LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,2500)
MAX_CREATURES(ALL_PLAYERS,40)

ADD_CREATURE_TO_POOL(FLY,50)
ADD_CREATURE_TO_POOL(BUG,50)
ADD_CREATURE_TO_POOL(DEMONSPAWN,50)
ADD_CREATURE_TO_POOL(TROLL,50)
ADD_CREATURE_TO_POOL(SPIDER,50)
ADD_CREATURE_TO_POOL(HELL_HOUND,50)
ADD_CREATURE_TO_POOL(TENTACLE,50)
ADD_CREATURE_TO_POOL(SORCEROR,50)
ADD_CREATURE_TO_POOL(ORC,50)
ADD_CREATURE_TO_POOL(BILE_DEMON,50)
ADD_CREATURE_TO_POOL(DRAGON,50)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,50)

CREATURE_AVAILABLE(ALL_PLAYERS,FLY,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,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,BILE_DEMON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,0) 

SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,FLY,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,BUG,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,SPIDER,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,TROLL,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,ORC,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,BILE_DEMON,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,DRAGON,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,DARK_MISTRESS,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,HELL_HOUND,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,TENTACLE,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,SORCEROR,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,GHOST,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,SKELETON,5)
SET_CREATURE_MAX_LEVEL(ALL_PLAYERS,HORNY,5)

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

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(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,0,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_ARMAGEDDON,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1,0)

TRAP_AVAILABLE(ALL_PLAYERS,ALARM,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)

DOOR_AVAILABLE(ALL_PLAYERS,WOOD,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,BRACED,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)

CREATE_PARTY(GOOD_1)
	ADD_TO_PARTY(GOOD_1,THIEF,1,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_1,THIEF,1,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_1,THIEF,1,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_1,THIEF,1,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_1,ARCHER,1,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_1,ARCHER,1,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_2)
	ADD_TO_PARTY(GOOD_2,DWARFA,2,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_2,DWARFA,2,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_2,DWARFA,2,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_2,DWARFA,2,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_2,TUNNELLER,2,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_2,TUNNELLER,2,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_2,TUNNELLER,2,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_3)
	ADD_TO_PARTY(GOOD_3,ARCHER,3,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_3,ARCHER,3,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_3,ARCHER,3,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_3,ARCHER,3,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_3,ARCHER,3,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_3,WIZARD,3,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_3,WITCH,3,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_4)
	ADD_TO_PARTY(GOOD_4,DWARFA,4,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_4,DWARFA,4,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_4,DWARFA,4,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_4,DWARFA,4,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_4,DWARFA,4,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_4,MONK,4,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_4,MONK,4,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_5)
	ADD_TO_PARTY(GOOD_5,SAMURAI,5,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_5,SAMURAI,5,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_5,SAMURAI,5,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_5,ARCHER,5,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_5,ARCHER,5,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_5,ARCHER,5,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_5,MONK,5,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_6)
	ADD_TO_PARTY(GOOD_6,BARBARIAN,6,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_6,BARBARIAN,6,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_6,BARBARIAN,6,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_6,BARBARIAN,6,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_6,ARCHER,6,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_6,ARCHER,6,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_6,ARCHER,6,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_7)
	ADD_TO_PARTY(GOOD_7,SAMURAI,7,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_7,BARBARIAN,7,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_7,SAMURAI,7,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_7,ARCHER,7,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_7,WIZARD,7,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_7,SAMURAI,7,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_7,GIANT,7,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_8)
	ADD_TO_PARTY(GOOD_8,DWARFA,8,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_8,DWARFA,8,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_8,DWARFA,8,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_8,DWARFA,8,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_8,DWARFA,8,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_8,MONK,8,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_8,GIANT,8,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(GOOD_9)
	ADD_TO_PARTY(GOOD_9,THIEF,9,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_9,THIEF,9,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_9,THIEF,9,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_9,WITCH,9,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_9,WITCH,9,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_9,ARCHER,9,200,ATTACK_DUNGEON_HEART,250)
	ADD_TO_PARTY(GOOD_9,ARCHER,9,200,ATTACK_DUNGEON_HEART,250)
	
CREATE_PARTY(LANDLORD)
	ADD_TO_PARTY(LANDLORD,BARBARIAN,10,200,ATTACK_DUNGEON_HEART,500)
	ADD_TO_PARTY(LANDLORD,BARBARIAN,10,200,ATTACK_DUNGEON_HEART,500)
	ADD_TO_PARTY(LANDLORD,WIZARD,10,200,ATTACK_DUNGEON_HEART,500)
	ADD_TO_PARTY(LANDLORD,ARCHER,10,200,ATTACK_DUNGEON_HEART,500)
	ADD_TO_PARTY(LANDLORD,ARCHER,10,2000,ATTACK_DUNGEON_HEART,500)
	ADD_TO_PARTY(LANDLORD,VAMPIRE,10,200,ATTACK_DUNGEON_HEART,500)
	ADD_TO_PARTY(LANDLORD,KNIGHT,10,2000,ATTACK_DUNGEON_HEART,500)
	
QUICK_OBJECTIVE(1,"You conquered realms and beat many heroes and creatures. During this you developed Tendonitis, so you can't use your hand from time to time.",PLAYER0)

REM If player claim entrance start hero timer 
IF(PLAYER0,ENTRANCE >= 9)
	SET_TIMER(PLAYER_GOOD,TIMER0)
	QUICK_INFORMATION(2,"Not that this portal is also an enty point for heroes. Your Tendonitis just got worde. The best solution is to create a dungeon that can stop pesky heroes by it's design - instead of dropping all monsters on them at once.")
ENDIF

REM Send first party and deactivate HAND
IF(PLAYER_GOOD,TIMER0 > 6000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_1,1,DUNGEON,0,1,500)
	MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
	SET_FLAG(PLAYER_GOOD,FLAG0,1)
	QUICK_INFORMATION(3,"The first group of heroes just arrived. Your Tendonitis got so bad, that you can no longer pick up creatures.")
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER_GOOD,FLAG0 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER_GOOD,FLAG1,1)
		SET_TIMER(PLAYER_GOOD,TIMER1)
		QUICK_INFORMATION(4,"The adventurers are defeated and your Tendonitis got better.")
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER_GOOD,FLAG1 == 1)
	IF(PLAYER_GOOD,TIMER1 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_2,1,DUNGEON,0,2,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER_GOOD,FLAG2,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER_GOOD,FLAG2 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER_GOOD,FLAG3,1)
		SET_TIMER(PLAYER_GOOD,TIMER3)
		QUICK_INFORMATION(4,"The heroes are defeated and your Tendonitis got better.")
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER_GOOD,FLAG3 == 1)
	IF(PLAYER_GOOD,TIMER3 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_3,1,DUNGEON,0,3,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER_GOOD,FLAG4,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER_GOOD,FLAG4 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER_GOOD,FLAG5,1)
		SET_TIMER(PLAYER_GOOD,TIMER5)
		QUICK_INFORMATION(4,"The adventurers are defeated and your Tendonitis got better.")
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER_GOOD,FLAG5 == 1)
	IF(PLAYER_GOOD,TIMER5 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_4,1,DUNGEON,0,4,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER_GOOD,FLAG6,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER_GOOD,FLAG6 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER_GOOD,FLAG7,1)
		SET_TIMER(PLAYER_GOOD,TIMER7)
		QUICK_INFORMATION(4,"The adventurers are defeated and your Tendonitis got better.")
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER_GOOD,FLAG7 == 1)
	IF(PLAYER_GOOD,TIMER7 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_5,1,DUNGEON,0,5,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER0,FLAG1,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER0,FLAG1 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER0,FLAG2,1)
		SET_TIMER(PLAYER0,TIMER2)
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER0,FLAG2 == 1)
	IF(PLAYER0,TIMER2 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_6,1,DUNGEON,0,6,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER0,FLAG3,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER0,FLAG3 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER0,FLAG4,1)
		SET_TIMER(PLAYER0,TIMER4)
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER0,FLAG4 == 1)
	IF(PLAYER0,TIMER4 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_7,1,DUNGEON,0,7,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER0,FLAG5,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER0,FLAG5 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER0,FLAG6,1)
		SET_TIMER(PLAYER0,TIMER6)
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER0,FLAG6 == 1)
	IF(PLAYER0,TIMER6 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_8,1,DUNGEON,0,8,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER0,FLAG7,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER0,FLAG7 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER1,FLAG1,1)
		SET_TIMER(PLAYER1,TIMER1)
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER1,FLAG1 == 1)
	IF(PLAYER1,TIMER1 > 3000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,GOOD_9,1,DUNGEON,0,9,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER1,FLAG2,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER1,FLAG2 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		SET_FLAG(PLAYER1,FLAG3,1)
		SET_TIMER(PLAYER1,TIMER3)
		QUICK_INFORMATION(5,"You defeated most heroes, roumers had it that the Lord of the Land on on his way.")
	ENDIF
ENDIF

REM Send second party and deactivate HAND
IF(PLAYER1,FLAG3 == 1)
	IF(PLAYER1,TIMER3 > 6000)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,LANDLORD,1,DUNGEON,0,10,500)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,0,0)
		SET_FLAG(PLAYER1,FLAG4,1)
	ENDIF
ENDIF

REM If heroes are defeated reactivate HAND
IF(PLAYER1,FLAG4 == 1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
		DISPLAY_OBJECTIVE(40,PLAYER0)
		WIN_GAME
	ENDIF
ENDIF

REM If the player has run out of imps and money, somehow
IF_CONTROLS(PLAYER0,TOTAL_DIGGERS <= 0)
	IF(PLAYER0,MONEY < 0)
		QUICK_INFORMATION(6,"You ran out of gold and Imps .. wait master let me work my magic.")
		ADD_CREATURE_TO_LEVEL(PLAYER0,IMP,2,4,1,0,JUMP) 
	ENDIF
ENDIF

REM Give player Call to Arms of the Dungeon Heart is damaged
IF(PLAYER0,HEART_HEALTH < 20000)
	QUICK_INFORMATION(7,"The Dungeon Heart is under attack, quick master use this speel to call in nearby monsters.")
	MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,1)
	TUTORIAL_FLASH_BUTTON(23,-1)
ENDIF

REM Give player Audience of the Dungeon Heart is critically damaged
IF(PLAYER0,HEART_HEALTH < 10000)
	QUICK_INFORMATION(7,"The Dungeon Heart is damaged, master use this speel to call in all your monsters.")
	MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,1)
	TUTORIAL_FLASH_BUTTON(34,-1)
ENDIF