REM Der letzte Eid - Mission 7: Die Gefangenen von Dornwacht. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,15000)
MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,20)
COMPUTER_PLAYER(PLAYER1,1)
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(ARCHER,40)
ADD_CREATURE_TO_POOL(BARBARIAN,40)
ADD_CREATURE_TO_POOL(DWARFA,40)
ADD_CREATURE_TO_POOL(FAIRY,40)
ADD_CREATURE_TO_POOL(GIANT,8)
ADD_CREATURE_TO_POOL(KNIGHT,8)
ADD_CREATURE_TO_POOL(MONK,40)
ADD_CREATURE_TO_POOL(SAMURAI,8)
ADD_CREATURE_TO_POOL(THIEF,40)
ADD_CREATURE_TO_POOL(WIZARD,40)
CREATURE_AVAILABLE(PLAYER0,THIEF,1,20)
CREATURE_AVAILABLE(PLAYER0,ARCHER,1,20)
CREATURE_AVAILABLE(PLAYER0,DWARFA,1,20)
CREATURE_AVAILABLE(PLAYER0,WIZARD,1,20)
CREATURE_AVAILABLE(PLAYER0,BARBARIAN,1,20)
CREATURE_AVAILABLE(PLAYER0,FAIRY,1,20)
CREATURE_AVAILABLE(PLAYER0,MONK,1,20)
CREATURE_AVAILABLE(PLAYER0,KNIGHT,1,3)
CREATURE_AVAILABLE(PLAYER0,GIANT,1,3)
CREATURE_AVAILABLE(PLAYER0,SAMURAI,1,3)
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,1,0)
ROOM_AVAILABLE(PLAYER0,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER0,GRAVEYARD,0,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,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)
MAGIC_AVAILABLE(PLAYER0,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_OBEY,1,0)
RESEARCH_ORDER(PLAYER0,ROOM,TORTURE,3500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SPEED,3500)
RESEARCH_ORDER(PLAYER0,ROOM,WORKSHOP,4000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_SIGHT,4000)
RESEARCH_ORDER(PLAYER0,ROOM,BRIDGE,4500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_PROTECT,4500)
RESEARCH_ORDER(PLAYER0,ROOM,GUARD_POST,5000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CONCEAL,5000)
RESEARCH_ORDER(PLAYER0,ROOM,BARRACKS,5500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_LIGHTNING,5500)
RESEARCH_ORDER(PLAYER0,ROOM,PRISON,6000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CHICKEN,6000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_HOLD_AUDIENCE,6500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_OBEY,7000)
DOOR_AVAILABLE(PLAYER0,WOOD,1,0)
DOOR_AVAILABLE(PLAYER0,BRACED,1,0)
DOOR_AVAILABLE(PLAYER0,STEEL,1,0)
CREATURE_AVAILABLE(PLAYER1,ARCHER,1,20)
CREATURE_AVAILABLE(PLAYER1,DWARFA,1,20)
CREATURE_AVAILABLE(PLAYER1,WIZARD,1,20)
CREATURE_AVAILABLE(PLAYER1,BARBARIAN,1,20)
CREATURE_AVAILABLE(PLAYER1,MONK,1,20)
CREATURE_AVAILABLE(PLAYER1,KNIGHT,1,3)
SET_CREATURE_MAX_LEVEL(PLAYER1,WIZARD,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,BARBARIAN,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,ARCHER,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,MONK,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,DWARFA,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,KNIGHT,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,AVATAR,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,TUNNELLER,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,WITCH,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,GIANT,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,FAIRY,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,THIEF,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,SAMURAI,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,HORNY,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,SKELETON,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,TROLL,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,DRAGON,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,DEMONSPAWN,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLY,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,DARK_MISTRESS,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,SORCEROR,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,BILE_DEMON,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,IMP,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,BUG,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,VAMPIRE,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDER,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,HELL_HOUND,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,GHOST,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,TENTACLE,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,ORC,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLOATING_SPIRIT,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,TIME_MAGE,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,DRUID,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,BIRD,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,MAIDEN,6)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDERLING,6)
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,1,0)
ROOM_AVAILABLE(PLAYER1,PRISON,1,0)
ROOM_AVAILABLE(PLAYER1,TORTURE,1,0)
ROOM_AVAILABLE(PLAYER1,GRAVEYARD,0,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,0,0)
ROOM_AVAILABLE(PLAYER1,SCAVENGER,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)
MAGIC_AVAILABLE(PLAYER1,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_OBEY,1,0)
RESEARCH_ORDER(PLAYER1,ROOM,TORTURE,3500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HEAL_CREATURE,3500)
RESEARCH_ORDER(PLAYER1,ROOM,WORKSHOP,4000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SPEED,4000)
RESEARCH_ORDER(PLAYER1,ROOM,BRIDGE,4500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_SIGHT,4500)
RESEARCH_ORDER(PLAYER1,ROOM,GUARD_POST,5000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_PROTECT,5000)
RESEARCH_ORDER(PLAYER1,ROOM,BARRACKS,5500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CONCEAL,5500)
RESEARCH_ORDER(PLAYER1,ROOM,PRISON,6000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_LIGHTNING,6000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CHICKEN,6500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HOLD_AUDIENCE,7000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_OBEY,7500)
DOOR_AVAILABLE(PLAYER1,WOOD,1,0)
DOOR_AVAILABLE(PLAYER1,BRACED,1,0)
DOOR_AVAILABLE(PLAYER1,STEEL,1,0)
SET_TIMER(PLAYER0,TIMER0)
QUICK_OBJECTIVE(1,"An den Toren von Dornwacht haengt dein Bild: Verrat am Orden. Voss soll bei Sonnenaufgang sterben. Sichere das westliche Gefangenenregister und die oestliche Verhoerakte. Vernichte das blaue Herz des Inquisitors. Es gibt hier kein verstecktes Zeitlimit.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Heute stehen Helden des Ordens gegen dich. Deine wenigen Samurai verstaerken die Front. Erforscht wird erstmals die Folterkammer; Gefaengnis und die fuenf Grundraeume bleiben zugaenglich. Suche den einzigen Zugang an der Nordseite der gegnerischen Feste.",PLAYER0)
ENDIF
IF(PLAYER0,TIMER0 >= 1500)
 QUICK_INFORMATION(3,"Neu erforschbar: Folterkammer und Gehorsam. Setze Forscher in deine Bibliothek. Du hast Platz fuer 30 Einheiten ohne Imps, der Gegner fuer 20. Goldlager, Schlafraum, Huehnerfarm, Training und Bibliothek sind sofort baubar.",PLAYER0)
ENDIF
IF_ACTION_POINT(2,PLAYER0)
 QUICK_INFORMATION(4,"Das ist der einzige Eingang. Die Eisentuer ist zerstoerbar; dahinter fuehrt ein Gang zum blauen Herz. Der Gegner kann sein Tor selbst passieren. Bereite dich auf einen Gegenangriff vor.",2)
ENDIF
IF_SLAB_OWNER(24,52,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Im Gefangenenregister steht Voss unter den Toten. Doch die Tinte ist frisch, der Leichnam fehlt. Eine Wache hat am Rand vermerkt: Ueberstellung zur Schwarzen Esse. Keine Verbrennung genehmigt.",3)
 SET_TIMER(PLAYER0,TIMER1)
ENDIF
IF(PLAYER0,FLAG1 == 1)
 IF(PLAYER0,TIMER1 >= 350)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(11,"Beweis 1 ist gesichert. Beide markierten Raeume muessen einmal von deinen Imps beansprucht werden. Zerstoere ausserdem das blaue Dungeonherz.",3)
  ENDIF
 ENDIF
ENDIF
IF_SLAB_OWNER(53,25,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Die Verhoerakte enthaelt deine Antworten auf Fragen, die dir niemand gestellt hat. Severin schrieb dein Gestaendnis vor Jahren. Darunter eine Warnung von Voss: Das Siegel ist kein Schutz. Es ist ein Schluessel aus deinem Blut.",4)
 SET_TIMER(PLAYER0,TIMER2)
ENDIF
IF(PLAYER0,FLAG2 == 1)
 IF(PLAYER0,TIMER2 >= 350)
  IF(PLAYER0,FLAG7 == 0)
   QUICK_OBJECTIVE(13,"Beweis 2 ist gesichert. Beide markierten Raeume muessen einmal von deinen Imps beansprucht werden. Zerstoere ausserdem das blaue Dungeonherz.",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. Sichere jetzt die noch fehlenden Dokumentenraeume mit deinen Imps. Dein Auftrag ist erst dann erfuellt.",3)
 ENDIF
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,FLAG2 == 0)
  QUICK_OBJECTIVE(21,"Das blaue Herz ist gefallen. Sichere jetzt die noch fehlenden Dokumentenraeume mit deinen Imps. Dein Auftrag ist erst dann erfuellt.",4)
 ENDIF
ENDIF
IF(PLAYER1,DUNGEON_DESTROYED == 1)
 IF(PLAYER0,DUNGEON_DESTROYED == 0)
  IF(PLAYER0,FLAG1 == 1)
   IF(PLAYER0,FLAG2 == 1)
    IF(PLAYER0,TIMER1 >= 350)
     IF(PLAYER0,TIMER2 >= 350)
      SET_FLAG(PLAYER0,FLAG7,1)
      QUICK_OBJECTIVE(30,"Dornwacht faellt, aber Voss ist fort. Du laesst die Gefangenen ziehen und nimmst die Akte an dich. Einige deiner Ritter verweigern den naechsten Marsch. Die Stimme im Siegel bietet Ersatz: Unter der Schwarzen Esse warten jene, die der Orden zuerst verriet.",PLAYER0)
      SET_TIMER(PLAYER0,TIMER7)
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
IF(PLAYER0,FLAG7 == 1)
 IF(PLAYER0,TIMER7 >= 450)
  IF(PLAYER0,DUNGEON_DESTROYED == 0)
   WIN_GAME
  ENDIF
 ENDIF
ENDIF

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

REM v0.8: Enemy gem seam, three hard-rock faces and one accessible south face.
REM Keep the accessible seam marked for the enemy imps while its dungeon survives.
SET_TIMER(PLAYER1,TIMER6)
IF(PLAYER1,TIMER6 >= 300)
 IF(PLAYER1,DUNGEON_DESTROYED == 0)
  IF_SLAB_OWNER(60,52,PLAYER1)
   NEXT_COMMAND_REUSABLE
   TAG_MAP_RECT(PLAYER1,60,51,1,1)
  ENDIF
 ENDIF
 NEXT_COMMAND_REUSABLE
 SET_TIMER(PLAYER1,TIMER6)
ENDIF
