<level>
	<triggers>
		<trigger i="START" >
			<wait time="3000" />
			<set_objective text="$hierarchy.Level12.TaskObelisks" />
		</trigger>
		<trigger i="READ ALL" >
			<if_switch name="hint.Level12.Obelisk5" />
			<if_switch name="hint.Level12.Obelisk4" />
			<if_switch name="hint.Level12.Obelisk3" />
			<if_switch name="hint.Level12.Obelisk2" />
			<if_switch name="hint.Level12.Obelisk1" />
			<inc_quest_counter/>
			<set_objective/>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level12.Final1" />
			<wait time="200" />
			<cutscene portrait="ArukuDrama" text="$hierarchy.Level12.Final2" >
				<no_drama/>
			</cutscene>
			<wait time="3000" />
			<victory/>
			<complete_level id="12" />
			<unlock_level id="13" />
			<set_event name="GE_DISPERSE_CLOUDS_UNLOCKED" />
		</trigger>
		<trigger i="GAME_INIT" >
			<forbid_construction hint="$hierarchy.Level12.NoBuilding" />
			<set_switch name="stone1" state="false" />
			<set_switch name="sync1" />
			<set_switch name="stone2" state="false" />
			<set_switch name="stone2" />
			<set_switch name="sync2" />
			<set_switch name="stone3" state="false" />
			<set_switch name="sync3" />
			<set_switch name="stone4" state="false" />
			<set_switch name="stone4" />
			<set_switch name="sync4" />
			<set_switch name="game_on" />
		</trigger>
		<trigger i="GAME_WIN" >
			<if_switch name="stone1" />
			<if_switch name="stone2" />
			<if_switch name="stone3" />
			<if_switch name="stone4" />
			<quest/>
			<create>
				<item>LightSphere</item>
				<at_area>game</at_area>
			</create>
			<set_switch name="game_on" state="false" />
			<set_hint>
				<structure>SkyBtn</structure>
				<count>4</count>
			</set_hint>
		</trigger>
		<trigger i="GAME PRESS 0" repeat="1" >
			<if_switch name="hint.Game0" />
			<if_switch name="game_on" />
			<set_switch name="change1.0" />
			<set_switch name="change2.0" />
			<set_switch name="change3.0" />
			<set_switch name="hint.Game0" state="false" />
		</trigger>
		<trigger i="GAME PRESS 1" repeat="1" >
			<if_switch name="hint.Game1" />
			<if_switch name="game_on" />
			<set_switch name="change1.1" />
			<set_switch name="change4.1" />
			<set_switch name="hint.Game1" state="false" />
		</trigger>
		<trigger i="GAME PRESS 2" repeat="1" >
			<if_switch name="hint.Game2" />
			<if_switch name="game_on" />
			<set_switch name="change2.2" />
			<set_switch name="change4.2" />
			<set_switch name="hint.Game2" state="false" />
		</trigger>
		<trigger i="GAME PRESS 3" repeat="1" >
			<if_switch name="hint.Game3" />
			<if_switch name="game_on" />
			<set_switch name="change3.3" />
			<set_switch name="change4.3" />
			<set_switch name="hint.Game3" state="false" />
		</trigger>
		<trigger i="GAME 0 1" repeat="1" >
			<if_switch name="change1.0" />
			<invert_switch name="stone1" />
			<set_switch name="sync1" />
			<set_switch name="change1.0" state="false" />
		</trigger>
		<trigger i="GAME 0 2" repeat="1" >
			<if_switch name="change2.0" />
			<invert_switch name="stone2" />
			<set_switch name="sync2" />
			<set_switch name="change2.0" state="false" />
		</trigger>
		<trigger i="GAME 0 3" repeat="1" >
			<if_switch name="change3.0" />
			<invert_switch name="stone3" />
			<set_switch name="sync3" />
			<set_switch name="change3.0" state="false" />
		</trigger>
		<trigger i="GAME 1 1" repeat="1" >
			<if_switch name="change1.1" />
			<invert_switch name="stone1" />
			<set_switch name="sync1" />
			<set_switch name="change1.1" state="false" />
		</trigger>
		<trigger i="GAME 1 4" repeat="1" >
			<if_switch name="change4.1" />
			<invert_switch name="stone4" />
			<set_switch name="sync4" />
			<set_switch name="change4.1" state="false" />
		</trigger>
		<trigger i="GAME 2 2" repeat="1" >
			<if_switch name="change2.2" />
			<invert_switch name="stone2" />
			<set_switch name="sync2" />
			<set_switch name="change2.2" state="false" />
		</trigger>
		<trigger i="GAME 2 4" repeat="1" >
			<if_switch name="change4.2" />
			<invert_switch name="stone4" />
			<set_switch name="sync4" />
			<set_switch name="change4.2" state="false" />
		</trigger>
		<trigger i="GAME 3 3" repeat="1" >
			<if_switch name="change3.3" />
			<invert_switch name="stone3" />
			<set_switch name="sync3" />
			<set_switch name="change3.3" state="false" />
		</trigger>
		<trigger i="GAME 3 4" repeat="1" >
			<if_switch name="change4.3" />
			<invert_switch name="stone4" />
			<set_switch name="sync4" />
			<set_switch name="change4.3" state="false" />
		</trigger>
		<trigger i="SYNC 1 TRUE" repeat="1" >
			<if_switch name="sync1" />
			<if_switch name="stone1" />
			<set_state>
				<state>true</state>
				<struct>SkyGame</struct>
				<at_area>stone1</at_area>
			</set_state>
			<set_switch name="sync1" state="false" />
		</trigger>
		<trigger i="SYNC 1 FALSE" repeat="1" >
			<if_switch name="sync1" />
			<if_not_switch name="stone1" />
			<set_state>
				<state>false</state>
				<struct>SkyGame</struct>
				<at_area>stone1</at_area>
			</set_state>
			<set_switch name="sync1" state="false" />
		</trigger>
		<trigger i="SYNC 2 TRUE" repeat="1" >
			<if_switch name="sync2" />
			<if_switch name="stone2" />
			<set_state>
				<state>true</state>
				<struct>SkyGame</struct>
				<at_area>stone2</at_area>
			</set_state>
			<set_switch name="sync2" state="false" />
		</trigger>
		<trigger i="SYNC 2 FALSE" repeat="1" >
			<if_switch name="sync2" />
			<if_not_switch name="stone2" />
			<set_state>
				<state>false</state>
				<struct>SkyGame</struct>
				<at_area>stone2</at_area>
			</set_state>
			<set_switch name="sync2" state="false" />
		</trigger>
		<trigger i="SYNC 3 TRUE" repeat="1" >
			<if_switch name="sync3" />
			<if_switch name="stone3" />
			<set_state>
				<state>true</state>
				<struct>SkyGame</struct>
				<at_area>stone3</at_area>
			</set_state>
			<set_switch name="sync3" state="false" />
		</trigger>
		<trigger i="SYNC 3 FALSE" repeat="1" >
			<if_switch name="sync3" />
			<if_not_switch name="stone3" />
			<set_state>
				<state>false</state>
				<struct>SkyGame</struct>
				<at_area>stone3</at_area>
			</set_state>
			<set_switch name="sync3" state="false" />
		</trigger>
		<trigger i="SYNC 4 TRUE" repeat="1" >
			<if_switch name="sync4" />
			<if_switch name="stone4" />
			<set_state>
				<state>true</state>
				<struct>SkyGame</struct>
				<at_area>stone4</at_area>
			</set_state>
			<set_switch name="sync4" state="false" />
		</trigger>
		<trigger i="SYNC 4 FALSE" repeat="1" >
			<if_switch name="sync4" />
			<if_not_switch name="stone4" />
			<set_state>
				<state>false</state>
				<struct>SkyGame</struct>
				<at_area>stone4</at_area>
			</set_state>
			<set_switch name="sync4" state="false" />
		</trigger>
		<trigger i="ITEM USE" >
			<add_item_use>
				<item>LightSphere</item>
				<at_area>light1</at_area>
				<switch>light1_on</switch>
			</add_item_use>
			<add_item_use>
				<item>LightSphere</item>
				<at_area>light2</at_area>
				<switch>light2_on</switch>
			</add_item_use>
			<add_item_use>
				<item>LightSphere</item>
				<at_area>light3</at_area>
				<switch>light3_on</switch>
			</add_item_use>
			<add_item_use>
				<item>LightSphere</item>
				<at_area>light4</at_area>
				<switch>light4_on</switch>
			</add_item_use>
			<add_item_use>
				<item>LightSphere</item>
				<at_area>light5</at_area>
				<switch>light5_on</switch>
			</add_item_use>
			<add_item_use>
				<item>LightSphere</item>
				<at_area>light6</at_area>
				<switch>light6_on</switch>
			</add_item_use>
			<add_item_use>
				<item>LightningRune</item>
				<at_area>gate</at_area>
				<switch>rune_used</switch>
			</add_item_use>
			<add_item_use>
				<item>Pearl</item>
				<at_area>tower</at_area>
				<switch>pearl_used</switch>
			</add_item_use>
			<add_item_use>
				<item>Pearl</item>
				<at_area>tower1</at_area>
				<switch>pearl_used</switch>
			</add_item_use>
		</trigger>
		<trigger i="DESTROY MIST 1" >
			<if_switch name="light1_on" />
			<effect name="light_sphere" />
			<activate>
				<struct>LightTower</struct>
				<at_area>light1</at_area>
			</activate>
			<set_hint>
				<struct>LightTower</struct>
				<at_area>light1</at_area>
				<hint>Level12.TowerOn</hint>
			</set_hint>
			<destroy>
				<struct>Mist1</struct>
				<at_area>mist1</at_area>
			</destroy>
			<destroy>
				<struct>Mist2</struct>
				<at_area>mist1</at_area>
			</destroy>
			<destroy>
				<struct>Mist3</struct>
				<at_area>mist1</at_area>
			</destroy>
			<destroy>
				<struct>Mist1Passable</struct>
				<at_area>mist1</at_area>
			</destroy>
			<destroy>
				<struct>Mist2Passable</struct>
				<at_area>mist1</at_area>
			</destroy>
			<destroy>
				<struct>Mist3Passable</struct>
				<at_area>mist1</at_area>
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp1_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp1_2</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="DESTROY MIST 2" >
			<if_switch name="light2_on" />
			<effect name="light_sphere" />
			<activate>
				<struct>LightTower</struct>
				<at_area>light2</at_area>
			</activate>
			<set_hint>
				<struct>LightTower</struct>
				<at_area>light2</at_area>
				<hint>Level12.TowerOn</hint>
			</set_hint>
			<destroy>
				<struct>Mist1</struct>
				<at_area>mist2</at_area>
			</destroy>
			<destroy>
				<struct>Mist2</struct>
				<at_area>mist2</at_area>
			</destroy>
			<destroy>
				<struct>Mist3</struct>
				<at_area>mist2</at_area>
			</destroy>
			<destroy>
				<struct>Mist1Passable</struct>
				<at_area>mist2</at_area>
			</destroy>
			<destroy>
				<struct>Mist2Passable</struct>
				<at_area>mist2</at_area>
			</destroy>
			<destroy>
				<struct>Mist3Passable</struct>
				<at_area>mist2</at_area>
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp2_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp2_2</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="DESTROY MIST 3" >
			<if_switch name="light3_on" />
			<effect name="light_sphere" />
			<activate>
				<struct>LightTower</struct>
				<at_area>light3</at_area>
			</activate>
			<set_hint>
				<struct>LightTower</struct>
				<at_area>light3</at_area>
				<hint>Level12.TowerOn</hint>
			</set_hint>
			<destroy>
				<struct>Mist1</struct>
				<at_area>mist3</at_area>
			</destroy>
			<destroy>
				<struct>Mist2</struct>
				<at_area>mist3</at_area>
			</destroy>
			<destroy>
				<struct>Mist3</struct>
				<at_area>mist3</at_area>
			</destroy>
			<destroy>
				<struct>Mist1Passable</struct>
				<at_area>mist3</at_area>
			</destroy>
			<destroy>
				<struct>Mist2Passable</struct>
				<at_area>mist3</at_area>
			</destroy>
			<destroy>
				<struct>Mist3Passable</struct>
				<at_area>mist3</at_area>
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp3_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp3_2</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="DESTROY MIST 4" >
			<if_switch name="light4_on" />
			<effect name="light_sphere" />
			<activate>
				<struct>LightTower</struct>
				<at_area>light4</at_area>
			</activate>
			<set_hint>
				<struct>LightTower</struct>
				<at_area>light4</at_area>
				<hint>Level12.TowerOn</hint>
			</set_hint>
			<destroy>
				<struct>Mist1</struct>
				<at_area>mist4</at_area>
			</destroy>
			<destroy>
				<struct>Mist2</struct>
				<at_area>mist4</at_area>
			</destroy>
			<destroy>
				<struct>Mist3</struct>
				<at_area>mist4</at_area>
			</destroy>
			<destroy>
				<struct>Mist1Passable</struct>
				<at_area>mist4</at_area>
			</destroy>
			<destroy>
				<struct>Mist2Passable</struct>
				<at_area>mist4</at_area>
			</destroy>
			<destroy>
				<struct>Mist3Passable</struct>
				<at_area>mist4</at_area>
			</destroy>
			<add_waypoint>
				<at_area>wp4_1</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="DESTROY MIST 5" >
			<if_switch name="light5_on" />
			<effect name="light_sphere" />
			<activate>
				<struct>LightTower</struct>
				<at_area>light5</at_area>
			</activate>
			<set_hint>
				<struct>LightTower</struct>
				<at_area>light5</at_area>
				<hint>Level12.TowerOn</hint>
			</set_hint>
			<destroy>
				<struct>Mist1</struct>
				<at_area>mist5</at_area>
			</destroy>
			<destroy>
				<struct>Mist2</struct>
				<at_area>mist5</at_area>
			</destroy>
			<destroy>
				<struct>Mist3</struct>
				<at_area>mist5</at_area>
			</destroy>
			<destroy>
				<struct>Mist1Passable</struct>
				<at_area>mist5</at_area>
			</destroy>
			<destroy>
				<struct>Mist2Passable</struct>
				<at_area>mist5</at_area>
			</destroy>
			<destroy>
				<struct>Mist3Passable</struct>
				<at_area>mist5</at_area>
			</destroy>
			<add_waypoint>
				<at_area>wp5_1</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="DESTROY MIST 6" >
			<if_switch name="light6_on" />
			<effect name="light_sphere" />
			<activate>
				<struct>LightTower</struct>
				<at_area>light6</at_area>
			</activate>
			<set_hint>
				<struct>LightTower</struct>
				<at_area>light6</at_area>
				<hint>Level12.TowerOn</hint>
			</set_hint>
			<destroy>
				<struct>Mist1</struct>
				<at_area>mist6</at_area>
			</destroy>
			<destroy>
				<struct>Mist2</struct>
				<at_area>mist6</at_area>
			</destroy>
			<destroy>
				<struct>Mist3</struct>
				<at_area>mist6</at_area>
			</destroy>
			<destroy>
				<struct>Mist1Passable</struct>
				<at_area>mist6</at_area>
			</destroy>
			<destroy>
				<struct>Mist2Passable</struct>
				<at_area>mist6</at_area>
			</destroy>
			<destroy>
				<struct>Mist3Passable</struct>
				<at_area>mist6</at_area>
			</destroy>
			<add_waypoint>
				<no_sync/>
				<at_area>wp6_1</at_area>
			</add_waypoint>
			<add_waypoint>
				<at_area>wp6_2</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="RUNE_USED" >
			<if_switch name="rune_used" />
			<activate>
				<struct>LightningGate</struct>
				<at_area>gate</at_area>
			</activate>
			<wait time="2500" />
			<destroy>
				<struct>LightningGate</struct>
				<at_area>gate</at_area>
			</destroy>
			<add_waypoint>
				<at_area>gate</at_area>
			</add_waypoint>
		</trigger>
		<trigger i="NEAR_TOWER" >
			<if_has>
				<unit/>
				<at_area>near_tower</at_area>
			</if_has>
			<reveal_map>
				<at_area name="tower1" />
				<radius>160</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="tower1" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_item_hint>
				<item>Pearl</item>
				<hint>$hierarchy.Hint.Level12.PearlForTower</hint>
			</set_item_hint>
			<popup portrait="Savage" text="$hierarchy.Level12.Tower" />
		</trigger>
		<trigger i="PEARL_USED" >
			<if_switch name="pearl_used" />
			<set_owner>
				<building>Tower</building>
				<side>player</side>
				<at_area>tower</at_area>
			</set_owner>
			<set_hint>
				<building>Tower</building>
				<side>player</side>
				<at_area>tower</at_area>
			</set_hint>
			<inc_quest_counter/>
		</trigger>
		<trigger i="ART" >
			<join_group>
				<item>Art10</item>
				<group>Art</group>
			</join_group>
		</trigger>
		<trigger i="GOT ART" >
			<if_group_empty name="Art" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level12.ArtFound" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="NEAR_WISEMAN" >
			<if_has>
				<unit/>
				<at_area>near_wiseman</at_area>
			</if_has>
			<reveal_map>
				<at_area name="wiseman" />
				<radius>300</radius>
			</reveal_map>
			<suspend_scroll/>
			<focus_riddle/>
			<scroll_view>
				<at_area name="wiseman" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_item_hint>
				<item>LightningShard</item>
				<hint>$hierarchy.Hint.Level12.ShardsForWiseman</hint>
			</set_item_hint>
			<popup portrait="Keeper" text="$hierarchy.Level12.Wiseman" />
			<add_item_use>
				<item>LightningShard</item>
				<count>4</count>
				<at_area>wiseman</at_area>
				<switch>bolts_given</switch>
			</add_item_use>
			<set_hint>
				<building>WisemanHouse</building>
				<at_area>wiseman</at_area>
				<hint>Level12.WisemanBolts</hint>
			</set_hint>
			<wait time="2000" />
			<set_switch name="storm_started" />
		</trigger>
		<trigger i="BOLTS_GIVEN" >
			<if_switch name="bolts_given" />
			<wait time="2000" />
			<popup portrait="Keeper" text="$hierarchy.Level12.Bolts" />
			<set_hint>
				<building>WisemanHouse</building>
				<at_area>wiseman</at_area>
				<hint>Level12.Wiseman</hint>
			</set_hint>
			<unlock_building name="Observatory" />
			<unlock_building name="ThunderTower" />
			<unlock_research name="ThunderTowerAttack" />
			<unlock_research name="ThunderTowerChain" />
			<inc_quest_counter/>
		</trigger>
		<trigger i="THUNDERSTORM 1" >
			<if_switch name="storm_started" />
			<set_switch name="storm_started" state="false" />
			<create>
				<item>LightningShard</item>
				<at_area name="strike3" />
			</create>
			<create>
				<item>LightningShard</item>
				<at_area name="strike5" />
			</create>
			<create>
				<item>LightningShard</item>
				<at_area name="strike6" />
			</create>
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			<create>
				<item>LightningShard</item>
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			</create>
		</trigger>
		<trigger i="NEAR STRIKE 3" >
			<if_has>
				<unit/>
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		</trigger>
		<trigger i="NEAR STRIKE 5" >
			<if_has>
				<unit/>
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		<trigger i="NEAR STRIKE 6" >
			<if_has>
				<unit/>
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		</trigger>
		<trigger i="STRIKE 1" >
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				<structure>LightningStrike</structure>
				<at_area name="strike1" />
			</create>
			<wait time="15000" />
			<destroy>
				<structure>LightningStrike</structure>
				<at_area name="strike1" />
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		</trigger>
		<trigger i="STRIKE 2" >
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				<structure>LightningStrike</structure>
				<at_area name="strike2" />
			</create>
			<wait time="15000" />
			<destroy>
				<structure>LightningStrike</structure>
				<at_area name="strike2" />
			</destroy>
		</trigger>
		<trigger i="STRIKE 3" >
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				<structure>LightningStrike</structure>
				<at_area name="strike3" />
			</create>
			<reveal_map>
				<radius>128</radius>
				<at_area name="strike3" />
			</reveal_map>
			<wait time="15000" />
			<destroy>
				<structure>LightningStrike</structure>
				<at_area name="strike3" />
			</destroy>
		</trigger>
		<trigger i="STRIKE 4" >
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			</create>
			<wait time="15000" />
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		<trigger i="STRIKE 5" >
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				<at_area name="strike5" />
			</create>
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			<destroy>
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				<at_area name="strike5" />
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	<options>
		<id>12</id>
		<music>mystic</music>
	</options>
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