#SEQUENCE "dead";
# var func = nop;
  func = if(greater(timer_kill( "island_time" ), 0), avar, nop);
  func("island_time", 1);
# wait( 2 );
# char_kill("hand_lvl_01");
  char_kill("hand_lvl_02");
  char_kill("hand_lvl_03");
 
  char_kill("arms_lvl_01");
  char_kill("arms_lvl_02");
  char_kill("arms_lvl_03");
  sound_play("ambient/lightout.wav", this_x(), this_y(), this_z(), 24);
  //light_height("tree", 40);
  //light_shadows("tree", 1);
  light_color("sun", 0, 0, 0);
  light_set_ambient( colorRGB(0,0,0) );
  avar("island_goal", "null");
  char_set_attribute("phemus_tree", "display damage", 1);
# wait( 2 );
# camera_shake(.5, 15);
# wait( 5 );
# explosion_make( add(this_x(), 3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", add(this_x(), 3), this_y(), 1 );
# wait( .5 );
# explosion_make( this_x(), add(this_y(), 3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_02.wav", this_x(), add(this_y(), 3), 1 );
# wait( .5 );
# explosion_make( add(this_x(), -3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_03.wav", add(this_x(), -3 ), this_y(), 1 );
# wait( .5 );
# explosion_make( this_x(), add(this_y(), -3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", this_x(), add(this_y(), -3), 1 );
# wait( .25 );
# explosion_make( add(this_x(), 3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", add(this_x(), 3), this_y(), 1 );
# wait( .25 );
# explosion_make( this_x(), add(this_y(), 3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_02.wav", this_x(), add(this_y(), 3), 1 );
# wait( .25 );
# explosion_make( add(this_x(), -3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_03.wav", add(this_x(), -3 ), this_y(), 1 );
# wait( .25 );
# explosion_make( this_x(), add(this_y(), -3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", this_x(), add(this_y(), -3), 1 );
# wait( .25 );
# explosion_make( add(this_x(), 3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", add(this_x(), 3), this_y(), 1 );
# wait( .2 );
# explosion_make( this_x(), add(this_y(), 3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_02.wav", this_x(), add(this_y(), 3), 1 );
# wait( .2 );
# explosion_make( add(this_x(), -3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_03.wav", add(this_x(), -3 ), this_y(), 1 );
# wait( .2 );
# explosion_make( this_x(), add(this_y(), -3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", this_x(), add(this_y(), -3), 1 );

# wait( .2 );
# explosion_make( add(this_x(), 3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", add(this_x(), 3), this_y(), 1 );
# wait( .1 );
# explosion_make( this_x(), add(this_y(), 3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_02.wav", this_x(), add(this_y(), 3), 1 );
# wait( .1 );
# explosion_make( add(this_x(), -3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_03.wav", add(this_x(), -3 ), this_y(), 1 );
# wait( .1 );
# explosion_make( this_x(), add(this_y(), -3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", this_x(), add(this_y(), -3), 1 );

# wait( .1 );
# explosion_make( add(this_x(), 3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", add(this_x(), 3), this_y(), 1 );
# wait( .05 );
# explosion_make( this_x(), add(this_y(), 3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_02.wav", this_x(), add(this_y(), 3), 1 );
# wait( .05 );
# explosion_make( add(this_x(), -3 ), this_y(), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_03.wav", add(this_x(), -3 ), this_y(), 1 );
# wait( .05 );
# explosion_make( this_x(), add(this_y(), -3), 1, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/fire_01.wav", this_x(), add(this_y(), -3), 1 );

# wait( .05 );
# explosion_make( this_x(), add(this_y(), -6), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_01.wav", this_x(), add(this_y(), -6), 1 );
# wait( .04 );
# explosion_make( add(this_x(), 4 ), add(this_y(), -4), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_02.wav", add(this_x(), 4 ), add(this_y(), -4), 1 );
# wait( .04 );
# explosion_make( add(this_x(), 6), this_y(), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_03.wav", add(this_x(), 6), this_y(), 1 );
# wait( .04 );
# explosion_make( add(this_x(), 4 ), add(this_y(), 4), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_01.wav", add(this_x(), 4 ), add(this_y(), 4), 1 );
# wait( .04 );
# explosion_make( this_x(), add(this_y(), 6), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_02.wav", this_x(), add(this_y(), 6), 1 );
# wait( .04 );
# explosion_make( add(this_x(), -4 ), add(this_y(), -4), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_03.wav", add(this_x(), -4 ), add(this_y(), -4), 1 );
# wait( .04 );
# explosion_make( add(this_x(), -6), this_y(), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_01.wav", add(this_x(), -6), this_y(), 1 );
# wait( .04 );
# explosion_make( add(this_x(), -4 ), add(this_y(), 4), 3, .10, 0, 0, 0, "", "light_charge_yellow_04");
  sound_play("player/green_fire_02.wav", add(this_x(), -4 ), add(this_y(), 4), 1 );
# wait( 1 );
# explosion_make( this_x(), this_y(), 7, .25, 0, 0, 0, "", "fire_02");
  sound_play("ambient/explode_01.wav", this_x(), this_y(), this_z(), 24);
# wait( .1 );
# this_damage(1000000);
  floating_text_make( "Objectives Updated!", 60, 400, 2, 0, 0, 1, 18, colorRGB(0.0, 1.0, 0.0), 5.0, .5, .5, 0 );
  floating_text_make( "Collect the Orb of Islands.", 60, 425, 2, 0, 0, 1, 18, colorRGB(0.0, 1.0, 0.0), 5.0, .5, .5, 0 );
  //obs_kill("mountain");
# wait( 100000 );
