REM MAP 'ESCAPE OF THE MINOTAUR'

LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,0)
MAX_CREATURES(PLAYER0,1)

REM CUSTOM CREATURE SETTINGS

SET_CREATURE_CONFIGURATION(TAURUS,HungerRate,50000)
SET_CREATURE_CONFIGURATION(TAURUS,ExperienceForHitting,35)
SET_CREATURE_CONFIGURATION(TAURUS,NoHatchery,0)
SET_CREATURE_CONFIGURATION(TAURUS,NoLair,0)
SET_CREATURE_CONFIGURATION(TAURUS,NoSalary,0)
SET_CREATURE_CONFIGURATION(TAURUS,BaseSpeed,45)
SET_CREATURE_CONFIGURATION(DEMONSPAWN,TrainingValue,65)
SET_CREATURE_CONFIGURATION(AVATAR,Health,2250) REM 3/4
SET_CREATURE_CONFIGURATION(AVATAR,Strength,75) REM 50%
SET_CREATURE_CONFIGURATION(AVATAR,Armour,60) REM 50%
SET_CREATURE_CONFIGURATION(AVATAR,Dexterity,106) REM 2/3
SET_CREATURE_CONFIGURATION(AVATAR,Defence,110) REM 2/3

SET_CREATURE_INSTANCE(MONK,2,RANGED_HEAL,2)
SET_CREATURE_INSTANCE(MONK,3,RANGED_ARMOUR,3)
SET_CREATURE_INSTANCE(MONK,8,RANGED_REBOUND,8)

SET_CREATURE_PROPERTY(KNIGHT,NO_CORPSE_ROTTING,1)
SET_CREATURE_PROPERTY(AVATAR,LORD,0)
SET_CREATURE_PROPERTY(KNIGHT,LORD,0)
SET_CREATURE_PROPERTY(AVATAR,ONE_OF_KIND,0)

REM CUSTOM OBJECT SETTINGS
SET_OBJECT_CONFIGURATION(BARREL,Properties,64)
SET_OBJECT_CONFIGURATION(STATUE_HORNY,Properties,64)
HIDE_HERO_GATE(-3,1)
HIDE_HERO_GATE(-4,1)
HIDE_HERO_GATE(-5,1)
HIDE_HERO_GATE(-6,1)
HIDE_HERO_GATE(-7,1)

REM PLAYER INFORMATION 
REM PLAYER0: HUMAN PLAYER
REM PLAYER_GOOD: ARCHENEMY
REM PLAYER3: Used for simulating Minotaurus breaking out in first part and 'owned' Chickens in second part
REM PLAYER4: WANDERING ENEMIES THAT DOESN'T GIVE HEAL (Mostly Insects)
REM PLAYER5: WANDERING ENEMIES THAT GIVES HEAL
REM PLAYER6: CHICKENS THAT GIVES STRONG HEAL
SET_PLAYER_COLOR(PLAYER3,RED)
SET_PLAYER_COLOR(PLAYER4,WHITE)
SET_PLAYER_COLOR(PLAYER5,WHITE)
SET_PLAYER_COLOR(PLAYER6,GREEN)
SET_PLAYER_COLOR(PLAYER0,BLACK)
COMPUTER_PLAYER(PLAYER3,ROAMING)
COMPUTER_PLAYER(PLAYER4,ROAMING)
COMPUTER_PLAYER(PLAYER5,ROAMING)
COMPUTER_PLAYER(PLAYER6,ROAMING)
ALLY_PLAYERS(PLAYER0,PLAYER3,3)
ALLY_PLAYERS(PLAYER_GOOD,PLAYER4,3)
ALLY_PLAYERS(PLAYER_GOOD,PLAYER5,3)
ALLY_PLAYERS(PLAYER_GOOD,PLAYER6,3)
ALLY_PLAYERS(PLAYER4,PLAYER5,3)
ALLY_PLAYERS(PLAYER4,PLAYER6,3)
ALLY_PLAYERS(PLAYER5,PLAYER6,3)
SET_TEXTURE(PLAYER0,STANDARD)
SET_TEXTURE(PLAYER5,ROUGH_ANCIENT)
SET_TEXTURE(PLAYER6,SNAKE_KEY)
SET_TEXTURE(PLAYER_GOOD,SNAKE_KEY)

REM FLAG INFORMATION AND INITIAL VALUES
REM PLAYER0,FLAG0: Prevents the healing of triggering more then once, while messages are being displayed first time a knight is killed.
REM PLAYER0,FLAG1: Used to randomise the tunnel that give acces to the exit.
REM PLAYER0,FLAG2: Makes Win and Lose conditions available
REM PLAYER0,FLAG3: Checks if first part is completed.
REM PLAYER0,FLAG4: Checks which way the dragon cave is entered.
REM PLAYER3,FLAG0: Used for strong healing the Minotaur after 'eating' OWN CHICKENs.
REM PLAYER4,FLAG0: Checks when first insect is killed.
REM PLAYER4,FLAG1: Used to stop removing creature when switching to part 2.
REM PLAYER5,FLAG0: Used for small healing the Minotaur after killing knights.
REM PLAYER5,FLAG1: Used to lower the small heal in part 2 (Dwarves has less meat)
REM PLAYER6,FLAG0: Used for strong healing the Minotaur after 'eating' CHICKENs.
REM PLAYER6,FLAG1: Used to stop removing creature when switching to part 2.
REM PLAYER6,FLAG2: Checks if village chief has been killed
REM PLAYER_GOOD,FLAG0: Checks if miniobjectives are (partially) done and thus player is getting stronger, so enemies are getting stronger.

COMPUTE_FLAG(PLAYER4,FLAG0,SET,PLAYER4,TOTAL_CREATURES,0)
ADD_TO_FLAG(PLAYER4,FLAG0,-1)
COMPUTE_FLAG(PLAYER5,FLAG0,SET,PLAYER5,TOTAL_CREATURES,0)
ADD_TO_FLAG(PLAYER5,FLAG0,-1)
COMPUTE_FLAG(PLAYER6,FLAG0,SET,PLAYER6,CHICKEN,0)
ADD_TO_FLAG(PLAYER6,FLAG0,-1)
SET_FLAG(PLAYER0,FLAG3,0)
SET_FLAG(PLAYER0,FLAG4,0)
SET_FLAG(PLAYER4,FLAG1,0)
SET_FLAG(PLAYER5,FLAG1,0)
SET_FLAG(PLAYER6,FLAG1,0)
SET_FLAG(PLAYER6,FLAG2,-1)
SET_FLAG(PLAYER_GOOD,FLAG0,0)

REM TIMER INFORMATION
REM PLAYER0,TIMER0: Used for delaying chat-messages (NOT USED ANYMORE)
REM PLAYER0,TIMER1: Used for triggering reinforcements from the alarm
REM PLAYER0,TIMER2: Used for phasing the switch between first and second part.
REM PLAYER0,TIMER3: Used for CHICKEN generation in players hatchery.
REM PLAYER5,TIMER0: Used for casting reboung on knights in maze as they don't trigger it by themselves when fighting the Minotaur.
REM PLAYER6,TIMER0: Used for triggering reminder for killing village chief.
REM PLAYER_GOOD,TIMER0: Used for sending some waves from the castle once the outpost is taken.

REM ACTION POINT INFORMATION
REM AP1: Zooms to start location
REM AP2: Adds door as shortcut in labyrinth
REM AP3: Triggers Alarm
REM AP4: Exit point Central maze
REM AP5: Spawning point chickens when outpost is (being) claimed.
REM AP7 - AP8: NOT USED ANYMORE
REM AP9: Escape point, triggers map 'reset'
REM AP10: Starting point second part
REM AP11: Entrance enemy outpost
REM AP12: Spawning point dragons in dragon lair
REM AP13: Stops cooldown at exit maze
REM AP14: NOT USED ANYMORE
REM AP15: Spawning point enemies in outpost
REM AP6/AP16: Entrance dragon lair (each side)
REM AP17: Spawning point Horny
REM AP18: Spawning point village CHICKENs
REM AP19: Spawning point village people
REM AP20: Village area
REM AP21 - AP26: Spawning points for reinforcements, depending on which tunnel is the real exit.
REM AP27/AP28: Just before the split in the roads, either side.
REM AP29: Approaching Mikos Castle
REM AP30: Spawning point CHICKENs start of second part
REM AP31: Resets AP20
REM AP32 - AP 35: Spawning point Fortress Archers
REM AP36: Spawning area Fortress inhabitants 
REM AP37 - AP40: Spawning points Fairies in gold cavern

REM MAP SETTINGS
SET_MUSIC(3)
SET_GAME_RULE(ImpWorkExperience,600)
MAGIC_AVAILABLE(PLAYER0,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_HAND,0,0)

IF(PLAYER0,RESEARCH>0)
    QUICK_INFORMATION(23,"You discovered some interesting books and got acces to interesting knowledge such as the ability to move creatures around faster ;-).")
    MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
    MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_REBOUND,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_SLOW,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,0)
    MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)

    SET_POWER_CONFIGURATION(POWER_FREEZE,PanelTabIndex,16)
    SET_POWER_CONFIGURATION(POWER_SLOW,PanelTabIndex,14)
    SET_POWER_CONFIGURATION(POWER_REBOUND,PanelTabIndex,15)

    ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
    ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
    ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
    ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
    ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
    ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
    ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
    ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
    ROOM_AVAILABLE(PLAYER0,TEMPLE,1,0)
ENDIF

IF(PLAYER0,WORKSHOP>0)
    DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
    TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)
    TRAP_AVAILABLE(PLAYER0,POISON_GAS,1,0)
    TRAP_AVAILABLE(PLAYER0,ALARM,1,0)
ENDIF

REM PARTIES
CREATE_PARTY(FAIRY)
ADD_TO_PARTY(FAIRY,FAIRY,3,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(FAIRY,FAIRY,2,0,ATTACK_ENEMIES,0)

CREATE_PARTY(REINF1)
ADD_TO_PARTY(REINF1,MONK,4,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(REINF1,KNIGHT,7,0,ATTACK_ENEMIES,0)

CREATE_PARTY(REINF2)
ADD_TO_PARTY(REINF2,FAIRY,4,0,ATTACK_ENEMIES,0)

CREATE_PARTY(DRAGON_A)
ADD_TO_PARTY(DRAGON_A,DRAGON,8,1500,ATTACK_ENEMIES,0)

CREATE_PARTY(DRAGON_D)
ADD_TO_PARTY(DRAGON_D,DRAGON,5,800,ATTACK_ENEMIES,0)

CREATE_PARTY(VILLAGE_CHIEF)
ADD_TO_PARTY(VILLAGE_CHIEF,BARBARIAN,10,7500,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_CHIEF,ORC,5,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_CHIEF,ORC,5,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_CHIEF,ORC,5,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_CHIEF,ORC,5,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_CHIEF,TROLL,7,100,DEFEND_ROOMS,0)

CREATE_PARTY(VILLAGE_PEOPLE)
ADD_TO_PARTY(VILLAGE_PEOPLE,ORC,3,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_PEOPLE,ORC,3,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_PEOPLE,ORC,3,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_PEOPLE,TROLL,3,100,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_PEOPLE,TROLL,3,100,DEFEND_ROOMS,0)

CREATE_PARTY(VILLAGE_FOOD)
ADD_TO_PARTY(VILLAGE_FOOD,CHICKEN,1,0,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_FOOD,CHICKEN,1,0,DEFEND_ROOMS,0)
ADD_TO_PARTY(VILLAGE_FOOD,CHICKEN,1,0,DEFEND_ROOMS,0)

CREATE_PARTY(VILLAGE_ADD1)
ADD_TO_PARTY(VILLAGE_ADD1,ORC,3,100,DEFEND_ROOMS,0)

CREATE_PARTY(VILLAGE_ADD2)
ADD_TO_PARTY(VILLAGE_ADD2,TROLL,3,100,DEFEND_ROOMS,0)

CREATE_PARTY(FOOD_ADD)
ADD_TO_PARTY(FOOD_ADD,CHICKEN,1,0,DEFEND_ROOMS,0)

CREATE_PARTY(BARRACK_DEF)
ADD_TO_PARTY(BARRACK_DEF,SAMURAI,8,0,DEFEND_ROOMS,0)
ADD_TO_PARTY(BARRACK_DEF,GIANT,8,0,DEFEND_ROOMS,0)
ADD_TO_PARTY(BARRACK_DEF,GIANT,8,0,DEFEND_ROOMS,0)
ADD_TO_PARTY(BARRACK_DEF,MONK,8,0,DEFEND_ROOMS,0)

CREATE_PARTY(MINOS)
ADD_TO_PARTY(MINOS,AVATAR,10,3500,DEFEND_HEART,0)
ADD_TO_PARTY(MINOS,KNIGHT,10,1500,DEFEND_HEART,0)
ADD_TO_PARTY(MINOS,KNIGHT,10,1500,DEFEND_HEART,0)
ADD_TO_PARTY(MINOS,WIZARD,10,250,DEFEND_HEART,0)
ADD_TO_PARTY(MINOS,WIZARD,10,250,DEFEND_HEART,0)
ADD_TO_PARTY(MINOS,FAIRY,10,250,DEFEND_HEART,0)
ADD_TO_PARTY(MINOS,TIME_MAGE,8,250,DEFEND_HEART,0)

CREATE_PARTY(MINOS_SUPP)
ADD_TO_PARTY(MINOS_SUPP,SAMURAI,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,GIANT,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,GIANT,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,SAMURAI,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,GIANT,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,MONK,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,MONK,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_SUPP,FAIRY,8,500,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_PEOPLE)
ADD_TO_PARTY(MINOS_PEOPLE,DWARFA,8,250,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_PEOPLE,DWARFA,8,250,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_PEOPLE,DWARFA,8,250,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_PEOPLE,DWARFA,10,250,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_PEOPLE,DWARFA,10,250,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_ATTACK1)
ADD_TO_PARTY(MINOS_ATTACK1,DWARFA,4,200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK1,DWARFA,4,200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK1,THIEF,5,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK1,THIEF,5,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK1,THIEF,5,500,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_ATTACK2)
ADD_TO_PARTY(MINOS_ATTACK2,GIANT,4,350,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK2,FAIRY,3,350,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK2,FAIRY,3,350,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK2,SAMURAI,3,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK2,DWARFA,6,350,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK2,DWARFA,6,350,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK2,THIEF,6,500,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_ATTACK3)
ADD_TO_PARTY(MINOS_ATTACK3,GIANT,5,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK3,FAIRY,5,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK3,SAMURAI,5,750,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK3,DWARFA,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK3,DWARFA,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK3,THIEF,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK3,MONK,5,500,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_ATTACK4a)
ADD_TO_PARTY(MINOS_ATTACK4a,THIEF,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4a,THIEF,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4a,THIEF,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4a,THIEF,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4a,ARCHER,8,250,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4a,ARCHER,8,250,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4a,ARCHER,10,250,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_ATTACK4b)
ADD_TO_PARTY(MINOS_ATTACK4b,GIANT,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4b,GIANT,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4b,FAIRY,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4b,MONK,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4b,WIZARD,8,500,ATTACK_ENEMIES,0)

CREATE_PARTY(MINOS_ATTACK4c)
ADD_TO_PARTY(MINOS_ATTACK4c,WITCH,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4c,SAMURAI,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4c,SAMURAI,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4c,SAMURAI,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(MINOS_ATTACK4c,MONK,10,500,ATTACK_ENEMIES,0)

CREATE_PARTY(ROYAL_PATROL)
ADD_TO_PARTY(ROYAL_PATROL,SAMURAI,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(ROYAL_PATROL,SAMURAI,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(ROYAL_PATROL,MONK,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(ROYAL_PATROL,GIANT,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(ROYAL_PATROL,GIANT,10,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(ROYAL_PATROL,KNIGHT,10,500,ATTACK_ENEMIES,0)

REM MAP SCRIPT
CONCEAL_MAP_RECT(PLAYER0,121,7,10,9,1)
CONCEAL_MAP_RECT(PLAYER0,16,16,24,15,1)
REVEAL_MAP_LOCATION(PLAYER0,1,-1)
ZOOM_TO_LOCATION(PLAYER0,1)

RANDOMISE_FLAG(PLAYER0,FLAG1,6)
IF(PLAYER0,FLAG1==1)
    CHANGE_SLAB_TYPE(47,28,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(50,55,PRETTY_PATH)
    CHANGE_SLAB_TYPE(53,51,DAMAGED_WALL)
ENDIF
IF(PLAYER0,FLAG1==2)
    CHANGE_SLAB_TYPE(47,28,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(50,53,PRETTY_PATH)
    CHANGE_SLAB_TYPE(53,51,DAMAGED_WALL)
ENDIF
IF(PLAYER0,FLAG1==3)
    CHANGE_SLAB_TYPE(47,28,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(50,51,PRETTY_PATH)
    CHANGE_SLAB_TYPE(53,51,DAMAGED_WALL)
ENDIF
IF(PLAYER0,FLAG1==4)
    CHANGE_SLAB_TYPE(37,45,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(50,48,PRETTY_PATH)
    CHANGE_SLAB_TYPE(52,52,DAMAGED_WALL)
ENDIF
IF(PLAYER0,FLAG1==5)
    CHANGE_SLAB_TYPE(37,45,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(53,48,PRETTY_PATH)
    CHANGE_SLAB_TYPE(52,52,DAMAGED_WALL)
ENDIF
IF(PLAYER0,FLAG1==6)
    CHANGE_SLAB_TYPE(37,45,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(55,48,PRETTY_PATH)
    CHANGE_SLAB_TYPE(52,52,DAMAGED_WALL)
ENDIF

IF_ACTION_POINT(27,PLAYER0)
    IF(PLAYER0,FLAG1<=3)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(18,"A split? Smart! Which one is the exit?",TAURUS)
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(28,PLAYER0)
    IF(PLAYER0,FLAG1>=4)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(19,"A split? Smart! Which one is the exit?",TAURUS)
        ENDIF
    ENDIF
ENDIF

QUICK_OBJECTIVE(0,"In this level, you will take the role of the legendary Minotaur in search for revenge on King Minos. Raged from imprisonment but weakened from hunger, you're about to escape and you have to find your way through the maze, but be aware, there are guards around. After all, it is supposed to be completely secured! From the outside, but also from the inside!")
IF(PLAYER4,TOTAL_CREATURES==PLAYER4,FLAG0) REM ACTIVATE SMALL HEALING FOR EVERY ENEMY KILLED
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(1,"Meh, I'm hungry but not THAT hungry!",TAURUS)
    ENDIF
ENDIF

IF_ACTION_POINT(14,PLAYER0)
    SET_TIMER(PLAYER5,TIMER0)
    IF(PLAYER5,TIMER0>=325)
        NEXT_COMMAND_REUSABLE
        USE_POWER_ON_CREATURE(PLAYER5,KNIGHT,MOST_EXP_FIGHTING,PLAYER5,POWER_REBOUND,1,1)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER5,TIMER0)
    ENDIF
ENDIF

IF_SLAB_TYPE(30,28,PRETTY_PATH)
    CHANGE_SLAB_OWNER(30,28,PLAYER5)
    SET_OBJECT_CONFIGURATION(BARREL,Properties,4)
    SET_PLAYER_COLOR(PLAYER0,RED)
    CHANGE_CREATURE_OWNER(PLAYER3,TAURUS,ANYWHERE,PLAYER0)
    SET_TIMER(PLAYER0,TIMER2)
    IF(PLAYER0,VIEW_TYPE==2)
        LOCK_POSSESSION(PLAYER0,1)
        QUICK_MESSAGE(39,"TIP: You can open the menu by pressing 'SHIFT + ESC'",SPELL_LIGHT)
        QUICK_MESSAGE(38,"INFO: You are now 'POSSESSION LOCKED'",SPELL_LIGHT)
    ENDIF
ENDIF

IF(PLAYER5,TOTAL_CREATURES==PLAYER5,FLAG0) REM ACTIVATE SMALL HEALING FOR EVERY ENEMY KILLED
    IF(PLAYER5,FLAG1==0)
        IF(PLAYER5,FLAG0!=0)
            IF(PLAYER0,FLAG0==0)
                IF(PLAYER0,VIEW_TYPE==2)
                    NEXT_COMMAND_REUSABLE
                    USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,2,1)
                    NEXT_COMMAND_REUSABLE
                    SET_FLAG(PLAYER0,FLAG0,1)
                ENDIF
                IF(PLAYER0,VIEW_TYPE!=2)
                    NEXT_COMMAND_REUSABLE
                    SET_FLAG(PLAYER0,FLAG0,1) REM Lets the messages appear only the first time, a knight is killed. afterwoods it just decreases player5,flag0. Without it, Minotaur is healed multiple times while player0,timer0 delays those messages.
                ENDIF
            ENDIF
            IF(PLAYER0,FLAG0==1)
                IF(PLAYER0,VIEW_TYPE!=4)
                    QUICK_MESSAGE(4,"At the very least, I do feel a little more energetic...",TAURUS)
                    QUICK_MESSAGE(3,"they taste terrible!",TAURUS)
                    QUICK_MESSAGE(2,"Even though those knights are preserved in tin cans,",TAURUS)
                    NEXT_COMMAND_REUSABLE
                    ADD_TO_FLAG(PLAYER5,FLAG0,-1)
                    NEXT_COMMAND_REUSABLE
                    SET_FLAG(PLAYER0,FLAG0,0) REM Is set to reactivate the heal when the next Knight is killed
                ENDIF
            ENDIF
        ENDIF
        IF(PLAYER5,FLAG0==0)
            IF(PLAYER0,VIEW_TYPE==2)
                NEXT_COMMAND_REUSABLE
                USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,2,1)
                NEXT_COMMAND_REUSABLE
                SET_FLAG(PLAYER5,FLAG0,-1)
            ENDIF
            IF(PLAYER0,VIEW_TYPE!=2)
                NEXT_COMMAND_REUSABLE
                SET_FLAG(PLAYER5,FLAG0,-1)
            ENDIF
        ENDIF
    ENDIF
    IF(PLAYER5,FLAG1==1)
        IF(PLAYER5,FLAG0!=0)
            IF(PLAYER0,VIEW_TYPE==2)
                NEXT_COMMAND_REUSABLE
                USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,1,1)
                NEXT_COMMAND_REUSABLE
                ADD_TO_FLAG(PLAYER5,FLAG0,-1)
            ENDIF
            IF(PLAYER0,VIEW_TYPE!=2)
                NEXT_COMMAND_REUSABLE
                ADD_TO_FLAG(PLAYER5,FLAG0,-1)
            ENDIF
        ENDIF
        IF(PLAYER5,FLAG0==0)
            IF(PLAYER0,VIEW_TYPE==2)
                NEXT_COMMAND_REUSABLE
                USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,1,1)
                NEXT_COMMAND_REUSABLE
                SET_FLAG(PLAYER5,FLAG0,-1)
            ENDIF
            IF(PLAYER0,VIEW_TYPE!=2)
                NEXT_COMMAND_REUSABLE
                SET_FLAG(PLAYER5,FLAG0,-1)
            ENDIF
        ENDIF
    ENDIF
ENDIF

IF(PLAYER6,CHICKEN==PLAYER6,FLAG0) REM ACTIVATE STRONG HEALING FOR EVERY CHICKEN 'EATEN'
    IF(PLAYER6,FLAG0!=0)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(34,"TIP: Healing by 'eating' only works in possession!",CHICKEN)
            QUICK_MESSAGE(5,"Now THAT has given me a real energyboost!",TAURUS)
            IF(PLAYER0,VIEW_TYPE==2)
                NEXT_COMMAND_REUSABLE
                USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,6,1)
                NEXT_COMMAND_REUSABLE
                CHANGE_CREATURES_ANNOYANCE(PLAYER0,TAURUS,DECREASE,1000)
                NEXT_COMMAND_REUSABLE
                ADD_TO_FLAG(PLAYER6,FLAG0,-1)
            ENDIF
            IF(PLAYER0,VIEW_TYPE!=2)
                NEXT_COMMAND_REUSABLE
                ADD_TO_FLAG(PLAYER6,FLAG0,-1)
            ENDIF
        ENDIF
    ENDIF
    IF(PLAYER6,FLAG0==0)
        IF(PLAYER0,VIEW_TYPE==2)
            NEXT_COMMAND_REUSABLE
            USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,6,1)
            NEXT_COMMAND_REUSABLE
            SET_FLAG(PLAYER6,FLAG0,-1)
        ENDIF
        IF(PLAYER0,VIEW_TYPE!=2)
            NEXT_COMMAND_REUSABLE
            SET_FLAG(PLAYER6,FLAG0,-1)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER3,CHICKEN==PLAYER3,FLAG0) REM ACTIVATE STRONG HEALING FOR EVERY CHICKEN 'EATEN'
    IF(PLAYER3,FLAG0!=0)
        IF(PLAYER0,VIEW_TYPE==2)
            NEXT_COMMAND_REUSABLE
            USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,8,1)
            NEXT_COMMAND_REUSABLE
            CHANGE_CREATURES_ANNOYANCE(PLAYER0,TAURUS,DECREASE,1000)
            NEXT_COMMAND_REUSABLE
            ADD_TO_FLAG(PLAYER3,FLAG0,-1)
        ENDIF
        IF(PLAYER0,VIEW_TYPE!=2)
            NEXT_COMMAND_REUSABLE
            ADD_TO_FLAG(PLAYER3,FLAG0,-1)
        ENDIF
    ENDIF
    IF(PLAYER3,FLAG0==0)
        IF(PLAYER0,VIEW_TYPE==2)
            NEXT_COMMAND_REUSABLE
            USE_POWER_ON_CREATURE(PLAYER0,TAURUS,ANYWHERE,PLAYER0,POWER_HEAL_CREATURE,9,1)
            NEXT_COMMAND_REUSABLE
            SET_FLAG(PLAYER3,FLAG0,-1)
        ENDIF
        IF(PLAYER0,VIEW_TYPE!=2)
            NEXT_COMMAND_REUSABLE
            SET_FLAG(PLAYER3,FLAG0,-1)
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(2,PLAYER0)
    CHANGE_SLAB_TYPE(28,34,PRETTY_PATH)
    CHANGE_SLAB_TYPE(32,33,PRETTY_PATH)
    PLACE_DOOR(ALL_PLAYERS,WOOD,28,34,LOCKED,1)
    PLACE_DOOR(ALL_PLAYERS,WOOD,32,33,LOCKED,1)
ENDIF

IF_ACTION_POINT(3,PLAYER0)
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(7,"HURRY! Before they secure the exit!",PLAYER_GOOD)
        QUICK_MESSAGE(6,"oh no! they have sounded the alarm!",PLAYER_GOOD)
        SET_TIMER(PLAYER0,TIMER1)
        DISPLAY_COUNTDOWN(PLAYER0,TIMER1,10400,1)
    ENDIF
ENDIF

IF(PLAYER0,TIMER1>=10400)
    IF(PLAYER0,FLAG3==0)
        ADD_PARTY_TO_LEVEL(PLAYER5,REINF1,21,1)
        ADD_PARTY_TO_LEVEL(PLAYER5,REINF1,22,1)
        ADD_PARTY_TO_LEVEL(PLAYER5,REINF1,23,1)
        ADD_PARTY_TO_LEVEL(PLAYER5,REINF1,24,1)
        ADD_PARTY_TO_LEVEL(PLAYER5,REINF1,25,1)
        ADD_PARTY_TO_LEVEL(PLAYER5,REINF1,26,1)
        ADD_PARTY_TO_LEVEL(PLAYER4,REINF1,21,1)
        ADD_PARTY_TO_LEVEL(PLAYER4,REINF2,22,1)
        ADD_PARTY_TO_LEVEL(PLAYER4,REINF2,23,1)
        ADD_PARTY_TO_LEVEL(PLAYER4,REINF2,24,1)
        ADD_PARTY_TO_LEVEL(PLAYER4,REINF2,25,1)
        ADD_PARTY_TO_LEVEL(PLAYER4,REINF2,26,1)
        COMPUTE_FLAG(PLAYER5,FLAG0,SET,PLAYER5,TOTAL_CREATURES,0)
        ADD_TO_FLAG(PLAYER5,FLAG0,-1)
    ENDIF
ENDIF

IF_ACTION_POINT(4,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER4,FAIRY,21,1)
    ADD_PARTY_TO_LEVEL(PLAYER4,FAIRY,22,1)
    ADD_PARTY_TO_LEVEL(PLAYER4,FAIRY,23,1)
    ADD_PARTY_TO_LEVEL(PLAYER4,FAIRY,24,1)
    ADD_PARTY_TO_LEVEL(PLAYER4,FAIRY,25,1)
    ADD_PARTY_TO_LEVEL(PLAYER4,FAIRY,26,1)
ENDIF

IF_ACTION_POINT(9,PLAYER0)
    SET_FLAG(PLAYER6,FLAG0,-1) REM Stops healing from CHICKENs
    SET_FLAG(PLAYER5,FLAG0,-1) REM Stops healing from knights when they are autokilled
    SET_FLAG(PLAYER0,FLAG3,1) REM Stops reinforcements from spawning
    SET_TIMER(PLAYER0,TIMER2)

    REM MOVING PLAYER0
    MOVE_CREATURE(PLAYER0,ANY_CREATURE,AT_ACTION_POINT[9],1,10)

    REM REMOVING OLD CENTER EXIT
    CHANGE_SLAB_TYPE(38,35,TWINS_WALL)
    CHANGE_SLAB_TYPE(47,28,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(37,45,DAMAGED_WALL)
    CHANGE_SLAB_TYPE(43,35,WATER)
    CHANGE_SLAB_TYPE(40,35,DIRT)
    CHANGE_SLAB_TYPE(40,35,PRETTY_PATH)
    CHANGE_SLAB_TYPE(39,35,WATER,BRIDGE)
    CHANGE_SLAB_TYPE(39,34,WATER,MATCH)

    REM SETTING UP CAVES
    CHANGE_SLAB_TYPE(45,3,HARD,MATCH)
    CHANGE_SLAB_TYPE(47,3,HARD,MATCH)
    CHANGE_SLAB_TYPE(51,3,HARD,MATCH)
    CHANGE_SLAB_TYPE(53,3,HARD,MATCH)
    CHANGE_SLAB_TYPE(56,4,HARD,MATCH)
    CHANGE_SLAB_TYPE(45,6,HARD,MATCH)
    CHANGE_SLAB_TYPE(46,8,HARD,MATCH)
    CHANGE_SLAB_TYPE(50,17,HARD,MATCH)
    CHANGE_SLAB_TYPE(51,15,HARD,MATCH)
    CHANGE_SLAB_TYPE(52,20,HARD,MATCH)
    CHANGE_SLAB_TYPE(52,11,HARD,MATCH)
    CHANGE_SLAB_TYPE(55,9,HARD,MATCH)
    CHANGE_SLAB_TYPE(55,9,HARD,MATCH)
    CHANGE_SLAB_TYPE(55,5,HARD_FLOOR,MATCH)
    CHANGE_SLAB_TYPE(49,2,HARD_FLOOR,MATCH)
    CHANGE_SLAB_TYPE(45,10,HARD_FLOOR,MATCH)


    REM REMOVING ALL ENEMIES AND PLACING THE NEW ONES FOR SECOND PART
    ADD_CREATURE_TO_LEVEL(PLAYER5,DWARFA,15,7,6,500)
    ADD_CREATURE_TO_LEVEL(PLAYER5,DWARFA,15,3,8,750)
    SET_FLAG(PLAYER5,FLAG1,1)

    IF(PLAYER4,TOTAL_CREATURES>0)
        IF(PLAYER4,FLAG1==0)
            NEXT_COMMAND_REUSABLE
            KILL_CREATURE(PLAYER4,ANY_CREATURE,ANYWHERE,1)
        ENDIF
    ENDIF
    IF(PLAYER4,TOTAL_CREATURES==0)
        NEXT_COMMAND_REUSABLE
        SET_FLAG(PLAYER4,FLAG1,1)
    ENDIF

    IF(PLAYER5,KNIGHT>0)
        NEXT_COMMAND_REUSABLE
        KILL_CREATURE(PLAYER5,KNIGHT,ANYWHERE,1)
    ENDIF

    IF(PLAYER5,MONK>0)
        NEXT_COMMAND_REUSABLE
        KILL_CREATURE(PLAYER5,MONK,ANYWHERE,1)
    ENDIF

    IF(PLAYER6,TOTAL_CREATURES>0)
        IF(PLAYER6,FLAG1==0)
            NEXT_COMMAND_REUSABLE
            KILL_CREATURE(PLAYER6,ANY_CREATURE,ANYWHERE,1)
        ENDIF
    ENDIF
    IF(PLAYER6,TOTAL_CREATURES==0)
        NEXT_COMMAND_REUSABLE
        SET_FLAG(PLAYER6,FLAG1,1)
    ENDIF

    IF(PLAYER0,TIMER2>=50)
        ADD_CREATURE_TO_LEVEL(PLAYER6,CHICKEN,5,3,1,0)
        ADD_CREATURE_TO_LEVEL(PLAYER6,CHICKEN,30,2,1,0)
        COMPUTE_FLAG(PLAYER6,FLAG0,SET,PLAYER6,CHICKEN,0)
        ADD_TO_FLAG(PLAYER6,FLAG0,-1)
        COMPUTE_FLAG(PLAYER5,FLAG0,SET,PLAYER5,TOTAL_CREATURES,0)
        ADD_TO_FLAG(PLAYER5,FLAG0,-1)
        SET_PLAYER_COLOR(PLAYER4,BLUE)
        ADD_CREATURE_TO_LEVEL(PLAYER_NEUTRAL,DEMONSPAWN,12,8,3,0)

        REM CHANGING TEXTURE AND REMOVING OLD EXIT CAVE
        CHANGE_SLAB_TYPE(52,52,PRETTY_PATH)
        CHANGE_SLAB_TYPE(53,51,PRETTY_PATH)
        CHANGE_SLAB_TYPE(46,28,DIRT,MATCH)
        CHANGE_SLAB_TYPE(48,28,DIRT,MATCH)
        CHANGE_SLAB_TYPE(37,46,DIRT,MATCH)
        CHANGE_SLAB_TYPE(47,27,HARD)
        CHANGE_SLAB_TYPE(47,28,HARD)
        CHANGE_SLAB_TYPE(48,28,HARD)
        CHANGE_SLAB_TYPE(48,29,HARD)
        CHANGE_SLAB_TYPE(48,30,HARD)
        CHANGE_SLAB_TYPE(47,30,HARD)
        CHANGE_SLAB_TYPE(47,31,HARD)
        CHANGE_SLAB_TYPE(47,32,HARD)
        CHANGE_SLAB_TYPE(46,32,HARD)
        CHANGE_SLAB_TYPE(46,33,HARD)
        CHANGE_SLAB_TYPE(46,34,HARD)
        CHANGE_SLAB_TYPE(47,34,HARD)
        CHANGE_SLAB_TYPE(47,35,HARD)
        CHANGE_SLAB_TYPE(47,36,HARD)
        CHANGE_SLAB_TYPE(46,36,HARD)
        CHANGE_SLAB_TYPE(45,36,HARD)
        CHANGE_SLAB_TYPE(45,37,HARD)
        CHANGE_SLAB_TYPE(45,38,HARD)
        CHANGE_SLAB_TYPE(45,39,HARD)
        CHANGE_SLAB_TYPE(44,39,HARD)
        CHANGE_SLAB_TYPE(44,40,HARD)
        CHANGE_SLAB_TYPE(43,40,HARD)
        CHANGE_SLAB_TYPE(43,41,HARD)
        CHANGE_SLAB_TYPE(42,41,HARD)
        CHANGE_SLAB_TYPE(42,42,HARD)
        CHANGE_SLAB_TYPE(41,42,HARD)
        CHANGE_SLAB_TYPE(41,43,HARD)
        CHANGE_SLAB_TYPE(40,43,HARD)
        CHANGE_SLAB_TYPE(40,44,HARD)
        CHANGE_SLAB_TYPE(39,44,HARD)
        CHANGE_SLAB_TYPE(39,45,HARD)
        CHANGE_SLAB_TYPE(38,45,HARD)
        CHANGE_SLAB_TYPE(38,46,HARD)
        CHANGE_SLAB_TYPE(37,46,HARD)
        CHANGE_SLAB_TYPE(37,47,HARD)
        CHANGE_SLAB_TYPE(36,47,HARD)
        CHANGE_SLAB_TYPE(35,47,HARD)
        CHANGE_SLAB_TYPE(35,48,HARD)
        CHANGE_SLAB_TYPE(34,48,HARD)
        CHANGE_SLAB_TYPE(34,49,HARD)
        CHANGE_SLAB_TYPE(33,49,HARD)
        CHANGE_SLAB_TYPE(32,49,HARD)
        CHANGE_SLAB_TYPE(31,49,HARD)
        CHANGE_SLAB_TYPE(30,49,HARD)
        CHANGE_SLAB_TYPE(30,48,HARD)
        CHANGE_SLAB_TYPE(29,48,HARD)
        CHANGE_SLAB_TYPE(29,51,HARD)
        CHANGE_SLAB_TYPE(30,51,HARD)

        CHANGE_SLAB_TYPE(31,52,HARD)
        CHANGE_SLAB_TYPE(32,52,HARD)
        CHANGE_SLAB_TYPE(32,53,HARD)
        CHANGE_SLAB_TYPE(32,54,HARD)
        CHANGE_SLAB_TYPE(33,54,HARD)
        CHANGE_SLAB_TYPE(33,55,HARD)
        CHANGE_SLAB_TYPE(33,56,HARD)
        CHANGE_SLAB_TYPE(33,57,HARD)

        CHANGE_SLAB_TYPE(47,26,HARD)
        CHANGE_SLAB_TYPE(30,50,HARD)
        MAKE_UNSAFE(PLAYER5)
        CHANGE_SLAB_TYPE(32,59,DIRT)
        CHANGE_SLAB_TYPE(29,1,DIRT)
        CHANGE_SLAB_TYPE(30,0,DIRT)
        CHANGE_SLAB_TYPE(53,55,HARD)
        CHANGE_SLAB_TYPE(58,56,HARD)
        CHANGE_SLAB_TYPE(56,58,HARD)
        CHANGE_SLAB_TYPE(53,56,HARD,MATCH)
        CHANGE_SLAB_TEXTURE(30,50,LAVA_CAVERN,MATCH)
        CHANGE_SLAB_TEXTURE(35,57,LAVA_CAVERN,MATCH)
        CHANGE_SLAB_TYPE(32,59,HARD)
        CHANGE_SLAB_TYPE(29,1,HARD)
        CHANGE_SLAB_TYPE(30,0,HARD)
        CHANGE_SLAB_TEXTURE(40,50,LAVA_CAVERN,MATCH)
        CHANGE_SLAB_TYPE(47,26,DIRT)
        CHANGE_SLAB_TYPE(30,50,DIRT)
        CHANGE_SLAB_TYPE(43,42,HARD)
        CHANGE_SLAB_TYPE(44,42,HARD)
        CHANGE_SLAB_TYPE(47,46,HARD)
        CHANGE_SLAB_TYPE(48,46,HARD)
        CHANGE_SLAB_TYPE(48,45,HARD)
        CHANGE_SLAB_TYPE(49,45,HARD)
        CHANGE_SLAB_TYPE(49,44,HARD)
        CHANGE_SLAB_TYPE(50,44,HARD)
        CHANGE_SLAB_TYPE(50,43,HARD)
        CHANGE_SLAB_TYPE(51,43,HARD)
        CHANGE_SLAB_TYPE(51,42,HARD)
        CHANGE_SLAB_TYPE(51,41,HARD)
        CHANGE_SLAB_TYPE(40,54,HARD)
        CHANGE_SLAB_TYPE(40,55,HARD)
        CHANGE_SLAB_TYPE(40,56,HARD)
        CHANGE_SLAB_TYPE(41,55,HARD)
        CHANGE_SLAB_TYPE(39,46,HARD)
        CHANGE_SLAB_TYPE(40,46,HARD)
        CHANGE_SLAB_TYPE(40,47,HARD)
        CHANGE_SLAB_TYPE(54,35,HARD)
        CHANGE_SLAB_TYPE(54,36,HARD)
        CHANGE_SLAB_TYPE(55,36,HARD)
        CHANGE_SLAB_TYPE(55,37,HARD)
        CHANGE_SLAB_TYPE(55,38,HARD)
        CHANGE_SLAB_TYPE(56,38,HARD)
        CHANGE_SLAB_TYPE(53,35,HARD)
        CHANGE_SLAB_TYPE(52,35,HARD)
        CHANGE_SLAB_TYPE(52,36,HARD)
        CHANGE_SLAB_TYPE(51,37,HARD)
        CHANGE_SLAB_TYPE(52,37,HARD)
        CHANGE_SLAB_TYPE(52,38,HARD)
        CHANGE_SLAB_TYPE(53,38,HARD)
        CHANGE_SLAB_TYPE(53,39,HARD)
        CHANGE_SLAB_TYPE(54,28,HARD)
        CHANGE_SLAB_TYPE(54,29,HARD)
        CHANGE_SLAB_TYPE(53,29,HARD)
        CHANGE_SLAB_TYPE(53,30,HARD)
        CHANGE_SLAB_TYPE(53,31,HARD)
        CHANGE_SLAB_TYPE(52,31,HARD)
        CHANGE_SLAB_TYPE(43,52,HARD)
        CHANGE_SLAB_TYPE(44,52,HARD)
        CHANGE_SLAB_TYPE(45,51,HARD)
        CHANGE_SLAB_TYPE(45,52,HARD)
        CHANGE_SLAB_TYPE(46,51,HARD)
        CHANGE_SLAB_TYPE(47,53,HARD)
        CHANGE_SLAB_TYPE(47,52,HARD)
        CHANGE_SLAB_TYPE(47,51,HARD)
        CHANGE_SLAB_TYPE(47,50,HARD)
        CHANGE_SLAB_TYPE(48,51,HARD)
        CHANGE_SLAB_TYPE(53,51,HARD)
        CHANGE_SLAB_TYPE(54,51,HARD)
        CHANGE_SLAB_TYPE(54,50,HARD)
        CHANGE_SLAB_TYPE(53,44,HARD)
        CHANGE_SLAB_TYPE(56,45,HARD)
        CHANGE_SLAB_TYPE(53,45,HARD)
        CHANGE_SLAB_TYPE(52,45,HARD)
        CHANGE_SLAB_TYPE(55,50,HARD)
        CHANGE_SLAB_TYPE(56,48,HARD)

        CHANGE_SLAB_TYPE(50,47,HARD)
        CHANGE_SLAB_TYPE(50,48,HARD)
        CHANGE_SLAB_TYPE(46,43,HARD)
        CHANGE_SLAB_TYPE(47,43,HARD)
        CHANGE_SLAB_TYPE(46,44,HARD)
        CHANGE_SLAB_TYPE(45,44,HARD)
        CHANGE_SLAB_TYPE(45,45,HARD)
        CHANGE_SLAB_TYPE(42,45,HARD)
        CHANGE_SLAB_TYPE(42,46,HARD)
        CHANGE_SLAB_TYPE(43,46,HARD)
        CHANGE_SLAB_TYPE(43,47,HARD)

        CHANGE_SLAB_TYPE(39,48,HARD)
        CHANGE_SLAB_TYPE(39,49,HARD)
        CHANGE_SLAB_TYPE(38,50,HARD)

        CHANGE_SLAB_TYPE(36,56,HARD)
        CHANGE_SLAB_TYPE(37,55,HARD)
        CHANGE_SLAB_TYPE(37,54,HARD)
        CHANGE_SLAB_TYPE(36,53,HARD)
        CHANGE_SLAB_TYPE(33,50,HARD)
        CHANGE_SLAB_TYPE(34,51,HARD)
        CHANGE_SLAB_TYPE(34,52,HARD)

        CHANGE_SLAB_TYPE(41,47,HARD)
        CHANGE_SLAB_TYPE(41,48,HARD)
        CHANGE_SLAB_TYPE(42,49,HARD)
        CHANGE_SLAB_TYPE(42,50,HARD)
        CHANGE_SLAB_TYPE(46,38,HARD)
        CHANGE_SLAB_TYPE(47,39,HARD)
        CHANGE_SLAB_TYPE(48,39,HARD)
        CHANGE_SLAB_TYPE(48,40,HARD)

        CHANGE_SLAB_TYPE(46,54,HARD)
        CHANGE_SLAB_TYPE(45,55,HARD)
        CHANGE_SLAB_TYPE(45,56,HARD)

        CHANGE_SLAB_TYPE(56,44,GEMS)

        REM RESET MINIMAP
        REVEAL_MAP_RECT(PLAYER0,90,90,179,179)
        CONCEAL_MAP_RECT(PLAYER0,90,90,179,179,0)
        CONCEAL_MAP_RECT(PLAYER0,121,7,10,9,1)
        REVEAL_MAP_LOCATION(PLAYER0,10,-1)
    ENDIF

    IF(PLAYER0,DEMONSPAWN>2)
        ADD_PARTY_TO_LEVEL(PLAYER4,DRAGON_A,12,2)
    ENDIF

    IF(PLAYER0,TIMER2>=150)
        REM ADDING GOLD SEAMS AND LAVA STREAMS IN GOLD CAVE
        CHANGE_SLAB_TYPE(45,43,GOLD)
        CHANGE_SLAB_TYPE(44,43,GOLD)
        CHANGE_SLAB_TYPE(43,43,GOLD)
        CHANGE_SLAB_TYPE(45,42,GOLD)
        CHANGE_SLAB_TYPE(45,41,GOLD)
        CHANGE_SLAB_TYPE(46,41,GOLD)
        CHANGE_SLAB_TYPE(46,40,GOLD)
        CHANGE_SLAB_TYPE(43,44,GOLD)
        CHANGE_SLAB_TYPE(43,45,GOLD)

        CHANGE_SLAB_TYPE(57,34,GOLD)
        CHANGE_SLAB_TYPE(57,35,GOLD)
        CHANGE_SLAB_TYPE(56,35,GOLD)
        CHANGE_SLAB_TYPE(56,36,GOLD)
        CHANGE_SLAB_TYPE(56,37,GOLD)
        CHANGE_SLAB_TYPE(55,35,GOLD)

        CHANGE_SLAB_TYPE(46,57,GOLD)
        CHANGE_SLAB_TYPE(47,57,GOLD)

        CHANGE_SLAB_TYPE(36,51,GOLD)
        CHANGE_SLAB_TYPE(37,52,GOLD)

        CHANGE_SLAB_TYPE(48,25,GOLD)
        CHANGE_SLAB_TYPE(49,25,GOLD)

        CHANGE_SLAB_TYPE(51,30,GOLD)
        CHANGE_SLAB_TYPE(49,34,GOLD)
        CHANGE_SLAB_TYPE(50,35,GOLD)
        CHANGE_SLAB_TYPE(53,24,GOLD)

        CHANGE_SLAB_TYPE(54,54,GOLD)
        CHANGE_SLAB_TYPE(55,53,GOLD)
        CHANGE_SLAB_TYPE(56,52,GOLD)
        CHANGE_SLAB_TYPE(54,49,GOLD)

        CHANGE_SLAB_TYPE(31,50,GOLD)
        CHANGE_SLAB_TYPE(31,51,GOLD)

        CHANGE_SLAB_TYPE(42,54,GOLD)
        CHANGE_SLAB_TYPE(41,53,GOLD)
        CHANGE_SLAB_TYPE(41,54,GOLD)

        CHANGE_SLAB_TYPE(34,58,GOLD)

        CHANGE_SLAB_TYPE(48,50,GOLD)

        CHANGE_SLAB_TYPE(45,50,GOLD)
        CHANGE_SLAB_TYPE(46,50,GOLD)

        CHANGE_SLAB_TYPE(39,47,GOLD)

        CHANGE_SLAB_TYPE(51,40,GOLD)

        CHANGE_SLAB_TYPE(52,46,GOLD)
        CHANGE_SLAB_TYPE(53,46,GOLD)

        CHANGE_SLAB_TYPE(52,23,LAVA)
        CONCEAL_MAP_RECT(PLAYER0,157,70,1,1,0)
        CHANGE_SLAB_TYPE(51,24,LAVA)
        CHANGE_SLAB_TYPE(51,25,LAVA)
        CHANGE_SLAB_TYPE(50,26,LAVA)
        CHANGE_SLAB_TYPE(51,27,LAVA)
        CHANGE_SLAB_TYPE(52,28,LAVA)
        CHANGE_SLAB_TYPE(49,27,LAVA)
        CHANGE_SLAB_TYPE(48,27,LAVA)
        CHANGE_SLAB_TYPE(49,28,LAVA)
        CHANGE_SLAB_TYPE(49,29,LAVA)
        CHANGE_SLAB_TYPE(52,29,LAVA)
        CHANGE_SLAB_TYPE(52,30,LAVA)
        CHANGE_SLAB_TYPE(51,31,LAVA)
        CHANGE_SLAB_TYPE(52,32,LAVA)
        CHANGE_SLAB_TYPE(53,32,LAVA)
        CHANGE_SLAB_TYPE(53,33,LAVA)
        CHANGE_SLAB_TYPE(51,32,LAVA)
        CHANGE_SLAB_TYPE(50,32,LAVA)
        CHANGE_SLAB_TYPE(50,33,LAVA)
        CHANGE_SLAB_TYPE(50,34,LAVA)
        CHANGE_SLAB_TYPE(51,35,LAVA)
        CHANGE_SLAB_TYPE(51,36,LAVA)
        CHANGE_SLAB_TYPE(50,37,LAVA)
        CHANGE_SLAB_TYPE(49,37,LAVA)
        CHANGE_SLAB_TYPE(48,37,LAVA)
        CHANGE_SLAB_TYPE(51,38,LAVA)
        CHANGE_SLAB_TYPE(51,39,LAVA)
        CHANGE_SLAB_TYPE(52,39,LAVA)
        CHANGE_SLAB_TYPE(52,40,LAVA)
        CHANGE_SLAB_TYPE(52,41,LAVA)
        CHANGE_SLAB_TYPE(53,42,LAVA)
        CHANGE_SLAB_TYPE(53,43,LAVA)
        CHANGE_SLAB_TYPE(54,44,LAVA)
        CHANGE_SLAB_TYPE(54,45,LAVA)
        CHANGE_SLAB_TYPE(54,46,LAVA)
        CHANGE_SLAB_TYPE(55,47,LAVA)
        CHANGE_SLAB_TYPE(56,47,LAVA)
        CHANGE_SLAB_TYPE(57,48,LAVA)
        CHANGE_SLAB_TYPE(54,41,LAVA)
        CHANGE_SLAB_TYPE(55,42,LAVA)
        CHANGE_SLAB_TYPE(55,43,LAVA)
        CHANGE_SLAB_TYPE(55,40,LAVA)
        CHANGE_SLAB_TYPE(56,40,LAVA)
        CHANGE_SLAB_TYPE(55,46,LAVA)
        CHANGE_SLAB_TYPE(52,44,LAVA)
        CHANGE_SLAB_TYPE(51,45,LAVA)
        CHANGE_SLAB_TYPE(54,48,LAVA)
        CHANGE_SLAB_TYPE(53,49,LAVA)
        CHANGE_SLAB_TYPE(52,50,LAVA)
        CHANGE_SLAB_TYPE(52,51,LAVA)
        CHANGE_SLAB_TYPE(51,52,LAVA)
        CHANGE_SLAB_TYPE(51,53,LAVA)
        CHANGE_SLAB_TYPE(51,54,LAVA)
        CHANGE_SLAB_TYPE(52,55,LAVA)
        CHANGE_SLAB_TYPE(53,47,LAVA)
        CHANGE_SLAB_TYPE(52,47,LAVA)
        CHANGE_SLAB_TYPE(51,46,LAVA)
        CHANGE_SLAB_TYPE(50,40,LAVA)
        CHANGE_SLAB_TYPE(50,41,LAVA)
        CHANGE_SLAB_TYPE(50,42,LAVA)
        CHANGE_SLAB_TYPE(49,42,LAVA)
        CHANGE_SLAB_TYPE(49,43,LAVA)
        CHANGE_SLAB_TYPE(48,44,LAVA)
        CHANGE_SLAB_TYPE(47,44,LAVA)
        CHANGE_SLAB_TYPE(47,45,LAVA)
        CHANGE_SLAB_TYPE(46,46,LAVA)
        CHANGE_SLAB_TYPE(46,47,LAVA)
        CHANGE_SLAB_TYPE(46,48,LAVA)
        CHANGE_SLAB_TYPE(45,48,LAVA)
        CHANGE_SLAB_TYPE(45,47,LAVA)
        CHANGE_SLAB_TYPE(44,48,LAVA)
        CHANGE_SLAB_TYPE(44,49,LAVA)
        CHANGE_SLAB_TYPE(45,49,LAVA)
        CHANGE_SLAB_TYPE(46,49,LAVA)
        CHANGE_SLAB_TYPE(47,48,LAVA)
        CHANGE_SLAB_TYPE(44,50,LAVA)
        CHANGE_SLAB_TYPE(43,51,LAVA)
        CHANGE_SLAB_TYPE(42,51,LAVA)
        CHANGE_SLAB_TYPE(41,51,LAVA)
        CHANGE_SLAB_TYPE(40,52,LAVA)
        CHANGE_SLAB_TYPE(40,53,LAVA)
        CHANGE_SLAB_TYPE(39,54,LAVA)
        CHANGE_SLAB_TYPE(39,55,LAVA)
        CHANGE_SLAB_TYPE(39,56,LAVA)
        CHANGE_SLAB_TYPE(40,57,LAVA)
        CHANGE_SLAB_TYPE(41,57,LAVA)
        CHANGE_SLAB_TYPE(41,58,LAVA)
        CHANGE_SLAB_TYPE(39,52,LAVA)
        CHANGE_SLAB_TYPE(38,52,LAVA)
        CHANGE_SLAB_TYPE(37,51,LAVA)
        CHANGE_SLAB_TYPE(37,50,LAVA)
        CHANGE_SLAB_TYPE(36,50,LAVA)
        CHANGE_SLAB_TYPE(36,49,LAVA)
        CHANGE_SLAB_TYPE(36,48,LAVA)
        CHANGE_SLAB_TYPE(35,49,LAVA)
        CHANGE_SLAB_TYPE(48,48,LAVA)
        CHANGE_SLAB_TYPE(49,49,LAVA)
        CHANGE_SLAB_TYPE(49,50,LAVA)
        CHANGE_SLAB_TYPE(49,51,LAVA)
        CHANGE_SLAB_TYPE(49,52,LAVA)
        CHANGE_SLAB_TYPE(48,53,LAVA)
        CHANGE_SLAB_TYPE(48,54,LAVA)
        CHANGE_SLAB_TYPE(49,55,LAVA)
        CHANGE_SLAB_TYPE(49,56,LAVA)
        CHANGE_SLAB_TYPE(50,56,LAVA)
        CHANGE_SLAB_TYPE(51,56,LAVA)
        CHANGE_SLAB_TYPE(51,57,LAVA)
        CHANGE_SLAB_TYPE(51,58,LAVA)
        CONCEAL_MAP_RECT(PLAYER0,124,175,1,1,0)
        CONCEAL_MAP_RECT(PLAYER0,154,172,5,5,0)
    ENDIF

    IF(PLAYER0,TIMER2>=250)
        REM ADD SPECIALS AND ENEMIES IN CAVE
        CHANGE_SLAB_TYPE(57,50,PATH)
        CHANGE_SLAB_TYPE(53,36,PATH)
        CHANGE_SLAB_TYPE(41,56,PATH)
        CHANGE_SLAB_TYPE(40,45,PATH)
        CHANGE_SLAB_TYPE(46,52,PATH)
        CHANGE_SLAB_TYPE(47,33,PATH)
        CHANGE_SLAB_TYPE(49,57,PATH)

        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_INCLEV,172,151,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_INCLEV,124,169,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_RESURCT,160,109,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_HEALALL,121,136,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_GETGOLD,139,157,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_INCLEV,142,100,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(SPECBOX_RESURCT,148,172,0)

        ADD_CREATURE_TO_LEVEL(PLAYER_NEUTRAL,HORNY,17,1,4,0)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,17,1,10,0)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,17,1,6,0)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,37,1,6,0)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,39,1,6,0)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,FAIRY,40,1,8,0)

        REM OPENS THE VILLAGE
        CHANGE_SLAB_TYPE(26,47,WATER)
        CHANGE_SLAB_TYPE(11,37,WATER)
        CHANGE_SLAB_TYPE(11,38,WATER)
        CHANGE_SLAB_TYPE(10,37,WATER)
        CHANGE_SLAB_TYPE(10,36,WATER)
        CHANGE_SLAB_TYPE(12,38,WATER)
    ENDIF
ENDIF

IF(PLAYER0,TRAINING>0)
    ADD_TO_FLAG(PLAYER_GOOD,FLAG0,1)
    SET_TIMER(PLAYER_GOOD,TIMER0)
    CHANGE_SLAB_TYPE(39,1,HARD)
    SET_DOOR(UNLOCKED,17,20)
ENDIF

IF(PLAYER0,DEMONSPAWN>=3)
    SET_TIMER(PLAYER_GOOD,TIMER0)
    ADD_TO_FLAG(PLAYER_GOOD,FLAG0,1)
ENDIF
IF(PLAYER6,FLAG2==1) REM BARBARIAN chief is killed
    SET_TIMER(PLAYER_GOOD,TIMER0)
    ADD_TO_FLAG(PLAYER_GOOD,FLAG0,1)
ENDIF
IF_SLAB_OWNER(55,44,PLAYER0) REM PLAYER IS AT THE GEM
    SET_TIMER(PLAYER_GOOD,TIMER0)
    ADD_TO_FLAG(PLAYER_GOOD,FLAG0,1)
ENDIF

IF_SLAB_OWNER(38,23,PLAYER0)
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(45,"Send the Royal Patrols, use the secret exit!",AVATAR)
        QUICK_MESSAGE(44,"No, no, NOOOOO! GUARDS!!!",AVATAR)
        ADD_TO_FLAG(PLAYER_GOOD,FLAG0,1)
    ENDIF
ENDIF

IF_SLAB_OWNER(20,31,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACK_DEF,-4,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACK_DEF,-6,1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,BARRACK_DEF,-7,1)
    SET_FLAG(PLAYER_GOOD,FLAG0,0)
    SET_DOOR(UNLOCKED,23,31)
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(43,"We've lost one of our barracks! DEFEND IT!",AVATAR)
    ENDIF
    IF(PLAYER_GOOD,DWARFA==0)
        SET_TIMER(PLAYER_GOOD,TIMER0)
        SET_FLAG(PLAYER_GOOD,FLAG0,5)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(42,"Prepare all troops from all barracks!",AVATAR)
            QUICK_MESSAGE(41,"He's getting close! We have to stop that evil beast!",AVATAR)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG0<4)
    IF(PLAYER_GOOD,TIMER0>=4000)
        QUICK_INFORMATION(24,"King Minos has heard about your escape and how you took over his outpost, be prepared! TIP: By claiming the hostile Barracks, you'll stop it from spawning waves. But of course, King Minos will fight back!")
        IF(PLAYER_GOOD,FLAG0==1)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK1,-3,1)
            NEXT_COMMAND_REUSABLE
            SET_TIMER(PLAYER_GOOD,TIMER0)
        ENDIF
        IF(PLAYER_GOOD,FLAG0==2)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK2,-3,1)
            NEXT_COMMAND_REUSABLE
            SET_TIMER(PLAYER_GOOD,TIMER0)
        ENDIF
        IF(PLAYER_GOOD,FLAG0==3)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK3,-3,1)
            NEXT_COMMAND_REUSABLE
            SET_TIMER(PLAYER_GOOD,TIMER0)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG0==4)
    IF(PLAYER_GOOD,TIMER0>=2000)
        ADD_TO_PARTY(MINOS_ATTACK3,SAMURAI,7,750,ATTACK_ENEMIES,0)
        ADD_TO_PARTY(MINOS_ATTACK3,WIZARD,6,500,ATTACK_ENEMIES,0)
        ADD_TO_PARTY(MINOS_ATTACK3,WIZARD,6,500,ATTACK_ENEMIES,0)
        NEXT_COMMAND_REUSABLE
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK3,-3,1)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER_GOOD,TIMER0)
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG0==5)
    IF(PLAYER_GOOD,TIMER0>=250)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK4a,-5,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK4c,-6,1)
    ENDIF

    IF(PLAYER_GOOD,TIMER0>=3250)
        IF_SLAB_OWNER(24,23,PLAYER_GOOD)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK4b,-7,1)
        ENDIF
        IF_SLAB_OWNER(31,16,PLAYER_GOOD)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK4a,-5,1)
        ENDIF
        IF_SLAB_OWNER(38,23,PLAYER_GOOD)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK4c,-6,1)
        ENDIF
        IF_SLAB_OWNER(32,31,PLAYER_GOOD)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_ATTACK4b,-4,1)
        ENDIF
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER_GOOD,TIMER0)
    ENDIF
ENDIF

IF(PLAYER_GOOD,FLAG0==6)
    CHANGE_SLAB_TYPE(31,18,PRETTY_PATH)
    PLACE_DOOR(PLAYER_GOOD,SECRET,31,18,UNLOCKED,1)
    IF(PLAYER_GOOD,TIMER0>=900)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ROYAL_PATROL,PLAYER_GOOD,1)
        SET_TIMER(PLAYER_GOOD,TIMER0)
    ENDIF

    IF(PLAYER_GOOD,TIMER0>=4500)
        NEXT_COMMAND_REUSABLE
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ROYAL_PATROL,PLAYER_GOOD,1)
        NEXT_COMMAND_REUSABLE
        SET_TIMER(PLAYER_GOOD,TIMER0)
    ENDIF
ENDIF

IF_ACTION_POINT(11,PLAYER0)
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(10,"It will be my home from now on! BE GONE!",TAURUS)
        QUICK_MESSAGE(9,"They should have some supplies here!",SPELL_SIGHT)
        QUICK_MESSAGE(8,"This looks like an enemy outpost!",SPELL_SIGHT)
        QUICK_OBJECTIVE(25,"Take over the enemy outpost in the northwest",15)
    ENDIF
ENDIF

IF_ACTION_POINT(16,PLAYER0)
    IF(PLAYER0,FLAG4==0)
        ADD_TO_FLAG(PLAYER0,FLAG4,1)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(28,"But the mommy dragons won't be happy..",TAURUS)
            QUICK_MESSAGE(12,"Dragon cubs should be trainable, aren't they?",TAURUS)
            QUICK_MESSAGE(11,"Smells like a dragon cave is nearby.",IMP)
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(6,PLAYER0)
    IF(PLAYER0,FLAG4==0)
        ADD_TO_FLAG(PLAYER0,FLAG4,1)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(28,"But the mommy dragons won't be happy..",TAURUS)
            QUICK_MESSAGE(12,"Dragon cubs should be trainable, aren't they?",TAURUS)
            QUICK_MESSAGE(11,"Smells like a dragon cave is nearby.",IMP)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER0,TUNNELLER>0)
    ADD_GOLD_TO_PLAYER(PLAYER0,5000)
    CHANGE_SLAB_OWNER(23,1,PLAYER0)
    ADD_OBJECT_TO_LEVEL_AT_POS(STATUE_HORNY,70,3,0,PLAYER0)
    SET_FLAG(PLAYER6,FLAG1,0) REM reactivates auto kill CHICKENs when left over.
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(40,"TIP: From now on, you're able to leave Possession.",SPELL_LIGHT)
        QUICK_MESSAGE(14,"Afraid to be killed, they'll serve you!",PLAYER0)
        QUICK_MESSAGE(13,"You've found some frightened dwarves.",PLAYER0)
        ADD_HEART_HEALTH(PLAYER0,-30000,0)
    ENDIF
    LOCK_POSSESSION(PLAYER0,0)
ENDIF

IF_SLAB_OWNER(17,20,PLAYER0)
    QUICK_OBJECTIVE(27,"Find King Minos and enjoy the pleasure of sweet revenge! Be sure you are prepared before sieging his castle, this isn't a one-man job!")
ENDIF

IF_ACTION_POINT(31,PLAYER0) REM Resets AP20 just before leaving first part, in case one wandered the lava and activated AP20 already. AP9 is required to activate before AP20, but without resetting it AP9 en AP20 are both triggered which collides with the autokills in switching to second part.
    IF(PLAYER0,FLAG3==0)
        NEXT_COMMAND_REUSABLE
        RESET_ACTION_POINT(20)
    ENDIF
ENDIF

IF_ACTION_POINT(20,PLAYER0)
    IF(PLAYER0,FLAG3==0)
        NEXT_COMMAND_REUSABLE
        RESET_ACTION_POINT(31) REM always resets AP31 so it can ALWAYS reset AP20 to avoid triggering its effects in first part.
    ENDIF

    IF(PLAYER0,FLAG3==1)
        SET_PLAYER_COLOR(PLAYER6,YELLOW)
        IF(PLAYER0,VIEW_TYPE!=4)
            QUICK_MESSAGE(22,"I can force them to join my siege!",TAURUS)
            QUICK_MESSAGE(21,"If I can kill their leader,",TAURUS)
            QUICK_MESSAGE(20,"Sounds like a little village of outcasts!",TAURUS)
            QUICK_MESSAGE(16,"WAIT! I hear something...",TAURUS)
            ADD_PARTY_TO_LEVEL(PLAYER6,VILLAGE_FOOD,18,2)
            ADD_PARTY_TO_LEVEL(PLAYER6,VILLAGE_FOOD,19,1)
            COMPUTE_FLAG(PLAYER6,FLAG0,SET,PLAYER6,CHICKEN,0)
            ADD_TO_FLAG(PLAYER6,FLAG0,-1)
        ENDIF

        IF(PLAYER6,TROLL<5)
            IF(PLAYER6,FLAG2==0)
                NEXT_COMMAND_REUSABLE
                ADD_PARTY_TO_LEVEL(PLAYER6,VILLAGE_ADD2,19,1)
            ENDIF
        ENDIF
        IF(PLAYER6,ORC<10)
            IF(PLAYER6,FLAG2==0)
                NEXT_COMMAND_REUSABLE
                ADD_PARTY_TO_LEVEL(PLAYER6,VILLAGE_ADD1,19,1)
            ENDIF
        ENDIF

        IF(PLAYER6,BARBARIAN==0)
            SET_FLAG(PLAYER6,FLAG0,-10) REM Stops healing from chickens

            IF(PLAYER0,TROLL<5)
                NEXT_COMMAND_REUSABLE
                CHANGE_CREATURE_OWNER(PLAYER6,TROLL,ANYWHERE,PLAYER0)
            ENDIF
            IF(PLAYER0,ORC<10)
                NEXT_COMMAND_REUSABLE
                CHANGE_CREATURE_OWNER(PLAYER6,ORC,ANYWHERE,PLAYER0)
            ENDIF
            IF(PLAYER0,ORC>=10)
                IF(PLAYER0,TROLL>=5)
                    SET_FLAG(PLAYER6,FLAG2,1) REM Stops spawning Trolls and Orcs
                    NEXT_COMMAND_REUSABLE
                    KILL_CREATURE(PLAYER6,ANY_CREATURE,ANYWHERE,1)
                ENDIF
            ENDIF
            IF(PLAYER6,ORC==0)
                IF(PLAYER6,TROLL==0)
                    SET_FLAG(PLAYER6,FLAG1,0) REM reactivates auto kill CHICKENs when left over.
                    QUICK_OBJECTIVE(27,"Find King Minos and enjoy the pleasure of sweet revenge! Be sure you are prepared before sieging his castle, this isn't a one-man job!")
                ENDIF
            ENDIF
        ENDIF

        IF(PLAYER6,BARBARIAN>0)
            SET_FLAG(PLAYER6,FLAG2,0)
            QUICK_OBJECTIVE(37,"Kill the village chief and force the outcasts to join your siege!",19)
        ENDIF
    ENDIF
ENDIF

IF(PLAYER0,HORNY>0)
    QUICK_INFORMATION(15,"Horny has joined you, he also knows what it is to live a confined life. He has the same rage! It's time for Mythic creatures to live free!")
ENDIF

IF(PLAYER0,GARDEN>0)
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(35,"Hands off! Those big chickens are mine!",TAURUS)
        QUICK_MESSAGE(36,"I'm done eating raw enemies!",TAURUS)
        QUICK_MESSAGE(17,"Finally! My own source of food",TAURUS)
    ENDIF
    SET_PLAYER_COLOR(PLAYER3,GREEN)
    ADD_PARTY_TO_LEVEL(PLAYER3,FOOD_ADD,5,1)
    COMPUTE_FLAG(PLAYER3,FLAG0,SET,PLAYER3,CHICKEN,0)
    ADD_TO_FLAG(PLAYER3,FLAG0,-1)
    SET_TIMER(PLAYER0,TIMER3)
    IF(PLAYER0,TIMER3>=1800)
        IF(PLAYER3,CHICKEN<2)
            NEXT_COMMAND_REUSABLE
            ADD_PARTY_TO_LEVEL(PLAYER3,FOOD_ADD,5,1)
            NEXT_COMMAND_REUSABLE
            COMPUTE_FLAG(PLAYER3,FLAG0,SET,PLAYER3,CHICKEN,0)
            NEXT_COMMAND_REUSABLE
            ADD_TO_FLAG(PLAYER3,FLAG0,-1)
            NEXT_COMMAND_REUSABLE
            SET_TIMER(PLAYER0,TIMER3)
        ENDIF
    ENDIF
ENDIF

IF_ACTION_POINT(29,PLAYER0)
    SET_TIMER(PLAYER0,TIMER2)

    REM REM CHANGING DOORS TO CLAIMED PATH
    CHANGE_SLAB_TYPE(31,15,PRETTY_PATH)
    CHANGE_SLAB_TYPE(31,17,PRETTY_PATH)
    CHANGE_SLAB_TYPE(33,19,PRETTY_PATH)
    CHANGE_SLAB_TYPE(34,18,PRETTY_PATH)
    CHANGE_SLAB_TYPE(37,19,PRETTY_PATH)
    CHANGE_SLAB_TYPE(38,18,PRETTY_PATH)
    CHANGE_SLAB_TYPE(40,22,PRETTY_PATH)
    CHANGE_SLAB_TYPE(40,25,PRETTY_PATH)
    CHANGE_SLAB_TYPE(34,22,PRETTY_PATH)
    CHANGE_SLAB_TYPE(34,24,PRETTY_PATH)
    CHANGE_SLAB_TYPE(33,25,PRETTY_PATH)
    CHANGE_SLAB_TYPE(30,26,PRETTY_PATH)
    CHANGE_SLAB_TYPE(35,27,PRETTY_PATH)
    CHANGE_SLAB_TYPE(33,29,PRETTY_PATH)
    CHANGE_SLAB_TYPE(33,32,PRETTY_PATH)
    CHANGE_SLAB_TYPE(30,32,PRETTY_PATH)
    CHANGE_SLAB_TYPE(33,35,PRETTY_PATH)
    CHANGE_SLAB_TYPE(34,34,PRETTY_PATH)
    CHANGE_SLAB_TYPE(38,30,PRETTY_PATH)
    CHANGE_SLAB_TYPE(37,37,PRETTY_PATH)
    CHANGE_SLAB_TYPE(32,39,PRETTY_PATH)
    CHANGE_SLAB_TYPE(28,37,PRETTY_PATH)
    CHANGE_SLAB_TYPE(25,39,PRETTY_PATH)
    CHANGE_SLAB_TYPE(20,38,PRETTY_PATH)
    CHANGE_SLAB_TYPE(23,35,PRETTY_PATH)
    CHANGE_SLAB_TYPE(25,33,PRETTY_PATH)
    CHANGE_SLAB_TYPE(27,32,PRETTY_PATH)
    CHANGE_SLAB_TYPE(17,34,PRETTY_PATH)
    CHANGE_SLAB_TYPE(16,26,PRETTY_PATH)
    CHANGE_SLAB_TYPE(20,27,PRETTY_PATH)
    CHANGE_SLAB_TYPE(20,25,PRETTY_PATH)
    CHANGE_SLAB_TYPE(23,25,PRETTY_PATH)
    CHANGE_SLAB_TYPE(25,22,PRETTY_PATH)
    CHANGE_SLAB_TYPE(27,20,PRETTY_PATH)
    CHANGE_SLAB_TYPE(28,19,PRETTY_PATH)
    CHANGE_SLAB_TYPE(28,23,PRETTY_PATH)
    CHANGE_SLAB_TYPE(28,27,PRETTY_PATH)
    CHANGE_SLAB_TYPE(26,28,PRETTY_PATH)
    CHANGE_SLAB_TYPE(31,22,PRETTY_PATH)
    CHANGE_SLAB_TYPE(20,34,PRETTY_PATH)

    REM CHANGING ROOMS TO CLAIMED PATH
    CHANGE_SLAB_TYPE(29,16,PRETTY_PATH,MATCH)
    CHANGE_SLAB_TYPE(32,20,PRETTY_PATH)
    CHANGE_SLAB_TYPE(40,23,PRETTY_PATH)
    CHANGE_SLAB_TYPE(32,30,PRETTY_PATH)
    CHANGE_SLAB_TYPE(34,31,PRETTY_PATH,MATCH)
    CHANGE_SLAB_TYPE(30,30,PRETTY_PATH,MATCH)
    CHANGE_SLAB_TYPE(25,31,PRETTY_PATH,MATCH)
    CHANGE_SLAB_TYPE(22,30,PRETTY_PATH)
    CHANGE_SLAB_TYPE(17,26,PRETTY_PATH)

    REM EVERYTHING TO DIRT
    CHANGE_SLAB_TYPE(28,34,DIRT)
    CHANGE_SLAB_TYPE(32,33,DIRT)
    CHANGE_SLAB_TYPE(30,27,DIRT,MATCH)

    IF(PLAYER0,TIMER2>=100)
        REM MINOS' FORTRESS
        CHANGE_SLAB_TYPE(30,22,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(31,22,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(32,22,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(30,23,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(31,23,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(32,23,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(30,24,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(31,24,HEART_PEDESTAL)
        CHANGE_SLAB_TYPE(32,24,HEART_PEDESTAL)
        CHANGE_SLAB_OWNER(32,24,PLAYER_GOOD,MATCH)
        ADD_HEART_HEALTH(PLAYER_GOOD,-30000,0)

        CHANGE_SLAB_TYPE(30,15,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,15,BARRACK_AREA)
        CHANGE_SLAB_TYPE(32,15,BARRACK_AREA)
        CHANGE_SLAB_TYPE(30,16,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,16,BARRACK_AREA)
        CHANGE_SLAB_TYPE(32,16,BARRACK_AREA)
        CHANGE_SLAB_TYPE(30,17,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,17,BARRACK_AREA)
        CHANGE_SLAB_TYPE(32,17,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,14,PRETTY_PATH)
        CHANGE_SLAB_OWNER(32,17,PLAYER_GOOD,FLOOR)

        CHANGE_SLAB_TYPE(23,22,BARRACK_AREA)
        CHANGE_SLAB_TYPE(24,22,BARRACK_AREA)
        CHANGE_SLAB_TYPE(25,22,BARRACK_AREA)
        CHANGE_SLAB_TYPE(23,23,BARRACK_AREA)
        CHANGE_SLAB_TYPE(24,23,BARRACK_AREA)
        CHANGE_SLAB_TYPE(25,23,BARRACK_AREA)
        CHANGE_SLAB_TYPE(23,24,BARRACK_AREA)
        CHANGE_SLAB_TYPE(24,24,BARRACK_AREA)
        CHANGE_SLAB_TYPE(25,24,BARRACK_AREA)
        CHANGE_SLAB_OWNER(25,24,PLAYER_GOOD,MATCH)

        CHANGE_SLAB_TYPE(37,22,BARRACK_AREA)
        CHANGE_SLAB_TYPE(38,22,BARRACK_AREA)
        CHANGE_SLAB_TYPE(39,22,BARRACK_AREA)
        CHANGE_SLAB_TYPE(37,23,BARRACK_AREA)
        CHANGE_SLAB_TYPE(38,23,BARRACK_AREA)
        CHANGE_SLAB_TYPE(39,23,BARRACK_AREA)
        CHANGE_SLAB_TYPE(37,24,BARRACK_AREA)
        CHANGE_SLAB_TYPE(38,24,BARRACK_AREA)
        CHANGE_SLAB_TYPE(39,24,BARRACK_AREA)
        CHANGE_SLAB_OWNER(39,24,PLAYER_GOOD,MATCH)

        CHANGE_SLAB_TYPE(30,30,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,30,BARRACK_AREA)
        CHANGE_SLAB_TYPE(32,30,BARRACK_AREA)
        CHANGE_SLAB_TYPE(30,31,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,31,BARRACK_AREA)
        CHANGE_SLAB_TYPE(32,31,BARRACK_AREA)
        CHANGE_SLAB_TYPE(30,32,BARRACK_AREA)
        CHANGE_SLAB_TYPE(31,32,BARRACK_AREA)
        CHANGE_SLAB_TYPE(32,32,BARRACK_AREA)
        CHANGE_SLAB_OWNER(32,32,PLAYER_GOOD,MATCH)

        CHANGE_SLAB_TYPE(28,20,PRETTY_PATH)
        CHANGE_SLAB_TYPE(29,19,PRETTY_PATH)
        CHANGE_SLAB_TYPE(30,19,PRETTY_PATH)
        CHANGE_SLAB_TYPE(32,19,PRETTY_PATH)
        CHANGE_SLAB_TYPE(33,19,PRETTY_PATH)
        CHANGE_SLAB_TYPE(34,20,PRETTY_PATH)
        CHANGE_SLAB_TYPE(35,21,PRETTY_PATH)
        CHANGE_SLAB_TYPE(35,22,PRETTY_PATH)
        CHANGE_SLAB_TYPE(36,23,PRETTY_PATH)
        CHANGE_SLAB_TYPE(35,24,PRETTY_PATH)
        CHANGE_SLAB_TYPE(35,25,PRETTY_PATH)
        CHANGE_SLAB_TYPE(34,26,PRETTY_PATH)
        CHANGE_SLAB_TYPE(33,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(32,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(31,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(30,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(29,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(28,26,PRETTY_PATH)
        CHANGE_SLAB_TYPE(27,25,PRETTY_PATH)
        CHANGE_SLAB_TYPE(27,24,PRETTY_PATH)
        CHANGE_SLAB_TYPE(27,23,PRETTY_PATH)
        CHANGE_SLAB_TYPE(31,19,PRETTY_PATH)
        CHANGE_SLAB_TYPE(36,28,PRETTY_PATH)
        CHANGE_SLAB_TYPE(27,22,PRETTY_PATH)
        CHANGE_SLAB_TYPE(27,21,PRETTY_PATH)
        CHANGE_SLAB_TYPE(28,23,PRETTY_PATH,MATCH)

        CHANGE_SLAB_TYPE(36,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(37,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(37,26,PRETTY_PATH)
        CHANGE_SLAB_TYPE(38,26,PRETTY_PATH)
        CHANGE_SLAB_TYPE(38,25,PRETTY_PATH)

        CHANGE_SLAB_TYPE(29,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(28,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(27,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(26,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(25,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(23,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(17,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(18,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,30,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,29,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,28,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,26,PRETTY_PATH)
        CHANGE_SLAB_TYPE(24,25,PRETTY_PATH)
        CHANGE_SLAB_TYPE(23,27,PRETTY_PATH)
        CHANGE_SLAB_TYPE(25,32,PRETTY_PATH)

        CHANGE_SLAB_TYPE(33,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(34,30,LAIR_AREA)
        CHANGE_SLAB_TYPE(35,29,LAIR_AREA)
        CHANGE_SLAB_TYPE(36,29,LAIR_AREA)
        CHANGE_SLAB_TYPE(37,29,LAIR_AREA)
        CHANGE_SLAB_TYPE(37,30,LAIR_AREA)
        CHANGE_SLAB_TYPE(37,31,LAIR_AREA)
        CHANGE_SLAB_TYPE(37,32,LAIR_AREA)
        CHANGE_SLAB_TYPE(37,33,LAIR_AREA)
        CHANGE_SLAB_TYPE(36,33,LAIR_AREA)
        CHANGE_SLAB_TYPE(35,33,LAIR_AREA)
        CHANGE_SLAB_TYPE(34,32,LAIR_AREA)
        CHANGE_SLAB_TYPE(34,31,LAIR_AREA)
        CHANGE_SLAB_TYPE(36,32,LAIR_AREA,MATCH)
        CHANGE_SLAB_OWNER(36,32,PLAYER_GOOD,FLOOR)

        CHANGE_SLAB_TYPE(31,33,PRETTY_PATH)
        CHANGE_SLAB_TYPE(29,34,HATCHERY)
        CHANGE_SLAB_TYPE(30,34,HATCHERY)
        CHANGE_SLAB_TYPE(31,34,HATCHERY)
        CHANGE_SLAB_TYPE(32,34,HATCHERY)
        CHANGE_SLAB_TYPE(33,34,HATCHERY)
        CHANGE_SLAB_TYPE(33,35,HATCHERY)
        CHANGE_SLAB_TYPE(33,36,HATCHERY)
        CHANGE_SLAB_TYPE(33,37,HATCHERY)
        CHANGE_SLAB_TYPE(32,37,HATCHERY)
        CHANGE_SLAB_TYPE(31,37,HATCHERY)
        CHANGE_SLAB_TYPE(30,37,HATCHERY)
        CHANGE_SLAB_TYPE(29,37,HATCHERY)
        CHANGE_SLAB_TYPE(29,36,HATCHERY)
        CHANGE_SLAB_TYPE(29,35,HATCHERY)
        CHANGE_SLAB_TYPE(31,36,HATCHERY,MATCH)
        CHANGE_SLAB_OWNER(31,36,PLAYER_GOOD,FLOOR)

        CHANGE_SLAB_TYPE(23,33,TREASURY_AREA)
        CHANGE_SLAB_TYPE(24,33,TREASURY_AREA)
        CHANGE_SLAB_TYPE(25,33,TREASURY_AREA)
        CHANGE_SLAB_TYPE(26,33,TREASURY_AREA)
        CHANGE_SLAB_TYPE(27,33,TREASURY_AREA)
        CHANGE_SLAB_TYPE(27,34,TREASURY_AREA)
        CHANGE_SLAB_TYPE(27,35,TREASURY_AREA)
        CHANGE_SLAB_TYPE(27,36,TREASURY_AREA)
        CHANGE_SLAB_TYPE(27,37,TREASURY_AREA)
        CHANGE_SLAB_TYPE(26,37,TREASURY_AREA)
        CHANGE_SLAB_TYPE(25,37,TREASURY_AREA)
        CHANGE_SLAB_TYPE(24,37,TREASURY_AREA)
        CHANGE_SLAB_TYPE(23,37,TREASURY_AREA)
        CHANGE_SLAB_TYPE(23,36,TREASURY_AREA)
        CHANGE_SLAB_TYPE(23,35,TREASURY_AREA)
        CHANGE_SLAB_TYPE(23,34,TREASURY_AREA)
        CHANGE_SLAB_TYPE(24,34,TREASURY_AREA,MATCH)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,73,103,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,76,103,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,79,103,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,82,103,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,70,106,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,73,106,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,73,109,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,73,112,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,76,109,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,79,109,0,PLAYER_GOOD)
        ADD_OBJECT_TO_LEVEL_AT_POS(GOLD_HOARD_5,76,112,0,PLAYER_GOOD)
        CHANGE_SLAB_TYPE(22,26,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(22,27,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(22,28,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(21,28,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(20,28,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(19,28,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(18,28,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(18,27,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(18,26,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(19,26,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(20,26,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(21,26,BOOK_SHELVES)
        CHANGE_SLAB_TYPE(21,27,BOOK_SHELVES,MATCH)
    ENDIF

    IF(PLAYER0,TIMER2>=125)
        CHANGE_SLAB_TYPE(22,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(19,30,BARRACK_AREA)
        CHANGE_SLAB_TYPE(20,30,BARRACK_AREA)
        CHANGE_SLAB_TYPE(21,30,BARRACK_AREA)
        CHANGE_SLAB_TYPE(21,31,BARRACK_AREA)
        CHANGE_SLAB_TYPE(21,32,BARRACK_AREA)
        CHANGE_SLAB_TYPE(20,32,BARRACK_AREA)
        CHANGE_SLAB_TYPE(19,32,BARRACK_AREA)
        CHANGE_SLAB_TYPE(19,31,BARRACK_AREA)
        CHANGE_SLAB_TYPE(20,31,BARRACK_AREA,MATCH)
        HIDE_HERO_GATE(-3,0)
        HIDE_HERO_GATE(-4,0)
        HIDE_HERO_GATE(-5,0)
        HIDE_HERO_GATE(-6,0)
        HIDE_HERO_GATE(-7,0)

        REM NEW CENTER ACCES
        CHANGE_SLAB_TYPE(29,14,DIRT)
        CHANGE_SLAB_TYPE(33,14,DIRT)
        CHANGE_SLAB_TYPE(16,21,HARD_FLOOR)
        CHANGE_SLAB_TYPE(17,21,PRETTY_PATH)
        CHANGE_SLAB_TYPE(17,22,PRETTY_PATH)
        CHANGE_SLAB_OWNER(17,21,PLAYER_GOOD,MATCH)
        CHANGE_SLAB_TYPE(18,21,HARD_FLOOR)
        CHANGE_SLAB_TYPE(13,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(13,29,PRETTY_PATH)
        CHANGE_SLAB_TYPE(12,32,WATER)
        CHANGE_SLAB_TYPE(13,33,PRETTY_PATH)
        CHANGE_SLAB_TYPE(14,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(15,31,PRETTY_PATH)
        CHANGE_SLAB_TYPE(16,31,PRETTY_PATH)
        CHANGE_SLAB_OWNER(13,31,PLAYER_GOOD,BRIDGE)
        CHANGE_SLAB_OWNER(31,25,PLAYER_GOOD,FLOOR)
        REVEAL_MAP_LOCATION(PLAYER_GOOD,32,-1)
    ENDIF

    IF(PLAYER0,TIMER2>=200)
        MAKE_SAFE(PLAYER_GOOD)
        PLACE_TRAP(ALL_PLAYERS,LIGHTNING,88,70,1)
        PLACE_TRAP(ALL_PLAYERS,LIGHTNING,94,64,1)
        PLACE_TRAP(ALL_PLAYERS,LIGHTNING,100,70,1)
        PLACE_TRAP(ALL_PLAYERS,LIGHTNING,94,76,1)
        PLACE_TRAP(ALL_PLAYERS,POISON_GAS,52,94,1)
        PLACE_TRAP(ALL_PLAYERS,LIGHTNING,49,94,1)
        PLACE_TRAP(ALL_PLAYERS,POISON_GAS,46,94,1)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,91,64,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,97,64,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,100,67,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,100,73,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,91,76,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,97,76,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,88,67,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(CANDLESTCK,88,73,0)
        ADD_OBJECT_TO_LEVEL_AT_POS(STATUE4,85,61,0,PLAYER_GOOD,SOUTHEAST)
        ADD_OBJECT_TO_LEVEL_AT_POS(STATUE4,103,61,0,PLAYER_GOOD,SOUTHWEST)
        ADD_OBJECT_TO_LEVEL_AT_POS(STATUE4,85,79,0,PLAYER_GOOD,NORTHEAST)
        ADD_OBJECT_TO_LEVEL_AT_POS(STATUE4,103,79,0,PLAYER_GOOD,NORTHWEST)
        PLACE_DOOR(ALL_PLAYERS,MAGIC,14,31,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,MAGIC,18,31,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,MAGIC,23,31,LOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,SECRET,36,28,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,SECRET,31,14,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,36,23,LOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,23,27,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,25,32,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,31,33,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,33,31,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,29,31,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,SECRET,24,26,UNLOCKED,1)
        PLACE_DOOR(ALL_PLAYERS,STEEL,19,31,UNLOCKED,1)
        CHANGE_SLAB_TYPE(16,34,WATER,MATCH)
        CHANGE_SLAB_TYPE(37,39,WATER,MATCH)
        CHANGE_SLAB_TYPE(27,29,WATER,MATCH)
        CHANGE_SLAB_TYPE(40,17,WATER,MATCH)
        CHANGE_SLAB_TYPE(27,15,WATER,MATCH)
        CHANGE_SLAB_TYPE(22,19,WATER,MATCH)
        CHANGE_SLAB_TYPE(20,24,WATER,MATCH)
        CHANGE_SLAB_TYPE(14,25,WATER,MATCH)
        CHANGE_SLAB_TYPE(12,27,WATER)
        CHANGE_SLAB_TYPE(12,28,WATER)
        CHANGE_SLAB_TYPE(11,28,WATER)
        CHANGE_SLAB_TYPE(11,29,WATER)
        CHANGE_SLAB_TYPE(11,30,WATER)
        CHANGE_SLAB_TYPE(12,30,WATER)
        CHANGE_SLAB_TYPE(12,31,WATER)
        CHANGE_SLAB_TYPE(11,33,WATER)
        CHANGE_SLAB_TYPE(11,34,WATER)
        CHANGE_SLAB_TYPE(12,34,WATER)
        CHANGE_SLAB_TYPE(17,34,WATER)
        CHANGE_SLAB_TYPE(41,1,HARD)
    ENDIF

    IF(PLAYER0,TIMER2>=200)
        REM PLACES ENEMIES IN FORTRESS
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,32,1,10,500)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,33,1,10,500)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,34,1,10,500)
        ADD_CREATURE_TO_LEVEL(PLAYER_GOOD,ARCHER,35,1,10,500)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS,PLAYER_GOOD,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_SUPP,PLAYER_GOOD,1)
        ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MINOS_PEOPLE,36,3)
    ENDIF
ENDIF

IF_SLAB_OWNER(13,31,PLAYER0)
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(33,"are you sure you're ready to take your revenge?",PLAYER0)
        QUICK_MESSAGE(26,"This is the entrance to King Minos' castle,",PLAYER0)
    ENDIF
ENDIF

IF_ACTION_POINT(13,PLAYER0)
    HIDE_TIMER
    IF(PLAYER0,VIEW_TYPE!=4)
        QUICK_MESSAGE(32,"But it isn't over yet...",PLAYER0)
        QUICK_MESSAGE(31,"You did it! You are out of this maze",PLAYER0)
    ENDIF
ENDIF

IF(PLAYER0,RESEARCH>0)
    ADD_PARTY_TO_LEVEL(PLAYER6,VILLAGE_PEOPLE,19,2)
    ADD_PARTY_TO_LEVEL(PLAYER6,VILLAGE_CHIEF,19,1)
    ADD_PARTY_TO_LEVEL(PLAYER4,DRAGON_D,12,3)
ENDIF
REM SETS PLAYER0,FLAG2
IF(PLAYER0,TAURUS==1)
    SET_FLAG(PLAYER0,FLAG2,1)
ENDIF

IF(PLAYER_GOOD,AVATAR==1)
    SET_FLAG(PLAYER0,FLAG2,2)
ENDIF

REM LOSE CONDITION
IF(PLAYER0,FLAG2>=1)
    IF(PLAYER0,TAURUS==0)
        QUICK_INFORMATION(29,"You failed to take your revenge and died, now all hope for a free life is lost for all mythical creatures!")
        LOSE_GAME
    ENDIF
ENDIF

REM WIN CONDITION
IF(PLAYER0,FLAG2>=2)
    IF(PLAYER_GOOD,AVATAR==0)
        IF(PLAYER_GOOD,DUNGEON_DESTROYED==1)
            QUICK_INFORMATION(30,"Congrats! You have killed King Minos and destroyed his kingdom, victory is yours! Thanks for playing, made by Crokydriver.")
            WIN_GAME
        ENDIF
    ENDIF
ENDIF