<level>
	<triggers>
		<trigger i="ARUKU" >
			<join_group>
				<unit>Aruku</unit>
				<side>player</side>
				<group>Aruku</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT ARUKU" >
			<if_group_empty name="Aruku" />
			<wait time="3000" />
			<defeat_aruku/>
		</trigger>
		<trigger i="GURO" >
			<join_group>
				<unit>Guro</unit>
				<side>player</side>
				<group>Guro</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT GURO" >
			<if_group_empty name="Guro" />
			<wait time="3000" />
			<defeat_guro/>
		</trigger>
		<trigger i="INIT" >
			<focus>
				<group>AlienSpawn</group>
				<at_area name="alien" />
			</focus>
			<focus>
				<group>AlienSpawnBase</group>
				<at_area name="startup" />
			</focus>
			<join_group>
				<building>Alien</building>
				<at_area name="alien" />
				<side>enemy</side>
				<group>Alien</group>
			</join_group>
			<set_value name="#crystals" value="6" />
		</trigger>
		<trigger i="PURIFIED TEAR" >
			<if_event name="GE_TEAR_PURIFIED" />
			<set_switch name="pure_tear" />
		</trigger>
		<trigger i="INIT ALTARS" >
			<set_value name="#altar1" value="50" />
			<set_value name="#altar2" value="50" />
			<set_value name="#altar3" value="50" />
			<set_value name="#altar4" value="50" />
			<set_value name="#altars" value="4" />
		</trigger>
		<trigger i="SACRIFICE 1" repeat="1" >
			<if_not_switch name="altar1_filled" />
			<if_has>
				<unit/>
				<at_area name="altar1" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<count>1</count>
				<at_area name="altar1" />
				<group>Sacrifice</group>
			</join_group>
			<hide>
				<group>Sacrifice</group>
			</hide>
			<unhide>
				<group>Sacrifice</group>
				<at_area name="altar1_in" />
			</unhide>
			<destroy>
				<group>Sacrifice</group>
			</destroy>
			<dec_value name="#altar1" />
			<set_switch name="sacrificed" />
		</trigger>
		<trigger i="FILLED ALTAR 1" >
			<if_value name="#altar1" sign="eq" value="0" />
			<set_switch name="altar1_filled" />
			<quest/>
			<create>
				<structure>AltarFlame</structure>
				<at_area name="altar1_in" />
			</create>
			<dec_value name="#altars" />
		</trigger>
		<trigger i="SACRIFICE 2" repeat="1" >
			<if_not_switch name="altar2_filled" />
			<if_has>
				<unit/>
				<at_area name="altar2" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<count>1</count>
				<at_area name="altar2" />
				<group>Sacrifice</group>
			</join_group>
			<hide>
				<group>Sacrifice</group>
			</hide>
			<unhide>
				<group>Sacrifice</group>
				<at_area name="altar2_in" />
			</unhide>
			<destroy>
				<group>Sacrifice</group>
			</destroy>
			<dec_value name="#altar2" />
			<set_switch name="sacrificed" />
		</trigger>
		<trigger i="FILLED ALTAR 2" >
			<if_value name="#altar2" sign="eq" value="0" />
			<set_switch name="altar2_filled" />
			<quest/>
			<create>
				<structure>AltarFlame</structure>
				<at_area name="altar2_in" />
			</create>
			<dec_value name="#altars" />
		</trigger>
		<trigger i="SACRIFICE 3" repeat="1" >
			<if_not_switch name="altar3_filled" />
			<if_has>
				<unit/>
				<at_area name="altar3" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<count>1</count>
				<at_area name="altar3" />
				<group>Sacrifice</group>
			</join_group>
			<hide>
				<group>Sacrifice</group>
			</hide>
			<unhide>
				<group>Sacrifice</group>
				<at_area name="altar3_in" />
			</unhide>
			<destroy>
				<group>Sacrifice</group>
			</destroy>
			<dec_value name="#altar3" />
			<set_switch name="sacrificed" />
		</trigger>
		<trigger i="FILLED ALTAR 3" >
			<if_value name="#altar3" sign="eq" value="0" />
			<set_switch name="altar3_filled" />
			<quest/>
			<create>
				<structure>AltarFlame</structure>
				<at_area name="altar3_in" />
			</create>
			<dec_value name="#altars" />
		</trigger>
		<trigger i="SACRIFICE 4" repeat="1" >
			<if_not_switch name="altar4_filled" />
			<if_has>
				<unit/>
				<at_area name="altar4" />
			</if_has>
			<join_group>
				<unit/>
				<side>player</side>
				<count>1</count>
				<at_area name="altar4" />
				<group>Sacrifice</group>
			</join_group>
			<hide>
				<group>Sacrifice</group>
			</hide>
			<unhide>
				<group>Sacrifice</group>
				<at_area name="altar4_in" />
			</unhide>
			<destroy>
				<group>Sacrifice</group>
			</destroy>
			<dec_value name="#altar4" />
			<set_switch name="sacrificed" />
		</trigger>
		<trigger i="FILLED ALTAR 4" >
			<if_value name="#altar4" sign="eq" value="0" />
			<set_switch name="altar4_filled" />
			<quest/>
			<create>
				<structure>AltarFlame</structure>
				<at_area name="altar4_in" />
			</create>
			<dec_value name="#altars" />
		</trigger>
		<trigger i="FIRST SACRIFICE" >
			<if_switch name="sacrificed" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level20.Sacrifice" />
			<reveal_map>
				<radius>128</radius>
				<at_area name="altar1" />
			</reveal_map>
			<reveal_map>
				<radius>128</radius>
				<at_area name="altar2" />
			</reveal_map>
			<reveal_map>
				<radius>128</radius>
				<at_area name="altar3" />
			</reveal_map>
			<reveal_map>
				<radius>128</radius>
				<at_area name="altar4" />
			</reveal_map>
		</trigger>
		<trigger i="ALL ALTARS FULL" >
			<if_switch name="altar1_filled" />
			<if_switch name="altar2_filled" />
			<if_switch name="altar3_filled" />
			<if_switch name="altar4_filled" />
			<set_switch name="altars_filled" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="alien" />
			</scroll_view>
			<wait_for_scroll/>
			<set_switch name="destroy_alien2" />
		</trigger>
		<trigger i="ATTACK AFTER 1ST ALTAR" >
			<if_value name="#altars" sign="eq" value="3" />
			<wait time="10000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>3</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
			<wait time="20000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>3</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
		</trigger>
		<trigger i="ATTACK AFTER 2ND ALTAR" >
			<if_value name="#altars" sign="eq" value="2" />
			<wait time="10000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>5</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
			<wait time="20000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>5</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
		</trigger>
		<trigger i="ATTACK AFTER 3RD ALTAR" >
			<if_value name="#altars" sign="eq" value="1" />
			<wait time="10000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>6</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
			<wait time="20000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>6</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
			<wait time="20000" />
			<create>
				<unit>Alien2Spawn</unit>
				<count>6</count>
				<side>enemy</side>
				<group>AlienSpawnBase</group>
				<at_area name="alien" />
			</create>
		</trigger>
		<trigger i="START" >
			<wait time="5000" />
			<popup portrait="Chief" text="$hierarchy.Level20.Start" />
			<set_objective text="$hierarchy.Level20.TaskExplore" />
		</trigger>
		<trigger i="NEAR ALIEN" >
			<if_has>
				<unit/>
				<at_area name="near_alien" />
			</if_has>
			<reveal_map>
				<at_area name="alien" />
				<radius>512</radius>
			</reveal_map>
			<focus_danger/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="alien" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level20.Alien" />
			<set_objective text="$hierarchy.Level20.TaskAlien" />
			<set_theme theme="war" />
			<set_switch name="spawn_on_base_early_stop" />
			<wait time="10000" />
			<set_switch name="spawn_near_alien" />
			<set_switch name="spawn_on_base" />
		</trigger>
		<trigger i="START SPAWN EARLY" >
			<wait time="300000" />
			<set_switch name="spawn_on_base_early" />
		</trigger>
		<trigger i="SPAWN EARLY" repeat="1" >
			<if_switch name="spawn_on_base_early" />
			<if_not_switch name="spawn_on_base_early_stop" />
			<if_not_switch name="spawn_on_base_early_off" />
			<set_switch name="spawn_on_base_early_off" />
			<create>
				<count>1</count>
				<unit>AlienSpawn</unit>
				<at_area name="base2" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<create>
				<count>1</count>
				<unit>AlienSpawn</unit>
				<at_area name="base3" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<wait time="90000" />
			<set_switch name="spawn_on_base_early_off" state="false" />
		</trigger>
		<trigger i="SPAWN NEAR ALIEN" repeat="1" >
			<if_switch name="spawn_near_alien" />
			<if_not_switch name="spawn_near_alien_off" />
			<set_switch name="spawn_near_alien_off" />
			<set_switch name="do_spawn_near_alien" />
			<wait time="60000" />
			<set_switch name="spawn_near_alien_off" state="false" />
		</trigger>
		<trigger i="DO SPAWN NEAR ALIEN" repeat="1" >
			<if_switch name="do_spawn_near_alien" />
			<if_has sign="le" value="3" >
				<unit>AlienSpawn</unit>
				<at_area name="alien" />
				<side>enemy</side>
			</if_has>
			<create>
				<count>8</count>
				<unit>AlienSpawn</unit>
				<at_area name="alien" />
				<side>enemy</side>
				<group>AlienSpawn</group>
			</create>
		</trigger>
		<trigger i="SPAWN NEAR ALIEN RESET" repeat="1" >
			<if_switch name="do_spawn_near_alien" />
			<set_switch name="do_spawn_near_alien" state="false" />
		</trigger>
		<trigger i="SPAWN ON BASE" repeat="1" >
			<if_switch name="spawn_on_base" />
			<if_not_switch name="spawn_on_base_off" />
			<set_switch name="spawn_on_base_off" />
			<create>
				<count>2</count>
				<unit>AlienSpawn</unit>
				<at_area name="base1" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<create>
				<count>1</count>
				<unit>AlienSpawn</unit>
				<at_area name="base2" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<create>
				<count>2</count>
				<unit>AlienSpawn</unit>
				<at_area name="base3" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<wait time="60000" />
			<set_switch name="spawn_on_base_off" state="false" />
		</trigger>
		<trigger i="TEST KILL" >
			<if_switch name="hint.kill" />
			<destroy>
				<building>Alien</building>
				<side>enemy</side>
				<at_area name="alien" />
			</destroy>
		</trigger>
		<trigger i="TEST KILL 2" >
			<if_switch name="hint.kill2" />
			<set_switch name="common_tear_used" />
		</trigger>
		<trigger i="ALIEN KILLED" >
			<if_group_empty name="Alien" />
			<inc_quest_counter/>
			<create>
				<magic>AlienDeath</magic>
				<at_area name="alien" />
				<side>enemy</side>
			</create>
			<create>
				<building>Alien2</building>
				<side>enemy</side>
				<group>Alien2</group>
				<at_area name="alien" />
			</create>
			<set_switch name="spawn_near_alien" state="false" />
			<set_switch name="spawn_on_base" state="false" />
			<destroy>
				<group>AlienSpawn</group>
			</destroy>
			<destroy>
				<group>AlienSpawnBase</group>
			</destroy>
			<destroy>
				<structure>CometCrystalPillar</structure>
				<at_area name="pillar_1" />
			</destroy>
			<add_waypoint>
				<at_area name="pillar_1" />
				<no_sync/>
			</add_waypoint>
			<destroy>
				<structure>CometCrystalPillar</structure>
				<at_area name="pillar_2" />
			</destroy>
			<add_waypoint>
				<at_area name="pillar_2" />
				<no_sync/>
			</add_waypoint>
			<destroy>
				<structure>CometCrystalPillar</structure>
				<at_area name="pillar_3" />
			</destroy>
			<add_waypoint>
				<at_area name="pillar_3" />
				<no_sync/>
			</add_waypoint>
			<destroy>
				<structure>CometCrystalPillar</structure>
				<at_area name="pillar_4" />
			</destroy>
			<add_waypoint>
				<at_area name="pillar_4" />
			</add_waypoint>
			<destroy>
				<count>6</count>
				<structure>Crystal</structure>
				<at_area name="alien" />
			</destroy>
			<create>
				<building>CrystalCone</building>
				<at_area name="cone1" />
				<side>neutral</side>
				<group>Cones</group>
			</create>
			<create>
				<building>CrystalCone</building>
				<at_area name="cone2" />
				<side>neutral</side>
				<group>Cones</group>
			</create>
			<create>
				<building>CrystalCone</building>
				<at_area name="cone3" />
				<side>neutral</side>
				<group>Cones</group>
			</create>
			<create>
				<building>CrystalCone</building>
				<at_area name="cone4" />
				<side>neutral</side>
				<group>Cones</group>
			</create>
			<create>
				<building>CrystalCone</building>
				<at_area name="cone5" />
				<side>neutral</side>
				<group>Cones</group>
			</create>
			<create>
				<building>CrystalCone</building>
				<at_area name="cone6" />
				<side>neutral</side>
				<group>Cones</group>
			</create>
			<wait time="5000" />
			<set_owner>
				<side>enemy</side>
				<building>CrystalCone</building>
				<at_area name="alien" />
			</set_owner>
			<set_switch name="spawn_near_alien2" />
			<set_switch name="spawn_on_base2" />
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
				<hint>cr_1</hint>
			</set_hint>
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
				<hint>cr_2</hint>
			</set_hint>
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
				<hint>cr_3</hint>
			</set_hint>
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
				<hint>cr_4</hint>
			</set_hint>
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
				<hint>cr_5</hint>
			</set_hint>
			<set_hint>
				<structure>Crystal</structure>
				<at_area name="cr_6" />
				<hint>cr_6</hint>
			</set_hint>
		</trigger>
		<trigger i="SPAWN NEAR ALIEN 2" repeat="1" >
			<if_switch name="spawn_near_alien2" />
			<if_not_switch name="spawn_near_alien_off2" />
			<set_switch name="spawn_near_alien_off2" />
			<set_switch name="do_spawn_near_alien2" />
			<wait time="40000" />
			<set_switch name="spawn_near_alien_off2" state="false" />
		</trigger>
		<trigger i="DO SPAWN NEAR ALIEN 2" repeat="1" >
			<if_switch name="do_spawn_near_alien2" />
			<if_has sign="le" value="4" >
				<unit>Alien2Spawn</unit>
				<at_area name="alien" />
				<side>enemy</side>
			</if_has>
			<create>
				<count>12</count>
				<unit>Alien2Spawn</unit>
				<at_area name="alien" />
				<side>enemy</side>
				<group>AlienSpawn</group>
			</create>
		</trigger>
		<trigger i="SPAWN NEAR ALIEN RESET 2" repeat="1" >
			<if_switch name="do_spawn_near_alien2" />
			<set_switch name="do_spawn_near_alien2" state="false" />
		</trigger>
		<trigger i="SPAWN ON BASE 2" repeat="1" >
			<if_switch name="spawn_on_base2" />
			<if_not_switch name="spawn_on_base_off2" />
			<set_switch name="spawn_on_base_off2" />
			<create>
				<count>2</count>
				<unit>Alien2Spawn</unit>
				<at_area name="base1" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<create>
				<count>2</count>
				<unit>Alien2Spawn</unit>
				<at_area name="base2" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<create>
				<count>3</count>
				<unit>Alien2Spawn</unit>
				<at_area name="base3" />
				<side>enemy</side>
				<group>AlienSpawnBase</group>
			</create>
			<wait time="60000" />
			<set_switch name="spawn_on_base_off2" state="false" />
		</trigger>
		<trigger i="CRYSTAL 1" >
			<if_switch name="hint.cr_1" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_1" />
			</destroy>
			<set_switch name="crystal_destroyed" />
			<dec_value name="#crystals" />
		</trigger>
		<trigger i="CRYSTAL 2" >
			<if_switch name="hint.cr_2" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_2" />
			</destroy>
			<set_switch name="crystal_destroyed" />
			<dec_value name="#crystals" />
		</trigger>
		<trigger i="CRYSTAL 3" >
			<if_switch name="hint.cr_3" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_3" />
			</destroy>
			<set_switch name="crystal_destroyed" />
			<dec_value name="#crystals" />
		</trigger>
		<trigger i="CRYSTAL 4" >
			<if_switch name="hint.cr_4" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_4" />
			</destroy>
			<set_switch name="crystal_destroyed" />
			<dec_value name="#crystals" />
		</trigger>
		<trigger i="CRYSTAL 5" >
			<if_switch name="hint.cr_5" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_5" />
			</destroy>
			<set_switch name="crystal_destroyed" />
			<dec_value name="#crystals" />
		</trigger>
		<trigger i="CRYSTAL 6" >
			<if_switch name="hint.cr_6" />
			<destroy>
				<structure>Crystal</structure>
				<at_area name="cr_6" />
			</destroy>
			<set_switch name="crystal_destroyed" />
			<dec_value name="#crystals" />
		</trigger>
		<trigger i="CRYSTAL DESTROYED" >
			<if_switch name="crystal_destroyed" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level20.Crystals" />
		</trigger>
		<trigger i="ALL CRYSTALS DESTROYED" >
			<if_value name="#crystals" sign="eq" value="0" />
			<suspend_scroll/>
			<inc_quest_counter/>
			<quest/>
			<scroll_view>
				<at_area name="alien" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<count>6</count>
				<building>CrystalCone</building>
				<side>enemy</side>
				<at_area name="alien" />
			</destroy>
		</trigger>
		<trigger i="STARTED REGENERATION" repeat="1" >
			<if_not_switch name="alien2_killed" />
			<if_not_switch name="alien2_regen" />
			<if_has>
				<building>UndyingRegenMarker</building>
				<side>enemy</side>
				<at_area name="alien" />
			</if_has>
			<set_switch name="alien2_regen" />
			<join_group>
				<building>UndyingRegenMarker</building>
				<side>enemy</side>
				<at_area name="alien" />
				<group>Alien2RegenMarker</group>
			</join_group>
			<set_switch name="give_tear" />
		</trigger>
		<trigger i="ALIEN2 REGEN FIRST TIME - PURE" >
			<if_switch name="alien2_regen" />
			<if_switch name="pure_tear" />
			<add_item_use>
				<item>PureTearOfHeavenItem</item>
				<at_area name="alien_use_1" />
				<switch>pure_tear_used</switch>
			</add_item_use>
			<add_item_use>
				<item>PureTearOfHeavenItem</item>
				<at_area name="alien_use_2" />
				<switch>pure_tear_used</switch>
			</add_item_use>
			<set_item_hint>
				<item>PureTearOfHeavenItem</item>
				<hint>$hierarchy.Hint.Level20.TearForAlien2Pure</hint>
			</set_item_hint>
			<popup portrait="Wiseman" text="$hierarchy.Level20.UseTearPure" />
		</trigger>
		<trigger i="ALIEN2 REGEN FIRST TIME - COMMON" >
			<if_switch name="alien2_regen" />
			<if_not_switch name="pure_tear" />
			<add_item_use>
				<item>TearOfHeavenItem</item>
				<at_area name="alien_use_1" />
				<switch>common_tear_used</switch>
			</add_item_use>
			<add_item_use>
				<item>TearOfHeavenItem</item>
				<at_area name="alien_use_2" />
				<switch>common_tear_used</switch>
			</add_item_use>
			<set_item_hint>
				<item>TearOfHeavenItem</item>
				<hint>$hierarchy.Hint.Level20.TearForAlien2Common</hint>
			</set_item_hint>
			<popup portrait="Wiseman" text="$hierarchy.Level20.UseTearCommon" />
		</trigger>
		<trigger i="GIVE PURE TEAR" repeat="1" >
			<if_switch name="give_tear" />
			<if_switch name="pure_tear" />
			<give_silent>
				<item>PureTearOfHeavenItem</item>
			</give_silent>
			<set_switch name="give_tear" state="false" />
		</trigger>
		<trigger i="GIVE COMMON TEAR" repeat="1" >
			<if_switch name="give_tear" />
			<if_not_switch name="pure_tear" />
			<give_silent>
				<item>TearOfHeavenItem</item>
			</give_silent>
			<set_switch name="give_tear" state="false" />
		</trigger>
		<trigger i="ENDED REGENERATION" repeat="1" >
			<if_not_switch name="alien2_killed" />
			<if_switch name="alien2_regen" />
			<if_group_empty name="Alien2RegenMarker" />
			<set_switch name="alien2_regen" state="false" />
			<set_switch name="remove_tear" />
		</trigger>
		<trigger i="REMOVE PURE TEAR" repeat="1" >
			<if_switch name="remove_tear" />
			<if_switch name="pure_tear" />
			<remove>
				<item>PureTearOfHeavenItem</item>
			</remove>
			<set_switch name="remove_tear" state="false" />
		</trigger>
		<trigger i="REMOVE COMMON TEAR" repeat="1" >
			<if_switch name="remove_tear" />
			<if_not_switch name="pure_tear" />
			<remove>
				<item>TearOfHeavenItem</item>
			</remove>
			<set_switch name="remove_tear" state="false" />
		</trigger>
		<trigger i="PURE TEAR USED" >
			<if_switch name="pure_tear_used" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="alien" />
			</scroll_view>
			<wait_for_scroll/>
			<set_switch name="destroy_alien2" />
		</trigger>
		<trigger i="COMMON TEAR USED" >
			<if_switch name="common_tear_used" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="alien" />
			</scroll_view>
			<wait_for_scroll/>
			<set_switch name="destroy_alien2" />
		</trigger>
		<trigger i="DESTROY ALIEN2 - RESUMING SCROLL HERE" >
			<if_switch name="destroy_alien2" />
			<set_objective/>
			<inc_quest_counter/>
			<set_switch name="spawn_near_alien2" state="false" />
			<set_switch name="spawn_on_base2" state="false" />
			<destroy>
				<group>AlienSpawn</group>
			</destroy>
			<destroy>
				<group>AlienSpawnBase</group>
			</destroy>
			<destroy>
				<building>Alien2</building>
				<side>enemy</side>
				<at_area name="alien" />
			</destroy>
			<create>
				<structure>Alien2Dying</structure>
				<at_area name="alien" />
			</create>
			<wait time="10000" />
			<quake_hard/>
			<destroy>
				<structure>Alien2Dying</structure>
				<at_area name="alien" />
			</destroy>
			<set_switch name="alien2_killed" />
			<resume_scroll/>
		</trigger>
		<trigger i="VICTORY BAD" >
			<if_switch name="alien2_killed" />
			<if_switch name="altars_filled" />
			<if_not_switch name="victory" />
			<set_switch name="victory" />
			<set_theme theme="drama" />
			<wait time="4000" />
			<popup portrait="Wiseman" text="$hierarchy.Level20.FinalBadGuro" />
			<wait time="1000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level20.FinalBad" />
			<wait time="3000" />
			<victory>
				<no_continue/>
			</victory>
			<complete_level id="20" />
			<set_event name="GE_FINAL_BAD" />
			<set_event name="GE_GAME_COMPLETE" />
		</trigger>
		<trigger i="VICTORY GOOD" >
			<if_switch name="alien2_killed" />
			<if_not_switch name="pure_tear" />
			<if_not_switch name="victory" />
			<set_switch name="victory" />
			<set_theme theme="drama" />
			<wait time="5000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level20.FinalGood" />
			<wait time="3000" />
			<victory>
				<no_continue/>
			</victory>
			<complete_level id="20" />
			<set_event name="GE_FINAL_GOOD" />
			<set_event name="GE_GAME_COMPLETE" />
		</trigger>
		<trigger i="VICTORY PERFECT" >
			<if_switch name="alien2_killed" />
			<if_switch name="pure_tear" />
			<if_not_switch name="victory" />
			<set_switch name="victory" />
			<set_theme theme="drama" />
			<wait time="5000" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level20.FinalPerfect" />
			<wait time="3000" />
			<victory>
				<no_continue/>
			</victory>
			<complete_level id="20" />
			<set_event name="GE_FINAL_SUPER" />
			<set_event name="GE_GAME_COMPLETE" />
		</trigger>
		<trigger i="TEST PURIFY" >
			<if_switch name="hint.purify" />
			<set_event name="GE_TEAR_PURIFIED" />
		</trigger>
	</triggers>
	<options>
		<id>20</id>
		<music>none</music>
	</options>
	<size x="3072" y="3072" />
	<player_base x="1080" y="1932" />
	<terrain>Comet128</terrain>
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