<!--
			******************************************************************************************************************
			These are DDS parameters that are common to all the bosses. The way it works is you pick as many or as little
			parameters as you want to allow to be auto-balanced, and you set min and max bounds for them and the game will
			choose a value based on the player's DDS score. For any parameter that you control this way, it's default way
			of being defined in a boss tag is ignored. So for example, if you had set the parameter /stun/, and had set up
			a DDS range for it as well, then the basic /stun/ parameter becomes irrelevant and is ignored, since the value will
			be determined by the range you defined modified by the player's ability score. It's not harmful to have both, it's
			just that it'll be ignored and potentially cause clutter, so you may want to remove overlapping entries.
			EVERY PARAMETER MUST BE PAIRED WITH A MIN AND MAX VALUE. This is the basic format of a DDS tag:
			
			<DDS value="something" min="0" max="1"/>
			<DDS value="something else" min="123" max="456"/>
			
			You may have as many as you like. These MUST go in between the <Boss> section, so if you have a section defined
			something like this:
			<Boss ....[parameters].... />
			
			It'll need to be changed to:
			
			<Boss ....[parameters].... >
				<DDS ....../>
			</Boss>
			
			You can actually have finer control over the DDS values. You can make it so that the same parameter has different
			min/max bounds depending on what range the user's DDS rating falls into. So for example, you could make the frog
			get stunned for between 0.5 and 1 seconds if the user's DDS is between 0 and 30%, make it 1-2 seconds if their
			DDS is between 30 and 60%, and make it 3-7 seconds if their DDS is between 60 and 100%. 
			**ONE IMPORTANT THING TO REMEMBER ABOUT THIS TYPE OF SETUP**: The code will check if the user's DDS rating is
			>= your minimum DDS range and < your max DDS range. That >= and < are important. If you wanted something to 
			take effect between 0-50% and something else to be from 50% to 100%, you'd want to make sure that the max of
			the first one is equal to the min of the next one. That way, you have a nice, smooth range. And, to be safe,
			YOUR FINAL MAX RANGE VALUE SHOULD BE ANY NUMBER OVER 100%. Like maybe 101%. That way if the user somehow had
			100%, there'd still be a valid range. Should you forget this, you'll get a warning in-game and it will default
			to your last specified value. So here's an example of using a dds range bound parameter:
			
			<DDS value="stun" min="1" max="2" ddsmin="0" ddsmax="50"/>
			<DDS value="stun" min="2" max="4" ddsmin="50" ddsmax="101"/>
			
			The following are all the valid parameters that can be affected. Where possible, I have retained the same parameter
			names to make things easy to understand:
			
			flightspeed 		- a floating point value that overrides the speed for when the boss is hit and is fleeing immediate fleeing effect. Only valid with endhoveronhit.
			minflightdist 		- the minimum pixel distance the dude has to travel if he is fleeing in terror. Only valid with endhoveronhit.
			ColorHelp			- Only valid for color vampire bosses whom you have to hit with the showing color: this is the % chance that when hit,
									the next color chosen will be the same as the 2nd ball color.
			WallDownTime		- How long a wall stays down for when it disappears
			TikiHealthRespawn	- DO NOT USE THIS AND WallDownTime TOGETHER! If you have it set up so that knocking down all tikis lowers a wall,
									you can have everything reset after the boss loses this amount of HP. The old way, everything respawned based on
									WallDownTime, which was just a pure timer.
			TikiStunTime		- How long a tiki is stunned for when hit
			HPDecPerHit			- How much health the boss loses when hit: this should still conform to our rules on being
									a multiple of 5 so the heart display will update properly. I suggest you use the ddsmin/max
									ranges so that this value only changes by 5 depending on where your rating is. So, e.g.,
									make the min/max parameters both be the same so it doesn't interpolate between them and give
									you a non multiple of 5 value.
									
										ONLY ONE OF THESE SHOT EFFECTS SHOULD BE USED:
										
			FrogStun/stun		- How long the frog is stunned for when hit by a bullet. This is the same as parameter /stun/,
									but I renamed it to make it clearer. STUN AND FROGSTUN ARE THE SAME THING, you may use either.
			FrogPoison/poison	- How long the frog is poisoned for when hit by a bullet. This is the same as parameter /poison/, but 
									I renamed it to make it clearer. FROGPOISON AND POISON ARE THE SAME THING, you may use either.
			FrogHallucinate/hallucinate	- How long the frog hallucinates for when hit by a bullet. This is the same as parameter /hallucinate/, but 
									I renamed it to make it clearer. FROGPOISON AND POISON ARE THE SAME THING, you may use either.
			SlowShot			- How long the frog fires/reloads slowly for. 
						
			
			SHIELD RELATED
			UseShield			- If true, the boss gets a shield around him that is made of 4 quadrants that must be destroyed by a prox bomb.
									If false, none of the rest of the parameters matter.
			ShieldRotSpeed		- How fast (degrees per update frame) the shield SMOOTHLY rotates
			ShieldPauseTime		- Use ONLY this or ShieldRotSpeed: if set, the shield will sit still until this time elapse, then it rotates 90 degrees.
			ShieldRespawnTime	- How quickly the shield segments respawn.
						
			
			FrogShield			- How many shots the frog's shield powerup lasts for
			BossFreeze			- How long the boss is frozen for when a boss freeze powerup activates
			Tiki<Num>Accel		- If you have a tiki that's tracking the player, this will affect tiki ID <NUM>'s acceleration.
			ShotDelay			- When firing multiple shots, the delay between each one
			VampHealthInc		- How much health a vampiric boss gets back, following the same restrictions as HPDecPerHit.
			VampColorChangeMin/Max	- The min/max time range in which a color vampire boss changes his color
			Min/MaxHover		- Hover time range
			Min/MaxFire			- Firing delay while hovering
			Min/MaxBullet		- Speed of a projectile
			MaxBullets			- Note that "S". How many bullets to fire. You will probably want to use DDS ranges for this since
									it can only be an integer amount.
			Retaliation			- Number of retaliatory bullets fired. See above comment too.
			Min/MaxSineShotTime	- How long sine shots take to travel from the boss to the player
			Min/MaxAmp			- Amplitude control for sine shots
			Min/MaxFreq			- Frequency control for sine shots
			Min/MaxSineYInc		- How fast in Y direction sine shot moves
			Min/MaxSineXInc		- How fast in X dir sine shot moves
			MoveSpeed			- How fast the boss moves after hovering, to the next spot
			HurryAmt			- If ANY balls are behind the rollout point, they will advance at this rate. While this is available on ANY level, you can only
									make it DDS-able on boss levels.
			
			
			******************************************************************************************************************
	-->
	
<!--
			++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
			
			Berserk mode: This is for bosses only. This lets you alter any of the boss' parameters when his health drops
			below a certain amount. CURRENTLY, *ALL* VALUES DESCRIBED IN THE ABOVE DDS SECTION CAN BE USED AS BERSERK VALUES.
			I will list extra values below when they are added. When the boss' health drops below a threshhold you specify,
			the values are modified by the amount you set. Like the <DDS> tag, <Berserk> tags go between a <Boss> section. 
			Here's an example tag:
			
			<Berserk value="HPDecPerHit" amount="-5" HealthLimit="75"/>
			
			The number in /amount/ is ADDED to the present value of the variable. /HealthLimit/ indicates that if the boss
			previously had a health greater than or equal to this but is now less than this (i.e. you damaged him and he dropped
			below the number) then this rule should take effect. It only happens the first time the boss crosses that threshhold,
			so it won't keep constantly apply -5 to HPDecPerHit when he's below 75 health. If you have multiple entries you want
			affected at the same HealthLimit, just specify them with another <Berserk> tag, using the same HealthLimit value.
			If you wanted HPDecPerHit to change again if say the boss dropped below 30 health, you would simply add another <Berserk>
			tag like so:
			
			<Berserk value="HPDecPerHit" amount="-5" HealthLimit="30"/>
			
			Skip to the end of this file for a testbed boss for more examples on the <Berserk> section.
			
			
			BERSERK VALUES AND DDS:
			-----------------------
			The <DDS> sections modify the BASE value of the parameter you specified. The <Berserk> sections simply
			ADD an amount to the base value. So regardless of the user's DDS setting, the same berserk amount will
			be applied.
			
			Additional parameters you can specify beyond the DDS params of the same name:
			
			strafe				- Toggles strafing motion on/off
			endhoveronhit		- When the boss is shot, he'll stop hovering and go to his next spot		
			ShotType			- Uses the same values as the ShotType setting for a boss. This MUST be paired with an override="true"
									setting.	
			
			SPECIAL BERSERK MOVEMENT RELATED COMMANDS:
			------------------------------------------
			You can have the boss switch to a different movement pattern completely upon berserking. This requires a berserk tag of this form:
			
			<Berserk value="movement" HealthLimit="<num>" .../>
			
			NOTE THAT YOU HAVE TO SPECIFY "movement" FOR YOUR VALUE TAG!!!! And you don't specify /amount/ or /override/.
			Set any parameters here relating to position that you normally would set up for the boss' default movement pattern.
			The following are the ONLY valid tags that can be used here: please note that their usage and combination are subject to
			the same rules as described elsewhere in this doc.
			
			startx, endx, starty, endy, x, y, x1 and y1 through infinity
			
			2 examples: This would switch movement to rail based:
			
			<Berserk value="movement" HealthLimit="60" startx="123" endx="456" y="123"/> 
			
			This would switch to waypoint based:
			
			<Berserk value="movement" HealthLimit="95" x1="175" y1="217" x2="647" y2="217"/>
			
			This will COMPLETELY wipe out the values for these previous variables (all others aren't touched, like strafe, move speed, etc etc).
			
			++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-->
	
<!--
	==================================================================================================================
	
	The following is a list of all valid parameters for bosses only:
	
	Common to all:
	--------------
	
		HPDec				- How much health the boss loses per shot fire. Must be multiple of 5 (each 5 indicates a 1/4 heart)
		HPDecProxBomb		- Like above but for how much health damage a proximity bomb does. IF NOT DEFINED AT ALL, DEFAULTS TO /HPDec/!
			
		ImpatientTimer		- If specified, when this time runs out the boss becomes impatient and every 10 seconds, the curve moves 10% faster,
								the boss starts firing faster and more often.
		NormalPassUnder		- If true, normal bullets don't affect the boss and he can only be hit by cannon balls.
		BombDelay			- In frames, this will make it so the proximity bomb can spawn multiple times but limited by this delay instead of the present cap
								of 1 per curve.
		X/YShake			- Makes the boss shake when hit by the specified amount. Use 0 for none.	
		AllowLevelDDS		- Lets boss levels use the regular level DDS balancing mechanic. The rating used is the boss DDS rating though, 
								not the regular level DDS rating. This affects the standard stuff like clumping, ball speed, powerup frequency, etc.
		CanCompact			- If "true", the boss will compact the curve when he's hit
		HeartXOff/HeartYOff	- Lets you position the location of the boss heart gauge, relative to the boss' location.
		TikiStunTime		- how long the tiki stops moving for if hit. If this is 0, the tiki will behave like the others do in regards to getting hit. 
								Only valid for moving tikis.
		tiki<num>track		- if true, this tiki follows the player, otherwise it behaves like the others do
		tiki<num>accel		- If tracking the player, this is how fast it accelerates after overshooting
		
		You can put a tiki on a rail, either vert or horiz. Just do /tiki<num>w/ or /tiki<num>h/ to set the
		rail width or height, respectively. To set the traveltime between the rail points, use /tiki<num>time/.
		
		You can setup the location and size of a wall by inserting any of the following tags still on the <BOSS> line, where the #
		symbol is an integer ID number of the wall:
		
			wall#x, wall#y	- location of the wall
			wall#w, wall#h	- width/height of the wall
			
		If you have an even number of tikis to walls, then the tikis will make the wall of the same ID disappear when hit. If you have only 1 wall but
		more than 1 tiki, you must hit all tikis to make the wall disappear.
	
		
	Specific to boss type 3 (present "Ace" style boss permutations):
	----------------------------------------------------------------
		
					USE ONLY 1 OF THE FOLLOWING MOVEMENT METHODS
					 
					MOVEMENT METHOD1
		StartX/EndX			- The boss moves horizontally between these points. He'll randomly start somewhere in between
		y					- He doesn't change Y coordinate, so just set 1 value for this
		
					MOVEMENT METHOD2
		x1/y1, x2/y2, etc	- Specify any number of paired coordinates and the boss will instantly warp between them, rather than
								picking a spot on a rail between endpoints. Hovering parameters and all other parameters are respected.										
		
		BombFreqMin/Max		- Lets you force a prox bomb to spawn every this number of balls
		BombDuration		- Lets you override how long the prox bomb powerup stays on screen for (default is 20 seconds)
		minhover/maxhover	- Min/max time to hover in place
		movespeed			- How fast he moves after hovering to the next spot
		minfire/maxfire		- Min/Max firing delay when he's hovering
	
							ONLY USE 1 OF THE FOLLOWING 3 OPTIONS:	
		stun				- how long the frog is stunned for
		poison				- how long frog is poisoned and has mouse controls inverted for
		hallucinate			- how long ball colors are messed up for 
	
			SHIELD RELATED
		UseShield			- If true, the boss gets a shield around him that is made of 4 quadrants that must be destroyed by a prox bomb.
								If false, none of the rest of the parameters matter.
		ShieldRotSpeed		- How fast (degrees per update frame) the shield SMOOTHLY rotates
		ShieldPauseTime		- Use ONLY this or ShieldRotSpeed: if set, the shield will sit still until this time elapse, then it rotates 90 degrees.
		ShieldRespawnTime	- How quickly the shield segments respawn.
		ShieldHP			- Use with the next parameter: lets you set how much HP a shield segment has. 
		BallShieldDamage	- If the above is set, then this is how much HP a normal bullet does to a shield segment. When the segment drops to 0 HP,
								it disappears for /ShieldRespawnTime/. So if you set this to 1 and /ShieldHP/ to 3, you'd need to make 3 hits
								to open the shield segment. Hitting a shield segment with a prox bomb always instantly opens it up.
		EnrageShieldRestore	- If true, the entire shield regens instantly when the boss goes berserk
			
		DrawRadius			- If true, will draw a radius that indicates a region in which, if a prox bomb goes off in, will damage the boss.
		minbullet/maxbullet	- Min/max speed of the projectiles he fires
		noflip				- Disables the ability to flip back and forth on the rail.
		subtype				- Set to 1 for how boss1 works: just fires a bullet right at the player. Set to 2 to allow the
								boss to fire multiple bullets at the player. ONLY IF SUBTYPE IS 2 WILL THE NEXT PARAMETER, 
								/maxbullets/ APPLY! Otherwise it'll be ignored.
		shottype			- If you're using subtype 2, aka multishot, this lets you set a specific type of shot to do for the boss' regular attacks.
								Specify "any" or leave blank to allow any (randomly chosen) shot type. Specify "target" to have the bullet target the player,
								specify "sine" for one of the sinusoidal variants (works for both the sine types we made), and finally the new one, specify
								"straight" to make the boss fire a perpendicular shot that isn't targeted.							
								NEW ADDITION: specify "homing" to make the projectile's X velocity track the player. Used in conjunction with /homingspeed/
		homingspeed			- A floating point value only used with homing shot type. This is how fast the missile corrects its speed.			
		shotdelay			- In MS, this is only used if firing multiple shots. This lets you make shots delayed by an amount so as to stagger them.		
		retalshotdelay		- Like the above but for retaliatory shots.
		EndHoverOnHit		- If true, when the boss is shot, he'll stop hovering and go to his next spot		
		flightspeed 		- a floating point value that overrides the speed for when the boss is hit and is fleeing immediate fleeing effect. Only valid with endhoveronhit.
		minflightdist 		- the minimum pixel distance the dude has to travel if he is fleeing in terror. Only valid with endhoveronhit.
		EnrageAmt			- Every time the boss loses this amount of health, he increments the maxbullets amount by 1
		RetalEnrageAmt		- Like above but for his retaliation shot counter				
		maxbullets			- If subtype is 2, this controls how many bullets the boss will fire when he's ready to
		retaliation			- For either subtype, when the boss is hit, this is how many shots he'll fire
		retaltype			- Retaliation shot type: set to "sine" to make the shots be sinusoidal. If you fire more than 1,
								he'll alternate firing a left/right sine pattern. If anything but "sine" he'll fire right
								at the player.
			
		THE FOLLOWING ARE ONLY USED IF /retaltype/ IS SINE:
		(Only one of these sections can be valid at a time)
			
		min/maxamp			- Sets the min/max amplitude for the sine wave function. The large the value, the taller/higher the
								sine wave goes to. Think of this as the volume of a sound wave.
		min/maxfreq			- Sets teh min/max range for the frequency of the wave shape. Think of this as how close together
								the actual humps/curves of the sine graph are. Higher values put them closer together.
		Min/MaxSineYInc		- How fast in the Y direction the bullet moves
			
		SineShotsTargetPlayer	- Only use this for vertical bosses at the moment.
		MinSineShotTime		- How long sine shots take to travel from the boss to the player, min in a range
		MaxSineShotTime		- How long sine shots take to travel from the boss to the player, max in a range
			
		CanShootBullets		- Allows the bullets to be destroyed by frog balls. haha		
			
		/FrogShield/		How long the frog shield powerup will last for
		/BossFreeze/		How long the boss freeze powerup will last for
		
		
		COLOR VAMP PARAMETERS:
		
		ColorVampire		- If true, he's a color vampire, if not, stop reading the rest of this.
		AvoidColor			- If true, the player has to AVOID hitting the boss when he's displaying the color. In that case, if you hit him with the color he's showing, he can
								regain health, if you let him. If false, you HAVE TO hit him with the displayed color. He won't regain health no matter what.
		VampHealthInc		- If avoidcolor, this is how much health he'll get back. It follows the same rules/restrictions as the /hpdec/ parameter. Ignored if not avoidcolor.
		VampColorChangeMin/Max - The min/max time for him to change colors, though he'll change after being hit regardless.
		ColorHelp			- Only valid for color vampire bosses whom you have to hit with the showing color: this is the % chance that when hit,
									the next color chosen will be the same as the 2nd ball color.
							
	
	==================================================================================================================
-->

<Config>

	<!-- don't touch this. If you change the boss names for some odd reason though, the /boss/ tag will need to be updated. 
		So let's just not do that. -->
	<Zone num="1" start="jungle1" boss="boss1" fruit="pineapple"/>
	<Zone num="2" start="village1" boss="boss2" fruit="banana"/>
	<Zone num="3" start="city1" boss="boss3" fruit="cocoa"/>
	<Zone num="4" start="coast1" boss="boss4" fruit="mango"/>
	<Zone num="5" start="grotto1" boss="boss5" fruit="coconut"/>
	<Zone num="6" start="volcano1" boss="boss6" fruit="acorn"/>

	<!-- These are tips that are randomly displayed to the user when a zone starts. You may add to them as you like. -->
	<Tip text="When you fill the ZUMA meter, no new balls will enter the map!"/>
	<Tip text="Right click to switch your next ball with the one you're shooting!"/>
	<Tip text="Shoot Bonus Tikis for points and to fill your Zuma bar!"/>
	<Tip text="Shoot balls through gaps in the line for a big Gap bonus!"/>
	<Tip text="Make multiple matches in a row to earn a Chain bonus!"/>
	<Tip text="If you die, you can continue on the level you were playing."/>
	<Tip text="If you beat a level without dying, you get a point bonus!"/>
	<Tip text="If you beat an entire zone without dying, you get a point bonus!"/>
	<Tip text="You can cancel your laser powerup by pressing the right mouse button."/>
	<Tip text="Once you've beat a zone, try it again in Challenge mode!"/>
	<Tip text="Match powerups before they disappear!"/>
	<Tip text="Beat the Adventure game to unlock Iron Frog mode!"/>
	<Tip text="Get multiple matches in a single shot for a Combo bonus!"/>

	<!-- PLEASE DON'T REMOVE THESE: You may update them and modify them to balance and stuff but leave at least
		something defined for gauntlet mode so I can continue to test it w/out crashing -->
	<Gauntlet NumCurves="1">
		<Difficulty level="1" colors="4" speed="0.5" startdist="45" zumascore="1250" ballrepeat="40" powerup="600" rollback="50" dangerratio="4.0" maxclumps="5" maxsingles="4" />
		<Difficulty level="13" colors="4" speed="1.0" startdist="55" zumascore="1750" ballrepeat="35" powerup="500" rollback="50" dangerratio="3.0" maxclumps="3" maxsingles="4"/>
		<Difficulty level="14" colors="5" speed="0.7" startdist="45" zumascore="1250" ballrepeat="40" powerup="600" rollback="50" dangerratio="3.0" maxclumps="4" maxsingles="5"/>
		<Difficulty level="27" colors="5" speed="1.1" startdist="55" zumascore="1750" ballrepeat="35" powerup="500" rollback="50" dangerratio="2.0" maxclumps="2" maxsingles="5"/>
		<Difficulty level="28" colors="6" speed="0.8" startdist="45" zumascore="1250" ballrepeat="40" powerup="600" rollback="50" dangerratio="2.0" maxclumps="3" maxsingles="5"/>
		<Difficulty level="40" colors="6" speed="1.3" startdist="55" zumascore="1750" ballrepeat="35" powerup="500" rollback="50" dangerratio="1.0" maxclumps="2" maxsingles="5"/>
	</Gauntlet>
	
	<Gauntlet NumCurves="2">
		<Difficulty level="1" colors="4" speed="0.7" startdist="30" zumascore="1000" ballrepeat="60" powerup="700" rollback="50" dangerratio="4.0" maxclumps="10" maxsingles="2"/>
		<Difficulty level="40" colors="4" speed="1.0" startdist="70" zumascore="5000" ballrepeat="20" powerup="300" rollback="50" dangerratio="4.0" maxclumps="10" maxsingles="2"/>
	</Gauntlet>
	
	<Gauntlet NumCurves="3">
		<Difficulty level="1" colors="4" speed="0.7" startdist="40" zumascore="1000" ballrepeat="60" powerup="700" rollback="50" dangerratio="4.0" maxclumps="10" maxsingles="2"/>
		<Difficulty level="40" colors="4" speed="3.0" startdist="70" zumascore="5000" ballrepeat="20" powerup="300" rollback="50" dangerratio="4.0" maxclumps="10" maxsingles="2"/>
	</Gauntlet>
	
	<Gauntlet NumCurves="4">
		<Difficulty level="1" colors="4" speed="0.7" startdist="50" zumascore="1000" ballrepeat="60" powerup="700" rollback="50" dangerratio="4.0" maxclumps="10" maxsingles="2"/>
		<Difficulty level="40" colors="4" speed="3.0" startdist="70" zumascore="5000" ballrepeat="20" powerup="300" rollback="50" dangerratio="4.0" maxclumps="10" maxsingles="2"/>
	</Gauntlet>

	<!--
		ColorNukeAfterZuma		- If false, then color nukes won't spawn after getting zuma
		ColorNukeTimeAfterZuma	- If a color nuke exists after getting zuma, this is how much time it has before it disappears.
									This works independantly of ColorNukeAfterZuma. Set to < 0 to disable this feature.
		UniquePowerupColor		- If true, requires that on a PER CURVE basis, that a powerup choose a color that doesn't already have
									a powerup. If false, a color can have more than 1 powerup type.
		PowerupCapAffectsTriggered	- If false, then the cap per powerup is based on the number TRIGGERED/ACTIVATED. If true, this is the 
										original way where the cap is based on the number spawned, regardless of if the player activated it or not.
		PowerDelay				- When a level first starts, this is how long you have to wait before you can get a powerup
		PowerSpawnDelay			- After a powerup spawns, this is the amount of time that has to pass before ANY powerup is allowed to spawn.
									Set to 0 to disable this.
	-->
	<Defaults cannonangle="15" cannon="1" cannonstack="false" lazer="4" lazerstack="false" 
				scoremult="1000" powerdelay="1500" powercooldown="1000" ColorNukeAfterZuma="false" ColorNukeTimeAfterZuma="100" 
				UniquePowerupColor="true" PowerupCapAffectsTriggered="true" 
				PZT="0" PZTSpeedInc="0" PZTSlowInc="0" PowerSpawnDelay="700"
				/>
	
	<Minigame type="1" id="challenge6" drawcurve="true" background="" time="6000" >
		<Gun type="horiz" startx="50" starty="540" width="700"  />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="250" delaymin="500" delaymax="700" x="86" y="80" points="200" badchance="15" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="250" lifemax="350" delaymin="500" delaymax="700" x="367" y="50" points="400" badchance="20" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="450" delaymin="500" delaymax="700" x="662" y="80" points="100" badchance="15" badduration="300"  />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="250" delaymin="500" delaymax="700" x="217" y="150" points="300" badchance="15" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="450" delaymin="300" delaymax="700" x="508" y="150" points="200" badchance="20" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="250" lifemax="400" delaymin="300" delaymax="700" x="15" y="345" points="100" badchance="15" badduration="300"  />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="400" delaymin="300" delaymax="700" x="714" y="345" points="300" badchance="15" badduration="300"  />
		<Trigger id="1" pri="1" init="true" type="award" emity="250" minspawntime="1250" maxspawntime="1400" timetomove="300" x="0" y="250" points="0" giveaccuracy="true" />

		
	</Minigame>
	
	<Minigame type="1" id="challenge7" background="" time="6000" >
		<Gun type="normal" gx1="400" gy1="517" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="250" delaymin="300" delaymax="1000" x="45" y="418" points="50" badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="250" delaymin="500" delaymax="700" x="224" y="302" points="50" badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="250" delaymin="200" delaymax="1000" x="403" y="300" points="50" badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="150" lifemax="250" delaymin="250" delaymax="850" x="694" y="412" points="50"  badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="200" lifemax="300" delaymin="500" delaymax="600" x="29" y="229" points="500" badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="200" lifemax="300" delaymin="200" delaymax="1000" x="666" y="239" points="500" badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="250" lifemax="350" delaymin="400" delaymax="700" x="25" y="54" points="1500"  badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="250" lifemax="350" delaymin="250" delaymax="500" x="708" y="55" points="1500" badchance="10" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" emity="130" minspawntime="1250" maxspawntime="1400" timetomove="300" x="0" y="250" points="0" giveaccuracy="true" />
		
	</Minigame>
	
	<Minigame type="1" id="challenge8" drawcurve="false" background="" time="6000" >
		<Gun type="normal" gx1="400" gy1="320" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="550" delaymin="200" delaymax="400" x="180" y="53" points="500" badchance="0" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="550" delaymin="200" delaymax="400" x="621" y="61" points="500" badchance="0" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="550" delaymin="200" delaymax="400" x="24" y="280" points="500" badchance="0" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="550" delaymin="200" delaymax="400" x="694" y="337" points="500" badchance="0" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="550" delaymin="200" delaymax="400" x="125" y="472" points="500" badchance="0" badduration="300" />
		<Trigger id="1" pri="1" init="true" type="award" lifemin="350" lifemax="550" delaymin="200" delaymax="400" x="552" y="485" points="500" badchance="0" badduration="300" />
		
		<MovingWall x="-50" y="490" w="30" h="30" vx="1.2" vy="-1" spacing="235"/>
		<MovingWall x="850" y="120" w="30" h="30" vx="-1.2" vy="1" spacing="255"/>
		<MovingWall x="350" y="50" w="30" h="30" vx="1" vy="1.2" spacing="235"/>
		<MovingWall x="510" y="650" w="30" h="30" vx="-1" vy="-1.2" spacing="255"/>
	</Minigame>
	
	<Minigame type="1" id="challenge9" drawcurve="false" background="" time="6000" >
		<Gun type="normal" gx1="400" gy1="320" />
		<Trigger id="1" pri="1" init="true" type="award" emitx="650" minspawntime="250" maxspawntime="400" timetomove="600" points="200" badchance="15" badduration="300"  x="650" y="0"/>
		<Trigger id="1" pri="1" init="true" type="award" emitx="100" minspawntime="250" maxspawntime="400" timetomove="550" points="100" badchance="15" badduration="300"  x="100" y="0"/>
		<Trigger id="1" pri="1" init="true" type="award" emity="100" minspawntime="250" maxspawntime="400" timetomove="450" points="300" badchance="15" badduration="300"  x="0" y="100"/>
		<Trigger id="1" pri="1" init="true" type="award" emity="450" minspawntime="250" maxspawntime="400" timetomove="550" points="500" badchance="15" badduration="300"  x="0" y="450"/>
		
	</Minigame>
	
	
<!-- Jungle -->

	<Level id="Jungle1" dispname="Shipwrecked!" drawcurve="false" curve1="Jungle1\Jungle1" background="jungle1" tfreq="1000" partime="3000" 
		effect1="WaterEffect1" effect2="ShadowCanopy1" effect3="Foliage1">
		 
		<Gun type="normal" gx1="420" gy1="290" />
		<!-- <Tunnel image="jungle1chute1" pri="1" x="0" y="0" /> -->
		<Tunnel image="jungle1chute2" pri="2" x="612" y="54" />
		<Tunnel image="water" pri="0" x="0" y="348"/>
		<Tunnel image="Jungle1_mask" pri="1" x="0" y="346"/>
		<Tunnel image="rocks" pri="0" x="0" y="420"/>
		<TreasurePoint x="680" y="222" dist1="63" />
		<TreasurePoint x="34" y="68" dist1="24" />
		<TreasurePoint x="37" y="503" dist1="34" />
		
	</Level>

	<Level id="Jungle2" dispname="Castaway" effect1="ShadowCanopy1" drawcurve="false" drawtunnel="false" curve1="Jungle2\Jungle2" background="jungle2" tfreq="1000" partime="3000">
		<Gun type="normal" gx1="380" gy1="300" />
		<Tunnel image="jungle2chute1" pri="1" x="0" y="0" />
		<TreasurePoint x="28" y="105" dist1="60" />
		<TreasurePoint x="716" y="505" dist1="33" />
		<TreasurePoint x="602" y="366" dist1="84" />
	</Level>

	<Level id="Jungle3" dispname="Echo Beach" effect1="ShadowCanopy1" drawcurve="false" curve1="Jungle3\Jungle3" background="jungle3" tfreq="1000" partime="4500">
		<Gun type="normal" gx1="398" gy1="290"/>
		<Tunnel image="jungle3chute1" pri="1" x="0" y="0" />
		<TreasurePoint x="14" y="528" dist1="15" />
		<TreasurePoint x="369" y="449" dist1="73" />
		<TreasurePoint x="730" y="240" dist1="40" />
	</Level>



	<Level id="Jungle4" dispname="Bones of an Idol" effect1="ShadowCanopy2" drawcurve="false" drawtunnel="false" curve1="Jungle4\Jungle4" background="jungle4" tfreq="1000" partime="3000" >
		<Gun type="normal" gx1="400" gy1="300" />
		<Tunnel image="jungle4chute1" pri="2" x="0" y="0" />
		<Tunnel image="jungle4chute2" pri="1" x="0" y="0" />
		<Tunnel image="jungle4chute3" pri="1" x="294" y="0" />
		<TreasurePoint x="23" y="493" dist1="55" />
		<TreasurePoint x="699" y="485" dist1="35" />
		<TreasurePoint x="200" y="92" dist1="11" />
	</Level>
	

	<Level id="Jungle5" dispname="Switchback Slider" effect1="ShadowCanopy2" drawcurve="false" drawtunnel="false" curve1="Jungle5\Jungle5" background="jungle5" tfreq="1000" partime="6000">
		<Gun type="horiz" startx="50" starty="540" width="700"  />
		<Tunnel image="jungle5chute1" pri="1" x="0" y="0" />
		<Tunnel image="jungle5chute2" pri="1" x="586" y="0" />
		<Tunnel image="jungle5chute3" pri="1" x="0" y="407" />
		<TreasurePoint x="131" y="100" dist1="26" />
		<TreasurePoint x="610" y="164" dist1="48" />
		<TreasurePoint x="130" y="259" dist1="67" />
		<!-- <Trigger id="2" pri="1" type="fruit" lifemin="1000" lifemax="1000" x="232" y="176" dist1="0" points="0" challenge="Challenge6"/> -->
	</Level>

	<Level id="jungle6" dispname="Jungle Clearing" effect1="ShadowCanopy2" effect2="WillOWisp" drawcurve="false" drawtunnel="false" curve1="Jungle6\Jungle6" background="jungle6" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="400" gy1="300" />
		<Tunnel image="jungle6chute1" pri="1" x="127" y="176" />
		<Tunnel image="jungle6chute2" pri="1" x="48" y="228" />
		<Tunnel image="jungle6chute3" pri="1" x="0" y="0" />
		<Tunnel image="jungle6chute4" pri="1" x="0" y="338" />
		<Tunnel image="jungle6chute5" pri="1" x="656" y="0" />
		<TreasurePoint x="180" y="419" dist1="68" />
		<TreasurePoint x="699" y="68" dist1="42" />
		<TreasurePoint x="710" y="516" dist1="28" />
		<!-- <Trigger id="2" pri="1" type="fruit" lifemin="1000" lifemax="1000" x="291" y="480" dist1="0" points="0" challenge="Challenge7"/> -->
	</Level>



	<Level id="Jungle7" dispname="Sand Trap" effect1="ShadowCanopy1" drawcurve="false" drawtunnel="false" curve1="Jungle7\Jungle7" background="jungle7" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="300" gy1="295" />
		<Tunnel image="jungle7chute" pri="1" x="0" y="0" />
		<TreasurePoint x="79" y="126" dist1="83" />
		<TreasurePoint x="663" y="271" dist1="64" />
		<TreasurePoint x="681" y="502" dist1="26" />
	</Level>

	<Level id="Jungle8" dispname="Nasal Passage" effect1="ShadowCanopy1" drawcurve="false" drawtunnel="false" curve1="Jungle8\Jungle8" background="jungle8" tfreq="1000" partime="6000" >
		<Gun type="normal" gx1="390" gy1="320" />
		<Tunnel image="jungle8chute1" pri="1" x="130" y="102" />
		<Tunnel image="jungle8chute2" pri="1" x="587" y="0" />
		<TreasurePoint x="390" y="90" dist1="19" />
		<TreasurePoint x="16" y="285" dist1="33" />
		<TreasurePoint x="702" y="303" dist1="60" />
	</Level>

	<Level id="Jungle9" dispname="Creeper Copse" effect1="ShadowCanopy2" effect2="WillOWisp" drawcurve="false" drawtunnel="false" curve1="Jungle9\Jungle9-1" curve2="Jungle9\Jungle9-2" background="jungle9" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="403" gy1="296" />
		<Tunnel image="jungle9chute1" pri="1" x="0" y="0" />
		<Tunnel image="jungle9chute2" pri="1" x="599" y="367" />
		<TreasurePoint x="649" y="111" dist1="46" />
		<TreasurePoint x="75" y="468" dist2="45" />
	</Level>
	
<!-- NEW LEVEL PARAMETER:
			NextLevelText		- In addition to displaying this round's stats, this text will be displayed so that the user
									can know what to expect on the next level. 
	-->

	<Level id="Jungle10" dispname="Darkness Falls" effect1="ShadowCanopy2" effect2="WillOWisp" drawcurve="false" drawtunnel="false" curve1="Jungle10\Jungle10" background="jungle10" tfreq="1000" partime="6000"
		NextLevelText="Oh no! Jungle Boss is on a rampage! Blast him through holes in the curve when his shield is down. But don't let the curve reach the skull!" >
		
		<Gun type="normal" gx1="400" gy1="300" />
		<Tunnel image="jungle10chute1" pri="1" x="0" y="252" />
		<TreasurePoint x="68" y="441" dist1="15" />
		<TreasurePoint x="709" y="499" dist1="29" />
		<TreasurePoint x="697" y="67" dist1="37" />
	</Level>

<!--
													BOSS 1
-->	

	<Level id="boss1" dispname="Kahtiki Khan" hurryamt="0.75" noflip="true" drawcurve="false" drawtunnel="false" curve1="boss1\boss1" background="boss1" tfreq="1000" partime="10000"
						popup="Rawr! I'm the first boss. Hit me with your balls until I'm dead!" >
		<Gun type="horiz" startx="70" starty="497" width="660" />
		
		<IntroText line="Kahtiki Khan" color="ffff00"/>
		<IntroText line="Ancient Devil Idol" color="ff0000"/>
		<IntroText line="&quot;The old men tell the tale of a lost city in the jungle" color="6d1514"/>
		<IntroText line="Ruled by a Stone Demon that takes the heads of men" color="6d1514"/>
		<IntroText line="and none who go there, ever return.&quot;" color="6d1514"/>
		
		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="60" AllowLevelDDS="false" hpdec="10" startx="115" endx="611" y="108" minhover="300" maxhover="300" movespeed="2.0" xshake="5" yshake="5"
						shottype="target" minfire="170" maxfire="280" stun="200" minbullet="2.3" maxbullet="3.0" CanCompact="false"  endhoveronhit="true" flightspeed="5.0" minflightdist="300" frogstun="200"
						art="tiger" sepia="tiger/tiger_sepia" HeartXOff="-55" HeartYOff="75" ImpatientTimer="30000" wordbubble="Arrogant Frog! I shall fell&cr;thee with my doom swipe!" >
						<!--
						<DDS value="maxhover" min="550" max="350" ddsmin="0" ddsmax="20"/>
						<DDS value="maxhover" min="350" max="300" ddsmin="20" ddsmax="50"/>
						<DDS value="maxhover" min="300" max="250" ddsmin="50" ddsmax="101"/>
						<DDS value="minhover" min="500" max="300" ddsmin="0" ddsmax="20"/>
						<DDS value="minhover" min="300" max="250" ddsmin="20" ddsmax="50"/>
						<DDS value="minhover" min="250" max="150" ddsmin="50" ddsmax="101"/>
						<DDS value="minfire" min="400" max="300" ddsmin="0" ddsmax="20"/>
						<DDS value="minfire" min="300" max="260" ddsmin="20" ddsmax="80"/>
						<DDS value="minfire" min="260" max="180" ddsmin="80" ddsmax="101"/>
						<DDS value="maxfire" min="300" max="200" ddsmin="0" ddsmax="20"/>
						<DDS value="maxfire" min="200" max="140" ddsmin="20" ddsmax="80"/>
						<DDS value="maxfire" min="140" max="100" ddsmin="80" ddsmax="101"/>
						<DDS value="minbullet" min="2.0" max="2.3" ddsmin="0" ddsmax="50"/>
						<DDS value="minbullet" min="2.3" max="2.5" ddsmin="50" ddsmax="75"/>
						<DDS value="minbullet" min="2.5" max="3.1" ddsmin="75" ddsmax="101"/>
						<DDS value="maxbullet" min="2.5" max="3.0" ddsmin="0" ddsmax="50"/>
						<DDS value="maxbullet" min="3.0" max="3.3" ddsmin="50" ddsmax="75"/>
						<DDS value="maxbullet" min="3.3" max="3.8" ddsmin="75" ddsmax="101"/>
						<DDS value="movespeed" min="1.75" max="2.0" ddsmin="0" ddsmax="50"/>
						<DDS value="movespeed" min="2.0" max="2.25" ddsmin="50" ddsmax="75"/>
						<DDS value="movespeed" min="2.25" max="2.75" ddsmin="75" ddsmax="101"/>
						<DDS value="frogstun" min="150" max="200" ddsmin="0" ddsmax="50"/>
						<DDS value="frogstun" min="200" max="250" ddsmin="50" ddsmax="101"/>
						<DDS value="hurryamt" min=".50" max=".75" ddsmin="0" ddsmax="50"/>
						<DDS value="hurryamt" min=".75" max=".95" ddsmin="50" ddsmax="101"/>
						-->

						<Berserk value="maxbullets" amount="1" HealthLimit="30"/>
						<Berserk value="maxbullet" amount=".5" HealthLimit="30"/>
						<Berserk value="minbullet" amount=".9" HealthLimit="30"/>
						<Berserk value="movespeed" amount="2.0" HealthLimit="30"/>
						<Berserk value="minhover" amount="-100" HealthLimit="30" min="1"/>
						<Berserk value="maxhover" amount="-100" HealthLimit="30" min="1"/>
						
						<DeathText line="Where you did arrive from, strange frog?"/>
						<DeathText line="You do come from above waters?"/>
						<DeathText line="You can inflict defeat to me, but five siblings will take their revenge in you!"/>
						<DeathText line="You never will save this island under any condition!"/>
						<DeathText line="Ribbit!"/>
						
						
						</Boss>
						
						
	</Level>		
	
<!-- Village -->

	<Level id="village1" dispname="Watering Hole" drawcurve="false" drawtunnel="false" curve1="Village1" background="Village1" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="400" gy1="300" />
		<Tunnel image="village1chute1" pri="1" x="0" y="0" />
		<Tunnel image="village1chute2" pri="1" x="258" y="110" />
		<Tunnel image="village1chute3" pri="1" x="544" y="0" />
		<Tunnel image="village1chute4" pri="1" x="117" y="261" />
		<TreasurePoint x="47" y="61" dist1="21" />
		<TreasurePoint x="609" y="169" dist1="86" />
		<TreasurePoint x="696" y="289" dist1="53" />
	</Level>

	<Level id="village2" dispname="Overgrown Plaza" drawcurve="false" drawtunnel="false" curve1="Village2" background="Village2" tfreq="1000" partime="4500">
		<Gun type="normal" gx1="370" gy1="310" />
		<Tunnel image="village2chute1" pri="1" x="0" y="0" />
		<Tunnel image="village2chute2" pri="1" x="0" y="231" />
		<Tunnel image="village2chute3" pri="1" x="561" y="0" />
		<Tunnel image="village2chute4" pri="1" x="552" y="418" />
		<Tunnel image="village2chute5" pri="1" x="85" y="207" />
		<TreasurePoint x="349" y="84" dist1="11" />
		<TreasurePoint x="663" y="275" dist1="76" />
		<TreasurePoint x="341" y="493" dist1="40" />
		
		<!-- <Trigger id="2" pri="2" type="fruit" lifemin="1000" lifemax="1000" x="668" y="184" dist1="0" points="0" challenge="Challenge8"/> -->
	</Level>

	<Level id="village3" dispname="Lilypad Leap" drawcurve="false" drawtunnel="false" curve1="Village3\Village3v3" background="Village3" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="175" gy1="310" gx2="610" gy2="310" image="village3lilypad1"/>
		<Tunnel image="village3chute1" pri="1" x="0" y="0" />
		<Tunnel image="village3chute2" pri="1" x="270" y="481" />
		<Tunnel image="village3chute3" pri="1" x="714" y="468" />
		<Tunnel image="village3chute4" pri="1" x="452" y="179" />
		<Tunnel image="village3chute6" pri="2" x="296" y="0" />
		<TreasurePoint x="28" y="44" dist1="25" />
		<TreasurePoint x="18" y="531" dist1="37" />
		<TreasurePoint x="736" y="531" dist1="83" />
		<Wall x="352" y="68" w="20" h="461" color="01000000" />
		
	</Level>

	<Level id="village4" dispname="Sandspirals" drawcurve="false" drawtunnel="false" curve1="Village4v2" background="Village4" tfreq="1000" partime="6000" >
		<Gun type="normal" gx1="370" gy1="305" />
		<Tunnel image="village4chute1" pri="1" x="0" y="0" />
		<Tunnel image="village4chute2" pri="1" x="0" y="386" />
		<Tunnel image="village4chute3" pri="1" x="520" y="0" />
		<Tunnel image="village4chute4" pri="1" x="638" y="237" />
		<TreasurePoint x="80" y="107" dist1="22" />
		<TreasurePoint x="65" y="473" dist1="15" />
		<TreasurePoint x="674" y="490" dist1="10" />
		
	</Level>

	<Level id="village5" dispname="Abandoned Well" drawcurve="false" drawtunnel="false" curve1="Village5" background="" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="440" gy1="290" />
		<Tunnel image="village5chute1" pri="1" x="0" y="0" />
		<Tunnel image="village5chute2" pri="1" x="709" y="37" />
		<Tunnel image="village5chute3" pri="1" x="611" y="494" />
		<TreasurePoint x="72" y="44" dist1="16" />
		<TreasurePoint x="724" y="65" dist1="30" />
		<TreasurePoint x="71" y="454" dist1="57" />
	</Level>

	<Level id="village6" dispname="Face Your Fear" drawcurve="false" drawtunnel="false" curve1="Village6-1" curve2="Village6-2" curvedata="1" background="Village6" tfreq="1000" partime="7500">
		<Gun type="normal" gx1="400" gy1="270" />
		<Tunnel image="village6chute1" pri="1" x="107" y="0" />
		<Tunnel image="village6chute2" pri="1" x="0" y="0" />
		<Tunnel image="village6chute3" pri="1" x="0" y="456" />
		<Tunnel image="village6chute4" pri="1" x="702" y="67" />
		<TreasurePoint x="250" y="491" dist1="50" />
		<TreasurePoint x="703" y="500" dist2="35" />
		<TreasurePoint x="475" y="491" dist2="50" />
		<!-- <Trigger id="2" pri="1" type="fruit" lifemin="1000" lifemax="1000" x="565" y="491" dist1="0" points="0" challenge="Chains"/> -->
		
	</Level>

	<Level id="village7" dispname="Seven Sides" drawcurve="false" drawtunnel="false" curve1="Village7" background="Village7" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="410" gy1="315" />
		<Tunnel image="village7chute1" pri="1" x="0" y="0" />
		<Tunnel image="village7chute2" pri="1" x="0" y="324" />
		<Tunnel image="village7chute3" pri="1" x="557" y="0" />
		<Tunnel image="village7chute4" pri="1" x="602" y="301" />
		<TreasurePoint x="47" y="99" dist1="32" />
		<TreasurePoint x="84" y="468" dist1="24" />
		<TreasurePoint x="688" y="493" dist1="12" />
	</Level>

	<Level id="village8" dispname="Vines of Vengeance" drawcurve="false" drawtunnel="false" curve1="Village8" background="Village8" tfreq="1000" partime="7500" >
		<Gun type="normal" gx1="410" gy1="310"/>
		<Tunnel image="village8chute1" pri="1" x="0" y="0" />
		<Tunnel image="village8chute2" pri="1" x="546" y="0" />
		<Tunnel image="village8chute3" pri="1" x="510" y="550" />
		<TreasurePoint x="667" y="280" dist1="76" />
		<TreasurePoint x="386" y="470" dist1="68" />
		<TreasurePoint x="73" y="257" dist1="58" />
	</Level>

	<Level id="village9" dispname="Logroller" drawcurve="false" drawtunnel="false" curve1="Village9" background="Village9" tfreq="1000" partime="6000" >
		<Gun type="horiz" startx="50" starty="520" width="700"  />
		<Tunnel image="village9chute1" pri="1" x="0" y="0" />
		<Tunnel image="village9chute2" pri="1" x="715" y="0" />
		<Tunnel image="village9chute3" pri="1" x="636" y="330" />
		<TreasurePoint x="334" y="161" dist1="40" />
		<TreasurePoint x="166" y="253" dist1="44" />
		<TreasurePoint x="657" y="240" dist1="30" />
	</Level>

	<Level id="village10" dispname="The Horseshoe" drawcurve="false" drawtunnel="false" curve1="Village10\Village10v2" background="" tfreq="1000" partime="6000"
		NextLevelText="You've awakened Village Boss from his slumber! Use the lilypads to take shots at his heads when they glow. Be sure to keep the balls out of the skull!" >
		
		<Gun type="normal" gx1="400" gy1="200" />
		<Tunnel image="village10chute1" pri="1" x="0" y="0" />
		<Tunnel image="village10chute2" pri="1" x="0" y="525" />
		<Tunnel image="village10chute3" pri="1" x="362" y="0" />
		<TreasurePoint x="69" y="193" dist1="75" />
		<TreasurePoint x="89" y="461" dist1="67" />
		<TreasurePoint x="668" y="467" dist1="55" />
	</Level>
	

		
<!--
													BOSS 2
-->	
	
	
	<Level id="boss2" dispname="Maga Maga" noflip="true" hurryamt=".47" drawcurve="false" drawtunnel="false" curve1="boss2\boss2" background="Boss2" tfreq="1000" partime="10000" >
		<Gun type="horiz" startx="70" starty="527" width="660" />
		
		<IntroText line="Maga Maga" color="ffff00"/>
		<IntroText line="Witch Doctor" color="ff0000"/>
		<IntroText line="&quot;The evil shaman, it was said, controlled two" color="6d1514"/>
		<IntroText line="slave tikis that guarded him day and night." color="6d1514"/>
		<IntroText line="So long as they stood no harm could come to him.&quot;" color="6d1514"/>
		
		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="15" retaliation="1" retalshotdelay="10" retalspeedmin="4.0" retalspeedmax="4.0"
						art="doctor" sepia="doctor/doctorsepia" hpdec="10" startx="115" endx="611" y="68" minfire="350" maxfire="400" poison="500" minbullet="3.2" maxbullet="3.2" 
						strafe="false" AllowLevelDDS="false" CanCompact="false" shottype="target" minhover="400" maxhover="450" EndHoverOnHit="true"
						movespeed="1.9" xshake="5" yshake="5" HeartXOff="100" HeartYOff="0" wordbubble="Foolish Amphibian!&cr;Just try to breech&cr;my tiki defenses!"
						wall1x="117" wall1y="165" wall1w="525" wall1h="4" TikiHealthRespawn="20"
						wall2x="117" wall2y="175" wall2w="525" wall2h="4"
						tiki1x="67" tiki1y="248" tiki1w="270" tiki1time="300"
						tiki2x="428" tiki2y="248" tiki2w="270" tiki2time="325" >
						
						
						<!-- <DDS value="maxhover" min="550" max="500" ddsmin="0" ddsmax="20"/>
						<DDS value="maxhover" min="500" max="450" ddsmin="20" ddsmax="50"/>
						<DDS value="maxhover" min="450" max="400" ddsmin="50" ddsmax="101"/>
						<DDS value="minhover" min="500" max="450" ddsmin="0" ddsmax="20"/>
						<DDS value="minhover" min="450" max="400" ddsmin="20" ddsmax="50"/>
						<DDS value="minhover" min="400" max="350" ddsmin="50" ddsmax="101"/>
						<DDS value="minfire" min="420" max="380" ddsmin="0" ddsmax="20"/>
						<DDS value="minfire" min="380" max="350" ddsmin="20" ddsmax="50"/>
						<DDS value="minfire" min="350" max="320" ddsmin="50" ddsmax="75"/>
						<DDS value="minfire" min="320" max="250" ddsmin="75" ddsmax="101"/>
						<DDS value="maxfire" min="470" max="430" ddsmin="0" ddsmax="20"/>
						<DDS value="maxfire" min="430" max="400" ddsmin="20" ddsmax="50"/>
						<DDS value="maxfire" min="400" max="370" ddsmin="50" ddsmax="75"/>
						<DDS value="maxfire" min="370" max="300" ddsmin="75" ddsmax="101"/>
						<DDS value="minbullet" min="1.5" max="1.8" ddsmin="0" ddsmax="20"/>
						<DDS value="minbullet" min="1.8" max="2.0" ddsmin="20" ddsmax="50"/>
						<DDS value="minbullet" min="2.0" max="2.3" ddsmin="50" ddsmax="75"/>
						<DDS value="minbullet" min="2.3" max="3.1" ddsmin="75" ddsmax="101"/>
						<DDS value="maxbullet" min="1.5" max="1.8" ddsmin="0" ddsmax="20"/>
						<DDS value="maxbullet" min="1.8" max="2.0" ddsmin="20" ddsmax="50"/>
						<DDS value="maxbullet" min="2.0" max="2.3" ddsmin="50" ddsmax="75"/>
						<DDS value="maxbullet" min="2.3" max="3.1" ddsmin="75" ddsmax="101"/> 
						<DDS value="movespeed" min="1.75" max="2.0" ddsmin="0" ddsmax="20"/>
						<DDS value="movespeed" min="2.0" max="2.6" ddsmin="20" ddsmax="50"/>
						<DDS value="movespeed" min="2.6" max="2.85" ddsmin="50" ddsmax="75"/>
						<DDS value="movespeed" min="2.85" max="3.25" ddsmin="75" ddsmax="101"/> 
			
						<DDS value="hurryamt" min=".25" max=".45" ddsmin="0" ddsmax="20"/>
						<DDS value="hurryamt" min=".45" max=".50" ddsmin="20" ddsmax="50"/>
						<DDS value="hurryamt" min=".50" max=".75" ddsmin="50" ddsmax="101"/> -->
						
						

						
						<Berserk value="maxbullets" amount="1" HealthLimit="60"/>
						<Berserk value="maxbullets" amount="1" HealthLimit="30"/>
						<Berserk value="EndHoverOnHit" amount="false" override="true" HealthLimit="30"/>
						<Berserk value="retalspeedmin" amount=".5" HealthLimit="60"/>
						<Berserk value="retalspeedmax" amount=".5" HealthLimit="60"/>
						<Berserk value="retalspeedmin" amount="1.0" HealthLimit="30"/>
						<Berserk value="retalspeedmax" amount="1.0" HealthLimit="30"/>
						<Berserk value="minhover" amount="-100" HealthLimit="60" min="1"/>
						<Berserk value="maxhover" amount="-50" HealthLimit="60" min="1"/>
						<Berserk value="minfire" amount="-100" HealthLimit="60"  min="50"/>
						<Berserk value="maxfire" amount="-50" HealthLimit="60"  min="50"/>
						<Berserk value="movespeed" amount=".5" HealthLimit="60"/> 
						<Berserk value="strafe" amount="true" override="true" HealthLimit="30"/>
						
						<DeathText line="Foolishly intruder, it was defeated me in no hope!"/>
						<DeathText line="Island holds the secrets of science which it does not know, you best not."/>
						<DeathText line="Back turning now will before you reach in lost city."/>
						<DeathText line="Otherwise you will endure madness and fate!"/>
						<DeathText line="Ribbit!!"/>
						
			</Boss>
						
	
						
	</Level>
	
<!-- ---------------------------------------- CITY LEVELS GO HERE ---------------------------------------------------------------------------- -->
	
	<Level id="city1" dispname="Ancient Cistern" drawcurve="false" drawtunnel="false" curve1="city1" background="city1" tfreq="1000" partime="7500">
		<Gun type="normal" gx1="375" gy1="300" />
		<Tunnel image="city1chute1" pri="1" x="0" y="0" />
		<TreasurePoint x="212" y="484" dist1="40" />
		<TreasurePoint x="430" y="484" dist1="35" />
		<TreasurePoint x="685" y="270" dist1="67" />
	</Level>
	
	<Level id="city2" dispname="Blossom Grove" drawcurve="false" drawtunnel="false" curve1="city2\city2" background="city2" tfreq="1000" partime="7500">
		<Gun type="normal" gx1="420" gy1="300" />
		<Tunnel image="city2chute1" pri="1" x="606" y="391" />
		<Tunnel image="city2chute2" pri="2" x="555" y="104" />
		<TreasurePoint x="29" y="60" dist1="16" />
		<TreasurePoint x="36" y="496" dist1="24" />
		<!-- Trigger id="1" pri="2" type="fruit" lifemin="1000" lifemax="1000" x="728" y="118" dist1="40" / -->
	</Level>

	<Level id="city3" dispname="Empty Cistern" drawcurve="false" drawtunnel="false" curve1="city3\city3-4" background="city3" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="210" gy1="300" gx2="590" gy2="300" image="city3lilly1" />
		<Wall x="378" y="0" color="01000000" width="30" height="210" strength="-1"/>
		<Wall x="378" y="338" color="01000000" width="30" height="262" strength="-1"/>
		<Tunnel image="city3chute1" pri="2" x="264" y="0" />
		<Tunnel image="city3chute2" pri="3" x="318" y="279" />
		<Tunnel image="city3chute3" pri="2" x="0" y="340" />
		<Tunnel image="city3chute4" pri="1" x="301" y="181" />
	</Level>

	<Level id="city4" dispname="Ancestral Tongue" drawcurve="false" curve1="city4/city4-1" curve2="city4\city4-2" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="400" gy1="370"/>
		<Tunnel image="city4chute1" pri="1" x="20" y="522" />
		<Tunnel image="city4chute2" pri="1" x="581" y="514" />
		<TreasurePoint x="95" y="92" dist1="54" />
		<TreasurePoint x="31" y="507" dist1="10" />
		<TreasurePoint x="663" y="100" dist1="54" />
		<TreasurePoint x="716" y="504" dist1="10" />
	</Level>

	<Level id="city5" dispname="Mossy Square" drawcurve="false" drawtunnel="false" curve1="city5\city5" background="" tfreq="1000" partime="6000">
		<Gun type="normal" gx1="400" gy1="300" />
		<Tunnel image="city5chute1" pri="1" x="66" y="8" />
		<Tunnel image="city5chute2" pri="1" x="432" y="82" />
		<Tunnel image="city5chute3" pri="1" x="527" y="416" />
		<TreasurePoint x="43" y="46" dist1="13" />
		<TreasurePoint x="660" y="509" dist1="38" />
	</Level>

	<Level id="city6" dispname="Mosaic Mayhem" drawcurve="false" drawtunnel="false" curve1="city6\city6" background="" tfreq="1000" partime="10500">
		<Gun type="normal" gx1="420" gy1="340"/>
		<Tunnel image="city6chute1" pri="1" x="499" y="418" />
		<TreasurePoint x="72" y="68" dist1="25" />
		<TreasurePoint x="695" y="72" dist1="15" />
		<TreasurePoint x="140" y="518" dist1="34" />
		<!-- Trigger id="1" pri="1" type="fruit" lifemin="1000" lifemax="1000" x="744" y="480" dist1="10" / -->
	</Level>

	<Level id="city7" dispname="Strange Smile" drawcurve="false" drawtunnel="false" curve1="city7\city7-2" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="400" gy1="310" />
		<Tunnel image="city7chute1" pri="1" x="638" y="349" />
		<TreasurePoint x="79" y="106" dist1="80" />
		<TreasurePoint x="674" y="103" dist1="10" />
	</Level>

	<Level id="city8" dispname="Lichen Lair" drawcurve="false" drawtunnel="false" curve1="city8\city8-2" background="" tfreq="1000" partime="10500">
		<Gun type="horiz" startx="50" starty="540" width="700" />
		<Tunnel image="city8chute1" pri="1" x="215" y="46" />
		<Tunnel image="city8chute2" pri="1" x="71" y="293" />
		<TreasurePoint x="286" y="55" dist1="18" />
		<TreasurePoint x="548" y="88" dist1="40" />
		<TreasurePoint x="387" y="270" dist1="36" />
	</Level>

	<Level id="city9" dispname="Ghosts of the Past" drawcurve="false" drawtunnel="false" curve1="city9\city9" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="340" gy1="325" />
		<Tunnel image="city9chute1" pri="1" x="0" y="0" />
		<Tunnel image="city9chute2" pri="1" x="553" y="0" />
		<TreasurePoint x="17" y="498" dist1="25" />
		<TreasurePoint x="682" y="287" dist1="44" />
		<!-- Trigger id="1" pri="1" type="fruit" lifemin="1000" lifemax="1000" x="703" y="95" dist1="47" / -->
	</Level>

		<Level id="city10" dispname="Double Danger" effect1="fog" drawcurve="false" drawtunnel="false" curve1="city10\city10-1" curve2="city10\city10-2" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="400" gy1="320"/>
		<Tunnel image="city10chute1" pri="1" x="0" y="0" />
		<!-- TreasurePoint x="349" y="8" dist1="60" />
		<TreasurePoint x="728" y="261" dist1="60" />
		<TreasurePoint x="5" y="278" dist1="60" / -->
	</Level>
	
		
<!--
													BOSS 3
-->	
	
	<Level id="boss3" dispname="Toraha" hurryamt=".60" noflip="true" drawcurve="false" drawtunnel="false" curve1="boss3\boss3" background="boss3" tfreq="1000" partime="10000" >
		<Gun type="horiz" startx="70" starty="532" width="660" />
		
		<IntroText line="Toraha" color="ffff00"/>
		<IntroText line="Cannibal Idol" color="ff0000"/>
		<IntroText line="&quot;No mere arrow or blade could harm Toraha. And to" color="6d1514"/>
		<IntroText line="safeguard his rule further, he sent his slaves to" color="6d1514"/>
		<IntroText line="pick up all the iron in the area, so none could use it.&quot;" color="6d1514"/>

		
		<Boss type="3" subtype="2" MaxBullets="3" shotdelay="30" AllowLevelDDS="false" hpdec="10" startx="115" endx="611" y="98" strafe="true" wordbubble="Stick around!&cr;I have some putrid&cr;heads for you!"
						art="skeleton" sepia="skeleton/skeleton_sepia" minhover="50" maxhover="150" movespeed="2.0" xshake="5" yshake="5" shottype="straight" minfire="280" maxfire="380" 
						hallucinate="400" minbullet="2.8" maxbullet="2.8" CanCompact="false" HeartXOff="-60" HeartYOff="60" >
						
						<!-- not DDS-able at the moment -->
						<Skeleton NumPerGroup="4" GroupDelay="120" DelayAfterEmit="400" vx="2.1" vy="0" x="-78" y="284"/>
<!--
						<DDS value="minfire" min="300" max="260" ddsmin="0" ddsmax="101"/>
						<DDS value="maxfire" min="400" max="360" ddsmin="0" ddsmax="101"/>
						<DDS value="minbullet" min="2.2" max="2.8" ddsmin="0" ddsmax="50"/>
						<DDS value="minbullet" min="2.8" max="3.3" ddsmin="50" ddsmax="75"/>
						<DDS value="minbullet" min="3.3" max="3.8" ddsmin="75" ddsmax="101"/>
						<DDS value="maxbullet" min="2.2" max="3.8" ddsmin="0" ddsmax="50"/>
						<DDS value="maxbullet" min="2.8" max="3.3" ddsmin="50" ddsmax="75"/>
						<DDS value="maxbullet" min="3.3" max="3.8" ddsmin="75" ddsmax="101"/>
						<DDS value="movespeed" min="1.50" max="1.75" ddsmin="0" ddsmax="20"/>
						<DDS value="movespeed" min="1.75" max="2.25" ddsmin="20" ddsmax="75"/>
						<DDS value="movespeed" min="2.25" max="2.50" ddsmin="75" ddsmax="101"/>
						<DDS value="hallucinate" min="250" max="400" ddsmin="0" ddsmax="50"/>
						<DDS value="hallucinate" min="400" max="500" ddsmin="50" ddsmax="101"/>
						<DDS value="hurryamt" min=".50" max=".60" ddsmin="0" ddsmax="50"/>
						<DDS value="hurryamt" min=".60" max=".95" ddsmin="50" ddsmax="101"/> 
						
-->
						<Berserk value="maxbullets" amount="1" HealthLimit="60"/>
						<Berserk value="maxbullets" amount="1" HealthLimit="30"/>
						<Berserk value="minbullet" amount=".5" HealthLimit="60"/>
						<Berserk value="maxbullet" amount="0.5" HealthLimit="60"/>
						<Berserk value="minbullet" amount="1" HealthLimit="30"/>
						<Berserk value="maxbullet" amount="1" HealthLimit="30"/>
						<Berserk value="movespeed" amount=".5" HealthLimit="60"/>
						<Berserk value="movespeed" amount="1.2" HealthLimit="30"/> 
						
						<DeathText line="I was worshipped as god of century! 3 siblings take their vengeance in you!"/>
						<DeathText line="Extreme vengeance, the foolish intruder be careful!"/>
						<DeathText line="This island why was found by you? But as for whether you"/>
						<DeathText line="should know are the reason well… there is a reason. Turning, escape!"/>
						<DeathText line="Ribbit!!!"/>
		</Boss>						
	</Level>


<!-- ---------------------------------------- COAST LEVELS GO HERE ---------------------------------------------------------------------------- -->

	<Level id="Coast1" dispname="Swamp Spin" effect1="fog" effect2="ShadowCanopy2" effect3="WillOWisp" drawcurve="false" drawtunnel="false" curve1="coast1" background="" tfreq="1000" partime="10500">
		<Gun type="normal" gx1="340" gy1="345" />
		<Tunnel image="coast1chute1" pri="1" x="0" y="133" />
		<Tunnel image="coast1chute2" pri="1" x="555" y="0" />
		<TreasurePoint x="713" y="472" dist1="23" />
		<TreasurePoint x="659" y="62" dist1="23" />
		<TreasurePoint x="154" y="526" dist1="45" />
	</Level>

	<Level id="Coast2" dispname="Deadmarsh" effect1="fog" effect2="ShadowCanopy2" drawcurve="false" drawtunnel="false" curve1="coast2" background="" tfreq="1000" partime="16500">
		<Gun type="normal" gx1="370" gy1="310"/>
		<Tunnel image="coast2chute1" pri="1" x="0" y="0" />
		<Tunnel image="coast2chute2" pri="1" x="611" y="0" />
		<Tunnel image="coast2chute3" pri="1" x="621" y="222" />
		<TreasurePoint x="60" y="483" dist1="21" />
		<TreasurePoint x="682" y="117" dist1="10" />
		<TreasurePoint x="682" y="419" dist1="33" />
	</Level>

	<Level id="Coast3" dispname="Stagnant Ponds" effect1="fog" effect2="ShadowCanopy1" effect3="WillOWisp" effect4="WaterShader1" drawcurve="false" drawtunnel="false" curve1="coast3" background="" tfreq="1000" partime="12000">
		<Gun type="normal" gx1="180" gy1="360" gx2="610" gy2="275" image="coast3lilypad1" />
		<Tunnel image="coast3chute1" pri="2" x="0" y="0" />
		<Tunnel image="coast3chute2" pri="1" x="0" y="0" />
		<Tunnel image="coast3chute3" pri="1" x="53" y="526" />
		<TreasurePoint x="20" y="516" dist1="14" />
		<TreasurePoint x="248" y="67" dist1="61" />
		<TreasurePoint x="495" y="514" dist1="75" />
		
		<SetEffectParams num="4" image1="images/levels/coast3/coast3chute1water" image1x="0" image1y="0" 	 image1offscale="0.005" image1xmod="40" image1ymod="40" image1offmult="1.0" image1offmod="2" image1timerinc="0.0025"/>
		<SetEffectParams num="4" image2="images/levels/coast3/coast3chute2water" image2x="180" image2y="0" 	 image2offscale="0.006"	image2xmod="40" image2ymod="10" image2offmult="1.5" image2offmod="1" image2timerinc="0.002"/>		
		<SetEffectParams num="4" image4="images/levels/coast3/coast3chute4water" image4x="0" image4y="227" 	 image4offscale="0.005" image4xmod="40" image4ymod="40" image4offmult="0.5" image4offmod="2" image4timerinc="0.005"/>
		<SetEffectParams num="4" image5="images/levels/coast3/coast3chute5water" image5x="51" image5y="129"  image5offscale="0.006" image5xmod="10" image5ymod="10" image5offmult="1.0" image5offmod="2" image5timerinc="0.0025"/>
		<SetEffectParams num="4" image6="images/levels/coast3/coast3chute6water" image6x="461" image6y="115" image6offscale="0.007" image6xmod="10" image6ymod="10" image6offmult="1.0" image6offmod="2" image6timerinc="0.002"/>
		<SetEffectParams num="4" image3="images/levels/coast3/coast3chute3water" image3x="666" image3y="0" 	 image3offscale="0.005" image3xmod="20" image3ymod="20" image3offmult="2.5" image3offmod="2" image3timerinc="0.0015"/>
		<SetEffectParams num="4" image7="images/levels/coast3/coast3chute7water" image7x="0" image7y="477" 	 image7offscale="0.005" 	image7xmod="40" image7ymod="40" image7offmult="2.5" image7offmod="2.0" image7timerinc="0.002"/>
		<SetEffectParams num="4" image8="images/levels/coast3/coast3chute8water" image8x="447" image8y="480" image8offscale="0.08" 	image8xmod="40" image8ymod="40" image8offmult="0.5" image8offmod="0.5" image8timerinc="0.001"/>
	</Level>

	<Level id="Coast4" dispname="Brackish Pool" effect1="fog" effect2="ShadowCanopy1" effect3="WillOWisp" drawcurve="false" drawtunnel="false" curve1="coast4" background="" tfreq="1000" partime="12000">
		<Gun type="normal" gx1="505" gy1="280"/>
		<Tunnel image="coast4chute1" pri="1" x="0" y="0" />
		<Tunnel image="coast4chute2" pri="1" x="75" y="519" />
		<TreasurePoint x="223" y="66" dist1="63" />
		<TreasurePoint x="198" y="524" dist1="29" />
		<TreasurePoint x="728" y="467" dist1="43" />
	</Level>

	<Level id="Coast5" dispname="Moist and Fetid" effect1="fog" effect2="ShadowCanopy1" drawcurve="false" drawtunnel="false" curve1="coast5" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="415" gy1="310" />
		<Tunnel image="coast5chute1" pri="1" x="534" y="0" />
		<Tunnel image="coast5chute2" pri="1" x="657" y="109" />
		<Tunnel image="coast5chute3" pri="1" x="514" y="507" />
		<TreasurePoint x="47" y="63" dist1="18" />
		<TreasurePoint x="25" y="508" dist1="58" />
		<TreasurePoint x="710" y="508" dist1="71" />
	</Level>

	<Level id="Coast6" dispname="Ancient Inlay" effect1="fog" effect2="ShadowCanopy1" drawcurve="false" drawtunnel="false" curve1="coast6" background="" tfreq="1000" partime="12000">
		<Gun type="normal" gx1="350" gy1="335"/>
		<Tunnel image="coast6chute1" pri="1" x="0" y="0" />
		<Tunnel image="coast6chute2" pri="1" x="0" y="490" />
		<Tunnel image="coast6chute3" pri="1" x="536" y="0" />
		<TreasurePoint x="57" y="288" dist1="88" />
		<TreasurePoint x="606" y="197" dist1="24" />
		<TreasurePoint x="606" y="422" dist1="21" />
	</Level>

	<Level id="Coast7" dispname="Secret Circle" effect1="fog" effect2="ShadowCanopy1" effect3="WillOWisp" drawcurve="false" drawtunnel="false" curve1="coast7" background="" tfreq="1000" partime="7500">
		<Gun type="normal" gx1="470" gy1="360" />
		<Tunnel image="coast7chute1" pri="1" x="0" y="0" />
		<Tunnel image="coast7chute2" pri="1" x="187" y="161" />
		<Tunnel image="coast7chute3" pri="1" x="632" y="10" />
		<TreasurePoint x="87" y="138" dist1="22" />
		<TreasurePoint x="124" y="428" dist1="29" />
		<TreasurePoint x="722" y="509" dist1="73" />
	</Level>

	<Level id="Coast8" dispname="Moai Slide" effect1="fog" effect2="ShadowCanopy1" drawcurve="false" drawtunnel="false" curve1="coast8" background="" tfreq="1000" partime="13500">
		<Gun type="horiz" startx="60" starty="535" width="680" />
		<Tunnel image="coast8chute1" pri="1" x="0" y="5" />
		<Tunnel image="coast8chute2" pri="1" x="113" y="0" />
		<Tunnel image="coast8chute3" pri="1" x="417" y="7" />
		<Tunnel image="coast8chute4" pri="1" x="581" y="0" />
		<TreasurePoint x="273" y="227" dist1="75" />
		<TreasurePoint x="495" y="227" dist1="67" />
		<TreasurePoint x="680" y="232" dist1="62" />
	</Level>

	<Level id="Coast9" dispname="Tide Pools" drawcurve="false" drawtunnel="false" curve1="coast9" background="" tfreq="1000" partime="7500">
		<Gun type="normal" gx1="480" gy1="360"/>
		<Tunnel image="coast9chute1" pri="1" x="0" y="0" />
		<Tunnel image="coast9chute2" pri="1" x="0" y="317" />
		<Tunnel image="coast9chute3" pri="1" x="493" y="0" />
		<TreasurePoint x="146" y="141" dist1="12" />
		<TreasurePoint x="88" y="408" dist1="25" />
		<TreasurePoint x="629" y="131" dist1="48" />
	</Level>	

	<Level id="Coast10" dispname="Skull Coral" drawcurve="false" effect1="ShadowCanopy1" drawtunnel="false" curve1="coast10-1" curve2="coast10-2" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="225" gy1="250" gx2="565" gy2="315" image="coast10lily2" />
		<Tunnel image="coast10chute1" pri="1" x="0" y="7" />
		<Tunnel image="coast10chute2" pri="1" x="350" y="22" />
		<Tunnel image="coast10chute3" pri="1" x="600" y="3" />
		<TreasurePoint x="10" y="58" dist1="27" />
		<TreasurePoint x="25" y="509" dist1="11" />
		<TreasurePoint x="731" y="514" dist1="72" />
	</Level>
	
		
<!--
													BOSS 4
-->	
	
	<Level id="boss4" dispname="Eete Varuga" noflip="false" hurryamt=".90" drawcurve="false" drawtunnel="false" curve1="boss4\boss4" background="Boss4" tfreq="1000" partime="10000">
		<Gun type="horiz" startx="70" starty="527" width="660" />
						
		<IntroText line="Eete Varuga" color="ffff00"/>
		<IntroText line="Mosquito God of Pestilence" color="ff0000"/>
		<IntroText line="&quot;The disease spread by Varuga's vermin left his" color="6d1514"/>
		<IntroText line="victims sluggish and torpid. Only a great blast of" color="6d1514"/>
		<IntroText line="fire and noise could drive the fiend away.&quot;" color="6d1514"/>

		
		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="5" AllowLevelDDS="false" hpdec="20" x1="424" y1="121" wordbubble="Too bad you're just a frog,&cr;without any method of&cr;cracking my shell!"
						art="mosquito" sepia="mosquito/mosquito_sepia" minfire="350" maxfire="450" slowshot="500" minbullet="2.7" maxbullet="2.7" CanCompact="false" 
						minhover="600" maxhover="750" movespeed=".1" xshake="5" yshake="5" HeartXOff="-55" HeartYOff="-100" endhoveronhit="true"
						shottype="homing" homingspeed="0.045" NormalPassUnder="true" BombDelay="200" canshootbullets="false"
						BombFreqMin="11" BombFreqMax="15" BombDuration="60000" DrawRadius="false" >
						
						
						<Berserk value="movement" HealthLimit="61" x1="215" y1="222" x2="617" y2="212" />
						<Berserk value="movespeed" amount="11.4" HealthLimit="61"/>
						<Berserk value="minfire" amount="-100" HealthLimit="61"  min="50"/>
						<Berserk value="maxfire" amount="-100" HealthLimit="61"  min="50"/>
						<Berserk value="minbullet" amount=".5" HealthLimit="61"/>
						<Berserk value="maxbullet" amount=".5" HealthLimit="61"/>
						<Berserk value="homingspeed" amount=".005" HealthLimit="61"/>
						
						<DeathText line="I buzz no more, my wing it is fixed! I must show my secret to you."/>
						<DeathText line="If to possess the courage that outside starts to be deep, you deeply pursue"/>
						<DeathText line="the finding with depth of the ocean. To the sea you must go!"/>
						<DeathText line="But beware, in to find this, you is which cannot be happy."/>
						<DeathText line="Ribbit!!!!"/>

		</Boss>
						
	</Level>
	

	
<!--                          GROTTO LEVELS GO HERE                                                  -->


	<Level id="grotto1" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Coral Catch" drawcurve="false" drawtunnel="false" curve1="grotto1\grotto1" background="" tfreq="1000" partime="9000">
		<Gun type="normal" gx1="390" gy1="320"/>
		<TreasurePoint x="25" y="511" dist1="17" />
		<TreasurePoint x="698" y="62" dist1="47" />
		
		<SetEffectParams num="3" image1="images/levels/grotto1/grotto1" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto2" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Wave Babies" drawcurve="false" curve1="grotto2\grotto2-2" background="" tfreq="1000" partime="15000">
		<Gun type="normal" gx1="391" gy1="260" />
		<Tunnel image="grotto2chute1" pri="1" x="0" y="0" />
		<Tunnel image="grotto2chute2" pri="1" x="0" y="357" />
		<Tunnel image="grotto2chute3" pri="1" x="310" y="0" />
		<TreasurePoint x="44" y="498" dist1="19" />
		<TreasurePoint x="537" y="62" dist1="73" />
		<TreasurePoint x="721" y="500" dist1="36" />
		
		<SetEffectParams num="3" image1="images/levels/grotto2/grotto2" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto3" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Submergathon" drawcurve="false" drawtunnel="false" curve1="grotto3\grotto3" background="" tfreq="1000" partime="10500">
		<Gun type="normal" gx1="200" gy1="215" gx2="600" gy2="425" image="grotto3lilypad1" />
		<Tunnel image="grotto3chute1" pri="1" x="107" y="288" />
		<TreasurePoint x="185" y="456" dist1="52" />
		<TreasurePoint x="396" y="85" dist1="62" />
		<TreasurePoint x="579" y="121" dist1="76" />
		
		<SetEffectParams num="3" image1="images/levels/grotto3/grotto3" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto4" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Anglers Cove" drawcurve="false" curve1="grotto4\grotto4" background="" tfreq="1000" partime="10500">	
		<Gun type="normal" gx1="400" gy1="490" />
		<Tunnel image="grotto4chute1" pri="1" x="0" y="220" />
		<TreasurePoint x="97" y="185" dist1="21" />
		<TreasurePoint x="95" y="383" dist1="16" />
		<TreasurePoint x="657" y="436" dist1="37" />
		
		<SetEffectParams num="3" image1="images/levels/grotto4/grotto4" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto5" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Ocean Floor" drawcurve="false" drawtunnel="false" curve1="grotto5\grotto5" background="" tfreq="1000" partime="15000">
		<Gun type="normal" gx1="400" gy1="300" />
		<Tunnel image="grotto5chute1" pri="1" x="0" y="0" />
		<Tunnel image="grotto5chute2" pri="1" x="99" y="0" />
		<TreasurePoint x="30" y="329" dist1="71" />
		<TreasurePoint x="149" y="42" dist1="18" />
		<TreasurePoint x="661" y="464" dist1="46" />
		
		<SetEffectParams num="3" image1="images/levels/grotto5/grotto5" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto6" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Coelocanth Cave" drawcurve="false" drawtunnel="false" curve1="grotto6\grotto6-2" background="" tfreq="1000" partime="15000">
		<Gun type="normal" gx1="295" gy1="350"/>
		<Tunnel image="grotto6chute1" pri="1" x="0" y="164" />
		<Tunnel image="grotto6chute2" pri="1" x="278" y="164" />
		<Tunnel image="grotto6chute3" pri="1" x="80" y="0" />
		<Tunnel image="grotto6chute4" pri="1" x="357" y="0" />
		<Tunnel image="grotto6chute5" pri="1" x="608" y="0" />
		<Tunnel image="grotto6chute6" pri="1" x="389" y="473" />
		<TreasurePoint x="105" y="130" dist1="22" />
		<TreasurePoint x="83" y="443" dist1="32" />
		<TreasurePoint x="437" y="74" dist1="57" />
		
		<SetEffectParams num="3" image1="images/levels/grotto6/grotto6" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto7" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Smugglers Depth" drawcurve="false" drawtunnel="false" curve1="grotto7\grotto7" background="" tfreq="1000" partime="10500">
		<Gun type="normal" gx1="400" gy1="265"/>
		<Tunnel image="grotto7chute1" pri="1" x="144" y="235" />
		<TreasurePoint x="82" y="431" dist1="37" />
		<TreasurePoint x="702" y="486" dist1="27" />
		
		<SetEffectParams num="3" image1="images/levels/grotto7/grotto7" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto8" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="Pacific Divide" drawcurve="false" drawtunnel="false" curve1="grotto8\grotto8" background="" tfreq="1000" partime="13500">
		<Gun type="vert" startx="390" starty="100" height="405" />
		<Tunnel image="grotto8chute1" pri="1" x="0" y="0" />
		<Tunnel image="grotto8chute2" pri="1" x="277" y="466" />
		<TreasurePoint x="67" y="166" dist1="32" />
		<TreasurePoint x="169" y="419" dist1="48" />
		<TreasurePoint x="550" y="195" dist1="68" />
		
		<SetEffectParams num="3" image1="images/levels/grotto8/grotto8" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto9" nobackground="true" effect1="ShadowCanopy3" effect2="BallWake" effect3="lavashader" dispname="The Deep" drawcurve="false" curve1="grotto9\grotto9" background="" tfreq="1000" partime="18000">
		<Gun type="normal" gx1="370" gy1="230" />
		<Tunnel image="grotto9chute1" pri="1" x="0" y="469" />
		<TreasurePoint x="593" y="194" dist1="78" />
		<TreasurePoint x="67" y="379" dist1="48" />
		<TreasurePoint x="666" y="450" dist1="27" />
		
		<SetEffectParams num="3" image1="images/levels/grotto9/grotto9" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
	</Level>

	<Level id="grotto10" nobackground="true" effect1="lavashader" dispname="Shark Den" drawcurve="false" drawtunnel="false" curve1="grotto10\grotto10-1" curve2="grotto10\grotto10-2" background="" tfreq="1000" partime="12000">
		<Gun type="normal" gx1="400" gy1="320"/>
		<Tunnel image="grotto10chute1" pri="1" x="62" y="52" />
		<Tunnel image="grotto10chute2" pri="1" x="40" y="426" />
		<Tunnel image="grotto10chute3" pri="1" x="593" y="109" />
		<Tunnel image="grotto10chute4" pri="2" x="648" y="454" />
		<Tunnel image="grotto10chute5" pri="0" x="0" y="0" />
		<TreasurePoint x="71" y="525" dist1="23" />
		<TreasurePoint x="644" y="45" dist2="23" />
		
		<SetEffectParams num="1" image1="images/levels/grotto10/grotto10" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05" affectskull="false" />
	</Level>
	
	
		
<!--
													BOSS 5
-->	
						
						
<Level id="boss5" dispname="Iiore Igo" noflip="false" hurryamt=".80" effect1="lavashader" nobackground="true" drawcurve="false" drawtunnel="false" curve1="boss5\boss5" background="boss5" tfreq="1000" partime="10000"  >
		<Gun type="horiz" startx="70" starty="527" width="660" />
		
		<SetEffectParams num="1" image1="images/levels/boss5/boss5" image1x="0" image1y="0" distamt="0.0005" scale="0.5" scroll="0.05"/>
		
		<IntroText line="Iiore Igo" color="ffff00"/>
		<IntroText line="Tentacled Reaper of the Deep" color="ff0000"/>
		<IntroText line="&quot;Few of Igo's victims would even see the terrible" color="6d1514"/>
		<IntroText line="jaws that devoured them, for the beast made" color="6d1514"/>
		<IntroText line="his approach under cover of an inky darkness.&quot;" color="6d1514"/>
		

		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="10" AllowLevelDDS="false" hpdec="10" startx="115" endx="661" y="168" strafe="true"
						art="squid" sepia="squid/squid_sepia" minfire="300" maxfire="330"  minbullet="5.7" maxbullet="5.7" CanCompact="false" wordbubble="I'm gonna stain&cr;you like a nice&cr;pair of slacks!"
						minhover="575" maxhover="600" movespeed="1.5" xshake="5" yshake="5" HeartXOff="-63" HeartYOff="-110" endhoveronhit="false"
						shottype="target" homingspeed="0.045" NormalPassUnder="false" BombDelay="200" canshootbullets="false"
						EnrageDelay="180" EnrageShieldRestore="true" BombFreqMin="10" BombFreqMax="14" BombDuration="60000" DrawRadius="true" ShieldRespawnTime="1400" 
						RadiusColorMode="0" ShieldHP="3" BallShieldDamage="0" HPDecProxBomb="0" UseShield="true" ShieldRotSpeed="1" ShieldPauseTime="0"
						MinInkNum="8" MaxInkNum="12" MinInkRad="100" MaxInkRad="150" MinInkFade="1" MaxInkFade="3" InkFadeDelay="500" InkTargetsScreen="true" >
						
						<Berserk value="shottype" amount="straight" override="true" HealthLimit="61" />
						<Berserk value="movespeed" amount="0.75" HealthLimit="61"/>
						<Berserk value="minfire" amount="-50" HealthLimit="61"  min="50"/>
						<Berserk value="maxfire" amount="-50" HealthLimit="61"  min="50"/>
						<Berserk value="minbullet" amount="0.8" HealthLimit="61"/>
						<Berserk value="maxbullet" amount="0.8" HealthLimit="61"/>
						<Berserk value="strafe" amount="false" override="true" HealthLimit="31" />
						<Berserk value="endhoveronhit" amount="true" override="true" HealthLimit="31" />
						<Berserk value="shottype" amount="target" override="true" HealthLimit="31" />
						<Berserk value="movespeed" amount="4.5" HealthLimit="31"/>
						<Berserk value="maxbullets" amount="0" HealthLimit="31"/>
						<Berserk value="minfire" amount="-100" HealthLimit="31" min="50"/>
						<Berserk value="maxfire" amount="-100" HealthLimit="31"  min="50"/>
						<Berserk value="minbullet" amount="0.25" HealthLimit="31"/>
						<Berserk value="maxbullet" amount="0.25" HealthLimit="31"/>
	
						<DeathText line="You proved chief chief again, small amphibian, and I will be"/>
						<DeathText line="honorable and say you your quest. It rises to the great volcano"/>
						<DeathText line="And it must face my final sibling whose everything is most terrible."/>
						<DeathText line="The island it escapes only due to that defeat!"/>
						<DeathText line="Ribbit!!!!!"/>
	
		</Boss>
		
	</Level>
						
						

	<!-- VOLCANO LEVELS GO HERE -->
						
	
	<Level id="volcano1" dispname="Flowing Tiki Rage" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="false" curve1="Volcano1\Volcano1" background="" tfreq="1000" partime="13500">
			<Gun type="normal" gx1="380" gy1="360"/>			
			<Tunnel image="volcano1chute1" pri="1" x="653" y="130" />			
			<TreasurePoint x="95" y="152" dist1="22" />
			<TreasurePoint x="708" y="500" dist1="50" />
			<TreasurePoint x="81" y="463" dist1="71" />
		
			<SetEffectParams num="1" image1="images/levels/volcano1/volcano1" image1x="-2" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
	
		</Level>
	
	<Level id="volcano2" dispname="Subterran Solaris" nobackground="true" effect1="lavashader" drawcurve="false" curve1="Volcano2/Volcano2-3" background="" tfreq="1000" partime="15000">
			<Gun type="normal" gx1="550" gy1="310" />
			<Tunnel image="volcano2chute1" pri="1" x="0" y="0" />
			<TreasurePoint x="97" y="72" dist1="61" />
			<TreasurePoint x="702" y="71" dist1="48" />
			<TreasurePoint x="708" y="508" dist1="35" />
			
			<SetEffectParams num="1" image1="images/levels/volcano2/volcano2" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
	<Level id="volcano3" dispname="Reflection in Magma" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="false" curve1="volcano3\volcano3" background="" tfreq="1000" partime="15000">
			<Gun type="normal" gx1="290" gy1="315" gx2="520" gy2="350" image="volcano3lilypad1"/>
			<Wall x="387" y="0" width="30" height="600" strength="-1" color="FFFFFFF"/>
			<Tunnel image="volcano3chute1" pri="1" x="357" y="0" />
			<Tunnel image="volcano3chute2" pri="1" x="357" y="457" />
			<TreasurePoint x="34" y="78" dist1="22" />
			<TreasurePoint x="721" y="57" dist1="10" />
			<TreasurePoint x="25" y="508" dist1="33" />
			<TreasurePoint x="719" y="514" dist1="48" />
			
			<SetEffectParams num="1" image1="images/levels/volcano3/volcano3" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
	<Level id="volcano4" dispname="Obsidian Isle" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="true" curve1="Volcano4\Volcano4" background="" tfreq="1000" partime="15000">
			<Gun type="normal" gx1="460" gy1="315"/>
			<Tunnel image="volcano4chute1" pri="1" x="138" y="0" />
			<TreasurePoint x="56" y="167" dist1="15" />
			<TreasurePoint x="708" y="66" dist1="28" />
			<TreasurePoint x="726" y="517" dist1="33" />
		
			<SetEffectParams num="1" image1="images/levels/volcano4/volcano4" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
		
		<Level id="volcano5" dispname="Remnants of the Underworld" nobackground="true" effect1="lavashader" drawcurve="false" curve1="Volcano5\Volcano5-2" background="" tfreq="1000" partime="9000">
			<Gun type="normal" gx1="333" gy1="324" />
			<Tunnel image="volcano5chute1" pri="1" x="14" y="268" />
			<Tunnel image="volcano5chute2" pri="1" x="299" y="44" />
			<Tunnel image="volcano5chute3" pri="1" x="505" y="316" />
			<TreasurePoint x="120" y="146" dist1="72" />
			<TreasurePoint x="561" y="135" dist1="46" />
			<TreasurePoint x="24" y="513" dist1="18" />
			
			<SetEffectParams num="1" image1="images/levels/volcano5/volcano5" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>	
	
		<Level id="volcano6" dispname="Thermal Vortex" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="false" curve1="Volcano6\Volcano6" background="" tfreq="1000" partime="13500">
			<Gun type="normal" gx1="420" gy1="320"/>
			<Tunnel image="volcano6chute1" pri="1" x="0" y="46" />
			<Tunnel image="volcano6chute2" pri="1" x="154" y="416" />
			<Tunnel image="volcano6chute3" pri="1" x="726" y="0" />
			<Tunnel image="volcano6chute4" pri="1" x="633" y="446" />
			<TreasurePoint x="53" y="92" dist1="31" />
			<TreasurePoint x="10" y="409" dist1="23" />
			
			<SetEffectParams num="1" image1="images/levels/volcano6/volcano6" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
		<Level id="volcano7" dispname="Molten Dais" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="false" curve1="volcano7\volcano7-2" background="" tfreq="1000" partime="12000">
			<Gun type="normal" gx1="385" gy1="355"/>
			<Tunnel image="volcano7chute1" pri="1" x="0" y="0" />
			<Tunnel image="volcano7chute2" pri="1" x="48" y="400" />
			<Tunnel image="volcano7chute3" pri="1" x="624" y="6" />
			<Tunnel image="volcano7chute4" pri="1" x="677" y="363" />
			<TreasurePoint x="30" y="68" dist1="20" />
			<TreasurePoint x="684" y="87" dist1="13" />
			<TreasurePoint x="68" y="524" dist1="28" />
			
			<SetEffectParams num="1" image1="images/levels/volcano7/volcano7" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
		<Level id="volcano8" dispname="Basaltic Approach" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="false" curve1="volcano8\volcano8-3" background="" tfreq="1000" partime="15000">
			<Gun type="normal" gx1="365" gy1="230"/>
			<Tunnel image="volcano8chute1" pri="1" x="572" y="0" />
			<Tunnel image="volcano8chute2" pri="1" x="685" y="160" />
			<Tunnel image="volcano8chute3" pri="1" x="627" y="500" />
			<TreasurePoint x="26" y="102" dist1="74" />
			<TreasurePoint x="326" y="506" dist1="44" />
			<TreasurePoint x="720" y="209" dist1="10" />
			
			<SetEffectParams num="1" image1="images/levels/volcano8/volcano8" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
		<Level id="volcano9" dispname="Searing Visage" drawcurve="false" nobackground="true" effect1="lavashader" drawtunnel="false" curve1="volcano9\volcano9-1" curve2="Volcano9\Volcano9-2" background="" tfreq="1000" partime="15000">
			<Gun type="normal" gx1="420" gy1="375"/>
			<Tunnel image="volcano9chute1" pri="1" x="41" y="378" />
			<Tunnel image="volcano9chute2" pri="1" x="570" y="428" />
			<TreasurePoint x="42" y="57" dist1="26" />
			<TreasurePoint x="699" y="86" dist2="24" />
			
			<SetEffectParams num="1" image1="images/levels/volcano9/volcano9" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
		<Level id="volcano10" dispname="Descent into Anguish" drawcurve="false" nobackground="true" effect1="lavashader" drawtunnel="false" curve1="volcano10\volcano10-4" background="" tfreq="1000" partime="15000">
			<Gun type="normal" gx1="370" gy1="330"/>
			<Tunnel image="volcano10chute1" pri="1" x="476" y="263" />
			<TreasurePoint x="61" y="71" dist1="19" />
			<TreasurePoint x="687" y="81" dist1="26" />
			<TreasurePoint x="127" y="525" dist1="13" />
			
			<SetEffectParams num="1" image1="images/levels/volcano10/volcano10" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>
		</Level>
	
		
		<!--
													BOSS 6
		-->

	<Level id="boss6part1" dispname="Boss 6 part 1" hurryamt=".60" nobackground="true" effect1="lavashader" drawcurve="false" drawtunnel="false" curve1="boss6\boss6p1-1" curve2="boss6\boss6p1-2" background="../boss6/boss6part1" tfreq="1000" torchtime="2500000" >
		<Gun type="normal" gx1="403" gy1="280" />
<!--
		<IntroText line="Hello" color="6d1514"/>
		<IntroText line="Please provide instructions for me." color="6d1514"/>
		<IntroText line="Thanks." color="6d1514"/>
-->

		<Torch x="30" y="40" w="57" h="78"/>
		<Torch x="30" y="475" w="57" h="78"/>
		<Torch x="720" y="40" w="57" h="78"/>
		<Torch x="720" y="475" w="57" h="78"/>

		<SetEffectParams num="1" image1="images/levels/boss6/boss6part1" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>


	</Level>

	<Level id="debugboss6part2" dispname="Boss 6 part 2" effect1="lavashader" hurryamt=".65" noflip="true" drawcurve="false" drawtunnel="false" nobackground="true" curve1="boss6\boss6p2" background="../boss6/boss6part2" tfreq="1000" partime="10000" >
		<Gun type="horiz" startx="70" starty="497" width="660" />

		<IntroText line="Zhaka Mu" color="ffff00"/>
		<IntroText line="Ultimate Devil Spirit" color="ff0000"/>
		<IntroText line="&quot;It had left no survivors and so none to tell what" color="6d1514"/>
		<IntroText line="it looked like. Yet whispers of the great evil were" color="6d1514"/>
		<IntroText line="passed on through all the ages of the island.&quot;" color="6d1514"/>

		<SetEffectParams num="1" image1="images/levels/boss6/boss6part2" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>

		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="60" AllowLevelDDS="false" hpdec="20" startx="115" endx="621" y="100" minhover="50" maxhover="150" movespeed="1.5" xshake="5" yshake="5"
						art="lame" sepia="lame/lametiki_sepia" shottype="target" minfire="250" maxfire="350" stun="200" minbullet="3.6" maxbullet="4.0" CanCompact="false"  endhoveronhit="false" flightspeed="5.0" minflightdist="300"
						strafe="true" HeartXOff="-70" HeartYOff="105" wordbubble="They call me&cr;Drumstick Willie!" >						

						</Boss>


	</Level>

	<Level id="debugboss6part3" dispname="Boss 6 part 3" nobackground="true" effect1="lavashader" hurryamt=".70" noflip="true" drawcurve="false" drawtunnel="false" curve1="boss6\boss6p3" background="../boss6/boss6generic" tfreq="1000" partime="10000" >
		<Gun type="horiz" startx="70" starty="532" width="660" />

		<SetEffectParams num="1" image1="images/levels/boss6/boss6generic" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>

		<Boss type="3" subtype="2" MaxBullets="2" shotdelay="0" AllowLevelDDS="false" hpdec="10" startx="105" endx="596" y="98" strafe="true"
						art="stonehead" sepia="stonehead/easter_sepia" minhover="250" maxhover="350" movespeed="2.1" xshake="5" yshake="5" shottype="target" minfire="150" maxfire="250" 
						stun="150" minbullet="5.1" maxbullet="5.1" CanCompact="false" HeartXOff="-41" HeartYOff="-97"  flightspeed="9.0" 
						endhoveronhit="false" minflightdist="300" wordbubble="FOOM!" >

						<Hula vx="2.0" projvy="2.5" projrange="-150" spawn="450" projchance="100" spawny="240" berserk="100" hallucinate="250" />
						<Hula vx="2.0" projvy="4.0" projrange="-100" spawn="350" projchance="100" spawny="240" berserk="61" poison="300" />
						<Berserk value="strafe" amount="false" override="true" HealthLimit="61"/>
						<Berserk value="endhoveronhit" amount="true" override="true" HealthLimit="61"/>
						<Berserk value="minfire" amount="-25" HealthLimit="61"  min="50"/>
						<Berserk value="maxfire" amount="-125" HealthLimit="61"  min="50"/>
						<Berserk value="movespeed" amount="8.4" HealthLimit="61"/>
						<Hula vx="2.0" projvy="5.0" projrange="-50" spawn="300" projchance="100" spawny="240" berserk="31" slow="350" />
						<Berserk value="minfire" amount="0" HealthLimit="31"  min="50"/>
						<Berserk value="maxfire" amount="0" HealthLimit="31"  min="50"/>
						<Berserk value="movespeed" amount="-7.1" HealthLimit="31"/>
						<Berserk value="shottype" amount="straight" override="true" HealthLimit="31"/>
						<Berserk value="strafe" amount="true" override="true" HealthLimit="31"/>
						<Berserk value="endhoveronhit" amount="false" override="true" HealthLimit="31"/>						
		</Boss>						
	</Level>

	<Level id="debugboss6part4" dispname="Boss 6 part 4" effect1="lavashader" nobackground="true" hurryamt=".80" noflip="true" drawcurve="false" drawtunnel="false" curve1="boss6\boss6p4" background="../boss6/boss6generic" tfreq="1000" partime="10000" >
		<Gun type="horiz" startx="70" starty="532" width="660" />

		<SetEffectParams num="1" image1="images/levels/boss6/boss6generic" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>

		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="20" AllowLevelDDS="false" hpdec="10" startx="115" endx="611" y="98" strafe="false"
						Retaliation="1" RetalSpeedMin="6" RetalSpeedMax="6" minhover="50" maxhover="150" movespeed="2.0" xshake="5" yshake="5" 
						shottype="straight" minfire="150" maxfire="150" movemode="1" Accel="20" MoveDelay="0" stun="125" 
						minbullet="4.7" maxbullet="5.4" CanCompact="false" HeartXOff="-50" HeartYOff="70" retalshotdelay="10"
						wordbubble="Let's see how you fare&cr;against your shadow!" >



						<Berserk value="movemode" amount="2" override="true" HealthLimit="51"/>	
						<Berserk value="retalspeedmin" amount="2" HealthLimit="51" />
						<Berserk value="retalspeedmax" amount="2" HealthLimit="51" />
						<Berserk value="maxbullets" amount="1" HealthLimit="51"/>	
						<Berserk value="maxbullet" amount="1.0" HealthLimit="51"/>	
						<Berserk value="minbullet" amount="1.7" HealthLimit="51"/>
						<Berserk value="maxfire" amount="100" HealthLimit="51"/>	
						<Berserk value="minfire" amount="100" HealthLimit="51"/>
						<Berserk value="frogstun" amount="75" HealthLimit="51"/>

						<Berserk value="retalspeedmin" amount="1" HealthLimit="31"/>
						<Berserk value="retalspeedmax" amount="1" HealthLimit="31"/>
						<Berserk value="retaliation" amount="2" HealthLimit="31"/>		
<!--
						<DeathText line="Mighty frog! You defeat me, I lay at your flippers!"/>
						<DeathText line="And open my prisons do I now, to reveal to all"/>
						<DeathText line="the final secret of all... that you, amphibian of power,"/>
						<DeathText line="are not the last of your kind after all..."/>				
						<DeathText line="Rib-bit?"/>
-->

		</Boss>
	</Level>

		<Level id="debugboss6part5" dispname="Boss 6 part 5" effect1="lavashader" nobackground="true" FINALLEVEL="true" hurryamt=".60" noflip="true" drawcurve="false" drawtunnel="false" curve1="boss6\boss6p5" background="../boss6/boss6generic" tfreq="1000" partime="10000" >
		<Gun type="horiz" startx="70" starty="532" width="660" />

		<SetEffectParams num="1" image1="images/levels/boss6/boss6generic" image1x="0" image1y="0" distamt="0.0005" scale="1.0" scroll="0.1"/>

		<Boss type="3" subtype="2" MaxBullets="1" shotdelay="60" AllowLevelDDS="false" hpdec="10" startx="115" endx="611" y="98" strafe="true"
						art="volcano" sepia="volcano/volcano_sepia" minhover="50" maxhover="150" movespeed="2.15" xshake="5" yshake="5" shottype="volcano" minfire="350" maxfire="350" 
						stun="250" VolcanoOffscreenDelay="200"  minbullet="12.1" maxbullet="15.1" CanCompact="false" HeartXOff="85" HeartYOff="0" 
						wordbubble="Welcome to Hell, Frog.&cr;I am your end." >


						<Berserk value="maxbullets" amount="1" HealthLimit="61"/>
						<Berserk value="maxbullet" amount="3" HealthLimit="61"/>
						<Berserk value="minbullet" amount="3" HealthLimit="61"/>
						<Berserk value="movespeed" amount=".35" HealthLimit="61"/>
						<Berserk value="minfire" amount="50" HealthLimit="61"/>	
						<Berserk value="maxfire" amount="50" HealthLimit="61"/>
						<Berserk value="frogstun" amount="-50" HealthLimit="61"/>
						<Berserk value="shotdelay" amount="-10" HealthLimit="61"/>
						<Berserk value="maxbullets" amount="1" HealthLimit="31"/>
						<Berserk value="minfire" amount="75" HealthLimit="31"/>	
						<Berserk value="maxfire" amount="75" HealthLimit="31"/>	
						<Berserk value="maxbullet" amount="4" HealthLimit="31"/>
						<Berserk value="minbullet" amount="4" HealthLimit="31"/>	
						<Berserk value="movespeed" amount=".25" HealthLimit="31"/>
						<Berserk value="frogstun" amount="-25" HealthLimit="31"/>
						<Berserk value="shotdelay" amount="-10" HealthLimit="31"/>

						<DeathText line="Mighty frog! You defeat me, I lay at your flippers!"/>
						<DeathText line="And open my prisons do I now, to reveal to all"/>
						<DeathText line="the final secret of all... that you, amphibian of power,"/>
						<DeathText line="are not the last of your kind after all..."/>				
						<DeathText line="Rib-bit?"/>

		</Boss>						
	</Level>

	<!-- IRON FROG LEVELS: DO NOT REMOVE OR THE GAME WILL CRASH RANDOMLY. YOU MAY REPLACE THOUGH WHEN THE TIME COMES TO EDIT THESE BUT THERE MUST
			BE 10 AND THEY MUST BE AT THE **END** OF THE XML FILE -->
	<Level id="ironfrog1" dispname="Iron Frog 1 (Scott9)" drawcurve="true" curve1="scott9\scott9-2" background="" tfreq="1000" partime="10000" ironfrog="true">
     	<Gun type="normal" gx1="377" gy1="290" />
	</Level>

	<Level id="ironfrog2" dispname="Iron Frog 2 (Scott10-2)" drawcurve="true" curve1="scott10\scott10-3" background="" tfreq="1000" partime="10000" ironfrog="true">
    	<Gun type="normal" gx1="590" gy1="210" gx2="200" gy2="430" />
	</Level>

	<Level id="ironfrog3" dispname="Iron Frog 3 (Scott98)" drawcurve="true" curve1="scott98\scott98" background="" tfreq="1000" partime="10000" ironfrog="true">
    	<Gun type="normal" gx1="420" gy1="485"/>
	</Level>

	<Level id="ironfrog4" dispname="Iron Frog 4 (Scott14)" drawcurve="true" curve1="scott14\scott14" background="" tfreq="1000" partime="10000" ironfrog="true">
    	<Gun type="normal" gx1="385" gy1="310" />
	</Level>

	<Level id="ironfrog5" dispname="Iron Frog 5 (Scott15)" drawcurve="true" drawtunnel="true" curve1="scott101\scott101-1" curve2="scott101\scott101-2" background="" tfreq="1000" partime="10000">
    	<Gun type="normal" gx1="400" gy1="310"/>
	</Level>

	<Level id="ironfrog6" dispname="Iron Frog 6 (Scott32)" drawcurve="true" curve1="scott32\scott32" background="" tfreq="1000" partime="10000" ironfrog="true">
		<Gun type="normal" gx1="100" gy1="500" />
	</Level>

	<Level id="ironfrog7" dispname="Iron Frog 7 (Scott87)" drawcurve="true" curve1="scott87\scott87-1" curve2="scott87\scott87-2" background="" tfreq="1000" partime="10000" ironfrog="true">
		<Gun type="vert" startx="400" starty="100" height="410" />
	</Level>

	<Level id="ironfrog8" dispname="Iron Frog 8  (Scott99)" drawcurve="true" drawtunnel="true" curve1="scott99\scott99" background="" tfreq="1000" partime="10000">
		<Gun type="normal" gx1="370" gy1="330"/>
	</Level>              

	<Level id="ironfrog9" dispname="Iron Frog 9 (Scott100)" drawcurve="true" drawtunnel="true" curve1="scott100\scott100" background="" tfreq="1000" partime="10000">
		<Gun type="normal" gx1="370" gy1="260"/>
	</Level>

	<Level id="ironfrog10" dispname="Iron Frog 10 (Scott102)" drawcurve="true" drawtunnel="true" curve1="scott102\scott102" background="" tfreq="1000" partime="10000">
		<Gun type="normal" gx1="410" gy1="300"/>
	</Level>
	
</Config>