<foo>
	<!--Hidden Objects-->
	<hiddenObject id="StarFish" objectSprite="StarFish.swf">
		<anchor id="CoralGateAnchor1"/>
		<anchor id="CoralGateAnchor2"/>
	</hiddenObject>
	
	<!--Elf Hall items-->
	<item id="Emerald" scene="ElfHall" inventory="inv_emerald"/>
	<item id="Ruby" scene="ElfHall" inventory="inv_ruby"/>
	<item id="Diamond" scene="ElfHall" inventory="inv_diamond"/>
	<item id="Minigame1" scene="ElfHall"/>
	<item id="Minigame2" scene="ElfHall"/>
	<item id="Minigame3" scene="ElfHall"/>	
	
	
	<!--Elf Hall actions-->
	<action id="Minigame1" type="ExampleMinigameAction">
		<input>
			<sceneObject id="Minigame1"/>
		</input>
		<output>
			<sceneObject id="Ruby"/>
		</output>
	</action>
	
	<action id="Minigame2" type="ExampleMinigameAction">
		<input>
			<sceneObject id="Minigame2"/>
		</input>
		<output>
			<sceneObject id="Diamond"/>
		</output>
	</action>
	<action id="Minigame3" type="ExampleMinigameAction">
		<input>
			<sceneObject id="Minigame3"/>
		</input>
		<output>
			<sceneObject id="Emerald"/>
		</output>
	</action>
	
	<!--Boat items-->
	<item id="AirTank1" scene="Boat" inventory="inv_airtank"/>
	<item id="AirTank2" scene="Boat" inventory="inv_airtank"/>
	<item id="DivingOutfit"  inventory="inv_divingoutfit"/>
	<item id="Flippers" scene="Boat" inventory="inv_flippers"/>
	<item id="DivingMask" scene="Boat" inventory="inv_divingmask"/>
	<item id="Snorkel" scene="Boat" inventory="inv_snorkel"/>
	<item id="ExitBoatToCoralGate" scene="Boat" exitscene="CoralGate"/>
	
	
	
	<!--Boat actions-->		
	<action id="CreateDivingOutfit" type="RemoveInventoryItems">
		<input>
			<inventory id="Flippers"/>
			<inventory id="DivingMask"/>
			<inventory id="Snorkel"/>
			<inventory id="AirTank1"/>
		</input>
		<output>
			<inventory id="DivingOutfit"/>
		</output>	
	</action>
	<action id="WearTheDivingOutfit" type="InventoryOnPortrait">
		<input>
			<inventory id="DivingOutfit"/>
		</input>
		<output>
			<scene id="CoralGate"/>			
		</output>
		<hints hintsResource="CreateDivingOutfit"/>
	</action>
	
	<!--Coral gate items-->
	<item id="GiantClamClosed" scene="CoralGate"/>
	<item id="GiantClamOpen" scene="CoralGate"/>
	<item id="Pearl" scene="CoralGate" inventory="inv_pearl"/>
	<item id="Goblet" inventory="inv_goblet"/>
	<item id="Guard" scene="CoralGate"/>
	<item id="ExitCoralGateToBoat" scene="CoralGate" exitscene="Boat"/>	
	<item id="CoralGateAnchor1" scene="CoralGate"/>
	<item id="CoralGateAnchor2" scene="CoralGate"/>
	<!--Coral Gate Actions-->
	<action id="OpenClam" type="UseInventoryOnScene">
		<input>
			<inventory id="AirTank2"/>
			<sceneObject id="GiantClamClosed"/>
		</input>
		<output>			
			<sceneObject id="GiantClamOpen"/>
		</output>
	</action>
	
	<action id="HideClosedClam" type="DisableSceneObject">
		<input>
			<sceneObject id="GiantClamClosed"/>
			<sceneObject id="GiantClamOpen"/>
		</input>
	</action>
	
	<action id="ClamOpened" type="AutomaticAction">
		<input>
			<action id="HideClosedClam"/>
		</input>
		<output>
			<sceneObject id="Pearl"/>
		</output>
	</action>
	
	<action id="give_guard_pearl" type="UseInventoryOnScene">
		<input>
			<inventory id="Pearl"/>
			<sceneObject id="Guard"/>
		</input>
		<output>
			<inventory id="Goblet"/>
		</output>
	</action>
	
	<!--Sacred altar items-->
	<item id="stoneidol" scene="SacredAltar" inventory="inv_stoneidol"/>
	<item id="mallet" scene="SacredAltar" inventory="inv_mallet" />
	<item id="goldidol" scene="SacredAltar"/>
	<item id="victrola" scene="SacredAltar"/>
	<item id="parrot" scene="SacredAltar"/>
	<item id="bedroll" scene="SacredAltar"/>
	<item id="amethyst" scene="SacredAltar" inventory="inv_amethyst" />
	<item id="lantern" scene="SacredAltar"/>
	<item id="books" scene="SacredAltar"/>
	<item id="altar" scene="SacredAltar"/>
	<item id="chargedAltar" scene="SacredAltar"/>
	<item id="placed_amethyst" scene="SacredAltar"/>
	<item id="placed_saphire" scene="SacredAltar"/>	
	<item id="placed_ruby" scene="SacredAltar"/>
	<item id="placed_diamond" scene="SacredAltar"/>	
	<item id="placed_emerald" scene="SacredAltar"/>
	
	<item id="saphire" inventory="inv_saphire" />
	
	<!--Sacred altar actions-->
	<action id="smash_idol" type="CombineInventoryObjects">
		<input>
			<inventory id="stoneidol" />
			<inventory id="mallet" />
		</input>
		
		<output>
			<inventory id="saphire" />
		</output>
	</action>
	
	<!-- begin charge altar puzzle-->
	<action id="amethyst_on_altar" type="UseInventoryOnScene">
		<input>
			<inventory id="amethyst"/>
			<sceneObject id="altar" />
		</input>
		<output>
			<sceneObject id="placed_amethyst" />
		</output>
	</action>
	
	<action id="saphire_on_altar" type="UseInventoryOnScene">
		<input>
			<inventory id="saphire"/>
			<sceneObject id="altar" />
		</input>
		
		<output>
			<sceneObject id="placed_saphire" />
		</output>
	</action>

	
	<action id="ruby_on_altar" type="UseInventoryOnScene">
		<input>
			<inventory id="Ruby"/>
			<sceneObject id="altar" />
		</input>
		
		<output>
			<sceneObject id="placed_ruby" />
		</output>
	</action>
	
	<action id="emerald_on_altar" type="UseInventoryOnScene">
		<input>
			<inventory id="Emerald"/>
			<sceneObject id="altar" />
		</input>
		
		<output>
			<sceneObject id="placed_emerald" />
		</output>
	</action>
	
	<action id="diamond_on_altar" type="UseInventoryOnScene">
		<input>
			<inventory id="Diamond"/>
			<sceneObject id="altar" />
		</input>
		
		<output>
			<sceneObject id="placed_diamond" />
		</output>
	</action>
	
	<!--This adds the charged altar if the gems are placed-->
	<action id="chargeAltar" type="AutomaticAction">
		<input>
			<sceneObject id="placed_saphire"/>
			<sceneObject id="placed_amethyst"/>
			<sceneObject id="placed_ruby"/>
			<sceneObject id="placed_emerald"/>
			<sceneObject id="placed_diamond"/>
		</input>
		<output>
			<sceneObject id="chargedAltar" />
		</output>		
	</action>
	
	<action id="placeGoblet" type="UseInventoryOnScene">
		<input>
			<inventory id="Goblet"/>
			<sceneObject id="chargedAltar"/>
		</input>
	</action>
	
	<action id="StarFish" type="HiddenObjectAction"/>
	
	<action id="win" type="AutomaticAction">
		<input>
			<action id="placeGoblet"/>
			<action id="StarFish"/>
		</input>
	</action>
	
	<milestone id="m1">
		<action id="win" />
	</milestone>
	
	
	<!--<item id="cave_rocks" scene="scene1" />
	<item id="dynamite" scene="scene1" inventory="inv_dynamite" />
	<item id="matches" scene="scene1" inventory="inv_matches" />
	<item id="gas" scene="scene1" />
	<item id="rag" scene="scene1" />
	<item id="bomb" scene="scene1" inventory="inv_bomb" />
	<item id="lit_dynamite" inventory="inv_lit_dynamite" />
	
	<class id="explosive">
		<inventory id="lit_dynamite" />
		<inventory id="bomb" />
	</class>
	
	<action id="light_dynamite" type="CombineInventoryObjects">
		<input>
			<inventory id="dynamite" />
			<inventory id="matches" />
		</input>
		
		<output>
			<inventory id="lit_dynamite" />
		</output>
	</action>
	
	<action id="clear_cave" type="ApplyInventoryToScene">
		<input>
			<item class="explosive" />
			<sceneObject id="cave_rocks" />
		</input>
	</action>
	
	<milestone id="m1">
		<action id="clear_cave" />
	</milestone>-->
</foo>