<level>
	<triggers>
		<trigger i="START" >
			<forbid_construction hint="$hierarchy.Level16.NoBuilding" />
			<wait time="5000" />
			<popup portrait="Chief" text="$hierarchy.Level16.Start" />
			<set_objective text="$hierarchy.Level16.TaskTotem" />
		</trigger>
		<trigger i="BEACON 1" >
			<add_item_use>
				<item>PortalStone1</item>
				<at_area name="beacon1" />
				<switch>stone1_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="STONE 1 USED" >
			<if_switch name="stone1_used" />
			<activate>
				<structure>TravelBeacon1</structure>
				<at_area name="beacon1" />
			</activate>
			<set_hint>
				<structure>TravelRouter1</structure>
				<at_area name="hub_beacon1" />
				<hint>Hub1</hint>
			</set_hint>
			<set_switch name="router1_on" />
			<set_switch name="hint.Hub1" />
			<set_hint>
				<structure>TravelBeacon1</structure>
				<hint>Beacon1</hint>
				<at_area name="beacon1" />
			</set_hint>
		</trigger>
		<trigger i="TRAVEL 1" repeat="1" >
			<if_switch name="hint.Beacon1" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="travel1" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="travel1" />
				<group name="Travel" />
			</join_group>
			<set_switch name="travel_to_hub" />
		</trigger>
		<trigger i="TRAVEL 1 ATTEMPT" repeat="1" >
			<if_switch name="hint.Beacon1" />
			<set_switch name="hint.Beacon1" state="false" />
		</trigger>
		<trigger i="TRAVEL 2" repeat="1" >
			<if_switch name="hint.Beacon2" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="travel2" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="travel2" />
				<group name="Travel" />
			</join_group>
			<set_switch name="travel_to_hub" />
		</trigger>
		<trigger i="TRAVEL 2 ATTEMPT" repeat="1" >
			<if_switch name="hint.Beacon2" />
			<set_switch name="hint.Beacon2" state="false" />
		</trigger>
		<trigger i="TRAVEL 3" repeat="1" >
			<if_switch name="hint.Beacon3" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="travel3" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="travel3" />
				<group name="Travel" />
			</join_group>
			<set_switch name="travel_to_hub" />
		</trigger>
		<trigger i="TRAVEL 3 ATTEMPT" repeat="1" >
			<if_switch name="hint.Beacon3" />
			<set_switch name="hint.Beacon3" state="false" />
		</trigger>
		<trigger i="TRAVEL TO HUB" repeat="1" >
			<if_switch name="travel_to_hub" />
			<set_switch name="travel_to_hub" state="false" />
			<kill_explore_flag/>
			<hide>
				<group>Travel</group>
			</hide>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="hub" />
			</reveal_map>
			<scroll_view>
				<at_area name="hub" />
			</scroll_view>
			<wait_for_scroll/>
			<unhide>
				<group>Travel</group>
				<at_area name="hub" />
			</unhide>
			<resume_scroll/>
			<clear_group>
				<group>Travel</group>
			</clear_group>
			<set_switch name="has_travelled" />
		</trigger>
		<trigger i="FIRST TRAVEL" >
			<if_switch name="has_travelled" />
			<wait time="1000" />
			<popup portrait="Savage" text="$hierarchy.Level16.Portal" />
		</trigger>
		<trigger i="TRAVEL HUB 1" repeat="1" >
			<if_switch name="hint.HubBeacon1" />
			<set_switch name="travel_from_hub" />
			<set_switch name="travel_from_hub_ok" state="false" />
		</trigger>
		<trigger i="TRAVEL HUB 2" repeat="1" >
			<if_switch name="hint.HubBeacon2" />
			<set_switch name="travel_from_hub" />
			<set_switch name="travel_from_hub_ok" state="false" />
		</trigger>
		<trigger i="TRAVEL HUB 3" repeat="1" >
			<if_switch name="hint.HubBeacon3" />
			<set_switch name="travel_from_hub" />
			<set_switch name="travel_from_hub_ok" state="false" />
		</trigger>
		<trigger i="TRAVEL FROM HUB" repeat="1" >
			<if_switch name="travel_from_hub" />
			<set_switch name="travel_from_hub" state="false" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area name="hub" />
			</if_has>
			<set_switch name="travel_from_hub_ok" />
			<join_group>
				<unit/>
				<side>player</side>
				<at_area name="hub" />
				<group name="Travel" />
			</join_group>
		</trigger>
		<trigger i="TRAVEL TO 1" repeat="1" >
			<if_switch name="hint.HubBeacon1" />
			<if_switch name="travel_from_hub_ok" />
			<kill_explore_flag/>
			<hide>
				<group>Travel</group>
			</hide>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="travel1" />
			</reveal_map>
			<scroll_view>
				<at_area name="travel1" />
			</scroll_view>
			<wait_for_scroll/>
			<unhide>
				<group>Travel</group>
				<at_area name="travel1" />
			</unhide>
			<resume_scroll/>
			<clear_group>
				<group>Travel</group>
			</clear_group>
		</trigger>
		<trigger i="TRAVEL TO 1 ATTEMPT" repeat="1" >
			<if_switch name="hint.HubBeacon1" />
			<set_switch name="hint.HubBeacon1" state="false" />
		</trigger>
		<trigger i="TRAVEL TO 2" repeat="1" >
			<if_switch name="hint.HubBeacon2" />
			<if_switch name="travel_from_hub_ok" />
			<kill_explore_flag/>
			<hide>
				<group>Travel</group>
			</hide>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="travel2" />
			</reveal_map>
			<scroll_view>
				<at_area name="travel2" />
			</scroll_view>
			<wait_for_scroll/>
			<unhide>
				<group>Travel</group>
				<at_area name="travel2" />
			</unhide>
			<resume_scroll/>
			<clear_group>
				<group>Travel</group>
			</clear_group>
		</trigger>
		<trigger i="TRAVEL TO 2 ATTEMPT" repeat="1" >
			<if_switch name="hint.HubBeacon2" />
			<set_switch name="hint.HubBeacon2" state="false" />
		</trigger>
		<trigger i="TRAVEL TO 3" repeat="1" >
			<if_switch name="hint.HubBeacon3" />
			<if_switch name="travel_from_hub_ok" />
			<kill_explore_flag/>
			<hide>
				<group>Travel</group>
			</hide>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="travel3" />
			</reveal_map>
			<scroll_view>
				<at_area name="travel3" />
			</scroll_view>
			<wait_for_scroll/>
			<unhide>
				<group>Travel</group>
				<at_area name="travel3" />
			</unhide>
			<resume_scroll/>
			<clear_group>
				<group>Travel</group>
			</clear_group>
		</trigger>
		<trigger i="TRAVEL TO 3 ATTEMPT" repeat="1" >
			<if_switch name="hint.HubBeacon3" />
			<set_switch name="hint.HubBeacon3" state="false" />
		</trigger>
		<trigger i="GATE INIT" >
			<add_item_use>
				<item>WaterRune</item>
				<at_area>gate</at_area>
				<switch>rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="RUNE_USED" >
			<if_switch name="rune_used" />
			<activate>
				<struct>WaterGate</struct>
				<at_area>gate</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>WaterGate</struct>
				<at_area>gate</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="CHESTS" >
			<join_group>
				<item>Chest</item>
				<at_area name="chest_mask" />
				<group name="ChestMask" />
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest_art" />
				<group name="ChestArt" />
			</join_group>
		</trigger>
		<trigger i="MASK CHEST" >
			<if_group_empty name="ChestMask" />
			<create>
				<item>Mask4</item>
				<at_area name="chest_mask" />
			</create>
			<inc_quest_counter/>
		</trigger>
		<trigger i="ART CHEST" >
			<if_group_empty name="ChestArt" />
			<create>
				<item>Art14</item>
				<at_area name="chest_art" />
				<group>Art</group>
			</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.Level16.ArtFound" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="BEACON 2" >
			<add_item_use>
				<item>PortalStone2</item>
				<at_area name="hub_beacon2" />
				<switch>stone2_used2</switch>
			</add_item_use>
			<add_item_use>
				<item>PortalStone2</item>
				<at_area name="hub_beacon3" />
				<switch>stone2_used3</switch>
			</add_item_use>
		</trigger>
		<trigger i="STONE 2 USED 2" >
			<if_switch name="stone2_used2" />
			<set_switch name="stone2_used" />
			<replace>
				<structure>TravelBeacon</structure>
				<to>TravelRouter2</to>
				<count>1</count>
				<at_area name="hub_beacon2" />
			</replace>
			<add_item_use>
				<item>PortalStone3</item>
				<at_area name="hub_beacon3" />
				<switch>stone3_used3</switch>
			</add_item_use>
		</trigger>
		<trigger i="STONE 2 USED 3" >
			<if_switch name="stone2_used3" />
			<set_switch name="stone2_used" />
			<replace>
				<structure>TravelBeacon</structure>
				<to>TravelRouter2</to>
				<count>1</count>
				<at_area name="hub_beacon3" />
			</replace>
			<add_item_use>
				<item>PortalStone3</item>
				<at_area name="hub_beacon2" />
				<switch>stone3_used2</switch>
			</add_item_use>
		</trigger>
		<trigger i="STONE 2 USED" >
			<if_switch name="stone2_used" />
			<set_hint>
				<structure>TravelRouter2</structure>
				<at_area name="hub_beacons23" />
				<hint>Hub2</hint>
			</set_hint>
			<set_switch name="router2_on" />
			<set_switch name="hint.Hub2" />
			<activate>
				<structure>TravelRouter2</structure>
				<at_area name="beacon2" />
			</activate>
			<set_hint>
				<structure>TravelRouter2</structure>
				<hint>Beacon2</hint>
				<at_area name="beacon2" />
			</set_hint>
		</trigger>
		<trigger i="STONE 3 USED 2" >
			<if_switch name="stone3_used2" />
			<set_switch name="stone3_used" />
			<replace>
				<structure>TravelBeacon</structure>
				<to>TravelRouter3</to>
				<count>1</count>
				<at_area name="hub_beacon2" />
			</replace>
		</trigger>
		<trigger i="STONE 3 USED 3" >
			<if_switch name="stone3_used3" />
			<set_switch name="stone3_used" />
			<replace>
				<structure>TravelBeacon</structure>
				<to>TravelRouter3</to>
				<count>1</count>
				<at_area name="hub_beacon3" />
			</replace>
		</trigger>
		<trigger i="STONE 3 USED" >
			<if_switch name="stone3_used" />
			<set_hint>
				<structure>TravelRouter3</structure>
				<at_area name="hub_beacons23" />
				<hint>Hub3</hint>
			</set_hint>
			<set_switch name="router3_on" />
			<set_switch name="hint.Hub3" />
			<activate>
				<structure>TravelRouter3</structure>
				<at_area name="beacon3" />
			</activate>
			<set_hint>
				<structure>TravelRouter3</structure>
				<hint>Beacon3</hint>
				<at_area name="beacon3" />
			</set_hint>
		</trigger>
		<trigger i="ROUTER 1 OFF 3" repeat="1" >
			<if_switch name="hint.Hub1" />
			<if_switch name="router3_on" />
			<set_state>
				<structure>TravelRouter3</structure>
				<at_area name="hub_beacons23" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="ROUTER 1 OFF 2" repeat="1" >
			<if_switch name="hint.Hub1" />
			<if_switch name="router2_on" />
			<set_state>
				<structure>TravelRouter2</structure>
				<at_area name="hub_beacons23" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="ROUTER 1 ON 1" repeat="1" >
			<if_switch name="hint.Hub1" />
			<set_state>
				<structure>TravelRouter1</structure>
				<at_area name="hub_beacon1" />
			</set_state>
			<set_hint>
				<structure>TravelBeacon0</structure>
				<hint>HubBeacon1</hint>
				<at_area name="hub_beacon0" />
			</set_hint>
			<set_switch name="hint.Hub1" state="false" />
		</trigger>
		<trigger i="ROUTER 2 OFF 3" repeat="1" >
			<if_switch name="hint.Hub2" />
			<if_switch name="router3_on" />
			<set_state>
				<structure>TravelRouter3</structure>
				<at_area name="hub_beacons23" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="ROUTER 2 OFF 1" repeat="1" >
			<if_switch name="hint.Hub2" />
			<if_switch name="router1_on" />
			<set_state>
				<structure>TravelRouter1</structure>
				<at_area name="hub_beacon1" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="ROUTER 2 ON 2" repeat="1" >
			<if_switch name="hint.Hub2" />
			<set_state>
				<structure>TravelRouter2</structure>
				<at_area name="hub_beacons23" />
			</set_state>
			<set_hint>
				<structure>TravelBeacon0</structure>
				<hint>HubBeacon2</hint>
				<at_area name="hub_beacon0" />
			</set_hint>
			<set_switch name="hint.Hub2" state="false" />
		</trigger>
		<trigger i="ROUTER 3 OFF 2" repeat="1" >
			<if_switch name="hint.Hub3" />
			<if_switch name="router2_on" />
			<set_state>
				<structure>TravelRouter2</structure>
				<at_area name="hub_beacons23" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="ROUTER 3 OFF 1" repeat="1" >
			<if_switch name="hint.Hub3" />
			<if_switch name="router1_on" />
			<set_state>
				<structure>TravelRouter1</structure>
				<at_area name="hub_beacon1" />
				<state>false</state>
			</set_state>
		</trigger>
		<trigger i="ROUTER 3 ON 3" repeat="1" >
			<if_switch name="hint.Hub3" />
			<set_state>
				<structure>TravelRouter3</structure>
				<at_area name="hub_beacons23" />
			</set_state>
			<set_hint>
				<structure>TravelBeacon0</structure>
				<hint>HubBeacon3</hint>
				<at_area name="hub_beacon0" />
			</set_hint>
			<set_switch name="hint.Hub3" state="false" />
		</trigger>
		<trigger i="PUMP ITEM USE" >
			<add_item_use>
				<item>Valve</item>
				<at_area name="tap1" />
				<switch name="valve1_used" />
			</add_item_use>
			<add_item_use>
				<item>Valve</item>
				<at_area name="tap2" />
				<switch name="valve2_used" />
			</add_item_use>
			<add_item_use>
				<item>EnergySphere</item>
				<at_area name="powerhouse" />
				<switch name="energy_sphere_used" />
			</add_item_use>
		</trigger>
		<trigger i="TAP 1" >
			<if_switch name="valve1_used" />
			<activate>
				<structure>Tap</structure>
				<at_area name="tap1" />
			</activate>
		</trigger>
		<trigger i="TAP 2" >
			<if_switch name="valve2_used" />
			<activate>
				<structure>Tap</structure>
				<at_area name="tap2" />
			</activate>
		</trigger>
		<trigger i="POWERHOUSE" >
			<if_switch name="energy_sphere_used" />
			<activate>
				<structure>PowerHouse</structure>
				<at_area name="powerhouse" />
			</activate>
		</trigger>
		<trigger i="PUMP_READY" >
			<if_switch name="valve1_used" />
			<if_switch name="valve2_used" />
			<if_switch name="energy_sphere_used" />
			<wait time="1000" />
			<set_switch name="fountains_on" />
			<quest/>
		</trigger>
		<trigger i="FOUNTAINS" >
			<if_switch name="fountains_on" />
			<suspend_scroll/>
			<reveal_map>
				<at_area name="fountains" />
				<radius>256</radius>
			</reveal_map>
			<scroll_view>
				<at_area>fountains</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<activate>
				<structure>Fountain</structure>
				<at_area>fountain1</at_area>
			</activate>
			<activate>
				<structure>Fountain</structure>
				<at_area>fountain2</at_area>
			</activate>
			<wait time="2000" />
			<fade>
				<landmark>RiverFake</landmark>
				<at_area name="bay" />
			</fade>
			<wait time="3000" />
			<create>
				<item>BlueTurtleShell</item>
				<at_area name="turtle_bay1" />
			</create>
			<create>
				<item>BlueTurtleShell</item>
				<at_area name="turtle_bay3" />
			</create>
			<create>
				<item>GreenTurtleShell</item>
				<at_area name="turtle_bay2" />
			</create>
			<wait time="2000" />
			<destroy>
				<landmark>RiverFake</landmark>
				<at_area name="bay" />
			</destroy>
			<destroy>
				<structure>Structure48</structure>
				<at_area name="bay" />
			</destroy>
			<destroy>
				<structure>Structure96</structure>
				<at_area name="bay" />
			</destroy>
			<add_waypoint>
				<at_area name="bay" />
			</add_waypoint>
		</trigger>
		<trigger i="DIRT" >
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt1" />
				<group name="Dirt1" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt1" />
				<hint>Dirt1</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt2" />
				<group name="Dirt2" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt2" />
				<hint>Dirt2</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt3" />
				<group name="Dirt3" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt3" />
				<hint>Dirt3</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt4" />
				<group name="Dirt4" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt4" />
				<hint>Dirt4</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt5" />
				<group name="Dirt5" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt5" />
				<hint>Dirt5</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt6" />
				<group name="Dirt6" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt6" />
				<hint>Dirt6</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt7" />
				<group name="Dirt7" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt7" />
				<hint>Dirt7</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt8" />
				<group name="Dirt8" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt8" />
				<hint>Dirt8</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirt9" />
				<group name="Dirt9" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirt9" />
				<hint>Dirt9</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirtA" />
				<group name="DirtA" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirtA" />
				<hint>DirtA</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirtB" />
				<group name="DirtB" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirtB" />
				<hint>DirtB</hint>
			</set_hint>
			<join_group>
				<structure>DirtHeap</structure>
				<at_area name="dirtC" />
				<group name="DirtC" />
			</join_group>
			<set_hint>
				<structure>DirtHeap</structure>
				<at_area name="dirtC" />
				<hint>DirtC</hint>
			</set_hint>
		</trigger>
		<trigger i="DIRT 1" >
			<if_switch name="hint.Dirt1" />
			<destroy>
				<group>Dirt1</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_1" />
		</trigger>
		<trigger i="DIRT 2" >
			<if_switch name="hint.Dirt2" />
			<destroy>
				<group>Dirt2</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_2" />
		</trigger>
		<trigger i="DIRT 3" >
			<if_switch name="hint.Dirt3" />
			<destroy>
				<group>Dirt3</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_3" />
		</trigger>
		<trigger i="DIRT 4" >
			<if_switch name="hint.Dirt4" />
			<destroy>
				<group>Dirt4</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_4" />
		</trigger>
		<trigger i="DIRT 5" >
			<if_switch name="hint.Dirt5" />
			<destroy>
				<group>Dirt5</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_5" />
		</trigger>
		<trigger i="DIRT 6" >
			<if_switch name="hint.Dirt6" />
			<destroy>
				<group>Dirt6</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_6" />
		</trigger>
		<trigger i="DIRT 7" >
			<if_switch name="hint.Dirt7" />
			<destroy>
				<group>Dirt7</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_7" />
		</trigger>
		<trigger i="DIRT 8" >
			<if_switch name="hint.Dirt8" />
			<destroy>
				<group>Dirt8</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_8" />
		</trigger>
		<trigger i="DIRT 9" >
			<if_switch name="hint.Dirt9" />
			<destroy>
				<group>Dirt9</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_9" />
		</trigger>
		<trigger i="DIRT A" >
			<if_switch name="hint.DirtA" />
			<destroy>
				<group>DirtA</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_A" />
		</trigger>
		<trigger i="DIRT B" >
			<if_switch name="hint.DirtB" />
			<destroy>
				<group>DirtB</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_B" />
		</trigger>
		<trigger i="DIRT C" >
			<if_switch name="hint.DirtC" />
			<destroy>
				<group>DirtC</group>
			</destroy>
			<set_switch name="reset_last_dirt" />
			<set_switch name="set_last_dirt_C" />
		</trigger>
		<trigger i="RESET LAST DIRT" repeat="1" >
			<if_switch name="reset_last_dirt" />
			<set_switch name="reset_last_dirt" state="false" />
			<set_switch name="last_dirt_1" state="false" />
			<set_switch name="last_dirt_2" state="false" />
			<set_switch name="last_dirt_3" state="false" />
			<set_switch name="last_dirt_4" state="false" />
			<set_switch name="last_dirt_5" state="false" />
			<set_switch name="last_dirt_6" state="false" />
			<set_switch name="last_dirt_7" state="false" />
			<set_switch name="last_dirt_8" state="false" />
			<set_switch name="last_dirt_9" state="false" />
			<set_switch name="last_dirt_A" state="false" />
			<set_switch name="last_dirt_B" state="false" />
			<set_switch name="last_dirt_C" state="false" />
		</trigger>
		<trigger i="SET LAST DIRT 1" >
			<if_switch name="set_last_dirt_1" />
			<set_switch name="last_dirt_1" />
		</trigger>
		<trigger i="SET LAST DIRT 2" >
			<if_switch name="set_last_dirt_2" />
			<set_switch name="last_dirt_2" />
		</trigger>
		<trigger i="SET LAST DIRT 3" >
			<if_switch name="set_last_dirt_3" />
			<set_switch name="last_dirt_3" />
		</trigger>
		<trigger i="SET LAST DIRT 4" >
			<if_switch name="set_last_dirt_4" />
			<set_switch name="last_dirt_4" />
		</trigger>
		<trigger i="SET LAST DIRT 5" >
			<if_switch name="set_last_dirt_5" />
			<set_switch name="last_dirt_5" />
		</trigger>
		<trigger i="SET LAST DIRT 6" >
			<if_switch name="set_last_dirt_6" />
			<set_switch name="last_dirt_6" />
		</trigger>
		<trigger i="SET LAST DIRT 7" >
			<if_switch name="set_last_dirt_7" />
			<set_switch name="last_dirt_7" />
		</trigger>
		<trigger i="SET LAST DIRT 8" >
			<if_switch name="set_last_dirt_8" />
			<set_switch name="last_dirt_8" />
		</trigger>
		<trigger i="SET LAST DIRT 9" >
			<if_switch name="set_last_dirt_9" />
			<set_switch name="last_dirt_9" />
		</trigger>
		<trigger i="SET LAST DIRT A" >
			<if_switch name="set_last_dirt_A" />
			<set_switch name="last_dirt_A" />
		</trigger>
		<trigger i="SET LAST DIRT B" >
			<if_switch name="set_last_dirt_B" />
			<set_switch name="last_dirt_B" />
		</trigger>
		<trigger i="SET LAST DIRT C" >
			<if_switch name="set_last_dirt_C" />
			<set_switch name="last_dirt_C" />
		</trigger>
		<trigger i="NO MORE DIRT" >
			<if_switch name="set_last_dirt_1" />
			<if_switch name="set_last_dirt_2" />
			<if_switch name="set_last_dirt_3" />
			<if_switch name="set_last_dirt_4" />
			<if_switch name="set_last_dirt_5" />
			<if_switch name="set_last_dirt_6" />
			<if_switch name="set_last_dirt_7" />
			<if_switch name="set_last_dirt_8" />
			<if_switch name="set_last_dirt_9" />
			<if_switch name="set_last_dirt_A" />
			<if_switch name="set_last_dirt_B" />
			<if_switch name="set_last_dirt_C" />
			<set_switch name="no_more_dirt" />
			<quest/>
			<inc_quest_counter/>
		</trigger>
		<trigger i="SPAWN STONE2 1" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_1" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt1" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 2" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_2" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt2" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 3" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_3" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt3" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 4" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_4" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt4" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 5" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_5" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt5" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 6" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_6" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt6" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 7" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_7" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt7" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 8" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_8" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt8" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 9" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_9" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirt9" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 A" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_A" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirtA" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 B" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_B" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirtB" />
			</create>
		</trigger>
		<trigger i="SPAWN STONE2 C" >
			<if_switch name="no_more_dirt" />
			<if_switch name="last_dirt_C" />
			<create>
				<item>PortalStone2</item>
				<at_area name="dirtC" />
			</create>
		</trigger>
		<trigger i="NEAR SCOUT LODGE" >
			<if_has>
				<unit/>
				<at_area>near_scout_lodge</at_area>
			</if_has>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="near_scout_lodge" />
			</reveal_map>
			<scroll_view>
				<at_area>near_scout_lodge</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Savage" text="$hierarchy.Level16.ScoutLodge" />
			<destroy>
				<struct name="DesertedScoutLodge" />
				<at_area>scout_lodge</at_area>
			</destroy>
			<create>
				<building name="ScoutLodge" />
				<side>player</side>
				<at_area>scout_lodge</at_area>
			</create>
			<effect_object name="join" >
				<at_area name="scout_lodge" />
			</effect_object>
		</trigger>
		<trigger i="SE SHARKS INIT" >
			<join_group>
				<unit>Shark</unit>
				<side>enemy</side>
				<group>Sharks1</group>
				<at_area name="sharks1" />
			</join_group>
			<focus>
				<group>Sharks1</group>
				<at_area name="sharks1" />
			</focus>
			<join_group>
				<unit>Shark</unit>
				<side>enemy</side>
				<group>Sharks2</group>
				<at_area name="sharks2" />
			</join_group>
			<focus>
				<group>Sharks2</group>
				<at_area name="sharks2" />
			</focus>
			<join_group>
				<unit>Shark</unit>
				<side>enemy</side>
				<group>Sharks3</group>
				<at_area name="sharks3" />
			</join_group>
			<focus>
				<group>Sharks3</group>
				<at_area name="sharks3" />
			</focus>
		</trigger>
		<trigger i="NEAR TOWER" >
			<if_has>
				<unit/>
				<at_area name="near_tower" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="near_tower" />
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="near_tower" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Savage" text="$hierarchy.Level16.Tower" />
			<set_hint>
				<side>neutral</side>
				<building>ArrowTower</building>
				<at_area name="near_tower" />
				<hint>Level16.Tower</hint>
			</set_hint>
			<add_item_use>
				<item>GreenTurtleShell</item>
				<count>24</count>
				<at_area name="tower" />
				<switch>green_shells_given</switch>
			</add_item_use>
			<set_item_hint>
				<item>GreenTurtleShell</item>
				<hint>$hierarchy.Hint.Level16.TurtlesForTower</hint>
			</set_item_hint>
		</trigger>
		<trigger i="JOIN TOWER" >
			<if_switch name="green_shells_given" />
			<set_hint>
				<side>neutral</side>
				<building>ArrowTower</building>
				<at_area name="near_tower" />
				<hint/>
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>ArrowTower</building>
				<at_area name="near_tower" />
			</set_owner>
			<inc_quest_counter/>
		</trigger>
		<trigger i="TOTEM CHEST" >
			<add_item_use>
				<item>BlueTurtleShell</item>
				<count>32</count>
				<at_area name="chest_totem" />
				<switch>blue_shells_given</switch>
			</add_item_use>
		</trigger>
		<trigger i="TOTEM CHEST HINT" >
			<if_switch name="hint.Level16.QuestChest2" />
			<set_item_hint>
				<item>BlueTurtleShell</item>
				<hint>$hierarchy.Hint.Level16.TurtlesForChest</hint>
			</set_item_hint>
			<wait time="8000" />
			<set_switch name="~hint.Level16.QuestChest2" />
		</trigger>
		<trigger i="BLUE SHELLS" >
			<if_switch name="blue_shells_given" />
			<destroy>
				<item>QuestChest16b</item>
			</destroy>
			<create>
				<item>SharkTotem</item>
				<at_area>chest_totem</at_area>
				<group>Totem</group>
			</create>
			<set_switch name="totem_dropped" />
			<set_objective name="$hierarchy.Level16.TaskTotem" />
		</trigger>
		<trigger i="TOTEM CHEST TALK 2" >
			<if_switch name="~hint.Level16.QuestChest2" />
			<if_not_switch name="blue_shells_given" />
			<if_found>
				<item>BlueTurtleShell</item>
				<count>32</count>
			</if_found>
			<set_switch name="has_blue_shells" />
			<set_objective text="$hierarchy.Level16.TaskChest" />
		</trigger>
		<trigger i="TOTEM CHEST TALK" >
			<if_switch name="~hint.Level16.QuestChest2" />
			<if_not_switch name="blue_shells_given" />
			<if_not_switch name="has_blue_shells" />
			<popup portrait="Savage" text="$hierarchy.Level16.Shells" />
			<set_objective text="$hierarchy.Level16.TaskShells" />
		</trigger>
		<trigger i="GOT TOTEM" >
			<if_switch name="totem_dropped" />
			<if_group_empty name="Totem" />
			<set_objective/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level16.Final" />
			<inc_quest_counter/>
			<wait time="3000" />
			<victory/>
			<complete_level id="16" />
			<unlock_level id="17" />
		</trigger>
		<trigger i="HANOI GAME INIT" >
			<set_switch name="h1_1" />
			<set_switch name="h1_2" />
			<set_switch name="h1_3" />
			<join_group>
				<structure>HanoiTower321</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</join_group>
			<join_group>
				<structure>HanoiTower0</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</join_group>
			<join_group>
				<structure>HanoiTower0</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</join_group>
		</trigger>
		<trigger i="HANOI 12 TRY 1" repeat="1" >
			<if_switch name="hint.h12" />
			<if_not_switch name="h3_1" />
			<invert_switch name="h1_1" />
			<invert_switch name="h2_1" />
			<set_switch name="hint.h12" state="false" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_h2" />
		</trigger>
		<trigger i="HANOI 12 TRY 2" repeat="1" >
			<if_switch name="hint.h12" />
			<if_not_switch name="h3_2" />
			<invert_switch name="h1_2" />
			<invert_switch name="h2_2" />
			<set_switch name="hint.h12" state="false" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_h2" />
		</trigger>
		<trigger i="HANOI 12 TRY 3" repeat="1" >
			<if_switch name="hint.h12" />
			<if_not_switch name="h3_3" />
			<invert_switch name="h1_3" />
			<invert_switch name="h2_3" />
			<set_switch name="hint.h12" state="false" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_h2" />
		</trigger>
		<trigger i="HANOI 12 0 0" repeat="1" >
			<if_switch name="hint.h12" />
			<set_switch name="hint.h12" state="false" />
		</trigger>
		<trigger i="HANOI 23 TRY 1" repeat="1" >
			<if_switch name="hint.h23" />
			<if_not_switch name="h1_1" />
			<invert_switch name="h2_1" />
			<invert_switch name="h3_1" />
			<set_switch name="hint.h23" state="false" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="HANOI 23 TRY 2" repeat="1" >
			<if_switch name="hint.h23" />
			<if_not_switch name="h1_2" />
			<invert_switch name="h2_2" />
			<invert_switch name="h3_2" />
			<set_switch name="hint.h23" state="false" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="HANOI 23 TRY 3" repeat="1" >
			<if_switch name="hint.h23" />
			<if_not_switch name="h1_3" />
			<invert_switch name="h2_3" />
			<invert_switch name="h3_3" />
			<set_switch name="hint.h23" state="false" />
			<set_switch name="sync_h2" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="HANOI 23 0 0" repeat="1" >
			<if_switch name="hint.h23" />
			<set_switch name="hint.h23" state="false" />
		</trigger>
		<trigger i="HANOI 13 TRY 1" repeat="1" >
			<if_switch name="hint.h13" />
			<if_not_switch name="h2_1" />
			<invert_switch name="h1_1" />
			<invert_switch name="h3_1" />
			<set_switch name="hint.h13" state="false" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="HANOI 13 TRY 2" repeat="1" >
			<if_switch name="hint.h13" />
			<if_not_switch name="h2_2" />
			<invert_switch name="h1_2" />
			<invert_switch name="h3_2" />
			<set_switch name="hint.h13" state="false" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="HANOI 13 TRY 3" repeat="1" >
			<if_switch name="hint.h13" />
			<if_not_switch name="h2_3" />
			<invert_switch name="h1_3" />
			<invert_switch name="h3_3" />
			<set_switch name="hint.h13" state="false" />
			<set_switch name="sync_h1" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="HANOI 13 0 0" repeat="1" >
			<if_switch name="hint.h13" />
			<set_switch name="hint.h13" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1" repeat="1" >
			<if_switch name="sync_h1" />
			<destroy>
				<group>Hanoi1</group>
			</destroy>
		</trigger>
		<trigger i="SYNC HANOI 2" repeat="1" >
			<if_switch name="sync_h2" />
			<destroy>
				<group>Hanoi2</group>
			</destroy>
		</trigger>
		<trigger i="SYNC HANOI 3" repeat="1" >
			<if_switch name="sync_h3" />
			<destroy>
				<group>Hanoi3</group>
			</destroy>
		</trigger>
		<trigger i="SYNC HANOI 1 321" repeat="1" >
			<if_switch name="sync_h1" />
			<if_switch name="h1_3" />
			<if_switch name="h1_2" />
			<if_switch name="h1_1" />
			<create>
				<structure>HanoiTower321</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 32" repeat="1" >
			<if_switch name="sync_h1" />
			<if_switch name="h1_3" />
			<if_switch name="h1_2" />
			<if_not_switch name="h1_1" />
			<create>
				<structure>HanoiTower32</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 31" repeat="1" >
			<if_switch name="sync_h1" />
			<if_switch name="h1_3" />
			<if_not_switch name="h1_2" />
			<if_switch name="h1_1" />
			<create>
				<structure>HanoiTower31</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 21" repeat="1" >
			<if_switch name="sync_h1" />
			<if_not_switch name="h1_3" />
			<if_switch name="h1_2" />
			<if_switch name="h1_1" />
			<create>
				<structure>HanoiTower21</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 3" repeat="1" >
			<if_switch name="sync_h1" />
			<if_switch name="h1_3" />
			<if_not_switch name="h1_2" />
			<if_not_switch name="h1_1" />
			<create>
				<structure>HanoiTower3</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 2" repeat="1" >
			<if_switch name="sync_h1" />
			<if_not_switch name="h1_3" />
			<if_switch name="h1_2" />
			<if_not_switch name="h1_1" />
			<create>
				<structure>HanoiTower2</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 1" repeat="1" >
			<if_switch name="sync_h1" />
			<if_not_switch name="h1_3" />
			<if_not_switch name="h1_2" />
			<if_switch name="h1_1" />
			<create>
				<structure>HanoiTower1</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 1 0" repeat="1" >
			<if_switch name="sync_h1" />
			<if_not_switch name="h1_3" />
			<if_not_switch name="h1_2" />
			<if_not_switch name="h1_1" />
			<create>
				<structure>HanoiTower0</structure>
				<at_area name="hanoi1" />
				<group>Hanoi1</group>
			</create>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 321" repeat="1" >
			<if_switch name="sync_h2" />
			<if_switch name="h2_3" />
			<if_switch name="h2_2" />
			<if_switch name="h2_1" />
			<create>
				<structure>HanoiTower321</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 32" repeat="1" >
			<if_switch name="sync_h2" />
			<if_switch name="h2_3" />
			<if_switch name="h2_2" />
			<if_not_switch name="h2_1" />
			<create>
				<structure>HanoiTower32</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 31" repeat="1" >
			<if_switch name="sync_h2" />
			<if_switch name="h2_3" />
			<if_not_switch name="h2_2" />
			<if_switch name="h2_1" />
			<create>
				<structure>HanoiTower31</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 21" repeat="1" >
			<if_switch name="sync_h2" />
			<if_not_switch name="h2_3" />
			<if_switch name="h2_2" />
			<if_switch name="h2_1" />
			<create>
				<structure>HanoiTower21</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 3" repeat="1" >
			<if_switch name="sync_h2" />
			<if_switch name="h2_3" />
			<if_not_switch name="h2_2" />
			<if_not_switch name="h2_1" />
			<create>
				<structure>HanoiTower3</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 2" repeat="1" >
			<if_switch name="sync_h2" />
			<if_not_switch name="h2_3" />
			<if_switch name="h2_2" />
			<if_not_switch name="h2_1" />
			<create>
				<structure>HanoiTower2</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 1" repeat="1" >
			<if_switch name="sync_h2" />
			<if_not_switch name="h2_3" />
			<if_not_switch name="h2_2" />
			<if_switch name="h2_1" />
			<create>
				<structure>HanoiTower1</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 2 0" repeat="1" >
			<if_switch name="sync_h2" />
			<if_not_switch name="h2_3" />
			<if_not_switch name="h2_2" />
			<if_not_switch name="h2_1" />
			<create>
				<structure>HanoiTower0</structure>
				<at_area name="hanoi2" />
				<group>Hanoi2</group>
			</create>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 321" repeat="1" >
			<if_switch name="sync_h3" />
			<if_switch name="h3_3" />
			<if_switch name="h3_2" />
			<if_switch name="h3_1" />
			<create>
				<structure>HanoiTower321</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 32" repeat="1" >
			<if_switch name="sync_h3" />
			<if_switch name="h3_3" />
			<if_switch name="h3_2" />
			<if_not_switch name="h3_1" />
			<create>
				<structure>HanoiTower32</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 31" repeat="1" >
			<if_switch name="sync_h3" />
			<if_switch name="h3_3" />
			<if_not_switch name="h3_2" />
			<if_switch name="h3_1" />
			<create>
				<structure>HanoiTower31</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 21" repeat="1" >
			<if_switch name="sync_h3" />
			<if_not_switch name="h3_3" />
			<if_switch name="h3_2" />
			<if_switch name="h3_1" />
			<create>
				<structure>HanoiTower21</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 3" repeat="1" >
			<if_switch name="sync_h3" />
			<if_switch name="h3_3" />
			<if_not_switch name="h3_2" />
			<if_not_switch name="h3_1" />
			<create>
				<structure>HanoiTower3</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 2" repeat="1" >
			<if_switch name="sync_h3" />
			<if_not_switch name="h3_3" />
			<if_switch name="h3_2" />
			<if_not_switch name="h3_1" />
			<create>
				<structure>HanoiTower2</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 1" repeat="1" >
			<if_switch name="sync_h3" />
			<if_not_switch name="h3_3" />
			<if_not_switch name="h3_2" />
			<if_switch name="h3_1" />
			<create>
				<structure>HanoiTower1</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC HANOI 3 0" repeat="1" >
			<if_switch name="sync_h3" />
			<if_not_switch name="h3_3" />
			<if_not_switch name="h3_2" />
			<if_not_switch name="h3_1" />
			<create>
				<structure>HanoiTower0</structure>
				<at_area name="hanoi3" />
				<group>Hanoi3</group>
			</create>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="HANOI WIN" >
			<if_switch name="h3_3" />
			<if_switch name="h3_2" />
			<if_switch name="h3_1" />
			<set_hint>
				<count>3</count>
				<structure>SkyBtn</structure>
				<at_area name="hanoi" />
			</set_hint>
			<quest/>
			<create>
				<item>EnergySphere</item>
				<at_area name="hanoi" />
			</create>
			<inc_quest_counter/>
		</trigger>
		<trigger i="RW GAME INIT" >
			<set_switch name="rw1" />
			<set_switch name="sync_rw1" />
			<set_switch name="rw2" />
			<set_switch name="sync_rw2" />
			<random_switch name="rw3" />
			<set_switch name="sync_rw3" />
			<random_switch name="rw4" />
			<set_switch name="sync_rw4" />
			<set_switch name="rw5" state="false" />
			<set_switch name="sync_rw5" />
			<random_switch name="rw6" />
			<set_switch name="sync_rw6" />
			<random_switch name="rw7" />
			<set_switch name="sync_rw7" />
			<random_switch name="rw8" />
			<set_switch name="sync_rw8" />
			<set_switch name="rw_game_on" />
		</trigger>
		<trigger i="RW GAME WIN" >
			<if_not_switch name="rw1" />
			<if_switch name="rw2" />
			<if_not_switch name="rw3" />
			<if_not_switch name="rw4" />
			<if_switch name="rw5" />
			<if_switch name="rw6" />
			<if_not_switch name="rw7" />
			<if_switch name="rw8" />
			<quest/>
			<set_switch name="rw_game_on" state="false" />
			<set_hint>
				<count>8</count>
				<structure>SkyGameWR</structure>
				<at_area name="rw_game" />
			</set_hint>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="rw_prize" />
			</reveal_map>
			<scroll_view>
				<at_area name="rw_prize" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<item>PortalStone3</item>
				<at_area name="rw_prize" />
			</create>
			<inc_quest_counter/>
		</trigger>
		<trigger i="RW1" repeat="1" >
			<if_switch name="hint.rw1" />
			<set_switch name="hint.rw1" state="false" />
			<invert_switch name="rw1" />
			<set_switch name="sync_rw1" />
		</trigger>
		<trigger i="RW2" repeat="1" >
			<if_switch name="hint.rw2" />
			<set_switch name="hint.rw2" state="false" />
			<invert_switch name="rw2" />
			<set_switch name="sync_rw2" />
		</trigger>
		<trigger i="RW3" repeat="1" >
			<if_switch name="hint.rw3" />
			<set_switch name="hint.rw3" state="false" />
			<invert_switch name="rw3" />
			<set_switch name="sync_rw3" />
		</trigger>
		<trigger i="RW4" repeat="1" >
			<if_switch name="hint.rw4" />
			<set_switch name="hint.rw4" state="false" />
			<invert_switch name="rw4" />
			<set_switch name="sync_rw4" />
		</trigger>
		<trigger i="RW5" repeat="1" >
			<if_switch name="hint.rw5" />
			<set_switch name="hint.rw5" state="false" />
			<invert_switch name="rw5" />
			<set_switch name="sync_rw5" />
		</trigger>
		<trigger i="RW6" repeat="1" >
			<if_switch name="hint.rw6" />
			<set_switch name="hint.rw6" state="false" />
			<invert_switch name="rw6" />
			<set_switch name="sync_rw6" />
		</trigger>
		<trigger i="RW7" repeat="1" >
			<if_switch name="hint.rw7" />
			<set_switch name="hint.rw7" state="false" />
			<invert_switch name="rw7" />
			<set_switch name="sync_rw7" />
		</trigger>
		<trigger i="RW8" repeat="1" >
			<if_switch name="hint.rw8" />
			<set_switch name="hint.rw8" state="false" />
			<invert_switch name="rw8" />
			<set_switch name="sync_rw8" />
		</trigger>
		<trigger i="SYNC RW1 TRUE" repeat="1" >
			<if_switch name="sync_rw1" />
			<if_switch name="rw1" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw1" />
			</set_state>
			<set_switch name="sync_rw1" state="false" />
		</trigger>
		<trigger i="SYNC RW1 FALSE" repeat="1" >
			<if_switch name="sync_rw1" />
			<if_not_switch name="rw1" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw1" />
			</set_state>
			<set_switch name="sync_rw1" state="false" />
		</trigger>
		<trigger i="SYNC RW2 TRUE" repeat="1" >
			<if_switch name="sync_rw2" />
			<if_switch name="rw2" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw2" />
			</set_state>
			<set_switch name="sync_rw2" state="false" />
		</trigger>
		<trigger i="SYNC RW2 FALSE" repeat="1" >
			<if_switch name="sync_rw2" />
			<if_not_switch name="rw2" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw2" />
			</set_state>
			<set_switch name="sync_rw2" state="false" />
		</trigger>
		<trigger i="SYNC RW3 TRUE" repeat="1" >
			<if_switch name="sync_rw3" />
			<if_switch name="rw3" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw3" />
			</set_state>
			<set_switch name="sync_rw3" state="false" />
		</trigger>
		<trigger i="SYNC RW3 FALSE" repeat="1" >
			<if_switch name="sync_rw3" />
			<if_not_switch name="rw3" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw3" />
			</set_state>
			<set_switch name="sync_rw3" state="false" />
		</trigger>
		<trigger i="SYNC RW4 TRUE" repeat="1" >
			<if_switch name="sync_rw4" />
			<if_switch name="rw4" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw4" />
			</set_state>
			<set_switch name="sync_rw4" state="false" />
		</trigger>
		<trigger i="SYNC RW4 FALSE" repeat="1" >
			<if_switch name="sync_rw4" />
			<if_not_switch name="rw4" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw4" />
			</set_state>
			<set_switch name="sync_rw4" state="false" />
		</trigger>
		<trigger i="SYNC RW5 TRUE" repeat="1" >
			<if_switch name="sync_rw5" />
			<if_switch name="rw5" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw5" />
			</set_state>
			<set_switch name="sync_rw5" state="false" />
		</trigger>
		<trigger i="SYNC RW5 FALSE" repeat="1" >
			<if_switch name="sync_rw5" />
			<if_not_switch name="rw5" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw5" />
			</set_state>
			<set_switch name="sync_rw5" state="false" />
		</trigger>
		<trigger i="SYNC RW6 TRUE" repeat="1" >
			<if_switch name="sync_rw6" />
			<if_switch name="rw6" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw6" />
			</set_state>
			<set_switch name="sync_rw6" state="false" />
		</trigger>
		<trigger i="SYNC RW6 FALSE" repeat="1" >
			<if_switch name="sync_rw6" />
			<if_not_switch name="rw6" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw6" />
			</set_state>
			<set_switch name="sync_rw6" state="false" />
		</trigger>
		<trigger i="SYNC RW7 TRUE" repeat="1" >
			<if_switch name="sync_rw7" />
			<if_switch name="rw7" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw7" />
			</set_state>
			<set_switch name="sync_rw7" state="false" />
		</trigger>
		<trigger i="SYNC RW7 FALSE" repeat="1" >
			<if_switch name="sync_rw7" />
			<if_not_switch name="rw7" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw7" />
			</set_state>
			<set_switch name="sync_rw7" state="false" />
		</trigger>
		<trigger i="SYNC RW8 TRUE" repeat="1" >
			<if_switch name="sync_rw8" />
			<if_switch name="rw8" />
			<set_state>
				<state>true</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw8" />
			</set_state>
			<set_switch name="sync_rw8" state="false" />
		</trigger>
		<trigger i="SYNC RW8 FALSE" repeat="1" >
			<if_switch name="sync_rw8" />
			<if_not_switch name="rw8" />
			<set_state>
				<state>false</state>
				<struct>SkyGameWR</struct>
				<at_area name="rw8" />
			</set_state>
			<set_switch name="sync_rw8" state="false" />
		</trigger>
		<trigger i="SAND GAME INIT" >
			<set_switch name="sl_n_w" />
			<set_switch name="sl_ne_sw" />
			<set_switch name="sl_e_s" />
			<set_switch name="sl_se_ne" />
			<set_switch name="sl_s_n" />
			<set_switch name="sl_sw_ne" />
			<set_switch name="sl_w_n" />
			<set_switch name="sl_nw_se" />
		</trigger>
		<trigger i="SAND N N" repeat="1" >
			<if_switch name="hint.sl_n" />
			<if_switch name="sl_n_n" />
			<replace>
				<landmark>SandLineN</landmark>
				<to>SandLineW</to>
				<at_area name="sl_n" />
			</replace>
			<set_switch name="sl_n_n" state="false" />
			<set_switch name="sl_n_w" />
			<set_switch name="hint.sl_n" state="false" />
		</trigger>
		<trigger i="SAND N W" repeat="1" >
			<if_switch name="hint.sl_n" />
			<if_switch name="sl_n_w" />
			<replace>
				<landmark>SandLineW</landmark>
				<to>SandLineS</to>
				<at_area name="sl_n" />
			</replace>
			<set_switch name="sl_n_w" state="false" />
			<set_switch name="sl_n_s" />
			<set_switch name="hint.sl_n" state="false" />
		</trigger>
		<trigger i="SAND N S" repeat="1" >
			<if_switch name="hint.sl_n" />
			<if_switch name="sl_n_s" />
			<replace>
				<landmark>SandLineS</landmark>
				<to>SandLineE</to>
				<at_area name="sl_n" />
			</replace>
			<set_switch name="sl_n_s" state="false" />
			<set_switch name="sl_n_e" />
			<set_switch name="hint.sl_n" state="false" />
		</trigger>
		<trigger i="SAND N E" repeat="1" >
			<if_switch name="hint.sl_n" />
			<if_switch name="sl_n_e" />
			<replace>
				<landmark>SandLineE</landmark>
				<to>SandLineN</to>
				<at_area name="sl_n" />
			</replace>
			<set_switch name="sl_n_e" state="false" />
			<set_switch name="sl_n_n" />
			<set_switch name="hint.sl_n" state="false" />
		</trigger>
		<trigger i="SAND W N" repeat="1" >
			<if_switch name="hint.sl_w" />
			<if_switch name="sl_w_n" />
			<replace>
				<landmark>SandLineN</landmark>
				<to>SandLineW</to>
				<at_area name="sl_w" />
			</replace>
			<set_switch name="sl_w_n" state="false" />
			<set_switch name="sl_w_w" />
			<set_switch name="hint.sl_w" state="false" />
		</trigger>
		<trigger i="SAND W W" repeat="1" >
			<if_switch name="hint.sl_w" />
			<if_switch name="sl_w_w" />
			<replace>
				<landmark>SandLineW</landmark>
				<to>SandLineS</to>
				<at_area name="sl_w" />
			</replace>
			<set_switch name="sl_w_w" state="false" />
			<set_switch name="sl_w_s" />
			<set_switch name="hint.sl_w" state="false" />
		</trigger>
		<trigger i="SAND W S" repeat="1" >
			<if_switch name="hint.sl_w" />
			<if_switch name="sl_w_s" />
			<replace>
				<landmark>SandLineS</landmark>
				<to>SandLineE</to>
				<at_area name="sl_w" />
			</replace>
			<set_switch name="sl_w_s" state="false" />
			<set_switch name="sl_w_e" />
			<set_switch name="hint.sl_w" state="false" />
		</trigger>
		<trigger i="SAND W E" repeat="1" >
			<if_switch name="hint.sl_w" />
			<if_switch name="sl_w_e" />
			<replace>
				<landmark>SandLineE</landmark>
				<to>SandLineN</to>
				<at_area name="sl_w" />
			</replace>
			<set_switch name="sl_w_e" state="false" />
			<set_switch name="sl_w_n" />
			<set_switch name="hint.sl_w" state="false" />
		</trigger>
		<trigger i="SAND S N" repeat="1" >
			<if_switch name="hint.sl_s" />
			<if_switch name="sl_s_n" />
			<replace>
				<landmark>SandLineN</landmark>
				<to>SandLineW</to>
				<at_area name="sl_s" />
			</replace>
			<set_switch name="sl_s_n" state="false" />
			<set_switch name="sl_s_w" />
			<set_switch name="hint.sl_s" state="false" />
		</trigger>
		<trigger i="SAND S W" repeat="1" >
			<if_switch name="hint.sl_s" />
			<if_switch name="sl_s_w" />
			<replace>
				<landmark>SandLineW</landmark>
				<to>SandLineS</to>
				<at_area name="sl_s" />
			</replace>
			<set_switch name="sl_s_w" state="false" />
			<set_switch name="sl_s_s" />
			<set_switch name="hint.sl_s" state="false" />
		</trigger>
		<trigger i="SAND S S" repeat="1" >
			<if_switch name="hint.sl_s" />
			<if_switch name="sl_s_s" />
			<replace>
				<landmark>SandLineS</landmark>
				<to>SandLineE</to>
				<at_area name="sl_s" />
			</replace>
			<set_switch name="sl_s_s" state="false" />
			<set_switch name="sl_s_e" />
			<set_switch name="hint.sl_s" state="false" />
		</trigger>
		<trigger i="SAND S E" repeat="1" >
			<if_switch name="hint.sl_s" />
			<if_switch name="sl_s_e" />
			<replace>
				<landmark>SandLineE</landmark>
				<to>SandLineN</to>
				<at_area name="sl_s" />
			</replace>
			<set_switch name="sl_s_e" state="false" />
			<set_switch name="sl_s_n" />
			<set_switch name="hint.sl_s" state="false" />
		</trigger>
		<trigger i="SAND E N" repeat="1" >
			<if_switch name="hint.sl_e" />
			<if_switch name="sl_e_n" />
			<replace>
				<landmark>SandLineN</landmark>
				<to>SandLineW</to>
				<at_area name="sl_e" />
			</replace>
			<set_switch name="sl_e_n" state="false" />
			<set_switch name="sl_e_w" />
			<set_switch name="hint.sl_e" state="false" />
		</trigger>
		<trigger i="SAND E W" repeat="1" >
			<if_switch name="hint.sl_e" />
			<if_switch name="sl_e_w" />
			<replace>
				<landmark>SandLineW</landmark>
				<to>SandLineS</to>
				<at_area name="sl_e" />
			</replace>
			<set_switch name="sl_e_w" state="false" />
			<set_switch name="sl_e_s" />
			<set_switch name="hint.sl_e" state="false" />
		</trigger>
		<trigger i="SAND E S" repeat="1" >
			<if_switch name="hint.sl_e" />
			<if_switch name="sl_e_s" />
			<replace>
				<landmark>SandLineS</landmark>
				<to>SandLineE</to>
				<at_area name="sl_e" />
			</replace>
			<set_switch name="sl_e_s" state="false" />
			<set_switch name="sl_e_e" />
			<set_switch name="hint.sl_e" state="false" />
		</trigger>
		<trigger i="SAND E E" repeat="1" >
			<if_switch name="hint.sl_e" />
			<if_switch name="sl_e_e" />
			<replace>
				<landmark>SandLineE</landmark>
				<to>SandLineN</to>
				<at_area name="sl_e" />
			</replace>
			<set_switch name="sl_e_e" state="false" />
			<set_switch name="sl_e_n" />
			<set_switch name="hint.sl_e" state="false" />
		</trigger>
		<trigger i="SAND NW NW" repeat="1" >
			<if_switch name="hint.sl_nw" />
			<if_switch name="sl_nw_nw" />
			<replace>
				<landmark>SandLineNW</landmark>
				<to>SandLineSW</to>
				<at_area name="sl_nw" />
			</replace>
			<set_switch name="sl_nw_nw" state="false" />
			<set_switch name="sl_nw_sw" />
			<set_switch name="hint.sl_nw" state="false" />
		</trigger>
		<trigger i="SAND NW SW" repeat="1" >
			<if_switch name="hint.sl_nw" />
			<if_switch name="sl_nw_sw" />
			<replace>
				<landmark>SandLineSW</landmark>
				<to>SandLineSE</to>
				<at_area name="sl_nw" />
			</replace>
			<set_switch name="sl_nw_sw" state="false" />
			<set_switch name="sl_nw_se" />
			<set_switch name="hint.sl_nw" state="false" />
		</trigger>
		<trigger i="SAND NW SE" repeat="1" >
			<if_switch name="hint.sl_nw" />
			<if_switch name="sl_nw_se" />
			<replace>
				<landmark>SandLineSE</landmark>
				<to>SandLineNE</to>
				<at_area name="sl_nw" />
			</replace>
			<set_switch name="sl_nw_se" state="false" />
			<set_switch name="sl_nw_ne" />
			<set_switch name="hint.sl_nw" state="false" />
		</trigger>
		<trigger i="SAND NW NE" repeat="1" >
			<if_switch name="hint.sl_nw" />
			<if_switch name="sl_nw_ne" />
			<replace>
				<landmark>SandLineNE</landmark>
				<to>SandLineNW</to>
				<at_area name="sl_nw" />
			</replace>
			<set_switch name="sl_nw_ne" state="false" />
			<set_switch name="sl_nw_nw" />
			<set_switch name="hint.sl_nw" state="false" />
		</trigger>
		<trigger i="SAND SW NW" repeat="1" >
			<if_switch name="hint.sl_sw" />
			<if_switch name="sl_sw_nw" />
			<replace>
				<landmark>SandLineNW</landmark>
				<to>SandLineSW</to>
				<at_area name="sl_sw" />
			</replace>
			<set_switch name="sl_sw_nw" state="false" />
			<set_switch name="sl_sw_sw" />
			<set_switch name="hint.sl_sw" state="false" />
		</trigger>
		<trigger i="SAND SW SW" repeat="1" >
			<if_switch name="hint.sl_sw" />
			<if_switch name="sl_sw_sw" />
			<replace>
				<landmark>SandLineSW</landmark>
				<to>SandLineSE</to>
				<at_area name="sl_sw" />
			</replace>
			<set_switch name="sl_sw_sw" state="false" />
			<set_switch name="sl_sw_se" />
			<set_switch name="hint.sl_sw" state="false" />
		</trigger>
		<trigger i="SAND SW SE" repeat="1" >
			<if_switch name="hint.sl_sw" />
			<if_switch name="sl_sw_se" />
			<replace>
				<landmark>SandLineSE</landmark>
				<to>SandLineNE</to>
				<at_area name="sl_sw" />
			</replace>
			<set_switch name="sl_sw_se" state="false" />
			<set_switch name="sl_sw_ne" />
			<set_switch name="hint.sl_sw" state="false" />
		</trigger>
		<trigger i="SAND SW NE" repeat="1" >
			<if_switch name="hint.sl_sw" />
			<if_switch name="sl_sw_ne" />
			<replace>
				<landmark>SandLineNE</landmark>
				<to>SandLineNW</to>
				<at_area name="sl_sw" />
			</replace>
			<set_switch name="sl_sw_ne" state="false" />
			<set_switch name="sl_sw_nw" />
			<set_switch name="hint.sl_sw" state="false" />
		</trigger>
		<trigger i="SAND SE NW" repeat="1" >
			<if_switch name="hint.sl_se" />
			<if_switch name="sl_se_nw" />
			<replace>
				<landmark>SandLineNW</landmark>
				<to>SandLineSW</to>
				<at_area name="sl_se" />
			</replace>
			<set_switch name="sl_se_nw" state="false" />
			<set_switch name="sl_se_sw" />
			<set_switch name="hint.sl_se" state="false" />
		</trigger>
		<trigger i="SAND SE SW" repeat="1" >
			<if_switch name="hint.sl_se" />
			<if_switch name="sl_se_sw" />
			<replace>
				<landmark>SandLineSW</landmark>
				<to>SandLineSE</to>
				<at_area name="sl_se" />
			</replace>
			<set_switch name="sl_se_sw" state="false" />
			<set_switch name="sl_se_se" />
			<set_switch name="hint.sl_se" state="false" />
		</trigger>
		<trigger i="SAND SE SE" repeat="1" >
			<if_switch name="hint.sl_se" />
			<if_switch name="sl_se_se" />
			<replace>
				<landmark>SandLineSE</landmark>
				<to>SandLineNE</to>
				<at_area name="sl_se" />
			</replace>
			<set_switch name="sl_se_se" state="false" />
			<set_switch name="sl_se_ne" />
			<set_switch name="hint.sl_se" state="false" />
		</trigger>
		<trigger i="SAND SE NE" repeat="1" >
			<if_switch name="hint.sl_se" />
			<if_switch name="sl_se_ne" />
			<replace>
				<landmark>SandLineNE</landmark>
				<to>SandLineNW</to>
				<at_area name="sl_se" />
			</replace>
			<set_switch name="sl_se_ne" state="false" />
			<set_switch name="sl_se_nw" />
			<set_switch name="hint.sl_se" state="false" />
		</trigger>
		<trigger i="SAND NE NW" repeat="1" >
			<if_switch name="hint.sl_ne" />
			<if_switch name="sl_ne_nw" />
			<replace>
				<landmark>SandLineNW</landmark>
				<to>SandLineSW</to>
				<at_area name="sl_ne" />
			</replace>
			<set_switch name="sl_ne_nw" state="false" />
			<set_switch name="sl_ne_sw" />
			<set_switch name="hint.sl_ne" state="false" />
		</trigger>
		<trigger i="SAND NE SW" repeat="1" >
			<if_switch name="hint.sl_ne" />
			<if_switch name="sl_ne_sw" />
			<replace>
				<landmark>SandLineSW</landmark>
				<to>SandLineSE</to>
				<at_area name="sl_ne" />
			</replace>
			<set_switch name="sl_ne_sw" state="false" />
			<set_switch name="sl_ne_se" />
			<set_switch name="hint.sl_ne" state="false" />
		</trigger>
		<trigger i="SAND NE SE" repeat="1" >
			<if_switch name="hint.sl_ne" />
			<if_switch name="sl_ne_se" />
			<replace>
				<landmark>SandLineSE</landmark>
				<to>SandLineNE</to>
				<at_area name="sl_ne" />
			</replace>
			<set_switch name="sl_ne_se" state="false" />
			<set_switch name="sl_ne_ne" />
			<set_switch name="hint.sl_ne" state="false" />
		</trigger>
		<trigger i="SAND NE NE" repeat="1" >
			<if_switch name="hint.sl_ne" />
			<if_switch name="sl_ne_ne" />
			<replace>
				<landmark>SandLineNE</landmark>
				<to>SandLineNW</to>
				<at_area name="sl_ne" />
			</replace>
			<set_switch name="sl_ne_ne" state="false" />
			<set_switch name="sl_ne_nw" />
			<set_switch name="hint.sl_ne" state="false" />
		</trigger>
		<trigger i="SAND GAME WIN" >
			<if_switch name="sl_n_n" />
			<if_switch name="sl_ne_ne" />
			<if_switch name="sl_e_e" />
			<if_switch name="sl_se_se" />
			<if_switch name="sl_s_s" />
			<if_switch name="sl_sw_sw" />
			<if_switch name="sl_w_w" />
			<if_switch name="sl_nw_nw" />
			<quest/>
			<inc_quest_counter/>
			<set_hint>
				<count>8</count>
				<structure>Button32x24</structure>
				<at_area name="sand_game" />
			</set_hint>
			<create>
				<item>PortalStone1</item>
				<at_area name="sand_game" />
			</create>
		</trigger>
		<trigger i="LIGHTHOUSE GAME INIT" >
			<add_item_use>
				<item>EnergySphere</item>
				<at_area name="lh_powerhouse" />
				<switch name="lh_power_on" />
			</add_item_use>
			<set_switch name="lh1_n" />
			<set_switch name="lh2_e" />
			<set_switch name="lh3_s" />
			<set_switch name="lh4_w" />
			<set_switch name="lh5_n" />
			<set_switch name="lh6_e" />
			<set_switch name="lh7_n" />
		</trigger>
		<trigger i="LH POWER ON" >
			<if_switch name="lh_power_on" />
			<activate>
				<structure>PowerHouse</structure>
				<at_area name="lh_powerhouse" />
			</activate>
			<quest/>
			<set_switch name="power_lh1" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh1</at_area>
				<hint>lh1</hint>
			</set_hint>
			<set_switch name="sync_lh1" />
		</trigger>
		<trigger i="LH1 ROTATE" repeat="1" >
			<if_switch name="hint.lh1" />
			<destroy>
				<group>LH1</group>
			</destroy>
		</trigger>
		<trigger i="LH1 ROTATE N" repeat="1" >
			<if_switch name="hint.lh1" />
			<if_switch name="lh1_n" />
			<set_switch name="lh1_n" state="false" />
			<set_switch name="lh1_e" />
			<set_switch name="sync_lh1" />
			<set_switch name="hint.lh1" state="false" />
		</trigger>
		<trigger i="LH1 ROTATE E" repeat="1" >
			<if_switch name="hint.lh1" />
			<if_switch name="lh1_e" />
			<set_switch name="lh1_e" state="false" />
			<set_switch name="lh1_s" />
			<set_switch name="sync_lh1" />
			<set_switch name="hint.lh1" state="false" />
		</trigger>
		<trigger i="LH1 ROTATE S" repeat="1" >
			<if_switch name="hint.lh1" />
			<if_switch name="lh1_s" />
			<set_switch name="lh1_s" state="false" />
			<set_switch name="lh1_w" />
			<set_switch name="sync_lh1" />
			<set_switch name="hint.lh1" state="false" />
		</trigger>
		<trigger i="LH1 ROTATE W" repeat="1" >
			<if_switch name="hint.lh1" />
			<if_switch name="lh1_w" />
			<set_switch name="lh1_w" state="false" />
			<set_switch name="lh1_n" />
			<set_switch name="sync_lh1" />
			<set_switch name="hint.lh1" state="false" />
		</trigger>
		<trigger i="LH1 SYNC" repeat="1" >
			<if_switch name="sync_lh1" />
			<set_switch name="update_lh2" />
		</trigger>
		<trigger i="LH1 SYNC N" repeat="1" >
			<if_switch name="sync_lh1" />
			<if_switch name="lh1_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh1</at_area>
				<group>LH1</group>
			</create>
			<set_switch name="sync_lh1" state="false" />
		</trigger>
		<trigger i="LH1 SYNC E" repeat="1" >
			<if_switch name="sync_lh1" />
			<if_switch name="lh1_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh1</at_area>
				<group>LH1</group>
			</create>
			<set_switch name="sync_lh1" state="false" />
		</trigger>
		<trigger i="LH1 SYNC S" repeat="1" >
			<if_switch name="sync_lh1" />
			<if_switch name="lh1_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh1</at_area>
				<group>LH1</group>
			</create>
			<set_switch name="sync_lh1" state="false" />
		</trigger>
		<trigger i="LH1 SYNC W" repeat="1" >
			<if_switch name="sync_lh1" />
			<if_switch name="lh1_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh1</at_area>
				<group>LH1</group>
			</create>
			<set_switch name="sync_lh1" state="false" />
		</trigger>
		<trigger i="LH2 UPDATE OFF" repeat="1" >
			<if_switch name="update_lh2" />
			<if_switch name="power_lh2" />
			<destroy>
				<group>LH2</group>
			</destroy>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh2</at_area>
				<hint/>
			</set_hint>
			<set_switch name="power_lh2" state="false" />
		</trigger>
		<trigger i="LH2 UPDATE ON" repeat="1" >
			<if_switch name="update_lh2" />
			<if_switch name="power_lh1" />
			<if_switch name="lh1_w" />
			<set_switch name="power_lh2" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh2</at_area>
				<hint>lh2</hint>
			</set_hint>
			<set_switch name="sync_lh2" />
		</trigger>
		<trigger i="LH2 UPDATE" repeat="1" >
			<if_switch name="update_lh2" />
			<set_switch name="update_lh3" />
			<set_switch name="update_lh2" state="false" />
		</trigger>
		<trigger i="LH2 ROTATE" repeat="1" >
			<if_switch name="hint.lh2" />
			<destroy>
				<group>LH2</group>
			</destroy>
		</trigger>
		<trigger i="LH2 ROTATE N" repeat="1" >
			<if_switch name="hint.lh2" />
			<if_switch name="lh2_n" />
			<set_switch name="lh2_n" state="false" />
			<set_switch name="lh2_e" />
			<set_switch name="sync_lh2" />
			<set_switch name="hint.lh2" state="false" />
		</trigger>
		<trigger i="LH2 ROTATE E" repeat="1" >
			<if_switch name="hint.lh2" />
			<if_switch name="lh2_e" />
			<set_switch name="lh2_e" state="false" />
			<set_switch name="lh2_s" />
			<set_switch name="sync_lh2" />
			<set_switch name="hint.lh2" state="false" />
		</trigger>
		<trigger i="LH2 ROTATE S" repeat="1" >
			<if_switch name="hint.lh2" />
			<if_switch name="lh2_s" />
			<set_switch name="lh2_s" state="false" />
			<set_switch name="lh2_w" />
			<set_switch name="sync_lh2" />
			<set_switch name="hint.lh2" state="false" />
		</trigger>
		<trigger i="LH2 ROTATE W" repeat="1" >
			<if_switch name="hint.lh2" />
			<if_switch name="lh2_w" />
			<set_switch name="lh2_w" state="false" />
			<set_switch name="lh2_n" />
			<set_switch name="sync_lh2" />
			<set_switch name="hint.lh2" state="false" />
		</trigger>
		<trigger i="LH2 SYNC" repeat="1" >
			<if_switch name="sync_lh2" />
			<set_switch name="update_lh3" />
		</trigger>
		<trigger i="LH2 SYNC N" repeat="1" >
			<if_switch name="sync_lh2" />
			<if_switch name="lh2_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh2</at_area>
				<group>LH2</group>
			</create>
			<set_switch name="sync_lh2" state="false" />
		</trigger>
		<trigger i="LH2 SYNC E" repeat="1" >
			<if_switch name="sync_lh2" />
			<if_switch name="lh2_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh2</at_area>
				<group>LH2</group>
			</create>
			<set_switch name="sync_lh2" state="false" />
		</trigger>
		<trigger i="LH2 SYNC S" repeat="1" >
			<if_switch name="sync_lh2" />
			<if_switch name="lh2_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh2</at_area>
				<group>LH2</group>
			</create>
			<set_switch name="sync_lh2" state="false" />
		</trigger>
		<trigger i="LH2 SYNC W" repeat="1" >
			<if_switch name="sync_lh2" />
			<if_switch name="lh2_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh2</at_area>
				<group>LH2</group>
			</create>
			<set_switch name="sync_lh2" state="false" />
		</trigger>
		<trigger i="LH3 UPDATE OFF" repeat="1" >
			<if_switch name="update_lh3" />
			<if_switch name="power_lh3" />
			<destroy>
				<group>LH3</group>
			</destroy>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh3</at_area>
				<hint/>
			</set_hint>
			<set_switch name="power_lh3" state="false" />
		</trigger>
		<trigger i="LH3 UPDATE ON" repeat="1" >
			<if_switch name="update_lh3" />
			<if_switch name="power_lh2" />
			<if_switch name="lh2_n" />
			<set_switch name="power_lh3" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh3</at_area>
				<hint>lh3</hint>
			</set_hint>
			<set_switch name="sync_lh3" />
		</trigger>
		<trigger i="LH3 UPDATE" repeat="1" >
			<if_switch name="update_lh3" />
			<set_switch name="update_lh4" />
			<set_switch name="update_lh3" state="false" />
		</trigger>
		<trigger i="LH3 ROTATE" repeat="1" >
			<if_switch name="hint.lh3" />
			<destroy>
				<group>LH3</group>
			</destroy>
		</trigger>
		<trigger i="LH3 ROTATE N" repeat="1" >
			<if_switch name="hint.lh3" />
			<if_switch name="lh3_n" />
			<set_switch name="lh3_n" state="false" />
			<set_switch name="lh3_e" />
			<set_switch name="sync_lh3" />
			<set_switch name="hint.lh3" state="false" />
		</trigger>
		<trigger i="LH3 ROTATE E" repeat="1" >
			<if_switch name="hint.lh3" />
			<if_switch name="lh3_e" />
			<set_switch name="lh3_e" state="false" />
			<set_switch name="lh3_s" />
			<set_switch name="sync_lh3" />
			<set_switch name="hint.lh3" state="false" />
		</trigger>
		<trigger i="LH3 ROTATE S" repeat="1" >
			<if_switch name="hint.lh3" />
			<if_switch name="lh3_s" />
			<set_switch name="lh3_s" state="false" />
			<set_switch name="lh3_w" />
			<set_switch name="sync_lh3" />
			<set_switch name="hint.lh3" state="false" />
		</trigger>
		<trigger i="LH3 ROTATE W" repeat="1" >
			<if_switch name="hint.lh3" />
			<if_switch name="lh3_w" />
			<set_switch name="lh3_w" state="false" />
			<set_switch name="lh3_n" />
			<set_switch name="sync_lh3" />
			<set_switch name="hint.lh3" state="false" />
		</trigger>
		<trigger i="LH3 SYNC" repeat="1" >
			<if_switch name="sync_lh3" />
			<set_switch name="update_lh4" />
		</trigger>
		<trigger i="LH3 SYNC N" repeat="1" >
			<if_switch name="sync_lh3" />
			<if_switch name="lh3_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh3</at_area>
				<group>LH3</group>
			</create>
			<set_switch name="sync_lh3" state="false" />
		</trigger>
		<trigger i="LH3 SYNC E" repeat="1" >
			<if_switch name="sync_lh3" />
			<if_switch name="lh3_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh3</at_area>
				<group>LH3</group>
			</create>
			<set_switch name="sync_lh3" state="false" />
		</trigger>
		<trigger i="LH3 SYNC S" repeat="1" >
			<if_switch name="sync_lh3" />
			<if_switch name="lh3_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh3</at_area>
				<group>LH3</group>
			</create>
			<set_switch name="sync_lh3" state="false" />
		</trigger>
		<trigger i="LH3 SYNC W" repeat="1" >
			<if_switch name="sync_lh3" />
			<if_switch name="lh3_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh3</at_area>
				<group>LH3</group>
			</create>
			<set_switch name="sync_lh3" state="false" />
		</trigger>
		<trigger i="LH4 UPDATE OFF" repeat="1" >
			<if_switch name="update_lh4" />
			<if_switch name="power_lh4" />
			<destroy>
				<group>LH4</group>
			</destroy>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh4</at_area>
				<hint/>
			</set_hint>
			<set_switch name="power_lh4" state="false" />
		</trigger>
		<trigger i="LH4 UPDATE ON" repeat="1" >
			<if_switch name="update_lh4" />
			<if_switch name="power_lh3" />
			<if_switch name="lh3_e" />
			<set_switch name="power_lh4" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh4</at_area>
				<hint>lh4</hint>
			</set_hint>
			<set_switch name="sync_lh4" />
		</trigger>
		<trigger i="LH4 UPDATE" repeat="1" >
			<if_switch name="update_lh4" />
			<set_switch name="update_lh5" />
			<set_switch name="update_lh4" state="false" />
		</trigger>
		<trigger i="LH4 ROTATE" repeat="1" >
			<if_switch name="hint.lh4" />
			<destroy>
				<group>LH4</group>
			</destroy>
		</trigger>
		<trigger i="LH4 ROTATE N" repeat="1" >
			<if_switch name="hint.lh4" />
			<if_switch name="lh4_n" />
			<set_switch name="lh4_n" state="false" />
			<set_switch name="lh4_e" />
			<set_switch name="sync_lh4" />
			<set_switch name="hint.lh4" state="false" />
		</trigger>
		<trigger i="LH4 ROTATE E" repeat="1" >
			<if_switch name="hint.lh4" />
			<if_switch name="lh4_e" />
			<set_switch name="lh4_e" state="false" />
			<set_switch name="lh4_s" />
			<set_switch name="sync_lh4" />
			<set_switch name="hint.lh4" state="false" />
		</trigger>
		<trigger i="LH4 ROTATE S" repeat="1" >
			<if_switch name="hint.lh4" />
			<if_switch name="lh4_s" />
			<set_switch name="lh4_s" state="false" />
			<set_switch name="lh4_w" />
			<set_switch name="sync_lh4" />
			<set_switch name="hint.lh4" state="false" />
		</trigger>
		<trigger i="LH4 ROTATE W" repeat="1" >
			<if_switch name="hint.lh4" />
			<if_switch name="lh4_w" />
			<set_switch name="lh4_w" state="false" />
			<set_switch name="lh4_n" />
			<set_switch name="sync_lh4" />
			<set_switch name="hint.lh4" state="false" />
		</trigger>
		<trigger i="LH4 SYNC" repeat="1" >
			<if_switch name="sync_lh4" />
			<set_switch name="update_lh5" />
		</trigger>
		<trigger i="LH4 SYNC N" repeat="1" >
			<if_switch name="sync_lh4" />
			<if_switch name="lh4_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh4</at_area>
				<group>LH4</group>
			</create>
			<set_switch name="sync_lh4" state="false" />
		</trigger>
		<trigger i="LH4 SYNC E" repeat="1" >
			<if_switch name="sync_lh4" />
			<if_switch name="lh4_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh4</at_area>
				<group>LH4</group>
			</create>
			<set_switch name="sync_lh4" state="false" />
		</trigger>
		<trigger i="LH4 SYNC S" repeat="1" >
			<if_switch name="sync_lh4" />
			<if_switch name="lh4_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh4</at_area>
				<group>LH4</group>
			</create>
			<set_switch name="sync_lh4" state="false" />
		</trigger>
		<trigger i="LH4 SYNC W" repeat="1" >
			<if_switch name="sync_lh4" />
			<if_switch name="lh4_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh4</at_area>
				<group>LH4</group>
			</create>
			<set_switch name="sync_lh4" state="false" />
		</trigger>
		<trigger i="LH5 UPDATE OFF" repeat="1" >
			<if_switch name="update_lh5" />
			<if_switch name="power_lh5" />
			<destroy>
				<group>LH5</group>
			</destroy>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh5</at_area>
				<hint/>
			</set_hint>
			<set_switch name="power_lh5" state="false" />
		</trigger>
		<trigger i="LH5 UPDATE ON" repeat="1" >
			<if_switch name="update_lh5" />
			<if_switch name="power_lh4" />
			<if_switch name="lh4_s" />
			<set_switch name="power_lh5" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh5</at_area>
				<hint>lh5</hint>
			</set_hint>
			<set_switch name="sync_lh5" />
		</trigger>
		<trigger i="LH5 UPDATE" repeat="1" >
			<if_switch name="update_lh5" />
			<set_switch name="update_lh6" />
			<set_switch name="update_lh5" state="false" />
		</trigger>
		<trigger i="LH5 ROTATE" repeat="1" >
			<if_switch name="hint.lh5" />
			<destroy>
				<group>LH5</group>
			</destroy>
		</trigger>
		<trigger i="LH5 ROTATE N" repeat="1" >
			<if_switch name="hint.lh5" />
			<if_switch name="lh5_n" />
			<set_switch name="lh5_n" state="false" />
			<set_switch name="lh5_e" />
			<set_switch name="sync_lh5" />
			<set_switch name="hint.lh5" state="false" />
		</trigger>
		<trigger i="LH5 ROTATE E" repeat="1" >
			<if_switch name="hint.lh5" />
			<if_switch name="lh5_e" />
			<set_switch name="lh5_e" state="false" />
			<set_switch name="lh5_s" />
			<set_switch name="sync_lh5" />
			<set_switch name="hint.lh5" state="false" />
		</trigger>
		<trigger i="LH5 ROTATE S" repeat="1" >
			<if_switch name="hint.lh5" />
			<if_switch name="lh5_s" />
			<set_switch name="lh5_s" state="false" />
			<set_switch name="lh5_w" />
			<set_switch name="sync_lh5" />
			<set_switch name="hint.lh5" state="false" />
		</trigger>
		<trigger i="LH5 ROTATE W" repeat="1" >
			<if_switch name="hint.lh5" />
			<if_switch name="lh5_w" />
			<set_switch name="lh5_w" state="false" />
			<set_switch name="lh5_n" />
			<set_switch name="sync_lh5" />
			<set_switch name="hint.lh5" state="false" />
		</trigger>
		<trigger i="LH5 SYNC" repeat="1" >
			<if_switch name="sync_lh5" />
			<set_switch name="update_lh6" />
		</trigger>
		<trigger i="LH5 SYNC N" repeat="1" >
			<if_switch name="sync_lh5" />
			<if_switch name="lh5_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh5</at_area>
				<group>LH5</group>
			</create>
			<set_switch name="sync_lh5" state="false" />
		</trigger>
		<trigger i="LH5 SYNC E" repeat="1" >
			<if_switch name="sync_lh5" />
			<if_switch name="lh5_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh5</at_area>
				<group>LH5</group>
			</create>
			<set_switch name="sync_lh5" state="false" />
		</trigger>
		<trigger i="LH5 SYNC S" repeat="1" >
			<if_switch name="sync_lh5" />
			<if_switch name="lh5_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh5</at_area>
				<group>LH5</group>
			</create>
			<set_switch name="sync_lh5" state="false" />
		</trigger>
		<trigger i="LH5 SYNC W" repeat="1" >
			<if_switch name="sync_lh5" />
			<if_switch name="lh5_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh5</at_area>
				<group>LH5</group>
			</create>
			<set_switch name="sync_lh5" state="false" />
		</trigger>
		<trigger i="LH6 UPDATE OFF" repeat="1" >
			<if_switch name="update_lh6" />
			<if_switch name="power_lh6" />
			<destroy>
				<group>LH6</group>
			</destroy>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh6</at_area>
				<hint/>
			</set_hint>
			<set_switch name="power_lh6" state="false" />
		</trigger>
		<trigger i="LH6 UPDATE ON" repeat="1" >
			<if_switch name="update_lh6" />
			<if_switch name="power_lh5" />
			<if_switch name="lh5_w" />
			<set_switch name="power_lh6" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh6</at_area>
				<hint>lh6</hint>
			</set_hint>
			<set_switch name="sync_lh6" />
		</trigger>
		<trigger i="LH6 UPDATE" repeat="1" >
			<if_switch name="update_lh6" />
			<set_switch name="update_lh7" />
			<set_switch name="update_lh6" state="false" />
		</trigger>
		<trigger i="LH6 ROTATE" repeat="1" >
			<if_switch name="hint.lh6" />
			<destroy>
				<group>LH6</group>
			</destroy>
		</trigger>
		<trigger i="LH6 ROTATE N" repeat="1" >
			<if_switch name="hint.lh6" />
			<if_switch name="lh6_n" />
			<set_switch name="lh6_n" state="false" />
			<set_switch name="lh6_e" />
			<set_switch name="sync_lh6" />
			<set_switch name="hint.lh6" state="false" />
		</trigger>
		<trigger i="LH6 ROTATE E" repeat="1" >
			<if_switch name="hint.lh6" />
			<if_switch name="lh6_e" />
			<set_switch name="lh6_e" state="false" />
			<set_switch name="lh6_s" />
			<set_switch name="sync_lh6" />
			<set_switch name="hint.lh6" state="false" />
		</trigger>
		<trigger i="LH6 ROTATE S" repeat="1" >
			<if_switch name="hint.lh6" />
			<if_switch name="lh6_s" />
			<set_switch name="lh6_s" state="false" />
			<set_switch name="lh6_w" />
			<set_switch name="sync_lh6" />
			<set_switch name="hint.lh6" state="false" />
		</trigger>
		<trigger i="LH6 ROTATE W" repeat="1" >
			<if_switch name="hint.lh6" />
			<if_switch name="lh6_w" />
			<set_switch name="lh6_w" state="false" />
			<set_switch name="lh6_n" />
			<set_switch name="sync_lh6" />
			<set_switch name="hint.lh6" state="false" />
		</trigger>
		<trigger i="LH6 SYNC" repeat="1" >
			<if_switch name="sync_lh6" />
			<set_switch name="update_lh7" />
		</trigger>
		<trigger i="LH6 SYNC N" repeat="1" >
			<if_switch name="sync_lh6" />
			<if_switch name="lh6_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh6</at_area>
				<group>LH6</group>
			</create>
			<set_switch name="sync_lh6" state="false" />
		</trigger>
		<trigger i="LH6 SYNC E" repeat="1" >
			<if_switch name="sync_lh6" />
			<if_switch name="lh6_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh6</at_area>
				<group>LH6</group>
			</create>
			<set_switch name="sync_lh6" state="false" />
		</trigger>
		<trigger i="LH6 SYNC S" repeat="1" >
			<if_switch name="sync_lh6" />
			<if_switch name="lh6_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh6</at_area>
				<group>LH6</group>
			</create>
			<set_switch name="sync_lh6" state="false" />
		</trigger>
		<trigger i="LH6 SYNC W" repeat="1" >
			<if_switch name="sync_lh6" />
			<if_switch name="lh6_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh6</at_area>
				<group>LH6</group>
			</create>
			<set_switch name="sync_lh6" state="false" />
		</trigger>
		<trigger i="LH7 UPDATE OFF" repeat="1" >
			<if_switch name="update_lh7" />
			<if_switch name="power_lh7" />
			<destroy>
				<group>LH7</group>
			</destroy>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh7</at_area>
				<hint/>
			</set_hint>
			<set_switch name="power_lh7" state="false" />
		</trigger>
		<trigger i="LH7 UPDATE ON" repeat="1" >
			<if_switch name="update_lh7" />
			<if_switch name="power_lh6" />
			<if_switch name="lh6_s" />
			<set_switch name="power_lh7" />
			<set_switch name="lh_win" />
			<set_switch name="sync_lh7" />
		</trigger>
		<trigger i="LH7 UPDATE" repeat="1" >
			<if_switch name="update_lh7" />
			<set_switch name="update_lh7" state="false" />
		</trigger>
		<trigger i="LH7 OPEN CHEST" >
			<if_switch name="lh_win" />
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh1</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh2</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh3</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh4</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh5</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh6</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<structure>LightHouse</structure>
				<at_area>lh7</at_area>
				<hint/>
			</set_hint>
			<wait time="2000" />
			<set_switch name="open_chest_rune" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="OPEN CHEST RUNE" >
			<if_switch name="open_chest_rune" />
			<focus_riddle/>
			<reveal_map>
				<radius>100</radius>
				<at_area name="chest_rune" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="chest_rune" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="1000" />
			<quest/>
			<destroy>
				<item>QuestChest16a</item>
				<at_area name="chest_rune" />
			</destroy>
			<create>
				<item>WaterRune</item>
				<at_area name="chest_rune" />
			</create>
		</trigger>
		<trigger i="LH7 SYNC N" repeat="1" >
			<if_switch name="sync_lh7" />
			<if_switch name="lh7_n" />
			<create>
				<structure>LightHouseFireN</structure>
				<at_area>lh7</at_area>
				<group>LH7</group>
			</create>
			<set_switch name="sync_lh7" state="false" />
		</trigger>
		<trigger i="LH7 SYNC E" repeat="1" >
			<if_switch name="sync_lh7" />
			<if_switch name="lh7_e" />
			<create>
				<structure>LightHouseFireE</structure>
				<at_area>lh7</at_area>
				<group>LH7</group>
			</create>
			<set_switch name="sync_lh7" state="false" />
		</trigger>
		<trigger i="LH7 SYNC S" repeat="1" >
			<if_switch name="sync_lh7" />
			<if_switch name="lh7_s" />
			<create>
				<structure>LightHouseFireS</structure>
				<at_area>lh7</at_area>
				<group>LH7</group>
			</create>
			<set_switch name="sync_lh7" state="false" />
		</trigger>
		<trigger i="LH7 SYNC W" repeat="1" >
			<if_switch name="sync_lh7" />
			<if_switch name="lh7_w" />
			<create>
				<structure>LightHouseFireW</structure>
				<at_area>lh7</at_area>
				<group>LH7</group>
			</create>
			<set_switch name="sync_lh7" state="false" />
		</trigger>
		<trigger i="SHARK PATROL INIT" >
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="shark_patrol1" />
				<group>Patrol1</group>
			</join_group>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="shark_patrol4" />
				<group>Patrol2</group>
			</join_group>
			<set_switch name="patrol_refocus" />
		</trigger>
		<trigger i="REFOCUS PATROLS" repeat="1" >
			<if_switch name="patrol_refocus" />
			<set_switch name="patrol_refocus" state="false" />
			<focus>
				<group>Patrol1</group>
				<at_area>shark_patrol2</at_area>
			</focus>
			<focus>
				<group>Patrol2</group>
				<at_area>shark_patrol5</at_area>
			</focus>
			<wait time="15000" />
			<focus>
				<group>Patrol1</group>
				<at_area>shark_patrol3</at_area>
			</focus>
			<focus>
				<group>Patrol2</group>
				<at_area>shark_patrol6</at_area>
			</focus>
			<wait time="15000" />
			<focus>
				<group>Patrol1</group>
				<at_area>shark_patrol4</at_area>
			</focus>
			<focus>
				<group>Patrol2</group>
				<at_area>shark_patrol1</at_area>
			</focus>
			<wait time="15000" />
			<focus>
				<group>Patrol1</group>
				<at_area>shark_patrol5</at_area>
			</focus>
			<focus>
				<group>Patrol2</group>
				<at_area>shark_patrol2</at_area>
			</focus>
			<wait time="15000" />
			<focus>
				<group>Patrol1</group>
				<at_area>shark_patrol6</at_area>
			</focus>
			<focus>
				<group>Patrol2</group>
				<at_area>shark_patrol3</at_area>
			</focus>
			<wait time="15000" />
			<focus>
				<group>Patrol1</group>
				<at_area>shark_patrol1</at_area>
			</focus>
			<focus>
				<group>Patrol2</group>
				<at_area>shark_patrol4</at_area>
			</focus>
			<wait time="15000" />
			<set_switch name="patrol_refocus" />
		</trigger>
	</triggers>
	<options>
		<id>16</id>
	</options>
	<size x="3072" y="3072" />
	<start x="350" y="1551" />
	<player_base x="-1" y="-1" />
	<terrain>Sand128</terrain>
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