           long diff = millis() - startDialogMillis;
           // if we are in the warn interval
           if ( diff > warnWaitTime) {
-            pwr_interval = 20;    // speed up the powercell animation
+            pwr_interval = 10;    // speed up the powercell animation
             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
-              setWandLightState(0, 2, 0);    // set top light orange
+              setWandLightState(0, 2);    // set top light orange
             }
           } else if ( diff > dialogWaitTime) { // if we are in the dialog playing interval
-            pwr_interval = 40;    // speed up the powercell animation
+            pwr_interval = 30;    // speed up the powercell animation
             firing_interval = 30; // speed up the bar graph animation
-            cyc_interval = 300;   // speed up cyclotron
+            cyc_interval = 200;   // speed up cyclotron
             cyc_fade_interval = 10;
             if (playing == 1) {
               playTrack(blastTrack); // play the normal blast track

      poweredDown = false;
      shuttingDown = false;
      powerSequenceOne(currentMillis, pwr_interval, cyc_interval, cyc_fade_interval);
      setWandLightState(1, 2, 0);               // set back light orange
      setWandLightState(3, 0, 0);               //set sloblow red
      venting = false;
      setVentLightState(ventStart, ventEnd, 2);
    } else {

    }

    if( startup == true && safety_switch == 1 ){
      if( venting == false && powerBooted == true ){
        setWandLightState(2, 3);    //set body blue
      }else{
        setWandLightState(2, 4);    //set body blue
      }
    }
    
    // if the safety switch is set off then we can fire when the button is pressed
