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

  avar("teleport", 0);

  var func = nop;
  func = if(and(char_get_attribute("player", "laser"), eq(avar("phemus_orb"), 0)), char_make, nop);
  func("orb_phemus", 50, 25);
  func = if(and(char_get_attribute("player", "laser"), eq(avar("phemus_orb"), 0)), avar, nop);
  func("phemus_orb", 1);
  func = if(and(char_get_attribute("player", "explosion"), eq(avar("kenki_orb"), 0)), char_make, nop);
  func("orb_kenki", 57, 27);
  func = if(and(char_get_attribute("player", "explosion"), eq(avar("kenki_orb"), 0)), avar, nop);
  func("kenki_orb", 1);
  func = if(and(char_get_attribute("player", "vortex"), eq(avar("whipstone_orb"), 0)), char_make, nop);
  func("orb_whipstone", 42, 27);
  func = if(and(char_get_attribute("player", "vortex"), eq(avar("whipstone_orb"), 0)), avar, nop);
  func("whipstone_orb", 1);

  script_kill("ruin/vent_01");
  script_kill("ruin/vent_big_01");
  script_kill("ruin/vent_boss_05");

  script_kill("island/coconut_01");
  script_kill("island/coconut_02");
  script_kill("island/coconut_03");
  script_kill("island/coconut_04");

  script_kill("player/lava");

# seq_jump(if(gvar("gfx_world_particles"), "particles", "check"));

#SEQUENCE "particles";
# var func = nop;
  func = if(geq(lvar("count"), 25), seq_jump, nop);
  func("check");
# particle_make( "mist_02", rand(0,200), rand(0,100), rand(9,24), rand(0.1,0.5), rand(-.1,.3), 0, 0 );
  lvar("count", add(lvar("count"), 1));
# wait( .0001 );

#SEQUENCE "check";
# var func = nop;
  func = if(eq(avar("patches_dead"), 1), seq_jump, nop);
  func("ending");
# var func = nop;
  func = if(eq(avar("city_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("city_loaded", 1);
  floating_text_make( "Oculus", 340, 20, 2, 0, 0, 1, 32, colorRGB(1.0, 1.0, 1.0), 7.5, .75, .75, 0 );
  screenFX_fade( "fade_black", 3, 0 );
# kill_this();
# seq_jump("wait");

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

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

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