REM Der letzte Eid - Mission 9: Der erste Hunger. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,17000)
MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,20)
COMPUTER_PLAYER(PLAYER1,10)
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(BUG,40)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,8)
ADD_CREATURE_TO_POOL(DEMONSPAWN,40)
ADD_CREATURE_TO_POOL(DWARFA,40)
ADD_CREATURE_TO_POOL(FAIRY,40)
ADD_CREATURE_TO_POOL(FLY,40)
ADD_CREATURE_TO_POOL(HELL_HOUND,8)
ADD_CREATURE_TO_POOL(KNIGHT,8)
ADD_CREATURE_TO_POOL(MONK,40)
ADD_CREATURE_TO_POOL(ORC,40)
ADD_CREATURE_TO_POOL(SKELETON,40)
ADD_CREATURE_TO_POOL(SPIDER,40)
ADD_CREATURE_TO_POOL(TROLL,40)
ADD_CREATURE_TO_POOL(VAMPIRE,8)
ADD_CREATURE_TO_POOL(WIZARD,40)
CREATURE_AVAILABLE(PLAYER0,BUG,1,20)
CREATURE_AVAILABLE(PLAYER0,FLY,1,20)
CREATURE_AVAILABLE(PLAYER0,TROLL,1,20)
CREATURE_AVAILABLE(PLAYER0,DEMONSPAWN,1,20)
CREATURE_AVAILABLE(PLAYER0,SPIDER,1,20)
CREATURE_AVAILABLE(PLAYER0,ORC,1,20)
CREATURE_AVAILABLE(PLAYER0,SKELETON,1,20)
CREATURE_AVAILABLE(PLAYER0,HELL_HOUND,1,3)
CREATURE_AVAILABLE(PLAYER0,VAMPIRE,1,3)
CREATURE_AVAILABLE(PLAYER0,DARK_MISTRESS,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,1,0)
ROOM_AVAILABLE(PLAYER0,TEMPLE,1,0)
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)
MAGIC_AVAILABLE(PLAYER0,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER0,POWER_DISEASE,1,0)
RESEARCH_ORDER(PLAYER0,ROOM,TEMPLE,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,ROOM,TORTURE,6500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_HOLD_AUDIENCE,6500)
RESEARCH_ORDER(PLAYER0,ROOM,GRAVEYARD,7000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_OBEY,7000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CAVE_IN,7500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_DISEASE,8000)
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)
CREATURE_AVAILABLE(PLAYER1,FAIRY,1,20)
SET_CREATURE_MAX_LEVEL(PLAYER1,WIZARD,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,BARBARIAN,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,ARCHER,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,MONK,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,DWARFA,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,KNIGHT,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,AVATAR,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,TUNNELLER,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,WITCH,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,GIANT,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,FAIRY,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,THIEF,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,SAMURAI,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,HORNY,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,SKELETON,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,TROLL,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,DRAGON,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,DEMONSPAWN,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLY,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,DARK_MISTRESS,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,SORCEROR,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,BILE_DEMON,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,IMP,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,BUG,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,VAMPIRE,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDER,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,HELL_HOUND,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,GHOST,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,TENTACLE,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,ORC,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,FLOATING_SPIRIT,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,TIME_MAGE,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,DRUID,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,BIRD,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,MAIDEN,8)
SET_CREATURE_MAX_LEVEL(PLAYER1,SPIDERLING,8)
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,1,0)
ROOM_AVAILABLE(PLAYER1,TEMPLE,1,0)
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)
MAGIC_AVAILABLE(PLAYER1,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_DISEASE,1,0)
RESEARCH_ORDER(PLAYER1,ROOM,TEMPLE,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,ROOM,TORTURE,6500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CHICKEN,6500)
RESEARCH_ORDER(PLAYER1,ROOM,GRAVEYARD,7000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_HOLD_AUDIENCE,7000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_OBEY,7500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CAVE_IN,8000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_DISEASE,8500)
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,"Du erwachst als Vampir. Einige Getreue sind geflohen; andere nennen dich nun Keeper. Die Jaeger des Ordens folgen deiner Spur. Sichere die Grabinschrift im Nordwesten und die Blutchronik im Suedosten. Vernichte das blaue Herz der Jaegerfeste.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Deine Armee besteht jetzt aus dunklen Kreaturen. Dein Vampir behaelt seine normalen Faehigkeiten. Tempel und Krankheit sind erforschbar. Ein Friedhof kann weitere Vampire hervorbringen. Die Jaeger besitzen nur einen Eingang: das westliche Eisentor.",PLAYER0)
ENDIF
IF(PLAYER0,TIMER0 >= 1500)
 QUICK_INFORMATION(3,"Neu erforschbar: Tempel und Krankheit. 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(23,27,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Die Grabinschrift nennt das gefangene Herz beim Namen: Nhal, einst Hueter dieses Reiches. Der Orden band ihn unter seiner Kapelle und nannte seine gestohlenen Wunder heilig. Nun traegst du den letzten Rest seines Willens.",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(56,62,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Die Blutchronik enthaelt keine Befehle. Es sind Erinnerungen. Nhal zeigt dir die Menschen, die ihn einsperrten, und jene, die ihn befreiten. Beide verbrannten im selben Krieg. Seine Rache kennt keinen Unterschied.",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,"Die Jaegerfeste verstummt. Deine Diener knien, und zum ersten Mal gefaellt es dir. Doch im Blut des gefallenen Hauptmanns siehst du Severins naechsten Schritt: Er baut ein zweites Gefaengnis fuer Nhal. Diesmal sollst du darin liegen.",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(61,12,PLAYER1)
   NEXT_COMMAND_REUSABLE
   TAG_MAP_RECT(PLAYER1,61,11,1,1)
  ENDIF
 ENDIF
 NEXT_COMMAND_REUSABLE
 SET_TIMER(PLAYER1,TIMER6)
ENDIF
