<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="$hierarchy.Level14.Start" />
			<set_objective text="$hierarchy.Level14.TaskExplore" />
		</trigger>
		<trigger i="MONSTERS" >
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="eyes1" />
				<group>Group1</group>
			</join_group>
			<focus>
				<group>Group1</group>
				<at_area name="eyes1" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="eyes2" />
				<group>Group2</group>
			</join_group>
			<focus>
				<group>Group2</group>
				<at_area name="eyes2" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="stones1" />
				<group>Group3</group>
			</join_group>
			<focus>
				<group>Group3</group>
				<at_area name="stones1" />
			</focus>
			<join_group>
				<unit/>
				<side>enemy</side>
				<at_area name="stones2" />
				<group>Group4</group>
			</join_group>
			<focus>
				<group>Group4</group>
				<at_area name="stones2" />
			</focus>
		</trigger>
		<trigger i="CHEST" >
			<join_group>
				<item>Chest</item>
				<at_area name="chest" />
				<group>Chest</group>
			</join_group>
		</trigger>
		<trigger i="CHEST OPEN" >
			<if_group_empty name="Chest" />
			<create>
				<item>Obsidian1</item>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian2</item>
				<at_area name="chest" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian3</item>
				<at_area name="chest" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="NEAR DARK 1" >
			<if_has>
				<unit/>
				<at_area name="near_dark_1" />
			</if_has>
			<set_switch name="reveal_dark" />
		</trigger>
		<trigger i="NEAR DARK 2" >
			<if_has>
				<unit/>
				<at_area name="near_dark_2" />
			</if_has>
			<set_switch name="reveal_dark" />
		</trigger>
		<trigger i="REVEAL DARK" >
			<if_switch name="reveal_dark" />
			<focus_danger/>
			<reveal_map>
				<radius>256</radius>
				<at_area name="p2_totem" />
			</reveal_map>
			<wait time="2000" />
			<destroy>
				<count>3</count>
				<struct>Dark</struct>
				<side>player</side>
				<at_area name="dark" />
			</destroy>
			<wait time="1000" />
			<destroy>
				<count>4</count>
				<struct>Dark</struct>
				<side>player</side>
				<at_area name="dark" />
			</destroy>
			<wait time="1000" />
			<destroy>
				<count>4</count>
				<struct>Dark</struct>
				<side>player</side>
				<at_area name="dark" />
			</destroy>
		</trigger>
		<trigger i="PIRAMIDS" >
			<join_group>
				<side>enemy</side>
				<building>PiramidR</building>
				<at_area name="p1_ench" />
				<group>Piramid1</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<building>PiramidR</building>
				<at_area name="p2_totem" />
				<group>Piramid2</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<building>PiramidR</building>
				<at_area name="p3" />
				<group>Piramid3</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<building>PiramidR</building>
				<at_area name="p4_ench" />
				<group>Piramid4</group>
			</join_group>
			<join_group>
				<side>neutral</side>
				<building>Piramid</building>
				<at_area name="p5_art" />
				<group>Piramid5</group>
			</join_group>
			<join_group>
				<side>neutral</side>
				<building>PiramidR</building>
				<at_area name="p6" />
				<group>Piramid6</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<building>Piramid</building>
				<at_area name="p7_ench" />
				<group>Piramid7</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<building>Piramid</building>
				<at_area name="p8" />
				<group>Piramid8</group>
			</join_group>
			<join_group>
				<side>neutral</side>
				<building>Piramid</building>
				<at_area name="p9" />
				<group>Piramid9</group>
			</join_group>
		</trigger>
		<trigger i="FIRES" >
			<join_group>
				<side>enemy</side>
				<building>Fire</building>
				<at_area name="fire9" />
				<group>Fire9</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<building>Fire</building>
				<at_area name="fire56" />
				<group>Fire56</group>
			</join_group>
		</trigger>
		<trigger i="FIRE 9" >
			<if_group_empty name="Fire9" />
			<set_owner>
				<side>enemy</side>
				<group>Piramid9</group>
			</set_owner>
		</trigger>
		<trigger i="FIRE 56" >
			<if_group_empty name="Fire56" />
			<set_owner>
				<side>enemy</side>
				<group>Piramid5</group>
			</set_owner>
			<set_owner>
				<side>enemy</side>
				<group>Piramid6</group>
			</set_owner>
		</trigger>
		<trigger i="PIRAMID 1" >
			<if_group_empty name="Piramid1" />
			<create>
				<unit>EnchantedSkeleton</unit>
				<side>enemy</side>
				<at_area name="p1_ench" />
				<group name="Ench1" />
			</create>
			<create>
				<count>5</count>
				<unit>Skeleton</unit>
				<side>enemy</side>
				<at_area name="p1_ench" />
				<group name="Ench1" />
			</create>
			<focus>
				<group name="Ench1" />
				<at_area name="p1_ench" />
			</focus>
		</trigger>
		<trigger i="PIRAMID 2" >
			<if_group_empty name="Piramid2" />
			<set_objective/>
			<reveal_map>
				<at_area name="p2_totem" />
				<radius>256</radius>
			</reveal_map>
			<suspend_control/>
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="p2_totem" />
			</scroll_view>
			<wait_for_scroll/>
			<set_switch name="shadows" />
		</trigger>
		<trigger i="SHADOWS - RESUME CONTROL AND SCROLL!" >
			<if_switch name="shadows" />
			<create>
				<item>SerpentTotem</item>
				<at_area name="p2_totem" />
			</create>
			<wait time="3000" />
			<create>
				<unit>KingShadeLight</unit>
				<side>neutral</side>
				<at_area name="p2_totem" />
				<group>KingShade</group>
			</create>
			<wait time="2000" />
			<destroy>
				<item>SerpentTotem</item>
				<at_area name="p2_totem" />
			</destroy>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level14.KingShade" />
			<set_objective text="$hierarchy.Level14.TaskFight" />
			<resume_control/>
			<resume_scroll/>
			<inc_quest_counter/>
			<wait time="1000" />
			<set_owner>
				<side>enemy</side>
				<group>KingShade</group>
			</set_owner>
			<create>
				<count>2</count>
				<unit>Shade</unit>
				<side>enemy</side>
				<at_area name="p2_totem" />
				<group>KingShade</group>
			</create>
			<focus>
				<group>KingShade</group>
				<at_area name="p2_totem" />
			</focus>
			<create>
				<count>3</count>
				<unit>Shade</unit>
				<side>enemy</side>
				<at_area name="p2_totem" />
				<group>Shades</group>
			</create>
			<focus>
				<group>Shades</group>
				<at_area name="startup" />
			</focus>
			<set_switch name="king_spawned" />
		</trigger>
		<trigger i="KING DEFEATED" >
			<if_switch name="king_spawned" />
			<if_group_empty name="KingShade" />
			<if_group_empty name="Shades" />
			<set_objective/>
			<wait time="2000" />
			<give>
				<item>SerpentTotem</item>
			</give>
			<inc_quest_counter/>
			<popup portrait="Chief" text="$hierarchy.Level14.Final" />
			<wait time="3000" />
			<victory/>
			<complete_level id="14" />
			<unlock_level id="15" />
		</trigger>
		<trigger i="PIRAMID 3" >
			<if_group_empty name="Piramid3" />
			<create>
				<item>Obsidian1</item>
				<at_area name="p3_drop" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian2</item>
				<at_area name="p3_drop" />
				<force_random/>
			</create>
			<create>
				<item>RedGem</item>
				<sub_id>42</sub_id>
				<at_area name="p3_drop" />
				<force_random/>
			</create>
			<create>
				<item>VioletGem</item>
				<sub_id>42</sub_id>
				<at_area name="p3_drop" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="PIRAMID 4" >
			<if_group_empty name="Piramid4" />
			<create>
				<unit>EnchantedSkeleton</unit>
				<side>enemy</side>
				<at_area name="p4_ench" />
				<group name="Ench4" />
			</create>
			<create>
				<count>5</count>
				<unit>Skeleton</unit>
				<side>enemy</side>
				<at_area name="p4_ench" />
				<group name="Ench4" />
			</create>
			<focus>
				<group name="Ench4" />
				<at_area name="p4_ench" />
			</focus>
		</trigger>
		<trigger i="PIRAMID 5" >
			<if_group_empty name="Piramid5" />
			<create>
				<item>Art12</item>
				<at_area name="p5_drop" />
				<group>Art</group>
			</create>
			<set_switch name="art_dropped" />
			<create>
				<item>OrangeGem</item>
				<sub_id>43</sub_id>
				<at_area name="p5_drop" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>44</sub_id>
				<at_area name="p5_drop" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="GOT ART" >
			<if_switch name="art_dropped" />
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level14.ArtFound" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="PIRAMID 6" >
			<if_group_empty name="Piramid6" />
			<create>
				<item>Obsidian1</item>
				<at_area name="p6_drop" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian2</item>
				<at_area name="p6_drop" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian3</item>
				<at_area name="p6_drop" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="PIRAMID 7" >
			<if_group_empty name="Piramid7" />
			<create>
				<unit>EnchantedSkeleton</unit>
				<side>enemy</side>
				<at_area name="p7_ench" />
				<group name="Ench7" />
			</create>
			<create>
				<count>5</count>
				<unit>Skeleton</unit>
				<side>enemy</side>
				<at_area name="p7_ench" />
				<group name="Ench7" />
			</create>
			<focus>
				<group name="Ench7" />
				<at_area name="p7_ench" />
			</focus>
		</trigger>
		<trigger i="PIRAMID 8" >
			<if_group_empty name="Piramid8" />
			<create>
				<item>Obsidian2</item>
				<at_area name="p8_drop" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian3</item>
				<at_area name="p8_drop" />
				<force_random/>
			</create>
			<create>
				<item>OrangeGem</item>
				<sub_id>42</sub_id>
				<at_area name="p8_drop" />
				<force_random/>
			</create>
			<create>
				<item>BlueGem</item>
				<sub_id>42</sub_id>
				<at_area name="p8_drop" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="PIRAMID 9" >
			<if_group_empty name="Piramid9" />
			<create>
				<item>Obsidian3</item>
				<at_area name="p9_drop" />
				<force_random/>
			</create>
			<create>
				<item>Obsidian1</item>
				<at_area name="p9_drop" />
				<force_random/>
			</create>
			<create>
				<item>YellowGem</item>
				<sub_id>42</sub_id>
				<at_area name="p9_drop" />
				<force_random/>
			</create>
			<create>
				<item>GreenGem</item>
				<sub_id>42</sub_id>
				<at_area name="p9_drop" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="ITEM USE" >
			<add_item_use>
				<item>RustySword</item>
				<count>3</count>
				<at_area name="tg" />
				<switch name="swords_given" />
			</add_item_use>
			<add_item_use>
				<item>IceMagicScroll</item>
				<count>1</count>
				<at_area name="hom" />
				<switch name="scroll_given" />
			</add_item_use>
			<add_item_use>
				<item>LavaStone</item>
				<count>6</count>
				<at_area name="hermit" />
				<switch name="lava_stones_given" />
			</add_item_use>
		</trigger>
		<trigger i="TRAINING GROUNDS" >
			<if_has>
				<unit/>
				<at_area>near_tg</at_area>
			</if_has>
			<reveal_map>
				<at_area name="tg" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="tg" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Savage" text="$hierarchy.Level14.TrainingGrounds" />
			<set_hint>
				<building>TrainingGrounds</building>
				<side>neutral</side>
				<hint>Level14.TrainingGrounds</hint>
				<at_area name="tg" />
			</set_hint>
			<set_item_hint>
				<item>RustySword</item>
				<hint>$hierarchy.Hint.Level14.SwordsForTG</hint>
			</set_item_hint>
		</trigger>
		<trigger i="SWORDS GIVEN" >
			<if_switch name="swords_given" />
			<wait time="1000" />
			<popup portrait="Savage" text="$hierarchy.Level14.Swords" />
			<set_hint>
				<building>TrainingGrounds</building>
				<side>neutral</side>
				<at_area name="tg" />
			</set_hint>
			<set_owner>
				<building>TrainingGrounds</building>
				<side>player</side>
				<at_area name="tg" />
			</set_owner>
			<unlock_building name="TrainingGrounds" />
			<unlock_research name="SniperShot" />
			<unlock_research name="Evasion" />
			<unlock_research name="DeadlyTrap" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="HALL OF MYSTERIES" >
			<if_has>
				<unit/>
				<at_area>near_hom</at_area>
			</if_has>
			<reveal_map>
				<at_area name="hom" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="hom" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Keeper" text="$hierarchy.Level14.HallOfMysteries" />
			<set_hint>
				<building>HallOfMysteries</building>
				<side>neutral</side>
				<hint>Level14.HallOfMysteries</hint>
				<at_area name="hom" />
			</set_hint>
			<set_item_hint>
				<item>IceMagicScroll</item>
				<hint>$hierarchy.Hint.Level14.ScrollForHoM</hint>
			</set_item_hint>
		</trigger>
		<trigger i="SCROLL GIVEN" >
			<if_switch name="scroll_given" />
			<wait time="1000" />
			<popup portrait="Keeper" text="$hierarchy.Level14.Scroll" />
			<set_hint>
				<building>HallOfMysteries</building>
				<side>neutral</side>
				<at_area name="hom" />
			</set_hint>
			<set_owner>
				<building>HallOfMysteries</building>
				<side>player</side>
				<at_area name="hom" />
			</set_owner>
			<unlock_building name="HallOfMysteries" />
			<unlock_research name="ShamanAttack" />
			<unlock_research name="ShamanIceMagic" />
			<wait time="100" />
			<give>
				<item>Mask3</item>
			</give>
			<inc_quest_counter/>
		</trigger>
		<trigger i="LAVA STONES" >
			<create>
				<item>LavaStone</item>
				<at_area name="lava1" />
				<group>LavaStone1</group>
			</create>
			<create>
				<item>LavaStone</item>
				<at_area name="lava2" />
				<group>LavaStone2</group>
			</create>
			<create>
				<item>LavaStone</item>
				<at_area name="lava3" />
				<group>LavaStone3</group>
			</create>
			<create>
				<item>LavaStone</item>
				<at_area name="lava4" />
				<group>LavaStone4</group>
			</create>
			<create>
				<item>LavaStone</item>
				<at_area name="lava5" />
				<group>LavaStone5</group>
			</create>
			<create>
				<item>LavaStone</item>
				<at_area name="lava6" />
				<group>LavaStone6</group>
			</create>
		</trigger>
		<trigger i="LAVA STONE 1" >
			<if_group_empty name="LavaStone1" />
			<destroy>
				<structure>Steam</structure>
				<at_area name="lava1" />
			</destroy>
		</trigger>
		<trigger i="LAVA STONE 2" >
			<if_group_empty name="LavaStone2" />
			<destroy>
				<structure>Steam</structure>
				<at_area name="lava2" />
			</destroy>
		</trigger>
		<trigger i="LAVA STONE 3" >
			<if_group_empty name="LavaStone3" />
			<destroy>
				<structure>Steam</structure>
				<at_area name="lava3" />
			</destroy>
		</trigger>
		<trigger i="LAVA STONE 4" >
			<if_group_empty name="LavaStone4" />
			<destroy>
				<structure>Steam</structure>
				<at_area name="lava4" />
			</destroy>
		</trigger>
		<trigger i="LAVA STONE 5" >
			<if_group_empty name="LavaStone5" />
			<destroy>
				<structure>Steam</structure>
				<at_area name="lava5" />
			</destroy>
		</trigger>
		<trigger i="LAVA STONE 6" >
			<if_group_empty name="LavaStone6" />
			<destroy>
				<structure>Steam</structure>
				<at_area name="lava6" />
			</destroy>
		</trigger>
		<trigger i="HERMIT" >
			<if_has>
				<unit/>
				<at_area>near_hermit</at_area>
			</if_has>
			<reveal_map>
				<at_area name="hermit" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="hermit" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Hermit" text="$hierarchy.Level14.Hermit" />
			<set_hint>
				<structure>GullHermitHouse</structure>
				<side>neutral</side>
				<hint>Level14.HermitQuest</hint>
				<at_area name="hermit" />
			</set_hint>
			<set_item_hint>
				<item>LavaStone</item>
				<hint>$hierarchy.Hint.Level14.LavaStonesForHermit</hint>
			</set_item_hint>
		</trigger>
		<trigger i="LAVASTONES GIVEN" >
			<if_switch name="lava_stones_given" />
			<wait time="1000" />
			<popup portrait="Hermit" text="$hierarchy.Level14.LavaStones" />
			<set_hint>
				<structure>GullHermitHouse</structure>
				<side>neutral</side>
				<hint>Level14.Hermit</hint>
				<at_area name="hermit" />
			</set_hint>
			<wait time="100" />
			<set_switch name="oracle_init" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="ORACLE ON 1" >
			<if_switch name="oracle_init" />
			<reveal_map>
				<at_area name="oracle" />
				<radius>128</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="oracle" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<activate>
				<structure>OracleOff</structure>
				<at_area name="oracle" />
			</activate>
			<set_switch name="oracle_init2" />
		</trigger>
		<trigger i="ORACLE ON 2" >
			<if_switch name="oracle_init2" />
			<wait time="1000" />
			<destroy>
				<structure>OracleOff</structure>
				<at_area name="oracle" />
			</destroy>
			<create>
				<structure>Oracle</structure>
				<at_area name="oracle" />
				<hint>Level14.OracleSilent</hint>
			</create>
			<wait time="100" />
			<set_switch name="oracle_on" />
		</trigger>
		<trigger i="ORACLE READY" >
			<if_switch name="oracle_on" />
			<if_has_artifact>
				<item>Art05</item>
			</if_has_artifact>
			<destroy>
				<structure>Oracle</structure>
				<at_area name="oracle" />
			</destroy>
			<create>
				<structure>Oracle14</structure>
				<at_area name="oracle" />
				<hint>Level14.Oracle</hint>
			</create>
		</trigger>
		<trigger i="ORACLE USED" >
			<if_switch name="hint.Level14.Oracle" />
			<reveal_map>
				<at_area name="oracle" />
				<radius>128</radius>
			</reveal_map>
			<activate>
				<structure>Oracle14</structure>
				<at_area name="oracle" />
			</activate>
			<set_hint>
				<structure>Oracle14</structure>
				<at_area name="oracle" />
			</set_hint>
			<wait time="1500" />
			<popup text="$hierarchy.Level14.Oracle" />
			<wait time="1000" />
			<reveal_map>
				<at_area name="eye" />
				<radius>320</radius>
			</reveal_map>
			<inc_quest_counter/>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="eye" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
		</trigger>
		<trigger i="IDOLS" >
			<set_hint>
				<building>BattleFuryIdol</building>
				<at_area name="idol_fury" />
				<hint>Level14.IdolFury</hint>
			</set_hint>
			<set_hint>
				<building>PurificationIdol</building>
				<at_area name="idol_purity" />
				<hint>Level14.IdolHeal</hint>
			</set_hint>
			<set_hint>
				<building>MeteorShowerIdol</building>
				<at_area name="idol_meteor" />
				<hint>Level14.IdolMeteor</hint>
			</set_hint>
			<add_item_use>
				<item>Obsidian</item>
				<count>8</count>
				<at_area name="idol_fury" />
				<switch>obsidian_given_fury</switch>
			</add_item_use>
			<add_item_use>
				<item>Obsidian</item>
				<count>8</count>
				<at_area name="idol_purity" />
				<switch>obsidian_given_heal</switch>
			</add_item_use>
			<add_item_use>
				<item>Obsidian</item>
				<count>8</count>
				<at_area name="idol_meteor" />
				<switch>obsidian_given_meteor</switch>
			</add_item_use>
		</trigger>
		<trigger i="IDOL CLICKED FURY" >
			<if_switch name="hint.Level14.IdolFury" />
			<set_item_hint>
				<item>Obsidian</item>
				<tag>0</tag>
				<hint>$hierarchy.Hint.Level14.ObsidianForIdolFury</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL CLAIMED FURY" >
			<if_switch name="obsidian_given_fury" />
			<set_hint>
				<side>neutral</side>
				<building>BattleFuryIdol</building>
				<at_area name="idol_fury" />
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>BattleFuryIdol</building>
				<at_area name="idol_fury" />
			</set_owner>
			<set_item_hint>
				<item>Obsidian</item>
				<tag>0</tag>
			</set_item_hint>
			<inc_quest_counter/>
		</trigger>
		<trigger i="IDOL CLICKED HEAL" >
			<if_switch name="hint.Level14.IdolHeal" />
			<set_item_hint>
				<item>Obsidian</item>
				<tag>1</tag>
				<hint>$hierarchy.Hint.Level14.ObsidianForIdolHeal</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL CLAIMED HEAL" >
			<if_switch name="obsidian_given_heal" />
			<set_hint>
				<side>neutral</side>
				<building>PurificationIdol</building>
				<at_area name="idol_purity" />
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>PurificationIdol</building>
				<at_area name="idol_purity" />
			</set_owner>
			<set_item_hint>
				<item>Obsidian</item>
				<tag>1</tag>
			</set_item_hint>
			<inc_quest_counter/>
		</trigger>
		<trigger i="IDOL CLICKED METEOR" >
			<if_switch name="hint.Level14.IdolMeteor" />
			<set_item_hint>
				<item>Obsidian</item>
				<tag>2</tag>
				<hint>$hierarchy.Hint.Level14.ObsidianForIdolMeteor</hint>
			</set_item_hint>
		</trigger>
		<trigger i="IDOL CLAIMED METEOR" >
			<if_switch name="obsidian_given_meteor" />
			<set_hint>
				<side>neutral</side>
				<building>MeteorShowerIdol</building>
				<at_area name="idol_meteor" />
			</set_hint>
			<set_owner>
				<side>player</side>
				<building>MeteorShowerIdol</building>
				<at_area name="idol_meteor" />
			</set_owner>
			<set_item_hint>
				<item>Obsidian</item>
				<tag>2</tag>
			</set_item_hint>
			<inc_quest_counter/>
		</trigger>
		<trigger i="ICE SCROLL" >
			<if_found>
				<item>IceMagicScroll1</item>
			</if_found>
			<if_found>
				<item>IceMagicScroll2</item>
			</if_found>
			<if_found>
				<item>IceMagicScroll3</item>
			</if_found>
			<quest/>
			<remove>
				<item>IceMagicScroll1</item>
			</remove>
			<remove>
				<item>IceMagicScroll2</item>
			</remove>
			<remove>
				<item>IceMagicScroll3</item>
			</remove>
			<give>
				<item>IceMagicScroll</item>
			</give>
		</trigger>
		<trigger i="NEAR GAME 1" >
			<if_has>
				<unit/>
				<at_area name="game_g" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="game_g" />
			</reveal_map>
		</trigger>
		<trigger i="NEAR GAME 2" >
			<if_has>
				<unit/>
				<at_area name="game_h" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="game_h" />
			</reveal_map>
		</trigger>
		<trigger i="NEAR GAME 3" >
			<if_has>
				<unit/>
				<at_area name="game_i" />
			</if_has>
			<reveal_map>
				<radius>200</radius>
				<at_area name="game_i" />
			</reveal_map>
		</trigger>
		<trigger i="GAME 1 WIN" >
			<if_not_switch name="g1" />
			<if_switch name="g2" />
			<if_not_switch name="g3" />
			<if_not_switch name="g4" />
			<quest/>
			<set_hint>
				<structure>SkyGameBlue</structure>
				<count>4</count>
				<at_area name="game_g" />
			</set_hint>
			<wait time="1000" />
			<activate>
				<structure>SkyPanelLowDyn</structure>
				<at_area name="g_lift" />
			</activate>
			<wait time="1000" />
			<create>
				<item>IceMagicScroll1</item>
				<at_area name="g_drop" />
			</create>
			<destroy>
				<structure>SkyPanelLowDyn</structure>
				<at_area name="g_lift" />
			</destroy>
			<create>
				<structure>SkyPanelLow</structure>
				<at_area name="g_lift" />
			</create>
		</trigger>
		<trigger i="GAME 2 WIN" >
			<if_not_switch name="h1" />
			<if_not_switch name="h2" />
			<if_switch name="h3" />
			<if_switch name="h4" />
			<quest/>
			<set_hint>
				<structure>SkyGameBlue</structure>
				<count>4</count>
				<at_area name="game_h" />
			</set_hint>
			<wait time="1000" />
			<activate>
				<structure>SkyPanelLowDyn</structure>
				<at_area name="h_lift" />
			</activate>
			<wait time="1000" />
			<create>
				<item>IceMagicScroll2</item>
				<at_area name="h_drop" />
			</create>
			<destroy>
				<structure>SkyPanelLowDyn</structure>
				<at_area name="h_lift" />
			</destroy>
			<create>
				<structure>SkyPanelLow</structure>
				<at_area name="h_lift" />
			</create>
		</trigger>
		<trigger i="GAME 3 WIN" >
			<if_not_switch name="i1" />
			<if_switch name="i2" />
			<if_switch name="i3" />
			<if_switch name="i4" />
			<quest/>
			<set_hint>
				<structure>SkyGameBlue</structure>
				<count>4</count>
				<at_area name="game_i" />
			</set_hint>
			<wait time="1000" />
			<activate>
				<structure>SkyPanelLowDyn</structure>
				<at_area name="i_lift" />
			</activate>
			<wait time="1000" />
			<create>
				<item>IceMagicScroll3</item>
				<at_area name="i_drop" />
			</create>
			<destroy>
				<structure>SkyPanelLowDyn</structure>
				<at_area name="i_lift" />
			</destroy>
			<create>
				<structure>SkyPanelLow</structure>
				<at_area name="i_lift" />
			</create>
		</trigger>
		<trigger i="GAME 1 INIT" >
			<activate>
				<structure>SkyGame</structure>
				<at_area name="g21" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="g22" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="g42" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="g11" />
			</activate>
			<set_switch name="g1" />
			<set_switch name="sync_g1" />
			<set_switch name="g3" />
			<set_switch name="sync_g3" />
		</trigger>
		<trigger i="GAME 2 INIT" >
			<activate>
				<structure>SkyGame</structure>
				<at_area name="h11" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="h12" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="h32" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="h41" />
			</activate>
			<set_switch name="h4" />
			<set_switch name="sync_h4" />
			<set_switch name="h2" />
			<set_switch name="sync_h2" />
		</trigger>
		<trigger i="GAME 3 INIT" >
			<activate>
				<structure>SkyGame</structure>
				<at_area name="i41" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="i42" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="i22" />
			</activate>
			<activate>
				<structure>SkyGame</structure>
				<at_area name="i31" />
			</activate>
			<set_switch name="i3" />
			<set_switch name="sync_i3" />
			<set_switch name="i1" />
			<set_switch name="sync_i1" />
		</trigger>
		<trigger i="G1" repeat="1" >
			<if_switch name="hint.g1" />
			<set_switch name="hint.g1" state="false" />
			<invert_switch name="g1" />
			<set_switch name="sync_g1" />
		</trigger>
		<trigger i="G2" repeat="1" >
			<if_switch name="hint.g2" />
			<set_switch name="hint.g2" state="false" />
			<invert_switch name="g2" />
			<set_switch name="sync_g2" />
		</trigger>
		<trigger i="G3" repeat="1" >
			<if_switch name="hint.g3" />
			<set_switch name="hint.g3" state="false" />
			<invert_switch name="g3" />
			<set_switch name="sync_g3" />
		</trigger>
		<trigger i="G4" repeat="1" >
			<if_switch name="hint.g4" />
			<set_switch name="hint.g4" state="false" />
			<invert_switch name="g4" />
			<set_switch name="sync_g4" />
		</trigger>
		<trigger i="SYNC G1 TRUE" repeat="1" >
			<if_switch name="sync_g1" />
			<if_switch name="g1" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g1r" />
			</set_state>
			<set_switch name="sync_g1" state="false" />
		</trigger>
		<trigger i="SYNC G1 FALSE" repeat="1" >
			<if_switch name="sync_g1" />
			<if_not_switch name="g1" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g1r" />
			</set_state>
			<set_switch name="sync_g1" state="false" />
		</trigger>
		<trigger i="SYNC G2 TRUE" repeat="1" >
			<if_switch name="sync_g2" />
			<if_switch name="g2" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g2r" />
			</set_state>
			<set_switch name="sync_g2" state="false" />
		</trigger>
		<trigger i="SYNC G2 FALSE" repeat="1" >
			<if_switch name="sync_g2" />
			<if_not_switch name="g2" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g2r" />
			</set_state>
			<set_switch name="sync_g2" state="false" />
		</trigger>
		<trigger i="SYNC G3 TRUE" repeat="1" >
			<if_switch name="sync_g3" />
			<if_switch name="g3" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g3r" />
			</set_state>
			<set_switch name="sync_g3" state="false" />
		</trigger>
		<trigger i="SYNC G3 FALSE" repeat="1" >
			<if_switch name="sync_g3" />
			<if_not_switch name="g3" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g3r" />
			</set_state>
			<set_switch name="sync_g3" state="false" />
		</trigger>
		<trigger i="SYNC G4 TRUE" repeat="1" >
			<if_switch name="sync_g4" />
			<if_switch name="g4" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g4r" />
			</set_state>
			<set_switch name="sync_g4" state="false" />
		</trigger>
		<trigger i="SYNC G4 FALSE" repeat="1" >
			<if_switch name="sync_g4" />
			<if_not_switch name="g4" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="g4r" />
			</set_state>
			<set_switch name="sync_g4" state="false" />
		</trigger>
		<trigger i="H1" repeat="1" >
			<if_switch name="hint.h1" />
			<set_switch name="hint.h1" state="false" />
			<invert_switch name="h1" />
			<set_switch name="sync_h1" />
		</trigger>
		<trigger i="H2" repeat="1" >
			<if_switch name="hint.h2" />
			<set_switch name="hint.h2" state="false" />
			<invert_switch name="h2" />
			<set_switch name="sync_h2" />
		</trigger>
		<trigger i="H3" repeat="1" >
			<if_switch name="hint.h3" />
			<set_switch name="hint.h3" state="false" />
			<invert_switch name="h3" />
			<set_switch name="sync_h3" />
		</trigger>
		<trigger i="H4" repeat="1" >
			<if_switch name="hint.h4" />
			<set_switch name="hint.h4" state="false" />
			<invert_switch name="h4" />
			<set_switch name="sync_h4" />
		</trigger>
		<trigger i="SYNC H1 TRUE" repeat="1" >
			<if_switch name="sync_h1" />
			<if_switch name="h1" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h1r" />
			</set_state>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC H1 FALSE" repeat="1" >
			<if_switch name="sync_h1" />
			<if_not_switch name="h1" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h1r" />
			</set_state>
			<set_switch name="sync_h1" state="false" />
		</trigger>
		<trigger i="SYNC H2 TRUE" repeat="1" >
			<if_switch name="sync_h2" />
			<if_switch name="h2" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h2r" />
			</set_state>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC H2 FALSE" repeat="1" >
			<if_switch name="sync_h2" />
			<if_not_switch name="h2" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h2r" />
			</set_state>
			<set_switch name="sync_h2" state="false" />
		</trigger>
		<trigger i="SYNC H3 TRUE" repeat="1" >
			<if_switch name="sync_h3" />
			<if_switch name="h3" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h3r" />
			</set_state>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC H3 FALSE" repeat="1" >
			<if_switch name="sync_h3" />
			<if_not_switch name="h3" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h3r" />
			</set_state>
			<set_switch name="sync_h3" state="false" />
		</trigger>
		<trigger i="SYNC H4 TRUE" repeat="1" >
			<if_switch name="sync_h4" />
			<if_switch name="h4" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h4r" />
			</set_state>
			<set_switch name="sync_h4" state="false" />
		</trigger>
		<trigger i="SYNC H4 FALSE" repeat="1" >
			<if_switch name="sync_h4" />
			<if_not_switch name="h4" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="h4r" />
			</set_state>
			<set_switch name="sync_h4" state="false" />
		</trigger>
		<trigger i="I1" repeat="1" >
			<if_switch name="hint.i1" />
			<set_switch name="hint.i1" state="false" />
			<invert_switch name="i1" />
			<set_switch name="sync_i1" />
		</trigger>
		<trigger i="I2" repeat="1" >
			<if_switch name="hint.i2" />
			<set_switch name="hint.i2" state="false" />
			<invert_switch name="i2" />
			<set_switch name="sync_i2" />
		</trigger>
		<trigger i="I3" repeat="1" >
			<if_switch name="hint.i3" />
			<set_switch name="hint.i3" state="false" />
			<invert_switch name="i3" />
			<set_switch name="sync_i3" />
		</trigger>
		<trigger i="I4" repeat="1" >
			<if_switch name="hint.i4" />
			<set_switch name="hint.i4" state="false" />
			<invert_switch name="i4" />
			<set_switch name="sync_i4" />
		</trigger>
		<trigger i="SYNC I1 TRUE" repeat="1" >
			<if_switch name="sync_i1" />
			<if_switch name="i1" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i1r" />
			</set_state>
			<set_switch name="sync_i1" state="false" />
		</trigger>
		<trigger i="SYNC I1 FALSE" repeat="1" >
			<if_switch name="sync_i1" />
			<if_not_switch name="i1" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i1r" />
			</set_state>
			<set_switch name="sync_i1" state="false" />
		</trigger>
		<trigger i="SYNC I2 TRUE" repeat="1" >
			<if_switch name="sync_i2" />
			<if_switch name="i2" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i2r" />
			</set_state>
			<set_switch name="sync_i2" state="false" />
		</trigger>
		<trigger i="SYNC I2 FALSE" repeat="1" >
			<if_switch name="sync_i2" />
			<if_not_switch name="i2" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i2r" />
			</set_state>
			<set_switch name="sync_i2" state="false" />
		</trigger>
		<trigger i="SYNC I3 TRUE" repeat="1" >
			<if_switch name="sync_i3" />
			<if_switch name="i3" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i3r" />
			</set_state>
			<set_switch name="sync_i3" state="false" />
		</trigger>
		<trigger i="SYNC I3 FALSE" repeat="1" >
			<if_switch name="sync_i3" />
			<if_not_switch name="i3" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i3r" />
			</set_state>
			<set_switch name="sync_i3" state="false" />
		</trigger>
		<trigger i="SYNC I4 TRUE" repeat="1" >
			<if_switch name="sync_i4" />
			<if_switch name="i4" />
			<set_state>
				<state>true</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i4r" />
			</set_state>
			<set_switch name="sync_i4" state="false" />
		</trigger>
		<trigger i="SYNC I4 FALSE" repeat="1" >
			<if_switch name="sync_i4" />
			<if_not_switch name="i4" />
			<set_state>
				<state>false</state>
				<struct>SkyGameBlue</struct>
				<at_area name="i4r" />
			</set_state>
			<set_switch name="sync_i4" state="false" />
		</trigger>
	</triggers>
	<options>
		<id>14</id>
		<music>dark</music>
	</options>
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