LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,4500)
MAX_CREATURES(ALL_PLAYERS,26)

ALLY_PLAYERS(PLAYER0,PLAYER1,3)
ALLY_PLAYERS(PLAYER1,PLAYER0,3)

ADD_CREATURE_TO_POOL(FLY,20)
ADD_CREATURE_TO_POOL(BUG,20)
ADD_CREATURE_TO_POOL(DEMONSPAWN,20)
ADD_CREATURE_TO_POOL(TROLL,20)
ADD_CREATURE_TO_POOL(SPIDER,20)
ADD_CREATURE_TO_POOL(HELL_HOUND,20)
ADD_CREATURE_TO_POOL(TENTACLE,20)
ADD_CREATURE_TO_POOL(SORCEROR,20)
ADD_CREATURE_TO_POOL(ORC,20)
ADD_CREATURE_TO_POOL(BILE_DEMON,20)
ADD_CREATURE_TO_POOL(DRAGON,20)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,20)

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,1,10
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,DARK_MISTRESS,1,0)

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

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,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_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)

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)

RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_SIGHT,3800)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_SPEED,5700)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_OBEY,6000)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,GUARD_POST,6700)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_CALL_TO_ARMS,7400)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,WORKSHOP,9000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_CONCEAL,9400)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,BARRACKS,12000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_HOLD_AUDIENCE,11000)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,PRISON,20000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_CAVE_IN,25000)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,TORTURE,20000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_HEAL_CREATURE,14000)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,TEMPLE,25000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_LIGHTNING,15000)
RESEARCH_ORDER(ALL_PLAYERS,ROOM,GRAVEYARD,25000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_PROTECT,15000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_CHICKEN,20000)
RESEARCH_ORDER(ALL_PLAYERS,MAGIC,POWER_DISEASE,20000)

SET_FLAG(PLAYER0,FLAG0,0)
CREATE_PARTY(HEROES1)
CREATE_PARTY(HEROES2)
CREATE_PARTY(HEROES3)

ADD_TO_PARTY(HEROES1,KNIGHT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,KNIGHT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WITCH,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WITCH,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WITCH,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WITCH,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WITCH,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WITCH,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,GIANT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,GIANT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,GIANT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,GIANT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,GIANT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,GIANT,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WIZARD,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WIZARD,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WIZARD,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WIZARD,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WIZARD,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,WIZARD,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,MONK,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,MONK,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,MONK,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,MONK,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,MONK,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,MONK,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,SAMURAI,10,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES1,SAMURAI,10,200,ATTACK_DUNGEON_HEART,300
ADD_TO_PARTY(HEROES1,SAMURAI,10,200,ATTACK_DUNGEON_HEART,300
ADD_TO_PARTY(HEROES1,SAMURAI,10,200,ATTACK_DUNGEON_HEART,300
ADD_TO_PARTY(HEROES1,SAMURAI,10,200,ATTACK_DUNGEON_HEART,300
ADD_TO_PARTY(HEROES1,SAMURAI,10,200,ATTACK_DUNGEON_HEART,300

ADD_TO_PARTY(HEROES2,WITCH,7,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES2,WITCH,7,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES2,FAIRY,7,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES2,FAIRY,7,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES2,FAIRY,7,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES2,GIANT,7,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES2,GIANT,7,200,ATTACK_DUNGEON_HEART,300)

ADD_TO_PARTY(HEROES3,WITCH,6,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES3,WITCH,6,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES3,WIZARD,6,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES3,WIZARD,6,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES3,MONK,6,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES3,MONK,6,200,ATTACK_DUNGEON_HEART,300)

ADD_TO_PARTY(HEROES4,ARCHER,9,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES4,ARCHER,9,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES4,SAMURAI,9,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES4,SAMURAI,9,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES4,THIEF,9,200,ATTACK_DUNGEON_HEART,300)
ADD_TO_PARTY(HEROES4,THIEF,9,200,ATTACK_DUNGEON_HEART,300)

QUICK_OBJECTIVE(1,"Welcome Keepers, You will find a great Temple amongst this realm just begging to be desecrated, Destroy all of its followers and offer the hidden Statues to win the Gods favor and the path to the Heart of the Temple shall open")

IF_ACTION_POINT(1,PLAYER0)
    PLAY_MESSAGE(PLAYER0,SPEECH,65)
    CHANGE_SLAB_TYPE(117,118,WATER)
    CHANGE_SLAB_TYPE(106,115,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(106,116,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(106,117,BRIDGE_FRAME)
    CHANGE_SLAB_TYPE(106,118,BRIDGE_FRAME)
ENDIF	

IF_ACTION_POINT(2,ALL_PLAYERS)
    PLAY_MESSAGE(PLAYER0,SPEECH,65)
    CHANGE_SLAB_TYPE(117,69,WATER)
    CHANGE_SLAB_TYPE(64,62,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(65,62,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(66,62,BRIDGE_FRAME)
    CHANGE_SLAB_TYPE(67,62,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(68,62,BRIDGE_FRAME)
ENDIF	

IF_ACTION_POINT(3,PLAYER0)
    PLAY_MESSAGE(PLAYER0,SPEECH,65)
    CHANGE_SLAB_TYPE(76,117,WATER)
	CHANGE_SLAB_TYPE(25,63,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,7,1)
ENDIF	

IF_ACTION_POINT(4,PLAYER0)
    PLAY_MESSAGE(PLAYER0,SPEECH,65)
    CHANGE_SLAB_TYPE(60,65,WATER)
	CHANGE_SLAB_TYPE(27,61,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,7,1)
ENDIF	

IF_ACTION_POINT(5,PLAYER0)
    PLAY_MESSAGE(PLAYER0,SPEECH,65)
    CHANGE_SLAB_TYPE(1,100,WATER)
	CHANGE_SLAB_TYPE(23,63,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,7,1)
ENDIF	

IF_ACTION_POINT(6,PLAYER0)
    PLAY_MESSAGE(PLAYER0,SPEECH,65)
    CHANGE_SLAB_TYPE(1,76,WATER)
	CHANGE_SLAB_TYPE(21,61,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,7,1)
ENDIF	

IF_ACTION_POINT(8,PLAYER1)
    PLAY_MESSAGE(PLAYER1,SPEECH,65)
    CHANGE_SLAB_TYPE(117,2,WATER)
    CHANGE_SLAB_TYPE(106,2,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(106,3,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(106,4,BRIDGE_FRAME)
    CHANGE_SLAB_TYPE(106,5,BRIDGE_FRAME)
ENDIF	

IF_ACTION_POINT(9,ALL_PLAYERS)
    PLAY_MESSAGE(PLAYER1,SPEECH,65)
    CHANGE_SLAB_TYPE(117,51,WATER)
    CHANGE_SLAB_TYPE(64,58,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(65,58,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(66,58,BRIDGE_FRAME)
    CHANGE_SLAB_TYPE(67,58,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(68,58,BRIDGE_FRAME)
ENDIF	

IF_ACTION_POINT(10,PLAYER1)
    PLAY_MESSAGE(PLAYER1,SPEECH,65)
    CHANGE_SLAB_TYPE(76,3,WATER)
	CHANGE_SLAB_TYPE(25,57,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,14,1)
ENDIF	

IF_ACTION_POINT(11,PLAYER1)
    PLAY_MESSAGE(PLAYER1,SPEECH,65)
    CHANGE_SLAB_TYPE(60,55,WATER)
	CHANGE_SLAB_TYPE(27,59,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,14,1)
ENDIF	

IF_ACTION_POINT(12,PLAYER1)
    PLAY_MESSAGE(PLAYER1,SPEECH,65)
    CHANGE_SLAB_TYPE(1,20,WATER)
	CHANGE_SLAB_TYPE(23,57,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,14,1)
ENDIF	

IF_ACTION_POINT(13,PLAYER1)
    PLAY_MESSAGE(PLAYER1,SPEECH,65)
    CHANGE_SLAB_TYPE(1,44,WATER)
	CHANGE_SLAB_TYPE(21,59,LAVA)
	ADD_TO_FLAG(PLAYER0,FLAG0,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,14,1)
ENDIF	

IF(PLAYER0,FLAG0 == 4)
    CHANGE_SLAB_TYPE(6,65,PATH)
    CHANGE_SLAB_TYPE(7,65,PATH)
    CHANGE_SLAB_TYPE(8,65,PATH)
    CHANGE_SLAB_TYPE(6,55,PATH)
    CHANGE_SLAB_TYPE(7,55,PATH)
    CHANGE_SLAB_TYPE(8,55,PATH)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES4,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES4,14,1)
	QUICK_INFORMATION(3,"Good work Keepers your halfway there",-1)
ENDIF

IF(PLAYER0,FLAG0 == 8)
    CHANGE_SLAB_TYPE(6,64,PATH)
    CHANGE_SLAB_TYPE(7,64,PATH)
    CHANGE_SLAB_TYPE(8,64,PATH)
    CHANGE_SLAB_TYPE(6,56,PATH)
    CHANGE_SLAB_TYPE(7,56,PATH)
    CHANGE_SLAB_TYPE(8,56,PATH)
	QUICK_INFORMATION(4,"The Temple is crumbling as the heroes of this land squabble to save it",-1)
	SET_TIMER(PLAYER0,TIMER0)
ENDIF

IF(PLAYER0,TIMER0 >= 300)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,14,1)
ENDIF

IF(PLAYER0,TIMER0 >= 1200)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,14,1)
ENDIF

IF(PLAYER0,TIMER0 >= 2400)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,14,1)
ENDIF

IF(PLAYER0,TIMER0 >= 3600)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,14,1)
ENDIF

IF(PLAYER0,TIMER0 >= 4800)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,14,1)
ENDIF

IF(PLAYER0,TIMER0 >= 6000)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,7,1)
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES2,14,1)
ENDIF

IF(PLAYER0,TIMER0 >= 7200)
    CHANGE_SLAB_TYPE(23,64,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(24,64,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(25,64,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(23,63,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(25,63,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(23,56,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(24,56,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(25,56,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(23,57,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(25,57,BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(23,64,PLAYER_GOOD,MATCH)
	CHANGE_SLAB_OWNER(23,56,PLAYER_GOOD,MATCH)
ENDIF

IF(PLAYER0,TIMER0 >= 7250)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES1,-1,1)
ENDIF

IF(PLAYER0,TIMER0 >= 7290)
    IF_CONTROLS(PLAYER_GOOD,KNIGHT < 1)
	    QUICK_INFORMATION(5,"The Heroes have fallen and the Temple is dismantled, The Gods Have cleared the way to the Heart destory it now and end this",-1)
	    ADD_TO_FLAG(PLAYER0,FLAG0,1)
		CHANGE_SLAB_TYPE(23,62,PATH)
		CHANGE_SLAB_TYPE(24,62,PATH)
		CHANGE_SLAB_TYPE(25,62,PATH)
		CHANGE_SLAB_TYPE(22,61,PATH)
		CHANGE_SLAB_TYPE(23,61,PATH)
		CHANGE_SLAB_TYPE(24,61,PATH)
		CHANGE_SLAB_TYPE(25,61,PATH)
		CHANGE_SLAB_TYPE(26,61,PATH)
		CHANGE_SLAB_TYPE(22,60,PATH)
		CHANGE_SLAB_TYPE(23,60,PATH)
		CHANGE_SLAB_TYPE(24,60,PATH)
		CHANGE_SLAB_TYPE(25,60,PATH)
		CHANGE_SLAB_TYPE(26,60,PATH)
		CHANGE_SLAB_TYPE(22,59,PATH)
		CHANGE_SLAB_TYPE(23,59,PATH)
		CHANGE_SLAB_TYPE(24,59,PATH)
		CHANGE_SLAB_TYPE(25,59,PATH)
		CHANGE_SLAB_TYPE(26,59,PATH)
		CHANGE_SLAB_TYPE(23,58,PATH)
		CHANGE_SLAB_TYPE(24,58,PATH)
		CHANGE_SLAB_TYPE(25,58,PATH)
	ENDIF
ENDIF		

IF(PLAYER0,FLAG0 == 9)
    CHANGE_SLAB_TYPE(6,63,PATH)
    CHANGE_SLAB_TYPE(7,63,PATH)
    CHANGE_SLAB_TYPE(8,63,PATH)
    CHANGE_SLAB_TYPE(6,57,PATH)
    CHANGE_SLAB_TYPE(7,57,PATH)
    CHANGE_SLAB_TYPE(8,57,PATH)
ENDIF

IF_ACTION_POINT(17,PLAYER0)
    CHANGE_SLAB_TYPE(6,66,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(7,66,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(8,66,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(6,67,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(7,67,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(8,67,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(7,68,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(8,68,BRIDGE_FRAME)
ENDIF	

IF_ACTION_POINT(18,PLAYER1)
    CHANGE_SLAB_TYPE(6,54,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(7,54,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(8,54,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(6,53,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(7,53,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(8,53,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(7,52,BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(8,52,BRIDGE_FRAME)
ENDIF	

IF_ACTION_POINT(16,PLAYER0)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,7,1)
ENDIF	

IF_ACTION_POINT(15,PLAYER1)
    ADD_PARTY_TO_LEVEL(PLAYER_GOOD,HEROES3,14,1)
ENDIF	

IF_ACTION_POINT(19,PLAYER1)
    QUICK_INFORMATION(1,"Perhaps the Gods will open the way if you offer them the statue nearby",21)
ENDIF	

IF_ACTION_POINT(20,PLAYER0)
    QUICK_INFORMATION(2,"Perhaps the Gods will open the way if you offer them the statue nearby",22)
ENDIF	

IF(PLAYER0,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

IF(PLAYER1,DUNGEON_DESTROYED == 1)
    LOSE_GAME
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED == 1)
    WIN_GAME
ENDIF