REM Der letzte Eid - Mission 3: Die Stimmen der Silbermine. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,11000)
MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,14)
COMPUTER_PLAYER(PLAYER1,3)
CREATURE_AVAILABLE(ALL_PLAYERS,WIZARD,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BARBARIAN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ARCHER,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,MONK,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DWARFA,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,KNIGHT,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,AVATAR,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TUNNELLER,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,WITCH,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,GIANT,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FAIRY,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,THIEF,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SAMURAI,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HORNY,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SKELETON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FLY,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,IMP,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BUG,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,GHOST,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,FLOATING_SPIRIT,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,TIME_MAGE,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DRUID,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,BIRD,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,MAIDEN,0,0)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDERLING,0,0)
ADD_CREATURE_TO_POOL(THIEF,25)
CREATURE_AVAILABLE(PLAYER0,THIEF,1,30)
ADD_CREATURE_TO_POOL(ARCHER,25)
CREATURE_AVAILABLE(PLAYER0,ARCHER,1,30)
ADD_CREATURE_TO_POOL(DWARFA,25)
CREATURE_AVAILABLE(PLAYER0,DWARFA,1,30)
ADD_CREATURE_TO_POOL(WIZARD,25)
CREATURE_AVAILABLE(PLAYER0,WIZARD,1,30)
ADD_CREATURE_TO_POOL(BARBARIAN,25)
CREATURE_AVAILABLE(PLAYER0,BARBARIAN,1,30)
ADD_CREATURE_TO_POOL(FAIRY,25)
CREATURE_AVAILABLE(PLAYER0,FAIRY,1,30)
ADD_CREATURE_TO_POOL(BUG,30)
CREATURE_AVAILABLE(PLAYER1,BUG,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,BUG,4)
ADD_CREATURE_TO_POOL(FLY,30)
CREATURE_AVAILABLE(PLAYER1,FLY,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLY,4)
ADD_CREATURE_TO_POOL(TROLL,30)
CREATURE_AVAILABLE(PLAYER1,TROLL,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,TROLL,4)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
CREATURE_AVAILABLE(PLAYER1,DEMONSPAWN,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,DEMONSPAWN,4)
ADD_CREATURE_TO_POOL(SPIDER,30)
CREATURE_AVAILABLE(PLAYER1,SPIDER,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDER,4)
ADD_CREATURE_TO_POOL(SORCEROR,2)
CREATURE_AVAILABLE(PLAYER1,SORCEROR,1,2)
SET_CREATURE_MAX_LEVEL(PLAYER1,SORCEROR,4)
ADD_CREATURE_TO_POOL(ORC,30)
CREATURE_AVAILABLE(PLAYER1,ORC,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,ORC,4)
ROOM_AVAILABLE(PLAYER0,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER0,LAIR,1,1)
ROOM_AVAILABLE(PLAYER0,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER0,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER0,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER0,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER0,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER0,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER0,BRIDGE,1,1)
ROOM_AVAILABLE(PLAYER0,PRISON,0,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,0,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,0,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HAND,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_TIME_BOMB,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_POSSESS,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_ARMAGEDDON,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_REBOUND,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_FREEZE,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SLOW,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_FLIGHT,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_VISION,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_TUNNELLER,0,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_CALL_TO_ARMS,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_HEAL_CREATURE,1,1)
MAGIC_AVAILABLE(PLAYER0,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_CONCEAL,1,0)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SPEED,4500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SIGHT,6000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_PROTECT,7500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CONCEAL,9000)
RESEARCH_ORDER(PLAYER0,ROOM,WORKSHOP,6000)
RESEARCH_ORDER(PLAYER0,ROOM,GUARD_POST,3500)
RESEARCH_ORDER(PLAYER0,ROOM,BARRACKS,6000)
DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
ROOM_AVAILABLE(PLAYER1,TREASURE,1,1)
ROOM_AVAILABLE(PLAYER1,LAIR,1,1)
ROOM_AVAILABLE(PLAYER1,GARDEN,1,1)
ROOM_AVAILABLE(PLAYER1,TRAINING,1,1)
ROOM_AVAILABLE(PLAYER1,RESEARCH,1,1)
ROOM_AVAILABLE(PLAYER1,WORKSHOP,1,0)
ROOM_AVAILABLE(PLAYER1,GUARD_POST,1,0)
ROOM_AVAILABLE(PLAYER1,BARRACKS,1,0)
ROOM_AVAILABLE(PLAYER1,BRIDGE,0,0)
ROOM_AVAILABLE(PLAYER1,PRISON,0,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,0,0)
ROOM_AVAILABLE(PLAYER1,SCAVENGER,0,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HAND,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_IMP,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SLAP,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HOLD_AUDIENCE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_TIME_BOMB,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_POSSESS,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_ARMAGEDDON,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_REBOUND,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_FREEZE,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SLOW,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_FLIGHT,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_VISION,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_TUNNELLER,0,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HAND,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_SLAP,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_CALL_TO_ARMS,1,1)
MAGIC_AVAILABLE(PLAYER1,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SPEED,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_CONCEAL,1,0)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HEAL_CREATURE,4500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SPEED,6000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SIGHT,7500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_PROTECT,9000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CONCEAL,10500)
RESEARCH_ORDER(PLAYER1,ROOM,WORKSHOP,6000)
RESEARCH_ORDER(PLAYER1,ROOM,GUARD_POST,3500)
RESEARCH_ORDER(PLAYER1,ROOM,BARRACKS,6000)
DOOR_AVAILABLE(PLAYER1,WOOD,1,0)
DOOR_AVAILABLE(PLAYER1,BRACED,1,0)
SET_TIMER(PLAYER0,TIMER0)
QUICK_OBJECTIVE(1,"Die Silbermine foerdert seit Wochen kein Erz. Trotzdem rollen nachts volle Wagen hinaus. Sichere das Pumpenhaus im Nordosten und die Baracken im Suedwesten. Dann brich das blaue Herz des Aufsehers.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Eine freie Juwelenader liegt direkt neben deiner Festung. Alle vier Seiten sind fuer deine Imps vorbereitet. Das Pumpenhaus enthaelt das Schichtbuch; die Baracken bergen die Namen der Gefangenen.",PLAYER0)
ENDIF
IF(PLAYER0,RESEARCH >= 9)
 IF(PLAYER0,TIMER0 >= 1400)
  QUICK_INFORMATION(3,"Setze Magier oder andere Forscher in deine Bibliothek. Neue Zauber werden erst durch Forschung freigeschaltet. Der Gegner erforscht seine Zauber ebenfalls.",PLAYER0)
 ENDIF
ENDIF
IF_ACTION_POINT(2,PLAYER0)
 QUICK_INFORMATION(4,"Du hast den einzigen Toreingang der gegnerischen Festung erreicht. Die verstaerkte Holztuer versperrt den Eingang. Zerstoere sie mit deinen Truppen; dahinter ist der Weg zum Herz frei.",2)
ENDIF
IF_SLAB_OWNER(43,24,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Im Pumpenhaus klingt ein Fluestern aus trockenen Rohren. Das Schichtbuch verzeichnet Menschen als Brennstoff. Die Foerderung endete nicht: Nur das Silber war nie das eigentliche Ziel.",3)
 SET_TIMER(PLAYER0,TIMER1)
ENDIF
IF(PLAYER0,FLAG1 == 1)
 IF(PLAYER0,TIMER1 >= 250)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(11,"Das Schichtbuch ist in Sicherheit. Suche auch die Baracken und vernichte das blaue Herz.",3)
  ENDIF
 ENDIF
ENDIF
IF_SLAB_OWNER(31,52,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Die Baracken sind verlassen. In einer Wand steckt eine Kinderzeichnung von Aschenwacht. Darunter: Sie holen uns, sobald die Glocken schweigen. Du sicherst die Namen, statt den Raum niederzubrennen.",4)
 SET_TIMER(PLAYER0,TIMER2)
ENDIF
IF(PLAYER0,FLAG2 == 1)
 IF(PLAYER0,TIMER2 >= 250)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(13,"Die Namen sind gesichert. Das Pumpenhaus und das blaue Dungeonherz bleiben Teil deines Auftrags.",4)
  ENDIF
 ENDIF
ENDIF
IF(PLAYER0,DUNGEON_DESTROYED == 1)
 LOSE_GAME
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,FLAG1 == 0)
  QUICK_OBJECTIVE(20,"Das blaue Herz ist gefallen, aber dein Auftrag ist noch offen. Sichere die markierten Dokumente mit deinen Imps. Die Geschichte geht dort weiter.",3)
 ENDIF
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,FLAG2 == 0)
  QUICK_OBJECTIVE(21,"Das blaue Herz ist gefallen. Sichere auch den zweiten Dokumentenraum mit deinen Imps, bevor du dieses Reich verlaesst.",4)
 ENDIF
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,DUNGEON_DESTROYED == 0)
IF(PLAYER0,FLAG1 == 1)
IF(PLAYER0,TIMER1 >= 300)
IF(PLAYER0,FLAG2 == 1)
IF(PLAYER0,TIMER2 >= 300)
 SET_FLAG(PLAYER0,FLAG7,1)
 QUICK_OBJECTIVE(30,"Voss erkennt eine Unterschrift im Schichtbuch: seine eigene. Er hat die Transporte genehmigt, ohne ihre Fracht zu kennen. Die letzte Spur fuehrt in ein Archiv, das der Orden heute Nacht verbrennen will.",PLAYER0)
 SET_TIMER(PLAYER0,TIMER7)
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
IF(PLAYER0,FLAG7 == 1)
 IF(PLAYER0,TIMER7 >= 300)
  IF(PLAYER0,DUNGEON_DESTROYED == 0)
   WIN_GAME
  ENDIF
 ENDIF
ENDIF

REM v0.7: Standard portal limits exclude special diggers. Player imps remain available.
