<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="GATE" >
			<add_item_use>
				<item>FireRune</item>
				<at_area>gate</at_area>
				<switch>rune_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="OPEN GATE" >
			<if_switch name="rune_used" />
			<activate>
				<struct>FireGate</struct>
				<at_area>gate</at_area>
			</activate>
			<wait time="2500" />
			<destroy>
				<struct>FireGate</struct>
				<at_area>gate</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="GROUPS" >
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area>big_base</at_area>
				<group>BigBase</group>
			</join_group>
			<join_group>
				<building/>
				<side>enemy</side>
				<at_area>big_base</at_area>
				<group>BigBase</group>
			</join_group>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area>small_base</at_area>
				<group>SmallBase</group>
			</join_group>
			<join_group>
				<building/>
				<side>enemy</side>
				<at_area>small_base</at_area>
				<group>SmallBase</group>
			</join_group>
		</trigger>
		<trigger i="START" >
			<wait time="3000" />
			<popup portrait="Chief" text="$hierarchy.Level13.Start" />
			<set_objective text="$hierarchy.Level13.TaskWolfTribe" />
			<unlock_research name="Melee2" />
			<unlock_research name="HeavyArmor2" />
		</trigger>
		<trigger i="MEETING WOLF TRIBE-1" >
			<if_not_switch name="wolf_tribe" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area>near_small_base_1</at_area>
			</if_has>
			<set_switch name="wolf_tribe" />
			<popup portrait="WolfChief" text="$hierarchy.Level13.WolfTribe" />
		</trigger>
		<trigger i="MEETING WOLF TRIBE-2" >
			<if_not_switch name="wolf_tribe" />
			<if_has>
				<unit/>
				<side>player</side>
				<at_area>near_small_base_2</at_area>
			</if_has>
			<set_switch name="wolf_tribe" />
			<popup portrait="WolfChief" text="$hierarchy.Level13.WolfTribe" />
		</trigger>
		<trigger i="SMALL BASE DESTROYED" >
			<if_group_empty name="SmallBase" />
			<create>
				<item>FireRune</item>
				<at_area name="small_base" />
			</create>
			<inc_quest_counter />
			<wait time="2000" />
			<popup portrait="WolfChief" text="$hierarchy.Level13.Ambush" />
			<set_switch name="ambush_alarm" />
		</trigger>
		<trigger i="AMBUSH ALARM" >
			<if_switch name="ambush_alarm" />
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="lair_building_1" />
			</scroll_view>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lair_building_1" />
			</reveal_map>
			<reveal_map>
				<radius>200</radius>
				<at_area name="lair_building_2" />
			</reveal_map>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Savage" text="$hierarchy.Level13.SecretPassage" />
			<wait time="20000" />
			<set_switch name="ambush_start" />
		</trigger>
		<trigger i="LAIRS" >
			<join_group>
				<building>FieryLairR</building>
				<side>neutral</side>
				<group>Lair1</group>
				<at_area name="lair_building_1" />
			</join_group>
			<join_group>
				<building>FieryLair</building>
				<side>neutral</side>
				<group>Lair2</group>
				<at_area name="lair_building_2" />
			</join_group>
			<focus>
				<group>Ambush</group>
				<at_area name="startup" />
			</focus>
		</trigger>
		<trigger i="AMBUSH_START" >
			<if_switch name="ambush_start" />
			<set_owner>
				<building>FieryLairR</building>
				<side>enemy</side>
				<at_area name="lair_building_1" />
			</set_owner>
			<set_owner>
				<building>FieryLair</building>
				<side>enemy</side>
				<at_area name="lair_building_2" />
			</set_owner>
			<set_switch name="ambush1" />
			<set_switch name="ambush2" />
		</trigger>
		<trigger i="LAIR 1 DESTROYED" >
			<if_group_empty name="Lair1" />
			<set_switch name="lair1_destroyed" />
		</trigger>
		<trigger i="LAIR 2 DESTROYED" >
			<if_group_empty name="Lair2" />
			<set_switch name="lair2_destroyed" />
		</trigger>
		<trigger i="AMBUSH 1" repeat="1" >
			<if_switch name="ambush1" />
			<if_not_switch name="lair1_destroyed" />
			<if_not_switch name="ambush1_suspended" />
			<set_switch name="ambush1" state="false" />
			<set_switch name="spawn_ambush1" />
			<random_switch name="spawn_shamans1" />
			<wait time="10000" />
			<set_switch name="ambush1" />
		</trigger>
		<trigger i="SPAWN AMBUSH 1 with SHAMANS" repeat="1" >
			<if_switch name="spawn_ambush1" />
			<if_switch name="spawn_shamans1" />
			<set_switch name="spawn_ambush1" state="false" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_1</at_area>
				<group>Ambush</group>
				<scatter>exit_1</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Shaman</unit>
				<side>enemy</side>
				<at_area>lair_1</at_area>
				<group>Ambush</group>
				<scatter>exit_1</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Shaman</unit>
				<side>enemy</side>
				<at_area>lair_1</at_area>
				<group>Ambush</group>
				<scatter>exit_1</scatter>
			</create>
		</trigger>
		<trigger i="SPAWN AMBUSH 1 no SHAMANS" repeat="1" >
			<if_switch name="spawn_ambush1" />
			<if_not_switch name="spawn_shamans1" />
			<set_switch name="spawn_ambush1" state="false" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_1</at_area>
				<group>Ambush</group>
				<scatter>exit_1</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_1</at_area>
				<group>Ambush</group>
				<scatter>exit_1</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_1</at_area>
				<group>Ambush</group>
				<scatter>exit_1</scatter>
			</create>
		</trigger>
		<trigger i="AMBUSH 2" repeat="1" >
			<if_switch name="ambush2" />
			<if_not_switch name="lair2_destroyed" />
			<if_not_switch name="ambush2_suspended" />
			<set_switch name="ambush2" state="false" />
			<set_switch name="spawn_ambush2" />
			<random_switch name="spawn_shamans2" />
			<wait time="11000" />
			<set_switch name="ambush2" />
		</trigger>
		<trigger i="SPAWN AMBUSH 2 with SHAMANS" repeat="1" >
			<if_switch name="spawn_ambush2" />
			<if_switch name="spawn_shamans2" />
			<set_switch name="spawn_ambush2" state="false" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_2</at_area>
				<group>Ambush</group>
				<scatter>exit_2</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Shaman</unit>
				<side>enemy</side>
				<at_area>lair_2</at_area>
				<group>Ambush</group>
				<scatter>exit_2</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Shaman</unit>
				<side>enemy</side>
				<at_area>lair_2</at_area>
				<group>Ambush</group>
				<scatter>exit_2</scatter>
			</create>
		</trigger>
		<trigger i="SPAWN AMBUSH 2 no SHAMANS" repeat="1" >
			<if_switch name="spawn_ambush2" />
			<if_not_switch name="spawn_shamans2" />
			<set_switch name="spawn_ambush2" state="false" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_2</at_area>
				<group>Ambush</group>
				<scatter>exit_2</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_2</at_area>
				<group>Ambush</group>
				<scatter>exit_2</scatter>
			</create>
			<wait time="1000" />
			<create>
				<count>2</count>
				<unit>Fighter</unit>
				<side>enemy</side>
				<at_area>lair_2</at_area>
				<group>Ambush</group>
				<scatter>exit_2</scatter>
			</create>
		</trigger>
		<trigger i="SUSPEND AMBUSH" repeat="1" >
			<if_has sign="ge" value="13" >
				<unit/>
				<side>enemy</side>
				<at_area name="player_base" />
			</if_has>
			<set_switch name="ambush1_suspended" />
			<set_switch name="ambush2_suspended" />
		</trigger>
		<trigger i="RESUME AMBUSH" repeat="1" >
			<if_has sign="le" value="4" >
				<unit/>
				<side>enemy</side>
				<at_area name="player_base" />
			</if_has>
			<set_switch name="ambush1_suspended" state="false" />
			<set_switch name="ambush2_suspended" state="false" />
		</trigger>
		<trigger i="AMBUSH NEUTRALIZED" >
			<if_switch name="lair1_destroyed" />
			<if_switch name="lair2_destroyed" />
			<set_hint>
				<building>FieryLair</building>
				<side>neutral</side>
				<hint>Level13.Entrance</hint>
			</set_hint>
			<wait time="120000" />
			<popup portrait="WolfChief" text="$hierarchy.Level13.Magic" />
			<wait time="1000" />
			<set_switch name="temple_on" />
		</trigger>
		<trigger i="TEMPLE DESTROYED" >
			<if_has sign="eq" value="0" >
				<building>EnemyTemple</building>
				<side>enemy</side>
				<at_area name="temple" />
			</if_has>
			<set_switch name="no_temple" />
			<create>
				<item>Mask2</item>
				<at_area name="temple" />
			</create>
		</trigger>
		<trigger i="METEORS" repeat="1" >
			<if_switch name="temple_on" />
			<if_not_switch name="no_temple" />
			<set_switch name="temple_on" state="false" />
			<set_switch name="launch_meteor" />
			<wait time="180000" />
			<set_switch name="temple_on" />
		</trigger>
		<trigger i="METEOR LAUNCH BIG BASE" repeat="1" >
			<if_switch name="launch_meteor" />
			<if_has sign="ge" value="20" >
				<unit/>
				<at_area name="big_base" />
			</if_has>
			<set_switch name="launch_meteor" state="false" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="big_base" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<magic>MeteorShower</magic>
				<side>enemy</side>
				<at_area name="big_base" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="METEOR LAUNCH NEAR BIG BASE" repeat="1" >
			<if_switch name="launch_meteor" />
			<if_has sign="ge" value="20" >
				<unit/>
				<at_area name="near_big_base" />
			</if_has>
			<set_switch name="launch_meteor" state="false" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="near_big_base" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<magic>MeteorShower</magic>
				<side>enemy</side>
				<at_area name="near_big_base" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="METEOR LAUNCH NEAR GATE" repeat="1" >
			<if_switch name="launch_meteor" />
			<if_has sign="ge" value="20" >
				<unit/>
				<at_area name="near_gate" />
			</if_has>
			<set_switch name="launch_meteor" state="false" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="near_gate" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<magic>MeteorShower</magic>
				<side>enemy</side>
				<at_area name="near_gate" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="METEOR LAUNCH SMALL BASE" repeat="1" >
			<if_switch name="launch_meteor" />
			<if_has sign="ge" value="20" >
				<unit/>
				<at_area name="small_base" />
			</if_has>
			<set_switch name="launch_meteor" state="false" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="small_base" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<magic>MeteorShower</magic>
				<side>enemy</side>
				<at_area name="small_base" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="METEOR LAUNCH PLAYER BASE" repeat="1" >
			<if_switch name="launch_meteor" />
			<set_switch name="launch_meteor" state="false" />
			<suspend_scroll/>
			<scroll_view>
				<at_area name="player_base" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<create>
				<magic>MeteorShower</magic>
				<side>enemy</side>
				<at_area name="player_base" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="BIG BASE DESTROYED" >
			<if_group_empty name="BigBase" />
			<wait time="2000" />
			<give>
				<item>WolfTotem</item>
			</give>
			<inc_quest_counter />
			<popup portrait="Chief" text="$hierarchy.Level13.Final" />
			<wait time="3000" />
			<victory/>
			<complete_level id="13" />
			<unlock_level id="14" />
		</trigger>
		<trigger i="NEAR_FROST_TOWER" >
			<if_has>
				<unit/>
				<side>player</side>
				<at_area>near_frost_tower</at_area>
			</if_has>
			<suspend_scroll/>
			<focus_riddle/>
			<reveal_map>
				<at_area name="frost_tower" />
				<radius>200</radius>
			</reveal_map>
			<scroll_view>
				<at_area>frost_tower</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="BearChief" text="$hierarchy.Level13.FrostTower" />
			<wait time="2000" />
			<set_switch name="dragons" />
		</trigger>
		<trigger i="DRAGONS" >
			<if_switch name="dragons" />
			<create>
				<unit>RedDragon</unit>
				<count>12</count>
				<side>enemy</side>
				<at_area name="dragons" />
				<group>Dragons</group>
			</create>
			<focus>
				<group>Dragons</group>
				<at_area name="dragons" />
			</focus>
			<suspend_scroll/>
			<focus_riddle/>
			<reveal_map>
				<at_area name="dragons_up" />
				<radius>200</radius>
			</reveal_map>
			<scroll_view>
				<at_area name="dragons_up" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
		</trigger>
		<trigger i="DRAGONS KILLED" >
			<if_switch name="dragons" />
			<if_group_empty name="Dragons" />
			<wait time="2000" />
			<popup portrait="BearChief" text="$hierarchy.Level13.DragonsKilled" />
			<give>
				<item>IceCrystal</item>
			</give>
			<inc_quest_counter />
		</trigger>
		<trigger i="IDOL" >
			<set_hint>
				<building>IceTempestIdol</building>
				<at_area name="idol" />
				<hint>Level13.Idol</hint>
			</set_hint>
			<add_item_use>
				<item>IceCrystal</item>
				<count>1</count>
				<at_area name="idol" />
				<switch>ice_given</switch>
			</add_item_use>
		</trigger>
		<trigger i="IDOL CLICKED" >
			<if_switch name="hint.Level13.Idol" />
			<set_item_hint>
				<item>IceCrystal</item>
				<hint>$hierarchy.Hint.Level13.IceForIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL CLAIMED" >
			<if_switch name="ice_given" />
			<set_hint>
				<side>neutral</side>
				<building>IceTempestIdol</building>
				<at_area>idol</at_area>
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>IceTempestIdol</building>
				<at_area>idol</at_area>
			</set_owner>
			<inc_quest_counter />
		</trigger>
		<trigger i="QUESTCHEST" >
			<if_has>
				<side>player</side>
				<building>ThunderTower</building>
			</if_has>
			<if_has>
				<side>player</side>
				<building>FrostTower</building>
			</if_has>
			<if_has>
				<side>player</side>
				<building>FireTower</building>
			</if_has>
			<quest/>
			<destroy>
				<item>QuestChest13</item>
				<at_area name="questchest" />
			</destroy>
			<create>
				<item>Art11</item>
				<group name="Art" />
				<at_area name="questchest" />
			</create>
			<set_switch name="art_dropped" />
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level13.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="CHESTS" >
			<join_group>
				<item>Chest</item>
				<group>Chest1</group>
				<at_area name="chest1" />
			</join_group>
			<join_group>
				<item>Chest</item>
				<group>Chest2</group>
				<at_area name="chest2" />
			</join_group>
		</trigger>
		<trigger i="CHEST 2" >
			<if_group_empty name="Chest2" />
			<create>
				<item>OrangeGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest2" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CHEST 1" >
			<if_group_empty name="Chest1" />
			<create>
				<item>RedGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
			<create>
				<item>WhiteGem</item>
				<sub_id>39</sub_id>
				<at_area name="chest1" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="CYCLE WORKAROUND" >
			<join_group>
				<building>Fire</building>
				<side>enemy</side>
				<at_area name="passage" />
				<group>Passage</group>
			</join_group>
		</trigger>
		<trigger i="CYCLE WORKAROUND 2" >
			<if_group_empty name="Passage" />
			<destroy>
				<structure>Structure48</structure>
				<at_area name="passage" />
			</destroy>
			<add_waypoint>
				<at_area name="passage" />
			</add_waypoint>
		</trigger>
	</triggers>
	<options>
		<id>13</id>
		<music>dark</music>
	</options>
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