<root>
	<root id="game" />
	
	<action id="game" type="AutomaticAction">
		<input>
			<action id="endGame" />		
			<completeQuest id="OptionalMapQuest"/>
			<completeQuest id="MapTutorialQuest"/>
			<completeQuest id="Act1LurkingVampires"/>			
			<completeQuest id="Exits"/>		
			<completeQuest id="ActivateZooms"/>	
			<completeQuest id="SceneUnlocks"/>
			<completeQuest id="InfoPopUps"/>
		</input>
	</action>
	
	<action id="endGame" type="EndGameAction">
		<input>					
			
			<completeQuest id="GraveyardEncounter"/>		
			
			<completeQuest id="UnlockCanal"/>
			<completeQuest id="CanalSearch"/>
			<completeQuest id="HotelHOG01"/>
			<completeQuest id="HotelLobbyGame"/>
			<completeQuest id="EntranceQuest"/>
			
			
			<completeQuest id="MakeGarlicFirePotion"/>
			
			<completeQuest id="AntiquesHOG01"/>
			<completeQuest id="TownSquareZoomHOG01"/>
			
			<completeQuest id="GondolaToTheGraveyard"/>
			<completeQuest id="FindTheDifferences"/>
			
			<completeQuest id="StartAct2"/>
			<completeQuest id="meet_straton_in_the_square"/>
			<completeQuest id="HotelZoomHog"/>
			
			
			<completeQuest id="CanalGoldCoin"/>
			<completeQuest id="GetPotionBook"/>
			<completeQuest id="DockGoldCoin"/>			
			<completeQuest id="LibraryMapQuest"/>
			<completeQuest id="LibraryGoldCoin"/>
			<completeQuest id="StreetHOG01"/>
			<completeQuest id="AccessMusuem"/>
			<completeQuest id="MuseumHOG01"/>
			
			<completeQuest id="StartAct3"/>
			<completeQuest id="SneakOnToShip"/>
			<completeQuest id="CabinMapGameQuest"/>
			<completeQuest id="InformStratonOfNote"/>
			
			
			<!--<completeQuest id="TownSquarePast_GetSleepPotionRecipe"/>-->			
			<completeQuest id="TownSquarePast_ZoomHOMG"/>			
			<completeQuest id="Kitchen_HOMG"/>
			<completeQuest id="DockPastZoom_HOMG"/>			
			<completeQuest id="GetApothecaryIngredient"/>
			<completeQuest id="HideTheEmblems"/>
			<completeQuest id="MixSleepPotion"/>
			<completeQuest id="ExecuteStrattonsPlan"/>
			<completeQuest id="GetOctopusEmblem"/>
			<completeQuest id="Act3LibraryEmblem"/>
			<completeQuest id="GetTheScarabEmblem"/>
			<completeQuest id="GetTransfomationWand"/>
			<completeQuest id="Act3Encounter"/>
			
			
			
			
			<completeQuest id="StartAct4"/>			
			<completeQuest id="HerbalistAct4Intro"/>
			<completeQuest id="MuseumStorageHog"/>			
			<completeQuest id="DockZoom2Hog"/>
			<completeQuest id="UrnDifferenceQuest"/>
			<!--<completeQuest id="Act3LibraryEmblem"/>-->
			<completeQuest id="MuseumZoomHOGReprise"/>
			<completeQuest id="Hotel_HOG2"/>
			<completeQuest id="FindTheFountainBook"/>
			<completeQuest id="MeetStratonAct4"/>
			<completeQuest id="unlock_the_storage_room"/>
			<completeQuest id="MixAct4Potion"/>
			<completeQuest id="Act4CabinetHOG"/>
			<completeQuest id="RestoreEmblemsQuest"/>
			<completeQuest id="Act4DockHOG"/>
			<completeQuest id="GetSarcophagusRelic"/>
			<completeQuest id="EndAct4Part1"/>
			
			<completeQuest id="OpenTheCrypt"/>
			<completeQuest id="GetChapelAxeQuest"/>
			
			<completeQuest id="CatacombZoomHOMG"/>
			<completeQuest id="GrayardZoom2_HOMG"/>
			<completeQuest id="UnlockChapelQuest"/>
			<completeQuest id="Act4FinalEncounter"/>
			<completeQuest id="GetHolyWater"/>
			
			
			<inventory id="Scroll"/>
			<inventory id="FountainBook"/>
			<!--Test-->
			<scene id="Canal"/>
			<scene id="Street"/>
			<scene id="TownSquare"/>
			<scene id="Herbalist"/>
			<scene id="HotelLobby"/>
			<scene id="Antiques"/>
			<scene id="Hotel"/>
			<scene id="Graveyard"/>
			
			<!--Test-->
			
		</input>
	</action>
	
	<action id="showIntro" type="CutscenePopUpAction">
		<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
			<property_spec name="sourceURL" value="swf/intro_story.swf"/>
			<property_spec name="music" value="music_intro_story"/>
		</pop_up_info>
	</action>
	
	<action id="initialTeleport" type="TeleportAction">
		<input>
			<scene id="EntranceScene"/>
			<action id="showIntro"/>
		</input>
	</action>
	
	<action id="IntroAct1Arrive" type="GenericPopUpAction">
			<input>
				<action id="initialTeleport"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/IntroAct1Arrive.swf"/>
				<property_spec name="music" value="music_IntroAct1Arrive"/>
			</pop_up_info>
	</action>	
	
	<!--Map unlocks-->
	<quest id="SceneUnlocks" root="AllSceneUnlocks">
		<action id="HotelMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Hotel"/>
			</input>
		</action>
		<action id="HotelLobbyMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="HotelLobby"/>
			</input>
		</action>
		<action id="TownSquareMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="TownSquare"/>
			</input>
		</action>
		<action id="CanalMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Canal"/>
			</input>
		</action>
		<action id="AntiquesMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Antiques"/>
			</input>
		</action>
		<action id="GraveyardMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Graveyard"/>
			</input>
		</action>
		<action id="HerbalistMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Herbalist"/>
			</input>
		</action>
		<action id="StreetMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Street"/>
			</input>
		</action>
		<action id="LibraryMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="LibraryLobby"/>				
			</input>		
		</action>			
		
		<action id="DockMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="Dock"/>				
			</input>
		</action>
		
		
		<action id="TownSquarePastMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="TownSquarePast"/>
			</input>
		</action>
		<action id="CanalPastMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="CanalPast"/>
			</input>
		</action>
		<action id="DockPastMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="DockPast"/>
			</input>
		</action>
		<action id="StreetPastMapLocation" type="AddToMapAction" on_enter="true">
			<input>
				<scene id="StreetPast"/>
			</input>
		</action>
		
		
		
		
		
		
		<action id="AllSceneUnlocks" type="AutomaticAction">
			<input>
				<action id="HotelMapLocation"/>
				<action id="HotelLobbyMapLocation"/>
				<action id="TownSquareMapLocation"/>
				<action id="CanalMapLocation"/>
				<action id="AntiquesMapLocation"/>
				<action id="GraveyardMapLocation"/>
				<action id="HerbalistMapLocation"/>				
				<action id="StreetMapLocation"/>
				<action id="LibraryMapLocation"/>								
				<action id="DockMapLocation"/>				
				<action id="TownSquarePastMapLocation"/>
				<action id="CanalPastMapLocation"/>
				<action id="DockPastMapLocation"/>
				<action id="StreetPastMapLocation"/>
				
			</input>
		</action>
	</quest>
	
	<!--informative pop-ups-->
	<item id="Newspaper" scene="TownSquare"/>
	<item id="PlanetZoom" scene="Library"/>	
	<item id="Logbook" scene="HotelLobby"/>	
	<item id="RansomNote" scene="Hotel"/>	
	<item id="OtherEmblemSpots" scene="FountainZoom"/>	
	<item id="AntiquesEntrancePoliceBarrier" scene="Street"/>	
	<item id="LockedDoor1" scene="EntranceScene"/>	
	<item id="LockedDoor2" scene="EntranceScene"/>	
	<item id="DoorPadlocked" scene="EntranceScene"/>	
	
	<quest id="InfoPopUps" root="AttachInfoPopUps">
		<action id="HotelLogbookInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="Logbook"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="HotelLogbookInfo"/>
				<property_spec name="image" value="LogBookZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>			
		
		<action id="MuseumPosterInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="MuseumPoster"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="MuseumPosterInfo"/>
				<property_spec name="image" value="MuseumZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>				
		
		<action id="NewspaperInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="Newspaper"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor" end_action="StartAct3$complete"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="NewspaperInfo"/>
				<property_spec name="image" value="NewspaperZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>		
		
		<action id="NewspaperInfo2" type="InformationPopUpAction">
			<input>
				<sceneObject id="Newspaper"/>
				<completeQuest id="StartAct3"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor" />			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="NewspaperInfo2"/>
				<property_spec name="image" value="Newspaper2ZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>		
		
		<!--<action id="DoorPadlockedInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="DoorPadlocked"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="DoorPadlockedInfo"/>
				<property_spec name="image" value="LockedGateZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>	-->	
		<action id="LockedDoor1Info" type="InformationPopUpAction">
			<input>
				<sceneObject id="LockedDoor1"/>
			</input>
			<behavior_info end_action="Museum" cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="LockedDoor1Info"/>				
			</pop_up_info>	
		</action>	
		<action id="LockedDoor2Info" type="InformationPopUpAction">
			<input>
				<sceneObject id="LockedDoor2"/>
			</input>
			<behavior_info end_action="Museum" cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="LockedDoor1Info"/>				
			</pop_up_info>	
		</action>	
		
		<action id="RosaGraveInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="RosaGrave"/>
			</input>
			<behavior_info cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="RosaGraveInfo"/>				
			</pop_up_info>	
		</action>
		
		<action id="CarnivalPosterInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="CarnivalPoster"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="CarnivalPosterInfo"/>
				<property_spec name="image" value="CarnivalPosterZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>
		<action id="LibraryInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="PlanetZoom"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor" end_glint_action="FourCoinPuzzleCompleteTeleport"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="LibraryInfo"/>
				<property_spec name="image" value="PlanetsZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>
		<action id="LibraryLockedInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="LibraryEntrance"/>
			</input>
			<behavior_info end_action="LibraryLobby" cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="LibraryLockedInfo"/>				
			</pop_up_info>	
		</action>
		
		<action id="MuseumLockedInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="LockedMuseum"/>
			</input>
			<behavior_info end_action="Museum" cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="MuseumLockedInfo"/>				
			</pop_up_info>	
		</action>
		
		
		
		
		<action id="HerbalistClosedInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="HerbalistEntrance"/>
			</input>
			<behavior_info end_action="Herbalist" cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="HerbalistClosedInfo"/>				
			</pop_up_info>	
		</action>
		<action id="TrunkLockedInfo" type="InformationPopUpAction" end_action="HotelZoomComplete_Dialog01">
			<input>
				<sceneObject id="TrunkClosed"/>
			</input>
			<behavior_info end_action="UnlockTrunk" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="TrunkLockedInfo"/>				
			</pop_up_info>	
		</action>
		<action id="MapIsIncomplete" type="InformationPopUpAction">
			<input>
				<sceneObject id="MapMissingPieces"/>
			</input>
			<behavior_info end_action="LibraryMapShard$inventory" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="MapIsIncomplete"/>				
			</pop_up_info>	
		</action>
		
		
		
		
		<action id="RansomNoteInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="RansomNote"/>
			</input>
			<behavior_info sparkle_class="glintClass" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="RansomNoteInfo"/>
				<property_spec name="image" value="RansomNoteImageClass"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>	
		</action>
		
		<action id="OtherEmblemSpotsInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="OtherEmblemSpots"/>
			</input>
			<behavior_info end_action="PlaceFirstEmblem" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="OtherEmblemSpotsInfo"/>				
			</pop_up_info>	
		</action>
				
		<action id="AntiquesPoliceBarrierInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="AntiquesEntrancePoliceBarrier"/>
			</input>
			<behavior_info cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="AntiquesPoliceBarrierInfo"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="GlassDoorsClosedInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="GlassDoorsClosed"/>
			</input>
			<behavior_info cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="GlassDoorsClosedInfo"/>				
			</pop_up_info>	
		</action>
		<action id="GemSlotInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="GemSlot"/>
			</input>
			<behavior_info cursor="ZoomCursor" modal="false" end_action="OpenLibraryGlass" sparkle_class="glintClass"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="GemSlotInfo"/>				
			</pop_up_info>	
		</action>
		
		<action id="ShipZoomInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="DockZoom2"/>
			</input>
			<behavior_info cursor="ZoomCursor" modal="false" end_action="EntranceDockZoom2"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="ShipZoomInfo"/>				
			</pop_up_info>	
		</action>
		
		<action id="EmblemSpot1_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="EmblemSpot1"/>
			</input>
			<behavior_info modal="false" cursor="gears"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="PlaceFirstEmblem_TCH"/>				
			</pop_up_info>	
		</action>
		
		<action id="UrnDifferenceGameZoom_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="UrnDifferenceGameZoom"/>
			</input>
			<behavior_info modal="false" cursor="ZoomCursor" end_action="StartAct4"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="UrnDifferenceGameZoom_info"/>				
			</pop_up_info>	
		</action>
		<action id="TownWell_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="TownWell"/>
			</input>
			<behavior_info modal="false" cursor="gears" end_action="Rope$inventory"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="UseRopeOnWellTCH"/>				
			</pop_up_info>	
		</action>
		
		<action id="WitchCart_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="TownSquarePastZoom"/>
			</input>
			<behavior_info modal="false" cursor="ZoomCursor" end_action="TownSquarePastOraziaDialog02"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="WitchCart_info"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="DockFountain1_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="DockFountain1"/>
			</input>
			<behavior_info modal="false" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="DockFountain1_info"/>				
			</pop_up_info>	
		</action>
		
		<action id="DockFountain2_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="DockFountain2"/>
			</input>
			<behavior_info modal="false" cursor="ZoomCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="DockFountain2_info"/>				
			</pop_up_info>	
		</action>
		
		<action id="MixingGame_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="MixingGame"/>
			</input>
			<behavior_info modal="false" cursor="ZoomCursor" end_action="MixSleepPotion_Dialog01"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="MixingGame_info"/>				
			</pop_up_info>	
		</action>
		
		<action id="SarcophagusCrate_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="SarcophagusCrate"/>
			</input>
			<behavior_info modal="false" cursor="gears" />			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="SarcophagusCrate_info"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="ChalkCircle_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="ChalkCircle"/>
			</input>
			<behavior_info modal="false" cursor="gears" />			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="ChalkCircle_info"/>				
			</pop_up_info>	
		</action>
		
		<action id="PathCrates_info" type="InformationPopUpAction">
			<input>
				<sceneObject id="PathCrates"/>
			</input>
			<behavior_info modal="false" cursor="ZoomCursor" end_action="RemoveBlockingCrates"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="PathCrates_info"/>				
			</pop_up_info>	
		</action>
		
		<action id="PastBarrelHint" type="InformationPopUpAction">
			<input>
				<sceneObject id="StreetPastBarrel"/>
			</input>
			<behavior_info end_action="StoneHammer$inventory" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="PastBarrelHint"/>				
			</pop_up_info>	
		</action>		
		
		
		<action id="UnlockedChapelDoorInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="ChapelEntrance"/>
				<action id="LockedChapelDoorInfo"/>
			</input>
			<behavior_info end_action="UnlockChapelQuestDone" cursor="XCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="UnlockedChapelDoorInfo"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="AttachInfoPopUps" type="AutomaticAction">
			<input>
				<action id="MuseumPosterInfo"/>
				<action id="NewspaperInfo"/>
				<action id="CarnivalPosterInfo"/>
				<action id="LibraryInfo"/>
				<action id="LibraryLockedInfo"/>
				<action id="MuseumLockedInfo"/>
				<action id="HerbalistClosedInfo"/>
				<action id="TrunkLockedInfo"/>
				<action id="HotelLogbookInfo"/>
				<action id="MapIsIncomplete"/>
				<action id="RansomNoteInfo"/>
				<action id="OtherEmblemSpotsInfo"/>
				<action id="AntiquesPoliceBarrierInfo"/>
				<!--<action id="DoorPadlockedInfo"/>-->
				<action id="LockedDoor1Info"/>
				<action id="LockedDoor2Info"/>
				<action id="GemSlotInfo"/>
				<action id="ShipZoomInfo"/>
				<action id="EmblemSpot1_info"/>
				<action id="UrnDifferenceGameZoom_info"/>
				<action id="TownWell_info"/>
				<action id="DockFountain1_info"/>
				<action id="DockFountain2_info"/>
				<action id="MixingGame_info" />
				<action id="ChalkCircle_info"/>
				<action id="SarcophagusCrate_info"/>
				<action id="PastBarrelHint"/>
				<action id="UnlockedChapelDoorInfo"/>
				<action id="NewspaperInfo2"/>
				<action id="PathCrates_info"/>
				<action id="RosaGraveInfo"/>
			</input>
		</action>
	</quest>
	
	<!--NonHogScenes************************************************************************************************************-->
	<!--<quest id="NonHogs" root="AttachNonHogs">
		<action id="TownSquareNonHog" type="NonHogSceneAction">
			<input>
				<scene id="TownSquare"/>
			</input>
		</action>
		<action id="SteertNonHog" type="NonHogSceneAction">
			<input>
				<scene id="Street"/>
			</input>
		</action>
		<action id="GraveyardNonHog" type="NonHogSceneAction">
			<input>
				<scene id="Graveyard"/>
			</input>
		</action>
		<action id="GraveyardEncounterNonHog" type="NonHogSceneAction">
			<input>
				<scene id="GraveyardEncounter"/>
			</input>
		</action>
		<action id="AttachNonHogs" type="AutomaticAction">
			<input>
				<action id="TownSquareNonHog"/>
				<action id="SteertNonHog"/>
				<action id="GraveyardEncounterNonHog"/>
			</input>
		</action>
	</quest>-->
	<!--Entrances************************************************************************************************************************************-->
	<item id="HotelEntrance" scene="TownSquare" />	
	<item id="HotelRoomEntrance" scene="HotelLobby" />	
	<item id="MuseumEntrance" scene="TownSquare" />	
	<item id="LockedMuseum" scene="TownSquareMuseumCloseup"/>
	
	<item id="HerbalistEntrance" scene="Street" />	
	<item id="AntiquesEntrance" scene="Street" />	
	<item id="DockEntrance" scene="Canal" />
	<item id="GraveyardEntranceb" scene="Canal" />
	<item id="StreetEntrance" scene="Canal" />
	<item id="CanalEntrance" scene="Street"/>
	<item id="StreetEntrance_2" scene="TownSquare"/>
	<item id="DockEntrance_2" scene="TownSquare"/>
	<item id="LibraryEntrance" scene="TownSquare"/>
	<item id="AlcoveZoom" scene="LibraryLobby"/>
	<item id="StorageZoom" scene="Museum"/>
	
	<item id="StreetPastEntrace" scene="TownSquarePast"/>
	<item id="MuseumPastEntrace" scene="TownSquarePast"/>
	<item id="CanalPastEntrace" scene="TownSquarePast"/>
	
	<item id="CanalEntrancePast" scene="StreetPast"/>	
	<item id="ApothecaryEntrance" scene="StreetPast"/>
	
	<item id="CanalPastStreetPastEntrance" scene="CanalPast"/>
	<item id="DockPastEntrance" scene="CanalPast"/>
	<!--Despite the zoom title this is actually an entrance-->
	<item id="CanalPastZoom" scene="CanalPast"/>
	
	
	<item id="CatacombEntrance" scene="GraveyardEncounter"/>
	
	<item id="ChapelEntrance" scene="Catacomb"/>	
	<item id="ChapelDoorOpen" scene="Catacomb" animated="true"/>	
	
	<item id="DockZoom2" scene="Dock"/>
	<item id="TownSquarePastZoom" scene="TownSquarePast"/>
	
	<item id="StorageDoorLocked" scene="Museum"/>
	<item id="LibraryPast" scene="TownSquarePast"/>
	
	<item id="EntranceTownSquare" scene="EntranceScene"/>
	
	<quest id="Exits" root="AttachExits">
		<action id="EntranceEntranceSceneTownSquare" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="EntranceTownSquare"/>
				<scene id="TownSquare"/>
			</input>
			<icon name="Up"/>
			<bidirectional value="true"/>
			<disable_on_empty value="false"/>
		</action>
		
		<action id="EntranceTownSquareHotelLobby" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="HotelEntrance"/>
				<scene id="HotelLobby"/>
			</input>
			<icon name="Left"/>
			<bidirectional value="true"/>
			<disable_on_empty value="false"/>
		</action>
		<action id="EntranceHotelLobbyHotel" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="HotelRoomEntrance"/>
				<scene id="Hotel"/>
			</input>
			<icon name="Up"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		
		<action id="EntranceTownSquareMuseumCloseup" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="MuseumEntrance"/>
				<scene id="TownSquareMuseumCloseup"/>
			</input>
			<icon name="Up"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		
		<action id="EntranceTownSquareMuseumCloseupToTownSquareMuseum" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="LockedMuseum"/>
				<scene id="Museum"/>
			</input>
			<icon name="Up"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		
		<action id="EntranceStreetHerbalist" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="HerbalistEntrance"/>
				<scene id="Herbalist"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		<action id="EntranceStreetAntiques" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="AntiquesEntrance"/>
				<scene id="Antiques"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		<action id="EntranceCanalDock" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="DockEntrance"/>
				<scene id="Dock"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		
		
		<action id="EntranceCanalStreet" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="StreetEntrance"/>
				<scene id="Street"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="false"/>
		</action>
	
		<action id="EntranceStreetCanal" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="CanalEntrance"/>
				<scene id="Canal"/>
			</input>
			<icon name="Right"/>
			<bidirectional value="false"/>
		</action>
		
		<action id="EntranceTownSquareStreet" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="StreetEntrance_2"/>
				<scene id="Street"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
		</action>	
		
		<action id="EntranceTownSquareLibrary" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="LibraryEntrance"/>
				<scene id="LibraryLobby"/>
			</input>
			<icon name="Right"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		<action id="EntranceLibraryLobbyLibrary" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="AlcoveZoom"/>
				<scene id="Library"/>
			</input>
			<icon name="Right"/>
			<bidirectional value="true"/>
			<disable_on_empty value="true"/>
		</action>
		
		<!--now actually the canal entrance-->
		<action id="EntranceTownSquareCanal" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="DockEntrance_2"/>
				<scene id="Canal"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		
		<action id="EntranceTownSquarePastStreetPast" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="StreetPastEntrace"/>
				<scene id="StreetPast"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
		</action>
		
		<action id="EntranceTownSquarePastCanalPast" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="CanalPastEntrace"/>
				<scene id="CanalPast"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		<action id="EntranceTownSquarePastDockPast" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="DockPastEntrance"/>
				<scene id="DockPast"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		<action id="EntranceCanalPastKitchen" type="BNREntranceAction" exit_sound="SceneTransition2">
			<input>
				<sceneObject id="CanalPastZoom"/>
				<scene id="CanalPastZoom"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
		</action>
		
		<action id="EntranceStreetPastCanalPast" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="CanalEntrancePast"/>
				<scene id="CanalPast"/>
			</input>
			<icon name="Right"/>
			<bidirectional value="false"/>
		</action>
		<action id="EntranceCanalPastStreetPast" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="CanalPastStreetPastEntrance"/>
				<scene id="StreetPast"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="false"/>
		</action>
		
		<action id="EntranceTownSquarePastMuseumPast" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="MuseumPastEntrace"/>
				<scene id="MuseumPast"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
		</action>
		
		
		<action id="EntranceStreetApothecary" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="ApothecaryEntrance"/>
				<scene id="Apothecary"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		
		
		<action id="EntranceGraveyardCatacomb" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="CatacombEntrance"/>
				<scene id="Catacomb"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		
		
		<action id="EntranceMusuemStorage" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="StorageZoom"/>
				<scene id="MuseumStorage"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
		</action>
		<action id="EntranceCatacombChapel" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="ChapelEntrance"/>
				<scene id="Chapel"/>
			</input>
			<icon name="UpRight"/>
			<bidirectional value="true"/>
		</action>
		<action id="EntranceDockZoom2" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="DockZoom2"/>
				<scene id="DockZoom2"/>
			</input>
			<icon name="UpLeft"/>
			<bidirectional value="true"/>
		</action>
		<action id="EntranceTownSquarePastZoom" type="BNREntranceAction" exit_sound="SceneTransition1">
			<input>
				<sceneObject id="TownSquarePastZoom"/>
				<scene id="TownSquarePastZoom"/>
			</input>
			<icon name="ZoomCursor"/>
			<bidirectional value="true"/>
		</action>		
		
		
		<action id="EntranceMuseumKeyPad" type="BNREntranceAction">
			<input>
				<sceneObject id="StorageDoorLocked"/>
				<scene id="MuseumKeyPad"/>
			</input>
			<icon name="ZoomCursor"/>
			<bidirectional value="true"/>
		</action>	
		<action id="EntranceTownSquarePastLibraryLobbyPast" type="BNREntranceAction">
			<input>
				<sceneObject id="LibraryPast"/>
				<scene id="LibraryLobbyPast"/>
			</input>
			<icon name="Right"/>
			<bidirectional value="true"/>
		</action>		

		<action id="MuseumFountainEntranceAction" type="BNREntranceAction">
			<input>
				<sceneObject id="MuseumFountainZoom"/>
				<scene id="FountainZoom"/>
			</input>
			<icon name="ZoomCursor"/>
			<bidirectional value="true"/>
		</action>
		
		<action id="AttachExits" type="AutomaticAction">
			<input>
				<action id="EntranceTownSquareHotelLobby"/>
				<action id="EntranceHotelLobbyHotel"/>				
				<action id="EntranceTownSquareMuseumCloseup"/>
				<action id="EntranceTownSquareMuseumCloseupToTownSquareMuseum"/>
				<action id="EntranceStreetHerbalist"/>
				<action id="EntranceStreetAntiques"/>
				<action id="EntranceCanalDock"/>
				
				<!--<action id="EntranceCanalStreet"/>-->
				<!--<action id="EntranceStreetCanal"/>-->
				<action id="EntranceTownSquareStreet"/>
				<action id="EntranceTownSquareLibrary"/>
				<action id="EntranceTownSquareCanal"/>
				<action id="EntranceTownSquarePastCanalPast"/>
				<action id="EntranceTownSquarePastDockPast"/>
				<action id="EntranceCanalPastKitchen" />
				<action id="EntranceLibraryLobbyLibrary"/>
				<action id="EntranceTownSquarePastStreetPast" />
				<!--<action id="EntranceStreetPastCanalPast"/>-->
				<!--<action id="EntranceCanalPastStreetPast"/>-->
				<action id="EntranceTownSquarePastMuseumPast"/>
				<action id="EntranceStreetApothecary"/>
				
				<action id="EntranceGraveyardCatacomb"/>
				<action id="EntranceMusuemStorage"/>
				<action id="EntranceCatacombChapel"/>
				<action id="EntranceDockZoom2"/>
				
				<action id="EntranceTownSquarePastZoom"/>
				<action id="EntranceMuseumKeyPad"/>
				<action id="EntranceTownSquarePastLibraryLobbyPast"/>
				<action id="MuseumFountainEntranceAction"/>
				<action id="EntranceEntranceSceneTownSquare"/>
				
			</input>
		</action>
	</quest>
<!--Zooms********************************************************************************************************************************************************-->
	<item id="MuseumZoom" scene="Museum"/>	
	<item id="MuseumFountainZoom" scene="Museum"/>	
	
	<item id="TownSquareZoom" scene="TownSquare"/>	
	<item id="HerbalistZoom" scene="Herbalist"/>
	<item id="HerbalistZoom2" scene="Herbalist"/>
	<item id="GraveyardZoom" scene="Graveyard"/>
	<item id="GraveyardEncounterZoom" scene="GraveyardEncounter"/>	
	<item id="CarnivalMasks" scene="Canal"/>
	<item id="TrunkZoom" scene="Hotel"/>
	<item id="CanalZoom" scene="Canal"/>
	<item id="DockZoom" scene="Dock"/>
	<item id="IllustrationZoom" scene="Library"/>
	
	<item id="DockPastZoom" scene="DockPast"/>
	<item id="UrnDifferenceGameZoom" scene="Museum"/>
	
	<item id="CatacombZoom" scene="Catacomb"/>
	<item id="Bookshelf" scene="Library"/>
	
	
	
	<quest id="ActivateZooms" root="AllZooms">		
		<action id="MuseumZoomAction" type="BNRSceneZoom" end_action="HOMG_MuseumZoom01Teleport">
			<input>
				<sceneObject id="MuseumZoom"/>
				<scene id="MuseumZoom"/>
			</input>
		</action>
		<action id="MuseumZoomAction2" type="BNRSceneZoom" end_action="HOMG_MuseumZoom2_Teleport">
			<input>
				<sceneObject id="MuseumZoom"/>
				<scene id="MuseumZoom2"/>
				<action id="MuseumZoomAction"/>
			</input>
		</action>
				
		<action id="ChapelFountainZoomAction" type="BNRSceneZoom" sparkle_class="glintClass" end_action="FountainActivatedTeleport"> 
			<input>
				<sceneObject id="FountainNormal"/>
				<scene id="FountainZoom"/>
				<action id="StakeLucia"/>
				<completeQuest id="EndAct4Part1"/>
			</input>
		</action>
		
		<action id="TownSquareZoomAction" type="BNRSceneZoom" end_action="TownSquareZoomCompleteTeleport">
			<input>
				<sceneObject id="TownSquareZoom"/>
				<scene id="TownSquareZoom"/>
			</input>
		</action>
		
		<action id="HerbalistZoomAction_1" type="BNRSceneZoom" end_action="HerbalistZoomHOG01CompletTeleport">
			<input>
				<sceneObject id="HerbalistZoom"/>
				<scene id="HerbalistZoom"/>
			</input>
		</action>
		<action id="HerbalistZoomAction_2" type="BNRSceneZoom" end_action="HOMG_HerbalistZoom2_Teleport">
			<input>
				<sceneObject id="HerbalistZoom"/>
				<scene id="HerbalistZoom"/>
				<action id="HerbalistZoomAction_1"/>
			</input>
		</action>
		
		<action id="GraveYardZoomAction_1" type="BNRSceneZoom" end_action="GraveyardHOG01Complete">
			<input>
				<sceneObject id="GraveyardZoom"/>
				<scene id="GraveyardZoom"/>
			</input>
		</action>
		
		<action id="GraveYardZoomAction_2" type="BNRSceneZoom" end_action="GrayardZoom2_HOMG_Teleport">
			<input>
				<sceneObject id="GraveyardEncounterZoom"/>
				<scene id="GraveyardZoom2"/>
			</input>
		</action>
		
		<action id="MasksZoomAction_1" type="BNRSceneZoom" end_action="LeaveMasks">
			<input>
				<sceneObject id="CarnivalMasks"/>
				<scene id="Masks"/>
			</input>
		</action>
		
		<action id="HotelZoomAction_1" type="BNRSceneZoom" end_action="HOMG_HotelZoom1Teleport">
			<input>
				<sceneObject id="TrunkZoom"/>
				<scene id="HotelZoom"/>
			</input>
		</action>
		
		<action id="CanalZoomAction_1" type="BNRSceneZoom" end_action="HOMG_CanalZoom1Teleport">
			<input>
				<sceneObject id="CanalZoom"/>
				<scene id="CanalZoom"/>
			</input>
		</action>
		
		<action id="DockZoomAction_1" type="BNRSceneZoom" end_action="HOMG_DockZoom1Teleport">
			<input>
				<sceneObject id="DockZoom"/>
				<scene id="DockZoom"/>
			</input>
		</action>
		
		<action id="DockZoomAction_2" type="BNRSceneZoom" end_action="Act4DockHOG_Teleport">
			<input>
				<action id="DockZoomAction_1"/>
				<sceneObject id="DockZoom"/>
				<scene id="DockZoom"/>
			</input>
		</action>
		
		<action id="IllustrationZoomAction_1" type="BNRSceneZoom" end_action="HOMG_IllustrationZoom1Teleport">
			<input>
				<sceneObject id="IllustrationZoom"/>
				<scene id="ShipIllustration"/>
			</input>
		</action>
		<action id="StreetZoomAction_1" type="BNRSceneZoom" end_action="HOMG_StreetZoom1Teleport">
			<input>
				<sceneObject id="StreetZoom"/>
				<scene id="StreetZoom"/>
			</input>
		</action>
		
		<action id="LibraryDeskZoomAction_1" type="BNRSceneZoom" sparkle_class="glintClass" end_action="FourCoinPuzzleCompleteTeleport">
			<input>
				<sceneObject id="CoinPlacementZoom"/>
				<scene id="LibraryDesk"/>
			</input>
		</action>
		
		<action id="DockPastZoomAction" type="BNRSceneZoom" end_action="DockPastZoom_CompletedTeleport">
			<input>
				<sceneObject id="DockPastZoom"/>
				<scene id="DockPastZoom"/>
			</input>
		</action>
		
		<action id="UrnDifferenceGameZoomAction" type="BNRSceneZoom" end_action="UrnDifferenceTeleport">
			<input>
				<sceneObject id="UrnDifferenceGameZoom"/>
				<scene id="UrnDifferenceGame"/>
			</input>
		</action>
		
		<action id="CatacombZoomAction" type="BNRSceneZoom" end_action="CatacombZoomHOMG_Teleport">
			<input>
				<sceneObject id="CatacombZoom"/>
				<scene id="CatacombZoom"/>
			</input>			
		</action>
		<action id="LibraryZoomAction" type="BNRSceneZoom" end_action="FindTheFountainBook_teleport">
			<input>
				<sceneObject id="Bookshelf"/>
				<scene id="LibraryZoom"/>
			</input>			
		</action>
	
		<action id="ChapelWindowZoomAction" type="BNRSceneZoom" end_action="WindowActivatedTeleport">
			<input>
				<sceneObject id="ChapelWindow"/>
				<scene id="ChapelWindow"/>
			</input>			
		</action>
		

		
		<action id="AllZooms" type="AutomaticAction">
			<input>				
				<action id="UrnDifferenceGameZoomAction"/>
				<action id="MasksZoomAction_1" />
				<action id="TownSquareZoomAction"/>
				<action id="HerbalistZoomAction_1"/>
				<action id="HerbalistZoomAction_2"/>
				<action id="GraveYardZoomAction_1"/>
				<action id="GraveYardZoomAction_2"/>
				<action id="HotelZoomAction_1"/>
				<action id="CanalZoomAction_1"/>
				<action id="DockZoomAction_1"/>
				<action id="IllustrationZoomAction_1"/>
				<action id="StreetZoomAction_1"/>
				<action id="LibraryDeskZoomAction_1"/>
				<action id="MuseumZoomAction" />				
				<action id="MuseumZoomAction2" />	
				<action id="DockPastZoomAction"/>
				<!--<action id="MuseumFountainZoomAction"/>-->
				<action id="DockZoomAction_2"/>
				<action id="CatacombZoomAction"/>
				<action id="LibraryZoomAction"/>
				<action id="ChapelFountainZoomAction"/>
				<action id="ChapelWindowZoomAction"/>
			</input>
		</action>
		
	</quest>
	
	<item id="TownSquareVampires" scene="TownSquare"/>
	<item id="TownSquareVampiresLeave" scene="TownSquare" animated="true"/>
	
	<quest id="Act1LurkingVampires" root="AllAct1Lurkers">
		<action id="LurkersTownSquare" type="SpecialVampireClick" cursor="TalkCursor" sparkles="false" in_list="false">
			<input>
				<sceneObject id="TownSquareVampires"/>				
			</input>
			<output>
				<sceneObject id="TownSquareVampiresLeave"/>		
			</output>
		</action>
		<action id="LurkersTownSquare_Dialog" type="MessageAction" >
			<input>								
				<sceneObject id="TownSquareVampiresLeave"/>
			</input>			
		</action>	
		
		<action id="AllAct1Lurkers" type="AutomaticAction">
			<input>
				<action id="LurkersTownSquare_Dialog"/>
				
			</input>
		</action>
	</quest>
<!--ACT1**********************************************************************************************************************************************************-->	
	<item id="SilverBlade" scene="EntranceScene" inventory="true"/>
	<item id="PoliceOfficer" scene="EntranceScene" inventory="true"/>
	<item id="Rain" scene="EntranceScene" />
	
	<item id="DoorPadlockedOpening" scene="EntranceScene" animated="true"/>
	
	<quest id="EntranceQuest" root="EntranceTutorial">
		<action id="EntranceQuestIntroDialog" type="MessageAction" >
			<input>
				
				<action id="IntroAct1Arrive"/>
			</input>			
		</action>
		
		<action id="PromptForTutorials" type="TutorialPromptAction">
			<input>				
				<action id="EntranceQuestIntroDialog"/>
			</input>				
		</action>
		
		<action id="DialogTutorial" type="TutorialAction" >
			<input>				
				<action id="PromptForTutorials"/>					
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="DialogTutorial"/>
			</pop_up_info>			
		</action>	
		<action id="ClickPoliceOfficer" type="BNREncounterClick" cursor="TalkCursor" sparkles="true" in_list="false" disable_object="false">
			<input>
				<sceneObject id="PoliceOfficer"/>
				<action id="PromptForTutorials"/>		
			</input>
		</action>		
		
		<action id="EntranceQuestGuardDialog" type="MessageAction">
			<input>				
				<action id="ClickPoliceOfficer"/>
			</input>
			<output>
				<click id="SilverBlade"/>
			</output>
		</action>
		<action id="PoliceOfficer_default" type="RegisterCharacterMessage" message_key="PoliceOfficer_default" >
			<input>
				<sceneObject id="PoliceOfficer"/>
				<action id="EntranceQuestGuardDialog"/>
			</input>
		</action>
		
		<action id="WelcomeTutorial" type="TutorialAction" >
			<input>				
				<action id="EntranceQuestGuardDialog"/>
				<action id="PoliceOfficer_default"/>
				<action id="DialogTutorial"/>
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="HOTutorial"/>
			</pop_up_info>			
		</action>
		<action id="EntranceQuestZoomingScreen" type="GenericPopUpAction">
			<input>
				<action id="WelcomeTutorial"/>
				<click id="SilverBlade"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="EntranceQuestZoomingScreen"/>
				<property_spec name="image" value="SilverBladeCloseupImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>		
		</action>
		
		<!--<action id="EntranceQuest_RewardScreen" type="ImageTextPopUpAction">
			<input>
							
				<action id="EntranceQuestZoomingScreen"/>				
			</input>			
			<output>
				<inventory id="SilverBlade"/>							
			</output>
			<popup_info>				
				<item key="EntranceQuest_RewardScreen" asset="Big_SilverBlade"/>					
			</popup_info> 
		</action>-->
		
		<action id="InventoryTutorial" type="TutorialAction" >
			<input>				
				<action id="EntranceQuestZoomingScreen"/>
				<inventory id="SilverBlade"/>	
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="InventoryTutorial"/>
			</pop_up_info>			
		</action>		
		
		<action id="ShowGuardClue" type="BNRUseInventoryOnScene" sparkle="true">
			<input>
				<inventory id="SilverBlade"/>
				<sceneObject id="PoliceOfficer"/>
			</input>			
		</action>
		
		<action id="EntranceQuestGuardDialog2" type="MessageAction" >
			<input>
				<action id="ShowGuardClue"/>
			</input>			
			<output>
				<sceneObject id="DoorPadlockedOpening" />
			</output>
		</action>
		
		<action id="RemovePadLocked" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorPadlocked"/>
				<action id="EntranceQuestGuardDialog2"/>
			</input>
		</action>

		<action id="EntranceRemovePoliceEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="PoliceOfficer"/>
				<action id="EntranceQuestGuardDialog2"/>				
			</input>					
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
		
		<action id="EntranceRemovePolice" type="DisableSceneObject">		
			<input>
				<sceneObject id="PoliceOfficer"/>
				<action id="EntranceRemovePoliceEffect"/>				
			</input>								
		</action>
		
		<action id="EntranceStopRainingSFX" type="SoundEnviromentChangeAction" scene_ID="EntranceScene" music="false" event_name="EntranceScene2">		
			<input>
				<action id="EntranceRemovePolice"/>
				<action id="RemovePadLocked"/>
				<sceneObject id="DoorPadlockedOpening" />
			</input>			
		</action>
		
		
		<action id="EntranceStopRainingEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="Rain"/>
				<action id="EntranceStopRainingSFX"/>
			</input>		
			<output>
				<sceneObject id="EntranceTownSquare"/>
				<scene id="TownSquare"/>
				<scene id="HotelLobby"/>
			</output>
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="3000"/>
			</effect>		
		</action>
		<action id="EntranceQuestOutroDialog" type="MessageAction" >
			<input>
				<action id="EntranceStopRainingEffect"/>				
				<action id="InventoryTutorial" />
			</input>			
		</action>
		
		<action id="EntranceTutorial" type="TutorialAction" >
			<input>				
				<action id="EntranceQuestOutroDialog"/>				
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="EntranceTutorial"/>
			</pop_up_info>			
		</action>
		
		
		
	</quest>
<!--HotelLobby*************************************************************************************************************-->	
	<item id="Map" scene="HotelLobby" />
	<item id="MapSwoop" click="true" scene="HotelLobby" animated="true"/>
	<item id="LobbyConcentrationGame" scene="HotelLobby"/>
	
	<quest id="HotelLobbyGame" root="CompleteLobby" reminder="true">		
		<action id="LobbyIntroDialog_Trigger" type="BNREnterSceneTrigger" hinted="true" >
			<input>
				<scene id="HotelLobby"/>					
				<sceneObject id="HotelDoorLit"/>				
			</input>			
		</action>
		
		<action id="LobbyIntroDialog" type="MessageAction" >
			<input>
				<action id="LobbyIntroDialog_Trigger"/>
			</input>			
		</action>
		<action id="MinigameTutorial" type="TutorialAction" >
			<input>				
				<action id="LobbyIntroDialog"/>
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="ZoomsTutorial"/>
			</pop_up_info>			
		</action>
		
		<action id="ConcentrationMinigameAction" type="GenericMinigameAction" game_name="Concentration">
			<input>
				<sceneObject id="LobbyConcentrationGame"/>
				<action id="LobbyIntroDialog"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.Concentration.ConcentrationBoard">							
				<property_spec name="swfURL" value="MiniGames/LobbyConcentration.swf"/>
			</pop_up_info>
		</action>	
		<action id="ConcentrationMinigame_EndPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="ConcentrationMinigameAction"/>				
			</input>			
			<popup_info>				
				<item key="ConcentrationMinigame_EndPopUp" asset="RoomNumber"/>											
			</popup_info> 
		</action>	
		<action id="MusicChangeTest" type="SoundEnviromentChangeAction" scene_ID="HotelLobby" music="true" event_name="HotelLobby2">
			<input>
				<action id="ConcentrationMinigameAction"/>				
			</input>
		</action>
		<!--<action id="MapButtonTutorial" type="TutorialAction" >
			<input>				
				<action id="MapPopUp"/>
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="MapButtonTutorial"/>
			</pop_up_info>			
		</action>-->
		
		<action id="CompleteLobby" type="AutomaticAction">
			<input>
				
				<action id="MinigameTutorial"/>
				<action id="ConcentrationMinigame_EndPopUp"/>
				
			</input>
			<output>
				<scene id="Hotel"/>
			</output>
		</action>
	</quest>
	
	
	<quest id="OptionalMapQuest" root="MapPopUp">
		<action id="ClickMap" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>
				<sceneObject id="Map"/>				
			</input>
		</action>
		<action id="InitializeMap" type="MapChangeAction" you_are_here_icon="1" url="Maps/ModernVenice.swf">
			<input>
				<action id="ClickMap"/>
			</input>
		</action>
		<action id="GetMap" type="AutomaticAction" >
			<input>				
				<action id="InitializeMap"/>
				<action id="LobbyIntroDialog"/>
			</input>	
			<output>
				<sceneObject id="MapSwoop"/>
			</output>
		</action>	
		<action id="MapPopUp" type="GenericPopUpAction">
			<input>
				<sceneObject id="MapSwoop"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="MapPopUp"/>
				<property_spec name="image" value="MapZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>		
		</action>
	</quest>
	
	<quest id="MapTutorialQuest" root="ShowGetMapWarning">
		<action id="ShowGetMapWarningTrigger" type="BNREnterSceneTrigger" hinted="false">
			<input>
				<scene id="HotelLobby"/>
				<completeQuest id="HotelHOG01"/>
			</input>
		</action>
		<action id="ShowGetMapWarning" type="SpecialMapTutorialAction">
			<input>
				<action id="ShowGetMapWarningTrigger"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="MapWarning"/>
			</pop_up_info>		
		</action>
	</quest>
	
<!--Hotel*************-->		
	<item id="Receipts" inventory="true"/>
	<item id="CanalDoorKey" inventory="true"/>	
	<item id="EvilBats" scene="Hotel" animated="true"/>
	
	<quest id="HotelHOG01" root="HotelBackOutTutorial" reminder="true">	
		<input>
			<completeQuest id="HotelLobbyGame"/>
		</input>
		<action id="HotelIntroDialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
			<input>
				<scene id="Hotel"/>
				<action id="IntroAct1Arrive"/>	
				<completeQuest id="HotelLobbyGame"/>
			</input>			
			<output>
				<sceneObject id="EvilBats"/>
			</output>
		</action>
		<action id="HotelIntroDialog" type="MessageAction" >		
			<input>
				<action id="HotelIntroDialog_Trigger"/>
			</input>			
		</action>			
		
		<action id="HOGTutorial" type="TutorialAction" >
			<input>				
				<action id="HotelIntroDialog"/>	
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="HintTutorial"/>
			</pop_up_info>			
		</action>
		
	
		<hoMinigame id="HOMG_Hotel01" >		
			<container id="HiddenObjects1" scene="Hotel" /> 	
			<input>
				<action id="HotelIntroDialog"/>
			</input>			
		</hoMinigame>					
		<action id="AwardReceipts" type="AutomaticAction">
			<input>
				<action id="HOMG_Hotel01"/>	
			</input>
		</action>		
				
				
		<action id="HOMG_Hotel01Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardReceipts"/>
			</input>			
		</action>
		
		<action id="HotelHOG01_EndPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_Hotel01Delay"/>			
				<action id="HOGTutorial"/>
				<sceneObject id="EvilBats"/>
			</input>			
			<output>
				<inventory id="Receipts"/>
				<inventory id="CanalDoorKey"/>				
			</output>
			<popup_info>				
				<item key="HotelHOG01_EndPopUp_Item1" asset="Big_Receipts"/>											
				<item key="HotelHOG01_EndPopUp_Item2" asset="Big_CanalDoorKey"/>															
			</popup_info> 
		</action>
		
		<action id="HotelCompleteDialog" type="MessageAction" >
			<input>						
				<action id="HotelHOG01_EndPopUp"/>
			</input>
		</action>	
		
		<action id="HotelBackOutTutorial" type="TutorialAction" >
			<input>								
				<action id="HotelCompleteDialog"/>
			</input>				
			<pop_up_info klass="com.hpstudios.bloodandruby.components.TutorialComponent">
				<property_spec name="scriptID" value="BackoutTutorial"/>
			</pop_up_info>			
		</action>
	</quest>
	
<!--Street***************************************-->
<item id="StreetZoom" scene="Street"/>
<item id="CarnivalPoster" scene="Street"/>
<item id="HerbalistDoorOpen" scene="Street"/>
<action id="Street_Intro_Dialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
	<input>
		<scene id="Street"/>		
		<completeQuest id="HotelHOG01"/>		
	</input>			
</action>
<action id="Street_Intro_Dialog" type="MessageAction">
	<input>
		<action id="Street_Intro_Dialog_Trigger"/>
	</input>
</action>

<action id="Street_Herbalist_Dialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
	<input>
		<scene id="Street"/>	
		<completeQuest id="CanalSearch"/>	
	</input>			
</action>
<action id="Street_Herbalist_Dialog" type="MessageAction" >
		<input>
			<action id="Street_Herbalist_Dialog_Trigger"/>
		</input>
</action>
	
<!--Antiques***************************************-->

<item id="Argento01" scene="Antiques"/>

<item id="Journal" inventory="true"/>


<quest id="AntiquesHOG01" root="AntiquesHOG01_Dialog02">
	
	<action id="AntiquesHOG01_Intro_Dialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
		<input>
			<scene id="Antiques"/>	
			<sceneObject id="Argento01"/>				
			<action id="Street_Intro_Dialog"/>
			<completeQuest id="HotelHOG01"/>
		</input>			
	</action>
	
	<action id="AntiquesHOG01_Intro_Dialog" type="MessageAction" >
			<input>
				<action id="AntiquesHOG01_Intro_Dialog_Trigger"/>
			</input>			
	</action>
	
	<action id="ArgentoWantsReciptsMessage" type="RegisterCharacterMessage" message_key="ArgentoWantsReceiptMessage" >
		<input>			
			<sceneObject id="Argento01"/>
			<action id="AntiquesHOG01_Intro_Dialog"/>
		</input>
	</action>
	
	<action id="GiveReceiptsTOArgento" type="BNRUseInventoryOnScene" sparkle="true">
		<input>
			<inventory id="Receipts"/>
			<sceneObject id="Argento01"/>
			<action id="AntiquesHOG01_Intro_Dialog"/>			
		</input>
	</action>
	<action id="ArgentoComeBackLatterMessage" type="RegisterCharacterMessage" message_key="Argento01_ComebackLatter" >
		<input>			
			<sceneObject id="Argento01"/>
			<action id="GiveReceiptsTOArgento"/>
		</input>
	</action>
	
	<action id="AntiquesHOG01_Intro_Dialog02" type="MessageAction" >
			<input>
				<scene id="Antiques"/>		
				<action id="GiveReceiptsTOArgento"/>
				<action id="ArgentoWantsReciptsMessage"/>
			</input>			
	</action>
	
	
	<action id="AntiquesArgentoLeavesEffect" type="PlayEffectAction">		
		<input>
			<sceneObject id="Argento01"/>
			<action id="AntiquesHOG01_Intro_Dialog02"/>
		</input>		
		
		<effect klass="mx.effects.Fade">
			<property name="alphaFrom" type="Number" value="1"/>
			<property name="alphaTo" type="Number" value="0"/>
			<property name="duration" type="Number" value="500"/>
		</effect>
		
	</action>
	<action id="AntiquesArgentoLeaves" type="DisableSceneObject">
		<input>
			<sceneObject id="Argento01"/>
			<action id="AntiquesArgentoLeavesEffect"/>
		</input>		
	</action>
	
	<hoMinigame id="HOMG_antiques" >
		<input>
			<action id="AntiquesArgentoLeaves"/>			
		</input>
		<container id="HiddenObjects1" scene="Antiques" /> 			
	</hoMinigame>
	
	<action id="HOMG_antiquesDelay" type="DelayAction" delay="2000">
		<input>
			<action id="HOMG_antiques"/>	
		</input>
	</action>	
	
	<action id="AntiquesArgentoReturns" type="EnableSceneObjectAction">
		<input>
			<sceneObject id="Argento01"/>
			<action id="HOMG_antiquesDelay"/>
			<!--<action id="SpiderMinigameAction"/>-->
		</input>		
	</action>
	<action id="AntiquesArgentoReturnsEffect" type="PlayEffectAction">		
		<input>
			<sceneObject id="Argento01"/>
			<action id="AntiquesArgentoReturns"/>
		</input>				
		<effect klass="mx.effects.Fade">
			<property name="alphaFrom" type="Number" value="0"/>
			<property name="alphaTo" type="Number" value="1"/>
			<property name="duration" type="Number" value="500"/>
		</effect>		
	</action>
	

	<action id="AntiquesHOG01_Dialog01" type="MessageAction" >
		<input>
			<scene id="Antiques"/>
			<action id="AntiquesArgentoReturnsEffect"/>
		</input>			
	</action>	
		
	<action id="AntiquesHOG01_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="AntiquesHOG01_Dialog01"/>				
			</input>
			<output>				
				<inventory id="Journal"/>				
			</output>
			<popup_info>
				<item key="AntiquesHOG01_RewardList_Item1" asset="Big_Journal"/> 			
			</popup_info>
	</action>
	
	
	
	<action id="Journal_PopUp" type="GenericPopUpAction">
			<input>				
				<action id="AntiquesHOG01_RewardList"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="Journal_PopUp"/>
				<property_spec name="image" value="OccultBookZoomImage"/>				
				<property_spec name="styleName" value="red"/>
			</pop_up_info>
	</action>
	
	<action id="AntiquesHOG01_Dialog02" type="MessageAction" >
			<input>
				<scene id="Antiques"/>
				<action id="AntiquesHOG01_RewardList"/>
				<action id="Journal_PopUp"/>
				<action id="ArgentoComeBackLatterMessage"/>
			</input>			
	</action>
	
</quest>	


	
<!--Canal***************************************-->
	
	<item id="LurkingStraton" scene="Canal" click="false"/>	
	<item id="Scarf" inventory="true"/>
	<item id="Ticket" inventory="true"/>
	<item id="Recipe" inventory="true"/>
	
	<item id="Gondolier" scene="Canal"/>
	
	<item id="StrattonNote" scene="Canal"/>
	
	<item id="CanalDoorLocked" scene="TownSquare"/>
	<item id="CanalDoorUnlocked" scene="TownSquare"/>
	
	<item id="PathCrates" scene="Canal"/>
	
	<quest id="UnlockCanal" root="RemoveLockedCanalGate">
		<action id="UnlockCanalInfo" type="InformationPopUpAction" end_action="UnlockCanalGate" cursor="XCursor">
			<input>
				<sceneObject id="CanalDoorLocked"/>
			</input>
			<behavior_info  modal="true" button="false" cursor="XCursor"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="UnlockCanalGateTCH"/>				
			</pop_up_info>	
		</action>
		
		<action id="UnlockCanalGate" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="CanalDoorKey"/>
				<sceneObject id="CanalDoorLocked"/>
			</input>
			<output>				
				<sceneObject id="CanalDoorUnlocked"/>
				<sceneObject id="DockEntrance_2"/>				
			</output>
		</action>
		<action id="RemoveLockedCanalGate" type="DisableSceneObject">
			<input>				
				<sceneObject id="CanalDoorLocked"/>
				<action id="UnlockCanalGate"/>
				<action id="UnlockCanalInfo"/>
				<sceneObject id="CanalDoorUnlocked"/>
			</input>
			<output>				
				<scene id="Canal"/>
			</output>
		</action>
	</quest>
	
	<quest id="CanalSearch" root="RemoveLurkingStraton">
		
		<hoMinigame id="HOMG_Canal01" >		
			<container id="HiddenObjects1" scene="Canal" /> 	
			<input>				
				<!--<action id="AntiquesHOG01$complete"/>-->
			</input>
		</hoMinigame>		
		<action id="RewardScarf" type="AutomaticAction">
			<input>
				<action id="HOMG_Canal01"/>	
			</input>
		</action>	
		
		<action id="HOMG_Canal01Delay" type="DelayAction" delay="2000">
			<input>
				<action id="RewardScarf"/>	
			</input>
		</action>	
		
		<action id="CanalIntroDialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
			<input>
				<scene id="Canal"/>		
				<sceneObject id="LurkingStraton"/>
				<!--<completeQuest id="AntiquesHOG01"/>-->
			</input>			
		</action>
		
		<action id="CanalIntroDialog" type="MessageAction" >
			<input>
				<action id="CanalIntroDialog_Trigger"/>
			</input>
		</action>		
		
		<action id="CanalHOG01_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="CanalIntroDialog"/>	
				<action id="HOMG_Canal01Delay" />								
			</input>			
			<output>
				<inventory id="Scarf" />
			</output>
			<popup_info>						
				<item key="CanalHOG01_RewardList_Item1" asset="Big_Scarf"/>					
			</popup_info>
		</action>
		
		<action id="CanalCompleteDialog" type="MessageAction" >
			<input>
				<scene id="Canal"/>		
				<action id="CanalIntroDialog"/>	
				<action id="CanalHOG01_RewardList"/>	
			</input>			
			
		</action>
		
		<action id="ShowStratonScarf" type="BNRUseInventoryOnScene" sparkle="true">
			<input>
				<inventory id="Scarf"/>
				<sceneObject id="LurkingStraton"/>
				<action id="CanalCompleteDialog" />				
			</input>
		</action>
		
		<action id="CanalCompleteDialog02" type="MessageAction" >
			<input>
				<scene id="Canal"/>		
				<action id="ShowStratonScarf"/>
			</input>
		</action>
		
		<action id="CanalHOG01_CutScene" type="GenericPopUpAction">
			<input>
				<action id="CanalCompleteDialog02"/>				
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/Stratton_CanalAct1.swf"/>				
				<property_spec name="music" value="music_CanalHOG01_CutScene"/>				
			</pop_up_info>
		</action>
		<action id="StratonScarfInformation" type="RegisterCharacterMessage" message_key="StratonScarfInformation" terminating_action="ShowStratonScarf">
			<input>
				<sceneObject id="LurkingStraton"/>
				<action id="CanalHOG01_RewardList"/>
			</input>					
		</action>
		
		<action id="RemoveLurkingStratonEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="LurkingStraton" />	
				<action id="CanalHOG01_CutScene"/>					
				<action id="StratonScarfInformation"/>
			</input>				
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="700"/>
			</effect>		
		</action>
		<action id="RemoveLurkingStraton" type="DisableSceneObject">
			<input>				
				<sceneObject id="LurkingStraton" />
				<action id="RemoveLurkingStratonEffect"/>
			</input>
			<output>
				<inventory id="Recipe"/>
				<sceneObject id="HerbalistDoorOpen"/>
				<scene id="Herbalist"/>
			</output>
		</action>		
	</quest>	
	
<!--Masks***************************************-->
	
	<item id="HintButtonMasks" scene="Masks" />
	<item id="Difference1" scene="Masks" click="true"/>
	<item id="Difference2" scene="Masks" click="true"/>
	<item id="Difference3" scene="Masks" click="true"/>
	<item id="Difference4" scene="Masks" click="true"/>
	<item id="Difference5" scene="Masks" click="true"/>
	<item id="Difference6" scene="Masks" click="true"/>
	<item id="Difference1Mirrored" scene="Masks" click="true"/>
	<item id="Difference2Mirrored" scene="Masks" click="true"/>
	<item id="Difference3Mirrored" scene="Masks" click="true"/>
	<item id="Difference4Mirrored" scene="Masks" click="true"/>
	<item id="Difference5Mirrored" scene="Masks" click="true"/>
	<item id="Difference6Mirrored" scene="Masks" click="true"/>
	<item id="Same1" scene="Masks" />
	<item id="Same2" scene="Masks" />
	<item id="Same3" scene="Masks" />
	<item id="Same4" scene="Masks" />
	<item id="Same5" scene="Masks" />
	<item id="Same6" scene="Masks" />
	<item id="MaskCompletionSparkle" scene="Masks" animated="true"/>
	<item id="Tickets" scene="Masks" animated="true"/>
	
	<quest id="FindTheDifferences" root="LeaveMasks">
		<action id="MaskHint" type="InformationPopUpAction" >
			<input>
				<sceneObject id="HintButtonMasks"/>
			</input>
			<behavior_info  modal="true" button="true"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.MinigameHintDialog">
				<property_spec name="HelpName" value="Differences"/>
			</pop_up_info>	
		</action>
		<action id="CanalMaskDialog_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Masks"/>		
				<action id="CanalGondolierDialog"/>
			</input>			
		</action>
		
		
		<action id="CanalMaskDialog" type="MessageAction" >
			<input>
				<action id="CanalMaskDialog_Trigger"/>
			</input>
		</action>

		<action id="FindFirstDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="Difference1"/>
				<sceneObject id="Difference1Mirrored"/>
			</input>
			<output>
				<sceneObject id="Same1"/>
			</output>
		</action>
		<action id="FindSecondDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="Difference2"/>
				<sceneObject id="Difference2Mirrored"/>
			</input>
			<output>
				<sceneObject id="Same2"/>
			</output>
		</action>	
		<action id="FindThirdDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="Difference3"/>
				<sceneObject id="Difference3Mirrored"/>
			</input>
			<output>
				<sceneObject id="Same3"/>
			</output>
		</action>	
		<action id="FindFourthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="Difference4"/>
				<sceneObject id="Difference4Mirrored"/>
			</input>
			<output>
				<sceneObject id="Same4"/>
			</output>
		</action>	
		<action id="FindFithDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="Difference5"/>
				<sceneObject id="Difference5Mirrored"/>
			</input>
			<output>
				<sceneObject id="Same5"/>
			</output>
		</action>
		<action id="FindSixthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="Difference6"/>
				<sceneObject id="Difference6Mirrored"/>
			</input>
			<output>
				<sceneObject id="Same6"/>
			</output>
		</action>		
		<action id="AllDifferencesFound" type="AutomaticAction" >
			<input>				
				<sceneObject id="Same1"/>
				<sceneObject id="Same2"/>
				<sceneObject id="Same3"/>
				<sceneObject id="Same4"/>
				<sceneObject id="Same5"/>
				<sceneObject id="Same6"/>
				<action id="CanalMaskDialog"/>
			</input>			
			<output>
				<sceneObject id="MaskCompletionSparkle"/>
				<sceneObject id="Tickets"/>
			</output>
		</action>
		
		<action id="MaskTicketClick" type="BNREncounterClick" in_list="false" cursor="InteractionCursor">
			<input>
				<sceneObject id="Tickets"/>
			</input>
		</action>
		
		<action id="Masks_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="MaskTicketClick"/>
			</input>
			<output>
				<inventory id="Ticket"/>
			</output>
			<popup_info>						
				<item key="Masks_RewardList_Item1" asset="Big_Ticket"/>					
			</popup_info>
		</action>
		
		<action id="LeaveMasks" type="TeleportAction">
			<input>
				<sceneObject id="MaskCompletionSparkle"/>
				
				<scene id="Canal" />
				<action id="Masks_RewardList"/>
				<action id="MaskHint"/>
				<!--<action id="MasksZoomAction_1" />-->
			</input>			
		</action>
		
	</quest>
	
	
	<quest id="GondolaToTheGraveyard" root="GondolaCutsceneAndTeleportInParallel">	
		
		<action id="GondolierNoteInfo" type="RegisterCharacterMessage" message_key="GondolierNoteInfo" terminating_action="GetStratonsCanalNote"> 
			<input>
				<sceneObject id="Gondolier"/>				
				<completeQuest id="MakeGarlicFirePotion"/>	
				<completeQuest id="AntiquesHOG01"/>					
			</input>		
		</action>
		<action id="GondolierWantsTicketInfo" type="RegisterCharacterMessage" message_key="GondolierWantsTicketInfo" terminating_action="GiveTicketToGondolier"> 
			<input>
				<sceneObject id="Gondolier"/>
				<action id="GetStratonsCanalNote"/>
							
			</input>		
		</action>
		
		<action id="CanalGondolierDialog_Trigger" type="BNREnterSceneTrigger"  hinted="true">
			<input>
				<scene id="Canal"/>		
				<completeQuest id="MakeGarlicFirePotion"/>
				<completeQuest id="AntiquesHOG01"/>				
			</input>			
		</action>
		
		<action id="CanalGondolierDialog" type="MessageAction" >
			<input>
				<action id="CanalGondolierDialog_Trigger"/>
			</input>
		</action>
				
				
		<action id="GetStratonsCanalNote" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>
				<sceneObject id="StrattonNote"/>
				<action id="CanalGondolierDialog"/>
			</input>
		</action>
				
		<action id="GondolierLetterPopUp" type="GenericPopUpAction">
			<input>
				<action id="GetStratonsCanalNote"/>
			</input>
			<output>
				<scene id="Masks"/>
			</output>
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="GondolierLetterPopUp"/>
				<property_spec name="image" value="GondolierLetterZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>		
		</action>	
		
		
		<action id="GiveTicketToGondolier" type="BNRUseInventoryOnScene" sparkle="true">
			<input>
				<inventory id="Ticket"/>
				<sceneObject id="Gondolier"/>				
				<action id="GondolierLetterPopUp"/>
			</input>	
			<output>
				<scene id="Graveyard"/>
			</output>
		</action>		
		<action id="GondolaToGraveyardCutscene" type="CutscenePopUpAction">
			<input>
				<action id="GiveTicketToGondolier"/>	
				<action id="GondolierWantsTicketInfo"/>	
				<action id="GondolierNoteInfo"/>
			</input>		
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/GondolaCutScene.swf"/>				
				<property_spec name="music" value="music_GondolaToGraveyardCutscne"/>				
			</pop_up_info>
		</action>	
		<action id="TeleportToGraveyard" type="TeleportAction">
			<input>						
				<scene id="Graveyard"/>				
				<action id="GondolaToGraveyardCutscene"/>				
			</input>
		</action>
		<action id="GondolaToGraveyardCutsecneRemove" type="CloseCutSceneAction">
			<input>
				<action id="TeleportToGraveyard"/>				
			</input>
		</action>
		<action id="GondolaCutsceneAndTeleportInParallel" type="AutomaticAction">
			<input>				
				<action id="GondolaToGraveyardCutsecneRemove"/>
			</input>
		</action>
	</quest>

	
	
<!--Herbalist***************************************-->
<item id="Orazia" scene="Herbalist"/>
<item id="PotionRoomEntrance" scene="Herbalist"/>


<item id="GFPIngredients" inventory="true"/>
<item id="GarlicPotion" inventory="true"/>

<quest id="MakeGarlicFirePotion" root="FireGarlicCreatedDialog">

	<action id="HerbalistEnterDialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
		<input>			
			<scene id="Herbalist"/>	
			<sceneObject id="Orazia"/>
			<sceneObject id="HerbalistDoorOpen"/>	
			<completeQuest id="CanalSearch"/>
		</input>
	</action>
	<action id="HerbalistEnterDialog" type="MessageAction" >
			<input>
				<action id="HerbalistEnterDialog_Trigger"/>
			</input>
	</action>
	
	<action id="HerbalistWantsRecipe01" type="RegisterCharacterMessage" message_key="HerbalistWantsRecipe01" terminating_action="GiveFirstRecipeToOrazia">
			<input>
				<scene id="Herbalist"/>	
				<action id="Street_Herbalist_Dialog"/>
				<sceneObject id="Orazia"/>				
			</input>
	</action>
	
	<action id="GiveFirstRecipeToOrazia"type="BNRUseInventoryOnScene" sparkle="true">
			<input>
				<inventory id="Recipe"/>
				<sceneObject id="Orazia"/>
				<action id="HerbalistEnterDialog"/>
			</input>	
	</action>	
	
	<action id="HerbalistIntroDialog" type="MessageAction" >
			<input>
				<scene id="Herbalist"/>				
				<action id="GiveFirstRecipeToOrazia"/>
			</input>
			<output>
				<scene id="HerbalistZoom"/>
			</output>
	</action>
	
	<action id="Orazia_HerbalistHOMG1_Message" type="RegisterCharacterMessage" message_key="Orazia_HerbalistHOMG1_Message" terminating_action="HerbalistZoomHOG01_RewardList">
			<input>
				<scene id="Herbalist"/>	
				<action id="HerbalistIntroDialog"/>
				<sceneObject id="Orazia"/>				
			</input>
	</action>
	
	<hoMinigame id="HOMG_HerbalistZoom01" >		
			<container id="HiddenObjects1" scene="HerbalistZoom" /> 	
			<input>
				<action id="HerbalistIntroDialog"/>
			</input>
	</hoMinigame>	
	
	<action id="AwardGPFIngredients" type="AutomaticAction">
		<input>
			<action id="HOMG_HerbalistZoom01"/>	
		</input>		
	</action>	
	
	<action id="HOMG_HerbalistZoom01Delay" type="DelayAction" delay="2000">
		<input>
			<action id="AwardGPFIngredients"/>	
		</input>
	</action>	
	
	<action id="HerbalistZoomHOG01_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_HerbalistZoom01Delay"/>
				<action id="HerbalistIntroDialog"/>
			</input>
			<output>
				<inventory id="GFPIngredients"/>
			</output>
			
			<popup_info>
				<item key="HerbalistZoomHOG01_RewardList_Item1" asset="Big_GFPIngredients"/> 							
			</popup_info>
	</action>	
	
	<action id="HerbalistZoomHOG01CompletTeleport" type="TeleportAction">
		<input>
			<scene id="Herbalist"/>
			<action id="HerbalistZoomHOG01_RewardList"/>
			<!--<action id="HerbalistZoomAction_1"/>-->
		</input>
	</action>		
	
	<action id="HerbalistZoomHOG01CompletDialog" type="MessageAction" >
			<input>
				<scene id="Herbalist"/>				
				<action id="HerbalistZoomHOG01CompletTeleport"/>				
			</input>
	</action>
	
	<action id="Orazia_MixFGP_Message" type="RegisterCharacterMessage" message_key="Orazia_MixFGP_Message" terminating_action="MixGarlicFirePotion">
			<input>
				<scene id="Herbalist"/>	
				<action id="HerbalistZoomHOG01CompletDialog"/>
				<sceneObject id="Orazia"/>				
			</input>
	</action>
	
	<action id="MixGarlicFirePotion" type="PotionAction">	
		<input>
			<sceneObject id="PotionRoomEntrance"/>
			<action id="HerbalistIntroDialog"/>
			<action id="HerbalistZoomHOG01CompletDialog" />
		</input>		
	</action>
	<action id="HerbalistComeBackLatterMessage" type="RegisterCharacterMessage" message_key="Orazia_ComeBackLatter">
			<input>				
				<action id="MixGarlicFirePotion"/>
				<sceneObject id="Orazia"/>				
			</input>
	</action>
	
	<action id="RemoveGarlicIngredients" type="RemoveInventoryItems">
		<input>
			<inventory id="GFPIngredients"/>			
			<action id="MixGarlicFirePotion"/>
		</input>
		
	</action>
	
	<action id="GPF_EndPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="RemoveGarlicIngredients"/>							
			</input>			
			<output>
				<inventory id="GarlicPotion"/>
				<sceneObject id="StrattonNote"/>
			</output>
			
			<popup_info>				
				<item key="GPF_EndPopUp" asset="Big_GarlicPotion"/>											
			</popup_info> 
	</action>
		
	<action id="FireGarlicCreatedDialog" type="MessageAction" >
			<input>
				<scene id="Herbalist"/>		
				<action id="GPF_EndPopUp"/>
				<action id="HerbalistWantsRecipe01"/>
				<action id="Orazia_HerbalistHOMG1_Message"/>
				<action id="Orazia_MixFGP_Message"/>
				<action id="HerbalistComeBackLatterMessage" />
			</input>
	</action>	
	
</quest>
		
<!--Graveyard***************************************-->
	
	
	<item id="CratePhoto" inventory="true"/>
	
	<quest id="GraveyardHOG01" root="UnlockGraveyardTravel">
		<action id="LockGraveyardTravel" type="BeginEncounterAction">
			<input>
				<scene id="Graveyard"/>				
				<completeQuest id="GondolaToTheGraveyard"/>
			</input>
		</action>
		
		<action id="GraveyardArriveDialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
			<input>
				<scene id="Graveyard"/>			
				<action id="LockGraveyardTravel"/>
			</input>			
			<output>
				<scene id="GraveyardZoom"/>	
			</output>
		</action>
		
		<action id="GraveyardArriveDialog" type="MessageAction">
			<input>
				<action id="GraveyardArriveDialog_Trigger"/>
			</input>
		</action>
		<action id="GraveyardHOGDialog_Trigger" type="BNREnterSceneTrigger" hinted="true">
			<input>
				<scene id="GraveyardZoom"/>							
			</input>			
		</action>
		<action id="GraveyardHOGDialog" type="MessageAction">
			<input>
				<action id="GraveyardHOGDialog_Trigger"/>
			</input>
		</action>		
		
		<hoMinigame id="HOMG_GraveyardZoom1" >		
			<container id="HiddenObjects1" scene="GraveyardZoom" /> 	
			<input>
				<action id="GraveyardArriveDialog_Trigger"/>
			</input>
		</hoMinigame>		
		
		<action id="AwardAxeAndShovel" type="AutomaticAction">
			<input>
				<action id="HOMG_GraveyardZoom1"/>	
			</input>
		</action>	
		
		<action id="HOMG_GraveyardZoom1Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardAxeAndShovel"/>	
			</input>
		</action>	
		
		<action id="GraveyardHOG01Complete" type="TeleportAction">
			<input>
				<scene id="Graveyard"/>
				<action id="GraveYardHOG01RewardScreen"/>
				<!--<action id="GraveYardZoomAction_1"/>-->
			</input>
		</action>
		<action id="GraveYardHOG01RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_GraveyardZoom1Delay"/>								
				<action id="GraveyardArriveDialog"/>
				<action id="GraveyardHOGDialog"/>
			</input>
			
			<popup_info>				
				<item key="GraveYardHOG01RewardScreen_Item1" asset="Big_CratePhoto"/>											
			</popup_info> 
			<output>
				<inventory id="CratePhoto"/>
			</output>
		</action>		
						
		<action id="GraveyardHOGAndPuzzleCompleteDialog" type="MessageAction">
			<input>
				<scene id="Graveyard"/>
				<action id="GraveyardHOG01Complete"/>
						
			</input>
		</action>
		<action id="UnlockGraveyardTravel" type="EndEncounterAction">
			<input>		
				<action id="GraveyardHOGAndPuzzleCompleteDialog"/>								
			</input>
		</action>	
	</quest>
	
<!--GraveyardEncounter***************************************-->
	
	<item id="Shovel" inventory="true"/>
	<item id="Axe" inventory="true"/>
	<item id="Shears" inventory="true"/>
	<item id="Sledgehammer" inventory="true"/>
	<item id="Brick" inventory="true"/>
	
	<item id="FogRight" scene="GraveyardEncounter" animated="true"/>
	<item id="FogLeft" scene="GraveyardEncounter" animated="true"/>	
	<item id="IgnacioAndLuciaLocation1" scene="GraveyardEncounter" animated="true"/>	
	<item id="IgnacioLocation2" scene="GraveyardEncounter" animated="true"/>	
	<item id="IgnacioLocation2b" scene="GraveyardEncounter"/>	
	<item id="IgnacioLocation3" scene="GraveyardEncounter" animated="true"/>	
	<item id="IgnacioHit" scene="GraveyardEncounter" animated="true"/>	
	<item id="IgnacioHit2" scene="GraveyardEncounter" animated="true"/>	
	<item id="LuciaLocation3a" scene="GraveyardEncounter" />		
	<item id="LuciaLocation3b" scene="GraveyardEncounter" animated="true"/>		
	<item id="LuciaLocation3c" scene="GraveyardEncounter"/>
	<item id="LuciaLocation2" scene="GraveyardEncounter" animated="true"/>		
	<item id="LuciaLocation2b" scene="GraveyardEncounter" animated="true"/>	
	<item id="LuciaLocation3" scene="GraveyardEncounter" animated="true"/>		
	<item id="TreeBranchFalling" scene="GraveyardEncounter" animated="true"/>		
	<item id="Statue" scene="GraveyardEncounter"/>		
	<item id="StatueFalling" scene="GraveyardEncounter" animated="true"/>		
	<item id="TreeBranch" scene="GraveyardEncounter" />		
	<item id="ClosedCasket" scene="GraveyardEncounter" />		
	<item id="BrokenCasket" scene="GraveyardEncounter" />	
	<item id="IvyClipped" scene="GraveyardEncounter" />	
	<item id="IvyCovered" scene="GraveyardEncounter" />	
	<item id="FountainSpray" scene="GraveyardEncounter" />	
	<item id="Fountain" scene="GraveyardEncounter" />	
	<item id="FountainBroken" scene="GraveyardEncounter" />	
	<item id="LampFalling" scene="GraveyardEncounter" animated="true"/>	
	<item id="Lamp" scene="GraveyardEncounter"/>	
	<item id="Fire" scene="GraveyardEncounter"/>	
	<item id="FountainWater" scene="GraveyardEncounter"/>		
	<item id="FountainSplash" scene="GraveyardEncounter" animated="true"/>		
	<item id="DarkenedStairs" scene="GraveyardEncounter"/>	
	<item id="GraveyardEncounterLightning" scene="GraveyardEncounter"/>	
	
	
	<quest id="GraveyardEncounter" root="GraveyardCutSceneAndTeleport">		
		<action id="StartGraveyardEncounter" type="BeginEncounterAction">
			<input>
				<scene id="Graveyard"/>	
				<scene id="GraveyardEncounter"/>	
				<completeQuest id="GraveyardHOG01"/>
			</input>			
		</action>		
		
		<hoMinigame id="HOMG_GraveyardEncounter" >		
			<container id="HiddenObjects1" scene="GraveyardEncounter" /> 	
			<input>
				<action id="StartGraveyardEncounter"/>
			</input>
		</hoMinigame>	
		
		<action id="HOMG_GraveyardEncounterReward" type="AutomaticAction">
			<input>
				<action id="HOMG_GraveyardEncounter"/>
			</input>
			<output>
				<inventory id="Shovel"/>
				<inventory id="Axe" />
				<inventory id="Shears"/>
				<inventory id="Sledgehammer"/>
				<inventory id="Brick" />
				<sceneObject id="IgnacioAndLuciaLocation1" />
				<sceneObject id="FogRight" />
				<sceneObject id="FogLeft" />		
					
				
			</output>
		</action>
		
		
		<action id="GraveyardEncounterDialog" type="MessageAction" >
			<input>
				<scene id="GraveyardEncounter"/>
				<action id="StartGraveyardEncounter"/>	
				<action id="HOMG_GraveyardEncounter"/>				
				<sceneObject id="IgnacioAndLuciaLocation1" />
			</input>						
		</action>
		
		<action id="GraveYardEncounterInstructions" type="GenericPopUpAction">
			<input>
				<action id="GraveyardEncounterDialog"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent" modal="false">
				<property_spec name="TextKey" value="GraveyardEncounterInstructions"/>
			</pop_up_info>			
		</action>	
		
		
		<action id="DouseIgnacioAndLucia" type="BNRUseInventoryOnScene" target_click_hint_key="GraveyardEncounterInstructions" sparkle="true">
			<input>
				<inventory id="GarlicPotion" />				
				<sceneObject id="IgnacioAndLuciaLocation1"/>
				<action id="GraveYardEncounterInstructions"/>
			</input>
			<output>
				<sceneObject id="IgnacioLocation2" />
				<sceneObject id="LuciaLocation2" />								
			</output>
		</action>
		
		<action id="Vampires1To2" type="DisableSceneObject">
			<input>				
				<sceneObject id="IgnacioAndLuciaLocation1" />	
				<action id="DouseIgnacioAndLucia"/>				
			</input>			
		</action>			
		<action id="Ignacio2To2b" type="DisableSceneObject">
			<input>				
				<sceneObject id="IgnacioLocation2" />							
			</input>		
			<output>
				<sceneObject id="IgnacioLocation2b"/>		
			</output>
		</action>	
		<action id="PrySlab" type="BNRUseInventoryOnScene" target_click_hint_key="PrySlab_TCH" sparkle="true">
			<input>
				<inventory id="Shovel"/>
				<sceneObject id="ClosedCasket"/>
				<sceneObject id="IgnacioLocation2b"/>		
				<sceneObject id="Statue"/>	
				<action id="Vampires1To2"/>
			</input>
			<output>
				<sceneObject id="BrokenCasket"/>		
				<sceneObject id="IgnacioLocation3"/>		
				<sceneObject id="StatueFalling"/>						
			</output>
		</action>
		<action id="Ignacio2bTo3" type="DisableSceneObject">
			<input>				
				<sceneObject id="IgnacioLocation2b" />							
				<action id="PrySlab"/>
			</input>		
		</action>	
		<action id="HideClosedCasket" type="DisableSceneObject">
			<input>				
				<sceneObject id="ClosedCasket" />							
				<sceneObject id="BrokenCasket"/>
				<action id="PrySlab"/>
			</input>		
		</action>
		<action id="HideStatue" type="DisableSceneObject">
			<input>				
				<sceneObject id="Statue" />				
				<action id="PrySlab"/>
			</input>		
		</action>
		
		<action id="IgnacioKnockStatueMessage" type="MessageAction" >
			<input>
				<scene id="GraveyardEncounter"/>
				<sceneObject id="IgnacioLocation3"/>		
				<action id="HideStatue"/>
				<action id="HideClosedCasket"/>
				<action id="Ignacio2bTo3"/>		
				<sceneObject id="StatueFalling"/>						
			</input>
		</action>
		
		<action id="HitLamp" type="BNRUseInventoryOnScene" target_click_hint_key="HitLamp_TCH" sparkle="true">
			<input>
				<inventory id="Brick"/>
				<sceneObject id="Lamp"/>		
				<action id="IgnacioKnockStatueMessage"/>
			</input>
			<output>
				<sceneObject id="LampFalling"/>
					
			</output>
		</action>
		
		<action id="RemoveLamp" type="DisableSceneObject">
			<input>				
				<sceneObject id="Lamp" />				
				<action id="HitLamp"/>
			</input>		
		</action>
		
		<action id="Ignacio3toHit" type="DisableSceneObject">
			<input>				
				<sceneObject id="IgnacioLocation3" />				
				<sceneObject id="LampFalling"/>
				<action id="HitLamp"/>				
			</input>
			<output>
				<sceneObject id="Fire"/>
				<sceneObject id="DarkenedStairs"/>
				<sceneObject id="IgnacioHit"/>			
			</output>
		</action>
		
		<action id="IgnacioLampStartsFireMessage" type="MessageAction" >
			<input>
				<scene id="GraveyardEncounter"/>
				<action id="Ignacio3toHit"/>
				<action id="RemoveLamp"/>
				<sceneObject id="DarkenedStairs"/>
				<sceneObject id="LampFalling"/>
				
				<sceneObject id="Fire"/>
			</input>
			<output>
				<sceneObject id="IgnacioHit2"/>
			</output>
		</action>
		
		<action id="IgnacioGraveyardDefeated" type="DisableSceneObject">
			<input>
				<sceneObject id="IgnacioHit"/>
				<action id="IgnacioLampStartsFireMessage"/>
			</input>			
		</action>
		
		<action id="Lucia2To2b" type="DisableSceneObject">
			<input>
				<sceneObject id="LuciaLocation2"/>		
			</input>			
			<output>
				<sceneObject id="LuciaLocation2b"/>		
			</output>
		</action>
		
		<action id="ChopTree" type="BNRUseInventoryOnScene" target_click_hint_key="ChopTree_TCH" sparkle="true">
			<input>
				<inventory id="Axe"/>
				<sceneObject id="TreeBranch"/>		
				<sceneObject id="LuciaLocation2b"/>				
			</input>
			<output>
				<sceneObject id="LuciaLocation3"/>
				<sceneObject id="TreeBranchFalling"/>
			</output>
		</action>

		<action id="Lucia2To3" type="DisableSceneObject">
			<input>
				<sceneObject id="LuciaLocation2b"/>				
				<action id="ChopTree"/>
			</input>
		</action>
		<action id="FellTheTree" type="DisableSceneObject">
			<input>
				<sceneObject id="TreeBranch"/>				
				<action id="ChopTree"/>
			</input>
		</action>
		
		<action id="LuciaTreeChoppedMessage" type="MessageAction" >
			<input>
				<action id="Lucia2To3" type="DisableSceneObject"/>
				<action id="FellTheTree" type="DisableSceneObject"/>
				<sceneObject id="LuciaLocation3"/>
				<sceneObject id="TreeBranchFalling"/>
			</input>
		</action>
		
		<action id="ClearFountain" type="BNRUseInventoryOnScene" target_click_hint_key="ClearFountain_TCH" sparkle="true">
			<input>
				<inventory id="Shears"/>
				<sceneObject id="IvyCovered"/>		
				<action id="DouseIgnacioAndLucia"/>			
				<sceneObject id="Fountain"/>
			</input>
			<output>
				<sceneObject id="FountainSpray"/>	
				<sceneObject id="FountainWater"/>					
				<sceneObject id="IvyClipped"/>						
			</output>
		</action>
		
		<action id="IvyRemoved" type="DisableSceneObject">
			<input>
				<sceneObject id="IvyCovered"/>				
				<action id="ClearFountain"/>
			</input>
		</action>
		<action id="SmashFountain" type="BNRUseInventoryOnScene" target_click_hint_key="SmashFountain_TCH" sparkle="true">
			<input>
				<inventory id="Sledgehammer"/>
				<sceneObject id="Fountain"/>		
				<action id="IvyRemoved"/>			
				<sceneObject id="IvyClipped"/>
				<sceneObject id="LuciaLocation3"/>
			</input>
			<output>
				<sceneObject id="FountainBroken"/>						
				<sceneObject id="FountainSplash"/>	
			</output>
		</action>
		
		<action id="Lucia3to3c" type="DisableSceneObject">
			<input>
				<sceneObject id="LuciaLocation3"/>				
				
				<sceneObject id="FountainSplash"/>				
			</input>
			<output>
				<sceneObject id="LuciaLocation3c"/>				
			</output>
		</action>
		
		
		<action id="LuciaFountainMessage" type="MessageAction" >
			<input>
				<action id="SmashFountain"/>								
				<sceneObject id="FountainBroken"/>			
				<sceneObject id="FountainSplash"/>					
				<sceneObject id="LuciaLocation3c"/>	
			</input>
			<output>
				<sceneObject id="LuciaLocation3b"/>		
			</output>
		</action>
		
		<action id="FountainFixedToBroken" type="DisableSceneObject">
			<input>
				<sceneObject id="Fountain"/>				
				<action id="SmashFountain"/>
			</input>
		</action>
		
		<action id="FountainFullToEmpty" type="DisableSceneObject">
			<input>
				<sceneObject id="FountainWater"/>				
				<action id="SmashFountain"/>
			</input>
		</action>
		<action id="FountainEndSpray" type="DisableSceneObject">
			<input>
				<sceneObject id="FountainSpray"/>				
				<action id="SmashFountain"/>
			</input>
		</action>
		
		<action id="LuciaGraveyardDefeated" type="DisableSceneObject">
			<input>
				<sceneObject id="LuciaLocation3c"/>				
				<action id="FountainFullToEmpty"/>
				<action id="FountainEndSpray"/>
				<action id="LuciaFountainMessage"/>
			</input>
		</action>
		
		
		<action id="ScaredIgnacioAndLucia" type="EndEncounterAction">
			<input>		
				<action id="IgnacioGraveyardDefeated"/>
				<action id="LuciaTreeChoppedMessage"/>
				<sceneObject id="IgnacioHit2"/>				
				<sceneObject id="LuciaLocation3b"/>		
				<action id="LuciaGraveyardDefeated" />
				<action id="FountainFixedToBroken" />
				<sceneObject id="FogRight" />
				<sceneObject id="FogLeft" />					
			</input>
		</action>		
		
		<action id="RemoveGraveyardLightening" type="DisableSceneObject">
			<input>
				<sceneObject id="GraveyardEncounterLightning" />
				<action id="ScaredIgnacioAndLucia"/>				
			</input>
			<output>
				
			</output>
		</action>
		
		<action id="Act1EndCutScene" type="CutscenePopUpAction">
			<input>
				<action id="ScaredIgnacioAndLucia"/>				
				<action id="RemoveGraveyardLightening"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/EndingAct1.swf"/>				
				<property_spec name="music" value="music_Act1EndCutScene"/>				
			</pop_up_info>			
		</action>		
		
		<action id="Act2BeginTeleport" type="TeleportAction">
			<input>
				<scene id="TownSquare"/>
				<action id="Act1EndCutScene"/>
			</input>				
		</action>	
		
		<action id="Act2RemoveTownSquareVampires" type="DisableSceneObject">
			<input>
				<sceneObject id="TownSquareVampires"/>
				<action id="Act1EndCutScene"/>
			</input>
		</action>
		
		<action id="GraveyardCutSceneAndTeleport" type="AutomaticAction">
			<input>
				<action id="Act2BeginTeleport"/>				
				<action id="Act2RemoveTownSquareVampires"/>
			</input>
			<output>
				<sceneObject id="TownSquareStratton"/>
			</output>
		</action>
		
		
		
		
	</quest>	
	
<!--Act 2******************************************************************************************************************************************************-->
	<item id="BrotherKey" inventory="true"/>
	<quest id="StartAct2" root="Act2Removes">
		
		<action id="IntroAct2ArriveCutScene" type="GenericPopUpAction">
			<input>			
				<completeQuest id="EntranceQuest"/>
				<completeQuest id="CanalSearch"/>
				<completeQuest id="HotelHOG01"/>
				<completeQuest id="HotelLobbyGame"/>			
				<completeQuest id="MakeGarlicFirePotion"/>			
				<completeQuest id="AntiquesHOG01"/>				
				<completeQuest id="GondolaToTheGraveyard"/>
				<completeQuest id="FindTheDifferences"/>
				<completeQuest id="GraveyardEncounter"/>					
				<!--<action id="MasksZoomAction_1" />				
				<action id="HerbalistZoomAction_1"/>
				<action id="GraveYardZoomAction_1"/>
				<action id="HotelMapLocation"/>
				<action id="HotelLobbyMapLocation"/>
				<action id="TownSquareMapLocation"/>
				<action id="CanalMapLocation"/>
				<action id="AntiquesMapLocation"/>
				<action id="GraveyardMapLocation"/>
				<action id="HerbalistMapLocation"/>				
				<action id="StreetMapLocation"/>-->
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/IntroAct2Arrive.swf"/>				
				<property_spec name="music" value="music_IntroAct2ArriveCutScene"/>				
			</pop_up_info>
			<output>
				<inventory id="BrotherKey"/>
				
				<scene id="Library"/>
				<scene id="Dock"/>
				<sceneObject id="Cart"/>
				
				<sceneObject id="StreetZoom"/>
				<sceneObject id="TrunkClosed"/>
				<scene id="LibraryLobby"/>
				<sceneObject id="LibraryDoorLit"/>	
			</output>
		</action>
		
		<action id="ValidationCheck1" type="ValidationAction">
			<input>				
				<action id="IntroAct2ArriveCutScene"/>
			</input>
		</action>
		
		<action id="Act2RemoveGondolier" type="DisableSceneObject">
			<input>
				<sceneObject id="Gondolier"/>
				
				<action id="IntroAct2ArriveCutScene"/>
			</input>
		</action>
		<action id="Act2RemoveArgento1" type="DisableSceneObject">
			<input>
				<sceneObject id="Argento01"/>
				<action id="Act2RemoveGondolier"/>
			</input>
		</action>	
		
		<action id="Act2RemoveGraveyard" type="DisableScene">
			<input>
				<scene id="Graveyard"/>
				<action id="IntroAct2ArriveCutScene"/>
			</input>
		</action>
		
		
		<action id="Act2Removes" type="AutomaticAction">
			<input>
				<action id="ValidationCheck1"/>
				<action id="Act2RemoveArgento1"/>
				<action id="Act2RemoveGondolier"/>				
				<action id="Act2RemoveGraveyard" />				
			</input>
		</action>
	</quest>
	<!--Act2 Hotel***************************************-->
	<item id="TrunkClosed" scene="Hotel"/>	
	
	<item id="Astrolabe" scene="HotelZoom"/>
	<item id="LibraryCode" inventory="true"/>
	
	<quest id="HotelZoomHog" root="HotelZoomComplete_Dialog01">		
		<action id="HotelZoomHOG01_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Hotel"/>				
				<completeQuest id="StartAct2"/>						
			</input>			
		</action>
		
		<action id="HotelZoomHOG01_Dialog01" type="MessageAction">
			<input>
				<action id="HotelZoomHOG01_Dialog01_Trigger"/>
			</input>
		</action>
		
		<action id="UnlockTrunk" type="BNRUseInventoryOnScene" sparkle="true" target_click_hint_key="UnlockTrunkTCH">
			<input>
				<inventory id="BrotherKey"/>
				<sceneObject id="TrunkClosed"/>
				<action id="HotelZoomHOG01_Dialog01"/>
			</input>
			<output>
				
			</output>
		</action>
		
		<action id="TrunkMinigameAction" type="GenericMinigameAction" list="false" game_name="Combination">
			<input>
				<sceneObject id="TrunkClosed"/>
				<action id="UnlockTrunk"/>
			</input>
			<output>
				<sceneObject id="TrunkZoom"/>
				<scene id="HotelZoom"/>
			</output>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.TumblerGame.TumblerGame">	
				
			</pop_up_info>
		</action>		
		
		
		
		<hoMinigame id="HOMG_HotelZoom1" >		
			<container id="HiddenObjects1" scene="HotelZoom" /> 			
			<input>
				<action id="UnlockTrunk"/>
			</input>
		</hoMinigame>
		
		<action id="HOMG_HotelZoom1Delay" type="DelayAction" delay="2000">
			<input>
				<action id="HOMG_HotelZoom1"/>	
			</input>
		</action>
		<action id="DecoderMinigameAction" type="GenericMinigameAction" game_name="Astrolabe" list="true">
			<input>
				<sceneObject id="Astrolabe"/>
				<inventory id="Journal"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.CodeGame.CodeGameComponent">					
				<property_spec name="messageKey" type="String" value="Ruby, I hope it's you.  I'm so sorry for getting you into this mess. I was researching the Fountain of Life, but I was being watched. The fountain has amazing, dangerous powers.
I've hidden four golden coins around Venice.  You must find them.  The coins are the key to learning what the fountain can do.  If it falls in the wrong hands... I can't say more.
You'll need this: 823.914 R797p"/>				
			</pop_up_info>
		</action>
		
		<action id="BrothersDecodedJournalPopUp" type="GenericPopUpAction">
			<input>
				<action id="DecoderMinigameAction"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="BrothersDecodedJournalPopUp"/>
				<property_spec name="image" value="CodeZoomImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>		
		</action>	
		
		<action id="RemoveAstrolabe" type="DisableSceneObject" >
			<input>
				<sceneObject id="Astrolabe"/>										
				<action id="DecoderMinigameAction"/>
			</input>
		</action>
		
		
		<action id="HOMG_HotelZoom1Teleport" type="TeleportAction">
			<input>
				<scene id="Hotel"/>
				<action id="BrothersDecodedJournalPopUp"/>
				<action id="RemoveAstrolabe"/>
				<action id="HOMG_HotelZoom1Delay"/>
				<!--<action id="HotelZoomAction_1"/>-->
				<action id="TrunkMinigameAction"/>
			</input>			
		</action>
		
		<action id="RemoveJournal" type="RemoveInventoryItems">
			<input>
				<action id="HOMG_HotelZoom1Teleport"/>
				<inventory id="Journal"/>
			</input>
		</action>
		
		<action id="FoundHotelGoldPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="RemoveJournal"/>				
			</input>
			<output>			
				<inventory id="LibraryCode"/>
			</output>
			<popup_info>				
				<item key="FoundHotelGoldPopUp_Item1" asset="Big_LibraryCode"/>									
			</popup_info> 
		</action>
		
		<action id="HotelZoomComplete_Dialog01" type="MessageAction">
			<input>
				<scene id="Hotel"/>
				<action id="FoundHotelGoldPopUp"/>
			</input>
			<output>										
				<scene id="CanalZoom"/>		
				<sceneObject id="DockStrattonAct2"/>
			</output>
		</action>		
	</quest>
	
	
	<!--Act2 Street***************************************-->
	<item id="Argento02" scene="Street"/>
	<item id="Cart" scene="Street"/>	
	<item id="GoldCoin1" inventory="true"/>
	<item id="LibraryMapShred" inventory="true"/>
	
	<quest id="StreetHOG01" root="AddLibraryToMap">
		<action id="AddStreetHOGItems" type="AutomaticAction">
			<input>				
				<completeQuest id="HotelZoomHog"/>
			</input>
			<output>
				<sceneObject id="Argento02"/>
			</output>
		</action>
		<action id="StreetZoomHOG01_Dialog01" type="CharacterDialogAction" >
			<input>
				<scene id="Street"/>				
				<sceneObject id="Argento02"/>
				<sceneObject id="Cart"/>
				<sceneObject id="StreetZoom"/>				
				<action id="AddStreetHOGItems"/>
			</input>
			<output>
				<scene id="StreetZoom"/>
			</output>
		</action>	
		<action id="StreetZoomHOG01_Dialog02_Trigger" type="BNREnterSceneTrigger" hinted="true">
			<input>
				<scene id="StreetZoom"/>				
				<action id="StreetZoomHOG01_Dialog01"/>						
			</input>			
		</action>
		<action id="StreetZoomHOG01_Dialog02" type="MessageAction" >
			<input>
				<action id="StreetZoomHOG01_Dialog02_Trigger"/>			
			</input>
		</action>	
		
		<hoMinigame id="HOMG_StreetZoom1" >		
			<container id="HiddenObjects1" scene="StreetZoom" /> 
			<input>
				<action id="AddStreetHOGItems"/>			
			</input>
		</hoMinigame>
		
		<action id="AwardGoldCoin1" type="AutomaticAction">
			<input>
				<action id="HOMG_StreetZoom1"/>	
			</input>			
		</action>		
		
		<action id="HOMG_StreetZoom1Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardGoldCoin1"/>	
			</input>
		</action>
		
		
		<action id="HOMG_StreetZoom1Teleport" type="TeleportAction">
			<input>
				<scene id="Street"/>
				<action id="HOMG_StreetZoom1Delay"/>
				<action id="StreetZoomHOG01_Dialog02"/>
				<!--<action id="StreetZoomAction_1"/>-->
			</input>
		</action>
		
		<action id="StreetHOG01PopUp" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_StreetZoom1Teleport"/>				
			</input>
			<output>				
				<inventory id="GoldCoin1"/>
			</output>
			<popup_info>				
				<item key="StreetHOG01PopUp_Item1" asset="Big_GoldCoin1"/>									
			</popup_info> 
		</action>				
		<action id="StreetZoomHOG01Complete_Dialog03" type="MessageAction" >
			<input>
				<scene id="Street"/>	
				<action id="StreetHOG01PopUp"/>				
			</input>			
			<output>
				<inventory id="LibraryMapShred"/>
			</output>
		</action>	
		<action id="StreetHOG01PopUp2" type="ImageTextPopUpAction">
			<input>
				<action id="StreetZoomHOG01Complete_Dialog03"/>				
			</input>
			<popup_info>				
				<item key="StreetHOG01PopUp_Item2" asset="Big_LibraryMapShred"/>									
			</popup_info> 
		</action>		
		<action id="AddLibraryToMap" type="AddToMapAction">
			<input>
				<scene id="LibraryLobby"/>
				<action id="StreetHOG01PopUp2"/>				
			</input>
		</action>		
	</quest>
	
	<!--Act2 Canal***************************************-->
	<item id="LadderMinigame" scene="Canal"/>
	<item id="StrattonAct2" scene="Canal"/>
	<item id="GoldCoin2" inventory="true"/>
	<quest id="CanalGoldCoin" root="CanalZoomHOG01_CompleteDialog01">				
		
		
		<action id="CanalZoomHOG01_Dialog02_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="CanalZoom"/>						
			</input>			
		</action>
		
		<action id="CanalZoomHOG01_Dialog02" type="MessageAction" >
			<input>
				<action id="CanalZoomHOG01_Dialog02_Trigger"/>				
			</input>
		</action>	
		
		<hoMinigame id="HOMG_CanalZoom1" >		
			<container id="HiddenObjects1" scene="CanalZoom" /> 			
		</hoMinigame>
		<action id="AwardGoldCoin2" type="AutomaticAction">
			<input>
				<action id="HOMG_CanalZoom1"/>	
			</input>			
		</action>
		
		<action id="HOMG_CanalZoom1Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardGoldCoin2"/>	
			</input>
		</action>
		
		<action id="HOMG_CanalZoom1Teleport" type="TeleportAction">
			<input>
				<scene id="Canal"/>
				<action id="HOMG_CanalZoom1Delay"/>
				<!--<action id="CanalZoomAction_1"/>-->
			</input>
		</action>		
		
		<action id="FoundCanalGoldPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_CanalZoom1Teleport"/>				
				<action id="CanalZoomHOG01_Dialog02"/>
			</input>
			<output>							
				<inventory id="GoldCoin2"/>
			</output>
			<popup_info>				
				<item key="FoundCanalGoldPopUp_Item1" asset="Big_GoldCoin2"/>									
			</popup_info> 
		</action>		
		
		<action id="CanalZoomHOG01_CompleteDialog01" type="MessageAction" >
			<input>
				<scene id="Canal"/>										
				<action id="FoundCanalGoldPopUp"/>
			</input>
		</action>
		
		
		
	</quest>
	
	
	<!--Act2 Dock***************************************-->
	<item id="GoldCoin3" inventory="true"/>
	<item id="DockStrattonAct2" scene="Dock"/>
	<item id="DockCrates" scene="Dock"/>
	
	<quest id="DockGoldCoin" root="DockZoomHOG01_Completed">
		<action id="RemoveBlockingCrates" type="DisableSceneObject">
			<input>
				<sceneObject id="PathCrates"/>				
				<completeQuest id="meet_straton_in_the_square"/>
				<completeQuest id="StartAct2"/>
			</input>			
		</action>
		
		<action id="CratesGoneMessageTrigger" type="BNREnterSceneTrigger">
			<input>
				<scene id="Canal"/>
				<action id="RemoveBlockingCrates"/>
				
			</input>			
		</action>
		
		<action id="CratesGoneMessage" type="MessageAction">
			<input>
				<action id="CratesGoneMessageTrigger"/>
			</input>
			<output>
				<scene id="Dock"/>
			</output>
		</action>		
		
		<action id="DockZoomHOG01_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Dock"/>					
				<completeQuest id="HotelZoomHog"/>
				<completeQuest id="meet_straton_in_the_square"/>
				<action id="CratesGoneMessage"/>
			</input>						
		</action>
		
		<action id="IdentifyCrate" type="BNRUseInventoryOnScene" target_click_hint_key="IdentifyCrate_TCH">
			<input>
				<inventory id="CratePhoto"/>
				<sceneObject id="DockCrates"/>		
				<action id="DockZoomHOG01_Dialog01_Trigger"/>							
			</input>
			<output>
				<scene id="DockZoom"/>
				<sceneObject id="DockZoom"/>	
			</output>
		</action>
		
		<action id="IdentifyCrate_Dialog01" type="MessageAction" >
			<input>				
				<action id="IdentifyCrate"/>
			</input>
		</action>
		
		<action id="DockZoomHOG01_Dialog01" type="MessageAction" >
			<input>
				<action id="DockZoomHOG01_Dialog01_Trigger"/>
			</input>
		</action>
		<action id="DockZoomHOG01_Dialog02_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="DockZoom"/>		
			</input>			
		</action>
		<action id="DockZoomHOG01_Dialog02" type="MessageAction" >
			<input>
				<action id="DockZoomHOG01_Dialog02_Trigger"/>
			</input>
		</action>
		<action id="RemoveDockStratonEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="DockStrattonAct2"/>
				<action id="DockZoomHOG01_Dialog01"/>
			</input>				
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
		
		<action id="RemoveDockStraton" type="DisableSceneObject">
			<input>
				<sceneObject id="DockStrattonAct2"/>
				<action id="RemoveDockStratonEffect"/>
			</input>
		</action>
		

		<hoMinigame id="HOMG_DockZoom1" >		
			<container id="HiddenObjects1" scene="DockZoom" /> 			
		</hoMinigame>
		
		<action id="AwardGoldCoin3" type="AutomaticAction">
			<input>
				<action id="HOMG_DockZoom1"/>	
				<action id="IdentifyCrate_Dialog01"/>
			</input>			
		</action>
		
		<action id="HOMG_DockZoom1Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardGoldCoin3"/>	
			</input>
		</action>
		
		<action id="HOMG_DockZoom1Teleport" type="TeleportAction">
			<input>
				<scene id="Dock"/>
				<action id="HOMG_DockZoom1Delay"/>
				<!--<action id="DockZoomAction_1"/>-->
			</input>
		</action>
		
		<action id="FoundDockGoldPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_DockZoom1Teleport"/>				
				<action id="DockZoomHOG01_Dialog01"/>				
				<action id="DockZoomHOG01_Dialog02"/>
			</input>
			<output>										
				<inventory id="GoldCoin3"/>
			</output>
			<popup_info>				
				<item key="DockGoldCoin_Item1" asset="Big_GoldCoin3"/>									
			</popup_info> 
		</action>		
		<action id="DockZoomHOG01_Completed" type="MessageAction" >
			<input>
				<scene id="Dock"/>					
				<action id="FoundDockGoldPopUp"/>
				<action id="RemoveDockStraton"/>
			</input>
		</action>
		
		
	</quest>
	<!--Act2 Library Lobby*********************************-->
	
	<item id="MapMissingPieces" scene="LibraryLobby"/>
	<item id="MapZoom" scene="LibraryLobby"/>
	<item id="MapSolved" scene="LibraryLobby"/>
	<item id="RoomLit" scene="LibraryLobby" animated="true"/>
	
	<quest id="LibraryMapQuest" root="LibraryLobbyCompleteDialog">
		<action id="LibraryLobbyIntroDialog_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="LibraryLobby"/>	
				<!--<inventory id="LibraryMapShred"/>
				<inventory id="LibraryCode"/>-->
			</input>			
		</action>
		<action id="LibraryLobbyIntroDialog" type="MessageAction" >
			<input>
				<action id="LibraryLobbyIntroDialog_Trigger"/>								
			</input>			
		</action>		
		
		<action id="UseMapShred" type="BNRUseInventoryOnScene" sparkle="true" target_click_hint_key="UseShredOnMap_TCH">
			<input>
				<inventory id="LibraryMapShred"/>
				<sceneObject id="MapMissingPieces"/>				
				<action id="LibraryLobbyIntroDialog"/>				
			</input>
			<output>
				<sceneObject id="MapZoom"/>
			</output>
		</action>
		<action id="RemoveMapMissingPieces" type="DisableSceneObject">
			<input>				
				<sceneObject id="MapMissingPieces"/>				
				<action id="UseMapShred"/>
			</input>
		</action>		
		
		<action id="MapJigsawAction" type="GenericMinigameAction" game_name="Jigsaw">
			<input>
				<sceneObject id="MapZoom"/>		
				<action id="RemoveMapMissingPieces"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.Jigsaw2.JigsawPuzzleType2">					
				<property_spec name="URL" value="assets/MiniGames/LibraryMapGame.swf"/>		
			</pop_up_info>
			<output>
				<sceneObject id="MapSolved"/>
			</output>
		</action>		
		
		<action id="RemoveMapZoom" type="DisableSceneObject">
			<input>
				<sceneObject id="MapZoom"/>
				<action id="MapJigsawAction"/>
			</input>
		</action>		
		
		<action id="LibraryLobbyMapCompleteDialog" type="MessageAction">
			<input>							
				<action id="RemoveMapZoom"/>									
			</input>
		</action>		
		
		<action id="UseCodeOnMap" type="BNRUseInventoryOnScene" sparkle="true" target_click_hint_key="UseCodeOnMap_TCH">
			<input>
				<inventory id="LibraryCode"/>
				<sceneObject id="MapSolved"/>				
				
				<action id="LibraryLobbyMapCompleteDialog"/>
			</input>
		</action>
		
		<action id="SolvedMapCodePopUp"  type="GenericPopUpAction">	
			<input>
				<action id="UseCodeOnMap"/>		
			</input>		
			<output>
				<sceneObject id="RoomLit"/>
			</output>
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="SolvedMapCodePopUp"/>
				<property_spec name="image" value="LibraryMapZoomImage"/>				
				<property_spec name="styleName" value="red"/>
			</pop_up_info>
		</action>	
		
		<action id="LibraryLobbyCompleteDialog" type="MessageAction" >
			<input>
				<scene id="LibraryLobby"/>				
				<action id="SolvedMapCodePopUp"/>
				<sceneObject id="RoomLit"/>
			</input>			
			<output>
				<scene id="Library"/>
				<scene id="LibraryDesk"/>
			</output>
		</action>
	</quest>
	
	
	<!--Act2 Library***************************************-->
	<item id="LibraryDoorLit" scene="TownSquare"/>
	
	<item id="CoinPlacementZoom" scene="Library"/>
	<item id="IllustrationFlip" scene="Library" animated="true"/>
	<item id="ScrollAnimation" scene="Library" animated="true"/>
	<item id="LibraryGoldCoin4" scene="Library"/>
	
	<item id="GoldCoin4" inventory="true"/>
	<item id="Scroll" inventory="true"/>
	
	<quest id="LibraryGoldCoin" root="LibraryHOG01_Complete">	
		<action id="LibraryHOG01_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Library"/>	
				<sceneObject id="LibraryDoorLit"/>	
			</input>			
		</action>
		<action id="LibraryHOG01_Dialog01" type="MessageAction" >
			<input>
				<action id="LibraryHOG01_Dialog01_Trigger"/>
			</input>
		</action>
		
		<hoMinigame id="HOMG_IllustrationZoom1" >		
			<container id="HiddenObjects1" scene="ShipIllustration" /> 	
		</hoMinigame>
		
		<action id="HOMG_IllustrationZoom1Delay" type="DelayAction" delay="2000">
			<input>
				<action id="HOMG_IllustrationZoom1"/>	
			</input>
		</action>
		
		<action id="HOMG_IllustrationZoom1Teleport" type="TeleportAction">
			<input>
				<scene id="Library"/>
				<action id="HOMG_IllustrationZoom1Delay"/>
				<!--<action id="IllustrationZoomAction_1"/>-->
			</input>
			<output>
				<sceneObject id="IllustrationFlip"/>
			</output>
		</action>
		
		<action id="ClickLibraryCoin" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true">
			<input>
				<sceneObject id="LibraryGoldCoin4"/>
				<sceneObject id="IllustrationFlip"/>
			</input>
			
		</action>
		
		<action id="FoundLibraryGoldPopUp" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_IllustrationZoom1Teleport"/>			
				<action id="LibraryHOG01_Dialog01"/>
				<action id="ClickLibraryCoin"/>
			</input>
			<output>
				<inventory id="GoldCoin4"/>
			</output>
			
			<popup_info>				
				<item key="FoundLibraryGoldPopUp_Item1" asset="Big_GoldCoin4"/>									
			</popup_info> 
		</action>	
		<action id="LibraryHOG01_Complete" type="MessageAction" >
			<input>
				<scene id="Library"/>					
				<action id="FoundLibraryGoldPopUp"/>
			</input>
		</action>
	</quest>
	
	<item id="DeskSpot1" scene="LibraryDesk"/>
	<item id="DeskSpot2" scene="LibraryDesk"/>
	<item id="DeskSpot3" scene="LibraryDesk"/>
	<item id="DeskSpot4" scene="LibraryDesk"/>
	<item id="DeskWinAnimation" scene="LibraryDesk" animated="true"/>	
	<item id="DrawerEmpty" scene="Library"/>
	<item id="PassCard" inventory="true"/>
	
	
	<quest id="GetPotionBook" root="LibraryHOG02_CompleteDialog01">	
		
		<action id="LibraryHOG02_Dialog01_Trigger" type="BNREnterSceneTrigger" hinted="false">
			<input>
				<scene id="LibraryDesk"/>	
			</input>			
		</action>
		
		
		<action id="LibraryHOG02_Dialog01" type="MessageAction" >
			<input>
				<action id="LibraryHOG02_Dialog01_Trigger"/>								
			</input>
		</action>
		
		<action id="FourCoinPuzzle" type="PlacementPuzzleAction">
			<input>			
				<sceneObject id="DeskSpot1"/>
				<sceneObject id="DeskSpot2"/>
				<sceneObject id="DeskSpot3"/>
				<sceneObject id="DeskSpot4"/>
				<scene id="LibraryDesk"/>
								
			</input>		
			<output>
				<sceneObject id="DeskWinAnimation"/>
			</output>
			<inventoryToPlace id="GoldCoin1"/>				
			<inventoryToPlace id="GoldCoin2"/>				
			<inventoryToPlace id="GoldCoin3"/>				
			<inventoryToPlace id="GoldCoin4"/>	
			
		</action>
		
		<action id="RemoveFourCoins" type="RemoveInventoryItems">
			<input>
				<action id="FourCoinPuzzle"/>
				<inventory id="GoldCoin1"/>				
				<inventory id="GoldCoin2"/>				
				<inventory id="GoldCoin3"/>				
				<inventory id="GoldCoin4"/>	
				<completeQuest id="DockGoldCoin"/>
				<completeQuest id="CanalGoldCoin"/>
				<completeQuest id="LibraryGoldCoin"/>
				<completeQuest id="StreetHOG01"/>
			</input>		
		</action>
		
		<action id="FourCoinPuzzleCompleteTeleport" type="TeleportAction">
			<input>
				<scene id="Library"/>
				<action id="FourCoinPuzzle"/>				
				<action id="RemoveFourCoins"/>
				<!--<action id="LibraryDeskZoomAction_1"/>-->
				<sceneObject id="DeskWinAnimation"/>
			</input>
			<output>
				<sceneObject id="ScrollAnimation"/>
			</output>
		</action>
		
		<action id="ClickSpellScroll" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>				
				<sceneObject id="ScrollAnimation"/>
			</input>
			<output>				
				<sceneObject id="DrawerEmpty"/>
			</output>
		</action>
		
		
		<action id="ReceiveSpellScroll" type="ImageTextPopUpAction">
			<input>
				<action id="ClickSpellScroll"/>
				<action id="LibraryHOG02_Dialog01"/>
				<sceneObject id="DrawerEmpty"/>
			</input>
			<output>				
				<inventory id="PassCard"/>
				<inventory id="Scroll"/>				
			</output>
			<popup_info>						
				<item key="ReceiveSpellScroll_Item1" asset="Big_SpellBook"/>				
				<item key="ReceiveSpellScroll_Item2" asset="Big_PassCard"/>				
			</popup_info> 
		</action>		
		
		
		<action id="LibraryScrollCutscene" type="GenericPopUpAction">
			<input>
				
				<action id="ReceiveSpellScroll"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/ScrollAct2.swf"/>				
				<property_spec name="music" value="music_LibraryScrollCutscene"/>				
			</pop_up_info>
		</action>	
		<action id="LibraryHOG02_CompleteDialog01" type="MessageAction" >
			<input>				
				<scene id="Library"/>
				<action id="LibraryScrollCutscene"/>
			</input>
		</action>
		
	</quest>
	<!--Act2 Museum******************************************-->
	<item id="StoneEmblem" inventory="true"/>
	<item id="WaterFalling" scene="Museum"/>
	<item id="NightGuard" scene="TownSquareMuseumCloseup"/>
	<item id="DoorsClosed" scene="TownSquareMuseumCloseup"/>
	
	<quest id="AccessMusuem" root="MuseumMapLocation">
		
		<action id="GiveTheGuardThePass" type="BNRUseInventoryOnScene">
			<input>				
				<inventory id="PassCard"/>				
				<sceneObject id="NightGuard"/>				
			</input>
		</action>

		<action id="AccessMusuemDialog01" type="MessageAction">
			<input>
				<action id="GiveTheGuardThePass"/>
			</input>
		</action>
		
		<action id="NightGuardHasPassMessage" type="RegisterCharacterMessage" message_key="NightGuard_badge" >
			<input>			
				<action id="AccessMusuemDialog01"/>
				<sceneObject id="NightGuard"/>				
			</input>
		</action>
		
		<action id="UnlockMuseumDoor" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorsClosed"/>
				<action id="NightGuardHasPassMessage"/>
			</input>
			<output>
				<scene id="Museum"/>
			</output>
		</action >		
		
		
		<action id="MuseumMapLocation" type="AddToMapAction">
			<input>
				<scene id="Museum"/>
				<action id="UnlockMuseumDoor"/>
			</input>
		</action>
		
	</quest>
	
	<quest id="MuseumHOG01" root="HOMG_MuseumZoom01Teleport">	
	
		<action id="MuseumZoomHOG01_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Museum"/>
				<completeQuest id="GetPotionBook"/>
			</input>			
		</action>
		<action id="MuseumZoomHOG01_Dialog01" type="MessageAction" >
			<input>						
				<action id="MuseumZoomHOG01_Dialog01_Trigger"/>
			</input>
			<output>
				<scene id="MuseumZoom"/>
			</output>
		</action>
		
		<action id="MuseumZoomHOG01_Dialog02_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="MuseumZoom"/>				
				<action id="MuseumZoomHOG01_Dialog01"/>
			</input>			
		</action>
		<action id="MuseumZoomHOG01_Dialog02" type="MessageAction" >
			<input>				
				<action id="MuseumZoomHOG01_Dialog02_Trigger"/>
			</input>
		</action>
		
		<hoMinigame id="HOMG_MuseumZoom01" >		
			<container id="HiddenObjects1" scene="MuseumZoom" /> 				
		</hoMinigame>		
		<action id="AwardEmblem1" type="AutomaticAction">
			<input>
				<action id="HOMG_MuseumZoom01"/>					
			</input>						
		</action>
		<action id="HOMG_MuseumZoom01Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardEmblem1"/>	
			</input>
		</action>
		
		<action id="MuseumZoomHOG01_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_MuseumZoom01Delay"/>				
				<action id="MuseumZoomHOG01_Dialog02"/>
			</input>
			<output>
				<inventory id="StoneEmblem"/>
			</output>
			<popup_info>						
				<item key="MuseumZoomHOG01_Reward" asset="Big_StoneEmblem"/>									
			</popup_info> 
		</action>		
		<action id="MuseumZoomHOG01_CompleteDialog" type="MessageAction" >
			<input>				
				<scene id="MuseumZoom"/>				
				<action id="MuseumZoomHOG01_RewardScreen"/>
			</input>			
		</action>		
		<action id="HOMG_MuseumZoom01Teleport" type="TeleportAction">
			<input>
				<scene id="Museum"/>
				<action id="MuseumZoomHOG01_CompleteDialog"/>
				<!--<action id="MuseumZoomAction" />-->
			</input>
		</action>		
	</quest>
	
	<item id="EmblemSpot1" scene="FountainZoom"/>
	<item id="Emblem1" scene="FountainZoom"/>	
	<item id="MuseumEmblem1" scene="Museum"/>
	
	<quest id="PlaceFirstEmblemQuest" root="MuseumEmblem1_Dialog">
		<action id="PlaceFirstEmblem" type="BNRUseInventoryOnScene" target_click_hint_key="PlaceFirstEmblem_TCH">
			<input>
				<inventory id="StoneEmblem"/>				
				<sceneObject id="EmblemSpot1"/>
				<completeQuest id="MuseumHOG01"/>
			</input>
			<output>
				<sceneObject id="Emblem1"/>
				<sceneObject id="MuseumEmblem1"/>
			</output>
		</action>		
		<action id="PlayEmblem1Act2" type="GenericPopUpAction">
			<input>
				<action id="PlaceFirstEmblem"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/Emblem1Act2.swf"/>
				<property_spec name="music" value="music_PlayEmblem1Act2"/>
			</pop_up_info>
		</action>		
		<action id="PlaceFirstEmblemTeleport" type="TeleportAction">
			<input>
				<scene id="Museum"/>
				<action id="PlaceFirstEmblem"/>
				<!--<action id="MuseumFountainZoomAction"/>-->
			</input>
			<output>				
				<sceneObject id="Darkness"/>
				<sceneObject id="StreetFog"/>
			</output>
		</action>
		
		<action id="GuardFountainActiveMessage" type="RegisterCharacterMessage" message_key="GuardFountainActiveMessage">
			<input>
				<sceneObject id="NightGuard"/>
				<action id="PlaceFirstEmblemTeleport"/>
			</input>
		</action>
		
		<action id="MuseumEmblem1_Dialog" type="MessageAction" >
			<input>			
				<action id="PlaceFirstEmblemTeleport"/>
				<action id="PlayEmblem1Act2"/>
				<sceneObject id="Emblem1"/>
				<sceneObject id="MuseumEmblem1"/>
				<action id="GuardFountainActiveMessage"/>
			</input>			
		</action>
		
	</quest>
	
	<!--Town Square***************************************-->
	<item id="Darkness" scene="TownSquare"/>
	<item id="MuseumPoster" scene="TownSquare"/>
	<item id="EvilRemoved" scene="TownSquare" animated="true"/>
	<item id="HotelDoorLit" scene="TownSquare"/>
	<item id="TownSquareStratton" scene="TownSquare"/>
	
	<quest id="meet_straton_in_the_square" root="CanalZoomHOG01_RemoveStratton">
		<input>
			<completeQuest id="StartAct2"/>
		</input>
		
		<action id="CanalZoomHOG01_Dialog01" type="CharacterDialogAction" >
			<input>
				<scene id="TownSquare"/>	
				<sceneObject id="TownSquareStratton"/>								
			</input>			
			<output>			
				<scene id="Dock"/>								
			</output>
		</action>	
		
		<action id="CanalZoomHOG01_RemoveStrattonEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="TownSquareStratton"/>
				<action id="CanalZoomHOG01_Dialog01"/>
			</input>				
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
	
		<action id="CanalZoomHOG01_RemoveStratton" type="DisableSceneObject" >
			<input>
				<sceneObject id="TownSquareStratton"/>													
				<action id="CanalZoomHOG01_RemoveStrattonEffect"/>
			</input>
		</action>		
	</quest>
	
	<quest id="TownSquareZoomHOG01" root="EndTownSquareHOG_Encounter" reminder="true">
		<input>
			<completeQuest id="PlaceFirstEmblemQuest"/>
		</input>
	
		<action id="TownSquareZoomHOG01_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="TownSquare"/>	
				<action id="showIntro"	/>
				<completeQuest id="PlaceFirstEmblemQuest"/>
			</input>			
		</action>
		<action id="TownSquareZoomHOG01_LockTravel" type="BeginEncounterAction" >
			<input>				
				<scene id="TownSquare"/>
				<action id="TownSquareZoomHOG01_Dialog01_Trigger"/>				
			</input>			
		</action>
		<action id="StartSpookyCourtyardSound" type="SoundEnviromentChangeAction" scene_ID="TownSquare" music="false" event_name="TownSquare2">
			<input>
				<action id="TownSquareZoomHOG01_Dialog01_Trigger"/>				
				<action id="TownSquareZoomHOG01_LockTravel"/>
			</input>
		</action>
		
		<action id="TownSquareZoomHOG01_Dialog01" type="MessageAction" >
			<input>			
				<action id="TownSquareZoomHOG01_Dialog01_Trigger"/>
				<action id="StartSpookyCourtyardSound"/>
			</input>			
			<output>
				<scene id="TownSquareZoom"/>								
			</output>
		</action>		
		
		<action id="TownSquareZoomHOG01_Dialog02_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="TownSquareZoom"/>
			</input>			
		</action>
		
		<action id="TownSquareZoomHOG01_Dialog02" type="MessageAction" >
			<input>
				<action id="TownSquareZoomHOG01_Dialog02_Trigger"/>								
			</input>			
		</action>
		
		<hoMinigame id="HOMG_TownSquareZoom" >		
			<container id="HiddenObjects1" scene="TownSquareZoom" /> 			
		</hoMinigame>
		<action id="HOMG_TownSquareZoomDelay" type="DelayAction" delay="2000">
			<input>
				<action id="HOMG_TownSquareZoom"/>	
			</input>
		</action>
		
		<action id="TownSquareZoomHOG01_Finish" type="MessageAction">
			<input>
				<scene id="TownSquareZoom"/>
				<action id="HOMG_TownSquareZoomDelay"/>
				<action id="TownSquareZoomHOG01_Dialog02"/>
			</input>			
		</action>	
		<action id="TownSquareRemoveDarkness" type="DisableSceneObject">
			<input>
				<sceneObject id="Darkness"/>
				<action id="TownSquareZoomHOG01_Finish"/>
			</input>
		</action>
		
		<action id="TownSquareStratonReturns" type="EnableSceneObjectAction">
			<input>
				<sceneObject id="TownSquareStratton"/>
				<action id="TownSquareRemoveDarkness"/>				
			</input>		
		</action>
		<action id="TownSquareStratonReturnsEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="TownSquareStratton"/>
				<action id="TownSquareStratonReturns"/>
			</input>				
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="1"/>
				<property name="duration" type="Number" value="1"/>
			</effect>		
		</action>
		
		
		<action id="TownSquareZoomCompleteTeleport" type="TeleportAction">
			<input>
				<scene id="TownSquare"/>
				<action id="TownSquareRemoveDarkness"/>			
				<action id="TownSquareStratonReturnsEffect"/>
			</input>
			<output>			
				<sceneObject id="EvilRemoved"/>
				
			</output>
		</action>	
		
		<action id="RemoveEvilAction" type="DisableSceneObject">
			<input>
				<sceneObject id="EvilRemoved"/>
				<action id="TownSquareZoomCompleteTeleport"/>
			</input>			
		</action>
		<action id="KillArgentoForever" type="DisableSceneObject">
			<input>
				<sceneObject id="Argento02"/>
				<action id="RemoveEvilAction"/>
			</input>
		</action>
		
		<action id="StopSpookyCourtyardSound" type="SoundEnviromentChangeAction" scene_ID="TownSquare" music="false" event_name="TownSquare">
			<input>
				<scene id="TownSquare"/>			
				<action id="KillArgentoForever"/>									
				<sceneObject id="TownSquareStratton"/>			
			</input>
		</action>
	
		<action id="TownSquareZoomHOG01_Completed" type="MessageAction" >
			<input>
				<scene id="TownSquare"/>			
				<action id="KillArgentoForever"/>									
				<sceneObject id="TownSquareStratton"/>
				<action id="StopSpookyCourtyardSound"/>
			</input>
		</action>
		
		<action id="RemoveTownSquareStratonEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="TownSquareStratton"/>
				<action id="TownSquareZoomHOG01_Completed"/>
			</input>				
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="700"/>
			</effect>		
		</action>
		<action id="RemoveTownSquareStraton" type="DisableSceneObject">
			<input>
				<sceneObject id="TownSquareStratton"/>
				<action id="RemoveTownSquareStratonEffect"/>
			</input>			
		</action>
		<action id="RemoveCart" type="DisableSceneObject">
			<input>
				<sceneObject id="Cart"/>
				<action id="RemoveTownSquareStratonEffect"/>
			</input>			
		</action>
		<action id="EndTownSquareHOG_Encounter" type="EndEncounterAction">
			<input>
				<action id="RemoveTownSquareStraton"/>
				<action id="RemoveCart"/>
				<!--<action id="TownSquareZoomAction"/>-->
			</input>
			<output>
				<sceneObject id="AntiquesEncounterTransition"/>
			</output>
		</action>
		
	</quest>
	
	
	
<!--ACT2 Encounter*******************************************************************************************-->	
	<item id="StreetFog" scene="Street"/>

	<item id="Man1" scene="AntiquesEncounter"/>
	<item id="Man2" scene="AntiquesEncounter"/>
	<item id="Man3" scene="AntiquesEncounter"/>
	<item id="Man4" scene="AntiquesEncounter"/>
	<item id="Man1Sleep" scene="AntiquesEncounter" animated="true"/>
	<item id="Man2Sleep" scene="AntiquesEncounter" animated="true"/>
	<item id="Man3Sleep" scene="AntiquesEncounter" animated="true"/>
	<item id="Man4Sleep" scene="AntiquesEncounter" animated="true"/>
	
	<item id="MusicBox" scene="AntiquesEncounter"/>
	<item id="MusicGear" scene="AntiquesEncounter"/>	
	<item id="MusicBoxPlaying" scene="AntiquesEncounter" animated="true"/>
	
	<item id="Clock" scene="AntiquesEncounter"/>
	<item id="ClockSpring" scene="AntiquesEncounter"/>	
	<item id="ClockMusic" scene="AntiquesEncounter" animated="true"/>
	
	<item id="IncompleteChimes" scene="AntiquesEncounter"/>
	<item id="ChimesFixed" scene="AntiquesEncounter"/>	
	<item id="ChimesMusic" scene="AntiquesEncounter" animated="true"/>
	
	<item id="Accordion" scene="AntiquesEncounter"/>
	<item id="AccordionKeys" scene="AntiquesEncounter"/>	
	<item id="AccordionPlaying" scene="AntiquesEncounter" animated="true"/>
	<item id="DeathNote" scene="AntiquesEncounter"/>
	
	<item id="Gear" inventory="true"/>
	<item id="Dancer" inventory="true"/>
	<item id="Spring" inventory="true"/>
	<item id="Bird" inventory="true"/>
	<item id="Chimes" inventory="true"/>
	<item id="Mallet" inventory="true"/>
	<item id="AccordionKeys" inventory="true"/>
	<item id="SheetMusic" inventory="true"/>
	
	<item id="Amulet" inventory="true"/>
	
	<item id="AntiquesEncounterTransition" scene="Street"/>
	
	<quest id="AntiquesEncounterAct2" root="AntiquesCutSceneAndZoom">
		<action id="ClickFakeAntiquesTransition" type="BNREncounterClick" cursor="arrowNE" sparkles="true" in_list="false">
			<input>
				<sceneObject id="AntiquesEncounterTransition"/>
				<completeQuest id="TownSquareZoomHOG01"/>
			</input>
		</action>
				
		<action id="ArgentoDeadAct2CutScene" type="CutscenePopUpAction">
			<input>				
				<action id="ClickFakeAntiquesTransition"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/ArgentoDeadAct2.swf"/>				
				<property_spec name="music" value="music_ArgentoDeadAct2CutScene"/>				
			</pop_up_info>
		</action>
		
		<action id="StratonTakesYouToArgentos" type="BeginEncounterAction">				
			<input>
				<scene id="Street"/>
				<scene id="AntiquesEncounter"/>				
				<action id="ArgentoDeadAct2CutScene"/>
			</input>
		</action>		
		
		<action id="ArgentoDeadAct2CutScene_Remove" type="CloseCutSceneAction">
			<input>				
				<action id="StratonTakesYouToArgentos"/>
			</input>			
		</action>
		
		<action id="AntiquesEncounterInstructions" type="GenericPopUpAction">
			<input>
				<action id="ArgentoDeadAct2CutScene_Remove"/>				
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent" modal="false">
				<property_spec name="TextKey" value="AntiquesEncounterInstructions"/>
			</pop_up_info>			
		</action>	
		
		<hoMinigame id="Act2EncounterHOMG" >					
			<container id="HiddenObjects1" scene="AntiquesEncounter" /> 						
		</hoMinigame>		
		
		<action id="Act2EncounterHOMGAwardItems" type="AutomaticAction">
			<input>
				<action id="Act2EncounterHOMG"/>
				<action id="AntiquesEncounterInstructions"/>
			</input>
			<output>
				<inventory id="Gear"/>
				<inventory id="Dancer" />
				<inventory id="Spring" />
				<inventory id="Bird" />
				<inventory id="Mallet" />
				<inventory id="Chimes" />
				<inventory id="AccordionKeys" />
				<inventory id="SheetMusic" />
			</output>			
		</action>
		
		<action id="AntiquesEncounterInstructions2" type="GenericPopUpAction">
			<input>
				<action id="Act2EncounterHOMGAwardItems"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent" modal="false">
				<property_spec name="TextKey" value="AntiquesEncounterInstructions2"/>
			</pop_up_info>			
		</action>	
		
		<action id="AddGearToMusicBox" type="BNRUseInventoryOnScene" target_click_hint_key="AddGearToMusicBoxTCH">
			<input>
				<inventory id="Gear"/>
				<sceneObject id="MusicBox"/>
				<sceneObject id="Man2"/>
			</input>
			<output>
				<sceneObject id="MusicGear"/>
			</output>
		</action>		
		
		<action id="RemoveMusicBox" type="DisableSceneObject">
			<input>
				<sceneObject id="MusicBox"/>
				<action id="AddGearToMusicBox"/>
			</input>
		</action>
		
		
		<action id="AddDancerToMusicBox" type="BNRUseInventoryOnScene" target_click_hint_key="AddDancerToMusicBoxTCH">
			<input>
				<inventory id="Dancer"/>											
				<sceneObject id="MusicGear"/>
				<action id="RemoveMusicBox"/>
				
			</input>
			<output>
				<sceneObject id="MusicBoxPlaying"/>
				<sceneObject id="Man2Sleep"/>
			</output>
		</action>		
		<action id="RemoveMusicGear" type="DisableSceneObject">
			<input>
				<sceneObject id="MusicGear"/>
				<action id="AddDancerToMusicBox"/>
			</input>
		</action>
		
		<action id="RemoveMan2" type="DisableSceneObject">
			<input>
				<sceneObject id="Man2"/>
				<action id="RemoveMusicGear"/>
			</input>
		</action>
		
		<action id="AddSpringToClock" type="BNRUseInventoryOnScene" target_click_hint_key="AddSpringToClockTCH">
			<input>
				<inventory id="Spring"/>
				<sceneObject id="Clock"/>
				<sceneObject id="Man4"/>
			</input>
			<output>
				<sceneObject id="ClockSpring"/>
			</output>
		</action>
		
		<action id="RemoveClock" type="DisableSceneObject">
			<input>
				<sceneObject id="Clock"/>
				<action id="AddSpringToClock" />
			</input>
		</action>
		
		<action id="AddBirdToClock" type="BNRUseInventoryOnScene" target_click_hint_key="AddBirdToClockTCH">
			<input>
				<inventory id="Bird"/>				
				<sceneObject id="ClockSpring"/>				
				<action id="RemoveClock"/>
			</input>
			<output>
				<sceneObject id="ClockMusic"/>				
				<sceneObject id="Man4Sleep"/>
			</output>
		</action>
		<action id="RemoveClockSpring" type="DisableSceneObject">
			<input>
				<sceneObject id="ClockSpring"/>
				<action id="AddBirdToClock" />
			</input>
		</action>
		
		<action id="RemoveMan4" type="DisableSceneObject">
			<input>
				<sceneObject id="Man4"/>
				<action id="AddBirdToClock" />
				<action id="RemoveClockSpring"/>
			</input>
		</action>
		
		<action id="CompleteChimes" type="BNRUseInventoryOnScene" target_click_hint_key="CompleteChimesTCH">
			<input>
				<inventory id="Chimes"/>
				<sceneObject id="IncompleteChimes"/>
				<sceneObject id="Man1"/>
			</input>
		</action>
		
		<action id="RemoveIncompleteChimes" type="DisableSceneObject">
			<input>
				<sceneObject id="IncompleteChimes"/>
				<action id="CompleteChimes" />
			</input>
			<output>
				<sceneObject id="ChimesFixed"/>	
			</output>
		</action>
		
		<action id="HitChimes" type="BNRUseInventoryOnScene" target_click_hint_key="HitChimesTCH">
			<input>
				<inventory id="Mallet"/>
				<sceneObject id="ChimesFixed"/>							
				<action id="RemoveIncompleteChimes"/>
			</input>
			<output>
				<sceneObject id="ChimesMusic"/>				
				<sceneObject id="Man1Sleep"/>
			</output>
		</action>
		
		<action id="RemoveFixedChimes" type="DisableSceneObject">
			<input>
				<sceneObject id="ChimesFixed"/>
				<action id="HitChimes" />
			</input>
		</action>		
		
		<action id="RemoveMan1" type="DisableSceneObject">
			<input>
				<sceneObject id="Man1"/>
				<action id="RemoveFixedChimes" />
			</input>
		</action>
		
		
		<action id="AddKeysToAccordion" type="BNRUseInventoryOnScene" target_click_hint_key="AddKeysToAccordionTCH">
			<input>
				<inventory id="AccordionKeys"/>
				<sceneObject id="Accordion"/>
				<sceneObject id="Man3"/>
			</input>
		</action>
		
		<action id="ReplaceAcordionAcoridionKeys" type="DisableSceneObject">
			<input>
				<sceneObject id="Accordion"/>
				<action id="AddKeysToAccordion"/>
			</input>
			<output>
				<sceneObject id="AccordionKeys"/>
			</output>
		</action>
		
		<action id="PlaySheetMusic" type="BNRUseInventoryOnScene" target_click_hint_key="PlaySheetMusicTCH">
			<input>
				<inventory id="SheetMusic"/>
				<sceneObject id="AccordionKeys"/>											
			</input>
			<output>						
				<sceneObject id="Man3Sleep"/>
			</output>			
		</action>		
		<action id="ReplaceAcoridionKeysAcordionPlaying" type="DisableSceneObject">
			<input>
				<sceneObject id="AccordionKeys"/>
				<action id="PlaySheetMusic"/>
			</input>
			<output>
				<sceneObject id="AccordionPlaying"/>
			</output>
		</action>
		
		<action id="RemoveMan3" type="DisableSceneObject">
			<input>
				<sceneObject id="Man3"/>
				<action id="PlaySheetMusic" />
			</input>
		</action>
				
		<action id="Act2EncounterEnd" type="AutomaticAction">
			<input>
				<action id="StratonTakesYouToArgentos"/>
				<action id="Act2EncounterHOMG" />
				<action id="RemoveMan2"/>
				<action id="AntiquesEncounterInstructions2"/>
				
				
				<sceneObject id="MusicBoxPlaying"/>
				<sceneObject id="Man2Sleep"/>
				
				<action id="RemoveMan4"/>
				<sceneObject id="ClockMusic"/>
				<sceneObject id="Man4Sleep"/>
				
				<action id="RemoveMan1"/>
				<sceneObject id="ChimesMusic"/>
				<sceneObject id="Man1Sleep"/>
				
				<action id="RemoveMan3"/>
				<sceneObject id="AccordionPlaying"/>
				<sceneObject id="Man3Sleep"/>
				
			</input>
		</action>		
		
		<action id="Act2Encounter_Dialog_01" type="MessageAction">
			<input>
				<action id="Act2EncounterEnd"/>
			</input>
		</action>
		
		<action id="ClickDeadArgentosNote" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>
				<sceneObject id="DeathNote"/>
				<action id="Act2Encounter_Dialog_01"/>
			</input>
		</action>
		
		<action id="AmuletRewardScreen" type="ImageTextPopUpAction">
			<input>				
				<action id="ClickDeadArgentosNote"/>
			</input>	
			<output>
				<inventory id="Amulet"/>
			</output>
			<popup_info >	
				<item key="AmuletRewardScreen_Item1" asset="Big_Amulet"/> 	
			</popup_info>
		</action>
		
		<action id="AntiquesEncounterOver" type="EndEncounterAction">
			<input>
				<action id="AmuletRewardScreen"/>
			</input>
		</action>
		
		<action id="Act2EndCutScene" type="CutscenePopUpAction">
			<input>
				<action id="AntiquesEncounterOver"/>
			</input>		
			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/EndAct2.swf"/>				
				<property_spec name="music" value="music_Act2EndCutScene"/>				
			</pop_up_info>
		</action>
		
		<action id="RemoveStreetFog" type="DisableSceneObject">
			<input>
				<sceneObject id="StreetFog"/>
				<action id="Act2EndCutScene"/>			
			</input>
		</action>		
		
		<action id="Act3Teleport" type="TeleportAction">
			<input>
				<scene id="Street"/>
				<action id="Act2EndCutScene"/>			
			</input>			
		</action>		
		
		<action id="AntiquesCutSceneAndZoom" type="CloseCutSceneAction">
			<input>
				<action id="Act2EndCutScene"/>
				<action id="Act3Teleport"/>
				<action id="RemoveStreetFog"/>
			</input>
		</action>
		
	</quest>
	
	<!--Act3*****************************************************************************************************************************************************-->
	<quest id="StartAct3" root="StartAct3Finished">
		<action id="AllAct2Quests" type="AutomaticAction">
			<input>
				<completeQuest id="TownSquareZoomHOG01"/>				
				<completeQuest id="StartAct2"/>
				<completeQuest id="HotelZoomHog"/>
				<completeQuest id="CanalGoldCoin"/>
				<completeQuest id="GetPotionBook"/>
				<completeQuest id="DockGoldCoin"/>
				<completeQuest id="LibraryGoldCoin"/>
				<completeQuest id="StreetHOG01"/>
				<completeQuest id="MuseumHOG01"/>
				<completeQuest id="AntiquesEncounterAct2" />
				<inventory id="StoneEmblem"/>
				
				
				<!--<action id="TownSquareZoomAction"/>				
				<action id="HotelZoomAction_1"/>
				<action id="CanalZoomAction_1"/>
				<action id="DockZoomAction_1"/>
				<action id="IllustrationZoomAction_1"/>
				<action id="StreetZoomAction_1"/>
				<action id="LibraryDeskZoomAction_1"/>
				<action id="MuseumZoomAction" />
				<action id="LibraryMapLocation"/>-->
				
				
				
			</input>
			<output>
				<scene id="TownSquarePast"/>
				<scene id="TownSquarePastZoom"/>
				<scene id="DockPastZoom"/>
				<scene id="CanalPastZoom"/>
				<scene id="CanalPast"/>
			</output>
		</action>		
		<action id="ValidationCheck2" type="ValidationAction">
			<input>				
				<action id="AllAct2Quests"/>
			</input>
		</action>
		
		<action id="AntiquesRemoved" type="DisableScene">
			<input>
				<scene id="Antiques"/>
				<action id="AllAct2Quests"/>
			</input>
			<output>
				<sceneObject id="AntiquesEntrancePoliceBarrier"/>
			</output>
		</action>
		
		<action id="StartAct3Finished" type="AutomaticAction">
			<input>
				<action id="ValidationCheck2"/>
				<action id="AllAct2Quests"/>
				<action id="AntiquesRemoved"/>
				<sceneObject id="AntiquesEntrancePoliceBarrier"/>							
			</input>
		</action>
	</quest>
	
	<!--Act3 Herbalist-->
	<item id="AmuletGame" scene="Herbalist"/>
	
	<quest id="CreateAmulet" root="AmuletCutsceneAndTeleport">
		<action id="Street_AmuletDialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Street"/>
				<completeQuest id="StartAct3"/>
			</input>
			
		</action>
		<action id="Street_AmuletDialog01" type="MessageAction" >
			<input>
				<action id="Street_AmuletDialog01_Trigger"/>
			</input>
		</action>
		
		<action id="Herbalist_AmuletDialog01" type="CharacterDialogAction" >
			<input>
				<scene id="Herbalist"/>		
				<sceneObject id="Orazia"/>
				<action id="Street_AmuletDialog01"/>
			</input>
		</action>
		
		<action id="HerbalistWantsAmuletDialog" type="RegisterCharacterMessage" message_key="HerbalistWantsAmuletDialog">
			<input>				
				<sceneObject id="Orazia"/>
				<action id="Herbalist_AmuletDialog01"/>
			</input>
		</action>
		
		
		
		<action id="ShowOrazizTheAmulet" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="Amulet"/>
				<sceneObject id="Orazia"/>
				<action id="Herbalist_AmuletDialog01"/>
				<action id="HerbalistWantsAmuletDialog"/>
			</input>
			<output>			
				<sceneObject id="AmuletGame"/>
			</output>
		</action>
		<action id="Herbalist_AmuletDialog02" type="MessageAction" >
			<input>					
				<sceneObject id="Orazia"/>
				<action id="ShowOrazizTheAmulet"/>
			</input>
		</action>
		<action id="HerbalistUseAmuletDialog" type="RegisterCharacterMessage" message_key="HerbalistUseAmuletDialog">
			<input>				
				<sceneObject id="Orazia"/>
				<action id="Herbalist_AmuletDialog02"/>
			</input>
		</action>
		
		<action id="AmuletMinigameAction" type="GenericMinigameAction" game_name="Amulet">
			<input>
				<sceneObject id="AmuletGame"/>								
				<action id="Herbalist_AmuletDialog02"/>
				<action id="HerbalistUseAmuletDialog"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.SimonSays.SimonGame">	
				
			</pop_up_info>
		</action>		
		
		<action id="IntroAct3ArriveCutScene" type="CutscenePopUpAction">
			<input>
				<action id="AmuletMinigameAction"/>	
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/IntroAct3Arrive.swf"/>	
				<property_spec name="music" value="music_ch2_end"/>				
			</pop_up_info>
		</action>
		
		<action id="ChangeMapToPast1" type="MapChangeAction" you_are_here_icon="2" url="Maps/PastVenice.swf" new_style="mapButton2">
			<input>
				<action id="IntroAct3ArriveCutScene"/>	
			</input>
		</action>		
		<action id="Act3PastTeleport" type="TeleportAction">
			<input>				
				<scene id="CanalPast"/>
				<action id="ChangeMapToPast1"/>
				<action id="IntroAct3ArriveCutScene"/>			
			</input>			
		</action>
		
		<action id="AmuletCutsceneAndTeleport" type="CloseCutSceneAction">
			<input>
				<action id="IntroAct3ArriveCutScene"/>
				<action id="Act3PastTeleport"/>
			</input>
		</action>
	</quest>
	<item id="CanalPastStartton" scene="CanalPast"/>
	<!--Street past*************************************************************************-->
	
	<quest id="TranstionToPast" root="StratonLeavesStreetPast">
				
		<action id="RemoveScrollFromInventory" type="RemoveInventoryItems">
			<input>
				<completeQuest id="CreateAmulet"/>
				<inventory id="Scroll"/>		
			</input>
		</action>		
		
		<action id="StreetPastIntro_Dialog01" type="CharacterDialogAction" >
			<input>
				<sceneObject id="CanalPastStartton"/>
				<action id="RemoveScrollFromInventory"/>
			</input>			
		</action>	
		<action id="StratonLeavesStreetPastEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="CanalPastStartton"/>
				<action id="StreetPastIntro_Dialog01"/>
			</input>		
		
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
		<action id="StratonLeavesStreetPast" type="DisableSceneObject">
			<input>
					<sceneObject id="CanalPastStartton"/>						
					<action id="StratonLeavesStreetPastEffect"/>					
			</input>
		</action>
	</quest>
	
	<item id="StreetPastBrokenBarrel" scene="StreetPast"/>
	<item id="BrokenBarrelEmblem" scene="StreetPast"/>	
	<item id="StreetPastBarrel" scene="StreetPast"/>
	<item id="StoneHammer" inventory="true"/>
	<quest id="GetTheScarabEmblem" root="GetTheScarabEmblem_RewardList">		
		<action id="BreakPastBarrel" type="BNRUseInventoryOnScene" sparkle="true" target_click_hint_key="BreakPastBarrel_TCH">
			<input>
				<inventory id="StoneHammer"/>
				<sceneObject id="StreetPastBarrel"/>
				<completeQuest id="InformStratonOfNote"/>				
			</input>
			<output>
				<sceneObject id="BrokenBarrelEmblem"/>
			</output>
		</action>
		<action id="RemoveUnbrokenBarrel" type="DisableSceneObject">
			<input>
				<sceneObject id="StreetPastBarrel"/>
				<action id="BreakPastBarrel"/>
			</input>
		</action>
		
		<action id="ClickBrokenBarrel" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false" disable_object="false">
			<input>
				<sceneObject id="BrokenBarrelEmblem"/>		
				<action id="RemoveUnbrokenBarrel"/>
			</input>
			<output>
				<sceneObject id="StreetPastBrokenBarrel"/>
			</output>
		</action>
		<action id="RemoveBrokenBarrelEmblem" type="DisableSceneObject">
			<input>
				<sceneObject id="BrokenBarrelEmblem"/>
				<action id="ClickBrokenBarrel"/>
			</input>			
		</action>
		
		
		
		<action id="GetTheScarabEmblem_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="RemoveBrokenBarrelEmblem"/>				
				<sceneObject id="StreetPastBrokenBarrel"/>
			</input>			
			<output>
				<inventory id="StoneEmblemPast"/>
			</output>
			<popup_info>						
				<item key="GetTheScarabEmblem_RewardList1" asset="Big_StoneEmblem2"/>					
			</popup_info>
		</action>
	</quest>
	
	
	
	<!--Dock Past*********************************************************************-->
	<item id="CabinMapGame" scene="DockPastZoom"/>	
	<item id="StrattonPotion" scene="DockPast"/>	
	<item id="IgnacioNote" inventory="true"/>	
	<item id="DockFountain1" scene="DockPast"/>	
	<item id="DockFountain2" scene="DockPast"/>	
	
	<quest id="SneakOnToShip" root="SneakOnToShip_Dialog02">
		<action id="SneakOnToShip_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="DockPast"/>		
				<completeQuest id="TranstionToPast"/>
			</input>			
		</action>
		<action id="SneakOnToShip_Dialog01" type="MessageAction" >
			<input>
				<action id="SneakOnToShip_Dialog01_Trigger"/>						
			</input>
		</action>	
		<action id="SneakMinigameAction" type="GenericMinigameAction" list="false" game_name="Sneak">
			<input>
				<sceneObject id="DockPastZoom"/>								
				<action id="SneakOnToShip_Dialog01"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.ShipSneakGame.ShipSneakGame">				
			</pop_up_info>
		</action>
		<action id="SneakOnToShip_Dialog02" type="MessageAction" >
			<input>
				<action id="SneakMinigameAction"/>						
			</input>
			<output>
				<scene id="DockPastZoom"/>			
			</output>
		</action>	
	</quest>
	
		
	<quest id="CabinMapGameQuest" root="CabinMapGame_Dialog01">
		<action id="CabinMapMinigameAction" type="GenericMinigameAction" list="false" game_name="Ship">
			<input>
				<sceneObject id="CabinMapGame"/>								
				<completeQuest id="SneakOnToShip"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.CabinMapGame.IslandGame">		
				<property_spec type="String" name="SWFUrl"value="assets/MiniGames/ShipMapGame.swf"/>
				<property_spec type="String" name="XMLUrl"value="assets/MiniGames/ShipMapGame.xml"/>			
			</pop_up_info>
		</action>
		
		<action id="CabinMapGamePopUp" type="GenericPopUpAction">
			<input>
				<action id="CabinMapMinigameAction"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
				<property_spec name="TextKey" value="CabinMapGamePopUp"/>
				<property_spec name="image" value="VampireNoteImage"/>
				<property_spec name="styleName" value="red"/>
			</pop_up_info>		
		</action>	
		
		<action id="CabinMapGameReward" type="ImageTextPopUpAction">
			<input>
				<action id="CabinMapGamePopUp"/>				
			</input>	
			<output>
				<inventory id="IgnacioNote"/>
			</output>
			<popup_info>						
				<item key="CabinMapGameReward" asset="Big_IgnacioNote"/>					
			</popup_info>
		</action>
		
		
	
		<action id="CabinMapGame_Dialog01" type="MessageAction" >
			<input>
				<action id="CabinMapGameReward"/>						
			</input>
		</action>	
	</quest>
	
	<item id="StoneEmblemPast" inventory="true"/>
	<!--<item id="StoneEmblem2Past" inventory="true"/>-->
	<item id="StoneEmblem3Past" inventory="true"/>
	<item id="StoneEmblem4Past" inventory="true"/>
	<item id="StoneEmblem5Past" inventory="true"/>	
	<item id="Rope" inventory="true"/>
	
	<quest id="DockPastZoom_HOMG" root="DockPastZoom_CompletedTeleport">
		<action id="DockPastZoom_HOMG_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="DockPastZoom"/>			
			</input>			
		</action>
		<action id="DockPastZoom_HOMG_Dialog01" type="MessageAction" >
			<input>
				<action id="DockPastZoom_HOMG_Dialog01_Trigger"/>						
			</input>
		</action>	
		
		<hoMinigame id="HOMG_DockPast" >		
			<container id="HiddenObjects1" scene="DockPastZoom" /> 						
		</hoMinigame>		
		
		<action id="AwardCabinEmblems" type="AutomaticAction">
			<input>
				<action id="HOMG_DockPast"/>				
			</input>
			
		</action>
		
		<action id="DockPastZoom_HOMG_Delay" type="DelayAction" delay="2000">
			<input>
				<action id="AwardCabinEmblems"/>
				<action id="DockPastZoom_HOMG_Dialog01"/>
			</input>
		</action>
		
		<action id="DockPastZoom_HOMG_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="DockPastZoom_HOMG_Delay"/>							
			</input>			
			<output>				
				<inventory id="StoneEmblem4Past"/>				
				<inventory id="Rope"/>
				<inventory id="StoneHammer"/>				
			</output>			
			<popup_info>				
				<item key="DockPastZoom_HOMG_RewardScreen" asset="Big_StoneEmblem4"/>											
				<item key="DockPastZoom_HOMG_RewardScreen2" asset="Big_Rope"/>	
				<item key="DockPastZoom_HOMG_RewardScreen3" asset="Big_StoneHammer"/>	
			</popup_info> 
		</action>
		
		<action id="DockPastZoom_HOMG_Completed" type="MessageAction">
			<input>
				<scene id="DockPastZoom"/>
				<action id="DockPastZoom_HOMG_RewardScreen"/>				
			</input>
		</action>					
		
		<action id="DockPastZoom_Completed" type="MessageAction">
			<input>				
				<action id="DockPastZoom_HOMG_Completed"/>				
				<completeQuest id="CabinMapGameQuest"/>
			</input>
		</action>					
		<action id="DockPastZoom_CompletedTeleport" type="TeleportAction">
			<input>
				<scene id="DockPast"/>
				<!--<action id="DockPastZoomAction"/>-->
				<action id="DockPastZoom_Completed"/>			
			</input>			
		</action>				
	</quest>
	
	<quest id="InformStratonOfNote" root="RemovePastDockStartton">
		<action id="FountainMovesToShip" type="DisableSceneObject">
			<input>
				<sceneObject id="DockFountain1"/>
				<completeQuest id="DockPastZoom_HOMG"/>				
			</input>
			<output>
				<sceneObject id="DockFountain2"/>
			</output>
		</action>
		<action id="StratonMovesToDock" type="DisableSceneObject">
			<input>
					<sceneObject id="CanalPastStartton"/>						
					<action id="DockPastZoom_Completed"/>
					<sceneObject id="DockFountain2"/>
			</input>		
			<output>
				<sceneObject id="StrattonPotion"/>
			</output>
		</action>
		
		<action id="GiveStratonNote" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="IgnacioNote"/>
				<sceneObject id="StrattonPotion"/>										
			</input>	
		</action>	
		
		<action id="InformStratonOfNote_Dialog01" type="MessageAction" >
			<input>
				<action id="GiveStratonNote"/>
			</input>			
			<output>
				<sceneObject id="TownSquarePastOrazia"/>	
				<scene id="LibraryLobbyPast"/>
			</output>
		</action>	
		
		
		<action id="SleepPotionRecipeReward" type="ImageTextPopUpAction">
			<input>
				<action id="InformStratonOfNote_Dialog01"/>				
			</input>			
			<output>
				<inventory id="SleepPotionRecipe"/>				
				<scene id="CanalPastZoom"/>
				<scene id="Apothecary"/>
				<sceneObject id="ApothecaryEntrance"/>
			</output>
			<popup_info>						
				<item key="SleepPotionRecipeReward" asset="Big_Sleep_Recipe"/>					
			</popup_info>
		</action>	
		
		<action id="ApothecaryMapLocation" type="AddToMapAction" on_enter="false">
			<input>
				<scene id="Apothecary"/>
				<action id="SleepPotionRecipeReward"/>
			</input>
		</action>
		<action id="KitchenMapLocation" type="AddToMapAction" on_enter="false">
			<input>
				<scene id="CanalPastZoom"/>
				<action id="SleepPotionRecipeReward"/>
			</input>
		</action>
		
		
		<action id="AllSleepPotionLocations" type="AutomaticAction">
			<input>
				<action id="ApothecaryMapLocation"/>
				<action id="KitchenMapLocation"/>
			</input>
		</action>
		
		<action id="StratonLeavesDockPastEffect" type="PlayEffectAction">		
			<input>
				<action id="AllSleepPotionLocations"/>
				<sceneObject id="StrattonPotion"/>
				<action id="InformStratonOfNote_Dialog01"/>
			</input>		
		
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>		
		
		<action id="RemovePastDockStartton" type="DisableSceneObject">
			<input>
				<sceneObject id="StrattonPotion"/>
				<action id="StratonLeavesDockPastEffect"/>				
			</input>
		</action>
	</quest>
	
	<item id="CoffinPuzzle" scene="DockPast"/>
	
	<quest id="ExecuteStrattonsPlan" root="StartAct3EncounterAndCutscene">
	
		
		<action id="AllSetForAct3Encounter" type="EnableSceneObjectAction">
			<input>
				<sceneObject id="StrattonPotion"/>	
				<completeQuest id="MixSleepPotion"/>
				<completeQuest id="HideTheEmblems"/>
			</input>
			<output>
				<sceneObject id="CoffinPuzzle"/>
			</output>
		</action>
		<action id="StratonReturnsDockPastEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="StrattonPotion"/>
				<action id="AllSetForAct3Encounter"/>
			</input>		
		
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="0"/>
				<property name="alphaTo" type="Number" value="1"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
		<action id="StratonWantsPotionMessage" type="RegisterCharacterMessage" message_key="StratonWantsPotionMessage">
			<input>
				<sceneObject id="StrattonPotion"/>
				<action id="StratonReturnsDockPastEffect"/>
			</input>
		</action>
		
		<action id="GiveStratonPotion" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="SleepPotion"/>
				<sceneObject id="StrattonPotion"/>										
				<action id="StratonReturnsDockPastEffect"/>
				<action id="StratonWantsPotionMessage"/>
			</input>	
		</action>
		<action id="ExecuteStrattonsPlan_Dialog01" type="MessageAction" >
			<input>
				<action id="GiveStratonPotion"/>
			</input>	
		</action>	
		<action id="StratonCoffinMessage" type="RegisterCharacterMessage" message_key="StratonCoffinMessage">
			<input>
				<sceneObject id="StrattonPotion"/>
				<action id="ExecuteStrattonsPlan_Dialog01"/>
			</input>
		</action>
		
		<action id="LayInCoffin" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false" disable_object="false">
			<input>
				<sceneObject id="CoffinPuzzle"/>
				<action id="ExecuteStrattonsPlan_Dialog01"/>
				<action id="StratonCoffinMessage"/>
			</input>
		</action>
		<action id="Act3SleepingPotionCutScene" type="CutscenePopUpAction">
			<input>
				<action id="LayInCoffin"/>	
			</input>			
			<output>
				<scene id="DockPastEncounter"/>
			</output>
			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/Act3SleepingPotion.swf"/>				
			</pop_up_info>
		</action>		
		
		<action id="BeginAct3Encounter" type="BeginEncounterAction">
			<input>
				<scene id="DockPast"/>
				<scene id="DockPastEncounter"/>
				<action id="Act3SleepingPotionCutScene"/>
			</input>			
		</action>
		<action id="StartAct3EncounterAndCutscene" type="CloseCutSceneAction">
			<input>
				<action id="BeginAct3Encounter"/>
				<action id="Act3SleepingPotionCutScene"/>
			</input>
		</action>
	</quest>
	
	
	<!--TownSquare Zoom*************************************************************************-->
	<item id="SpiderGame" scene="TownSquarePastZoom"/>
	<item id="SleepPotionRecipe" inventory="true">
		<pop_up_info klass="com.hpstudios.bloodandruby.components.SlideShowComponent">			
			<property_spec name="swfURL" value="swf/SleepRecipeBig.swf"/>			
		</pop_up_info>	
	</item>
	
	<item id="MagicWand" inventory="true"/>
	<item id="SleepPotionIngredientA" inventory="true"/>
	 
	<item id="TownSquarePastOrazia" scene="TownSquarePast"/>
	<item id="TownSquarePastStratton" scene="TownSquarePast"/>
	
	<quest id="GetTransfomationWand" root="Spider_RewardList">
		<action id="TownSquarePastOraziaDialog02" type="CharacterDialogAction" >
			<input>
				<scene id="TownSquarePast"/>		
				<sceneObject id="TownSquarePastOrazia"/>
				<completeQuest id="InformStratonOfNote"/>
			</input>
			<output>
				<scene id="TownSquarePastZoom"/>
				<scene id="MuseumPast"/>				
			</output>
		</action>
		<action id="MuseumPastMapLocation" type="AddToMapAction" on_enter="false">
			<input>
				<scene id="MuseumPast"/>
				<action id="TownSquarePastOraziaDialog02"/>
			</input>
		</action>	
		
		<action id="SpiderMinigameAction" type="GenericMinigameAction" game_name="Spider">
			<input>
				<sceneObject id="SpiderGame"/>								
				<action id="TownSquarePastOraziaDialog02"/>
				<action id="MuseumPastMapLocation"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.spider.SpiderGame">	
				
			</pop_up_info>
		</action>
		
		<action id="Spider_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="SpiderMinigameAction"/>				
			</input>			
			<output>
				<inventory id="MagicWand"/>
			</output>
			<popup_info>						
				<item key="SpiderReward" asset="Big_MagicWand"/>					
			</popup_info>
		</action>
		
	</quest>
	
	
		
		
		
	
	
	
	<quest id="TownSquarePast_ZoomHOMG" root="TownSquarePastZoomHOGComplete01_Dialog">			
		<action id="TownSquarePastZoomHOG01_Dialog02_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="TownSquarePastZoom"/>							
				<!--<action id="TownSquarePastZoomHOG01_Dialog01"/>		-->
				<completeQuest id="InformStratonOfNote"/>
			</input>			
		</action>
		
		
		<action id="TownSquarePastZoomHOG01_Dialog02" type="MessageAction" >
			<input>				
				<action id="TownSquarePastZoomHOG01_Dialog02_Trigger"/>
			</input>
		</action>	
		
		<hoMinigame id="HOMG_TownSquarePastZoom" >		
			<input>
				<action id="TownSquarePastZoomHOG01_Dialog02_Trigger"/>
			</input>
			<container id="HiddenObjects1" scene="TownSquarePastZoom" /> 				
		</hoMinigame>		
		
		<action id="HOMG_TownSquarePastZoom_Reward" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_TownSquarePastZoom"/>				
			</input>			
			<output>
				<inventory id="SleepPotionIngredientA"/>
			</output>
			<popup_info>						
				<item key="HOMG_TownSquarePastZoom_Reward" asset="Big_SleepPotionIngredientA"/>					
			</popup_info>
		</action>		
		<action id="TownSquarePastZoomHOGComplete01_Dialog" type="MessageAction" >
			<input>				
				<scene id="TownSquarePast"/>							
				<!--<action id="TownSquarePastZoomHOGTeleport"/>-->				
				<action id="HOMG_TownSquarePastZoom"/>
				<action id="TownSquarePastZoomHOG01_Dialog02"/>								
			</input>
		</action>	
		
	</quest>	
	
	<item id="TownWell" scene="TownSquarePast"/>
	<item id="WellWithRope" scene="TownSquarePast" animated="true"/>
	<item id="WellEmpty" scene="TownSquarePast"/>
	
	<quest id="GetOctopusEmblem" root="GetOctopusEmblem_RewardList">
		<action id="UseRopeOnWell" type="BNRUseInventoryOnScene" sparkle="true" target_click_hint_key="UseRopeOnWellTCH">
			<input>
				<inventory id="Rope"/>
				<sceneObject id="TownWell"/>
			</input>			
		</action>
		
		<action id="TownSquareWellRemove" type="DisableSceneObject">
			<input>
				<sceneObject id="TownWell"/>
				<action id="UseRopeOnWell"/>
			</input>
			<output>
				<sceneObject id="WellWithRope"/>				
			</output>
		</action>
		<action id="ClickWell" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>
				<sceneObject id="WellWithRope"/>				
			</input>
			<output>
				<sceneObject id="WellEmpty"/>				
			</output>			
		</action>
		<action id="TownSquareWellRemove2" type="DisableSceneObject">
			<input>
				<sceneObject id="WellWithRope"/>
				<action id="ClickWell"/>
			</input>			
		</action>
		
		
		<action id="GetOctopusEmblem_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="ClickWell"/>				
				<sceneObject id="WellEmpty"/>				
			</input>			
			<output>
				<inventory id="StoneEmblem5Past"/>
			</output>
			<popup_info>						
				<item key="GetOctopusEmblem_RewardList1" asset="Big_StoneEmblem5"/>					
			</popup_info>
		</action>
		
		
	</quest>
	
	
	
	<item id="MixingGame" scene="TownSquarePastZoom"/>
	<item id="SleepPotion" inventory="true"/>
	
	<quest id="MixSleepPotion" root="MixSleepPotion_Dialog02">
		<action id="MixSleepPotion_Dialog01" type="MessageAction" >
			<input>				
				<completeQuest id="Kitchen_HOMG"/>
				<completeQuest id="GetApothecaryIngredient"/>
				<action id="HOMG_TownSquarePastZoom_Reward"/>
			</input>
		</action>	
		<action id="MixingGameAction" type="GenericMinigameAction" list="false" game_name="Potion2">
			<input>
				<sceneObject id="MixingGame"/>
				<action id="MixSleepPotion_Dialog01"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.WagonMixingGame.MixingGame">	
				
			</pop_up_info>
		</action>
		
		<action id="RemoveSleepPotionIngredients" type="RemoveInventoryItems">
			<input>				
				<inventory id="SleepPotionIngredientA"/>
				<inventory id="SleepPotionIngredientB"/>
				<inventory id="SleepPotionIngredientC"/>
				<inventory id="SleepPotionRecipe"/>
				<action id="MixingGameAction"/>
			</input>
		</action>
		<action id="SleepPotion_RewardList" type="ImageTextPopUpAction">
			<input>
				<action id="RemoveSleepPotionIngredients"/>				
			</input>			
			<output>
				<inventory id="SleepPotion"/>
			</output>
			<popup_info>						
				<item key="SleepPotion_RewardList" asset="Big_SleepPotion"/>					
			</popup_info>
		</action>
		<action id="MixSleepPotion_Dialog02" type="MessageAction" >
			<input>				
				<action id="SleepPotion_RewardList"/>
				<inventory id="SleepPotion"/>
			</input>
		</action>	
	</quest>
	
	
	<item id="MosaicGame" scene="LibraryLobbyPast"/>
	
	
	<quest id="Act3LibraryEmblem" root="Act3LibraryEmblem_Dialog02">
		<action id="Act3LibraryEmblem_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="LibraryLobbyPast"/>		
				<completeQuest id="InformStratonOfNote"/>
			</input>			
		</action>
		
		<action id="Act3LibraryEmblem_Dialog01" type="MessageAction">
			<input>			
				<action id="Act3LibraryEmblem_Dialog01_Trigger"/>
			</input>			
		</action>
		<action id="SlidePuzzleMinigameAction" type="GenericMinigameAction" game_name="Slide">
			<input>
				<sceneObject id="MosaicGame"/>
				<action id="Act3LibraryEmblem_Dialog01"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.SlidePuzzle.SlideGame">						
			</pop_up_info>
		</action>	
		
		<action id="RemoveMosaicGame" type="DisableSceneObject">
			<input>
				<sceneObject id="MosaicGame"/>
				<action id="SlidePuzzleMinigameAction"/>
			</input>
		</action>
		
		<action id="Act3LibraryEmblem_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="SlidePuzzleMinigameAction"/>							
				<action id="RemoveMosaicGame"/>
			</input>			
			<output>
				<inventory id="StoneEmblem3Past"/>
			</output>
			<popup_info>				
				<item key="Act3LibraryEmblem_RewardScreen01" asset="Big_StoneEmblem3"/>																								
			</popup_info> 
		</action>		
		<action id="Act3LibraryEmblem_Dialog02" type="MessageAction">
			<input>			
				<action id="Act3LibraryEmblem_RewardScreen"/>				
			</input>			
		</action>
	</quest>
	
	<!--Mueseum Past*******************************************************************************************-->
	<item id="BrokenScarabMummy" scene="MuseumPast"/>
	<item id="WaitingScarabMummy" scene="MuseumPast"/>
	<item id="FixedScarabMummy" scene="MuseumPast" animated="true"/>
	
	<!--<item id="BrokenLionStatue" scene="MuseumPast"/>
	<item id="WaitingLionStatue" scene="MuseumPast"/>
	<item id="FixedLionStatue" scene="MuseumPast" animated="true"/>-->
	
	<item id="BrokenTreeMosaic" scene="MuseumPast"/>
	<item id="WaitingTreeMosaic" scene="MuseumPast"/>
	<item id="FixedTreeMosaic" scene="MuseumPast" animated="true"/>
	
	<item id="BrokenJadeMask" scene="MuseumPast"/>
	<item id="WaitingJadeMask" scene="MuseumPast"/>
	<item id="FixedJadeMask" scene="MuseumPast" animated="true"/>
	
	<item id="BrokenOctopusUrn" scene="MuseumPast"/>
	<item id="WaitingOctopusUrn" scene="MuseumPast"/>
	<item id="FixedOctopusUrn" scene="MuseumPast" animated="true"/>
	
	
	<item id="PulleyRope" scene="MuseumPast"/>
	<item id="PulleyAnimation" scene="MuseumPast" animated="true"/>
	
	<quest id="HideTheEmblems" root="RemoveWandFromInventory">
		<action id="HideTheEmblems_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="MuseumPast"/>											
				<completeQuest id="InformStratonOfNote"/>
			</input>			
		</action>
		<action id="HideTheEmblems_Dialog01" type="MessageAction" >
			<input>				
				<scene id="MuseumPast"/>							
				<action id="HideTheEmblems_Dialog01_Trigger"/>
			</input>
		</action>	
		
		<!--Scarab-->
		<action id="RopeHint" type="InformationPopUpAction">
			<input>
				<sceneObject id="PulleyRope"/>
			</input>
			<behavior_info end_action="Cleaver$inventory" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="RopeHint"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="CutMuseumRope" type="BNRUseInventoryOnScene" target_click_hint_key="CutMuseumRopeTCH">
			<input>
				<inventory id="Cleaver"/>
				<sceneObject id="PulleyRope"/>										
				<action id="HideTheEmblems_Dialog01"/>
				<action id="RopeHint"/>
			</input>	
			<output>
				<sceneObject id="PulleyAnimation"/>
			</output>
		</action>	
		<action id="RemovePulley" type="DisableSceneObject">
			<input>
				<sceneObject id="PulleyRope"/>	
				<action id="CutMuseumRope"/>
			</input>
		</action>
		
		
		
		<action id="PulleyDoneAction" type="AutomaticAction">
			<input>
				<action id="CutMuseumRope"/>
				<sceneObject id="PulleyAnimation"/>
				<action id="RemovePulley"/>
			</input>
			<output>
				<sceneObject id="BrokenScarabMummy"/>										
			</output>
		</action>
		
		<action id="PlaceScarabInSarcophagusHint" type="InformationPopUpAction">
			<input>
				<sceneObject id="BrokenScarabMummy"/>
			</input>
			<behavior_info end_action="StoneEmblemPast$inventory" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="PlaceScarabInSarcophagusTCH"/>				
			</pop_up_info>	
		</action>
		
		<action id="PlaceScarabInSarcophagus" type="BNRUseInventoryOnScene" target_click_hint_key="PlaceScarabInSarcophagusTCH">
			<input>
				<inventory id="StoneEmblemPast"/>
				<sceneObject id="BrokenScarabMummy"/>										
				<action id="HideTheEmblems_Dialog01"/>
				<action id="PlaceScarabInSarcophagusHint"/>
			</input>	
			<output>
				<sceneObject id="WaitingScarabMummy"/>
			</output>
		</action>	
		
		<action id="RemoveBrokenScarabMummy" type="DisableSceneObject">
			<input>
				<sceneObject id="BrokenScarabMummy"/>	
				<action id="PlaceScarabInSarcophagus"/>
			</input>
		</action>
		<action id="NeedWandHint1" type="InformationPopUpAction">
			<input>
				<sceneObject id="WaitingScarabMummy"/>
			</input>
			<behavior_info end_action="MagicWand$inventory" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="NeedWandHint"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="TransformScarabInSarcophagus" type="BNRApplyInventoryToScene" target_click_hint_key="TransformScarabInSarcophagusTCH">
			<input>
				<inventory id="MagicWand"/>
				<sceneObject id="WaitingScarabMummy"/>										
				<action id="RemoveBrokenScarabMummy"/>
			</input>	
			<output>
				<sceneObject id="FixedScarabMummy"/>
			</output>
		</action>	
		
		<action id="RemoveWaitingScarabMummy" type="DisableSceneObject">
			<input>
				<sceneObject id="WaitingScarabMummy"/>	
				<action id="TransformScarabInSarcophagus"/>
			</input>
		</action>
		
		<action id="ScarabHidenMessage" type="MessageAction">
			<input>
				<action id="TransformScarabInSarcophagus"/>
			</input>			
		</action>
		
		<action id="ScarabHidden" type="AutomaticAction">
			<input>
				<action id="ScarabHidenMessage"/>
				<action id="RemoveWaitingScarabMummy"/>
				<sceneObject id="FixedScarabMummy"/>
			</input>
		</action>
		
		
		<!--Lion-->
		
		<!--<action id="PlaceLionInStatue" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="StoneEmblem2Past"/>
				<sceneObject id="BrokenLionStatue"/>	
				<action id="HideTheEmblems_Dialog01"/>
			</input>	
			<output>
				<sceneObject id="WaitingLionStatue"/>
			</output>
		</action>	
		
		<action id="RemoveBrokenLionStatue" type="DisableSceneObject">
			<input>
				<sceneObject id="BrokenLionStatue"/>	
				<action id="PlaceLionInStatue"/>
			</input>
		</action>
		
		<action id="TransformLionStatue" type="BNRApplyInventoryToScene">
			<input>
				<inventory id="MagicWand"/>
				<sceneObject id="WaitingLionStatue"/>
				<action id="RemoveBrokenLionStatue"/>
			</input>	
			<output>
				<sceneObject id="FixedLionStatue"/>
			</output>
		</action>	
		
		<action id="RemoveWaitingLionStatue" type="DisableSceneObject">
			<input>
				<sceneObject id="WaitingLionStatue"/>	
				<action id="TransformLionStatue"/>
			</input>
		</action>
		<action id="LionHidden" type="AutomaticAction">
			<input>
				<action id="RemoveWaitingLionStatue"/>
				<sceneObject id="FixedLionStatue"/>
			</input>
		</action>-->
		
		
		<!--Tree-->
		
		<action id="PlaceTreeInMosaicHint" type="InformationPopUpAction">
			<input>
				<sceneObject id="BrokenTreeMosaic"/>
			</input>
			<behavior_info end_action="StoneEmblem3Past$inventory" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="PlaceTreeInMosaicTCH"/>				
			</pop_up_info>	
		</action>
		<action id="PlaceTreeInMosaic" type="BNRUseInventoryOnScene" target_click_hint_key="PlaceTreeInMosaicTCH">
			<input>
				<inventory id="StoneEmblem3Past"/>
				<sceneObject id="BrokenTreeMosaic"/>
				<action id="HideTheEmblems_Dialog01"/>
				<action id="PlaceTreeInMosaicHint"/>
			</input>	
			<output>
				<sceneObject id="WaitingTreeMosaic"/>
			</output>
		</action>	
		
		<action id="RemoveBrokenTreeMosaic" type="DisableSceneObject">
			<input>
				<sceneObject id="BrokenTreeMosaic"/>	
				<action id="PlaceTreeInMosaic"/>
			</input>
		</action>
		
		<action id="NeedWandHint2" type="InformationPopUpAction">
			<input>
				<sceneObject id="WaitingTreeMosaic"/>		
			</input>
			<behavior_info end_action="MagicWand$inventory" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="NeedWandHint"/>				
			</pop_up_info>	
		</action>	
		
		<action id="TransformTreeMosaic" type="BNRApplyInventoryToScene" target_click_hint_key="TransformTreeMosaicTCH">
			<input>
				<inventory id="MagicWand"/>
				<sceneObject id="WaitingTreeMosaic"/>										
				<action id="RemoveBrokenTreeMosaic"/>
			</input>	
			<output>
				<sceneObject id="FixedTreeMosaic"/>
			</output>
		</action>	
		
		<action id="RemoveWaitingTreeMosaic" type="DisableSceneObject">
			<input>
				<sceneObject id="WaitingTreeMosaic"/>	
				<action id="TransformTreeMosaic"/>
			</input>
		</action>

		<action id="TreeHidenMessage" type="MessageAction">
			<input>
				<action id="TransformTreeMosaic"/>
			</input>			
		</action>
		
		<action id="TreeHidden" type="AutomaticAction">
			<input>
				<action id="RemoveWaitingTreeMosaic"/>
				<sceneObject id="FixedTreeMosaic"/>
				<action id="TreeHidenMessage"/>
			</input>
		</action>
		
		
		<!--Lizard-->
		
		<action id="PlaceLizardInMask" type="BNRUseInventoryOnScene" target_click_hint_key="PlaceLizardInMaskTCH">
			<input>
				<inventory id="StoneEmblem4Past"/>
				<sceneObject id="BrokenJadeMask"/>
				<action id="HideTheEmblems_Dialog01"/>
			</input>	
			<output>
				<sceneObject id="WaitingJadeMask"/>
			</output>
		</action>	
		
		<action id="RemoveBrokenJadeMask" type="DisableSceneObject">
			<input>
				<sceneObject id="BrokenJadeMask"/>	
				<action id="PlaceLizardInMask"/>
			</input>
		</action>
		
		<action id="NeedWandHint3" type="InformationPopUpAction">
			<input>
				<sceneObject id="WaitingJadeMask"/>		
			</input>
			<behavior_info end_action="MagicWand$inventory" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="NeedWandHint"/>				
			</pop_up_info>	
		</action>	
		
		<action id="TransformJadeMask" type="BNRApplyInventoryToScene" target_click_hint_key="TransformJadeMaskTCH">
			<input>
				<inventory id="MagicWand"/>
				<sceneObject id="WaitingJadeMask"/>										
				<action id="RemoveBrokenJadeMask"/>
			</input>	
			<output>
				<sceneObject id="FixedJadeMask"/>
			</output>
		</action>	
		
		<action id="RemoveWaitingJadeMask" type="DisableSceneObject">
			<input>
				<sceneObject id="WaitingJadeMask"/>	
				<action id="TransformJadeMask"/>
			</input>
		</action>
		<action id="LizardHidenMessage" type="MessageAction">
			<input>
				<action id="TransformJadeMask"/>
			</input>			
		</action>
		
		<action id="LizardHidden" type="AutomaticAction">
			<input>
				<action id="RemoveWaitingJadeMask"/>
				<action id="LizardHidenMessage"/>
				<sceneObject id="FixedJadeMask"/>
			</input>
		</action>
		
		
		<!--Octopus-->
		<action id="PlaceOctopusUrnHint" type="InformationPopUpAction">
			<input>
				<sceneObject id="BrokenOctopusUrn"/>
			</input>
			<behavior_info end_action="StoneEmblem5Past$inventory" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="PlaceOctopusUrnTCH"/>				
			</pop_up_info>	
		</action>
		
		<action id="PlaceOctopusUrn" type="BNRUseInventoryOnScene" target_click_hint_key="PlaceOctopusUrnTCH">
			<input>
				<inventory id="StoneEmblem5Past"/>
				<sceneObject id="BrokenOctopusUrn"/>
				<action id="HideTheEmblems_Dialog01"/>
				<action id="PlaceOctopusUrnHint"/>
			</input>	
			<output>
				<sceneObject id="WaitingOctopusUrn"/>
			</output>
		</action>	
		
		<action id="RemoveBrokenOctopusUrn" type="DisableSceneObject">
			<input>
				<sceneObject id="BrokenOctopusUrn"/>	
				<action id="PlaceOctopusUrn"/>
			</input>
		</action>
		
		<action id="NeedWandHint4" type="InformationPopUpAction">
			<input>
				<sceneObject id="WaitingOctopusUrn"/>		
			</input>
			<behavior_info end_action="MagicWand$inventory" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="NeedWandHint"/>				
			</pop_up_info>	
		</action>	
		
		<action id="TransformOctopusUrn" type="BNRApplyInventoryToScene" target_click_hint_key="TransformOctopusUrnTCH">
			<input>
				<inventory id="MagicWand"/>
				<sceneObject id="WaitingOctopusUrn"/>	
				<action id="RemoveBrokenOctopusUrn"/>
			</input>	
			<output>
				<sceneObject id="FixedOctopusUrn"/>
			</output>
		</action>	
		
		<action id="RemoveWaitingOctopusUrn" type="DisableSceneObject">
			<input>
				<sceneObject id="WaitingOctopusUrn"/>	
				<action id="TransformOctopusUrn"/>
			</input>
		</action>
		
		<action id="OctopusHidenMessage" type="MessageAction">
			<input>
				<action id="TransformOctopusUrn"/>
			</input>			
		</action>
		
		<action id="OctopusHidden" type="AutomaticAction">
			<input>
				<action id="OctopusHidenMessage"/>
				<action id="RemoveWaitingOctopusUrn"/>
				<sceneObject id="FixedOctopusUrn"/>
			</input>
		</action>
		
		
		<action id="AllEmblemsHidden" type="MessageAction">
			<input>
				<action id="ScarabHidden"/>
				
				
				<!--<action id="LionHidden" />-->
				<action id="TreeHidden"/>
				<action id="LizardHidden"/>
				<action id="OctopusHidden"/>
				
				<action id="NeedWandHint1"/>
				<action id="NeedWandHint2"/>
				<action id="NeedWandHint3"/>
				<action id="NeedWandHint4"/>
			</input>
			<output>
				<sceneObject id="TownSquarePastStratton"/>
			</output>
		</action>
		
		<action id="RemoveWandFromInventory" type="RemoveInventoryItems">
			<input>
				<inventory id="MagicWand"/>				
				<action id="AllEmblemsHidden"/>
			</input>
		</action>
	</quest>
	
	<!--CannalZoomPast****************************************************************************************-->
	<item id="SleepPotionIngredientB" inventory="true"/>
	<item id="Cleaver" inventory="true"/>
	
	<quest id="Kitchen_HOMG" root="KitchenHOG01_Completed">
		<action id="KitchenHOG01_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="CanalPastZoom"/>		
				<completeQuest id="InformStratonOfNote"/>
			</input>			
		</action>
		<action id="KitchenHOG01_Dialog01" type="MessageAction" >
			<input>
				<action id="KitchenHOG01_Dialog01_Trigger"/>
			</input>
		</action>	
		
		<hoMinigame id="HOMG_Kitchen" >		
			<container id="HiddenObjects1" scene="CanalPastZoom" /> 			
		</hoMinigame>		
		
		<action id="HOMG_Kitchen_Delay" type="DelayAction" delay="2000">
			<input>
				<action id="HOMG_Kitchen"/>	
				<action id="KitchenHOG01_Dialog01"/>
			</input>
		</action>
		
		<action id="KitchenHOG01_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_Kitchen_Delay"/>							
			</input>		
			<output>
				<inventory id="SleepPotionIngredientB"/>
				<inventory id="Cleaver"/>
			</output>
			<popup_info>				
				<item key="SleepPotionIngredientB_Reward" asset="Big_SleepPotionIngredientB"/>	
				<item key="Cleaver_Reward" asset="Big_Cleaver"/>			
			</popup_info> 
		</action>
		
		<action id="KitchenHOG01_Completed" type="MessageAction">
			<input>
				<scene id="CanalPastZoom"/>
				<action id="KitchenHOG01_RewardScreen"/>				
			</input>
		</action>			
	</quest>
	
	<!--Apothecary**************************************************************-->
	
	<item id="SleepPotionIngredientC" inventory="true"/>
		
	<quest id="GetApothecaryIngredient" root="ApothecaryHOG01_Completed">
		<hoMinigame id="HOMG_Apothecary" >		
			<container id="HiddenObjects1" scene="Apothecary" /> 			
		</hoMinigame>
		<action id="HOMG_Apothecary_Delay" type="DelayAction" delay="2000">
			<input>
				<action id="HOMG_Apothecary"/>					
			</input>
		</action>
		
		<action id="Apothecary_HOMG_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_Apothecary_Delay"/>							
			</input>			
			<output>
				<inventory id="SleepPotionIngredientC"/>
			</output>
			<popup_info>				
				<item key="Apothecary_HOMG_RewardScreen" asset="Big_SleepPotionIngredientC"/>											
			</popup_info> 
		</action>
		<action id="ApothecaryHOG01_Completed" type="MessageAction">
			<input>
				<action id="Apothecary_HOMG_RewardScreen"/>
			</input>
		</action>
	</quest>
	
	
	<!--Act3 Encounter*******************************************************-->
	<item id="CannonLit" scene="DockPastEncounter" animated="true"/>
	<item id="CannonLoaded" scene="DockPastEncounter"/>
	<item id="CannonPowder" scene="DockPastEncounter"/>
	<item id="Cannon" scene="DockPastEncounter"/>
	<item id="CoffinNailed" scene="DockPastEncounter" animated="true"/>
	<item id="CoffinOpen" scene="DockPastEncounter"/>
	<item id="CoffinClosed" scene="DockPastEncounter"/>
	<item id="GrateOpen" scene="DockPastEncounter" animated="true"/>
	<!--<item id="GrateTar" scene="DockPastEncounter"/>-->
	<item id="GrateTarNet" scene="DockPastEncounter"/>
	<!--<item id="GrateTarNetHook" scene="DockPastEncounter"/>-->
	<item id="GrateFight" scene="DockPastEncounter" animated="true"/>
	<item id="GrateNet" scene="DockPastEncounter" animated="true"/>
	<item id="DoorFire" scene="DockPastEncounter" animated="true"/>
	<item id="DoorBrandy" scene="DockPastEncounter" animated="true"/>
	<item id="DoorClosed" scene="DockPastEncounter"/>
	<item id="DoorClosedBared" scene="DockPastEncounter"/>
	
	<item id="DoorOpen" scene="DockPastEncounter"/>
	<item id="Hammock" scene="DockPastEncounter"/>
	<item id="HammockBroken" scene="DockPastEncounter"/>
	<item id="WallBusted" scene="DockPastEncounter" animated="true"/>
	<item id="StairBoots" scene="DockPastEncounter"/>
	<item id="DoorAxed" scene="DockPastEncounter" animated="true"/>
		
	<item id="TarBarrel" inventory="true"/>
	<item id="Net" inventory="true"/>
	<item id="Hook" inventory="true"/>
	<item id="HammerNails" inventory="true"/>
	<item id="GunPowder" inventory="true"/>
	<item id="DoorPlank" inventory="true"/>
	<item id="Cannonball" inventory="true"/>
	<item id="Brandy" inventory="true"/>
	<item id="Lantern" inventory="true"/>
	<item id="Coil" inventory="true"/>
	
	<quest id="Act3Encounter" root="EndAct3CutSceneAndTeleport">		
		<action id="Act3EncounterDialog01" type="MessageAction">
			<input>				
				<completeQuest id="ExecuteStrattonsPlan"/>
			</input>
		</action>			
		
		
		<hoMinigame id="HOMG_Act3Encounter" >		
			<container id="HiddenObjects1" scene="DockPastEncounter" /> 						
		</hoMinigame>
		
		<action id="AwardAct3EncounterItems" type="AutomaticAction">
			<input>
				<action id="HOMG_Act3Encounter"/>
				<action id="Act3EncounterDialog01"/>
			</input>
			<output>
				<inventory id="DoorPlank"/>
				<inventory id="Net"/>
				<inventory id="TarBarrel"/>
				<inventory id="Hook"/>
				<inventory id="Brandy"/>
				<inventory id="Lantern"/>
				<inventory id="HammerNails"/>
				<inventory id="Cannonball"/>	
				<inventory id="Coil"/>		
				<inventory id="GunPowder"/>						
				<sceneObject id="StairBoots"/>
			</output>
		</action>
		
		<action id="Act3EncounterDialog02" type="MessageAction">
			<input>				
				<action id="AwardAct3EncounterItems"/>				
				<sceneObject id="StairBoots"/>
			</input>
		</action>	
		
		<action id="CloseShipDoor" type="BNREncounterClick">
			<input>
				<sceneObject id="DoorOpen"/>
				<action id="Act3EncounterDialog02"/>
			</input>			
			<output>
				<sceneObject id="DoorClosed"/>					
			</output>
		</action>
		
		<action id="DoorOpenToDoorClosed" type="DisableSceneObject" cursor="InteractionCursor" sparkles="true" in_list="false" glow="false">
			<input>
				<sceneObject id="DoorOpen"/>					
				<action id="CloseShipDoor"/>
			</input>			
		</action>
		
		<action id="Act3EncounterDialog02b" type="MessageAction">
			<input>				
				<action id="DoorOpenToDoorClosed"/>				
				<sceneObject id="DoorClosed"/>
			</input>
		</action>	
		
		<action id="BarTheDoor" type="BNRUseInventoryOnScene" target_click_hint_key="BarTheDoorTCH">
			<input>
				<inventory id="DoorPlank"/>
				<sceneObject id="DoorClosed"/>
				<action id="Act3EncounterDialog02b"/>
			</input>	
		</action>
		
		<action id="DoorClosedToDoorClosedBared" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorClosed"/>	
				<action id="BarTheDoor"/>
			</input>
			<output>
				<sceneObject id="DoorClosedBared"/>	
				<sceneObject id="GrateOpen"/>
			</output>
		</action>
		
		<action id="Act3EncounterDialog03" type="MessageAction">
			<input>				
				<action id="DoorClosedToDoorClosedBared"/>				
				<sceneObject id="GrateOpen"/>
				<sceneObject id="DoorClosedBared"/>	
			</input>
		</action>	
		
		<action id="NetTheGrate" type="BNRUseInventoryOnScene" target_click_hint_key="NetTheGrateTCH">
			<input>
				<inventory id="Net"/>
				<sceneObject id="GrateOpen"/>
				<action id="Act3EncounterDialog03"/>
			</input>			
			<output>				
				<sceneObject id="GrateNet"/>
			</output>
		</action>
		
		<action id="GrateOpenToNet" type="DisableSceneObject">
			<input>
				<sceneObject id="GrateOpen"/>	
				<action id="NetTheGrate"/>
			</input>
		</action>
		
		<action id="GrateNetToGrateTarNet" type="DisableSceneObject">
			<input>
				<sceneObject id="GrateNet"/>	
				<action id="GrateOpenToNet"/>
			</input>
			<output>				
				<sceneObject id="GrateTarNet"/>
			</output>
		</action>
		
		<action id="Act3EncounterDialog05" type="MessageAction">
			<input>				
				<action id="GrateNetToGrateTarNet"/>					
				<sceneObject id="GrateTarNet"/>	
			</input>
		</action>
		
		<action id="DisarmTheShipGuards" type="BNRUseInventoryOnScene" target_click_hint_key="DisarmTheShipGuardsTCH">
			<input>
				<inventory id="Hook"/>
				<sceneObject id="GrateTarNet"/>
				<action id="Act3EncounterDialog05"/>
			</input>
			<output>
				<sceneObject id="GrateFight"/>
			</output>
		</action>
		<action id="ReEnableNet" type="EnableSceneObjectAction">
			<input>
				<sceneObject id="GrateNet"/>	
				<action id="DisarmTheShipGuards"/>
			</input>
		</action>
		
		<action id="ClearGrate" type="DisableSceneObject">
			<input>
				<sceneObject id="GrateTarNet"/>	
				<action id="DisarmTheShipGuards"/>
			</input>			
		</action>
		
		<action id="Act3EncounterDialog06" type="MessageAction">
			<input>				
				<action id="ClearGrate"/>									
				<sceneObject id="GrateFight"/>
				<action id="ReEnableNet"/>	
			</input>
		</action>
		
		<action id="ReplaceClosedCofinWithOpen" type="DisableSceneObject">
			<input>
				<sceneObject id="CoffinClosed"/>	
				<!--<action id="Act3EncounterDialog06"/>-->
				<action id="Act3EncounterDialog03"/>
			</input>
			<output>
				<sceneObject id="CoffinOpen"/>	
			</output>
		</action>
		
		<action id="Act3EncounterDialog07" type="MessageAction">
			<input>				
				<action id="ReplaceClosedCofinWithOpen"/>									
				<sceneObject id="CoffinOpen"/>	
			</input>
		</action>
		
		<action id="TrapTheShipVampire" type="BNRUseInventoryOnScene" target_click_hint_key="TrapTheShipVampireTCH">
			<input>
				<inventory id="HammerNails"/>
				<sceneObject id="CoffinOpen"/>
				<action id="Act3EncounterDialog07"/>
			</input>	
		</action>
		
		<action id="ReplaceOpenCofinWithClosed" type="DisableSceneObject">
			<input>
				<sceneObject id="CoffinOpen"/>	
				<action id="TrapTheShipVampire"/>
			</input>
			<output>
				<sceneObject id="CoffinNailed"/>	
			</output>
		</action>
		
		<action id="DoorClosedToDoorAxed" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorClosedBared"/>	
				<!--<sceneObject id="CoffinNailed"/>-->	
				<!--<action id="ReplaceOpenCofinWithClosed"/>-->
				<action id="Act3EncounterDialog06"/>
			</input>
			<output>
				<sceneObject id="DoorAxed"/>	
			</output>
		</action>
		
		<action id="Act3EncounterDialog08" type="MessageAction">
			<input>				
				<!--<action id="DoorClosedToDoorAxed"/>									
				<sceneObject id="CoffinNailed"/>	-->
				<sceneObject id="DoorAxed"/>	
			</input>
		</action>
		
		<action id="SmashBrandyOnTheDoor" type="BNRUseInventoryOnScene" target_click_hint_key="SmashBrandyOnTheDoorTCH">
			<input>
				<inventory id="Brandy"/>
				<sceneObject id="DoorAxed"/>
				<action id="Act3EncounterDialog08"/>
				
			</input>	
		</action>
		
		<action id="DoorClosedToDoorBrandy" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorAxed"/>	
				<action id="SmashBrandyOnTheDoor"/>
			</input>
			<output>
				<sceneObject id="DoorBrandy"/>	
			</output>
		</action>
		
		<action id="StartBrandyFire" type="BNRUseInventoryOnScene" target_click_hint_key="StartBrandyFireTCH">
			<input>
				<inventory id="Lantern"/>
				<sceneObject id="DoorBrandy"/>
				<action id="Act3EncounterDialog08"/>
			</input>	
		</action>
		
		<action id="DoorBrandyToDoorFire" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorBrandy"/>	
				<action id="StartBrandyFire"/>
			</input>
			<output>
				<sceneObject id="DoorFire"/>	
			</output>
		</action>
		
		<action id="ShipFireSounds" type="SoundEnviromentChangeAction" scene_ID="DockPastEncounter" event_name="ShipFireSounds">
			<input>				
				<action id="StartBrandyFire"/>
			</input>
		</action>
		
		
		<action id="Act3EncounterDialog09" type="MessageAction">
			<input>				
				<action id="DoorBrandyToDoorFire"/>									
				<sceneObject id="DoorFire"/>	
				<sceneObject id="CoffinNailed"/>
				<action id="ReplaceOpenCofinWithClosed"/>
				<action id="ShipFireSounds"/>
			</input>
		</action>
		
		<action id="PowderCannon" type="BNRUseInventoryOnScene" target_click_hint_key="PowderCannonTCH">
			<input>
				<inventory id="GunPowder"/>
				<sceneObject id="Cannon"/>
				<action id="Act3EncounterDialog09"/>
			</input>	
		</action>
		
		<action id="CannonToCannonPowder" type="DisableSceneObject">
			<input>
				<sceneObject id="Cannon"/>	
				<action id="PowderCannon"/>
			</input>
			<output>
				<sceneObject id="CannonPowder"/>	
			</output>
		</action>
		
		<action id="LoadCannon" type="BNRUseInventoryOnScene" target_click_hint_key="LoadCannonTCH">
			<input>
				<inventory id="Cannonball"/>
				<sceneObject id="CannonPowder"/>
				<action id="CannonToCannonPowder"/>
			</input>	
		</action>
		
		<action id="CannonPowderToCannonLoaded" type="DisableSceneObject">
			<input>
				<sceneObject id="CannonPowder"/>	
				<action id="LoadCannon"/>
			</input>
			<output>
				<sceneObject id="CannonLoaded"/>	
			</output>
		</action>
		
		<action id="FireCannon" type="BNRUseInventoryOnScene" target_click_hint_key="FireCannonTCH">
			<input>
				<inventory id="Coil"/>
				<sceneObject id="CannonLoaded"/>
				<action id="CannonPowderToCannonLoaded"/>
			</input>			
		</action>
		
		<action id="Act3EncounterDialog10" type="MessageAction">
			<input>				
				<action id="FireCannon"/>													
			</input>
			<output>			
				<sceneObject id="CannonLit"/>
			</output>
		</action>
		
		<action id="CannonLoadedToCannonLit" type="DisableSceneObject">
			<input>
				<sceneObject id="CannonLoaded"/>	
				<action id="Act3EncounterDialog10"/>
			</input>
		</action>
		
		<action id="BustHoleInWall" type="DisableSceneObject">
			<input>
				<sceneObject id="Hammock"/>	
				<sceneObject id="CannonLit"/>	
				<action id="CannonLoadedToCannonLit"/>
			</input>
			<output>
				<sceneObject id="HammockBroken"/>	
				<sceneObject id="WallBusted"/>	
			</output>
		</action>
		
		<action id="Act3EncounterDialog11" type="MessageAction">
			<input>				
				<action id="BustHoleInWall"/>	
				<sceneObject id="HammockBroken"/>	
				<sceneObject id="WallBusted"/>	
			</input>
		</action>
		
		<action id="Act3EncounterEnd" type="EndEncounterAction">
			<input>
				<action id="Act3EncounterDialog11"/>
			</input>
		</action>
		
		<action id="EndAct3CutScene" type="CutscenePopUpAction">
			<input>
				<action id="Act3EncounterEnd"/>					
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/EndAct3.swf"/>				
			</pop_up_info>
		</action>		
		<action id="Act4Teleport" type="TeleportAction">
			<input>
				<scene id="Herbalist"/>
				<action id="EndAct3CutScene"/>			
			</input>			
		</action>
		
		<action id="EndAct3CutSceneAndTeleport" type="AutomaticAction">
			<input>
				<action id="Act4Teleport" />
				<action id="EndAct3CutScene"/>
			</input>
		</action>
	</quest>
	
<!--Act4************************************************************************************************-->

	<item id="Hotel_Act_4_Backdrop" scene="Hotel"/>
	<item id="DoorsFountainMissing" scene="TownSquareMuseumCloseup"/>
	<item id="MuseumOpenDoor" scene="TownSquare"/>
	<item id="TinyGuard" scene="TownSquare"/>
	
	<quest id="StartAct4" root="StartAct4Finished">
		<action id="AllAct3Quests" type="AutomaticAction">
			<input>
				<completeQuest id="Act3Encounter"/>
				<completeQuest id="GetApothecaryIngredient"/>
				<completeQuest id="Kitchen_HOMG"/>
				<completeQuest id="HideTheEmblems"/>		
				<completeQuest id="MixSleepPotion"/>	
				<completeQuest id="TownSquarePast_ZoomHOMG"/>
				<!--<completeQuest id="TownSquarePast_GetSleepPotionRecipe"/>-->
				<completeQuest id="ExecuteStrattonsPlan"/>
				<completeQuest id="InformStratonOfNote"/>		
				<completeQuest id="DockPastZoom_HOMG"/>	
				<completeQuest id="CabinMapGameQuest"/>	
				<completeQuest id="SneakOnToShip"/>	
				<completeQuest id="TranstionToPast"/>	
				<completeQuest id="CreateAmulet"/>	
				<completeQuest id="GetOctopusEmblem"/>	
				<completeQuest id="Act3LibraryEmblem"/>
				<completeQuest id="GetTheScarabEmblem"/>
				<completeQuest id="StartAct3"/>		
				<completeQuest id="GetTransfomationWand"/>
			</input>
		</action>
		<action id="ValidationCheck3" type="ValidationAction">
			<input>				
				<action id="AllAct3Quests"/>
			</input>
		</action>
		
		<action id="ChangeMapToPresent" type="MapChangeAction" you_are_here_icon="1" url="Maps/ModernVenice.swf" new_style="mapButton">
			<input>
				<action id="AllAct3Quests"/>	
			</input>
		</action>	
		<action id="FountainTaken" type="DisableSceneObject">
			<input>
				<sceneObject id="WaterFalling"/>						
				<action id="AllAct3Quests"/>	
			</input>
		</action>
		<action id="Emblem1Disable" type="DisableSceneObject">
			<input>
				<sceneObject id="MuseumEmblem1"/>					
				<action id="FountainTaken"/>
			</input>
		</action>
		
		<action id="NightGuardDisable1" type="DisableSceneObject">
			<input>
				<sceneObject id="NightGuard"/>					
				<action id="FountainTaken"/>
			</input>
		</action>
		<action id="NightGuardDisable2" type="DisableSceneObject">
			<input>
				<sceneObject id="TinyGuard"/>					
				<action id="NightGuardDisable1"/>
			</input>
		</action>
		
		<action id="AmuletDisable" type="DisableSceneObject">
			<input>
				<sceneObject id="AmuletGame"/>					
				<action id="AllAct3Quests"/>
			</input>
		</action>
		
		
		<action id="DoorFireDisable" type="DisableSceneObject">
			<input>
				<sceneObject id="DoorFire"/>					
				<action id="AllAct3Quests"/>
			</input>
		</action>
		
		<action id="TrunkDisable" type="DisableSceneObject">
			<input>
				<sceneObject id="TrunkClosed"/>					
				<action id="AllAct3Quests"/>
			</input>
		</action>
		
		<action id="DisableFountainZoom" type="DisableSceneObject">
			<input>
				<sceneObject id="MuseumFountainZoom"/>					
				<action id="AllAct3Quests"/>
			</input>
		</action>
		
		
		
		<action id="Act4IntoCutscene" type="GenericPopUpAction">
			<input>
				<action id="AllAct3Quests"/>					
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/IntroAct4Arrive.swf"/>				
			</pop_up_info>
		</action>
		
		<action id="MuseumStopFountainSFX" type="SoundEnviromentChangeAction" scene_ID="Museum" music="false" event_name="NullEvent">		
			<input>
				<action id="AllAct3Quests"/>				
			</input>			
		</action>
		
		<action id="GondolierReturns" type="EnableSceneObjectAction">
			<input>
				<sceneObject id="Gondolier"/>
				<action id="AllAct3Quests"/>	
			</input>
		</action>
		<action id="GondolierWaitingMessageAct4" type="RegisterCharacterMessage" message_key="GondolierWaitingMessageAct4">
			<input>
				<sceneObject id="Gondolier"/>
				<action id="GondolierReturns"/>
			</input>
		</action>		
		
		<action id="StartAct4Finished" type="AutomaticAction">
			<input>
				<action id="AllAct3Quests"/>
				<action id="MuseumStopFountainSFX"/>
				
				<action id="ChangeMapToPresent"/>
				
				<action id="FountainTaken"/>
				<action id="Emblem1Disable"/>
				<action id="Act4IntoCutscene"/>
				
				<action id="NightGuardDisable1"/>
				<action id="NightGuardDisable2"/>				
				<action id="AmuletDisable"/>
				<action id="TrunkDisable"/>
				<action id="DoorFireDisable"/>
				<action id="DisableFountainZoom"/>
				<action id="GondolierWaitingMessageAct4"/>
				<action id="ValidationCheck3"/>
			</input>
			<output>
				<!--<sceneObject id="UrnDifferenceGameZoom"/>-->
				<sceneObject id="Hotel_Act_4_Backdrop"/>	
				<sceneObject id="DoorsFountainMissing"/>	
				<sceneObject id="MuseumOpenDoor"/>
				<sceneObject id="MuseumStrattonAct4"/>		
				<sceneObject id="RansomNote"/>
				<!--Move eventualy-->
				<scene id="DockZoom2"/>
				<scene id="UrnDifferenceGame"/>
				
				<action id="MuseumZoomAction2"/>
				<action id="DockZoomAction_2"/>
			</output>
		</action>
	</quest>
	
	<!--Herbalist Act4*************************************************************************-->
	<quest id="HerbalistAct4Intro" root="Act4OraziaMessage">
		<action id="Act4IntroDialog01" type="MessageAction">
			<input>			
				<completeQuest id="StartAct4"/>								
			</input>
		</action>
		<action id="Act4OraziaMessage" type="RegisterCharacterMessage" message_key="Act4OraziaMessage">
			<input>
				<sceneObject id="Orazia"/>
				<action id="Act4IntroDialog01"/>
			</input>
		</action>
		
		<action id="Act4Intro_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="Act4IntroDialog01"/>							
			</input>			
			
			<popup_info>				
				<item key="Act4Intro_RewardScreen01" asset="Big_MagicWand"/>											
				<item key="Act4Intro_RewardScreen02" asset="Big_Amulet"/>											
			</popup_info> 
		</action>
		<action id="Act4IntroDialog02" type="MessageAction">
			<input>			
				<action id="Act4Intro_RewardScreen"/>
			</input>
		</action>
	</quest>
	
	<item id="BellWeight" inventory="true"/>
	
	<quest id="Act4CabinetHOG" root="HOMG_HerbalistZoom2_RewardScreen">
		<action id="Act4CabinetHOG_dialog_01_trigger" type="EnterSceneTrigger">
			<input>
				<scene id="Herbalist"/>
				<action id="MixAct4Potion_Dialog_02"/>
			</input>
		</action>
		<action id="Act4CabinetHOG_dialog_01" type="MessageAction">
			<input>				
				<action id="Act4CabinetHOG_dialog_01_trigger"/>
			</input>
		</action>
		
		<hoMinigame id="HOMG_HerbalistZoom2">
			<input>
				<action id="MixAct4Potion_Dialog_02"/>
			</input>
			<container id="HiddenObjects2" scene="HerbalistZoom" /> 			
		</hoMinigame>
		
		<action id="HOMG_HerbalistZoom2_Teleport" type="TeleportAction">
			<input>
				<scene id="Herbalist"/>
				<action id="HOMG_HerbalistZoom2"/>
			</input>
		</action>
		
		<action id="HOMG_HerbalistZoom2_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_HerbalistZoom2_Teleport"/>
			</input>			
			<output>
				<inventory id="BellWeight"/>
			</output>
			<popup_info>				
				<item key="HOMG_HerbalistZoom2_RewardScreen01" asset="Big_BellWeight"/>																									
			</popup_info> 
		</action>				
	</quest>
	
	<item id="ConcentrationMiniGame" scene="Herbalist"/>
	<item id="PotionIngredients2" inventory="true"/>
	<quest id="Act4_Concentration_Quest" root="ConcentrationMinigameAct4Action">
		<action id="ConcentrationMinigameAct4Action" type="GenericMinigameAction" game_name="Concentration">
			<input>
				<sceneObject id="ConcentrationMiniGame"/>
				<action id="MixAct4Potion_Dialog_02"/>				
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.Concentration.ConcentrationBoard">							
				<property_spec name="swfURL" value="MiniGames/Concentration.swf"/>
			</pop_up_info>
		</action>	
		<action id="Act4_Concentration_Quest_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="ConcentrationMinigameAct4Action"/>
			</input>			
			<output>
				<inventory id="PotionIngredients2"/>
			</output>
			<popup_info>				
				<item key="Act4_Concentration_Quest_RewardScreen01" asset="Big_PotionIngredients2"/>					
			</popup_info> 
		</action>	
	</quest>
	<!--Museum ******************************************************************************-->
	
	<item id="UrnCompletionSparkle" scene="UrnDifferenceGame" animated="true"/>
	<item id="UrnVisibleDifference1" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference1" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference2" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference2" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference3" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference3" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference4" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference4" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference5" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference5" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference6" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference6" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference7" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference7" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference8" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference8" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference9" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference9" scene="UrnDifferenceGame"/>
	
	<item id="UrnVisibleDifference10" scene="UrnDifferenceGame"/>
	<item id="UrnInvisibleDifference10" scene="UrnDifferenceGame"/>
	
	<item id="UrnPatch" scene="Museum"/>
	
	<item id="VaseRelic" inventory="true"/>
	
	
	
	<quest id="UrnDifferenceQuest" root="UrnDifferenceQuest_RewardScreen">
		<action id="OMGFountainMessageTrigger" type="BNREnterSceneTrigger">
			<input>
				<scene id="Museum"/>
				<completeQuest id="StartAct4"/>
			</input>
		</action>
		
		<action id="OMGFountainMessage" type="MessageAction">
			<input>
				<action id="OMGFountainMessageTrigger"/>
			</input>
		</action>
		
		<action id="UrnDifferenceQuest_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="UrnDifferenceGame"/>		
				<completeQuest id="StartAct4"/>
				<sceneObject id="DoorsFountainMissing"/>
				<sceneObject id="MuseumOpenDoor"/>
				<action id="OMGFountainMessage"/>
			</input>			
		</action>
		<action id="UrnDifferenceQuest_Dialog01" type="MessageAction">
			<input>			
				<action id="UrnDifferenceQuest_Dialog01_Trigger"/>
			</input>
		</action>		
		<action id="UrnFindFirstDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference1"/>
				<sceneObject id="UrnVisibleDifference1"/>		
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindSecondDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference2"/>
				<sceneObject id="UrnVisibleDifference2"/>				
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindThirdDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference3"/>
				<sceneObject id="UrnVisibleDifference3"/>
				<action id="UrnDifferenceQuest_Dialog01"/>				
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindFourthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference4"/>
				<sceneObject id="UrnVisibleDifference4"/>				
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindFifthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference5"/>
				<sceneObject id="UrnVisibleDifference5"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindSixthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference6"/>
				<sceneObject id="UrnVisibleDifference6"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindSeventhDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference7"/>
				<sceneObject id="UrnVisibleDifference7"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindEigthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference8"/>
				<sceneObject id="UrnVisibleDifference8"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindNinethDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference9"/>
				<sceneObject id="UrnVisibleDifference9"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="UrnFindTenthDifference" type="ClickEitherAction" useHand="false">
			<input>
				<sceneObject id="UrnInvisibleDifference10"/>
				<sceneObject id="UrnVisibleDifference10"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<!--<sceneObject id="Same1"/>-->
			</output>
		</action>
		
		<action id="AllUrnDifferencesFound" type="AutomaticAction">
			<input>
				<action id="UrnFindFirstDifference"/>
				<action id="UrnFindSecondDifference"/>
				<action id="UrnFindThirdDifference"/>
				<action id="UrnFindFourthDifference"/>
				<action id="UrnFindFifthDifference"/>
				<action id="UrnFindSixthDifference"/>
				<action id="UrnFindSeventhDifference"/>
				<action id="UrnFindEigthDifference"/>
				<action id="UrnFindNinethDifference"/>
				<action id="UrnFindTenthDifference"/>
				<action id="UrnDifferenceQuest_Dialog01"/>
			</input>
			<output>
				<sceneObject id="UrnPatch"/>
				<sceneObject id="UrnCompletionSparkle"/>
			</output>
		</action>
		<action id="UrnDifferenceTeleport" type="TeleportAction">
			<input>
				<scene id="Museum"/>
				<!--<action id="UrnDifferenceGameZoomAction"/>-->
				<action id="AllUrnDifferencesFound"/>
				<sceneObject id="UrnPatch"/>
				<sceneObject id="UrnCompletionSparkle"/>
			</input>
		</action>
		<action id="UrnDifferenceQuest_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="UrnDifferenceTeleport"/>							
			</input>			
			<output>
				<inventory id="VaseRelic"/>
			</output>
			<popup_info>				
				<item key="UrnDifferenceQuest_RewardScreen01" asset="Big_VaseRelic"/>																								
			</popup_info> 
		</action>	
		
		
	</quest>

	<item id="SilverDisk" inventory="true"/>
	<item id="TotemPatch" scene="Museum"/>
	
	<quest id="MuseumZoomHOGReprise" root="HOMG_MuseumZoom2_Teleport">		
		<hoMinigame id="HOMG_MuseumZoom2">
			<input>
				<action id="StartAct4$complete"/>
			</input>
			<container id="HiddenObjects1" scene="MuseumZoom2" /> 			
		</hoMinigame>
		<action id="HOMG_MuseumZoom2_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_MuseumZoom2"/>							
			</input>			
			<output>
				<inventory id="SilverDisk"/>
				<sceneObject id="TotemPatch"/>
			</output>
			<popup_info>				
				<item key="MuseumZoomHOGReprise_RewardScreen01" asset="Big_SilverDisk"/>																								
			</popup_info> 
		</action>	
		<action id="HOMG_MuseumZoom2_Teleport" type="TeleportAction">
			<input>
				<scene id="Museum"/>
				<!--<action id="MuseumZoomAction2"/>-->
				<action id="HOMG_MuseumZoom2_RewardScreen"/>
				<sceneObject id="TotemPatch"/>
			</input>
		</action>
	</quest>
	
	<item id="OraziaMuseum" scene="Museum"/>
	<item id="ChalkCircle" scene="Museum"/>
	<item id="Act4Recipe" inventory="true"/>
	<item id="UnmagickingRecipe" inventory="true">
		<pop_up_info klass="com.hpstudios.bloodandruby.components.SlideShowComponent">			
			<property_spec name="swfURL" value="swf/Act4Recipe.swf"/>			
			<property_spec name="styleName" value="clear"/>			
		</pop_up_info>	
	</item>
	<item id="PotionUnmagicking" inventory="true"/>
	
	<quest id="MixAct4Potion" root="MixAct4Potion_Dialog_03">
		<action id="Remove_HerbalistOrazia" type="DisableSceneObject">
			<input>
				<sceneObject id="Orazia"/>
				<completeQuest id="MeetStratonAct4"/>
			</input>
			<output>
				<sceneObject id="OraziaMuseum"/>
				<sceneObject id="ChalkCircle"/>
			</output>
		</action>
		<action id="MixAct4Potion_Dialog_01" type="CharacterDialogAction" >
			<input>
				<action id="Remove_HerbalistOrazia"/>
				<sceneObject id="OraziaMuseum"/>							
				<sceneObject id="ChalkCircle"/>
			</input>
		</action>	
		<action id="ShowRecipe" type="GenericPopUpAction">
			<input>
				<action id="MixAct4Potion_Dialog_01"/>
			</input>		
			<output>
				<inventory id="UnmagickingRecipe"/>
			</output>
			<pop_up_info klass="com.hpstudios.bloodandruby.components.SlideShowComponent">			
				<property_spec name="swfURL" value="swf/Act4Recipe.swf"/>			
				<property_spec name="styleName" value="clear"/>			
			</pop_up_info>	
		</action>
		<action id="MixAct4Potion_Dialog_02" type="MessageAction">
			<input>
				<action id="ShowRecipe"/>
			</input>
			<output>
				<action id="HerbalistZoomAction_2"/>
			</output>
		</action>
		
		<action id="PotionAct4Minigame" type="GenericMinigameAction" game_name="Potion3">
			<input>
				<sceneObject id="PotionRoomEntrance"/>
				<action id="MixAct4Potion_Dialog_02"/>
				<completeQuest id="Act4CabinetHOG"/>	
				<completeQuest id="Act4_Concentration_Quest"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.WeightGame.WeightGame">
				<property_spec name="swfURL" value="swf/PotionTable2.swf"/>
			</pop_up_info>
		</action>		
		
		<action id="Remove_Act4_Ingredients" type="RemoveInventoryItems">
			<input>
				<inventory id="BellWeight"/>
				<inventory id="PotionIngredients2"/>
				<inventory id="UnmagickingRecipe"/>
				<action id="PotionAct4Minigame"/>
			</input>
		</action>
		
		<action id="PotionAct4_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="Remove_Act4_Ingredients"/>							
			</input>			
			<output>
				<inventory id="PotionUnmagicking"/>
			</output>
			<popup_info>				
				<item key="PotionAct4_RewardScreen01" asset="Big_PotionUnmagicking"/>																								
			</popup_info> 
		</action>	
		
		<action id="OraziaPotionAct4Message" type="RegisterCharacterMessage" message_key="OraziaPotionAct4Message">
			<input>
				<sceneObject id="OraziaMuseum"/>
				<action id="PotionAct4_RewardScreen"/>
			</input>
		</action>
		
		<action id="MixAct4Potion_Dialog_03" type="MessageAction" >
			<input>
				<action id="PotionAct4_RewardScreen" />		
				<action id="OraziaPotionAct4Message"/>
			</input>
		</action>			
	</quest>
	
	<item id="PlacedVaseRelic" scene="Museum"/>
	<item id="PlacedSilverDisk" scene="Museum"/>
	<item id="PlacedSarcophagus" scene="Museum"/>
	<item id="PlacedJadeMask" scene="Museum"/>
	<item id="RelicAnimation" scene="Museum" animated="true"/>	
	
	<item id="StoneEmblem2" inventory="true"/>
	<item id="StoneEmblem3" inventory="true"/>
	<item id="StoneEmblem4" inventory="true"/>
	<item id="StoneEmblem5" inventory="true"/>
	
	<quest id="RestoreEmblemsQuest" root="OraziaMuseumWaitingMessage">
		<action id="RestoreEmblemsQuest_dialog01_Trigger" type="BNRApplyInventoryToScene">
			<input>
				<inventory id="PotionUnmagicking"/>				
				<sceneObject id="OraziaMuseum"/>				
				<completeQuest id="MixAct4Potion"/>				
			</input>			
		</action>
		<action id="RestoreEmblemsQuest_dialog01" type="MessageAction">
			<input>
				<action id="RestoreEmblemsQuest_dialog01_Trigger"/>				
			</input>
		</action>	
		<action id="OraziaCollectEmblemsMessage" type="RegisterCharacterMessage" message_key="OraziaCollectEmblemsMessage">
			<input>
				<sceneObject id="OraziaMuseum"/>
				<action id="RestoreEmblemsQuest_dialog01"/>
			</input>
		</action>
		
		<action id="PlaceSilverDiskRelic" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="SilverDisk"/>
				<sceneObject id="ChalkCircle"/>
				<action id="RestoreEmblemsQuest_dialog01"/>
			</input>
			<output>
				<sceneObject id="PlacedSilverDisk"/>				
			</output>
		</action>
		
		<action id="PlaceJadeMask" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="JadeMask"/>
				<sceneObject id="ChalkCircle"/>
				<action id="RestoreEmblemsQuest_dialog01"/>
			</input>
			<output>
				<sceneObject id="PlacedJadeMask"/>				
			</output>
		</action>
		
		<action id="PlaceVaseRelic" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="VaseRelic"/>
				<sceneObject id="ChalkCircle"/>
				<action id="RestoreEmblemsQuest_dialog01"/>
			</input>
			<output>
				<sceneObject id="PlacedVaseRelic"/>				
			</output>
		</action>
		<action id="PlaceSarcophagusRelic" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="SarcophagusRelic"/>
				<sceneObject id="ChalkCircle"/>
				<action id="RestoreEmblemsQuest_dialog01"/>
			</input>
			<output>
				<sceneObject id="PlacedSarcophagus"/>				
			</output>
		</action>
		
		
		<action id="AllRelicsPlaced" type="AutomaticAction">
			<input>				
				<sceneObject id="PlacedVaseRelic"/>
				<sceneObject id="PlacedSilverDisk" />
				<sceneObject id="PlacedSarcophagus" />
				<sceneObject id="PlacedJadeMask" />
				<action id="OraziaCollectEmblemsMessage"/>
			</input>						
		</action>
		
		<action id="AllRelicsPlacedMessage" type="MessageAction">
			<input>
				<action id="AllRelicsPlaced"/>				
			</input>
		</action>
		
		<action id="AnointEmblemsMessage" type="RegisterCharacterMessage" message_key="AnointEmblemsMessage">
			<input>
				<sceneObject id="OraziaMuseum"/>
				<action id="AllRelicsPlacedMessage"/>
			</input>
		</action>
		
		<action id="AnointEmblems" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="PotionUnmagicking"/>
				<sceneObject id="ChalkCircle"/>
				<action id="AnointEmblemsMessage"/>
			</input>
			<output>
				<sceneObject id="RelicAnimation"/>				
			</output>
		</action>
		
		
		<action id="RemovePlacedRelic1" type="DisableSceneObject">
			<input>
				<sceneObject id="PlacedVaseRelic"/>				
				<sceneObject id="RelicAnimation"/>
			</input>
		</action>
		<action id="RemovePlacedRelic2" type="DisableSceneObject">
			<input>								
				<sceneObject id="PlacedSilverDisk" />				
				<sceneObject id="RelicAnimation"/>
			</input>
		</action>
		<action id="RemovePlacedRelic3" type="DisableSceneObject">
			<input>								
				<sceneObject id="PlacedSarcophagus" />				
				<sceneObject id="RelicAnimation"/>
			</input>
		</action>
		<action id="RemovePlacedRelic4" type="DisableSceneObject">
			<input>								
				<sceneObject id="PlacedJadeMask" />
				<sceneObject id="RelicAnimation"/>
			</input>
		</action>
		<action id="RemoveRelicAnimation" type="DisableSceneObject">
			<input>
				<sceneObject id="RelicAnimation"/>								
			</input>
		</action>
		
		<action id="RestoreEmblemsQuest_dialog02" type="AutomaticAction">
			<input>
				<action id="AllRelicsPlaced"/>
				<action id="RemovePlacedRelic1"/>
				<action id="RemovePlacedRelic2"/>
				<action id="RemovePlacedRelic3"/>
				<action id="RemovePlacedRelic4"/>
				<action id="RemoveRelicAnimation"/>
			</input>
		</action>		
	
		<action id="RestoreEmblemsQuest_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="RestoreEmblemsQuest_dialog02"/>							
			</input>
			<output>
				<inventory id="StoneEmblem2"/>
				<inventory id="StoneEmblem3"/>
				<inventory id="StoneEmblem4"/>
				<inventory id="StoneEmblem5"/>
			</output>
			<popup_info>				
				<item key="RestoreEmblemsQuest_RewardScreen01" asset="Big_StoneEmblems"/>																								
			</popup_info> 
		</action>	
		
		
		
		<action id="RestoreEmblemsQuest_dialog03" type="MessageAction">
			<input>
				<action id="RestoreEmblemsQuest_RewardScreen"/>
			</input>
		</action>
		
		
		<action id="OraziaMuseumWaitingMessage" type="RegisterCharacterMessage" message_key="OraziaMuseumWaitingMessage">
			<input>
				<sceneObject id="OraziaMuseum"/>
				<action id="RestoreEmblemsQuest_dialog03"/>
			</input>
		</action>
	</quest>
	
	
	<!--Museum Storage***********************************************************************-->
	<item id="JadeMask" inventory="true"/>
	<item id="PadSuccessClip" scene="MuseumKeyPad" animated="true"/>
	<quest id="unlock_the_storage_room" root="leave_museumkeypad">
		<action id="EnterMuseumKey" type="KeyPadAction">
			<input>
				<scene id="MuseumKeyPad"/>
				<inventory id="StorageKey"/>
			</input>
			<output>
				<sceneObject id="PadSuccessClip"/>
			</output>
		</action>		
		
		
		<action id="remove_museum_locked_door" type="DisableSceneObject">
			<input>
				<sceneObject id="StorageDoorLocked"/>
				<sceneObject id="PadSuccessClip"/>
				<action id="EnterMuseumKey"/>
			</input>
			<output>				
				<scene id="MuseumStorage"/>
			</output>
		</action>
		
		<action id="RemoveKeyCode" type="RemoveInventoryItems">
			<input>
				<inventory id="StorageKey"/>
				<action id="remove_museum_locked_door"/>
			</input>
		</action>
		
		<action id="leave_museumkeypad" type="TeleportAction">
			<input>
				<scene id="Museum"/>
				<action id="remove_museum_locked_door"/>
				<action id="RemoveKeyCode"/>
			</input>
		</action>		
	</quest>
	
	<quest id="MuseumStorageHog" root="HOMG_MuseumStorage_RewardScreen">
		
		<action id="MuseumStorageHog_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="MuseumStorage"/>		
				<completeQuest id="StartAct4"/>
				<completeQuest id="unlock_the_storage_room"/>				
			</input>			
		</action>
		
		<action id="MuseumStorageHog_Dialog01" type="MessageAction">
			<input>			
				<action id="MuseumStorageHog_Dialog01_Trigger"/>
			</input>
		</action>
		
		<hoMinigame id="HOMG_MuseumStorage" >		
			<input>
				<action id="StartAct4$complete"/>
			</input>
			<container id="HiddenObjects1" scene="MuseumStorage" /> 						
		</hoMinigame>
		
		<action id="HOMG_MuseumStorage_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_MuseumStorage"/>							
			</input>			
			<output>
				<inventory id="JadeMask"/>
			</output>
			<popup_info>				
				<item key="HOMG_MuseumStorage_RewardScreen01" asset="Big_JadeMask"/>																								
			</popup_info> 
		</action>		
	</quest>
	
	<item id="SarcophagusCrate" scene="MuseumStorage"/>
	<item id="SarcophagusCrateFilled" scene="MuseumStorage"/>
	<item id="SarcophagusCrateOpen" scene="MuseumStorage"/>
	<item id="SarcophagusRelic" inventory="true"/>
	
	<quest id="GetSarcophagusRelic" root="GetSarcophagusRelic_RewardScreen">
		<action id="UseCrowbarOnCrate" type="BNRUseInventoryOnScene" sparkle="true">
			<input>
				<inventory id="Crowbar"/>
				<sceneObject id="SarcophagusCrate"/>
			</input>
		</action>
		<action id="OpenSarcophagusCrate" type="DisableSceneObject">
			<input>
				<sceneObject id="SarcophagusCrate"/>
				<action id="UseCrowbarOnCrate"/>
			</input>
			<output>
				<sceneObject id="SarcophagusCrateFilled"/>
			</output>
		</action>
		
		<action id="ClickSarcophagus" type="BNREncounterClick" cursor="InteractionCursor" sparkles="false" in_list="false">
			<input>
				<sceneObject id="SarcophagusCrateFilled"/>				
			</input>
			<output>
				<sceneObject id="SarcophagusCrateOpen"/>		
			</output>
		</action>	
		
		<action id="GetSarcophagusRelic_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="ClickSarcophagus"/>							
				<sceneObject id="SarcophagusCrateOpen"/>
			</input>			
			<output>
				<inventory id="SarcophagusRelic"/>
			</output>
			<popup_info>				
				<item key="GetSarcophagusRelic_RewardScreen01" asset="Big_SarcophagusRelic"/>																								
			</popup_info> 
		</action>	
	</quest>
	
	<!--<item id="" inventory="true"/>
	<item id="" inventory="true"/>
	<quest id="MuseumStorage_Get_Sarcophagus" root="">
	</quest>-->
	
	<!--DockZoom2-->
	
	<item id="EmptyFlask" inventory="true"/>
	<quest id="DockZoom2Hog" root="DockZoom2Hog_Dialog02">
		<action id="DockZoom2Hog_Dialog03_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Dock"/>		
				<completeQuest id="StartAct4"/>
			</input>			
		</action>
		
		<action id="DockZoom2Hog_Dialog03" type="MessageAction">
			<input>			
				<action id="DockZoom2Hog_Dialog03_Trigger"/>
			</input>			
		</action>
		
		<action id="DockZoom2Hog_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="DockZoom2"/>						
				<action id="DockZoom2Hog_Dialog03"/>
			</input>			
		</action>
		
		<action id="DockZoom2Hog_Dialog01" type="MessageAction">
			<input>			
				<action id="DockZoom2Hog_Dialog01_Trigger"/>
			</input>			
		</action>
		
		<hoMinigame id="HOMG_DockZoom2" >		
			<container id="HiddenObjects1" scene="DockZoom2" /> 			
		</hoMinigame>
		
		<action id="HOMG_DockZoom2_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_DockZoom2"/>							
			</input>			
			<output>
				<inventory id="EmptyFlask"/>
			</output>
			<popup_info>				
				<item key="HOMG_DockZoom2_RewardScreen01" asset="Big_EmptyFlask"/>																								
			</popup_info> 
		</action>
		<action id="DockZoom2Hog_Dialog02" type="MessageAction">
			<input>			
				<action id="HOMG_DockZoom2_RewardScreen"/>
			</input>			
		</action>
	</quest>
	
	<item id="Crowbar" inventory="true"/>
	
	<quest id="Act4DockHOG" root="Act4DockHOG_RewardScreen">
		<hoMinigame id="HOMG_Act4Dock" >		
			<input>
				<action id="StartAct4$complete"/>
			</input>
			<container id="HiddenObjects2" scene="DockZoom" /> 			
		</hoMinigame>
		
		<action id="Act4DockHOG_Teleport" type="TeleportAction">
			<input>
				<scene id="Dock"/>
				<action id="HOMG_Act4Dock"/>
			</input>
		</action>
		
		<action id="Act4DockHOG_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="Act4DockHOG_Teleport"/>							
			</input>			
			<output>
				<inventory id="Crowbar"/>
			</output>
			<popup_info>				
				<item key="Act4DockHOG_RewardScreen01" asset="Big_Crowbar"/>																								
			</popup_info> 
		</action>
	</quest>
	
	<!--Library Act4**********************************************************************-->
	<!---->
	
	
	
	<item id="GemSlot" scene="Library"/>
	<item id="GemPlaced" scene="Library"/>
	<item id="GlassDoorsClosed" scene="Library"/>
	<item id="GlassDoorsOpened" scene="Library" animated="true"/>
	
	<item id="FountainBook" inventory="true">
		<pop_up_info klass="com.hpstudios.bloodandruby.components.SlideShowComponent">			
			<property_spec name="swfURL" value="swf/FountainBook.swf"/>			
		</pop_up_info>	
	</item>
	
	<quest id="FindTheFountainBook" root="FindTheFountainBook_Dialog01">
		<action id="OpenLibraryGlass" type="BNRUseInventoryOnScene" sparkle="true">
			<input>
				<inventory id="LibraryCode2"/>
				<sceneObject id="GemSlot"/>
			</input>
			<output>
				<sceneObject id="GemPlaced"/>
				<sceneObject id="GlassDoorsOpened"/>
			</output>
		</action>
		<action id="RemoveLibraryGlassClosed" type="DisableSceneObject">
			<input>
				<sceneObject id="GlassDoorsClosed"/>
				<action id="OpenLibraryGlass"/>
			</input>
		</action>
		<action id="OpenLibraryGlassDone" type="AutomaticAction">
			<input>
				<action id="RemoveLibraryGlassClosed"/>
				<sceneObject id="GemPlaced"/>
				<sceneObject id="GlassDoorsOpened"/>				
			</input>
			<output>
				<scene id="LibraryZoom"/>
			</output>
		</action>
		
		<action id="FindTheFountainBook_Dialog2_trigger" type="BNREnterSceneTrigger">
			<input>
				<scene id="LibraryZoom"/>							
				<action id="OpenLibraryGlassDone"/>
			</input>
		</action>
		
		<action id="FindTheFountainBook_Dialog2" type="MessageAction">
			<input>
				<action id="FindTheFountainBook_Dialog2_trigger"/>
			</input>
		</action>
		
		<hoMinigame id="HOMG_LibraryZoom" >		
			<input>
				
			</input>
			<container id="HiddenObjects1" scene="LibraryZoom" /> 			
		</hoMinigame>
		
		<action id="FindTheFountainBook_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="HOMG_LibraryZoom"/>					
			</input>			
			<output>
				<inventory id="FountainBook"/>
			</output>
			<popup_info>				
				<item key="FindTheFountainBook_RewardScreen" asset="Big_FountainBook"/>																																																				
			</popup_info> 
		</action>
		
		
		<action id="FindTheFountainBook_teleport" type="TeleportAction">
			<input>
				<action id="FindTheFountainBook_RewardScreen"/>
				<scene id="Library"/>
			</input>
		</action>		
		
		<action id="ShowLibraryBook" type="GenericPopUpAction">
			<input>
				<action id="FindTheFountainBook_teleport"/>
			</input>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.SlideShowComponent">			
				<property_spec name="swfURL" value="swf/FountainBook.swf"/>			
				<property_spec name="styleName" value="clear"/>			
			</pop_up_info>	
		</action>		
		
		<action id="FindTheFountainBook_Dialog01" type="MessageAction">
			<input>			
				<action id="ShowLibraryBook"/>
			</input>			
			<output>
				
			</output>
		</action>		
	</quest>
	
	<!--Hotel Act4********************************************************************************-->
	<item id="StorageKey" inventory="true">
		<pop_up_info klass="com.hpstudios.bloodandruby.ZoomingRewardScreen">
			<property_spec name="TextKey" value="StorageKeyPopUp"/>
			<property_spec name="image" value="LibraryStorageCodeImage"/>
			<property_spec name="styleName" value="red"/>
		</pop_up_info>	
	</item>
	<item id="LibraryCode2" inventory="true"/>
	
	<quest id="Hotel_HOG2" root="Hotel_HOG2_Dialog02">
		<action id="Hotel_HOG2_Dialog01_Trigger" type="BNREnterSceneTrigger" >
			<input>
				<scene id="Hotel"/>		
				<sceneObject id="Hotel_Act_4_Backdrop"/>
				<completeQuest id="StartAct4"/>
			</input>			
		</action>
		
		<action id="Hotel_HOG2_Dialog01" type="MessageAction">
			<input>			
				<action id="Hotel_HOG2_Dialog01_Trigger"/>
			</input>			
		</action>
		
		<hoMinigame id="HOMG_Hotel2" >		
			<input>
				<action id="StartAct4$complete"/>
			</input>
			<container id="HiddenObjects2" scene="Hotel" /> 			
		</hoMinigame>
		
		<action id="Hotel_HOG2_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="Hotel_HOG2_Dialog01"/>	
				<action id="HOMG_Hotel2"/>
			</input>			
			<output>
				<inventory id="StorageKey"/>
				<inventory id="LibraryCode2"/>
				<action id="LibraryZoomAction"/>
			</output>
			<popup_info>				
				<item key="Hotel_HOG2_RewardScreen01" asset="Big_StorageKey"/>																								
				<item key="Hotel_HOG2_RewardScreen02" asset="Big_LibraryCode2"/>																								
			</popup_info> 
		</action>
		
		<action id="Hotel_HOG2_Dialog02" type="MessageAction">
			<input>			
				<action id="Hotel_HOG2_RewardScreen"/>
			</input>			
		</action>
	</quest>
	
	
	<!--Townsquare Act4********************************************************************-->
	<item id="MuseumStrattonAct4" scene="Museum"/>
	<item id="TownSquareStratton2" scene="TownSquare" animated="false"/>
	<quest id="MeetStratonAct4" root="StrattonLeavesTSAct4">
		<action id="MeetStratonAct4_Dialog01" type="CharacterDialogAction" >
			<input>
				<scene id="Museum"/>				
				<sceneObject id="MuseumStrattonAct4"/>							
				<completeQuest id="StartAct4"/>
			</input>			
		</action>	
		
		<action id="StrattonLeavesMuseumEffect" type="PlayEffectAction">		
			<input>
				<sceneObject id="MuseumStrattonAct4"/>
				<action id="MeetStratonAct4_Dialog01"/>
			</input>		
		
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
		
		<action id="StrattonMuseumLeaves" type="DisableSceneObject">
			<input>
				<sceneObject id="MuseumStrattonAct4"/>
				<action id="StrattonLeavesMuseumEffect"/>
			</input>		
		</action>
		
		<action id="Stratton_Returns_To_TownSquare" type="AutomaticAction">
			<input>
				<completeQuest id="FindTheFountainBook"/>
				<action id="StrattonMuseumLeaves"/>
				<!--Something else-->
			</input>
			<output>
				<sceneObject id="TownSquareStratton2"/>
			</output>
		</action>		
		<action id="MeetStratonAct4_Dialog02" type="CharacterDialogAction" >
			<input>
				<scene id="TownSquare"/>				
				<sceneObject id="TownSquareStratton2"/>							
			</input>
		</action>			
		<action id="StrattonLeavesTSAct4Effect" type="PlayEffectAction">		
			<input>
				<sceneObject id="TownSquareStratton2"/>
				<action id="MeetStratonAct4_Dialog02"/>
			</input>		
		
			<effect klass="mx.effects.Fade">
				<property name="alphaFrom" type="Number" value="1"/>
				<property name="alphaTo" type="Number" value="0"/>
				<property name="duration" type="Number" value="500"/>
			</effect>		
		</action>
		<action id="StrattonLeavesTSAct4" type="DisableSceneObject">
			<input>
				<sceneObject id="TownSquareStratton2"/>
				<action id="StrattonLeavesTSAct4Effect"/>				
			</input>
		</action>
	</quest>
	
	
	<quest id="EndAct4Part1" root="EndAct4Part1_teleport_to_graveyard">
		<action id="AllAct4Part1Quest" type="AutomaticAction">
			<input>
				<completeQuest id="FindTheFountainBook"/>
				<completeQuest id="MeetStratonAct4"/>
				<completeQuest id="Hotel_HOG2"/>
				
				<completeQuest id="Act4DockHOG"/>				
				<completeQuest id="DockZoom2Hog"/>				
				<completeQuest id="MuseumStorageHog"/>				
				<completeQuest id="unlock_the_storage_room"/>				
				<completeQuest id="RestoreEmblemsQuest"/>				
				<completeQuest id="MuseumZoomHOGReprise"/>				
				<completeQuest id="UrnDifferenceQuest"/>				
				<completeQuest id="Act4_Concentration_Quest"/>	
				<completeQuest id="Act4CabinetHOG"/>	
				<completeQuest id="HerbalistAct4Intro"/>	
				<completeQuest id="StartAct4"/>				
				<completeQuest id="GetSarcophagusRelic"/>
			</input>
			<output>
				<action id="GraveYardZoomAction_2"/>
				<sceneObject id="GraveyardEncounterZoom"/>
				<sceneObject id="CatacombAxe"/>
				
			</output>
		</action>
		
		<action id="OraziaGivesYouTheTicketDialog" type="CharacterDialogAction">
			<input>
				<action id="AllAct4Part1Quest"/>
				<sceneObject id="OraziaMuseum"/>	
			</input>
		</action>
		
		<action id="OraziaGivesYouTheTicket" type="ReAcquireInventoryObject">
			<input>
				<inventory id="Ticket"/>
				<action id="OraziaGivesYouTheTicketDialog"/>
			</input>
		</action>		
		
		<action id="OraziaMuseumTellsYouToGo" type="RegisterCharacterMessage" message_key="OraziaMuseumTellsYouToGo">
			<input>
				<sceneObject id="OraziaMuseum"/>
				<action id="OraziaGivesYouTheTicket"/>
			</input>
		</action>		
		
		<action id="GiveTicketAgain" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="Ticket"/>
				<sceneObject id="Gondolier"/>	
				<action id="OraziaMuseumTellsYouToGo"/>
			</input>
		</action>
		
		<action id="EndAct4Part1_dialog01" type="MessageAction">
			<input>
				<action id="AllAct4Part1Quest"/>
				<action id="GiveTicketAgain"/>	
			</input>
		</action>
		
		<action id="ChangeGraveyardMusic"  type="SoundEnviromentChangeAction" scene_ID="GraveyardEncounter" music="true" event_name="Graveyard">
			<input>
				<action id="AllAct4Part1Quest"/>				
			</input>		
		</action>		
		
		
		<action id="SetupGraveyardAct4" type="DisableSceneObject">
			<input>
				<sceneObject id="GraveyardMoon"/>				
				<action id="AllAct4Part1Quest"/>
				<action id="ChangeGraveyardMusic"/>
			</input>
			<output>
				<sceneObject id="GraveyardMoonAct4"/>
				<sceneObject id="GraveyardSkyAct4"/>
			</output>
		</action>
		
		<action id="EndAct4Part1_teleport_to_graveyard" type="TeleportAction">
			<input>
				<action id="EndAct4Part1_dialog01"/>
				<action id="OraziaMuseumTellsYouToGo"/>
				<scene id="GraveyardEncounter"/>
				<sceneObject id="GraveyardMoonAct4"/>
				<sceneObject id="GraveyardSkyAct4"/>	
				<action id="SetupGraveyardAct4"/> 				
			</input>
		</action>		
	</quest>
	
	
	<!--ACT4 PART 2*********************************************************************************************************************-->
	<item id="CatacombDoorOpen" scene="GraveyardEncounter" animation="true"/>
	<item id="GraveyardSkyAct4" scene="GraveyardEncounter"/>
	<item id="GraveyardMoonAct4" scene="GraveyardEncounter"/>
	<item id="CatacombAxe" scene="GraveyardEncounter" inventory="true"/>
	<item id="ChapelAxe" inventory="true"/>
	<item id="GraveyardMoon" scene="GraveyardEncounter"/>
	
	<quest id="OpenTheCrypt" root="RemoveLighter">
		<action id="Act4EnterGraveyardDialog" type="MessageAction">
			<input>
				<completeQuest id="EndAct4Part1"/>						
			</input>
		</action>
		<action id="OpenCryptDoorGame" type="GenericMinigameAction" game_name="Gravedoor">
			<input>
				<sceneObject id="CatacombEntrance"/>		
				<action id="Act4EnterGraveyardDialog"/>				
			</input>
			<output>
				<scene id="Catacomb"/>
				<sceneObject id="CatacombDoorOpen"/>
			</output>
			<pop_up_info klass="com.hpstudios.bloodandruby.minigame.GraveyardDoor.GraveyardDoorController">							
				<property_spec name="url" value="MiniGames/GraveyardDoor"/>
			</pop_up_info>
		</action>			
		
		<action id="OpenTheCrypt_dialog01_trigger" type="EnterSceneTrigger">
			<input>
				<scene id="Catacomb"/>
				<action id="OpenCryptDoorGame"/>
				<sceneObject id="CatacombDoorOpen"/>
			</input>
		</action>
		<action id="OpenTheCrypt_dialog01" type="MessageAction">
			<input>
				<action id="OpenTheCrypt_dialog01_trigger"/>
			</input>
		</action>
		<action id="OpenTheCrypt_dialog02_trigger" type="EnterSceneTrigger">
			<input>
				<scene id="Catacomb"/>
				<action id="OpenCryptDoorGame"/>
				<inventory id="Lighter"/>
				<action id="OpenTheCrypt_dialog01"/>
			</input>
		</action>
		<action id="OpenTheCrypt_dialog02" type="MessageAction">
			<input>
				<action id="OpenTheCrypt_dialog02_trigger"/>				
			</input>
		</action>
		
		<action id="LightTheCatacomb" type="CatacombLightAction">
			<input>
				<scene id="Catacomb"/>
				<action id="OpenCryptDoorGame"/>
				<inventory id="Lighter"/>
				<action id="OpenTheCrypt_dialog02"/>
			</input>
			<output>
				<action id="CatacombZoomAction"/>
			</output>
		</action>				
		
		<action id="RemoveLighter" type="RemoveInventoryItems">
			<input>
				<inventory id="Lighter"/>
				<action id="LightTheCatacomb"/>
			</input>
		</action>	
	</quest>
	
	<quest id="GetChapelAxeQuest" root="ChapelAxeRewardScreen">
		<action id="GetChapelAxe" type="BNREncounterClick" cursor="InteractionCursor" sparkles="false" in_list="false">
			<input>
				<sceneObject id="CatacombAxe"/>						
			</input>			
			<output>
				<inventory id="ChapelAxe"/>
			</output>
		</action>
		
		<action id="ChapelAxeRewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="GetChapelAxe"/>
			</input>
			<popup_info>
				<item key="ChapelAxeRewardScreen_Item1" asset="Big_ChapelAxe"/> 			
			</popup_info>
		</action>		
	</quest>
	
	<item id="Lighter" inventory="true"/>
	<item id="RosaGrave" scene="GraveyardZoom2"/>
	
	<quest id="GrayardZoom2_HOMG" root="GrayardZoom2_HOMG_RewardScreen">
		

		<hoMinigame id="HOMG_GraveyardZoom2" >		
			<input>				
				<action id="EndAct4Part1$complete"/>					
			</input>
			<container id="HiddenObjects1" scene="GraveyardZoom2" /> 			
		</hoMinigame>
		<action id="GrayardZoom2_HOMG_Teleport" type="TeleportAction">
			<input>
				<scene id="GraveyardEncounter"/>	
				<action id="HOMG_GraveyardZoom2"/>
			</input>
		</action>
		
		<action id="GrayardZoom2_HOMG_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="GrayardZoom2_HOMG_Teleport"/>							
				<action id="HOMG_GraveyardZoom2"/>
			</input>			
			<output>
				<inventory id="Lighter"/>
			</output>
			<popup_info>				
				<item key="GrayardZoom2_HOMG_RewardScreen01" asset="Big_Lighter"/>																																																
			</popup_info> 
		</action>
	</quest>
	
	<item id="FullFlask" inventory="true"/>
	<quest id="GetHolyWater" root="GetHolyWater_dialog01">
		<action id="FillEmptyFlaskWithHollyWater" type="BNRUseInventoryOnScene" target_click_hint_key="FillEmptyFlaskWithHollyWaterTCH">
			<input>
				<inventory id="EmptyFlask"/>
				<sceneObject id="FountainBroken"/>
				<completeQuest id="EndAct4Part1"/>	
			</input>			
		</action>
		<action id="FillEmptyFlaskWithHollyWater_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="FillEmptyFlaskWithHollyWater"/>							
			</input>			
			<output>
				<inventory id="FullFlask"/>
			</output>
			<popup_info>				
				<item key="FillEmptyFlaskWithHollyWater_RewardScreen01" asset="Big_FullFlask"/>																																																
			</popup_info> 
		</action>
		
		<action id="GetHolyWater_dialog01" type="MessageAction">
			<input>
				<action id="FillEmptyFlaskWithHollyWater_RewardScreen"/>
			</input>
		</action>
	</quest>
	
	
	<item id="KeySkull" scene="Catacomb"/>
	<item id="ChapelKey" inventory="true"/>
	<item id="RubyStone" inventory="true"/>
	<item id="ChaliceEmpty" inventory="true"/>
	
	<quest id="CatacombZoomHOMG" root="CatacombZoomHOMG_dialog01">
		
		<hoMinigame id="HOMG_CatacombZoom" >		
			<input>				
				<action id="OpenTheCrypt$complete"/>
			</input>
			<container id="HiddenObjects1" scene="CatacombZoom" /> 			
		</hoMinigame>
		
		<action id="CatacombZoomHOMG_Teleport" type="TeleportAction">
			<input>
				<scene id="Catacomb"/>				
				<action id="HOMG_CatacombZoom"/>
			</input>
		</action>
		
		<action id="CatacombZoomHOMG_RewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="CatacombZoomHOMG_Teleport"/>							
				<action id="HOMG_CatacombZoom"/>
			</input>			
			<output>
				<inventory id="RubyStone"/>
				<inventory id="ChaliceEmpty"/>				
				<!--<inventory id="ChapelKey"/>-->
			</output>
			<popup_info>				
				<item key="CatacombZoomHOMG_RewardScreen01" asset="Big_RubyStone"/>																								
				<item key="CatacombZoomHOMG_RewardScreen02" asset="Big_ChaliceEmpty"/>																								
			</popup_info> 
		</action>
		
		<action id="CatacombZoomHOMG_dialog01" type="MessageAction">
			<input>
				<action id="CatacombZoomHOMG_RewardScreen"/>
			</input>
		</action>
	</quest>
	
	<quest id="UnlockChapelQuest" root="UnlockChapelQuestDone">
		<action id="LockedChapelDoorInfo" type="InformationPopUpAction">
			<input>
				<sceneObject id="ChapelEntrance"/>
				<completeQuest id="OpenTheCrypt"/>
			</input>
			<behavior_info end_action="UnlockChapel" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="LockedChapelDoorInfo"/>				
			</pop_up_info>	
		</action>
		<action id="UnlockChapel" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="ChapelAxe"/>
				<sceneObject id="ChapelEntrance"/>				
			</input>			
			<output>
				<sceneObject id="ChapelDoorOpen"/>
			</output>
		</action>		
		<action id="UnlockChapelQuestDone" type="AutomaticAction">
			<input>
				<action id="UnlockChapel"/>
				
				<inventory id="FullFlask"/>
				<inventory id="RubyStone"/>
				<inventory id="ChaliceEmpty"/>		
				<sceneObject id="ChapelDoorOpen"/>
			</input>
			<output>
				<scene id="Chapel"/>			
			</output>
		</action>
		
		
	</quest>
	
	<item id="StrattonEnter" scene="Chapel" animated="true"/>
	<item id="LuciaEnter" scene="Chapel" animated="true"/>	
	<item id="LuciaHolyWater" scene="Chapel" animated="true"/>
	<item id="LuciaWindowLight" scene="Chapel" animated="true"/>
	<item id="IgnacioEnter" scene="Chapel" animated="true"/>
	<item id="IgnacioStake" scene="Chapel" animated="true"/>
	<item id="FountainNormal" scene="Chapel"/>
	<item id="FountainActivated" scene="Chapel"/>
	<item id="MarcusChained" scene="Chapel"/>
	<item id="MarcusHealed" scene="Chapel"/>
	<item id="MarcusFree" scene="Chapel"/>
	<item id="ChapelWindow" scene="Chapel"/>
	<item id="ChapelWindowLight" scene="Chapel" animated="true"/>
	<item id="FountainExploding" scene="Chapel" animation="true"/>
	
	<item id="WoodenStake2" scene="Chapel"/>
	<item id="LockKey" scene="Chapel"/>
	<item id="StrattonIgnacio" scene="Chapel" animated="true"/>
		
	<item id="EmblemPlaced2" scene="FountainZoom"/>
	<item id="EmblemPlaced3" scene="FountainZoom"/>
	<item id="EmblemPlaced4" scene="FountainZoom"/>
	<item id="EmblemPlaced5" scene="FountainZoom"/>
	<item id="EmblemSpot2" scene="FountainZoom"/>
	<item id="EmblemSpot3" scene="FountainZoom"/>
	<item id="EmblemSpot4" scene="FountainZoom"/>
	<item id="EmblemSpot5" scene="FountainZoom"/>
	
	<item id="RubyPlacement" scene="ChapelWindow"/>
	<item id="RubyPlaced" scene="ChapelWindow"/>
	<item id="LettersUnlit" scene="ChapelWindow" animated="true"/>
	<item id="LitV" scene="ChapelWindow" animated="true"/>
	<item id="LetterV" scene="ChapelWindow" />
	<item id="LitE" scene="ChapelWindow" animated="true"/>
	<item id="LetterE" scene="ChapelWindow" />
	<item id="LitR" scene="ChapelWindow" animated="true"/>
	<item id="LetterR" scene="ChapelWindow" />
	<item id="LitI" scene="ChapelWindow" animated="true"/>
	<item id="LetterI" scene="ChapelWindow" />
	<item id="LitT" scene="ChapelWindow" animated="true"/>
	<item id="LetterT" scene="ChapelWindow" />
	<item id="LitA" scene="ChapelWindow" animated="true"/>
	<item id="LetterA" scene="ChapelWindow" />	
	<item id="LitS" scene="ChapelWindow" animated="true"/>
	<item id="LetterS" scene="ChapelWindow" />
	
	<item id="LitL" scene="ChapelWindow" animated="true"/>
	<item id="LetterL" scene="ChapelWindow" />
	<item id="LitU" scene="ChapelWindow" animated="true"/>	
	<item id="LetterU" scene="ChapelWindow" />
	<item id="LitX" scene="ChapelWindow" animated="true"/>
	<item id="LetterX" scene="ChapelWindow" />
	
	<item id="ChaliceFull" inventory="true"/>
	<item id="SkullKey" inventory="true"/>
	
	<item id="WoodStake"inventory="true"/>
	
	
	<quest id="Act4FinalEncounter" root="LastAction">
		<action id="FinalEncounterBegin" type="BeginEncounterAction">
			<input>
				<scene id="Chapel"/>
			</input>
		</action>
		<action id="Act4EnterChapelDialog" type="MessageAction">
			<input>
				<action id="FinalEncounterBegin"/>
			</input>
		</action>
		
		<action id="ChapelMarcusMessage1" type="RegisterCharacterMessage" message_key="ChapelMarcusMessage1">
			<input>
				<sceneObject id="MarcusChained"/>
				<action id="Act4EnterChapelDialog"/>
				<action id="FinalEncounterBegin"/>
			</input>
		</action>
				
		<action id="ChapelWindowHint1" type="InformationPopUpAction">
			<input>
				<sceneObject id="ChapelWindow"/>
			</input>
			<behavior_info end_action="FountainActivatedTeleport" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="ChapelWindowHint1"/>				
			</pop_up_info>			
		</action>
		
		<action id="ChapelFountainHint1" type="InformationPopUpAction">
			<input>
				<sceneObject id="FountainNormal"/>
			</input>
			<behavior_info end_action="MarcusChapelStartDialog" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="ChapelFountainHint1"/>				
			</pop_up_info>			
		</action>
		
		<action id="MarcusChapelStartDialog" type="CharacterDialogAction" >
			<input>
				<scene id="Chapel"/>	
				<sceneObject id="MarcusChained"/>								
			</input>			
			<output>
				<sceneObject id="LuciaEnter"/>
			</output>
		</action>	
				
		<action id="Act4FinalEncounter_dialog03" type="MessageAction">
			<input>
				<sceneObject id="LuciaEnter"/>				
				<action id="ChapelFountainHint1"/>
			</input>
		</action>
		
		<action id="ChapelLuciaMessage1" type="RegisterCharacterMessage" message_key="ChapelLuciaMessage1">
			<input>
				<sceneObject id="LuciaEnter"/>	
				<action id="Act4FinalEncounter_dialog03"/>
			</input>
		</action>
		
		<action id="ChapelFountainHint2" type="InformationPopUpAction">
			<input>
				<sceneObject id="FountainNormal"/>
				<action id="ChapelFountainHint1"/>
			</input>
			<behavior_info end_action="LuciaHitPart1" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="ChapelFountainHint2"/>				
			</pop_up_info>	
		</action>
		
		<action id="ChapelWindowHint2" type="InformationPopUpAction">
			<input>
				<sceneObject id="ChapelWindow"/>
				<action id="Act4FinalEncounter_dialog03"/>
			</input>
			<behavior_info end_action="DouseLuciaAgain" cursor="ZoomCursor" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="ChapelWindowHint2"/>				
			</pop_up_info>	
		</action>
		
		<action id="DouseLuciaAgain" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="FullFlask"/>
				<sceneObject id="LuciaEnter"/>				
				<action id="Act4FinalEncounter_dialog03"/>
				<action id="ChapelLuciaMessage1"/>
			</input>			
			<output>
				<sceneObject id="LuciaHolyWater"/>		
				
			</output>
		</action>		
		
		<action id="DouseLuciaAgainRemove" type="DisableSceneObject" >
			<input>				
				<sceneObject id="LuciaEnter"/>				
				<action id="DouseLuciaAgain"/>
			</input>	
		</action>
		
		<action id="Act4FinalEncounter_dialog11" type="MessageAction">
			<input>				
				<sceneObject id="LuciaHolyWater"/>	
			</input>
		</action>
		
		<action id="LuciaChapelInfo" type="InformationPopUpAction" end_action="WoodStake$inventory">
			<input>
				<sceneObject id="LuciaHolyWater"/>
			</input>
			<behavior_info end_action="WoodStake$inventory" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="LuciaChapelInfo"/>				
			</pop_up_info>	
		</action>
		
		
		<action id="GetWoodenStake" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>
				<sceneObject id="WoodenStake2"/>		
				<action id="DouseLuciaAgainRemove"/>
			</input>			
		</action>
		
		<action id="WoodSteakRewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="GetWoodenStake"/>
			</input>
			<output>				
				<inventory id="WoodStake"/>				
			</output>
			<popup_info>
				<item key="WoodSteakRewardScreen_Item1" asset="Big_WoodStake"/> 			
			</popup_info>
		</action>
		<action id="StakeLucia" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="WoodStake"/>
				<sceneObject id="LuciaHolyWater"/>						
				<action id="Act4FinalEncounter_dialog11"/>
			</input>
			<output>
				<sceneObject id="LuciaWindowLight"/>
			</output>
		</action>
		<action id="LuciaHitPart1" type="DisableSceneObject">
			<input>
				<sceneObject id="LuciaHolyWater"/>		
				<action id="LuciaChapelInfo"/>				
				<action id="StakeLucia"/>				
			</input>
		</action>
		
		<action id="Act4FinalEncounter_dialog12" type="MessageAction">
			<input>				
				<sceneObject id="LuciaWindowLight"/>
			</input>			
		</action>
		
		<action id="PlaceTheFirstEmblem" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="StoneEmblem2"/>
				<sceneObject id="EmblemSpot2"/>				
				<action id="FinalEncounterBegin"/>
				<action id="ChapelMarcusMessage1"/>		
				<action id="ChapelFountainHint2"/>
			</input>			
			<output>
				<sceneObject id="EmblemPlaced2"/>				
			</output>
		</action>
		<action id="PlaceTheSecondEmblem" type="BNRUseInventoryOnScene">
			<input>
				<inventory id="StoneEmblem3"/>
				<sceneObject id="EmblemSpot3"/>				
				<action id="FinalEncounterBegin"/>
			</input>			
			<output>
				<sceneObject id="EmblemPlaced3"/>				
			</output>
		</action>
		<action id="PlaceTheThirdEmblem" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="StoneEmblem5"/>
				<sceneObject id="EmblemSpot4"/>				
				<action id="FinalEncounterBegin"/>
			</input>			
			<output>
				<sceneObject id="EmblemPlaced4"/>				
			</output>
		</action>
		<action id="PlaceTheFourthEmblem" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="StoneEmblem4"/>
				<sceneObject id="EmblemSpot5"/>				
				<action id="FinalEncounterBegin"/>
			</input>			
			<output>
				<sceneObject id="EmblemPlaced5"/>				
			</output>
		</action>
		
		<action id="removerOtherEmblemSpots" type="DisableSceneObject">
			<input>
				<sceneObject id="OtherEmblemSpots"/>
				<action id="FinalEncounterBegin"/>
			</input>
		</action>
		
		<action id="AllChapelFountainEmblemsPlaced" type="AutomaticAction">
			<input>				
				<action id="PlaceTheFirstEmblem"/>
				<action id="PlaceTheSecondEmblem" />
				<action id="PlaceTheThirdEmblem" />
				<action id="PlaceTheFourthEmblem" />
				<action id="removerOtherEmblemSpots"/>
				<sceneObject id="EmblemPlaced2"/>				
				<sceneObject id="EmblemPlaced3"/>				
				<sceneObject id="EmblemPlaced4"/>				
				<sceneObject id="EmblemPlaced5"/>				
			</input>
			<output>
				<sceneObject id="FountainActivated"/>				
			</output>
		</action>
		
		<action id="FountainActivatedTeleport" type="TeleportAction">
			<input>
				<scene id="Chapel"/>
				<sceneObject id="FountainActivated"/>
				<action id="AllChapelFountainEmblemsPlaced"/>
			</input>
		</action>
		
		
		
		<action id="Act4FinalEncounter_dialog02" type="MessageAction">
			<input>
				<action id="FountainActivatedTeleport"/>
			</input>
		</action>
		
		
		<action id="GetWaterOfLife" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="ChaliceEmpty"/>
				<sceneObject id="FountainActivated"/>				
				<sceneObject id="LuciaWindowLight"/>
				<action id="LuciaHitPart1"/>
				<action id="Act4FinalEncounter_dialog02"/>
				<action id="Act4FinalEncounter_dialog12"/>
			</input>			
			<output>
				<inventory id="ChaliceFull"/>
			</output>	
		</action>
		<action id="UseWaterOfLife" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="ChaliceFull"/>
				<sceneObject id="MarcusChained"/>								
			</input>			
			<output>
				<sceneObject id="MarcusHealed"/>
			</output>	
		</action>
		<action id="MarcusChained_to_MarcusHealed" type="DisableSceneObject">
			<input>
				<sceneObject id="MarcusChained"/>
				<action id="UseWaterOfLife"/>
			</input>			
		</action>
		<action id="Act4FinalEncounter_dialog06" type="MessageAction">			
			<input>
				<action id="UseWaterOfLife"/>
				<action id="MarcusChained_to_MarcusHealed"/>
				<sceneObject id="MarcusHealed"/>
			</input>
		</action>
		
		<action id="UnlockMarcusInfo" type="InformationPopUpAction" end_action="SkullKey$inventory">
			<input>
				<sceneObject id="MarcusHealed"/>
			</input>
			<behavior_info end_action="SkullKey$inventory" cursor="gears" modal="false"/>			
			<pop_up_info klass="com.hpstudios.bloodandruby.components.HintComponent">
				<property_spec name="TextKey" value="UnlockMarcusInfo"/>				
			</pop_up_info>	
		</action>
		
		<action id="StrattonEntersChappel" type="AutomaticAction">
			<input>				
				<action id="Act4FinalEncounter_dialog06"/>
			</input>
			<output>
				<sceneObject id="StrattonEnter"/>
			</output>
		</action>		
		
		<action id="Act4FinalEncounter_dialog08" type="MessageAction">
			<input>				
				<sceneObject id="StrattonEnter"/>
			</input>
			<output>
				<sceneObject id="IgnacioEnter"/>
			</output>
		</action>
		<action id="Act4FinalEncounter_dialog09" type="MessageAction">
			<input>				
				<sceneObject id="IgnacioEnter"/>
			</input>			
			<output>
				<scene id="ChapelWindow"/>
				<sceneObject id="StrattonIgnacio" />
			</output>
		</action>
		<action id="StrattonAndIgnacioStruggle1" type="DisableSceneObject">
			<input>
				<sceneObject id="IgnacioEnter"/>				
				<action id="Act4FinalEncounter_dialog09"/>
			</input>
		</action>
		<action id="StrattonAndIgnacioStruggle2" type="DisableSceneObject">
			<input>				
				<sceneObject id="StrattonEnter"/>
				<action id="Act4FinalEncounter_dialog09"/>
			</input>
		</action>
		
		
		
		<action id="Act4FinalEncounter_dialog04_trigger" type="EnterSceneTrigger">
			<input>
				<scene id="ChapelWindow"/>
				<sceneObject id="LuciaHolyWater"/>
				<action id="DouseLuciaAgainRemove"/>
				<sceneObject id="StrattonIgnacio" />
				<action id="StrattonAndIgnacioStruggle1"/>
				<action id="StrattonAndIgnacioStruggle2"/>
			</input>
		</action>
		<action id="Act4FinalEncounter_dialog04" type="MessageAction">			
			<input>
				<action id="Act4FinalEncounter_dialog04_trigger"/>
			</input>
		</action>
		<action id="PlaceTheRuby" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="RubyStone"/>
				<sceneObject id="RubyPlacement"/>				
				<action id="Act4FinalEncounter_dialog04"/>
			</input>			
			<output>
				<sceneObject id="RubyPlaced"/>				
			</output>
		</action>
		<action id="Act4FinalEncounter_dialog05" type="MessageAction">			
			<input>
				<action id="PlaceTheRuby"/>
				<sceneObject id="RubyPlaced"/>
			</input>
			<output>
				<sceneObject id="LettersUnlit"/>
			</output>			
		</action>
		
		<action id="LightV" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterV"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitV"/>
			</output>
		</action>		
		
		<action id="LightE" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterE"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitE"/>
			</output>
		</action>		
		
		<action id="LightR" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterR"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitR"/>
			</output>
		</action>		
		<action id="LightI" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterI"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitI"/>
			</output>
		</action>
		<action id="LightT" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterT"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitT"/>
			</output>		
		</action>
		<action id="LightA" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterA"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitA"/>
			</output>
		</action>
		<action id="LightS" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterS"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitS"/>
			</output>
		</action>
		<action id="LightL" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterL"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitL"/>
			</output>
		</action>
		<action id="LightU" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterU"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitU"/>
			</output>
		</action>
		<action id="LightX" type="ClickSceneObject">
			<input>
				<sceneObject id="LetterX"/>
				<action id="Act4FinalEncounter_dialog05"/>
			</input>
			<output>
				<sceneObject id="LitX"/>
			</output>
		</action>
		
		
		<action id="AllLettersLit" type="AutomaticAction">
			<input>
				<sceneObject id="LitV"/>
				<sceneObject id="LitE"/>
				<sceneObject id="LitR"/>
				<sceneObject id="LitI"/>
				<sceneObject id="LitT"/>
				<sceneObject id="LitA"/>
				<sceneObject id="LitS"/>
				<sceneObject id="LitL"/>
				<sceneObject id="LitU"/>
				<sceneObject id="LitX"/>
				<sceneObject id="LettersUnlit"/>
			</input>
		</action>
		<action id="WindowActivatedTeleport" type="TeleportAction">
			<input>
				<scene id="Chapel"/>
				<action id="AllLettersLit"/>
			</input>
			<output>
				<sceneObject id="ChapelWindowLight"/>
				<sceneObject id="IgnacioStake"/>
				<sceneObject id="LockKey"/>
			</output>
		</action>		
		
		
		
		<action id="IgnacioEnter_to_IgnacioStake" type="DisableSceneObject">
			<input>
				<sceneObject id="StrattonIgnacio"/>
				<action id="WindowActivatedTeleport"/>
			</input>			
		</action>				
		
		<action id="StartFountainExploding" type="AutomaticAction">
			<input>
				<action id="IgnacioEnter_to_IgnacioStake"/>
				<sceneObject id="ChapelWindowLight"/>
				<sceneObject id="IgnacioStake"/>
			</input>
			<output>
				<sceneObject id="FountainExploding"/>
			</output>
		</action>
		
		<action id="ScreenShake" type="RandomShakeAction" end_action="EndFinalEncounter">
			<input>
				<sceneObject id="FountainExploding"/>
			</input>
		</action>
		
		<action id="Act4FinalEncounter_dialog10" type="MessageAction">
			<input>												
				<action id="StartFountainExploding"/>			
				<sceneObject id="FountainExploding"/>
			</input>					
		</action>		
		
		<action id="GetLockKey" type="BNREncounterClick" cursor="InteractionCursor" sparkles="true" in_list="false">
			<input>
				<sceneObject id="LockKey"/>		
				<action id="Act4FinalEncounter_dialog10"/>
				<sceneObject id="FountainExploding"/>
			</input>			
			<output>				
				<inventory id="SkullKey"/>				
			</output>
		</action>
		
		<action id="LockKeyRewardScreen" type="ImageTextPopUpAction">
			<input>
				<action id="GetLockKey"/>
			</input>			
			<popup_info>
				<item key="LockKeyRewardScreen_Item1" asset="Big_ChapelKey"/> 			
			</popup_info>
		</action>
		
		<action id="UnlockMarcus" type="BNRUseInventoryOnScene" >
			<input>
				<inventory id="SkullKey"/>
				<sceneObject id="MarcusHealed"/>				
				<action id="LockKeyRewardScreen"/>
			</input>			
			<output>
				<sceneObject id="MarcusFree"/>				
			</output>
		</action>
		
		<action id="MarcusHealedToMarcusFree" type="DisableSceneObject" >
			<input>				
				<sceneObject id="MarcusHealed"/>								
				<action id="UnlockMarcus"/>
			</input>			
		</action>		
		
		<action id="AllFinalEncounterHints" type="AutomaticAction">
			<input>
				<action id="ChapelWindowHint1"/>
				<action id="ChapelWindowHint2"/>
				<action id="UnlockMarcusInfo"/>
			</input>
		</action>		
		
		<action id="EndFinalEncounter" type="AutomaticAction">
			<input>
				<action id="AllFinalEncounterHints"/>
				<action id="MarcusHealedToMarcusFree"/>
			</input>
		</action>
		
		<action id="nullTeleport" type="TeleportAction">
			<input>
				<scene id="NullScene"/>
				<action id="EndFinalEncounter"/>
				<action id="ScreenShake"/>
			</input>
		</action>
		
		<action id="finalcut" type="GenericPopUpAction">
			<input>
				<action id="EndFinalEncounter"/>
				<action id="ScreenShake"/>
			</input>
			<pop_up_info klass="com.hpstudios.bloodandruby.components.CutSceneComponent">
				<property_spec name="sourceURL" value="swf/EndGame.swf"/>	
				<property_spec name="music" value="music_IntroAct1Arrive"/>
			</pop_up_info>
		</action>
		
		<action id="LastAction" type="AutomaticAction">
			<input>
				<action id="finalcut"/>
				<action id="nullTeleport"/>
			</input>
		</action>
		
	</quest>
</root>
