<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="$hierarchy.Level17.Start" />
			<set_objective text="$hierarchy.Level17.TaskTemple" />
			<unlock_research name="Melee3" />
			<unlock_research name="HeavyArmor3" />
			<unlock_building name="HallOfMysteries" />
			<unlock_research name="ShamanAttack" />
			<focus>
				<group>Wave</group>
				<at_area name="startup" />
			</focus>
		</trigger>
		<trigger i="NEAR TEMPLE" >
			<if_has>
				<unit/>
				<at_area name="near_temple" />
			</if_has>
			<reveal_map>
				<at_area name="temple_focus" />
				<radius>256</radius>
			</reveal_map>
			<focus_normal/>
			<suspend_scroll/>
			<scroll_view>
				<at_area name="temple_focus" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<set_hint>
				<structure>TempleZone</structure>
				<at_area name="near_temple" />
				<hint>Level17.Temple</hint>
			</set_hint>
			<set_objective/>
		</trigger>
		<trigger i="TEMPLE HINT" >
			<if_switch name="hint.Level17.Temple" />
			<wait time="5000" />
			<set_switch name="~hint.Level17.Temple" />
		</trigger>
		<trigger i="ON TEMPLE HINT" >
			<if_switch name="~hint.Level17.Temple" />
			<create>
				<item>Chest</item>
				<at_area name="chest_temple" />
				<group>ChestTemple</group>
			</create>
			<set_switch name="temple_chest_created" />
			<suspend_scroll/>
			<reveal_map>
				<at_area name="evil_aruku" />
				<radius>128</radius>
			</reveal_map>
			<inc_quest_counter />
			<focus_danger/>
			<scroll_view>
				<at_area name="evil_aruku" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="2000" />
			<resume_scroll/>
			<create>
				<unit>EvilArukuStill</unit>
				<side>enemy</side>
				<at_area name="evil_aruku" />
				<group>EvilAruku</group>
			</create>
			<wait time="2000" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku0" />
			<wait time="2000" />
			<destroy>
				<group>EvilAruku</group>
			</destroy>
			<wait time="2000" />
			<popup portrait="Chief" text="$hierarchy.Level17.Aruku0" />
			<wait time="1000" />
			<set_objective text="$hierarchy.Level17.TaskIdols" />
			<create>
				<side>enemy</side>
				<unit>WoodenMonster</unit>
				<count>8</count>
				<at_area name="wave1" />
				<group>Wave</group>
			</create>
			<create>
				<side>enemy</side>
				<unit>BubbleMonster</unit>
				<count>8</count>
				<at_area name="wave1" />
				<group>Wave</group>
			</create>
			<create>
				<side>enemy</side>
				<unit>WoodenMonster</unit>
				<count>8</count>
				<at_area name="wave2" />
				<group>Wave</group>
			</create>
			<create>
				<side>enemy</side>
				<unit>BubbleMonster</unit>
				<count>8</count>
				<at_area name="wave2" />
				<group>Wave</group>
			</create>
		</trigger>
		<trigger i="TEMPLE CHEST" >
			<if_switch name="temple_chest_created" />
			<if_group_empty name="ChestTemple" />
			<create>
				<item>Fruit1</item>
				<at_area name="chest_temple" />
				<force_random/>
			</create>
			<create>
				<item>Fruit2</item>
				<at_area name="chest_temple" />
				<force_random/>
			</create>
			<create>
				<item>Fruit3</item>
				<at_area name="chest_temple" />
				<force_random/>
			</create>
			<create>
				<item>Fruit4</item>
				<at_area name="chest_temple" />
				<force_random/>
			</create>
			<create>
				<item>Fruit5</item>
				<at_area name="chest_temple" />
				<force_random/>
			</create>
		</trigger>
		<trigger i="IDOLS" >
			<add_item_use>
				<item>Fruit1</item>
				<count>12</count>
				<at_area>idol1</at_area>
				<switch>fruits_given_1</switch>
			</add_item_use>
			<set_hint>
				<building>PurificationIdol</building>
				<at_area>idol1</at_area>
				<hint>Level17.IdolFruit1</hint>
			</set_hint>
			<add_item_use>
				<item>Fruit2</item>
				<count>12</count>
				<at_area>idol2</at_area>
				<switch>fruits_given_2</switch>
			</add_item_use>
			<set_hint>
				<building>IceTempestIdol</building>
				<at_area>idol2</at_area>
				<hint>Level17.IdolFruit2</hint>
			</set_hint>
			<add_item_use>
				<item>Fruit3</item>
				<count>12</count>
				<at_area>idol3a</at_area>
				<switch>fruits_given_3a</switch>
			</add_item_use>
			<set_hint>
				<building>BattleFuryIdol</building>
				<at_area>idol3a</at_area>
				<hint>Level17.IdolFruit3a</hint>
			</set_hint>
			<add_item_use>
				<item>Fruit3</item>
				<count>12</count>
				<at_area>idol3b</at_area>
				<switch>fruits_given_3b</switch>
			</add_item_use>
			<set_hint>
				<building>ShieldIdol</building>
				<at_area>idol3b</at_area>
				<hint>Level17.IdolFruit3b</hint>
			</set_hint>
			<add_item_use>
				<item>Fruit4</item>
				<count>12</count>
				<at_area>idol4</at_area>
				<switch>fruits_given_4</switch>
			</add_item_use>
			<set_hint>
				<building>ThunderStormIdol</building>
				<at_area>idol4</at_area>
				<hint>Level17.IdolFruit4</hint>
			</set_hint>
			<add_item_use>
				<item>Fruit5</item>
				<count>12</count>
				<at_area>idol5</at_area>
				<switch>fruits_given_5</switch>
			</add_item_use>
			<set_hint>
				<building>ClairvoyanceIdol</building>
				<at_area>idol5</at_area>
				<hint>Level17.IdolFruit5</hint>
			</set_hint>
		</trigger>
		<trigger i="IDOL HINT 1" >
			<if_switch name="hint.Level17.IdolFruit1" />
			<set_item_hint>
				<item>Fruit1</item>
				<hint>$hierarchy.Hint.Level17.Fruit1ForIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="FRUITS GIVEN 1" >
			<if_switch name="fruits_given_1" />
			<set_hint>
				<building>PurificationIdol</building>
				<at_area>idol1</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>PurificationIdol</building>
				<at_area>idol1</at_area>
				<side>player</side>
			</set_owner>
			<suspend_scroll/>
			<wait time="1000" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="crypt1" />
			</reveal_map>
			<scroll_view>
				<at_area name="crypt1" />
			</scroll_view>
			<wait_for_scroll/>
			<resume_scroll/>
			<wait time="2000" />
			<quest/>
			<create>
				<structure>CryptFireRRed</structure>
				<at_area name="crypt1" />
			</create>
			<wait time="3000" />
			<set_switch name="inc_idol_count" />
			<resume_scroll/>
		</trigger>
		<trigger i="IDOL HINT 2" >
			<if_switch name="hint.Level17.IdolFruit2" />
			<set_item_hint>
				<item>Fruit2</item>
				<hint>$hierarchy.Hint.Level17.Fruit2ForIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="FRUITS GIVEN 2" >
			<if_switch name="fruits_given_2" />
			<set_hint>
				<building>IceTempestIdol</building>
				<at_area>idol2</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>IceTempestIdol</building>
				<at_area>idol2</at_area>
				<side>player</side>
			</set_owner>
			<suspend_scroll/>
			<wait time="1000" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="crypt2" />
			</reveal_map>
			<scroll_view>
				<at_area name="crypt2" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="2000" />
			<quest/>
			<create>
				<structure>CryptFireRBlue</structure>
				<at_area name="crypt2" />
			</create>
			<wait time="3000" />
			<set_switch name="inc_idol_count" />
			<resume_scroll/>
		</trigger>
		<trigger i="IDOL HINT 3a" >
			<if_switch name="hint.Level17.IdolFruit3a" />
			<set_item_hint>
				<item>Fruit3</item>
				<tag>0</tag>
				<hint>$hierarchy.Hint.Level17.Fruit3ForIdol1</hint>
			</set_item_hint>
		</trigger>
		<trigger i="FRUITS GIVEN 3a" >
			<if_switch name="fruits_given_3a" />
			<set_hint>
				<building>BattleFuryIdol</building>
				<at_area>idol3a</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<building>ShieldIdol</building>
				<at_area>idol3b</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>BattleFuryIdol</building>
				<at_area>idol3a</at_area>
				<side>player</side>
			</set_owner>
			<set_switch name="idol3_chosen" />
		</trigger>
		<trigger i="IDOL HINT 3b" >
			<if_switch name="hint.Level17.IdolFruit3b" />
			<set_item_hint>
				<item>Fruit3</item>
				<tag>1</tag>
				<hint>$hierarchy.Hint.Level17.Fruit3ForIdol2</hint>
			</set_item_hint>
		</trigger>
		<trigger i="FRUITS GIVEN 3b" >
			<if_switch name="fruits_given_3b" />
			<set_hint>
				<building>ShieldIdol</building>
				<at_area>idol3b</at_area>
				<hint/>
			</set_hint>
			<set_hint>
				<building>BattleFuryIdol</building>
				<at_area>idol3a</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>ShieldIdol</building>
				<at_area>idol3b</at_area>
				<side>player</side>
			</set_owner>
			<set_switch name="idol3_chosen" />
		</trigger>
		<trigger i="IDOL 3 CHOSEN" >
			<if_switch name="idol3_chosen" />
			<suspend_scroll/>
			<wait time="1000" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="crypt3" />
			</reveal_map>
			<scroll_view>
				<at_area name="crypt3" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="2000" />
			<quest/>
			<create>
				<structure>CryptFireROrange</structure>
				<at_area name="crypt3" />
			</create>
			<wait time="3000" />
			<set_switch name="inc_idol_count" />
			<resume_scroll/>
		</trigger>
		<trigger i="IDOL HINT 4" >
			<if_switch name="hint.Level17.IdolFruit4" />
			<set_item_hint>
				<item>Fruit4</item>
				<hint>$hierarchy.Hint.Level17.Fruit4ForIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="FRUITS GIVEN 4" >
			<if_switch name="fruits_given_4" />
			<set_hint>
				<building>ThunderStormIdol</building>
				<at_area>idol4</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>ThunderStormIdol</building>
				<at_area>idol4</at_area>
				<side>player</side>
			</set_owner>
			<suspend_scroll/>
			<wait time="1000" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="crypt4" />
			</reveal_map>
			<scroll_view>
				<at_area name="crypt4" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="2000" />
			<quest/>
			<create>
				<structure>CryptFireViolet</structure>
				<at_area name="crypt4" />
			</create>
			<wait time="3000" />
			<set_switch name="inc_idol_count" />
			<resume_scroll/>
		</trigger>
		<trigger i="IDOL HINT 5" >
			<if_switch name="hint.Level17.IdolFruit5" />
			<set_item_hint>
				<item>Fruit5</item>
				<hint>$hierarchy.Hint.Level17.Fruit5ForIdol</hint>
			</set_item_hint>
		</trigger>
		<trigger i="FRUITS GIVEN 5" >
			<if_switch name="fruits_given_5" />
			<set_hint>
				<building>ClairvoyanceIdol</building>
				<at_area>idol5</at_area>
				<hint/>
			</set_hint>
			<set_owner>
				<building>ClairvoyanceIdol</building>
				<at_area>idol5</at_area>
				<side>player</side>
			</set_owner>
			<suspend_scroll/>
			<wait time="1000" />
			<reveal_map>
				<radius>200</radius>
				<at_area name="crypt5" />
			</reveal_map>
			<scroll_view>
				<at_area name="crypt5" />
			</scroll_view>
			<wait_for_scroll/>
			<wait time="2000" />
			<quest/>
			<create>
				<structure>CryptFireGreen</structure>
				<at_area name="crypt5" />
			</create>
			<wait time="3000" />
			<set_switch name="inc_idol_count" />
			<resume_scroll/>
		</trigger>
		<trigger i="IDOL COUNT 5" >
			<if_switch name="inc_idol_count" />
			<if_switch name="idols_claimed_4" />
			<set_switch name="idols_claimed_5" />
			<set_switch name="inc_idol_count" state="false" />
		</trigger>
		<trigger i="IDOL COUNT 4" >
			<if_switch name="inc_idol_count" />
			<if_switch name="idols_claimed_3" />
			<set_switch name="idols_claimed_4" />
			<set_switch name="inc_idol_count" state="false" />
		</trigger>
		<trigger i="IDOL COUNT 3" >
			<if_switch name="inc_idol_count" />
			<if_switch name="idols_claimed_2" />
			<set_switch name="idols_claimed_3" />
			<set_switch name="inc_idol_count" state="false" />
		</trigger>
		<trigger i="IDOL COUNT 2" >
			<if_switch name="inc_idol_count" />
			<if_switch name="idols_claimed_1" />
			<set_switch name="idols_claimed_2" />
			<set_switch name="inc_idol_count" state="false" />
		</trigger>
		<trigger i="IDOL COUNT 1" >
			<if_switch name="inc_idol_count" />
			<set_switch name="idols_claimed_1" />
			<set_switch name="inc_idol_count" state="false" />
		</trigger>
		<trigger i="HAS 1 IDOL" >
			<if_switch name="idols_claimed_1" />
			<inc_quest_counter />
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="evil_aruku" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<unit>EvilArukuStill</unit>
				<side>enemy</side>
				<at_area name="evil_aruku" />
				<group>EvilAruku</group>
			</create>
			<wait time="2000" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku1" />
			<popup portrait="Chief" text="$hierarchy.Level17.Aruku1" />
			<wait time="1000" />
			<destroy>
				<group>EvilAruku</group>
			</destroy>
			<resume_scroll/>
		</trigger>
		<trigger i="HAS 2 IDOLS" >
			<if_switch name="idols_claimed_2" />
			<inc_quest_counter />
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="evil_aruku" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<unit>EvilArukuStill</unit>
				<side>enemy</side>
				<at_area name="evil_aruku" />
				<group>EvilAruku</group>
			</create>
			<wait time="2000" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku2" />
			<popup portrait="Chief" text="$hierarchy.Level17.Aruku2" />
			<wait time="1000" />
			<destroy>
				<group>EvilAruku</group>
			</destroy>
			<resume_scroll/>
		</trigger>
		<trigger i="HAS 3 IDOLS" >
			<if_switch name="idols_claimed_3" />
			<inc_quest_counter />
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="evil_aruku" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<unit>EvilArukuStill</unit>
				<side>enemy</side>
				<at_area name="evil_aruku" />
				<group>EvilAruku</group>
			</create>
			<wait time="2000" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku3" />
			<wait time="1000" />
			<destroy>
				<group>EvilAruku</group>
			</destroy>
			<resume_scroll/>
			<create>
				<side>enemy</side>
				<unit>StoneMonster</unit>
				<count>6</count>
				<at_area name="wave1" />
				<group>Wave</group>
			</create>
			<create>
				<side>enemy</side>
				<unit>EvilEye</unit>
				<count>6</count>
				<at_area name="wave1" />
				<group>Wave</group>
			</create>
			<create>
				<side>enemy</side>
				<unit>StoneMonster</unit>
				<count>6</count>
				<at_area name="wave2" />
				<group>Wave</group>
			</create>
			<create>
				<side>enemy</side>
				<unit>EvilEye</unit>
				<count>6</count>
				<at_area name="wave2" />
				<group>Wave</group>
			</create>
		</trigger>
		<trigger i="HAS 4 IDOLS" >
			<if_switch name="idols_claimed_4" />
			<inc_quest_counter />
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="evil_aruku" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<unit>EvilArukuStill</unit>
				<side>enemy</side>
				<at_area name="evil_aruku" />
				<group>EvilAruku</group>
			</create>
			<wait time="2000" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku4" />
			<wait time="1000" />
			<destroy>
				<group>EvilAruku</group>
			</destroy>
			<resume_scroll/>
		</trigger>
		<trigger i="HAS 5 IDOLS" >
			<if_switch name="idols_claimed_5" />
			<inc_quest_counter />
			<set_objective/>
			<suspend_scroll/>
			<focus_danger/>
			<scroll_view>
				<at_area name="evil_aruku" />
			</scroll_view>
			<wait_for_scroll/>
			<create>
				<unit>EvilAruku</unit>
				<side>enemy</side>
				<at_area name="evil_aruku" />
				<group>EvilAruku</group>
			</create>
			<wait time="2000" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku5" />
			<wait time="1000" />
			<resume_scroll/>
			<set_switch name="evil_aruku_attack" />
			<focus>
				<group>EvilAruku</group>
				<at_area name="startup" />
			</focus>
		</trigger>
		<trigger i="EVIL ARUKU DEFEATED" >
			<if_switch name="evil_aruku_attack" />
			<if_group_empty name="EvilAruku" />
			<popup portrait="EvilAruku" text="$hierarchy.Level17.EvilAruku6" />
			<popup portrait="Chief" text="$hierarchy.Level17.Aruku6" />
			<wait time="3000" />
			<popup portrait="Spirit" text="$hierarchy.Level17.Spirits" />
			<give>
				<item>LionTotem</item>
			</give>
			<inc_quest_counter />
			<wait time="3000" />
			<victory/>
			<complete_level id="17" />
			<unlock_level id="18" />
		</trigger>
		<trigger i="STONES" >
			<create>
				<structure>Rocks3</structure>
				<at_area>stone1</at_area>
			</create>
			<create>
				<structure>Rocks1</structure>
				<at_area>stone2</at_area>
			</create>
		</trigger>
		<trigger i="BUTTON FIRST TIME" >
			<if_switch name="hint.stone_first" />
			<destroy>
				<structure>Rocks1</structure>
				<at_area>stone2</at_area>
			</destroy>
			<set_hint>
				<structure>SkyBtn</structure>
				<at_area>button</at_area>
				<hint>stone_left</hint>
			</set_hint>
		</trigger>
		<trigger i="BUTTON LEFT" repeat="1" >
			<if_switch name="hint.stone_left" />
			<set_switch name="hint.stone_left" state="false" />
			<destroy>
				<structure>Rocks3</structure>
				<at_area>stone1</at_area>
			</destroy>
			<create>
				<structure>Rocks1</structure>
				<at_area>stone2</at_area>
			</create>
			<set_hint>
				<structure>SkyBtn</structure>
				<at_area>button</at_area>
				<hint>stone_right</hint>
			</set_hint>
		</trigger>
		<trigger i="BUTTON RIGHT" repeat="1" >
			<if_switch name="hint.stone_right" />
			<set_switch name="hint.stone_right" state="false" />
			<destroy>
				<structure>Rocks1</structure>
				<at_area>stone2</at_area>
			</destroy>
			<create>
				<structure>Rocks3</structure>
				<at_area>stone1</at_area>
			</create>
			<set_hint>
				<structure>SkyBtn</structure>
				<at_area>button</at_area>
				<hint>stone_left</hint>
			</set_hint>
		</trigger>
		<trigger i="CHEST" >
			<join_group>
				<item>Chest</item>
				<at_area name="chest_mask" />
				<group>ChestMask</group>
			</join_group>
			<join_group>
				<item>Chest</item>
				<at_area name="chest_art" />
				<group>ChestArt</group>
			</join_group>
		</trigger>
		<trigger i="CHEST MASK" >
			<if_group_empty name="ChestMask" />
			<create>
				<item>Mask5</item>
				<at_area name="chest_mask" />
			</create>
			<inc_quest_counter />
		</trigger>
		<trigger i="CHEST ART" >
			<if_group_empty name="ChestArt" />
			<create>
				<item>Art15</item>
				<at_area name="chest_art" />
				<group>Art</group>
			</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.Level17.ArtFound" />
			<inc_quest_counter />
		</trigger>
		<trigger i="PYRAMID 1" repeat="1" >
			<if_switch name="hint.Level17.NoGems1" />
			<set_switch name="hint.Level17.NoGems1" state="false" />
			<inc_value name="#pyr1_tries" />
		</trigger>
		<trigger i="PYRAMID 1 ENOUGH" >
			<if_value name="#pyr1_tries" sign="ge" value="3" />
			<set_hint>
				<structure>Pyramid1R</structure>
				<at_area name="pyramid1" />
				<hint>Level17.NoReally</hint>
			</set_hint>
		</trigger>
		<trigger i="PYRAMID 2" repeat="1" >
			<if_switch name="hint.Level17.NoGems2" />
			<set_switch name="hint.Level17.NoGems2" state="false" />
			<inc_value name="#pyr2_tries" />
		</trigger>
		<trigger i="PYRAMID 2 ENOUGH" >
			<if_value name="#pyr2_tries" sign="ge" value="3" />
			<set_hint>
				<structure>Pyramid1</structure>
				<at_area name="pyramid2" />
				<hint>Level17.NoReally</hint>
			</set_hint>
		</trigger>
		<trigger i="GEM PYRAMID" repeat="1" >
			<if_switch name="hint.Level17.NoGemsYet" />
			<set_switch name="hint.Level17.NoGemsYet" state="false" />
			<inc_value name="#pyr3_tries" />
		</trigger>
		<trigger i="PYRAMID 3 ENOUGH" >
			<if_value name="#pyr3_tries" sign="ge" value="5" />
			<set_hint>
				<structure>Pyramid2</structure>
				<at_area name="gem_pyramid" />
				<hint>Level17.Gems</hint>
			</set_hint>
		</trigger>
		<trigger i="PYRAMID" >
			<if_switch name="hint.Level17.Gems" />
			<wait time="3000" />
			<set_hint>
				<struct>Pyramid2</struct>
				<at_area>gem_pyramid</at_area>
				<hint>Level17.NoReally</hint>
			</set_hint>
			<give>
				<item>RedGem</item>
				<sub_id>53</sub_id>
			</give>
			<wait time="1000" />
			<give>
				<item>YellowGem</item>
				<sub_id>53</sub_id>
			</give>
			<wait time="1000" />
			<give>
				<item>WhiteGem</item>
				<sub_id>53</sub_id>
			</give>
			<wait time="1000" />
			<give>
				<item>VioletGem</item>
				<sub_id>53</sub_id>
			</give>
		</trigger>
		<trigger i="CHEST MAP HAS MASKS" >
			<if_switch name="hint.Level17.QuestChest" />
			<if_has_artifact>
				<item>Mask5</item>
			</if_has_artifact>
			<if_has_artifact>
				<item>Mask4</item>
			</if_has_artifact>
			<if_has_artifact>
				<item>Mask3</item>
			</if_has_artifact>
			<if_has_artifact>
				<item>Mask2</item>
			</if_has_artifact>
			<if_has_artifact>
				<item>Mask1</item>
			</if_has_artifact>
			<destroy>
				<item>QuestChest17</item>
				<at_area name="chest_map" />
			</destroy>
			<create>
				<item>Map2</item>
				<at_area name="chest_map" />
				<group>Map</group>
			</create>
			<set_switch name="map_dropped" />
		</trigger>
		<trigger i="CHEST MAP" repeat="1" >
			<if_switch name="hint.Level17.QuestChest" />
			<set_switch name="hint.Level17.QuestChest" state="false" />
		</trigger>
		<trigger i="GOT MAP" >
			<if_switch name="map_dropped" />
			<if_group_empty name="Map" />
			<inc_quest_counter />
			<unlock_level id="26" />
		</trigger>
		<trigger i="BUTTON CHECK" >
			<set_switch name="button_check" />
		</trigger>
		<trigger i="MAGIC SPOTS CHECK" repeat="1" >
			<if_switch name="button_check" />
			<set_switch name="ms1_on" state="false" />
			<set_switch name="ms2_on" state="false" />
			<set_switch name="ms3_on" state="false" />
			<set_switch name="ms4_on" state="false" />
		</trigger>
		<trigger i="MAGIC SPOT 1 CHECK" repeat="1" >
			<if_switch name="button_check" />
			<if_has>
				<unit/>
				<at_area name="magic_spot_1" />
			</if_has>
			<set_switch name="ms1_on" />
		</trigger>
		<trigger i="MAGIC SPOT 1 ON" repeat="1" >
			<if_switch name="button_check" />
			<if_switch name="ms1_on" />
			<if_not_switch name="ms1" />
			<set_switch name="ms1" />
			<activate>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_1" />
			</activate>
			<effect name="map_mousein" />
		</trigger>
		<trigger i="MAGIC SPOT 1 OFF" repeat="1" >
			<if_switch name="button_check" />
			<if_not_switch name="ms1_on" />
			<if_switch name="ms1" />
			<set_switch name="ms1" state="false" />
			<set_state>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_1" />
				<state>false</state>
			</set_state>
			<effect name="map_mouseout" />
		</trigger>
		<trigger i="MAGIC SPOT 2 CHECK" repeat="1" >
			<if_switch name="button_check" />
			<if_has>
				<unit/>
				<at_area name="magic_spot_2" />
			</if_has>
			<set_switch name="ms2_on" />
		</trigger>
		<trigger i="MAGIC SPOT 2 ON" repeat="1" >
			<if_switch name="button_check" />
			<if_switch name="ms2_on" />
			<if_not_switch name="ms2" />
			<set_switch name="ms2" />
			<activate>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_2" />
			</activate>
			<effect name="map_mousein" />
		</trigger>
		<trigger i="MAGIC SPOT 2 OFF" repeat="1" >
			<if_switch name="button_check" />
			<if_not_switch name="ms2_on" />
			<if_switch name="ms2" />
			<set_switch name="ms2" state="false" />
			<set_state>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_2" />
				<state>false</state>
			</set_state>
			<effect name="map_mouseout" />
		</trigger>
		<trigger i="MAGIC SPOT 3 CHECK" repeat="1" >
			<if_switch name="button_check" />
			<if_has>
				<unit/>
				<at_area name="magic_spot_3" />
			</if_has>
			<set_switch name="ms3_on" />
		</trigger>
		<trigger i="MAGIC SPOT 3 ON" repeat="1" >
			<if_switch name="button_check" />
			<if_switch name="ms3_on" />
			<if_not_switch name="ms3" />
			<set_switch name="ms3" />
			<activate>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_3" />
			</activate>
			<effect name="map_mousein" />
		</trigger>
		<trigger i="MAGIC SPOT 3 OFF" repeat="1" >
			<if_switch name="button_check" />
			<if_not_switch name="ms3_on" />
			<if_switch name="ms3" />
			<set_switch name="ms3" state="false" />
			<set_state>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_3" />
				<state>false</state>
			</set_state>
			<effect name="map_mouseout" />
		</trigger>
		<trigger i="MAGIC SPOT 4 CHECK" repeat="1" >
			<if_switch name="button_check" />
			<if_has>
				<unit/>
				<at_area name="magic_spot_4" />
			</if_has>
			<set_switch name="ms4_on" />
		</trigger>
		<trigger i="MAGIC SPOT 4 ON" repeat="1" >
			<if_switch name="button_check" />
			<if_switch name="ms4_on" />
			<if_not_switch name="ms4" />
			<set_switch name="ms4" />
			<activate>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_4" />
			</activate>
			<effect name="map_mousein" />
		</trigger>
		<trigger i="MAGIC SPOT 4 OFF" repeat="1" >
			<if_switch name="button_check" />
			<if_not_switch name="ms4_on" />
			<if_switch name="ms4" />
			<set_switch name="ms4" state="false" />
			<set_state>
				<structure>MagicSpot</structure>
				<at_area name="magic_spot_4" />
				<state>false</state>
			</set_state>
			<effect name="map_mouseout" />
		</trigger>
		<trigger i="ALL MAGIC SPOTS" >
			<if_switch name="ms1" />
			<if_switch name="ms2" />
			<if_switch name="ms3" />
			<if_switch name="ms4" />
			<set_switch name="button_check" state="false" />
			<inc_quest_counter />
			<focus_riddle/>
			<suspend_scroll/>
			<reveal_map>
				<radius>200</radius>
				<at_area name="chest_map" />
			</reveal_map>
			<scroll_view>
				<at_area name="chest_map" />
			</scroll_view>
			<wait_for_scroll/>
			<quest/>
			<create>
				<item>QuestChest17</item>
				<at_area name="chest_map" />
			</create>
			<wait time="1000" />
			<resume_scroll/>
		</trigger>
		<trigger i="PILLAR GAME INIT" >
			<activate>
				<structure>Pillar1_2</structure>
				<at_area>pillar1</at_area>
			</activate>
			<activate>
				<structure>Pillar2_1</structure>
				<at_area>pillar1</at_area>
			</activate>
			<activate>
				<structure>Pillar2_2</structure>
				<at_area>pillar2</at_area>
			</activate>
			<activate>
				<structure>Pillar0_0</structure>
				<at_area>pillar2</at_area>
			</activate>
			<activate>
				<structure>Pillar3_2</structure>
				<at_area>pillar3</at_area>
			</activate>
			<activate>
				<structure>Pillar1_0</structure>
				<at_area>pillar3</at_area>
			</activate>
			<activate>
				<structure>Pillar3_3</structure>
				<at_area>pillar4</at_area>
			</activate>
			<activate>
				<structure>Pillar1_1</structure>
				<at_area>pillar4</at_area>
			</activate>
			<set_switch name="p13_2" />
			<set_switch name="sync_p13" />
			<set_switch name="p10_0" />
			<set_switch name="sync_p10" />
			<set_switch name="p23_0" />
			<set_switch name="sync_p23" />
			<set_switch name="p21_2" />
			<set_switch name="sync_p21" />
			<set_switch name="p33_3" />
			<set_switch name="sync_p33" />
			<set_switch name="p31_0" />
			<set_switch name="sync_p31" />
			<set_switch name="p42_3" />
			<set_switch name="sync_p42" />
			<set_switch name="p40_1" />
			<set_switch name="sync_p40" />
		</trigger>
		<trigger i="PILLAR ROTATE 13" repeat="1" >
			<if_switch name="hint.p13" />
			<destroy>
				<group>Pillar13</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 13 0" repeat="1" >
			<if_switch name="hint.p13" />
			<if_switch name="p13_0" />
			<set_switch name="p13_0" state="false" />
			<set_switch name="p13_3" />
			<set_switch name="hint.p13" state="false" />
			<set_switch name="sync_p13" />
		</trigger>
		<trigger i="PILLAR ROTATE 13 3" repeat="1" >
			<if_switch name="hint.p13" />
			<if_switch name="p13_3" />
			<set_switch name="p13_3" state="false" />
			<set_switch name="p13_2" />
			<set_switch name="hint.p13" state="false" />
			<set_switch name="sync_p13" />
		</trigger>
		<trigger i="PILLAR ROTATE 13 2" repeat="1" >
			<if_switch name="hint.p13" />
			<if_switch name="p13_2" />
			<set_switch name="p13_2" state="false" />
			<set_switch name="p13_1" />
			<set_switch name="hint.p13" state="false" />
			<set_switch name="sync_p13" />
		</trigger>
		<trigger i="PILLAR ROTATE 13 1" repeat="1" >
			<if_switch name="hint.p13" />
			<if_switch name="p13_1" />
			<set_switch name="p13_1" state="false" />
			<set_switch name="p13_0" />
			<set_switch name="hint.p13" state="false" />
			<set_switch name="sync_p13" />
		</trigger>
		<trigger i="PILLAR SYNC 13 0" repeat="1" >
			<if_switch name="sync_p13" />
			<if_switch name="p13_0" />
			<create>
				<structure>Pillar0_3</structure>
				<at_area>pillar1</at_area>
				<group>Pillar13</group>
				<hint>p13</hint>
			</create>
			<set_switch name="sync_p13" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 13 1" repeat="1" >
			<if_switch name="sync_p13" />
			<if_switch name="p13_1" />
			<create>
				<structure>Pillar1_3</structure>
				<at_area>pillar1</at_area>
				<group>Pillar13</group>
				<hint>p13</hint>
			</create>
			<set_switch name="sync_p13" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 13 2" repeat="1" >
			<if_switch name="sync_p13" />
			<if_switch name="p13_2" />
			<create>
				<structure>Pillar2_3</structure>
				<at_area>pillar1</at_area>
				<group>Pillar13</group>
				<hint>p13</hint>
			</create>
			<set_switch name="sync_p13" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 13 3" repeat="1" >
			<if_switch name="sync_p13" />
			<if_switch name="p13_3" />
			<create>
				<structure>Pillar3_3</structure>
				<at_area>pillar1</at_area>
				<group>Pillar13</group>
				<hint>p13</hint>
			</create>
			<set_switch name="sync_p13" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 10" repeat="1" >
			<if_switch name="hint.p10" />
			<destroy>
				<group>Pillar10</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 10 0" repeat="1" >
			<if_switch name="hint.p10" />
			<if_switch name="p10_0" />
			<set_switch name="p10_0" state="false" />
			<set_switch name="p10_3" />
			<set_switch name="hint.p10" state="false" />
			<set_switch name="sync_p10" />
		</trigger>
		<trigger i="PILLAR ROTATE 10 3" repeat="1" >
			<if_switch name="hint.p10" />
			<if_switch name="p10_3" />
			<set_switch name="p10_3" state="false" />
			<set_switch name="p10_2" />
			<set_switch name="hint.p10" state="false" />
			<set_switch name="sync_p10" />
		</trigger>
		<trigger i="PILLAR ROTATE 10 2" repeat="1" >
			<if_switch name="hint.p10" />
			<if_switch name="p10_2" />
			<set_switch name="p10_2" state="false" />
			<set_switch name="p10_1" />
			<set_switch name="hint.p10" state="false" />
			<set_switch name="sync_p10" />
		</trigger>
		<trigger i="PILLAR ROTATE 10 1" repeat="1" >
			<if_switch name="hint.p10" />
			<if_switch name="p10_1" />
			<set_switch name="p10_1" state="false" />
			<set_switch name="p10_0" />
			<set_switch name="hint.p10" state="false" />
			<set_switch name="sync_p10" />
		</trigger>
		<trigger i="PILLAR SYNC 10 0" repeat="1" >
			<if_switch name="sync_p10" />
			<if_switch name="p10_0" />
			<create>
				<structure>Pillar0_0</structure>
				<at_area>pillar1</at_area>
				<group>Pillar10</group>
				<hint>p10</hint>
			</create>
			<set_switch name="sync_p10" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 10 1" repeat="1" >
			<if_switch name="sync_p10" />
			<if_switch name="p10_1" />
			<create>
				<structure>Pillar1_0</structure>
				<at_area>pillar1</at_area>
				<group>Pillar10</group>
				<hint>p10</hint>
			</create>
			<set_switch name="sync_p10" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 10 2" repeat="1" >
			<if_switch name="sync_p10" />
			<if_switch name="p10_2" />
			<create>
				<structure>Pillar2_0</structure>
				<at_area>pillar1</at_area>
				<group>Pillar10</group>
				<hint>p10</hint>
			</create>
			<set_switch name="sync_p10" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 10 3" repeat="1" >
			<if_switch name="sync_p10" />
			<if_switch name="p10_3" />
			<create>
				<structure>Pillar3_0</structure>
				<at_area>pillar1</at_area>
				<group>Pillar10</group>
				<hint>p10</hint>
			</create>
			<set_switch name="sync_p10" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 23" repeat="1" >
			<if_switch name="hint.p23" />
			<destroy>
				<group>Pillar23</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 23 0" repeat="1" >
			<if_switch name="hint.p23" />
			<if_switch name="p23_0" />
			<set_switch name="p23_0" state="false" />
			<set_switch name="p23_3" />
			<set_switch name="hint.p23" state="false" />
			<set_switch name="sync_p23" />
		</trigger>
		<trigger i="PILLAR ROTATE 23 3" repeat="1" >
			<if_switch name="hint.p23" />
			<if_switch name="p23_3" />
			<set_switch name="p23_3" state="false" />
			<set_switch name="p23_2" />
			<set_switch name="hint.p23" state="false" />
			<set_switch name="sync_p23" />
		</trigger>
		<trigger i="PILLAR ROTATE 23 2" repeat="1" >
			<if_switch name="hint.p23" />
			<if_switch name="p23_2" />
			<set_switch name="p23_2" state="false" />
			<set_switch name="p23_1" />
			<set_switch name="hint.p23" state="false" />
			<set_switch name="sync_p23" />
		</trigger>
		<trigger i="PILLAR ROTATE 23 1" repeat="1" >
			<if_switch name="hint.p23" />
			<if_switch name="p23_1" />
			<set_switch name="p23_1" state="false" />
			<set_switch name="p23_0" />
			<set_switch name="hint.p23" state="false" />
			<set_switch name="sync_p23" />
		</trigger>
		<trigger i="PILLAR SYNC 23 0" repeat="1" >
			<if_switch name="sync_p23" />
			<if_switch name="p23_0" />
			<create>
				<structure>Pillar0_3</structure>
				<at_area>pillar2</at_area>
				<group>Pillar23</group>
				<hint>p23</hint>
			</create>
			<set_switch name="sync_p23" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 23 1" repeat="1" >
			<if_switch name="sync_p23" />
			<if_switch name="p23_1" />
			<create>
				<structure>Pillar1_3</structure>
				<at_area>pillar2</at_area>
				<group>Pillar23</group>
				<hint>p23</hint>
			</create>
			<set_switch name="sync_p23" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 23 2" repeat="1" >
			<if_switch name="sync_p23" />
			<if_switch name="p23_2" />
			<create>
				<structure>Pillar2_3</structure>
				<at_area>pillar2</at_area>
				<group>Pillar23</group>
				<hint>p23</hint>
			</create>
			<set_switch name="sync_p23" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 23 3" repeat="1" >
			<if_switch name="sync_p23" />
			<if_switch name="p23_3" />
			<create>
				<structure>Pillar3_3</structure>
				<at_area>pillar2</at_area>
				<group>Pillar23</group>
				<hint>p23</hint>
			</create>
			<set_switch name="sync_p23" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 21" repeat="1" >
			<if_switch name="hint.p21" />
			<destroy>
				<group>Pillar21</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 21 0" repeat="1" >
			<if_switch name="hint.p21" />
			<if_switch name="p21_0" />
			<set_switch name="p21_0" state="false" />
			<set_switch name="p21_3" />
			<set_switch name="hint.p21" state="false" />
			<set_switch name="sync_p21" />
		</trigger>
		<trigger i="PILLAR ROTATE 21 3" repeat="1" >
			<if_switch name="hint.p21" />
			<if_switch name="p21_3" />
			<set_switch name="p21_3" state="false" />
			<set_switch name="p21_2" />
			<set_switch name="hint.p21" state="false" />
			<set_switch name="sync_p21" />
		</trigger>
		<trigger i="PILLAR ROTATE 21 2" repeat="1" >
			<if_switch name="hint.p21" />
			<if_switch name="p21_2" />
			<set_switch name="p21_2" state="false" />
			<set_switch name="p21_1" />
			<set_switch name="hint.p21" state="false" />
			<set_switch name="sync_p21" />
		</trigger>
		<trigger i="PILLAR ROTATE 21 1" repeat="1" >
			<if_switch name="hint.p21" />
			<if_switch name="p21_1" />
			<set_switch name="p21_1" state="false" />
			<set_switch name="p21_0" />
			<set_switch name="hint.p21" state="false" />
			<set_switch name="sync_p21" />
		</trigger>
		<trigger i="PILLAR SYNC 21 0" repeat="1" >
			<if_switch name="sync_p21" />
			<if_switch name="p21_0" />
			<create>
				<structure>Pillar0_1</structure>
				<at_area>pillar2</at_area>
				<group>Pillar21</group>
				<hint>p21</hint>
			</create>
			<set_switch name="sync_p21" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 21 1" repeat="1" >
			<if_switch name="sync_p21" />
			<if_switch name="p21_1" />
			<create>
				<structure>Pillar1_1</structure>
				<at_area>pillar2</at_area>
				<group>Pillar21</group>
				<hint>p21</hint>
			</create>
			<set_switch name="sync_p21" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 21 2" repeat="1" >
			<if_switch name="sync_p21" />
			<if_switch name="p21_2" />
			<create>
				<structure>Pillar2_1</structure>
				<at_area>pillar2</at_area>
				<group>Pillar21</group>
				<hint>p21</hint>
			</create>
			<set_switch name="sync_p21" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 21 3" repeat="1" >
			<if_switch name="sync_p21" />
			<if_switch name="p21_3" />
			<create>
				<structure>Pillar3_1</structure>
				<at_area>pillar2</at_area>
				<group>Pillar21</group>
				<hint>p21</hint>
			</create>
			<set_switch name="sync_p21" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 33" repeat="1" >
			<if_switch name="hint.p33" />
			<destroy>
				<group>Pillar33</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 33 0" repeat="1" >
			<if_switch name="hint.p33" />
			<if_switch name="p33_0" />
			<set_switch name="p33_0" state="false" />
			<set_switch name="p33_3" />
			<set_switch name="hint.p33" state="false" />
			<set_switch name="sync_p33" />
		</trigger>
		<trigger i="PILLAR ROTATE 33 3" repeat="1" >
			<if_switch name="hint.p33" />
			<if_switch name="p33_3" />
			<set_switch name="p33_3" state="false" />
			<set_switch name="p33_2" />
			<set_switch name="hint.p33" state="false" />
			<set_switch name="sync_p33" />
		</trigger>
		<trigger i="PILLAR ROTATE 33 2" repeat="1" >
			<if_switch name="hint.p33" />
			<if_switch name="p33_2" />
			<set_switch name="p33_2" state="false" />
			<set_switch name="p33_1" />
			<set_switch name="hint.p33" state="false" />
			<set_switch name="sync_p33" />
		</trigger>
		<trigger i="PILLAR ROTATE 33 1" repeat="1" >
			<if_switch name="hint.p33" />
			<if_switch name="p33_1" />
			<set_switch name="p33_1" state="false" />
			<set_switch name="p33_0" />
			<set_switch name="hint.p33" state="false" />
			<set_switch name="sync_p33" />
		</trigger>
		<trigger i="PILLAR SYNC 33 0" repeat="1" >
			<if_switch name="sync_p33" />
			<if_switch name="p33_0" />
			<create>
				<structure>Pillar0_3</structure>
				<at_area>pillar3</at_area>
				<group>Pillar33</group>
				<hint>p33</hint>
			</create>
			<set_switch name="sync_p33" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 33 1" repeat="1" >
			<if_switch name="sync_p33" />
			<if_switch name="p33_1" />
			<create>
				<structure>Pillar1_3</structure>
				<at_area>pillar3</at_area>
				<group>Pillar33</group>
				<hint>p33</hint>
			</create>
			<set_switch name="sync_p33" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 33 2" repeat="1" >
			<if_switch name="sync_p33" />
			<if_switch name="p33_2" />
			<create>
				<structure>Pillar2_3</structure>
				<at_area>pillar3</at_area>
				<group>Pillar33</group>
				<hint>p33</hint>
			</create>
			<set_switch name="sync_p33" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 33 3" repeat="1" >
			<if_switch name="sync_p33" />
			<if_switch name="p33_3" />
			<create>
				<structure>Pillar3_3</structure>
				<at_area>pillar3</at_area>
				<group>Pillar33</group>
				<hint>p33</hint>
			</create>
			<set_switch name="sync_p33" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 31" repeat="1" >
			<if_switch name="hint.p31" />
			<destroy>
				<group>Pillar31</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 31 0" repeat="1" >
			<if_switch name="hint.p31" />
			<if_switch name="p31_0" />
			<set_switch name="p31_0" state="false" />
			<set_switch name="p31_3" />
			<set_switch name="hint.p31" state="false" />
			<set_switch name="sync_p31" />
		</trigger>
		<trigger i="PILLAR ROTATE 31 3" repeat="1" >
			<if_switch name="hint.p31" />
			<if_switch name="p31_3" />
			<set_switch name="p31_3" state="false" />
			<set_switch name="p31_2" />
			<set_switch name="hint.p31" state="false" />
			<set_switch name="sync_p31" />
		</trigger>
		<trigger i="PILLAR ROTATE 31 2" repeat="1" >
			<if_switch name="hint.p31" />
			<if_switch name="p31_2" />
			<set_switch name="p31_2" state="false" />
			<set_switch name="p31_1" />
			<set_switch name="hint.p31" state="false" />
			<set_switch name="sync_p31" />
		</trigger>
		<trigger i="PILLAR ROTATE 31 1" repeat="1" >
			<if_switch name="hint.p31" />
			<if_switch name="p31_1" />
			<set_switch name="p31_1" state="false" />
			<set_switch name="p31_0" />
			<set_switch name="hint.p31" state="false" />
			<set_switch name="sync_p31" />
		</trigger>
		<trigger i="PILLAR SYNC 31 0" repeat="1" >
			<if_switch name="sync_p31" />
			<if_switch name="p31_0" />
			<create>
				<structure>Pillar0_1</structure>
				<at_area>pillar3</at_area>
				<group>Pillar31</group>
				<hint>p31</hint>
			</create>
			<set_switch name="sync_p31" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 31 1" repeat="1" >
			<if_switch name="sync_p31" />
			<if_switch name="p31_1" />
			<create>
				<structure>Pillar1_1</structure>
				<at_area>pillar3</at_area>
				<group>Pillar31</group>
				<hint>p31</hint>
			</create>
			<set_switch name="sync_p31" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 31 2" repeat="1" >
			<if_switch name="sync_p31" />
			<if_switch name="p31_2" />
			<create>
				<structure>Pillar2_1</structure>
				<at_area>pillar3</at_area>
				<group>Pillar31</group>
				<hint>p31</hint>
			</create>
			<set_switch name="sync_p31" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 31 3" repeat="1" >
			<if_switch name="sync_p31" />
			<if_switch name="p31_3" />
			<create>
				<structure>Pillar3_1</structure>
				<at_area>pillar3</at_area>
				<group>Pillar31</group>
				<hint>p31</hint>
			</create>
			<set_switch name="sync_p31" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 42" repeat="1" >
			<if_switch name="hint.p42" />
			<destroy>
				<group>Pillar42</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 42 0" repeat="1" >
			<if_switch name="hint.p42" />
			<if_switch name="p42_0" />
			<set_switch name="p42_0" state="false" />
			<set_switch name="p42_3" />
			<set_switch name="hint.p42" state="false" />
			<set_switch name="sync_p42" />
		</trigger>
		<trigger i="PILLAR ROTATE 42 3" repeat="1" >
			<if_switch name="hint.p42" />
			<if_switch name="p42_3" />
			<set_switch name="p42_3" state="false" />
			<set_switch name="p42_2" />
			<set_switch name="hint.p42" state="false" />
			<set_switch name="sync_p42" />
		</trigger>
		<trigger i="PILLAR ROTATE 42 2" repeat="1" >
			<if_switch name="hint.p42" />
			<if_switch name="p42_2" />
			<set_switch name="p42_2" state="false" />
			<set_switch name="p42_1" />
			<set_switch name="hint.p42" state="false" />
			<set_switch name="sync_p42" />
		</trigger>
		<trigger i="PILLAR ROTATE 42 1" repeat="1" >
			<if_switch name="hint.p42" />
			<if_switch name="p42_1" />
			<set_switch name="p42_1" state="false" />
			<set_switch name="p42_0" />
			<set_switch name="hint.p42" state="false" />
			<set_switch name="sync_p42" />
		</trigger>
		<trigger i="PILLAR SYNC 42 0" repeat="1" >
			<if_switch name="sync_p42" />
			<if_switch name="p42_0" />
			<create>
				<structure>Pillar0_2</structure>
				<at_area>pillar4</at_area>
				<group>Pillar42</group>
				<hint>p42</hint>
			</create>
			<set_switch name="sync_p42" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 42 1" repeat="1" >
			<if_switch name="sync_p42" />
			<if_switch name="p42_1" />
			<create>
				<structure>Pillar1_2</structure>
				<at_area>pillar4</at_area>
				<group>Pillar42</group>
				<hint>p42</hint>
			</create>
			<set_switch name="sync_p42" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 42 2" repeat="1" >
			<if_switch name="sync_p42" />
			<if_switch name="p42_2" />
			<create>
				<structure>Pillar2_2</structure>
				<at_area>pillar4</at_area>
				<group>Pillar42</group>
				<hint>p42</hint>
			</create>
			<set_switch name="sync_p42" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 42 3" repeat="1" >
			<if_switch name="sync_p42" />
			<if_switch name="p42_3" />
			<create>
				<structure>Pillar3_2</structure>
				<at_area>pillar4</at_area>
				<group>Pillar42</group>
				<hint>p42</hint>
			</create>
			<set_switch name="sync_p42" state="false" />
		</trigger>
		<trigger i="PILLAR ROTATE 40" repeat="1" >
			<if_switch name="hint.p40" />
			<destroy>
				<group>Pillar40</group>
			</destroy>
		</trigger>
		<trigger i="PILLAR ROTATE 40 0" repeat="1" >
			<if_switch name="hint.p40" />
			<if_switch name="p40_0" />
			<set_switch name="p40_0" state="false" />
			<set_switch name="p40_3" />
			<set_switch name="hint.p40" state="false" />
			<set_switch name="sync_p40" />
		</trigger>
		<trigger i="PILLAR ROTATE 40 3" repeat="1" >
			<if_switch name="hint.p40" />
			<if_switch name="p40_3" />
			<set_switch name="p40_3" state="false" />
			<set_switch name="p40_2" />
			<set_switch name="hint.p40" state="false" />
			<set_switch name="sync_p40" />
		</trigger>
		<trigger i="PILLAR ROTATE 40 2" repeat="1" >
			<if_switch name="hint.p40" />
			<if_switch name="p40_2" />
			<set_switch name="p40_2" state="false" />
			<set_switch name="p40_1" />
			<set_switch name="hint.p40" state="false" />
			<set_switch name="sync_p40" />
		</trigger>
		<trigger i="PILLAR ROTATE 40 1" repeat="1" >
			<if_switch name="hint.p40" />
			<if_switch name="p40_1" />
			<set_switch name="p40_1" state="false" />
			<set_switch name="p40_0" />
			<set_switch name="hint.p40" state="false" />
			<set_switch name="sync_p40" />
		</trigger>
		<trigger i="PILLAR SYNC 40 0" repeat="1" >
			<if_switch name="sync_p40" />
			<if_switch name="p40_0" />
			<create>
				<structure>Pillar0_0</structure>
				<at_area>pillar4</at_area>
				<group>Pillar40</group>
				<hint>p40</hint>
			</create>
			<set_switch name="sync_p40" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 40 1" repeat="1" >
			<if_switch name="sync_p40" />
			<if_switch name="p40_1" />
			<create>
				<structure>Pillar1_0</structure>
				<at_area>pillar4</at_area>
				<group>Pillar40</group>
				<hint>p40</hint>
			</create>
			<set_switch name="sync_p40" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 40 2" repeat="1" >
			<if_switch name="sync_p40" />
			<if_switch name="p40_2" />
			<create>
				<structure>Pillar2_0</structure>
				<at_area>pillar4</at_area>
				<group>Pillar40</group>
				<hint>p40</hint>
			</create>
			<set_switch name="sync_p40" state="false" />
		</trigger>
		<trigger i="PILLAR SYNC 40 3" repeat="1" >
			<if_switch name="sync_p40" />
			<if_switch name="p40_3" />
			<create>
				<structure>Pillar3_0</structure>
				<at_area>pillar4</at_area>
				<group>Pillar40</group>
				<hint>p40</hint>
			</create>
			<set_switch name="sync_p40" state="false" />
		</trigger>
		<trigger i="PILLAR GAME WIN" >
			<if_switch name="p13_0" />
			<if_switch name="p10_3" />
			<if_switch name="p23_1" />
			<if_switch name="p21_3" />
			<if_switch name="p33_2" />
			<if_switch name="p31_0" />
			<if_switch name="p42_0" />
			<if_switch name="p40_2" />
			<quest/>
			<set_hint>
				<structure>Pillar0_3</structure>
				<at_area>pillar1</at_area>
			</set_hint>
			<activate>
				<structure>Pillar0_3</structure>
				<at_area>pillar1</at_area>
			</activate>
			<set_hint>
				<structure>Pillar3_0</structure>
				<at_area>pillar1</at_area>
			</set_hint>
			<activate>
				<structure>Pillar3_0</structure>
				<at_area>pillar1</at_area>
			</activate>
			<set_hint>
				<structure>Pillar1_3</structure>
				<at_area>pillar2</at_area>
			</set_hint>
			<activate>
				<structure>Pillar1_3</structure>
				<at_area>pillar2</at_area>
			</activate>
			<set_hint>
				<structure>Pillar3_1</structure>
				<at_area>pillar2</at_area>
			</set_hint>
			<activate>
				<structure>Pillar3_1</structure>
				<at_area>pillar2</at_area>
			</activate>
			<set_hint>
				<structure>Pillar2_3</structure>
				<at_area>pillar3</at_area>
			</set_hint>
			<activate>
				<structure>Pillar2_3</structure>
				<at_area>pillar3</at_area>
			</activate>
			<set_hint>
				<structure>Pillar0_1</structure>
				<at_area>pillar3</at_area>
			</set_hint>
			<activate>
				<structure>Pillar0_1</structure>
				<at_area>pillar3</at_area>
			</activate>
			<set_hint>
				<structure>Pillar0_2</structure>
				<at_area>pillar4</at_area>
			</set_hint>
			<activate>
				<structure>Pillar0_2</structure>
				<at_area>pillar4</at_area>
			</activate>
			<set_hint>
				<structure>Pillar2_0</structure>
				<at_area>pillar4</at_area>
			</set_hint>
			<activate>
				<structure>Pillar2_0</structure>
				<at_area>pillar4</at_area>
			</activate>
			<create>
				<item>ThunderMagicScroll</item>
				<at_area>pillar_prize</at_area>
				<group>Scroll</group>
			</create>
			<set_switch name="scroll_dropped" />
		</trigger>
		<trigger i="SCROLL" >
			<if_switch name="scroll_dropped" />
			<if_group_empty name="Scroll" />
			<wait time="2000" />
			<unlock_research name="ShamanThunderMagic" />
			<inc_quest_counter />
		</trigger>
	</triggers>
	<options>
		<coloring>0xFFBB73E5</coloring>
		<id>17</id>
	</options>
	<size x="3072" y="3072" />
	<player_base x="1408" y="2079" />
	<terrain>SunsetSand128</terrain>
	<landmark type="Grass1Sunset" x="1152" y="390" />
	<landmark type="Grass2Sunset" x="1664" y="390" />
	<landmark type="Grass2Sunset" x="1408" y="390" />
	<landmark type="Grass1Sunset_free" x="1544" y="398" />
	<landmark type="Grass1Sunset_free" x="1273" y="406" />
	<landmark type="Grass1Sunset" x="1280" y="468" />
	<landmark type="Grass2Sunset" x="1024" y="468" />
	<landmark type="Grass2Sunset" x="1792" y="468" />
	<landmark type="Grass1Sunset" x="1536" y="468" />
	<landmark type="Grass2Sunset_free" x="1866" y="539" />
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