REM Der letzte Eid - Mission 4: Das Archiv der Asche. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,13000)
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(MONK,25)
CREATURE_AVAILABLE(PLAYER0,MONK,1,30)
ADD_CREATURE_TO_POOL(BUG,30)
CREATURE_AVAILABLE(PLAYER1,BUG,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,BUG,5)
ADD_CREATURE_TO_POOL(FLY,30)
CREATURE_AVAILABLE(PLAYER1,FLY,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLY,5)
ADD_CREATURE_TO_POOL(TROLL,30)
CREATURE_AVAILABLE(PLAYER1,TROLL,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,TROLL,5)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
CREATURE_AVAILABLE(PLAYER1,DEMONSPAWN,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,DEMONSPAWN,5)
ADD_CREATURE_TO_POOL(SPIDER,30)
CREATURE_AVAILABLE(PLAYER1,SPIDER,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDER,5)
ADD_CREATURE_TO_POOL(SORCEROR,2)
CREATURE_AVAILABLE(PLAYER1,SORCEROR,1,2)
SET_CREATURE_MAX_LEVEL(PLAYER1,SORCEROR,5)
ADD_CREATURE_TO_POOL(ORC,30)
CREATURE_AVAILABLE(PLAYER1,ORC,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,ORC,5)
ADD_CREATURE_TO_POOL(SKELETON,30)
CREATURE_AVAILABLE(PLAYER1,SKELETON,1,30)
SET_CREATURE_MAX_LEVEL(PLAYER1,SKELETON,5)
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)
MAGIC_AVAILABLE(PLAYER0,POWER_LIGHTNING,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,MAGIC,POWER_LIGHTNING,10500)
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)
MAGIC_AVAILABLE(PLAYER1,POWER_LIGHTNING,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,MAGIC,POWER_LIGHTNING,12000)
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,"Ueber dem Archiv liegt Asche. Severin befiehlt, nur das Ordenssiegel zu bergen. Voss verlangt im Verborgenen die Wahrheit. Sichere das Nordarchiv und das Suedarchiv, bevor du das blaue Herz zerstoerst.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Die Lavakluft teilt das Archiv. Grabe dich aussen um die Kluft zum Westtor des Gegners. Deine Imps muessen die beiden Archivraeume beanspruchen. Eine Nachricht ueber Feuer setzt hier kein verstecktes Zeitlimit.",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(42,21,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Im Nordarchiv findest du die Gruendungsurkunde. Unter der Kapelle wurde ein lebendes Herz eingemauert. Es naehrt die heiligen Wunder des Ordens. Die Transporte sollten es am Leben halten.",3)
 SET_TIMER(PLAYER0,TIMER1)
ENDIF
IF(PLAYER0,FLAG1 == 1)
 IF(PLAYER0,TIMER1 >= 250)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(11,"Die Gruendungsurkunde ist gesichert. Hole die Akten aus dem anderen Archiv und brich das blaue Herz.",3)
  ENDIF
 ENDIF
ENDIF
IF_SLAB_OWNER(42,63,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Das Suedarchiv enthaelt deinen eigenen Haftbefehl. Datum: drei Tage vor deinem ersten Auftrag. Severin hat dich nicht begnadigt. Er hat dich ausgewaehlt. Voss versteckt die Originale in deiner Kriegskasse.",4)
 SET_TIMER(PLAYER0,TIMER2)
ENDIF
IF(PLAYER0,FLAG2 == 1)
 IF(PLAYER0,TIMER2 >= 250)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(13,"Der Haftbefehl ist gesichert. Beide Archive muessen dir gehoeren; danach darf das blaue Herz fallen.",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,"Severin erklaert dich zum Helden und bestellt dich zum Ritterschlag. Voss raet zur Flucht. Doch ohne Zugang zur inneren Kapelle bleiben die Beweise wertlos. Du nimmst die Einladung an.",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.
