<level>
	<triggers>
		<trigger i="ARUKU BACK" repeat="1" >
			<if_has>
				<unit>Aruku</unit>
				<side>player</side>
				<at_area name="lair" />
			</if_has>
			<join_group>
				<unit>Aruku</unit>
				<side>player</side>
				<at_area name="lair" />
				<group>ArukuBack</group>
			</join_group>
			<hide>
				<group>ArukuBack</group>
			</hide>
			<unhide>
				<group>ArukuBack</group>
				<at_area name="startup" />
			</unhide>
			<clear_group>
				<group>ArukuBack</group>
			</clear_group>
		</trigger>
		<trigger i="GURO BACK" repeat="1" >
			<if_has>
				<unit>Guro</unit>
				<side>player</side>
				<at_area name="lair" />
			</if_has>
			<join_group>
				<unit>Guro</unit>
				<side>player</side>
				<at_area name="lair" />
				<group>GuroBack</group>
			</join_group>
			<hide>
				<group>GuroBack</group>
			</hide>
			<unhide>
				<group>GuroBack</group>
				<at_area name="startup" />
			</unhide>
			<clear_group>
				<group>GuroBack</group>
			</clear_group>
		</trigger>
		<trigger i="DEFEAT ARUKU" >
			<if_has sign="eq" value="0" >
				<unit>Aruku</unit>
				<side>player</side>
			</if_has>
			<wait time="3000" />
			<defeat_aruku/>
		</trigger>
		<trigger i="DEFEAT GURO" >
			<if_has sign="eq" value="0" >
				<unit>Guro</unit>
				<side>player</side>
			</if_has>
			<wait time="3000" />
			<defeat_guro/>
		</trigger>
		<trigger i="START" >
			<wait time="5000" />
			<popup portrait="Chief" text="$hierarchy.Level18.Start" />
			<unlock_building name="CaveOfTrials" />
			<unlock_research name="StunningBlow" />
			<set_objective text="$hierarchy.Level18.TaskKing" />
		</trigger>
		<trigger i="SHADES" >
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="prince_1" />
				<group>Prince1</group>
			</join_group>
			<focus>
				<group>Prince1</group>
				<at_area name="prince_1" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="prince_2" />
				<group>Prince2</group>
			</join_group>
			<focus>
				<group>Prince2</group>
				<at_area name="prince_2" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="prince_3" />
				<group>Prince3</group>
			</join_group>
			<focus>
				<group>Prince3</group>
				<at_area name="prince_3" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="prince_4" />
				<group>Prince4</group>
			</join_group>
			<focus>
				<group>Prince4</group>
				<at_area name="prince_4" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="king" />
				<group>King</group>
			</join_group>
			<focus>
				<group>King</group>
				<at_area name="king" />
			</focus>
		</trigger>
		<trigger i="CHEST ART" >
			<join_group>
				<item>Chest</item>
				<at_area name="chest_art" />
				<group>ChestArt</group>
			</join_group>
		</trigger>
		<trigger i="DROP ART" >
			<if_group_empty name="ChestArt" />
			<create>
				<item>Art16</item>
				<group name="Art" />
				<at_area name="chest_art" />
			</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.Level18.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="SINGING ROCKS" >
			<if_switch name="hint.sr_1" />
			<if_switch name="hint.sr_2" />
			<if_switch name="hint.sr_3" />
			<if_switch name="hint.sr_4" />
			<if_switch name="hint.sr_5" />
			<if_switch name="hint.sr_6" />
			<if_switch name="hint.sr_7" />
			<if_switch name="hint.sr_8" />
			<if_switch name="hint.sr_9" />
			<wait time="1000" />
			<focus_riddle/>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="fake_island" />
			</reveal_map>
			<reveal_map>
				<radius>200</radius>
				<at_area name="fake_island_2" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="fake_island" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="3000" />
			<replace>
				<landmark>FakeDarkIslandOff</landmark>
				<at_area name="fake_island" />
				<to>FakeDarkIslandOn</to>
			</replace>
			<replace>
				<landmark>RedSandDarkOff</landmark>
				<at_area name="fake_island" />
				<to>RedSandDarkOn</to>
			</replace>
			<resume_scroll/>
			<wait time="5000" />
			<quest/>
			<wait time="1000" />
			<replace>
				<landmark>RedSandDarkOn</landmark>
				<at_area name="fake_island" />
				<to>RedSandDarkFree</to>
			</replace>
			<destroy>
				<structure>Structure128</structure>
				<at_area name="fake_island" />
			</destroy>
			<add_waypoint>
				<at_area name="fi_wp_1" />
				<no_sync/>
			</add_waypoint>
			<add_waypoint>
				<at_area name="fi_wp_2" />
			</add_waypoint>
		</trigger>
		<trigger i="SINGING ROCK 1" >
			<if_switch name="hint.sr_1" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_1" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 2" >
			<if_switch name="hint.sr_2" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_2" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 3" >
			<if_switch name="hint.sr_3" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_3" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 4" >
			<if_switch name="hint.sr_4" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_4" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 5" >
			<if_switch name="hint.sr_5" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_5" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 6" >
			<if_switch name="hint.sr_6" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_6" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 7" >
			<if_switch name="hint.sr_7" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_7" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 8" >
			<if_switch name="hint.sr_8" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_8" />
			</set_hint>
		</trigger>
		<trigger i="SINGING ROCK 9" >
			<if_switch name="hint.sr_9" />
			<set_hint>
				<structure>SingingRock2</structure>
				<at_area name="sr_9" />
			</set_hint>
		</trigger>
		<trigger i="PORTALS" >
			<link>
				<at_area>in_A</at_area>
				<to>out_A</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_B</at_area>
				<to>out_B</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_C</at_area>
				<to>out_C</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_D</at_area>
				<to>out_D</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_E</at_area>
				<to>out_E</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_F</at_area>
				<to>out_F</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_X_1</at_area>
				<to>out_X</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_X_2</at_area>
				<to>out_X</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_X_3</at_area>
				<to>out_X</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_X_4</at_area>
				<to>out_X</to>
				<no_sync/>
			</link>
			<link>
				<at_area>in_X_5</at_area>
				<to>out_X</to>
			</link>
		</trigger>
		<trigger i="PORTAL A" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_A" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_A" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_A" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_A" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL B" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_B" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_B" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_B" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_B" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL C" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_C" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_C" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_C" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_C" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL D" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_D" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_D" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_D" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_D" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL E" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_E" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_E" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_E" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_E" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL F" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_F" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_F" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_F" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_F" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL X_1" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_X_1" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_X_1" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_X" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_X_1" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL X_2" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_X_2" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_X_2" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_X" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_X_2" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL X_3" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_X_3" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_X_3" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_X" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_X_3" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL X_4" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_X_4" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_X_4" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_X" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_X_4" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="PORTAL X_5" repeat="1" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="in_X_5" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="in_X_5" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="out_X" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<effect_object name="portal" >
				<at_area name="in_X_5" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="DARK PORTAL" repeat="1" >
			<if_switch name="dp_activated" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="dark_portal" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="dark_portal" />
				<group>Travel</group>
			</join_group>
			<hide>
				<group>Travel</group>
			</hide>
			<unhide>
				<group>Travel</group>
				<at_area name="king" />
			</unhide>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<set_switch name="dp_used" />
			<effect_object name="portal" >
				<at_area name="dark_portal" />
				<checked/>
			</effect_object>
		</trigger>
		<trigger i="STONE HEADS" >
			<add_item_use>
				<item>DarkEssence</item>
				<at_area>sh_1</at_area>
				<switch>sh_1_on</switch>
			</add_item_use>
			<add_item_use>
				<item>DarkEssence</item>
				<at_area>sh_2</at_area>
				<switch>sh_2_on</switch>
			</add_item_use>
			<add_item_use>
				<item>DarkEssence</item>
				<at_area>sh_3</at_area>
				<switch>sh_3_on</switch>
			</add_item_use>
			<add_item_use>
				<item>DarkEssence</item>
				<at_area>sh_4</at_area>
				<switch>sh_4_on</switch>
			</add_item_use>
		</trigger>
		<trigger i="STONE HEAD 1" >
			<if_switch name="sh_1_on" />
			<activate>
				<structure>StoneHeadDark</structure>
				<at_area>sh_1</at_area>
			</activate>
		</trigger>
		<trigger i="STONE HEAD 2" >
			<if_switch name="sh_2_on" />
			<activate>
				<structure>StoneHeadDark</structure>
				<at_area>sh_2</at_area>
			</activate>
		</trigger>
		<trigger i="STONE HEAD 3" >
			<if_switch name="sh_3_on" />
			<activate>
				<structure>StoneHeadDark</structure>
				<at_area>sh_3</at_area>
			</activate>
		</trigger>
		<trigger i="STONE HEAD 4" >
			<if_switch name="sh_4_on" />
			<activate>
				<structure>StoneHeadDark</structure>
				<at_area>sh_4</at_area>
			</activate>
		</trigger>
		<trigger i="STONE HEADS ALL ON" >
			<if_switch name="sh_1_on" />
			<if_switch name="sh_2_on" />
			<if_switch name="sh_3_on" />
			<if_switch name="sh_4_on" />
			<quest/>
			<inc_quest_counter />
			<create>
				<landmark>BigDarkPortalIn</landmark>
				<at_area name="dark_portal" />
			</create>
			<create>
				<structure>DarkPortal</structure>
				<at_area name="dark_portal" />
			</create>
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level18.DarkPortal" />
			<set_objective text="$hierarchy.Level18.TaskPortal" />
			<wait time="1000" />
			<link>
				<at_area>dp_1</at_area>
				<to>king</to>
				<no_sync/>
			</link>
			<link>
				<at_area>dp_2</at_area>
				<to>king</to>
				<no_sync/>
			</link>
			<link>
				<at_area>dp_3</at_area>
				<to>king</to>
				<no_sync/>
			</link>
			<link>
				<at_area>dp_4</at_area>
				<to>king</to>
			</link>
			<set_switch name="dp_activated" />
		</trigger>
		<trigger i="DARK PORTAL USED" >
			<if_switch name="dp_used" />
			<reveal_map>
				<radius>350</radius>
				<at_area name="reveal_1" />
			</reveal_map>
			<reveal_map>
				<radius>350</radius>
				<at_area name="reveal_2" />
			</reveal_map>
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level18.KingShadeLair" />
		</trigger>
		<trigger i="KING KILLED" >
			<if_group_empty name="King" />
			<set_switch name="dp_activated" state="false" />
			<destroy>
				<structure>DarkPortal</structure>
				<at_area name="dark_portal" />
			</destroy>
			<destroy>
				<landmark>BigDarkPortalIn</landmark>
				<at_area name="dark_portal" />
			</destroy>
			<set_switch name="destroy_lair" />
			<give>
				<item>CrowTotem</item>
			</give>
			<set_objective/>
			<inc_quest_counter />
		</trigger>
		<trigger i="DESTROY LAIR" >
			<if_switch name="destroy_lair" />
			<focus_danger/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="king" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<join_group>
				<at_area name="lair" />
				<landmark>RedSandDark</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>RedSandDarkFree</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>DarkBack</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthBackL</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthBackR</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<structure>DarkRock1L</structure>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<structure>DarkRock1R</structure>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<structure>DarkRock2L</structure>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<structure>DarkRock2R</structure>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<structure>DarkRock3L</structure>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<structure>DarkRock3R</structure>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthRoot1L</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthRoot1R</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthRoot2L</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthRoot2R</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthRoot3L</landmark>
				<group>Lair</group>
			</join_group>
			<join_group>
				<at_area name="lair" />
				<landmark>EarthRoot3R</landmark>
				<group>Lair</group>
			</join_group>
			<quake/>
			<wait time="1000" />
			<destroy>
				<building/>
				<side>player</side>
				<at_area name="lair" />
			</destroy>
			<wait time="500" />
			<quake/>
			<wait time="1500" />
			<quake/>
			<effect_object name="dust" >
				<at_area name="eff_1" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_2" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_3" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_4" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_5" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_6" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_7" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_8" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_9" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_A" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_B" />
			</effect_object>
			<effect_object name="dust" >
				<at_area name="eff_C" />
			</effect_object>
			<wait time="1500" />
			<quake_hard/>
			<wait time="1500" />
			<quake_hard/>
			<wait time="1500" />
			<quake_hard/>
			<effect_object name="explosion_stones" >
				<at_area name="eff_2" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_5" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_7" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_C" />
			</effect_object>
			<wait time="1000" />
			<effect_object name="explosion_stones" >
				<at_area name="eff_1" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_2" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_3" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_4" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_5" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_6" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_7" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_8" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_9" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_A" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_B" />
			</effect_object>
			<effect_object name="explosion_stones" >
				<at_area name="eff_C" />
			</effect_object>
			<fade_quick>
				<group>Lair</group>
			</fade_quick>
			<wait time="500" />
			<quake/>
			<destroy>
				<unit/>
				<side>player</side>
				<at_area name="lair" />
			</destroy>
			<destroy>
				<magic>HunterTrap</magic>
				<side>player</side>
				<at_area name="lair" />
			</destroy>
			<destroy>
				<group>Lair</group>
			</destroy>
			<create>
				<structure>Structure424</structure>
				<at_area name="lair" />
			</create>
			<wait time="500" />
			<create>
				<count>12</count>
				<structure>Asteroid1</structure>
				<at_area name="lair" />
			</create>
			<create>
				<count>16</count>
				<structure>Asteroid2</structure>
				<at_area name="lair" />
			</create>
			<create>
				<count>8</count>
				<structure>Asteroid3</structure>
				<at_area name="lair" />
			</create>
			<create>
				<count>24</count>
				<structure>Asteroid4</structure>
				<at_area name="lair" />
			</create>
			<wait time="2000" />
			<set_switch name="final" />
		</trigger>
		<trigger i="FINAL" >
			<if_switch name="final" />
			<wait time="5000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level18.Final" />
			<wait time="3000" />
			<victory/>
			<complete_level id="18" />
			<unlock_level id="19" />
		</trigger>
	</triggers>
	<options>
		<id>18</id>
		<music>dark</music>
	</options>
	<size x="3072" y="3072" />
	<player_base x="1048" y="402" />
	<terrain>Space128</terrain>
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