#SEQUENCE "stop";
# wait(.15);
# char_activate("player", 0);

  var func = nop;
  func = if(char_kill("whipstone"), avar, nop);
  func("ruin_whipstone_active", 0);

  avar("ruin_mountain_active", 0);
  obs_move_to("wall", 86, 64);

  avar("vent_01_x", 22);
  avar("vent_01_y", 47);
  avar("vent_02_x", 22);
  avar("vent_02_y", 27);
  avar("vent_03_x", 54);
  avar("vent_03_y", 27);
  avar("vent_04_x", 54);
  avar("vent_04_y", 47);
  avar("vent_05_x", 38);
  avar("vent_05_y", 37);

  avar("spring_01_x", 15);
  avar("spring_01_y", 36);
  avar("spring_02_x", 36);
  avar("spring_02_y", 51);
  avar("spring_03_x", 62);
  avar("spring_03_y", 37);

  avar("wind_direction", "null");

  script_kill("ruin/vent_01");

# script_load("ruin/vent_boss_05");

# seq_jump("check");

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("ruin_06_loaded"), 1), seq_jump, nop);
  func("kill");
# seq_jump("start");

#SEQUENCE "start";
//# sound_play("ambient/wind.wav", 1.0 );
# wait(.1);
# seq_jump("name");

#SEQUENCE "name";
# char_activate("player", 1);
  avar("ruin_06_loaded", 1);
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
# seq_jump("wait");

#SEQUENCE "kill";
# char_activate("player", 1);
  screenFX_fade( "fade_black", .5, 0 );
  avar("loading", 0);
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );
