128</terrain>
	<landmark type="Grass2_free" x="520" y="543" />
	<landmark type="Grass2_free" x="373" y="602" />
	<landmark type="Grass2_free" x="504" y="652" />
	<landmark type="RedSand" x="2432" y="234" />
	<landmark type="RedSand" x="2560" y="312" />
	<landmark type="RedSand" x="2304" y="312" />
	<landmark type="RedSand" x="1920" y="390" />
	<landmark type="RedSand" x="1664" y="390" />
	<landmark type="RedSand" x="2432" y="390" />
	<landmark type="RedSand" x="2176" y="390" />
	<landmark type="RedSand" x="1408" y="390" />
	<landmark type="RedSandFree" x="2322" y="405" />
	<landmark type="RedSandFree" x="521" y="440" />
	<landmark type="RedSandFree" x="383" y="459" />
	<landmark type="RedSand" x="2048" y="468" />
	<landmark type="RedSand" x="1792" y="468" />
	<landmark type="RedSand" x="1536" y="468" />
	<landmark type="RedSand" x="1280" y="468" />
	<landmark type="RedSand" x="2560" y="468" />
	<landmark type="RedSandFree" x="245" y="521" />
	<landmark type="RedSandFree" x="666" y="531" />
	<landmark type="RedSand" x="1152" y="546" />
	<landmark type="RedSand" x="2432" y="546" />
	<landmark type="Swamp_free" x="1939" y="551" />
	<landmark type="Swamp_free" x="1768" y="581" />
	<landmark type="Swamp_free" x="2064" y="588" />
	<landmark type="Swamp_free" x="2184" y="614" />
	<landmark type="RedSandFree" x="646" y="623" />
	<landmark type="RedSand" x="1024" y="624" />
	<landmark type="RedSand" x="768" y="624" />
	<landmark type="RedSand" x="2560" y="624" />
	<landmark type="Swamp_free" x="1985" y="656" />
	<landmark type="RedSandFree" x="244" y="664" />
	<landmark type="RedSandFree" x="1074" y="688" />
	<landmark type="RedSandFree" x="573" y="700" />
	<landmark type="RedSand" x="896" y="702" />
	<landmark type="RedSand" x="2432" y="702" />
	<landmark type="Swamp" x="2176" y="702" />
	<landmark type="RedSandFree" x="398" y="726" />
	<landmark type="Swamp_free" x="1875" y="756" />
	<landmark type="Swamp_free" x="1757" y="771" />
	<landmark type="Swamp_free" x="2008" y="774" />
	<landmark type="RedSand" x="512" y="780" />
	<landmark type="RedSand" x="1024" y="780" />
	<landmark type="RedSand" x="2560" y="780" />
	<landmark type="RedSand" x="256" y="780" />
	<landmark type="Swamp_free" x="2139" y="785" />
	<landmark type="RedSandFree" x="2375" y="790" />
	<landmark type="RedSand" x="384" y="858" />
	<landmark type="RedSand" x="2432" y="858" />
	<landmark type="RedSand" x="896" y="858" />
	<landmark type="Swamp_free" x="1876" y="865" />
	<landmark type="RedSandFree" x="1053" y="869" />
	<landmark type="Swamp_free" x="1778" y="879" />
	<landmark type="RedSand" x="2304" y="936" />
	<landmark type="RedSand" x="1024" y="936" />
	<landmark type="Swamp_free" x="2017" y="941" />
	<landmark type="Swamp_free" x="2128" y="945" />
	<landmark type="RedSandFree" x="2328" y="1010" />
	<landmark type="RedSand" x="2432" y="1014" />
	<landmark type="RedSand" x="896" y="1014" />
	<landmark type="RedSandFree" x="1601" y="1047" />
	<landmark type="RedSandFree" x="1348" y="1053" />
	<landmark type="RedSandFree" x="1213" y="1077" />
	<landmark type="RedSand" x="2304" y="1092" />
	<landmark type="RedSand" x="1024" y="1092" />
	<landmark type="RedSand" x="768" y="1092" />
	<landmark type="RedSandFree" x="1468" y="1168" />
	<landmark type="RedSand" x="2176" y="1170" />
	<landmark type="RedSand" x="896" y="1170" />
	<landmark type="RedSandFree" x="1973" y="1172" />
	<landmark type="RedSandFree" x="1066" y="1212" />
	<landmark type="RedSandFree" x="1672" y="1215" />
	<landmark type="RedSand" x="768" y="1248" />
	<landmark type="RedSand" x="2048" y="1248" />
	<landmark type="RedSandFree" x="1433" y="1277" />
	<landmark type="RedSandFree" x="1302" y="1304" />
	<landmark type="RedSand" x="640" y="1326" />
	<landmark type="RedSand" x="1920" y="1326" />
	<landmark type="RedSandFree" x="1690" y="1335" />
	<landmark type="RedSandFree" x="1333" y="1369" />
	<landmark type="RedSandFree" x="937" y="1372" />
	<landmark type="RedSandFree" x="1862" y="1399" />
	<landmark type="RedSand" x="2560" y="1404" />
	<landmark type="RedSand" x="2048" y="1404" />
	<landmark type="RedSand" x="768" y="1404" />
	<landmark type="RedSand" x="1920" y="1482" />
	<landmark type="RedSand" x="640" y="1482" />
	<landmark type="RedSand" x="2432" y="1482" />
	<landmark type="RedSand" x="1792" y="1560" />
	<landmark type="RedSand" x="2560" y="1560" />
	<landmark type="RedSand" x="2304" y="1560" />
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