REM Play Level *** 4th Ice Age ***
REM ** A Dzjee Ar production **

REM ******* Basic settings *******

SET_GENERATE_SPEED(400)

MAX_CREATURES(PLAYER0,40)

START_MONEY(PLAYER0,20000)

ADD_CREATURE_TO_POOL(FLY,8)
ADD_CREATURE_TO_POOL(BUG,10)
ADD_CREATURE_TO_POOL(SPIDER,8)
ADD_CREATURE_TO_POOL(DEMONSPAWN,12)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,20)
ADD_CREATURE_TO_POOL(DRAGON,20)
ADD_CREATURE_TO_POOL(TROLL,10)
ADD_CREATURE_TO_POOL(ORC,10)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)
ADD_CREATURE_TO_POOL(SKELETON,1)
ADD_CREATURE_TO_POOL(GHOST,1)
ADD_CREATURE_TO_POOL(VAMPIRE,1)
ADD_CREATURE_TO_POOL(TENTACLE,1)
ADD_CREATURE_TO_POOL(HORNY,1)

REM ********** Available creatures **********

CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,GHOST,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HORNY,1,1)

REM ********** Available rooms **********

ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)

IF(PLAYER0,GUARD_POST > 1)
    ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ENDIF

REM ********** Available spells **********

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)



REM ********** Available doors & traps **********

DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)

REM ********** settings **********

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

SET_CREATURE_HEALTH(DWARFA,6000)
SET_CREATURE_HEALTH(KNIGHT,1)
SET_CREATURE_STRENGTH(DWARFA,0)
SET_CREATURE_STRENGTH(KNIGHT,1)

IF(PLAYER_GOOD,DWARFA > 0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,1,12,1,0)
    IF(PLAYER_GOOD,KNIGHT == 0)
        SET_CREATURE_HEALTH(KNIGHT,7000)
        SET_CREATURE_ARMOUR(KNIGHT,255)
        SET_CREATURE_STRENGTH(KNIGHT,255)
    ENDIF
ENDIF

REM ********** Party's **********

CREATE_PARTY(ONE)
    ADD_TO_PARTY(ONE,GIANT,10,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,FAIRY,10,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,WIZARD,10,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,BARBARIAN,10,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,MONK,10,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(ONE,ARCHER,10,200,ATTACK_ENEMIES,0)

CREATE_PARTY(TWO)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TWO,ARCHER,9,200,ATTACK_ENEMIES,0)

CREATE_PARTY(THREE)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(THREE,WIZARD,9,200,ATTACK_ENEMIES,0)

CREATE_PARTY(FOUR)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FOUR,THIEF,9,200,ATTACK_ENEMIES,0)

CREATE_PARTY(FIVE)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(FIVE,SAMURAI,9,200,ATTACK_ENEMIES,0)

CREATE_PARTY(TROOPE)
    ADD_TO_PARTY(TROOPE,ARCHER,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPE,GIANT,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPE,ARCHER,8,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(TROOPE,ARCHER,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPE,GIANT,9,500,ATTACK_ENEMIES,0)

CREATE_PARTY(TROOPF)
    ADD_TO_PARTY(TROOPF,WIZARD,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPF,BARBARIAN,8,400,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPF,WIZARD,8,400,DEFEND_PARTY,0)
    ADD_TO_PARTY(TROOPF,WIZARD,9,500,ATTACK_ENEMIES,0)
    ADD_TO_PARTY(TROOPF,BARBARIAN,9,500,ATTACK_ENEMIES,0)

REM ********** Action points **********

SET_TIMER(PLAYER0,TIMER0)

ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,1,5,3,0)
ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,1,3,6,0)

IF(PLAYER0,TIMER0 >= 1000)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,1,10,1,0)
    IF(PLAYER0,TIMER0 >= 2000)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,1,14,4,0)
    ENDIF
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,3,DUNGEON_HEART,0,8,300)
    ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,4,DUNGEON_HEART,0,8,300)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,5,4,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,6,4,9,0)
    SET_TIMER(PLAYER0,TIMER1)
    IF(PLAYER0,TIMER1 >= 3000)
        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,3,DUNGEON_HEART,0,8,300)
        ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ONE,4,DUNGEON_HEART,0,8,300)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,DWARFA,1,14,4,0)
    ENDIF
ENDIF

REM *** The big one ***

IF_ACTION_POINT(7,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,8,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,9,2)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
    SET_TIMER(PLAYER0,TIMER2)
    IF(PLAYER0,TIMER2 >= 400)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
        IF(PLAYER0,TIMER2 >= 800)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
            IF(PLAYER0,TIMER2 >= 1200)
                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                IF(PLAYER0,TIMER2 >= 1600)
                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                    IF(PLAYER0,TIMER2 >= 2000)
                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                        IF(PLAYER0,TIMER2 >= 2400)
                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                            IF(PLAYER0,TIMER2 >= 4800)
                                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                                IF(PLAYER0,TIMER2 >= 5000)
                                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                                    IF(PLAYER0,TIMER2 >= 10000)
                                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                                        IF(PLAYER0,TIMER2 >= 11000)
                                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-4,1)
                                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPF,-5,1)
                                        ENDIF
                                    ENDIF
                                ENDIF
                            ENDIF
                        ENDIF
                    ENDIF
                ENDIF
            ENDIF
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(10,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,10,8,8,0)
ENDIF

IF_ACTION_POINT(11,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,11,8,8,0)
ENDIF

IF_ACTION_POINT(12,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,12,8,8,0)
ENDIF

IF_ACTION_POINT(13,PLAYER0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,THIEF,13,8,8,0)
ENDIF

IF_ACTION_POINT(14,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,-3,2)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-6,8,9,0)
    SET_TIMER(PLAYER0,TIMER3)
    IF(PLAYER0,TIMER3 >= 500)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,-3,2)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-6,8,9,0)
        IF(PLAYER0,TIMER3 >= 1000)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TROOPE,-3,2)
            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-6,8,9,0)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,RESEARCH == 0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,WIZARD,20,5,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,MONK,20,6,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,20,5,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,21,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,21,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,22,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,22,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,23,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,23,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,19,3,9,0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BARBARIAN,19,3,9,0)
    IF_ACTION_POINT(15,PLAYER0)
        IF_ACTION_POINT(16,PLAYER0)
            IF_ACTION_POINT(17,PLAYER0)
                IF_ACTION_POINT(18,PLAYER0)
                    ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,19,ACTION_POINT,20,8,0)
                ENDIF
            ENDIF
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,GARDEN == 0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,BILE_DEMON,-1,10,10,0)
ENDIF

IF(PLAYER_GOOD,PRISON == 0)
    ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SKELETON,-2,10,10,0)
ENDIF

IF_ACTION_POINT(24,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
ENDIF

SET_FLAG(PLAYER0,FLAG0,0)

IF_ACTION_POINT(25,PLAYER0)
    SET_TIMER(PLAYER0,TIMER5)
    IF_ACTION_POINT(26,PLAYER0)
        IF(PLAYER0,TIMER5 < 100)
            ADD_TUNNELLER_TO_LEVEL(PLAYER_GOOD,27,ACTION_POINT,26,8,0)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    SET_TIMER(PLAYER0,TIMER4)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
    IF(PLAYER0,TIMER4 >= 500)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
        IF(PLAYER0,TIMER4 >= 1000)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
            IF(PLAYER0,TIMER4 >= 1500)
                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
                ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
                IF(PLAYER0,TIMER4 >= 2000)
                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
                    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
                    IF(PLAYER0,TIMER4 >= 2500)
                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
                        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
                        IF(PLAYER0,TIMER4 >= 3500)
                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,TWO,-7,1)
                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,THREE,-8,1)
                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FOUR,-9,1)
                            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FIVE,-10,1)
                            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-6,2,5,0)
                            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,AVATAR,-6,1,10,0)
                            ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,SAMURAI,-6,6,10,0)
                            IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
                                ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,KNIGHT,-9,1,10,30000)
                                IF(PLAYER_GOOD,KNIGHT == 0)
                                    WIN_GAME
                                ENDIF
                            ENDIF
                        ENDIF
                    ENDIF
                ENDIF
            ENDIF
        ENDIF
    ENDIF
ENDIF
