       poweredDown = false;
       shuttingDown = false;
       powerSequenceOne(currentMillis, pwr_interval, cyc_interval, cyc_fade_interval);
+      flashWandLED(0, currentMillis, wandFlashInterval);    // set top light white blinking
+      setWandLightState(1, 2);    // set back light orange
+      setWandLightState(3, 0);    //set sloblow red
     } else {
       powerSequenceBoot(currentMillis);
     }

            firing_interval = 20; // speed up the bar graph animation
            cyc_interval = 50;    // really speed up cyclotron
            cyc_fade_interval = 5;
            if (playing == 1 || shouldWarn == false ) {
              shouldWarn = true;
              playTrack(warnTrack); // play the firing track with the warning

int c4Start = 37;
int c4End = 44;

// inputs for switches and buttons
const int THEME_SWITCH = 5;
const int STARTUP_SWITCH = 6;
const int SAFETY_SWITCH = 7;
const int FIRE_BUTTON = 8;

// soundboard pins and setup
#define SFX_RST 10
#define SFX_RX 11
#define SFX_TX 12
const int ACT = 13;// this allows us to know if the audio is playing

SoftwareSerial ss = SoftwareSerial(SFX_TX, SFX_RX);
Adafruit_Soundboard sfx = Adafruit_Soundboard( & ss, NULL, SFX_RST);

// ##############################
// available options
// ##############################
const bool useGameCyclotronEffect = true; // set this to true to get the fading previous cyclotron light in the idle sequence

// Possible Pack states
bool powerBooted = false; // has the pack booted up
bool isFiring = false;      // keeps track of the firing state
bool shouldWarn = false;    // track the warning state for alert audio
bool shuttingDown = false;  // is the pack in the process of shutting down
bool poweredDown = true;

// current switch states
bool startup = false;
bool theme = false;
bool safety = false;
bool fire = false;
bool warning = false;

// audio track names on soundboard
const String startupTrack =   "T00     WAV";
const String blastTrack =     "T01     WAV";
const String endTrack =       "T02     WAV";
