<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="LEVEL START" >
			<reveal_map>
				<at_area name="startup" />
				<radius>300</radius>
			</reveal_map>
			<join_group>
				<side>enemy</side>
				<building>FungusLair</building>
				<at_area name="lair" />
				<group name="Lair" />
			</join_group>
			<focus>
				<group>Attackers</group>
				<at_area>startup</at_area>
			</focus>
			<focus>
				<group name="Campers" />
				<at_area name="camp" />
			</focus>
			<focus>
				<group name="Lair" />
				<at_area name="lair" />
			</focus>
			<wait time="3000" />
			<set_switch name="start" />
			<join_group>
				<side>neutral</side>
				<unit>LadyBug</unit>
				<at_area name="bugs1" />
				<group name="Bugs1" />
			</join_group>
			<focus>
				<group name="Bugs1" />
				<at_area name="bugs1" />
			</focus>
			<join_group>
				<side>neutral</side>
				<unit>LadyBug</unit>
				<at_area name="bugs2" />
				<group name="Bugs2" />
			</join_group>
			<focus>
				<group name="Bugs2" />
				<at_area name="bugs2" />
			</focus>
		</trigger>
		<trigger i="TASK 0 - BUILD BARRACKS" >
			<if_switch name="start" />
			<if_not_switch name="barracks_complete" />
			<suspend_scroll/>
			<focus_normal/>
			<reveal_map>
				<at_area name="ruin" />
				<radius>200</radius>
			</reveal_map>
			<scroll_view>
				<at_area name="ruin" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Chief" text="$hierarchy.Level2.NeedBarracks" />
			<set_objective text="$hierarchy.Level2.TaskBarracks" />
			<unlock_building name="Barracks" />
			<tutorial name="T_BUILD_BARRACKS" />
		</trigger>
		<trigger i="BARRACKS ARE BUILD - WAIT FOR WARRIORS" >
			<if_has>
				<building>Barracks</building>
			</if_has>
			<quest/>
			<inc_quest_counter />
			<set_objective text="" />
			<wait time="2000" />
			<set_switch name="barracks_complete" />
		</trigger>
		<trigger i="HAVE WARRIORS - SPAWN ENEMIES" >
			<if_has value="3" >
				<unit>Fighter</unit>
			</if_has>
			<set_switch name="under_attack" />
			<create>
				<count>3</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area>attackers1</at_area>
				<group>Attackers</group>
			</create>
			<create>
				<count>3</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area>attackers2</at_area>
				<group>Attackers</group>
			</create>
			<wait time="10000" />
			<popup portrait="Chief" text="$hierarchy.Level2.UnderAttack" />
			<set_objective text="$hierarchy.Level2.TaskDefend" />
			<tutorial name="T_ATTACK_FLAG" />
		</trigger>
		<trigger i="IN TASK 1 - ATTACK WAS BEATEN OFF" >
			<if_switch name="under_attack" />
			<if_group_empty name="Attackers" />
			<set_objective/>
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level2.AfterAttack" />
			<wait time="3000" />
			<set_switch name="attack_was_beaten_off" />
		</trigger>
		<trigger i="SPAWN CAMP" >
			<if_switch name="attack_was_beaten_off" />
			<create>
				<count>12</count>
				<unit>Fungus</unit>
				<side>enemy</side>
				<at_area name="camp" />
				<group>Campers</group>
			</create>
		</trigger>
		<trigger i="TASK 2 - DESTROY HOSTILE CAMP" >
			<if_switch name="attack_was_beaten_off" />
			<if_not_switch name="lair_found" />
			<reveal_map>
				<at_area name="camp" />
				<radius>300</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="camp" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Chief" text="$hierarchy.Level2.Camp" />
			<set_objective text="$hierarchy.Level2.TaskCamp" />
			<set_switch name="destroy_camp" />
		</trigger>
		<trigger i="IN TASK 2 - CAMP DESTROYED" >
			<if_switch name="destroy_camp" />
			<if_group_empty name="Campers" />
			<set_objective/>
			<wait time="2000" />
			<set_switch name="camp_destroyed" />
		</trigger>
		<trigger i="TASK 3 - DESTROY LAIR" >
			<if_switch name="camp_destroyed" />
			<if_not_switch name="lair_found" />
			<popup text="$hierarchy.Level2.FindWiseman" />
			<set_objective text="$hierarchy.Level2.TaskFindWiseman" />
			<wait time="2000" />
			<set_switch name="seek_wiseman" />
		</trigger>
		<trigger i="FOUND LAIR" >
			<if_has>
				<side>player</side>
				<unit/>
				<at_area name="lair_area" />
			</if_has>
			<reveal_map>
				<at_area name="lair" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lair" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup text="$hierarchy.Level2.Lair" />
			<set_switch name="lair_found" />
		</trigger>
		<trigger>
			<if_switch name="attack_was_beaten_off" />
			<if_switch name="lair_found" />
			<set_objective text="$hierarchy.Level2.TaskLair" />
		</trigger>
		<trigger i="IN TASK 3 - VICTORY" >
			<if_group_empty name="Lair" />
			<set_objective/>
			<wait time="1000" />
			<quest/>
			<inc_quest_counter />
			<set_switch name="guro_freed" />
		</trigger>
		<trigger>
			<if_switch name="guro_freed" />
			<create>
				<unit>Guro</unit>
				<side>player</side>
				<at_area name="lair" />
			</create>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="lair" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Wiseman" text="$hierarchy.Level2.WisemanSaved" />
			<wait time="3000" />
			<victory/>
			<complete_level id="2" />
			<unlock_level id="3" />
		</trigger>
	</triggers>
	<options>
		<id>2</id>
	</options>
	<size x="3072" y="3072" />
	<player_base x="693" y="570" />
	<terrain>Sand128</terrain>
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