<?xml version="1.0" encoding="UTF-8"?>
<Quest >
<level id="Minigames" s1="&#x0D;&#x0A;scene_effects.shake.Init( nil, nil, true, true)" s2="&#x0D;&#x0A;      background_sounds.Play(&quot;wind_01&quot;, {&#x0D;&#x0A;           Scene1 = 1&#x0D;&#x0A;      })" sound1="" sound2="" >
<scene id="Scene1" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<object object_flags="0" id="object 33" hint="" editor_flags="0" s1="if cursor() then take() end" s2="" s3="" s4="show_scene(&quot;miniscene&quot;)&#x0D;&#x0A;clear_cursor()&#x0D;&#x0A;--minigame(&quot;count_several_equations&quot;)&#x0D;&#x0A;" sound="" offset="876 387" angle="0" size="59 59" type="image" color="-1" image_id="achievements_easy_mode" />
<object object_flags="0" id="ach_news" hint="" editor_flags="0" s1="for i = 1, 10 do&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="204 236" angle="0" size="59 59" type="image" color="-1" image_id="achievements_newspaper" />
<object object_flags="0" id="object 31" hint="" editor_flags="0" s1="force_shake(1500, 500, 1500, 2, 100, 4, 4, 1)&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="680 175" angle="0" size="372 42" type="image" color="-1" image_id="controls_buttons_standard" />
<object object_flags="0" id="crystals_kipu" hint="расставить кристаллы вокруг кипу" editor_flags="0" s1="full_screen_minigame(&quot;place_objects_in_pos&quot;)" s2="" s3="" s4="" sound="" offset="247 132" angle="0" size="50 50" type="image" color="-1" image_id="scenes_chapter06_scene03_minigame_krystal_blue01" />
<object object_flags="0" id="Tablet" hint="для инти" editor_flags="0" s1="take()" s2="" s3="" s4="" sound="" offset="567 534" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_tablet" />
<object object_flags="2" id="news" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="451 698" angle="0" size="111 39" type="image" color="-1" image_id="loading_hint_symbol" />
<object object_flags="0" id="clip_open_secret" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="345 696" angle="0" size="111 39" type="image" color="-1" image_id="loading_hint_symbol" />
<object object_flags="0" id="Brush" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="676 705" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
<object object_flags="0" id="Crowbar" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="662 730" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
<object object_flags="0" id="Earth" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="768 703" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
<object object_flags="0" id="Fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="751 693" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
<object object_flags="0" id="Water" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="707 700" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
<object object_flags="0" id="faces" hint="лица в стене" editor_flags="0" s1="full_screen_minigame(&quot;push_all_buttons_chapter02&quot;)" s2="" s3="" s4="" sound="" offset="680 108" angle="0" size="80 106" type="image" color="-1" image_id="scenes_chapter02_scene05_minigame_minigame_inner_04_off" />
<object object_flags="0" id="inti" hint="Интиуатана" editor_flags="0" s1="full_screen_minigame(&quot;switch_figures_chapter06&quot;)" s2="" s3="" s4="" sound="" offset="312 298" angle="0" size="69 69" type="clip" color="-1" clip_id="stone_fire" use_alpha="false" />
<object object_flags="2" id="amulet" hint="" editor_flags="0" s1="amulet_effect_widget.Activate(&quot;Scene 2&quot;)" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="2" id="Knife" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="knife" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="762 337" angle="0" size="52 31" type="image" color="-1" image_id="scenes_chapter01_scene04_knife" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="764 332" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
</group>
<object object_flags="0" id="Compass" hint="компас для лабиринта" editor_flags="0" s1="if cursor() then take() end" s2="" s3="" s4="" sound="" offset="404 466" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_compass" />
<object object_flags="0" id="maze" hint="лабиринт" editor_flags="0" s1="sound(&quot;drops&quot;)&#x0D;&#x0A;background_sounds.Stop(&quot;wind_01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if not is_object_in_inventory(&quot;Compass&quot;) then&#x0D;&#x0A;-- сказать про компас&#x0D;&#x0A;  if full_screen_minigame(&quot;walking_in_3d_maze&quot;,0,0,  1250) then&#x0D;&#x0A;&#x0D;&#x0A;  end&#x0D;&#x0A;else  if full_screen_minigame(&quot;walking_in_3d_maze&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;  end &#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;      background_sounds.Play(&quot;wind_01&quot;, {&#x0D;&#x0A;           Scene1 = 1&#x0D;&#x0A;      })" s2="" s3="" s4="" sound="" offset="439 326" angle="0" size="100 76" type="clip" color="-1" clip_id="maze_wall_with_door" use_alpha="false" />
<object object_flags="0" id="object 16" hint="" editor_flags="0" s1="minigame(&quot;count_several_equations&quot;)" s2="" s3="" s4="" sound="" offset="949 259" angle="0" size="36 300" type="image" color="-1" image_id="scenes_chapter04_scene04_minigame_number04" />
<object object_flags="0" id="object 15" hint="" editor_flags="0" s1="full_screen_minigame(&quot;assemble_image_pieces_chapter04&quot;)" s2="" s3="" s4="" sound="" offset="350 189" angle="0" size="112 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle01_03" />
<object object_flags="0" id="enter_pass" hint="ввод пароля глава 2" editor_flags="0" s1="minigame(&quot;enter_password_scroll_chapter02&quot;)" s2="" s3="" s4="" sound="" offset="329 384" angle="0" size="126 88" type="image" color="-1" image_id="scenes_chapter02_scene02_box01_begin_state" />
<object object_flags="0" id="line" hint="провести одной линией" editor_flags="0" s1="full_screen_minigame(&quot;draw_in_single_line&quot;)" s2="" s3="" s4="" sound="" offset="723 218.500" angle="0" size="36 35" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_knot" />
<object object_flags="0" id="refraction" hint="отражение" editor_flags="0" s1="full_screen_minigame(&quot;light_refraction&quot;)" s2="" s3="" s4="" sound="" offset="386 79" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_scene04_crystal" />
<object object_flags="0" id="photo" hint="собрать фотографию" editor_flags="0" s1="full_screen_minigame(&quot;assemble_image_pieces_chapter01&quot;)" s2="" s3="" s4="" sound="" offset="737 476" angle="0" size="206 46" type="image" color="-1" image_id="scenes_chapter01_scene03_minigame_scene03_map_tail04" />
<object object_flags="0" id="scarab" hint="скарабей" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  full_screen_minigame(&quot;scroll_joints&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="498.500 471" angle="0" size="75 75" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_background" />
<object object_flags="0" id="liquids_pouring" hint="переливание жидкостей" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  full_screen_minigame(&quot;liquids_pouring&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="190 508" angle="0" size="98 157" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_bottle01_bottle01_00" />
<object object_flags="0" id="reveal_image" hint="проявить картинку" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;minigame(&quot;reveal_image&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="587 379" angle="0" size="75 140" type="image" color="-1" image_id="scenes_chapter02_scene04_minigame_scene04_map_clear" />
<object object_flags="0" id="rings_pass" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  full_screen_minigame(&quot;enter_password_scroll_circle_chapter03_02&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="581.500 231.500" angle="0" size="77 89" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_sun_ray01" />
<object object_flags="0" id="books" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  full_screen_minigame(&quot;split_figures_by_type&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="534 95.500" angle="0" size="36 79" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_book02_fire" />
<object object_flags="0" id="rings" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   minigame(&quot;assemble_image_circle_click_chapter03&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="92 337.500" angle="0" size="132 121" type="image" color="-1" image_id="scenes_chapter03_scene04_mini_scene04_round01" />
<object object_flags="0" id="cockroach" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   full_screen_minigame(&quot;s12_fire_cockroach_minigame&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="81 231" angle="0" size="100 69" type="image" color="-1" image_id="scenes_chapter01_scene02_scene03_cursor_extinguisher" />
<object object_flags="0" id="birds" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  full_screen_minigame(&quot;s12_birds_and_fishes_minigame&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="70 128" angle="0" size="45 45" type="image" color="-1" image_id="scenes_chapter02_scene05_minigame_minigame_door_white03" />
</objects>
<areas >
<area object_flags="0" id="area 2" hint="clear_cursor" editor_flags="0" s1="clear_cursor()" s2="" s3="" s4="" sound="" >
<point offset="726 565" />
<point offset="366 586" />
<point offset="294 438" />
</area>
<area object_flags="1" id="area_knife" hint="ножик" editor_flags="0" s1="additional_inventory.TakeItem(&quot;Knife&quot;)" s2="" s3="" s4="" sound="" >
<point offset="729 355" />
<point offset="794 348" />
<point offset="791 305" />
<point offset="739 319" />
</area>
</areas>
</scene>
<scene id="miniscene" size="484 368" offset="379 120" flags="2" script="" >
<objects >
<object object_flags="0" id="news_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="242 184" angle="0" size="484 368" type="clip" color="-1" clip_id="newspaper07" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="miniscene_tiles copy" size="1024 768" offset="0 0" flags="0" script="function TileClick(_i)&#x0D;&#x0A;   local tile_id = &quot;Tile&quot;&#x0D;&#x0A;   if _i &lt; 10 then&#x0D;&#x0A;      tile_id = tile_id .. 0&#x0D;&#x0A;   end&#x0D;&#x0A;   tile_id = tile_id .. _i&#x0D;&#x0A;   local eff_id = &quot;clean&quot;&#x0D;&#x0A;   if _i &lt; 10 then&#x0D;&#x0A;      eff_id = eff_id .. 0&#x0D;&#x0A;   end&#x0D;&#x0A;   eff_id = eff_id .. _i&#x0D;&#x0A;   if cursor() then&#x0D;&#x0A;        if (checkTileStates(&quot;03&quot;)) then&#x0D;&#x0A;&#x0D;&#x0A;        elseif state(tile_id, &quot;01&quot;) then&#x0D;&#x0A;           say(1025) -- Надо протереть таблички от грязи.&#x0D;&#x0A;        elseif state(tile_id, &quot;02&quot;) then&#x0D;&#x0A;           say(1030) -- грязь отмылась, но остался налет &#x0D;&#x0A;        end&#x0D;&#x0A;   elseif cursor(&quot;Rag&quot;) then&#x0D;&#x0A;         say(1026) -- сухая тряпка не катит&#x0D;&#x0A;   elseif cursor(&quot;Wet_rag&quot;) then&#x0D;&#x0A;        if state(tile_id, &quot;01&quot;) then&#x0D;&#x0A;            do_not_change_cursor()&#x0D;&#x0A;            change_state(tile_id, &quot;02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;            if checkTileStates(&quot;02&quot;) then&#x0D;&#x0A;                 remove(&quot;Wet_rag&quot;)&#x0D;&#x0A;                 say(1030)&#x0D;&#x0A;            end&#x0D;&#x0A;         end&#x0D;&#x0A;   elseif cursor(&quot;Wet_cotton&quot;) then&#x0D;&#x0A;        if state(tile_id, &quot;02&quot;) then&#x0D;&#x0A;            do_not_change_cursor()&#x0D;&#x0A;            show_ex(0, false, eff_id)&#x0D;&#x0A;            play_clip(eff_id, 0)&#x0D;&#x0A;&#x0D;&#x0A;            change_state(tile_id, &quot;03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;            if checkTileStates(&quot;03&quot;) then&#x0D;&#x0A;               complete_task(6)&#x0D;&#x0A;                remove(&quot;Wet_cotton&quot;)&#x0D;&#x0A;                show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;               if full_screen_minigame(&quot;assemble_image_pieces_chapter04&quot;) then&#x0D;&#x0A;                   show_ex(0, false, &quot;full_bg&quot;)&#x0D;&#x0A;                   HideTiles()&#x0D;&#x0A;                   show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;&#x0D;&#x0A;                   complete_task(3)&#x0D;&#x0A;                   if is_object_on_level(&quot;CD&quot;) then&#x0D;&#x0A;                       show_task(10)&#x0D;&#x0A;                   end&#x0D;&#x0A;              end &#x0D;&#x0A;            end&#x0D;&#x0A;        end&#x0D;&#x0A;    end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;" >
<objects >
<object object_flags="3" id="full_bg" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_background_minigame05" />
<group object_flags="0" id="Tile16" hint="$1021" editor_flags="0" s1=" TileClick(16)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="339.500 75.500" angle="0" size="111 101" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle16_03" />
</group>
<group object_flags="0" id="Tile15" hint="$1021" editor_flags="0" s1=" TileClick(15)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="247 197.500" angle="0" size="120 111" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle02_03" />
</group>
<group object_flags="0" id="Tile14" hint="$1021" editor_flags="0" s1=" TileClick(14)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="815 111.500" angle="0" size="118 101" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle14_03" />
</group>
<group object_flags="0" id="Tile13" hint="$1021" editor_flags="0" s1=" TileClick(13)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="832 244.500" angle="0" size="122 106" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle15_03" />
</group>
<group object_flags="0" id="Tile12" hint="$1021" editor_flags="0" s1=" TileClick(12)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="825 354" angle="0" size="120 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle13_03" />
</group>
<group object_flags="0" id="Tile11" hint="$1021" editor_flags="0" s1=" TileClick(11)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="250.500 326" angle="0" size="135 116" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle03_03" />
</group>
<group object_flags="0" id="Tile10" hint="$1021" editor_flags="0" s1=" TileClick(10)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="772 455.500" angle="0" size="118 101" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle12_03" />
</group>
<group object_flags="0" id="Tile09" hint="$1021" editor_flags="0" s1=" TileClick(9)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="823 557.500" angle="0" size="132 103" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle10_03" />
</group>
<group object_flags="0" id="Tile08" hint="$1021" editor_flags="0" s1=" TileClick(8)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="649.500 530.500" angle="0" size="123 103" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle11_03" />
</group>
<group object_flags="0" id="Tile07" hint="$1021" editor_flags="0" s1=" TileClick(7)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="531.500 573.500" angle="0" size="115 113" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle09_03" />
</group>
<group object_flags="0" id="Tile06" hint="$1021" editor_flags="0" s1=" TileClick(6)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="413.500 536.500" angle="0" size="117 111" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle08_03" />
</group>
<group object_flags="0" id="Tile05" hint="$1021" editor_flags="0" s1=" TileClick(5)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="307 566" angle="0" size="124 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle07_03" />
</group>
<group object_flags="0" id="Tile04" hint="$1021" editor_flags="0" s1=" TileClick(4)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="168.500 480" angle="0" size="113 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle04_03" />
</group>
<group object_flags="0" id="Tile03" hint="$1021" editor_flags="0" s1=" TileClick(3)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="102 383.500" angle="0" size="112 95" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle05_03" />
</group>
<group object_flags="0" id="Tile02" hint="$1021" editor_flags="0" s1=" TileClick(2)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="126 297" angle="0" size="112 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle01_03" />
</group>
<group object_flags="0" id="Tile01" hint="$1021" editor_flags="0" s1=" TileClick(1)" s2="" s3="" s4="" >
<object object_flags="0" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="109.500 173" angle="0" size="123 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle06_03" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 384" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_background_minigame" />
</objects>
<areas >
<area object_flags="0" id="area_photo" hint="" editor_flags="0" s1="full_screen_minigame(&quot;assemble_image_pieces_chapter04&quot;)&#x0D;&#x0A;" s2="" s3="" s4="" sound="" >
<point offset="854 84" />
<point offset="854 549" />
<point offset="163 559" />
<point offset="187 83" />
</area>
<area object_flags="0" id="_area_to_lab" hint="$1001" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="2 1" />
<point offset="1 679" />
<point offset="1025 681" />
<point offset="1022 2" />
</area>
</areas>
</scene>
<scene id="Scene 2" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<object object_flags="0" id="object 4" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="central_stone" use_alpha="false" />
<object object_flags="0" id="track08" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 379" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track08" use_alpha="false" />
<object object_flags="0" id="track07" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="509 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track07" use_alpha="false" />
<object object_flags="0" id="track06" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="491 380" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track06" use_alpha="false" />
<object object_flags="0" id="track05" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="508 381" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track05" use_alpha="false" />
<object object_flags="0" id="track04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="511 393" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track04" use_alpha="false" />
<object object_flags="0" id="track03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="514 383" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track03" use_alpha="false" />
<object object_flags="0" id="track02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="513 388" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track02" use_alpha="false" />
<object object_flags="0" id="track01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="511 386" angle="0" size="1024 768" type="clip" color="-1" clip_id="gold_track01" use_alpha="false" />
<object object_flags="0" id="object 3" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="minigame_inti" use_alpha="false" />
<object object_flags="0" id="object 2" hint="" editor_flags="0" s1="amulet_effect_widget.Activate(&quot;Scene 1&quot;)" s2="" s3="" s4="" sound="" offset="185 167" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="0" id="object 1" hint="" editor_flags="0" s1="full_screen_minigame(&quot;scroll_joints&quot;)" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_background_no_topaz" />
</objects>
<areas />
</scene>
</level>
<level id="Chapter01" s1="if profile.GetVariable(&quot;tutorial_finished&quot;) ~= 0 then&#x0D;&#x0A;     -- убираем туториал&#x0D;&#x0A;     disable(&quot;area_notepad_alabama&quot;)&#x0D;&#x0A;      hide_ex(0, false, &quot;Tutorial_tasks&quot;)&#x0D;&#x0A;  -- блокнот&#x0D;&#x0A;       hide_ex(0, false, &quot;Notepad_alabama&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;Tutorial_notepad&quot;)&#x0D;&#x0A;  -- письмо&#x0D;&#x0A;       hide_ex(0, false, &quot;Tutorial_note&quot;)&#x0D;&#x0A;  -- ключ&#x0D;&#x0A;       hide_ex(0, false, &quot;key_glow&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;Cupboard_key&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;Tutorial_key&quot;)&#x0D;&#x0A;  -- дверь&#x0D;&#x0A;       disable(&quot;area_glass_door_closed&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;tutorial_finished&quot;) == 0 then&#x0D;&#x0A;    tutorial.start()&#x0D;&#x0A;end&#x0D;&#x0A;additional_inventory.Init()&#x0D;&#x0A;&#x0D;&#x0A;form_object_form_parts(&quot;Idol_inv&quot;, &quot;Idol01&quot;, &quot;Idol02&quot;, &quot;Idol03&quot;, &quot;Idol04&quot;, &quot;Idol05&quot;, &quot;Idol06&quot;, &quot;Idol08&quot;, &quot;Idol09&quot;, &quot;Idol10&quot;, &quot;Idol11&quot;, &quot;Idol12&quot;, &quot;Idol13&quot;, &quot;Idol14&quot;, &quot;Idol15&quot;, &quot;Idol16&quot;, &quot;Idol17&quot;)&#x0D;&#x0A;&#x0D;&#x0A;------------------------ТАСКИ&#x0D;&#x0A;add_task(1, 683, true) -- собрать статуэтки&#x0D;&#x0A;add_task(2, 684, true) -- найти куски фотографии&#x0D;&#x0A;add_task(3, 685, true) -- попасть в хранилище&#x0D;&#x0A;add_task(4, 686, true) -- попасть в лабораторию&#x0D;&#x0A;add_task(5, 687, true) -- собрать фотографию&#x0D;&#x0A;add_task(6, 688, true) -- вскрыть закрытый ящик. будет после того, как он захлопнулся&#x0D;&#x0A;add_task(7, 689, true) -- очистить от краски.&#x0D;&#x0A;add_task(8, 690, true, 1) -- упаковать статуэтки в коробку&#x0D;&#x0A;add_task(9, 691, true, 8) -- потушить пожар&#x0D;&#x0A;add_task(10, 692, true, 9) -- найти нож&#x0D;&#x0A;add_task(11, 693, true, 9) -- найти лупу&#x0D;&#x0A;add_task(12, 700, true, 9) -- найти кисть&#x0D;&#x0A;add_task(13, 947, true) --Прочитать письмо&#x0D;&#x0A;add_task(14, 1342, true, 18) --Посмотреть фотоальбом&#x0D;&#x0A;add_task(15, 1394, true) -- взять блокнот&#x0D;&#x0A;&#x0D;&#x0A;add_task(16, 871, true) -- найти голубой алмаз&#x0D;&#x0A;add_task(17, 956, true) -- найти большую фотку мачу-пикчу&#x0D;&#x0A;add_task(18, 1560, true) -- открыть шкаф&#x0D;&#x0A;------------------------ТАСКИ&#x0D;&#x0A;&#x0D;&#x0A;----------- ЛОКАЦИИ&#x0D;&#x0A;-- всплывающее окошко с локациями&#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- кабинет &#x0D;&#x0A;        id = &quot;room&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene01_02&quot;, &#x0D;&#x0A;        title = &quot;$976&quot;, &#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- коридор &#x0D;&#x0A;        id = &quot;holding&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene01_03&quot;, &#x0D;&#x0A;        title = &quot;$977&quot;,&#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  },&#x0D;&#x0A;  { -- лаба&#x0D;&#x0A;        id = &quot;laboratory&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene01_01&quot;, &#x0D;&#x0A;        title = &quot;$979&quot;, &#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  },&#x0D;&#x0A; { -- храннилище &#x0D;&#x0A;        id = &quot;warehouse&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene01_04&quot;, &#x0D;&#x0A;        title = &quot;$978&quot;,&#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;------------ ЛОКАЦИИ&#x0D;&#x0A;&#x0D;&#x0A;-- скрип дверей&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      sleep(random(10000, 20000))&#x0D;&#x0A;      while (true) do&#x0D;&#x0A;            if not is_hide(&quot;room_door_open&quot;) then&#x0D;&#x0A;                 sleep(random(20000, 30000))&#x0D;&#x0A;                  sound(&quot;scratch_of_doors&quot;, false) -- скрип дверей&#x0D;&#x0A;            else&#x0D;&#x0A;                 sleep(500)&#x0D;&#x0A;            end&#x0D;&#x0A;     end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- включает-выключает _i-ую лампу&#x0D;&#x0A;function switch_light(_i)&#x0D;&#x0A;  if is_hide(&quot;lamp0&quot;.._i..&quot;_off&quot;) then&#x0D;&#x0A;   -- лампа включена, выключаем&#x0D;&#x0A;     sound(&quot;switch&quot;, false) -- включение/выключение лампы&#x0D;&#x0A;     hide_ex(0, false, &quot;lamp0&quot;.._i..&quot;_on&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;lamp0&quot;.._i..&quot;_off&quot;)&#x0D;&#x0A;     play_clip(&quot;lamp0&quot;.._i..&quot;_off&quot;, 0)&#x0D;&#x0A;  else&#x0D;&#x0A;   -- лампа выключена, включаем&#x0D;&#x0A;     sound(&quot;switch&quot;, false) -- включение/выключение лампы&#x0D;&#x0A;     hide_ex(0, false, &quot;lamp0&quot;.._i..&quot;_off&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;lamp0&quot;.._i..&quot;_on&quot;)&#x0D;&#x0A;     play_clip(&quot;lamp0&quot;.._i..&quot;_on&quot;, 0)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- проверяет, собраны ли все идолы&#x0D;&#x0A;function CheckIdols()&#x0D;&#x0A;   if is_object_in_inventory(&quot;Idol_inv&quot;, &quot;__inv12&quot;) then&#x0D;&#x0A;      complete_task(1) -- собрать статуэтки&#x0D;&#x0A;      say(663) --Все статуэтки собраны, можно класть их в ящик.&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- начинает пожар&#x0D;&#x0A;function StartFire()&#x0D;&#x0A;   stop_sound(&quot;track01light&quot;, 3000)&#x0D;&#x0A;   background_sounds.Stop(&quot;track01light&quot;)&#x0D;&#x0A;--   sound(&quot;track02action&quot;)&#x0D;&#x0A;   -- коридор&#x0D;&#x0A;   show_ex(0, false, &quot;holding_fire&quot;)&#x0D;&#x0A;   play_clip(&quot;holding_fire&quot;, 0)&#x0D;&#x0A; -- лаборатория&#x0D;&#x0A;   show_ex(0, false, &quot;lab_fire&quot;)&#x0D;&#x0A;   play_clip(&quot;lab_fire&quot;, 0)&#x0D;&#x0A;-- кабинет &#x0D;&#x0A;   enable(&quot;area_book06&quot;)&#x0D;&#x0A;   enable(&quot;area_book07&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;room_bg&quot;)&#x0D;&#x0A;--   show_ex(0, false, &quot;table_fire&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;room_fire&quot;)&#x0D;&#x0A;   play_clip(&quot;room_fire&quot;, 0)&#x0D;&#x0A;--   enable(&quot;area_fire&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;table_fire01&quot;)&#x0D;&#x0A;--    show_ex(0, false, &quot;table_fire02&quot;)&#x0D;&#x0A;   -- show_ex(0, false, &quot;table_fire&quot;)&#x0D;&#x0A;    for i = 1, 9 do&#x0D;&#x0A;         local id = &quot;fire&quot;&#x0D;&#x0A;         if i &lt; 10 then id = id .. 0 end&#x0D;&#x0A;         id = id .. i&#x0D;&#x0A;         show_ex(0, false, id)&#x0D;&#x0A;         enable(&quot;area_&quot;..id)&#x0D;&#x0A;    end&#x0D;&#x0A;-- хранилще &#x0D;&#x0A;   show_ex(0, false, &quot;warehouse_fire&quot;)&#x0D;&#x0A;   play_clip(&quot;warehouse_fire&quot;,3000)&#x0D;&#x0A;--  change_track(&quot;track02action&quot;)&#x0D;&#x0A;  sound(&quot;track02action&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  background_sounds.Play(&quot;fire_01&quot;, {&#x0D;&#x0A;           room = 1,&#x0D;&#x0A;           miniscene_table = 1,&#x0D;&#x0A;           holding = 0.8,&#x0D;&#x0A;           miniscene_board = 0.8,&#x0D;&#x0A;           warehouse = 0.5,&#x0D;&#x0A;           laboratory = 0.5,&#x0D;&#x0A;           miniscene_book = 0.3&#x0D;&#x0A;   })&#x0D;&#x0A;   say(673) --Что? Дым? Почему не сработала пожарная сигнализация?&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- потушили пожар&#x0D;&#x0A;function        EndFire()&#x0D;&#x0A;   background_sounds.Stop(&quot;fire_01&quot;)&#x0D;&#x0A;   stop_sound(&quot;fire&quot;, 0)&#x0D;&#x0A;   -- коридор&#x0D;&#x0A;   hide_ex(0, false, &quot;holding_fire&quot;)&#x0D;&#x0A; -- лаборатория&#x0D;&#x0A;   hide_ex(0, false, &quot;lab_fire&quot;)&#x0D;&#x0A;-- кабинет &#x0D;&#x0A;   hide_ex(0, false, &quot;room_fire&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;room_after_fire&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;table_fire&quot;)&#x0D;&#x0A;   disable(&quot;area_fire&quot;)&#x0D;&#x0A;&#x0D;&#x0A;    hide_ex(0, false, &quot;table_fire01&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;table_fire02&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;table_fire&quot;)&#x0D;&#x0A;    for i = 1, 9 do&#x0D;&#x0A;         local id = &quot;&quot;&#x0D;&#x0A;         if i &lt; 10 then id = id .. 0 end&#x0D;&#x0A;         id = id .. i&#x0D;&#x0A;         hide_ex(0, false, &quot;foam&quot;..id)&#x0D;&#x0A;         hide_ex(0, false, &quot;smoke&quot;..id)&#x0D;&#x0A;    end&#x0D;&#x0A;-- хранилище &#x0D;&#x0A;   hide_ex(0, false, &quot;warehouse_fire&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   sleep(1000)&#x0D;&#x0A;   if not( is_hide(&quot;room_fire&quot;) and is_hide(&quot;room_after_fire&quot;) )then&#x0D;&#x0A;         stop_sound(&quot;track01light&quot;, 0)&#x0D;&#x0A;         sound(&quot;track02action&quot;)&#x0D;&#x0A;   else &#x0D;&#x0A;       sound(&quot;track01light&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- разлочить объекты для дополнительного инвентаря&#x0D;&#x0A;function ActivateAdditionalInventory()&#x0D;&#x0A;    enable(&quot;area_hog02&quot;) -- лупа&#x0D;&#x0A;    show(&quot;hog_effect&quot;)&#x0D;&#x0A;--    enable() -- кисточка&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;function CheckAdditionalInv()&#x0D;&#x0A;   if is_disable(&quot;area_hog02&quot;) and is_hide(&quot;knife&quot;) and is_hide(&quot;brush&quot;) &#x0D;&#x0A;      and not is_hide(&quot;board_complete&quot;)  then&#x0D;&#x0A;        say(714) --Все инструменты собраны, пора в путь!&#x0D;&#x0A;        profile.SetVariable(&quot;chapter01_finished&quot;, 1)&#x0D;&#x0A;        achievements.OnEndLevel()&#x0D;&#x0A;&#x0D;&#x0A;       complete_level()&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- показать таски, нужные после туториала&#x0D;&#x0A;function ShowNormalTasks()&#x0D;&#x0A;   show_task(1) &#x0D;&#x0A;   show_task(3)&#x0D;&#x0A;   show_task(4)&#x0D;&#x0A;   show_task(8)&#x0D;&#x0A;   show_task(9)&#x0D;&#x0A;   show_task(10)&#x0D;&#x0A;   show_task(11)&#x0D;&#x0A;   show_task(12)&#x0D;&#x0A;   show_task(17)&#x0D;&#x0A;end" s2="achievements.OnStartLevel()&#x0D;&#x0A;notepad.EnablePage(1) -- изначально там есь инфа&#x0D;&#x0A;-----ДОП ИНВЕНТАРЬ&#x0D;&#x0A;   additional_inventory.HideItem(&quot;Crowbar&quot;)&#x0D;&#x0A;    additional_inventory.HideItem(&quot;Knife&quot;)&#x0D;&#x0A;    additional_inventory.HideItem(&quot;Magnifier&quot;)&#x0D;&#x0A;    additional_inventory.HideItem(&quot;Brush&quot;)&#x0D;&#x0A;   additional_inventory.HideItem(&quot;Earth&quot;)&#x0D;&#x0A;   additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;   additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;  if profile.GetVariable(&quot;tutorial_finished&quot;) ~= 0 then&#x0D;&#x0A;     -- убираем туториал&#x0D;&#x0A;      disable(&quot;area_tutorial&quot;) -- для хинтов&#x0D;&#x0A;&#x0D;&#x0A;       show_task(13) &#x0D;&#x0A;&#x0D;&#x0A;   -- стол&#x0D;&#x0A;       enable(&quot;area_table&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;     -- показать таски, которые нужны с самого начала&#x0D;&#x0A;      show_task(14) -- фотоальбом&#x0D;&#x0A;     show_task(18) -- шкаф&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Stop(&quot;people_noise&quot;)&#x0D;&#x0A;    background_sounds.Stop(&quot;water_01&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;comics01&quot;)&#x0D;&#x0A;    play_clip(&quot;comics01&quot;, 2000)&#x0D;&#x0A;--    hide_ex(0, false, &quot;comics01&quot;)&#x0D;&#x0A;    sleep(2000)&#x0D;&#x0A;    background_sounds.Play(&quot;people_noise&quot; , {&#x0D;&#x0A;                holding = 1, &#x0D;&#x0A;                room = 0.5,&#x0D;&#x0A;                miniscene_table = 0.5,&#x0D;&#x0A;                miniscene_board = 1,&#x0D;&#x0A;                laboratory = 0.5,&#x0D;&#x0A;                miniscene_book = 0.5,&#x0D;&#x0A;                warehouse = 0.5,&#x0D;&#x0A;                miniscene_sarcophagus = 0.5,&#x0D;&#x0A;                chapter01_hog = 0.5&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;   background_sounds.Play(&quot;water_01&quot; , {&#x0D;&#x0A;                holding = 1, &#x0D;&#x0A;                room = 1,&#x0D;&#x0A;                miniscene_table = 1,&#x0D;&#x0A;                miniscene_board = 1,&#x0D;&#x0A;                laboratory = 1,&#x0D;&#x0A;                miniscene_book = 1,&#x0D;&#x0A;                warehouse = 0.4,&#x0D;&#x0A;                miniscene_sarcophagus = 0.2,&#x0D;&#x0A;                chapter01_hog = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_start_dialog_event([[&#x0D;&#x0A;  sleep(3000)&#x0D;&#x0A;   if profile.GetVariable(&quot;tutorial_finished&quot;) ~= 0 then&#x0D;&#x0A;       say(946) --О, мне пришло письмо!&#x0D;&#x0A;   else&#x0D;&#x0A;       say(1340) -- давай посмотрим фотоальбом, дружок :)&#x0D;&#x0A;   end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;  if profile.GetVariable(&quot;ach_chapter01_quipu01&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot10&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;  if profile.GetVariable(&quot;chapter06_finished&quot;) ==  0 &#x0D;&#x0A;    or  profile.GetVariable(&quot;ach_chapter01_news02&quot;) ~= 0 then&#x0D;&#x0A;         -- газета доступна тока при переигрывании&#x0D;&#x0A;         hide_ex(0, false, &quot;news07&quot;)&#x0D;&#x0A;         disable(&quot;area_news07&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;  if  profile.GetVariable(&quot;chapter06_finished&quot;) ==  0 &#x0D;&#x0A;    or profile.GetVariable(&quot;ach_chapter01_news01&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;news01&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;]])&#x0D;&#x0A;" sound1="" sound2="" >
<scene id="room" size="1024 768" offset="0 0" flags="0" script="function Dialogue2()&#x0D;&#x0A;      init_dialog({&quot;alabama&quot;, &quot;gui_avatars_alabama_alabama_with_phone&quot;,- 412, - 25 }, {&quot;professor&quot;, &quot;gui_avatars_dean_with_phone&quot;,240,-25})&#x0D;&#x0A;&#x0D;&#x0A;    add_dialog_say(&quot;alabama&quot;, 703, 3500) -- у меня в кабинете был пожар!&#x0D;&#x0A;    add_dialog_say(&quot;professor&quot;, 705, 3500) -- а сигнализация?&#x0D;&#x0A;    add_dialog_say(&quot;alabama&quot;, 706, 6000) -- кто-то отключил, бумаги сгорели&#x0D;&#x0A;    add_dialog_say(&quot;alabama&quot;, 707, 6000) -- про кристаллы судьбы&#x0D;&#x0A;    add_dialog_say(&quot;alabama&quot;, 708, 6000) -- бумаги о них украли&#x0D;&#x0A;    add_dialog_say(&quot;professor&quot;, 709, 6500, nil) -- это входит в сферу наших интересов&#x0D;&#x0A;    add_dialog_say(&quot;professor&quot;, 710, 3800, nil) -- тебе надо подготовиться к путешествию&#x0D;&#x0A;    start_dialog(true)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;    stop_sound(&quot;people_noise&quot;, 0)&#x0D;&#x0A;    sound(&quot;water_01&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   floating_locations.DisableScene(&quot;room&quot;)&#x0D;&#x0A;   if profile.GetVariable(&quot;tutorial_finished_floating&quot;) ~= 0 then&#x0D;&#x0A;      floating_locations.EnableScene(&quot;holding&quot;)&#x0D;&#x0A;      if not is_hide(&quot;lab_door_open&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;laboratory&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      if not is_hide(&quot;warehouse_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;  end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   if not is_hide(&quot;clip_letter&quot;) then&#x0D;&#x0A;     hide_ex(0, false, &quot;Tutorial_table&quot;)&#x0D;&#x0A;     show_ex(300, false, &quot;Tutorial_table&quot;)&#x0D;&#x0A;     say(946) -- мне письмо!&#x0D;&#x0A;     -- показать таск про письмо&#x0D;&#x0A;     if is_task_hidden(13) then&#x0D;&#x0A;          show_task(13)&#x0D;&#x0A;     end&#x0D;&#x0A;   end&#x0D;&#x0A;]])" >
<objects >
<group object_flags="3" id="Cheat_chapter" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
<object object_flags="0" id="object 36" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="365 594" angle="0" size="59 59" type="image" color="-1" image_id="achievements_chapter_without_a_hint" />
</group>
<object object_flags="1" id="room_gui_amulet" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<object object_flags="3" id="comics01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="513 383" angle="0" size="1024 768" type="clip" color="-1" clip_id="comics01" use_alpha="false" />
<object object_flags="3" id="Tutorial_upperpanel" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 409" angle="0" size="1024 768" type="clip" color="-1" clip_id="upperpanel" use_alpha="false" />
<object object_flags="3" id="Tutorial_tasks" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="838 591" angle="0" size="60 80" type="clip" color="-1" clip_id="red_arrow" use_alpha="false" />
<group object_flags="3" id="Tutorial_table" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="table_arrow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="653 333" angle="0" size="60 80" type="clip" color="-1" clip_id="red_arrow" use_alpha="false" />
<object object_flags="0" id="table_glow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="643 525" angle="0" size="370 330" type="clip" color="-1" clip_id="tutorial_table" use_alpha="false" />
</group>
<group object_flags="3" id="Tutorial_photoalbum" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="album_arrow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="413 173" angle="0" size="60 80" type="clip" color="-1" clip_id="red_arrow" use_alpha="false" />
<object object_flags="0" id="allbum_glow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="408 250" angle="0" size="60 80" type="clip" color="-1" clip_id="tutorial_book" use_alpha="false" />
</group>
<group object_flags="3" id="Tutorial_cupboard" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="cupboard_arrow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 123" angle="0" size="60 80" type="clip" color="-1" clip_id="red_arrow" use_alpha="false" />
<object object_flags="0" id="cupboard_glow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="384 306" angle="0" size="120 300" type="clip" color="-1" clip_id="tutorial_door" use_alpha="false" />
</group>
<group object_flags="3" id="Tutorial_key" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="key_arrow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="540 433" angle="0" size="60 80" type="clip" color="-1" clip_id="red_arrow" use_alpha="false" />
</group>
<object object_flags="2" id="key_glow" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false, &quot;key_glow&quot;)&#x0D;&#x0A;   take(&quot;Cupboard_key&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;Tutorial_key&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="541 483" angle="0" size="50 50" type="clip" color="-1" clip_id="tutorial_key" use_alpha="false" />
<group object_flags="0" id="Cupboard_key" hint="$1339" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false, &quot;key_glow&quot;)&#x0D;&#x0A;   take()&#x0D;&#x0A;   hide_ex(0, false, &quot;Tutorial_key&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="cupboard_key" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="540 481" angle="0" size="19 6" type="image" color="-1" image_id="scenes_chapter01_scene02_key" />
<object object_flags="3" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="546 485" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_key02" />
<object object_flags="3" id="__inv_arrow" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="546 486" angle="0" size="60 200" type="clip" color="-1" clip_id="tutorial_inv_arrow" use_alpha="false" />
</group>
<object object_flags="3" id="table_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="651 521" angle="0" size="299 291" type="image" color="-1" image_id="scenes_chapter01_scene02_miniscene_shine" />
<object object_flags="3" id="clip_letter" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_02_letter" use_alpha="false" />
<group object_flags="2" id="Brush" hint="$721" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="545 255" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
</group>
<object object_flags="0" id="brush" hint="$712" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Box01&quot;, &quot;box01_03&quot;) and not is_hide(&quot;table_fire&quot;) then&#x0D;&#x0A;       hide_ex(0, false, &quot;brush&quot;)&#x0D;&#x0A;        additional_inventory.TakeItem(&quot;Brush&quot;)&#x0D;&#x0A;        complete_task(12) -- найти кисть&#x0D;&#x0A;        CheckAdditionalInv()&#x0D;&#x0A;   else&#x0D;&#x0A;       say(713) --Это моя археологическая кисть. Я пользуюсь ею в путешествиях.&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="537.500 255" angle="0" size="28 43" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_brush" />
<object object_flags="3" id="room_fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_02_fire" use_alpha="false" />
<group object_flags="2" id="Ladder" hint="$76" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="276 408" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_stairs" />
</group>
<object object_flags="1" id="clip_light_room" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_02_lamp" use_alpha="false" />
<group object_flags="0" id="Key" hint="$476" editor_flags="0" s1="if cursor() and not is_task_hidden(1) then &#x0D;&#x0A;   take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="key" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="186 482" angle="0" size="21 14" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_kay" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="189 482" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_key" />
</group>
<group object_flags="2" id="Idol06" hint="$475" editor_flags="0" s1="if cursor() and not is_task_hidden(1)   then&#x0D;&#x0A;  take()&#x0D;&#x0A;    CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol06" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="274 518" angle="0" size="14 49" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_idol03" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="273 524" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
</group>
<group object_flags="0" id="Idol05" hint="$475" editor_flags="0" s1="if cursor()  and not is_task_hidden(1)  then&#x0D;&#x0A;   if is_hide(&quot;glass_door_open&quot;) then&#x0D;&#x0A;      sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;       show_ex(0, false, &quot;glass_door_open&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;     take()&#x0D;&#x0A;      CheckIdols()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol05" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="392 250.500" angle="0" size="14 49" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_idol02" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="392 256" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
</group>
<group object_flags="0" id="Idol04" hint="$475" editor_flags="0" s1="if cursor() and not is_task_hidden(1)   then&#x0D;&#x0A;  take()&#x0D;&#x0A;    CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="874 569" angle="0" size="20 52" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_idol01" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="879 572" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
</group>
<group object_flags="3" id="Door_ladder" hint="$468" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="door_ladder_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="251 357.500" angle="0" size="134 463" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_door_open" />
<object object_flags="2" id="door_no_ladder" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="251 357.500" angle="0" size="134 463" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_door_open_no_ladder" />
</group>
<object object_flags="3" id="glass_door_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="375 303" angle="0" size="100 280" type="image" color="-1" image_id="scenes_chapter01_scene02_scene01_glaas_door_open" />
<object object_flags="3" id="lamp04_off" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="lamp_off" use_alpha="false" />
<object object_flags="1" id="lamp04_on" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="lamp_on" use_alpha="false" />
<object object_flags="3" id="room_after_fire" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_02_after_fire" use_alpha="false" />
<object object_flags="1" id="room_bg" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_02" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="area_floating_tutorial" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="494 26" />
<point offset="409 51" />
<point offset="408 18" />
</area>
<area object_flags="1" id="area 46" hint="начать пожар" editor_flags="0" s1="StartFire()" s2="" s3="" s4="" sound="" >
<point offset="282 201" />
<point offset="341 157" />
<point offset="343 120" />
<point offset="180 130" />
</area>
<area object_flags="0" id="area_tutorial" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="825 36" />
<point offset="853 6" />
<point offset="779 11" />
</area>
<area object_flags="1" id="area_album" hint="$1312" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_photoalbum&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   if is_disable(&quot;area_seen_album&quot;) and not is_hide(&quot;Tutorial_photoalbum&quot;) then&#x0D;&#x0A;        enable(&quot;area_seen_album&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Tutorial_photoalbum&quot;)&#x0D;&#x0A;        complete_task(14)&#x0D;&#x0A;        enable(&quot;area_table&quot;)&#x0D;&#x0A;        say(1341) -- хорошие воспоминания&#x0D;&#x0A;        show_ex(0, false, &quot;Tutorial_table&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;Tutorial_note&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;clip_letter&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="406 273" />
<point offset="394 269" />
<point offset="411 226" />
</area>
<area object_flags="1" id="area_seen_album" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="692 32" />
<point offset="703 17" />
<point offset="659 19" />
</area>
<area object_flags="0" id="area_glass_door_closed" hint="$1338" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   say(1087) -- door&apos;s closed&#x0D;&#x0A;elseif cursor(&quot;Cupboard_key&quot;) then&#x0D;&#x0A;     remove(&quot;Cupboard_key&quot;)&#x0D;&#x0A;     sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;     show_ex(0, false, &quot;glass_door_open&quot;)&#x0D;&#x0A;     disable()&#x0D;&#x0A;     hide_ex(0, false, &quot;Tutorial_cupboard&quot;)&#x0D;&#x0A;     show_ex(300, false, &quot;Tutorial_photoalbum&quot;)&#x0D;&#x0A;     enable(&quot;area_album&quot;)&#x0D;&#x0A;     complete_task(18) -- открыть шкаф&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="422 175" />
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<point offset="358 434" />
</area>
<area object_flags="1" id="area_can_take_ladder" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="295 10" />
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<point offset="267 48" />
<point offset="267 28" />
</area>
<area object_flags="1" id="area_fire" hint="$670" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(671) --Мои бумаги! Надо срочно все потушить!&#x0D;&#x0A;elseif cursor(&quot;Extinguisher&quot;) then&#x0D;&#x0A;   if full_screen_minigame(&quot;s12_fire_cockroach_minigame&quot;) then&#x0D;&#x0A;      remove(&quot;Extinguisher&quot;)&#x0D;&#x0A;       EndFire()&#x0D;&#x0A;       achievements.GetAchievement(&quot;extinguish_fire&quot;) -- ачивмент &quot;Пожарник&quot;&#x0D;&#x0A;       complete_task(9) -- потушить пожар&#x0D;&#x0A;       sleep(2500) -- чтоб диалог не начинался, пока не повисит окно с ачивкой&#x0D;&#x0A;       -- разлочить объекты для дополнительного инвентаря&#x0D;&#x0A;       ActivateAdditionalInventory()&#x0D;&#x0A;       Dialogue2() -- диалог после пожара&#x0D;&#x0A;       say(702) -- Необходимо найти нужные в путешествии инструменты.&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_picture" hint="$520" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_carpet" hint="$518" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="752 690" />
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</area>
<area object_flags="0" id="area_plate" hint="$517" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="639 380" />
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</area>
<area object_flags="0" id="area_bust" hint="$516" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="457 326" />
<point offset="457 318" />
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<point offset="451 278" />
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</area>
<area object_flags="0" id="area_figurine" hint="$515" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="465 426" />
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<point offset="443 385" />
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</area>
<area object_flags="0" id="area_vase03" hint="$505" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<point offset="637 273" />
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<area object_flags="0" id="area_books01" hint="$121" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<point offset="546 184" />
<point offset="545 221" />
</area>
<area object_flags="0" id="diploma04" hint="$487" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(491) -- диплом об окончании университета с отличием&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="86 209" />
<point offset="84 270" />
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<area object_flags="0" id="diploma03" hint="$487" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(490) -- Моя диссертация была оценена археологическим сообществом.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="diploma02" hint="$487" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(489) -- Эту награду я получил за успешные раскопки в Мачу-Пикчу. Сейчас я занимаюсь изучением найденных там статуэток.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="diploma01" hint="$487" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(488) -- Это награда за выдающиеся способности к археологическому анализу.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_glass_door" hint="$468" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;glass_door_open&quot;) then&#x0D;&#x0A;      sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;       show_ex(0, false, &quot;glass_door_open&quot;)&#x0D;&#x0A;       enable(&quot;area_album&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;      sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;       hide_ex(0, false, &quot;glass_door_open&quot;)&#x0D;&#x0A;       disable(&quot;area_album&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_ladder" hint="$76" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if not is_disable(&quot;area_can_take_ladder&quot;) then&#x0D;&#x0A;      change_state(&quot;Door_ladder&quot;, &quot;door_no_ladder&quot;)&#x0D;&#x0A;      take(&quot;Ladder&quot;)&#x0D;&#x0A;       disable(&quot;area_ladder&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;    say(711) -- Зачем мне таскать с собой лестницу? Она мне сейчас не нужна.&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_door_ladder" hint="$477" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;Door_ladder&quot;) then&#x0D;&#x0A;      sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;      show_ex(0, false, &quot;Door_ladder&quot;)&#x0D;&#x0A;      if state(&quot;Door_ladder&quot;, &quot;door_ladder_open&quot;) then&#x0D;&#x0A;         enable(&quot;area_ladder&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      if is_object_on_level(&quot;Idol06&quot;) then&#x0D;&#x0A;          show_ex(0, false, &quot;Idol06&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;  else&#x0D;&#x0A;      sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;     hide_ex(0, false, &quot;Door_ladder&quot;)&#x0D;&#x0A;      if state(&quot;Door_ladder&quot;, &quot;door_ladder_open&quot;) then&#x0D;&#x0A;        disable(&quot;area_ladder&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      if is_object_on_level(&quot;Idol06&quot;) then&#x0D;&#x0A;          hide_ex(0, false, &quot;Idol06&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_to_holding_room" hint="$24" editor_flags="4" s1="if cursor() then&#x0D;&#x0A; --   hide_ex(0, false, &quot;room_bg&quot;)&#x0D;&#x0A;  --  show_ex(0, false, &quot;holding_bg&quot;)&#x0D;&#x0A;  show_scene(&quot;holding&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_table" hint="$519" editor_flags="0" s1="   hide_ex(0, false, &quot;table_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  show_scene(&quot;miniscene_table&quot;)&#x0D;&#x0A;--[[  if not is_hide(&quot;Tutorial_table&quot;) then&#x0D;&#x0A;     hide_ex(0, false, &quot;Tutorial_table&quot;)&#x0D;&#x0A;  end]]&#x0D;&#x0A;&#x0D;&#x0A;  if not is_task_hidden(1) and( is_hide(&quot;Papers&quot;) or not state(&quot;Papers&quot;, &quot;paper03&quot;) ) &#x0D;&#x0A;     and not is_disable(&quot;seen_warehouse_door&quot;) then&#x0D;&#x0A;      say(481)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="  show_ex(0, false, &quot;table_shine&quot;)" s3="   hide_ex(0, false, &quot;table_shine&quot;)" s4="" sound="" >
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</areas>
</scene>
<scene id="miniscene_photoalbum" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<object object_flags="0" id="gui_amulet_album" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<object object_flags="1" id="photo_bg_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="photoalbum" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_uni_photo" hint="$1348" editor_flags="0" s1="say(1345) -- молодость =))" s2="" s3="" s4="" sound="" >
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<point offset="177 567" />
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</area>
<area object_flags="0" id="area_work_photo" hint="$1349" editor_flags="0" s1="say(1344) -- так увлечен работой" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_diploma_photo" hint="$1347" editor_flags="0" s1="say(1343) --Помнится, я очень волновался на этой церемонии. Выбор галстука превратился в кошмар." s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_anastasia_photo" hint="$1346" editor_flags="0" s1="say(1341) -- скучаю по настьке" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_photos" hint="$1312" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="943 53" />
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</area>
<area object_flags="0" id="_area_go_to_room" hint="$90" editor_flags="0" s1="show_scene(&quot;room&quot;)" s2="" s3="" s4="" sound="" >
<point offset="1 672" />
<point offset="1022 668" />
<point offset="1023 2" />
<point offset="1 0" />
</area>
<area object_flags="0" id="area_go_to_room_for_hint" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="908 669" />
<point offset="1028 670" />
<point offset="1033 3" />
<point offset="898 4" />
</area>
</areas>
</scene>
<scene id="miniscene_table" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;    if not is_hide(&quot;Tutorial_note&quot;) then&#x0D;&#x0A;         hide_ex(0, false, &quot;Tutorial_note&quot;)&#x0D;&#x0A;         show_ex(300, false, &quot;Tutorial_note&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;  if not is_hide(&quot;table_fire01&quot;) then&#x0D;&#x0A;      say(671) -- мои бумаги!!!&#x0D;&#x0A;  end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;function CheckFire()&#x0D;&#x0A;   for i = 1, 9 do&#x0D;&#x0A;        local id = &quot;fire&quot;&#x0D;&#x0A;        if i &lt; 10 then id = id .. 0 end&#x0D;&#x0A;       id = id .. i&#x0D;&#x0A;       if not is_hide(id) then&#x0D;&#x0A;          return&#x0D;&#x0A;       end&#x0D;&#x0A;   end&#x0D;&#x0A;------- пожар усе&#x0D;&#x0A;    clear_cursor()&#x0D;&#x0A;    remove(&quot;Extinguisher&quot;)&#x0D;&#x0A;    EndFire()&#x0D;&#x0A;    achievements.GetAchievement(&quot;extinguish_fire&quot;) -- ачивмент &quot;Пожарник&quot;&#x0D;&#x0A;    complete_task(9) -- потушить пожар&#x0D;&#x0A;    show_scene(&quot;room&quot;)    &#x0D;&#x0A;&#x0D;&#x0A;    -- разлочить объекты для дополнительного инвентаря&#x0D;&#x0A;     ActivateAdditionalInventory()&#x0D;&#x0A;     Dialogue2() -- диалог после пожара&#x0D;&#x0A;     say(702) -- Необходимо найти нужные в путешествии инструменты.&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function ClickOnFire(_i)&#x0D;&#x0A;  if cursor() then&#x0D;&#x0A;   say(671) --Мои бумаги! Надо срочно все потушить!&#x0D;&#x0A; elseif cursor(&quot;Extinguisher&quot;) then&#x0D;&#x0A;     do_not_change_cursor()&#x0D;&#x0A;     sound(&quot;rub_stone_chemical&quot;)&#x0D;&#x0A;     sound(&quot;fire_02&quot;)&#x0D;&#x0A;     local id = &quot;&quot;&#x0D;&#x0A;     if _i &lt; 10 then id = id .. 0 end&#x0D;&#x0A;     id = id .. _i&#x0D;&#x0A;    disable(&quot;area_fire&quot;..id)&#x0D;&#x0A;     hide_ex(0, false, &quot;fire&quot;..id)&#x0D;&#x0A;     show_ex(0, false, &quot;smoke&quot;..id)&#x0D;&#x0A;     play_clip(&quot;smoke&quot;..id, 0)&#x0D;&#x0A;&#x0D;&#x0A;     show_ex(0, false, &quot;foam&quot;..id)&#x0D;&#x0A;     play_clip(&quot;foam&quot;..id, 0)&#x0D;&#x0A;     &#x0D;&#x0A;    CheckFire()&#x0D;&#x0A; end&#x0D;&#x0A;end" >
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<object object_flags="3" id="foam09" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="153 572" angle="0" size="200 100" type="clip" color="-1" clip_id="minigame_foam" use_alpha="false" />
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<area object_flags="0" id="area_letter" hint="$948" editor_flags="4" s1="if cursor()   then&#x0D;&#x0A;     show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  if not is_hide(&quot;table_letter&quot;) then&#x0D;&#x0A;      play_clip(&quot;read_letter&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;table_letter&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;clip_letter&quot;)&#x0D;&#x0A;       complete_task(13)&#x0D;&#x0A;&#x0D;&#x0A;      -- прячем туториал&#x0D;&#x0A;       hide_ex(0, false, &quot;Tutorial_note&quot;)&#x0D;&#x0A;        if not is_hide(&quot;Notepad_alabama&quot;) then&#x0D;&#x0A;           show_ex(0, false, &quot;Tutorial_notepad&quot;)&#x0D;&#x0A;           show_task(15)&#x0D;&#x0A;           say(1395) -- мне пригодится мой блокнот&#x0D;&#x0A;       else&#x0D;&#x0A;          ShowNormalTasks()&#x0D;&#x0A;       end&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_room_table" hint="$90" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;room&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="214 108" />
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</area>
<area object_flags="0" id="area_cup" hint="$486" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="902 334" />
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</area>
<area object_flags="0" id="area_machu_pikchu" hint="$948" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;table_letter&quot;) then&#x0D;&#x0A;     say(485)&#x0D;&#x0A;  else&#x0D;&#x0A;    show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_comp" hint="$546" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_photo" hint="$86" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    say(482)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area_card" hint="$85" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   show_ex(0, false, &quot;card_tail&quot;)&#x0D;&#x0A;   take(&quot;Card&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   say(500) -- Теперь можно попасть в хранилище.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="314 461" />
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</area>
<area object_flags="0" id="area_papers" hint="$479" editor_flags="4" s1="if cursor() and not is_task_hidden(1) then&#x0D;&#x0A;   if is_hide(&quot;Papers&quot;) then&#x0D;&#x0A;       sound(&quot;take_sheet&quot;, false)&#x0D;&#x0A;        show(&quot;Papers&quot;)&#x0D;&#x0A;   elseif is_hide(&quot;paper02&quot;) then&#x0D;&#x0A;       sound(&quot;take_sheet&quot;, false)&#x0D;&#x0A;        show_ex(200, false, &quot;paper02&quot;)&#x0D;&#x0A;        disable(&quot;area_book06&quot;)&#x0D;&#x0A;        disable(&quot;area_book07&quot;)&#x0D;&#x0A;   elseif is_hide(&quot;paper03&quot;) then&#x0D;&#x0A;       sound(&quot;take_sheet&quot;, false)&#x0D;&#x0A;         show_ex(200, false, &quot;paper03&quot;)&#x0D;&#x0A;        disable(&quot;area_papers&quot;)&#x0D;&#x0A;        enable(&quot;area_card&quot;)&#x0D;&#x0A;        say(483)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_notebook" size="624 501" offset="281 63" flags="2" script="" >
<objects >
<object object_flags="1" id="read_letter" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_letter" use_alpha="false" />
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="image" color="-1" image_id="scenes_chapter01_scene02_miniscene_notebook" />
</objects>
<areas >
<area object_flags="0" id="area_letter_screen" hint="$948" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(953) --Не хочется закрывать исследования, но нет выбора...&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="575 30" />
<point offset="577 391" />
<point offset="54 393" />
<point offset="53 29" />
</area>
</areas>
</scene>
<scene id="holding" size="1024 768" offset="0 0" flags="0" script="form_object_form_parts(&quot;Photo_inv&quot;, &quot;Photo01&quot;, &quot;Photo02&quot;, &quot;Photo03&quot;, &quot;Photo04&quot;, &quot;Photo05&quot;, &quot;Photo06&quot;, &quot;Photo07&quot;, &quot;Photo08&quot;, &quot;Photo09&quot;, &quot;Photo10&quot;,  &quot;Photo11&quot;, &quot;Photo12&quot;)&#x0D;&#x0A;&#x0D;&#x0A;function CheckPhoto()&#x0D;&#x0A;    if  is_object_in_inventory(&quot;Photo_inv&quot;, &quot;__inv12&quot;) then&#x0D;&#x0A;      if not is_task_hidden(2) then&#x0D;&#x0A;          complete_task(2)&#x0D;&#x0A;      end&#x0D;&#x0A;        show_task(5)&#x0D;&#x0A;    end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   floating_locations.DisableScene(&quot;holding&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   if not is_disable(&quot;area_floating_tutorial&quot;) then&#x0D;&#x0A;      floating_locations.EnableScene(&quot;room&quot;)&#x0D;&#x0A;      if not is_hide(&quot;lab_door_open&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;laboratory&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      if not is_hide(&quot;warehouse_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;  end&#x0D;&#x0A;]])" >
<objects >
<object object_flags="3" id="board_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="713 299" angle="0" size="183 183" type="image" color="-1" image_id="scenes_chapter01_scene03_minigame_shine" />
<group object_flags="0" id="Fire" hint="$726" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="431 732" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
</group>
<group object_flags="0" id="Water" hint="$725" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="458 737" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
</group>
<object object_flags="1" id="holding_gui_amulet" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<object object_flags="3" id="holding_fire" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_03_smoke" use_alpha="false" />
<object object_flags="3" id="board_complete" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="710 290" angle="0" size="112 98" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_complit" />
<group object_flags="0" id="Earth" hint="$724" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="486 732" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
</group>
<group object_flags="2" id="Crowbar" hint="$720" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="205 485" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
</group>
<group object_flags="0" id="Photo01" hint="$474" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="275.500 540.500" angle="0" size="21 19" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail01" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="279 537" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo02" hint="$474" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="231 226" angle="0" size="32 17" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail02" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="234 217" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo03" hint="$474" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="560 107.500" angle="0" size="26 23" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail03" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="568 103" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<object object_flags="0" id="piece04_tail" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="650 456" angle="0" size="16 86" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail_obj04" />
<group object_flags="0" id="Photo04" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="656 453" angle="0" size="19 70" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail07" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="661 448" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo05" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece05" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="696.500 590" angle="0" size="10 18" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail04" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="695 584" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo06" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece06" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="202 520.500" angle="0" size="21 34" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail05" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="194 518" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<object object_flags="1" id="crowbar" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="210 495.500" angle="0" size="64 103" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_Crowbar" />
<group object_flags="2" id="Photo07" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece07" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="336 361.500" angle="0" size="11 21" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail06" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="336 362" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<object object_flags="0" id="piece08_tail" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="197.500 583.500" angle="0" size="47 61" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail_obj03" />
<group object_flags="0" id="Photo08" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece08" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="189 589" angle="0" size="52 39" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail08" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="175 592" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo09" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece09" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="613 600" angle="0" size="50 11" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail09" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="606 596" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<object object_flags="0" id="piece10_tail" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="194 289.500" angle="0" size="22 23" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail_obj01" />
<group object_flags="0" id="Photo10" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="photo_piece10" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="189 284" angle="0" size="23 24" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_map_tail10" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="185 286" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo_inv" hint="$474" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="635 712" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
<object object_flags="2" id="__inv02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="663 714" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto02" />
<object object_flags="2" id="__inv03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="649 710" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto03" />
<object object_flags="2" id="__inv04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="658 715" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto04" />
<object object_flags="2" id="__inv05" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="691 726" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto05" />
<object object_flags="0" id="__inv06" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="650 722" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto06" />
<object object_flags="2" id="__inv07" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="701 711" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto07" />
<object object_flags="2" id="__inv08" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="683 705" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto08" />
<object object_flags="2" id="__inv09" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="719 716" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto09" />
<object object_flags="2" id="__inv10" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="719 725" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto10" />
<object object_flags="2" id="__inv11" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="696 730" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto11" />
<object object_flags="2" id="__inv12" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="728 713" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto12" />
</group>
<group object_flags="2" id="Extinguisher" hint="$115" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="300 517" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_fireextinguisher" />
</group>
<group object_flags="2" id="Built_in" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="built_in_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 341" angle="0" size="36 34" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_ built-in closet" />
<object object_flags="1" id="built_in_no_rag" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="322.500 348" angle="0" size="93 132" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_ built-in closet_no_cloud" />
</group>
<group object_flags="2" id="Rag" hint="$87" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="317 335" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_clout" />
</group>
<object object_flags="3" id="holes" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter01_scene03_background_hols02" />
<object object_flags="1" id="lamp03_on" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_03_lamp_on" use_alpha="false" />
<object object_flags="3" id="lamp03_off" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_03_lamp_off" use_alpha="false" />
<object object_flags="3" id="lock_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="800 390.500" angle="0" size="42 43" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_lock_open" />
<object object_flags="3" id="hide_extinguisher" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="294.500 551" angle="0" size="103 178" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_fireextinguisher" />
<object object_flags="3" id="warehouse_door_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="899 384.500" angle="0" size="250 453" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_door_open03" />
<object object_flags="3" id="lab_door_open" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="75 427.500" angle="0" size="150 639" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_door_open02" />
<object object_flags="1" id="room_door_open" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="476.500 446" angle="0" size="189 478" type="image" color="-1" image_id="scenes_chapter01_scene03_scene03_door_open01" />
<object object_flags="1" id="clip_cooler" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="cooler" use_alpha="false" />
<object object_flags="1" id="holding_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_03" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="seen_warehouse_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="884 30" />
<point offset="939 11" />
<point offset="857 2" />
</area>
<area object_flags="1" id="area 23" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   enable(&quot;__lasthog1&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog2&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter01_hog&quot;)&#x0D;&#x0A;   hide(&quot;hog_effect&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="169 103" />
<point offset="218 104" />
<point offset="234 62" />
<point offset="164 53" />
</area>
<area object_flags="1" id="area_crowbar" hint="$547" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false, &quot;crowbar&quot;)&#x0D;&#x0A;   additional_inventory.TakeItem(&quot;Crowbar&quot;)&#x0D;&#x0A;   disable(&quot;area_crowbar&quot;)&#x0D;&#x0A;   say(681) -- объекты, который будут часто использоваться, в доп.инвентаре&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="214 520" />
<point offset="208 500" />
<point offset="204 472" />
<point offset="192 451" />
<point offset="209 463" />
<point offset="216 493" />
<point offset="224 525" />
</area>
<area object_flags="0" id="area_cup" hint="$540" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="692 598" />
<point offset="700 589" />
<point offset="698 574" />
<point offset="666 583" />
<point offset="667 592" />
</area>
<area object_flags="0" id="area_air_conditioning" hint="$539" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="377 155" />
<point offset="369 145" />
<point offset="368 103" />
<point offset="577 93" />
<point offset="578 144" />
</area>
<area object_flags="0" id="area_plant" hint="$538" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="173 539" />
<point offset="173 407" />
<point offset="213 395" />
<point offset="243 386" />
<point offset="243 499" />
<point offset="248 518" />
<point offset="256 529" />
<point offset="252 602" />
<point offset="218 620" />
<point offset="177 613" />
</area>
<area object_flags="1" id="area_cheat" hint="pick_all_pieces" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_object_on_level(&quot;Photo01&quot;) then&#x0D;&#x0A;       take(&quot;Photo01&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo02&quot;) then&#x0D;&#x0A;       take(&quot;Photo02&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo03&quot;) then&#x0D;&#x0A;       take(&quot;Photo03&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo04&quot;) then&#x0D;&#x0A;       take(&quot;Photo04&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo05&quot;) then&#x0D;&#x0A;       take(&quot;Photo05&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo06&quot;) then&#x0D;&#x0A;       take(&quot;Photo06&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo07&quot;) then&#x0D;&#x0A;       take(&quot;Photo07&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo08&quot;) then&#x0D;&#x0A;       take(&quot;Photo08&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo09&quot;) then&#x0D;&#x0A;       take(&quot;Photo09&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo10&quot;) then&#x0D;&#x0A;       take(&quot;Photo10&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo11&quot;) then&#x0D;&#x0A;      show_ex(0, false, &quot;bin_tail01&quot;)&#x0D;&#x0A;       take(&quot;Photo11&quot;)&#x0D;&#x0A;      disable(&quot;area_photo_piece01&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_object_on_level(&quot;Photo12&quot;) then&#x0D;&#x0A;         show_ex(0, false, &quot;bin_tail02&quot;)&#x0D;&#x0A;       take(&quot;Photo12&quot;)&#x0D;&#x0A;   disable(&quot;area_photo_piece02&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   disable()&#x0D;&#x0A;complete_task(2)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="129 141" />
<point offset="126 163" />
<point offset="38 138" />
<point offset="37 111" />
</area>
<area object_flags="0" id="area_board" hint="$492" editor_flags="0" s1="  hide_ex(0, false, &quot;board_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  show_scene(&quot;miniscene_board&quot;)&#x0D;&#x0A;elseif cursor(&quot;Photo_inv&quot;) then&#x0D;&#x0A;   if is_object_in_inventory(&quot;Photo_inv&quot;, &quot;__inv12&quot;) then&#x0D;&#x0A;       hide_ex(0, false, &quot;board_shine&quot;)&#x0D;&#x0A;       if full_screen_minigame(&quot;assemble_image_pieces_chapter01&quot;) then&#x0D;&#x0A;               remove(&quot;Photo_inv&quot;)&#x0D;&#x0A;               show_ex(0, false, &quot;board_bg_photo&quot;)&#x0D;&#x0A;               achievements.GetAchievement(&quot;assemble_photo&quot;) -- награда за любознательность&#x0D;&#x0A;               if  not is_task_hidden(17) then&#x0D;&#x0A;                  complete_task(17)&#x0D;&#x0A;               end&#x0D;&#x0A;               complete_task(5) -- собрать фотографию Мачу-Пикчу&#x0D;&#x0A;               show_ex(0, false, &quot;board_complete&quot;)&#x0D;&#x0A;&#x0D;&#x0A;              CheckAdditionalInv()&#x0D;&#x0A;       end&#x0D;&#x0A;               show_scene(&quot;miniscene_board&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;      hide_ex(0, false, &quot;board_shine&quot;)&#x0D;&#x0A;      show_scene(&quot;miniscene_board&quot;)&#x0D;&#x0A;       say(496)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;board_shine&quot;)" s3="hide_ex(0, false, &quot;board_shine&quot;)" s4="" sound="" >
<point offset="639 224" />
<point offset="782 222" />
<point offset="782 368" />
<point offset="647 368" />
</area>
<area object_flags="1" id="area_rag" hint="$87" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false,  &quot;built_in_open&quot;)&#x0D;&#x0A;   take(&quot;Rag&quot;)&#x0D;&#x0A;   disable(&quot;area_rag&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="318 346" />
<point offset="325 334" />
<point offset="308 327" />
<point offset="301 337" />
<point offset="309 354" />
</area>
<area object_flags="0" id="diploma09" hint="$487" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="264 348" />
<point offset="271 291" />
<point offset="246 289" />
<point offset="243 346" />
</area>
<area object_flags="0" id="diploma08" hint="$487" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="239 356" />
<point offset="242 329" />
<point offset="232 328" />
<point offset="229 354" />
</area>
<area object_flags="0" id="diploma07" hint="$487" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="240 323" />
<point offset="243 289" />
<point offset="217 286" />
<point offset="214 319" />
</area>
<area object_flags="0" id="diploma06" hint="$487" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="225 356" />
<point offset="229 327" />
<point offset="214 327" />
<point offset="212 353" />
</area>
<area object_flags="0" id="diploma05" hint="$487" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="210 341" />
<point offset="213 283" />
<point offset="186 278" />
<point offset="183 340" />
</area>
<area object_flags="0" id="area_lock" hint="$473" editor_flags="4" s1="enable(&quot;seen_warehouse_door&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;    if is_hide(&quot;lock_open&quot;) and not is_object_in_inventory(&quot;Card&quot;) then&#x0D;&#x0A;       say(478)&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;Card&quot;) then&#x0D;&#x0A;   remove(&quot;Card&quot;)&#x0D;&#x0A;   sound(&quot;push_button&quot;, false)&#x0D;&#x0A;   show_ex(100, false, &quot;lock_open&quot;)&#x0D;&#x0A;   floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;&#x0D;&#x0A;       sound(&quot;open_door&quot;, false)&#x0D;&#x0A;        show_ex(500, true, &quot;warehouse_door_open&quot;)&#x0D;&#x0A;        show_scene(&quot;warehouse&quot;)    &#x0D;&#x0A;        complete_task(3) -- попасть в хранилище&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="823 412" />
<point offset="823 373" />
<point offset="780 372" />
<point offset="784 411" />
</area>
<area object_flags="0" id="area_bin" hint="$471" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_bin&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="726 600" />
<point offset="744 598" />
<point offset="754 547" />
<point offset="730 534" />
<point offset="698 544" />
<point offset="710 594" />
</area>
<area object_flags="0" id="area_lamp03" hint="$467" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   switch_light(3)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="239 231" />
<point offset="253 220" />
<point offset="256 206" />
<point offset="211 203" />
<point offset="225 235" />
</area>
<area object_flags="0" id="area_extinguisher02" hint="$115" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    if is_hide(&quot;hide_extinguisher&quot;) and not is_hide(&quot;holding_fire&quot;) then&#x0D;&#x0A;        show_ex(0, false, &quot;hide_extinguisher&quot;)&#x0D;&#x0A;        disable(&quot;area_extinguisher02&quot;)&#x0D;&#x0A;        take(&quot;Extinguisher&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;      say(672) --Огнетушители стоят здесь на случай пожара, не надо их убирать отсюда.&#x0D;&#x0A;    end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="313 577" />
<point offset="312 500" />
<point offset="304 482" />
<point offset="276 477" />
<point offset="291 488" />
<point offset="283 495" />
<point offset="293 503" />
<point offset="296 578" />
</area>
<area object_flags="0" id="area_extinguisher01" hint="$115" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    if is_hide(&quot;hide_extinguisher&quot;) and not is_hide(&quot;holding_fire&quot;) then&#x0D;&#x0A;        show_ex(0, false, &quot;hide_extinguisher&quot;)&#x0D;&#x0A;        disable(&quot;area_extinguisher02&quot;)&#x0D;&#x0A;        take(&quot;Extinguisher&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;      if  is_hide(&quot;holding_fire&quot;) then&#x0D;&#x0A;          say(672) --Огнетушители стоят здесь на случай пожара, не надо их убирать отсюда.&#x0D;&#x0A;      elseif not is_hide(&quot;hide_extinguisher&quot;) then&#x0D;&#x0A;        say(728) --Мне не нужен еще один огнетушитель.&#x0D;&#x0A;      end&#x0D;&#x0A;    end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="277 586" />
<point offset="294 583" />
<point offset="292 502" />
<point offset="288 492" />
<point offset="275 478" />
<point offset="269 482" />
<point offset="273 493" />
<point offset="262 505" />
<point offset="262 579" />
</area>
<area object_flags="0" id="area_built_in" hint="$88" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;Built_in&quot;) then&#x0D;&#x0A;    sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;     show_ex(0, false, &quot;Built_in&quot;)&#x0D;&#x0A;     if is_object_on_level(&quot;Photo07&quot;) then&#x0D;&#x0A;        show_ex(0, false, &quot;Photo07&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;     if state(&quot;Built_in&quot;, &quot;built_in_open&quot;) then&#x0D;&#x0A;       enable(&quot;area_rag&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;  else&#x0D;&#x0A;    sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;    hide_ex(0, false, &quot;Built_in&quot;)&#x0D;&#x0A;     if is_object_on_level(&quot;Photo07&quot;) then&#x0D;&#x0A;        hide_ex(0, false, &quot;Photo07&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;       disable(&quot;area_rag&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="365 404" />
<point offset="364 294" />
<point offset="291 292" />
<point offset="291 401" />
</area>
<area object_flags="0" id="area_lab" hint="$94" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;lab_door_open&quot;) then&#x0D;&#x0A;      if not is_object_in_inventory(&quot;Key&quot;) then&#x0D;&#x0A;          say(125) -- ключ в моем кабинете&#x0D;&#x0A;      else&#x0D;&#x0A;          say(1087) -- door&apos;s closed&#x0D;&#x0A;      end&#x0D;&#x0A;  else&#x0D;&#x0A; --   hide_ex(0, false, &quot;holding_bg&quot;)&#x0D;&#x0A; --   show_ex(0, false, &quot;lab_bg&quot;)&#x0D;&#x0A;--   show_ex(0,false, &quot;clip_scales&quot;)&#x0D;&#x0A;      show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Key&quot;) then&#x0D;&#x0A;    remove(&quot;Key&quot;)&#x0D;&#x0A;       sound(&quot;open_door&quot;, false)&#x0D;&#x0A;     show_ex(500, true, &quot;lab_door_open&quot;)&#x0D;&#x0A; --   hide_ex(0, false, &quot;holding_bg&quot;)&#x0D;&#x0A;--    show_ex(0, false, &quot;lab_bg&quot;)&#x0D;&#x0A;--   show_ex(0,false, &quot;clip_scales&quot;)&#x0D;&#x0A;     show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;        complete_task(4) -- попасть в лабораторию&#x0D;&#x0A;     floating_locations.EnableScene(&quot;laboratory&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="135 624" />
<point offset="135 173" />
<point offset="21 136" />
<point offset="22 661" />
</area>
<area object_flags="0" id="area_room" hint="$90" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;room_door_open&quot;) then&#x0D;&#x0A;       sound(&quot;open_door&quot;, false)&#x0D;&#x0A;     show_ex(500, true, &quot;room_door_open&quot;)&#x0D;&#x0A;--&#x0D;&#x0A;&#x0D;&#x0A;  end&#x0D;&#x0A;--    hide_ex(0, false, &quot;holding_bg&quot;)&#x0D;&#x0A; --  show_ex(0, false, &quot;room_bg&quot;)&#x0D;&#x0A;  show_scene(&quot;room&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="551 582" />
<point offset="549 207" />
<point offset="402 213" />
<point offset="402 572" />
</area>
<area object_flags="0" id="area_warehouse" hint="$89" editor_flags="0" s1="enable(&quot;seen_warehouse_door&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   if is_hide(&quot;lock_open&quot;) then&#x0D;&#x0A;      if not is_object_in_inventory(&quot;Card&quot;) then&#x0D;&#x0A;          say(122)&#x0D;&#x0A;      else&#x0D;&#x0A;          say(1087) -- door&apos;s closed&#x0D;&#x0A;      end&#x0D;&#x0A;   else&#x0D;&#x0A;     if is_hide(&quot;warehouse_door_open&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;     else&#x0D;&#x0A; --   hide_ex(0, false, &quot;holding_bg&quot;)&#x0D;&#x0A;  --  show_ex(0, false, &quot;clip_light&quot;)&#x0D;&#x0A;        show_scene(&quot;warehouse&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="994 599" />
<point offset="992 195" />
<point offset="816 197" />
<point offset="816 588" />
</area>
<area object_flags="0" id="area_cooler" hint="$469" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;water_in_cooler&quot;, false) -- бурлит вода&#x0D;&#x0A;   play_clip(&quot;clip_cooler&quot;, 0)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="649 597" />
<point offset="658 587" />
<point offset="658 380" />
<point offset="632 375" />
<point offset="645 365" />
<point offset="642 305" />
<point offset="588 304" />
<point offset="590 363" />
<point offset="602 378" />
<point offset="575 378" />
<point offset="575 592" />
</area>
</areas>
</scene>
<scene id="miniscene_board" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      if is_disable(&quot;area_seen_board&quot;) and not is_task_hidden(17) then&#x0D;&#x0A;         complete_task(17)&#x0D;&#x0A;         if is_hide(&quot;board_complete&quot;) then&#x0D;&#x0A;           enable(&quot;area_seen_board&quot;)&#x0D;&#x0A;           if not is_object_in_inventory(&quot;Photo_inv&quot;, &quot;__inv12&quot;) then&#x0D;&#x0A;               show_task(2)&#x0D;&#x0A;           else &#x0D;&#x0A;               show_task(5)&#x0D;&#x0A;           end&#x0D;&#x0A;           say(493) -- большая фотка порвана, надо ее восстановить&#x0D;&#x0A;       end&#x0D;&#x0A;     end&#x0D;&#x0A;]])" >
<objects >
<object object_flags="1" id="board_gui_amulet" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<group object_flags="1" id="Background" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="board_bg_photo" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="513 389" angle="0" size="456 306" type="image" color="-1" image_id="scenes_chapter01_scene03_minigame_scene03_map_background_full" />
<object object_flags="1" id="board_bg_no_photo" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 320" angle="0" size="1024 640" type="image" color="-1" image_id="scenes_chapter01_scene03_minigame_scene03_map_background" />
</group>
</objects>
<areas >
<area object_flags="0" id="area_photos" hint="$494" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;board_bg_photo&quot;) then&#x0D;&#x0A;     say(495) -- говорит, что надо собрать порванное фото&#x0D;&#x0A;  else&#x0D;&#x0A;    say(497) -- фотография Мачу-Пикчу&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Photo_inv&quot;) then&#x0D;&#x0A;      if is_object_in_inventory(&quot;Photo_inv&quot;, &quot;__inv12&quot;) then&#x0D;&#x0A;          if full_screen_minigame(&quot;assemble_image_pieces_chapter01&quot;) then&#x0D;&#x0A;               remove(&quot;Photo_inv&quot;)&#x0D;&#x0A;               show_ex(0, false, &quot;board_bg_photo&quot;)&#x0D;&#x0A;               show(&quot;board_complete&quot;)&#x0D;&#x0A;               achievements.GetAchievement(&quot;assemble_photo&quot;) -- награда за любознательность&#x0D;&#x0A;               complete_task(5) -- собрать фотографию Мачу-Пикчу&#x0D;&#x0A;&#x0D;&#x0A;              CheckAdditionalInv()&#x0D;&#x0A;          end&#x0D;&#x0A;      else&#x0D;&#x0A;          say(496) -- сообщает, что собрал не все куски&#x0D;&#x0A;      end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_cooler" hint="$469" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_holding02" hint="$24" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;holding&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_holding01" hint="$24" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;holding&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area_seen_board" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="952 14" />
</area>
</areas>
</scene>
<scene id="miniscene_bin" size="668 501" offset="194 82" flags="2" script="" >
<objects >
<group object_flags="0" id="Photo12" hint="$474" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="438 335" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<group object_flags="0" id="Photo11" hint="$474" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="334 165" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_foto01" />
</group>
<object object_flags="3" id="bin_tail02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="420 319.500" angle="0" size="129 129" type="image" color="-1" image_id="scenes_chapter01_scene03_miniscene_scene03_trash_tailmap02" />
<object object_flags="3" id="bin_tail01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="324 173.500" angle="0" size="85 109" type="image" color="-1" image_id="scenes_chapter01_scene03_miniscene_scene03_trash_tailmap01" />
<object object_flags="1" id="news07" hint="" editor_flags="0" s1="&#x0D;&#x0A;show_scene(&quot;miniscene_newspaper07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if not profile.GetVariable(&quot;ach_chapter01_news02&quot;)&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;   profile.SetVariable(&quot;ach_chapter01_news02&quot;, &quot;true&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="494.500 238.500" angle="0" size="177 201" type="image" color="-1" image_id="scenes_chapter01_scene03_miniscene_newspaper" />
<object object_flags="1" id="bg_bin" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="334 251" angle="0" size="667 500" type="image" color="-1" image_id="scenes_chapter01_scene03_miniscene_scene03_trash_background_full" />
</objects>
<areas >
<area object_flags="0" id="area_news07" hint="$1256" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;news07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;show_scene(&quot;miniscene_newspaper07&quot;)&#x0D;&#x0A;hide(&quot;news07&quot;)&#x0D;&#x0A; disable(&quot;area_news07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter01_news02&quot;) == 0 then&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;   profile.SetVariable(&quot;ach_chapter01_news02&quot;, 1) &#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="475 234" />
</area>
<area object_flags="1" id="seen_news07" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="638 470" />
<point offset="617 420" />
<point offset="570 457" />
</area>
<area object_flags="0" id="area_photo_piece02" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_ex(0, false, &quot;bin_tail02&quot;)&#x0D;&#x0A;   take(&quot;Photo12&quot;)&#x0D;&#x0A;   disable(&quot;area_photo_piece02&quot;)&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="438 299" />
<point offset="399 309" />
<point offset="406 320" />
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</area>
<area object_flags="0" id="area_photo_piece01" hint="$474" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_ex(0, false, &quot;bin_tail01&quot;)&#x0D;&#x0A;   take(&quot;Photo11&quot;)&#x0D;&#x0A;   disable(&quot;area_photo_piece01&quot;)&#x0D;&#x0A;   CheckPhoto()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="294 177" />
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</area>
</areas>
</scene>
<scene id="miniscene_newspaper07" size="484 368" offset="379 120" flags="2" script="" >
<objects >
<object object_flags="0" id="news_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="242 184" angle="0" size="484 368" type="clip" color="-1" clip_id="newspaper07" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="laboratory" size="1024 768" offset="0 0" flags="0" script="function open_table_door(_i)&#x0D;&#x0A;   if is_hide(&quot;table_door0&quot;.._i) then&#x0D;&#x0A;     sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;      show_ex(0,false,&quot;table_door0&quot;.._i)&#x0D;&#x0A;   else&#x0D;&#x0A;     sound(&quot;open_door_02&quot;, false)&#x0D;&#x0A;      hide_ex(0, false, &quot;table_door0&quot;.._i)&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   if profile.GetVariable(&quot;tutorial_finished_floating&quot;) == 0 then&#x0D;&#x0A;      enable(&quot;area_floating_tutorial&quot;)&#x0D;&#x0A;      floating_locations.ShowTutorial()&#x0D;&#x0A;      profile.SetVariable(&quot;tutorial_finished_floating&quot;, 1)&#x0D;&#x0A;   end&#x0D;&#x0A;      floating_locations.EnableScene(&quot;holding&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;room&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;laboratory&quot;)&#x0D;&#x0A;      if not is_hide(&quot;warehouse_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;]])" >
<objects >
<group object_flags="2" id="Magnifier" hint="$723" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="672 158" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
</group>
<object object_flags="0" id="news01" hint="$1256" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;news01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;hide_ex(0, false, &quot;news01&quot;)&#x0D;&#x0A;show_scene(&quot;miniscene_newspaper&quot;)&#x0D;&#x0A;&#x0D;&#x0A;--if profile.GetVariable(&quot;ach_chapter01_news01&quot;) == 0 then&#x0D;&#x0A;  achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter01_news01&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;--end" s2="" s3="" s4="" sound="" offset="991 396.500" angle="0" size="66 109" type="image" color="-1" image_id="scenes_chapter01_scene01_newspaper" />
<object object_flags="3" id="lamp_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="370 295" angle="0" size="163 149" type="image" color="-1" image_id="scenes_chapter01_scene01_miniscene_shine02" />
<object object_flags="3" id="book_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="77 500" angle="0" size="159 97" type="image" color="-1" image_id="scenes_chapter01_scene01_miniscene_shine01" />
<object object_flags="3" id="lab_fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_01_smoke" use_alpha="false" />
<object object_flags="1" id="lab_gui_amulet" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<group object_flags="3" id="hog_effect" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="object 23" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_01_hog_shine" use_alpha="false" />
</group>
<group object_flags="0" id="Idol03" hint="$475" editor_flags="4" s1="if cursor()  then&#x0D;&#x0A;  take()&#x0D;&#x0A;    CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol03" hint="$475" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="589 282" angle="0" size="12 39" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_idol03" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="598 273" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
</group>
<group object_flags="0" id="Idol02" hint="$475" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;    CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol02" hint="$475" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="252 320" angle="0" size="13 37" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_idol01" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="246 312" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
</group>
<group object_flags="2" id="Idol01" hint="$475" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;    CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="477.500 371" angle="0" size="28 29" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_idol02" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="481 372" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
</group>
<object object_flags="1" id="clip_light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_01_light" use_alpha="false" />
<object object_flags="0" id="clip_scales" hint="$472" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scales" use_alpha="true" />
<object object_flags="3" id="table_door05" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="571.500 374" angle="0" size="43 84" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_table_door05" />
<object object_flags="3" id="table_door04" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="529 385.500" angle="0" size="50 89" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_table_door04" />
<object object_flags="3" id="table_door03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="477 395.500" angle="0" size="56 91" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_table_door03" />
<object object_flags="3" id="table_door02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="274 446" angle="0" size="46 107" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_table_door02" />
<object object_flags="3" id="table_door01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="214.500 459" angle="0" size="85 121" type="image" color="-1" image_id="scenes_chapter01_scene01_scene01_table_door01" />
<object object_flags="3" id="lamp02_off" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="lamp_off_02" use_alpha="false" />
<object object_flags="1" id="lamp02_on" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="lamp_on_02" use_alpha="false" />
<object object_flags="3" id="lamp01_off" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="lamp_off_01" use_alpha="false" />
<object object_flags="1" id="lamp01_on" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="lamp_on_01" use_alpha="false" />
<object object_flags="1" id="lab_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_01" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="seen_news01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="486 722" />
<point offset="463 741" />
</area>
<area object_flags="1" id="area_hog" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   enable(&quot;__lasthog1&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog2&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter01_hog&quot;)&#x0D;&#x0A;   say(965)&#x0D;&#x0A;   --hide(&quot;hog_effect&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area_hog02" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   enable(&quot;__lasthog3&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog4&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter01_hog&quot;)&#x0D;&#x0A;   --hide(&quot;hog_effect&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
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<area object_flags="0" id="area_papers01" hint="$537" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_folder03" hint="$525" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_chair03" hint="$536" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_bulb14" hint="$524" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_lamp" hint="$467" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_book" hint="$532" editor_flags="4" s1="   hide_ex(0, false, &quot;book_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_book&quot;)&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;book_shine&quot;)" s3="hide_ex(0, false, &quot;book_shine&quot;)" s4="" sound="" >
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<object object_flags="2" id="ladder" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="839.500 351" angle="0" size="173 330" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_ladder" />
<object object_flags="3" id="statuette_clean" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="815 462" angle="0" size="200 200" type="clip" color="-1" clip_id="statuette_clean" use_alpha="false" />
<group object_flags="0" id="Tray" hint="$654" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if state(&quot;Tray&quot;, &quot;tray01&quot;) then&#x0D;&#x0A;  -- в лотке ничего нет &#x0D;&#x0A;     say(657) --Это лоток с краской.&#x0D;&#x0A;  elseif state(&quot;Tray&quot;, &quot;tray04&quot;) then&#x0D;&#x0A;       -- берем из лотка чистого идола&#x0D;&#x0A;        change_state(&quot;Tray&quot;, &quot;tray01&quot;)&#x0D;&#x0A;        take(&quot;Idol15&quot;)&#x0D;&#x0A;        CheckIdols()&#x0D;&#x0A;  elseif state(&quot;Tray&quot;, &quot;tray03&quot;) then&#x0D;&#x0A;       say(659) --Теперь надо хорошенько ее протереть.&#x0D;&#x0A;  elseif state(&quot;Tray&quot;, &quot;tray02&quot;) then&#x0D;&#x0A;         if is_easy_difficulty() then&#x0D;&#x0A;             say(701) ---Ну вот, статуэтка упала в лоток с краской. Для очистки нужен растворитель и тряпка.&#x0D;&#x0A;        else&#x0D;&#x0A;            say(656) --Ну вот, статуэтка упала в лоток с краской. Надо ее отчистить.&#x0D;&#x0A;        end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Bottle&quot;) then&#x0D;&#x0A;    -- поливаем ацетоном&#x0D;&#x0A;    if state(&quot;Tray&quot;, &quot;tray02&quot;) then&#x0D;&#x0A;      sound(&quot;dissolvent&quot;, false)&#x0D;&#x0A;       remove(&quot;Bottle&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;statuette_clean&quot;)&#x0D;&#x0A;       play_clip(&quot;statuette_clean&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       change_state(&quot;Tray&quot;, &quot;tray03&quot;)&#x0D;&#x0A;      say(659) --Теперь надо хорошенько ее протереть.&#x0D;&#x0A;       hide_ex(0, false, &quot;statuette_clean&quot;)&#x0D;&#x0A;    else&#x0D;&#x0A;      say(658) --Зачем разбавлять краску растворителем?&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;Rag&quot;) then&#x0D;&#x0A;     -- протираем тряпкой&#x0D;&#x0A;    if state(&quot;Tray&quot;, &quot;tray01&quot;) then&#x0D;&#x0A;       say(660) --И что потом делать с грязной тряпкой?&#x0D;&#x0A;    elseif state(&quot;Tray&quot;, &quot;tray02&quot;) then&#x0D;&#x0A;      say(661) --Просто так краска не оттирается.&#x0D;&#x0A;    else&#x0D;&#x0A;      sound(&quot;cloth_on_statue&quot;, false)&#x0D;&#x0A;       remove(&quot;Rag&quot;)&#x0D;&#x0A;       change_state(&quot;Tray&quot;, &quot;tray04&quot;)&#x0D;&#x0A;       say(662) --Теперь он чистый.&#x0D;&#x0A;       complete_task(7) -- отмыть от краски&#x0D;&#x0A;    end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="tray01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="817 466.500" angle="0" size="67 17" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_patch03" />
<object object_flags="2" id="tray02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="817.500 464" angle="0" size="76 28" type="image" color="-1" image_id="scenes_chapter01_scene04_statu01_paint" />
<object object_flags="2" id="tray03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="817.500 464" angle="0" size="76 28" type="image" color="-1" image_id="scenes_chapter01_scene04_statu01_paint" />
<object object_flags="2" id="tray04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="817.500 464" angle="0" size="76 28" type="image" color="-1" image_id="scenes_chapter01_scene04_statu01_no_paint" />
</group>
<group object_flags="1" id="Skull" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="skull01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="904.500 180.500" angle="0" size="37 41" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_skul" />
<object object_flags="2" id="skull02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="904.500 180.500" angle="0" size="37 41" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_skul_stat" />
<object object_flags="2" id="skull03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="904.500 180.500" angle="0" size="37 41" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_skul_no_stat" />
</group>
<group object_flags="0" id="Idol12" hint="$475" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;   CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="826 433" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
<object object_flags="0" id="idol12" hint="$475" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="826.500 431.500" angle="0" size="25 53" type="image" color="-1" image_id="scenes_chapter01_scene04_stat_in_coner" />
</group>
<object object_flags="2" id="idol11_tile" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="544 429" angle="0" size="46 62" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_no_statu" />
<object object_flags="1" id="idol10" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="951 396.500" angle="0" size="36 39" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_no_stat_v03" />
<object object_flags="2" id="idol09_tile" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="696 248" angle="0" size="52 66" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_no_stat_v02" />
<object object_flags="3" id="idol08_tile" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="642 378" angle="0" size="40 40" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_no_stat_v01" />
<object object_flags="3" id="idol13_falls" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="statuette_down" use_alpha="false" />
<object object_flags="3" id="doors_open02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="881 318.500" angle="0" size="122 241" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_cupboard_open_v02" />
<object object_flags="3" id="doors_open01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="853 314" angle="0" size="74 208" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_cupboard_open_v01" />
<group object_flags="3" id="Shield" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="shield01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="821 272" angle="0" size="56 82" type="image" color="-1" image_id="scenes_chapter01_scene04_scene04_shield_v01" />
<object object_flags="0" id="shield02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="821 272" angle="0" size="56 82" type="image" color="-1" image_id="scenes_chapter01_scene04_scene04_shield_v02" />
<object object_flags="2" id="shield03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="821 272" angle="0" size="56 82" type="image" color="-1" image_id="scenes_chapter01_scene04_scene04_shield_v03" />
</group>
<object object_flags="1" id="idol13" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="statuette" use_alpha="false" />
<object object_flags="2" id="idol13_tile" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter01_scene04_st_01_no" />
<group object_flags="1" id="Sarcophagus" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="sarc01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="983 438" angle="0" size="82 340" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_sarkofagt" />
<object object_flags="2" id="sarc02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="979 438" angle="0" size="90 340" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_sarkofagt_stat" />
<object object_flags="2" id="sarc03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="983 438" angle="0" size="82 340" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_sarkofagt_no_stat" />
</group>
<group object_flags="0" id="Casket" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="casket01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="339 587.500" angle="0" size="102 77" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_casket_close" />
<object object_flags="1" id="casket02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="333.500 571" angle="0" size="103 88" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_cascet" />
<object object_flags="3" id="casket03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="352 576.500" angle="0" size="108 107" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_casket_open_no_stat" />
</group>
<group object_flags="1" id="Box01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="box01_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="402 489.500" angle="0" size="218 157" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_case_gold_no" />
<object object_flags="2" id="box01_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="402 489.500" angle="0" size="218 157" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_case_gold" />
<object object_flags="2" id="box01_03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="404.500 493.500" angle="0" size="217 153" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_case_close" />
</group>
<object object_flags="1" id="knife" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="505 457.500" angle="0" size="52 31" type="image" color="-1" image_id="scenes_chapter01_scene04_knife" />
<object object_flags="2" id="trunk_open" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="285 405" angle="0" size="170 206" type="image" color="-1" image_id="scenes_chapter01_scene04_Scene04_trunk_open" />
<group object_flags="0" id="Idol_inv" hint="$475" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="182 686" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine01" />
<object object_flags="2" id="__inv02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="182 689" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine02" />
<object object_flags="2" id="__inv03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="183 679" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine03" />
<object object_flags="2" id="__inv04" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="188 706" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine04" />
<object object_flags="2" id="__inv05" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="207 705" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine05" />
<object object_flags="2" id="__inv06" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="184 718" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine06" />
<object object_flags="2" id="__inv07" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="223 704" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine07" />
<object object_flags="2" id="__inv08" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="216 709" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine08" />
<object object_flags="2" id="__inv09" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="216 722" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine09" />
<object object_flags="2" id="__inv10" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="228 720" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine10" />
<object object_flags="2" id="__inv11" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="186 716" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine11" />
<object object_flags="2" id="__inv12" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="210 721" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine12" />
<object object_flags="2" id="__inv13" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="231 717" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine13" />
<object object_flags="2" id="__inv14" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="219 715" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine14" />
<object object_flags="2" id="__inv15" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="188 715" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine15" />
<object object_flags="2" id="__inv16" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="209 719" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine16" />
<object object_flags="2" id="__inv17" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="206 712" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_figurine17" />
</group>
<object object_flags="1" id="background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter01_scene04_scene04_background" />
</objects>
<areas >
<area object_flags="0" id="area_frame02" hint="$668" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="794 443" />
<point offset="806 404" />
<point offset="814 389" />
<point offset="809 456" />
<point offset="732 452" />
<point offset="731 440" />
</area>
<area object_flags="0" id="area_frame01" hint="$668" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="701 380" />
<point offset="799 388" />
<point offset="800 405" />
<point offset="812 388" />
<point offset="817 359" />
<point offset="699 354" />
<point offset="703 367" />
<point offset="694 367" />
<point offset="690 422" />
<point offset="698 424" />
</area>
<area object_flags="1" id="area_idol_in_sarcophagus" hint="$475" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    change_state(&quot;Sarcophagus&quot;, &quot;sarc03&quot;)&#x0D;&#x0A;    take(&quot;Idol17&quot;)&#x0D;&#x0A;    CheckIdols()&#x0D;&#x0A;    disable(&quot;area_idol_in_sarcophagus&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="975 570" />
<point offset="980 515" />
<point offset="970 513" />
<point offset="964 572" />
</area>
<area object_flags="1" id="area_idol_behind_skull" hint="$475" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   disable(&quot;area_idol_behind_skull&quot;)&#x0D;&#x0A;   change_state(&quot;Skull&quot;, &quot;skull03&quot;)&#x0D;&#x0A;   take(&quot;Idol16&quot;)&#x0D;&#x0A;   CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="902 162" />
<point offset="903 193" />
<point offset="892 194" />
<point offset="893 166" />
</area>
<area object_flags="0" id="area_idol_on_shelf" hint="$475" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;ladder&quot;) then&#x0D;&#x0A;     say(655) --Слишком высоко, не дотянуться.&#x0D;&#x0A;     enable(&quot;area_can_take_ladder&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;    disable(&quot;area_idol_on_shelf&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;idol13_tile&quot;)&#x0D;&#x0A;    hide(&quot;idol13&quot;)&#x0D;&#x0A;&#x0D;&#x0A;    show_ex(0, false, &quot;idol13_falls&quot;)&#x0D;&#x0A;    play_clip(&quot;idol13_falls&quot;)&#x0D;&#x0A;&#x0D;&#x0A;    change_state(&quot;Tray&quot;, &quot;tray02&quot;)&#x0D;&#x0A;    hide_ex(0, false, &quot;idol13_falls&quot;)&#x0D;&#x0A;    if is_easy_difficulty() then&#x0D;&#x0A;       say(701) ---Ну вот, статуэтка упала в лоток с краской. Для очистки нужен растворитель и тряпка.&#x0D;&#x0A;    else&#x0D;&#x0A;       say(656) --Ну вот, статуэтка упала в лоток с краской. Надо ее отчистить.&#x0D;&#x0A;    end&#x0D;&#x0A;     show_task(7) -- очистить от краски.&#x0D;&#x0A;&#x0D;&#x0A;    enable(&quot;area_hog&quot;)&#x0D;&#x0A;    show(&quot;hog_effect&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Ladder&quot;) then&#x0D;&#x0A;       sound(&quot;installation_stairs&quot;, false) &#x0D;&#x0A;   remove(&quot;Ladder&quot;)&#x0D;&#x0A;   show(&quot;ladder&quot;)&#x0D;&#x0A;   say(664) --Теперь я могу добраться до статуэтки наверху.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="869 207" />
<point offset="883 183" />
<point offset="862 168" />
<point offset="848 206" />
</area>
<area object_flags="0" id="area_knife" hint="$652" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  -- если уже потушен пожар&#x0D;&#x0A;   if state(&quot;Box01&quot;, &quot;box01_03&quot;) and not is_hide(&quot;table_fire&quot;)  then&#x0D;&#x0A;        hide_ex(0, false, &quot;knife&quot;)&#x0D;&#x0A;        additional_inventory.TakeItem(&quot;Knife&quot;)&#x0D;&#x0A;        complete_task(10) -- найти нож&#x0D;&#x0A;        CheckAdditionalInv()&#x0D;&#x0A;   else&#x0D;&#x0A;      say(653) -- Мне сейчас не нужен нож.&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="487 454" />
<point offset="521 449" />
<point offset="520 459" />
<point offset="488 459" />
</area>
<area object_flags="0" id="area_skull" hint="$649" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;ladder&quot;) then&#x0D;&#x0A;       say(655) --Слишком высоко, не дотянуться.&#x0D;&#x0A;     enable(&quot;area_can_take_ladder&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;      if state(&quot;Skull&quot;, &quot;skull01&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;      end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Ladder&quot;) then&#x0D;&#x0A;       sound(&quot;installation_stairs&quot;, false) &#x0D;&#x0A;   remove(&quot;Ladder&quot;)&#x0D;&#x0A;   show(&quot;ladder&quot;)&#x0D;&#x0A;   say(664) --Теперь я могу добраться до статуэтки наверху.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="883 189" />
<point offset="895 157" />
<point offset="917 172" />
<point offset="910 186" />
<point offset="894 195" />
</area>
<area object_flags="0" id="area_sarcophagus" hint="$633" editor_flags="4" s1="      hide_ex(0, false, &quot;sark_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   if state(&quot;Sarcophagus&quot;, &quot;sarc01&quot;) then&#x0D;&#x0A;      if is_hide(&quot;topaz&quot;) then&#x0D;&#x0A;         show_scene(&quot;miniscene_sarcophagus&quot;)&#x0D;&#x0A;         enable(&quot;area_flag&quot;)&#x0D;&#x0A;         show_task(16)&#x0D;&#x0A;      else&#x0D;&#x0A;           if full_screen_minigame(&quot;scroll_joints&quot;) then&#x0D;&#x0A;               sound(&quot;open_box_01&quot;, false) -- поскрипели&#x0D;&#x0A;               change_state(&quot;Sarcophagus&quot;, &quot;sarc02&quot;)&#x0D;&#x0A;               enable(&quot;area_idol_in_sarcophagus&quot;)&#x0D;&#x0A;           end&#x0D;&#x0A;       end&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="if state(&quot;Sarcophagus&quot;, &quot;sarc01&quot;) then&#x0D;&#x0A;   show_ex(0, false, &quot;sark_shine&quot;)&#x0D;&#x0A;end" s3="hide_ex(0, false, &quot;sark_shine&quot;)" s4="" sound="" >
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</area>
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<area object_flags="0" id="area_casket02" hint="$639" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<point offset="564 373" />
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<point offset="781 504" />
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<point offset="787 510" />
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<point offset="776 506" />
<point offset="794 514" />
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<point offset="751 537" />
</area>
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<point offset="782 534" />
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<point offset="773 543" />
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<point offset="769 556" />
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<point offset="587 380" />
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<point offset="602 364" />
<point offset="552 359" />
<point offset="536 368" />
<point offset="536 381" />
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<point offset="525 347" />
<point offset="528 397" />
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<point offset="458 392" />
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<area object_flags="0" id="area_board" hint="$69" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="515 528" />
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<point offset="484 527" />
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<area object_flags="0" id="area_venera" hint="$68" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="583 531" />
<point offset="591 507" />
<point offset="591 483" />
<point offset="583 476" />
<point offset="581 456" />
<point offset="597 444" />
<point offset="612 432" />
<point offset="620 438" />
<point offset="636 444" />
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<point offset="633 499" />
<point offset="642 560" />
<point offset="585 556" />
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<area object_flags="0" id="area_box02" hint="$66" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="656 447" />
<point offset="669 467" />
<point offset="665 529" />
<point offset="557 533" />
<point offset="560 448" />
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<area object_flags="0" id="area_vase" hint="$67" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="525 463" />
<point offset="543 463" />
<point offset="560 472" />
<point offset="560 496" />
<point offset="543 511" />
<point offset="495 497" />
<point offset="497 481" />
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<area object_flags="0" id="area_box" hint="$66" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Box01&quot;, &quot;box01_02&quot;) then&#x0D;&#x0A;      sound(&quot;nails_to_stair&quot;, false)&#x0D;&#x0A;      change_state(&quot;Box01&quot;, &quot;box01_03&quot;)&#x0D;&#x0A;      complete_task(8) -- упаковать статуэтки&#x0D;&#x0A;       StartFire()&#x0D;&#x0A;   elseif state(&quot;Box01&quot;, &quot;box01_01&quot;) then&#x0D;&#x0A;     say(666) --Сюда надо будет положить собранные статуэтки.&#x0D;&#x0A;   else&#x0D;&#x0A;       say(667) --В ящике лежат статуэтки инков.&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Idol_inv&quot;) then&#x0D;&#x0A;   if is_object_in_inventory(&quot;Idol_inv&quot;, &quot;__inv12&quot;) then&#x0D;&#x0A;      change_state(&quot;Box01&quot;, &quot;box01_02&quot;)&#x0D;&#x0A;      remove(&quot;Idol_inv&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;     say(665) --Я собрал не все статуэтки, рано их упаковывать.&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_mummy" hint="$32" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="420 404" />
<point offset="430 399" />
<point offset="432 331" />
<point offset="371 329" />
<point offset="382 362" />
<point offset="376 397" />
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<area object_flags="0" id="area_picture02" hint="$31" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="355 391" />
<point offset="359 401" />
<point offset="381 368" />
<point offset="365 323" />
<point offset="334 309" />
<point offset="307 331" />
<point offset="302 365" />
</area>
<area object_flags="0" id="area_picture01" hint="$30" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="308 250" />
<point offset="305 333" />
<point offset="303 357" />
<point offset="200 373" />
<point offset="201 231" />
</area>
<area object_flags="0" id="area_trunk" hint="$28" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;     say(29) -- отличный вместительный сундук&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="303 495" />
<point offset="359 463" />
<point offset="355 392" />
<point offset="302 369" />
<point offset="240 388" />
<point offset="202 403" />
<point offset="207 486" />
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<area object_flags="0" id="area_opened_casket" hint="$639" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;closed_chest&quot;, false) &#x0D;&#x0A;   change_state_ex(true, 0, false, &quot;Casket&quot;, &quot;casket01&quot;)&#x0D;&#x0A;   disable(&quot;area_opened_casket&quot;)&#x0D;&#x0A;   show_task(6) -- вскрыть закрытый ящик.&#x0D;&#x0A;   say(650) --Черт, захлопнулась! Надо ее чем-то открыть.&#x0D;&#x0A;   enable(&quot;area_crowbar&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="382 612" />
<point offset="376 529" />
<point offset="316 530" />
<point offset="316 567" />
<point offset="316 612" />
</area>
<area object_flags="0" id="area_closed_casket" hint="$639" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;        say(650) --Черт, захлопнулась! Надо ее чем-то открыть.&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   sound(&quot;open_box&quot;, false) &#x0D;&#x0A;   change_state_ex(true, 0, false, &quot;Casket&quot;, &quot;casket02&quot;)&#x0D;&#x0A;  --change_state(&quot;Casket&quot;, &quot;casket02&quot;)&#x0D;&#x0A;   complete_task(6) -- открыли шкатулку&#x0D;&#x0A;   disable(&quot;area_closed_casket&quot;)&#x0D;&#x0A;--   say(674) --Теперь можно взять статуэтку.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="380 554" />
<point offset="388 608" />
<point offset="319 609" />
<point offset="314 558" />
</area>
<area object_flags="0" id="area_idol_in_casket" hint="$475" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    change_state(&quot;Casket&quot;, &quot;casket03&quot;)&#x0D;&#x0A;    take(&quot;Idol14&quot;)&#x0D;&#x0A;    disable(&quot;area_idol_in_casket&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="353 581" />
<point offset="376 576" />
<point offset="376 560" />
<point offset="340 578" />
</area>
<area object_flags="0" id="area_casket" hint="$639" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="382 558" />
<point offset="387 607" />
<point offset="317 617" />
<point offset="314 567" />
</area>
<area object_flags="1" id="area_idol_behind_shield" hint="$475" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   change_state(&quot;Shield&quot;, &quot;shield03&quot;)&#x0D;&#x0A;   take(&quot;Idol13&quot;)&#x0D;&#x0A;   disable(&quot;area_idol_behind_shield&quot;)&#x0D;&#x0A;   CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="816 252" />
<point offset="816 282" />
<point offset="806 282" />
<point offset="808 250" />
</area>
<area object_flags="0" id="area_swords" hint="$669" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;open_box&quot;, false) &#x0D;&#x0A;    show_ex(500, false, &quot;Shield&quot;)&#x0D;&#x0A;     change_state_ex(300, nil, false, &quot;Shield&quot;, &quot;shield02&quot;)&#x0D;&#x0A;   disable(&quot;area_swords&quot;)&#x0D;&#x0A;   enable(&quot;area_idol_behind_shield&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="800 291" />
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<point offset="820 278" />
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<point offset="840 291" />
<point offset="832 263" />
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<point offset="822 258" />
<point offset="807 229" />
<point offset="796 237" />
<point offset="813 261" />
</area>
<area object_flags="0" id="area_shield" hint="$646" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="802 292" />
<point offset="801 240" />
<point offset="825 242" />
<point offset="843 248" />
<point offset="842 268" />
<point offset="844 300" />
<point offset="820 298" />
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<area object_flags="0" id="area_idol08" hint="$475" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  show(&quot;idol08_tile&quot;)&#x0D;&#x0A;   take(&quot;Idol08&quot;)&#x0D;&#x0A;   disable(&quot;area_idol08&quot;)&#x0D;&#x0A;   CheckIdols()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="632 368" />
<point offset="651 368" />
<point offset="648 384" />
<point offset="631 383" />
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<area object_flags="0" id="area_box04" hint="$66" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="547 417" />
<point offset="667 416" />
<point offset="664 379" />
<point offset="536 380" />
<point offset="536 406" />
</area>
<area object_flags="0" id="area_doors02" hint="$468" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;doors_open02&quot;) then&#x0D;&#x0A;       sound(&quot;open_door&quot;, false) &#x0D;&#x0A;       show_ex(0, false, &quot;doors_open02&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;       sound(&quot;open_door&quot;, false) &#x0D;&#x0A;       hide_ex(0, false, &quot;doors_open02&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Ladder&quot;) then&#x0D;&#x0A;       sound(&quot;installation_stairs&quot;, false) &#x0D;&#x0A;   remove(&quot;Ladder&quot;)&#x0D;&#x0A;   show(&quot;ladder&quot;)&#x0D;&#x0A;   say(664) --Теперь я могу добраться до статуэтки наверху.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="875 410" />
</area>
<area object_flags="1" id="area_doors01" hint="$468" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;doors_open01&quot;) then&#x0D;&#x0A;       sound(&quot;open_door&quot;, false) &#x0D;&#x0A;       show_ex(0, false, &quot;doors_open01&quot;)&#x0D;&#x0A;       disable(&quot;area_doors02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   else&#x0D;&#x0A;       sound(&quot;open_door&quot;, false) &#x0D;&#x0A;       hide_ex(0, false, &quot;doors_open01&quot;)&#x0D;&#x0A;       enable(&quot;area_doors02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Ladder&quot;) then&#x0D;&#x0A;       sound(&quot;installation_stairs&quot;, false) &#x0D;&#x0A;   remove(&quot;Ladder&quot;)&#x0D;&#x0A;   show(&quot;ladder&quot;)&#x0D;&#x0A;   say(664) --Теперь я могу добраться до статуэтки наверху.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="842 393" />
</area>
<area object_flags="0" id="area_shelf" hint="$634" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="446 431" />
<point offset="441 217" />
<point offset="754 218" />
<point offset="749 430" />
</area>
<area object_flags="0" id="area_shelf02" hint="$634" editor_flags="4" s1="if cursor(&quot;Ladder&quot;) then&#x0D;&#x0A;       sound(&quot;installation_stairs&quot;, false) &#x0D;&#x0A;   remove(&quot;Ladder&quot;)&#x0D;&#x0A;   show(&quot;ladder&quot;)&#x0D;&#x0A;   say(664) --Теперь я могу добраться до статуэтки наверху.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="920 184" />
<point offset="942 225" />
<point offset="964 304" />
<point offset="955 329" />
<point offset="965 359" />
<point offset="952 393" />
<point offset="953 430" />
<point offset="949 524" />
<point offset="926 522" />
<point offset="836 453" />
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<area object_flags="0" id="area_holding" hint="$24" editor_flags="4" s1="if cursor() then&#x0D;&#x0A; --   hide_ex(0, false, &quot;clip_light&quot;)&#x0D;&#x0A;--    show_ex(0, false, &quot;holding_bg&quot;)&#x0D;&#x0A;  show_scene(&quot;holding&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="62 160" />
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</area>
</areas>
</scene>
<scene id="miniscene_sarcophagus" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<object object_flags="1" id="gui_patch" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<object object_flags="1" id="shining" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="425.500 230" angle="0" size="100 100" type="clip" color="-1" clip_id="topaz_shine" use_alpha="false" />
<group object_flags="3" id="Full_scarab" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="object 4" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="372 275" angle="0" size="53 51" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_foot03" />
<object object_flags="0" id="object 5" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="353 236" angle="0" size="24 125" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_foot02" />
<object object_flags="0" id="object 6" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="375 159" angle="0" size="51 58" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_foot01" />
</group>
<object object_flags="2" id="topaz" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="426.500 227.500" angle="0" size="15 15" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_blue_topaz" />
<object object_flags="1" id="scarab_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="525 288" angle="0" size="474 446" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_background_no_topaz" />
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 333.500" angle="0" size="1024 667" type="image" color="-1" image_id="scenes_chapter01_scene04_minigame_background" />
</objects>
<areas >
<area object_flags="0" id="area_to_ware02" hint="$89" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    show_scene(&quot;warehouse&quot;)    &#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="837 726" />
<point offset="1025 730" />
<point offset="1031 5" />
<point offset="981 3" />
</area>
<area object_flags="0" id="area_to_ware01" hint="$89" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    show_scene(&quot;warehouse&quot;)    &#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="72 3" />
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<point offset="207 727" />
</area>
<area object_flags="0" id="area_leg" hint="$716" editor_flags="0" s1="if cursor() and is_hide(&quot;topaz&quot;) then&#x0D;&#x0A;   say(715) -- в этой лапке нет камушка, она не крутится.&#x0D;&#x0A;elseif cursor(&quot;Jewel&quot;) then&#x0D;&#x0A;   remove(&quot;Jewel&quot;)&#x0D;&#x0A;   show(&quot;topaz&quot;)&#x0D;&#x0A;   if full_screen_minigame(&quot;scroll_joints&quot;) then&#x0D;&#x0A;       sound(&quot;open_box_01&quot;, false) -- поскрипели&#x0D;&#x0A;       change_state_ex(true,0,false,&quot;Sarcophagus&quot;, &quot;sarc02&quot;)&#x0D;&#x0A;       enable(&quot;area_idol_in_sarcophagus&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   show_scene(&quot;warehouse&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="465 246" />
<point offset="422 185" />
<point offset="369 182" />
<point offset="404 239" />
<point offset="484 289" />
<point offset="548 259" />
</area>
<area object_flags="1" id="area_flag" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="975 39" />
<point offset="970 15" />
<point offset="931 65" />
<point offset="921 31" />
</area>
<area object_flags="0" id="area_scarabei" hint="$629" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    say(124) --Интересно. У этого жука можно поворачивать лапки.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="637 402" />
<point offset="675 314" />
<point offset="650 248" />
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<point offset="772 104" />
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<point offset="626 450" />
</area>
</areas>
</scene>
</level>
<level id="Chapter02_01" s1="additional_inventory.Init()&#x0D;&#x0A;&#x0D;&#x0A;add_task(1, 202, true)  -- Рассмотреть входные ворота&#x0D;&#x0A;add_task(2, 206, true, 1) -- найти три части символа кристаллов&#x0D;&#x0A;add_task(3, 12, true, 2) -- найти две части&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;    sound(&quot;wind_01&quot;)&#x0D;&#x0A;    sound(&quot;bird_01&quot;)&#x0D;&#x0A;    sound(&quot;insects_day&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- всплывающее окошко с локациями&#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- главные ворота&#x0D;&#x0A;        id = &quot;main_gates&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_01&quot;, &#x0D;&#x0A;        title = &quot;$981&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- домик смотрителя&#x0D;&#x0A;        id = &quot;house_of_guardians&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_02&quot;, &#x0D;&#x0A;        title = &quot;$980&quot;,&#x0D;&#x0A;        disabled = true &#x0D;&#x0A;  }&#x0D;&#x0A;})" s2="achievements.OnStartLevel()&#x0D;&#x0A;&#x0D;&#x0A;additional_inventory.HideItem(&quot;Earth&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;&#x0D;&#x0A; profile.SetVariable(&quot;chapter01_finished&quot;, 1)&#x0D;&#x0A;   profile.SetVariable(&quot;tutorial_finished&quot;, 1) -- прошли туториал&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;&#x0D;&#x0A;form_start_dialog_event([[&#x0D;&#x0A;  say(201) -- Прямо над воротами какое-то необычное углубление, стоит рассмотреть его поближе.&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;show_task(1)&#x0D;&#x0A;show_task(2)&#x0D;&#x0A;show_task(3)&#x0D;&#x0A;&#x0D;&#x0A;if  profile.GetVariable(&quot;chapter06_finished&quot;) ==  0 &#x0D;&#x0A;    or profile.GetVariable(&quot;ach_chapter02_news02&quot;) ~= 0 then&#x0D;&#x0A;   hide_ex(0, false, &quot;news02&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;chapter06_finished&quot;) == 0 or &#x0D;&#x0A; profile.GetVariable(&quot;ach_chapter02_news08&quot;) ~= 0 then&#x0D;&#x0A;   hide_ex(0, false, &quot;news08&quot;)&#x0D;&#x0A;end" sound1="" sound2="" >
<scene id="main_gates" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      floating_locations.DisableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      if not is_disable(&quot;area-entrance&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;]])" >
<objects >
<group object_flags="0" id="Water" hint="$725" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="526 715" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
</group>
<group object_flags="0" id="Fire" hint="$726" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="552 715" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
</group>
<group object_flags="0" id="Earth" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="249 703" angle="0" size="40 35" type="image" color="-1" image_id="scenes_additional_inventory_element_earth_gui" />
</group>
<object object_flags="2" id="Magnifier" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="680 664" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
<object object_flags="3" id="symbol_clean" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="362 149.500" angle="0" size="72 81" type="image" color="-1" image_id="scenes_chapter02_scene01_scene04_simbol" />
<group object_flags="2" id="Crowbar" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="447 701.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
</group>
<group object_flags="2" id="Knife" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="384 703.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
</group>
<group object_flags="2" id="Brush" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="320 705" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
</group>
<group object_flags="0" id="Amulet-gates" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="gui-amulet01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="1" id="gates-background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_01" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_flashlight02" hint="$176" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="600 266" />
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<point offset="594 231" />
</area>
<area object_flags="0" id="area_flashlight01" hint="$176" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="419 418" />
</area>
<area object_flags="0" id="area_helmet03" hint="$168" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="514 285" />
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</area>
<area object_flags="0" id="area_helmet02" hint="$168" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_helmet01" hint="$168" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_bucket02" hint="$170" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="340 466" />
<point offset="340 495" />
<point offset="317 493" />
<point offset="317 473" />
</area>
<area object_flags="0" id="area_bucket01" hint="$170" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_barrel" hint="$172" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="179 547" />
<point offset="191 525" />
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</area>
<area object_flags="0" id="area_wheelbarrow" hint="$171" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="35 526" />
<point offset="34 475" />
<point offset="78 458" />
<point offset="124 533" />
<point offset="93 549" />
</area>
<area object_flags="1" id="area-entrance" hint="$1" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="838 532" />
<point offset="844 275" />
<point offset="609 91" />
<point offset="610 625" />
<point offset="1024 626" />
<point offset="1027 554" />
</area>
<area object_flags="0" id="area-symbol" hint="$177" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;symbol_clean&quot;) then&#x0D;&#x0A;     say(203) --Слишком пыльное углубление, ничего не видно&#x0D;&#x0A; else&#x0D;&#x0A;     say(204)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Brush&quot;) then&#x0D;&#x0A;   sound(&quot;remove_dust&quot;)&#x0D;&#x0A;   show(&quot;symbol_clean&quot;)&#x0D;&#x0A;   say(204) -- Углубление явно предназначено для вставки 3-х частей.. Но оно слишком испорчено временем! Просматриваются очертания   символа обозначающий кристаллы судьбы!!! Мы на правильном пути, необходимо найти части от этого углубления!&#x0D;&#x0A;   complete_task(1) -- рассмотрели отверстие&#x0D;&#x0A;   enable(&quot;area-entrance&quot;)&#x0D;&#x0A;   floating_locations.EnableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;   notepad.EnablePage(5)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_scaffold" hint="$166" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="597 554" />
<point offset="601 68" />
<point offset="370 69" />
<point offset="378 537" />
</area>
</areas>
</scene>
<scene id="miniscene_newspaper02" size="560 420" offset="412 104" flags="2" script="" >
<objects >
<object object_flags="0" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="280 210" angle="0" size="560 420" type="clip" color="-1" clip_id="newspaper02" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="house_of_guardians" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="0" id="news08" hint="" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper08&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_news08&quot;) == 0 then&#x0D;&#x0A;    achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;    profile.SetVariable(&quot;ach_chapter02_news08&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="740 627" angle="0" size="143 103" type="image" color="-1" image_id="scenes_chapter02_scene02_newspaper02" />
<object object_flags="0" id="news02" hint="$1256" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper02&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_news02&quot;) == 0 then&#x0D;&#x0A;    achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;    profile.SetVariable(&quot;ach_chapter02_news02&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="573 349" angle="0" size="83 33" type="image" color="-1" image_id="scenes_chapter02_scene02_newspaper" />
<object object_flags="3" id="box2_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="708 373" angle="0" size="149 112" type="image" color="-1" image_id="scenes_chapter02_scene02_minigame_shine" />
<object object_flags="3" id="box1_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="558 366.500" angle="0" size="138 98" type="image" color="-1" image_id="scenes_chapter02_scene02_miniscene_shine" />
<group object_flags="0" id="Shovel" hint="$185" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if state(&quot;Shovel&quot;, &quot;shovel&quot;) then&#x0D;&#x0A;     sound(&quot;spadeful&quot;)&#x0D;&#x0A;     change_state_ex(true, 0, false, &quot;Shovel&quot;, &quot;shovel_clip&quot;)&#x0D;&#x0A;     play_clip(&quot;shovel_clip&quot;, 0)&#x0D;&#x0A;--   show_ex(nil, 0, &quot;shovel_clip&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="shovel" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="350 390" angle="0" size="70 110" type="image" color="-1" image_id="scenes_chapter02_scene02_shovel" />
<object object_flags="2" id="shovel_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="shovel" use_alpha="true" />
</group>
<object object_flags="1" id="wheel_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 386" angle="0" size="1024 768" type="clip" color="-1" clip_id="wheel" use_alpha="true" />
<object object_flags="1" id="helmet_clip" hint="$178" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="helmet" use_alpha="true" />
<object object_flags="0" id="light_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_02_light" use_alpha="true" />
<group object_flags="2" id="Piece01" hint="$3" editor_flags="4" s1="if cursor() then&#x0D;&#x0A; change_state_ex(true, 0, false, &quot;Box2&quot;, &quot;box2_3&quot;)&#x0D;&#x0A; take(&quot;Piece01&quot;)&#x0D;&#x0A; complete_task(2) -- нашли первую часть&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A; if state(&quot;Box1&quot;, &quot;box1_2&quot;) then&#x0D;&#x0A;      say(214) -- На фотографии изображена другая часть! Как же нам быть? Скорее всего все эти части были найдены и увезены археологами открывшими Мачу-Пикчу..&#x0D;&#x0A;      --Без амулета не обойтись!&#x0D;&#x0A;      complete_level()&#x0D;&#x0A;   end&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="729 355" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_simbol01" />
<object object_flags="0" id="piece01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="728 348" angle="0" size="46 34" type="image" color="-1" image_id="scenes_chapter02_scene02_piece_symbol" />
</group>
<group object_flags="0" id="Box2" hint="$426" editor_flags="0" s1="hide_ex(0, false, &quot;box2_shine&quot;)&#x0D;&#x0A;if cursor() and state(&quot;Box2&quot;, &quot;box2_1&quot;) then&#x0D;&#x0A;   if  minigame(&quot;enter_password_scroll_chapter02&quot;) then&#x0D;&#x0A;       sound(&quot;open_01&quot;)&#x0D;&#x0A;       change_state_ex(true, 0, false, &quot;Box2&quot;, &quot;box2_2&quot;)&#x0D;&#x0A;       play_clip(&quot;box2_2&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;Piece01&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;end" s2="if state(&quot;Box2&quot;, &quot;box2_1&quot;) then&#x0D;&#x0A;     show_ex(0, false, &quot;box2_shine&quot;)&#x0D;&#x0A;end" s3="if state(&quot;Box2&quot;, &quot;box2_1&quot;) then&#x0D;&#x0A;     hide_ex(0, false, &quot;box2_shine&quot;)&#x0D;&#x0A;end" s4="" >
<object object_flags="0" id="box2_1" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="708 375" angle="0" size="126 88" type="image" color="-1" image_id="scenes_chapter02_scene02_box01_begin_state" />
<object object_flags="2" id="box2_2" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="712 349" angle="0" size="134 158" type="image" color="-1" image_id="scenes_chapter02_scene02_box01" />
<object object_flags="2" id="box2_3" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="712 349" angle="0" size="134 158" type="image" color="-1" image_id="scenes_chapter02_scene02_box01_end_state" />
</group>
<group object_flags="0" id="Box1" hint="$426" editor_flags="0" s1="    hide_ex(0, false, &quot;box1_shine&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if not is_hide(&quot;news02&quot;) then&#x0D;&#x0A;   show_scene(&quot;miniscene_newspaper02&quot;)&#x0D;&#x0A;   hide(&quot;news02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  if profile.GetVariable(&quot;ach_chapter02_news02&quot;) == 0 then&#x0D;&#x0A;      achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;      profile.SetVariable(&quot;ach_chapter02_news02&quot;, 1)&#x0D;&#x0A;      local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;      profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor() then&#x0D;&#x0A;  if state(&quot;Box1&quot;, &quot;box1_1&quot;) then&#x0D;&#x0A;    say(207) --Ящик заколочен, руками его не откроешь.&#x0D;&#x0A;  else&#x0D;&#x0A;     show_scene(&quot;chapter02_miniscene_news&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;box1_shine&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) and state(&quot;Box1&quot;, &quot;box1_1&quot;) then&#x0D;&#x0A;     -- ломаем ящщщик&#x0D;&#x0A;     sound(&quot;open_02&quot;)&#x0D;&#x0A;     change_state_ex(true, 0, false, &quot;Box1&quot;, &quot;box1_2&quot;)&#x0D;&#x0A;     play_clip(&quot;box1_2&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;--     say(209) -- А ломиком и правда легче!&#x0D;&#x0A;     show_scene(&quot;chapter02_miniscene_news&quot;)&#x0D;&#x0A;     say(208) --О! Это то же место, где мы сейчас находимся, только в прошлом! Часть от входа где-то тут!&#x0D;&#x0A;     notepad.EnablePage(6)&#x0D;&#x0A;&#x0D;&#x0A;    if is_object_in_inventory(&quot;Piece01&quot;) then&#x0D;&#x0A;      say(214) -- На фотографии изображена другая часть! Как же нам быть? Скорее всего все эти части были найдены и увезены археологами открывшими Мачу-Пикчу..&#x0D;&#x0A;      --Без амулета не обойтись!&#x0D;&#x0A;      complete_level()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="if state(&quot;Box1&quot;, &quot;box1_2&quot;) then&#x0D;&#x0A;    show_ex(0, false, &quot;box1_shine&quot;)&#x0D;&#x0A;end" s3="if state(&quot;Box1&quot;, &quot;box1_2&quot;) then&#x0D;&#x0A;    hide_ex(0, false, &quot;box1_shine&quot;)&#x0D;&#x0A;end" s4="" >
<object object_flags="0" id="box1_1" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="570.500 368.500" angle="0" size="85 67" type="image" color="-1" image_id="scenes_chapter02_scene02_box02_begin_state" />
<object object_flags="2" id="box1_2" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="556 354" angle="0" size="114 102" type="image" color="-1" image_id="scenes_chapter02_scene02_box02" />
</group>
<group object_flags="0" id="Amulet" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if state(&quot;Amulet&quot;,&quot;gui-amulet02&quot;) then&#x0D;&#x0A;      show_scene(&quot;house_past&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="gui-amulet01" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<object object_flags="2" id="gui-amulet02" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<object object_flags="1" id="house-background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_02" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_toolbox02" hint="$553" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="1006 462" />
<point offset="1001 481" />
<point offset="983 475" />
<point offset="981 457" />
</area>
<area object_flags="0" id="area_toolbox01" hint="$553" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="956 469" />
<point offset="955 478" />
<point offset="966 477" />
<point offset="967 452" />
<point offset="937 440" />
<point offset="914 449" />
<point offset="915 460" />
</area>
<area object_flags="0" id="area_bucket" hint="$552" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="918 245" />
<point offset="940 250" />
<point offset="931 287" />
<point offset="893 285" />
<point offset="886 246" />
</area>
<area object_flags="0" id="area_color04" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="1010 483" />
<point offset="1019 491" />
<point offset="1014 534" />
<point offset="996 535" />
<point offset="984 479" />
</area>
<area object_flags="0" id="area _color03" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="970 481" />
<point offset="976 517" />
<point offset="960 516" />
<point offset="960 482" />
</area>
<area object_flags="0" id="area_color02" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="930 464" />
<point offset="954 472" />
<point offset="954 505" />
<point offset="937 511" />
<point offset="922 507" />
<point offset="915 470" />
</area>
<area object_flags="0" id="area_color01" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="719 433" />
<point offset="737 436" />
<point offset="734 461" />
<point offset="721 470" />
<point offset="703 458" />
<point offset="706 437" />
</area>
<area object_flags="0" id="area_color" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="865 507" />
<point offset="886 517" />
<point offset="883 549" />
<point offset="841 545" />
<point offset="842 511" />
</area>
<area object_flags="0" id="area_broken_stairs" hint="$549" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(550) --Слишком неустойчивая лестница, ей воспользоваться не получится.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="925 568" />
<point offset="1000 570" />
<point offset="939 290" />
<point offset="858 286" />
<point offset="811 509" />
</area>
<area object_flags="0" id="area_helmet" hint="$178" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;helmet&quot;)&#x0D;&#x0A;   play_clip(&quot;helmet_clip&quot;, 0)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="928 603" />
<point offset="956 600" />
<point offset="957 586" />
<point offset="938 573" />
<point offset="908 564" />
<point offset="896 578" />
<point offset="902 597" />
</area>
<area object_flags="0" id="area_box3" hint="$426" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="499 387" />
<point offset="512 375" />
<point offset="483 324" />
<point offset="425 337" />
<point offset="399 369" />
<point offset="422 414" />
</area>
<area object_flags="0" id="area_water" hint="$425" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="745 570" />
<point offset="628 500" />
<point offset="556 527" />
<point offset="578 590" />
<point offset="628 621" />
<point offset="649 625" />
<point offset="667 613" />
</area>
<area object_flags="0" id="area_wheelbarrow" hint="$171" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;scratch_of_wheel&quot;)&#x0D;&#x0A;   play_clip(&quot;wheel_clip&quot;, 0)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="135 630" />
<point offset="166 603" />
<point offset="226 598" />
<point offset="269 532" />
<point offset="289 496" />
<point offset="264 518" />
<point offset="239 474" />
<point offset="259 440" />
<point offset="206 488" />
<point offset="136 537" />
<point offset="126 578" />
<point offset="101 617" />
</area>
<area object_flags="0" id="area-stairs0" hint="$4" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  say(903)--Лестница вниз разрушена&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="229 465" />
<point offset="309 430" />
<point offset="337 392" />
<point offset="243 414" />
<point offset="0 483" />
<point offset="3 573" />
<point offset="125 526" />
</area>
<area object_flags="0" id="area-roof" hint="$5" editor_flags="0" s1="--[[if cursor() then&#x0D;&#x0A;  say(904)&#x0D;&#x0A;end]]" s2="" s3="" s4="" sound="" >
<point offset="942 8" />
<point offset="902 76" />
<point offset="483 214" />
<point offset="302 195" />
<point offset="406 9" />
</area>
<area object_flags="0" id="area-to-gates1" hint="$6" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;main_gates&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="1024 442" />
<point offset="977 440" />
<point offset="924 243" />
<point offset="965 3" />
<point offset="1026 5" />
</area>
</areas>
</scene>
<scene id="chapter02_miniscene_news" size="600 525" offset="215 61" flags="2" script="" >
<objects >
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="299 262" angle="0" size="600 525" type="image" color="-1" image_id="scenes_chapter02_scene02_miniscene_miniscene_newspaper" />
</objects>
<areas >
<area object_flags="0" id="area_photo" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(208) --О! Это то же место, где мы сейчас находимся, только в прошлом! Часть от входа где-то тут!&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="601 1" />
<point offset="600 529" />
<point offset="0 527" />
<point offset="-2 -1" />
</area>
</areas>
</scene>
<scene id="miniscene_newspaper08" size="600 416" offset="423 124" flags="2" script="" >
<objects >
<object object_flags="1" id="news08_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="300 208" angle="0" size="600 416" type="clip" color="-1" clip_id="newspaper08" use_alpha="false" />
</objects>
<areas />
</scene>
</level>
<level id="Chapter02_02" s1="additional_inventory.Init()&#x0D;&#x0A;scene_effects.shake.Init( nil, nil, true, true)&#x0D;&#x0A;&#x0D;&#x0A;add_task(3, 12, true) -- найти две части&#x0D;&#x0A;add_task(4, 219, true) -- починить корзину&#x0D;&#x0A;add_task(5, 454, true, 3) -- найти одну часть&#x0D;&#x0A;add_task(6, 455, true, 5) -- вставить &#x0D;&#x0A;add_task(7, 456, true, 6) -- срисовать карту&#x0D;&#x0A;add_task(8, 457, true, 7) -- найти элемент земли&#x0D;&#x0A;&#x0D;&#x0A;unite_objects(&quot;All-pieces&quot;,&quot;Piece01&quot;,&quot;Piece02&quot;, &quot;Piece03&quot;)&#x0D;&#x0A;form_object_form_parts(&quot;Stick_inv&quot;,&quot;Stick01&quot;,&quot;Stick02&quot;,&quot;Stick03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;-- музычка &#x0D;&#x0A;form_event([[&#x0D;&#x0A;     sleep(1000)&#x0D;&#x0A;     if is_hide(&quot;clip_door_open&quot;) then&#x0D;&#x0A;           sound(&quot;track01light&quot;)&#x0D;&#x0A;     else&#x0D;&#x0A;           sound(&quot;track02action&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;]])&#x0D;&#x0A;-- звуки &#x0D;&#x0A;form_event([[&#x0D;&#x0A;    sound(&quot;wind_01&quot;)&#x0D;&#x0A;    sound(&quot;bird_01&quot;)&#x0D;&#x0A;    sound(&quot;insects_day&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;function check_hog_end1()&#x0D;&#x0A;  if (state(&quot;Screw&quot;, &quot;screw_plug02&quot;) and state(&quot;Snail&quot;, &quot;snail_plug02&quot;) and state(&quot;Leaf&quot;, &quot;leaf_plug02&quot;) and state(&quot;Bone&quot;, &quot;bone_plug02&quot;) and state(&quot;Pear&quot;, &quot;pear_plug02&quot;) and state(&quot;Pliers&quot;, &quot;pliers_plug02&quot;) ) then&#x0D;&#x0A;--   complete_level()&#x0D;&#x0A;     show_scene(&quot;house-past&quot;)&#x0D;&#x0A;     take(&quot;Piece02&quot;)&#x0D;&#x0A;     say(216) --А вот и часть от входа, которую мы видели на фотографии!&#x0D;&#x0A;&#x0D;&#x0A;     if is_object_on_level(&quot;Piece03&quot;) then -- если мы еще не нашли часть из гробницы&#x0D;&#x0A;         say(217)  -- Осталось найти еще одну часть. В древности многие важные вещи хоронили вместе с их владельцами, а внизу, недалеко от домика смотрителя есть гробница, может там что-то есть?&#x0D;&#x0A;     end&#x0D;&#x0A;     if is_object_in_inventory(&quot;All-pieces&quot;) then&#x0D;&#x0A;         say(138) --Ну что, все части собраны, осталось только вставить их в то углубление.&#x0D;&#x0A;         if is_task(2) then&#x0D;&#x0A;             complete_task(2)&#x0D;&#x0A;         end&#x0D;&#x0A;         add_task(21, 12) --Вставить части&#x0D;&#x0A;     end&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function check_hog_end2()&#x0D;&#x0A;  if (state(&quot;Screw01&quot;, &quot;screw_plug02&quot;) and state(&quot;Leaf01&quot;, &quot;leaf_plug02&quot;) and state(&quot;Bone01&quot;, &quot;bone_plug02&quot;) and state(&quot;Pear01&quot;, &quot;pear_plug02&quot;) and state(&quot;Snail01&quot;, &quot;snail_plug02&quot;) and state(&quot;Pliers01&quot;, &quot;pliers_plug02&quot;) ) then&#x0D;&#x0A;--   complete_level()&#x0D;&#x0A;     show_scene(&quot;house-past&quot;)&#x0D;&#x0A;     take(&quot;Paper&quot;)&#x0D;&#x0A;--     say(216) --А вот и вторая часть от входа!&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- всплывающее окошко с локациями&#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- главные ворота&#x0D;&#x0A;        id = &quot;main_gates&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_01&quot;, &#x0D;&#x0A;        title = &quot;$981&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- домик смотрителя&#x0D;&#x0A;        id = &quot;house_of_guardians&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_02&quot;, &#x0D;&#x0A;        title = &quot;$980&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- домик смотрителя прошлое&#x0D;&#x0A;        id = &quot;house_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_03&quot;, &#x0D;&#x0A;        title = &quot;$980&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- главные ворота прошлое&#x0D;&#x0A;        id = &quot;main_gates_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_04&quot;, &#x0D;&#x0A;        title = &quot;$981&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- гробница &#x0D;&#x0A;        id = &quot;tomb_and_stairs&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene02_05&quot;, &#x0D;&#x0A;        title = &quot;$982&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  }&#x0D;&#x0A;})" s2="additional_inventory.HideItem(&quot;Earth&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;&#x0D;&#x0A;   inventory.momental_take(&quot;Piece01&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;form_start_dialog_event([[&#x0D;&#x0A;       say(1422) -- Теперь у меня есть амулет, и я могу с его помощью отправиться в прошлое!&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;show_task(3)&#x0D;&#x0A;show_task(5)&#x0D;&#x0A;show_task(6)&#x0D;&#x0A;show_task(7)&#x0D;&#x0A;show_task(8)&#x0D;&#x0A;--- газета&#x0D;&#x0A;if profile.GetVariable(&quot;chapter06_finished&quot;) == 0 or &#x0D;&#x0A; profile.GetVariable(&quot;ach_chapter02_news08&quot;) ~= 0 then&#x0D;&#x0A;   hide_ex(0, false, &quot;news08&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;--------- кукуруза&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn01&quot;) ~= 0 then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn01&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn02&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn02&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn03&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn03&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn04&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn04&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn05&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn05&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn06&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn06&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn07&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn07&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn08&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn08&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn09&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn09&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_corn10&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn10&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;------- кипу&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_quipu07&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;knot07&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_quipu08&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;knot08&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_quipu09&quot;) ~= 0  then&#x0D;&#x0A;   hide_ex(0, false, &quot;knot09&quot;)&#x0D;&#x0A;end" sound1="" sound2="" >
<scene id="house_of_guardians" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;tomb_and_stairs&quot;)&#x0D;&#x0A;]])" >
<objects >
<group object_flags="3" id="Cheat_chapter_copy" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
<object object_flags="0" id="object 36" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 309" angle="0" size="59 59" type="image" color="-1" image_id="achievements_chapter_without_a_hint" />
</group>
<object object_flags="0" id="news08" hint="$1256" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper08&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter02_news08&quot;) == 0 then&#x0D;&#x0A;    achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;    profile.SetVariable(&quot;ach_chapter02_news08&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="739 621" angle="0" size="143 103" type="image" color="-1" image_id="scenes_chapter02_scene02_newspaper02" />
<object object_flags="3" id="box1_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="557 366" angle="0" size="138 98" type="image" color="-1" image_id="scenes_chapter02_scene02_miniscene_shine" />
<object object_flags="0" id="Water" hint="$725" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="570 721" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
<object object_flags="0" id="Fire" hint="$726" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="507 711" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
<group object_flags="0" id="Shovel" hint="$185" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if state(&quot;Shovel&quot;, &quot;shovel&quot;) then&#x0D;&#x0A;     sound(&quot;spadeful&quot;)&#x0D;&#x0A;     change_state_ex(true, 0, false, &quot;Shovel&quot;, &quot;shovel_clip&quot;)&#x0D;&#x0A;     play_clip(&quot;shovel_clip&quot;, 0)&#x0D;&#x0A;--   show_ex(nil, 0, &quot;shovel_clip&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="shovel" hint="$185" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="350 390" angle="0" size="70 110" type="image" color="-1" image_id="scenes_chapter02_scene02_shovel" />
<object object_flags="2" id="shovel_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 389" angle="0" size="1024 768" type="clip" color="-1" clip_id="shovel" use_alpha="true" />
</group>
<object object_flags="2" id="Magnifier" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="674 701" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
<group object_flags="3" id="Wet-reed" hint="$14" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="635 567" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_reed_wet" />
</group>
<group object_flags="0" id="Piece01" hint="$3" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="414 723" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_simbol01" />
</group>
<object object_flags="1" id="wheel_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 386" angle="0" size="1024 768" type="clip" color="-1" clip_id="wheel" use_alpha="true" />
<object object_flags="1" id="helmet_clip" hint="$178" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="helmet" use_alpha="true" />
<object object_flags="0" id="light_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_02_light" use_alpha="true" />
<group object_flags="0" id="Box2" hint="$426" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  say(461) -- мне больше ничего из этих вещей не надо&#x0D;&#x0A;end " s2="" s3="" s4="" >
<object object_flags="0" id="box2_2" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="712 349" angle="0" size="134 158" type="image" color="-1" image_id="scenes_chapter02_scene02_box01_end_state" />
</group>
<group object_flags="0" id="Box1" hint="$426" editor_flags="0" s1="     hide_ex(0, false, &quot;box1_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;     show_scene(&quot;chapter02_miniscene_news&quot;)&#x0D;&#x0A;&#x0D;&#x0A;end" s2="    show_ex(0, false, &quot;box1_shine&quot;)&#x0D;&#x0A;" s3="    hide_ex(0, false, &quot;box1_shine&quot;)" s4="" >
<object object_flags="0" id="box1_2" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="556 366" angle="0" size="114 73" type="image" color="-1" image_id="scenes_chapter02_scene02_box02_end_state" />
</group>
<group object_flags="0" id="gui_amulet_house_present" hint="" editor_flags="0" s1="amulet_effect_widget.Activate(&quot;house_past&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;amulet_user&quot;)" s2="" s3="" s4="" >
<object object_flags="0" id="gui-amulet02" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<object object_flags="1" id="house-background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_02" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="seen_news" hint="смотрели газету?" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="900 756" />
<point offset="807 689" />
<point offset="760 755" />
</area>
<area object_flags="0" id="area_toolbox03" hint="$553" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="988 480" />
<point offset="1006 485" />
<point offset="1007 464" />
<point offset="982 459" />
</area>
<area object_flags="0" id="area_toolbox01" hint="$553" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="939 461" />
<point offset="958 475" />
<point offset="968 475" />
<point offset="963 452" />
<point offset="940 445" />
<point offset="915 450" />
<point offset="915 464" />
</area>
<area object_flags="0" id="area_bucket" hint="$552" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="912 239" />
<point offset="939 248" />
<point offset="929 290" />
<point offset="887 289" />
<point offset="885 245" />
</area>
<area object_flags="0" id="area_color04" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="985 480" />
<point offset="999 481" />
<point offset="1021 491" />
<point offset="1017 535" />
<point offset="997 535" />
<point offset="988 491" />
</area>
<area object_flags="0" id="area_color04" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="975 520" />
<point offset="960 518" />
<point offset="960 480" />
<point offset="968 478" />
</area>
<area object_flags="0" id="area_color03" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="938 465" />
<point offset="956 472" />
<point offset="954 510" />
<point offset="943 510" />
<point offset="924 508" />
<point offset="916 467" />
</area>
<area object_flags="0" id="area_color02" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="872 508" />
<point offset="885 517" />
<point offset="879 549" />
<point offset="859 549" />
<point offset="844 542" />
<point offset="844 510" />
</area>
<area object_flags="0" id="area_color01" hint="$551" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="725 436" />
<point offset="735 438" />
<point offset="734 465" />
<point offset="721 469" />
<point offset="703 463" />
<point offset="703 433" />
</area>
<area object_flags="0" id="area_broken_stairs" hint="$549" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(550) --Слишком неустойчивая лестница, ей воспользоваться не получится.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="1008 571" />
<point offset="946 287" />
<point offset="858 288" />
<point offset="811 510" />
</area>
<area object_flags="0" id="area_helmet" hint="$178" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;helmet&quot;)&#x0D;&#x0A;   play_clip(&quot;helmet_clip&quot;, 0)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="919 601" />
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<point offset="899 571" />
<point offset="902 586" />
</area>
<area object_flags="0" id="area_box3" hint="$426" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="511 379" />
<point offset="483 321" />
<point offset="423 340" />
<point offset="399 364" />
<point offset="424 413" />
</area>
<area object_flags="0" id="area_water" hint="$425" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(226) --Нет, пожалуй, я не хочу сейчас купаться.&#x0D;&#x0A;elseif cursor(&quot;Reed&quot;) then&#x0D;&#x0A;  sound(&quot;rinse_reed&quot;)&#x0D;&#x0A;   remove(&quot;Reed&quot;)&#x0D;&#x0A;   take(&quot;Wet-reed&quot;)&#x0D;&#x0A;   say(227) --Вот так-то лучше.&#x0D;&#x0A;elseif cursor(&quot;Wet-reed&quot;) then&#x0D;&#x0A;   say(228) --Тростник итак уже мокрый.&#x0D;&#x0A;elseif cursor(&quot;Axe&quot;) then&#x0D;&#x0A;  say(229) --Не сомневаюсь, что топор отлично плавает. Просто один раз.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_wheelbarrow" hint="$171" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;scratch_of_wheel&quot;)&#x0D;&#x0A;   play_clip(&quot;wheel_clip&quot;, 0)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-stairs0" hint="$4" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  say(903)--Лестница вниз разрушена&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="229 465" />
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<point offset="2 479" />
<point offset="3 573" />
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</area>
<area object_flags="0" id="area-roof" hint="$5" editor_flags="0" s1="--[[if cursor() then&#x0D;&#x0A;  say(904)&#x0D;&#x0A;end]]" s2="" s3="" s4="" sound="" >
<point offset="950 0" />
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</area>
<area object_flags="0" id="area-to-gates1" hint="$6" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;main_gates&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_newspaper08" size="600 416" offset="423 124" flags="2" script="" >
<objects >
<object object_flags="1" id="news08_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="300 208" angle="0" size="600 416" type="clip" color="-1" clip_id="newspaper08" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="main_gates" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      floating_locations.DisableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;tomb_and_stairs&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="1" id="symbol_clean" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="362 149.500" angle="0" size="72 81" type="image" color="-1" image_id="scenes_chapter02_scene01_scene04_simbol" />
<group object_flags="0" id="Crowbar" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="447 701.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
</group>
<group object_flags="0" id="Knife" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="362 700.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
</group>
<group object_flags="0" id="Brush" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="278 702" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
</group>
<group object_flags="0" id="gui_amulet_gates_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    amulet_effect_widget.Activate(&quot;main_gates_past&quot;)&#x0D;&#x0A;--      show_scene(&quot;main_gates_past&quot;)&#x0D;&#x0A;    achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="gui-amulet02" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<object object_flags="1" id="gates-background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_01" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_flashlight02" hint="$176" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="597 229" />
<point offset="605 235" />
<point offset="605 266" />
<point offset="591 266" />
</area>
<area object_flags="0" id="area_flashlight01" hint="$176" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="442 403" />
<point offset="417 407" />
<point offset="426 416" />
<point offset="450 414" />
</area>
<area object_flags="0" id="area_barrel" hint="$172" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="188 526" />
<point offset="210 521" />
<point offset="223 521" />
<point offset="232 512" />
<point offset="252 526" />
<point offset="280 516" />
<point offset="276 475" />
<point offset="218 470" />
<point offset="153 494" />
<point offset="153 535" />
<point offset="175 544" />
</area>
<area object_flags="0" id="area_wheelbarrow" hint="$171" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="60 557" />
<point offset="43 508" />
<point offset="42 470" />
<point offset="76 461" />
<point offset="128 532" />
<point offset="93 543" />
</area>
<area object_flags="0" id="area_bucket04" hint="$170" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="346 470" />
<point offset="348 493" />
<point offset="320 492" />
<point offset="314 472" />
</area>
<area object_flags="0" id="area_bucket03" hint="$170" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="459 419" />
<point offset="483 418" />
<point offset="488 377" />
<point offset="450 377" />
<point offset="455 413" />
</area>
<area object_flags="0" id="area_bucket02" hint="$170" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="202 567" />
<point offset="223 563" />
<point offset="232 541" />
<point offset="213 522" />
<point offset="189 530" />
<point offset="180 545" />
</area>
<area object_flags="0" id="area_bucket01" hint="$170" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="458 539" />
<point offset="463 486" />
<point offset="410 487" />
<point offset="419 537" />
</area>
<area object_flags="0" id="area_helmet03" hint="$168" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="505 417" />
<point offset="524 414" />
<point offset="516 409" />
<point offset="516 397" />
<point offset="494 392" />
<point offset="487 412" />
</area>
<area object_flags="0" id="area_helmet02" hint="$168" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="499 288" />
<point offset="518 286" />
<point offset="510 265" />
<point offset="489 255" />
<point offset="484 271" />
<point offset="488 283" />
</area>
<area object_flags="0" id="area_helmet01" hint="$168" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="243 549" />
<point offset="246 537" />
<point offset="247 523" />
<point offset="232 514" />
<point offset="218 523" />
<point offset="235 542" />
</area>
<area object_flags="0" id="area-entrance" hint="$1" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="605 86" />
<point offset="593 624" />
<point offset="1032 625" />
<point offset="1024 554" />
<point offset="841 536" />
<point offset="861 279" />
</area>
<area object_flags="0" id="area-symbol" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;     say(204) -- Углубление явно предназначено для вставки 3-х частей.. Но оно слишком испорчено временем! Просматриваются очертания   символа обозначающий кристаллы судьбы!!! Мы на правильном пути, необходимо найти части от этого углубления!&#x0D;&#x0A;elseif cursor(&quot;All-pieces&quot;) then&#x0D;&#x0A;   say(139) --Углубление разрушено временем, так ничего не получится. Надо придумать что-то еще.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="359 185" />
<point offset="376 183" />
<point offset="388 161" />
<point offset="385 138" />
<point offset="361 118" />
<point offset="343 126" />
<point offset="332 146" />
<point offset="335 166" />
</area>
<area object_flags="0" id="area_scaffold" hint="$166" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(167) --Здесь проводятся восстановительные работы, надо действовать, пока никого нет.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="591 550" />
<point offset="594 65" />
<point offset="371 68" />
<point offset="376 537" />
</area>
</areas>
</scene>
<scene id="main_gates_past" size="1024 768" offset="0 0" flags="0" script="function dialog_about_map()&#x0D;&#x0A;     init_dialog({&quot;alabama&quot;, &quot;gui_avatars_alabama_alabama_excited&quot;, -333, 0}, {&quot;vints&quot;, &quot;gui_avatars_vints_vints_with_smile&quot;,312, 0})&#x0D;&#x0A;&#x0D;&#x0A;    add_dialog_say(&quot;vints&quot;,433, 3500, nil) -- теперь у нас есть карта&#x0D;&#x0A;    add_dialog_say(&quot;alabama&quot;, 434, 2000, nil)&#x0D;&#x0A;&#x0D;&#x0A;    start_dialog(true)&#x0D;&#x0A;&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;main_gates_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;tomb_and_stairs&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="0" id="knot09" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot09&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_quipu09&quot;, 1)" s2="" s3="" s4="" sound="" offset="628 469" angle="0" size="54 94" type="image" color="-1" image_id="scenes_chapter02_scene04_kipu" />
<object object_flags="0" id="corn10" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn10&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn10&quot;, 1)" s2="" s3="" s4="" sound="" offset="887.500 504" angle="-0.480" size="28 23" type="image" color="-1" image_id="scenes_chapter02_scene04_corn" />
<object object_flags="0" id="corn02" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn02&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn02&quot;, 1)" s2="" s3="" s4="" sound="" offset="679 557" angle="0" size="37 19" type="image" color="-1" image_id="scenes_chapter02_scene04_corn02" />
<object object_flags="0" id="corn01" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn01&quot;, 1)" s2="" s3="" s4="" sound="" offset="51 541" angle="0" size="39 22" type="image" color="-1" image_id="scenes_chapter02_scene04_corn03" />
<object object_flags="3" id="map_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="168 240" angle="0" size="115 116" type="image" color="-1" image_id="scenes_chapter02_scene04_minigame_shine" />
<object object_flags="3" id="map_open_effect" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="stone_dust" use_alpha="true" />
<object object_flags="2" id="two_sticks" hint="$459" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  hide(&quot;two_sticks&quot;)&#x0D;&#x0A;  take(&quot;Stick02&quot;)&#x0D;&#x0A;  take(&quot;Stick03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="440 533" angle="0" size="99 30" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_cane02" />
<object object_flags="3" id="stones" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="211.500 480.500" angle="0" size="113 81" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_wall_tail_v02" />
<object object_flags="2" id="stick-font" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="242.500 355" angle="0" size="30 182" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_no_cane" />
<group object_flags="3" id="Box-at-gates" hint="$424" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="box01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="371 445" angle="0" size="118 110" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_basket" />
<object object_flags="2" id="box02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="371 445" angle="0" size="118 110" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_basket" />
</group>
<group object_flags="0" id="Stick03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="427 526" angle="0" size="70 21" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_cane01" />
</group>
<group object_flags="2" id="Stick02" hint="$143" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;  if is_object_in_inventory(&quot;Stick_inv&quot;, &quot;__inv03&quot;) then&#x0D;&#x0A;          enable(&quot;area-hog02&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="436 527" angle="0" size="70 21" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_cane01" />
</group>
<group object_flags="2" id="Stick01" hint="$143" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="375 552" angle="0" size="70 21" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_cane01" />
</group>
<group object_flags="0" id="Stick_inv" hint="$143" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="688 728" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_canes01" />
<object object_flags="2" id="__inv02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="601 726" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_canes02" />
<object object_flags="2" id="__inv03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="683 726" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_canes03" />
</group>
<object object_flags="2" id="paper-on-map" hint="$97" editor_flags="0" s1="hide_ex(0, false, &quot;map_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  say(95)&#x0D;&#x0A;elseif cursor(&quot;Coal&quot;) and minigame(&quot;reveal_image&quot;) then&#x0D;&#x0A;  hide(&quot;paper-on-map&quot;)&#x0D;&#x0A;  remove(&quot;Coal&quot;)  &#x0D;&#x0A;  complete_task(7)&#x0D;&#x0A;--  take(&quot;Paper-dirty&quot;)&#x0D;&#x0A;   dialog_about_map()&#x0D;&#x0A;   notepad.EnablePage(7)&#x0D;&#x0A;&#x0D;&#x0A;  say(96) --Первый элемент - элемент земли, совсем близко! Пойдем его искать.&#x0D;&#x0A;  enable(&quot;area-faces&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;" s2="show_ex(0, false, &quot;map_shine&quot;)" s3="hide_ex(0, false, &quot;map_shine&quot;)" s4="" sound="" offset="165.500 238" angle="0" size="115 116" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_wall_hol_papire" />
<object object_flags="3" id="full-clock" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="364 118" angle="0" size="57 59" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_wall_element_full" />
<object object_flags="3" id="" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="393 229" angle="0" size="78 60" type="image" color="-1" image_id="scene2_5_ready-clock" />
<group object_flags="3" id="Paper-dirty" hint="$116" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="167 242" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_paper_map" />
</group>
<object object_flags="2" id="map" hint="$137" editor_flags="0" s1="if cursor() then&#x0D;&#x0A; if is_disable(&quot;area-faces&quot;) then&#x0D;&#x0A;    say(231) --На карте отмечены некоторые места, стоит туда наведаться.. Срисовать бы карту. Только на что?&#x0D;&#x0A; else&#x0D;&#x0A;   say(727) --Карта уже срисована, можно отсюда уходить.&#x0D;&#x0A; end&#x0D;&#x0A;elseif cursor(&quot;Paper&quot;) then&#x0D;&#x0A;   sound(&quot;paper&quot;)&#x0D;&#x0A;   show(&quot;paper-on-map&quot;)&#x0D;&#x0A;   remove(&quot;Paper&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="165.500 238" angle="0" size="115 116" type="image" color="-1" image_id="scenes_chapter02_scene04_scene04_wall_hol" />
<group object_flags="0" id="gui_amulet_gates_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  amulet_effect_widget.Activate(&quot;main_gates&quot;)&#x0D;&#x0A;  achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="amulet01" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<object object_flags="1" id="gates-past-bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_04" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_plant3" hint="$453" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="112 492" />
<point offset="107 451" />
<point offset="89 418" />
<point offset="49 410" />
<point offset="28 455" />
<point offset="0 397" />
<point offset="3 174" />
<point offset="15 97" />
<point offset="41 92" />
<point offset="33 111" />
<point offset="62 200" />
<point offset="73 136" />
<point offset="95 176" />
<point offset="133 78" />
<point offset="101 191" />
<point offset="119 250" />
<point offset="146 300" />
<point offset="149 495" />
</area>
<area object_flags="0" id="area_plant2" hint="$453" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="611 483" />
<point offset="611 456" />
<point offset="595 358" />
<point offset="591 285" />
<point offset="575 196" />
<point offset="594 172" />
<point offset="614 121" />
<point offset="637 143" />
<point offset="680 161" />
<point offset="679 308" />
<point offset="670 435" />
<point offset="643 495" />
</area>
<area object_flags="0" id="area_plant" hint="$453" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="806 524" />
<point offset="813 468" />
<point offset="813 430" />
<point offset="823 380" />
<point offset="821 352" />
<point offset="828 266" />
<point offset="811 292" />
<point offset="805 250" />
<point offset="784 310" />
<point offset="780 291" />
<point offset="776 318" />
<point offset="767 289" />
<point offset="767 364" />
<point offset="754 356" />
<point offset="755 280" />
<point offset="744 356" />
<point offset="743 402" />
<point offset="726 414" />
<point offset="751 483" />
<point offset="735 522" />
<point offset="769 550" />
</area>
<area object_flags="0" id="area _butterfly" hint="$452" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="74 444" />
<point offset="74 436" />
<point offset="75 421" />
<point offset="64 428" />
<point offset="56 421" />
<point offset="56 438" />
<point offset="55 452" />
<point offset="63 445" />
</area>
<area object_flags="0" id="area_vase3" hint="$451" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(464)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="85 534" />
<point offset="101 514" />
<point offset="104 486" />
<point offset="90 452" />
<point offset="96 435" />
<point offset="82 428" />
<point offset="53 429" />
<point offset="45 446" />
<point offset="34 461" />
<point offset="32 510" />
<point offset="60 533" />
</area>
<area object_flags="0" id="area_vase2" hint="$451" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(464)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="551 493" />
<point offset="558 483" />
<point offset="562 461" />
<point offset="551 445" />
<point offset="517 446" />
<point offset="522 464" />
<point offset="511 479" />
<point offset="525 496" />
</area>
<area object_flags="0" id="area_vase" hint="$451" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(464)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="506 492" />
<point offset="511 451" />
<point offset="483 436" />
<point offset="454 467" />
<point offset="466 500" />
</area>
<area object_flags="0" id="area-bird2" hint="$429" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="862 239" />
<point offset="874 209" />
<point offset="844 150" />
<point offset="818 162" />
<point offset="832 204" />
</area>
<area object_flags="0" id="area-big-stick" hint="$143" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(144)&#x0D;&#x0A;elseif cursor(&quot;Axe&quot;) then&#x0D;&#x0A;  sound(&quot;axe_to_sticks&quot;)&#x0D;&#x0A;  remove(&quot;Axe&quot;)&#x0D;&#x0A;  show_ex(nil, false, &quot;stick-font&quot;)&#x0D;&#x0A;  show_ex(nil, false, &quot;Stick01&quot;)&#x0D;&#x0A;  show_ex(nil, false, &quot;two_sticks&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="249 439" />
<point offset="249 287" />
<point offset="234 289" />
<point offset="239 439" />
</area>
<area object_flags="0" id="area-barrel" hint="$172" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(463) -- странно. Пища сохранилась, а воды в емкости нет.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="282 489" />
<point offset="277 441" />
<point offset="236 437" />
<point offset="158 468" />
<point offset="154 503" />
<point offset="215 517" />
</area>
<area object_flags="0" id="area-symbol-past" hint="$177" editor_flags="4" s1="if cursor(&quot;All-pieces&quot;)  then&#x0D;&#x0A; if is_hide(&quot;Box-at-gates&quot;) then&#x0D;&#x0A;  say(118)&#x0D;&#x0A;else&#x0D;&#x0A;   remove(&quot;All-pieces&quot;)&#x0D;&#x0A;   complete_task(6)&#x0D;&#x0A;  sound(&quot;crumble_coal&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;map_open_effect&quot;)&#x0D;&#x0A;   play_clip(&quot;map_open_effect&quot;, 0)&#x0D;&#x0A;   show(&quot;full-clock&quot;)&#x0D;&#x0A;   show(&quot;map&quot;)&#x0D;&#x0A;   show_ex(100,false, &quot;stones&quot;)&#x0D;&#x0A;   say(232) --Необходимо снять копию карты.&#x0D;&#x0A;&#x0D;&#x0A;    enable(&quot;area-hog02&quot;)&#x0D;&#x0A;    show(&quot;clip-hog&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;end&#x0D;&#x0A;" s2="" s3="" s4="" sound="" >
<point offset="366 168" />
<point offset="391 154" />
<point offset="410 136" />
<point offset="403 93" />
<point offset="378 77" />
<point offset="347 76" />
<point offset="324 91" />
<point offset="316 122" />
<point offset="328 145" />
<point offset="343 164" />
</area>
<area object_flags="0" id="area-to-house1" hint="$1" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;house_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="637 717" />
<point offset="610 71" />
<point offset="846 237" />
<point offset="843 500" />
<point offset="1021 505" />
<point offset="1020 721" />
</area>
<area object_flags="0" id="area-for-box" hint="" editor_flags="4" s1="if cursor(&quot;Wattled-box&quot;) then&#x0D;&#x0A;  sound(&quot;install_object&quot;)&#x0D;&#x0A;  remove(&quot;Wattled-box&quot;)&#x0D;&#x0A;    change_state(&quot;Box-at-gates&quot;,&quot;box02&quot;)&#x0D;&#x0A;    show(&quot;Box-at-gates&quot;)&#x0D;&#x0A;elseif cursor() and is_hide(&quot;Box-at-gates&quot;) then&#x0D;&#x0A;   say(548) -- Если сюда поставить что-нибудь, можно будет добраться до отверстия.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="609 491" />
<point offset="605 299" />
<point offset="599 69" />
<point offset="245 77" />
<point offset="244 219" />
<point offset="246 435" />
<point offset="276 445" />
<point offset="283 476" />
<point offset="460 491" />
</area>
</areas>
</scene>
<scene id="house_past" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates_past&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;house_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;tomb_and_stairs&quot;)&#x0D;&#x0A;&#x0D;&#x0A;       if is_task_hidden(4) then&#x0D;&#x0A;            show_task(4) -- починить корзину&#x0D;&#x0A;       end&#x0D;&#x0A;]])" >
<objects >
<object object_flags="0" id="knot08" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot08&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_quipu08&quot;, 1)" s2="" s3="" s4="" sound="" offset="626 579" angle="0" size="84 59" type="image" color="-1" image_id="scenes_chapter02_scene03_kipu" />
<object object_flags="0" id="corn09" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn09&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn09&quot;, 1)" s2="" s3="" s4="" sound="" offset="961 137" angle="0" size="50 38" type="image" color="-1" image_id="scenes_chapter02_scene03_corn05" />
<object object_flags="0" id="corn08" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn08&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn08&quot;, 1)" s2="" s3="" s4="" sound="" offset="26 566" angle="0" size="46 27" type="image" color="-1" image_id="scenes_chapter02_scene03_corn04" />
<object object_flags="0" id="corn05" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn05&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn05&quot;, 1)" s2="" s3="" s4="" sound="" offset="264 603" angle="0" size="45 18" type="image" color="-1" image_id="scenes_chapter02_scene03_corn03" />
<object object_flags="0" id="corn04" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn04&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn04&quot;, 1)" s2="" s3="" s4="" sound="" offset="342 521" angle="0" size="54 24" type="image" color="-1" image_id="scenes_chapter02_scene03_corn02" />
<object object_flags="0" id="corn03" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn03&quot;, 1)" s2="" s3="" s4="" sound="" offset="706 474" angle="0" size="58 22" type="image" color="-1" image_id="scenes_chapter02_scene03_corn01" />
<group object_flags="1" id="clip-hog" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="object 10" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_03_hog_shine" use_alpha="false" />
</group>
<group object_flags="0" id="Wattled-box" hint="$449" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Wattled-box&quot;, &quot;box01&quot;) then -- еще ничего не сделано&#x0D;&#x0A;     say(218) -- можно использовать эту коробку для того чтобы добраться до отверстия над глав воротами, но сначала необходимо ее доплести&#x0D;&#x0A;   elseif state(&quot;Wattled-box&quot;, &quot;box02&quot;) then&#x0D;&#x0A;      say(39) --Каркас есть. Теперь остальное.&#x0D;&#x0A;  elseif state(&quot;Wattled-box&quot;, &quot;box03&quot;) then&#x0D;&#x0A;      take()&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Reed&quot;) then&#x0D;&#x0A;    say(230) --Сухой тростник не гибкий, и плести из него не получится.&#x0D;&#x0A;elseif cursor(&quot;Wet-reed&quot;) then&#x0D;&#x0A;   if state(&quot;Wattled-box&quot;, &quot;box01&quot;) then&#x0D;&#x0A;      say(10) --Сначала нужно сделать каркас.&#x0D;&#x0A;   else&#x0D;&#x0A;     sound(&quot;rinse_reed_to_basket&quot;)&#x0D;&#x0A;     remove(&quot;Wet-reed&quot;)&#x0D;&#x0A;      change_state(&quot;Wattled-box&quot;, &quot;box03&quot;)&#x0D;&#x0A;      say(11) -- Вуаля! Готово!&#x0D;&#x0A;--      change_hint(&quot;Wattled-box&quot;, 449) -- корзина  из тростника&#x0D;&#x0A;      complete_task(4) -- корзина готова&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Stick_inv&quot;, &quot;__inv03&quot;) then&#x0D;&#x0A;  sound(&quot;axe_to_sticks&quot;)&#x0D;&#x0A;   remove(&quot;Stick_inv&quot;)&#x0D;&#x0A;   change_state(&quot;Wattled-box&quot;, &quot;box02&quot;)&#x0D;&#x0A;    say(39) --Каркас есть. Теперь остальное.&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="box01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="857 503" angle="0" size="172 176" type="image" color="-1" image_id="scenes_chapter02_scene03_basket_state01" />
<object object_flags="2" id="box02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="857 503" angle="0" size="172 176" type="image" color="-1" image_id="scenes_chapter02_scene03_basket_state02" />
<object object_flags="2" id="box03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="857 503.500" angle="0" size="172 173" type="image" color="-1" image_id="scenes_chapter02_scene03_basket_state03" />
<object object_flags="3" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="826 521" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_basket" />
</group>
<group object_flags="2" id="Coal" hint="$140" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="3" id="_inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="400 596.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_coal" />
</group>
<group object_flags="0" id="gui_amulet_house_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;&#x0D;&#x0A;  amulet_effect_widget.Activate(&quot;house_of_guardians&quot;)&#x0D;&#x0A;  achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="amulet01" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<object object_flags="1" id="house-past-bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_vegetables" hint="$432" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="923 397" />
<point offset="933 386" />
<point offset="961 391" />
<point offset="977 414" />
<point offset="968 450" />
<point offset="924 445" />
<point offset="918 411" />
</area>
<area object_flags="0" id="area_vase3" hint="$431" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="910 380" />
<point offset="927 389" />
<point offset="916 397" />
<point offset="919 447" />
<point offset="904 459" />
<point offset="902 474" />
<point offset="879 464" />
<point offset="882 381" />
</area>
<area object_flags="0" id="area_vase2" hint="$431" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="925 334" />
<point offset="931 310" />
<point offset="937 285" />
<point offset="957 290" />
<point offset="970 279" />
<point offset="979 282" />
<point offset="969 293" />
<point offset="973 304" />
<point offset="964 318" />
<point offset="956 343" />
<point offset="943 342" />
</area>
<area object_flags="0" id="area_vase" hint="$431" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="716 477" />
<point offset="710 460" />
<point offset="720 438" />
<point offset="733 417" />
<point offset="742 448" />
<point offset="751 451" />
<point offset="750 474" />
<point offset="737 475" />
</area>
<area object_flags="0" id="area_carpet" hint="$430" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="642 503" />
<point offset="655 472" />
<point offset="702 451" />
<point offset="622 435" />
<point offset="547 457" />
</area>
<area object_flags="0" id="area-coal" hint="$140" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;retopte_05&quot;)&#x0D;&#x0A;   take(&quot;Coal&quot;)&#x0D;&#x0A;   disable(&quot;area-coal&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="478 625" />
<point offset="484 618" />
<point offset="425 582" />
<point offset="420 561" />
<point offset="379 561" />
<point offset="379 572" />
<point offset="359 590" />
<point offset="304 622" />
</area>
<area object_flags="0" id="area-bird" hint="$429" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(304) -- Странно, птица нас совсем не боится&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="177 214" />
<point offset="165 172" />
<point offset="130 162" />
<point offset="109 173" />
<point offset="115 189" />
<point offset="144 213" />
</area>
<area object_flags="0" id="area-food" hint="$427" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  say(250)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="465 468" />
<point offset="446 460" />
<point offset="403 452" />
<point offset="360 473" />
<point offset="375 522" />
<point offset="429 537" />
<point offset="459 518" />
</area>
<area object_flags="0" id="area-meat" hint="$428" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(249)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="250 403" />
<point offset="262 398" />
<point offset="267 380" />
<point offset="268 363" />
<point offset="267 346" />
<point offset="262 323" />
<point offset="256 287" />
<point offset="246 235" />
<point offset="227 235" />
<point offset="232 253" />
<point offset="224 312" />
<point offset="230 395" />
<point offset="239 405" />
</area>
<area object_flags="0" id="area-hog01" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   enable(&quot;__lasthog1&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog2&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter02_hog&quot;)&#x0D;&#x0A;&#x0D;&#x0A;--     show_scene(&quot;level2_hog1&quot;)&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="633 364" />
<point offset="639 323" />
<point offset="589 286" />
<point offset="532 282" />
<point offset="509 315" />
<point offset="492 324" />
<point offset="496 367" />
<point offset="532 381" />
<point offset="570 370" />
</area>
<area object_flags="1" id="area-hog02" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    -- уже нашли палки у входа, хог номер 2&#x0D;&#x0A;&#x0D;&#x0A;   enable(&quot;__lasthog3&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog4&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter02_hog&quot;)&#x0D;&#x0A;&#x0D;&#x0A;--     show_scene(&quot;level2_hog1&quot;)&#x0D;&#x0A;end" s2="&#x0D;&#x0A;" s3="" s4="" sound="" >
<point offset="534 380" />
<point offset="571 370" />
<point offset="638 366" />
<point offset="638 325" />
<point offset="593 288" />
<point offset="534 282" />
<point offset="511 313" />
<point offset="492 324" />
<point offset="499 370" />
</area>
<area object_flags="0" id="area-to-gates2" hint="$6" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;main_gates_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="1021 404" />
<point offset="991 394" />
<point offset="986 360" />
<point offset="914 331" />
<point offset="948 2" />
<point offset="1024 0" />
</area>
<area object_flags="0" id="area-stairs-past" hint="$7" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;tomb_and_stairs&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="0 594" />
<point offset="1 5" />
<point offset="379 1" />
<point offset="254 207" />
<point offset="94 223" />
<point offset="103 246" />
<point offset="137 248" />
<point offset="146 341" />
<point offset="134 498" />
<point offset="110 512" />
<point offset="181 524" />
<point offset="118 551" />
<point offset="70 568" />
<point offset="26 584" />
</area>
</areas>
</scene>
<scene id="tomb_and_stairs" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_of_guardians&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;main_gates_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;tomb_and_stairs&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="0" id="knot07" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_quipu07&quot;, 1) " s2="" s3="" s4="" sound="" offset="500 588" angle="0" size="85 29" type="image" color="-1" image_id="scenes_chapter02_scene05_kipu" />
<object object_flags="2" id="corn06" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn06&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn06&quot;, 1) " s2="" s3="" s4="" sound="" offset="886 493" angle="0" size="25 11" type="image" color="-1" image_id="scenes_chapter02_scene05_corn02" />
<object object_flags="3" id="door_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="680.500 405.500" angle="0" size="558 464" type="image" color="-1" image_id="scenes_chapter02_scene05_minigame_shine01" />
<object object_flags="3" id="faces_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="805 371" angle="0" size="146 173" type="image" color="-1" image_id="scenes_chapter02_scene05_minigame_shine02" />
<object object_flags="3" id="mummy02_open" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="861.500 434.500" angle="0" size="67 76" type="image" color="-1" image_id="scenes_chapter02_scene05_mummy02" />
<group object_flags="0" id="gui_amulet_stairs" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  say(9) --В настоящем это место разрушено, а я пока не хочу умирать.&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="gui-amulet01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<group object_flags="3" id="Earth" hint="$460" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;    say(35) --Итак, первый элемент найден, продолжаем поиски!&#x0D;&#x0A;    complete_level()&#x0D;&#x0A;end&#x0D;&#x0A;" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="700.500 355" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
</group>
<group object_flags="0" id="Bush" hint="$221" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if is_task(20) then&#x0D;&#x0A;    say(224) -- Руками? Ни за что!&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then&#x0D;&#x0A;  hide_ex(200, false, &quot;Bush&quot;)&#x0D;&#x0A;   take(&quot;Reed&quot;)&#x0D;&#x0A;   say(225) --Этот тростник может пригодиться для починки корзины.&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="clip_reed01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="reed01" use_alpha="true" />
</group>
<object object_flags="0" id="corn07" hint="$1309" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;corn07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;corn_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter02_corn07&quot;, 1) " s2="" s3="" s4="" sound="" offset="384.500 552" angle="0" size="48 17" type="image" color="-1" image_id="scenes_chapter02_scene05_corn01" />
<object object_flags="0" id="clip_reed02" hint="" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;   say(438) -- Как мало осталось.. Ну да ничего, еще вырастет.&#x0D;&#x0A;  else&#x0D;&#x0A;    say(224) -- Руками? Ни за что!&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;)  then&#x0D;&#x0A; if  not is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;    sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;    hide_ex(200, false, &quot;Bush&quot;)&#x0D;&#x0A;     take(&quot;Reed&quot;)&#x0D;&#x0A;     disable(&quot;area-reed&quot;)&#x0D;&#x0A;     say(225) --Этот тростник может пригодиться для починки корзины.&#x0D;&#x0A; else&#x0D;&#x0A;    say(441) -- тростника уже достаточно&#x0D;&#x0A; end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="reed02" use_alpha="true" />
<object object_flags="0" id="clip_reed03" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;   say(438) -- Как мало осталось.. Ну да ничего, еще вырастет.&#x0D;&#x0A;  else&#x0D;&#x0A;    say(224) -- Руками? Ни за что!&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;)  then&#x0D;&#x0A; if  not is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;    sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;    hide_ex(200, false, &quot;Bush&quot;)&#x0D;&#x0A;     take(&quot;Reed&quot;)&#x0D;&#x0A;     disable(&quot;area-reed&quot;)&#x0D;&#x0A;     say(225) --Этот тростник может пригодиться для починки корзины.&#x0D;&#x0A; else&#x0D;&#x0A;    say(441) -- тростника уже достаточно&#x0D;&#x0A; end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="reed03" use_alpha="true" />
<object object_flags="1" id="clip_butterflies" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="shadows_butterflies" use_alpha="true" />
<group object_flags="2" id="Axe" hint="$26" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;  if is_object_in_inventory(&quot;All-pieces&quot;) or  is_object_in_inventory(&quot;Piece03&quot;) then&#x0D;&#x0A;     disable(&quot;area-bag&quot;)&#x0D;&#x0A;     enable(&quot;area_bag_&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="mummy_axe" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="728.500 443" angle="0" size="27 26" type="image" color="-1" image_id="scenes_chapter02_scene05_axe" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="727 396.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_axe" />
</group>
<group object_flags="2" id="Piece03" hint="$3" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;     say(8) -- О, мы нашли еще одну часть от входа!&#x0D;&#x0A;&#x0D;&#x0A;  if is_object_in_inventory(&quot;Axe&quot;) then&#x0D;&#x0A;     disable(&quot;area-bag&quot;)&#x0D;&#x0A;     enable(&quot;area_bag_&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;   if is_object_in_inventory(&quot;All-pieces&quot;) then&#x0D;&#x0A;      say(138) --Ну что, все части собраны, осталось только вставить их в то углубление.&#x0D;&#x0A;               complete_task(5) -- найти одну часть&#x0D;&#x0A;    else &#x0D;&#x0A;        complete_task(3) -- найти две части&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="mummy_piece" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="742.500 442.500" angle="0" size="21 18" type="image" color="-1" image_id="scenes_chapter02_scene05_piece_of_something" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="727 449" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_simbol03" />
</group>
<object object_flags="3" id="mummy_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="721 424.500" angle="0" size="67 79" type="image" color="-1" image_id="scenes_chapter02_scene05_mummy" />
<object object_flags="3" id="clip_light" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="light" use_alpha="true" />
<object object_flags="3" id="secret_without_element" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="stone_without_element" use_alpha="true" />
<object object_flags="3" id="secret_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="stone_out" use_alpha="true" />
<object object_flags="3" id="clip_shade_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="shade_out" use_alpha="true" />
<object object_flags="3" id="clip_shadow_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="shadow_patch" use_alpha="true" />
<object object_flags="1" id="clip_shadows" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="shadow03" use_alpha="true" />
<object object_flags="3" id="clip_door_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="door_out" use_alpha="true" />
<object object_flags="0" id="clip_door_closed" hint="$435" editor_flags="4" s1="hide_ex(0, false, &quot;door_shine&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;&#x0D;&#x0A;  if full_screen_minigame(&quot;s12_birds_and_fishes_minigame&quot;) then&#x0D;&#x0A;    force_shake(8000, 100, 500, 0.2, 700, 0, 3, 1)&#x0D;&#x0A;&#x0D;&#x0A;--  form_event([[&#x0D;&#x0A;     stop_sound(&quot;track01light&quot;, 3000)&#x0D;&#x0A;    hide_ex(0, false, &quot;clip_door_closed&quot;)&#x0D;&#x0A;   -- hide_ex(0, false, &quot;clip_shadows&quot;)&#x0D;&#x0A;   -- открываем дверь&#x0D;&#x0A;    show_ex(0, false, &quot;clip_door_open&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_door_open&quot;, 0)&#x0D;&#x0A;   -- закрываем тени внутри гробницы&#x0D;&#x0A;   show_ex(0, false, &quot;clip_shadow_patch&quot;)&#x0D;&#x0A;   play_clip(&quot;clip_shadow_patch&quot;, 0)&#x0D;&#x0A;    show_ex(0, false, &quot;clip_light&quot;)&#x0D;&#x0A;   play_clip(&quot;clip_light&quot;, 0)&#x0D;&#x0A;--   sleep(3500)&#x0D;&#x0A;   for i = 1,16 do&#x0D;&#x0A;     sound(&quot;open_stone&quot;)&#x0D;&#x0A;     sleep(500)&#x0D;&#x0A;     if i == 10 then&#x0D;&#x0A;         sound(&quot;track02action&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;   end&#x0D;&#x0A;  if profile.GetVariable(&quot;ach_chapter02_corn06&quot;) == 0  then&#x0D;&#x0A;       show_ex(0, false, &quot;corn06&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;   say(220) -- а вот и мешок с мумией&#x0D;&#x0A;--  ]])&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;door_shine&quot;)" s3="hide_ex(0, false, &quot;door_shine&quot;)" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="door" use_alpha="true" />
<group object_flags="2" id="Reed" hint="$13" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="89 526" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_reed" />
</group>
<group object_flags="0" id="All-pieces" hint="$950" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="278 717" angle="0" size="69 70" type="image" color="-1" image_id="scenes_chapter02_inventory_simbol" />
</group>
<object object_flags="1" id="background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene02_05" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="area_minigame" hint="$440" editor_flags="0" s1="&#x0D;&#x0A;function SoundOpenDoor()&#x0D;&#x0A;   form_event([[&#x0D;&#x0A;     for i = 1, 3 do&#x0D;&#x0A;             sound(&quot;open_stone&quot;)&#x0D;&#x0A;             sleep(1000)&#x0D;&#x0A;     end&#x0D;&#x0A;   ]])&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;hide_ex(0, false, &quot;faces_shine&quot;)&#x0D;&#x0A;if cursor() and not is_hide(&quot;clip_shade_open&quot;) then&#x0D;&#x0A;  -- уже открыта занавеска&#x0D;&#x0A;   if full_screen_minigame(&quot;push_all_buttons_chapter02&quot;) then &#x0D;&#x0A;     disable(&quot;area_minigame&quot;)&#x0D;&#x0A;     SoundOpenDoor()&#x0D;&#x0A;     show_ex(0, false, &quot;secret_open&quot;) -- открываем нишу с секретом&#x0D;&#x0A;     play_clip(&quot;secret_open&quot;)&#x0D;&#x0A;     enable(&quot;secret_area&quot;) &#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;" s2="show_ex(0, false, &quot;faces_shine&quot;)" s3="hide_ex(0, false, &quot;faces_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="1" id="secret_area" hint="$460" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;     show_ex(0, false, &quot;secret_without_element&quot;)&#x0D;&#x0A;--  hide(&quot;Earth&quot;)&#x0D;&#x0A;     additional_inventory.TakeItem(&quot;Earth&quot;)&#x0D;&#x0A;     complete_task(8)&#x0D;&#x0A;     say(35) --Итак, первый элемент найден, продолжаем поиски!&#x0D;&#x0A;     profile.SetVariable(&quot;chapter02_finished&quot;, 1)&#x0D;&#x0A;&#x0D;&#x0A;      achievements.OnEndLevel()&#x0D;&#x0A;     complete_level()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="719 372" />
<point offset="713 309" />
<point offset="693 309" />
<point offset="688 369" />
</area>
<area object_flags="0" id="area_bag2" hint="$439" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    say(974) --Ткань очень прочная, руками ее не очень-то порвешь.&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then -- вскрываем мешок&#x0D;&#x0A;--  remove(&quot;Knife&quot;)&#x0D;&#x0A;    sound(&quot;cut_01&quot;)&#x0D;&#x0A;     neutral_click()&#x0D;&#x0A;     show_ex(200, false, &quot;mummy02_open&quot;)&#x0D;&#x0A;     say(458) -- пусто&#x0D;&#x0A;     enable(&quot;area_bag2_&quot;)&#x0D;&#x0A;     disable(&quot;area_bag2&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area_bag2_" hint="$439" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      say(975) --Нехорошо, конечно, получилось по отношению к умершему...&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then&#x0D;&#x0A;         say(442) -- зачем рразрезать ее сильнее?&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_nest" hint="$437" editor_flags="0" s1="say(436) -- кушать просят" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area-faces" hint="$312" editor_flags="0" s1="if is_hide(&quot;clip_shade_open&quot;) and cursor(&quot;Knife&quot;) and is_hide(&quot;clip_shade_open&quot;) then&#x0D;&#x0A; sound(&quot;cut_01&quot;) &#x0D;&#x0A; show_ex(0, nil, &quot;clip_shade_open&quot;)&#x0D;&#x0A;  play_clip(&quot;clip_shade_open&quot;, 0)&#x0D;&#x0A;--  change_hint(&quot;area-faces&quot;, 440) -- стало &quot;Лица на стене&quot;&#x0D;&#x0A;  disable(&quot;area-faces&quot;)&#x0D;&#x0A;  enable(&quot;area_minigame&quot;)&#x0D;&#x0A;  say(33) --О, эти лица на стене явно что-то значат.&#x0D;&#x0A;end&#x0D;&#x0A;" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-reed" hint="$221" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;   say(438) -- Как мало осталось.. Ну да ничего, еще вырастет.&#x0D;&#x0A;  else&#x0D;&#x0A;    say(224) -- Руками? Ни за что!&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;)  then&#x0D;&#x0A; if  not is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;    sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;    hide_ex(200, false, &quot;Bush&quot;)&#x0D;&#x0A;     take(&quot;Reed&quot;)&#x0D;&#x0A;     disable()&#x0D;&#x0A;     say(225) --Этот тростник может пригодиться для починки корзины.&#x0D;&#x0A; else&#x0D;&#x0A;    say(441) -- тростника уже достаточно&#x0D;&#x0A; end&#x0D;&#x0A;end&#x0D;&#x0A;" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_reed02" hint="$221" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;Bush&quot;) then&#x0D;&#x0A;   say(438) -- Как мало осталось.. Ну да ничего, еще вырастет.&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;)  then&#x0D;&#x0A;     say(441) -- тростника уже достаточно&#x0D;&#x0A;end&#x0D;&#x0A;" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-bag" hint="$439" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;mummy_open&quot;) then -- мешок еще не вскрыт&#x0D;&#x0A;    say(974) --Ткань очень прочная, руками ее не очень-то порвешь.&#x0D;&#x0A;  elseif is_object_on_level(&quot;Axe&quot;) then -- еще не взяли топор&#x0D;&#x0A;    take(&quot;Axe&quot;)&#x0D;&#x0A;  if is_object_in_inventory(&quot;All-pieces&quot;) or  is_object_in_inventory(&quot;Piece03&quot;) then&#x0D;&#x0A;     disable(&quot;area-bag&quot;)&#x0D;&#x0A;     enable(&quot;area_bag_&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;  elseif is_object_on_level(&quot;Piece03&quot;) then -- еще не взяли кусок от ворот&#x0D;&#x0A;     take(&quot;Piece03&quot;)&#x0D;&#x0A;     say(8) -- О, мы нашли еще одну часть от входа!&#x0D;&#x0A;&#x0D;&#x0A;   if is_object_in_inventory(&quot;All-pieces&quot;) then&#x0D;&#x0A;      say(138) --Ну что, все части собраны, осталось только вставить их в то углубление.&#x0D;&#x0A;               complete_task(5) -- найти одну часть&#x0D;&#x0A;    else &#x0D;&#x0A;        complete_task(3) -- найти две части&#x0D;&#x0A;   end&#x0D;&#x0A;&#x0D;&#x0A;     disable(&quot;area-bag&quot;)&#x0D;&#x0A;     enable(&quot;area_bag_&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then -- вскрываем мешок&#x0D;&#x0A;--  remove(&quot;Knife&quot;)&#x0D;&#x0A;    sound(&quot;cut_01&quot;)&#x0D;&#x0A;      neutral_click()&#x0D;&#x0A;   if is_hide(&quot;mummy_open&quot;) then&#x0D;&#x0A;      show_ex(200, false, &quot;mummy_open&quot;)&#x0D;&#x0A;      show_ex(200, false, &quot;Axe&quot;)&#x0D;&#x0A;      show_ex(200, false, &quot;Piece03&quot;)&#x0D;&#x0A;     say(450)&#x0D;&#x0A;  else&#x0D;&#x0A;    say(442) -- зачем рразрезать ее сильнее?&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area_bag_" hint="$439" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    say(975) --Нехорошо, конечно, получилось по отношению к умершему...&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then&#x0D;&#x0A;       say(442) -- зачем рразрезать ее сильнее?&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-to-house2" hint="$233" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  show_scene(&quot;house_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="chapter02_miniscene_news" size="600 530" offset="215 61" flags="2" script="" >
<objects >
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="299 262" angle="0" size="600 525" type="image" color="-1" image_id="scenes_chapter02_scene02_miniscene_miniscene_newspaper" />
</objects>
<areas >
<area object_flags="0" id="area_photo" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(462) --Мы уже нашли эту часть символа, остальное надо искать в прошлом&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<object object_flags="0" id="gui_amulet_hog" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(465) -- я еще не нашел здесь нужную мне вещь&#x0D;&#x0A;end " s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="0" id="__hog_boomerang" hint="$386" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="735 472.500" angle="0" size="41 57" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_bumer" />
<object object_flags="0" id="__hog_vent" hint="$385" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="925.500 551" angle="0" size="197 60" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_vent" />
<object object_flags="0" id="__hog_whistle" hint="$381" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="544.500 497" angle="0" size="63 34" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_whistle" />
<object object_flags="0" id="__hog_skittle" hint="$367" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="381.500 298.500" angle="0" size="91 41" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_skittle" />
<object object_flags="0" id="__hog_horse" hint="$361" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="185 225" angle="0" size="44 74" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_horse" />
<object object_flags="0" id="__hog_dice" hint="$352" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="468 216.500" angle="0" size="52 43" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_dice" />
<object object_flags="0" id="__hog_darts" hint="$346" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="969 496" angle="0" size="110 104" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_darts" />
<group object_flags="2" id="Paper" hint="$384" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="$384" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="162 523" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter02_inventory_paper" />
</group>
<group object_flags="2" id="Piece02" hint="$3" editor_flags="0" s1="" s2="" s3="" s4="" >
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<object object_flags="0" id="__hog_turtle01" hint="$383" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="765.500 221.500" angle="0" size="93 53" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_turtle" />
<object object_flags="0" id="__hog_tooth01" hint="$382" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="579.500 241.500" angle="0" size="66 33" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_tooth01" />
<object object_flags="0" id="__hog_tooth02" hint="$382" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="488.500 337.500" angle="0" size="45 63" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_tooth02" />
<object object_flags="0" id="__hog_star01" hint="$380" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="309.500 69" angle="0" size="33 34" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_star04" />
<object object_flags="0" id="__hog_star02" hint="$380" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="715 167.500" angle="0" size="52 59" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_star03" />
<object object_flags="0" id="__hog_star03" hint="$380" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="469 265" angle="0" size="40 42" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_star02" />
<object object_flags="0" id="__hog_star04" hint="$380" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="545.500 117.500" angle="0" size="67 67" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_star01" />
<object object_flags="0" id="__hog_cigar01" hint="$379" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="488.500 173.500" angle="0" size="49 144" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_cigar02" />
<object object_flags="0" id="__hog_cigar02" hint="$379" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="255.500 580" angle="0" size="85 46" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_cigar01" />
<object object_flags="1" id="__lasthog1" hint="$378" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="779 90.500" angle="0" size="86 109" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_cards" />
<object object_flags="0" id="__hog_scissors" hint="$377" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="992 388.500" angle="0" size="46 113" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_scissors" />
<object object_flags="0" id="__hog_skeleton" hint="$376" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="312 150.500" angle="0" size="48 135" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_skeleton" />
<object object_flags="0" id="__hog_road_sign" hint="$375" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="110 140" angle="0" size="67 70" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_road_sign" />
<object object_flags="0" id="__hog_shell01" hint="$374" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="525 532.500" angle="0" size="52 31" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_shell05" />
<object object_flags="0" id="__hog_shell02" hint="$374" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="241 181.500" angle="0" size="26 76" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_shell04" />
<object object_flags="0" id="__hog_shell03" hint="$374" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="394 365.500" angle="0" size="100 57" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_shell03" />
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<object object_flags="0" id="__hog_hanger" hint="$373" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="791.500 330" angle="0" size="135 148" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hanger" />
<object object_flags="0" id="__hog_horseshoe" hint="$372" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="859.500 354" angle="0" size="109 74" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_horseshoe" />
<object object_flags="0" id="__hog_pipe" hint="$370" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="269.500 495" angle="0" size="70 66" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_pipe" />
<object object_flags="0" id="__hog_feather" hint="$369" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="986 173.500" angle="0" size="76 209" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_feather" />
<object object_flags="0" id="__hog_gloves" hint="$368" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="48 119.500" angle="0" size="92 111" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_gloves" />
<object object_flags="0" id="__hog_oil_can" hint="$366" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="298.500 337" angle="0" size="108 50" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_oil_can" />
<object object_flags="1" id="__lasthog2" hint="$365" editor_flags="0" s1="hidden_object.click(&quot;Piece02&quot;)&#x0D;&#x0A;    hide(&quot;clip-hog&quot;)&#x0D;&#x0A;     if is_object_on_level(&quot;Piece03&quot;) then -- если мы еще не нашли часть из гробницы&#x0D;&#x0A;         say(217)  -- Осталось найти еще одну часть. В древности многие важные вещи хоронили вместе с их владельцами, а внизу, недалеко от домика смотрителя есть гробница, может там что-то есть?&#x0D;&#x0A;     end&#x0D;&#x0A;     if is_object_in_inventory(&quot;All-pieces&quot;) then&#x0D;&#x0A;         say(138) --Ну что, все части собраны, осталось только вставить их в то углубление.&#x0D;&#x0A;         complete_task(5) -- найти одну часть&#x0D;&#x0A;    else &#x0D;&#x0A;        complete_task(3) -- найти две части&#x0D;&#x0A;     end&#x0D;&#x0A;     disable(&quot;area-hog01&quot;)" s2="" s3="" s4="" sound="" offset="780 91" angle="0" size="60 85" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_object_path_medalion" />
<object object_flags="0" id="__hog_nail" hint="$364" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="659 529" angle="0" size="97 53" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_nail" />
<object object_flags="0" id="__hog_mouse02" hint="$363" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="847.500 576.500" angle="0" size="71 89" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_mouse02" />
<object object_flags="0" id="__hog_mouse01" hint="$363" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="354.500 182.500" angle="0" size="37 63" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_mouse01" />
<object object_flags="0" id="__hog_mask" hint="$362" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="251.500 96" angle="0" size="47 96" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_mask" />
<object object_flags="0" id="__hog_bulb" hint="$360" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="894 124.500" angle="0" size="30 54" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_lamp" />
<object object_flags="0" id="__hog_sea_horse" hint="$359" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="744 596" angle="0" size="140 64" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_seahorse" />
<object object_flags="0" id="__hog_key03" hint="$358" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="372 331" angle="0" size="92 52" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_key03" />
<object object_flags="0" id="__hog_key02" hint="$358" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="765 271" angle="0" size="78 30" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_key02" />
<object object_flags="0" id="__hog_key01" hint="$358" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="307.500 502.500" angle="0" size="51 23" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_key01" />
<object object_flags="0" id="__hog_idol" hint="$354" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="855 195.500" angle="0" size="56 86" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_idol" />
<object object_flags="0" id="__hog_hat" hint="$351" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="318 404" angle="0" size="58 44" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hat" />
<object object_flags="0" id="__hog_hammer" hint="$350" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="360.500 143.500" angle="0" size="59 135" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hammer" />
<object object_flags="0" id="__hog_pince_nez02" hint="$349" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="146.500 200.500" angle="0" size="113 69" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_pince_nez02" />
<object object_flags="0" id="__hog_pince_nez01" hint="$349" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="645.500 108" angle="0" size="95 116" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_pince_nez01" />
<object object_flags="0" id="__hog_flask" hint="$348" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="612.500 333.500" angle="0" size="71 105" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_flask" />
<object object_flags="0" id="__hog_fish" hint="$347" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="328.500 272.500" angle="0" size="128 43" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_fish" />
<object object_flags="0" id="__hog_eye" hint="$345" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="458.500 403" angle="0" size="80 38" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_eye" />
<object object_flags="0" id="__hog_dog" hint="$344" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="930.500 435.500" angle="0" size="60 49" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_dog" />
<object object_flags="0" id="__hog_corkscrew" hint="$343" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="416 119" angle="0" size="86 86" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_corkscrew" />
<object object_flags="0" id="__hog_brush" hint="$342" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="942 594" angle="0" size="165 46" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_brush" />
<object object_flags="0" id="__hog_boot" hint="$341" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="80.500 319" angle="0" size="98 87" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_boot" />
<object object_flags="0" id="__hog_bolt" hint="$340" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="555.500 72" angle="0" size="47 34" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_bolt" />
<object object_flags="1" id="__lasthog3" hint="$339" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="164.500 518" angle="0" size="194 70" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_boat" />
<object object_flags="1" id="__lasthog4" hint="$338" editor_flags="0" s1="hidden_object.click(&quot;Paper&quot;)&#x0D;&#x0A;     hide(&quot;clip-hog&quot;)&#x0D;&#x0A;     disable(&quot;area-hog02&quot;)&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="173.500 516.500" angle="0" size="159 84" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_object_scroll" />
<object object_flags="0" id="__hog_nest" hint="$337" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="657 195" angle="0" size="92 87" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_nest" />
<object object_flags="0" id="__hog_butterfly" hint="$336" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="123 341" angle="0" size="64 58" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_batterfly" />
<object object_flags="0" id="__hog_angel" hint="$335" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="550 199" angle="0" size="79 56" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_angel" />
<object object_flags="0" id="__hog_cancer02" hint="$334" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="534.500 340.500" angle="0" size="81 80" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_cancer02" />
<object object_flags="0" id="__hog_cancer01" hint="$334" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="770 418" angle="0" size="60 125" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_cancer01" />
<object object_flags="3" id="objects" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hidden_v05_object" />
<object object_flags="1" id="hog_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_back" />
</objects>
<areas />
</scene>
</level>
<level id="Chapter03_01" s1="additional_inventory.Init()&#x0D;&#x0A;scene_effects.shake.Init( nil, nil, true, true)&#x0D;&#x0A;&#x0D;&#x0A;add_task(1, 755, true) -- рассмотреть нишу в стене&#x0D;&#x0A;add_task(2, 756, true) -- открыть алтарь&#x0D;&#x0A;add_task(3, 757, true) -- поднять солнце&#x0D;&#x0A;add_task(4, 758, true) -- разогнать пауков&#x0D;&#x0A;add_task(5, 759, true) -- починить свет&#x0D;&#x0A;add_task(6, 760, true, 3) -- открыть проход в зал ступок&#x0D;&#x0A;&#x0D;&#x0A;add_task(10, 872, true, 2) -- взять элемент огня&#x0D;&#x0A;&#x0D;&#x0A;------Храм---солнца------начало------&#x0D;&#x0A;unite_objects(&quot;Bowl_with_water&quot;, &quot;Bowl&quot;, &quot;Bottle&quot;)&#x0D;&#x0A;unite_objects(&quot;Torch&quot;, &quot;Rope&quot;, &quot;Straw&quot;, &quot;Staff&quot;)&#x0D;&#x0A;&#x0D;&#x0A;function   check_stones()&#x0D;&#x0A;    if not is_hide(&quot;stone01&quot;) and not is_hide(&quot;stone02&quot;) and not is_hide(&quot;stone03&quot;) then&#x0D;&#x0A;      change_state(&quot;Sun&quot;, &quot;sun03&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function    check_elements()&#x0D;&#x0A;   if is_object_in_inventory(&quot;Element_water&quot;) and is_object_in_inventory(&quot;Element_fire&quot;) then&#x0D;&#x0A;       say(165) -- типа надо помочь найти амулет&#x0D;&#x0A;&#x0D;&#x0A;     -- раздизейблим хог&#x0D;&#x0A;     enable(&quot;area-hog02&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;------Храм---солнца------конец------&#x0D;&#x0A;&#x0D;&#x0A;----------- ЛОКАЦИИ&#x0D;&#x0A;-- всплывающее окошко с локациями&#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- храм солнца настоящее &#x0D;&#x0A;        id = &quot;sun_temple_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene03_02&quot;, &#x0D;&#x0A;        title = &quot;$983&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- храм солнца прошлое&#x0D;&#x0A;        id = &quot;sun_temple_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene03_01&quot;, &#x0D;&#x0A;        title = &quot;$983&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;" s2="achievements.OnStartLevel()&#x0D;&#x0A;&#x0D;&#x0A;show_task(1)&#x0D;&#x0A;show_task(6)&#x0D;&#x0A;&#x0D;&#x0A;additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;&#x0D;&#x0A; profile.SetVariable(&quot;chapter02_finished&quot;, 2)&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;-- прячем уже найденное золото инков&#x0D;&#x0A;for i = 1, 22 do&#x0D;&#x0A;  local id = &quot;Gold&quot;&#x0D;&#x0A;  local id1 = &quot;ach_chapter03_gold&quot;&#x0D;&#x0A;  if i &lt; 10 then&#x0D;&#x0A;      id = id .. 0&#x0D;&#x0A;      id1 = id1 .. 0&#x0D;&#x0A;  end&#x0D;&#x0A;  id = id .. i&#x0D;&#x0A;  id1 = id1 .. i&#x0D;&#x0A;  if profile.GetVariable(id1)  ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, id)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if  profile.GetVariable(&quot;chapter06_finished&quot;) ==  0 &#x0D;&#x0A;    or profile.GetVariable(&quot;ach_chapter03_news03&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;news03&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- сбрасываем при переигрывании эти переменные на всякий случай&#x0D;&#x0A;profile.SetVariable(&quot;roof_opened&quot;, 0)&#x0D;&#x0A;profile.SetVariable(&quot;fire_element_taken&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu04&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot04&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu05&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot05&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;   background_sounds.Play(&quot;repairs_on_street&quot;, {sun_temple_present = 1})&#x0D;&#x0A;   background_sounds.Play(&quot;sparks&quot;, {sun_temple_present = 1})&#x0D;&#x0A;   background_sounds.Play(&quot;wind_chime_01&quot;, {sun_temple_past = 1})&#x0D;&#x0A;   background_sounds.Play(&quot;drums_in_temple&quot;, {sun_temple_past = 1})" sound1="" sound2="" >
<scene id="sun_temple_present" size="1024 768" offset="0 0" flags="0" script="function on_stone()&#x0D;&#x0A;   say(404) --Странно, а в прошлом эти камни на месте, может за золотой плиткой что-то есть?&#x0D;&#x0A;&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.EnableScene(&quot;sun_temple_past&quot;)&#x0D;&#x0A;     floating_locations.DisableScene(&quot;sun_temple_present&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      if not is_hide(&quot;clip_lamps_light&quot;) and is_task_hidden(5) and is_hide(&quot;clip_light_on&quot;) then&#x0D;&#x0A;          show_task(5)&#x0D;&#x0A;      end&#x0D;&#x0A;]])" >
<objects >
<group object_flags="0" id="Fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="659 731" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
</group>
<group object_flags="0" id="Water" hint="$725" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="646 730" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
</group>
<group object_flags="1" id="Straw" hint="$394" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="straw" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="934 512.500" angle="0" size="84 69" type="image" color="-1" image_id="scenes_chapter03_scene03_hay01" />
<object object_flags="0" id="straw02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="1007 522.500" angle="0" size="44 69" type="image" color="-1" image_id="scenes_chapter03_scene03_hay02" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="941 528" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_straw" />
</group>
<object object_flags="0" id="rope_to_cut" hint="$402" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(421) --Веревка могла бы пригодиться.&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then&#x0D;&#x0A;   hide_ex(100, false, &quot;rope_to_cut&quot;)&#x0D;&#x0A;    sound(&quot;knife_on_rope&quot;)&#x0D;&#x0A;   take(&quot;Rope&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="704.500 567" angle="0" size="138 224" type="image" color="-1" image_id="scenes_chapter03_scene03_cord" />
<group object_flags="2" id="Rope" hint="$402" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="749 539" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_rope" />
</group>
<group object_flags="0" id="Earth" hint="$724" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="566 745" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
</group>
<group object_flags="0" id="Bowl_with_water" hint="$403" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="804 743" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_bowl_temple_water" />
</group>
<group object_flags="2" id="Burning_torch" hint="$414" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="589 420" angle="0" size="60 60" type="clip" color="-1" clip_id="scene03_02_torch" use_alpha="false" />
</group>
<group object_flags="0" id="Torch" hint="$413" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="720 731" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_torch01" />
</group>
<object object_flags="0" id="news03" hint="$1256" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper03&quot;)&#x0D;&#x0A;hide(&quot;news03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_news03&quot;) == 0 then&#x0D;&#x0A;    achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;    profile.SetVariable(&quot;ach_chapter03_news03&quot;, 1) &#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="207.500 559.500" angle="0" size="75 84" type="image" color="-1" image_id="scenes_chapter03_scene03_newspaper" />
<group object_flags="0" id="Bottle" hint="$401" editor_flags="0" s1="if not is_hide(&quot;news03&quot;) then&#x0D;&#x0A;   show_scene(&quot;miniscene_newspaper03&quot;)&#x0D;&#x0A;   hide(&quot;news03&quot;)&#x0D;&#x0A;   if profile.GetVariable(&quot;ach_chapter03_news03&quot;) == 0 then&#x0D;&#x0A;      achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;      profile.SetVariable(&quot;ach_chapter03_news03&quot;, 1) &#x0D;&#x0A;       local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;      profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor() then&#x0D;&#x0A;   if is_object_on_level(&quot;Burning_torch&quot;) or is_object_in_inventory(&quot;Burning_torch&quot;) then&#x0D;&#x0A;      say(742) -- мне не хочется пить&#x0D;&#x0A;   else&#x0D;&#x0A;     take(&quot;Bottle&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="bottle" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="186 560" angle="0" size="93 40" type="image" color="-1" image_id="scenes_chapter03_scene03_bottle" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="194 558" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_bottle" />
</group>
<group object_flags="0" id="Brush" hint="$721" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="480 733" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
</group>
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<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="257 719" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
</group>
<group object_flags="0" id="Magnifier" hint="$723" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="397 718" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
</group>
<group object_flags="0" id="Crowbar" hint="$720" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="347 719" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
</group>
<object object_flags="0" id="gui_amulet_temple_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  amulet_effect_widget.Activate(&quot;sun_temple_past&quot;)&#x0D;&#x0A;  achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 715.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="2" id="pick_axe" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="658 562" angle="0" size="86 52" type="image" color="-1" image_id="scenes_chapter03_scene03_pick" />
<object object_flags="3" id="clip_light_on" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_03_light_on" use_alpha="false" />
<object object_flags="1" id="wires_glow_clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_03_wires_glow" use_alpha="false" />
<object object_flags="1" id="darkness" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter03_scene03_background01" />
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<area object_flags="1" id="area_stone01" hint="$750" editor_flags="4" s1="on_stone()" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_pickaxe" hint="$748" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   say(749) --Разве мне надо долбить камни?&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_ropes" hint="$402" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;rope_to_cut&quot;) then&#x0D;&#x0A;     say(421) --Веревка могла бы пригодиться.&#x0D;&#x0A;  else&#x0D;&#x0A;     say(747) --Мне достаточно веревки.&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Knife&quot;) then&#x0D;&#x0A;  if not is_hide(&quot;rope_to_cut&quot;) then&#x0D;&#x0A;    sound(&quot;knife_on_rope&quot;)&#x0D;&#x0A;     hide_ex(100, false, &quot;rope_to_cut&quot;)&#x0D;&#x0A;     take(&quot;Rope&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;     say(747) --Мне достаточно веревки.&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_lamp" hint="$767" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_straw" hint="$394" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if not is_hide(&quot;clip_spiders_coming&quot;) and is_object_on_level(&quot;Straw&quot;) then&#x0D;&#x0A;   --     hide(&quot;straw&quot;)&#x0D;&#x0A;        take(&quot;Straw&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_cable" hint="$395" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;wires_glow_clip&quot;) then&#x0D;&#x0A;     -- кабель еще искрит&#x0D;&#x0A;     if is_object_on_level(&quot;Burning_torch&quot;) then&#x0D;&#x0A;           say(389) --Так искрит, как бы пожара не было!&#x0D;&#x0A;     else&#x0D;&#x0A;          say(390) -- надо бы починить&#x0D;&#x0A;     end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Torch&quot;) then&#x0D;&#x0A;    remove(&quot;Torch&quot;)&#x0D;&#x0A;    take(&quot;Burning_torch&quot;)&#x0D;&#x0A;elseif cursor(&quot;Bowl_with_water&quot;) then&#x0D;&#x0A;   remove(&quot;Bowl_with_water&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;wires_glow_clip&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;clip_light_on&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;pick_axe&quot;)&#x0D;&#x0A;   background_sounds.Stop(&quot;sparks&quot;)&#x0D;&#x0A;   play_clip(&quot;clip_light_on&quot;)&#x0D;&#x0A;   if not is_task_hidden(5) then&#x0D;&#x0A;       complete_task(5) -- починить свет&#x0D;&#x0A;   end&#x0D;&#x0A;   say(391) --Так-то лучше!&#x0D;&#x0A;   disable(&quot;area_cable&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   enable(&quot;area_stone01&quot;)&#x0D;&#x0A;   enable(&quot;area_stone02&quot;)&#x0D;&#x0A;   enable(&quot;area_stone03&quot;)&#x0D;&#x0A;   enable(&quot;Stone01&quot;)&#x0D;&#x0A;   enable(&quot;Stone02&quot;)&#x0D;&#x0A;   enable(&quot;Stone03&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_hole" hint="$423" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_task(1) then&#x0D;&#x0A;     complete_task(1)&#x0D;&#x0A;   end&#x0D;&#x0A;&#x0D;&#x0A;  if is_hide(&quot;clip_sun_open&quot;) then -- если еще не открыли солнце&#x0D;&#x0A;     say(392) --Тут очень странное отверстие в стене, надо посмотреть, что тут было в прошлом! &#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_altar" hint="$396" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(393) --Алтарь пустой, он был разграблен за сотни лет!&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="miniscene_newspaper03" size="600 450" offset="41 147" flags="2" script="" >
<objects >
<object object_flags="0" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="300 225" angle="0" size="600 450" type="clip" color="-1" clip_id="newspaper03" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="sun_temple_past" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;     floating_locations.DisableScene(&quot;sun_temple_past&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;sun_temple_present&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   if is_hide(&quot;clip_spiders_coming&quot;) and is_hide(&quot;clip_lamps_light&quot;) then&#x0D;&#x0A;      -- сказать это до появления пауков&#x0D;&#x0A;       say(746) -- Храм солнца во всем своем великолепии! Надо рассмотреть это солнце поближе.&#x0D;&#x0A;   end&#x0D;&#x0A;   if is_task_hidden(2) then -- открыть алтарь&#x0D;&#x0A;        show_task(2)&#x0D;&#x0A;        show_task(10)&#x0D;&#x0A;   end&#x0D;&#x0A;]])&#x0D;&#x0A;-- зажигает лампады сбоку от солнца&#x0D;&#x0A;function on_lamp()&#x0D;&#x0A;     remove(&quot;Burning_torch&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;spiders_on_web&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     show_ex(0, false, &quot;clip_lamps_light&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_lamps_light&quot;, 0)&#x0D;&#x0A;     hide_ex(0, false, &quot;clip_spiders_coming&quot;)&#x0D;&#x0A;    form_event([[&#x0D;&#x0A;        show_ex(0, false, &quot;spiders_run_away&quot;) &#x0D;&#x0A;        play_clip(&quot;spiders_run_away&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;spiders_run_away&quot;) &#x0D;&#x0A;     ]])&#x0D;&#x0A;     hide_ex(0, false, &quot;burning_eyes&quot;)&#x0D;&#x0A;     show_ex(0,false, &quot;burning_eyes_gone&quot;)&#x0D;&#x0A;     play_clip(&quot;burning_eyes_gone&quot;, 0)&#x0D;&#x0A;     background_sounds.Stop(&quot;spiders&quot;)&#x0D;&#x0A;    complete_task(4) -- разогнать пауков&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- открывает солнце&#x0D;&#x0A;function OpenSun()&#x0D;&#x0A;    force_shake(2000, 100, 500, 0.2, 700, 0, 3, 1)&#x0D;&#x0A;     hide_ex(0, false, &quot;clip_sun&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;clip_sun_open&quot;)&#x0D;&#x0A;      play_clip(&quot;clip_sun_open&quot;, 0)&#x0D;&#x0A;      show_ex(0, false, &quot;eyes_shine&quot;)&#x0D;&#x0A;      play_clip(&quot;eyes_shine&quot;, 0)&#x0D;&#x0A;     enable(&quot;area_hole_past&quot;)&#x0D;&#x0A;     sound(&quot;Open_sun&quot;)&#x0D;&#x0A;     complete_task(3) -- поднять солнце&#x0D;&#x0A;     say(751) --Посмотрим, что там в этом отверстии!&#x0D;&#x0A;     disable(&quot;area_closed_sun&quot;)&#x0D;&#x0A;     enable(&quot;area_opened_sun&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;-- проверяет, все ли золотые плитки убраны, &#x0D;&#x0A;-- и если все, то поднимаем солнце&#x0D;&#x0A;function  check_stones()&#x0D;&#x0A;    if not is_hide(&quot;clip_stone01&quot;) and not is_hide(&quot;clip_stone02&quot;) and  not is_hide(&quot;clip_stone03&quot;) then&#x0D;&#x0A;       -- ура, солнце поднимается :)&#x0D;&#x0A;        OpenSun()&#x0D;&#x0A;    end&#x0D;&#x0A;end" >
<objects >
<object object_flags="3" id="panel_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="580 289.500" angle="0" size="221 73" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_shine" />
<object object_flags="3" id="roof_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="429.500 435.500" angle="0" size="382 128" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_shine01" />
<object object_flags="0" id="gui_amulet_temple_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;sun_temple_present&quot;)&#x0D;&#x0A;     achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="2" id="spiders_on_web" hint="$730" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_spiders02" use_alpha="true" />
<object object_flags="1" id="clip_big_light" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_big_light" use_alpha="false" />
<group object_flags="0" id="Gold13" hint="$741" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold13&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold13&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="971 566" angle="0" size="36 36" type="image" color="-1" image_id="scenes_chapter03_scene02_gold01" />
</group>
<group object_flags="0" id="Gold12" hint="$740" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold12&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold12&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="397 339" angle="0" size="40 57" type="image" color="-1" image_id="scenes_chapter03_scene02_gold02" />
</group>
<group object_flags="0" id="Gold09" hint="$737" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold09&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold09&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="270 613" angle="0" size="72 34" type="image" color="-1" image_id="scenes_chapter03_scene02_gold05" />
</group>
<group object_flags="0" id="Gold08" hint="$738" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold08&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold08&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="242.500 513" angle="0" size="51 60" type="image" color="-1" image_id="scenes_chapter03_scene02_gold06" />
</group>
<group object_flags="0" id="Gold07" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold07&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="331 337" angle="0" size="50 90" type="image" color="-1" image_id="scenes_chapter03_scene02_gold07" />
</group>
<group object_flags="0" id="Gold06" hint="$738" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold06&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold06&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="349 252.500" angle="0" size="77 60" type="image" color="-1" image_id="scenes_chapter03_scene02_gold08" />
</group>
<group object_flags="0" id="Gold05" hint="$737" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold05&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold05&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="909 196" angle="0" size="33 41" type="image" color="-1" image_id="scenes_chapter03_scene02_gold09" />
</group>
<group object_flags="0" id="Gold04" hint="$736" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold04&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold04&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="807 358" angle="0" size="56 56" type="image" color="-1" image_id="scenes_chapter03_scene02_gold10" />
</group>
<group object_flags="0" id="Gold03" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold03&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="951 420.500" angle="0" size="70 85" type="image" color="-1" image_id="scenes_chapter03_scene02_gold11" />
</group>
<group object_flags="0" id="Gold02" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold02&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="859 333.500" angle="0" size="84 128" type="image" color="-1" image_id="scenes_chapter03_scene02_gold12" />
</group>
<group object_flags="0" id="Gold01" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold01&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="885.500 345.500" angle="0" size="46 96" type="image" color="-1" image_id="scenes_chapter03_scene02_gold13" />
</group>
<group object_flags="0" id="Staff" hint="$411" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if not is_hide(&quot;clip_spiders_coming&quot;) then&#x0D;&#x0A;      take()&#x0D;&#x0A;   else&#x0D;&#x0A;      say(745) -- красивый жезл&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="staff" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="200 360" angle="0" size="48 120" type="image" color="-1" image_id="scenes_chapter03_scene02_staff" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="199 367" angle="0" size="60 56" type="image" color="-1" image_id="scenes_chapter03_inventory_staff" />
</group>
<group object_flags="0" id="Mug" hint="$238" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="bowl01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="756.500 372.500" angle="0" size="49 46" type="image" color="-1" image_id="scenes_chapter03_scene02_bowl" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="766 373" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_bowl" />
</group>
<object object_flags="0" id="clip_birds" hint="$733" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_birds" use_alpha="true" />
<object object_flags="3" id="clip_lamps_light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_light" use_alpha="false" />
<object object_flags="3" id="clip_stone03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_stone03" use_alpha="false" />
<object object_flags="3" id="clip_stone02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_stone02" use_alpha="false" />
<object object_flags="3" id="clip_stone01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_stone01" use_alpha="false" />
<object object_flags="3" id="clip_sun_open" hint="$731" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 430" angle="0" size="1024 768" type="clip" color="-1" clip_id="sun_gone" use_alpha="true" />
<object object_flags="3" id="eyes_shine" hint="$731" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 430" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_spiders_gone_02" use_alpha="false" />
<object object_flags="3" id="burning_eyes_gone" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 430" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_spiders_gone_03" use_alpha="false" />
<object object_flags="3" id="burning_eyes" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 430" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_spiders_02" use_alpha="false" />
<object object_flags="1" id="clip_sun" hint="$731" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="sun" use_alpha="true" />
<group object_flags="1" id="Pane_under_sun" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="pane01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="580 271" angle="0" size="218 112" type="image" color="-1" image_id="scenes_chapter03_scene02_game_book01" />
<object object_flags="2" id="pane02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="580 271" angle="0" size="218 112" type="image" color="-1" image_id="scenes_chapter03_scene02_game_book02" />
</group>
<group object_flags="0" id="Gold10" hint="$739" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold10&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold10&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="642 255.500" angle="0" size="33 27" type="image" color="-1" image_id="scenes_chapter03_scene02_gold04" />
</group>
<object object_flags="3" id="roof02_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="418 446" angle="0" size="325 113" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_shine" />
<object object_flags="1" id="rag" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="265 486" angle="0" size="130 170" type="image" color="-1" image_id="scenes_chapter03_scene02_rag01" />
<object object_flags="1" id="cap_closed" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="429 437" angle="0" size="360 88" type="image" color="-1" image_id="scenes_chapter03_scene02_altar_cap" />
<object object_flags="3" id="clip_roof_open" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_cap_down" use_alpha="false" />
<object object_flags="3" id="altar_opened_empty" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_cap_down_02" use_alpha="false" />
<object object_flags="2" id="spiders_run_away" hint="$730" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_spiders_gone" use_alpha="true" />
<object object_flags="2" id="clip_spiders_coming" hint="$730" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if is_easy_difficulty() then&#x0D;&#x0A;      say(744) --Пауки ядовитые. Надо их прогнать. Может, они испугались бы огня?&#x0D;&#x0A;   else &#x0D;&#x0A;       say(743) --Пауки ядовитые. Надо их прогнать.&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_spiders" use_alpha="true" />
<object object_flags="2" id="clip_door_open" hint="$732" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_door_out" use_alpha="true" />
<object object_flags="0" id="door01" hint="$732" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_door" use_alpha="true" />
<group object_flags="0" id="Bowl" hint="$405" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;clip_lamps_light&quot;) then&#x0D;&#x0A;    if is_task_hidden(3) then -- поднять солнце&#x0D;&#x0A;        show_task(3)&#x0D;&#x0A;    end&#x0D;&#x0A;    if is_task_hidden(4) then -- разогнать пауков&#x0D;&#x0A;        show_task(4)&#x0D;&#x0A;    end&#x0D;&#x0A;&#x0D;&#x0A;     if is_hide(&quot;clip_spiders_coming&quot;) then&#x0D;&#x0A;         -- в первый раз подошел, выбегают паучки&#x0D;&#x0A;        sound(&quot;spiders_coming&quot;)&#x0D;&#x0A;        background_sounds.Play(&quot;spiders&quot;, {sun_temple_past = 1})&#x0D;&#x0A;        show_ex(0, false, &quot;clip_spiders_coming&quot;)&#x0D;&#x0A;        play_clip(&quot;clip_spiders_coming&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;spiders_on_web&quot;)&#x0D;&#x0A;        play_clip(&quot;spiders_on_web&quot;, 0)&#x0D;&#x0A;     end&#x0D;&#x0A;     say(406) --Ядовитые пауки здесь вместо охраны, Пока мы не придумаем, как нам их разогнать мы не сможем добраться до солнца на стене.&#x0D;&#x0A;  else &#x0D;&#x0A;    take() -- берем чашку из-под солнца &#x0D;&#x0A;     hide_ex(0, false, &quot;burning_eyes_gone&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="bowl" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="643 368" angle="0" size="79 41" type="image" color="-1" image_id="scenes_chapter03_scene02_bowl_temple" />
</group>
<group object_flags="1" id="Stone01" hint="$734" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Stone01&quot;, &quot;stone01_01&quot;) then&#x0D;&#x0A;        say(409) -- руками не оторвать&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   if state(&quot;Stone01&quot;, &quot;stone01_01&quot;) then&#x0D;&#x0A;   -- плитка падает, камень выезжает&#x0D;&#x0A;      sound(&quot;scrap_metal&quot;)&#x0D;&#x0A;      change_state(&quot;Stone01&quot;, &quot;stone01_02&quot;)&#x0D;&#x0A;      sound(&quot;rock_03&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;clip_stone01&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_stone01&quot;)&#x0D;&#x0A;     check_stones()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="stone01_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="236 274" angle="0" size="54 121" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane01_state01" />
<object object_flags="2" id="stone01_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="284.500 398" angle="0" size="124 35" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane01_state02" />
</group>
<group object_flags="1" id="Stone02" hint="$734" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Stone02&quot;, &quot;stone02_01&quot;) then&#x0D;&#x0A;        say(409) -- руками не оторвать&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   if state(&quot;Stone02&quot;, &quot;stone02_01&quot;) then&#x0D;&#x0A;   -- плитка падает, камень выезжает&#x0D;&#x0A;      sound(&quot;scrap_metal&quot;)&#x0D;&#x0A;      change_state(&quot;Stone02&quot;, &quot;stone02_02&quot;)&#x0D;&#x0A;      sound(&quot;rock_03&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;clip_stone02&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_stone02&quot;)&#x0D;&#x0A;     check_stones()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="stone02_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="572 330" angle="0" size="77 43" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane02_state01" />
<object object_flags="2" id="stone02_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="568 374" angle="0" size="77 24" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane02_state02" />
</group>
<group object_flags="1" id="Stone03" hint="$734" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Stone03&quot;, &quot;stone03_01&quot;) then&#x0D;&#x0A;        say(409) -- руками не оторвать&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   if state(&quot;Stone03&quot;, &quot;stone03_01&quot;) then&#x0D;&#x0A;   -- плитка падает, камень выезжает&#x0D;&#x0A;      sound(&quot;scrap_metal&quot;)&#x0D;&#x0A;      change_state(&quot;Stone03&quot;, &quot;stone03_02&quot;)&#x0D;&#x0A;      sound(&quot;rock_03&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;clip_stone03&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_stone03&quot;)&#x0D;&#x0A;     check_stones()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="stone03_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="800 235" angle="0" size="33 45" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane03_state01" />
<object object_flags="2" id="stone03_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="742 377.500" angle="0" size="54 37" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane03_state02" />
</group>
<group object_flags="0" id="Gold11" hint="$739" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold11&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold11&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="120 440" angle="0" size="64 42" type="image" color="-1" image_id="scenes_chapter03_scene02_gold03" />
</group>
<object object_flags="1" id="back" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02" use_alpha="false" />
</objects>
<areas >
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<area object_flags="1" id="area_opened_sun" hint="$731" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_closed_sun" hint="$731" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;clip_lamps_light&quot;) then&#x0D;&#x0A;    if is_task_hidden(3) then -- поднять солнце&#x0D;&#x0A;        show_task(3)&#x0D;&#x0A;    end&#x0D;&#x0A;    if is_task_hidden(4) then -- разогнать пауков&#x0D;&#x0A;        show_task(4)&#x0D;&#x0A;    end&#x0D;&#x0A;&#x0D;&#x0A;     if is_hide(&quot;clip_spiders_coming&quot;) then&#x0D;&#x0A;         -- в первый раз подошел, выбегают паучки&#x0D;&#x0A;        sound(&quot;spiders_coming&quot;)&#x0D;&#x0A;        background_sounds.Play(&quot;spiders&quot;, {sun_temple_past = 1})&#x0D;&#x0A;        show_ex(0, false, &quot;clip_spiders_coming&quot;)&#x0D;&#x0A;        play_clip(&quot;clip_spiders_coming&quot;, 0)&#x0D;&#x0A;        show_ex(0,false, &quot;burning_eyes&quot;)&#x0D;&#x0A;        play_clip(&quot;burning_eyes&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;spiders_on_web&quot;)&#x0D;&#x0A;        play_clip(&quot;spiders_on_web&quot;, 0)&#x0D;&#x0A;    else&#x0D;&#x0A;        say(406) --Ядовитые пауки здесь вместо охраны, Пока мы не придумаем, как нам их разогнать мы не сможем добраться до солнца на стене.&#x0D;&#x0A;     end&#x0D;&#x0A;  else&#x0D;&#x0A;     say(410) --Хм..в настоящем в этом месте отверстие в стене…кажется там тайник, надо придумать, как убрать солнце.&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_to_mortars" hint="$752" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   complete_level()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_hole_past" hint="$423" editor_flags="0" s1="   hide_ex(0, false, &quot;panel_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;door01&quot;) then&#x0D;&#x0A;   if full_screen_minigame(&quot;split_figures_by_type&quot;) then&#x0D;&#x0A;    force_shake(10000, 100, 500, 0.2, 700, 0, 3, 1)&#x0D;&#x0A;     change_state_ex(true, 0, false, &quot;Pane_under_sun&quot;, &quot;pane02&quot;)&#x0D;&#x0A;      hide_ex(0, false, &quot;door01&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;clip_door_open&quot;)&#x0D;&#x0A;      play_clip(&quot;clip_door_open&quot;, 0)&#x0D;&#x0A;      for i = 1, 5 do&#x0D;&#x0A;        sound(&quot;shift_stone&quot;)&#x0D;&#x0A;        sleep(2000)&#x0D;&#x0A;      end&#x0D;&#x0A;--      disable(&quot;area_hole_past&quot;)&#x0D;&#x0A;      enable(&quot;area_to_mortars&quot;)&#x0D;&#x0A;      complete_task(6) -- проход в зал ступок&#x0D;&#x0A;   end&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;panel_shine&quot;)" s3="hide_ex(0, false, &quot;panel_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="area_roof" hint="$422" editor_flags="0" s1="   hide_ex(0, false, &quot;roof_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  if profile.GetVariable(&quot;chapter03_seen_sun&quot;) == 0 then&#x0D;&#x0A;        show_scene(&quot;miniscene_roof&quot;)&#x0D;&#x0A;  elseif full_screen_minigame(&quot;enter_password_scroll_circle_chapter03_02&quot;) then&#x0D;&#x0A;     disable(&quot;area_roof&quot;)&#x0D;&#x0A;     enable(&quot;area_opened_altar&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;cap_closed&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;rag&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;clip_roof_open&quot;)&#x0D;&#x0A;      play_clip(&quot;clip_roof_open&quot;, 0)&#x0D;&#x0A;      sound(&quot;rag_falls&quot;)&#x0D;&#x0A;      sound(&quot;shift_stone&quot;)&#x0D;&#x0A;      sleep(2500)&#x0D;&#x0A;      sound(&quot;shift_stone&quot;)&#x0D;&#x0A;      sleep(2500)&#x0D;&#x0A;      sound(&quot;push_stone&quot;)&#x0D;&#x0A;      complete_task(2) -- открыть алтарь&#x0D;&#x0A;      profile.SetVariable(&quot;roof_opened&quot;, 1)&#x0D;&#x0A;   end&#x0D;&#x0A;   hide_ex(0, false, &quot;roof_shine&quot;)&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;roof_shine&quot;)" s3="hide_ex(0, false, &quot;roof_shine&quot;)" s4="" sound="" >
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<area object_flags="1" id="area_opened_altar" hint="$396" editor_flags="0" s1="    hide_ex(0, false, &quot;roof02_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;    show_scene(&quot;miniscene_altar&quot;)&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;roof02_shine&quot;)" s3="hide_ex(0, false, &quot;roof02_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="area_altar_past" hint="$396" editor_flags="0" s1="      hide_ex(0, false, &quot;roof02_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;cap_closed&quot;) then&#x0D;&#x0A;     say(408) --Кажется элемент Огня внутри. Как же его достать?&#x0D;&#x0A;  else&#x0D;&#x0A;      show_scene(&quot;miniscene_altar&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="if is_hide(&quot;cap_closed&quot;) then&#x0D;&#x0A;    show_ex(0, false, &quot;roof02_shine&quot;)&#x0D;&#x0A;end" s3=" hide_ex(0, false, &quot;roof02_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="0" id="area_for_fire02" hint="$412" editor_flags="0" s1="if cursor(&quot;Burning_torch&quot;) then&#x0D;&#x0A;  on_lamp()&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_for_fire01" hint="$412" editor_flags="0" s1="if cursor(&quot;Burning_torch&quot;) then&#x0D;&#x0A;  on_lamp()&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_roof" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<group object_flags="0" id="gui_amulet_temple_copy" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if state(&quot;gui_amulet_temple&quot;, &quot;gui_amulet02_01&quot;) then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;sun_temple_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="gui_amulet02_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="0" id="gui_amulet02_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="1" id="roof_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_sun_front" />
<object object_flags="0" id="rays" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="533 313" angle="3.141" size="542 543" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_sun_rays" />
<object object_flags="1" id="roof_bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 320" angle="0" size="1024 640" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_sun_back" />
</objects>
<areas >
<area object_flags="0" id="area_sun_roof" hint="$731" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1502)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_to_temple_" hint="$770" editor_flags="0" s1="show_scene(&quot;sun_temple_past&quot;)" s2="" s3="" s4="" sound="" >
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<point offset="1020 639" />
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<point offset="0 0" />
</area>
<area object_flags="0" id="area_to_temple_hint" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="1022 3" />
<point offset="1015 635" />
<point offset="809 631" />
<point offset="778 8" />
</area>
</areas>
</scene>
<scene id="miniscene_altar" size="591 394" offset="198 139" flags="2" script="" >
<objects >
<object object_flags="0" id="knot05" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot05&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_quipu05&quot;, 1)" s2="" s3="" s4="" sound="" offset="490 257" angle="0" size="100 76" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_kipe02" />
<object object_flags="0" id="knot04" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot04&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_quipu04&quot;, 1)&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="447 84" angle="0" size="95 110" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_kipe01" />
<object object_flags="0" id="Gold22" hint="$861" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold22&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold22&quot;, 1)" s2="" s3="" s4="" sound="" offset="24 116" angle="0" size="48 96" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold22" />
<object object_flags="0" id="Gold21" hint="$861" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold21&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold21&quot;, 1)" s2="" s3="" s4="" sound="" offset="529 312.500" angle="0" size="44 51" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold21" />
<object object_flags="0" id="Gold20" hint="$861" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold20&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold20&quot;, 1)" s2="" s3="" s4="" sound="" offset="120 212" angle="0" size="44 35" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold20" />
<object object_flags="0" id="Gold19" hint="$860" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold19&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold19&quot;, 1)" s2="" s3="" s4="" sound="" offset="559 61" angle="0" size="44 41" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold19" />
<object object_flags="0" id="Gold18" hint="$860" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold18&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold18&quot;, 1)" s2="" s3="" s4="" sound="" offset="84 43" angle="0" size="39 32" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold18" />
<object object_flags="0" id="Gold17" hint="$860" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold17&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold17&quot;, 1)" s2="" s3="" s4="" sound="" offset="411.500 344" angle="0" size="36 28" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold17" />
<object object_flags="0" id="Gold16" hint="$859" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold16&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold16&quot;, 1)" s2="" s3="" s4="" sound="" offset="422 157" angle="0" size="46 47" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold16" />
<object object_flags="0" id="Gold15" hint="$858" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold15&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold15&quot;, 1)" s2="" s3="" s4="" sound="" offset="132 335" angle="0" size="117 91" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold15" />
<object object_flags="0" id="Gold14" hint="$736" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold14&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold14&quot;, 1)" s2="" s3="" s4="" sound="" offset="215 147" angle="0" size="30 31" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold14" />
<object object_flags="1" id="element_effect" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="-35 171" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_fire" use_alpha="false" />
<object object_flags="1" id="element_fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="318 246" angle="0" size="162 142" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_element_fire" />
<object object_flags="1" id="background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="295 196" angle="0" size="590 392" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_background" />
<group object_flags="1" id="Fire" hint="$726" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="321 252" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
</group>
</objects>
<areas >
<area object_flags="0" id="area_element_fire" hint="$726" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false, &quot;element_fire&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;element_effect&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;clip_roof_open&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;altar_opened_empty&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   complete_task(10) -- взять элемент огня&#x0D;&#x0A;   additional_inventory.TakeItem(&quot;Fire&quot;)&#x0D;&#x0A;--   CheckAddInv()&#x0D;&#x0A;   profile.SetVariable(&quot;fire_element_taken&quot;, 1)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_table" hint="$829" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(830) -- просто так не расшифруешь&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
</level>
<level id="Chapter03_02" s1="additional_inventory.Init()&#x0D;&#x0A;scene_effects.shake.Init( nil, nil, true, true)&#x0D;&#x0A;&#x0D;&#x0A;-- таски &#x0D;&#x0A;  add_task(1, 305, true, 9)   --&quot;Собрать лицо статуи&quot;&#x0D;&#x0A;  add_task(2, 306, true, 9)  --&quot;Найти тайник с кристаллами&quot;&#x0D;&#x0A;  add_task(3, 307, true, 1) -- &quot;Наполнить ступки &apos;слезами неба&quot;&#x0D;&#x0A;  add_task(4, 308, true, 9) --&quot;Направить свет из всех окон на ступки&quot;&#x0D;&#x0A;  add_task(7, 309, true, 3,4) --&quot;Вставить идолу глаза &quot;&#x0D;&#x0A;  add_task(5, 310, true, 7) --&quot;Найти рычаг&quot;&#x0D;&#x0A;  add_task(6, 311, true, 11) --&quot;Взять элемент Воды&quot;&#x0D;&#x0A;&#x0D;&#x0A;  add_task(8, 756, true) -- открыть алтарь&#x0D;&#x0A;  add_task(10, 872, true, 8) -- взять элемент огня&#x0D;&#x0A;  add_task(11, 873, true) -- найти элемент воды&#x0D;&#x0A;  add_task(9, 831 ) -- найти амулет&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;function CheckAddInv()&#x0D;&#x0A;   if is_hide(&quot;element_fire&quot;) and not is_hide(&quot;stone_tile&quot;) then&#x0D;&#x0A;  --   say(857) --Теперь надо помочь Анастасии найти амулет!&#x0D;&#x0A;      dialog_about_amulet()&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function dialog_about_amulet()&#x0D;&#x0A;    close_scene(&quot;miniscene_altar&quot;)&#x0D;&#x0A;    profile.SetVariable(&quot;chapter03_finished&quot;, 1)&#x0D;&#x0A;&#x0D;&#x0A;      achievements.OnEndLevel()&#x0D;&#x0A;    complete_level()&#x0D;&#x0A;end&#x0D;&#x0A;-- песок на хоге&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   sleep(10000)&#x0D;&#x0A;   while (true) do&#x0D;&#x0A;         play_clip(&quot;clip_sand&quot;)&#x0D;&#x0A;         sleep(random(10000, 20000))&#x0D;&#x0A;  end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;------ ХОГ 01&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;------------ ХОГ 02&#x0D;&#x0A;-- песок на хоге&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   sleep(10000)&#x0D;&#x0A;   while (true) do&#x0D;&#x0A;         play_clip(&quot;clip_sand_&quot;)&#x0D;&#x0A;         sleep(random(10000, 20000))&#x0D;&#x0A;  end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;----------- ЛОКАЦИИ&#x0D;&#x0A;-- всплывающее окошко с локациями&#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- храм солнца настоящее &#x0D;&#x0A;        id = &quot;sun_temple_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene03_02&quot;, &#x0D;&#x0A;        title = &quot;$983&quot;, &#x0D;&#x0A;        disabled = true &#x0D;&#x0A;  },&#x0D;&#x0A;   { -- храм солнца прошлое&#x0D;&#x0A;        id = &quot;sun_temple_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene03_01&quot;, &#x0D;&#x0A;        title = &quot;$983&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;  { -- ступки &#x0D;&#x0A;        id = &quot;mortars&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene03_03&quot;, &#x0D;&#x0A;        title = &quot;$984&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;------------ ЛОКАЦИИ" s2="-- задачи зала ступок&#x0D;&#x0A;show_task(9)&#x0D;&#x0A;show_task(8)&#x0D;&#x0A;show_task(11)&#x0D;&#x0A;show_task(1)&#x0D;&#x0A;show_task(2)&#x0D;&#x0A;show_task(3)&#x0D;&#x0A;show_task(4)&#x0D;&#x0A;show_task(5)&#x0D;&#x0A;show_task(6)&#x0D;&#x0A;show_task(7)&#x0D;&#x0A;show_task(10)&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;-- если уже был открыт алтарь&#x0D;&#x0A;if profile.GetVariable(&quot;roof_opened&quot;) ~= 0 then&#x0D;&#x0A;   complete_task(8)&#x0D;&#x0A;   disable(&quot;area_roof&quot;)&#x0D;&#x0A;   enable(&quot;area_opened_altar&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;cap_closed&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;rag&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;clip_roof_open&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- проверяем, взяли ли мы элемент огня&#x0D;&#x0A;if profile.GetVariable(&quot;fire_element_taken&quot;) ~= 0 then&#x0D;&#x0A;   hide_ex(0, false, &quot;element_fire&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;element_effect&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;clip_roof_open&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;altar_opened_empty&quot;)&#x0D;&#x0A;   disable(&quot;area_element_fire&quot;)&#x0D;&#x0A;   complete_task(10) -- взять элемент огня&#x0D;&#x0A;   CheckAddInv()&#x0D;&#x0A;else&#x0D;&#x0A;   additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;notepad.EnablePage(8)&#x0D;&#x0A;&#x0D;&#x0A;form_start_dialog_event([[&#x0D;&#x0A;  say(949) -- надо найти амулет&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;-- звуки &#x0D;&#x0A;form_event([[&#x0D;&#x0A;   background_sounds.Play(&quot;wind_chime_01&quot;, {&#x0D;&#x0A;           mortars = 0.3, &#x0D;&#x0A;           sun_temple_past = 1,&#x0D;&#x0A;           chapter03_hog_big_objects = 0.1,&#x0D;&#x0A;           chapter03_hog_small_objects = 0.1&#x0D;&#x0A;   })&#x0D;&#x0A;   background_sounds.Play(&quot;drums_in_temple&quot;, {&#x0D;&#x0A;           mortars = 0.3, &#x0D;&#x0A;           sun_temple_past = 1,&#x0D;&#x0A;           chapter03_hog_big_objects = 0.1,&#x0D;&#x0A;           chapter03_hog_small_objects = 0.1&#x0D;&#x0A;   })&#x0D;&#x0A;   background_sounds.Play(&quot;insects&quot;, {&#x0D;&#x0A;           mortars = 1, &#x0D;&#x0A;           sun_temple_past = 0.3,&#x0D;&#x0A;           chapter03_hog_big_objects = 0.7,&#x0D;&#x0A;           chapter03_hog_small_objects = 0.7&#x0D;&#x0A;   })&#x0D;&#x0A;   background_sounds.Play(&quot;hissing_lizard&quot;, {&#x0D;&#x0A;           mortars = 1, &#x0D;&#x0A;           sun_temple_past = 0.3,&#x0D;&#x0A;           chapter03_hog_big_objects = 0.7,&#x0D;&#x0A;           chapter03_hog_small_objects = 0.7&#x0D;&#x0A;   })&#x0D;&#x0A;   background_sounds.Play(&quot;repairs_on_street&quot;, {sun_temple_present = 1})&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;-- прячем уже найденное золото инков&#x0D;&#x0A;for i = 1, 22 do&#x0D;&#x0A;  local id = &quot;Gold&quot;&#x0D;&#x0A;  local id1 = &quot;ach_chapter03_gold&quot;&#x0D;&#x0A;  if i &lt; 10 then&#x0D;&#x0A;      id = id .. 0&#x0D;&#x0A;      id1 = id1 .. 0&#x0D;&#x0A;  end&#x0D;&#x0A;  id = id .. i&#x0D;&#x0A;  id1 = id1 .. i&#x0D;&#x0A;  if profile.GetVariable(id1)  ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, id)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu01&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot01&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu02&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot02&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu03&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot03&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu04&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot04&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter03_quipu05&quot;) ~= 0 then&#x0D;&#x0A;      hide_ex(0, false, &quot;knot05&quot;)&#x0D;&#x0A;end" sound1="" sound2="" >
<scene id="mortars" size="1024 768" offset="0 0" flags="1" script="--scene_effects.shake.Init(_this, _this, false, false)&#x0D;&#x0A;&#x0D;&#x0A;unite_objects(&quot;Three_crystals&quot;, &quot;Pink_crystal&quot;, &quot;Yellow_crystal&quot;, &quot;Red_crystal&quot;)&#x0D;&#x0A;form_object_form_parts(&quot;Head_inv&quot;, &quot;Head-01&quot;, &quot;Head-02&quot;, &quot;Head-03&quot;, &quot;Head-04&quot;, &quot;Head-05&quot;, &quot;Head-06&quot;, &quot;Head-07&quot;, &quot;Head-08&quot;, &quot;Head-09&quot;, &quot;Head-10&quot;,  &quot;Head-11&quot;, &quot;Head-12&quot;)&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.EnableScene(&quot;sun_temple_past&quot;)&#x0D;&#x0A;     if not is_hide(&quot;gui_amulet_mortars&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;sun_temple_present&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;     floating_locations.DisableScene(&quot;mortars&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;function with_crystals()&#x0D;&#x0A;  if cursor(&quot;Three_crystals&quot;) then&#x0D;&#x0A;    sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;    remove(&quot;Three_crystals&quot;)&#x0D;&#x0A;  if state(&quot;Window01&quot;,&quot;window01_01&quot;) then&#x0D;&#x0A;    change_state_ex(true, nil, false, &quot;Window01&quot;,  &quot;window01_02&quot;)&#x0D;&#x0A;    change_state_ex(true, nil, false, &quot;Window02&quot;,  &quot;window02_02&quot;)&#x0D;&#x0A;    change_state_ex(true, nil, false, &quot;Window05&quot;,  &quot;window05_02&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;red-crystal01&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;pink-crystal01&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;yellow-crystal01&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;    change_state_ex(true, nil, false, &quot;Window01&quot;,  &quot;window01_03&quot;)&#x0D;&#x0A;    change_state_ex(true, nil, false, &quot;Window02&quot;,  &quot;window02_03&quot;)&#x0D;&#x0A;    change_state_ex(true, nil, false, &quot;Window05&quot;,  &quot;window05_03&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;red-crystal01&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;pink-crystal01&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;yellow-crystal01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;    if not is_hide(&quot;clip-beams-without-crystals&quot;) then&#x0D;&#x0A;  -- окна были открыты до того, как там появились кристаллы&#x0D;&#x0A;      hide_ex(0, false, &quot;clip-beams-without-crystals&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;   &#x0D;&#x0A;    play_clip(&quot;clip-beams&quot;, 0)&#x0D;&#x0A;    show_ex(0, false, &quot;clip-beams&quot;)&#x0D;&#x0A;check_crystals()&#x0D;&#x0A;  end&#x0D;&#x0A;   if state(&quot;Window04&quot;, &quot;window04_01&quot;) or state(&quot;Window04&quot;, &quot;window04_04&quot;) then&#x0D;&#x0A;       -- если еще пустой постамент для лупы &#x0D;&#x0A;       say(200) --Остался один пустой постамент, надо на него что-то поставить.&#x0D;&#x0A;   end&#x0D;&#x0A;   disable(&quot;pedestal-01&quot;)&#x0D;&#x0A;   disable(&quot;pedestal-02&quot;)&#x0D;&#x0A;   disable(&quot;pedestal-04&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;    say(162) --У меня недостаточно кристаллов.&#x0D;&#x0A;  end&#x0D;&#x0A;  is_correct_light()&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function with_lupa()&#x0D;&#x0A;  additional_inventory.HideItem(&quot;Magnifier&quot;)&#x0D;&#x0A;  if state(&quot;Window04&quot;, &quot;window04_01&quot;) then&#x0D;&#x0A;    change_state_ex(true, 0, false, &quot;Window04&quot;, &quot;window04_02&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;lupa01&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;    change_state_ex(true, 0, false, &quot;Window04&quot;, &quot;window04_03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   if not is_hide(&quot;beam-without-lupa&quot;) then&#x0D;&#x0A;      hide_ex(0, false, &quot;beam-without-lupa&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;&#x0D;&#x0A;   show_ex(0, false, &quot;lupa01&quot;)&#x0D;&#x0A;   play_clip(&quot;lupa-beam&quot;, 0)&#x0D;&#x0A;   show_ex(0,false,&quot;lupa-beam&quot;)&#x0D;&#x0A;  &#x0D;&#x0A;   check_crystals()&#x0D;&#x0A;&#x0D;&#x0A;   disable(&quot;pedestal-03&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;  is_correct_light()&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function check_crystals()&#x0D;&#x0A;  if  state(&quot;Window01&quot;,&quot;window01_03&quot;)  and  state(&quot;Window03&quot;,&quot;window03_07&quot;) and  state(&quot;Window04&quot;,&quot;window04_03&quot;) and not is_hide(&quot;clip-water&quot;) then&#x0D;&#x0A;    -- свет, клип, ля-ля-тополя, появляются алмазы&#x0D;&#x0A;   complete_task(4)&#x0D;&#x0A;    hide_ex(0, false, &quot;clip-water&quot;)&#x0D;&#x0A;    sound(&quot;Water_in_crystals&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;water-to-crystal-smog&quot;)&#x0D;&#x0A;    play_clip(&quot;water-to-crystal-smog&quot;)&#x0D;&#x0A;&#x0D;&#x0A;    show_ex(0,nil, &quot;crystal01&quot;)&#x0D;&#x0A;    show_ex(0,nil,&quot;crystal02&quot;)&#x0D;&#x0A;    disable(&quot;mortar-area&quot;)&#x0D;&#x0A;--    say(180) --Вау! Никогда не видел ничего подобного! Интересно, это могло бы быть глазами статуи?&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function check_hog_end()&#x0D;&#x0A;  if (state(&quot;Key&quot;, &quot;key_plug02&quot;) and state(&quot;Comb&quot;, &quot;comb_plug02&quot;) and state(&quot;Leaf&quot;, &quot;leaf_plug02&quot;) and state(&quot;Bone&quot;, &quot;bone_plug02&quot;) and state(&quot;Pear&quot;, &quot;pear_plug02&quot;) and state(&quot;Snail&quot;, &quot;snail_plug02&quot;) and state(&quot;Pliers&quot;, &quot;pliers_plug02&quot;) ) then&#x0D;&#x0A;       disable(&quot;area_hog&quot;)&#x0D;&#x0A;       show_scene(&quot;level5_scene1&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function is_correct_light() -- проверяет, направлен ли свет на ступки или нет&#x0D;&#x0A;  if state(&quot;Window01&quot;, &quot;window01_03&quot;) and state(&quot;Window03&quot;, &quot;window03_07&quot;) and state(&quot;Window04&quot;, &quot;window04_03&quot;) then&#x0D;&#x0A;      complete_task(4) -- направить свет из всех окон на ступки на ступки&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;-----------------Зал--ступок---конец-------------------------------&#x0D;&#x0A;" >
<objects >
<group object_flags="3" id="Cheat_chapter_copy" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
<object object_flags="0" id="object 36" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 309" angle="0" size="59 59" type="image" color="-1" image_id="achievements_chapter_without_a_hint" />
</group>
<object object_flags="0" id="knot03" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_quipu03&quot;, 1)" s2="" s3="" s4="" sound="" offset="350 479" angle="0" size="85 37" type="image" color="-1" image_id="scenes_chapter03_scene04_kipu01" />
<object object_flags="0" id="knot02" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_quipu02&quot;, 1)" s2="" s3="" s4="" sound="" offset="69 302" angle="0" size="68 68" type="image" color="-1" image_id="scenes_chapter03_scene04_kipu02" />
<object object_flags="0" id="knot01" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_quipu01&quot;, 1)" s2="" s3="" s4="" sound="" offset="252 263" angle="0" size="52 53" type="image" color="-1" image_id="scenes_chapter03_scene04_kipu03" />
<object object_flags="3" id="idol_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="804 373" angle="0" size="109 90" type="image" color="-1" image_id="scenes_chapter03_scene04_miniscene_shine" />
<group object_flags="1" id="hog-effect02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="object 134" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_04_hog_shine" use_alpha="false" />
</group>
<object object_flags="2" id="gui_amulet_mortars" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(874) --В настоящем Зал ступок разрушен.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="0" id="Gui_panel" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="panel_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<group object_flags="0" id="Earth" hint="$724" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="439 724" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
</group>
<group object_flags="0" id="Brush" hint="$721" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="379 712" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
</group>
<group object_flags="0" id="Crowbar" hint="$720" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="325 713" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
</group>
<group object_flags="0" id="Knife" hint="$722" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="272 714" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
</group>
<group object_flags="0" id="Magnifier" hint="$723" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="215 709" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
</group>
<object object_flags="3" id="clip_stone_break" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_04_stone_break" use_alpha="false" />
<object object_flags="1" id="head-11" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="786 549" angle="0" size="46 30" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol14_tail_alfa" />
<group object_flags="3" id="secret-place" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="s01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="167 301" angle="0" size="70 70" type="clip" color="-1" clip_id="hog_effect" use_alpha="false" />
<object object_flags="1" id="s02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="189 303" angle="0" size="70 70" type="clip" color="-1" clip_id="hog_effect" use_alpha="false" />
<object object_flags="1" id="s03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="215 300" angle="0" size="70 70" type="clip" color="-1" clip_id="hog_effect" use_alpha="false" />
</group>
<group object_flags="3" id="hog-effect" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="378 302" angle="0" size="190 187" type="image" color="-1" image_id="scenes_chapter03_scene04_minigame_shine" />
</group>
<object object_flags="1" id="head-04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="669.500 162" angle="0" size="31 52" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol16_tail_alfa" />
<object object_flags="1" id="head-09" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="954 459" angle="0" size="44 36" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol15_tail_alfa" />
<object object_flags="1" id="clip-light" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 384" angle="0" size="1024 768" type="clip" color="-1" clip_id="befor" use_alpha="false" />
<object object_flags="3" id="clip-beams" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="344 334" angle="0" size="650 450" type="clip" color="-1" clip_id="beams" use_alpha="false" />
<object object_flags="3" id="clip-beams-without-crystals" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="372 343" angle="0" size="700 420" type="clip" color="-1" clip_id="beams_from_window" use_alpha="false" />
<object object_flags="1" id="head-10" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="696 410" angle="0" size="42 28" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol17_tail_alfa" />
<object object_flags="1" id="clip-insects" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 384" angle="0" size="1024 768" type="clip" color="-1" clip_id="animals" use_alpha="false" />
<object object_flags="3" id="clip-dust" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="794 209" angle="0" size="400 600" type="clip" color="-1" clip_id="idol_6-7 (dust)" use_alpha="false" />
<object object_flags="3" id="clip_idol_empty" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="1107 293.500" angle="0" size="1024 768" type="clip" color="-1" clip_id="idol_7" use_alpha="false" />
<object object_flags="3" id="clip-idol-up" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_6-7" use_alpha="false" />
<object object_flags="3" id="idol-font" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="791 238.500" angle="0" size="242 475" type="image" color="-1" image_id="scenes_chapter03_scene04_effects_idol_wall_back_idol" />
<object object_flags="3" id="clip-lever-up" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_5-6" use_alpha="false" />
<object object_flags="3" id="clip-lever-appear" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_4-5" use_alpha="false" />
<object object_flags="3" id="clip-chest-down" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_3-4" use_alpha="false" />
<object object_flags="3" id="clip-eyes" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_2-3" use_alpha="false" />
<object object_flags="3" id="clip-crying" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_1-2-1" use_alpha="false" />
<object object_flags="3" id="clip-pool-hide" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="798 434" angle="0" size="200 100" type="clip" color="-1" clip_id="plash_out" use_alpha="false" />
<object object_flags="3" id="clip-pool" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="797 434" angle="0" size="200 100" type="clip" color="-1" clip_id="plash" use_alpha="false" />
<object object_flags="3" id="clip-face" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_1-2" use_alpha="false" />
<object object_flags="1" id="idol-start" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="795 159.500" angle="0" size="400 500" type="clip" color="-1" clip_id="idol_0" use_alpha="false" />
<object object_flags="1" id="idol-font02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="791 238.500" angle="0" size="242 475" type="image" color="-1" image_id="scenes_chapter03_scene04_effects_idol_wall_back_idol" />
<object object_flags="3" id="beam-without-lupa" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="498 329" angle="0" size="200 450" type="clip" color="-1" clip_id="beam04_from_window" use_alpha="false" />
<object object_flags="3" id="lupa-beam" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="446 307" angle="0" size="200 400" type="clip" color="-1" clip_id="beam_lupa" use_alpha="false" />
<object object_flags="3" id="center-beam" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="453 356" angle="0" size="240 400" type="clip" color="-1" clip_id="beam_center" use_alpha="false" />
<object object_flags="3" id="water-to-crystal-smog" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="465 453" angle="0" size="700 600" type="clip" color="-1" clip_id="water_to_crystal" use_alpha="false" />
<object object_flags="3" id="idol-eyes" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="812 148.500" angle="0" size="40 23" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol_eyes" />
<group object_flags="2" id="Idol-head" hint="$832" editor_flags="0" s1="if cursor() and state(&quot;Idol-head&quot;,&quot;idol-head01&quot;) then&#x0D;&#x0A;  say(184) -- Статуя плачет.. Наверное, неспроста.&#x0D;&#x0A;elseif cursor(&quot;Mug&quot;) then&#x0D;&#x0A;    remove(&quot;Mug&quot;)&#x0D;&#x0A;    take(&quot;Mug-of-water&quot;)&#x0D;&#x0A;   disable(&quot;area-tears&quot;)&#x0D;&#x0A;elseif cursor(&quot;Blue-crystals&quot;) then&#x0D;&#x0A;   disable(&quot;Idol-head&quot;)  &#x0D;&#x0A;   remove(&quot;Blue-crystals&quot;)&#x0D;&#x0A;   hide_ex(0, nil, &quot;clip-crying&quot;)&#x0D;&#x0A;   show_ex(0,nil,&quot;idol-eyes&quot;)&#x0D;&#x0A;   complete_task(7) -- вставить глаза&#x0D;&#x0A;&#x0D;&#x0A;   show_ex(0,nil,&quot;clip-eyes&quot;)&#x0D;&#x0A;   play_clip(&quot;clip-pool-hide&quot;, 0)&#x0D;&#x0A;   show_ex(0,nil,&quot;clip-pool-hide&quot;)&#x0D;&#x0A;   hide_ex(0, nil, &quot;clip-pool&quot;)&#x0D;&#x0A;   play_clip(&quot;clip-eyes&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;   hide_ex(0, nil, &quot;clip-eyes&quot;)&#x0D;&#x0A;   show_ex(0,nil,&quot;clip-chest-down&quot;)&#x0D;&#x0A;   play_clip(&quot;clip-chest-down&quot;, 0)&#x0D;&#x0A;   for i = 1, 2 do&#x0D;&#x0A;       sound(&quot;shift_stone&quot;)&#x0D;&#x0A;       sleep(2000)&#x0D;&#x0A;   end&#x0D;&#x0A;   enable(&quot;area-chest&quot;)&#x0D;&#x0A;   show_ex(0, nil, &quot;Idol-chest&quot;)&#x0D;&#x0A; &#x0D;&#x0A;  enable(&quot;area-hog&quot;)&#x0D;&#x0A;  show(&quot;hog-effect02&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="idol-head01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="805.500 150.500" angle="0" size="60 79" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol hed" />
</group>
<group object_flags="2" id="Idol-chest" hint="$833" editor_flags="0" s1="if cursor(&quot;Lever&quot;) then&#x0D;&#x0A;  remove(&quot;Lever&quot;)&#x0D;&#x0A;     complete_task(5) -- вставить рычаг&#x0D;&#x0A;   sound(&quot;push_stone&quot;)&#x0D;&#x0A;  change_state_ex(200, nil, &quot;Idol-chest&quot;, &quot;idol-chest02&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;clip-lever-appear&quot;)&#x0D;&#x0A;  play_clip(&quot;clip-lever-appear&quot;, 0)&#x0D;&#x0A;elseif cursor() and state(&quot;Idol-chest&quot;, &quot;idol-chest02&quot;) then&#x0D;&#x0A;   change_state_ex(500, nil, 0, &quot;Idol-chest&quot;, &quot;idol-chest03&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;clip-lever-up&quot;)&#x0D;&#x0A;  play_clip(&quot;clip-lever-up&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;  for i =1, 2 do&#x0D;&#x0A;     sound(&quot;shift_stone&quot;)&#x0D;&#x0A;     sleep(2000)&#x0D;&#x0A;  end&#x0D;&#x0A;  -- вырастает большой идол  &#x0D;&#x0A;--  sleep(200)&#x0D;&#x0A;  show_ex(0, false, &quot;clip-dust&quot;)&#x0D;&#x0A;  play_clip(&quot;clip-dust&quot;, 0)&#x0D;&#x0A;  play_clip(&quot;clip-idol-up&quot;, 0)&#x0D;&#x0A;  show_ex(0, false, &quot;idol-font&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;clip-idol-up&quot;)&#x0D;&#x0A;  sleep(1000) &#x0D;&#x0A;  force_shake(3500, 100, 500, 0.2, 700, 0, 3, 1)&#x0D;&#x0A;  for i =1, 2 do&#x0D;&#x0A;     sound(&quot;shift_stone&quot;)&#x0D;&#x0A;     sleep(2000)&#x0D;&#x0A;  end&#x0D;&#x0A;  hide_ex(0, nil,&quot;Idol-chest&quot;)&#x0D;&#x0A;  hide_ex(0, nil,&quot;idol-eyes&quot;)&#x0D;&#x0A;  hide_ex(0, nil,&quot;Idol-head&quot;)&#x0D;&#x0A;  show_ex(0, nil,&quot;Idol&quot;)&#x0D;&#x0A;  enable(&quot;area-aim-of-level&quot;)&#x0D;&#x0A; &#x0D;&#x0A;  complete_task(11)  -- найти эл. воды&#x0D;&#x0A;elseif cursor() then&#x0D;&#x0A;  say(187) --Тут явно что-то раньше было. Рычаг?&#x0D;&#x0A;end" s2="" s3="" s4="" >
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<object object_flags="2" id="idol-chest02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="808.500 262.500" angle="0" size="100 143" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol02_grud_richag" />
<object object_flags="2" id="idol-chest03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="808.500 262.500" angle="0" size="100 143" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol01_grud_richag" />
</group>
<group object_flags="3" id="Idol" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
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<object object_flags="0" id="idol02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="806.500 212.500" angle="0" size="173 421" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_idol_up" />
</group>
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</group>
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</group>
<group object_flags="0" id="Yellow_crystal" hint="$243" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="202 312" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_scene04(crystal_yellow)" />
</group>
<group object_flags="0" id="Red_crystal" hint="$241" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="684 300" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_scene04(crystal_red)" />
</group>
<group object_flags="1" id="Window04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="window04_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="487.500 134.500" angle="0" size="59 107" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window_lupa_wall" />
<object object_flags="2" id="window04_02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="487.500 134.500" angle="0" size="59 107" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window_lupa" />
<object object_flags="2" id="window04_03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="487.500 134.500" angle="0" size="59 107" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window02_lupa_sky" />
<object object_flags="2" id="window04_04" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="487.500 134.500" angle="0" size="59 107" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window01_lupa_sky" />
</group>
<object object_flags="3" id="lupa01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="488.500 150" angle="0" size="19 36" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_lupa" />
<object object_flags="3" id="hole-in-wall" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="669 289" angle="0" size="82 56" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_hol_in_wall_right" />
<group object_flags="3" id="Wall-left" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="wall-left01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="186.500 304.500" angle="0" size="91 57" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_hol_in_wall_left_crystal" />
<object object_flags="0" id="wall-left02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="186.500 304.500" angle="0" size="91 57" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_hol_in_wall_left" />
</group>
<group object_flags="0" id="Window03" hint="$247" editor_flags="0" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;   if state(&quot;Window03&quot;,&quot;window03_01&quot;) then&#x0D;&#x0A;     sound(&quot;shift_item&quot;)&#x0D;&#x0A;     change_state(&quot;Window03&quot;,&quot;window03_02&quot;)&#x0D;&#x0A;   elseif state(&quot;Window03&quot;,&quot;window03_02&quot;) then&#x0D;&#x0A;     sound(&quot;shift_item&quot;)&#x0D;&#x0A;     change_state(&quot;Window03&quot;,&quot;window03_03&quot;)&#x0D;&#x0A;   elseif state(&quot;Window03&quot;,&quot;window03_03&quot;) then&#x0D;&#x0A;     sound(&quot;shift_item&quot;)&#x0D;&#x0A;     change_state(&quot;Window03&quot;,&quot;window03_04&quot;)&#x0D;&#x0A;   elseif state(&quot;Window03&quot;,&quot;window03_04&quot;) then&#x0D;&#x0A;     sound(&quot;shift_item&quot;)&#x0D;&#x0A;     change_state(&quot;Window03&quot;,&quot;window03_05&quot;)&#x0D;&#x0A;    elseif state(&quot;Window03&quot;,&quot;window03_05&quot;) then&#x0D;&#x0A;     sound(&quot;shift_item&quot;)&#x0D;&#x0A;     change_state(&quot;Window03&quot;,&quot;window03_06&quot;)&#x0D;&#x0A;   elseif state(&quot;Window03&quot;,&quot;window03_06&quot;) then&#x0D;&#x0A;     sound(&quot;shift_item&quot;)&#x0D;&#x0A;     change_state(&quot;Window03&quot;,&quot;window03_07&quot;)&#x0D;&#x0A;    change_hint(&quot;Window03&quot;, &quot;&quot;)&#x0D;&#x0A;     play_clip(&quot;center-beam&quot;, 0)&#x0D;&#x0A;     show_ex(0, false, &quot;center-beam&quot;)&#x0D;&#x0A;      -- свет&#x0D;&#x0A;     check_crystals()&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="window03_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window01_stone_sky" />
<object object_flags="0" id="window03_02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window02_stone_sky" />
<object object_flags="0" id="window03_03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window03_stone_sky" />
<object object_flags="0" id="window03_04" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window04_stone_sky" />
<object object_flags="0" id="window03_05" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window05_stone_sky" />
<object object_flags="0" id="window03_06" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window06_stone_sky" />
<object object_flags="2" id="window03_07" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="361.500 135.500" angle="0" size="65 113" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window07_stone_sky" />
</group>
<object object_flags="2" id="crystal01" hint="$244" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  hide_ex(0, nil,&quot;crystal01&quot;)&#x0D;&#x0A;  hide_ex(0,nil, &quot;crystal02&quot;)&#x0D;&#x0A;  take(&quot;Blue-crystals&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  hide_ex(0, false, &quot;water-to-crystal-smog&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="432 445" angle="0" size="43 32" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_crystal_blu2" />
<object object_flags="2" id="crystal02" hint="$244" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  hide_ex(0, nil,&quot;crystal01&quot;)&#x0D;&#x0A;  hide_ex(0,nil, &quot;crystal02&quot;)&#x0D;&#x0A;  take(&quot;Blue-crystals&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  hide_ex(0, false, &quot;water-to-crystal-smog&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="483 505.999" angle="0" size="43 27" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_crystal_blu1" />
<group object_flags="1" id="Window02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="window02_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="210 131.500" angle="0" size="68 115" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window_yellow_wall" />
<object object_flags="2" id="window02_02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="210 131.500" angle="0" size="68 115" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window_yellow_crystal" />
<object object_flags="2" id="window02_03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="210 131.500" angle="0" size="68 115" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window_yellow_sky_crystal" />
<object object_flags="2" id="window02_04" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="210 131.500" angle="0" size="68 115" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_window_yellow_sky" />
</group>
<object object_flags="3" id="yellow-crystal01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="213.500 147.500" angle="0" size="11 43" type="image" color="-1" image_id="scenes_chapter03_scene04_scene04_crystal_yellow" />
<object object_flags="1" id="new_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_04_back" use_alpha="false" />
<object object_flags="3" id="clip-windows" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="332 103" angle="0" size="660 210" type="clip" color="-1" clip_id="windows_out" use_alpha="false" />
<object object_flags="1" id="clip-clouds" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="336 135" angle="0" size="620 125" type="clip" color="-1" clip_id="clouds" use_alpha="false" />
<object object_flags="3" id="clip-water" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="469 487.500" angle="0" size="200 200" type="clip" color="-1" clip_id="water" use_alpha="false" />
<object object_flags="1" id="mortars" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="469 492" angle="0" size="206 126" type="image" color="-1" image_id="scenes_chapter03_scene04_effects_water_background" />
</objects>
<areas >
<area object_flags="0" id="area-hog02" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   enable(&quot;__lasthog3&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog4&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter03_hog_big_objects&quot;)&#x0D;&#x0A;   if not is_hide(&quot;gui_amulet_mortars&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_to_temple" hint="$770" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;sun_temple_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-skull02" hint="$248" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-skull" hint="$248" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="219 399" />
<point offset="220 385" />
<point offset="199 374" />
<point offset="183 387" />
<point offset="183 400" />
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</area>
<area object_flags="0" id="area-skull03" hint="$248" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="979 585" />
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</area>
<area object_flags="0" id="area-symbol" hint="$838" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  say(189) --Символ такой же, как и над нишей справа. Может быть, это тайник?&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="218 256" />
<point offset="218 279" />
<point offset="191 279" />
<point offset="189 260" />
</area>
<area object_flags="1" id="area-tears" hint="$839" editor_flags="6" s1="if cursor(&quot;Mug&quot;) then&#x0D;&#x0A;    remove(&quot;Mug&quot;)&#x0D;&#x0A;    take(&quot;Mug-of-water&quot;)&#x0D;&#x0A;   disable(&quot;area-tears&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area-hog" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   enable(&quot;__lasthog1&quot;)&#x0D;&#x0A;   enable(&quot;__lasthog2&quot;)&#x0D;&#x0A;   show_scene(&quot;chapter03_hog_small_objects&quot;)&#x0D;&#x0A;   if is_object_in_inventory(&quot;Lever&quot;) then&#x0D;&#x0A;     disable(&quot;area-hog&quot;)&#x0D;&#x0A;     hide(&quot;hog-effect02&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area-aim-of-level" hint="$840" editor_flags="0" s1="  hide_ex(0, false, &quot;idol_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  hide_ex(0, false, &quot;clip-dust&quot;)&#x0D;&#x0A;  hide_ex(0, false, &quot;idol_shine&quot;)&#x0D;&#x0A;  show_scene(&quot;miniscene_idol&quot;)&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;idol_shine&quot;)" s3="hide_ex(0, false, &quot;idol_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="1" id="area-chest" hint="$833" editor_flags="4" s1="if cursor() and state(&quot;Idol-chest&quot;, &quot;idol-chest02&quot;) then&#x0D;&#x0A;   change_state_ex(500, nil, &quot;Idol-chest&quot;, &quot;idol-chest03&quot;)&#x0D;&#x0A;   complete_task(5)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area-center" hint="" editor_flags="4" s1="   hide_ex(0, false, &quot;hog-effect&quot;)&#x0D;&#x0A;if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;  if minigame(&quot;assemble_image_circle_click_chapter03&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;  if state(&quot;Window01&quot;,&quot;window01_01&quot;) then&#x0D;&#x0A;     sound(&quot;open_lattice&quot;)&#x0D;&#x0A;     play_clip(&quot;clip-windows&quot;, 0)&#x0D;&#x0A;     show_ex(0, false, &quot;clip-windows&quot;)&#x0D;&#x0A;     play_clip(&quot;clip-beams-without-crystals&quot;, 0)&#x0D;&#x0A;     show_ex(0, false, &quot;clip-beams-without-crystals&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;     hide_ex(0, false, &quot;Window01&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window02&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window04&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window05&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;     change_state_ex(true, nil, false, &quot;Window01&quot;,&quot;window01_04&quot;)&#x0D;&#x0A;     change_state_ex(true, nil, false, &quot;Window02&quot;,&quot;window02_04&quot;)&#x0D;&#x0A;     change_state_ex(true, nil, false, &quot;Window05&quot;,&quot;window05_04&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;     if state(&quot;Window04&quot;, &quot;window04_01&quot;) then&#x0D;&#x0A;        change_state_ex(true, nil, false, &quot;Window04&quot;, &quot;window04_04&quot;)&#x0D;&#x0A;         play_clip(&quot;beam-without-lupa&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;beam-without-lupa&quot;)&#x0D;&#x0A;     else&#x0D;&#x0A;       change_state_ex(true, nil, false, &quot;Window04&quot;, &quot;window04_03&quot;)&#x0D;&#x0A;       play_clip(&quot;lupa-beam&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;lupa-beam&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;&#x0D;&#x0A;      show_ex(nil, false, &quot;Window01&quot;)&#x0D;&#x0A;      show_ex(nil, false, &quot;Window02&quot;)&#x0D;&#x0A;      show_ex(nil, false, &quot;Window04&quot;)&#x0D;&#x0A;      show_ex(nil, false, &quot;Window05&quot;)&#x0D;&#x0A;&#x0D;&#x0A; else&#x0D;&#x0A;     play_clip(&quot;clip-windows&quot;, 0)&#x0D;&#x0A;     show_ex(0, false, &quot;clip-windows&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window01&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window02&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window04&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;Window05&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     sleep(500)     &#x0D;&#x0A;&#x0D;&#x0A;     change_state_ex(true, nil, false, &quot;Window01&quot;,&quot;window01_03&quot;)&#x0D;&#x0A;     change_state_ex(true, nil, false, &quot;Window02&quot;,&quot;window02_03&quot;)&#x0D;&#x0A;     change_state_ex(true, nil, false, &quot;Window05&quot;,&quot;window05_03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;     if state(&quot;Window04&quot;, &quot;window04_01&quot;) then&#x0D;&#x0A;        change_state_ex(true, nil, false, &quot;Window04&quot;, &quot;window04_04&quot;)&#x0D;&#x0A;         play_clip(&quot;beam-without-lupa&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;beam-without-lupa&quot;)&#x0D;&#x0A;     else&#x0D;&#x0A;       change_state_ex(true, nil, false, &quot;Window04&quot;, &quot;window04_03&quot;)&#x0D;&#x0A;        play_clip(&quot;lupa-beam&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;lupa-beam&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;     play_clip(&quot;clip-beams&quot;,0)&#x0D;&#x0A;     show_ex(0, false, &quot;clip-beams&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     show_ex(nil, false, &quot;Window01&quot;)&#x0D;&#x0A;     show_ex(nil, false, &quot;Window02&quot;)&#x0D;&#x0A;     show_ex(nil, false, &quot;Window04&quot;)&#x0D;&#x0A;     show_ex(nil, false, &quot;Window05&quot;)&#x0D;&#x0A; end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;   if not state(&quot;Window03&quot;, &quot;window03_07&quot;) then&#x0D;&#x0A;        say(235) --Осталось открыть среднее окно...&#x0D;&#x0A;   end&#x0D;&#x0A;   disable(&quot;area-center&quot;)&#x0D;&#x0A;   check_crystals()&#x0D;&#x0A; end&#x0D;&#x0A;  is_correct_light()&#x0D;&#x0A;end" s2="if  is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;   show_ex(0, false, &quot;hog-effect&quot;)&#x0D;&#x0A;end" s3="if  is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;   hide_ex(0, false, &quot;hog-effect&quot;)&#x0D;&#x0A;end" s4="" sound="" >
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<area object_flags="1" id="mortar-area" hint="$841" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;clip-water&quot;) then&#x0D;&#x0A;    say(191) --Кажется, сюда нужно налить воды...&#x0D;&#x0A;  else&#x0D;&#x0A;    say(199) --Вода налита.. Что дальше?&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Mug&quot;) then&#x0D;&#x0A;   say(192) --Очень умно, с пустой-то кружкой.&#x0D;&#x0A;elseif cursor(&quot;Mug-of-water&quot;) then&#x0D;&#x0A; remove(&quot;Mug-of-water&quot;)&#x0D;&#x0A;  complete_task(3) -- наполнить ступки водой&#x0D;&#x0A;  show(&quot;clip-water&quot;)&#x0D;&#x0A;  check_crystals()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_mortars" hint="$841" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="idol_face_area" hint="" editor_flags="4" s1="if cursor(&quot;Head_inv&quot;) then&#x0D;&#x0A;  if  is_object_in_inventory(&quot;Head_inv&quot;,&quot;__inv12&quot;) then&#x0D;&#x0A;   disable()&#x0D;&#x0A;   disable(&quot;area-idol&quot;)&#x0D;&#x0A;    -- открыть миниигру с составлением лица&#x0D;&#x0A;    remove(&quot;Head_inv&quot;)&#x0D;&#x0A;    complete_task(1)  -- собрать лицо&#x0D;&#x0A;-- появляется лицо&#x0D;&#x0A;   sound(&quot;push_stone&quot;)&#x0D;&#x0A;   show_ex(0,false,&quot;clip-face&quot;)&#x0D;&#x0A;   complete_task(1)&#x0D;&#x0A;&#x0D;&#x0A;   play_clip(&quot;clip-face&quot;)&#x0D;&#x0A;&#x0D;&#x0A;--статуя начинает плакать&#x0D;&#x0A;    show_ex(0, false, &quot;Idol-head&quot;)&#x0D;&#x0A;--   hide_ex(0,false,&quot;clip-face&quot;)&#x0D;&#x0A;   show_ex(0,false,&quot;clip-crying&quot;)&#x0D;&#x0A;   enable(&quot;area-tears&quot;)&#x0D;&#x0A;   play_clip(&quot;clip-crying&quot;, 0)&#x0D;&#x0A;   show_ex(0,false,&quot;clip-pool&quot;)&#x0D;&#x0A;   play_clip(&quot;clip-pool&quot;, 0)&#x0D;&#x0A;    enable(&quot;mortar-area&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;idol-font02&quot;)&#x0D;&#x0A;   say(193) --Неожиданный эффект. Впрочем, если бы у меня разбили так лицо, я бы тоже расстроился.&#x0D;&#x0A;   else&#x0D;&#x0A;      say(181) --Я еще не нашел все осколки лица.&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor() then&#x0D;&#x0A;  if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;      say(183) --Здесь должно быть лицо божества. Кажется, я видел тут такие кусочки..&#x0D;&#x0A;  else&#x0D;&#x0A;     say(878) -- сначала амулет найди, да?&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-idol" hint="" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;     say(183) --Здесь должно быть лицо божества. Кажется, я видел тут такие кусочки..&#x0D;&#x0A;  else&#x0D;&#x0A;     say(878) --Здесь должно быть лицо божества. Его надо восстановить, но прежде следует найти амулет.&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="green_crystal_area" hint="$240" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   say(194) --Ну вот.. один кристалл разбит.. Чем бы его заменить?&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="yellow_crystal_area" hint="$243" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  change_state(&quot;Wall-left&quot;,&quot;wall-left02&quot;)&#x0D;&#x0A;  take(&quot;Pink_crystal&quot;)&#x0D;&#x0A;  take(&quot;Yellow_crystal&quot;)&#x0D;&#x0A;  disable(&quot;pink_crystal_area&quot;)&#x0D;&#x0A;  disable(&quot;yellow_crystal_area&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  hide_ex(0, false, &quot;clip_stone_break&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="pink_crystal_area" hint="$242" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  change_state(&quot;Wall-left&quot;,&quot;wall-left02&quot;)&#x0D;&#x0A;  take(&quot;Pink_crystal&quot;)&#x0D;&#x0A;  take(&quot;Yellow_crystal&quot;)&#x0D;&#x0A;  disable(&quot;pink_crystal_area&quot;)&#x0D;&#x0A;  disable(&quot;yellow_crystal_area&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  hide_ex(0, false, &quot;clip_stone_break&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-left-wall" hint="" editor_flags="4" s1="hide_ex(0, false, &quot;secret-place&quot;)&#x0D;&#x0A;if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;    say(769) --Надо бы убрать этот камень.&#x0D;&#x0A;elseif cursor(&quot;Pickaxe&quot;) then&#x0D;&#x0A;  sound(&quot;hammer_to_wall&quot;)&#x0D;&#x0A;  remove(&quot;Pickaxe&quot;)&#x0D;&#x0A;  hide_ex(0, false, &quot;secret-place&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;clip_stone_break&quot;) &#x0D;&#x0A;  play_clip(&quot;clip_stone_break&quot;, 0)&#x0D;&#x0A;   show_ex(2000, false, &quot;Wall-left&quot;)&#x0D;&#x0A;  complete_task(2) -- найти тайник&#x0D;&#x0A;  say(195) --Ага, тайник!&#x0D;&#x0A;  enable(&quot;pink_crystal_area&quot;)&#x0D;&#x0A;  enable(&quot;yellow_crystal_area&quot;)&#x0D;&#x0A;  disable(&quot;area-left-wall&quot;)&#x0D;&#x0A;  disable(&quot;area-symbol&quot;)&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;  say(1226) -- камень слишком прочный&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;end" s2="show(&quot;secret-place&quot;)" s3="hide(&quot;secret-place&quot;)" s4="" sound="" >
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<area object_flags="0" id="pedestal-03" hint="$246" editor_flags="4" s1="if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  if cursor(&quot;Magnifier&quot;) then&#x0D;&#x0A;     with_lupa()&#x0D;&#x0A;  else&#x0D;&#x0A;     with_crystals()&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="pedestal-04" hint="$246" editor_flags="4" s1="if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  if cursor(&quot;Magnifier&quot;) then&#x0D;&#x0A;     with_lupa()&#x0D;&#x0A;  else&#x0D;&#x0A;     with_crystals()&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="pedestal-02" hint="$246" editor_flags="4" s1="if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  if cursor(&quot;Magnifier&quot;) then&#x0D;&#x0A;     with_lupa()&#x0D;&#x0A;  else&#x0D;&#x0A;     with_crystals()&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="pedestal-01" hint="$246" editor_flags="4" s1="if is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  if cursor(&quot;Magnifier&quot;) then&#x0D;&#x0A;     with_lupa()&#x0D;&#x0A;  else&#x0D;&#x0A;     with_crystals()&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-12" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-12-font&quot;)&#x0D;&#x0A;  take(&quot;Head-12&quot;)&#x0D;&#x0A;  disable(&quot;area-head-12&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-11" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-11-font&quot;)&#x0D;&#x0A;  hide(&quot;head-11&quot;)&#x0D;&#x0A;  take(&quot;Head-11&quot;)&#x0D;&#x0A;  disable(&quot;area-head-11&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-10" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-10-font&quot;)&#x0D;&#x0A;  hide(&quot;head-10&quot;)&#x0D;&#x0A;  take(&quot;Head-10&quot;)&#x0D;&#x0A;  disable(&quot;area-head-10&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-09" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-09-font&quot;)&#x0D;&#x0A;  hide(&quot;head-09&quot;)&#x0D;&#x0A;  take(&quot;Head-09&quot;)&#x0D;&#x0A;  disable(&quot;area-head-09&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-08" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-08-font&quot;)&#x0D;&#x0A;  take(&quot;Head-08&quot;)&#x0D;&#x0A;  disable(&quot;area-head-08&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-07" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-07-font&quot;)&#x0D;&#x0A;  take(&quot;Head-07&quot;)&#x0D;&#x0A;  disable(&quot;area-head-07&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-06" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-06-font&quot;)&#x0D;&#x0A;  take(&quot;Head-06&quot;)&#x0D;&#x0A;  disable(&quot;area-head-06&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-03" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-03-font&quot;)&#x0D;&#x0A;  take(&quot;Head-03&quot;)&#x0D;&#x0A;  disable(&quot;area-head-03&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-02" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A; show(&quot;head-02-font&quot;)&#x0D;&#x0A;  take(&quot;Head-02&quot;)&#x0D;&#x0A;  disable(&quot;area-head-02&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area-head-01" hint="" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;head-01-font&quot;)&#x0D;&#x0A;  take(&quot;Head-01&quot;)&#x0D;&#x0A;  disable(&quot;area-head-01&quot;)&#x0D;&#x0A;--  say_on_head()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="red_crystal_area" hint="$241" editor_flags="4" s1="if cursor() and is_disable(&quot;area-hog02&quot;) then&#x0D;&#x0A;  show(&quot;hole-in-wall&quot;)&#x0D;&#x0A;  take(&quot;Red_crystal&quot;)&#x0D;&#x0A;  disable(&quot;red_crystal_area&quot;)&#x0D;&#x0A;  say(196) --Ммм.. Думаю, его надо поставить на подставку одного из окон. Но подставки четыре.. Надо поискать другие кристаллы.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="sun_temple_past" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A; --   stop_sound(&quot;hissing_lizard&quot;, 0)&#x0D;&#x0A;    --stop_sound(&quot;insects&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;--   sound(&quot;wind_chime_01&quot;)&#x0D;&#x0A;   --sound(&quot;drums_in_temple&quot;)&#x0D;&#x0A;--   stop_sound(&quot;repairs_on_street&quot;, 0)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.DisableScene(&quot;sun_temple_past&quot;)&#x0D;&#x0A;     if not is_hide(&quot;gui_amulet_mortars&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;sun_temple_present&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;     floating_locations.EnableScene(&quot;mortars&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="3" id="roof01_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="432.500 437.500" angle="0" size="382 128" type="image" color="-1" image_id="scenes_chapter03_scene02_minigame_shine01" />
<object object_flags="1" id="clip_big_light" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_big_light" use_alpha="false" />
<group object_flags="0" id="Gold13" hint="$741" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold13&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold13&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="971 566" angle="0" size="36 36" type="image" color="-1" image_id="scenes_chapter03_scene02_gold01" />
</group>
<group object_flags="0" id="Gold12" hint="$740" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold12&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold12&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="394 339" angle="0" size="40 57" type="image" color="-1" image_id="scenes_chapter03_scene02_gold02" />
</group>
<group object_flags="0" id="Gold09" hint="$737" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold09&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold09&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="270 613" angle="0" size="72 34" type="image" color="-1" image_id="scenes_chapter03_scene02_gold05" />
</group>
<group object_flags="0" id="Gold08" hint="$738" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold08&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold08&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="242.500 513" angle="0" size="51 60" type="image" color="-1" image_id="scenes_chapter03_scene02_gold06" />
</group>
<group object_flags="0" id="Gold07" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold07&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold07&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="331 337" angle="0" size="50 90" type="image" color="-1" image_id="scenes_chapter03_scene02_gold07" />
</group>
<group object_flags="0" id="Gold06" hint="$738" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold06&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold06&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="349 252.500" angle="0" size="77 60" type="image" color="-1" image_id="scenes_chapter03_scene02_gold08" />
</group>
<group object_flags="0" id="Gold05" hint="$737" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold05&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold05&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="909 196" angle="0" size="33 41" type="image" color="-1" image_id="scenes_chapter03_scene02_gold09" />
</group>
<group object_flags="0" id="Gold04" hint="$736" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold04&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold04&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="807 358" angle="0" size="56 56" type="image" color="-1" image_id="scenes_chapter03_scene02_gold10" />
</group>
<group object_flags="0" id="Gold03" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold03&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="951 420.500" angle="0" size="70 85" type="image" color="-1" image_id="scenes_chapter03_scene02_gold11" />
</group>
<group object_flags="0" id="Gold02" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold02&quot;)&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold02&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="859 333.500" angle="0" size="84 128" type="image" color="-1" image_id="scenes_chapter03_scene02_gold12" />
</group>
<group object_flags="0" id="Gold01" hint="$735" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold01&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="885.500 345.500" angle="0" size="46 96" type="image" color="-1" image_id="scenes_chapter03_scene02_gold13" />
</group>
<group object_flags="0" id="Mug" hint="$238" editor_flags="0" s1="if cursor() and not is_hide(&quot;clip-crying&quot;) then&#x0D;&#x0A;   take()&#x0D;&#x0A;--   say(828) --О, какая красивая чашка! Можно было бы пособирать что-нибудь подобное для музея.&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="bowl01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="759.500 372.500" angle="0" size="49 46" type="image" color="-1" image_id="scenes_chapter03_scene02_bowl" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="770 370" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter03_inventory_bowl" />
</group>
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<object object_flags="0" id="clip_birds" hint="$733" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_birds" use_alpha="true" />
<object object_flags="3" id="roof02_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="418 446" angle="0" size="325 113" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_shine" />
<object object_flags="3" id="clip_roof_open" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_cap_down" use_alpha="false" />
<object object_flags="3" id="altar_opened_empty" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_cap_down_02" use_alpha="false" />
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<group object_flags="0" id="Gold10" hint="$739" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold10&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold10&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="642 252.500" angle="0" size="33 27" type="image" color="-1" image_id="scenes_chapter03_scene02_gold04" />
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<group object_flags="1" id="Stone01" hint="$734" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Stone01&quot;, &quot;stone01_01&quot;) then&#x0D;&#x0A;        say(409) -- руками не оторвать&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   if state(&quot;Stone01&quot;, &quot;stone01_01&quot;) then&#x0D;&#x0A;      sound(&quot;scrap_metal&quot;)&#x0D;&#x0A;   -- плитка падает, камень выезжает&#x0D;&#x0A;      change_state(&quot;Stone01&quot;, &quot;stone01_02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      sound(&quot;shift_stone&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;clip_stone01&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_stone01&quot;, 0)&#x0D;&#x0A;     check_stones()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
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<object object_flags="0" id="stone01_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="283.500 399" angle="0" size="124 35" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane01_state02" />
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<group object_flags="1" id="Stone02" hint="$734" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Stone02&quot;, &quot;stone02_01&quot;) then&#x0D;&#x0A;        say(409) -- руками не оторвать&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   if state(&quot;Stone02&quot;, &quot;stone02_01&quot;) then&#x0D;&#x0A;      sound(&quot;scrap_metal&quot;)&#x0D;&#x0A;   -- плитка падает, камень выезжает&#x0D;&#x0A;      change_state(&quot;Stone02&quot;, &quot;stone02_02&quot;)&#x0D;&#x0A;      sound(&quot;shift_stone&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;clip_stone02&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_stone02&quot;, 0)&#x0D;&#x0A;     check_stones()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="stone02_01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="575 357" angle="0" size="77 43" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane02_state01" />
<object object_flags="0" id="stone02_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="579 371" angle="0" size="77 24" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane02_state02" />
</group>
<group object_flags="1" id="Stone03" hint="$734" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Stone03&quot;, &quot;stone03_01&quot;) then&#x0D;&#x0A;        say(409) -- руками не оторвать&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;   if state(&quot;Stone03&quot;, &quot;stone03_01&quot;) then&#x0D;&#x0A;      sound(&quot;scrap_metal&quot;)&#x0D;&#x0A;   -- плитка падает, камень выезжает&#x0D;&#x0A;      change_state(&quot;Stone03&quot;, &quot;stone03_02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      sound(&quot;shift_stone&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;clip_stone03&quot;)&#x0D;&#x0A;     play_clip(&quot;clip_stone03&quot;, 0)&#x0D;&#x0A;     check_stones()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="stone03_01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="792 236.500" angle="0" size="33 45" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane03_state01" />
<object object_flags="0" id="stone03_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="744 367.500" angle="0" size="54 37" type="image" color="-1" image_id="scenes_chapter03_scene02_gold_plane03_state02" />
</group>
<group object_flags="0" id="Gold11" hint="$739" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold11&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;  profile.SetVariable(&quot;ach_chapter03_gold11&quot;, 1)" s2="" s3="" s4="" >
<object object_flags="0" id="figure" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="120 440" angle="0" size="64 42" type="image" color="-1" image_id="scenes_chapter03_scene02_gold03" />
</group>
<group object_flags="0" id="gui_amulet_temple" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if state(&quot;gui_amulet_temple&quot;, &quot;gui_amulet02_01&quot;) then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;sun_temple_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="gui_amulet02_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="0" id="gui_amulet02_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="1" id="back" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene03_02_02" use_alpha="false" />
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<group object_flags="0" id="Pickaxe" hint="$771" editor_flags="0" s1="" s2="" s3="" s4="" >
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<object object_flags="0" id="Gold15" hint="$858" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;Gold15&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  achievements.GetAchievement(&quot;find_incan_gold&quot;)&#x0D;&#x0A;  hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter03_gold15&quot;, 1)" s2="" s3="" s4="" sound="" offset="132 335" angle="0" size="117 91" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_gold15" />
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<object object_flags="1" id="element_effect" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="-35 171" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_fire" use_alpha="false" />
<object object_flags="1" id="element_fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="318 246" angle="0" size="162 142" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_element_fire" />
<object object_flags="1" id="background" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="295 196" angle="0" size="590 392" type="image" color="-1" image_id="scenes_chapter03_scene02_miniscene_holy_table_background" />
<group object_flags="1" id="Fire" hint="$726" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="321 252" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
</group>
</objects>
<areas >
<area object_flags="0" id="area_element_fire" hint="$726" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false, &quot;element_fire&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;element_effect&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;clip_roof_open&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;altar_opened_empty&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   complete_task(10) -- взять элемент огня&#x0D;&#x0A;   additional_inventory.TakeItem(&quot;Fire&quot;)&#x0D;&#x0A;   CheckAddInv()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_table" hint="$829" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(830) -- просто так не расшифруешь&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="chapter03_hog_big_objects" size="1024 768" offset="0 0" flags="0" script="hidden_object.Start(_current_scene, 10, &quot;mortars&quot;)&#x0D;&#x0A;&#x0D;&#x0A;------------------------ХОГ---начало----------------------------------&#x0D;&#x0A;&#x0D;&#x0A;------------------------ХОГ--конец-----------------------------------" >
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<object object_flags="2" id="gui_amulet_hog" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="0" id="Gui_panel_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="panel_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="1" id="__lasthog3" hint="$134" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="294 530.500" angle="0" size="46 47" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_basketball" />
<object object_flags="1" id="__lasthog4" hint="$875" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;&#x0D;&#x0A;complete_task(9)&#x0D;&#x0A;show_ex(0, false, &quot;gui_amulet_hog&quot;)&#x0D;&#x0A;show_ex(0, false, &quot;gui_amulet_mortars&quot;)&#x0D;&#x0A;change_state_ex(true, 0, false, &quot;gui_amulet_temple&quot;, &quot;gui_amulet02_01&quot;)&#x0D;&#x0A;change_state_ex(true, 0, false, &quot;gui_amulet_roof&quot;, &quot;gui_amulet02_roof&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     disable(&quot;area-hog02&quot;)&#x0D;&#x0A;     hide(&quot;hog-effect02&quot;)&#x0D;&#x0A;    floating_locations.EnableScene(&quot;sun_temple_present&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   say(161) -- О! Знаменитые ступки, которые называли глазами неба.&#x0D;&#x0A;--complete_level()" s2="" s3="" s4="" sound="" offset="293 530" angle="0" size="45 46" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_amulet" />
<object object_flags="0" id="whistle" hint="$303" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="580.500 541.500" angle="0" size="35 31" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_whistle" />
<object object_flags="0" id="turtle" hint="$302" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="453.500 251" angle="0" size="73 44" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_turtle" />
<object object_flags="0" id="tooth" hint="$301" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="482.500 419.500" angle="0" size="55 60" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_tooth" />
<object object_flags="0" id="__hog_thermometer" hint="$300" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="217 497.500" angle="0" size="24 113" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_thermometer" />
<object object_flags="0" id="__hog_tennis" hint="$299" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="966.500 338" angle="0" size="51 52" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_tennis ball" />
<object object_flags="0" id="__hog_sun" hint="$298" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="794 370" angle="0" size="68 70" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_sun" />
<object object_flags="0" id="__hog_stapler" hint="$297" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="587 331.500" angle="0" size="50 57" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_stapler" />
<object object_flags="0" id="__hog_snake" hint="$296" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="800.500 209" angle="0" size="99 58" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_snike" />
<object object_flags="0" id="slingshot" hint="$295" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="293 557.500" angle="0" size="76 109" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_slingshot" />
<object object_flags="0" id="__hog_shark" hint="$294" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="651 557.500" angle="0" size="74 83" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_shark" />
<object object_flags="0" id="__hog_seastar" hint="$293" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="45 407" angle="0" size="72 68" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_see_star" />
<object object_flags="0" id="seahorse" hint="$292" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="195.500 249.500" angle="0" size="43 95" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_see_horse" />
<object object_flags="0" id="shell" hint="$291" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="532.500 600" angle="0" size="43 56" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_sea shell" />
<object object_flags="0" id="screwdriver" hint="$290" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="527 383" angle="0" size="20 104" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_screwdriverl" />
<object object_flags="0" id="scissors" hint="$289" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="969 177.500" angle="0" size="86 94" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_scissors" />
<object object_flags="0" id="hourglass" hint="$288" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="143.500 315.500" angle="0" size="39 73" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_sand_glass" />
<object object_flags="1" id="lasthog1" hint="$287" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="621.500 215.500" angle="0" size="59 147" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_ruler" />
<object object_flags="0" id="plume" hint="$286" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="159.500 45.500" angle="0" size="153 29" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_plume" />
<object object_flags="0" id="pipe" hint="$285" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="351.500 232.500" angle="0" size="53 99" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_pipe" />
<object object_flags="0" id="__hog_pig" hint="$284" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="108.500 440.500" angle="0" size="75 81" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_pig" />
<object object_flags="0" id="pen" hint="$282" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="278 172" angle="0" size="130 26" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_pen" />
<object object_flags="0" id="pear" hint="$281" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="531.500 507" angle="0" size="48 44" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_pear" />
<object object_flags="0" id="moon" hint="$280" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="696 454" angle="0" size="50 32" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_month" />
<object object_flags="0" id="mask" hint="$279" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="145 184.500" angle="0" size="52 23" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_mask" />
<object object_flags="0" id="lipstick" hint="$278" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="669 298" angle="0" size="48 39" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_lipstick" />
<object object_flags="1" id="lasthog2" hint="$276" editor_flags="0" s1="hidden_object.click(&quot;Lever&quot;)&#x0D;&#x0A;     disable(&quot;area-hog&quot;)&#x0D;&#x0A;     hide(&quot;hog-effect02&quot;)" s2="" s3="" s4="" sound="" offset="621 220" angle="0" size="59 147" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_lever" />
<object object_flags="0" id="lemon" hint="$275" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="1000.500 603.500" angle="0" size="47 48" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_lemon" />
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<object object_flags="0" id="jackboot" hint="$270" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="386 251" angle="0" size="58 94" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_jackboot" />
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<object object_flags="0" id="horse" hint="$268" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="363.500 528" angle="0" size="59 68" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_horse" />
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<object object_flags="0" id="__hog_pistol" hint="$265" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="481.500 271.500" angle="0" size="87 93" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_gun" />
<object object_flags="0" id="__hog_giraffe" hint="$264" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="948 450" angle="0" size="76 108" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_girafe" />
<object object_flags="0" id="__hog_garlic" hint="$263" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="422 549" angle="0" size="52 56" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_garlic" />
<object object_flags="0" id="__hog_frog" hint="$262" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="291 407.500" angle="0" size="78 71" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_frog" />
<object object_flags="0" id="__hog_fan" hint="$261" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="268.500 240" angle="0" size="135 82" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_fan" />
<object object_flags="0" id="eye" hint="$260" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="588 53.500" angle="0" size="24 21" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_eye" />
<object object_flags="0" id="__hog_egg" hint="$259" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="492 370" angle="0" size="44 60" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_egg" />
<object object_flags="0" id="__hog_eiffel_tower" hint="$258" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="47.500 502" angle="0" size="63 76" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_efeleva" />
<object object_flags="0" id="snail" hint="$257" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="29 503.500" angle="0" size="49 61" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_snail" />
<object object_flags="0" id="duck" hint="$256" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="279.500 78.500" angle="0" size="85 89" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_duck" />
<object object_flags="0" id="cross" hint="$255" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="817.500 566.500" angle="0" size="63 63" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_cross" />
<object object_flags="0" id="__hog_corn" hint="$254" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="542 82" angle="0" size="64 110" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_corn" />
<object object_flags="0" id="cone" hint="$253" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="293 54" angle="0" size="30 52" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_cone" />
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<object object_flags="0" id="compasses" hint="$251" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="745 284" angle="0" size="38 104" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_compasses" />
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<object object_flags="0" id="__hog_battery" hint="$135" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="418.500 89" angle="0" size="47 16" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_battary" />
<object object_flags="0" id="axe" hint="$133" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="824.500 182" angle="0" size="157 78" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_axe" />
<object object_flags="0" id="apple" hint="$132" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="34 173" angle="0" size="60 70" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_aple" />
<object object_flags="0" id="pineapple" hint="$131" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="674 99" angle="0" size="52 96" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_ananas" />
<object object_flags="0" id="__hog_airplain" hint="$130" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="590 165.500" angle="0" size="84 83" type="image" color="-1" image_id="scenes_chapter03_scene04_hidden_scene04_airplane" />
<object object_flags="3" id="holes" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="1677721599" image_id="scenes_chapter03_scene04_hidden_scene04_hols" />
<object object_flags="1" id="clip_stone" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_hog_stones" use_alpha="false" />
<object object_flags="1" id="clip_sand_" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_hog_send" use_alpha="false" />
<object object_flags="1" id="background_hog" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_hog" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="miniscene_idol" size="501 401" offset="504 87" flags="2" script="form_event([[&#x0D;&#x0A;   if is_disable(&quot;area_seen_sun_solve&quot;) then&#x0D;&#x0A;      notepad.EnablePage(9)&#x0D;&#x0A;      enable(&quot;area_seen_sun_solve&quot;)&#x0D;&#x0A;      profile.SetVariable(&quot;chapter03_seen_sun&quot;, 1) &#x0D;&#x0A;   end&#x0D;&#x0A;]])" >
<objects >
<object object_flags="2" id="stone_tile" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="120.500 273" angle="0" size="241 254" type="image" color="-1" image_id="scenes_chapter03_scene04_miniscene_miniscene_no_symbol" />
<object object_flags="1" id="water_element_effects" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="126 277" angle="0" size="500 500" type="clip" color="-1" clip_id="miniscene_water" use_alpha="false" />
<group object_flags="2" id="Water" hint="$725" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="116 270.500" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="250 200" angle="0" size="500 400" type="image" color="-1" image_id="scenes_chapter03_scene04_miniscene_miniscene_background" />
</objects>
<areas >
<area object_flags="1" id="area_seen_sun_solve" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="25 32" />
<point offset="62 10" />
<point offset="12 16" />
</area>
<area object_flags="0" id="area_element_water" hint="$725" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  hide_ex(0, false, &quot;water_element_effects&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;stone_tile&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;clip_idol_empty&quot;)&#x0D;&#x0A;   change_state_ex(0,nil,0,&quot;Idol&quot;,&quot;idol02&quot;)&#x0D;&#x0A;    complete_task(6)&#x0D;&#x0A;   additional_inventory.TakeItem(&quot;Water&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   CheckAddInv()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="86 184" />
<point offset="110 204" />
<point offset="151 241" />
<point offset="183 286" />
<point offset="187 338" />
<point offset="154 351" />
<point offset="126 346" />
<point offset="83 295" />
<point offset="86 216" />
</area>
<area object_flags="0" id="area_picture_solving" hint="$754" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;cap_closed&quot;) then&#x0D;&#x0A;     say(163) --Стоит попробовать воспроизвести этот рисунок на плите над алтарем!&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="258 333" />
<point offset="291 333" />
<point offset="362 302" />
<point offset="394 240" />
<point offset="394 198" />
<point offset="362 112" />
<point offset="264 82" />
<point offset="166 96" />
<point offset="158 165" />
<point offset="161 254" />
<point offset="196 303" />
</area>
</areas>
</scene>
</level>
<level id="Chapter04" s1="additional_inventory.Init() &#x0D;&#x0A;change_avatar(&quot;dean&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;unite_objects(&quot;Fishrod&quot;, &quot;Hook&quot;, &quot;Thread&quot;, &quot;Pen&quot;)&#x0D;&#x0A;unite_objects(&quot;Full_key&quot;, &quot;Part_key01&quot;, &quot;Part_key02&quot;, &quot;Glue&quot;)&#x0D;&#x0A;&#x0D;&#x0A;unite_objects(&quot;Red&quot;, &quot;Red01&quot;, &quot;Red02&quot;)&#x0D;&#x0A;unite_objects(&quot;Green&quot;, &quot;Green01&quot;, &quot;Green02&quot;)&#x0D;&#x0A;unite_objects(&quot;All_bottles&quot;, &quot;Red&quot;, &quot;Green&quot;)&#x0D;&#x0A;&#x0D;&#x0A;----- ЗВУКИ ВСЕЙ ГЛАВЫ&#x0D;&#x0A;form_event([[&#x0D;&#x0A;       while (true) do&#x0D;&#x0A;          sound(&quot;scratch_of_doors&quot;)&#x0D;&#x0A;          sleep(random(20000, 30000))&#x0D;&#x0A;       end&#x0D;&#x0A;]])&#x0D;&#x0A;----- ЗВУКИ ВСЕЙ ГЛАВЫ&#x0D;&#x0A;&#x0D;&#x0A;---------ТАСКИ&#x0D;&#x0A;   add_task(1, 1089, true ) -- рассмотреть фотку&#x0D;&#x0A;   add_task(2, 1090, true) -- расшифровать табличку&#x0D;&#x0A;   add_task(3, 1091, true) -- восстановить узор&#x0D;&#x0A;   add_task(4, 1092, true) -- открыть сундук&#x0D;&#x0A;   add_task(5, 1093, true) -- достать часть ключа&#x0D;&#x0A;   add_task(6, 1094, true) -- очистить таблички&#x0D;&#x0A;   add_task(7, 1095, true) -- открыть дверь&#x0D;&#x0A;   add_task(8, 1096, true) -- приготовить раствор для очистки&#x0D;&#x0A;   add_task(9, 1097, true, 3) -- сфотать&#x0D;&#x0A;   add_task(10, 1098, true) -- найти программу-дешифратор&#x0D;&#x0A;   add_task(11, 1106, true) -- рассмотреть фото под лампой&#x0D;&#x0A;---------ТАСКИ&#x0D;&#x0A;&#x0D;&#x0A;----------- ЛОКАЦИИ&#x0D;&#x0A;-- всплывающее окошко с локациями&#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- кабинет &#x0D;&#x0A;        id = &quot;room&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene04_01&quot;, &#x0D;&#x0A;        title = &quot;$976&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- коридор &#x0D;&#x0A;        id = &quot;holding&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene04_02&quot;, &#x0D;&#x0A;        title = &quot;$977&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;  { -- лаба&#x0D;&#x0A;        id = &quot;laboratory&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene04_03&quot;, &#x0D;&#x0A;        title = &quot;$979&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A; { -- храннилище &#x0D;&#x0A;        id = &quot;warehouse&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene04_04&quot;,&#x0D;&#x0A;        title = &quot;$978&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;------------ ЛОКАЦИИ&#x0D;&#x0A;&#x0D;&#x0A;-- открывает/закрывает дверки&#x0D;&#x0A;function OpenDoor(_num)&#x0D;&#x0A;    local txt = &quot;door&quot;&#x0D;&#x0A;   if (_num &lt; 10) then&#x0D;&#x0A;      txt = txt..0&#x0D;&#x0A;   end&#x0D;&#x0A;  txt = txt.._num&#x0D;&#x0A;  sound(&quot;open_door_02&quot;)&#x0D;&#x0A;  if is_hide(txt) then&#x0D;&#x0A;     show_ex(0, false, txt)&#x0D;&#x0A;  else&#x0D;&#x0A;     hide_ex(0, false, txt)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- включает-выключает _i-ую лампу&#x0D;&#x0A;function switch_light(_i)&#x0D;&#x0A;  if is_hide(&quot;lamp0&quot;.._i..&quot;_off&quot;) then&#x0D;&#x0A;   -- лампа включена, выключаем&#x0D;&#x0A;     sound(&quot;switch&quot;, false) -- включение/выключение лампы&#x0D;&#x0A;     hide_ex(0, false, &quot;lamp0&quot;.._i..&quot;_on&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;lamp0&quot;.._i..&quot;_off&quot;)&#x0D;&#x0A;     play_clip(&quot;lamp0&quot;.._i..&quot;_off&quot;, 0)&#x0D;&#x0A;  else&#x0D;&#x0A;   -- лампа выключена, включаем&#x0D;&#x0A;     sound(&quot;switch&quot;, false) -- включение/выключение лампы&#x0D;&#x0A;     hide_ex(0, false, &quot;lamp0&quot;.._i..&quot;_off&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;lamp0&quot;.._i..&quot;_on&quot;)&#x0D;&#x0A;     play_clip(&quot;lamp0&quot;.._i..&quot;_on&quot;, 0)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- захлопывается дверь в лабораторию&#x0D;&#x0A;function CloseLab()&#x0D;&#x0A;    sound(&quot;thunder_single&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;flash&quot;)&#x0D;&#x0A;    play_clip(&quot;flash&quot;,0)&#x0D;&#x0A;    show_ex(0, false, &quot;closed_door&quot;)&#x0D;&#x0A;    play_clip(&quot;closed_door&quot;,0)&#x0D;&#x0A;    form_event([[&#x0D;&#x0A;        show_ex(0, false, &quot;paper_falls&quot;)&#x0D;&#x0A;        play_clip(&quot;paper_falls&quot;, 0)&#x0D;&#x0A;        show_ex(0, false, &quot;Paper_single&quot;)&#x0D;&#x0A;        sound(&quot;take_sheet&quot;)&#x0D;&#x0A;        sound(&quot;glass_crush&quot;)&#x0D;&#x0A;        sound(&quot;door_bang&quot;)&#x0D;&#x0A;        change_hint(&quot;_area_lab_holding&quot;, 1064)&#x0D;&#x0A;        sleep(500)&#x0D;&#x0A;        say(1029) --Как жаль, разбил мерный стакан! Да еще и дверь закрылась...&#x0D;&#x0A;        enable(&quot;_area_paper&quot;)&#x0D;&#x0A;  ]])&#x0D;&#x0A;&#x0D;&#x0A;   floating_locations.DisableScene(&quot;holding&quot;)&#x0D;&#x0A;   floating_locations.DisableScene(&quot;room&quot;)&#x0D;&#x0A;   floating_locations.DisableScene(&quot;warehouse&quot;)&#x0D;&#x0A;   show_task(7)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function ShowTiles()&#x0D;&#x0A;   sound(&quot;put_stone_to_metal&quot;)&#x0D;&#x0A;  for i = 1, 16 do&#x0D;&#x0A;      local id = &quot;Tile&quot;&#x0D;&#x0A;      if i &lt; 10 then&#x0D;&#x0A;           id = id .. 0&#x0D;&#x0A;      end&#x0D;&#x0A;      id = id .. i&#x0D;&#x0A;      show_ex(0, false, id)&#x0D;&#x0A;  end&#x0D;&#x0A;  show_task(6) -- очистить артефакты&#x0D;&#x0A;end&#x0D;&#x0A;function HideTiles()&#x0D;&#x0A;  for i = 1, 16 do&#x0D;&#x0A;      local id = &quot;Tile&quot;&#x0D;&#x0A;      if i &lt; 10 then&#x0D;&#x0A;           id = id .. 0&#x0D;&#x0A;      end&#x0D;&#x0A;      id = id .. i&#x0D;&#x0A;      hide_ex(0, false, id)&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function checkTileStates(_str)&#x0D;&#x0A;  local flag = true&#x0D;&#x0A;   for i = 1, 16 do&#x0D;&#x0A;        local tile_id = &quot;Tile&quot;&#x0D;&#x0A;        if i &lt; 10 then&#x0D;&#x0A;           tile_id = tile_id .. 0&#x0D;&#x0A;        end&#x0D;&#x0A;        tile_id = tile_id .. i&#x0D;&#x0A;        if not state(tile_id, _str) then&#x0D;&#x0A;            flag = false&#x0D;&#x0A;        end&#x0D;&#x0A;   end&#x0D;&#x0A;   return flag&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function OnBottleTake()&#x0D;&#x0A;    if is_object_in_inventory(&quot;All_bottles&quot;) then&#x0D;&#x0A;         say(1034) -- теперь их надо точно отмерить&#x0D;&#x0A;    end&#x0D;&#x0A;end " s2="achievements.OnStartLevel()&#x0D;&#x0A;&#x0D;&#x0A;additional_inventory.HideItem(&quot;Brush&quot;) &#x0D;&#x0A;additional_inventory.HideItem(&quot;Crowbar&quot;) &#x0D;&#x0A;additional_inventory.HideItem(&quot;Knife&quot;) &#x0D;&#x0A;additional_inventory.HideItem(&quot;Magnifier&quot;) &#x0D;&#x0A;additional_inventory.HideItem(&quot;Earth&quot;) &#x0D;&#x0A;additional_inventory.HideItem(&quot;Water&quot;) &#x0D;&#x0A;additional_inventory.HideItem(&quot;Fire&quot;) &#x0D;&#x0A;&#x0D;&#x0A; profile.SetVariable(&quot;chapter03_finished&quot;, 1)&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;---------ТАСКИ&#x0D;&#x0A;  show_task(1)&#x0D;&#x0A;  show_task(9)&#x0D;&#x0A;---------ТАСКИ&#x0D;&#x0A;form_start_dialog_event([[&#x0D;&#x0A;    say(935) -- у меня в кабинете ремонт, поэтому я работаю в кабинете Алабамы&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;stop_sound(&quot;drums_in_temple&quot;)&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      background_sounds.Play(&quot;thunder&quot;, {&#x0D;&#x0A;            room = 1,&#x0D;&#x0A;            miniscene_table = 1,&#x0D;&#x0A;            laboratory = 1,&#x0D;&#x0A;            miniscene_tiles = 1,&#x0D;&#x0A;            miniscene_book = 1,&#x0D;&#x0A;            chapter04_hog02 = 1,&#x0D;&#x0A;            holding = 0.7,&#x0D;&#x0A;            warehouse = 0.2,&#x0D;&#x0A;            chapter04_hog_big = 0.2,&#x0D;&#x0A;            chapter04_hog_small = 0.2&#x0D;&#x0A;      })&#x0D;&#x0A;      background_sounds.Play(&quot;rain&quot;, {&#x0D;&#x0A;            room = 1,&#x0D;&#x0A;            miniscene_table = 1,&#x0D;&#x0A;            laboratory = 1,&#x0D;&#x0A;            miniscene_tiles = 1,&#x0D;&#x0A;            miniscene_book = 1,&#x0D;&#x0A;            chapter04_hog02 = 1,&#x0D;&#x0A;            holding = 0.7,&#x0D;&#x0A;            warehouse = 0.2,&#x0D;&#x0A;            chapter04_hog_big = 0.2,&#x0D;&#x0A;            chapter04_hog_small = 0.2&#x0D;&#x0A;      })&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter04_quipu11&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;knot11&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if  profile.GetVariable(&quot;chapter06_finished&quot;) ==  0 &#x0D;&#x0A;    or profile.GetVariable(&quot;ach_chapter04_news09&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;news09&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;if  profile.GetVariable(&quot;chapter06_finished&quot;) ==  0 &#x0D;&#x0A;    or profile.GetVariable(&quot;ach_chapter04_news04&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;news04&quot;)&#x0D;&#x0A;end" sound1="" sound2="" >
<scene id="room" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;     floating_locations.DisableScene(&quot;room&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;holding&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;laboratory&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;]])" >
<objects >
<group object_flags="3" id="Cheat_chapter_copy" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
<object object_flags="0" id="object 36" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 309" angle="0" size="59 59" type="image" color="-1" image_id="achievements_chapter_without_a_hint" />
</group>
<object object_flags="3" id="table_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="746 431" angle="0" size="454 189" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_shine02" />
<object object_flags="3" id="printer_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="185 399" angle="0" size="241 138" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_shine01" />
<group object_flags="0" id="gui_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<group object_flags="2" id="Wet_rag" hint="$1028" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="793 345" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_duster_water" />
</group>
<group object_flags="2" id="Part_key01" hint="$1015" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="819 389" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_gold_key01" />
</group>
<group object_flags="2" id="Paper" hint="$986" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="405 337" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_papier02" />
</group>
<object object_flags="1" id="darkness" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_01_dark" use_alpha="false" />
<object object_flags="1" id="rag_room" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="307 483" angle="0" size="26 48" type="image" color="-1" image_id="scenes_chapter04_scene01_patch" />
<object object_flags="3" id="paper_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="407 316.500" angle="0" size="54 70" type="image" color="-1" image_id="scenes_chapter04_scene01_pappier_no" />
<object object_flags="3" id="door05" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="993.500 216.500" angle="0" size="61 431" type="image" color="-1" image_id="scenes_chapter04_scene01_door05_closed" />
<object object_flags="3" id="door04" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="928 232.500" angle="0" size="110 397" type="image" color="-1" image_id="scenes_chapter04_scene01_door04_close" />
<object object_flags="3" id="door03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="683.500 236.500" angle="0" size="117 383" type="image" color="-1" image_id="scenes_chapter04_scene01_door03_closed" />
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<object object_flags="0" id="news04" hint="$1256" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper04&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter04_news04&quot;) == 0 then&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;   profile.SetVariable(&quot;ach_chapter04_news04&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="418.500 61.500" angle="0" size="241 121" type="image" color="-1" image_id="scenes_chapter04_scene01_newspaper" />
<object object_flags="3" id="table_decode_result" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_table_rezult" use_alpha="false" />
<object object_flags="3" id="table_load_image" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_table_load_image" use_alpha="false" />
<object object_flags="3" id="table_decode_empty" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_table_decoder" use_alpha="false" />
<object object_flags="3" id="cdrom_closed" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512.500 389" angle="0" size="1024 768" type="clip" color="-1" clip_id="table_cdrom_disk_on" use_alpha="false" />
<object object_flags="3" id="cdrom_disk_in" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512.500 389" angle="0" size="1024 768" type="clip" color="-1" clip_id="table_cdrom_disk" use_alpha="false" />
<object object_flags="3" id="cdrom_open" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512.500 389" angle="0" size="1024 768" type="clip" color="-1" clip_id="table_cdrom" use_alpha="false" />
<group object_flags="2" id="Pen" hint="$542" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="711 290" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_pen" />
</group>
<object object_flags="3" id="no_paper_table" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_table_nopaper" use_alpha="false" />
<object object_flags="3" id="printer_off_table" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_table_noprinter" use_alpha="false" />
<object object_flags="1" id="photo_on_screen" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_table_viewer" use_alpha="false" />
<object object_flags="3" id="pen_patch" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="697.500 292" angle="0" size="95 71" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_no_pen" />
<object object_flags="1" id="table_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_background" />
</objects>
<areas >
<area object_flags="1" id="seen_news" hint="смотрели газету?" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="371 741" />
<point offset="338 677" />
<point offset="259 723" />
</area>
<area object_flags="0" id="_area_cd" hint="$1072" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;cdrom_open&quot;) and is_hide(&quot;cdrom_closed&quot;) and is_hide(&quot;cdrom_disk_in&quot;) then&#x0D;&#x0A;          sound(&quot;dvd_out&quot;)&#x0D;&#x0A;          show_ex(0, false, &quot;cdrom_open&quot;)&#x0D;&#x0A;          play_clip(&quot;cdrom_open&quot;)&#x0D;&#x0A;   elseif not is_hide(&quot;cdrom_disk_in&quot;) then&#x0D;&#x0A;      sound(&quot;dvd_out&quot;)&#x0D;&#x0A;      hide_ex(0, false, &quot;cdrom_disk_in&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;cdrom_closed&quot;)&#x0D;&#x0A;       play_clip(&quot;cdrom_closed&quot;)&#x0D;&#x0A;&#x0D;&#x0A;       show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;       -- показать сцену с ноутом и всеми сопутствующими картинками&#x0D;&#x0A;       disable(&quot;area_button&quot;) -- кнопка &quot;печатать&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка &quot;печатать&quot; &#x0D;&#x0A;       enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;Button_decode&quot;) -- кнопка &quot;расшифр&quot;&#x0D;&#x0A;       play_clip(&quot;button02_01&quot;, 0)&#x0D;&#x0A;       show_ex(0, false, &quot;decode_empty&quot;) -- подложка проги&#x0D;&#x0A;       play_clip(&quot;decode_empty&quot;, 0)&#x0D;&#x0A;       show_ex(0, false, &quot;table_decode_empty&quot;) -- прога отображается на столе&#x0D;&#x0A;&#x0D;&#x0A;       -- сколько надо показывать фоток на экране&#x0D;&#x0A;       if is_object_on_level(&quot;SD_photo&quot;) or is_object_in_inventory(&quot;SD_photo&quot;) then&#x0D;&#x0A;            show_ex(1000, false, &quot;decode_pic01&quot;)&#x0D;&#x0A;       else&#x0D;&#x0A;            show_ex(1000, false, &quot;decode_pic02&quot;)&#x0D;&#x0A;       end&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;CD&quot;) then&#x0D;&#x0A;  if not is_hide(&quot;cdrom_open&quot;) then&#x0D;&#x0A;     remove(&quot;CD&quot;)&#x0D;&#x0A;      hide_ex(0, false, &quot;cdrom_open&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;cdrom_disk_in&quot;)&#x0D;&#x0A;       play_clip(&quot;cdrom_disk_in&quot;, 0)   &#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="430 259" />
</area>
<area object_flags="0" id="_area_pen" hint="$542" editor_flags="0" s1="if cursor() then &#x0D;&#x0A;  show_ex(0, false, &quot;pen_patch&quot;)&#x0D;&#x0A;  take(&quot;Pen&quot;)&#x0D;&#x0A;  disable()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_chair" hint="$512" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_book06" hint="$543" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="846 424" />
<point offset="1028 480" />
</area>
<area object_flags="0" id="area_phone" hint="$545" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="611 172" />
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<point offset="736 247" />
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<point offset="615 219" />
</area>
<area object_flags="0" id="area_lamp" hint="$467" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_notebook" hint="$544" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_room_table" hint="$90" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;room&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_cup" hint="$486" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="916 160" />
<point offset="886 147" />
<point offset="861 153" />
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<area object_flags="0" id="_area_comp" hint="$546" editor_flags="4" s1="hide_ex(0, false, &quot;comp_shine&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;   if is_disable(&quot;area_flag_for_task1&quot;) then&#x0D;&#x0A;        complete_task(1) -- посмотрели фотку&#x0D;&#x0A;        enable(&quot;area_flag_for_task1&quot;)&#x0D;&#x0A;        show_task(2)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;SD_photo&quot;) then&#x0D;&#x0A;    if is_hide(&quot;decode_empty&quot;) then&#x0D;&#x0A;          say(1073) -- надо искать дешифратор&#x0D;&#x0A;    else &#x0D;&#x0A;         remove(&quot;SD_photo&quot;)&#x0D;&#x0A;         show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;decode_pic02&quot;) -- меняем фон на экране&#x0D;&#x0A;&#x0D;&#x0A;        -- прячем все&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;        enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;        disable(&quot;area_ok01&quot;)&#x0D;&#x0A;        disable(&quot;area_cancel01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     -- расшифровка поперла&#x0D;&#x0A;       show_ex(0, false, &quot;decode_results&quot;)&#x0D;&#x0A;       play_clip(&quot;decode_results&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok02&quot;) &#x0D;&#x0A;       play_clip(&quot;ok02_01&quot;)&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка расшифровать&#x0D;&#x0A;&#x0D;&#x0A;       enable(&quot;area_ok02&quot;)&#x0D;&#x0A;       show_ex(0,false, &quot;table_decode_result&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;SD&quot;) then&#x0D;&#x0A;   say(1051) -- сначала сфотать, потом втыкать&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;comp_shine&quot;)" s3="hide_ex(0, false, &quot;comp_shine&quot;)" s4="" sound="" >
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<point offset="438 53" />
<point offset="461 223" />
<point offset="544 304" />
</area>
<area object_flags="0" id="area_room_table_for_hints" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="751 109" />
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</area>
</areas>
</scene>
<scene id="miniscene_newspaper04" size="613 418" offset="45 106" flags="2" script="" >
<objects >
<object object_flags="0" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="306.500 209" angle="0" size="613 418" type="clip" color="-1" clip_id="newspaper04" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="miniscene_notebook" size="627 502" offset="146 49" flags="2" script="" >
<objects >
<object object_flags="1" id="screen_blick" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="314 212" angle="0" size="555 397" type="image" color="-1677721601" image_id="scenes_chapter04_scene01_miniscene_miniscene_notebook_blick" />
<group object_flags="3" id="Button_ok02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="ok02_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button05_02" use_alpha="false" />
<object object_flags="0" id="ok02_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button05_01" use_alpha="false" />
</group>
<group object_flags="3" id="Button_cancel01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="cancel01_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button04_02" use_alpha="false" />
<object object_flags="0" id="cancel01_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button04_01" use_alpha="false" />
</group>
<group object_flags="3" id="Button_ok01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="ok01_02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="314 249" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button03_02" use_alpha="false" />
<object object_flags="0" id="ok01_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="314 249" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button03_01" use_alpha="false" />
</group>
<object object_flags="3" id="load_image" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="load_image" use_alpha="false" />
<group object_flags="3" id="Button_decode" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="button02_02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button02_02" use_alpha="false" />
<object object_flags="0" id="button02_01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button02_01" use_alpha="false" />
</group>
<object object_flags="3" id="decode_results" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_decode02" use_alpha="false" />
<object object_flags="3" id="decode_pic02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313.500 158.500" angle="0" size="503 251" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_notebook_decoder02" />
<object object_flags="3" id="decode_pic01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="304 156.500" angle="0" size="276 243" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_notebook_decoder01" />
<object object_flags="3" id="decode_empty" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_decode01" use_alpha="false" />
<object object_flags="3" id="clip_no_paper" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="printer_no_paper" use_alpha="false" />
<object object_flags="3" id="clip_printer_off" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="314 251" angle="0" size="625 500" type="clip" color="-1" clip_id="printer_not_found" use_alpha="false" />
<group object_flags="0" id="Button_print" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="clip_button_print_pressed" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button01_03" use_alpha="false" />
<object object_flags="3" id="clip_button_print_mouse_over" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button01_02" use_alpha="false" />
<object object_flags="1" id="clip_button_print" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_button01_01" use_alpha="true" />
</group>
<object object_flags="1" id="clip_viewer" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="clip" color="-1" clip_id="notebook_viewer" use_alpha="false" />
<object object_flags="1" id="notebook_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="313 250" angle="0" size="625 500" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_notebook_back" />
</objects>
<areas >
<area object_flags="1" id="area_button_print_clicked" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="515 -57" />
<point offset="513 -91" />
<point offset="424 -76" />
</area>
<area object_flags="1" id="area_flag_for_task1" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="660 -29" />
<point offset="655 -60" />
<point offset="611 -58" />
</area>
<area object_flags="1" id="area_ok02" hint="" editor_flags="4" s1="sound(&quot;button_push&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   complete_task(2) -- расшифровали&#x0D;&#x0A;    say(1075) -- надо связаться с Винтсом&#x0D;&#x0A;    profile.SetVariable(&quot;chapter04_finished&quot;, 1)&#x0D;&#x0A;&#x0D;&#x0A;      achievements.OnEndLevel()&#x0D;&#x0A;    complete_level()&#x0D;&#x0A;end" s2="sound(&quot;button_over&quot;)&#x0D;&#x0A;show_ex(0, false, &quot;ok02_02&quot;)" s3="hide_ex(0, false, &quot;ok02_02&quot;)" s4="" sound="" >
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<point offset="248 272" />
</area>
<area object_flags="1" id="area_cancel01" hint="" editor_flags="4" s1="sound(&quot;button_push&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;        -- прячем все&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;        enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;        disable(&quot;area_ok01&quot;)&#x0D;&#x0A;        disable(&quot;area_cancel01&quot;)&#x0D;&#x0A;elseif cursor(&quot;SD_photo&quot;) then&#x0D;&#x0A;    if is_hide(&quot;decode_empty&quot;) then&#x0D;&#x0A;          say(1073) -- надо искать дешифратор&#x0D;&#x0A;    else &#x0D;&#x0A;         remove(&quot;SD_photo&quot;)&#x0D;&#x0A;         show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;decode_pic02&quot;) -- меняем фон на экране&#x0D;&#x0A;&#x0D;&#x0A;        -- прячем все&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;        enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;        disable(&quot;area_ok01&quot;)&#x0D;&#x0A;        disable(&quot;area_cancel01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     -- расшифровка поперла&#x0D;&#x0A;       show_ex(0, false, &quot;decode_results&quot;)&#x0D;&#x0A;       play_clip(&quot;decode_results&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok02&quot;) &#x0D;&#x0A;       play_clip(&quot;ok02_01&quot;)&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка расшифровать&#x0D;&#x0A;&#x0D;&#x0A;       enable(&quot;area_ok02&quot;)&#x0D;&#x0A;       show_ex(0,false, &quot;table_decode_result&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;SD&quot;) then&#x0D;&#x0A;   say(1051) -- сначала сфотать, потом втыкать&#x0D;&#x0A;end" s2="sound(&quot;button_over&quot;)&#x0D;&#x0A;show_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;" s3="    hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;" s4="" sound="" >
<point offset="486 317" />
<point offset="483 352" />
<point offset="347 351" />
<point offset="343 319" />
</area>
<area object_flags="1" id="area_ok01" hint="" editor_flags="4" s1="sound(&quot;button_push&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;elseif cursor(&quot;SD_photo&quot;) then&#x0D;&#x0A;    if is_hide(&quot;decode_empty&quot;) then&#x0D;&#x0A;          say(1073) -- надо искать дешифратор&#x0D;&#x0A;    else &#x0D;&#x0A;         remove(&quot;SD_photo&quot;)&#x0D;&#x0A;         show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;decode_pic02&quot;) -- меняем фон на экране&#x0D;&#x0A;&#x0D;&#x0A;        -- прячем все&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;        enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;        disable(&quot;area_ok01&quot;)&#x0D;&#x0A;        disable(&quot;area_cancel01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     -- расшифровка поперла&#x0D;&#x0A;       show_ex(0, false, &quot;decode_results&quot;)&#x0D;&#x0A;       play_clip(&quot;decode_results&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok02&quot;) &#x0D;&#x0A;       play_clip(&quot;ok02_01&quot;)&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка расшифровать&#x0D;&#x0A;&#x0D;&#x0A;       enable(&quot;area_ok02&quot;)&#x0D;&#x0A;       show_ex(0,false, &quot;table_decode_result&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;SD&quot;) then&#x0D;&#x0A;   say(1051) -- сначала сфотать, потом втыкать&#x0D;&#x0A;end" s2="if not (is_object_on_level(&quot;SD_photo&quot;) or is_object_in_inventory(&quot;SD_photo&quot;)) then&#x0D;&#x0A;    sound(&quot;button_over&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;end" s3="if not (is_object_on_level(&quot;SD_photo&quot;) or is_object_in_inventory(&quot;SD_photo&quot;)) then&#x0D;&#x0A;    hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;end" s4="" sound="" >
<point offset="288 314" />
<point offset="294 353" />
<point offset="144 354" />
<point offset="144 312" />
</area>
<area object_flags="1" id="area_button_dec" hint="" editor_flags="0" s1="sound(&quot;button_push&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   if is_hide(&quot;decode_pic02&quot;) then&#x0D;&#x0A;       -- показать предложение о загрузке фото&#x0D;&#x0A;       disable(&quot;area_button_dec&quot;) -- кнопка расшифровать&#x0D;&#x0A;       enable(&quot;area_ok01&quot;) -- области кнопок на окне загрузки&#x0D;&#x0A;       enable(&quot;area_cancel01&quot;)&#x0D;&#x0A;       -- показываем кнопки&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;       play_clip(&quot;ok01_01&quot;, 0)&#x0D;&#x0A;       show_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;       play_clip(&quot;cancel01_01&quot;, 0)&#x0D;&#x0A;       -- показываем собсна окно&#x0D;&#x0A;      show_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;      play_clip(&quot;load_image&quot;, 0)&#x0D;&#x0A;      show_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;   else &#x0D;&#x0A;      -- расшифровка поперла&#x0D;&#x0A;       show_ex(0, false, &quot;decode_results&quot;)&#x0D;&#x0A;       play_clip(&quot;decode_results&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok02&quot;) &#x0D;&#x0A;       play_clip(&quot;ok02_01&quot;)&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка расшифровать&#x0D;&#x0A;&#x0D;&#x0A;       enable(&quot;area_ok02&quot;)&#x0D;&#x0A;       show_ex(0,false, &quot;table_decode_result&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;SD_photo&quot;) then&#x0D;&#x0A;    if is_hide(&quot;decode_empty&quot;) then&#x0D;&#x0A;          say(1073) -- надо искать дешифратор&#x0D;&#x0A;    else &#x0D;&#x0A;         remove(&quot;SD_photo&quot;)&#x0D;&#x0A;         show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;decode_pic02&quot;) -- меняем фон на экране&#x0D;&#x0A;&#x0D;&#x0A;        -- прячем все&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;        enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;        disable(&quot;area_ok01&quot;)&#x0D;&#x0A;        disable(&quot;area_cancel01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     -- расшифровка поперла&#x0D;&#x0A;       show_ex(0, false, &quot;decode_results&quot;)&#x0D;&#x0A;       play_clip(&quot;decode_results&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok02&quot;) &#x0D;&#x0A;       play_clip(&quot;ok02_01&quot;)&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка расшифровать&#x0D;&#x0A;&#x0D;&#x0A;       enable(&quot;area_ok02&quot;)&#x0D;&#x0A;       show_ex(0,false, &quot;table_decode_result&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;SD&quot;) then&#x0D;&#x0A;   say(1051) -- сначала сфотать, потом втыкать&#x0D;&#x0A;end" s2="sound(&quot;button_over&quot;)&#x0D;&#x0A;show_ex(0, false, &quot;button02_02&quot;)" s3="hide_ex(0, false, &quot;button02_02&quot;)" s4="" sound="" >
<point offset="542 361" />
<point offset="541 394" />
<point offset="354 397" />
<point offset="355 358" />
</area>
<area object_flags="0" id="area_button" hint="" editor_flags="0" s1="sound(&quot;button_push&quot;)&#x0D;&#x0A;if cursor()  then&#x0D;&#x0A;  if state(&quot;Button_power&quot;, &quot;power01&quot;) and is_hide(&quot;clip_printer_off&quot;) then&#x0D;&#x0A;    -- принтер выключен&#x0D;&#x0A;   show_ex(0, false, &quot;clip_printer_off&quot;)&#x0D;&#x0A;    play_clip(&quot;clip_printer_off&quot;, 0)&#x0D;&#x0A;    show_ex(0, false, &quot;printer_off_table&quot;)&#x0D;&#x0A;    say(993) -- надо включить принтер&#x0D;&#x0A;     disable()&#x0D;&#x0A;  elseif state(&quot;Button_power&quot;, &quot;power02&quot;)  and is_hide(&quot;paper_inside&quot;) and is_hide(&quot;clip_no_paper&quot;) then&#x0D;&#x0A;    -- включен, но нет бумаги&#x0D;&#x0A;    show_ex(0, false, &quot;clip_no_paper&quot;)&#x0D;&#x0A;    play_clip(&quot;clip_no_paper&quot;, 0)&#x0D;&#x0A;    show_ex(0, false, &quot;no_paper_table&quot;)&#x0D;&#x0A;     say(992) -- нет бумаги&#x0D;&#x0A;     disable()&#x0D;&#x0A; elseif not is_hide(&quot;paper_inside&quot;)  and state(&quot;Button_power&quot;, &quot;power02&quot;) then&#x0D;&#x0A;    -- чепятаем &#x0D;&#x0A;     show_scene(&quot;room&quot;)&#x0D;&#x0A;     show_scene(&quot;miniscene_printer&quot;)&#x0D;&#x0A;     sound(&quot;printer_01&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;printing_photo&quot;)&#x0D;&#x0A;     play_clip(&quot;printing_photo&quot;)&#x0D;&#x0A;      enable(&quot;area_photo&quot;)&#x0D;&#x0A;     disable()&#x0D;&#x0A;  end &#x0D;&#x0A;end" s2="sound(&quot;button_over&quot;)&#x0D;&#x0A;show_ex(0, false, &quot;clip_button_print_mouse_over&quot;)" s3="hide_ex(0, false, &quot;clip_button_print_mouse_over&quot;)" s4="" sound="" >
<point offset="416 364" />
<point offset="413 402" />
<point offset="227 402" />
<point offset="223 362" />
</area>
<area object_flags="0" id="area_button02" hint="" editor_flags="0" s1="sound(&quot;button_push&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  if not is_object_on_level(&quot;Photo&quot;) then&#x0D;&#x0A;     say(1022) -- Мне достаточно одной распечатки фото.&#x0D;&#x0A;  else&#x0D;&#x0A;     say(1023) --Документ уже отправлен на печать.&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="sound(&quot;button_over&quot;)&#x0D;&#x0A;show_ex(0, false, &quot;clip_button_print_mouse_over&quot;)" s3="hide_ex(0, false, &quot;clip_button_print_mouse_over&quot;)" s4="" sound="" >
<point offset="414 364" />
<point offset="412 405" />
<point offset="224 399" />
<point offset="227 367" />
</area>
<area object_flags="0" id="area_notebook01" hint="$546" editor_flags="0" s1="if cursor(&quot;SD_photo&quot;) then&#x0D;&#x0A;    if is_hide(&quot;decode_empty&quot;) then&#x0D;&#x0A;          say(1073) -- надо искать дешифратор&#x0D;&#x0A;    else &#x0D;&#x0A;         remove(&quot;SD_photo&quot;)&#x0D;&#x0A;         show_scene(&quot;miniscene_notebook&quot;)&#x0D;&#x0A;        show_ex(0, false, &quot;decode_pic02&quot;) -- меняем фон на экране&#x0D;&#x0A;&#x0D;&#x0A;        -- прячем все&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_ok01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;ok01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;Button_cancel01&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;cancel01_02&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;load_image&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;table_load_image&quot;)&#x0D;&#x0A;        enable(&quot;area_button_dec&quot;)&#x0D;&#x0A;        disable(&quot;area_ok01&quot;)&#x0D;&#x0A;        disable(&quot;area_cancel01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     -- расшифровка поперла&#x0D;&#x0A;       show_ex(0, false, &quot;decode_results&quot;)&#x0D;&#x0A;       play_clip(&quot;decode_results&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;       show_ex(0, false, &quot;Button_ok02&quot;) &#x0D;&#x0A;       play_clip(&quot;ok02_01&quot;)&#x0D;&#x0A;       disable(&quot;area_button02&quot;) -- кнопка расшифровать&#x0D;&#x0A;&#x0D;&#x0A;       enable(&quot;area_ok02&quot;)&#x0D;&#x0A;       show_ex(0,false, &quot;table_decode_result&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;elseif cursor(&quot;SD&quot;) then&#x0D;&#x0A;   say(1051) -- сначала сфотать, потом втыкать&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="629 -2" />
<point offset="623 503" />
<point offset="2 503" />
<point offset="0 1" />
</area>
</areas>
</scene>
<scene id="miniscene_printer" size="501 362" offset="17 242" flags="2" script="" >
<objects >
<group object_flags="0" id="SD" hint="$1061" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if not is_object_on_level(&quot;Photo&quot;) and not is_object_in_inventory(&quot;Photo&quot;) then&#x0D;&#x0A;      take()&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="sd" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="421 263" angle="0" size="43 33" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_sd" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="422 269" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_sd" />
</group>
<group object_flags="2" id="Photo" hint="$996" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="294 222" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_photo_printed" />
</group>
<group object_flags="2" id="Button_paper" hint="$877" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="paper01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="186 135" angle="0" size="16 14" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_printer_button_red" />
</group>
<group object_flags="0" id="Button_power" hint="$876" editor_flags="0" s1="if cursor() and state(&quot;Button_power&quot;, &quot;power01&quot;) then&#x0D;&#x0A;     sound(&quot;printer_power&quot;)&#x0D;&#x0A;     change_state(&quot;Button_power&quot;, &quot;power02&quot;)&#x0D;&#x0A;     if is_hide(&quot;paper_inside&quot;) then&#x0D;&#x0A;        -- индикатор отсутствия бумаги&#x0D;&#x0A;        show_ex(100, false, &quot;Button_paper&quot;)&#x0D;&#x0A;        say(992) -- нет бумаги&#x0D;&#x0A;     end&#x0D;&#x0A;-- клипы в минисцене с ноутом&#x0D;&#x0A;   if not is_hide(&quot;clip_printer_off&quot;) then&#x0D;&#x0A;    hide_ex(0, false, &quot;clip_printer_off&quot;)&#x0D;&#x0A;    hide_ex(0, false, &quot;printer_off_table&quot;)&#x0D;&#x0A;    if is_hide(&quot;paper_inside&quot;) then&#x0D;&#x0A;       show_ex(0, false, &quot;clip_no_paper&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;no_paper_table&quot;)&#x0D;&#x0A;       play_clip(&quot;clip_no_paper&quot;, 0)&#x0D;&#x0A;    else&#x0D;&#x0A;       sound(&quot;printer_01&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;printing_photo&quot;)&#x0D;&#x0A;        play_clip(&quot;printing_photo&quot;)&#x0D;&#x0A;        -- прячем все клипы &#x0D;&#x0A;        hide_ex(0, false, &quot;clip_no_paper&quot;)&#x0D;&#x0A;        enable(&quot;area_photo&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;  end&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="power01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="172.500 140" angle="0" size="16 14" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_printer_button_red" />
<object object_flags="2" id="power02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="172.500 140" angle="0" size="16 14" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_printer_button_green" />
</group>
<object object_flags="3" id="paper_inside" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="333.500 272" angle="0" size="120 89" type="image" color="-1" image_id="scenes_chapter04_scene01_miniscene_miniscene_printer_paper" />
<object object_flags="3" id="printing_photo" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="250 181.500" angle="0" size="500 361" type="clip" color="-1" clip_id="miniscene_printer_printing" use_alpha="false" />
<object object_flags="1" id="printer" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="250 181.500" angle="0" size="500 361" type="clip" color="-1" clip_id="miniscene_printer" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_books14" hint="$987" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="408 136" />
<point offset="412 110" />
<point offset="499 114" />
<point offset="499 253" />
<point offset="409 240" />
<point offset="421 157" />
</area>
<area object_flags="0" id="area_lamp03" hint="$467" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="370 152" />
<point offset="405 157" />
<point offset="419 150" />
<point offset="409 123" />
<point offset="399 114" />
<point offset="412 32" />
<point offset="421 30" />
<point offset="463 18" />
<point offset="468 -3" />
<point offset="339 -1" />
<point offset="339 15" />
<point offset="389 31" />
<point offset="382 112" />
<point offset="363 118" />
</area>
<area object_flags="1" id="area_photo" hint="$996" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0,false, &quot;printing_photo&quot;)&#x0D;&#x0A;   take(&quot;Photo&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   show_task(11)&#x0D;&#x0A;   say(998) --Какое нечеткое фото, восставновить его будет непросто. В музейном хранилище, помнится, были таблички с похожими символами.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="290 170" />
<point offset="376 222" />
<point offset="266 286" />
<point offset="183 219" />
</area>
<area object_flags="0" id="area_for_paper" hint="$994" editor_flags="0" s1="if cursor(&quot;Paper&quot;) and is_hide(&quot;paper_inside&quot;) then&#x0D;&#x0A;   sound(&quot;take_sheet&quot;)&#x0D;&#x0A;   remove(&quot;Paper&quot;)&#x0D;&#x0A;   show_ex(100, false, &quot;paper_inside&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;Button_paper&quot;)&#x0D;&#x0A;&#x0D;&#x0A;-- чепятаем &#x0D;&#x0A;  if not is_hide(&quot;clip_no_paper&quot;) then&#x0D;&#x0A;       sound(&quot;printer_01&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;printing_photo&quot;)&#x0D;&#x0A;        play_clip(&quot;printing_photo&quot;)&#x0D;&#x0A;        -- прячем все клипы &#x0D;&#x0A;        hide_ex(0, false, &quot;clip_no_paper&quot;)&#x0D;&#x0A;        hide_ex(0, false, &quot;no_paper_table&quot;)&#x0D;&#x0A;      enable(&quot;area_photo&quot;)&#x0D;&#x0A; else&#x0D;&#x0A;     say(995) -- можно печатать&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="holding" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;     floating_locations.EnableScene(&quot;room&quot;)&#x0D;&#x0A;     floating_locations.DisableScene(&quot;holding&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;laboratory&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;]])" >
<objects >
<group object_flags="0" id="gui_patch_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="0" id="Fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="835 747" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
<object object_flags="0" id="Earth" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="703 747" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
<object object_flags="0" id="Brush" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="761 758" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
<object object_flags="0" id="Crowbar" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="872 746" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
<object object_flags="0" id="Water" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="833 730" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
<object object_flags="0" id="Magnifier" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="637 753" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
<object object_flags="0" id="Knife" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="622 734" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
<group object_flags="0" id="Fishrod" hint="$1017" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="413 701" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_fishrod" />
</group>
<object object_flags="1" id="dark_holding" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_02_dark" use_alpha="false" />
<group object_flags="2" id="Glue" hint="$1011" editor_flags="0" s1="if cursor() then &#x0D;&#x0A;   take() &#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="731 547" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_glue" />
<object object_flags="0" id="glue" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="740 555" angle="0" size="58 50" type="image" color="-1" image_id="scenes_chapter04_scene02_glue" />
</group>
<object object_flags="3" id="shifted_basket" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="773 557.500" angle="0" size="172 147" type="image" color="-1" image_id="scenes_chapter04_scene02_basket" />
<group object_flags="2" id="Thread" hint="$999" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="thread" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="402 285.500" angle="0" size="26 48" type="image" color="-1" image_id="scenes_chapter04_scene02_cotton_light" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="399 274" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_string" />
</group>
<object object_flags="3" id="opened_shelf" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="399 269" angle="0" size="106 152" type="image" color="-1" image_id="scenes_chapter04_scene02_shelf_light" />
<group object_flags="0" id="Rag" hint="$1010" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if not is_hide(&quot;table_with_tiles&quot;) then&#x0D;&#x0A;        take()&#x0D;&#x0A;        hide_ex(0, false, &quot;rag_room&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="rag" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="301.500 508" angle="0" size="66 58" type="image" color="-1" image_id="scenes_chapter04_scene02_drag_light" />
<object object_flags="2" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="308 505" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_duster" />
</group>
<object object_flags="1" id="bg_light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter04_scene02_light" />
</objects>
<areas >
<area object_flags="0" id="area_lamp02" hint="$467" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_basket02" hint="$1059" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_basket" hint="$1059" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   show_ex(0, false, &quot;Glue&quot;)&#x0D;&#x0A;   sound(&quot;shift_urn&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;shifted_basket&quot;)&#x0D;&#x0A;   enable(&quot;area_basket02&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_lab" hint="$1001" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_shelf" hint="$1004" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   sound(&quot;open_door_02&quot;)&#x0D;&#x0A;   if is_hide(&quot;opened_shelf&quot;) then&#x0D;&#x0A;      show_ex(0, false, &quot;opened_shelf&quot;)&#x0D;&#x0A;      if is_object_on_level(&quot;Thread&quot;) then&#x0D;&#x0A;          show_ex(0,false, &quot;Thread&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;   else&#x0D;&#x0A;      hide_ex(0, false, &quot;opened_shelf&quot;)&#x0D;&#x0A;      if is_object_on_level(&quot;Thread&quot;) then&#x0D;&#x0A;          hide_ex(0,false, &quot;Thread&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</scene>
<scene id="laboratory" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;   if is_object_in_inventory(&quot;Wet_rag&quot;) and is_object_on_level(&quot;Lab_key&quot;) &#x0D;&#x0A;        and  is_object_on_level(&quot;Paper_single&quot;) and is_hide(&quot;Paper_single&quot;) &#x0D;&#x0A;        and is_hide(&quot;closed_door&quot;)    then&#x0D;&#x0A;              CloseLab()&#x0D;&#x0A;   elseif is_hide(&quot;closed_door&quot;) then&#x0D;&#x0A;       floating_locations.EnableScene(&quot;room&quot;)&#x0D;&#x0A;       floating_locations.EnableScene(&quot;holding&quot;)&#x0D;&#x0A;       floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;   floating_locations.DisableScene(&quot;laboratory&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="3" id="lamp_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="372 334" angle="0" size="163 149" type="image" color="-1" image_id="scenes_chapter01_scene01_miniscene_shine02" />
<object object_flags="3" id="book_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="77 543" angle="0" size="159 97" type="image" color="-1" image_id="scenes_chapter01_scene01_miniscene_shine01" />
<group object_flags="0" id="gui_patch_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<group object_flags="2" id="SD_photo" hint="$1104" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="419 298" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_sd" />
</group>
<group object_flags="2" id="Lab_key" hint="$1016" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="871 474" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter01_inventory_key" />
</group>
<object object_flags="1" id="dark01" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="dark_01" use_alpha="false" />
<object object_flags="3" id="camera_flash" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="photo_flash" use_alpha="false" />
<object object_flags="3" id="photo_lamp" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="photo_lamp" use_alpha="false" />
<object object_flags="3" id="paper_opened_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="paper04" use_alpha="false" />
<object object_flags="3" id="paper_no_key" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="paper03" use_alpha="false" />
<object object_flags="3" id="paper_key_out" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="paper02" use_alpha="false" />
<object object_flags="3" id="paper_under_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="paper01" use_alpha="false" />
<group object_flags="3" id="hog_effect02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="object 51" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 431" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene01_01_hog_shine" use_alpha="false" />
</group>
<group object_flags="2" id="Paper_single" hint="$1053" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="paper" hint="$1053" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="503.500 494" angle="0" size="46 10" type="image" color="-1" image_id="scenes_chapter04_scene03_paper01" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="509.500 497" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_papier" />
</group>
<group object_flags="2" id="Wet_cotton" hint="$1047" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="240 600" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_cotton" />
</group>
<group object_flags="2" id="Cotton" hint="$1046" editor_flags="0" s1="if cursor() and (not is_hide(&quot;powder_effect&quot;) or not is_hide(&quot;solution&quot;)) then&#x0D;&#x0A;   take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="214 479" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_cotton_02" />
<object object_flags="0" id="cotton" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="205 474" angle="0" size="31 25" type="image" color="-1" image_id="scenes_chapter04_scene03_cotton" />
</group>
<group object_flags="2" id="Portions" hint="$1105" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="544 341" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_bootle" />
</group>
<object object_flags="3" id="powder_effect" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="powder_effect" use_alpha="false" />
<object object_flags="3" id="solution" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="246 594" angle="0" size="48 34" type="image" color="-1" image_id="scenes_chapter04_scene03_scene01_solution" />
<object object_flags="1" id="powder" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="powder" use_alpha="false" />
<group object_flags="2" id="Red01" hint="$1038" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="751 129" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_bootle_red01" />
</group>
<group object_flags="0" id="All_bottles" hint="$1036" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="639 719" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_bootle02" />
</group>
<object object_flags="3" id="red01_patch" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="747 138.500" angle="0" size="34 48" type="image" color="-1" image_id="scenes_chapter04_scene03_bootle_red_no01" />
<object object_flags="3" id="green02_patch" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="751 338" angle="0" size="28 56" type="image" color="-1" image_id="scenes_chapter04_scene03_bootle_green_no03" />
<object object_flags="1" id="green0x_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="452 300" angle="0" size="47 71" type="image" color="-1" image_id="scenes_chapter04_scene03_bootle_green_no01" />
<group object_flags="2" id="Green02" hint="$1037" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="753 347" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_bootle_green01" />
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<area object_flags="1" id="_area_paper_near_door" hint="$1053" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;        if is_object_on_level(&quot;Lab_key&quot;) then&#x0D;&#x0A;          -- берем ключики&#x0D;&#x0A;           hide_ex(0, false, &quot;paper_key_out&quot;)&#x0D;&#x0A;           show_ex(0, false, &quot;paper_no_key&quot;)&#x0D;&#x0A;            take(&quot;Lab_key&quot;)&#x0D;&#x0A;        end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_door10" hint="$990" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   OpenDoor(10)&#x0D;&#x0A;  if is_object_on_level(&quot;Cotton&quot;) then&#x0D;&#x0A;       if is_hide(&quot;Cotton&quot;) then&#x0D;&#x0A;          show_ex(0, false, &quot;Cotton&quot;)&#x0D;&#x0A;       else&#x0D;&#x0A;          hide_ex(0, false, &quot;Cotton&quot;)&#x0D;&#x0A;       end&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_door09" hint="$990" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   OpenDoor(9)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="257 534" />
<point offset="302 512" />
<point offset="301 439" />
<point offset="252 448" />
</area>
<area object_flags="0" id="_area_door08" hint="$990" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   OpenDoor(8)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="448 488" />
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<point offset="497 397" />
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</area>
<area object_flags="0" id="_area_door07" hint="$990" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   OpenDoor(7)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="549 390" />
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<point offset="504 468" />
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</area>
<area object_flags="0" id="_area_door06" hint="$990" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   OpenDoor(6)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="592 381" />
<point offset="590 446" />
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</area>
<area object_flags="0" id="_area_powder" hint="$1040" editor_flags="4" s1="if cursor() then&#x0D;&#x0A; if not is_hide(&quot;powder_effect&quot;) or not is_hide(&quot;solution&quot;) then&#x0D;&#x0A;  show_ex(0, false, &quot;solution&quot;)&#x0D;&#x0A;  hide_ex(0, false, &quot;powder_effect&quot;)&#x0D;&#x0A;   if is_object_on_level(&quot;Wet_cotton&quot;) then&#x0D;&#x0A;        say(1048) -- make something wet!&#x0D;&#x0A;   else&#x0D;&#x0A;       say(1066) -- i don&apos;t need it anymore&#x0D;&#x0A;   end&#x0D;&#x0A; elseif not is_disable(&quot;area_flag_for_bottles&quot;) then&#x0D;&#x0A;     say(1043) -- с этим надо смешать  &#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Cotton&quot;) then&#x0D;&#x0A;   sound(&quot;rag_to_water&quot;)&#x0D;&#x0A;   remove(&quot;Cotton&quot;)&#x0D;&#x0A;   take(&quot;Wet_cotton&quot;)&#x0D;&#x0A;elseif cursor(&quot;Portions&quot;) then&#x0D;&#x0A;   remove(&quot;Portions&quot;)&#x0D;&#x0A;   sound(&quot;bowl_with_water_to_censer&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;powder&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;powder_effect&quot;)&#x0D;&#x0A;   play_clip(&quot;powder_effect&quot;, 0)&#x0D;&#x0A;   change_hint(&quot;_area_powder&quot;, 1042)&#x0D;&#x0A;   complete_task(8)&#x0D;&#x0A;else&#x0D;&#x0A;   say(1044) --Жидкости должны быть очень тщательно отмерены&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="225 599" />
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<point offset="228 577" />
<point offset="245 577" />
<point offset="273 585" />
<point offset="266 603" />
<point offset="254 610" />
<point offset="235 608" />
</area>
<area object_flags="0" id="_area_scales" hint="$1039" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;     if (is_object_on_level(&quot;All_bottles&quot;) or is_object_in_inventory(&quot;All_bottles&quot;)) &#x0D;&#x0A;        and not is_disable(&quot;area_flag_for_bottles&quot;)  then&#x0D;&#x0A;         say(1067)&#x0D;&#x0A;     end&#x0D;&#x0A;elseif cursor(&quot;All_bottles&quot;) then&#x0D;&#x0A;   if full_screen_minigame(&quot;liquids_pouring&quot;) then&#x0D;&#x0A;      -- я в шоке, вы это сделали о_0&#x0D;&#x0A;     remove(&quot;All_bottles&quot;)&#x0D;&#x0A;     take(&quot;Portions&quot;)&#x0D;&#x0A;     say(1041) -- смешать с порошком&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="508 339" />
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</area>
<area object_flags="1" id="area_flag_for_bottles" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="793 44" />
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</area>
<area object_flags="0" id="_area_book" hint="$1024" editor_flags="0" s1="hide_ex(0, false, &quot;book_shine&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if cursor()  then&#x0D;&#x0A; if checkTileStates(&quot;02&quot;) then&#x0D;&#x0A;     show_scene(&quot;miniscene_book&quot;)&#x0D;&#x0A;    if is_disable(&quot;area_flag_for_bottles&quot;) then&#x0D;&#x0A;       say(1031) -- рецепт раствора&#x0D;&#x0A;       enable(&quot;area_flag_for_bottles&quot;)&#x0D;&#x0A;       enable(&quot;_area_hog02&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;hog_effect02&quot;)&#x0D;&#x0A;       show_task(8)&#x0D;&#x0A;       notepad.EnablePage(11)&#x0D;&#x0A;    end&#x0D;&#x0A; end&#x0D;&#x0A;end" s2=" if checkTileStates(&quot;02&quot;) then&#x0D;&#x0A;    show_ex(0, false, &quot;book_shine&quot;)&#x0D;&#x0A;end" s3="    hide_ex(0, false, &quot;book_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="1" id="_area_tiles" hint="$996" editor_flags="4" s1="hide_ex(0, false, &quot;lamp_shine&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  if checkTileStates(&quot;03&quot;) and is_hide(&quot;full_bg&quot;) then&#x0D;&#x0A;     if full_screen_minigame(&quot;assemble_image_pieces_chapter04&quot;) then&#x0D;&#x0A;           show_ex(0, false, &quot;full_bg&quot;)&#x0D;&#x0A;           HideTiles()&#x0D;&#x0A;           show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;            say(1107) -- надо фотать&#x0D;&#x0A;            complete_task(3)&#x0D;&#x0A;                   if is_object_on_level(&quot;CD&quot;) then&#x0D;&#x0A;                       show_task(10)&#x0D;&#x0A;                   end&#x0D;&#x0A;     end&#x0D;&#x0A;  else&#x0D;&#x0A;     show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Tiles&quot;) then&#x0D;&#x0A;    remove(&quot;Tiles&quot;)&#x0D;&#x0A;    ShowTiles()&#x0D;&#x0A;    show_ex(0, false, &quot;table_with_tiles&quot;)&#x0D;&#x0A;    change_hint(&quot;_area_tiles&quot;, 1019)&#x0D;&#x0A;    show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;end" s2="   show_ex(0, false, &quot;lamp_shine&quot;)" s3="    hide_ex(0, false, &quot;lamp_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_lab_holding" hint="$991" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if is_hide(&quot;closed_door&quot;) then&#x0D;&#x0A;      show_scene(&quot;holding&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;    if is_object_on_level(&quot;Wire&quot;) or is_object_in_inventory(&quot;Wire&quot;) then&#x0D;&#x0A;        say(1054) -- there&apos;s a key in the door knob&#x0D;&#x0A;    elseif not is_hide(&quot;paper_under_door&quot;) then&#x0D;&#x0A;        -- drag paper &#x0D;&#x0A;         sound(&quot;take_sheet&quot;)&#x0D;&#x0A;         hide_ex(0, false, &quot;paper_under_door&quot;)&#x0D;&#x0A;         show_ex(0, false, &quot;paper_key_out&quot;)&#x0D;&#x0A;         play_clip(&quot;paper_key_out&quot;, 0)&#x0D;&#x0A;         disable(&quot;_area_paper_under_door&quot;)&#x0D;&#x0A;         enable(&quot;_area_paper_near_door&quot;)&#x0D;&#x0A;    elseif not is_hide(&quot;paper_key_out&quot;) then&#x0D;&#x0A;          -- take key&#x0D;&#x0A;--           hide_ex(0, false, &quot;paper_key_out&quot;)&#x0D;&#x0A;--           show_ex(0, false, &quot;paper_no_key&quot;)&#x0D;&#x0A;--           take(&quot;Lab_key&quot;)&#x0D;&#x0A;     elseif not is_hide(&quot;paper_no_key&quot;) then&#x0D;&#x0A;&#x09;say(1087) -- door&apos;s closed&#x0D;&#x0A;     end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Paper_single&quot;) then&#x0D;&#x0A;    sound(&quot;take_sheet&quot;)&#x0D;&#x0A;    remove(&quot;Paper_single&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;paper_under_door&quot; )&#x0D;&#x0A;     play_clip(&quot;paper_under_door&quot;, 0)&#x0D;&#x0A;     say(1052) -- push the key&#x0D;&#x0A;     enable(&quot;_area_paper_under_door&quot;)&#x0D;&#x0A;elseif cursor(&quot;Wire&quot;) then&#x0D;&#x0A;   if is_object_on_level(&quot;Paper_single&quot;) or is_object_in_inventory(&quot;Paper_single&quot;) then&#x0D;&#x0A;       say(1112) -- не надо выталкивать, пока нет бумаги&#x0D;&#x0A;   else&#x0D;&#x0A;       sound(&quot;wire_to_lock&quot;)&#x0D;&#x0A;       remove(&quot;Wire&quot;)&#x0D;&#x0A;       say(1056) -- &#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Lab_key&quot;) then&#x0D;&#x0A;    sound(&quot;open_door&quot;)&#x0D;&#x0A;    remove(&quot;Lab_key&quot;)&#x0D;&#x0A;    change_hint(&quot;_area_lab_holding&quot;, 991)&#x0D;&#x0A;     hide_ex(0, false, &quot;closed_door&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;paper_no_key&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;paper_opened_door&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   floating_locations.EnableScene(&quot;holding&quot;)&#x0D;&#x0A;   floating_locations.EnableScene(&quot;room&quot;)&#x0D;&#x0A;   floating_locations.EnableScene(&quot;warehouse&quot;)&#x0D;&#x0A;   complete_task(7) -- открыли лабу&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_lamp02" hint="$467" editor_flags="0" s1="hide_ex(0, false, &quot;lamp_shine&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;  if not is_disable(&quot;_area_tiles&quot;) then&#x0D;&#x0A;    if checkTileStates(&quot;03&quot;) and is_hide(&quot;full_bg&quot;) then&#x0D;&#x0A;      if full_screen_minigame(&quot;assemble_image_pieces_chapter04&quot;) then&#x0D;&#x0A;             show_ex(0, false, &quot;full_bg&quot;)&#x0D;&#x0A;             HideTiles()&#x0D;&#x0A;             show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;            say(1107) -- надо фотать&#x0D;&#x0A;            complete_task(3)&#x0D;&#x0A;                   if is_object_on_level(&quot;CD&quot;) then&#x0D;&#x0A;                       show_task(10)&#x0D;&#x0A;                   end&#x0D;&#x0A;      end&#x0D;&#x0A;    else&#x0D;&#x0A;       show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Photo&quot;) then&#x0D;&#x0A;   remove(&quot;Photo&quot;)&#x0D;&#x0A;   sound(&quot;task_complete&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;paper_on_table&quot;)&#x0D;&#x0A;   show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;   enable(&quot;_area_tiles&quot;)&#x0D;&#x0A;   complete_task(11)&#x0D;&#x0A;   show_task(3)&#x0D;&#x0A;   say(1099)&#x0D;&#x0A;elseif cursor(&quot;Tiles&quot;) then&#x0D;&#x0A;   if not( is_object_in_inventory(&quot;Photo&quot;) or is_object_on_level(&quot;Photo&quot;))then&#x0D;&#x0A;       remove(&quot;Tiles&quot;)&#x0D;&#x0A;       ShowTiles()&#x0D;&#x0A;       show_ex(0, false, &quot;table_with_tiles&quot;)&#x0D;&#x0A;       change_hint(&quot;_area_tiles&quot;, 1019)&#x0D;&#x0A;       show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;      say(1082)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="if not is_disable(&quot;_area_tiles&quot;) then&#x0D;&#x0A;    show_ex(0, false, &quot;lamp_shine&quot;)&#x0D;&#x0A;end" s3="    hide_ex(0, false, &quot;lamp_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="_area_lamp01" hint="$467" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   switch_light(1)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_bottle03" hint="$1038" editor_flags="0" s1="&#x0D;&#x0A;if cursor() and not is_disable(&quot;area_flag_for_bottles&quot;) then&#x0D;&#x0A;   show_ex(0, false, &quot;red01_patch&quot;)&#x0D;&#x0A;   take(&quot;Red01&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   OnBottleTake()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_bottle02" hint="$1037" editor_flags="0" s1="&#x0D;&#x0A;if cursor() and not is_disable(&quot;area_flag_for_bottles&quot;) then&#x0D;&#x0A;   show_ex(0, false, &quot;green02_patch&quot;)&#x0D;&#x0A;   take(&quot;Green02&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   OnBottleTake()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="_area_bottle01" hint="$1037" editor_flags="0" s1="if cursor() and not is_disable(&quot;area_flag_for_bottles&quot;) then&#x0D;&#x0A;   show_ex(0, false, &quot;empty_chair&quot;)&#x0D;&#x0A;   take(&quot;Green01&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   OnBottleTake()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_folders" hint="$525" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_window" hint="$534" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_mendeleev" hint="$535" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_computer" hint="$521" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_chair_for_hint" hint="$536" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="miniscene_tiles" size="1024 768" offset="0 0" flags="0" script="function TileClick(_i)&#x0D;&#x0A;   local tile_id = &quot;Tile&quot;&#x0D;&#x0A;   if _i &lt; 10 then&#x0D;&#x0A;      tile_id = tile_id .. 0&#x0D;&#x0A;   end&#x0D;&#x0A;   tile_id = tile_id .. _i&#x0D;&#x0A;   local eff_id = &quot;clean&quot;&#x0D;&#x0A;   if _i &lt; 10 then&#x0D;&#x0A;      eff_id = eff_id .. 0&#x0D;&#x0A;   end&#x0D;&#x0A;   eff_id = eff_id .. _i&#x0D;&#x0A;   if cursor() then&#x0D;&#x0A;        if (checkTileStates(&quot;03&quot;)) then&#x0D;&#x0A;&#x0D;&#x0A;        elseif state(tile_id, &quot;01&quot;) then&#x0D;&#x0A;           say(1025) -- Надо протереть таблички от грязи.&#x0D;&#x0A;        elseif state(tile_id, &quot;02&quot;) then&#x0D;&#x0A;           say(1030) -- грязь отмылась, но остался налет &#x0D;&#x0A;        end&#x0D;&#x0A;   elseif cursor(&quot;Rag&quot;) then&#x0D;&#x0A;         say(1026) -- сухая тряпка не катит&#x0D;&#x0A;   elseif cursor(&quot;Wet_rag&quot;) then&#x0D;&#x0A;        if state(tile_id, &quot;01&quot;) then&#x0D;&#x0A;            do_not_change_cursor()&#x0D;&#x0A;            sound(&quot;rub_stone&quot;)&#x0D;&#x0A;            change_state(tile_id, &quot;02&quot;)&#x0D;&#x0A;&#x0D;&#x0A;            if checkTileStates(&quot;02&quot;) then&#x0D;&#x0A;                 remove(&quot;Wet_rag&quot;)&#x0D;&#x0A;                 say(1030)&#x0D;&#x0A;                 enable(&quot;area_flag_tile_states2&quot;)&#x0D;&#x0A;            end&#x0D;&#x0A;         end&#x0D;&#x0A;   elseif cursor(&quot;Wet_cotton&quot;) then&#x0D;&#x0A;        if state(tile_id, &quot;02&quot;) then&#x0D;&#x0A;            do_not_change_cursor()&#x0D;&#x0A;            sound(&quot;rub_stone_chemical&quot;)&#x0D;&#x0A;            show_ex(0, false, eff_id)&#x0D;&#x0A;            play_clip(eff_id, 0)&#x0D;&#x0A;&#x0D;&#x0A;            change_state(tile_id, &quot;03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;            if checkTileStates(&quot;03&quot;) then&#x0D;&#x0A;               complete_task(6)&#x0D;&#x0A;                remove(&quot;Wet_cotton&quot;)&#x0D;&#x0A;                show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;               if full_screen_minigame(&quot;assemble_image_pieces_chapter04&quot;) then&#x0D;&#x0A;                   show_ex(0, false, &quot;full_bg&quot;)&#x0D;&#x0A;                   HideTiles()&#x0D;&#x0A;                   show_scene(&quot;miniscene_tiles&quot;)&#x0D;&#x0A;                   say(1107) -- надо фотать&#x0D;&#x0A;                   complete_task(3)&#x0D;&#x0A;                   if is_object_on_level(&quot;CD&quot;) then&#x0D;&#x0A;                       show_task(10)&#x0D;&#x0A;                   end&#x0D;&#x0A;              end &#x0D;&#x0A;            end&#x0D;&#x0A;        end&#x0D;&#x0A;    end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;" >
<objects >
<group object_flags="0" id="gui_patch_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
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</group>
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<group object_flags="2" id="Tile14" hint="$1021" editor_flags="4" s1=" TileClick(14)" s2="" s3="" s4="" >
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</group>
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<group object_flags="2" id="Tile13" hint="$1021" editor_flags="4" s1=" TileClick(13)" s2="" s3="" s4="" >
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</group>
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<group object_flags="2" id="Tile12" hint="$1021" editor_flags="4" s1=" TileClick(12)" s2="" s3="" s4="" >
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</group>
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<group object_flags="2" id="Tile11" hint="$1021" editor_flags="4" s1=" TileClick(11)" s2="" s3="" s4="" >
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<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="250.500 326" angle="0" size="135 116" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle03_03" />
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<group object_flags="2" id="Tile10" hint="$1021" editor_flags="4" s1=" TileClick(10)" s2="" s3="" s4="" >
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<group object_flags="2" id="Tile09" hint="$1021" editor_flags="4" s1=" TileClick(9)" s2="" s3="" s4="" >
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<group object_flags="2" id="Tile08" hint="$1021" editor_flags="4" s1=" TileClick(8)" s2="" s3="" s4="" >
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<group object_flags="2" id="Tile07" hint="$1021" editor_flags="4" s1=" TileClick(7)" s2="" s3="" s4="" >
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<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="531.500 573.500" angle="0" size="115 113" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle09_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="531.500 573.500" angle="0" size="115 113" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle09_03" />
</group>
<object object_flags="3" id="clean06" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="417.500 535" angle="0" size="300 300" type="clip" color="-1" clip_id="pazzle_clean" use_alpha="false" />
<group object_flags="2" id="Tile06" hint="$1021" editor_flags="4" s1=" TileClick(6)" s2="" s3="" s4="" >
<object object_flags="0" id="01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="413.500 536.500" angle="0" size="117 111" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle08_01" />
<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="413.500 536.500" angle="0" size="117 111" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle08_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="413.500 536.500" angle="0" size="117 111" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle08_03" />
</group>
<object object_flags="3" id="clean05" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="312 567.500" angle="0" size="300 300" type="clip" color="-1" clip_id="pazzle_clean" use_alpha="false" />
<group object_flags="2" id="Tile05" hint="$1021" editor_flags="4" s1=" TileClick(5)" s2="" s3="" s4="" >
<object object_flags="0" id="01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="307 566" angle="0" size="124 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle07_01" />
<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="307 566" angle="0" size="124 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle07_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="307 566" angle="0" size="124 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle07_03" />
</group>
<object object_flags="3" id="clean04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="170 481.500" angle="0" size="300 300" type="clip" color="-1" clip_id="pazzle_clean" use_alpha="false" />
<group object_flags="2" id="Tile04" hint="$1021" editor_flags="4" s1=" TileClick(4)" s2="" s3="" s4="" >
<object object_flags="0" id="01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="168.500 480" angle="0" size="113 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle04_01" />
<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="168.500 480" angle="0" size="113 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle04_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="168.500 480" angle="0" size="113 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle04_03" />
</group>
<object object_flags="3" id="clean03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="105.500 384" angle="0" size="300 300" type="clip" color="-1" clip_id="pazzle_clean" use_alpha="false" />
<group object_flags="2" id="Tile03" hint="$1021" editor_flags="4" s1=" TileClick(3)" s2="" s3="" s4="" >
<object object_flags="0" id="01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="102 383.500" angle="0" size="112 95" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle05_01" />
<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="102 383.500" angle="0" size="112 95" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle05_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="102 383.500" angle="0" size="112 95" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle05_03" />
</group>
<object object_flags="3" id="clean02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="127.500 296.500" angle="0" size="300 300" type="clip" color="-1" clip_id="pazzle_clean" use_alpha="false" />
<group object_flags="2" id="Tile02" hint="$1021" editor_flags="4" s1=" TileClick(2)" s2="" s3="" s4="" >
<object object_flags="0" id="01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="126 297" angle="0" size="112 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle01_01" />
<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="126 297" angle="0" size="112 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle01_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="126 297" angle="0" size="112 98" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle01_03" />
</group>
<object object_flags="3" id="clean01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="110 177" angle="0" size="300 300" type="clip" color="-1" clip_id="pazzle_clean" use_alpha="false" />
<group object_flags="2" id="Tile01" hint="$1021" editor_flags="4" s1=" TileClick(1)" s2="" s3="" s4="" >
<object object_flags="0" id="01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="109.500 173" angle="0" size="123 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle06_01" />
<object object_flags="2" id="02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="109.500 173" angle="0" size="123 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle06_02" />
<object object_flags="2" id="03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="109.500 173" angle="0" size="123 118" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_puzzle_puzzle06_03" />
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<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 320" angle="0" size="1024 640" type="image" color="-1" image_id="scenes_chapter04_scene03_minigame_background_minigame" />
</objects>
<areas >
<area object_flags="0" id="area_photo_tiles" hint="" editor_flags="0" s1="if cursor(&quot;Tiles&quot;) then&#x0D;&#x0A;       remove(&quot;Tiles&quot;)&#x0D;&#x0A;     ShowTiles()&#x0D;&#x0A;     show_ex(0, false, &quot;table_with_tiles&quot;)&#x0D;&#x0A;     change_hint(&quot;_area_tiles&quot;, 1019)&#x0D;&#x0A;elseif cursor() then&#x0D;&#x0A;     if (checkTileStates(&quot;03&quot;)) and not is_hide(&quot;full_bg&quot;) then&#x0D;&#x0A;         say(1103) -- фото восстановлено&#x0D;&#x0A;     end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_to_lab" hint="$1001" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="miniscene_book" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<group object_flags="0" id="gui_patch_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="1" id="darkness" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="dark_01" use_alpha="false" />
<object object_flags="1" id="book_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_03_manual" use_alpha="false" />
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<areas >
<area object_flags="0" id="_area_recipe" hint="$1032" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="960 560" />
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</area>
<area object_flags="0" id="_area_to_lab_book" hint="$1001" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;laboratory&quot;)&#x0D;&#x0A;   if is_object_in_inventory(&quot;Wet_rag&quot;) and is_object_on_level(&quot;Lab_key&quot;) &#x0D;&#x0A;       and is_hidden(&quot;closed_door&quot;) then&#x0D;&#x0A;          CloseLab()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</scene>
<scene id="chapter04_hog02" size="1024 768" offset="0 0" flags="0" script="hidden_object.Start(_current_scene, 9, &quot;laboratory&quot;)&#x0D;&#x0A;&#x0D;&#x0A;-- звуки постоянные&#x0D;&#x0A;form_event([[&#x0D;&#x0A; --  while(true) do&#x0D;&#x0A;  --   sound(&quot;hissing_burners&quot;, false) --горелка&#x0D;&#x0A;   --  sound(&quot;water_01&quot;, false) -- бурление кипящей воды&#x0D;&#x0A;   --  sleep(200)&#x0D;&#x0A; --  end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- весы&#x0D;&#x0A;form_event([[&#x0D;&#x0A; --  while(true) do&#x0D;&#x0A;  --   sound(&quot;scratch_of_libra&quot;, false) --весы &#x0D;&#x0A;  --   sleep(random(2000, 3000))&#x0D;&#x0A;--   end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- редкий звук&#x0D;&#x0A;form_event([[&#x0D;&#x0A;  -- while(true) do&#x0D;&#x0A;   --  sound(&quot;glass_01&quot;, false) -- колбы&#x0D;&#x0A;   --  sleep(random(20000, 30000))&#x0D;&#x0A; --  end&#x0D;&#x0A;]])" >
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<group object_flags="2" id="Red02" hint="$1038" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="77 264" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_bootle_red01" />
</group>
<object object_flags="1" id="hog_gui_amulet" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
<object object_flags="1" id="darkness" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="dark_01" use_alpha="false" />
<object object_flags="0" id="__hog_wing" hint="$614" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="809 161" angle="0" size="119 71" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_wings" />
<object object_flags="0" id="__hog_whip" hint="$613" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="727 198" angle="0" size="94 160" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_whip" />
<object object_flags="0" id="__hog_watch" hint="$612" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="348.500 37" angle="0" size="31 57" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_watch" />
<object object_flags="0" id="__hog_video_tape" hint="$611" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="337 243.500" angle="0" size="34 110" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_video_tape" />
<object object_flags="0" id="__hog_umbrella" hint="$610" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="62.500 382.500" angle="0" size="85 463" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_umbrella" />
<object object_flags="0" id="__hog_tooth_brush" hint="$608" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="959.500 219" angle="0" size="23 166" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_tooth_brush" />
<object object_flags="0" id="__hog_thread" hint="$607" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="137 554.500" angle="0" size="34 57" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_thread" />
<object object_flags="0" id="__hog_thermometer" hint="$606" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="973 559" angle="0" size="18 105" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_thermometer" />
<object object_flags="0" id="__hog_sun" hint="$605" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="652.500 44" angle="0" size="48 49" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_sun" />
<object object_flags="0" id="__hog_wheel" hint="$603" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="156.500 436.500" angle="0" size="75 75" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_steering_wheel" />
<object object_flags="0" id="__hog_stamp" hint="$602" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="914 510" angle="0" size="59 62" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_stamp" />
<object object_flags="0" id="__hog_sign04" hint="$600" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="557.500 213" angle="0" size="36 37" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_sign04" />
<object object_flags="0" id="__hog_sign03" hint="$600" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="769.500 425" angle="0" size="45 63" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_sign03" />
<object object_flags="0" id="__hog_sign02" hint="$600" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="107 361.500" angle="0" size="24 49" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_sign02" />
<object object_flags="0" id="__hog_sign01" hint="$600" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="119.500 146" angle="0" size="39 42" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_sign01" />
<object object_flags="0" id="__hog_scalpel" hint="$599" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="897 97.500" angle="0" size="174 21" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_scalpel" />
<object object_flags="0" id="__hog_ruler" hint="$598" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="812 319.500" angle="0" size="201 26" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_ruler" />
<object object_flags="0" id="__hog_razor" hint="$597" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="588 55.500" angle="0" size="54 89" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_razor_blade" />
<object object_flags="0" id="__hog_puzzle" hint="$596" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="888 154.500" angle="0" size="48 51" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_puzzle" />
<object object_flags="0" id="__hog_pushpin" hint="$595" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="442.500 415" angle="0" size="29 51" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_pushpin" />
<object object_flags="0" id="__hog_pistol" hint="$594" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="254.500 430.500" angle="0" size="43 92" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_pistol" />
<object object_flags="0" id="__hog_pipe" hint="$593" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="885 47.500" angle="0" size="91 91" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_pipe" />
<object object_flags="0" id="__hog_phone" hint="$592" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="550.500 527.500" angle="0" size="109 43" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_phone" />
<object object_flags="0" id="__hog_perfume" hint="$591" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="146 274" angle="0" size="62 91" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_perfume" />
<object object_flags="0" id="__hog_pen" hint="$590" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="1009.500 193.500" angle="0" size="25 143" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_pen" />
<object object_flags="0" id="__hog_pencil" hint="$589" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="668 194.500" angle="0" size="11 151" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_pencil" />
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<object object_flags="0" id="__hog_note" hint="$587" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="580.500 342" angle="0" size="47 74" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_note" />
<object object_flags="0" id="__hog_moon" hint="$586" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="72 125" angle="0" size="70 72" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_moon" />
<object object_flags="0" id="__hog_molecule" hint="$585" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="810 55" angle="0" size="126 70" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_molecule" />
<object object_flags="0" id="__hog_mirror" hint="$584" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="484 410.500" angle="0" size="68 149" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_mirror" />
<object object_flags="0" id="__hog_medical_clamp" hint="$583" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="808.500 559" angle="0" size="107 58" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_medical_clamp" />
<object object_flags="0" id="__hog_mask" hint="$582" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="72.500 408.500" angle="0" size="45 129" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_mask" />
<object object_flags="0" id="__hog_magnet" hint="$581" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="731 239" angle="0" size="46 50" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_magnet" />
<object object_flags="0" id="__hog_lock" hint="$580" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="487.500 71.500" angle="0" size="41 51" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_lock" />
<object object_flags="0" id="__hog_label" hint="$579" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="571.500 117.500" angle="0" size="66 22" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_label" />
<object object_flags="0" id="__hog_hourglass" hint="$578" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="130.500 53.500" angle="0" size="71 36" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_hourglass" />
<object object_flags="0" id="__hog_helmet" hint="$577" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="234.500 205" angle="0" size="163 96" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_helmet" />
<object object_flags="0" id="__hog_hanger" hint="$576" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="647.500 91.500" angle="0" size="71 129" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_hanger" />
<object object_flags="0" id="__hog_handcuffs" hint="$575" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="405 564" angle="0" size="144 76" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_handcuffs" />
<object object_flags="0" id="__hog_hairbrush" hint="$574" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="635 257.500" angle="0" size="26 85" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_hairbrush" />
<object object_flags="0" id="__hog_flowers" hint="$573" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="922.500 280" angle="0" size="63 186" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_flowers" />
<object object_flags="0" id="__hog_fish" hint="$572" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="523.500 21.500" angle="0" size="115 41" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_fish" />
<object object_flags="1" id="__lasthog1" hint="$571" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="70 227.500" angle="0" size="61 143" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_fireextinguisher" />
<object object_flags="1" id="__lasthog2" hint="$1038" editor_flags="0" s1="hidden_object.click(&quot;Red02&quot;)&#x0D;&#x0A;disable(&quot;_area_hog02&quot;)&#x0D;&#x0A;hide_ex(0, false, &quot;hog_effect02&quot;)&#x0D;&#x0A;   OnBottleTake()" s2="" s3="" s4="" sound="" offset="73 259" angle="0" size="72 78" type="image" color="-1" image_id="scenes_chapter04_scene03_hidden_red_bottle" />
<object object_flags="0" id="__hog_film" hint="$570" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="196.500 275" angle="0" size="48 42" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_film" />
<object object_flags="0" id="__hog_figurine" hint="$569" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="831 230.500" angle="0" size="32 67" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_figurine" />
<object object_flags="0" id="__hog_faucet" hint="$568" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="206.500 42" angle="0" size="66 51" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_faucet" />
<object object_flags="0" id="__hog_fan" hint="$567" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="281 528" angle="0" size="105 70" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_fan" />
<object object_flags="0" id="__hog_false_teeth" hint="$566" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="715.500 38.500" angle="0" size="59 53" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_false_teeth" />
<object object_flags="0" id="__hog_eiffel" hint="$565" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="553 414" angle="0" size="67 124" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_eifel_tower" />
<object object_flags="0" id="__hog_cross" hint="$564" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="240.500 247.500" angle="0" size="35 54" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_cross" />
<object object_flags="0" id="__hog_compass" hint="$563" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="708.500 401.500" angle="0" size="59 111" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_compass" />
<object object_flags="0" id="hog_clip" hint="$562" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="53.500 75.500" angle="0" size="31 20" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_clip" />
<object object_flags="0" id="__hog_clamp" hint="$561" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="701.500 548.500" angle="0" size="31 39" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_clamp" />
<object object_flags="0" id="__hog_chess" hint="$560" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="784.500 226.500" angle="0" size="32 72" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_chess" />
<object object_flags="0" id="__hog_candle" hint="$559" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="910 436.500" angle="0" size="34 74" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_candle" />
<object object_flags="0" id="__hog_camera" hint="$558" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="75.500 517.500" angle="0" size="73 65" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_camera" />
<object object_flags="0" id="__hog_bow_tie" hint="$557" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="355.500 445.500" angle="0" size="29 61" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_bow_tie" />
<object object_flags="0" id="__hog_paper" hint="$556" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="575 570" angle="0" size="69 64" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_paper" />
<object object_flags="0" id="__hog_badge" hint="$554" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="554 253" angle="0" size="21 22" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_bedge" />
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter01_scene01_hidden_back" />
</objects>
<areas />
</scene>
<scene id="warehouse" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;     while (true) do&#x0D;&#x0A;           if is_disable(&quot;area_flag_for_hog01&quot;) then&#x0D;&#x0A;              sleep(1000)&#x0D;&#x0A;           else&#x0D;&#x0A;--               sleep(1000)&#x0D;&#x0A;                disable(&quot;area_flag_for_hog01&quot;)&#x0D;&#x0A;                break&#x0D;&#x0A;           end&#x0D;&#x0A;     end&#x0D;&#x0A;     if is_object_on_level(&quot;Tiles&quot;) then&#x0D;&#x0A;        take(&quot;Tiles&quot;)&#x0D;&#x0A;        say(1020) -- надо рассмотреть под лампой в лабе. да и грязные - жуть&#x0D;&#x0A;     end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.EnableScene(&quot;room&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;holding&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;laboratory&quot;)&#x0D;&#x0A;     floating_locations.DisableScene(&quot;warehouse&quot;)&#x0D;&#x0A;]])" >
<objects >
<group object_flags="0" id="gui_patch_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="143 719" angle="0" size="86 86" type="image" color="-1" image_id="gui_game_gui_panel_patch" />
</group>
<object object_flags="1" id="darkness" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="dark_01" use_alpha="false" />
<object object_flags="1" id="lamp" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene04_04" use_alpha="false" />
<object object_flags="0" id="knot11" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot11&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter04_quipu11&quot;, 1)" s2="" s3="" s4="" sound="" offset="282 312" angle="0" size="52 85" type="image" color="-1" image_id="scenes_chapter04_scene04_kipu" />
<object object_flags="3" id="box_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="203 544" angle="0" size="220 200" type="image" color="-1" image_id="scenes_chapter04_scene04_miniscene_shine" />
<object object_flags="3" id="safe_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="504 220" angle="0" size="87 109" type="image" color="-1" image_id="scenes_chapter04_scene04_minigame_shine" />
<group object_flags="2" id="CD" hint="$1085" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="511 227" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_cd" />
</group>
<object object_flags="0" id="news09" hint="" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper09&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter04_news09&quot;) == 0 then&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;   profile.SetVariable(&quot;ach_chapter04_news09&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="56 610" angle="0" size="99 72" type="image" color="-1" image_id="scenes_chapter04_scene04_newspaper" />
<group object_flags="3" id="Tiles" hint="$1019" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="466 399" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter04_inventory_puzzle" />
</group>
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<group object_flags="1" id="Safe" hint="$1076" editor_flags="0" s1="hide_ex(0, false, &quot;safe_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;&#x09;if state(&quot;Safe&quot;, &quot;safe01&quot;) then&#x0D;&#x0A;&#x09;&#x09;if is_disable(&quot;area_flag_for_minigame&quot;) then&#x0D;&#x0A;&#x09;&#x09;   if is_disable(&quot;area_flag_for_hog03&quot;) then&#x0D;&#x0A;&#x09;&#x09;&#x09;  enable(&quot;area_flag_for_hog03&quot;)&#x0D;&#x0A;&#x09;&#x09;&#x09;  enable(&quot;_area_hog03&quot;)&#x0D;&#x0A;&#x09;&#x09;&#x09;  show_ex(0, false, &quot;hog_effect&quot;)&#x0D;&#x0A;  &#x09;&#x09;&#x09;  show_scene(&quot;miniscene_safe&quot;)&#x0D;&#x0A;&#x09;&#x09;&#x09;  say(1079) --чего-то не хватает&#x0D;&#x0A;                                   else&#x0D;&#x0A;&#x09;&#x09;&#x09;show_scene(&quot;miniscene_safe&quot;)&#x0D;&#x0A;&#x09;&#x09;   end&#x0D;&#x0A;&#x09;&#x09;else&#x0D;&#x0A;&#x09;&#x09;   if minigame(&quot;count_several_equations&quot;, 360, 60) then &#x0D;&#x0A;                                                   sound(&quot;open_safe02&quot;)&#x0D;&#x0A;&#x09;&#x09;&#x09;   change_state(&quot;Safe&quot;, &quot;safe02&quot;)&#x0D;&#x0A;&#x09;&#x09;   end&#x0D;&#x0A;&#x09;&#x09;end&#x0D;&#x0A;&#x09;elseif state(&quot;Safe&quot;, &quot;safe02&quot;) then&#x0D;&#x0A;&#x09;&#x09;change_state_ex(true, 0, false, &quot;Safe&quot;, &quot;safe03&quot;)&#x0D;&#x0A;&#x09;&#x09;take(&quot;CD&quot;)&#x0D;&#x0A;                                if not is_task_hidden(10) then&#x0D;&#x0A;                                      complete_task(10)&#x0D;&#x0A;                                end&#x0D;&#x0A;&#x09;end&#x0D;&#x0A;elseif cursor(&quot;Plate&quot;) then&#x0D;&#x0A;  remove(&quot;Plate&quot;)&#x0D;&#x0A;  sound(&quot;cliche_in&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;plate&quot;)&#x0D;&#x0A;  enable(&quot;area_flag_for_minigame&quot;)&#x0D;&#x0A;  close_scene(&quot;miniscene_safe&quot;)&#x0D;&#x0A;  if minigame(&quot;count_several_equations&quot;, 360, 60)then&#x0D;&#x0A;        sound(&quot;open_safe02&quot;)&#x0D;&#x0A;        change_state(&quot;Safe&quot;, &quot;safe02&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end " s2="if state(&quot;Safe&quot;, &quot;safe01&quot;) then&#x0D;&#x0A;   show_ex(0, false, &quot;safe_shine&quot;)&#x0D;&#x0A;end" s3="if state(&quot;Safe&quot;, &quot;safe01&quot;) then&#x0D;&#x0A;   hide_ex(0, false, &quot;safe_shine&quot;)&#x0D;&#x0A;end" s4="" >
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<scene id="chapter04_hog_big" size="1024 768" offset="0 0" flags="0" script="hidden_object.Start(_current_scene, 1, &quot;warehouse&quot;)&#x0D;&#x0A;&#x0D;&#x0A;function checkTiles()&#x0D;&#x0A;  local flag = 0&#x0D;&#x0A;   for i = 1, 16 do&#x0D;&#x0A;       local id = &quot;__hog_tile&quot; &#x0D;&#x0A;      if i &lt; 10 then&#x0D;&#x0A;           id = id .. 0&#x0D;&#x0A;      end &#x0D;&#x0A;      id = id .. i&#x0D;&#x0A;      -- если i-ая табличка видна - еще рано брать таблички в инвентарь&#x0D;&#x0A;      if not is_hide(id) then&#x0D;&#x0A;             flag = flag + 1&#x0D;&#x0A;      --       break&#x0D;&#x0A;      end&#x0D;&#x0A;   end&#x0D;&#x0A;   if flag == 1 then&#x0D;&#x0A;--      __message(&quot;тык&quot;)&#x0D;&#x0A;        enable(&quot;area_can_win&quot;)&#x0D;&#x0A;  elseif not is_disable(&quot;area_can_win&quot;) then&#x0D;&#x0A;        enable(&quot;area_flag_for_hog01&quot;)&#x0D;&#x0A;       disable(&quot;_area_hog01&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;hog_effect&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" >
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<object object_flags="0" id="nut" hint="$804" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="878 592" angle="0" size="30 35" type="image" color="-1" image_id="scenes_chapter04_scene04_hidden_nuts" />
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<object object_flags="0" id="statue" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="765.500 636" angle="0" size="339 266" type="image" color="-1" image_id="scenes_chapter04_scene04_hidden_statue" />
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</level>
<level id="Chapter05" s1="&#x0D;&#x0A;additional_inventory.Init()&#x0D;&#x0A;&#x0D;&#x0A;change_avatar(&quot;vints&quot;)&#x0D;&#x0A;&#x0D;&#x0A;unite_objects(&quot;Flashlight&quot;, &quot;Empty_flash&quot;, &quot;Battery01&quot;, &quot;Battery02&quot;, &quot;Battery03&quot;)&#x0D;&#x0A;unite_objects(&quot;All_keys&quot;,  &quot;Green_key&quot;, &quot;Red_key&quot;, &quot;Yellow_key&quot;)&#x0D;&#x0A;&#x0D;&#x0A;------- ТАСКИ&#x0D;&#x0A;add_task(1, 1121, true) -- найти фонарик&#x0D;&#x0A;add_task(2, 1123, true) -- найти проход к могиле императора&#x0D;&#x0A;add_task(3, 1124, true, 1) -- найти 3 батарейки&#x0D;&#x0A;add_task(4, 1125, true) -- открыть тайник в емкости&#x0D;&#x0A;add_task(5, 1188, true, 2) -- попасть в лабиринт&#x0D;&#x0A;add_task(6, 1198, true) -- найти 3 ключа от лабиринта&#x0D;&#x0A;add_task(7, 1205, true) -- накормить птенцов&#x0D;&#x0A;add_task(9, 1212, true, 6)  -- найти 2 ключа&#x0D;&#x0A;add_task(10, 1213, true, 9) -- найти 1 ключ&#x0D;&#x0A;add_task(11, 1235, true) -- раскрасить узор&#x0D;&#x0A;------ ТАСКИ&#x0D;&#x0A;-----ЛОКАЦИИ &#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- главные ворота&#x0D;&#x0A;        id = &quot;gates_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene05_01&quot;, &#x0D;&#x0A;        title = &quot;$981&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- домик смотрителя&#x0D;&#x0A;        id = &quot;house_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene05_03&quot;, &#x0D;&#x0A;        title = &quot;$980&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- домик смотрителя прошлое&#x0D;&#x0A;        id = &quot;house_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene05_04&quot;, &#x0D;&#x0A;        title = &quot;$980&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- главные ворота прошлое&#x0D;&#x0A;        id = &quot;gates_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene05_02&quot;, &#x0D;&#x0A;        title = &quot;$981&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- гробница &#x0D;&#x0A;        id = &quot;tomb&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene05_05&quot;, &#x0D;&#x0A;        title = &quot;$982&quot;,&#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;-----ЛОКАЦИИ &#x0D;&#x0A;&#x0D;&#x0A;function CheckBatteries()&#x0D;&#x0A;   if not is_object_on_level(&quot;Flashlight&quot;) then&#x0D;&#x0A;       complete_task(3) -- нашли фонарик&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;-- анализ, какой таск про нахождение ключей завершать&#x0D;&#x0A;function ChangeTask()&#x0D;&#x0A;     local i = 0&#x0D;&#x0A;     if is_object_on_level(&quot;Red_key&quot;) then&#x0D;&#x0A;            i = i +1&#x0D;&#x0A;    end&#x0D;&#x0A;     if is_object_on_level(&quot;Green_key&quot;) then&#x0D;&#x0A;            i = i +1&#x0D;&#x0A;    end&#x0D;&#x0A;     if is_object_on_level(&quot;Yellow_key&quot;) then&#x0D;&#x0A;            i = i +1&#x0D;&#x0A;    end&#x0D;&#x0A;   if i == 2 then &#x0D;&#x0A;        complete_task(6)&#x0D;&#x0A;   elseif i == 1 then&#x0D;&#x0A;        complete_task(9)&#x0D;&#x0A;   elseif i == 0 then&#x0D;&#x0A;        complete_task(10)&#x0D;&#x0A;   end&#x0D;&#x0A;end &#x0D;&#x0A;&#x0D;&#x0A;function CheckMazeNotes()&#x0D;&#x0A;    if is_hide(&quot;news_mini&quot;) and not is_hide(&quot;clip_open_secret&quot;) then&#x0D;&#x0A;        notepad.EnablePage(15)&#x0D;&#x0A;    end&#x0D;&#x0A;end" s2="achievements.OnStartLevel()&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;form_start_dialog_event([[ &#x0D;&#x0A;         say(1122) -- очень тямнооо&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;       show_task(2)&#x0D;&#x0A;        show_task(1)&#x0D;&#x0A;        show_task(3)&#x0D;&#x0A;        show_task(5)&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A; profile.SetVariable(&quot;chapter04_finished&quot;, 1)&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;notepad_page13_chapter05&quot;) ~= 0 then&#x0D;&#x0A;&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;notepad_page14_chapter05&quot;) ~= 0 then&#x0D;&#x0A;     disable(&quot;_area_news&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;news_mini&quot;)&#x0D;&#x0A;     enable(&quot;_area_notes&quot;)&#x0D;&#x0A;     enable(&quot;knot15&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter05_quipu12&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;knot12&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter05_quipu13&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;knot13&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter05_quipu14&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;knot14&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter05_quipu15&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;knot15&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter05_quipu16&quot;) ~= 0 then&#x0D;&#x0A;    hide_ex(0, false, &quot;knot16&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;chapter06_finished&quot;) == 0 or &#x0D;&#x0A;     profile.GetVariable(&quot;ach_chapter05_news10&quot;) ~=0 then&#x0D;&#x0A;          hide_ex(0, false, &quot;news10&quot;)&#x0D;&#x0A;          enable(&quot;knot15&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      background_sounds.Play(&quot;thunder&quot;, {&#x0D;&#x0A;            gates_present = 1,&#x0D;&#x0A;            miniscene_tankage = 1,&#x0D;&#x0A;            house_present = 1,&#x0D;&#x0A;            chapter05_hog01 = 1&#x0D;&#x0A;      })&#x0D;&#x0A;      background_sounds.Play(&quot;rain&quot;, {&#x0D;&#x0A;            gates_present = 1,&#x0D;&#x0A;            miniscene_tankage = 1,&#x0D;&#x0A;            house_present = 1,&#x0D;&#x0A;            chapter05_hog01 = 1&#x0D;&#x0A;      })&#x0D;&#x0A;      background_sounds.Play(&quot;wind_01&quot;, {&#x0D;&#x0A;           gates_past = 1,&#x0D;&#x0A;           house_past = 1,&#x0D;&#x0A;           tomb = 1,&#x0D;&#x0A;           miniscene_tankage_past = 1&#x0D;&#x0A;      })&#x0D;&#x0A;      background_sounds.Play(&quot;insects_night&quot;, {&#x0D;&#x0A;           gates_past = 1,&#x0D;&#x0A;           house_past = 1,&#x0D;&#x0A;           tomb = 1,&#x0D;&#x0A;           miniscene_tankage_past = 1&#x0D;&#x0A;      })&#x0D;&#x0A;]])" sound1="" sound2="" >
<scene id="gates_present" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;    stop_sound(&quot;bird_02&quot;, 0)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.DisableScene(&quot;gates_present&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;gates_past&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;house_present&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;tomb&quot;)&#x0D;&#x0A;]])" >
<objects >
<group object_flags="3" id="Cheat_chapter_copy" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
<object object_flags="0" id="object 36" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 309" angle="0" size="59 59" type="image" color="-1" image_id="achievements_chapter_without_a_hint" />
</group>
<object object_flags="3" id="tank1_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="320 473" angle="0" size="216 122" type="image" color="-1" image_id="scenes_chapter05_scene01_minigame_shine" />
<object object_flags="0" id="Brush" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="676 705" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
<object object_flags="0" id="Crowbar" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="662 730" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
<object object_flags="0" id="Earth" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="768 703" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
<object object_flags="0" id="Fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="751 693" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
<object object_flags="0" id="Water" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="707 700" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
<object object_flags="0" id="Knife" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="621 707" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
<object object_flags="0" id="Magnifier" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="537 712" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
<object object_flags="0" id="gui_amulet_gates_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;gates_past&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="0" id="Flashlight" hint="$1183" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="407 672" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_electric torch_on" />
</group>
<object object_flags="1" id="rain" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_01_rain" use_alpha="false" />
<object object_flags="1" id="gates_present_flash" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="flash_light" use_alpha="false" />
<object object_flags="0" id="knot12" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot12&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter05_quipu12&quot;, 1)" s2="" s3="" s4="" sound="" offset="625 100" angle="0" size="33 47" type="image" color="-1" image_id="scenes_chapter05_scene01_kipu01" />
<object object_flags="0" id="news10" hint="$1256" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper10&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter05_news10&quot;) == 0 then&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;   profile.SetVariable(&quot;ach_chapter05_news10&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="636.500 505.500" angle="0" size="71 59" type="image" color="-1" image_id="scenes_chapter05_scene01_newspaper" />
<group object_flags="1" id="Yellow_color" hint="$1127" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="yellow_" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="719 133" angle="0" size="46 38" type="image" color="-1" image_id="scenes_chapter05_scene01_jar_paint_yellow" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="721 132" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_tin_yellow" />
</group>
<group object_flags="1" id="Red_color" hint="$1126" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="red_" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="673 237.500" angle="0" size="42 33" type="image" color="-1" image_id="scenes_chapter05_scene01_jar_paint_red" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="674 234" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_tin_red" />
</group>
<group object_flags="1" id="Empty_flash" hint="$1128" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="flashlight" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="578.500 341.500" angle="0" size="43 17" type="image" color="-1" image_id="scenes_chapter05_scene01_flash_light" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="581 344" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_electric torch" />
</group>
<group object_flags="1" id="Battery01" hint="$1129" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="battery" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="659.500 423" angle="0" size="5 16" type="image" color="-1" image_id="scenes_chapter05_scene01_battary" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="652 425" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_battery_red" />
</group>
<object object_flags="1" id="gates_present_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_01" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_can03" hint="$1317" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="567 254" />
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</area>
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</area>
<area object_flags="0" id="area_can01" hint="$1317" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="650 131" />
<point offset="651 150" />
<point offset="621 154" />
<point offset="614 136" />
</area>
<area object_flags="0" id="area_cement_tankage" hint="$1130" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_brush" hint="$1316" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_shovel" hint="$1319" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_bucket01" hint="$1313" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="seen_news10" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<point offset="274 707" />
</area>
<area object_flags="0" id="_area_to_house_present" hint="$1138" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;      show_scene(&quot;house_present&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_battery01" hint="$1129" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if not is_object_on_level(&quot;Empty_flash&quot;) then&#x0D;&#x0A;         take(&quot;Battery01&quot;)&#x0D;&#x0A;         disable()&#x0D;&#x0A;         CheckBatteries()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_yellow" hint="$1127" editor_flags="4" s1="if cursor() and not is_disable(&quot;area_have_seen_colors&quot;) then&#x0D;&#x0A;     take(&quot;Yellow_color&quot;)&#x0D;&#x0A;     disable()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_red" hint="$1126" editor_flags="4" s1="if cursor() and not is_disable(&quot;area_have_seen_colors&quot;) then&#x0D;&#x0A;     take(&quot;Red_color&quot;)&#x0D;&#x0A;     disable()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_empty_flash" hint="$1131" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   take(&quot;Empty_flash&quot;)&#x0D;&#x0A;   complete_task(1)&#x0D;&#x0A;   say(1132) -- нет батареек&#x0D;&#x0A;  disable() &#x0D;&#x0A;  enable(&quot;_area_hog01&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;hog_effect01&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="557 329" />
<point offset="572 335" />
<point offset="601 342" />
<point offset="599 348" />
<point offset="558 350" />
</area>
<area object_flags="0" id="_area_miniscene" hint="$1130" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    show_scene(&quot;miniscene_tankage&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;    hide_ex(0, false, &quot;tank1_shine&quot;)" s2="show_ex(0, false, &quot;tank1_shine&quot;)" s3="hide_ex(0, false, &quot;tank1_shine&quot;)" s4="" sound="" >
<point offset="362 428" />
<point offset="413 442" />
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<point offset="290 514" />
<point offset="243 503" />
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</area>
<area object_flags="0" id="area_scaffold" hint="$1320" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<point offset="830 517" />
<point offset="778 558" />
<point offset="487 520" />
<point offset="487 2" />
</area>
</areas>
</scene>
<scene id="miniscene_newspaper10" size="700 495" offset="112 57" flags="2" script="" >
<objects >
<object object_flags="1" id="object 1" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="350 247.500" angle="0" size="700 495" type="clip" color="-1" clip_id="newspaper05" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="miniscene_tankage" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;    stop_sound(&quot;bird_02&quot;, 0)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   if is_task_hidden(4) then&#x0D;&#x0A;        say(1135) -- инкский символ лабиринта&#x0D;&#x0A;        show_task(4)&#x0D;&#x0A;   end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- _state - цвет углубления, в который ткнули&#x0D;&#x0A;function ClickOnHole(_state)&#x0D;&#x0A;   if cursor() then&#x0D;&#x0A;       if  not is_disable(&quot;area_have_seen_colors&quot;) then&#x0D;&#x0A;         if is_hide(&quot;yellow_color_in_hole&quot;) or &#x0D;&#x0A;            is_hide(&quot;red_color_in_hole&quot;) or &#x0D;&#x0A;            is_hide(&quot;black_color_in_hole&quot;) or &#x0D;&#x0A;            is_hide(&quot;green_color_in_hole&quot;)  then&#x0D;&#x0A;               say(1237) -- Еще не все углубления заполнены краской, надо это исправить.&#x0D;&#x0A;         else&#x0D;&#x0A;               say(1238) -- краска в углублении&#x0D;&#x0A;         end&#x0D;&#x0A;       else&#x0D;&#x0A;          say(1239) -- интересно, нафига нужны&#x0D;&#x0A;      end&#x0D;&#x0A; elseif cursor(&quot;Green_color&quot;) then&#x0D;&#x0A;&#x09;  if _state == &quot;green&quot; then&#x0D;&#x0A;                                   sound(&quot;color_pouring&quot;)&#x0D;&#x0A;&#x09;&#x09;   remove(&quot;Green_color&quot;)&#x0D;&#x0A;&#x09;&#x09;   show(&quot;green_color_in_hole&quot;)&#x0D;&#x0A;&#x09;&#x09;  change_hint(&quot;_area_green_color&quot;, 1194)&#x0D;&#x0A;&#x09;&#x09;  CheckAllColorsInHoles()&#x0D;&#x0A;&#x09;  else&#x0D;&#x0A;&#x09;&#x09;&#x09;say(1236) -- не то углубление&#x0D;&#x0A;&#x09;   end&#x0D;&#x0A;   elseif cursor(&quot;Red_color&quot;) then&#x0D;&#x0A;&#x09;   if _state == &quot;red&quot; then&#x0D;&#x0A;                                   sound(&quot;color_pouring&quot;)&#x0D;&#x0A;&#x09;&#x09;   remove(&quot;Red_color&quot;)&#x0D;&#x0A;&#x09;&#x09;   show(&quot;red_color_in_hole&quot;)&#x0D;&#x0A;&#x09;&#x09;   change_hint(&quot;_area_red_color&quot;, 1126)&#x0D;&#x0A;&#x09;&#x09;   CheckAllColorsInHoles()&#x0D;&#x0A;&#x09;   else&#x0D;&#x0A;&#x09;&#x09;&#x09;say(1236)-- не то углубление&#x0D;&#x0A;&#x09;   end&#x0D;&#x0A;   elseif cursor(&quot;Black_color&quot;) then&#x0D;&#x0A;&#x09;&#x09;if _state  == &quot;black&quot; then&#x0D;&#x0A;                                   sound(&quot;color_pouring&quot;)&#x0D;&#x0A;&#x09;&#x09;   remove(&quot;Black_color&quot;)&#x0D;&#x0A;&#x09;&#x09;   show(&quot;black_color_in_hole&quot;)&#x0D;&#x0A;&#x09;&#x09;  change_hint(&quot;_area_black_color&quot;, 1193)&#x0D;&#x0A;&#x09;&#x09;  CheckAllColorsInHoles()&#x0D;&#x0A;&#x09;&#x09;else&#x0D;&#x0A;&#x09;&#x09;&#x09;say(1236)-- не то углубление&#x0D;&#x0A;&#x09;    end&#x0D;&#x0A;   elseif cursor(&quot;Yellow_color&quot;) then&#x0D;&#x0A;&#x09;&#x09;if _state == &quot;yellow&quot; then&#x0D;&#x0A;                                   sound(&quot;color_pouring&quot;)&#x0D;&#x0A;&#x09;&#x09;   remove(&quot;Yellow_color&quot;)&#x0D;&#x0A;&#x09;&#x09;   show(&quot;yellow_color_in_hole&quot;)&#x0D;&#x0A;&#x09;&#x09;  change_hint(&quot;_area_yellow_color&quot;, 1127)&#x0D;&#x0A;&#x09;&#x09;  CheckAllColorsInHoles()&#x0D;&#x0A;&#x09;&#x09;else&#x0D;&#x0A;&#x09;&#x09;&#x09;say(1236)-- не то углубление&#x0D;&#x0A;&#x09;&#x09;end&#x0D;&#x0A;  elseif cursor(&quot;Brush&quot;) or  cursor(&quot;Brush_black&quot;) or cursor(&quot;Brush_yellow&quot;) &#x0D;&#x0A;    or cursor(&quot;Brush_green&quot;) or cursor(&quot;Brush_red&quot;) then&#x0D;&#x0A;       if is_hide(&quot;yellow_color_in_hole&quot;) or &#x0D;&#x0A;          is_hide(&quot;red_color_in_hole&quot;) or &#x0D;&#x0A;          is_hide(&quot;black_color_in_hole&quot;) or &#x0D;&#x0A;          is_hide(&quot;green_color_in_hole&quot;)  then&#x0D;&#x0A;                  say(1240) --Приступать к раскраске рано, мне все равно нужны будут все цвета.&#x0D;&#x0A;      else&#x0D;&#x0A;           sound(&quot;brush_to_color&quot;)&#x0D;&#x0A;           local id = &quot;Brush_&quot; .. _state&#x0D;&#x0A;           clear_cursor()&#x0D;&#x0A;           take_to_cursor(id)&#x0D;&#x0A;      end&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function CheckAllColorsInHoles()&#x0D;&#x0A;  if  not (is_hide(&quot;yellow_color_in_hole&quot;) or &#x0D;&#x0A;          is_hide(&quot;red_color_in_hole&quot;) or &#x0D;&#x0A;          is_hide(&quot;black_color_in_hole&quot;) or &#x0D;&#x0A;          is_hide(&quot;green_color_in_hole&quot;) ) then&#x0D;&#x0A;          --   раздизейблим области узоров&#x0D;&#x0A;               local area_id = &quot;_area_pattern0&quot;&#x0D;&#x0A;               for i = 1, 8 do&#x0D;&#x0A;                   enable(area_id .. i)&#x0D;&#x0A;              end&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function ClickPattern(_i)&#x0D;&#x0A;     local  id = &quot;Pattern&quot;&#x0D;&#x0A;     if _i &lt; 10 then id = id .. 0 end&#x0D;&#x0A;    id = id .. _i&#x0D;&#x0A;   local state = &quot;&quot;&#x0D;&#x0A;   if cursor(&quot;Brush_black&quot;) then state = &quot;black&quot; &#x0D;&#x0A;   elseif cursor(&quot;Brush_green&quot;) then state = &quot;green&quot; &#x0D;&#x0A;   elseif cursor(&quot;Brush_yellow&quot;) then state = &quot;yellow&quot; &#x0D;&#x0A;   elseif cursor(&quot;Brush_red&quot;) then state = &quot;red&quot; end&#x0D;&#x0A;   if state ~= &quot;&quot; then&#x0D;&#x0A;           sound(&quot;brush_to_stone&quot;)&#x0D;&#x0A;         show_ex(0, false, id)&#x0D;&#x0A;         change_state_ex(true, 0, false, id, state)&#x0D;&#x0A;        CheckPatterns()&#x0D;&#x0A;   elseif cursor(&quot;Brush&quot;) then&#x0D;&#x0A;        say(1241) -- кисть надо обмакнуть в краске&#x0D;&#x0A;   else&#x0D;&#x0A;        say(1246) --Эти узоры надо правильно раскрасить.&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function CheckPatterns()&#x0D;&#x0A;    if state(&quot;Pattern01&quot;, &quot;green&quot;) and not is_hide(&quot;Pattern01&quot;) and&#x0D;&#x0A;       state(&quot;Pattern02&quot;, &quot;red&quot;) and not is_hide(&quot;Pattern02&quot;) and&#x0D;&#x0A;       state(&quot;Pattern03&quot;, &quot;black&quot;) and not is_hide(&quot;Pattern03&quot;) and&#x0D;&#x0A;       state(&quot;Pattern04&quot;, &quot;red&quot;) and not is_hide(&quot;Pattern04&quot;) and&#x0D;&#x0A;       state(&quot;Pattern05&quot;, &quot;green&quot;) and not is_hide(&quot;Pattern05&quot;) and&#x0D;&#x0A;       state(&quot;Pattern06&quot;, &quot;black&quot;) and not is_hide(&quot;Pattern06&quot;) and&#x0D;&#x0A;       state(&quot;Pattern07&quot;, &quot;yellow&quot;) and not is_hide(&quot;Pattern07&quot;) and&#x0D;&#x0A;       state(&quot;Pattern08&quot;, &quot;red&quot;) and not is_hide(&quot;Pattern08&quot;) then&#x0D;&#x0A;           OpenTankage()&#x0D;&#x0A;   else&#x0D;&#x0A;          do_not_change_cursor()&#x0D;&#x0A;   end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function OpenTankage()&#x0D;&#x0A;--    прячем все узоры и дизейблим области&#x0D;&#x0A;   clear_cursor()&#x0D;&#x0A;    complete_task(11)&#x0D;&#x0A;    local id = &quot;Pattern0&quot;&#x0D;&#x0A;    local area_id = &quot;_area_pattern0&quot;&#x0D;&#x0A;    for i = 1, 8 do&#x0D;&#x0A;         hide_ex(0, false, id..i)&#x0D;&#x0A;         disable(area_id .. i)&#x0D;&#x0A;    end&#x0D;&#x0A;&#x0D;&#x0A;    hide_ex(0, false, &quot;rain_tank&quot;)&#x0D;&#x0A;    hide_ex(0, false, &quot;flash_scene_tank&quot;)&#x0D;&#x0A;    show_ex(0, false, &quot;shine&quot;)&#x0D;&#x0A;    play_clip(&quot;shine&quot;, 0)&#x0D;&#x0A;    show_ex(0, false, &quot;clip_open_secret&quot;)&#x0D;&#x0A;    play_clip(&quot;clip_open_secret&quot;, 0)&#x0D;&#x0A;    for i = 1,4 do&#x0D;&#x0A;        sleep(1000)&#x0D;&#x0A;        sound(&quot;open_stone&quot;) &#x0D;&#x0A;    end&#x0D;&#x0A;    complete_task(4)&#x0D;&#x0A;    enable(&quot;_area_walkthrough&quot;) -- область прохождения лабиринта&#x0D;&#x0A;    notepad.EnablePage(13)&#x0D;&#x0A;&#x0D;&#x0A;    CheckMazeNotes()&#x0D;&#x0A;&#x0D;&#x0A;    if is_hide(&quot;news_mini&quot;) or not is_disable(&quot;area_have_seen_symbol&quot;)  then&#x0D;&#x0A;        say(1245) -- наверна подсказка&#x0D;&#x0A;    else&#x0D;&#x0A;      say(1249) -- загадочные символы&#x0D;&#x0A;    end&#x0D;&#x0A;&#x0D;&#x0A;    profile.SetVariable(&quot;notepad_page13_chapter05&quot;, 1)&#x0D;&#x0A;end" >
<objects >
<object object_flags="0" id="gui_amulet_mini_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;miniscene_tankage_past&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="0" id="Brush_red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="428 713.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_brush_red" />
<object object_flags="0" id="Brush_yellow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="358 715.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_brush_yellow" />
<object object_flags="0" id="Brush_green" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="306 713.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_brush_green" />
<object object_flags="0" id="Brush_black" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="232 711.500" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_brush_black" />
<object object_flags="1" id="rain_tank" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="miniscene_rain" use_alpha="false" />
<object object_flags="3" id="shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_01_cover_shine" use_alpha="false" />
<object object_flags="1" id="flash_scene_tank" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="flash_light" use_alpha="false" />
<group object_flags="1" id="Battery02" hint="$1129" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="battery02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="220.500 293" angle="0" size="69 54" type="image" color="-1" image_id="scenes_chapter05_scene01_minigame_battary02" />
<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="219 297" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_battery_yellow" />
</group>
<object object_flags="3" id="clip_open_secret" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_01_miniscene_cover_out" use_alpha="false" />
<group object_flags="3" id="Pattern08" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="black" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="661.500 367" angle="0" size="85 55" type="image" color="-9738905" image_id="scenes_chapter05_scene01_minigame_black08" />
<object object_flags="3" id="green" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="661.500 367" angle="0" size="85 55" type="image" color="-16730624" image_id="scenes_chapter05_scene01_minigame_gray08" />
<object object_flags="3" id="yellow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="661.500 367" angle="0" size="85 55" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray08" />
<object object_flags="3" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="661.500 367" angle="0" size="85 55" type="image" color="-65536" image_id="scenes_chapter05_scene01_minigame_gray08" />
</group>
<group object_flags="3" id="Pattern07" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="black" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="659 295.500" angle="0" size="134 115" type="image" color="-10197916" image_id="scenes_chapter05_scene01_minigame_black07" />
<object object_flags="3" id="green" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="659 295.500" angle="0" size="134 115" type="image" color="-16724480" image_id="scenes_chapter05_scene01_minigame_gray07" />
<object object_flags="3" id="yellow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="659 295.500" angle="0" size="134 115" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray07" />
<object object_flags="0" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="659 295.500" angle="0" size="134 115" type="image" color="-65024" image_id="scenes_chapter05_scene01_minigame_gray07" />
</group>
<group object_flags="3" id="Pattern06" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="black" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="561.500 254" angle="0" size="103 76" type="image" color="-10197916" image_id="scenes_chapter05_scene01_minigame_black06" />
<object object_flags="3" id="green" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="561.500 254" angle="0" size="103 76" type="image" color="-16711936" image_id="scenes_chapter05_scene01_minigame_gray06" />
<object object_flags="3" id="yellow" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="561.500 254" angle="0" size="103 76" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray06" />
<object object_flags="3" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="561.500 254" angle="0" size="103 76" type="image" color="-65536" image_id="scenes_chapter05_scene01_minigame_gray06" />
</group>
<group object_flags="3" id="Pattern05" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="black" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="371 321" angle="0" size="110 74" type="image" color="-10197916" image_id="scenes_chapter05_scene01_minigame_black05" />
<object object_flags="3" id="green" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="371 321" angle="0" size="110 74" type="image" color="-16732160" image_id="scenes_chapter05_scene01_minigame_gray05" />
<object object_flags="3" id="yellow" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="371 321" angle="0" size="110 74" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray05" />
<object object_flags="3" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="371 321" angle="0" size="110 74" type="image" color="-65536" image_id="scenes_chapter05_scene01_minigame_gray05" />
</group>
<group object_flags="3" id="Pattern04" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="black" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="350 379" angle="0" size="132 74" type="image" color="-9608343" image_id="scenes_chapter05_scene01_minigame_black04" />
<object object_flags="3" id="green" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="350 379" angle="0" size="132 74" type="image" color="-16729856" image_id="scenes_chapter05_scene01_minigame_gray04" />
<object object_flags="3" id="yellow" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="350 379" angle="0" size="132 74" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray04" />
<object object_flags="3" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="350 379" angle="0" size="132 74" type="image" color="-65536" image_id="scenes_chapter05_scene01_minigame_gray04" />
</group>
<group object_flags="3" id="Pattern03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="black" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="479.500 412.500" angle="0" size="107 89" type="image" color="-10133137" image_id="scenes_chapter05_scene01_minigame_black03" />
<object object_flags="0" id="green" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="479.500 412.500" angle="0" size="107 89" type="image" color="-16729600" image_id="scenes_chapter05_scene01_minigame_gray03" />
<object object_flags="3" id="yellow" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="479.500 412.500" angle="0" size="107 89" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray03" />
<object object_flags="3" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="479.500 412.500" angle="0" size="107 89" type="image" color="-65536" image_id="scenes_chapter05_scene01_minigame_gray03" />
</group>
<group object_flags="3" id="Pattern02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="black" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="533 327" angle="0" size="276 260" type="image" color="-9475741" image_id="scenes_chapter05_scene01_minigame_black02" />
<object object_flags="3" id="green" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="533 327" angle="0" size="276 260" type="image" color="-16730112" image_id="scenes_chapter05_scene01_minigame_gray02" />
<object object_flags="3" id="yellow" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="533 327" angle="0" size="276 260" type="image" color="-256" image_id="scenes_chapter05_scene01_minigame_gray02" />
<object object_flags="3" id="red" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="533 327" angle="0" size="276 260" type="image" color="-65536" image_id="scenes_chapter05_scene01_minigame_gray02" />
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<object object_flags="0" id="__hog_bulb" hint="$360" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="894 124.500" angle="0" size="30 54" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_lamp" />
<object object_flags="0" id="__hog_sea_horse" hint="$359" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="744 596" angle="0" size="140 64" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_seahorse" />
<object object_flags="0" id="__hog_key03" hint="$358" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="372 331" angle="0" size="92 52" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_key03" />
<object object_flags="0" id="__hog_key02" hint="$358" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="765 271" angle="0" size="78 30" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_key02" />
<object object_flags="0" id="__hog_key01" hint="$358" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="307.500 502.500" angle="0" size="51 23" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_key01" />
<object object_flags="0" id="__hog_idol" hint="$354" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="855 195.500" angle="0" size="56 86" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_idol" />
<object object_flags="0" id="__hog_hat" hint="$351" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="318 404" angle="0" size="58 44" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hat" />
<object object_flags="0" id="__hog_hammer" hint="$350" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="360.500 143.500" angle="0" size="59 135" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hammer" />
<object object_flags="0" id="__hog_pince_nez02" hint="$349" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="146.500 200.500" angle="0" size="113 69" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_pince_nez02" />
<object object_flags="0" id="__hog_pince_nez01" hint="$349" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="645.500 108" angle="0" size="95 116" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_pince_nez01" />
<object object_flags="0" id="__hog_flask" hint="$348" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="612.500 333.500" angle="0" size="71 105" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_flask" />
<object object_flags="0" id="__hog_fish" hint="$347" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="328.500 272.500" angle="0" size="128 43" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_fish" />
<object object_flags="0" id="__hog_eye" hint="$345" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="458.500 403" angle="0" size="80 38" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_eye" />
<object object_flags="0" id="__hog_dog" hint="$344" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="930.500 435.500" angle="0" size="60 49" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_dog" />
<object object_flags="0" id="__hog_corkscrew" hint="$343" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="416 119" angle="0" size="86 86" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_corkscrew" />
<object object_flags="0" id="__hog_boot" hint="$341" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="80.500 319" angle="0" size="98 87" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_boot" />
<object object_flags="0" id="__hog_bolt" hint="$340" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="555.500 72" angle="0" size="47 34" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_bolt" />
<object object_flags="0" id="__hog_boat" hint="$339" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="164.500 518" angle="0" size="194 70" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_boat" />
<object object_flags="0" id="__hog_butterfly" hint="$336" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="123 341" angle="0" size="64 58" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_batterfly" />
<object object_flags="0" id="__hog_angel" hint="$335" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="550 199" angle="0" size="79 56" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_angel" />
<object object_flags="3" id="objects" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_hidden_v05_object" />
<object object_flags="1" id="hog_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter02_scene03_hidden_back" />
</objects>
<areas />
</scene>
<scene id="gates_past" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;    stop_sound(&quot;bird_02&quot;, 0)&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.EnableScene(&quot;gates_present&quot;)&#x0D;&#x0A;     floating_locations.DisableScene(&quot;gates_past&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;house_present&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;tomb&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="0" id="knot13" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot13&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter05_quipu13&quot;, 1)&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="540 578" angle="0" size="58 58" type="image" color="-1" image_id="scenes_chapter05_scene02_kipu" />
<object object_flags="3" id="tank2_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="260 448" angle="0" size="224 133" type="image" color="-1" image_id="scenes_chapter05_scene02_miniscene_shine" />
<object object_flags="0" id="gui_amulet_gates_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;gates_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="bush" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_02" use_alpha="false" />
<group object_flags="0" id="All_keys" hint="$1220" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="360 692" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_key_all" />
</group>
<group object_flags="2" id="Yellow_key" hint="$1219" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="139 494" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_key_yellow" />
</group>
<group object_flags="3" id="Jug01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="jug01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="135 481.500" angle="0" size="58 41" type="image" color="-1" image_id="scenes_chapter05_scene02_jud_02" />
<object object_flags="0" id="jug02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="105.500 442" angle="0" size="211 220" type="image" color="-1" image_id="scenes_chapter05_scene02_jud_03" />
</group>
<object object_flags="3" id="jug03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="690 475" angle="0" size="242 112" type="image" color="-1" image_id="scenes_chapter05_scene02_jud_01" />
<object object_flags="1" id="gates_past_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter05_scene02_background" />
</objects>
<areas >
<area object_flags="0" id="area_statuette" hint="$1318" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="194 442" />
<point offset="187 416" />
<point offset="208 418" />
<point offset="215 443" />
<point offset="215 494" />
<point offset="201 491" />
</area>
<area object_flags="1" id="_area_yellow_key_gates" hint="$1219" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_object_on_level(&quot;Yellow_key&quot;) then&#x0D;&#x0A;       hide_ex( 0, false, &quot;jug01&quot;)&#x0D;&#x0A;      take(&quot;Yellow_key&quot;)&#x0D;&#x0A;      ChangeTask()&#x0D;&#x0A;      disable()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="159 496" />
<point offset="155 468" />
<point offset="114 467" />
<point offset="111 506" />
</area>
<area object_flags="0" id="_area_miniscene_past" hint="$1130" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    show_scene(&quot;miniscene_tankage_past&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;    hide_ex(0, false, &quot;tank2_shine&quot;)" s2="show_ex(0, false, &quot;tank2_shine&quot;)" s3="hide_ex(0, false, &quot;tank2_shine&quot;)" s4="" sound="" >
<point offset="295 403" />
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<point offset="364 494" />
<point offset="226 505" />
<point offset="158 491" />
<point offset="162 423" />
</area>
<area object_flags="0" id="_area_to_house_past" hint="$1138" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    show_scene(&quot;house_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="673 518" />
<point offset="744 521" />
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</area>
<area object_flags="0" id="area_to_house_present_for_hint" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="995 256" />
<point offset="999 315" />
<point offset="950 323" />
<point offset="948 241" />
</area>
<area object_flags="1" id="_area_crushed_jug01" hint="$1215" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Jug01&quot;, &quot;jug01&quot;) then&#x0D;&#x0A;       change_state_ex(true, 0, false, &quot;Jug01&quot;, &quot;jug02&quot;)&#x0D;&#x0A;      take(&quot;Yellow_key&quot;)&#x0D;&#x0A;      ChangeTask()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="80 508" />
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</area>
<area object_flags="0" id="_area_jug" hint="$1214" editor_flags="4" s1="if not is_disable(&quot;area_have_seen_door&quot;) then&#x0D;&#x0A;     if cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;         sound(&quot;ceramic_crush&quot;)&#x0D;&#x0A;         show_ex(500, false, &quot;Jug01&quot;)&#x0D;&#x0A;         disable()&#x0D;&#x0A;         enable(&quot;_area_crushed_jug01&quot;)&#x0D;&#x0A;         enable(&quot;_area_yellow_key_gates&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="_area_crushed_jugs" hint="$1217" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    say(1218)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="622 508" />
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</area>
<area object_flags="0" id="_area_jugs01" hint="$1216" editor_flags="4" s1="if not is_disable(&quot;area_have_seen_door&quot;) then&#x0D;&#x0A;     if cursor(&quot;Crowbar&quot;) then&#x0D;&#x0A;         sound(&quot;ceramic_crush&quot;)&#x0D;&#x0A;         show_ex(500, false, &quot;jug03&quot;)&#x0D;&#x0A;         disable()&#x0D;&#x0A;         enable(&quot;_area_crushed_jugs&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_tankage_past" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;   if is_task_hidden(11) then&#x0D;&#x0A;        say(1234) -- надо раскрасить&#x0D;&#x0A;        show_task(11)&#x0D;&#x0A;        enable(&quot;area_have_seen_colors&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;function ClickWithColor()&#x0D;&#x0A;   if cursor(&quot;Yellow_color&quot;) or cursor(&quot;Green_color&quot;) &#x0D;&#x0A;          or cursor(&quot;Red_color&quot;) or cursor(&quot;Black_color&quot;) then&#x0D;&#x0A;              say(1255) --Решетка мешает добраться до узора, зачем  тратить здесь краску?&#x0D;&#x0A;   elseif cursor() then&#x0D;&#x0A;        say(1233) -- в углублениях остатки краски&#x0D;&#x0A;   end&#x0D;&#x0A;end " >
<objects >
<object object_flags="0" id="gui_amulet_mini_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;miniscene_tankage&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="0" id="Battery02" hint="$1129" editor_flags="0" s1="" s2="" s3="" s4="" />
<object object_flags="3" id="clip_open_secret" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_01_miniscene_cover_out" use_alpha="false" />
<object object_flags="1" id="tankage_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 362" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter05_scene02_miniscene_miniscene" />
</objects>
<areas >
<area object_flags="1" id="area_have_seen_colors" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="650 38" />
<point offset="593 65" />
<point offset="572 23" />
</area>
<area object_flags="0" id="area_grate03" hint="$1252" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="141 12" />
<point offset="991 235" />
<point offset="981 282" />
<point offset="116 62" />
</area>
<area object_flags="0" id="area_grate02" hint="$1252" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="980 429" />
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<point offset="88 137" />
</area>
<area object_flags="0" id="area_grate01" hint="$1252" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="31 271" />
<point offset="972 524" />
<point offset="973 578" />
<point offset="16 317" />
</area>
<area object_flags="0" id="_area_black_color_" hint="$1193" editor_flags="0" s1="ClickWithColor()" s2="" s3="" s4="" sound="" >
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<point offset="114 434" />
<point offset="140 427" />
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<point offset="137 377" />
<point offset="100 372" />
<point offset="78 387" />
<point offset="81 411" />
</area>
<area object_flags="0" id="_area_red_color_" hint="$1126" editor_flags="0" s1="ClickWithColor()" s2="" s3="" s4="" sound="" >
<point offset="857 633" />
<point offset="879 616" />
<point offset="875 586" />
<point offset="859 566" />
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<point offset="817 625" />
</area>
<area object_flags="0" id="_area_yellow_color_" hint="$1127" editor_flags="0" s1="ClickWithColor()" s2="" s3="" s4="" sound="" >
<point offset="907 298" />
<point offset="934 286" />
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<point offset="899 269" />
<point offset="882 262" />
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</area>
<area object_flags="0" id="_area_green_color_" hint="$1194" editor_flags="0" s1="ClickWithColor()" s2="" s3="" s4="" sound="" >
<point offset="211 123" />
<point offset="231 122" />
<point offset="258 106" />
<point offset="259 90" />
<point offset="226 82" />
<point offset="197 78" />
<point offset="195 108" />
</area>
<area object_flags="0" id="_area_ornamet" hint="$1134" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    say(1234)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="741 264" />
<point offset="688 508" />
<point offset="253 392" />
<point offset="336 165" />
</area>
<area object_flags="0" id="area_tankage_in" hint="$1130" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="994 160" />
<point offset="153 7" />
<point offset="20 406" />
</area>
<area object_flags="0" id="_area_to_gates_past_tankage" hint="$1133" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;gates_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="1025 2" />
<point offset="1023 762" />
<point offset="5 750" />
</area>
<area object_flags="0" id="area_to_gates_for_hints02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="1020 162" />
<point offset="482 67" />
<point offset="156 3" />
</area>
</areas>
</scene>
<scene id="tomb" size="1024 768" offset="0 0" flags="0" script="form_event([[&#x0D;&#x0A;    if is_disable(&quot;area_have_seen_symbol&quot;) then&#x0D;&#x0A;      -- say(1185) -- символ на стене - надо потыркать&#x0D;&#x0A;       complete_task(2)&#x0D;&#x0A;       say(1189) -- надо че-то делать с землей&#x0D;&#x0A;       enable(&quot;area_have_seen_symbol&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;        if (not is_hide(&quot;nest&quot;)) then&#x0D;&#x0A;             sound(&quot;bird_02&quot;)&#x0D;&#x0A;        end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;     floating_locations.EnableScene(&quot;gates_present&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;gates_past&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;house_present&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;house_past&quot;)&#x0D;&#x0A;     floating_locations.DisableScene(&quot;tomb&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="3" id="Flashlight_" hint="" editor_flags="0" s1="take()" s2="" s3="" s4="" sound="" offset="507 261" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_electric torch_on" />
<object object_flags="3" id="Shovel_" hint="" editor_flags="0" s1="take()" s2="" s3="" s4="" sound="" offset="523 287" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_shovel" />
<object object_flags="3" id="entr_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="691 370" angle="0" size="100 141" type="image" color="-1" image_id="scenes_chapter05_scene05_miniscene_shine01" />
<object object_flags="3" id="mirror_blick" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_05_mirror" use_alpha="false" />
<object object_flags="3" id="nest" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_05_nest" use_alpha="false" />
<object object_flags="1" id="nest01" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="367 235" angle="0" size="66 77" type="image" color="-1" image_id="scenes_chapter05_scene05_nest" />
<object object_flags="0" id="gui_amulet_tomb" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    say(9) --В настоящем это место разрушено, а я пока не хочу умирать.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="3" id="Mirror" hint="$1202" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="312 482" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_mirror" />
</group>
<object object_flags="3" id="mirror_down" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_05_mirror_down" use_alpha="false" />
<object object_flags="1" id="torch_light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_05_light" use_alpha="false" />
<object object_flags="3" id="sand_out" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="818.500 471.500" angle="0" size="411 257" type="image" color="-1" image_id="scenes_chapter05_scene05_sand" />
<object object_flags="1" id="tomb_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene05_05" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="area 13" hint="door" editor_flags="0" s1="show_scene(&quot;tomb_door&quot;)" s2="" s3="" s4="" sound="" >
<point offset="920 11" />
<point offset="966 89" />
<point offset="653 156" />
<point offset="642 55" />
</area>
<area object_flags="0" id="area_torn_rag" hint="$1337" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="1024 474" />
<point offset="1020 435" />
<point offset="949 420" />
<point offset="917 460" />
</area>
<area object_flags="0" id="area_torch" hint="$1336" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="844 353" />
<point offset="848 305" />
<point offset="847 272" />
<point offset="833 268" />
<point offset="824 301" />
<point offset="832 349" />
</area>
<area object_flags="0" id="area_reed" hint="$1335" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="4 762" />
<point offset="185 753" />
<point offset="222 625" />
<point offset="242 510" />
<point offset="257 421" />
<point offset="261 341" />
<point offset="235 319" />
<point offset="252 286" />
<point offset="219 260" />
<point offset="133 222" />
<point offset="16 287" />
<point offset="0 320" />
</area>
<area object_flags="0" id="area_mummy" hint="$1333" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="874 387" />
<point offset="890 375" />
<point offset="895 357" />
<point offset="929 362" />
<point offset="929 377" />
<point offset="944 385" />
<point offset="942 420" />
<point offset="923 458" />
<point offset="879 450" />
</area>
<area object_flags="0" id="area_faces" hint="$1334" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="1023 266" />
<point offset="1024 431" />
<point offset="947 424" />
<point offset="950 336" />
<point offset="933 323" />
<point offset="951 265" />
<point offset="1012 264" />
</area>
<area object_flags="1" id="_area_mirror" hint="$1202" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   hide_ex(0, false, &quot;mirror_down&quot;)&#x0D;&#x0A;   take(&quot;Mirror&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;   say(1210) -- на зеркале символ луны.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="304 491" />
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<point offset="295 471" />
<point offset="319 466" />
<point offset="321 477" />
<point offset="313 486" />
</area>
<area object_flags="0" id="_area_birds" hint="$1251" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if not is_disable(&quot;area_have_seen_door&quot;) then&#x0D;&#x0A;     if not is_hide(&quot;mirror_blick&quot;) then&#x0D;&#x0A;         say(1203) -- в гнезде что-то блестит&#x0D;&#x0A;         if is_task_hidden(7) then&#x0D;&#x0A;             show_task(7)&#x0D;&#x0A;         end&#x0D;&#x0A;     else &#x0D;&#x0A;         say(1204)&#x0D;&#x0A;     end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Meat&quot;) then&#x0D;&#x0A;  if not is_disable(&quot;area_have_seen_door&quot;) then&#x0D;&#x0A;      remove(&quot;Meat&quot;)&#x0D;&#x0A;      sound(&quot;mirror_falls&quot;)&#x0D;&#x0A;      hide_ex(0, false, &quot;mirror_blick&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;mirror_down&quot;)&#x0D;&#x0A;      play_clip(&quot;mirror_down&quot;, 0)&#x0D;&#x0A;      enable(&quot;_area_mirror&quot;)&#x0D;&#x0A;      if not is_task_hidden(7) then&#x0D;&#x0A;         complete_task(7)&#x0D;&#x0A;      end&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="366 194" />
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<point offset="398 232" />
<point offset="344 246" />
</area>
<area object_flags="1" id="_area_entrance" hint="$1197" editor_flags="4" s1="hide_ex(0, false, &quot;entr_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   say(1196) -- тямнооо &#x0D;&#x0A;elseif cursor(&quot;Flashlight&quot;) then&#x0D;&#x0A;   clear_cursor()&#x0D;&#x0A;   show_scene(&quot;tomb_door&quot;)&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;entr_shine&quot;)" s3="hide_ex(0, false, &quot;entr_shine&quot;)" s4="" sound="" >
<point offset="645 426" />
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<point offset="741 331" />
<point offset="760 453" />
<point offset="667 475" />
</area>
<area object_flags="0" id="_area_to_house_past_tomb" hint="$1138" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    show_scene(&quot;house_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="12 361" />
<point offset="250 397" />
<point offset="342 405" />
<point offset="352 263" />
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<point offset="0 294" />
</area>
<area object_flags="0" id="_area_sand" hint="$1195" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if not is_disable(&quot;area_have_seen_symbol&quot;) then&#x0D;&#x0A;         say(1186) -- за этой кучей земли лабиринт&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Shovel&quot;) then&#x0D;&#x0A;    sound(&quot;dig_out_01&quot;)&#x0D;&#x0A;    remove(&quot;Shovel&quot;)&#x0D;&#x0A;    show_ex(600, false, &quot;sand_out&quot;)&#x0D;&#x0A;    disable()&#x0D;&#x0A;    enable(&quot;_area_entrance&quot;)&#x0D;&#x0A;    say(1196) -- нифига не видать в проходе&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="1" id="area_have_seen_symbol" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="560 72" />
<point offset="588 8" />
<point offset="503 8" />
</area>
<area object_flags="0" id="_area_labirynth_symbol" hint="$1184" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  if is_disable(&quot;area_have_seen_symbol&quot;) then&#x0D;&#x0A;    enable(&quot;area_have_seen_symbol&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  else&#x0D;&#x0A;     say(1187) -- это символ лабиринта&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="750 321" />
<point offset="781 324" />
<point offset="780 354" />
<point offset="756 355" />
</area>
</areas>
</scene>
<scene id="tomb_door" size="499 386" offset="332 178" flags="2" script="form_event([[&#x0D;&#x0A;    if is_disable(&quot;area_have_seen_door&quot;) then&#x0D;&#x0A;        say(1200) -- эти отверстия напоминают замочные скважины&#x0D;&#x0A;        enable(&quot;area_have_seen_door&quot;)&#x0D;&#x0A;        show_task(6) -- найти 3 ключа от входа в лабиринт&#x0D;&#x0A;        show_task(9) -- найти 2 ключа от входа в лабиринт&#x0D;&#x0A;        show_task(10) -- найти 1 ключ от входа в лабиринт&#x0D;&#x0A;        show_ex(0, false, &quot;hog_effect02&quot;)&#x0D;&#x0A;        enable(&quot;_area_hog03&quot;)&#x0D;&#x0A;       change_hint(&quot;_area_birds&quot;, 1201) -- стали голодные птенцы&#x0D;&#x0A;       hide_ex(0, false, &quot;nest01&quot;) -- спрятали пустое гнездо&#x0D;&#x0A;       show_ex(0, false, &quot;nest&quot;) -- показали птенцов&#x0D;&#x0A;       show_ex(0, false, &quot;mirror_blick&quot;) -- показали зеркало&#x0D;&#x0A;       sound(&quot;bird_02&quot;)&#x0D;&#x0A;    end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- открытие двери в гробницу&#x0D;&#x0A;function OpenTombDoor()&#x0D;&#x0A;      hide_ex(0, false, &quot;Door_keys_in&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      show_ex(0, false, &quot;door_out&quot;)&#x0D;&#x0A;      play_clip(&quot;door_out&quot;, 0)&#x0D;&#x0A;      for i = 1, 3 do&#x0D;&#x0A;         sleep(1000)&#x0D;&#x0A;         sound(&quot;push_stone&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      for i = 1,7 do&#x0D;&#x0A;          sound(&quot;open_stone&quot;) &#x0D;&#x0A;          sleep(1000)&#x0D;&#x0A;       end&#x0D;&#x0A;      disable(&quot;_area_keys&quot;)&#x0D;&#x0A;      enable(&quot;_area_tomb_entrance&quot;)&#x0D;&#x0A;      say(1232) -- вход в лабиринт открыт&#x0D;&#x0A;      complete_task(5)&#x0D;&#x0A;      enable(&quot;_area_hog02&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;hog_effect01&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- проверяет, вставлены ли ключи по одному&#x0D;&#x0A;function CheckKeysIn()&#x0D;&#x0A;      local i = 0&#x0D;&#x0A;      if not is_hide(&quot;red_key_door&quot;) then&#x0D;&#x0A;         i = i + 1&#x0D;&#x0A;      end       &#x0D;&#x0A;      if not is_hide(&quot;yellow_key_door&quot;) then&#x0D;&#x0A;         i = i + 1&#x0D;&#x0A;      end      &#x0D;&#x0A;      if not is_hide(&quot;green_key_door&quot;) then&#x0D;&#x0A;         i = i + 1&#x0D;&#x0A;      end      &#x0D;&#x0A;      if i == 3 then&#x0D;&#x0A;          OpenTombDoor()&#x0D;&#x0A;      end&#x0D;&#x0A;end" >
<objects >
<object object_flags="3" id="All_keys_" hint="" editor_flags="0" s1="take()" s2="" s3="" s4="" sound="" offset="76 60" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter05_inventory_key_all" />
<object object_flags="0" id="knot14" hint="$1310" editor_flags="0" s1="achievements.CreateTakeEffect(&quot;knot14&quot;)&#x0D;&#x0A;&#x0D;&#x0A;achievements.GetAchievement(&quot;quipu_finder&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;profile.SetVariable(&quot;ach_chapter05_quipu14&quot;, 1)&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="417 313" angle="0" size="69 116" type="image" color="-1" image_id="scenes_chapter05_scene05_kipu01" />
<object object_flags="3" id="maze_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="200 204" angle="0" size="363 328" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_shine" />
<object object_flags="3" id="door_out" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="250 193" angle="0" size="499 386" type="clip" color="-1" clip_id="scene05_05_miniscene_door_out" use_alpha="false" />
<group object_flags="1" id="Door_keys_in" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="2" id="red_key_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="156 234" angle="0" size="63 56" type="image" color="-1" image_id="scenes_chapter05_scene05_miniscene_key01" />
<object object_flags="2" id="green_key_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="216 230" angle="0" size="62 55" type="image" color="-1" image_id="scenes_chapter05_scene05_miniscene_key02" />
<object object_flags="2" id="yellow_key_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="278 229" angle="0" size="62 58" type="image" color="-1" image_id="scenes_chapter05_scene05_miniscene_key03" />
</group>
<object object_flags="1" id="door_bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="250 193" angle="0" size="499 386" type="clip" color="-1" clip_id="scene05_05_miniscene" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="area 4" hint="labyrinth" editor_flags="0" s1="hide_ex(0, false, &quot;maze_shine&quot;)&#x0D;&#x0A;stop_sound(&quot;wind_01&quot;, 1000)&#x0D;&#x0A;stop_sound(&quot;bird_02&quot;, 1000)&#x0D;&#x0A;sound(&quot;drops&quot;)&#x0D;&#x0A;background_sounds.Stop(&quot;wind_01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if not is_object_in_inventory(&quot;Compass&quot;) then&#x0D;&#x0A;-- сказать про компас&#x0D;&#x0A;  if full_screen_minigame(&quot;walking_in_3d_maze&quot;, 0, 0, 1250) then&#x0D;&#x0A;       show_scene(&quot;secret_room&quot;)&#x0D;&#x0A;       complete_task(2)&#x0D;&#x0A;       profile.SetVariable(&quot;chapter05_finished&quot;, 1)&#x0D;&#x0A;        complete_level()&#x0D;&#x0A;  end&#x0D;&#x0A;else if full_screen_minigame(&quot;walking_in_3d_maze&quot;) then&#x0D;&#x0A;       show_scene(&quot;secret_room&quot;)&#x0D;&#x0A;       complete_task(2)&#x0D;&#x0A;       profile.SetVariable(&quot;chapter05_finished&quot;, 1)&#x0D;&#x0A;       complete_level()&#x0D;&#x0A;  end &#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;stop_sound(&quot;drops&quot;, 1000)&#x0D;&#x0A;background_sounds.Play(&quot;wind_01&quot;, {&#x0D;&#x0A;   gates_past = 1,&#x0D;&#x0A;   house_past = 1,&#x0D;&#x0A;   tomb = 1,&#x0D;&#x0A;   miniscene_tankage_past = 1&#x0D;&#x0A;})&#x0D;&#x0A;" s2="" s3="" s4="" sound="" >
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<point offset="20 122" />
<point offset="12 39" />
</area>
<area object_flags="1" id="_area_tomb_entrance" hint="$1231" editor_flags="4" s1="hide_ex(0, false, &quot;maze_shine&quot;)&#x0D;&#x0A;stop_sound(&quot;wind_01&quot;, 1000)&#x0D;&#x0A;stop_sound(&quot;bird_02&quot;, 1000)&#x0D;&#x0A;sound(&quot;drops&quot;)&#x0D;&#x0A;background_sounds.Stop(&quot;wind_01&quot;)&#x0D;&#x0A;&#x0D;&#x0A;if not is_object_in_inventory(&quot;Compass&quot;) then&#x0D;&#x0A;-- сказать про компас&#x0D;&#x0A;  if full_screen_minigame(&quot;walking_in_3d_maze&quot;, 0, 0, 1250) then&#x0D;&#x0A;       show_scene(&quot;secret_room&quot;)&#x0D;&#x0A;       complete_task(2)&#x0D;&#x0A;       profile.SetVariable(&quot;chapter05_finished&quot;, 1)&#x0D;&#x0A;&#x0D;&#x0A;        achievements.OnEndLevel()&#x0D;&#x0A;        complete_level()&#x0D;&#x0A;  end&#x0D;&#x0A;else if full_screen_minigame(&quot;walking_in_3d_maze&quot;) then&#x0D;&#x0A;       show_scene(&quot;secret_room&quot;)&#x0D;&#x0A;       complete_task(2)&#x0D;&#x0A;       profile.SetVariable(&quot;chapter05_finished&quot;, 1)&#x0D;&#x0A;&#x0D;&#x0A;      achievements.OnEndLevel()&#x0D;&#x0A;       complete_level()&#x0D;&#x0A;  end &#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;stop_sound(&quot;drops&quot;, 1000)&#x0D;&#x0A;background_sounds.Play(&quot;wind_01&quot;, {&#x0D;&#x0A;   gates_past = 1,&#x0D;&#x0A;   house_past = 1,&#x0D;&#x0A;   tomb = 1,&#x0D;&#x0A;   miniscene_tankage_past = 1&#x0D;&#x0A;})&#x0D;&#x0A;" s2="show_ex(0, false, &quot;maze_shine&quot;)" s3="hide_ex(0, false, &quot;maze_shine&quot;)" s4="" sound="" >
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<point offset="28 216" />
<point offset="49 354" />
<point offset="341 344" />
<point offset="364 56" />
<point offset="180 52" />
</area>
<area object_flags="1" id="area_have_seen_door" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="352 29" />
<point offset="213 40" />
<point offset="221 6" />
</area>
<area object_flags="0" id="_area_keys" hint="$1199" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;    say(1200) -- отверстия напоминают замочные скважины&#x0D;&#x0A;elseif cursor(&quot;Red_key&quot;) then&#x0D;&#x0A;     remove(&quot;Red_key&quot;)&#x0D;&#x0A;     sound(&quot;push_stone&quot;)&#x0D;&#x0A;     show(&quot;red_key_door&quot;)&#x0D;&#x0A;     CheckKeysIn()&#x0D;&#x0A;elseif cursor(&quot;Green_key&quot;) then&#x0D;&#x0A;     remove(&quot;Green_key&quot;)&#x0D;&#x0A;     sound(&quot;push_stone&quot;)&#x0D;&#x0A;     show(&quot;green_key_door&quot;)&#x0D;&#x0A;     CheckKeysIn()&#x0D;&#x0A;elseif cursor(&quot;Yellow_key&quot;) then&#x0D;&#x0A;     remove(&quot;Yellow_key&quot;)&#x0D;&#x0A;     sound(&quot;push_stone&quot;)&#x0D;&#x0A;     show(&quot;yellow_key_door&quot;)&#x0D;&#x0A;     CheckKeysIn()&#x0D;&#x0A;elseif cursor(&quot;All_keys&quot;) then&#x0D;&#x0A;     remove(&quot;All_keys&quot;)&#x0D;&#x0A;     OpenTombDoor()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="secret_room" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<group object_flags="0" id="gui_patch_copy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 717" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<object object_flags="0" id="idol02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="355 437" angle="0" size="343 296" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_idol02" />
<object object_flags="0" id="skull02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="122 593" angle="0" size="58 48" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_skull02" />
<object object_flags="0" id="skull01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="785 497" angle="0" size="56 48" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_skull01" />
<object object_flags="0" id="picture" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="502.500 359" angle="0" size="95 224" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_door_front02" />
<object object_flags="0" id="right_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="858 289" angle="0" size="134 532" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_door_right" />
<object object_flags="0" id="left_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="183 301" angle="0" size="132 560" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_door_left" />
<object object_flags="0" id="front_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="524 302" angle="0" size="304 396" type="image" color="-1" image_id="scenes_chapter05_scene05_minigame_door_front" />
<object object_flags="0" id="walls" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="maze_wall_with_door" use_alpha="false" />
<object object_flags="0" id="ground" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="517 527" angle="0" size="1024 392" type="clip" color="-1" clip_id="maze_ground02" use_alpha="false" />
</objects>
<areas />
</scene>
</level>
<level id="Chapter06_01" s1="&#x0D;&#x0A;additional_inventory.Init()&#x0D;&#x0A;scene_effects.shake.Init( nil, nil, true, true)&#x0D;&#x0A;&#x0D;&#x0A;unite_objects(&quot;All_keys&quot;, &quot;Key01&quot;, &quot;Key02&quot;, &quot;Key03&quot;)&#x0D;&#x0A;&#x0D;&#x0A;----------- ТАСКИ&#x0D;&#x0A;add_task(1, 1475, true) -- открыть проход в зал кристаллов&#x0D;&#x0A;add_task(2, 1476, true) -- активировать элементы&#x0D;&#x0A;add_task(3, 1477, true) -- разгадать загадку инти&#x0D;&#x0A;add_task(4, 1478, true) -- попасть в секретную комнату&#x0D;&#x0A;add_task(5, 1479, true) -- поставить кристалл на подставку&#x0D;&#x0A;add_task(6, 1480, true, 1) -- активировать Кристаллы судьбы&#x0D;&#x0A;----------- ТАСКИ&#x0D;&#x0A;&#x0D;&#x0A;--- проверяет, вставили ли мы уже кристалл в секретной комнате&#x0D;&#x0A;function IsCrystalIn()&#x0D;&#x0A;   if not is_hide(&quot;ray_main&quot;) then&#x0D;&#x0A;      return true&#x0D;&#x0A;   end &#x0D;&#x0A;   return false&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;--- действия при клике по левому идолу в секретной комнате&#x0D;&#x0A;function DoOnIdol01()&#x0D;&#x0A;  if cursor(&quot;Leafs&quot;) then &#x0D;&#x0A;      sound(&quot;brush_to_stone&quot;)&#x0D;&#x0A;      remove(&quot;Leafs&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;Leafs_idol&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;Leafs_big&quot;)&#x0D;&#x0A;  elseif cursor(&quot;Knife&quot;) and state(&quot;Leafs_idol&quot;, &quot;leafs01&quot;) and not is_hide(&quot;Leafs_idol&quot;) then&#x0D;&#x0A;     sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;     change_state(&quot;Leafs_idol&quot;, &quot;leafs02&quot;)&#x0D;&#x0A;     change_state(&quot;Leafs_big&quot;, &quot;leafs_big02&quot;)&#x0D;&#x0A;  elseif  cursor(&quot;Burning_cane02&quot;) then&#x0D;&#x0A;     if state(&quot;Leafs_idol&quot;, &quot;leafs01&quot;) then&#x0D;&#x0A;       say(1463) -- сначала порезать&#x0D;&#x0A;     else&#x0D;&#x0A;         sound(&quot;fire_magnifier&quot;)&#x0D;&#x0A;        close_scene(&quot;miniscene_idol01&quot;)&#x0D;&#x0A;        change_state_ex(true, 0, false, &quot;Leafs_big&quot;, &quot;leafs_big03&quot;)&#x0D;&#x0A;        if state(&quot;Flowers&quot;, &quot;flowers03&quot;) then&#x0D;&#x0A;             remove(&quot;Burning_cane02&quot;)&#x0D;&#x0A;        end&#x0D;&#x0A;            show_ex(0, false, &quot;idol01_happy&quot;)&#x0D;&#x0A;            play_clip(&quot;idol01_happy&quot;, 600)&#x0D;&#x0A;            change_state(&quot;Leafs_idol&quot;, &quot;leafs03&quot;)&#x0D;&#x0A;           sleep(1500)&#x0D;&#x0A;            CheckIdolsState()&#x0D;&#x0A;     end&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;-------- действия при клике по идолу 02 в секретной комнате&#x0D;&#x0A;function  DoOnIdol02()&#x0D;&#x0A;  if cursor(&quot;Flowers&quot;) then &#x0D;&#x0A;      sound(&quot;brush_to_stone&quot;)&#x0D;&#x0A;      remove(&quot;Flowers&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;Flowers_idol&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;Flowers_big&quot;)&#x0D;&#x0A;  elseif cursor(&quot;Knife&quot;) and state(&quot;Flowers_idol&quot;, &quot;flowers01&quot;) and not is_hide(&quot;Flowers_idol&quot;) then&#x0D;&#x0A;     sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;     change_state(&quot;Flowers_idol&quot;, &quot;flowers02&quot;)&#x0D;&#x0A;     change_state(&quot;Flowers_big&quot;, &quot;flowers_big02&quot;)&#x0D;&#x0A;  elseif cursor(&quot;Burning_cane02&quot;) then&#x0D;&#x0A;     if state(&quot;Flowers_idol&quot;, &quot;flowers01&quot;) then&#x0D;&#x0A;       say(1463) -- сначала порезать&#x0D;&#x0A;     else&#x0D;&#x0A;        sound(&quot;fire_magnifier&quot;)&#x0D;&#x0A;        close_scene(&quot;miniscene_idol02&quot;)&#x0D;&#x0A;        change_state_ex(true, 0, false, &quot;Flowers_big&quot;, &quot;flowers_big03&quot;)&#x0D;&#x0A;         if state(&quot;Leafs_idol&quot;, &quot;leafs03&quot;) then&#x0D;&#x0A;             remove(&quot;Burning_cane02&quot;)&#x0D;&#x0A;        end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;           show_ex(0, false, &quot;idol02_happy&quot;)&#x0D;&#x0A;           play_clip(&quot;idol02_happy&quot;, 600)&#x0D;&#x0A;           change_state(&quot;Flowers_idol&quot;, &quot;flowers03&quot;)&#x0D;&#x0A;           sleep(1500)&#x0D;&#x0A;           CheckIdolsState()&#x0D;&#x0A;&#x0D;&#x0A;     end&#x0D;&#x0A;  end&#x0D;&#x0A;end&#x0D;&#x0A;-- проверяет, не пора ли открыть держатель для кристалла&#x0D;&#x0A;function CheckIdolsState()&#x0D;&#x0A;    if not is_hide(&quot;idol01_happy&quot;) and not is_hide(&quot;idol02_happy&quot;) then&#x0D;&#x0A;         sound(&quot;open_pedestal&quot;)&#x0D;&#x0A;         change_state_ex(true, 700, false,&quot;Totem&quot;, &quot;totem02&quot;)&#x0D;&#x0A;         if is_object_in_inventory(&quot;Burning_cane02&quot;) then&#x0D;&#x0A;             remove(&quot;Burning_cane02&quot;)&#x0D;&#x0A;         end&#x0D;&#x0A;         say(1468) -- надо поставить камень&#x0D;&#x0A;    end&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;--------- ЛОКАЦИИ &#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- инти настоящее&#x0D;&#x0A;        id = &quot;intihuatana_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_01&quot;, &#x0D;&#x0A;        title = &quot;$1471&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- инти прошлое&#x0D;&#x0A;        id = &quot;intihuatana_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_05&quot;, &#x0D;&#x0A;        title = &quot;$1471&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- кристаллы настоящее&#x0D;&#x0A;        id = &quot;crystals_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_02&quot;, &#x0D;&#x0A;        title = &quot;$1472&quot;, &#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- кристаллы прошлое&#x0D;&#x0A;        id = &quot;crystals_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_03&quot;, &#x0D;&#x0A;        title = &quot;$1472&quot;, &#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- секретная комната&#x0D;&#x0A;        id = &quot;secret_room&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_04&quot;, &#x0D;&#x0A;        title = &quot;$1473&quot;, &#x0D;&#x0A;        disabled = true&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;---------ЛОКАЦИИ&#x0D;&#x0A;&#x0D;&#x0A;" s2="achievements.OnStartLevel()&#x0D;&#x0A;&#x0D;&#x0A;show_task(1) -- открыть проход&#x0D;&#x0A;show_task(6) &#x0D;&#x0A;&#x0D;&#x0A; profile.SetVariable(&quot;chapter05_finished&quot;, 1)&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_newspapers_found&quot;) &lt; 8 or &#x0D;&#x0A;    profile.GetVariable(&quot;ach_chapter06_news06&quot;) ~= 0 then&#x0D;&#x0A;        hide_ex(0, false, &quot;news06&quot;)&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;notepad_page16_chapter06&quot;) ~= 0 then&#x0D;&#x0A;     disable(&quot;_area_hog01&quot;)&#x0D;&#x0A;     hide_ex(0, false, &quot;hog01_shine&quot;) -- если уже проходили этот хог, не надо больше&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;&#x0D;&#x0A;-- звуки&#x0D;&#x0A;form_event([[&#x0D;&#x0A;    background_sounds.Play(&quot;wind_01&quot; , {&#x0D;&#x0A;         crystals_present = 0.3,&#x0D;&#x0A;         crystals_past = 0.3,&#x0D;&#x0A;        chapter06_hog01 = 0.5,&#x0D;&#x0A;         intihuatana_present = 1,&#x0D;&#x0A;         intihuatana_past = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;bird_01&quot; , {&#x0D;&#x0A;         crystals_present = 0.3,&#x0D;&#x0A;         crystals_past = 0.3,&#x0D;&#x0A;        chapter06_hog01 = 0.5,&#x0D;&#x0A;         intihuatana_present = 1,&#x0D;&#x0A;         intihuatana_past = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;wind_chime_01&quot; , {&#x0D;&#x0A;         secret_room = 1,&#x0D;&#x0A;         intihuatana_past = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;drums_in_temple&quot; , {&#x0D;&#x0A;         secret_room = 1,&#x0D;&#x0A;         intihuatana_past = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;torch&quot; , {&#x0D;&#x0A;         crystals_present = 0.8,&#x0D;&#x0A;         crystals_past = 0.8,&#x0D;&#x0A;        chapter06_hog01 = 0.2,&#x0D;&#x0A;        miniscene_well_present = 0.8,&#x0D;&#x0A;        miniscene_well_past = 0.8,&#x0D;&#x0A;        miniscene_table_present = 0.8&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;drops&quot; , {&#x0D;&#x0A;         crystals_present = 0.8,&#x0D;&#x0A;         crystals_past = 0.8,&#x0D;&#x0A;        chapter06_hog01 = 0.2,&#x0D;&#x0A;        miniscene_well_present = 0.8,&#x0D;&#x0A;        miniscene_well_past = 0.8,&#x0D;&#x0A;        miniscene_table_present = 0.8&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;   background_sounds.Play(&quot;crystals_of_fate&quot;, {&#x0D;&#x0A;         crystals_present = 1,&#x0D;&#x0A;         crystals_past = 1,&#x0D;&#x0A;        chapter06_hog01 = 0.2,&#x0D;&#x0A;        miniscene_well_present = 1,&#x0D;&#x0A;        miniscene_well_past = 1,&#x0D;&#x0A;        miniscene_table_present = 1&#x0D;&#x0A;   })&#x0D;&#x0A;]])" sound1="" sound2="" >
<scene id="intihuatana_present" size="1024 768" offset="0 0" flags="0" script="--- проверяет, все ли активированы, если все, открывает зал кристаллов&#x0D;&#x0A;function CheckActive()&#x0D;&#x0A;   if is_hide(&quot;earth_active&quot;) or is_hide(&quot;fire_active&quot;) &#x0D;&#x0A;      or is_hide(&quot;water_active&quot;) then&#x0D;&#x0A;        return&#x0D;&#x0A;   end&#x0D;&#x0A;   complete_task(2) -- элементы активированы&#x0D;&#x0A;   OpenEntrance()&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;--- открывает проход в зал кристаллов&#x0D;&#x0A;function OpenEntrance()&#x0D;&#x0A;--  form_event([[&#x0D;&#x0A;      SoundOpenEntrance()&#x0D;&#x0A;       force_shake(6400, 100, 500, 0.2, 700, 0, 3, 1)&#x0D;&#x0A;      show_ex(0, false, &quot;door_dust&quot;)&#x0D;&#x0A;      play_clip(&quot;door_dust&quot;, 0)&#x0D;&#x0A;      show_ex(0, false, &quot;door_open&quot;)&#x0D;&#x0A;      play_clip(&quot;door_open&quot;)&#x0D;&#x0A;      enable(&quot;_area_to_crystals&quot;)&#x0D;&#x0A;     complete_task(1) -- проход открыт&#x0D;&#x0A;--  ]])&#x0D;&#x0A;&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function SoundOpenEntrance()&#x0D;&#x0A;  form_event([[&#x0D;&#x0A;     for i =1, 6 do&#x0D;&#x0A;         sound(&quot;open_stone&quot;)&#x0D;&#x0A;         sleep(1000)&#x0D;&#x0A;     end&#x0D;&#x0A;  ]])&#x0D;&#x0A;end&#x0D;&#x0A;--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      if not is_hide(&quot;door_open&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;         floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      if not is_hide(&quot;clip_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;function AllElementsIn()&#x0D;&#x0A;   if is_hide(&quot;earth_nonactive&quot;) or is_hide(&quot;fire_nonactive&quot;) &#x0D;&#x0A;       or is_hide(&quot;water_nonactive&quot;) then&#x0D;&#x0A;          return false&#x0D;&#x0A;  end&#x0D;&#x0A;  return true&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;--- диалог Алабамы и Винтса про жену Винтса&#x0D;&#x0A;function dialog_about_mary()&#x0D;&#x0A;     init_dialog({&quot;alabama&quot;, &quot;gui_avatars_alabama_alabama_with_newspaper&quot;,-378,20},  {&quot;vints&quot;, &quot;gui_avatars_vints_vints&quot;,310,20})&#x0D;&#x0A;&#x0D;&#x0A;    add_dialog_say(&quot;alabama&quot;,1483, 5000, nil) -- &#x0D;&#x0A;    add_dialog_say(&quot;vints&quot;, 1484, 5500, &quot;gui_avatars_vints_vints_with_smile&quot;)&#x0D;&#x0A;    add_dialog_say(&quot;vints&quot;, 927, 5500, nil)&#x0D;&#x0A;    add_dialog_say(&quot;vints&quot;, 933, 4000, nil)&#x0D;&#x0A;    start_dialog(true)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;end&#x0D;&#x0A;" >
<objects >
<group object_flags="3" id="Cheat_chapter_copy" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
<object object_flags="0" id="object 36" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 309" angle="0" size="59 59" type="image" color="-1" image_id="achievements_chapter_without_a_hint" />
</group>
<group object_flags="3" id="water_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="water_shine02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="618.500 267" angle="0" size="60 60" type="clip" color="-1" clip_id="scene06_01_water_shine" use_alpha="false" />
<object object_flags="0" id="water_shine02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="621 266" angle="0" size="60 60" type="clip" color="-1" clip_id="water_shine" use_alpha="false" />
</group>
<group object_flags="3" id="earth_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="earth_shine01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="765 275" angle="0" size="60 60" type="clip" color="-1" clip_id="scene06_01_earth_shine" use_alpha="false" />
<object object_flags="0" id="earth_shine02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="765 270" angle="0" size="60 60" type="clip" color="-1" clip_id="earth_shine" use_alpha="false" />
</group>
<group object_flags="3" id="fire_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="fire_shine01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="464 264" angle="0" size="60 60" type="clip" color="-1" clip_id="scene06_01_fire_shine" use_alpha="false" />
<object object_flags="0" id="fire_shine02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="466 266" angle="0" size="60 60" type="clip" color="-1" clip_id="fire_shine" use_alpha="false" />
</group>
<group object_flags="3" id="Leafs" hint="$1451" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="151 553" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_leaf" />
</group>
<group object_flags="3" id="Flowers" hint="$1434" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="443 606" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_flower" />
</group>
<object object_flags="0" id="gui_amulet_inti_present" hint="" editor_flags="0" s1="amulet_effect_widget.Activate(&quot;intihuatana_past&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;amulet_user&quot;)" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="2" id="Burning_cane02" hint="$1539" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="525 549" angle="0" size="60 60" type="clip" color="-1" clip_id="branch_fire" use_alpha="false" />
</group>
<group object_flags="2" id="Burning_cane01" hint="$1539" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="497 553" angle="0" size="60 60" type="clip" color="-1" clip_id="branch_fire" use_alpha="false" />
</group>
<group object_flags="2" id="Ground" hint="$1540" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="420 509" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_ground" />
</group>
<object object_flags="3" id="hole_in_ground" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="424 518.500" angle="0" size="15 9" type="image" color="-1" image_id="scenes_chapter06_scene01_hole_heap" />
<object object_flags="0" id="Brush" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="494 739" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_brush" />
<object object_flags="0" id="Crowbar" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="375 746" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_crowbar" />
<object object_flags="0" id="Knife" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="637 746" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_knife" />
<object object_flags="0" id="Magnifier" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="589 747" angle="0" size="60 60" type="image" color="-1" image_id="scenes_additional_inventory_magnifier" />
<group object_flags="3" id="water_active_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="clip_up" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="620 263" angle="0" size="200 200" type="clip" color="-1" clip_id="active" use_alpha="false" />
<object object_flags="3" id="water_active" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="622 266" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol03_water_active" />
<object object_flags="0" id="clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="523 386" angle="0" size="1024 768" type="clip" color="-1" clip_id="water_active" use_alpha="false" />
</group>
<object object_flags="3" id="water_nonactive" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="622 266" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol03_water" />
<object object_flags="1" id="dirt_water" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="622 266" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol03_dirt" />
<object object_flags="1" id="clean_water" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="622 266" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol03_clear" />
<group object_flags="3" id="earth_active_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="clip_up" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="761 268" angle="0" size="200 200" type="clip" color="-1" clip_id="active" use_alpha="false" />
<object object_flags="3" id="earth_active" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="764 270" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol02_ground_active" />
<object object_flags="0" id="clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="earth_active" use_alpha="false" />
</group>
<object object_flags="3" id="earth_nonactive" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="764 270" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol02_ground" />
<object object_flags="1" id="dirt_earth" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="764 270" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol02_dirt" />
<object object_flags="1" id="clean_earth" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="764 270" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol02_clear" />
<group object_flags="3" id="fire_active_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="clip_up" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="465 267" angle="0" size="200 200" type="clip" color="-1" clip_id="active" use_alpha="false" />
<object object_flags="3" id="fire_active" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="467 265" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol01_fire_active" />
<object object_flags="0" id="clip" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="515 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="fire_active" use_alpha="false" />
</group>
<object object_flags="3" id="fire_nonactive" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="467 265" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol01_fire" />
<object object_flags="1" id="dirt_fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="467 265" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol01_dirt" />
<object object_flags="1" id="clean_fire" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="467 265" angle="0" size="28 28" type="image" color="-1" image_id="scenes_chapter06_scene01_symbol_hol01_clear" />
<object object_flags="1" id="leafs_to_cut" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="leaf_without_water" use_alpha="false" />
<object object_flags="1" id="news05_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="315.500 508" angle="0" size="61 33" type="image" color="-1" image_id="scenes_chapter06_scene01_newspaper_cap" />
<object object_flags="0" id="news06" hint="$1256" editor_flags="0" s1="show_scene(&quot;miniscene_newspaper06&quot;)&#x0D;&#x0A;hide()&#x0D;&#x0A;&#x0D;&#x0A;if profile.GetVariable(&quot;ach_chapter06_news06&quot;) == 0 then&#x0D;&#x0A;   achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;   profile.SetVariable(&quot;ach_chapter06_news06&quot;, 1)&#x0D;&#x0A;   local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;   profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;&#x0D;&#x0A;   sleep(2000)&#x0D;&#x0A;   --- та даааа&#x0D;&#x0A;   dialog_about_mary()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="433 526.500" angle="0" size="70 51" type="image" color="-1" image_id="scenes_chapter06_scene01_newspaper" />
<object object_flags="3" id="fireplace" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="513.500 278" angle="0" size="200 700" type="clip" color="-1" clip_id="scene06_01_fire_on" use_alpha="false" />
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_01" use_alpha="false" />
<object object_flags="3" id="door_dust" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 384.500" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_01_door_open02" use_alpha="false" />
<object object_flags="3" id="door_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 384.500" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_01_door_open" use_alpha="false" />
<object object_flags="1" id="door_closed" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="511.500 384.500" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_01_door" use_alpha="false" />
<object object_flags="1" id="sky" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 220" angle="0" size="1024 440" type="image" color="-1" image_id="scenes_chapter06_scene01_background" />
</objects>
<areas >
<area object_flags="1" id="area_dialog" hint="dialog" editor_flags="0" s1="-- dialog_about_mary()&#x0D;&#x0A;OpenEntrance()" s2="" s3="" s4="" sound="" >
<point offset="603 219" />
<point offset="747 164" />
<point offset="584 159" />
</area>
<area object_flags="0" id="_area_leafs" hint="$1451" editor_flags="0" s1="if cursor(&quot;Knife&quot;) and not is_disable(&quot;area_seen_secret_room&quot;) then&#x0D;&#x0A;  if is_object_on_level(&quot;Leafs&quot;) then&#x0D;&#x0A;--    sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;     sound(&quot;cut_01&quot;)&#x0D;&#x0A;     take(&quot;Leafs&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;     say(1450) -- достаточно уже&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Brush&quot;) then&#x0D;&#x0A;  if is_object_on_level(&quot;Wet_brush&quot;) then&#x0D;&#x0A;     say(81)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="34 377" />
<point offset="2 395" />
<point offset="0 750" />
</area>
<area object_flags="0" id="area_leafs_hint" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="147 642" />
<point offset="307 602" />
<point offset="246 456" />
<point offset="23 426" />
<point offset="6 596" />
</area>
<area object_flags="0" id="area_shovel" hint="$1436" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="473 457" />
<point offset="463 399" />
<point offset="472 397" />
<point offset="479 457" />
<point offset="495 458" />
<point offset="497 480" />
<point offset="472 488" />
<point offset="466 465" />
</area>
<area object_flags="0" id="area_yellow_flower" hint="$1435" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="304 567" />
<point offset="331 573" />
<point offset="366 572" />
<point offset="362 592" />
<point offset="385 619" />
<point offset="326 665" />
<point offset="284 620" />
</area>
<area object_flags="0" id="_area_pink_flowers" hint="$1434" editor_flags="0" s1="if cursor(&quot;Knife&quot;) and not is_disable(&quot;area_seen_secret_room&quot;) then&#x0D;&#x0A;  if is_object_on_level(&quot;Flowers&quot;) then&#x0D;&#x0A;--    sound(&quot;knife_on_grass&quot;)&#x0D;&#x0A;     sound(&quot;cut_01&quot;)&#x0D;&#x0A;     take(&quot;Flowers&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;     say(1450) -- достаточно уже&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="505 692" />
<point offset="497 602" />
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<point offset="387 602" />
<point offset="371 638" />
<point offset="395 655" />
<point offset="408 699" />
</area>
<area object_flags="0" id="area_ropes" hint="$1433" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="639 510" />
<point offset="596 448" />
<point offset="681 406" />
<point offset="680 395" />
<point offset="583 439" />
<point offset="621 507" />
</area>
<area object_flags="0" id="area_oilcan" hint="$1432" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
<point offset="355 498" />
<point offset="369 503" />
<point offset="380 497" />
<point offset="369 510" />
<point offset="369 518" />
<point offset="343 518" />
<point offset="341 496" />
</area>
<area object_flags="0" id="area_pick" hint="$1431" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="320 387" />
<point offset="298 357" />
<point offset="303 356" />
<point offset="331 385" />
<point offset="349 385" />
<point offset="321 396" />
</area>
<area object_flags="0" id="area_bucket02" hint="$1430" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="601 465" />
<point offset="619 460" />
<point offset="628 436" />
<point offset="593 432" />
<point offset="592 437" />
</area>
<area object_flags="0" id="area_bucket01" hint="$1430" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="431 369" />
<point offset="459 369" />
<point offset="478 376" />
<point offset="482 390" />
<point offset="472 393" />
<point offset="469 401" />
<point offset="448 412" />
<point offset="432 406" />
<point offset="427 379" />
</area>
<area object_flags="0" id="area_wheelbarrow" hint="$1429" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="540 435" />
<point offset="560 430" />
<point offset="583 435" />
<point offset="584 407" />
<point offset="661 397" />
<point offset="661 384" />
<point offset="618 381" />
<point offset="565 357" />
<point offset="529 367" />
<point offset="529 401" />
<point offset="516 410" />
<point offset="519 431" />
</area>
<area object_flags="0" id="area_inti_present" hint="$1427" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1428) -- &quot;Интиуатана&quot; означает &quot;камень солнца&quot;, так как инки считали, что к нему привязывалось солнце.&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="655 493" />
<point offset="705 493" />
<point offset="767 498" />
<point offset="839 524" />
<point offset="913 600" />
<point offset="963 598" />
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<point offset="882 319" />
<point offset="833 322" />
<point offset="814 382" />
<point offset="699 381" />
<point offset="681 430" />
<point offset="664 432" />
<point offset="639 468" />
</area>
<area object_flags="1" id="_area_to_crystals" hint="$1388" editor_flags="0" s1="show_scene(&quot;crystals_present&quot;)" s2="" s3="" s4="" sound="" >
<point offset="320 486" />
<point offset="475 423" />
<point offset="384 408" />
<point offset="217 459" />
</area>
<area object_flags="0" id="_area_branches" hint="$1386" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  if not is_hide(&quot;fireplace&quot;) then&#x0D;&#x0A;    if is_object_on_level(&quot;Burning_cane01&quot;) then&#x0D;&#x0A;         take(&quot;Burning_cane01&quot;)&#x0D;&#x0A;    elseif not is_disable(&quot;area_seen_secret_room&quot;) then&#x0D;&#x0A;        if is_object_on_level(&quot;Burning_cane02&quot;) and &#x0D;&#x0A;          not (state(&quot;Leafs_idol&quot;, &quot;leafs03&quot;) and state(&quot;Flowers_idol&quot;, &quot;flowers03&quot;)) then&#x0D;&#x0A;             take(&quot;Burning_cane02&quot;)&#x0D;&#x0A;        end&#x0D;&#x0A;    end&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Magnifier&quot;) then&#x0D;&#x0A;   if is_hide(&quot;fireplace&quot;) then&#x0D;&#x0A;        sound(&quot;fire_magnifier&quot;)&#x0D;&#x0A;        background_sounds.Play(&quot;candles&quot;, {intihuatana_present = 1})&#x0D;&#x0A;       show_ex(200, false, &quot;fireplace&quot;)&#x0D;&#x0A;       change_hint(&quot;_area_branches&quot;, 1387) -- теперь это костер&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="556 580" />
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<point offset="442 553" />
<point offset="460 572" />
</area>
<area object_flags="0" id="_area_ground" hint="$1385" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;hole_in_ground&quot;) then&#x0D;&#x0A;       if not is_hide(&quot;news06&quot;) then&#x0D;&#x0A;         show_scene(&quot;miniscene_newspaper06&quot;)&#x0D;&#x0A;         hide_ex(0, false, &quot;news06&quot;)&#x0D;&#x0A;&#x0D;&#x0A;         if profile.GetVariable(&quot;ach_chapter06_news06&quot;) == 0 then&#x0D;&#x0A;            achievements.GetAchievement(&quot;newspapers_seeker&quot;)&#x0D;&#x0A;            profile.SetVariable(&quot;ach_chapter06_news06&quot;, 1)&#x0D;&#x0A;            local amount = profile.GetVariable(&quot;ach_newspapers_found&quot;) + 1&#x0D;&#x0A;            profile.SetVariable(&quot;ach_newspapers_found&quot;, amount)&#x0D;&#x0A;&#x0D;&#x0A;            sleep(2000)&#x0D;&#x0A;            --- та даааа&#x0D;&#x0A;           dialog_about_mary()&#x0D;&#x0A;           close_scene(&quot;miniscene_newspaper06&quot;)&#x0D;&#x0A;         end&#x0D;&#x0A;      end&#x0D;&#x0A;       sound(&quot;dig_out_02&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;hole_in_ground&quot;)&#x0D;&#x0A;       take(&quot;Ground&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="395 510" />
<point offset="387 505" />
<point offset="404 490" />
<point offset="419 497" />
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<point offset="451 508" />
<point offset="457 528" />
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<point offset="420 540" />
<point offset="399 541" />
</area>
<area object_flags="0" id="_area_for_water" hint="$1384" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if AllElementsIn() and is_hide(&quot;water_active&quot;) then&#x0D;&#x0A;          say(1474)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Brush&quot;)  then&#x0D;&#x0A;   if not is_hide(&quot;dirt_water&quot;) then&#x0D;&#x0A;        if not( is_hide(&quot;dirt_fire&quot;) and is_hide(&quot;dirt_earth&quot;)) then&#x0D;&#x0A;           do_not_change_cursor()&#x0D;&#x0A;      else&#x0D;&#x0A;         clear_cursor()&#x0D;&#x0A;       end&#x0D;&#x0A;       sound(&quot;remove_dust&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;dirt_water&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Water&quot;) then&#x0D;&#x0A;   if is_hide(&quot;dirt_water&quot;) then&#x0D;&#x0A;      sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;water_nonactive&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;water_shine&quot;)&#x0D;&#x0A;      additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;      if AllElementsIn() then&#x0D;&#x0A;            say(1474)&#x0D;&#x0A;      end&#x0D;&#x0A;      if is_task_hidden(2) then&#x0D;&#x0A;          show_task(2)&#x0D;&#x0A;      end&#x0D;&#x0A;      change_hint(&quot;_area_for_water&quot;, 725)&#x0D;&#x0A;   else&#x0D;&#x0A;     say(884)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Wet_brush&quot;) then&#x0D;&#x0A;   if not is_hide(&quot;water_nonactive&quot;) then&#x0D;&#x0A;      sound(&quot;Water_in_crystals&quot;)&#x0D;&#x0A;      remove(&quot;Wet_brush&quot;)&#x0D;&#x0A;  --    show_ex(0, false, &quot;water_active&quot;)&#x0D;&#x0A;      show(&quot;water_active&quot;)&#x0D;&#x0A;      change_hint(&quot;_area_for_water&quot;, 1390)&#x0D;&#x0A;      show_ex(0, false, &quot;water_active_shine&quot;)&#x0D;&#x0A;      play_clip(&quot;water_active_shine&quot;, 0)&#x0D;&#x0A;      hide_ex(0, false, &quot;water_shine&quot;)&#x0D;&#x0A;      CheckActive()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_for_earth" hint="$1383" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if AllElementsIn() and is_hide(&quot;earth_active&quot;) then&#x0D;&#x0A;          say(1474)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Brush&quot;)  then&#x0D;&#x0A;   if not is_hide(&quot;dirt_earth&quot;) then&#x0D;&#x0A;      if not( is_hide(&quot;dirt_fire&quot;) and is_hide(&quot;dirt_water&quot;)) then&#x0D;&#x0A;           do_not_change_cursor()&#x0D;&#x0A;      else&#x0D;&#x0A;         clear_cursor()&#x0D;&#x0A;       end&#x0D;&#x0A;       sound(&quot;remove_dust&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;dirt_earth&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Earth&quot;) then&#x0D;&#x0A;   if is_hide(&quot;dirt_earth&quot;) then&#x0D;&#x0A;      sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;earth_nonactive&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;earth_shine&quot;)&#x0D;&#x0A;      additional_inventory.HideItem(&quot;Earth&quot;)&#x0D;&#x0A;      if AllElementsIn() then&#x0D;&#x0A;            say(1474)&#x0D;&#x0A;      end&#x0D;&#x0A;      if is_task_hidden(2) then&#x0D;&#x0A;         show_task(2)&#x0D;&#x0A;      end&#x0D;&#x0A;      change_hint(&quot;_area_for_earth&quot;, 1389)&#x0D;&#x0A;   else&#x0D;&#x0A;     say(884)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Ground&quot;) then&#x0D;&#x0A;   if not is_hide(&quot;earth_nonactive&quot;) then&#x0D;&#x0A;      sound(&quot;Water_in_crystals&quot;)&#x0D;&#x0A;      remove(&quot;Ground&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;earth_active&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;earth_active_shine&quot;)&#x0D;&#x0A;      play_clip(&quot;earth_active_shine&quot;, 0)&#x0D;&#x0A;      hide_ex(0, false, &quot;earth_shine&quot;)&#x0D;&#x0A;      CheckActive()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_for_fire" hint="$1382" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;   if AllElementsIn() and is_hide(&quot;fire_active&quot;) then&#x0D;&#x0A;          say(1474)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Brush&quot;)  then&#x0D;&#x0A;   if not is_hide(&quot;dirt_fire&quot;) then&#x0D;&#x0A;       if not(is_hide(&quot;dirt_water&quot;) and is_hide(&quot;dirt_earth&quot;)) then&#x0D;&#x0A;         do_not_change_cursor()&#x0D;&#x0A;      else&#x0D;&#x0A;         clear_cursor()&#x0D;&#x0A;      end&#x0D;&#x0A;       sound(&quot;remove_dust&quot;)&#x0D;&#x0A;       hide_ex(0, false, &quot;dirt_fire&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Fire&quot;) then&#x0D;&#x0A;   if is_hide(&quot;dirt_fire&quot;) then&#x0D;&#x0A;      sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;fire_nonactive&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;fire_shine&quot;)&#x0D;&#x0A;      additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;      if AllElementsIn() then&#x0D;&#x0A;            say(1474)&#x0D;&#x0A;      end&#x0D;&#x0A;      if is_task_hidden(2) then&#x0D;&#x0A;          show_task(2)&#x0D;&#x0A;      end&#x0D;&#x0A;       change_hint(&quot;_area_for_fire&quot;, 726)&#x0D;&#x0A;   else&#x0D;&#x0A;     say(884)&#x0D;&#x0A;  end&#x0D;&#x0A;elseif cursor(&quot;Burning_cane01&quot;) then&#x0D;&#x0A;   if not is_hide(&quot;fire_nonactive&quot;) then&#x0D;&#x0A;      sound(&quot;Water_in_crystals&quot;)&#x0D;&#x0A;      remove(&quot;Burning_cane01&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;fire_active&quot;)&#x0D;&#x0A;      change_hint(&quot;_area_for_fire&quot;, 1391)&#x0D;&#x0A;      show_ex(0, false, &quot;fire_active_shine&quot;)&#x0D;&#x0A;      play_clip(&quot;fire_active_shine&quot;, 0)&#x0D;&#x0A;      hide_ex(0, false, &quot;fire_shine&quot;)&#x0D;&#x0A;      CheckActive()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="intihuatana_past" size="1024 768" offset="0 0" flags="0" script="&#x0D;&#x0A;--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      if not is_hide(&quot;door_open&quot;) then&#x0D;&#x0A;         floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;         floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;      if not is_hide(&quot;clip_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;&#x0D;&#x0A;--   if is_task_hidden(3) and is_object_on_level(&quot;Diamond&quot;) and is_hide(&quot;Diamond&quot;) then&#x0D;&#x0A;     if is_task_hidden(3) then&#x0D;&#x0A;       show_task(3) -- Таск про загадку интиуатаны&#x0D;&#x0A;   end&#x0D;&#x0A;]])" >
<objects >
<group object_flags="0" id="Vase" hint="$1546" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="204 527" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_bowl" />
</group>
<object object_flags="3" id="vase05_patch" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="214 527.500" angle="0" size="72 45" type="image" color="-1" image_id="scenes_chapter06_scene05_bowl_patch" />
<object object_flags="2" id="Earth" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="754 331" angle="0" size="31 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_earth" />
<object object_flags="2" id="Water" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="599 332" angle="0" size="21 27" type="image" color="-1" image_id="scenes_additional_inventory_inventory_water" />
<object object_flags="2" id="Fire" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="456 326" angle="0" size="26 28" type="image" color="-1" image_id="scenes_additional_inventory_inventory_fire" />
<object object_flags="3" id="inti_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="834 520" angle="0" size="382 302" type="image" color="-1" image_id="scenes_chapter06_scene05_minigame_shine" />
<object object_flags="3" id="bird03_pick" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="earth_out" use_alpha="false" />
<object object_flags="3" id="bird02_pick" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="water_out" use_alpha="false" />
<object object_flags="3" id="bird01_pick" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="fire_out" use_alpha="false" />
<object object_flags="3" id="water_in" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="601.500 330" angle="0" size="33 30" type="image" color="-1" image_id="scenes_chapter06_scene05_water" />
<object object_flags="3" id="fire_in" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="457 326.500" angle="0" size="28 29" type="image" color="-1" image_id="scenes_chapter06_scene05_fire" />
<object object_flags="3" id="earth_in" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="755 332.500" angle="0" size="36 35" type="image" color="-1" image_id="scenes_chapter06_scene05_earth" />
<object object_flags="3" id="diamond_take" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="crystall_fly02" use_alpha="false" />
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<group object_flags="1" id="Key01" hint="$1301" editor_flags="0" s1="take()" s2="" s3="" s4="" >
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<object object_flags="2" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="34 564" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_key01" />
</group>
<group object_flags="2" id="Diamond" hint="$1466" editor_flags="0" s1="" s2="" s3="" s4="" >
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</group>
<object object_flags="0" id="gui_amulet_inti_past" hint="" editor_flags="0" s1="amulet_effect_widget.Activate(&quot;intihuatana_present&quot;)&#x0D;&#x0A;achievements.GetAchievement(&quot;amulet_user&quot;)" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="2" id="Wet_brush" hint="$403" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="267 474" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_bowl_water" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_05" use_alpha="false" />
<object object_flags="1" id="door_closed" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="511.500 384.500" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_01_door" use_alpha="false" />
<object object_flags="1" id="sky" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 220" angle="0" size="1024 440" type="image" color="-1" image_id="scenes_chapter06_scene01_background" />
</objects>
<areas >
<area object_flags="0" id="area_rag" hint="$93" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="628 448" />
<point offset="594 437" />
<point offset="579 447" />
</area>
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<point offset="428 467" />
<point offset="431 394" />
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<point offset="398 462" />
</area>
<area object_flags="0" id="area_skull" hint="$92" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<point offset="159 542" />
</area>
<area object_flags="0" id="area_vase05" hint="$1546" editor_flags="4" s1="if cursor() then&#x0D;&#x0A;  show_ex(0, false, &quot;vase05_patch&quot;)&#x0D;&#x0A;   take(&quot;Vase&quot;)&#x0D;&#x0A;   disable()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_carpet" hint="$84" editor_flags="4" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_knife" hint="$82" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="1" id="area_diamond" hint="$1466" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   disable()&#x0D;&#x0A;   hide_ex(0, false, &quot;diamond_fly_out&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;diamond_take&quot;)&#x0D;&#x0A;   play_clip(&quot;diamond_take&quot;, 0)&#x0D;&#x0A;   take(&quot;Diamond&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_figurine" hint="$1548" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_vase04" hint="$1544" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_vase02" hint="$1544" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="468 471" />
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<area object_flags="0" id="area_tambourine02" hint="$1543" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="483 420" />
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<area object_flags="0" id="area_water" hint="$1541" editor_flags="0" s1="if cursor(&quot;Vase&quot;) then&#x0D;&#x0A;   remove(&quot;Vase&quot;)&#x0D;&#x0A;   sound(&quot;rag_to_water&quot;)&#x0D;&#x0A;   take(&quot;Wet_brush&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_inti_past" hint="$1427" editor_flags="0" s1="hide_ex(0, false, &quot;inti_shine&quot;)&#x0D;&#x0A;if cursor() and is_object_on_level(&quot;Diamond&quot;) and is_disable(&quot;area_diamond&quot;) then&#x0D;&#x0A;  if full_screen_minigame(&quot;switch_figures_chapter06&quot;) then&#x0D;&#x0A;     sound(&quot;inti_activate&quot;)&#x0D;&#x0A;     show_ex(0, false, &quot;diamond_fly_out&quot;)&#x0D;&#x0A;     play_clip(&quot;diamond_fly_out&quot;)&#x0D;&#x0A;     enable(&quot;area_diamond&quot;)&#x0D;&#x0A;     if not is_disable(&quot;_area_hog01&quot;) then&#x0D;&#x0A;         disable(&quot;_area_hog01&quot;)&#x0D;&#x0A;         hide_ex(0, false, &quot;hog01_shine&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;     complete_task(3) -- загадка инти&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="if  is_object_on_level(&quot;Diamond&quot;) and is_disable(&quot;area_diamond&quot;)  then&#x0D;&#x0A;  show_ex(0, false, &quot;inti_shine&quot;)&#x0D;&#x0A;end" s3="hide_ex(0, false, &quot;inti_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="_area_for_water_past" hint="$1384" editor_flags="0" s1="if cursor(&quot;Water&quot;) then&#x0D;&#x0A;      sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  additional_inventory.HideItem(&quot;Water&quot;) &#x0D;&#x0A;  show_ex(0, false, &quot;bird02_pick&quot;)&#x0D;&#x0A;  play_clip(&quot;bird02_pick&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;    show_ex(0, false, &quot;water_in&quot;)&#x0D;&#x0A;    sleep(500)&#x0D;&#x0A;    sound(&quot;bird_pick&quot;)&#x0D;&#x0A;    sleep(1200)&#x0D;&#x0A;    hide_ex(0, false, &quot;water_in&quot;)&#x0D;&#x0A;    additional_inventory.TakeItem(&quot;Water&quot;) &#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;  say(83)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_for_earth_past" hint="$1383" editor_flags="0" s1="if cursor(&quot;Earth&quot;) then&#x0D;&#x0A;      sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  additional_inventory.HideItem(&quot;Earth&quot;) &#x0D;&#x0A;  show_ex(0, false, &quot;bird03_pick&quot;)&#x0D;&#x0A;  play_clip(&quot;bird03_pick&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;    show_ex(0, false, &quot;earth_in&quot;)&#x0D;&#x0A;    sleep(500)&#x0D;&#x0A;    sound(&quot;bird_pick&quot;)&#x0D;&#x0A;    sleep(1200)&#x0D;&#x0A;    hide_ex(0, false, &quot;earth_in&quot;)&#x0D;&#x0A;    additional_inventory.TakeItem(&quot;Earth&quot;) &#x0D;&#x0A;&#x0D;&#x0A;--  show_ex(0, false, &quot;bird03&quot;)&#x0D;&#x0A;  say(83)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_for_fire_past" hint="$1382" editor_flags="0" s1="if cursor(&quot;Fire&quot;) then&#x0D;&#x0A;  sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;&#x0D;&#x0A;  additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;--  hide_ex(0, false, &quot;bird01&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;bird01_pick&quot;)&#x0D;&#x0A;  play_clip(&quot;bird01_pick&quot;, 0)&#x0D;&#x0A;&#x0D;&#x0A;    show_ex(0, false, &quot;fire_in&quot;)&#x0D;&#x0A;    sleep(500)&#x0D;&#x0A;    sound(&quot;bird_pick&quot;)&#x0D;&#x0A;    sleep(1200)&#x0D;&#x0A;    hide_ex(0, false, &quot;fire_in&quot;)&#x0D;&#x0A;    additional_inventory.TakeItem(&quot;Fire&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;  say(83)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="crystals_present" size="1024 768" offset="0 0" flags="0" script="&#x0D;&#x0A;--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.DisableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      if not is_hide(&quot;clip_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;&#x0D;&#x0A;     if not is_hide(&quot;ray_main&quot;) and is_disable(&quot;added_page18&quot;) then&#x0D;&#x0A;          notepad.EnablePage(18)&#x0D;&#x0A;          enable(&quot;added_page18&quot;)&#x0D;&#x0A;     end&#x0D;&#x0A;]])" >
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<object object_flags="0" id="idol_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="110 319" angle="0" size="100 100" type="clip" color="-1" clip_id="idol_shine" use_alpha="false" />
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<object object_flags="1" id="hole" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="194.500 151" angle="0" size="17 14" type="image" color="-1" image_id="scenes_chapter06_scene02_door_up_hol" />
<object object_flags="3" id="well_present_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="372 427" angle="0" size="136 44" type="image" color="-1" image_id="scenes_chapter06_scene02_miniscene_shine01" />
<object object_flags="3" id="window_shine02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="490 315" angle="0" size="61 60" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_shine02" />
<object object_flags="0" id="gui_amulet_crystals_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;crystals_past&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="3" id="replace_crystals" hint="" editor_flags="6" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="replace_crystalls02" use_alpha="false" />
<object object_flags="1" id="ray_minigame" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="ray_minigame" use_alpha="false" />
<object object_flags="3" id="ray_main" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="ray_main" use_alpha="false" />
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<object object_flags="1" id="torch_left_patch" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="light_left_patch" use_alpha="false" />
<object object_flags="1" id="front" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="front" use_alpha="false" />
<object object_flags="1" id="bg_crystals" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_02" use_alpha="false" />
<object object_flags="1" id="hog01_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_02_hog_shine" use_alpha="false" />
<object object_flags="3" id="minigame_shine" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="144 378" angle="0" size="172 158" type="image" color="-1" image_id="scenes_chapter06_scene03_minigame_shine" />
<object object_flags="1" id="torch_right" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="light_right" use_alpha="false" />
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<object object_flags="1" id="bg_pic" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene02_background" />
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<areas >
<area object_flags="1" id="added_page18" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_well_present" hint="$1446" editor_flags="0" s1="hide_ex(0, false, &quot;well_present_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;    show_scene(&quot;miniscene_well_present&quot;)&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;well_present_shine&quot;)" s3="hide_ex(0, false, &quot;well_present_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="area_door_behind_stones" hint="$1444" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1445)&#x0D;&#x0A;   if is_task_hidden(4) then&#x0D;&#x0A;       show_task(4)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_minigame_present" hint="$1439" editor_flags="0" s1="  hide_ex(0, false, &quot;minigame_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   if is_hide(&quot;ray_main&quot;) then&#x0D;&#x0A;   --   show_scene(&quot;miniscene_table_present&quot;)&#x0D;&#x0A;         say(317) -- надо, чтобы на кристаллы упал луч света, а пока рано&#x0D;&#x0A;   elseif full_screen_minigame(&quot;light_refraction&quot;) then&#x0D;&#x0A;         sound(&quot;crystals_replace&quot;)&#x0D;&#x0A;         form_event([[ &#x0D;&#x0A;              sleep(4000) &#x0D;&#x0A;              force_shake(1000, 100, 500, 0.2, 700, 0, 3, 1)&#x0D;&#x0A;              sound(&quot;crystals_fall&quot;)&#x0D;&#x0A;         ]])&#x0D;&#x0A;         show_ex(0, false, &quot;replace_crystals&quot;)&#x0D;&#x0A;         play_clip(&quot;replace_crystals&quot;)&#x0D;&#x0A;         complete_task(6)&#x0D;&#x0A;&#x0D;&#x0A;          if achievements.IsAchievementComplete(&quot;newspapers_seeker&quot;) then&#x0D;&#x0A;             -- прошли игру!&#x0D;&#x0A;               achievements.OnEndLevel()&#x0D;&#x0A;          end&#x0D;&#x0A;          complete_level()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="if not is_hide(&quot;ray_main&quot;) then&#x0D;&#x0A;  show_ex(0, false, &quot;minigame_shine&quot;)&#x0D;&#x0A;end" s3="  hide_ex(0, false, &quot;minigame_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="_area_hog01" hint="$1440" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    enable(&quot;__lasthog1&quot;)&#x0D;&#x0A;    enable(&quot;__lasthog2&quot;)&#x0D;&#x0A;    show_scene(&quot;chapter06_hog01&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<object object_flags="0" id="gui_amulet_well_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;miniscene_well_past&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="broken_lattice" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="504 240" angle="0" size="482 420" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_lattice05" />
<object object_flags="1" id="bg_well_present" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_well_back" />
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<areas >
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<area object_flags="0" id="_area_go_to_crystals_present" hint="$1388" editor_flags="0" s1="show_scene(&quot;crystals_present&quot;)" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="to_crystals_present_hints" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="crystals_past" size="1024 768" offset="0 0" flags="0" script="&#x0D;&#x0A;--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      if not is_hide(&quot;clip_door_open&quot;) then&#x0D;&#x0A;          floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;      end&#x0D;&#x0A;&#x0D;&#x0A;     if is_task_hidden(4) then -- попасть в секретную комнату&#x0D;&#x0A;         show_task(4)&#x0D;&#x0A;     end&#x0D;&#x0A;]])" >
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<group object_flags="0" id="Group 4" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="hole_past" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="195.500 167" angle="0" size="17 14" type="image" color="-1" image_id="scenes_chapter06_scene03_door_hol_up_past" />
</group>
<group object_flags="3" id="All_keys" hint="$1220" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="354 720" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_keys" />
</group>
<object object_flags="3" id="ray_main_past" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="ray_main_past" use_alpha="false" />
<object object_flags="0" id="gui_amulet_crystals_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;crystals_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="crystals_past_light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_03" use_alpha="false" />
<group object_flags="1" id="Key02" hint="$1301" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="key02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="119.500 513.500" angle="0" size="73 24" type="image" color="-1" image_id="scenes_chapter06_scene03_key01" />
<object object_flags="3" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="119 511" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_key02" />
</group>
<group object_flags="1" id="Key03" hint="$1301" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   take()&#x0D;&#x0A;end" s2="" s3="" s4="" >
<object object_flags="0" id="key03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="738 571.500" angle="0" size="68 36" type="image" color="-1" image_id="scenes_chapter06_scene03_key02" />
<object object_flags="3" id="__inv" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="742 563" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_key03" />
</group>
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<object object_flags="3" id="well_rope" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="388 429" angle="0" size="181 50" type="image" color="-1" image_id="scenes_chapter06_scene03_well03" />
<object object_flags="3" id="well_rope_lattice" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="388 429" angle="0" size="181 50" type="image" color="-1" image_id="scenes_chapter06_scene03_well01" />
<object object_flags="1" id="opened_well" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 429" angle="0" size="181 50" type="image" color="-1" image_id="scenes_chapter06_scene03_well02" />
<object object_flags="3" id="window_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="488 317" angle="0" size="61 60" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_shine02" />
<object object_flags="3" id="door_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="398 346" angle="0" size="96 84" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_shine01" />
<object object_flags="3" id="door_to_secret_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="402.500 346.500" angle="0" size="76 63" type="image" color="-1" image_id="scenes_chapter06_scene03_door_open" />
<object object_flags="1" id="crystals_past" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene03_background" />
</objects>
<areas >
<area object_flags="0" id="area_minigame_past" hint="$1439" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(318) -- нужен дневной свет, попробую в настояем&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_well_past" hint="$1446" editor_flags="0" s1="hide_ex(0, false, &quot;well_shine&quot;)&#x0D;&#x0A;show_scene(&quot;miniscene_well_past&quot;)" s2="show_ex(0, false, &quot;well_shine&quot;)" s3="hide_ex(0, false, &quot;well_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="0" id="area_torch_left_past" hint="$1441" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_torch_right_past" hint="$1441" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<point offset="878 200" />
<point offset="867 250" />
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</area>
<area object_flags="0" id="area_idol03" hint="$1452" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
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</area>
<area object_flags="0" id="area_idol01" hint="$1452" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_window_past" hint="$1443" editor_flags="0" s1="    hide_ex(0, false, &quot;window_shine&quot;)&#x0D;&#x0A;if not IsCrystalIn() then&#x0D;&#x0A;   show_scene(&quot;miniscene_window&quot;)&#x0D;&#x0A;end" s2="if not IsCrystalIn() then&#x0D;&#x0A;    show_ex(0, false, &quot;window_shine&quot;)&#x0D;&#x0A;end" s3="    hide_ex(0, false, &quot;window_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="_area_door" hint="$1555" editor_flags="4" s1="   hide_ex(0, false, &quot;door_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   if is_hide(&quot;clip_door_open&quot;) then&#x0D;&#x0A;      show_scene(&quot;miniscene_door&quot;)&#x0D;&#x0A;  else&#x0D;&#x0A;      show_scene(&quot;secret_room&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;door_shine&quot;)" s3="hide_ex(0, false, &quot;door_shine&quot;)" s4="" sound="" >
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</areas>
</scene>
<scene id="miniscene_well_past" size="1024 768" offset="0 0" flags="0" script="" >
<objects >
<object object_flags="0" id="gui_amulet_well_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;miniscene_well_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="bg_well_present" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_well_back" />
</objects>
<areas >
<area object_flags="0" id="area_skull" hint="$1449" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_skeleton" hint="$1448" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="area_deep_well_present" hint="$1446" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1447) -- глубоко&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="386 564" />
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</area>
<area object_flags="0" id="_area_go_to_crystals_past" hint="$1388" editor_flags="0" s1="show_scene(&quot;crystals_past&quot;)" s2="" s3="" s4="" sound="" >
<point offset="1025 1" />
<point offset="1022 760" />
<point offset="4 761" />
<point offset="0 1" />
</area>
<area object_flags="0" id="to_crystals_past_hints" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="1021 4" />
<point offset="1025 760" />
<point offset="824 757" />
<point offset="814 4" />
</area>
</areas>
</scene>
<scene id="miniscene_door" size="500 500" offset="203 77" flags="2" script="form_event([[&#x0D;&#x0A;   if is_disable(&quot;area_seen_mini_door&quot;) then&#x0D;&#x0A;     say(1456) -- найти 3 ключа&#x0D;&#x0A;      enable(&quot;area_seen_mini_door&quot;)&#x0D;&#x0A;      enable(&quot;Key01&quot;)&#x0D;&#x0A;      enable(&quot;Key02&quot;)&#x0D;&#x0A;      enable(&quot;Key03&quot;)&#x0D;&#x0A;   end&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;-- открытие двери &#x0D;&#x0A;function OpenDoor()&#x0D;&#x0A;     SoundOpenDoor()&#x0D;&#x0A;      hide_ex(0, false, &quot;Door_keys_in&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;door_to_secret_open&quot;)&#x0D;&#x0A;      show_ex(0, false, &quot;clip_door_open&quot;)&#x0D;&#x0A;--   form_event([[&#x0D;&#x0A;      play_clip(&quot;clip_door_open&quot;)&#x0D;&#x0A;      disable(&quot;_area_for_keys&quot;)&#x0D;&#x0A;      enable(&quot;_area_entrance&quot;)&#x0D;&#x0A;     change_hint(&quot;_area_door&quot;, 1457)&#x0D;&#x0A;--  ]])&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function SoundOpenDoor()&#x0D;&#x0A;   form_event([[&#x0D;&#x0A;       sleep(1000)&#x0D;&#x0A;       for i = 1, 3 do&#x0D;&#x0A;          sound(&quot;push_stone&quot;)&#x0D;&#x0A;          if i ~= 3 then&#x0D;&#x0A;             sleep(1200)&#x0D;&#x0A;          else&#x0D;&#x0A;             sleep(500)&#x0D;&#x0A;          end&#x0D;&#x0A;       end&#x0D;&#x0A;      for i = 1, 4 do&#x0D;&#x0A;          sound(&quot;open_stone&quot;) &#x0D;&#x0A;          sleep(1000)&#x0D;&#x0A;       end&#x0D;&#x0A;&#x0D;&#x0A;   ]])&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;-- проверяет, вставлены ли ключи по одному&#x0D;&#x0A;function CheckKeysIn()&#x0D;&#x0A;      local i = 0&#x0D;&#x0A;      if not is_hide(&quot;door_key01&quot;) then&#x0D;&#x0A;         i = i + 1&#x0D;&#x0A;      end       &#x0D;&#x0A;      if not is_hide(&quot;door_key02&quot;) then&#x0D;&#x0A;         i = i + 1&#x0D;&#x0A;      end      &#x0D;&#x0A;      if not is_hide(&quot;door_key03&quot;) then&#x0D;&#x0A;         i = i + 1&#x0D;&#x0A;      end      &#x0D;&#x0A;      if i == 3 then&#x0D;&#x0A;          OpenDoor()&#x0D;&#x0A;      end&#x0D;&#x0A;end" >
<objects >
<object object_flags="3" id="clip_door_open" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="250 250" angle="0" size="500 500" type="clip" color="-1" clip_id="miniscene_door" use_alpha="false" />
<group object_flags="0" id="Door_keys_in" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="3" id="door_key01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="141 189" angle="0" size="92 96" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_symbol01" />
<object object_flags="3" id="door_key02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="240.500 189" angle="0" size="91 96" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_symbol02" />
<object object_flags="3" id="door_key03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="341 190.500" angle="0" size="98 95" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_symbol03" />
</group>
<object object_flags="1" id="door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="249.500 269" angle="0" size="405 378" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_door" />
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="250 250" angle="0" size="500 500" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_background_no_door" />
</objects>
<areas >
<area object_flags="1" id="_area_entrance" hint="$1457" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;secret_room&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="405 460" />
<point offset="403 402" />
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<point offset="446 150" />
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<point offset="238 85" />
<point offset="139 87" />
<point offset="43 137" />
<point offset="64 457" />
</area>
<area object_flags="1" id="area_seen_mini_door" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="136 34" />
<point offset="155 4" />
<point offset="86 14" />
</area>
<area object_flags="0" id="_area_for_keys" hint="$1455" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;  --  say(1200) -- отверстия напоминают замочные скважины&#x0D;&#x0A;elseif cursor(&quot;Key01&quot;) then&#x0D;&#x0A;     remove(&quot;Key01&quot;)&#x0D;&#x0A;     sound(&quot;push_stone&quot;)&#x0D;&#x0A;     show(&quot;door_key01&quot;)&#x0D;&#x0A;     CheckKeysIn()&#x0D;&#x0A;elseif cursor(&quot;Key02&quot;) then&#x0D;&#x0A;     remove(&quot;Key02&quot;)&#x0D;&#x0A;     sound(&quot;push_stone&quot;)&#x0D;&#x0A;     show(&quot;door_key02&quot;)&#x0D;&#x0A;     CheckKeysIn()&#x0D;&#x0A;elseif cursor(&quot;Key03&quot;) then&#x0D;&#x0A;     remove(&quot;Key03&quot;)&#x0D;&#x0A;     sound(&quot;push_stone&quot;)&#x0D;&#x0A;     show(&quot;door_key03&quot;)&#x0D;&#x0A;     CheckKeysIn()&#x0D;&#x0A;elseif cursor(&quot;All_keys&quot;) then&#x0D;&#x0A;     remove(&quot;All_keys&quot;)&#x0D;&#x0A;     OpenDoor()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<point offset="399 240" />
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<point offset="85 138" />
</area>
</areas>
</scene>
<scene id="miniscene_window" size="500 500" offset="218 68" flags="2" script="form_event([[&#x0D;&#x0A;   if is_task_hidden(4) then&#x0D;&#x0A;       show_task(4)&#x0D;&#x0A;   end&#x0D;&#x0A;&#x0D;&#x0A;  if is_disable(&quot;area_seen_window&quot;) then&#x0D;&#x0A;       enable(&quot;area_seen_window&quot;)&#x0D;&#x0A;       say(1481)&#x0D;&#x0A;  end&#x0D;&#x0A;]])" >
<objects >
<object object_flags="1" id="bg_window" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="250 250" angle="0" size="500 500" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_scene03_miniscene02_v03" />
</objects>
<areas >
<area object_flags="0" id="area_windw_mini" hint="$1443" editor_flags="0" s1="       say(1481)" s2="" s3="" s4="" sound="" >
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<point offset="5 140" />
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<point offset="56 432" />
</area>
<area object_flags="1" id="area_seen_window" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="454 46" />
<point offset="450 14" />
<point offset="427 13" />
</area>
</areas>
</scene>
<scene id="chapter06_hog01" size="1024 768" offset="0 0" flags="0" script="hidden_object.Start(_current_scene, 10, &quot;crystals_present&quot;)" >
<objects >
<object object_flags="1" id="hof_rays" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_02_hog" use_alpha="false" />
<object object_flags="1" id="gui_amulet_hog" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<group object_flags="2" id="Tablet" hint="$1302" editor_flags="4" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="1007 575" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_tablet" />
</group>
<object object_flags="1" id="net" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="791 382" angle="0" size="156 172" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_web" />
<object object_flags="0" id="__hog_tomato01" hint="$1259" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;tomato01_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="255 330" angle="0" size="28 30" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_tomatos01" />
<object object_flags="1" id="tomato01_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="258 340" angle="0" size="52 16" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_tomatos01_shadow" />
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<object object_flags="0" id="__hog_brothers" hint="$1293" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;brothers_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="355 330" angle="0" size="74 72" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_brother" />
<object object_flags="1" id="brothers_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="350 361" angle="0" size="136 29" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_brother_shadow" />
<object object_flags="0" id="__hog_broom" hint="$1294" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;broom_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="130 465" angle="0" size="95 101" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_broom" />
<object object_flags="1" id="broom_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="133 489" angle="0" size="111 145" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_broom_shadow" />
<object object_flags="0" id="__hog_broken_vase" hint="$1295" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;broken_vase_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="766 542" angle="0" size="121 108" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_broken_vase" />
<object object_flags="1" id="broken_vase_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="764.500 551.500" angle="0" size="127 85" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_broken_vase_shadow" />
<object object_flags="0" id="__hog_corn01" hint="$1290" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;corn01_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="785 482" angle="0" size="47 23" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_corn01" />
<object object_flags="0" id="corn01_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="784.500 482" angle="0" size="61 18" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_corn01_shadow" />
<object object_flags="0" id="__hog_bracelet" hint="$1296" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;bracelet_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="15.500 487" angle="0" size="31 45" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_bracelet" />
<object object_flags="1" id="bracelet_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="17.500 487" angle="0" size="34 59" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_bracelet_shadow" />
<object object_flags="1" id="__lasthog1" hint="$1297" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;bottle_shadow&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="994 561" angle="0" size="58 135" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_bottle" />
<object object_flags="1" id="bottle_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="996 561" angle="0" size="52 28" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_bottle_shadow" />
<object object_flags="1" id="__lasthog2" hint="$1302" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;   hide_ex(0, false, &quot;tablet_shadow&quot;)&#x0D;&#x0A;&#x0D;&#x0A;   disable(&quot;_area_hog01&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;hog01_shine&quot;)&#x0D;&#x0A;   notepad.EnablePage(16)&#x0D;&#x0A;   if game then&#x0D;&#x0A;      notepad.window.Show()&#x0D;&#x0A;   end&#x0D;&#x0A;profile.SetVariable(&quot;notepad_page16_chapter06&quot;, 1)" s2="" s3="" s4="" sound="" offset="1002 593" angle="0" size="63 64" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_tablet" />
<object object_flags="1" id="tablet_shadow" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="1002 593" angle="0" size="92 84" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_tablet_shadow" />
<object object_flags="0" id="__hog_bird" hint="$1298" editor_flags="0" s1="hidden_object.click()" s2="" s3="" s4="" sound="" offset="30 405" angle="0" size="55 45" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_bird" />
<object object_flags="1" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene02_hidden_background" />
</objects>
<areas />
</scene>
<scene id="secret_room" size="1024 768" offset="0 0" flags="0" script="--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.DisableScene(&quot;secret_room&quot;)&#x0D;&#x0A;&#x0D;&#x0A;]])&#x0D;&#x0A;&#x0D;&#x0A;form_event([[&#x0D;&#x0A;   if is_disable(&quot;area_seen_secret_room&quot;) then&#x0D;&#x0A;      enable(&quot;area_seen_secret_room&quot;)&#x0D;&#x0A;      notepad.EnablePage(17)&#x0D;&#x0A;      complete_task(4)&#x0D;&#x0A;      show_task(5)&#x0D;&#x0A;       say(1482)&#x0D;&#x0A;   end&#x0D;&#x0A;]])" >
<objects >
<object object_flags="0" id="gui_amulet_secret" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1460) -- в настоящее здесь не надо ходить&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_04_front" use_alpha="false" />
<object object_flags="3" id="ray_totem" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="681.500 331" angle="0" size="451 76" type="image" color="-1" image_id="scenes_chapter06_scene04_ray" />
<group object_flags="1" id="Totem" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="totem01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="496 329" angle="0" size="92 54" type="image" color="-1" image_id="scenes_chapter06_scene04_totem_close" />
<object object_flags="2" id="totem02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="496 329" angle="0" size="92 54" type="image" color="-1" image_id="scenes_chapter06_scene04_totem_open" />
<object object_flags="2" id="totem03" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="496 329" angle="0" size="92 54" type="image" color="-1" image_id="scenes_chapter06_scene04_totem_open_gem" />
</group>
<object object_flags="3" id="idol01_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="184 384" angle="0" size="334 430" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_shine01" />
<object object_flags="3" id="idol02_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="583 373" angle="0" size="244 310" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_shine02" />
<object object_flags="3" id="idol02_happy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="idol02_happy" use_alpha="false" />
<object object_flags="3" id="idol01_happy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="idol01_happy" use_alpha="false" />
<group object_flags="3" id="Flowers_big" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="flowers_big01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="562 462.500" angle="0" size="72 15" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_flower" />
<object object_flags="2" id="flowers_big02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="562 462.500" angle="0" size="72 15" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_flower_cutting" />
<object object_flags="2" id="flowers_big03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="562 462.500" angle="0" size="72 15" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_flower_ashen" />
</group>
<group object_flags="3" id="Leafs_big" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="leafs_big01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="226.500 512" angle="0" size="133 22" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_leaf" />
<object object_flags="2" id="leafs_big02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="226.500 512" angle="0" size="133 22" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_leaf_cutting" />
<object object_flags="2" id="leafs_big03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="226.500 512" angle="0" size="133 22" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_leaf_ashen" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_04" use_alpha="false" />
</objects>
<areas >
<area object_flags="1" id="area_seen_secret_room" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
<point offset="871 36" />
<point offset="905 2" />
<point offset="857 4" />
</area>
<area object_flags="0" id="_area_totem" hint="$1464" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if state(&quot;Totem&quot;, &quot;totem01&quot;) then&#x0D;&#x0A;        say(1467) -- створки закрыты, а сюда надо поставить камушек&#x0D;&#x0A;   elseif state(&quot;Totem&quot;, &quot;totem02&quot;) then&#x0D;&#x0A;        say(1468) -- надо поставить камень&#x0D;&#x0A;   else&#x0D;&#x0A;        say(1469) -- красиво&#x0D;&#x0A;   end &#x0D;&#x0A;elseif cursor(&quot;Diamond&quot;) then&#x0D;&#x0A;   if state(&quot;Totem&quot;, &quot;totem01&quot;) then&#x0D;&#x0A;       say(1470) -- камень сильно крупный&#x0D;&#x0A;   else&#x0D;&#x0A;       sound(&quot;installation_of_crystals&quot;)&#x0D;&#x0A;       remove(&quot;Diamond&quot;)&#x0D;&#x0A;       change_state(&quot;Totem&quot;, &quot;totem03&quot;)&#x0D;&#x0A;       show_ex(0, false, &quot;ray_totem&quot;) -- луч здесь&#x0D;&#x0A;       show_ex(0, false, &quot;ray_main_past&quot;) -- луч, кристаллы прошлое&#x0D;&#x0A;       show_ex(0, false, &quot;ray_main&quot;) -- луч, кристаллы настоящее&#x0D;&#x0A;&#x0D;&#x0A;      complete_task(5)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_go_to_crystals_past" hint="$1388" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;crystals_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
<point offset="1027 368" />
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</area>
<area object_flags="0" id="_area_idol02" hint="$1459" editor_flags="0" s1="hide_ex(0, false, &quot;idol02_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_idol02&quot;)&#x0D;&#x0A;else&#x0D;&#x0A;   DoOnIdol02()&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;idol02_shine&quot;)" s3="hide_ex(0, false, &quot;idol02_shine&quot;)" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_idol01" hint="$1459" editor_flags="0" s1="hide_ex(0, false, &quot;idol01_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_idol01&quot;)&#x0D;&#x0A;else&#x0D;&#x0A;    DoOnIdol01()&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;idol01_shine&quot;)" s3="hide_ex(0, false, &quot;idol01_shine&quot;)" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_idol01" size="500 500" offset="39 91" flags="2" script="" >
<objects >
<group object_flags="3" id="Leafs_idol" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="leafs01" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="217.500 245.500" angle="0" size="197 37" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_altar01_leaf" />
<object object_flags="2" id="leafs02" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="217.500 245.500" angle="0" size="197 37" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_altar01_leaf_cutting" />
<object object_flags="2" id="leafs03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="217.500 245.500" angle="0" size="197 37" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_altar01_leaf_ashen" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="250 250" angle="0" size="500 500" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_baground01" />
</objects>
<areas >
<area object_flags="0" id="_area_bowl01" hint="$1461" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;Leafs_idol&quot;) then&#x0D;&#x0A;        say(1462) -- последовательность действий &#x0D;&#x0A;   end&#x0D;&#x0A;else&#x0D;&#x0A;   DoOnIdol01()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_idol02" size="500 500" offset="415 75" flags="2" script="" >
<objects >
<group object_flags="3" id="Flowers_idol" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="flowers01" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="270 246.500" angle="0" size="186 43" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_altar01_flower" />
<object object_flags="2" id="flowers02" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="270 246.500" angle="0" size="186 43" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_altar01_flower_cutting" />
<object object_flags="2" id="flowers03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="270 246.500" angle="0" size="186 43" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_altar01_flower_ashen" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="250 250" angle="0" size="500 500" type="image" color="-1" image_id="scenes_chapter06_scene04_miniscene_baground02" />
</objects>
<areas >
<area object_flags="0" id="_area_bowl02" hint="$1461" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   if is_hide(&quot;Flowers_idol&quot;) then&#x0D;&#x0A;        say(1462) -- последовательность действий &#x0D;&#x0A;   end&#x0D;&#x0A;else&#x0D;&#x0A;  DoOnIdol02()&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="miniscene_newspaper06" size="579 535" offset="29 55" flags="2" script="" >
<objects >
<object object_flags="0" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="288.500 267.500" angle="0" size="579 535" type="clip" color="-1" clip_id="newspaper10" use_alpha="false" />
</objects>
<areas />
</scene>
<scene id="miniscene_newspaper05" size="638 441" offset="56 74" flags="2" script="" >
<objects >
<object object_flags="0" id="bg" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="319 220.500" angle="0" size="638 441" type="clip" color="-1" clip_id="newspaper06" use_alpha="false" />
</objects>
<areas />
</scene>
</level>
<level id="Chapter06_02" s1="additional_inventory.Init()&#x0D;&#x0A;&#x0D;&#x0A;add_task(1, 1549, true) -- Спасти Настю&#x0D;&#x0A;add_task(2, 1550, true) -- выдвинуть решетку&#x0D;&#x0A;add_task(3, 1551, true) -- оплести веревкой&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;-- после прохождения миниигры с кипу показать клип с открытием решетки&#x0D;&#x0A;function ShowOpenLattice()&#x0D;&#x0A;   show_scene(&quot;miniscene_well_past&quot;)&#x0D;&#x0A;   SoundOpenLattice()&#x0D;&#x0A;   hide_ex(0, false, &quot;opened_well&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;clip_well_open&quot;)&#x0D;&#x0A;   play_clip(&quot;clip_well_open&quot;)&#x0D;&#x0A;   if not is_task_hidden(2) then&#x0D;&#x0A;       complete_task(2)&#x0D;&#x0A;   end&#x0D;&#x0A;   show_task(3)&#x0D;&#x0A;   show_scene(&quot;crystals_past&quot;)&#x0D;&#x0A;   disable(&quot;area_minigame_past&quot;)&#x0D;&#x0A;   say(1554) -- надо оплести веревкой&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;function SoundOpenLattice()&#x0D;&#x0A;  form_event([[&#x0D;&#x0A;     for i =1, 6 do&#x0D;&#x0A;         sound(&quot;open_stone&quot;)&#x0D;&#x0A;         sleep(1000)&#x0D;&#x0A;     end&#x0D;&#x0A;  ]])&#x0D;&#x0A;end&#x0D;&#x0A;&#x0D;&#x0A;--------- ЛОКАЦИИ &#x0D;&#x0A;floating_locations.Init({&#x0D;&#x0A;   { -- инти настоящее&#x0D;&#x0A;        id = &quot;intihuatana_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_01&quot;, &#x0D;&#x0A;        title = &quot;$1471&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- инти прошлое&#x0D;&#x0A;        id = &quot;intihuatana_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_05&quot;, &#x0D;&#x0A;        title = &quot;$1471&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- кристаллы настоящее&#x0D;&#x0A;        id = &quot;crystals_present&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_02&quot;, &#x0D;&#x0A;        title = &quot;$1472&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- кристаллы прошлое&#x0D;&#x0A;        id = &quot;crystals_past&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_03&quot;, &#x0D;&#x0A;        title = &quot;$1472&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  },&#x0D;&#x0A;   { -- секретная комната&#x0D;&#x0A;        id = &quot;secret_room&quot;, &#x0D;&#x0A;        icon = &quot;windows_floating_location_scene06_04&quot;, &#x0D;&#x0A;        title = &quot;$1473&quot;, &#x0D;&#x0A;        disabled = false&#x0D;&#x0A;  }&#x0D;&#x0A;})&#x0D;&#x0A;---------ЛОКАЦИИ&#x0D;&#x0A;" s2="additional_inventory.HideItem(&quot;Earth&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Water&quot;)&#x0D;&#x0A;additional_inventory.HideItem(&quot;Fire&quot;)&#x0D;&#x0A;show_task(1)&#x0D;&#x0A;&#x0D;&#x0A;notepad.EnableButton()&#x0D;&#x0A;&#x0D;&#x0A;-- звуки&#x0D;&#x0A;form_event([[&#x0D;&#x0A;    background_sounds.Play(&quot;wind_01&quot; , {&#x0D;&#x0A;         crystals_present = 0.3,&#x0D;&#x0A;         crystals_past = 0.3,&#x0D;&#x0A;         intihuatana_present = 1,&#x0D;&#x0A;         intihuatana_past = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;bird_01&quot; , {&#x0D;&#x0A;         crystals_present = 0.3,&#x0D;&#x0A;         crystals_past = 0.3,&#x0D;&#x0A;         intihuatana_present = 1,&#x0D;&#x0A;         intihuatana_past = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;wind_chime_01&quot; , {&#x0D;&#x0A;         secret_room = 1,&#x0D;&#x0A;         intihuatana_past = 1,&#x0D;&#x0A;        chapter06_hog02 = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;drums_in_temple&quot; , {&#x0D;&#x0A;         secret_room = 1,&#x0D;&#x0A;         intihuatana_past = 1,&#x0D;&#x0A;        chapter06_hog02 = 1&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;torch&quot; , {&#x0D;&#x0A;         crystals_present = 0.8,&#x0D;&#x0A;         crystals_past = 0.8,&#x0D;&#x0A;        miniscene_well_present = 0.8,&#x0D;&#x0A;        miniscene_well_past = 0.8,&#x0D;&#x0A;        miniscene_table_past = 0.8&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;    background_sounds.Play(&quot;drops&quot; , {&#x0D;&#x0A;         crystals_present = 0.8,&#x0D;&#x0A;         crystals_past = 0.8,&#x0D;&#x0A;        miniscene_well_present = 0.8,&#x0D;&#x0A;        miniscene_well_past = 0.8,&#x0D;&#x0A;        miniscene_table_past = 0.8&#x0D;&#x0A;    })&#x0D;&#x0A;&#x0D;&#x0A;   background_sounds.Play(&quot;crystals_of_fate&quot;, {&#x0D;&#x0A;         crystals_present = 1,&#x0D;&#x0A;         crystals_past = 1,&#x0D;&#x0A;        miniscene_well_present = 1,&#x0D;&#x0A;        miniscene_well_past = 1,&#x0D;&#x0A;        miniscene_table_past = 1&#x0D;&#x0A;   })&#x0D;&#x0A;&#x0D;&#x0A;]])" sound1="" sound2="" >
<scene id="crystals_present" size="1024 768" offset="0 0" flags="0" script="--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.DisableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;]])" >
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<group object_flags="3" id="Cheat_chapter_copy" hint="Честно закончить главу" editor_flags="0" s1="achievements.OnEndLevel()&#x0D;&#x0A;complete_level()" s2="" s3="" s4="" >
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</group>
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<object object_flags="0" id="idol_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="111.500 321" angle="0" size="100 100" type="clip" color="-1" clip_id="idol_shine" use_alpha="false" />
<object object_flags="1" id="ray_to_idol" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="154 235" angle="0" size="92 189" type="clip" color="-1" clip_id="ray08" use_alpha="false" />
<object object_flags="1" id="hole" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="194.500 151" angle="0" size="17 14" type="image" color="-1" image_id="scenes_chapter06_scene02_door_up_hol" />
<object object_flags="3" id="well_present_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="376 426" angle="0" size="128 48" type="image" color="-1" image_id="scenes_chapter06_scene02_miniscene_shine02" />
<object object_flags="0" id="gui_amulet_crystals_present" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;crystals_past&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="3" id="ray_minigame" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="ray_minigame" use_alpha="false" />
<object object_flags="1" id="bg_pic" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_02_after_replace" use_alpha="false" />
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<area object_flags="0" id="area_door_behind_stones" hint="$1444" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1445)&#x0D;&#x0A;   if is_task_hidden(4) then&#x0D;&#x0A;       show_task(4)&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="area_minigame_present" hint="$1439" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_torch_left" hint="$1441" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_to_inti" hint="$1442" editor_flags="0" s1="show_scene(&quot;intihuatana_present&quot;)" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_window_present" hint="$1443" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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<scene id="crystals_past" size="1024 768" offset="0 0" flags="0" script="&#x0D;&#x0A;--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;]])" >
<objects >
<object object_flags="1" id="hole_past" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="195.500 167" angle="0" size="17 14" type="image" color="-1" image_id="scenes_chapter06_scene03_door_hol_up_past" />
<object object_flags="3" id="minigame_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="145 376" angle="0" size="172 158" type="image" color="-1" image_id="scenes_chapter06_scene03_minigame_shine" />
<object object_flags="1" id="ray_main_past" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="ray_main_past" use_alpha="false" />
<object object_flags="0" id="gui_amulet_crystals_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;crystals_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="crystals_past_light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_03" use_alpha="false" />
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<object object_flags="3" id="well_rope" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="388 429" angle="0" size="181 50" type="image" color="-1" image_id="scenes_chapter06_scene03_well03" />
<object object_flags="3" id="well_rope_lattice" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="388 429" angle="0" size="181 50" type="image" color="-1" image_id="scenes_chapter06_scene03_well01" />
<object object_flags="1" id="opened_well" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="388 429" angle="0" size="181 50" type="image" color="-1" image_id="scenes_chapter06_scene03_well02" />
<object object_flags="3" id="window_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="488 317" angle="0" size="61 60" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_shine02" />
<object object_flags="3" id="door_shine" hint="" editor_flags="4" s1="" s2="" s3="" s4="" sound="" offset="398 346" angle="0" size="96 84" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_shine01" />
<object object_flags="1" id="door_to_secret_open" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="402.500 346.500" angle="0" size="76 63" type="image" color="-1" image_id="scenes_chapter06_scene03_door_open" />
<object object_flags="1" id="crystals_past" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene03_background" />
</objects>
<areas >
<area object_flags="0" id="area_minigame_past" hint="$1439" editor_flags="0" s1="hide_ex(0, false, &quot;minigame_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   if is_hide(&quot;kipu_table&quot;) then&#x0D;&#x0A;      show_scene(&quot;miniscene_table_past&quot;)&#x0D;&#x0A;   else&#x0D;&#x0A;        if full_screen_minigame(&quot;place_objects_in_pos&quot;) then&#x0D;&#x0A;           ShowOpenLattice()&#x0D;&#x0A;        end&#x0D;&#x0A;   end&#x0D;&#x0A;elseif cursor(&quot;Kipu&quot;) then&#x0D;&#x0A;  sound(&quot;rub_stone&quot;)&#x0D;&#x0A;   remove(&quot;Kipu&quot;)&#x0D;&#x0A;   show_ex(0, false, &quot;kipu_table&quot;)&#x0D;&#x0A;    if full_screen_minigame(&quot;place_objects_in_pos&quot;) then&#x0D;&#x0A;       ShowOpenLattice()&#x0D;&#x0A;   end&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;minigame_shine&quot;)" s3="hide_ex(0, false, &quot;minigame_shine&quot;)" s4="" sound="" >
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<area object_flags="0" id="_area_well_past" hint="$1446" editor_flags="0" s1="hide_ex(0, false, &quot;well_shine&quot;)&#x0D;&#x0A;if cursor() then&#x0D;&#x0A;   show_scene(&quot;miniscene_well_past&quot;)&#x0D;&#x0A;elseif cursor(&quot;Rope&quot;) then&#x0D;&#x0A;     if full_screen_minigame(&quot;draw_in_single_line&quot;) then&#x0D;&#x0A;          remove(&quot;Rope&quot;)&#x0D;&#x0A;          show_ex(0, false, &quot;well_rope_lattice&quot;)&#x0D;&#x0A;          show_ex(0, false, &quot;ropes_lattice&quot;)&#x0D;&#x0A;&#x0D;&#x0A;          show_ex(0, false, &quot;well_rope_lattice_present&quot;)&#x0D;&#x0A;          hide_ex(0, false, &quot;anastasia&quot;)&#x0D;&#x0A;          disable(&quot;area_anastasia&quot;)&#x0D;&#x0A;          show_ex(0, false, &quot;anastasia_alive&quot;)&#x0D;&#x0A;          enable(&quot;area_anastasia_alive&quot;)&#x0D;&#x0A;&#x0D;&#x0A;          show_scene(&quot;miniscene_well_past&quot;)&#x0D;&#x0A;          complete_task(3)&#x0D;&#x0A;          say(1556)&#x0D;&#x0A;     end&#x0D;&#x0A;end" s2="show_ex(0, false, &quot;well_shine&quot;)" s3="hide_ex(0, false, &quot;well_shine&quot;)" s4="" sound="" >
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<object object_flags="0" id="gui_amulet_well_past" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;      amulet_effect_widget.Activate(&quot;miniscene_well_present&quot;)&#x0D;&#x0A;      achievements.GetAchievement(&quot;amulet_user&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
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<object object_flags="1" id="bg_well_present" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="image" color="-1" image_id="scenes_chapter06_scene03_miniscene_well_back" />
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<object object_flags="3" id="kipu_table" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="511 379" angle="0" size="266 148" type="image" color="-1" image_id="scenes_chapter06_scene03_minigame_kipu" />
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<area object_flags="0" id="area_table" hint="$1439" editor_flags="0" s1="if cursor(&quot;Kipu&quot;) then&#x0D;&#x0A;  sound(&quot;rub_stone&quot;)&#x0D;&#x0A;  remove(&quot;Kipu&quot;)&#x0D;&#x0A;  show_ex(0, false, &quot;kipu_table&quot;)&#x0D;&#x0A;  if full_screen_minigame(&quot;place_objects_in_pos&quot;) then&#x0D;&#x0A;       ShowOpenLattice()&#x0D;&#x0A;  else&#x0D;&#x0A;     show_scene(&quot;crystals_past&quot;)&#x0D;&#x0A;  end&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<scene id="intihuatana_present" size="1024 768" offset="0 0" flags="0" script="--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;]])&#x0D;&#x0A;" >
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<object object_flags="1" id="object 1" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="350 247.500" angle="0" size="700 495" type="clip" color="-1" clip_id="newspaper05" use_alpha="false" />
</objects>
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</scene>
<scene id="intihuatana_past" size="1024 768" offset="0 0" flags="0" script="--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.DisableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;     floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;secret_room&quot;)&#x0D;&#x0A;&#x0D;&#x0A;     if is_task_hidden(3) then&#x0D;&#x0A;       show_task(3) -- Таск про загадку интиуатаны&#x0D;&#x0A;   end&#x0D;&#x0A;]])" >
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<area object_flags="0" id="area_deep_well_present" hint="$1446" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1447) -- глубоко&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="to_crystals_present_hints" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" >
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</areas>
</scene>
<scene id="secret_room" size="1024 768" offset="0 0" flags="0" script="--- всплывающие локации&#x0D;&#x0A;form_event([[&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;intihuatana_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_present&quot;)&#x0D;&#x0A;      floating_locations.EnableScene(&quot;crystals_past&quot;)&#x0D;&#x0A;&#x0D;&#x0A;      floating_locations.DisableScene(&quot;secret_room&quot;)&#x0D;&#x0A;]])" >
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<object object_flags="0" id="gui_amulet_secret" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   say(1460) -- в настоящее здесь не надо ходить&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
<object object_flags="1" id="light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_04_front" use_alpha="false" />
<object object_flags="1" id="ray_totem" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="681.500 331" angle="0" size="451 76" type="image" color="-1" image_id="scenes_chapter06_scene04_ray" />
<group object_flags="1" id="Totem" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="totem03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="496 329" angle="0" size="92 54" type="image" color="-1" image_id="scenes_chapter06_scene04_totem_open_gem" />
</group>
<object object_flags="1" id="hog02_shine" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_04_hog_shine" use_alpha="false" />
<object object_flags="3" id="idol02_happy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="idol02_happy" use_alpha="false" />
<object object_flags="3" id="idol01_happy" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="idol01_happy" use_alpha="false" />
<group object_flags="1" id="Flowers_big" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="flowers_big03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="562 462.500" angle="0" size="72 15" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_flower_ashen" />
</group>
<group object_flags="1" id="Leafs_big" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="leafs_big03" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="226.500 512" angle="0" size="133 22" type="image" color="-1" image_id="scenes_chapter06_scene04_altar01_leaf_ashen" />
</group>
<object object_flags="1" id="bg" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_04" use_alpha="false" />
</objects>
<areas >
<area object_flags="0" id="area_hog02" hint="" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;    enable(&quot;__lasthog1&quot;)&#x0D;&#x0A;    enable(&quot;__lasthog2&quot;)&#x0D;&#x0A;    show_scene(&quot;chapter06_hog02&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
<area object_flags="0" id="_area_totem" hint="$1464" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;        say(1469) -- красиво&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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<area object_flags="0" id="_area_go_to_crystals_past" hint="$1388" editor_flags="0" s1="if cursor() then&#x0D;&#x0A;   show_scene(&quot;crystals_past&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" >
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</area>
</areas>
</scene>
<scene id="chapter06_hog02" size="1024 768" offset="0 0" flags="0" script="hidden_object.Start(_current_scene, 10, &quot;secret_room&quot;)" >
<objects >
<group object_flags="0" id="gui" hint="" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="1" id="gui_amulet_hog" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="142.500 716.500" angle="0" size="77 77" type="image" color="-1" image_id="gui_game_gui_small_amulet03" />
</group>
<group object_flags="3" id="Kipu" hint="$1408" editor_flags="0" s1="" s2="" s3="" s4="" >
<object object_flags="0" id="__inv" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="401 602" angle="0" size="60 60" type="image" color="-1" image_id="scenes_chapter06_inventory_kipu" />
</group>
<object object_flags="1" id="light" hint="" editor_flags="2" s1="" s2="" s3="" s4="" sound="" offset="512 385" angle="0" size="1024 768" type="clip" color="-1" clip_id="scene06_04_hog_front" use_alpha="false" />
<object object_flags="1" id="tomato02_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="172.500 48" angle="0" size="25 26" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tomato02_patch" />
<object object_flags="0" id="__hog_tomato02" hint="$1259" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="176 42.500" angle="0" size="27 33" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tomato02" />
<object object_flags="0" id="__hog_tomato01" hint="$1259" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;tomato01_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="467 619" angle="0" size="49 42" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tomato01" />
<object object_flags="1" id="tomato01_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="469 612" angle="0" size="72 47" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tomato01_shadow" />
<object object_flags="0" id="__hog_spear" hint="$1262" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;spear_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="577 382" angle="0" size="138 309" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_spear" />
<object object_flags="1" id="spear_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="578 380" angle="0" size="138 309" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_spear_shadow" />
<object object_flags="1" id="toroise_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="566.500 487.500" angle="0" size="21 33" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tortiose_patch" />
<object object_flags="0" id="__hog_tortoise" hint="$1420" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;tortoise_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="596.500 486" angle="0" size="81 38" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tortiose" />
<object object_flags="1" id="tortoise_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="599 491" angle="0" size="77 36" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_tortiose_shadow" />
<object object_flags="0" id="__hog_snake02" hint="$1264" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;snake02_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="881 492.500" angle="0" size="96 47" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_snake02" />
<object object_flags="1" id="snake02_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="879 492" angle="0" size="110 60" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_snake02_shadow" />
<object object_flags="1" id="snake01_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="703 558.500" angle="0" size="62 51" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_snake01_patch" />
<object object_flags="0" id="__hog_snake01" hint="$1264" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;snake01_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="664 560.500" angle="0" size="134 119" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_snake01" />
<object object_flags="1" id="snake01_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="642 559" angle="0" size="93 132" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_snake01_shadow" />
<object object_flags="0" id="__hog_skull04" hint="$1419" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="48.500 607.500" angle="0" size="45 57" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull04" />
<object object_flags="1" id="skull03_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="1007 400.500" angle="0" size="34 60" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull03_patch" />
<object object_flags="0" id="__hog_skull03" hint="$1419" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="1007.500 399.500" angle="0" size="35 57" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull03" />
<object object_flags="1" id="skull02_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="444.500 84" angle="0" size="35 50" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull02_patch" />
<object object_flags="0" id="__hog_skull02" hint="$1419" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="446.500 85" angle="0" size="35 44" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull02" />
<object object_flags="0" id="__hog_skull01" hint="$1419" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;skull01_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="302 510" angle="0" size="52 48" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull01" />
<object object_flags="1" id="skull01_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="298 523" angle="0" size="75 54" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_skull01_patch" />
<object object_flags="1" id="shell_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="877 105.500" angle="0" size="52 54" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_seashell_shadow" />
<object object_flags="0" id="__hog_shell" hint="$1266" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;shell_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="879.500 105.500" angle="0" size="41 41" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_seashell" />
<object object_flags="0" id="__hog_potato" hint="$1418" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;potato_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="501 612" angle="0" size="74 44" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_potatoes" />
<object object_flags="1" id="potato_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="503 611" angle="0" size="95 58" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_potatoes_shadow" />
<object object_flags="0" id="__hog_but04" hint="$1292" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;but04_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="510.500 553.500" angle="0" size="43 39" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_butterfly04" />
<object object_flags="1" id="but04_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="506 570" angle="0" size="37 19" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_butterfly04_shadow" />
<object object_flags="1" id="jaguar_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="475.500 606" angle="0" size="127 90" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_jaguar_patch" />
<object object_flags="1" id="__lasthog1" hint="$1407" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;jaguar_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="426 594.500" angle="0" size="222 109" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_jaguar" />
<object object_flags="1" id="jaguar_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="362 614" angle="0" size="138 91" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_jaguar_shadow" />
<object object_flags="1" id="kipu_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="444 613.500" angle="0" size="64 53" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_kipu_patch" />
<object object_flags="1" id="__lasthog2" hint="$1408" editor_flags="0" s1=" hidden_object.click(&quot;Kipu&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;kipu_shade&quot;)&#x0D;&#x0A;   hide_ex(0, false, &quot;hog02_shine&quot;)&#x0D;&#x0A;   disable(&quot;area_hog02&quot;)&#x0D;&#x0A;notepad.EnablePage(19)" s2="" s3="" s4="" sound="" offset="394 615" angle="0" size="158 40" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_kipu" />
<object object_flags="1" id="kipu_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="395 615" angle="0" size="163 46" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_kipu_shadow" />
<object object_flags="1" id="bowl_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="542 370.500" angle="0" size="68 19" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_plate_patch" />
<object object_flags="0" id="__hog_bowl" hint="$1417" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="543.500 352.500" angle="0" size="77 51" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_plate" />
<object object_flags="1" id="pine_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="720 58" angle="0" size="50 114" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pineapple_patch" />
<object object_flags="0" id="__hog_pine" hint="$1271" editor_flags="0" s1="hidden_object.click()&#x0D;&#x0A;" s2="" s3="" s4="" sound="" offset="711 47.500" angle="0" size="60 129" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pineapple" />
<object object_flags="0" id="__hog_pepper" hint="$1275" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;pepper_shade&quot;)&#x0D;&#x0A;end " s2="" s3="" s4="" sound="" offset="198 478.500" angle="0" size="56 43" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pepper" />
<object object_flags="1" id="pepper_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="201 479" angle="0" size="59 43" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pepper_shadow" />
<object object_flags="0" id="__hog_pea02" hint="$1416" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;pea02_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="578.500 561.500" angle="0" size="48 19" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pea02" />
<object object_flags="1" id="pea02_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="580 563" angle="0" size="50 23" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pea02_shadow" />
<object object_flags="0" id="__hog_pea01" hint="$1416" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;pea01_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="237 615" angle="0" size="48 34" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pea" />
<object object_flags="1" id="pea01_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="238 616" angle="0" size="52 34" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_pea_shadow" />
<object object_flags="0" id="__hog_nest" hint="$1415" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;nest_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="717.500 192.500" angle="0" size="93 49" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_nest" />
<object object_flags="1" id="nest_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="720 205" angle="0" size="95 35" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_nest_shadow" />
<object object_flags="1" id="neck03_patch" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="679.500 412.500" angle="0" size="37 19" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_necklace03_patch" />
<object object_flags="0" id="__hog_neck03" hint="$1414" editor_flags="0" s1="if hidden_object.click() then&#x0D;&#x0A;   hide_ex(0, false, &quot;neck03_shade&quot;)&#x0D;&#x0A;end" s2="" s3="" s4="" sound="" offset="679.500 426.500" angle="0" size="43 43" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_necklace03" />
<object object_flags="1" id="neck03_shade" hint="" editor_flags="0" s1="" s2="" s3="" s4="" sound="" offset="676 436" angle="0" size="43 37" type="image" color="-1" image_id="scenes_chapter06_scene04_hidden_necklace03_shadow" />
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