<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" >
			<add_item_use>
				<at_area>idol_10</at_area>
				<count>10</count>
				<item>Bones</item>
				<switch name="idol10given" />
			</add_item_use>
			<add_item_use>
				<at_area>idol_20</at_area>
				<count>20</count>
				<item>Bones</item>
				<switch name="idol20given" />
			</add_item_use>
			<add_item_use>
				<at_area>chest</at_area>
				<count>25</count>
				<item>Bones</item>
				<switch name="chest25given" />
			</add_item_use>
			<join_group>
				<side>enemy</side>
				<building/>
				<at_area name="base1" />
				<group>Base1</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<unit/>
				<at_area name="base1" />
				<group>Base1</group>
			</join_group>
			<focus>
				<group>Base1</group>
				<at_area name="base1" />
			</focus>
			<join_group>
				<side>enemy</side>
				<unit/>
				<at_area name="idol_eyes" />
				<group>IdolEyes</group>
			</join_group>
			<focus>
				<group>IdolEyes</group>
				<at_area name="idol_eyes" />
			</focus>
			<focus>
				<group>SkeletonAttack</group>
				<at_area name="startup" />
			</focus>
			<join_group>
				<side>enemy</side>
				<building/>
				<at_area name="base2" />
				<group>Base2</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<unit/>
				<at_area name="base2" />
				<group>Base2</group>
			</join_group>
			<focus>
				<group>Base2</group>
				<at_area name="base2" />
			</focus>
			<join_group>
				<side>enemy</side>
				<building/>
				<at_area name="base3" />
				<group>Base3</group>
			</join_group>
			<join_group>
				<side>enemy</side>
				<unit/>
				<at_area name="base3" />
				<group>Base3</group>
			</join_group>
			<focus>
				<group>Base3</group>
				<at_area name="base3" />
			</focus>
			<join_group>
				<side>enemy</side>
				<unit/>
				<at_area name="forest" />
				<group>Forest</group>
			</join_group>
			<focus>
				<group>Forest</group>
				<at_area name="forest" />
			</focus>
			<join_group>
				<item>Coin5</item>
				<group>Coin</group>
			</join_group>
			<wait time="5000" />
			<popup portrait="Wiseman" text="$hierarchy.Level8.Start" />
			<reveal_map>
				<at_area>base1</at_area>
				<radius>128</radius>
			</reveal_map>
			<reveal_map>
				<at_area>base2</at_area>
				<radius>128</radius>
			</reveal_map>
			<reveal_map>
				<at_area>base3</at_area>
				<radius>128</radius>
			</reveal_map>
			<wait time="100" />
			<set_objective name="$hierarchy.Level8.TaskCamps" />
			<unlock_building name="Smithy" />
			<unlock_research name="Melee1" />
			<unlock_research name="HeavyArmor1" />
		</trigger>
		<trigger i="DEFEAT" >
			<if_group_empty name="Aruku" />
			<wait time="3000" />
			<defeat/>
		</trigger>
		<trigger i="NEAR WISEMAN" >
			<if_has>
				<unit/>
				<at_area name="near_wiseman" />
			</if_has>
			<suspend_scroll/>
			<reveal_map>
				<at_area>wiseman</at_area>
				<radius>200</radius>
			</reveal_map>
			<focus_riddle/>
			<scroll_view>
				<at_area>wiseman</at_area>
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<popup portrait="Keeper" text="$hierarchy.Level8.Wiseman" />
			<set_hint>
				<building>WisemanHouse</building>
				<at_area>wiseman</at_area>
				<hint>Level8.TowerWiseman</hint>
			</set_hint>
			<set_item_hint>
				<item>TowerDesign</item>
				<hint>$hierarchy.Hint.Level8.TowerDesigns</hint>
			</set_item_hint>
			<add_item_use>
				<at_area>wiseman</at_area>
				<item>TowerDesign</item>
				<switch name="design_given" />
			</add_item_use>
		</trigger>
		<trigger>
			<if_switch name="design_given" />
			<quest/>
			<set_hint>
				<building>WisemanHouse</building>
				<at_area>wiseman</at_area>
			</set_hint>
			<popup portrait="Keeper" text="$hierarchy.Level8.Designs" />
			<set_owner>
				<building>WisemanHouse</building>
				<at_area>wiseman</at_area>
				<side>player</side>
			</set_owner>
			<unlock_building name="WisemanHouse" />
			<unlock_research name="TowerAttack" />
			<unlock_research name="MudTowerAttack" />
			<unlock_research name="WorkerAttack" />
			<unlock_building name="MudTower" />
			<set_item_hint>
				<item>TowerDesign</item>
			</set_item_hint>
			<inc_quest_counter />
		</trigger>
		<trigger i="ENABLE_SPAWN" >
			<set_switch name="spawn_base1" />
			<set_switch name="spawn_base2" />
			<set_switch name="spawn_base3" />
		</trigger>
		<trigger i="ENABLE SPAWN ATTACKERS" >
			<if_time value="30000" />
			<set_switch name="spawn_base1_1" />
			<set_switch name="spawn_base2_1" />
			<set_switch name="spawn_base3_1" />
		</trigger>
		<trigger repeat="1" >
			<if_switch name="spawn_base1" />
			<if_has>
				<side>enemy</side>
				<building/>
				<at_area>base1</at_area>
			</if_has>
			<if_has sign="le" value="4" >
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base1</at_area>
			</if_has>
			<create>
				<count>8</count>
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base1</at_area>
				<group>Base1</group>
			</create>
			<set_switch name="spawn_base1" state="false" />
			<wait time="60000" />
			<set_switch name="spawn_base1" />
		</trigger>
		<trigger repeat="1" >
			<if_switch name="spawn_base1_1" />
			<if_has>
				<side>enemy</side>
				<building/>
				<at_area>base1</at_area>
			</if_has>
			<create>
				<count>2</count>
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base1</at_area>
				<group>SkeletonAttack</group>
			</create>
			<set_switch name="spawn_base1_1" state="false" />
			<wait time="80000" />
			<set_switch name="spawn_base1_1" />
		</trigger>
		<trigger repeat="1" >
			<if_switch name="spawn_base2" />
			<if_has>
				<side>enemy</side>
				<building/>
				<at_area>base2</at_area>
			</if_has>
			<if_has sign="le" value="4" >
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base2</at_area>
			</if_has>
			<create>
				<count>8</count>
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base2</at_area>
				<group>Base2</group>
			</create>
			<set_switch name="spawn_base2" state="false" />
			<wait time="60000" />
			<set_switch name="spawn_base2" />
		</trigger>
		<trigger repeat="1" >
			<if_switch name="spawn_base2_1" />
			<if_has>
				<side>enemy</side>
				<building/>
				<at_area>base2</at_area>
			</if_has>
			<create>
				<count>3</count>
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base2</at_area>
				<group>SkeletonAttack</group>
			</create>
			<set_switch name="spawn_base2_1" state="false" />
			<wait time="60000" />
			<set_switch name="spawn_base2_1" />
		</trigger>
		<trigger repeat="1" >
			<if_switch name="spawn_base3" />
			<if_has>
				<side>enemy</side>
				<building/>
				<at_area>base3</at_area>
			</if_has>
			<if_has sign="le" value="4" >
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base3</at_area>
			</if_has>
			<create>
				<count>8</count>
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base3</at_area>
				<group>Base3</group>
			</create>
			<set_switch name="spawn_base3" state="false" />
			<wait time="60000" />
			<set_switch name="spawn_base3" />
		</trigger>
		<trigger repeat="1" >
			<if_switch name="spawn_base3_1" />
			<if_has>
				<side>enemy</side>
				<building/>
				<at_area>base3</at_area>
			</if_has>
			<create>
				<count>2</count>
				<side>enemy</side>
				<unit>Skeleton</unit>
				<at_area>base3</at_area>
				<group>SkeletonAttack</group>
			</create>
			<set_switch name="spawn_base3_1" state="false" />
			<wait time="100000" />
			<set_switch name="spawn_base3_1" />
		</trigger>
		<trigger>
			<if_group_empty name="Base1" />
			<set_switch name="base1_destroyed" />
			<set_switch name="base_destroyed" />
			<set_switch name="spawn_base1" state="false" />
		</trigger>
		<trigger>
			<if_group_empty name="Base2" />
			<set_switch name="base2_destroyed" />
			<set_switch name="base_destroyed" />
			<set_switch name="spawn_base2" state="false" />
		</trigger>
		<trigger>
			<if_group_empty name="Base3" />
			<set_switch name="base3_destroyed" />
			<set_switch name="base_destroyed" />
			<set_switch name="spawn_base3" state="false" />
		</trigger>
		<trigger>
			<if_not_switch name="design_dropped" />
			<if_switch name="base1_destroyed" />
			<create>
				<item>TowerDesign</item>
				<at_area>tower1</at_area>
			</create>
			<set_switch name="design_dropped" />
		</trigger>
		<trigger>
			<if_not_switch name="design_dropped" />
			<if_switch name="base2_destroyed" />
			<create>
				<item>TowerDesign</item>
				<at_area>tower2</at_area>
			</create>
			<set_switch name="design_dropped" />
		</trigger>
		<trigger>
			<if_not_switch name="design_dropped" />
			<if_switch name="base3_destroyed" />
			<create>
				<item>TowerDesign</item>
				<at_area>tower3</at_area>
			</create>
			<set_switch name="design_dropped" />
		</trigger>
		<trigger i="ALL BASES DESTROYED" >
			<if_switch name="base1_destroyed" />
			<if_switch name="base2_destroyed" />
			<if_switch name="base3_destroyed" />
			<set_objective/>
			<wait time="2000" />
			<inc_quest_counter />
			<give>
				<item>LizardTotem</item>
			</give>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level8.Totem" />
			<wait time="5000" />
			<set_switch name="wave_time" />
		</trigger>
		<trigger i="SHADOW STRIKES BACK" >
			<if_switch name="wave_time" />
			<reveal_map>
				<at_area name="exit" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="exit" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<destroy>
				<struct>Mount</struct>
				<at_area>exit</at_area>
			</destroy>
			<add_waypoint>
				<at_area>exit</at_area>
			</add_waypoint>
			<focus>
				<group>Wave</group>
				<at_area name="startup" />
			</focus>
			<create>
				<count>6</count>
				<unit>Skeleton</unit>
				<side>enemy</side>
				<group>Wave</group>
				<at_area>wave</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>Ghost</unit>
				<side>enemy</side>
				<group>Wave</group>
				<at_area>wave</at_area>
			</create>
			<set_objective text="$hierarchy.Level8.TaskDefend" />
			<set_switch name="wave_started" />
			<wait time="3000" />
			<create>
				<count>6</count>
				<unit>Skeleton</unit>
				<side>enemy</side>
				<group>Wave</group>
				<at_area>wave</at_area>
			</create>
			<create>
				<count>6</count>
				<unit>Ghost</unit>
				<side>enemy</side>
				<group>Wave</group>
				<at_area>wave</at_area>
			</create>
			<wait time="5000" />
			<create>
				<count>4</count>
				<unit>EvilEye</unit>
				<side>enemy</side>
				<group>Wave</group>
				<at_area>wave</at_area>
			</create>
			<set_switch name="wave_spawn_ended" />
		</trigger>
		<trigger i="WAVE BEATEN OUT" >
			<if_switch name="wave_started" />
			<if_switch name="wave_spawn_ended" />
			<if_not_switch name="shadow_found" />
			<if_group_empty name="Wave" />
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level8.AfterWave" />
			<set_objective text="$hierarchy.Level8.TaskFindShadow" />
		</trigger>
		<trigger i="FOUND SHADOW" >
			<if_has>
				<side>player</side>
				<unit/>
				<at_area name="near_shadow" />
			</if_has>
			<set_switch name="shadow_found" />
			<reveal_map>
				<at_area name="shadow" />
				<radius>200</radius>
			</reveal_map>
			<suspend_scroll/>
			<reveal_map>
				<at_area name="dark1" />
				<radius>200</radius>
			</reveal_map>
			<reveal_map>
				<at_area name="dark2" />
				<radius>200</radius>
			</reveal_map>
			<destroy>
				<side>enemy</side>
				<struct>Dark</struct>
				<at_area>dark1</at_area>
			</destroy>
			<scroll_view>
				<at_area name="dark2" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<side>enemy</side>
				<unit>Shade</unit>
				<at_area>shadow</at_area>
				<group>Shadow</group>
			</create>
			<focus>
				<group>Shadow</group>
				<at_area name="shadow" />
			</focus>
			<set_switch name="shadow_spawned" />
			<scroll_view>
				<at_area name="shadow" />
			</scroll_view>
			<destroy>
				<side>enemy</side>
				<struct>Dark</struct>
				<at_area>dark0</at_area>
			</destroy>
			<wait time="1000" />
			<destroy>
				<side>enemy</side>
				<struct>Dark</struct>
				<at_area>dark2</at_area>
			</destroy>
			<wait time="1000" />
			<destroy>
				<side>enemy</side>
				<struct>Dark</struct>
				<at_area>dark3</at_area>
			</destroy>
			<resume_scroll/>
			<wait time="1000" />
			<popup portrait="Chief" text="$hierarchy.Level8.Shadow" />
			<set_objective text="$hierarchy.Level8.TaskShadow" />
		</trigger>
		<trigger i="SHADOW DEFEATED" >
			<if_switch name="shadow_spawned" />
			<if_group_empty name="Shadow" />
			<wait time="5000" />
			<popup portrait="Chief" text="$hierarchy.Level8.Final" />
			<set_objective/>
			<inc_quest_counter />
			<wait time="2000" />
			<victory/>
			<complete_level id="8" />
			<unlock_level id="9" />
		</trigger>
		<trigger i="IDOL PURITY" >
			<if_switch name="idol10given" />
			<set_hint>
				<building>PurificationIdol</building>
				<at_area name="idol_10" />
			</set_hint>
			<set_owner>
				<side>player</side>
				<building/>
				<at_area name="idol_10" />
			</set_owner>
			<set_item_hint>
				<item>Bones</item>
				<tag>0</tag>
			</set_item_hint>
			<inc_quest_counter />
		</trigger>
		<trigger i="IDOL PEACE" >
			<if_switch name="idol20given" />
			<set_hint>
				<building>RequiemIdol</building>
				<at_area name="idol_20" />
			</set_hint>
			<set_owner>
				<side>player</side>
				<building/>
				<at_area name="idol_20" />
			</set_owner>
			<set_item_hint>
				<item>Bones</item>
				<tag>1</tag>
			</set_item_hint>
			<inc_quest_counter />
		</trigger>
		<trigger i="QUEST CHEST" >
			<if_switch name="chest25given" />
			<destroy>
				<item>QuestChest08</item>
				<at_area name="chest" />
			</destroy>
			<quest/>
			<create>
				<item>Art06</item>
				<group name="Art" />
				<at_area name="chest" />
			</create>
			<set_item_hint>
				<item>Bones</item>
				<tag>2</tag>
			</set_item_hint>
			<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="$hierarchy.Level8.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="GOT COIN" >
			<if_group_empty name="Coin" />
			<wait time="2000" />
			<popup portrait="Wiseman" text="$hierarchy.Level8.CoinFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="BONES FOR PURITY" >
			<if_switch name="hint.Level8.BoneIdol10" />
			<set_item_hint>
				<item>Bones</item>
				<tag>0</tag>
				<hint>$hierarchy.Hint.Level8.BonesForIdol10</hint>
			</set_item_hint>
		</trigger>
		<trigger i="BONES FOR PEACE" >
			<if_switch name="hint.Level8.BoneIdol20" />
			<set_item_hint>
				<item>Bones</item>
				<tag>1</tag>
				<hint>$hierarchy.Hint.Level8.BonesForIdol20</hint>
			</set_item_hint>
		</trigger>
		<trigger i="BONES FOR CHEST" >
			<if_switch name="hint.Level8.QuestChest" />
			<set_item_hint>
				<item>Bones</item>
				<tag>2</tag>
				<hint>$hierarchy.Hint.Level8.BonesForChest</hint>
			</set_item_hint>
		</trigger>
	</triggers>
	<options>
		<id>8</id>
		<music>dark</music>
	</options>
	<size x="3072" y="3072" />
	<player_base x="529" y="1158" />
	<terrain>Dead128</terrain>
	<landmark type="RedSand" x="1280" y="312" />
	<landmark type="RedSandFree" x="1545" y="352" />
	<landmark type="RedSandFree" x="1796" y="357" />
	<landmark type="RedSandFree" x="2044" y="378" />
	<landmark type="RedSand" x="1408" y="390" />
	<landmark type="RedSand" x="1664" y="390" />
	<landmark type="RedSand" x="1920" y="390" />
	<landmark type="RedSand" x="2176" y="390" />
	<landmark type="RedSand" x="1152" y="390" />
	<landmark type="RedSand" x="1280" y="468" />
	<landmark type="RedSand" x="2304" y="468" />
	<landmark type="RedSandFree" x="1221" y="541" />
	<landmark type="RedSand" x="1408" y="546" />
	<landmark type="RedSandFree" x="2357" y="555" />
	<landmark type="DeadLandFree" x="1702" y="570" />
	<landmark type="RedSand" x="512" y="624" />
	<landmark type="RedSand" x="768" y="624" />
	<landmark type="RedSand" x="2304" y="624" />
	<landmark type="RedSandFree" x="1363" y="629" />
	<landmark type="DeadLandFree" x="1671" y="643" />
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	<landmark type="RedSand" x="640" y="702" />
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