LEVEL_VERSION(1)
REM *** PLAYER COLOURS
SET_PLAYER_COLOR(PLAYER0,PURPLE)
SET_PLAYER_COLOR(PLAYER1,YELLOW)
SET_GENERATE_SPEED(360)
REM *** GAME RULES
SET_GAME_RULE(IMPWORKEXPERIENCE,110)
SET_GAME_RULE(PAYDAYSPEED,120)
SET_GAME_RULE(BODIESFORVAMPIRE,130)
REM *** DEAD CREATURES STAY DEAD
DEAD_CREATURES_RETURN_TO_POOL(0)
REM *** STARTING MULA
START_MONEY(PLAYER0,6000)
START_MONEY(PLAYER1,16000)
REM *** Creature Limit
MAX_CREATURES(PLAYER1,39)
MAX_CREATURES(PLAYER0,44)
REM *** COMPUTER PLAYER ID
COMPUTER_PLAYER(PLAYER1,7)
REM *** CREATURE SWIMMING BATHS
ADD_CREATURE_TO_POOL(BUG,11)
ADD_CREATURE_TO_POOL(DEMONSPAWN,6)
ADD_CREATURE_TO_POOL(TROLL,14)
ADD_CREATURE_TO_POOL(SPIDER,15)
ADD_CREATURE_TO_POOL(FLY,8)
ADD_CREATURE_TO_POOL(HELL_HOUND,21)
ADD_CREATURE_TO_POOL(TENTACLE,10)
ADD_CREATURE_TO_POOL(SORCEROR,16)
ADD_CREATURE_TO_POOL(ORC,39)
ADD_CREATURE_TO_POOL(BILE_DEMON,28)
ADD_CREATURE_TO_POOL(DRAGON,8)
ADD_CREATURE_TO_POOL(SKELETON,13)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,9)
ADD_CREATURE_TO_POOL(VAMPIRE,1)
REM *** CREATURES SCRIPT LAIR
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,1,0)
REM *** Rooms.
ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER1,TREASURE,0,0)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER1,RESEARCH,0,0)
ROOM_AVAILABLE(PLAYER1,BRIDGE,0,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,0,0)
ROOM_AVAILABLE(PLAYER1,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,4,0)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER1,WORKSHOP,0,0)
ROOM_AVAILABLE(PLAYER1,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,PRISON,4,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,4,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,0,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,4,0)
ROOM_AVAILABLE(PLAYER1,SCAVENGER,0,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,4,0)
REM *** Magicka/Spells
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,0,0)
REM *** Research Grind
RESEARCH(PLAYER0,ROOM,WORKSHOP,393550)
RESEARCH(PLAYER0,ROOM,BARRACKS,483550)
RESEARCH(PLAYER0,ROOM,GUARD_POST,973550)
RESEARCH(PLAYER0,ROOM,TORTURE,2318355)
RESEARCH(PLAYER0,ROOM,GRAVEYARD,2529355)
RESEARCH(PLAYER0,ROOM,SCAVENGER,2813355)
RESEARCH(PLAYER0,ROOM,BRIDGE,1793550)
RESEARCH(PLAYER0,ROOM,PRISON,1953550)
RESEARCH(ALL_PLAYERS,MAGIC,POWER_SPEED,42355)
RESEARCH(PLAYER0,MAGIC,POWER_LIGHTNING,1484435)
RESEARCH(ALL_PLAYERS,MAGIC,POWER_PROTECT,1324435)
RESEARCH(ALL_PLAYERS,MAGIC,POWER_CHICKEN,1664335)
RESEARCH(PLAYER1,MAGIC,POWER_DISEASE,924070033)
REM *** Don't forget your Traps.
TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(PLAYER0,LIGHTNING,1,0)
TRAP_AVAILABLE(PLAYER1,LAVA,0,0)
TRAP_AVAILABLE(PLAYER0,LAVA,0,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,0,0)
TRAP_AVAILABLE(PLAYER1,WORD_OF_POWER,1,0)
TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,0,0)
REM *** ...And doors
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
DOOR_AVAILABLE(PLAYER0,MAGIC,0,0)
DOOR_AVAILABLE(PLAYER1,MAGIC,1,0)
REM *** HERO GUESTLIST
CREATE_PARTY(SKELLZ)
	ADD_TO_PARTY(SKELLZ,SKELETON,3,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,2,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,2,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,2,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,1,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,1,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,1,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,1,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,1,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELLZ,SKELETON,1,2,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(SKELEEZ)
	ADD_TO_PARTY(SKELEEZ,SKELETON,8,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,3,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,4,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,5,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,6,2,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,7,2,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,7,2,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(SKELEEZ,SKELETON,7,2,ATTACK_DUNGEON_HEART,0)
REM ***
CREATE_PARTY(SPRINGS)
	ADD_TO_PARTY(SPRINGS,WIZARD,2,250,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SPRINGS,THIEF,2,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SPRINGS,THIEF,3,0,STEAL_GOLD,0)
	ADD_TO_PARTY(SPRINGS,FAIRY,2,0,DEFEND_LOCATION,0)
	ADD_TO_PARTY(SPRINGS,FAIRY,1,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SPRINGS,BARBARIAN,2,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(SOUTHERNERS)
	ADD_TO_PARTY(SOUTHERNERS,GIANT,5,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SOUTHERNERS,GIANT,5,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(SOUTHERNERS,MONK,6,750,DEFEND_LOCATION,0)
	ADD_TO_PARTY(SOUTHERNERS,ARCHER,8,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(SOUTHERNERS,ARCHER,9,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(SOUTHERNERS,ARCHER,9,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(WESTMIDLANDS)
	ADD_TO_PARTY(WESTMIDLANDS,FAIRY,5,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WESTMIDLANDS,WIZARD,7,1200,DEFEND_LOCATION,0)
	ADD_TO_PARTY(WESTMIDLANDS,GIANT,5,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WESTMIDLANDS,ARCHER,6,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WESTMIDLANDS,DWARFA,6,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(FAIRYATTACK)
	ADD_TO_PARTY(FAIRYATTACK,FAIRY,5,500,ATTACK_ROOMS,0)
	ADD_TO_PARTY(FAIRYATTACK,FAIRY,6,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(FAIRYATTACK,FAIRY,8,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(FAIRYATTACK,FAIRY,5,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(HOUNDATTACK)
	ADD_TO_PARTY(HOUNDATTACK,HELL_HOUND,4,250,ATTACK_ROOMS,0)
	ADD_TO_PARTY(HOUNDATTACK,HELL_HOUND,4,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(HOUNDATTACK,HELL_HOUND,7,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(HOUNDATTACK,HELL_HOUND,5,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(HOUNDATTACK,ARCHER,7,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(WITCHCULT)
	ADD_TO_PARTY(WITCHCULT,WITCH,8,750,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,HELL_HOUND,7,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,WITCH,9,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,WITCH,10,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(WITCHCULT,WITCH,4,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,HELL_HOUND,7,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,VAMPIRE,7,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(WITCHCULT,SKELETON,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,SKELETON,9,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(WITCHCULT,BARBARIAN,8,0,ATTACK_ROOMS,0)
REM ***
CREATE_PARTY(NORTHERNERS)
	ADD_TO_PARTY(NORTHERNERS,MONK,6,750,ATTACK_ROOMS,0)
	ADD_TO_PARTY(NORTHERNERS,MONK,8,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(NORTHERNERS,VAMPIRE,4,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(NORTHERNERS,BARBARIAN,8,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(NORTHERNERS,BARBARIAN,7,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(NORTHERNERS,BARBARIAN,7,0,DEFEND_LOCATION,0)
	ADD_TO_PARTY(NORTHERNERS,TENTACLE,9,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(NORTHERNERS,TENTACLE,9,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(EASTERNERS)
	ADD_TO_PARTY(EASTERNERS,THIEF,10,0,STEAL_GOLD,0)
	ADD_TO_PARTY(EASTERNERS,BARBARIAN,6,750,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(EASTERNERS,BARBARIAN,5,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(EASTERNERS,THIEF,7,0,STEAL_GOLD,0)
	ADD_TO_PARTY(EASTERNERS,THIEF,9,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(EASTERNERS,THIEF,7,0,STEAL_GOLD,0)
	ADD_TO_PARTY(EASTERNERS,DWARFA,6,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(EASTERNERS,THIEF,7,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(FAREASTERNERS)
	ADD_TO_PARTY(FAREASTERNERS,MONK,9,750,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(FAREASTERNERS,MONK,8,0,STEAL_GOLD,0)
	ADD_TO_PARTY(FAREASTERNERS,MONK,8,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(FAREASTERNERS,ARCHER,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(FAREASTERNERS,ARCHER,8,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(FAREASTERNERS,ARCHER,6,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(FAREASTERNERS,ARCHER,5,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(FAREASTERNERS,DWARFA,9,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(STRONGHOLDERS)
	ADD_TO_PARTY(STRONGHOLDERS,DWARFA,10,0,SABOTAGE_ROOMS,0)
	ADD_TO_PARTY(STRONGHOLDERS,GIANT,9,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(STRONGHOLDERS,SAMURAI,8,500,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(STRONGHOLDERS,ARCHER,9,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(STRONGHOLDERS,GIANT,8,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(STRONGHOLDERS,WIZARD,9,500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(STRONGHOLDERS,SAMURAI,9,0,DEFEND_LOCATION,0)
	ADD_TO_PARTY(STRONGHOLDERS,ARCHER,8,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(STRONGHOLDERS,ARCHER,9,0,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(ALARMPARTY)
	ADD_TO_PARTY(ALARMPARTY,ARCHER,7,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ALARMPARTY,ARCHER,4,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ALARMPARTY,ARCHER,5,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(ALARMPARTY,BARBARIAN,7,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(ALARMPARTY,BARBARIAN,4,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ALARMPARTY,BARBARIAN,6,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(ALARMPARTY,BARBARIAN,4,0,ATTACK_ROOMS,0)
	ADD_TO_PARTY(ALARMPARTY,BARBARIAN,8,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(ALARMPARTY,WIZARD,7,500,ATTACK_ENEMIES,0)
REM ***
CREATE_PARTY(LANDLORD)
	ADD_TO_PARTY(LANDLORD,KNIGHT,10,4500,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(LANDLORD,KNIGHT,10,3000,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,KNIGHT,10,3000,DEFEND_LOCATION,0)
	ADD_TO_PARTY(LANDLORD,GIANT,10,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(LANDLORD,GIANT,10,0,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(LANDLORD,GIANT,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,GIANT,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,WIZARD,10,250,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(LANDLORD,WIZARD,10,250,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,DWARFA,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,DWARFA,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,ARCHER,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,ARCHER,10,0,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,SAMURAI,10,1000,ATTACK_DUNGEON_HEART,0)
	ADD_TO_PARTY(LANDLORD,SAMURAI,10,1000,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(LANDLORD,SAMURAI,10,1000,ATTACK_DUNGEON_HEART,0)
REM ***************************************************************************
REM *** Set game rules and misc ***
REM nOw-AT-THE-tOp
REM **** Start of the game ****
REM ***

IF_SLAB_OWNER(7,55,PLAYER0)
	QUICK_OBJECTIVE(1,"Welcome Keeper, to Quagmoure Castle. A formiddable stronghold I assure you and there are riches to be plundered in the North especially! Focus on getting your dungeon established and your creatures trained up a little bit first for now, as there will be plenty for you to kill in this realm. Balipoli is the Keeper in the far North-East of this place but they're nothing more than a coward! So you've nothing to be particularly concerned about from them. However, their existence is still a drain on this realm. Don't let that coward Balipoli distract you, Keeper. As for any Hero that dares to step foot on this molten slab? Annihilate them!",Player0)
ENDIF

IF_SLAB_OWNER(6,55,PLAYER0)
	REVEAL_MAP_LOCATION(PLAYER0,18,3)
ENDIF

REM ** PLAYER0 obtains more than enough creatures

IF(PLAYER0,TOTAL_CREATURES >= 65)
	MAX_CREATURES(PLAYER1,13)
ENDIF

IF(PLAYER0,TOTAL_CREATURES >= 79)
	QUICK_INFORMATION(90,"I advise you to avoid getting any more minions, Keeper! You can only control so many.")
ENDIF

IF(PLAYER0,TOTAL_CREATURES >= 81)
	NEXT_COMMAND_REUSABLE
	QUICK_INFORMATION(91,"One of your minions has been slain at random as you cannot control more creatures than the amount you currently have, Keeper.")
	NEXT_COMMAND_REUSABLE
	KILL_CREATURE(PLAYER0,ANY_CREATURE,ON_FRIENDLY_GROUND,1)
ENDIF

REM ** Hide PLAYER1s singular gem stone
CONCEAL_MAP_RECT(PLAYER0,280,112,1,1,ALL)

REM ** Just a little fun to pass the time

IF(PLAYER0,TOTAL_CREATURES == 15)
	QUICK_INFORMATION(2,"When claiming their sacrificial allegience to your Dungeon Heart one of your minions instilled some Wisdom about patience between conflicts?") 
	SET_TIMER(PLAYER0,TIMER0)
ENDIF
IF(PLAYER0,TIMER0 >=1000)
	QUICK_INFORMATION(3,"What a pity, it appears that minion from earlier has mysteriously perished. However, your other minions seem more pleased by their demise than vengeful.")
	KILL_CREATURE(PLAYER0,ANY_CREATURE,MOST_EXPERIENCED,1)
ENDIF

REM ** Trap Limiter / Door Depreciation

IF(PLAYER0,DOORS_SOLD >= 21)
    SET_DOOR_CONFIGURATION(MAGIC,SellingValue,250)
    SET_DOOR_CONFIGURATION(STEEL,SellingValue,125)
    SET_DOOR_CONFIGURATION(BRACED,SellingValue,50)
ENDIF

IF(PLAYER0,TOTAL_TRAPS_MANUFACTURED >= 175)
	QUICK_INFORMATION(85,"You cannot brandish any more traps than what you currently have left, Keeper. But you can still make doors.")
	TRAP_AVAILABLE(PLAYER0,ALARM,0,0)
	TRAP_AVAILABLE(PLAYER0,POISON_GAS,0,0)
	TRAP_AVAILABLE(PLAYER0,LIGHTNING,0,0)
	IF_SLAB_OWNER(62,60,PLAYER0)
		TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,0,0)
	ENDIF
ENDIF

IF(PLAYER0,TOTAL_TRAPS_MANUFACTURED >= 125)
	QUICK_INFORMATION(89,"You've manufactured over 125 traps, Keeper! You can only manufacture 50 more.")
ENDIF

IF(PLAYER0,TOTAL_TRAPS_MANUFACTURED >= 150)
	QUICK_INFORMATION(92,"You can only manufacture another 25 traps, Keeper.")
ENDIF

IF(PLAYER0,TOTAL_TRAPS_USED >= 20)
	QUICK_INFORMATION(87,"Watch it Keeper, you only have enough power to place a set number of traps and can resupply for a short while. I wouldn't expend this limit too soon if I were you.")
ENDIF

IF(PLAYER1,TOTAL_TRAPS_MANUFACTURED >= 80)
	QUICK_INFORMATION(86,"It would appear Balipoli has run out of resources to make traps in their Workshop! Pahahahaha...")
	TRAP_AVAILABLE(PLAYER1,ALARM,0,0)
	TRAP_AVAILABLE(PLAYER1,POISON_GAS,0,0)
	TRAP_AVAILABLE(PLAYER1,LIGHTNING,0,0)
	TRAP_AVAILABLE(PLAYER1,WORD_OF_POWER,0,0)
ENDIF

REM ** To ensure PLAYER1 mines more of their gold first, lava blocks their gems temporarily until a set amount of turns have past.

IF(PLAYER0,TOTAL_CREATURES == 25)
	IF_SLAB_TYPE(50,24,LAVA)
	QUICK_INFORMATION(4,"You should want a good portion of your creatures at level 3 before going North, but don't worry, the allegiance of your minions encourages them to train much faster.")
	SET_GAME_RULE(IMPWORKEXPERIENCE,140)
	SET_TIMER(PLAYER0,TIMER1)
	ENDIF
ENDIF
IF(PLAYER0,TIMER1 >= 42000)
	QUICK_INFORMATION(5,"Oh dear! I believe Balipoli's cowardice just so happens to be seconded by their own stupidity. The Lord will not take kindly to him chipping away at their valuables. Due to his cowardice, additional patrols are defending the Castle's gates.",-13)
	CHANGE_SLAB_TYPE(50,23,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(51,23,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(51,24,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(93,37,WATER)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-15,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-10,1)
	REVEAL_MAP_LOCATION(PLAYER0,25,21)
ENDIF

IF(PLAYER1,TOTAL_CREATURES == 39)
	QUICK_INFORMATION_WITH_POS(6,"That coward Balipoli in the North-Eastern depths of this realm daren't even lure in as many creatures as you Keeper, out of fear of retaliation from the Lord of this Land. Pathetic.",235,22)
	REVEAL_MAP_LOCATION(PLAYER0,22,12)
ENDIF

IF(PLAYER0,TOTAL_CREATURES == 49)
	QUICK_INFORMATION(7,"Your portal cannot lure more than 49 creatures into your dungeon, word to the wise, Keeper. You can only attract a limited amount of creatures to this realm.")
ENDIF

IF(PLAYER0,TOTAL_CREATURES == 41)
	QUICK_INFORMATION(99,"Keeper, though Balipoli is a pathetic excuse of an existence their minions will be useful to scavenge later on. With this in mind, try not to let any of the heroes reach Balipoli if you can help it. Otherwise Quagmoure Castle might become too much for you to handle.")
ENDIF

REM ** When the player reaches 21 imps, they can no longer make imps. Tell them the first time?
IF(PLAYER0,IMP == 21)
	QUICK_INFORMATION(8,"You only hold enough power to have a maximum of 21 imps, Keeper.")
	NEXT_COMMAND_REUSABLE
	MAGIC_AVAILABLE(PLAYER0,POWER_IMP,0,0)
ENDIF

IF(PLAYER0,IMP <= 19)
	NEXT_COMMAND_REUSABLE
	MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
ENDIF

IF(PLAYER1,IMP == 18)
	NEXT_COMMAND_REUSABLE
	MAGIC_AVAILABLE(PLAYER1,POWER_IMP,0,0)
ENDIF

IF(PLAYER1,IMP <= 16)
	NEXT_COMMAND_REUSABLE
	MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
ENDIF

REM Torture Chamber Effectiveness
IF(PLAYER0,TOTAL_CREATURES == 58)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunEvilEnemyChance, 10)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunGoodEnemyChance, 0)
ENDIF

IF(PLAYER0,TOTAL_CREATURES == 54)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunEvilEnemyChance, 10)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunGoodEnemyChance, 5)
ENDIF

IF(PLAYER0,TOTAL_CREATURES >= 45)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunEvilEnemyChance, 20)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunGoodEnemyChance, 50)
ENDIF

IF(PLAYER0,TOTAL_CREATURES <= 39)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunEvilEnemyChance, 40)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(StunGoodEnemyChance, 70)
ENDIF

IF(PLAYER0,GOOD_CREATURES <= 4)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(TortureDeathChance, 30)
ENDIF

IF(PLAYER0,GOOD_CREATURES == 6)
	NEXT_COMMAND_REUSABLE
	SET_GAME_RULE(TortureDeathChance, 95)
ENDIF

REM *** Objectives and Information Displays ***

IF_SLAB_TYPE(4,53,PRETTY_PATH)
	IF_SLAB_OWNER(4,53,PLAYER0)
	QUICK_INFORMATION_WITH_POS(9,"I urge you, Keeper, look before you leap in this realm.",4,181)
	ENDIF
ENDIF

IF_SLAB_TYPE(45,71,PRETTY_PATH)
	IF_SLAB_OWNER(45,71,PLAYER0)
	QUICK_INFORMATION(10,"Beware not to let yourself become overwhelmed by the Eastern forces, Keeper.")
	ENDIF
ENDIF

IF_SLAB_TYPE(39,78,PRETTY_PATH)
	IF_SLAB_OWNER(39,78,PLAYER0)
	QUICK_INFORMATION(11,"There appears to be numerous gates for those petty heroes to enter this realm. Eyes peeled, Keeper! They will not hesitate to retaliate if they notice you encroaching on their precious little realm, be sure to have your minions ready to prevent the heroes from overwhelming you.")
	ENDIF
ENDIF

IF_SLAB_TYPE(57,40,PRETTY_PATH)
	IF_SLAB_OWNER(57,40,PLAYER0)
	QUICK_INFORMATION(12,"The explosions shifted the realm, and that trigger has been used to signal the heroes! Lookout! Keeper!")
	ENDIF
ENDIF

IF_SLAB_TYPE(66,69,PRETTY_PATH)
	IF_SLAB_OWNER(66,69,PLAYER0)
	QUICK_INFORMATION_WITH_POS(13,"Some impenetrable rock appears to have collapsed by your Portal, Keeper, what did you do?",7,154)
	CHANGE_SLAB_TYPE(2,51,WATER)
	ENDIF
ENDIF

IF_ACTION_POINT(31,PLAYER0)
	QUICK_INFORMATION_WITH_POS(14,"This garrison to the south is not lightly defended, be mindful Keeper. Train your forces upto a minimum of level 6 before you go barging through the doors arrows enflamed.",46,211)
	REVEAL_MAP_LOCATION(PLAYER0,32,16)
ENDIF

IF_SLAB_TYPE(60,42,PRETTY_PATH)
	IF_SLAB_OWNER(60,42,PLAYER0)
	QUICK_INFORMATION_WITH_POS(15,"There appears to be a note attached to this door... 'Concentrated traps ahead, Heavy payload.' Whatever could that mean?",181,124)
	ENDIF
ENDIF

IF_SLAB_TYPE(62,59,PRETTY_PATH)
	IF_SLAB_OWNER(62,59,PLAYER0)
	QUICK_INFORMATION_WITH_POS(16,"This old keep appears to be attracting hounds the further within you go. That's odd.",187,175)
	ENDIF
ENDIF

IF_ACTION_POINT(48,PLAYER0)
	QUICK_INFORMATION_WITH_POS(109,"The lava moat separates you from the central Keep's entrance and should you open yourself up to the lava, the hounds will catch onto your scent. You have been warned.",123,185)
	REVEAL_MAP_LOCATION(PLAYER0,49,11)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-10,1)
ENDIF

REM Contingency: In case bridge from start gets sold by mistake.

IF_SLAB_OWNER(37,75,PLAYER0)
	CHANGE_SLAB_OWNER(38,78,PLAYER0)
ENDIF

REM This sets off a chain reaction, modifying the map, spawning in heroes. An explosion of activity throughout the map. **

IF_SLAB_TYPE(60,40,PRETTY_PATH)
	IF_SLAB_OWNER(60,40,PLAYER0)
		QUICK_INFORMATION_WITH_POS(17,"Keeper, a fuse has been lit! And your imps seems very excited about this impending detonation! What's the worst that could happen? Only an Evil's worst, I'm sure.",172,121)
		SET_TIMER(PLAYER0,TIMER4)
		DISPLAY_COUNTDOWN(PLAYER0,TIMER4,5000,1)
	ENDIF
ENDIF
IF(PLAYER0,TIMER4 >= 5000)
	CHANGE_SLAB_OWNER(57,40,PLAYER0)
	IF_SLAB_TYPE(45,61,LAVA)
		CHANGE_SLAB_TYPE(45,61,BRIDGE_FRAME)
		IF_SLAB_TYPE(45,61,BRIDGE_FRAME)
			CHANGE_SLAB_OWNER(45,61,PLAYER_GOOD)
		ENDIF
	ENDIF
	HIDE_TIMER
ENDIF

REM See end of script for alternative trigger **

IF_ACTION_POINT(29,PLAYER0)
	QUICK_INFORMATION_WITH_POS(18,"This tucked away garrison in the North is Lochmoor's Stockade, there's been some speak of witchcraft. 'Beware!' has been scribbled all across the impenetrable walls.",28,52)
ENDIF

IF_ACTION_POINT(58,PLAYER0)
	QUICK_INFORMATION_WITH_POS(117,"There appears to be a foul odur emanating from this cavern... by the dark gods! These heroes at the Southern Garrison must be naively worshipping one of our deities, Keeper! Pahahahaha! No wonder this door is locked! Just lock away the foulness, surely no corrupting presence will come along to reclaim their Temple...",10,241)
ENDIF

IF_SLAB_OWNER(6,23,PLAYER0)
	QUICK_INFORMATION(77,"Heroes are attacking from the springs!",-14)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,2)
ENDIF

IF_SLAB_TYPE(67,67,PRETTY_PATH)
	IF_SLAB_OWNER(67,67,PLAYER0)
	QUICK_INFORMATION_WITH_POS(19,"The garrison to the east is Scorch's Depths, a putrid; goodly armourer hellbent on arming everyone and their mother's. Churn them into chick feed, Keeper!",256,220)
	REVEAL_MAP_LOCATION(PLAYER0,3,12)
	REVEAL_MAP_LOCATION(PLAYER0,4,9)
	ENDIF
ENDIF

IF_SLAB_TYPE(85,70,PRETTY_PATH)
	IF_SLAB_OWNER(85,70,PLAYER0)
	QUICK_INFORMATION_WITH_POS(20,"It appears Scorch's Depths has fabricated a path over the lava South-West from their garrison, have those wizards been dabbling in druid magicka?! Disgraceful.",220,241)
	ENDIF
ENDIF

IF_SLAB_TYPE(47,66,PRETTY_PATH)
	IF_SLAB_OWNER(47,66,PLAYER0)
	QUICK_OBJECTIVE_WITH_POS(21,"Central to this realm is Quagmoure's Castle, formiddable but not impossible, the guards are skittish and may back up their allies. Unless Balipoli's greed exceeds their cowardice they may do something foolish at Quagmoure's Castle, their existence needs to be scrubbed off this realm. But there are yet other garissons littered about the place North-West and South-East, behead, burn, boil, bash and bludgeonen them all, Keeper!",139,169)
	REVEAL_MAP_LOCATION(PLAYER0,33,12)
	ENDIF
ENDIF

IF_SLAB_OWNER(80,53,PLAYER0)
	QUICK_OBJECTIVE_WITH_POS(22,"Now's your chance to bolster your forces by scavenging Balipoli's! Quagmoure Castles forces are nothing to scoff at.",241,163)
ENDIF

IF_SLAB_OWNER(10,43,PLAYER0)
	QUICK_OBJECTIVE_WITH_POS(23,"Keeper! Up ahead is an underground spring where the Heroes occasionally come to relax, put them and any others that venture here to rest. Permenantly.",40,109)
	REVEAL_MAP_LOCATION(PLAYER0,47,7)
ENDIF

REM *** ACTION POINTS ***

IF_ACTION_POINT(12,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,1)
ENDIF


IF_SLAB_TYPE(20,9,PRETTY_PATH)
	IF_SLAB_OWNER(20,9,PLAYER0)
		IF_SLAB_TYPE(23,7,PRETTY_PATH)
			IF_SLAB_OWNER(23,7,PLAYER0)
				QUICK_INFORMATION_WITH_POS(24,"Hey-Ho this is the last of the witches cult, pathetic desperation at its finest so do indulge yourself, Keeper!.",65,25)
				ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,2)
				ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
				ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,1)
			ENDIF
		ENDIF
	ENDIF
ENDIF

IF_SLAB_TYPE(21,7,PRETTY_PATH)
	IF_SLAB_OWNER(21,7,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(6,13,PRETTY_PATH)
	IF_SLAB_OWNER(6,13,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(12,8,PRETTY_PATH)
	IF_SLAB_OWNER(12,8,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-21,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(10,11,PRETTY_PATH)
	IF_SLAB_OWNER(10,11,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-14,1)
	ENDIF
ENDIF

IF_ACTION_POINT(5,PLAYER0)
	QUICK_INFORMATION(25,"Another big assault is on its way!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-4,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-11,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-16,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-16,2)
ENDIF

IF_ACTION_POINT(4,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
ENDIF

IF_SLAB_TYPE(84,75,PRETTY_PATH)
	IF_SLAB_OWNER(84,75,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-5,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
	ENDIF
ENDIF

IF_ACTION_POINT(3,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,1)
ENDIF

IF_SLAB_TYPE(86,71,PRETTY_PATH)
	IF_SLAB_OWNER(86,71,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
	ENDIF
ENDIF

IF_ACTION_POINT(2,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-4,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
ENDIF

IF_SLAB_OWNER(84,57,PLAYER0)
	QUICK_INFORMATION(26,"The heroes have launched another assault! Lookout, Keeper!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-14,1)
ENDIF

IF_ACTION_POINT(1,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-3,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
ENDIF

IF_SLAB_OWNER(78,72,PLAYER0)
	QUICK_INFORMATION(27,"The heroes have launched another attack. Watch yourself, Keeper!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-4,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,3)
ENDIF

IF_ACTION_POINT(7,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-6,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-5,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
ENDIF

IF_ACTION_POINT(8,PLAYER0)
	IF(PLAYER_GOOD,DUNGEON_DESTROYED == 0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-8,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-5,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-6,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,3)
	ENDIF
ENDIF

IF_ACTION_POINT(8,PLAYER1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-8,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-5,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-6,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
ENDIF

REM *** TUNNELLER TEAM ***

IF_SLAB_TYPE(51,78,PRETTY_PATH)
	IF_SLAB_OWNER(51,78,PLAYER0)
		QUICK_INFORMATION(28,"It appears the heroes are worried about you obtaining a Torture Chamber, they're attacking again from the North and the East of you.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-13,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-2,2)
	ENDIF
ENDIF

IF_SLAB_OWNER(44,75,PLAYER0)
	QUICK_INFORMATION(29,"A tunneller party? Here? In this realm? On our side of the under-dark? Imagine that...",-3)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-3,DUNGEON_HEART,0,8,750)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-2,DUNGEON,0,8,750)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-13,2)
ENDIF

IF_SLAB_OWNER(57,64,PLAYER0)
	QUICK_INFORMATION(30,"Oh my, it appears the central keep of Quagmoure Castle are sending out their very own Tunneller. Watch yourself, Keeper.",-10)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-10,ACTION_POINT,24,9,750)
ENDIF

IF_SLAB_OWNER(86,54,PLAYER0)
	QUICK_INFORMATION(31,"Heroes are attacking you for encroaching on their Eastern territory!",-4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,3)
ENDIF

REM *** RELEASE THE HOUNDS ***

IF_SLAB_TYPE(73,64,PRETTY_PATH)
	IF_SLAB_OWNER(73,64,PLAYER0)
		QUICK_INFORMATION(32,"Hounds have been sent to attack you!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-3,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-2,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-4,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(62,60,PRETTY_PATH)
	IF_SLAB_OWNER(62,60,PLAYER0)
		QUICK_INFORMATION(33,"Hounds are coming for you!",-3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-3,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(58,56,PRETTY_PATH)
	IF_SLAB_OWNER(58,56,PLAYER0)
		QUICK_INFORMATION(34,"Woof! Woof! Woof!",-4)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-4,3)
	ENDIF
ENDIF

IF_SLAB_TYPE(62,54,PRETTY_PATH)
	IF_SLAB_OWNER(62,54,PLAYER0)
		QUICK_INFORMATION(35,"The halls skitter with Hounds!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-2,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-3,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(56,75,PRETTY_PATH)
	IF_SLAB_OWNER(56,75,PLAYER0)
		QUICK_INFORMATION(36,"Have you opened dog food or something?")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-3,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-2,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(46,59,PRETTY_PATH)
	IF_SLAB_OWNER(46,59,PLAYER0)
		QUICK_INFORMATION(37,"The heroes have unleashed a massive attack of hounds for reaching their Castle's front door-step, Keeper.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-2,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-13,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-14,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-11,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-15,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-7,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-10,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-5,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-6,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-1,3)
	ENDIF
ENDIF

REM *** RESET ACTION POINTS MWUAHAHAHA ***

IF_SLAB_OWNER(81,51,PLAYER0)
	RESET_ACTION_POINT(1)
ENDIF

IF_SLAB_TYPE(86,71,PRETTY_PATH)
	IF_SLAB_OWNER(86,71,PLAYER0)
		RESET_ACTION_POINT(4)
	ENDIF
ENDIF

IF_SLAB_TYPE(84,75,PRETTY_PATH)
	IF_SLAB_OWNER(84,75,PLAYER0)
		RESET_ACTION_POINT(3)
	ENDIF
ENDIF

REM ** Random Encounter **
IF_ACTION_POINT(13,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-2,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-3,1)
ENDIF

IF_SLAB_TYPE(85,50,PRETTY_PATH)
	IF_SLAB_OWNER(85,50,PLAYER0)
		RESET_ACTION_POINT(13)
		QUICK_INFORMATION_WITH_POS(38,"Rumour has it there is a payload awaiting detonation somewhere behind an 'Old Keep'. I wonder where that could be?",175,121)
	ENDIF
ENDIF

IF_SLAB_OWNER(81,52,PLAYER0)
	RESET_ACTION_POINT(14)
ENDIF

IF_ACTION_POINT(37,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-2,3)
ENDIF

REM *** HERO GATES ***

HIDE_HERO_GATE(-21,1)

IF_SLAB_TYPE(28,44,PRETTY_PATH)
	IF_SLAB_OWNER(28,44,PLAYER0)
		QUICK_INFORMATION(39,"More heroes have entered to defend the castle. And they've unleashed more hounds on you as well",-10)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-7,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-10,3)
	ENDIF
ENDIF

IF_SLAB_TYPE(56,27,PRETTY_PATH)
	IF_SLAB_OWNER(56,27,PLAYER1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-8,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-10,2)
	ENDIF
ENDIF

IF_ACTION_POINT(14,PLAYER0)
	IF_SLAB_OWNER(22,80,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-13,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(13,74,PRETTY_PATH)
	IF_SLAB_OWNER(13,74,PLAYER0)
		QUICK_INFORMATION(40,"The further in you go, the more likely heroes of this garrison will dare to try and stop you, Keeper. Don't let an imp be your downfall whilst fighting for this realm.",-1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
		REVEAL_MAP_LOCATION(PLAYER0,14,9)
	ENDIF
ENDIF

IF_SLAB_OWNER(14,80,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-14,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
ENDIF

IF_SLAB_TYPE(11,79,TEMPLE_POOL)
	IF_SLAB_OWNER(11,79,PLAYER0)
		QUICK_INFORMATION(41,"Heroes have set out to strike you from the North and South. They're upset that you've taken a sacred temple as your own, well done! Kill them.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-14,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(16,77,PRETTY_PATH)
	IF_SLAB_OWNER(16,77,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(20,79,PRETTY_PATH)
	IF_SLAB_OWNER(20,79,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(10,36,PRETTY_PATH)
	IF_SLAB_OWNER(10,36,PLAYER0)
		QUICK_INFORMATION(42,"Heroes are attacking from the North and are shamelessly bolstering their defenses in the South. I wonder why? Oh, don't look too excited Keeper. Fortunately for us, there'll be a long time of corruptive killings, just make sure you're ready and your creatures best be levels 3+ by now... Wizard-Blood tea, Keeper?")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-15,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(73,35,PRETTY_PATH)
	IF_SLAB_OWNER(73,35,PLAYER1)
		QUICK_INFORMATION(43,"Some Fairies have appeared at the Springs!",-14)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-15,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-14,1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[27],-4)
	ENDIF
ENDIF

IF_SLAB_OWNER(80,53,PLAYER0)
	QUICK_INFORMATION(44,"Heroic forces have launched an assault against you, Keeper.")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-9,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-3,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-15,1)
ENDIF

IF_SLAB_TYPE(46,75,PRETTY_PATH)
	IF_SLAB_OWNER(46,75,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-2,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-3,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(45,71,PRETTY_PATH)
	IF_SLAB_OWNER(45,71,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(47,66,PRETTY_PATH)
	IF_SLAB_OWNER(47,66,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(51,78,PRETTY_PATH)
	IF_SLAB_OWNER(46,75,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-1,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(66,77,PRETTY_PATH)
	IF_SLAB_OWNER(66,77,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-2,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-3,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-10,1)
	ENDIF
ENDIF

IF_SLAB_TYPE(78,78,PRETTY_PATH)
	IF_SLAB_OWNER(78,78,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-2,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-3,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-9,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
	ENDIF
ENDIF

IF_SLAB_OWNER(7,10,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-17,1)
ENDIF

IF_SLAB_TYPE(40,21,PRETTY_PATH)
	IF_SLAB_OWNER(40,21,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-10,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-16,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(40,20,PRETTY_PATH)
	IF_SLAB_OWNER(40,20,PLAYER1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-10,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-16,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(46,50,PRETTY_PATH)
	IF_SLAB_OWNER(46,50,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-10,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(46,51,PRETTY_PATH)
	IF_SLAB_OWNER(46,51,PLAYER1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-10,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(43,36,PATH)
	QUICK_OBJECTIVE_WITH_POS(45,"It appears the Lord of Quagmoure Castle himself has caught wind of your uprising. Slay him and his army of heroes so you may cleanse this realm in their blood!",121,106)
	CHANGE_SLAB_TYPE(50,34,LAVA)
	CHANGE_SLAB_TYPE(42,42,PATH)
	CHANGE_SLAB_TYPE(41,42,PATH)
	CHANGE_SLAB_TYPE(41,43,PATH)
	CHANGE_SLAB_TYPE(42,43,PATH)
	CHANGE_SLAB_TYPE(44,28,PATH)
	CHANGE_SLAB_TYPE(45,28,PATH)
	CHANGE_SLAB_TYPE(44,29,PATH)
	CHANGE_SLAB_TYPE(45,29,PATH)
	CHANGE_SLAB_TYPE(40,12,PATH)
	CHANGE_SLAB_TYPE(40,11,PATH)
	CHANGE_SLAB_TYPE(40,10,PATH)
	CHANGE_SLAB_TYPE(61,25,PATH)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,-18,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-19,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-15,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-6,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-9,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-5,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-5,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-8,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-10,2)
	SET_TIMER(PLAYER0,TIMER6)
	MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,0,0)
	QUICK_INFORMATION(94,"Your lightning spell has been disabled, Keeper!")
ENDIF
IF(PLAYER0,TIMER6 >= 3000)
	QUICK_INFORMATION(93,"You can use your Lightning spell again, Keeper!")
	MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,1,1)
ENDIF

IF_SLAB_TYPE(48,37,PRETTY_PATH)
	IF_SLAB_OWNER(48,37,PLAYER0)
		QUICK_INFORMATION_WITH_POS(46,"You have breached the Heart of the Castle and the heroes don't seem to appreciate that at all, Keeper.",130,112)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-7,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-8,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-9,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-19,3)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-19,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
		IF_SLAB_OWNER(48,37,PLAYER0)
		CHANGE_SLAB_OWNER(48,37,PLAYER_NEUTRAL)
		ENDIF
	ENDIF
ENDIF

REM ** CONTINGENCY FOR ABOVE QIWPOS 46 **

IF_SLAB_OWNER(35,39,PLAYER0)
	IF_SLAB_OWNER(48,37,PLAYER_GOOD)
		CHANGE_SLAB_OWNER(48,37,PLAYER0)
	ENDIF
ENDIF

IF_SLAB_TYPE(32,42,BRIDGE_FRAME)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-19,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-15,4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,3)
ENDIF

IF_SLAB_TYPE(48,40,PRETTY_PATH)
	IF_SLAB_OWNER(48,40,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-15,2)
	ENDIF
ENDIF

IF_SLAB_OWNER(45,38,PLAYER0)
	QUICK_INFORMATION_WITH_POS(47,"The heroes seem to be getting worried about your success, how Pitiful.",136,115)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-19,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-18,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-5,3)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-6,2)
ENDIF

IF_SLAB_OWNER(63,63,PLAYER0)
	QUICK_INFORMATION(48,"A dastardly rabble from the central keep are on their way!",-10)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-10,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-8,1)
	REVEAL_MAP_LOCATION(PLAYER0,7,6)
ENDIF

IF_SLAB_OWNER(39,44,PLAYER0)
	QUICK_INFORMATION(49,"The heroes will not allow you to take the castle without a fight, Keeper!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-19,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-6,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-18,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-5,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-8,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-10,2)
ENDIF

REM MISC ACTION POINTS 

IF_SLAB_TYPE(85,70,PRETTY_PATH)
	IF_SLAB_OWNER(85,70,PLAYER0)
		CHANGE_SLAB_TYPE(70,80,PATH)
		CHANGE_SLAB_TYPE(71,80,PATH)
		CHANGE_SLAB_TYPE(72,80,PATH)
		CHANGE_SLAB_TYPE(73,80,PATH)
		CHANGE_SLAB_TYPE(78,73,PATH)
	ENDIF
ENDIF

IF_ACTION_POINT(36,PLAYER0)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,12,2)
ENDIF

IF_SLAB_TYPE(57,40,PRETTY_PATH)
	IF_SLAB_OWNER(57,40,PLAYER0)
		QUICK_INFORMATION_WITH_POS(50,"The heroes have launched a massive attack to slay you! They've even opened up a secret passage, Keeper!",256,148)
		CHANGE_SLAB_TYPE(32,43,LAVA)
		CHANGE_SLAB_TYPE(85,49,WATER)
		CHANGE_SLAB_TYPE(79,57,LAVA)
		CHANGE_SLAB_TYPE(4,43,PATH)
		CHANGE_SLAB_TYPE(4,44,PATH)
		CHANGE_SLAB_TYPE(4,45,PATH)
		CHANGE_SLAB_TYPE(2,76,LAVA)
		CHANGE_SLAB_TYPE(50,24,BRIDGE_FRAME)
		CHANGE_SLAB_TYPE(15,72,PATH)
		CHANGE_SLAB_TYPE(17,72,PATH)
		CHANGE_SLAB_TYPE(53,66,LAVA)
		CHANGE_SLAB_TYPE(54,66,LAVA)
		CHANGE_SLAB_TYPE(52,72,PATH)
		CHANGE_SLAB_TYPE(1,18,WATER)
		CHANGE_SLAB_TYPE(5,41,WATER)
		CHANGE_SLAB_TYPE(10,66,PATH)
		CHANGE_SLAB_TYPE(83,44,PATH)
		CHANGE_SLAB_TYPE(84,45,PATH)
		CHANGE_SLAB_TYPE(85,44,LAVA)
		CHANGE_SLAB_TYPE(66,40,PATH)
		CHANGE_SLAB_TYPE(67,40,LAVA)
		CHANGE_SLAB_TYPE(67,41,LAVA)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-4,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-15,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-9,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-8,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-7,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-6,1)
		REVEAL_MAP_LOCATION(PLAYER0,6,15)
	ENDIF
ENDIF

IF_SLAB_TYPE(82,50,BRIDGE_FRAME)
	IF_SLAB_OWNER(82,50,PLAYER0)
		QUICK_INFORMATION(51,"It would appear the heroes of this realm have launched another attack against you! They do not like the idea of you obtaining a Scavenger room.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-1,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-2,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-3,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-7,3)
	ENDIF
ENDIF

IF_SLAB_TYPE(67,64,PRETTY_PATH)
	IF_SLAB_OWNER(67,64,PLAYER0)
		CHANGE_SLAB_TYPE(72,64,BRIDGE_FRAME)
		CHANGE_SLAB_TYPE(71,64,BRIDGE_FRAME)
		QUICK_INFORMATION_WITH_POS(52,"It appears the heroes are assembling a bridge to reach you, Keeper!",217,193)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SPRINGS,-4,1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[30],3)
		IF_SLAB_TYPE(72,64,BRIDGE_FRAME)
			CHANGE_SLAB_OWNER(72,64,PLAYER_GOOD)
		ENDIF
		IF_SLAB_TYPE(71,64,BRIDGE_FRAME)
			CHANGE_SLAB_OWNER(71,64,PLAYER_GOOD)
		ENDIF
	ENDIF
ENDIF

IF_SLAB_TYPE(67,64,PRETTY_PATH)
	IF_SLAB_OWNER(67,64,PLAYER0)
		SET_TIMER(PLAYER0,TIMER2)
	ENDIF
ENDIF
IF(PLAYER0,TIMER2 >= 2400)
	CHANGE_SLAB_TYPE(70,64,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(69,64,BRIDGE_FRAME)
	QUICK_INFORMATION_WITH_POS(53,"The heroes have finished constructing their bridge, Keeper! And there's a faint echoing of 'Charge!', I wonder who that could be? ",214,193)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-3,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-12,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,1)
	IF_SLAB_TYPE(70,64,BRIDGE_FRAME)
		CHANGE_SLAB_OWNER(70,64,PLAYER_GOOD)
	ENDIF
	IF_SLAB_TYPE(69,64,BRIDGE_FRAME)
		CHANGE_SLAB_OWNER(69,64,PLAYER_GOOD)
	ENDIF
ENDIF

IF_ACTION_POINT(10,PLAYER0)
	IF_SLAB_TYPE(2,50,PRETTY_PATH)
		IF_SLAB_OWNER(2,50,PLAYER0)
			QUICK_INFORMATION(54,"Several hero parties are attacking all at once! The strongest of them are coming from the castle. Brace yourself, Keeper.")
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-7,2)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-7,1)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,4)
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-3,2)
		ENDIF
	ENDIF
ENDIF

REM ** Far-Eastern Area

IF_SLAB_OWNER(87,67,PLAYER0)
	CHANGE_SLAB_OWNER(85,70,PLAYER0)
ENDIF

REM ** If PLAYER0 doesn't go to the Springs, the east will not unlock for them.

IF_ACTION_POINT(27,PLAYER0)
	QUICK_INFORMATION_WITH_POS(82,"Some rocks just tumbled apart Keeper! There is now a way to reach the Eastern region of this realm... Mwuhahaha...",151,193)
	CHANGE_SLAB_TYPE(50,63,PATH)
	CHANGE_SLAB_TYPE(50,64,PATH)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,1)
	CONCEAL_MAP_RECT(PLAYER0,151,193,6,6,ALL)
ENDIF

REM ** Destroys the wall opening up the Southern Garrison

IF_ACTION_POINT(19,PLAYER0)
	QUICK_INFORMATION(81,"The Southern Garrison is attacking you!",-1)
	IF_SLAB_OWNER(11,72,PLAYER_GOOD)
		USE_POWER_AT_POS(PLAYER_GOOD,25,220,POWER_DESTROY_WALLS,2,1)
		USE_POWER_AT_POS(PLAYER_GOOD,28,220,POWER_DESTROY_WALLS,3,1)
		USE_POWER_AT_POS(PLAYER_GOOD,31,220,POWER_DESTROY_WALLS,2,1)
	ENDIF
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,1)
ENDIF

REM ** CONTINGENCY ATTK: Trickle in the tunnellers!

IF_SLAB_OWNER(22,83,PLAYER0)
	IF_SLAB_OWNER(44,75,PLAYER_GOOD)
		CHANGE_SLAB_OWNER(44,75,PLAYER0)
	ENDIF
	IF_SLAB_OWNER(44,75,PLAYER0)
		CHANGE_SLAB_OWNER(44,75,PLAYER_NEUTRAL)
	ENDIF
ENDIF

REM ** Bridge in the Springs?

IF_SLAB_TYPE(14,36,BRIDGE_FRAME)
	QUICK_INFORMATION(100,"The Springs have been desecrated, perfect. And the raiders from this territory have vowed to slay you until their last dying breath! How marvellous. Mahahahaha!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SPRINGS,-14,2)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,WIZARD,AT_ACTION_POINT[27],8)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,FAIRY,AT_ACTION_POINT[27],6)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,BARBARIAN,AT_ACTION_POINT[27],9)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,FAIRY,AT_ACTION_POINT[27],5)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[27],10)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[27],10)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[27],4)
	NEXT_COMMAND_REUSABLE
	LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[27],6)
ENDIF

REM ** Through the Northerners Front Door

IF_SLAB_OWNER(8,17,PLAYER0)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		QUICK_INFORMATION(107,"The Northerns are getting skittish it would seem")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-22,1)
	ENDIF
ENDIF

IF_SLAB_OWNER(8,14,PLAYER0)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		QUICK_INFORMATION(108,"The Northerns seem afraid of what you might do with the graveyard, Keeper.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-21,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
	ENDIF
ENDIF

REM ** The Necromantic Trail

IF_ACTION_POINT(57,PLAYER0)
	IF_SLAB_OWNER(11,24,PLAYER0)
		QUICK_INFORMATION_WITH_POS(110,"Ah! Keeper, what have we here? A winding pass dripping with lava and, what's that I smell? Cursed doorways! How delightfully intriguing!",40,73)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],2)
	ENDIF
ENDIF

IF_ACTION_POINT(50,PLAYER0)
	IF_SLAB_OWNER(11,24,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,3)
	ENDIF
ENDIF

IF_ACTION_POINT(51,PLAYER0)
	IF_SLAB_OWNER(11,24,PLAYER0)
		QUICK_INFORMATION(115,"Of course, they are only skeletons Keeper. However, given the type of magic at play here I wouldn't recommend slamming through every door as fast as you possibly can. I don't think this realm could handle it. Oh, and some Skeleton's are on their way to you by the way, on behalf of the Coven.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],5)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,3)
	ENDIF
ENDIF

IF_ACTION_POINT(52,PLAYER0)
	IF_SLAB_OWNER(11,24,PLAYER0)
		QUICK_INFORMATION(113,"There is a very loud clatter of ringing bones coming down the winding lava pass, Keeper!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],5)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,3)
	ENDIF
ENDIF

IF_ACTION_POINT(53,PLAYER0)
	IF_SLAB_OWNER(21,26,PLAYER0)
		QUICK_INFORMATION(114,"A brigand of Skeletons are marching towards us!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],5)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],5)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],5)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,3)
	ENDIF
ENDIF

IF_ACTION_POINT(54,PLAYER0)
	IF_SLAB_OWNER(21,26,PLAYER0)
		QUICK_INFORMATION(112,"I can sense this Coven's necromantic power is quite bountiful, Keeper. Brace yourself!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,3)
	ENDIF
ENDIF

IF_ACTION_POINT(55,PLAYER0)
	IF_SLAB_OWNER(27,23,PLAYER0)
		QUICK_INFORMATION(111,"A huge swarm of skeletons are on their way!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],8)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,3)
	ENDIF
ENDIF

IF_ACTION_POINT(56,PLAYER0)
	IF_SLAB_OWNER(27,23,PLAYER0)
		QUICK_INFORMATION(116,"It would appear that this Coven really wants something to die, worry not Keeper. This Coven will perish by your hand, once all the heritage of society has been dismantled of course.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-22,3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],10)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],9)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],7)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],6)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELLZ,-17,1)
	ENDIF
ENDIF

REM ** Witch's outside Riches

IF_SLAB_TYPE(27,15,PATH)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
	ENDIF
ENDIF

REM ** Witch's inside Riches

IF_SLAB_TYPE(26,8,PATH)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-17,2)
	ENDIF
ENDIF

REM ** Bridge to the Witch's?

IF_SLAB_OWNER(24,13,PLAYER0)
	QUICK_INFORMATION_WITH_POS(101,"Keeper, there's something strange afoot here. Err... When crossing to 'meet' the Witch Coven, mind how you build a bridge. There seems to be an abolition of that knowledge around here for some reason.",78,35)
ENDIF

IF_ACTION_POINT(43,PLAYER0)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		QUICK_INFORMATION(106,"The Witch Coven seems to be obsessed with necromantic power, but lack the ability to give their creations any flare. They're only Skeletons, Keeper.")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,2)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-21,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-17,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(24,12,BRIDGE_FRAME)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
	ENDIF
ENDIF

IF_SLAB_TYPE(25,13,BRIDGE_FRAME)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],1)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
	ENDIF
ENDIF

IF_SLAB_TYPE(26,13,BRIDGE_FRAME)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
	ENDIF
ENDIF

IF_SLAB_TYPE(25,11,BRIDGE_FRAME)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
	ENDIF
ENDIF

IF_SLAB_TYPE(27,11,BRIDGE_FRAME)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,WITCH,AT_ACTION_POINT[40],2)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],3)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
		LEVEL_UP_CREATURE(PLAYER_GOOD,SKELETON,AT_ACTION_POINT[40],4)
	ENDIF
ENDIF

REM ** Bridging to the Graveyard?

IF_ACTION_POINT(41,PLAYER0)
	QUICK_INFORMATION(102,"The Northerners are angry at you for encroaching on their riches!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-21,2)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
	ENDIF
ENDIF

IF_ACTION_POINT(42,PLAYER0)
	QUICK_INFORMATION(103,"The Northerners are even angrier at you for encroaching on their riches!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-21,1)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(7,6,BRIDGE_FRAME)
	QUICK_INFORMATION(104,"An attack has been launched from the North!")
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,2)
	REVEAL_MAP_LOCATION(PLAYER0,45,9)
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,2)
	ENDIF
ENDIF

IF_SLAB_TYPE(2,12,BRIDGE_FRAME)
	QUICK_INFORMATION_WITH_POS(105,"The Witch's must have set a booby trap, triggering skeletons which signal the Northerners to counter-attack! If only we could have feasted on their paranoia as well. Myeahahaahaa!",7,37)
	CHANGE_SLAB_OWNER(2,12,PLAYER_GOOD)
	IF_SLAB_OWNER(2,12,PLAYER_GOOD)
		PLACE_TRAP(PLAYER_GOOD,ALARM,7,37,1)
	ENDIF
	IF_SLAB_OWNER(23,7,PLAYER_GOOD)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SKELEEZ,-22,1)
	ENDIF
ENDIF

REM ** Too greedy, you shall not pass!

IF_SLAB_TYPE(2,51,HARD)
	IF_ACTION_POINT(44,PLAYER0)
		QUICK_INFORMATION_WITH_POS(80,"Oh my! You appear to have fallen for their trap! Now the passage has been blocked!",10,85)
		CHANGE_SLAB_TYPE(3,28,HARD)
	ENDIF
ENDIF

REM ** Reaching the mid-game gems

IF_ACTION_POINT(44,PLAYER0)
	QUICK_INFORMATION_WITH_POS(78,"Ah! More gems for you to spoil yourself with! Excellent! Although, there are some West-Midlanders not too happy about it, Keeper.",13,126)
	ADD_TO_PARTY(WESTMIDLANDS,THIEF,9,1200,ATTACK_ENEMIES,10)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-22,2)
	LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[40],2)
	LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[40],4)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-17,1)
	LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[45],2)
	LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[45],5)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,1)
	LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[27],2)
	LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[27],3)
ENDIF

REM ** CONTINGENCY: Attaches a bridge to the Southern Garrison.

IF_ACTION_POINT(28,PLAYER0)
	IF_SLAB_OWNER(22,82,PLAYER_GOOD)
		IF_SLAB_TYPE(15,69,LAVA)
			IF_SLAB_TYPE(17,69,LAVA)
				QUICK_INFORMATION_WITH_POS(79,"I did trust that you'd taken care of that southern garrison ahead of time, Keeper. But a bridge has appeared...",49,208)
				CHANGE_SLAB_TYPE(15,69,BRIDGE_FRAME)
				CHANGE_SLAB_TYPE(15,68,BRIDGE_FRAME)
				CHANGE_SLAB_TYPE(14,68,BRIDGE_FRAME)
				CHANGE_SLAB_TYPE(17,68,BRIDGE_FRAME)
				CHANGE_SLAB_TYPE(17,69,BRIDGE_FRAME)
				CHANGE_SLAB_TYPE(18,68,BRIDGE_FRAME)
				CHANGE_SLAB_TYPE(19,68,BRIDGE_FRAME)
				CHANGE_SLAB_OWNER(15,69,PLAYER_GOOD)
				CHANGE_SLAB_OWNER(15,68,PLAYER_GOOD)
				CHANGE_SLAB_OWNER(14,68,PLAYER_GOOD)
				CHANGE_SLAB_OWNER(17,68,PLAYER_GOOD)
				CHANGE_SLAB_OWNER(17,69,PLAYER_GOOD)
				CHANGE_SLAB_OWNER(18,68,PLAYER_GOOD)
				CHANGE_SLAB_OWNER(19,68,PLAYER_GOOD)
				ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,2)
			ENDIF
		ENDIF
	ENDIF
ENDIF

IF_SLAB_OWNER(22,82,PLAYER0)
	CHANGE_SLAB_OWNER(22,83,PLAYER0)
ENDIF

REM ** Open PLAYER1's Workshop Door

IF_SLAB_OWNER(3,53,PLAYER0)
	CHANGE_SLAB_TYPE(61,4,PATH)
ENDIF

REM ** RAIDING PARTY TIMER **

IF_ACTION_POINT(35,PLAYER0)
	IF_SLAB_OWNER(51,64,PLAYER0)
		QUICK_OBJECTIVE(55,"Well now you've done it, Keeper. Expect a raiding party every now and then from different Hero Gates.")
		SET_FLAG(PLAYER_GOOD,FLAG3,1)
		SET_TIMER(PLAYER_GOOD,TIMER3)
	ENDIF
ENDIF
IF(PLAYER_GOOD,FLAG3 == 1)
	IF(PLAYER_GOOD,TIMER3 >= 10800)
		NEXT_COMMAND_REUSABLE
		RANDOMISE_FLAG(PLAYER_GOOD,FLAG1,7)
		IF(PLAYER_GOOD,FLAG1 == 1)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(56,"A raiding party has appeared just North of you!",-14)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WESTMIDLANDS,-14,2)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[27],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[27],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[27],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[27],4)
			NEXT_COMMAND_REUSABLE
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
		IF(PLAYER_GOOD,FLAG1 == 2)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(75,"Raiders of the Fallen Springs are attacking!",-14)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SPRINGS,-14,2)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,WIZARD,AT_ACTION_POINT[27],7)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,FAIRY,AT_ACTION_POINT[27],3)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,BARBARIAN,AT_ACTION_POINT[27],8)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,FAIRY,AT_ACTION_POINT[27],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[27],9)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[27],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,WIZARD,AT_ACTION_POINT[27],8)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,FAIRY,AT_ACTION_POINT[27],6)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[27],9)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,THIEF,AT_ACTION_POINT[27],10)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[27],5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,KNIGHT,AT_ACTION_POINT[27],6)
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
		IF(PLAYER_GOOD,FLAG1 == 3)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(57,"A raiding party has appeared south-east of the the castle gates!",-2)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-2,2)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[13],8)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[13],8)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[13],8)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[13],8)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[13],8)
			NEXT_COMMAND_REUSABLE
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
		IF(PLAYER_GOOD,FLAG1 == 4)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(58,"An Eastern raider assault is on its way!")
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-12,2)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-4,2)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-11,2)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HOUNDATTACK,-20,1)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[30],5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[28],3)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[30],5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[28],3)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[30],5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[28],3)
			NEXT_COMMAND_REUSABLE
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
		IF(PLAYER_GOOD,FLAG1 == 5)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(59,"A raiding party has entered through here! How foolish.",-15)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-15,5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[34],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[34],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[34],4)
			NEXT_COMMAND_REUSABLE
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
		IF(PLAYER_GOOD,FLAG1 == 6)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(60,"A raiding party has entered from the South!",-1)
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SOUTHERNERS,-1,3)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[11],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[11],4)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[11],4)
			NEXT_COMMAND_REUSABLE
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
		IF(PLAYER_GOOD,FLAG1 == 7)
			NEXT_COMMAND_REUSABLE
			QUICK_INFORMATION(61,"A raiding party has entered this realm!",-13) 
			NEXT_COMMAND_REUSABLE
			ADD_PARTY_TO_LEVEL(PLAYER_GOOD,ALARMPARTY,-13,3)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[25],5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[25],5)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER_GOOD,ANY_CREATURE,AT_ACTION_POINT[25],5)
			NEXT_COMMAND_REUSABLE
			SET_TIMER(PLAYER_GOOD,TIMER3)
		ENDIF
	ENDIF
ENDIF
IF_SLAB_OWNER(47,37,PLAYER0)
	SET_FLAG(PLAYER_GOOD,FLAG3,2)
	QUICK_INFORMATION(62,"The raiding parties have now ceased, Keeper.")
ENDIF

IF_ACTION_POINT(15,PLAYER0)
	IF_SLAB_OWNER(62,56,PLAYER0)
		TRAP_AVAILABLE(PLAYER0,WORD_OF_POWER,1,0)
		QUICK_INFORMATION(63,"You appear to have located the schematic for the Word of Power trap! Marvellous.")
	ENDIF
ENDIF

IF_ACTION_POINT(16,PLAYER0)
	IF_SLAB_TYPE(73,64,PRETTY_PATH)
		IF_SLAB_OWNER(73,64,PLAYER0)
			DOOR_AVAILABLE(PLAYER0,MAGIC,1,0)
			QUICK_INFORMATION(64,"You appear to have located the schematic for a Magic Door! Lucky you.")
		ENDIF
	ENDIF
ENDIF

IF_ACTION_POINT(17,PLAYER0)
	IF_SLAB_TYPE(92,75,PRETTY_PATH)
		IF_SLAB_OWNER(92,75,PLAYER0)
			ROOM_AVAILABLE(PLAYER0,BRIDGE,1,0)
			QUICK_INFORMATION(65,"You have located the schematic to start researching the Bridge! Use it wisely.")
			CHANGE_SLAB_TYPE(57,63,PATH)
		ENDIF
	ENDIF
ENDIF

IF_ACTION_POINT(18,PLAYER0)
	IF(PLAYER0,TOTAL_CREATURES >= 31)
			QUICK_OBJECTIVE(66,"Some advice for you, Keeper. I recommend mining the springs to the north, but mind you do not venture too far North. After, head East to clear out anything alive just south of Quagmoure Castle.")
	ENDIF
ENDIF

IF_ACTION_POINT(19,PLAYER0)
	IF_SLAB_OWNER(52,66,PLAYER0)
		QUICK_OBJECTIVE_WITH_POS(67,"Keeper, if you have not already I urge you to clear out that pathetic southern garrison on our doorstep before you venture even further to the East. Just my two-gems.",49,220)
	ENDIF
ENDIF

IF_ACTION_POINT(20,PLAYER0)
	IF_SLAB_OWNER(93,73,PLAYER0)
		QUICK_INFORMATION_WITH_POS(68,"Well, well, well.. You sure have come a long way now, Keeper. Once you're ready with the bridge, might I suggest you seize the spoils up in the north as it must not go unclaimed. Kill them, and their fragile Witch's cult.",25,37)
	ENDIF
ENDIF

IF_ACTION_POINT(21,PLAYER1)
	QUICK_INFORMATION(69,"It would appear that Balipoli has been mining at the Keeps gems for far too long that the Goodly heroes are attempting to put a stop to it. Should those heroes succeed, their egos will lead them down to you. Watch yourself, Keeper.",-15)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-15,2)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-19,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAIRYATTACK,-8,2)
ENDIF

IF_ACTION_POINT(39,PLAYER0)
	QUICK_INFORMATION_WITH_POS(95,"This appears to be an alternative entrance into the Witch's Coven's territory! Watch yourself, Keeper!",79,34)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-21,1)
ENDIF

IF_SLAB_OWNER(88,51,PLAYER0)
	QUICK_INFORMATION_WITH_POS(83,"Keeper! You have found the lightning spell! Those pesky heroes hiding such knowledge from us, how pitiful! The Easterners aren't too happy about this!",265,154)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,FAREASTERNERS,-4,2)
	IF_ACTION_POINT(30,PLAYER0)
		QUICK_INFORMATION_WITH_POS(88,"It appears that the heroes of the Stronghold are getting nervous, Keeper! They're attacking you!",139,152)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,STRONGHOLDERS,-10,1)
	ENDIF
ENDIF

REM ** CONTINGENCY: A WITCH CULT/COVEN 

IF_ACTION_POINT(23,PLAYER0)
	IF_SLAB_OWNER(46,58,PLAYER0)
		IF_SLAB_TYPE(46,57,BRIDGE_FRAME)
			IF_SLAB_OWNER(21,7,PLAYER_GOOD)
				IF_SLAB_OWNER(23,7,PLAYER_GOOD)
					QUICK_OBJECTIVE_WITH_POS(70,"Do not underestimate this goodly dwelling of Quagmoure Castle, Keeper. The heroes that reside here are believed to be quite well 'accomplished' apparently. Yet somehow the 'superstitious' Heroes have requested aide from the witch coven to the North-Western region! This magical barrier shall not stop you though. Find them and show the Witches a brutal reckoning, Keeper!",130,109)
					CHANGE_SLAB_TYPE(45,56,WOMAN_WALL)
					CHANGE_SLAB_TYPE(46,56,HARD)
					CHANGE_SLAB_TYPE(47,56,WOMAN_WALL)
					CHANGE_SLAB_TYPE(43,49,HARD)
					CHANGE_SLAB_TYPE(43,48,HARD)
					CHANGE_SLAB_TYPE(44,50,LAVA)
					CHANGE_SLAB_TYPE(44,49,LAVA)
					CHANGE_SLAB_TYPE(44,48,LAVA)
					CHANGE_SLAB_TYPE(44,47,LAVA)
					CHANGE_SLAB_TYPE(31,5,WATER)
					CHANGE_SLAB_TYPE(31,4,WATER)
					CHANGE_SLAB_TYPE(41,18,PATH)
					CHANGE_SLAB_TYPE(40,15,PATH)
					ADD_PARTY_TO_LEVEL(PLAYER_GOOD,WITCHCULT,-21,1)
					ADD_PARTY_TO_LEVEL(PLAYER_GOOD,NORTHERNERS,-17,1)
					REVEAL_MAP_LOCATION(PLAYER0,12,4)
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF

IF_SLAB_OWNER(21,7,PLAYER0)
	CHANGE_SLAB_TYPE(46,56,DENSE_GOLD)
	CHANGE_SLAB_TYPE(43,49,TORCH_WALL)
	CHANGE_SLAB_TYPE(43,48,TORCH_WALL)
ENDIF

IF_ACTION_POINT(25,PLAYER0)
	IF_SLAB_OWNER(38,78,PLAYER0)
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,EASTERNERS,-13,2)
	ENDIF
ENDIF

IF_ACTION_POINT(26,PLAYER0)
	IF_SLAB_OWNER(8,36,PLAYER0)
		QUICK_INFORMATION_WITH_POS(74,"Have your creatures be at least level 3 before barging down this door, Keeper. This realm is so easily upset over any killings, they call this a 'pre'-'emptive' strike?",30,109)
		QUICK_INFORMATION(76,"More like pathetic! Take it and their encrusted 'riches'!")
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,SPRINGS,-14,1)
		REVEAL_MAP_LOCATION(PLAYER0,27,8)
	ENDIF
ENDIF

IF(PLAYER0,TOTAL_CREATURES >= 1)
	QUICK_INFORMATION(71,"Keeper, heed my caution now. There are Fairies and Hounds lurking around the lava pits to the south! And patrols elsewhere of which more may enter depending on where you go. I cannot keep track of them all should they enter through multiple gates at once. So make sure your creatures aren't pitifully weak when the heroes catch wind of you.")
ENDIF

REM ** Should PLAYER0 avoid the trigger, set the trigger off this way **

IF_SLAB_TYPE(46,57,BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(60,40,PLAYER0)
ENDIF

REM ** ^ DO NOT DELETE WITHOUT CHECKING CHANGE SLAB OWNER's line | Trigger's 'explosive' indefinitely. DO NOT TAMPER WITH**

REM ** Avoid Pathing Issues **

IF_SLAB_TYPE(44,51,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44,51,PATH)
ENDIF

IF_SLAB_TYPE(44,50,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44,50,PATH)
ENDIF

IF_SLAB_TYPE(44,49,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44,49,PATH)
ENDIF

IF_SLAB_TYPE(44,48,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44,48,PATH)
ENDIF

IF_SLAB_TYPE(44,47,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44,47,PATH)
ENDIF

IF_SLAB_TYPE(44,46,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44,46,PATH)
ENDIF

IF_SLAB_TYPE(45,48,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(45,48,PATH)
ENDIF

IF_SLAB_TYPE(48,46,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(48,46,PATH)
ENDIF

REM ** Economy Balancing **

IF(PLAYER0,TOTAL_GOLD_MINED >= 300000)
	CHANGE_SLAB_TYPE(2,62,GOLD)
	QUICK_INFORMATION(84,"Oh no, one of your gem veins has disappeared, Keeper.")
ENDIF

IF(PLAYER0,TOTAL_GOLD_MINED >= 610000)
	CHANGE_SLAB_TYPE(22,40,GOLD)
	QUICK_INFORMATION(96,"Oh no, another one of the gem veins has disappeared, Keeper!")
ENDIF

REM ** Add Maiden to pool **

IF(PLAYER0,MAIDEN == 1)
	ADD_CREATURE_TO_POOL(MAIDEN,10)
	CREATURE_AVAILABLE(PLAYER0,MAIDEN,1,0)
	MAX_CREATURES(PLAYER0,49)
	MAX_CREATURES(PLAYER1,34)
	QUICK_INFORMATION(97,"You can now lure more minions into your Dungeon, Keeper. Balipoli cowers even more now that you have some maidens lured in by your dungeon which will diminish their own ability to lure in minions themselves.")
ENDIF

REM ** Remove the gems from PLAYER1's safe space

IF_SLAB_OWNER(66,62,PLAYER0)
	QUICK_INFORMATION_WITH_POS(98,"Balipoli appears to have lost one of their gem veins! Eugh, to relate to such a cowardly cretin even by greed. Oh well.",262,4)
	CHANGE_SLAB_TYPE(87,1,LAVA)
	REVEAL_MAP_LOCATION(PLAYER0,46,3)
ENDIF

REM *** Should PLAYER1 die ***

IF(PLAYER1,DUNGEON_DESTROYED == 1)
	IF_SLAB_TYPE(78,7,PATH)
	QUICK_INFORMATION(72,"It would appear Balipoli, though he did linger as a coward, has just been putridly vanquished as one too. Lets hope the disgraceful miscreant had not entirely drained the creature pool before meeting their demise, er... Not that you should suffer many casualties yourself, of course...")
	ENDIF
ENDIF

REM ** PLAYER1 Raiders gain a bridge

IF_SLAB_OWNER(51,64,PLAYER0)
	CHANGE_SLAB_TYPE(70,31,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(69,30,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(69,31,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(68,30,BRIDGE_FRAME)
ENDIF

REM ** CONTINGENECY PLAYER1 has no imps and money - Somehow

IF_ACTION_POINT(22,PLAYER1)
	IF(PLAYER1,DUNGEON_DESTROYED == 0)
		NEXT_COMMAND_REUSABLE
		SET_FLAG(PLAYER1,FLAG6,6)
		NEXT_COMMAND_REUSABLE
		SET_TIMER(PLAYER1,TIMER6)
	ENDIF
ENDIF
IF(PLAYER1,FLAG6 == 6)
	IF(PLAYER1,TIMER6 >= 300)
		IF(PLAYER1,IMP == 0)
			NEXT_COMMAND_REUSABLE
			USE_POWER_AT_POS(PLAYER1,235,22,POWER_IMP,1,FREE)
			NEXT_COMMAND_REUSABLE
			LEVEL_UP_CREATURE(PLAYER1,IMP,AT_ACTION_POINT[22],10)
		ENDIF
		NEXT_COMMAND_REUSABLE
		SET_TIMER(PLAYER1,TIMER6)
	ENDIF
ENDIF
IF_ACTION_POINT(22,PLAYER1)
	IF(PLAYER1,DUNGEON_DESTROYED == 1)
		SET_FLAG(PLAYER1,FLAG6,7)
	ENDIF
ENDIF

REM *** Should the human player die ***

HEART_LOST_OBJECTIVE(5,PLAYER0)

REM *** Winning the realm ***

IF_ACTION_POINT(6,PLAYER0)
	IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
		SET_FLAG(PLAYER0,FLAG5,5)
		SET_TIMER(PLAYER0,TIMER5)
	ENDIF
ENDIF
IF(PLAYER0,FLAG5 == 5)
	IF(PLAYER0,TIMER5 >= 300)
		IF(PLAYER_GOOD,TOTAL_CREATURES == 0)
			QUICK_OBJECTIVE(73,"Success! You massacred every foe! And this Molten Slab will be an excellent stronghold within your dominion.",PLAYER0)
			WIN_GAME
		ENDIF
	ENDIF
ENDIF