<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" >
			<wait time="5000" />
			<popup portrait="Chief" text="$hierarchy.Secret2.Start" />
			<set_objective text="$hierarchy.Secret2.TaskStart" />
		</trigger>
		<trigger i="WAVE" >
			<focus>
				<group>Wave</group>
				<at_area name="startup" />
			</focus>
		</trigger>
		<trigger i="NEAR 1ST GATE" >
			<if_not_switch name="water_rune_used" />
			<if_has>
				<unit/>
				<at_area name="near_gate" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="gate_water" />
			</reveal_map>
			<suspend_scroll/>
			<focus_normal/>
			<scroll_view>
				<at_area name="gate_water" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_objective text="$hierarchy.Secret2.TaskGate1" />
		</trigger>
		<trigger i="WATER RUNE" >
			<add_item_use>
				<item>WaterRune</item>
				<at_area>gate_water</at_area>
				<switch>water_rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="WATER RUNE USED" >
			<if_switch name="water_rune_used" />
			<replace>
				<struct>WaterGate</struct>
				<at_area>gate_water</at_area>
				<to>WaterGateOn</to>
			</replace>
			<set_switch name="wave_1" />
		</trigger>
		<trigger i="WAVE 1" >
			<if_switch name="wave_1" />
			<set_objective text="$hierarchy.Secret2.TaskWave" />
			<create>
				<count>12</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>24</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<set_switch name="wave_1_finished" />
		</trigger>
		<trigger i="EARTH RUNE" >
			<if_switch name="wave_1" />
			<if_switch name="wave_1_finished" />
			<if_group_empty name="Wave" />
			<inc_quest_counter />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="gate_water" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<quest/>
			<activate>
				<structure>WaterGateOn</structure>
				<at_area>gate_water</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>WaterGateOn</struct>
				<at_area>gate_water</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate_water</at_area>
			</add_waypoint>
			<set_objective text="$hierarchy.Secret2.TaskGate2" />
			<add_item_use>
				<item>EarthRune</item>
				<at_area>gate_earth</at_area>
				<switch>earth_rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="EARTH RUNE USED" >
			<if_switch name="earth_rune_used" />
			<replace>
				<struct>EarthGate</struct>
				<at_area>gate_earth</at_area>
				<to>EarthGateOn</to>
			</replace>
			<set_switch name="wave_2" />
		</trigger>
		<trigger i="WAVE 2" >
			<if_switch name="wave_2" />
			<set_objective text="$hierarchy.Secret2.TaskWave" />
			<create>
				<count>12</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<set_switch name="wave_2_finished" />
		</trigger>
		<trigger i="FIRE RUNE" >
			<if_switch name="wave_2" />
			<if_switch name="wave_2_finished" />
			<if_group_empty name="Wave" />
			<inc_quest_counter />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="gate_earth" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<quest/>
			<activate>
				<struct>EarthGateOn</struct>
				<at_area>gate_earth</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>EarthGateOn</struct>
				<at_area>gate_earth</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate_earth</at_area>
			</add_waypoint>
			<set_objective text="$hierarchy.Secret2.TaskGate3" />
			<add_item_use>
				<item>FireRune</item>
				<at_area>gate_fire</at_area>
				<switch>fire_rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="FIRE RUNE USED" >
			<if_switch name="fire_rune_used" />
			<replace>
				<struct>FireGate</struct>
				<at_area>gate_fire</at_area>
				<to>FireGateOn</to>
			</replace>
			<set_switch name="wave_3" />
		</trigger>
		<trigger i="WAVE 3" >
			<if_switch name="wave_3" />
			<set_objective text="$hierarchy.Secret2.TaskWave" />
			<create>
				<count>24</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>24</count>
				<unit>DropMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>DropMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<set_switch name="wave_3_finished" />
		</trigger>
		<trigger i="THUNDER RUNE" >
			<if_switch name="wave_3" />
			<if_switch name="wave_3_finished" />
			<if_group_empty name="Wave" />
			<inc_quest_counter />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="gate_fire" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<quest/>
			<activate>
				<struct>FireGateOn</struct>
				<at_area>gate_fire</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>FireGateOn</struct>
				<at_area>gate_fire</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate_fire</at_area>
			</add_waypoint>
			<set_objective text="$hierarchy.Secret2.TaskGate4" />
			<add_item_use>
				<item>LightningRune</item>
				<at_area>gate_thunder</at_area>
				<switch>thunder_rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="THUNDER RUNE USED" >
			<if_switch name="thunder_rune_used" />
			<replace>
				<struct>LightningGate</struct>
				<at_area>gate_thunder</at_area>
				<to>LightningGateOn</to>
			</replace>
			<set_switch name="wave_4" />
		</trigger>
		<trigger i="WAVE 4" >
			<if_switch name="wave_4" />
			<set_objective text="$hierarchy.Secret2.TaskWave" />
			<create>
				<count>32</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>16</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>8</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>24</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>6</count>
				<unit>StoneMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>6</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>24</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>16</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<set_switch name="wave_4_finished" />
		</trigger>
		<trigger i="SUN RUNE" >
			<if_switch name="wave_4" />
			<if_switch name="wave_4_finished" />
			<if_group_empty name="Wave" />
			<inc_quest_counter />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="gate_thunder" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<quest/>
			<activate>
				<struct>LightningGateOn</struct>
				<at_area>gate_thunder</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>LightningGateOn</struct>
				<at_area>gate_thunder</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate_thunder</at_area>
			</add_waypoint>
			<set_objective text="$hierarchy.Secret2.TaskGate5" />
			<add_item_use>
				<item>SnowRune</item>
				<at_area>gate_sun</at_area>
				<switch>sun_rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="SUN RUNE USED" >
			<if_switch name="sun_rune_used" />
			<replace>
				<struct>SnowGate</struct>
				<at_area>gate_sun</at_area>
				<to>SnowGateOn</to>
			</replace>
			<set_switch name="wave_5" />
		</trigger>
		<trigger i="WAVE 5" >
			<if_switch name="wave_5" />
			<set_objective text="$hierarchy.Secret2.TaskWave" />
			<create>
				<count>32</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>16</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>12</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>6</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>48</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>8</count>
				<unit>GreenDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>4</count>
				<unit>RedDragon</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>32</count>
				<unit>DropMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>16</count>
				<unit>WoodenMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>16</count>
				<unit>BubbleMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>48</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>24</count>
				<unit>EvilEye</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<wait time="5000" />
			<create>
				<count>16</count>
				<unit>StoneMonster</unit>
				<side>enemy</side>
				<at_area name="wave" />
				<group>Wave</group>
			</create>
			<set_switch name="wave_5_finished" />
		</trigger>
		<trigger i="TEMPLE HELP" >
			<if_switch name="wave_5_finished" />
			<wait time="30000" />
			<set_switch name="temple_help_on" />
		</trigger>
		<trigger i="TEMPLE HELP ON" >
			<if_switch name="temple_help_on" />
			<if_not_switch name="wave5_beaten" />
			<popup portrait="Keeper" text="$hierarchy.Secret2.TempleHelp" />
			<set_switch name="help_cast" />
			<set_switch name="help_cast_frost" />
		</trigger>
		<trigger i="HELP CAST FROST" repeat="1" >
			<if_switch name="help_cast" />
			<if_switch name="help_cast_frost" />
			<set_switch name="help_cast_frost" state="false" />
			<create_at_enemy>
				<magic>IceTempest</magic>
				<side>player</side>
			</create_at_enemy>
			<wait time="1000" />
			<set_switch name="help_cast_fire" />
		</trigger>
		<trigger i="HELP CAST FIRE" repeat="1" >
			<if_switch name="help_cast" />
			<if_switch name="help_cast_fire" />
			<set_switch name="help_cast_fire" state="false" />
			<create_at_enemy>
				<magic>MeteorShower</magic>
				<side>player</side>
			</create_at_enemy>
			<wait time="1000" />
			<set_switch name="help_cast_thunder" />
		</trigger>
		<trigger i="HELP CAST THUNDER" repeat="1" >
			<if_switch name="help_cast" />
			<if_switch name="help_cast_thunder" />
			<set_switch name="help_cast_thunder" state="false" />
			<create_at_enemy>
				<magic>ThunderStorm</magic>
				<side>player</side>
			</create_at_enemy>
			<wait time="1000" />
			<set_switch name="help_cast_frost" />
		</trigger>
		<trigger i="AFTER WAVE 5" >
			<if_switch name="wave_5" />
			<if_switch name="wave_5_finished" />
			<if_group_empty name="Wave" />
			<inc_quest_counter />
			<set_switch name="wave5_beaten" />
			<set_switch name="help_cast" state="false" />
			<wait time="5000" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="gate_sun" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<quest/>
			<activate>
				<struct>SnowGateOn</struct>
				<at_area>gate_sun</at_area>
			</activate>
			<wait time="3000" />
			<destroy>
				<struct>SnowGateOn</struct>
				<at_area>gate_sun</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate_sun</at_area>
			</add_waypoint>
			<wait time="500" />
			<reveal_map>
				<radius>150</radius>
				<at_area name="temple" />
			</reveal_map>
			<wait time="500" />
			<popup portrait="Keeper" text="$hierarchy.Secret2.AfterWave5" />
			<set_objective text="$hierarchy.Secret2.TaskTemple" />
		</trigger>
		<trigger i="NEAR TEMPLE" >
			<if_has>
				<unit/>
				<at_area name="temple" />
			</if_has>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="temple" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Keeper" text="$hierarchy.Secret2.Temple" />
			<inc_quest_counter />
			<set_objective/>
			<wait time="2000" />
			<set_owner>
				<side>player</side>
				<building>Temple</building>
				<at_area name="temple" />
			</set_owner>
			<unlock_building name="Temple" />
			<wait time="3000" />
			<victory/>
			<complete_level id="26" />
		</trigger>
		<trigger i="CS INIT" >
			<set_switch name="cs_0" />
			<join_group>
				<structure>StoneHead</structure>
				<at_area name="cs_1" />
				<group>CS_1</group>
			</join_group>
			<join_group>
				<structure>StoneHead</structure>
				<at_area name="cs_2" />
				<group>CS_2</group>
			</join_group>
			<join_group>
				<structure>StoneHead</structure>
				<at_area name="cs_3" />
				<group>CS_3</group>
			</join_group>
			<join_group>
				<structure>StoneHead</structure>
				<at_area name="cs_4" />
				<group>CS_4</group>
			</join_group>
			<join_group>
				<structure>StoneHead</structure>
				<at_area name="cs_5" />
				<group>CS_5</group>
			</join_group>
		</trigger>
		<trigger i="CS RED 1" repeat="1" >
			<if_switch name="hint.cs_red" />
			<if_switch name="cs_0" />
			<set_switch name="hint.cs_red" state="false" />
			<destroy>
				<group>CS_1</group>
			</destroy>
			<create>
				<structure>LanternRed</structure>
				<at_area name="cs_1" />
				<group>CS_1</group>
			</create>
			<set_switch name="cs_0" state="false" />
			<set_switch name="cs_1" />
			<set_switch name="cs_1_r" />
		</trigger>
		<trigger i="CS RED 2" repeat="1" >
			<if_switch name="hint.cs_red" />
			<if_switch name="cs_1" />
			<set_switch name="hint.cs_red" state="false" />
			<destroy>
				<group>CS_2</group>
			</destroy>
			<create>
				<structure>LanternRed</structure>
				<at_area name="cs_2" />
				<group>CS_2</group>
			</create>
			<set_switch name="cs_1" state="false" />
			<set_switch name="cs_2" />
			<set_switch name="cs_2_r" />
		</trigger>
		<trigger i="CS RED 3" repeat="1" >
			<if_switch name="hint.cs_red" />
			<if_switch name="cs_2" />
			<set_switch name="hint.cs_red" state="false" />
			<destroy>
				<group>CS_3</group>
			</destroy>
			<create>
				<structure>LanternRed</structure>
				<at_area name="cs_3" />
				<group>CS_3</group>
			</create>
			<set_switch name="cs_2" state="false" />
			<set_switch name="cs_3" />
			<set_switch name="cs_3_r" />
		</trigger>
		<trigger i="CS RED 4" repeat="1" >
			<if_switch name="hint.cs_red" />
			<if_switch name="cs_3" />
			<set_switch name="hint.cs_red" state="false" />
			<destroy>
				<group>CS_4</group>
			</destroy>
			<create>
				<structure>LanternRed</structure>
				<at_area name="cs_4" />
				<group>CS_4</group>
			</create>
			<set_switch name="cs_3" state="false" />
			<set_switch name="cs_4" />
			<set_switch name="cs_4_r" />
		</trigger>
		<trigger i="CS RED 5" repeat="1" >
			<if_switch name="hint.cs_red" />
			<if_switch name="cs_4" />
			<set_switch name="hint.cs_red" state="false" />
			<destroy>
				<group>CS_5</group>
			</destroy>
			<create>
				<structure>LanternRed</structure>
				<at_area name="cs_5" />
				<group>CS_5</group>
			</create>
			<set_switch name="cs_4" state="false" />
			<set_switch name="cs_5" />
			<set_switch name="cs_5_r" />
		</trigger>
		<trigger i="CS RED" repeat="1" >
			<if_switch name="hint.cs_red" />
			<set_switch name="hint.cs_red" state="false" />
		</trigger>
		<trigger i="CS YELLOW 1" repeat="1" >
			<if_switch name="hint.cs_yellow" />
			<if_switch name="cs_0" />
			<set_switch name="hint.cs_yellow" state="false" />
			<destroy>
				<group>CS_1</group>
			</destroy>
			<create>
				<structure>LanternOrange</structure>
				<at_area name="cs_1" />
				<group>CS_1</group>
			</create>
			<set_switch name="cs_0" state="false" />
			<set_switch name="cs_1" />
			<set_switch name="cs_1_y" />
		</trigger>
		<trigger i="CS YELLOW 2" repeat="1" >
			<if_switch name="hint.cs_yellow" />
			<if_switch name="cs_1" />
			<set_switch name="hint.cs_yellow" state="false" />
			<destroy>
				<group>CS_2</group>
			</destroy>
			<create>
				<structure>LanternOrange</structure>
				<at_area name="cs_2" />
				<group>CS_2</group>
			</create>
			<set_switch name="cs_1" state="false" />
			<set_switch name="cs_2" />
			<set_switch name="cs_2_y" />
		</trigger>
		<trigger i="CS YELLOW 3" repeat="1" >
			<if_switch name="hint.cs_yellow" />
			<if_switch name="cs_2" />
			<set_switch name="hint.cs_yellow" state="false" />
			<destroy>
				<group>CS_3</group>
			</destroy>
			<create>
				<structure>LanternOrange</structure>
				<at_area name="cs_3" />
				<group>CS_3</group>
			</create>
			<set_switch name="cs_2" state="false" />
			<set_switch name="cs_3" />
			<set_switch name="cs_3_y" />
		</trigger>
		<trigger i="CS YELLOW 4" repeat="1" >
			<if_switch name="hint.cs_yellow" />
			<if_switch name="cs_3" />
			<set_switch name="hint.cs_yellow" state="false" />
			<destroy>
				<group>CS_4</group>
			</destroy>
			<create>
				<structure>LanternOrange</structure>
				<at_area name="cs_4" />
				<group>CS_4</group>
			</create>
			<set_switch name="cs_3" state="false" />
			<set_switch name="cs_4" />
			<set_switch name="cs_4_y" />
		</trigger>
		<trigger i="CS YELLOW 5" repeat="1" >
			<if_switch name="hint.cs_yellow" />
			<if_switch name="cs_4" />
			<set_switch name="hint.cs_yellow" state="false" />
			<destroy>
				<group>CS_5</group>
			</destroy>
			<create>
				<structure>LanternOrange</structure>
				<at_area name="cs_5" />
				<group>CS_5</group>
			</create>
			<set_switch name="cs_4" state="false" />
			<set_switch name="cs_5" />
			<set_switch name="cs_5_y" />
		</trigger>
		<trigger i="CS YELLOW" repeat="1" >
			<if_switch name="hint.cs_yellow" />
			<set_switch name="hint.cs_yellow" state="false" />
		</trigger>
		<trigger i="CS GREEN 1" repeat="1" >
			<if_switch name="hint.cs_green" />
			<if_switch name="cs_0" />
			<set_switch name="hint.cs_green" state="false" />
			<destroy>
				<group>CS_1</group>
			</destroy>
			<create>
				<structure>LanternGreen</structure>
				<at_area name="cs_1" />
				<group>CS_1</group>
			</create>
			<set_switch name="cs_0" state="false" />
			<set_switch name="cs_1" />
			<set_switch name="cs_1_g" />
		</trigger>
		<trigger i="CS GREEN 2" repeat="1" >
			<if_switch name="hint.cs_green" />
			<if_switch name="cs_1" />
			<set_switch name="hint.cs_green" state="false" />
			<destroy>
				<group>CS_2</group>
			</destroy>
			<create>
				<structure>LanternGreen</structure>
				<at_area name="cs_2" />
				<group>CS_2</group>
			</create>
			<set_switch name="cs_1" state="false" />
			<set_switch name="cs_2" />
			<set_switch name="cs_2_g" />
		</trigger>
		<trigger i="CS GREEN 3" repeat="1" >
			<if_switch name="hint.cs_green" />
			<if_switch name="cs_2" />
			<set_switch name="hint.cs_green" state="false" />
			<destroy>
				<group>CS_3</group>
			</destroy>
			<create>
				<structure>LanternGreen</structure>
				<at_area name="cs_3" />
				<group>CS_3</group>
			</create>
			<set_switch name="cs_2" state="false" />
			<set_switch name="cs_3" />
			<set_switch name="cs_3_g" />
		</trigger>
		<trigger i="CS GREEN 4" repeat="1" >
			<if_switch name="hint.cs_green" />
			<if_switch name="cs_3" />
			<set_switch name="hint.cs_green" state="false" />
			<destroy>
				<group>CS_4</group>
			</destroy>
			<create>
				<structure>LanternGreen</structure>
				<at_area name="cs_4" />
				<group>CS_4</group>
			</create>
			<set_switch name="cs_3" state="false" />
			<set_switch name="cs_4" />
			<set_switch name="cs_4_g" />
		</trigger>
		<trigger i="CS GREEN 5" repeat="1" >
			<if_switch name="hint.cs_green" />
			<if_switch name="cs_4" />
			<set_switch name="hint.cs_green" state="false" />
			<destroy>
				<group>CS_5</group>
			</destroy>
			<create>
				<structure>LanternGreen</structure>
				<at_area name="cs_5" />
				<group>CS_5</group>
			</create>
			<set_switch name="cs_4" state="false" />
			<set_switch name="cs_5" />
			<set_switch name="cs_5_g" />
		</trigger>
		<trigger i="CS GREEN" repeat="1" >
			<if_switch name="hint.cs_green" />
			<set_switch name="hint.cs_green" state="false" />
		</trigger>
		<trigger i="CS BLUE 1" repeat="1" >
			<if_switch name="hint.cs_blue" />
			<if_switch name="cs_0" />
			<set_switch name="hint.cs_blue" state="false" />
			<destroy>
				<group>CS_1</group>
			</destroy>
			<create>
				<structure>LanternBlue</structure>
				<at_area name="cs_1" />
				<group>CS_1</group>
			</create>
			<set_switch name="cs_0" state="false" />
			<set_switch name="cs_1" />
			<set_switch name="cs_1_b" />
		</trigger>
		<trigger i="CS BLUE 2" repeat="1" >
			<if_switch name="hint.cs_blue" />
			<if_switch name="cs_1" />
			<set_switch name="hint.cs_blue" state="false" />
			<destroy>
				<group>CS_2</group>
			</destroy>
			<create>
				<structure>LanternBlue</structure>
				<at_area name="cs_2" />
				<group>CS_2</group>
			</create>
			<set_switch name="cs_1" state="false" />
			<set_switch name="cs_2" />
			<set_switch name="cs_2_b" />
		</trigger>
		<trigger i="CS BLUE 3" repeat="1" >
			<if_switch name="hint.cs_blue" />
			<if_switch name="cs_2" />
			<set_switch name="hint.cs_blue" state="false" />
			<destroy>
				<group>CS_3</group>
			</destroy>
			<create>
				<structure>LanternBlue</structure>
				<at_area name="cs_3" />
				<group>CS_3</group>
			</create>
			<set_switch name="cs_2" state="false" />
			<set_switch name="cs_3" />
			<set_switch name="cs_3_b" />
		</trigger>
		<trigger i="CS BLUE 4" repeat="1" >
			<if_switch name="hint.cs_blue" />
			<if_switch name="cs_3" />
			<set_switch name="hint.cs_blue" state="false" />
			<destroy>
				<group>CS_4</group>
			</destroy>
			<create>
				<structure>LanternBlue</structure>
				<at_area name="cs_4" />
				<group>CS_4</group>
			</create>
			<set_switch name="cs_3" state="false" />
			<set_switch name="cs_4" />
			<set_switch name="cs_4_b" />
		</trigger>
		<trigger i="CS BLUE 5" repeat="1" >
			<if_switch name="hint.cs_blue" />
			<if_switch name="cs_4" />
			<set_switch name="hint.cs_blue" state="false" />
			<destroy>
				<group>CS_5</group>
			</destroy>
			<create>
				<structure>LanternBlue</structure>
				<at_area name="cs_5" />
				<group>CS_5</group>
			</create>
			<set_switch name="cs_4" state="false" />
			<set_switch name="cs_5" />
			<set_switch name="cs_5_b" />
		</trigger>
		<trigger i="CS BLUE" repeat="1" >
			<if_switch name="hint.cs_blue" />
			<set_switch name="hint.cs_blue" state="false" />
		</trigger>
		<trigger i="CS VIOLET 1" repeat="1" >
			<if_switch name="hint.cs_violet" />
			<if_switch name="cs_0" />
			<set_switch name="hint.cs_violet" state="false" />
			<destroy>
				<group>CS_1</group>
			</destroy>
			<create>
				<structure>LanternViolet</structure>
				<at_area name="cs_1" />
				<group>CS_1</group>
			</create>
			<set_switch name="cs_0" state="false" />
			<set_switch name="cs_1" />
			<set_switch name="cs_1_v" />
		</trigger>
		<trigger i="CS VIOLET 2" repeat="1" >
			<if_switch name="hint.cs_violet" />
			<if_switch name="cs_1" />
			<set_switch name="hint.cs_violet" state="false" />
			<destroy>
				<group>CS_2</group>
			</destroy>
			<create>
				<structure>LanternViolet</structure>
				<at_area name="cs_2" />
				<group>CS_2</group>
			</create>
			<set_switch name="cs_1" state="false" />
			<set_switch name="cs_2" />
			<set_switch name="cs_2_v" />
		</trigger>
		<trigger i="CS VIOLET 3" repeat="1" >
			<if_switch name="hint.cs_violet" />
			<if_switch name="cs_2" />
			<set_switch name="hint.cs_violet" state="false" />
			<destroy>
				<group>CS_3</group>
			</destroy>
			<create>
				<structure>LanternViolet</structure>
				<at_area name="cs_3" />
				<group>CS_3</group>
			</create>
			<set_switch name="cs_2" state="false" />
			<set_switch name="cs_3" />
			<set_switch name="cs_3_v" />
		</trigger>
		<trigger i="CS VIOLET 4" repeat="1" >
			<if_switch name="hint.cs_violet" />
			<if_switch name="cs_3" />
			<set_switch name="hint.cs_violet" state="false" />
			<destroy>
				<group>CS_4</group>
			</destroy>
			<create>
				<structure>LanternViolet</structure>
				<at_area name="cs_4" />
				<group>CS_4</group>
			</create>
			<set_switch name="cs_3" state="false" />
			<set_switch name="cs_4" />
			<set_switch name="cs_4_v" />
		</trigger>
		<trigger i="CS VIOLET 5" repeat="1" >
			<if_switch name="hint.cs_violet" />
			<if_switch name="cs_4" />
			<set_switch name="hint.cs_violet" state="false" />
			<destroy>
				<group>CS_5</group>
			</destroy>
			<create>
				<structure>LanternViolet</structure>
				<at_area name="cs_5" />
				<group>CS_5</group>
			</create>
			<set_switch name="cs_4" state="false" />
			<set_switch name="cs_5" />
			<set_switch name="cs_5_v" />
		</trigger>
		<trigger i="CS VIOLET" repeat="1" >
			<if_switch name="hint.cs_violet" />
			<set_switch name="hint.cs_violet" state="false" />
		</trigger>
		<trigger i="CS COMBO WATER" repeat="1" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_b" />
			<if_switch name="cs_2_b" />
			<if_switch name="cs_3_g" />
			<if_switch name="cs_4_y" />
			<if_switch name="cs_5_v" />
			<quest/>
			<fade_quick>
				<group>LakeVision</group>
			</fade_quick>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lake" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<group>LakeVision</group>
			</destroy>
			<create>
				<landmark>OracleWater</landmark>
				<at_area name="lake" />
				<group>LakeVision</group>
			</create>
		</trigger>
		<trigger i="CS COMBO EARTH" repeat="1" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_r" />
			<if_switch name="cs_2_g" />
			<if_switch name="cs_3_y" />
			<if_switch name="cs_4_v" />
			<if_switch name="cs_5_b" />
			<quest/>
			<fade_quick>
				<group>LakeVision</group>
			</fade_quick>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lake" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<group>LakeVision</group>
			</destroy>
			<create>
				<landmark>OracleEarth</landmark>
				<at_area name="lake" />
				<group>LakeVision</group>
			</create>
		</trigger>
		<trigger i="CS COMBO FIRE" repeat="1" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_g" />
			<if_switch name="cs_2_y" />
			<if_switch name="cs_3_r" />
			<if_switch name="cs_4_r" />
			<if_switch name="cs_5_r" />
			<quest/>
			<fade_quick>
				<group>LakeVision</group>
			</fade_quick>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lake" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<group>LakeVision</group>
			</destroy>
			<create>
				<landmark>OracleFire</landmark>
				<at_area name="lake" />
				<group>LakeVision</group>
			</create>
		</trigger>
		<trigger i="CS COMBO THUNDER" repeat="1" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_y" />
			<if_switch name="cs_2_v" />
			<if_switch name="cs_3_v" />
			<if_switch name="cs_4_r" />
			<if_switch name="cs_5_b" />
			<quest/>
			<fade_quick>
				<group>LakeVision</group>
			</fade_quick>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lake" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<group>LakeVision</group>
			</destroy>
			<create>
				<landmark>OracleThunder</landmark>
				<at_area name="lake" />
				<group>LakeVision</group>
			</create>
		</trigger>
		<trigger i="CS COMBO SUN" repeat="1" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_r" />
			<if_switch name="cs_2_y" />
			<if_switch name="cs_3_v" />
			<if_switch name="cs_4_y" />
			<if_switch name="cs_5_r" />
			<quest/>
			<fade_quick>
				<group>LakeVision</group>
			</fade_quick>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lake" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lake" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<group>LakeVision</group>
			</destroy>
			<create>
				<landmark>OracleSun</landmark>
				<at_area name="lake" />
				<group>LakeVision</group>
			</create>
		</trigger>
		<trigger i="CS COMBO CHESTS" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_r" />
			<if_switch name="cs_2_b" />
			<if_switch name="cs_3_y" />
			<if_switch name="cs_4_v" />
			<if_switch name="cs_5_g" />
			<quest/>
			<inc_quest_counter />
			<reveal_map>
				<radius>200</radius>
				<at_area name="chests" />
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="chests" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<item>Chest</item>
				<at_area name="chest1" />
				<group>Chest1</group>
			</create>
			<create>
				<item>Chest</item>
				<at_area name="chest2" />
				<group>Chest2</group>
			</create>
			<create>
				<item>Chest</item>
				<at_area name="chest3" />
				<group>Chest3</group>
			</create>
			<set_switch name="chests_appeared" />
		</trigger>
		<trigger i="CS COMBO METEOR" >
			<if_switch name="cs_5" />
			<if_switch name="cs_1_b" />
			<if_switch name="cs_2_y" />
			<if_switch name="cs_3_v" />
			<if_switch name="cs_4_g" />
			<if_switch name="cs_5_r" />
			<quest/>
			<give>
				<magic>MeteorShower</magic>
				<count>3</count>
			</give>
		</trigger>
		<trigger i="CS RESET" repeat="1" >
			<if_switch name="cs_5" />
			<set_switch name="cs_5" state="false" />
			<wait time="3000" />
			<destroy>
				<group>CS_1</group>
			</destroy>
			<create>
				<structure>StoneHead</structure>
				<group>CS_1</group>
				<at_area name="cs_1" />
			</create>
			<destroy>
				<group>CS_2</group>
			</destroy>
			<create>
				<structure>StoneHead</structure>
				<group>CS_2</group>
				<at_area name="cs_2" />
			</create>
			<destroy>
				<group>CS_3</group>
			</destroy>
			<create>
				<structure>StoneHead</structure>
				<group>CS_3</group>
				<at_area name="cs_3" />
			</create>
			<destroy>
				<group>CS_4</group>
			</destroy>
			<create>
				<structure>StoneHead</structure>
				<group>CS_4</group>
				<at_area name="cs_4" />
			</create>
			<destroy>
				<group>CS_5</group>
			</destroy>
			<create>
				<structure>StoneHead</structure>
				<group>CS_5</group>
				<at_area name="cs_5" />
			</create>
			<set_switch name="cs_1_r" state="false" />
			<set_switch name="cs_2_r" state="false" />
			<set_switch name="cs_3_r" state="false" />
			<set_switch name="cs_4_r" state="false" />
			<set_switch name="cs_5_r" state="false" />
			<set_switch name="cs_1_y" state="false" />
			<set_switch name="cs_2_y" state="false" />
			<set_switch name="cs_3_y" state="false" />
			<set_switch name="cs_4_y" state="false" />
			<set_switch name="cs_5_y" state="false" />
			<set_switch name="cs_1_g" state="false" />
			<set_switch name="cs_2_g" state="false" />
			<set_switch name="cs_3_g" state="false" />
			<set_switch name="cs_4_g" state="false" />
			<set_switch name="cs_5_g" state="false" />
			<set_switch name="cs_1_b" state="false" />
			<set_switch name="cs_2_b" state="false" />
			<set_switch name="cs_3_b" state="false" />
			<set_switch name="cs_4_b" state="false" />
			<set_switch name="cs_5_b" state="false" />
			<set_switch name="cs_1_v" state="false" />
			<set_switch name="cs_2_v" state="false" />
			<set_switch name="cs_3_v" state="false" />
			<set_switch name="cs_4_v" state="false" />
			<set_switch name="cs_5_v" state="false" />
			<set_switch name="cs_0" />
		</trigger>
		<trigger i="COLOR SPAWN WATER" >
			<if_switch name="hint.cs_water" />
			<create>
				<structure>ColorSpawnWater</structure>
				<at_area name="colorspawn_water" />
			</create>
			<set_hint>
				<structure>Burner</structure>
				<at_area name="colorspawn_water" />
			</set_hint>
			<wait time="5000" />
			<activate>
				<structure>ColorSpawnWater</structure>
				<at_area name="colorspawn_water" />
			</activate>
		</trigger>
		<trigger i="COLOR SPAWN EARTH" >
			<if_switch name="hint.cs_earth" />
			<create>
				<structure>ColorSpawnEarth</structure>
				<at_area name="colorspawn_earth" />
			</create>
			<set_hint>
				<structure>Burner</structure>
				<at_area name="colorspawn_earth" />
			</set_hint>
			<wait time="5000" />
			<activate>
				<structure>ColorSpawnEarth</structure>
				<at_area name="colorspawn_earth" />
			</activate>
		</trigger>
		<trigger i="COLOR SPAWN FIRE" >
			<if_switch name="hint.cs_fire" />
			<create>
				<structure>ColorSpawnFire</structure>
				<at_area name="colorspawn_fire" />
			</create>
			<set_hint>
				<structure>Burner</structure>
				<at_area name="colorspawn_fire" />
			</set_hint>
			<wait time="5000" />
			<activate>
				<structure>ColorSpawnFire</structure>
				<at_area name="colorspawn_fire" />
			</activate>
		</trigger>
		<trigger i="COLOR SPAWN THUNDER" >
			<if_switch name="hint.cs_thunder" />
			<create>
				<structure>ColorSpawnThunder</structure>
				<at_area name="colorspawn_thunder" />
			</create>
			<set_hint>
				<structure>Burner</structure>
				<at_area name="colorspawn_thunder" />
			</set_hint>
			<wait time="5000" />
			<activate>
				<structure>ColorSpawnThunder</structure>
				<at_area name="colorspawn_thunder" />
			</activate>
		</trigger>
		<trigger i="COLOR SPAWN SUN" >
			<if_switch name="hint.cs_sun" />
			<create>
				<structure>ColorSpawnSun</structure>
				<at_area name="colorspawn_sun" />
			</create>
			<set_hint>
				<structure>Burner</structure>
				<at_area name="colorspawn_sun" />
			</set_hint>
			<wait time="5000" />
			<activate>
				<structure>ColorSpawnSun</structure>
				<at_area name="colorspawn_sun" />
			</activate>
		</trigger>
		<trigger i="CHEST 1" >
			<if_switch name="chests_appeared" />
			<if_group_empty name="Chest1" />
			<create>
				<item>RedGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>54</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 2" >
			<if_switch name="chests_appeared" />
			<if_group_empty name="Chest2" />
			<create>
				<item>RedGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>55</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 3" >
			<if_switch name="chests_appeared" />
			<if_group_empty name="Chest3" />
			<create>
				<item>RedGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>56</sub_id>
				<at_area name="chest3" />
				<force_random/>
			</create>
		</trigger>
	</triggers>
	<options>
		<id>26</id>
	</options>
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