REM Der letzte Eid - Mission 10: Die Krone der Namenlosen. KeeperFX v1.4.0
LEVEL_VERSION(1)
SET_GENERATE_SPEED(500)
START_MONEY(PLAYER0,15000)
START_MONEY(PLAYER1,18000)
MAX_CREATURES(PLAYER0,30)
MAX_CREATURES(PLAYER1,20)
COMPUTER_PLAYER(PLAYER1,11)
SET_COMPUTER_GLOBALS(PLAYER1,60,1,6,1,300,1,8)
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(BILE_DEMON,8)
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(SAMURAI,8)
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)
CREATURE_AVAILABLE(PLAYER0,BILE_DEMON,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,1,0)
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)
MAGIC_AVAILABLE(PLAYER0,POWER_DESTROY_WALLS,1,0)
RESEARCH_ORDER(PLAYER0,ROOM,SCAVENGER,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,ROOM,TEMPLE,7500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_CAVE_IN,7500)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_DISEASE,8000)
RESEARCH_ORDER(PLAYER0,MAGIC,POWER_DESTROY_WALLS,8500)
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)
CREATURE_AVAILABLE(PLAYER1,SAMURAI,1,3)
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,1,0)
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)
MAGIC_AVAILABLE(PLAYER1,POWER_DESTROY_WALLS,1,0)
RESEARCH_ORDER(PLAYER1,ROOM,SCAVENGER,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,ROOM,TEMPLE,7500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_OBEY,7500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_CAVE_IN,8000)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_DISEASE,8500)
RESEARCH_ORDER(PLAYER1,MAGIC,POWER_DESTROY_WALLS,9000)
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,"Unter der Totenstadt entsteht Severins zweites Siegel. Sein Praelat bewacht die Krone der Namenlosen. Sichere das westliche Namenshaus und den oestlichen Siegelplan. Brich anschliessend das blaue Herz. Diesmal fuehrst du den Angriff als Keeper.",PLAYER0)
IF(PLAYER0,TIMER0 >= 650)
 QUICK_INFORMATION(2,"Ab dieser Mission kannst du alle baubaren Raeume erhalten. Die fuenf Grundraeume sind sofort offen; weitere werden erforscht. Neu sind Koederraum und Mauern zerstoeren. Die Felsumfassung des Gegners bleibt undurchdringlich: Der einzige Eingang ist sein noerdliches Eisentor.",PLAYER0)
ENDIF
IF(PLAYER0,TIMER0 >= 1500)
 QUICK_INFORMATION(3,"Neu erforschbar: Koederraum und Mauern zerstoeren. 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(18,42,PLAYER0)
 SET_FLAG(PLAYER0,FLAG1,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(10,"Im Namenshaus findest du die Seelen der Geretteten aus Aschenwacht. Severin hat ihre Namen an seine Krone gebunden. Du zerreisst das Verzeichnis. Die Stimmen verstummen, doch eine bleibt: Voss. Er bittet dich, nicht zu werden wie dein Feind.",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(66,42,PLAYER0)
 SET_FLAG(PLAYER0,FLAG2,1)
 ADD_GOLD_TO_PLAYER(PLAYER0,1500)
 QUICK_INFORMATION(12,"Der Siegelplan zeigt sechs Knoten, die Severins Macht zusammenhalten. Die Krone ist nur der erste. Zerstoerst du die uebrigen, wird der Weg zu ihm frei. Nhal fordert nicht ihre Zerstoerung. Er fordert, dass du sie uebernimmst.",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 Krone zerbricht. Deine Diener nennen dich Herr der Namenlosen. In deiner Hand liegt ein Splitter, warm wie ein schlagendes Herz. Voss' Stimme schweigt. Vor dir warten sechs Reiche und die Frage, fuer wen du sie erobern wirst. Fortsetzung in Mission 11.",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(38,54,PLAYER1)
   NEXT_COMMAND_REUSABLE
   TAG_MAP_RECT(PLAYER1,38,53,1,1)
  ENDIF
 ENDIF
 NEXT_COMMAND_REUSABLE
 SET_TIMER(PLAYER1,TIMER6)
ENDIF
