<level>
	<triggers>
		<trigger i="ARUKU" >
			<join_group>
				<unit>Aruku</unit>
				<side>player</side>
				<group>Aruku</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT ARUKU" >
			<if_group_empty name="Aruku" />
			<wait time="3000" />
			<defeat_aruku/>
		</trigger>
		<trigger i="GURO" >
			<join_group>
				<unit>Guro</unit>
				<side>player</side>
				<group>Guro</group>
			</join_group>
		</trigger>
		<trigger i="DEFEAT GURO" >
			<if_group_empty name="Guro" />
			<wait time="3000" />
			<defeat_guro/>
		</trigger>
		<trigger i="START" >
			<random_switch name="art_on_top" />
			<random_switch name="art_on_left" />
			<add_item_use>
				<count>8</count>
				<item>Shell</item>
				<at_area name="shell_chest" />
				<switch>shells_given</switch>
			</add_item_use>
			<join_group>
				<item>Chest</item>
				<at_area name="chest" />
				<group name="Chest" />
			</join_group>
			<unlock_building name="Tower" />
			<wait time="3000" />
			<set_switch name="start" />
		</trigger>
		<trigger i="ART_TOP_LEFT" >
			<if_switch name="art_on_top" />
			<if_switch name="art_on_left" />
			<set_switch name="art_top_left" />
			<create>
				<item>DolphinTotem</item>
				<at_area name="art_place1" />
				<group>Totem</group>
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place2" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place3" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place4" />
			</create>
		</trigger>
		<trigger i="ART_TOP_RIGHT" >
			<if_switch name="art_on_top" />
			<if_switch name="art_on_left" state="false" />
			<set_switch name="art_top_right" />
			<create>
				<item>DolphinTotem</item>
				<at_area name="art_place2" />
				<group>Totem</group>
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place1" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place3" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place4" />
			</create>
		</trigger>
		<trigger i="ART_BOTTOM_RIGHT" >
			<if_switch name="art_on_top" state="false" />
			<if_switch name="art_on_left" state="false" />
			<set_switch name="art_bottom_right" />
			<create>
				<item>DolphinTotem</item>
				<at_area name="art_place3" />
				<group>Totem</group>
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place1" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place2" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place4" />
			</create>
		</trigger>
		<trigger i="ART_BOTTOM_LEFT" >
			<if_switch name="art_on_top" state="false" />
			<if_switch name="art_on_left" />
			<set_switch name="art_bottom_left" />
			<create>
				<item>DolphinTotem</item>
				<at_area name="art_place4" />
				<group>Totem</group>
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place1" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place2" />
			</create>
			<create>
				<item>Shell</item>
				<at_area name="art_place3" />
			</create>
		</trigger>
		<trigger i="STARTED" >
			<if_switch name="start" />
			<popup portrait="Chief" text="$hierarchy.Level3.Start" />
			<set_objective text="$hierarchy.Level3.TaskExplore" />
		</trigger>
		<trigger i="CENTRAL STONE READ" >
			<if_switch name="hint.Level3.SeekClues" />
			<set_switch name="stone1_read_1" />
			<wait time="3000" />
			<set_switch name="stone1_read_2" />
		</trigger>
		<trigger>
			<if_switch name="hint.Level3.SeekClues" />
			<wait time="10000" />
			<set_switch name="~hint.Level3.SeekClues" />
		</trigger>
		<trigger i="CENTRAL STONE READ - SET OBJECTIVE" >
			<if_switch name="~hint.Level3.SeekClues" />
			<if_not_switch name="stone4_read_1" />
			<if_not_switch name="totem_found" />
			<popup portrait="Chief" text="$hierarchy.Level3.SeekClues" />
			<set_objective text="$hierarchy.Level3.TaskClues" />
		</trigger>
		<trigger i="READ 4TH STONE" >
			<if_switch name="hint.Level3.BuildTowers" />
			<set_switch name="stone4_read_1" />
			<wait time="3000" />
			<set_switch name="stone4_read_2" />
		</trigger>
		<trigger>
			<if_switch name="hint.Level3.BuildTowers" />
			<wait time="10000" />
			<set_switch name="~hint.Level3.BuildTowers" />
		</trigger>
		<trigger i="READ 4TH STONE - SET OBJECTIVE" >
			<if_switch name="~hint.Level3.BuildTowers" />
			<if_not_switch name="totem_found" />
			<popup portrait="Chief" text="$hierarchy.Level3.BuildTowers" />
			<set_objective text="$hierarchy.Level3.TaskBuildTowers" />
			<tutorial name="T_TOWER_1" />
			<tutorial name="T_TOWER_2" />
			<tutorial name="T_TOWER_3" />
			<tutorial name="T_TOWER_4" />
		</trigger>
		<trigger i="TOWER 1" >
			<if_has>
				<building>Tower</building>
				<at_area name="tower1" />
			</if_has>
			<complete_tutorial name="T_TOWER_1" />
		</trigger>
		<trigger i="TOWER 2" >
			<if_has>
				<building>Tower</building>
				<at_area name="tower2" />
			</if_has>
			<complete_tutorial name="T_TOWER_2" />
		</trigger>
		<trigger i="TOWER 3" >
			<if_has>
				<building>Tower</building>
				<at_area name="tower3" />
			</if_has>
			<complete_tutorial name="T_TOWER_3" />
		</trigger>
		<trigger i="TOWER 4" >
			<if_has>
				<building>Tower</building>
				<at_area name="tower4" />
			</if_has>
			<complete_tutorial name="T_TOWER_4" />
		</trigger>
		<trigger i="GOT TOTEM" >
			<if_group_empty name="Totem" />
			<set_switch name="totem_found" />
			<set_objective/>
			<inc_quest_counter />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level3.TotemFound" />
			<wait time="3000" />
			<victory/>
			<complete_level id="3" />
			<unlock_level id="4" />
		</trigger>
		<trigger i="QUESTCHEST READ" >
			<if_switch name="hint.Level3.QuestChest" />
			<set_item_hint>
				<item>Shell</item>
				<tag>0</tag>
				<hint>$hierarchy.Hint.Level3.ShellsForChest</hint>
			</set_item_hint>
		</trigger>
		<trigger i="HAS SHELLS" >
			<if_switch name="hint.Level3.QuestChest" />
			<if_found>
				<item>Shell</item>
				<count>8</count>
			</if_found>
			<wait time="500" />
			<set_switch name="has_shells" />
		</trigger>
		<trigger i="HAS SHELLS 2" >
			<if_switch name="has_shells" />
			<suspend_scroll/>
			<focus_normal/>
			<scroll_view>
				<at_area name="shell_chest" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Chief" text="$hierarchy.Level3.HasShells" />
		</trigger>
		<trigger i="SHELLS_GIVEN" >
			<if_switch name="shells_given" />
			<wait time="500" />
			<quest/>
			<destroy>
				<item>QuestChest03</item>
				<at_area name="shell_chest" />
			</destroy>
			<create>
				<item>Art01</item>
				<group name="Art" />
				<at_area name="shell_chest" />
			</create>
			<set_switch name="art_dropped" />
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level3.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="OPENED CHEST" >
			<if_group_empty name="Chest" />
			<create>
				<item>RedGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>6</sub_id>
				<at_area name="chest" />
				<force_random/>
			</create>
		</trigger>
	</triggers>
	<options>
		<id>3</id>
		<randomize count="5" item="Shell" />
	</options>
	<size x="3072" y="3072" />
	<player_base x="1428" y="1093" />
	<terrain>Sand128</terrain>
	<landmark type="Grass2_free" x="2130" y="856" />
	<landmark type="Grass2_free" x="2052" y="894" />
	<landmark type="Grass2" x="2048" y="936" />
	<landmark type="Grass2_free" x="2161" y="950" />
	<landmark type="Grass2" x="2176" y="1014" />
	<landmark type="Grass2" x="1920" y="1014" />
	<landmark type="Grass2_free" x="1865" y="1078" />
	<landmark type="Grass2" x="2048" y="1092" />
	<landmark type="Grass2_free" x="2151" y="1103" />
	<landmark type="Grass2" x="1920" y="1170" />
	<landmark type="Grass2" x="2176" y="1170" />
	<landmark type="Grass2_free" x="1888" y="1233" />
	<landmark type="Grass2" x="2048" y="1248" />
	<landmark type="Grass2_free" x="1999" y="1322" />
	<landmark type="Grass_free" x="959" y="1324" />
	<landmark type="Grass2" x="1920" y="1326" />
	<landmark type="Grass" x="896" y="1326" />
	<landmark type="Grass" x="1024" y="1404" />
	<landmark type="Grass_free" x="912" y="1415" />
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	<landmark type="Grass" x="896" y="1482" />
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	<landmark type="Grass_free" x="1024" y="1548" />
	<landmark type="Grass2" x="2048" y="1560" />
	<landmark type="Grass_free" x="856" y="1568" />
	<landmark type="Grass_free" x="977" y="1614" />
	<landmark type="Grass2" x="1920" y="1638" />
	<landmark type="Grass" x="896" y="1638" />
	<landmark type="Grass1_free" x="1994" y="1662" />
	<landmark type="Grass_free" x="927" y="1716" />
	<landmark type="Grass1_free" x="1967" y="1746" />
	<landmark type="Grass" x="896" y="1794" />
	<landmark type="Grass1" x="1920" y="1794" />
	<landmark type="Grass1_free" x="1855" y="1810" />
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	<landmark type="Grass_free" x="861" y="1884" />
	<landmark type="Grass1_free" x="1869" y="1897" />
	<landmark type="Grass2" x="1920" y="1950" />
	<landmark type="Grass1" x="2176" y="1950" />
	<landmark type="Grass" x="896" y="1950" />
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